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Difference between revisions of "Sonic the Hedgehog 3C (prototype 0517)"

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==Cheat Codes==
 
==Cheat Codes==
*'''Level Select''': Enabled by default. Just scroll down on the start menu.
+
*'''Level Select''': Enabled by default. Just scroll down on the title screen and select "Sound Test".
 
*'''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.  
 
*'''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.  
 
*'''All Chaos Emeralds''': At the sound test screen, play songs '''02''', '''04''', '''06''', '''08'''.
 
*'''All Chaos Emeralds''': At the sound test screen, play songs '''02''', '''04''', '''06''', '''08'''.
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==Various Differences==
 
==Various Differences==
 
===General===
 
===General===
*Knuckles is a selectable character in the one player mode.
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*Knuckles is a selectable character in 1-player mode.
 +
*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 Zones 1 through 6 can be selected.
 +
*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''.)
 +
*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.
 +
*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.
 +
*Pressing {{a}} while the game is paused returns you to the level select screen rather than the SEGA logo screen.
 
*All the explosions are black when debug mode is enabled.
 
*All the explosions are black when debug mode is enabled.
*In the sound test anything from D9 through FE has no sound. The final sound F is the "Sega" sound.
+
*Monitor behavior is now like in ''Sonic & Knuckles'' where monitors can be destroyed from any side, even from underneath.
*The music locations are ALMOST the same in ''Sonic 3K'' and this beta; 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.
+
*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".
*The victory music usually played after beating the Launch Base boss before going to the credits in ''Sonic 3'' is more developed, but can only be heard by listening to the credits music.
+
 
*The echo track of Flying Battery Zone's Act 1 music will go off sync after two loops, and slowly gain drag behind the lead melody.
+
===Audio===
<div class="thumb tright" style="width:210px"><div><flashmp3>Production/Sonic 3C 0517 Ending Medley.mp3</flashmp3><div class="thumbcaption">Final credits medley in this prototype</div></div></div>
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*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''.
*The final credits medley is longer, different, and uses a few additional segments from additional zones.
+
*The music for the title screen, mini-bosses, Knuckles, invincibility, and collecting 1-UPs are all from ''Sonic 3''.
*If the game is beat all the way through on a save file, only ''Sonic 3'' levels can be selected.
+
*The Data Select music bug from ''Sonic 3'' alone is still there.
*The save data screen does not show the number of lives and continues. ''Sonic 3'' did not show this, either. ''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''.
+
*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''.
*The Emeralds seem to activate an incomplete version of Hyper mode. For Sonic, it uses the rainbow palette and gives him the dash attack, but doesn't give him the star effect or the flash and sparks when the dash attack is performed. For Tails, it neglects to give him his Flickies or the trailing sparks. For Knuckles, it adds the shockwave to latching onto walls, but doesn't replace the trailing sparks with afterimages. And for all of the incomplete Hyper forms, none can automatically breathe underwater.
+
*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.
*The S monitor makes the characters take their Hyper form, rather than Super as in ''Sonic 3'' final.
+
*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.
*Hyper Sonic's stars around his body are completely different than in the final.
+
*In the sound test anything from '''D9''' through '''FE''' has no sound. The final sound, '''FF''', is the "Sega" sound.
 +
 
 +
===Super/Hyper Forms===
 +
*The "S" monitor makes the characters take their Hyper form as in ''Sonic 3 & Knuckles'', rather than Super as in ''Sonic 3'' final.
 +
*The Super forms achieved with the [[Chaos Emeralds]] seem to act like incomplete versions of Hyper forms:
 +
**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.
 +
**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).
 +
**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.
 +
*Hyper Sonic's stars around his body are completely different than in the final, and he has no afterimages.
 
*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.
 
*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.
*Interesting thing about this build is that there is a Tails transformation with only Chaos Emeralds. It's basically Super Tails without the birds. However using an S monitor and Super Tails will have the birds (perhaps there was a super and hyper version of Tails planned at one point).
 
