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Sonic & Knuckles/es

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This page is a translated version of the page Sonic & Knuckles and the translation is 24% complete.
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Title Screen

Sonic & Knuckles/es

Developers: Sonic Team, Sega Technical Institute
Publisher: Sega
Platform: Genesis
Released in JP: October 28, 1994
Released in US: October 18, 1994
Released in EU: October 18, 1994


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


Sonic y Knuckles es una expansión de Sonic the Hedgehog 3 que es un buen juego solo, pero cuando es combinado con Sonic 3 se combierte en lo que probablemente sería 3l mejor juego de Sonic.

Selección de nivel

Lava Reef 3 = Boss area, 4 = Hidden Palace

El menú de escoger un nivel se puede acceder por empezar el juego y agarrar uno de los ascensores en Mushroom Hill Zone. Cuando has agarrado uno, unde Izquierda, Izquierda, Izquierda, Derecha, Derecha, Derecha, Arriba, Arriba, Arriba. Si lo has hecho correctamente, deberías escuchar un sonido de aro.

Cuando lo pausas, puedes hacer esto:

  • A - Volver al título
  • B - Jugar a media velocidad
  • C - Avancar un frame

Presione Start para pausar, después A para volver al título. Al título, presiona A y Start para acceder el menú de selección. De ahí, puedes presionar C para escoger entre Sonic (01) y Knuckles (03) solo, y tratando de seleccionar a Sonic y Tails (00) o Tails (02) te dará Sonic solo. Las zonas de Sonic 3 estan también alistadas aquí, pero al escoger cualquiera te redigirá a Mushroom Hill. Entradas en el menú de selección de sonidos, cuales normalmente tienen canciones de Sonic 3 están vacías y irreproducibles.

Notas sobre los niveles:

  • Lava Reef Acto 3 va al área de un boss. Knuckles no puede seleccionar este nivel.
  • Lava Reef Acto 4 va a Hidden Palace. Cada personaje va a su entrada respectiva en el nivel.
  • Sky Sanctuary Acto 1 es el nivel de Sonic y Acto 2 es el de Knuckles. Sonic no puede ir al de Knuckles y alrevés.
  • Knuckles puede entrar a Death Egg, pero él no puede derrotar al boss del Primer Acto (no puede brincar suficientemente alto para atacar al boss en la primera fase).
  • Si Sonic termina el Doomsday, el final malo pasará si no tienes todas las Esmeraldas Cáos.
  • El Doomsday Acto 2 va al boss final de Death Egg. Si Knuckles termina el boss, el juego se resetea a la pantalla de SEGA.
  • Knuckles no puede entrar en ningun nivel del Doomsday.
  • Bonus 1 va a el juego de las Esferas Brillantes. Bonus 2 va a la Máquina de Caino. Al terminar cualquiera reempieza.
Hmmm...
To do:
Ver si queda algo de las Zonas de Sonic 3. Probablemente un tiro largo, pero pues...

Modo de Depurar

El modo de depurar no se puede desbloquear por medios normales. Solo puede ser desbloqueado de dos maneras:

  1. Por usar el código Game Genie RFTT-A6XW, después presionando A y Start en el título o en el menú de selección de nivel.
  2. Por utilizar una falla en Sonic 3 & Knuckles por cual poner una cuerda larga de monitores "S" en una fila usando el modo de depurar, y después por hacer un spindash hacia ellos, que causará el juego a caerse con una pantalla revolucionada. Al presionar Start en esta pantalla abrirá Sonic & Knuckles con el menú de selección de nivel y modo de depurar activado. Al usar en "Lock-on Menu" de la Consola Virtual del Wii, se ve que el juego todavía cree que Sonic 3 está 'Locked-On' a sí mismo.

Cuando estás en modo de depurar puedes entrar a el modo normal y el modo de editar en el juego. Modo normal es similar a el juego normal pero con características añadidas de depurar, pero por lo tanto el modo de editar es un modo en el cual tu puedes poner objetos donde quieras en el nivel.

