Sonic the Hedgehog CD
Sonic becomes a whirling blue pinball in this land of bright lights and bumpers, flippers and spikes. Robotnik's robots will really be gunning for you here! Mow 'em down first with a Spin Attack. Press Button A, B or C to activate the flippers and send Sonic flying through the pinball courses for big bonus points!
— Description, Sonic the Hedgehog CD US instruction manual.
Collision Chaos (混沌の衝突 Konton no shōtotsu?) is the second Round in Sonic the Hedgehog CD. It consists of a forest region full of machines, located on Little Planet. As with the other Rounds in the game, Collision Chaos consists of two Zones and a third, shorter Zone that features the Round's boss.
In the present, Collision Chaos is an unusual, possibly psychedelic, pink mechanized forest with a well-established casino. The casino is dotted with blue pillars of all shapes and sizes, as well as identically colored pipes running through the foreground. Neon signs line up across the casino, which seems to be stylized Japanese writing but is actually gibberish. The background takes place during late sunset, with odd orange dots possibly representing an autumn forest sitting at the foot of a pink lake. Though the lake is shown at the very bottom of the Zone, it also curiously appears upside down at the very top of the Zone as well.
In the past, Collision Chaos is still under construction, with many of its gimmicks either being absent or replaced with grassy platforms. Regardless, a few blue girders can be seen sticking out of the level, which is now sporting a golden color scheme. In their place are yellow prehistoric plants with oddly shaped leaves and patterns. No signs depict the completion of the casino here; instead, airborne rocky structures replace them. Taking place during early sunset, a much more recognizable forest sits near the lake, which is reflecting the orange sky above.
In the bad future, Collision Chaos features a darkened sky at dusk adorned with red clouds, and seems to be haunted with gray machines. There seem to be no plants present here aside from the dead orange grass, and the signs are still illegible but fully functional. The lake here looks to be teeming with radioactive waste, as evidenced by its reddish-orange tint. The background now features a giant mountain covered in, presumably, more dead grass and plants, with several green-colored buildings and pipes in front.
In the good future, Collision Chaos shows a futuristic, turquoise colored, inviting casino, which is now set during the day. Plants are futuristic and natural, adding pleasing attractions to the "casinotopia", while the waters below are crisp and clean. The mountains in the bad future are also present, but are now fully teeming with plant life. Several blue-colored futuristic buildings can be seen among the pillars of rock.
In Sonic the Hedgehog CD, Dr. Robotnik invaded Little Planet and its regions, which included Collision Chaos. He installed robot transporters in the Past and infested the region with Badniks. He also placed down some Metal Sonic Projectors to terrorize the animals that lived there. With this, he managed to conquer the future of the planet and write history to his own image. In Collision Chaos' case, the attraction ended being haunted and abandoned, with its grass being dead and its lake polluted with radioactive waste.
When Sonic the Hedgehog arrived in this region, he came across Amy Rose, who was infatuated with him and kept following the hedgehog. She was soon kidnapped by a mysterious robotic version of Sonic. Now having to worry in rescuing Amy while battling Robotnik, he started to re-write history on Little Planet, reverting the doctor's effects in Collision Chaos. Some time later, Sonic saw Dr. Robotnik in a machine located in a pinball-like area ready to fight him. After successfully defeating the doctor, he went to Tidal Tempest.
Collision Chaos features a heavy emphasis on gimmicks that bounce the player around. Rows of spheres are placed in tall corridors of the Round, with Flippers usually placed at the very bottom to launch Sonic into them. A recurring element of the Zones are slotting Springs that pop out of the ground when Sonic runs past them, and horizontal ones are typically placed right next to sloped ramps in order to launch the player high into the air. Some spikes also slot out of the ground too though, which the player must take into account when backtracking.
Bumpers are all over the place in both Zones, bouncing the player every which way, whether helpful or not. Most are the typical round variant, but new long and skinny variants are placed either at the foot of or a small distance above the ground, and sometimes even vertically, in the walls. Fatter versions also move up and down in the air, acting as bouncing platforms for the player. Usually in the lower sections of the rounds are corridors containing rotating spike chains (or more of the aforementioned slotting spikes No signs depict the completion of the casino here; instead, airborne rocky structures replace them. The lake is also present in the past timeline.) with small gaps placed in the ground with springs below, sending the player into danger if they do not move quickly.
Lastly, Zone 2 features a unique set piece at the very top of the Zone in the form of a large, rotating cylinder with many smaller platforms attached that rotate along with it. These platforms can be stood on, but only when they are properly facing outwards, on the same plane of view as the player. In the past, these cylinders appear, though they are inactive.
In Zone 3, the player has to battle the Collision Chaos boss, which takes place in a small machine where Dr. Robotnik is located, above a large, pinball-like area. Here, Sonic has to deal with spikes, spheres and small bombs Robotnik throws very often.
Robot transporter locations
- Zone 1: A robot transporter is seen on a flat platform located at the halfway point of the Zone. To access to it, the player has to simply jump while they are falling off a cliff which would take them to the bottom part of the Zone.
- Zone 2: A robot transporter is seen on a flat platform located at the halfway point of the Zone. To access to it, the player has to take the top part at the start of the Zone. Eventually, they will find the robot transporter protected by some Robot Mantises and Tentous.
In other media
In the Sonic the Hedgehog comic series and its spin-offs published by Archie Comics, Collision Chaos (named Collision Chaos Zone) appeared as a Zone built by Dr. Ivo Robotnik on Mobius, and where Stardust Speedway Zone was located. This Zone would be the place where Sonic first battled Mecha Sonic.
- When accessing the game files, Collision Chaos is listed as "R3" after Palmtree Panic, which is listed as "R1", suggesting that a second Round got scrapped during development.
- In an early prototype, Metal Sonic was supposed to be able to damage the player at the beginning of Act 1, which is why there is a hidden shield at the start of the level.
- The Japanese version of the bad future music for this Round was later remixed in Sonic Chronicles: The Dark Brotherhood as the music for Angel Island.
- When entering the Time Warp at the very bottom part of this Round, it may be common for the player to fall into a bottomless pit due to the different level designs across the different timelines and the physics of the Time Warp.
|Collision Chaos "P" mix||Masafumi Ogata||2:39|
|Collision Chaos (US)||Sterling w/Armando, Bobby Vega||3:19|
|Collision Chaos 'B' Mix (US)||Sterling w/Armando, Bobby Vega||2:06|
|Collision Chaos 'G' Mix (US)||Sterling w/Armando, Bobby Vega||2:17|
|Collision Chaos (JP)||Masafumi Ogata||3:41|
|Collision Chaos "B" mix||Masafumi Ogata||1:19|
|Collision Chaos "G" mix||Masafumi Ogata||1:17|