*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.
 
  
==Level==
+
==Zone Differences==
===Bonus Stages===
+
===[[Angel Island Zone]]===
*On the Glowing Spheres stage, aside from having a different layout and the items falling downward, 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. 
+
*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''.
*Entering the Glowing Spheres level makes you lose all your rings.
+
*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.
*The slots stage has a completely different layout and the background freezes when you spin the reels.
+
 
*Entering the gumball bonus stage makes you lose your shield. Not sure about the other ones.
+
===[[Hydrocity Zone]]===
*While all three bonus stages are implemented, you can access one randomly once you hit 50 rings.
+
*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]].
*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.
+
*At the end of Act 1, you can die by drowning while it's tallying your score.
===Angel Island===
+
*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.)
*In Angel Island 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.
+
*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.
===Hydrocity===
+
*The Screw Mobile's twister can still glitch out Super/Hyper Sonic like it did in ''Sonic 3''.
*When at the end of the first Hydrocity act, you can die by drowning while it's tallying your score.
+
 
*When playing as Sonic in Hydrocity Act 1 the boss plays the ''Sonic 3'' Act 1 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'' miniboss 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).
+
===[[Marble Garden Zone]]===
*When playing as Sonic in Hydrocity Act 2, the spring at the beginning has been replaced with a 1UP, which is the same as ''Sonic 3 & Knuckles'' final but not like ''Sonic 3'' final.
+
*The Act 1 miniboss crash glitch from Sonic 3 that can be achieved with a second player is still present.
 +
*Knuckles' Act 2 boss doesn't play the "wall breaking" sound when the spikes penetrate the floor or ceiling.
  
===Marble Garden===
+
===[[Carnival Night Zone]]===
*The Knuckles MGZ2 boss still plays the miniboss music and doesn't play the "wall breaking" sound when the spikes penetrate the floor or ceiling.
+
*Knuckles does not run in at the start of Act 1.
===Carnival Night===
+
*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)
*When playing as Sonic in Carnival Night Act 1 Tails randomly appeared after the boss, even though it was Sonic only. (This glitch randomly happens in the completed ''Sonic 3'' but with a different frequency in which it happens)
 
  
===IceCap===
+
===[[IceCap Zone]]===
 
*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.
 
*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.
 +
*The floating icicle spheres in one of Knuckles' routes can still hurt you when in Super/Hyper form.
  
===Launch Base===
+
===[[Launch Base Zone]]===
*When fighting the Act 1 minibosses as Super/Hyper Knuckles, defeating one of the bosses will cause you to revert to normal and play the regular LBZ1 music, as if the boss were defeated. However, you still have to defeat the other boss to continue.
+
*As soon as Knuckles defeats one of the Twin Hammers, 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.
*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).
+
*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).
*In Launch Base 2, as Knuckles, you don't fight the second boss like in ''S3&K'' final.
+
*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.
  
===Mushroom Hill===
+
===[[Mushroom Hill Zone]]===
*In Mushroom Hill zone act 1: You fall in from the sky just like in the previous beta.
+
*Act 1 begins with Sonic and Tails falling from the sky in their standing poses, as was the case in the previous prototype.
 +
*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 Rings don't flash.
 +
*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.
 
*One of the giant rings in Mushroom Hill Zone isn't put in yet, instead it is filled with a diamond pattern of rings.  
 
*One of the giant rings in Mushroom Hill Zone isn't put in yet, instead it is filled with a diamond pattern of rings.  
*The super ring before the transition to the boss (before the pully, guarded by that chicken enemy in MHZ2) is gone.
+
*The super ring before the transition to the [[Jet Mobile]] in Act 2 is still missing.
*The exit from the highest super ring in MHZ2 is different.
+
*The exit from the highest super ring in Act 2 is different.
*The MHZ2 boss does not have fire effects when killed, and you must hit him 6 times AFTER he has zoomed off.
+
*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.
*When playing as Sonic in Mushroom Hill Act 1 The Super Ring at the beginning of the level doesn't seem to flash if you enter here via Level Select with no emeralds. If you go to MH1 with emeralds, the Super Ring flashes, but entering it merely gives you 50 rings. Strangely, the rest of the Super Rings aren't flashing.
+
*The boss does not explode when killed until he crashes into the tree.
  
