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** Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they don't interact with/or effect gameplay.

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** Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they don't interact with/or effect with or affect gameplay.

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Moved from Sonic The Hedgehog.


* HilariousInHindsight: Sonic's [[http://vgboxart.com/view/76380/sonic-3d-flickies-island-directors-cut-eu-cover/ odd looking model]] on the European cover of the game is eerily similar looking to [[VideoGame/SonicHeroes Neo Metal Sonic]] due to the symmetry and the arrangement of Sonic's quills.

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* HilariousInHindsight: HilariousInHindsight:
**
Sonic's [[http://vgboxart.com/view/76380/sonic-3d-flickies-island-directors-cut-eu-cover/ odd looking model]] on the European cover of the game is eerily similar looking to [[VideoGame/SonicHeroes Neo Metal Sonic]] due to the symmetry and the arrangement of Sonic's quills.quills.
** The game features a minor shield power up that is ''very'' similar in function to the Homing Attack, a basic series move that wasn't introduced until ''VideoGame/SonicAdventure''.
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AST has been reworked into Trivia that needs to be proven as intentional by Word of God.


* AuthorsSavingThrow: In response to criticisms of the game's physics not embodying the usual feel of the prior ''Sonic'' games, the CEO of Traveler's Tales, Jon Burton, produced a modification of the game with numerous updates, including the addition of ''Super Sonic''.
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* CommonKnowledge: The Japanese 2D illustrations for the game were (and still are) commonly thought to be done by Yuji Uekawa due to the designs sharing similarities with his modern 2D illustrations. However, it was revealed in 2020 that it is actually the work of former Sega artist Satoshi Okano, who also played a role in designing Sonic’s modern design alongside Uekawa.

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* CommonKnowledge: The Japanese 2D illustrations made for the Japanese version of the game (and ''VideoGame/SonicJam'') were (and still are) commonly thought to be have been done by Yuji Uekawa Uekawa, due to the designs sharing similarities with his modern 2D illustrations. However, it was revealed in 2020 that it is actually the work of former Sega artist Satoshi Okano, who also played a role in designing illustrating Sonic’s modern design in ''VideoGame/SonicAdventure'' alongside Uekawa.
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* CommonKnowledge: The Japanese 2D illustrations for the game were (and still are) commonly thought to be done by Yuji Uekawa due to the designs sharing similarities with his modern 2D illustrations. However, it was revealed in 2020 that it is actually the work of former Sega artist Satoshi Okano, who also played a role in designing Sonic’s modern design alongside Uekawa.
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* SuspiciouslySimilarSong: The Special Stage theme of the Genesis version sounds similar to the "Player Select" theme from ''VideoGame/SuperMarioBros2''. There's one ''Super Mario''/''Sonic'' connection not many expected.

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* ThatOneBoss: Most of the later game bosses can be described as this, but Volcano Valley's is the worst. Having to cross thin pipes in an isometric perspective with a rather slippery control over your character with lava and a dragon following you makes this boss a life-stealer. This can be dealt with by attacking him quickly, but usually you'll end up getting hit and/or dying.

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* ThatOneBoss: ThatOneBoss:
**
Most of the later game bosses can be described as this, but Volcano Valley's is the worst. Having to cross thin pipes in an isometric perspective with a rather slippery control over your character with lava and a dragon following you makes this boss a life-stealer. This can be dealt with by attacking him quickly, but usually you'll end up getting hit and/or dying.
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Zero Context Example: HOW is it easier?


