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Sonic 3D Blast
Spring Stadium Zone

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Quotation1 This area is a crazy funhouse of pinball cushions and bumpers, springs and not-so-friendly spike traps. Hone your jumping and bouncing skills here. Quotation2
— Description, Sonic 3D Blast manual[1]

Spring Stadium Zone is the third Zone of Sonic 3D Blast for the Sega Mega Drive, Sega Saturn and PC.

Description

Spring Stadium Zone is the first Robotnik facility which Sonic reaches on Flicky Island, and it's built very much in the style of Sonic the Hedgehog's Spring Yard Zone: a mad fusion of bouncy, pinball fun and spiked pits of death.

Story

After defeating Robotnik in the Rusty Ruin Zone, Sonic moves forward into Spring Stadium Zone.

Gameplay

As with the other Zones in this game, Spring Stadium consists of two standard Acts followed by a third Act containing only the boss fight. In Acts 1 and 2, Sonic must free the captured Flickies from inside Badniks, depositing five of the birds into a Goal Ring to progress between sections of the Act (usually three per Act).

Many of the spring-pads set into the floor are fakes, but others will send the blue hedgehog shooting into the air, enabling him to access high ledges or leap straight over the aforementioned spike pits, and cunning spike pits they are too; there are also retracting metal blades that the player can just about run across safely if he/she is quick. But if the player loses his/her Flickies in one of them, they will have quite a frustratingly tough time recollecting them all.

Overview

Act 1

Starts off with a simple one-way path into the next area, where the stage truly begins. A yellow cannon spouting spiky projectiles in the air will not only be the first deadly obstacle encountered, but these cannons will also be present at other areas of this stage as well. The player needs to either run fast past them or wait until after firing to slip past it. A dangerous pathway off to the right leads only to an invincible shelved on the high ledge upwards. Onto the left, this section splits into two paths before converging again near the gate to the next section. A Badnik rests at the upper left corner of the stage near the exit gate.

After rescuing the Flickies here, Sonic must make his way through an obstacle course before officially entering the second segment of the Act. Before this, Tails is close by on a ledge, so the player should visit him if possible. Once in the second segment, two more paths (one short, one long) lead up to a final path containing the goal at the end. Knuckles is at the short path, below a Bumper Table. A few Badniks and cannons will be available in the long path. The final path requires Sonic to jump over a pit of retractable spikes, using the floating balloons if necessary. A few more obstacles, Badniks, and cannons stand in the way of the Goal Ring.

Act 2

Starts off with another Bumper table, leading left-downwards to more spiked and spring filled slopes. A zig-zagging path leads to more surprises ahead, one of which is a new obstacle; small holes in the ground that, should Sonic be near them, will spout out spears that harm the player. The spears will then retract back into the hole. One Badnik rests on a rather large ledge towards the exit gate. Past a few wavy bumps, the exit gate rests high in the corner of a small hill, guarded by a few moving spike-balls. Passing the next shuttle loop behind the gate signifies the next segment.

In the second section, more Bumper tables and balloon filled pits await. Tails and Knuckles are actually both located in a small corner room near the beginning of this section. Lots of jumping will be needed and using the springs on the floors are the only way to climb up the large hills in this area. Using the winding tunnel past the second exit gate will signify the third and final segment of this Act.

For the third section, a difficult challenge awaits. Sonic must use the balloons to scale upwards on top of a large, mountainous wall leading to the Goal Ring. Another Gold Shield lies near the top, at another ledge. The final obstacle is a uniquely placed wall of spikes at the bottom of a rather strong slope.

Act 3

After treading his way through all of the obstacles, Sonic lands in a spike and spring filled arena, where Robotnik encounters him from above.

Boss

Sonic3DSpringStadiumBoss

The boss of Spring Stadium Zone.

Dr. Robotnik pilots this boss contraption around the spiky arena, occasionally swooping down low in an effort to pulp Sonic with the machine's flailing mechanical arms. The key to victory is dodging round behind the doctor and spin-jump to hit him. Another way is to leap on the springs at the top of the arena, reaching a spike-filled ledge that's high enough so the player can attack the scientist even when he's up in the air.

Music

Name Artist(s) Length Music Track
Spring Stadium Zone Act 1 (Genesis) Jun Senoue 3:06
Spring Stadium Zone Act 1 Megadrive
Spring Stadium Zone Act 1 Demo (Genesis) Jun Senoue 2:54
Sonic3D DemoCasinoNight1
Spring Stadium Zone Act 2 (Genesis) Jun Senoue 2:54
Spring Stadium Zone Act 2 Megadrive
Spring Stadium Zone Act 1 (Saturn) Richard Jacques 2:47
Spring Stadium Zone Act 1 Saturn
Spring Stadium Zone Act 2 (Saturn) Richard Jacques 3:32
Spring Stadium Zone Act 2 Saturn

Trivia

  • There are only twelve Rings in total located within Act 3, positioned in three 2x2 squares.
  • The music in the Sega Genesis version of this stage sounds very similar to the music in Casino Night Zone from Sonic the Hedgehog 2.

References

  1. Sonic 3D Blast (Sega Saturn) United States instruction booklet, p. 10.
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