https://info.sonicretro.org/api.php?action=feedcontributions&user=Creepario&feedformat=atomSonic Retro - User contributions [en]2024-03-29T11:16:17ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development/Music&diff=331988Sonic the Hedgehog 3/Development/Music2022-02-03T21:51:36Z<p>Creepario: </p>
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<div>{{back}}<br />
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Unlike other ''Sonic'' games, the music of ''[[Sonic the Hedgehog 3]]'' stands as an ongoing controversy for [[Sega]] due to the choices made during development. It is not fully understood how much of the soundtrack is owned by the company, having outsourced its production to third-parties, some of which have chosen to distance themselves from the project in later years.<br />
<br />
[[Masato Nakamura]], responsible for the soundtracks to the first two Mega Drive ''Sonic'' games, was having a great deal of success with his band, [[Dreams Come True]], leading to him upping his demands for work on a possible ''Sonic 3''. Nakamura wanted more royalties; both for his new music, and for the reuse of his compositions in the future. Sega declined, and decided to look elsewhere for the composition power needed in ''Sonic the Hedgehog 3''.<br />
<br />
Soon after development on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' was complete, core staff members [[Yuji Naka]], [[Hirokazu Yasuhara]], and [[Takashi Iizuka]] were brought back to Japan to begin work on ''Sonic the Hedgehog 3''.{{ref|[https://shmuplations.com/sonicteam/ The Story of Sonic Team – 1997 Developer Interview]}} Answering the call, Sega is thought to have been approached by pop sensation [[sega:Michael Jackson|Michael Jackson]] and his team. Jackson had a history with Sega (most notably producing ''[[sega:Michael Jackson's Moonwalker|Michael Jackson's Moonwalker]]'' early in the Mega Drive's lifespan) and had visited Sega's offices in Japan some months prior. He liked video games, he liked ''Sonic the Hedgehog'', and Sega accepted immediately.<br />
{{QuoteRight|And you wouldn't believe the celebrities who did cameos. Dustin Hoffman, Michael Jackson...of course they didn't use their real names, but you could tell it was them.|Lisa Simpson|''The Simpsons'' episode 9F03, "''The Itchy & Scratchy Movie''"|ref={{intref|wikipedia:Itchy %26_Scratchy: The Movie}}}}<br />
However, Michael Jackson was not credited in ''Sonic the Hedgehog 3'' (as well as ''[[Sonic & Knuckles]]'' - the eventual "second half" of the adventure). Instead, credited were individuals Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco (the Sega Sound Team and [[sega:Cube|Cube]] were treated as secondary to the "music composers"). Jackson's omission was perhaps not surprising, particularly in the early 90s when only the core team of developers usually made it into the credits. And yet, strangely, several staff members have mentioned the star by name.<br />
<br />
Jackson had a history of going uncredited (or using pseudonyms) in productions, often due to contractual complications. Reportedly Jackson's record label at the time, [[wikipedia:Epic Records|Epic Records]] refused permission for the star to sing for any of its potential rivals. The most famous example of this is the third season episode of the American animated sitcom ''The Simpsons'', ''[[wikipedia:Stark Raving Dad|Stark Raving Dad]]'' (1991), where despite guest-starring as "Micheal Jackson", the credit is given to "John Jay Smith", a person that does not exist{{ref|[http://www.eeggs.com/items/2279.html Simpsons, The Easter Egg - Uncredited Voices]}}. This was later referenced in [[wikipedia:Itchy_%26_Scratchy:_The_Movie|a season four episode]] of the show.<br />
<br />
In 1993, Michael Jackson [[wikipedia:1993 child sexual abuse accusations against Michael Jackson|became caught up in child sexual abuse allegations]] and canceled the final leg of his [[wikipedia:Dangerous World Tour|Dangerous World Tour]] due to health concerns. General Manager of the Sega Technical Institute at that time, Roger Hector, stated in a 2005 interview and in a follow-up video interview on [https://www.youtube.com/watch?v=EFgnUa1v8uA Pop Fiction] in 2013 that this scandal lead to Michael Jackson's music being removed. Brad Buxer, a member of Michael Jackson's production team, argued that the music was not removed, but that Michael Jackson was simply uncredited. Additionally, Buxer stated that the scandal was not the cause, but Michael Jackson's dissatisfaction with the sound quality of the [[Sega Mega Drive]] system.<br />
<br />
In 2016, Todd van Luling from the Huffington Post reached out to all of the Western composers involved. In [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this article], they explained that they were in fact assembled by Michael Jackson to help compose music for the game and that their music could still be heard in the final release. But additionally, with the revelation of the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]] in 2019, it appears that the music that Michael Jackson's team produced was actually used to replace existing tracks composed by Sega's internal sound team, which would be first heard in ''[[Sonic & Knuckles Collection]]''. This further points in the direction of Michael Jackson choosing not to be credited, rather than Sega pulling the plug themselves (who always had the option to choose their older, in-house compositions).<br />
<br />
=='''Sonic the Hedgehog 3''' credits==<br />
===Michael Jackson's Team===<br />
The following people are listed as 'Music Composers' in the ending credits scroll, with Buxer, Grigsby, and Jones all confirming in [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this 2016 Huffington Post article] that they worked with Michael Jackson on the soundtrack to ''[[Sonic the Hedgehog 3]]''.<br />
* Brad Buxer<br />
* Bobby Brooks<br />
* Darryl Ross<br />
* Geoff Grace<br />
* Doug Grigsby III<br />
* C. Cirocco Jones ("Scirocco")<br />
<br />
===SEGA Sound Team===<br />
The following people are listed under 'SEGA Sound Team' in the ending credits scroll. For more details, see [[#Background on SEGA Sound Team and Cube Corp.]]<br />
* [[sega:Tokuhiko Uwabo|Tokuhiko Uwabo]] ("Bo") ― [Note: Sound Director]<br />
* [[sega:Sachio Ogawa|Sachio Ogawa]]<br />
* [[sega:Yoshiaki Kashima|Yoshiaki Kashima]] ("Milpo") ― [Note: Sound Driver]<br />
* [[sega:Masaru Setsumaru|Masaru Setsumaru]] ― [Note: Sound Programming, Arrangement]<br />
* [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]] ― [Note: Composer]<br />
* [[sega:Tomonori Sawada|Tomonori Sawada]] ― [Note: Composer]<br />
* [[sega:Masayuki Nagao|Masayuki Nagao]] ― [Note: Sound Programming, Arrangement]<br />
* [[sega:Jun Senoue|Jun Senoue]] ― [Note: Composer]<br />
<br />
===Sound Special Thanks===<br />
The following people are listed under 'Sound Special Thanks' in the ending credits scroll.<br />
* Mayumi Nina Sakazaki (as "MRM") ― She was Michael Jackson's coordinator, although her role in ''Sonic 3'' is unclear.<br />
* Cube Corp. ― Nagao confirmed that former Cube members [[sega:Miyoko Takaoka|Miyoko Takaoka]] and [[sega:Masanori Hikichi|Masanori Hikichi]] contributed to the music.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}} Furthermore, Cube's old list of works not just included ''Sonic 3'', but also confirms that they were responsible for composing eight of the game's tracks.{{ref|[https://web.archive.org/web/20040403193114/http://www.cube-sound.co.jp/zpr.html Cube's old list of works]}}<br />
* Opus Corp. ― This credit was placed as Nagao was preparing the join the company during the development.<br />
* Masanori Nakayama (Studio Who)<br />
* [[sega:Howard Drossin|Howard Drossin]] ― He would go on to contribute a few tracks for Sonic & Knuckles. <br />
<br />
==Music Soundtrack==<br />
This is a work in progress list to identify the team & composer(s) behind each piece of music in the ''Sonic 3 & Knuckles'' game series. {{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
===Zones===<br />
<!-- ANGEL ISLAND ZONE --><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, in both instances, nobody was directly credited for the composition.<br />
}}<br />
<!-- HYDROCITY ZONE --><br />
{{S3MusicTable <br />
| track = [[Hydrocity Zone]] | image = HydrocityAct1.png<br />
| id1 =03<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =04<br />
| details2_1 = *ALL*Sega*Masayuki Nagao (Arrangement){{ref|[https://segaretro.org/Masayuki_Nagao#Sonic_the_Hedgehog_3 ''Masayuki Nagao'' at Sonic Retro]}}<br />
| notes = <br />
*It was originally believed to be composed by Michael Jackson's team due to Cirocco Jones' website having a section for "Levels 2 & 3" of a ''Sonic the Hedgehog'' game with a demo called "The Water". It has been assumed that "Level 2" refers to "Hydrocity Zone". However, this is likely '''not''' by Michael Jackson's team. The Act 2 arrangement is significantly more different from the Act 1 arrangement and there are no vocal samples incorporated in either, unlike the other MJ compositions. <br />
*The music for Hydrocity Zone exists in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|1993-11-03 prototype]]. <br />
*The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]''. Both Acts were rearranged by Tee Lopes for ''[[Sonic Mania]]'' and included in the game's soundtrack. None of this would have happened if these pieces were not composed in-house.<br />
}}<br />
<!-- MARBLE GARDEN ZONE --><br />
{{S3MusicTable <br />
| track = [[Marble Garden Zone]] | image = Marblegarden.png <br />
| id1 =05<br />
| details1_1 = *ALL*Cube*Miyoko Takaoka (Composer){{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}}<br />
| id2 =06<br />
| details2_1 = *ALL*Cube*Miyoko Takaoka (Composer)<br />
| notes = <br />
*In 2014, Miyoko Takaoka stated that she had composed the music for "Marble Garden Zone" and an ambiguous "bonus stage" during a correspondence on Twitter. However, when sent links to the bonus stage compositions from ''Sonic 3'', she did not recognize any of them and suspected that her composition was replaced for the final release. She has been credited during an official ''[https://youtu.be/QdU6AvbGyHg?t=1663 Sonic Live stream video event in August 2020]'' for background music being played. <br />
*The arrangement for Act 1 is unlockable in ''Sonic Generations'', suggesting there's no rights issue for these compositions, and unlikely to be from Michael Jackson's team.<br />
}}<br />
<!-- CARNIVAL NIGHT ZONE --><br />
{{S3MusicTable <br />
| track = [[Carnival Night Zone]] | image = Carnivalnight.png | versions = 2<br />
| id1 = 07<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| id2 = 08<br />
| details2_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details2_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| notes = <br />
*Both Acts of the ''S3'' version contain music inspiration from "''[[wikipedia:Jam (song)|Jam]]''" by Michael Jackson. Most notably in the use of a horn-based "downwards fall" (played directly before Heavy D's rap in the Jackson song). Identical notes between the two songs are highlighted in red:<br />
*<div style="width: 100%; background-color: white; margin-left: auto;">[[File:Michael_Jackson_Jam_and_Carnival_Night_Zone_comparison.png]]</div><br />
*The final note in the sequence is accompanied by a distorted audio sample taken directly from the song "''[[wikipedia:Jam (song)|Jam]]''", played on the [[Sega:YM2612|YM2612]]'s DAC channel. This sample is located in the [[Sonic the Hedgehog 3/Development/Music#List of Sonic 3 audio samples linked to source|Sonic 3 ROM]]. The poor fidelity of the sample playback on the [[Sega Mega Drive]] system could be supporting evidence of Brad Buxer's comment in [[Sonic the Hedgehog 3/Development/Music#Brad Buxer interview|the Black & White interview]] that Michael Jackson went uncredited as he was unsatisfied with the sound quality.<br />
*The zone's music also contains rhythms inspired from "Entry of the Gladiators" by Julius Fučík. This piece is in the public domain.<br />
}} <!-- END CARNIVAL NIGHT ZONE --><br />
<!-- FLYING BATTERY ZONE --><br />
{{S3MusicTable <br />
| track = [[Flying_Battery_Zone|Flying Battery Zone]] | image = FlyingBatteryAct1.png<br />
| id1 =09<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =0A<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The arrangement for Act 1 is unlockable in ''Sonic Generations''. Both Acts were rearranged by Tee Lopes for ''Sonic Mania'' and were included on the game's soundtrack, indicating Sega has full ownership of these compositions and that they were composed in-house. The tune is featured as track 3 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- ICE CAP ZONE --><br />
{{S3MusicTable <br />
| track = [[IceCap Zone|Ice Cap Zone]] | image = Icecap.png | versions = 2<br />
| id1 = 0B<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| id2 = 0C<br />
| details2_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details2_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| notes = <br />
*The ''S3'' version was based on a song called "''Hard Times''", an unreleased 1982 piece by new-wave band ''The Jetzons''{{ref|[http://www.sonicretro.org/2013/11/even-more-sonic-3-music-details-emerge/ Even more Sonic 3 music details emerge]}}. Brad Buxer was the keyboardist for the band & was credited in ''Sonic 3''. "''Hard Times''" was unheard by the general public until 2008, when it appeared as part of ''The Complete Jetzons'' compilation{{ref|[http://www.fervor-records.com/no-news/fervor-records-at-center-of-sonic-the-hedgehog-michael-jackson-musical-mystery/ Fervor Records at Center of Sonic The Hedgehog / Michael Jackson Musical Mystery]}}. Broadcast Music, Inc. (BMI), an authority on music credentials, also attributes Bruce Connole as songwriter/composer for "Hard Times". Connole was vocalist for the 1982 composition. <br />
*While unlikely that Michael Jackson had direct involvement in this tune, a good portion of "''[[wikipedia:Smooth Criminal|Smooth Criminal]]''" shares chord structures similar to Act 1. This is especially noticeable in the version that plays in the [[wikipedia:Moonwalker|''Moonwalker'' movie]], which isn't found on the [[wikipedia:Bad (album)|''Bad'']] album. Roughly 6 minutes into the song, following the bass solo after the quiet orchestral section (as Jackson and the gangsters perform the Anti Gravity Lean), the bass line & string section clearly changes to a piece of music very similar to Ice Cap Zone. After the main bass line returns, a keyboard continues to play the Ice Cap chord sequence until the end of the song. <br /> Jackson's "[[wikipedia:Who Is It (Michael Jackson song)|''Who Is It'']]" is also very similar to the zone. The keyboard section under the chorus, when sped up, has an almost identical chord structure and texture to that of the ''Sonic 3'' level. <br /> Regarding Ice Cap's prototype music, Tomonori Sawada is speculated to have composed the prototype's music due to similarities in [https://www.youtube.com/watch?v=a5zRb_hZFJg Sonic 2's Crystal Egg Zone music for Game Gear]. No official source has confirmed it to be the case at this time.<br />
*The compositions for Ice Cap Zone have never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- LAUNCH BASE ZONE --><br />
{{S3MusicTable <br />
| track = [[Launch Base Zone]] | image = Launchbase.png | versions = 2<br />
| id1 = 0D<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| id2 = 0E<br />
| details2_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details2_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| notes = <br />
*The compositions for Launch Base Zone have never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- MUSHROOM HILL ZONE --><br />
{{S3MusicTable <br />
| track = [[Mushroom_Hill_Zone|Mushroom Hill Zone]] | image = MushroomHillAct1.png<br />
| id1 =0F<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =10<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*Also known by its prototype name "Mushroom Valley Zone", this tune is featured as track 2 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Three arrangements of "Mushroom Hill Zone" were made for the [[Nintendo 3DS]] version of ''Sonic Generations'' and are included in the game's soundtrack. The Act 1 composition is an unlockable piece in the console version of ''Generations''.<br />
}}<br />
<!-- SANDOPOLIS ZONE --><br />
{{S3MusicTable <br />
| track = [[Sandopolis_Zone|Sandopolis Zone]] | image = Sandopolis.png<br />
| id1 =11<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =12<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The tune is featured as track 5 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Though Howard Drossin included a piece of the same name in the album ''[[Virtual Sonic]]'', the composition is completely different from the one used in-game. An arrangement of this piece by Tee Lopes and Jun Senoue - dubbed "Boo's House" - was included in ''[[Team Sonic Racing]]''. This arrangement is on the [https://www.youtube.com/watch?v=9eXgj0Le810 official Sonic YouTube Channel] and the game's soundtrack. In the latter, the original game music composition is broadly attributed to "Sega".<br />
}}<br />
<!-- LAVA REEF ZONE --><br />
{{S3MusicTable <br />
| track = [[Lava_Reef_Zone|Lava Reef Zone]] | image = Lavareef.png<br />
| id1 =13<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =14<br />
| details2_1 = *ALL*Sega*Masayuki Nagao (Arrangement)<br />
| notes = <br />
* Act 2's music is also used in Hidden Palace Zone. The composition was rearranged by Tee Lopes for ''Sonic Mania'' and is included on the game's soundtrack, where its original composition is broadly attributed to "Sega". Act 1's music is featured as track 6 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- SKY SANCTUARY ZONE --><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 =15<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
*This piece is also used as the ending cutscene music for ''S&K'' and ''S3&K'' before the staff roll. This track has been used extensively in recent releases: it has been rearranged for ''[[Mario & Sonic at the Olympic Winter Games]]'', ''Sonic Generations'', and ''[[Sonic & All-Stars Racing Transformed]]''. In all instances, the original game composition is broadly attributed to "Sega". The tune is featured as track 8 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- DEATH EGG ZONE --><br />
{{S3MusicTable <br />
| track = [[Death_Egg_Zone_(Sonic_%26_Knuckles)|Death Egg Zone]] | image = DeathEggAct1.png<br />
| id1 =16<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =17<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The tune is featured as track 9 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bosses===<br />
<!-- SUB-BOSS --><br />
{{S3MusicTable <br />
| track = [[Fire Breath|Sub-Boss Theme]] | image = Aizsubboss.png | versions = 1<br />
| id1 = 18<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| id2 = 2E<br />
| details2_1 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| notes = <br />
* ''Sonic 3'' version built upon Knuckles' Theme (''Sonic 3'' version). Likely composed by Brad Buxer. Features similar chord progression used in ''Is It Scary'' from the ''Blood on the Dancefloor'' album. Geoff Grace is credited as arranger. Tune ID #18 is featured as the first of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Voice samples used in Tune ID #2E (such as "Come On!") can be heard in track 7 (Robotnik's Revenge) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]'', featuring music by Howard Drossin.<br />
* A glitch in vanilla ''Sonic 3'' causes the S&K version of the theme to play. This programming oversight, where the game would still load up the music at ID '''18''' instead of '''2E''', suggests Buxer's composition may have been a late addition to ''Sonic 3''. The October 1993 prototype supports this theory since at that point in time, the game always uses the S&K version.<br />
}}<br />
<!-- UNUSED THEME --><br />
{{S3MusicTable <br />
| track = Unused Theme | image = Notavailable.svg<br />
| id1 =2E<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
*Replaced with the sub-boss music in the Mega Drive release.<br />
}}<br />
<!-- BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Dr._Eggman|Boss Theme]] | image = Aizboss.png<br />
| id1 =19<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* The tune is featured as the second of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- THE DOOMSDAY ZONE --><br />
{{S3MusicTable <br />
| track = [[The_Doomsday_Zone|The Doomsday Zone]] | image = DoomsdayLevel.PNG<br />
| id1 =1A<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* The tune is featured as the second of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bonus stages===<br />
<!-- BONUS STAGE ROLLING JUMP --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Glowing_Spheres|Bonus Stage (Rolling Jump)]] | image = Magspheres.png<br />
| id1 =1B<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* Also known as the "Glowing Spheres Bonus Stage", it is the first of three parts of track 7 (Rings And Diamonds Land) on the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Although VGMdb lists the first section of that track as being composed by Jun Senoue, no evidence on the disc's physical documentation lists composers to associate with any of its tracks.<br />
}}<br />
<!-- BLUE SPHERES --><br />
{{S3MusicTable <br />
| track = [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage (Blue Spheres)]] | image = S3k specialstage.png <br />
| id1 =1C<br />
| details1_1 = *ALL*Sega*Yoshiaki Kashima (Composer){{intref|Milpo Interview by LOst (July 23, 2001)}}<br />
| notes = <br />
* Was recycled from the unreleased ''[[SegaSonic Bros.]]'' for the [[sega:Sega System C|Sega System C2]] in 1992 from Stage 40 to 49 gameplay music. The music is also listed as track 15 on the compilation CD ''[https://vgmdb.net/album/2072 Sonic The Hedgehog 10th Anniversary]'' and was rearranged by Tee Lopes for ''Sonic Mania''. The tune is also featured as the third of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- BONUS STAGE SLOT MACHINE --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Slot_Machine|Bonus Stage (Slot Machine)]] | image = Sonic&Knuckles MD BonusSlotMachine.png<br />
| id1 =1D<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
*The tune is featured as the second of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. One of the unused music found in [[Sonic_3D:_Flickies'_Island_(beta_825)|Sonic 3D Blast's Mega Drive prototype 825]] ([https://youtu.be/M6okf3WLo8U as demonstrated by Sonic 3D Blast's game designer and implementer Jon Burton]) includes this tune as a placeholder for Knuckles' special stage, during the time each special stage was developed to have their own tunes. He credits the tune to Jun Senoue.<br />
}}<br />
<!-- BONUS STAGE GUMBALL --><br />
{{S3MusicTable <br />
| track = [[Bonus Stage (Sonic the Hedgehog 3 & Knuckles)|Bonus Stage (Gumball)]] | image = Bubblegum.png<br />
| id1 =1E<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer){{intref|Jun Senoue interview by LOst (June 2002)}}<br />
| notes = <br />
* Confirmed through an interview with the composer.<br />
}}<br />
<!-- KNUCKLES THEMES --><br />
{{S3MusicTable <br />
| track = [[Knuckles|Knuckles' Theme]] | image = Angelislandknuckles.png | versions = 3<br />
| id1 =1F<br />
| details1_1 = *[[Sonic the Hedgehog 3 (prototype; 1993-11-03)|S3 Proto]], [[Sonic & Knuckles Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic the Hedgehog 3|S3]]*M.J.*Brad Buxer (Composer)<br />
| details1_3 = *[[Sonic & Knuckles|S&K]], [[Sonic & Knuckles Collection|PC]], [[Sonic & Knuckles Collection|PC]]*Sega*Howard Drossin (Composer), Masaru Setsumaru (Programming) <br />
| notes = <br />
* Music used in the prototype occurs during cutscenes with Knuckles at the end of AIZ Act 2 & HZ Act 2 (but not at start of AIZ Act 1). The same music is used in the ''[[Sonic & Knuckles Collection]]'' PC version. The ''Sonic 3'' version of the 4-bar swinging hip-hop beat was heavily inspired by the drumbeat of "''[[wikipedia:Blood on the Dance Floor (song)|Blood on the Dance Floor]]''" by Michael Jackson (drum programming credited to Brad Buxer). Howard Drossin's tune is featured as track 12 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 2 (Knucklemania) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
===Competition mode===<br />
<!-- AZURE LAKE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Azure Lake Zone|Azure Lake]] | image = Azure Lake Zone.png<br />
| id1 =20<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
<!-- BALLOON PARK ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Balloon Park Zone|Balloon Park]] | image = Balloonpark.png<br />
| id1 =21<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer){{ref|[https://vgmdb.net/album/29979 ''SONIC GENERATIONS ORIGINAL SOUNDTRACK BLUE BLUR'' on VGMdb]}}<br />
| notes = <br />
* Composition credit shared with Sega Sound Team on the ''[[Sonic Generations Original Soundtrack: Blue Blur]]'' music CD (Disc 2, Track 24).<br />
}}<br />
<!-- DESERT PALACE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Desert Palace Zone|Desert Palace]] | image = Desertpalace.png<br />
| id1 =22<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
<!-- CHROME GADGET ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Chrome Gadget Zone|Chrome Gadget]] | image = Chromegadget.png<br />
| id1 =23<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
<!-- ENDLESS MINE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Endless Mine Zone|Endless Mine]] | image = Endlessmine.png<br />
| id1 =24<br />
| details1_1 = *ALL*Sega*???<br />
| notes =<br />
* The melody bears similarities to "[[Escape from the City]]" from ''[[Sonic Adventure 2]]'', composed by Jun Senoue. However, Senoue himself has stated that said track is not based on Endless Mine Zone's music{{ref|[https://twitter.com/crush40/status/433599505548595200 Jun Senoue answering a fan's question on Twitter]}}, nor does he mention working on this piece. Regardless, [[Cash Cash]] incorporated the melody for this piece in their Act 1 arrangement of "Escape from the City" for ''Sonic Generations'', during which the player controls Classic Sonic. The original music composition for this arrangement is solely attributed to Senoue on the ''Blue Blur'' soundtrack CD.<br />
}}<br />
===Themes/Jingles===<br />
<!-- TITLE SCREEN --><br />
{{S3MusicTable <br />
| track = Title Screen | image = Sonic3_title.png | versions = 2<br />
| id1 =25<br />
| details1_1 = *[[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer){{ref|[https://imgur.com/o7TQff6 Screenshot showing the messages between Tomonori Sawada and a fan]}}<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Howard Drossin (Composer){{intref|Sonic the Hedgehog 3/Development/Music#Howard_Drossin}}<br />
| notes =<br />
* Title screen music changes in the PC version based on the game combination the player chooses to play. Howard Drossin's tune is featured as track 1 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 6 of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
<!-- STAFF ROLL --><br />
{{S3MusicTable <br />
| track = Staff Roll | image = Sonic3 MD CreditsStart.png | versions = 4<br />
| id1 =26<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| details1_3 = *[[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]]*''Various''*''Various''<br />
| details1_4 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*''Various''<br />
| notes = <br />
* Staff roll used in the PC version accessible through Sound Test of the prototype. <br />
* The ''Sonic 3'' version was the basis of a Buxer-Jackson collaboration "''[[wikipedia:Stranger In Moscow|Stranger In Moscow]]''", as confirmed in the '''Black & White''' magazine interview, and [https://youtu.be/W06T6whrqQs?t=2764 episode 100 of '''TheMJCast'''] audio interview. Brad Buxer used the same chords. The synth/strings section, as heard in the intro before the lyrics start, is identical to the sequence that plays during the first section of the staff roll. Particularly unusual about this find is that ''Stranger In Moscow'' was not released until a full two years after ''Sonic 3''. It has been suggested that the staff roll may have been a [https://youtu.be/ZNUrwBSUVgY?t=836 prototype to this song].<br />
* The [[Sonic the Hedgehog 3C (prototype 0517)|''Sonic 3C'' 0517]] prototype changed the staff roll music to incorporate themes from Zones of the ''S3'' & ''S&K'' games. However, the final mix is a medley of ''S&K'' Zones only.<br />
}}<br />
<!-- GAME OVER --><br />
{{S3MusicTable <br />
| track = Game Over | image = Sonic3 MD GameOver.png<br />
| id1 =27<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''[[Sonic 3D: Flickies' Island]]'' for the same cue{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}} Also used for the "Time Over" cue if spending 10 minutes in an Act.<br />
}}<br />
<!-- RESULTS 2P --><br />
{{S3MusicTable <br />
| track = [[Sonic_the_Hedgehog_3#Competition_mode|2-Player Results (Competition)]] | image = S3_2player.png<br />
| id1 =28<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' as the '''Congratulations Screen''' music when unlocking Level Select{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}. This music was also used as the '''Continue Screen''' music, and the '''No Way? No Way! Screen''' music when locking the ''S&K'' cart onto another Mega Drive cart.<br />
}}<br />
<!-- ACT CLEARED --><br />
{{S3MusicTable <br />
| track = Act Clear | image = SonicCanMoveDuringScoreTally.png<br />
| id1 =29<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' for the same cue.{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}<br />
}}<br />
<!-- EXTRA LIFE --><br />
{{S3MusicTable <br />
| track = Extra Life | image = Sonic3 MD ExtraLife.png | versions = 2<br />
| id1 =2A<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer)<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Howard Drossin (Composer), Masaru Setsumaru (Programming)<br />
| notes = <br />
* ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. This piece was used in a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial] in 2012. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player chooses to play.<br />
}}<br />
<!-- GOT EMERALD --><br />
{{S3MusicTable <br />
| track = Got Emerald | image = Sonic3 MD ChaosEmerald.png<br />
| id1 =2B<br />
| details1_1 = *ALL*Sega*Yukifumi Makino (Composer)<br />
| notes = <br />
* Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
}}<br />
<!-- INVINCIBILITY --><br />
{{S3MusicTable <br />
| track = Invincibility Theme | image = S3Invincibility.PNG | versions = 2<br />
| id1 =2B<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer)<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Howard Drossin (Composer), Masaru Setsumaru (Programming)<br />
| notes = <br />
* ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. Was also used during a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial in 2012]. <br />
* ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. <br />
* Also used as the theme to the character's Super/Hyper transformation. The PC version switches depending on the game combination the player chooses to play.<br />
}}<br />
<!-- COMPETITION MENU --><br />
{{S3MusicTable <br />
| track = Competition Screen| image = S3competitionscreen.png | versions = 2<br />
| id1 =2D<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| notes = <br />
* Prototype didn't use music (was only accessible in the Sound Test), but is used as Competition Menu in ''[[Sonic & Knuckles Collection]]''. Mega Drive version is the only MJ team-composed track to use regular drums rather than samples exclusive to it.<br />
}}<br />
<!-- DATA SELECT --><br />
{{S3MusicTable <br />
| track = Data Select | image = Sonic3_MD_DataSelect.png<br />
| id1 =2F<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* This piece has been remixed by [[Naofumi Hataya]] for ''[[Sonic Gems Collection]]'' as "Sonic3 MegaD Mix" and was later included in the 2008 CD ''True Blue: The History of Sonic the Hedgehog''. It was also rearranged for the Gallery Room in ''Sonic Generations'' and is included in the game's ''Blue Blur'' soundtrack. In all instances, the original game composition is broadly attributed to "Sega".<br />
}}<br />
<!-- FINAL BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Launch_Base_Zone_bosses#Big_Arm|Final Boss Theme (Big Arm)]] | image = LBZBoss3Tails.png<br />
| id1 =30<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* This piece has been rearranged by Cash Cash for the 3DS version of ''Sonic Generations'' and by Tee Lopes for "[https://youtu.be/3HSc3ASFoG8 Part 5: Metal Mayhem]", the final episode of ''[[Sonic Mania Adventures]]''. On the ''Blue Blur'' soundtrack for ''Generations'', the original music composition is broadly attributed to "Sega". The tune is also featured as the first of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
* The fact that the track is placed high on the list, away from the other boss themes, suggests it may have been a late addition to ''Sonic 3''. Since the track is also present in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|October 1993 prototype]], it may have been added once it was decided to split the game into two.<br />
}}<br />
<!-- DROWNING COUNTDOWN --><br />
{{S3MusicTable <br />
| track = Drowning Countdown | image = Sonic3 MD DrowningCountdown.png<br />
| id1 =31<br />
| details1_1 = *ALL*Sega*Yukifumi Makino (Composer)<br />
| notes = <br />
* Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
}}<br />
<!-- GAME COMPLETE --><br />
{{S3MusicTable <br />
| track = All Clear | image = Sonic3 MD Ending Sonic.png | versions = 2<br />
| id1 =32<br />
| details1_1 = *[[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer)<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]]*Sega*Howard Drossin (Composer), Masaru Setsumaru (Programming)<br />
| notes = <br />
* The ''S&K'' version is unused.<br />
}}<br />
==Audio samples list==<br />
{{Download|title=Sonic 3 Samples (WAV Format)|file=S3sampswav.rar|filesize=125KB}}<br />
<br />
The DAC audio samples located within the [[Sonic the Hedgehog 3]] ROM ({{LinkRetro|topic=8001|title=originally extracted by Stealth}}) are listed here as part of an ongoing project to locate where they came from.<br />
{{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
{| class="wikitable sortable mw-collapsible mw-collapsed"<br />
! scope="col" style="width: 300px;" | DAC Audio Samples List<br />
! scope="col" style="width: 20px;" | ID<br />
! scope="col" style="width: 120px;" | Type<br />
! scope="col" style="width: 192px;" | Source<br />
! Description / Usage<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_81.ogg]]<br />
| 81<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 82<br />
| Drum<br />
| Same as '''83''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 83<br />
| Drum<br />
| Same as '''82''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 84<br />
| Drum<br />
| Same as '''82''', '''83''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 85<br />
| Drum<br />
| Same as '''82''', '''83''', '''84'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_86.ogg]]<br />
| 86<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_87.ogg]]<br />
| 87<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_88.ogg]]<br />
| 88<br />
| Drum<br />
| <br />
| Kick + Cymbal<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_89.ogg]]<br />
| 89<br />
| Drum<br />
| <br />
| HiHat<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8A<br />
| SFX<br />
| Same as '''8B'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8B<br />
| SFX<br />
| Same as '''8A'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8C.ogg]]<br />
| 8C<br />
| SFX<br />
| <br />
| Pop, Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8D<br />
| Drum<br />
| Same as '''8E'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8E<br />
| Drum<br />
| Same as '''8D'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8F.ogg]]<br />
| 8F<br />
| Clap<br />
| <br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 90<br />
| Drum<br />
| Same as '''91''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 91<br />
| Drum<br />
| Same as '''90''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 92<br />
| Drum<br />
| Same as '''90''', '''91''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 93<br />
| Drum<br />
| Same as '''90''', '''91''', '''92'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 94<br />
| Drum<br />
| Same as '''95''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 95<br />
| Drum<br />
| Same as '''94''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 96<br />
| Drum<br />
| Same as '''94''', '''95''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 97<br />
| Drum<br />
| Same as '''94''', '''95''', '''96'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 98<br />
| Drum<br />
| Same as '''99''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 99<br />
| Drum<br />
| Same as '''98''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 9A<br />
| Drum<br />
| Same as '''98''', '''99'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9B.ogg]]<br />
| 9B<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9C.ogg]]<br />
| 9C<br />
| SFX<br />
| <br />
| Shaker<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9D.ogg]]<br />
| 9D<br />
| SFX<br />
| <br />
| Kick (Distorted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9E.ogg]]<br />
| 9E<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9F_13500Hz.ogg]]<br />
| 9F<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" long (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A0_13500Hz.ogg]]<br />
| A0<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" short (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A1.ogg]]<br />
| A1<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=15])<br />
| Glass Break 1 / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A2.ogg]]<br />
| A2<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=96])<br />
| Glass Break 2 / Carnival Night Zone, Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A3.ogg]]<br />
| A3<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A4.ogg]]<br />
| A4<br />
| Drum<br />
| <br />
| Kick (Muted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A5.ogg]]<br />
| A5<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=114 Track 64])<br />
| "Come On!" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A6.ogg]]<br />
| A6<br />
| Drum<br />
| <br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A7.ogg]]<br />
| A7<br />
| Drum<br />
| <br />
| Kick (Vintage)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A8.ogg]]<br />
| A8<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A9.ogg]]<br />
| A9<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=94 Track 64])<br />
| "Woo!", "HUH" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AA.ogg]]<br />
| AA<br />
| Sample (Sample Pack)<br />
| [[wikipedia:Run-DMC|Run-DMC]]: "Peter Piper" ([https://youtu.be/L2PtCmUAZp0?T=116 1:56])<br />
| "Go!" / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AB.ogg]]<br />
| AB<br />
| Sample (Edited Sample Pack)<br />
| Same as '''AA''' sample with snare drum added<br />
| "Go!" + Snare / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AC.ogg]]<br />
| AC<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AD<br />
| Percussion<br />
| Same as '''AE'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AE<br />
| Percussion<br />
| Same as '''AD'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| AF<br />
| Percussion<br />
| Same as '''B0'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| B0<br />
| Percussion<br />
| Same as '''AF'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B1.ogg]]<br />
| B1<br />
| SFX<br />
| <br />
| Sci-Fi Sound<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B2<br />
| Clap<br />
| Same as '''B3'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B3<br />
| Clap<br />
| Same as '''B2'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| B4<br />
| Sample<br />
| Same as '''C1''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B5.ogg]]<br />
| B5<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B6.ogg]]<br />
| B6<br />
| Sample (Original)<br />
| James Brown: "Say It Loud, I'm Black & I'm Proud" ([https://youtu.be/9bJA6W9CqvE])<br />
| "Yeah", "Hey" + Kick / Knuckles' Theme (S3), Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B7.ogg]]<br />
| B7<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B8<br />
| Sample<br />
| Same as '''B9'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B9<br />
| Sample<br />
| Same as '''B8'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BA.ogg]]<br />
| BA<br />
| SFX<br />
| <br />
| Cymbal (Reversed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BB.ogg]]<br />
| BB<br />
| SFX<br />
| <br />
| Record Scratch<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BC.ogg]]<br />
| BC<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BD.ogg]]<br />
| BD<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BE.ogg]]<br />
| BE<br />
| Sample (Edited Sample Pack)<br />
| Same as '''A9''' plus glass break added<br />
| "Woo!" + Glass Break / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BF.ogg]]<br />
| BF<br />
| SFX<br />
| <br />
| Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_C0.ogg]]<br />
| C0<br />
| Sample (Original [?])<br />
| <br />
| Breath<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C1<br />
| Sample<br />
| Same as '''B4''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C2<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C3<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C4<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C3'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_X.ogg]]<br />
| XX<br />
| Sample<br />
| Similar to '''BC'''<br />
| Chord Stab<br />
|}<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
<br />
<br />
==Background on Michael Jackson's Team==<br />
===Roger Hector===<br />
{{quoteRight|1=''Sonic 3'' (also called ''[[Sonic & Knuckles]]'') was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.|2=Roger Hector, General Manager of the Sega Technical Institute|ref={{intref|Roger Hector interview by hxc (August 2005)}}}}<br />
In an interview in August 2005, [[Roger Hector]], the "executive coordinator" of both ''Sonic 3'' and ''Sonic & Knuckles'', confirmed that Michael Jackson composed all the music for the game, but was dropped due to the 1993 scandal{{intref|Roger Hector interview by hxc (August 2005)}}. This was backed up by a separate interview two years later, claiming that the Jackson soundtrack was never heard by the general public{{fileref|Makingofs3kpg4.jpg}}.<br />
<br />
While Hector was not directly involved in ''Sonic 3'''s development, his role was to manage all projects at STI, and was usually involved with high level discussions (Jackson's signing and dismissal being two of them).<br />
{{Quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him [of] child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''|ref={{fileref|Makingofs3kpg4.jpg}}}}<br />
<br />
This was the first confirmation we had about Michael Jackson's involvement in the game.<br />
<br />
===Brad Buxer=== <br />
Brad Buxer, credited in ''Sonic 3'', was a long-time contributor to Michael Jackson. He is the co-writer of the 1996 hit, ''[[wikipedia:Stranger in Moscow|Stranger in Moscow]]'', and was also involved with the production of ''[[wikipedia:Jam (song)|Jam]]'' and ''[[wikipedia:Who Is It (Michael Jackson song)|Who Is It]]'', all of which are thought to share similarities with the ''Sonic 3'' soundtrack.<br />
<br />
====Black & White Magazine (2009) Interview====<br />
Buxer shed some light on Michael Jackson's involvement in a December 2009 interview with ''Black & White Magazine''. In this interview, Buxer confirms that the final release of ''Sonic 3'' does contain at least one piece of work by Michael Jackson:<br />
<br />
{{quote|1='''B&W:''' Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you [have] been credited?<br />
<br />
'''Buxer:''' I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did.<br />
<br />
And if he is not credited for composing the music, it's because he was not happy with the [resulting] sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...<br />
<br />
'''B&W:''' One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...<br />
<br />
'''Buxer:''' Yes, Michael and I had composed those chords for the game, and it has been used as [the] base for Stranger in Moscow. [...]<br />
|2=An excerpt from the Black & White Magazine interview with Brad Buxer|ref={{intref|Brad Buxer Interview (Black & White, November/December 2009)}}}}<br />
<br />
According to this statement, Jackson did not wish to be credited by name in the game because he was unhappy with the quality of sound the [[Sega Mega Drive]]'s Yamaha [[YM-2612]] sound chip produced. Buxer's statement also confirms that the similarities between Jackson's "Stranger in Moscow" and Sonic 3's ending credits song were not a coincidence and that the credits theme indeed uses chords originally composed by him and Buxer. <br />
<br />
However, these statements directly contradict what Roger Hector has said.<br />
<br />
====The MJCast (2019) Interview====<br />
In May 2019, Buxer was featured giving an interview on the ''[https://www.youtube.com/watch?v=W06T6whrqQs The MJCast]'' where he talked about the origin of Stranger in Moscow and his work on Sonic 3:<br />
[[File:Brad Buxer on Sonic 3 and Stranger in Moscow - 2019-05-10 (The MJCast - Episode 100 - Brad Buxer Special).ogg]]<br />
<br />
Buxer describes how he was assigned by Michael Jackson to start composing the music for the game, and it was Buxer who "delegated other people to help...like Doug Grigsby and Darryl Ross and other people."<br />
<br />
Brad Buxer frames himself in the interview as being the lead on the Sonic 3 project, with Michael Jackson having less personal involvement.<br />
<br />
Buxer states that in the end, they had about '''41 music cues''' ready for the game.<br />
<br />
This suggests that it is possible that every act and zone had a track composed for it, even zones planned for ''[[Sonic & Knuckles]]'', but we know that only a few appeared and only in ''[[Sonic the Hedgehog 3]]'' alone. If this is true, it could provide an explanation as to why Roger Hector feels that people never heard the Michael Jackson soundtrack. ''[[Sonic & Knuckles]]'' features no tracks by Michael Jackson's team, and only a small number of the tracks made it into ''[[Sonic the Hedgehog 3]]'', in contrast to all of the tracks Michael Jackson's team produced.<br />
<br />
===Howard Drossin===<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
According to Roger Hector, [[Howard Drossin]] is said to have been brought in to replace Michael Jackson's music{{fileref|Makingofs3kpg4.jpg}}, but also goes uncredited in ''Sonic 3''. He is, however, the main composer behind ''Sonic & Knuckles'' (and is credited there).<br />
<br />
Drossin, when recollecting his involvement in the soundtrack in August 2008, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''{{intref|Howard Drossin interview by SageXPO (August 2008)}}.<br />
<br />
When locked onto ''Sonic 3'', ''Sonic & Knuckles'' creates ''[[Sonic 3 & Knuckles]]''. When this occurs, the miniboss and Knuckles themes (and most of the jingles) from ''Sonic 3'' are replaced with their ''Sonic & Knuckles'' counterparts, most of which were composed by Drossin. So in this context, some ''Sonic 3'' tracks ''were'' replaced by Drossin's compositions, but the true reasoning for why remains unclear.<br />
<br />
===Cirocco Jones===<br />
A discography of another musician (or "music consultant") working on the game, Cirocco Jones (appearing as 'Scirocco' in the ''Sonic 3'' credits), lists a "levels 2 & 3" as being composed by Michael Jackson and belonging to "Sonic The Hedgehog"{{ref|[http://web.archive.org/web/20061114055952/http://www.musicpowers.com/id31.html Cirocco Jones' website]}}. While "levels 2 & 3" could be referring to [[Hydrocity Zone]] and [[Marble Garden Zone]], respectively, it could easily be referring to prototype level ordering, or indeed the order in which the group composed music.<br />
<br />
Correspondence between him and Sonic Retro members has revealed that he and the other composers spent "countless hours" working with Michael while trying to make sure it fit Sega's needs. He also revealed that there may be a lawsuit going on or about to go on as Sega owes them money.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Other composers===<br />
In addition to Brad Buxer and Cirocco Jones, other credited composers are known to have worked alongside Michael Jackson in the early-to-mid 1990s.<br />
<br />
Robert Green "Bobby" Brooks was working with Michael and his siblings as an audio engineer, possibly from as early as their Motown years. Darryl Ross was also an engineer working with the star, Geoff Grace a composer, and Doug Grigsby III produced some of Jackson's material during this time period. All four were involved in the creation of Michael Jackson's next album, ''[[wikipedia:HIStory: Past, Present and Future, Book I|HIStory: Past, Present and Future, Book I]]'' which was released in 1995, and none are known to have previously worked in video games (or indeed since in most cases).<br />
<br />
<br />
==Background on SEGA Sound Team and Cube Corp.==<br />
<br />
===Tokuhiko Uwabo===<br />
Uwabo has stated that he was responsible for the management of the game's sound development, which involved assigning the staff at Sega and contracting other composers. He did not do any work on the sound itself.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Yoshiaki Kashima===<br />
{{Quote|1=I composed a [piece of] music for [the "special stage"]. I [worked on Sonic 3, as well as the other titles]. [I'm] sorry. I can't give [you more details]. [Since it's all] confidential information.|2=Yoshiaki Kashima|ref={{intref|Milpo Interview by LOst (July 23, 2001)}}}}<br />
In [[Milpo Interview by LOst (July 23, 2001)|a 2001 interview]], he revealed he composed the special stage theme, previously used in ''[[SegaSonic Bros.]]'', which also happens to have more tracks that made it into later games. He stated that he was unable to go into further detail due to the confidentiality of the information. In private messages between a Retro User and Masaru Setsumaru, it was stated that Kashima was solely responsible for programming the game's sound driver.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Masaru Setsumaru===<br />
According to Facebook PMs between Setsumaru and Sonic Retro members, he was responsible for sound programming along with Masayuki Nagao. He was also responsible for sound effects and arrangement, although not music composition.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}} He has also stated that he felt it was an honor to work on the same project as Michael Jackson.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Tomonori Sawada===<br />
Sawada stated in a SoundCloud PM in 2015 that he did not compose Sky Sanctuary's music, previously assumed to be his based on the SONIC THE HEDGEHOG 10th Anniversary CD crediting the five Sonic 3 & Knuckles tracks to him, Kashima, and Drossin. He stated that he composed 3's title screen music and some jingles instead. He also said that he is no longer able to tell who did each track anymore, most likely due to him no longer having the documentation.{{ref|https://imgur.com/o7TQff6}} He has been contacted about the prototype's music although he did not respond, possibly due to the confidentiality of such information. It is possible that he composed prototype Ice Cap's music, based on its similarities to Crystal Egg from the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
===Masayuki Nagao===<br />
Nagao has confirmed he was involved with arrangements and programming, including Hydrocity Zone Act 2. He also "produced" more than half of the songs for the game, which likely means he programmed them. Opus Corp. is mentioned in the credits as Nagao was getting ready to join the company while working on the game. <br />
<br />
===Jun Senoue===<br />
In [[Jun Senoue interview by LOst (June 2002)|a 2002 interview]], he mentions that the bonus stage tracks were composed by him. However, he is unable to reveal details, due to "so much secret things". When asked on Twitter about who did what for Sonic 3 & Knuckles' music, he simply stated that Sega did all of it, neither going into detail about who did what nor acknowledging the involvement of third parties. {{ref|https://twitter.com/crush40/status/251310610644627456}} In 2010, he stated in a Nintendo Power magazine that he knows "quite a lot" about Jackson's involvement, but cannot disclose it.<br />
<br />
===Miyoko Takaoka===<br />
During correspondence with Takaoka and a fan, she stated she composed the music for Marble Garden Zone and bonus stage music.{{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}} After being shown the bonus stage music in the game, she did not recognize any of it as hers and believes that her track may have gone unused. The same may have been the case for Marble Garden's music too, as some fans familiar with her work do not feel it sounds like her. <br />
<br />
<br />
==Current issues==<br />
In the modern age, video game companies have become increasingly wary of re-releasing games in their back catalog that they may not own the full rights to. The changes made for ''Sonic & Knuckles Collection'' would suggest the music in ''Sonic the Hedgehog 3'' has been presenting a problem since ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were brought to Windows PCs in the form of ''[[Sonic & Knuckles Collection]]'' at least in 1997. <br />
<br />
In that edition, six tracks ([[Carnival Night]], [[IceCap]], [[Launch Base]], the credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) had entirely different compositions, and the Mini-Boss theme is always the ''Sonic & Knuckles'' version, with the slot for the ''Sonic 3'' version being replaced with an entirely different (and unused) song. Sega isn't thought to have been challenged on the use of ''Sonic 3'''s music, but it remains a thorny issue to this day.<br />
<br />
Initially, it was believed to be replacements to avoid rights issues, however, as these tracks are present in the ''[[Sonic the Hedgehog 3 (prototype; 1993-11-03)]]'' people have speculated that the PC version may have been in simultaneous development as the [[Sega Mega Drive]] version. It is possible that the compositions in the PC/Prototype were what was originally planned before Michael Jackson's team was introduced, and only the development team working on the [[Sega Mega Drive]] version got the compositions produced by Michael Jackson's music team.<br />
<br />
No subsequent ''Sonic'' game has ever revisited Carnival Night, Ice Cap, or Launch Base Zone. ''[[Sonic Generations]]'' and ''[[Sonic Mania]]'' avoid these levels, and likewise, the music accompanying Knuckles or the mini-boss has never been heard outside of ''Sonic 3''. The lone exception is ''[[Lego Dimensions]]'', which included Carnival Night and Ice Cap but sidestepped the issue by not licensing any music from the Mega Drive titles, opting instead to compose new soundalike tracks for all the zones. Curiously, however, some of the replaced ''Sonic 3'' jingles have turned up in newer games (such as the title screen and 1-up theme), which would suggest Sega owns the rights to those, but a game like ''[[Sonic Pocket Adventure]]'', whose entire soundtrack is lifted from ''Sonic 3'' and ''Sonic & Knuckles'' has no signs of the so-called Jackson tracks.<br />
<br />
Despite being offered by [[Christian Whitehead]], Sega chose not to offer remastered mobile versions of ''Sonic the Hedgehog 3'' in a similar manner to the 2013 releases of ''[[Sonic the Hedgehog (2013)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]''. Likewise while other mobile versions of ''Sonic 1'' and ''Sonic 2'' were commissioned, none were released for ''Sonic 3''.<br />
<br />
''Sonic 3'' is less widely available than its Mega Drive counterparts - while included where it is expected (e.g. ''[[Sonic Jam]]'' or ''[[Sonic Mega Collection]]''), it is often neglected in budget Mega Drive consoles made <br />
by AtGames, and is missing from the 2018 release of ''[[sega:Sega Mega Drive Classics|Sega Mega Drive Classics]]'', despite virtually every other first-party Mega Drive game making an appearance.<br />
<br />
There is no concrete evidence that the music holds ''Sonic 3'' back, however, there have been similar cases where the publisher has been reluctant to re-release games that may present legal issues. [[Nintendo]]'s ''Earthbound'' on the Super NES is one such example - the [[Virtual Console]] release was held back for years because much of the game's soundtrack samples popular songs from The Beatles and elsewhere.<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331987Template:S3MusicTable2022-02-03T21:26:22Z<p>Creepario: </p>
<hr />
<div><includeonly><br />
<!-- Variables --><br />
<span><br />
{{#if: {{{details2_1|}}} | {{#vardefine:acts|2}} | {{#vardefine:acts|1}} }}<br />
</span><br />
<!-- Actual table -->{| class="" scope="col" style="border: solid 4px #393939; margin-bottom: 2em;"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="max-height: 160px; border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{#expr: {{#var:acts}} * {{{versions|1}}} }} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| rowspan = {{{versions|1}}} | {{{id1|}}}<br />
{{#forargs: details1_<br />
| key<br />
| value<br />
| {{#replace: {{#var:value}} | * |<br /><br />
{{!}} style="border: solid 1px #696969;" {{!}} }} <br />
{{!}}- <br />
}}<br />
{{#if: {{{id2|}}} |<br /><br />
{{!}}-<br />
{{!}} rowspan = {{{versions|1}}} {{!}} {{{id2|}}} <br />
}}<br />
{{#forargs: details2_<br />
| key<br />
| value<br />
| {{#replace: {{#var:value}} | * |<br /><br />
{{!}} style="border: solid 1px #696969;" {{!}} }} <br />
{{!}}- <br />
}}<br />
{{#replace: {{{notes|*No notes yet.}}} | * |<br />
{{!}}- <br />
! style="border: solid 1px #696969;" colspan=5 {{!}} }}<br />
|}</includeonly><noinclude><br />
Used in [[Sonic_the_Hedgehog_3/Development/Music]], to save a lot of layout/table reuse, and to be more compact overall.<br />
<br />
===Arguments===<br />
track = ''name of the track''<br />
image = ''image for the left side of the table'' (only needs file name + file extension)<br />
id/id2 = ''the internal ID of the track (as found in the game's sound test)''<br />
versions/versions2 = ''the versions of the game where the tracks are present''<br />
team/team2 = ''the team responsible for the composition (Sega, Cube, or M.J)''<br />
credits/credits2 = ''the individual composition/arangement credits''<br />
notes = ''additional notes about the tracks. (Each line has to start with * in order to be rendered properly)''<br />
<br />
===Examples===<br />
<pre style="overflow-x: hidden;">{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | versions = 1<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | versions = 1<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
<br />
<pre>{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 = 15<br />
| details1_1 = *ALL*Sega*???<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 = 15<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development/Music&diff=331980Sonic the Hedgehog 3/Development/Music2022-02-03T19:05:36Z<p>Creepario: </p>
<hr />
<div>{{back}}<br />
<br />
Unlike other ''Sonic'' games, the music of ''[[Sonic the Hedgehog 3]]'' stands as an ongoing controversy for [[Sega]] due to the choices made during development. It is not fully understood how much of the soundtrack is owned by the company, having outsourced its production to third-parties, some of which have chosen to distance themselves from the project in later years.<br />
<br />
[[Masato Nakamura]], responsible for the soundtracks to the first two Mega Drive ''Sonic'' games, was having a great deal of success with his band, [[Dreams Come True]], leading to him upping his demands for work on a possible ''Sonic 3''. Nakamura wanted more royalties; both for his new music, and for the reuse of his compositions in the future. Sega declined, and decided to look elsewhere for the composition power needed in ''Sonic the Hedgehog 3''.<br />
<br />
Soon after development on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' was complete, core staff members [[Yuji Naka]], [[Hirokazu Yasuhara]], and [[Takashi Iizuka]] were brought back to Japan to begin work on ''Sonic the Hedgehog 3''.{{ref|[https://shmuplations.com/sonicteam/ The Story of Sonic Team – 1997 Developer Interview]}} Answering the call, Sega is thought to have been approached by pop sensation [[sega:Michael Jackson|Michael Jackson]] and his team. Jackson had a history with Sega (most notably producing ''[[sega:Michael Jackson's Moonwalker|Michael Jackson's Moonwalker]]'' early in the Mega Drive's lifespan) and had visited Sega's offices in Japan some months prior. He liked video games, he liked ''Sonic the Hedgehog'', and Sega accepted immediately.<br />
{{QuoteRight|And you wouldn't believe the celebrities who did cameos. Dustin Hoffman, Michael Jackson...of course they didn't use their real names, but you could tell it was them.|Lisa Simpson|''The Simpsons'' episode 9F03, "''The Itchy & Scratchy Movie''"|ref={{intref|wikipedia:Itchy %26_Scratchy: The Movie}}}}<br />
However, Michael Jackson was not credited in ''Sonic the Hedgehog 3'' (as well as ''[[Sonic & Knuckles]]'' - the eventual "second half" of the adventure). Instead, credited were individuals Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco (the Sega Sound Team and [[sega:Cube|Cube]] were treated as secondary to the "music composers"). Jackson's omission was perhaps not surprising, particularly in the early 90s when only the core team of developers usually made it into the credits. And yet, strangely, several staff members have mentioned the star by name.<br />
<br />
Jackson had a history of going uncredited (or using pseudonyms) in productions, often due to contractual complications. Reportedly Jackson's record label at the time, [[wikipedia:Epic Records|Epic Records]] refused permission for the star to sing for any of its potential rivals. The most famous example of this is the third season episode of the American animated sitcom ''The Simpsons'', ''[[wikipedia:Stark Raving Dad|Stark Raving Dad]]'' (1991), where despite guest-starring as "Micheal Jackson", the credit is given to "John Jay Smith", a person that does not exist{{ref|[http://www.eeggs.com/items/2279.html Simpsons, The Easter Egg - Uncredited Voices]}}. This was later referenced in [[wikipedia:Itchy_%26_Scratchy:_The_Movie|a season four episode]] of the show.<br />
<br />
In 1993, Michael Jackson [[wikipedia:1993 child sexual abuse accusations against Michael Jackson|became caught up in child sexual abuse allegations]] and canceled the final leg of his [[wikipedia:Dangerous World Tour|Dangerous World Tour]] due to health concerns. General Manager of the Sega Technical Institute at that time, Roger Hector, stated in a 2005 interview and in a follow-up video interview on [https://www.youtube.com/watch?v=EFgnUa1v8uA Pop Fiction] in 2013 that this scandal lead to Michael Jackson's music being removed. Brad Buxer, a member of Michael Jackson's production team, argued that the music was not removed, but that Michael Jackson was simply uncredited. Additionally, Buxer stated that the scandal was not the cause, but Michael Jackson's dissatisfaction with the sound quality of the [[Sega Mega Drive]] system.<br />
<br />
In 2016, Todd van Luling from the Huffington Post reached out to all of the Western composers involved. In [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this article], they explained that they were in fact assembled by Michael Jackson to help compose music for the game and that their music could still be heard in the final release. But additionally, with the revelation of the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]] in 2019, it appears that the music that Michael Jackson's team produced was actually used to replace existing tracks composed by Sega's internal sound team, which would be first heard in ''[[Sonic & Knuckles Collection]]''. This further points in the direction of Michael Jackson choosing not to be credited, rather than Sega pulling the plug themselves (who always had the option to choose their older, in-house compositions).<br />
<br />
=='''Sonic the Hedgehog 3''' credits==<br />
===Michael Jackson's Team===<br />
The following people are listed as 'Music Composers' in the ending credits scroll, with Buxer, Grigsby, and Jones all confirming in [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this 2016 Huffington Post article] that they worked with Michael Jackson on the soundtrack to ''[[Sonic the Hedgehog 3]]''.<br />
* Brad Buxer<br />
* Bobby Brooks<br />
* Darryl Ross<br />
* Geoff Grace<br />
* Doug Grigsby III<br />
* C. Cirocco Jones ("Scirocco")<br />
<br />
===SEGA Sound Team===<br />
The following people are listed under 'SEGA Sound Team' in the ending credits scroll.<br />
* [[sega:Tokuhiko Uwabo|Tokuhiko Uwabo]] ("Bo") ― Sound Director<br />
* [[sega:Sachio Ogawa|Sachio Ogawa]]<br />
* [[sega:Yoshiaki Kashima|Yoshiaki Kashima]] ("Milpo") ― Sound Driver<br />
* [[sega:Masaru Setsumaru|Masaru Setsumaru]] ― Sound Programming<br />
* [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]] ― Composer<br />
* [[sega:Tomonori Sawada|Tomonori Sawada]] ― Composer<br />
* [[sega:Masayuki Nagao|Masayuki Nagao]] ― Sound Programming<br />
* [[sega:Jun Senoue|Jun Senoue]] ― Composer<br />
<br />
===Sound Special Thanks===<br />
The following people are listed under 'Sound Special Thanks' in the ending credits scroll.<br />
* Mayumi Nina Sakazaki (as "MRM") ― She was Michael Jackson's coordinator, although her role in ''Sonic 3'' is unclear.<br />
* Cube Corp. ― Nagao confirmed that former Cube members [[sega:Miyoko Takaoka|Miyoko Takaoka]] and [[sega:Masanori Hikichi|Masanori Hikichi]] contributed to the music.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}} Furthermore, Cube's old list of works not just included ''Sonic 3'', but also confirms that they were responsible for composing eight of the game's tracks.{{ref|[https://web.archive.org/web/20040403193114/http://www.cube-sound.co.jp/zpr.html Cube's old list of works]}}<br />
* Opus Corp. ― This credit was placed as Nagao was preparing the join the company during the development.<br />
* Masanori Nakayama (Studio Who)<br />
* [[sega:Howard Drossin|Howard Drossin]] ― He would go on to contribute a few tracks for Sonic & Knuckles. <br />
<br />
==Music Soundtrack==<br />
This is a work in progress list to identify the team & composer(s) behind each piece of music in the ''Sonic 3 & Knuckles'' game series. {{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
===Zones===<br />
<!-- ANGEL ISLAND ZONE --><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, in both instances, nobody was directly credited for the composition.<br />
}}<br />
<!-- HYDROCITY ZONE --><br />
{{S3MusicTable <br />
| track = [[Hydrocity Zone]] | image = HydrocityAct1.png<br />
| id1 =03<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =04<br />
| details2_1 = *ALL*Sega*Masayuki Nagao (Arrangement){{ref|[https://segaretro.org/Masayuki_Nagao#Sonic_the_Hedgehog_3 ''Masayuki Nagao'' at Sonic Retro]}}<br />
| notes = <br />
*It was originally believed to be composed by Michael Jackson's team due to Cirocco Jones' website having a section for "Levels 2 & 3" of a ''Sonic the Hedgehog'' game with a demo called "The Water". It has been assumed that "Level 2" refers to "Hydrocity Zone". However, this is likely '''not''' by Michael Jackson's team. The Act 2 arrangement is significantly more different from the Act 1 arrangement and there are no vocal samples incorporated in either, unlike the other MJ compositions. <br />
*The music for Hydrocity Zone exists in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|1993-11-03 prototype]]. <br />
*The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]''. Both Acts were rearranged by Tee Lopes for ''[[Sonic Mania]]'' and included in the game's soundtrack. None of this would have happened if these pieces were not composed in-house.<br />
}}<br />
<!-- MARBLE GARDEN ZONE --><br />
{{S3MusicTable <br />
| track = [[Marble Garden Zone]] | image = Marblegarden.png <br />
| id1 =05<br />
| details1_1 = *ALL*Cube*Miyoko Takaoka (Composer){{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}}<br />
| id2 =06<br />
| details2_1 = *ALL*Cube*Miyoko Takaoka (Composer)<br />
| notes = <br />
*In 2014, Miyoko Takaoka stated that she had composed the music for "Marble Garden Zone" and an ambiguous "bonus stage" during a correspondence on Twitter. However, when sent links to the bonus stage compositions from ''Sonic 3'', she did not recognize any of them and suspected that her composition was replaced for the final release. She has been credited during an official ''[https://youtu.be/QdU6AvbGyHg?t=1663 Sonic Live stream video event in August 2020]'' for background music being played. <br />
*The arrangement for Act 1 is unlockable in ''Sonic Generations'', suggesting there's no rights issue for these compositions, and unlikely to be from Michael Jackson's team.<br />
}}<br />
<!-- CARNIVAL NIGHT ZONE --><br />
{{S3MusicTable <br />
| track = [[Carnival Night Zone]] | image = Carnivalnight.png | versions = 2<br />
| id1 = 07<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| id2 = 08<br />
| details2_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details2_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| notes = <br />
*Both Acts of the ''S3'' version contain music inspiration from "''[[wikipedia:Jam (song)|Jam]]''" by Michael Jackson. Most notably in the use of a horn-based "downwards fall" (played directly before Heavy D's rap in the Jackson song). Identical notes between the two songs are highlighted in red:<br />
*<div style="width: 100%; background-color: white; margin-left: auto;">[[File:Michael_Jackson_Jam_and_Carnival_Night_Zone_comparison.png]]</div><br />