* AntiClimaxBoss: The TrueFinalBoss is, for some, easier than the Panic Puppet boss.
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* GoodBadBug: In addition to the CheatCode activated level select, there's a second way to trigger it. As part of a kind of safety feature, the error handler for the game makes the game jump to a screen saying, "CONGRATULATIONS. YOU HAVE FOUND THE SECRET LEVEL SELECT SCREEN!", proceeding onto the level select. With the Genesis being as fragile as it is, the easiest way to do this is to simply ''smack the console'', especially during the pre-rendered 3D animation at the start of the game.[[note]]Jon Burton [[https://www.youtube.com/watch?v=i9bkKw32dGw revealed]] that this error handler was a clever (and successful) way to pass Sega's quality assurance more easily.[[/note]]

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* GoodBadBug: GoodBadBugs: In addition to the CheatCode activated level select, there's a second way to trigger it. As part of a kind of safety feature, the error handler for the game makes the game jump to a screen saying, "CONGRATULATIONS. YOU HAVE FOUND THE SECRET LEVEL SELECT SCREEN!", proceeding onto the level select. With the Genesis being as fragile as it is, the easiest way to do this is to simply ''smack the console'', especially during the pre-rendered 3D animation at the start of the game.[[note]]Jon Burton [[https://www.youtube.com/watch?v=i9bkKw32dGw revealed]] that this error handler was a clever (and successful) way to pass Sega's quality assurance more easily.[[/note]]



** The Saturn version averts this for Volcano Valley, [[spoiler: where, with the right jumping, it's easy to connect successive hits on Robotnik and beat him in about 20 seconds]]. The honor for this one is Panic Puppet, whose attack patterns and specific hit areas make it harder than the true final boss.

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** The Saturn version averts this for Volcano Valley, [[spoiler: where, with the right jumping, it's easy to connect successive hits on Robotnik and beat him in about 20 seconds]].seconds. The honor for this one is Panic Puppet, whose attack patterns and specific hit areas make it harder than the true final boss.
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* SoOkayItsAverage: The general consensus on the game is that it's not ''terrible'', but the slow gameplay, the flickies mechanic, the Genesis special stages and the [[LoadsAndLoadsOfLoading long long times on the Saturn version]] drag it down quite a bit.

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* SoOkayItsAverage: The general consensus on the game is that it's not ''terrible'', but the slow gameplay, the flickies mechanic, the Genesis special stages and the [[LoadsAndLoadsOfLoading long long loading times on the Saturn version]] drag it down quite a bit.

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Um, no he doesn't. Jon Burton admitted that Sonic was much slower than in the 2d games, due to the difficulty of rendering the levels fast enough.


** Sonic still moves about as fast as he does in the main 2D games, so the console can render all of this very quickly.

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** Jon Burton's ''Director's Cut'' makes the Chaos Emerald situation even worse; you can only earn one ''per zone''. Which means you can't even unlock the newly added [[SuperMode Super Sonic]] until the endgame, although the extra challenges and replay value prevent it being redundant altogether.

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** Jon Burton's ''Director's Cut'' makes the Chaos Emerald situation even worse; you can only earn one ''per zone''. Which means you can't even unlock the newly added [[SuperMode Super Sonic]] until the endgame, very last non-boss level (and you can't even use him there due outside of replays), although the extra challenges and replay value prevent medal challenge prevents it being redundant altogether.altogether (assuming you didn't get all medals during your first playthrough).

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The PC port wasn't a polished port, seeing how it was missing graphical effects, introduced new graphical glitches, and had greatly stripped down special stages


* PolishedPort:
** The Saturn version substantially beefed up the graphics and palette with a variety of environmental effects, completely redesigned the Special Stages courtesy of in-house Sega of Japan developers, added analog control pad support, and provided a different CD-quality soundtrack composed by Richard Jacques. The major caveat, however, is that the load times are absolutely atrocious.
** The PC port retains many of the improvements of the Saturn version, along with managing to almost minimize the load times altogether. Additionally, there is even a basic save feature. The downside is that the Special Stages have been downgraded back into faux-3D sprite work, though are still upgraded over the original Genesis versions.

