When playing through Sonic CD, there are frequently ledges that seem inaccessible, or slopes that seem to stop abruptly. I noted when writing about my completion of the game that the level design felt a little bit off in places, preventing you from getting up too high a speed; on reflection this may well be another deliberate puzzle, to work out how to time travel, but I thought it might also be where the levels had been adjusted for multiple realities. So I did a little investigating.
The maps I’ve used here have come straight from Sonic Retro, which is an amazing site that I used when I couldn’t find the generator on Stardust Speedway Act 2 when replaying on the Xbox 360.
First, this comparison shows the same locations in the past and in the present; the slope in the present is actually a useful place to get up speed to time travel. The level flows a lot better in the past, with fewer springs and a new exit from the slope. Note how the trees have grown from the past to the future as well.


There are greater differences when moving from the present to the (good) future. You can see the way that the future is built over the top of the present, and there’s a lower slope that is inaccessible as a result. Another key difference is the lack of enemies in the good future.


There are fewer differences between the good and bad futures. The below pictures show part of the map in the present, and in the good and bad versions of the future. The pipe on the right changes from the present to the future, but the two future levels have the same layout. The rings in the centre show how the slope has moved between time periods, making some rings accessible.



The more I look at the game, the more impressed I am.





