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This is my first playthrough of Sonic 3D Blast: Director’s Cut for the Sega Genesis. I played on PC via Steam’s Sega Genesis/Mega Drive Classics software. No audio commentary. Full and uncut to give a feeling of a live experience. This video is like a longplay, although I didn’t 100% complete the game here. IMPORTANT NOTE: I already beat Sonic 3D Blast (on Steam) before playing this new version. I did this ~5.75 years ago in Summer 2014, and I don’t remember the exact details of a lot in the game. In any case, I did beat this game in the past, so I’m not new to the gameplay or story. This Director’s Cut version was made by Jon Burton, who was the lead programmer of the regular game. He changed/added a lot of things in the game to make it better and more complete. He released the game modification for the plain game’s file and also through the Steam Workshop for the version available on Sega’s Genesis/Mega Drive Classics platform. This modification was only made for the Sega Genesis release. More details about what this version contains can be found on the below web page. https://info.sonicretro.org/Sonic_3D:... I chose to play this version of the game because the lead programmer created it, had a strong idea of the original game’s purpose, and of what he wanted to adjust in the game. It sounded like a concept that was sound and would be fun, so I wanted to try it. After playing it, I feel like the gameplay of the original game (from what I remember) is better for one main reason: the new control scheme isn’t very effective. The modification makes Sonic handle better, but the main problem is that Sonic was also made to run/accelerate faster, which causes the problem with the new control implementation. The original game had loose controls and Sonic couldn’t move very sharply, which made the game tough to play with a high level of precision. This version aimed to fix that problem, but due to the changes that were made, the control scheme ended up having the same problem via a different implementation. Sonic still slides around and moves in wide angles when running at most speeds because of his higher speed. Given that the level designs were not changed at all, this makes certain things easier, but most things harder, as you lose a lot of precision compared to the benefits you gain from going faster. I did see a big flaw in the control scheme, which I think came from the modification. I don’t think my hardware or software setup caused it and I don’t remember it being in the original game. The flaw was that Sonic would start running in a direction without any game inputs. It would happen often after pressing a lot of inputs and was a huge pain to play with. It made the lack of precision even worse, and you’ll see me encounter the glitch in the video (although without an input display or other tools, knowing what made the character move like that is undecidable to an external viewer). I also encountered a strange audio glitch twice that wasn’t in the original game. It sounded like the game was going to crash. Apart from that, I didn’t have any gigantic issues with the other changes to the regular game. I liked a bunch of the new additions to the game as well, although the change to the Chaos Emerald acquisition structure made the game significantly harder. Heads-up: One hour of this video contains me failing many times in Panic Puppet Zone Act 2. I was trying to get the Chaos Emerald in that stage and struggled heavily. Use the timestamps I wrote here to skip that debacle, unless you like seeing that kind of gameplay. I didn’t know when you get a game over in this game and what happens if you do, so I tried to avoid that at all costs. I felt that the control scheme contributed to most of my failures there. All in all, I enjoyed this modification, but I feel that the normal game was more fun to play through as a first time player. The additional content that this version has likely can be said to make it “better” than the original, but initially playing through this version shows its weaknesses. For your viewing convenience, here are the timestamps for the start of each stage: Introduction: 0:00 Green Grove Zone Act 1: 2:35 Green Grove Zone Act 2: 12:51 Green Grove Zone Act 3: 22:53 Rusty Ruin Zone Act 1: 24:11 Rusty Ruin Zone Act 2: 39:54 Rusty Ruin Zone Act 3: 01:00:26 Spring Stadium Zone Act 1: 01:02:18 Spring Stadium Zone Act 2: 01:13:46 Spring Stadium Zone Act 3: 01:20:48 Diamond Dust Zone Act 1: 01:24:57 Diamond Dust Zone Act 2: 01:34:27 Diamond Dust Zone Act 3: 01:40:23 Volcano Valley Zone Act 1: 01:42:41 Volcano Valley Zone Act 2: 01:53:05 Volcano Valley Zone Act 3: 02:04:55 Gene Gadget Zone Act 1: 02:05:51 Gene Gadget Zone Act 2: 02:13:02 Gene Gadget Zone Act 3: 02:23:28 Panic Puppet Zone Act 1: 02:26:46 Panic Puppet Zone Act 2 (1st completion): 02:37:15 Panic Puppet Zone Act 2 (2nd completion): 03:34:13 Panic Puppet Zone Act 3: 03:39:01 The Final Fight (2nd attempt): 03:57:20