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{{Bob
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{{ProtoBob
 
| bobscreen=Sonic3_title.png
 
| bobscreen=Sonic3_title.png
| publisher=[[Sega]]
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| final=Sonic the Hedgehog 3 Limited Edition
| developer=[[Sonic Team]]
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| system=[[Sega Mega Drive]]
| system=[[Sega Mega Drive/Genesis]]
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| date=1994-05-17
| genre=2D Platform
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| romsize=4 MB
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| source=[[February 23, 2008 Proto Release|Sega ROM Archive CD-R disc]]
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| foundby=[[User:Drx|drx]]
 
}}
 
}}
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'''''Sonic the Hedgehog 3C''''' ''' Prototype 0517''' is a prototype for the canceled ''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'' compilation called ''[[Sonic the Hedgehog 3 Limited Edition]]'' for the [[Sega Mega Drive]]. It claims to have been built on May 17th, 1994 at 17:08.
  
'''''Sonic the Hedgehog 3C''''' ''' Prototype 0517''' for the [[Sega Mega Drive/Genesis]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. A earlier in development beta with a compilation number of '''''[[Sonic the Hedgehog 3C (prototype 0408)|0408]]''''' was also ound. This likely is a beta for the cancelled '''''[[Sonic the Hedgehog 3|Sonic 3]]''''' and '''''[[Sonic & Knuckles]]''''' compilation called '''''[[Sonic the Hedgehog 3 Limited Edition]]'''''.  
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This prototype 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 the Hedgehog 3''. Due to the late development date (dating after ''Sonic 3''<nowiki>'</nowiki>s release), it's obvious this isn't ''Sonic 3'' before it was split into 2 games.  
  
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==Comparisons==
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{{mainArticle|{{PAGENAME}}/Comparisons}}
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==Downloads==
 
{{Download|file=Sonic 3C (Prototype 0517 - May 17, 1994, 17.08) (hidden-palace.org).zip|filesize=2.3MB}}
 
{{Download|file=Sonic 3C (Prototype 0517 - May 17, 1994, 17.08) (hidden-palace.org).zip|filesize=2.3MB}}
  
==[[Pro Action Replay]] Codes==
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==External links==
{| border=0
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*{{LinkRetro|topic=9978|title=Sonic Retro discussion thread}}
|-
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*[http://hiddenpalace.org/Sonic_3C_(May_17,_1994_prototype) Hidden Palace Release Page]
| FFFFE2:0001
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*[https://tcrf.net/Proto:Sonic_%26_Knuckles/Sonic_3C_0517 ''Sonic 3C 0517'' on The Cutting Room Floor]
| Enable Debug Mode
 
|-
 
| FFFFB0:0007
 
| Have 7 Chaos Emeralds
 
|-
 
| FFFE12:0063
 
| Infinite Lives
 
|-
 
| FFFE24:0000
 
| Infinite Time
 
|-
 
| FFB02B:0003
 
| Invincibility (Cannot be hurt)
 
|-
 
| FFFE21:0032
 
| Always have 50 Rings
 
|}
 
 
 
==Various Differences==
 
===General===
 
To start off:Mushroom hill zone act 1: You fall in from the sky just like in the previous beta.
 
 
 
Tails seems to have quite a few collision problems in lava reef!
 
 
 
Doomsday zone act 2: There is no doomsday music Deathegg act 2's music continues playing.
 
 
 
Sky sanctuary zone act 2:The teleporter that usually teleports knuckles in is not present and there seems to be a few missing rings.
 
 
 
The Lava Reef boss area plays the Act 2 music until you reach Robotnik.
 
When you beat Robotnik, the lava is still there.
 
 
 
When you break the capsule, 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. Pretty much it is the same as the earlier one except the transition to Hidden Palace does work
 
 
 
Hyper Sonic's stars around his body are way completely different than in the final. Also, it appears that Super Sonic, not Hyper Sonic appears in the Doomsday Zone. Also in the Doomsday Zone, when you hit chase Eggman and you hit him, you don't get knocked back like in the final.
 
 
 
Debug mode works in this build (Hold down A when selecting level) but it causes the ring counter to screw up. With Debug activated, the Rings counter show you the sprite/frame number of your character.
 
 
 
debug code: FFFFFA:0100 IIRC
 
 
 
Or go to Sound Test and enter: 1, 3, 5 & 7. I think the ring counter in Debugmode is is the player sprite frame.
 
 
 
Heard from a friend; the final credits music mix is different, using different zones.
 
