@@theopoldthegamer4284 The crab. The only proof of its existence was a grainy screenshot from a magazine article detailing an early preview. It, among the other anomalies in the series of screenshots were written off as being mockup assets for fake screenshots with no in-game proof of existence a-la the Dust Hill screenshots. Then this madlad just waltzed in to show off debug stuff and is like "Oh. And heres this crab we had. Cool huh?"
Fan communities do so much work to theorize and recreate things from beta screenshots. Meanwhile this guy's all "I saw this enemy in a screenshot so I dug around in an old build and here it is!"
through the serial port at the back +PropellerBusted software developers used retail hardware connected to developer hardware to test games, and I'm pretty sure that the developer hardware connected to the console through the serial port
Holy crap, I want! A bit like debug mode from the classic games before this. I'm curiously wondering if the prototypes we have already contain this feature...?
More mind blowing stuff, dude. I always wanted to know how to make a 2D isometric game with all the complexities of different slopes like in Sonic 3D Blast, but its hard to wrap my head around. I really hope we get to play with this thing if possible.
Sega should totally create a Sonic level creator game, like Nintendo did with Super Mario Maker. I know the original games on the Genesis have a debug mode that allows you to place objects, but I'm talking about a game that lets you create new and original levels.
They already did! And it flopped. It was called Sonic Level Creator - it was basically a port of Sonic 1 where you could create your own levels ala Super Mario Maker, and it was released around 2008 in the now defunct PlaySEGA.
I don't think this works for Sonic. In Mario, you always have the same 3 or 4 areas repeating, using the same assets, the same music and the same enemies. In Sonic, every Zone has its unique Style, including specially composed music, own tilesets, graphics and backgrounds, unique enemies. In Sonic 3 (+Knuckles) they even had new arrangements for the music *per act*. So the best thing you could do with a level editor was creating new acts for existing zones. All the other stuff is too much work for the casual gamer, if you're not a crazy fan-game-creator-style nerd who does all the stuff themselves, having experience in graphic design, enemy programming, music composition and arrangement.
I guess that particular area doesn't cause memory clash, especially since there doesn't seem to be a lot going on in terms of enemy placement or background animations (especially since Green Grove had that running water animation, though I'm unsure). Just a guess.
Oh man, I'm so glad about your channel! Seeing all this in-depth information about such amazing games, I dunno how to put it in words. It gives me such a warm feeling. I love your videos and hope to see alot more from your work! =)
I really enjoy seeing your insider perspective on a lot of the games I grew up with. I enjoy your content either way but voiceover is actually highly appreciated here, great vid!
Oh man, the Sonic ROM Hacking community is going to be in an uproar about not having access to this. Anywho, great video man. Sonic 3D blast was a pretty big part of my childhood , so it's nice to see how it was developed. Hope to see some more groundbreaking Megadrive demos uploaded in the future.
Sega! Watch this and release a Sonic 3D Blast Maker! Then you can work on sonic spinball maker, dr. Robotnik's mean bean machine maker and put them together in a mega pack. If it goes well, then head onto the sonic main series; so we have a sonic maker and a sonic spin off maker.
I wish more developers of classic games would come forward with an "inside look" of their stuff. It's pretty much what a lot of fans love to explore and want to see! Like, if some Japanese developer for Zelda: Ocarina of Time was like, "Hey, here's my UA-cam channel showing you early works of Zelda" people would go nuts. Keep it up!
Wow this was very insightful. I've been thinking about using SFML to make a game, but I had to hard code the level and I didn't know a simple was to implement a level editor. This gave me some ideas
Amazing stuff. Thanks for sharing. Sonic 3D has always been a very high quality game, and this is one of those indicators to why! What a programmer! Great insperation for us that grew up with this :D
Your videos are very interesting for me. You have no clue how big a part of my life this game was for me on Christmas 1996. I swear I was the only guy in the world who got used to the isometric Gameplay and physics. I didn't care, it was a new sonic game! I always thought whoever made this was a programming genius! so uh... thanks for the childhood you programming genius!
