SAGE 2020 - Complete Sonic 3D in 2D

Overview

Sonic 3D in 2D is a fangame that reimagines Sonic3D Blast plot and levels with style and structure closer to the games that preceeded it.

What if the final Mega Drive/Genesis game never moved away from the formula established by Sonic 3 & Knuckles, with bosses in every act and in game cutscenes to move the plot forward?
What if it was a proper entry in the main series and a bridge between 3K and Adventure?

Explore Flicky Island in a 2D side scrolling platformer that takes elements from the other Mega Drive/Genesis games to re-forge an adventure anew. Fight new and challenging bosses, save Flicky Island and stop Robotnik's final plan to harness the Flicky's power for himself.

Features
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  • 15 Acts to explore in 8 Zones
  • 15 Boss Battles that will put your skills to the test
  • All classic shields, including the Golden Shield to use the homing attack with Sonic
  • 3 Playable characters at start (Sonic, Tails, Knuckles).
  • Physics close to the Mega Drive/Genesis games.
  • Lots of Easter Eggs
  • Unlockable Extras for more gameplay options
  • 23 Achievements to tackle
  • The Saturn Soundtrack and customizable soundtrack are available as optional DLC.
Zones



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Green Grove Zone
: hills are alive with the sound of the Badnik's engines. The flikies have been turned into robots and it's up to you to blast through the Green Grove and free the Flickies!




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Rusty Ruin Zone
: ancient ruins re-emerged from the sea. Make your way through the ancient traps of a long dead civilization as you keep searching for the Chaos Emeralds!




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Spring Stadium Zone
: a crazy funhouse of pinball, barrels, bumpers, springs and spike traps! Hone your jumping and bumping skills to survive here!




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Diamond Dust Zone
: have your snowboard handy? The snowy mountains of Flicky Island are filled with snow and ice. Watch out for explosive snowmen and uncover frozen springs to make your way through.




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Volcano Valley Zone
: quite a change from the cool slopes! Leap the lava beds and use your spin dash to activate the elevators. Keep an eye out for the Fire Shield to protect yourself from the worst burns of your life.




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Gene Gadget Zone
: this mixed-up mechazone is chock full of pipes, tubes and wiring. Not to mention electrified floors, shocking fields and industrial fans that will blow you around!




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Panic Puppet Zone
: looks like Robotnik hasn't even had time to place the flickies into robots. The final confrontation is approaching!





5802
???
: find all of the Chaos Emeralds to know more...





Controls
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Game controls are set by the user on their first launch and they will map a mega drive/genesis controller. As such the commands for each character are described with the genesis button map (arrows, A, B, C, start). Controls can be changed any time by pressing up and accessing the "controls" submenu in the title screen.

Other Controls:
  • F2: resets the game
  • Alt + Enter: Toggles Fullscreen
  • Alt+ F4: Closes the game
Playable Characters

Sonic The Hedgehog
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The main character of the series, Sonic is a very versatile character, but will require time to fully master. His Insta Shield ability allows him to increase his attack range, deflect most projectiles and regain air control.
He is also able to harness the full power of the elemental shields gaining different attacks according to the shield held.


Abilities and Controls
Spin Jump = A, B or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A, B or C
Peel Out = Up (Held) + A, B or C
Insta Shield = (No shield or Blue shield) A, B or C while midair.
Fire Dash = (Fire Shield) A, B or C while midair. Can break weak walls.
Double Jump = (Electric Shield) A, B or C while midair.
Ground Bounce = (Bubble Shield) A, B or C while midair.
Homing Attack = (Golden Shield) A, B or C while midair, can be repeatedly used. A short air dash will be used if no target is available.

Miles "Tails" Prower
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Sonic's best friend and companion of countless adventures, Tails follows and supports Sonic whenever possible. His twin tails allow him to fly and his ability to swim allows him unparalleled vertical movement but leaves him open to enemy attacks.


Abilities and Controls
Spin Jump = A, B or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A, B or C
Fly = A, B or C while midair press repeatedly to increase altitude. The spinning tails can be used to damage enemies.
Swim = A, B or C while jumping underwater. Press repeatedly to swim upward.

Knuckles The Echidna
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The last Echidna, guardian of Angel Island and the Master Emerald, Knuckles' incredible strength allows him to break through any barrier with ease. With his spiked fists that allow him to climb on walls and his gliding skill combined, he is able to access paths no one else can.



Abilities and Controls
Spin Jump = A, B or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A, B or C
Glide = A, B or C (Held) while midair
Climb = A, B or C against a wall or landing on it while gliding
Wall Breaker = Passive ability. Any breakable wall is destroyed on touch.

??? ????
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A character from another time, summoned by the Flickies to save their island. While her abilities may be limited compared to the other characters, she will prove everyone her turn has arrived.