===Flying Battery===
+
===[[Flying Battery Zone]]===
*Defeating the Flying Battery Act 2 miniboss and dying causes the clouds to mess up.
+
*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.
*When playing as Sonic in Flying Battery 2 After defeating the WFZ-style miniboss, 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. Also, Sonic doesn't roll out of the Flying Battery in the level transition - he simply runs out. He appears to be rolling in the Sandopolis intro, though.
+
*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.
===Sandopolis===
 
*You can move the moment you enter Sandopolis act 1 and no longer are forced to wait until you land in the sand and have to pop out.
 
*When playing as Sonic in Sandopolis 1 Sonic doesn't get stuck in the sand after he falls into the level. Also, as MK said, you can move left and right during the intro.
 
  
===Lava Reef===
+
===[[Sandopolis Zone]]===
 +
*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.
 +
 
 +
===[[Lava Reef Zone]]===
 
*Tails seems to have quite a few collision problems.
 
*Tails seems to have quite a few collision problems.
 +
*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.
 +
*Shields do not protect you from the debris of the [[Iwamodoki|Iwamodokis]].
 +
*The [[Heat Arms]] has a few messed up textures.
 +
*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.
 +
*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.
 +
*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.
 +
*The Act 2 boss area does not have a Lightning Shield. The ring pattern is also different.
 
*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.
 
*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.
*The Act 3 boss area plays the Act 2 music until you reach Robotnik.
 
*When you beat Robotnik, the lava is still there.
 
*The giant hand miniboss has a few messed up textures.
 
*The Act 3 boss area has a fire shield instead of a lightning shield. The ring pattern is also different.
 
*The platforms in which it is necessary to Spin Dash to go down are '''much''' faster.
 
*Act 2's palette is different from the final's, and stays similar to the Act 1 palette in that the rocks are red/brown. Because of this, after beating Act 1's miniboss, the lava doesn't change color, but you can still walk on it as if it was harmless.
 
  
===Hidden Palace===
+
===[[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]]===
*When Hidden Palace is entered through a Special Stage Ring, Death Egg music will play. When trying to leave through using the teleporter the game will loop and you will return to Hidden palace.
+
*The player does not run in at the beginning.
*Hidden Palace (Mushroom Hill) has Death Egg music.  
+
*The music is still Sky Sanctuary's theme.
*In Hidden Palace Zone, even though the controls are locked during the cutscene, Tails' controls aren't locked, and he will continue to use his AI if the second controller isn't used.
+
*A [[Fire Shield]] is provided in place of a Ring monitor before the fight with Knuckles.
*When playing as Sonic in Hidden Palace not only can Knuckles hurt you as Super/Hyper Sonic, Knuckles can hurt you if you're in Debug mode placing an object, at which point Sonic's graphics might be corrupted. (The corruption only seems to happen if you were Super/Hyper Sonic at the time).  
+
*The secret monitor stash still has an "S" monitor and extra 1-Ups.
*Knuckles can punch out Hyper Sonic and Super Tails during the fight in Hidden Palace.
+
*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.
*In this version Hidden Palace works exactly like the final, with a couple differences. The HUD is still present (It's green while playing as Knuckles). Death Egg Music is playing (This is due to it coming right after the Death Egg Final Boss level slot in the game). The intro plays every time you enter the chamber. The gray emerald locations don't save after you leave (They reappear after the intro). The laser zaps all the emerald alters even if you already have that emerald (Although it still shows that you have that emerald). There is no Super Emerald screen after you beat a special stage. Also, there are color differences in the beta, probably changed so they could correspond with the colors of the Chaos Emeralds.
+
*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.)
*Entering from LRZ2 as Knuckles causes Hidden Palace to read as Sky Sanctuary Zone Act 1, Other than this it is the same as the Final.
+
*The Knuckles fight still plays the ''Sonic 3'' miniboss theme and continues to play through the Master Emerald theft scene after Knuckles is defeated.
 +
*Various sound effects are still missing in the Knuckles fight and Master Emerald theft cutscene.
 +
*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.
 +
*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.
 +
*Hidden Palace when accessed by a giant ring works exactly like the final, but with a number of differences:
 +
**The HUD is still present (it's green while playing as Knuckles).
 +
**Death Egg Act 2 music plays (this is due to it coming right after the Death Egg Final Boss level slot in the game).
 +
**The intro plays every time you enter the chamber.
 +
**The greyed-out Super Emerald locations don't save after you leave (They reappear after the intro).
 +
**The laser zaps all the Super Emerald altars even if you already have that Emerald (Although it still shows that you have that Emerald).
 +
**There is no Super Emerald screen after you beat a Special Stage.  
 +
**There are color differences in the prototype, probably changed so they could correspond with the colors of the Chaos Emeralds.
 +
**The timer is not disabled, making it possible to get a Time Over.
 +
 
