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Sonic 3D: Flickies' Island

From Sonic Retro

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Sonic 3D: Flickies' Island
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Publisher: Sega
Developer:
System(s): Sega Mega Drive, Sega Saturn, Windows PC, Virtual Console, Steam
ROM size: 4 MB
Genre: Action
Number of players: 1
Release Date RRP Code
Sega Mega Drive
EU
1996-11-05 [1]  ? MK-1844-50
Sega Mega Drive
US
1996-11-12 $59.99 1844
Sega Mega Drive
BR
?  ? 048300
Sega Mega Drive
KR
?  ? GM-96001JG
Sega Saturn
US
1996-11-21 $49.99 81062
Sega Saturn
EU
1997-02-13 [2] £44.99 [3] MK81062-50
Sega Saturn
JP
1999-10-14 ¥3,800 GS-9143
Sega Saturn
AU
199x  ? FSON19SSC
Windows PC
US
1997-09-25  ? 85064
Windows PC
EU
1997-09-30  ? MK 85064
Windows PC
US (Expert)
1999  ? 6822
Windows PC
EU (Xplosiv)
7-13-2001  ? EI-1304
Windows PC
EU (Xplosiv)
2001  ? XP-1304
Windows PC
AU (Valusoft)
2005  ? THQ70487
Windows PC
NZ
2005  ? ?
Wii Virtual Console
JP
2007-10-16 600 points ?
Wii Virtual Console
EU
2007-11-02 800 points ?
Wii Virtual Console
US
2007-11-19 800 points ?
Steam
US
2010-06-01 $4.99 ?
Steam
EU
2010-06-01 £3.99 ?

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Sonic 3D: Flickies' Island (ソニック3D フリッキーアイランド), also known as Sonic 3D Blast in North America, is both the final Sonic the Hedgehog title released for the Sega Mega Drive and the first on the Sega Saturn. Played on an isometric field, the mechanics of the game echo the previous core installments of the series, though the perspective and alternative objectives make it a unique experience in the Sonic catalog. While conceived and assisted by Sonic Team, the majority of development was done by UK-based game studio Traveller's Tales, who would go on to collaborate once more on the franchise with Sonic R.

The game would not be released in Japan until the end of the Saturn's life cycle, being the third-to-last first party title for the system, released on the same day as Sonic Adventure International. The Mega Drive version of the game would remain unseen in the land of the rising sun until its inclusion in the compilation title Sonic Mega Collection.

Story

Somewhere in the great oceans of the planet lies a mysterious atoll known only as Flicky Island. The home of the Flicky Bird race, the innocuous winged beings are surrounded by rumor and legend, with whispers that they have some connection to the Chaos Emeralds. It is these rumors that pique the interest of the nefarious Dr. Eggman, evil genius and arch enemy of a certain blue hedgehog. Reeling from his previous failures at obtaining the gems, the doctor decides to find the island, set up shop and try to discover what lies hidden within.

During routine surveillance, Eggman spies a giant golden ring hovering over the landscape, where suddenly a flock of Flickies emerge from seemingly nowhere, perching on a nearby tree. After a moment, the entire lot fly back the way they came, through the center of the Dimensional Ring and vanishing once again. Realizing what he just saw, Eggman can barely contain himself. "So they live in another dimension, do they? Ha! I've discovered the secret of the Flickies!"

Without hesitation, Dr. Eggman puts yet another plan into motion. Capturing the Flickies and placing them into robots, he hopes to harness their power and finally claim the Chaos Emeralds for himself. Unbeknownst to the mad doctor, Sonic the Hedgehog and his friends decide to visit Flicky Island at the same time. Entering the fringes of the Green Grove, Sonic looks for his feathered friends but instead finds a familiar sight: mechanical creatures roaming the countryside.

With a single spin attack, our hero pops open the first Badnik, and sees a Flicky fly out. It doesn't take long for Sonic to guess that Eggman must be behind this. It's now up to Sonic to rescue the trapped Flickies, transport them safely back to their home dimension, and gather the Chaos Emeralds before Eggman can get his hands on them first.

"Time to go, Sonic!"

Game Mechanics

Gameplay

The mysterious Flicky Island.