Abilities and Controls
Jump = A, or C
Dash = Down (Held) + A or C
Hammer Attack = B, press again for a second swing and a step forward. Can break weak walls.
Hammer Jump = Down (Held) + B
Hammer Spin = B while midair, press again to keep spinning. Can break weak walls.
Hammer Drop = Down + B while midair. Can break weak walls.

?????? ??? ???????
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A character from another time, summoned by the Flickies to save their island. Born to be the ultimate life form, his extended array of abilities can make short work of any enemy.




Abilities and Controls
Spin Jump = A or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A or C
Homing Attack = A, B or C while midair, can be repeatedly used. A short air dash will be used if no target is available.
Wall Latch = Air Dash against a wall
Boost = B (Held) as long as the boost bar isn't empty. Can break weak walls.
Ground Stomp = Down + B

???????? ??? ???????
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A character from an unstable dimension, summoned by the Flickies to save their island. This blue blur will protect the world with his spiked fists. While not as strong as Knuckles is, he has a few more tricks under his sleeve.



Abilities and Controls
Spin Jump = A, B or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A, B or C
Glide = A, B or C (Held) while midair
Climb = A, B or C against a wall or landing on it while gliding
Insta Shield = Up + A, B or C while midair
Ground Stomp = Down + A, B or C while midair or Down while gliding
Minor Wall Breaker = Passive ability. Weaker walls are destroyed on touch.

?????? ??? ????????
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A character from an unstable dimension, summoned by the Flickies to save their island. This carefree guy runs as fast as his blood boils. He is renewed in his world for his incredible speed. His innate affinity to fire allows him to blaze through any obstacle, but his rashness might get him into trouble.



Abilities and Controls
Spin Jump = A, B or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A, B or C
Peel Out = Up (Held) + A, B or C
Fire Dash = (No shield, Blue Shield or Fire Shield) A, B or C while midair. Can break weak walls. Doesn't work under water.
Double Jump = (Electric Shield) A, B or C while midair.
Ground Bounce = (Bubble Shield) A, B or C while midair.
Homing Attack = (Golden Shield) A, B or C while midair, can be repeatedly used. A short air dash will be used if no target is available.

??????? ??? ???????
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A character from an unstable dimension, summoned by the Flickies to save their island. The greatest treasure hunter of his dimension and a skilled mechanic, his psychic power allows him to move in the air and water like he is flying. Combined with his incredible strength, there is no place he can't reach.



Abilities and Controls
Spin Jump = A, B or C
Roll = Down while moving on the ground.
Spin Dash = Down (Held) + A, B or C
Fly = A, B or C while midair. Press repeatedly to increase altitude. Will fall if used for too long.
Wall Breaker = Passive ability. Any breakable wall is destroyed on touch.



TROUBLESHOOTING
Machine independant Speed
Should you face heavy slowdowns in the game, try to run it using the "machine independant speed" option by following these steps:
1 - Make a windows shortcut to the exe of the game
2 - Go into the link properties and add the /MIS1 command in the destination field after the double quotes
it should look something like this:
"C:\BLAH BLAH BLAH\Sonic3D2d 1.17.exe" /MIS1
3 - hit OK and start the game through that link.
Water effect compatibility
As of version 1.08 should you discover that the water in game looks like a large dark wall, try to run the game through a shortcut with the command /LIGHTWATER
Re-Enable Fusion 2.5 OLD Pause System
If you experience slowdowns after the new pause system has been released, try running the game through a shortcut using the command /OLDPAUSE this will re-enable Fusion's un-pause system. You will gain some FPS, but you'll be forced to UNPAUSE the game by pressing ENTER.
All commands listed above can be entered in the same shortcut, separated by space (EG: /MIS1 /OLDPAUSE).

Install instructions
Download and unpack the zip file in a directory of choice. The archive includes xinput1_3.dll ("Microsoft Common Controller API") required for the game to work and detect controllers.
If you're downloading a new version, you can open the zip and take the exe into the folder of your previous installation, or extract into the same path and overwrite everything. Both the savegame and control settings will carry over automatically.
How to install the Saturn DLC
Simply unpack the zip, and drag both the "Saturn" and the "Custom" folders into your Data\Soundtrack\ folder without overwriting the existing music.
How to play on LINUX
* Wine version: lutris-5.7-x86_64
* DXVK option off. (otherwise would crash immediately after launch)
* Use winetricks to install vcrun6. (otherwise crash after input setup)
* (optional) Set up a separate wineprefix to keep things clean.
The game works in either fullscreen or windowed mode, but it may crash after switching between full and window a few times during gameplay. Left screen with low resolution after crash. Configure -> System options -> Restore resolution on exit in Lutris settings made the original resolution return the next time it crashed. So, just be careful toggling between the screen modes.

