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Sonic the Hedgehog 3

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This page is a translated version of the page Sonic the Hedgehog 3 and the translation is 8% complete.
Outdated translations are marked like this.
Other languages:
English • ‎español • ‎português do Brasil • ‎русский • ‎한국어

Title Screen

Sonic the Hedgehog 3/pt-br

Also known as: Baramdori Sonic 3 (KR)
Developers: Sonic Team, Sega Technical Institute
Publishers: Sega (JP/US/EU), Samsung (KR), Tec Toy (BR)
Platform: Genesis
Released in JP: May 27, 1994
Released in US: February 2, 1994
Released in EU: February 24, 1994
Released in KR: 1994
Released in BR: 1994


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
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.
RegionIcon.png This game has regional differences.


Sonic the Hedgehog 3 é o terceiro jogo na trilogia 16-bit de Sonic e o primeiro jogo com o echidna ruivo, Knuckles. Originalmente um jogo grande, Sonic 3 foi dividido em dois jogos por conta de restrições de tempo e custo dos cartuchos; a segunda metade da história é a sua sequência direta, Sonic & Knuckles.

Restos de Sonic & Knuckles

Sonic3-Knuckles alone2.png
Sobras de Sonic & Knuckles
Todos os tipos de sobras do jogo ainda em desenvolvimento.

Seleção de Nível/Modo de Depuração

Há alguma herança aqui... e Mushroom Hill se chama Mushroom Valley.

Para acessar a seleção de nível e o modo de depuração, pressione Cima, Cima, Baixo, Baixo, Cima, Cima, Cima, Cima após o logotipo da SEGA estar no fundo preto e Sonic começa a se mover, mas antes da tela de título aparecer (perto de 4,31 segundos após iniciar). Você tem apenas cerca de 1,3 segundos para fazê-lo, e por causa desta tela ter um número absolutamente ridículo de frames com lag, pode nem sempre funcionar; você irá ouvir o som de coleta de anél se você vez certo. Alternativamente, você pode desbloquear a seleção de nível com esses métodos alternativos:

  • Você pode acessar a sobra do menu de opções do Sonic 2 (ver abaixo) e entrar o código da seleção de nível do Sonic 2 no teste de som (19, 65, 09, 17).
  • Você pode também usar o código de Game Genie AA6T-AAXC para acessar a seleção de nível.
  • Se você estiver jogando num console de Mega Drive real e não se importa de arriscar a saúde de longo prazo do seu console ou cartuchos, então outro método é carregar o Sonic 2, desbloquear a sua seleção de nível (19, 65, 09, 17 no teste de som), troque o cartucho com o Sonic 3 sem desligá-lo, e então pressione Reset. Isso funciona porque a variável na RAM que desbloqueia a seleção de nível é preservado quando você reinicia o console (Sonic 3 foi construído a partir do código fonte de Sonic 2 source code, e portanto compartilha o número de variáveis da RAM).

Seleção de Nível

Para encontrar a seleção de nível na tela de título, simplesmente pressione Cima para revelar o "SOUND TEST" e pressione Start. Para ativar o modo de depuração, selecione o nível, segure A e pressione Start, e continue segurando A até que o nível começe. Você também pode segurar C e pressionar Start para realçar telhas de fundo de alta prioridade (telhas que sobrepõem Sonic e outros sprites).

Modo de Depuração

Quando em modo de depuração, você tem acesso ao seguinte:

  • Invincibilidade
  • Tempo infinito
  • Coordenações de depuração (no lugar de pontuação)
  • Contador de sprites (no lugar de tempo)
  • Modo de colocação: Pressione B para entrar no modo de colocação, que lhe permite mover o personagem em qualquer lugar do nível com o D-Pad e colocar objetos de uma lista predefinida (nem todos os objetos podem estar disponíveis num certo nível). Neste modo:
    • Pressione A para mover para frente um objeto.
    • Segure A e pressione C para mover para trás um objeto.
    • Pressione C para colocar o objeto.
    • Pressione B de novo para voltar á jogabilidade normal.
  • Observador de animação de personagens: segure C e pressione B para rapidamente percorrer entre todas as animações disponíveis para o personagem atual (pause o jogo e use o avanço de frame para ver frames individuais). Pressione B de novo para voltar á jogabilidade normal.
  • Opções de pausa:
    • Pressione A para ir de volta para a seleção de nível.
    • Segure B para progredir o jogo em slow motion.
    • Pressione C para avançar um frame.

Se você morrer, pressione B para entrar no modo de colocação, e então pressione B em um ponto seguro para você ser ressuscitado. Portanto, tentar colocar um objeto neste estado mortífero irá congelar o jogo. Adicionalmente, não entre no modo de depuração em qualquer ponto onde o sprite do personagem gira (como quando está em pé nos cilindros vermelho-e-branco no Carnival Night Zone) ou o jogo irá parar de funcionar.

Segredos

O menu de seleção de níveis mostra o que a ordem dos níveis eram até um ponto. As Zonas deSonic 3 estão em sua ordem normal, mas a Flying Battery de Sonic & Knuckles está listado entre Carnival Night e Ice Cap. Seguindo o Launch Base estão Mushroom Valley (um nome antigo para Mushroom Hill) e Sandopolis, mas nenhum destes podem ser selecionados.