Sonic 3D: Flickies' Island is at its core a spiritual sequel to the 1984 Sega arcade title Flicky. Just like the Flicky/Chirp relationship, Sonic's main objective is to find all the Flickies in a designated area and bring them to the goal. Only then can the player continue on to either the next portion of the level or the next Act. As opposed to the traditional two-dimensional game play of the classic Sonic titles, the playing field is presented in an isometric, 45-degree angle, similar to the visual style of the Game Gear title Sonic Labyrinth. Even though everything is still sprite-based, the camera gives the allusion that Sonic is in a 3D world, able to see everything around him instead of just left and right.

Each Zone in the game, with the exception of Final Fight, is split up into three Acts. The first two Acts, with the exception of Panic Puppet Zone, present Sonic with the same objective: to collect the Flickies so Sonic can reach the end of the level. Broken up into either two or three sections per Act, Sonic rushes about encountering Eggman's many Badniks. Destroying them is the only way Sonic can rescue the Flickies from being a living battery. Just freeing them isn't enough, the player having to touch the Flicky to make it follow Sonic's every move. No matter where in the game, there are always five Flickies that need to be brought to the goal ring. They can be deposited one at a time, all at once, or any degree in the middle, but only sending five back to their home dimension at once will insure the maximum amount of points available.

There are four different Flickies that populate the game, each with their own travel behavior once free. The most common and familiar of the group is the Blue Flicky, who make a conscious effort to find Sonic. If they cannot find him, they fly around in a tight circle, making them easy to locate. The second type is the Pink Flicky, which acts largely like blue ones, but fly around in bigger circles if unable to find Sonic. In the Mega Drive's Volcano Valley Zone, the pink Flickies appear bright orange, presumably due to color palette limitations. Red Flickies constantly move between two close points, not making any effort to find Sonic. Their movement range is small, but they jump very high and can thus be hard to catch. Rounding out the bunch are Green Flickies. Perhaps the most frustrating, they wander randomly with no interest in finding Sonic, even sometimes appearing to try and avoid him.

The four Flickies in flight.

Once a Flicky has made contact and follows Sonic, the player must still be aware of their surroundings. If Sonic takes damage while not wearing a shield, all the Flickies that are currently connected to him will disperse, a mad grab for rings made even crazier while trying to protect the endangered fowl. Even if Sonic doesn't take damage, stray projectiles and other hazards can separate hedgehog from bird, and if one isn't paying attention, it's possible to reach the end of a level, deposit the Flickies one has, and realize that the fifth has gone missing. Once Sonic jumps at the ring, swings through and all five birds are safe and sound, the ring disappears, allowing the player to either continue on in the game if a trap door lights up, or to finish the Act if there is an "X" on the ground.

Due to the isometric nature of the game, Sonic controls slightly different than he normally does. While left and right on the D-pad still move Sonic in those directions, pressing up and down will move Sonic across the board just the same. The diagonal inputs on the Mega Drive controller finally come in handy, giving Sonic precise movement across each stage. The A and C buttons once again allow Sonic to jump into the air, curling into a ball and performing a spin attack that can destroy enemies, as long as Sonic doesn't land on spikes. Because Sonic can no longer crouch, the B button has instead become the de-facto method of having Sonic perform his other signature move, the Spin Dash. Standing still, holding the button down will rev up Sonic, allowing him to burst ahead in any direction, even able to destroy certain barricades. If Sonic is already in motion when B is pressed, he will curl into a ball and roll forward until his momentum is spent.

Flickies are not the only object collectible within the game. Making its grand return are rings, a staple of the entire series. Having at least one on you will protect Sonic from damage, though if Sonic is attacked again while his ring count is zero and the brief window of invincibility wears off, he will forfeit a life. Collecting one hundred of the spinning circles will reward the player with an extra life. New to the game are Sonic Medals, which are also hidden throughout each zone. Many times placed above springs that can only be reached if you have a certain amount of Flickies, collecting ten of these spinning Sonic heads will reward the player with a continue.

Sonic the Hedgehog in action.