History
- Added a new graphic option to toggle between Stretch to fit and Keep aspect ratio of the game. The option is enabled for any screen from the character selection menu forward. Title screen, controls, aschievements and music options are unaffected.
You can toggle between screen format by pressing F12.

- Added Act 2 Selection from the main menu. If your save game is in ALL CLEAR state, you'll be able to continue from any act of your liking!

- Added a new global variable to track the game's progress in real time to support speedrunning. The Global value will have the following values:
1 - Green Grove 1
2 - Green Grove 2
3 - Rusty Ruin 1
4 - Rusty Ruin 2
5 - Spring Stadium 1
6 - Spring Stadium 2
7 - Diamond Dust 1
8 - Diamond Dust 2
9 - Volcano Valley 1
10 - Volcano Valley 2
11 - Gene Gadget 1
12 - Gene Gadget 2
13 - Panic Puppet 1
14 - Panic Puppet 2
15 - Final Fight
16 - Special Stage
17 - The player starts a savegame or a special stage in special stage mode
18 - Clear (with or without emeralds) and credits
19 - Main menu when the New Game or Extras is selected
20 - Continue Menu
0 - Everywhere else, including the loading screens between stages and acts.

- Fixed Silver Sonic's AI from being incredibly glitchy and potentially causing softlocks in Gene Gadget Zone 1 thanks to a script bug introduced in 1.25. Improved his move check selection script as well.
- Adjusted a closing door in Gene Gadget Act 1 to prevent the player from walking back in.
- Forced the interface to reset when a Metal Series is fully destroyed to prevent the interface from occasionally remain white.
- Water Bubbles no longer interrupt the super transformation
- Moved the trigger that closes the final door in Gene Gadget 2 to prevent players that didn't wait for the door to open from being crushed.
- Improved the code that prevents clipping inside breakable walls. Can't guarantee it's impossible to clip, but it should be a lot harder for it to happen.

Special Thanks to kitty2135 for reporting the following bug:
- Fixed a scrolling bug in both Achievement and Music Options menu that would glitch the scrolling if up and down buttons were pressed at the same time.
Special Thanks to aleats for reporting the following bug:
- Metal Sonic's chest laser will now disappear if he is killed while executing the move.
Special Thanks to timpz for reporting the following bug:
- Adjusted a sensor in panic puppet zone 1 for an elevator before the boss to always go through the square pattern path as always intended.
Total downloads screens for previous versions has been saved here for tracking purposes:
older downloads.PNG
- You'll no longer bounce on Tails Doll body if his "bounced on" sound is playing. This means you'll get hurt if you're overlapping it and not attacking.
- Fixed a bug that allowed Silver Sonic to interrupt and glitch the super transformation animation if he hit the player with his flame thrower.
- Fixed a bug that allowed Nack to interrupt and glitch the super transformation animation if he hit the player with bombs or his gun.
- Fixed a bug that allowed Robotnik to interrupt and glitch the super transformation animation if he hit the player with the golem's spikes in Rusty Ruin.
- Fixed a bug with Tails Doll that allowed it to Slash through and damage the character during the super transformation animation.
- Fixed a bug that cause the transformation animation from being interrupted if it overlapped E99's thruster.
- Fixed a bug that causes the transformation animation from being interrupted if bumping on the Egg Cage in Panic Puppet Zone 1
- Added a control to stop Tails and Wechnia from taking repeated damage if the player is dead in Panic Puppet Zone 1

Special thanks to Mastakirby for reporting the following bug:
- Added a control to prevent Robotnik's laser in Panic Puppet Zone 1 from hurting the player or tails in the very first frame it is positioned

Special thanks to UltraSonicHero from discovering the following bug:
- Fixed a bug that deactivated the drown action if the player drowned on underwater fans

Special thanks to Lake and his Wild World for reporting the following bug:
- Fixed a bug that allowed Robotnik to interrupt and glitch the super transformation animation if he hit the player with the robot arms in Spring Stadium.

Special thanks to kitty2135 for reporting the following bugs:
- Improved coding to avoid actions to accidentally overlap for Silver Sonic and cause him to get stuck mid in an unreachable position
- Replaced the Pass-through terrain blocks in Green Grove Act 1 with Layer blocks to prevent the player from clipping through a small diagonal section and fall below in Green Grove 1.
- Revised the collision code of the Hopper badnik in Diamond Dust Zone to properly bounce off walls.

Special thanks to MrPrzemistrz for reporting the following bug:
- Fixed a leftover from the default controls in Sonic World Delta: the slide action of Knuckles and Bluckles worked only with the A button. It now correctly works with any button.
- Fixed a layering error introduced with the TV-Like Filter effect in version 1.21 that caused 6 rings in Green Grove Act1 to occasionally be moved behind the waterfall near the start of the level.
- Fixed a layering error with a platform in Tails' path in Spring Stadium 2.

