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Sonic Retro - User contributions [en]
2024-03-28T09:32:42Z
User contributions
MediaWiki 1.30.2
https://info.sonicretro.org/index.php?title=SegaSonic_the_Hedgehog_(revision_A)/Comparisons&diff=350346
SegaSonic the Hedgehog (revision A)/Comparisons
2023-01-03T11:26:37Z
<p>Dank: </p>
<hr />
<div>{{ back }}<br />
<br />
==General comparisons== <br />
{{Comparison<br />
| image1=SSABetaTitle.png<br />
| image2=SegaSonic title.png<br />
| game1=Revision A<br />
| game2=Final game<br />
| desc=The title screen lacks a background and Sonic is the only character shown. [[Ray]] and [[Mighty]] are not pictured.<br />
}}<br />
{{Comparison<br />
| image1=Notavailable.svg<br />
| image2=Notavailable.svg<br />
| game1=Revision A<br />
| game2=Final game<br />
| desc=It is only possible to get to as far as Desert Dodge Zone, but upon reaching the end it is not possible to continue past that point.<br />
}}<br />
{{Comparison<br />
| image1=sonicp_to_be_continued.png<br />
| image2=Notavailable.svg<br />
| game1=Revision A<br />
| game2=Final game<br />
| desc=When completing Desert Dodge Zone a "To be continued" screen appears and the game will end.<br />
}}<br />
{{Comparison<br />
| image1=Notavailable.svg<br />
| image2=Notavailable.svg<br />
| game1=Revision A<br />
| game2=Final game<br />
| desc=There is no character select screen, and each player is automatically assigned a character, i.e. player one can only play as Sonic, player two can only play as Ray, and player three can only play as Mighty.<br />
}}<br />
<br />
==Level Comparisons==<br />
{{Comparison<br />
| image1=Notavailable.svg<br />
| image2=Notavailable.svg<br />
| game1=Revision A<br />
| game2=Final game<br />
| desc=Some levels are not available, and their names and order they are played in are different from the final version.<br />
*[[Volcanic Vault]] (No name)<br />
*[[Icy Isle]] (Named Ice World and is the 4th level, it's 2nd level in the final)<br />
*[[Desert Dodge]] (Named Desert Zone and is the 5th level, it's 3rd in final)<br />
*[[Trap Tower]] (Same name as final and is the 2nd level, it's 4th in final)<br />
*[[Landslide Limbo]] (Named Landslide Zone and is the 3rd level, it's 5th level in the final)<br />
*[[Wild Water Way]] (Not in this release)<br />
*[[Eggman's Tower]] (Not in this release)<br />
}}<br />
<br />
==References==<br />
<references/><br />
<br />
{{SegaSonicRevisionAOmni}}</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Spinball_(8-bit)&diff=334599
Sonic Spinball (8-bit)
2022-05-12T07:30:15Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic Spinball GG title.png<br />
| bobscreen2=SonicSpinball SMS title.png<br />
| tab1=Game Gear<br />
| tab2=Master System<br />
| title=Sonic Spinball<br />
| developer=[[Sega Interactive]]<br />
| publisher=[[Sega]]<br />
{{company|[[Majesco Sales]]|region=US; re-release|system=GG}}<br />
| system=[[Sega Master System]], [[Sega Game Gear]]<br />
| players=1<br />
| genre=Action{{fileref|SonicSpinball GG EU Box Back.jpg}}{{fileref|Spinballms-box-eu.jpg}}<br />
| releases={{releasesGG<br />
| gg_date_us=1994-09<br />
| gg_rating_us=ga<br />
| gg_date_us_m=199x<br />
| gg_code_us_m=1200<br />
| gg_rating_us_m=e<br />
| gg_date_eu=1994-09{{magref|mms|24|90}}<br />
| gg_code_eu=2526<br />
| gg_date_uk=1994-09{{magref|mms|24|90}}<br />
| gg_code_uk=2526<br />
| gg_rrp_uk=29.99{{magref|mms|24|90}}{{magref|segapower|58|64}}<br />
| gg_date_br=199x<br />
| gg_code_br=077060<br />
| gg_rating_br=ti<br />
| gg_date_pt=1994<br />
| gg_code_pt=GGJ2526<br />
}}<br />
{{releasesSMS<br />
| sms_date_eu=1995-01-25<br />
| sms_code_eu=9034<br />
| sms_date_au=1995<br />
| sms_code_au=FSON05SEC<br />
| sms_date_br=1995-01-25<br />
| sms_code_br=028480<br />
| sms_rating_br=ti<br />
| sms_date_pt=1995<br />
| sms_code_pt=MSJ9034<br />
| sms_rrp_pt=4,990<br />
| sms_rating_pt=ti<br />
}}<br />
}}<br />
'''''Sonic Spinball''''' also known as '''''Sonic the Hedgehog Spinball''''' is a 8-bit port of the [[Sega Mega Drive]] game ''[[Sonic the Hedgehog Spinball]]'', for the [[Sega Game Gear]] and [[Sega Master System]].<br />
<br />
==Gameplay==<br />
The objective of this pinball game remains the same as the 16-bit game as obstacles still need to be cleared, [[Chaos Emeralds]] must be collected, and bosses must be defeated. Enemies are the same and the theme of the levels are also the same. <br />
<br />
Although the levels carry the same theme as the 16-bit game, the layout of the levels and the graphics are different. Due to the different level layout there are several more opportunities to travel on foot. The speed is also slower and can make the game feel a bit floaty. The bonus stages are also different as they have the same objective level to level, and do not change to a first person perspective. There are also hidden rooms which contain cheat code bearing monitors, which when broken, will display a cheat code. The ''[[Adventures of Sonic the Hedgehog]]'' and ''[[SatAM]]'' character cameos are also dropped from the [[Bonus Stage (Sonic Spinball 8-bit)|Bonus Stage]], although curiously, the ''AoStH'' model for Robotnik is used on the box art, while the Doctor's usual games look was used on the 16-bit packaging.<br />
<br />
It is also possible to win a free ball after getting a Game Over. This is done by stopping the on screen spinning roulette wheel that appears and matching these four numbers with the last four numbers in the current score. If the four numbers are matched up successfully a free ball will be rewarded.<br />
<br />
==Manuals==<br />
{{main|Sonic Spinball (8-bit)/Manuals}}<br />
<br />
==Versions==<br />
===Also released on===<br />
* ''[[Sonic 2 in 1]]'' for the [[Game Gear]] (1995)<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[Nintendo GameCube]] and [[PC]] (2003-2004) - GG version<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[Playstation 2]] (2005) - GG version<br />
* ''[[Sonic the Hedgehog Chaos & Spinball]]'' for the [[Techno Source]] Plug and play console (2005)<br />
* ''[[Sonic PC Collection]]'' for the [[PC]] (2009) - GG version<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
<br />
==Production credits==<br />
===Game Gear version===<br />
{{multicol|<br />
{{creditstable|<br />
{{creditsheader|Sega Interactive}}<br />
* '''Developed by:''' [[sega:Sega Interactive|Sega Interactive Development Division]]<br />
{{creditsheader|Programming & Art}}<br />
* '''Lead Programmer:''' [[sega:Hideki A. Ikeda|Hideki Ikeda]]<br />
* '''Lead Artist:''' [[sega:Michael Chung|Michael Chung]]<br />
* '''Producer:''' [[sega:Jason Lewis|Jason Lewis]]<br />
* '''Programmers:''' [[sega:Terry Kirch|Terry Kirch]], [[sega:Frank E. Lucero|Frank E. Lucero]], [[sega:Hooell Monleon|Hooell Monleon]], [[sega:Roy Pitchford|Roy Pitchford]], Alan Shapiro<br />
* '''Artists:''' [[sega:Sandra B. Christensen|Sandy Christensen]], [[sega:Larry Flores|Larry Flores]], [[sega:Kevin Lee|Kevin Lee]], [[sega:Michael Tamura|Michael Tamura]]<br />
* '''Technical Director:''' [[sega:Michael Terlecki|Michael Terlecki]]<br />
* '''Art Director:''' [[sega:Maureen Kringen|Maureen Kringen]]<br />
{{creditsheader|Sound & Consultation}}<br />
* '''Musical Composition/Sound Effects:''' [[sega:Paul Gadbois|Paul Gadbois]] (Music Director), [[sega:David Delia|Dave Delia]], [[Howard Drossin]], Brad Scott Gish<br />
* '''Graphics Utilities:''' [[sega:Claude Foucault|Claude Foucault]], [[sega:Alex Suzdaltsev|Alex Suzdaltsev]]<br />
* '''Multimedia Support:''' [[sega:Steven Lashower|Steve Lashower]], [[sega:Fred Weimer|Fred Weimer]]<br />
* '''Title Page:''' [[Sega Technical Institute]]<br />
* '''Gameplay Consultation:''' [[sega:Jack Loh|Jack Loh]]<br />
* '''Physics Consultation:''' Dr. Scott Gould<br />
* '''Special Thanks to:''' [[sega:Steven Apour|Steve Apour]], [[sega:John P. Dugan|John Duggan]], [[sega:James T. Tomasko|Jim Tomasko]], [[sega:Chris Warner|Chris Warner]], Everyone at [[Sega Technical Institute]], Western Arcade, Ric "Big Dog" Curtis, [[sega:Bob Morrison|Bob Morrison]], [[sega:Kevin Lee|Kevin Lee]], [[sega:John Kuwaye|John Kuwaye]], [[sega:John C. Brandstetter|John Brandstetter]], Brianna L. Lucero, Dr. Michael E. Klein, and... [[Miles "Tails" Prower|Tails]]<br />
{{creditsheader|Sega of America}}<br />
* '''Product Manager:''' [[sega:Chrissie Huneke-Kremer|Chrissie Huneke]]<br />
* '''GameGear Marketing:''' [[sega:Robert W. Lindsey|Robert Lindsey]]<br />
{{creditsheader|QA}}<br />
* '''Lead Tester:''' [[sega:Marc Dawson|Marc Dawson]]<br />
* '''Assistant Lead Tester:''' [[sega:Stan Weaver|Stan Weaver]], [[sega:Gregg Vogt|Greg Vogt]]<br />
* '''Testers:''' [[sega:Crisi Albertson|Crisi Albertson]], [[sega:Jennifer Brozek|Jennifer Brozek]], [[sega:Joe Cain|Joe Cain]], [[sega:Ivan Foong|Ivan Foong]], [[sega:Lawrence Gibson|Lawrence Gibson]], [[sega:Rick Greer|Rick Greer]], [[sega:Randall Hauser|Randall Hauser]], [[sega:Richie Hideshima|Richie Hideshima]], [[sega:Darin Johnston|Darin Johnston]], [[sega:Jeffrey L. Loney|Jeff Loney]], [[sega:Ryan McLaughlin|Ryan McLaughlin]], [[sega:Joanna Pataki|Joanna Pataki]], [[sega:David Parkinson|Dave Perkinson]], [[sega:Loran Pudinski|Loran Pudinski]], [[sega:Sam Saliba|Sam Saliba]], [[sega:Kevin Seiter|Kevin Seiter]], [[sega:Timothy Spengler|Tim Spengler]], [[sega:Mark Subotnick|Mark Subotnik]], [[sega:Maria Tuzzo|Maria Tuzzo]], [[sega:Matt Underwood|Matt Underwood]], [[sega:Fernando Valderrama|Fernando Valderrama]], [[sega:Alex Villagran|Alex Villagran]], [[sega:Greg Watkins|Gregg Watkins]], [[sega:David Wood|David Wood]], [[sega:Bill Person|Bill Person]], [[sega:Greg Becksted|Greg Becksted]], Brian Harp, [[sega:Andrew Podesta|Andrew Podesta]]<br />
|source=In-game credits<br />
}}<br />
}}<br />
<br />
===Master System version===<br />
{{multicol|<br />
{{creditstable|<br />
{{creditsheader|Sega Interactive}}<br />
* '''Developed by:''' [[sega:Sega Interactive|Sega Interactive Development Division]]<br />
{{creditsheader|Programming & Art}}<br />
* '''Lead Programmer:''' [[sega:Hideki A. Ikeda|Hideki Ikeda]]<br />
* '''Lead Artist:''' [[sega:Michael Chung|Michael Chung]]<br />
* '''Producer MS:''' [[sega:John C. Brandstetter|John Brandstetter]]<br />
* '''Producer GG:''' [[sega:Jason Lewis|Jason Lewis]]<br />
* '''Programmers:''' [[sega:Terry Kirch|Terry Kirch]], [[sega:Frank E. Lucero|Frank E. Lucero]], [[sega:Hooell Monleon|Hooell Monleon]], [[sega:Roy Pitchford|Roy Pitchford]], Alan Shapiro<br />
* '''Artists:''' [[sega:Sandra B. Christensen|Sandy Christensen]], [[sega:Larry Flores|Larry Flores]], [[sega:Kevin Lee|Kevin Lee]], [[sega:Michael Tamura|Michael Tamura]]<br />
* '''Technical Director:''' [[sega:Michael Terlecki|Michael Terlecki]]<br />
* '''Art Director:''' [[sega:Maureen Kringen|Maureen Kringen]]<br />
{{creditsheader|Sound}}<br />
* '''Musical Composition/Sound Effects:''' [[sega:Paul Gadbois|Paul Gadbois]] (Music Director), [[sega:David Delia|Dave Delia]], [[Howard Drossin]], Brad Scott Gish<br />
{{creditsheader|Support & Special Thanks}}<br />
* '''Graphics Utilities:''' [[sega:Claude Foucault|Claude Foucault]], [[sega:Alex Suzdaltsev|Alex Suzdaltsev]]<br />
* '''Multimedia Support:''' [[sega:Fred Weimer|Fred Weimer]], [[sega:Steven Lashower|Steve Lashower]]<br />
* '''Gameplay Consultation:''' [[sega:Jack Loh|Jack Loh]]<br />
* '''Physics Consultation:''' Dr. Scott Gould<br />
* '''Special Thanks to:''' [[sega:Steven Apour|Steve Apour]], [[sega:John P. Dugan|John Duggan]], [[sega:James T. Tomasko|Jim Tomasko]], [[sega:Chris Warner|Chris Warner]], Everyone at [[Sega Technical Institute]], Western Arcade, Ric "Big Dog" Curtis, [[sega:Bob Morrison|Bob Morrison]], [[sega:Kevin Lee|Kevin Lee]], [[sega:John Kuwaye|John Kuwaye]], [[sega:John C. Brandstetter|James Brandstetter]], Brianna L. Lucero, Dr. Michael E. Klein, and... [[Miles "Tails" Prower|Tails]]<br />
{{creditsheader|Sega of America}}<br />
* '''Product Manager:''' [[sega:Chrissie Huneke-Kremer|Chrissie Huneke]]<br />
* '''GameGear Marketing:''' [[sega:Robert W. Lindsey|Robert Lindsey]]<br />
{{creditsheader|QA}}<br />
* '''Manager of Test:''' [[sega:Stephen Patterson|Steve Patterson]]<br />
* '''Lead Tester:''' [[sega:Marc Dawson|Marc Dawson]]<br />
* '''Assistant Lead Tester:''' [[sega:Stan Weaver|Stan Weaver]], [[sega:Gregg Vogt|Greg Vogt]]<br />
* '''Testers GG:''' [[sega:Crisi Albertson|Crisi Albertson]], [[sega:Jennifer Brozek|Jennifer Brozek]], [[sega:Joe Cain|Joe Cain]], [[sega:Ivan Foong|Ivan Foong]], [[sega:Lawrence Gibson|Lawrence Gibson]], [[sega:Rick Greer|Rick Greer]], [[sega:Randall Hauser|Randall Hauser]], [[sega:Richie Hideshima|Richie Hideshima]], [[sega:Darin Johnston|Darin Johnston]], [[sega:Jeffrey L. Loney|Jeff Loney]], [[sega:Ryan McLaughlin|Ryan McLaughlin]], [[sega:Joanna Pataki|Joanna Pataki]], [[sega:David Parkinson|Dave Perkinson]], [[sega:Loran Pudinski|Loran Pudinski]], [[sega:Sam Saliba|Sam Saliba]], [[sega:Kevin Seiter|Kevin Seiter]], [[sega:Timothy Spengler|Tim Spengler]], [[sega:Mark Subotnick|Mark Subotnik]], [[sega:Maria Tuzzo|Maria Tuzzo]], [[sega:Matt Underwood|Matt Underwood]], [[sega:Fernando Valderrama|Fernando Valderrama]], [[sega:Alex Villagran|Alex Villagran]], [[sega:Greg Watkins|Gregg Watkins]], [[sega:David Wood|David Wood]], [[sega:Bill Person|Bill Person]], [[sega:Greg Becksted|Greg Becksted]], Brian Harp, [[sega:Andrew Podesta|Andrew Podesta]]<br />
|source=In-game credits<br />
}}<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
Sonic_Spinball_GG_box_artwork.png<br />
</gallery><br />
<br />
==Physical scans==<br />
===Game Gear version===<br />
{{ratings|GG}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Spinballgg-box-us.jpg<br />
| back=SonicSpinball GG US back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=SonicSpinball GG US cart.jpg<br />
| manual=SonicSpinball GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US ([[sega:Majesco|Majesco]] rerelease)<br />
| front=SonicSpinball GG US majesco box.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Spinball gg us majesco cart.jpg<br />
| manual=SonicSpinball GG US majesco manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Spinballgg-box-eu.jpg<br />
| back=SonicSpinball GG EU Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Spinball gg eu cart.jpg<br />
| manual=SonicSpinball GG EU manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=BR<br />
| cover=SonicSpinball GG BR Box.jpg<br />
| cart=SonicSpinball GG BR Cart.jpg<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=ZA<br />
| front=GG SonicSpinball ZA.jpg<br />
}}<br />
<br />
===Master System version===<br />
{{ratings|SMS}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| cover=Spinballms-box-eu.jpg<br />
| cart=SonicSpinball SMS EU cart.jpg<br />
| cartback=SonicSpinball SMS EU cartback.jpg<br />
| manual=SonicSpinball SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=PT<br />
| cover=Spinballms-box-pt.jpg<br />
| cart=SonicSpinball SMS PT cart.jpg<br />
| cartback=SonicSpinball SMS PT cartback.jpg<br />
| manual=SonicSpinball SMS PT manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| cover=Spinballms-box-aus.jpg<br />
| cart=Spinball ms au cart.jpg<br />
| cartback=Sonic Spinball (Silver) SMS AU Cart Back.jpg<br />
| carttop=Sonic Spinball (Silver) SMS AU Cart Top.jpg<br />
| manual=Sonic Spinball SMS AU Manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU (Classics)<br />
| cover=SonicSpinball SMS AU classics cover.jpg<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| cover=Spinballms-box-br.jpg<br />
| cart=Spinball ms br cart.jpg<br />
| manual=SonicSpinball SMS BR manual.pdf<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
{{romtable|<br />
{{rom|GG|sha1=df21d42b55b1b4a25704957fe323728b775eb84d|md5=8e3b44fda375ad9748b678e9c6b45502|crc32=a9210434|size=512KB|date=1994-05-30|source=Cartridge (US/EU)|comments=|quality=good|prototype=|pirate=}}<br />
{{rom|GG|sha1=1b6f1469d0e707aab3eba3c6748f350a30eb530f|md5=697986b161416f0a825c36e9b9cae1b8|crc32=3283580d|size=512KB|date=1994-03-07|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_7,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0307)|"0307" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0307_-_Mar_07,_1994,_05.24).rar}}<br />
{{rom|GG|sha1=81dc53c9103fab356014e7e45082fc562cdd59ec|md5=d434bc645921890ad458e7cf01813395|crc32=1a736612|size=512KB|date=1994-03-10|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_10,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 031094)|"031094" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_031094_-_Mar_10,_1994,_17.41).rar}}<br />
{{rom|GG|sha1=cec96b3372a4ecb39ac7bd51829d4f641ff8d198|md5=97f87f9fbd32f90377c07a4f4dac51f7|crc32=1aed8f62|size=512KB|date=1994-03-11|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_11,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 031194)|"031194" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_031194_-_Mar_11,_1994,_12.09).rar}}<br />
{{rom|GG|sha1=6b08dd5e60e957739cd7c8dea5f9fcb2bf82009c|md5=ab5d01525d4cfae5bf59f5b11a6340f8|crc32=46657b4e|size=512KB|date=1994-03-21|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_21,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 032194)|"032194" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_032194_-_Mar_21,_1994,_07.12).rar}}<br />
{{rom|GG|sha1=41260c00f83592c6c21800750bd25359f8cce911|md5=3e6179c47a1fd6e62fbb49745f3cad7e|crc32=1233c3e3|size=512KB|date=1994-03-28|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_28,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0328)|"0328" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0328_-_Mar_28,_1994,_06.54).rar}}<br />
{{rom|GG|sha1=f3a3b701f7700459b0a4175e6b8c24ab68518f40|md5=385114c0df7e23898b83f038ad51f77c|crc32=aa7aedb0|size=512KB|date=1994-03-29|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_29,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0329)|"0329" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0329_-_Mar_29,_1994,_07.35).rar}}<br />
{{rom|GG|sha1=a066324f8d781ea218ea61689eea6d6254bf9aab|md5=88fa2ede48d9f04ec84f4ebda1735067|crc32=2ca34ab2|size=512KB|date=1994-03-30|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Mar_30,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0330)|"0330" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0330_-_Mar_30,_1994,_06.54).rar}}<br />
{{rom|GG|sha1=35ed35fda5fc8d5f1ac1068157c176bb216769e4|md5=0e0235b01732d3e16ecbcf9a128a7707|crc32=09b913d5|size=512KB|date=1994-04-05|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_5,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0405)|"0405" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0405_-_Apr_05,_1994,_18.07).rar}}<br />
{{rom|GG|sha1=3fd285036f794574b7310ca093a6d5d5bc244bc7|md5=cf90a8293d1ac1dc7a79d3c2ac7db48a|crc32=f8a432f6|size=512KB|date=1994-04-12|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_12,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0412)|"0412" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0412_-_Apr_12,_1994,_07.26).rar}}<br />
{{rom|GG|sha1=a4c3d6b3601d321003aad3b759487bddb4cd64b3|md5=128f3975903c44a150183579b880e7c1|crc32=1f1abf2c|size=512KB|date=1994-04-13|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_13,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0413)|"0413" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0413_-_Apr_13,_1994,_02.54).rar}}<br />
{{rom|GG|sha1=e59e3d9b0a8d9adb13a32cfdbe027ade81c8ded1|md5=11751e817eb8fdae3117d37b77848e23|crc32=e3b5cd1e|size=512KB|date=1994-04-15|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_15,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0415)|"0415" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0415_-_Apr_15,_1994,_17.33).rar}}<br />
{{rom|GG|sha1=f0abf46487acc6a2a93b3e7e93dbe9f651ccbd41|md5=82b1f2656e2fa356df07abd0f2ec950e|crc32=bbaecf7c|size=512KB|date=1994-04-21|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_21,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0421)|"0421" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0421_-_Apr_21,_1994,_05.30).rar}}<br />
{{rom|GG|sha1=2be84549aeecf580ef25290b7255270ede38b830|md5=351ed856988fc763309613c7b7b71f6a|crc32=07d32244|size=512KB|date=1994-04-27|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_27,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0427)|"0427" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0427_-_Apr_27,_1994,_04.51).rar}}<br />
{{rom|GG|sha1=35954b7e65e663fba3066046e971316d5e573158|md5=8f1db6cd04bb574a9175a4d177826025|crc32=30a7d062|size=512KB|date=1994-04-29|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_29,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0429)|"0429" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0429_-_Apr_29,_1994,_06.01).rar}}<br />
{{rom|GG|sha1=ab9ac3b4ebecd02c8f3b0d29b921a3d8bcf96458|md5=d7e2839b0a18c811c490c4d2450556ce|crc32=221c4ba4|size=512KB|date=1994-04-29|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(Apr_29,_1994_prototype_B)}}|comments=[[Sonic Spinball (Game Gear prototype 0430)|"0430" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0430_-_Apr_29,_1994,_21.48).rar}}<br />
{{rom|GG|sha1=7577eef2ac9823a539d6af1c2673d1702d29695f|md5=088d45240470ea834a37318cb187488a|crc32=e2fe976a|size=512KB|date=1994-05-03|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(May_3,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 503B)|"503B" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_503B_-_May_03,_1994,_19.27).rar}}<br />
{{rom|GG|sha1=975232a729179c1db5307c072593cdbf83e233d6|md5=f4713905bff582a7895d2ff3fb2cebcb|crc32=be76bf30|size=512KB|date=1994-05-05|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(May_5,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0505)|"0505" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0505_-_May_05,_1994,_04.47).rar}}<br />
{{rom|GG|sha1=36cd00138f78bf31ee6098d1f5b0b2e870ab5637|md5=0ef8f22d8d95427a5c22aca684e3cd46|crc32=a4833d27|size=512KB|date=1994-05-06|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(May_6,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0506)|"0506" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0506_-_May_06,_1994,_13.04).rar}}<br />
{{rom|GG|sha1=cf9afbc274afcd28931bb1298c53bfdf6e04a9b6|md5=ae8747357af5cbaf4743f1fed69eb93c|crc32=a035fd5c|size=512KB|date=1994-05-25|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(May_25,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0525)|"0525" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0525_-_May_25,_1994,_13.24).rar}}<br />
{{rom|GG|sha1=8c16865212ad284a0929869a95980bcdf3d9ba81|md5=06cc26db4ccc2418e0f204073e04d35b|crc32=6107819d|size=512KB|date=1994-05-30|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(May_30,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0530)|"0530" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0530_-_May_30,_1994,_23.25).rar}}<br />
{{rom|GG|sha1=df21d42b55b1b4a25704957fe323728b775eb84d|md5=8e3b44fda375ad9748b678e9c6b45502|crc32=a9210434|size=512KB|date=1994-05-31|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_Spinball_(May_31,_1994_prototype)}}|comments=[[Sonic Spinball (Game Gear prototype 0531)|"0531" prototype]]|quality=good|prototype=yes|file=Sonic_Spinball_(Prototype_0531_-_May_31,_1994,_12.09).rar}}<br />
{{rom|SMS|sha1=a6aa8038feb54e84759fcdfced2270afbbef9bfc|md5=21b4bcf6b259d4550912ad6f4aeaf550|crc32=11c1bc8a|size=512KB|date=1994-05-30|source=Cartridge (EU)|comments=|quality=good|prototype=|pirate=}}<br />
}}<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicSpinball8bitOmni}}<br />
{{SonicGGGames}}<br />
[[Category:Game Gear and Master System games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Labyrinth&diff=334597
Sonic Labyrinth
2022-05-12T03:03:25Z
<p>Dank: shouldn't a platformer have platforms in it?</p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic labyrinth title.png<br />
| publisher=[[Sega]]<br />
| developer={{company|[[Minato Giken]]|system=GG}}<br />
{{company|[[M2]]{{ref|https://www.mtwo.co.jp/development/retrogame-2/#tab-4}}|system=VC3DS}}<br />
| system=[[Sega Game Gear]], [[Virtual Console]]<br />
| players=1<br />
| genre=Action{{fileref|Labyrinth-box-eu-back.jpg}}{{ref|https://web.archive.org/web/20181207045745/https://sega.jp/history/hard/gamegear/software.html}}<br />
| releases={{releasesGG<br />
| gg_date_jp=1995-11-17{{ref|https://web.archive.org/web/20181207045745/https://sega.jp/history/hard/gamegear/software.html}}<br />
| gg_rrp_jp=3,800<br />
| gg_code_jp=G-3374<br />
| gg_rating_jp=all<br />
| gg_date_us=1995-11{{magref|egm|77|182}}<br />
| gg_code_us=2584<br />
| gg_rating_us=ka<br />
| gg_date_eu=1995-10{{magref|mms|37|88}}<br />
| gg_code_eu=2584-50<br />
| gg_rating_eu=3<br />
| gg_date_uk=1995-10{{magref|mms|37|88}}<br />
| gg_code_uk=2584-50<br />
| gg_rating_uk=3<br />
| gg_rrp_uk=29.99{{magref|mms|37|88}}<br />
}}<br />
{{releases3DS<br />
| vc3ds_date_jp=2012-05-16{{ref|http://web.archive.org/web/20121028115047/http://vc.sega.jp:80/3ds/labyrinth/}}<br />
| vc3ds_rrp_jp=286 (''300''){{ref|http://web.archive.org/web/20121028115047/http://vc.sega.jp:80/3ds/labyrinth/}}<br />
| vc3ds_rating_jp=a<br />
| vc3ds_date_us=2013-06-27{{ref|http://web.archive.org/web/20130630142655/http://www.nintendo.com:80/games/detail/eKX2obOabUS4BkI1h_IIeW8mmBdgVxCk}}<br />
| vc3ds_rrp_us=4.99{{ref|http://web.archive.org/web/20130630142655/http://www.nintendo.com:80/games/detail/eKX2obOabUS4BkI1h_IIeW8mmBdgVxCk}}<br />
| vc3ds_rating_us=e<br />
| vc3ds_date_eu=2012-05-10{{ref|https://archive.is/hZRh2|https://www.nintendo.fr/Jeux/Console-virtuelle-Nintendo-3DS-/Sonic-Labyrinth--275858.html}}<br />
| vc3ds_rrp_eu=5.00{{ref|http://web.archive.org/web/20170909224325/http://www.nintendolife.com:80/games/gamegear/sonic_labyrinth}}<br />
| vc3ds_rating_eu=3<br />
| vc3ds_date_uk=2012-05-10{{ref|https://archive.is/ObSPU|https://www.nintendo.co.uk/Games/Virtual-Console-Nintendo-3DS-/Sonic-Labyrinth--275858.html}}<br />
| vc3ds_rrp_uk=4.50{{ref|http://web.archive.org/web/20170909224325/http://www.nintendolife.com:80/games/gamegear/sonic_labyrinth}}<br />
| vc3ds_rating_uk=3<br />
| vc3ds_date_au=2012<br />
| vc3ds_rrp_au=<br />
| vc3ds_rating_au=g<br />
| vc3ds_date_de=2012-05-10{{ref|https://archive.is/XzPV9|https://www.nintendo.de/Spiele/Virtual-Console-Nintendo-3DS-/Sonic-Labyrinth--275858.html}}<br />
| vc3ds_rrp_de=5.00{{ref|http://web.archive.org/web/20170909224325/http://www.nintendolife.com:80/games/gamegear/sonic_labyrinth}}<br />
| vc3ds_rating_de=0<br />
}}<br />
| savetype={{SaveType<br />
|GG|password<br />
}}<br />
}}<br />
{{OtherPage|redirect=Labyrinth|desc=the [[Sonic the Hedgehog (16-bit)|Sonic 1]] Zone|page=Labyrinth Zone}}<br />
'''''{{PAGENAME}}''''' (ソニックラビリンス) is an isometric puzzle/action game for the [[Sega Game Gear]]. [[Sonic the Hedgehog|Sonic]] must move around a pinball-like arena, using his power to roll into a ball to defeat [[Badnik]]s and pick up keys in order to exit through the Goal door and clear the stage. The only move Sonic can use in the game is the [[Spin Dash]], because [[Dr. Eggman]] secretly replaced his famous red shoes with a pair of [[Speed Down Boots]] that took away his ability to run fast or jump.<br />
<br />
==Gameplay==<br />
The game uses a 3D isometric overhead view similar to that of ''[[Sonic 3D: Flickies' Island]]''. However, gameplay is restricted to a single button which is the Spin Dash (the arrows overhead determine the strength). There is no jump button whatsoever and the only way to make Sonic airborne is through the use of obstacles. The objective of each level is to collect 3 keys in order to be able to exit through the door which leads to the next level.<br />
<br />
The power-ups are also not contained in monitors but are found inside colored triangles instead. Their formation, which constantly shifts to another formation, determines which power-up is given. These power-ups can increase time (yellow), destroy onscreen enemies (green), grant lives (pink), increase movement speed (blue), or grant invincibility (red). Interestingly, these triangles cannot be found in the third act of Labyrinth of the Sea, but there are oil slick-spitting octopus robots that have two colored diamonds that cycle through the colors of the triangles. [[Ring]]s can only be found in the Scroll Zones which precede the boss encounters and these will increase lives, not health. Instead, health is determined by amount of time available and each hit will shave 10 seconds off the clock. When time runs out, Sonic will lose a life. Fortunately, seconds can be added to the clock by collecting keys or by destroying enemies. Boss levels lack a timer so these can be tackled at the player's leisure.<br />
<br />
The boss levels are different as they lack a timer. Sonic can use the Rings collected in the preceding Scroll Zone as protection from hits, as in most ''Sonic'' games, but Rings lost cannot be collected again. After defeating the Boss, a [[Chaos Emerald]] is awarded, meaning there are a total of 5 Emeralds which can be earned without any extra effort. The sixth Emerald is hidden in a Special Stage found in Act 3 of the [[Labyrinth of the Sea]]. All Emeralds are needed to attain the good ending of the game.<br />
<br />
The Time Attack mode allows players to race to achieve best times. When completed, a best time and score are given. In addition to that, there is a 5-digit password which has no actual use in the game. The password was for use in a contest held in Japan where one hundred players with the best times would be awarded prizes. The contest was only held from November 17 to December 31st in 1995.<br />
<br />
==Versions==<br />
===Also released on===<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] and [[PC]] (2003-2004) <br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]], [[Xbox]] and PC (2004-2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production credits==<br />
{{creditstable|<br />
*'''Director:''' [[sega:Noboru Machida|N.Machida]], [[sega:Hideaki Katagiri|H.Katagiri]]<br />
*'''Planner:''' [[sega:Kazuhiro Tanaka|K.Tanaka]]<br />
*'''Programer:''' [[sega:Kenichi Iwanaga|K.Iwanaga]], Y.Kataoka, A.Inoue, T.Ueshima<br />
*'''Designer:''' K.Kayajima, [[sega:Kazuhiro Tanaka|K.Tanaka]], K.Tamura<br />
*'''Sound Programer:''' [[sega:Atsuko Iwanaga|A.Iwanaga]]<br />
*'''Special Thanks:''' N.Matsushima, S.Yoshihara, K.Kumakura, [[sega:Noriyuki Tabata|N.Tabata]], M.Araki, N.Gotoh, Y.Yanagisawa, A.Matsumoto, M.Morohoshi, [[Nobuhiko Honda|N.Honda]], K.Hijiya, M.Ohta, K.Mine, H.Ozaki, T.Takinoue<br />
| source=In-game credits<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic Labyrinth/Manuals}}<br />
<br />
==Artwork==<br />
<gallery><br />
Image:Sonic_Labyrinth_JP_Logo.png<br />
Image:Sonic_Labyrinth_EU_Logo.png<br />
Image:Sonic_Labyrinth_US_Logo.png<br />
Image:Sonic_Labyrinth_JP_Artwork_JPCover.png<br />
Image:Sonic_Labyrinth_JP_Artwork_JPCover2.png<br />
Image:Sonic_Labyrinth_EU_Artwork_Cover_Art.png<br />
Image:Sonic_Labyrinth_JP_Story_01.png<br />
Image:Sonic_Labyrinth_JP_Story_02.png<br />
Image:Sonic_Labyrinth_JP_Story_03.png<br />
Image:Sonic_Labyrinth_JP_Story_04.png<br />
Image:Sonic_Labyrinth_JP_sonic1.png<br />
Image:Sonic_Labyrinth_JP_sonic2.png<br />
Image:Sonic_Labyrinth_JP_Artwork_eggman.png<br />
</gallery><br />
<br />
==Physical scans==<br />
{{ratings|GG}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Labyrinth-box-jap.jpg<br />
| back=Laby jp back cover.jpg<br />
| cart=Laby gg jp cart.jpg<br />
| manual=SonicLabyrinth GG JP manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Labyrinth-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Laby gg us cart.jpg<br />
| manual=SonicLabyrinth GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Labyrinth-box-eu.jpg<br />
| back=Labyrinth-box-eu-back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Laby gg eu cart.jpg<br />
| manual=SonicLabyrinth GG EU manual.pdf<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
{{romtable|<br />
{{rom|GG|sha1=e24bf33d8d5a79f371485f20f207b6b26f5b341e|md5=aa6598585b2cdb92a14476beeb34991b|crc32=5550173b|size=512KB|date=|source=Cartridge|comments=|quality=good}}<br />
}}<br />
<br />
==External links==<br />
* Sega of America webpage: [https://web.archive.org/web/19980223134515/http://www.sega.com:80/products/games/00369.html Game Gear]<br />
* [http://vc.sega.jp/3ds/labyrinth/ Sega of Japan Virtual Console page]<br />
* Nintendo catalogue pages: [https://www.nintendo.co.jp/titles/50010000009968 JP], [http://web.archive.org/web/20130630142655/http://www.nintendo.com:80/games/detail/eKX2obOabUS4BkI1h_IIeW8mmBdgVxCk US], [https://www.nintendo.co.uk/Games/Virtual-Console-Nintendo-3DS-/Sonic-Labyrinth--275858.html UK], [https://web.archive.org/web/20130902023843/http://www.nintendo.com.au/catalogue/sonic-labyrinth AU]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicLabyrinthOmni}}<br />
{{SonicGGGames}}<br />
[[Category:Game Gear and Master System games]]<br />
[[Category:Nintendo 3DS Virtual Console games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Generations_(demo_2)&diff=303211
Sonic Generations (demo 2)
2019-11-22T23:03:57Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
|bobscreen=notavailable.svg<br />
|screenwidth= <br />
| icon=<br />
|system=[[sega:Xbox Live Arcade|Xbox Live Arcade]], <br>Steam, [[sega:PlayStation Network|PlayStation Network]]<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]]<br />
|usa=<br />
|japan=<br />
|europe=<br />
|esrb=}}<br />
The second demo for ''[[Sonic Generations]]'' was the game's "official" demo released to the public before the game's release date. <br />
<br />
This demo is much like the [[Sonic Generations (demo)|first demo]], allowing people to play [[Green Hill Zone]] with Classic Sonic. This new demo added a menu allowing selection of either Classic or for the first time to the public, Modern Sonic. Modern Sonic's gameplay in Act 2 resembled his more modern titles like ''[[Sonic Unleashed]]'' and ''[[Sonic Colours]]'', and the new demo let people try his tweaked controls before the game finally released. After playing either act once, the game returned to the title screen like the previous demo, with a notice saying the game was releasing November 2011. This demo has no expiration date, unlike the first demo.<br />
{{clear}}<br />
<br />
{{SonicGenerationsOmni|4}}<br />
{{SonicPS3games}}<br />
{{Sonic360games}}<br />
{{SonicSteamGames}}<br />
<br />
[[Category:Prereleases]]<br />
[[Category:Game demos]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Generations_(demo)&diff=303209
Sonic Generations (demo)
2019-11-22T23:01:41Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
|bobscreen=notavailable.svg<br />
|screenwidth= <br />
| icon=<br />
|system=[[sega:Xbox Live Arcade|Xbox Live Arcade]], [[sega:PlayStation Network|PlayStation Network]]<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]]<br />
|usa=<br />
|japan=<br />
|europe=<br />
|esrb=}}<br />
The '''Sonic Generations Demo''' is a playable version of ''[[Sonic Generations]]'' released to gold members on [[Xbox Live Arcade]] and [[sega:PlayStation Network|PlayStation Network]] users on the 23rd June 2011, twenty years after the release of the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Silver Xbox Live members were given the game a week later on the 30th.<br />
<br />
The demo acts as a one-level trial version of the game, in which the player can control "Classic Sonic" through the first act of ''[[Green Hill Zone]]''. It only remained active for twenty days, however it was found that adjusting the system clock could extend the play time indefinitely on both PlayStation 3 and Xbox 360. Due to Xbox Live setting the system clock automatically when online, to play the demo on the 360 past the date you had to disconnect from Xbox Live. The build was said to be older than the version shown at [[sega:Electronic Entertainment Expo|E3 2011]] (dating to May 2011) and was listed internally as "Demo #1", suggesting further demos were on their way.<br />
<br />
Questions were raised about the game's 650MB+ file size, despite only claiming to contain one level. Hacking of both the PSN and XBLA versions has shown that in fact the demo contained masses of unused assets, including a supposedly fully playable act of Green Hill Zone featuring Modern Sonic, which would be later on used in the [[Sonic Generations (demo 2)|second demo]]. It also unveiled clues for the rest of the game, which at the time had not been officially announced by Sega.<br />
<br />
Most importantly, the demo confirmed the level list (including [[Casino Night Zone]] as downloadable content), bosses, in-game items, [[badniks]], missions, cameos, [[Super Sonic]] and the existence of a [[Sega Mega Drive]] emulator, which would later be used for emulating the original ''Sonic the Hedgehog'' in the final game.<br />
<br />
==Music/SFX==<br />
*Title Screen (Used)<br />
*A new mix of the menu from Sonic Heroes (which turned out to be the options screen music)<br />
*Green Hill Classic (Used)<br />
*Green Hill Classic Speed Shoes (Used)<br />
*Invincible Classic (Used)<br />
*Green Hill Modern<br />
*Green Hill Modern/Boosting<br />
*Invincible Modern<br />
*Level Clear<br />
*Drowning<br />
*1-Up (Unused from Sonic Adventure, but not in DX?)<br />
<br />
==Abilities/Powerups==<br />
===Elemental Shields and Character Names===<br />
[[image: E1009913d7ce.png|left|thumb|320px]]<br />
Character names (In Order): <br />
*Tails <br />
*Knuckles <br />
*Amy <br />
*Cream <br />
*Rouge <br />
*Espio <br />
*Charmy <br />
*Vector<br />
*Blaze<br />
<br />
{{clear}}<br />
===Sonic Blur.exe===<br />
SonicBlueBlur.exe<br />
<br />
Root<br />
<br />
PtmSpike<br />
PtmRocket<br />
EndlessBoost<br />
SpeedTrick<br />
MaxGaugeRestart<br />
AutoGaugeUp<br />
HomingCancel<br />
BoostGaugeUp<br />
RingEnergyBonus<br />
BrakeEnergyBonus<br />
StartAccel<br />
QuickSlide<br />
PowerStomping<br />
DirectJump<br />
SpeedUp<br />
RocketStart<br />
PreciousTime<br />
SkateBoard<br />
LongDiver<br />
HyperPress<br />
TreasureSearch<br />
LongSpinDash<br />
HighSpeed<br />
Barrier<br />
UnbeatenStart<br />
DoubleSpinAttack<br />
ThunderBarrier<br />
AquaBarrier<br />
FlameBarrier<br />
SuperSonic<br />
AllRounder<br />
LongLifeRing<br />
HighGrip<br />
LastChance<br />
SafeRestart<br />
DownCancel<br />
PowerBrake<br />
LightSpeedDash<br />
AirBoost<br />
WallJump<br />
wt<br />
<br />
<br />
BigChaser<br />
EggBeetle<br />
EggLancer<br />
EggRaybird<br />
<br />
==Stages/Events/Bosses==<br />
===Title Cards===<br />
[[image: Fa70ecfe64db.png|left|thumb|320px]]<br />
{{clear}}<br />
<pre><br />
--<br />
-- PlayableMenuSequenceTable.lua<br />
-- Yamashita_Yohei<br />
-- 2011/01/31<br />
--<br />
-- PAMにおける、ステージ開始時の再生するべき要素を設定する<br />
--<br />
-- 内容を修正した場合は、コメントも修正してくださいね<br />
-- (本当はコメントのように書ければ一番いいのですが。<br />
-------------------------------------------<br />
<br />
<br />
-- 定数として扱いたい値たち<br />
<br />
local EVENT = 0 -- イベントを再生<br />
local RESTORE_STAGE = 1 -- ステージを復元<br />
local CLEAR_BOSSGATE = 2 -- ボスゲートを撃破<br />
local GENERAL_MESSAGE = 3 -- 汎用メッセージボックス<br />
local SHOP_WINDOW = 4 -- ショップ新商品リスト<br />
local TAKE_KEY = 5 -- ボスゲートキー出現イベント<br />
local TAKE_CHAOSEMERALD = 6 -- カオスエメラルドの取得<br />
local SLEEP = 7 -- この指定秒数、一時停止する<br />
local OPEN_STAGE = 8 -- ステージが開く<br />
local RELEASE_NPC = 9 -- NPC解放<br />
<br />
<br />
-------------------------------------------<br />
-- 通常ステージ<br />
-------------------------------------------<br />
--------------------<br />
-- グリーンヒルvv<br />
--------------------<br />
<br />
function GreenHill_Classic()<br />
Create(EVENT, 17) -- Event : 白い世界<br />
end<br />
<br />
function GreenHill_Generic()<br />
Create(RESTORE_STAGE, 101) -- グリーンヒル全体復元<br />
end<br />
<br />
function GreenHill_Both()<br />
Create(RELEASE_NPC, 210) -- NPCRelease : テイルス<br />
Create(EVENT, 21) -- Event : ケミカルプラントへ<br />
Create(OPEN_STAGE, 2) -- OpenStage : ケミカルプラント<br />
Create(GENERAL_MESSAGE, 0) -- キャラスイッチ説明<br />
end<br />
<br />
function GreenHill_Classic_Mission()<br />
Create(TAKE_KEY, 101) -- ボスキー出現<br />
end<br />
<br />
function GreenHill_Generic_Mission()<br />
Create(TAKE_KEY, 102) -- ボスキー出現<br />
end<br />
<br />
function GreenHill_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 103) -- グリーンヒル上部復元<br />
end<br />
<br />
function GreenHill_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 104) -- グリーンヒル上部復元<br />
end<br />
<br />
---------------------<br />
-- ケミカルプラント<br />
---------------------<br />
<br />
function ChemicalPlant_Classic()<br />
Create(RESTORE_STAGE, 201) -- ケミカルプラント半分復元<br />
end<br />
<br />
function ChemicalPlant_Generic()<br />
Create(RESTORE_STAGE, 202) -- ケミカルプラント半分復元<br />
end<br />
<br />
function ChemicalPlant_Both()<br />
Create(EVENT, 31) -- Event : かこのせかい?(ここは過去の?)<br />
Create(OPEN_STAGE, 3) -- OpenStage : スカイサンクチュアリ<br />
Create(RELEASE_NPC, 220) -- NPCRelease : エミー<br />
end<br />
<br />
function ChemicalPlant_Classic_Mission()<br />
Create(TAKE_KEY, 201) -- ボスキー出現<br />
end<br />
<br />
function ChemicalPlant_Generic_Mission()<br />
Create(TAKE_KEY, 202) -- ボスキー出現<br />
end<br />
<br />
function ChemicalPlant_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 203) -- ケミカルプラント上部復元<br />
end<br />
<br />
function ChemicalPlant_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 204) -- ケミカルプラント上部復元<br />
end<br />
<br />
---------------------<br />
-- スカイサンクチュアリ<br />
---------------------<br />
<br />
function SkySanctuary_Classic()<br />
Create(RESTORE_STAGE, 301) -- スカイサンクチュアリ半分復元<br />
end<br />
<br />
function SkySanctuary_Generic()<br />
Create(RESTORE_STAGE, 302) -- スカイサンクチュアリ半分復元<br />
end<br />
<br />
function SkySanctuary_Both()<br />
Create(RELEASE_NPC, 230) -- NPCRelease : ナックルズ<br />
Create(SHOP_WINDOW, 0) -- ShopWindow : その1<br />
end<br />
<br />
function SkySanctuary_Classic_Mission()<br />
Create(TAKE_KEY, 301) -- ボスキー出現<br />
end<br />
<br />
function SkySanctuary_Generic_Mission()<br />
Create(TAKE_KEY, 302) -- ボスキー出現 <br />
end<br />
<br />
function SkySanctuary_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 303) -- スカイサンクチュアリ上部復元<br />
end<br />
<br />
function SkySanctuary_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 304) -- スカイサンクチュアリ上部復元<br />
end<br />
<br />
--------------------<br />
-- スピードハイウェイ<br />
--------------------<br />
<br />
function SpeedHighway_Classic()<br />
Create(RESTORE_STAGE, 401) -- スピードハイウェイ半分復元<br />
end<br />
<br />
function SpeedHighway_Generic()<br />
Create(RESTORE_STAGE, 402) -- スピードハイウェイ半分復元<br />
end<br />
<br />
function SpeedHighway_Both()<br />
<br />
end<br />
<br />
function SpeedHighway_Classic_Mission()<br />
Create(TAKE_KEY, 401) -- ボスキー出現<br />
end<br />
<br />
function SpeedHighway_Generic_Mission()<br />
Create(TAKE_KEY, 402) -- ボスキー出現<br />
end<br />
<br />
function SpeedHighway_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 403) -- スピードハイウェイ上部復元<br />
end<br />
<br />
function SpeedHighway_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 404) -- スピードハイウェイ上部復元<br />
end<br />
<br />
--------------------<br />
-- シティエスケープ<br />
--------------------<br />
<br />
function CityEscape_Classic()<br />
Create(RESTORE_STAGE, 501) -- シティエスケープ半分復元<br />
end<br />
<br />
function CityEscape_Generic()<br />
Create(RESTORE_STAGE, 502) -- シティエスケープ半分復元<br />
end<br />
<br />
function CityEscape_Both()<br />
<br />
end<br />
<br />
function CityEscape_Classic_Mission()<br />
Create(TAKE_KEY, 501) -- ボスキー出現<br />
end<br />
<br />
function CityEscape_Generic_Mission()<br />
Create(TAKE_KEY, 502) -- ボスキー出現<br />
end<br />
<br />
function CityEscape_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 503) -- シティエスケープ上部復元<br />
end<br />
<br />
function CityEscape_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 504) -- シティエスケープ上部復元<br />
end<br />
<br />
--------------------<br />
-- シーサイドヒル<br />
--------------------<br />
<br />
function SeaSideHill_Classic()<br />
Create(RESTORE_STAGE, 601) -- シーサイドヒル半分復元<br />
end<br />
<br />
function SeaSideHill_Generic()<br />
Create(RESTORE_STAGE, 602) -- シーサイドヒル半分復元<br />
end<br />
<br />
function SeaSideHill_Both()<br />
<br />
end<br />
<br />
function SeaSideHill_Classic_Mission()<br />
Create(TAKE_KEY, 601) -- ボスキー出現<br />
end<br />
<br />
function SeaSideHill_Generic_Mission()<br />
Create(TAKE_KEY, 602) -- ボスキー出現<br />
end<br />
<br />
function SeaSideHill_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 603) -- シーサイドヒル上部復元<br />
end<br />
<br />
function SeaSideHill_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 604) -- シーサイドヒル上部復元<br />
end<br />
<br />
--------------------<br />
-- クライシスシティ<br />
--------------------<br />
<br />
function CrisisCity_Classic()<br />
Create(RESTORE_STAGE, 701) -- クライシスシティ半分復元<br />
end<br />
<br />
function CrisisCity_Generic()<br />
Create(RESTORE_STAGE, 702) -- クライシスシティ半分復元<br />
end<br />
<br />
function CrisisCity_Both()<br />
<br />
end<br />
<br />
function CrisisCity_Classic_Mission()<br />
Create(TAKE_KEY, 701) -- ボスキー出現<br />
end<br />
<br />
function CrisisCity_Generic_Mission()<br />
Create(TAKE_KEY, 702) -- ボスキー出現<br />
end<br />
<br />
function CrisisCity_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 703) -- クライシスシティ上部復元<br />
end<br />
<br />
function CrisisCity_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 704) -- クライシスシティ上部復元<br />
end<br />
<br />
--------------------<br />
-- ルーフトップラン<br />
--------------------<br />
<br />
function RoofTopRun_Classic()<br />
Create(RESTORE_STAGE, 801) -- ルーフトップラン半分復元<br />
end<br />
<br />
function RoofTopRun_Generic()<br />
Create(RESTORE_STAGE, 802) -- ルーフトップラン半分復元<br />
end<br />
<br />
function RoofTopRun_Both()<br />
<br />
end<br />
<br />
function RoofTopRun_Classic_Mission()<br />
Create(TAKE_KEY, 801) -- ボスキー出現<br />
end<br />
<br />
function RoofTopRun_Generic_Mission()<br />
Create(TAKE_KEY, 802) -- ボスキー出現<br />
end<br />
<br />
function RoofTopRun_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 803) -- ルーフトップラン上部復元<br />
end<br />
<br />
function RoofTopRun_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 804) -- ルーフトップラン上部復元<br />
end<br />
<br />
--------------------<br />
-- プラネットウィスプ<br />
--------------------<br />
<br />
function PlanetWisp_Classic()<br />
Create(RESTORE_STAGE, 901) -- プラネットウィスプ半分復元<br />
end<br />
<br />
function PlanetWisp_Generic()<br />
Create(RESTORE_STAGE, 902) -- プラネットウィスプ半分復元<br />
end<br />
<br />
function PlanetWisp_Both()<br />
<br />
end<br />
<br />
function PlanetWisp_Classic_Mission()<br />
Create(TAKE_KEY, 901) -- ボスキー出現<br />
end<br />
<br />
function PlanetWisp_Generic_Mission()<br />
Create(TAKE_KEY, 902) -- ボスキー出現<br />
end<br />
<br />
function PlanetWisp_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 903) -- プラネットウィスプ上部復元<br />
end<br />
<br />
function PlanetWisp_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 904) -- プラネットウィスプ上部復元<br />
end<br />
<br />
-------------------------------------------<br />
-- ボス/ライバル<br />
-------------------------------------------<br />
<br />
--------------------<br />
-- デスエッグ<br />
--------------------<br />
<br />
function BossDeathEgg_Clear()<br />
Create(EVENT, 53) -- Event : アイツをおえ!(お互いの確認)<br />
Create(CLEAR_BOSSGATE, 1) -- デスエッグ撃破<br />
end<br />
<br />
--------------------<br />
-- パーフェクトカオス<br />
--------------------<br />
<br />
function BossPerfectChaos_Clear()<br />
Create(CLEAR_BOSSGATE, 2) -- パーフェクトカオス撃破<br />
end<br />
<br />
--------------------<br />
-- エッグドラグーン<br />
--------------------<br />
<br />
function BossNewEggmanRobo_Clear()<br />
Create(CLEAR_BOSSGATE, 3) -- エッグドラグーン撃破<br />
end<br />
<br />
--------------------<br />
-- メタルソニック<br />
--------------------<br />
<br />
function VsMetalSonic_Clear()<br />
<br />
end<br />
<br />
--------------------<br />
-- シャドウ<br />
--------------------<br />
<br />
function VsShadow_Clear()<br />
<br />
<br />
end<br />
<br />
--------------------<br />
-- シルバー<br />
--------------------<br />
<br />
function VsSilver_Clear()<br />
<br />
end<br />
</pre><br />
<br />
==Characters/Badniks==<br />
</Name><br />
<Object><br />
<ID>EnemyMotora2D</ID><br />
<ObjName>モトラ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyMotora3D</ID><br />
<ObjName>モトラ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBeeton2D</ID><br />
<ObjName>ビートン[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBeeton3D</ID><br />
<ObjName>ビートン[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBatabata2D</ID><br />
<ObjName>バタバタ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBatabata3D</ID><br />
<ObjName>バタバタ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGanigani2D</ID><br />
<ObjName>ガニガニ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGanigani3D</ID><br />
<ObjName>ガニガニ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyLander2D</ID><br />
<ObjName>ランダー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyLander3D</ID><br />
<ObjName>ランダー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGrabber2D</ID><br />
<ObjName>グラバー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGrabber3D</ID><br />
<ObjName>グラバー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEggRobo2D</ID><br />
<ObjName>エッグロボ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEggRobo3D</ID><br />
<ObjName>エッグロボ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpinner2D</ID><br />
<ObjName>スピナ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpinner</ID><br />
<ObjName>スピナ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpanner2D</ID><br />
<ObjName>スパナ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpanner</ID><br />
<ObjName>スパナ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeeder2D</ID><br />
<ObjName>コップスピーダー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeeder3D</ID><br />
<ObjName>コップスピーダー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeeder3DCreator</ID><br />
<ObjName>コップスピーダー:自動生成</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeederWallRun</ID><br />
<ObjName>コップスピーダー:壁下り</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPathMover</ID><br />
<ObjName>エネミー:パス移動テスト</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyMonoBeetle2D</ID><br />
<ObjName>モノビートル2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyMonoBeetle3D</ID><br />
<ObjName>モノビートル3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunBeetle2D</ID><br />
<ObjName>ガンビートル2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunBeetle3D</ID><br />
<ObjName>ガンビートル3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunHunter2D</ID><br />
<ObjName>ガンハンター2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunHunter3D</ID><br />
<ObjName>ガンハンター3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawn2D</ID><br />
<ObjName>ポーン2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawn3D</ID><br />
<ObjName>ポーン3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnLance2D</ID><br />
<ObjName>ポーン2D(槍)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnLance3D</ID><br />
<ObjName>ポーン3D(槍)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnGun2D</ID><br />
<ObjName>ポーン2D(銃)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnGun3D</ID><br />
<ObjName>ポーン3D(銃)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyTaker2D</ID><br />
<ObjName>テイカー2D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyTaker3D</ID><br />
<ObjName>テイカー3D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyCrawler2D</ID><br />
<ObjName>クロウラー2D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyCrawler3D</ID><br />
<ObjName>クロウラー3D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyBiter2D</ID><br />
<ObjName>バイター2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBiter3D</ID><br />
<ObjName>バイター3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighter2D</ID><br />
<ObjName>エッグファイター[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighter3D</ID><br />
<ObjName>エッグファイター[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighterSword2D</ID><br />
<ObjName>エッグファイター剣[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighterSword3D</ID><br />
<ObjName>エッグファイター剣[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyELauncher2D</ID><br />
<ObjName>エッグランチャー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyELauncher3D</ID><br />
<ObjName>エッグランチャー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyAeroCannon</ID><br />
<ObjName>エアキャノン</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEChaserManager</ID><br />
<ObjName>エッグチェイサーマネージャ</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyNal2D</ID><br />
<ObjName>ナール2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyNal3D</ID><br />
<ObjName>ナール3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnPla3D</ID><br />
<ObjName>ポーン3D(ウィスプ面)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnPla2D</ID><br />
<ObjName>ポーン2D(ウィスプ面)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEChaserSV</ID><br />
<ObjName>エッグチェイサーSV</ObjName><br />
</Object><br />
</Category><br />
<br />
==Code?/Misc==<br />
*In the internal code, modern Sonic is refered to as GenericSonic and classic is ClassicSonic.<br />
*The “Genesis” in the title card list refered to an emulator that had the original classic game bundled in.<br />
<br />
{{SonicGenerationsOmni|4}}<br />
{{SonicPS3games}}<br />
{{Sonic360games}}<br />
<br />
[[Category:Prereleases]]<br />
[[Category:Game demos]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(2006_Xbox_Live_demo)&diff=303208
Sonic the Hedgehog (2006 Xbox Live demo)
2019-11-22T22:57:49Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic2006DemoTitle.jpg<br />
| screenwidth=320<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[sega:Xbox 360|Xbox 360]]<br />
| genre=Action<br />
}}<br />
'''''[[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog]] (2006 Xbox Live Demo)''''' for the [[sega:Xbox 360|Xbox 360]] was once publicly available through Xbox Live Marketplace. It is currently only available for re-download to the Gamertags which have downloaded the demo when it was publically available for download. The demo was first posted online on September 27, 2006 and has a size of 314.50MB.<br />
<br />
The demo plays out in [[Sonic]]'s first section of [[Kingdom Valley]] and the level as well as the game itself contains some differences from the final version. It also contains the game's 2006 [[E3]] trailer but without the dramatic voiceover.<br />
<br />
==Comparisons==<br />
{{Main|{{PAGENAME}}/Comparisons}}<br />
<br />
==Various differences==<br />
{{cleanup|This section needs moving to the comparisons page(s)}}<br />
===General===<br />
*The curvature of the [[Homing Attack]] goes downwards and can be used to improve momentum rather than reduce speed.<br />
*Different enemy and item placement, no medals.<br />
*[[Rings]] will fly out in a wider circle when hit.<br />
*Immediate re-spawn after losing a life, the screen will not black out.<br />
*Sonic never falls back from hitting a wall and never gets temporarily paralyzed from being clipped to the sides of the walls.<br />
*Most trails of rings are [[Light Dash|Light Dashable]].<br />
*Sonic will fall from ceilings instead of standing in place (e.g. the high cave full of [[Egg Bombers]]).<br />
*Camera angle shots were added in the beginning spiral path of the level.<br />
*Camera control is much slower.<br />
*Action Gauge starts out empty but is fill-able by defeating enemies although it fills up much more slowly than its final version counterpart. Nothing happens when the Action Gauge is full. The first of the three bottom-right squares are colored in red showing a non-existent Custom Action to be Level 1. The bar below the Action Gauge also has a small bit of red filled in which is always empty in the final.<br />
<br />
===Visual & Sound===<br />
*Title screen uses one of the last riffs from [[His World]] (Ali Taba. & Matty Lewis version) instead of using the song's introduction.<br />
*The title screen's and pause screen's options refer to the demo with "Play Demo" and "Quit Demo" respectively.<br />
*The control scheme is shown during the level's loading.<br />
*The music and the screen will not fade out after the last life.<br />
*The visual effects of the Homing Attack are a little different.<br />
*No flashy visual effects for [[Spin Dash|Spin Dashing]].<br />
*The [[Bounce Attack|Bound Jump]]'s "shockwave" is yellow-white instead of blue.<br />
*Surfing on the wind paths won't produce the appearance of wind debris being cropped up from the character's feet.<br />
*No voice sound effects except for subtitled scripts, no scripts on the results screen.<br />
*Pressing {{A}} or {{X}} on any option in the pause menu will not produce the "confirming" high-pitched sound effect heard in the final and will instead produce the same "cancel" sound used for pressing {{Start}} or {{B}}.<br />
*There is no results music, although after extracting the demo's files you will find the unused results music.<br />
<br />
===Scoring===<br />
*1-UPs score 0 points instead of 200.<br />
*After obtainment, 1-UP capsules will stay empty after losing a life.<br />
*Light Dashing earns a [[Action Links|Good!]] bonus and point increments increase for combo'ing them together.<br />
*Hitting a rock pile, scattering them, is worth 20 points and hitting any of the scattered rocks are another 20 points each. In the final version the rocks will disappear immediately when scattered but the initial pile is still worth 20.<br />
*The [[Egg Searcher]] wields three respawnable flying guns that are worth 100 points each instead of 0 like in the final. The Searcher itself is also worth 100 points and any guns that the Searcher was armed with upon its defeat will get added in to the point total. (e.g. Searcher with 1 gun = 200 pts.). Defeating a Searcher when it's armed with all three guns earns the player a demo-only Radical! bonus (e.g. Searcher with 3 guns = 400 pts. + Radical).<br />
<br />
===Bugs===<br />
*Control stick navigation for the title and pause screen is <i>extremely</i> sensitive and can only be properly navigated by using the directional pad.<br />
*Egg Bombers can crawl in mid-air, most often seen with the first set.<br />
*Home Attacking empty 1-UP capsules will have Sonic stuck in place and then dropped down.<br />
*Completing the level with a timer that's 20 minutes and 1 second or over will result in an S-rank regardless of score.<br />
*In most cases, if the player earns a Good!, a Great!, and a Radical! bonus in any order and in a short enough time between each, then the player will earn -2,112,941,584 points causing the score to maximise to all 9's. Completing the level with this score will cause every factor besides the time to be maxed out to 9's. [http://www.youtube.com/watch?v=f6ynxFd89v4 (video)].<br />
<br />
===Collision Detection===<br />
*Prone to clip through walls usually from Spin Dashing next and into the wall as well as running into walls at high speeds often from being launched from a speedy Light Dash.<br />
*The long quarter-pipe ramp before the goal has a collision hole at the bend on the right side.<br />
*The ceiling collision barriers that obstruct the player's running path are missing in the high cave full of Egg Bombers making it much easier to run on the ceiling and do loop-de-loops.<br />
<br />
==Download==<br />
Direct Download Link:<br />
<br />
[https://www.youtube.com/watch?v=qzdsXJUfL9c Sonic the Hedgehog (2006 Xbox Live demo) (YouTube)]<br />
<br />
Installation Guide:<br />
<br />
[https://www.youtube.com/watch?v=eRSCIYC1TCc Install Demo to Xbox 360 (YouTube)]<br />
<br />
==External links==<br />
*{{LinkYoutube|video=Ng96HJvIDvE|title=YouTube video}}<br />
*{{LinkRetro|topic=20591|title=Sonic Retro discussion thread}}<br />
<br />
==References==<br />
<references/><br />
<br />
{{Sonic2006Omni|4}}<br />
{{Sonic360games}}<br />
<br />
[[Category:Prereleases]]<br />
[[Category:Game demos]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Unleashed_(mobile)&diff=303207
Sonic Unleashed (mobile)
2019-11-22T22:56:46Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| title=Sonic Unleashed<br />
| bobscreen=Unleashed Titlescreen.png<br />
| publisher=[[Gameloft]]<br />
| developer=Gameloft<br />
| system=Mobile phones<br />
| releases=<br />
{{release|MOB|EU|2009-06}}<br />
| genre=Action<br />
}}<br />
[[File:Unleashed Titlescreen X1.png|right|180px|thumb|Title screen (Sony Ericsson X1 version)]]<br />
[[File:Sonic Unleashed nokia 5800.png|right|180px|thumb|Title screen (Nokia 5800 version)]]<br />
'''''Sonic Unleashed''''' is a version of ''[[Sonic Unleashed]]'' for use on mobile phones. It contains 11 levels and retains [[Sonic]]'s ability to transform into a [[Werehog]]. All the graphics come in sprite form (polygons are not used). Unlike its console brethren, Sonic has the ability to go underwater without dying.<br />
<br />
It was only released in Europe, Middle East, Australia, Brazil and New Zealand. US and Canada did not see a release.<br />
<br />
An unofficial Android port exists but was not developed by Gameloft.<br />
<br />
==Production credits==<br />
{{creditstable|<br />
{{multicol|<br />
* '''Executive Producers:''' Jerome Levy, Jonathan Stock<br />
* '''Producer:''' Feng Hao<br />
* '''Lead Artist and Creative Director:''' Arthur Hugot<br />
* '''Game Design:''' Luo Jun Jie, Jiang Wei<br />
* '''Graphics:''' Limin, Yu Yan Qin, Zou Xu Bin<br />
* '''Programming:''' Zhang Yong Xing, Liu Xiao Dan, Wen Yan Bin<br />
* '''Sound Director:''' Arnaud Galand<br />
* '''Sound Designer:''' Wonseok Lee<br />
* '''Sound Technician:''' Hamish Robertson<br />
* '''Localization Manager:''' Alexis Green-Painchaud<br />
* '''Localization:''' Alicja Buffa, Fred Leung, Mariko McDonald, Kasper Hartman, Simon Ludgate<br />
{{creditsheader|Beijing Team}}<br />
* '''Producer:''' Lin Dan Xia<br />
* '''Game Designer Leaders:''' Mei Dong Sheng, Jia Lin, Song Xin<br />
* '''Game Designers:''' Jia Lin, Zhu Yun<br />
* '''Lead Graphic Artists:''' Lv Hai Jia, Yan Bo<br />
* '''Graphic Artists:''' Sun Long Qing, Gao Yu Min<br />
* '''Lead Programmers:''' Qiu Wei Min, Qi Wu, Sun Hao<br />
* '''Programmers:''' Qi Wu, Zhang Hong Rui, Deng Hai Tao, Tao Yi Dong<br />
* '''Quality Assurance Managers:''' Wang Peng, Costel Apopii<br />
* '''Quality Assurance Lead:''' Gao Wei<br />
* '''Quality Assurance QA:''' Deng Si Lin, Lu Di, Tian Mu, Zhu Min, Wang Nan, Lifei, Wang Zhi Hao, Wang Wen Chao, Zhang Jing, Ma Jing, Zhang Yao, Tang Ran, Wang Chen, Zhang Chun, Chen Bo, Li Xiang, Zhao Qi Rui, Liu Ning<br />
* '''Studio Manager:''' Yu Fei<br />
}}<br />
}}<br />
<br />
==Screenshots==<br />
<gallery><br />
Image:Sonic Unleashed Mobile - Image 1.jpg<br />
Image:Sonic Unleashed Mobile - Image 2.jpg<br />
Image:Sonic Unleashed Mobile - Image 3.jpg<br />
Image:Sonic Unleashed Mobile - Image 4.jpg<br />
Image:Sonic Unleashed Mobile - Image 5.jpg<br />
</gallery><br />
<br />
==External Links==<br />
*[http://wireless.ign.com/dor/objects/14354970/sonic-unleashed/videos/sonicunleashed_iphone_trl_e3.html Official E3 2009 Trailer]<br />
*[http://www.gameloft.co.uk/mobile/sonic/?adid=110239 Gameloft Sonic Unleashed page]<br />
<br />
[[Category:Mobile phone games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_%26_Knuckles&diff=303173
Sonic & Knuckles
2019-11-22T05:14:07Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic_&_Knuckles_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive]], [[Virtual Console]]<br />
| romsize=2 MB<br />
| players=1<br />
| releases={{releases<br />
| md_date_eu=1994-10-18<br />
| md_code_eu=1563-50<br />
| md_date_us=1994-10-18{{fileref|SonicTimes US 1994-10.pdf}}<br />
| md_code_us=1563<br />
| md_date_jp=1994-10-28<br />
| md_code_jp=G-4124<br />
| md_rrp_jp=7,800<br />
| md_date_as=199x<br />
| md_date_au=199x<br />
| md_date_au_Platinum=199x<br />
| md_code_au_Platinum=FSON09SMC<br />
| md_date_br=199x<br />
| md_code_br=047090<br />
| md_date_kr=199x<br />
| md_code_kr=GM94021JG<br />
| md_date_kr_Hi-Com=199x<br />
| md_date_pt=1994<br />
| md_code_pt=MDJ1653<br />
<br />
| vc_date_jp=2009-10-27{{ref|http://web.archive.org/web/20180306220522/https://www.nintendo.co.jp/wii/vc/software/11.html}}<br />
| vc_rrp_jp=600{{ref|http://web.archive.org/web/20091026191335/http://vc.sega.jp:80/vc_sandk}}<br />
| vc_rating_jp=a<br />
| vc_date_us=2010-02-15{{ref|http://web.archive.org/web/20170909222452/http://www.nintendolife.com:80/games/megadrive/sonic_and_knuckles}}<br />
| vc_rrp_us=800{{ref|http://web.archive.org/web/20130216064354/http://www.nintendo.com:80/games/detail/DhOwxazTYsF7_bTv4yHsNViwHFjp2d7g}}<br />
| vc_rating_us=e<br />
| vc_date_eu=2010-02-12{{ref|http://web.archive.org/web/20170909222452/http://www.nintendolife.com:80/games/megadrive/sonic_and_knuckles}}{{ref|https://archive.is/uYtBu}}<br />
| vc_rrp_eu=800{{ref|http://web.archive.org/web/20170909222452/http://www.nintendolife.com:80/games/megadrive/sonic_and_knuckles}}<br />