I had no idea that there were so many limitations back then! I would have just said "Screw it. I can't get it to work" because I wouldn't have understood why things had wrong colors or corrupt graphics. This gives me insight into how much patience, knowledge and skill early programmers had.
Kudos to all the people commenting with actual questions about the tech! This game was a new concept made after sonic team was bored with the hedgehog, and was bound to meet a hostile audience from the get go. It's amazing to get insight into a game that was released so long ago, from an original Dev none the less.
OMG!! That was amazing. And more importantly, "official" enemies names. Hunter, Scouter... That's something was missing at the manuals. Can you list the official names of the game's enemies? By the way, I would love to see editor of the Satutn version in action, once it don't have the same limitations of the Genesis/MD version... It even have a cute mole in Green Groove Zone's walls.
Thanks, Austin Reed. I would like to know from Jon if there's some documentation (or even hand made sketches to show) confirming the official enemies' names (after all, there's some chance some enemies could use longer names, or even a two or three words names)... A dedicated video would be awesome.
Yeah, I've always wondered what they were called too. It's awesome that now, after all these years, I get to see some official names from the creators themselves. I'd love to find out more though, like some preliminary artwork or something.
A lot of games did this sort of thing. Some left the code in the final version. One SNES sports game contains an elaborate windowed, mouse-enabled tool reminiscent of Windows 3.1. Ocarina of Time's leaked debug build has an editor for camera paths, using the memory card to save. Pretty neat stuff.
a game is always made 10 times more fun with a level editor. it's the sole reason i still play doom to this day. granted in this case things get a bit complicated due to hardware limitations, but heck, a buggy debug mode is better than nothing
When you mention how an object differentiates its colors in each zone, I think that also works in a similar to how background sprites are loaded particularly in the 2nd portion of Sonic 3 & Knuckles
Just passing by to tell you _thank you_ to you and Travellers Tales for creating one of the _most immersive worlds of my youth._ Sonic 3D Blast always marvelled me. I guess I had a hard time wrapping my head around the fact that Sonic had a 3D game. Every level seemed so large and so vivid!! Every turn revealed something I had never seen before... Passageways, tunnels, crackable objects that led you to a small lost corner of an amazingly huge world... And combined with the Flicky mechanic and the out-of-this-world OST by Jun, conquering every stage actually _felt_ like _making a small step towards a massive, meaningful end_. Thank you for all those memories, Jon! And what are your favorite levels and music tracks on the game?
The crab seems to be based on Sonic 2's Shellcracker, which I don't remember there being very many of in Metropolis Zone where it appeared. It was a stationary machine that had an extendable claw to use for melee attacks. Based on what we saw here, my guess would be a simple side-to-side patrol similar to what you have here, placing the crab robot in what could be considered defensive positions from Robotnik's perspective; pathway openings, near the giant rings, and so on. Another possibility is the crab being a hybrid of the Shellcracker and Sonic 1's Crabmeat enemy, which had a short-range projectile; but given that you didn't find any projectile data for it, I'm, thinking it was more defensive patrol behavior.
I think the crab enemy may have been used in either Green Grove (where there's no "back-and-forth" enemy type as well as an extra spot for a flicky, the green one, specifically) or in Volcano Valley (since the level already has 2 of the aforementioned enemy types, and it seems to have an appropriate color palette).
Great content. I'm very glad youtubes algorithm made a decent suggestion for once. Too bad not all your videos have voiceover. Kept me from binging all of it.
When Sonic Mania 2 comes out, they need to hire you for all these methods and tricks. They would love to emulate these old things. If you have played Sonic Mania, you would notice that the special stages for chaos emeralds are both based off of Sonic R and have pop-up.
This is a million levels of fascinating to me. Thanks, as always, for sharing! Did you have to write a new object and do some manual mapping work to show the crab to us, or was much of that already laid out more or less before re-adding it?