Special thanks to kitty2135 for reporting the following bugs:
- Modified the unlock controls of the camera at the end of the battle in Green Grove act 1 to avoid conflicting with the final camera block at the signpost.
- Repositioned the hidden event triggers that close some doors in Rusty Ruin Act 1 and 2, volcano valley act 2 and Gene Gadget Zone 1 and 2 to prevent players with keen reflexes to jump or glide backward as soon as the door starts closing and get stuck between two doors.
- Improved collision detection for ground bumpers in Spring Stadium so that players can no longer land inside them with specific angles and speed.
- Fixed a non-solid ceiling in Volcano Valley Act 1 above a button that allowed the player to clip above (same as an older bug in another section of the level)
- Fixed a gamebreaking bug that would cause a player hanging on the wall next to the signpost in Gene Gadget Zone 1 to get stuck in place when the signpost stops spinning.

Special thanks to ShizukaLoner from discovering the following bug:
- Fixed a game breaking bug introduced in with the tv filter version 1.21 that caused a dying player from getting stuck in some level geometry in Green Grove Zone Act1.

Special thanks to UltraSonicHero from discovering the following bug:
- Fixed a glitch that would cause the orbs of the first boss phase in Panic Puppet Zone 2 from lighting up if both arms slam the ground in quick succession

Special thanks to RedOnyx from discovering the following bug:
- Modified the code of the respawning baloons to prevent the homing attack from targeting exploded ones.
- By veteran's request, it is now possible to take on all five of the metal series robots in Gene Gadget Zone Act 1. A new option to fight all of them in sequence has been added.
To do so you have to clear the game with a good ending at least once.
After that a secret switch will become accessible in Gene Gadget Zone 1 that once pressed will alter the battle's condition to activate all of the metal robot series in a row for a huge showdown against all of Sonic's dopplegangers.

- Fixed a code incompatibility with the newest version of Fusion (v293.1 released in December 2020) that caused most of the barrels in Spring Stadium Zone to malfunction.
- Fixed conflicting variables within the Extra Menu caused by the graphic filter introduced in version 1.21. Should you have an invalid value for the variables that control Tails's name, Knuckles color or the filter itself, they will be automatically adjusted the first time you'll access the extra menu.

- Moved the 1 up monitor at the top of the waterfall in Green Grove 2 by 4 pixels left to prevent players from landing after it and gliching in the wall.
- Fixed two misplaced falling terrain in Rusty Ruins 2
- Fixed the layering of the speed shoes in Volcano Valley 2
- Added some solid ground behind some transporter doors to prevent the player from glitching between them and monitors in Gene Gadget Zone
- Reduced the power of some fans in a secondary path of Gene Gadget Zone 2 to prevent the player from accidentally getting stuck.
- Fixed a misplaced spike in Panic Puppet 2
- Added an option in the extra menu to fight all five metal Sonic in Gene Gadget Zone 1. With the option enabled the fight will follow their original release order: Silver Sonic, Robo Sonic, Metal Sonic, Mecha Sonic and SilverMK2

Special thanks to Daniel@GGK912 for finding the following bug:
- Added a forced air reset counter on death to prevent the infinite drown bug that still managed to plague the game.
- Added new sprites to Super Sonic to the following animations: hanging and dragged by current.
- Fixed a misplaced tile in Green Grove Act 2
- Fixed the layering of two flags in Spring Stadium Zone act1
- Added controls to force the correct layering of elevators in Volcano Valley Zone
- Delayed the background filter activation in The Final Fight to allow proper instancing of the stars in the background behind the filter when the stage starts.

Special thanks to Planeta Sonic for finding the following bug:
- Fixed a gamebreaking bug that caused an overzealous Tails to hold on a dead character in case of a time over in Panic Puppet Zone 1 and preventing the game's reset.
- Added a new TV-like composite cable filter! By pressing F5 you can now toggle between 3 different filtering options for the game. The first option is a tv-like filter that slightly blurs nearby pixel horizontally in a comparable way to what old tvs did. The second one blurs only the background, to exploit the background dither effect, but keeps the playing field nice and sharp. The third option is no filter at all, like it's always been. Your current filter setting will be saved whenever the game is normally saved.

- Updated layering for all the screens in the game to account for the new TV filter options

- Adjusted 1 misaligned animation frame for Sonic and Ashura in the Special Stages
- The game wrapper that controls the pause has been optimized by removing unneeded objects
- Added a new routine to force silence on music tracks.

