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Sonic 3D Blast (Genesis)

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Title Screen

Sonic 3D Blast

Also known as: Sonic 3D: Flickies' Island (EU)
Developers: Traveller's Tales, Sonic Team
Publisher: Sega
Platform: Genesis
Released in US: November 30, 1996
Released in EU: November 5, 1996


AreasIcon.png This game has unused areas.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


ProtoIcon.png This game has a prototype article

Sonic 3D Blast is an isometric Sonic game where you have to rescue Flickies (the concept is based on the classic Sega title Flicky), and is considered to be mediocre by many. Somewhat-improved versions were later released for the Saturn and Windows.

Level Select

As the wavy text indicates, a veritable roller-coaster of mediocrity.

At the title screen, press B, A, Right, A, C, Up, Down, A (BARACUDA, seemingly a misspelling of "barracuda"). You'll hear a twinkly sound and be taken to the main menu. Set your desired options, choose "START", and you'll be presented with the Level Select.

(This is probably much better for the long-term health of your console and cart than the next method.)

Cleverly-Disguised Crash Handler

"Smash TV" also hides the fact you just broke the game.

A somewhat unique exception handler where, unlike (for example) the Sonic 1 crash-and-print-text-on-the-screen, the game congratulates you and loads up the Level Select. Obviously, this method of crashing is much more appealing to the player than a complete lockup, and may have prevented a number of angry tech support calls. This was done to pass quality assurance from Sega and to prevent the game from printing an exception handler, as any exceptions the game threw up would simply redirect the player to this screen.

There are numerous methods for activating this screen: loading a bad savestate, using a bad Game Genie or Pro Action Replay code, pulling the cart out and putting it back in, having dirty contacts on the cart/console, hitting an obscure program bug, etc.

Jon Burton, the lead programmer of Sonic 3D Blast (and who has made a number of videos detailing Sonic 3D Blast and other Traveller's Tales games), has a video that explains why the level select is used as a crash handler more in-detail.

(Source: GameHut)


Truncated Music/Partially Unused Music

The invincibility theme only plays for about 18 seconds in-game, but there's a bit more to it that can only be heard in the sound test.

Unused Areas (Early Acts/Zones)

Green Grove Zone Act 1

Sonic3DUnusedarea Green Grove 1.png Sonic3DUnusedarea2 Green Grove 1.png

After passing the first loop of Act 1, there is a large empty area blocked off by a wall. In the E3 prototype, this area is properly accessible; apparently, only the collision was removed. Lower down, there is another area that does not appear in the E3 prototype.

Diamond Dust Zone Act 2

Sonic3DUnusedarea Diamond Dust Zone Act 2.png

An alternate route exists blocked off towards the beginning of the act, just after the first spring.

Spring Stadium Zone Act 2

Sonic3DUnusedarea Spring Stadium Zone Act 2.png

There's a blank collision area set at a very low level near the coiled tube.