*The final note in the sequence is accompanied by a distorted audio sample taken directly from the song "''[[wikipedia:Jam (song)|Jam]]''", played on the [[Sega:YM2612|YM2612]]'s DAC channel. This sample is located in the [[Sonic the Hedgehog 3/Development/Music#List of Sonic 3 audio samples linked to source|Sonic 3 ROM]]. The poor fidelity of the sample playback on the [[Sega Mega Drive]] system could be supporting evidence of Brad Buxer's comment in [[Sonic the Hedgehog 3/Development/Music#Brad Buxer interview|the Black & White interview]] that Michael Jackson went uncredited as he was unsatisfied with the sound quality.<br />
*The zone's music also contains rhythms inspired from "Entry of the Gladiators" by Julius Fučík. This piece is in the public domain.<br />
}} <!-- END CARNIVAL NIGHT ZONE --><br />
<!-- FLYING BATTERY ZONE --><br />
{{S3MusicTable <br />
| track = [[Flying_Battery_Zone|Flying Battery Zone]] | image = FlyingBatteryAct1.png<br />
| id1 =09<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =0A<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The arrangement for Act 1 is unlockable in ''Sonic Generations''. Both Acts were rearranged by Tee Lopes for ''Sonic Mania'' and were included on the game's soundtrack, indicating Sega has full ownership of these compositions and that they were composed in-house. The tune is featured as track 3 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- ICE CAP ZONE --><br />
{{S3MusicTable <br />
| track = [[IceCap Zone|Ice Cap Zone]] | image = Icecap.png | versions = 2<br />
| id1 = 0B<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| id2 = 0C<br />
| details2_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details2_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| notes = <br />
*The ''S3'' version was based on a song called "''Hard Times''", an unreleased 1982 piece by new-wave band ''The Jetzons''{{ref|[http://www.sonicretro.org/2013/11/even-more-sonic-3-music-details-emerge/ Even more Sonic 3 music details emerge]}}. Brad Buxer was the keyboardist for the band & was credited in ''Sonic 3''. "''Hard Times''" was unheard by the general public until 2008, when it appeared as part of ''The Complete Jetzons'' compilation{{ref|[http://www.fervor-records.com/no-news/fervor-records-at-center-of-sonic-the-hedgehog-michael-jackson-musical-mystery/ Fervor Records at Center of Sonic The Hedgehog / Michael Jackson Musical Mystery]}}. Broadcast Music, Inc. (BMI), an authority on music credentials, also attributes Bruce Connole as songwriter/composer for "Hard Times". Connole was vocalist for the 1982 composition. <br />
*While unlikely that Michael Jackson had direct involvement in this tune, a good portion of "''[[wikipedia:Smooth Criminal|Smooth Criminal]]''" shares chord structures similar to Act 1. This is especially noticeable in the version that plays in the [[wikipedia:Moonwalker|''Moonwalker'' movie]], which isn't found on the [[wikipedia:Bad (album)|''Bad'']] album. Roughly 6 minutes into the song, following the bass solo after the quiet orchestral section (as Jackson and the gangsters perform the Anti Gravity Lean), the bass line & string section clearly changes to a piece of music very similar to Ice Cap Zone. After the main bass line returns, a keyboard continues to play the Ice Cap chord sequence until the end of the song. <br /> Jackson's "[[wikipedia:Who Is It (Michael Jackson song)|''Who Is It'']]" is also very similar to the zone. The keyboard section under the chorus, when sped up, has an almost identical chord structure and texture to that of the ''Sonic 3'' level. <br /> Regarding Ice Cap's prototype music, Tomonori Sawada is speculated to have composed the prototype's music due to similarities in [https://www.youtube.com/watch?v=a5zRb_hZFJg Sonic 2's Crystal Egg Zone music for Game Gear]. No official source has confirmed it to be the case at this time.<br />
*The compositions for Ice Cap Zone have never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- LAUNCH BASE ZONE --><br />
{{S3MusicTable <br />
| track = [[Launch Base Zone]] | image = Launchbase.png | versions = 2<br />
| id1 = 0D<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| id2 = 0E<br />
| details2_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details2_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| notes = <br />
*The compositions for Launch Base Zone have never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- MUSHROOM HILL ZONE --><br />
{{S3MusicTable <br />
| track = [[Mushroom_Hill_Zone|Mushroom Hill Zone]] | image = MushroomHillAct1.png<br />
| id1 =0F<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =10<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*Also known by its prototype name "Mushroom Valley Zone", this tune is featured as track 2 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Three arrangements of "Mushroom Hill Zone" were made for the [[Nintendo 3DS]] version of ''Sonic Generations'' and are included in the game's soundtrack. The Act 1 composition is an unlockable piece in the console version of ''Generations''.<br />
}}<br />
<!-- SANDOPOLIS ZONE --><br />
{{S3MusicTable <br />
| track = [[Sandopolis_Zone|Sandopolis Zone]] | image = Sandopolis.png<br />
| id1 =11<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =12<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The tune is featured as track 5 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Though Howard Drossin included a piece of the same name in the album ''[[Virtual Sonic]]'', the composition is completely different from the one used in-game. An arrangement of this piece by Tee Lopes and Jun Senoue - dubbed "Boo's House" - was included in ''[[Team Sonic Racing]]''. This arrangement is on the [https://www.youtube.com/watch?v=9eXgj0Le810 official Sonic YouTube Channel] and the game's soundtrack. In the latter, the original game music composition is broadly attributed to "Sega".<br />
}}<br />
<!-- LAVA REEF ZONE --><br />
{{S3MusicTable <br />
| track = [[Lava_Reef_Zone|Lava Reef Zone]] | image = Lavareef.png<br />
| id1 =13<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =14<br />
| details2_1 = *ALL*Sega*Masayuki Nagao (Arrangement)<br />
| notes = <br />
* Act 2's music is also used in Hidden Palace Zone. The composition was rearranged by Tee Lopes for ''Sonic Mania'' and is included on the game's soundtrack, where its original composition is broadly attributed to "Sega". Act 1's music is featured as track 6 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- SKY SANCTUARY ZONE --><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 =15<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
*This piece is also used as the ending cutscene music for ''S&K'' and ''S3&K'' before the staff roll. This track has been used extensively in recent releases: it has been rearranged for ''[[Mario & Sonic at the Olympic Winter Games]]'', ''Sonic Generations'', and ''[[Sonic & All-Stars Racing Transformed]]''. In all instances, the original game composition is broadly attributed to "Sega". The tune is featured as track 8 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- DEATH EGG ZONE --><br />
{{S3MusicTable <br />
| track = [[Death_Egg_Zone_(Sonic_%26_Knuckles)|Death Egg Zone]] | image = DeathEggAct1.png<br />
| id1 =16<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =17<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The tune is featured as track 9 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bosses===<br />
<!-- SUB-BOSS --><br />
{{S3MusicTable <br />
| track = [[Fire Breath|Sub-Boss Theme]] | image = Aizsubboss.png | versions = 2<br />
| id1 = 18<br />2E<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| notes = <br />
* ''Sonic 3'' version built upon Knuckles' Theme (''Sonic 3'' version). Likely composed by Brad Buxer. Features similar chord progression used in ''Is It Scary'' from the ''Blood on the Dancefloor'' album. Geoff Grace is credited as arranger. Tune ID #18 is featured as the first of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Voice samples used in Tune ID #2E (such as "Come On!") can be heard in track 7 (Robotnik's Revenge) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]'', featuring music by Howard Drossin.<br />
}}<br />
<!-- UNUSED THEME --><br />
{{S3MusicTable <br />
| track = Unused Theme | image = Notavailable.svg<br />
| id1 =2E<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
*Replaced with the sub-boss music in the Mega Drive release.<br />
}}<br />
<!-- BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Dr._Eggman|Boss Theme]] | image = Aizboss.png<br />
| id1 =19<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* The tune is featured as the second of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- THE DOOMSDAY ZONE --><br />
{{S3MusicTable <br />
| track = [[The_Doomsday_Zone|The Doomsday Zone]] | image = DoomsdayLevel.PNG<br />
| id1 =1A<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* The tune is featured as the second of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bonus stages===<br />
<!-- BONUS STAGE ROLLING JUMP --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Glowing_Spheres|Bonus Stage (Rolling Jump)]] | image = Magspheres.png<br />
| id1 =1B<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* Also known as the "Glowing Spheres Bonus Stage", it is the first of three parts of track 7 (Rings And Diamonds Land) on the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Although VGMdb lists the first section of that track as being composed by Jun Senoue, no evidence on the disc's physical documentation lists composers to associate with any of its tracks.<br />
}}<br />
<!-- BLUE SPHERES --><br />
{{S3MusicTable <br />
| track = [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage (Blue Spheres)]] | image = S3k specialstage.png <br />
| id1 =1C<br />
| details1_1 = *ALL*Sega*Yoshiaki Kashima (Composer){{intref|Milpo Interview by LOst (July 23, 2001)}}<br />
| notes = <br />
* Was recycled from the unreleased ''[[SegaSonic Bros.]]'' for the [[sega:Sega System C|Sega System C2]] in 1992 from Stage 40 to 49 gameplay music. The music is also listed as track 15 on the compilation CD ''[https://vgmdb.net/album/2072 Sonic The Hedgehog 10th Anniversary]'' and was rearranged by Tee Lopes for ''Sonic Mania''. The tune is also featured as the third of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- BONUS STAGE SLOT MACHINE --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Slot_Machine|Bonus Stage (Slot Machine)]] | image = Sonic&Knuckles MD BonusSlotMachine.png<br />
| id1 =1D<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
*The tune is featured as the second of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. One of the unused music found in [[Sonic_3D:_Flickies'_Island_(beta_825)|Sonic 3D Blast's Mega Drive prototype 825]] ([https://youtu.be/M6okf3WLo8U as demonstrated by Sonic 3D Blast's game designer and implementer Jon Burton]) includes this tune as a placeholder for Knuckles' special stage, during the time each special stage was developed to have their own tunes. He credits the tune to Jun Senoue.<br />
}}<br />
<!-- BONUS STAGE GUMBALL --><br />
{{S3MusicTable <br />
| track = [[Bonus Stage (Sonic the Hedgehog 3 & Knuckles)|Bonus Stage (Gumball)]] | image = Bubblegum.png<br />
| id1 =1E<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer){{intref|Jun Senoue interview by LOst (June 2002)}}<br />
| notes = <br />
* Confirmed through an interview with the composer.<br />
}}<br />
<!-- KNUCKLES THEMES --><br />
{{S3MusicTable <br />
| track = [[Knuckles|Knuckles' Theme]] | image = Angelislandknuckles.png | versions = 3<br />
| id1 =1F<br />
| details1_1 = *[[Sonic the Hedgehog 3 (prototype; 1993-11-03)|S3 Proto]], [[Sonic & Knuckles Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic the Hedgehog 3|S3]]*M.J.*Brad Buxer (Composer)<br />
| details1_3 = *[[Sonic & Knuckles|S&K]], [[Sonic & Knuckles Collection|PC]], [[Sonic & Knuckles Collection|PC]]*Sega*Howard Drossin (Composer)<br />
| notes = <br />
* Music used in the prototype occurs during cutscenes with Knuckles at the end of AIZ Act 2 & HZ Act 2 (but not at start of AIZ Act 1). The same music is used in the ''[[Sonic & Knuckles Collection]]'' PC version. The ''Sonic 3'' version of the 4-bar swinging hip-hop beat was heavily inspired by the drumbeat of "''[[wikipedia:Blood on the Dance Floor (song)|Blood on the Dance Floor]]''" by Michael Jackson (drum programming credited to Brad Buxer). Howard Drossin's tune is featured as track 12 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 2 (Knucklemania) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
===Competition mode===<br />
<!-- AZURE LAKE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Azure Lake Zone|Azure Lake]] | image = Azure Lake Zone.png<br />
| id1 =20<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
<!-- BALLOON PARK ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Balloon Park Zone|Balloon Park]] | image = Balloonpark.png<br />
| id1 =21<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer){{ref|[https://vgmdb.net/album/29979 ''SONIC GENERATIONS ORIGINAL SOUNDTRACK BLUE BLUR'' on VGMdb]}}<br />
| notes = <br />
* Composition credit shared with Sega Sound Team on the ''[[Sonic Generations Original Soundtrack: Blue Blur]]'' music CD (Disc 2, Track 24).<br />
}}<br />
<!-- DESERT PALACE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Desert Palace Zone|Desert Palace]] | image = Desertpalace.png<br />
| id1 =22<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
<!-- CHROME GADGET ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Chrome Gadget Zone|Chrome Gadget]] | image = Chromegadget.png<br />
| id1 =23<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
<!-- ENDLESS MINE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Endless Mine Zone|Endless Mine]] | image = Endlessmine.png<br />
| id1 =24<br />
| details1_1 = *ALL*Sega*???<br />
| notes =<br />
* The melody bears similarities to "[[Escape from the City]]" from ''[[Sonic Adventure 2]]'', composed by Jun Senoue. However, Senoue himself has stated that said track is not based on Endless Mine Zone's music{{ref|[https://twitter.com/crush40/status/433599505548595200 Jun Senoue answering a fan's question on Twitter]}}, nor does he mention working on this piece. Regardless, [[Cash Cash]] incorporated the melody for this piece in their Act 1 arrangement of "Escape from the City" for ''Sonic Generations'', during which the player controls Classic Sonic. The original music composition for this arrangement is solely attributed to Senoue on the ''Blue Blur'' soundtrack CD.<br />
}}<br />
===Themes/Jingles===<br />
<!-- TITLE SCREEN --><br />
{{S3MusicTable <br />
| track = Title Screen | image = Sonic3_title.png | versions = 2<br />
| id1 =25<br />
| details1_1 = *[[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer){{ref|[https://imgur.com/o7TQff6 Screenshot showing the messages between Tomonori Sawada and a fan]}}<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Howard Drossin (Composer){{intref|Sonic the Hedgehog 3/Development/Music#Howard_Drossin}}<br />
| notes =<br />
* Title screen music changes in the PC version based on the game combination the player chooses to play. Howard Drossin's tune is featured as track 1 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 6 of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
<!-- STAFF ROLL --><br />
{{S3MusicTable <br />
| track = Staff Roll | image = Sonic3 MD CreditsStart.png | versions = 4<br />
| id1 =26<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*Brad Buxer (Composer)<br />
| details1_3 = *[[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]]*''Various''*''Various''<br />
| details1_4 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*''Various''<br />
| notes = <br />
* Staff roll used in the PC version accessible through Sound Test of the prototype. <br />
* The ''Sonic 3'' version was the basis of a Buxer-Jackson collaboration "''[[wikipedia:Stranger In Moscow|Stranger In Moscow]]''", as confirmed in the '''Black & White''' magazine interview, and [https://youtu.be/W06T6whrqQs?t=2764 episode 100 of '''TheMJCast'''] audio interview. Brad Buxer used the same chords. The synth/strings section, as heard in the intro before the lyrics start, is identical to the sequence that plays during the first section of the staff roll. Particularly unusual about this find is that ''Stranger In Moscow'' was not released until a full two years after ''Sonic 3''. It has been suggested that the staff roll may have been a [https://youtu.be/ZNUrwBSUVgY?t=836 prototype to this song].<br />
* The [[Sonic the Hedgehog 3C (prototype 0517)|''Sonic 3C'' 0517]] prototype changed the staff roll music to incorporate themes from Zones of the ''S3'' & ''S&K'' games. However, the final mix is a medley of ''S&K'' Zones only.<br />
}}<br />
<!-- GAME OVER --><br />
{{S3MusicTable <br />
| track = Game Over | image = Sonic3 MD GameOver.png<br />
| id1 =27<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''[[Sonic 3D: Flickies' Island]]'' for the same cue{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}} Also used for the "Time Over" cue if spending 10 minutes in an Act.<br />
}}<br />
<!-- RESULTS 2P --><br />
{{S3MusicTable <br />
| track = [[Sonic_the_Hedgehog_3#Competition_mode|2-Player Results (Competition)]] | image = S3_2player.png<br />
| id1 =28<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' as the '''Congratulations Screen''' music when unlocking Level Select{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}. This music was also used as the '''Continue Screen''' music, and the '''No Way? No Way! Screen''' music when locking the ''S&K'' cart onto another Mega Drive cart.<br />
}}<br />
<!-- ACT CLEARED --><br />
{{S3MusicTable <br />
| track = Act Clear | image = SonicCanMoveDuringScoreTally.png<br />
| id1 =29<br />
| details1_1 = *ALL*Sega*Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' for the same cue.{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}<br />
}}<br />
<!-- EXTRA LIFE --><br />
{{S3MusicTable <br />
| track = Extra Life | image = Sonic3 MD ExtraLife.png | versions = 2<br />
| id1 =2A<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer)<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Howard Drossin (Composer), Masaru Setsumaru (Programming)<br />
| notes = <br />
* ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. This piece was used in a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial] in 2012. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player chooses to play.<br />
}}<br />
<!-- GOT EMERALD --><br />
{{S3MusicTable <br />
| track = Got Emerald | image = Sonic3 MD ChaosEmerald.png<br />
| id1 =2B<br />
| details1_1 = *ALL*Sega*Yukifumi Makino (Composer)<br />
| notes = <br />
* Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
}}<br />
<!-- INVINCIBILITY --><br />
{{S3MusicTable <br />
| track = Invincibility Theme | image = S3Invincibility.PNG | versions = 2<br />
| id1 =2B<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer)<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Howard Drossin (Composer)<br />
| notes = <br />
* ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. Was also used during a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial in 2012]. <br />
* ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. <br />
* Also used as the theme to the character's Super/Hyper transformation. The PC version switches depending on the game combination the player chooses to play.<br />
}}<br />
<!-- COMPETITION MENU --><br />
{{S3MusicTable <br />
| track = Competition Screen| image = S3competitionscreen.png | versions = 2<br />
| id1 =2D<br />
| details1_1 = *[[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*???<br />
| details1_2 = *[[Sonic_the_Hedgehog_3|S3]]*M.J.*???<br />
| notes = <br />
* Prototype didn't use music (was only accessible in the Sound Test), but is used as Competition Menu in ''[[Sonic & Knuckles Collection]]''. Mega Drive version is the only MJ team-composed track to use regular drums rather than samples exclusive to it.<br />
}}<br />
<!-- DATA SELECT --><br />
{{S3MusicTable <br />
| track = Data Select | image = Sonic3_MD_DataSelect.png<br />
| id1 =2F<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* This piece has been remixed by [[Naofumi Hataya]] for ''[[Sonic Gems Collection]]'' as "Sonic3 MegaD Mix" and was later included in the 2008 CD ''True Blue: The History of Sonic the Hedgehog''. It was also rearranged for the Gallery Room in ''Sonic Generations'' and is included in the game's ''Blue Blur'' soundtrack. In all instances, the original game composition is broadly attributed to "Sega".<br />
}}<br />
<!-- FINAL BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Launch_Base_Zone_bosses#Big_Arm|Final Boss Theme (Big Arm)]] | image = LBZBoss3Tails.png<br />
| id1 =30<br />
| details1_1 = *ALL*Sega*???<br />
| notes = <br />
* This piece has been rearranged by Cash Cash for the 3DS version of ''Sonic Generations'' and by Tee Lopes for "[https://youtu.be/3HSc3ASFoG8 Part 5: Metal Mayhem]", the final episode of ''[[Sonic Mania Adventures]]''. On the ''Blue Blur'' soundtrack for ''Generations'', the original music composition is broadly attributed to "Sega". The tune is also featured as the first of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- DROWNING COUNTDOWN --><br />
{{S3MusicTable <br />
| track = Drowning Countdown | image = Sonic3 MD DrowningCountdown.png<br />
| id1 =31<br />
| details1_1 = *ALL*Sega*Yukifumi Makino (Composer)<br />
| notes = <br />
* Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
}}<br />
<!-- GAME COMPLETE --><br />
{{S3MusicTable <br />
| track = All Clear | image = Sonic3 MD Ending Sonic.png | versions = 2<br />
| id1 =32<br />
| details1_1 = *[[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]], [[Sonic_%26_Knuckles_Collection|PC]]*Sega*Tomonori Sawada (Composer)<br />
| details1_2 = *[[Sonic_%26_Knuckles|S&K]]*Sega*Howard Drossin (Composer)<br />
| notes = <br />
* The ''S&K'' version is unused.<br />
}}<br />
==Audio samples list==<br />
{{Download|title=Sonic 3 Samples (WAV Format)|file=S3sampswav.rar|filesize=125KB}}<br />
<br />
The DAC audio samples located within the [[Sonic the Hedgehog 3]] ROM ({{LinkRetro|topic=8001|title=originally extracted by Stealth}}) are listed here as part of an ongoing project to locate where they came from.<br />
{{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
{| class="wikitable sortable"<br />
! scope="col" style="width: 300px;" | DAC Audio Samples List<br />
! scope="col" style="width: 20px;" | ID<br />
! scope="col" style="width: 120px;" | Type<br />
! scope="col" style="width: 192px;" | Source<br />
! Description / Usage<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_81.ogg]]<br />
| 81<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 82<br />
| Drum<br />
| Same as '''83''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 83<br />
| Drum<br />
| Same as '''82''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 84<br />
| Drum<br />
| Same as '''82''', '''83''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 85<br />
| Drum<br />
| Same as '''82''', '''83''', '''84'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_86.ogg]]<br />
| 86<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_87.ogg]]<br />
| 87<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_88.ogg]]<br />
| 88<br />
| Drum<br />
| <br />
| Kick + Cymbal<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_89.ogg]]<br />
| 89<br />
| Drum<br />
| <br />
| HiHat<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8A<br />
| SFX<br />
| Same as '''8B'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8B<br />
| SFX<br />
| Same as '''8A'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8C.ogg]]<br />
| 8C<br />
| SFX<br />
| <br />
| Pop, Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8D<br />
| Drum<br />
| Same as '''8E'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8E<br />
| Drum<br />
| Same as '''8D'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8F.ogg]]<br />
| 8F<br />
| Clap<br />
| <br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 90<br />
| Drum<br />
| Same as '''91''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 91<br />
| Drum<br />
| Same as '''90''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 92<br />
| Drum<br />
| Same as '''90''', '''91''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 93<br />
| Drum<br />
| Same as '''90''', '''91''', '''92'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 94<br />
| Drum<br />
| Same as '''95''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 95<br />
| Drum<br />
| Same as '''94''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 96<br />
| Drum<br />
| Same as '''94''', '''95''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 97<br />
| Drum<br />
| Same as '''94''', '''95''', '''96'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 98<br />
| Drum<br />
| Same as '''99''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 99<br />
| Drum<br />
| Same as '''98''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 9A<br />
| Drum<br />
| Same as '''98''', '''99'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9B.ogg]]<br />
| 9B<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9C.ogg]]<br />
| 9C<br />
| SFX<br />
| <br />
| Shaker<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9D.ogg]]<br />
| 9D<br />
| SFX<br />
| <br />
| Kick (Distorted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9E.ogg]]<br />
| 9E<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9F_13500Hz.ogg]]<br />
| 9F<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" long (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A0_13500Hz.ogg]]<br />
| A0<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" short (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A1.ogg]]<br />
| A1<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=15])<br />
| Glass Break 1 / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A2.ogg]]<br />
| A2<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=96])<br />
| Glass Break 2 / Carnival Night Zone, Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A3.ogg]]<br />
| A3<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A4.ogg]]<br />
| A4<br />
| Drum<br />
| <br />
| Kick (Muted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A5.ogg]]<br />
| A5<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=114 Track 64])<br />
| "Come On!" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A6.ogg]]<br />
| A6<br />
| Drum<br />
| <br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A7.ogg]]<br />
| A7<br />
| Drum<br />
| <br />
| Kick (Vintage)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A8.ogg]]<br />
| A8<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A9.ogg]]<br />
| A9<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=94 Track 64])<br />
| "Woo!", "HUH" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AA.ogg]]<br />
| AA<br />
| Sample (Sample Pack)<br />
| [[wikipedia:Run-DMC|Run-DMC]]: "Peter Piper" ([https://youtu.be/L2PtCmUAZp0?T=116 1:56])<br />
| "Go!" / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AB.ogg]]<br />
| AB<br />
| Sample (Edited Sample Pack)<br />
| Same as '''AA''' sample with snare drum added<br />
| "Go!" + Snare / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AC.ogg]]<br />
| AC<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AD<br />
| Percussion<br />
| Same as '''AE'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AE<br />
| Percussion<br />
| Same as '''AD'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| AF<br />
| Percussion<br />
| Same as '''B0'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| B0<br />
| Percussion<br />
| Same as '''AF'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B1.ogg]]<br />
| B1<br />
| SFX<br />
| <br />
| Sci-Fi Sound<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B2<br />
| Clap<br />
| Same as '''B3'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B3<br />
| Clap<br />
| Same as '''B2'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| B4<br />
| Sample<br />
| Same as '''C1''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B5.ogg]]<br />
| B5<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B6.ogg]]<br />
| B6<br />
| Sample (Original)<br />
| James Brown: "Say It Loud, I'm Black & I'm Proud" ([https://youtu.be/9bJA6W9CqvE])<br />
| "Yeah", "Hey" + Kick / Knuckles' Theme (S3), Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B7.ogg]]<br />
| B7<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B8<br />
| Sample<br />
| Same as '''B9'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B9<br />
| Sample<br />
| Same as '''B8'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BA.ogg]]<br />
| BA<br />
| SFX<br />
| <br />
| Cymbal (Reversed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BB.ogg]]<br />
| BB<br />
| SFX<br />
| <br />
| Record Scratch<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BC.ogg]]<br />
| BC<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BD.ogg]]<br />
| BD<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BE.ogg]]<br />
| BE<br />
| Sample (Edited Sample Pack)<br />
| Same as '''A9''' plus glass break added<br />
| "Woo!" + Glass Break / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BF.ogg]]<br />
| BF<br />
| SFX<br />
| <br />
| Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_C0.ogg]]<br />
| C0<br />
| Sample (Original [?])<br />
| <br />
| Breath<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C1<br />
| Sample<br />
| Same as '''B4''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C2<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C3<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C4<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C3'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_X.ogg]]<br />
| XX<br />
| Sample<br />
| Similar to '''BC'''<br />
| Chord Stab<br />
|}<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
<br />
==Background on Michael Jackson's Team==<br />
===Roger Hector===<br />
{{quoteRight|1=''Sonic 3'' (also called ''[[Sonic & Knuckles]]'') was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.|2=Roger Hector, General Manager of the Sega Technical Institute|ref={{intref|Roger Hector interview by hxc (August 2005)}}}}<br />
In an interview in August 2005, [[Roger Hector]], the "executive coordinator" of both ''Sonic 3'' and ''Sonic & Knuckles'', confirmed that Michael Jackson composed all the music for the game, but was dropped due to the 1993 scandal{{intref|Roger Hector interview by hxc (August 2005)}}. This was backed up by a separate interview two years later, claiming that the Jackson soundtrack was never heard by the general public{{fileref|Makingofs3kpg4.jpg}}.<br />
<br />
While Hector was not directly involved in ''Sonic 3'''s development, his role was to manage all projects at STI, and was usually involved with high level discussions (Jackson's signing and dismissal being two of them).<br />
{{Quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him [of] child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''|ref={{fileref|Makingofs3kpg4.jpg}}}}<br />
<br />
This was the first confirmation we had about Michael Jackson's involvement in the game.<br />
<br />
===Brad Buxer=== <br />
Brad Buxer, credited in ''Sonic 3'', was a long-time contributor to Michael Jackson. He is the co-writer of the 1996 hit, ''[[wikipedia:Stranger in Moscow|Stranger in Moscow]]'', and was also involved with the production of ''[[wikipedia:Jam (song)|Jam]]'' and ''[[wikipedia:Who Is It (Michael Jackson song)|Who Is It]]'', all of which are thought to share similarities with the ''Sonic 3'' soundtrack.<br />
<br />
====Black & White Magazine (2009) Interview====<br />
Buxer shed some light on Michael Jackson's involvement in a December 2009 interview with ''Black & White Magazine''. In this interview, Buxer confirms that the final release of ''Sonic 3'' does contain at least one piece of work by Michael Jackson:<br />
<br />
{{quote|1='''B&W:''' Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you [have] been credited?<br />
<br />
'''Buxer:''' I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did.<br />
<br />
And if he is not credited for composing the music, it's because he was not happy with the [resulting] sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...<br />
<br />
'''B&W:''' One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...<br />
<br />
'''Buxer:''' Yes, Michael and I had composed those chords for the game, and it has been used as [the] base for Stranger in Moscow. [...]<br />
|2=An excerpt from the Black & White Magazine interview with Brad Buxer|ref={{intref|Brad Buxer Interview (Black & White, November/December 2009)}}}}<br />
<br />
According to this statement, Jackson did not wish to be credited by name in the game because he was unhappy with the quality of sound the [[Sega Mega Drive]]'s Yamaha [[YM-2612]] sound chip produced. Buxer's statement also confirms that the similarities between Jackson's "Stranger in Moscow" and Sonic 3's ending credits song were not a coincidence and that the credits theme indeed uses chords originally composed by him and Buxer. <br />
<br />
However, these statements directly contradict what Roger Hector has said.<br />
<br />
====The MJCast (2019) Interview====<br />
In May 2019, Buxer was featured giving an interview on the ''[https://www.youtube.com/watch?v=W06T6whrqQs The MJCast]'' where he talked about the origin of Stranger in Moscow and his work on Sonic 3:<br />
[[File:Brad Buxer on Sonic 3 and Stranger in Moscow - 2019-05-10 (The MJCast - Episode 100 - Brad Buxer Special).ogg]]<br />
<br />
Buxer describes how he was assigned by Michael Jackson to start composing the music for the game, and it was Buxer who "delegated other people to help...like Doug Grigsby and Darryl Ross and other people."<br />
<br />
Brad Buxer frames himself in the interview as being the lead on the Sonic 3 project, with Michael Jackson having less personal involvement.<br />
<br />
Buxer states that in the end, they had about '''41 music cues''' ready for the game.<br />
<br />
This suggests that it is possible that every act and zone had a track composed for it, even zones planned for ''[[Sonic & Knuckles]]'', but we know that only a few appeared and only in ''[[Sonic the Hedgehog 3]]'' alone. If this is true, it could provide an explanation as to why Roger Hector feels that people never heard the Michael Jackson soundtrack. ''[[Sonic & Knuckles]]'' features no tracks by Michael Jackson's team, and only a small number of the tracks made it into ''[[Sonic the Hedgehog 3]]'', in contrast to all of the tracks Michael Jackson's team produced.<br />
<br />
===Howard Drossin===<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
According to Roger Hector, [[Howard Drossin]] is said to have been brought in to replace Michael Jackson's music{{fileref|Makingofs3kpg4.jpg}}, but also goes uncredited in ''Sonic 3''. He is, however, the main composer behind ''Sonic & Knuckles'' (and is credited there).<br />
<br />
Drossin, when recollecting his involvement in the soundtrack in August 2008, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''{{intref|Howard Drossin interview by SageXPO (August 2008)}}.<br />
<br />
When locked onto ''Sonic 3'', ''Sonic & Knuckles'' creates ''[[Sonic 3 & Knuckles]]''. When this occurs, the miniboss and Knuckles themes (and most of the jingles) from ''Sonic 3'' are replaced with their ''Sonic & Knuckles'' counterparts, most of which were composed by Drossin. So in this context, some ''Sonic 3'' tracks ''were'' replaced by Drossin's compositions, but the true reasoning for why remains unclear.<br />
<br />
===Cirocco Jones===<br />
A discography of another musician (or "music consultant") working on the game, Cirocco Jones (appearing as 'Scirocco' in the ''Sonic 3'' credits), lists a "levels 2 & 3" as being composed by Michael Jackson and belonging to "Sonic The Hedgehog"{{ref|[http://web.archive.org/web/20061114055952/http://www.musicpowers.com/id31.html Cirocco Jones' website]}}. While "levels 2 & 3" could be referring to [[Hydrocity Zone]] and [[Marble Garden Zone]], respectively, it could easily be referring to prototype level ordering, or indeed the order in which the group composed music.<br />
<br />
Correspondence between him and Sonic Retro members has revealed that he and the other composers spent "countless hours" working with Michael while trying to make sure it fit Sega's needs. He also revealed that there may be a lawsuit going on or about to go on as Sega owes them money.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Other composers===<br />
In addition to Brad Buxer and Cirocco Jones, other credited composers are known to have worked alongside Michael Jackson in the early-to-mid 1990s.<br />
<br />
Robert Green "Bobby" Brooks was working with Michael and his siblings as an audio engineer, possibly from as early as their Motown years. Darryl Ross was also an engineer working with the star, Geoff Grace a composer, and Doug Grigsby III produced some of Jackson's material during this time period. All four were involved in the creation of Michael Jackson's next album, ''[[wikipedia:HIStory: Past, Present and Future, Book I|HIStory: Past, Present and Future, Book I]]'' which was released in 1995, and none are known to have previously worked in video games (or indeed since in most cases).<br />
<br />
==Background on SEGA Sound Team and Cube Corp.==<br />
<br />
===Tokuhiko Uwabo===<br />
Uwabo has stated that he was responsible for the management of the game's sound development, which involved assigning the staff at Sega and contracting other composers. He did not do any work on the sound itself.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Yoshiaki Kashima===<br />
{{Quote|1=I composed a [piece of] music for [the "special stage"]. I [worked on Sonic 3, as well as the other titles]. [I'm] sorry. I can't give [you more details]. [Since it's all] confidential information.|2=Yoshiaki Kashima|ref={{intref|Milpo Interview by LOst (July 23, 2001)}}}}<br />
In [[Milpo Interview by LOst (July 23, 2001)|a 2001 interview]], he revealed he composed the special stage theme, previously used in ''[[SegaSonic Bros.]]'', which also happens to have more tracks that made it into later games. He stated that he was unable to go into further detail due to the confidentiality of the information. In private messages between a Retro User and Masaru Setsumaru, it was stated that Kashima was solely responsible for programming the game's sound driver.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Masaru Setsumaru===<br />
According to Facebook PMs between Setsumaru and Sonic Retro members, he was responsible for sound programming along with Masayuki Nagao. He was also responsible for sound effects and arrangement, although not music composition.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}} He has also stated that he felt it was an honor to work on the same project as Michael Jackson.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Tomonori Sawada===<br />
Sawada stated in a SoundCloud PM in 2015 that he did not compose Sky Sanctuary's music, previously assumed to be his based on the SONIC THE HEDGEHOG 10th Anniversary CD crediting the five Sonic 3 & Knuckles tracks to him, Kashima, and Drossin. He stated that he composed 3's title screen music and some jingles instead. He also said that he is no longer able to tell who did each track anymore, most likely due to him no longer having the documentation.{{ref|https://imgur.com/o7TQff6}} He has been contacted about the prototype's music although he did not respond, possibly due to the confidentiality of such information. It is possible that he composed prototype Ice Cap's music, based on its similarities to Crystal Egg from the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
===Masayuki Nagao===<br />
Nagao has confirmed he was involved with arrangements and programming, including Hydrocity Zone Act 2. He also "produced" more than half of the songs for the game, which likely means he programmed them. Opus Corp. is mentioned in the credits as Nagao was getting ready to join the company while working on the game. <br />
<br />
===Jun Senoue===<br />
In [[Jun Senoue interview by LOst (June 2002)|a 2002 interview]], he mentions that the bonus stage tracks were composed by him. However, he is unable to reveal details, due to "so much secret things". When asked on Twitter about who did what for Sonic 3 & Knuckles' music, he simply stated that Sega did all of it, neither going into detail about who did what nor acknowledging the involvement of third parties. {{ref|https://twitter.com/crush40/status/251310610644627456}} In 2010, he stated in a Nintendo Power magazine that he knows "quite a lot" about Jackson's involvement, but cannot disclose it.<br />
<br />
===Miyoko Takaoka===<br />
During correspondence with Takaoka and a fan, she stated she composed the music for Marble Garden Zone and bonus stage music.{{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}} After being shown the bonus stage music in the game, she did not recognize any of it as hers and believes that her track may have gone unused. The same may have been the case for Marble Garden's music too, as some fans familiar with her work do not feel it sounds like her. <br />
<br />
==Current issues==<br />
In the modern age, video game companies have become increasingly wary of re-releasing games in their back catalog that they may not own the full rights to. The changes made for ''Sonic & Knuckles Collection'' would suggest the music in ''Sonic the Hedgehog 3'' has been presenting a problem since ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were brought to Windows PCs in the form of ''[[Sonic & Knuckles Collection]]'' at least in 1997. <br />
<br />
In that edition, six tracks ([[Carnival Night]], [[IceCap]], [[Launch Base]], the credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) had entirely different compositions, and the Mini-Boss theme is always the ''Sonic & Knuckles'' version, with the slot for the ''Sonic 3'' version being replaced with an entirely different (and unused) song. Sega isn't thought to have been challenged on the use of ''Sonic 3'''s music, but it remains a thorny issue to this day.<br />
<br />
Initially, it was believed to be replacements to avoid rights issues, however, as these tracks are present in the ''[[Sonic the Hedgehog 3 (prototype; 1993-11-03)]]'' people have speculated that the PC version may have been in simultaneous development as the [[Sega Mega Drive]] version. It is possible that the compositions in the PC/Prototype were what was originally planned before Michael Jackson's team was introduced, and only the development team working on the [[Sega Mega Drive]] version got the compositions produced by Michael Jackson's music team.<br />
<br />
No subsequent ''Sonic'' game has ever revisited Carnival Night, Ice Cap, or Launch Base Zone. ''[[Sonic Generations]]'' and ''[[Sonic Mania]]'' avoid these levels, and likewise, the music accompanying Knuckles or the mini-boss has never been heard outside of ''Sonic 3''. The lone exception is ''[[Lego Dimensions]]'', which included Carnival Night and Ice Cap but sidestepped the issue by not licensing any music from the Mega Drive titles, opting instead to compose new soundalike tracks for all the zones. Curiously, however, some of the replaced ''Sonic 3'' jingles have turned up in newer games (such as the title screen and 1-up theme), which would suggest Sega owns the rights to those, but a game like ''[[Sonic Pocket Adventure]]'', whose entire soundtrack is lifted from ''Sonic 3'' and ''Sonic & Knuckles'' has no signs of the so-called Jackson tracks.<br />
<br />
Despite being offered by [[Christian Whitehead]], Sega chose not to offer remastered mobile versions of ''Sonic the Hedgehog 3'' in a similar manner to the 2013 releases of ''[[Sonic the Hedgehog (2013)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]''. Likewise while other mobile versions of ''Sonic 1'' and ''Sonic 2'' were commissioned, none were released for ''Sonic 3''.<br />
<br />
''Sonic 3'' is less widely available than its Mega Drive counterparts - while included where it is expected (e.g. ''[[Sonic Jam]]'' or ''[[Sonic Mega Collection]]''), it is often neglected in budget Mega Drive consoles made <br />
by AtGames, and is missing from the 2018 release of ''[[sega:Sega Mega Drive Classics|Sega Mega Drive Classics]]'', despite virtually every other first-party Mega Drive game making an appearance.<br />
<br />
There is no concrete evidence that the music holds ''Sonic 3'' back, however, there have been similar cases where the publisher has been reluctant to re-release games that may present legal issues. [[Nintendo]]'s ''Earthbound'' on the Super NES is one such example - the [[Virtual Console]] release was held back for years because much of the game's soundtrack samples popular songs from The Beatles and elsewhere.<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331979Template:S3MusicTable2022-02-03T18:32:31Z<p>Creepario: </p>
<hr />
<div><includeonly><br />
<!-- Variables --><br />
<span><br />
{{#if: {{{details2_1|}}} | {{#vardefine:acts|2}} | {{#vardefine:acts|1}} }}<br />
</span><br />
<!-- Actual table -->{| class="" scope="col" style="border: solid 4px #393939; margin-bottom: 3em;"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="max-height: 160px; border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{#expr: {{#var:acts}} * {{{versions|1}}} }} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| rowspan = {{{versions|1}}} | {{{id1|}}}<br />
{{#forargs: details1_<br />
| key<br />
| value<br />
| {{#replace: {{#var:value}} | * |<br /><br />
{{!}} style="border: solid 1px #696969;" {{!}} }} <br />
{{!}}- <br />
}}<br />
{{#if: {{{id2|}}} |<br /><br />
{{!}}-<br />
{{!}} rowspan = {{{versions|1}}} {{!}} {{{id2|}}} <br />
}}<br />
{{#forargs: details2_<br />
| key<br />
| value<br />
| {{#replace: {{#var:value}} | * |<br /><br />
{{!}} style="border: solid 1px #696969;" {{!}} }} <br />
{{!}}- <br />
}}<br />
{{#replace: {{{notes|*No notes yet.}}} | * |<br />
{{!}}- <br />
! style="border: solid 1px #696969;" colspan=5 {{!}} }}<br />
|}</includeonly><noinclude><br />
Used in [[Sonic_the_Hedgehog_3/Development/Music]], to save a lot of layout/table reuse, and to be more compact overall.<br />
<br />
===Arguments===<br />
track = ''name of the track''<br />
image = ''image for the left side of the table'' (only needs file name + file extension)<br />
id/id2 = ''the internal ID of the track (as found in the game's sound test)''<br />
versions/versions2 = ''the versions of the game where the tracks are present''<br />
team/team2 = ''the team responsible for the composition (Sega, Cube, or M.J)''<br />
credits/credits2 = ''the individual composition/arangement credits''<br />
notes = ''additional notes about the tracks. (Each line has to start with * in order to be rendered properly)''<br />
<br />
===Examples===<br />
<pre style="overflow-x: hidden;">{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | versions = 1<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | versions = 1<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
<br />
<pre>{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 = 15<br />
| details1_1 = *ALL*Sega*???<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 = 15<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331978Template:S3MusicTable2022-02-03T18:27:51Z<p>Creepario: </p>
<hr />
<div><includeonly><br />
<!-- Variables --><br />
<span><br />
{{#if: {{{details2_1|}}} | {{#vardefine:acts|2}} | {{#vardefine:acts|1}} }}<br />
</span><br />
<!-- Actual table -->{| class="" scope="col" style="border: solid 4px #393939; margin-bottom: 3em;"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="max-height: 160px; border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{#expr: {{#var:acts}} * {{{versions|1}}} }} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| rowspan = {{{versions|1}}} | {{{id1|}}}<br />
{{#forargs: details1_<br />
| key<br />
| value<br />
| {{#replace: {{#var:value}} | * |<br /><br />
{{!}} style="border: solid 1px #696969;" {{!}} }} <br />
}}<br />
{{#if: {{{id2|}}} |<br /><br />
{{!}}-<br />
{{!}} rowspan = {{{versions|1}}} {{!}} {{{id2|}}} <br />
}}<br />
{{#forargs: details2_<br />
| key<br />
| value<br />
| {{#replace: {{#var:value}} | * |<br /><br />
{{!}} style="border: solid 1px #696969;" {{!}} }} <br />
}}<br />
{{#replace: {{{notes|*No notes yet.}}} | * |<br />
{{!}}- <br />
! style="border: solid 1px #696969;" colspan=5 {{!}} }}<br />
|}</includeonly><noinclude><br />
Used in [[Sonic_the_Hedgehog_3/Development/Music]], to save a lot of layout/table reuse, and to be more compact overall.<br />
<br />
===Arguments===<br />
track = ''name of the track''<br />
image = ''image for the left side of the table'' (only needs file name + file extension)<br />
id/id2 = ''the internal ID of the track (as found in the game's sound test)''<br />
versions/versions2 = ''the versions of the game where the tracks are present''<br />
team/team2 = ''the team responsible for the composition (Sega, Cube, or M.J)''<br />
credits/credits2 = ''the individual composition/arangement credits''<br />
notes = ''additional notes about the tracks. (Each line has to start with * in order to be rendered properly)''<br />
<br />
===Examples===<br />
<pre style="overflow-x: hidden;">{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | versions = 1<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | versions = 1<br />
| id1 =01<br />
| details1_1 = *ALL*Sega*???<br />
| id2 =02<br />
| details2_1 = *ALL*Sega*???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
<br />
<pre>{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 = 15<br />
| details1_1 = *ALL*Sega*???<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id1 = 15<br />
| details1_1 = *ALL*Sega*???<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development/Music&diff=331977Sonic the Hedgehog 3/Development/Music2022-02-03T15:34:04Z<p>Creepario: </p>
<hr />
<div>{{back}}<br />
<br />
Unlike other ''Sonic'' games, the music of ''[[Sonic the Hedgehog 3]]'' stands as an ongoing controversy for [[Sega]] due to the choices made during development. It is not fully understood how much of the soundtrack is owned by the company, having outsourced its production to third-parties, some of which have chosen to distance themselves from the project in later years.<br />
<br />
[[Masato Nakamura]], responsible for the soundtracks to the first two Mega Drive ''Sonic'' games, was having a great deal of success with his band, [[Dreams Come True]], leading to him upping his demands for work on a possible ''Sonic 3''. Nakamura wanted more royalties; both for his new music, and for the reuse of his compositions in the future. Sega declined, and decided to look elsewhere for the composition power needed in ''Sonic the Hedgehog 3''.<br />
<br />
Soon after development on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' was complete, core staff members [[Yuji Naka]], [[Hirokazu Yasuhara]], and [[Takashi Iizuka]] were brought back to Japan to begin work on ''Sonic the Hedgehog 3''.{{ref|[https://shmuplations.com/sonicteam/ The Story of Sonic Team – 1997 Developer Interview]}} Answering the call, Sega is thought to have been approached by pop sensation [[sega:Michael Jackson|Michael Jackson]] and his team. Jackson had a history with Sega (most notably producing ''[[sega:Michael Jackson's Moonwalker|Michael Jackson's Moonwalker]]'' early in the Mega Drive's lifespan) and had visited Sega's offices in Japan some months prior. He liked video games, he liked ''Sonic the Hedgehog'', and Sega accepted immediately.<br />
{{QuoteRight|And you wouldn't believe the celebrities who did cameos. Dustin Hoffman, Michael Jackson...of course they didn't use their real names, but you could tell it was them.|Lisa Simpson|''The Simpsons'' episode 9F03, "''The Itchy & Scratchy Movie''"|ref={{intref|wikipedia:Itchy %26_Scratchy: The Movie}}}}<br />
However, Michael Jackson was not credited in ''Sonic the Hedgehog 3'' (as well as ''[[Sonic & Knuckles]]'' - the eventual "second half" of the adventure). Instead, credited were individuals Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco (the Sega Sound Team and [[sega:Cube|Cube]] were treated as secondary to the "music composers"). Jackson's omission was perhaps not surprising, particularly in the early 90s when only the core team of developers usually made it into the credits. And yet, strangely, several staff members have mentioned the star by name.<br />
<br />
Jackson had a history of going uncredited (or using pseudonyms) in productions, often due to contractual complications. Reportedly Jackson's record label at the time, [[wikipedia:Epic Records|Epic Records]] refused permission for the star to sing for any of its potential rivals. The most famous example of this is the third season episode of the American animated sitcom ''The Simpsons'', ''[[wikipedia:Stark Raving Dad|Stark Raving Dad]]'' (1991), where despite guest-starring as "Micheal Jackson", the credit is given to "John Jay Smith", a person that does not exist{{ref|[http://www.eeggs.com/items/2279.html Simpsons, The Easter Egg - Uncredited Voices]}}. This was later referenced in [[wikipedia:Itchy_%26_Scratchy:_The_Movie|a season four episode]] of the show.<br />
<br />
In 1993, Michael Jackson [[wikipedia:1993 child sexual abuse accusations against Michael Jackson|became caught up in child sexual abuse allegations]] and canceled the final leg of his [[wikipedia:Dangerous World Tour|Dangerous World Tour]] due to health concerns. General Manager of the Sega Technical Institute at that time, Roger Hector, stated in a 2005 interview and in a follow-up video interview on [https://www.youtube.com/watch?v=EFgnUa1v8uA Pop Fiction] in 2013 that this scandal lead to Michael Jackson's music being removed. Brad Buxer, a member of Michael Jackson's production team, argued that the music was not removed, but that Michael Jackson was simply uncredited. Additionally, Buxer stated that the scandal was not the cause, but Michael Jackson's dissatisfaction with the sound quality of the [[Sega Mega Drive]] system.<br />
<br />
In 2016, Todd van Luling from the Huffington Post reached out to all of the Western composers involved. In [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this article], they explained that they were in fact assembled by Michael Jackson to help compose music for the game and that their music could still be heard in the final release. But additionally, with the revelation of the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]] in 2019, it appears that the music that Michael Jackson's team produced was actually used to replace existing tracks composed by Sega's internal sound team, which would be first heard in ''[[Sonic & Knuckles Collection]]''. This further points in the direction of Michael Jackson choosing not to be credited, rather than Sega pulling the plug themselves (who always had the option to choose their older, in-house compositions).<br />
<br />
=='''Sonic the Hedgehog 3''' credits==<br />
===Michael Jackson's Team===<br />
The following people are listed as 'Music Composers' in the ending credits scroll, with Buxer, Grigsby, and Jones all confirming in [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this 2016 Huffington Post article] that they worked with Michael Jackson on the soundtrack to ''[[Sonic the Hedgehog 3]]''.<br />
* Brad Buxer<br />
* Bobby Brooks<br />
* Darryl Ross<br />
* Geoff Grace<br />
* Doug Grigsby III<br />
* C. Cirocco Jones ("Scirocco")<br />
<br />
===SEGA Sound Team===<br />
The following people are listed under 'SEGA Sound Team' in the ending credits scroll.<br />
* [[sega:Tokuhiko Uwabo|Tokuhiko Uwabo]] ("Bo") ― Sound Director<br />
* [[sega:Sachio Ogawa|Sachio Ogawa]]<br />
* [[sega:Yoshiaki Kashima|Yoshiaki Kashima]] ("Milpo") ― Sound Driver<br />
* [[sega:Masaru Setsumaru|Masaru Setsumaru]] ― Sound Programming<br />
* [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]] ― Composer<br />
* [[sega:Tomonori Sawada|Tomonori Sawada]] ― Composer<br />
* [[sega:Masayuki Nagao|Masayuki Nagao]] ― Sound Programming<br />
* [[sega:Jun Senoue|Jun Senoue]] ― Composer<br />
<br />
===Sound Special Thanks===<br />
The following people are listed under 'Sound Special Thanks' in the ending credits scroll.<br />
* Mayumi Nina Sakazaki (as "MRM") ― She was Michael Jackson's coordinator, although her role in ''Sonic 3'' is unclear.<br />
* Cube Corp. ― Nagao confirmed that former Cube members [[sega:Miyoko Takaoka|Miyoko Takaoka]] and [[sega:Masanori Hikichi|Masanori Hikichi]] contributed to the music.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}} Furthermore, Cube's old list of works not just included ''Sonic 3'', but also confirms that they were responsible for composing eight of the game's tracks.{{ref|[https://web.archive.org/web/20040403193114/http://www.cube-sound.co.jp/zpr.html Cube's old list of works]}}<br />
* Opus Corp. ― This credit was placed as Nagao was preparing the join the company during the development.<br />
* Masanori Nakayama (Studio Who)<br />
* [[sega:Howard Drossin|Howard Drossin]] ― He would go on to contribute a few tracks for Sonic & Knuckles. <br />
<br />
==Music Soundtrack==<br />
This is a work in progress list to identify the team & composer(s) behind each piece of music in the ''Sonic 3 & Knuckles'' game series. {{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
===Zones===<br />
<!-- ANGEL ISLAND ZONE --><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id = 01 | versions = ALL | team = Sega <br />
| credits = ???<br />
| id2 = 02 | versions2 = ALL<br />
| credits2 = ???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, in both instances, nobody was directly credited for the composition.<br />
}}<br />
<!-- HYDROCITY ZONE --><br />
{{S3MusicTable <br />
| track = [[Hydrocity Zone]] | image = HydrocityAct1.png<br />
| id = 03 | versions = ALL | team = Sega <br />
| credits = ???<br />
| id2 = 04 | versions2 = ALL <br />
| credits2 = Masayuki Nagao (Arrangement){{ref|[https://segaretro.org/Masayuki_Nagao#Sonic_the_Hedgehog_3 ''Masayuki Nagao'' at Sonic Retro]}}<br />
| notes = <br />
*It was originally believed to be composed by Michael Jackson's team due to Cirocco Jones' website having a section for "Levels 2 & 3" of a ''Sonic the Hedgehog'' game with a demo called "The Water". It has been assumed that "Level 2" refers to "Hydrocity Zone". However, this is likely '''not''' by Michael Jackson's team. The Act 2 arrangement is significantly more different from the Act 1 arrangement and there are no vocal samples incorporated in either, unlike the other MJ compositions. <br />
*The music for Hydrocity Zone exists in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|1993-11-03 prototype]]. <br />
*The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]''. Both Acts were rearranged by Tee Lopes for ''[[Sonic Mania]]'' and included in the game's soundtrack. None of this would have happened if these pieces were not composed in-house.<br />
}}<br />
<!-- MARBLE GARDEN ZONE --><br />
{{S3MusicTable <br />
| track = [[Marble Garden Zone]] | image = Marblegarden.png <br />
| id = 05 | versions = ALL | team = Cube<br />
| credits = Miyoko Takaoka (Composer){{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}}<br />
| id2 = 06 | versions2 = ALL<br />
| credits2 = Miyoko Takaoka (Composer)<br />
| notes = <br />
*In 2014, Miyoko Takaoka stated that she had composed the music for "Marble Garden Zone" and an ambiguous "bonus stage" during a correspondence on Twitter. However, when sent links to the bonus stage compositions from ''Sonic 3'', she did not recognize any of them and suspected that her composition was replaced for the final release. She has been credited during an official ''[https://youtu.be/QdU6AvbGyHg?t=1663 Sonic Live stream video event in August 2020]'' for background music being played. <br />
*The arrangement for Act 1 is unlockable in ''Sonic Generations'', suggesting there's no rights issue for these compositions, and unlikely to be from Michael Jackson's team.<br />
}}<br />
<!-- CARNIVAL NIGHT ZONE --><br />
{{S3MusicTable <br />
| track = [[Carnival Night Zone]] | image = Carnivalnight.png<br />
| id = 07 | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = ???<br />???<br />
| id2 = 08 | versions2 = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]]<br />
| credits2 = ???<br />???<br />
| notes = <br />
*Both Acts of the ''S3'' version contain music inspiration from "''[[wikipedia:Jam (song)|Jam]]''" by Michael Jackson. Most notably in the use of a horn-based "downwards fall" (played directly before Heavy D's rap in the Jackson song). Identical notes between the two songs are highlighted in red:<br />
*<div style="width: 100%; background-color: white; margin-left: auto;">[[File:Michael_Jackson_Jam_and_Carnival_Night_Zone_comparison.png]]</div><br />
*The final note in the sequence is accompanied by a distorted audio sample taken directly from the song "''[[wikipedia:Jam (song)|Jam]]''", played on the [[Sega:YM2612|YM2612]]'s DAC channel. This sample is located in the [[Sonic the Hedgehog 3/Development/Music#List of Sonic 3 audio samples linked to source|Sonic 3 ROM]]. The poor fidelity of the sample playback on the [[Sega Mega Drive]] system could be supporting evidence of Brad Buxer's comment in [[Sonic the Hedgehog 3/Development/Music#Brad Buxer interview|the Black & White interview]] that Michael Jackson went uncredited as he was unsatisfied with the sound quality.<br />
*The zone's music also contains rhythms inspired from "Entry of the Gladiators" by Julius Fučík. This piece is in the public domain.<br />
}} <!-- END CARNIVAL NIGHT ZONE --><br />
<!-- FLYING BATTERY ZONE --><br />
{{S3MusicTable <br />
| track = [[Flying_Battery_Zone|Flying Battery Zone]] | image = FlyingBatteryAct1.png<br />
| id = 09 | versions = ALL | team = Sega<br />
| credits = ???<br />
| id2 = 0A | versions2 = ALL<br />
| credits2 = ???<br />
| notes = <br />
*The arrangement for Act 1 is unlockable in ''Sonic Generations''. Both Acts were rearranged by Tee Lopes for ''Sonic Mania'' and were included on the game's soundtrack, indicating Sega has full ownership of these compositions and that they were composed in-house. The tune is featured as track 3 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- ICE CAP ZONE --><br />
{{S3MusicTable <br />
| track = [[IceCap Zone|Ice Cap Zone]] | image = Icecap.png<br />
| id = 0B | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = ???<br />Brad Buxer (Composer)<br />
| id2 = 0C | versions2 = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]]<br />
| credits2 = ???<br />Brad Buxer (Composer)<br />
| notes = <br />
*The ''S3'' version was based on a song called "''Hard Times''", an unreleased 1982 piece by new-wave band ''The Jetzons''{{ref|[http://www.sonicretro.org/2013/11/even-more-sonic-3-music-details-emerge/ Even more Sonic 3 music details emerge]}}. Brad Buxer was the keyboardist for the band & was credited in ''Sonic 3''. "''Hard Times''" was unheard by the general public until 2008, when it appeared as part of ''The Complete Jetzons'' compilation{{ref|[http://www.fervor-records.com/no-news/fervor-records-at-center-of-sonic-the-hedgehog-michael-jackson-musical-mystery/ Fervor Records at Center of Sonic The Hedgehog / Michael Jackson Musical Mystery]}}. Broadcast Music, Inc. (BMI), an authority on music credentials, also attributes Bruce Connole as songwriter/composer for "Hard Times". Connole was vocalist for the 1982 composition. <br />
*While unlikely that Michael Jackson had direct involvement in this tune, a good portion of "''[[wikipedia:Smooth Criminal|Smooth Criminal]]''" shares chord structures similar to Act 1. This is especially noticeable in the version that plays in the [[wikipedia:Moonwalker|''Moonwalker'' movie]], which isn't found on the [[wikipedia:Bad (album)|''Bad'']] album. Roughly 6 minutes into the song, following the bass solo after the quiet orchestral section (as Jackson and the gangsters perform the Anti Gravity Lean), the bass line & string section clearly changes to a piece of music very similar to Ice Cap Zone. After the main bass line returns, a keyboard continues to play the Ice Cap chord sequence until the end of the song. <br /> Jackson's "[[wikipedia:Who Is It (Michael Jackson song)|''Who Is It'']]" is also very similar to the zone. The keyboard section under the chorus, when sped up, has an almost identical chord structure and texture to that of the ''Sonic 3'' level. <br /> Regarding Ice Cap's prototype music, Tomonori Sawada is speculated to have composed the prototype's music due to similarities in [https://www.youtube.com/watch?v=a5zRb_hZFJg Sonic 2's Crystal Egg Zone music for Game Gear]. No official source has confirmed it to be the case at this time.<br />
*The compositions for Ice Cap Zone have never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- LAUNCH BASE ZONE --><br />
{{S3MusicTable <br />
| track = [[Launch Base Zone]] | image = Launchbase.png<br />
| id = 0D | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = ???<br />???<br />
| id2 = 0E | versions2 = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]]<br />
| credits2 = ???<br />???<br />
| notes = <br />
*The compositions for Launch Base Zone has never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- MUSHROOM HILL ZONE --><br />
{{S3MusicTable <br />
| track = [[Mushroom_Hill_Zone|Mushroom Hill Zone]] | image = MushroomHillAct1.png<br />
| id = 0F | versions = ALL | team = Sega<br />
| credits = ???<br />
| id2 = 10 | versions2 = ALL<br />
| credits2 = ???<br />
| notes = <br />
*Also known by its prototype name "Mushroom Valley Zone", this tune is featured as track 2 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Three arrangements of "Mushroom Hill Zone" were made for the [[Nintendo 3DS]] version of ''Sonic Generations'' and are included in the game's soundtrack. The Act 1 composition is an unlockable piece in the console version of ''Generations''.<br />
}}<br />
<!-- SANDOPOLIS ZONE --><br />
{{S3MusicTable <br />
| track = [[Sandopolis_Zone|Sandopolis Zone]] | image = Sandopolis.png<br />
| id = 11 | versions = ALL | team = Sega<br />
| credits = ???<br />
| id2 = 12 | versions2 = ALL<br />
| credits2 = ???<br />
| notes = <br />
*The tune is featured as track 5 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Though Howard Drossin included a piece of the same name in the album ''[[Virtual Sonic]]'', the composition is completely different from the one used in-game. An arrangement of this piece by Tee Lopes and Jun Senoue - dubbed "Boo's House" - was included in ''[[Team Sonic Racing]]''. This arrangement is on the [https://www.youtube.com/watch?v=9eXgj0Le810 official Sonic YouTube Channel] and the game's soundtrack. In the latter, the original game music composition is broadly attributed to "Sega".<br />
}}<br />
<!-- LAVA REEF ZONE --><br />
{{S3MusicTable <br />
| track = [[Lava_Reef_Zone|Lava Reef Zone]] | image = Lavareef.png<br />
| id = 13 | versions = ALL | team = Sega<br />
| credits = ???<br />
| id2 = 14 | versions2 = ALL<br />
| credits2 = Masayuki Nagao (Arrangement)<br />
| notes = <br />
* Act 2's music is also used in Hidden Palace Zone. The composition was rearranged by Tee Lopes for ''Sonic Mania'' and is included on the game's soundtrack, where its original composition is broadly attributed to "Sega". Act 1's music is featured as track 6 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- SKY SANCTUARY ZONE --><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id = 15 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
*This piece is also used as the ending cutscene music for ''S&K'' and ''S3&K'' before the staff roll. This track has been used extensively in recent releases: it has been rearranged for ''[[Mario & Sonic at the Olympic Winter Games]]'', ''Sonic Generations'', and ''[[Sonic & All-Stars Racing Transformed]]''. In all instances, the original game composition is broadly attributed to "Sega". The tune is featured as track 8 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- DEATH EGG ZONE --><br />
{{S3MusicTable <br />
| track = [[Death_Egg_Zone_(Sonic_%26_Knuckles)|Death Egg Zone]] | image = DeathEggAct1.png<br />
| id = 16 | versions = ALL | team = Sega<br />
| credits = ???<br />
| id2 = 17 | versions2 = ALL<br />
| credits2 = ???<br />
| notes = <br />
*The tune is featured as track 9 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bosses===<br />
<!-- SUB-BOSS --><br />
{{S3MusicTable <br />
| track = [[Fire Breath|Sub-Boss Theme]] | image = Aizsubboss.png<br />
| id = 18<br />2E | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = ???<br />Brad Buxer (Composer)<br />
| notes = <br />
* ''Sonic 3'' version built upon Knuckles' Theme (''Sonic 3'' version). Likely composed by Brad Buxer. Features similar chord progression used in ''Is It Scary'' from the ''Blood on the Dancefloor'' album. Geoff Grace is credited as arranger. Tune ID #18 is featured as the first of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Voice samples used in Tune ID #2E (such as "Come On!") can be heard in track 7 (Robotnik's Revenge) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]'', featuring music by Howard Drossin.<br />
}}<br />
<!-- UNUSED THEME --><br />
{{S3MusicTable <br />
| track = Unused Theme | image = Notavailable.svg<br />
| id = 2E | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = ???<br />
| notes = <br />
*Replaced with the sub-boss music in the Mega Drive release.<br />
}}<br />
<!-- BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Dr._Eggman|Boss Theme]] | image = Aizboss.png<br />
| id = 19 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
* The tune is featured as the second of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- THE DOOMSDAY ZONE --><br />
{{S3MusicTable <br />
| track = [[The_Doomsday_Zone|The Doomsday Zone]] | image = DoomsdayLevel.PNG<br />
| id = 1A | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
* The tune is featured as the second of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bonus stages===<br />
<!-- BONUS STAGE ROLLING JUMP --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Glowing_Spheres|Bonus Stage (Rolling Jump)]] | image = Magspheres.png<br />
| id = 1B | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
* Also known as the "Glowing Spheres Bonus Stage", it is the first of three parts of track 7 (Rings And Diamonds Land) on the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Although VGMdb lists the first section of that track as being composed by Jun Senoue, no evidence on the disc's physical documentation lists composers to associate with any of its tracks.<br />