- Added a missing end-floor tile in Panic Puppet Zone Act1.
- Fixed Wechnia, Tails, Sonic and Ashura's animation speed at the end of Panic Puppet 1's cutscene when they appear as NPCs
- Added a spring in an underwater area of Panic Puppet Zone 2 where Sonic and Ashura could get stuck after getting an extra life. While I always considered it difficult for Sonic and Ashura to access it and the extra life would compensate for the forced death, in the end it's useless to burden a player with a Mystic Cave zone pit, even if it gives you a life back.
- Added a control so that if the player is in a hurt state it will never hold on to a hook in Panic Puppet Zone.

Special thanks to MikeSonicYT for reporting the following Bugs
- Fixed an animation bug with Amy when transformed during the Panic Puppet1 Zone Boss where her flight animation wasn't triggered.
- Fixed a bug at the start of the cutscene for Panic Puppet 1 boss that would lock Knuckles's controls into a glide action instead of resetting button input.
- Added two missing background activators for two Starpost in Panic Puppet Zone Act 2. The internal background is now correctly loaded if a character restarts from those specific starposts.
- Improved Tails' Tails collision with Nack so that he could be properly damaged by that action
- Fixed a Bug introduced in 1.19 that has the player always start with an electric shield in Diamond Dust Zone1
- Fixed a misaligned lava light effect in Volcano Valley Act 1.

Special thanks to 1_c438ee for reporting the following bug:
- The Underground Zone achievement properly suggests it's the Diamond Dust Act1 achievement, instead of Rusty Ruin Act1

Special thanks to Vecnazas for reporting the following bugs:
- Added controls to stop the waterfall sounds in Green Grove and Diamond Dust Zone from carrying over into the special stages.
- Added additional audio stop controls to ensure the special stage music stops before the score screen.
- Added additional audio stop controls to ensure the ending theme stops before the final cutscene.
A small set of fixes to address some minor problems. It mainly addresses a softlock with the pipes in Volcanio Valley, a bug that affects Amy in a true 100% completion file, and a bug that caused Cutscene Knuckles' to disappear in the ending cinematic if the game was already cleared.

- Added a control to move rings attracted by the electric shield with the player in the vertical loops of the snowboarding sectionof Diamond Dust Zone 1. They won't disappear anymore!
- Added some invisible blocks to perfect ceiling collision in a few points of Volcano Valley zone 1.
- Fixed a glitch that made cutscene knuckles disappear instead of chuckling in the final cutscene if the ending was triggered from an already cleared game.
- Adjusted the position of a flower in Green Grove 1
- Adjusted the position of a spring in Green Grove 2
- Adjusted the position of some ceiling spikes in Green Grove 2

Special Thanks to LightningThunderbolt for discovering the following bug:
- Fixed a bug that allowed Amy with the super form unlocked to transform after a boss is defeated

Special thanks to Greenknight9000 for reporting the following bugs:
- Removed 2 dirty bright pink pixels from one frame of the Fire Shield's idle animation.
- Added a control to prevent contact with elevators when sonic is inside a pipe in Volcano Valley 2 and avoid a softlock in an area point where one can overlap a pipe needed to proceed.
Fine tune your custom tracks with the new LoopTuner!
Since the arrival of the Custom soundtrack for the game, there was a problem with the looping points of the tracks and more often than not, a custom track would stutter on loops.
Most compressed files add some silence at the beginning and end of an encoded track. This has the unfortunate side effect of messing with the loop point value found, for example, in Audacity.
The new LoopTuner option si available for Custom tracks in the Soundtrack Options Menu (for the ones that loop, that is) to deal with that and fine tune your custom tracks to perfection.
If a custom track loops, it will now have a "LoopTuner" option available that can be fired up by pressing START.
The LoopTuner will allow to start the selected track a few seconds before the endloop point saved in the LoopInfo file. It will allow to adjust the milliseconds of either the StartLoop and Endloop values to give your custom tracks that super perfect loop they deserve.
An autoplay option can be enabled, and it will restart the music every time a loop number is changed.
To change numbers by an higher amount, hold A, B or C to move the loop point by 10, 100 or 1000 milliseconds at once.

For a more detailed reading about issues with loops in music files, you can have a look at this interesting article.

- Fixed a misaligned tile in Rusty Ruin Zone 1
- Modified the boss tiles activaton status in Rusty Ruin Zone 2 to prevent occasional mis-ordering of the pieces that compose it
- Added a control in the rare case a frozen player manages to hit ceiling spikes. The ice will break properly and animations won't be frozen anymore.
- Adjusted controls deactivation in the PPZ1 cutcscene to prevent the player from position-glitching when they fly into the scene at the start of the boss battle.
- Added 3 missing edge tiles where platforms connect with walls in Panic Puppet 1.
- Added a missing background change control in Panic Puppet 2
- The Achievement menu will no longer default to the last entry of the list if the player is using a controller.