 +
===[[Sky Sanctuary Zone]]===
 +
*After the Metropolis Zone boss has been defeated, the balloons don't pop until they reach the ground.
 +
*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.
 +
*Knuckles' Act does not have any rings, and the teleporter is absent.
 +
*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.
 +
*Also, when entering Act 2 with Sonic and Tails, Tails is able to jump behind the Floating Island sprite.
 +
*Mecha Sonic is missing sound effects.
 +
*The Doomsday Zone music does not play for Super Mecha Sonic. The final boss theme just continues instead.
 +
*Mecha Sonic also freaks out when Tails is used.
 +
*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.
 +
 
 +
===[[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]]===
 +
*The player does not run in at the beginning.
 +
*The overscan border color for Act 1 is red, instead of black like the other zones.
 +
*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.
 +
*[[Red Eye]]'s pillar no longer overlaps the player, but it still has tile transparency issues.
 +
*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''.
 +
*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.
 +
*Tails has an animation error during the Act 2 transition.
 +
*The final boss music does not play. DEZ Act 2's theme just continues to play.
 +
*After the final boss machine collapses completely, everything stops rumbling.
 +
*If Death Egg's final boss is defeated while it's firing its laser, the laser stays on screen while it explodes.
 +
*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.
 +
*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.
 +
*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.
 +
 
 +
===[[The Doomsday Zone]]===
 +
*Lots of rings are given at the start of The Doomsday Zone because there are none around when chasing Eggman.
 +
*There are a lot more asteroids at the start and a lot more missiles before reaching Eggman.
 +
*Various sound effects are missing.
 +
*The background palette for The Doomsday Zone is the same as DEZ2's.
 +
*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.
 +
*When you hit Eggman while chasing him, you don't get knocked back like you do in the final.
 +
*There are no asteroids during the final chase.
 +
*When The Doomsday Zone is cleared, the game goes back to the Level Select.
  