De acordo com um comentário da guia de estratégia de Sonic Jam, Ice Cap estaria em seguida após Flying Battery já que Sonic era suposto a arrombar a porta ao fim da última Zona e usá-lo como um snowboard. Há também uma variedade de músicas não usadas, todas do Sonic & Knuckles, no teste de som.

Além do mais, todos os gráficos aqui (incluindo os ícones de níveis) são reciclados do Sonic the Hedgehog 2, e os ícones são mostrados na ordem de Sonic 2, como o ícone de Emerald Hill para Angel Island e o ícone de Casino Night para Carnival Night. Curiosamente, a segunda entrada do 2P VS mostra o ícone não usado para Hidden Palace.

Unused Zone

Zone ID $0D is unused, but appears to be empty. It tries to load some resources from the end credits. Act 2 of this Zone was later used for the credits in Sonic 3 & Knuckles. Attempting to load this zone will usually crash the game, and if you manage to get out of it, it causes some very strange bugs causing the game to act very strangely.

It is believed this zone was originally meant to be a 2P VS zone for multiple reasons:

  • It is internally next to all used 2P zones.
  • In the November 3rd prototype and Windows port, there is an unused track (often incorrectly referred to as an unused Super Sonic theme) that could be situated for a 2P zone.
  • There are six 2P zones listed in the level select. The 6th zone listing simply points to the Gumball Machine bonus stage, however.

Sobras do Menu de Sonic 2

Sonic3-Sonic2Options.png

Quando colocando o modo de tela do jogo para $24, você pode acessar o menu de opções do Sonic 2 no Sonic 3! Alternativamente, você pode usar o código de patch FFF600:2400 ou hackear o menu de voltar por si mesmo.

Já que todas as opções aqui são selecionáveis normalmente por outros meios em Sonic 3, o único benefício real disso é entrar o código de seleção de níveis do Sonic 2 no Sonic 3.

Sonic3-Sonic2-2PlayerScreen.png

Também é possível achar a seleção de níveis para 2 Jogadores do Sonic 2 usando o código de patch FFF600:1C00. Portanto, selecionando qualquer uma das zonas nesse menu irá lhe trazer de volta á tela de título, então você realmente não pode fazer nada com esse menu.

Eighth Special Stage

Sonic3 unused special stage in game.png Feeling dizzy?

There is an eighth Special Stage with a grey Chaos Emerald (much like the fifth Emerald) that is inaccessible during normal gameplay. To access it, open the level select, set the sound test selection to 07, then hold A and press Start on "Special Stage 2".

The stage is fully playable, although it may occasionally slow to a crawl when collecting a blue sphere, which may have contributed to its removal. The Emerald has no special effect in-game, and does not appear on the end-of-stage tally in any form other than a score increase. The complete lack of rings also makes it impossible to get a Perfect Bonus on this stage.

Sonic Mania would reuse this layout for a Bonus Stage, replacing some of the blue spheres with rings to allow a Perfect Bonus.

Oitavo Estágio Especial

Sonic3 unused special stage in game.png
Se sentindo tonto?

Há um oitavo Estágio Especial com uma Esmeralda do Caos cinza (parecido com a quinta Esmeralda) que é inacessível durante jogabilidade normal. Para acessá-lo, abra a seleção de níveis, coloque a seleção de teste de som para 07, e então segure A e pressione Start no "Special Stage 2".

Water Levels in Launch Base Zone Act 1

There are 5 areas containing water in Launch Base Zone Act 1 that either raise or lower the water level in some specific areas. From this, it's not unreasonable to assume both Acts of LBZ would contain water .

To view these levels, add the patch code FFF730:0100 and change VDP 0x04 to 0x14. The water levels can be seen in the ROM at address 0x5350.

The first level can be seen in the ROM address at 0x51EE and should increase the water level to 0A80, but doesn't due to an error.

The second level is located from 0000 to 0E00 and raises the water to 0B00.
Sonic3LBZ water2.png

The third level is located from 0E00 to 2340 and raises the water to 0A00
Sonic3LBZ water3.png

The fourth level is located from 2340 to 2C00 and lowers the water to 0AC8.
Sonic3LBZ water4.png

The fifth level is located from 0AC8 to FFFF and makes the water disappear.

HydroCity Dominos

Sonic3HCZdominoes.png
These domino/die-like tiles are used as placeholder graphics for the animated orbs in HydroCity's background columns. They can be seen in-game if the animated graphics are prevented from loading somehow:
Sonic3HCZdominoes ingame.png

O estágio é completamente jogável, mesmo que possa ocasionalmente desacelerar significantemente quando coletando uma esfera azul, o que pode ter contribuído á sua remoção. A Esmeralda não têm algum efeito especial no jogo, e não aparece na contagem no fim do estágio de qualquer forma exceto por um aumento na pontuação. A falta completa de anéis também o faz impossível de se adquirir um Bonus Perfeito no estágio.

(Source: Sonic Retro)

The Nov 3, 1993 prototype reveals, however, that they're leftover from a tech demo that served to test the 3D mechanics of the Special Stages.