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* PolishedPort:
**
PolishedPort: The Saturn version substantially beefed up the graphics and palette with a variety of environmental effects, completely redesigned the Special Stages courtesy of in-house Sega of Japan developers, added analog control pad support, and provided a different CD-quality soundtrack composed by Richard Jacques. The major caveat, however, is that the load times are absolutely atrocious.
** The PC port retains many of the improvements of the Saturn version, along with managing to almost minimize the load times altogether. Additionally, there is even a basic save feature. The downside is that the Special Stages have been downgraded back into faux-3D sprite work, though are still upgraded over the original Genesis versions.
atrocious.
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** The PC port retains many of the improvements of the Saturn version, along with managing to almost minimize the load times altogether. Additionally, there is even a basic save feature.

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** The PC port retains many of the improvements of the Saturn version, along with managing to almost minimize the load times altogether. Additionally, there is even a basic save feature. The downside is that the Special Stages have been downgraded back into faux-3D sprite work, though are still upgraded over the original Genesis versions.
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General example


* BestBossEver: While the game isn't exactly well-loved, most can agree that the bosses are actually quite challenging and fun.
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** As Burton would go on to share in his behind-the-scenes videos, the sheer level of SceneryPorn in the Genesis game up to and including ''a CGI FMV intro'' were all only possible through judicious application of programming magic, graphical shortcuts and compression trickery. As further seen with the enhanced Saturn port and the graphical might of ''[[VideoGame/SonicR Sonic R]]'', milking Sega consoles for all their potential was Burton's expertise.

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** As Burton would go on to share in his behind-the-scenes videos, the sheer level of SceneryPorn in the Genesis game up to and including ''a CGI FMV intro'' were all only possible through judicious application of programming magic, graphical shortcuts shortcuts, colour palette trickery, and compression trickery. As further seen with the enhanced Saturn port and the graphical might of ''[[VideoGame/SonicR Sonic R]]'', milking Sega consoles for all their potential was Burton's expertise.
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* OlderThanTheyThink: This is the first game to give Sonic his now iconic homing attack through a shield, before ''VideoGame/SonicAdventure'' and onwards made it a part of his default moveset.
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* NightmareFuel: [[https://www.youtube.com/watch?v=Eko8B2xXLQM The Genesis boss theme]]; instead of rock-and-roll like we're used to in the series, it's mainly focusing on tension with low-key pianos. It's similar to the [[VideoGame/SonicTheHedgehogCD US Sonic CD boss theme]] in that regard.
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Added DiffLines:

* SoOkayItsAverage: The general consensus on the game is that it's not ''terrible'', but the slow gameplay, the flickies mechanic, the Genesis special stages and the [[LoadsAndLoadsOfLoading long long times on the Saturn version]] drag it down quite a bit.

Added: 455

Changed: 917

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* SugarWiki/GeniusProgramming: Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they don't interact with/or effect gameplay.
** As Jon would go on to share in his behind-the-scenes videos, the sheer level of SceneryPorn in the Genesis game up to and including ''a CGI FMV intro'' were all only possible through judicious application of programming magic, graphical shortcuts and compression trickery. As further seen with the enhanced Saturn port and the graphical might of ''[[VideoGame/SonicR Sonic R]]'', milking Sega consoles for all their potential was Jon's expertise.

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* SugarWiki/GeniusProgramming: SugarWiki/GeniusProgramming:
**
Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they don't interact with/or effect gameplay.
** As Jon Burton would go on to share in his behind-the-scenes videos, the sheer level of SceneryPorn in the Genesis game up to and including ''a CGI FMV intro'' were all only possible through judicious application of programming magic, graphical shortcuts and compression trickery. As further seen with the enhanced Saturn port and the graphical might of ''[[VideoGame/SonicR Sonic R]]'', milking Sega consoles for all their potential was Jon's Burton's expertise.
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None

Added DiffLines:

** The Saturn version averts this for Volcano Valley, [[spoiler: where, with the right jumping, it's easy to connect successive hits on Robotnik and beat him in about 20 seconds]]. The honor for this one is Panic Puppet, whose attack patterns and specific hit areas make it harder than the true final boss.
Is there an issue? Send a MessageReason:
None


** The Genesis version has a remarkable workaround for crashes: instead of simply halting the game when something would cause the game to crash (either the cartridge being jostled or the rare programming error), the game would "congratulate" the player for finding for finding the secret level select menu.