So for what it's worth, I think Sonic 3D is a misguided abomination that should never have been made, but there's something amazing about seeing someone go back after over twenty years and enhance something they worked on in another life. Kudos to you sir.
I always wondered what Debug Mode in this game would be like. Now I can see why it wasn't included as a cheat. It's far too unstable, it seems. Still interesting though. (I originally had a question about Tails and Knuckles, but EscapeRouteBritish beat me to it.)
Even if it was unstable it could still be fun to play with. As @GameHut said in another comment here, the reason it wasn't included was because it wouldn't fit in the final ROM.
It depends on how easy it is to crash the game with it. As shown in another video, the error handler immediately sends you to the level select, so your options with Debug may be limited.
MastaGambit Yea, but that’s difficult. This one seems to be more complex than Sonic Team’s debug Mode, as evident by the fact it had to be cut out due to size
I loved playing the Saturn version of Sonic 3D Blast (except when the game crashes in the Diamond Dust zone). I finally got a cartridge of the Genesis version a few months ago!
Wow, didn't realize how the RAM was dynamically allocated to on-screen objects like that. (Through a corruption video or something, background tiles appear to have a similar system. One of your prototype videos, the one with the splitscreen, does it too.)
Man, it is a shame you can't let us play around with this. Was there not enough room to fit it onto the final cartridge, like the famous Debug Mode was?
you're making me appreciatte sonic 3d blast A LOT more. ppl always talked shit about this game I always thought it was great. ever see the super sonic hack rom of this game?
[Makes a video about level editors]
[Casually confirms one of the oldest unsolved mysteries in the Sonic scene using a single crab]
What was the mystery, again?
@@theopoldthegamer4284 The crab. The only proof of its existence was a grainy screenshot from a magazine article detailing an early preview. It, among the other anomalies in the series of screenshots were written off as being mockup assets for fake screenshots with no in-game proof of existence a-la the Dust Hill screenshots. Then this madlad just waltzed in to show off debug stuff and is like "Oh. And heres this crab we had. Cool huh?"
@@Ninetails2000 Oh, yeah! I guess he didn't really solve it *using* the crab so much as he did *confirming* it.
Well, being one of the programmers on the team making the game would certainly give you that type of information
Fan communities do so much work to theorize and recreate things from beta screenshots. Meanwhile this guy's all "I saw this enemy in a screenshot so I dug around in an old build and here it is!"
"Building levels from scratch on computer and uploading them to cartridge is so time-consuming... Oh, let's build levels ON Sega Genesis!"
Yeah, that was quite a surprise hearing that that's how they kinda did it.
Well it would take hours to upload a single change onto a cartridge, so it makes more sense. Too bad they couldn't just test it on the PC back then.
Well, not on a Genesis but I assume a dev kit. Otherwise how would you save the level data?
through the serial port at the back +PropellerBusted
software developers used retail hardware connected to developer hardware to test games, and I'm pretty sure that the developer hardware connected to the console through the serial port
Never owned a genesis, didn't know it had a serial port. I suppose after that it's just a matter of RAM dumping.
god to me: i'll give you a friend don't worry
god later: oops, memory clash
sad
I think it’s super cool and interesting to see development tricks like this.
Holy crap, I want! A bit like debug mode from the classic games before this. I'm curiously wondering if the prototypes we have already contain this feature...?
redhotsonic Same here
I know how you feel, my jaw dropped when i saw this vid in my recommended. :D
Redhotsonic plz do s3&rambow dash
redhotsonic OMG YES
thebestsonicgamerded stop hurting this poor boy.
wow a beta rediscovery... even though its just a beta crab thats really neat to see.
ƒœs he made the game
4:39
*- Knuckles convertion has started -*
*- 50% completition -*
*- Operation aborted -*
Oh no.
