While I agree with you that Sonic 3D Blast should have had saving, you're off base here. Sonic CD saves to system memory, Toejam & Earl 2 has passwords, Spider-Man vs. The Kingpin has passwords, Tempo has passwords, Prince of Persia CD (which Sega published) saves to system memory, Wild Woody (lol) saves to system memory, World of Illusion has passwords, Asterix and the Great Rescue has passwords, Jurassic Park has passwords, etc.
In additional response to the first sentence, other first-party Genesis games with save functions, that aren't RPG or sports or Sonic 3, include Toejam & Earl, Herzog Zwei, both Ecco games, The Lost World, etc.
Sega did make a lot of games that lacked saving, but that's primarily because Sega made a lot of games that don't really call for it. A game like Comix Zone not only doesn't need saving, it wouldn't even work well with a save function. Other than Sonic 3D, the only game that was really sorely lacking it that I can think of was Kid Chameleon.
You forgot Mr. Bones. Both of those Game Gear games are about 30 minutes long, and Web of Fire was a rush release.But really, it's NOT a rare exception. Not at all. Other Sega platformers that have no saving released in 1996 include Marsupilami, Bugs Bunny in Double Trouble, Vectorman 2, Spider-Man: Web of Fire,Sonic Blast (GG), and X-Men: Mojo World (GG), as well as Sonic 3D Blast (SAT/GEN); only NiGHTS and Bug Too! actually let you save.
Sonic Jam says hi. It may be a compilation, but the 3D portion was new, and Jam has saving for both that portion and each individual game.In 1997 Sega's only platformer was the no-saving but super-ultra-short GG The Lost World game



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