When in normal mode:

  • Press A to reverse gravity (reaching the top of the level will kill you as if you fell off a bottomless cliff).
  • Press B to enter edit mode.
  • Press B + C to play through all the frames of the current characters' animations. (May work in edit mode, needs testing!)

When in edit mode:

  • The coordinates of the current object are shown by the top line of hex digits in the HUD.
  • The coordinates of the current viewport are shown by the bottom line of hex digits in the HUD.
  • Press A to cycle forwards through the object list.
  • Press A + C to cycle backwards through the object list.
  • Press B to enter normal mode.
  • Press C to place the current object shown.

You can use debug mode to enter any level a character would normally not be able to enter (see above), though in some cases this causes player sprites to become corrupted.

Entering edit mode during some parts of the game (such as the light tubes in Death Egg) will crash the game.

8th Special Stage

S&K unused special stage in game.png The Yellow Super Emerald of Death

If Sound Test is enabled, and any of the Special Stage options is selected, Sonic or Knuckles is taken to the 1st Special Stage. The end of it however, spawns a Yellow Super Emerald. This is when the special stage is marked as clear, but the normal Chaos Emerald amount doesn't rise. The Super Emerald amount will rise, but it has pretty much no effect due to Super Emeralds being unobtainable. This bug will allow access to a hidden Special Stage and allow for the 8th Emerald to be collected once the other six have, though.

It is also possible to access this Special Stage by enabling Debug Mode above, then setting the Sound Test selection to 07 and pressing A + Start while selecting any of the Special Stage options.

Tails

Hmmm...
To do:
Somebody see if it's okay to upload the Tails in S&K savestate from Sonic Retro up here.

It's Tails! ...More or less As with Knuckles being unavailable in Sonic 3 but with a few leftovers, Tails is not available in this game. Unlike Knux in Sonic 3, however, he is in actual playable form! Unfortunately, most of his sprites are missing.

If the PAR code FFFF09:02 is used in Sonic & Knuckles, Tails will be usable, but just about every sprite of his except the transformation sprite will be missing, basically rendering him invisible (unlike when a savestate is used; a different, glitchy sprite is used in place of Tails' original one). There are four exceptions:

  1. Tails' sprites used at the end of Sky Sanctuary Zone to run around the collapsing pillar are actually stored in the S&K ROM, and therefore are visible. The same sprites are also used in the same context in Lava Reef Zone.
  2. Tails' hanging sprites from Sky Sanctuary are also visible.
  3. Tails hanging onto the mushroom paragliders in Mushroom Hill Zone.
  4. In Tails' bad ending, you can see him normally when he and Sonic fly away from the island.

Hidden Palace's Hidden Area

Left Right
Knuckles' secret stash Oh, THERE'S his extra life

There's a hidden area in Hidden Palace Zone that is only accessible by debug mode or having Tails in Sonic 3 & Knuckles.

Just before entering the inside of Hidden Palace, fly from the two steps left until a ledge is reached. Walk left and six power-up monitors will appear, mostly shield monitors (Ring, Bubble, Fireball). In some of the S&K prototypes, an "S" monitor is present instead of the Speed Shoes.

If you run right, leap off the ledge, and keep running right you will find two Ring monitors and a 1-up monitor. (video)