Sonic3RedSpheresNov03 1993.png

Carnival Night Button

Sonic3-CNZButton.png

A button of unknown purpose. It can be placed in either Act of Carnival Night Zone via debug mode, but it doesn't appear to do anything. Also unused in Sonic 3 & Knuckles. Knuckles (Sonic/Tails' story) pushes a button like it in Act 2 to darken the place.

IceCap Breakable Block

Sonic3-ICZBreakableBlock.png

A glowing block that can be placed in either Act of IceCap Zone via debug mode. Jumping on it destroys it like the ice blocks. Also unused in Sonic 3 & Knuckles.

Breakable Wall

Sonic3-AIZ2 Breakable Wall.png

A breakable wall, placeable in Angel Island Act 2 using debug mode. It comes in two variations: one that acts as a wall obstacle that can be destroyed with the Spin Dash, and one that acts as a door that opens with a switch.

Competition Mode Spikes

Sonic3 CompetitionSpikes.png

A set of spikes for Competition Mode. Spikes do not appear in any of the five courses, but they can be placed with debug mode.

Carnival Night Ring Object

Sonic3-Unused Carnival Night Debug Ring.png

An unknown object that appears to spawn slope collision when placed.

Unknown Platform

S3 platform unused 12.png

A platform with messy graphics and a shape similar to a top is defined as object ID 12. It doesn't really fit in with any zone, but may have been created for Launch Base because its ID is located near objects used in that stage.

Cannon

S3 Cannon 1A.png

A kind of cannon-like object with undefined graphics, with object ID 1A. When touched, it locks the player to the center of the object; the faster the player runs, the further they're thrown after exiting it. It may also have been created for Launch Base Zone.

Spinning Structure

S3 Spinning Structure 1C.png

A curious object that damages the player if hit from above, but swings from side to side if hit from below. Its graphics have not been found, and its animation resembles something turning. Identified as Object 1C. It may also have been created for Launch Base Zone.

Grabbable Platform

S3 platform unused 1D.png

A normal platform with a grabbable bottom. Its graphics seem to fit Launch Base Zone the best. Its ID is 1D.

Leftover Lava Damage Object

S3 Debug damage area 27.png

This object was used in Sonic 1 and Sonic 2 to damage the player when they touch lava, but doesn't work here. It's possible to change the size of the area by modifying its variable. ID 27.

Up and Down Spring

Sonic the Hedgehog 3 Flying Battery spring.png

Intended for Flying Battery Zone, this object creates a spring that goes up and down temporarily. It also bounces the player abnormally high. Identified as ID 3D.

Big Sonic on the Sega Screen (Sonic 2)

There is leftover code from the large Sonic on the Sega screen in Sonic 2. The object seems to be a fairly old leftover as it is still using the old Sonic 2 object format. The graphics seem to have been completely removed.

Shield Object

Code for a fourth type of shield exists inside of the ROM. The shield itself is the ordinary non-elemental shield as seen in Sonic 1 and Sonic 2. It is unknown whether or not this is simply a leftover, or if it was originally planned for the game. It is worth noting that the shield sound from Sonic 2 remains unused in the sound test. Interestingly, it exists under three valid monitor shield subtypes: 00, 02 and 03.

You can activate this shield type manually by changing RAM address FFB02B:00 to 01.

Other Unused Objects

Hmmm...
To do:
  • Add the other objects that were Identified in the November 3rd Prototype

Objects 8F-98 delete themselves when loaded, which is rather unusual. One of these objects is used in the Mushroom Valley object layout, suggesting that they were once objects that belonged to the Sonic & Knuckles Zones. Objects 6F-7F are represented as rings in Sonic 3 and were apparently removed manually, but in Sonic 3C (prototype 0408), these IDs belong to objects from Flying Battery Zone. Object 84 is another unused and removed object; according to the November 3rd Prototype, this object was an early version of Hey Ho, the Mushroom Valley/Hill Act 1 boss.

Unused S&K Mapping Data

In Sonic 3 there remains some leftover sprite mapping data for Sonic & Knuckles objects, largely consisting of badniks that would have appeared in the Sonic & Knuckles zones.

Unused Surfboard Intro

Sonic3Surfboard.gif

Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado. Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover. This intro is used in the November 3, 1993 prototype. In the final, the surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.

Sonic3-Surfboard1.png

The sprites used when Sonic ditches the surfboard.

