Bugs:Proto:Sonic the Hedgehog 3
This page details bugs of Proto:Sonic the Hedgehog 3.
To do: Oh boy, there's a ton that needs to be documented: speed-up music bugs, sound bugs in general, game glitches and game-breaking bugs, etc. |
Gameplay Bugs
The title cards load in the game's graphics too soon, causing the title card to be overwritten with corrupted graphics. During normal play, this only happens in Angel Island Act 1, since the surfboard's waves overwrite the title card graphics and the player's spawning point happens to be in an area where the intro data is temporarily prioritized.
The main Angel Island Act 1 background is corrupted before the intro plays.
When you walk away from Knuckles while his intro cutscene is playing, Knuckles' palette will swap to the first badnik palette. This is also present in the final, when Player 2, controlling Tails, carries Sonic towards the right. The area that swaps out Knuckles' palette for the badnik palette is also identical in the final.
The collision for Tails, no matter whether he is alone or with Sonic, is noticeably unfinished. He will often clip through solid objects and get stuck on walls.
Usually, the waterfalls don't block your movement, however he is also able to walk on top of waterfalls, enabling large skips.
Whenever Tails hangs in the rope at the beginning of Angel Island Zone Act 1, his graphics corrupt. If you jump off and keep flying with Tails, the game will eventually glitch some of the graphics for the stage.
Additionally, when hanging on the rope for the first time, the ring graphics get overwritten.
When getting an extra life, after the jingle completes the stage music will be silenced, likely because of the incomplete sound driver.
In Carnival Night Act 1, more sound bugs are present; walking into a moving bumper will cause one of the PSG channels to lock up temporarily, because the skidding sound does not play in full and is not terminated properly.
Touching this object will usually crash the game, but on less accurate emulators corrupt graphics will be shown where the player should be.
This object is not fully programmed, and requires a jump for it to work properly.