}}<br />
| genre=Action<br />
|grb=a|vrc=ga|oflc=g|djctq=l|pegi=3<br />
}}<br />
<br />
'''''Sonic & Knuckles''''' (ソニック&ナックルズ) is the direct sequel to ''[[Sonic the Hedgehog 3]]'' on the [[sega:Sega Mega Drive|Sega Mega Drive]]. Released in the same year as its predecessor, the game was the first to boast the ability of "[[Lock-On Technology]]," which allowed the game to interact with past ''Sonic the Hedgehog'' titles. It is the second half of what some consider the greatest Sonic game of all (''[[Sonic 3 & Knuckles]]'') and the third part in the "[[Death Egg Saga]]".<br />
<br />
It was also the last Sonic game led by Director [[Hirokazu Yasuhara]]. Being the swan song not just for Yasuhara but ultimately being the final Sonic game released through the [[Sega Technical Institute]], many people consider the game to be the end of the "classic" series begun with the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''.<br />
<br />
==Story==<br />
[[File:S&K MD JP SonicJam manual.pdf|page=7|thumb|190px|The story to ''Sonic & Knuckles''.]]<br />
In the immediate aftermath of the ending of ''[[Sonic the Hedgehog 3]]'', the combined might of [[Sonic the Hedgehog]] and [[Miles "Tails" Prower]] were able to stop the premature relaunching of the [[Death Egg]] in the heart of the [[Launch Base Zone]], an area [[Dr. Eggman]] had built around his fallen masterpiece. Although he did not have the [[Chaos Emeralds]] in his possession, the mad genius had tried to launch the space station as the heroes attempted to infiltrate his operations, even though the tricked guardian of Angel Island, [[Knuckles the Echidna]], had tried to stop them. Crashing back into the once-floating island, the Death Egg decided to rest on the top of a volcano, the metallic image of Eggman that was built on its front now looking straight into the heart of the isle...<br />
<br />
Being airlifted back to Earth by "Tails," Sonic and his two-tailed friend landed in the [[Mushroom Hill Zone]], a lush forest full of oversized versions of its namesake. Quickly getting his bearings, Sonic looked about, seeing the still-existing form of the Death Egg sitting upon the mountain. Immediately annoyed by the fact it survived yet another crash landing, Sonic realized that Dr. Eggman would not give up on the flying fortress until it was completely destroyed. Knowing his time was not yet over on the island, Sonic spotted a familiar red figure out of the corner of his eye. Being sure to stay out of the Echidna's view, Sonic watched as Knuckles peaked his head around a doorway hidden in a thicket before running off, the door closing behind him. Once he was sure the guardian was gone, Sonic walked over to the doorway, pressing a nearby button and letting himself inside.<br />
<br />
Once in, he stood in awe at the large, glowing ring spinning inside the room, more brilliant than any he had seen on his many adventures. Thinking the ring wonderful, he could not help but reach out, his curiosity getting the better of him. Touching the [[Giant Ring]], a shrill noise filled his ears as a bright flash blocked all vision for the hedgehog. Shutting his eyes, Sonic was flung across the dimensions...<br />
<br />
[[File:S3K Emerald Shrine First Encounter.png|thumb|190px|Sonic the Hedgehog entering the [[Emerald Shrine]] for the first time.]]<br />
When his eyes opened again, Sonic found himself [[Emerald Shrine|in a place]] he had never been in before, a solemn, ornate alter inside a giant room. Looking upon it, he could see seven empty spots built around a centerpiece, which contained a gigantic emerald. In shock, Sonic did not yet realize that this was the [[Master Emerald]], a source of immense power connected to the Chaos Emeralds, and the reason the island floated before Eggman's intervention.<br />
<br />
Even more strange to the hedgehog was when the seven [[Chaos Emeralds]] he had collected so far during his time on Angel Island floated away from him, strangely attracted to the giant emerald in the center. In another flash, each emerald disappeared, replaced by a much larger stone that filled the seven empty spots. Though impressive in size, Sonic could tell that something to the stones was amiss, and touching one of them sent him into the world of the [[Special Stage (Sonic 3 & Knuckles)|Special Stage]] once more...<br />
<br />
With this, Sonic knew there was much more to the story than he originally thought. What was that giant emerald? How did Knuckles fit into all of this? And what of Eggman's true intentions? Only by restoring these seven "[[Super Emeralds]]," confronting Knuckles and entering the center of the Death Egg would Sonic be able to find the answers to his questions...<br />
<br />
"The "Sonic the Hedgehog" adventure on the "floating island" is underway and there is still more to come!"<br />
<br />
==Gameplay==<br />
[[File:Flyingbattery.png|thumb|190px|Sonic the Hedgehog in Dr. Eggman's other flying fortress, [[Flying Battery Zone]].]]<br />
Essentially being ''[[Sonic the Hedgehog 3]] Part 2'', ''Sonic & Knuckles'' plays exactly like its predecessor. When controlling Sonic the Hedgehog, all of the same moves available to him in ''Sonic 3'' are retained: the [[spin attack]], the [[spin dash]] and the [[Insta-Shield|W spin attack]] make up the bulk of his repertoire. With these three standard moves, Sonic must run through each "Act" of the seven "Zones" under the ten minute mark, all while avoiding [[Badnik|badniks]], [[Spikes (obstacle)|spikes]], and an assortment of other dangerous pratfalls that come along his way. <br />
<br />
[[Ring|Rings]], [[Spring|springs]], loop-de-loops, and all the standard elements of the Sonic games thus far are also retained, as well as the various [[Monitor|item boxes]] that are scattered throughout each level. The entire collection of power-ups available in ''Sonic 3'' return: Speed, Invincibility, 1-ups, the Eggman box and the three new shields. The "[[Lightning Shield|Thunder Barrier]], "[[Fire Shield|Flame Barrier]]," and "[[Water Shield|Aqua Barrier]]" all retain the same abilities as the last game, although with a lack of water in any of the ''Sonic & Knuckles'' stages the Aqua Barrier's ability to allow Sonic to breathe underwater is unutilized. <br />
<br />
[[File:KnuxGlide.PNG|thumb|190px|Knuckles the Echidna gliding through the [[Mushroom Hill Zone]].]]<br />
Though "Tails" is absent as a playable character in the standalone version of ''Sonic & Knuckles'', the other title character, Knuckles the Echidna, is presented as an option on the title screen. When chosen, a short cutscene occurs, placing the game after the events of Sonic's game, Knuckles being terrorized by an [[Eggrobo]] that survived Sonic's run through the island. Possessing the same spin attack and spin dash moves as Sonic, Knuckles is also given a variety of his own unique skills that make him stand out. When a player presses the jump button twice on the control pad, Knuckles has the ability to glide, slowly descending back to the ground as he does so. If he so happens to run into a wall during this decent, he immediately grabs hold, able to climb up a variety of surfaces to let him reach higher ground. The knuckled fists that let him do the climb also come in handy when he comes across various blockades in his path. Though Sonic is forced to spin dash through certain blocks (and is completely unable to break through others), Knuckles needs to only run ahead, his fists forward, giving him access to pathways in the level that Sonic can not get to.<br />
<br />
Regardless of who you're playing as, running past the many [[Checkpoint|Star Posts]] that litter each Zone with a certain amount of rings will cause a familiar circle of stars to surround the top of the checkpoint. As opposed to ''Sonic 3's'' single Bonus Stage, ''Sonic & Knuckles'' comes packed in with two. [[Bonus Stage (Sonic 3 & Knuckles)#Sonic & Knuckles bonus stages#Rotating Maze/Slot Machine|The first]], accessible if you have between 20 and 34 rings, is a stage reminiscent of the [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]] from the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Rotating at the same 360 degree angle, the center of the psudo-maze features a slot machine similar to those from the [[Casino Night Zone]] of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''. [[Bonus Stage (Sonic 3 & Knuckles)#Sonic & Knuckles bonus stages#Glowing Spheres|The second]], playable if you pass a checkpoint with 35 rings or more, features a room full of bumpers and flippers, along with numerous glowing spheres that Sonic is attracted to. Spinning around them, the player must push the jump button to pull away from its gravity, the direction Sonic or Knuckles if facing determining which way they will go.<br />
<br />
[[File:Hiddenpalacesk.png|thumb|190px|Sonic and Knuckles confrontation in the [[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]].]]<br />
[[Special Stage (Sonic 3 & Knuckles)|Special Stages]] and the [[Chaos Emeralds]] within also return, accessible by finding one of the mysterious [[Giant Ring|giant rings]] hidden in the levels. The stage plays exactly like the ones in ''Sonic 3'', where Sonic or Knuckles must collect all of the blue spheres and avoid the red ones. Only available through the [[Lava Reef Zone]], collecting all seven of the emeralds with either Sonic or Knuckles allows them to transform into their respective super states, [[Super Sonic]] and [[Super Knuckles]]. Needing fifty rings to make the transformation, pressing the jump button twice will allow the characters to zoom through the levels at blazing speeds, neigh invulnerable to boot.<br />
<br />
Collecting the Chaos Emeralds also serves a greater purpose in the game. While using either character and collecting them will unlock the good ending, collecting all seven using Sonic will unlock an extra 8th level, the [[Doomsday Zone]]. Playing significantly different than the previous levels, it provides the perfect backdrop to wrapping up the "Death Egg Saga" started in the previous two games. This extra level is not available in Knuckles' game, which wraps up in the [[Sky Sanctuary Zone]], meaning he is also not normally playable in the [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]]. This shortened amount of levels is made up by the fact that Knuckles' game is considerably harder than Sonic's, with the final boss of the game being completely different.<br />
<br />
===Lock-on technology===<br />
''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were not only developed at the same time but originally intended to be two halves of a single game, the "complete" version of ''Sonic 3''. Due to a variety of reasons, the game was split in half, the first part coming out in February of 1994 and ''Sonic & Knuckles'' being released in October. Presented with a unique opportunity, the cartridge of ''Sonic & Knuckles'' was developed specially for the game, adding a slot on top that allowed other Mega Drive games to be connected. Depending on the game, a different result is shown:<br />
<br />
* ''[[Sonic 3 & Knuckles]]'' - Playable when connecting ''Sonic the Hedgehog 3''. Allows the full game to be accessed, with Sonic, "Tails" and Knuckles playable in both halves.<br />
* ''[[Knuckles the Echidna in Sonic the Hedgehog 2]]'' - Playable when connecting ''Sonic the Hedgehog 2''. Allows Knuckles to play through the game, with subtle design differences to take advantage of his unique moveset.<br />
* ''[[Blue Sphere]]'' - Playable when connecting ''Sonic the Hedgehog''. Allows numerous interpretations of the ''Sonic 3'' and ''Sonic & Knuckles'' Special Stages to be played, providing a sixteen-number password to pick up where the player left off.<br />
<br />
Though advertised as being "backward compatible," there is evidence in the original ''Sonic 3'' that the [[Lock-On Technology]] of ''Sonic & Knuckles'' was planned from the start, with pointers in the game code detailing where various changes in ''Sonic 3's'' level design would be when the two are connected.<br />
<br />
===Scoring===<br />
The following is an explanation on how the scoring process works within the game:<br />
<br />
'''Hitting bumpers:''' 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper.<br />
<br />
'''Hitting enemies:''' ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground)''<br />
*First enemy in a chain = 100<br />
*Second enemy in a chain = 200<br />
*Third enemy in a chain = 500<br />
*Fourth through 15th enemies in a chain = 1,000 each<br />
*16th and all subsequent enemies in a chain = 10,000 each<br />
<br />
Destroying a [[Dr. Eggman]] '''boss robot or mini-boss''': 1,000 points<br />
<br />
'''Ring bonus''' at end of level: 100 points for each ring held<br />
<br />
'''Signpost:''' At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for.<br />
<br />
'''Time bonus''' at end of level:<br />
*Game clock reads 0:59 or less = 50,000<br />
*Game clock reads 1:00 to 1:29 = 10,000<br />
*Game clock reads 1:30 to 1:59 = 5,000<br />
*Game clock reads 2:00 to 2:29 = 4,000<br />
*Game clock reads 2:30 to 2:59 = 3,000<br />
*Game clock reads 3:00 to 3:29 = 1,000<br />
*Game clock reads 3:30 to 9:58 = 100<br />
*Game clock reads 9:59 exactly = 100,000<br />
<br />
'''Special stage:''' 100 points for each ring held. If you collect all rings, you also get a 50,000-point [[Perfect Bonus]] (even if you don't get the Emerald).<br />
<br />
==Music and sound==<br />
===Sound test===<br />
[[File:SK level select.png|thumb|190px|The level select to ''Sonic & Knuckles'', which contains the sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game, accessible through the level select code.<br />
{{multicol|<br />
*09: [[Flying Battery Zone]] Act 1<br />
*0A: [[Flying Battery Zone]] Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1<br />
*10: [[Mushroom Hill Zone]] Act 2<br />
*11: [[Sandopolis Zone]] Act 1<br />
*12: [[Sandopolis Zone]] Act 2<br />
*13: [[Lava Reef Zone]] Act 1<br />
*14: [[Lava Reef Zone]] Act 2/[[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]]<br />
*15: [[Sky Sanctuary Zone]]<br />
*16: [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]] Act 1<br />
*17: [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]] Act 2<br />
*18: Act 1 Boss<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]]<br />
*1B: Bonus Stage: Magnetic Orbs<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine<br />
*1F: Knuckles' Theme (''[[Sonic & Knuckles]]'')<br />
*25: Title (''[[Sonic & Knuckles]]'')<br />
*27: Game Over<br />
*28: Continue/Competition Results (''[[Sonic & Knuckles]]'')<br />
*29: Act Clear<br />
*2A: 1-Up (''[[Sonic & Knuckles]]'')<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme (''[[Sonic & Knuckles]]'')<br />
*2E: Act 1 Boss (''[[Sonic & Knuckles]]'')<br />
*2F: Level Select (Data Select in ''[[Sonic 3 & Knuckles]]'')<br />
*30: Final Boss<br />
*32: All Clear (''[[Sonic & Knuckles]]'') (Unused)<br />
*DC: Staff Roll (''[[Sonic & Knuckles]]'')<br />
*FF: Sega (From Title Screen) In Poor Quality Sound<br />
|cols=3}}<br />
The sound test for ''Sonic & Knuckles'' is the same as the sound test for ''[[Sonic 3 & Knuckles#Sound Test|Sonic 3 & Knuckles]]'', with a few exceptions:<br />
*Tracks 01 - 08 and Tracks 0B - 0E are not playable because the acts associated with the zones are located in ''[[Sonic the Hedgehog 3]]''.<br />
*Track 1E is not playable because the bonus stage is not in ''Sonic & Knuckles''.<br />
*Tracks 20 - 24 are not playable because the acts associated with the tracks are in the Competition Mode, which is located in ''Sonic the Hedgehog 3''.<br />
*Track 26 is not playable because it is the track played during the credits for ''Sonic the Hedgehog 3''.<br />
*Track 2D is not playable because it is played during the setup of Competition Mode, which is located in ''Sonic the Hedgehog 3''.<br />
*Track 31 is not playable because it is the "Drowning" theme. All of the zones in ''Sonic & Knuckles'' have no water.<br />
<br />
NOTE: In ''[[Sonic Classic Collection]]'', the mid-boss music for ''Sonic & Knuckles'' is reverted to its original ''Sonic 3'' track. However, the same was not done for ''Sonic 3 & Knuckles''.<br />
<br />
==History==<br />
===Sales data===<br />
[[Category:Use SalesTable template]]<br />
{{main|Sonic the Hedgehog 3#Sales data}}<br />
<br />
===Adaptations===<br />
Being the direct continuation of ''Sonic the Hedgehog 3'', it only made sense that both [[Archie Comics]] and [[Fleetway]] would create comic book adaptations in their respective comics based on Sonic the Hedgehog. For Archie, the comic was published not in the [[Sonic the Hedgehog (Archie comics)|main series]] but in the 48-page special ''[[Sonic & Knuckles (Archie)|Sonic & Knuckles]]''. Though taking place on the "Floating Island" and using selected set pieces from the game, the plot was largely unrelated to the game, neglecting the Death Egg entirely. Instead, the Death Egg would be utilized in the "[[Sonic Quest 1|Sonic Quest]]" mini-series. For ''[[Sonic the Comic]]'', the "Death Egg Saga" would begin in [[Sonic the Comic 043|issue 43]] and continue on through [[Sonic the Comic 053|issue 53]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].<br />
<br />
==Versions==<br />
===Rereleases and ports===<br />
{{multicol|<br />
'''Direct ports from source code, sold in compilations:'''<br />
* ''[[Sonic & Knuckles Collection]]'' for Windows PC (1997)<br />
* ''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
* ''[[Sonic & Garfield Pack]]'' for Windows PC (1999)<br />
* ''[[Sonic Action Pack]]'' for Windows PC (2000)<br />
* ''[[Sonic Action 4 Pack]]'' for Windows PC (2001)<br />
* ''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' for Windows PC (2002)<br />
* ''[[Sega PC Mega Pack]]'' for Windows PC (2003)<br />
<br />
'''Emulated, sold individually:'''<br />
* ''[[Sonic & Knuckles (Xbox Live Arcade)|Sonic & Knuckles]]'' for [[Xbox Live Arcade]] (2009)<br />
* ''{{PAGENAME}}'' for [[Virtual Console]] on [[Wii]] (2010)<br />
<br />
'''Emulated, sold in compilations:'''<br />
* ''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
* ''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for [[Xbox]] (2005)<br />
* [[Blaze Dual Game Controller Player]] plug and play console (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* [[Blaze Sega Mega Drive]] plug and play console (2009)<br />
* ''[[Sonic PC Collection]]'' for Windows PC (2009)<br />
* ''[[Sonic Classic Collection]]'' for [[Nintendo DS]] (2010)<br />
}}<br />
<br />
==Production credits==<br />
{{multicol|<br />
{{creditstable|<br />
*'''Executive Producer:''' [[Hayao Nakayama]]<br />
*'''Project Managers:''' [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br />
*'''Producer:''' [[Yuji Naka]]<br />
*'''Director:''' [[Hirokazu Yasuhara]]<br />
*'''Lead Game Designer:''' [[Hirokazu Yasuhara]]<br />
*'''Senior Game Designers:''' [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br />
*'''Lead Programmer:''' [[Yuji Naka]]<br />
*'''Senior Programmers:''' [[Takahiro Hamano]], [[Masanobu Yamamoto]]<br />
*'''Character Designer:''' [[Takashi Thomas Yuda]]<br />
*'''C.G. Artist:''' [[Kunitake Aoki]]<br />
*'''Animator:''' [[Takashi Thomas Yuda]]<br />
*'''Enemy Artist:''' [[Satoshi Yokokawa]]<br />
*'''Scene Artists:''' [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], [[Takashi Thomas Yuda]], [[Satoshi Yokokawa]]<br />
*'''Art Assistant:''' [[Osamu Ohashi]]<br />
*'''Music Composers:''' [[Howard Drossin]]<br />
*'''SEGA Sound Team:''' [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br />
*'''Executive Management:''' [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]], [[Paul Rioux]]<br />
*'''Product Manager:''' Pamela Kelly<br />
*'''Executive Coordinator:''' [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br />
*'''Testers:''' [[Jason Kuo]], Rick Greer, Mike Williams<br />
*'''Sound Special Thanks:''' [[sega:Cube|Cube Corp.]], Opus Corp., Masanori Nakayama (Studio Who)<br />
*'''Special Thanks:''' [[Jina Ishiwatari]], Emi Kawamura, [[Deborah McCracken]], [[Taku Makino]]<br />
*'''Presented by:''' [[Sega]]<br />
| source=In-game credits<br />
}}<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic & Knuckles manuals}}<br />
<br />
==Promotional material==<br />
{{main|Sonic & Knuckles print advertisements}}<br />
{{main|Sonic & Knuckles television advertisements}}<br />
<br />
==Artwork==<br />
<gallery><br />
File:SSS SONIC27.png<br />
File:SSS SONIC37.png<br />
File:SSS SONIC32.png<br />
File:SSS SONICD .png<br />
Image:CE SK 01.png<br />
Image:CE SK 02.png<br />
Image:CE SK 03.png<br />
Image:CE SK 04.png<br />
Image:CE SK 05.png<br />
Image:CE SK 06.png<br />
Image:SSS SONIC42.png<br />
S&K US promotional artwork.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
{{ratings<br />
|icon=MD<br />
| cvg=91<br />
| cvg_source={{num|156}}<br />
| egm=100<br />
| egm_1=90<br />
| egm_2=90<br />
| egm_3=90<br />
| egm_source={{num|65|page=34}}<br />
| gamefan=91<br />
| gamepro=100<br />
| gamepro_source={{Num|[[Review - Sonic & Knuckles (GamePro, November 1994)|64]]}}<br />
| gameplayers=95<br />
| gamesmaster=90<br />
| gamesmaster_source={{num|22|page=36/37/38}}<br />
| gamesworld=83<br />
| gamesworld_source={{num|7|page=14}}<br />
| mega=92<br />
| mega_source={{num|26|page=12/13/14/15/16/17}}<br />
|smz=85<br />
|smz_source={{Num|[[Review - Sonic & Knuckles (MegaZone, October 1994)|44]]}}<br />
|segamaguk=92<br />
|segamaguk_source=[[Review - Sonic & Knuckles (Sega Magazine, October 1994)|80/81]]<br />
|segapower=90<br />
|segapower_source=[[Review - Sonic & Knuckles (Sega Power, November 1994)|Nov. 1994]]<br />
|segapro=90<br />
|segapro_source=[[Review - Sonic & Knuckles (Sega Pro, November 1994)|#38 Pg 46/47]]<br />
| stc=91<br />
| stc_source={{num|43|page=10}}<br />
| stc_1=87<br />
| stc_source_1={{num|83|page=11}}<br />
|vgce=90<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=sk-box-jap.jpg<br />
| back=Sk-box-jap-back.jpg<br />
| cart=sk_md_jp_cart.jpg<br />
| manual=S&K MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=sk-box-us.jpg<br />
| cart=SonicnKnucklesCart.jpg<br />
| manual=<br />
| item1=S&K MD US merch sheet.pdf<br />
| item1name=Merch sheet<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Sk md eu cover alt.jpg<br />
| cart=S&k-md-eu-cart.jpg<br />
| manual=Sonic And Knuckles 16-Bit EU Multi.pdf<br />
}}<br />
{{scanbox<br />
| console=Mega Drive<br />
| region=UK<br />
| front=<br />
| manual=S&K MD UK manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=PT<br />
| front=Sonic & Knuckles MD PT Box Front.jpg<br />
| back=Sonic & Knuckles MD PT Box Back.jpg<br />
| spinemissing=yes<br />
| cart=Sonic & Knuckles MD PT Cart.jpg<br />
| manual=S&K MD PT manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=PT (alt)<br />
| front=SK MD PT alt cover.jpg<br />
| cart=<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Platinum Collection|Platinum Collection]])<br />
| front=Sk md au plat cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=SonicandKnuckles MD BR Box.jpg<br />
| cart=<br />
| manual=SK MD BR manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sk md asian cover.jpg<br />
| back=Sk md asian back cover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sk md asian cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
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| region=KR<br />
| front=Sk md korean cover.jpg<br />
| back=<br />
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}}<br />
{{scanbox<br />
| console=Mega Drive<br />
| region=KR (Hi-Com)<br />
| front=SK MD KR hicom front.jpg<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
===ROM hacking===<br />
* [[Disassemblies#Sonic & Knuckles|A complete list of ''Sonic & Knuckles'' disassemblies]].<br />
<!-- FIXME: Link to a specific revision? --><br />
* [https://github.com/sonicretro/skdisasm View the disassembly on GitHub.]<br />
* [https://github.com/sonicretro/skdisasm/archive/master.zip Download the complete disassembly direct from GitHub. (latest revision)]<br />
<br />
*[[SCHG:Sonic 3 & Knuckles|Sonic Community Hacking Guide/Sonic 3 & Knuckles]] - Also applies to ''Sonic & Knuckles'' alone.<br />
<br />
===Emulation===<br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_sandk/ Sega of Japan Virtual Console page (Japanese)]<br />
* Nintendo catalogue pages: [https://www.nintendo.com/games/detail/DhOwxazTYsF7_bTv4yHsNViwHFjp2d7g US]<br />
* [http://www.theghz.com/sonic/s&k/s&k.html ''Sonic & Knuckles''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonicandknuckles/backgroundinfo/ ''Sonic & Knuckles''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references /><br />
<br />
{{S&KOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Mega Drive games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)/Development&diff=303033
Sonic the Hedgehog (16-bit)/Development
2019-11-21T07:33:38Z
<p>Dank: replaced dead link</p>
<hr />
<div>Being the first game in the series, ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' went through many ideas and changes during the development process. What follows is a summery and collection of those items.<br />
<br />
==Development Process==<br />
<br />
[[File:Sonicguide4.jpg|thumb|190px|A collection of images of [[Sonic the Hedgehog]] drawn during the creation of the first game. From the [[Sonic the Hedgehog Material Collection]].]]<br />
In the mid-1980's, there was no question that Nintendo had overtaken the videogame market. With its Famicom system in Japan and the Nintendo Entertainment System in the west, the 8-bit powerhouse defined an entire generation of gamers. Though [[sega:Sega|Sega]] had received marginal success with their first mainstream videogame console, the [[sega:Sega Master System|Sega Master System]], it was unable to compete with the device that had saved the industry in America. Wanting to be known for more than just their arcade hits, Sega was not ready to give up on the console market, releasing their entry into the 16-bit wars in October of 1988 in Japan. The [[sega:Sega Mega Drivee|Sega Mega Drive]], renamed the Sega Genesis when premiering in the United States the following January, was Sega's bid to become a major player in the gaming world, in the hopes of usurping the house that Mario built. However, the executives of the company knew there was still an essential element missing from the equation that would push them beyond both the NES and its upcoming successor, the Super Nintendo.<br />
<br />
During the Master System's tenure, Sega had poised [[sega:Alex Kidd|Alex Kidd]] as the company's mascot, releasing a handful of games in that franchise. However, the character never gained the momentum they had hoped for. Realizing the importance of having a strong, central figure to embody what they wanted to accomplish, Sega began an internal competition across all of its branches to create the company's answer to the ''Super Mario Bros''. series. For months, numerous character designs were drawn up by an untold number of people, ranging from American wolves to overall-wearing chickens. One of the men who actively submitted characters to the contest was [[sega:Naoto Ohshima|Naoto Ohshima]], a designer who had previously worked on the ''[[sega:Phantasy Star|Phantasy Star]]'' series. Early on, Ohshima sketched up a plethora of potential headliners, including a rabbit, a mustached-man in pajamas, and a scribble of a hedgehog. The initial favorite was the rabbit, who would run through levels picking up items with his ears and throwing them at oncoming enemies.<br />
<br />
After some initial discussion, Ohshima approached [[sega:Yuji Naka|Yuji Naka]] to collaborate with him on the project. An up-and-coming programmer, he had previously worked with the designer on the first two ''Phantasy Star'' titles. Having freshly come off of a robot-based game that had been cancelled early on, Naka was eager to get back to work, and soon the two men began discussing just what the game could evolve into. One of the aspects that intrigued Naka most was the inherit speed in the game's design. Even as a young child, Yuji Naka had been transfixed by fast cars including the Ferrari line, and after getting into the games industry wanted to capture that feeling, something that a platformer had not yet accomplished.<br />
<br />
{{quote|1=I like fast things and I thought that it would be nice to create a game where the more skilled you become, the faster you can complete a stage. Games back then had no backup or saving system, which meant that you had to play right form the beginning every time...As a result, the very first stage would be played time and time again, making the player very skilled at it. So we thought it would be nice if this would enable the player to complete those stages faster and that's the basis of Sonic's speed. We also thought this feature would help differentiate Sonic from Mario.|2=Yuji Naka, Programmer and Project Manager of ''Sonic the Hedgehog''{{ref|1=http://www.youtube.com/watch?v=Ym2ve5_YD60}}}}<br />
<br />
As the earliest form of the engine took shape, Naka realized that trying to keep the game running smoothly and maintain speed was almost impossible with the current game mechanic. Having to stop and pick up items broke the flow, especially since the team wanted to keep the controls simple, having to use only one button as opposed to Mario's two-button scheme. Luckily, they wouldn't have to tackle the problem alone, as another employee at Sega would soon join their racks, [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]].<br />
<br />
{{quote|1=At the time, I was supposed to go to the United States to establish a [[sega:Sega Technical Institute|new R&D team]] [at Sega of America] with [[sega:Mark Cerny|Mark Cerny]]...But then the [first] Gulf War Started, and my move to the US was postponed for three months. Work was progressing on the [new mascot] game, but Naka and Ohshima needed a full-time game designer on the project. They saw that I was free, and looked to me for help designing the game until my departure. So I officially joined the project as a game designer, planning to work on it only until I went to the US. But I ended up staying in Japan for a year until we finished the project.|2=Hirokazu Yasuhara, Director and Lead Game Designer of ''Sonic the Hedgehog''}}<br />
<br />
Yasuhara, who would become the Director and Game Planner of what would become ''Sonic the Hedgehog'', was no stranger to the group, having collaborated with Ohshima on the title ''[[sega:Final Labyrinth|Final Labyrinth]]''. The first problem he knew they had to tackle was the attack mechanic, realizing if only one button was at their disposal, they needed to combine the jump and attack into one swift motion. Discussing with the other two, they came to the conclusion of having the character himself become the projectile, curling into a ball and able to attack enemies from any side. The rabbit was quickly cast aside as thoughts turned back to Ohshima's other conceptual drawings. While the man with the mustache was still a favorite, it was clear he would not be appropriate for what the game called of him. Instead, they looked at an armadillo sketch and that quick scribble of a hedgehog. As the spines of a hedgehog gave off the illusion of speed, gave off a more urgent sense of attack as opposed to an armadillos shielding, and that it was humorously ironic that a slow creature could break the sound barrier, Ohshima began to rework the character into something that could be turned into the company's mascot.<br />
<br />
[[File:SegaPlayersEnjoyClub Volume7.5 Summer1991 Page82.jpg|thumb|190px|An early promotional drawing of Sonic. Featured in the [[Coming Soon - Sonic the Hedgehog (Sega Players Enjoy Club, Summer 1991)|Summer 1991]] issue of ''SPEC.'']]<br />
The character, originally called Mr. Hedgehog, was from the get-go meant to not only be a reflection of Sega, but an embodiment of the best the United States had to offer. At the time, it was believed that if a franchise was to become popular in the west, it would automatically succeed in Japan as well. Taking inspiration from classic animation with its simple curves and large, expressive eyes, "[[Mr. Needlemouse]]" was styled after the likes of Felix the Cat and Mickey Mouse, slowly morphing into "The Most Famous Hedgehog in the World." While the blue hue of the character was directly drawn from the color of the company's logo, the splash of red and white found in the shoes was inspired from one of the most famous American creations of all - Santa Claus. The physical design, buckle and all, was drawn from the look of Michael Jackson, one of the biggest pop stars of the 1980's, and his footwear visible on the ''Bad'' album cover. Finally, the "get-it-done" attitude the creators wanted reflected in the hedgehog was drawn from a rising star in U.S. politics, Bill Clinton, who was at the time Governor of Arkansas. With all these elements merging together, and receiving a name change, [[Sonic the Hedgehog]] was born.<br />
<br />
These changes were not initially told to higher-ups at Sega, who still thought the AM8 division was working on the throwing-rabbit game. When time came for the small number of development teams to present their game proposals, no one knew exactly how Sonic would be received. It was this reason that Ohshima decided to go the extra mile to help sell the character of Sonic. Earlier, during a brief moment of relaxation, Ohshima had gone on vacation to New York City. Armed with his many conceptual drawings including the mustached man and the blue hedgehog, Naoto culled the opinions of passers-by in Central Park, asking which of the group he held they preferred. Sonic clearly being the winner, he planned to use this as proof of Sonic's appeal to a mass audience. Not content with just anecdotal evidence, the team also consulted with Sega's marketing department, producing an early Sonic the Hedgehog plush that would be used during the pitch. Showcasing Sonic's marketability, coupled with the strength of the game, AM8 was given the green light.<br />
<br />
Work on the game began in April of 1990, the mythology of Sonic being actively worked on in tangent with the game engine and design. Originally, Sonic was meant to be in a rock band, have a human girlfriend, and fight off monsters and a certain egg-shaped man dressed as a bumblebee. It was over time that many of these elements were streamlined or removed altogether, the team instead focusing on building the world of [[South Island]], the game's locale. Even if the world they were building was to be visually stunning, Ohshima knew that a protagonist was only as good as the villain they were fighting, something evident in the American comic books that he adored as a child. Going back to the one design that seemed to never quite make the cut, the mustached man, Ohshima began working on simplifying the design. Wanting to create an antagonist that was simple to draw for young kids, the original pajamas the character wore and even the brief bumblebee clothing was replaced by a black, red and yellow ensemble. With that, [[Dr. Eggman]] was born, set to terrorize Sonic and his animal friends.<br />
<br />
[[File:Sonicdebut.jpg|thumb|190px|The tour poster for [[Dreams Come True]] in 1990, officially unveiling Sonic the Hedgehog to the world.]]<br />
Sonic's first public appearance was at the Tokyo Toy Show in June of 1990, showing off a tech demo of the earliest form of ''Sonic the Hedgehog''. After that, media for the game went quiet, Sega of Japan instead showing off the character in other ways. In the [[His Name is Sonic - Sonic the Hedgehog (Sega Players Enjoy Club, November 1990)|November 1990]] issue of ''Sega Players Enjoy Club'', a brief "interview" with Sonic was published, establishing his attitude and his birthplace of Christmas Island. The feature also served as a way to introduce the musician behind the game, DREAMS COME TRUE's [[Masato Nakamura]]. Already an established and successful musical act, Nakamura was hired to compose the tracks that would pepper the game. Using the level concept art drawn by Ohshima as inspiration, Nakamura treated the score like he was composing music for a film, wanting the notes to evoke what was on screen. Though the sound chip could only produce a limited amount of channels at once, Nakamura saw this as a challenge, needing to be careful in his construction of the music, his inspiration creating the unique score that would further define the world of Sonic. Wanting to capitalize on the fact DREAMS COME TRUE was involved with their game, Sega became a primary sponsor for their 1990 tour, the image of Sonic stamped throughout the posters and tour buses the pop-group would use.<br />
<br />
Work on the game continued nearly non-stop, the 11-month production cycle unheard of for games of the era. One of the core elements, the game engine, was continuously tweaked and altered during this time, in order to make Sonic and its momentum-based physics work, with even Sonic running through loop-de-loops becoming an algorithmic frustration. The limit of what Sonic's speed should be soon became a point of contention, Naka pushing the engine more and more until even he found himself nearly getting motion sickness from the pace the game moved at. Working diligently, Yuji Naka strived to find the right balance of motion for the character, one that would emphasize the speedy nature of the gameplay while at the same time being slow enough so anyone could pick up and play without being overwhelmed, that balance including making sure the animations for the hedgehog looked and flowed naturally.<br />
<br />
As the engine became solid and the visual style of the world grew, Hirokazu Yasuhara sought to create an experience that did not appeal to just one particular market. Knowing that the west was more interested in challenging obstacles while the east tended to be more casual with their mainstream gaming, Yasuhara wanted to make a game that balanced both of those qualities. Careful consideration was put into the construction of each unique zone, Yasuhara working on the level design of every act. The one level that was recreated time and time again was the [[Green Hill Zone]], taking half a year until it reached a nearly complete state. As this was the player's first exposure to what ''Sonic the Hedgehog'' was to be, it was imperative that it have a careful balance of challenge and fun, also tying into Naka's philosophy of being able to better your time and skill through subsequent playthroughs.<br />
<br />
As the 8-strong team of AM8 neared completion of the program, they dubbed themselves "[[sega:Sonic Team|Sonic Team]]," after the project that could make or break their company. Conscripting [[sega:Akira Watanabe|Akira Watanabe]] to create the distinctive pop-art inspired packaging, plus darkening the sprite of Sonic's shade of blue to better stand out from the blue skies and oceans that was integral to the look of South Island, the final product was nearly formed. A three-part mini-comic, the ''[[Sonic the Hedgehog Story Comic]]'', was commissioned to help advertise the game in Japan. Showcasing the world of Sonic, the comic draws from elements during production that were either altered or removed from the final game, including prototype level names and a scene where Sonic is clearly a singer in a band.<br />
<br />
Developed entirely in Japan, the game would see release first in the west, premiering on U.S. shores on June 23rd, 1991. Some extra graphical effects and a few bugs would be polished for the Japanese release a month later, but it was with this game that the 16-bit wars truly began. Drawing critical and commercial success, ''Sonic the Hedgehog'' brought the character - and the company behind it - into the minds of the general public.<br />
<br />
While there were plans to port the game to both the [[Sonic the Hedgehog (Amiga)|Amiga]] and the [[Sonic the Hedgehog 1 CD|Mega-CD]], it was decided that the game would remain on the Mega Drive for the time being, letting the cart become one of the main selling points for the system.<br />
<br />
==Westernization==<br />
<br />
[[File:GregMartinSonicSketch-PromotionalCover.jpg|thumb|190px|The original pencil sketch for the westernized look of Sonic the Hedgehog, Dr. Eggman, and the Green Hill Zone. From the [[Sonic the Hedgehog (promotional comic)|American promotional comic]].]]<br />
While in hindsight its easy to see why the game was a huge success, originally the higher-ups at Sega of America were weary of the concept of Sonic as a character. Though hedgehogs were well known in Japan, at the time hardly anyone had even heard the word in the United States. [[sega:Michael Katz|Michael Katz]], the CEO of Sega of America at the time, reacted quite negatively at the initial concepts faxed to his office. Right off the bat, he constructed a list of ten reasons why Sonic would never get off the ground in the west, sending it to [[sega:Shinobu Toyoda|Shinobu Toyoda]], Executive Vice President of SOA with the intent of having it forwarded to Japanese headquarters. Setting off the western marketing department into full panic mode, they scrambled to correct what they felt was a disastrous decision, quickly contacting another designer whom they thought would be best suited to create a character for an American audience.{{ref|[[Mark Cerny interview by Sega-16 (December 5, 2006)]]}}<br />
<br />
Whatever plans Michael Katz had were quickly squashed as a shake-up at SOA had him out of a job, replaced by former Matell CEO [[sega:Tom Kalinske|Tom Kalinske]]. While acclimating himself to the games industry, he was also faxed the earliest concepts of Sonic, the rock band, and his girlfriend Madonna. Just like Katz, he was put off by the feisty, fang-toothed character, but instead of trying to stop it from happening entirely, Tom looked towards his staff to slightly retool the blue hedgehog. Put in charge of being product manager for the Sonic brand was [[sega:Madeline Schroeder|Madeline Schroeder]], whom the offices at SOA affectionately referred to as "the mother of Sonic." <br />
<br />
Immediately, the first task Madeline and her crew set about tackling was the alteration of the visual style for the characters, all in an attempt to maximize market appeal. Artist [[sega:Greg Martin|Greg Martin]] was tasked with creating the definitive American Sonic, tweaking the hedgehog while still maintaining a certain level of attitude. The fangs of early concept art were completely removed, the curves of Sonic's proportions becoming softer, more akin to the visual style of late 1980's cartoons. Eggman also received an overhaul, looking far more sinister than what Ohshima's art suggested. This change in tone was reflected further with his renaming to Dr. Robotnik.<br />
<br />
Next, she cast aside the fiction the offices of Sonic Team had come up with, [[Sonic the Hedgehog Bible|writing a draft]] with Director of Marketing [[sega:Al Nilsen|Al Nilsen]] for an alternate scenario to explain how the character came to be. In it, Sonic was born Sonny, a small brown hedgehog whose incredible speed made him somewhat famous in the Nebraskan town he lived. One day, when he should have been preparing to hibernate, Sonny instead decided to continue training in the hopes of one day being good enough for the Olympics, but his natural instincts take over, causing the hedgehog to fall asleep right above the underground laboratory of a crazed yet benevolent scientist. It would be after this meeting that Sonny would become Sonic The Hedgehog, his middle name literally being "The," an idea Al had thinking that it could be turned into an interesting story one day.<br />
<br />
It was neither Madeline nor Al who came up with many of the western names for the various creatures and creations that would populate the game, however. Game tester and Sega help line employee [[Dean Sitton]] was the one responsible for coming up with many of these names, including such [[Badnik|badniks]] as [[Buzzbomber]] and [[Ball Hog]] (called Beeton and Ton-ton in the original Japanese version, respectively). However, his greatest contribution to the westernization of the franchise was penning the name Dr. Ivo Robotnik.<br />
<br />
{{quote|1=The producer of the US version would be in Japan and call in for updates. Like how many rings for a free man...how many rings for a continue etc.. I got to play the game for a week or so and I submitted a document that showed the characters in the game that I could see and a few names for each of them. Dr. Badvibes and many other names were not chosen.<br />
<br />
I named Ivo Robotnik, Ballhog, and 3-4 more from that game. I helped to flesh out the fiction for Greenhill and Sally/Sandy/Amy? whatever the girls name is now... with a guy named Jamie Wojik... usually producers of games have only to fill in the blanks..it doesn't always matter how the blanks get filled in.|2=Dean Sitton, Sega of America Game Tester{{ref|1={{LinkRetro|title=Dr Badvibes|topic=6657}}}}}}<br />
<br />
While Robotnik was the final name for the character, Sitton had thrown out a handful of other names that could have been used for the antagonist.<br />
<br />
{{quote|1=[As] far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it...[O]ther Robotnik names were, Doctor X, Doctor Gloom, Dr. What.|2=Dean Sitton, Sega of America Game Tester}}<br />
<br />
[[File:Toon eggman2.png|thumb|190px|A westernized version of Dr. Eggman, renamed Dr. Ivo Robotnik.]]<br />
Also thrown about were the names "Mister Badwrench," "Mr. Bad Year" and "Fatty Lobotnik." Even the first name, "Ivo," was suggested by Sitton, pronouncing the name with a soft "I" to make the it sound closer to the world "evil."<br />
<br />
Although the changes weren't as dramatic as some other Japanese properties marketed for the United States have over the years, the original Sonic Team was quite unhappy when they saw what Sega of America was doing to their work. Years later, Ohshima would go on record saying he was baffled as to why they felt the need to redraw his artwork and come up with concepts that had nothing to do with the game, especially as it had been originally designed with a western audience in mind. To address their concerns, Madeline Schroeder flew out to the land of the rising sun to discuss with the development team why these changes were being done. During the meeting, the Japanese offered a compromise - that there simply be two Sonic's, with the west promoting their version and the east maintaining their vastly different one. However, the representatives of SOA disagreed, stating that if Sonic was to become a global icon, there had to be a degree of unity.<br />
<br />
Returning back to the United States, Madeline wasn't sure just what would happen, but over time it was clear that the elements they had the most trouble with were dropped from the game. The rock band disappeared, but even still the simplistic fiction of South Island found in the Japanese manual was replaced. Although there was still a slight divide between how Sonic would be portrayed in both the east and west, it was nothing compared to what could have been. Years later, Yuji Naka would reflect on these events more levelheaded than how he reacted back in 1990:<br />
<br />
{{quote|1=In those days, I hated the American change to the look and feel, and I didn't know how the consumers would perceive it. But looking back, that's one of the reasons that it succeeded.|2=Yuji Naka, Programmer and Project Manger of ''Sonic the Hedgehog}}<br />
<br />
Come time for release, the layout and graphics of ''Sonic the Hedgehog'' would be constant across all corners of the globe, the only physical differences being the art each package portrayed. Even still, Naka remained blissfully unaware of the alternate storyline until years later, when it was no longer being referred to in any external media.<br />
<br />
As the game began to take form, the doubts of whether or not ''Sonic'' would be a hit began to dissipate, Tom Kalinske wanting to poise the cartridge as the central pillar of their strategy. Meeting with the President of Sega of Japan, [[sega:Hayao Nakayama|Hayao Nakayama]], Tom introduced his four point plan to the board of directors, mapping out how they could catapult the Genesis into the consciousness of America. Among the ideas were to lower the price of the system and focus more on games being developed exclusively for a western audience, but the most controversial point was to have ''Sonic the Hedgehog'' replace ''[[sega:Altered Beast|Altered Beast]]'' as the pack-in title for the system. At first, Nakayama was nothing less than furious, baffled at how having a core title packed in from nearly day one was going to benefit them, since they were already hitting a loss which each hardware unit sold, making it up in software sales. Kicking his chair to the ground, Nakayama began to storm out, but before he left the room, he turned back to Kalinske and stated that if he felt this was the only way to beat Nintendo, to go ahead.<br />
<br />
Because of the backstock of ''Altered Beast''-branded Genesis units, the plan was to initially have any new adopters of the system, starting July 1st, 1991, to be able to get a free copy of ''Sonic the Hedgehog''. This would continue until September, when the only Genesis units on the shelves would be those already packed in with the game. Before they'd be ready to roll out, however, Sega of America knew that they'd need a strong advertising campaign close to launch. Holding back on releasing too much media, Sega of America asked their Japanese brethren to also resist showing off too much of Sonic too early, in the fear that if you gave away all your best cards months in advance, people would forget about it by the time the cartridge was on store shelves. Instead, they wanted to begin pushing Sonic only weeks before, having his blue mug plastered on as many videogame magazines as possible.<br />
<br />
[[File:SonicSummerCES.jpg|thumb|190px|''Sonic the Hedgehog'' going head-to-head with ''Super Mario World'' during the 1991 Summer Consumer Electronics Show in Chicago.]]<br />
Though briefly demoed at the Winter Consumer Electronics Show in January of 1991, Sonic's real showing in an American trade show wasn't until the Summer CES in Chicago. With the Super Nintendo's release date only three months away, Al Nilsen came up with a way to show off the game, the natural progression of the aggressive marketing the company had done with their "Genesis Does What Nintendon't" campaign. Gaming journalists and industry insiders alike were not only presented with the full version of ''Sonic the Hedgehog'', but had the game demoed side by side with Nintendo's flagship franchise{{fileref|Zero UK 22.pdf|page=12}}. Introducing a game that was not yet available in the west, Sega wanted to show that Sonic was not a Super Mario clone, but something new, a colorfully vibrant, roller coaster ride that ''Super Mario World'' could only wish it was. Receiving positive press, marketing wanted to emulate the game's showing at the Summer CES on a nationwide scale. Sega of America began a full-on publicity tour in September, dubbed the "Sega World Tour '91," where a mobile unit went to twenty-five shopping malls across the country, having players being able to play both ''Sonic the Hedgehog'' and ''Super Mario World'', comparing them side by side.{{ref|1=http://community.seattletimes.nwsource.com/archive/?date=19910913&slug=1305301}} This stark comparison even made its way into television advertisement, a commercial with a salesmen trying to pitch ''Super Mario World'' to a consumer who is far more interested in the game playing on the television next to Mario.{{ref|1=http://www.youtube.com/watch?v=vAyxBm_NWhA}}<br />
<br />
Similar to Japan's 3-part manga, a [[Sonic the Hedgehog (promotional comic)|promotional comic]] was commissioned to be published in the west, featuring the [[Dr. Ovi Kintobor|Dr. Kintobor]] story that Madeline Schroeder had helped create. Streamlined from the original draft, the Nebraska elements were completely removed, instead focusing on the chance encounter between a kindly scientist and a brown hedgehog, who would soon become blue. That same scientist, Dr. Ovi Kintobor, would be transformed into the villain of the piece due to an accident involving the [[Chaos Emeralds]] and his invention, the [[R.O.C.C.]] Though the backstory would be used as the inspiration for subsequent media including the U.K. published ''[[Sonic the Comic]]'', the main focus of the advertising campaign would be on the character of Sonic himself, and how he differed from the accepted standard, Super Mario.<br />
<br />
With all the pieces in place, and ''Sonic the Hedgehog'' being packed in with each new Genesis unit, Sega of America's share in the market began to steadily grow. By 1992, the Sonic brand had helped, for the first time ever, to have a company not only compete head to head with Nintendo, but have market share that for a time overtook the gaming behemoth.<br />
<br />
==Concept Art==<br />
<br />
===Rejected Character Designs===<br />
The following is a collection of images drawn by a variety of people within Sega during the internal competition to come up with a new mascot for the company. Among the selection is the rabbit image, for which served as the original inspiration for the gameplay. While the throwing dynamic was removed from the final product, it was fleshed out for the 1995 Sega game ''[[sega:Ristar|Ristar]]'' which contained a handful of members that worked on some of the Sonic titles. The mechanic would eventually be put into ''[[Sonic Adventure]]'' and ''[[Sonic Adventure 2]]'', though it was never a focus of the gameplay and didn't need to be used to finish any of the levels. The concept was also echoed in the much-later character [[Cream the Rabbit]], who would "throw" her [[Chao]] at enemies in ''[[Sonic Advance 2]]''. <br />
<br />
<gallery widths="148px" heights="148px" ><br />
GD Sonic1 Concept Sonic 01.png|A Sonic-esque rabbit.<br />
File:Sonic1-Rabbit2.png<br />
File:sonic1-rabbit.png|<br />
File:s1concept-WARRIOR.png|Warrior design with two outfits.<br />
File:s1concept-WARRIOR2.png|A third design for the elder warrior.<br />
File:s1concept-CLOWNNWOLFBOY.png|Clown and a young warrior wearing head of a animal.<br />
File:s1concept-Human.png|Human character with Bart Simpson-like hair.<br />
File:s1concept-WINDUPROBOTROOK.png|Robot character and two other characters.<br />
File:S1concept-LargeNosedCharacter.png|An animal of some sort in clothing.<br />
File:S1concept-RandomCharacters.png|A collection of doodles.<br />
File:s1concept-WEIRDCREATURE.png|A small porcupine.<br />
File:s1concept-Chick.png|Chicken with an attitude.<br />
GD Sonic1 Concept Sonic 02.png|Chicken with more attitude.<br />
File:Sonic1_DogEarlyConcept.jpg|Wolf wearing an American flag t-shirt.<br />
File:s1concept-WOLF.png|Colored version.<br />
File:s1concept-BULLDOG.png|Bulldog character.<br />
</gallery><br />
<br />
===Sonic the Hedgehog/Dr. Eggman===<br />
<br />
<gallery widths="148px" heights="148px" ><br />
File:s1concept-MRHEDGEHOG.png|Side by side comparison of Ohshima's early Sonic sketch with [[Yasushi Yamaguchi]]'s alternate hedgehog design with more human-like features. The duo ended up coincidentally coming up with the same idea for a hedgehog.<br />
File:s1concept-MRHEDGEHOG2.png|Another shot of the human-like hedgehog.<br />
File:S1concept-Needlemouse.jpg|Sonic art, the text translates to "Mr. Hedgehog" or "[[Mr. Needlemouse]]."<br />
GD Sonic1 Concept Sonic 03.png<br />
File:Sonic1_SonicConceptArt1.jpg|<br />
File:S1concept-HEDGEHOG.png|A color sketch of Sonic, moving closer to the finished product.<br />
GD Sonic1 GDC2018 Hedgehog.png<br />
File:S1concept-FinalSonic.png|A colored image of the final form of Sonic the Hedgehog.<br />
GD Sonic1 Concept Robotnik 01.png|The initial drawing of what would become Dr. Eggman.<br />
GD Sonic1 Concept Robotnik 02.png|The initial drawing of what would become Dr. Eggman.<br />
File:Sonic1_EggmanConcept.jpg|Alternate scan.<br />
File:EggmanConceptArt.png|Later concept art of Dr. Eggman, originally envisioned as the protagonist.<br />
File:S1concept-FinalEggman.png|Dr. Eggman in his final form.<br />
S1concept-SCENE.png|<br />
SonicGemsCollection Gallery ClassicSonic ConceptArt.png|A collection of various logos associated with Sonic the Hedgehog.<br />
SonicGemsCollection Gallery ClassicSonic ConceptArt2.png|Various artworks of Sonic the Hedgehog intended for promotional use.<br />
GD Sonic1 GDC2018 Logo.png|Another early logo for Sonic. This was used on various merchandise to promote the game.<br />
Sonic 1 Concept 12.jpg|In colour<br />
File:Sonic 1 Concept 09.jpg|An early sketch of Sonic the Hedgehog, intended for promotional material.<br />
File:Sonic 1 Concept 05.jpg|An early illustration featuring Sonic, Dr. Eggman, and animal friends, for use on tags attached to merchandise.<br />
File:Sonic 1 Concept 03.jpg|Concept art of Sonic illustrating his run cycle and speed.<br />
File:Sonic 1 Concept 11.jpg|Promotional art featuring Sonic, Flicky, Pocky, and Pecky.<br />
File:Sonic 1 Concept 01.jpg|An early sketch of Sonic that will later become used for the Japanese Box Art cover.<br />
File:Sonic 1 Concept 04.jpg|A humorous sketch featuring Sonic, Dr. Eggman, animal friends, and badniks such as Caterkiller running through Green Hill Zone. This is a sketch illustrating the ending cutscene of the game.<br />
File:Sonic 1 Concept 06.jpg|An early sketch of Sonic doing his ending pose that he does at the end of the game.<br />
File:Sonic 1 Concept 07.jpg|Another variation of Sonic's ending pose. You can see Sonic's band friends jumping and cheering for him in the background.<br />
File:Sonic 1 Concept 08.jpg|Color Sheet.<br />
File:Sonic 1 Concept 10.jpg|Flyer Concept. The headline says "ill weeds grow apace".<br />
File:Sonic 1 Concept 02.jpg|Letterhead Concept. The headline says "let's throw away crappy games and love that has vanished in tears".<br />
File:Sonic1_PromotionalArt_Concept1.jpg|Concept art for reference.<br />
File:Sonic1_PromotionalArtwork_Concept2.jpg|Concept art for reference.<br />
File:Sonic 1 Concept 13.jpg|Original illustrations used for the Mega Drive precautions in the Japanese manual.<br />
GD Sonic1 GDC2018 Animations1.png|Concept art for various in-game sprite animations.<br />
GD Sonic1 GDC2018 Animations2.png|Concept art for various in-game sprite animations.<br />
GD Sonic1 GDC2018 Animations3.png|Concept art for unused in-game dancing animations.<br />
</gallery><br />
<br />
===Madonna/Unnamed Enemies===<br />
[[File:Sonic_Gems_300.jpg|right|thumb|220px|Sonic, Madonna, and Eggman dressed in a bee-like outfit. Also pictured are various enemy concepts that were ultimately not used.]]<br />
A concept that was toyed around with but ultimately dropped from the final product was the character Madonna. Intended to be a love interest for Sonic, it is unknown just how the dynamic between the two characters would have been if placed in-game. According to Naoto Ohshima, Madonna was meant to be a "male fantasy" by chasing Sonic about{{ref|1=http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=98s}}, though it is unknown if she was meant to follow Sonic in the game or simply be a subtle plot point relegated to promotional material.<br />
<br />
The concept art for the character was featured in the compilation title ''[[Sonic Gems Collection]]'', although artwork had been on the Internet prior to the game's release. The project manager of ''Sonic the Hedgehog'' for Sega of America, Madeline Schroeder, later made the claim that she was responsible for the removal of the character in an attempt to make the game an easier sell in western markets{{ref|1=http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=130s}}. However, this was later contradicted by Yuji Naka, who, when recalling the development process, explained that Madonna never went beyond the concept stage primarily because of the stark comparison her presence would have made between ''Sonic'' and the ''Super Mario Bros''. series. Having a heroine who would be kidnapped and subsequently rescued by the hero of the game was such a cliche at that point that Sonic Team wanted to focus on the battle between Sonic and Eggman. The idea of a hedgehog/human romance was eventually pursued in the game ''[[Sonic the Hedgehog (2006)]]'' through the character of [[Princess Elise]], with less than stellar results.<br />
<br />
At the same time the idea for Madonna was on the drawing board, the team also briefly considered having a slew of various living beings fight against Sonic, ranging from a six-fingered hand to a demon-like entity. In the earliest demo for the game shown off at the 1990 Tokyo Toy Show, it is known that the large-jawed enemy went as far as being made into sprite form, with the light-blue Sonic able to attack him the same as any other enemy. In the end, however, everyone agreed that the mustached-fellow was still the best of the lot, and far closer to what they wanted to accomplish with the game, only Sonic and Eggman being fully fleshed out and placed into the final product.<br />
<br />
<gallery widths="148px" heights="148px" ><br />
File:S1concept-Madonna.jpg|Sonic and Madonna.<br />
File:SonicGems299.jpg|Madonna in various poses daydreaming of a certain blue hedgehog.<br />
</gallery><br />
<br />
===Sonic the Hedgehog Band===<br />
[[File:Sonicband.jpg|right|thumb|220px|The Sonic the Hedgehog Band.]]<br />
Aside from the animals he saves, no friends join Sonic during his exploits in the first game. This was not always the case, however, with multiple characters (in addition to Madonna mentioned above) being drawn up by Naoto Ohshima and others.<br />
<br />
Sonic was at one point set to front a music band as the lead vocalist, visible as part of a fully-fledged sound test selected from the title screen, where Sonic would break-dance to the music. Due to time constraints, the concept was scrapped, with a no-frills alternative becoming part of the hidden level select screen as a replacement. The extra space designated for these sound test graphics was given to the "SEGA" jingle heard in the beginning of the game (which had been used in Sega TV advertising since 1983), which took up nearly an eighth of the cartridge space{{ref|http://xbox.gamespy.com/articles/654/654750p5.html}}.<br />
<br />
Sonic's band consisted of four other members who have seen various degrees of success in other media:<br />
<br />
*[[Mach the Rabbit]] (on drums) was left on the cutting room floor, and while rabbit characters have been added to the series since, none have taken inspiration from Mach.<br />
*[[Max the Monkey]] (on bass guitar) was never seen again.<br />
*[[Sharps the Parakeet]] (on lead guitar) is thought to have morphed from an earlier scrapped design of Sonic. Development on a bird character continued until around 1994 (after the release of ''[[SegaSonic the Hedgehog]]'' but before ''[[Chaotix]]''), but not as a musician.<br />
*[[Vector the Crocodile]] (on keyboards) is the only "successful" band member. His design was refined for use in the serialised ''[[Sonic the Hedgehog (manga)|Sonic the Hedgehog manga]]'' in 1992/1993, and became playable in ''Chaotix'', before returing to the series in 2003 with ''[[Sonic Heroes]]''.<br />
<br />
Members of the band did appear (in various colours) in early promotional material and the first volume of ''[[Sonic the Hedgehog Story Comic]]''{{fileref|MegaDriveFan JP 19910701 f.pdf|page=9}}, albeit alongside many other unnamed characters and the later (smaller) animal friends. Later editions of the [[Sonic the Hedgehog (Archie comics)|''Sonic the Hedgehog'' archie comics series]] have also referenced Sharp, Mach and Max, though this was many years after the concepts came to light.<br />
<br />
While the band were scrapped, early material still has Sonic get behind a microphone, most notably the credits to the [[Sonic the Hedgehog (8-bit)|Master System and Game Gear versions of the game]].<br />
<br />
<gallery><br />
Sonic1_BandConcept.jpg<br />
GD Sonic1 GDC2018 Band.png<br />
</gallery><br />
<br />
==Pilot mascot==<br />
The comic also features a side-story in the final volume about an American author from the 1940's who wrote a series of children books staring Sonic the Hedgehog, inspired by her husband. A pilot, he was part of the project to have a human being break the sound barrier for the first time, which unfortunately ended in tragedy. The legend of the man who wore the Sonic-branded jacket faded away until the embodiment of Sonic appears to save a woman caught in an airshow accident in the 1980's. Though interviews with the game creators only a couple months before its release mentions this alternate story while clearly defining it as fictional, the Chuck Yeager-inspired tale was never incorporated into the gameplay, or even mentioned in its accompanying manual.<br />
