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Sonic & Knuckles (prototype; 1994-05-25)

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Revision as of 14:21, 2 January 2010 by SuperSonicRider (talk | contribs) (Various Differences: - Knuckles is selectable in the final too... and the monitor is an "S" in the final as well.)

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Sonic & Knuckles (prototype; 1994-05-25)
System(s): Sega Mega Drive/Genesis
Publisher: Sega
Developer:
Genre: 2D Platform

Sonic & Knuckles Prototype 0525 for the Sega Mega Drive/Genesis was released by drx during the February 23rd, 2008 proto release. This prototype differs from the other Sonic & Knuckles prototypes in that it is already locked-on to Sonic 3 (final version). By itself, this prototype will not boot.

Download.svg Download Sonic & Knuckles (prototype; 1994-05-25)
File: Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip (2.41 MB) (info)

Various Differences

General

  • The Title Screen does not have an "& KNUCKLES" attached to the Sonic the Hedgehog 3 logo, even though Sonic & Knuckles is locked onto Sonic the Hedgehog 3.
  • Title Screen theme (using S&K's theme) is slightly different near the end.
  • Level Select is unlocked from the start.
  • Knuckles is not selectable from the save data screen: he is usually only available in level select, but can also be accessed by loading a save (e.g. from the final) which already has a Knuckles save, however it must be in the third slot or later, as this prototype only has six save slots, as per Sonic 3 alone.
  • The level title cards still read "SONIC 3".
  • The "WOOP" noise made when dying is gone.
  • Shields do not protect from the exploding rocks of the Lava Reef Zone.
  • Debug causes all sorts of graphical glitches, such as at Sonic staying as a garbled up monitor after changing back, which goes away when completing an act.
  • The S monitor makes characters Hyper, not Super.
  • Super Tails with the Chaos emeralds lacks Flickies but glows like normal. When using the S monitor Flickies are added indicating that originally Tails was to have two forms.
  • Hyper Sonic, while implemented, has a constant circle of stars around him, though not in the same style as the Invincibility powerup. This applies to Knuckles too, but the sound effect doesn't play when Hyper knuckles glides into a wall though.
  • The Hyper form music loops much earlier.
  • Although the 'game complete' jingle is the Sonic & Knuckles version, it's actually an earlier version of the tune. It sounds pretty much identical up to the final note, but the timing for that note is very different and there's no background jingle echoing off afterwards like in the final version. Sonic & Knuckles final has a version of the Game Clear jingle as well as sound $32 on the Sound Test menu.
  • The actual credits music, however (located as sound $DC on the Sound Test menu), uses the extended Sonic the Hedgehog 3 Game Clear jingle at the end of the song from Sonic 3 - Limited Edition. The entire song before that, however, is the same medley used in Sonic & Knuckles final.

Level Differences

Bonus Stages

  • In the Gumball Machine bonus stage, the bubble shield doesn't override the lightning shield.
  • In the Slot Machine bonus stage there is a very different object (bumper, changing block, left/right direction changer, etc) layout. The background is also in an early stage. It's completely static - the little objects don't rotate and nothing scrolls.

Special Stages

  • Super Emeralds are implemented in this build, but they can only obtained by selecting "Special Stage 2" on the Sound Test menu.
  • You also must not have collected any Chaos Emeralds (using the "all emeralds" cheat doesn't count).
  • Super Emerald stage #1 in this build is the same as Super Emerald stage #2 in Sonic & Knuckles final.
  • Super Emerald stage #2 in this build is not present at all in the final.
  • Super Emerald stages #3-#7 are the same as the final, but all of the special stages have the same backgrounds as the Chaos Emerald stages in Sonic 3 final.
  • The Super Emeralds give you the "prototype Hyper" forms of the characters; same as the Chaos Emeralds.
  • When you get a Super Emerald, a gray emerald simply appears on a pedestal in the Hidden Palace Zone. In the final version of Sonic & Knuckles, the emerald will already be in the Hidden Palace (provided you collected the original Chaos Emerald, of course) and will glow the color of the collected emerald.

Carnival Night

  • In this build all this level has the Act 1 and Act 2 music switched. They are switched in the sound test, too.

Ice Cap

  • In this build all this level has the Act 1 and Act 2 music switched. They are switched in the sound test, too.

Launch Base

  • In this build all this level has the Act 1 and Act 2 music switched. They are switched in the sound test, too.

Mushroom Hill

  • The intro to Mushroom Hill does not appear to have been implemented yet; Sonic and Tails begin standing in mid-air and simply fall to the ground.
  • Knuckles intro isn't implemented at the right time either. He falls from the sky normally, then when reaching the first set of breakable walls, the S&K Knuckles intro starts playing in that location. After the intro is over you start the level over again, but when Knuckles falls, he's in his standing sprite instead of the falling sprite.