Unused Sprites

Hmmm...
To do:
Unused competition mode title cards.
Sprite Description
S3 static monitor.gif
An item monitor displaying static that harms you when broken, change a monitor to subtype 00 to view the static monitor. Used in Angel Island in the November 3rd prototype.
S3 S monitor.gif
A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds. This monitor is present in Debug mode only.
S3-Sbored.gif
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom. Interestingly, this animation was used in the Game.com version of Sonic Jam, as well as Sonic X for the Leapster.
S3-Swhistle.gif
Sonic whistling. This was also used in the Game.com Sonic Jam.
Sonic3SonicAltDeath.png
A black & white version of Sonic's death sprite, similar to the one seen in the previous two games. It's still not used.
Sonic3 Unused Sonic FBZ.gifSonic 3 alone Unused Tails FBZ.gif This would be used for Flying Battery Zone's monkey bars in Sonic & Knuckles. Sonic's sprites seem to match up better with his Sonic 2 sprites than his Sonic 3 ones, which wasn't fixed in Sonic & Knuckles.
Sonic 3 Unused Sonic holdon Vertical.gifSonic 3 alone Unused Tails horizontal hold.gif This would be used for the intro cutscene of Mushroom Hill Zone Act 2 in Sonic & Knuckles.
Sonic 3 FBZ Unused.pngSonic 3 alone Unused Tails.png This would be used in Sonic & Knuckles when grabbing the swinging poles in Mushroom Hill Zone.
Sonic 3 alone unused sonic sprite.png Sonic 3 alone unused Tails sprite SOZ.png This would be used in Sandopolis Zone in Sonic & Knuckles when scaling down the towers.
Sonic3leftoverTailsanim1.gif
A leftover animation from the Sonic 2 continue screen.
Sonic3 unused Knuckles icon.png
Knuckles' life icon which would later see use in Sonic & Knuckles.
Sonic 3 unused Knuckles text.png
Knuckles text which would have been used upon Act and Special Stage completion. It can be seen in-game by making a save file with Knuckles as your character.
Sonic 3 Unused Knuckles Continue sprites.gif
Unused Knuckles sprite for the continue screen.
Sonic 3 unused data slect Knuckles.png
Unused Knuckles sprite from the data select screen. It was later used in Sonic 3 & Knuckles. It can be seen via the way listed above.
Sonic3-knuxmini.png
Unused gliding, climbing and falling frames for Knuckles in 2-Player mode, despite him not having these abilities there (he uses Sonic's Insta-Shield ability, much like his single-player "slot" uses Sonic). The recombined game, Sonic 3 & Knuckles, does not restore these functions (assuming they were ever implemented).
Sonic3eggmanpanic-running.gif
Sonic3eggmanpanic.png
A set of sprites where Eggman has a panicked facial expression. One of these sprites shows him attempting to jump. Sonic & Knuckles didn't use them either.
Sonic 3 Unused Robotnik Boss.gif
This was used for the Flying Battery laser boss. It was later used in Sonic & Knuckles.
Sonic3-eggmanlost.png

Appears to be nothing more than Eggman flying away towards the horizon. This is actually another object with coding left in the game, but it's never called by any routine. The animation somewhat fits with the way the Death Egg falls at the ending cutscene after the Big Arms fight and would've teased the second part of the game, however, the Death Egg noticeably falls on the opposite direction of where Eggman goes in the actual game, it was probably originally meant to be falling from the left side instead. This can be re-enabled using the PAR code 05165A:04F2.

Sonic 3 FBZ unused Robotnik sprite.png
Dr. Robotnik poses intended for the unused Flying Battery Zone Act 2 boss and would later appear in the lock-on game, however, the left-most sprite also goes unused even during the actual boss fight due to a coding error, and it was meant to appear when the Hang Mobile started swinging up and down, this was not fixed in Sonic & Knuckles.
Sonic3Minideathegg.png
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself is unused in Sonic & Knuckles.
Sonic3pgn.png
Diagonal frames of the Penguinator badnik from IceCap Zone. These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Sonic 3 Flying Battery icon.PNG
A save file icon for Flying Battery Zone before it was re-ordered to be in Sonic & Knuckles, which is different than the corresponding icon in Sonic 3 & Knuckles, displaying the interior part of the stage rather than the exterior. It resembles a part of the beginning section of the zone from the November 3rd Prototype. You can view this icon in the PC and Genesis versions by hacking the save data to access level slot $04, or by using PAR codes 00C324:601E + 00C338:6002 to view it in a completed game save slot while scrolling through the zones.
(Source: Sonic Retro)
Sonic3-icz1introsprites.png
Unused sprites from IceCap Zone Act 1. While the teleporter pad ended up being used in Sonic 3 & Knuckles for Knuckles' transition into the stage, the unusually oversized ice boulder which actually fits in some of the cave's halls was never used.
Sonic3-Unused 2-Player Icons.PNG
Leftover sprites from early versions of the game that had a progress bar in Competition mode. These sprites can be seen in the Nov 3, 1993 prototype.
S3Sball.gif
An unused S gumball intended for the Gumball Machine bonus stage. It can also be seen hidden among the other balls at the bottom of the machine. Its programming is undefined, though a possibly useless ID of 08 might have been created for this gumball, if the S and the palette cycle which is nearly the same one used on Super Sonic is any indication, it might have been related to it. It's also unused in Sonic & Knuckles. It does, however, set an unrelated RAM address to 07.
Sonic 3 obscured blue gumball.png
Located far in the back of the gumball machine, obscured by the other gumballs and the glare of the glass, sits a blue gumball. The shade of blue seen here varies from the bubble shield gumball.
S3 AIZ2 Comp Graphic Unknown.png
A sprite resembling a metallic structure that, based on its location at offset 18DB46, would have been used during the fight against Robotnik in Angel Island Zone Act 2. The assembly and color palettes may be wrong.
S3 Comp medal.png
Whatever this is (it vaguely looks like a medal, possibly intended for use in Competition Mode), it's not used. It doesn't even have a known palette.
Sonic3 Unused Tornado shadow.gif
A set of sprites resembling a shadow found within the graphics used for the Tornado. It would have likely appeared under the Tornado during the opening intro.
Sonic the Hedgehog 3 MGZ zoom sprite.png
During the boss fight at the end of Marble Garden Act 2, Robotnik will fly towards the horizon before initiating his next attack. This effect uses a sprite software scaling algorithm that allows this to be achieved. However, the effect begins taking place before Robotnik flies completely onscreen and as a result, the full unscaled sprite is never seen.
Sonic the Hedgehog 3 Knuckles MGZ boss parts.png
These sprites are used in Knuckles' unused Marble Garden Act 2 boss battle.
Sonic 3 boss piece.png
This sprite is used in the Launch Base Zone Act 2 laser boss battle, but it is obscured and cannot be seen.
Sonic 3 Unused Bomb.png
While these graphics are used in Sonic & Knuckles, they appear in this game in a mangled form on Knuckles' unused, broken post-Launch Base Zone Act 2 boss cutscene.
Sonic 3 unused bomb shoot.png
These do appear in mangled form in Knuckles' unused, broken post-Launch Base Zone Act 2 boss cutscene.