<gallery><br />
GD Sonic1 GDC2018 History1.png<br />
GD Sonic1 GDC2018 History2.png<br />
GD Sonic1 GDC2018 History3.png<br />
</gallery><br />
<br />
==Logo design==<br />
The distinctive "ribbon, ring, and stars"-styled title screen used in the first ''Sonic the Hedgehog'' and subsequent installments was something of a theme in early Sega games. While difficult to prove, inspiration likely came from the title screen from the 1988 Sega arcade game ''[[sega:Wonder Boy III: Monster Lair|Wonder Boy III: Monster Lair]]'', which bears similarities to that of the 1986 Sega arcade game ''[[sega:Alex Kidd: The Lost Stars|Alex Kidd: The Lost Stars]]''.<br />
<br />
<center>[[Image:AlexKiddLostStars title.png]] [[Image:WB3ML Title.png]] [[Image:Sonic1_title.png]]</center><br />
<br />
The "wings" may hark back to Ohshima's insterest in aviation emblems, being a feature of medals awarded to American air force service personnel since the second World War.<br />
<br />
The "SONIC" text is attempting to emulate the "chrome" design seen across numerous logos across the 1980s and early 1990s (including the Mega Drive console itself). This trend is usually attributed to the 1979 film, ''[[wikipedia:Mad Max|Mad Max]]''.<br />
<br />
==Level concept art==<br />
===[[Naoto Ohshima]]===<br />
The following is a collection of images drawn up by Naoto Ohshima during the production of ''Sonic the Hedgehog'' during the zone creation process.<br />
<br />
====Levels====<br />
<gallery widths="320px" heights="240px" ><br />
File:S1concept1.JPG|Text Translation: Metallic kind of stage... The background is styled like south-east Asia, golden country, (...) (are) gold colored plating.<br />
File:S1concept-Loops.jpg|Alternate scan of the stylized loop art not used in final.<br />
File:S1concept2.JPG|Concept art of a [[Green Hill Zone]]-esque area. Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background<br />
File:S1concept3.JPG|Text Translation: Rocky mountain and underwater stage... Japanese styled rocky mountain stage, with underwater scene. In the map, spin (jump) and you can cross the water, but various techniques make it possible to (...) the course.<br />
File:S1concept-WaterArt.jpg|Alternate scan.<br />
File:S1concept4.JPG|Concept art of a [[Marble Zone]]-esque area. Text Translation: Stage where the land shakes... The underground has an amoeba shape and the ground shakes. The amoeba shaped terrain (...) with canals. Can also dive into the ground.<br />
File:S1concept-MarbleZone.jpg|Alternate scan.<br />
File:S1concept-Marble.jpg|Another piece of concept art resembling another area of Marble Zone.<br />
File:Sonic_1_concept_sparkling.png|[[Spring Yard Zone]]<br />
File:S1concept-labyrinth.jpg|Concept art of what appears to be [[Labyrinth Zone]].<br />
File:S1concept-Starlight.jpg|Concept art marked as belonging to [[Star Light Zone]].<br />
File:S1concept5.JPG|<br />
File:S1concept6.JPG|<br />
File:Sonic1_Concept_6Ver2.jpg|Alternate scan.<br />
File:S1concept7.JPG|<br />
File:Sonic1_Concept_TubeArt2.jpg|Alternate scan.<br />
File:S1concept-TubeArt.jpg|Alternate scan of previous two images.<br />
File:S1concept8.JPG|Concept art of a [[Scrap Brain Zone]]-esque area.<br />
</gallery><br />
<br />
====Enemies====<br />
<gallery><br />
GD Sonic1 GDC2018 Beeton.png<br />
GD Sonic1 GDC2018 GaniGani.png<br />
GD Sonic1 GDC2018 Motora.png<br />
GD Sonic1 GDC2018 Nal.png| Nal ([[Caterkiller]]) has two more body segments than the final version.<br />
GD Sonic1 GDC2018 Yadrin.png<br />
</gallery><br />
<br />
===Hirokazu Yasuhara sketches===<br />
[[Hirokazu Yasuhara]] was the lead designer (or "planner" in Sega terms) for ''Sonic the Hedgehog''. He created many of the game's level layouts and invented many of the obstacles Sonic encounters during the game. Here are some of his concept sketches:<br />
<gallery><br />
Sonic 1 Level Gimmicks 02.jpg<br />
GD Sonic1 GDC2018 Bridges.png<br />
GD Sonic1 GDC2018 Spinning.png<br />
Sonic 1 Level Gimmicks 03.png<br />
Sonic 1 Level Gimmicks 01.jpg<br />
Sonic 1 Green Hill Level Map.jpg<br />
GD Sonic1 WaterConcept.jpg<br />
GD Sonic1 WaterConcept2.jpg<br />
GD Sonic1 Swamp.jpg<br />
GD Sonic1 Bombs.jpg<br />
GD Sonic1 Spikes.jpg<br />
GD Sonic1 Icicles.jpg<br />
GD Sonic1 Spring1.jpg<br />
GD Sonic1 Spring2.jpg<br />
GD Sonic1 Spring3.jpg<br />
GD Sonic1 GDC2018 Zone1.png|"Zone 1"<br />
GD Sonic1 GDC2018 GHZScreenMap.png<br />
GD Sonic1 GDC2018 GHZMap2.png<br />
GD Sonic1 GDC2018 GHZLoop.png<br />
GD Sonic1 GDC2018 Zone3.png|"Zone 3"<br />
GD Sonic1 GDC2018 Zone6 1.png|"Zone 6"<br />
GD Sonic1 GDC2018 Zone6 2.png|"Zone 6" part 2<br />
GD Sonic1 GDC2018 Enemies1.png|"Enemy Spec" part 1<br />
GD Sonic1 GDC2018 Enemies2.png|part 2<br />
GD Sonic1 GDC2018 Enemies3.png|part 3<br />
GD Sonic1 GDC2018 Enemies5.png|part 5<br />
GD Sonic1 GDC2018 Enemies6.png|part 6<br />
</gallery><br />
<br />
===Others===<br />
<gallery widths="200px"><br />
File:Sega Players Enjoy Club Sonic Concept art.jpg|Published in ''[[SPEC]]'', this concept art shares similar features to the early Green Hill Zone demonstration at the 1990 Tokyo Toy Show, including the trees in the foreground, the blocky area underneath the mountains, and even Sonic's pose.<br />
<br />
</gallery><br />
<br />
==Tokyo Toy Show 1990==<br />
[[File:S1TitleBlack.png|right|thumb|320px|The title screen from the Tokyo Toy Show demo. Similar to the final, it lacks a background, making it appear more like the [[Sonic the Hedgehog (8-bit)|8-bit version]] of the game.]]<br />
<br />
The first glimpse of ''Sonic the Hedgehog'' in video game form was at the Tokyo Toy Show in June of 1990, which also happened to be the first time the game could be played by the general public. In [[Yuji Naka interview by Games Radar (June 27, 2011)|a retrospective interview]] with Yuji Naka, it was revealed that the original Sonic Team put together a small, playable technical demo for the show featuring Sonic in an early version of the [[Green Hill Zone]]. Though development had just begun, this first known build has some advantages over the final version of the game, possessing seven layers of parallax scrolling, with trees and rocks in the foreground being independent from the clouds and other objects in the background, all separate from the scrolling of Sonic the Hedgehog as he ran through the hilled terrain.<br />
<br />
Being the earliest representation of the Green Hill Zone, it is also reflective of what was found in early materials used both internally and in promotional articles. One of the most prominent differences between this version and the final are the strange blue structures in the background, though it is unknown if they are meant to represent a city or are simply a natural yet surreal rock formation. With both trees and giant rocks in the foreground which presumably had layers of scrolling independent of each other, the entire style was indicative of what was to come. Though foreground items were not found in the final, the rocks would be modified and used in the released layouts of the game, transformed into downsized, colored purple obstacles in the final release. The clouds of this early pre-release are also bigger, seemingly appearing with less frequency than in the mainstream product.<br />
<br />
Of note is that in the interview, Naka claims that this tech demo was planned at one stage to be included in ''[[Sonic Mega Collection]]'', but was never in any build as the ROM has since been lost internally at Sega.<br />
<br />
<gallery widths="320px" heights="240px" ><br />
File:GHZ-DarkBG.jpg|An area which is presumably the start of the stage. Sonic's standing pose is also different to that seen in the final game.<br />
File:GHZ-WelcomeSign.png|A peculiar "Welcome" sign is spotted, though the poor quality photograph renders it unreadable. It is thought to say "You Are Welcome Sega Sonic," and has a picture of a palm tree in the top right hand corner.<br />
File:Beep sonic GHZ1.jpg|A unused enemy can be seen here. It appears to be the purple enemy with a large jaw seen in early concept art for the game.<br />
File:Beep sonic GHZ2.jpg|Japanese message in the background. Translates to "debut approaching".<br />
File:Sonic_1_TTS-90-1_zpsek8fvqhv.jpg|A higher quality screen of the concept enemy.<br />
File:Sonic_1_TTS-90-2_zpstjkvvyl1.jpg|Sonic in midair with his running sprite. It is unclear whether Sonic is jumping or was hit by the enemy.<br />
File:Sonic_1_TTS-90-4_zpsz1fvwzmo.jpg|A close-up of an early Sonic.<br />
File:Sonic_1_TTS-90-3_zpsdlnyy46o.jpg|The early title screen.<br />
<br />
</gallery><br />
<br />
==Winter Consumer Electronics Show 1991==<br />
[[File:GHZ-CES91-1.jpg|right|thumb|320px|A still from the playable demo of ''Sonic the Hedgehog'' from CES 1991. Visible are the flashing Eggman monitor and a decidedly different version of the Ton-ton.]]<br />
<br />
[http://www.youtube.com/watch?v=L9H3edAcnZ4 These] [http://www.youtube.com/watch?v=2l4IPW6fkJw two] short clips uncovered by community member [[User:Drx|drx]] feature footage taken at the Winter Consumer Electronics Show in Las Vegas during January of 1991. The footage recorded features numerous differences even in the first level of the game. Among that which is noticeable are the flowers in the level being purple instead of green, the word "RING" instead of "RINGS" in the HUD, and the brief appearance of an Eggman [[monitor]] which goes unused in the final game. A higher-quality version of this footage, lacking the frame blending present in the original, later surfaced [http://www.youtube.com/watch?v=gtaM0Xme21k here] - this version has been slowed down to half speed to allow easier analysis.<br />
<br />
The monitors seen in this footage seem to be cycling through different power-up icons - in the footage available, the first monitor which appears can be seen to change between an Eggman icon and a Sonic icon, and the second monitor cycles through the first and second frames of static, and finally to the Eggman icon just as it disappears off-screen. Each frame seems to be displayed for around half a second before changing to the next in sequence - as the player doesn't break either monitor, it's unknown whether the effect of the monitor was intended to be dependent on which icon was displayed when it was broken, or if the programming for the monitors had yet to be finalized and this was simply a test routine for displaying the various different power-up icons.<br />
<br />
There are also examples of an earlier Ton-ton enemy that attacks in a similar fashion to the [[Crabmeat|Ganiganis]] found in the final version of the Green Hill Zone, throwing a projectile on either side as opposed to the single shot they fire in Scrap Brain Zone. Concept art for this variation of the Ton-ton can be seen within the Japanese ''Sonic the Hedgehog'' manual{{fileref|Sonic1 MD JP manual.pdf|page=43}}.<br />
<br />
Also of note is that a form of the debug mode is active in the clips, the numbers in the lower right hand corner corresponding to debug values. Sonic's position is represented differently by the debug mode in the final game. The full video from which these clips are from can be viewed [http://www.archive.org/details/ces_2 here].<br />
<br />
An interesting aside is that while visually the Green Hill Zone is slightly different from the final version of the level, elements such as the purple flowers and the strikingly close water/sky shades of blue in this build did make their way in the finished version. The flowers make an appearance in the final moments of the game after the player has fought the final boss, while the similar shades of blue in the sky and water appear in the title screen.<br />
<br />
<gallery widths="320px" heights="240px" ><br />
GHZ-CES91-2.jpg|A still from the brief video footage of the early ''Sonic the Hedgehog'', containing a monitor displaying one of the two static frames and the early version of the Ton-ton badnik.<br />
GD Sonic1 GHZ 1.jpg|A magazine screenshot of this build. The differences are less evident here, though debug mode is turned on.{{fileref|Zero UK 22.pdf|page=64}}<br />
GHZ-loop.jpg<br />
GHZ-Debug.jpg<br />
</gallery><br />
<br />
==Promotional Screenshots==<br />
The following is a collection of images published in a variety of sources used to advertise ''Sonic the Hedgehog'' and to comment on its progress. Though it is unknown at what point these shots were taken during the development process, each come from a point before the final release.<br />
<br />
===Title Screen===<br />
<gallery widths="320px" heights="240px" ><br />
File:S1Title2.jpg|A near final title screen with "Press Start Button" text on-screen.<br />
File:S1StageSelect.jpg|An earlier level select. The levels are placed in their original order. Final zone is not listed and Xs are listed after some levels. The "Press Start Button" text is visible once again.{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
</gallery><br />
<br />
===Green Hill Zone===<br />
====Act 1====<br />
<gallery widths="320px" heights="240px" ><br />
GD Sonic1 GHZ PushMonitor.jpg|This screenshot is from a later version, as [[Moto Bug]] badniks are present. The HUD still reads "RING" and the flowers are still purple.{{fileref|SegaPower UK 20.pdf|page=22}}<br />
GHZ-PinkFlowers.jpg|{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
GHZ proto debugmode.jpg|[[Debug mode]], with the player transformed into a ring.<br />
GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but is not placeable. The sprite was reused for the zone's boss.<br />
GHZ-Ball4.jpg|Sonic giving the rolling ball a push.<br />
Sonic1 MD Development GHZ 04.jpg|Seems you could balance on it.{{fileref|SegaPro UK 01.pdf|page=6}}<br />
GHZ-Ball2.jpg|The ball again. The accompanying caption claims it can be pushed, but can also kill the player{{fileref|GPSG US 0203.pdf|page=26}}.<br />
GHZ-Ball3.JPG|The ball again, but this time it is in the air.<br />
GHZ-Ball3a.jpg|Alternative version of the above image.<br />
Sonic1 MD Development GHZ 06.jpg|More spikes here than in the final game.<br />
Sonic1 MD Development GHZ 07.jpg|{{fileref|PlayerOne FR 008.pdf|page=8}}<br />
Sonic1 MD Development GHZ 02.jpg|The upper path.<br />
Sonic1 MD Development GHZ 01.jpg|From the back of the US game cover. You will never find an invincibility monitor on top of a loop in the final game.<br />
GD Sonic1 GHZ Tunnel.jpg|A tunnel.{{fileref|SegaPower UK 20.pdf|page=23}}<br />
Sonic1 MD Development GHZ 13.jpg|<br />
GD Sonic1 GHZ Act1End.jpg|Sonic punching the air after completing the act as an early end level celebration. The sprites, though unused in the final game, still exist within the ROM.{{fileref|SegaPower UK 20.pdf|page=23}}<br />
<br />
GHZ map.png|A prototype map.{{fileref|ConsoleMania IT 001.pdf|page=34}}<br />
GHZ-map.JPG|Another map, complete with rolling ball.<br />
GHZ map2.png|The layout is otherwise identical to the final game.{{fileref|ConsoleMania IT 001.pdf|page=35}}<br />
</gallery><br />
<br />
====Act 2====<br />
<gallery widths="320px" heights="240px" ><br />
GHZ-Loop.jpg|A loop.<br />
GHZ-JumpPunch.jpg|End of Act 2.<br />
</gallery><br />
<br />
====Act 3====<br />
<gallery widths="320px" heights="240px" ><br />
Sonic1 MD Development GHZ 03.jpg|{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
Sonic1 MD Development GHZ 12.jpg|{{fileref|Joystick FR 015.pdf|page=89}}<br />
Sonic1 MD Development GHZ 11.jpg|{{fileref|Joystick FR 015.pdf|page=89}}<br />
Sonic1 MD Development GHZ 08.jpg|{{fileref|Joystick FR 015.pdf|page=88}}<br />
GHZ-Hurted.jpg|After being hit, Sonic gets knocked back more than in final.<br />
GD Sonic1 GHZ Loop.jpg|In the final game, every loop in Green Hill Zone has a monitor on top. This one doesn't.{{fileref|Mdfan JP 1991-06.pdf|page=2}}<br />
Sonic1 MD Development GHZ 10.jpg|Assuming this is still act 3, this later build ''does'' have a monitor on top.{{fileref|Joystick FR 015.pdf|page=89}}<br />
GHZ-Monitor.jpg|This shield monitor is not here in final.<br />
Sonic1 MD Development GHZ 09.jpg|{{fileref|Joystick FR 015.pdf|page=88}}<br />
GD Sonic1 GHZ3 Eggman 1.jpg|Eggman turns up.{{fileref|Zero UK 22.pdf|page=64}}<br />
GD Sonic1 GHZ3 Eggman 2.jpg|{{fileref|Zero UK 22.pdf|page=64}}<br />
Sonic1 MD Development GHZ 05.jpg<br />
</gallery><br />
<br />
===Marble Zone===<br />
<gallery widths="320px" heights="240px" ><br />
MZ-Tiles3.jpg|An extremely early Marble Zone featuring strange level graphics and falling tiles which can be balanced on. This is almost certainly a mock-up.<br />
MZ-Tiles2.png|Same image but from a different source, plus noticeable TV scanlines.<br />
MZ-Tiles.jpg|This magazine printed it the other way around. While likely a mistake, we can't say for sure what the correct orientation is.<br />
GD Sonic1 MZ Act1Start.jpg|One of the main features of the prototype Marble Zone was the existence of rotating UFOs in the background. All traces of these graphics are removed in the final game (though a single frame appeared in the [[Game Secrets:Sonic the Hedgehog Mobile|mobile phone port of Sonic 1]]).{{fileref|SegaPower UK 20.pdf|page=22}}<br />
MZ-UFO2.png<br />
Sonic1 MD Development MZ 02.jpg|Alternative scan.{{fileref|Joystick FR 015.pdf|page=88}}<br />
MZ-UFOx.png|[[Spikes]] badniks used to roam Marble Zone, but were later replaced with [[Caterkiller]]s. They can still be placed in the level via debug mode. [[Picky]] also doesn't appear in this level in the final version.<br />
MZ-UFODebug.jpg|Different lava, but final debug mode HUD position.{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
Wayne'sWorldMZ.png|Footage of the UFOs rotating can be seen in the film [http://www.youtube.com/watch?v=1z9mzA-Q828 Wayne's World] during a promotion for "Noah's Arcade." Also the lava in the bottom right is similar to that of the mock-up screenshot earlier.<br />
MZ-UFO4.JPG|The UFOs would eventually make their way back as a bonus in the debug mode for the [[Sonic the Hedgehog (2013 game)|2013 mobile remake]].<br />
Sonic1 MD Development MZ 01.jpg|Seen on the back of the US game cover.<br />
MZ ufo again.png|More UFOs and Spikes badnik.{{fileref|ConsoleMania IT 001.pdf|page=34}}<br />
MZ Map.png|A stitched-together map.{{fileref|ConsoleMania IT 001.pdf|page=35}}<br />
MZ-Lava.jpg|Inside we find that the green pillars haven't been installed in this early build. The background torch is also not lit and the lava graphics are different.{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
MZ-Mashers.jpg|This different build sees the addition of pillars, but the torch is still unlit.<br />
GD Sonic MZ 15.jpg<br />
MZ-Spikes.jpg|These infamous "sideways spikes" appear in a lot of ''Sonic'' promotional material, but were replaced with moving blocks in the final game. The code and graphics for these objects still exist within the ROM, but they're a awkward to navigate and lack any assoicated sound effects. The background torch is still unlit.<br />
MZ-Tunnel.jpg|The first switch of act 2 is missing on the right hand side. While it is possible to trigger Sonic's balancing animations here in the final game, Sonic will be positioned a few more pixels to the left.<br />
GD Sonic MZ 16.jpg<br />
MZ-NewRoom.jpg|A lit background torch, but a room that doesn't exist in the final game.<br />
GD Sonic1 MZ Spikes.jpg|Spikes and Picky must have been removed late in development, as despite now having a final HUD, they're still roaming around here in act 2.<br />
</gallery><br />
<br />
===Spring Yard Zone===<br />
<gallery widths="320px" heights="240px" ><br />
File:SYZ-Sparkling.png|Originally called "Sparkling Zone," this shot shows off the original background to the level. The sign behind the HUD says "good luck".<br />
File:SYZ-Sparkling6.jpg|Same again. The sign on the right says "GOGO".<br />
File:SYZ-Sparkling9.JPG|At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.<br />
File:SYZ-Sparkling12.jpg|Spikes still visibly implemented in a late build of Spring Yard (note "RINGS" instead of "RING"), from page 3 of the [[Sonic the Hedgehog (flyer)]].<br />
File:SYZ-Sparkling2a.jpg|You can see the buildings are merely made up of colorful horizontal lines.<br />
File:SYZ-Sparkling7.jpg|There appears to be a "Goodbye" sign too.<br />
GD Sonic1 SYZ Bumpers.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}<br />
Sonic1 MD Development SYZ 01.jpg|The stage is clearly "sparkling" - rotating palettes seem to be in effect.<br />
File:SYZ-Sparkling10.jpg|Sparkles are present.<br />
File:SYZ-Sparkling8.JPG|Strange sign with Kanji written on it.<br />
File:SYZ-Sparkling3.jpg|More of the background.<br />
File:SYZ-Sparkling11.jpg|There's more to the background buildings than just horizontal lines.<br />
File:SYZ-Fall.jpg|An unknown area, though judging from the time counter, it might be near the start of Act 2 or 3. A sparkle can be seen over the "good luck sign" indicating the sparkles moved around and weren't part of the background.{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
File:SYZ-Sparkling4.jpg|A [[Moto Bug]] (found only in Green Hill Zone in the final game) and a purple [[Roller]].<br />
File:SYZ-Sparkling5.jpg|Sparkles are present.<br />
File:SYZ A.png|A heavily edited screenshot containing the signs found in this early build.{{fileref|ConsoleMania IT 001.pdf|page=34}}<br />
File:SYZ B.png|Some odd ring placements.{{fileref|ConsoleMania IT 001.pdf|page=35}}<br />
File:SYZ C.png|{{fileref|ConsoleMania IT 001.pdf|page=36}}<br />
File:Syz yadrin tunnel.jpg|<br />
GD Sonic1 SYZ 01.png<br />
Sonic1 MD Development SYZ 02.jpg<br />
Sonic1 MD Development SYZ 03.jpg|{{fileref|Joystick FR 015.pdf|page=88}}<br />
Sonic1 MD Development SYZ 04.jpg|{{fileref|Joystick FR 015.pdf|page=89}}<br />
</gallery><br />
<br />
===Labyrinth Zone===<br />
<gallery widths="320px" heights="240px" ><br />
LZ-BlackBG.png|Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.<br />
LZ-BlueBG.jpg|This may be the underwater version of the black background. Sonic's palette is the same as above water.{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
LZ-NewBG3.jpg|The intro to Act 1, sporting a later "rocky" background. There is no water to be seen and the crystals are different.<br />
LZ-NewBG.png|Water has yet to be placed on this slide.<br />
LZ-NewBG2.jpg|More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.<br />
GD Sonic1 LZ Balance.jpg|Even more of the rock background.{{fileref|SegaPower UK 20.pdf|page=22}}<br />
LZ-NewBG4.jpg|Balancing further up. The ceiling crystals were removed in the final game.<br />
LZ NewBG 5.png<br />
</gallery><br />
<br />
===Star Light Zone===<br />
<gallery widths="320px" heights="240px" ><br />
File:SLZ-Pic2.jpg|Star Light Act 1 has 3 rings missing from the start of the level.<br />
File:SLZ-pic.JPG|This layout is different to the final game.<br />
File:SLZ-Pic3.png|The top row of springs here are missing in final.<br />
File:SLZ Pic 4.png|Debug mode appears to be active.{{fileref|ConsoleMania IT 001.pdf|page=34}}<br />
File:SLZ Pic 6.png|All is fairly normal here, apart from the "RING" in the HUD.<br />
File:SLZ Pic 7.png|A small map, showing one of the loops.{{fileref|ConsoleMania IT 001.pdf|page=36}}<br />
GD Sonic SLZ 08.jpg|Loop.{{fileref|Zero UK 22.pdf|page=64}}<br />
Sonic1 MD Development SLZ 02.jpg<br />
GD Sonic1 SLZ Loop.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}<br />
Sonic1 MD Development SLZ 01.jpg<br />
</gallery><br />
<br />
===Scrap Brain Zone===<br />
<gallery widths="320px" heights="240px" ><br />
File:ClockOrkTitle.jpg|Originally known as "Clock Work Zone", the title card at the beginning of the zone displays erroneously as "Clock ork Zone" due to the lack of a "W" character in the font used. <br />
Sonic1 MD Development SBZ 02.jpg|This initial platform is similar to the final game, but there's one big issue - the background is the same as the foreground.<br />
SBZ-Pic4.png|The level appears to be devoid of objects, and it doesn't take long to find differences in the layout.<br />
File:SBZ-Pic5.jpg|In fact, very little of this layout is similar to the final game. The starting area turns up a lot in these screenshots, suggesting the level was quite short at this stage of development.{{fileref|VideoGames DE 1991-02.pdf|page=82}}<br />
File:SBZ-Pic3.jpg|This area isn't in the final game and may just be here for demonstration purposes. In the top right you can see...<br />
File:SBZ-Pic1.png|...diagonal conveyor belts. Though horizontal ones made it to the final game, the diagonal ones are absent.<br />
File:SBZPic7.png|Diagonal belts again. The closest to these in the final game are the conveyors with spinning platforms.{{fileref|ConsoleMania IT 001.pdf|page=36}}<br />
Sonic1 MD Development SBZ 01.jpg|Tile placement is clearly unfinished.{{fileref|SegaPro UK 01.pdf|page=6}}<br />
Sonic1 MD Development SBZ 03.jpg|...and yet magazines kept showing it anyway.{{fileref|Joystick FR 015.pdf|page=89}}<br />
GD Sonic1 SBZ Tunnels.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}<br />
File:SBZ-Pic2.jpg|A zig-zag tunnel with debug mode enabled.<br />
File:SBZ-Pic6.JPG|Sonic emerges from a tunnel.<br />
File:SBZ Pic 8.png|2 minutes and 6 seconds down the line and Sonic has yet to receive any points or rings. Also the background does not appear to be scrolling that much (if at all).{{fileref|ConsoleMania IT 001.pdf|page=35}}<br />
</gallery><br />
<br />
===Special Stage===<br />
<gallery widths="320px" heights="240px" ><br />
File:S1SpecialStage.png|A special stage level with a layout not seen in the final game.<br />
File:S1SpecialStage2.JPG|More of the different layout.<br />
File:S1SpecialStage3.JPG|...and again...<br />
File:S1SpecialStage4.png|...and again...{{fileref|ConsoleMania IT 001.pdf|page=36}}<br />
File:S1SpecialStage5.png|...and again...<br />
GD Sonic1 SS 01.jpg|...and again...<br />
GD Sonic1 SS 02.jpg|...and again...<br />
GD Sonic1 SS 03.jpg|Magazine staff seem to have struggled with this stage. Numerous publications had access to this prototype, and yet almost all of them printed parts of the initial section.{{fileref|SegaPower UK 20.pdf|page=223}}<br />
GD Sonic1 SS 04.jpg|{{fileref|Mdfan JP 1991-06.pdf|page=11}}<br />
GD Sonic1 SS 05.jpg|{{fileref|Mdfan JP 1991-06.pdf|page=11}}<br />
S1SpecialStage7a.png|{{fileref|Megadrive_Fan_1991-04.pdf|page=113}}<br />
S1SpecialStage8a.png|{{fileref|Megadrive_Fan_1991-05.pdf|page=132}}<br />
S1SpecialStage8b.png|{{fileref|Megadrive_Fan_1991-05.pdf|page=132}}<br />
S1SpecialStage8c.png|{{fileref|Megadrive_Fan_1991-05.pdf|page=132}}<br />
S1SpecialStage8d.png|{{fileref|Megadrive_Fan_1991-05.pdf|page=132}}<br />
S1SpecialStage8e.png|{{fileref|Megadrive_Fan_1991-05.pdf|page=132}}<br />
Sonic1 MD Development SS 01.jpg|[[Tectoy]] decided to print this on the back of the Brazillian box. It makes the stage look empty.<br />
File:S1SpecialStage6.jpg|In this shot, it almost looks as if bricks have been placed at random.<br />
</gallery><br />
<br />
==Television advertisements==<br />
In France, television advertisements for ''Sonic the Hedgehog'', aired around the time of release, show extra graphics that are not present in the retail game. It remains a mystery whether these were added by marketing or genuinely come from a ''Sonic'' prototype. Translations were also created for Portugal.<br />
<br />
===Green Hill Zone boss===<br />
[[File:GHZ bossball.JPG|right|320px]]<br />
One advert shows a wrecking ball for the Green Hill Zone boss, but its animation appears to be much more advanced, with an added sparkle that circles around the ball giving it a greater sense of movement.<br />
<br />
====Translation====<br />
{{quote|Mega Drive by Sega.<br><br />
''Infernal Machine''.<br><br />
Stereo sound.<br><br />
Incredible colors!<br><br />
16-bit micro-processor.<br><br />
Mega Drive by Sega.<br><br />
Now also with two controllers and 4 spectacular games, including Sonic!<br><br />
Sega, it's stronger than you.<br><br />
Mega Drive, the 16-bit console with most worldwide sales.}}<br />
<br />
===Spring===<br />
[[File:LZ Spring.JPG|right|320px]]<br />
Another advert showcases an unseen behavior of the spring in Marble Zone, seemingly extra long when used, and when bumped into the two blocks behind it disappear.<br />
<br />
====Translation====<br />
{{quote|Well... are you angry?<br><br />
It's me, master Sega. So you're choosing Sonic. Let's go.<br><br />
Humbabbabbaba humbabababa.<br><br />
Arrrrrrrhhh.<br><br />
Boing.<br><br />
And you're gonna laugh, because you're not even at the half of the game.}}<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=6D9h-4vQUHM Sonic the Hedgehog Retrospective] - A four-part documentary covering the history of Sonic the Hedgehog, featuring interviews from the many key players behind the creation of the character and the self-titled game. For the subsequent installments, click [http://www.youtube.com/watch?v=UkhjBAYL2Hs here], [http://www.youtube.com/watch?v=7mFs2v7XM4o here], and [http://www.youtube.com/watch?v=Qbu4TEE1_pE here]. (Not viewable in US)<br />
<br />
==References==<br />
<references/><br />
<br />
{{S1MDOmni}}<br />
<br />
[[Category:Development]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_4&diff=303020
Sonic the Hedgehog 4
2019-11-20T23:24:18Z
<p>Dank: </p>
<hr />
<div>:''For similarly-titled media, see [[Sonic the Hedgehog 4 (disambiguation)]].''<br />
{{Bob<br />
| bobscreen=Sonic4EpI PC title.png<br />
| icon=<br />
| system=[[sega:Wii|Wii]] ([[sega:WiiWare|WiiWare]]), [[sega:Xbox 360|Xbox 360]] ([[sega:Xbox Live Arcade|Xbox Live Arcade]]), [[sega:PlayStation 3|PlayStation 3]] ([[sega:PlayStation Network|PlayStation Network]]), iOS, [[sega:Windows Phone 7|Windows Phone 7]], PC (Steam), Android<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], [[Sega:Dimps|Dimps]]<br />
| producer=[[Takashi Iizuka]]<br />
| director=[[Toshiyuki Nagahara]]<br />
| genre=Action<br />
| esrb=e<br />
| pegi=3<br />
| usk=6<br />
}}<br />
'''''Sonic the Hedgehog 4''''' is the collective term for two episodic ''[[Sonic the Hedgehog]]'' video games; ''[[Sonic the Hedgehog 4: Episode I]]'' and ''[[Sonic the Hedgehog 4: Episode II]]'', released in 2010 and 2012, respectively. It is a sequel to ''[[Sonic the Hedgehog 3 & Knuckles]]'', marketed as being a return to the franchises' 2D roots.<br />
<br />
During development the game was codenamed ''Project Needlemouse'', after [[Mr. Needlemouse]], a name given to several early prototypes of Sonic. While overseen by [[Sonic Team]], much of the development was handled by long-time ''Sonic'' collaborators, [[Dimps]].<br />
<br />
''Episode I'' takes after ''[[Sonic 1]]'' in some ways, while ''Episode II'' takes after ''[[Sonic 2]]''. There was to be an ''Episode III'', likely taking after ''[[Sonic 3]]'', but in 2015 this was officially announced to have been canceled. [http://gameranx.com/updates/id/25983/article/sonic-4-episode-3-was-planned-has-seemingly-been-scrapped-for-good/]<br />
<br />
==Plot==<br />
''Sonic the Hedgehog 4'' is set shortly after the events of ''[[Sonic 3 & Knuckles]]'' and takes place before the events of "[[Sonic Adventure]]". After [[Sonic the Hedgehog (character)|Sonic]] manages to destroy [[Dr. Robotnik|Doctor Eggman's]] space station, he decides it is time to take a much deserved break. After parting with his companions [[Miles "Tails" Prower|Tails]] and [[Knuckles the Echidna|Knuckles]], Sonic sets off to explore new territories alone.<br />
<br />
However, unbeknownst to him, his nemesis, Dr. Eggman, has survived their last encounter, and has revisited and improved some of his very best robotic creations in another attempt to defeat Sonic. Sonic must travel through a variety of [[zone]]s to defeat Dr. Eggman once again.<br />
<br />
===[[Sonic the Hedgehog 4 Episode I|Episode I]]===<br />
The first episode sees Sonic travelling through four main zones: [[Splash Hill]], [[Casino Street]], [[Lost Labyrinth]] and [[Mad Gear]], where he battles Dr. Eggman and altered versions of his past contraptions. Upon handling Dr. Eggman's four initial mechanisms, Sonic then squares off against the doctor in a boss battle marathon. If the game is finished with all seven [[Chaos Emeralds]] collected, a post-credits cutscene is shown, teasing the appearance of [[Metal Sonic]] in the next episode.<br />
<br />
===[[Sonic the Hedgehog 4 Episode II|Episode II]]===<br />
Episode II primarily focuses on Sonic's rivalry with Metal Sonic, following on from their last encounter during the events of ''[[Sonic the Hedgehog CD|Sonic CD]]''. [[Tails]] also joins Sonic in this episode. Eggman uses Metal to keep Sonic at bay while his plan gets put into motion, which is a [[Death Egg mk.II|new Death Egg]].<br />
<br />
==Gameplay==<br />
''Sonic 4'' attempts to replicate the feel of the [[Sega Mega Drive]] ''Sonic'' games with elements such as side scrolling levels and classic-style badniks. Each zone features 3 acts, similar to ''[[Sonic 1]]'''s design, along with a boss act. The [[Homing Attack]] and [[Spin Dash]] are present. [[Monitors]] return in this game, and power-ups attainable from them include the [[Speed Shoes]], [[Shield]], and [[Invincibility]].<br />
<br />
[[Special Stage (Sonic the Hedgehog 4)|Special Stages]] are present, with ''Episode I''<nowiki>'</nowiki>s being based on ''Sonic 1'' and ''Episode II'''s being based on ''Sonic 2''. In both games, if all 7 [[Chaos Emeralds]] are collected in the Special Stage and 50 or more rings are collected the player will be able to transform into [[Super Sonic]], a feature which has not been implemented in regular levels in an action Sonic game since ''Sonic 3 and Knuckles''. The transformation is activated by pressing a button that is not Jump, making transforming into Super Sonic less likely to be accidental. In the Wii version, it's simply the {{1}} button, while on the 360 it is the {{X}}/{{Y}} buttons.<br />
<br />
==History==<br />
===Development===<br />
On March 22, NGamer revealed that the game will have 3 Episodes, each comprising 4 Zones. [http://www.sonicstadium.org/news/ngamer-magazine-preview-confirms-game-length-special-stage] Each Zone has 4 Acts, the last of which is a boss battle with Sonic's perpetual nemesis [[Dr. Eggman]]. <br />
<br />
==Controversy==<br />
''Sonic the Hedgehog 4'' is a controversial game among fans of the ''Sonic'' franchise. Sonic's post-''[[Sonic Adventure]]'' appearance was met with outrage from fans who were expecting the original Mega Drive look, to the point where a petition was started. Year after year there are stories of perceived low quality in graphics, music, and gameplay. ''Episode II'' has a slightly better reputation but is still considered to be "more of the same". The sheer amount of outrage may have lead to ''Episode III'' being canceled.<br />
<br />
==External links==<br />
*[http://www.sonicthehedgehog4.com Official Website]<br />
*[http://sonic.sega.jp/SonicTheHedgehog4/ Japanese Official Website]<br />
<br />
{{S4Omni}}<br />
<br />
[[Category:Android games]]<br />
[[Category:Xbox 360 games]]<br />
[[Category:PlayStation 3 games]]<br />
[[Category:Mobile phone games]]<br />
[[Category:iDevice games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3C_(prototype_0517)&diff=303016
Sonic the Hedgehog 3C (prototype 0517)
2019-11-20T23:15:17Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic3_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive]]<br />
| romsize=4 MB<br />
| genre=Action<br />
}}<br />
<br />
'''''Sonic the Hedgehog 3C''''' ''' Prototype 0517''' for the [[Sega Mega Drive]] was released by [[User:Drx|drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. An earlier in-development beta with a compilation number of [[Sonic the Hedgehog 3C (prototype 0408)|0408]] was also found. When this beta was obtained by drx the file was labeled 3C indicating this was an unreleased version of ''[[Sonic 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. <br />
<br />
This is a prototype for the canceled ''Sonic 3'' and ''[[Sonic & Knuckles]]'' compilation called ''[[Sonic the Hedgehog 3 Limited Edition]]''. <br />
<br />
{{Download|file=Sonic 3C (Prototype 0517 - May 17, 1994, 17.08) (hidden-palace.org).zip|filesize=2.3MB}}<br />
<br />
==Cheat Codes==<br />
*'''Level Select''': Enabled by default. Just scroll down on the title screen and select "Sound Test".<br />
*'''Debug Mode''': Debug is enabled by default. Just hold {{A}} while selecting a level on the Level Select screen. The ring counter will be replaced with a player sprite/frame counter. <br />
*'''All Chaos Emeralds''': At the sound test screen, play songs '''02''', '''04''', '''06''', '''08'''.<br />
<br />
==Comparisons==<br />
{{mainArticle|{{PAGENAME}}/Comparisons}}<br />
<br />
==Various differences==<br />
{{cleanup|This section needs moving to the comparisons page(s)}}<br />
===General===<br />
*[[Knuckles]] is a selectable character in 1-player mode.<br />
*The save format is still the same as in ''Sonic 3''. You can play a saved game past [[Launch Base Zone]], but when you exit the game, the save will be indicated as "Clear", and only [[zone]]s 1 through 6 can be selected.<br />
*Also like in ''Sonic 3'', lives and continues are not saved or shown, though ''[[Sonic 3 & Knuckles]]'' does show this. Also, there are only 6 save slots, while in ''Sonic 3&K'' there are 8. (''Sonic 3'' Final actually had 14 save images; 6 for S3 only, 8 for ''Sonic 3&K''.)<br />
*If the game is beaten with the seven [[Chaos Emeralds]], at the end of the staff credits, instead of the ''Sonic the Hedgehog 3'' logo appearing, the "TRY AGAIN" screen with [[Robotnik]] and Knuckles will still appear, but Knuckles will juggle no Chaos Emeralds.<br />
*When debug mode is active, the debug counters are always shown, unlike in ''Sonic 3C 0408'' and ''Sonic 3 & Knuckles'' when they are only shown when in object placement mode. The timer displays the number of on-screen sprites, and the rings counter will display the ID number of the character's animation frame.<br />
*Pressing {{a}} while the game is paused returns you to the level select screen rather than the SEGA logo screen.<br />
*All the explosions are black when debug mode is enabled.<br />
*[[Monitor]] behavior is now like in ''Sonic & Knuckles'' where monitors can be destroyed from any side, even from underneath.<br />
*On a Japanese system, the trademark symbols are not removed from the SEGA logo and title screen, and [[Tails]]' life counter does not become "Miles" even though the results tally changes to "Miles".<br />
<br />
===Audio===<br />
*The final credits medley is longer, different, and uses a few additional segments ''Sonic 3'''s zones. It also plays a more developed version of the victory music usually played after beating the Launch Base boss before going to the credits in ''Sonic 3''.<br />
*The music for the title screen, mini-bosses, Knuckles, invincibility, and collecting 1-UPs are all from ''Sonic 3''.<br />
*The Data Select music bug from ''Sonic 3'' alone is still there.<br />
*The Continue music is about 7% slower than it is in ''Sonic 3'' and ''Sonic 3C 0408''. In ''Sonic & Knuckles'' and ''Sonic 3 & Knuckles'', it is about 11.2% slower than in ''S3''.<br />
*The music locations are ALMOST the same in ''Sonic 3 & Knuckles'' and this prototype; The only differences are that all of the songs (except the first occurrence of the Act 1 Boss theme) use the ''Sonic 3'' versions, and that the original ''Sonic 3'' credits located at $26 is replaced with the new Credits medley.<br />
*The echo track of [[Flying Battery Zone]]'s Act 1 music still goes off sync after two loops, and slowly gain drag behind the lead melody.<br />
*In the sound test anything from '''D9''' through '''FE''' has no sound. The final sound, '''FF''', is the "Sega" sound.<br />
<br />
===Super/Hyper Forms===<br />
*The "S" monitor makes the characters take their Hyper form as in ''Sonic 3 & Knuckles'', rather than Super as in ''Sonic 3'' final.<br />
*The Super forms achieved with the [[Chaos Emeralds]] seem to act like incomplete versions of Hyper forms:<br />
**For [[Super Sonic]], he gets [[Hyper Sonic]]'s rainbow palette and the dash attack, but doesn't get the star effect or the flash and sparks when the dash attack is performed. He doesn't get the ability to breathe underwater, either.<br />
**Interestingly, Tails is able to achieve a super form with only the Chaos Emeralds, but he doesn't get his super flickies or the trailing sparks. However, using an "S" monitor will give Super Tails the [[Flickies]] (perhaps there was a super and hyper version of Tails planned at one point).<br />
**For [[Super Knuckles]], he gets the ability to set off earthquakes by latching onto walls at high speed, but the trailing sparks aren't replaced with afterimages. He cannot breathe underwater, either.<br />
*Hyper Sonic's stars around his body are completely different than in the final, and he has no afterimages.<br />
*Unlike in final versions, if the "S" monitor is used with Knuckles, [[Hyper Knuckles]] WILL cause an earthquake when gliding for a distance into a wall.<br />
<br />
==Zone Differences==<br />
===[[Angel Island Zone]]===<br />
*Act 1 will still play Act 2 music when returning from a [[Bonus Stage]] after the Zone has been set on fire, like in ''Sonic 3''.<br />
*In this zone (and maybe every other zone), when the miniboss is finished and the [[signpost]] twirls down to the ground, if a power-up monitor shows up, sometimes it lands behind the sign post. In the final, if the monitor land around the same spot as the sign post, it's in front.<br />
<br />
===[[Hydrocity Zone]]===<br />
*One of the animation frames for the grabbable conveyor belts in Act 1 has somehow become corrupted in this build, showing garbled graphics. This would be fixed in the [[Sonic & Knuckles (prototype 0525)|''Sonic & Knuckles'' 0525 prototype]].<br />
*At the end of Act 1, you can die by drowning while it's tallying your score.<br />
*When fighting the [[Big Shaker]], the game plays the ''Sonic 3'' mini-boss theme instead of the Act 2 boss theme (''Sonic 3'' final plays the Act 2 boss theme, but switches to the ''Sonic & Knuckles'' mini-boss music if the drowning timer starts and you get out of the water; ''Sonic 3 & Knuckles'' final plays the ''Sonic & Knuckles'' Act 1 mini-boss theme.)<br />
*The spring that sends you backwards at the beginning of Act 2 is replaced with a 1-Up, which is the same as ''Sonic 3 & Knuckles'' final but not ''Sonic 3'' final.<br />
*The Screw Mobile's twister can still glitch out Super/Hyper Sonic like it did in ''Sonic 3''.<br />
<br />
===[[Marble Garden Zone]]===<br />
*The Act 1 miniboss crash glitch from Sonic 3 that can be achieved with a second player is still present.<br />
*Knuckles' Act 2 boss doesn't play the "wall breaking" sound when the spikes penetrate the floor or ceiling.<br />
<br />
===[[Carnival Night Zone]]===<br />
*Knuckles does not run in at the start of Act 1.<br />
*When playing as [[Sonic]] alone in Act 1, Tails randomly appears after the boss. (This glitch randomly happens in the completed ''Sonic 3'' but with a different frequency in which it happens)<br />
<br />
===[[IceCap Zone]]===<br />
*In Act 1, when Tails first comes down when playing as Sonic and Tails, the graphics are screwed up. The snowboard intro overwrites Tails' tiles with the snowboard's, and when the snowboard disappears, Tails' tiles should load. However, Tails' AI doesn't allow this to happen fast enough, and thus proceeds to draw Tails with some of the snowboard's tiles still remaining. Only when Tails lands does the tile swap complete and Tails return to normal.<br />
*The floating icicle spheres in one of Knuckles' routes can still hurt you when in Super/Hyper form.<br />
<br />
===[[Launch Base Zone]]===<br />
*As soon as Knuckles defeats one of the [[Twin Hammer]]s, the normal Act 1 theme resumes while the other Twin Hammer is still alive. If you are Super/Hyper Knuckles, defeating one of the Twin Hammers will cause you to revert to normal and play the regular Act 1 music, as if both were defeated.<br />
*In Act 2, the part between the boss on the level and the ones on the ship is not timed. The timer freezes upon entering the cutscene by stepping into the [[Eggmobile]]; it starts up again when you land on the ship. This behavior is exhibited by ''Sonic 3 & Knuckles'', but not by ''Sonic 3'' alone (the timer counts during the cutscene).<br />
*Knuckles does not fight the Big Arm at the end of Act 2, and the boss music does not stop playing when the [[Capsule]] appears.<br />
<br />
===[[Mushroom Hill Zone]]===<br />
*Act 1 begins with Sonic and Tails falling from the sky in their standing poses, as was the case in the previous prototype.<br />
*The first [[Giant Ring]] that Sonic and Tails can encounter in Act 1 now leads to [[Hidden Palace]]. However, if they have all the Chaos Emeralds, they will not warp to Hidden Palace and instead receive 50 rings. Strangely, the rest of the [[Giant Ring]]s don't flash.<br />
*Knuckles' first Giant Ring in Act 1 does not yet lead to Hidden Palace, meaning he has to backtrack to Sonic's first Giant Ring to go there.<br />
*One of the giant rings in Mushroom Hill Zone isn't put in yet, instead it is filled with a diamond pattern of rings. <br />
*The super ring before the transition to the [[Jet Mobile]] in Act 2 is still missing.<br />
*The exit from the highest super ring in Act 2 is different.<br />
*The Act 2 boss's starting position is shifted to the left slightly from the final. This allows you to score endless hits on the boss without destroying the satellite, and the battle won't start until you hit the satellite itself, thus it was changed in the final so the player cannot do this. Unlike in the 0408 build, the first 7 hits on the boss will count towards defeating it after destroying the satellite.<br />
*The boss does not explode when killed until he crashes into the tree.<br />
<br />
===[[Flying Battery Zone]]===<br />
*After defeating [[Barrier Eggman (S&K)|Barrier Eggman]], the floor begins to move up. In addition, there's a horizontal wall that moves right. Dying here not only garbles the clouds (as mentioned by someone else), it garbles the horizontal wall.<br />
*Your character does not automatically roll when he busts down the door during the transition to [[Sandopolis Zone]]. He appears to be rolling in the Sandopolis intro, though.<br />
<br />
===[[Sandopolis Zone]]===<br />
*Your character enters Act 1 in a rolling state, but does not get stuck in the sand. The controls aren't even locked at all, meaning you are permitted to move left or right before you land.<br />
<br />
===[[Lava Reef Zone]]===<br />
*Tails seems to have quite a few collision problems.<br />
*Knuckles doesn't run in at the start of Act 1. He just stands there, and there is a pile of rocks behind his starting position.<br />
*[[Shield]]s do not protect you from the debris of the [[Iwamodoki|Iwamodokis]].<br />
*The [[Heat Arms]] has a few messed up textures.<br />
*Act 2's palette now changes to indicate a freeze-over when starting the Act from Act 1, albeit the lava cools more slowly. However, if the Act is accessed via the Level Select, the player dies or returns from a Bonus or Special Stage, the old palette will be loaded instead.<br />
*When you encounter Knuckles, his theme doesn't play, and he laughs after punching the boulder at you. The boulder won't cancel your Super/Hyper form.<br />
*The Act 2 boss area does not play the boss theme at the start. It plays it as soon as the boss emerges from the lava.<br />
*The Act 2 boss area does not have a Lightning Shield. The ring pattern is also different.<br />
*When you break the capsule at the end of the boss fight in Act 2, the platform on the screen floats towards the other platforms. You have to jump from platform to platform to get to Hidden Palace unlike in the final. This part is almost unchanged from the 0408 prototype except the transition to Hidden Palace does work.<br />
<br />
===[[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]]===<br />
*The player does not run in at the beginning.<br />
*The music is still Sky Sanctuary's theme.<br />
*A [[Fire Shield]] is provided in place of a Ring monitor before the fight with Knuckles.<br />
*The secret monitor stash still has an "S" monitor and extra 1-Ups.<br />
*Entering a Bonus Stage and coming back screws up the palette changes, causing areas to be purple when they shouldn't be (e.g. the teleporter and the Master Emerald's altar). It also allows Sonic to backtrack to Knuckles' entrance.<br />
*Knuckles can still hurt you when you have any form of invincibility state, including invulnerability states after getting hit, an invincibility powerup, and Super forms. He can even hurt you if you're in Debug Mode placing an object, at which point Sonic/Tails's graphics might be corrupted. (The corruption only seems to happen if you were Super/Hyper at the time.)<br />
*The Knuckles fight still plays the ''Sonic 3'' miniboss theme and continues to play through the Master Emerald theft scene after Knuckles is defeated.<br />
*Various sound effects are still missing in the Knuckles fight and Master Emerald theft cutscene.<br />
*Even though the controls are locked during the cutscene, Tails' controls aren't locked, and he will continue to use his AI if Controller 2 isn't used.<br />
*The animation order for Knuckles punching the wall before the teleporter is different. He gestures for Sonic to follow after hitting the wall, instead of before.<br />
*Hidden Palace when accessed by a giant ring works exactly like the final, but with a number of differences:<br />
**The HUD is still present (it's green while playing as Knuckles).<br />
**Death Egg Act 2 music plays (this is due to it coming right after the Death Egg Final Boss level slot in the game).<br />
**The intro plays every time you enter the chamber.<br />
**The greyed-out Super Emerald locations don't save after you leave (They reappear after the intro).<br />
**The laser zaps all the Super Emerald altars even if you already have that Emerald (Although it still shows that you have that Emerald).<br />
**There is no Super Emerald screen after you beat a Special Stage. <br />
**There are color differences in the prototype, probably changed so they could correspond with the colors of the Chaos Emeralds.<br />
**The timer is not disabled, making it possible to get a Time Over.<br />
<br />
===[[Sky Sanctuary Zone]]===<br />
*After the Metropolis Zone boss has been defeated, the balloons don't pop until they reach the ground.<br />
*After defeating [[Mecha Sonic]] at the end of Sonic/Tails' Act, the results tally now appears, but Sonic and Tails won't do their victory poses and can still be controlled. Afterwards, the game cuts straight to [[Death Egg Zone]] without a cutscene.<br />
*Knuckles' Act does not have any rings, and the teleporter is absent.<br />
*When entering Act 2 with Sonic and Tails, Mecha Sonic has a glitch where there's an invisible wall in between the fighting area. When Mecha Sonic is defeated, the game acts like Act 1 was completed and doesn't continue to the next level.<br />
*Also, when entering Act 2 with Sonic and Tails, Tails is able to jump behind the Floating Island sprite.<br />
*Mecha Sonic is missing sound effects.<br />
*The Doomsday Zone music does not play for Super Mecha Sonic. The final boss theme just continues instead.<br />
*Mecha Sonic also freaks out when Tails is used.<br />
*When Knuckles defeats Mecha Sonic, the appropriate ending plays according to whether Knuckles has all the Chaos Emeralds or not. However, there is no credits sequence, and Angel Island reaches the sea/stratosphere much more quickly. Afterwards, the game doesn't go anywhere, requiring you to pause and return to the Level Select.<br />
<br />
===[[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]]===<br />
*The player does not run in at the beginning.<br />
*The overscan border color for Act 1 is red, instead of black like the other zones.<br />
*The light beam transportation systems have a slightly different countdown tick. It's four low tones, instead of three low tones and one high tone.<br />
*[[Red Eye]]'s pillar no longer overlaps the player, but it still has tile transparency issues.<br />
*Red Eye is somehow able to hit you and knock you out of your Super/Hyper form. This wasn't the case in ''Sonic 3C 0408''.<br />
*The palette changes too soon when transitioning to Act 2. In Sonic & Knuckles 0525 and later, the palette is changed after the Act 2 transition completes.<br />
*Tails has an animation error during the Act 2 transition.<br />
*The final boss music does not play. DEZ Act 2's theme just continues to play.<br />
*After the final boss machine collapses completely, everything stops rumbling.<br />
*If Death Egg's final boss is defeated while it's firing its laser, the laser stays on screen while it explodes.<br />
*When Eggman/Eggrobo flies away, everything is much slower than the final, and if no buttons are pressed it is possible to get stuck in the bottom left unless Debug mode is activated.<br />
*After defeating Eggman during the final chase, the HUD turns green. This is because the game has loaded Knuckles' 1P palette into the Knuckles CP palette slot.<br />
*The ''Sonic 3'' final credits roll after defeating the final boss, but an extended ''Sonic 3 & Knuckles'' medley is played. Also, the medley is longer than the credits, but the credits automatically restart to the Sega screen a few seconds after "Try Again" appears.<br />
<br />
===[[The Doomsday Zone]]===<br />
*Lots of rings are given at the start of The Doomsday Zone because there are none around when chasing Eggman.<br />
*There are a lot more asteroids at the start and a lot more missiles before reaching Eggman.<br />
*Various sound effects are missing.<br />
*The background palette for The Doomsday Zone is the same as DEZ2's.<br />
*During the first boss, if you move all the way to left, two missiles can actually be triggered from the end of the asteroid field segment.<br />
*When you hit Eggman while chasing him, you don't get knocked back like you do in the final.<br />
*There are no asteroids during the final chase.<br />
*When The Doomsday Zone is cleared, the game goes back to the Level Select.<br />
<br />
===[[Bonus Stage (Sonic 3 & Knuckles)|Bonus Stages]]===<br />
While all three Bonus Stages are implemented and functional, you can access one randomly once you pass a Starpost with at least 50 rings. The color of the stars is always white.<br />
====Glowing Spheres====<br />
*The Glowing Spheres Bonus Stage has a different layout and the items falling downward. The excess amount of objects causes the game to slow down at points.<br />
*There's a chance you'll get a green ball with an F on it. It only makes the bumper sound the black ones make and has no other effect.<br />
*Entering the Glowing Spheres level makes you lose all your rings.<br />
*The score and timer are displayed in the Glowing Spheres Bonus Stage. This doesn't happen for the other two Bonus Stages.<br />
*Entering this Bonus Stage makes you lose all your rings and your shield.<br />
====Slot Machine====<br />
*The Slot Machine Bonus Stage has had its layout changed from ''Sonic 3C 0408'', but is still very different from the final.<br />
*The background in the Slot Machine Bonus Stage is still completely static. The little objects don't rotate and nothing scrolls.<br />
<br />
===[[Special Stage (Sonic 3 & Knuckles)|Special Stage]]===<br />
*The first time entering Special Stage 2 on the Sound Test leads to a unused [[Super Emerald]] Stage. Essentially it's just a giant maze, which has no rings, although for some reason you don't get a Perfect. It gives you a Super Emerald like normal. A different Special stage is chosen each time you enter it.<br />
*The Super Emerald Special Stages are the same as the ones in ''Sonic 3C 0408''.<br />
*Super Emeralds are still referred to as Chaos Emeralds.<br />
*Collecting all the Chaos Emeralds as Knuckles does not display the "NOW KNUCKLES CAN BE SUPER KNUCKLES" message, though Knuckles can still become Super Knuckles.<br />
*Collecting all the Chaos Emeralds after having sent at least one Emerald to Hidden Palace will not display the "x CAN GO TO HIDDEN PALACE" message.<br />
<br />
==External Links==<br />
{{LinkRetro|topic=9978|title=Sonic Retro discussion thread}}<br />
*[http://hiddenpalace.org/Sonic_3C_(May_17,_1994_prototype) Hidden Palace Release Page]<br />
*[https://tcrf.net/Proto:Sonic_%26_Knuckles/Sonic_3C_0517 ''Sonic 3C 0517'' on The Cutting Room Floor]<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni|4}}<br />
[[Category:Sonic the Hedgehog 3 prereleases]]</div>
Dank
https://info.sonicretro.org/index.php?title=Polygon_Jim&diff=302564
Polygon Jim
2019-11-20T07:42:15Z
<p>Dank: </p>
<hr />
<div><forumuser name="Polygon Jim" /><br />
'''Polygon Jim''' (formerly known as '''GrandMasterJimmy''') was a former member of [[Sonic Retro]]. He joined under his old alias around the time of the unveiling of [[User:Drx|drx]]'s 1,000 proto stash, although he had been in the scene over a year earlier under the name '''PeglegJimmy'''. He has since then hacked ''[[Sonic Adventure]]'' and discovered the unused Sky Chase Dragon. He also got himself banned but returned after the bans of several members were lifted. He also coined the term "assface Sonic" for the description of the US [[Genesis]] [[Sonic]] design. He died in a car accident on May 18, 2013, and, in his honor, Sonic Retro was temporarily renamed to Motobug Retro. [[Sonic Mania]] later paid homage to Jim, in the form of the [[Hard-Boiled Heavies|Heavy Rider]] - the robot's [[motobug]] ride jumps into the air similarly to the way it does in the [[Motobug the Badnik in Sonic 1|Motobug in Sonic 1]] [[ROM hack]], which was created by him. In addition, the name of the motobug itself is "Jimmy".<br />
<br />
==Polygon Jim's short autobiography==<br />
<br />
I have all the Pope, I thought the British as a whole. So what is your ass? I do not know I was British, then I'll phone it was. T home phone I was not home, did not respond because I had to call from home cooks and eat. Since he had eaten burrito was very sad: (. Burrito cried my father, and dropped this man has beans to him, and I object sad, man burned the species burrito, and then the tube and the time of the bathroom. Crap toilet man, who break the valve down in the hospital , a lamp behind the British burn the beans, and a man who suffered a lot of shit from the valve, he went to the hospital to hurt the feelings of [burritos], Burrito Taco Bell, because he wanted revenge, a man eats Taco Taco cried or. Barrett. This is way (the story of my life (all) and flip upside down.) was born.<br />
<br />
The End.<br />
<br />
<br />
[[Category:Sceners]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development&diff=302563
Sonic the Hedgehog 3/Development
2019-11-20T07:27:23Z
<p>Dank: </p>
<hr />
<div>''[[Sonic the Hedgehog 3]]'' and its sequel ''[[Sonic & Knuckles]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Game Development==<br />
<br />
[[File:MTV Yasuhara.png|thumb|190px|Hirokazu Yasuhara working inside Sega.]]<br />
In the wake of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and its tremendous success in the west, there was no doubt in anyone's mind that another sequel would be created in the franchise. Wanting to keep the ball rolling, Sega once again looked towards the [[Sega Technical Institute]] and the now-veteran game creators [[Yuji Naka]] and [[Hirokazu Yasuhara]] to create a third entry in the main numbered series. Fresh from the intense creation of the second game, Yuji Naka at first hit the same hesitation that he had when approached with ''Sonic 2'', not wanting to simply work on the same game over and over again. He finally agreed to be a part of the project if he was allowed to work primarily with the Japanese-half of STI, hoping to avoid much of the drama that resulted during the last game because of the differences between the Japanese and American work culture. Also fishing for a promotion, Sega decided to give in to Naka's demands, knowing how important the game was and its almost assured success. Giving him the title of Producer, Naka was granted the freedom he had been looking for, once again embraced into the staff of Sega of Japan. Not wanting to leave the American side of STI in the dust, Sega gave them a separate Sonic the Hedgehog-related project to work on that would fill in a gap in scheduling between ''Sonic 2'' and ''Sonic 3'', ''[[Sonic the Hedgehog Spinball]]''.<br />
<br />
At first, work on ''Sonic the Hedgehog 3'' was intended to be developed using a new technology Sega was working on with microprocessor producer Hitachi. Looking for an answer to Nintendo's Super-FX Chip, Sega licensed the SH-1 chip (meant to be dubbed the "Sega Virtual Processor") that would be placed in specific [[sega:Sega Mega Drive|Sega Mega Drive]] cartridges, allowing rudimentary 3D graphics. With Naka's interest in taking the franchise in new directions, the original plan was to use the chip to create an isometric world for [[Sonic]] to run in (the perspective similar to what was used in ''[[Sonic Labyrinth]]'' and ''[[Sonic 3D: Flickies' Island]]'') which would have resulted in a vastly different game. However, Sega refused [[Sonic Team]]'s demands, stating that the chip would not be ready to use before they wanted ''Sonic the Hedgehog 3'' to hit store shelves. Instead, the development team decided to create another traditional two-dimensional platformer. In the end, the only title released by Sega to use the chip was the Mega Drive port of ''[[sega:Virtua Racing|Virtua Racing]]''.<br />
<br />
[[File:Possible S3 Concept Art.png|thumb|190px|A collection of art possibly related to ''Sonic the Hedgehog 3''. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
As the plans for the game were laid out, Yasuhara and Naka wanted to create a large, sprawling game, grander in scope than any Sonic title to date, essentially accomplishing what they had hoped to do in ''Sonic the Hedgehog 2'' but couldn't due to time constraints. [[sega:Roger Hector|Roger Hector]], a director at STI and Executive Coordinator for ''Sonic 3'' and ''[[Sonic & Knuckles]]'', knew almost from the start that such an ambitious project might be impossible in the form they wanted to take it.<br />
<br />
{{quote|1=There were so many creative ideas that it would take too much time to develop such a massive project. The team brainstormed up two games' worth of material initially and it was decided, before the Alpha stage I think, that it would make more sense to split it into two games.|2=Roger Hector, Executive Coordinator, ''[[Sonic 3 & Knuckles]]''{{ref|[[Sonic 3 & Knuckles - Behind the Scenes (GamesTM issue 60)]]}}}}<br />
<br />
Though it was decided early on that the game may be needed to be split in half, what form this would take was still unknown, material for both games developed concurrently.<br />
<br />
Just as had happened in the last game, it was decided that a new character should be added to the world of Sonic the Hedgehog, yet another internal competition held to decide what form they would take. [[sega:Takashi Thomas Yuda|Takashi Yuda]] would end up winning with his design, [[Knuckles the Echidna]]. Originally conceived as yet another friend for Sonic, it was decided later on that he would instead become Sonic's rival, becoming yet another obstacle for the hedgehog to overcome. When the design was presented to a focus group composed of children, the design was taken favorably except for one element: the character's color. Meant to originally be green, the research from the group led to his hue being changed to the now-classic red echidna. While the design of the character was being molded, Sega was in the process of working out a merchandising deal with Nike. In a show of good will, a white swoosh was added to Knuckles, resembling that of the Nike logo. While the deal fell through, the markings on Knuckles remained, giving him the look that would make him stand out from the rest of the cast.<br />
<br />
As development on ''Sonic 3'' got underway, the team decided to take inspiration from the world around them, designing entire [[zone]]s from names of places and trips the group took together to get away from production for a couple days. [[Angel Island]], for example, was named after an island off the coast of San Francisco where the team made the game, which was once a hub for immigrants coming to America. [[Carnival Night Zone]] was inspired by the many roving local carnivals that the group would see around the area, and [[IceCap Zone]] was derived from an often-visited relaxation spot for the team.<br />