Item boxes also appear through the game, containing familiar power-ups to assist Sonic in his journey. Speed Shoes and invincibility are sprinkled about, allowing Sonic to gain an extra burst of speed or protect him from enemies and hazards, respectively. 1-Up boxes grant the player with their namesake, while the original shield from Sonic 1 and Sonic 2 returns, protecting Sonic and the Flickies from a hit that would otherwise cause Sonic to lose his rings and the birds that follow. The "Flame Barrier" shield from Sonic 3 also makes a comeback, appearing in levels that have a fire hazard. Brand new to the game is the Gold Shield, which gives Sonic the new ability called the "Sonic Blast Attack." A primitive version of the Homing Attack that would become a staple of the 3D games, pressing the jump button twice allows Sonic to home in on a nearby enemy, popping it open without fear. Along with springs, spikes, and bumpers, the checkered landscapes of Flickies' Island fit in with the aesthetics of Sonic's world, even if the controls are vastly different.

Hidden in each Act are Miles "Tails" Prower and Knuckles the Echidna, standing about in idle animations. In their NPC role in this game, they are not easily discovered. Sometimes in a secret room, sometimes just off to the side in an uncertain path, they replace the Giant Ring as the entrance to the Special Stage. After collecting 50 rings and making contact, Sonic is instantly transported to the Chaos Emerald-collecting round. Echoing the goal of the Special Stage from Sonic 2, the player must collect the designated amount of rings in order to continue on. The Mega Drive and Saturn versions differ greatly, the former being an extremely simplified course of Sonic running on a metallic grate suspended over the background. The Saturn version, taking advantage of the hardware, is a fully-realized 3D obstacle course, visually similar to the Sonic 2 stages but amped up considerably.

Eggman once again taunting the player.

Each Act, starting with Green Grove and continuing through Volcano Valley, has one "Tails" and one "Knuckles" hidden. In the Mega Drive version, if you find both you can collect two Chaos Emeralds per Act. In the Saturn version, however, if you have already collected the emerald in that particular Act, the player will run through the same Special Stage and collect a 1-Up instead of another gem. In both versions of the game, you can still go to Special Stages after having collected all seven emeralds, the reward for both being extra lives.

Though collecting all the Chaos Emeralds does not grant the player Super Sonic, they are needed to get the good ending of the game. Having all seven will transport Sonic to Final Fight, featuring the final confrontation between Sonic and Eggman in this installment of his never-ending adventures.

Music and Sound

Utilizing the Mega Drive's sound chip, a group of four musicians including Tatsuyuki Maeda and Jun Senoue put together the music for Flickies' Island. Taking a cue from Sonic 3 & Knuckles, each Zone's Act has a remix based around a shared theme. A handful of familiar tunes also reappear from Sonic & Knuckles, such as the Act Clear and 1-Up jingles. For the 32-bit version, the synthesized tracks were replaced by RedBook audio composed by Richard Jacques, meaning the game's music could be played on any standard CD player, minus the first track which contains only data. The Saturn's ending credits theme, "You're My Hero," is the first audio theme for the Sonic series since Sonic CD. Taking advantage of the media, the song was composed by Richard Jacques with Debbie Morris providing vocals.

Scoring

Flicky Chains:

  • First Flicky = 100
  • Second Flicky = 200
  • Third Flicky = 400
  • Fourth Flicky = 800
  • Fifth Flicky = 1600

(A chain refers to the amount of Flickies deposited to a dimensional ring at once)

Enemies:

Flicky Pod: 100 points each

Dr. Eggman Boss:

  • Standard = 1000
  • Panic Puppet Zone = 2000
  • Final Fight = 3000

Tails Bonus: 100 points per ring deposited to character

Knuckles Bonus: 100 points per ring deposited to character

End Level Ring Bonus: 100 points per ring held

End Level Flicky Bonus: 5000 points per section with all five Flickies rescued at once

End Level Time Bonus:

  • 0:59 or less = 10,000
  • 1:00 to 1:59 = 5000
  • 2:00 to 2:59 = 2500
  • 3:00 to 3:59 = 1200
  • 4:00 to 4:59 = 600
  • 5:00 to 5:59 = 300
  • 6:00 to 6:59 = 100
  • 7:00 or more = 0

Special Stage:

