If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Sonic the Hedgehog 3
Sonic the Hedgehog 3 |
---|
Известный как: Baramdori Sonic 3 (KR)
![]() |
Sonic the Hedgehog 3 является третьей игрой в трилогии 16-битного Соника и первой игрой с "хорошо-обманутым-Эггманом" красной ехидной, Наклзом. Изначально будучи одной большой игрой, Sonic 3 был разделен на две игры из-за ограничений по времени и стоимости картриджа; вторая половина истории имеется в его прямом продолжении, Sonic & Knuckles.
Нужно сделать:
|
Contents
- 1 Доп. страницы
- 2 Выбор уровня/Режим отладки
- 3 Неиспользованная зона
- 4 Остатки из меню Sonic 2
- 5 Восьмой специальный этап
- 6 Уровень воды в Launch Base Zone Акт 1
- 7 Домино в HydroCity
- 8 Неиспользуемые Объекты
- 8.1 Красные вращающиеся сферы
- 8.2 Кнопка из Карнавальной Ночи
- 8.3 Хрупкий Блок из Зоны Льдов
- 8.4 Breakable Wall
- 8.5 Competition Mode Spikes
- 8.6 Carnival Night Ring Object
- 8.7 Unknown Platform
- 8.8 Cannon
- 8.9 Spinning Structure
- 8.10 Grabbable Platform
- 8.11 Leftover Lava Damage Object
- 8.12 Up and Down Spring
- 8.13 Большой Соник на экране Sega (Sonic 2)
- 8.14 Объект Щита
- 8.15 Другие Неиспользуемые Объекты
- 8.16 Неиспользованные Картографические Данные из S&K
- 9 Неиспользованное интро с доской для сёрфинга
- 10 Unused Sprites
- 11 Неиспользуемые блоки уровней
- 12 Unused Audio
- 13 Неиспользованные палитры
- 14 Scrolling Credits
- 15 Changes in Sonic 3 & Knuckles
- 16 Unused Areas
- 17 Oddities
- 18 Региональные различия
Доп. страницы
Остатки из Sonic & Knuckles Все виды остатков игры все еще в разработке. |
Выбор уровня/Режим отладки
Чтобы активировать выбор уровня и режим отладки, нажмите Вверх, Вверх, Вниз, Вниз, Вверх, Вверх, Вверх, Вверх после того как лого SEGA затухает и Соник начинает двигаться, но прежде чем появится заглавный экран (примерно через 4.31 секунды после загрузки). Вы имеете только 1.3 секунды чтобы войти, и во время этого экрана имея абсолютно абсурдное количество лаг-кадров, это может не всегда работать; вы услышите звук коллекции колец, если вы сделали это правильно. Кроме того, вы можете разблокировать уровень, выбирая этими альтернативными методами:
- Вы можете получить доступ к остатку меню с настройками из Sonic 2 (см. внизу) и ввести код выбора уровня из Sonic 2 в звуковом тесте (19, 65, 09, 17).
- Также вы можете использовать код Game Genie AA6T-AAXC или код Pro Action Replay FFFFD0:0100 для доступа к выбору уровня.
- Если вы играйте на реальном консоли Mega Drive/Genesis (в зависимости вашего региона) и не стесняйтесь рисковать долгосрочным здоровьем вашей консоли и картриджей, тогда есть другой способ - загрузить Sonic 2, разблокируйте выбор уровня (19, 65, 09, 17 в звуковом тесте), замените картридж с Sonic 3 не выключая питание, а затем нажмите Перезагрузить (Reset). Это работает, потому что переменная RAM, которая разблокирует выбор уровня, сохраняется при перезагрузке консоли (Sonic 3 был построен на основе исходного кода Sonic 2, и, таким образом, разделяет ряд переменных RAM).
Выбор уровня
Чтобы найти выбор уровня на заглавном экране, просто нажмите Вверх открывая "SOUND TEST" и нажмите Старт. Чтобы активировать режим отладки, выберите файл/уровень, держите A и нажмите Старт, и продолжайте держать A до того пока не загрузится уровень. Вы также можете держать C и нажать Старт для выделения высокоприоритетных фоновых плиток (плитки, которые перекрывают Соника и другие спрайты).
Режим отладки
В режиме отладки, у вас есть доступ к следующим действиям:
- Неувязвимость
- Бесконечное время
- Координаты отладок (вместо очков)
- Счетчик спрайтой (вместо времени)
- Режим размещения: Нажмите B чтобы войти в режим размещения, что позволяет вам двигать Соника в любом месте на уровне с D-Pad и размещать объекты из предопределенного списка (не все объекты могут быть доступны на данном уровне). В этом режиме:
- Нажмите A для перемещения вперед на один объект.