<br />
{{quote|1=While developing, we went snowboarding a lot at a nearby resort. People kept getting injured though… (laugh) Originally, this stage was planned to begin after zone 8 (Flying Battery Zone). Sonic was going to break down the door from the airship and make a snowboard out of it on the way down. The other characters can fly, so they wouldn't appear in that event.|2=Yuji Naka, Producer, ''Sonic 3 & Knuckles''}}<br />
<br />
[[File:Sonic3TitleFullBody.png|thumb|190px|Sonic the Hedgehog as depicted on the ''Sonic 3 & Knuckles'' title screen.]]<br />
As hinted at in the above quote, the fourteen zones of ''Sonic the Hedgehog 3'' were already laid out, the earlier levels given higher priority due to the game being split in half. As the release date for America drew closer, it was decided that [[Flying Battery]], once the fifth zone, would be moved over to the sequel, the game ending at [[Launch Base Zone]]. Polishing up the six levels, the idea came as to how the two halves of the game would be presented. The first half, simply titled ''Sonic the Hedgehog 3'', would be a game that could be standalone. However, inside the code for the game were numerous pointers and leftover data from the second half, placed there for a specific reason. Wanting people to be able to play the game as they intended, Sonic Team came up with the idea of "[[Lock-On Technology]]," which would make the next game released (titled ''Sonic & Knuckles'') "lock on" to the previous title through a specially designed port in the cartridge. It was only with the two cartridges together that the true version of ''Sonic 3'' could be played, with all three characters, bonus rounds, and the fourteen Special Stages.<br />
<br />
Knowing that people would be essentially paying for the one game twice over, Sonic Team decided to try and extend the "backward compatibility" of the cartridge to their previous Sonic outings. Developing a special patch that allowed the game to connect to ''Sonic the Hedgehog 2'', the public was given the option to run through the classic game with Knuckles the Echidna. The ability to play with Knuckles in the first ''Sonic the Hedgehog'' was also considered, but halted as time did not allow for the amount of work needed to make the character work properly in the game, the team focusing on the remainder of ''Sonic & Knuckles''. Instead, the "[[Blue Sphere]]" mode was created, that allowed an almost limitless amount of ''Sonic 3''-styled [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] to be played through when the first game was connected.<br />
<br />
While in the west ''Sonic 3'' was released in February, the game would not see release in Japan until May of that year. Though no official word was given on the delay, rumor was that Sega was planning on releasing a 24-megabit version of the cartridge in Japan, but instead, released the standard version that had been in Europe and the United States, unable to hold off any longer because of import shops selling the western copy of the game.{{ref|[[Game Preview - Sonic 3 (Famitsu, June 1994)]]}} Years later, it was discovered that Sega, not content with only releasing ''Sonic 3'' and ''Sonic & Knuckles'' separately, had planned on releasing a ''[[Sonic the Hedgehog 3 Limited Edition]]'' that would take the two halves and release them as a single cart, as was originally intended. While work on this version of the game continued for a while, it was ultimately shelved, the only public release of the game being in two parts. It is quite possible that Japan was originally meant to only have this "limited edition" released, but was changed at the last minute. ''Sonic & Knuckles'' and its Lock-On powers would be released in October in all regions, including Japan.<br />
<br />
With the two parts finally out, much of the Japanese staff at STI decided to return to their native land, including Yuji Naka. Yasuhara, however, elected to remain in the United States. Though the reasons as to why are unknown, some rumors suggest that the legendary partnership between the two minds of Sonic had become strained, with Yasuhara not wanting to continue dealing with Naka. Whether or not this is true does not change the fact that ''Sonic & Knuckles'' truly marked the end of an era. Though he would have some input in ''Sonic 3D: Flickies Island'', ''[[Sonic R]]'', and the ill-fated ''[[Sonic X-treme]]'', it was the swan song for the man who had directed the four main Mega Drive entries in the series. The Sonic Team name would live on, however, as Yuji Naka would reunite with Sonic creator [[Naoto Ohshima]] back in Japan, where the pair would spearhead such [[sega:Sega Saturn|Sega Saturn]] titles as ''[[sega:NiGHTS into Dreams|NiGHTS into Dreams]]'' and ''[[sega:Burning Rangers|Burning Rangers]]'', and eventually return to the Sonic franchise with the [[sega:Sega Dreamcast|Dreamcast]] title ''[[Sonic Adventure]]''.<br />
<br />
==Music==<br />
{{mainArticle|{{PAGENAME}}/Music}}<br />
<br />
==Promotion==<br />
<br />
[[File:Wonderman cover.png|thumb|190px|The cover to the publicity single "[[Wonderman]]."]]<br />
For the release of ''Sonic the Hedgehog 3'', an active publicity campaign was put behind the game. Released on February 2nd in the United States, the release date was dubbed "Hedgehog Day" by marketing, to cash in on the fact that it also happened to be "Groundhog Day." From McDonald's toys to tie-ins with Lifesavers and Spaghetti-O's, Sonic was everywhere, all amping up for the title's premiere in the states. The festivities went into full swing when the game "officially" premiered in the town of Punxsutawney, Pennsylvania, the home of Groundhog Day. Bringing out the Macy's Thanksgiving Day Parade Sonic balloon, the game was ushered out in style, complete with miniature Sonic balloons for the kids, and kiosks set up in the local Junior High so everyone from the youngest kid obsessed with Sonic to the top hat-wearing guardians of the groundhog could experience ''Sonic 3'' firsthand.{{ref|http://video-game-ephemera.com/026.htm}}<br />
<br />
In the United Kingdom, Sega reached out to pop group Right Said Fred to compose a song connected to the game. Entitled "[[Wonderman]]", the single was released with a music video utilizing Sonic the Hedgehog imagery as well as using [[Steve O'Donnell]], one of the faces of Sega's advertising in Europe.{{ref|[[Sonic The Wonderman I'm Too Sexy - Sonic 3 (SEGA Magazine, 1994)]]}} The track peaked on the U.K. Singles Chart at #55.<br />
<br />
''Sonic & Knuckles'' also met with its own push, a television special airing on the MTV Network. The special, called ''Inside "Sonic & Knuckles"'' but also referred to as ''Sonic & Knuckles Rock the Rock'', was the finale of a videogame competition that had been occurring across the country. Sponsored by Sega, the program was hosted by Daisy Fuentes and Bill Bellamy. The collected finalists in the competition had to play through the first level of ''Sonic & Knuckles'', the [[Mushroom Hill Zone]], and collect as many rings as possible before reaching the end. Taking place on Alcatraz Island in the San Francisco Bay, the special also featured interviews with many of the people who worked at STI, including [[Roger Hector]], [[Hirokazu Yasuhara]], [[Victor Mercieca]], [[Adrian Stephens]], [[Howard Drossin]], [[Kunitake Aoki]], [[Chris Senn]], and [[Dean Lester]].<br />
<br />
The game ''Sonic the Hedgehog 3'' was also the first Sonic game in the west to offer an incentive to people who preordered the game, receiving a free copy of the music CD ''[[Sonic the Hedgehog Boom]]''. Although paired with ''Sonic 3'', the disc actually contained music from the American soundtrack of ''[[Sonic the Hedgehog CD]]'' and ''Sonic Spinball''. In Japan, a "[[Commercials:Sonic 3 & Knuckles#Sonic the Hedgehog 3#Japan Commercials#Sonic History Video|History of Sonic]]" VHS was given to those who preordered the game, just as a [[Commercials:Sonic the Hedgehog 2 (16-bit)#Japanese Advertisements#Sonic Panic!|similar video]] was available to Japanese residents who had preordered ''Sonic the Hedgehog 2''.<br />
<br />
==Concept Art==<br />
<br />
<gallery widths="148px" heights="140px" ><br />
Image:S3 IceSlip.jpg|Sonic in Ice Level.<br />
Image:S3 Stagmites.jpg|IceCap Zone concept art.<br />
Image:S3 Surfing.jpg|Sonic snowboarding.<br />
Image:S3 concept-.png|Character concept art, including a "How To Draw Sonic" tutorial.<br />
Sonic3 ConceptArt 1.png<br />
</gallery><br />
<br />
==Prototype screenshots==<br />
Unlike ''Sonic the Hedgehog'' and ''Sonic the Hedgehog 2'', very little was previewed of ''Sonic 3'' before launch, possibly so as not to accidentally give away clues for ''Sonic & Knuckles''. Very few magazines were given access to pre-release material, so it cannot be assertained whether a physical prototype was given to the press, or if Sega supplied these publications with screenshots.<br />
<br />
Recurring themes include the use of ''Sonic the Hedgehog 2'' sprites and a differing HUD, as well as some missing features like the snowboard in IceCap Zone.<br />
<br />
===Angel Island Zone===<br />
<gallery widths="320px" heights="240px" ><br />
S3 AngelIsland2.jpg<br />
GD Sonic3 AIZ 03.png<br />
S3 AngelIsland4.jpg<br />
GD Sonic3 AIZ 02.png<br />
S3 AngelIsland1.jpg<br />
GD Sonic3 AIZ 01.png<br />
GD Sonic3 AIZ 04.png|Sonic's gained some abnromally long arms in this placeholder animation.<br />
S3 AngelIsland3.jpg|What seems to be a later prototype - Knuckles' green socks cause many problems for ''Sonic 3'', and here they have turned the HUD green (while in the final, the HUD turns the socks yellow).<br />
Sonic 3 early AIZ layout.png|A cropped layout of Angel Island Act 1 that was shown off in a German magazine. The layout and some graphics are slightly altered compared to what is seen in the final. <br />
</gallery><br />
<br />
===Hydrocity Zone===<br />
[[Hydrocity Zone]] sees the most differences to the final game, opting for a green flora background. Water is handled differently too - in the final game a pseudo-3D effect simulating the surface of the water way into the distance is created depending on the camera's Y position. Here it seems to be entirely missing, leading to the situation where a large pool of water in the background is seen underneath a large pool of water in the foreground.<br />
<gallery widths="320px" heights="240px" ><br />
S3 Hydrocity.png<br />
S3 ProtoHCZ2.jpg|<br />
S3 ProtoHCZ3.jpg|<br />
S3 ProtoHCZ4.jpg|<br />
S3 ProtoHCZ1.jpg|Some different bricks in the beginning of act 2.<br />
GD Sonic3 HZ 01.png<br />
</gallery><br />
<br />
===Marble Garden Zone===<br />
<gallery widths="320px" heights="240px" ><br />
S3 MarbleGarden1.png|<br />
S3 MarbleGarden2.jpg|<br />
GD Sonic3 MGZ 01.png<br />
GD Sonic3 MGZ 02.png<br />
</gallery><br />
<br />
===Carnival Night Zone===<br />
<gallery widths="320px" heights="240px" ><br />
S3 CarnivalNight2.jpg|<br />
S3 ProtoCNZ1.jpg|<br />
S3 ProtoCNZ2.jpg|<br />
GD Sonic3 CNZ 01.png<br />
GD Sonic3 CNZ 03.png<br />
GD Sonic3 CNZ 04.png<br />
GD Sonic3 CNZ 05.png|<br />
GD Sonic3 CNZ 02.png|This suspicious palette of Act 2's underwater sections is thought to be an error. Apply Launch Base's underwater palette to this section and you'll get similar results.<br />
</gallery><br />
<br />
===IceCap Zone===<br />
<gallery widths="320px" heights="240px" ><br />
S3 Icecap1.jpg|The most notable change in IceCap Zone is that Sonic runs down hill instead of using a snowboard.<br />
S3 Icecap2.jpg|Running again a little further down the hill.<br />
S3 Icecap3.png|Another shot of the hill; this one happens to be zoomed in.<br />
GD Sonic3 ICZ 01.png|<br />
GD Sonic3 ICZ 02.png<br />
GD Sonic3 ICZ 03.png<br />
Sonic3 MD Development ICZ 01.jpg|Act 2 boss with act 1 palette and old HUD.<br />
</gallery><br />
<br />
===Launch Base Zone===<br />
Launch Base has minor palette differences - in Act 1, the water is blue, the sky is purple and the Death Egg is a little bit more green. This is actually consistent with the level's stage select icon.<br />
<gallery widths="320px" heights="240px" ><br />
S3 LaunchBase.jpg|<br />
S3 ProtoLBZ2.jpg|<br />
GD Sonic3 LBZ 01.png<br />
GD Sonic3 LBZ 02.png<br />
GD Sonic3 LBZ 03.png<br />
</gallery><br />
<br />
===Competition Mode===<br />
<gallery widths="320px" heights="240px" ><br />
S3 Balloonpark.jpg|Here the countdown number is blue instead of red.<br />
GD Sonic3 Competition 01.png|Palette issues in the background of [[Desert Palace]].<br />
GD Sonic3 DPZ.png|Another layout that was shown in the German Magazine. This shows what is presumably an early layout for Desert Palace Zone that has some differences compared to the final version. Notably, the length of the course is a bit longer before it loops.<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=oACljLSn4SY ''Sonic the Hedgehog 3'' World Premier] - Footage from the release of the game in Punxsutawney Pennsylvania, including interviews.<br />
*[http://www.youtube.com/watch?v=4IFkdq3hn3U MTV's Inside ''Sonic & Knuckles'' (Rock the Rock)] - The MTV special hosted by Bill Bellamay and Daisy Fuentes showing the final round of the Sega-sponsored video game championship, as well as premiering ''Sonic & Knuckles''.<br />
*[https://www.youtube.com/watch?v=N_25hXDmbyc Sonic History Video] - Promotional video for Sonic 3 detailing Sonic's origin and history up until that point.<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3Omni}}<br />
<br />
[[Category:Development]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_(prototype;_1993-11-03)/Comparisons/Lava_Reef_Zone&diff=302537
Sonic the Hedgehog 3 (prototype; 1993-11-03)/Comparisons/Lava Reef Zone
2019-11-19T23:35:53Z
<p>Dank: </p>
<hr />
<div>{{back}}<br />
[[Lava Reef Zone]], like other ''[[Sonic & Knuckles]]'' [[zone]]s, is generally broken and inaccessible mess if the level is forced to load by regular codes, but it surprisingly has a lot of leftover content from an earlier build buried at the end of the ROM. To properly access it, the game must be hacked in order to force it to load this leftover data, which just so happens to contain all of the necessary data for Act 1. The only data that is missing is collision.<br />
<br />
__TOC__<br />
==Act 1==<br />
{{Comparison<br />
| image1=Sonic3Proto MD Comparison LRZ1 Start.png<br />
| image2=Notavailable.svg<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| desc=The Act begins with [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]] dropping in from the top like they would do in the final. However, they are not in their "falling" animations.<br />
}}<br />
{{Comparison<br />
| image1=Sonic3Proto MD Comparison LRZ1 Start2.png<br />
| image2=Notavailable.svg<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| desc=As the player can clearly see, Lava Reef looks ''vastly'' different than it does compared to the ''[[Sonic the Hedgehog 3 Limited Edition|Sonic 3C]]'' prototypes and in ''Sonic & Knuckles'', sporting different palettes, rock formations and even different pipes. There are no objects, aside from a few placeholder [[Ring]]s found embedded in the left wall at the start. The HUD even has incorrect colors.<br />
}}<br />
{{Comparison<br />
| image1=Sonic3Proto MD Comparison LRZ1 Posts.png<br />
| image2=Notavailable.svg<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| desc=The posts that decorate the Act are taller and purple-coloured.<br />
}}<br />
{{Comparison<br />
| image1=Sonic3Proto MD Comparison LRZ1 Lava.png<br />
| image2=Notavailable.svg<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| desc=Lava cannot hurt the player.<br />
}}<br />
{{Comparison<br />
| image1=Sonic3Proto MD Comparison LRZ1 DeathEgg.png<br />
| image2=Notavailable.svg<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| desc=The [[Death Egg]] in the background looks different than it does in the final.<br />
}}<br />
{{Comparison<br />
| image1=Sonic3Proto MD Comparison LRZ1 Boss.png<br />
| image2=Lrzsubboss.png<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| desc=There is no boss. Going to the right of where the Act ends leads to the loopback.<br />
}}<br />
<br />
===Map===<br />
{{Comparison<br />
| image1=Notavailable.svg<br />
| image2=SonicandKnuckles MD Map Lr1.png<br />
| game1=''Sonic 3'' prototype<br />
| game2=''Sonic & Knuckles'' final<br />
| vertical=yes<br />
}}<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3ProtoOmni}}</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Hidden_content&diff=302535
Sonic the Hedgehog 3/Hidden content
2019-11-19T23:32:46Z
<p>Dank: </p>
<hr />
<div>{{back}}<br />
{{Outdated}}<br />
<br />
==Level select + [[Debug mode]]==<br />
{{HiddenContent<br />
| image1=Sonic3LevelSelect.png<br />
| desc=Right after the [[Sega]] logo's screen darkens and [[Sonic the Hedgehog|Sonic]] starts jumping towards the screen, quickly press {{up}} {{up}} {{down}} {{down}} {{up}} {{up}} {{up}} {{up}}. This code is notoriously hard to do, due to the [[#SEGA screen technical details|weird frame windows]], but if performed correctly, the [[Ring]] collection sound will play. In the ''[[Sonic Jam]]'' version of the game the code is entered on the title screen and no precise timing is required. Press {{down}} twice (or {{Up}} once) to see a "Sound Test" option on the title screen.<br />
<br />
Pressing {{C}} on the level select screen increments a counter that determines the players' characters in the Competition mode Zones, with the first controller incrementing the left counter and the second counter incrementing the right:<br />
*00 - [[Sonic the Hedgehog|Sonic]]<br />
*01 - [[Miles "Tails" Prower|Tails]]<br />
*02 - [[Knuckles the Echidna|Knuckles]]<br />
<br />
This cheat also enables debug mode, which is activated by holding {{A}} and pressing {{Start}} to choose a level. A [[Game Genie]] code for accessing the level select [[#Game Genie|is also available]]. During gameplay:<br />
<br />
*Press {{C}}+{{B}} to cycle through all mapping frames of the character when in normal mode.<br />
*Press {{B}} to toggle normal and debug mode.<br />
**Press {{A}} to advance forward through the debug object list.<br />
**Press {{A}}+{{C}} to advance backwards through the debug object list.<br />
**Press {{C}} to place the selected object at the current coordinates.<br />
*During pause press {{A}} to fade to black and restart from the level select screen.<br />
*During pause press and hold {{B}} to enable slow-motion (this proceeds at half-speed for as long as the {{B}} button is held down).<br />
*During pause press {{C}} to advance one frame.<br />
*Current coordinates are designated by the top line of hex digits in the HUD.<br />
*Viewport coordinates are designated by the bottom line of hex digits in the HUD.<br />
}}<br />
<br />
==All Chaos Emeralds==<br />
{{HiddenContent<br />
| image1=<br />
| desc=Play sounds '''02''', '''04''', '''05''', '''06''' in the sound test. A [[Chaos Emerald]] sound will confirm correct entry.<br />
}}<br />
<br />
==Eighth Special Stage==<br />
{{HiddenContent<br />
| image1=Sonic3 MD SpecialStage8.png<br />
| image2=sonic3-yellowem.png<br />
| desc=Go the level select, play any sound between '''00'''-'''07''', and press {{A}} + {{Start}} on the "Special Stage 2" selection to choose a particular [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage]]. Playing '''07''' will load an eighth Special Stage layout that is not used in normal play.<br />
<br />
This Special Stage consists of a long spiral towards the center. There are no [[Ring]]s to collect, which will make getting a [[Perfect Bonus]] impossible. Clearing this Special Stage awards a grey Chaos Emerald that has no special effect in-game, and does not appear on the results tally in any form other than a score increase.<br />
}}<br />
<br />
==[[Night mode]]==<br />
{{HiddenContent<br />
| image1=Sonic3 MD NightMode.png<br />
| desc=Enable the level select, then select a Zone and press {{C}}+{{Start}}.<br />
}}<br />
<br />
==Unused content==<br />
===Art===<br />
{{UnusedTable|<br />
{{UnusedRow<br />
| sprite={{SpriteImage|S3-Sbored.gif}}<br />
| desc=[[Sonic the Hedgehog|Sonic]] in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom instead. Never used in-game. The [[Sonic Jam (Game.com)|Game.com version of ''Sonic Jam'']] uses this animation.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|S3-Swhistle.gif}}<br />
| desc=Sonic whistling. Not used in-game. {{LinkRetro|topic=9730|title=Speculation}} reveals that this animation may have been paired with a "Help-Item" mentioned in a [[Game Preview - Sonic 3 (SEGA Magazin, February 1994)|German magazine article]]. Sonic would have broken the monitor, used the whistling animation, and then Tails would fly in from out-of-screen to carry Sonic around as he pleased, similar to a second player controlling Tails while holding the first player. A whistle sound which is probably related to this can be heard when breaking S-monitors and at the beginning of [[Doomsday Zone]]. It was also used in the Game.com version of ''Sonic Jam''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3SonicAltDeath.png}}<br />
| desc=A black & white version of Sonic's death sprite, similar to the one seen in the previous two games. It's still not used.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3 Unused Sonic FBZ.gif}}{{SpriteImage|Sonic 3 alone Unused Tails FBZ.gif}}<br />
| desc=These animations would later be used for [[Flying Battery Zone]]'s monkey bars in ''[[Sonic & Knuckles]]''. <br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 Unused Sonic holdon Vertical.gif}}{{SpriteImage|Sonic 3 alone Unused Tails horizontal hold.gif}}<br />
| desc=These animations would later be used for Knuckles' wind trap in ''[[Sonic & Knuckles]]''. <br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 FBZ Unused.png}}{{SpriteImage|Sonic 3 alone Unused Tails.png}}<br />
| desc=These sprites would later be used for swinging off the poles in [[Mushroom Hill Zone]] in ''[[Sonic & Knuckles]]''. <br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 alone unused sonic sprite.png}}{{SpriteImage|Sonic 3 alone unused Tails sprite SOZ.png}}<br />
| desc=These sprites would later be used for cascading down the towers in [[Sandopolis Zone]] in ''[[Sonic & Knuckles]]''. <br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 unused data slect Knuckles.png}}<br />
| desc=Knuckles on the Data Select screen. This can be seen when trying to play as Knuckles in ''Sonic 3''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 Unused Knuckles Continue sprites.gif}}<br />
| desc=Leftover sprites for Knuckles on the [[continue]] screen. Later used in ''[[Sonic & Knuckles]]''. <br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 unused Knuckles text.png}}<br>{{SpriteImage|Sonic3 unused Knuckles icon.png}}<br />
| desc=Knuckles text which would have been used upon Act and Special Stage completion. Knuckles's life icon also remains in the game, albeit unused. Both were later used in ''[[Sonic & Knuckles]]''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Tailsanim1.gif}}<br />
| desc=Leftover animation from the continue screen in ''[[Sonic 2]]''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3-knuxmini.png}}<br />
| desc=Unused Gliding/Climbing animations exist for [[Knuckles]] in two-player mode, even though he doesn't have the ability to glide or climb while in two-player.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Minideathegg.png}}<br />
| desc=Smaller rendition of the [[Death Egg]]. It seems to be part of [[Game Secrets:Sonic & Knuckles#Lost Sprites|a Death Egg hologram projector]] which was also unused in ''[[Sonic & Knuckles]]''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3pgn.png}}<br />
| desc=Diagonal frames of the [[Penguinator]] from [[IceCap Zone]]. These can be seen for a split second if they are placed on the large hill at the beginning of Act 1 using debug mode.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3eggmanpanic.png}}<br />
| desc=Unused running frame where [[Eggman]] has a different facial expression.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|sonic3-eggmanlost.png}}<br />
| desc=An unused Eggman object discovered by [[User:Nemesis|Nemesis]]. It appears to be nothing more than Eggman flying away towards the horizon. Purpose is unknown.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic 3 Flying Battery icon.PNG}}{{SpriteImage|FBZicon.png}}<br />
| desc=An unused Data Select icon for [[Flying Battery Zone]], from the days when ''Sonic 3'' and ''Sonic & Knuckles'' were to be a single game. The ''Sonic 3'' icon can be found in both the PC and [[Mega Drive]] versions of ''Sonic 3'', and can be viewed by hacking the SRAM for the game to access level slot $04, or by using the PAR codes 00C324:601E and 00C338:6002 to view the icon in a completed game save slot while scrolling through the levels. The ''[[Sonic 3 & Knuckles]]'' icon is displayed here for comparison.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|S3-signpost-unused.png}}<br />
| desc=Leftover signpost sprites identical to ''Sonic 2'''s that remain in both this game and Sonic and Knuckles. Additionally, there's art for Knuckles, which is close to the final art, but with less shading. His nose is thinner and more of his spines cover the signpost.<br />
}}<br />
}}<br />
<br />
===Objects===<br />
====Placeable in [[edit mode]]====<br />
{{UnusedTable|<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3K MD Sprite Monitors.png|crop_width=28|crop_x=140}}<br />
| desc=An "S" [[monitor]], which transforms Sonic into [[Super Sonic]] when broken.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3 MD Sprite AIZ2BreakableWall.png}}<br />
| desc=A breakable wall in [[Angel Island Zone]] Act 2, which can only be placed with debug mode and is destroyed with a [[Spin Dash]] on the ground. A similar object is used as a wall that is opened with a switch. <br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3 MD Sprite CNZButton.png}}<br />
| desc=A 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''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3 MD Sprite CNZDebugRing.png|2}}<br />
| desc=An unknown [[Ring]]-like object that appears to spawn slope collision when placed. It is placeable in Carnival Night Zone.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3 MD Sprite ICZBreakableBlock.png}}<br />
| desc=A 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''.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3 MD Sprite CompetitionSpikes.png}}<br />
| desc=A set of [[Spikes (obstacle)|spikes]] for Competition Mode. However, spikes do not appear in any of the five Zones, but they can be placed with debug mode. <br />
}}<br />
}}<br />
<br />
====Red revolving spheres====<br />
{{HiddenContent<br />
| image1=redthing.png<br />
| desc=This is a spinning mass of red spheres, placeable by debug mode in the first part of [[Angel Island Zone]] Act 1. The spheres look similar to those appearing in the game's [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage]]. When it is placed, many palette and VRAM complications occur in the level, and the game slows down considerably. It can be manipulated with the second controller:<br />
*{{up}} — Rotates the object vertically.<br />
*{{right}} — Rotates the object horizontally.<br />
*{{down}}/{{left}} — Moves the object up or down.<br />
*{{A}}/{{C}} — Changes the object's size.<br />
*{{B}} — Rotates the object sideways.<br />
*{{Start}} — Toggles automatic rotation.<br />
<br />
This object was originally used to test the 3D mechanics of the Special Stage in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|November 3rd prototype]].<br />
}}<br />
<br />
====Others====<br />
{{UnusedTable|<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Sonic3K MD Sprite Monitors.png|crop_width=28}}<br />
| desc=A blank monitor that harms the player when broken. Set a monitor subtype to '''00''' to view it in-game.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Blaster.png}}<br />
| desc=[[Blaster]], who is intended for [[Flying Battery Zone]] with leftover code. Its projectiles can be destroyed like regular [[Badnik]]s.<br />
}}<br />
{{UnusedRow<br />
| sprite={{SpriteImage|Technosqueek.png}}<br />
| desc=[[Technosqueek]], who is intended for [[Flying Battery Zone]] with leftover code.<br />
}}<br />
}}<br />
<br />
===Audio===<br />
====Music====<br />
*09: Flying Battery Act 1 (The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks. This leads to the song falling further and further out of sync each time the song loops. This was fixed in ''Sonic & Knuckles'' and ''Sonic 3 & Knuckles'')<br />
*0A: Flying Battery Act 2<br />
*0F: Mushroom Hill/Valley Act 1<br />
*10: Mushroom Hill/Valley Act 2<br />
*11: Sandopolis Act 1<br />
*12: Sandopolis Act 2<br />
*13: Lava Reef Act 1<br />
*14: Lava Reef Act 2/Hidden Palace<br />
*15: Sky Sanctuary<br />
*16: Death Egg Act 1<br />
*17: Death Egg Act 2<br />
*18: ''Sonic & Knuckles'' Act 1 Boss (not totally unused as it can be heard while fighting the [[Hydrocity Zone]] boss by jumping out of the water after the drowning music starts)<br />
*1A: The Doomsday Zone<br />
*1B: Glowing Spheres Bonus Stage<br />
*1D: Slot Machine Bonus Stage<br />
<br />
===Knuckles===<br />
{{HiddenContent<br />
| image1=S3CharSelect.png<br />
| image2=S3EndSign.png<br />
| desc=Some data for Knuckles seems to be in the game still. Using [[sega:Game Genie|Game Genie]] codes created by [[User:LocalH|LocalH]] (ASCA-AAHC + ASCA-BA9Y), Knuckles character select and continue icons will appear in game. The level clearing text and the end sign will also have Knuckles graphics. The player will still be playing as Sonic.<br />
}}<br />
<br />
===Leftover ''Sonic 2'' menus===<br />
{{HiddenContent<br />
| image1=S3LeftoverMenu.png<br />
| image2=S3Leftover2PMenu.png<br />
| desc=By setting the game's screen mode to $24, the ''Sonic 2'' options menu can be accessed in ''Sonic 3''. Either use the following patch code:<br />
<pre>FFF600:2400</pre><br />
Or follow the instructions on [[SCHG How-to:Restore Sonic 2 Menus to Sonic 3]].<br />
<br />
''Sonic 2''<nowiki>'</nowiki>s level select code can be entered here, along with ''Sonic 3''<nowiki>'</nowiki>s otherwise pointless debug mode code.<br />
<br />
The 2-player menu from ''Sonic 2'' can also be found by setting the screen mode to $1C, or using the following patch code:<br />
<pre>FFF600:1C00</pre><br />
Not much can be done in this menu however, each Zone is X'ed out and it plays an error sound when pressing {{start}}.<br />
}}<br />
<br />
===Surfboard intro===<br />
[[Image:surfboard.gif]]<br />
<br />
This animation was found in the ''Sonic 3'' ROM. It's part of an unused intro sequence that was originally used in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|November 3rd prototype]], in which Sonic surfs onto [[Angel Island]], rather than riding in on the [[Tornado]]. The sprites are based on ''Sonic 2''<nowiki>'</nowiki>s style, rather than those of the final ''Sonic 3''. {{file|S3Surfboard.zip|This savestate}} will allow you to see the full sequence in action (thanks to [[User:Nemesis|Nemesis]]).<br />
<br />
[[Image:Surfboard1.png]]<br />
<br />
These sprites were probably used when jumping off the board.<br />
<br />
===Scrolling credits===<br />
{{HiddenContent<br />
| image1=<br />
| desc=The game has a unused and unfinished scrolling credits routine. It can be activated by setting the RAM address FA87 to 02 during the credits screen. Just bits of letters scroll as it was not finished. A YouTube video of the scrolling ending credits can be seen [https://www.youtube.com/watch?v=fJstDo70I0o here]. Normally the credits scrolls through static pages of text.<br />
}}<br />
<br />
==True Level Order/Unused Levels==<br />
[[Image:Sonic3LevelSelect.png]]<br />
<br />
The level select menu reveals what the level order may have looked like had ''Sonic 3'' and ''Sonic & Knuckles'' not been split into two separate games. The ''Sonic 3'' levels are arranged the same as they are played in the game, but Flying battery from ''Sonic & Knuckles'' can be seen listed in between [[Carnival Night]] and IceCap. Following [[Launch Base]] two more ''Sonic & Knuckles'' levels can be found, Mushroom Hill (which goes by the name Mushroom Valley here), and Sandopolis.<br />
<br />
In a commentary found in the ''[[Sonic Jam Official Guide]]'' book, it was revealed that the transition between Flying Battery Zone and IceCap Zone would have Sonic break off the ship's door and use it as a snowboard.<br />
<br />
Also, when a level is highlighted, a level icon from Sonic 2 is shown, with the icons appearing in the Sonic 2 order e.g. Angel Island has the [[Emerald Hill]] icon, Hydrocity has the [[Chemical Plant]] icon, [[Marble Garden]] has the [[Aquatic Ruin]] icon. Even the special stage has the Sonic 2 special stage icon. It can also be noted that the second '2P VS' level has an icon which resembles the cut '[[Hidden Palace]]' level from ''Sonic 2''. However, in the ''[[Sonic Jam]]'' version of the game only the sound test icon is used.<br />
<br />
None of the zones that would later appear in ''S&K'' can be selected normally, including the S&K Bonus Stage selections.<br />
<gallery widths="320px" heights="224px" ><br />
SonictheHedgehog3-FlyingBatteryZoneLeftover.png|Flying Battery's level slot still contains data, including earlier versions of its bosses!<br />
SonictheHedgehog3-MushroomValleyZoneLeftover.png|Mushroom Valley's level slot contains an early object layout for both Acts that differs significantly from the final version of ''Sonic & Knuckles''.<br />
SonictheHedgehog3-SandopolisZoneLeftover.png|Although not much remains of Sandopolis Zone, it still has a unique start location that differs from the final version of ''Sonic & Knuckles''.<br />
</gallery><br />
<br />
== SEGA screen technical details ==<br />
The following table explains how the frames work on the SEGA screen, describing when the cheat code can be entered, when can it not, what frames have input disabled or enabled, and other info.<br />
<br />
{|class="prettytable"<br />
!rowspan = '2' | Description<br />
!colspan = '2' | Frames in current section<br />
!colspan = '2' | <span title="Assuming Start wasn't pressed to skip to the darkening section" style="border-bottom: dotted 1px;">Frames since startup</span><br />
|-<br />
!60FPS<br />
!50FPS<br />
!60FPS<br />
!50FPS<br />
|-<br />
!colspan = '5' | Game startup<br />
|-<br />
|Input disabled<br />
|<span style="color:red;">1 - 9</span><br />
|<span style="color:red;">1 - 8</span><br />
|<span style="color:red;">1 - 9</span><br />
|<span style="color:red;">1 - 8</span><br />
|-<br />
|Input accepted, but ignored<br />
|<span style="color:yellow;">10 - 30</span><br />
|<span style="color:yellow;">9 - 29</span><br />
|<span style="color:yellow;">10 - 30</span><br />
|<span style="color:yellow;">9 - 29</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">31 - 36</span><br />
|<span style="color:red;">30 - 34</span><br />
|<span style="color:red;">31 - 36</span><br />
|<span style="color:red;">30 - 34</span><br />
|-<br />
|Input enabled, but ignored<br />
|<span style="color:yellow;">37 - 58</span><br />
|<span style="color:yellow;">35 - 56</span><br />
|<span style="color:yellow;">37 - 58</span><br />
|<span style="color:yellow;">35 - 56</span><br />
|-<br />
|Input almost always disabled<br />
|<span style="color:red;">59 - 237</span><br />
|<span style="color:red;">57 - 235</span><br />
|<span style="color:red;">59 - 237</span><br />
|<span style="color:red;">57 - 235</span><br />
|-<br />
|Skipping with {{Start}} possible on<br />
|<span style="color:#408000;">78 94 110 126 142 158 174 190 206 222</span><br />
|<span style="color:#408000;">76 92 108 124 140 156 172 188 204 220</span><br />
|N/A<br />
|N/A<br />
|-<br />
! colspan = '5' | Dark(ening) SEGA screen<br />
|-<br />
|Input enabled, but ignored<br />
|<span style="color:yellow;">1 - 10</span><br />
|<span style="color:yellow;">1 - 10</span><br />
|<span style="color:yellow;">238 - 247</span><br />
|<span style="color:yellow;">236 - 245</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">11 - 21</span><br />
|<span style="color:red;">11 - 20</span><br />
|<span style="color:red;">248 - 258</span><br />
|<span style="color:red;">246 - 255</span><br />
|-<br />
! colspan = '5' | Cheat code input can start now<br />
|-<br />
|Input enabled<br />
|<span style="color:green;">1 - 23</span><br />
|<span style="color:green;">1 - 23</span><br />
|<span style="color:green;">259 - 281</span><br />
|<span style="color:green;">256 - 278</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">24 - 25</span><br />
|<span style="color:red;">24</span><br />
|<span style="color:red;">282 - 283</span><br />
|<span style="color:red;">279</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">26 - 28</span><br />
|<span style="color:green;">25 - 27</span><br />
|<span style="color:green;">284 - 286</span><br />
|<span style="color:green;">280 - 282</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">29 - 39</span><br />
|<span style="color:red;">28 - 36</span><br />
|<span style="color:red;">287 - 297</span><br />
|<span style="color:red;">283 - 291</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">40</span><br />
|<span style="color:green;">37</span><br />
|<span style="color:green;">298</span><br />
|<span style="color:green;">292</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">41</span><br />
|<span style="color:red;">38</span><br />
|<span style="color:red;">299</span><br />
|<span style="color:red;">293</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">42 - 44</span><br />
|<span style="color:green;">39 - 41</span><br />
|<span style="color:green;">300 - 302</span><br />
|<span style="color:green;">294 - 296</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">45 - 51</span><br />
|<span style="color:red;">42 - 47</span><br />
|<span style="color:red;">303 - 309</span><br />
|<span style="color:red;">297 - 302</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">52</span><br />
|<span style="color:green;">48</span><br />
|<span style="color:green;">310</span><br />
|<span style="color:green;">303</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">53</span><br />
|<span style="color:red;">49</span><br />
|<span style="color:red;">311</span><br />
|<span style="color:red;">304</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">54 - 56</span><br />
|<span style="color:green;">50 - 52</span><br />
|<span style="color:green;">312 - 314</span><br />
|<span style="color:green;">305 - 307</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">57 - 62</span><br />
|<span style="color:red;">53 - 57</span><br />
|<span style="color:red;">315 - 320</span><br />
|<span style="color:red;">308 - 312</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">63</span><br />
|<span style="color:green;">58 - 61</span><br />
|<span style="color:green;">321</span><br />
|<span style="color:green;">313 - 316</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">64</span><br />
|<span style="color:red;">62 - 66</span><br />
|<span style="color:red;">322</span><br />
|<span style="color:red;">317 - 321</span><br />
|-<br />
|Input enabled<br />
|<span style="color:green;">65 - 67</span><br />
|<span style="color:green;">67 - 71</span><br />
|<span style="color:green;">323 - 325</span><br />
|<span style="color:green;">322 - 326</span><br />
|-<br />
|Input disabled<br />
|<span style="color:red;">68 - 73</span><br />
|N/A<br />
|<span style="color:red;">326 - 331</span><br />
|N/A<br />
|-<br />
|Input enabled<br />
|<span style="color:green;">74 - 78</span><br />
|N/A<br />
|<span style="color:green;">332 - 336</span><br />
|N/A<br />
|-<br />
|Input disabled, code opportunity ended<br />
|<span style="color:red;">79</span><br />
|<span style="color:red;">72</span><br />
|<span style="color:red;">337</span><br />
|<span style="color:red;">327</span><br />
|}<br />
<br />
That's the reason why this code is so hard to input: the player has a short time to do it, it starts a small bit after what most people think (it was initially thought that input started when the background was starting to darken, whereas one needs to wait 21 frames, a bit before Sonic starts moving). Additionally, there are several lag frames in which the input isn't accepted.<br />
<br />
=== Extra info ===<br />
*The RAM address that stores the code's progress is '''00FFFFD5'''.<br />
*The game is only ready to let the SEGA screen be skipped to the darkening part on frame 59 (57 @50FPS) (which, in practical terms means frame 78 (76 @50FPS), seeing as frames 59 - 77 (57 - 75 @50FPS) are lag frames). However, the {{Start}} button can actually be used on frame 58 (56 @50FPS), and the skip will work... but the title screen music will be disabled.{{ref|{{LinkYoutube|video=oOXqgBok1lQ|title=Title screen without music - Sonic 3; video by Espyo}}}}<br />
<br />
==Cheat device codes==<br />
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.<br />
===[[Game Genie (Mega Drive)|Game Genie]]===<br />
==== Official Codes, Sonic 3 Alone ====<br />
{{CodeTable|official=yes|<br />
{{CodeRow|AWHA-CA92|Don't lose rings.}}<br />
{{CodeRow|SCGT-DJYL|Rings worth 2.}}<br />
{{CodeRow|SCGT-DNYL|Rings worth 3.}}<br />
{{CodeRow|SCGT-DTYL|Rings worth 4.}}<br />
{{CodeRow|SCGT-DYYL|Rings worth 5.}}<br />
{{CodeRow|SCGT-D2YL|Rings worth 6.}}<br />
{{CodeRow|SCGT-D6YL|Rings worth 7.}}<br />
{{CodeRow|SCGT-DAYL|Rings worth 8.}}<br />
{{CodeRow|KRGT-CAE0|75 Rings needed for a free guy.}}<br />
{{CodeRow|GLGT-CAE0|50 Rings needed for a free guy.}}<br />
{{CodeRow|D4GT-CAE0|30 Rings needed for a free guy.}}<br />
{{CodeRow|CWGT-CAE0|20 Rings needed for a free guy.}}<br />
{{CodeRow|BLGT-CAE0|10 Rings needed for a free guy.}}<br />
{{CodeRow|HCGT-DJZY|Get 2 free guys for 100 rings instead of 1.}}<br />
{{CodeRow|HCGT-DNZY|Get 3 free guys for 100 rings.}}<br />
{{CodeRow|HCGT-DTZY|Get 4 free guys for 100 rings.}}<br />
{{CodeRow|HCGT-DYZY|Get 5 free guys for 100 rings.}}<br />
{{CodeRow|HCGT-D2ZY|Get 6 free guys for 100 rings.}}<br />
{{CodeRow|HCGT-D6ZY|Get 7 free guys for 100 rings.}}<br />
{{CodeRow|HCGT-DAZY|Get 8 free guys for 100 rings.}}<br />
{{CodeRow|AC5A-CAHN|Super ring powerup worth 0.}}<br />
{{CodeRow|A05A-CAHN|Super ring powerup worth 5 instead of 10.}}<br />
{{CodeRow|B85A-CAHN|Super ring powerup worth 15.}}<br />
{{CodeRow|CW5A-CAHN|Super ring powerup worth 20.}}<br />
{{CodeRow|DG5A-CAHN|Super ring powerup worth 25.}}<br />
{{CodeRow|D45A-CAHN|Super ring powerup worth 30.}}<br />
{{CodeRow|GL5A-CAHN|Super ring powerup worth 50.}}<br />
{{CodeRow|NW5A-CAHN|Super ring powerup worth 100 (1-Up every time).}}<br />
{{CodeRow|AJZA-CA8N|Super Sonic doesn't lose rings.}}<br />
{{CodeRow|AJ3A-CA7A|Infinite lives.}}<br />
{{CodeRow|AG4T-AAH4|Start with 1 life.}}<br />
{{CodeRow|AL4T-AAH4|Start with 2 lives.}}<br />
{{CodeRow|A04T-AAH4|Start with 5 lives.}}<br />
{{CodeRow|BL4T-AAH4|Start with 10 lives.}}<br />
{{CodeRow|DG4T-AAH4|Start with 25 lives.}}<br />
{{CodeRow|GL4T-AAH4|Start with 50 lives.}}<br />
{{CodeRow|NR4T-AAH4|Start with 99 lives.}}<br />
{{CodeRow|ACAT-CAB6|Shield can be activated multiple times.}}<br />
{{CodeRow|AJRT-CA8R|Invincibility power-ups last forever.}}<br />
{{CodeRow|986A-CAB6|Invincibility lasts almost twice as long.}}<br />
{{CodeRow|KR6A-CAB6|Invincibility lasts half as long.}}<br />
{{CodeRow|E06A-CAB6|Invincibility lasts 1/4 as long.}}<br />
{{CodeRow|SCFT-BJT4|Only need 6 chaos emeralds.}}<br />
{{CodeRow|SCFT-BNT4|Only need 4 chaos emeralds.}}<br />
{{CodeRow|SCFT-BTT4|Only need 3 chaos emeralds.}}<br />
{{CodeRow|SCFT-B2T4|Only need 2 chaos emeralds.}}<br />
{{CodeRow|ACGA-AA8T|1 Blue sphere needed for chaos emerald.}}<br />
{{CodeRow|TAYA-CRB6|Bonus jump.}}<br />
{{CodeRow|AAYA-CWB6|Super jump.}}<br />
{{CodeRow|AAYA-C0B6|Mega-jump.}}<br />
{{CodeRow|ATST-CA38|Sonic never drowns.}}<br />
{{CodeRow|AA6T-AAXC|Level select menu enabled.}}<br />
{{CodeRow|SCGA-BL0N + A4GA-A28T|Blue spheres worth 2.}}<br />
{{CodeRow|SCGA-BR0N + A4GA-A28T|Blue spheres worth 3.}}<br />
{{CodeRow|SCGA-BW0N + A4GA-A28T|Blue spheres worth 4.}}<br />
{{CodeRow|SCGA-B00N + A4GA-A28T|Blue spheres worth 5.}}<br />
{{CodeRow|SCGA-B40N + A4GA-A28T|Blue spheres worth 6.}}<br />
{{CodeRow|SCGA-B80N + A4GA-A28T|Blue spheres worth 7.}}<br />
{{CodeRow|SCGA-BC0N + A4GA-A28T|Blue spheres worth 8.}}<br />
}}<br />
<br />
==== Unofficial Codes, Sonic 3 Alone ====<br />
{{CodeTable|<br />
{{CodeRow|ATLA-CARA|Invincibility.}}<br />
{{CodeRow|AAYT-CAGC|Sonic can use bubble bounce (can’t use a Aqua Shield or become Super Sonic).}}<br />
{{CodeRow|AAYT-CAY4|Sonic can use Electric Jump (can’t use Lighting shield or become Super Sonic).}}<br />
{{CodeRow|AAYT-CAWT|Sonic can Use Fireball Attack (can’t use Fire Shield or become Super Sonic).}}<br />
{{CodeRow|P42S-8ABL|All Powerful (Invincible, Aqua Breathe, Magnetism).}}<br />
{{CodeRow|AAYT-CAHR|Become Super Sonic With 0 Emeralds.}}<br />
{{CodeRow|AAYT-CAH0|Become Super Sonic With 0 Rings.}}<br />
{{CodeRow|D3AT-AR2E|'Sound Test' Menu Enabled.}}<br />
{{CodeRow|AAZA-CAEY|Don't Use Up Rings To Maintain The Super Sonic Transformation.}}<br />
{{CodeRow|AE5A-AABL|Enable Debug (If using an emulator, "reset" the game after entering the code).}}<br />
{{CodeRow|AFLA-CARE|Tails Always Swims.}}<br />
{{CodeRow|VPLA-CACG|Tails Never Get Tired of Flying.}}<br />
{{CodeRow|ASCA-AAHC + ASCA-BA9Y|Play as Knuckles (Knuckles appears at the save screen but you will control Sonic).}}<br />
}}<br />
<br />
===[[Action Replay (Mega Drive)|Action Replay]]===<br />
==== Unofficial Codes, Sonic 3 Alone ====<br />
{{CodeTable|<br />
{{CodeRow|008630:603C|Red Spheres have no effect in special stages (you can walk through them).}}<br />
{{CodeRow|008672:6622 + 00868C:4E75|White and Red Star Spheres have no effect in special stages (they won't bump you backwards).}}<br />
{{CodeRow|FFFE12:0009|Infinite Lives.}}<br />
{{CodeRow|FFFE20:00C8|Infinite Rings.}}<br />
{{CodeRow|FFF710:00|Rings Multiplier.}}<br />
{{CodeRow|FFFE24:000F|Stop Timer.}}<br />
{{CodeRow|FFE438:0001|Only Need 1 Blue Sphere For Chaos Emerald.}}<br />
{{CodeRow|FFFFB0:0007|All Emeralds Collected.}}<br />
{{CodeRow|FFB02A:006E|All Powerful (Invincible, Aqua Breathe, Magnetism).}}<br />
{{CodeRow|FFB02B:XX|The value in XX is based on binary, with the following values going to each (unknown values are omitted):<br />
*00:None<br />
*01:Some projectiles blocked and rings not lost when you get hit<br />
*02:Invulnerability, disables ALL double jump attacks<br />
*10:Fire Shield<br />
*20:Lightning Shield<br />
*40:Water Shield<br />
*80:No change in movement or direction allowed while on ground<br />
Add together these hex values for the shield you want<br><br />
Example: 2(Invuln)+10(Fire Shield)+20(Lightning Shield)+40(Water Shield)=72<br><br />
Having just a shield will not protect you from losing rings.<br />
}}<br />
{{CodeRow|FFB02F:00|Never use up shield (Sonic)}}<br />
{{CodeRow|FFFFFA:0100|Enable Debug Mode.}}<br />
{{CodeRow|FFFFD0:0100|Enable Stage Select.}}<br />
{{CodeRow|FFFE10:XXYY|Stage/Act Modifier.<br />
*00 - Angel Island<br />
*01 - Hydrocity<br />
*02 - Marble Garden<br />
*03 - Canival Night<br />
*04 - Flying Battery (incomplete)<br />
*05 - Icecap<br />
*06 - Launch Base<br />
*07 - Mushroom Valley (incomplete)<br />
*08 - Sandopolis (incomplete)<br />
*09 - Lost level 09<br />
*0A - Sky Sanctuary [?]<br />
*0B - Death Egg [?]<br />
*0C - The Doomsday [?] (incomplete)<br />
*0D - Lost level 0D<br />
*13 - Gumball Machine - Bonus Stage<br />
*14 - Glowing Spheres - Bonus Stage (incomplete) <br />
*15 - Slot Machine - Bonus Stage (incomplete)<br />
*16 - Act 1 = Lava Reef boss. Act 2 = Hidden Palace (vastly incomplete)<br />
*17 - Act 1 = Death Egg boss. Act 2 = other Hidden Palace (vastly incomplete) <br />
Garbled in 1P, normal in 2P<br />
*OE - Azure Lake<br />
*OF - Balloon Park<br />
*10 - Desert Palace<br />
*11 - Chrome Gadget<br />
*12 - Endless Mine<br />
}}<br />
{{CodeRow|FFF711:??|HUD Display Modifier (00 = Off, 01 = On).}}<br />
{{CodeRow|FFFF95:00|Special Ring Always Available.}}<br />
}}<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3Omni}}</div>
Dank
https://info.sonicretro.org/index.php?title=Ashura&diff=302460
Ashura
2019-11-19T07:35:34Z
<p>Dank: </p>
<hr />
<div>{{merge|Sonic the Hedgehog 2 (16-bit)/Bugs}}<br />
[[File:Ashura.png|right]]<br />
'''Ashura''' is the fan-atoned name of the glitched-palette phenomena found in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<nowiki>'</nowiki>s [[Emerald Hill Zone]].<br />
<br />
== Getting Ashura ==<br />
In order to reproduce the Ashura glitch, the [[Cheat_Codes:Sonic the Hedgehog 2 (16-bit)#Cheat_Codes|zone select and debug codes]] must be active. Upon activation, proceed to one of the two Acts of [[Emerald Hill Zone]], as it does not occur in any other level. When the [[Zone]] begins, press {{b}}. [[Sonic the Hedgehog|Sonic]] will be a [[Ring]], signifying that [[debug mode]] is active. Press {{A}} four times; Sonic should be an invisible object. Then, press {{C}} repeatedly to create a number of waterfall objects. Press {{b}} to change back into Sonic, who, if the glitch has been activated correctly, will emerge from behind the waterfalls with a green and black palette.<br />
<br />
==Explanation==<br />
The reason for the Ashura palette glitch is a result of several objects being loaded into the [[Sprite Status Table]] at a given point in time. Since RAM on the [[Mega Drive]] is in limited quantity, only so many objects can be loaded into the status table before it reaches its allotted limit. When a mass of waterfall objects are placed using debug mode, this overloads the SST to a point that exceeds the SST's reserved RAM area; since the palette cache used by the game to update CRAM is located ''after'' the SST in system memory, SST data becomes parsed as color data in the reserved palette cache area and is loaded into CRAM accordingly. Because of this, the green color is purely a coincidence--it is not intentional.<br />
<br />
Similar palette errors can occur upon porting the ''[[Sonic 1]]'' sound driver to ''Sonic 2''; if Sonic loses rings whilst underwater, it will overload the SST and spill into the palette cache, corrupting the underwater character palette line.<br />
<br />
==Origin==<br />
[[Kushami]], a member of the [[Sonic Retro]] forums and a veteran of the online [[Sonic scene]], posted the following first person explanation of the origins of the Ashura glitch:<br />
{{quote|This is the sordid, unimpressive tale of Ashura:<br /><br />
<br /><br />
Charles &quot;Kiken&quot; Mugg used to run a Sonic website on his college account in the early 90&#39;s which was devoted to the Japanese stuff from the games. This is something which was pretty rare back then; Most other sites of the time focused on the Satam Show and Archie Comics - such as rat.org/sonic - if anyone here is old enough to even remember that. He had a bunch of scans from fliers and stuff, and he did a bunch of translations from the Japanese Sonic CD manual. Out of the 5 or 6 Sonic sites which existed back then, his was the only site which had content that was, I guess I&#39;ll use this term &quot;SegaSonic.&quot;<br /><br />
<br /><br />
Later on he discovered the pallet glitch, and decided to post the trick on his website and named it &quot;Ashura.&quot; He also posted a lot of other stuff you could do in the games along with it; It&#39;s where a lot of the first debug tricks showed up on the internet, such as the stuff in Sonic 3&#39;s Angel Island zone with Sonic on a surfboard, the weird 3D balls, and on and on. I submitted some of that stuff, ironically. This is also where the first scan of the SegaSonic arcade game showed up, along with the character names and a little other info. This stuff is all common knowledge now that the games have been completely emulated, ripped apart, and disassembled, but this was something like 1993 or 94 at the time, and most computers struggled with even emulating Genesis games.<br /><br />
<br /><br />
Around the time he posted the glitch, I found his page and became friends with him. I thought the glitch was cool (I guess I was 12 or 13?), and I asked him if I could use the name as my handle on the internet. To my surprise, he said sure thing, go for it. I&#39;ve used it as a handle for the most part since then, and he&#39;s been my good buddy for something like 13 years. (I&#39;m math challenged, so that could be wrong.) He also drew the artwork of &quot;Ashura&quot; with the bang that floats around in ultra bad 1990s scan quality. I have the original of it, somewhere... and that&#39;s pretty much it. <br /><br />
<br /><br />
He (and I) had nothing to do with the crazy amount of weird bullshit that&#39;s appeared after the above events. People just ran with it, I guess? It amazes (and horrifies) me to see what people come up with when I google it. Sometimes it&#39;s like my eyes are being raped by the awful powers of awfulness. I find the fact that people feel so strongly about the whole thing either way is pretty hilarious, though.|2=Kushami|3=Sonic Retro Forums|ref={{ref|{{LinkRetro|post=203476|title=Sonic Retro forum post by Kushami}}}}}}<br />
<br />
==External links==<br />
*[http://www.youtube.com/watch?v=Krm20bfGp7w Video of ''Sonic 2'' glitch]<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Characters]]{{Characters}}</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Classic_Heroes&diff=302459
Sonic Classic Heroes
2019-11-19T07:33:17Z
<p>Dank: </p>
<hr />
<div>{{Hack<br />
|title=Sonic Classic Heroes<br />
|screen=Sonicclassicheroes.png<br />
|version=0.10.008a<br />
|date=2013-09-01<br />
|status=Active<br />
|visualmods=yes<br />
|audiomods=yes<br />
|advenginemods=yes<br />
|peripherals=Supports [[sega:Six_Button_Control_Pad_(Mega_Drive)|6-button controllers]] and the [[sega:Team_PlayerSega|Sega Team Player]]<br />
|system=[[sega:Sega Mega Drive|Sega Mega Drive]]<br />
|originalgame=Sonic the Hedgehog 2 (16-bit)<br />
|romsize=4 MB<br />
|credits=[[User:Flamewing|flamewing]], [[User:ColinC10|ColinC10]], Various others}}<br />
<br />
'''''Sonic Classic Heroes''''' is a [[sega:ROM hacking|ROM hack]] for the [[sega:Sega Mega Drive|Sega Mega Drive]] that is the result of a collaboration between [[User:Flamewing|flamewing]] and [[User:ColinC10|ColinC10]], combining their respective hacks ''[[Sonic 2 Heroes]]'' and ''[[Sonic 1 and 2]]''. It therefore is a single ROM that offers the entire campaigns of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', either alone or together; and enables the player to play as many characters such as [[Sonic]], [[Tails]], and [[Knuckles]]. The hack is named due to the ability to control a team of characters, which is reminiscent of the more recent 3D game ''[[Sonic Heroes]]''.<br />
<br />
The hack is built on ''Sonic 2''’s engine, which has been enhanced by both flamewing and ColinC10 to have new features. These include: multiple gameplay elements from ''[[Sonic 3 & Knuckles]]'', such as element [[shield]]s and character-specific abilities; the ability to save progress, scores, ''etc.'' to [[sega:SRAM|SRAM]] (something rarely implemented in ''Sonic 2'', with the other notable example being [[User:Esrael|Esrael]]’s ''[[Sonic 2 Delta]]''); various bug-fixes and improvements to the mechanics of the original games; and many more features, both implemented and planned.<br />
<br />
==History==<br />
===Background===<br />
Beginning {{LinkRetro|post=525871|title=almost immediately}} after the initial release of the first version of this project, ''Sonic 2 Heroes'', posters to its official thread on the [[Sonic Retro]] forums suggested (with varying degrees of jocularity and seriousness) that flamewing and ''[[Sonic 1 and 2]]'' author [[User|ColinC10]] combine their two hacks, with the result that the hack would cover not only the levels of ''Sonic 2'' but also those of ''Sonic 1''. Reminded of this suggestion several months later, flamewing {{LinkRetro|post=570687|title=posted}} expressed interest and an intention to ask [[ColinC10]]. The two agreed to collaborate. flamewing took most programming responsibility to integrate the source code of the two hacks and only {{LinkRetro|post=650168|title=announced}} the existence of the project once it was well underway, on 19 December 2011.<br />
<br />
===First release===<br />
On 20 July 2012, flamewing {{LinkRetro|post=699746|title=announced}} the first public release of ''Sonic Classic Heroes''. This was the same version that he submitted to that year's [[Sonic the Hedgehog Hacking Contest]]. Although the new title of ''Sonic Classic Heroes'' now replaced that of ''Sonic 2 Heroes'', the existing numbering scheme was maintained, making this version 0.07 beta. Several revisions fixing bugs and/or improving features have since been released, bringing the current version to {{LinkRetro|post=703200|title=version 0.07 final, revision 3}}.<br />
<br />
===Version 0.10===<br />
New features such as ''[[Knuckles Chaotix]]'' characters and physics were included in the August 8th 2013 release. The ability to have players attatched via magical bond is present, similar to the gameplay of ''Knuckles Chaotix''.<br />
<br />
In multiplayer mode, the second and third player can "kill" their character by pressing {{C}} while the game is paused. Useful if the player gets stuck in ''Chaotix'' stile mode.<br />
<br />
Details on further changes can be found [http://forums.sonicretro.org/index.php?showtopic=23302&view=findpost&p=756647 here].<br />
<br />
==Features==<br />
Although this is by no means an exhaustive list, here are some of the things that are, or in the future have been planned to be, included in ''Sonic Classic Heroes''. Until this page is updated more thoroughly, please see the forum post linked in the above paragraph for an extensive changelog.<br />
<br />
===Characters===<br />
Players can choose to use one, two, or three characters. When using more than one character, the first player controls the character who is leading the group. The leading character can be changed at any time, using the {{X}} button on the [[sega:Six Button Control Pad (Mega Drive)|six-button Control Pad]] or the {{A}} button.<br />
<br />
*The cpu-controlled partner characters will often match certain attributes of the lead character in order to keep up. For example, Super Tails and Super Knuckles will match Super Sonic's extreme jump height and speed while Super Sonic is in the lead, and Charmy will gain a jump, spin attack, [[spin dash]], etc. while not in the lead.<br />
*Up to three players can play co-operatively, ''via'' the [[sega:Team Player|Team Player]] multi-tap. [[Special Stage]]s will be playable in this way, too. Moreover, the player can disable all but player 1 in Special Stages; this is intended to help players who don’t like CPU-controlled characters losing their [[ring]]s.<br />
====Team Sonic====<br />
The classic trio of [[Sonic the Hedgehog]], [[Miles "Tails" Prower]], and [[Knuckles the Echidna]] star as this game’s default team.<br />
<br />
====Team Chaotix====<br />
This team consists of [[Espio the Chameleon]], [[Vector the Crocodile]], and [[Charmy the Bee]]. Their movesets are similar to their ''[[Knuckles Chaotix]]'' moveset.<br />
<br />
====Future Characters====<br />
These characters may be included in future revisions.<br />
<br />
*Team Super<br />
*Team Hyper<br />
*Team Mini: Sonic, Tails and Knuckles using their ''[[Sonic 3 & Knuckles]]'' 2 player sprite sheets.<br />
*Team Glitch: [[Ashura]], [[Blue Knuckles]] and a glitched Tails (maybe [[Wechnia]] as he was in ''[[Chaotix (prototype 0111)|Knuckles Chaotix prototype 0111]]).<br />
*Team Rose: [[Amy Rose]], [[Cream the Rabbit]] and [[Tikal]].(Sonic or Tails flying the tornado]<br />
*Team SegaSonic: Sonic, [[Ray the Squirrel]], and [[Mighty the Armadillo]].<br />
*A team made of undisclosed characters included by Aquaslash.<br />
*Team Generations: Classic Sonic, Modern Sonic, and Sonic Boom Sonic, possibly with different moves and abilities.<br />
<br />
===Items===<br />
*Power-ups are awarded collectively to all of the player’s characters when a monitor is broken. However, shields are lost individually: if a character is hit, only they will lose their shield, whereas the other character(s) will retain their individual shields until ''they'' are hit.<br />
*Elemental shields from ''Sonic 3'' have been added. The standard blue shield from ''Sonic 2'' remains and has been upgraded so that, like the elemental shields, it deflects projectiles and it awards Sonic a power while he has it: in this case, the [[Homing Attack]].<br />
<br />
===Menus===<br />
*Version 0.07f added the new ability to save progress to [[sega:SRAM|SRAM]], accessible from a new combined options and saving menu that is shown after pressing Start on the title-screen. Here, the player can choose to save/load their progress in any one of twelve separate slots. Each saved game allows, prior to its loading, choices of: character order and number, game mode (''Sonic 1'' and ''2'', either game alone, or an “Emeralds run”), a level select, and options regarding the [[wikipedia:Artificial intelligence|AI]]. The menu also offers a sound test, and various color schemes for itself.<br />
<br />
==Controls==<br />
===Universal===<br />
*'''Return to title screen''': while the game is paused, press {{A}}.<br />
*'''Kill self''': Players 2 and 3 can kill themselves to force a respawn by pressing {{C}} while the game is paused.<br />
*'''Change character''': Pressing {{A}} or {{X}} changes the character being controlled by the player to another character. Only players being controlled by the CPU are eligible for swap, unless the other player is holding {{A}} or {{X}} as well.<br />
*'''Spindash/super peelout''': Several characters can execute either a spindash, a super peel-out or both. While ducking or looking up, press {{B}} or {{C}} to charge a spindash or a super peelout. If a character can use both the spindash and the super peel-out, he will charge a peelout while looking up and a spindash while ducking; otherwise, the character will charge whatever move he has in either case.<br />
*'''Jump''': In general, pressing {{B}} or {{C}} will make you jump; some characters override this default behavior, so be sure to check their descriptions below.<br />
*'''Jump action''': While a character is in the air (whether from jumping, from walking off a ledge, or from bouncing off a [[spring]]) and is either moving downwards or not moving too fast upwards, you can press {{B}} or {{C}} to execute a special action. These actions change depending on the character, so be sure to check below. Unless otherwise noted, executing any jump actions will allow you to regain control if you jump from a rolling state.<br />
<br />
===Sonic===<br />
Sonic is the fastest character in the game: his top speed is higher than that of anyone else's. When he is on the lead, his teammates (if any) will share his top speed, acceleration, deceleration and jump strength. Sonic's jump action depends on whether or not he is super or hyper, and on which shield he is using:<br />
*'''Hyper Dash''': Hyper Sonic will gain a burst of speed in the directions held when the double-jump action is triggered; this will also kill all badniks on-screen.<br />
*'''Super Dash''': Super Sonic will gain a burst of speed in the directions held when the double-jump action is triggered.<br />
*'''Homing Attack''': While wearing the Golden Shield, Sonic can execute the homing attack. If there are no viable targets nearby, Sonic will gain a burst of speed forward instead.<br />
*'''Lightning Jump''': Sonic can execute a double-jump while using the Lightning Shield.<br />
*'''Bubble Bounce''': Sonic gains a burst of speed downwards when wearing a Bubble Shield, and will rebound back up when he hits the ground.<br />
*'''Flame Dash''': Sonic gains a burst of speed forward while using the flame shield.<br />
*'''Insta-Shield''': The Insta-Shield not only extends Sonic's attack radius, but it also makes Sonic temporarily invincible for its duration.<br />
<br />
===Tails===<br />
*'''Flight''': Tails can fly for a short time as his jump action. Pressing {{B}} or {{C}} causes Tails to accelerate upwards for a short period of time. Tails can carry both his teammates while flying.<br />
*'''Swimming''': While underwater, Tails can swim instead. Swimming works similarly to flight, except that Tails cannot carry his teammates while swimming.<br />
<br />
===Knuckles===<br />