 
 
You can select Knuckles from the character select in 1P mode, as in the other Sonic 3 proto.
 
 
 
As mentioned before, the S&K credits music is longer/different order/cuts of level music used. The victory music usually played after beating the Launch Base boss before going to the credits in Sonic 3 is more developed, but you only hear that by listening to the credits music, the shorter one from beating the LBZ boss is there.
 
 
 
Try going to Special Stage 2 with Debug on and Sound Test on 07.
 
 
 
Also, if you enter Sky Sanctuary 2 with Sonic and Tails, Mecha Sonic has a glitch where there's an invisible wall in between the fighting area. When you defeat Mecha Sonic with Sonic and Tails, the game acts like you completed Sky Sanctuary 1, then doesn't continue to the next level.
 
 
 
Also, when you enter Hidden Palace through a Special Stage Ring, Death Egg music will play, and if you try to leave using the teleporter, it will loop and bring you back to Hidden Palace.
 
 
 
Just some things I noticed.
 
 
 
EDIT: And also Super Knuckles is implemented.
 
 
 
The Doomsday Zone gives you a lot more rings in the beginning because they don't give you any when you're chasing after Eggman.
 
 
 
Don't know how or why, but while playing as Sonic alone in Carnival Night Zone, after beating the midboss, I heard the noise a character makes when they die and Tails came back... and stuck around for all of Act 2. Once I hit Ice Cap, he was gone.
 
 
 
Also, the midboss of Death Egg Zone can knock you out of Super Sonic in his second form and the Super Emeralds didn't trigger for me when I got to Mushroom Hill with all seven Chaos Emeralds in tow. The Super Emeralds were present at the emerald altar in Hidden Palace. Another thing I caught is that one of the giant ring's in Mushroom Hill Zone isn't put in yet, instead filled with a diamond pattern of rings. Lastly, the giant hand midboss of Lava Reef had a few messed up textures.
 
 
 
That palette for Doomsday is the same as DEZ2
 
 
 
 
 
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. I managed to grab one, but it only makes the bumper sound the black ones make. Also, the slots stage has a completely different layout and the background freezes when you spin the reels. And lastly, while all three bonus stages are implemented, you can access one randomly once you hit 50 rings. Entering the Glowing Spheres level makes you lose all your rings.
 
 
 
The suoer ring before the transition to the boss (before the pully, guarded by that chicken thing I forget the name of) in MHZ2 does not seem to exist.
 
 
 
also the exit from the highest super ring in MHZ2 is different.
 
 
 
There is less of a transition from the first super ring to the "S&K start" without the lock-on
 
 
 
The MHZ2 boss does not have fire effects when killed, and you must hit him 6 times AFTER he has zoomed off.
 
 
 
All Emeralds: 2, 4, 6, 8. Works on both Sonic 3 prototypes.
 
 
 
Here's the whole thing. In-game, the credits end before the song finishes. I'm guessing they did a new medley when the plans for a Sonic 3 + Sonic & Knuckles cart were scrapped. None of the songs from zones in Sonic 3 are included in the final.
 
 
 
Knuckles-only Metal Sonic boss in Sky Sanctuary freaks out when Tails is used. Once defeated, no ending comes at all (with Tails, at least.). Also he flies around wildly(Again, Tails).
 
 
 
actually iwith Knuckles, Angel Island falls... and lands.. but no credits roll. It just loops Sky Sanctuary forever
 
 
 
The Knuckles with all emeralds ending has the island float into the sky and it reaches space right away and that's the end
 
 
 
You can move the moment you enter Sandopolis act 1; you're no longer forced to wait until you land in the sand and have to pop out. This occurs in both protos.
 
 
 
 
 
Lava Reef 3 (Boss) has a fire shield instead of a lightning shield. Also, the ring pattern is different. =)
 
 
 
Hidden Palace (Mushroom Hill) has Death Egg music.
 
 
 
S monitor makes Knuckles fully hyper. Unlike in final versions, he causes the earthquake when gliding for a distance into a wall.
 
 
 
Beating the Flying Battery Act 2 miniboss (The Wing Fortress style one) and dying causes the clouds to mess up (Line in that Sonic 3 speedrun...)
 
 
 
In Sandopolis Act 2 (Although this happened after I beat act 1), the giant sand work is rather glitched up. If you die or enter Act 2 with level select, it's fine... and everything is lit up too.
 
 
 
Entering the gumball bonus stage makes you lose your shield. Not sure about the other ones.
 