  • Rings = 100
  • Chaos Emerald = 10,000

Sound Test

Mega Drive Version

The sound test in Sonic 3D: Flickies' Island.
  • 01: Green Grove Zone Act 1
    Song by J.Seno, Arrange by J.Seno
  • 02: Green Grove Zone Act 2
    Song by J.Seno, Arrange by J.Seno
  • 03: Rusty Ruin Zone Act 1
    Song by T.Maeda, Arrange by T.Maeda
  • 04: Rusty Ruin Zone Act 2
    Song by T.Maeda, Arrange by T.Maeda
  • 05: Volcano Valley Zone Act 2
    Song by T.Maeda, Arrange by T.Maeda
  • 06: Volcano Valley Zone Act 1
    Song by T.Maeda, Arrange by T.Maeda
  • 07: Spring Stadium Zone Act 1
    Song by J.Seno, Arrange by J.Seno
  • 08: Spring Stadium Zone Act 2
    Song by J.Seno, Arrange by J.Seno
  • 09: Diamond Dust Zone Act 1
    Song by T.Maeda, Arrange by T.Maeda
  • 0A: Diamond Dust Zone Act 2
    Song by T.Maeda, Arrange by T.Maeda
  • 0B: Gene Gadget Zone Act 1
    Song by T.Maeda, Arrange by T.Maeda
  • 0C: Gene Gadget Zone Act 2
    Song by T.Maeda, Arrange by T.Maeda
  • 0D: Panic Puppet Zone Act 2
    Song by T.Maeda, Arrange by T.Maeda
  • 0E: The Final Fight
    Song by M.Sets, Arrange by M.Sets
  • 0F: Ending
    Song by J.Seno, Arrange by M.Sets
  • 10: Special Stage
    Song by J.Seno, Arrange by J.Seno
  • 11: Intro/Panic Puppet Zone Act 1
    Song by J.Seno, Arrange by J.Seno
  • 12: Boss 2
    Song by J.Seno, Arrange by M.Sets
  • 13: Boss 1
    Song by T.Maeda, Arrange by T.Maeda
  • 14: Opening
    Song by J.Seno, Arrange by J.Seno
  • 15: Staff Roll
    Song by S.Okamoto, Arrange by J.Seno
  • 16: Game Over
    Song by J.Seno, Arrange by J.Seno
  • 17: Continue
    Song by J.Seno, Arrange by J.Seno
  • 18: Act Clear
    Song by J.Seno, Arrange by J.Seno
  • 19: 1-Up
    Song by H.Drossin, Arrange by M.Sets
  • 1A: Chaos Emerald
    Song by Y.Makino, Arrange by Y.Makino
  • 1B: Invincibility
    Song by J.Seno, Arrange by J.Seno
  • 1C: Menu
    Song by J.Seno, Arrange by J.Seno
  •  ??: Unused Song 1 (Bonus Stage)
    Song by J.Seno, Arrange by J.Seno
  •  ??: Unused Song 2 (Boss Theme)
    Song by J.Seno, Arrange by M.Sets

While the composers and arrangers aren't listed normally, the information was discovered by Sonic Retro member IceKnight within the ROM. Additionally, while the final two songs are in the game's code along with the credits, they are not accessible through the sound test. Unused Song 2 was eventually repurposed as the boss theme for Sonic 4.

Saturn Version

  • 01: Title
  • 02: Boss
  • 03: Green Grove Zone Act 1
  • 04: Green Grove Zone Act 2
  • 05: Rusty Ruins Zone Act 1
  • 06: Rusty Ruins Zone Act 2
  • 07: Spring Stadium Zone Act 1
  • 08: Spring Stadium Zone Act 2
  • 09: Volcano Vally Zone Act 1
  • 10: Volcano Vally Zone Act 2
  • 11: Diamond Dust Zone Act 1
  • 12: Diamond Dust Zone Act 2
  • 13: Gene Gadget Zone Act 1
  • 14: Gene Gadget Zone Act 2
  • 15: Panic Puppet Zone Act 1
  • 16: Panic Puppet Zone Act 2
  • 17: Special Stage
  • 18: The Final Fight
  • 19: Speed Up
  • 20: Invincibility
  • 21: Act Clear
  • 22: Continue
  • 23: You're My Hero
  • 24: You're My Hero
  • 25: You're My Hero
  • 26: You're My Hero

While "You're My Hero" appears four times in the sound test, the song is only represented once in the RedBook audio.