*'''Glide''': By pressing and holding either {{B}} or {{C}}, Knuckles will glide as his jump action. He will constantly fall while gliding, but at an ever increasing speed.<br />
*'''Climbing''': By hitting a wall while gliding, Knuckles will cling to it; you may then climb up or down by pressing {{up}} or {{down}}, as appropriate.<br />
<br />
===Espio===<br />
Espio is the fastest member of Team Chaotix: his top speed is equal to Tails' and Knuckles'. When he is on the lead, his teammates (if any) will share his top speed, acceleration, deceleration and jump strength.<br />
*'''Clinging''': By pressing and holding either {{B}} or {{C}}, and pressing a direction towards a wall or a ceiling, Espio will cling to the desired surface as his jump action. This allows free movement on any wall or ceiling.<br />
<br />
===Charmy===<br />
Charmy cannot jump or spindash; instead, he dashes:<br />
*'''Buzz-Dash''': By holding a direction and pressing {{B}} or {{C}}, Charmy will gain a burst of speed on the direction chosen. This replaces jump for Charmy.<br />
*'''Flight''': If after triggering a buzz-dash you keep holding {{B}} or {{C}}, Charmy will start to fly at the end of the dash. For as long as the button remains held, Charmy will accelerate in any direction pressed.<br />
<br />
===Vector===<br />
*'''Power Boost''': Pressing {{B}} or {{C}} will give Vector a burst of speed in the direction being held as his jump action.<br />
*'''Climb''': If Vector hits a wall during a power boost, he will cling to it; you may then climb up or down by pressing {{up}} or {{down}}, as appropriate.<br />
<br />
==Bugs==<br />
<br />
In a certain point in [[Spring Yard Zone]] Act 1, if the player is Tails and rolls off of a curved surface, they will get stuck, then fall through the floor and die. This is present in Version 0.10.<br />
<br />
==Downloads==<br />
{{Download|version=0.10.008a|file=SonicClassicHeroes-v0.10.008a.7z|filesize=1.12MB}}<br />
<br />
==Previous versions==<br />
*{{file|SonicClassicHeroes-v0.10.7z|Sonic Classic Heroes, 0.10}} (1.11MB)<br />
*{{file|SonicClassicHeroes-v0.07f6.zip|Sonic Classic Heroes, 0.07f6}} (1.13MB)<br />
<br />
==External links==<br />
{{LinkRetro|topic=23302&view=findpost&p=650168|title=Announcement of project}} in the hack's dedicated thread (formerly titled ''Sonic 2 Heroes'') on the [[Sonic Retro]] Message Board<br />
[https://steamcommunity.com/sharedfiles/filedetails/?id=675000565 Sonic Classic Heroes] on Steam Workshop<br />
<br />
==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_1:_Painto_Edition_2&diff=302458
Sonic 1: Painto Edition 2
2019-11-19T06:24:17Z
<p>Dank: </p>
<hr />
<div>{{hack<br />
|screen=S1PE2.png<br />
|version=3.0<br />
|status=Paused<br />
|system=[[Sega Mega Drive]]<br />
|originalgame=Sonic the Hedgehog (16-bit)<br />
|date=06 October 2014<br />
|credits=[[Painto maniak]], [[User:NeoFusionBox|NeoFusionBox]], [[User:Clownacy|Clownacy]], [[LuigiXHero]], and others}}<br />
<br />
<br />
'''''Sonic 1: Painto Edition 2''''' (or simply '''''Sonic: Painto Edition 2''''') is a modification of ''[[Sonic the Hedgehog (16-bit)]]'', and the first part of the [http://paintifisation.wikia.com/wiki/ Paintifisation] project, made by [[Painto maniak]]. The hack contains many features, and is named 'Panto Edition 2' to separate itself from Painto maniak's previous hack; ''Sonic: Painto Edition'' (later renamed ''Sonic: Christmas Island'').<br />
<br />
== Features ==<br />
<br />
=== Version 1.0 ===<br />
<br />
*Each [[zone]] has a hub world, from which all three acts can be accessed via 'act monitors'<br />
*Level visuals change to reflect a certain time of day, depending on the player's progress<br />
*[[Bosses]] are located in their respective zone's hub world, and are only available after the clearing of all three acts of the zone<br />
*Final boss is available only after passing all eighteen acts<br />
*Layout and palette edit in levels<br />
*Some custom art<br />
*[[Super Sonic]] available after obtaining all [[Chaos Emeralds]]<br />
*[[HUD]]'s time counter counts down to a Time Over<br />
<br />
=== Version 2.0 ([[Sonic Hacking Contest]] 2014) ===<br />
<br />
*A centralised hub world known as The Main Zone. From it, any of the seven zones can be accessed through [[Giant Ring|Giant Rings]]. There is also a Skill Shop present, from which the player can acquire skills using the [[rings]] they've collected<br />
*Title screen menu, not unlike that seen in ''[[Sonic the Hedgehog 2 (16-bit)]]'', featuring save options and access to the Sound Test menu<br />
*Each zone has a hub world, where the player can enter one of the zone's acts, return to The Main Zone, save their progress, or fight the zone's boss<br />
*New zones, including [[Bridge Zone]] and Cheese Cave Zone.<br />
*New music (some ported, some custom)<br />
*Modified bosses<br />
<br />
=== Version 3.0 ===<br />
<br />
*New Sound Test menu<br />
*Special Stage Rings, working like in ''[[Sonic 3 & Knuckles]]''. There is one ring per act, allowing nine opportunities to get the six Chaos Emeralds. They also act as checkpoints<br />
*New boss for Bridge Zone<br />
*New art for Green Garden Zone, and some layout modifications<br />
<br />
<br />
==Releases History==<br />
<br />
* First post about Sonic: Painto Edition 2 was posted on 24 April 2014 on SSRG. It was a video showing Green Hill Zone Act 1's layout<br />
* 19 May 2014 - The Main Zone and zone hubs first appearance<br />
* 1 June 2014 - New title screen and new The Main Zone revealed. These were the last media shown before first release<br />
* 7 June 2014 - First public release (v1.0)<br />
* 15 June 2014 - First appearance of Skill Shop<br />
* 24 June 2014 - Bridge Zone announced<br />
* 26 June 2014 - First video of Bridge Zone<br />
* 06 July 2014 - Marble Zone Act 2 revealed<br />
* 12 July 2014 - Second public release announcement<br />
* 14 July 2014 - New title screen revealed<br />
* 19 July 2014 - First Cheese Cave Zone screenshot<br />
* 22 July 2014 - New title screen revealed<br />
* 8 August 2014 - Sound Test revealed. One day later, a video appears of it<br />
* 18 August 2014 - Second public release (v2.0, SHC 2014 version)<br />
* 22 August 2014 - Green Garden Zone reveal<br />
* 06 October 2014 - Third public release (v3.0)<br />
<br />
== Known Bugs ==<br />
<br />
* Near the beginning of the First level You cannot reach the Bridge using The spring under it .<br />
<br />
== The Credits ==<br />
<br />
*[[Sonic Team]] - Creating ''Sonic 1'' & ''Sonic 2''<br />
*[[User:Selbi|Selbi]] - Button presses and SRAM<br />
*[[User:Nineko|nineko]] - Cheat based on song numbers, Bridge Zone music<br />
*[[User:ValleyBell|ValleyBell]] - ''SMPS Converter''<br />
*EditChris - Jump Dash<br />
*[[User:NeoFusionBox|NeoFusionBox]] - Beta testing<br />
*GenesisFan64 - Demo recording, custom backgrounds in S1 levels - used in various screenmodes<br />
*LuigiXHero - Testing hack on [[Regen]]<br />
*[[User:Clownacy|Clownacy]] - Help in getting the hack to work on hardware<br />
*creators of tutorials on [[SSRG]]/[[Sonic Retro]]<br />
*creators of spritesheets from The Spriters Resource (texts)<br />
*creators of tools used<br />
<br />
==Download==<br />
{{Download|version=Sonic 1: Painto Edition 2 v3.0|file=Sonic_1_-_Painto_maniaks_Edition_2-Version3.0.zip|filesize=663 KB}}<br />
<br />
<br />
===Old versions===<br />
* {{file|Sonic_1_Painto_edition_2_(Paintomaniak)_(SHC2014).zip|Sonic 1 Painto Edition SHC2014 build (v2.0)}} (559 KB)<br />
* {{file|Sonic_1_Painto_edition_2.bin|Sonic 1 Painto Edition 2 v1.0}} (1.0 MB)<br />
<br />
==External links==<br />
*[http://www.sonicgamesdimension.net/index.php/Thread/254-Sonic-1-Painto-Edition-2-3-0-release/ 3.0 release in Sonic Games Dimension]<br />
*[http://sonicresearch.org/forums/index.php?showtopic=3974#entry46326 Old version topic in SSRG]<br />
*[https://www.youtube.com/playlist?list=PLHNXbjZGDtqCp8crIzYqezW18dhRIK7rb Sonic 1: Painto Edition 2 - Official Walkthrough (playlist per part)]<br />
<br />
==References==<br />
<references /> ==References==<br />
<references /> ==References==<br />
<references /> ==References==<br />
<references /> ==References==<br />
<references /> ==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Hidden_content&diff=302311
Sonic the Hedgehog 3/Hidden content
2019-11-17T22:24:48Z
<p>Dank: </p>
<hr />
<div>{{Outdated}}<br />
<br />
==Unused content==<br />
===Art===<br />
{|class="prettytable"<br />
!Artwork||Name||Description<br />
|-<br />
|[[Image:S3-Sbored.gif|center]]||"Bored" Animation||[[Sonic]] in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom instead. Never used in-game. The [[Sonic Jam (Game.com)|Game.com version of ''Sonic Jam'']] uses this animation.<br />
|-<br />
|[[Image:S3-Swhistle.gif|center]]||"Whistle" Animation||Sonic whistling. Not used in-game. {{LinkRetro|topic=9730|title=Speculation}} reveals that this animation may have been paired with a "Help-Item" mentioned in a [[Game Preview - Sonic 3 (SEGA Magazin, February 1994)|German magazine article]]. Sonic would have broken the monitor, used the whistling animation, and then Tails would fly in from out-of-screen to carry Sonic around as he pleased, similar to a second player controlling Tails while holding the first player. A whistle sound which is probably related to this can be heard when breaking S-monitors and at the beginning of [[Doomsday Zone]]. It was used in the Game.com version of ''Sonic Jam'' also.<br />
|-<br />
|[[Image:Sonic3SonicAltDeath.png|center]]||Alternate Death||A black & white version of Sonic's death sprite, similar to the one seen in the previous two games. It's still not used.<br />
|-<br />
|[[Image:Sonic3 Unused Sonic FBZ.gif|center]][[Image:Sonic 3 alone Unused Tails FBZ.gif|center]]||Flying Battery Monkey Bar Animations||These animations would later be used for [[Flying Battery Zone]]'s monkey bars in ''[[Sonic & Knuckles]]''. <br />
|-<br />
|[[Image:Sonic 3 Unused Sonic holdon Vertical.gif|center]][[Image:Sonic 3 alone Unused Tails horizontal hold.gif|center]]||Mushroom Hill Act 2 Cut-scene||These animations would later be used for Knuckles's wind trap in ''[[Sonic & Knuckles]]''. <br />
|-<br />
|[[Image:Sonic 3 FBZ Unused.png|center]][[Image:Sonic 3 alone Unused Tails.png|center]]||Mushroom Hill Swing||These sprites would later be used for swinging off the poles in [[Mushroom Hill Zone]] in ''[[Sonic & Knuckles]]''. <br />
|-<br />
|[[Image:Sonic 3 alone unused sonic sprite.png|center]][[Image:Sonic 3 alone unused Tails sprite SOZ.png|center]]||Sandopolis Tower Climb||These sprites would later be used for cascading down the towers in [[Sandopolis Zone]] in ''[[Sonic & Knuckles]]''. <br />
|-<br />
|[[Image:Sonic 3 unused data slect Knuckles.png|center]]||Data Select Screen||Knuckles on the data select screen. This can be seen when trying to play as Knuckles in Sonic 3.<br />
|-<br />
|[[Image:Sonic 3 Unused Knuckles Continue sprites.gif|center]]||Continue Screen||Leftover sprites for Knuckles on the continue screen. Later used in ''[[Sonic & Knuckles]]''. <br />
|-<br />
|[[Image:Sonic 3 unused Knuckles text.png|center]][[Image:Sonic3 unused Knuckles icon.png|center]]||Knuckles Clear Text & Life Icon||Knuckles text which would have been used upon Act and Special Stage completion. Knuckles's life icon also remains in the game, albeit unused. Both were later used in ''[[Sonic & Knuckles]]''. <br />
|-<br />
|[[Image:Tailsanim1.gif|center]]||Leftover Continue Animation||Leftover animation from the continue screen in ''[[Sonic 2]]''.<br />
|-<br />
|[[Image:Sonic3-knuxmini.png|center]]||Unused 2P Knuckles Sprites||Unused Gliding/Climbing animations exist for [[Knuckles]] in two-player mode, even though he doesn't have the ability to glide or climb while in two-player.<br />
|-<br />
|[[Image:Minideathegg.png|center]]||Mini Death Egg||Smaller rendition of the [[Death Egg]]. It seems to be part of [[Game Secrets:Sonic & Knuckles#Lost Sprites|a Death Egg hologram projector]] which was also unused in ''[[Sonic & Knuckles]]''.<br />
|-<br />
|[[Image:Sonic3pgn.png|center]]||Diagonal Penguin Sprites||Diagonal frames of the penguin badnik from [[IceCap Zone]]. These can be seen for a split second if you place a penguin on the large hill at the beginning of the zone using debug mode.<br />
|-<br />
|[[Image:Sonic3eggmanpanic.png|center]]||Unused Eggman Sprite||Unused running frame where [[Eggman]] has a different facial expression.<br />
|-<br />
|[[File:sonic3-eggmanlost.png|center]]||Eggman turning||An unused Eggman object discovered by [[User:Nemesis|Nemesis]]. It appears to be nothing more than Eggman flying away towards the horizon. Purpose is unknown.<br />
|-<br />
|[[Image:Sonic 3 Flying Battery icon.PNG]][[Image:FBZicon.png]]||Unused [[Flying Battery Zone]] icon||''Sonic 3'' icon on the left, ''Sonic & Knuckles'' icon on the right. From the days when ''Sonic 3'' and ''Sonic & Knuckles'' were to be a single game. The ''Sonic 3'' icon can be found in both the PC and [[Mega Drive]] versions of ''Sonic 3'', and can be viewed by hacking the SRAM for the game to access level slot $04, or by using the PAR codes 00C324:601E and 00C338:6002 to view the icon in a completed game save slot while scrolling through the levels.<br />
|-<br />
|[[File:S3-signpost-unused.png|center]]||Unused signpost art||Leftover signpost sprites identical to ''Sonic 2'''s that remain in both this game and Sonic and Knuckles. Additionally, there's art for Knuckles, which is close to the final art, but with less shading. His nose is thinner and more of his spines cover the signpost.<br />
|}<br />
<br />
==Red revolving spheres==<br />
[[Image:redthing.png]]<br />
<br />
This is a spinning mass of red balls, placeable by debug mode in the first part of [[Angel Island Zone]], Act 1. The balls look similar to those appearing in the game's [[Special_Stage_(Sonic_3_%26_Knuckles)|special stage]]. The object seems to have no apparent purpose. When it is placed, palette problems arise in the level. It can be manipulated with the second controller. Pressing {{up}} or {{right}} change the object's size, {{down}} and {{left}} move it, {{A}} and {{C}} rotate one axis, {{B}} rotates another axis, and pressing {{start}} toggles automatic rotation.<br />
<br />
==Knuckles==<br />
[[Image:S3CharSelect.png]] [[Image:S3EndSign.png]]<br />
<br />
Some data for Knuckles seems to be in the game still. Using game genie codes created by [[User:LocalH|LocalH]] (ASCA-AAHC + ASCA-BA9Y), Knuckles character select and continue icons will appear in game. The level clearing text and the end sign will also have Knuckles graphics. The character you play will still be Sonic.<br />
<br />
<br />
==Leftover Sonic 2 Menus==<br />
[[Image:S3LeftoverMenu.png]]<br />
<br />
By setting the game's screen mode to $24, you can access the ''Sonic 2'' options menu in ''Sonic 3''! Either use the following patch code:<br />
<pre>FFF600:2400</pre><br />
Or follow the instructions on [[SCHG How-to:Restore Sonic 2 Menus to Sonic 3]].<br />
<br />
Sonic 2's level select code can be entered here, along with Sonic 3's otherwise pointless debug mode code.<br />
<br />
[[image:S3Leftover2PMenu.png]]<br />
<br />
The 2-player menu from Sonic 2 can also be found by setting the screen mode to $1C, or using the following patch code:<br />
<pre>FFF600:1C00</pre><br />
Not much can be done in this menu however, each zone is X'ed out and it plays an error sound when pressing start. <br />
==Unused Surfboard Intro==<br />
[[Image:surfboard.gif]]<br />
<br />
This animation was found in the ''Sonic 3'' ROM. It's part of an unused intro sequence, in which Sonic surfs onto [[Angel Island]], rather than riding in on the [[Tornado]]. The sprites are based on ''Sonic 2'''s style, rather than those of the final ''Sonic 3''. {{file|S3Surfboard.zip|This savestate}} will allow you to see the full sequence in action (thanks to [[User:Nemesis|Nemesis]]).<br />
<br />
[[Image:Surfboard1.png]]<br />
<br />
These sprites were probably used when jumping off the board.<br />
<br />
==Unused Music==<br />
*09: Flying Battery Act 1 (The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks. This leads to the song falling further and further out of sync each time the song loops. This was fixed in ''Sonic & Knuckles'' and ''Sonic 3 & Knuckles'')<br />
*0A: Flying Battery Act 2<br />
*0F: Mushroom Hill/Valley Act 1<br />
*10: Mushroom Hill/Valley Act 2<br />
*11: Sandopolis Act 1<br />
*12: Sandopolis Act 2<br />
*13: Lava Reef Act 1<br />
*14: Lava Reef Act 2/Hidden Palace<br />
*15: Sky Sanctuary<br />
*16: Death Egg Act 1<br />
*17: Death Egg Act 2<br />
*18: ''Sonic & Knuckles'' Act 1 Boss (not totally unused as it can be heard while fighting the [[Hydrocity Zone]] boss by jumping out of the water after the drowning music starts)<br />
*1A: The Doomsday Zone<br />
*1B: Glowing Spheres Bonus Stage<br />
*1D: Slot Machine Bonus Stage<br />
<br />
==Scrolling Credits==<br />
The game has a unused and unfinished scrolling credits routine. It can be activated by setting the RAM address FA87 to 02 during the credits screen. Just bits of letters scroll as it was not finished. A youtube video of the scrolling ending credits can be seen [https://www.youtube.com/watch?v=fJstDo70I0o here]. Normally the credits scrolls through static pages of text.<br />
<br />
==True Level Order/Unused Levels==<br />
[[Image:Sonic3LevelSelect.png]]<br />
<br />
The level select menu reveals what the level order may have looked like had ''Sonic 3'' and ''Sonic & Knuckles'' not been split into two separate games. The ''Sonic 3'' levels are arranged the same as they are played in the game, but Flying battery from ''Sonic & Knuckles'' can be seen listed in between [[Carnival Night]] and IceCap. Following [[Launch Base]] two more ''Sonic & Knuckles'' levels can be found, Mushroom Hill (which goes by the name Mushroom Valley here), and Sandopolis.<br />
<br />
In a commentary found in the ''[[Sonic Jam Official Guide]]'' book, it was revealed that the transition between Flying Battery Zone and IceCap Zone would have Sonic break off the ship's door and use it as a snowboard.<br />
<br />
Also, when a level is highlighted, a level icon from Sonic 2 is shown, with the icons appearing in the Sonic 2 order e.g. Angel Island has the [[Emerald Hill]] icon, Hydrocity has the [[Chemical Plant]] icon, [[Marble Garden]] has the [[Aquatic Ruin]] icon. Even the special stage has the Sonic 2 special stage icon. It can also be noted that the second '2P VS' level has an icon which resembles the cut '[[Hidden Palace]]' level from ''Sonic 2''. However, in the ''[[Sonic Jam]]'' version of the game only the sound test icon is used.<br />
<br />
None of the zones that would later appear in ''S&K'' can be selected normally, including the S&K Bonus Stage selections.<br />
<gallery widths="320px" heights="224px" ><br />
SonictheHedgehog3-FlyingBatteryZoneLeftover.png|Flying Battery's level slot still contains data, including earlier versions of its bosses!<br />
SonictheHedgehog3-MushroomValleyZoneLeftover.png|Mushroom Valley's level slot contains an early object layout for both acts that differs significantly from the final version of Sonic & Knuckles.<br />
SonictheHedgehog3-SandopolisZoneLeftover.png|Although not much remains of Sandopolis Zone, it still has a unique start location that differs from the final version of Sonic & Knuckles.<br />
</gallery><br />
<br />
==8th Special Stage==<br />
In ''Sonic 3'', there was an 8th [[Chaos Emerald]] accessible via a hidden cheat code. The emerald is the same color as the 7th Special Stage, grey. To access it, to go the level select, set the sound test selection to 07, and press {{A}} + {{Start}} on the "Special Stage 2" selection. You can actual access any of the special stages in the game by setting the sound test to the corresponding stage number you wish to play.<br />
<br />
This emerald has no special effect in-game, however, and does not appear on the end of special stage tally in any form other than a score increase.<br />
<br />
A map of this special stage is as follows:<br />
<br />
[[Image:sonic3-yellowem.png]]<br />
<br />
{{S3Omni}}<br />
[[Category:Hidden content]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Triple_Trouble_SMS&diff=301866
Sonic Triple Trouble SMS
2019-11-15T05:21:51Z
<p>Dank: </p>
<hr />
<div>{{Hack<br />
|title=Sonic Triple Trouble SMS<br />
|screen=Stt-sms.png<br />
|screenwidth=248px<br />
|date=2009/5/30, 00:15 GMT<br />
|originalgame=Sonic Triple Trouble<br />
|version=0.4<br />
|system=[[Sega Master System]]<br />
|credits=[[User:Glitch|Glitch]]<br />
}}<br />
<br />
'''''{{PAGENAME}}''''' is a [[Master System]] port, by [[User:Glitch|Glitch]], of the original ''[[Sonic Triple Trouble]]'' which was only released for the [[Game Gear]] and never got a Master System version, not even an obscure one like [[Tec Toy|Tec Toy's]] port of ''[[Sonic Blast]]''.<br />
<br />
==Working==<br />
*Palette load/fade routines <br />
*Pause button<br />
*Button {{1}}/{{2}} take the place of the GG {{start}} button<br />
*Title screen (...ish. See if you can spot the bug)<br />
*Rewrote [[HUD]] placement code.<br />
<br />
===Working but faulty===<br />
*Camera can pass the level bounds<br />
*Problems with camera in [[Sunset Park Zone]] Act 3<br />
*Some music designed for GG stereo sounds odd in mono<br />
<br />
==Known bugs==<br />
*[[Knuckles]] object in the intro sequence<br />
*Garbage object on the title cards<br />
*Garbage on the score cards<br />
*Demo sequences<br />
*Water level in time attack mode<br />
<br />
==Downloads==<br />
{{Download|file=SonicTripleTrouble_0.4.7z|filesize=243kB}}<br />
<br />
===Prior versions===<br />
* {{file|SonicTripleTrouble.7z|version 0.2}}<br />
* {{file|Sonic_triple_trouble.zip|version 0.1}} (277kB)<br />
<br />
==External Links==<br />
*{{LinkRetro|topic=10943|title=Sonic Triple Trouble SMS}} at [[Sonic Retro]]<br />
<br />
[[Category:Unofficial ports]]<br />
==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Mobius&diff=301785
Mobius
2019-11-14T09:56:51Z
<p>Dank: </p>
<hr />
<div>'''Mobius''' (or '''Planet Mobius''') is a place name shared by several different settings in various English-language ''[[Sonic the Hedgehog]]'' products established in the 1990s. Locations called Mobius are featured as primary settings for the events of comics (the [[Sonic the Hedgehog (promotional comic)|promotional comic]], Archie's ''[[Sonic the Hedgehog (Archie)|Sonic the Hedgehog]]'', and [[Fleetway]]'s ''[[Sonic the Comic]]''), books (the UK's [[Books_featuring_Sonic_the_Hedgehog#Gamebooks|series of gamebooks]] and [[Books featuring Sonic the Hedgehog#U.K._books|four Virgin Publishing "Martin Adams" novels]]), video games (''[[Sonic CD]]'', ''[[Sonic Spinball]]'', ''[[Sonic the Hedgehog: Triple Trouble]]'', and ''[[Dr. Robotnik's Mean Bean Machine]]'') and American cartoons (''[[Adventures of Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'', commonly known as "''SatAM''", and ''[[Sonic Underground]]''). Although all these different media share "Mobius" as a name for the planets on which they are set, these worlds are depicted in varying ways.<br />
<br />
The name "Mobius" was not used by the authors of the games' Japanese manuals, with the exception of ''[[Sonic the Hedgehog Spinball (16-bit)]]''{{fileref|SonicSpinball MD JP manual.pdf|page=04}}. The earliest use of the word as a place name in Sonic the Hedgehog's backstory can be found in the [[Sonic the Hedgehog Bible|Sega of America "Sonic Bible" documents]].<br />
<br />
The US-produced Sonic games ''Sonic the Hedgehog Spinball'' and ''[[Dr. Robotnik's Mean Bean Machine]]'' were developed to tie into the continuities of the US "''SatAM''" and ''Adventures of Sonic the Hedgehog'' cartoons and, as such, their English-language manuals explicitly state that they take place on Mobius.<br />
<br />
==Depictions in various media==<br />
Depictions of the planet vary depending on the media it is portrayed in. In the Archie comics, Mobius is a future version of Earth, after various catastrophies have destroyed (most of) [[human]] civilization. The planet is now populated by Mobians (animalistic beings mutated from "normal" animals) and is ruled by a dictator, [[Dr. Robotnik]], who orginally went by the name of Julian Kintobor before he became a dictator trying to destroy all Mobian life, and trying to turn them into Robots (considered as "Robians") via [[roboticization]]. Earlier in the comic series it was mentioned that Mobius existed in an entirely different universe than that of Earth that can be reached through the Cosmic Interstate, an intergalactic road that connects different universes and realities across time and space. It's possible that Mobius is meant to be a future version of an alternate Earth. This version of Mobius is also populated by [[Overlanders]], four fingered humans who survived a genetic bomb attack.<br />
<br />
The ''SatAM'' version is similar to the Archie Comic depiction, but it being a future Earth is never mentioned during the series run.<br />
<br />
In ''Sonic Underground'', the same kind of setup is used, but no reference to Earth is made (nor is Robotnik's first name particularly mentioned). Overlanders are present and a bit more plentiful as only those that break Robotnik's laws become Roboticised. <br />
<br />
In ''Adventures of Sonic the Hedgehog'' Mobius does not have a dictatorship and Dr. Ivo Robotnik is shown trying time and time again to take it over (and usually failing miserably). Overlanders are not portrayed but instead five fingered [[Humans]] are shown.<br />
<br />
''Sonic the Comic'' portrays Mobius in a style similar to the early games, as the planet was divided into "[[Zone]]s", each with a distinctive landscape and climate. At the start of the comic Robotnik was not the ruler but eventually took it over. He subsequently was overthrown, although he tried repeatedly to regain his position as dictator. Mobius and Earth are separate worlds in this comic. This same aspect was reflected in the Archie comics. <br />
<br />
In the Sonic cartoon, ''[[Sonic X]]'', Sonic, Robotnik, and many others are transported from an unnamed planet into present day Earth. It is speculated that the unnamed planet could be Mobius. However, there is no substantial evidence to back up or deny this claim, and since there has been virtually no mention of Mobius in the country ''Sonic X'' was made ([[Japan]]), many people do not believe it is intended to be that way.<br />
<br />
==Locations==<br />
===Archie comics===<br />
====Downunda====<br />
:''See main article: [[Downunda]].''<br />
<br />
In the [[Sonic the Hedgehog (Archie)|Archie comic continuity]], Downunda is a continent on Mobius, located in the southern part of the planet. Consisting of mostly desert plains, the continent is inhabited by, and protected by, the [[Downunda Freedom Fighters]]. It was originally the location of [[Echidnapolis]] and the [[Master Emerald]] until it was sent to the sky to avoid a meteor strike, leaving behind a massive crater. <br />
<br />
For a period of time, Downunda was ruled by [[Crocbot]] and his dingo robots, with help from [[Dr. Robotnik]]. Efforts by the Downunda Freedom Fighters, along with assistance by the [[Freedom Fighters|Knothole Freedom Fighters]], helped to stop his rule.<br />
<br />
====Knothole Village====<br />
:''See main article: [[Knothole Village]].''<br />
====Robotropolis====<br />
:''See main article: [[Robotropolis]].''<br />
<br />
===''[[Sonic the Comic]]''===<br />
<br />
In the [[Fleetway]] ''[[Sonic the Comic]]'', the most prominent locations on Mobius included the [[Emerald Hill Zone]] (Sonic's usual base of operations), the [[Metropolis Zone]] (the planet's largest city, from which Dr. Robotnik ruled the planet during his time as dictator), the [[Floating Island]] (home of [[Knuckles the Echidna]]), and the [[Never Lake]] (location of the chain connecting Mobius to the [[Little Planet|Miracle Planet]].<br />
<br />
{{Locations}}<br />
[[Category:Locations]]</div>
Dank
https://info.sonicretro.org/index.php?title=Mobius&diff=301781
Mobius
2019-11-14T07:31:57Z
<p>Dank: </p>
<hr />
<div>'''Mobius''' (or '''Planet Mobius''') is a place name shared by several different settings in various English-language ''[[Sonic the Hedgehog]]'' products established in the 1990s. Locations called Mobius are featured as primary settings for the events of comics (Archie's ''[[Sonic the Hedgehog (Archie)|Sonic the Hedgehog]]'' and [[Fleetway]]'s ''[[Sonic the Comic]]''), books (the UK's [[Books_featuring_Sonic_the_Hedgehog#Gamebooks|series of gamebooks]] and [[Books featuring Sonic the Hedgehog#U.K._books|four Virgin Publishing "Martin Adams" novels]]), video games (''[[Sonic CD]]'', ''[[Sonic Spinball]]'', ''[[Sonic the Hedgehog: Triple Trouble]]'', and ''[[Dr. Robotnik's Mean Bean Machine]]'') and American cartoons (''[[Adventures of Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'', commonly known as "''SatAM''", and ''[[Sonic Underground]]''). Although all these different media share "Mobius" as a name for the planets on which they are set, these worlds are depicted in varying ways.<br />
<br />
The name "Mobius" was not used by the authors of the games' Japanese manuals, with the exception of ''[[Sonic the Hedgehog Spinball (16-bit)]]''{{fileref|SonicSpinball MD JP manual.pdf|page=04}}. The earliest use of the word as a place name in Sonic the Hedgehog's backstory can be found in the [[Sonic the Hedgehog Bible|Sega of America "Sonic Bible" documents]].<br />
<br />
The US-produced Sonic games ''Sonic the Hedgehog Spinball'' and ''[[Dr. Robotnik's Mean Bean Machine]]'' were developed to tie into the continuities of the US "''SatAM''" and ''Adventures of Sonic the Hedgehog'' cartoons and, as such, their English-language manuals explicitly state that they take place on Mobius.<br />
<br />
==Depictions in various media==<br />
Depictions of the planet vary depending on the media it is portrayed in. In the Archie comics, Mobius is a future version of Earth, after various catastrophies have destroyed (most of) [[human]] civilization. The planet is now populated by Mobians (animalistic beings mutated from "normal" animals) and is ruled by a dictator, [[Dr. Robotnik]], who orginally went by the name of Julian Kintobor before he became a dictator trying to destroy all Mobian life, and trying to turn them into Robots (considered as "Robians") via [[roboticization]]. Earlier in the comic series it was mentioned that Mobius existed in an entirely different universe than that of Earth that can be reached through the Cosmic Interstate, an intergalactic road that connects different universes and realities across time and space. It's possible that Mobius is meant to be a future version of an alternate Earth. This version of Mobius is also populated by [[Overlanders]], four fingered humans who survived a genetic bomb attack.<br />
<br />
The ''SatAM'' version is similar to the Archie Comic depiction, but it being a future Earth is never mentioned during the series run.<br />
<br />
In ''Sonic Underground'', the same kind of setup is used, but no reference to Earth is made (nor is Robotnik's first name particularly mentioned). Overlanders are present and a bit more plentiful as only those that break Robotnik's laws become Roboticised. <br />
<br />
In ''Adventures of Sonic the Hedgehog'' Mobius does not have a dictatorship and Dr. Ivo Robotnik is shown trying time and time again to take it over (and usually failing miserably). Overlanders are not portrayed but instead five fingered [[Humans]] are shown.<br />
<br />
''Sonic the Comic'' portrays Mobius in a style similar to the early games, as the planet was divided into "[[Zone]]s", each with a distinctive landscape and climate. At the start of the comic Robotnik was not the ruler but eventually took it over. He subsequently was overthrown, although he tried repeatedly to regain his position as dictator. Mobius and Earth are separate worlds in this comic. This same aspect was reflected in the Archie comics. <br />
<br />
In the Sonic cartoon, ''[[Sonic X]]'', Sonic, Robotnik, and many others are transported from an unnamed planet into present day Earth. It is speculated that the unnamed planet could be Mobius. However, there is no substantial evidence to back up or deny this claim, and since there has been virtually no mention of Mobius in the country ''Sonic X'' was made ([[Japan]]), many people do not believe it is intended to be that way.<br />
<br />
==Locations==<br />
===Archie comics===<br />
====Downunda====<br />
:''See main article: [[Downunda]].''<br />
<br />
In the [[Sonic the Hedgehog (Archie)|Archie comic continuity]], Downunda is a continent on Mobius, located in the southern part of the planet. Consisting of mostly desert plains, the continent is inhabited by, and protected by, the [[Downunda Freedom Fighters]]. It was originally the location of [[Echidnapolis]] and the [[Master Emerald]] until it was sent to the sky to avoid a meteor strike, leaving behind a massive crater. <br />
<br />
For a period of time, Downunda was ruled by [[Crocbot]] and his dingo robots, with help from [[Dr. Robotnik]]. Efforts by the Downunda Freedom Fighters, along with assistance by the [[Freedom Fighters|Knothole Freedom Fighters]], helped to stop his rule.<br />
<br />
====Knothole Village====<br />
:''See main article: [[Knothole Village]].''<br />
====Robotropolis====<br />
:''See main article: [[Robotropolis]].''<br />
<br />
===''[[Sonic the Comic]]''===<br />
<br />
In the [[Fleetway]] ''[[Sonic the Comic]]'', the most prominent locations on Mobius included the [[Emerald Hill Zone]] (Sonic's usual base of operations), the [[Metropolis Zone]] (the planet's largest city, from which Dr. Robotnik ruled the planet during his time as dictator), the [[Floating Island]] (home of [[Knuckles the Echidna]]), and the [[Never Lake]] (location of the chain connecting Mobius to the [[Little Planet|Miracle Planet]].<br />
<br />
{{Locations}}<br />
[[Category:Locations]]</div>
Dank
https://info.sonicretro.org/index.php?title=Mobius&diff=301780
Mobius
2019-11-14T07:31:17Z
<p>Dank: </p>
<hr />
<div>'''Mobius''' (or '''Planet Mobius''') is a place name shared by several different settings in various English-language ''[[Sonic the Hedgehog]]'' products established in the 1990s. Locations called Mobius are featured as primary settings for the events of comics (Archie's ''[[Sonic the Hedgehog (Archie)|Sonic the Hedgehog]]'' and [[Fleetway]]'s ''[[Sonic the Comic]]''), books (the UK's [[Books_featuring_Sonic_the_Hedgehog#Gamebooks|series of gamebooks]] and [[Books featuring Sonic the Hedgehog#U.K._books|four Virgin Publishing "Martin Adams" novels]]), video games (''[[Sonic CD]]'', ''[[Sonic Spinball]]'', ''[[Sonic the Hedgehog: Triple Trouble]]'', and ''[[Dr. Robotnik's Mean Bean Machine]]'') and American cartoons (''[[Adventures of Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'', commonly known as "''SatAM''", and ''[[Sonic Underground]]''). Although all these different media share "Mobius" as a name for the planets on which they are set, these worlds are depicted in varying ways.<br />
<br />
The name "Mobius" was not used by the authors of the games' Japanese manuals, with the exception of ''[[Sonic the Hedgehog Spinball (16-bit)]]''{{fileref|SonicSpinball MD JP manual.pdf|page=04}}. The earliest use of the word as a place name in Sonic the Hedgehog's backstory can be found in the [[Sonic the Hedgehog Bible|Sega of America "Sonic Bible" documents]].<br />
<br />
The US-produced Sonic games ''Sonic the Hedgehog Spinball'' and ''[[Dr. Robotnik's Mean Bean Machine]]'' were developed to tie into the continuities of the US "''SatAM''" and ''Adventures of Sonic the Hedgehog'' cartoons and, as such, their English-language manuals explicitly state that they take place on Mobius.<br />
<br />
==Depictions in various media==<br />
Depictions of the planet vary depending on the media it is portrayed in. In the Archie comics, Mobius is a future version of Earth, after various catastrophies have destroyed (most of) [[human]] civilization. The planet is now populated by Mobians (animalistic beings mutated from "normal" animals) and is ruled by a dictator, [[Dr. Robotnik]], who orginally went by the name of Julian Kintobor before he became a dictator trying to destroy all Mobian life, and trying to turn them into Robots (considered as "Robians") via [[roboticization]]. Earlier in the comic series it was mentioned that Mobius existed in an entirely different universe than that of Earth that can be reached through the Cosmic Interstate, an intergalactic road that connects different universes and realities across time and space. It's possible that Mobius is meant to be a future version of an alternate Earth. This version of Mobius is also populated by [[Overlanders]], four fingered humans who survived a genetic bomb attack.<br />
<br />
The ''SatAM'' version is similar to the Archie Comic depiction, but it being a future Earth is never mentioned during the series run.<br />
<br />
In ''Sonic Underground'', the same kind of setup is used, but no reference to Earth is made (nor is Robotnik's first name particularly mentioned). Overlanders are present and a bit more plentiful as only those that break Robotnik's laws become Roboticised. <br />
<br />
In ''Adventures of Sonic the Hedgehog'' Mobius does not have a dictatorship and Dr. Ivo Robotnik is shown trying time and time again to take it over (and usually failing miserably). Overlanders are not portrayed but instead five fingered [[Humans]] are shown.<br />
<br />
''Sonic the Comic'' portrays Mobius in a style similar to the early games, as the planet was divided into "Zones", each with a distinctive landscape and climate. At the start of the comic Robotnik was not the ruler but eventually took it over. He subsequently was overthrown, although he tried repeatedly to regain his position as dictator. Mobius and Earth are separate worlds in this comic. This same aspect was reflected in the Archie comics. <br />
<br />
In the Sonic cartoon, ''[[Sonic X]]'', Sonic, Robotnik, and many others are transported from an unnamed planet into present day Earth. It is speculated that the unnamed planet could be Mobius. However, there is no substantial evidence to back up or deny this claim, and since there has been virtually no mention of Mobius in the country ''Sonic X'' was made ([[Japan]]), many people do not believe it is intended to be that way.<br />
<br />
==Locations==<br />
===Archie comics===<br />
====Downunda====<br />
:''See main article: [[Downunda]].''<br />
<br />
In the [[Sonic the Hedgehog (Archie)|Archie comic continuity]], Downunda is a continent on Mobius, located in the southern part of the planet. Consisting of mostly desert plains, the continent is inhabited by, and protected by, the [[Downunda Freedom Fighters]]. It was originally the location of [[Echidnapolis]] and the [[Master Emerald]] until it was sent to the sky to avoid a meteor strike, leaving behind a massive crater. <br />
<br />
For a period of time, Downunda was ruled by [[Crocbot]] and his dingo robots, with help from [[Dr. Robotnik]]. Efforts by the Downunda Freedom Fighters, along with assistance by the [[Freedom Fighters|Knothole Freedom Fighters]], helped to stop his rule.<br />
<br />
====Knothole Village====<br />
:''See main article: [[Knothole Village]].''<br />
====Robotropolis====<br />
:''See main article: [[Robotropolis]].''<br />
<br />
===''[[Sonic the Comic]]''===<br />
<br />
In the [[Fleetway]] ''[[Sonic the Comic]]'', the most prominent locations on Mobius included the [[Emerald Hill Zone]] (Sonic's usual base of operations), the [[Metropolis Zone]] (the planet's largest city, from which Dr. Robotnik ruled the planet during his time as dictator), the [[Floating Island]] (home of [[Knuckles the Echidna]]), and the [[Never Lake]] (location of the chain connecting Mobius to the [[Little Planet|Miracle Planet]].<br />
<br />
{{Locations}}<br />
[[Category:Locations]]</div>
Dank
https://info.sonicretro.org/index.php?title=Robotnik_Winter_Zone&diff=301777
Robotnik Winter Zone
2019-11-14T07:11:17Z
<p>Dank: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic the Hedgehog Triple Trouble|:Category:Sonic the Hedgehog Triple Trouble levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| levelscreen=Robotnik winter.png<br />
| levelno=Fourth<br />
| game=Sonic the Hedgehog Triple Trouble<br />
| theme1=winter<br />
| acts=3<br />
| boss=Giga Thomas "Pen"<br />
| rings1=81 + 120<br />
| rings2=97 + 90<br />
| rings3=18 + 10<br />
| name_jp=ロボトニックウィンター{{fileref|SonicTripleTrouble GG JP manual.pdf|page=24}}<br />
| prev=Meta Junglira Zone<br />
| next=Tidal Plant Zone<br />
}}<br />
'''Robotnik Winter Zone''' is the fourth [[zone]] of ''[[Sonic the Hedgehog Triple Trouble]]'' for the [[Sega Game Gear]]. As with other zones in this game, Robotnik Winter consists of two standard acts followed by a shorter third Act which contains the zone's boss. This zone comes after [[Meta Junglira Zone]] and precedes [[Tidal Plant Zone]].<br />
<br />
==Overview==<br />
Robotnik Winter is, predictably, cold. Snow blankets the ground, to such an extent in fact that snowboarding on a [[Jet Board]] becomes an extremely quick way of blasting through the level. Snowdrifts occasionally conceal dark pits into the network of caves that course through the permafrosted ground. Breakable ice walls and powerful updrafts enable [[Sonic the Hedgehog|Sonic]] or [[Miles "Tails" Prower|Tails]] to proceed back above ground.<br />
<br />
Interestingly, the Zone's Japanese name is also "Robotnik Winter"; this was before "[[Robotnik]]" was acknowledged as Eggman's surname in Japan.<br />
<br />
==Quotes==<br />
{{quote|1=Grab a Jet Board and zip over soft snowdrifts. Or sink through the snow to the level below... if there is one. Gale-force winds blast from deep pits and carry you through underground mazes.|2=''Sonic the Hedgehog Triple Trouble'' US manual|ref={{fileref|SonicTripleTrouble GG US manual.pdf|page=15}}}}<br />
<br />
==Enemies==<br />
{| style="width:auto;"<br />
|style="text-align:center;"|{{spriteImage|Penguin Bomber.png}}<br />
|[[Penguin Bomber]] — Suicide bomber [[Badnik]] that slides forward until it hits something.<br />
|-<br />
|style="text-align:center;"|{{spriteImage|Spidal Tap.png}}<br />
|[[Spidal Tap]] — Rides on platforms that move up and down. Destroy it to ride its platform.<br />
|}<br />
<br />
==Chaos Emerald Monitor locations==<br />
The following are the locations of the [[Chaos Emerald]] [[monitors]] for access to the [[Special Stage (Sonic the Hedgehog Triple Trouble)|Special Stage]] in {{PAGENAME}}:<br />
* '''Act 1:''' Inside the cavern located beneath the snowdrifts in the Jet Board course. There are bottomless pits, so the player must take care getting to the Monitor.<br />
* '''Act 2:''' To the left of the collapsing bridge before the first loop-de-loop, the player must destroy the [[Spidal Tap]] and ride its platform up to where the Monitor is located.<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonTripleTroubleOmni}}</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Original_Story_and_Character_Profiles&diff=300797
Sonic the Hedgehog Original Story and Character Profiles
2019-11-09T06:29:10Z
<p>Dank: </p>
<hr />
<div>The '''Sonic the Hedgehog Technical Files''', also known as the '''Original Story''', is a text written internally by Sega of Japan and translated by the [[sega:Sega Technical Institute|Sega Technical Institute]]. Though the exact date of the entire document is unknown as is the original author, the first half of the document is based on work developed during the initial creation of the fist ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. An abridged form of this document, entitled "Episode 1," was later published in the [[Sonic Adventure 2 Birthday Pack History Book|History Book]] contained in the limited [[Sonic Adventure 2 Birthday Pack|Birthday Pack]] of ''[[Sonic Adventure 2]]''.<br />
<br />
==SONIC THE HEDGEHOG - Original Story and Character Profiles==<br />
===Character Outline: [[Sonic the Hedgehog]]===<br />
*Approximate age: 18 (but it's kind of hard to tell).<br />
*Legendary blue hedgehog with an attitude.<br />
*Is the _fastest_ in the land.<br />
*Strong sense of justice but irreverent to authority.<br />
*Impatient (does not like to stand around).<br />
*Not detail-oriented (short attention span).<br />
*Likes anything fast.<br />
*Loyal to his friends but enjoys his independence.<br />
*Street smart, but warm at heart.<br />
*Loves beauty, nature, cool music and adventure!<br />
*Not a hero, but has lots of self confidence and courage.<br />
*But, above all else, he is FAST!<br />
<br />
===The Background Story: Sonic's Origin===<br />
Mary Garnet was a popular writer of children's books in the U.S. during the 1940's. <br />
Her Husband was a test pilot for the U.S. Air Force. His secret project was <br />
code named "Blue Gale" who's goal was to produce the first plane that <br />
would break the sound barrier. Mary affectionately nick-named her husband "Hedgehog" <br />
because of the way his hair always struck straight up when he took off his flight <br />
helmet. The nickname stuck and it inspired Mary to decorate his leather flight <br />
jacket with a blue cartoon mascot. Since her husband was so busy flying for <br />
the Air Force, Mary had to fill in for him raising their only daughter Sherry. <br />
Mary would spend the afternoons making up stories to tell Sherry and her friends. <br />
Oddly enough, it would always seem that a hedgehog would be the hero of the <br />
story. "Sonic" the hedgehog had many fantastic adventures usually <br />
protecting innocent people and little animals from evil men.<br />
<br />
Sherry used to love hearing these stories and Mary used to love telling them <br />
to lots of children for many years (these stories and their characters were <br />
used as the basis for the Sonic video games from Sega. SEE: The Game Story).<br />
<br />
In 1947, Chuck Yeager (also a test pilot for the U.S. Air Force) became the first <br />
man to break the sound barrier to become the "fastest man alive".<br />
<br />
But a little known incident took place earlier on the same day that has been <br />
lost in the record books, eclipsed by the historic event. Another pilot called <br />
Hedeghog had set out to break the same record but with tragically different <br />
results. His ill-fated jet plane was rocketing towards the speed record when <br />
it suddenly started to vibrate violently and then exploded in a tremendous fireball! <br />
Nobody seems to remember the real name of the brave pilot, but old-timers around <br />
the airport still remember the emblem of Sonic the blue hedgehog......<br />
<br />
About forty years later, a freelance camera woman named Meg came to town on an assignment <br />
to cover an upcoming Air Show. As she stopped for lunch, she decided to browse <br />
through an interesting looking Antique shop near the airport. <br />
<br />
Inside she discovered a very dusty old leather flight jacket with the emblem <br />
of a strange character and the letters S-O-N-I-C on the back. She tried to decide <br />
if this character was a lion, a cat, or some other strange animal.<br />
<br />
But something drew her to it and she instantly liked it a lot. She tried it <br />
on and the shopkeeper couldn't help but notice:<br />
<br />
"Say Lady..... looks like that Jacket is just your size! Do you like it?"<br />
<br />
"Why yes! It's great! It's a little dirty but.......do you know what this word SONIC means? It sounds strangely familiar. Like I've heard it before....."<br />
<br />
"Well, I guess it's probably the name of that funny-lookin critter on the back."<br />
<br />
"Sonic.. yes Sonic!... Oh I remember, he is SONIC THE HEDGEHOG! I used to hear the stories from an old neighbor lady when I was a little girl. He's a little hedgehog that can run faster than sound!"<br />
<br />
Meg laughed out loud as the rush of childhood memories poured back to her. She dusted off the old jacket, eagerly paid for it, and she giggled to herself as she wore it out of the store. This immediately became a favorite possession and she wore it everywhere. She could not explain the strange sensation she felt when she w<br />
as wearing this jacket, but something made her feel quite comfortable and safe with it on.<br />
<br />
Upon arriving at the Air Show, Meg started taking pictures of all the vintage aircraft. At one point during the show, a group of old WW2 planes were doing a low-level formation fly-by when suddenly one of the planes veered off and fell to the ground! In the panic of the following explosion, Meg found herself surrounded by fire. She tried to escape but became disoriented as all she could see was a wall of flame. Suddenly a hand reached out and grabbed her just as she was passing out from the intense heat. As she slipped into unconsciousness, all she could see was a strange blue form and she felt the sensation of tremendous acceleration.<br />
<br />
Meg woke up staring at the ceiling of a hospital room. She was a little singed and <br />
badly shaken, but not really hurt. "Have I been dreaming?" she asked <br />
herself. Her nurse told her that she had been found unconscious lying on a grassy <br />
hill miles from the airport. No one could explain how she got there, but her <br />
jacket had been burned and Meg noticed that the emblem had disappeared!<br />
<br />
Could it be? She had this strange idea that somehow Sonic must have saved her, <br />
but she stopped short of saying anything because she didn't want to sound crazy. <br />
Even though it seemed impossible, all she could say was "I don't know.....".<br />
<br />
Later, as she developed the pictures in the camera of the last moments of the Air Show, <br />
Meg's heart stopped as the last exposure came into view. It showed the blurred <br />
image of a large pair of red shoes with a white stripe.....<br />
<br />
SONIC!!!<br />
<br />
Was it really him? What other explanation? She was confused....but it seemed so <br />
real! A moment later, she gasped with excitement at the thought of seeing him again.<br />
<br />
===The Game Story: (adapted from the Sonic Stories of Mary Garnet)===<br />
Sonic was born on a small island called [[Christmas Island]]. But his love for adventure <br />
called him away and he has visited so many different places on Earth that he <br />
doesn't really have a place he considers to be home. The Sonic stories center <br />
around his favorite group of islands including [[South Island]] ([[Sonic 1]]), [[Westside Island]] ([[Sonic 2]]), and [[Angel Island]] ([[Sonic 3]]). The first Sonic Story is located <br />
on South Island which is quite beautiful. This island is known for the curious <br />
fact that it floats around in the ocean. That is why it can not be found on <br />
any map. Sonic is fond of sitting on its beach in his beach chair, wearing <br />
sunglasses, and listening to cool rock music. Sonic loves to sing in his own <br />
rock band, and enjoys being with his friends, but he is just as happy to be <br />
alone.<br />
<br />
Sonic would be very happy enjoying his own pastimes were it not for the constant intrusions <br />
of his arch rival [[Dr. Robotnik]] (also sometimes known as Eggman because of his <br />
round shape). The evil doctor seems to have an endless supply of fiendish plots <br />
to take over the world, but Sonic seems to always find a way to frustrate his <br />
plans and keep him at bay. This has given Sonic somewhat of a celebrity status <br />
with the local inhabitants and he is loved by all as much as Robotnik is hated <br />
by all.<br />
<br />
Westside Island is a very ancient island with plenty of treasures and ancient ruins. <br />
It is also said to contain a small supply of a very powerful natural crystals <br />
called "[[Chaos Emeralds]]". These multi-colored emeralds have tremendous <br />
energy and could be used to create the most powerful nuclear bombs and laser <br />
weapons if they fell into the wrong hands. Legend says that they exist here, <br />
but nobody can remember actually seeing them. The reason for this is that the <br />
Chaos Emeralds exist in a _different dimension_ and no one has yet been able <br />
to find a way to actually possess them.<br />
<br />
One day, Dr. Robotnik heard the stories of the Chaos Emeralds and he vowed to do <br />
whatever it took to acquire them for his own evil purposes. He, and his henchmen, <br />
built a huge fortress where he made robots of many types and sent them off to <br />
find the Chaos Emeralds. Sonic stood up in defiance of Robotnik's troops and <br />
kicked them all back <br />
into the fortress telling them never to come out again. <br />
But the evil doctor had other plans. as he sulked away, he vowed that he would <br />
find the Chaos Emeralds, and he would get his revenge on Sonic the Hedgehog.<br />
<br />
A short time later, Sonic made an amazing discovery. His friends had all disappeared! <br />
Robotnik had been capturing all of the defenseless animals in the countryside <br />
and had changed them into robots! Dr. Robotnik was converting Sonic's friends <br />
into slaves and now only Sonic to save them! Can Sonic do it?<br />
<br />
Will Robotnik succeed in his quest for the emeralds while exacting his revenge <br />
on Sonic? Can Sonic subdue the hoards of robot animals without hurting his friends <br />
inside? Will Robotnik take over the _whole world_?<br />
<br />
So begins the video game saga of Sonic the Hedgehog......<br />
<br />
===Primary cast of Game Characters===<br />
====Sonic====<br />
Sonic is the star. He is a cool blue dude with an attitude. he is _not_ a "do-gooding" <br />
hero. He is loyal to his friends and has a good sense of right and wrong, but <br />
he is a very independent guy who is mostly interested in doing his own thing. <br />
He is not book smart, but he is very street smart. He loves beauty, nature, <br />
and adventure, but his primary passion is for speed and indeed he can run faster <br />
than anyone on the planet. Two things he does _not_ do are; swim (he sinks like <br />
a stone), or ride around in cars, motorcycles, etc. (why _should_ he when he <br />
can run faster than them all!). He fancies himself as a bit of a ladies man, <br />
but he does not like to be chased by girls. He is generally impatient and likes <br />
to get things done quickly. Sometimes this can work against him because he is <br />
not very detail oriented. But for the most part, Sonic is as quick witted as <br />
he is fast footed and this gives him an extraordinary combination of talents <br />
that keep him the idol of kids around the globe.<br />
<br />
====Miles (Tails) Prower====<br />
[[Miles Prower]] (from Miles-per-hour), nicknamed "Tails" is a two-tailed flying <br />
fox with the amazing ability to use his twin tails like the blades of a helicopter <br />
allowing him to fly (and mostly keep up with Sonic). He made his first appearance <br />
in Sonic 2, and he is truly the little brother that Sonic never had. Miles worships <br />
Sonic and wants to be just as fast and cool as his hero. He is about 10 years <br />
old, weighs 15 pounds, and is about 2.9 feet tall.<br />
<br />
Miles is a very smart little fox and is also very good with mechanics. He has <br />
been known to help Sonic by giving him a helicopter lift when needed. His inquisitive <br />
nature and tag-along style get him into trouble occasionally, but Sonic always <br />
seems to be able to help out his little buddy when the chips are down.<br />
<br />
====Dr. Robotnik====<br />
The evil doctor (also known as Eggman) has been a bad egg from the very beginning. <br />
Nobody knows quite where he came from, but he is definitely behind any problem <br />
that comes up. Dr. Robotnik '''loves''' machines. He loves them so much that his <br />
idea of a perfect world would be to have it full of ''nothing'' but machines. <br />
He thinks they are beautiful and he likes that he can control them. A genuine <br />
genius megalomaniac, he spends all of his time trying to replace the natural <br />
world with his beautiful machines He is not very concerned about saving the <br />
planet (being a notorious polluter), and he particularly likes the idea of exploiting <br />
the oceans for their riches (This really gets to Sonic, because Sonic loves <br />
the oceans and can't stand the idea of Robotnik messing with them). In order <br />
to have ultimate control in his quest, Robotnik must find and control all of <br />
the Chaos Emeralds, and most importantly.....Sonic.<br />
<br />
Fortunately for everyone, Sonic is an incredibly fast moving target and is usually one step <br />
ahead of him.<br />
<br />
====[[Knuckles]]====<br />
Long ago, an ancient civilization called the Echidnas lived on Angel Island and had <br />
mastered the secrets of the Chaos Emeralds. so powerful were these emeralds <br />
that the entire island floats high in the sky. The island's existence has long <br />
been a secret because not many people have ever seen it as it is always obscured <br />
by clouds. But the [[Knuckles Clan|Echidna Tribe]] mysteriously disappeared leaving Knuckles as their lone descendant and guardian of these secrets.<br />
<br />
Knuckles is about 15 years old, wears his hair in "dreadlocks" and has a generally <br />
cool aura about him. He is quite athletic and can run almost as fast as Sonic, <br />
climb vertical rock walls, and float down (like flying) from high places. He <br />
can also use the spikes on his knuckles to help him dig which is one of his <br />
favorite activities. Knuckles has a strong sense of honor and has a good heart <br />
(he is the equivalent to Doronpa in the Oba-Q story). He is very clever and <br />
smart, but had lived his life in solitude and was not accustomed to dealing <br />
with characters from the outer world, much less such a cunning one as Dr. Robotnik. <br />
This is why he was easily deceived by Robotnik into thinking that Sonic was <br />
a bad guy trying to steal the Chaos Emeralds. This deception allowed Robotnik <br />
to pit Knuckles against Sonic as a powerful adversary.<br />
<br />
Knuckles snatched up the Chaos Emeralds from Sonic and then used his vast knowledge <br />
of the Island and his ability to dig to expertly escape from Sonic and Tails <br />
and to set up hidden traps and obstacles to slow their pursuit.<br />
<br />
Fortunately, this deception could not last because both Sonic and Knuckles ultimately <br />
discovered they were fighting on the same side of the same cause.<br />
<br />
They finally vowed to work together to protect Angel Island and ultimately defeat <br />
Robotnik.<br />
<br />
==Notes==<br />
<br />
*'''Translation:''' Sega Technical Institute<br />
*'''Special thanks to:'''<br />
**[[Stealth]] (For typing the text)<br />
**Psxphile (Text Formatting)<br />
<br />
==External Links==<br />
<br />
[http://web.archive.org/web/20021227013107/http://www.tastescity.net/sonicdimension/top/sonic-museum/story-hall/story_legend1.html Legend of Super Sonic] - The original Japanese text, from Sonic Dimension (courtesy of archive.org)<br />
<br />
[[Category:Stories]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_3_Complete&diff=298466
Sonic 3 Complete
2019-10-19T22:46:23Z
<p>Dank: </p>
<hr />
<div>{{Hack<br />
|screen=Sonic3C_LevelSelect.png<br />
|system=[[Sega Mega Drive]]<br />
|version=130810<br />
|originalgame=Sonic the Hedgehog 3 & Knuckles<br />
|date=August 10th, 2013<br />
|romsize=3.75 MB<br />
|status=Active<br />
|credits=[[User:Tiddles|Tiddles]], [[User:Neo|Neo]], [[User:That One Jig|That One Jig]], [[User:ValleyBell|ValleyBell]], [[User:Flamewing|flamewing]], [[User:Hayate|Hayate]]<br />
|thanks=See [[#Credits|credits]] section for full credit information.<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=yes}}<br />
<br />
'''''Sonic 3 Complete''''' is a [[Sonic hacks|hack]] of ''[[Sonic 3 & Knuckles]]'' which aims to provide a much improved variant of the original game, with many new options and features, without straying from the original levels or gameplay. The inclusion of separate modes for ''[[Sonic the Hedgehog 3|Sonic 3]]'', ''[[Sonic & Knuckles]]'' and ''[[Blue Sphere]]'' also make this a close cousin of the PC compilation ''[[Sonic & Knuckles Collection]]'', albeit designed for the original 16-bit hardware.<br />
<br />
==Main Features==<br />
The following is a summary of some of the most notable changes included in ''Sonic 3 Complete''. Please see the [[#Full List of Changes and Options|Full List of Changes and Options]] section for a more detailed list.<br />
<br />
===''Sonic 3'' Design and Presentation===<br />
[[File:S3C LBZ.png|thumb|190px|The original Launch Base layout in action.]]<br />
[[File:S3C Cutscene.png|thumb|190px|The [[Death Egg]] crashes.]]<br />
The primary inspiration for the project's creation was the idea that ''Sonic 3''<nowiki />'s presentation got a lot of things right that ''Sonic & Knuckles'' changed for the worse. As such, the default setup for ''Sonic 3 Complete'' restores ''Sonic 3''<nowiki />'s audio and visual style for the whole game, including, among other things, the original main game themes, [[Knuckles]]' iconic Jacksonesque drumbeat and associated miniboss theme, the reflective lack of music in zone transitions, the original title cards and a lack of "and Knuckles!" exclamations glued in wherever possible.<br />
<br />
For the ''Sonic 3'' zones, the original object layouts are available, and are used by default in most cases. [[Launch Base]]'s tricky traps are hence restored to their full power, and watching your step during the [[Hydrocity]] wall chase is well advised.<br />
<br />
Perhaps most notably of all, the transition between the ''Sonic 3'' and ''Sonic & Knuckles'' zones is much improved, restoring ''Sonic 3'''s final boss [[Launch Base Zone bosses#Third Boss (Big Arm)|Big Arm]] for [[Sonic]] and [[Tails]] at the end of [[Launch Base]], and providing a cutscene based on the ''Sonic & Knuckles'' title screen to bridge the gap.<br />
<br />
For those who aren't so set on ''Sonic 3'' being the better half, it is possible to revert most of these changes using menu options or patches, and even to apply different musical configurations when playing the separate ''Sonic 3'' and ''Sonic & Knuckles'' halves.<br />
<br />
<br />
===Zone Order Restoration===<br />
[[File:S3C FBZ.png|thumb|190px|Battery Night.]]<br />
It is commonly understood that [[Flying Battery Zone]] was originally intended to be played between [[Carnival Night]] and [[IceCap Zone|Icecap]], but was moved around late in the development of ''Sonic 3''. ''Sonic 3 Complete'' features an option to restore it to that position, with a suitably altered night sky, and a further optional change to the indoor colour scheme to match the unused save screen icon from ''Sonic 3'' (which has also been restored). When moving from Flying Battery to Icecap, the snowboard sequence involves the broken exit door from Flying Battery, as was once planned. [[Mushroom Hill]] also takes its name from the ''Sonic 3'' level select, Mushroom Valley, and a new transition takes you from there straight to [[Sandopolis]] if Flying Battery is moved away from its normal position.<br />
<br />
<br />
===Tweaks and Fixes===<br />
[[File:S3C Tails.png|thumb|190px|Tails' intro.]]<br />
[[File:S3C Super.png|thumb|190px|Properly spiny.]]<br />
[[File:S3C FBZ Boss.png|thumb|190px|No more last-minute cast changes.]]<br />
A large number of tweaks and bugfixes have been made to smooth over rare and common issues in the game. Most bugfixes are always on and cannot be disabled, but subjective feature tweaks can mostly be reverted to the original behavior.<br />
<br />
Rather than being the third wheel, the Tails experience has been upgraded: he now has his own intro sequence, like Sonic and Knuckles (whose ''Sonic & Knuckles'' intro has been moved to the start of the full game in Angel Island), his own continue screen, and his own colors on the results screen. A feature borrowed from ''[[Sonic the Hedgehog (2013 game)|Sonic 1 2013]]'' allows Sonic, in a Sonic and Tails game, to have AI Tails start flying by holding up while double-jumping; Sonic can then be picked up by Tails and control Tails' flight, allowing him to explore further without having a second player present. The controls for Tails' flight in this mode can be toggled between ''Sonic 1 2013''-style, in which player 1 directly controls Tails and down must be held while jumping to detach, or traditional ''Sonic 3''-style as used during the [[Marble Garden]] boss, where player 1 can use the d-pad to direct Tails.<br />
<br />