These graphics were later used in three Sonic 3 limited edition/Sonic & Knuckles prototypes; Sonic 3C 0408, Sonic 3C 0517, and Sonic & Knuckles 0525 respectively. This was a bomb shoot that Eggrobo used to drop the bomb on Knuckles. Oddly, it is not used in the final game, but it might have something to do with Big Arm's graphics loading over the graphics of the bomb shoot (Knuckles originally did not fight Big Arms).

Sonic 3 FBZ Blaster Badnik.png
The Blaster badnik from Flying Battery Zone still has its sprites and object code leftover in Sonic 3. The palette used here is from IceCap Zone because Flying Battery's true palette no longer exists.
Sonic 3 FBZ Technosqueek.png
The Technosqueek badnik from Flying Battery Zone also has its sprites and object code leftover in Sonic 3.
Sonic 3 Flying Battery Gapusle Boss Unused.png
Owing to its late removal, many assets related to Flying Battery's bosses are still in the ROM, but unused. This is used for the Gapsule miniboss in Sonic & Knuckles, but with minor palette differences. The boss itself still exists and can be fought by hacking the game to load Flying Battery Zone Act 1.
Sonic 3 Flying Battery Laser Boss.gif
Sonic 3 Flying Battery Laser Boss Beam.gif
Sonic 3 Flying Battery Unused Boss Control Panel.png
The laser turret in Flying Battery Zone Act 2's mid-boss, the laser barriers on either side of the arena and Eggman's control panel all still exist and are fully functional, later appeared in Sonic & Knuckles, of course...
Sonic 3 Flying Battery Unused Hang Mobile Boss.png
The Hang Mobile is here too.
Sonic 3 carnival night lightbulb.png
This light bulb is used in Carnival Night Zone, but it has an unused function; if the water rises over it, it will explode and show the unused frame seen on the right. This can never be seen because the light bulbs never make contact with the water in the actual game.
Sonic 3 unused gold spheres.png Palette and graphics data for the gold player-bouncing spheres that are present in the Sonic & Knuckles special stages exist in Sonic 3. The palette is loaded every time the player enters the special stage, but none of these spheres ever appear, their coding is also non-existent in the game.

Unused Super Sonic Frame

In-game Intended
Sonic 3 super sonic compare.gif Sonic 3 Unused intended super sonic.gif

Super Sonic has an extra idle frame and extra colors in his palette cycle that end up going unused. The unused frame makes the animation a bit smoother than what is actually seen. The unused colors are due to an oversight in one line of code, it mistakenly skips the last six frames ($36 instead of $3C).

Oddly, the smoother colors doesn't happen with underwater palettes, suggesting it was scrapped early.

(Source: Sonic 3 Unlocked)

Green Bomber

Sonic3-Green Bomber.gif

While not technically unused, only the bottom of the ship appears in normal gameplay.

Act Clear Signs

Early
Sonic3-signpost-proto.png
Final
Sonic3-signpost-final.png

In Sonic 3, the sign frames are uncompressed and loaded dynamically over each other to conserve video memory. This said, also present in the game's data is an unused copy of the same art compressed like in Sonic 2, strongly suggesting it is from earlier in development.

Although Sonic, Tails, and Robotnik are basically the same as their Sonic 2 counterparts, Knuckles appears for the first time, with a slightly different appearance relative to the final art. This early version is still present in Sonic & Knuckles.

Hidden Placeholder Tiles

Various numbers and letters are loaded in and replaced with animated stage tiles. Curiously, they differ between zones, and some are written in Japanese characters.