===Sky Sanctuary===
+
===[[Bonus Stage (Sonic 3 & Knuckles)|Bonus Stages]]===
*Sky Sanctuary Zone act 2: The teleporter that usually teleports Knuckles is not present and there seems to be a few missing rings.
+
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.
*When entering Sky Sanctuary 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 with Sonic and Tails, the game acts like Sky Sanctuary 1 was completed and doesn't continue to the next level.
+
====Glowing Spheres====
*Also, when entering Sky Sanctuary Act 2 with Sonic and Tails, Tails is able to jump behind the Floating Island sprite.
+
*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.
*The Knuckles-only Metal Sonic boss in Sky Sanctuary freaks out when Tails is used. Once defeated, there is no ending at all.
+
*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.
*Pressing down in SSZ close to Knuckles doesn't make him wave yet.
+
*Entering the Glowing Spheres level makes you lose all your rings.
 +
*The score and timer are displayed in the Glowing Spheres Bonus Stage. This doesn't happen for the other two Bonus Stages.
 +
*Entering this Bonus Stage makes you lose all your rings and your shield.
 +
====Slot Machine====
 +
*The Slot Machine Bonus Stage has had its layout changed from ''Sonic 3C 0408'', but is still very different from the final.
 +
*The background in the Slot Machine Bonus Stage is still completely static. The little objects don't rotate and nothing scrolls.
  
===Doomsday===
+
===[[Special Stage (Sonic 3 & Knuckles)|Special Stage]]===
*In Doomsday Zone act 2 there is no Doomsday music and Death Egg act 2's music continues playing.
+
*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.
*Lots of rings are given at the start of Doomsday Zone because there are none around when chasing Robotnik.
+
*The Super Emerald Special Stages are the same as the ones in ''Sonic 3C 0408''.
*That palette for Doomsday is the same as DEZ2
+
*Super Emeralds are still referred to as Chaos Emeralds.
*Also in the Doomsday Zone, when you hit chase Eggman and you hit him, you don't get knocked back like in the final.
+
*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.
*When the Doomsday boss is destroyed with tails, the game goes to Level select.
+
*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.
*In Doomsday Zone, 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.
 
===Death Egg===
 
*The midboss of Death Egg Zone still hits you and you will be knocked out of the Super Sonic form.
 
*Death Egg's Doomsday act 2 boss doesn't play boss music, it just plays DEZ music.  
 
*When Robotnik flies away, everything is much slower than the final, and no buttons are pressed it is possible to get stuck in the bottom left unless Debug mode is activated.
 
*If Death Egg's 3rd boss is defeated while it's firing the laser, the laser stays on screen while he dies.
 
*When playing as Sonic in Death Egg 1 the objects that count down from 3 and then send you across some paths have a slightly different countdown tick. It's four low tones, instead of three low tones and one high tone.
 
*When playing as Sonic in Death Egg 2 after the beat the boss was defeated the HUD turned green. This means that the game loaded Knuckles' 1P palette into the Knuckles CP palette slot.
 
*When playing as Sonic at the credits. The ''Sonic 3'' final credits roll, but the extended ''Sonic 3 & Knuckles'' medley is played. Also, the medley is longer than the credits, but the credits automatically restarts to the Sega screen a few seconds after "Try Again" appears.
 
  
 
==External Links==
 
==External Links==
 
{{LinkRetro|topic=9978|title=Sonic Retro discussion thread}}
 
{{LinkRetro|topic=9978|title=Sonic Retro discussion thread}}
* [http://www.hidden-palace.org/?releases/1049 Hidden Palace Release Page]
+
*[http://hiddenpalace.org/Sonic_3C_(May_17,_1994_prototype) Hidden Palace Release Page]
 +
*[https://tcrf.net/Proto:Sonic_%26_Knuckles/Sonic_3C_0517 ''Sonic 3C 0517'' on The Cutting Room Floor]
 +
 
 +
==References==
 +
<references />
  
 
{{Sonic the Hedgehog 3 Betas}}
 
{{Sonic the Hedgehog 3 Betas}}
[[Category:Sonic the Hedgehog 3 prereleases]] [[Category:The Sonic 3 Beta Wiki]]
+
[[Category:Sonic the Hedgehog 3 prereleases]]

Revision as of 15:32, 31 December 2017

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Sonic3 title.png
Sonic the Hedgehog 3C (prototype 0517)
System(s): Sega Mega Drive/Genesis
Publisher: Sega
Developer:
ROM size: 4 MB
Genre: 2D Platform

Sonic the Hedgehog 3C Prototype 0517 for the Sega Mega Drive/Genesis was released by drx during the February 23rd, 2008 proto release. An earlier in-development beta with a compilation number of 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.