One significant change affects activation of super forms; this now requires pressing a different button from the one last used to jump to transform in mid-air, allowing for usage of all double-jump abilities without forced transformation, and allowing Sonic to transform even if he has a shield. The same alternate-button double-jump can be used to cancel a super transformation. While transformed, rather than being forced to listen to the invincibility theme on endless loop, the default behaviour is to speed up the existing level music as if you had super sneakers. All of these changes can be reversed individually in the menu if preferred.<br />
<br />
Once you do activate Super or Hyper Sonic, you'll find that unlike the original game, the vast majority of his graphics now correctly reflect his change in form (though this does not currently extend to the ''Sonic 1'' or ''Sonic 2'' alternative sprite patches).<br />
<br />
Bugfixes cover all sorts of issues, from common annoyances (such as Robotnik showing up for Knuckles in Flying Battery, or the unreadable HUD text in Angel Island) to tiny details (such as mapping frames being slightly misaligned, or doubled-up rings in the same spot). Since each available game in the collection runs from the same engine, all fixes are available whether playing ''Sonic 3'', ''Sonic & Knuckles'' or Complete mode within the collection; as such, the included version of ''Sonic 3'' is much improved over the original due to inheriting additional fixes present in ''Sonic & Knuckles''. (The included ''Blue Sphere'' now allows you to play as Tails, too, and the same can be achieved in ''Sonic & Knuckles'' mode via debug cheats.)<br />
<br />
Please see the Full List of Changes and Options for a more thorough listing. Please bear in mind that there are still many bugs from the original game in evidence, although many of the more problematic issues have been taken care of.<br />
<br />
===More Music Options===<br />
[[File:S3C Music Menu.png|thumb|190px|Much more music.]]<br />
In addition to switching between ''Sonic 3'' and ''Sonic & Knuckles'' music, [[User:ValleyBell|ValleyBell]] has created Mega Drive versions of the additional tracks exclusive to ''Sonic & Knuckles Collection'', which can be used in place of the original Mega Drive tracks; the unused theme from that collection is available as alternative music for [[Super Sonic]]. Music based on the classic theme used in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' and ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' is also available as an alternative.<br />
<br />
<br />
===Alternative Gameplay and ''Sonic Jam'' features===<br />
[[File:S3C Jam Easy.png|thumb|190px|Easy mode springs - the antithesis of the ''Sonic 3'' version.]]<br />
''[[Sonic Jam]]''<nowiki />'s additional Easy and Normal difficulty modes are available, with their corresponding object layouts, slower special stages, and in the case of the former, reduced act count and easier bosses. These features are complemented by a new Casual Gameplay option, designed by [[User:Hayate|Hayate]] and used in his "Casual" hacks, which allows game to be played without fear of death, for novices or a quick blast.<br />
<br />
The options menu allows Sonic's control method to be changed from his ''Sonic 3''-style to mimic other games in the classic series. If you think the shield moves make life too easy, or you want a peelout move and unlocked roll jump in ''[[Sonic CD]]''-style, these options provide an alternate experience.<br />
<br />
<br />
===Additional Patches===<br />
[[File:S3C S1 ICZ.png|thumb|190px|Snowboard One.]]<br />
Taking the classic experience further, it is even possible to swap in sprite sets of Sonic and Tails that closely mimic their looks from ''Sonic 1'' or ''Sonic 2'', as well as reinstate the classic shields and/or monitors in place of their updated forms. The additional sprites used in ''Sonic 3'' that never existed for those games have been faithfully recreated based on the available artwork. Due to the large volume of data involved in these changes, these options - along with a few other bells and whistles - are only available via the external [http://www.s3complete.org/customiser/ ROM customiser], or through the IPS patches supplied below.<br />
<br />
==Downloads==<br />
{{Download|title=Sonic 3 Complete|version=130810|file=Sonic3C 130810.zip|filesize=2.15MB}}<br />
<br />
===Additional Downloads===<br />
The following contains IPS patches for the 130810 version, for those who prefer to apply optional patches manually rather than using the [http://www.s3complete.org/customiser/ customiser].<br />
{{Download|title=Optional Patches|version=130810|file=Sonic3C 130810 ips.zip|filesize=384KB}}<br />
<br />
===Prior versions===<br />
* {{file|Sonic3C 130602.zip|Sonic 3 Complete v130602}} (2.15MB, released 06/02/2013)<br />
* {{file|Sonic3C 130602 ips.zip|Optional customisation patches for v130602}} (388KB, released 06/02/2013)<br />
* {{file|Sonic3C 130601.zip|Sonic 3 Complete v130601}} (2.15MB, released 06/01/2013)<br />
* {{file|Sonic3C 130601 ips.zip|Optional customisation patches for v130601}} (380KB, released 06/01/2013)<br />
* {{file|Sonic3C 130531.zip|Sonic 3 Complete v130531}} (2.15MB, released 05/31/2013)<br />
* {{file|Sonic3C 130531 ips.zip|Optional customisation patches for v130531}} (380KB, released 05/31/2013)<br />
* {{file|Sonic3C 120402.zip|Sonic 3 Complete v120402}} (2.09MB, released 04/02/2012)<br />
* {{file|Sonic3C 120402 ips.zip|Optional customisation patches for v120402}} (184KB, released 04/02/2012)<br />
* {{file|Sonic3C 120324.zip|Sonic 3 Complete v120324}} (2.09MB, released 03/24/2012)<br />
* {{file|Sonic3C 120324 ips.zip|Optional customisation patches for v120324}} (184KB, released 03/24/2012)<br />
* {{file|Sonic3C 120304.zip|Sonic 3 Complete v120304}} (2.09MB, released 03/04/2012)<br />
* {{file|Sonic3C 120304 ips.zip|Optional customisation patches for v120304}} (170KB, released 03/04/2012)<br />
* {{file|Sonic3C 110706.zip|Sonic 3 Complete v110706}} (1.97MB, released 07/07/2011)<br />
* {{file|Sonic3C 110706 ips.zip|Optional customisation patches for v110706}} (9KB, released 07/07/2011)<br />
* {{file|Sonic3C 110623.zip|Sonic 3 Complete v110623}} (1.97MB, released 06/23/2011)<br />
* {{file|Sonic3C 110623 ips.zip|Optional customisation patches for v110623}} (9KB, released 06/23/2011)<br />
* {{file|Sonic3C 101226.zip|Sonic 3 Complete v101226}} (2.3MB, released 12/26/2010)<br />
* {{file|Sonic3C 101222.zip|Sonic 3 Complete v101222}} (2.3MB, released 12/25/2010)<br />
* {{file|Sonic3C 101222 ips.zip|Optional customisation patches for v101226 or v101222}} (11KB, released 12/25/2010)<br />
* {{file|Sonic3C 100404.7z|Sonic 3 Complete v100404}} (1.88MB, released 04/04/2010)<br />
* {{file|Sonic3C 100404 ips.7z|Optional customisation patches for v100404}} (7KB, released 04/04/2010)<br />
* {{file|Sonic3C 100404 customizer.7z|Windows command-line customiser for v100404}} (16KB, released 04/04/2010)<br />
* {{file|Sonic3C 091230.7z|Sonic 3 Complete v091230}} (1.88MB, released 12/31/2009)<br />
* {{file|Sonic3C 091230 ips.7z|Optional customisation patches for 091230}} (8KB, released 12/31/2009)<br />
* {{file|Sonic3C 091224.7z|Sonic 3 Complete v091224}} (1.88MB, released 12/25/2009)<br />
<br />
==Credits==<br />
Based On: ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'', ''[[Sonic & Knuckles Collection]]'', ''[[Sonic Jam]]''<br><br />
Project Director: [[User:Tiddles|Tiddles]]<br><br />
Project & Design Consultants: [[User:Neo|Neo]], [[User:That One Jig|That One Jig]]<br><br />
Lead Programmer: [[User:Tiddles|Tiddles]]<br><br />
Program Special Thanks: [[User:Hayate|Hayate]], [[User:Flamewing|flamewing]], [[User:Shobiz|shobiz]], [[User:Mercury|Mercury]], [[User:MoDule|MoDule]], [[User:Redhotsonic|redhotsonic]], [[User:Cinossu|Cinossu]], [[User:LOst|LOst]]<br><br />
Graphic Options & Updates: [[User:That One Jig|That One Jig]], [[User:Neo|Neo]], [[User:Flamewing|flamewing]]<br><br />
Additional Graphics: [[User:Tribeam|Tribeam]], [[User:Tiddles|Tiddles]]<br><br />
Graphics Special Thanks: Cylent Nite, t0msonic, RadTH, AkumaTh<br><br />
Sound Program: [[User:Flamewing|flamewing]], [[User:Tiddles|Tiddles]]<br><br />
S&K Collection Music Ported & Arranged by: [[User:ValleyBell|ValleyBell]]<br><br />
Additional Music: [[Masato Nakamura]]<br><br />
Sound Special Thanks: [[Shigeaki Irie]], [[Masaaki Nishizawa]], [[Goro Takahashi]]<br><br />
Casual Mode Design: [[User:Hayate|Hayate]]<br><br />
Customisation System: [[User:Hayate|Hayate]]<br><br />
Web Customiser: [[User:Tiddles|Tiddles]]<br><br />
Web Special Thanks: Rangers51 ([http://www.cavesofnarshe.com/ Caves of Narshe])<br><br />
Box Cover Artwork: [http://hazard-the-porgoyle.deviantart.com/ Hazard the Porgoyle]<br><br />
Box Cover Design & Layout: [[User:Dark Sonic|Dark Sonic]], Rangers51, [[User:Tiddles|Tiddles]]<br><br />
Box Cover Translation: FrostPhoenix<br><br />
Box Cover Special Thanks: [[User:djshok|djshok]], Shenske<br><br />
Development Resources: [[Stealth]], [[User:Puto|Puto]], [[User:Snkenjoi|snkenjoi]], [[User:Jman2050|jman2050]], [[User:Andlabs|Andlabs]], [[User:Robjoe|Robjoe]], [[User:MarkeyJester|MarkeyJester]], [[User:Linncaki|Linncaki]], [[User:Cinossu|Cinossu]], [[User:Malevolence|Malevolence]], [[User:Alriightyman|Alriightyman]], [[User:MainMemory|MainMemory]], [[User:Hivebrain|Hivebrain]], [[User:Xenowhirl|Xenowhirl]], [[User:AamirM|AamirM]], [[User:Flamewing|flamewing]], [[User:ValleyBell|ValleyBell]], KRIKzz, [[User:Chilly Willy|Chilly Willy]], [[Erik JS]], [[User:Qiuu|qiuu]], [[User:Nineko|nineko]], [[User:Selbi|Selbi]], [[User:KingofHarts|KingofHarts]]<br><br />
Special Thanks: Waz, Allen, Geoffrey Penalty, [[User:Effexor|LightEffexor]], Super Gaming Bros., MrKaitoCain, [[User:Spanner|Spanner]], Revenance_VX, [[User:Josh|Josh Wallen]], [[The Taxman]], [[User:TmEE|TmEE]], [[SCHG]] Contributors<br />
<br><br />
Thanks to everyone who has made comments or suggestions, reported bugs, or promoted Sonic 3 Complete through posts, articles and videos.<br><br />
Presented by: [[Sonic Retro]]<br><br />
<br />
==Full List of Changes and Options==<br />
===''Sonic 3''-ification===<br />
*Tracks for title screen, invincibility, Knuckles' theme, miniboss, 1UP, ''Sonic 3'' ending, continue/race results, and data select are the ''[[Sonic the Hedgehog 3|Sonic 3]]'' versions by default.<br />
*Various music cues are flipped around to work with this:<br />
**Marble Garden 2 boss for [[Knuckles]] plays the standard zone boss theme.<br />
**Flying Battery 2 sub-boss plays the ''[[Sonic & Knuckles]]'' miniboss theme.<br />
**[[Hidden Palace]] plays ''Sonic 3'' miniboss for Knuckles fight, ''Sonic & Knuckles'' miniboss for Emerald theft.<br />
**The ''Sonic 3'' credits music plays during the ending before the main credits begin (replacing Sky Sanctuary)<br />
**The ''[[Blue Sphere]]'' difficulty screen now plays the Gumball Bonus music.<br />
*Many of the ''Sonic 3'' levels use their original ''Sonic 3'' object layouts by default, most notably Hydrocity 2 and Launch Base.<br />
**Knuckles' routes in these layouts were incomplete, but additions have been made to allow them to be played through.<br />
*''Sonic 1-3''-style monitor behavior - jumping under the base of a monitor will make it fall.<br />
*Music no longer fades out before the Got Through screen<br />
*Act music no longer resumes after the Got Through screen before a zone transition.<br />
*Credits music has been replaced with the ''Sonic 3C'' [[Sonic the Hedgehog 3C (prototype 0517)|0517]] version.<br />
*Sonic/Tails have their final Launch Base 2 boss restored, with its ''Sonic 3'' sweeping behavior.<br />
**The ability to hit characters out of their super form has not been reintroduced.<br />
**In a Sonic and Tails game, Tails does not appear for the final Launch Base bosses. Player 2 can press a button to make him appear.<br />
**Knuckles' version is unaffected.<br />
*The Special Stage results screen for [[Chaos Emerald]] stages is now styled much more like the version from ''Sonic 3'' alone. (The background color is white rather than grey.)<br />
*The Continue screen uses title card-style text as it did in ''Sonic 3'', rather than end credits-style text as it did in ''Sonic & Knuckles''.<br />
*Flying Battery shows up with its unused ''Sonic 3'' icon in Data Select.<br />
*Mushroom Hill is now named Mushroom Valley, as it was in the ''Sonic 3'' level select screen.<br />
*All references to "& Knuckles" removed, title screen positioning realigned to original setup. Zone title cards restored to ''Sonic 3'''s style.<br />
*The logo in the all-super emeralds ending now drops in from the top of the screen as in the ''Sonic 3'' credits<br />
*Playing as Sonic and Tails, Tails now arrives slightly later at the start of AIZ and faces right, as in ''Sonic 3'', and cannot move until Sonic can.<br />
*The save screen for Complete mode no longer shows counts of lives and continues (though these are still saved and loaded); its format has been made more compact, like the original Sonic 3 save screen.<br />
*Emeralds on the save screen now use the ''Sonic 3''-style flash cycle in all modes.<br />
<br />
===Features and Tweaks===<br />
*Before the original title screen appears, a game menu has been inserted to select between ''Sonic 3 Complete'', ''Sonic 3'', ''Sonic & Knuckles'' and ''Blue Sphere''.<br />
**Pressing {{B}} from the title screens of any of these games will return you to this game menu.<br />
*An Options menu has been provided to reconfigure many aspects of the game.<br />
**The originally-conceived zone order can be activated using the options menu, placing Flying Battery between Carnival Night and Icecap.<br />
**A "beta" palette of Flying Battery's indoor section can be put in place, which matches up with the previously unused Sonic 3 save icon.<br />
**Sonic Jam's Easy and Normal modes are available, complete with their unique features and level layouts.<br />
**Music from ''Sonic & Knuckles Collection'' converted by [[User:ValleyBell|ValleyBell]] can be swapped in, as can imports of [[Masato Nakamura]]'s main themes from the previous games.<br />
**Many of the music changes designed to make the game more ''Sonic 3''-like can be altered.<br />
**Level layout can be switched between ''Sonic 3'' and ''Sonic & Knuckles'' versions.<br />
**The game can be set to boot straight into one of the game modes, bypassing the game selection title screen.<br />
*Knuckles' introductory cutscene now plays in Angel Island rather than ''Sonic & Knuckles''' first zone, and feeds directly into the level rather than fading out and restarting.<br />
*Tails now has an introduction sequence, continue screen, and his own colours in the results screens.<br />
*Added an extra cutscene after Launch Base, showing the Death Egg crashing, based on the ''Sonic & Knuckles'' title screen.<br />
*Player 1 in a Sonic+Tails game can now put Tails into flight mode and direct him when being carried.<br />
**This is activated as in ''Sonic 1 2013'' (up+jump in midair).<br />
**When Tails is carrying Sonic, use up/down/left/right to direct Tails, as in the Marble Garden boss.<br />
***Alternatively, you can set the controls in this state to work as in Sonic 1 2013 through the options menu.<br />
**Unless this feature is disabled, the fire shield dash will not activate while the up button is being held, to allow the characters to connect more easily.<br />
*Super Sonic now has a full set of distinct sprites (for the default S3 look only).<br />
**Some of these are based on flamewing's [[Sonic Classic Heroes]] sprites with tweaks by That One Jig; others have been drawn by Neo.<br />
*Knuckles has improved and more consistent underwater colours.<br />
*Knuckles' special moves now respect underwater physics.<br />
*Hyper Sonic, Super Tails and Super/Hyper Knuckles now have distinct underwater palettes.<br />
*The Mushroom Valley demo sequence now plays as one of the ''Sonic 3'' demos.<br />
*Sonic's Angel Island intro can now be skipped using the {{Start}} button (only until Knuckles interjects).<br />
*For Super/Hyper forms to be invoked, you must press any button to jump, followed by a ''different button'' to double-jump.<br />
**To transform with debug mode enabled, you need to double-jump by pressing {{B}} while {{C}} is held down.<br />
**This allows Tails/Knuckles to play without powering up after having all emeralds.<br />
**Sonic can now transform even if he has a barrier.<br />
**Using the super transformation move while already transformed will allow you to turn back to normal.<br />
*While in super or hyper form, sped-up level music plays instead of invincibility music.<br />
*Super music changes now consistently have no effect during bosses.<br />
*Speed shoes monitors now have no effect when collected in super or hyper form.<br />
*You now need to collect 50 rings within the [[Bonus_Stage_(Sonic_3_&_Knuckles)#Rotating_Maze/Slot_Machine|slot machine bonus stage]] itself to get a continue.<br />
**Rings lost within the bonus stage will not take away from your collection total for the continue.<br />
**You can now do this in every slot machine bonus stage. Originally, you needed to wait until a new act or lose your rings in the main level.<br />
*Added a HUD element to the Slot Machine bonus stage to show progress towards a continue.<br />
*The rotation in the slot machine bonus stage is now smoother (thanks to Cinossu).<br />
*Separate title card icons for each zone, by [[User:Neo|Neo]].<br />
*After Hidden Palace, Knuckles is replaced by Robotnik on Sonic's continue screen<br />
*Super/Hyper characters detransform if they are killed.<br />
*Minor alterations to the Icecap intro to maintain day-night cycle consistency.<br />
*The screen now pulls up after Carnival Night 1's miniboss, to make the signpost easier to control.<br />
*New credits font designed to better fit with the title card style.<br />
*The existing ''Sonic 3 & Knuckles'' cheats work, plus:<br />
**{{right}}{{left}}{{left}}{{left}}{{right}} on ''Sonic 3''/''Sonic & Knuckles'' title screen menu switches region graphics (Tails/Miles, TM signs)<br />
**{{left}}{{left}}{{right}}{{right}}{{left}}{{left}}{{left}}{{left}} on the ''Sonic 3'' or ''Sonic & Knuckles'' title screen menu enables level select.<br />
**01 03 05 07 on sound test enables debug<br />
***With debug enabled, all restrictions on zone access and character choice are lifted, even in ''Sonic 3'' and ''Sonic & Knuckles'' modes.<br />
**02 04 05 06 on sound test gives all Chaos Emeralds<br />
***This will not reset the status of anything done with Hidden Palace Zone/Super Emeralds<br />
**12 14 15 16 on sound test gives all super emeralds<br />
**When paused and level select is enabled, the {{A}} button now exits to different places:<br />
***1P level/Special Stage: level select<br />
***Grand Prix: GP results<br />
***Match Race: Match Race setup<br />
***Time Attack: Time Attack setup<br />
*"DEATHEGG" and "THE DOOMSDAY" changed to the more sensible "DEATH EGG" and "DOOMSDAY" in level select.<br />
*Level Select now has the Data Select background, replacing the ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' SONIC/MILES pattern.<br />
**In ''Sonic & Knuckles'' mode, the ''Blue Sphere'' background is used instead.<br />
*Added entries to Level Select for the Gumball Bonus Stage and the Hidden Palace Special Stage entryway.<br />
*Level Select has been rearranged to better reflect the actual zone arrangement.<br />
*New icons have been added to the level select screen to better display character selection.<br />
*New level select and data select font, designed to be similar in style to the title card font.<br />
**This rectifies text spacing issues when displaying the final zones in data select.<br />
*Sound effect 7F will now speed up music as if speed shoes were active when used in the level select.<br />
**7E returns to normal speed, as does starting another track.<br />
*The sound test will always play ''Sonic 3'' tracks from their original slots. The alternative versions can be played from entry F0 upwards.<br />
*All monitor types are now available in debug mode.<br />
<br />
===Bugfixes===<br />
*Knuckles appears in the same colours throughout the game, both in cutscenes and as a playable character.<br />
*Knuckles now fights [[EggRobo]] in Flying Battery 2.<br />
*Workaround added to Mushroom Valley 2 and Sandopolis 2 bosses to prevent Knuckles from sometimes seeing [[Robotnik]] instead of the EggRobo.<br />
*You will no longer lose shields if hit from the blue spinning platforms in Marble Garden.<br />
*Knuckles is no longer blocked from his normal Carnival Night exit when arriving from above<br />
*The correct music will always resume when coming back from a special stage or bonus stage (Angel Island Zone 1, IceCap Zone 1).<br />
*Fixed Knuckles being unable to jump off underwater objects<br />
*Fixed the [[sega:HUD|HUD]] shadow colour in Angel Island.<br />
*The underwater character palette now reverts properly when Tails or Knuckles lose their super form.<br />
*When the lights go out in Carnival Night, the underwater palette also changes to reflect this (thanks to [[User:Neo|Neo]]).<br />
*The slot machine bonus stage now awards a continue through rings collected in the slot machine as well as around the sides.<br />
*Many player sprite and mapping issues have been fixed, and remaining ''Sonic 2''-alike sprites have been replaced.<br />
**Thanks go to [[User:That One Jig|That One Jig]] for these sprite improvements.<br />
*Fixed a number of issues involving speed being incorrectly set when water and/or super sneakers and/or super transformations were involved (thanks to [[User:MoDule|MoDule]]).<br />
*It is no longer possible to confuse the camera by ducking and jumping in a wrapped level, thereby moving through objects (thanks to [[User:Flamewing|flamewing]] and [[User:Redhotsonic|redhotsonic]]).<br />
*Rings attracted by the lightning shield are no longer confused by level wrapping (thanks to [[User:Flamewing|flamewing]]).<br />
*The lightning shield can now successfully attract rings when the player is at the extreme top or left of the level (thanks to [[User:Flamewing|flamewing]]).<br />
*Knuckles no longer shifts forward a pixel when looking up.<br />
*The boss music gives way to the act music at the end of Sandopolis 1 and Lava Reef 2.<br />
*The correct music will resume after a drown timer while fighting the Hydrocity bosses.<br />
*Fixed issues with Tails flying Sonic into various objects and/or their areas of effect.<br />
*Tails carrying Sonic to the floor no longer results in Sonic being able to walk around during level results.<br />
*Fixed underwater tired animation selection for Tails carrying Sonic<br />
*Sonic will no longer gain strange physics when Tails smashes an ice block from under him.<br />
*Fixed occasional glitched graphics/animations for Sonic when Tails places him on the ground.<br />
*The camera vertical offset will now reset when Tails carries Sonic.<br />
*Fixed sprite misalignment when Tails carries Sonic in Sonic alone mode<br />
*Stopped running animation being displayed in place of victory or super transform animation when in front of a solid object<br />
*Fix for some giant rings in Mushroom Valley/Hill not appearing when continuing a save imported from Sonic 3.<br />
*Tails no longer trails along in flying animation when landing on objects (thanks to redhotsonic)<br />
*Tails' tails also flash when he is invulnerable (thanks to redhotsonic)<br />
*Fixed spindash cancellation on screen boundaries and when jumping immediately (thanks to flamewing)<br />
*Tails alone no longer has extra tails in the Launch Base Zone 2 ending cutscene. <br />
*Tails' tails no longer disappear while he is jumping after the credits<br />
*Fixed Super Sonic appearing in the wrong pose when dropped by Tails (visible during the final Marble Garden boss).<br />
*2P Tails is less prone to suicide before the final battles of [[Launch Base]] Zone.<br />
*Fire dashing or spindashing into the Death Egg boss area no longer causes collision issues.<br />
*In certain circumstances, it is possible to break Launch Base pipes containing water without following the water through the tube. Going offscreen would cause the water jet to be lost, rendering further progress impossible. The water jets now respawn correctly.<br />
*The initial restart locations for Act 2 of Angel Island, Hydrocity, Launch Base and Lava Reef now better reflect the act 1 finish positions, making time results more comparable.<br />
*Attached platforms and objects are removed after the Launch Base building collapses.<br />
*The [[capsule]] at the end of Hydrocity is now correctly centred for Sonic and Tails.<br />
*SONIC text is no longer backwards when the [[Tornado]] flies left during the ending.<br />
*Sonic's exit from Lava Reef to Hidden Palace is now blue rather than red.<br />
*The music tempo glitch at the beginning of Doomsday has been removed.<br />
*Collecting extra lives will not increase the counter past 99.<br />
*Fixed possible Marble Garden 2 boss corruption after killing a Spiker with hyper dash.<br />
*The normal super transformation sound effect is now used in Doomsday.<br />
*Fixed bugs relating to the Icecap act transition: you can no longer fly over the boss, and dying without having hit a starpost will correctly return you to the start of Icecap 1.<br />
*Fixed spring artwork occasionally not being loaded for the Gumball Bonus Stage.<br />
*It is no longer possible to gain additional lives for having 100 and 200 rings in the Lava Reef boss area if those lives were already earned earlier in act 2.<br />
*The Lava Reef and Death Egg boss areas will remember their starting timer if you die and restart (unless you die from a time over)<br />
*Robotnik's bald shine on the save screen is no longer red.<br />
*The Launch Base music now only restarts once after Knuckles defeats the Act 1 boss.<br />
*Drowning timer resets when turning hyper, along with music if necessary<br />
*Knuckles no longer turns into Sonic at the end of the slot machine bonus stage.<br />
*Various double jump fixes for Sonic, mostly involving unintentionally going into a slow bubble bounce by double jumping right before a bubble shield activated.<br />
*Fixed bug where a time over would not restart the starpost timer after continuing from a game over.<br />
*Fixed final Launch Base boss code to release Sonic from the arm after the boss is defeated - this was firing in the wrong situation, making Sonic always drop to standing after clearing the boss, but leaving him stuck if Tails killed the boss while Sonic was held.<br />
*Fixed object and ring layout oddities in various zones, including the infamous double ring in Angel Island 1 and the improperly retracting spikes in Carnival Night 2.<br />
*Super Tails' flickies no longer ruin the Sandopolis miniboss or the first Death Egg 2 boss.<br />
*Fixed duff palette cycle when retransforming into super/hyper form<br />
*Fixed Tails using the wrong sprite when hit by the boulder in Lava Reef.<br />
*The Death Egg no longer appears in the background of Lava Reef when playing as Knuckles.<br />
*Tails will drop out of flight mode if he is tired and hits a diagonal spring in Carnival Night, preventing him from getting stuck.<br />
*Insta-shield now deflects projectiles, as appears to have been intended all along<br />
*Tails' flight now only deflects projectiles if they hit his tails. (Previously he could deflect anywhere, but only if falling.)<br />
*Prevented super transformation during snowboard sequence<br />
*Fixed odd palette on HUD lives numbers in some levels<br />
*Fixed issue with continues not being saved unless a special stage is completed<br />
*Fixed occasional misalignment of continue screen<br />
*Fixed wrong tiles on Continue screen if you hit Game Over with Super/Hyper Sonic<br />
*Fire sprites no longer appear underwater in Angel Island<br />
*It is no longer possible to repeatedly double-jump in the Hydrocity fan tubes<br />
*Incorrect grabber arm sprite on DEZ final boss fixed - now uses the latched rather than open variant.<br />
*Fixed jittering screen lock after Marble Garden 1 miniboss<br />
*Workaround added to avoid occasional loss of music track change if requested during the 1up sting.<br />
*Added [[User:MoDule|MoDule]]'s bugfixes for jumping out of shallow water, roll jump hitbox and Tails' camera height<br />
*Fixed a number of cases where Sonic or Tails would stay in midair and gain odd physics if a pillar was smashed from beneath them<br />
*Stopped 2P Tails from being able to misfire the cannon at the end of CNZ.<br />
*Tails now shows his full victory animation on the Blue Sphere difficulty screen.<br />
*Fixed players standing in the ground during their victory animations if they were previously rolling.<br />
*Fixed control improperly unlocking if a hurt player falls in a Carnival Night cannon<br />
*Sonic and Tails can no longer use super powers to break the switch back into Knuckles' route at the end of Launch Base.<br />
*In a Sonic alone game, Tails no longer gets stuck jumping on the ground after flying Sonic in.<br />
*Fixed rare issue where the AIZ2 cutscene bridge collapse would trigger too soon.<br />
*Fixed a rare situation that could freeze the player in place if transforming just as the timer expires (thanks to flamewing).<br />
*Fixed Knuckles' socks and pink palette in continue icon in Super Emerald special stage results<br />
*Fixed wrong colours on Super Emerald 6 (the leftmost one) as Sonic or Tails in Special Stage results<br />
*The Sky Sanctuary main melody is no longer muted by ring collection.<br />
*It is no longer impossible for Knuckles to defeat the Death Egg miniboss.<br />
*Fixed sprite misalignment on Flying Battery midboss and Knuckles' waving off animation in Sky Sanctuary<br />
*Fixed CNZ vacuum tube whose art was pointing in the wrong direction.<br />
*Follower Tails now behaves more sensibly at the end of Mushroom Valley/Hill.<br />
*Fixed abrupt/unsynced camera/music transition at the end of Sandopolis 2.<br />
*The rumbling sound during the closing sequence of Flying Battery is no longer missing when restarting from the final starpost.<br />
*The falling animation is used after the Mushroom Valley/Hill Knuckles cutscene instead of the walking animation.<br />
*Fixed odd palette cycle stop point on Super/Hyper Knuckles during his ending.<br />
*Fixed Sonic incorrectly appearing as Hyper Sonic briefly during the ending when he shouldn't be able to.<br />
*Jump height off Hydrocity rotating cylinders is now appropriately reduced when underwater.<br />
*Level music no longer double-restarts before final boss in Death Egg<br />
*Competition music no longer restarts while navigating competition menus.<br />
*Debug: Hyper Knuckles can now wall smash when turned hyper by a monitor.<br />
*Debug: Tails' ring counter now falls in Doomsday.<br />
*Debug: Characters other than Sonic appear correctly in Doomsday.<br />
*Debug: Knuckles exits Doomsday to the title screen instead of a broken Sonic ending.<br />
*Debug: Going into debug when dead now restarts object processing.<br />
*Debug: The debug cursor now respects screen locking.<br />
<br />
===Changes specific to ''Blue Sphere''===<br />
*Tails has been added as a playable character in Blue Sphere.<br />
*While playing a special stage through Blue Sphere, pressing {{B}} while paused will return to the Blue Sphere select screen.<br />
*Pressing {{B}} on the Blue Sphere menu screen will now return to the title screen. Your progress will be retained until you reset or turn off the game.<br />
<br />
===Changes specific to ''Sonic 3''===<br />
*The included ''Sonic 3'' runs completely on top of ''Sonic 3 Complete'''s engine, and hence inherits all relevant improvements from ''Sonic 3 & Knuckles'' and ''Sonic 3 Complete'', while retaining its own layouts, save files, bonus stage structure, etc.<br />
* The credits list used is from ''Sonic 3 & Knuckles'' to reflect the integration of the games in this collection.<br />
*On the "Try Again" ending screen, the emeralds juggled by Knuckles are now coloured correctly.<br />
*The Death Egg's behaviour at the end of the game has been slightly altered to match the complete story.<br />
*Tails retains his unique game clear icons on the save screen.<br />
*If no saves are present for ''Sonic 3'' mode, the game will attempt to import data from the complete game where appropriate.<br />
<br />
===Changes specific to ''Sonic & Knuckles''===<br />
* The credits list used is from ''Sonic 3 & Knuckles'' to reflect the integration of the games in this collection.<br />
<br />
===Options===<br />
====Menu Options====<br />
*Skip the game select screen and start one of the individual games immediately on boot up.<br />
*Play through the "Easy" and "Normal" versions of the game introduced in Sonic Jam.<br />
*Use the full set of ''Sonic 3'' or ''Sonic & Knuckles'' level layouts.<br />
*Play Flying Battery in its original position between Carnival Night and Icecap, and/or with an earlier colour scheme design.<br />
*Disable the added ability for Sonic to control Tails' flight, or swap the carrying controls for those used in ''Sonic 1 2013''.<br />
*Choose between the various soundtrack options for individual tracks, including ''Sonic & Knuckles Collection'' and Nakamura themes, or configure the game to use different soundtracks in each mode.<br />
*Go back to using the invincibility music for super/hyper transformations, or use the unused PC track for this purpose.<br />
*Disable all music (useful to set a gameplay video to an alternative soundtrack)<br />
*Change the moves and abilities available, so that the game plays more like other classic Sonic games.<br />
*Use the original ''Sonic 3 & Knuckles'' double-jump/transformation button setup (any double-jump invokes a super form transformation, if available, unless Sonic has a shield, which prevents transformation).<br />
*Disable the ability to cancel out of super or hyper forms.<br />
<br />
====Patches====<br />
*Use player sprites and palettes styled based on ''Sonic 1'' or ''Sonic 2''. The sprites were put together by [[User:That One Jig|That One Jig]] and [[User:Neo|Neo]].<br />
*Use monitor sprites based on those seen in the first two games, also edited by [[User:That One Jig|That One Jig]].<br />
*Remove elemental shields and replace them with ''Sonic 1'' or ''Sonic 2''-style shields.<br />
*Disable the [[Launch Base Zone bosses#Third Boss (Big Arm)|Big Arm]] boss in Launch Base 2 (use the ''Sonic 3 & Knuckles'' sequence).<br />
*Skip the new cutscene following Sonic and Tails' Launch Base<br />
*Continue Knuckles' fight music throughout the remainder of Hidden Palace<br />
*Use the original ending music (Sky Sanctuary instead of ''Sonic 3'' Credits) - this can be set separately for Sonic's and Knuckles' endings.<br />
*Start the ''Sonic 3'' Credits music with the credit sequence (best used when the ending music has been changed back to Sky Sanctuary, otherwise the below patch is more useful) - this can be set separately for Sonic's and Knuckles' endings.<br />
*Allow the ending music to continue through both into the credits - this can be set separately for Sonic's and Knuckles' endings.<br />
*Revert to the original method of gaining continues from the slot machine bonus stage<br />
*Remove the extra continue counter HUD from the slot machine bonus stage<br />
*Rename Mushroom Valley back to Mushroom Hill<br />
*Revert to the old daytime-ish Icecap intro colour scheme<br />
*Require 50 rings in Complete mode instead of 20 at a starpost in to access a bonus stage, as in ''Sonic 3''.<br />
*Always play Gumball bonus stages in Complete mode, as in ''Sonic 3''.<br />
*Use "cutscene pink" for Knuckles' main colours<br />
*Use ''S&K'' monitor behaviour (monitors break from any direction)<br />
*Use the ''Sonic 3'' credits music as the level music for Hidden Palace.<br />
*Revert to using the original title card act icons for every zone.<br />
*Restore extra lives and continues information to the Complete save screen.<br />
*Toughen up the ''Sonic 1''-style control options, removing the ability to spindash. (Note that this makes the game impossible to complete on anything other than Easy mode!)<br />
*Revert to the original, incomplete set of sprites for Super Sonic.<br />
<br />
===Known Issues in the Current Release===<br />
*The menu setting to change the S3 Credits music to the ''Sonic & Knuckles Collection'' version does not affect the final credits if the customiser patch is used to place this track in that position. This will be resolved in a future release. This does not affect anything in plain, uncustomised builds.<br />
*Changes made in the Options menu will not be saved to or loaded from SRAM when using the Regen emulator. This is seemingly due to Regen limiting the size of SRAM and does not affect flashcarts or any other tested emulators. It is still possible to use the menus if desired, but changes will not be saved after a hard reset or closing the emulator. Savestates may be used to preserve selected options.<br />
*The emulators Generator and Genesis Plus (non-GX) appear to treat banked SRAM incorrectly, leading to part of the game becoming corrupted. The effects vary from build to build, as the damage is isolated to a particular ROM location which contains different data in different versions. As of version 130810, this causes Mushroom Valley to be severely damaged and essentially unplayable. Once again, this issue does not affect usage on real hardware or other tested emulators. If you like Genesis Plus, note that emulators based on Genesis Plus GX do not exhibit this issue.<br />
*Many known issues in ''Sonic 3 & Knuckles'' continue to be present.<br />
<br />
==External Links==<br />
<br />
*{{LinkRetro|topic=18808|title=Release topic on Sonic Retro Message Board}}<br />
* [http://www.s3complete.org/ External website]<br />
* [http://www.s3complete.org/customiser/ Customiser for the current version]<br />
<br />
==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_%26_Knuckles&diff=298465
Sonic the Hedgehog 3 & Knuckles
2019-10-19T22:38:35Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S3k_title.png<br />
| screenwidth=<br />
| title=<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive]]<br />
| romsize=4 MB<br />
}}<br />
'''''Sonic 3 & Knuckles''''' is a game that results when ''[[Sonic 3]]'' is locked-on to ''[[Sonic & Knuckles]]'' via [[Lock-On Technology]]. It acts as one large combined game and all the levels from ''Sonic 3'' and ''Sonic & Knuckles'' become available. In ''[[Sonic Classic Collection]]'', for unknown reasons, the game was renamed to '''''Knuckles in Sonic 3'''''.<br />
<br />
==Gameplay==<br />
There are several noticeable differences when playing the games combined. [[Knuckles]] is playable in the ''Sonic 3'' levels and [[Tails]] becomes available in the ''Sonic & Knuckles'' levels. Also, all of the levels from both games are accessible, starting from ''Sonic 3''. Once these levels are completed the [[Death Egg]] falls off screen intact instead of being destroyed, and then the play continues straight to the levels of '' Sonic & Knuckles''. The final boss of ''Sonic 3'' is also omitted for [[Sonic]] and Tails. <br />
<br />
After collecting all the [[Chaos Emeralds]] of ''Sonic 3'' a new quest becomes available when entering the first [[Giant Ring]] in [[Mushroom Hill Zone]], which allows you to collect seven new Emeralds called "[[Super Emeralds]]" through a special stage hub world in [[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]]. When these Emeralds are collected, Sonic can transform into [[Hyper Sonic]] and Knuckles can transform into [[Hyper Knuckles]]. Tails has no Hyper form, but the Super Emeralds are needed for him to transform into [[Super Tails]], as the Chaos Emeralds alone have no effect on him. There are also several other notable differences when playing these two combined games.<br />
<br />
*Game progress can be saved in ''Sonic & Knuckles'' by using ''Sonic 3'''s save feature (there are now 8 save slots instead of 6).<br />
*Save slots now display information about continues and lives remaining. It also shows the amount of Emeralds collected. <br />
*The music used in ''Sonic & Knuckles'' is used in the combined game. Thus, the songs that were different between ''Sonic 3'' and ''Sonic & Knuckles'' (which include the title screen, 1-up, and invincibility sounds, as well as the mid-level boss music, Knuckles' theme and end credits theme) play the ''Sonic & Knuckles'' version.<br />
*Passing a star post makes all 3 Bonus Stages from both games available, including the slot machine stage (20-34 rings required), magnetic orbs stage (35–49 rings required), and the gumball machine (50–65 rings required). <br />
*Knuckles' levels are different from Sonic's and Tails' in most cases, with new areas and bosses. <br />
* There are slight differences in object placement in some of the ''Sonic 3'' Zones ([[Launch Base]] especially). Sonic and Tails skips the final boss of Launch Base, while Knuckles still has to do it (although he skips the first true boss of Launch Base).<br />
* ''Sonic & Knuckles'' levels are the same, with one exception: the [[Mushroom Hill Zone]] is slightly extended at the beginning, has one supplementary [[Giant Ring]] (or, in Knuckles' case, two), and gets an intro to tie the level to Sonic 3's Launch Base Zone (Sonic is airlifted in by Tails, Knuckles falls down after having jumped from an exploding platform).<br />
<br />
==Manuals==<br />
<gallery><br />
S3&K_Steam_manual.pdf|[[sega:Steam|Steam]] digital manual<br />
</gallery><br />
<br />
==Also Released for==<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997) (Some Sonic 3 tracks were different in this version)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
* [[Virtual Console]] on [[Wii]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 3|Sega Mega Drive Classic Collection Volume 3]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
*''[[Sonic 3 & Knuckles]] for Steam (2011)<br />
<br />
==Production credits==<br />
{{creditstable|<br />
{{multicol|<br />
*'''Executive Producer:''' [[Hayao Nakayama]]<br />
*'''Project Managers:''' [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br />
*'''Producer:''' [[Yuji Naka]]<br />
*'''Director:''' [[Hirokazu Yasuhara]]<br />
*'''Lead Game Designer:''' [[Hirokazu Yasuhara]]<br />
*'''Senior Game Designers:''' [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br />
*'''Lead Programmer:''' [[Yuji Naka]]<br />
*'''Senior Programmers:''' [[Takahiro Hamano]], [[Masanobu Yamamoto]]<br />
*'''Character Designer:''' [[Takashi Thomas Yuda]]<br />
*'''C.G. Artist:''' [[Kunitake Aoki]]<br />
*'''Enemy Artist:''' [[Satoshi Yokokawa]]<br />
*'''Scene Artists:''' [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], [[Takashi Thomas Yuda]], [[Satoshi Yokokawa]]<br />
*'''Art Assistant:''' [[Osamu Ohashi]]<br />
*'''Music Composers:''' Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco, [[Howard Drossin]], [[Michael Jackson]] (uncredited)<br />
*'''SEGA Sound Team:''' [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br />
*'''Sound Coordinator:''' [[sega:Hisaki Nimiya|Hisaki Nimiya]]<br />
*'''Executive Management:''' [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]], [[Paul Rioux]]<br />
*'''Product Manager:''' Pamela Kelly<br />
*'''Executive Coordinator:''' [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br />
*'''Testers:''' [[Jason Kuo]], Rick Greer, Mike Williams<br />
*'''Sound Special Thanks:''' Mayumi Nina Sakazaki (MRM), [[sega:Cube|Cube Corp.]], Opus Corp., Masanori Nakayama (Studio Who)<br />
*'''Special Thanks:''' [[Jina Ishiwatari]], Emi Kawamura, [[Deborah McCracken]], Taku Makino<br />
*'''Presented by:''' [[Sega]]<br />
}}<br />
| source=In-game credits<br />
}}<br />
<br />
==Sound test==<br />
Here is a list of the music featured in Sonic 3 & Knuckles, as it is located in the sound test, which can be accessed by entering the zone select code.<br />
{{multicol|<br />
*01: [[Angel Island Zone]] Act 1<br />
*02: [[Angel Island Zone]] Act 2<br />
*03: [[Hydrocity Zone]] Act 1<br />
*04: [[Hydrocity Zone]] Act 2<br />
*05: [[Marble Garden Zone]] Act 1<br />
*06: [[Marble Garden Zone]] Act 2<br />
*07: [[Carnival Night Zone]] Act 1<br />
*08: [[Carnival Night Zone]] Act 2<br />
*09: [[Flying Battery Zone]] Act 1<br />
*0A: [[Flying Battery Zone]] Act 2<br />
*0B: [[Icecap Zone]] Act 1<br />
*0C: [[Icecap Zone]] Act 2<br />
*0D: [[Launch Base Zone]] Act 1<br />
*0E: [[Launch Base Zone]] Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1<br />
*10: [[Mushroom Hill Zone]] Act 2<br />
*11: [[Sandopolis Zone]] Act 1<br />
*12: [[Sandopolis Zone]] Act 2<br />
*13: [[Lava Reef Zone]] Act 1<br />
*14: [[Lava Reef Zone]] Act 2/[[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]]<br />
*15: [[Sky Sanctuary Zone]]<br />
*16: [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]] Act 1<br />
*17: [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]] Act 2<br />
*18: Act 1 Boss<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]]<br />
*1B: Bonus Stage: Magnetic Orbs<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine<br />
*1E: Bonus Stage: Gumball Machine<br />
*1F: Knuckles' Theme ([[Sonic & Knuckles]])<br />
*20: [[Azure Lake Zone]]<br />
*21: [[Balloon Park Zone]]<br />
*22: [[Desert Palace Zone]]<br />
*23: [[Chrome Gadget Zone]]<br />
*24: [[Endless Mine Zone]]<br />
*25: Title ([[Sonic & Knuckles]])<br />
*26: Staff Roll ([[Sonic 3]]) (Unused)<br />
*27: Game Over<br />
*28: Continue/Competition Results (''[[Sonic & Knuckles]]'')<br />
*29: Act Clear<br />
*2A: 1-Up ([[Sonic & Knuckles]])<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme ([[Sonic & Knuckles]])<br />
*2D: Competition<br />
*2E: Act 1 Boss ([[Sonic & Knuckles]])<br />
*2F: Data Select<br />
*30: Final Boss<br />
*31: Drowning<br />
*32: All Clear ([[Sonic & Knuckles]]) (Unused)<br />
*DC: Staff Roll ([[Sonic & Knuckles]])<br />
*FF :Sega (From Title Screen) In Poor Quality Sound<br />
|cols=3}}<br />
<br />
==Resources==<br />
===Hacking Guides===<br />
* [[SCHG:Sonic 3 & Knuckles]]<br />
<br />
===Cartridge Image===<br />
<gallery><br />
Image:Sonic3&KnucklesCart.jpg|Sonic 3 Locked on to Sonic & Knuckles<br />
</gallery><br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}<br />
{{S&KOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicSteamGames}}<br />
<br />
[[Category:Steam games]]<br />
[[Category:Mega Drive games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_3_Complete&diff=298464
Sonic 3 Complete
2019-10-19T22:35:30Z
<p>Dank: </p>
<hr />
<div>{{Hack<br />
|screen=Sonic3C_LevelSelect.png<br />
|system=[[Sega Mega Drive]]<br />
|version=130810<br />
|originalgame=Sonic the Hedgehog 3 & Knuckles<br />
|date=August 10th, 2013<br />
|romsize=3.75 MB<br />
|status=Active<br />
|credits=[[User:Tiddles|Tiddles]], [[User:Neo|Neo]], [[User:That One Jig|That One Jig]], [[User:ValleyBell|ValleyBell]], [[User:Flamewing|flamewing]], [[User:Hayate|Hayate]]<br />
|thanks=See [[#Credits|credits]] section for full credit information.<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=yes}}<br />
<br />
'''''Sonic 3 Complete''''' is a [[Sonic hacks|hack]] of ''[[Sonic 3 & Knuckles]]'' which aims to provide a much improved variant of the original game, with many new options and features, without straying from the original levels or gameplay. The inclusion of separate modes for ''[[Sonic the Hedgehog 3|Sonic 3]]'', ''[[Sonic & Knuckles]]'' and ''[[Blue Sphere]]'' also make this a close cousin of the PC compilation ''[[Sonic & Knuckles Collection]]'', albeit designed for the original 16-bit hardware.<br />
<br />
==Main Features==<br />
The following is a summary of some of the most notable changes included in ''Sonic 3 Complete''. Please see the [[#Full List of Changes and Options|Full List of Changes and Options]] section for a more detailed list.<br />
<br />
===''Sonic 3'' Design and Presentation===<br />
[[File:S3C LBZ.png|thumb|190px|The original Launch Base layout in action.]]<br />
[[File:S3C Cutscene.png|thumb|190px|The [[Death Egg]] crashes.]]<br />
The primary inspiration for the project's creation was the idea that ''Sonic 3''<nowiki />'s presentation got a lot of things right that ''Sonic & Knuckles'' changed for the worse. As such, the default setup for ''Sonic 3 Complete'' restores ''Sonic 3''<nowiki />'s audio and visual style for the whole game, including, among other things, the original main game themes, [[Knuckles]]' iconic Jacksonesque drumbeat and associated miniboss theme, the reflective lack of music in zone transitions, the original title cards and a lack of "and Knuckles!" exclamations glued in wherever possible.<br />
<br />
For the ''Sonic 3'' zones, the original object layouts are available, and are used by default in most cases. [[Launch Base]]'s tricky traps are hence restored to their full power, and watching your step during the [[Hydrocity]] wall chase is well advised.<br />
<br />
Perhaps most notably of all, the transition between the ''Sonic 3'' and ''Sonic & Knuckles'' zones is much improved, restoring ''Sonic 3'''s final boss [[Launch Base Zone bosses#Third Boss (Big Arm)|Big Arm]] for [[Sonic]] and [[Tails]] at the end of [[Launch Base]], and providing a cutscene based on the ''Sonic & Knuckles'' title screen to bridge the gap.<br />
<br />
For those who aren't so set on ''Sonic 3'' being the better half, it is possible to revert most of these changes using menu options or patches, and even to apply different musical configurations when playing the separate ''Sonic 3'' and ''Sonic & Knuckles'' halves.<br />
<br />
<br />
===Zone Order Restoration===<br />
[[File:S3C FBZ.png|thumb|190px|Battery Night.]]<br />
It is commonly understood that [[Flying Battery Zone]] was originally intended to be played between [[Carnival Night]] and [[IceCap Zone|Icecap]], but was moved around late in the development of ''Sonic 3''. ''Sonic 3 Complete'' features an option to restore it to that position, with a suitably altered night sky, and a further optional change to the indoor colour scheme to match the unused save screen icon from ''Sonic 3'' (which has also been restored). When moving from Flying Battery to Icecap, the snowboard sequence involves the broken exit door from Flying Battery, as was once planned. [[Mushroom Hill]] also takes its name from the ''Sonic 3'' level select, Mushroom Valley, and a new transition takes you from there straight to [[Sandopolis]] if Flying Battery is moved away from its normal position.<br />
<br />
<br />
===Tweaks and Fixes===<br />
[[File:S3C Tails.png|thumb|190px|Tails' intro.]]<br />
[[File:S3C Super.png|thumb|190px|Properly spiny.]]<br />
[[File:S3C FBZ Boss.png|thumb|190px|No more last-minute cast changes.]]<br />
A large number of tweaks and bugfixes have been made to smooth over rare and common issues in the game. Most bugfixes are always on and cannot be disabled, but subjective feature tweaks can mostly be reverted to the original behavior.<br />
<br />
Rather than being the third wheel, the Tails experience has been upgraded: he now has his own intro sequence, like Sonic and Knuckles (whose ''Sonic & Knuckles'' intro has been moved to the start of the full game in Angel Island), his own continue screen, and his own colors on the results screen. A feature borrowed from ''[[Sonic the Hedgehog (2013 game)|Sonic 1 2013]]'' allows Sonic, in a Sonic and Tails game, to have AI Tails start flying by holding up while double-jumping; Sonic can then be picked up by Tails and control Tails' flight, allowing him to explore further without having a second player present. The controls for Tails' flight in this mode can be toggled between ''Sonic 1 2013''-style, in which player 1 directly controls Tails and down must be held while jumping to detach, or traditional ''Sonic 3''-style as used during the [[Marble Garden]] boss, where player 1 can use the d-pad to direct Tails.<br />
<br />
One significant change affects activation of super forms; this now requires pressing a different button from the one last used to jump to transform in mid-air, allowing for usage of all double-jump abilities without forced transformation, and allowing Sonic to transform even if he has a shield. The same alternate-button double-jump can be used to cancel a super transformation. While transformed, rather than being forced to listen to the invincibility theme on endless loop, the default behaviour is to speed up the existing level music as if you had super sneakers. All of these changes can be reversed individually in the menu if preferred.<br />
<br />
Once you do activate Super or Hyper Sonic, you'll find that unlike the original game, the vast majority of his graphics now correctly reflect his change in form (though this does not currently extend to the ''Sonic 1'' or ''Sonic 2'' alternative sprite patches).<br />
<br />
Bugfixes cover all sorts of issues, from common annoyances (such as Robotnik showing up for Knuckles in Flying Battery, or the unreadable HUD text in Angel Island) to tiny details (such as mapping frames being slightly misaligned, or doubled-up rings in the same spot). Since each available game in the collection runs from the same engine, all fixes are available whether playing ''Sonic 3'', ''Sonic & Knuckles'' or Complete mode within the collection; as such, the included version of ''Sonic 3'' is much improved over the original due to inheriting additional fixes present in ''Sonic & Knuckles''. (The included ''Blue Sphere'' now allows you to play as Tails, too, and the same can be achieved in ''Sonic & Knuckles'' mode via debug cheats.)<br />
<br />
Please see the Full List of Changes and Options for a more thorough listing. Please bear in mind that there are still many bugs from the original game in evidence, although many of the more problematic issues have been taken care of.<br />
<br />
===More Music Options===<br />
[[File:S3C Music Menu.png|thumb|190px|Much more music.]]<br />
In addition to switching between ''Sonic 3'' and ''Sonic & Knuckles'' music, [[User:ValleyBell|ValleyBell]] has created Mega Drive versions of the additional tracks exclusive to ''Sonic & Knuckles Collection'', which can be used in place of the original Mega Drive tracks; the unused theme from that collection is available as alternative music for [[Super Sonic]]. Music based on the classic theme used in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' and ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' is also available as an alternative.<br />
<br />
<br />
===Alternative Gameplay and ''Sonic Jam'' features===<br />
[[File:S3C Jam Easy.png|thumb|190px|Easy mode springs - the antithesis of the ''Sonic 3'' version.]]<br />
''[[Sonic Jam]]''<nowiki />'s additional Easy and Normal difficulty modes are available, with their corresponding object layouts, slower special stages, and in the case of the former, reduced act count and easier bosses. These features are complemented by a new Casual Gameplay option, designed by [[User:Hayate|Hayate]] and used in his "Casual" hacks, which allows game to be played without fear of death, for novices or a quick blast.<br />
<br />
The options menu allows Sonic's control method to be changed from his ''Sonic 3''-style to mimic other games in the classic series. If you think the shield moves make life too easy, or you want a peelout move and unlocked roll jump in ''[[Sonic CD]]''-style, these options provide an alternate experience.<br />
<br />
<br />
===Additional Patches===<br />
[[File:S3C S1 ICZ.png|thumb|190px|Snowboard One.]]<br />
Taking the classic experience further, it is even possible to swap in sprite sets of Sonic and Tails that closely mimic their looks from ''Sonic 1'' or ''Sonic 2'', as well as reinstate the classic shields and/or monitors in place of their updated forms. The additional sprites used in ''Sonic 3'' that never existed for those games have been faithfully recreated based on the available artwork. Due to the large volume of data involved in these changes, these options - along with a few other bells and whistles - are only available via the external [http://www.s3complete.org/customiser/ ROM customiser], or through the IPS patches supplied below.<br />
<br />
==Downloads==<br />
{{Download|title=Sonic 3 Complete|version=130810|file=Sonic3C 130810.zip|filesize=2.15MB}}<br />
<br />
===Additional Downloads===<br />
The following contains IPS patches for the 130810 version, for those who prefer to apply optional patches manually rather than using the [http://www.s3complete.org/customiser/ customiser].<br />
{{Download|title=Optional Patches|version=130810|file=Sonic3C 130810 ips.zip|filesize=384KB}}<br />
<br />
===Prior versions===<br />
* {{file|Sonic3C 130602.zip|Sonic 3 Complete v130602}} (2.15MB, released 06/02/2013)<br />
* {{file|Sonic3C 130602 ips.zip|Optional customisation patches for v130602}} (388KB, released 06/02/2013)<br />
* {{file|Sonic3C 130601.zip|Sonic 3 Complete v130601}} (2.15MB, released 06/01/2013)<br />
* {{file|Sonic3C 130601 ips.zip|Optional customisation patches for v130601}} (380KB, released 06/01/2013)<br />
* {{file|Sonic3C 130531.zip|Sonic 3 Complete v130531}} (2.15MB, released 05/31/2013)<br />
* {{file|Sonic3C 130531 ips.zip|Optional customisation patches for v130531}} (380KB, released 05/31/2013)<br />
* {{file|Sonic3C 120402.zip|Sonic 3 Complete v120402}} (2.09MB, released 04/02/2012)<br />
* {{file|Sonic3C 120402 ips.zip|Optional customisation patches for v120402}} (184KB, released 04/02/2012)<br />
* {{file|Sonic3C 120324.zip|Sonic 3 Complete v120324}} (2.09MB, released 03/24/2012)<br />
* {{file|Sonic3C 120324 ips.zip|Optional customisation patches for v120324}} (184KB, released 03/24/2012)<br />
* {{file|Sonic3C 120304.zip|Sonic 3 Complete v120304}} (2.09MB, released 03/04/2012)<br />
* {{file|Sonic3C 120304 ips.zip|Optional customisation patches for v120304}} (170KB, released 03/04/2012)<br />
* {{file|Sonic3C 110706.zip|Sonic 3 Complete v110706}} (1.97MB, released 07/07/2011)<br />
* {{file|Sonic3C 110706 ips.zip|Optional customisation patches for v110706}} (9KB, released 07/07/2011)<br />
* {{file|Sonic3C 110623.zip|Sonic 3 Complete v110623}} (1.97MB, released 06/23/2011)<br />
* {{file|Sonic3C 110623 ips.zip|Optional customisation patches for v110623}} (9KB, released 06/23/2011)<br />
* {{file|Sonic3C 101226.zip|Sonic 3 Complete v101226}} (2.3MB, released 12/26/2010)<br />
* {{file|Sonic3C 101222.zip|Sonic 3 Complete v101222}} (2.3MB, released 12/25/2010)<br />
* {{file|Sonic3C 101222 ips.zip|Optional customisation patches for v101226 or v101222}} (11KB, released 12/25/2010)<br />
* {{file|Sonic3C 100404.7z|Sonic 3 Complete v100404}} (1.88MB, released 04/04/2010)<br />
* {{file|Sonic3C 100404 ips.7z|Optional customisation patches for v100404}} (7KB, released 04/04/2010)<br />
* {{file|Sonic3C 100404 customizer.7z|Windows command-line customiser for v100404}} (16KB, released 04/04/2010)<br />
* {{file|Sonic3C 091230.7z|Sonic 3 Complete v091230}} (1.88MB, released 12/31/2009)<br />
* {{file|Sonic3C 091230 ips.7z|Optional customisation patches for 091230}} (8KB, released 12/31/2009)<br />
* {{file|Sonic3C 091224.7z|Sonic 3 Complete v091224}} (1.88MB, released 12/25/2009)<br />
<br />
==Credits==<br />
Based On: ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'', ''[[Sonic & Knuckles Collection]]'', ''[[Sonic Jam]]''<br><br />
Project Director: [[User:Tiddles|Tiddles]]<br><br />
Project & Design Consultants: [[User:Neo|Neo]], [[User:That One Jig|That One Jig]]<br><br />
Lead Programmer: [[User:Tiddles|Tiddles]]<br><br />
Program Special Thanks: [[User:Hayate|Hayate]], [[User:Flamewing|flamewing]], [[User:Shobiz|shobiz]], [[User:Mercury|Mercury]], [[User:MoDule|MoDule]], [[User:Redhotsonic|redhotsonic]], [[User:Cinossu|Cinossu]], [[User:LOst|LOst]]<br><br />
Graphic Options & Updates: [[User:That One Jig|That One Jig]], [[User:Neo|Neo]], [[User:Flamewing|flamewing]]<br><br />
Additional Graphics: [[User:Tribeam|Tribeam]], [[User:Tiddles|Tiddles]]<br><br />
Graphics Special Thanks: Cylent Nite, t0msonic, RadTH, AkumaTh<br><br />
Sound Program: [[User:Flamewing|flamewing]], [[User:Tiddles|Tiddles]]<br><br />
S&K Collection Music Ported & Arranged by: [[User:ValleyBell|ValleyBell]]<br><br />
Additional Music: [[Masato Nakamura]]<br><br />
Sound Special Thanks: [[Shigeaki Irie]], [[Masaaki Nishizawa]], [[Goro Takahashi]]<br><br />
Casual Mode Design: [[User:Hayate|Hayate]]<br><br />
Customisation System: [[User:Hayate|Hayate]]<br><br />
Web Customiser: [[User:Tiddles|Tiddles]]<br><br />
Web Special Thanks: Rangers51 ([http://www.cavesofnarshe.com/ Caves of Narshe])<br><br />
Box Cover Artwork: [http://hazard-the-porgoyle.deviantart.com/ Hazard the Porgoyle]<br><br />
Box Cover Design & Layout: [[User:Dark Sonic|Dark Sonic]], Rangers51, [[User:Tiddles|Tiddles]]<br><br />
Box Cover Translation: FrostPhoenix<br><br />
Box Cover Special Thanks: [[User:djshok|djshok]], Shenske<br><br />
Development Resources: [[Stealth]], [[User:Puto|Puto]], [[User:Snkenjoi|snkenjoi]], [[User:Jman2050|jman2050]], [[User:Andlabs|Andlabs]], [[User:Robjoe|Robjoe]], [[User:MarkeyJester|MarkeyJester]], [[User:Linncaki|Linncaki]], [[User:Cinossu|Cinossu]], [[User:Malevolence|Malevolence]], [[User:Alriightyman|Alriightyman]], [[User:MainMemory|MainMemory]], [[User:Hivebrain|Hivebrain]], [[User:Xenowhirl|Xenowhirl]], [[User:AamirM|AamirM]], [[User:Flamewing|flamewing]], [[User:ValleyBell|ValleyBell]], KRIKzz, [[User:Chilly Willy|Chilly Willy]], [[Erik JS]], [[User:Qiuu|qiuu]], [[User:Nineko|nineko]], [[User:Selbi|Selbi]], [[User:KingofHarts|KingofHarts]]<br><br />
Special Thanks: Waz, Allen, Geoffrey Penalty, [[User:Effexor|LightEffexor]], Super Gaming Bros., MrKaitoCain, [[User:Spanner|Spanner]], Revenance_VX, [[User:Josh|Josh Wallen]], [[The Taxman]], [[User:TmEE|TmEE]], [[SCHG]] Contributors<br />
<br><br />
Thanks to everyone who has made comments or suggestions, reported bugs, or promoted Sonic 3 Complete through posts, articles and videos.<br><br />
Presented by: [[Sonic Retro]]<br><br />
<br />
==Full List of Changes and Options==<br />
===''Sonic 3''-ification===<br />
*Tracks for title screen, invincibility, Knuckles' theme, miniboss, 1UP, ''Sonic 3'' ending, continue/race results, and data select are the ''[[Sonic the Hedgehog 3|Sonic 3]]'' versions by default.<br />
*Various music cues are flipped around to work with this:<br />
**Marble Garden 2 boss for [[Knuckles]] plays the standard zone boss theme.<br />
**Flying Battery 2 sub-boss plays the ''[[Sonic & Knuckles]]'' miniboss theme.<br />
**[[Hidden Palace]] plays ''Sonic 3'' miniboss for Knuckles fight, ''Sonic & Knuckles'' miniboss for Emerald theft.<br />
**The ''Sonic 3'' credits music plays during the ending before the main credits begin (replacing Sky Sanctuary)<br />
**The ''[[Blue Sphere]]'' difficulty screen now plays the Gumball Bonus music.<br />
*Many of the ''Sonic 3'' levels use their original ''Sonic 3'' object layouts by default, most notably Hydrocity 2 and Launch Base.<br />
**Knuckles' routes in these layouts were incomplete, but additions have been made to allow them to be played through.<br />
*''Sonic 1-3''-style monitor behavior - jumping under the base of a monitor will make it fall.<br />
*Music no longer fades out before the Got Through screen<br />
*Act music no longer resumes after the Got Through screen before a zone transition.<br />
*Credits music has been replaced with the ''Sonic 3C'' [[Sonic the Hedgehog 3C (prototype 0517)|0517]] version.<br />
*Sonic/Tails have their final Launch Base 2 boss restored, with its ''Sonic 3'' sweeping behavior.<br />
**The ability to hit characters out of their super form has not been reintroduced.<br />
**In a Sonic and Tails game, Tails does not appear for the final Launch Base bosses. Player 2 can press a button to make him appear.<br />
**Knuckles' version is unaffected.<br />
*The Special Stage results screen for Chaos Emerald stages is now styled much more like the version from ''Sonic 3'' alone. (The background color is white rather than grey.)<br />
*The Continue screen uses title card-style text as it did in ''Sonic 3'', rather than end credits-style text as it did in ''Sonic & Knuckles''.<br />
*Flying Battery shows up with its unused ''Sonic 3'' icon in Data Select.<br />
*Mushroom Hill is now named Mushroom Valley, as it was in the ''Sonic 3'' level select screen.<br />
*All references to "& Knuckles" removed, title screen positioning realigned to original setup. Zone title cards restored to ''Sonic 3'''s style.<br />
*The logo in the all-super emeralds ending now drops in from the top of the screen as in the ''Sonic 3'' credits<br />