- Держите A и нажмите C для перемещения назад на один объект.
- Нажмите C чтобы разместить объект.
- Нажмите B снова чтобы вернуться к нормальному геймплею.
- Просмотр анимации персонажей: держите C и нажмите B для быстрого цикла по всем доступным кадрам анимации для текущего персонажа (приостановите игру и используйте покадровое воспроизведение для просмотра отдельных кадров). Нажмите B снова чтобы вернуться к нормальному геймплею.
- Настройки паузы:
- Нажмите A чтобы вернуться на выбор уровня.
- Держите B чтобы воспроизвести игру в замедленном темпе.
- Нажмите C для воспроизведения одного кадра.
Если вы умерли, нажмите B чтобы войти в режим перемещения, и нажмите B в безопасном месте, чтобы воскресить себя. Однако попытка поместить объект в месте где было состояние смерти заморозит игру. Кроме того, не входите в режим отладки в любой точке вращения спрайта Соника (как пока стоящ на красно-белых цилиндрах внутри Зоны Карнавальной Ночи [Carnival Night Zone]) или игра вылетит.
Секреты
Меню выбора уровня показывает, каким был порядок уровней в какой-то момент. Зоны Sonic 3 находятся в нормальном порядке, но Зона Летающей Батареи (Flying Battery) из Sonic & Knuckles находится между Карнавальной Ночи (Carnival Night) и Зоной Льдов (IceCap). Дальше Стартовая База (Launch Base) это Грибная Долина (Mushroom Valley) (ранее название для Грибного Холма [Mushroom Hill]) и Песочный Полис (Sandopolis), но ни один из них не может быть выбран. Бонусные этапы из Sonic & Knuckles также перечислены в выбор уровня, но ни один из них не может быть выбран.
Согласно комментарию из стратегии руководства Sonic Jam, IceCap должен был следовать Flying Battery, так как Соник должен был сломать дверь в конце последней зоны и использовать ее как сноуборд. Есть также множество неиспользуемых саундтреков, все из Sonic & Knuckles, в звуковом тесте.
Кроме того, вся графика (включая иконки уровней) переработана из Sonic the Hedgehog 2, и значки показаны в порядке Sonic 2, такие как иконка Изумрудных Холмов (Emerald Hill) для Остров Ангелов (Angel Island) и иконка Ночного Казино (Casino Night) для Карнавальной Ночи. Интересно, что вторая запись "2P VS" показывает неиспользуемую иконку Тайного Дворца (Hidden Palace).
Неиспользованная зона
Зона с идентификатором $0D является неиспользованным, но выглядит пустым. Оно пытается загрузить несколько ресурсов из титров. Акт 2 этой зоны позднее будет использоваться для титров в Sonic 3 & Knuckles. Попытаться загрузить зону обычно приводит к сбою игры и если вы умудриться выйти, это будет вызывать некоторые очень странные баги, заставляющие игру действовать очень странно.
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.
Остатки из меню Sonic 2
Установив режим игры на $24, вы можете получить доступ к меню с настройками из Sonic 2 в Sonic 3! Кроме того, можно использовать код FFF600:2400 или взломать меню обратно в себя.
Поскольку все варианты здесь выбираются обычно с помощью других средств в Sonic 3, единственное реальное преимущество - введение кода выбора уровня Sonic 2 открывая его в Sonic 3.
Также можно найти выбор уровня на 2 игрока из Sonic 2 используя код FFF600:1C00. Однако выбор любой из зон на этом экране отправит вас обратно на заглавный экран, поэтому вы ничего не можете сделать с этим меню.
Восьмой специальный этап
Существует восьмой специальный этап с серым Изумрудом Хаоса (похожий на пятый Изумруд) который недоступен во время обычного геймплея. Чтобы получить к нему доступ, откройте выбор уровня, установите выбор звукового теста на 07, затем удерживайте "A" и нажмите "Старт" на "Специальный Этап 2" (Special Stage 2).
Этап полностью играбелен, хотя иногда она может замедляться до ползания при сборе синей сферы, что, возможно, способствовало ее удалению. Изумруд не имеет никакого специального эффекта в игре и не появляется в конце этапа подсчета в любой форме, кроме увеличения очков. Полное отсутствие колец также делает невозможным получить идеальный бонус на этом этапе.