This is a prototype for the canceled Sonic 3 and Sonic & Knuckles compilation called Sonic the Hedgehog 3 Limited Edition.

Download.svg Download Sonic the Hedgehog 3C (prototype 0517)
File: Sonic 3C (Prototype 0517 - May 17, 1994, 17.08) (hidden-palace.org).zip (2.35 MB) (info)

Cheat Codes

  • Level Select: Enabled by default. Just scroll down on the title screen and select "Sound Test".
  • 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.
  • All Chaos Emeralds: At the sound test screen, play songs 02, 04, 06, 08.

Various Differences

General

  • Knuckles is a selectable character in 1-player mode.
  • 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 Zones 1 through 6 can be selected.
  • 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.)
  • 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.
  • 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.
  • Pressing A while the game is paused returns you to the level select screen rather than the SEGA logo screen.
  • All the explosions are black when debug mode is enabled.
  • Monitor behavior is now like in Sonic & Knuckles where monitors can be destroyed from any side, even from underneath.
  • 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".

Audio

  • 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.
  • The music for the title screen, mini-bosses, Knuckles, invincibility, and collecting 1-UPs are all from Sonic 3.
  • The Data Select music bug from Sonic 3 alone is still there.
  • 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.
  • 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.
  • 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.
  • In the sound test anything from D9 through FE has no sound. The final sound, FF, is the "Sega" sound.

Super/Hyper Forms

  • The "S" monitor makes the characters take their Hyper form as in Sonic 3 & Knuckles, rather than Super as in Sonic 3 final.
  • The Super forms achieved with the Chaos Emeralds seem to act like incomplete versions of Hyper forms:
    • 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.
    • 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).
    • 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.
  • Hyper Sonic's stars around his body are completely different than in the final, and he has no afterimages.
  • 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.

Zone Differences

Angel Island Zone

  • 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.
  • 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.

Hydrocity Zone

  • 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 0525 prototype.
  • At the end of Act 1, you can die by drowning while it's tallying your score.
  • 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.)
  • 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.
  • The Screw Mobile's twister can still glitch out Super/Hyper Sonic like it did in Sonic 3.

Marble Garden Zone

  • The Act 1 miniboss crash glitch from Sonic 3 that can be achieved with a second player is still present.
  • Knuckles' Act 2 boss doesn't play the "wall breaking" sound when the spikes penetrate the floor or ceiling.

Carnival Night Zone

  • Knuckles does not run in at the start of Act 1.
  • 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)

IceCap Zone

  • 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.
  • The floating icicle spheres in one of Knuckles' routes can still hurt you when in Super/Hyper form.

Launch Base Zone

  • As soon as Knuckles defeats one of the Twin Hammers, 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.
  • 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).
  • 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.

Mushroom Hill Zone

  • Act 1 begins with Sonic and Tails falling from the sky in their standing poses, as was the case in the previous prototype.
  • 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 Rings don't flash.
  • 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.
  • One of the giant rings in Mushroom Hill Zone isn't put in yet, instead it is filled with a diamond pattern of rings.
  • The super ring before the transition to the Jet Mobile in Act 2 is still missing.
  • The exit from the highest super ring in Act 2 is different.
  • 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.
  • The boss does not explode when killed until he crashes into the tree.

Flying Battery Zone

  • After defeating 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.
  • 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.

Sandopolis Zone

  • 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.

Lava Reef Zone

  • Tails seems to have quite a few collision problems.
  • 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.
  • Shields do not protect you from the debris of the Iwamodokis.
  • The Heat Arms has a few messed up textures.
  • 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.
  • 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.
  • 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.
  • The Act 2 boss area does not have a Lightning Shield. The ring pattern is also different.
  • 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.