*Playing as Sonic and Tails, Tails now arrives slightly later at the start of AIZ and faces right, as in ''Sonic 3'', and cannot move until Sonic can.<br />
*The save screen for Complete mode no longer shows counts of lives and continues (though these are still saved and loaded); its format has been made more compact, like the original Sonic 3 save screen.<br />
*Emeralds on the save screen now use the ''Sonic 3''-style flash cycle in all modes.<br />
<br />
===Features and Tweaks===<br />
*Before the original title screen appears, a game menu has been inserted to select between ''Sonic 3 Complete'', ''Sonic 3'', ''Sonic & Knuckles'' and ''Blue Sphere''.<br />
**Pressing {{B}} from the title screens of any of these games will return you to this game menu.<br />
*An Options menu has been provided to reconfigure many aspects of the game.<br />
**The originally-conceived zone order can be activated using the options menu, placing Flying Battery between Carnival Night and Icecap.<br />
**A "beta" palette of Flying Battery's indoor section can be put in place, which matches up with the previously unused Sonic 3 save icon.<br />
**Sonic Jam's Easy and Normal modes are available, complete with their unique features and level layouts.<br />
**Music from ''Sonic & Knuckles Collection'' converted by [[User:ValleyBell|ValleyBell]] can be swapped in, as can imports of [[Masato Nakamura]]'s main themes from the previous games.<br />
**Many of the music changes designed to make the game more ''Sonic 3''-like can be altered.<br />
**Level layout can be switched between ''Sonic 3'' and ''Sonic & Knuckles'' versions.<br />
**The game can be set to boot straight into one of the game modes, bypassing the game selection title screen.<br />
*Knuckles' introductory cutscene now plays in Angel Island rather than ''Sonic & Knuckles''' first zone, and feeds directly into the level rather than fading out and restarting.<br />
*Tails now has an introduction sequence, continue screen, and his own colours in the results screens.<br />
*Added an extra cutscene after Launch Base, showing the Death Egg crashing, based on the ''Sonic & Knuckles'' title screen.<br />
*Player 1 in a Sonic+Tails game can now put Tails into flight mode and direct him when being carried.<br />
**This is activated as in ''Sonic 1 2013'' (up+jump in midair).<br />
**When Tails is carrying Sonic, use up/down/left/right to direct Tails, as in the Marble Garden boss.<br />
***Alternatively, you can set the controls in this state to work as in Sonic 1 2013 through the options menu.<br />
**Unless this feature is disabled, the fire shield dash will not activate while the up button is being held, to allow the characters to connect more easily.<br />
*Super Sonic now has a full set of distinct sprites (for the default S3 look only).<br />
**Some of these are based on flamewing's [[Sonic Classic Heroes]] sprites with tweaks by That One Jig; others have been drawn by Neo.<br />
*Knuckles has improved and more consistent underwater colours.<br />
*Knuckles' special moves now respect underwater physics.<br />
*Hyper Sonic, Super Tails and Super/Hyper Knuckles now have distinct underwater palettes.<br />
*The Mushroom Valley demo sequence now plays as one of the ''Sonic 3'' demos.<br />
*Sonic's Angel Island intro can now be skipped using the {{Start}} button (only until Knuckles interjects).<br />
*For Super/Hyper forms to be invoked, you must press any button to jump, followed by a ''different button'' to double-jump.<br />
**To transform with debug mode enabled, you need to double-jump by pressing {{B}} while {{C}} is held down.<br />
**This allows Tails/Knuckles to play without powering up after having all emeralds.<br />
**Sonic can now transform even if he has a barrier.<br />
**Using the super transformation move while already transformed will allow you to turn back to normal.<br />
*While in super or hyper form, sped-up level music plays instead of invincibility music.<br />
*Super music changes now consistently have no effect during bosses.<br />
*Speed shoes monitors now have no effect when collected in super or hyper form.<br />
*You now need to collect 50 rings within the [[Bonus_Stage_(Sonic_3_&_Knuckles)#Rotating_Maze/Slot_Machine|slot machine bonus stage]] itself to get a continue.<br />
**Rings lost within the bonus stage will not take away from your collection total for the continue.<br />
**You can now do this in every slot machine bonus stage. Originally, you needed to wait until a new act or lose your rings in the main level.<br />
*Added a HUD element to the Slot Machine bonus stage to show progress towards a continue.<br />
*The rotation in the slot machine bonus stage is now smoother (thanks to Cinossu).<br />
*Separate title card icons for each zone, by [[User:Neo|Neo]].<br />
*After Hidden Palace, Knuckles is replaced by Robotnik on Sonic's continue screen<br />
*Super/Hyper characters detransform if they are killed.<br />
*Minor alterations to the Icecap intro to maintain day-night cycle consistency.<br />
*The screen now pulls up after Carnival Night 1's miniboss, to make the signpost easier to control.<br />
*New credits font designed to better fit with the title card style.<br />
*The existing ''Sonic 3 & Knuckles'' cheats work, plus:<br />
**{{right}}{{left}}{{left}}{{left}}{{right}} on ''Sonic 3''/''Sonic & Knuckles'' title screen menu switches region graphics (Tails/Miles, TM signs)<br />
**{{left}}{{left}}{{right}}{{right}}{{left}}{{left}}{{left}}{{left}} on the ''Sonic 3'' or ''Sonic & Knuckles'' title screen menu enables level select.<br />
**01 03 05 07 on sound test enables debug<br />
***With debug enabled, all restrictions on zone access and character choice are lifted, even in ''Sonic 3'' and ''Sonic & Knuckles'' modes.<br />
**02 04 05 06 on sound test gives all Chaos Emeralds<br />
***This will not reset the status of anything done with Hidden Palace Zone/Super Emeralds<br />
**12 14 15 16 on sound test gives all super emeralds<br />
**When paused and level select is enabled, the {{A}} button now exits to different places:<br />
***1P level/Special Stage: level select<br />
***Grand Prix: GP results<br />
***Match Race: Match Race setup<br />
***Time Attack: Time Attack setup<br />
*"DEATHEGG" and "THE DOOMSDAY" changed to the more sensible "DEATH EGG" and "DOOMSDAY" in level select.<br />
*Level Select now has the Data Select background, replacing the ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' SONIC/MILES pattern.<br />
**In ''Sonic & Knuckles'' mode, the ''Blue Sphere'' background is used instead.<br />
*Added entries to Level Select for the Gumball Bonus Stage and the Hidden Palace Special Stage entryway.<br />
*Level Select has been rearranged to better reflect the actual zone arrangement.<br />
*New icons have been added to the level select screen to better display character selection.<br />
*New level select and data select font, designed to be similar in style to the title card font.<br />
**This rectifies text spacing issues when displaying the final zones in data select.<br />
*Sound effect 7F will now speed up music as if speed shoes were active when used in the level select.<br />
**7E returns to normal speed, as does starting another track.<br />
*The sound test will always play ''Sonic 3'' tracks from their original slots. The alternative versions can be played from entry F0 upwards.<br />
*All monitor types are now available in debug mode.<br />
<br />
===Bugfixes===<br />
*Knuckles appears in the same colours throughout the game, both in cutscenes and as a playable character.<br />
*Knuckles now fights [[EggRobo]] in Flying Battery 2.<br />
*Workaround added to Mushroom Valley 2 and Sandopolis 2 bosses to prevent Knuckles from sometimes seeing [[Robotnik]] instead of the EggRobo.<br />
*You will no longer lose shields if hit from the blue spinning platforms in Marble Garden.<br />
*Knuckles is no longer blocked from his normal Carnival Night exit when arriving from above<br />
*The correct music will always resume when coming back from a special stage or bonus stage (Angel Island Zone 1, IceCap Zone 1).<br />
*Fixed Knuckles being unable to jump off underwater objects<br />
*Fixed the [[sega:HUD|HUD]] shadow colour in Angel Island.<br />
*The underwater character palette now reverts properly when Tails or Knuckles lose their super form.<br />
*When the lights go out in Carnival Night, the underwater palette also changes to reflect this (thanks to [[User:Neo|Neo]]).<br />
*The slot machine bonus stage now awards a continue through rings collected in the slot machine as well as around the sides.<br />
*Many player sprite and mapping issues have been fixed, and remaining ''Sonic 2''-alike sprites have been replaced.<br />
**Thanks go to [[User:That One Jig|That One Jig]] for these sprite improvements.<br />
*Fixed a number of issues involving speed being incorrectly set when water and/or super sneakers and/or super transformations were involved (thanks to [[User:MoDule|MoDule]]).<br />
*It is no longer possible to confuse the camera by ducking and jumping in a wrapped level, thereby moving through objects (thanks to [[User:Flamewing|flamewing]] and [[User:Redhotsonic|redhotsonic]]).<br />
*Rings attracted by the lightning shield are no longer confused by level wrapping (thanks to [[User:Flamewing|flamewing]]).<br />
*The lightning shield can now successfully attract rings when the player is at the extreme top or left of the level (thanks to [[User:Flamewing|flamewing]]).<br />
*Knuckles no longer shifts forward a pixel when looking up.<br />
*The boss music gives way to the act music at the end of Sandopolis 1 and Lava Reef 2.<br />
*The correct music will resume after a drown timer while fighting the Hydrocity bosses.<br />
*Fixed issues with Tails flying Sonic into various objects and/or their areas of effect.<br />
*Tails carrying Sonic to the floor no longer results in Sonic being able to walk around during level results.<br />
*Fixed underwater tired animation selection for Tails carrying Sonic<br />
*Sonic will no longer gain strange physics when Tails smashes an ice block from under him.<br />
*Fixed occasional glitched graphics/animations for Sonic when Tails places him on the ground.<br />
*The camera vertical offset will now reset when Tails carries Sonic.<br />
*Fixed sprite misalignment when Tails carries Sonic in Sonic alone mode<br />
*Stopped running animation being displayed in place of victory or super transform animation when in front of a solid object<br />
*Fix for some giant rings in Mushroom Valley/Hill not appearing when continuing a save imported from Sonic 3.<br />
*Tails no longer trails along in flying animation when landing on objects (thanks to redhotsonic)<br />
*Tails' tails also flash when he is invulnerable (thanks to redhotsonic)<br />
*Fixed spindash cancellation on screen boundaries and when jumping immediately (thanks to flamewing)<br />
*Tails alone no longer has extra tails in the Launch Base Zone 2 ending cutscene. <br />
*Tails' tails no longer disappear while he is jumping after the credits<br />
*Fixed Super Sonic appearing in the wrong pose when dropped by Tails (visible during the final Marble Garden boss).<br />
*2P Tails is less prone to suicide before the final battles of [[Launch Base]] Zone.<br />
*Fire dashing or spindashing into the Death Egg boss area no longer causes collision issues.<br />
*In certain circumstances, it is possible to break Launch Base pipes containing water without following the water through the tube. Going offscreen would cause the water jet to be lost, rendering further progress impossible. The water jets now respawn correctly.<br />
*The initial restart locations for Act 2 of Angel Island, Hydrocity, Launch Base and Lava Reef now better reflect the act 1 finish positions, making time results more comparable.<br />
*Attached platforms and objects are removed after the Launch Base building collapses.<br />
*The [[capsule]] at the end of Hydrocity is now correctly centred for Sonic and Tails.<br />
*SONIC text is no longer backwards when the [[Tornado]] flies left during the ending.<br />
*Sonic's exit from Lava Reef to Hidden Palace is now blue rather than red.<br />
*The music tempo glitch at the beginning of Doomsday has been removed.<br />
*Collecting extra lives will not increase the counter past 99.<br />
*Fixed possible Marble Garden 2 boss corruption after killing a Spiker with hyper dash.<br />
*The normal super transformation sound effect is now used in Doomsday.<br />
*Fixed bugs relating to the Icecap act transition: you can no longer fly over the boss, and dying without having hit a starpost will correctly return you to the start of Icecap 1.<br />
*Fixed spring artwork occasionally not being loaded for the Gumball Bonus Stage.<br />
*It is no longer possible to gain additional lives for having 100 and 200 rings in the Lava Reef boss area if those lives were already earned earlier in act 2.<br />
*The Lava Reef and Death Egg boss areas will remember their starting timer if you die and restart (unless you die from a time over)<br />
*Robotnik's bald shine on the save screen is no longer red.<br />
*The Launch Base music now only restarts once after Knuckles defeats the Act 1 boss.<br />
*Drowning timer resets when turning hyper, along with music if necessary<br />
*Knuckles no longer turns into Sonic at the end of the slot machine bonus stage.<br />
*Various double jump fixes for Sonic, mostly involving unintentionally going into a slow bubble bounce by double jumping right before a bubble shield activated.<br />
*Fixed bug where a time over would not restart the starpost timer after continuing from a game over.<br />
*Fixed final Launch Base boss code to release Sonic from the arm after the boss is defeated - this was firing in the wrong situation, making Sonic always drop to standing after clearing the boss, but leaving him stuck if Tails killed the boss while Sonic was held.<br />
*Fixed object and ring layout oddities in various zones, including the infamous double ring in Angel Island 1 and the improperly retracting spikes in Carnival Night 2.<br />
*Super Tails' flickies no longer ruin the Sandopolis miniboss or the first Death Egg 2 boss.<br />
*Fixed duff palette cycle when retransforming into super/hyper form<br />
*Fixed Tails using the wrong sprite when hit by the boulder in Lava Reef.<br />
*The Death Egg no longer appears in the background of Lava Reef when playing as Knuckles.<br />
*Tails will drop out of flight mode if he is tired and hits a diagonal spring in Carnival Night, preventing him from getting stuck.<br />
*Insta-shield now deflects projectiles, as appears to have been intended all along<br />
*Tails' flight now only deflects projectiles if they hit his tails. (Previously he could deflect anywhere, but only if falling.)<br />
*Prevented super transformation during snowboard sequence<br />
*Fixed odd palette on HUD lives numbers in some levels<br />
*Fixed issue with continues not being saved unless a special stage is completed<br />
*Fixed occasional misalignment of continue screen<br />
*Fixed wrong tiles on Continue screen if you hit Game Over with Super/Hyper Sonic<br />
*Fire sprites no longer appear underwater in Angel Island<br />
*It is no longer possible to repeatedly double-jump in the Hydrocity fan tubes<br />
*Incorrect grabber arm sprite on DEZ final boss fixed - now uses the latched rather than open variant.<br />
*Fixed jittering screen lock after Marble Garden 1 miniboss<br />
*Workaround added to avoid occasional loss of music track change if requested during the 1up sting.<br />
*Added [[User:MoDule|MoDule]]'s bugfixes for jumping out of shallow water, roll jump hitbox and Tails' camera height<br />
*Fixed a number of cases where Sonic or Tails would stay in midair and gain odd physics if a pillar was smashed from beneath them<br />
*Stopped 2P Tails from being able to misfire the cannon at the end of CNZ.<br />
*Tails now shows his full victory animation on the Blue Sphere difficulty screen.<br />
*Fixed players standing in the ground during their victory animations if they were previously rolling.<br />
*Fixed control improperly unlocking if a hurt player falls in a Carnival Night cannon<br />
*Sonic and Tails can no longer use super powers to break the switch back into Knuckles' route at the end of Launch Base.<br />
*In a Sonic alone game, Tails no longer gets stuck jumping on the ground after flying Sonic in.<br />
*Fixed rare issue where the AIZ2 cutscene bridge collapse would trigger too soon.<br />
*Fixed a rare situation that could freeze the player in place if transforming just as the timer expires (thanks to flamewing).<br />
*Fixed Knuckles' socks and pink palette in continue icon in Super Emerald special stage results<br />
*Fixed wrong colours on Super Emerald 6 (the leftmost one) as Sonic or Tails in Special Stage results<br />
*The Sky Sanctuary main melody is no longer muted by ring collection.<br />
*It is no longer impossible for Knuckles to defeat the Death Egg miniboss.<br />
*Fixed sprite misalignment on Flying Battery midboss and Knuckles' waving off animation in Sky Sanctuary<br />
*Fixed CNZ vacuum tube whose art was pointing in the wrong direction.<br />
*Follower Tails now behaves more sensibly at the end of Mushroom Valley/Hill.<br />
*Fixed abrupt/unsynced camera/music transition at the end of Sandopolis 2.<br />
*The rumbling sound during the closing sequence of Flying Battery is no longer missing when restarting from the final starpost.<br />
*The falling animation is used after the Mushroom Valley/Hill Knuckles cutscene instead of the walking animation.<br />
*Fixed odd palette cycle stop point on Super/Hyper Knuckles during his ending.<br />
*Fixed Sonic incorrectly appearing as Hyper Sonic briefly during the ending when he shouldn't be able to.<br />
*Jump height off Hydrocity rotating cylinders is now appropriately reduced when underwater.<br />
*Level music no longer double-restarts before final boss in Death Egg<br />
*Competition music no longer restarts while navigating competition menus.<br />
*Debug: Hyper Knuckles can now wall smash when turned hyper by a monitor.<br />
*Debug: Tails' ring counter now falls in Doomsday.<br />
*Debug: Characters other than Sonic appear correctly in Doomsday.<br />
*Debug: Knuckles exits Doomsday to the title screen instead of a broken Sonic ending.<br />
*Debug: Going into debug when dead now restarts object processing.<br />
*Debug: The debug cursor now respects screen locking.<br />
<br />
===Changes specific to ''Blue Sphere''===<br />
*Tails has been added as a playable character in Blue Sphere.<br />
*While playing a special stage through Blue Sphere, pressing {{B}} while paused will return to the Blue Sphere select screen.<br />
*Pressing {{B}} on the Blue Sphere menu screen will now return to the title screen. Your progress will be retained until you reset or turn off the game.<br />
<br />
===Changes specific to ''Sonic 3''===<br />
*The included ''Sonic 3'' runs completely on top of ''Sonic 3 Complete'''s engine, and hence inherits all relevant improvements from ''Sonic 3 & Knuckles'' and ''Sonic 3 Complete'', while retaining its own layouts, save files, bonus stage structure, etc.<br />
* The credits list used is from ''Sonic 3 & Knuckles'' to reflect the integration of the games in this collection.<br />
*On the "Try Again" ending screen, the emeralds juggled by Knuckles are now coloured correctly.<br />
*The Death Egg's behaviour at the end of the game has been slightly altered to match the complete story.<br />
*Tails retains his unique game clear icons on the save screen.<br />
*If no saves are present for ''Sonic 3'' mode, the game will attempt to import data from the complete game where appropriate.<br />
<br />
===Changes specific to ''Sonic & Knuckles''===<br />
* The credits list used is from ''Sonic 3 & Knuckles'' to reflect the integration of the games in this collection.<br />
<br />
===Options===<br />
====Menu Options====<br />
*Skip the game select screen and start one of the individual games immediately on boot up.<br />
*Play through the "Easy" and "Normal" versions of the game introduced in Sonic Jam.<br />
*Use the full set of ''Sonic 3'' or ''Sonic & Knuckles'' level layouts.<br />
*Play Flying Battery in its original position between Carnival Night and Icecap, and/or with an earlier colour scheme design.<br />
*Disable the added ability for Sonic to control Tails' flight, or swap the carrying controls for those used in ''Sonic 1 2013''.<br />
*Choose between the various soundtrack options for individual tracks, including ''Sonic & Knuckles Collection'' and Nakamura themes, or configure the game to use different soundtracks in each mode.<br />
*Go back to using the invincibility music for super/hyper transformations, or use the unused PC track for this purpose.<br />
*Disable all music (useful to set a gameplay video to an alternative soundtrack)<br />
*Change the moves and abilities available, so that the game plays more like other classic Sonic games.<br />
*Use the original ''Sonic 3 & Knuckles'' double-jump/transformation button setup (any double-jump invokes a super form transformation, if available, unless Sonic has a shield, which prevents transformation).<br />
*Disable the ability to cancel out of super or hyper forms.<br />
<br />
====Patches====<br />
*Use player sprites and palettes styled based on ''Sonic 1'' or ''Sonic 2''. The sprites were put together by [[User:That One Jig|That One Jig]] and [[User:Neo|Neo]].<br />
*Use monitor sprites based on those seen in the first two games, also edited by [[User:That One Jig|That One Jig]].<br />
*Remove elemental shields and replace them with ''Sonic 1'' or ''Sonic 2''-style shields.<br />
*Disable the [[Launch Base Zone bosses#Third Boss (Big Arm)|Big Arm]] boss in Launch Base 2 (use the ''Sonic 3 & Knuckles'' sequence).<br />
*Skip the new cutscene following Sonic and Tails' Launch Base<br />
*Continue Knuckles' fight music throughout the remainder of Hidden Palace<br />
*Use the original ending music (Sky Sanctuary instead of ''Sonic 3'' Credits) - this can be set separately for Sonic's and Knuckles' endings.<br />
*Start the ''Sonic 3'' Credits music with the credit sequence (best used when the ending music has been changed back to Sky Sanctuary, otherwise the below patch is more useful) - this can be set separately for Sonic's and Knuckles' endings.<br />
*Allow the ending music to continue through both into the credits - this can be set separately for Sonic's and Knuckles' endings.<br />
*Revert to the original method of gaining continues from the slot machine bonus stage<br />
*Remove the extra continue counter HUD from the slot machine bonus stage<br />
*Rename Mushroom Valley back to Mushroom Hill<br />
*Revert to the old daytime-ish Icecap intro colour scheme<br />
*Require 50 rings in Complete mode instead of 20 at a starpost in to access a bonus stage, as in ''Sonic 3''.<br />
*Always play Gumball bonus stages in Complete mode, as in ''Sonic 3''.<br />
*Use "cutscene pink" for Knuckles' main colours<br />
*Use ''S&K'' monitor behaviour (monitors break from any direction)<br />
*Use the ''Sonic 3'' credits music as the level music for Hidden Palace.<br />
*Revert to using the original title card act icons for every zone.<br />
*Restore extra lives and continues information to the Complete save screen.<br />
*Toughen up the ''Sonic 1''-style control options, removing the ability to spindash. (Note that this makes the game impossible to complete on anything other than Easy mode!)<br />
*Revert to the original, incomplete set of sprites for Super Sonic.<br />
<br />
===Known Issues in the Current Release===<br />
*The menu setting to change the S3 Credits music to the ''Sonic & Knuckles Collection'' version does not affect the final credits if the customiser patch is used to place this track in that position. This will be resolved in a future release. This does not affect anything in plain, uncustomised builds.<br />
*Changes made in the Options menu will not be saved to or loaded from SRAM when using the Regen emulator. This is seemingly due to Regen limiting the size of SRAM and does not affect flashcarts or any other tested emulators. It is still possible to use the menus if desired, but changes will not be saved after a hard reset or closing the emulator. Savestates may be used to preserve selected options.<br />
*The emulators Generator and Genesis Plus (non-GX) appear to treat banked SRAM incorrectly, leading to part of the game becoming corrupted. The effects vary from build to build, as the damage is isolated to a particular ROM location which contains different data in different versions. As of version 130810, this causes Mushroom Valley to be severely damaged and essentially unplayable. Once again, this issue does not affect usage on real hardware or other tested emulators. If you like Genesis Plus, note that emulators based on Genesis Plus GX do not exhibit this issue.<br />
*Many known issues in ''Sonic 3 & Knuckles'' continue to be present.<br />
<br />
==External Links==<br />
<br />
*{{LinkRetro|topic=18808|title=Release topic on Sonic Retro Message Board}}<br />
* [http://www.s3complete.org/ External website]<br />
* [http://www.s3complete.org/customiser/ Customiser for the current version]<br />
<br />
==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_3_Complete&diff=298463
Sonic 3 Complete
2019-10-19T22:25:58Z
<p>Dank: </p>
<hr />
<div>{{Hack<br />
|screen=Sonic3C_LevelSelect.png<br />
|system=[[Sega Mega Drive]]<br />
|version=130810<br />
|originalgame=Sonic the Hedgehog 3 & Knuckles<br />
|date=August 10th, 2013<br />
|romsize=3.75 MB<br />
|status=Active<br />
|credits=[[User:Tiddles|Tiddles]], [[User:Neo|Neo]], [[User:That One Jig|That One Jig]], [[User:ValleyBell|ValleyBell]], [[User:Flamewing|flamewing]], [[User:Hayate|Hayate]]<br />
|thanks=See [[#Credits|credits]] section for full credit information.<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=yes}}<br />
<br />
'''''Sonic 3 Complete''''' is a [[Sonic hacks|hack]] of ''[[Sonic 3 & Knuckles]]'' which aims to provide a much improved variant of the original game, with many new options and features, without straying from the original levels or gameplay. The inclusion of separate modes for ''[[Sonic the Hedgehog 3|Sonic 3]]'', ''[[Sonic & Knuckles]]'' and ''[[Blue Sphere]]'' also make this a close cousin of the PC compilation ''[[Sonic & Knuckles Collection]]'', albeit designed for the original 16-bit hardware.<br />
<br />
==Main Features==<br />
The following is a summary of some of the most notable changes included in ''Sonic 3 Complete''. Please see the [[#Full List of Changes and Options|Full List of Changes and Options]] section for a more detailed list.<br />
<br />
===''Sonic 3'' Design and Presentation===<br />
[[File:S3C LBZ.png|thumb|190px|The original Launch Base layout in action.]]<br />
[[File:S3C Cutscene.png|thumb|190px|The Death Egg crashes.]]<br />
The primary inspiration for the project's creation was the idea that ''Sonic 3''<nowiki />'s presentation got a lot of things right that ''Sonic & Knuckles'' changed for the worse. As such, the default setup for ''Sonic 3 Complete'' restores ''Sonic 3''<nowiki />'s audio and visual style for the whole game, including, amongst other things, the original main game themes, Knuckles' iconic Jacksonesque drumbeat and associated miniboss theme, the reflective lack of music in zone transitions, the original title cards and a lack of "and Knuckles!" exclamations glued in wherever possible.<br />
<br />
For the ''Sonic 3'' zones, the original object layouts are available, and are used by default in most cases. Launch Base's tricky traps are hence restored to their full power, and watching your step during the Hydrocity wall chase is well advised.<br />
<br />
Perhaps most notably of all, the transition between the ''Sonic 3'' and ''Sonic & Knuckles'' zones is much improved, restoring ''Sonic 3'''s final boss [[Launch Base Zone bosses#Third Boss (Big Arm)|Big Arm]] for Sonic and Tails at the end of [[Launch Base]], and providing a cutscene based on the ''Sonic & Knuckles'' title screen to bridge the gap.<br />
<br />
For those who aren't so set on ''Sonic 3'' being the better half, it is possible to revert most of these changes using menu options or patches, and even to apply different musical configurations when playing the separate ''Sonic 3'' and ''Sonic & Knuckles'' halves.<br />
<br />
<br />
===Zone Order Restoration===<br />
[[File:S3C FBZ.png|thumb|190px|Battery Night.]]<br />
It is commonly understood that [[Flying Battery Zone]] was originally intended to be played between [[Carnival Night]] and [[IceCap Zone|Icecap]], but was moved around late in the development of ''Sonic 3''. ''Sonic 3 Complete'' features an option to restore it to that position, with a suitably altered night sky, and a further optional change to the indoor colour scheme to match the unused save screen icon from ''Sonic 3'' (which has also been restored). When moving from Flying Battery to Icecap, the snowboard sequence involves the broken exit door from Flying Battery, as was once planned. Mushroom Hill also takes its name from the ''Sonic 3'' level select, Mushroom Valley, and a new transition takes you from there straight to Sandopolis if Flying Battery is moved away from its normal position.<br />
<br />
<br />
===Tweaks and Fixes===<br />
[[File:S3C Tails.png|thumb|190px|Tails' intro.]]<br />
[[File:S3C Super.png|thumb|190px|Properly spiny.]]<br />
[[File:S3C FBZ Boss.png|thumb|190px|No more last-minute cast changes.]]<br />
A large number of tweaks and bugfixes have been made to smooth over rare and common issues in the game. Most bugfixes are always on and cannot be disabled, but subjective feature tweaks can mostly be reverted to the original behaviour.<br />
<br />
Rather than being the third wheel, the Tails experience has been upgraded: he now has his own intro sequence, like Sonic and Knuckles (whose ''Sonic & Knuckles'' intro has been moved to the start of the full game in Angel Island), his own continue screen, and his own colours on the results screen. A feature borrowed from ''[[Sonic the Hedgehog (2013 game)|Sonic 1 2013]]'' allows Sonic, in a Sonic and Tails game, to have AI Tails start flying by holding up while double-jumping; Sonic can then be picked up by Tails and control Tails' flight, allowing him to explore further without having a second player present. The controls for Tails' flight in this mode can be toggled between ''Sonic 1 2013''-style, in which player 1 directly controls Tails and down must be held while jumping to detach, or traditional ''Sonic 3''-style as used during the [[Marble Garden]] boss, where player 1 can use the d-pad to direct Tails.<br />
<br />
One significant change affects activation of super forms; this now requires pressing a different button from the one last used to jump to transform in mid-air, allowing for usage of all double-jump abilities without forced transformation, and allowing Sonic to transform even if he has a shield. The same alternate-button double-jump can be used to cancel a super transformation. While transformed, rather than being forced to listen to the invincibility theme on endless loop, the default behaviour is to speed up the existing level music as if you had super sneakers. All of these changes can be reversed individually in the menu if preferred.<br />
<br />
Once you do activate Super or Hyper Sonic, you'll find that unlike the original game, the vast majority of his graphics now correctly reflect his change in form (though this does not currently extend to the ''Sonic 1'' or ''Sonic 2'' alternative sprite patches).<br />
<br />
Bugfixes cover all sorts of issues, from common annoyances (such as Robotnik showing up for Knuckles in Flying Battery, or the unreadable HUD text in Angel Island) to tiny details (such as mapping frames being slightly misaligned, or doubled-up rings in the same spot). Since each available game in the collection runs from the same engine, all fixes are available whether playing ''Sonic 3'', ''Sonic & Knuckles'' or Complete mode within the collection; as such, the included version of ''Sonic 3'' is much improved over the original due to inheriting additional fixes present in ''Sonic & Knuckles''. (The included ''Blue Sphere'' now allows you to play as Tails, too, and the same can be achieved in ''Sonic & Knuckles'' mode via debug cheats.)<br />
<br />
Please see the Full List of Changes and Options for a more thorough listing. Please bear in mind that there are still many bugs from the original game in evidence, although many of the more problematic issues have been taken care of.<br />
<br />
===More Music Options===<br />
[[File:S3C Music Menu.png|thumb|190px|Much more music.]]<br />
In addition to switching between ''Sonic 3'' and ''Sonic & Knuckles'' music, [[User:ValleyBell|ValleyBell]] has created Mega Drive versions of the additional tracks exclusive to ''Sonic & Knuckles Collection'', which can be used in place of the original Mega Drive tracks; the unused theme from that collection is available as alternative music for [[Super Sonic]]. Music based on the classic theme used in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' and ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' is also available as an alternative.<br />
<br />
<br />
===Alternative Gameplay and ''Sonic Jam'' features===<br />
[[File:S3C Jam Easy.png|thumb|190px|Easy mode springs - the antithesis of the ''Sonic 3'' version.]]<br />
''[[Sonic Jam]]''<nowiki />'s additional Easy and Normal difficulty modes are available, with their corresponding object layouts, slower special stages, and in the case of the former, reduced act count and easier bosses. These features are complemented by a new Casual Gameplay option, designed by [[User:Hayate|Hayate]] and used in his "Casual" hacks, which allows game to be played without fear of death, for novices or a quick blast.<br />
<br />
The options menu allows Sonic's control method to be changed from his ''Sonic 3''-style to mimic other games in the classic series. If you think the shield moves make life too easy, or you want a peelout move and unlocked roll jump in ''[[Sonic CD]]''-style, these options provide an alternate experience.<br />
<br />
<br />
===Additional Patches===<br />
[[File:S3C S1 ICZ.png|thumb|190px|Snowboard One.]]<br />
Taking the classic experience further, it is even possible to swap in sprite sets of Sonic and Tails that closely mimic their looks from ''Sonic 1'' or ''Sonic 2'', as well as reinstate the classic shields and/or monitors in place of their updated forms. The additional sprites used in ''Sonic 3'' that never existed for those games have been faithfully recreated based on the available artwork. Due to the large volume of data involved in these changes, these options - along with a few other bells and whistles - are only available via the external [http://www.s3complete.org/customiser/ ROM customiser], or through the IPS patches supplied below.<br />
<br />
==Downloads==<br />
{{Download|title=Sonic 3 Complete|version=130810|file=Sonic3C 130810.zip|filesize=2.15MB}}<br />
<br />
===Additional Downloads===<br />
The following contains IPS patches for the 130810 version, for those who prefer to apply optional patches manually rather than using the [http://www.s3complete.org/customiser/ customiser].<br />
{{Download|title=Optional Patches|version=130810|file=Sonic3C 130810 ips.zip|filesize=384KB}}<br />
<br />
===Prior versions===<br />
* {{file|Sonic3C 130602.zip|Sonic 3 Complete v130602}} (2.15MB, released 06/02/2013)<br />
* {{file|Sonic3C 130602 ips.zip|Optional customisation patches for v130602}} (388KB, released 06/02/2013)<br />
* {{file|Sonic3C 130601.zip|Sonic 3 Complete v130601}} (2.15MB, released 06/01/2013)<br />
* {{file|Sonic3C 130601 ips.zip|Optional customisation patches for v130601}} (380KB, released 06/01/2013)<br />
* {{file|Sonic3C 130531.zip|Sonic 3 Complete v130531}} (2.15MB, released 05/31/2013)<br />
* {{file|Sonic3C 130531 ips.zip|Optional customisation patches for v130531}} (380KB, released 05/31/2013)<br />
* {{file|Sonic3C 120402.zip|Sonic 3 Complete v120402}} (2.09MB, released 04/02/2012)<br />
* {{file|Sonic3C 120402 ips.zip|Optional customisation patches for v120402}} (184KB, released 04/02/2012)<br />
* {{file|Sonic3C 120324.zip|Sonic 3 Complete v120324}} (2.09MB, released 03/24/2012)<br />
* {{file|Sonic3C 120324 ips.zip|Optional customisation patches for v120324}} (184KB, released 03/24/2012)<br />
* {{file|Sonic3C 120304.zip|Sonic 3 Complete v120304}} (2.09MB, released 03/04/2012)<br />
* {{file|Sonic3C 120304 ips.zip|Optional customisation patches for v120304}} (170KB, released 03/04/2012)<br />
* {{file|Sonic3C 110706.zip|Sonic 3 Complete v110706}} (1.97MB, released 07/07/2011)<br />
* {{file|Sonic3C 110706 ips.zip|Optional customisation patches for v110706}} (9KB, released 07/07/2011)<br />
* {{file|Sonic3C 110623.zip|Sonic 3 Complete v110623}} (1.97MB, released 06/23/2011)<br />
* {{file|Sonic3C 110623 ips.zip|Optional customisation patches for v110623}} (9KB, released 06/23/2011)<br />
* {{file|Sonic3C 101226.zip|Sonic 3 Complete v101226}} (2.3MB, released 12/26/2010)<br />
* {{file|Sonic3C 101222.zip|Sonic 3 Complete v101222}} (2.3MB, released 12/25/2010)<br />
* {{file|Sonic3C 101222 ips.zip|Optional customisation patches for v101226 or v101222}} (11KB, released 12/25/2010)<br />
* {{file|Sonic3C 100404.7z|Sonic 3 Complete v100404}} (1.88MB, released 04/04/2010)<br />
* {{file|Sonic3C 100404 ips.7z|Optional customisation patches for v100404}} (7KB, released 04/04/2010)<br />
* {{file|Sonic3C 100404 customizer.7z|Windows command-line customiser for v100404}} (16KB, released 04/04/2010)<br />
* {{file|Sonic3C 091230.7z|Sonic 3 Complete v091230}} (1.88MB, released 12/31/2009)<br />
* {{file|Sonic3C 091230 ips.7z|Optional customisation patches for 091230}} (8KB, released 12/31/2009)<br />
* {{file|Sonic3C 091224.7z|Sonic 3 Complete v091224}} (1.88MB, released 12/25/2009)<br />
<br />
==Credits==<br />
Based On: ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'', ''[[Sonic & Knuckles Collection]]'', ''[[Sonic Jam]]''<br><br />
Project Director: [[User:Tiddles|Tiddles]]<br><br />
Project & Design Consultants: [[User:Neo|Neo]], [[User:That One Jig|That One Jig]]<br><br />
Lead Programmer: [[User:Tiddles|Tiddles]]<br><br />
Program Special Thanks: [[User:Hayate|Hayate]], [[User:Flamewing|flamewing]], [[User:Shobiz|shobiz]], [[User:Mercury|Mercury]], [[User:MoDule|MoDule]], [[User:Redhotsonic|redhotsonic]], [[User:Cinossu|Cinossu]], [[User:LOst|LOst]]<br><br />
Graphic Options & Updates: [[User:That One Jig|That One Jig]], [[User:Neo|Neo]], [[User:Flamewing|flamewing]]<br><br />
Additional Graphics: [[User:Tribeam|Tribeam]], [[User:Tiddles|Tiddles]]<br><br />
Graphics Special Thanks: Cylent Nite, t0msonic, RadTH, AkumaTh<br><br />
Sound Program: [[User:Flamewing|flamewing]], [[User:Tiddles|Tiddles]]<br><br />
S&K Collection Music Ported & Arranged by: [[User:ValleyBell|ValleyBell]]<br><br />
Additional Music: [[Masato Nakamura]]<br><br />
Sound Special Thanks: [[Shigeaki Irie]], [[Masaaki Nishizawa]], [[Goro Takahashi]]<br><br />
Casual Mode Design: [[User:Hayate|Hayate]]<br><br />
Customisation System: [[User:Hayate|Hayate]]<br><br />
Web Customiser: [[User:Tiddles|Tiddles]]<br><br />
Web Special Thanks: Rangers51 ([http://www.cavesofnarshe.com/ Caves of Narshe])<br><br />
Box Cover Artwork: [http://hazard-the-porgoyle.deviantart.com/ Hazard the Porgoyle]<br><br />
Box Cover Design & Layout: [[User:Dark Sonic|Dark Sonic]], Rangers51, [[User:Tiddles|Tiddles]]<br><br />
Box Cover Translation: FrostPhoenix<br><br />
Box Cover Special Thanks: [[User:djshok|djshok]], Shenske<br><br />
Development Resources: [[Stealth]], [[User:Puto|Puto]], [[User:Snkenjoi|snkenjoi]], [[User:Jman2050|jman2050]], [[User:Andlabs|Andlabs]], [[User:Robjoe|Robjoe]], [[User:MarkeyJester|MarkeyJester]], [[User:Linncaki|Linncaki]], [[User:Cinossu|Cinossu]], [[User:Malevolence|Malevolence]], [[User:Alriightyman|Alriightyman]], [[User:MainMemory|MainMemory]], [[User:Hivebrain|Hivebrain]], [[User:Xenowhirl|Xenowhirl]], [[User:AamirM|AamirM]], [[User:Flamewing|flamewing]], [[User:ValleyBell|ValleyBell]], KRIKzz, [[User:Chilly Willy|Chilly Willy]], [[Erik JS]], [[User:Qiuu|qiuu]], [[User:Nineko|nineko]], [[User:Selbi|Selbi]], [[User:KingofHarts|KingofHarts]]<br><br />
Special Thanks: Waz, Allen, Geoffrey Penalty, [[User:Effexor|LightEffexor]], Super Gaming Bros., MrKaitoCain, [[User:Spanner|Spanner]], Revenance_VX, [[User:Josh|Josh Wallen]], [[The Taxman]], [[User:TmEE|TmEE]], [[SCHG]] Contributors<br />
<br><br />
Thanks to everyone who has made comments or suggestions, reported bugs, or promoted Sonic 3 Complete through posts, articles and videos.<br><br />
Presented by: [[Sonic Retro]]<br><br />
<br />
==Full List of Changes and Options==<br />
===''Sonic 3''-ification===<br />
*Tracks for title screen, invincibility, Knuckles' theme, miniboss, 1UP, ''Sonic 3'' ending, continue/race results, and data select are the ''[[Sonic the Hedgehog 3|Sonic 3]]'' versions by default.<br />
*Various music cues are flipped around to work with this:<br />
**Marble Garden 2 boss for Knuckles plays the standard zone boss theme.<br />
**Flying Battery 2 sub-boss plays the ''[[Sonic & Knuckles]]'' miniboss theme.<br />
**Hidden Palace plays ''Sonic 3'' miniboss for Knuckles fight, ''Sonic & Knuckles'' miniboss for Emerald theft.<br />
**The ''Sonic 3'' credits music plays during the ending before the main credits begin (replacing Sky Sanctuary)<br />
**The ''[[Blue Sphere]]'' difficulty screen now plays the Gumball Bonus music.<br />
*Many of the ''Sonic 3'' levels use their original ''Sonic 3'' object layouts by default, most notably Hydrocity 2 and Launch Base.<br />
**Knuckles' routes in these layouts were incomplete, but additions have been made to allow them to be played through.<br />
*''Sonic 1-3''-style monitor behaviour - jumping under the base of a monitor will make it fall.<br />
*Music no longer fades out before the Got Through screen<br />
*Act music no longer resumes after the Got Through screen before a zone transition.<br />
*Credits music has been replaced with the ''Sonic 3C'' [[Sonic the Hedgehog 3C (prototype 0517)|0517]] version.<br />
*Sonic/Tails have their final Launch Base 2 boss restored, with its ''Sonic 3'' sweeping behaviour.<br />
**The ability to hit characters out of their super form has not been reintroduced.<br />
**In a Sonic and Tails game, Tails does not appear for the final Launch Base bosses. Player 2 can press a button to make him appear.<br />
**Knuckles' version is unaffected.<br />
*The Special Stage results screen for Chaos Emerald stages is now styled much more like the version from ''Sonic 3'' alone. (The background color is white rather than grey.)<br />
*The Continue screen uses title card-style text as it did in ''Sonic 3'', rather than end credits-style text as it did in ''Sonic & Knuckles''.<br />
*Flying Battery shows up with its unused ''Sonic 3'' icon in Data Select.<br />
*Mushroom Hill is now named Mushroom Valley, as it was in the ''Sonic 3'' level select screen.<br />
*All references to "& Knuckles" removed, title screen positioning realigned to original setup. Zone title cards restored to ''Sonic 3'''s style.<br />
*The logo in the all-super emeralds ending now drops in from the top of the screen as in the ''Sonic 3'' credits<br />
*Playing as Sonic and Tails, Tails now arrives slightly later at the start of AIZ and faces right, as in ''Sonic 3'', and cannot move until Sonic can.<br />
*The save screen for Complete mode no longer shows counts of lives and continues (though these are still saved and loaded); its format has been made more compact, like the original Sonic 3 save screen.<br />
*Emeralds on the save screen now use the ''Sonic 3''-style flash cycle in all modes.<br />
<br />
===Features and Tweaks===<br />
*Before the original title screen appears, a game menu has been inserted to select between ''Sonic 3 Complete'', ''Sonic 3'', ''Sonic & Knuckles'' and ''Blue Sphere''.<br />
**Pressing {{B}} from the title screens of any of these games will return you to this game menu.<br />
*An Options menu has been provided to reconfigure many aspects of the game.<br />
**The originally-conceived zone order can be activated using the options menu, placing Flying Battery between Carnival Night and Icecap.<br />
**A "beta" palette of Flying Battery's indoor section can be put in place, which matches up with the previously unused Sonic 3 save icon.<br />
**Sonic Jam's Easy and Normal modes are available, complete with their unique features and level layouts.<br />
**Music from ''Sonic & Knuckles Collection'' converted by [[User:ValleyBell|ValleyBell]] can be swapped in, as can imports of [[Masato Nakamura]]'s main themes from the previous games.<br />
**Many of the music changes designed to make the game more ''Sonic 3''-like can be altered.<br />
**Level layout can be switched between ''Sonic 3'' and ''Sonic & Knuckles'' versions.<br />
**The game can be set to boot straight into one of the game modes, bypassing the game selection title screen.<br />
*Knuckles' introductory cutscene now plays in Angel Island rather than ''Sonic & Knuckles''' first zone, and feeds directly into the level rather than fading out and restarting.<br />
*Tails now has an introduction sequence, continue screen, and his own colours in the results screens.<br />
*Added an extra cutscene after Launch Base, showing the Death Egg crashing, based on the ''Sonic & Knuckles'' title screen.<br />
*Player 1 in a Sonic+Tails game can now put Tails into flight mode and direct him when being carried.<br />
**This is activated as in ''Sonic 1 2013'' (up+jump in midair).<br />
**When Tails is carrying Sonic, use up/down/left/right to direct Tails, as in the Marble Garden boss.<br />
***Alternatively, you can set the controls in this state to work as in Sonic 1 2013 through the options menu.<br />
**Unless this feature is disabled, the fire shield dash will not activate while the up button is being held, to allow the characters to connect more easily.<br />
*Super Sonic now has a full set of distinct sprites (for the default S3 look only).<br />
**Some of these are based on flamewing's [[Sonic Classic Heroes]] sprites with tweaks by That One Jig; others have been drawn by Neo.<br />
*Knuckles has improved and more consistent underwater colours.<br />
*Knuckles' special moves now respect underwater physics.<br />
*Hyper Sonic, Super Tails and Super/Hyper Knuckles now have distinct underwater palettes.<br />
*The Mushroom Valley demo sequence now plays as one of the ''Sonic 3'' demos.<br />
*Sonic's Angel Island intro can now be skipped using the {{Start}} button (only until Knuckles interjects).<br />
*For Super/Hyper forms to be invoked, you must press any button to jump, followed by a ''different button'' to double-jump.<br />
**To transform with debug mode enabled, you need to double-jump by pressing {{B}} while {{C}} is held down.<br />
**This allows Tails/Knuckles to play without powering up after having all emeralds.<br />
**Sonic can now transform even if he has a barrier.<br />
**Using the super transformation move while already transformed will allow you to turn back to normal.<br />
*While in super or hyper form, sped-up level music plays instead of invincibility music.<br />
*Super music changes now consistently have no effect during bosses.<br />
*Speed shoes monitors now have no effect when collected in super or hyper form.<br />
*You now need to collect 50 rings within the [[Bonus_Stage_(Sonic_3_&_Knuckles)#Rotating_Maze/Slot_Machine|slot machine bonus stage]] itself to get a continue.<br />
**Rings lost within the bonus stage will not take away from your collection total for the continue.<br />
**You can now do this in every slot machine bonus stage. Originally, you needed to wait until a new act or lose your rings in the main level.<br />
*Added a HUD element to the Slot Machine bonus stage to show progress towards a continue.<br />
*The rotation in the slot machine bonus stage is now smoother (thanks to Cinossu).<br />
*Separate title card icons for each zone, by [[User:Neo|Neo]].<br />
*After Hidden Palace, Knuckles is replaced by Robotnik on Sonic's continue screen<br />
*Super/Hyper characters detransform if they are killed.<br />
*Minor alterations to the Icecap intro to maintain day-night cycle consistency.<br />
*The screen now pulls up after Carnival Night 1's miniboss, to make the signpost easier to control.<br />
*New credits font designed to better fit with the title card style.<br />
*The existing ''Sonic 3 & Knuckles'' cheats work, plus:<br />
**{{right}}{{left}}{{left}}{{left}}{{right}} on ''Sonic 3''/''Sonic & Knuckles'' title screen menu switches region graphics (Tails/Miles, TM signs)<br />
**{{left}}{{left}}{{right}}{{right}}{{left}}{{left}}{{left}}{{left}} on the ''Sonic 3'' or ''Sonic & Knuckles'' title screen menu enables level select.<br />
**01 03 05 07 on sound test enables debug<br />
***With debug enabled, all restrictions on zone access and character choice are lifted, even in ''Sonic 3'' and ''Sonic & Knuckles'' modes.<br />
**02 04 05 06 on sound test gives all Chaos Emeralds<br />
***This will not reset the status of anything done with Hidden Palace Zone/Super Emeralds<br />
**12 14 15 16 on sound test gives all super emeralds<br />
**When paused and level select is enabled, the {{A}} button now exits to different places:<br />
***1P level/Special Stage: level select<br />
***Grand Prix: GP results<br />
***Match Race: Match Race setup<br />
***Time Attack: Time Attack setup<br />
*"DEATHEGG" and "THE DOOMSDAY" changed to the more sensible "DEATH EGG" and "DOOMSDAY" in level select.<br />
*Level Select now has the Data Select background, replacing the ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' SONIC/MILES pattern.<br />
**In ''Sonic & Knuckles'' mode, the ''Blue Sphere'' background is used instead.<br />
*Added entries to Level Select for the Gumball Bonus Stage and the Hidden Palace Special Stage entryway.<br />
*Level Select has been rearranged to better reflect the actual zone arrangement.<br />
*New icons have been added to the level select screen to better display character selection.<br />
*New level select and data select font, designed to be similar in style to the title card font.<br />
**This rectifies text spacing issues when displaying the final zones in data select.<br />
*Sound effect 7F will now speed up music as if speed shoes were active when used in the level select.<br />
**7E returns to normal speed, as does starting another track.<br />
*The sound test will always play ''Sonic 3'' tracks from their original slots. The alternative versions can be played from entry F0 upwards.<br />
*All monitor types are now available in debug mode.<br />
<br />
===Bugfixes===<br />
*Knuckles appears in the same colours throughout the game, both in cutscenes and as a playable character.<br />
*Knuckles now fights [[EggRobo]] in Flying Battery 2.<br />
*Workaround added to Mushroom Valley 2 and Sandopolis 2 bosses to prevent Knuckles from sometimes seeing [[Robotnik]] instead of the EggRobo.<br />
*You will no longer lose shields if hit from the blue spinning platforms in Marble Garden.<br />
*Knuckles is no longer blocked from his normal Carnival Night exit when arriving from above<br />
*The correct music will always resume when coming back from a special stage or bonus stage (Angel Island Zone 1, IceCap Zone 1).<br />
*Fixed Knuckles being unable to jump off underwater objects<br />
*Fixed the [[sega:HUD|HUD]] shadow colour in Angel Island.<br />
*The underwater character palette now reverts properly when Tails or Knuckles lose their super form.<br />
*When the lights go out in Carnival Night, the underwater palette also changes to reflect this (thanks to [[User:Neo|Neo]]).<br />
*The slot machine bonus stage now awards a continue through rings collected in the slot machine as well as around the sides.<br />
*Many player sprite and mapping issues have been fixed, and remaining ''Sonic 2''-alike sprites have been replaced.<br />
**Thanks go to [[User:That One Jig|That One Jig]] for these sprite improvements.<br />
*Fixed a number of issues involving speed being incorrectly set when water and/or super sneakers and/or super transformations were involved (thanks to [[User:MoDule|MoDule]]).<br />
*It is no longer possible to confuse the camera by ducking and jumping in a wrapped level, thereby moving through objects (thanks to [[User:Flamewing|flamewing]] and [[User:Redhotsonic|redhotsonic]]).<br />
*Rings attracted by the lightning shield are no longer confused by level wrapping (thanks to [[User:Flamewing|flamewing]]).<br />
*The lightning shield can now successfully attract rings when the player is at the extreme top or left of the level (thanks to [[User:Flamewing|flamewing]]).<br />
*Knuckles no longer shifts forward a pixel when looking up.<br />
*The boss music gives way to the act music at the end of Sandopolis 1 and Lava Reef 2.<br />
*The correct music will resume after a drown timer while fighting the Hydrocity bosses.<br />
*Fixed issues with Tails flying Sonic into various objects and/or their areas of effect.<br />
*Tails carrying Sonic to the floor no longer results in Sonic being able to walk around during level results.<br />
*Fixed underwater tired animation selection for Tails carrying Sonic<br />
*Sonic will no longer gain strange physics when Tails smashes an ice block from under him.<br />
*Fixed occasional glitched graphics/animations for Sonic when Tails places him on the ground.<br />
*The camera vertical offset will now reset when Tails carries Sonic.<br />
*Fixed sprite misalignment when Tails carries Sonic in Sonic alone mode<br />
*Stopped running animation being displayed in place of victory or super transform animation when in front of a solid object<br />
*Fix for some giant rings in Mushroom Valley/Hill not appearing when continuing a save imported from Sonic 3.<br />
*Tails no longer trails along in flying animation when landing on objects (thanks to redhotsonic)<br />
*Tails' tails also flash when he is invulnerable (thanks to redhotsonic)<br />
*Fixed spindash cancellation on screen boundaries and when jumping immediately (thanks to flamewing)<br />
*Tails alone no longer has extra tails in the Launch Base Zone 2 ending cutscene. <br />
*Tails' tails no longer disappear while he is jumping after the credits<br />
*Fixed Super Sonic appearing in the wrong pose when dropped by Tails (visible during the final Marble Garden boss).<br />
*2P Tails is less prone to suicide before the final battles of [[Launch Base]] Zone.<br />
*Fire dashing or spindashing into the Death Egg boss area no longer causes collision issues.<br />
*In certain circumstances, it is possible to break Launch Base pipes containing water without following the water through the tube. Going offscreen would cause the water jet to be lost, rendering further progress impossible. The water jets now respawn correctly.<br />
*The initial restart locations for Act 2 of Angel Island, Hydrocity, Launch Base and Lava Reef now better reflect the act 1 finish positions, making time results more comparable.<br />
*Attached platforms and objects are removed after the Launch Base building collapses.<br />
*The [[capsule]] at the end of Hydrocity is now correctly centred for Sonic and Tails.<br />
*SONIC text is no longer backwards when the [[Tornado]] flies left during the ending.<br />
*Sonic's exit from Lava Reef to Hidden Palace is now blue rather than red.<br />
*The music tempo glitch at the beginning of Doomsday has been removed.<br />
*Collecting extra lives will not increase the counter past 99.<br />
*Fixed possible Marble Garden 2 boss corruption after killing a Spiker with hyper dash.<br />
*The normal super transformation sound effect is now used in Doomsday.<br />
*Fixed bugs relating to the Icecap act transition: you can no longer fly over the boss, and dying without having hit a starpost will correctly return you to the start of Icecap 1.<br />
*Fixed spring artwork occasionally not being loaded for the Gumball Bonus Stage.<br />
*It is no longer possible to gain additional lives for having 100 and 200 rings in the Lava Reef boss area if those lives were already earned earlier in act 2.<br />
*The Lava Reef and Death Egg boss areas will remember their starting timer if you die and restart (unless you die from a time over)<br />
*Robotnik's bald shine on the save screen is no longer red.<br />
*The Launch Base music now only restarts once after Knuckles defeats the Act 1 boss.<br />
*Drowning timer resets when turning hyper, along with music if necessary<br />
*Knuckles no longer turns into Sonic at the end of the slot machine bonus stage.<br />
*Various double jump fixes for Sonic, mostly involving unintentionally going into a slow bubble bounce by double jumping right before a bubble shield activated.<br />
*Fixed bug where a time over would not restart the starpost timer after continuing from a game over.<br />
*Fixed final Launch Base boss code to release Sonic from the arm after the boss is defeated - this was firing in the wrong situation, making Sonic always drop to standing after clearing the boss, but leaving him stuck if Tails killed the boss while Sonic was held.<br />
*Fixed object and ring layout oddities in various zones, including the infamous double ring in Angel Island 1 and the improperly retracting spikes in Carnival Night 2.<br />
*Super Tails' flickies no longer ruin the Sandopolis miniboss or the first Death Egg 2 boss.<br />
*Fixed duff palette cycle when retransforming into super/hyper form<br />
*Fixed Tails using the wrong sprite when hit by the boulder in Lava Reef.<br />
*The Death Egg no longer appears in the background of Lava Reef when playing as Knuckles.<br />
*Tails will drop out of flight mode if he is tired and hits a diagonal spring in Carnival Night, preventing him from getting stuck.<br />
*Insta-shield now deflects projectiles, as appears to have been intended all along<br />
*Tails' flight now only deflects projectiles if they hit his tails. (Previously he could deflect anywhere, but only if falling.)<br />
*Prevented super transformation during snowboard sequence<br />
*Fixed odd palette on HUD lives numbers in some levels<br />
*Fixed issue with continues not being saved unless a special stage is completed<br />
*Fixed occasional misalignment of continue screen<br />
*Fixed wrong tiles on Continue screen if you hit Game Over with Super/Hyper Sonic<br />
*Fire sprites no longer appear underwater in Angel Island<br />
*It is no longer possible to repeatedly double-jump in the Hydrocity fan tubes<br />
*Incorrect grabber arm sprite on DEZ final boss fixed - now uses the latched rather than open variant.<br />
*Fixed jittering screen lock after Marble Garden 1 miniboss<br />
*Workaround added to avoid occasional loss of music track change if requested during the 1up sting.<br />
*Added [[User:MoDule|MoDule]]'s bugfixes for jumping out of shallow water, roll jump hitbox and Tails' camera height<br />
*Fixed a number of cases where Sonic or Tails would stay in midair and gain odd physics if a pillar was smashed from beneath them<br />
*Stopped 2P Tails from being able to misfire the cannon at the end of CNZ.<br />
*Tails now shows his full victory animation on the Blue Sphere difficulty screen.<br />
*Fixed players standing in the ground during their victory animations if they were previously rolling.<br />
*Fixed control improperly unlocking if a hurt player falls in a Carnival Night cannon<br />
*Sonic and Tails can no longer use super powers to break the switch back into Knuckles' route at the end of Launch Base.<br />
*In a Sonic alone game, Tails no longer gets stuck jumping on the ground after flying Sonic in.<br />
*Fixed rare issue where the AIZ2 cutscene bridge collapse would trigger too soon.<br />
*Fixed a rare situation that could freeze the player in place if transforming just as the timer expires (thanks to flamewing).<br />
*Fixed Knuckles' socks and pink palette in continue icon in Super Emerald special stage results<br />
*Fixed wrong colours on Super Emerald 6 (the leftmost one) as Sonic or Tails in Special Stage results<br />
*The Sky Sanctuary main melody is no longer muted by ring collection.<br />
*It is no longer impossible for Knuckles to defeat the Death Egg miniboss.<br />
*Fixed sprite misalignment on Flying Battery midboss and Knuckles' waving off animation in Sky Sanctuary<br />
*Fixed CNZ vacuum tube whose art was pointing in the wrong direction.<br />
*Follower Tails now behaves more sensibly at the end of Mushroom Valley/Hill.<br />
*Fixed abrupt/unsynced camera/music transition at the end of Sandopolis 2.<br />
*The rumbling sound during the closing sequence of Flying Battery is no longer missing when restarting from the final starpost.<br />
*The falling animation is used after the Mushroom Valley/Hill Knuckles cutscene instead of the walking animation.<br />
*Fixed odd palette cycle stop point on Super/Hyper Knuckles during his ending.<br />
*Fixed Sonic incorrectly appearing as Hyper Sonic briefly during the ending when he shouldn't be able to.<br />
*Jump height off Hydrocity rotating cylinders is now appropriately reduced when underwater.<br />
*Level music no longer double-restarts before final boss in Death Egg<br />
*Competition music no longer restarts while navigating competition menus.<br />
*Debug: Hyper Knuckles can now wall smash when turned hyper by a monitor.<br />
*Debug: Tails' ring counter now falls in Doomsday.<br />
*Debug: Characters other than Sonic appear correctly in Doomsday.<br />
*Debug: Knuckles exits Doomsday to the title screen instead of a broken Sonic ending.<br />
*Debug: Going into debug when dead now restarts object processing.<br />
*Debug: The debug cursor now respects screen locking.<br />
<br />
===Changes specific to ''Blue Sphere''===<br />
*Tails has been added as a playable character in Blue Sphere.<br />
*While playing a special stage through Blue Sphere, pressing {{B}} while paused will return to the Blue Sphere select screen.<br />
*Pressing {{B}} on the Blue Sphere menu screen will now return to the title screen. Your progress will be retained until you reset or turn off the game.<br />
<br />
===Changes specific to ''Sonic 3''===<br />
*The included ''Sonic 3'' runs completely on top of ''Sonic 3 Complete'''s engine, and hence inherits all relevant improvements from ''Sonic 3 & Knuckles'' and ''Sonic 3 Complete'', while retaining its own layouts, save files, bonus stage structure, etc.<br />
* The credits list used is from ''Sonic 3 & Knuckles'' to reflect the integration of the games in this collection.<br />
*On the "Try Again" ending screen, the emeralds juggled by Knuckles are now coloured correctly.<br />
*The Death Egg's behaviour at the end of the game has been slightly altered to match the complete story.<br />
*Tails retains his unique game clear icons on the save screen.<br />
*If no saves are present for ''Sonic 3'' mode, the game will attempt to import data from the complete game where appropriate.<br />
<br />
===Changes specific to ''Sonic & Knuckles''===<br />
* The credits list used is from ''Sonic 3 & Knuckles'' to reflect the integration of the games in this collection.<br />
<br />
===Options===<br />
====Menu Options====<br />
*Skip the game select screen and start one of the individual games immediately on boot up.<br />
*Play through the "Easy" and "Normal" versions of the game introduced in Sonic Jam.<br />
*Use the full set of ''Sonic 3'' or ''Sonic & Knuckles'' level layouts.<br />
*Play Flying Battery in its original position between Carnival Night and Icecap, and/or with an earlier colour scheme design.<br />
*Disable the added ability for Sonic to control Tails' flight, or swap the carrying controls for those used in ''Sonic 1 2013''.<br />
*Choose between the various soundtrack options for individual tracks, including ''Sonic & Knuckles Collection'' and Nakamura themes, or configure the game to use different soundtracks in each mode.<br />
*Go back to using the invincibility music for super/hyper transformations, or use the unused PC track for this purpose.<br />
*Disable all music (useful to set a gameplay video to an alternative soundtrack)<br />
*Change the moves and abilities available, so that the game plays more like other classic Sonic games.<br />
*Use the original ''Sonic 3 & Knuckles'' double-jump/transformation button setup (any double-jump invokes a super form transformation, if available, unless Sonic has a shield, which prevents transformation).<br />