Sonic Mania будет повторно использовать этот макет для Бонусного Этапа, заменив некоторые из синих сфер кольцами, чтобы обеспечить идеальный бонус.
Уровень воды в Launch Base Zone Акт 1
Здесь есть 5 уровней воды в Launch Base Zone Акт 1 который меняет ваш уровень в определенных местах. Возможно Launch Base Zone Акт 1 была водной зоной во время ее развития.
Чтобы посмотреть на эти уровни, добавьте код FFF730:0100 и измените VDP 0x04 на 0x14.
Уровень воды можно увидеть в ROM'е по адресу 0x5350
Первый уровень можно увидеть в адресе ROM на 0x51EE и увеличивает уровень воды до 0A80, однако это не работает по причине ошибки.
Второй уровень начинается с координаты 0000 до 0E00 и поднимает воду до 0B00.
Третий уровень начинается с 0E00 до 2340 и поднимает воду до 0A00
Четвёртый уровень начинается с 2340 до 2C00 и поднимает воду до 0AC8.
На пятом уровне исчезает вода, начинается 0AC8 до FFFF.
Домино в HydroCity
Плитки, похожие на домино, используются, когда нет анимации маятников на декоративных пилястрах HydroCity. Это достигается, когда маятниковая графика не загружается.
Неиспользуемые Объекты
Красные вращающиеся сферы
Вращающаяся масса красных сфер, которые можно разместить в первой половине Angel Island Акт 1 через режим отладки. Сферы напоминают те, которые появляются на специальных этапах игры, но сам объект, похоже, не имеет видимой игровой цели. Когда он помещается, на уровне возникает много осложнений с палитрой и VRAM, и игра значительно замедляется. Объектом можно управлять с помощью второго контроллера.
- Вверх - Вращает объект вертикально.
- Вправо - Вращает объект горизонтально.
- Вниз/Влево - Перемещает объект вверх или вниз.
- A/C - Изменяет размер объекта.
- B - Вращает объект в сторону.
- Старт - Переключает автоматическое вращение.
Существуют также и в прототипе 3 ноября 1993, однако они являются остатком из тех. демо, которые предназначены для тестирования 3D механики специальных этапов.
Кнопка из Карнавальной Ночи
Кнопка неизвестного назначения. Он может быть помещен в любой Акт Зоны Карнавальной Ночи через режим отладки, но он, похоже, ничего не делает. Также неиспользованно в Sonic 3 & Knuckles. Наклз (История Соника/Тейлза) нажимает кнопку, как в Акте 2, чтобы затемнить место.
Хрупкий Блок из Зоны Льдов
Светящийся блок, который может быть помещен в любой Акт Зоны Льдов через режим отладки. Прыжки на нем разрушают его, как ледяные глыбы. Также неиспользованно в Sonic 3 & Knuckles.
Breakable Wall
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.
Unknown Platform
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
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
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
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.
Большой Соник на экране Sega (Sonic 2)
Есть остаток кода от гиганта Sonic на экране Sega в Sonic 2. Объект кажется довольно старым остатком, поскольку он все еще использует старый формат объекта из Sonic 2. Графика, похоже, была полностью удалена.
Объект Щита
Код для другого типа щита существует внутри ПЗУ. Сам щит - это обычный магический щит, как видно в Sonic 1 и Sonic 2. Неизвестно, является ли это просто остатком, или это было первоначально запланировано для игры. Стоит отметить, что звук щита от Sonic 2 остается неиспользованным в звуковом тесте.
Редактирование ПЗУ в одном из данных для экранов мониторов, можно увидеть 3 значения для экранов без эффектов, значения 00, 02 и 03, дают только способность защиты.
Вы также можете активировать его редактирование ОЗУ по адресу FFB02B:00 изменяя на 01.
Другие Неиспользуемые Объекты
Нужно сделать:
|
Есть никогда не используемые объекты, которые находятся в списке указателей объектов. Объекты 8F-98 удаляет себя после загрузки, что довольно необычно. Один из этих объектов используется в макете объекта из Грибной Долины, предполагая, что это были когда-то объекты, принадлежавшие зонам из Sonic & Knuckles. Объекты 6F-7F представлены в виде колец в Sonic 3, которые видимо, вручную удалены, но в Sonic 3C (прототип 0408), эти идентификаторы объектов имеются из Зоны Летающей Батареи. Объект 84 другой неиспользуемый и удаленный объект. Основываясь на том, что он сгруппирован с боссами и бадниками (в списке указателей), очень вероятно, что в какой-то момент это был либо бадник, либо босс. В прототипе Sonic 3C 0408, оригинальный список указателя объектов из Sonic 3 был в основном или полностью перезаписан тем, который использовался в Sonic 3 & Knuckles
Неиспользованные Картографические Данные из S&K
В Sonic 3 остаются некоторые оставшиеся данные сопоставления спрайтов для объектов в S&K. Это в значительной степени, похоже, состоит из бадников, которые появились бы в зонах Sonic & Knuckles.