}}<br />
<!-- BLUE SPHERES --><br />
{{S3MusicTable <br />
| track = [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage (Blue Spheres)]] | image = S3k specialstage.png <br />
| id = 1C | versions = ALL | team = Sega<br />
| credits = Yoshiaki Kashima (Composer){{intref|Milpo Interview by LOst (July 23, 2001)}}<br />
| notes = <br />
* Was recycled from the unreleased ''[[SegaSonic Bros.]]'' for the [[sega:Sega System C|Sega System C2]] in 1992 from Stage 40 to 49 gameplay music. The music is also listed as track 15 on the compilation CD ''[https://vgmdb.net/album/2072 Sonic The Hedgehog 10th Anniversary]'' and was rearranged by Tee Lopes for ''Sonic Mania''. The tune is also featured as the third of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- BONUS STAGE SLOT MACHINE --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Slot_Machine|Bonus Stage (Slot Machine)]] | image = Sonic&Knuckles MD BonusSlotMachine.png<br />
| id = 1D | versions = ALL | team = Sega<br />
| credits = Jun Senoue (Composer)<br />
| notes = <br />
*The tune is featured as the second of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. One of the unused music found in [[Sonic_3D:_Flickies'_Island_(beta_825)|Sonic 3D Blast's Mega Drive prototype 825]] ([https://youtu.be/M6okf3WLo8U as demonstrated by Sonic 3D Blast's game designer and implementer Jon Burton]) includes this tune as a placeholder for Knuckles' special stage, during the time each special stage was developed to have their own tunes. He credits the tune to Jun Senoue.<br />
}}<br />
<!-- BONUS STAGE GUMBALL --><br />
{{S3MusicTable <br />
| track = [[Bonus Stage (Sonic the Hedgehog 3 & Knuckles)|Bonus Stage (Gumball)]] | image = Bubblegum.png<br />
| id = 1E | versions = ALL | team = Sega<br />
| credits = Jun Senoue (Composer){{intref|Jun Senoue interview by LOst (June 2002)}}<br />
| notes = <br />
* Confirmed through an interview with the composer.<br />
}}<br />
<!-- KNUCKLES THEMES --><br />
{{S3MusicTable <br />
| track = [[Knuckles|Knuckles' Theme]] | image = Angelislandknuckles.png<br />
| id = 1F | versions = [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|S3 Proto]], [[Sonic & Knuckles Collection|PC]]<br />[[Sonic the Hedgehog 3|S3]]<br /> [[Sonic & Knuckles|S&K]], [[Sonic & Knuckles Collection|PC]]| team = Sega<br />M.J.<br />Sega<br />
| credits = ???<br />Brad Buxer (Composer)<br />Howard Drossin (Composer)<br />
| notes = <br />
* Music used in the prototype occurs during cutscenes with Knuckles at the end of AIZ Act 2 & HZ Act 2 (but not at start of AIZ Act 1). The same music is used in the ''[[Sonic & Knuckles Collection]]'' PC version. The ''Sonic 3'' version of the 4-bar swinging hip-hop beat was heavily inspired by the drumbeat of "''[[wikipedia:Blood on the Dance Floor (song)|Blood on the Dance Floor]]''" by Michael Jackson (drum programming credited to Brad Buxer). Howard Drossin's tune is featured as track 12 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 2 (Knucklemania) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
===Competition mode===<br />
<!-- AZURE LAKE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Azure Lake Zone|Azure Lake]] | image = Azure Lake Zone.png<br />
| id = 20 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}<br />
<!-- BALLOON PARK ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Balloon Park Zone|Balloon Park]] | image = Balloonpark.png<br />
| id = 21 | versions = ALL | team = Sega<br />
| credits = Jun Senoue (Composer){{ref|[https://vgmdb.net/album/29979 ''SONIC GENERATIONS ORIGINAL SOUNDTRACK BLUE BLUR'' on VGMdb]}}<br />
| notes = <br />
* Composition credit shared with Sega Sound Team on the ''[[Sonic Generations Original Soundtrack: Blue Blur]]'' music CD (Disc 2, Track 24).<br />
}}<br />
<!-- DESERT PALACE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Desert Palace Zone|Desert Palace]] | image = Desertpalace.png<br />
| id = 22 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}<br />
<!-- CHROME GADGET ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Chrome Gadget Zone|Chrome Gadget]] | image = Chromegadget.png<br />
| id = 23 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}<br />
<!-- ENDLESS MINE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Endless Mine Zone|Endless Mine]] | image = Endlessmine.png<br />
| id = 24 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
* The melody bears similarities to "[[Escape from the City]]" from ''[[Sonic Adventure 2]]'', composed by Jun Senoue. However, Senoue himself has stated that said track is not based on Endless Mine Zone's music{{ref|[https://twitter.com/crush40/status/433599505548595200 Jun Senoue answering a fan's question on Twitter]}}, nor does he mention working on this piece. Regardless, [[Cash Cash]] incorporated the melody for this piece in their Act 1 arrangement of "Escape from the City" for ''Sonic Generations'', during which the player controls Classic Sonic. The original music composition for this arrangement is solely attributed to Senoue on the ''Blue Blur'' soundtrack CD.<br />
}}<br />
===Themes/Jingles===<br />
<!-- TITLE SCREEN --><br />
{{S3MusicTable <br />
| track = Title Screen | image = Sonic3_title.png<br />
| id = 25 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Tomonori Sawada (Composer){{ref|[https://imgur.com/o7TQff6 Screenshot showing the messages between Tomonori Sawada and a fan]}}<br />Howard Drossin (Composer){{intref|Sonic the Hedgehog 3/Development/Music#Howard_Drossin}}<br />
| notes = <br />
* Title screen music changes in the PC version based on the game combination the player chooses to play. Howard Drossin's tune is featured as track 1 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 6 of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
<!-- STAFF ROLL --><br />
{{S3MusicTable <br />
| track = Staff Roll | image = Sonic3 MD CreditsStart.png<br />
| id = 26 | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]]<br />[[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />M.J.<br />''Various''<br />Sega<br />
| credits = ???<br />Brad Buxer (Composer)<br />''Various''<br />''Various''<br />
| notes = <br />
* Staff roll used in the PC version accessible through Sound Test of the prototype. <br />
* The ''Sonic 3'' version was the basis of a Buxer-Jackson collaboration "''[[wikipedia:Stranger In Moscow|Stranger In Moscow]]''", as confirmed in the '''Black & White''' magazine interview, and [https://youtu.be/W06T6whrqQs?t=2764 episode 100 of '''TheMJCast'''] audio interview. Brad Buxer used the same chords. The synth/strings section, as heard in the intro before the lyrics start, is identical to the sequence that plays during the first section of the staff roll. Particularly unusual about this find is that ''Stranger In Moscow'' was not released until a full two years after ''Sonic 3''. It has been suggested that the staff roll may have been a [https://youtu.be/ZNUrwBSUVgY?t=836 prototype to this song].<br />
* The [[Sonic the Hedgehog 3C (prototype 0517)|''Sonic 3C'' 0517]] prototype changed the staff roll music to incorporate themes from Zones of the ''S3'' & ''S&K'' games. However, the final mix is a medley of ''S&K'' Zones only.<br />
}}<br />
<!-- GAME OVER --><br />
{{S3MusicTable <br />
| track = Game Over | image = Sonic3 MD GameOver.png<br />
| id = 27 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Jun Senoue (Composer & Arranger)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''[[Sonic 3D: Flickies' Island]]'' for the same cue{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}} Also used for the "Time Over" cue if spending 10 minutes in an Act.<br />
}}<br />
<!-- RESULTS 2P --><br />
{{S3MusicTable <br />
| track = [[Sonic_the_Hedgehog_3#Competition_mode|2-Player Results (Competition)]] | image = S3_2player.png<br />
| id = 28 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Jun Senoue (Composer & Arranger)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' as the '''Congratulations Screen''' music when unlocking Level Select{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}. This music was also used as the '''Continue Screen''' music, and the '''No Way? No Way! Screen''' music when locking the ''S&K'' cart onto another Mega Drive cart.<br />
}}<br />
<!-- ACT CLEARED --><br />
{{S3MusicTable <br />
| track = Act Clear | image = SonicCanMoveDuringScoreTally.png<br />
| id = 29 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Jun Senoue (Composer)<br />
| notes = <br />
* Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' for the same cue.{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}<br />
}}<br />
<!-- EXTRA LIFE --><br />
{{S3MusicTable <br />
| track = Extra Life | image = Sonic3 MD ExtraLife.png<br />
| id = 2A | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Tomonori Sawada (Composer)<br />Howard Drossin (Composer), Masaru Setsumaru (Programming)<br />
| notes = <br />
* ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. This piece was used in a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial] in 2012. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player chooses to play.<br />
}}<br />
<!-- GOT EMERALD --><br />
{{S3MusicTable <br />
| track = Got Emerald | image = Sonic3 MD ChaosEmerald.png<br />
| id = 2B | versions = ALL | team = Sega<br />
| credits = Yukifumi Makino (Composer)<br />
| notes = <br />
* Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
}}<br />
<!-- INVINCIBILITY --><br />
{{S3MusicTable <br />
| track = Invincibility Theme | image = S3Invincibility.PNG<br />
| id = 2C | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]| team = Sega<br />
| credits = Tomonori Sawada (Composer)<br />Howard Drossin (Composer)<br />
| notes = <br />
* ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. Was also used during a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial in 2012]. <br />
* ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. <br />
* Also used as the theme to the character's Super/Hyper transformation. The PC version switches depending on the game combination the player chooses to play.<br />
}}<br />
<!-- COMPETITION MENU --><br />
{{S3MusicTable <br />
| track = Competition Screen| image = S3competitionscreen.png<br />
| id = 2D | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]]| team = Sega<br />M.J.<br />
| credits = ???<br />???<br />
| notes = <br />
* Prototype didn't use music (was only accessible in the Sound Test), but is used as Competition Menu in ''[[Sonic & Knuckles Collection]]''. Mega Drive version is the only MJ team-composed track to use regular drums rather than samples exclusive to it.<br />
}}<br />
<!-- DATA SELECT --><br />
{{S3MusicTable <br />
| track = Data Select | image = Sonic3_MD_DataSelect.png<br />
| id = 2F | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
* This piece has been remixed by [[Naofumi Hataya]] for ''[[Sonic Gems Collection]]'' as "Sonic3 MegaD Mix" and was later included in the 2008 CD ''True Blue: The History of Sonic the Hedgehog''. It was also rearranged for the Gallery Room in ''Sonic Generations'' and is included in the game's ''Blue Blur'' soundtrack. In all instances, the original game composition is broadly attributed to "Sega".<br />
}}<br />
<!-- FINAL BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Launch_Base_Zone_bosses#Big_Arm|Final Boss Theme (Big Arm)]] | image = LBZBoss3Tails.png<br />
| id = 30 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
* This piece has been rearranged by Cash Cash for the 3DS version of ''Sonic Generations'' and by Tee Lopes for "[https://youtu.be/3HSc3ASFoG8 Part 5: Metal Mayhem]", the final episode of ''[[Sonic Mania Adventures]]''. On the ''Blue Blur'' soundtrack for ''Generations'', the original music composition is broadly attributed to "Sega". The tune is also featured as the first of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- DROWNING COUNTDOWN --><br />
{{S3MusicTable <br />
| track = Drowning Countdown | image = Sonic3 MD DrowningCountdown.png<br />
| id = 31 | versions = ALL | team = Sega<br />
| credits = Yukifumi Makino (Composer)<br />
| notes = <br />
* Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
}}<br />
<!-- GAME COMPLETE --><br />
{{S3MusicTable <br />
| track = All Clear | image = Sonic3 MD Ending Sonic.png<br />
| id = 32 | versions = [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]]| team = Sega<br />
| credits = Tomonori Sawada (Composer)<br />Howard Drossin (Composer)<br />
| notes = <br />
* The ''S&K'' version is unused.<br />
}}<br />
==Audio samples list==<br />
{{Download|title=Sonic 3 Samples (WAV Format)|file=S3sampswav.rar|filesize=125KB}}<br />
<br />
The DAC audio samples located within the [[Sonic the Hedgehog 3]] ROM ({{LinkRetro|topic=8001|title=originally extracted by Stealth}}) are listed here as part of an ongoing project to locate where they came from.<br />
{{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
{| class="wikitable sortable"<br />
! scope="col" style="width: 300px;" | DAC Audio Samples List<br />
! scope="col" style="width: 20px;" | ID<br />
! scope="col" style="width: 120px;" | Type<br />
! scope="col" style="width: 192px;" | Source<br />
! Description / Usage<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_81.ogg]]<br />
| 81<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 82<br />
| Drum<br />
| Same as '''83''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 83<br />
| Drum<br />
| Same as '''82''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 84<br />
| Drum<br />
| Same as '''82''', '''83''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 85<br />
| Drum<br />
| Same as '''82''', '''83''', '''84'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_86.ogg]]<br />
| 86<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_87.ogg]]<br />
| 87<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_88.ogg]]<br />
| 88<br />
| Drum<br />
| <br />
| Kick + Cymbal<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_89.ogg]]<br />
| 89<br />
| Drum<br />
| <br />
| HiHat<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8A<br />
| SFX<br />
| Same as '''8B'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8B<br />
| SFX<br />
| Same as '''8A'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8C.ogg]]<br />
| 8C<br />
| SFX<br />
| <br />
| Pop, Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8D<br />
| Drum<br />
| Same as '''8E'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8E<br />
| Drum<br />
| Same as '''8D'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8F.ogg]]<br />
| 8F<br />
| Clap<br />
| <br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 90<br />
| Drum<br />
| Same as '''91''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 91<br />
| Drum<br />
| Same as '''90''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 92<br />
| Drum<br />
| Same as '''90''', '''91''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 93<br />
| Drum<br />
| Same as '''90''', '''91''', '''92'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 94<br />
| Drum<br />
| Same as '''95''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 95<br />
| Drum<br />
| Same as '''94''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 96<br />
| Drum<br />
| Same as '''94''', '''95''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 97<br />
| Drum<br />
| Same as '''94''', '''95''', '''96'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 98<br />
| Drum<br />
| Same as '''99''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 99<br />
| Drum<br />
| Same as '''98''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 9A<br />
| Drum<br />
| Same as '''98''', '''99'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9B.ogg]]<br />
| 9B<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9C.ogg]]<br />
| 9C<br />
| SFX<br />
| <br />
| Shaker<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9D.ogg]]<br />
| 9D<br />
| SFX<br />
| <br />
| Kick (Distorted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9E.ogg]]<br />
| 9E<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9F_13500Hz.ogg]]<br />
| 9F<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" long (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A0_13500Hz.ogg]]<br />
| A0<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" short (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A1.ogg]]<br />
| A1<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=15])<br />
| Glass Break 1 / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A2.ogg]]<br />
| A2<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=96])<br />
| Glass Break 2 / Carnival Night Zone, Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A3.ogg]]<br />
| A3<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A4.ogg]]<br />
| A4<br />
| Drum<br />
| <br />
| Kick (Muted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A5.ogg]]<br />
| A5<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=114 Track 64])<br />
| "Come On!" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A6.ogg]]<br />
| A6<br />
| Drum<br />
| <br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A7.ogg]]<br />
| A7<br />
| Drum<br />
| <br />
| Kick (Vintage)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A8.ogg]]<br />
| A8<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A9.ogg]]<br />
| A9<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=94 Track 64])<br />
| "Woo!", "HUH" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AA.ogg]]<br />
| AA<br />
| Sample (Sample Pack)<br />
| [[wikipedia:Run-DMC|Run-DMC]]: "Peter Piper" ([https://youtu.be/L2PtCmUAZp0?T=116 1:56])<br />
| "Go!" / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AB.ogg]]<br />
| AB<br />
| Sample (Edited Sample Pack)<br />
| Same as '''AA''' sample with snare drum added<br />
| "Go!" + Snare / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AC.ogg]]<br />
| AC<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AD<br />
| Percussion<br />
| Same as '''AE'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AE<br />
| Percussion<br />
| Same as '''AD'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| AF<br />
| Percussion<br />
| Same as '''B0'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| B0<br />
| Percussion<br />
| Same as '''AF'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B1.ogg]]<br />
| B1<br />
| SFX<br />
| <br />
| Sci-Fi Sound<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B2<br />
| Clap<br />
| Same as '''B3'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B3<br />
| Clap<br />
| Same as '''B2'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| B4<br />
| Sample<br />
| Same as '''C1''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B5.ogg]]<br />
| B5<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B6.ogg]]<br />
| B6<br />
| Sample (Original)<br />
| James Brown: "Say It Loud, I'm Black & I'm Proud" ([https://youtu.be/9bJA6W9CqvE])<br />
| "Yeah", "Hey" + Kick / Knuckles' Theme (S3), Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B7.ogg]]<br />
| B7<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B8<br />
| Sample<br />
| Same as '''B9'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B9<br />
| Sample<br />
| Same as '''B8'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BA.ogg]]<br />
| BA<br />
| SFX<br />
| <br />
| Cymbal (Reversed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BB.ogg]]<br />
| BB<br />
| SFX<br />
| <br />
| Record Scratch<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BC.ogg]]<br />
| BC<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BD.ogg]]<br />
| BD<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BE.ogg]]<br />
| BE<br />
| Sample (Edited Sample Pack)<br />
| Same as '''A9''' plus glass break added<br />
| "Woo!" + Glass Break / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BF.ogg]]<br />
| BF<br />
| SFX<br />
| <br />
| Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_C0.ogg]]<br />
| C0<br />
| Sample (Original [?])<br />
| <br />
| Breath<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C1<br />
| Sample<br />
| Same as '''B4''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C2<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C3<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C4<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C3'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_X.ogg]]<br />
| XX<br />
| Sample<br />
| Similar to '''BC'''<br />
| Chord Stab<br />
|}<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
<br />
==Background on Michael Jackson's Team==<br />
===Roger Hector===<br />
{{quoteRight|1=''Sonic 3'' (also called ''[[Sonic & Knuckles]]'') was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.|2=Roger Hector, General Manager of the Sega Technical Institute|ref={{intref|Roger Hector interview by hxc (August 2005)}}}}<br />
In an interview in August 2005, [[Roger Hector]], the "executive coordinator" of both ''Sonic 3'' and ''Sonic & Knuckles'', confirmed that Michael Jackson composed all the music for the game, but was dropped due to the 1993 scandal{{intref|Roger Hector interview by hxc (August 2005)}}. This was backed up by a separate interview two years later, claiming that the Jackson soundtrack was never heard by the general public{{fileref|Makingofs3kpg4.jpg}}.<br />
<br />
While Hector was not directly involved in ''Sonic 3'''s development, his role was to manage all projects at STI, and was usually involved with high level discussions (Jackson's signing and dismissal being two of them).<br />
{{Quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him [of] child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''|ref={{fileref|Makingofs3kpg4.jpg}}}}<br />
<br />
This was the first confirmation we had about Michael Jackson's involvement in the game.<br />
<br />
===Brad Buxer=== <br />
Brad Buxer, credited in ''Sonic 3'', was a long-time contributor to Michael Jackson. He is the co-writer of the 1996 hit, ''[[wikipedia:Stranger in Moscow|Stranger in Moscow]]'', and was also involved with the production of ''[[wikipedia:Jam (song)|Jam]]'' and ''[[wikipedia:Who Is It (Michael Jackson song)|Who Is It]]'', all of which are thought to share similarities with the ''Sonic 3'' soundtrack.<br />
<br />
====Black & White Magazine (2009) Interview====<br />
Buxer shed some light on Michael Jackson's involvement in a December 2009 interview with ''Black & White Magazine''. In this interview, Buxer confirms that the final release of ''Sonic 3'' does contain at least one piece of work by Michael Jackson:<br />
<br />
{{quote|1='''B&W:''' Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you [have] been credited?<br />
<br />
'''Buxer:''' I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did.<br />
<br />
And if he is not credited for composing the music, it's because he was not happy with the [resulting] sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...<br />
<br />
'''B&W:''' One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...<br />
<br />
'''Buxer:''' Yes, Michael and I had composed those chords for the game, and it has been used as [the] base for Stranger in Moscow. [...]<br />
|2=An excerpt from the Black & White Magazine interview with Brad Buxer|ref={{intref|Brad Buxer Interview (Black & White, November/December 2009)}}}}<br />
<br />
According to this statement, Jackson did not wish to be credited by name in the game because he was unhappy with the quality of sound the [[Sega Mega Drive]]'s Yamaha [[YM-2612]] sound chip produced. Buxer's statement also confirms that the similarities between Jackson's "Stranger in Moscow" and Sonic 3's ending credits song were not a coincidence and that the credits theme indeed uses chords originally composed by him and Buxer. <br />
<br />
However, these statements directly contradict what Roger Hector has said.<br />
<br />
====The MJCast (2019) Interview====<br />
In May 2019, Buxer was featured giving an interview on the ''[https://www.youtube.com/watch?v=W06T6whrqQs The MJCast]'' where he talked about the origin of Stranger in Moscow and his work on Sonic 3:<br />
[[File:Brad Buxer on Sonic 3 and Stranger in Moscow - 2019-05-10 (The MJCast - Episode 100 - Brad Buxer Special).ogg]]<br />
<br />
Buxer describes how he was assigned by Michael Jackson to start composing the music for the game, and it was Buxer who "delegated other people to help...like Doug Grigsby and Darryl Ross and other people."<br />
<br />
Brad Buxer frames himself in the interview as being the lead on the Sonic 3 project, with Michael Jackson having less personal involvement.<br />
<br />
Buxer states that in the end, they had about '''41 music cues''' ready for the game.<br />
<br />
This suggests that it is possible that every act and zone had a track composed for it, even zones planned for ''[[Sonic & Knuckles]]'', but we know that only a few appeared and only in ''[[Sonic the Hedgehog 3]]'' alone. If this is true, it could provide an explanation as to why Roger Hector feels that people never heard the Michael Jackson soundtrack. ''[[Sonic & Knuckles]]'' features no tracks by Michael Jackson's team, and only a small number of the tracks made it into ''[[Sonic the Hedgehog 3]]'', in contrast to all of the tracks Michael Jackson's team produced.<br />
<br />
===Howard Drossin===<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
According to Roger Hector, [[Howard Drossin]] is said to have been brought in to replace Michael Jackson's music{{fileref|Makingofs3kpg4.jpg}}, but also goes uncredited in ''Sonic 3''. He is, however, the main composer behind ''Sonic & Knuckles'' (and is credited there).<br />
<br />
Drossin, when recollecting his involvement in the soundtrack in August 2008, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''{{intref|Howard Drossin interview by SageXPO (August 2008)}}.<br />
<br />
When locked onto ''Sonic 3'', ''Sonic & Knuckles'' creates ''[[Sonic 3 & Knuckles]]''. When this occurs, the miniboss and Knuckles themes (and most of the jingles) from ''Sonic 3'' are replaced with their ''Sonic & Knuckles'' counterparts, most of which were composed by Drossin. So in this context, some ''Sonic 3'' tracks ''were'' replaced by Drossin's compositions, but the true reasoning for why remains unclear.<br />
<br />
===Cirocco Jones===<br />
A discography of another musician (or "music consultant") working on the game, Cirocco Jones (appearing as 'Scirocco' in the ''Sonic 3'' credits), lists a "levels 2 & 3" as being composed by Michael Jackson and belonging to "Sonic The Hedgehog"{{ref|[http://web.archive.org/web/20061114055952/http://www.musicpowers.com/id31.html Cirocco Jones' website]}}. While "levels 2 & 3" could be referring to [[Hydrocity Zone]] and [[Marble Garden Zone]], respectively, it could easily be referring to prototype level ordering, or indeed the order in which the group composed music.<br />
<br />
Correspondence between him and Sonic Retro members has revealed that he and the other composers spent "countless hours" working with Michael while trying to make sure it fit Sega's needs. He also revealed that there may be a lawsuit going on or about to go on as Sega owes them money.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Other composers===<br />
In addition to Brad Buxer and Cirocco Jones, other credited composers are known to have worked alongside Michael Jackson in the early-to-mid 1990s.<br />
<br />
Robert Green "Bobby" Brooks was working with Michael and his siblings as an audio engineer, possibly from as early as their Motown years. Darryl Ross was also an engineer working with the star, Geoff Grace a composer, and Doug Grigsby III produced some of Jackson's material during this time period. All four were involved in the creation of Michael Jackson's next album, ''[[wikipedia:HIStory: Past, Present and Future, Book I|HIStory: Past, Present and Future, Book I]]'' which was released in 1995, and none are known to have previously worked in video games (or indeed since in most cases).<br />
<br />
==Background on SEGA Sound Team and Cube Corp.==<br />
<br />
===Tokuhiko Uwabo===<br />
Uwabo has stated that he was responsible for the management of the game's sound development, which involved assigning the staff at Sega and contracting other composers. He did not do any work on the sound itself.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Yoshiaki Kashima===<br />
{{Quote|1=I composed a [piece of] music for [the "special stage"]. I [worked on Sonic 3, as well as the other titles]. [I'm] sorry. I can't give [you more details]. [Since it's all] confidential information.|2=Yoshiaki Kashima|ref={{intref|Milpo Interview by LOst (July 23, 2001)}}}}<br />
In [[Milpo Interview by LOst (July 23, 2001)|a 2001 interview]], he revealed he composed the special stage theme, previously used in ''[[SegaSonic Bros.]]'', which also happens to have more tracks that made it into later games. He stated that he was unable to go into further detail due to the confidentiality of the information. In private messages between a Retro User and Masaru Setsumaru, it was stated that Kashima was solely responsible for programming the game's sound driver.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Masaru Setsumaru===<br />
According to Facebook PMs between Setsumaru and Sonic Retro members, he was responsible for sound programming along with Masayuki Nagao. He was also responsible for sound effects and arrangement, although not music composition.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}} He has also stated that he felt it was an honor to work on the same project as Michael Jackson.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Tomonori Sawada===<br />
Sawada stated in a SoundCloud PM in 2015 that he did not compose Sky Sanctuary's music, previously assumed to be his based on the SONIC THE HEDGEHOG 10th Anniversary CD crediting the five Sonic 3 & Knuckles tracks to him, Kashima, and Drossin. He stated that he composed 3's title screen music and some jingles instead. He also said that he is no longer able to tell who did each track anymore, most likely due to him no longer having the documentation.{{ref|https://imgur.com/o7TQff6}} He has been contacted about the prototype's music although he did not respond, possibly due to the confidentiality of such information. It is possible that he composed prototype Ice Cap's music, based on its similarities to Crystal Egg from the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
===Masayuki Nagao===<br />
Nagao has confirmed he was involved with arrangements and programming, including Hydrocity Zone Act 2. He also "produced" more than half of the songs for the game, which likely means he programmed them. Opus Corp. is mentioned in the credits as Nagao was getting ready to join the company while working on the game. <br />
<br />
===Jun Senoue===<br />
In [[Jun Senoue interview by LOst (June 2002)|a 2002 interview]], he mentions that the bonus stage tracks were composed by him. However, he is unable to reveal details, due to "so much secret things". When asked on Twitter about who did what for Sonic 3 & Knuckles' music, he simply stated that Sega did all of it, neither going into detail about who did what nor acknowledging the involvement of third parties. {{ref|https://twitter.com/crush40/status/251310610644627456}} In 2010, he stated in a Nintendo Power magazine that he knows "quite a lot" about Jackson's involvement, but cannot disclose it.<br />
<br />
===Miyoko Takaoka===<br />
During correspondence with Takaoka and a fan, she stated she composed the music for Marble Garden Zone and bonus stage music.{{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}} After being shown the bonus stage music in the game, she did not recognize any of it as hers and believes that her track may have gone unused. The same may have been the case for Marble Garden's music too, as some fans familiar with her work do not feel it sounds like her. <br />
<br />
==Current issues==<br />
In the modern age, video game companies have become increasingly wary of re-releasing games in their back catalog that they may not own the full rights to. The changes made for ''Sonic & Knuckles Collection'' would suggest the music in ''Sonic the Hedgehog 3'' has been presenting a problem since ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were brought to Windows PCs in the form of ''[[Sonic & Knuckles Collection]]'' at least in 1997. <br />
<br />
In that edition, six tracks ([[Carnival Night]], [[IceCap]], [[Launch Base]], the credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) had entirely different compositions, and the Mini-Boss theme is always the ''Sonic & Knuckles'' version, with the slot for the ''Sonic 3'' version being replaced with an entirely different (and unused) song. Sega isn't thought to have been challenged on the use of ''Sonic 3'''s music, but it remains a thorny issue to this day.<br />
<br />
Initially, it was believed to be replacements to avoid rights issues, however, as these tracks are present in the ''[[Sonic the Hedgehog 3 (prototype; 1993-11-03)]]'' people have speculated that the PC version may have been in simultaneous development as the [[Sega Mega Drive]] version. It is possible that the compositions in the PC/Prototype were what was originally planned before Michael Jackson's team was introduced, and only the development team working on the [[Sega Mega Drive]] version got the compositions produced by Michael Jackson's music team.<br />
<br />
No subsequent ''Sonic'' game has ever revisited Carnival Night, Ice Cap, or Launch Base Zone. ''[[Sonic Generations]]'' and ''[[Sonic Mania]]'' avoid these levels, and likewise, the music accompanying Knuckles or the mini-boss has never been heard outside of ''Sonic 3''. The lone exception is ''[[Lego Dimensions]]'', which included Carnival Night and Ice Cap but sidestepped the issue by not licensing any music from the Mega Drive titles, opting instead to compose new soundalike tracks for all the zones. Curiously, however, some of the replaced ''Sonic 3'' jingles have turned up in newer games (such as the title screen and 1-up theme), which would suggest Sega owns the rights to those, but a game like ''[[Sonic Pocket Adventure]]'', whose entire soundtrack is lifted from ''Sonic 3'' and ''Sonic & Knuckles'' has no signs of the so-called Jackson tracks.<br />
<br />
Despite being offered by [[Christian Whitehead]], Sega chose not to offer remastered mobile versions of ''Sonic the Hedgehog 3'' in a similar manner to the 2013 releases of ''[[Sonic the Hedgehog (2013)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]''. Likewise while other mobile versions of ''Sonic 1'' and ''Sonic 2'' were commissioned, none were released for ''Sonic 3''.<br />
<br />
''Sonic 3'' is less widely available than its Mega Drive counterparts - while included where it is expected (e.g. ''[[Sonic Jam]]'' or ''[[Sonic Mega Collection]]''), it is often neglected in budget Mega Drive consoles made <br />
by AtGames, and is missing from the 2018 release of ''[[sega:Sega Mega Drive Classics|Sega Mega Drive Classics]]'', despite virtually every other first-party Mega Drive game making an appearance.<br />
<br />
There is no concrete evidence that the music holds ''Sonic 3'' back, however, there have been similar cases where the publisher has been reluctant to re-release games that may present legal issues. [[Nintendo]]'s ''Earthbound'' on the Super NES is one such example - the [[Virtual Console]] release was held back for years because much of the game's soundtrack samples popular songs from The Beatles and elsewhere.<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331975Template:S3MusicTable2022-02-03T12:14:10Z<p>Creepario: </p>
<hr />
<div><includeonly><br />
<!-- Variables --><br />
<span><br />
{{#if: {{{id2|}}}{{{versions2|}}}{{{team2|}}}{{{credits2|}}} | {{#vardefine:2acts|1}} | {{#vardefine:2acts|0}} }}<br />
</span><br />
<!-- Actual table -->{| class="" scope="col" style="border: solid 4px #393939; margin-bottom: 3em;"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{#ifeq:{{#var:2acts}}|1|2|1}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" |{{#ifeq: {{#var:2acts}} | 1 |<span>Act 1: </span>|}}{{{credits|}}}<br />
{{#ifeq: {{#var:2acts}} | 1 |<br />
{{!}}- style="border: solid 1px #696969;"<br />
{{!}} style="border:inherit;" {{!}} {{{id2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{versions2|}}} <br />
{{!}} style="border:inherit;" {{!}} {{{team2|{{{team|}}}}}}<br />
{{!}} style="border:inherit;" {{!}} Act 2: {{{credits2|}}}<br />
| }}<br />
|-<br />
{{#replace: {{{notes|*No notes yet.}}} | * |<br />
{{!}}- <br />
! style="border: solid 1px #696969;" colspan=5 {{!}} }}<br />
|}</includeonly><noinclude><br />
Used in [[Sonic_the_Hedgehog_3/Development/Music]], to save a lot of layout/table reuse, and to be more compact overall.<br />
<br />
===Arguments===<br />
track = ''name of the track''<br />
image = ''image for the left side of the table'' (only needs file name + file extension)<br />
id/id2 = ''the internal ID of the track (as found in the game's sound test)''<br />
versions/versions2 = ''the versions of the game where the tracks are present''<br />
team/team2 = ''the team responsible for the composition (Sega, Cube, or M.J)''<br />
credits/credits2 = ''the individual composition/arangement credits''<br />
notes = ''additional notes about the tracks. (Each line has to start with * in order to be rendered properly)''<br />
<br />
===Examples===<br />
<pre style="overflow-x: hidden;">{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id = 01 | versions = ALL | team = Sega | credits = ???<br />
| id2 = 02 | versions2 = ALL | team2 = Sega | credits2 = ???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id = 01 | versions = ALL | team = Sega | credits = ???<br />
| id2 = 02 | versions2 = ALL | team2 = Sega | credits2 = ???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
<br />
<pre>{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id = 15 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id = 15 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331974Template:S3MusicTable2022-02-03T12:06:16Z<p>Creepario: Documentation, more restructuring and automation</p>
<hr />
<div><includeonly><br />
<!-- Variables --><br />
<span><br />
{{#if: {{{id2|}}}{{{versions2|}}}{{{team2|}}}{{{credits2|}}} | {{#vardefine:2acts|1}} | {{#vardefine:2acts|0}} }}<br />
</span><br />
<!-- Actual table -->{| class="" scope="col" style="border: solid 4px #393939; margin-bottom: 3em;"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{#ifeq:{{#var:2acts}}|1|2|1}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" |{{#ifeq: {{#var:2acts}} | 1 |<span>Act 1: </span>|}}{{{credits|}}}<br />
{{#ifeq: {{#var:2acts}} | 1 |<br />
{{!}}- style="border: solid 1px #696969;"<br />
{{!}} style="border:inherit;" {{!}} {{{id2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{versions2|}}} <br />
{{!}} style="border:inherit;" {{!}} {{{team2|}}}<br />
{{!}} style="border:inherit;" {{!}} Act 2: {{{credits2|}}}<br />
| }}<br />
|-<br />
{{#replace: {{{notes|*No notes yet.}}} | * |<br />
{{!}}- <br />
! style="border: solid 1px #696969;" colspan=5 {{!}} }}<br />
|}</includeonly><noinclude><br />
Used in [[Sonic_the_Hedgehog_3/Development/Music]], to save a lot of layout/table reuse, and to be more compact overall.<br />
<br />
===Arguments===<br />
track = ''name of the track''<br />
image = ''image for the left side of the table'' (only needs file name + file extension)<br />
id/id2 = ''the internal ID of the track (as found in the game's sound test)''<br />
versions/versions2 = ''the versions of the game where the tracks are present''<br />
team/team2 = ''the team responsible for the composition (Sega, Cube, or M.J)''<br />
credits/credits2 = ''the individual composition/arangement credits''<br />
notes = ''additional notes about the tracks. (Each line has to start with * in order to be rendered properly)''<br />
<br />
===Examples===<br />
<pre style="overflow-x: hidden;">{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id = 01 | versions = ALL | team = Sega | credits = ???<br />
| id2 = 02 | versions2 = ALL | team2 = Sega | credits2 = ???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png<br />
| id = 01 | versions = ALL | team = Sega | credits = ???<br />
| id2 = 02 | versions2 = ALL | team2 = Sega | credits2 = ???<br />
| notes = <br />
*The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />
*The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
<br />
<pre>{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id = 15 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}</pre><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png<br />
| id = 15 | versions = ALL | team = Sega<br />
| credits = ???<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development/Music&diff=331972Sonic the Hedgehog 3/Development/Music2022-02-03T00:13:34Z<p>Creepario: </p>
<hr />
<div>{{back}}<br />
<br />
Unlike other ''Sonic'' games, the music of ''[[Sonic the Hedgehog 3]]'' stands as an ongoing controversy for [[Sega]] due to the choices made during development. It is not fully understood how much of the soundtrack is owned by the company, having outsourced its production to third-parties, some of which have chosen to distance themselves from the project in later years.<br />
<br />
[[Masato Nakamura]], responsible for the soundtracks to the first two Mega Drive ''Sonic'' games, was having a great deal of success with his band, [[Dreams Come True]], leading to him upping his demands for work on a possible ''Sonic 3''. Nakamura wanted more royalties; both for his new music, and for the reuse of his compositions in the future. Sega declined, and decided to look elsewhere for the composition power needed in ''Sonic the Hedgehog 3''.<br />
<br />
Soon after development on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' was complete, core staff members [[Yuji Naka]], [[Hirokazu Yasuhara]], and [[Takashi Iizuka]] were brought back to Japan to begin work on ''Sonic the Hedgehog 3''.{{ref|[https://shmuplations.com/sonicteam/ The Story of Sonic Team – 1997 Developer Interview]}} Answering the call, Sega is thought to have been approached by pop sensation [[sega:Michael Jackson|Michael Jackson]] and his team. Jackson had a history with Sega (most notably producing ''[[sega:Michael Jackson's Moonwalker|Michael Jackson's Moonwalker]]'' early in the Mega Drive's lifespan) and had visited Sega's offices in Japan some months prior. He liked video games, he liked ''Sonic the Hedgehog'', and Sega accepted immediately.<br />
{{QuoteRight|And you wouldn't believe the celebrities who did cameos. Dustin Hoffman, Michael Jackson...of course they didn't use their real names, but you could tell it was them.|Lisa Simpson|''The Simpsons'' episode 9F03, "''The Itchy & Scratchy Movie''"|ref={{intref|wikipedia:Itchy %26_Scratchy: The Movie}}}}<br />
However, Michael Jackson was not credited in ''Sonic the Hedgehog 3'' (as well as ''[[Sonic & Knuckles]]'' - the eventual "second half" of the adventure). Instead, credited were individuals Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco (the Sega Sound Team and [[sega:Cube|Cube]] were treated as secondary to the "music composers"). Jackson's omission was perhaps not surprising, particularly in the early 90s when only the core team of developers usually made it into the credits. And yet, strangely, several staff members have mentioned the star by name.<br />
<br />
Jackson had a history of going uncredited (or using pseudonyms) in productions, often due to contractual complications. Reportedly Jackson's record label at the time, [[wikipedia:Epic Records|Epic Records]] refused permission for the star to sing for any of its potential rivals. The most famous example of this is the third season episode of the American animated sitcom ''The Simpsons'', ''[[wikipedia:Stark Raving Dad|Stark Raving Dad]]'' (1991), where despite guest-starring as "Micheal Jackson", the credit is given to "John Jay Smith", a person that does not exist{{ref|[http://www.eeggs.com/items/2279.html Simpsons, The Easter Egg - Uncredited Voices]}}. This was later referenced in [[wikipedia:Itchy_%26_Scratchy:_The_Movie|a season four episode]] of the show.<br />
<br />
In 1993, Michael Jackson [[wikipedia:1993 child sexual abuse accusations against Michael Jackson|became caught up in child sexual abuse allegations]] and canceled the final leg of his [[wikipedia:Dangerous World Tour|Dangerous World Tour]] due to health concerns. General Manager of the Sega Technical Institute at that time, Roger Hector, stated in a 2005 interview and in a follow-up video interview on [https://www.youtube.com/watch?v=EFgnUa1v8uA Pop Fiction] in 2013 that this scandal lead to Michael Jackson's music being removed. Brad Buxer, a member of Michael Jackson's production team, argued that the music was not removed, but that Michael Jackson was simply uncredited. Additionally, Buxer stated that the scandal was not the cause, but Michael Jackson's dissatisfaction with the sound quality of the [[Sega Mega Drive]] system.<br />
<br />
In 2016, Todd van Luling from the Huffington Post reached out to all of the Western composers involved. In [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this article], they explained that they were in fact assembled by Michael Jackson to help compose music for the game and that their music could still be heard in the final release. But additionally, with the revelation of the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]] in 2019, it appears that the music that Michael Jackson's team produced was actually used to replace existing tracks composed by Sega's internal sound team, which would be first heard in ''[[Sonic & Knuckles Collection]]''. This further points in the direction of Michael Jackson choosing not to be credited, rather than Sega pulling the plug themselves (who always had the option to choose their older, in-house compositions).<br />
<br />
=='''Sonic the Hedgehog 3''' credits==<br />
===Michael Jackson's Team===<br />
The following people are listed as 'Music Composers' in the ending credits scroll, with Buxer, Grigsby, and Jones all confirming in [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this 2016 Huffington Post article] that they worked with Michael Jackson on the soundtrack to ''[[Sonic the Hedgehog 3]]''.<br />
* Brad Buxer<br />
* Bobby Brooks<br />
* Darryl Ross<br />
* Geoff Grace<br />
* Doug Grigsby III<br />
* C. Cirocco Jones ("Scirocco")<br />
<br />
===SEGA Sound Team===<br />
The following people are listed under 'SEGA Sound Team' in the ending credits scroll.<br />
* [[sega:Tokuhiko Uwabo|Tokuhiko Uwabo]] ("Bo") ― Sound Director<br />
* [[sega:Sachio Ogawa|Sachio Ogawa]]<br />
* [[sega:Yoshiaki Kashima|Yoshiaki Kashima]] ("Milpo") ― Sound Driver<br />
* [[sega:Masaru Setsumaru|Masaru Setsumaru]] ― Sound Programming<br />
* [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]] ― Composer<br />
* [[sega:Tomonori Sawada|Tomonori Sawada]] ― Composer<br />
* [[sega:Masayuki Nagao|Masayuki Nagao]] ― Sound Programming<br />
* [[sega:Jun Senoue|Jun Senoue]] ― Composer<br />
<br />
===Sound Special Thanks===<br />
The following people are listed under 'Sound Special Thanks' in the ending credits scroll.<br />
* Mayumi Nina Sakazaki (as "MRM") ― She was Michael Jackson's coordinator, although her role in ''Sonic 3'' is unclear.<br />
* Cube Corp. ― Nagao confirmed that former Cube members [[sega:Miyoko Takaoka|Miyoko Takaoka]] and [[sega:Masanori Hikichi|Masanori Hikichi]] contributed to the music.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}} Furthermore, Cube's old list of works not just included ''Sonic 3'', but also confirms that they were responsible for composing eight of the game's tracks.{{ref|[https://web.archive.org/web/20040403193114/http://www.cube-sound.co.jp/zpr.html Cube's old list of works]}}<br />
* Opus Corp. ― This credit was placed as Nagao was preparing the join the company during the development.<br />
* Masanori Nakayama (Studio Who)<br />
* [[sega:Howard Drossin|Howard Drossin]] ― He would go on to contribute a few tracks for Sonic & Knuckles. <br />
<br />
==Music Soundtrack==<br />
This is a work in progress list to identify the team & composer(s) behind each piece of music in the ''Sonic 3 & Knuckles'' game series. {{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
===Zones===<br />
<!-- ANGEL ISLAND ZONE --><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]] | image = Angelisland.png | rowspan = 2<br />
| id = 01 | versions = ALL | team = Sega <br />
| credits = Act 1: ???<br />
| id2 = 02 | versions2 = ALL | team2 = Sega <br />
| credits2 = Act 2: ???<br />
| notes = The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
<!-- HYDROCITY ZONE --><br />
{{S3MusicTable <br />
| track = [[Hydrocity Zone]] | image = HydrocityAct1.png | rowspan = 2<br />
| id = 03 | versions = ALL | team = Sega <br />
| credits = Act 1: ???<br />
| id2 = 04 | versions2 = ALL | team2 = Sega <br />
| credits2 = Act 2: Masayuki Nagao (Arrangement){{ref|[https://segaretro.org/Masayuki_Nagao#Sonic_the_Hedgehog_3 ''Masayuki Nagao'' at Sonic Retro]}}<br />
| notes = It was originally believed to be composed by Michael Jackson's team due to Cirocco Jones' website having a section for "Levels 2 & 3" of a ''Sonic the Hedgehog'' game with a demo called "The Water". It has been assumed that "Level 2" refers to "Hydrocity Zone". However, this is likely '''not''' by Michael Jackson's team. The Act 2 arrangement is significantly more different from the Act 1 arrangement and there are no vocal samples incorporated in either, unlike the other MJ compositions. The "Level 3" mentioned - often assumed to be "Marble Garden Zone" - has been confirmed as possibly being composed by Miyoko Takaoka, a member of Cube Corp. The music for Hydrocity Zone exist in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|1993-11-03 prototype]]. The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]''. Both Acts were rearranged by Tee Lopes for ''[[Sonic Mania]]'' and included in the game's soundtrack. None of this would have happened if these pieces were not composed in-house.<br />
}}<br />
<!-- MARBLE GARDEN ZONE --><br />
{{S3MusicTable <br />
| track = [[Marble Garden Zone]] | image = Marblegarden.png | rowspan = 2<br />
| id = 05 | versions = ALL | team = Cube<br />
| credits = Act 1: Miyoko Takaoka (Composer){{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}}<br />
| id2 = 06 | versions2 = ALL | team2 = Cube<br />
| credits2 = Act 2: Miyoko Takaoka (Composer)<br />
| notes = In 2014, Miyoko Takaoka stated that she had composed the music for "Marble Garden Zone" and an ambiguous "bonus stage" during a correspondence on Twitter. However, when sent links to the bonus stage compositions from ''Sonic 3'', she did not recognize any of them and suspected that her composition was replaced for the final release. She has been credited during an official ''[https://youtu.be/QdU6AvbGyHg?t=1663 Sonic Live stream video event in August 2020]'' for background music being played. The arrangement for Act 1 is unlockable in ''Sonic Generations'', suggesting there's no rights issue for these compositions, and unlikely to be from Michael Jackson's team.<br />
}}<br />
<!-- CARNIVAL NIGHT ZONE --><br />
{{S3MusicTable <br />
| track = [[Carnival Night Zone]] | image = Carnivalnight.png | rowspan = 2<br />
| id = 07 | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = Act 1: ???<br />Act 1: ???<br />
| id2 = 08 | versions2 = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team2 = Sega<br />M.J.<br />
| credits2 = Act 2: ???<br />Act 2: ???<br />
| notes = Both Acts of the ''S3'' version contain music inspiration from "''[[wikipedia:Jam (song)|Jam]]''" by Michael Jackson. Most notably in the use of a horn-based "downwards fall" (played directly before Heavy D's rap in the Jackson song). Identical notes between the two songs are highlighted in red:<br />
[[File:Michael_Jackson_Jam_and_Carnival_Night_Zone_comparison.png]]{{Clear}}The final note in the sequence is accompanied by a distorted audio sample taken directly from the song "''[[wikipedia:Jam (song)|Jam]]''", played on the [[Sega:YM2612|YM2612]]'s DAC channel. This sample is located in the [[Sonic the Hedgehog 3/Development/Music#List of Sonic 3 audio samples linked to source|Sonic 3 ROM]]. The poor fidelity of the sample playback on the [[Sega Mega Drive]] system could be supporting evidence of Brad Buxer's comment in [[Sonic the Hedgehog 3/Development/Music#Brad Buxer interview|the Black & White interview]] that Michael Jackson went uncredited as he was unsatisfied with the sound quality.<br />The zone's music also contains rhythms inspired from "Entry of the Gladiators" by Julius Fučík. This piece is in the public domain.<br />
}} <!-- END CARNIVAL NIGHT ZONE --><br />
<!-- FLYING BATTERY ZONE --><br />
{{S3MusicTable <br />
| track = [[Flying_Battery_Zone|Flying Battery Zone]] | image = FlyingBatteryAct1.png | rowspan = 2<br />
| id = 09 | versions = ALL | team = Sega<br />
| credits = Act 1: ???<br />
| id2 = 0A | versions2 = ALL | team2 = Sega<br />
| credits2 = Act 2: ???<br />
| notes = The arrangement for Act 1 is unlockable in ''Sonic Generations''. Both Acts were rearranged by Tee Lopes for ''Sonic Mania'' and were included on the game's soundtrack, indicating Sega has full ownership of these compositions and that they were composed in-house. The tune is featured as track 3 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- ICE CAP ZONE --><br />
{{S3MusicTable <br />
| track = [[IceCap Zone|Ice Cap Zone]] | image = Icecap.png | rowspan = 2<br />
| id = 0B | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = Act 1: ???<br />Act 1: Brad Buxer (Composer)<br />
| id2 = 0C | versions2 = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team2 = Sega<br />M.J.<br />
| credits2 = Act 2: ???<br />Act 2: Brad Buxer (Composer)<br />
| notes = The ''S3'' version was based on a song called "''Hard Times''", an unreleased 1982 piece by new-wave band ''The Jetzons''{{ref|[http://www.sonicretro.org/2013/11/even-more-sonic-3-music-details-emerge/ Even more Sonic 3 music details emerge]}}. Brad Buxer was the keyboardist for the band & was credited in ''Sonic 3''. "''Hard Times''" was unheard by the general public until 2008, when it appeared as part of ''The Complete Jetzons'' compilation{{ref|[http://www.fervor-records.com/no-news/fervor-records-at-center-of-sonic-the-hedgehog-michael-jackson-musical-mystery/ Fervor Records at Center of Sonic The Hedgehog / Michael Jackson Musical Mystery]}}. Broadcast Music, Inc. (BMI), an authority on music credentials, also attributes Bruce Connole as songwriter/composer for "Hard Times". Connole was vocalist for the 1982 composition. The compositions for Ice Cap Zone have never been officially released by Sega in any official capacity.<br /> While unlikely that Michael Jackson had direct involvement in this tune, a good portion of "''[[wikipedia:Smooth Criminal|Smooth Criminal]]''" shares chord structures similar to Act 1. This is especially noticeable in the version that plays in the [[wikipedia:Moonwalker|''Moonwalker'' movie]], which isn't found on the [[wikipedia:Bad (album)|''Bad'']] album. Roughly 6 minutes into the song, following the bass solo after the quiet orchestral section (as Jackson and the gangsters perform the Anti Gravity Lean), the bass line & string section clearly changes to a piece of music very similar to Ice Cap Zone. After the main bass line returns, a keyboard continues to play the Ice Cap chord sequence until the end of the song. <br /> Jackson's "[[wikipedia:Who Is It (Michael Jackson song)|''Who Is It'']]" is also very similar to the zone. The keyboard section under the chorus, when sped up, has an almost identical chord structure and texture to that of the ''Sonic 3'' level. <br /> Regarding Ice Cap's prototype music, Tomonori Sawada is speculated to have composed the prototype's music due to similarities in [https://www.youtube.com/watch?v=a5zRb_hZFJg Sonic 2's Crystal Egg Zone music for Game Gear]. No official source has confirmed it to be the case at this time.<br />
}}<br />
<!-- LAUNCH BASE ZONE --><br />
{{S3MusicTable <br />
| track = [[Launch Base Zone]] | image = Launchbase.png | rowspan = 2<br />
| id = 0D | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = Act 1: ???<br />Act 1: ???<br />
| id2 = 0E | versions2 = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team2 = Sega<br />M.J.<br />
| credits2 = Act 2: ???<br />Act 2: ???<br />
| notes = The compositions for Launch Base Zone has never been officially released by Sega in any official capacity.<br />
}}<br />
<!-- MUSHROOM HILL ZONE --><br />
{{S3MusicTable <br />
| track = [[Mushroom_Hill_Zone|Mushroom Hill Zone]] | image = MushroomHillAct1.png | rowspan = 2<br />
| id = 0F | versions = ALL | team = Sega<br />
| credits = Act 1: ???<br />
| id2 = 10 | versions2 = ALL | team2 = Sega<br />
| credits2 = Act 2: ???<br />
| notes = Also known by its prototype name "Mushroom Valley Zone", this tune is featured as track 2 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Three arrangements of "Mushroom Hill Zone" were made for the [[Nintendo 3DS]] version of ''Sonic Generations'' and are included in the game's soundtrack. The Act 1 composition is an unlockable piece in the console version of ''Generations''.<br />
}}<br />
<!-- SANDOPOLIS ZONE --><br />
{{S3MusicTable <br />
| track = [[Sandopolis_Zone|Sandopolis Zone]] | image = Sandopolis.png | rowspan = 2<br />
| id = 11 | versions = ALL | team = Sega<br />
| credits = Act 1: ???<br />
| id2 = 12 | versions2 = ALL | team2 = Sega<br />
| credits2 = Act 2: ???<br />
| notes = The tune is featured as track 5 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Though Howard Drossin included a piece of the same name in the album ''[[Virtual Sonic]]'', the composition is completely different from the one used in-game. An arrangement of this piece by Tee Lopes and Jun Senoue - dubbed "Boo's House" - was included in ''[[Team Sonic Racing]]''. This arrangement is on the [https://www.youtube.com/watch?v=9eXgj0Le810 official Sonic YouTube Channel] and the game's soundtrack. In the latter, the original game music composition is broadly attributed to "Sega".<br />
}}<br />
<!-- LAVA REEF ZONE --><br />
{{S3MusicTable <br />
| track = [[Lava_Reef_Zone|Lava Reef Zone]] | image = Lavareef.png | rowspan = 2<br />
| id = 13 | versions = ALL | team = Sega<br />
| credits = Act 1: ???<br />
| id2 = 14 | versions2 = ALL | team2 = Sega<br />
| credits2 = Act 2: Masayuki Nagao (Arrangement)<br />
| notes = Act 2's music is also used in Hidden Palace Zone. The composition was rearranged by Tee Lopes for ''Sonic Mania'' and is included on the game's soundtrack, where its original composition is broadly attributed to "Sega". Act 1's music is featured as track 6 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- SKY SANCTUARY ZONE --><br />
{{S3MusicTable <br />
| track = [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]] | image = Skysanctuary.png | rowspan = 1<br />
| id = 15 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = This piece is also used as the ending cutscene music for ''S&K'' and ''S3&K'' before the staff roll. This track has been used extensively in recent releases: it has been rearranged for ''[[Mario & Sonic at the Olympic Winter Games]]'', ''Sonic Generations'', and ''[[Sonic & All-Stars Racing Transformed]]''. In all instances, the original game composition is broadly attributed to "Sega". The tune is featured as track 8 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- DEATH EGG ZONE --><br />
{{S3MusicTable <br />
| track = [[Death_Egg_Zone_(Sonic_%26_Knuckles)|Death Egg Zone]] | image = DeathEggAct1.png | rowspan = 2<br />
| id = 16 | versions = ALL | team = Sega<br />
| credits = Act 1: ???<br />
| id2 = 17 | versions2 = ALL | team2 = Sega<br />
| credits2 = Act 2: ???<br />
| notes = The tune is featured as track 9 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bosses===<br />
<!-- SUB-BOSS --><br />
{{S3MusicTable <br />
| track = [[Fire Breath|Sub-Boss Theme]] | image = Aizsubboss.png | rowspan = 1<br />
| id = 18<br />2E | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]] | team = Sega<br />M.J.<br />
| credits = ???<br />Brad Buxer (Composer)<br />
| notes = ''Sonic 3'' version built upon Knuckles' Theme (''Sonic 3'' version). Likely composed by Brad Buxer. Features similar chord progression used in ''Is It Scary'' from the ''Blood on the Dancefloor'' album. Geoff Grace is credited as arranger. Tune ID #18 is featured as the first of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Voice samples used in Tune ID #2E (such as "Come On!") can be heard in track 7 (Robotnik's Revenge) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]'', featuring music by Howard Drossin.<br />
}}<br />
<!-- UNUSED THEME --><br />
{{S3MusicTable <br />
| track = Unused | image = Notavailable.svg | rowspan = 1<br />
| id = 2E | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = ???<br />
| notes = Replaced with the sub-boss music in the Mega Drive release.<br />
}}<br />
<!-- BOSS THEME --><br />
{{S3MusicTable <br />
| track = [[Dr._Eggman|Boss Theme]] | image = Aizboss.png | rowspan = 1<br />
| id = 19 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = The tune is featured as the second of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- THE DOOMSDAY ZONE --><br />
{{S3MusicTable <br />
| track = [[The_Doomsday_Zone|The Doomsday Zone]] | image = DoomsdayLevel.PNG | rowspan = 1<br />
| id = 1A | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = The tune is featured as the second of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
===Bonus stages===<br />
<!-- BONUS STAGE ROLLING JUMP --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Glowing_Spheres|Bonus Stage (Rolling Jump)]] | image = Magspheres.png | rowspan = 1<br />
| id = 1B | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = Also known as the "Glowing Spheres Bonus Stage", it is the first of three parts of track 7 (Rings And Diamonds Land) on the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Although VGMdb lists the first section of that track as being composed by Jun Senoue, no evidence on the disc's physical documentation lists composers to associate with any of its tracks.<br />
}}<br />
<!-- BLUE SPHERES --><br />
{{S3MusicTable <br />
| track = [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage (Blue Spheres)]] | image = S3k specialstage.png | rowspan = 1<br />
| id = 1C | versions = ALL | team = Sega<br />
| credits = Yoshiaki Kashima (Composer){{intref|Milpo Interview by LOst (July 23, 2001)}}<br />
| notes = Was recycled from the unreleased ''[[SegaSonic Bros.]]'' for the [[sega:Sega System C|Sega System C2]] in 1992 from Stage 40 to 49 gameplay music. The music is also listed as track 15 on the compilation CD ''[https://vgmdb.net/album/2072 Sonic The Hedgehog 10th Anniversary]'' and was rearranged by Tee Lopes for ''Sonic Mania''. The tune is also featured as the third of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
}}<br />
<!-- BONUS STAGE SLOT MACHINE --><br />
{{S3MusicTable <br />
| track = [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Slot_Machine|Bonus Stage (Slot Machine)]] | image = Sonic&Knuckles MD BonusSlotMachine.png | rowspan = 1<br />
| id = 1D | versions = ALL | team = Sega<br />
| credits = Jun Senoue (Composer)<br />
| notes = The tune is featured as the second of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. One of the unused music found in [[Sonic_3D:_Flickies'_Island_(beta_825)|Sonic 3D Blast's Mega Drive prototype 825]] ([https://youtu.be/M6okf3WLo8U as demonstrated by Sonic 3D Blast's game designer and implementer Jon Burton]) includes this tune as a placeholder for Knuckles' special stage, during the time each special stage was developed to have their own tunes. He credits the tune to Jun Senoue.<br />
}}<br />
<!-- BONUS STAGE GUMBALL --><br />
{{S3MusicTable <br />
| track = [[Bonus Stage (Sonic the Hedgehog 3 & Knuckles)|Bonus Stage (Gumball)]] | image = Bubblegum.png | rowspan = 1<br />
| id = 1E | versions = ALL | team = Sega<br />
| credits = Jun Senoue (Composer){{intref|Jun Senoue interview by LOst (June 2002)}}<br />
| notes = Confirmed through interview with the composer.<br />
}}<br />
<!-- KNUCKLES THEMES --><br />
{{S3MusicTable <br />
| track = [[Knuckles|Knuckles' Theme]] | image = Angelislandknuckles.png | rowspan = 1<br />
| id = 1F | versions = [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|S3 Proto]], [[Sonic & Knuckles Collection|PC]]<br />[[Sonic the Hedgehog 3|S3]]<br /> [[Sonic & Knuckles|S&K]], [[Sonic & Knuckles Collection|PC]]| team = Sega<br />M.J.<br />Sega<br />
| credits = ???<br />Brad Buxer (Composer)<br />Howard Drossin (Composer)<br />
| notes = Music used in the prototype occurs during cutscenes with Knuckles at the end of AIZ Act 2 & HZ Act 2 (but not at start of AIZ Act 1). The same music is used in the ''[[Sonic & Knuckles Collection]]'' PC version. The ''Sonic 3'' version of the 4-bar swinging hip-hop beat was heavily inspired by the drumbeat of "''[[wikipedia:Blood on the Dance Floor (song)|Blood on the Dance Floor]]''" by Michael Jackson (drum programming credited to Brad Buxer). Howard Drossin's tune is featured as track 12 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 2 (Knucklemania) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
===Competition mode===<br />
<!-- AZURE LAKE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Azure Lake Zone|Azure Lake]] | image = Azure Lake Zone.png | rowspan = 1<br />
| id = 20 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
}}<br />
<!-- BALLOON PARK ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Balloon Park Zone|Balloon Park]] | image = Balloonpark.png | rowspan = 1<br />
| id = 21 | versions = ALL | team = Sega<br />
| credits = Jun Senoue (Composer){{ref|[https://vgmdb.net/album/29979 ''SONIC GENERATIONS ORIGINAL SOUNDTRACK BLUE BLUR'' on VGMdb]}}<br />
| notes = Composition credit shared with Sega Sound Team on the ''[[Sonic Generations Original Soundtrack: Blue Blur]]'' music CD (Disc 2, Track 24).<br />
}}<br />
<!-- DESERT PALACE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Desert Palace Zone|Desert Palace]] | image = Desertpalace.png | rowspan = 1<br />
| id = 22 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
}}<br />
<!-- CHROME GADGET ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Chrome Gadget Zone|Chrome Gadget]] | image = Chromegadget.png | rowspan = 1<br />
| id = 23 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = <br />
}}<br />
<!-- ENDLESS MINE ZONE 2P --><br />
{{S3MusicTable <br />
| track = [[Endless Mine Zone|Endless Mine]] | image = Endlessmine.png | rowspan = 1<br />
| id = 24 | versions = ALL | team = Sega<br />
| credits = ???<br />
| notes = The melody bears similarities to "[[Escape from the City]]" from ''[[Sonic Adventure 2]]'', composed by Jun Senoue. However, Senoue himself has stated that said track is not based on Endless Mine Zone's music{{ref|[https://twitter.com/crush40/status/433599505548595200 Jun Senoue answering a fan's question on Twitter]}}, nor does he mention working on this piece. Regardless, [[Cash Cash]] incorporated the melody for this piece in their Act 1 arrangement of "Escape from the City" for ''Sonic Generations'', during which the player controls Classic Sonic. The original music composition for this arrangement is solely attributed to Senoue on the ''Blue Blur'' soundtrack CD.<br />
}}<br />
===Themes/Jingles===<br />
<!-- TITLE SCREEN --><br />
{{S3MusicTable <br />
| track = Title Screen | image = Sonic3_title.png | rowspan = 1<br />
| id = 25 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Tomonori Sawada (Composer){{ref|[https://imgur.com/o7TQff6 Screenshot showing the messages between Tomonori Sawada and a fan]}}<br />Howard Drossin (Composer){{intref|Sonic the Hedgehog 3/Development/Music#Howard_Drossin}}<br />
| notes = Title screen music changes in the PC version based on the game combination the player chooses to play. Howard Drossin's tune is featured as track 1 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 6 of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
}}<br />
<!-- STAFF ROLL --><br />
{{S3MusicTable <br />
| track = Staff Roll | image = Sonic3 MD CreditsStart.png| rowspan = 1<br />
| id = 26 | versions = [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_the_Hedgehog_3|S3]]<br />[[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />M.J.<br />''Various''<br />Sega<br />
| credits = ???<br />Brad Buxer (Composer)<br />''Various''<br />''Various''<br />
| notes = Staff roll used in the PC version accessible through Sound Test of the prototype. The ''Sonic 3'' version was the basis of a Buxer-Jackson collaboration "''[[wikipedia:Stranger In Moscow|Stranger In Moscow]]''", as confirmed in the '''Black & White''' magazine interview, and [https://youtu.be/W06T6whrqQs?t=2764 episode 100 of '''TheMJCast'''] audio interview. Brad Buxer used the same chords. The synth/strings section, as heard in the intro before the lyrics start, is identical to the sequence that plays during the first section of the staff roll. Particularly unusual about this find is that ''Stranger In Moscow'' was not released until a full two years after ''Sonic 3''. It has been suggested that the staff roll may have been a [https://youtu.be/ZNUrwBSUVgY?t=836 prototype to this song]. The [[Sonic the Hedgehog 3C (prototype 0517)|''Sonic 3C'' 0517]] prototype changed the staff roll music to incorporate themes from Zones of the ''S3'' & ''S&K'' games. However, the final mix is a medley of ''S&K'' Zones only.<br />
}}<br />
<!-- GAME OVER --><br />
{{S3MusicTable <br />
| track = Game Over | image = Sonic3 MD GameOver.png | rowspan = 1<br />
| id = 27 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Jun Senoue (Composer & Arranger)<br />
| notes = Is credited in the Mega Drive version of ''[[Sonic 3D: Flickies' Island]]'' for the same cue{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}} Also used for the "Time Over" cue if spending 10 minutes in an Act.<br />
}}<br />
<!-- RESULTS 2P --><br />
{{S3MusicTable <br />
| track = [[Sonic_the_Hedgehog_3#Competition_mode|2-Player Results (Competition)]] | image = S3_2player.png | rowspan = 1<br />
| id = 28 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Jun Senoue (Composer & Arranger)<br />
| notes = Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' as the '''Congratulations Screen''' music when unlocking Level Select{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}. This music was also used as the '''Continue Screen''' music, and the '''No Way? No Way! Screen''' music when locking the ''S&K'' cart onto another Mega Drive cart.<br />
