Uploaded August 2026 | Updated September 2026, 2 weeks ago
longplays.org
Played by: MadMatty
3D Sonic the Hedgehog, conversion by M2 and published by Sega in 2013.
"The evil scientist, Dr. Eggman (aka Dr. Robotnik), has snatched the animals of South Island, turning them into robot slaves. Only one hero can defeat Dr. Eggman and rescue the animals from his vile clutches – it’s the super-cool hedgehog with the blue spiky hair, Sonic! Race at lightning speeds across seven classic zones as Sonic the Hedgehog. Run and spin through loop-de-loops as you collect rings and defeat enemies on your mission to save the world!
In addition to its all-new 3D presentation, 3D Sonic the Hedgehog now features Zone Select and the classic Spin Dash move to help you zoom through Zones and take down Badniks!"
The standalone eShop downlodable version of the game is being played here. The game is also available as part of the 'Sega Classics Collection' also known as (セガ3D復刻アーカイブス2, Sega 3D Fukkoku Ākaibusu 2, Sega 3D Reprint Archives 2) in the Japanese region. A minor bug in the emulation is a loss of sounds in the M2 wrapper at the start of the video as you move through the menu. The game it self is fine.
Interestingly, the game defaults to the Japanese release of the game and is played here. The only visible difference as far as I know is there is extra parallax scrolling in the JP release noticeable in green zone with static clouds in the international release. The 'Spin Dash' ability is also enabled by default and in use here. It doesn't really help much as the levels don't let you go far without an obstacle in the way but its nice to have in keeping with all the other sonic games. We have recordings of the original Mega Drive game if you want to watch the game as the developer intended. I quickly show the 'Special' mode at the end of the video. It essentially activates the level select screen.
I couldn't decide how I wanted to play the game. Do I try to collect everything or just rush through stages. Which routes should I show. In the end, its not well planned out and I just aim to get to the end and encounter whatever. I guess it makes it a bit different to other longplays we have of the game. Overall a great conversion from M2 although there is some odd glitching possible in places if you hit specific tiles and there is some lag when hitting the jump button that can cause grief. A good conversion overall though.
00:00:00 Green Hill Zone
00:07:00 Marble Zone
00:17:02 Spring Yard Zone
00:25:06 Labrinth Zone
00:35:53 Star Light Zone
00:41:05 Scrap Brain Zone
00:48:46 Good End
-------------------------------
00:53:25 Bad End
00:56:20 Level 1-3, show waterfall with tv filter.
00:57:41 Game Over
00:58:20 Credits
Disclaimer: Most videos by World of Longplays use SaveStates!
longplays.org
Played by: MadMatty
3D Sonic the Hedgehog, conversion by M2 and published by Sega in 2013.
"The evil scientist, Dr. Eggman (aka Dr. Robotnik), has snatched the animals of South Island, turning them into robot slaves. Only one hero can defeat Dr. Eggman and rescue the animals from his vile clutches – it’s the super-cool hedgehog with the blue spiky hair, Sonic! Race at lightning speeds across seven classic zones as Sonic the Hedgehog. Run and spin through loop-de-loops as you collect rings and defeat enemies on your mission to save the world!
In addition to its all-new 3D presentation, 3D Sonic the Hedgehog now features Zone Select and the classic Spin Dash move to help you zoom through Zones and take down Badniks!"
The standalone eShop downlodable version of the game is being played here. The game is also available as part of the 'Sega Classics Collection' also known as (セガ3D復刻アーカイブス2, Sega 3D Fukkoku Ākaibusu 2, Sega 3D Reprint Archives 2) in the Japanese region. A minor bug in the emulation is a loss of sounds in the M2 wrapper at the start of the video as you move through the menu. The game it self is fine.
Interestingly, the game defaults to the Japanese release of the game and is played here. The only visible difference as far as I know is there is extra parallax scrolling in the JP release noticeable in green zone with static clouds in the international release. The 'Spin Dash' ability is also enabled by default and in use here. It doesn't really help much as the levels don't let you go far without an obstacle in the way but its nice to have in keeping with all the other sonic games. We have recordings of the original Mega Drive game if you want to watch the game as the developer intended. I quickly show the 'Special' mode at the end of the video. It essentially activates the level select screen.