Angel Island Zone
S3 AIZ tiles anim 1.png S3 AIZ tiles anim 2.png S3 AIZ tiles anim 3.png S3 AIZ tiles anim 4.png

Hydrocity Zone
Sonic3HCZdominoes.png S3 HCZ tiles anim 1.png S3 HCZ tiles anim 2.png S3 HCZ tiles anim 3.png S3 HCZ tiles anim 4.png S3 HCZ tiles anim 5.png

Marble Garden Zone
S3 MGZ tiles anim 1.png S3 MGZ tiles anim 2.png S3 MGZ tiles anim 3.png

Carnival Night Zone
S3 CNZ tiles anim 1.png S3 CNZ tiles anim 2.png S3 CNZ tiles anim 3.png S3 CNZ tiles anim 4.png S3 CNZ tiles anim 5.png S3 CNZ tiles anim 6.png S3 CNZ tiles anim 7.png S3 CNZ tiles anim 8.png S3 CNZ tiles anim 9.png

Launch Base Zone
S3 LBZ tiles anim 1.png S3 LBZ tiles anim 2.png S3 LBZ tiles anim 3.png S3 LBZ tiles anim 4.png S3 LBZ tiles anim 5.png

Out of Bounds Backgrounds

S3 ALZ background.png
The background of Azure Lake Zone has a flower garden that can't be seen because the level gets in the way.

Early
S3Proto Unused CGZ Palette background.png
Final
S3 CGZ background.png

Chrome Gadget Zone has a large portion of its background hidden by the stage and palette.

Unused Level Chunks

Several chunks of levels are unused during the game. The chunks are placed starting at address FF8088, and can be inserted into levels by entering the given values into FF8088:XX. Most of them have no noticeable differences from used chunks.

Angel Island Zone

Act 1:

Objetos Inusados

Esferas Vermelhas Giratórias

Eu me pergunto se isso é relacionado ao Anel Vermelho da Morte?

Uma massa giratória de esferas vermelhas, no qual podem ser colocadas na primeira metade de Angel Island Act 1 pelo modo de depuração. As esferas são semelhantes áquelas que aparecem nos estágios especiais do jogo, mas o objeto em si parece não ter nenhum propósito de jogabilidade aparente. Quando é colocado, muitas complicações com a paleta e VRAM ocorrem no nível, e o jogo desacelera consideravelmente. O objeto pode ser manipulado com o segundo controle.

  • Cima - gira o objeto verticalmente.
  • Direita - gira o objeto horizontalmente.
  • Baixo/Esquerda - move o objeto para cima ou para baixo.
  • A/C - muda o tamanho do objeto.
  • B - gira o objeto lateralmente.
  • Start - ativa a rotação automática.

Botão do Carnival Night

Sonic3-CNZButton.png

Um botão de propósito desconhecido. Ele pode ser colocado em ambos Atos de Carnival Night pelo modo de depuração, mas não parece fazer alguma coisa. Também inusado em Sonic 3 & Knuckles.

Bloco Quebrável em Ice Cap

Sonic3-ICZBreakableBlock.png

Act 2:

Acts 1 and 2:

Um bloco brilhante pode ser colocado em abos Atos de Ice Cap Zone pelo modo de depuração. Pulando nele o destrói como outros blocos de gelo. Também inusado em Sonic 3 & Knuckles.

Outros Objetos Inutulizados

Há objetos que nunca são usados que estão localizados na lista de indicadores de objetos. Os objetos 8F-98 deletam-se após serem carregados que é um pouco incomum. Um desses objetos é usado no layout de objetos do Mushroom Hill, sugerindo que esses eram uma vez objetos que pertenciam às Zonas de Sonic & Knuckles. Os objetos 6F-7F são representados como anéis em Sonic 3 aparentemente removidos manualmente, mas no Sonic 3C (protótipo 0408), esses IDs são objetos da Flying Battery Zone.

Introdução com Prancha de Surfe Inutilizado

Sonic3Surfboard.gif

Sprites para uma sequência de introdução alternativa no qual Sonic surfa para a Angel Island, ao invés de viajar pelo Tornado. Interessantemente, Sonic se parece com sua incarnação de Sonic 2, fazendo disso uma sobra bastante antiga. O sprite do Sonic surfando ainda pode ser colocado na Angel Island Ato 1 por meio do modo de depuração.

Sonic3-Surfboard1.png

Os sprites usados quando Sonic deixa a prancha de surfe.

Glowing Spheres Bonus Stage:
An old version of the Sonic & Knuckles Bonus Stage color palette can be found in offset 08CDB4. It is exactly the same as the Sonic 3C 0408 and the Sonic 3 November 3rd prototype.

Sonic3 Glowing Spheres Palette.png





Slot Machine Bonus Stage:
This palette is quite different from the Sonic & Knuckles prototypes, and can be seen in offset 08CE14. It is exactly the same as the Sonic 3 November 3rd Prototype.

Sonic3 Slot Machine Palette.png





Lava Reef Zone cycle 1:
This palette cycle would have been used for animating the Lava, it can be seen if Lava Reef is accessed in Sonic 3. There are no notable differences from the S&K version. It can be found at offset 002EFE.

Sonic 3 Lava Reef Palette cycle 1.png





Lava Reef Zone cycle 2:
This palette cycle would have been used for the dark glowing rocks, and it can be seen if Lava Reef is accessed in Sonic 3. There are no notable differences from the S&K version. It can be found at offset 002F7E.

