Прототип sonic 3

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This article pertains to the beta elements of Sonic the Hedgehog 3.

Contents

Red revolving Spheres

This is a spinning mass of Red Spheres, placeable via Debug Mode in the first half of Angel Island Act 1. The spheres look similar to those appearing in the Special Stage, 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 will lag. Player 2 can manipulate this object.

These Red Revolving Spheres were originally going to appear in an early version of the Special stages.

  • 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.

Unused objects

S3 Cannon 1A.jpg

S3 Spinning Structure 1C.jpg

S3 platform unused 1D.jpg

S3 Debug damage area 27.jpg

Sonic the Hedgehog 3 Flying Battery spring.jpg

  • 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 the Hedgehog 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 boss from Mushroom Hill Zone Act 1.

Unused sprites

An unused Robotnik object discovered by Nemesis via Debug Mode in Hydrocity Zone. It appears to be nothing more than Robotnik flying away towards the horizon. Its purpose is unknown, though it may have been intended for an early bad ending. This can be re-enabled using the PAR code: 05165A:04F2.

Sonic & Knuckles sprites

Sonic 3 unused gold spheres.jpg

Sonic & Knuckles music

Music from Sonic & Knuckles, which can still be played in the Sound Test.

Unused sounds

Unused entirely

Sonic & Knuckles sounds

Unused scroll credits

An unused, unfinished, scrolling credits routine can be found in the game's files and 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 the Hedgehog 3 logo screen. In the final game, the staff credits roll simply fades between static pages of text.

Sonic & Knuckles Zones

Even though the player can use codes or use Sonic 3C's savestates to access the unused zones, those will crash the game. All unused Zones outside of Flying Battery will say "Zone." Most (such as Sandopolis Zone and Death Egg Zone) will crash on the title card, while some (like Lava Reef Zone) will load the level and end up in a glitchy mess and crash. In the case of Flying Battery, while one can access it by way of PAR codes, it will be corrupted with IceCap Zone tiles appearing all over the place. However, the player will need to do this in a specific way because alone, these codes will crash the game when trying to access that level data. Using Sonic 3C's savestates to access the Lava Reef Boss Area or Hidden Palace Zone will have glitchy collision data, and Angel Island's sprites appear all over the place. Oddly enough, the Special Stage music plays here.

Flying Battery Icon in Sonic the Hedgehog 3 & Knuckles

Sonic3-pc-collection-levelicon

Flying Battery level icon in Sonic 3 PC Collection through hacking

November 3rd, 1993 Prototype

In this pre-release prototype version of Sonic the Hedgehog 3, a lot of progress had already been made, but a huge amount of content was initially changed before the final release. The SEGA intro is reused from Sonic the Hedgehog 2 (though somewhat glitched in appearance), the title logo is altered, and Sonic and Tails use their Sonic the Hedgehog 2 sprites. The Sound Test Menu is identical to the one used in the final version of Sonic the Hedgehog 3 alone.

Zones

Most, if not all Zones contain an altered layout, mainly for Sonic and Tails' route.

Angel Island Zone

A huge waterfall with lots of falling logs are a recurring gimmick for both Acts. This was eventually removed and simplified in the final release.

Act 1

Sonic starts on a surfboard, surfing onto the island. Upon running further, he encounters Knuckles, standing and blocking the hedgehog. After taunting Sonic, Knuckles quickly runs away to the right, allowing the player control over Sonic. The final intro still exists in this beta but the game soft locks when Knuckles punches the player. The mini-boss during the burning of the island takes longer to leave.

Act 2
Hydrocity Zone
Act 1

Has a much different background, containing leaves coming out from the walls (similar to Marble Garden, which is the next Zone after this one).

Act 2
Marble Garden
Act 1

The slope Sonic starts off will have a different layout near the end. The Spinning Tops hover in midair when jumped off of.

Act 2
Carnival Night Zone

The white spinning cylinder of lights create a different sound effect.

