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Sonic 3D: Flickies' Island

From Sonic Retro

{{Bob|bobscreen=S3d_title.png|publisher=Sega|developer=Traveller's Tales|system=Sega Genesis]], Sega Saturn, [[PC|europe=November, 1996|usa=November, 1996|japan=???|genre=3D Platform|seealso=Sonic Blast}} Sonic 3D: Flickies' Island, released on the Sega Genesis and Saturn in 1996, also released later on the PC. In the opinions of many, this was a fairly mediocre Sonic game, due to the sluggish gameplay and rather boring aspects that haunt the stages of the game. The music, however, is some of the greatest in the series, and has spawned numerous remixes across the web.

The game was released in Europe for the Sega Mega Drive in November 1996. The Sega Genesis version was released in North America later that month. The game was released on the Sega Saturn in North America in the very same month to make up for the cancellation of Sonic X-treme; the game was literally ported in a month with FMVs, highly spruced up graphics (including an all 3D special stage, considered by many fans to be the best special stage in the series) and an entirely new, Red Book audio soundtrack. It was then released in Europe for the Saturn in February 1997. The Saturn version of the game was released for the PC in North America in September 1997, with the videos and soundtrack intact, as well as the notable addition of a save feature, but lacking some of the Saturn's effects (like the fog in Rusty Ruins) and a dumbed-down special stage, using sprites from the Genesis version but with the basic concept of the Saturn version. The PC version came to Europe on September 25, 1997. Finally, the game came out for the Saturn in Japan on October 14, 1999.

The game places Sonic in an isometric projection view in a de facto 2D environment. He must collect Flickies and bring them to the big warp ring in order to advance in a stage. There are 10 or 15 Flickies to rescue in each Act, except Act 3 of each zone, where you face Dr. Eggman.

The ROM used on both sides of the pond is exactly the same. The title differs depending on which country the game is in. In North America, the title is Sonic 3D Blast. In Europe, the title is Sonic 3D: Flickies' Island. The European title was used in Japan. The PC version, if minimized (for instance, if a user Alt+Tabs), uses a combination of both names, though the combined name is rarely used, with people generally favoring one region's name over the other.

The Saturn version of the game featured an entirely different Special Stage then the Genesis version, which resembled the special stages of Sonic 2. It also featured many graphical improvements over its Genesis counterpart.

Archie Comic Adaption

Published in January 1997. Dr. Robotnik roboticizes the Flickies, and instead of helping him track the Chaos Emeralds, they prevent Sonic, Tails & Rotor from heading to the Flickies' Island until they were returned to normal with salt water.

Manuals

Stages

Green Grove Zone

A level following the tradition that Green Hill Zone began in Sonic 1, this is the traditional "Green" level. The boss of this very generic level is strangely easy; Robotnik will throw a metal, spiked ball on the ground, which will bounce around. He will retrieve it, and Sonic must hit him as he lowers to the ground.

Rusty Ruins Zone

A level that takes place in a hidden temple, this level featured "spinners", which literally turned sonic into a spinning top, giving him the ability to break through solid objects. The boss in this level featured Robotnik in a golem wedged into the wall, requiring you to jump on his hands and jump into the glass guarding the vaulnerable robotnik.

Spring Stadium Zone

This level resembled Casino Night Zone from Sonic 2, in the sense that the whole level was one big pinball machine. It was fairly easy in comparison to the other levels, but it was exceedingly long. The boss of this level has Robotnik attacking you with diabolical hands attached to his new machine.

Diamond Dust Zone

This zone seems to be heavily influenced by Icecap Zone from Sonic 3, and features some great music. The level takes place in a winter environment, with slippery ice and snowy gusts everywhere. The boss of this level also seems to be heavily influenced by Sonic 3's Icecap Zone, with Robotnik trying to do nothing but freeze you.

Volcano Valley Zone

The difficuly ramps up on this level, based entirely inside a lavalike environment. A misplaced fall usually spells death for Sonic, which contributed to the major challenge factor in this level. The boss of this level also took place in a lava environment, where you had to jump on his lava pipes and hit him, while still avoiding the fire he spewed out.

Gene Gadget Zone

A fairly easy zone that takes place in space, where sonic would teleport on different platforms and face some rehashed enemies. The boss featured Robotnik's first real use of missles to blast sonic away, but it was surprisingly easy.

Puppet Panic Zone

The "last level" of Sonic 3D, it featured the only stage without any flickies as well as one of the only real challenges in the entire game. The boss was a multi-layered showdown against Robotnik's head, which used various tactics to take Sonic down.

Final Fight

The true last level of Sonic 3D, the whole level was one boss, with Robotnik using a multi-capable robot to destroy you. This boss required an astounding 12 hits to kill, making it the most challenging boss in the game. This level is only accessable if you finish the game with all seven emeralds.

Special Stages

The games special stages were accessable if you found Tails or Knuckles hidden in the level. (Note: These were the only times that those characters would ever appear in Sonic 3D) The Genesis special stages were played out on a giant bridge, where you'd grab rings while dodging bombs at a frantic pace. These special stages are ridiculously easy, and it is extremely hard to actually lose on one. The Saturn special stages were exceedingly better, and played a lot like Sonic 2's special stages. The challenge was still lacking though, and to lose on one was a feat that is certianly not to be proud of.

Production Credits

Credits

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, David Burton, James Cunliffe, Jeremy Pardon, Jon Rashid, Alex Szeles, Barry Thompson, William 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

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, Hirokazu Yasuhara 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 Nishi yama]] Movie Processing (SOJ): Yuji Sawairi Music (SOE): Richard Jacques Sound Effects (SOE): Richard Jacques, Thomas Szirtes Closing Theme "You're My Hero": Richard Jacques (Music), Debbie Morris (Voice)

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 Ohshima Special Thanks To Genesis Version Music SFX Composers: Tatsuyuki 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

Cheats

Sega Genesis version

To access level select, press B, A, right, A, C, up, down, A at the title screen. After entering this cheat, you may skip levels by pressing Start + A during gameplay.

Sega Saturn version

Hold on C+Start at the title screen to access the cheats. To cheat, press start, then press:

X - Gain one life

Y - Gain one medal

Z - Gain all chaos emeralds

A - Skip an act

B - Skip a stage

C - Skip to boss of stage

PC Version

While playing the game, hold on M and press escape to access a hidden menu, which lets you change many weird features of the game.

Boxart

Megadrive

Image:S3d-box-us.jpg|US Boxart Image:S3d-box-eu.jpg|EU Boxart

Saturn

Image:S3dss-box-us.jpg|US Boxart Image:S3dss-box-eu.jpg|EU Boxart Image:S3dss-box-jap.jpg|JP Boxart

PC

Image:S3dpc-box-eu.jpg|EU Boxart


Sonic the Hedgehog games for the following systems
Sega Mega Drive

Sega Mega-CD
Sega 32X
 1991  Sonic the Hedgehog | Sonic Eraser     1992  Sonic the Hedgehog 2     1993  Sonic the Hedgehog CD | Dr. Robotnik's Mean Bean Machine | Sonic Spinball     1994  Sonic the Hedgehog 3 | Sonic & Knuckles     1995  Chaotix | Sonic Classics     1996  Sonic 3D: Flickies' Island