Sonic the Hedgehog 3
|Sonic the Hedgehog 3/pt-br|
Also known as: Baramdori Sonic 3 (KR)
This game has unused areas.
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.
- 1 Restos de Sonic & Knuckles
- 2 Seleção de Nível/Modo de Depuração
- 3 Unused Zone
- 4 Sobras do Menu de Sonic 2
- 5 Eighth Special Stage
- 6 Oitavo Estágio Especial
- 7 Water Levels in Launch Base Zone Act 1
- 8 HydroCity Dominos
- 8.1 Carnival Night Button
- 8.2 IceCap Breakable Block
- 8.3 Breakable Wall
- 8.4 Competition Mode Spikes
- 8.5 Carnival Night Ring Object
- 8.6 Unknown Platform
- 8.7 Cannon
- 8.8 Spinning Structure
- 8.9 Grabbable Platform
- 8.10 Leftover Lava Damage Object
- 8.11 Up and Down Spring
- 8.12 Big Sonic on the Sega Screen (Sonic 2)
- 8.13 Shield Object
- 8.14 Other Unused Objects
- 8.15 Unused S&K Mapping Data
- 9 Unused Surfboard Intro
- 10 Unused Sprites
- 11 Unused Level Chunks
- 12 Objetos Inusados
- 13 Introdução com Prancha de Surfe Inutilizado
- 13.1 Angel Island Zone
- 13.2 Hydrocity Zone
- 13.3 Marble Garden Zone
- 13.4 Carnival Night Zone
- 13.5 Knuckles Art Changes
- 13.6 Bugs in Sonic 3 Alone
- 13.7 Stages
- 13.8 Ice Cap Zone
- 13.9 Launch Base Zone
- 13.10 Carnival Night Zone Palette
- 13.11 Knuckles' Theme
- 14 Miscelâneo
- 15 Paletas Inutilizadas
Restos de Sonic & Knuckles
| Sobras de Sonic & Knuckles|
Todos os tipos de sobras do jogo ainda em desenvolvimento.
Seleção de Nível/Modo de Depuração
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:
- 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.
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.
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
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.
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
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
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 fifth level is located from 0AC8 to FFFF and makes the water disappear.
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:
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.
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.
Carnival Night Button
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
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.
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
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
An unknown object that appears to spawn slope collision when placed.
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.
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.
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.
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
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
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.
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
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
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.
The sprites used when Sonic ditches the surfboard.
Unused competition mode title cards.
|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.|
|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.|
|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.|
|Sonic whistling. This was also used in the Game.com Sonic Jam.|
|A black & white version of Sonic's death sprite, similar to the one seen in the previous two games. It's still not used.|
|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.|
|This would be used for the intro cutscene of Mushroom Hill Zone Act 2 in Sonic & Knuckles.|
|This would be used in Sonic & Knuckles when grabbing the swinging poles in Mushroom Hill Zone.|
|This would be used in Sandopolis Zone in Sonic & Knuckles when scaling down the towers.|
|A leftover animation from the Sonic 2 continue screen.|
|Knuckles' life icon which would later see use in Sonic & Knuckles.|
|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.|
|Unused Knuckles sprite for the continue screen.|
|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.|
|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).|
|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.|
|This was used for the Flying Battery laser boss. It was later used in Sonic & Knuckles.|
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.
|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.|
|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.|
|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.|
|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)
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
|These sprites are used in Knuckles' unused Marble Garden Act 2 boss battle.|
|This sprite is used in the Launch Base Zone Act 2 laser boss battle, but it is obscured and cannot be seen.|
|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.|
|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).
|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.|
|The Technosqueek badnik from Flying Battery Zone also has its sprites and object code leftover in Sonic 3.|
|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.|
|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...|
|The Hang Mobile is here too.|
|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.|
|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
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.
While not technically unused, only the bottom of the ship appears in normal gameplay.
Act Clear Signs
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.
Out of Bounds Backgrounds
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
Esferas Vermelhas Giratórias
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.
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.
Acts 1 and 2:
24, This chunk was used in the Act 1 Bossroom in the November 3rd 1993 Prototype. It would have been used with chunk 23, which was later changed into a generic ceiling chunk, and it would warp you up to the top of the bossroom allowing you to reach two separate platforms in which you could hit the boss.
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.
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.
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.
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.
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.
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.
Knuckles Art Changes
|Sonic the Hedgehog 3||Sonic & Knuckles|
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.
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.
There are still more differences.
|Sonic the Hedgehog 3||Sonic 3 & Knuckles|
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|
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|
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|
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|
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|
A simple monitor subtype change from a harmful Eggman to a helpful Invincibility.
Knuckles' ending area and teleporter are all still intact. The teleporter is non-functional however.
IceCap Zone Act. 1
Knuckles' starting location can still be found in IceCap Zone even though it goes unused.
Launch Base Zone Act. 1
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
Carnival Night Zone Palette
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.
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.
- 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 InutilizadasTela da SEGA do Sonic 2
As paletas de cor da tela de apresentação da SEGA do Sonic 2 estão abandonadas no offset 08C134.