}}<br />
<!-- ACT CLEARED --><br />
{{S3MusicTable <br />
| track = Act Clear | image = SonicCanMoveDuringScoreTally.png | rowspan = 1<br />
| id = 29 | versions = [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />[[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]] | team = Sega<br />
| credits = Jun Senoue (Composer)<br />
| notes = Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' for the same cue.{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}<br />
}}<br />
<!-- EXTRA LIFE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Extra Life<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sonic3 MD ExtraLife.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2A<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer), Masaru Setsumaru (Arranger)<br />
|-<br />
! colspan=5 | ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. This piece was used in a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial] in 2012. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player chooses to play.<br />
|}<br />
<!-- END EXTRA LIFE --><br />
<br />
<br />
<!-- GOT EMERALD --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Got Emerald<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD ChaosEmerald.png]]<br />
| style="border: solid 1px #696969;" | 2B<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yukifumi Makino (Composer & Arranger)<br />
|-<br />
! colspan=5 | Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
|}<br />
<!-- END DROWNING COUNTDOWN --><br />
<br />
<br />
<!-- INVINCIBILITY --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Invincibility Theme<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:S3Invincibility.PNG]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2C<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega <br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | Also used as the theme to the character's Super/Hyper transformation. ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. Was also used during a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial in 2012]. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player choose to play.<br />
|}<br />
<!-- END INVINCIBILITY --><br />
<br />
<br />
<!-- COMPETITION MENU --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Competition Screen<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:S3competitionscreen.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2D<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Prototype didn't use music (was only accessible in the Sound Test), but is used as Competition Menu in ''[[Sonic & Knuckles Collection]]''. Mega Drive version is the only MJ team-composed track to use regular drums rather than samples exclusive to it.<br />
|}<br />
<!-- END COMPETITION MENU--><br />
<br />
<br />
<!-- DATA SELECT --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Data Select<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3_MD_DataSelect.png]]<br />
| style="border: solid 1px #696969;" | 2F<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece has been remixed by [[Naofumi Hataya]] for ''[[Sonic Gems Collection]]'' as "Sonic3 MegaD Mix" and was later included in the 2008 CD ''True Blue: The History of Sonic the Hedgehog''. It was also rearranged for the Gallery Room in ''Sonic Generations'' and is included in the game's ''Blue Blur'' soundtrack. In all instances, the original game composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END DATA SELECT --><br />
<br />
<br />
<!-- FINAL BOSS THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Launch_Base_Zone_bosses#Big_Arm|Final Boss Theme (Big Arm)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:LBZBoss3Tails.png]]<br />
| style="border: solid 1px #696969;" | 30<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece has been rearranged by Cash Cash for the 3DS version of ''Sonic Generations'' and by Tee Lopes for "[https://youtu.be/3HSc3ASFoG8 Part 5: Metal Mayhem]", the final episode of ''[[Sonic Mania Adventures]]''. On the ''Blue Blur'' soundtrack for ''Generations'', the original music composition is broadly attributed to "Sega". The tune is also featured as the first of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END FINAL BOSS THEME --><br />
<br />
<br />
<!-- DROWNING COUNTDOWN --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Drowning Countdown<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD DrowningCountdown.png]]<br />
| style="border: solid 1px #696969;" | 31<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yukifumi Makino (Composer)<br />
|-<br />
! colspan=5 | Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
|}<br />
<!-- END DROWNING COUNTDOWN --><br />
<br />
<br />
<!-- GAME COMPLETE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Game Complete<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sonic3 MD Ending Sonic.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 32<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | The ''S&K'' version is unused.<br />
|}<br />
<!-- END GAME COMPLETE --><br />
<br />
==Audio samples list==<br />
{{Download|title=Sonic 3 Samples (WAV Format)|file=S3sampswav.rar|filesize=125KB}}<br />
<br />
The DAC audio samples located within the [[Sonic the Hedgehog 3]] ROM ({{LinkRetro|topic=8001|title=originally extracted by Stealth}}) are listed here as part of an ongoing project to locate where they came from.<br />
{{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
{| class="wikitable sortable"<br />
! scope="col" style="width: 300px;" | DAC Audio Samples List<br />
! scope="col" style="width: 20px;" | ID<br />
! scope="col" style="width: 120px;" | Type<br />
! scope="col" style="width: 192px;" | Source<br />
! Description / Usage<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_81.ogg]]<br />
| 81<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 82<br />
| Drum<br />
| Same as '''83''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 83<br />
| Drum<br />
| Same as '''82''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 84<br />
| Drum<br />
| Same as '''82''', '''83''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 85<br />
| Drum<br />
| Same as '''82''', '''83''', '''84'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_86.ogg]]<br />
| 86<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_87.ogg]]<br />
| 87<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_88.ogg]]<br />
| 88<br />
| Drum<br />
| <br />
| Kick + Cymbal<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_89.ogg]]<br />
| 89<br />
| Drum<br />
| <br />
| HiHat<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8A<br />
| SFX<br />
| Same as '''8B'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8B<br />
| SFX<br />
| Same as '''8A'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8C.ogg]]<br />
| 8C<br />
| SFX<br />
| <br />
| Pop, Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8D<br />
| Drum<br />
| Same as '''8E'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8E<br />
| Drum<br />
| Same as '''8D'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8F.ogg]]<br />
| 8F<br />
| Clap<br />
| <br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 90<br />
| Drum<br />
| Same as '''91''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 91<br />
| Drum<br />
| Same as '''90''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 92<br />
| Drum<br />
| Same as '''90''', '''91''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 93<br />
| Drum<br />
| Same as '''90''', '''91''', '''92'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 94<br />
| Drum<br />
| Same as '''95''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 95<br />
| Drum<br />
| Same as '''94''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 96<br />
| Drum<br />
| Same as '''94''', '''95''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 97<br />
| Drum<br />
| Same as '''94''', '''95''', '''96'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 98<br />
| Drum<br />
| Same as '''99''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 99<br />
| Drum<br />
| Same as '''98''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 9A<br />
| Drum<br />
| Same as '''98''', '''99'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9B.ogg]]<br />
| 9B<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9C.ogg]]<br />
| 9C<br />
| SFX<br />
| <br />
| Shaker<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9D.ogg]]<br />
| 9D<br />
| SFX<br />
| <br />
| Kick (Distorted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9E.ogg]]<br />
| 9E<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9F_13500Hz.ogg]]<br />
| 9F<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" long (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A0_13500Hz.ogg]]<br />
| A0<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" short (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A1.ogg]]<br />
| A1<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=15])<br />
| Glass Break 1 / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A2.ogg]]<br />
| A2<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=96])<br />
| Glass Break 2 / Carnival Night Zone, Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A3.ogg]]<br />
| A3<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A4.ogg]]<br />
| A4<br />
| Drum<br />
| <br />
| Kick (Muted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A5.ogg]]<br />
| A5<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=114 Track 64])<br />
| "Come On!" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A6.ogg]]<br />
| A6<br />
| Drum<br />
| <br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A7.ogg]]<br />
| A7<br />
| Drum<br />
| <br />
| Kick (Vintage)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A8.ogg]]<br />
| A8<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A9.ogg]]<br />
| A9<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=94 Track 64])<br />
| "Woo!", "HUH" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AA.ogg]]<br />
| AA<br />
| Sample (Sample Pack)<br />
| [[wikipedia:Run-DMC|Run-DMC]]: "Peter Piper" ([https://youtu.be/L2PtCmUAZp0?T=116 1:56])<br />
| "Go!" / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AB.ogg]]<br />
| AB<br />
| Sample (Edited Sample Pack)<br />
| Same as '''AA''' sample with snare drum added<br />
| "Go!" + Snare / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AC.ogg]]<br />
| AC<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AD<br />
| Percussion<br />
| Same as '''AE'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AE<br />
| Percussion<br />
| Same as '''AD'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| AF<br />
| Percussion<br />
| Same as '''B0'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| B0<br />
| Percussion<br />
| Same as '''AF'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B1.ogg]]<br />
| B1<br />
| SFX<br />
| <br />
| Sci-Fi Sound<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B2<br />
| Clap<br />
| Same as '''B3'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B3<br />
| Clap<br />
| Same as '''B2'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| B4<br />
| Sample<br />
| Same as '''C1''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B5.ogg]]<br />
| B5<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B6.ogg]]<br />
| B6<br />
| Sample (Original)<br />
| James Brown: "Say It Loud, I'm Black & I'm Proud" ([https://youtu.be/9bJA6W9CqvE])<br />
| "Yeah", "Hey" + Kick / Knuckles' Theme (S3), Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B7.ogg]]<br />
| B7<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B8<br />
| Sample<br />
| Same as '''B9'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B9<br />
| Sample<br />
| Same as '''B8'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BA.ogg]]<br />
| BA<br />
| SFX<br />
| <br />
| Cymbal (Reversed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BB.ogg]]<br />
| BB<br />
| SFX<br />
| <br />
| Record Scratch<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BC.ogg]]<br />
| BC<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BD.ogg]]<br />
| BD<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BE.ogg]]<br />
| BE<br />
| Sample (Edited Sample Pack)<br />
| Same as '''A9''' plus glass break added<br />
| "Woo!" + Glass Break / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BF.ogg]]<br />
| BF<br />
| SFX<br />
| <br />
| Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_C0.ogg]]<br />
| C0<br />
| Sample (Original [?])<br />
| <br />
| Breath<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C1<br />
| Sample<br />
| Same as '''B4''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C2<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C3<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C4<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C3'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_X.ogg]]<br />
| XX<br />
| Sample<br />
| Similar to '''BC'''<br />
| Chord Stab<br />
|}<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
<br />
==Background on Michael Jackson's Team==<br />
===Roger Hector===<br />
{{quoteRight|1=''Sonic 3'' (also called ''[[Sonic & Knuckles]]'') was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.|2=Roger Hector, General Manager of the Sega Technical Institute|ref={{intref|Roger Hector interview by hxc (August 2005)}}}}<br />
In an interview in August 2005, [[Roger Hector]], the "executive coordinator" of both ''Sonic 3'' and ''Sonic & Knuckles'', confirmed that Michael Jackson composed all the music for the game, but was dropped due to the 1993 scandal{{intref|Roger Hector interview by hxc (August 2005)}}. This was backed up by a separate interview two years later, claiming that the Jackson soundtrack was never heard by the general public{{fileref|Makingofs3kpg4.jpg}}.<br />
<br />
While Hector was not directly involved in ''Sonic 3'''s development, his role was to manage all projects at STI, and was usually involved with high level discussions (Jackson's signing and dismissal being two of them).<br />
{{Quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''|ref={{fileref|Makingofs3kpg4.jpg}}}}<br />
<br />
This was the first confirmation we had about Michael Jackson's involvement in the game.<br />
<br />
===Brad Buxer=== <br />
Brad Buxer, credited in ''Sonic 3'', was a long-time contributor with Michael Jackson. He is the co-writer of the 1996 hit, ''[[wikipedia:Stranger in Moscow|Stranger in Moscow]]'', and was also involved with the production of ''[[wikipedia:Jam (song)|Jam]]'' and ''[[wikipedia:Who Is It (Michael Jackson song)|Who Is It]]'', all of which are thought to share similarities with the ''Sonic 3'' soundtrack.<br />
<br />
====Black & White Magazine (2009) Interview====<br />
Buxer shed some light into Michael Jackson's involvement in a December 2009 interview with ''Black & White Magazine''. In this interview, Buxer confirms that the final release of ''Sonic 3'' does contain at least one piece of work by Michael Jackson:<br />
<br />
{{quote|1='''B&W:''' Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you havel been credited?<br />
<br />
'''Buxer:''' I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did.<br />
<br />
And if he is not credited for composing the music, it's because he was not happy with the result sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...<br />
<br />
'''B&W:''' One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...<br />
<br />
'''Buxer:''' Yes, Michael and I had composed those chords for the game, and it has been used as base for Stranger in Moscow. [...]<br />
|2=An excerpt from the Black & White Magazine interview with Brad Buxer|ref={{intref|Brad Buxer Interview (Black & White, November/December 2009)}}}}<br />
<br />
According to this statement, Jackson did not wish to be credited by name in the game because he was unhappy with the quality of sound the [[Sega Mega Drive]]'s Yamaha [[YM-2612]] sound chip produced. Buxer's statement also confirms that the similarities between Jackson's "Stranger in Moscow" and Sonic 3's ending credits song were not a coincidence and that the credits theme indeed uses chords originally composed by him and Buxer. <br />
<br />
However, these statements directly contradict what Roger Hector has said.<br />
<br />
====The MJCast (2019) Interview====<br />
In May 2019, Buxer was featured giving an interview on the ''[https://www.youtube.com/watch?v=W06T6whrqQs The MJCast]'' where he talked about the origin of Stranger in Moscow and his work on Sonic 3:<br />
[[File:Brad Buxer on Sonic 3 and Stranger in Moscow - 2019-05-10 (The MJCast - Episode 100 - Brad Buxer Special).ogg]]<br />
<br />
Buxer describes how he was assigned by Michael Jackson to start composing the music for the game, and it was Buxer who "delegated other people to help...like Doug Grigsby and Darryl Ross and other people."<br />
<br />
Brad Buxer frames himself in the interview as being the lead on the Sonic 3 project, with Michael Jackson having less personal involvement.<br />
<br />
Buxer states that in the end, they had about '''41 music cues''' ready for the game.<br />
<br />
This suggests that it is possible that every act and zone had a track composed for it, even zones planned for ''[[Sonic & Knuckles]]'', but we know that only a few appeared and only in ''[[Sonic the Hedgehog 3]]'' alone. If this is true, it could provide an explanation as to why Roger Hector feels that people never heard the Michael Jackson soundtrack. ''[[Sonic & Knuckles]]'' features no tracks by Michael Jackson's team, and only a small number of the tracks made it into ''[[Sonic the Hedgehog 3]]'', in contrast to all of the tracks Michael Jackson's team produced.<br />
<br />
===Howard Drossin===<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
According to Roger Hector, [[Howard Drossin]] is said to have been brought in to replace Michael Jackson's music{{fileref|Makingofs3kpg4.jpg}}, but also goes uncredited in ''Sonic 3''. He is, however, the main composer behind ''Sonic & Knuckles'' (and is credited there).<br />
<br />
Drossin, when recollecting his involvement in the soundtrack in August 2008, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''{{intref|Howard Drossin interview by SageXPO (August 2008)}}.<br />
<br />
When locked onto ''Sonic 3'', ''Sonic & Knuckles'' creates ''[[Sonic 3 & Knuckles]]''. When this occurs, the miniboss and Knuckles themes (and most of the jingles) from ''Sonic 3'' are replaced with their ''Sonic & Knuckles'' counterparts, most of which were composed by Drossin. So in this context, some ''Sonic 3'' tracks ''were'' replaced by Drossin's compositions, but the true reasoning for why remains unclear.<br />
<br />
===Cirocco Jones===<br />
A discography of another musician (or "music consultant") working on the game, Cirocco Jones (appearing as 'Scirocco' in the ''Sonic 3'' credits), lists a "levels 2 & 3" as being composed by Michael Jackson and belonging to "Sonic The Hedgehog"{{ref|[http://web.archive.org/web/20061114055952/http://www.musicpowers.com/id31.html Cirocco Jones' website]}}. While "levels 2 & 3" could be referring to [[Hydrocity Zone]] and [[Marble Garden Zone]], respectively, it could easily be referring to prototype level ordering, or indeed the order in which the group composed music.<br />
<br />
Correspondence between him and Sonic Retro members has revealed that he and the other composers spent "countless hours" working with Michael while trying to make sure it fit Sega's needs. He also revealed that there may be a lawsuit going on or about to go on as Sega owes them money.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Other composers===<br />
In addition to Brad Buxer and Cirocco Jones, other credited composers are known to have worked alongside Michael Jackson in the early-to-mid 1990s.<br />
<br />
Robert Green "Bobby" Brooks was working with Michael and his siblings as an audio engineer, possibly from as early as their Motown years. Darryl Ross was also an engineer working with the star, Geoff Grace a composer, and Doug Grigsby III produced some of Jackson's material during this time period. All four were involved in the creation of Michael Jackson's next album, ''[[wikipedia:HIStory: Past, Present and Future, Book I|HIStory: Past, Present and Future, Book I]]'' which was released in 1995, and none are known to have previously worked in video games (or indeed since in most cases).<br />
<br />
==Background on SEGA Sound Team and Cube Corp.==<br />
<br />
===Tokuhiko Uwabo===<br />
Uwabo has stated that he was responsible for the management of the game's sound development, which involved assigning the staff at Sega and contracting other composers. He did not do any work on the sound itself.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Yoshiaki Kashima===<br />
{{Quote|1=I composed a music for "spacial stage". and I work for Sonic3,in the others,too. but sorry.I cannnot tell the detail. because,it's confidential information.|2=Yoshiaki Kashima|ref={{intref|Milpo Interview by LOst (July 23, 2001)}}}}<br />
In [[Milpo Interview by LOst (July 23, 2001)|a 2001 interview]], he revealed he composed the special stage theme, previously used in ''[[SegaSonic Bros.]]'', which also happens to have more tracks that made it into later games. He stated that he was unable to go into further detail due to the confidentiality of the information. In private messages between a Retro User and Masaru Setsumaru, it was stated that Kashima was solely responsible for programming the game's sound driver.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Masaru Setsumaru===<br />
According to Facebook PMs between Setsumaru and Sonic Retro members, he was responsible for sound programming along with Yoshiaki Kashima. He was also responsible for sound effects and arrangement, although not music composition.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}} He has also stated that he felt it was an honor to work on the same project as Michael Jackson.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Tomonori Sawada===<br />
Sawada stated in a SoundCloud PM in 2015 that he did not compose Sky Sanctuary's music, previously assumed to be his based on the SONIC THE HEDGEHOG 10th Anniversary CD crediting the five Sonic 3 & Knuckles tracks to him, Kashima, and Drossin. He stated that he composed 3's title screen music and some jingles instead. He also said that he is no longer able to tell who did each track anymore, most likely due to him no longer having the documentation.{{ref|https://imgur.com/o7TQff6}} He has been contacted about the prototype's music although he did not respond, possibly due to the confidentiality of such information. It is possible that he composed prototype Ice Cap's music, based on its similarities to Crystal Egg from the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
===Masayuki Nagao===<br />
Nagao has confirmed he was involved with arrangements and programming, including Hydrocity Zone Act 2. He also "produced" more than half of the songs for the game, which likely means he programmed them. Opus Corp. is mentioned in the credits as Nagao was getting ready to join the company while working on the game. <br />
<br />
===Jun Senoue===<br />
In [[Jun Senoue interview by LOst (June 2002)|a 2002 interview]], he mentions that the bonus stage tracks were composed by him. However, he is unable to reveal details, due to "so much secret things". When asked on Twitter about who did what for Sonic 3 & Knuckles' music, he simply stated that Sega did all of it, neither going into detail about who did what nor acknowledging the involvement of third parties. {{ref|https://twitter.com/crush40/status/251310610644627456}} In 2010, he stated in a Nintendo Power magazine that he knows "quite a lot" about Jackson's involvement, but cannot disclose it.<br />
<br />
===Miyoko Takaoka===<br />
During correspondence with Takaoka and a fan, she stated she composed the music for Marble Garden Zone and bonus stage music.{{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}} After being shown the bonus stage music in the game, she did not recognize any of it as hers and believes that her track may have went unused. The same may have been the case for Marble Garden's music too, as some fans familiar with her work do not feel it sounds like her. <br />
<br />
==Current issues==<br />
In the modern age, video game companies have become increasingly wary of re-releasing games in their back catalog that they may not own the full rights to. The changes seen in ''Sonic & Knuckles Collection'' would suggest the music in ''Sonic the Hedgehog 3'' has been presenting a problem since ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were brought to Windows PCs in the form of ''[[Sonic & Knuckles Collection]]'' at least in 1997. <br />
<br />
In that edition, six tracks ([[Carnival Night]], [[IceCap]], [[Launch Base]], the credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) had entirely different compositions, and the Mini-Boss theme is always the ''Sonic & Knuckles'' version, with the slot for the ''Sonic 3'' version being replaced with an entirely different (and unused) song. Sega isn't thought to have been challenged on the use of ''Sonic 3'''s music, but it remains a thorny issue to this day.<br />
<br />
Initially, it was believed to be replacements to avoid rights issues, however, as these tracks are present in the ''[[Sonic the Hedgehog 3 (prototype; 1993-11-03)]]'' people have speculated that the PC version may have been in simultaneous development as the [[Sega Mega Drive]] version. It is possible that the compositions in the PC/Prototype were what was originally planned before Michael Jackson's team was introduced, and only the development team working on the [[Sega Mega Drive]] version got the compositions produced by Michael Jackson's music team.<br />
<br />
No subsequent ''Sonic'' game has ever revisited Carnival Night, Ice Cap or Launch Base Zone. ''[[Sonic Generations]]'' and ''[[Sonic Mania]]'' avoid these levels, and likewise, the music accompanying Knuckles or the mini-boss has never been heard outside of ''Sonic 3''. The lone exception is ''[[Lego Dimensions]]'', which included Carnival Night and Ice Cap but sidestepped the issue by not licensing any music from the Mega Drive titles, opting instead to compose new soundalike tracks for all the zones. Curiously, however, some of the replaced ''Sonic 3'' jingles have turned up in newer games (such as the title screen and 1-up theme), which would suggest Sega owns the rights to those, but a game like ''[[Sonic Pocket Adventure]]'', whose entire soundtrack is lifted from ''Sonic 3'' and ''Sonic & Knuckles'' has no signs of the so-called Jackson tracks.<br />
<br />
Despite being offered by [[Christian Whitehead]], Sega chose not to offer remastered mobile versions of ''Sonic the Hedgehog 3'' in a similar manner to the 2013 releases of ''[[Sonic the Hedgehog (2013)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]''. Likewise while other mobile versions of ''Sonic 1'' and ''Sonic 2'' were commissioned, none were released for ''Sonic 3''.<br />
<br />
''Sonic 3'' is less widely available than its Mega Drive counterparts - while included where it is expected (e.g. ''[[Sonic Jam]]'' or ''[[Sonic Mega Collection]]''), it is often neglected in budget Mega Drive consoles made <br />
by AtGames, and is missing from the 2018 release of ''[[sega:Sega Mega Drive Classics|Sega Mega Drive Classics]]'', despite virtually every other first-party Mega Drive game making an appearance.<br />
<br />
There is no concrete evidence that the music holds ''Sonic 3'' back, however, there have been similar cases where the publisher has been reluctant to re-release games that may present legal issues. [[Nintendo]]'s ''Earthbound'' on the Super NES is one such example - the [[Virtual Console]] release was held back for years because much of the game's soundtrack samples popular songs from The Beatles and elsewhere.<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331971Template:S3MusicTable2022-02-02T23:45:39Z<p>Creepario: </p>
<hr />
<div>{| class="" scope="col" style="border: solid 4px #393939; margin-bottom: 3.5em;"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{{rowspan|1}}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" | {{{credits|}}}<br />
{{#if: {{{id2|}}}{{{versions2|}}}{{{team2|}}}{{{credits2|}}} |<br />
{{!}}- style="border: solid 1px #696969;"<br />
{{!}} style="border:inherit;" {{!}} {{{id2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{versions2|}}} <br />
{{!}} style="border:inherit;" {{!}} {{{team2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{credits2|}}}<br />
| }}<br />
|-<br />
! colspan=5 | {{{notes|No notes yet.}}}<br />
|}<br />
<noinclude><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]]<br />
| image = Angelisland.png<br />
| rowspan = 2<br />
| id = 01 <br />
| versions = ALL <br />
| team = Sega <br />
| credits = Act 1: ???<br />
| id2 = 02<br />
| versions2 = ALL <br />
| team2 = Sega <br />
| credits2 = Act 2: ???<br />
| notes = The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331970Template:S3MusicTable2022-02-02T23:32:42Z<p>Creepario: </p>
<hr />
<div>{| class="" scope="col" style="border: solid 4px #393939"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{{rowspan|1}}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" | {{{credits|}}}<br />
{{#if: {{{id2|}}}{{{versions2|}}}{{{team2|}}}{{{credits2|}}} |<br />
{{!}}- style="border: solid 1px #696969;"<br />
{{!}} style="border:inherit;" {{!}} {{{id2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{versions2|}}} <br />
{{!}} style="border:inherit;" {{!}} {{{team2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{credits2|}}}<br />
| }}<br />
|-<br />
! colspan=5 | {{{notes|No notes yet.}}}<br />
|}<br />
<noinclude><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]]<br />
| image = Angelisland.png<br />
| rowspan = 2<br />
| id = 01 <br />
| versions = ALL <br />
| team = Sega <br />
| credits = Act 1: ???<br />
| id2 = 02<br />
| versions2 = ALL <br />
| team2 = Sega <br />
| credits2 = Act 2: ???<br />
| notes = The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331969Template:S3MusicTable2022-02-02T23:01:05Z<p>Creepario: </p>
<hr />
<div>{| class="" scope="col" style="border: solid 4px #393939"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{{rowspan|1}}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" | {{{credits|}}}<br />
{{#if: {{{id2|}}}{{{versions2|}}}{{{team2|}}}{{{credits2|}}} |<br />
{{!}}- style="border: solid 1px #696969;"<br />
{{!}} style="border:inherit;" {{!}} {{{id2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{versions2|}}} <br />
{{!}} style="border:inherit;" {{!}} {{{team2|}}}<br />
{{!}} style="border:inherit;" {{!}} {{{credits2|}}}<br />
| }}<br />
|-<br />
! colspan=5 | {{{notes|No notes yet.}}}<br />
|}<br />
<br />
<noinclude><br />
{{S3MusicTable <br />
| track = [[Angel Island Zone]]<br />
| image = Angelisland.png<br />
| rowspan = 2<br />
| id = 01 <br />
| versions = ALL <br />
| team = Sega <br />
| credits = Act 1: ???<br />
| id2 = 02<br />
| versions2 = ALL <br />
| team2 = Sega <br />
| credits2 = Act 2: ???<br />
| notes = The compositions for Act 1 and Act 2 made it into an arrangement for ''[[Super Smash Bros. Brawl]]''. Because ''Brawl'''s "Sound Test" only credits Senoue, he is occasionally listed as the original composer for "Angel Island Zone", something Senoue has debunked. This arrangement was also included in the ''[[True Blue: The Best of Sonic the Hedgehog]]'' compilation CD, where the composition has been attributed to "Sega".<br />The Act 1 variant has made its way into both ''[[Sonic Generations]]'' and ''[[Sonic Mania Plus]]''. However, once again, nobody was directly credited.<br />
}}<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331968Template:S3MusicTable2022-02-02T22:51:16Z<p>Creepario: </p>
<hr />
<div>{| class="" scope="col" style="border: solid 4px #393939"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{{rowspan|1}}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" | {{{credits|}}}<br />
{{#if: {{{id2|}}}{{{versions2|}}}{{{team2|}}}{{{credits2|}}} ||<br />
|- style="border: solid 1px #696969;"<br />
| style="border:inherit;" | {{{id2|}}}<br />
| style="border:inherit;" | {{{versions2|}}} <br />
| style="border:inherit;" | {{{team2|}}}<br />
| style="border:inherit;" | {{{credits2|}}}<br />
|| }}<br />
|-<br />
! colspan=5 | {{{notes|No notes yet.}}}<br />
|}</div>Creepariohttps://info.sonicretro.org/index.php?title=Template:S3MusicTable&diff=331967Template:S3MusicTable2022-02-02T22:46:48Z<p>Creepario: Created page with "{| class="" scope="col" style="border: solid 4px #393939" |- style="border: solid 1px #696969;" ! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''..."</p>
<hr />
<div>{| class="" scope="col" style="border: solid 4px #393939"<br />
|- style="border: solid 1px #696969;"<br />
! style="border:inherit; width: 222px;" | {{{1|{{{track|''Missing Track name!''}}}}}}<br />
! style="border:inherit; width: 48px;" | ID <br />
! style="border:inherit; width: 132px;" | Version(s) <br />
! style="border:inherit; width: 84px;" | Team<br />
! Credit(s)<br />
|- style="border: solid 1px #696969;"<br />
| style="background-color:#303498; border:inherit;" rowspan={{{rowspan|1}}} | [[File:{{{image|Angelisland.png}}}|200px]]<br />
| style="border:inherit;" | {{{id|''Missing ID!''}}}<br />
| style="border:inherit;" | {{{versions|}}} <br />
| style="border:inherit;" | {{{team|}}} <br />
| style="border:inherit;" | {{{credits|}}}<br />
{{#if: {{{id2|}}} ||<br />
|- style="border: solid 1px #696969;"<br />
| style="border:inherit;" | {{{id2|}}}<br />
| style="border:inherit;" | {{{versions2|}}} <br />
| style="border:inherit;" | {{{team2|}}}<br />
| style="border:inherit;" | {{{credits2|}}}<br />
|| }}<br />
|-<br />
! colspan=5 | {{{notes|No notes yet.}}}<br />
|}</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development/Music&diff=331612Sonic the Hedgehog 3/Development/Music2022-01-23T17:25:22Z<p>Creepario: Another ref</p>
<hr />
<div>{{back}}<br />
<br />
Unlike other ''Sonic'' games, the music of ''[[Sonic the Hedgehog 3]]'' stands as an ongoing controversy for [[Sega]] due to the choices made during development. It is not fully understood how much of the soundtrack is owned by the company, having outsourced its production to third-parties, some of which have chosen to distance themselves from the project in later years.<br />
<br />
[[Masato Nakamura]], responsible for the soundtracks to the first two Mega Drive ''Sonic'' games, was having a great deal of success with his band, [[Dreams Come True]], leading to him upping his demands for work on a possible ''Sonic 3''. Nakamura wanted more royalties; both for his new music, and for the reuse of his compositions in the future. Sega declined, and decided to look elsewhere for the composition power needed in ''Sonic the Hedgehog 3''.<br />
<br />
Soon after development on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' was complete, core staff members [[Yuji Naka]], [[Hirokazu Yasuhara]], and [[Takashi Iizuka]] were brought back to Japan to begin work on ''Sonic the Hedgehog 3''.{{ref|[https://shmuplations.com/sonicteam/ The Story of Sonic Team – 1997 Developer Interview]}} Answering the call, Sega is thought to have been approached by pop sensation [[sega:Michael Jackson|Michael Jackson]] and his team. Jackson had a history with Sega (most notably producing ''[[sega:Michael Jackson's Moonwalker|Michael Jackson's Moonwalker]]'' early in the Mega Drive's lifespan) and had visited Sega's offices in Japan some months prior. He liked video games, he liked ''Sonic the Hedgehog'', and Sega accepted immediately.<br />
{{QuoteRight|And you wouldn't believe the celebrities who did cameos. Dustin Hoffman, Michael Jackson...of course they didn't use their real names, but you could tell it was them.|Lisa Simpson|''The Simpsons'' episode 9F03, "''The Itchy & Scratchy Movie''"|ref={{intref|wikipedia:Itchy %26_Scratchy: The Movie}}}}<br />
However, Michael Jackson was not credited in ''Sonic the Hedgehog 3'' (as well as ''[[Sonic & Knuckles]]'' - the eventual "second half" of the adventure). Instead, credited were individuals Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco (the Sega Sound Team and [[sega:Cube|Cube]] were treated as secondary to the "music composers"). Jackson's omission was perhaps not surprising, particularly in the early 90s when only the core team of developers usually made it into the credits. And yet, strangely, several staff members have mentioned the star by name.<br />
<br />
Jackson had a history of going uncredited (or using pseudonyms) in productions, often due to contractual complications. Reportedly Jackson's record label at the time, [[wikipedia:Epic Records|Epic Records]] refused permission for the star to sing for any of its potential rivals. The most famous example of this is the third season episode of the American animated sitcom ''The Simpsons'', ''[[wikipedia:Stark Raving Dad|Stark Raving Dad]]'' (1991), where despite guest-starring as "Micheal Jackson", the credit is given to "John Jay Smith", a person that does not exist{{ref|[http://www.eeggs.com/items/2279.html Simpsons, The Easter Egg - Uncredited Voices]}}. This was later referenced in [[wikipedia:Itchy_%26_Scratchy:_The_Movie|a season four episode]] of the show.<br />
<br />
In 1993, Michael Jackson [[wikipedia:1993 child sexual abuse accusations against Michael Jackson|became caught up in child sexual abuse allegations]] and canceled the final leg of his [[wikipedia:Dangerous World Tour|Dangerous World Tour]] due to health concerns. General Manager of the Sega Technical Institute at that time, Roger Hector, stated in a 2005 interview and in a follow-up video interview on [https://www.youtube.com/watch?v=EFgnUa1v8uA Pop Fiction] in 2013 that this scandal lead to Michael Jackson's music being removed. Brad Buxer, a member of Michael Jackson's production team, argued that the music was not removed, but that Michael Jackson was simply uncredited. Additionally, Buxer stated that the scandal was not the cause, but Michael Jackson's dissatisfaction with the sound quality of the [[Sega Mega Drive]] system.<br />
<br />
In 2016, Todd van Luling from the Huffington Post reached out to all of the Western composers involved. In [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this article], they explained that they were in fact assembled by Michael Jackson to help compose music for the game and that their music could still be heard in the final release. But additionally, with the revelation of the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]] in 2019, it appears that the music that Michael Jackson's team produced was actually used to replace existing tracks composed by Sega's internal sound team, which would be first heard in ''[[Sonic & Knuckles Collection]]''. This further points in the direction of Michael Jackson choosing not to be credited, rather than Sega pulling the plug themselves (who always had the option to choose their older, in-house compositions).<br />
<br />
=='''Sonic the Hedgehog 3''' credits==<br />
===Michael Jackson's Team===<br />
The following people are listed as 'Music Composers' in the ending credits scroll, with Buxer, Grigsby, and Jones all confirming in [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this 2016 Huffington Post article] that they worked with Michael Jackson on the soundtrack to ''[[Sonic the Hedgehog 3]]''.<br />
* Brad Buxer<br />
* Bobby Brooks<br />
* Darryl Ross<br />
* Geoff Grace<br />
* Doug Grigsby III<br />
* C. Cirocco Jones ("Scirocco")<br />
<br />
===SEGA Sound Team===<br />
The following people are listed under 'SEGA Sound Team' in the ending credits scroll.<br />
* [[sega:Tokuhiko Uwabo|Tokuhiko Uwabo]] ("Bo") ― Sound Director<br />
* [[sega:Sachio Ogawa|Sachio Ogawa]]<br />
* [[sega:Yoshiaki Kashima|Yoshiaki Kashima]] ("Milpo") ― Sound Driver<br />
* [[sega:Masaru Setsumaru|Masaru Setsumaru]] ― Sound Programming<br />
* [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]] ― Composer<br />
* [[sega:Tomonori Sawada|Tomonori Sawada]] ― Composer<br />
* [[sega:Masayuki Nagao|Masayuki Nagao]] ― Sound Programming<br />
* [[sega:Jun Senoue|Jun Senoue]] ― Composer<br />
<br />
===Sound Special Thanks===<br />
The following people are listed under 'Sound Special Thanks' in the ending credits scroll.<br />
* Mayumi Nina Sakazaki (as "MRM") ― She was Michael Jackson's coordinator, although her role in ''Sonic 3'' is unclear.<br />
* Cube Corp. ― Nagao confirmed that former Cube members [[sega:Miyoko Takaoka|Miyoko Takaoka]] and [[sega:Masanori Hikichi|Masanori Hikichi]] contributed to the music.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}} Furthermore, Cube's old list of works not just included ''Sonic 3'', but also confirms that they were responsible for composing eight of the game's tracks.{{ref|[https://web.archive.org/web/20040403193114/http://www.cube-sound.co.jp/zpr.html Cube's old list of works]}}<br />
* Opus Corp. ― This credit was placed as Nagao was preparing the join the company during the development.<br />
* Masanori Nakayama (Studio Who)<br />
* [[sega:Howard Drossin|Howard Drossin]] ― He would go on to contribute a few tracks for Sonic & Knuckles. <br />
<br />
==Music Soundtrack==<br />
This is a work in progress list to identify the team & composer(s) behind each piece of music in the ''Sonic 3 & Knuckles'' game series. {{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- ANGEL ISLAND ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Angel Island Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Angelisland.png]]<br />
| style="border: solid 1px #696969;" | 01<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 02<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The compositions for Act 1 and Act 2 were used in an arrangement that Jun Senoue prepared for ''[[Super Smash Bros. Brawl]]''. This arrangement was also included in the compilation CD ''[[True Blue: The Best of Sonic the Hedgehog]]''. Because ''Brawl'''s "Sound Test" credits Senoue for the composition, he has occasionally been listed as the original composer for "Angel Island Zone", but Senoue has stated that this is not the case and the original music composition credits for the ''Brawl'' arrangement are attributed to "Sega" on ''True Blue''. The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]'' and [[Tee Lopes]] has rearranged this piece for ''[[Sonic Mania Plus]]''. This arrangement is even included on the game's soundtrack. However, in all instances, the composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END ANGEL ISLAND ZONE --><br />
<br />
<br />
<!-- HYDROCITY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Hydrocity Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:HydrocityAct1.png]]<br />
| style="border: solid 1px #696969;" | 03<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 04<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: Masayuki Nagao (Arranger){{ref|[https://segaretro.org/Masayuki_Nagao#Sonic_the_Hedgehog_3 ''Masayuki Nagao'' at Sonic Retro]}}<br />
|-<br />
! colspan=5 | It was originally believed to be composed by Michael Jackson's team due to Cirocco Jones' website having a section for "Levels 2 & 3" of a ''Sonic the Hedgehog'' game with a demo called "The Water". It has been assumed that "Level 2" refers to "Hydrocity Zone". However, this is likely '''not''' by Michael Jackson's team. The Act 2 arrangement is significantly more different from the Act 1 arrangement and there are no vocal samples incorporated in either, unlike the other MJ compositions. The "Level 3" mentioned - often assumed to be "Marble Garden Zone" - has been confirmed as possibly being composed by Miyoko Takaoka, a member of Cube Corp. The music for Hydrocity Zone exist in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|1993-11-03 prototype]]. The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]''. Both Acts were rearranged by Tee Lopes for ''[[Sonic Mania]]'' and included in the game's soundtrack. None of this would have happened if these pieces were not composed in-house.<br />
|}<br />
<!-- END HYDROCITY ZONE --><br />
<br />
<br />
<!-- MARBLE GARDEN ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Marble Garden Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Marblegarden.png]]<br />
| style="border: solid 1px #696969;" | 05<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Cube<br />
| style="border: solid 1px #696969;" | Act 1: Miyoko Takaoka (Composer){{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}}<br />
|-<br />
| style="border: solid 1px #696969;" | 06<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Cube<br />
| style="border: solid 1px #696969;" | Act 2: Miyoko Takaoka (Composer)<br />
|-<br />
! colspan=5 | In 2014, Miyoko Takaoka stated that she had composed the music for "Marble Garden Zone" and an ambiguous "bonus stage" during a correspondence on Twitter. However, when sent links to the bonus stage compositions from ''Sonic 3'', she did not recognize any of them and suspected that her composition was replaced for the final release. She has been credited during an official ''[https://youtu.be/QdU6AvbGyHg?t=1663 Sonic Live stream video event in August 2020]'' for background music being played. The arrangement for Act 1 is unlockable in ''Sonic Generations'', suggesting there's no rights issue for these compositions, and unlikely to be from Michael Jackson's team.<br />
|}<br />
<!-- END MARBLE GARDEN ZONE --><br />
<br />
<br />
<!-- CARNIVAL NIGHT ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Carnival Night Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Carnivalnight.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 07<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | 08<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 style="border: solid 1px #696969; border-bottom:0px;" | Both Acts of the ''S3'' version contain music inspiration from "''[[wikipedia:Jam (song)|Jam]]''" by Michael Jackson. Most notably in the use of a horn-based "downwards fall" (played directly before Heavy D's rap in the Jackson song). Identical notes between the two songs are highlighted in red:<br />
|-<br />
| colspan=5 style="border: solid 1px #696969; background-color:#FFFFFF; text-align:center; border-top:0px; border-bottom:0px;" | [[File:Michael_Jackson_Jam_and_Carnival_Night_Zone_comparison.png]]<br />
|-<br />
! colspan=5 style="border: solid 1px #696969; border-top:0px;" | The final note in the sequence is accompanied by a distorted audio sample taken directly from the song "''[[wikipedia:Jam (song)|Jam]]''", played on the [[Sega:YM2612|YM2612]]'s DAC channel. This sample is located in the [[Sonic the Hedgehog 3/Development/Music#List of Sonic 3 audio samples linked to source|Sonic 3 ROM]]. The poor fidelity of the sample playback on the [[Sega Mega Drive]] system could be supporting evidence of Brad Buxer's comment in [[Sonic the Hedgehog 3/Development/Music#Brad Buxer interview|the Black & White interview]] that Michael Jackson went uncredited as he was unsatisfied with the sound quality.<br />
|-<br />
! colspan=5 style="border: solid 1px #696969;" | The zone's music also contains rhythms inspired from "Entry of the Gladiators" by Julius Fučík. This piece is in the public domain.<br />
|}<br />
<!-- END CARNIVAL NIGHT ZONE --><br />
<br />
<br />
<!-- FLYING BATTERY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Flying_Battery_Zone|Flying Battery Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:FlyingBatteryAct1.png]]<br />
| style="border: solid 1px #696969;" | 09<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 0A<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The arrangement for Act 1 is unlockable in ''Sonic Generations''. Both Acts were rearranged by Tee Lopes for ''Sonic Mania'' and were included on the game's soundtrack, indicating Sega has full ownership of these compositions and that they were composed in-house. The tune is featured as track 3 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END FLYING BATTERY ZONE --><br />
<br />
<br />
<!-- ICE CAP ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[IceCap Zone|Ice Cap Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Icecap.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 0B<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 1: Brad Buxer (Composer)<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | 0C<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 2: Brad Buxer (Composer)<br />
|-<br />
! colspan=5 style="border: solid 1px #696969; border-bottom:0px;" | The ''S3'' version was based on a song called "''Hard Times''", an unreleased 1982 piece by new-wave band ''The Jetzons''{{ref|[http://www.sonicretro.org/2013/11/even-more-sonic-3-music-details-emerge/ Even more Sonic 3 music details emerge]}}. Brad Buxer was the keyboardist for the band & was credited in ''Sonic 3''. "''Hard Times''" was unheard by the general public until 2008, when it appeared as part of ''The Complete Jetzons'' compilation{{ref|[http://www.fervor-records.com/no-news/fervor-records-at-center-of-sonic-the-hedgehog-michael-jackson-musical-mystery/ Fervor Records at Center of Sonic The Hedgehog / Michael Jackson Musical Mystery]}}. Broadcast Music, Inc. (BMI), an authority on music credentials, also attributes Bruce Connole as songwriter/composer for "Hard Times". Connole was vocalist for the 1982 composition. The compositions for Ice Cap Zone have never been officially released by Sega in any official capacity.<br />
|-<br />
! colspan=5 style="border-top:0px; border-bottom:0px;" | While unlikely that Michael Jackson had direct involvement in this tune, a good portion of "''[[wikipedia:Smooth Criminal|Smooth Criminal]]''" shares chord structures similar to Act 1. This is especially noticeable in the version that plays in the [[wikipedia:Moonwalker|''Moonwalker'' movie]], which isn't found on the [[wikipedia:Bad (album)|''Bad'']] album. Roughly 6 minutes into the song, following the bass solo after the quiet orchestral section (as Jackson and the gangsters perform the Anti Gravity Lean), the bass line & string section clearly changes to a piece of music very similar to Ice Cap Zone. After the main bass line returns, a keyboard continues to play the Ice Cap chord sequence until the end of the song.<br />
|-<br />
! colspan=5 style="border-top:0px; border-bottom:0px;" | Jackson's "[[wikipedia:Who Is It (Michael Jackson song)|''Who Is It'']]" is also very similar to the zone. The keyboard section under the chorus, when sped up, has an almost identical chord structure and texture to that of the ''Sonic 3'' level.<br />
|-<br />
! colspan=5 style="border: solid 1px #696969;" | Regarding Ice Cap's prototype music, Tomonori Sawada is speculated to have composed the prototype's music due to similarities in [https://www.youtube.com/watch?v=a5zRb_hZFJg Sonic 2's Crystal Egg Zone music for Game Gear]. No official source has confirmed it to be the case at this time.<br />
|}<br />
<!-- END ICE CAP ZONE --><br />
<br />
<br />
<!-- LAUNCH BASE ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Launch Base Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Launchbase.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 0D<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | 0E<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The compositions for Launch Base Zone has never been officially released by Sega in any official capacity.<br />
|}<br />
<!-- END LAUNCH BASE ZONE --><br />
<br />
<br />
<!-- MUSHROOM HILL ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Mushroom_Hill_Zone|Mushroom Hill Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:MushroomHillAct1.png]]<br />
| style="border: solid 1px #696969;" | 0F<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 10<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | Also known by its prototype name "Mushroom Valley Zone", this tune is featured as track 2 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Three arrangements of "Mushroom Hill Zone" were made for the [[Nintendo 3DS]] version of ''Sonic Generations'' and are included in the game's soundtrack. The Act 1 composition is an unlockable piece in the console version of ''Generations''.<br />
|}<br />
<!-- END MUSHROOM HILL ZONE --><br />
<br />
<br />
<!-- SANDOPOLIS ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Sandopolis_Zone|Sandopolis Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sandopolis.png]]<br />
| style="border: solid 1px #696969;" | 11<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 12<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The tune is featured as track 5 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Though Howard Drossin included a piece of the same name in the album ''[[Virtual Sonic]]'', the composition is completely different from the one used in-game. An arrangement of this piece by Tee Lopes and Jun Senoue - dubbed "Boo's House" - was included in ''[[Team Sonic Racing]]''. This arrangement is on the [https://www.youtube.com/watch?v=9eXgj0Le810 official Sonic YouTube Channel] and the game's soundtrack. In the latter, the original game music composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END SANDOPOLIS ZONE --><br />
<br />
<br />
<!-- LAVA REEF ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Lava_Reef_Zone|Lava Reef Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Lavareef.png]]<br />
| style="border: solid 1px #696969;" | 13<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 14<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: Masayuki Nagao (Arranger)<br />
|-<br />
! colspan=5 | Act 2's music is also used in Hidden Palace Zone. The composition was rearranged by Tee Lopes for ''Sonic Mania'' and is included on the game's soundtrack, where its original composition is broadly attributed to "Sega". Act 1's music is featured as track 6 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END LAVA REEF ZONE --><br />
<br />
<br />
<!-- SKY SANCTUARY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Skysanctuary.png]]<br />
| style="border: solid 1px #696969;" | 15<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece is also used as the ending cutscene music for ''S&K'' and ''S3&K'' before the staff roll. This track has been used extensively in recent releases: it has been rearranged for ''[[Mario & Sonic at the Olympic Winter Games]]'', ''Sonic Generations'', and ''[[Sonic & All-Stars Racing Transformed]]''. In all instances, the original game composition is broadly attributed to "Sega". The tune is featured as track 8 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END SKY SANCTUARY ZONE --><br />
<br />
<br />
<!-- DEATH EGG ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Death_Egg_Zone_(Sonic_%26_Knuckles)|Death Egg Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:DeathEggAct1.png]]<br />
| style="border: solid 1px #696969;" | 16<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 17<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The tune is featured as track 9 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END DEATH EGG ZONE --><br />
<br />
<br />
<!-- SUB-BOSS START --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Fire Breath|Sub-Boss Theme]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Aizsubboss.png]]<br />
| style="border: solid 1px #696969;" | 18<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | 2E<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Brad Buxer (Composer)<br />
|-<br />
! colspan=5 | ''Sonic 3'' version built upon Knuckles' Theme (''Sonic 3'' version). Likely composed by Brad Buxer. Features similar chord progression used in ''Is It Scary'' from the ''Blood on the Dancefloor'' album. Geoff Grace is credited as arranger. Tune ID #18 is featured as the first of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Voice samples used in Tune ID #2E (such as "Come On!") can be heard in track 7 (Robotnik's Revenge) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]'', featuring music by Howard Drossin.<br />
|}<br />
<!-- END SUB-BOSS --><br />
<br />
<br />
<!-- UNUSED THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Unused Theme<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Notavailable.svg]]<br />
| style="border: solid 1px #696969;" | 2E<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Was replaced in Mega Drive versions with sub-boss music.<br />
|}<br />
<!-- END UNUSED THEME --><br />
<br />
<br />
<!-- BOSS THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Dr._Eggman|Boss Theme]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Aizboss.png]]<br />
| style="border: solid 1px #696969;" | 19<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | The tune is featured as the second of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END BOSS THEME --><br />
<br />
<br />
<!-- THE DOOMSDAY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[The_Doomsday_Zone|The Doomsday Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:DoomsdayLevel.PNG]]<br />
| style="border: solid 1px #696969;" | 1A<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | The tune is featured as the second of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END THE DOOMSDAY ZONE --><br />
<br />
<br />
<!-- BONUS STAGE ROLLING JUMP --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Glowing_Spheres|Bonus Stage (Rolling Jump)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:Magspheres.png]]<br />
| style="border: solid 1px #696969;" | 1B<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Also known as the "Glowing Spheres Bonus Stage", it is the first of three parts of track 7 (Rings And Diamonds Land) on the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Although VGMdb lists the first section of that track as being composed by Jun Senoue, no evidence on the disc's physical documentation lists composers to associate with any of its tracks.<br />
|}<br />
<!-- END BONUS STAGE ROLLING JUMP --><br />
<br />
<br />
<!-- BLUE SPHERES --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage (Blue Spheres)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:S3k specialstage.png]]<br />
| style="border: solid 1px #696969;" | 1C<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yoshiaki Kashima (Composer){{intref|Milpo Interview by LOst (July 23, 2001)}}<br />
|-<br />
! colspan=5 | Was recycled from the unreleased ''[[SegaSonic Bros.]]'' for the [[sega:Sega System C|Sega System C2]] in 1992 from Stage 40 to 49 gameplay music. The music is also listed as track 15 on the compilation CD ''[https://vgmdb.net/album/2072 Sonic The Hedgehog 10th Anniversary]'' and was rearranged by Tee Lopes for ''Sonic Mania''. The tune is also featured as the third of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END BLUE SPHERES--><br />
<br />
<br />
<!-- BONUS STAGE SLOT MACHINE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Slot_Machine|Bonus Stage (Slot Machine)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:Sonic&Knuckles MD BonusSlotMachine.png]]<br />
| style="border: solid 1px #696969;" | 1D<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer)<br />
|-<br />
! colspan=5 | The tune is featured as the second of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. One of the unused music found in [[Sonic_3D:_Flickies'_Island_(beta_825)|Sonic 3D Blast's Mega Drive prototype 825]] ([https://youtu.be/M6okf3WLo8U as demonstrated by Sonic 3D Blast's game designer and implementer Jon Burton]) includes this tune as a placeholder for Knuckles' special stage, during the time each special stage was developed to have their own tunes. He credits the tune to Jun Senoue.<br />
|}<br />
<!-- END BONUS STAGE SLOT MACHINE --><br />
<br />
<br />
<!-- BONUS STAGE GUMBALL --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Bonus Stage (Sonic the Hedgehog 3 & Knuckles)|Bonus Stage (Gumball)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:Bubblegum.png]]<br />
| style="border: solid 1px #696969;" | 1E<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer){{intref|Jun Senoue interview by LOst (June 2002)}}<br />
|-<br />
! colspan=5 | Confirmed through interview with the composer.<br />
|}<br />
<!-- END BONUS STAGE GUMBALL --><br />
<br />
<br />
<!-- KNUCKLES THEMES --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Knuckles|Knuckles' Theme]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=3 | [[File:Angelislandknuckles.png]]<br />
| rowspan=3 style="border: solid 1px #696969;" | 1F<br />
| style="border: solid 1px #696969;" | [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|S3 Proto]], [[Sonic & Knuckles Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic the Hedgehog 3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Brad Buxer (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic & Knuckles|S&K]], [[Sonic & Knuckles Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | Music used in the prototype occurs during cutscenes with Knuckles at the end of AIZ Act 2 & HZ Act 2 (but not at start of AIZ Act 1). The same music is used in the ''[[Sonic & Knuckles Collection]]'' PC version. The ''Sonic 3'' version of the 4-bar swinging hip-hop beat was heavily inspired by the drumbeat of "''[[wikipedia:Blood on the Dance Floor (song)|Blood on the Dance Floor]]''" by Michael Jackson (drum programming credited to Brad Buxer). Howard Drossin's tune is featured as track 12 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 2 (Knucklemania) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
|}<br />
<!-- END KNUCKLES THEME --><br />
<br />
<br />
<!-- AZURE LAKE ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Azure Lake Zone|Azure Lake]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Azure Lake Zone.png]]<br />
| style="border: solid 1px #696969;" | 20<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | No notes yet.<br />
|}<br />
<!-- END AZURE LAKE ZONE 2P --><br />
<br />
<br />
<!-- BALLOON PARK ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Balloon Park Zone|Balloon Park]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Balloonpark.png]]<br />
| style="border: solid 1px #696969;" | 21<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer){{ref|[https://vgmdb.net/album/29979 ''SONIC GENERATIONS ORIGINAL SOUNDTRACK BLUE BLUR'' on VGMdb]}}<br />
|-<br />
! colspan=5 | Composition credit shared with Sega Sound Team on the ''[[Sonic Generations Original Soundtrack: Blue Blur]]'' music CD (Disc 2, Track 24).<br />
|}<br />
<!-- END BALLOON PARK ZONE 2P --><br />
<br />
<br />
<!-- DESERT PALACE ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Desert Palace Zone|Desert Palace]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Desertpalace.png]]<br />
| style="border: solid 1px #696969;" | 22<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | No notes here.<br />
|}<br />
<!-- END DESERT PALACE ZONE 2P--><br />
<br />
<br />
<!-- CHROME GADGET ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Chrome Gadget Zone|Chrome Gadget]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Chromegadget.png]]<br />
| style="border: solid 1px #696969;" | 23<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | No notes here.<br />
|}<br />
<!-- END CHROME GADGET ZONE 2P--><br />
<br />
<br />
<!-- ENDLESS MINE ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Endless Mine Zone|Endless Mine]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Endlessmine.png]]<br />
| style="border: solid 1px #696969;" | 24<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | The melody bears similarities to "[[Escape from the City]]" from ''[[Sonic Adventure 2]]'', composed by Jun Senoue. However, Senoue himself has stated that said track is not based on Endless Mine Zone's music{{ref|[https://twitter.com/crush40/status/433599505548595200 Jun Senoue answering a fan's question on Twitter]}}, nor does he mention working on this piece. Regardless, [[Cash Cash]] incorporated the melody for this piece in their Act 1 arrangement of "Escape from the City" for ''Sonic Generations'', during which the player controls Classic Sonic. The original music composition for this arrangement is solely attributed to Senoue on the ''Blue Blur'' soundtrack CD.<br />
|}<br />
<!-- END ENDLESS MINE ZONE 2P--><br />
<br />
<br />
<!-- TITLE SCREEN --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Title Screen<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3_title.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 25<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer){{ref|[https://imgur.com/o7TQff6 Screenshot showing the messages between Tomonori Sawada and a fan]}}<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic_%26_Knuckles_title.png]]<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer){{intref|Sonic the Hedgehog 3/Development/Music#Howard_Drossin}}<br />
|-<br />
! colspan=5 | Title screen music changes in the PC version based on the game combination the player chooses to play. Howard Drossin's tune is featured as track 1 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 6 of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
|}<br />
<!-- END TITLE SCREEN --><br />
<br />
<br />
<!-- STAFF ROLL --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Staff Roll<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Sonic3 MD CreditsStart.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 26<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Brad Buxer (Composer)<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | DC<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]]<br />
| style="border: solid 1px #696969;" | Sega / Cube / M.J.<br />
| style="border: solid 1px #696969;" | ''Various''<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ''Various''<br />
|-<br />
! colspan=5 | Staff roll used in the PC version accessible through Sound Test of the prototype. The ''Sonic 3'' version was the basis of a Buxer-Jackson collaboration "''[[wikipedia:Stranger In Moscow|Stranger In Moscow]]''", as confirmed in the '''Black & White''' magazine interview, and [https://youtu.be/W06T6whrqQs?t=2764 episode 100 of '''TheMJCast'''] audio interview. Brad Buxer used the same chords. The synth/strings section, as heard in the intro before the lyrics start, is identical to the sequence that plays during the first section of the staff roll. Particularly unusual about this find is that ''Stranger In Moscow'' was not released until a full two years after ''Sonic 3''. It has been suggested that the staff roll may have been a [https://youtu.be/ZNUrwBSUVgY?t=836 prototype to this song]. The [[Sonic the Hedgehog 3C (prototype 0517)|''Sonic 3C'' 0517]] prototype changed the staff roll music to incorporate themes from Zones of the ''S3'' & ''S&K'' games. However, the final mix is a medley of ''S&K'' Zones only.<br />
|}<br />
<!-- END STAFF ROLL --><br />
<br />
<br />
<!-- GAME OVER --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Game Over<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD GameOver.png]]<br />
| style="border: solid 1px #696969;" | 27<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer & Arranger)<br />
|-<br />
! colspan=5 | Is credited in the Mega Drive version of ''[[Sonic 3D: Flickies' Island]]'' for the same cue{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}} Also used for the "Time Over" cue if spending 10 minutes in an Act.<br />
|}<br />
<!-- END GAME OVER --><br />
<br />
<br />
<!-- RESULTS 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Sonic_the_Hedgehog_3#Competition_mode|2-Player Results (Competition)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:S3_2player.png]]<br />
| style="border: solid 1px #696969;" | 28<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer & Arranger)<br />
|-<br />
! colspan=5 | Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' as the '''Congratulations Screen''' music when unlocking Level Select{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}. This music was also used as the '''Continue Screen''' music, and the '''No Way? No Way! Screen''' music when locking the ''S&K'' cart onto another Mega Drive cart.<br />
|}<br />
<!-- END RESULTS 2P --><br />
<br />
<br />
<!-- ACT CLEARED --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Act Cleared<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:SonicCanMoveDuringScoreTally.png]]<br />
| style="border: solid 1px #696969;" | 29<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer & Arranger)<br />
|-<br />
! colspan=5 | Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' for the same cue.{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}<br />
|}<br />
<!-- END ACT CLEARED --><br />
<br />
<br />
<!-- EXTRA LIFE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Extra Life<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sonic3 MD ExtraLife.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2A<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer), Masaru Setsumaru (Arranger)<br />
|-<br />
! colspan=5 | ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. This piece was used in a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial] in 2012. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player chooses to play.<br />
|}<br />
<!-- END EXTRA LIFE --><br />
<br />
<br />
<!-- GOT EMERALD --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Got Emerald<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD ChaosEmerald.png]]<br />
| style="border: solid 1px #696969;" | 2B<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yukifumi Makino (Composer & Arranger)<br />
|-<br />
! colspan=5 | Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
|}<br />
<!-- END DROWNING COUNTDOWN --><br />
<br />
<br />
<!-- INVINCIBILITY --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Invincibility Theme<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:S3Invincibility.PNG]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2C<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega <br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | Also used as the theme to the character's Super/Hyper transformation. ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. Was also used during a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial in 2012]. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player choose to play.<br />
|}<br />
<!-- END INVINCIBILITY --><br />
<br />
<br />