Неиспользованное интро с доской для сёрфинга
Спрайты для альтернативной вступительной последовательности, в которой Соник сёрфит на Остров Ангела, а не верхом на Торнадо. Интересно, что Соник выглядит как его олицетворение из Sonic 2, делая это достаточно старым остатком. Это интро используется в прототипе 3 ноября 1993. Спрайт серфинга Соника по-прежнему может быть размещен в Зоне Остров Ангелов 1 через режим отладки в финальной версии.
Спрайты используются, когда Соник бросает доску для серфинга.
Unused Sprites
To do: Unused competition mode title cards. |
Sprite | Description |
---|---|
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
In-game | Intended |
---|---|
![]() |
![]() |
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.
Green Bomber
While not technically unused, only the bottom of the ship appears in normal gameplay.
Act Clear Signs
Early |
---|
![]() |
Final |
![]() |
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
The background of Azure Lake Zone has a flower garden that can't be seen because the level gets in the way.
Early |
---|
![]() |
Final |
![]() |
Chrome Gadget Zone has a large portion of its background hidden by the stage and palette.
Неиспользуемые блоки уровней
Несколько кусков уровней не используются во время игры. Блоки размещаются начиная с адреса FF8088, и может быть вставлен в уровни, введя заданные значения в FF8088:XX. Большинство из них не имеют заметных отличий от используемых блоков.
Angel Island Zone
Акт 1:
Hydrocity Zone
Акт 2:
Marble Garden Zone
Акт 2:
Carnival Night Zone
Акты 1 и 2:
IceCap Zone
Aкт 1:
Aкт 2:
Aкты 1 и 2:
Launch Base Zone
Aкт 1:
Акт 2:
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.
Unused Audio
Music
Most of the music from Sonic & Knuckles can be played from the Level Select/Sound Test.
Sound ID | Song | Comments |
---|---|---|
$09 | Flying Battery Zone Act 1. The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops. This was fixed in Sonic & Knuckles and its lock-on. | |
$0A | Flying Battery Zone Act 2. | |
$0F | Mushroom Valley/Hill Zone Act 1. | |
$10 | Mushroom Valley/Hill Zone Act 2. | |
$11 | Sandopolis Zone Act 1. | |
$12 | Sandopolis Zone Act 2. | |
$13 | Lava Reef Zone Act 1. | |
$14 | Lava Reef Zone Act 2/Hidden Palace Zone. | |
$15 | Sky Sanctuary Zone. | |
$16 | Death Egg Zone Act 1. For some odd reason, this plays in Sky Sanctuary Act 2 in Sonic 3 alone. | |
$17 | Death Egg Zone Act 2. Death Egg Zone uses this for acts 1 & 2 in Sonic 3 alone. | |
$18 | Sonic & Knuckles Act 1 Boss. This can be heard while fighting any Hydrocity Zone boss if you jump out of the water after the drowning music starts. | |
$1A | The Doomsday Zone. | |
$1B | Glowing Spheres Bonus Stage. | |
$1D | Slot Machine Bonus Stage. Oddly, the unused Glowing Spheres Bonus Stage in Sonic 3 alone uses this music. |
Sound Effects
Many of these sound effects would see use in Sonic & Knuckles, though some of these sounds would also be unused there.
