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Super sonic sprites sonic 3
Super sonic sprites sonic 3





super sonic sprites sonic 3

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. 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.

super sonic sprites sonic 3

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. Still, there are some leftovers in Sonic the Hedgehog 3 – a data select icon, its music, and even its bosses.Įven though the player can use codes or use Sonic 3C's savestates to access the unused zones, those will crash the game. Most of the data that once belonged to these levels either is not present in the game anymore or is not currently accessible. As mentioned earlier, Flying Battery would have been played between Carnival Night Zone and IceCap Zone, but when the game was split into two that Zone was moved into Sonic & Knuckles to give it more levels. Sonic 3 - Accessing Sonic & Knuckles' ZonesĪ few remnants of all the Sonic & Knuckles zones are still left in the game. In the final game, the staff credits roll simply fades between static pages of text.

super sonic sprites sonic 3

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. The sound of the wind trap Knuckles activates in Mushroom Hill Zone.Īn 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. This object was an early version of Hey Ho boss from Mushroom Hill Zone Act 1.

  • Object 84 is another unused and removed object according to the November 3rd Prototype.
  • 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.
  • 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 8F-98 delete themselves when loaded, which is rather unusual.
  • The game has remains of some leftover sprite mapping data for Sonic & Knuckles objects, largely consisting of badniks that would have appeared of the zones in that game. It is worth noting that the shield sound from Sonic 2 remains unused in the sound test. It is unknown whether or not this is simply a leftover, or if it was originally planned for the game. The original shield from Sonic the Hedgehog and Sonic the Hedgehog 2. The object seems to be a fairly old leftover as it is still using the old object format of that game as the graphics seem to have been completely removed.

    Super sonic sprites sonic 3 code#

    There is leftover code from the large Sonic on the Sega screen in Sonic the Hedgehog 2. Since Sonic 3 doesn't have any sections using this object, it goes unused until Flying Battery Zone of Sonic & Knuckles.īig Sonic on Sega Screen (Sonic the Hedgehog 2)

  • Down / Left - moves the object up or down.
  • Right - rotates the object horizontally.
  • These Red Revolving Spheres were originally going to appear in an early version of the Special stages. When it is placed, many palette and VRAM complications occur in the level, and the game will lag. The spheres look similar to those appearing in the Special Stage, but the object itself seems to have no apparent gameplay purpose. This is a spinning mass of Red Spheres, placeable via Debug Mode in the first half of Angel Island Zone Act 1.







    Super sonic sprites sonic 3