<!-- COMPETITION MENU --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Competition Screen<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:S3competitionscreen.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2D<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Prototype didn't use music (was only accessible in the Sound Test), but is used as Competition Menu in ''[[Sonic & Knuckles Collection]]''. Mega Drive version is the only MJ team-composed track to use regular drums rather than samples exclusive to it.<br />
|}<br />
<!-- END COMPETITION MENU--><br />
<br />
<br />
<!-- DATA SELECT --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Data Select<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3_MD_DataSelect.png]]<br />
| style="border: solid 1px #696969;" | 2F<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece has been remixed by [[Naofumi Hataya]] for ''[[Sonic Gems Collection]]'' as "Sonic3 MegaD Mix" and was later included in the 2008 CD ''True Blue: The History of Sonic the Hedgehog''. It was also rearranged for the Gallery Room in ''Sonic Generations'' and is included in the game's ''Blue Blur'' soundtrack. In all instances, the original game composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END DATA SELECT --><br />
<br />
<br />
<!-- FINAL BOSS THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Launch_Base_Zone_bosses#Big_Arm|Final Boss Theme (Big Arm)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:LBZBoss3Tails.png]]<br />
| style="border: solid 1px #696969;" | 30<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece has been rearranged by Cash Cash for the 3DS version of ''Sonic Generations'' and by Tee Lopes for "[https://youtu.be/3HSc3ASFoG8 Part 5: Metal Mayhem]", the final episode of ''[[Sonic Mania Adventures]]''. On the ''Blue Blur'' soundtrack for ''Generations'', the original music composition is broadly attributed to "Sega". The tune is also featured as the first of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END FINAL BOSS THEME --><br />
<br />
<br />
<!-- DROWNING COUNTDOWN --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Drowning Countdown<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD DrowningCountdown.png]]<br />
| style="border: solid 1px #696969;" | 31<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yukifumi Makino (Composer)<br />
|-<br />
! colspan=5 | Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
|}<br />
<!-- END DROWNING COUNTDOWN --><br />
<br />
<br />
<!-- GAME COMPLETE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Game Complete<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sonic3 MD Ending Sonic.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 32<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | The ''S&K'' version is unused.<br />
|}<br />
<!-- END GAME COMPLETE --><br />
<br />
==Audio samples list==<br />
{{Download|title=Sonic 3 Samples (WAV Format)|file=S3sampswav.rar|filesize=125KB}}<br />
<br />
The DAC audio samples located within the [[Sonic the Hedgehog 3]] ROM ({{LinkRetro|topic=8001|title=originally extracted by Stealth}}) are listed here as part of an ongoing project to locate where they came from.<br />
{{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
{| class="wikitable sortable"<br />
! scope="col" style="width: 300px;" | DAC Audio Samples List<br />
! scope="col" style="width: 20px;" | ID<br />
! scope="col" style="width: 120px;" | Type<br />
! scope="col" style="width: 192px;" | Source<br />
! Description / Usage<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_81.ogg]]<br />
| 81<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 82<br />
| Drum<br />
| Same as '''83''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 83<br />
| Drum<br />
| Same as '''82''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 84<br />
| Drum<br />
| Same as '''82''', '''83''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 85<br />
| Drum<br />
| Same as '''82''', '''83''', '''84'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_86.ogg]]<br />
| 86<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_87.ogg]]<br />
| 87<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_88.ogg]]<br />
| 88<br />
| Drum<br />
| <br />
| Kick + Cymbal<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_89.ogg]]<br />
| 89<br />
| Drum<br />
| <br />
| HiHat<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8A<br />
| SFX<br />
| Same as '''8B'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8B<br />
| SFX<br />
| Same as '''8A'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8C.ogg]]<br />
| 8C<br />
| SFX<br />
| <br />
| Pop, Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8D<br />
| Drum<br />
| Same as '''8E'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8E<br />
| Drum<br />
| Same as '''8D'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8F.ogg]]<br />
| 8F<br />
| Clap<br />
| <br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 90<br />
| Drum<br />
| Same as '''91''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 91<br />
| Drum<br />
| Same as '''90''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 92<br />
| Drum<br />
| Same as '''90''', '''91''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 93<br />
| Drum<br />
| Same as '''90''', '''91''', '''92'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 94<br />
| Drum<br />
| Same as '''95''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 95<br />
| Drum<br />
| Same as '''94''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 96<br />
| Drum<br />
| Same as '''94''', '''95''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 97<br />
| Drum<br />
| Same as '''94''', '''95''', '''96'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 98<br />
| Drum<br />
| Same as '''99''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 99<br />
| Drum<br />
| Same as '''98''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 9A<br />
| Drum<br />
| Same as '''98''', '''99'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9B.ogg]]<br />
| 9B<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9C.ogg]]<br />
| 9C<br />
| SFX<br />
| <br />
| Shaker<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9D.ogg]]<br />
| 9D<br />
| SFX<br />
| <br />
| Kick (Distorted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9E.ogg]]<br />
| 9E<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9F_13500Hz.ogg]]<br />
| 9F<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" long (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A0_13500Hz.ogg]]<br />
| A0<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" short (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A1.ogg]]<br />
| A1<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=15])<br />
| Glass Break 1 / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A2.ogg]]<br />
| A2<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=96])<br />
| Glass Break 2 / Carnival Night Zone, Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A3.ogg]]<br />
| A3<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A4.ogg]]<br />
| A4<br />
| Drum<br />
| <br />
| Kick (Muted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A5.ogg]]<br />
| A5<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=114 Track 64])<br />
| "Come On!" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A6.ogg]]<br />
| A6<br />
| Drum<br />
| <br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A7.ogg]]<br />
| A7<br />
| Drum<br />
| <br />
| Kick (Vintage)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A8.ogg]]<br />
| A8<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A9.ogg]]<br />
| A9<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=94 Track 64])<br />
| "Woo!", "HUH" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AA.ogg]]<br />
| AA<br />
| Sample (Sample Pack)<br />
| [[wikipedia:Run-DMC|Run-DMC]]: "Peter Piper" ([https://youtu.be/L2PtCmUAZp0?T=116 1:56])<br />
| "Go!" / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AB.ogg]]<br />
| AB<br />
| Sample (Edited Sample Pack)<br />
| Same as '''AA''' sample with snare drum added<br />
| "Go!" + Snare / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AC.ogg]]<br />
| AC<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AD<br />
| Percussion<br />
| Same as '''AE'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AE<br />
| Percussion<br />
| Same as '''AD'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| AF<br />
| Percussion<br />
| Same as '''B0'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| B0<br />
| Percussion<br />
| Same as '''AF'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B1.ogg]]<br />
| B1<br />
| SFX<br />
| <br />
| Sci-Fi Sound<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B2<br />
| Clap<br />
| Same as '''B3'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B3<br />
| Clap<br />
| Same as '''B2'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| B4<br />
| Sample<br />
| Same as '''C1''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B5.ogg]]<br />
| B5<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B6.ogg]]<br />
| B6<br />
| Sample (Original)<br />
| James Brown: "Say It Loud, I'm Black & I'm Proud" ([https://youtu.be/9bJA6W9CqvE])<br />
| "Yeah", "Hey" + Kick / Knuckles' Theme (S3), Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B7.ogg]]<br />
| B7<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B8<br />
| Sample<br />
| Same as '''B9'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B9<br />
| Sample<br />
| Same as '''B8'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BA.ogg]]<br />
| BA<br />
| SFX<br />
| <br />
| Cymbal (Reversed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BB.ogg]]<br />
| BB<br />
| SFX<br />
| <br />
| Record Scratch<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BC.ogg]]<br />
| BC<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BD.ogg]]<br />
| BD<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BE.ogg]]<br />
| BE<br />
| Sample (Edited Sample Pack)<br />
| Same as '''A9''' plus glass break added<br />
| "Woo!" + Glass Break / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BF.ogg]]<br />
| BF<br />
| SFX<br />
| <br />
| Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_C0.ogg]]<br />
| C0<br />
| Sample (Original [?])<br />
| <br />
| Breath<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C1<br />
| Sample<br />
| Same as '''B4''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C2<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C3<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C4<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C3'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_X.ogg]]<br />
| XX<br />
| Sample<br />
| Similar to '''BC'''<br />
| Chord Stab<br />
|}<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
<br />
==Background on Michael Jackson's Team==<br />
===Roger Hector===<br />
{{quoteRight|1=''Sonic 3'' (also called ''[[Sonic & Knuckles]]'') was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.|2=Roger Hector, General Manager of the Sega Technical Institute|ref={{intref|Roger Hector interview by hxc (August 2005)}}}}<br />
In an interview in August 2005, [[Roger Hector]], the "executive coordinator" of both ''Sonic 3'' and ''Sonic & Knuckles'', confirmed that Michael Jackson composed all the music for the game, but was dropped due to the 1993 scandal{{intref|Roger Hector interview by hxc (August 2005)}}. This was backed up by a separate interview two years later, claiming that the Jackson soundtrack was never heard by the general public{{fileref|Makingofs3kpg4.jpg}}.<br />
<br />
While Hector was not directly involved in ''Sonic 3'''s development, his role was to manage all projects at STI, and was usually involved with high level discussions (Jackson's signing and dismissal being two of them).<br />
{{Quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''|ref={{fileref|Makingofs3kpg4.jpg}}}}<br />
<br />
This was the first confirmation we had about Michael Jackson's involvement in the game.<br />
<br />
===Brad Buxer=== <br />
Brad Buxer, credited in ''Sonic 3'', was a long-time contributor with Michael Jackson. He is the co-writer of the 1996 hit, ''[[wikipedia:Stranger in Moscow|Stranger in Moscow]]'', and was also involved with the production of ''[[wikipedia:Jam (song)|Jam]]'' and ''[[wikipedia:Who Is It (Michael Jackson song)|Who Is It]]'', all of which are thought to share similarities with the ''Sonic 3'' soundtrack.<br />
<br />
====Black & White Magazine (2009) Interview====<br />
Buxer shed some light into Michael Jackson's involvement in a December 2009 interview with ''Black & White Magazine''. In this interview, Buxer confirms that the final release of ''Sonic 3'' does contain at least one piece of work by Michael Jackson:<br />
<br />
{{quote|1='''B&W:''' Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you havel been credited?<br />
<br />
'''Buxer:''' I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did.<br />
<br />
And if he is not credited for composing the music, it's because he was not happy with the result sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...<br />
<br />
'''B&W:''' One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...<br />
<br />
'''Buxer:''' Yes, Michael and I had composed those chords for the game, and it has been used as base for Stranger in Moscow. [...]<br />
|2=An excerpt from the Black & White Magazine interview with Brad Buxer|ref={{intref|Brad Buxer Interview (Black & White, November/December 2009)}}}}<br />
<br />
According to this statement, Jackson did not wish to be credited by name in the game because he was unhappy with the quality of sound the [[Sega Mega Drive]]'s Yamaha [[YM-2612]] sound chip produced. Buxer's statement also confirms that the similarities between Jackson's "Stranger in Moscow" and Sonic 3's ending credits song were not a coincidence and that the credits theme indeed uses chords originally composed by him and Buxer. <br />
<br />
However, these statements directly contradict what Roger Hector has said.<br />
<br />
====The MJCast (2019) Interview====<br />
In May 2019, Buxer was featured giving an interview on the ''[https://www.youtube.com/watch?v=W06T6whrqQs The MJCast]'' where he talked about the origin of Stranger in Moscow and his work on Sonic 3:<br />
[[File:Brad Buxer on Sonic 3 and Stranger in Moscow - 2019-05-10 (The MJCast - Episode 100 - Brad Buxer Special).ogg]]<br />
<br />
Buxer describes how he was assigned by Michael Jackson to start composing the music for the game, and it was Buxer who "delegated other people to help...like Doug Grigsby and Darryl Ross and other people."<br />
<br />
Brad Buxer frames himself in the interview as being the lead on the Sonic 3 project, with Michael Jackson having less personal involvement.<br />
<br />
Buxer states that in the end, they had about '''41 music cues''' ready for the game.<br />
<br />
This suggests that it is possible that every act and zone had a track composed for it, even zones planned for ''[[Sonic & Knuckles]]'', but we know that only a few appeared and only in ''[[Sonic the Hedgehog 3]]'' alone. If this is true, it could provide an explanation as to why Roger Hector feels that people never heard the Michael Jackson soundtrack. ''[[Sonic & Knuckles]]'' features no tracks by Michael Jackson's team, and only a small number of the tracks made it into ''[[Sonic the Hedgehog 3]]'', in contrast to all of the tracks Michael Jackson's team produced.<br />
<br />
===Howard Drossin===<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
According to Roger Hector, [[Howard Drossin]] is said to have been brought in to replace Michael Jackson's music{{fileref|Makingofs3kpg4.jpg}}, but also goes uncredited in ''Sonic 3''. He is, however, the main composer behind ''Sonic & Knuckles'' (and is credited there).<br />
<br />
Drossin, when recollecting his involvement in the soundtrack in August 2008, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''{{intref|Howard Drossin interview by SageXPO (August 2008)}}.<br />
<br />
When locked onto ''Sonic 3'', ''Sonic & Knuckles'' creates ''[[Sonic 3 & Knuckles]]''. When this occurs, the miniboss and Knuckles themes (and most of the jingles) from ''Sonic 3'' are replaced with their ''Sonic & Knuckles'' counterparts, most of which were composed by Drossin. So in this context, some ''Sonic 3'' tracks ''were'' replaced by Drossin's compositions, but the true reasoning for why remains unclear.<br />
<br />
===Cirocco Jones===<br />
A discography of another musician (or "music consultant") working on the game, Cirocco Jones (appearing as 'Scirocco' in the ''Sonic 3'' credits), lists a "levels 2 & 3" as being composed by Michael Jackson and belonging to "Sonic The Hedgehog"{{ref|[http://web.archive.org/web/20061114055952/http://www.musicpowers.com/id31.html Cirocco Jones' website]}}. While "levels 2 & 3" could be referring to [[Hydrocity Zone]] and [[Marble Garden Zone]], respectively, it could easily be referring to prototype level ordering, or indeed the order in which the group composed music.<br />
<br />
Correspondence between him and Sonic Retro members has revealed that he and the other composers spent "countless hours" working with Michael while trying to make sure it fit Sega's needs. He also revealed that there may be a lawsuit going on or about to go on as Sega owes them money.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Other composers===<br />
In addition to Brad Buxer and Cirocco Jones, other credited composers are known to have worked alongside Michael Jackson in the early-to-mid 1990s.<br />
<br />
Robert Green "Bobby" Brooks was working with Michael and his siblings as an audio engineer, possibly from as early as their Motown years. Darryl Ross was also an engineer working with the star, Geoff Grace a composer, and Doug Grigsby III produced some of Jackson's material during this time period. All four were involved in the creation of Michael Jackson's next album, ''[[wikipedia:HIStory: Past, Present and Future, Book I|HIStory: Past, Present and Future, Book I]]'' which was released in 1995, and none are known to have previously worked in video games (or indeed since in most cases).<br />
<br />
==Background on SEGA Sound Team and Cube Corp.==<br />
<br />
===Tokuhiko Uwabo===<br />
Uwabo has stated that he was responsible for the management of the game's sound development, which involved assigning the staff at Sega and contracting other composers. He did not do any work on the sound itself.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Yoshiaki Kashima===<br />
{{Quote|1=I composed a music for "spacial stage". and I work for Sonic3,in the others,too. but sorry.I cannnot tell the detail. because,it's confidential information.|2=Yoshiaki Kashima|ref={{intref|Milpo Interview by LOst (July 23, 2001)}}}}<br />
In [[Milpo Interview by LOst (July 23, 2001)|a 2001 interview]], he revealed he composed the special stage theme, previously used in ''[[SegaSonic Bros.]]'', which also happens to have more tracks that made it into later games. He stated that he was unable to go into further detail due to the confidentiality of the information. In private messages between a Retro User and Masaru Setsumaru, it was stated that Kashima was solely responsible for programming the game's sound driver.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Masaru Setsumaru===<br />
According to Facebook PMs between Setsumaru and Sonic Retro members, he was responsible for sound programming along with Yoshiaki Kashima. He was also responsible for sound effects and arrangement, although not music composition.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}} He has also stated that he felt it was an honor to work on the same project as Michael Jackson.{{ref|{{LinkRetro|post=764635|title=Sonic Retro forum thread: New info on MJ involvement?; post #764635 by Dissident93}}}}<br />
<br />
===Tomonori Sawada===<br />
Sawada stated in a SoundCloud PM in 2015 that he did not compose Sky Sanctuary's music, previously assumed to be his based on the SONIC THE HEDGEHOG 10th Anniversary CD crediting the five Sonic 3 & Knuckles tracks to him, Kashima, and Drossin. He stated that he composed 3's title screen music and some jingles instead. He also said that he is no longer able to tell who did each track anymore, most likely due to him no longer having the documentation.{{ref|https://imgur.com/o7TQff6}} He has been contacted about the prototype's music although he did not respond, possibly due to the confidentiality of such information. It is possible that he composed prototype Ice Cap's music, based on its similarities to Crystal Egg from the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
===Masayuki Nagao===<br />
Nagao has confirmed he was involved with arrangements and programming, including Hydrocity Zone Act 2. He also "produced" more than half of the songs for the game, which likely means he programmed them. Opus Corp. is mentioned in the credits as Nagao was getting ready to join the company while working on the game. <br />
<br />
===Jun Senoue===<br />
In [[Jun Senoue interview by LOst (June 2002)|a 2002 interview]], he mentions that the bonus stage tracks were composed by him. However, he is unable to reveal details, due to "so much secret things". When asked on Twitter about who did what for Sonic 3 & Knuckles' music, he simply stated that Sega did all of it, neither going into detail about who did what nor acknowledging the involvement of third parties. {{ref|https://twitter.com/crush40/status/251310610644627456}} In 2010, he stated in a Nintendo Power magazine that he knows "quite a lot" about Jackson's involvement, but cannot disclose it.<br />
<br />
===Miyoko Takaoka===<br />
During correspondence with Takaoka and a fan, she stated she composed the music for Marble Garden Zone and bonus stage music.{{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}} After being shown the bonus stage music in the game, she did not recognize any of it as hers and believes that her track may have went unused. The same may have been the case for Marble Garden's music too, as some fans familiar with her work do not feel it sounds like her. <br />
<br />
==Current issues==<br />
In the modern age, video game companies have become increasingly wary of re-releasing games in their back catalog that they may not own the full rights to. The changes seen in ''Sonic & Knuckles Collection'' would suggest the music in ''Sonic the Hedgehog 3'' has been presenting a problem since ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were brought to Windows PCs in the form of ''[[Sonic & Knuckles Collection]]'' at least in 1997. <br />
<br />
In that edition, six tracks ([[Carnival Night]], [[IceCap]], [[Launch Base]], the credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) had entirely different compositions, and the Mini-Boss theme is always the ''Sonic & Knuckles'' version, with the slot for the ''Sonic 3'' version being replaced with an entirely different (and unused) song. Sega isn't thought to have been challenged on the use of ''Sonic 3'''s music, but it remains a thorny issue to this day.<br />
<br />
Initially, it was believed to be replacements to avoid rights issues, however, as these tracks are present in the ''[[Sonic the Hedgehog 3 (prototype; 1993-11-03)]]'' people have speculated that the PC version may have been in simultaneous development as the [[Sega Mega Drive]] version. It is possible that the compositions in the PC/Prototype were what was originally planned before Michael Jackson's team was introduced, and only the development team working on the [[Sega Mega Drive]] version got the compositions produced by Michael Jackson's music team.<br />
<br />
No subsequent ''Sonic'' game has ever revisited Carnival Night, Ice Cap or Launch Base Zone. ''[[Sonic Generations]]'' and ''[[Sonic Mania]]'' avoid these levels, and likewise, the music accompanying Knuckles or the mini-boss has never been heard outside of ''Sonic 3''. The lone exception is ''[[Lego Dimensions]]'', which included Carnival Night and Ice Cap but sidestepped the issue by not licensing any music from the Mega Drive titles, opting instead to compose new soundalike tracks for all the zones. Curiously, however, some of the replaced ''Sonic 3'' jingles have turned up in newer games (such as the title screen and 1-up theme), which would suggest Sega owns the rights to those, but a game like ''[[Sonic Pocket Adventure]]'', whose entire soundtrack is lifted from ''Sonic 3'' and ''Sonic & Knuckles'' has no signs of the so-called Jackson tracks.<br />
<br />
Despite being offered by [[Christian Whitehead]], Sega chose not to offer remastered mobile versions of ''Sonic the Hedgehog 3'' in a similar manner to the 2013 releases of ''[[Sonic the Hedgehog (2013)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]''. Likewise while other mobile versions of ''Sonic 1'' and ''Sonic 2'' were commissioned, none were released for ''Sonic 3''.<br />
<br />
''Sonic 3'' is less widely available than its Mega Drive counterparts - while included where it is expected (e.g. ''[[Sonic Jam]]'' or ''[[Sonic Mega Collection]]''), it is often neglected in budget Mega Drive consoles made <br />
by AtGames, and is missing from the 2018 release of ''[[sega:Sega Mega Drive Classics|Sega Mega Drive Classics]]'', despite virtually every other first-party Mega Drive game making an appearance.<br />
<br />
There is no concrete evidence that the music holds ''Sonic 3'' back, however, there have been similar cases where the publisher has been reluctant to re-release games that may present legal issues. [[Nintendo]]'s ''Earthbound'' on the Super NES is one such example - the [[Virtual Console]] release was held back for years because much of the game's soundtrack samples popular songs from The Beatles and elsewhere.<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development/Music&diff=331611Sonic the Hedgehog 3/Development/Music2022-01-23T15:58:59Z<p>Creepario: Various minor things; a bit of a rewrite of the beginning sections, a correction on where Sonic 3 was developed, and changing the titles of some of the refs</p>
<hr />
<div>{{back}}<br />
<br />
Unlike other ''Sonic'' games, the music of ''[[Sonic the Hedgehog 3]]'' stands as an ongoing controversy for [[Sega]] due to the choices made during development. It is not fully understood how much of the soundtrack is owned by the company, having outsourced its production to third-parties, some of which have chosen to distance themselves from the project in later years.<br />
<br />
[[Masato Nakamura]], responsible for the soundtracks to the first two Mega Drive ''Sonic'' games, was having a great deal of success with his band, [[Dreams Come True]], leading to him upping his demands for work on a possible ''Sonic 3''. Nakamura wanted more royalties; both for his new music, and for the reuse of his compositions in the future. Sega declined, and decided to look elsewhere for the composition power needed in ''Sonic the Hedgehog 3''.<br />
<br />
Soon after development on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' was complete, core staff members [[Yuji Naka]], [[Hirokazu Yasuhara]], and [[Takashi Iizuka]] were brought back to Japan to begin work on ''Sonic the Hedgehog 3''.{{ref|[https://shmuplations.com/sonicteam/ The Story of Sonic Team – 1997 Developer Interview]}} Answering the call, Sega is thought to have been approached by pop sensation [[sega:Michael Jackson|Michael Jackson]] and his team. Jackson had a history with Sega (most notably producing ''[[sega:Michael Jackson's Moonwalker|Michael Jackson's Moonwalker]]'' early in the Mega Drive's lifespan) and had visited Sega's offices in Japan some months prior. He liked video games, he liked ''Sonic the Hedgehog'', and Sega accepted immediately.<br />
{{QuoteRight|And you wouldn't believe the celebrities who did cameos. Dustin Hoffman, Michael Jackson...of course they didn't use their real names, but you could tell it was them.|Lisa Simpson|''The Simpsons'' episode 9F03, "''The Itchy & Scratchy Movie''"|ref={{intref|wikipedia:Itchy %26_Scratchy: The Movie}}}}<br />
However, Michael Jackson was not credited in ''Sonic the Hedgehog 3'' (as well as ''[[Sonic & Knuckles]]'' - the eventual "second half" of the adventure). Instead, credited were individuals Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco (the Sega Sound Team and [[sega:Cube|Cube]] were treated as secondary to the "music composers"). Jackson's omission was perhaps not surprising, particularly in the early 90s when only the core team of developers usually made it into the credits. And yet, strangely, several staff members have mentioned the star by name.<br />
<br />
Jackson had a history of going uncredited (or using pseudonyms) in productions, often due to contractual complications. Reportedly Jackson's record label at the time, [[wikipedia:Epic Records|Epic Records]] refused permission for the star to sing for any of its potential rivals. The most famous example of this is the third season episode of the American animated sitcom ''The Simpsons'', ''[[wikipedia:Stark Raving Dad|Stark Raving Dad]]'' (1991), where despite guest-starring as "Micheal Jackson", the credit is given to "John Jay Smith", a person that does not exist{{ref|[http://www.eeggs.com/items/2279.html Simpsons, The Easter Egg - Uncredited Voices]}}. This was later referenced in [[wikipedia:Itchy_%26_Scratchy:_The_Movie|a season four episode]] of the show.<br />
<br />
In 1993, Michael Jackson [[wikipedia:1993 child sexual abuse accusations against Michael Jackson|became caught up in child sexual abuse allegations]] and canceled the final leg of his [[wikipedia:Dangerous World Tour|Dangerous World Tour]] due to health concerns. General Manager of the Sega Technical Institute at that time, Roger Hector, stated in a 2005 interview and in a follow-up video interview on [https://www.youtube.com/watch?v=EFgnUa1v8uA Pop Fiction] in 2013 that this scandal lead to Michael Jackson's music being removed. Brad Buxer, a member of Michael Jackson's production team, argued that the music was not removed, but that Michael Jackson was simply uncredited. Additionally, Buxer stated that the scandal was not the cause, but Michael Jackson's dissatisfaction with the sound quality of the [[Sega Mega Drive]] system.<br />
<br />
In 2016, Todd van Luling from the Huffington Post reached out to all of the Western composers involved. In [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this article], they explained that they were in fact assembled by Michael Jackson to help compose music for the game and that their music could still be heard in the final release. But additionally, with the revelation of the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]] in 2019, it appears that the music that Michael Jackson's team produced was actually used to replace existing tracks composed by Sega's internal sound team, which would be first heard in ''[[Sonic & Knuckles Collection]]''. This further points in the direction of Michael Jackson choosing not to be credited, rather than Sega pulling the plug themselves (who always had the option to choose their older, in-house compositions).<br />
<br />
=='''Sonic the Hedgehog 3''' credits==<br />
===Michael Jackson's Team===<br />
The following people are listed as 'Music Composers' in the ending credits scroll, with Buxer, Grigsby and Jones all confirming in [https://testkitchen.huffingtonpost.com/michaeljacksonsonic/ this 2016 Huffington Post article] that they worked with Michael Jackson on the soundtrack to ''[[Sonic the Hedgehog 3]]''.<br />
* Brad Buxer<br />
* Bobby Brooks<br />
* Darryl Ross<br />
* Geoff Grace<br />
* Doug Grigsby III<br />
* C. Cirocco Jones ("Scirocco")<br />
<br />
===SEGA Sound Team===<br />
The following people are listed under 'SEGA Sound Team' in the ending credits scroll.<br />
* [[sega:Tokuhiko Uwabo|Tokuhiko Uwabo]] ("Bo")<br />
* [[sega:Sachio Ogawa|Sachio Ogawa]]<br />
* [[sega:Yoshiaki Kashima|Yoshiaki Kashima]] ("Milpo")<br />
* [[sega:Masaru Setsumaru|Masaru Setsumaru]]<br />
* [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]]<br />
* [[sega:Tomonori Sawada|Tomonori Sawada]]<br />
* [[sega:Masayuki Nagao|Masayuki Nagao]]<br />
* [[sega:Jun Senoue|Jun Senoue]]<br />
<br />
===Sound Special Thanks===<br />
The following people are listed under 'Sound Special Thanks' in the ending credits scroll. Mayumi Nina Sakazaki was Michael Jackson's coordinator, although her role in Sonic 3 is unclear. Nagao has confirmed that Miyoko Takaoka and [[sega:Masanori Hikichi|Masanori Hikichi]] of Cube contributed music to the game, and that the Opus Corp. credit was placed as he was preparing the join the company during the development. It is unclear what Masanori Nakayama's involvement was, while Howard Drossin would go on to contribute a few tracks for Sonic & Knuckles. <br />
* Mayumi Nina Sakazaki (MRM)<br />
* Cube Corp.<br />
* Opus Corp.<br />
* Masanori Nakayama (Studio Who)<br />
* [[sega:Howard Drossin|Howard Drossin]]<br />
<br />
==Music Soundtrack==<br />
This is a work in progress list to identify the team & composer(s) behind each piece of music in the ''Sonic 3 & Knuckles'' game series. {{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- ANGEL ISLAND ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Angel Island Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Angelisland.png]]<br />
| style="border: solid 1px #696969;" | 01<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 02<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The compositions for Act 1 and Act 2 were used in an arrangement that Jun Senoue prepared for ''[[Super Smash Bros. Brawl]]''. This arrangement was also included in the compilation CD ''[[True Blue: The Best of Sonic the Hedgehog]]''. Because ''Brawl'''s "Sound Test" credits Senoue for the composition, he has occasionally been listed as the original composer for "Angel Island Zone", but Senoue has stated that this is not the case and the original music composition credits for the ''Brawl'' arrangement are attributed to "Sega" on ''True Blue''. The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]'' and [[Tee Lopes]] has rearranged this piece for ''[[Sonic Mania Plus]]''. This arrangement is even included on the game's soundtrack. However, in all instances, the composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END ANGEL ISLAND ZONE --><br />
<br />
<br />
<!-- HYDROCITY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Hydrocity Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:HydrocityAct1.png]]<br />
| style="border: solid 1px #696969;" | 03<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 04<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: Masayuki Nagao (Arranger){{ref|[https://segaretro.org/Masayuki_Nagao#Sonic_the_Hedgehog_3 ''Masayuki Nagao'' at Sonic Retro]}}<br />
|-<br />
! colspan=5 | It was originally believed to be composed by Michael Jackson's team due to Cirocco Jones' website having a section for "Levels 2 & 3" of a ''Sonic the Hedgehog'' game with a demo called "The Water". It has been assumed that "Level 2" refers to "Hydrocity Zone". However, this is likely '''not''' by Michael Jackson's team. The Act 2 arrangement is significantly more different from the Act 1 arrangement and there are no vocal samples incorporated in either, unlike the other MJ compositions. The "Level 3" mentioned - often assumed to be "Marble Garden Zone" - has been confirmed as possibly being composed by Miyoko Takaoka, a member of Cube Corp. The music for Hydrocity Zone exist in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|1993-11-03 prototype]]. The arrangement for Act 1 is unlockable in ''[[Sonic Generations]]''. Both Acts were rearranged by Tee Lopes for ''[[Sonic Mania]]'' and included in the game's soundtrack. None of this would have happened if these pieces were not composed in-house.<br />
|}<br />
<!-- END HYDROCITY ZONE --><br />
<br />
<br />
<!-- MARBLE GARDEN ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Marble Garden Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Marblegarden.png]]<br />
| style="border: solid 1px #696969;" | 05<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Cube<br />
| style="border: solid 1px #696969;" | Act 1: Miyoko Takaoka (Composer){{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}}<br />
|-<br />
| style="border: solid 1px #696969;" | 06<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Cube<br />
| style="border: solid 1px #696969;" | Act 2: Miyoko Takaoka (Composer)<br />
|-<br />
! colspan=5 | In 2014, Miyoko Takaoka stated that she had composed the music for "Marble Garden Zone" and an ambiguous "bonus stage" during a correspondence on Twitter. However, when sent links to the bonus stage compositions from ''Sonic 3'', she did not recognize any of them and suspected that her composition was replaced for the final release. She has been credited during an official ''[https://youtu.be/QdU6AvbGyHg?t=1663 Sonic Live stream video event in August 2020]'' for background music being played. The arrangement for Act 1 is unlockable in ''Sonic Generations'', suggesting there's no rights issue for these compositions, and unlikely to be from Michael Jackson's team.<br />
|}<br />
<!-- END MARBLE GARDEN ZONE --><br />
<br />
<br />
<!-- CARNIVAL NIGHT ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Carnival Night Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Carnivalnight.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 07<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | 08<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 style="border: solid 1px #696969; border-bottom:0px;" | Both Acts of the ''S3'' version contain music inspiration from "''[[wikipedia:Jam (song)|Jam]]''" by Michael Jackson. Most notably in the use of a horn-based "downwards fall" (played directly before Heavy D's rap in the Jackson song). Identical notes between the two songs are highlighted in red:<br />
|-<br />
| colspan=5 style="border: solid 1px #696969; background-color:#FFFFFF; text-align:center; border-top:0px; border-bottom:0px;" | [[File:Michael_Jackson_Jam_and_Carnival_Night_Zone_comparison.png]]<br />
|-<br />
! colspan=5 style="border: solid 1px #696969; border-top:0px;" | The final note in the sequence is accompanied by a distorted audio sample taken directly from the song "''[[wikipedia:Jam (song)|Jam]]''", played on the [[Sega:YM2612|YM2612]]'s DAC channel. This sample is located in the [[Sonic the Hedgehog 3/Development/Music#List of Sonic 3 audio samples linked to source|Sonic 3 ROM]]. The poor fidelity of the sample playback on the [[Sega Mega Drive]] system could be supporting evidence of Brad Buxer's comment in [[Sonic the Hedgehog 3/Development/Music#Brad Buxer interview|the Black & White interview]] that Michael Jackson went uncredited as he was unsatisfied with the sound quality.<br />
|-<br />
! colspan=5 style="border: solid 1px #696969;" | The zone's music also contains rhythms inspired from "Entry of the Gladiators" by Julius Fučík. This piece is in the public domain.<br />
|}<br />
<!-- END CARNIVAL NIGHT ZONE --><br />
<br />
<br />
<!-- FLYING BATTERY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Flying_Battery_Zone|Flying Battery Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:FlyingBatteryAct1.png]]<br />
| style="border: solid 1px #696969;" | 09<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 0A<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The arrangement for Act 1 is unlockable in ''Sonic Generations''. Both Acts were rearranged by Tee Lopes for ''Sonic Mania'' and were included on the game's soundtrack, indicating Sega has full ownership of these compositions and that they were composed in-house. The tune is featured as track 3 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END FLYING BATTERY ZONE --><br />
<br />
<br />
<!-- ICE CAP ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[IceCap Zone|Ice Cap Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Icecap.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 0B<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 1: Brad Buxer (Composer)<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | 0C<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 2: Brad Buxer (Composer)<br />
|-<br />
! colspan=5 style="border: solid 1px #696969; border-bottom:0px;" | The ''S3'' version was based on a song called "''Hard Times''", an unreleased 1982 piece by new-wave band ''The Jetzons''{{ref|[http://www.sonicretro.org/2013/11/even-more-sonic-3-music-details-emerge/ Even more Sonic 3 music details emerge]}}. Brad Buxer was the keyboardist for the band & was credited in ''Sonic 3''. "''Hard Times''" was unheard by the general public until 2008, when it appeared as part of ''The Complete Jetzons'' compilation{{ref|[http://www.fervor-records.com/no-news/fervor-records-at-center-of-sonic-the-hedgehog-michael-jackson-musical-mystery/ Fervor Records at Center of Sonic The Hedgehog / Michael Jackson Musical Mystery]}}. Broadcast Music, Inc. (BMI), an authority on music credentials, also attributes Bruce Connole as songwriter/composer for "Hard Times". Connole was vocalist for the 1982 composition. The compositions for Ice Cap Zone have never been officially released by Sega in any official capacity.<br />
|-<br />
! colspan=5 style="border-top:0px; border-bottom:0px;" | While unlikely that Michael Jackson had direct involvement in this tune, a good portion of "''[[wikipedia:Smooth Criminal|Smooth Criminal]]''" shares chord structures similar to Act 1. This is especially noticeable in the version that plays in the [[wikipedia:Moonwalker|''Moonwalker'' movie]], which isn't found on the [[wikipedia:Bad (album)|''Bad'']] album. Roughly 6 minutes into the song, following the bass solo after the quiet orchestral section (as Jackson and the gangsters perform the Anti Gravity Lean), the bass line & string section clearly changes to a piece of music very similar to Ice Cap Zone. After the main bass line returns, a keyboard continues to play the Ice Cap chord sequence until the end of the song.<br />
|-<br />
! colspan=5 style="border-top:0px; border-bottom:0px;" | Jackson's "[[wikipedia:Who Is It (Michael Jackson song)|''Who Is It'']]" is also very similar to the zone. The keyboard section under the chorus, when sped up, has an almost identical chord structure and texture to that of the ''Sonic 3'' level.<br />
|-<br />
! colspan=5 style="border: solid 1px #696969;" | Regarding Ice Cap's prototype music, Tomonori Sawada is speculated to have composed the prototype's music due to similarities in [https://www.youtube.com/watch?v=a5zRb_hZFJg Sonic 2's Crystal Egg Zone music for Game Gear]. No official source has confirmed it to be the case at this time.<br />
|}<br />
<!-- END ICE CAP ZONE --><br />
<br />
<br />
<!-- LAUNCH BASE ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Launch Base Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Launchbase.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 0D<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | 0E<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The compositions for Launch Base Zone has never been officially released by Sega in any official capacity.<br />
|}<br />
<!-- END LAUNCH BASE ZONE --><br />
<br />
<br />
<!-- MUSHROOM HILL ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Mushroom_Hill_Zone|Mushroom Hill Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:MushroomHillAct1.png]]<br />
| style="border: solid 1px #696969;" | 0F<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 10<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | Also known by its prototype name "Mushroom Valley Zone", this tune is featured as track 2 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Three arrangements of "Mushroom Hill Zone" were made for the [[Nintendo 3DS]] version of ''Sonic Generations'' and are included in the game's soundtrack. The Act 1 composition is an unlockable piece in the console version of ''Generations''.<br />
|}<br />
<!-- END MUSHROOM HILL ZONE --><br />
<br />
<br />
<!-- SANDOPOLIS ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Sandopolis_Zone|Sandopolis Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sandopolis.png]]<br />
| style="border: solid 1px #696969;" | 11<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 12<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The tune is featured as track 5 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Though Howard Drossin included a piece of the same name in the album ''[[Virtual Sonic]]'', the composition is completely different from the one used in-game. An arrangement of this piece by Tee Lopes and Jun Senoue - dubbed "Boo's House" - was included in ''[[Team Sonic Racing]]''. This arrangement is on the [https://www.youtube.com/watch?v=9eXgj0Le810 official Sonic YouTube Channel] and the game's soundtrack. In the latter, the original game music composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END SANDOPOLIS ZONE --><br />
<br />
<br />
<!-- LAVA REEF ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Lava_Reef_Zone|Lava Reef Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Lavareef.png]]<br />
| style="border: solid 1px #696969;" | 13<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 14<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: Masayuki Nagao (Arranger)<br />
|-<br />
! colspan=5 | Act 2's music is also used in Hidden Palace Zone. The composition was rearranged by Tee Lopes for ''Sonic Mania'' and is included on the game's soundtrack, where its original composition is broadly attributed to "Sega". Act 1's music is featured as track 6 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END LAVA REEF ZONE --><br />
<br />
<br />
<!-- SKY SANCTUARY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Sky_Sanctuary_Zone|Sky Sanctuary Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Skysanctuary.png]]<br />
| style="border: solid 1px #696969;" | 15<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece is also used as the ending cutscene music for ''S&K'' and ''S3&K'' before the staff roll. This track has been used extensively in recent releases: it has been rearranged for ''[[Mario & Sonic at the Olympic Winter Games]]'', ''Sonic Generations'', and ''[[Sonic & All-Stars Racing Transformed]]''. In all instances, the original game composition is broadly attributed to "Sega". The tune is featured as track 8 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END SKY SANCTUARY ZONE --><br />
<br />
<br />
<!-- DEATH EGG ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Death_Egg_Zone_(Sonic_%26_Knuckles)|Death Egg Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:DeathEggAct1.png]]<br />
| style="border: solid 1px #696969;" | 16<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 1: ???<br />
|-<br />
| style="border: solid 1px #696969;" | 17<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Act 2: ???<br />
|-<br />
! colspan=5 | The tune is featured as track 9 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END DEATH EGG ZONE --><br />
<br />
<br />
<!-- SUB-BOSS START --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Fire Breath|Sub-Boss Theme]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Aizsubboss.png]]<br />
| style="border: solid 1px #696969;" | 18<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | 2E<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Brad Buxer (Composer)<br />
|-<br />
! colspan=5 | ''Sonic 3'' version built upon Knuckles' Theme (''Sonic 3'' version). Likely composed by Brad Buxer. Features similar chord progression used in ''Is It Scary'' from the ''Blood on the Dancefloor'' album. Geoff Grace is credited as arranger. Tune ID #18 is featured as the first of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Voice samples used in Tune ID #2E (such as "Come On!") can be heard in track 7 (Robotnik's Revenge) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]'', featuring music by Howard Drossin.<br />
|}<br />
<!-- END SUB-BOSS --><br />
<br />
<br />
<!-- UNUSED THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Unused Theme<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Notavailable.svg]]<br />
| style="border: solid 1px #696969;" | 2E<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Was replaced in Mega Drive versions with sub-boss music.<br />
|}<br />
<!-- END UNUSED THEME --><br />
<br />
<br />
<!-- BOSS THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Dr._Eggman|Boss Theme]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Aizboss.png]]<br />
| style="border: solid 1px #696969;" | 19<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | The tune is featured as the second of two parts on track 4 (The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END BOSS THEME --><br />
<br />
<br />
<!-- THE DOOMSDAY ZONE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[The_Doomsday_Zone|The Doomsday Zone]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:DoomsdayLevel.PNG]]<br />
| style="border: solid 1px #696969;" | 1A<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | The tune is featured as the second of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END THE DOOMSDAY ZONE --><br />
<br />
<br />
<!-- BONUS STAGE ROLLING JUMP --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Glowing_Spheres|Bonus Stage (Rolling Jump)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:Magspheres.png]]<br />
| style="border: solid 1px #696969;" | 1B<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Also known as the "Glowing Spheres Bonus Stage", it is the first of three parts of track 7 (Rings And Diamonds Land) on the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. Although VGMdb lists the first section of that track as being composed by Jun Senoue, no evidence on the disc's physical documentation lists composers to associate with any of its tracks.<br />
|}<br />
<!-- END BONUS STAGE ROLLING JUMP --><br />
<br />
<br />
<!-- BLUE SPHERES --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Special Stage (Sonic the Hedgehog 3 & Knuckles)|Special Stage (Blue Spheres)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:S3k specialstage.png]]<br />
| style="border: solid 1px #696969;" | 1C<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yoshiaki Kashima (Composer){{intref|Milpo Interview by LOst (July 23, 2001)}}<br />
|-<br />
! colspan=5 | Was recycled from the unreleased ''[[SegaSonic Bros.]]'' for the [[sega:Sega System C|Sega System C2]] in 1992 from Stage 40 to 49 gameplay music. The music is also listed as track 15 on the compilation CD ''[https://vgmdb.net/album/2072 Sonic The Hedgehog 10th Anniversary]'' and was rearranged by Tee Lopes for ''Sonic Mania''. The tune is also featured as the third of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END BLUE SPHERES--><br />
<br />
<br />
<!-- BONUS STAGE SLOT MACHINE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)#Slot_Machine|Bonus Stage (Slot Machine)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:Sonic&Knuckles MD BonusSlotMachine.png]]<br />
| style="border: solid 1px #696969;" | 1D<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer)<br />
|-<br />
! colspan=5 | The tune is featured as the second of three parts on track 7 (Rings And Diamonds Land) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami. One of the unused music found in [[Sonic_3D:_Flickies'_Island_(beta_825)|Sonic 3D Blast's Mega Drive prototype 825]] ([https://youtu.be/M6okf3WLo8U as demonstrated by Sonic 3D Blast's game designer and implementer Jon Burton]) includes this tune as a placeholder for Knuckles' special stage, during the time each special stage was developed to have their own tunes. He credits the tune to Jun Senoue.<br />
|}<br />
<!-- END BONUS STAGE SLOT MACHINE --><br />
<br />
<br />
<!-- BONUS STAGE GUMBALL --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Bonus Stage (Sonic the Hedgehog 3 & Knuckles)|Bonus Stage (Gumball)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=1 | [[File:Bubblegum.png]]<br />
| style="border: solid 1px #696969;" | 1E<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer){{intref|Jun Senoue interview by LOst (June 2002)}}<br />
|-<br />
! colspan=5 | Confirmed through interview with the composer.<br />
|}<br />
<!-- END BONUS STAGE GUMBALL --><br />
<br />
<br />
<!-- KNUCKLES THEMES --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Knuckles|Knuckles' Theme]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=3 | [[File:Angelislandknuckles.png]]<br />
| rowspan=3 style="border: solid 1px #696969;" | 1F<br />
| style="border: solid 1px #696969;" | [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|S3 Proto]], [[Sonic & Knuckles Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic the Hedgehog 3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Brad Buxer (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic & Knuckles|S&K]], [[Sonic & Knuckles Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | Music used in the prototype occurs during cutscenes with Knuckles at the end of AIZ Act 2 & HZ Act 2 (but not at start of AIZ Act 1). The same music is used in the ''[[Sonic & Knuckles Collection]]'' PC version. The ''Sonic 3'' version of the 4-bar swinging hip-hop beat was heavily inspired by the drumbeat of "''[[wikipedia:Blood on the Dance Floor (song)|Blood on the Dance Floor]]''" by Michael Jackson (drum programming credited to Brad Buxer). Howard Drossin's tune is featured as track 12 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 2 (Knucklemania) of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
|}<br />
<!-- END KNUCKLES THEME --><br />
<br />
<br />
<!-- AZURE LAKE ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Azure Lake Zone|Azure Lake]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Azure Lake Zone.png]]<br />
| style="border: solid 1px #696969;" | 20<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | No notes yet.<br />
|}<br />
<!-- END AZURE LAKE ZONE 2P --><br />
<br />
<br />
<!-- BALLOON PARK ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Balloon Park Zone|Balloon Park]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Balloonpark.png]]<br />
| style="border: solid 1px #696969;" | 21<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer){{ref|[https://vgmdb.net/album/29979 ''SONIC GENERATIONS ORIGINAL SOUNDTRACK BLUE BLUR'' on VGMdb]}}<br />
|-<br />
! colspan=5 | Composition credit shared with Sega Sound Team on the ''[[Sonic Generations Original Soundtrack: Blue Blur]]'' music CD (Disc 2, Track 24).<br />
|}<br />
<!-- END BALLOON PARK ZONE 2P --><br />
<br />
<br />
<!-- DESERT PALACE ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Desert Palace Zone|Desert Palace]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Desertpalace.png]]<br />
| style="border: solid 1px #696969;" | 22<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | No notes here.<br />
|}<br />
<!-- END DESERT PALACE ZONE 2P--><br />
<br />
<br />
<!-- CHROME GADGET ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Chrome Gadget Zone|Chrome Gadget]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Chromegadget.png]]<br />
| style="border: solid 1px #696969;" | 23<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | No notes here.<br />
|}<br />
<!-- END CHROME GADGET ZONE 2P--><br />
<br />
<br />
<!-- ENDLESS MINE ZONE 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Endless Mine Zone|Endless Mine]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Endlessmine.png]]<br />
| style="border: solid 1px #696969;" | 24<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | The melody bears similarities to "[[Escape from the City]]" from ''[[Sonic Adventure 2]]'', composed by Jun Senoue. However, Senoue himself has stated that said track is not based on Endless Mine Zone's music{{ref|[https://twitter.com/crush40/status/433599505548595200 Jun Senoue answering a fan's question on Twitter]}}, nor does he mention working on this piece. Regardless, [[Cash Cash]] incorporated the melody for this piece in their Act 1 arrangement of "Escape from the City" for ''Sonic Generations'', during which the player controls Classic Sonic. The original music composition for this arrangement is solely attributed to Senoue on the ''Blue Blur'' soundtrack CD.<br />
|}<br />
<!-- END ENDLESS MINE ZONE 2P--><br />
<br />
<br />
<!-- TITLE SCREEN --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Title Screen<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3_title.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 25<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer){{ref|[https://imgur.com/o7TQff6 Screenshot showing the messages between Tomonori Sawada and a fan]}}<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic_%26_Knuckles_title.png]]<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer){{intref|Sonic the Hedgehog 3/Development/Music#Howard_Drossin}}<br />
|-<br />
! colspan=5 | Title screen music changes in the PC version based on the game combination the player chooses to play. Howard Drossin's tune is featured as track 1 of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami, and track 6 of the 1996 album ''[https://vgmdb.net/album/1647 Virtual Sonic]''.<br />
|}<br />
<!-- END TITLE SCREEN --><br />
<br />
<br />
<!-- STAFF ROLL --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Staff Roll<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=4 | [[File:Sonic3 MD CreditsStart.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 26<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | Brad Buxer (Composer)<br />
|-<br />
| rowspan=2 style="border: solid 1px #696969;" | DC<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3C_(prototype_0517)|S3C Proto]]<br />
| style="border: solid 1px #696969;" | Sega / Cube / M.J.<br />
| style="border: solid 1px #696969;" | ''Various''<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ''Various''<br />
|-<br />
! colspan=5 | Staff roll used in the PC version accessible through Sound Test of the prototype. The ''Sonic 3'' version was the basis of a Buxer-Jackson collaboration "''[[wikipedia:Stranger In Moscow|Stranger In Moscow]]''", as confirmed in the '''Black & White''' magazine interview, and [https://youtu.be/W06T6whrqQs?t=2764 episode 100 of '''TheMJCast'''] audio interview. Brad Buxer used the same chords. The synth/strings section, as heard in the intro before the lyrics start, is identical to the sequence that plays during the first section of the staff roll. Particularly unusual about this find is that ''Stranger In Moscow'' was not released until a full two years after ''Sonic 3''. It has been suggested that the staff roll may have been a [https://youtu.be/ZNUrwBSUVgY?t=836 prototype to this song]. The [[Sonic the Hedgehog 3C (prototype 0517)|''Sonic 3C'' 0517]] prototype changed the staff roll music to incorporate themes from Zones of the ''S3'' & ''S&K'' games. However, the final mix is a medley of ''S&K'' Zones only.<br />
|}<br />
<!-- END STAFF ROLL --><br />
<br />
<br />
<!-- GAME OVER --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Game Over<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD GameOver.png]]<br />
| style="border: solid 1px #696969;" | 27<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer & Arranger)<br />
|-<br />
! colspan=5 | Is credited in the Mega Drive version of ''[[Sonic 3D: Flickies' Island]]'' for the same cue{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}} Also used for the "Time Over" cue if spending 10 minutes in an Act.<br />
|}<br />
<!-- END GAME OVER --><br />
<br />
<br />
<!-- RESULTS 2P --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Sonic_the_Hedgehog_3#Competition_mode|2-Player Results (Competition)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:S3_2player.png]]<br />
| style="border: solid 1px #696969;" | 28<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer & Arranger)<br />
|-<br />
! colspan=5 | Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' as the '''Congratulations Screen''' music when unlocking Level Select{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}. This music was also used as the '''Continue Screen''' music, and the '''No Way? No Way! Screen''' music when locking the ''S&K'' cart onto another Mega Drive cart.<br />
|}<br />
<!-- END RESULTS 2P --><br />
<br />
<br />
<!-- ACT CLEARED --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Act Cleared<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:SonicCanMoveDuringScoreTally.png]]<br />
| style="border: solid 1px #696969;" | 29<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Jun Senoue (Composer & Arranger)<br />
|-<br />
! colspan=5 | Is credited in the Mega Drive version of ''Sonic 3D: Flickies' Island'' for the same cue.{{ref|{{LinkRetro|post=951242|title=Sonic Retro forum thread: The "Sonic The Hedgehog 3 & Knuckles" Quest for Music Composer Research; post #951242 by ICEknight}}}}<br />
|}<br />
<!-- END ACT CLEARED --><br />
<br />
<br />
<!-- EXTRA LIFE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Extra Life<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sonic3 MD ExtraLife.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2A<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer), Masaru Setsumaru (Arranger)<br />
|-<br />
! colspan=5 | ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. This piece was used in a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial] in 2012. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player chooses to play.<br />
|}<br />
<!-- END EXTRA LIFE --><br />
<br />
<br />
<!-- GOT EMERALD --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Got Emerald<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD ChaosEmerald.png]]<br />
| style="border: solid 1px #696969;" | 2B<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yukifumi Makino (Composer & Arranger)<br />
|-<br />
! colspan=5 | Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
|}<br />
<!-- END DROWNING COUNTDOWN --><br />
<br />
<br />
<!-- INVINCIBILITY --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Invincibility Theme<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:S3Invincibility.PNG]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2C<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega <br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | Also used as the theme to the character's Super/Hyper transformation. ''S3'' version based off the ''S3'' title screen. Likely one of the jingles Sawada referred to composing. Was also used during a [https://www.youtube.com/watch?v=PQXthR_16lA Progressive Insurance commercial in 2012]. ''S&K'' version uses the tune of the ''S&K'' title screen. This tune is likely associated with Drossin. The PC version switches depending on the game combination the player choose to play.<br />
|}<br />
<!-- END INVINCIBILITY --><br />
<br />
<br />
<!-- COMPETITION MENU --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Competition Screen<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:S3competitionscreen.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 2D<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3_(prototype;_1993-11-03)|S3 Proto]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]]<br />
| style="border: solid 1px #696969;" | M.J.<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | Prototype didn't use music (was only accessible in the Sound Test), but is used as Competition Menu in ''[[Sonic & Knuckles Collection]]''. Mega Drive version is the only MJ team-composed track to use regular drums rather than samples exclusive to it.<br />
|}<br />
<!-- END COMPETITION MENU--><br />
<br />
<br />
<!-- DATA SELECT --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Data Select<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3_MD_DataSelect.png]]<br />
| style="border: solid 1px #696969;" | 2F<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece has been remixed by [[Naofumi Hataya]] for ''[[Sonic Gems Collection]]'' as "Sonic3 MegaD Mix" and was later included in the 2008 CD ''True Blue: The History of Sonic the Hedgehog''. It was also rearranged for the Gallery Room in ''Sonic Generations'' and is included in the game's ''Blue Blur'' soundtrack. In all instances, the original game composition is broadly attributed to "Sega".<br />
|}<br />
<!-- END DATA SELECT --><br />
<br />
<br />
<!-- FINAL BOSS THEME --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | [[Launch_Base_Zone_bosses#Big_Arm|Final Boss Theme (Big Arm)]]<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:LBZBoss3Tails.png]]<br />
| style="border: solid 1px #696969;" | 30<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | ???<br />
|-<br />
! colspan=5 | This piece has been rearranged by Cash Cash for the 3DS version of ''Sonic Generations'' and by Tee Lopes for "[https://youtu.be/3HSc3ASFoG8 Part 5: Metal Mayhem]", the final episode of ''[[Sonic Mania Adventures]]''. On the ''Blue Blur'' soundtrack for ''Generations'', the original music composition is broadly attributed to "Sega". The tune is also featured as the first of two parts on track 10 (Boss The Boss) of the 1994 soundtrack ''[https://vgmdb.net/album/176 Sonic & Knuckles • Sonic The Hedgehog 3]'' arranged by Akinori Minami.<br />
|}<br />
<!-- END FINAL BOSS THEME --><br />
<br />
<br />
<!-- DROWNING COUNTDOWN --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Drowning Countdown<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" | [[File:Sonic3 MD DrowningCountdown.png]]<br />
| style="border: solid 1px #696969;" | 31<br />
| style="border: solid 1px #696969;" | ALL<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Yukifumi Makino (Composer)<br />
|-<br />
! colspan=5 | Used as early as ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the Mega Drive.<br />
|}<br />
<!-- END DROWNING COUNTDOWN --><br />
<br />
<br />
<!-- GAME COMPLETE --><br />
{| class="wikitable" style="border: solid 4px #393939"<br />
! scope="col" style="border: solid 1px #696969; width: 336px;" | Game Complete<br />
! scope="col" style="border: solid 1px #696969; width: 20px;" | ID<br />
! scope="col" style="border: solid 1px #696969; width: 136px;" | Version(s)<br />
! scope="col" style="border: solid 1px #696969; width: 76px;" | Team<br />
! style="border: solid 1px #696969;" | Credit(s)<br />
|-<br />
| style="background-color:#303498; border: solid 1px #696969;" rowspan=2 | [[File:Sonic3 MD Ending Sonic.png]]<br />
| rowspan=2 style="border: solid 1px #696969;" | 32<br />
| style="border: solid 1px #696969;" | [[Sonic_the_Hedgehog_3|S3]], [[Sonic_%26_Knuckles_Collection|PC]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Tomonori Sawada (Composer)<br />
|-<br />
| style="border: solid 1px #696969;" | [[Sonic_%26_Knuckles|S&K]]<br />
| style="border: solid 1px #696969;" | Sega<br />
| style="border: solid 1px #696969;" | Howard Drossin (Composer)<br />
|-<br />
! colspan=5 | The ''S&K'' version is unused.<br />
|}<br />
<!-- END GAME COMPLETE --><br />
<br />
==Audio samples list==<br />
{{Download|title=Sonic 3 Samples (WAV Format)|file=S3sampswav.rar|filesize=125KB}}<br />
<br />
The DAC audio samples located within the [[Sonic the Hedgehog 3]] ROM ({{LinkRetro|topic=8001|title=originally extracted by Stealth}}) are listed here as part of an ongoing project to locate where they came from.<br />
{{LinkRetro|topic=38949|title=Discussion Thread}}.<br />
<br />
<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
{| class="wikitable sortable"<br />
! scope="col" style="width: 300px;" | DAC Audio Samples List<br />
! scope="col" style="width: 20px;" | ID<br />
! scope="col" style="width: 120px;" | Type<br />
! scope="col" style="width: 192px;" | Source<br />
! Description / Usage<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_81.ogg]]<br />
| 81<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 82<br />
| Drum<br />
| Same as '''83''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 83<br />
| Drum<br />
| Same as '''82''', '''84''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 84<br />
| Drum<br />
| Same as '''82''', '''83''', '''85'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_82-85.ogg]]<br />
| 85<br />
| Drum<br />
| Same as '''82''', '''83''', '''84'''<br />
| Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_86.ogg]]<br />
| 86<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_87.ogg]]<br />
| 87<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_88.ogg]]<br />
| 88<br />
| Drum<br />
| <br />
| Kick + Cymbal<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_89.ogg]]<br />
| 89<br />
| Drum<br />
| <br />
| HiHat<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8A<br />
| SFX<br />
| Same as '''8B'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8A-8B.ogg]]<br />
| 8B<br />
| SFX<br />
| Same as '''8A'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8C.ogg]]<br />
| 8C<br />
| SFX<br />
| <br />
| Pop, Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8D<br />
| Drum<br />
| Same as '''8E'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8D-8E.ogg]]<br />
| 8E<br />
| Drum<br />
| Same as '''8D'''<br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_8F.ogg]]<br />
| 8F<br />
| Clap<br />
| <br />
| <br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 90<br />
| Drum<br />
| Same as '''91''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 91<br />
| Drum<br />
| Same as '''90''', '''92''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 92<br />
| Drum<br />
| Same as '''90''', '''91''', '''93'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_90-93.ogg]]<br />
| 93<br />
| Drum<br />
| Same as '''90''', '''91''', '''92'''<br />
| E.Tom<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 94<br />
| Drum<br />
| Same as '''95''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 95<br />
| Drum<br />
| Same as '''94''', '''96''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 96<br />
| Drum<br />
| Same as '''94''', '''95''', '''97'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_94-97.ogg]]<br />
| 97<br />
| Drum<br />
| Same as '''94''', '''95''', '''96'''<br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 98<br />
| Drum<br />
| Same as '''99''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 99<br />
| Drum<br />
| Same as '''98''', '''9A'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_98-9A.ogg]]<br />
| 9A<br />
| Drum<br />
| Same as '''98''', '''99'''<br />
| Timpani<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9B.ogg]]<br />
| 9B<br />
| Drum<br />
| <br />
| Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9C.ogg]]<br />
