SONIC 3D: FLICKIES' ISLAND (SMD)
Sonic 3D brought to a close a five-year golden spell during which the iconic blue hedgehog could do no wrong. In a whirlwind half-decade, Sonic had risen to global recognition, become the undisputed flag-bearer for parent company SEGA, and rewritten the rules on speedy platforming. All good things must come to an end, and Flickies’ Island (Blast in other territories) would mark the beginnings of a sustained, nomadic period for the series, as Traveller’s Tales became the first in a line of developers to struggle with how best to recapture Sonic’s magic, outside of his side-scrolling comfort zone.
Created around the same time as the troubled (and ultimately cancelled) Sonic X-treme project, Sonic 3D would end up doubling as a swansong for the Mega Drive and an early option for Saturn adopters. In many respects, the setup is similar to its side-scrolling predecessors. Sonic must tackle a bunch of themed zones, each consisting of two levels and a boss battle. Along the way, he’s tasked with rescuing Flickies, collecting rings and busting TV monitors for a variety of bonuses. This is all accompanied once again by sprinting, jumping and spin-dashing through areas populated with spikes, bounce springs and occasional enemies. The biggest departure is the freedom of movement afforded the sneaker-wearing speed demon. As has been extensively discussed, the ‘3D’ in the title proves something of a misnomer, and perhaps in hindsight, a mistake. Rather than appearing cutting-edge, the isometric perspective proves more evocative of a 1980s home computer throwback. A solid and at times enjoyable outing, the game was nevertheless a disappointment. Its dated gameplay was exposed by Super Mario 64 and Crash Bandicoot (released a week before Sonic 3D in Europe) on rival platforms, which were already taking their first confident steps in 3D.
Sonic 3D throws in a colourful array of levels, each challenging the player in a different way
As a consequence, Sonic 3D’s relative successes are often overlooked. The game’s seven zones offer more hits than misses and whilst many are reminiscent of Sonic’s earlier outings, it rarely feels like a retreading of old ground. The erroneously named Rusty Ruin will undoubtedly stir memories of Marble zone from the original game, for example, but beyond the visual similarities, Traveller’s Tales worked to give each zone distinct features. In this instance, fans allow Sonic to whirl like a spinning top, smashing through pillars and opening up new routes. Volcano Valley positions lava as an ever-present threat, whilst Diamond Dust throws up slippery surfaces, avalanches and traps that freeze Sonic into a block of ice. Gene Gadget, one of Robotnik’s token sinister labs, is a tricky escapade populated with turrets and electrified floors, the highlight being the mad pipelines that see Sonic barrelling all over the screen. Less successful is Spring Stadium zone, an entertaining but bloated pair of levels that are crammed to the hilt with bounce pads, spikes and pinball-style slingshots, making for a somewhat messy experience. Panic Puppet, two brief stages leading to a showdown with Robotnik, feel oddly superfluous.
You’ll never die from a fall, and only a small handful of sequences across the game see the hedgehog negotiating ledges. It’s likely for the best, however, as this facet of Sonic 3D is very weak. Jumps never feel reliable, and sprite shadows, a crucial reference in judging depth and positioning, prove little help. Sonic’s movements feel very slippy, and even should you gauge a jump accurately, there’s a strong chance he’ll simply slip off the front of the ledge. It’s telling that so many of the spring pads are placed in the corners of environments, granting them a limited role in the gameplay. The programmers seemingly identified that certain platform mechanics were a liability, managing mostly to keep a lid on frustrations. That said, some sections are maddening for how simple they should be to navigate versus how much trouble they cause. For a Mega Drive Sonic game not to trust its jumping elements is remarkable in itself.
You’ll never die from a fall, and only a small handful of sequences across the game see the hedgehog negotiating ledges. It’s likely for the best, however, as this facet of Sonic 3D is very weak. Jumps never feel reliable, and sprite shadows, a crucial reference in judging depth and positioning, prove little help. Sonic’s movements feel very slippy, and even should you gauge a jump accurately, there’s a strong chance he’ll simply slip off the front of the ledge. It’s telling that so many of the spring pads are placed in the corners of environments, granting them a limited role in the gameplay. The programmers seemingly identified that certain platform mechanics were a liability, managing mostly to keep a lid on frustrations. That said, some sections are maddening for how simple they should be to navigate versus how much trouble they cause. For a Mega Drive Sonic game not to trust its jumping elements is remarkable in itself.