Hidden Palace Zone

  • The player does not run in at the beginning.
  • The music is still Sky Sanctuary's theme.
  • A Fire Shield is provided in place of a Ring monitor before the fight with Knuckles.
  • The secret monitor stash still has an "S" monitor and extra 1-Ups.
  • 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.
  • 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.)
  • The Knuckles fight still plays the Sonic 3 miniboss theme and continues to play through the Master Emerald theft scene after Knuckles is defeated.
  • Various sound effects are still missing in the Knuckles fight and Master Emerald theft cutscene.
  • 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.
  • 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.
  • Hidden Palace when accessed by a giant ring works exactly like the final, but with a number of differences:
    • The HUD is still present (it's green while playing as Knuckles).
    • Death Egg Act 2 music plays (this is due to it coming right after the Death Egg Final Boss level slot in the game).
    • The intro plays every time you enter the chamber.
    • The greyed-out Super Emerald locations don't save after you leave (They reappear after the intro).
    • The laser zaps all the Super Emerald altars even if you already have that Emerald (Although it still shows that you have that Emerald).
    • There is no Super Emerald screen after you beat a Special Stage.
    • There are color differences in the prototype, probably changed so they could correspond with the colors of the Chaos Emeralds.
    • The timer is not disabled, making it possible to get a Time Over.

Sky Sanctuary Zone

  • After the Metropolis Zone boss has been defeated, the balloons don't pop until they reach the ground.
  • 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.
  • Knuckles' Act does not have any rings, and the teleporter is absent.
  • 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.
  • Also, when entering Act 2 with Sonic and Tails, Tails is able to jump behind the Floating Island sprite.
  • Mecha Sonic is missing sound effects.
  • The Doomsday Zone music does not play for Super Mecha Sonic. The final boss theme just continues instead.
  • Mecha Sonic also freaks out when Tails is used.
  • 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.

Death Egg Zone

  • The player does not run in at the beginning.
  • The overscan border color for Act 1 is red, instead of black like the other zones.
  • 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.
  • Red Eye's pillar no longer overlaps the player, but it still has tile transparency issues.
  • 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.
  • 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.
  • Tails has an animation error during the Act 2 transition.
  • The final boss music does not play. DEZ Act 2's theme just continues to play.
  • After the final boss machine collapses completely, everything stops rumbling.
  • If Death Egg's final boss is defeated while it's firing its laser, the laser stays on screen while it explodes.
  • 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.
  • 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.
  • 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.

The Doomsday Zone

  • Lots of rings are given at the start of The Doomsday Zone because there are none around when chasing Eggman.
  • There are a lot more asteroids at the start and a lot more missiles before reaching Eggman.
  • Various sound effects are missing.
  • The background palette for The Doomsday Zone is the same as DEZ2's.
  • 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.
  • When you hit Eggman while chasing him, you don't get knocked back like you do in the final.
  • There are no asteroids during the final chase.
  • When The Doomsday Zone is cleared, the game goes back to the Level Select.

Bonus Stages

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.

Glowing Spheres

  • 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.
  • 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.
  • Entering the Glowing Spheres level makes you lose all your rings.
  • The score and timer are displayed in the Glowing Spheres Bonus Stage. This doesn't happen for the other two Bonus Stages.
  • Entering this Bonus Stage makes you lose all your rings and your shield.

Slot Machine

  • The Slot Machine Bonus Stage has had its layout changed from Sonic 3C 0408, but is still very different from the final.
  • The background in the Slot Machine Bonus Stage is still completely static. The little objects don't rotate and nothing scrolls.

Special Stage

  • 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.
  • The Super Emerald Special Stages are the same as the ones in Sonic 3C 0408.
  • Super Emeralds are still referred to as Chaos Emeralds.
  • 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.
  • 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.

External Links

Sonic Retro
Sonic Retro discussion thread

References


Template:Sonic the Hedgehog 3 Betas