| 9C<br />
| SFX<br />
| <br />
| Shaker<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9D.ogg]]<br />
| 9D<br />
| SFX<br />
| <br />
| Kick (Distorted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9E.ogg]]<br />
| 9E<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_9F_13500Hz.ogg]]<br />
| 9F<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" long (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A0_13500Hz.ogg]]<br />
| A0<br />
| Sample (Original)<br />
| [[Michael Jackson]]: [[wikipedia:Jam (song)|"Jam"]]<br />
| "Jam!" short (''Played at 13.5kHz'') / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A1.ogg]]<br />
| A1<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=15])<br />
| Glass Break 1 / Carnival Night Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A2.ogg]]<br />
| A2<br />
| Sample (Original)<br />
| [[Michael Jackson]]: "In The Closet" ([https://youtu.be/XY6fbugcisY?t=96])<br />
| Glass Break 2 / Carnival Night Zone, Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A3.ogg]]<br />
| A3<br />
| SFX<br />
| <br />
| Hit<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A4.ogg]]<br />
| A4<br />
| Drum<br />
| <br />
| Kick (Muted)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A5.ogg]]<br />
| A5<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=114 Track 64])<br />
| "Come On!" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A6.ogg]]<br />
| A6<br />
| Drum<br />
| <br />
| E.Snare<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A7.ogg]]<br />
| A7<br />
| Drum<br />
| <br />
| Kick (Vintage)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A8.ogg]]<br />
| A8<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_A9.ogg]]<br />
| A9<br />
| Sample (Sample Pack)<br />
| Norman Cook: "Skip To My Loops" ([https://youtu.be/YkOOsKFFT7Q?t=94 Track 64])<br />
| "Woo!", "HUH" / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AA.ogg]]<br />
| AA<br />
| Sample (Sample Pack)<br />
| [[wikipedia:Run-DMC|Run-DMC]]: "Peter Piper" ([https://youtu.be/L2PtCmUAZp0?T=116 1:56])<br />
| "Go!" / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AB.ogg]]<br />
| AB<br />
| Sample (Edited Sample Pack)<br />
| Same as '''AA''' sample with snare drum added<br />
| "Go!" + Snare / Launch Base Zone<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AC.ogg]]<br />
| AC<br />
| Drum<br />
| <br />
| Kick (Processed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AD<br />
| Percussion<br />
| Same as '''AE'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AD-AE.ogg]]<br />
| AE<br />
| Percussion<br />
| Same as '''AD'''<br />
| Hit (Wooden)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| AF<br />
| Percussion<br />
| Same as '''B0'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_AF-B0.ogg]]<br />
| B0<br />
| Percussion<br />
| Same as '''AF'''<br />
| Hit (Metal)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B1.ogg]]<br />
| B1<br />
| SFX<br />
| <br />
| Sci-Fi Sound<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B2<br />
| Clap<br />
| Same as '''B3'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B2-B3.ogg]]<br />
| B3<br />
| Clap<br />
| Same as '''B2'''<br />
| / Knuckles' Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| B4<br />
| Sample<br />
| Same as '''C1''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B5.ogg]]<br />
| B5<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B6.ogg]]<br />
| B6<br />
| Sample (Original)<br />
| James Brown: "Say It Loud, I'm Black & I'm Proud" ([https://youtu.be/9bJA6W9CqvE])<br />
| "Yeah", "Hey" + Kick / Knuckles' Theme (S3), Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B7.ogg]]<br />
| B7<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B8<br />
| Sample<br />
| Same as '''B9'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B8-B9.ogg]]<br />
| B9<br />
| Sample<br />
| Same as '''B8'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BA.ogg]]<br />
| BA<br />
| SFX<br />
| <br />
| Cymbal (Reversed)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BB.ogg]]<br />
| BB<br />
| SFX<br />
| <br />
| Record Scratch<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BC.ogg]]<br />
| BC<br />
| Sample<br />
| <br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BD.ogg]]<br />
| BD<br />
| Drum<br />
| <br />
| Kick<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BE.ogg]]<br />
| BE<br />
| Sample (Edited Sample Pack)<br />
| Same as '''A9''' plus glass break added<br />
| "Woo!" + Glass Break / Sub-Boss Theme (S3)<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_BF.ogg]]<br />
| BF<br />
| SFX<br />
| <br />
| Click<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_C0.ogg]]<br />
| C0<br />
| Sample (Original [?])<br />
| <br />
| Breath<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C1<br />
| Sample<br />
| Same as '''B4''', '''C2''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C2<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C3''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C3<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C4'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_B4C1-C4.ogg]]<br />
| C4<br />
| Sample<br />
| Same as '''B4''', '''C1''', '''C2''', '''C3'''<br />
| Chord Stab<br />
|-<br />
| style="background-color:#AA1717" | [[File:Sonic3_dac_sample_X.ogg]]<br />
| XX<br />
| Sample<br />
| Similar to '''BC'''<br />
| Chord Stab<br />
|}<br />
<!-- DAC AUDIO SAMPLES LIST --><br />
<br />
==Background on Michael Jackson's Team==<br />
===Roger Hector===<br />
{{quoteRight|1=''Sonic 3'' (also called ''[[Sonic & Knuckles]]'') was a lot of fun, but it was also very difficult. Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking. But the game turned out great in the end.|2=Roger Hector, General Manager of the Sega Technical Institute|ref={{intref|Roger Hector interview by hxc (August 2005)}}}}<br />
In an interview in August 2005, [[Roger Hector]], the "executive coordinator" of both ''Sonic 3'' and ''Sonic & Knuckles'', confirmed that Michael Jackson composed all the music for the game, but was dropped due to the 1993 scandal{{intref|Roger Hector interview by hxc (August 2005)}}. This was backed up by a separate interview two years later, claiming that the Jackson soundtrack was never heard by the general public{{fileref|Makingofs3kpg4.jpg}}.<br />
<br />
While Hector was not directly involved in ''Sonic 3'''s development, his role was to manage all projects at STI, and was usually involved with high level discussions (Jackson's signing and dismissal being two of them).<br />
{{Quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''|ref={{fileref|Makingofs3kpg4.jpg}}}}<br />
<br />
This was the first confirmation we had about Michael Jackson's involvement in the game.<br />
<br />
===Brad Buxer=== <br />
Brad Buxer, credited in ''Sonic 3'', was a long-time contributor with Michael Jackson. He is the co-writer of the 1996 hit, ''[[wikipedia:Stranger in Moscow|Stranger in Moscow]]'', and was also involved with the production of ''[[wikipedia:Jam (song)|Jam]]'' and ''[[wikipedia:Who Is It (Michael Jackson song)|Who Is It]]'', all of which are thought to share similarities with the ''Sonic 3'' soundtrack.<br />
<br />
====Black & White Magazine (2009) Interview====<br />
Buxer shed some light into Michael Jackson's involvement in a December 2009 interview with ''Black & White Magazine''. In this interview, Buxer confirms that the final release of ''Sonic 3'' does contain at least one piece of work by Michael Jackson:<br />
<br />
{{quote|1='''B&W:''' Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you havel been credited?<br />
<br />
'''Buxer:''' I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did.<br />
<br />
And if he is not credited for composing the music, it's because he was not happy with the result sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...<br />
<br />
'''B&W:''' One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...<br />
<br />
'''Buxer:''' Yes, Michael and I had composed those chords for the game, and it has been used as base for Stranger in Moscow. [...]<br />
|2=An excerpt from the Black & White Magazine interview with Brad Buxer|ref={{intref|Brad Buxer Interview (Black & White, November/December 2009)}}}}<br />
<br />
According to this statement, Jackson did not wish to be credited by name in the game because he was unhappy with the quality of sound the [[Sega Mega Drive]]'s Yamaha [[YM-2612]] sound chip produced. Buxer's statement also confirms that the similarities between Jackson's "Stranger in Moscow" and Sonic 3's ending credits song were not a coincidence and that the credits theme indeed uses chords originally composed by him and Buxer. <br />
<br />
However, these statements directly contradict what Roger Hector has said.<br />
<br />
====The MJCast (2019) Interview====<br />
In May 2019, Buxer was featured giving an interview on the ''[https://www.youtube.com/watch?v=W06T6whrqQs The MJCast]'' where he talked about the origin of Stranger in Moscow and his work on Sonic 3:<br />
[[File:Brad Buxer on Sonic 3 and Stranger in Moscow - 2019-05-10 (The MJCast - Episode 100 - Brad Buxer Special).ogg]]<br />
<br />
Buxer describes how he was assigned by Michael Jackson to start composing the music for the game, and it was Buxer who "delegated other people to help...like Doug Grigsby and Darryl Ross and other people."<br />
<br />
Brad Buxer frames himself in the interview as being the lead on the Sonic 3 project, with Michael Jackson having less personal involvement.<br />
<br />
Buxer states that in the end, they had about '''41 music cues''' ready for the game.<br />
<br />
This suggests that it is possible that every act and zone had a track composed for it, even zones planned for ''[[Sonic & Knuckles]]'', but we know that only a few appeared and only in ''[[Sonic the Hedgehog 3]]'' alone. If this is true, it could provide an explanation as to why Roger Hector feels that people never heard the Michael Jackson soundtrack. ''[[Sonic & Knuckles]]'' features no tracks by Michael Jackson's team, and only a small number of the tracks made it into ''[[Sonic the Hedgehog 3]]'', in contrast to all of the tracks Michael Jackson's team produced.<br />
<br />
===Howard Drossin===<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
According to Roger Hector, [[Howard Drossin]] is said to have been brought in to replace Michael Jackson's music{{fileref|Makingofs3kpg4.jpg}}, but also goes uncredited in ''Sonic 3''. He is, however, the main composer behind ''Sonic & Knuckles'' (and is credited there).<br />
<br />
Drossin, when recollecting his involvement in the soundtrack in August 2008, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''{{intref|Howard Drossin interview by SageXPO (August 2008)}}.<br />
<br />
When locked onto ''Sonic 3'', ''Sonic & Knuckles'' creates ''[[Sonic 3 & Knuckles]]''. When this occurs, the miniboss and Knuckles themes (and most of the jingles) from ''Sonic 3'' are replaced with their ''Sonic & Knuckles'' counterparts, most of which were composed by Drossin. So in this context, some ''Sonic 3'' tracks ''were'' replaced by Drossin's compositions, but the true reasoning for why remains unclear.<br />
<br />
===Cirocco Jones===<br />
A discography of another musician (or "music consultant") working on the game, Cirocco Jones (appearing as 'Scirocco' in the ''Sonic 3'' credits), lists a "levels 2 & 3" as being composed by Michael Jackson and belonging to "Sonic The Hedgehog"{{ref|[http://web.archive.org/web/20061114055952/http://www.musicpowers.com/id31.html Cirocco Jones' website]}}. While "levels 2 & 3" could be referring to [[Hydrocity Zone]] and [[Marble Garden Zone]], respectively, it could easily be referring to prototype level ordering, or indeed the order in which the group composed music.<br />
<br />
Correspondence between him and Sonic Retro members has revealed that he and the other composers spent "countless hours" working with Michael while trying to make sure it fit Sega's needs. He also revealed that there may be a lawsuit going on or about to go on as Sega owes them money.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Other composers===<br />
In addition to Brad Buxer and Cirocco Jones, other credited composers are known to have worked alongside Michael Jackson in the early-to-mid 1990s.<br />
<br />
Robert Green "Bobby" Brooks was working with Michael and his siblings as an audio engineer, possibly from as early as their Motown years. Darryl Ross was also an engineer working with the star, Geoff Grace a composer, and Doug Grigsby III produced some of Jackson's material during this time period. All four were involved in the creation of Michael Jackson's next album, ''[[wikipedia:HIStory: Past, Present and Future, Book I|HIStory: Past, Present and Future, Book I]]'' which was released in 1995, and none are known to have previously worked in video games (or indeed since in most cases).<br />
<br />
==Background on SEGA Sound Team and Cube Corp.==<br />
<br />
===Tokuhiko Uwabo===<br />
Uwabo has stated that he was responsible for the management of the game's sound development, which involved assigning the staff at Sega and contracting other composers. He did not do any work on the sound itself.{{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}}<br />
<br />
===Yoshiaki Kashima===<br />
In [[Milpo Interview by LOst (July 23, 2001)|a 2001 interview]], he revealed he composed the special stage theme, previously used in ''[[SegaSonic Bros.]]'', which also happens to have more tracks that made it into later games. He stated that he was unable to go into further detail due to the confidentiality of the information.<br />
{{Quote|1=I composed a music for "spacial stage". and I work for Sonic3,in the others,too. but sorry.I cannnot tell the detail. because,it's confidential information.|2=Yoshiaki Kashima|ref={{intref|Milpo Interview by LOst (July 23, 2001)}}}}<br />
<br />
===Masaru Setsumaru===<br />
According to Facebook PMs between Setsumaru and Sonic Retro members, he was responsible for sound programming along with Yoshiaki Kashima. He was also responsible for sound effects and arrangement, although not music composition. {{ref|{{LinkRetro|post=662546|title=Sonic Retro forum thread: Stuff I've gotten from the Sonic 3 music team; post #662546 by Dissident93}}}} He has also stated that he felt it was an honor to work on the same project as Michael Jackson.<br />
<br />
===Tomonori Sawada===<br />
Sawada stated in a SoundCloud PM in 2015 that he did not compose Sky Sanctuary's music, previously assumed to be his based on the SONIC THE HEDGEHOG 10th Anniversary CD crediting the five Sonic 3 & Knuckles tracks to him, Kashima, and Drossin. He stated that he composed 3's title screen music and some jingles instead. He also said that he is no longer able to tell who did each track anymore, most likely due to him no longer having the documentation.{{ref|https://imgur.com/o7TQff6}} He has been contacted about the prototype's music although he did not respond, possibly due to the confidentiality of such information. It is possible that he composed prototype Ice Cap's music, based on its similarities to Crystal Egg from the 8-bit version of ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
===Masayuki Nagao===<br />
Nagao has confirmed he was involved with arrangements and programming, including Hydrocity Zone Act 2. He also "produced" more than half of the songs for the game, which likely means he programmed them. Opus Corp. is mentioned in the credits as Nagao was getting ready to join the company while working on the game. <br />
<br />
===Jun Senoue===<br />
In [[Jun Senoue interview by LOst (June 2002)|a 2002 interview]], he mentions that the bonus stage tracks were composed by him. However, he is unable to reveal details, due to "so much secret things". When asked on Twitter about who did what for Sonic 3 & Knuckles' music, he simply stated that Sega did all of it, neither going into detail about who did what nor acknowledging the involvement of third parties. {{ref|https://twitter.com/crush40/status/251310610644627456}} In 2010, he stated in a Nintendo Power magazine that he knows "quite a lot" about Jackson's involvement, but cannot disclose it.<br />
<br />
===Miyoko Takaoka===<br />
During correspondence with Takaoka and a fan, she stated she composed the music for Marble Garden Zone and bonus stage music.{{ref|[https://twitter.com/soundforest1/status/451046640552382465 Miyoko Kobayashi confirming credit for Marble Garden on her personal Twitter]}} After being shown the bonus stage music in the game, she did not recognize any of it as hers and believes that her track may have went unused. The same may have been the case for Marble Garden's music too, as some fans familiar with her work do not feel it sounds like her. <br />
<br />
==Current issues==<br />
In the modern age, video game companies have become increasingly wary of re-releasing games in their back catalog that they may not own the full rights to. The changes seen in ''Sonic & Knuckles Collection'' would suggest the music in ''Sonic the Hedgehog 3'' has been presenting a problem since ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were brought to Windows PCs in the form of ''[[Sonic & Knuckles Collection]]'' at least in 1997. <br />
<br />
In that edition, six tracks ([[Carnival Night]], [[IceCap]], [[Launch Base]], the credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) had entirely different compositions, and the Mini-Boss theme is always the ''Sonic & Knuckles'' version, with the slot for the ''Sonic 3'' version being replaced with an entirely different (and unused) song. Sega isn't thought to have been challenged on the use of ''Sonic 3'''s music, but it remains a thorny issue to this day.<br />
<br />
Initially, it was believed to be replacements to avoid rights issues, however, as these tracks are present in the ''[[Sonic the Hedgehog 3 (prototype; 1993-11-03)]]'' people have speculated that the PC version may have been in simultaneous development as the [[Sega Mega Drive]] version. It is possible that the compositions in the PC/Prototype were what was originally planned before Michael Jackson's team was introduced, and only the development team working on the [[Sega Mega Drive]] version got the compositions produced by Michael Jackson's music team.<br />
<br />
No subsequent ''Sonic'' game has ever revisited Carnival Night, Ice Cap or Launch Base Zone. ''[[Sonic Generations]]'' and ''[[Sonic Mania]]'' avoid these levels, and likewise, the music accompanying Knuckles or the mini-boss has never been heard outside of ''Sonic 3''. The lone exception is ''[[Lego Dimensions]]'', which included Carnival Night and Ice Cap but sidestepped the issue by not licensing any music from the Mega Drive titles, opting instead to compose new soundalike tracks for all the zones. Curiously, however, some of the replaced ''Sonic 3'' jingles have turned up in newer games (such as the title screen and 1-up theme), which would suggest Sega owns the rights to those, but a game like ''[[Sonic Pocket Adventure]]'', whose entire soundtrack is lifted from ''Sonic 3'' and ''Sonic & Knuckles'' has no signs of the so-called Jackson tracks.<br />
<br />
Despite being offered by [[Christian Whitehead]], Sega chose not to offer remastered mobile versions of ''Sonic the Hedgehog 3'' in a similar manner to the 2013 releases of ''[[Sonic the Hedgehog (2013)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]''. Likewise while other mobile versions of ''Sonic 1'' and ''Sonic 2'' were commissioned, none were released for ''Sonic 3''.<br />
<br />
''Sonic 3'' is less widely available than its Mega Drive counterparts - while included where it is expected (e.g. ''[[Sonic Jam]]'' or ''[[Sonic Mega Collection]]''), it is often neglected in budget Mega Drive consoles made <br />
by AtGames, and is missing from the 2018 release of ''[[sega:Sega Mega Drive Classics|Sega Mega Drive Classics]]'', despite virtually every other first-party Mega Drive game making an appearance.<br />
<br />
There is no concrete evidence that the music holds ''Sonic 3'' back, however, there have been similar cases where the publisher has been reluctant to re-release games that may present legal issues. [[Nintendo]]'s ''Earthbound'' on the Super NES is one such example - the [[Virtual Console]] release was held back for years because much of the game's soundtrack samples popular songs from The Beatles and elsewhere.<br />
<br />
==References==<br />
<references /><br />
<br />
{{S3Omni}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Template:LinkRetro&diff=331610Template:LinkRetro2022-01-23T15:25:38Z<p>Creepario: NoWrap seems to be causing an issue with big reference lists; text would clip. Feel free to revert back if it's actually more problematic without</p>
<hr />
<div><includeonly><span><span style="margin-right: 4px;">{{icon|Sonicretro-round.svg|Sonic Retro|}}</span>[https://forums.sonicretro.org/index.php?{{ #if: {{{topic|}}} | threads/{{{topic}}} | {{ #if: {{{post|}}} | posts/{{{post}}} | {{ #if: {{{forum|}}} | forums/{{{forum}}} | {{ #if: {{{text|}}} | {{{text}}} | act=idx }} }} }} }} {{{title}}}]</span></includeonly><noinclude><br />
For use with forums, topics and posts on [[Sonic Retro]]. To display a specific post inline, use the [[Help:Custom Retro functions#Showing Sonic Retro posts|ipbwiki_post]] tag instead. Usage examples:<br />
* <nowiki>{{LinkRetro|topic=2102|title=Some topic}}</nowiki><br />
: Result: {{LinkRetro|topic=2102|title=Some topic}}<br />
* <nowiki>{{LinkRetro|post=2941|title=Some post}}</nowiki><br />
: Result: {{LinkRetro|post=2941|title=Some post}}<br />
* <nowiki>{{LinkRetro|forum=12|title=Some forum}}</nowiki><br />
: Result: {{LinkRetro|forum=12|title=Some forum}}<br />
* <nowiki>{{LinkRetro|text=filter=18&act=members|title=Arbitrary text that does not fall into one of the above categories}}</nowiki><br />
: Result: {{LinkRetro|text=filter=18&act=members|title=Arbitrary text that does not fall into one of the above categories}}<br />
If none of topic, post and forum are given, it defaults to linking to the forums index.<br />
[[Category:Link templates]]<br />
</noinclude></div>Creepariohttps://info.sonicretro.org/index.php?title=Neo-Sonic_3&diff=315579Neo-Sonic 32020-11-15T13:29:44Z<p>Creepario: Created page with "{{stub}} {{Fangame | title=''Neo-Sonic 3'' | screen=NeoSonic3_titleScreen.png | screenwidth=320px | version=1.0.0.80 (''Revelations'') | date=2001 (''Armageddon''),<br />2003..."</p>
<hr />
<div>{{stub}}<br />
{{Fangame<br />
| title=''Neo-Sonic 3''<br />
| screen=NeoSonic3_titleScreen.png<br />
| screenwidth=320px<br />
| version=1.0.0.80 (''Revelations'')<br />
| date=2001 (''Armageddon''),<br />2003 (''Revelations'')<br />
| engine=Klik & Play<br />
| credits=Mike Burgess, Matt Budai}}<br />
'''''Neo-Sonic 3''''' is the third installment in the Neo-Sonic series of fan games, created by Manic Team.<br />
<br />
==Characters==<br />
* Sonic<br />
* Tails<br />
* Knuckles<br />
* Amy<br />
<br />
==Stages==<br />
* Lost Ruins Zone (Sonic, Tails, Knuckles, Amy)<br />
* Hidden Relic Zone (Sonic)<br />
* Hot Core Zone (Sonic, Knuckles)<br />
* Emerald Gully Zone (Sonic, Knuckles)<br />
* Blue Boarders 2001 (Sonic)<br />
* Manic Jungle Zone (Sonic, Knuckles, Amy)<br />
* Blue Buggy Heat (Sonic)<br />
* Jet Grind Sonikku (Sonic, Amy)<br />
* South Urban Grove Zone (Sonic, Tails, Amy)<br />
* Marble Jive Zone (Sonic, Knuckles)<br />
* Isolated Coast (Tails, Knuckles)<br />
* Botanic Hills Zone (Tails, Knuckles)<br />
* Fox Fury (Tails)<br />
<br />
==Downloads==<br />
{{Multidownload<br />
| file1=NeoSonic3R.zip<br />
| filename1=Neo-Sonic 3 Revelations<br />
| filesize1=17.1mb<br />
| file2=NeoSonic3A.zip<br />
| filename2=Neo-Sonic 3 Armageddon<br />
| filesize2=4.6mb<br />
}}<br />
[[Category:Fan games]]<br />
[[Category:Multimedia Fusion and Sonic Worlds fan games]]<br />
==References==<br />
<references /></div>Creepariohttps://info.sonicretro.org/index.php?title=File:NeoSonic3A.zip&diff=315578File:NeoSonic3A.zip2020-11-15T12:52:13Z<p>Creepario: Creepario uploaded a new version of File:NeoSonic3A.zip</p>
<hr />
<div></div>Creepariohttps://info.sonicretro.org/index.php?title=File:NeoSonic3A.zip&diff=315577File:NeoSonic3A.zip2020-11-15T12:51:11Z<p>Creepario: </p>
<hr />
<div></div>Creepariohttps://info.sonicretro.org/index.php?title=File:NeoSonic3R.zip&diff=315576File:NeoSonic3R.zip2020-11-15T12:37:49Z<p>Creepario: </p>
<hr />
<div></div>Creepariohttps://info.sonicretro.org/index.php?title=File:NeoSonic3_titleScreen.png&diff=315575File:NeoSonic3 titleScreen.png2020-11-15T12:28:22Z<p>Creepario: {{FanSS}}</p>
<hr />
<div>{{FanSS}}</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_Worlds&diff=312565Sonic Worlds2020-06-28T13:32:20Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
| screen=Sonicworlds.png<br />
| screenwidth=320px<br />
| version=1.5.2<br />
| date=10/15/16<br />
| engine=Sonic Worlds<br />
| credits=SFGHQ Community<br />
}}<br />
:''Not to be confused with [[Sonic World (level)|Sonic World]], the 3D level in [[Sonic Jam]] or the Sonic World that made [[Sonic 6]].<br />
<br />
'''''Sonic Worlds''''' is an open-source 360° platform engine created in [[wikipedia:Clickteam|Multimedia Fusion 2]], and a collaborate effort of the [[Sonic Fan Games HQ]] community. With fully-playable characters, a set of objects, and other features, ''Worlds'' allows designers to mainly focus on level design and other aspects. Additions to the engine can be submitted so that they would eventually become a part of the official release.<br />
<br />
The ''Worlds'' engine is shown to be potent enough to create full-length fangames, one example being [[Sonic Before the Sequel]]. It was also used to create commercial titles; indie game Freedom Planet utilizes the 360° movement and features, but also heavily altered the core engine to their need.<br />
<br />
==Features==<br />
<br />
===Platform Engine===<br />
The engine is 99% feature-complete, but there's always room to add something more. It had been coded to be as flexible as possible; sections of internal code can be easily activated/deactivated using flags (booleans in MMF language) that are provided by the engine. Also, a simple interruption system has been added in case objects or gimmicks need to do certain checks in a specific part of the code.<br />
<br />
The Advanced Sensor System makes use of Alterable Strings to reduce the number of fast loops needed. Sensors can now also offset using alterable values.<br />
<br />
===Actions===<br />
"Actions" are designed to be modular, state machine-like, which allows for new actions to be added more easily. It also makes it easy to find bugs in them, as every action has to transition from one another.<br />
Default Actions: <br />
* "Common" Actions that include Idle, Walking/Running, etc. (grounded state), and Jumping (mid-air state)<br />
* Looking up and Crouching Down<br />
* Rolling, Skidding<br />
* The Spin Dash<br />
* Character-specific actions (i.e Sonic's Peel-out, Tails' Flying/Swimming, Knuckles' Gliding, Amy's Hammer, and Shadow's Boost)<br />
* Super Transformations<br />
<br />
===Gimmicks Implemented===<br />
# [Damizean] Moving Platforms<br />
# [Techokami] Falling Platforms<br />
# [Damizean] Bridges<br />
# [LarkSS] Swing (S1, Green Hill Zone)<br />
# [Damizean & DW] Screw + Nut Platform (S2, Metropolis Zone)<br />
# [DimensionWarped] Fireball Thrower (S1, Star Light Zone)<br />
# [DimensionWarped] Basic Hanging Bar (S2, Sky Fortress Zone)<br />
# [Zenor] Collapsing platform<br />
# [Techokami] Collapsing platform (Scalable)<br />
# [Damizean] Conveyor Belts<br />
# [Azu & Damizean] Teleportation Orb<br />
# [Azu & Damizean] Sky Sanctuary Teleport Orb<br />
# [DimensionWarped] Corks (S1, Labyrinth Zone)<br />
# [DimensionWarped] Pinball Flippers (S2, Casino Night Zone)<br />
# [Azu] Accelerator (S3, Carnival Night Zone)<br />
# [LarkSS] Pole Pod (Original)<br />
# [Rael0505] Tunnels (S1, Green Hill Zone)<br />
# [Damizean & Techokami] Pinball Bumpers<br />
# [Techokami] Switch-Controlled Doors<br />
# [Techokami] Shutters<br />
# [LarkSS] SwingPole (S&K, Mushroom Hill Zone)<br />
# [LarkSS] Corkscrew (S2, Emerald Hill Zone)<br />
# [Blue Emerald] Lava (S1, Marble Zone)<br />
# [Techokami] Barrel (S3, Carnival Night Zone)<br />
# [LarkSS] Mushroom Lever (S&K, Mushroom Hill Zone)<br />
# [DimensionWarped] Hanging Lift<br />
# [LarkSS & Techokami] Water Current<br />
# [LakeFeperd] Fan<br />
# [LakeFeperd] Thunder Balloon/Electric Blast (Sonic Chrono Adventure)<br />
# [LakeFeperd] Flame Orb/Fire Blast (Sonic Chrono Adventure)<br />
# [Techokami] Slides<br />
# [Naoshi] Speed Pad (S2, Chemical Plant Zone)<br />
# [Azu] Water Gush (S3, Hydrocity Zone)<br />
<br />
==Unoffical Additions==<br />
* Hyper Transformations<br />
* Partner System<br />
<br />
== History ==<br />
By the use of [[wikipedia:Clickteam|Multimedia Fusion]] 2 Vitalize! tool, the creators intended to create a web community where users can freely play independent levels online (something along the lines of an "Online Arcade" webpage).<br />
<br />
Once designers have their level or set of levels done, they would have been able to submit them into the ''Sonic Worlds'' webpage, where the submission would be put into a Level Ranking System. The Sonic Worlds project is said to would have also featured level design competitions in order to increase participation on the project and enjoyment for the players, being the first one for [[SAGE]] 2007.<br />
<br />
==Screenshot Gallery==<br />
<gallery><br />
Image:Sonicworlds-02.png<br />
Image:Sonicworlds-03.png<br />
Image:Sonicworlds-04.png<br />
Image:Sonicworlds-05.png<br />
Image:Sonicworlds-06.png<br />
Image:Sonicworlds-07.png<br />
Image:Sonicworlds-08.png<br />
</gallery><br />
<br />
==Games using the Engine==<br />
===Fangames===<br />
*Sonic Worlds: Level Collab (2011)<br />
*Sonic Axiom (2011)<br />
*Fangames by ''LakeFeperd'':<br />
**[[Sonic Before the Sequel]] (2012)<br />
**Sonic Before the Sequel Aftermath (2012)<br />
**[[Sonic After the Sequel]] (2013)<br />
**Sonic Chrono Adventure (2013)<br />
*Sonic.Exe: The Spirits of Hell (2018)<br />
<br />
===Commerical===<br />
*Freedom Planet (2014)<br />
*Spark the Electric Jester (2017)<br />
<br />
==Download==<br />
{{download|version=1.5.2|file=Sonic Worlds Delta 1.5.2.zip|filesize=34.92MB}}<br />
There's also a "Simple" and "Not So Simple" version and a unofficial partner system for Delta and "Not So Simple".<br />
<br />
==External Links==<br />
* [http://sonicunited.org/forums/index.php?/forum/61-sonic-worlds-discussion/ Sonic Worlds Forum] at [[Sonic Fan Games HQ]]<br />
<br />
[[Category:Multimedia Fusion and Sonic Worlds fan games| ]]<br />
[[Category:Fan game engines]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_Worlds&diff=312564Sonic Worlds2020-06-28T13:29:08Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
| screen=Sonicworlds.png<br />
| screenwidth=320px<br />
| version=1.5.2<br />
| date=10/15/16<br />
| engine=Sonic Worlds<br />
| credits=SFGHQ Community<br />
}}<br />
:''Not to be confused with [[Sonic World (level)|Sonic World]], the 3D level in [[Sonic Jam]] or the Sonic World that made [[Sonic 6]].<br />
<br />
'''''Sonic Worlds''''' is an open-source 360° platform engine created in [[wikipedia:Clickteam|Multimedia Fusion 2]], and a collaborate effort of the [[Sonic Fan Games HQ]] community. With fully-playable characters, a set of objects, and other features, ''Worlds'' allows designers to mainly focus on level design and other aspects. Additions to the engine can be submitted so that they would eventually become a part of the official release.<br />
<br />
The ''Worlds'' engine is shown to be potent enough to create full-length fangames, one example being [[Sonic Before the Sequel]]. It was also used to create commercial titles; indie game Freedom Planet utilizes the 360° movement and features, but also heavily altered the core engine to their need.<br />
<br />
==Features==<br />
<br />
===Platform Engine===<br />
The engine is 99% feature-complete, but there's always room to add something more. It had been coded to be as flexible as possible; sections of internal code can be easily activated/deactivated using flags (booleans in MMF language) that are provided by the engine. Also, a simple interruption system has been added in case objects or gimmicks need to do certain checks in a specific part of the code.<br />
<br />
The Advanced Sensor System makes use of Alterable Strings to reduce the number of fast loops needed. Sensors can now also offset using alterable values.<br />
<br />
===Actions===<br />
"Actions" are designed to be modular, state machine-like, which allows for new actions to be added more easily. It also makes it easy to find bugs in them, as every action has to transition from one another.<br />
Built-in actions include: <br />
<div style="font-size:50%;"><br />
* "Common" Actions that include Idle, Walking/Running, etc. (grounded state), and Jumping (mid-air state)<br />
* Looking up and Crouching Down<br />
* Rolling, Skidding<br />
* The Spin Dash<br />
* Character-specific actions (i.e Sonic's Peel-out, Tails' Flying/Swimming, Knuckles' Gliding, Amy's Hammer, and Shadow's Boost)<br />
* Super Transformations<br />
* Hyper Transformations (unofficial)<br />
* Partner System (unofficial)<br />
<br />
===Gimmicks Implemented===<br />
# [Damizean] Moving Platforms<br />
# [Techokami] Falling Platforms<br />
# [Damizean] Bridges<br />
# [LarkSS] Swing (S1, Green Hill Zone)<br />
# [Damizean & DW] Screw + Nut Platform (S2, Metropolis Zone)<br />
# [DimensionWarped] Fireball Thrower (S1, Star Light Zone)<br />
# [DimensionWarped] Basic Hanging Bar (S2, Sky Fortress Zone)<br />
# [Zenor] Collapsing platform<br />
# [Techokami] Collapsing platform (Scalable)<br />
# [Damizean] Conveyor Belts<br />
# [Azu & Damizean] Teleportation Orb<br />
# [Azu & Damizean] Sky Sanctuary Teleport Orb<br />
# [DimensionWarped] Corks (S1, Labyrinth Zone)<br />
# [DimensionWarped] Pinball Flippers (S2, Casino Night Zone)<br />
# [Azu] Accelerator (S3, Carnival Night Zone)<br />
# [LarkSS] Pole Pod (Original)<br />
# [Rael0505] Tunnels (S1, Green Hill Zone)<br />
# [Damizean & Techokami] Pinball Bumpers<br />
# [Techokami] Switch-Controlled Doors<br />
# [Techokami] Shutters<br />
# [LarkSS] SwingPole (S&K, Mushroom Hill Zone)<br />
# [LarkSS] Corkscrew (S2, Emerald Hill Zone)<br />
# [Blue Emerald] Lava (S1, Marble Zone)<br />
# [Techokami] Barrel (S3, Carnival Night Zone)<br />
# [LarkSS] Mushroom Lever (S&K, Mushroom Hill Zone)<br />
# [DimensionWarped] Hanging Lift<br />
# [LarkSS & Techokami] Water Current<br />
# [LakeFeperd] Fan<br />
# [LakeFeperd] Thunder Balloon/Electric Blast (Sonic Chrono Adventure)<br />
# [LakeFeperd] Flame Orb/Fire Blast (Sonic Chrono Adventure)<br />
# [Techokami] Slides<br />
# [Naoshi] Speed Pad (S2, Chemical Plant Zone)<br />
# [Azu] Water Gush (S3, Hydrocity Zone)<br />
<br />
== History ==<br />
By the use of [[wikipedia:Clickteam|Multimedia Fusion]] 2 Vitalize! tool, the creators intended to create a web community where users can freely play independent levels online (something along the lines of an "Online Arcade" webpage).<br />
<br />
Once designers have their level or set of levels done, they will be able to submit them into the ''Sonic Worlds'' webpage, where the submission is put into a Level Ranking System. The Sonic Worlds project will also feature eventual level design competitions (with prizes, of course) in order to increase participation on the project and enjoyment for the players, being the first one for [[SAGE]] 2007.<br />
<br />
==Screenshot Gallery==<br />
<gallery><br />
Image:Sonicworlds-02.png<br />
Image:Sonicworlds-03.png<br />
Image:Sonicworlds-04.png<br />
Image:Sonicworlds-05.png<br />
Image:Sonicworlds-06.png<br />
Image:Sonicworlds-07.png<br />
Image:Sonicworlds-08.png<br />
</gallery><br />
<br />
==Games using the Engine==<br />
===Fangames===<br />
*Sonic Worlds: Level Collab (2011)<br />
*Sonic Axiom (2011)<br />
*Fangames by ''LakeFeperd'':<br />
**[[Sonic Before the Sequel]] (2012)<br />
**Sonic Before the Sequel Aftermath (2012)<br />
**[[Sonic After the Sequel]] (2013)<br />
**Sonic Chrono Adventure (2013)<br />
*Sonic.Exe: The Spirits of Hell (2018)<br />
<br />
===Commerical===<br />
*Freedom Planet (2014)<br />
*Spark the Electric Jester (2017)<br />
<br />
==Download==<br />
{{download|version=1.5.2|file=Sonic Worlds Delta 1.5.2.zip|filesize=34.92MB}}<br />
There's also a "Simple" and "Not So Simple" version and a unofficial partner system for Delta and "Not So Simple".<br />
<br />
==External Links==<br />
* [http://sonicunited.org/forums/index.php?/forum/61-sonic-worlds-discussion/ Sonic Worlds Forum] at [[Sonic Fan Games HQ]]<br />
<br />
[[Category:Multimedia Fusion and Sonic Worlds fan games| ]]<br />
[[Category:Fan game engines]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_Adventure&diff=269266Sonic Adventure2018-11-27T15:47:02Z<p>Creepario: </p>
<hr />
<div>:''For the GameCube remake, see [[Sonic Adventure DX: Director's Cut]]. For the downloadable version, see [[Sonic Adventure (2010)]].''<br />
:''For the Tiger LCD version, see [[Sonic Adventure (LCD game)]].''<br />
{{Bob<br />
| bobscreen=Sonic Adventure title.png<br />
| icon=SAdv vmu000.png<br />
| icondesc=Main Save File<br />
| icons={{icon|SAdv vmu001.gif|Chao Save File }}<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| producer=[[Yuji Naka]]<br />
| director=[[Takashi Iizuka]]<br />
| system=[[Sega Dreamcast]]<br />
| releases=<br />
{{release|DC|JP|1998-12-23|¥5,800|HDR-000}}<br />
{{release|DC|JP (International)|1999-10-14|¥5,800|HDR-0043}}<br />
{{release|DC|US|1999-09-09||51000}}<br />
{{release|DC|US (All Stars)|2000||51000}}<br />
{{release|DC|EU|1999-10-14|£39.99 {{fileref|CVG UK 215.pdf|page=60}}|MK-51000-50}}<br />
{{release|DC|Benelux|1999-10-18||}}<br />
{{release|DC|AU|1999-12-03||}}<br />
{{release|DC|BR|1999|R$ 132,34|197086}}<br />
| genre= Action<br />
| esrb=e|elspa=3|usk=0|sell=tp|djctq=12<br />
}}<br />
'''''Sonic Adventure''''' {{Japanese|ソニックアドベンチャー|Sonikku Adobenchā}} is the first [[Sonic the Hedgehog]] platformer released on the [[sega:Sega Dreamcast|Sega Dreamcast]], in turn being the first main title in the series done entirely in the still-new form of 3D gaming. The game marked a new era in the franchise, with a completely different feel and style than what was found in the 16-bit era. Originally referred to as ''Sonic RPG'', the intent was to give a Sonic game a more "adventure" feel, with a greater emphasis on characters and story than was found in the classic [[sega:Sega Mega Drive|Mega Drive]] titles.<br />
<br />
The game is not only notable for catapulting Sonic back into the mainstream (after a poor showing on the [[sega:Sega Saturn|Sega Saturn]]) but also for adding quite a few elements into the Sonic franchise that were not present beforehand, such as the [[Chao Garden]] and its related minigame ''[[Chao Adventure]]'', playable through the unique memory stick on the Dreamcast, the [[sega:VMU|VMU]]. Completely redesigning the original cast and introducing new characters, the game tried to respect both the old and the new, at the same time proving the Sonic character to not just be an icon of the 16-bit age, but for numerous generations of gamers.<br />
<br />
==Story==<br />
[[File:SA1 PerfChaosMural.PNG|thumb|190px|A cryptic mural; an ancient tale; a foreboding prophecy.]]<br />
Over three thousand years ago, there was a wise and prosperous tribe known as the [[Knuckles Clan|The Knuckles]]. Led by a woman who was part of the tribe's moderate party, she led her people as they lived in harmony with the mountains and jungles that housed other nearby people. Trying to teach her son the way she lived, the young boy [[Pachacamac]] grew with discontent, feeling that the tribe he was one day set to rule had a far greater destiny than the simple existence they had. Once he had come of age and became the leader of the tribe, he set his sights beyond the walls of the city, wanting nothing more than establishing his dominance on the planet, with The Knuckles not only ruling themselves but the many other tribes that lived nearby. His mother, against her son's intentions, stood in his way at every opportunity.<br />
<br />
However, it was only a matter of time before age would play a factor, the kind woman finally succumbing to mother nature and passing away. With the death of his mother, Pachacamac finally saw his opportunity, gathering together the tribesmen he saw had the greatest potential. Quickly he transformed them into a fighting force, and gathering his army the tribeleader began his assault on the neighboring countries. With each fight came victory, and soon every tribe and country was under his control, The Knuckles being a force no one could counter.<br />
<br />
Before the death of his mother, Pachacamac had fathered a daughter named [[Tikal]], who immediately gravitated towards the old woman, captivated by her peaceful nature and soaking up the many stories she would tell. There was one story that would stick out in her mind, connected to a mysterious altar that lay outside the city's walls, an extremely holy place that no one dared to desecrate. This altar, with [[Chaos Emeralds|seven visible gemstones]] perched high atop seven equidistant pillars, guarded a secret that no one knew, as no one had ever dared to go up the steps to see inside. Treating it as holy ground, the people of the city often celebrated its power, placing it as the reason why they were prosperous, and after Tikal's grandmother died also attributed them to the reason why they were able to expand and conquer.<br />
<br />
[[File:Pachacamac Tikal.png|thumb|190px|A father and daughter at odds.]]<br />
Knowing that the seven emeralds at the altar held incredible power but not knowing much else, Pachacamac soon began to contemplate an action that was completely against the very nature of the tribe: to take hold of the Seven Emeralds and use them not only to secure the power he had already gained, but to expand his empire further, wanting nothing more than to rule the Earth. His daughter, distressed by her father's desire to conquer other people's holy ground, immediately took a stance against him, telling him time and again that he should stop his quest. Her words, however, fell on deaf ears each time.<br />
<br />
As her father began to prepare and seize the emeralds, Tikal decided to go to the holy place herself, approaching the altar and looking upon it. It was this moment where she first met the [[Chao]], a race of water spirits that resided at the altar and the force that prevented Pachacamac from immediately storming the ground for the power he was seeking. Approaching the creatures carefully, Tikal comforted them, telling the beings they had nothing to fear from her. Only after being befriended by the Chao did Tikal look upon the face of the being that was the true guardian of the altar and the Chao that lived there - [[Chaos]], a large transformed Chao, though at the time he was only known as the "''Spirit of Water''". Chaos confronted Tikal, examining her and making sure her intentions at the altar were pure of heart. Only then did the spirit permit the girl to walk up the steps that few had treaded upon.<br />
<br />
[[File:Emerald Alter Past Interior.png|thumb|190px|The interior of the [[Emerald Shrine]], before the siege.]]<br />
At the center of the altar was the [[Master Emerald]], the "controller" of the Seven Emeralds, and the key that explained to her the poem that her grandmother made her remember by heart: "The servers are the seven Chaos / Chaos is power, enriched by the heart / The Controller serves to unify the Chaos." Realizing not only that her father would be desecrating sacred ground, but also would try and harness a power he could not control, Tikal approached her father, trying desperately to dissuade him from going after the emeralds. Each time she spoke, her father returned only ignorance, the young girl instead asking Chaos if he could take the emeralds and the Chao with him and escape to a safer place, out of the hands of her father and the greed that was consuming him. With only the sound of water, Tikal realized that this was not an option, and that a stand between the two sides was inevitable.<br />
<br />
In one last, desperate bid to stop her father, Tikal stood at the foot of the altar, blocking Pachacamac and his warriors' path to the emeralds. Trying to reason with him, he ignored her one final time, telling his troops to charge ahead, attacking his own daughter in the process. Becoming unconscious, Tikal was not able to bare witness as her father ran upon stairs he was never meant to cross, seeing with his own eyes the Master Emerald and the creature that would be Chaos.<br />
<br />
Once she came to, Tikal could find no trace of her father or the warriors, the Emeralds that were once on the pillars missing. Running to the center, it was then she learned the terrible truth - that Chaos, in his attempt to stop Pachacamac and protect the Chao, used the power of the Emeralds to transform into something else entirely, a creature of vast and uncontrollable power that could destroy the world. Remembering the words of the poem, Tikal asked for the Master Emerald's help to stop Chaos before he wiped out every living thing in his rage.<br />
<br />
The emerald obeyed, sealing not only Chaos inside its shell, but the spirit of Tikal, to guard over the creature if he ever were to escape. Though the Seven Emeralds - now known as the Chaos Emeralds - had disappeared, the broken remnants of The Knuckles tribe took it upon themselves to guard over the Master Emerald. Leaving behind murals and inscriptions in their temple as warnings to future generations, they used the Master Emerald's power to lift it, along with the area around it, up into the heavens...<br />
<br />
[[File:SA Knuckles Chaos First Meeting.png|thumb|190px|The first meeting between Knuckles and Chaos.]]<br />
Many millennia later, the mad genius [[Dr. Eggman]], licking his wounds from yet another defeat at the hands of [[Sonic the Hedgehog]], decided that the best place for his ultimate city - [[Eggmanland]] - to be built would be the current location of [[Station Square]]. Coming up with a plan to destroy the city so that his image can reign supreme, Eggman decided to build his base on the edge of a place called the [[Mystic Ruins]], for even though it was but a train ride away from the bustling metropolis, it was still a place that held an abundance of secrets. It was only by chance that, while excavating the grounds to build his glowing headquarters, that Eggman came across a pair of stone tablets with an ancient inscription upon it. Hastily translating the words, the evil mastermind discovered the legend of Chaos, and its connection to [[Angel Island]]. With a laugh, he journeyed to the floating island in the dead of night aboard his latest creation, the [[Egg Carrier]].<br />
<br />
Upon the island sat its eternal guardian [[Knuckles the Echidna]], the last of The Knuckles tribe. Not completely knowing the reasons behind his duty to guard the Master Emerald, Knuckles nevertheless stood constant watch over it, his stance unwavering. On this night, with the sound of thunder echoing in the distance, Knuckles was startled awake when he heard the sound of something shattering. Turning around, he spotted a liquid creature he had never laid eyes on. Before being able to register who this being was, Knuckles turned his sights on the Master Emerald, shocked at seeing only partial remains littering where it once lay. Assuming that this strange creature must be the one responsible for shattering the emerald, the echidna attempted to fight the being, unable to stop it from turning into a puddle and slithering away. With his mind on the events that just happened, knowing his duty to collect the pieces of the Master Emerald and more than aware of the island now falling into the ocean, Knuckles was unaware of a strange red orb also floating around, moving off into the same direction as Chaos...<br />
<br />
[[File:Perfectchaos.jpg|thumb|190px|The true face of [[Perfect Chaos]].]]<br />
Meanwhile, Sonic the Hedgehog, once again looking for excitement and adventure, happened to jump right into the heart of Station Square, the next destination on his vacation plan. Excited to see the sights and sounds, the hedgehog stood atop a skyscraper, taking in the city's bright lights and breathtaking visuals. Suddenly, the sound of police sirens filled his ears, looking below seeing the cars the sirens belonged to. Heading off toward the direction of City Hall, Sonic jumped down to the road below, deciding to investigate, always looking to get into trouble. What he found was a police barricade, the officers trying to shoot down a mysterious water creature. Finding their weapons useless, the police retreated, giving Sonic the opportunity to engage the creature. With a smirk and the hope for fun, he jumped in fighting off [[Chaos 0]] in an instant, the creature slipping away down a sewer drain afterwards.<br />
<br />
Standing in the rain, Sonic remained unaware of Dr. Eggman watching from a rooftop overhead, laughing at the hedgehog and his being unaware of the creature's potential for power. It would only be the next day when Sonic, along with [[Miles "Tails" Prower]], found out the creature's name, his ability to use the emeralds, and Eggman's plan to turn Station Square into his own personal city. Now Sonic must not only try and gather the Chaos Emeralds once again and stop Dr. Eggman, but in the process run into old and new friends all while unknowingly uncovering the secret to the strange creature known only as Chaos.<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
For ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog's]]'' first major title in 3D, and in an attempt to live up to the ''Adventure'' title, ''Sonic Adventure'' is split into two main parts: the level based "Action Stage" and the slowed down, explorable "Adventure Field," with each of the six playable characters having their own unique playstyle and goals.<br />
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====Action Stages====<br />
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=====Sonic the Hedgehog=====<br />
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[[File:SA Sonic Original.jpg|thumb|190px|The original unveiling of [[Sonic the Hedgehog]] as depicted in ''Sonic Adventure''.]]<br />
Being the title character in the game, Sonic the Hedgehog is given the largest focus, his story and number of playable levels being greater than any other cast member. Even in the third dimension, the basic goal of each of Sonic's levels remains familiar: to reach the end of a level while avoiding traps, pitfalls, and the occasional enemy [[Badnik|badnik]] built by the nefarious Dr. Eggman. While the classic titles had a ten-minute time limit, the limit has been lifted to give the player more than enough time to get used to the modified control scheme. Thanks to the new plane of movement, pressing any direction of the control stick will send Sonic in that direction. Pressing up will move Sonic forward, pressing down will cause him to quickly turn around in the opposite direction, and pressing the traditional left or right directions will let Sonic explore either side of his world. Though sometimes it may seem confusing as to where Sonic is meant to go next in each level, the camera system in the game is built to help guide Sonic along a certain path, leaving enough room to divert into the occasional alternate pathway.<br />
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For the first time, more than one button on the control pad can be used to make Sonic perform alternate moves during the course of the game. The jump button is still used to make Sonic curl up into a ball in the air and perform a [[Spin Attack|spin attack]] where he can hit any enemy as long as they are not covered in spikes or some other projectile. Pressing the jump button twice allows a brand new move in Sonic's arsenal to appear, the [[Homing Attack|homing attack]]. As the third dimension does not allow for as easy precision as a two-dimensonal plane would, the homing attack allows Sonic to "lock-on" to the nearest enemy or other interactable item and zoom ahead, curled up in a ball and subsequently attack it. This attack especially comes in handy when Sonic is forced to cross a pit of lava or one without a bottom and the only items between him and certain death are a row of enemies flying about. The secondary action button now gives Sonic the ability to curl up in his trademark [[Spin Dash|spin dash]], holding the button longer making Sonic charge up the dash more. From a standstill, tapping the button will allow Sonic to burst ahead with the slightest amount of speed. However, while running, barely tapping the button will cause Sonic to curl up into his spin just as in the classic games, allowing him to smash an enemy that may be in his path without having to jump. Sonic also has the ability to pick up items that are near him, such as keys necessary to get into other levels or Chao's during the Chao Garden portions of the game. Tapping the action button allows this move, though if not close enough to the item Sonic will default to the spin dash.<br />
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[[File:Emeraldcoast.png|thumb|190px|Sonic's iconic run through Emerald Coast.]]<br />
This is also the first title that allows Sonic's moveset to expand as a player progresses through the game. Placed in the Adventure Field and accessible at certain points in the story, there are a total of three separate [[Sonic Adventure upgrades|upgrades]] available to Sonic, though only two of them are mandatory. The first of these are the [[Light Speed Shoes]], which look like a pair of Sonic's trademark shoes slightly altered. When acquired in the sewers of Station Square, Sonic now has the ability to dash through a string of rings if he charges up his spin dash. Once a glow is around Sonic, he can walk up to the string of rings and, letting go of the action button, will let Sonic use this [[Light Speed Dash]] to reach areas he normally couldn't. The second item necessary in the game is the [[Ancient Light]], found on Angel Island. Looking just like a ball of light, when Sonic touches it he gains an ability similar to the Light Speed Dash. Called the [[Light Speed Attack]], Sonic can now attack a string of enemies in one go after charging up his spin dash. The third upgrade item in the game is found in the Station Square hotel. Called the [[Crystal Ring]], the item is only accessible once you have the Light Speed Shoes. The ring, which goes on Sonic's wrist, allows for a far shorter charge of the spin dash to enter either the Light Speed Dash or Light Speed Attack.<br />
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In Sonic's run through the game, the character progresses through ten of the eleven levels available. In order, they are [[Emerald Coast]], [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Twinkle Park]], [[Speed Highway]], [[Red Mountain]], [[Sky Deck]], [[Lost World]], and [[Final Egg]]. Scattered through each level are a multitude of items, many familiar to anyone who has played a Sonic game in the past. The most common item once again is the [[Ring|ring]], which protects Sonic from losing a life as long as he has at least one in his possession. The dangerous bed of [[Spikes (obstacle)|spikes]] also return, which should be avoided at all costs. The classic [[Lamppost|lampposts]] that mark Sonic's position in the level so he can restart there in the case of losing a life also return, but are now a pair the character runs through as opposed to a single post you run by. [[Spring|Springs]] that allow the player to reach higher platforms also appear. The [[Dash Panel]], an item which was rarely seen in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic the Hedgehog 3]]'' also make a return, though in abundance, allowing Sonic to instantly gain speed when he runs over them. The [[monitor|item boxes]] also return with a vengeance, a total of nine possible power-ups available for Sonic. The classic [[Shield|shield]] returns, as well as a variation of the [[Lightning Shield|Thunder Barrier]], called the Jiryoku Barrier, attracting rings and providing the protection a normal shield offers. Invincibility, Super Speed, and 1-ups also are available, as well as the ring boxes. However, instead of only offering the ten-ring box as in previous games, two new variants are offered: a 5-ring box, and a random ring box, which can be worth 1, 5, 10, 15, 20, or 40 rings. Also new to the arsenal is the explosion item box, which will instantly destroy any and all enemies that are on the screen at the time.<br />
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As the Action Stages are not broken up into separate acts this time around, the [[signpost]] meant to signal the end of the level is replaced with the [[Capsule|capsule]] that holds the various [[animals]] that pop out of badniks in the game. However, while the capsule is the standard greeting, there are times when other objectives are presented for Sonic to reach, such as a Chaos Emerald or Tails recovering from a plane crash. When these Action Stages are later replayed, the alternate goal is replaced with Dr. Eggman's capsule machine.<br />
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=====Miles "Tails" Prower=====<br />
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[[File:SA Tails Original.jpg|thumb|190px|The original unveiling of [[Miles "Tails" Prower]] as depicted in ''Sonic Adventure''.]]<br />
Miles "Tails" Prower takes many of the same cues from Sonic the Hedgehog when it comes to controlling in the game ''Sonic Adventure''. Using the control stick to run about in a three-dimensional game, pressing the jump button also lets Tails curl up into a ball and perform the vintage spin attack. The flight ability for Tails also returns, once again initiated by pressing the jump button twice, allowing the two-tailed fox to rise above the ground for a short period of time, able to ascend the entire duration. However, instead of being able to replicate the spin dash and the other moves connected to Sonic, the action button offers an entire new move set for Tails. Pressing it allows Tails to do the [[Tail Swipe|Tail Rotation Attack]], in which the fox uses his tails to swipe at enemies, breaking them apart, all the while twirling on the point of one of his feet. The ability to pick up objects is also present.<br />
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Just like Sonic, Tails also has his own set of upgrades scattered throughout the course of the game which can modify his abilities. The required upgrade is the [[Rhythm Badge]], found in the past version of the Mystic Ruins. The badge, which goes upon Tails' chest, gives him the ability to continuously engage in the rotation attack, now called the "Continuous Tail Rotation." The second upgrade available for the fox, the [[Jet Anklet]], is found in Station Square. Attaching to his shoes, the anklet allows Tails to fly faster than before, allowing him to cover far more distance than he would normally be allowed to.<br />
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During the course of his adventure, Tails only has access to five Action Stages: [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Sky Deck]] and [[Speed Highway]]. While Sonic's version of these levels are broken up into two or three distinct parts, Tails' version of the levels are decidedly shorter, often only focusing on one part of the level. The reason for this is, instead of merely emulating the goal of getting to the end of the level, Tails' levels have an added racing element, in which the player must control Tails in a race against Sonic or, in the case of Speed Highway, Dr. Eggman. Only by reaching the end of the level first will allow Tails to win the race and, subsequently, the level. Though the capsule is once again used to signal the end of the stage, there are times when other items are used to alert the player where the finish line is, such as a Chaos Emerald or a missile lodged in a building.<br />
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There are also times when Miles "Tails" Prower can be playable in Sonic the Hedgehog's story through the use of a second controller, much like he is controllable in ''Sonic the Hedgehog 2'' and ''Sonic 3''. However, because of the nature of the game, it is much harder to keep both characters on the screen at once.<br />
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=====Knuckles the Echidna=====<br />
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[[File:SA Knuckles Original.jpg|thumb|190px|The original unveiling of [[Knuckles the Echidna]] as depicted in ''Sonic Adventure''.]]<br />
Returning to the forefront, Knuckles the Echidna once again takes similar cues from Sonic the Hedgehog but deviates with his own unique abilities. Fully controllable in the three-dimensional game with the control stick, the jump button causes that familiar spin attack to be a part of Knuckles arsenal. Pressing the jump button twice will allow Knuckles to [[Power Glide|glide]] through the air, slowly descending along the way. Hitting a wall while gliding (or simply jumping into a wall and pressing jump twice) will let Knuckles climb up nearly any surface, allowing him to reach higher places that he wouldn't normally be able to. The action button gives Knuckles a new attack, hinted at in ''[[Sonic the Hedgehog 3]]'' but not usable in that game: punching. The [[Punch Attack]] can either be done on its own with one push of the action button, a quick one-two jab with two presses, or a full triple combo with the third being a powerful charge with three presses of the action button. Also, just like the rest of the characters in the game, Knuckles has the ability to pick up items at will if close enough to them.<br />
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The Guardian of Angel Island also has two upgrades available to him in the game, one of them being necessary, the other once again optional. The first of these, the [[Shovel Claw]], is found in the Mystic Ruins and allows Knuckles to dig in dirt and grass. Pressing both the jump and action button at the same time, Knuckles will disappear into the ground, sometimes coming up with nothing, other times coming up with rings, a shield, or even invincibility or speed shoes. The second upgrade, the [[Fighting Gloves]], is located in the jungle section of the Mystic Ruins. Being an optional addition to Knuckles' arsenal of moves, the yellow gloves provide the echidna with the [[Maximum Heat Knuckles Attack]], the echidna's answer to the Light Speed Attack. By holding the action button, Kunckles can charge up and unleash himself at a group of enemies, defeating them all at once instead of one at a time.<br />
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Though he shares similar moves with Sonic and Tails, Knuckles' game actually plays quite differenty from the duo. Instead of trying to reach the end of a level, Knuckles climbs, glides, and runs through each, exploring every nook and cranny seeking three shards of the shattered Master Emerald, in the hopes of collecting all the piecs and restoring it, and in turn having Angel Island once again join the heavens. In each of Knuckles five levels, the shards have numerous locations programmed in which they could be, each playthrough being different than the last. Luckily, Knuckles has two tools he can use to track down the shards. The first of these is a psudo-radar on the bottom of the screen, each shard represented. If Knuckles gets closer to one of the pieces of the Master Emerald, the icon will start to blink rapidly, a beep joining the intensity of the radar. When it begins to flash red wildly, it means that Knuckles is only inches away from his goal. The second tool at Knuckles' disposal are the various [[Hint Orb|hint orbs]] floating in the level. By touching one of them, the orb will shoot forward towards the nearest shard, leading Knuckles to his ultimate prize. The pieces can be almost anywhere: inside badniks, underground, and even just sitting out in the open. Exploring [[Speed Highway]], [[Casinopolis]], [[Red Mountain]], [[Lost World]] and the [[Sky Deck]], the Guardian must find all fifteen pieces before he can once again rest at the sacred altar of the Master Emerald.<br />
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=====Amy Rose=====<br />
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[[File:SA Amy Original.jpg|thumb|190px|The original unveiling of [[Amy Rose]] as depicted in ''Sonic Adventure''.]]<br />
Though a hedgehog just like Sonic, [[Amy Rose]]'s playstyle is similar in only the most basic of functions. Able to move about with the use of the control stick, Amy can traverse across the landscape with ease, albeit at a top speed far lower than the previous three characters. Though she can jump, she does not curl up, leaving her wide open to attack. However, Amy is not without her defenses, utilizing her [[Piko Piko Hammer]] if the need to fight arises. The basic attack with the hammer is called, simply enough, the [[Hammer Attack]]. Swinging her hammer to the ground, it also causes a small shockwave that can harm enemies if Amy is unable to make direct contact. She can also swing her hammer while in the air, initiating the [[Jump Attack]], letting her hit any airborne assailants. As Amy's jumping height is not as proficient as Sonic's, she can also use her hammer to launch herself in the air. Called the [[Hammer Jump]], the extra height allows Amy to reach areas she can not normally get to, the Jump Attack also available as she sores through the air for those brief moments in time.<br />
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Two possible upgrades are available to Amy Rose, though once again only one of these is necessary to progress through the game. Found aboard the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], the [[Warrior Feather]] lets Amy use her Piko Piko Hammer to spin in a tight circle, holding it out and destroying any enemies that may be charging at her, possible only by holding down the action button and spinning the control stick in a circular motion. However, the [[Spin Hammer Attack]] is only temporary. If used too long, Amy will become dizzy, the player unable to control her correctly and leaving her open for any attack. The optional upgrade for Amy comes in the form of the [[Long Hammer]], which gives the young girl's attacks a much greater radius. Found in the same spot on the Egg Carrier, it can only be unlocked after Eggman's floating masterpiece crashes into the ocean.<br />
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Amy's story in the game starts in the middle of Sonic's, in which the young pink hedgehog strolls about the streets of Station Square on her own, shopping bags in hand and deep in thought. Recalling the time Sonic saved her from the clutches of [[Metal Sonic]] during the events of ''[[Sonic the Hedgehog CD]]'', her train of thought is broken by a large shadow covering the city. Looking up into the sky, Amy sees the image of the Egg Carrier, immediately recognizing it as the handiwork of Dr. Eggman. Before she can even contemplate the idea of Sonic rushing into her life, a small [[Flicky]] comes crashing into her, having escaped from the ship. Dubbing the bird [[Birdie]], she sets it upon herself to guard the bird once she realizes its being chased by [[ZERO]], one of Dr. Eggman's robots. Playing through only three levels - [[Twinkle Park]], [[Hot Shelter]] and [[Final Egg]] - Amy must try and reach the balloon goal all the while avoiding the attacks of ZERO and his attempts at capturing not only the bird, but her as well. Though Amy can attack ZERO with her hammer, she can not defeat him in any action stage, eventually the robot becoming immune to her defenses. As Amy plays as a much slower character, her levels also have a few more puzzle elements than the principle three, made all the more complicated by the robot pursuing her. Her ability to carry items also comes in handy when, at certain places, she can lift and hide inside a barrel when in a room with ZERO, the robot unable to find her while she hides.<br />
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=====Big the Cat=====<br />
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[[File:SA Big Original.jpg|thumb|190px|The original unveiling of [[Big the Cat]] as depicted in ''Sonic Adventure''.]]<br />
The slowest character of the bunch, [[Big the Cat]] is something of an enigma when compared to the rest of the characters in the game. Though he is still fully controllable in the three-dimensional world of ''Sonic Adventure'' through use of the control stick, his playstyle is completely different. Lumbering about, Big the Cat does have the ability to jump when the corresponding button is pressed, but like Amy Rose is unable to curl up and defend himself while he does this, leaving himself completely open to attack. His only method of defending himself is by the use of his fishing poll that he caries about with him at all times, the action button letting Big swing the pole as if he were to cast it, being able to smack any nearby enemies.<br />
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However, Big's game has little focus on any actual fighting, and instead is focused on fishing. Having lived in the Mystic Ruins for years, Big is at the wrong place at the wrong time on the night Dr. Eggman frees Chaos from the Master Emerald. Due to a small hiccup during the freeing process, Chaos' tail manages to separate from the rest of the water god, falling freely into the jungle below. [[Froggy]], Big the Cat's best friend, happens to accidentally stumble upon the tail, which possess the frog. When Big wakes up and sees his friend now has a tail, the large cat is unable to stop the frog from eating his "lucky charm," the yellow Chaos Emerald. Determined to find his friend and snap some sense back into him, Big pulls out his trusty fishing rod and journeys to [[Twinkle Park]], [[Ice Cap]], [[Emerald Coast]] and [[Hot Shelter]] to reclaim his friend.<br />
