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!
— US instruction manual, Sonic the Hedgehog CD
Collision Chaos is the second round in Sonic the Hedgehog CD. The boss of the third Zone is a giant pinball machine operated by Dr. Robotnik. This round is where Amy Rose is captured by Metal Sonic, occurring right at the beginning of the round.
It 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 seem to be stylized Japanese writing but is actually gibberish. The background takes place during late sunset, with 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 Round, it also curiously appears upside down at the very top of the Round as well.
In the Past, many of the casino features are not present due to it still being in construction, though 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.
The bad future features a darkened sky at dusk adorned with red clouds, and seems to be haunted with gray machines. This timeline is one of the few to remain functional and colorful while showing a dark future for any passerby at the same time. 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.
The good future shows a futuristic, cyan 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.
Upon arriving in Collision Chaos, Sonic comes across Amy, who is still following him around since the previous round. The duo are then interrupted by Eggman’s newest and greatest creation yet, Metal Sonic, as he blows throw a blockade of Spikes using his V. Maximum Overdrive Attack. He wastes no time in grabbing hold of the pink hedgehog, who is too busy fawning over Sonic to notice. As she writhes and wiggles in Metal’s clutches, the robotic doppelganger flies away, too quick for Sonic to catch him. Though Metal’s sudden arrival has now opened up the pathway into the casino, Sonic is now tasked with (albeit relunctantly) rescuing his biggest fangirl, in addition to stopping the mad doctor.
Collision Chaos, like most casino-themed levels, features a heavy emphasis on gimmicks that bounce the player around. Rows of Breakaway Bumpers 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 aformentioned 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 setpiece 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 other media
- When accessing the game files, Collision Chaos is listed as R3 after Palmtree Panic which is listed as R1 suggesting that a round got scrapped during development.
- In an early prototype, Metal Sonic was supposed to be able to damage the player in the beginning of Act 1, which is why there is a hidden shield at the start of the level.
- In the Japanese version of Sonic the Hedgehog CD, the music for this round (Bad Future) is later remixed in Sonic Chronicles: The Dark Brotherhood as the music for Angel Island.
|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|