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Sonic the Hedgehog Triple Trouble

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Title Screen

Sonic the Hedgehog Triple Trouble

Also known as: Sonic & Tails 2 (JP)
Developer: Aspect
Publisher: Sega
Platform: Game Gear
Released in JP: November 11, 1994
Released in US: November 15, 1994
Released in EU: November 1994


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


Dr. Robotnik is plotting, Nack is ineffectual, and Knuckles is a dick fine upstanding citizen with unflinching moral fiber.

Unused Graphics

Object Art

Artwork Description
STTKnux.png Knuckles getting hurt/tired while gliding.
STTNackBlink.gif STTNackEmerald.gif Nack blinking, and holding a red Chaos Emerald.
STTNackSign.png A bonus sign using Nack's face.
STTUnusedBadnik.png Tiles for an unused enemy are loaded in Atomic Destroyer Zone.
(Source: Sonic Retro)

Level Art

Artwork Zone Description
STTGreatUnused.png Great Turquoise Zone There are spikes used "inside", but this outside spike isn't.
STTJungleUnused.png Meta Junglira Zone Another unused spike and a 30-degree slope.
STTWinterUnused.png Robotnik Winter Zone A 45-degree slope in front of the stage background, and an outside spring.
STTTidalUnused.png Tidal Plant Zone Many unused springs. The giant bubbles in this stage make most of these springs useless.
STTSpecialUnused.png Special Stage Several unused slope types, spikes (which don't appear in any Special Stage), and border tiles.

Unused Text

Aspect's standard header for their Sonic games is present at 0xC0:

Sonic & Tails 2 Sonic Triple Trouble
GG SONIC & TAILS
        Ver 1.00
1994/07/30 @SEGA
/Aspect Co.,Ltd 
GG SONIC THE HED
GEHOG   Ver 1.00
1994/08/02 @SEGA
/Aspect Co.,Ltd 

Error Handler

Sonic Triple Trouble errorhandler.png

This game has a generic error handler routine at 0x70 like most other 8-bit Sonic titles, but it's quite a bit more elaborate than the rest of them. Instead of blindly scribbling an error message to VRAM, it performs some fairly extensive cleanup beforehand, loads the needed font graphics and palette, then prints "ERROR" before waiting for 3 seconds and resetting.

What's more, the handler is actually purposely called this time around! When loading a new subscreen, the game uses the target subscreen variable at RAM $D143 as an index into a jump table. If the high byte of the address read from the table is 0xFF—there is a dummy entry of 0xFFFF at index 0x1A, one past the last valid entry, for this purpose—the game will jump to the error handler.

Level Select

Sonic Triple Trouble Level Select.png

Hold Up and power on the Game Gear. In the opening cutscene, press Start the instant Knuckles picks up the third Chaos Emerald. If timed correctly, a ring chime will play, and the level select screen will appear after choosing a character.

Regional Differences

Title Screen

Sonic & Tails 2 Sonic Triple Trouble
STTJPTitle3.png STTTitle.png

The title screen is almost completely different between the Japanese and international versions.

The Japanese version also has an extra option, "3D Stage". It simply starts up the first 3D special stage (allowing a choice of either Sonic or Tails) and resets once it's completed.

STT3DStage.png

However, graphics for this menu option are still in Sonic Triple Trouble, and the option can be re-enabled with Game Genie codes 041-49E-E66 031-31E-E62.

STTJPTitle1.png STTJPTitle2.png
The title screen intro is different as well. In Sonic & Tails 2, Sonic and Tails run across the screen, then the game's logo comes up. In Sonic Triple Trouble, Knuckles jumps onto the title and laughs.