Difference between revisions of "Sonic the Hedgehog 3 (prototype; 1993-11-03)/Hidden content"
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{{UnusedRow | {{UnusedRow | ||
| sprite= | | sprite= | ||
− | | desc=[[ | + | | desc=[[Fireworm]], normally for Lava Reef Zone. Can potentially crash the game when spawned. Its object ID is '''90'''. |
}} | }} | ||
{{UnusedRow | {{UnusedRow | ||
| sprite= | | sprite= | ||
− | | desc=[[ | + | | desc=[[Iwamodoki]], normally for Lava Reef Zone. In this prototype, it can be destroyed like any other Badnik before it explodes. Its object ID is '''91'''. |
}} | }} | ||
{{UnusedRow | {{UnusedRow | ||
| sprite= | | sprite= | ||
− | | desc=[[ | + | | desc=[[Toxomister]], normally for [[Lava Reef Zone]]. Its toxic gas cannot kill the player or drain their [[Ring]]s, and the gas sprite is slower at following the player. Its object ID is '''92'''. |
}} | }} | ||
{{UnusedRow | {{UnusedRow | ||
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| sprite= | | sprite= | ||
| desc=The [[Guardian]], normally reserved as the mini-boss of [[Sandopolis Zone]]. | | desc=The [[Guardian]], normally reserved as the mini-boss of [[Sandopolis Zone]]. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite= | ||
+ | | desc=The [[Barrier Eggman (Sonic & Knuckles)|Barrier Eggman]] mini-boss for [[Flying Battery Zone]] Act 2. Its object ID is '''B6'''. | ||
}} | }} | ||
}} | }} | ||
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===Moves=== | ===Moves=== | ||
{{HiddenContent | {{HiddenContent | ||
− | | image1= | + | | image1=Sonic3Proto MD AirDash.png |
− | | desc= | + | | image2=Sonic3Proto MD RingAttack.png |
+ | | desc=Two unused moves for Sonic exist in the code and can be enabled using [[sega:Game Genie|Game Genie]]/[[sega:Action Replay|PAR]] codes{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_3_(Nov_3,_1993_prototype)}}: | ||
+ | * '''RG6A-A6Z0''' / '''00B8B6:4E71''' enables a multi-directional Air Dash that can be peformed by pressing {{A}} in conjunction with the D-Pad while jumping, similar to that of [[Hyper Sonic]]. This move is buggy in that the camera will struggle to track Sonic if he dashes at an angle. | ||
+ | * '''RG5T-A6Z2''' / '''00B7B8:4E71''' & '''RG5T-A6Z4''' / '''00B7BA:4E71''' will enable the ability to shoot [[Ring]]s as projectiles by pressing {{B}} while jumping to shoot a single Ring in the direction Sonic is facing, or {{C}} to shoot Rings from both sides of Sonic. The Rings can take out Badniks as well as collect other Rings, and shooting them will not deplete Sonic's Ring count, though he cannot pick up the shot Rings themselves. When using {{B}} for the move, Sonic will uncurl from his jump and have a slight recoil in the opposite direction he shoots. | ||
}} | }} | ||
Revision as of 14:54, 18 November 2019
Contents
Level select
Enabled by default. Simply press on the title screen. Mushroom Valley and Sandopolis do not lead anywhere. Pressing 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:
Edit mode
Play sounds 01, 03, 05, 07 in the sound test, or press on the title screen, then highlight a Zone and press +.
Night mode
Enable the edit mode code above and hold + when selecting a level.
All Chaos Emeralds
Play sounds 02, 04, 05, 06 in the sound test. A Chaos Emerald sound will confirm correct entry. However, transformation into Super Sonic is not possible.