Knukles*
Matt *Knuckles
My doo doo flows
strEAking
*blood*
*HAVE YOU BROUGHT OUT YOUR INNER KNUCKLES TODAY?*
That crab is pretty cool
Orpheusftw Yeah its a cool crab.
Reboob Part 1337 when?
I mean, yeah...it's a crab. That's for sure.
More mind blowing stuff, dude. I always wanted to know how to make a 2D isometric game with all the complexities of different slopes like in Sonic 3D Blast, but its hard to wrap my head around. I really hope we get to play with this thing if possible.
Soapbox
yes, it would give nice insight
Sega should totally create a Sonic level creator game, like Nintendo did with Super Mario Maker. I know the original games on the Genesis have a debug mode that allows you to place objects, but I'm talking about a game that lets you create new and original levels.
The Steam ports have workshop support, letting people post and load full romhacks. That puts the fan editors on a pseudo official level.
They already did! And it flopped. It was called Sonic Level Creator - it was basically a port of Sonic 1 where you could create your own levels ala Super Mario Maker, and it was released around 2008 in the now defunct PlaySEGA.
I don't think this works for Sonic. In Mario, you always have the same 3 or 4 areas repeating, using the same assets, the same music and the same enemies. In Sonic, every Zone has its unique Style, including specially composed music, own tilesets, graphics and backgrounds, unique enemies. In Sonic 3 (+Knuckles) they even had new arrangements for the music *per act*.
So the best thing you could do with a level editor was creating new acts for existing zones. All the other stuff is too much work for the casual gamer, if you're not a crazy fan-game-creator-style nerd who does all the stuff themselves, having experience in graphic design, enemy programming, music composition and arrangement.
I mean there is the css level creator
If Knuckles and Tails are having trouble standing together, how do they do it in Spring Stadium?
I guess that particular area doesn't cause memory clash, especially since there doesn't seem to be a lot going on in terms of enemy placement or background animations (especially since Green Grove had that running water animation, though I'm unsure). Just a guess.
Yeah, I could have changed the memory pointer in VRAM to fix it, but didn’t want to start messing with the numbers...
can you fuck up the game really bad by messing around with the lvl editor and make a video about it
I used to think the game allocated memory for the sprites on the fly as you moved around the level :/
Thanks for answering C:
Good luck putting rings down while you can pick them up as the cursor. :P
So basically..... Sonic 3D Blast Maker?
Also that crab reminds me of the Shellcracker enemy from Metropolis Zone.
MSOGameShow i just realized that instead of nutcracker you could say shellcracker and it would mean the same thing
MSOGameShow I don't think it can adjust the level structure itself, but yeah, I guess
"**places Tails** Hm, he looks familiar!" XD
You are doing god's work friend. I beat this game 5 times throughout my days, anyone who said it was meh wasn't fast enough.
Oh man, I'm so glad about your channel!
Seeing all this in-depth information about such amazing games, I dunno how to put it in words. It gives me such a warm feeling.
I love your videos and hope to see alot more from your work! =)
I really enjoy seeing your insider perspective on a lot of the games I grew up with.
I enjoy your content either way but voiceover is actually highly appreciated here, great vid!
Loving every video on the channel! Also, what a pun in the title hahah
looks very interesting, I can see why it would of been time consuming moving all those items, objects and enemy's to another spot.
Oh man, the Sonic ROM Hacking community is going to be in an uproar about not having access to this. Anywho, great video man. Sonic 3D blast was a pretty big part of my childhood , so it's nice to see how it was developed. Hope to see some more groundbreaking Megadrive demos uploaded in the future.
5:38
OH YEAH MR KRABS!!
Yay voiceover
Sega! Watch this and release a Sonic 3D Blast Maker!
Then you can work on sonic spinball maker, dr. Robotnik's mean bean machine maker and put them together in a mega pack.
If it goes well, then head onto the sonic main series; so we have a sonic maker and a sonic spin off maker.
Psycho Doodle
Sonic is the original game to have a similar feature, they could *ABSOLUTELY* do it!