Production Credits

Mega Drive Version

Program Design and Implementation: Jon Burton (Travellers Tales)
Head Artist: James Cunliffe (Travellers Tales)
Head Designer: Takao Miyoshi (Sega)
Producer: Kats Sato (Sega)
Senior Producer: Yutaka Sugano (Sega)

Travellers Tales

Programmer: Jon Burton
Background Artist: James Cunliffe
3D Models and Animation: James Cunliffe, Neil Allen, Dave Burton, Will Thompson, Jon Rashid
Sonic Animation: Dave Burton
Bonus Game Implementation: David Dootson
Additional Programs: David Dootson, Gary Vine, Neil Harding
Project Management: Jon Burton
Production Support: Karen Roberts
Moral Support: Helen Musk

Sega

Sega Enterprises, Ltd.
Sega Europe Limited
Sega of America, Inc.

Game Concept Design (SOJ): Kats Sato, Takao Miyoshi, Kenji Ono, Takashi Iizuka
Playfield Design (SOJ): Takao Miyoshi, Hirokazu Yasuhara
3D Modelling (SOJ): Toshiyuki Mukaiyama
Music and Sound Effects (SOJ): Tatsuyuki Maeda, Jun Senoue, Masaru Setsumaru, Seiroh Okamoto
Document Translations (SOA): Osamu Shibamiya
Lead Tester (SOE): Jason Cumberbatch
Assistant Lead Testers (SOE): John Murphy, Dave Thompson
Lead Tester (SOA): Nicole Tatem
Assistant Lead Testers (SOA): Ian McGuinness, Fernando Valderrama, Michale McCollum, Jason Bartholomew
Technical Support (SOE): Colin Carter
Marketing (SOE): Andy Mee, Jo Bladen, Mark Maslowicz
Marketing (SOA): Chrissie Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick
Advisors (SOJ): Yuji Naka, Naoto Oshima
Producers (SOJ): Yoji Ishii, Yutaka Sugano
Producers (SOE): Kazutoshi Miyake, Kats Sato
Producers (SOA): Manny Granillo, Mike Wallis
Executive Producer: Shoichiro Irimajiri

Saturn Version

Program Design and Implementation: Jon Burton (Travellers Tales)
Head Artist: James Cunliffe (Travellers Tales)
Program Conversion: Steve Harding, Neil Harding (Travellers Tales)
Head Designer: Takao Miyoshi (Sega Enterprises Ltd.)
Producer: Kats Sato (Sega Europe Limited.), Mike Wallis (Sega of America Inc.)
Senior Producer: Yutaka Sugano (Sega Enterprises Ltd.)

Travellers Tales

Program Design and Implementation: Jon Burton
Head Artist: James Cunliffe
Code Conversion: Neil Harding, Steve Harding, Jon Burton
Graphic Conversion + Additional Artwork: Neil Allen, Dave Burton, James Cunliffe, Jeremy Pardon, Jon Rashid, Alex Szeles, Barry Thompson, Will Thompson
Utility Programming: Gary Ireland, Neil Harding, Gary Vine, David Dootson, Andy Holdroyd
Project Management: Jon Burton
Production Support: Karen Roberts
Moral Support: Helen Musk

Sega

Sega Enterprises, Ltd.
Sega Europe Limited.
Sega of America, Inc.

Game Concept Design (SOJ): Kats Sato, Takao Miyoshi, Kenichi Ono, Takashi Iizuka
Playfield Design (SOJ): Takao Miyoshi, Hirokazu Yasuhara
Saturn Version Enhancement Design (SOJ): Takashi Iizuka
3D Modelling (SOJ): Toshiyuki Mukaiyama

Special Stage Development

Game Designers (SOJ): Takashi Iizuka, Daisuke Mori
Programmers (SOJ): Tetsu Katano, Yasuhiro Takahashi, Atsutomo Nakagawa, Kazuhiko Hattori
Artists (SOJ): Kazuyuki Hoshino, Yuji Uekawa, Nobuhiko Honda, Shinichi Higashi, You Nishiyama, Sachiko Kawamura