Unused Sprites

Sprite Name Description
SnKSSJackpot.png
Super Sonic slot machine panel Reel image for the slot machine bonus stage. Never used in-game.
SnKFball.png
F-ball An unused gumball intended for the glowing spheres bonus stage. It can be placed in debug mode, but does nothing.
SnKSball.gif
S-ball An unused gumball found in the glowing spheres bonus stage.
SnKplatform.png
Platform An unused platform intended for the glowing spheres bonus stage. It can be placed in debug mode, and stood on.
SnKHoloscreen.gif
Death Egg Hologram Projector A machine that displays a hologram of the Death Egg, a reference to Star Wars. It can be found by hex-editing a savestate of Death Egg Act 2. At address A500 replace 01 with E5, and the most northwestern piece will change to this.
SnKpoket.gif
Slot machine pocket This object has no functionality and acts like a solid block. It is found in the Slot Machine Bonus Stage with an object ID of 09. It appears to be based on the slot
SnKHei Hou.png
Hei Hou pieces A set of unused sprites for the Mushroom Hill mid-boss can be found in the Sub-Boss object data. Some sprites have minor differences from the final version. The body and head are displayed as separate sprites here, unlike the final version of the boss.
SnK FBZ2BossHead.png
FBZ2 boss head A sprite from Flying Battery Zone 2's boss which goes unused due to a programming oversight. It can be restored by using the PAR code 067C04:0829.
SnKEgg Golem.gif
Egg Golem piece A kind of "screw" that should complete the body of the Egg Golem, the boss of Sandopolis Zone Act 2, is not present, but its sprite is loaded and the object has a sub-value to load it.
SnK LRZ2SteppingStone.png
LRZ2 Stepping Stone A lava stepping stone for Lava Reef Zone Act 2. Though stepping stones appear in Act 1, they do not appear anywhere in Act 2, thus this Act-specific sprite goes unused. It can be placed in debug mode.
Eggrobo jumping Eggrobo never jumps in the game, so this sprite goes unused.
Sonic3SonicAltDeath.png
Black & white Sonic A black & white version of Sonic's death sprite, identical to the one from Sonic 3. It's still not used!
Black & white Knuckles Knuckles also has a black & white version of his death sprite, which, you guessed it, isn't used.
(Source: Sonic Retro)

Unused Music

A short "Game Clear" jingle heard by playing sound 32 in the Sound Test. Though Sonic 3 used this sound ID for its own jingle played after defeating the final boss, it isn't used in Sonic & Knuckles at all. A longer version of this jingle can be heard at the end of the credits medley, though.

Unused Zones

There are a few acts that go unused.

The true Doomsday Act 2

I didn't ask to be thrown out into the void with ZERO rings!

Contrary to what the level select would lead you to believe, the real Doomsday Act 2 is inaccessible by normal means (unless a glitch is used). The level is basically empty except for some chunks off-screen. Super Sonic dies shortly after transformation due to being given 0 rings at the start of the level.

Slot Machine Bonus Stage Act 2

Basically the same as the regular version.

Glowing Spheres Act 2

Back to wall dwelling again?

The only major difference is the different spawn point, which places you inside a wall.

ID 0D Act 1

Crashes on entry, presumably before the title card even loads. This zone uses Angel Island graphics (which are non-existent in S&K) as a placeholder, which is one of the reasons the Act crashes. The only thing this act is ever used for is giving Hidden Palace its own title card. In Sonic 3, this zone has its own unique ring layout, possibly suggesting it was something entirely different at one point in development. For reference, ID 0D Act 2 is the ending sequence for Sonic.

Gumball Machine Bonus stage

This bonus stage was in Sonic 3 (alone) and in Sonic 3 & Knuckles. It goes absent in this game and simply crashes on the title card.

Unused Areas

Lava Reef Zone Act 1

SnKLRZ1RingRoom.png

There are three empty bonus rooms in Lava Reef Act 1. They appear to have been used to hold Special Stage rings at some point in development. Inside, there are tunnels that would have allowed you to enter and exit them, except that they have been blocked off by invisible solid objects. The locations are as follows:

  1. To the right of the first Spin Dash elevator at coordinates 09C005C0.
  2. To the right of the Spin Dash elevator encountered after the driller badnik, at coordinates 13C00740.
  3. Beneath the crushers on the top path shortly after Sonic's path splits into two, at coordinates 21400540.

Death Egg Zone Act 1

S&K DeathEggUnusedRoom.png

At the top of the first wide conveyor belt elevator sequence in the Act is a hidden room containing two ring monitors and an invincibility. However, the corridor leading to the room is completely blocked off by spikes, making the room impossible to get into without Debug Mode.

Misplaced Objects

Flying Battery Zone Act 1

SnKFBZ2springs.png

There are two yellow springs buried in the ground near the first giant purple tube.

Death Egg Zone Act 1

SnK DEZ1MisplacedRings.png

There are three rings placed in the floor under the first black antigravity ball. It is possible to collect these rings by returning to this point with a Lightning Shield.