I'm not entirely sure what a Mean Bean Machine maker would do. Could you explain?
Mean bean machine maker....? How-
Mean Bean Machine is just a reskin of Puyo Puyo. Also how the hell do you want a level manera of a Puzzle game?
This is fascinating stuff. Awesome seeing how this game I played as a kid was constructed.
Sonic 3D Level Blaster
I wish more developers of classic games would come forward with an "inside look" of their stuff. It's pretty much what a lot of fans love to explore and want to see! Like, if some Japanese developer for Zelda: Ocarina of Time was like, "Hey, here's my UA-cam channel showing you early works of Zelda" people would go nuts. Keep it up!
So cool to see 3D Blast's level editor. Thanks for sharing.
Wow this was very insightful. I've been thinking about using SFML to make a game, but I had to hard code the level and I didn't know a simple was to implement a level editor. This gave me some ideas
Amazing stuff. Thanks for sharing. Sonic 3D has always been a very high quality game, and this is one of those indicators to why! What a programmer! Great insperation for us that grew up with this :D
Your videos are very interesting for me. You have no clue how big a part of my life this game was for me on Christmas 1996. I swear I was the only guy in the world who got used to the isometric Gameplay and physics. I didn't care, it was a new sonic game! I always thought whoever made this was a programming genius! so uh... thanks for the childhood you programming genius!
Really love these videos. It's fascinating to see one of the game's actual developers talking us through things :)
I had no idea that there were so many limitations back then! I would have just said "Screw it. I can't get it to work" because I wouldn't have understood why things had wrong colors or corrupt graphics. This gives me insight into how much patience, knowledge and skill early programmers had.
I love all of these videos, but you don't need these clickbait titles. This stuff is already interesting enough on its own! :)
At least he put the clickbait after the content title, not before like most do like BLA BLA BLA (Sonic 3d level editor)
I think in this case title is meant as a pun. As in, the level editor literally changes everything in the game.
I believe it had a different title when it was first put up (can't remember exactly what it was). Solid pun though! :D
it's not really that click bait. we got to see an enemy that was only seen in prototype pictures in action.
Dr Polaris - I'm not criticizing the content at all! These videos have all been exciting new stuff for us.
I love seeing how games are made its so interesting plus because I'm going to do a course in game design next year
Kudos to all the people commenting with actual questions about the tech! This game was a new concept made after sonic team was bored with the hedgehog, and was bound to meet a hostile audience from the get go. It's amazing to get insight into a game that was released so long ago, from an original Dev none the less.
This video was really interesting, I'd love to see hacks of this game. Super excited to check out the rest of your channel!
I really appreciate you showing us all this cool stuff, it is very interesting! I wish more developers of classic games would do that.
Very cool to see, especially that crab. Love these videos!
Thank you for all the content concerning the Sonic games you worked on ^^
OMG!! That was amazing. And more importantly, "official" enemies names. Hunter, Scouter... That's something was missing at the manuals. Can you list the official names of the game's enemies?
By the way, I would love to see editor of the Satutn version in action, once it don't have the same limitations of the Genesis/MD version... It even have a cute mole in Green Groove Zone's walls.
miasuke
Hunter, Scouter, Crock, Dragfly, Firefly, Octopus, Fish, and Crab.
Thanks, Austin Reed. I would like to know from Jon if there's some documentation (or even hand made sketches to show) confirming the official enemies' names (after all, there's some chance some enemies could use longer names, or even a two or three words names)...
A dedicated video would be awesome.
miasuke That wasn't a koala, it was a mole
Sonikku A -> Thanx!! Fixed!!
Yeah, I've always wondered what they were called too. It's awesome that now, after all these years, I get to see some official names from the creators themselves. I'd love to find out more though, like some preliminary artwork or something.
WOAH!! this amazing! Every video you release contains millions of dollars' worth in game dev info
Impressive stuff. And you dug up a beta element that we have only seen from screenshots and put it in the game? Props to you!