Sonic 3 Lava Reef Palette cycle 2.png





Angel Island Zone

Ato 1: D0, D5, E9
Sonic3-AI1-D0.png Sonic3-AI1-D5.png Sonic3-AI1-E9.png

Hydrocity Zone

Ato 2: 1E, 29, D8
Sonic3-HC2-1E.png Sonic3-HC2-29.png Sonic3-HC2-D8.png

Marble Garden Zone

Ato 2: CB, E3, E9, FA
Sonic3-MG1-2-CB.png Sonic3-MG1-2-E3.png Sonic3-MG1-2-E9.png Sonic3-MG1-2-FA.png

Carnival Night Zone

Atos 1 e 2: 7D, 9D, 50, 51, 59, 90, B2
Sonic3-CN1-2-7D.png Sonic3-CN1-2-9D.png Sonic3-CN1-2-50.png Sonic3-CN1-2-51.png Sonic3-CN1-2-59.png Sonic3-CN1-2-90.png Sonic3-CN1-2-B2.png

Knuckles Art Changes

Sonic the Hedgehog 3 Sonic & Knuckles
Sonic 3 Knuckles Cutscene Run.gif Sonic 3 Knuckles Cutscene Run compare.gif

The Sonic 3 version is one pixel taller and still has some of Sonic's torso leftover from redrawing. Interestingly enough, the Sonic & Knuckles version still uses the Sonic 3 sprites for the rotational frames.

(Source: Sonic 3 Unlocked)

Bugs in Sonic 3 Alone

  • Due to an oversight, Super Sonic decelerates very fast.
  • In Sonic 3 Alone, Super Sonic can bubble bounce, which isn't meant to happen.
  • If the W Spin Attack/Insta-Shield animation finish after Sonic lands on the floor, using it on the next jump won't increase his attack radius.
  • For some reason, Checkpoints aren't cleared when returning to the level select in Sonic 3 Alone.
  • The Bonus Stage title-card will read "Doilus Stage" if the player attempts to quit back to the level select.
  • If the player is near-drowning during the Big Shaker miniboss in Hydrocity, then jumps out of the water, the SK mini boss theme will play. It will also have the "act 2 boss" theme by default.
  • Tails doesn't have a collision with the wall at the beginning of Hydrocity act 2.
  • It's possible to outrun the trigger to lock the camera at the boss in Hydrocity act 2. Though this isn't recommended as breaking the capsule will softlock the game.
  • The Screw Mobile can glitch out Super Sonic.
  • If the Tunnel Bot is defeated too early in Marble Garden act 2, the game will crash.
  • Tails can spawn in weird positions at the beginning of Carnival Night act 2.
  • A ceiling corner in Carnival Night act 2 has a faulty collision. Should Super Sonic jump into the wall-to-ceiling transfer and run along with the ceiling, he will be stuck in the ceiling, unable to escape.
  • If the player glitches Super Sonic into Knuckles' path in Ice Cap act 1, it's possible for the ice obstacles to hurt him.
  • In Ice Cap act 1, Tails will die on the first slide. It can be "fixed" by touching the first checkpoint then dying on purpose, or by reaching the first Special Stage.
  • Super Sonic can be hurt by Big Arms.
  • It's possible to clip through the loop in Balloon Park.
(Source: Sonic 3 Unlockedfor the Insta-Shield glitch)
(Source: Sonic Retro)

Stages

Hmmm...
To do:
There are still more differences.

Hydrocity Zone

Sonic the Hedgehog 3 Sonic 3 & Knuckles
"Tails, if you hit that spring you will turn super!" Too bad you'll probably die if you collect it...clever.

The beginning of Hydrocity Zone Act 2 went through some layout changes that mostly reduced difficulty.

Marble Garden Zone

Sonic the Hedgehog 3 Sonic 3 & Knuckles
What are you lookin' at? No echidnas allowed.

In Sonic 3 & Knuckles, a lot of extra objects were added to this room in Act 2 to prevent Knuckles from taking Sonic and Tails' path; the most important object is the GTGT collision block to prevent Knuckles from climbing the wall and hitting the Relief's eye.

Ice Cap Zone

  • In Act 1, the snow pile that falls on Sonic and Tails in the pit where they enter the cave is not solid in the standalone Sonic 3, but it is in S3&K and it requires the player to jump to get out from it and it can be walked on.
Sonic the Hedgehog 3 Sonic 3 & Knuckles
Fly me up there slave! Ha, I don't need your help.

Originally, this was a Sonic & Tails or Tails only path. Sonic 3 & Knuckles added a trampoline so that Sonic can go up there without Tails' help.

Launch Base Zone

Sonic the Hedgehog 3 Sonic 3 & Knuckles
The camera will not obey my commands. ...unlike Sonic I can fly

Knuckles's boss arena was edited in Sonic 3 & Knuckles. The most notable difference is the position of the Twin Hammer/Swing’m Spikez boxes.

Sonic the Hedgehog 3 Sonic 3 & Knuckles
To Sonic, with love from Eggman <3
Watch your step.
Betcha can't get up here, Tails!
...Well great. Locked out...

