The original founder of Traveler's Tales, Jon Burton has been running a YouTube channel for a bit now called GameHut- showing off cool old-school Traveler's Tales game development material. Jon has worked on multiple of these old games as a producer, designer, and programmer; truly a respected fellow, for sure. Today he's announced a new project as a thank you to the people who have been following and enjoying his content called "Sonic 3D: Director's Cut" which will apparently have a handful of improvements to the original game, along with some restored unused/prototype contents, and will be released to the public when it's complete as a patch for the rom. It's important to note that this is not an official game release, but a fan-project, made by the original developer, and isn't associated with SEGA or Sonic Team in any way. The goals for the project are as follows: Improved character movement/handling. Tweak parts of gameplay to be less frustrating in areas. Add Super Sonic. (similar to a particular romhack done a while back) Add in the development level editor. Bring back the prototype crab enemy in some capacity. Password based save game function. (based on SEGANET versions password system?) Updated options screen to handle the new features and changes. I, for one, think this is really quite cool, and it's crazy to see an original developer going back and tinkering with code and development materials for games they worked on in the 90s. Update 1: Gameplay Changes A video showing off some changes to gameplay has been posted. Here is a summary of changes shown off in this first update video: The title screen now has a bouncing "Director's Cut" text. Sonic now has two different handling behaviors. Low speed movement has higher friction, allowing for more precise movement and turning while going slow. High speed movement has a bit less friction compared to low speed, which should allow for a bit easier control while moving quickly. Sonic now has a slightly higher top speed for movement, to make him feel a bit more like Sonic. (Fast!) Physics behavior when colliding with walls has been tweaked to keep you moving along the wall, instead of coming to a complete stop. The camera now pans smoother, and pans further ahead when moving to hopefully give you more time to react to obstacles. Speed shows now move even faster and allow Sonic to slightly outpace the camera. (Think Chemical Plant Zone Act 2!) When you have speed shoes, you don't lose rings- instead you just get knocked back, rings in-tact. The purpose for this is to incentivise actually moving quickly while you have the speed shoes. Each flicky icon now flashes if they aren't collected, to make you more aware that you are missing them. Flickies are no longer dropped unless you are out of rings, preventing you from having to collect them every time you take a hit. Flickies now all have a tendency to move toward Sonic when lost, making it harder to lose them in the stage. Flickies no longer are dropped when hit by environmental hazards, and actually help protect Sonic from projectiles in some situations. The Hunter badniks on Green Grove Zone no longer have a spike ball orbiting around them. Bugfix: Shadows now properly appears above the rock formations in Volcano Valley. Collision boxes for the big ring, Tails, and Knuckles objects in stage are now larger, making it considerably easier to interact with them. A score display has been added to the top right. (The inclusion of this is subject to change if it brings up any problems later on in development) It appears the palette for the water in Green Grove Zone was shifted gray ever so slightly, it's is likely because the water used Sonic's palette before. Since Sonic's palette will now need to be dynamic for Super Sonic implementation, it had to be changed to a different palette, so the water doesn't glow yellow like Sonic will as Super Sonic. This may imply a Super Sonic cheatcode will be in the game, since it's ordinarily impossible to have all 7 emeralds in Green Grove zone. Update 2: Super Sonic! A video showing off some changes involving Super Sonic and some other new things has been posted. Here is a summary of changes shown off in this second update video: Green Grove Zone is now a lot more green. Slightly tweaked colors on palm trees to match Sonic 1's palm trees a bit better. Slightly tweaked palette for Sonic, to match Sonic 1's colors a bit better. Added a level timer underneath the score, it flashes at 9 minutes, and stops counting after 9:59. Laser bolts that shoot from turrets are now bright red, making them very easy to see. Changed from Update 1: Flicky Icons now bounce up and down when the Flicky isn't collected, which is a bit more pleasant. Added a Flicky icon that appears on the edges of the screen to show what direction the nearest flicky is, how fast it will flash is undecided, general perception in the comments seems that the rapid flashing is better. Super Sonic has been added, including a neat little transformation animation using existing graphics in the game. Super Sonic follows the traditional rules for activation. (7 Chaos Emeralds, 50 Rings or more, No Shield, Jump again in mid-air.) Super Sonic is invincible and has super speed, consumes 1 ring per second until you run out of rings. (as expected) Super Sonic can collect shields and can smash through objects that usually are broken with a spin dash. Shields collected while Super persist after you lose Super. As mentioned last time, some special changes to the water in Green Grove had to be made because many objects (including water) used the same color palette as Sonic, which now need to use some other color, to prevent the Water going Super whenever Sonic does. Some special code was done in the case of Green Grove's water specifically, it is unknown how/if this code applies to other objects using the blues from Sonic's palette are changed. New camera behavior was written for Bosses, to try to keep the camera a bit more focused on the boss. Collision boxes for Canons and Trap Doors tweaked to be less annoying to interact with.