Movie Development

Movie Creation (SOJ): Norihiro Nishiyama
Movie Processing (SOJ): Yuji Sawairi
Music (SOE): Richard Jacques
Sound Effects (SOE): Richard Jacques, Thomas Szirtes

Closing Theme "You're My Hero"

Music by: Richard Jacques
Voice by: Debbie Morris

All Music Recorded and Produced at Sega Digital Studio (SOE)

Technical Support

Additional Programming (SOE): Ed Hollingshead, Thomas Szirtes
Additional Support (SOE): Tamer Tahsin, Colin Carter

Document Translations (SOA): Osamu Shibamiya
Lead Tester (SOE): Jason Cumberbatch
Assistant Lead Testers (SOE): Dave Thompson, Roberto Parraga
Lead Tester (SOA): David Wood
Assistant Lead Tester (SOA): Mark McCunney, Ian McGuiness, Tony Borba
Marketing (SOE): Andy Mee, Jo Bladen, Mark Maslowicz
Marketing (SOA): Chrissie Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick
Advisors (SOJ): Yuji Naka, Naoto Oshima
Special Thanks to Mega Drive Version Music SFX Composers: Taksuyuki Maeda, Jun Senoue, Masaru Setsumaru, Seiroh Okamoto
Producers (SOJ): Yoji Ishii, Yutaka Sugano
Producers (SOE): Kazutoshi Miyake, Kats Sato
Producers (SOA): Manny Granillo, Mike Wallis
Executive Producer: Shoichiro Irimajiri

Sega Enterprises Ltd. 1996

Manuals

Miscellaneous

Game Revisions

Sega Saturn Special Stage Screenshot.

The Mega Drive version of Sonic 3D: Flickies' Island was originally conceived as the swan song for Sonic on the system. However, in the wake of Sonic X-treme's delay and subsequent cancellation, a Saturn version of the title was hastily commissioned to be ready in time for the holiday season. Completed in only seven weeks, the core gameplay and level layouts remained the same. The biggest differences were instead visual, the game taking advantage of the 2D powerhouse the Saturn was. Redrawn graphics with increased detail and color were complimented with flourishes of new animation in the scenery. Weather effects were also implemented, such as fog and rain in Rusty Ruins. Replacing the bare-bones Special Stage of the original was a brand new, fully three-dimensional half-pipe reminiscent of Sonic the Hedgehog 2, designed and programmed by Sonic Team. Rounding off the upgraded port was a brand new soundtrack by Richard Jacques, along with slick FMVs, a new menu, a map of Flickies' Island appearing during Zone transitions, and a pause screen showing elements missing from the in-game HUB.

The original PC version of the game was a scaled down port of the Saturn entry, removing the weather effects and replacing the Special Stage once more with a toned-down recreation of the half-pipe. However, this was the only version to contain a save game feature.

Between regions, the original Mega Drive ROM used is exactly the same. The title differs depending on the console's region code. In North America, the title is Sonic 3D Blast, while if PAL hardware is detected, the alternate Sonic 3D: Flickies' Island appears. There never was a Japanese release of the Mega Drive version, but if the game is played on Japanese hardware, it displays the North American title. The Japanese Sega Saturn version, on the other hand, officially uses the European title. The PC version, if minimized or windowed, uses the combined name Sonic 3D Blast: Flickies' Island, though the proper region name will still appear in the title screen.

All subsequent rereleases of the game have been the original Mega Drive version, including the downloadable edition through the PC service Steam.

GoodGen Version Index

  • Sonic 3D Blast (UE) [b1] - American and European version, region detection determining what title screen will appear when booting

Adaptations

Sonic the Comic issue 104.

Just like the many titles that came before, Sonic 3D: Flickies' Island received graphic adaptations in the pages of Archie Comics and Fleetway. Being the first timely adaptation of the source material, Sonic Blast tells the story of Dr. Robotnik stumbling across FLiCKiE Island, immediately robotocizing the birds and going after the Chaos Emeralds. With the Knothole Freedom Fighters intercepting the signal explaining his plan, Sonic, "Tails" and Rotor Walrus head to the island. Figuring out sea water will transform the birds back into docile creatures, Sonic and Eggman confront in the FLiCKiE Zone, visually similar to Rusty Ruin but Robotnik fighting in the machine used during Final Fight. In his defeat, Robotnik tries once more for a mad grab at the Chaos Emerald, but loses it anyway, becoming stranded on the island.