2:52
Advanced FISH AI
That's interesting to know how Sonic
3D Blast was made; great video mate
It seems like every day Gamehut finds something new and exciting. I love this channel. Thank you for surprising us almost every day.
The crab!!!! And wow other unused badniks!? What a treat ! Thx man !
A lot of games did this sort of thing. Some left the code in the final version. One SNES sports game contains an elaborate windowed, mouse-enabled tool reminiscent of Windows 3.1. Ocarina of Time's leaked debug build has an editor for camera paths, using the memory card to save. Pretty neat stuff.
a game is always made 10 times more fun with a level editor. it's the sole reason i still play doom to this day.
granted in this case things get a bit complicated due to hardware limitations, but heck, a buggy debug mode is better than nothing
Kinda crazy how good some of the 3D rendered models and animation look in this game.
Maybe we'll find a proto that still has the crab behaving as it should
Dude, you did amazing stuff back in the day
Incredible! You should look into more sonic games and keep digging for goodies
this is quickly becoming one of my favorite channels on youtube!!
Releasing this level editor will sure make happy tons of fans and we may be able to actually see more romhacks of this game
Ciccio Imberlicchio but he would get in trouble from sega As it is THEIR game.
I never knew that secret Sonic 3D Blast data would be a part of youtube that interests me.
When you mention how an object differentiates its colors in each zone, I think that also works in a similar to how background sprites are loaded particularly in the 2nd portion of Sonic 3 & Knuckles
Loved this game as a kid, it's fascinating as an adult to see what went into it's creation. Wish they would re-release this on the Virtual Console.
These videos are awesome so glad I've found your channel
Just passing by to tell you _thank you_ to you and Travellers Tales for creating one of the _most immersive worlds of my youth._
Sonic 3D Blast always marvelled me. I guess I had a hard time wrapping my head around the fact that Sonic had a 3D game.
Every level seemed so large and so vivid!! Every turn revealed something I had never seen before...
Passageways, tunnels, crackable objects that led you to a small lost corner of an amazingly huge world...
And combined with the Flicky mechanic and the out-of-this-world OST by Jun, conquering every stage actually _felt_ like _making a small step towards a massive, meaningful end_.
Thank you for all those memories, Jon!
And what are your favorite levels and music tracks on the game?
The crab seems to be based on Sonic 2's Shellcracker, which I don't remember there being very many of in Metropolis Zone where it appeared. It was a stationary machine that had an extendable claw to use for melee attacks. Based on what we saw here, my guess would be a simple side-to-side patrol similar to what you have here, placing the crab robot in what could be considered defensive positions from Robotnik's perspective; pathway openings, near the giant rings, and so on.
Another possibility is the crab being a hybrid of the Shellcracker and Sonic 1's Crabmeat enemy, which had a short-range projectile; but given that you didn't find any projectile data for it, I'm, thinking it was more defensive patrol behavior.
This makes me wish I was a real coder. I just hack Python until I get the output I want. What you do is real problem solving. Love it.
I’ve only just discovered these videos, and the Coding Secrets ones. I’m addicted!! Please make more!!!
Nobody:
Sonic 3D level editor: KNUKLES
TCRF is going nuts, RELEASE THESE ON THE INTERNET!
That is really cool! You might inspire me to try game maker again xD
I think the crab enemy may have been used in either Green Grove (where there's no "back-and-forth" enemy type as well as an extra spot for a flicky, the green one, specifically) or in Volcano Valley (since the level already has 2 of the aforementioned enemy types, and it seems to have an appropriate color palette).
clever pun in the title
4:25 Seems to be? Didn't you code this?
Keep up the great work, these videos are awesome
I loved this game so much as a kid!
Holy crap, this is so amazing!
WOW! Unused stuff too? That's cool! :D
Is there any way to access this in the final release by chance?
Or even in one of the leaked protos?
Didn't he say in the video that he wrote this code?