 
 
The Knuckles MGZ2 boss still plays miniboss music (sounds a bit odd IMO, and I still wonder why they did that - accident or intentional?), and doesn't play the "break-wall" sound when the spikes penetrate the floor or ceiling.
 
 
 
Death Egg's bosses (Doomsday act 2 that is, I didn't bother looking at the ordinary boss yet) don't play boss music, they just play DEZ music. Also, when Robotnik flies away, everything is a lot slower than the final, and if you don't press anything you can get stuck in the bottom left until you go into debug mode.
 
 
 
Doomsday is really glitchy - I was in debug, so I don't know how many rings I had, but either I ran out of rings and died, or the zone just screws up when you beat the first stage of the boss. Either way, I died somehow, and when I used debug to revive Sonic again, the game acted like it was a normal level, and he just kept falling to the bottom of the screen. I re-entered the zone, created a load of S monitors and tried to break them (but couldn't, since you can't spin in that zone), and eventually it froze my emulator and X11 as well. o.O
 
 
 
When I play without debug mode on, it seems to work fine, although all the explosions are black...
 
 
 
If you kill Death Egg's 3rd boss while it's firing the laser, the laser stays on screen while he dies (not sure if this happens in the final, but I've never seen it happen).
 
 
 
In HPZ, even though your controls are locked during the cutscene, Tails' controls aren't locked, and he will continue to use his AI if you don't touch the second controller.
 
 
 
Pressing down in SSZ near to Knuckles doesn't make him wave at you yet.
 
 
 
you die at the end of the first hydrosocity act... you diy by dorwning while its tallying your score LOL
 
 
 
Aparently the music locations are ALMOST the same in S3K and S3Beta (0517).
 
 
 
Also that platforms that you need to spindash to go down (in LRZ) are REALLY faster.
 
 
 
EDIT:Also when you kill Doomsday boss with tails, the game goes to Level select-was that mentioned?
 
 
 
If you manage to beat the game straight through on a save file, it only lets you select the Sonic 3 levels.Yep, I got the exact same thing on the 0408 prototype.
 
 
 
Interesting thing about this build is that these is a Tails transformation with only Chaos Emeralds. It's basically Super Tails without the birds. Enter the 2, 4, 6, 8 code, and get 50 rings and you'll become this incarnation of Tails. However using an S monitor you get the Super Tails with the birds (perhaps there was a super and hyper version of Tails planned at one point). The emeralds seem to activate an incomplete version of Hyper mode. For Sonic, it uses the rainbow pallete 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.
 
 
 
The S monitor reveals Hyper forms identical to the final (save for the different star arrangement on Hyper Sonic).
 
 
 
And I liked the proto arrangement of the stars around Hyper Sonic. It was much more original as it didn't just copy the Hyper Knuckles holograms (granted however, the holograms make sense due to the sense of speed that is supposed to be portrayed with Hyper Sonic. Perhaps they should have done the star arrangement with Hyper Knuckles instead.)
 
 
 
Knuckles can still punch out Hyper Sonic and Super Tails in the fight in Hidden Palace.
 
 
 
In Angel Island zone (and maybe every other zone), when you finishing fighting the mini-boss, and the sign post twirls down to the ground, if you get a power-up monitor, 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
 
 
 
Tried to see if this was the case in the 408 build, but no end sign came down after beating the Act 1 boss in that build so Act 2 was never loaded. = /
 
 
 
At this point in time, Super Knuckles had been fully completed, pallete, sprites, the whole shabang.
 
 
 
Another little detail, but mentioning for the sake of recording: In Doomsday Zone, during the first boss, if you move all the way to left, you actually trigger two missiles from the end of the asteroid field segment. See? Nothing special.
 
 
 
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 S3&K there are 8. (S3 Final actually had 14 save slots; 6 for S3 only, 8 for S3&K.)
 
 
 
Playing as Sonic:
 
 
 
- Hydrocity 1 boss plays the Sonic 3 Act 1 mini-boss theme instead of the Act 2 boss theme. (S3 final plays the Act 2 boss theme, but switches to the S&K miniboss music if the drowning timer starts and you get out of the water); S3&K final plays the S&K Act 1 mini-boss theme.)
 
 
 
- Hydrocity 2: The spring at the beginning has been replaced with a 1UP, which is the same as S3&K final but not like S3 final.
 
 
 
- Carnival Night 1: Tails randomly appeared after the boss, even though I was playing as Sonic only. ohmy.gif
 
 
 
- Mushroom Hill 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...)
 
 
 
- 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.
 
 
 
- 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.
 