Act 1

Knuckles' area before the boss contains two rising platforms instead of one, as well as two spike pits below them. The Self D-Struct Machine's background area is not moving, but still hovers over a bottomless pit. The area is not fully connected to the walls, so the player will fall through the sides if not careful. The boss itself has a slightly different behavior than in the final version. When hit by Sonic, the core opens for a set amount of time and no longer closes after being hit with its spinning top (allowing for consecutive hits).

Act 2

A few Barrels are either alternately placed or not present. The water remains at its low point throughout the entire Act, meaning Knuckles does not appear to raise the water and darken the Act. Also, the Switch to relight the Act is not present. Knuckles also does not appear to affect the tunnels near the end, and of course, his teleporter is inactive.

Flying Battery Zone

This Zone is quite intact, albeit heavily unfinished. The background is slightly altered when compared to the final release (the prototype background more closely represents the unused icon found in later builds). There are no objects to be found at all, save for the end of the Acts and Debug Mode which, aside from the usual objects found in other Zones/Stages, only contains Blasters and the three Technosqueeks (the wall moving one looks a bit glitched when placed).

Act 1

One of the backgrounds contains a few containers with the words "EGG" on the side. Gapsule is fully loaded and defeatable.

Act 2

There is no laser boss fight, so Sonic may end up running straight into the Hang Mobile (who is already loaded upon entering the area and fully defeatable as well). The rising floor section does not appear to be implemented yet, though the closing wall for it is still present. The end Capsule is present as well, but the exit door afterwards appears to be blocked and unavailable.

IceCap Zone
Act 1

There is no snowboard yet, but the area for it appears functional (meaning Rings are placed and the avalanche at the end will still appear). Knuckles' areas differ. The first one does not have any objects loaded at all (save for the blocking column of ice at the entrance). The second one interestingly has a stack of four ice blocks instead of a one-way column of ice seen in the final builds.

Act 2

It is possible to break out of the ice without assistance. On one of the lower bridges in the underground path beneath said bridge lies two ice blocks with two upside-down Snowblowers firing upward through the Bridge. Doctor Robotnik's Freeze-O-Matic seems to fire a bit slower than in the final.

Launch Base Zone
Act 1

The elevators are a bit wide, meaning to activate them Sonic will need to position himself in the center. The boss room for Sonic and Tails' route contains two unique transport tunnels that when entered, will transport them directly above one of the yellow boxes that contain the mini-boss (left tunnel for left box, and right tunnel for right). Why this was removed remains unclear. The scripts for the mini-boss to appear do not seem to function normally, making the mini-boss somewhat impossible to encounter. If Robotnik was 'destroyed' (by using Tails) in the room where Knuckles destroys the building, the Mini-Boss box may appear outside the building and trigger the activation of said mini-boss. Overall behaves the same as in the final, albeit slower vertical speed and does not rise when hit. Defeating the mini-boss clears the stage but warps the player halfway across Act 2, likely due to glitched stage transitioning.

Act 2

A slope-tunnel is present at the bottom of the starting area. Horizontally retractable spikes are placed before the first drop containing three flamethrowers, making this section much harder than in the final. There are no spikes present in the following tunnel containing the switch for the next drop. Ball Shooter requires only one hit to defeat, and past this, Knuckles stand on a circular, vertical bridge, instead of a vertical beam in the final. Sonic appears stuck when riding the Egg Mobile.

Other Stages

Mushroom Valley and Sandopolis are inaccessible, but the data for their respective mid-boss fights remain. Some data for the rest of the inaccessable Zones still exists within this build.

While Lava Reef Zone is normally inaccessable and very glitchy, restoring the color palettes and graphics can make it become somewhat playable. Interestingly, the crashed Death Egg in the background is upside-down, instead of face-downward seen in the final.

The multiplayer Stages are all playable. Interestingly, some of the item icons are different (such as Speed Up/Down).

The three Bonus Stages are only partially completed. They are all accessible, but none of them function properly yet.

The Special Stages do not exist yet, though the music for it does. Accessing either of them will load up some test screen with the manipulative red spheres from the Debug Menu of Angel Island Zone (they can still be controlled within these screens).

Music

It appears the stages were already planned out from the start of development, as the Sound Test reveals that all stages seen within the final version have their tracks already created within the prototype (including a few extra tracks, such as the credits and multiplayer menu). Some tracks, however, have received minor to major development changes over time as development continued.