Sandopolis

  • Sonic does not fall under the sand and pop back out during the introduction to Sandopolis; he merely falls from the sky and lands on the ground normally. Likewise, his controls are not locked, so he can move left and right before hitting the ground.

Lava Reef

  • Lava Reef 2 doesn't have the screen locked at the start of the level when accessed from level select as it does in the final. The lava is not cooled off at the start, but the zone uses the same blue palette as the final at this stage in development.
  • Lava Reef 3 (Sonic's boss) uses the Lava Reef 2 music as opposed to the Boss Theme used in the final.
  • No special SFX or boss music for Lava Reef 'Act 3' (The lava) and the sinking magma waterfall platforms have a different animation.

Hidden Palace

  • Hidden Palace still has Sky Sanctuary Music.
  • The row of monitors near the top of the level contains an S monitor instead of Speed Shoes like the final. There is a Fire Shield next to the teleporter that takes you up to Knuckles, instead of the Super Ring that's there in the final.
  • Knuckles' boss still plays the Sonic 3 miniboss theme.
  • If fighting Knuckles as Hyper Sonic, Knuckles won't take damage when standing next to him. You have to actually jump on him to register a hit. Sonic doesn't take damage from Knuckles' punches when Hyper though.
  • When knuckles is fighting Dr. Robotnik Sonic can't move at ALL there whereas Tails can. In Final, you can whack Robotnik as much as you like.
  • The animation order for Knuckles punching the wall before the teleporter is different. He shows his fist after hitting the wall, instead of before.
  • You can not control Tails for all of Hidden Palace after Knuckles is defeated.
  • Tails is not beamed up by the first teleporter in Hidden Palace Zone.

Sky Sanctuary

  • Mecha Sonic will appear again if you use a star post and fall down to one of the areas where he appeared before even if he was already defeated before.
  • If act 2 is cleared as Knuckles and he has 0-13 emeralds, whatever ending (good or bad based on the collected Emeralds) will occur, no credits will appear, and the Sonic the Hedgehog 3 logo appears after Angel Island floats to its desired location rather than a Sonic the Hedgehog 3 & Knuckles logo.
  • Also, if the ending is the "good" one, Knuckles will not jump out to the screen unlike Sonic & Knuckles final.
  • If one modifies a savestate so that it contains all 14 Emeralds, and clears act 2 as Knuckles, a Sonic the Hedgehog 3 & Knuckles-esque ending occurs, with Knuckles, Sonic, & Tails all congratulating you. However, they again stand in front of a Sonic the Hedgehog 3 logo instead of a Sonic the Hedgehog 3 & Knuckles logo.
  • When act 1 is cleared, there is no transition to the Death Egg; it just takes you there.

Doomsday

  • Automatically starts as Hyper Sonic when accessed via level select, unlike the final where you are Super Sonic if accessed in this way. The zone's background also has a different, greyer palette, and the zone scrolls a LOT more slowly to begin with - you can speed up the scrolling by holding right to gradually accelerate it, but hitting an asteroid will slow it down again.
  • No SFX plays when breaking the asteroids.
  • When the boss reappears after its blue armour is destroyed the 'badnik popped' sound effect plays instead of the sound played in the final.
  • The latter half of Doomsday has no rings and asteroids and the projectiles the fleeing Robotnik fires have different graphics, especially the underneath weaponry.

Cheats

  • Level Select: Enabled by default. Press Up at the Title Screen and select the Sound Test option.
  • All Chaos Emeralds/Instant SuperSonic: Play sounds #2, #4, #6, and #8 on the Level Select menu by pressing C when Sound Test is highlighted. If done correctly, you'll hear the "Chaos Emerald Get" sound. Select any stage, collect 50 Rings, and double jump to become Super Sonic (with Hyper Sonic's double jump), Super Tails (without the Flickies), or Super Knuckles (with Hyper Knuckles's "wall quake").
  • Debug Mode: Play sounds #1, #3, #5, and #7 on the Level Select menu by pressing C when Sound Test is highlighted. If done correctly, you'll hear a Ring chime. Hold A+Start while selecting a stage to enable Debug Mode. Here are the controls while enabled:

When not using Object Placement

  • A >> Reverse Gravity
  • B >> Enter Object Placement mode
  • C >> Rolling Jump

When using Object Placement

  • A >> Change Object
  • B >> Exit Object Placement mode
  • C >> Place Object

You can also select any level with any character when Debug is activated.

External Links

Sonic Retro
Sonic Retro discussion thread

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