+olzhas1one he was the lead developer so he obviously wrote the code
The final game is built without the code. It doesn’t all fit on the cartridge otherwise.
GameHut - You say it's not in the final, but what about any of those beta builds that drx leaked out?
Great content. I'm very glad youtubes algorithm made a decent suggestion for once. Too bad not all your videos have voiceover. Kept me from binging all of it.
It's all there jus takes time and patience to make own levels sooo cool
God I wish we get this someday.
I love these informative videos on how games are made.
Perhaps you could do a video on how to do 3d polygons used in sonic R
Get out the way mods!
We just got a new editor in town!
this man really out here making a 3d level creator on a genisis
Sonic 3D was the first Sonic game I ever played, and it was at a Target Kiosk.
When Sonic Mania 2 comes out, they need to hire you for all these methods and tricks. They would love to emulate these old things. If you have played Sonic Mania, you would notice that the special stages for chaos emeralds are both based off of Sonic R and have pop-up.
This is a million levels of fascinating to me. Thanks, as always, for sharing! Did you have to write a new object and do some manual mapping work to show the crab to us, or was much of that already laid out more or less before re-adding it?
Miles3298 I had to add the crab from scratch - was fun to figure out!
So for what it's worth, I think Sonic 3D is a misguided abomination that should never have been made, but there's something amazing about seeing someone go back after over twenty years and enhance something they worked on in another life. Kudos to you sir.
I always wondered what Debug Mode in this game would be like. Now I can see why it wasn't included as a cheat. It's far too unstable, it seems. Still interesting though. (I originally had a question about Tails and Knuckles, but EscapeRouteBritish beat me to it.)
Robert Anderson - It's also too large, as confirmed in a comment chain JB HamHam started.
Even if it was unstable it could still be fun to play with. As @GameHut said in another comment here, the reason it wasn't included was because it wouldn't fit in the final ROM.
It depends on how easy it is to crash the game with it. As shown in another video, the error handler immediately sends you to the level select, so your options with Debug may be limited.
Unstable has nothing to do with it. You can easily crash Sonics 1~3 in debug mode if you know how to create a buffer overload
MastaGambit Yea, but that’s difficult.
This one seems to be more complex than Sonic Team’s debug Mode, as evident by the fact it had to be cut out due to size
This video completes my childhood.
Seems pretty robust and relatively easy to use (at least in terms of your team getting stuff done).
I loved playing the Saturn version of Sonic 3D Blast (except when the game crashes in the Diamond Dust zone). I finally got a cartridge of the Genesis version a few months ago!
It's so amazing seeing how TT has put these games together! Were you around for the Lego games that TT is now known for?
Do you have any interesting material on the Saturn/ PC Port? The PC Version was my first sonic game.
wow.... you literally did everything outside the box for sega... transparency, display glitch tricks, memory buffers, map editors in game....
This Stuff Is Really Cool
Wow, didn't realize how the RAM was dynamically allocated to on-screen objects like that. (Through a corruption video or something, background tiles appear to have a similar system. One of your prototype videos, the one with the splitscreen, does it too.)
Oh my god, these are the secrets of my childhood...
Never thought I would know this
Wow cool! It would be awesome if this was developed further and made into a sort of “ sonic 3D maker” like supermario maker on wiiu!
What was your involvement with the Saturn version of Sonic 3D Blast?
Abraham They had 12 weeks to port the game to Saturn, basically.
Man, it is a shame you can't let us play around with this. Was there not enough room to fit it onto the final cartridge, like the famous Debug Mode was?
RarefoilB it was too unstable and would have often crashed
But then couldn't they have just wrapped you to the Stage Select Screen then? ;)
Correct; he said that in a reply to another comment.
you're making me appreciatte sonic 3d blast A LOT more. ppl always talked shit about this game I always thought it was great.
ever see the super sonic hack rom of this game?
6:24 it has a claw like the Shellcrackers from Sonic 2 maybe it would also shoot its large claw at you