I couldn't decide how I wanted to play the game. Do I try to collect everything or just rush through stages. Which routes should I show. In the end, its not well planned out and I just aim to get to the end and encounter whatever. I guess it makes it a bit different to other longplays we have of the game. Overall a great conversion from M2 although there is some odd glitching possible in places if you hit specific tiles and there is some lag when hitting the jump button that can cause grief. A good conversion overall though.
00:00:00 Green Hill Zone
00:07:00 Marble Zone
00:17:02 Spring Yard Zone
00:25:06 Labrinth Zone
00:35:53 Star Light Zone
00:41:05 Scrap Brain Zone
00:48:46 Good End
-------------------------------
00:53:25 Bad End
00:56:20 Level 1-3, show waterfall with tv filter.
00:57:41 Game Over
00:58:20 Credits
Disclaimer: Most videos by World of Longplays use SaveStates!
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![Game Boy Advance Longplay [158] Worms World Party (US)
http://www.longplays.org
Played by: Reinc
00:02:45 - 00:22:20 Missions
00:22:30 - 04:12:06 Deathmatch
04:12:28 - 06:25:34 Custom games
Worms World Party is an artillery strategy game. It was developed by Team17 as the seventh game in the Worms series, and was released in 2001. It was the last 2D Worms game before the series three-year stint in 3D. The GBA port was developed by Fluid Studios and published by Ubi Soft Entertainment (now known as Ubisoft). The player uses a team of Worms against another team of Worms, which controlled by a computer or human opponent. The goal is to kill the Worms on the other team using various weapons and be the last surviving Worm(s).
Gameplay is turn-based, with each team moving in sequence across two-dimensional terrain. During a single turn, a team can only move one of its Worms. Worms can walk and jump, as well as (when the proper items are available) teleport, use Ninja Rope, jump with a Bunjee, Parachute down or fly with a Jetpack. Each worm begins the round with a specific amount of health, which is predefined by the chosen game options. When hit with a weapon, the Worm will lose health depending on the power of the weapon and the directness of the hit. A Worm can be killed either by having its health reduced to zero or being knocked into the water around and below the level.
The GBA port lacks the head-stuck-in-ground animation, the shotgun shot animation is broken, and the game has many mechanical differences compared to the PC original. Uzi doesnt cause slide and has almost no knockback, it also requires greater distance to be used safely, similar to 16 bit ports; Shotgun, on the other hand, has knockback similar to the PC versions Uzi; Mines have weak knockback; Grenades and Bazooka can easily deal over 50 damage; Grenades tend to get stuck within Oil Drums and may roll uphill, if they lose momentum; Cluster Bombs and Mortar cause bigger explosion which helps to make them a little less than completely useless; it is much easier to jump onto a high piece of terrain; fall damage doesnt apply until greater heights; Sheep and Super Sheep have insane knockback but Sheep has lower damage; Ninja Rope is ridiculously unwieldy and is almost useless; Oil Drums do not produce fire, do less damage and tend to overwrite a weapons damage rather than add to it, unless an explosion is far enough from the Oil Drum but still close enough to blow it up; fire doesnt burn into the ground, unless the Firex2 Wormpot setting is on, and even then it burns throughout several turns in real time rather than within one turn; lingering fire from Petrol Bomb is affected by changes of wind; Prod causes almost no knockback and thus is completely useless; Banana Bomb here works like a Cluster Bomb with more damage, and Super Banana Bomb just does even more damage, so it doesnt split multiple times; Kamikaze and Fire Punch have less fly range; Worms death explosion is weird because it deals between 8 to 55 damage and I dont know why, it also has damage range that is much smaller than its explosion range.
The AI is braindead and is even more of a cheater than in other console ports. It always targets the human player even when enemy Worms from another AI team are nearby. It never acknowledges weapon crates existence and doesnt use special weapons even after crates with them fall right on their head.
I didnt show that Homing Missile can swim underwater. I play through Mission mode, then get the highest rank in Deathmatch mode, then play custom games until all Wormpot settings, all landscapes, all terrain presets and all weapons are shown. At the end of the video I use a cheat to get special weapons which would otherwise only be dropped with a very low chance. The cheat is:
1) Press Select, highlight Skip Go and press A once;
2) Press Select, hold L, Down, and B;
3) Press Select four more times while still holding the above buttons.
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