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By pressing and holding the action button, Big prepares to launch himself into fishing mode, a marker appearing showing where the line will be cast. By letting go of the button, Big casts his fishing rod, the line landing in a body of water if that is indeed where the marker was set. From here, the player can shake the lure about with the control stick in the hopes of attracting Froggy or, if that doesn't happen, one of the many other fish that are swimming about. Once caught on the line, pressing either the jump or the action button will cause Big to roll up the line, bringing the caught object closer to the purple cat.<br />
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In his quest to fish for his friend, a variety of upgrades are available for the feline, many of them optional if all the player wishes to do is complete the story and move on. The one necessary upgrade, the [[Life Belt]], is found on Angel Island near the entrance to the Ice Cap. Giving Big the ability to float in water, it allows the player to get up and close and personal with whatever they're seeking out to fish for, holding the jump button allowing Big to dive under the water. The first of the optional upgrades is the [[Power Rod]], an alternate fishing rod that allows Big to cast a longer line, found in the Mystic Ruins where Big begins his journey. In addition, there are four optional [[Lure|lure]] upgrades scattered about the game, and while they are not necessary for the completion of the story, they are needed if Big wants to catch bigger fish. With one hidden in each Adventure Field, it is also the only upgrade in the game hidden inside one of the action stages, the Ice Cap.<br />
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=====E-102 Gamma=====<br />
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[[File:SA E102 Original.jpg|thumb|190px|The original unveiling of [[E-102 Gamma]] as depicted in ''Sonic Adventure''.]]<br />
Yet another character with an alternate playstyle when compared to Sonic, Tails, and Knuckles, [[E-102 Gamma]] is also the first playable character built by Dr. Eggman. Still controlled in the same fashion as the other characters with the use of the control stick, the jump button also performs the same action as the other five characters preceding. Just like Amy and Big, however, the jump move leaves the robot open to attack. Introducing yet another new playstyle to the Sonic universe, E-102 is the first playable character to use projectiles as a means of defense. By pressing and holding the action button, a laser mounted to the robot's head will act as a tracking device, locking on to any nearby enemies. When let go, E-102 will subsequently shoot everything in his path. Shooting is not just so E-102 Gamma can engage in fighting off his objective, but is essential for the player to continue using him. Gamma is the only character in the game that is restricted by a time limit, a preset timer placed in the corner continuously counting down. If the timer reaches zero, the level ends and the player forfeits a life. Only by shooting enemies will the timer increase. locking on to more targets at one time resulting in a higher amount of time for the player. Since the targeting system will only last so long before it fades out, figuring out how many enemies to lock on at once in a given situation adds to the challenge of the game. E-102 also has two modes of operation: the standard walking animation and, if running forward long enough, a wheeled mode that allows Gamma to roll on the ground much faster than his legs will carry him. Eggman's robotic creation also can float on water, a propeller system emerging that prevents him from falling in when in this mode. However, this only works near bodies of water the cast can interact with, so Gamma will still fall into such places as the water in Windy Valley.<br />
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In almost predictable fashion, E-102 Gamma has two upgrades available to him, only one being necessary to continue in the game. The required upgrade, called the [[Jet Booster]], is found in the Egg Carrier and gives the ability for Gamma to glide. Though not as proficient as Knuckles the Echidna's gliding, it still allows Gamma to slowly descend from a higher location, giving him time to target enemies that may otherwise fly past him, as well as letting him cross pits he might not otherwise be able to. The second upgrade available is also located within the Egg Carrier, but is only accessible to E-102 when the ship is not in its Sky Deck mode. Called the [[Laser Blaster]], it provides Gamma with a larger attack radius so he can lock on to more enemies at once, allowing his time to go up higher if done successfully.<br />
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Though he goes through [[Final Egg]], [[Emerald Coast]], [[Windy Valley]], [[Red Mountain]] and [[Hot Shelter]], the objectives for the character shift in the middle of his game. Having been created by Dr. Eggman, the robots first moments of consciousness are inside the mad genius' base, seeing the face of his creator. Sent into the training ground of Final Egg, Gamma wants nothing more than to please his creator, being the second in the E-100 series. Thinking nothing of it, he immediately fights with his predecessor, [[E-101 Beta]] simply because Eggman asks him to, not thinking beyond what his orders are. It is only after the robot encounters Amy Rose that he begins to question his own programming, and for the final three levels in his adventure he turns against Dr. Eggman, resolving to free the animals trapped within the other members of the E-100 series and declaring Eggman his enemy.<br />
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====Adventure Fields====<br />
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[[File:Sega ftp sa1 ec big.jpeg|thumb|190px|[[Big the Cat]] wandering about the [[Egg Carrier (Sonic Adventure)|Egg Carrier]].]]<br />
While previous Sonic games had each level play one after the other, ''Sonic Adventure'' introduces a hub world system into the game. Dubbed "Adventure Fields," it is these areas that string together the events within the game, and serve as the doorwasys to each Action Stage. There are three main fields, each having a different theme. The first, [[Station Square]], serves as the starting point for many of the characters, being the central hub to the city Eggman desires. The second, the [[Mystic Ruins]], encompasses not only the area that contains [[Tails' Workshop|Tails' Workshop]], but a jungle area filled with ruins, accessible through a minecart. The fallen Angel Island is also part of the area, having once been part of the landmass thousands of years before the events of the game. The third field is Eggman's latest floating creation, the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], his home base as he plots Station Square's destruction and the rise of Chaos. There is also a fourth Adventure Field which is only accessible at specific times for each character. In each story, there is a moment when the character is given a vision of the past, the field being the Mystic Ruins before it turned into the ruined jungle, the ancestors of Knuckles the Echidna still a proud and much alive race.<br />
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While the central purpose of the main three are to get from one level to another, they also serve as the perfect way to become accustomed to using Sonic and his friends in the third dimension. Knowing that a hub world is anything but linear, scattered throughout the three are various [[Hint Orb|hint orbs]] that, when touched, will give the player a hint as to where they are meant to go next. There are times when an action level can not be reached until some sort of objective is met in the Adventure Field, be it finding a key to a door or locating an upgrade that will overcome an obstacle blocking the stage's entrance. The fields also serve as the backdrop to many of the various cutscenes and boss encounters in the game.<br />
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Also of note is that, with the exception of the Egg Carrier, each Adventure Field is filled with a collection of Non-Playable Characters that Sonic and his friends can go up and talk to by pressing the action button. While sometimes they will also give a hint as to where the player should go next, more often than not they talk about something completely unrelated, recounting their own personal drama, such as the woman afraid to talk to the man she likes at the burger shop, the little girl waiting near the train station to see her father come home, or the boy who laments his mothers' gambling addiction. Though not vital to the story, they serve as amusing asides that make the world of Sonic the Hedgehog seem alive, alluding to the fact that it is not just a world made up of one hedgehog and one human in a constant battle.<br />
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====Boss Encounters====<br />
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[[File:SA1ZeroBoss.PNG|thumb|190px|[[Amy Rose]] in her boss fight with [[ZERO]].]]<br />
Instead of having Dr. Eggman encounter the player at the end of each level, the boss encounters in ''Sonic Adventure'' only happen at specific times, more often than not taking place somewhere on the Adventure Fields of the game. While each character has at least one boss battle, Sonic and Tails are the only two that fight with the doctor himself, both fighting his [[Egg Hornet]] early on and then the two getting their own personal final battle with him at the end of their respective adventures. The rest of the boss fights in the game are either robots built by Eggman's hand, or for the first time in a main Sonic title, a being that was not created by the doctor. Sonic, Tails, Knuckles and Big each have at least one fight with the water god Chaos, the principle three all going up against his [[Chaos 4]] form. Though the same character, each encounter with Chaos offers its own unique challenges and attack patterns, much as each encounter with Eggman over the years has done the same.<br />
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E-102 Gamma is the only character in the game to have a boss battle actually occur in the final moments of a stage, having to fight [[E-103 δ]], [[E-104 ε]] and [[E-105 ζ]] in his last three levels.<br />
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====Sub Game====<br />
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[[File:Sega ftp sa1 egg carrier.jpg|thumb|190px|Sonic and Tails aboard the Tornado.]]<br />
In addition to the regular Action Stages and the Adventure Fields, there are also a number of Sub Games that occur during ''Sonic Adventure'', most of them in one of the character's story in some form or another. Each of these Sub Games control completely different than from the normal areas of the game, offering up yet another layer of variety. The most prominent of these are [[Sky Chase Act 1]] and [[Sky Chase Act 2|Act 2]], in which Sonic and Tails ride on either the [[Tornado]] or the [[Tornado 2]] and attempt an air assault against Dr. Eggman's Egg Carrier. With the jump button turning into a gun and the action button becoming a way to lock on and shoot missiles as enemies, the two levels closely resemble a shooter in the vein of ''[[sega:Panzer Dragoon|Panzer Dragoon]]''. In Tails' Adventure mode, the young fox has an exclusive mini-game entitled [[Sand Hill]], which is similar to the snowboarding sections of [[Ice Cap]] but is instead done on various sand dunes. Amy Rose also has her own sub game, [[Hedgehog Hammer]]. Done inside the Egg Carrier, Amy must use her hammer to smash apart the blue and yellow Sonic the Hedgehogs while avoiding the Eggman targets, the game being the source of her upgrades (as long as it is done within the Adventure Field). There is also a [[Twinkle Circuit]] available to every character once their adventure is completed, even if they are unable to play through Twinkle Park normally. The race behaves much as the first segment of Sonic's version of Twinkle Park does, except instead of one long stretch of road, it is a traditional three lap race, although it is only a single player mode.<br />
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====Super Sonic====<br />
[[File:SA1PerfChaos.PNG|thumb|190px|[[Super Sonic]] confronting the final form of Chaos.]]<br />
While the Chaos Emeralds are featured in the game, unlike previous titles they are not unlocked in a separate [[Special Stage]]. Instead, they are an essential part of the storyline, being found by Sonic and Tails at the end of action stages or by other means in an attempt to prevent Dr. Eggman from bringing Chaos to full power. However, the powered up transformation of Sonic, [[Super Sonic]], is still accessible in the game, only in a limited capacity. Once all six characters have been played through and their stories completed, a seventh character will appear on the character select screen. Marked "Super Sonic," only a question mark greets the player as to what is in store.<br />
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This extra storymode is actually the true ending to the game, answering questions that have been cropping up in the cutscenes of the six playable characters, showing the betrayal of Chaos and what truly happened 3000 years previous. Knowing time is short, Sonic and Tails (after Sonic experiences a lengthy flashback sequence detailing the final moments of Tikal and Chaos at the emerald altar) try to recover the seventh emerald before Chaos can, but are unable to. Now fully powered, [[Perfect Chaos]] attacks Station Square, in a sense accomplishing what Eggman wanted but with unwanted side effects. Discovering the hint orbs that populated each stage were really Tikal guiding the players, Sonic has no choice but to transform into Super Sonic and finally put an end to the threat that was birthed all those millennia ago.<br />
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The character controls much like Sonic, just with a higher top speed, invincibility and the ability to run over water. Just like previous encounters with Super Sonic, the player must collect rings or else forfeit the transformation. If during the battle Super Sonic returns to his blue self, the player will lose a life, unable to collect fifty rings and turn back into Super Sonic.<br />
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===Trial===<br />
[[File:SA1E103Boss.PNG|thumb|190px|[[E-102 Gamma]] facing off against [[E-103 δ]].]]<br />
The trial option on the main option screen to ''Sonic Adventure'' is similar to the Time Attack mode of ''Sonic the Hedgehog CD'', giving players the ability to play through any previously completed stage at their leisure. Recording time, score, and number of rings, the mode provides numerous ways for a player to try and best themselves. It also keeps track of the number of challenges for each Action Stage that has been met with each character. Each level in the game has three separate tasks that must be finished with each character, the next becoming the target once the first is done. This is also true with the Sub Games for each character, although that only has one secondary challenge.<br />
<br />
The Sub Games that are available for each character are also expanded, with the ability to play through each boss for a character straight through, and certain segments that are part of a standard Action Stage are available for standalone playthrough, such as the snowboarding segments in Ice Cap. Sonic is also given the chance to play through Sand Hill, an area he is not allowed to enter in the standard game.<br />
<br />
===Chao===<br />
<br />
{{main|Chao}}<br />
[[File:Sa chao 02.svg|thumb|110px|A neutral Chao.]]<br />
Brand new to the Sonic series, the [[Chao]] are an additional mini-game that can be played outside of the regular levels. An extension of the A-life used in the game ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]'', the [[Chao Garden]] can almost be considered a full game on its own. Each main Adventure Field has an entrance to its own Chao Garden, with two unhatched Chao eggs. Picking them up and rocking them with the control stick will cause the egg to hatch, which then can let the player raise the Chao at their leisure. The Chao, which need to be fed, petted, and taken care of, also can use the abilities of the various animals that Sonic and company find in the regular Action Stages that pop out of the Eggman robots. Entering the garden, the collected animals will spring out of the playable character, and can subsequently be picked up. Walking over to a Chao with an animal in hand will cause the Chao to absorb the stats of the animal, also changing shape slightly.<br />
<br />
A variety of combinations can be achieved this way, and the many Chao one can raise can also be used in the Chao Racing section, located only in the Station Square Chao Garden. The Chao raised can also be used in the [[sega:VMU|VMU]]-exclusive minigame ''[[Chao Adventure]]'', which allows a player to raise their Chao on the go.<br />
<br />
===Emblems===<br />
<br />
To encourage replayability and exploration, 130 [[Emblem|Emblems]] are unlockable through the course of the game, won by accomplishing a variety of tasks. Each time an Action Stage, Sub Game or Boss is completed, an emblem is awarded to the player. Each Action Stage has three emblems connected to each character, the Sub Games only having two. Emblems are also awarded after beating the seven story modes, and for winning the five Chao Races in the Chao portions of the game. In addition, each Adventure field holds four emblems hidden somewhere on the map, sometimes in plain sight and other times cleverly placed. Though nothing more than bragging rights in the original game, the [[sega:Nintendo GameCube|Nintendo GameCube]] port of the game, ''[[Sonic Adventure DX: Director's Cut]]'', gives an award if all are collected: a playable [[Metal Sonic]] in Trial Mode.<br />
<br />
===Graphical Style===<br />
<br />
Wanting to stand out from the original games and bring Sonic into the new age of gaming in a big way, ''Sonic Adventure'' decided to take the visual style in a whole new direction. While maintaining hints of the surreal, almost CG-esque visuals of the classic series, the developers wanted to make Sonic's world far more realistic than it had ever been, basing such levels as [[Emerald Coast]] and [[Lost World]] on real locations, sometimes even using photographs the team had taken in the textures.<br />
<br />
The characters themselves were all redesigned by [[Yuji Uekawa]], given a more streamlined style meant to appeal to what was considered "hip" for the moment, especially in Japanese culture. The stark differences between the art for the original games and ''Sonic Adventure'' was one of its selling points at the time, delivering an experience unmatched on the Dreamcast.<br />
<br />
===Music and Sound===<br />
<br />
[[File:SongsWithAttitudeCover.jpg|thumb|190px|''[[Sonic Adventure Songs With Attitude ~Vocal mini-Album~|Songs With Attitude]]''.]]<br />
For the relaunching of the Sonic franchise, Sega gathered a huge team of musicians, some of which had experience making Sonic music in the past. Wanting to focus on a variety of musical styles instead of just one, live instruments were used throughout to take advantage of the space provided by the [[sega:GD-ROM|GD-ROM]] discs the Dreamcast used. One of the main musicians, [[Jun Senoue]], reused a handful of songs he had written for ''[[Sonic 3D: Flickies' Island]]'', a welcome nod to fans of the series that had purchased earlier titles.<br />
<br />
Vocal themes were also used in abundance, each playable character having their own specific song that reflected their character and style. Sonic's theme "[[It Doesn't Matter (SA1)|It Doesn't Matter]]," for instance, was meant to be pure rock and roll, while Knuckles' "[[Unknown from M.E. (SA1)|Unknown From M.E.]]" was a much mellower, R&B driven song. Most of these themes were put together by Jun Senoue's band (later to be called [[Crush 40]]), linked together by the main theme of the game, "[[Open Your Heart]]."<br />
<br />
==Production credits==<br />
<br />
{{main|Sonic Adventure credits}}<br />
<br />
==Voice actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Ryan Drummond]]<br />
|[[Jun'ichi Kanemaru|Junichi Kanemaru]] <br />
|-<br />
||[[Miles "Tails" Prower]] <br />
|[[Corey Bringas]] <br />
|[[Kazuki Hayashi]] <br />
|-<br />
|[[Knuckles the Echidna]]<br />
|[[Michael McGaharn|Michael Mcgaharn]]<br />
|[[Nobutoshi Kanna|Nobutoshi Hayashi]] <br />
|-<br />
|[[Amy Rose]]<br />
|[[Jennifer Douillard]] <br />
|[[Taeko Kawata]]<br />
|-<br />
|[[Big the Cat]]<br />
|[[Jon St. John]]<br />
|[[Shun Yashiro|Syun Yashiro]] <br />
|-<br />
|[[E-102 Gamma]]<br />
|[[Steve Broadie]]<br />
|[[George Nakata|Jyoji Nakata]]<br />
|-<br />
|[[Doctor Eggman]]<br />
|[[Deem Bristow]]<br />
|[[Chikao Otsuka]]<br />
|-<br />
|[[Tikal]]<br />
|[[Elara Distler]] <br />
|[[Kaori Aso]]<br />
|-<br />
|[[Pachacamac]]<br />
|[[Steve Broadie]] <br />
|[[Toru Okawa]]<br />
|-<br />
|Announcer A<br />
|[[Lani Minella]]<br />
|[[Kaho Koda|Kaho Kouda]]<br />
|-<br />
|Announcer B<br />
|[[Steve Broadie]]<br />
|[[Yuji Naka]] (?)<br />
|-<br />
|Egg Carrier computer<br />
|[[Lani Minella]]<br />
|???<br />
|-<br />
|Off-screen citizen<br />
|[[Lani Minella]]<br />
|???<br />
|}<br />
<br />
Except for the initial Japanese 1998 release which was fully and only in Japanese, all regional versions of the game feature options to switch the voice language into Japanese and English and the text language into Japanese, English, German, French and Spanish.<br />
<br />
==Manuals==<br />
<br />
{{main|Sonic Adventure manuals}}<br />
<br />
==VMU Features==<br />
Game saves can keep track of game progress for up to three game saves per VMU. In addition there are several downloadable challenges and features that were previously obtained from the Sonic Adventure website. The website also allowed to upload scores and download character voice over themes.<br />
<br />
{|class="prettytable"<br />
|+ Sonic Adventure Save Data<br />
|-<br />
! Name<br />
! File Name<br />
! Comment<br />
! File Size<br />
!Icon<br />
|-<br />
| ソニックアドベンチャー/メイン<br />
| SONICADV_SYS<br />
| メインバックアップデータ<br />
|rowspan=2| 10 blocks<br />
|rowspan=2| [[Image:SAdv vmu000.png]]<br />
|-<br />
| SONIC ADVENTURE / Main Save File<br />
| SONICADV_INT<br />
| MAIN_SAVE_FILE<br />
|-<br />
| SONIC ADVENTURE / CHAO Save File<br />
| SONICADV_ALF<br />
| CHAO_SAVE_FILE<br />
| 28 blocks<br />
| [[Image:SAdv vmu001.gif]]<br />
|-<br />
| SONIC ADVENTURE / CHAO Adventure<br />
| SONICADV_VM<br />
| CHAO_ADVENTURE<br />
| 128 blocks<br />
| [[Image:SAdv vmu002.gif]]<br />
|-<br />
| SONIC ADVENTURE / <br />
| <br />
| <br />
| <br />
| [[Image:SAdv vmu012.png]]<br />
|}<br />
<br />
===Downloadable Additions===<br />
<br />
{{main|Sonic Adventure Menu Themes|Sonic Adventure Downloadable Events}}<br />
<br />
==Game Revisions==<br />
[[File:Sainternational title.png|thumb|200px|Sonic Adventure International]]<br />
''Sonic Adventure'' was originally released in Japan on December 23rd, 1998, a full nine months before the game appeared on western shores. In those nine months [[Sonic Team|Sonic Team USA]] focused on tweaking some of the bigger bugs in the programming. Numerous glitches were fixed, as well as subtle alterations in design, including the removal of a neon-glowing cowgirl inside Casinopolis and the ability for characters to stand on top of the "Burger Man" statue. Also adding a more robust Internet offering, the western release of the game was subsequently offered in Japan under the name ''Sonic Adventure International''. <br />
<br />
The game was later ported over to the GameCube under the title ''[[Sonic Adventure DX: Director's Cut]]'', with remodeled characters, as well as the addition of a Mission Mode. A "Sonic Mini Collection" is also available, the 12 [[sega:Sega Game Gear|Game Gear]] titles that featured the cast of the Sonic games becoming unlockable as more emblems and missions are found and completed. However, many of the game's bugs that were in the previous builds remained, with a handful of new ones that occurred during the porting process. Though attempts were made to have the game run at 60-frames-per-second (a hope [[Sonic Team]] was unable to go through with the original game), problems arise at certain points, causing the frame rate to drop even below how it runs on the Dreamcast original. This version received a [[Sonic Adventure DX: Director's Cut#Also released on|number of subsequent ports]], with the aforementioned framerate issues corrected. <br />
<br />
==Adaptations==<br />
[[File:Sonic Super Special 13 Cover.jpg|thumb|110px|The cover to [[Sonic Super Special 13]].]]<br />
Having such a large emphasis on story, as well as being Sonic's triumphant return to the gaming world, both [[Archie Comics]] and [[Fleetway]] geared up to adapt the game in their respective printed universes. Originally meant to be in the three Archie titles printed at the time, the unexpected cancellation of the ''[[Knuckles the Echidna (Archie comics)|Knuckles the Echidna]]'' solo series caused the adaptations' plans to change, the content meant for those two issues being rushed into an extra issue of the main ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' series. The adaptation was published in issues [[Sonic the Hedgehog 079 (Archie)|79]] through [[Sonic the Hedgehog 084 (Archie)|84]], along with a 48-page special, the [[Sonic Super Special 13|13th issue]] of the ''Sonic Super Special'' series. The seven issue arc attempts to use the elements of the game in the [[Sonic the Hedgehog (TV series)|Saturday morning]]-based world, offering explanations not only for Amy Rose's change in character design, but also how Station Square and human beings can live in the comic's world. The Fleetway series ''[[Sonic the Comic]]'' adapted the game over the course of ten issues, starting with [[Sonic the Comic 175|175]] and culminating with issue [[Sonic the Comic 184|184]]. Instead of trying to force the game to fit in the comic's continuity, the game was liberally adapted, the Chaos creature's origins shifting from being a water god to being a rogue member of the [[Drakon Empire]] corrupted by the power of the Chaos Emeralds. Although featuring the return of writer [[Nigel Kitching]], the storyline would prove to be the comic's last, the comic going into full reprint mode afterwards.<br />
<br />
Years later, the game would be adapted in the animated series ''[[Sonic X]]'', becoming the first game adapted in the show's storyline. Beginning with episode 27, "[[The Beginning of the Disaster]]," and finishing in the 32nd episode entitled "[[The Scream of Perfect Chaos]]," the six-part epic attempted to cover the game as closely as possible, though some changes were made to coincide with the show's established plot, including the use of [[Cream the Rabbit]] and the show-exclusive character [[Chris Thorndyke]]. Also, the bird that Amy Rose protects in the game is given a name in the show, Lily.<br />
<br />
==Resources==<br />
<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Region<br />
! Reference<br />
! Notes<br />
|-<br />
| 2,500,000 (as of 2006)<br />
| Sega Dreamcast<br />
| Worldwide<br />
| [http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7 Gamatsura - A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games]<br />
| This sales data number makes ''Sonic Adventure'' the best-selling game for the Sega Dreamcast console.<br />
|-<br />
| 1,270,000<br />
| "<br />
| US<br />
| [http://www.the-magicbox.com/Chart-USPlatinum.shtml The Magic Box - US Platinum Videogame Chart]<br />
|<br />
|}<br />
<br />
{{ratings<br />
| icon=DC<br />
| arcade=100<br />
| arcade_source={{num|3|page=136/137}}<br />
| arcade_1=80<br />
| arcade_source_1={{num|12|page=74/75}}<br />
| cvg=100<br />
| cvg_source={{num|215|page=60/61}}<br />
| dmuk=90<br />
| dmuk_source=[[Review - Sonic Adventure (Dreamcast Magazine, September 1999)|{{num|1}}]]<br />
| dmuk_1=80<br />
| dmuk_source_1={{num|2|page=78}}<br />
| edge=80<br />
| edge_source={{num|68|page=70/71/72/73}}<br />
| famitsu=95<br />
| gamepro=100<br />
| gamezero=98<br />
| gamezero_source=''[http://www.gamezero.com/team-0/final_word/dreamcast/sonic_adventure.html 10/2000]''<br />
| odmus=90<br />
| odmus_source=[[Review - Sonic Adventure (Official Dreamcast Magazine, September 1999)|{{num|1}}]]<br />
| totalcontrol=93<br />
| totalcontrol_source={{num|4|page=148/149/150/151}}<br />
}}<br />
<br />
===Game Modification===<br />
{{main|SCHG:Sonic Adventure}}<br />
*[https://github.com/sonicretro/sad_disasm View the disassembly on GitHub.]<br />
*[https://github.com/sonicretro/sad_disasm/archive/master.zip Download the complete disassembly direct from GitHub. (latest revision)]<br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic Adventure Amy JP Commercial.mp4|JP TV advert (Amy)<br />
Sonic_Adventure_Poster_1.jpeg<br />
Sonic Adventure Poster 2.jpeg<br />
Sonic_Adventure_Poster_3.jpeg<br />
SA PromotionalBag.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=US<br />
| front=sa_us_boxart.jpg<br />
| back=sa_us_back_cover.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=sa us cd.png<br />
| manual=SonicAdventure DC US manual.pdf<br />
| inlay=SonicAdventure DC US Inlay.jpg<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=US ([[sega:Sega All Stars|Sega All Stars]])<br />
| front=SA SAS US Box Front.jpg<br />
| back=SA SAS US Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| square=yes<br />
| disc=sa us allstar cd.png<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=US (Not for Resale)<br />
| disc=SA1_-_NOT_FOR_RESALE.png<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=EU<br />
| front=sa_eu_boxart.jpg<br />
| back=Sa dc back cover eu.jpg<br />
| square=yes<br />
| disc=sa eu cd.jpg<br />
| manual=SonicAdventure DC EU manual.pdf<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=PT<br />
| front=<br />
| disc=<br />
| manual=SonicAdventure DC PT manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=JP<br />
| front=Sadventure-box-jap.jpg<br />
| back=Sadventure-box-jap_back.jpg<br />
| square=yes<br />
| disc=sa jp cd.jpg<br />
| manual=SonicAdventure DC JP manual.pdf<br />
| inlay=SonicAdventure DC JP Box Inlay.jpg<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=JP (E3 Trial)<br />
| disc=SA1_E3_Trial.png<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=BR<br />
| front=SonicAdventure DC BR Box Front.jpg<br />
| back=SonicAdventure DC BR Box Back.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=JP (International)<br />
| front=Sa-inter-front.jpg<br />
| back=Sa-inter-back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| square=yes<br />
| disc=Saint dc jp disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=JP (International, alt)<br />
| front=Sai dc jp alt front cover.jpg<br />
| back=Sai dc jp alt back cover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
==Artwork==<br />
<br />
{{main|Artwork for Sonic Adventure}}<br />
<br />
==Technical information==<br />
In the original Dreamcast version, the real-time cutscene playing just before Sonic's first level renders up to 50,000 polygons per scene.{{ref|[[NullDC]]}} This was significantly higher than the polygon counts of any non-Dreamcast console and PC games released from 1998 to 1999. In comparison, the highest polygon count of any PC game released in 1999 was [https://books.google.co.uk/books?id=90OvoBUqQoIC&pg=PA203 10,000 polygons] per scene.<br />
<br />
==External Links==<br />
* [http://sonic.sega.jp/sonicadv/index.html The original ''Sonic Adventure'' page by Sonic Team] (Japanese)<br />
* [http://sega.jp/dc/981008/ <s>Sega of Japan catalogue page</s>] (Defunct)<br />
* [http://sega.jp/dc/990010/ <s>Sega of Japan catalogue page (International)</s>] (Defunct)<br />
* [http://www.theghz.com/sonic/adventure/adventure.html ''Sonic Adventure''] on [[The Green Hill Zone]].<br />
<br />
==References==<br />
<references/><br />
<br />
{{SAOmni|1}}<br />
{{SonicDreamcastGames}}<br />
<br />
[[Category:Dreamcast games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Speed_Highway&diff=269265Speed Highway2018-11-27T15:46:50Z<p>Creepario: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic Adventure|:Category:Sonic Adventure levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| levelscreen=Speedhighway.png<br />
| screenwidth=320px<br />
|levelscreen2=Speed Highway SADX.png<br />
|screenwidth2=320px<br />
|levelscreentitle = Dreamcast<br />
|levelscreen2title = SADX<br />
| levelno=First/Fifth/Sixth<br />
| game=Sonic Adventure<br />
| acts=3<br />
| boss=Egg Walker<br />
| playedas=[[Sonic the Hedgehog|Sonic]], [[Miles "Tails" Prower|Tails]] and [[Knuckles the Echidna|Knuckles]]<br />
| theme1=urban<br />
| name_jp=スピードハイウェイ ''Supīdo Haiwei''<br />
| prev=Twinkle Park<br />
| next=Red Mountain<br />
}}<br />
:''For the [[Sonic Generations]] level, see [[Speed Highway (Sonic Generations)]].''<br />
'''Speed Highway''' is an action stage in ''[[Sonic Adventure]]'' located in [[Station Square]] with three sections. This was actually the first level ever shown to the public while the game was in production, with lots of varying play styles and good music. This stage is played with [[Knuckles the Echidna]], who is looking for the first pieces of the [[Master Emerald]], then with [[Sonic the Hedgehog]], who is looking for [[Amy Rose|Amy]], and then with [[Miles "Tails" Prower]], who races [[Dr. Eggman]] in place of Sonic to stop him from reaching a missile. The background texture in the level is made up of stock pictures of New York.<br />
<br />
This level makes a reappearance in ''[[Sonic Generations]]''.<br />
<br />
==Speed Highway==<br />
This section is available to [[Sonic]] & [[Tails]] (this is Tails' only section). This is the main section of the level and is filled with twists, turns, and elevators to keep you on your way. Many of the highways are suspended in the air, so try not to lose control. There is a shortcut about halfway through the stage. When your character reaches the first save point, you will be sent flying up the side of a building. Keep pushing forward and to the left to go higher up the building. There will be an alternate off ramp as well as a [[Power Sneakers]] power-up item. There are more shortcuts so keep a sharp eye open.<br />
<br />
==Goin' Down==<br />
This section is only for Sonic (of course). Sonic will reach a glass ledge, only to have to glass break from underneath him. But instead of falling, Sonic will run down the side of the building! Watch out for helicopter blades and barricades. Pick up some power-up items and Sonic will eventually make it to ground level unharmed.<br />
<br />
==At Dawn==<br />
{{LevelBob<br />
| levelscreen=Speedhighway Act 3.png<br />
| screenwidth=320px<br />
| levelscreen2=Speedhighway Act 3 (Autodemo).png<br />
| screenwidth2=320px<br />
| levelscreen3=Speedhighway Act 3 (SADX).png<br />
| screenwidth3=320px<br />
|levelscreentitle = Dreamcast<br />
|levelscreen2title = Autodemo<br />
|levelscreen3title = SADX<br />
}}<br />
<br />
This section is available to Sonic & [[Knuckles]] (this is Knuckles' only part). It's a run through the main downtown district of [[Station Square]]. Lots of monkey driven Police Pods will be chasing after you. Also, be sure not to stand in the traffic or you'll get hit. Let the camera lead you and you'll be fine. For Knuckles, more areas are available, for instance, rooftops inaccessible as Sonic, and there are a lot of items for him to destroy while looking for emerald shards.<br />
<br />
==Enemies==<br />
* [[Spinner|Bladed Spinner]] (Knuckles, Sonic)<br />
* [[Kart Kiki]] (Knuckles, Tails)<br />
* [[Cop Speeder]] (Sonic)<br />
* [[Unidus|Spiky Spinner]] (Knuckles, Tails, Sonic)<br />
* [[Electro Spinner]] (Knuckles, Tails)<br />
<br />
==A Rank Tips==<br />
===Sonic===<br />
The "A Rank" for ''Sonic Adventure'' is really just the third optional mission for a level, which is a race against time. This time, Sonic is called to beat the level in 2min 30sec. Here are some tips on how to conquer the limit:<br />
* [[Spin Dash]]. Hold down that button as many times as you can. Especially do it at the very beginning. Of course, some narrow passages you would do well to not spin dash, as you'd most likely discover a very long drop instead of a mission completed. <br />
* The floating platform shortcut located at the beginning won't really save you much time. In fact, it will result in the same time as going about this part normally.<br />
* At the track-guided platform after the loop at the start, it is recommended to jump onto the rail guiding it and run over to the first checkpoint. <br />
* This game isn't as tech-savvy as its [[Sonic Adventure 2|successor]], so the level plays normally while under the time limit (i.e. checkpoints are present). Usually the use of checkpoints here are not completely recommended, as Sonic is required to go into his crouching stance before you can move him, sacrificing precious seconds (you may not think it's a big deal, but you just may think differently soon), not to mention the fact that you lose the momentum that you had before going back to the checkpoint (the momentum is very vital to your A rank). But on the first checkpoint, you can perform a neat little trick: If you manage to hit the checkpoint and the dash panels simultaneously when you go back to this one, Sonic will be blasted ahead right from the start, saving you time.<br />
* After the first checkpoint, you now are running alongside a skyscraper. Instead of just taking the regular, neon-colored tunnel route, you should take the upper route mentioned above in the "Speed Highway" section (make sure to snag the [[Power Sneakers]] while getting there. Items do not respawn after using checkpoints, and this power-up is good to use, so do not die) and skip ahead to the pre-helicopter section.<br />
* Take the upper route in the pre-helicopter section. It will go by faster. Power Sneakers are located here too.<br />
* Snatch the Power Sneakers after the helicopter; they are located on the right.<br />
* After the next big loop after the helicopter, land on the platform that follows exiting the loop. This gives you a view of a row of enemies just begging to be homing attacked. This is a shortcut that pretty much absolutely necessary for an A Rank, as this brings you straight to one rocket away to Act 2. You could use the regular [[homing attack]] here, but the [[Ancient Light]] will get you there quicker. <br />
* Act 2 is very straightforward. Make sure to not hit anything, as while it may not deduct rings (the exception being the helicopters), it WILL slow Sonic down. Nobody wants that.<br />
* In Act 3, you'll probably have 40-30 seconds before your attempt fails with zero fanfare. You cannot slow down now; this is crunch time.<br />
**Ignore most shortcuts and just do a straight spin dash through the areas. You will get to the goal much quicker. For example, the very first shortcut-which is a dash panel that carries you up onto a building-actually takes more time than using the spin dash to carry you through the streets.<br />
**Remember that bit where you can run alongside a building in Act 3? Do not use that. Sonic traverses this ''achingly'' slowly; jump down and spin dash to the fountain area. <br />
**It is vital to remember that cars are rushing along the roads, and they '''hurt''', Keep to the sidewalk for the sake of your time because nothing speeds up the clock like getting hurt.<br />
**To make better time, use the fountain at the end to immediately boost up towards the goal.<br />
<br />
<br />
{{SAdv_Level|character=Sonic the Hedgehog|bgcolor=blue|charcolor=white|levelno=6|areas=3|rings=756 + (5-200)|arank=2m 30s}}<br />
{{SAdv_Level|character=Miles "Tails" Prower|bgcolor=orange|charcolor=white|levelno=6|areas=1|rings=535 + (3-120)|arank=Race}}<br />
{{SAdv_Level|charcolor=white|bgcolor=red|character=Knuckles the Echidna|levelno=1|areas=1|rings=185 + (1-40)|arank=1m 0s}}<br />
<br />
{{SAOmni|1}}<br />
[[Category:Sonic Adventure levels]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Casinopolis&diff=269264Casinopolis2018-11-27T15:40:36Z<p>Creepario: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic Adventure|:Category:Sonic Adventure levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| levelscreen=Casinopolis.png<br />
| screenwidth=320<br />
| levelno=Second/Third<br />
| game=Sonic Adventure<br />
| acts=4<br />
| theme1=carnival/casino<br />
| theme2=industrial<br />
| boss=<br />
| subboss=<br />
| playedas=[[Sonic the Hedgehog|Sonic]], [[Miles "Tails" Prower|Tails]] and [[Knuckles the Echidna|Knuckles]]<br />
| rings1=<br />
| rings2=<br />
| name_jp=カジノポリス ''Kajinoporisu''<br />
| prev=Windy Valley<br />
| next=Ice Cap<br />
}}<br />
'''Casinopolis''' is a Casino-themed Action Stage in ''[[Sonic Adventure]]''. It is modeled heavily after ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]''<nowiki>'</nowiki>s [[Casino Night Zone]] with a similar color scheme. It contains typical casino gimmicks such as a solid gold Sonic statue and a life-size pirate ship mockup. The main casino area is circular with a dome roof.<br />
<br />
The zone is located in [[Station Square]], in the area accessible from the hotel and station. Opening Casinopolis' entrance is achieved by pressing the large button above the door. [[Sonic]] achieves this by pressing a button to activate a line of rings to the button and performing a [[Light-Speed Dash]] along them, while [[Tails]] simply flies up to the button, and [[Knuckles]] climbs up a nearby wall and glides to the button. The images of the characters on the slots use the character designs from past games.<br />
<br />
Sonic and Tails arrive here to locate the grey [[Chaos Emerald]] in their race against [[Eggman]] for the Emeralds, while Knuckles searches the casino for [[Master Emerald]] shards.<br />
<br />
==Sonic's Level==<br />
The aim of Sonic's level is to reach a platform in the Ring Vault. This platform is high enough that Sonic cannot reach it by normal means, and it's blocked off by an invisible barrier until the vault has 400 rings anyway. By stepping on a button in the vault, a mechanical grabber will grab Sonic and shake out all his collected [[rings]] onto the vault floor, eventually rising high enough to provide a step up to the platform. 400 rings are required to reach the platform. Additional rings can be collected and deposited, which will be used to help create a Sonic statue in the center of the stage lobby.<br />
<br />
Collecting Rings is done in a number of ways:<br />
* The '''Sonic pinball table''' awards the player with a ring whenever a target is hit, and with a number of rings for completing target combinations. There is a sub-area where it is possible to control Sonic over a rotating bridge and into some [[ring monitor|ring monitors]], though this can be difficult and wastes time. There is also a slot machine target which activates slots that are stopped one-by-one by pressing {{a}}. Getting a line of a certain character or item horizontally or diagonally gains (or loses, in the case of [[Eggman]]) rings, disables the slot machine for a set period, and typically activates a block to avoid losing a ball for the same amount of time. In addition, triggering these combinations usually sets a challenge during that time to get the ball to pass through a part of the table or hit certain obstacles on the table, which upon completion will give an additional ring bonus.<br />
* The '''NiGHTS pinball table''' marks the first instance of a [[NiGHTS]] cameo in newer ''Sonic'' games. On the pinball table are cards in the design of NiGHTS characters which the player collects by hitting them. Once collected, the card is shortly replaced by a different one. After collecting five cards, the game distributes rings if 2, 3, 4 or 5 of the same card (or a Full House or similar Poker hands) have been collected. A 'higher' area of the table, called the ''Nightmare table'', can also be played. This table is in a mostly-open setting with many cards. However, it is very easy to waste time on the table, with a long NiGHTS flying sequences the player must endure when traveling from the Nightmare table, and another to grab an Ideya. A short Nightopia sequence plays if the ball lands in the gutter in the Reala room, whereupon any collected Ideya will be deposited. Collecting all the Ideya will give the player a bonus of 300 rings.<br />
[[Image:SADX_Dilapidated_Way.jpg|thumb|right|Tails racing Sonic in Dilapidated Way.]]<br />
* If the player loses all three balls on either pinball table while having less than 100 Rings, they are deposited in a new area called '''Dilapidated Way'''. This area is a sewer filled with spinner enemies and spiked balls. This can actually be the quickest way to collect rings, as it is possible to pass through around 35 [[Ring monitor|10-ring monitors]] and collect 350 rings on a single run through the area. However, it is also very easy to lose all rings collected due to the many traps.<br />
* Striking the coin gambling machines on the outer edge of the main casino makes them deposit a small number of rings in a circle. Depending on the number of times these machines are struck, they will fist yield seven rings, then three rings, and then one ring. These rings behave as rings do after the player is attacked by an enemy, and disappear after a short time. After three hits, the coin gambling machines yield no more rings.<br />
* Each shower in the shower area (where the player re-enters the Casino from Dilapidated Way) contains one ring.<br />
<br />
Casinopolis is unique among Sonic's Action Stages due to its non-linear design. While one section, Dilapidated Way, takes the form of a standard linear stage, this section is entirely optional and may be traversed any number of times. Sonic's version of Casinopolis is also the only Action Stage in the entire game where there is no fixed order in which the individual "acts" must be played.<br />
<br />
[[File:SA1 CasinopolisShower.PNG|thumb|right|Sonic takes a moment to clean himself off after running through the sewers below.]]<br />
<br />
==Tails' Level==<br />
Tails' level is a race against Sonic through '''Dilapidated Way'''. The multiple routes through the level cause the progress icons at the bottom of the screen to often jump back and forth, making it hard to know who is ahead.<br />
<br />
There is a vent on the right wall at the beginning of the stage and it would be assumed that is from where Sonic and Tails entered the area. However, they are seen falling down from the ceiling.<br />
<br />
==Knuckles' Level==<br />
Knuckles' aim is to collect three [[Master_Emerald#Sonic_Adventure|Master Emerald]] fragments in an extended Casino area. All the areas in Sonic's Casino area are available, and springs dotted around the area launch Knuckles into an upper level, which contains a moving lion sculpture, a pirate ship montage, and access to an inner-workings area above the entrance to the vault. Spinners are common in Knuckles' level, with a swarm of them in the entrance to the vault and one in each shower. The Sonic statue in the center of the level can be smashed by punching a red-glowing crack in its foot. This can sometimes reveal an Emerald fragment hidden in the statue.<br />
<br />
There are some monitors on the ceiling, only visible once you fly to the first floor, which show two real-life photos of the Fremont and Sassy Sally's casinos.<br />
<br />
==Enemies==<br />
* [[Spinner|Bladed Spinner]] (Knuckles, Tails, Sonic)<br />
* [[Electro Spinner]] (Knuckles)<br />
* [[Pirate (enemy)|Pirates]] (Knuckles)<br />
<br />
{{SAdv_Level|character=Sonic the Hedgehog|bgcolor=blue|charcolor=white|levelno=3|areas=2-4|rings=500 + (3-120) + unlimited pinball rings|arank=5m 0s}}<br />
{{SAdv_Level|character=Miles "Tails" Prower|bgcolor=orange|charcolor=white|levelno=2|areas=1|rings=371|arank=Race}}<br />
{{SAdv_Level|character=Knuckles the Echidna|bgcolor=red|charcolor=white|levelno=2|areas=1|rings=185 + (1-40)|arank=1m 0s}}<br />
<br />
{{SAOmni|1}}<br />
<br />
[[Category:Sonic Adventure levels]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_Adventure/Development&diff=269263Sonic Adventure/Development2018-11-27T15:30:40Z<p>Creepario: </p>
<hr />
<div>''[[Sonic Adventure]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Development Process==<br />
[[File:Sonic1024.png|thumb|190px|The now iconic silhouette of Sonic, green eyes and grin foreshadowing his jump into a 3D world.]]<br />
With the completion of ''[[Sonic & Knuckles]]'', the majority of the Japanese side of the [[Sega Technical Institute]], including producer and programmer [[Yuji Naka]], decided to return to their native land, leaving behind the ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog ]]'' franchise in the hands of other creative teams in other countries. Once back in Japan, Naka finally reunited with the original creator of [[Sonic the Hedgehog]], [[Naoto Ohshima]]. Resurrecting the [[Sonic Team]] name, a group of both veteran members and newcomers decided to begin work on a title completely separate from the Sonic concept, wanting to prove that the minds behind the biggest franchise in Sega's catalogue were able to create new and exciting ideas without completely relying on the most famous hedgehog in the world. With the [[sega:Sega Saturn|Sega Saturn]] hardware well on its way to being released for the consumer market, the team began development on an idea Naka had conceived right after the completion of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' - ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]''.<br />
<br />
Knowing that the Sonic franchise was still a viable money-making tool, Sega was unwilling to let the series slumber, assigning the members of STI that remained to work on the next major installment of the series: ''[[Sonic X-treme]]''. Though filled with people who had grand visions of what Sonic would be like in the third dimension, the project would be almost doomed from the start. With Naka viewing the very first conceptual ideas for the game, the man who would become the head of Sonic Team simply shook his head, saying "good luck" and moving on. Indeed, through numerous shifts and changes in both hardware and the director, the project ultimately would be canceled, leaving a hole in the Saturn lineup that would be felt across the board at Sega. While other titles such as the [[sega:Traveler's Tales|Traveler's Tales]]-produced ''[[Sonic 3D: Flickies' Island]]'' and the [[sega:Sega 32X|Sega 32X]] exclusive title ''[[Knuckles Chaotix|Chaotix]]'' attempted to fill the void left by ''X-treme'', it was clear that these titles would not be the heavy-hitters the company needed. To the outside world, it seemed clear that the only people who would be able to make Sonic work in the new generation of gaming would be the people responsible for helping launch the franchise in the first place - Sonic Team.<br />
<br />
[[File:Naka Ohshima Hanging Out.png|thumb|190px|Naka and Ohshima - together again.]]<br />
Though it is possible Naka and Ohshima were quite aware that they would have to produce another Sonic title at some point, it was [[Takashi Iizuka]], Senior Game Designer for ''[[Sonic the Hedgehog 3]]'' and ''Sonic & Knuckles'' who began pushing the idea of a "Sonic RPG" to be the development studio's next big game. Though work on Sonic Team's second non-Sonic property ''[[sega:Burning Rangers|Burning Rangers]]'' was underway, it was decided that the group would indeed look into producing the next big Sonic game. Realizing that the majority of the team responsible for the classic games was still under Sega's employment, Iizuka made it a point to discuss with each person what made up Sonic, not just as a compelling character but as a compelling game series, not wanting to lose those essential elements in the jump to 3D.<br />
<br />
Not wanting to strictly make an RPG, but knowing that 3D-capable systems offered both the space and graphical capability to expand on a story, it was decided that the game would have a much greater emphasis on plot, just as ''[[Sonic 3 & Knuckles]]'' had taken a narrative leap over its predecessor, ''Sonic the Hedgehog 2''. However, before any work was to be done on such specific details, the team knew they first had to figure out how to take Sonic and make him work outside of a two-dimensional plane. Arguing over just how Sonic would work, eventually a group consensus was reached as to how a 3D Sonic level would operate. Working with the basic building blocks, a simple test level was put together to see if what they had on paper would work in practice.<br />
<br />
{{quote|1=When we built our first test level, we knew we had to test it out, just to make sure our ideas worked. It ended up only lasting about ten seconds, and we knew we couldn't build a game around this structure. We had to rebuild levels over and over again until we finally had a level length we were happy with.|2=Takashi Iizuka, Director of ''Sonic Adventure''}}<br />
<br />
[[File:Iizuka_SA1_Reveal.png|thumb|190px|Takashi Iizuka, Director of ''Sonic Adventure''.]]<br />
The earliest builds of the game were originally programmed with the Saturn in mind, as it was the current console the company was pushing and the focus of the rest of Sonic Team's development. However, when it became painfully obvious that the life span of the Sega Saturn was going to be dramatically shorter than the [[sega:Sega Mega Drive|Mega Drive]], the team reached a crossroads - either continue working on what would become ''Sonic Adventure'' as a Saturn title, or to scrap what they had done and begin working anew using the proposed specs of Sega's next system, codenamed "Katana." Realizing the futility of continuing with the Saturn, and knowing the scope of the project might be better suited for more advanced hardware, what could be ported was done so, the team now working on a game that would be one of the premier titles for the [[sega:Sega Dreamcast|Sega Dreamcast]]. Wanting to make sure the game would be the perfect demonstration of what the system would be capable of, Yuji Naka became involved in the hardware creation of the Dreamcast, offering suggestions and changes to the schematics of Sega's last great hope.<br />
<br />
Not wanting to let the work that had been done for the Saturn version go to waste, the earliest builds of ''Sonic Adventure'' were transformed into the [[Sonic World]] portion of the compilation title ''[[Sonic Jam]]''. Intended to simply be a collection of the main four Mega Drive titles and an assortment of bonus features, this early look into how a 3D Sonic title would work was included, becoming the portal to a wealth of knowledge involving the blue blur. Unknowingly, the gaming public was used as a test subject to see how people would react to such a title.<br />
<br />
[[File:Ohshima Uekawa Hedgehog.png|thumb|190px|Ohshima, Uekawa, and a blue hedgehog.]]<br />
With production now in full gear for the Dreamcast, the production team wanted to take full advantage of the superior graphical capabilities they now had. Fueled with the desire to create worlds far more realistic than what had been possible beforehand, the core members of the ''Sonic Adventure'' development team, consisting of producer Yuji Naka, designer [[Hiroshi Nishiyama]], programmer [[Tetsu Katano]], director Takashi Iizuka, designer [[Nobuhiko Honda]], and art director [[Kazuyuki Hoshino]], went on a trip to Central and South America. Although ruins and jungles had been used before in previous Sonic titles, none of the team members had actually gone to any such locales in person before, instead taking their inspiration from movies, TV shows, and other popular media. With this in mind, it was decided the team would explore on their own, in the hopes that this change in scenery would provide a wealth of inspiration for the game. Starting out in the Yucatán Peninsula of Mexico, the group traveled through Chichen Itza, Tulum, San Gervasio, Tikal, and Uaxactun, then flew down to the South American country Peru, where they visited the Nazca lines, Cusco, Machu Picchu, and Pachacamac.<br />
<br />
Confronted with sights and sounds they had never seen before, the team made sure to not let the environment overwhelm them, knowing the trip was not simply a pleasure cruise. Filming their trip and taking pictures of everything in sight, many of their images were then used in the creation of such locations as [[Emerald Coast]], [[Lost World]] and the [[Mystic Ruins]], not just as inspiration but in some cases literally. Many of the textures found in the more realistic areas of the game were lifted straight from the team's collected photographs. One idea for the game which hadn't been part of the original plan, but was directly inspired by their trip, was the [[Sand Hill]] level in [[Miles "Tails" Prower]]'s version of the game:<br />
<br />
{{quote|1=While we were in Peru...we noticed some people boarding on sand dunes. We were so impressed with this. We had no idea this kind of sport actually existed. It was so new and exciting for us to see this, we knew that we had to add this element to our game. And we figured that Tails, if anyone, was the most appropriate character to use.|2=Takashi Iizuka, Director of ''Sonic Adventure''}}<br />
<br />
[[File:Hikenai.jpg|thumb|190px|Yuji Naka pretending to jam.]]<br />
However, the trip was not all fun and games, the team having unexpected encounters with tarantulas, snakes, and reportedly Katano collapsing from an altitude sickness at one point. At the end of it all, the team returned to Japan in one piece, full of enthusiasm to create the game.<br />
<br />
Along with the idea of making a larger emphasis on story and creating more realistic worlds for Sonic to explore, it was decided that, to truly make this shine out on the market and showcase that it wasn't just a new Sonic game, but a kind of game that had yet to hit the market, it was decided that the principle cast would be redesigned, marking the start of a new era. [[Yuji Uekawa]], who had previously created the title character of ''[[sega:Ristar|Ristar]]'' and worked on ''Flickes' Island'' and ''[[Sonic R]]'', was recruited to redraw characters that had imprinted into the minds of numerous people in the 90's. Such a task was one Uekawa did not take lightly.<br />
<br />
{{quote|1=Our mission was to renew the character, so we had to ask ourselves "to what extent do we change Sonic? What are the reasons for changing the way it looks?" That's what I paid close attention to.|2=Yuji Uekawa, Character Designer for ''Sonic Adventure''}}<br />
<br />
[[File:Dcsonic1.png|thumb|190px|The first leaked shot of ''Sonic Adventure'', thought at first to be an untitled motorcycle game.]]<br />
With Ohshima looking over his shoulder, Uekawa set to work on a stylized version of the main cast, inspired in part by graffiti art. Changing certain aspects of the character and emphasizing them in his line art, the very face of the Sonic franchise changed. Giving "Tails" and [[Knuckles the Echidna]] similar overhauls, when it came time to tweak the designs of [[Dr. Eggman]] and [[Amy Rose]], Uekawa decided to drastically redesign those characters. Aging Amy Rose and changing everything from her hairstyle to her dress, she visually became a character that fit in with the goals the story set out for her. Eggman, on the other hand, was originally meant to maintain his classic design, but at some point it was decided to alter his style as well, creating an Eggman in stark contrast to the simplistic design Ohshima had come up with years prior.<br />
<br />
Though unique goals and playstyles were thought up by the team, Iizuka felt that perhaps there should be completely separate playstyles in the game represented by new characters, to not only change the pace of the game but to also broaden the appeal, and have people who would not normally be interested in a Sonic title look into purchasing the game. The first of these new characters was [[E-102 Gamma]], a robotic creation built by Eggman, his story giving a look beyond Sonic and the gang. His playstyle, that of targeting and shooting, was in direct response to people who had written in to Sonic Team and asked for a shooting component to be added to their games. Feeling it not in Sonic or any other established playable's casts nature to wield a gun, a separate character was developed, designed in such a way that Gamma still felt perfectly natural within the Sonic universe. The second of these new characters, [[Big the Cat]], went with the unusual choice of fishing. Wanting to create a character that "went at his own pace" and broke up the intense nature of the other five, Big was conceived, his gameplay decided upon based on the fact he was a cat.<br />
<br />
[[File:Train sonic.png|thumb|190px|A Japanese subway advertising the ''Sonic Adventure'' unveiling at the Tokyo International Forum.]]<br />
One element that Iizuka wanted to have in the game was an enemy that was completely separate from Eggman, and also something which, up until then, was impossible to create in a game. Wanting something liquid and transparent, the character of [[Chaos]] was thought up. Presenting the original concept art and idea to Naka, Chaos was approved on the spot, his role in the game cemented. His ever-shifting nature and demeanor was something the team wanted to advertise, placing the character in the very first playable sequence in the game. <br />
<br />
Another aspect of the game that was decided early on was resurrecting the "A-Life" technology originally developed for ''NiGHTS Into Dreams''. Though simplistic in ''NiGHTS'' and only a passive goal within the main stages, the idea was completely retooled, fleshed out for ''Sonic Adventure''. Creating characters called [[Chao]] that borrowed visual cues from both the Nightopians and the new character Chaos, a game-within-a-game was developed alongside. The Chao-raising experience was yet another element that was meant to attract people who were unfamiliar with Sonic, and was also meant to help people become better at playing the game. The more time spent with Chao raising, the better the player's skill at the Action Stages was meant to be, turning a casual gamer into a dedicated Sonic the Hedgehog player.<br />
<br />
[[File:Yuji Naka and Friends.png|thumb|190px|Yuji Naka and friends.]]<br />
With each element slowly falling into place, it wouldn't take long before word got out that Sonic Team, hot off their critically acclaimed Saturn titles, was busily creating a new Sonic the Hedgehog title. Speculation ran wild, the early concept of a "Sonic RPG" leaking out and causing people to believe the next game would be called ''Sonic & Knuckles RPG''. However, the full details of the game were able to stay guarded, one fuzzy screenshot being all that the public saw, many not even believing the shot to be from a Sonic game. The speculation train would soon go into overdrive when it was announced that on August 22nd, 1998, a public unveiling of the game would happen at the Tokyo International Forum. Accompanied with the now iconic green eyes and grin, the show was advertised on Japanese television and {{file|Cf1 44.mp3|radio}} {{file|Cf2 44.mp3|stations}}, the initial two shows planned expanded into three based on the projected turnout. Though a handful of screenshots were leaked days prior on a French news site, the anticipation of the event unwaivered, people lining up along the streets hours ahead of time. When the doors opened, the crowd was treated to a wealth of information, hosted by none other than Yuji Naka, along with a pair of Japanese radio personalities Yūko Hamaya and Chris Peppler. Simultaneously streamed on the Internet and recorded on VHS for those who could not attend, live gameplay and prerecorded videos showcased the style of the game, along with the new characters and expanded storyline. Immediately, the game became one of the most requested, Sonic Team hastily finishing it up in time for its December release in Japan. Periodically offering new content up on their website, the game was finally released on December 23rd, 1998.<br />
<br />
[[File:Hikeru.jpg|thumb|190px|[[Jun Senoue]] posing with his limited edition guitar.]]<br />
Knowing the game could use some much-needed polish for its western debut, a handful of Sonic Team members flew out to Sega of America, located in San Francisco. Dubbed "Sonic Team USA," the group's primary focus was on localizing the game. Unlike previous Sonic titles where entire storylines were discarded and art completely redrawn, for ''Sonic Adventure'' it was decided the arbitrary divide between the eastern and western versions of Sonic would be erased, the Japanese canon becoming the one, official story for Sonic. Months before its proper release, a deal was stuck with video rental chain Hollywood Video, in which Sega Dreamcasts, along with copies of ''Sonic Adventure'', could be rented out to people who wished to try the system out before release. Starting July 15th, 1999, ''[[Sonic Adventure: Limited Edition]]'' contained only portions of the game, saving enough to bring people back to buy it come fall. Released on September 9th, 1999 (along with the launch of the Dreamcast in the U.S.) the game served to be both a commercial and critical success, high praise for the game also being heard in Japan, where Sonic had never been able to pick up steam. The cleaned-up version of ''Sonic Adventure'' was released in Japan under the title ''[[Sonic Adventure International]]'', one of the "Play 4!" titles that Sonic Team announced after the initial release of ''Sonic Adventure'' (the other titles being ''[[sega:Chu Chu Rocket|Chu Chu Rocket]]'', ''[[sega:Samba De Amigo|Samba De Amigo]]'' and ''[[sega:Phantasy Star Online|Phantasy Star Online]]''). With the team that remained back in Japan working on ''PSO'', "Sonic Team USA" would soon begin their next project - ''[[Sonic Adventure 2]]''.<br />
<br />
Although a success for Sega, ''Sonic Adventure'' would also serve to be the final game worked on by the character's creator, Naoto Ohshima. Though never officially stated, rumors around his leaving the company proved similar to the rumors that surrounding the dissolving of Naka and Yasuhara's partnership - that Ohshima had run into disputes with Naka over the continued direction of the Sonic franchise. Though unsubstantiated, the result was the same, with Ohshima leaving the company, eventually going on to found his own development studio, Artoon. Curiously enough, when ''Sonic Adventure'' was eventually ported to the [[sega:Nintendo GameCube|Nintendo GameCube]], Ohshima's name was removed from the end credit list for reasons that have yet to be explained.<br />
<br />
==Concept Art==<br />
The following is a collection of concept art related to the production of ''Sonic Adventure''. Many of the following images were included with a digital press kit Sega released during the promotion of the game, given to attendees at the 1999 [http://www.spielwarenmesse.de/ Spielwarenmesse Nürnberges], also known as the Nürnberg International Toy Fair<br />
<br />
===Character Concept Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:SaconSonic Concept.jpg|Sonic sketch showing the Sonic Adventure style. The notes on the picture detail how the torso works.<br />
File:SaconSonic Concept2.jpg|A basic "how-to" sketch showing the construction of Sonic's head.<br />
File:SA1_earlySonic_conceptart.png|Early Sonic redesign concept art by [[Yuji Uekawa]].<br />
File:Joypolis2016_ConceptArt_SonicSA1.png|Concept art shown at the [https://www.youtube.com/watch?v=7_0Smuksrqo|Joypolis 25th Anniversary party].<br />
File:SaconKnuckles Amy Concept.jpg|Sketch highlighting various changes made to Knuckles and Amy in their new Sonic Adventure designs.<br />
File:SaconBig Concept.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.<br />
File:SA1_Big_ConceptArt1.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.<br />
File:SA1_Big_ConceptArt2.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.<br />
File:SA1_Big_ConceptArt4.png|Concept art for Big the Cat.<br />
File:SA1_Big_ConceptArt5.png|Concept art for Big the Cat.<br />
<br />
File:E-102 Concept.jpg|Early concept art of a vastly different E-102 Gamma, partially resembling an [[Eggrobo]].<br />
File:Adventure_E-102EarlyConcept.jpg|Early concept art of a vastly different E-102 Gamma, partially resembling an Eggrobo.<br />
File:Joypolis2016_ConceptArt_E102_SA1.png|Concept art shown at the Joypolis 25th Anniversary party.<br />
File:SaconEggman Concept.jpg|A working of Dr. Eggman trying to find a balance between his classic look and his final ''Sonic Adventure'' style. Of note is the fact the full body sketch features his original clothing, and only one sketch has the goggles that were added to the final design.<br />
File:Sonic Adventure Concept 02.jpg|A sketch of Super Sonic by Naoto Ohshima.<br />
File:SaconCharacters Concept.jpg|A drawing showcasing the height differences between the four main characters.<br />
File:SA Sonic Sketch.png|Final sketch of Sonic the Hedgehog.<br />
File:SA Tails Sketch.png|Final sketch of Miles "Tails" Prower.<br />
File:SA Knuckles Sketch.png|Final sketch of Knuckles the Echidna.<br />
File:SA Amy Sketch.png|Final sketch of Amy Rose.<br />
File:SA Big Sketch.png|Final sketch of Big the Cat.<br />
File:SA E102 Sketch.png|Final sketch of E-102 Gamma.<br />
File:SA Tikal Concept.jpg|Concept art of [[Tikal]].<br />
File:SA_Stylebook_Sonic_Concept1.png|Color guidance for Sonic from the [[Sonic Adventure Stylebook]].<br />
File:SA_Stylebook_Sonic_Concept2.png|Sonic's model sheet from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Tails_Concept1.png|Color guidance for Tails from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Tails_Concept2.png|Tails' model sheet from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Knuckles_Concept1.png|Color guidance for Knuckles from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Knuckles_Concept2.png|Knuckles' model sheet art from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Amy_Concept1.png|Color guidance for Amy from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Amy_Concept2.png|Amy's model sheet from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Big_Concept1.png|Color guidance for Big from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_E102_Concept1.png|Color guidance for E-102 Gamma from the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Eggman_Concept1.png|Color guidance for Eggman the Sonic Adventure Stylebook.<br />
File:SA_Stylebook_Chao_Concept1.png|Color guidance for Chao from the Sonic Adventure Stylebook.<br />
File:Perfect Chaos Concept 01.jpg|Concept art of Perfect Chaos by Naoto Ohshima.<br />