Special Thanks to GiantsNation for finding the following bugs:
- Added a control that forces the player to land from a flight action in Green Grove 1 before the miniboss cutscene starts to prevent a softlock caused by the player landing away from the capsule's falling area.
- Added a control that stops the vertical collision fixer from activating in breakable blocks if the player is jumping in one of them, thus preventing another instance of skipping vertically into the ceiling.

Special Thanks to sonikal3d for reporting the following bugs:
- The homing attack activation is now disabled whenever a boss is defeated and the battle is over. This is to prevent the player from targeting a dying boss and have the homing attack stuck in midair with no target to hit as a defeated boss can't be hit.
- Controls are fully disabled in the good ending cutscene to prevent inputs from the previous stage from accidentally carry over.

Special Thanks to Robin Nerdington for signaling the loop issues with the custom tracks.

Special Thanks to Stink Terios for reporting extreme slowdown issues caused by the old Joypad1 extension. on Wondows 10.
- Sonic Worlds Delta uses 2 joypad mapping extensions (Joypad1, older and Joystick2, newer) to increase device detection. Unfortunately on some windows10 systems if an user selected a "Joypad Gamepad" entry generated by the Joypad extension the user could face extreme slowdown during gameplay.
To prevent this issue the Joypad1 extension is now DISABLED by default and no longer selectable in the controller configuration (If you mapped your controller with that option you'll still be able to play with it as it has not been removed from the game, but you'll lose it if you access the controller options and change anything.)
The joypad1 extension can still be re-enabled for selection by using the new shortcut command /JOYPAD1. Don't blame me if the game runs super slow with it though! You're the one that renabled it!

Media






Credits

Level Design, Enemies, Bosses, Special Stages, Cutscenes, Additional Characters, Additional Sprites, Engine Modifications, New Gimmiks and Water Effects:
Sotaknuck

Testers:
Sotaknuck
Hypersonic2097
Firebone
Real-Fast

Music:
Tatsuyuki Maeda
Jun Senoue
Masaru Setsumaru
Seiroh Okamoto

Saturn OST:
Richard Jaques

Super Sonic Theme Rearranged:
Valleybell

Amy Sprites by:
E-122-Psi
Sotaknuck

Shadow's Sprites by:
Gardow
LiBi

Nack Sprites by:
Silverbolt
Sotaknuck

Build on Sonic Worlds Delta 1.5.1 by:
Damizean
MCKaosu
LarkSS
Techokami
Sparks
Mr. Potatobadger
Ice God 64
Lange
LH The Hedgehog
Blazehedgehog
Felik
Zenor
Azu
LakeFeperd

Latest reviews

I liked the idea, the gameplay was nice, until I got to a special stage, a Sonic 2 special stage, I terrible at those! I know some people like them, but the controls were harder than the OG S2 special stages.
Sotaknuck
Sotaknuck
Is the impact with the first time you play the special stage enough to warrant a barely average score to the entire game?

Play it a little more and please don't consider a problem being unable to get the all of the emeralds on the first try. Take it slow. Expect to die and maybe suffer a game over or two. It's something that should be expected in a game you're unfamiliar with, even if it looks like other games you played before.
Once you clear it you can replay Green Grove over and over and get the missing emeralds.
In the mean time learn the stages, get good against the bosses. Discover the alternate paths Knuckles and Tails open up.
With a bit of practice you may find out that the special stages are not as hard as they seem once you play them a few times.

Sonic 3D in 2D is a rather short game that can be cleared in less than 2 hours.
If you could clear it immediately and get everything unlocked right away you would lose interest in the game rather quickly and forget about it.
insanely good and really fun but one thing thats an idea is.... Modern Sonic
just why not if shadow is in sonic 3d in 2d why not modern sonic????
but of course its just an idea
also christmas is coming so it would be a cool Christmas DLC like if you get it ON Christmas you get modern sonic FROM THE START but he is only in the Christmas DLC (and everyone has a Christmas costume on EVEN modern sonic)
but if you put all the files from christmas DLC (Charactor and music things) you get the charactos without costumes on (meaning modern sonic is there without the costume on)
Last edited:
Sotaknuck is an artist, as only an artist could take Sonic 3D Blast and make it worthy to be the follow up title to Sonic 3 and Knuckles, as well as the closing act for the original Sonic games. This game accomplishes everything it set out to do: to reimagine S3DB as a traditional 2D platformer, and it does so, in my opinion with flying colors. Every Zone is not just recreated in a 2d way, but are made to look breathtaking. Those who are familiar with first 3 games will be able find familiar and beloved elements these backgrounds. This game is chuck full of characters from the various epochs of Sonic's history, as both act 1 bosses and playable characters. Perhaps I may get myself crucified for saying this but if I had to choose between Sonic 3D Blast and Sonic 3D in 2D, I'd choose Sonic 3D in 2D any day of the week.
T
TehMonkeyB
"born to be the Ultimate LIfe Form" uhhh yeah everyone can guess that if they played Sonic Adventure 2
T
TehMonkeyB
but its cool tho
T

Comments

Okay, so, This game obviously has a lot of creativity, talents, and love put into it.
But i have a problem with the executions of some of your ideas, but to start with, the big problem this game suffer: its difficulty.