 
 
- Sandopolis 2: The boss seems ridiculously easy to beat. I was just standing where Eggman was in the Pyramid boss and Eggman was taking damage.
 
 
 
- Lava Reef 2: Debug mode movement is affected by the lava slope at the boss. Odd...
 
 
 
- 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.) Damn, Knuckles is good.
 
 
 
- 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. (I'm pretty sure the final was three low, one high. Someone correct me if I'm wrong please.)
 
 
 
- Death Egg 2: After I beat the boss, the HUD turned green. This means that the game loaded Knuckles' 1P palette into the Knuckles CP palette slot. ohmy.gif
 
 
 
- Credits: The S3 Final credits roll, but the extended S3C 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. (I'm not sure if the same thing happens if you have all the emeralds.)
 
 
 
However, on a wierd note, anywhere from about D9 onwards has no sound until you get to FF which is the Sega Sound.
 
 
 
Special Stage 2 leads you to an unused Super Emerald Stage. Essentially it's just a giant maze, which has no rings by the way, although for some reason you don't get a Perfect. It gives you a Super Emerald. Only Super Emerald stage that's playable in the game I believe. here are six other special stages, some of them reused in Sonic and Knuckles. Stage 4, for one, is definitely a S&K level.
 
 
 
Something odd I've noticed. The April Sonic 3C proto has debug info turned off while in normal gameplay (assuming that debug mode is activated in the first place), like the final, but the May Sonic 3C proto has debug info throughout gameplay, like in Sonic 3's debug mode. Wonder why they went backwards sorta.
 
 
 
Hm.. Something is weird with the S monitor in this build. If you have 7/14 emeralds (makes no difference), you get the same result as if you hit a S monitor, except:
 
- No weird stars surrounding Sonic
 
- Knuckles has no reflection
 
- Tails has no birds (!)
 
 
 
So basically hitting a S monitor brings all these extra objects.
 
 
 
Looks like they may intended to actually change the way the super forms looked like (ie, hyper sonic animated palette is used for what it's supossed to be super sonic in this build) before scrapping this version. Just guessing, I haven't looked at any of the code yet.
 
 
 
In Launch Base 2, as Knuckles, you don't fight the second boss like in S3&K final.
 
 
 
You can't access it in anyway in the 408 beta because you're immediately warped to a special stage, however in this version the chamber works exactly like the final, with a couple differences:
 
 
 
1. The HUD is still present (It's green while playing as Knuckles)
 
2. Death Egg Music is playing (This is due to it coming right after the Death Egg Final Boss level slot in the game)
 
3. The intro plays every time you enter the chamber
 
4. The gray emerald locations don't save after you leave (They reappear after the intro)
 
5. The laser zaps all the emerald alters even if you already have that emerald (Although it still shows that you have that emerald)
 
6. There is no Super Emerald screen after you beat a special stage
 
 
 
Also, it's interesting to note that there are color differences in the beta, probably changed so they could correspond with the colors of the Chaos Emeralds
 
 
 
 
 
{{stub}}
 
  
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==References==
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<references />
  
[[Category: Prereleases]] [[Category: The Sonic 3 Beta Wiki]]
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{{S3C0517Omni}}
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{{S3Omni|4}}
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[[Category:Sonic the Hedgehog 3 prereleases]]

Latest revision as of 12:36, 21 December 2019

Sonic3 title.png
Sonic the Hedgehog 3C (prototype 0517)
Prerelease of: Sonic the Hedgehog 3 Limited Edition
System: Sega Mega Drive
Build date: 1994-05-17
ROM size: 4 MB
Source: Sega ROM Archive CD-R disc
Found by: drx

Sonic the Hedgehog 3C Prototype 0517 is a prototype for the canceled Sonic the Hedgehog 3 and Sonic & Knuckles compilation called Sonic the Hedgehog 3 Limited Edition for the Sega Mega Drive. It claims to have been built on May 17th, 1994 at 17:08.

This prototype 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 the Hedgehog 3. Due to the late development date (dating after Sonic 3's release), it's obvious this isn't Sonic 3 before it was split into 2 games.

Comparisons

Sonic Retro emblem.svg Main article: Sonic the Hedgehog 3C (prototype 0517)/Comparisons

Downloads

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)

External links

References


Sonic the Hedgehog 3C (prototype 0517), prototype version of Sonic the Hedgehog 3
Sonic3 title.png

Main page | Comparisons | Maps | Hidden content

Part of Sonic the Hedgehog 3 development

Sonic the Hedgehog 3
Sonic3 title.png

Main page (S3&K)
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Hidden content (S3&K)
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