This is another notable difficulty change, as this area is very hazardous in Sonic 3. The player would have to avoid breaking the Eggman monitors and enter a room full of spikes to hit the door switch. Sonic 3 & Knuckles moves the switch outside, and turns the room into a bonus room with two Super Ring Monitors. However, hitting the switch will block off the monitors.

Sonic the Hedgehog 3 Sonic 3 & Knuckles
To Sonic, with love again from Eggman <3 My god, it's full of stars...

A simple monitor subtype change from a harmful Eggman to a helpful Invincibility.


(Source: Sonic 3 Unlocked)

Ice Cap Zone

Ato 1: 2C, 2D, 39, A8, BD, BE
Sonic3-IC1-2C.png Sonic3-IC1-2D.png Sonic3-IC1-39.png Sonic3-IC1-A8.png Sonic3-IC1-BD.png Sonic3-IC1-BE.png

Ato 2: 4B, 5C, 6E, 9B, AB, BD
Sonic3-IC2-4B.png Sonic3-IC2-5C.png Sonic3-IC2-6E.png Sonic3-IC2-9B.png Sonic3-IC2-AB.png Sonic3-IC2-BD.png

Atos 1 e 2: D1
Sonic3-IC1-2-D1.png

Hey! Come back here!

Knuckles' ending area and teleporter are all still intact. The teleporter is non-functional however.

IceCap Zone Act. 1

...unlike Sonic you can't play as "Me, Knuckles".

Knuckles' starting location can still be found in IceCap Zone even though it goes unused.

Launch Base Zone Act. 1

Boing

A small level section and spring are in the Launch Base Act 1 layout. Just like Hydrocity Zone, they are completely useless and are never seen because they are overwritten by the Act 2 layout.

Launch Base Zone

Ato 1: 7E, 8F, 56, 88, D6, D7, DB, F1, F9, FD, FE
Sonic3-LB-1-7E.png Sonic3-LB-1-8F.png Sonic3-LB-1-56.png Sonic3-LB-1-88.png Sonic3-LB-1-D6.png Sonic3-LB-1-D7.png Sonic3-LB-1-DB.png Sonic3-LB-1-F1.png Sonic3-LB-1-F9.png Sonic3-LB-1-FD.png Sonic3-LB-1-FE.png

Ato 2: 32, A6, A7, B2
Sonic3-LB-2-32.png Sonic3-LB-2-A6.png Sonic3-LB-2-A7.png Sonic3-LB-2-B2.png

Atos 1 e 2: 24, DA
Sonic3-LB1-2-24.png Sonic3-LB1-2-DA.png

Sonic3 HCZ OOP Object.png
A piece of bridge can be found inside the walls of Hydrocity Zone Act.

Sonic3 ICZ OOP Object.png
An ice spike can be found inside the walls of the Ice Cap Zone Act. 1. Near the end of the zone.

Sonic3 BS OOP Object.png
There is a ring on the out of bounds of the Bonus Stage, curiously it has been removed from Sonic 3 & Knuckles.

Carnival Night Zone Palette

Pre-release screenshot In-Game
I agree Sonic, that barrel is annoying Getting seasick?

Applying Launch Base Zone Act 2's underwater palette to Carnival Night Zone results in a color scheme identical to that seen in the Nov 3, 1993 prototype and a screenshot of the level found in pre-release material.


(Source: Sonic Retro)

Knuckles' Theme

Knuckles' theme is just a set of drums that lasts for roughly four seconds, and loops forever. However, at around the 34-second mark is a brief voice sample before the next section of drums. This in and of itself isn't particularly interesting, but it should also be noted that whenever the song plays in-game it's always in scripted events; the song only ever plays for a maximum of 10 seconds or so. The only way to listen to this small sample is to use the sound test, jump just before the bridge collapses in the transition from Angel Island to Hydrocity and land on the piece of land that you fought the boss on and listen to it there, or wait after Knuckles bombs the building near the end of Launch Base Act 1.

Miscelâneo

  • Como o Sonic 2, todas as versões do Sonic 3 têm ambos conteúdos Ingleses e Japoneses (ex.: "Tails" para os EUA/Europa, Miles para o Japão). O conteúdo usado depende da configuração interna da região do console.
  • A música do Knuckles é apenas um conjunto de bateria que dura por volta de quatro segundos, e repete-se infinitamente. Porém, por volta dos 34 segundos há uma breve amostra vocal antes da próxima seção de bateria. Isso por si é particularmente interessante, mas deve ser notado que aonde a música tocar dentro de jogo será sempre em eventos planejados; a música apenas toca por um máximo de aproximadamente 10 segundos. O único jeito de ouvir esta pequena amostra vocal é usando o teste sonoro, pular pouco antes da ponte cair na transição da Angel Island para a Hydrocity e pousar no pedaço de terra onde você lutou contra o chefe e o ouvir dali, ou esperar depois do Knuckles bombardear o edifício perto do fim do Ato 1 da Launch Base.

Paletas Inutilizadas

Tela da SEGA do Sonic 2
As paletas de cor da tela de apresentação da SEGA do Sonic 2 estão abandonadas no offset 08C134.
Sonic3 S2SEGA Pal.png