I get your reasoning, but i don't think everyone is or will ever be on the same skill ceiling as you assume. It's kind of wrong tbh, because i find the difficutly to be very artificial with the levels layouts( which is also kind of convoluted), traps and Badnick placements( i feel like Sonic CD, which is known for constantly stop you in your track, to be more fair in comparison), and boss paterns.
You made a comparison with Lava Reef Zone, and i disgree once again, it's my favourite level of S3K; but it's not as unfair, punishing in contrast to your game.
Sonic is, at it's core, a chill game series. it's not a no brainer devoided of challenges, but the best games are chill.
I also find inconsistent that you want it to be like a sequel to S3K, taking it's tropes and elements, when the design of it and S2SM are day and night. i wouldn't consider S2SM a good Sonic game in fact, but the two design's philosophy clashes badly.
Which also hurts the pacing, heck, even the special stages feels unfair.

I heavily recomend to give some polishing* to this game and tone down the difficulty. Make it more accesible to other players, because im sure i won't be alone on this one.
It's a great game, but it's hard to come back to it when looking back.
 
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As I said, I'm aware this game is not for everyone. I don't want everyone to have the same skill ceiling. This game doesn't need to be for everyone. Some will lose, and that's fine: it's part of the game. You can either choose to quit, or try again and do better.

This game has a higher skill ceiling than the average as I wanted it to have simply because I didn't want to make (and play) an easy game with no challenge.

To my selfish developer eyes, I think the blend of 3K formula with 2SMS difficulty came out quite well. The levels are wide, they reward exploration, with multiple routes and manages to keep you on your toes.
All of the bosses are doable once you figured out how to defeat them, and like 2SMS it's impossible to simply bounce on them 8 times without effort like it happens far too often in the original genesis games.

Despite your perception on Lava Reef, I do think that the final part of Sonic 3K can be quite punishing if you run in head first without any prior knowledge. Sandopolis, Lava Reef and Death Egg do punish you if you don't play them properly and pace yourself.
I think it's true with Blue Spheres as well when bonus stages are concerned. I remember I was unable to pass them all on my first playthrough, yet I can to them all on first try with no effort now.
 
Not sure if it's a false positive, but Windows defender flags the game as a trojan for me so... uninstalled before I could even try playing it. Disappointing because the game looked really run, but I'm not taking any risks.
 
Not sure if it's a false positive, but Windows defender flags the game as a trojan for me so... uninstalled before I could even try playing it. Disappointing because the game looked really run, but I'm not taking any risks.
There is nothing I can do other than repeat what I said on page one of the comments.
Antiviruses do hate my game and randomly flagged every version I released as malware through their "heuristic" approach (which is an elegant way to say they do a lot of analysis and calculations and in the end they guess!).

It's a common problem with Fusion 2.5 games, unfortunately.
 
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Some antivirus really take a liking to the exe of the game.
I don't know the reason, but it seems it happens a lot with Fusion 2.5 generated files, it may happen with fusion 2.5 itself!
Check around on Google, it's not the only Fusion game that has a similar issue.

Some antivirus (Avast is a major offender) say it has this evo-gen, others outright delete the exe without even warning the user.
It's a false positive. I didn't work so hard on this project to ruin everything by putting a malware in it.
hm, I had the same problem, but I trust you, especially because of the last one
 
Some antivirus really take a liking to the exe of the game.
I don't know the reason, but it seems it happens a lot with Fusion 2.5 generated files, it may happen with fusion 2.5 itself!
Check around on Google, it's not the only Fusion game that has a similar issue.