Unused content
Art
Description |
---|
Objects
Placeable in edit mode
Description | |
---|---|
The "S" monitor, which transforms Sonic into Super Sonic when broken. It can only be placed in Hydrocity Zone in this prototype. | |
Blaster, placeable in Flying Battery Zone. Like in Sonic 3 final, its projectiles can be destroyed like regular Badniks. | |
Technosqueek, placeable in Flying Battery Zone. | |
Dragonfly, placeable in Mushroom Valley Zone. | |
Cluckoid, placeable in Mushroom Valley Zone. | |
Butterdroid, placeable in Mushroom Valley Zone. | |
Madmole, placeable in Mushroom Valley Zone. |
Others
Description | |
---|---|
Fireworm, normally for Lava Reef Zone. Can potentially crash the game when spawned. Its object ID is 90. | |
Iwamodoki, normally for Lava Reef Zone. In this prototype, it can be destroyed like any other Badnik before it explodes. Its object ID is 91. | |
Toxomister, normally for Lava Reef Zone. Its toxic gas cannot kill the player or drain their Rings, and the gas sprite is slower at following the player. Its object ID is 92. | |
Hey Ho, normally reserved as the mini-boss of Mushroom Valley Zone. | |
The Guardian, normally reserved as the mini-boss of Sandopolis Zone. | |
The Barrier Eggman mini-boss for Flying Battery Zone Act 2. Its object ID is B6. |
Moves
Two unused moves for Sonic exist in the code and can be enabled using Game Genie/PAR codes[1]:
- RG6A-A6Z0 / 00B8B6:4E71 enables a multi-directional Air Dash that can be peformed by pressing in conjunction with the D-Pad while jumping, similar to that of Hyper Sonic. This move is buggy in that the camera will struggle to track Sonic if he dashes at an angle.
- RG5T-A6Z2 / 00B7B8:4E71 & RG5T-A6Z4 / 00B7BA:4E71 will enable the ability to shoot Rings as projectiles by pressing while jumping to shoot a single Ring in the direction Sonic is facing, or to shoot Rings from both sides of Sonic. The Rings can take out Badniks as well as collect other Rings, and shooting them will not deplete Sonic's Ring count, though he cannot pick up the shot Rings themselves. When using for the move, Sonic will uncurl from his jump and have a slight recoil in the opposite direction he shoots.
Cheat device codes
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.
Action Replay
Unofficial codes
Code | Effect | Reference |
---|---|---|
FFFFFA:0100 | Force debug mode. | [2] |
FFFF0B:00?? | Character modifier (??: Character).
|
[2] |
00039A:0004 | Jump directly to Title Screen (on boot). | [2] |
00039A:0028 | Jump directly to Level Select (on boot). | [2] |
00039A:0024 | Jump directly to Sonic 2 Options Screen (on boot). | [2] |
04B488:??01 | Force debug monitors for Angel Island Zone Act 1 (??: Monitor subtype).
|
[2] |
04B5C0:??01 | Force debug monitors for Angel Island Zone Act 2 (??: Monitor subtype). | [2] |
04B734:??01 | Force debug monitors for Hydrocity Zone (??: Monitor subtype). | [2] |
04B952:??01 | Force debug monitors for Marble Garden Zone (??: Monitor subtype). | [2] |
04BAB2:??01 | Force debug monitors for Carnival Night Zone (??: Monitor subtype). | [2] |
04BC1C:??01 | Force debug monitors for Flying Battery Zone (??: Monitor subtype). | [2] |
04BC96:??01 | Force debug monitors for IceCap Zone Act 1 (??: Monitor subtype). | [2] |
04BDEC:??01 | Force debug monitors for IceCap Zone Act 2 (??: Monitor subtype). | [2] |
04BF42:??01 | Force debug monitors for Launch Base Zone Act 1 (??: Monitor subtype). | [2] |
04C0AC:??01 | Force debug monitors for Launch Base Zone Act 2 (??: Monitor subtype). | [2] |
04C23E:??01 | Force debug monitors for Mushroom Valley Zone (??: Monitor subtype). | [2] |
04C312:??01 | Force debug monitors for Sandopolis Zone(??: Monitor subtype). | [2] |
04C364:??01 | Force debug monitors for Lava Reef Zone/Hidden Palace Zone (??: Monitor subtype). | [2] |
04C3D4:??01 | Force debug monitors for Sky Sanctuary Zone/Death Egg Zone Act 1 (??: Monitor subtype). | [2] |
04C426:??01 | Force debug monitors for Death Egg Zone Act 2 (??: Monitor subtype). | [2] |
04C478:??01 | Force debug monitors for The Doomsday Zone (??: Monitor subtype). | [2] |
04C4CA:??01 | Force debug monitors for the Special Stage (??: Monitor subtype). | [2] |
04C922:??01 | Force debug monitors for the Bonus Stage (??: Monitor subtype). | [2] |
04A8D0:46EE 04A8D4:46EE 04A8E8:46EE 04A8EC:46EE |
Mushroom Valley 1 decompression fix. | [2] |
04A930:46EE 04A934:46EE 04A948:46EE 04A94C:46EE |
Lava Reef 1 decompression fix. | [2] |
References
Sonic the Hedgehog 3 (prototype; 1993-11-03), prototype version of Sonic the Hedgehog 3 | |
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Main page | Comparisons | Maps | Hidden content |