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** The Genesis version has a remarkable workaround for crashes: instead of simply halting the game when something would cause the game to crash (either the cartridge being jostled or the rare programming error), the game would "congratulate" the player for finding for finding the secret level select menu.
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None

Added DiffLines:

** The Genesis version has a remarkable workaround for crashes: instead of simply halting the game when something would cause the game to crash (either the cartridge being jostled or the rare programming error), the game would "congratulate" the player for finding for finding the secret level select menu.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** As Jon would go on to share in his behind-the-scenes videos, the sheer level of SceneryPorn in the Genesis game up to and including ''a CGI FMV intro'' were all only possible through judicious application of programming magic, graphical shortcuts and compression trickery. As further seen with the enhanced Saturn port and the graphical might of ''[[VideoGame/SonicR Sonic R]]'', milking Sega consoles for all their potential was Jon's expertise.

Changed: 24

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** Jon Burton's ''Director's Cut'' makes the Chaos Emerald situation even worse; you can only earn one '''per zone'''. Which means you can't even unlock the newly added [[SuperMode Super Sonic]] until the endgame, although the extra challenges and replay value prevent it being redundant altogether.

to:

** Jon Burton's ''Director's Cut'' makes the Chaos Emerald situation even worse; you can only earn one '''per zone'''.''per zone''. Which means you can't even unlock the newly added [[SuperMode Super Sonic]] until the endgame, although the extra challenges and replay value prevent it being redundant altogether.



* SugarWiki/VisualEffectsOfAwesome: Particularly hardware-pushing for the Genesis. Let's count the ways:

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* SugarWiki/VisualEffectsOfAwesome: Particularly hardware-pushing for the Genesis. Let's count the ways:Genesis:
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* SugarWiki/GeniusProgramming: Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they dont interact with/or effect gameplay.

to:

* SugarWiki/GeniusProgramming: Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they dont don't interact with/or effect gameplay.
Is there an issue? Send a MessageReason:
None


* GeniusProgramming: Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they dont interact with/or effect gameplay.

to:

* GeniusProgramming: SugarWiki/GeniusProgramming: Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they dont interact with/or effect gameplay.
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None

Added DiffLines:

* GeniusProgramming: Director Jon Burton revealed that the Sega Saturn port of the game uses the exact same code as the Genesis version, just with a well programmed C language compiler that perfectly emulates the Sega Genesis' 68000 assembly language. All of the other new graphical effects could simply be laid on top then, as they dont interact with/or effect gameplay.
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None


** A ''full FMV'' for the opening cutscene. According to Burton, not even the people from Sega knew it was possible. [[https://www.youtube.com/watch?v=IehwV2K60r8 This video]] documents the painstaking efforts taken to make it happen, and it's [[GeniusProgramming nothing short of ingenious]].

to:

** A ''full FMV'' for the opening cutscene. According to Burton, not even the people from Sega knew it was possible. [[https://www.youtube.com/watch?v=IehwV2K60r8 This video]] documents the painstaking efforts taken to make it happen, and it's [[GeniusProgramming [[SugarWiki/GeniusProgramming nothing short of ingenious]].
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None


** A ''full FMV'' for the opening cutscene. According to Burton, not even the people from Sega knew it was possible.

to:

** A ''full FMV'' for the opening cutscene. According to Burton, not even the people from Sega knew it was possible. [[https://www.youtube.com/watch?v=IehwV2K60r8 This video]] documents the painstaking efforts taken to make it happen, and it's [[GeniusProgramming nothing short of ingenious]].

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