Sound ID | Sound | Comments |
---|---|---|
$3A | This is a shield sound leftover from Sonic the Hedgehog 2. | |
$40 | Unused; sounds like an electric zap. This sound would later be used for the Thunder Shield in Sonic Generations and Sonic Lost World, suggesting that it may have been an early sound effect for the Thunder Shield. The Phantom Egg also uses this sound for its barrier in Sonic Mania. | |
$53 | Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2. | |
$54 | Laser firing sound, used for the Flying Battery Zone laser boss. | |
$55 | Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles. | |
$5A | Unused; sounds like something revving up. This sound effect would see use in Sonic 3D Blast. | |
$5C | The sound of Mecha Sonic short-circuiting after it's defeated. | |
$69 | The sound that plays when you push a brick in Sandopolis Zone. | |
$6B | Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from Sonic 1. | |
$6D | Unused; sounds like a door closing. | |
$71 | Duplicate of $3A; another shield sound leftover from Sonic the Hedgehog 2. | |
$7A | The sound of the Lava Reef Act 2 boss emerging from lava. | |
$7C | Used by the magnetized platforms in Flying Battery Zone. | |
$7D | Unused; sounds like mild rattling. | |
$84 | Unused; sounds like something charging up. Only seems to be referenced in some zone with a high level ID which is composed of garbage data. | |
$85 | Unused; sounds like it would have been used in cooperation with $84. | |
$87 | The sound that plays when you bounce on a mushroom in Mushroom Hill Zone. | |
$88 | Mushroom Hill Zone elevator sound. | |
$89 | Mushroom Hill Zone satellite dish (from Dr. Robotnik's season-changing machine). | |
$8A | The sound the ghosts from Sandopolis Zone make when they vanish. | |
$8B | The sound of the Mushroom Hill miniboss chopping a log. | |
$8C | The sound of the Mushroom Hill miniboss struggling to chop a log. | |
$8D | Unknown, possibly unused; a very quiet sound. | |
$8E | Unused; another electric rev-up sound. | |
$8F | The sound the door on the pyramid in Sandopolis Zone makes when it opens. | |
$90 | Door closing sound from Sandopolis Zone, and also the sound of Knuckles hitting the ground after his defeat. | |
$92 | Ghost sound effect from Sandopolis Zone. | |
$93 | The sound that plays when the armor on Dr. Robotnik's golem machine comes back on. This sound was reused later in Sonic Mania as the sound for the first mini-boss spawning. | |
$95 | The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss. | |
$96 | The sound the giant spikeballs in Lava Reef Zone make when they roll around. | |
$97 | The sound a Toxomister makes when it sprays its toxic gases. | |
$98 | The sound of a falling stalactite in Lava Reef Zone. | |
$99 | Unused; A small "tick" sound. | |
$9A | The sound of the pop-up springs from Sky Sanctuary Zone. | |
$9B | A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you. | |
$9C | Sound that plays when a Super Emerald regains its color. | |
$9D | The sound of the missile reticles in the Lava Reef Act 2 boss. This sound effect is also used by the Green Hill Zone Act 2 boss from Sonic Mania. | |
$9E | The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss. | |
$A0 | The sound of the Lava Reef Act 2 boss firing a missile. | |
$A1 | Unused. A low-humming, unsettling sound. This sound effect is used by the Stardust Speedway Act 1 boss in Sonic Mania. | |
$A2 | The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone. | |
$A3 | Death Egg Zone lift platform sound effect. | |
$A4 | The sound that Mecha Sonic makes when he goes super. | |
$A5 | Unused; sounds like something rising or powering up? | |
$A6 | Unused; another dashing noise. | |
$AE | The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it. This sound is also used in the Bonus Stages in Sonic & Knuckles. | |
$B5 | A leftover from Sonic 1 that was used for the breakable diamonds in the Special Stage. Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage. | |
$BC | Unused? Possible waterfall sound effect. | |
$C2 | The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone. | |
$C4 | The sound Red Eye makes when it gets angry. | |
$C5 | Unused; sounds like it would be used in coordination with $C4. | |
$CA | The sound of the light beam transportation systems in Death Egg Zone. | |
$CE | The gusts of wind from Mushroom Hill Zone. Also used in Knuckles' ending after Super Mecha Sonic explodes. | |
$CF | A louder version of $CE that might be unused even in Sonic 3 & Knuckles. | |
$D1 | Possibly unused; another very faint sound that may sound like static. | |
$D3 | Used in Sonic & Knuckles when the Death Egg flies through Sky Sanctuary zone; sounds like a quiet version of $CD. | |
$D4 | Used by the bouncing puzzle room in Death Egg Zone. | |
$D5 | Used when the lava falls from Lava Reef Zone. Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer. | |
$D6 | Unknown/unused; rumbling/electric sound? | |
$D7 | The sound of the elevators in Lava Reef Zone and Death Egg Zone. | |
$D8 | Unused; sounds like a screeching warning siren. Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer. It was used in the November 3th 1993 prototype when Robotnik appeared behind the trees at the end of Angel Island Zone Act 2. | |
$D9 | The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make. | |
$DA | The sound of the wind trap Knuckles activates in Mushroom Hill Zone. | |
$DC - $DF | All of these sounds are duplicates of $DB (heard when running across water in Hydrocity Zone) and are likely placeholders. Sonic & Knuckles replaces $DC with its credits medley. |
Неиспользованные палитры
Экран Sonic 2 SEGA:
Цветовые палитры экрана презентации Sonic 2 SEGA оставлены со смещением 08C134.