*Disable the ability to cancel out of super or hyper forms.<br />
<br />
====Patches====<br />
*Use player sprites and palettes styled based on ''Sonic 1'' or ''Sonic 2''. The sprites were put together by [[User:That One Jig|That One Jig]] and [[User:Neo|Neo]].<br />
*Use monitor sprites based on those seen in the first two games, also edited by [[User:That One Jig|That One Jig]].<br />
*Remove elemental shields and replace them with ''Sonic 1'' or ''Sonic 2''-style shields.<br />
*Disable the [[Launch Base Zone bosses#Third Boss (Big Arm)|Big Arm]] boss in Launch Base 2 (use the ''Sonic 3 & Knuckles'' sequence).<br />
*Skip the new cutscene following Sonic and Tails' Launch Base<br />
*Continue Knuckles' fight music throughout the remainder of Hidden Palace<br />
*Use the original ending music (Sky Sanctuary instead of ''Sonic 3'' Credits) - this can be set separately for Sonic's and Knuckles' endings.<br />
*Start the ''Sonic 3'' Credits music with the credit sequence (best used when the ending music has been changed back to Sky Sanctuary, otherwise the below patch is more useful) - this can be set separately for Sonic's and Knuckles' endings.<br />
*Allow the ending music to continue through both into the credits - this can be set separately for Sonic's and Knuckles' endings.<br />
*Revert to the original method of gaining continues from the slot machine bonus stage<br />
*Remove the extra continue counter HUD from the slot machine bonus stage<br />
*Rename Mushroom Valley back to Mushroom Hill<br />
*Revert to the old daytime-ish Icecap intro colour scheme<br />
*Require 50 rings in Complete mode instead of 20 at a starpost in to access a bonus stage, as in ''Sonic 3''.<br />
*Always play Gumball bonus stages in Complete mode, as in ''Sonic 3''.<br />
*Use "cutscene pink" for Knuckles' main colours<br />
*Use ''S&K'' monitor behaviour (monitors break from any direction)<br />
*Use the ''Sonic 3'' credits music as the level music for Hidden Palace.<br />
*Revert to using the original title card act icons for every zone.<br />
*Restore extra lives and continues information to the Complete save screen.<br />
*Toughen up the ''Sonic 1''-style control options, removing the ability to spindash. (Note that this makes the game impossible to complete on anything other than Easy mode!)<br />
*Revert to the original, incomplete set of sprites for Super Sonic.<br />
<br />
===Known Issues in the Current Release===<br />
*The menu setting to change the S3 Credits music to the ''Sonic & Knuckles Collection'' version does not affect the final credits if the customiser patch is used to place this track in that position. This will be resolved in a future release. This does not affect anything in plain, uncustomised builds.<br />
*Changes made in the Options menu will not be saved to or loaded from SRAM when using the Regen emulator. This is seemingly due to Regen limiting the size of SRAM and does not affect flashcarts or any other tested emulators. It is still possible to use the menus if desired, but changes will not be saved after a hard reset or closing the emulator. Savestates may be used to preserve selected options.<br />
*The emulators Generator and Genesis Plus (non-GX) appear to treat banked SRAM incorrectly, leading to part of the game becoming corrupted. The effects vary from build to build, as the damage is isolated to a particular ROM location which contains different data in different versions. As of version 130810, this causes Mushroom Valley to be severely damaged and essentially unplayable. Once again, this issue does not affect usage on real hardware or other tested emulators. If you like Genesis Plus, note that emulators based on Genesis Plus GX do not exhibit this issue.<br />
*Many known issues in ''Sonic 3 & Knuckles'' continue to be present.<br />
<br />
==External Links==<br />
<br />
*{{LinkRetro|topic=18808|title=Release topic on Sonic Retro Message Board}}<br />
* [http://www.s3complete.org/ External website]<br />
* [http://www.s3complete.org/customiser/ Customiser for the current version]<br />
<br />
==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_2_Delta&diff=297534
Sonic 2 Delta
2019-10-13T08:27:31Z
<p>Dank: </p>
<hr />
<div>{{Hack<br />
|screen=S2Delta.png<br />
|credits=[[User:Esrael|Esrael]]<br />
|version=v0.26<br />
|date=2017-12-27<br />
|status=Active<br />
|originalgame=Sonic the Hedgehog 2 (16-bit)<br />
|system=[[sega:Sega Mega Drive|Sega Mega Drive]]<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=yes<br />
|basicenginemods=<br />
|advenginemods=}}<br />
<br />
'''''Sonic 2 Delta''''' is a groundbreaking series of [[sega:ROM hacking|ROM hacks]] by famed [[Sonic scene]] member [[User:Esrael|Esrael Neto]], which restores several deleted levels and prototype elements to ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' for the [[sega:Sega Mega Drive|Sega Mega Drive]]. Various features of ''Sonic 2 Delta'', common across the series despite the existence of several versions/branches of the hack, include the use of art and music from the betas and ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and re-implementation of [[badniks]] that had been removed from the final game. The level order of ''Sonic 2 Delta'' is also similar to the original intended order, rather than that used in the final version.<br />
<br />
The main version of this hack is entitled ''Sonic 2 Delta'' and was based upon the [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]], before version 0.24 transferred the codebase to ‘revision 2’ of ''Sonic 2'' from ''[[Sonic Compilation]]''. More information on the various lineages and their history is detailed in the section “Other versions” below.<br />
<br />
A hack similar in concept, called ''[[Sonic 2 Long Version]]'', has been released by another hacker, [[User:Sonic Hachelle-Bee|Sonic Hachelle-Bee]].<br />
<br />
===Levels===<br />
The order of levels is directly as shown in the newly implemented Data Select menu:<br />
*[[Green Hill Zone]]: Straight from ''Sonic 1''!<br />
*[[Emerald Hill Zone]]: Contains prototype layout elements, and the [[Coconuts]] [[badnik]]s are replaced with the scrapped [[Snail]] badniks.<br />
*[[Winter level|Winter Hill Zone]]: The graphics that are used are unlike any descriptions ever given of the winter level, other than the winter setting. There are trees present but not Christmas trees. Also, no graphics from the (also scrapped) desert level, [[Dust Hill Zone]], are reused; this differs from the official team’s plans for it to be largely a palette-swap (similar to what [[Hill Top Zone]] is of [[Emerald Hill Zone]]). The BGM and boss used are those of [[Marble Zone]] from ''Sonic 1''.<br />
*[[Wood Zone]]: The graphics are similar to what is seen in the [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]]. It uses a different BGM (2 player Emerald Hill Zone, but slower). It reuses the ARZ Boss.<br />
*[[Dust Hill Zone]]: Uses graphics similar to the mockup screenshot of [[Dust Hill Zone]] that was featured in many magazines. It's a desert-only setting. The BGM used is from [[Oil Ocean Zone]] but slower. The boss of [[Emerald Hill Zone]] is reused for this level, with no alterations.<br />
*[[Chemical Plant Zone]]: Small minor alterations were made, such as the loops having slanted corners, like in the prototype.<br />
*[[Labyrinth Zone]]: From Sonic 1.<br />
*[[Aquatic Ruin Zone|Neo Green Hill Zone]]: Sonic 2's ARZ with its prototype name, and music.<br />
*[[Star Light Zone]]: From Sonic 1.<br />
*[[Casino Night Zone]]: As mentioned previously, it has been reverted to its beta form.<br />
*[[Marble Zone]]: From Sonic 1.<br />
*[[Hill Top Zone]]<br />
*[[Spring Yard Zone]]: From Sonic 1.<br />
*[[Mystic Cave Zone]]<br />
*[[Hidden Palace Zone]]: The graphics and layout are the same as those found in the Nick Arcade prototype. The BGM used is the same that was used in the final version of ''Sonic 2''. A lift can be found on the long ramp; this was unused in the Nick Arcade prototype. The previous zone's boss is repeated in this zone.<br />
*[[Oil Ocean Zone]] - 'beta style', with different music and the ride-able balls found in the betas.<br />
*[[Metropolis Zone]]<br />
*[[Genocide City Zone]]: The background graphics of Oil Ocean Zone are reused but in a night-time setting. The foreground also reuses graphics from Chemical Plant Zone. Despite having 2 acts, there is no act marker on the title card. Water can be found in Act 2. The Chemical Plant Zone boss is reused here.<br />
*[[Scrap Brain Zone]]: From Sonic 1.<br />
*[[Final Zone]]: Also from Sonic 1.<br />
*[[Wing Fortress Zone|Sky Fortress Zone]]<br />
*[[Sky Chase Zone]]<br />
*[[Death Egg Zone]]: Slightly different in that: A. You get 3 rings to start the zone, and B. The music is from the beta.<br />
<br />
==Downloads==<br />
===Latest version===<br />
{{Download|version=v0.26|file=Sonic_2_Delta_v026.rar|filesize=1.23 MB}}<br />
*Intermediate versions between this and v0.24a can be downloaded in {{LinkRetro|topic=28727|title=the v0.24 release thread}}.<br />
<br />
===Prior versions===<br />
*[[Media:Deltav025a.rar|''Sonic 2 Delta'' v0.25a]] (1.23 MB, released 2015-04-04)<br />
*[[Media:deltav024sram.6.rar|''Sonic 2 Delta'' v0.24sram]] (1,18 MB, released 2012-08-27)<br />
*[[Media:deltav024a.rar|''Sonic 2 Delta'' v0.24a]] (1.18 MB, released 2012-05-06)<br />
*[[Media:deltav024.rar|''Sonic 2 Delta'' v0.24]] (1.18 MB, released 2012-05-01)<br />
*[[Media:Sonic_2_Delta_V0.23.zip|''Sonic 2 Delta'' v0.23]] (873 KB, 2008-10-15)<br />
*[[Media:Sonic_2_Delta_V0.22.zip|''Sonic 2 Delta'' v0.22]] (714 KB, 2008-09-02)<br />
*[[Media:Sonic_2_Delta_V0.21.zip|''Sonic 2 Delta'' v0.21]] (688 KB, 2006-08-15)<br />
*[[Media:Sonic_2_Delta_V0.20.zip|''Sonic 2 Delta'' v0.20]] (687 KB, 2006-02-08)<br />
*[[Media:Sonic_2_Delta_V0.19.zip|''Sonic 2 Delta'' v0.19]] (618 KB, 2003-02-04)<br />
*[[Media:Sonic_2_Delta_V0.18.zip|''Sonic 2 Delta'' v0.18]] (679 KB, 2002-08-03)<br />
*[[Media:Sonic_2_Delta_V0.17.zip|''Sonic 2 Delta'' v0.17]] (676 KB, 2002-06-23)<br />
*[[Media:Sonic_2_Delta_V0.16a.zip|''Sonic 2 Delta'' v0.16a]] (668 KB, 2002-05-11)<br />
*[[Media:Sonic_2_Delta_V0.16.zip|''Sonic 2 Delta'' v0.16]] (668 KB, 2002-05-11)<br />
*[[Media:Sonic_2_Delta_V0.15.zip|''Sonic 2 Delta'' v0.15]] (662 KB, 2002-05-05)<br />
*[[Media:Sonic_2_Delta_V0.14.zip|''Sonic 2 Delta'' v0.14]] (661 KB, 2002-04-28)<br />
*[[Media:Sonic_2_Delta_V0.13.zip|''Sonic 2 Delta'' v0.13]] (630 KB, 2002-04-13)<br />
*[[Media:Sonic_2_Delta_V0.12.zip|''Sonic 2 Delta'' v0.12]] (627 KB, 2002-03-29)<br />
*[[Media:Sonic_2_Delta_V0.11.zip|''Sonic 2 Delta'' v0.11]] (622 KB, 2002-03-09)<br />
*[[Media:Sonic_2_Delta_V0.10.zip|''Sonic 2 Delta'' v0.10]] (614 KB, 2002-03-05)<br />
*[[Media:Sonic_2_Delta_V0.09.zip|''Sonic 2 Delta'' v0.09]] (634 KB, 2002-02-22)<br />
*[[Media:Sonic_2_Delta_V0.08.zip|''Sonic 2 Delta'' v0.08]] (617 KB, 2002-02-10)<br />
*[[Media:Sonic_2_Delta_V0.07.zip|''Sonic 2 Delta'' v0.07]] (617 KB, 2002-01-26)<br />
*[[Media:Sonic_2_Delta_V0.06a.zip|''Sonic 2 Delta'' v0.06a]] (639 KB, 2002-01-14)<br />
*[[Media:Sonic_2_Delta_V0.06.zip|''Sonic 2 Delta'' v0.06]] (614 KB, 2002-01-12)<br />
*[[Media:Sonic_2_Delta_V0.05.zip|''Sonic 2 Delta'' v0.05]] (614 KB, 2001-12-30)<br />
*[[Media:Sonic_2_Delta_V0.04.zip|''Sonic 2 Delta'' v0.04]] (614 KB, 2001-12-23)<br />
*[[Media:Sonic_2_Delta_V0.03.zip|''Sonic 2 Delta'' v0.03]] (614 KB, 2001-12-15)<br />
*[[Media:Sonic_2_Delta_V0.02a.zip|''Sonic 2 Delta'' v0.02a]] (614 KB, 2001-12-09)<br />
*[[Media:Sonic_2_Delta_V0.02.zip|''Sonic 2 Delta'' v0.02]] (614 KB, 2001-12-08)<br />
*[[Media:Sonic_2_Delta_V0.01.zip|''Sonic 2 Delta'' v0.01]] (614 KB, 2001-12-02)<br />
<br />
==Other versions==<br />
As well as the main branch, titled simply ''Sonic 2 Delta'', Esrael has also created several hacks based upon other versions of ''Sonic 2''.<br />
===''Sonic 2 Delta II''===<br />
A hack of the final version of ''[[Sonic the Hedgehog 2]]''.<br />
{{Download|title=''Sonic 2 Delta II''|version=0.10a|file=Sonic_2_Delta_2_V0.10a.zip|filesize=996 KB}}<br />
*[[Media:Sonic_2_Delta_2_V0.10.zip|''Sonic 2 Delta II'' v0.10]] (993 KB, released 2004-05-15)<br />
*[[Media:Sonic_2_Delta_2_V0.09.zip|''Sonic 2 Delta II'' v0.09]] (946 KB, 2003-11-22)<br />
*[[Media:Sonic_2_Delta_2_V0.08.zip|''Sonic 2 Delta II'' v0.08]] (945 KB, 2003-08-24)<br />
*[[Media:Sonic_2_Delta_2_V0.07.zip|''Sonic 2 Delta II'' v0.07]] (854 KB, 2002-12-17)<br />
*[[Media:Sonic_2_Delta_2_V0.06.zip|''Sonic 2 Delta II'' v0.06]] (832 KB, 2002-10-04)<br />
*[[Media:Sonic_2_Delta_2_V0.05a.zip|''Sonic 2 Delta II'' v0.05a]] (976 KB, 2002-08-17)<br />
*[[Media:Sonic_2_Delta_2_V0.05.zip|''Sonic 2 Delta II'' v0.05]] (976 KB, 2002-08-14)<br />
*[[Media:Sonic_2_Delta_2_V0.04a.zip|''Sonic 2 Delta II'' v0.04a]] (808 KB, 2002-06-14)<br />
*[[Media:Sonic_2_Delta_2_V0.04.zip|''Sonic 2 Delta II'' v0.04]] (808 KB, 2002-06-14)<br />
*[[Media:Sonic_2_Delta_2_V0.03.zip|''Sonic 2 Delta II'' v0.03]] (818 KB, 2002-05-26)<br />
*[[Media:Sonic_2_Delta_2_V0.02.zip|''Sonic 2 Delta II'' v0.02]] (798 KB, 2002-05-16)<br />
*[[Media:Sonic_2_Delta_2_V0.01.zip|''Sonic 2 Delta II'' v0.01]] (794 KB, 2002-05-13)<br />
<br />
===''Sonic 2 Delta III''===<br />
A hack of Revision 02 of ''[[Sonic the Hedgehog 2]]''.<br />
{{Download|title=''Sonic 2 Delta III''|version=0.2|file=Sonic_2_Delta_III_V0.2.zip|filesize=845 KB}}<br />
<br />
*[[Media:Sonic_2_Delta_III_V0.1.zip|''Sonic 2 Delta III'' v0.1]] (820 KB, 2003-03-29)<br />
<br />
===''Sonic 2 Delta IV''===<br />
The newest edition of ''Sonic 2 Delta'', based on [[Sonic 2 Beta 4]].<br />
{{Download|title=''Sonic 2 Delta IV''|version=0.01|file=Sonic_2_Delta_4_V0.01.rar|filesize=713 KB}}<br />
<br />
===''Sonic 2 Delta 0''===<br />
A hack of the [[Sonic the Hedgehog 2 (Nick Arcade prototype)|Nick Arcade prototype]] of ''Sonic 2''.<br />
{{Download|title=''Sonic 2 Delta 0''|version=0.03|file=Sonic_2_Delta_0_V0.03.rar|filesize=564 KB}}<br />
<br />
==See also==<br />
* ''[[Sonic 3 Delta]]'' - a related hack of [[Sonic the Hedgehog 3]], with the levels of ''[[Sonic & Knuckles]]'' implemented<br />
* ''[[Sonic the Hedgehog 2 Delta level maps]]<br />
''<br />
<br />
==External links==<br />
*[http://www.sonichacking.com/ Esrael Sonic Hacking H.P.] – Official ''Sonic 2 Delta'' website (in Portuguese).<br />
{{LinkRetro|topic=34189|title=Release thread}} at [[Sonic Retro]].<br />
<br />
==References==<br />
<references /></div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(arcade_game)&diff=297532
Sonic the Hedgehog 2 (arcade game)
2019-10-13T07:44:31Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic2Megaplay.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Mega-Tech]] and [[Mega Play]]<br />
| europe=<br />
| usa=<br />
| genre=Action<br />
| players=1-2<br />
}}<br />
'''''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''''' was one of the games adapted for release in arcades for both the [[Mega-Tech]] and [[Mega Play]] hardware.<br />
<br />
The Mega-Tech version is essentially the same as the [[Mega Drive]] game. Cheat codes still work and the two player mode and options screen are still present. Also, like all Mega-Tech games there is a time limit on how long the game can be played and high score table on the top screen. The time limit can be increased by inserting quarters.<br />
<br />
The Mega Play version has a number of differences from the Mega Drive game but less than the ''[[Sonic the Hedgehog (arcade game)|Sonic 1 Mega Play version]]'' did. Cheat codes cannot be used as the Options menu is missing. The two player mode selection is present and accessible by inserting two credits to play (one for each player) and pressing the 2P start button. The mode behaves slightly differently, presenting the continue screen after either player wins a [[zone]] and prompting the two players to insert credits and try again. In the 1-player mode, neither 50,000 points nor 100 [[ring]]s awards the player with an extra life. Instead, the player is awarded a single 1-up at 30,000 points in order to make the game more difficult for an arcade experience. In the single-player game, 1-up [[monitor]]s are replaced with 10 ring monitors, and 1-up monitors will not come up on the random monitors in 2-player mode. All Zones are present, unlike in the Mega Play version of ''Sonic 1''. [[Special Stage (Sonic the Hedgehog 2 16-bit)|Special Stages]] are also missing and when passing a [[checkpoint]] no circle of stars will appear. Although no [[Chaos Emeralds]] can be collected you will automatically receive the good ending when completing the game. There is also no high score table. In the 1-player mode, the time counter on the HUD has been removed completely, but it is still present for both participants in the 2-player mode.<br />
<br />
==Physical scans==<br />
<br />
{{Scanbox<br />
| console=MegaPlay<br />
| region=EU<br />
| front=Sonic the hedgehog2 mega play ARCADE EU.jpg<br />
}}<br />
{{Scanbox<br />
| console=MegaTech<br />
| region=US<br />
| front=Sonic the hedgehog2 mega tech ARCADE US.jpg<br />
}}<br />
{{SonicArcadeGames}}<br />
[[Category:Arcade games]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(8-bit)_AutoDemo&diff=297530
Sonic the Hedgehog 2 (8-bit) AutoDemo
2019-10-13T05:39:39Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic2AutoDemo GG title.png<br />
| scale=1.2<br />
| title=Sonic the Hedgehog 2 AutoDemo<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Aspect Co. Ltd|Aspect Co. Ltd]]<br />
| system=[[sega:Sega Game Gear|Sega Game Gear]]<br />
| romsize=256 KB<br />
| genre=Action<br />
}}<br />
<br />
The '''''Sonic the Hedgehog 2 AutoDemo''''' is a [[sega:Sega Game Gear|Sega Game Gear]] EPROM cartridge demonstrating the then-upcoming release of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''. It was sent to several magazines worldwide for preview purposes. On July 14, 2014, [[User:Orengefox|Orengefox]] obtained a copy of the AutoDemo, and the ROM was released to the public in August.<br />
<br />
As the name may suggest, this ''Sonic 2'' AutoDemo is not playable - instead, the demo plays itself, starting with a simplified introduction sequence and title screen (much like the final game), before continuing with [[Sonic]] running through an early version of [[Green Hills Zone]] (complete with loop), gliding through a largely empty [[Sky High Zone]], and briefly riding one of [[Under Ground Zone]]'s [[minecart]]s. Following this, a static "Coming Soon" screen appears, and the demo loops from the beginning.<br />
<br />
A single music track plays throughout the demo - one not present in the final game. Much is different from the retail release of ''Sonic 2'', most notably the introduction and title screens and the Green Hills Zone tileset. [[Tails]] is also completely missing.<br />
<br />
Many early screenshots of the game shown during development are thought to originate from this demo - the primary giveaway being that as gameplay is always the same, the ring and time counts at specific points never change. Furthermore as the HUD resets at the start of each of the three sections, Sonic is seen using a [[hang glider]] mere seconds into play - in the final game there are no opportunities to use one this early.<br />
<br />
The AutoDemo has an internal date code of 1991-12-05, nine months before the final's date of 1992-09-05.<br />
<br />
==Differences==<br />
* The SEGA screen is different and plays no "SEGAAA" chant.<br />
* The title screen only features Sonic, who has no animation (but rises from behind the ribbon). Similarly, the opening cutscene merely shows Sonic running.<br />
* Neither the introductory cutscene nor the title screen play any sounds.<br />
* Sonic's physics are completely different and almost broken. He gains speed instantly and slowly goes through walls. It's also hard to turn Sonic when falling or launched by a spring.<br />
* Sonic, instead of running then pressing down, can also spin by pushing down, then left or right.<br />
* Sonic also can move freely when spinning.<br />
* The minecart wheel sits above the rail, rather than inside.<br />
* The lightning flashes in Sky High Zone are different, and are in the priority plane (i.e. in front of the Sonic sprite). Rain is also displayed in front of Sonic.<br />
* Sky High's raining act has a deep pool of opaque water at the bottom that is not present in the final game.<br />
* The art of Green Hills Zone is completely different, being more similar to the credits sequence of the final version; however, early versions of the layouts for acts 2 and 3 are already present.<br />
* Sky High Zone didn't have trees or flowers in this prototype and seems to be an earlier version than the one featured on the magazines.<br />
* Under Ground Zone has many tiles that didn't make the cut, including gray bricks and curvy stone pathways.<br />
* Only Green Hills Zone, Sky High and Under Ground Zone have artwork in this prototype; all other zones either are not present in the prototype or do not have any associated tiles yet.<br />
* The sound of jumping on a spring is the same as the "rolling down a hill" sound.<br />
* The "rolling down a hill" sound ends with a cartoonish pitch shift.<br />
* No sound is made when falling.<br />
* [[Badnik]]s, bosses, end of act panels, [[chaos emeralds]], and [[monitor]]s are all entirely absent. Explosion graphics are present in the ROM though.<br />
* The zone order is noticeably different from the final game: Green Hill and Sky High are the first two zones, followed by several acts with no data (trying to load these acts results in a blank screen). Under Ground Zone is played next, followed by what appears to be a single act of an extremely early [[Gimmick Mt. Zone|Gimmick Mountain]]. [[Aqua Lake]], [[Scrambled Egg Zone|Scrambled Egg,]] and [[Crystal Egg]] are not present in this prototype, but would most likely have been the third, sixth, and seventh zones respectively.<br />
<br />
==Gallery==<br />
<gallery widths="160px" heights="144px"><br />
File:Sonic2AutoDemo GG 1.png|Following a standard Game Gear "Sega" screen, a brief, Sonic-only intro before the title screen.<br />
File:Sonic2AutoDemo GG 2.png|Sonic is dropped into a very different Green Hills Zone and begins running to the right, occasionally jumping, collecting rings and using a ramp.<br />
File:Sonic2AutoDemo GG 3.png|He runs around a heavily scripted loop, before exiting mid-stage.<br />
File:Sonic2AutoDemo GG 4.png|Sonic then handglides through a very empty Sky High Zone for a while.<br />
File:Sonic2AutoDemo GG 5.png|Then he falls and lands on an Under Ground Zone mine cart, which rolls down a hill.<br />
File:Sonic2AutoDemo GG 6.png|Finally, a "coming soon" screen appears and the sequence repeats.<br />
</gallery><br />
<br />
<gallery><br />
File:Sonic2GGAutoDemoPrototypefront.jpg|Cartridge (front)<br />
File:Sonic2GGAutoDemoPrototypeback.jpg|Cartridge (back)<br />
</gallery><br />
<br />
==Download==<br />
<br />
A hacked version of the ROM exists that allows manual control of the game. It was created by [[User:MarkeyJester|MarkeyJester]].[http://forums.sonicretro.org/index.php?showtopic=33333&view=findpost&p=797112]<br />
<br />
{{Multidownload<br />
| name=GG Sonic 2 Auto Demo Prototype (1991-12-05)<br />
| file1=GG Sonic 2 Auto Demo Prototype (1991-12-05) Tmr Sega CB06 FFFF v0.00 (JUE) (!) (Orengefox).7z<br />
| filename1=GG Sonic 2 Auto Demo Prototype (1991-12-05)<br />
| filesize1=54KB<br />
| file2=S2GGB Control 02.zip<br />
| filename2=GG Sonic 2 Auto Demo Prototype w/ manual control<br />
| filesize2=63KB<br />
}}<br />
<br />
==Hacking==<br />
Following release, the ROM was quickly disassembled with control restored to the player. Traversing the stages further reveals a number of hidden and non-functioning objects, such as springs (of which only the vertical types function), spikes and breakable walls, as well as more of the prototype tileset and artwork.<br />
<br />
Green Hills Zone is much longer than what is usually shown and almost resembles a completed stage. Under Ground Zone utilises several tiles unused in the final game, including what is thought to be a tube (similar to those found in ''[[Sonic the Hedgehog (16-bit)|Sonic 1's]]'' [[Green Hill Zone]]) and some sort of building. Sky High Zone has bridge-like platforms; unfortunately, these do not function in this build, and Sonic falls right through them.<br />
<br />
Given the very early state of the code, there are many bugs affecting Sonic's movements. Loops do not function correctly in several ways (entering at the wrong speed, entering the wrong direction, etc), less control is afforded to the player while on [[springs]] and Sonic can roll simply by ducking and pressing right or left (i.e. there is no initial momentum requirement). It is impossible to take damage, though falling (or jumping, if near the top) off-screen will usually trigger a reset after a few seconds, and exiting the playfield on the right pushes Sonic several pixels to the left in an unclean fashion.<br />
<br />
Many sound effects are incorrect or nonexistent, and the music track never changes. Hills do not affect Sonic's speed in any way, making some areas with [[rings]] impossible to reach, and the ring and time counters in the HUD have no effect on the game when they max out.<br />
<br />
==Stages==<br />
Normally, only three stages are shown by the Autodemo, and only the first act of Green Hill Zone can be played in the hacked version; however, Retro user [[User:MarkeyJester|MarkeyJester]] developed a tool that allows the ROM to be modified to place Sonic in a different level by typing in a hexadecimal code for each zone and act. (Zone 00 Act 00, for example, would be the Green Hill Zone act displayed in the Autodemo.) Using this tool, there are eight playable levels, not counting levels that can be played with more than one designation. The following levels are either at least partially playable or manage to load the HUD:<br />
<br />
*Zone 00, Act 00: Green hill zone, the stage displayed prominently in the Autodemo's first moments. This is probably the only level that Sonic can completely traverse by normal means, due to the demo's odd physics and numerous bugs, though it cannot technically completed due to the absence of an end of level sign.<br />
*Zone 00, Act 01: Another Green hill zone act, which appears to have a similar (not identical) layout to the final game's Green hill zone act 2. Some areas will trigger the loop animation in spite of the visible absence of loops.<br />
*Zone 00, Act 02: An early version of Green hill zone's boss act. Unlike the final game, there is a curved tunnel (similar to Sonic 1's Green Hill zone) towards the end of the stage, and the very end of the stage (where the boss would presumably be fought) is flat, unlike the bowl-like shape of the final game's boss area; Sonic can find another 'ghost loop' in this part of the stage.<br />
*Zone 00, Act 03: An early Sky high zone stage.<br />
*Zone 01, Act 00: Same as Zone 00 Act 03<br />
*Zone 01, Act 01: Another Sky High level<br />
*Zone 01, Act 02: This Sky high stage occurs in a thunderstorm, similar to act 2 of the final game, and is displayed in the Auto demo. Unfortunately, Sonic does not start with a [[hang glider]] when controlled manually, causing him to immediately fall to his doom in a deep pool of opaque water, similar to that in Sonic 1's [[Bridge Zone]]. Repeatedly trying to jump may make Sonic start running on thin air; using this glitch to explore the level reveals a single cliff on the right side of the stage.<br />
*Zone 02, Act 03: An Under Ground zone stage with stacked rails, a tube, and a number of buildings.<br />
*Zone 03, Act 00: Same as Zone 02 Act 03, but Sonic starts in a minecart (which he quickly loses).<br />
*Zone 03, Act 01: The last stage shown in the autodemo under normal circumstances, Sonic starts in a minecart, goes downhill, and goes off the hill. The game will freeze if Sonic falls far enough.<br />
*Zone 03, Act 02: Sonic starts in a falling minecart and falls for several seconds before the game locks up. Note that Sonic will not respond to button prompts while falling in the minecart.<br />
*Zone 03, Act 03: The full HUD, along with a single minecart wheel (but curiously not the entire minecart) near the top of the screen, appears, but the rest of the screen is a glitched mess of light blue with darker blue triangles, and the game resets within a few seconds. Possibly a very early version of Gimmick Mountain in view of the background palette and the aforementioned minecart wheel (Under Ground zone also has minecarts, but has a different, much more red background palette).<br />
*Zone 04, Acts 01 and 02: The ring and time counters appear, but the rest of the screen is a glitched version of the title screen.<br />
<br />
==Level Maps==<br />
<gallery><br />
File:Sonic2AutoDemo GG GHZ1 Map.png|Green Hills Zone Act 1<br />
File:Sonic2AutoDemo GG GHZ2 Map.png|Green Hills Zone Act 2<br />
File:Sonic2AutoDemo GG GHZ3 Map.png|Green Hills Zone Act 3<br />
File:Sonic2AutoDemo GG SHZ1 Map.png|Sky High Zone Act 1<br />
File:Sonic2AutoDemo GG SHZ2 Map.png|Sky High Zone Act 2<br />
File:Sonic2AutoDemo GG SHZ3 Map.png|Sky High Zone Act 3<br />
File:Sonic2AutoDemo GG UGZ1 Map.png|Under Ground Zone Act 1<br />
File:Sonic2AutoDemo GG UGZ2 Map.png|Under Ground Zone Act 2<br />
</gallery><br />
<br />
==External Links==<br />
*{{LinkRetro|topic=33126|title=Sonic Retro discussion thread}}<br />
*{{LinkRetro|topic=33333|title=Current Sonic Retro discussion thread}}<br />
*[http://www.youtube.com/watch?v=bLEV5-bDkmg Video of the AutoDemo]<br />
<br />
{{S2GGOmni|4}}<br />
[[Category:Sonic the Hedgehog 2 (8-bit) prereleases]]<br />
[[Category:Game demos]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Triple_Trouble/Comparisons&diff=297529
Sonic the Hedgehog Triple Trouble/Comparisons
2019-10-13T05:17:04Z
<p>Dank: </p>
<hr />
<div>{{back|Sonic the Hedgehog Triple Trouble}}<br />
<br />
==Localisation comparisons==<br />
{{Comparison<br />
| image1=SonicandTails2 GG Title.png<br />
| image2=STT Title.png<br />
| game1=Japanese version<br />
| game2=Western versions<br />
| desc=In Japan, ''Sonic Triple Trouble'' is known as ''Sonic & Tails 2''. As a result, the two have slightly different title screens. In the Japanese version, [[Sonic]] and [[Tails]] race by while the logo sparkles, while in the West, [[Knuckles]] drops from the ceiling and laughs. 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. 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.<br />
}}<br />
<br />
==References==<br />
<references /><br />
<br />
{{SonTripleTroubleOmni}}</div>
Dank
https://info.sonicretro.org/index.php?title=Spike_damage_behavior&diff=297527
Spike damage behavior
2019-10-13T04:07:52Z
<p>Dank: </p>
<hr />
<div><div class="thumb tright" style="width:330px"><div>[[Image:Sonic 1 rev00 spike damage behavior.flv|320px]]<div class="thumbcaption">Spike damage behavior in the original revision of ''Sonic the Hedgehog''</div></div></div><br />
<div class="thumb tright" style="width:330px"><div>[[Image:Sonic 1 later rev spike damage behavior.flv|320px]]<div class="thumbcaption">Spike damage behavior in some later revisions of ''Sonic the Hedgehog''</div></div></div><br />
In ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the [[Sega Mega Drive]], [[Spikes (obstacle)|spikes]] were originally presented to be as lethal to [[Sonic]] as falling down a pit or being crushed to death. When Sonic is injured by anything, including a set of spikes, he will become invulnerable, indicated by his sprite flashing the moment he touches the ground. However, if he lands on spikes, he will be harmed, regardless of whether he is flashing or not. This behavior is most often refered to as the "'''spike bug'''".<br />
<br />
The "spike bug" is most frequently encountered when a number of spikes are placed together horizontally, and Sonic lands on one of the spikes, recoils, and lands on another. There is debate as to whether this is indeed a "bug" or an intended feature, considering that the behavior was changed in ''[[Sonic 2]]'' and later. However, many factors (including the actual coding for the spike object) lead to the conclusion that the "spike bug" is, ultimately, intended behavior that was removed by the ''Sonic 2'' developers. <br />
<br />
The reason the behavior was changed in later, unofficial ''Sonic 1'' revisions is likely due to the developers acting under the assumption that the alternate behavior was unintended, and they changed it as a result. Another possibility is that it was changed because the behavior made the game "too hard," or to maintain consistency between ''Sonic 1'' and other games in the series. However, it is worth noting that the only official revision of the game that ever changed the behavior of the spikes, in ''[[Sonic Mega Collection]]'', was released more than a decade later. It was also changed in ''[[Sonic Jam]]'', another compilation which was released much earlier. However, toggling the spin dash on will revert the behavior.<br />
<br />
The "spike bug" is caused by spikes calling a special routine to hurt Sonic, different from the routine used by every other object in the game that damages him.<br />
<br />
The first chronological evidence of the removal of this behavior was in [[Sonic the Hedgehog 2 Beta 5|Sonic 2 Beta 5]].<br />
<br />
==Removal==<br />
*[[User:Drx|drx]] created his own ROM hack before the release of ''Sonic Mega Collection'' with the behavior removed. He later released instructions for removing the behavior in a [[disassembly]].<br />
*[[SCHG How-to:Change Spike behavior in Sonic 1|A tutorial]] written by [[User:FraGag|FraGag]] details how to change this behavior using a disassembly.<br />
<br />
[[Category:Hacking information]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sonic_Jam&diff=297526
Sonic Jam
2019-10-13T00:26:08Z
<p>Dank: </p>
<hr />
<div>:''This article is for the Sega Saturn version of "Sonic Jam". For the Game.com version of the same title, see [[Sonic Jam (Game.com)]].''<br />
{{Bob<br />
| bobscreen=Sonic Jam title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| originalpublishers=[[Sega]]<br />
| originaldevelopers=<br>[[Sonic Team]], [[Sega Technical Institute]]<br />
| system=[[Sega Saturn]]<br />
| gamecount=4 (7 including lock-on)<br />
| consolescompilation=[[Sega Mega Drive]]<br />
| releases=<br />
{{release|Sat|JP|1997-06-20|¥4,800|GS-9147}}<br />
{{release|Sat|US|1997-08-22|$39.99{{intref|sega:Press release: 1997-06-19: SONIC’S BACK!}}|81079}}<br />
{{release|Sat|EU|1997-08-28{{ref|https://web.archive.org/web/19970715062600/http://www.sega-europe.com/SATURNL.HTML}}|£39.99{{ref|https://web.archive.org/web/19970715062600/http://www.sega-europe.com/SATURNL.HTML}}|MK81079-50}}<br />
{{release|Sat|JP (Satakore)|1998-07-23|¥2,800|GS-9200}}<br />
| esrb=ka|elspa=3|cero=free<br />
}}<br />
<br />
'''''Sonic Jam''''' {{Japanese|ソニックジャム|Sonikku Jamu}} is a 1997 [[Sega Saturn]] game. Primarily it is a compilation containing the four [[Sega Mega Drive]] ''Sonic'' platform games - ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', ''[[Sonic the Hedgehog 3]]'', and ''[[Sonic & Knuckles]]'', however it also contains bonus content in the form of [[Sonic World (level)|Sonic World]] and a number of different gameplay options.<br />
<br />
==Gameplay==<br />
Unlike later compilations, ''Sonic Jam'' does not emulate Mega Drive hardware - the games have been re-written for the Saturn, though behave almost identically to their original counterparts. It is especially beneficial to PAL users, as the games have been optimised for 50Hz refresh rates (the original PAL versions perform 17.5% slower than their NTSC counterparts and contain borders, as little optimisation work was done between the two versions).<br />
<br />
Each of the games benefit from the [[Lock-On Technology|Lock-On]] technology introduced in the ''Sonic & Knuckles'' cartridge. This means ''[[Blue Sphere]]'', ''[[Knuckles in Sonic 2]]'' and ''[[Sonic 3 & Knuckles]]'' are also playable. The English and Japanese instruction manuals for each of the games are also included in a digitised form. The game also sports time attack modes, and an option to play each special stage in order for each game.<br />
<br />
===[[Sonic World (level)|Sonic World]]===<br />
Another addition to ''Sonic Jam'' is "Sonic World", which is accessed at the title screen menu. A 3D adventure world with many buildings containing art, history, music, movies and character profiles is contained within, plus the mission mode where you must complete certain missions in the quickest time. At the time of ''Sonic Jam''<nowiki>'</nowiki>s release this game was a selling point as gamers were eager to see Sonic in 3D for the first time.<br />
<br />
Sonic World is said to have been the basis for ''[[Sonic Adventure]]''.<br />
<br />
==Differences from Mega Drive games==<br />
[[Image:Sonic Jam easy.png|thumb|right|200px|''Sonic the Hedgehog'' on easy mode]]<br />
The 2D Sonic games in ''Sonic Jam'' are ports of their Mega Drive counterparts, optimised for Saturn hardware, but largely unchanged in other areas. The most significant additions in ''Sonic Jam'' are the inclusion of "easy" and "normal" modes (in addition to an "original" mode which plays identically to the Mega Drive), both of which change the placement of obstacles and fix numerous bugs present in the original versions.<br />
<br />
"Easy" effectively halves the amount of levels in each game (by skipping what were presumably considered the "difficult" acts of a zone), reduces the hit count of most bosses to just three hits, and adjusts the placement of objects so as to help less experienced players. The acts chosen for easy mode vary depending on the game - the original ''Sonic the Hedgehog'' and ''Sonic the Hedgehog 2'' usually have the player run through the first acts, while ''Sonic 3'' opts for second acts, save for cases where it makes less sense (such as [[Angel Island Zone]], where starting from act 2 would omit the introduction).<br />
<br />
"Normal" acts as essentially a bug-fixed version of the original game, though some layout changes were made to address concerns with the original releases. As an example, more platforms were added in ''Sonic 2''<nowiki>'</nowiki>s [[Chemical Plant Zone]] to reduce the chances of the player drowning in the level's second act - it means on the whole, "normal" is easier than "original", but harder than "easy".<br />
<br />
Also included as part of the package are time trials and a [[chaos emerald]] mode, where the user plays through each special stage in succession. It is also possible to disable the time over screens.<br />
<br />
Some of the audio in ''Sonic Jam'' is different from the original Mega Drive versions, with most music tracks having a slight delay before playing (likely due to CD loading times). This is particularly noticeable when collecting [[Power Sneakers]], as rather than speed up the music already playing, a different, faster version of the tune is swapped in (and subsequently swapped out), with the track restarting each time (it can also cause results screen music to start playing for a second time if an extra life is obtained).<br />
<br />
Many sound effects have been sampled at a lower quality (or seemingly replaced, as is the case with many explosions), while others are missing, such as the sound for transforming into Super Sonic. While players can still charge spin dashes, the pitch of spin noise no longer rises when doing so.<br />
<br />
The ability for music to fade in and out is also removed in ''Sonic Jam'', however as there is no longer a need to share audio channels, sound effects cannot interfere with music playback.<br />
<br />
===''Sonic the Hedgehog''===<br />
The original ''Sonic the Hedgehog'' sees the most obvious changes in its transition to the Saturn, being built on the later REV01 revision of the game, complete with extra scrolling with the clouds in [[Green Hill Zone]] and extra water effects in [[Labyrinth Zone]]. An option to toggle the [[Spin Dash]] ability (which is absent from the Mega Drive release) was added, and like later games, clouds of dust are created when Sonic skids to a halt.<br />
<br />
The notorious "spike bug" is fixed in ''Sonic Jam'', however some sound effects are missing, most notably the noise of the waterfalls in Green Hill Zone.<br />
<br />
===''Sonic the Hedgehog 2''===<br />
''Sonic Jam''<nowiki>'</nowiki>s port of ''Sonic 2'' uses the invincibility tune from the original ''Sonic the Hedgehog'', presumably by accident as the ''Sonic 2'' track in on the CD and used in the two player versus mode. Thanks to the increased processor overhead, the versus mode also lags less often than in the Mega Drive version of the game.<br />
<br />
In the original ''Sonic 2'', the "SEGA" jingle plays at a slightly higher pitch than its siblings. This is fixed in the ''Sonic Jam'' release.<br />
<br />
[[Wing Fortress Zone]] has the distinction of being the only zone completely skipped in any of ''Sonic Jam''<nowiki>'</nowiki>s easy mode games. No attempt was made to finish this seemingly incomplete stage - there are still no sound effects for the boss battle for example, though extra platforms were added normal mode to reduce the chances of falling off.<br />
<br />
This version of ''Sonic 2'' is based off REV02, seen elsewhere in [[Sonic_the_Hedgehog_2_(arcade_game)|Sonic 2 for Mega Play]], [[Knuckles_the_Echidna_in_Sonic_the_Hedgehog_2|Knuckles in Sonic 2]], and [[Sonic Classics]].<br />
<br />
===''Sonic the Hedgehog 3''/''Sonic & Knuckles''===<br />
Being effectively two halves of the same game, ''Sonic 3'' and ''Sonic & Knuckles'' share many changes, though aside from different sounds for collecting blue spheres, most of the improvements involve fixing bugs and exploits which are far more common than in the two earlier ''Sonic'' titles.<br />
<br />
Issues known to have given the developers grief, such as [[Knuckles]]' green socks in ''Sonic 3'', are not addressed in ''Sonic Jam'', and are sometimes complemented with new palette errors.<br />
<br />
The infamous spinning barrel in [[Carnival Night Zone]] (which forces the player to learn it can be controlled with {{up}} and {{down}}) is completely removed from the non-original versions of ''Sonic 3''.<br />
<br />
Despite ''[[Sonic & Knuckles Collection]]'' (released around the same time period) skirting around what are thought to be music tracks produced by [[Michael Jackson]], ''Sonic Jam'' makes no significant changes to ''Sonic 3''<nowiki>'</nowiki>s audio, save for changes mentioned above which effect all the Mega Drive games.<br />
<br />
==Production credits==<br />
{{creditstable|<br />
{{multicol|<br />
*'''Executive Producer:''' [[Hayao Nakayama]]<br />
*'''Project Manager:''' [[Youji Ishii]]<br />
*'''Producer:''' [[Yuji Naka]]<br />
*'''Director:''' [[Takashi Iizuka]]<br />
*'''Game Designer:''' [[Daisuke Mori]]<br />
*'''Main Programmer:''' [[Takahiro Hamano]]<br />
*'''Programmers:''' Haruhisa Udagawa, [[Tetsu Katano]], [[Yasuhiro Takahashi]], [[Atsutomo Nakagawa]], [[Kazuhiko Hattori]]<br />
*'''Artists:''' [[Kazuyuki Hoshino]], [[Yuji Uekawa]], [[Nobuhiko Honda]], [[Shinichi Higashi]], [[You Nishiyama]], [[Sachiko Kawamura]], [[Satoshi Okano]]<br />
*'''CG Movie Artist:''' Shigemitsu Nobuhara<br />
*'''Supervisor:''' [[Naoto Ohshima]]<br />
*'''Sound Director:''' [[Tatsuya Kousaki|Tatsuya Kouzaki]]<br />
*'''Compose & Arrange:''' [[Masaru Setsumaru]], [[Kenichi Tokoi]]<br />
*'''Visual Material Editors:''' [[Ikuo Ishizaka]], Hidehiro Kumagai, [[Yuji Sawairi]], Sega Digital Studio<br />
*'''Executive Management:''' [[Shoichiro Irimajiri]]<br />
*'''Executive Coordination:''' [[Makoto Oshitani]], [[Jin Shimazaki]], [[Yukifumi Makino]]<br />
*'''Promotion Management:''' [[Hideki Okamura]], Masanobu Tsukamoto<br />
*'''Promotion:''' Hirokazu Kanno, Masatoshi Kawaguchi, Takafumi Ueoro, Hiroshi Masuda<br />
*'''Public Relations:''' Hiroto Kikuchi, [[Tadashi Takezaki]], Tomoyuki Nagumo, Kazuhiro Hanaya, Miki Morimoto<br />
*'''Manual:''' Hiroyuki Mitsui, Osamu Nakazato, [[Youichi Takahashi]]<br />
{{creditsheader|Sonic Theme Song '93}}<br />
*'''Lyrics by:''' Casey Rankin<br />
*'''Music by:''' [[Naofumi Hataya]], [[Masafumi Ogata]]<br />
*'''Vocal:''' [[Keiko Utoku]]<br />
*'''Producer:''' Daikou Nagato (Being Co. Ltd.)<br />
*'''Director:''' Ryo Watabe (Being Co. Ltd.)<br />
{{creditsheader|Sonic the Hedgehog 2 CF}}<br />
*'''Music Composer:''' [[Masato Nakamura]] (©1992 Dreams Come True)<br />
*'''Special Thanks:''' Kazuhiro Takase, [[sega:Mitsuteru Iwaki|Mitsuteru Iwaki]], [[Ryoichi Hasegawa]], [[Tetsuya Mizuguchi]], [[sega:Mie Kumagai|Mie Kumagai]], Seijiro Sannabe, Akinori Ohno, Nobuhiko Shimizu, Shigeru Tateishi, Hitoshi Okuno, Akihiro Kubo, Hiroko Egi, Shozo Hirano, Tadashi Ihoroi, Takayuki Suzuki, [[Akinori Nishiyama]]<br />
*'''Presented by:''' [[Sega]]<br />
}}<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic Jam manuals}}<br />
<br />
==Artwork==<br />
{{main|Artwork from Sonic Jam}}<br />
<gallery><br />
Sonic Jam JP Logo.png<br />
ProjectSonic logo.png<br />
ProjectSonic LogoBlack.png<br />
SonicJam ArtPromotional.png<br />
Sonic Jam Trio.png<br />
Sonic Jam Sonic Run.png<br />
SonicSaturn Christmas STWebsite.png<br />
</gallery><br />
<br />
===Wallpaper===<br />
<gallery><br />
SJAM SONIC 0.png<br />
SJAM SONIC 1.png<br />
SJAM SONIC 2.png<br />
SJAM SONIC 3.png<br />
</gallery><br />
<br />
==Promotional material==<br />
<gallery><br />
SonicJam PromotionalPoster.jpg<br />
</gallery><br />
<br />
===Jam===<br />
<gallery><br />
SonicJam JP Jam.jpg<br />
SonicJam JP Jam Sonic.jpg<br />
SonicJam JP Jam Tails.jpg<br />
SonicJam JP Jam Knuckles.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
{{ratings<br />
| icon=SAT<br />
| cvg=80<br />
| cvg_source={{num|190|page=66/67/68}}<br />
| gamepro=90<br />
| gamepro_source={{num|110|page=153}}<br />
| gamesmaster=88<br />
| gamesmaster_source={{num|58|page=36/37}}<br />
| sega16=100<br />
| sega16_source=''[http://www.sega-16.com/2008/03/hands-on-sonic-jam-saturn/ March 25, 2008]''<br />
| ugameplayers=90<br />
| ugameplayers_source={{num|103}}<br />
| videogamecritic=91<br />
| videogamecritic_source=''[http://videogamecritic.com/satss.htm?e=25333#rev2929 2000/6/27]''<br />
}}<br />
{{Scanbox<br />
| console=Saturn<br />
| region=US<br />
| front=Sonic_Jam_Saturn_US_Cover_Front.jpg<br />
| back=Sonic_Jam_Saturn_US_Cover_Back.jpg<br />
| spinemissing=yes<br />
| disc=sjam us cd.jpg<br />
| manual=Sonic_Jam_Sega_Saturn_US_Manual.pdf<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=EU<br />
| front=Sjam-box-eu.jpg<br />
| disc=Sonic Jam (E) disc.png<br />
| manual=SonicJam Sat EU manual.pdf<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=JP<br />
| front=Sjam-box-jap.jpg<br />
| back=Sjam_sat_back_cover.jpg<br />
| disc=sjam jp cd.jpg<br />
| item1=SonicJam PromotionalPoster.jpg<br />
| item1name=Poster<br />
| manual=SonicJam Sat JP manual.pdf<br />
| square=yes<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=JP ([[sega:Satakore|Satakore]])<br />
| front=SonicJam Saturn JP Box Front Satakore.jpg<br />
| back=SonicJam Saturn JP Box Back Satakore.jpg<br />
| spinemissing=yes<br />
| manual=<br />
| square=yes<br />
}}<br />
<br />
==Technical information==<br />
===Save data===<br />
The game makes use of the Saturn's internal battery back-up as well as the [[Sega Saturn Back-Up Ram Cart]] to save data for all of the games as well as progress through the challenges in Sonic World.<br />
<br />
{|class="prettytable"<br />
|+ {{PAGENAME}} Save Data<br />
|-<br />
! Name<br />
! Comment<br />
! File Size<br />
|-<br />
| SONICJAM_##<br />
| SAVE_DATA<br />
| 23<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicJamOmni}}<br />
{{SonicSaturnGames}}<br />
<br />
[[Category:Saturn games]]<br />
[[Category:Game compilations]]</div>
Dank
https://info.sonicretro.org/index.php?title=Sky_Base_Zone_boss&diff=297520
Sky Base Zone boss
2019-10-12T17:38:55Z
<p>Dank: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic the Hedgehog (8-bit)|:Category:Sonic the Hedgehog (8-bit) bosses|l2=Bosses|{{PAGENAME}}}}<br />
{{BossInfo<br />
| image=8bitS1FinalBoss.PNG<br />
| imagewidth=<br />
| name=Sky Base Zone boss<br />
| game=Sonic the Hedgehog (8-bit)<br />
| level=Sky Base Zone<br />
| hits=12<br />
}}<br />
'''The fifth and final boss''' of ''[[Sonic the Hedgehog (8-bit)]]'', [[Sky Base Zone]]'s fight takes place in some sort of lightning chamber within the bowels of the [[Robotnik]]'s airship. The fat man observes proceedings from inside a glass case, while [[Sonic]] must dodge scrolling pillars of electricity and the occasional energy sphere which the good Doctor fires in his direction. Simply dodge the attacks and wallop Eggman's position when the lightning generator deactivates. After a moderate amount of damage has been dealt, the timing of the lightning discharges becomes more erratic, so keep on your toes! The boss is different on Game Gear, utilizing flamethrowers, and the pattern does not change when it is close to defeat.<br />
<br />
Once Ivo's case is cracked open, Sonic chases him to the end of the level. The obese scientist escapes via a teleporter to [[Green Hill Zone (8-bit)|Green Hill Zone]], but Sonic follows and clocks Robotnik as he flies away in the [[Egg-O-Matic]]. The ending scene then rolls, where Sonic's [[Chaos Emeralds]] cleanse the taint of smog and pollution from [[South Island]]'s summit. <br />
<br />
==References==<br />
<references /><br />
<br />
{{S1GGOmni|2}}<br />
[[Category:Final bosses]]</div>
Dank
https://info.sonicretro.org/index.php?title=Chaotix_(prototype_0119)&diff=295951
Chaotix (prototype 0119)
2019-10-07T20:00:17Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Chaotix Beta Title 1.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega]]<br />
| system=[[Sega 32X]]<br />
| romsize=4 MB<br />
| genre=Action<br />
}}<br />
<br />
'''''[[Chaotix]]''''' '''prototype 0119''' for the [[Sega 32X]] was released by [[User:Drx|drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. Its compile date is Jan 19, 1995.<br />
<br />
NOTE: To play the prototype in [[Kega Fusion]] v3.6 and up, the "Fast 32X Timing" option in the 32X configuration tab must be enabled. For older versions of Kega Fusion, a special release, which can play the prototype, was made available {{file|Kega_Edited_for_Chaotix.zip|here}}.<br />
{{Download|file=Knuckles'_Chaotix_(32X)_(Prototype_119_-_Jan_19,_1995,_07.04)_(hidden-palace.org).zip|filesize=1.59MB}}<br />
<br />
==Various Differences==<br />
===General===<br />
* Time Attack is much different in this one but still unplayable.<br />
* Player/monitor icons are finalized. They look like in the final now.<br />
* The US region title screen still says "Featuring Espio the Chameleon" unlike in the final version.<br />
* [[Knuckles]] and [[Espio]] still spin in the opening stage but Espio disappears.<br />
* The characters have a quicker acceleration in comparison to the final.<br />
* Pressing start during the tutorial will make the Dpad and buttons disappear.<br />
* Debug mode is enabled by default.<br />
* The HUD for powerups is not there.<br />
* You can choose your player before you return to the level hub from the intro level.<br />
* Instead of collecting [[Chaos Rings]] you collect Holy Rings.<br />
* It is possible to get a negative score.<br />
* Amazing arena does not change music once you hit the light switch.<br />
* There is the map of [[Newtrogic High Zone]] in the Sega screen. <br />
* There is a empty space in the character select screen.<br />
* Also, when you enter the world selection stages, the morning version of the world selection BGM plays, regardless of the time of day. If you exit, the band of stars that bind the two characters together will enlarge. <br />
* Mighty´s wallkick is also different from final. You can´t jump up, only for opposite direction.<br />
* The attraction picture in World Entrance spins.<br />
* In the intro, they got rid of [[Metal Sonic]] from the 111 proto, and replaced it with [[Robotnik]] repairing the Combi Capsule (or whatever the hell it is). Then Knuckles moves right to Espio, but you can run away from him if you run to the left of him.<br />
* [[Wechidna]] can no longer fly now unlike in 0111.<br />
* The World Entrance is incomplete, it also suffers from palette issues, deformation problems & the inability to select a stage.<br />
<br />
==External Links==<br />
{{LinkRetro|topic=10002|title=Sonic Retro discussion thread}}<br />
* [http://www.hidden-palace.org/?releases/186 Hidden Palace Release Page]<br />
* Videos of the prototype: [http://www.youtube.com/watch?v=CGkhig8Kf7s&feature=PlayList&p=9A58C188A76704BC&index=8 Video 1] [http://www.youtube.com/watch?v=CDgGF0HCBng&feature=PlayList&p=9A58C188A76704BC&index=9 Video 2]<br />
<br />
{{ChaotixOmni|4}}<br />
<br />
[[Category:Chaotix prereleases]]</div>
Dank
https://info.sonicretro.org/index.php?title=Mecha_Sonic&diff=295917
Mecha Sonic
2019-10-07T09:42:26Z
<p>Dank: </p>
<hr />
<div>{{Unnecessary}}<br />
<br />
[[Image:mechasonic.png|thumb|right|320px|Mecha Sonic, as seen in ''[[Sonic 3 & Knuckles]]''.]]<br />
<br />
'''Mecha Sonic''' refers to a robotic copy of [[Sonic]] created by [[Doctor Eggman]] (not to be confused with the more well known [[Metal Sonic]]). His Game Gear and Master System ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]'' incarnation is named '''Silver Sonic''' in the North American and European manuals.<br />
<br />
==Game Appearences==<br />
<br />
Mecha Sonic was a frequent opponent of the Blue Blur during the [[Mega Drive]] era. Appearences in 3D games have been non-existant, barring a brief cameo in ''[[Sonic Adventure]]''.<br />
<br />
[[Image:S2ggmechasonic.png|thumb|right|248px|Mecha Sonic in 8-bit ''Sonic 2''.]]<br />
===Sonic 2 8-bit===<br />
:''Main article: [[Mecha Sonic (Scrambled Egg Zone boss)]]<br />
The first appearance of '''Mecha Sonic''' is the metallic robot that Sonic fights in [[Scrambled Egg Zone]] on the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''. Once defeated, Mecha Sonic releases the sixth and final [[Chaos Emerald]] if Sonic already has the other 5, enabling progress to [[Crystal Egg Zone]].<br />
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This version of the robot is a same-size imitation of Sonic, mimicking all of his abilities, although strangely Mecha Sonic has a spin dash attack and Sonic does not in that game. When Sonic and Mecha Sonic's [[spin attack]]s collide, they bounce off each other, unlike the 16-bit iterations where Sonic comes off the loser. This makes for a fast and hectic, if easier, battle. Mecha Sonic is also equipped jet boots that enable him to hover, and a sharp scissors-type tentacle, which sometimes protrudes from its torso when standing still. The robot takes 8 hits to kill.<br />
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[[Image:silversonic.png|right|thumb|248px|Mecha Sonic in 16-bit ''Sonic 2''.]]<br />
===Sonic 2 16-bit===<br />
:''Main article: [[Mecha Sonic (Death Egg Zone boss)]]<br />
A silver Mecha Sonic appears in as the first boss of [[Death Egg Zone]] on the 16-bit version of ''[[Sonic the Hedgehog 2|Sonic the Hedgehog 2]]'' as well. Sonic walks into the battle arena immediatly after the start of the level, and Mecha Sonic descends using jet shoes - although he doesn't use them to hover during the rest of the fight, unlike the 8-bit version. The boss has four principal attacks:<br />
*Rocket-boosting across the ground, sliding to turn around, and then coming back to his starting point.<br />
*Curling up into a ball and rolling across the screen (similar to [[Sonic]]'s [[Spin Dash]]).<br />
*Curling up into a ball, then jumping across the screen.<br />
*If the fight progresses for long enough, Mecha Sonic starts shooting out needles during his jumps.<br />
[[Eggman]] watches the battle through a TV screen in the center of the arena, grinning maniacally throughout. Once Mecha Sonic is defeated, Sonic chases the (surprisingly spry) fat man until he leaps into the game's last boss, [[Dr. Robotnik's Giant Mech]].<br />
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[[Image:supermetalboss.png|thumb|right|248px|Super Mecha Sonic in ''Sonic 3 & Knuckles''.]]<br />
===Sonic & Knuckles===<br />
:''Main article: [[Mecha Sonic (Sky Sanctuary Zone boss)]]''<br />
:''See also: [[Super Mecha Sonic]]''<br />
The robot Sonic in ''[[Sonic & Knuckles]]'' is usually referred to as Mecha Sonic also.<br />
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In ''Sonic & Knuckles'', there are four different encounters with Mecha Sonic. They all take place in [[Sky Sanctuary Zone]]. He first appears with a ball and chain weapon similar to the one Robotnik uses in the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Later he appears with 8 bubble-like shields similar to a boss battle in ''Sonic 2'' on the third act of [[Metropolis Zone]]. The next encounter is similar to the battle with him in the [[Death Egg Zone]] in ''Sonic 2'' except for a new backwards dash attack. If playing as Knuckles there is a fourth battle. Mecha Sonic will go [[Super Mecha Sonic|super]] by absorbing power from the [[Master Emerald]]. During this battle he dashes back and forth occasionally diving downward or shooting glowing orbs. He occasionally has to recharge his power by landing on the Master Emerald, this leaves him vulnerable to attack.<br />
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[[Image:msonic_spp.png|frame|right|Mecha Sonic, as seen in ''Sonic the Hedgehog Pocket Adventure'']]<br />
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===Sonic Pocket Adventure===<br />
:''Main article: [[Mecha Sonic (Aerobase Zone boss)]]<br />
Mecha Sonic returned to his 16-bit ''Sonic the Hedgehog 2'' design in ''[[Sonic the Hedgehog Pocket Adventure]]'' as the boss of the fifth level, [[Aerobase Zone]]. It is almost identical to the [[Death Egg Zone]] version except it has the added ability to dash backwards, like it did in ''Sonic & Knuckles''. It will also occasionally shoot metal quills in multiple directions.<br />
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[[Image:Mecha sonic sa.png|thumb|right|120px|Mecha Sonic, as seen in Sonic Adventure.]]<br />
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===Sonic Adventure===<br />
When [[E-102 Gamma]] is first activated by [[Eggman]], and scans around the robotics lab in [[Final Egg]], two Sonic robots can be seen floating inside green suspension tubes. One is Metal Sonic himself, while the other is a sleek, grey form of the silver Metal Sonic from [[Death Egg Zone]]. While never seen active, the robot's design was used for the character of Silver Sonic II in the [[Archie|''Archie'' Sonic comics]].<br />
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<br />
==Sonic the Hedgehog (Archie)==<br />
===Mecha Sonic===<br />
[[File:Mechasonicarchie.jpg|thumb|Mecha Sonic firing laser blasts at [[Mecha Knuckles (Archie)|Mecha Knuckles]].]]<br />
In the [[Sonic the Hedgehog (Archie)|Sonic the Hedgehog Archie Comic]] [[Sonic the Hedgehog 039 (Archie)|issue #39]] and [[Sonic & Knuckles: Mecha Madness]], Sonic is dubbed "Mecha Sonic" when he's captured by [[Fang the Sniper|Nack]] and [[roboticization|roboticized]] by [[Dr. Robotnik]].<br />
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This Mecha Sonic attacked [[Bunnie Rabbot]] and [[Knuckles]] before it started to destroy [[Knothole Village]]. It was eventually attacked by Knuckles again, roboticized into [[Mecha Knuckles (Archie)|Mecha Knuckles]]. The two battled until it punched Mecha Knuckles clear into Robotropolis toward a stockpile of nuclear warheads. Mecha Knuckles, using the power of magnetization, attracted Mecha Sonic, causing both of them to fall into the stockpile. The explosion of the nuclear warheads greatly damaged Mecha Sonic, but left it active enough to retrieve Sonic's life force to return him to normal.<br />
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This Mecha Sonic's body contained rocket-propelled feet, a communication device on its wrist along with laser cannons, optic lasers in its eyes and a "brain burn-thru" device to ensure compliance. Robotnik also developed the body to enhance the speed and strength that Sonic originally had.<br />
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The design and workings of Mecha Sonic would later be used by Dr. Robotnik to develop an improved Mecha Sonic he called Silver Sonic.<br />
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===Silver Sonic===<br />
[[File:SilverSonic.jpg|thumb|Silver Sonic, encountering Sonic for the first time.]]<br />
In [[Sonic Quest 3 (Archie Mini-Series)|Sonic Quest 3]] of the [[Sonic the Hedgehog (Archie)|Sonic the Hedgehog Archie Comic]] series, Silver Sonic is a robot designed by [[Dr. Robotnik]]. It is an upgraded version of Mecha Sonic, using its design as a basis and building up on its strength and skills to create a better robot. It was used as one of Robotnik's last resort plans on board his [[Death Egg]], in case an emergency came up.<br />
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Such an emergency came up when [[Tails]] and Sonic infiltrated Robotnik's Death Egg, destroying its master controls and sending it on an uncontrollable course into space. Robotnik, from his auxiliary control room on the station, summoned Silver Sonic to defeat the two [[Freedom Fighters|Freedom Fighter]] intruders.<br />
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Although Silver Sonic's strength is considerably more than that of Sonic, notably being able to absorb many hits from him, it has a weakness to electricity. Sonic was able to use a broken live wire and attach it to Silver Sonic, incapacitating it. With Silver Sonic indisposed, Robotnik used his "Plan E", which involved him dressing up in a suit connected to the strength of the Death Egg itself. <br />
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Sonic was able to hold off Robotnik by entering Silver Sonic and using it as a battle suit to fight Robotnik. Despite the strength of the Silver Sonic suit, both Robotnik and Sonic were evenly matched in their battle. Sonic was eventually able to launch Robotnik many decks away, giving him and Tails a chance to escape the station. They jumped off the station, using the Silver Sonic suit as protection against atmospheric re-entry. Once past the atmosphere, Sonic ditched Silver Sonic and returned to the surface with Tails.<br />
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This robot's design is likely based off of the silver Mecha Sonic from [[Sonic 2]], albeit much larger.<br />
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{{Characters}}</div>
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https://info.sonicretro.org/index.php?title=Sister_Sonic&diff=295761
Sister Sonic
2019-10-06T17:11:58Z
<p>Dank: </p>
<hr />
<div>{{Bob<br />
| bobscreen=<br />
| title=Sister Sonic<br />
| publisher=[[Sega]]<br />
| developer=[[Sega Falcom]]<br />
| system=[[Sega Mega-CD]]<br />
| genre=Action<br />
}}<br />
'''''{{PAGENAME}}''''' (シスターソニック) is a canceled localization of ''[[sega:Popful Mail|Popful Mail]]'' announced in late 1992. Originally the plan was to replace the existing cast of the game with Sonic characters, including [[Sonic]]'s long lost sister, Sister Sonic. Due to a large number of angry letters sent to Sega Falcom (the name which would be used for the [[Sega]] and Falcom team) it was decided to cancel this port and instead settle on a more direct port of ''Popful Mail'' to the [[Mega-CD]]. <br />
<br />
==Magazine scans==<br />
{{magtable|<br />
{{magrow<br />
| file=BeepMD JP 1992-11.pdf<br />
| page=103<br />
| cover=<br />
| source=bemega<br />
| issueno=1992-11<br />
| title=<br />
| comment=<br />
}}<br />
{{magrow<br />
| file=EGM US 047.pdf<br />
| page=52<br />
| cover=<br />
| source=egm<br />
| issueno=47<br />
| title=<br />
| comment=May debut at 1993 Toy Fair<br />
}}<br />
{{magrow<br />
| file=EGM US 049.pdf<br />
| page=50<br />
| cover=<br />
| source=egm<br />
| issueno=59<br />
| title=<br />
| comment=Did not appear at toy fair<br />
}}<br />
{{magrow<br />
| file=EGM US 049.pdf<br />
| page=71<br />
| cover=<br />
| source=egm<br />
| issueno=59<br />
| title=<br />
| comment=Cancellation<br />
}}<br />
{{magrow<br />
| file=EGM US 051.pdf<br />
| page=80<br />
| cover=<br />
| source=egm<br />
| issueno=59<br />
| title=<br />
| comment=Brief mention in a ''Popful Mail'' preview article.<br />
}}<br />
}}<br />
<br />
{{ScrappedGames}}<br />
[[Category:Unreleased games]]</div>
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