Sonic the Comic adapted the game in issues 104 through 106, tying heavily into the ongoing narrative of the strip. In the wake of Dr. Robotnik being usurped as supreme ruler of Mobius, life seems to go back to normal for the Emerald Hill folk, much to the chagrin of the adventure seeking Sonic. His boredom is disrupted when "Tails" tells Sonic of a Flicky bird that suddenly appeared, who seems in distress. Travelling to Flicky Island, the pair discover the new hiding spot of Dr. Robotnik, planning to use the Flickies to power a new breed of Badniks and reclaim the planet as his own. Before things can escalate, a member of the Drakon Empire appears, asking who activated the Dimensional Ring. Taking Robotnik, Sonic and Tails are left to wonder what this means for the future of Mobius.

Rereleases

Resources




Sega Mega Drive
90 Sonic Retro Average
Based on 4 reviews
Publication Score Source
Computer and Video Games 80 №180, p74/75
gamesmaster 91 №49, p45
Sega Power 92 №86, p54/55
stc 95 №93, p16/17




Sega Saturn
70 Sonic Retro Average
Based on 5 reviews
Publication Score Source
Computer and Video Games 60 №184, p78/79
edge 60 №43, p90
gamesmaster 76 №54, p38/39
stc 85 №101, p20
ugameplayers 70 №93


Sales Data

Number of copies sold Platform Reference
700,000+ Sega Genesis Sega-16 Interview with Mike Wallis (2007-06-19)

Sonic 3D FMV Player

S3DPlay - Developed by sasuke, this is a proof of concept program to demonstrate how the Mega Drive version of Flickies' Island generates video during the opening sequence.

ROM Modification

Dissasemblies

Sonic 3D: Flickies Island disassembly on GitHub

Hacking Guides

Sonic Community Hacking Guide/Sonic 3D: Flickies' Island

Image Galleries

Physical Scans

Mega Drive
Mega Drive, US
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Cover
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Cart
Sonic3D MD US manual.pdf
Manual
Mega Drive, EU
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Mega Drive, BR
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Cover
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Mega Drive, KR
Sonic3D MD KR Box.jpg
Cover
Sonic3D MD KR Cart.jpg
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Saturn
Saturn, US
Sonic 3D Blast us back.jpgS3dss-box-us.jpg
Cover
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Disc
Sonic3D Sat US manual.pdf
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Saturn, EU
S3dss-box-eu.jpg
Cover
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Disc
Sonic3D Sat EU manual.pdf
Manual
Saturn, AU (Plastic Shell Alt)
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Cover
Saturn, JP
S3d sat jp back cover.jpgS3dss-box-jap.jpg
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Sonic3D Sat JP manual.pdf
Manual
PC
PC, US
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Sonic3D PC US manual.pdf
Manual
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Jewel Case
PC, US (Expert Software)

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Disc
Sonic3D PC US Expert manual.pdf
Manual
S3d pc us spinecard.jpgSonic3D PC US Box Front JewelCase Expert.jpg
Jewel Case
PC, EU
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Cover
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Disc
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Jewel Case
PC, EU (Xplosiv) (EI-1304)
Sonic 3D eu box xplosiv.jpg
Cover
Sonic 3D PC Xplosiv EU disc.jpg
Disc
PC, UK (Xplosiv) (EI-1304) + Sheep
Sonic 3D PC Xplosiv with Sheep.jpg
Cover
PC, UK (Xplosiv) (XP-1304)
Sonic 3D PC Xplosiv alt EU.jpg
Cover
Sonic 3D PC Xplosiv alt EU disc.jpg
Disc
PC, DE (Xplosiv)
Sonic3D PC DE Box Xplosiv.jpg
Cover
PC, DE (Green Pepper)
Sonic3D PC DE Box GreenPepper.jpg
Cover
PC, ES

PC, IT (Grandi Giochi per PC
Sonic3D PC IT Box GGpPC.jpg
Cover
PC, PT (Top Games)

PC, AU (Valusoft)
Sonic3D PC AU Box Valusoft.jpg
Cover
Sonic 3D PC AU Disc.jpg
Disc
PC, AU (Five Star Games)