Some antivirus (Avast is a major offender) say it has this evo-gen, others outright delete the exe without even warning the user.
It's a false positive. I didn't work so hard on this project to ruin everything by putting a malware in it.
wait uhm, how do I download it, chrome won't let me :((
 
9724
9725

Here is the deal. That's stupid.
Being a part of VirusTotal database - Kaspersky detects suspisious things in an archive, thou online scanning on a Kaspersky website itself says — nope - not found.
I wish I could find a way to add some exeptions in that databases... but I'm already in my pagamas

PS I loved the game already, since tested it for the first time. I really got used to relaxed, well known gameplay of original games and 99/9% of fangames. When you can finish the game with 99 lives and 25 continues, while here we have totally different approach! And I really missed the competition in an old games, so I liked to play relaxed, and even tried some time to make it with only left hand (then I thought about playing sonic by left and Tails by right hand, but never really bothered:))
So I do like S3Din2D!!! Thou wish we have more variety in level maps and less chip-tricks, the ones make you want to play it with analog stick to move reeeealy slow
 
PS I loved the game already, since tested it for the first time. I really got used to relaxed, well known gameplay of original games and 99/9% of fangames. When you can finish the game with 99 lives and 25 continues, while here we have totally different approach! And I really missed the competition in an old games, so I liked to play relaxed, and even tried some time to make it with only left hand (then I thought about playing sonic by left and Tails by right hand, but never really bothered:))
So I do like S3Din2D!!! Thou wish we have more variety in level maps and less chip-tricks, the ones make you want to play it with analog stick to move reeeealy slow
Trust me, once you unlocked everything, you'll play this game smoothly just like the others.

wait uhm, how do I download it, chrome won't let me :((
You can try to download from Itch or Gamejolt as well
 
This game really is amazing. It definitely does have a higher skill level than most other sonic games and I'm fine with that. The only problem i have with the game are the special stages. It feels like the rings come only when they are right about to pass you. Im not saying make a different special stage like the regular sonic 3 stages and definitely not the sonic 1 special stages god help us, but make it so that you see the rings from farther away. i only just BARELY got the emeralds. And if you could make maybe one more extra save file, that would make the game a little better. I was trying out one of the extra characters to see if it would save my previous 100 percent save file and then went back and saw it didn't save and my brain went "Jesus how am i gonna get the emeralds again" one last thing, the supersonic flying physics feel a little slippery and floaty. (well i guess he is floating). I hope i didn't push my luck this really is an amazing game i would accept this as canon in the classic series it really feels like a regular sonic game. and the fan service is amazing. the tails doll boss in spring stadium, all the different robot sonic replicas in gene gadget, and all the alliterations in the act titles like sonic cd, i love it. I hope i didn't push my luck with those little complaints i know these games are hard to make good job making this i cant wait to see if you do anything else!!!
 
... The only problem i have with the game are the special stages. It feels like the rings come only when they are right about to pass you...
I won just damn one emerald, yet I felt the flow of special stages and consider them now as passable!
Playing now original games' SStages is almost relaxing thing. I do remmember much since 90s, and I even (hah, even) I do play sometimes "Get Blues Spheres", to get some kind of new challange..
But in the childhood!!!

Sonic2 and Sonic3(Knuckles) special stages were really hard to me! I memorized almost everything and it took me to get a muscule-memory to beat 'em for sure and forever later... And now mr. Sotaknuck brougth that feel to us again.
But we got old... I feel I can't play s3Din2D special stages after working day LOL :( Yet I will!
 
I hope i didn't push my luck with those little complaints i know these games are hard to make good job making this i cant wait to see if you do anything else!!!
Thanks! Great to see you enjoyed the challenge!

Do not worry about your save file. Keep clearing the game and unlock the extras. Once you unlock them all your save will become an ALL CLEAR. You'll be able to pick any level with any character if you continue the game.

Sonic2 and Sonic3(Knuckles) special stages were really hard to me! I memorized almost everything and it took me to get a muscule-memory to beat 'em for sure and forever later... And now mr. Sotaknuck brougth that feel to us again.
But we got old... I feel I can't play s3Din2D special stages after working day LOL :( Yet I will!
I remember it took me a while to clear the last sonic 2 special stage, and the same was true for Get Blue Spheres in 3K. They were challenging and required to know the rules around them to play properly. But eventually I got all the emeralds for the first time, and man, it was so thrilling!

jlarosa444, 3D2D has replayability in mind. The special stages are supposed to make you fail the first times (or else no one would ever get the bad ending!) The more you'll play the easier those special stages will be. You'll start to love the high speed they have and you will clear them with a huge amount of rings compared to the requirement as well.
 
I already made my antivirus (Windows Defender) allow me to download the game, but it keeps blocking it anyway, and it keeps telling me that it didn't detect any threats. What should I do?
 
wait uhm, how do I download it, chrome won't let me :((
Looks like there is semi-adequate way to download files you need by Chrome brpwser.
Here is the story
How to Unblock Downloads in Chrome (And Is It a Good Idea)
Tried oly onece, and looks like it will be still blocked before you push an arrow sign, to the right of that download and select, download anyway. Before switching that in options, there was no such an opportunity... Everything is made for idiots now.
Have a nice day
 
could there be an option for full 360 turning other then snapping to a certain pont that can be enabled or disabled in the settings
 

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