Sonic 3 Remastered Prototype Downloadable Content

  пятница 17 апреля
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To access a level select and debug mode, press Up, Up, Down, Down, Up, Up, Up, Up after the SEGA logo screen fades to black and Sonic begins to move, but before the title screen appears (about 4.31 seconds after boot). You only have about 1.3 seconds to enter it, and due to this screen, it may not always work; you'll hear the ring collection sound if you did it right. Unused ZoneZone 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 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.

Sonic 3C 0408 is a prototype for a canceled Sonic 3 and Sonic & Knuckles compilation that would have been called Sonic the Hedgehog 3: Limited Edition.When this prototype was obtained by drx, the file was labeled '3C', indicating this was an unreleased version of Sonic 3.Due to the late development date, it's obvious this isn't Sonic 3 before it was split into two games.

The 6th zone listing simply points to the Gumball Machine bonus stage, however.Sonic 2 Menu Leftovers. Eighth Special StageThere 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.would reuse this layout for a Bonus Stage, replacing some of the blue spheres with rings to allow a Perfect Bonus. Water Levels in Launch Base Zone Act 1There 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. A spinning mass of red spheres, which can be placed in the first half of Angel Island Act 1 via debug mode. The spheres resemble those that appear in the game's special stages, but the object itself seems to have no apparent gameplay purpose.

When it is placed, many palette and VRAM complications occur in the level, and the game slows down considerably. The object can be manipulated with the second controller. Up - Rotates the object vertically. Right - Rotates the object horizontally. Down/ Left - Moves the object up or down. A/ C - Changes the object's size.

B - Rotates the object sideways. Start - Toggles automatic rotation.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 ButtonA 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 BlockA 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 WallA 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 SpikesA 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 ObjectAn unknown object that appears to spawn slope collision when placed.

Shield ObjectCode 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. To do:.

Add the other objects that were Identified in the November 3rd PrototypeObjects 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 DataIn 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. A black & white version of Sonic's death sprite, similar to the one seen in the games. It's still not used.This would be used for Flying Battery Zone's monkey bars in Sonic & Knuckles. Sonic's 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. 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.

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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. 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. 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). 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-gameIntendedSuper 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 EarlyFinalIn 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.Hidden Placeholder TilesVarious numbers and letters are loaded in and replaced with animated stage tiles.

Remastered

Curiously, they differ between zones, and some are written in Japanese characters.Angel Island ZoneHydrocity ZoneMarble Garden ZoneCarnival Night ZoneLaunch Base ZoneOut of Bounds BackgroundsThe background of Azure Lake Zone has a flower garden that can't be seen because the level gets in the way.EarlyFinalChrome Gadget Zone has a large portion of its background hidden by the stage and palette.Unused Level ChunksSeveral 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 ZoneAct 1:. 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 PaletteUnused PaletteGlowing 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 and the Sonic 3 November 3rd prototype. Launch Base Zone Sonic the Hedgehog 3Sonic 3 & KnucklesKnuckles'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 3Sonic 3 & KnucklesThis 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 3Sonic 3 & KnucklesA simple monitor subtype change from a harmful Eggman to a helpful Invincibility. Oddities Misplaced ObjectsThere 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. 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 screenshotIn-GameApplying 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' ThemeKnuckles' 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.

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