PC, HU (EVM)

PC, IN (E-Value)
Sonic3D PC IN Box EValue.jpg
Cover

Artwork

External Links

References

  1. File:CVG UK 180.pdf, page 49
  2. File:CVG UK 184.pdf, page 53
  3. File:CVG UK 184.pdf, page 78


Sonic 3D: Flickies' Island






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Main page
Level maps
Cheat codes


Manuals
Print advertisements
Magazine articles


Development
Secrets
Bug list
Hacking guide

Sonic games for the Sega Saturn
Sonic 3D: Flickies' Island (1996) | Sonic Jam (1997) | Sonic R (1997)
Pre-release Sonic games for the Sega Saturn
Sonic 3D (Saturn tech demo) | Sonic R (preview) | Sonic R: Trial Version
Scrapped Sonic games for the Sega Saturn
Sonic X-treme | Sonic Saturn
Sonic the Hedgehog games for the Sega Mega Drive and its add-ons
Sonic the Hedgehog (1991) | Sonic the Hedgehog 2 (1992) | Sonic the Hedgehog CD (1993) | Sonic the Hedgehog 3 (1994) | Sonic & Knuckles (1994) | Chaotix (1995) | Sonic 3D: Flickies' Island (1996)

Sonic Eraser (1991) | Sonic Spinball (1993) | Dr. Robotnik's Mean Bean Machine (1993) | | Sonic Classics (1995)

Prototype versions Unreleased games
Sonic 2 | Sonic CD | Sonic Spinball | Dr. Robotnik's Mean Bean Machine | Sonic 3 | Sonic & Knuckles | Knuckles in Sonic 2 | Chaotix | Sonic 3D Sonic the Hedgehog (Mega-CD) | Sonic the Hedgehog 2 CD | Sister Sonic | Sonic-16 | Sonic the Hedgehog 3 Limited Edition | Sonic Sports | Untitled STI Sonic Game | Sonic Mars
Sonic games for Microsoft Windows
Sonic the Hedgehog CD (1996) | Sonic the Hedgehog The Screen Saver (1996) | Sonic's Schoolhouse (1996) | Sonic 3D: Flickies' Island (1997) | Sonic R (1997) | Sonic Adventure DX: Director's Cut (2003) | Sonic Heroes (2004) | Sonic Riders (2006) | Sonic & Sega All-Stars Racing (2010) | Sonic Adventure (2011) | Sonic Generations (2011) | Sonic the Hedgehog CD (2011) | Sonic Adventure 2 (2012) | Sonic & All-Stars Racing Transformed (2013) | Sonic Lost World (2015) | Sonic Mania (2017) | Sonic Forces (2017)
Sonic games available on Virtual Console/WiiWare
Sonic the Hedgehog (2006) | Dr. Robotnik's Mean Bean Machine (2006) | Sonic the Hedgehog 2 (2007) | Sonic the Hedgehog 3 (2007) | Sonic Spinball (2007) | Sonic 3D: Flickies' Island (2007) | Sonic the Hedgehog (8-bit) (2008) | Sonic the Hedgehog 2 (8-bit) (2008) | Sonic Chaos (2009) | Sonic & Knuckles (2009) | Sonic 4: Episode 1 (2010)
Pre-release Sonic games for Virtual Console/WiiWare
Sonic the Hedgehog 4 Episode I (WiiWare JP prototype)
Sonic games available on Steam
Sonic the Hedgehog (2010) | Sonic Spinball (2010) | Dr. Robotnik's Mean Bean Machine (2010) | Sonic 3D: Flickies' Island (2010) | Sonic & Sega All-Stars Racing (2010) | Sonic the Hedgehog 2 (2011) | Sonic 3 & Knuckles (2011) | Sonic Adventure (2011) | Sonic Generations (2011) | Sonic 4: Episode 1 (2012) | Sonic the Hedgehog CD (2012) | Sonic 4: Episode 2 (2012) | Sonic Adventure 2 (2012) | Sonic & All-Stars Racing Transformed (2013) | Sonic Lost World (2015)
Pre-release Sonic games for Steam
Sonic the Hedgehog 4 Episode II (Beta 8)