Alternate soundtracks

Before Michael Jackson and Carnival Night Zone, IceCap Zone and Launch Base Zone, these Zones originally had different music, as heard upon entering said respective Zone(s) or played from within the Sound Test. Those music tracks were eventually used in MIDI form in the Sonic & Knuckles Collection for PC (as well as the Knuckles encounter theme also heard within the prototype). The mini-boss music heard from Sonic the Hedgehog 3 & Knuckles is used in this prototype.

Содержание

Билд от 3 ноября 1993 года

StH3 Title Screen (beta).jpg

Единственный пока что известный более-менее ранний прототип игры, найденный 13 ноября 2019 года. Представляет из себя позднюю, однако крайне плохо отлаженную бету с довольно неожиданными особенностями. Основные отличия:

Билд от 20 ноября 1993 года/Прототип EPROM

Два практически идентичных друг другу прототипа, которые повторяют код финальной версии за исключением отсутствия батареи в обоих картриджах, из-за чего на них нельзя правильно сохранить партию. Прототип EPROM также совместим с картриджем Sonic & Knuckles. Скорее всего, это просто тестовые картриджи, не представляющие особого интереса.

Sonic the Hedgehog Limited Edition

Прототип 0408


Меню выбора уровня в версии 0408

Ранняя сборка, разработка которой велась параллельно с подготовкой к изданию Sonic & Knuckles. По сравнению с более поздней версией, имеет очень большое количество багов.

    доступен без использования каких-либо кодов и находится в подпункте меню «Sound Test»
  • Все уровни игры доступны для Наклза, также для него сделан отдельный слот сохранения.
  • Присутствуют местами значительные графические баги со спрайтами персонажей, особенно в уровнях из Sonic & Knuckles.
  • На уровнях из Sonic & Knuckles отсутствуют Гигантские кольца.
  • Почти все уровни за Наклза из обоих игр находятся на ранней стадии разработки и изобилуют ошибками, графическими глитчами и багами.
  • Lava Reef Zone (на самом деле, босс второго акта упомянутой зоны а также отдельная Hidden Palace Zone)
  • 2-ой акт Sky Sanctuary Zone
  • Все специальные и бонусные стадии

Прототип 0517


Режим отладки в версии 0517

Вторая и последняя известная сборка, выпущенная на поздней стадии разработки Limited Edition.

Sonic3Proto MD TitleScreen.jpg

The Sonic the Hedgehog 3 1993-11-03 prototype is a prototype build of Sonic the Hedgehog 3 for the Sega Mega Drive. The EPROMs it was contained on claim it to be dated November 3, 1993, though its header suggests it might have been built in October 1993.

This build of the game reflects a time during development when the developers were beginning to split the game into two. As such, some of the content in this prototype would be eventually cut from Sonic the Hedgehog 3, but would resurface in Sonic & Knuckles. Programming for objects, stages, and more that would be completely removed from the released Sonic 3 ROM are still present in this build.

Two major differences of this prototype are that Sonic and Tails still use their sprites from Sonic the Hedgehog 2, and a number of songs are early compositions that would later be repurposed for Sonic & Knuckles Collection. All six Zones that would be in the final Sonic 3 are playable with numerous differences and bugs, with two zones later repurposed for Sonic & Knuckles also present in unfinished forms.

Contents

History

Sonic3 title.jpg

Sonic the Hedgehog 3C Prototype 0408 is a prototype for the canceled Sonic the Hedgehog 3 and Sonic & Knuckles compilation called Sonic the Hedgehog 3 Limited Edition for the Sega Mega Drive. It claims to have been built on April 8th, 1994 at 17:29.

This prototype was released by drx during the February 23rd, 2008 proto release. A later in development beta with a compilation number of 0517 was also found. When this beta was obtained by drx the file was labeled "3C" indicating this was an unreleased version of Sonic the Hedgehog 3. Due to the late development date (dating after Sonic 3's release), it's obvious this isn't Sonic 3 before it was split into 2 games.

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