Still, relative to other isometric platformers, Flickies’ Island is fairly rapid. Sonic still possesses a decent turn of speed, and whilst the running controls are a little fiddly and imprecise, basic movement isn’t too much of a hassle. There’s an inevitable trade-off, however. The more freedom of movement the levels opt for, the less thrilling and instinctive progress feels. SEGA were eager for a new approach, and in keeping with the view that 3D should offer greater complexity, stages require a bit of exploration to crack them. Conspicuous by its absence is the level timer, likely to ease players away from the notion of clock-watching or treating speed as a singular concern. A more measured pace doesn’t necessarily result in the best Sonic experience, but it’s still a diverting enough experience.
The graphics are an acquired taste. On a technical level, Sonic 3D impresses with its surprisingly fast and fluid action, bright scenery and decent scrolling. On an aesthetic level, it leaves a bit to be desired. The title screen is depressingly dull, whilst the weirdly shiny, digitised sprites look ugly and oddly vacuous. The environments fare a little better, with impressive loop-the-loops, effective multi-layered scenery and amusing animated touches, including the Flickies Sonic saves sporting miniature protection bubbles in tandem with his. There is an over-reliance on the chequerboard motif, however, with some zones looking rather gaudy. The presentation isn’t as dynamic as the series enjoyed in its pomp, but it’s okay.
The graphics are an acquired taste. On a technical level, Sonic 3D impresses with its surprisingly fast and fluid action, bright scenery and decent scrolling. On an aesthetic level, it leaves a bit to be desired. The title screen is depressingly dull, whilst the weirdly shiny, digitised sprites look ugly and oddly vacuous. The environments fare a little better, with impressive loop-the-loops, effective multi-layered scenery and amusing animated touches, including the Flickies Sonic saves sporting miniature protection bubbles in tandem with his. There is an over-reliance on the chequerboard motif, however, with some zones looking rather gaudy. The presentation isn’t as dynamic as the series enjoyed in its pomp, but it’s okay.
A fire bubble is invaluable in tackling the tricky Volcano Valley zone
The soundtrack stands up well. A melding of Sonic’s insidiously catchy, serene bops with what’s best described as the tinny, attitude-twang of the Road Rash generation works surprisingly effectively. Granted, there isn’t the roll call of iconic, stay-in-your-head-forever tracks of the early nineties titles, but credit where it’s due, there are some good tunes to hum along to. Most of the sound effects are carry-overs, which is no bad thing.
Sonic 3D’s difficulty level is reasonably gentle, controls notwithstanding. Heaps of rings mean extra lives are easily earned, whilst super-simple bonus stages ensure the once-fearsome task of collecting the Chaos Emeralds is rendered an absolute doddle. Robotnik’s boss appearances provide by far the sternest challenges, as he wheels out a host of dastardly mechanical devices in an attempt to end Sonic’s quest. Landing jump-hits inevitably proves awkward and results in some unfair deaths, but on the whole, the boss battles provide an exciting conclusion to each zone, my favourite being the deadly conveyor belt at the end of Gene Gadget zone. Of all the bosses, only Volcano Valley feels significantly hindered by the platforming, as it tasks Sonic with the tedious business of negotiating pipes surrounded by lava, to reach Robotnik.
Sonic 3D’s difficulty level is reasonably gentle, controls notwithstanding. Heaps of rings mean extra lives are easily earned, whilst super-simple bonus stages ensure the once-fearsome task of collecting the Chaos Emeralds is rendered an absolute doddle. Robotnik’s boss appearances provide by far the sternest challenges, as he wheels out a host of dastardly mechanical devices in an attempt to end Sonic’s quest. Landing jump-hits inevitably proves awkward and results in some unfair deaths, but on the whole, the boss battles provide an exciting conclusion to each zone, my favourite being the deadly conveyor belt at the end of Gene Gadget zone. Of all the bosses, only Volcano Valley feels significantly hindered by the platforming, as it tasks Sonic with the tedious business of negotiating pipes surrounded by lava, to reach Robotnik.
Sonic 3D: Flickies’ Island struggles to translate the series’ incredible speed into a like-for-like three-dimensional equivalent, as sloppy jumping controls and imprecise platforming too often render it clumsy-feeling. Despite the disappointment, there is both quality and fun to be found here, with lively levels and fun duels to be had with Robotnik. There’s just a little less inspiration than we’d become accustomed to, and Sonic never quite feels at home in his new surroundings.