Sonic 2 Title Screen:
Sonic and Tails' color palettes from the title screen are located in offset 08C1B4.
Выбор уровня прототипа Sonic 2: По какой-то непонятной причине все еще можно увидеть цветовые палитры на экране выбора уровня прототипов Sonic 2 со смещением 08C1D4.
Early Launch Base Zone Act 2 Water:
This color palette set does not include colors for Sonic underwater, which suggests it would be used after some cutscene or scene change in Launch Base Zone. There is little difference in the colors, nothing too important. It closely matches up with the November 3rd 1993 Act 2 water palette. It can be found at offset 08CB14.
November 3rd 1993 Palette |
---|
![]() |
Unused Palette |
![]() |
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.
Palette duplicates:
These palettes can be found at offsets 05275C and 05277C. They are copies of the palettes used in Angel Island Zone Act 2 and IceCap Zone Act 2, respectively.
Unused Knuckles 1-Player palette
The palette that is used for Knuckles in Sonic & Knuckles and this game's lock-on version is abandoned at offset 08C2F6.
Scrolling Credits
The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence. The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen. The final staff roll simply fades between static pages of text.
Changes in Sonic 3 & Knuckles
When locked-on to Sonic & Knuckles, a number of changes were made, either to fix bugs or weird design choices.
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.
Stages
To do: There are still more differences. |
Hydrocity Zone
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.
Unused Areas
Hydrocity Zone Act. 1
The starting corridor from Act 2 is present in the Act 1 layout; even though it gets overwritten and ends up unused.
Carnival Night Zone Act. 1
A long unused corridor in Act. 1 that starts at coordinate 3400 to 3800 at the high 04AC is very similar to Act. 2 when Act. 1 is rewritten after the fight against the mini-boss. However, this corridor is at a height above the rewritten area and is never seen.
Carnival Night Zone Act. 2
There is a long vertical shaft at the very end of the level. It leads down into a bottomless pit. The shaft serves no apparent purpose and is never seen normally.
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.
Oddities
Misplaced Objects
There are 3 "end-of-act monitors" hidden in the boss area in the Carnival Night Zone Act. 2 contain 10 rings each, curiously there are also monitors in the area of the boss on Angel Island 2 on the way to Knuckles. This is still a total mystery.
A piece of bridge can be found inside the walls of Hydrocity Zone Act.
An ice spike can be found inside the walls of the Ice Cap Zone Act. 1. Near the end of the zone.
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 |
---|---|
![]() |
![]() |
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
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.
Региональные различия
В отличие от других Сониковских игр на Mega Drive/Genesis (включая Sonic 3 & Knuckles), "единый" Sonic 3 является заблокированным и каждый регион имеют отдельную версию. Одно отличие между западным и японским релизом, как в Sonic 2, это имя, использованное для Тейлза (например, Tails для США/Европы, Miles для Японии). Однако, единственным сделанным изменением является смена с Tails на Miles в результатах Акта; его счетчик жизни до сих пор показывает Tails. Это было исправлено в Sonic 3 & Knuckles.
- Games developed by Sonic Team
- Games developed by Sega Technical Institute
- Games published by Sega
- Games published by Samsung
- Games published by Tec Toy
- Genesis games
- Games released in 1994
- Games with unused animations
- Games with unused areas
- Games with unused characters
- Games with unused code
- Games with unused enemies
- Games with unused objects
- Games with unused graphics
- Games with unused items
- Games with unused abilities
- Games with unused music
- Games with unused sounds
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with regional differences
- To do
- Sonic the Hedgehog series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by content > Games with unused objects
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Sega > Games developed by Sega Technical Institute
Games > Games by developer > Games developed by Sega > Games developed by Sonic Team
Games > Games by platform > Genesis games
Games > Games by publisher > Games published by Samsung
Games > Games by publisher > Games published by Sega
Games > Games by publisher > Games published by Tec Toy
Games > Games by release date > Games released in 1994
Games > Games by series > Sonic the Hedgehog series