File:Chao Concept Art 1.png|Assorted Chao concept art.<br />
File:Chao Concept Art 2.png|More Chao concept art.<br />
</gallery><br />
<br />
===Storyboard===<br />
<gallery><br />
File:SA1_Storyboard01.png|Storyboard by Kazuyuki Hoshino.<br />
File:SA1_Storyboard02.png|Storyboard by Kazuyuki Hoshino.<br />
</gallery><br />
<br />
===Stylebook===<br />
{{main|Sonic Adventure Stylebook}}<br />
<br />
===Model Concept Art===<br />
The images below are early renders of the final models for the various characters used in-game. Because of this, the joints for each character are visible.<br />
<gallery widths="148px" heights="140px" ><br />
File:SapsdSONIC.png|Sonic the Hedgehog<br />
File:SapsdTAILS.png|Miles "Tails" Prower<br />
File:Sa concept model knuckles.png|Knuckles the Echidna<br />
File:Sa concept model amy.png|Amy Rose<br />
File:Sa concept model big.png|Big the Cat<br />
File:Sa concept model e102.png|E-102 Gamma<br />
File:Sa concept model echidna.png|[[Knuckles Clan|The Knuckles]]<br />
</gallery><br />
<br />
===Egg Carrier Concept Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:SaconEggCarrier 01.jpg|An initial sketch of the Egg Carrier done on graph paper.<br />
File:SaconEggCarrier 04.jpg|A cleaner sketch of the final Egg Carrier design.<br />
File:SaconEggCarrier 02.jpg|Alternate concepts for the design of the Egg Carrier, one resembling a train, the other a submarine.<br />
File:SaconEggCarrier 05.jpg|Concept art of the Egg Carrier in its two forms.<br />
File:SaconEggCarrier 03.jpg|A painting of the Egg Carrier's cockpit. Visible in the image are dimples in the glass, unnoticable ingame.<br />
File:Ec hall.png|A painting of the interior of the Egg Carrier, looking far more dark and mysterious than in the final game. It also resembles a long corridor as opposed to the giant room in the final.<br />
File:Eg image.png|Concept art of the monorail that surrounds the Egg Carrier. The Eggman logo in the back looks almost to have a Viking hat on.<br />
File:Ec arasi.png|A sketchy painting of the Egg Carrier's playfield, using far more yellow than the final model in-game.<br />
File:SaconEggCarrier 06.jpg|The final CG model of the Egg Carrier.<br />
</gallery><br />
<br />
===Miscellaneous Concept Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:SA1_EmeraldCoast_ConceptArt.jpg|Concept art of [[Emerald Coast]], shown at the Sonic Adventure Music Experience.<br />
File:Mr night.png|Art of Sonic standing in the Mystic Ruins at night, holding a torch to light his way. The image of NiGHTS can be seen on the face of the moon.<br />
File:SaconTornado.jpg|The [[Tornado]].<br />
File:SaconTornado2a.jpg|The Tornado II.<br />
File:SaconTornado2b.jpg|The Tornado II in its second form.<br />
</gallery><br />
<br />
==Sonic Team's Travels==<br />
The following is a collection of photographs Sonic Team took while on their many travels across Central and South America in preparation for ''Sonic Adventure''. The trip lasted from November 26th to December 9th, 1996.<br />
<gallery widths="148px" heights="140px" ><br />
File:nanbei0.jpg|"All of us gathered at Tulum."<br />
File:nanbei1.jpg|"The native of Machu Picchu."<br />
File:nanbei2.jpg|"Napping at Tikal."<br />
File:nanbei3.jpg|"Dinner at Cancún."<br />
File:nanbei4.jpg|"We went to the sea as well."<br />
File:nanbei5.jpg|"Tried to fit in there for a bit."<br />
File:nanbei6.jpg|"Just about to go out on a llama."<br />
File:nanbei7.jpg|"We're the Sonic Team!!" (from left to right: Naka, Nishiyama, Katano, Iizuka, Honda, Hoshino)<br />
File:nan0817a.jpg|"Couldn't help but strike a cool pose."<br />
File:nan0817b.jpg|"Ocean view from Cancún's hotel."<br />
File:nan0817c.jpg|"Chilling out at Chichen Itza."<br />
File:nan0817d.jpg|"Giving him a drink~"<br />
File:nan3_0.jpg|"Monkeys fighting in the jungle."<br />
File:nan3_1.jpg|"What is that, mister?"<br />
File:nan3_2.jpg|"Struck a pose again today!"<br />
File:nan3_3.jpg|"Doesn't this plane seem small?"<br />
File:nan3_4.jpg|"Well, we're above Ica after all."<br />
File:nan3_5.jpg|"We finally saw it. This is it."<br />
File:nan4_0.jpg|"Ah... The oxygen is sparse."<br />
File:nan4_1.jpg|"Amazing! Machu Picchu really was there!"<br />
File:nan4_2.jpg|"Extra."<br />
File:nan4_3.jpg|"From the Cusco train window."<br />
File:nan4_5.jpg|"At times like that, drink this Coca tea."<br />
</gallery><br />
<br />
==Release Day Photographs==<br />
On December 23rd, in celebration of ''Sonic Adventure's'' release, Yuji Naka, along with four people dressed as Sonic, "Tails," Knuckles and Amy, joined to support shops in Shinjuku, Ikebukuro, and Akihabara. The first to arrive in Shinjuku, Naka stood in the line since 5 in the morning.<br />
<gallery widths="148px" heights="140px" ><br />
File:HATSU01.jpg<br />
File:HATSU02.jpg<br />
File:HATSU03.jpg<br />
File:HATSU04.jpg<br />
File:HATSU05.jpg<br />
File:HATSU06.jpg<br />
File:HATSU07.jpg<br />
File:HATSU08.jpg<br />
</gallery><br />
<br />
==Promotional Screenshots==<br />
===Sega Saturn Prototype===<br />
These are the only screenshots/concepts available of Sonic Adventure when it was still being developed on the Sega Saturn. They were shown at the Sonic Adventure Music Experience.<br />
<gallery><br />
SA1_SegaSaturn_PrototypeScreen1.jpg<br />
SA1_SegaSaturn_PrototypeScreen2.jpg<br />
</gallery><br />
<br />
===Tokyo International Forum screenshots===<br />
This large batch of screenshots were released to the press at the ''Sonic Adventure'' unveiling (1998-08-22). Many were then widely circulated in magazines.<br />
<br />
For the most part the screens show Sonic and Knuckles wandering around roughly half the stages in game. Screenshots of Tails, Amy, Big and E-102 appear in small numbers, not doing much, and often in places where they're not allowed to go in the final game.<br />
====Leaked screenshots====<br />
These first four screens were shown prior to the August 22nd unveiling.<br />
<gallery widths="148px" heights="140px" ><br />
File:SONICADV5.JPG|Perfect Chaos here was originally thought to be from ''[[sega:Godzilla Generations|Godzilla Generations]]''<br />
822_s1.jpg<br />
822_m.jpg<br />
822_s0.jpg<br />
</gallery><br />
<br />
====Chaos 0====<br />
The battle with [[Chaos 0]] was the only part of Station Square on display.<br />
<gallery widths="148px" heights="140px" ><br />
SA SS7.jpg|A differently lit first encounter.<br />
SonicAdventure TIF SS03.jpg<br />
SonicAdventure TIF SS01.jpg<br />
SonicAdventure TIF SS02.jpg<br />
SonicAdventure TIF SS04.jpg<br />
SonicAdventure TIF SS05.jpg<br />
SonicAdventure TIF SS06.jpg<br />
SonicAdventure TIF SS07.jpg<br />
</gallery><br />
<br />
====Egg Carrier====<br />
<gallery widths="148px" heights="140px" ><br />
SA EC8.jpg|Sonic inside the control room, at a different angle.<br />
SA EC9.jpg<br />
SonicAdventure TIF EC02.jpg<br />
Sega ftp sa1 ec tails.jpeg<br />
SA EC7.jpg<br />
SA EC6.jpg|Amy playing Hedgehog Hammer without being scored.<br />
Sega ftp sa1 ec big.jpeg<br />
</gallery><br />
<br />
====Windy Valley====<br />
Windy Valley was entirely remodelled in the final months of the game. At the conference, it still had its earlier design, though very little attention was given to the stage.<br />
<br />
<gallery widths="148px" heights="140px" ><br />
SonicAdventure TIF WV02.jpg<br />
SonicAdventure TIF WV01.jpg<br />
SA WV1.jpg|Strangely this same shot was used to advertise ''[[Sonic Adventure DX: Director's Cut|Sonic Adventure DX]]'' even though it was not reinstated in the game proper.<br />
SA WV2.jpeg|Tails in Act 3. This shot was reused for the intro sequence, albeit behind a CG render of Tails.<br />
</gallery><br />
<br />
====IceCap====<br />
<gallery widths="148px" heights="140px" ><br />
SA IC1.png|Jump panel sequences originally ended on a star panel.<br />
SonicAdventure TIF IC04.jpg|The star panel is still in the final game, but only shows up when an unused object debug is active.<br />
SonicAdventure TIF IC01.jpg<br />
SonicAdventure TIF IC02.jpg<br />
SonicAdventure TIF IC03.jpg<br />
SA IC6.jpg<br />
SA IC4.jpg<br />
SA IC5.jpg<br />
</gallery><br />
<br />
====Speed Highway====<br />
<gallery widths="148px" heights="140px" ><br />
SonicAdventure TIF SH01.jpg<br />
SA SH4.jpg|Reused for Tails' credits.<br />
SonicAdventure TIF SH02.jpg<br />
SA SH2.jpg<br />
SA SH3.jpg<br />
SonicAdventure TIF SH04.jpg<br />
SA SS6.jpg|Different colored traffic in Act 3.<br />
Sega ftp sa1 speed highway knuckles.jpeg<br />
SA SH1.jpg<br />
SA SH5.jpg<br />
SonicAdventure TIF SH03.jpg<br />
</gallery><br />
<br />
====Red Mountain====<br />
<gallery widths="148px" heights="140px" ><br />
SA RM1.jpg|A red bridge.<br />
SA RM3.jpg<br />
SA RM4.jpg<br />
SA RM5.jpg<br />
SA RM6.jpg|This shot was reused for Sonic's credits.<br />
SA RM7.jpg<br />
SA RM8.jpg<br />
SA RM9.jpg<br />
SA RM10.jpg|A clear view of the earlier background.<br />
SonicAdventure TIF RM03.jpg<br />
SonicAdventure TIF RM04.jpg<br />
SonicAdventure TIF RM05.jpg<br />
SonicAdventure TIF RM01.jpg<br />
SA RM2.jpg|Knuckles using an uppercut move not featured in the final build.<br />
SonicAdventure TIF RM02.jpg<br />
</gallery><br />
<br />
====Sky Chase====<br />
<gallery widths="148px" heights="140px" ><br />
SA SC1.jpg|Early Sonic and "Tails" models.<br />
Sega ftp sa1 egg carrier.jpg|A closer view of the early model's. <br />
SA SCdragon2.jpg|The unused "Dragon" boss.<br />
SA SCdragon1.jpg|The unused "Dragon" boss.<br />
Sega ftp sa1 ec beam.jpeg<br />
</gallery><br />
<br />
====Lost World====<br />
<gallery widths="148px" heights="140px" ><br />
Soniclostworldproto.jpg|<br />
Sega ftp sa1 lost world sonic.jpeg|<br />
Sega ftp sa1 lost world sonic2.jpg|<br />
Sega ftp sa1 lost world sonic3.jpg|<br />
Sega ftp sa1 lost world sonic4.jpg|<br />
Sega ftp sa1 lost world knuckles.jpeg|Reused for Knuckles' credits.<br />
SA LW2.jpg<br />
</gallery><br />
<br />
===Other screenshots===<br />
Other screenshots would surface in various publications leading up to the game's release. Note that the build of the game used doesn't necessarily match up to the date of the publication.<br />
<br />
====Chaos 0====<br />
<gallery widths="148px" heights="140px"><br />
SA Eggman Cutscene Proto.png|An early view of Dr. Eggman's first appearance in the game.<br />
SA1 ProtoScreen Magazine 19980911 5.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 29.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 30.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 31.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980925 5.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19981023 19.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 20.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 21.jpg|(Sega Saturn Magazine 1998-10-23)<br />
</gallery><br />
<br />
====Station Square====<br />
Later screenshots of Station Square showed large amounts of NPCs walking around and interacting with the environment, making the area look a lot more lively than the final game. However, since they can often be seen performing the same actions across multiple screenshots it can be deduced that none of them are actually functional and were just laid across the field in static poses for the sake of taking screenshots.<br />
<gallery widths="148px" heights="140px"><br />
SA Station Square Cutscene Proto.png|Sonic and "Tails" standing in a very empty pool area.<br />
SA1 ProtoScreen Magazine 19981023 8.jpg|Amy's intro set at day rather than the evening. (Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 9.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 17.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 10.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 11.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 12.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 13.jpg|This camera was changed before the final game, but still appears in Amy's credits. (Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 14.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 15.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 16.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Press SonicAmy.jpg|Press kit screenshot<br />
SA1 ProtoScreen Magazine 19981211 20.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981023 18.jpg|The billboard behind Sonic displays "The Man 3" rather than "Chao in Space". It only appears in the Egg Walker fight in the final game. (Sega Saturn Magazine 1998-10-23)<br />
officed002.jpg|(released 1998-11-02)<br />
officed024.jpg|(released 1998-11-02)<br />
officed038.jpg|(released 1998-11-02)<br />
officed048.jpg|(released 1998-11-02)<br />
officed057.jpg|(released 1998-11-02)<br />
officed061.jpg|(released 1998-11-02)<br />
officed068.jpg|(released 1998-11-02)<br />
officed070.jpg|(released 1998-11-02)<br />
officed075.jpg|Station Square originally had very different sky textures. (released 1998-11-02)<br />
officed085.jpg|NPC's in line at the news stand. (released 1998-11-02)<br />
SA SS3.jpg|<br />
SA SS8.jpg|<br />
SA SS4.jpg|<br />
SA1 ProtoScreen Magazine 19981120 1.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 2.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 3.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 4.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 5.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 6.jpg|A boat-less Station Square. (Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 17.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 22.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 23.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 24.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 28.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 25.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 26.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 27.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 39.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 40.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 41.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 42.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 43.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 44.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 45.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 46.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 48.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 49.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 50.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 51.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 53.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 54.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 62.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981127 1.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 3.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 4.jpg|(Dreamcast Magazine 1998-11-27)<br />
</gallery><br />
<br />
====Egg Carrier====<br />
<gallery widths="148px" heights="140px" ><br />
SA Tails Egg Carrier Tornado.png|"Tails" standing next to an untransformed [[Tornado 2]].<br />
SA Tails Egg Carrier Tornado 2.png|Alternate angle.<br />
SA Hedgehog Hammer Proto.png|Hedgehog Hammer at one point only kept count of how many Sonics were hit, rather than the points system it uses in the final game.<br />
SA E102 Gamma Cutscene Proto.png|An early version of an E-102 Gamma cutscene, with multiple Gamma models instead of the unique models of the E-100 series.<br />
SA E102 Cutscene 2.png|An alternate angle of the early cutscene.<br />
SA1 ProtoScreen Magazine 19980911 12.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 14.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 16.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 22.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 23.jpg|It's unknown whether these glowing doors are related to the glowing locked doors used in the 1999 release version of Gamma's story. (Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 26.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980925 1.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 2.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 3.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 6.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 10.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 11.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 12.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 13.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 14.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 15.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 16.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 17.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 18.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 20.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 21.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 23.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 25.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 27.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 30.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 37.jpg|Reused in the opening as the background for Gamma's closeup. (Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19981225 1.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 2.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 3.jpg|(Dreamcast Magazine 1998-12-25)<br />
</gallery><br />
<br />
====Mystic Ruins====<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19981204 4.jpg|Sonic running along the train tracks. (Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 5.jpg|Tails flying at Sunset. (Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 6.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 7.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 19.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 20.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 21.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 22.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981211 1.jpg|Sonic doesn't appear in this scene in the final game. (Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 2.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 3.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 4.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 5.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 6.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 7.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 8.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 9.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 10.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 11.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 12.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 13.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 14.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 15.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 16.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 17.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 18.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981211 19.jpg|(Dreamcast Magazine 1998-12-11)<br />
SA1 ProtoScreen Magazine 19981218 7.jpg<br />
SA1 ProtoScreen Magazine 19981218 8.jpg|A shot of the Egg Carrier never seen in the final game.<br />
SA1 ProtoScreen Magazine 19981218 9.jpg<br />
SA1 ProtoScreen Magazine 19981218 10.jpg<br />
SA1 ProtoScreen Magazine 19981218 11.jpg<br />
SA1 ProtoScreen Magazine 19981218 13.jpg|ZERO boarding the Egg Carrier.<br />
</gallery><br />
<br />
====Emerald Coast====<br />
<gallery widths="148px" heights="140px" ><br />
File:Sega ftp sa1 E102 emerald coast.jpg|Taken from Sega's FTP. Reused for Gamma's credits.<br />
SA EC1.jpg|Sonic running from the whale, sans boostpads.<br />
Sega ftp sa1 emerald coast sonic.jpg|Taken from Sega's FTP.<br />
SonicAdventure GD EC 01.jpg<br />
SonicAdventure GD EC 02.jpg<br />
SA1 ProtoScreen Magazine 19981030 1.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 2.jpg|Reused for Sonic's credits. (Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 3.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 4.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981120 7.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 8.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 18.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 21.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 52.jpg|Reused for Super Sonic's credits. (Dreamcast Magazine 1998-11-20)<br />
</gallery><br />
<br />
====Windy Valley (Pre-redesign)====<br />
Of all the levels shown before release, [[Windy Valley]] was the one that went through the biggest visual changes between the announcement of the game on August 22nd, 1998 and its release in December. Though still broken up into three parts, the layout and textures for each were completely redone. Amy and Big can be seen in this stage, despite the fact that neither of them go there in the final game.<br />
<br />
<gallery widths="148px" heights="140px" ><br />
SA Windy Valley E102.png|E-102 Gamma readying his aim.<br />
SA Windy Valley E102 2.png<br />
SA Windy Valley E102 3.png<br />
SA Windy Valley E102 4.png<br />
SA Windy Valley Beta Amy.png|Amy Rose swinging her hammer in the early Windy Valley.<br />
SA Windy Valley Beta 8.png<br />
SA Windy Valley Beta 9.png<br />
sa1windyvalley2.png|Act 1. (Found in the "Sega Dreamcast Loop Checker" disc by "Japanman")<br />
SA Windy Valley Beta 5.png|Sonic being pulled through a wind gust.<br />
SA Windy Valley Beta Big.png|Big the Cat standing near a body of water.<br />
SA Windy Valley Beta 6.png<br />
SA Windy Valley Beta 7.png<br />
SA1 ProtoScreen Magazine 19980911 24.jpg|Gamma using his target laser. (Sega Saturn Magazine 1998-09-11)<br />
SA1OPBig.png|A higher quality version of Gamma's screenshot can be seen behind Big in the opening sequence, albeit flipped.<br />
SA Windy Valley Beta 1.png|Sonic running through the stage.<br />
SA Windy Valley Beta 2.png<br />
SA Windy Valley Beta Big 2.png|Big walking along with [[Froggy]].<br />
SA Windy Valley Beta Big 3.png<br />
SA Windy Valley Beta Big 4.png<br />
SA Windy Valley Beta 3.png|Sonic being sucked into the tornado.<br />
SA Windy Valley Beta 4.png<br />
SA Windy Valley Beta 10.png|Sonic inside the tornado.<br />
SA Windy Valley Beta Tornado.jpg<br />
SA Windy Valley Beta 11.png<br />
sa1windyvalley.png|Act 3. (Found in the "Sega Dreamcast Loop Checker" disc by "Japanman")<br />
SA1OPTails.png|A still from the intro movie showing Tails in Act 3, over one of his screenshots.<br />
SA_WV2.jpeg|The screenshot.<br />
SA Windy Valley Beta Tails.png<br />
SA Windy Valley Beta Tails 2.png|Tails using his extended Tail Attack. This ability can only be used after obtaining the Rhythm Badge upgrade in the final game.<br />
SA Windy Valley Beta 12.png|Sonic bouncing on an early trampoline.<br />
SA Windy Valley Beta 14.png|Alternate angle.<br />
SA Windy Valley Beta 13.png<br />
</gallery><br />
<br />
====Windy Valley (Post-redesign)====<br />
Even after its redesign, Windy Valley had changes made to its layout before the game's release. Some of the zone's rocky textures are photos of the Incan city of Cusco, also featured on the title screen background.<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19981204 28.jpg|Behind the animals a very different layout can be seen here. (Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 36.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 29.jpg|Sonic bouncing on a trampoline that was later removed. (Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 27.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 35.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 31.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 24.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 25.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 38.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 26.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 37.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 33.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 34.jpg|(Dreamcast Magazine 1998-12-04)<br />
Sega ftp sa1 sa1 ftp windy sonic.jpg|An image closer to the final build. Taken from Sega's FTP.<br />
Sega ftp sa1 sa1 ftp windy sonic2.jpg|Taken from Sega's FTP.<br />
</gallery><br />
<br />
====Casinopolis====<br />
The NiGHTS pinball board at Casinopolis was overhauled at some point before the game's release, going from a large spiral to a more compact double boards layout. Many of the objects used in this original design are still unused in the final game, as well as a few leftover pieces of geometry (Tubes inside the central tower).<br />
<br />
<gallery widths="148px" heights="140px" ><br />
SA Casino1.jpg|Note the ''NiGHTS Into Dreams'' background between the left pillars.<br />
Sa-cs1.jpg|Sonic standing in an early version of the shower room.<br />
Sa-cs2.PNG|Slot machine chairs and large "Emerald Line" signs not seen in the final game.<br />
Sega ftp sa1 casino sonic.jpg|Taken from Sega's FTP.<br />
SA1 ProtoScreen Magazine 19981120 9.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 10.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 11.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 12.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 13.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 14.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 15.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 16.jpg|(Dreamcast Magazine 1998-11-20)<br />
Sa-1sonic casino1.jpg|The top of the original NiGHTS board.<br />
SA1 ProtoScreen Magazine 19981120 20.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 30.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 31.jpg|Another shot of the original NiGHTS Pinball. (Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 32.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 33.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 36.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 37.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 38.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 55.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 56.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 57.jpg|Spike balls at the beginning of Act 2. (Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 60.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 59.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 58.jpg|A pool at water at the end of Act 2 rather than a light. (Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981120 61.jpg|(Dreamcast Magazine 1998-11-20)<br />
</gallery><br />
<br />
====Ice Cap====<br />
Big's stage is set at night in the final game. However, most development screenshots (including the final game's credits) show his stage set in the day, using the same lighting as Sonic.<br />
<gallery widths="148px" heights="140px" ><br />
SA IC2.png|Slightly different trees in the background.<br />
SA Ice Cap Proto.png|An early version of Ice Cap with a timer on the bottom, as well as old style trees and the background in an area it doesn't usually appear in. <br />
SA Ice Cap Proto 2.png|The timer seems to increase as Sonic performs various tricks on the snowboard.<br />
SA1 ProtoScreen Magazine 19980911 4.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 18.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 28.jpg|(Sega Saturn Magazine 1998-09-11)<br />
0922-ic01.jpg|Released September 22nd, 1998.<br />
0922-ic02.jpg|Released September 22nd, 1998.<br />
0922-ic03.jpg|Released September 22nd, 1998.<br />
0922-ic04.jpg|Released September 22nd, 1998.<br />
SA Ice Cap Star.png<br />
SA IC3.jpg|This bridge in Act 1 was eventually replaced with a rocket. Despite that, it wasn't entirely removed - in Act 3 the avalanche passes through the location Act 1 takes place in and tears it apart.<br />
SA1 ProtoScreen Magazine 19980911 3.jpg|The ice here looks more similar to the final game's, but still lacks reflections. (Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980925 32.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 36.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19981010 5.jpg|(Sega Saturn Magazine 1998-10-10)<br />
SA1 ProtoScreen Magazine 19981010 6.jpg|(Sega Saturn Magazine 1998-10-10)<br />
SA1 ProtoScreen Magazine 19981218 3.jpg|Later screenshot showing an oddly spaced timer. (Dreamcast Magazine 1998-12-18)<br />
SA1 ProtoScreen Magazine 19981218 4.jpg|(Dreamcast Magazine 1998-12-18)<br />
SA1 ProtoScreen Magazine 19981218 5.jpg|(Dreamcast Magazine 1998-12-18)<br />
SA1 ProtoScreen Magazine 19981218 6.jpg|(Dreamcast Magazine 1998-12-18)<br />
</gallery><br />
<br />
====Twinkle Park====<br />
<gallery widths="148px" heights="140px" ><br />
SA Tails Unknown Room.png|Tails standing in a very different Act 2. Unfortunately, this is the only known shot of this early version.<br />
SA Tails Unknown Room 2.png|A close-up of the previous image, where extra details can be seen such as rings, bomb barrels, lights and a flag within the pit below.<br />
Sega ftp sa1 sa1 ftp twinklepark sonic.jpg|Taken from Sega's FTP.<br />
SA1 ProtoScreen Magazine 19981127 2.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 5.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 6.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 7.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 8.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 9.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 10.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 11.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 12.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 13.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 14.jpg|Reused for Sonic's credits. (Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 15.jpg|(Dreamcast Magazine 1998-11-27)<br />
</gallery><br />
<br />
====Speed Highway====<br />
The earliest versions of Speed Highway Act 1 lacked the blue "night" lighting, using a brighter and more generic palette. Act 3 was redesigned sometime during the game's development. The original version (which can also be found in the AutoDemo) was full of bizarre elements such as clocks in pits, and paths of glass platforms on the sides of buildings.<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19980911 15.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 19.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 27.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 10.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 11.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 13.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 21.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 17.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA Speed Highway Day Knuckles.png|A clocktower in a pit in Act 3.<br />
SA Speed Highway Day Knuckles 2.png|An alternate angle.<br />
SA1 ProtoScreen Magazine 19980925 35.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 29.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 24.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 40.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 28.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 39.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19981010 3.jpg|(Sega Saturn Magazine 1998-10-10)<br />
0922-hw01.jpg|Released September 22nd, 1998.<br />
0922-hw02.jpg|Released September 22nd, 1998.<br />
0922-hw04.jpg|Released September 22nd, 1998.<br />
SA1 ProtoScreen Magazine 19981010 1.jpg|(Sega Saturn Magazine 1998-10-10)<br />
0922-hw05.jpg|Released September 22nd, 1998.<br />
0922-hw03.jpg|Released September 22nd, 1998.<br />
0922-hw06.jpg|Released September 22nd, 1998.<br />
SA1 ProtoScreen Magazine 19981120 47.jpg|(Dreamcast Magazine 1998-11-20)<br />
</gallery><br />
<br />
====Red Mountain====<br />
<gallery widths="148px" heights="140px" ><br />
SA Red Mountain Green Button.png|A green switch.<br />
SA1 ProtoScreen Magazine 19980911 20.jpg|(Sega Saturn Magazine 1998-09-11)<br />
0922-rm01.jpg|Released September 22nd, 1998.<br />
0922-rm02.jpg|Released September 22nd, 1998.<br />
0922-rm03.jpg|Released September 22nd, 1998.<br />
0922-rm04.jpg|Released September 22nd, 1998.<br />
SA1 ProtoScreen Magazine 19980911 25.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980925 4.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 22.jpg|Knuckles with an early HUD. (Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 26.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 31.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19981010 2.jpg|(Sega Saturn Magazine 1998-10-10)<br />
SA1 ProtoScreen Magazine 19981010 4.jpg|(Sega Saturn Magazine 1998-10-10)<br />
SA1 ProtoScreen Magazine 19981120 19.jpg|(Dreamcast Magazine 1998-11-20)<br />
SA1 ProtoScreen Magazine 19981218 1.jpg|(Dreamcast Magazine 1998-12-18)<br />
SA1 ProtoScreen Magazine 19981218 2.jpg|(Dreamcast Magazine 1998-12-18)<br />
SA1 ProtoScreen Magazine 19981218 14.jpg|(Dreamcast Magazine 1998-12-18)<br />
</gallery><br />
<br />
====Sky Deck====<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19981030 24.jpg|Tails about to be shot out of the cannon at the start of the stage. (Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 14.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 25.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 15.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 16.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 22.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 23.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 19.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 26.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 18.jpg|A tower in the background that was later removed. (Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 21.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 13.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 27.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 28.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 29.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 30.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 31.jpg|(Sega Saturn Magazine 1998-10-30)<br />
</gallery><br />
<br />
<br />
====Lost World====<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19980911 2.jpg|This extra Boa-Boa was ultimately replaced with a Leon badnik. (Sega Saturn Magazine 1998-09-11)<br />
SA Lost World Proto.png|Sonic walking atop the waterfall he is normally automatically pushed over. The background is seen loaded in this area, which isn't the case in the final game.<br />
SA Lost World Proto 2.png|Sonic at the bottom of the waterfall.<br />
SA Knuckles Lost World.png|Knuckles in Act 3, an area he never goes to in the final game.<br />
SA Knuckles Lost World 2.png|The lighting here seems to be more complex than the final game's, lighting up both the mural and the torches.<br />
SA1 ProtoScreen Magazine 19980925 33.jpg|(Sega Saturn Magazine 1998-09-25)<br />
</gallery><br />
<br />
====Sky Chase====<br />
<gallery widths="148px" heights="140px" ><br />
SA Sky Chase Transformation 1.png|An early [[Tornado]] transformation using the early models.<br />
SA Sky Chase Transformation 2.png<br />
SA Sky Chase Act 2 Dragon.png|The "Dragon" boss flying around Act 2.<br />
SA1 ProtoScreen Magazine 19980911 6.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980925 7.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 8.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19980925 19.jpg|(Sega Saturn Magazine 1998-09-25)<br />
SA1 ProtoScreen Magazine 19981030 20.jpg|(Sega Saturn Magazine 1998-10-30)<br />
</gallery><br />
<br />
====Sand Hill====<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19981030 5.jpg|An empty looking Sand Hill. (Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 6.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 7.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 8.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 9.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 10.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 11.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 12.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SA1 ProtoScreen Magazine 19981030 17.jpg|(Sega Saturn Magazine 1998-10-30)<br />
SAproto-sandhill.png|A debug display is clearly enabled.<br />
</gallery><br />
<br />
====Egg Hornet====<br />
<gallery widths="148px" heights="140px" ><br />
SA1 ProtoScreen Magazine 19981204 1.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 2.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 3.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 8.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 9.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 10.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 11.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 12.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 13.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 14.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 15.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 16.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 17.jpg|(Dreamcast Magazine 1998-12-04)<br />
SA1 ProtoScreen Magazine 19981204 18.jpg|(Dreamcast Magazine 1998-12-04)<br />
</gallery><br />
<br />
====Chao Garden====<br />
The Station Square garden seen in these screenshots can be found in the AutoDemo.<br />
<gallery widths="148px" heights="140px" ><br />
SA Chao Garden Beta 1.png|An early [[Chao Garden]], using land ripped straight out of Windy Valley 3.<br />
SA Chao Garden Beta 2.png|Each Chao is drawn to Sonic, following him at every turn.<br />
SA Chao Garden Beta 3.png|This would later be replaced by the Egg Carrier garden.<br />
chao_2_1.jpg|(released 1998-11-02)<br />
chao_2_2.jpg|(released 1998-11-02)<br />
chao_2_3.jpg|(released 1998-11-02)<br />
chao_2_4.jpg|(released 1998-11-02) Sonic throwing a Chao. Note the lack of a door to the Chao Stadium.<br />
chao_2_5.jpg|(released 1998-11-02)<br />
chao_2_6.jpg|(released 1998-11-02)<br />
chao_2_7.jpg|(released 1998-11-02)<br />
SA1 ProtoScreen Magazine 19981127 16.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 17.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 18.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 19.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 20.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 21.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981127 22.jpg|(Dreamcast Magazine 1998-11-27)<br />
SA1 ProtoScreen Magazine 19981225 4.jpg|Chao Race (Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 5.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 6.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 7.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 8.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 9.jpg|(Dreamcast Magazine 1998-12-25)<br />
SA1 ProtoScreen Magazine 19981225 10.jpg|The island that the Ruby race starts on is missing. (Dreamcast Magazine 1998-12-25)<br />
</gallery><br />
<br />
====CG Movies====<br />
<gallery widths="148px" heights="140px" ><br />
SA Emerald CG.png|The seven [[Chaos Emerald|Chaos Emeralds]] in CG, used only in promotional material for the game.<br />
SA1 ProtoScreen Magazine 19980911 7.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 8.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 9.jpg|(Sega Saturn Magazine 1998-09-11)<br />
SA1 ProtoScreen Magazine 19980911 1.jpg|This frame was cut out of the final game. (Sega Saturn Magazine 1998-09-11)<br />
Sega ftp sa1 cutscene.jpg|A high resolution shot from the opening sequence. Taken from Sega's FTP.<br />
SA1_CG_Intro_ScreenshotPresskit.jpg|A high resolution shot from the opening sequence. Taken from the screenshots available in the presskit.<br />
SA1 ProtoScreen Magazine 19981023 1.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 2.jpg|An early skyline with several buildings missing. (Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 3.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 4.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 5.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 22.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 6.jpg|(Sega Saturn Magazine 1998-10-23)<br />
SA1 ProtoScreen Magazine 19981023 7.jpg|(Sega Saturn Magazine 1998-10-23)<br />
</gallery><br />
<br />
====Miscellaneous====<br />
<gallery widths="148px" heights="140px" ><br />
SA Amy Unknown Room.png|Amy Rose standing in an unknown room.<br />
SA End Pose Prototype.png|The main cast at random places in the game. Amy is in the room Gamma receives the Jet Booster, E-102 Gamma in the early Windy Valley 3, and Big is in an unknown area (Possibly early Twinkle Park). <br />
SA1 LNProtoVid TitleScreen.jpg|A simpler looking title screen.<br />
SA1 Proto 3CharacterSelect.jpg|A character select with only Sonic, Tails and Knuckles selectable.<br />
</gallery><br />
<br />
==Tester Feedback database==<br />
The "Sonic Adventure Bug Database" is a collection of reports made by game testers between 12/10/1998 to 8/12/1999. Most the entries only report spelling problems and suggestions from the testers (Eg. "Twinkle Circuit should support multiplayer"), but a number also detail gameplay problems. Due to the date of these reports, there was probably not enough time left in development to correct these problems.<br />
{{Multidownload<br />
| name=Sonic Adventure Bug Database<br />
| file1=Sonic Adventure Bug Database CSV.zip<br />
| filename1=Sonic Adventure Bug Database (CSV)<br />
| filesize1=360 KB<br />
| file2=Sonic Adventure Bug Database XLS.zip<br />
| filename2=Sonic Adventure Bug Database (XLSX/Excel)<br />
| filesize2=207 KB<br />
}}<br />
<br />
==External Links==<br />
* [https://www.youtube.com/watch?v=8LEoZs_s_oQ ''Sonic Adventure'' Production Presentation (Tokyo International Forum)] - The public unveiling video of ''Sonic Adventure''. (Translation provided)<br />
* [https://www.youtube.com/watch?v=N0GGa752NZs ''Sonic Adventure'' - Trailers (1998, Launch, Plush)] - A collection of high quality Japanese trailers.<br />
* [https://www.youtube.com/watch?v=ZHdZvl0FyCw ''Sonic Adventure'' Japanese Adverts] - More Japanese trailers, albeit lower quality. Includes trailers for each character.<br />
* [https://www.youtube.com/watch?v=xGNI-UJg9hc ''Sonic Adventure'' Promo] - Another Japanese promo trailer.<br />
* [https://www.youtube.com/watch?v=YgsyszPHaa8 ''Sonic Adventure'' on Games Chart] - a UK advertisement for the game that uses early footage despite the game already being finished by that point.<br />
<br />
{{SAOmni}}<br />
[[Category:Game development|Sonic Adventure]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Angel_Island_Zone&diff=269262Angel Island Zone2018-11-27T15:20:07Z<p>Creepario: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic the Hedgehog 3|:Category:Sonic the Hedgehog 3 levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| levelscreen=Angelisland.png<br />
| levelscreen2=AngelIslandAct2.png<br />
| levelscreentitle=Act 1<br />
| levelscreen2title=Act 2<br />
| levelno=First<br />
| game=Sonic the Hedgehog 3<br />
| acts=2<br />
| theme1=jungle<br />
| boss=Flame Mobile<br />
| subboss=Fire Breath<br />
| underwater=Both acts for Sonic/Tails,<br>Act 1 only for Knuckles<br />
| rings1=104 + 50<br />
| rings2=306 + 60<br />
| name_jp=エンジェルアイランド{{fileref|Sonic3 MD JP SonicJam manual.pdf|page=21}}<br />
| name_de=Engelinsel{{fileref|Sonic3 MD EU manual.pdf|page=48}}<br />
| name_fr=Île des Anges{{fileref|Sonic3 MD EU manual.pdf|page=48}}<br />
| name_es=Isla del Ángel{{fileref|Sonic3 MD EU manual.pdf|page=48}}<br />
| name_it=Isola degli Angeli{{fileref|Sonic3 MD EU manual.pdf|page=49}}<br />
| name_se=Änglarnas Ö{{fileref|Sonic3 MD EU manual.pdf|page=49}}<br />
| name_nl=Engeleneiland{{fileref|Sonic3 MD EU manual.pdf|page=49}}<br />
| name_fi=Enkelisaari{{fileref|Sonic3 MD EU manual.pdf|page=49}}<br />
| icon=AIZicon.png<br />
| next=Hydrocity Zone<br />
}}<br />
:''For the eponymous zone in [[Sonic Advance]], see [[Angel Island Zone (Sonic Advance)]]. For the [[Sonic Mania]] level, see [[Angel Island Zone (Sonic Mania)]].''<br />
<br />
'''Angel Island Zone''' is the first zone in ''[[Sonic the Hedgehog 3]]''. When playing as [[Sonic]], a somewhat lengthy introduction is played in which Sonic and [[Tails]] discover the floating island and first run into [[Knuckles]]. An alternate version of the intro had Sonic surfing onto the island, which is a leftover from a beta version of ''Sonic 3''. The surfing sprites can be viewed via debug mode. [[User:Nemesis|Nemesis]] created a savestate with a restored surfing intro sequence, which can be downloaded [http://sonicology.fateback.com/downloads/saves/index.html here].<br />
<br />
Halfway through Act 1, an armada of [[Fire Breath]]s attacks the jungle, burning the entire island. Near the end of Act 2, a green ship (in the US manual stated to be the "[[Flying Battery Zone|Flying Battery]] Blimp") tries to drop bombs on Sonic and Tails but is outrun by the two. At the end of the zone, Eggman burns off the bridge to the left and ambushes them with his Flame Mobile but is quickly defeated.<br />
<br />
After Eggman's retreat, Sonic and Tails are dropped into [[Hydrocity Zone]] by [[Knuckles]], who destroys the bridge they were standing on. Knuckles was shown to simply jump off the bridge in ''[[Sonic the Hedgehog 3 & Knuckles|S3K]]''.<br />
<br />
==Quotes==<br />
{{quote|1=Welcome to the Floating Island. Things will really heat up once Dr. Robotnik sets fire to this area of the island. Beware of the Flying Battery blimp.}}<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=We started development on "3" with a story in mind, but it turned out we couldn't make it in time without problems. In the end, the game ended up being cut in half (laugh). This stage starts off with a certain impact, as the flamethrower machines set fire to the island and change the color considerably.|2=[[Sonic Team]], [[Takashi Iizuka]]}}<br />
<br />
== Glitches ==<br />
[[Image:Bloominator.png|thumb|right|250px|Angel Island Zone in flames during Act 2.]]<br />
*In Act 1, when Knuckles robs Sonic's emeralds, it's possible to fly across and catch Knuckles quickly. After that 8 icons of Rhinobot will display and Sonic can go through walls (Example: Sonic can finish IceCap Zone in 1 act).<br />
*In Act 1, if the player attempts to get with Sonic to Knuckles' sub-boss area by getting through the breakable rocks (which only Knuckles can break) with [[debug mode]], after walking a few steps the screen will automatically try to scroll up to Sonic's sub-boss area, thus killing the player instantly. If debug isn't deactivated after getting through the rocks, the screen will anyways scroll up, but the player won't die because it's still on debug.<br />
**On the other hand, trying to access Sonic's sub-boss area with Knuckles (Debug mode or Super/Hyper Knuckles only) won't make anything happen.<br />
*It's possible to go into a Knuckles-only section of Act 2 when playing as Sonic by using [[debug mode]], then go up to Sonic's path after going through the long set of breakable walls. When you get to the boss, there will be two of them - one acting as Sonic's boss and one acting as Knuckles'. This can be used to give a 50000 point time bonus if you use one of the [[capsule]]s to trigger the end of the level and reset the time to zero, then use the other to trigger another end of the level.<br />
*After defeating Act 2's Boss, during the Knuckles cut-scene, you can hold left and repeatedly try to jump. If done correctly, you'll jump off the bridge as it collapses, allowing you to avoid falling into [[Hydrocity Zone]].<br />
*After passing the portion of the level where Angel Island (Act 1) is set on fire, when the player enters a [[Giant ring|Special Stage Ring]] or a Checkpoint and eventually leaves it, the background will play the Act 2 music for the rest of the act (and essentially the rest of the stage, not counting the boss battles and the moments after defeating Act 1's boss). The reason why this happens is that, internally, the game has already switched to Act 2. The level being set on fire is simply a distraction while the game internally switches to Act 2, manually playing the Act 1 music in the process. (This was possibly done to change midway Act 1 the green, tropical background from the first act to the red, burning Act 2 background).<br />
**When restarting, there is a special check to play the act 1 music if the starpost following the cutscene was the last one hit, but a technical error in this check means it fails to work, although even if it did work it would still be possible to trigger the bug with Tails if you bypassed the starpost right after the cutscene by flying over it.<br />
**An internal level change with the same purpose also happens in [[IceCap Zone]] Act 1.<br />
** As a related glitch, once the player has advanced enough in Act 2, the game deactivates the barrier that prevents the player from backtracking further than the place where the boss fight occurred, the player can then go back as far as the point where the internal level switch took place. While the game still views this as the player remaining in the same level, the player perceives this as actually going back to Act 1, making this the only zone in Sonic 3 & Knuckles that allows backtracking to the previous Act.<br />
*Nearing the end of Act 2, the character will pass through a long twisting tunnel, and if going fast enough will be thrown into the air off the top of the screen when exiting the tunnel. When playing as Sonic using a fire shield, the player can hold right and repeatedly press jump. The jump sound will sound followed by the fire shield sound, and the screen will move quickly to the right as if there was a platform above the screen from which Sonic has jumped. The level then carries on as normal.<br />
*When you're playing as Sonic and Tails and get near the end of Act 2, let Tails go through the tunnel first. Then after you passed the tunnel, you'll see Tails standing in his roll pose. He will stay like that until he's harmed.<br />
*If Sonic or Tails is positioned exactly between the spikes and the Checkpoint, they will go halfway through, then be pushed back out.<br />
<br />
==Badniks==<br />
* [[Rhinobot]] — A robotic rhino that charges at you.<br />
* [[Monkey Dude]] — Just your standard (blue) coconut throwing monkey.<br />
* [[Bloominator]] — A red flower with a metallic bluestem. <br />
* [[Catakiller, Jr.]] — A blue caterpillar surrounded by a shield-like contraption. Only the head is vulnerable.<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3Omni}}<br />
[[Category:Sonic the Hedgehog 3 levels]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Flying_Battery_Zone&diff=269261Flying Battery Zone2018-11-27T15:05:35Z<p>Creepario: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic & Knuckles|:Category:Sonic & Knuckles levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| levelscreen=FlyingBatteryAct1.png<br />
| levelscreen2=Flyingbattery.png<br />
| levelscreentitle=Act 1<br />
| levelscreen2title=Act 2<br />
| levelno=Second<br />
| game=Sonic & Knuckles<br />
| acts=2<br />
| theme1=flying fortress<br />
| theme2=industrial<br />
| boss=Hang Mobile<br />
| subboss=Gapsule<br />
| subboss2=Barrier Eggman (Sonic & Knuckles){{!}}Barrier Eggman<br />
| rings1=299 + 30<br />
| rings2=259 + 20<br />
| icon=FBZicon.png<br />
| name_jp=フライングバッテリー{{fileref|S&K MD JP SonicJam manual.pdf|page=18}}<br />
| name_de=Flying Battery Zone<br />
| name_fr=La Zone de la Batterie Volante<br />
| name_es=Zona de Arsenal Volante<br />
| name_it=Zona delle Batterie Volanti<br />
| name_se=Flygande Batteri-zonen<br />
| name_nl=De zone van de Vliegende Batterij<br />
| prev=Mushroom Hill Zone<br />
| next=Sandopolis Zone<br />
}}<br />
:''For the [[Sonic Mania]] version of this stage, see [[Flying Battery Zone (Sonic Mania)]]''<br />
<br />
'''Flying Battery Zone''' is the second zone in ''[[Sonic & Knuckles]]'' (the eighth zone in ''[[Sonic 3 & Knuckles]]''). It is entered when [[Sonic the Hedgehog|Sonic]] or [[Knuckles the Echidna|Knuckles]] latch themselves to [[Dr. Eggman|Robotnik]]'s flying airship as it passes through [[Mushroom Hill Zone]]. Both characters spin through a hatch to leave the airship for [[Sandopolis Zone]].<br />
<br />
==Connections to ''Sonic 3''==<br />
This level was originally meant to be in ''[[Sonic 3]]'', between [[Carnival Night Zone]] and [[IceCap Zone]], as supported by the zone order found in the Level Select and the zone's enemies being mentioned in the game's US manual. The cannon at the end Carnival Night would have launched Sonic and Tails to the flying fortress. [[Knuckles]] would have skipped this level entirely since he was being teleported directly to IceCap, explaining the lack of Knuckles-only paths. At the end of the Flying Battery, Sonic runs down a hallway and hits a panel off the ship, which would have been used as a snowboard by him at the beginning of IceCap Zone.<br />
<br />
It is believed that the level was moved over to ''Sonic and Knuckles'' to balance out the number of full levels in each game (six levels each, not counting Hidden Palace and Doomsday since they are sublevels.) <br />
<br />
[[Image:Sonic 3 Flying Battery icon.PNG]]<br />A custom icon has been found in ''Sonic 3'', so it can be assumed it was near completion before it was moved. <br />
<br />
With the use a Game Genie, Flying Battery Zone is actually still accessible in the final version of Sonic 3 albeit in a corrupted form. To access act one, use '''FFFE10:0400''', and for act two, use '''FFFE10:0401'''. For act two, you need to do this in a very specific way since just trying to access the zone alone will freeze the game as soon as the data starts loading. In act one of the corrupted Flying Battery zone, a fully functional Gapsule mini-boss can be found using debug mode.<br />
<br />
==Bosses==<br />
Flying Battery Zone has three bosses: one in act one, two in act two.<br />
<br />
The first boss is an animal capsule with a boss in it. Get on top of the button on its head. When its eyes flash, move off the button and it will hit itself. Repeat this five more times to defeat it.<br />
<br />
The second boss is [[Barrier Eggman (Sonic & Knuckles)|another self-defeating boss]], yet an "homage" to [[Barrier Eggman|a similar boss]] from [[Sonic the Hedgehog 2 (16-bit)|a previous game]]. You just have to avoid the laser as the cage gets smaller and it will eventually defeat itself. You will then be forced to race upward away from an upward-moving platform to avoid being crushed.<br />
<br />
The third boss is Eggman swinging on a pair of chains. Avoid being hit by the spiky arms and bursts of flames it shoots, and when the ship starts swinging up and down, use this chance to hit it. It takes eight hits to defeat. An interesting note about this boss is that it is the only time Knuckles fights Dr. Eggman (at every other boss point in his story, he faces the EggRobo instead). This was most likely an accidental oversight with the switch to ''Sonic & Knuckles''.<br />
<br />
==Quotes==<br />
{{quote|Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!}}<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=This zone has particularly distinctive music, doesn't it. With Sonic 1 and 2, we were working with [[Masato Nakamura|Nakamura-san]], so we couldn't get any extra music, but since with 3 we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.|2=[[Takashi Iizuka]]}}<br />
<br />
==Enemies==<br />
*[[Blaster]] - Badnik that fires small projectiles.<br />
*[[Technosqueek]] - Small robotic rodent.<br />
<br />
==References==<br />
<references/><br />
<br />
{{S&KOmni}}<br />
[[Category:Sonic & Knuckles levels]]<br />
[[Category:Sonic and Knuckles levels]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_After_the_Sequel&diff=269260Sonic After the Sequel2018-11-27T14:32:18Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
| screen=Sonic_After_the_Sequel_Title_Screen.png<br />
| screenwidth=320px<br />
| version=V1.1<br />
| date=<br />June 16, 2013 (Original)<br />August 26, 2017 (DX) <br />
| engine=Sonic Worlds<br />
| credits=LakeFeperd<br />
}}<br />
<br />
'''''Sonic After the Sequel''''' (abbreviated '''Sonic ATS'''), is a fan game created by ''LakeFeperd'' that, like its [[Sonic Before the Sequel|predecessor]], acts as a interquel, this time between ''[[Sonic the Hedgehog 2]]'' and ''[[Sonic 3 & Knuckles]]''. The player races through numerous zones as Sonic and Tails go out to stop [[Dr. Eggman]] from crashing the [[Death Egg]] into (and attacking) the mysterious island known as [[Angel Island]].<br />
<br />
On August 26, 2017, an updated version of the game titled '''''Sonic After the Sequel DX''''' was released. This version of the game uses the hardware renderer, has several physics tweaks and the inclusion of the [[Drop Dash]] from ''[[Sonic Mania]]''.<br />
<br />
==Story==<br />
After the events of Sonic 2, Sonic is caught by Tails, who is piloting the [[Tornado]]. The duo then sees an island with a large metal ring hovering near its snow-covered mountain. They then decide to go and investigate this new island. After getting through Horizon Heights, Sonic encounters a small robot resembling Tails. It then activates and attacks Sonic, and after a brief duel, it's revealed to be a trap by Eggman. <br />
<br />
Sonic is trapped in a magnetic forcefield, unable to stop Eggman from stealing the [[Chaos Emeralds]]. Just before Eggman could get his hands on them, Tails knocked the emeralds away, sending them back to the Special Zone in the process. Eggman then makes a hasty retreat to his temporary base, Storm Station Zone, with Sonic and Tails in hot pursuit. In the process, the two take out Eggman's Flying Battery Fleet, stop construction on a nearby forest (with the help of a certain red [[Mighty the Armadillo| Armadillo]]), and fight the orb robot from the previous game. Along the way, they catch sight of a mysterious feathered object and find some oddly prophetic murals depicting a dragon and a golden warrior. <br />
<br />
After breaking through Eggman's defenses at Storm Station Zone, the feathered object is revealed to be another of Eggman's machines and tries to speed toward Angel Island. Sonic goes super once more, and after chasing the machine into Dream Dance Zone, finally destroys it. Sonic comes out of a [[Giant Ring]] and meets up with Tails. The two head to Angel Island, and thus, the events of Sonic 3 and Knuckles begin.<br />
<br />
==Characters==<br />
<div style="padding-left:50px">[[Image:Sonic1.png|left|100px|]]</div><br />
'''Sonic the Hedgehog''':<br />
Sonic the Hedgehog is a 15-year-old blue hedgehog who lives in no particular locale on the planet Earth, instead choosing to travel the world looking for fun and adventure wherever he goes. While he may be a drifter, that doesn't mean he only cares about himself. Sonic is known for his 'attitude', which is shown through his smugness and sarcasm. Sonic sometimes likes to show off in order to 'look cool'. He is often shown posing or adjusting his gloves or shoes. He is also often noted to be impatient and sometimes have a hot temper.<br />
{{clear}}<br />
[[Image:Tails.png|150px|left|]]<br />
Miles "Tails" Prower is an 8-year-old orange fox whose most recognizable trait is his twin tails. While he was originally teased for them, he has learned to appreciate and love his tails, especially since they have come in handy once joining Sonic the Hedgehog in defeating Dr. Eggman's plans time and time again. Tails is sweet-natured and humble, not one to grab the spotlight for himself and instead, ready to help out his friend and idol Sonic whenever necessary. While he isn't the bravest, he has become more outgoing since he has met Sonic, becoming the hero when need be. Regardless, Tails hopes to one day be self-sufficient, and not constantly rely on others, and be just as independent as Sonic. <br />
{{clear}}<br />
[[Image:Eggman01 32.png|150px|left|]]<br />
The grandson of Professor Gerald Robotnik, Dr. Eggman was born as Ivo Robotnik. While much of his past remains a mystery, it is known that in his early years Eggman looked up to his grandfather, hoping to one day be as great a scientist as Gerald ever was. It was later on in life that Dr. Robotnik would meet his long-time rival and arch-nemesis Sonic the Hedgehog. While he could be anything, Dr. Eggman has set his sights on the highest prize of them all - global domination. Dreaming of the day he will be able to erect Eggmanland, Eggman tires endlessly at accomplishing this, though his plans are foiled time and again by the blue blur himself, Sonic the Hedgehog.<br />
{{clear}}<br />
<br />
==Gameplay==<br />
The game plays very similarly to the games of the Genesis days. Sonic and Tails have the [[Spin Dash]]. Sonic has the [[Super Peel Out]], but not in the form of a figure eight. Tails can fly, much as he did in Sonic 3. There are 3 acts per zone, with the boss having its own separate act. There are 2 modes in this game: Story Mode, which allows you to play through the game and automatically get the Good Ending, or Classic Mode, which allows you to access the Special Stages and get the Chaos Emeralds to earn the Good Ending. The Time Points system from the previous game does not return. The game has 3 types of shields: Spike (gives Sonic a ground pound), Water (gives Sonic a double jump), and Fire (gives Sonic an air dash).<br />
<br />
Two powerups from the Kirby series, Beam for Sonic and Mirror for Tails, are also hidden in the game.<br />
<br />
==Levels==<br />
{|<br />
|Horizon Heights Zone <br />
|An improved version of the previous game's Hilltop Heights. Act 3 has a gimmick involving platforms that are only visible when lightning strikes.<br />
|-<br />
|Sugar Splash Zone <br />
|A large sugar factory, with some waterlogged areas toward the bottom. Touching the piles of sugar makes Sonic (or Tails) look like he's having a sugar rush and move very fast for a short time. This is the only zone in the game with no boss.<br />
|-<br />
|Cyan City Zone <br />
|A large futuristic city, taking inspiration from [[Grand Metropolis]]. Sonic must storm Eggman's Flying Battery Fleet in the Boss Act. When the zone was first revealed, some people jokingly called it Cocaine Coast Zone.<br />
|-<br />
|Foliage Furnace Zone <br />
|A crystal-filled forest with a lava-filled factory. Resembles [[Planet Wisp]] in many ways. Mighty the Armadillo also helps you out throughout the zone.<br />
|-<br />
|Technology Tree Zone <br />
|A large highway in the middle of a forest. Happens to be Falk's favorite level.<br />
|-<br />
|Moon Mansion Zone <br />
|A haunted mansion, much like [[Mystic Mansion]]. The orb robot returns to take its revenge as the boss of this zone.<br />
|-<br />
|Redhot Ride Zone <br />
|A series of lava-filled caverns. A [[Fire Shield]] is immensely helpful here.<br />
|-<br />
|Parhelion Peak Zone <br />
|The city atop the island's snow-covered mountain peak. Act 3 has a tribute to Frost Man's stage from Mega Man 8.<br />
|-<br />
|Storm Station Zone <br />
|Eggman's weather control station of a fortress. The weather here cycles from normal to cloudy to absolutely random. Lilac, the main character of Freedom Planet, makes a cameo appearance in a secret room in Act 1.<br />
|-<br />
|Dream Dance Zone <br />
|The final showdown against Eggman's owl-like robot for the fate of Angel Island!<br />
|}<br />
<br />
==Special Acts==<br />
There is a single Special Ring hidden in every zone (except for Dream Dance, obviously). Touching it unlocks a special version of that level for play. The special acts have different weather than their normal counterparts, due to Storm Station Zone's weather manipulation.<br />
<br />
The reason for most of the special acts having snow is that LakeFeperd sees very little snow in his home country of Brazil.<br />
<br />
==Soundtrack==<br />
Like the previous game, After the Sequel has an original soundtrack composed by the team of Falk, KgZ, Funk Fiction, and Andy Tunstall. This time, they were also joined by Mr. Lange (otherwise known as ShortFactor), DJ Max-E, and Li Xiao'an. Since LakeFeperd works extremely fast, the game itself was already finished in October 2012 and the only thing that held up the release was the soundtrack.<br />
<br />
The soundtrack was once again praised as one of the best parts of the game. It can be downloaded [https://sites.google.com/site/sonicbtsbooth/home here].<br />
<br />
==External links==<br />
*[https://sites.google.com/site/sonicbtsbooth/ Sonic After the Sequel's site]<br />
<br />
[[Category:Multimedia Fusion and Sonic Worlds fan games]]<br />
[[Category:Fan games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_Before_the_Sequel&diff=269240Sonic Before the Sequel2018-11-26T20:36:59Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
| screen=Sonic_Before_the_Sequel_Title_Screen.png<br />
| screenwidth=320px<br />
| version=Sage 2012<br />
| date=August 5, 2012<br />
| engine=Sonic Worlds<br />
| credits=LakeFeperd<br />
}}<br />
'''''Sonic Before the Sequel''''' (abbreviated '''Sonic BTS''') is a fan game created by ''LakeFeperd'' that serves as a interquel between [[Sonic the Hedgehog 1]] and [[Sonic the Hedgehog 2]]. The player goes through numerous zones and alternates between [[Sonic]], who wants to stop [[Dr. Eggman]] from launching the [[Death Egg]], and [[Tails]], who tries to keep up with Sonic and eventually teams up with him. During SAGE 2012, an update that included graphical improvements, an original soundtrack, and a bonus boss fight if you reach the good ending, was released. <br />
<br />
This series of fan games made by ''LakeFeperd'' continued with a sequel, [[Sonic After the Sequel]], and an interquel, Sonic Before the Sequel Aftermath (which formed into a different fan game, Sonic Chrono Adventure).<br />
<br />
==Story==<br />
In the end of Sonic 1, Sonic releases the [[Chaos Emeralds]] and is teleported to Hilltop Heights Zone. There, he catches sight of the nearly completed [[Death Egg]] and speeds off to stop its impending launch. After duking it out with Eggman, he heads off into Star Shore Zone. There, Tails is looking awkwardly at a [[Motobug]] that seems to be asleep and tries to touch it. The Motobug awakes, and just as it is about to attack Tails, Sonic comes out of nowhere, destroys it, and hurries off. Tails, amazed at the sight, sets out to follow the blue bur. <br />
<br />
Sometime later, a robot appears and begins to attack Tails, but he is able to defeat it. After a while, Sonic begins to feel that someone is following him. when he turns around, he sees Tails, who is very ecstatic to see him. Sonic tries to run away, but Tails just flies up to the platform Sonic is standing on. In an effort to escape, Sonic jumps into the water. Before Tails can follow him, he is captured by a flying capsule.<br />
<br />
Sonic and Tails meet up once again, and Sonic allows Tails to tag along with him. Just as they are about to confront Eggman, Tails gets knocked off of the platform, with Sonic being unable to reach him in time. Tails falls into the clouds nearby and learns how to use his tails to increase his speed. He then fights the orb robot for the last time, scrapping it. <br />
<br />
Sonic faces off against Eggman, who is fighting him in a body armor. Before the second phase, the seventh and final Chaos Emerald appears and Sonic is able to transform into [[Super Sonic]]. He defeats Dr. Eggman and powers down and starts falling from the sky. But before he reaches the ground, Tails appears and Sonic can land safely on the [[Tornado]], Sonic's biplane. They arrive in [[Emerald Hill Zone]] and the events of Sonic 2 begin.<br />
<br />
==Characters==<br />
<div style="padding-left:50px">[[Image:Sonic1.png|left|100px|]]</div><br />
'''Sonic the Hedgehog''':<br />
Sonic is a 15-year-old blue hedgehog who lives in no particular locale on the planet Earth, instead choosing to travel the world looking for fun and adventure wherever he goes. While he may be a drifter, that doesn't mean he only cares about himself. Sonic is known for his 'attitude', which is shown through his smugness and sarcasm. Sonic sometimes likes to show off in order to 'look cool'. He is often shown posing or adjusting his gloves or shoes. He is also often noted to be impatient and sometimes have a hot temper.<br />
{{clear}}<br />
[[Image:Tails.png|150px|left|]]<br />
'''Miles "Tails" Prower''':<br />
Tails is an 8-year-old orange fox whose most recognizable trait is his twin tails. While he was originally teased for them, he has learned to appreciate and love his tails, especially since they have come in handy once joining Sonic the Hedgehog in defeating Dr. Eggman's plans time and time again. Tails is sweet-natured and humble, not one to grab the spotlight for himself and instead, ready to help out his friend and idol Sonic whenever necessary. While he isn't the bravest, he has become more outgoing since he has met Sonic, becoming the hero when need be. Regardless, Tails hopes to one day be self-sufficient, and not constantly rely on others, and be just as independent as Sonic. <br />
{{clear}}<br />
[[Image:Eggman01 32.png|150px|left|]]<br />
'''Dr. Eggman''':<br />
The grandson of Professor Gerald Robotnik, Dr. Eggman was born as Ivo Robotnik. While much of his past remains a mystery, it is known that in his early years Eggman looked up to his grandfather, hoping to one day be as great a scientist as Gerald ever was. It was later on in life that Dr. Robotnik would meet his long-time rival and arch-nemesis Sonic the Hedgehog. While he could be anything, Dr. Eggman has set his sights on the highest prize of them all - global domination. Dreaming of the day he will be able to erect Eggmanland, Eggman tires endlessly at accomplishing this, though his plans are foiled time and again by the blue blur himself, Sonic the Hedgehog.<br />
<br />
His boss machines in this game are based on the visual style of the Stunt Race FX characters.<br />
{{clear}}<br />
'''Unnamed Orb Robot''':<br />
The mysterious sphere-shaped robot that attacks Tails throughout the game. It resembles an [[Eggmobile]] with a black dome covering the top and triangular eyes. In Tails' boss acts, you fight him in place of Dr. Eggman. He is finally scrapped at Cloudy Crowd Zone, or is he...?<br />
<br />
==Gameplay==<br />
The game plays very similarly to the games of the Genesis days. Sonic and Tails have the [[Spin Dash]]. Sonic has the [[Super Peel Out]], but not in the form of a figure eight. Tails can fly, much as he did in Sonic 3. There are 3 acts per zone, with the boss having its own separate act. Bonus stages can be accessed at the end of Act 3 for Sonic and Tails (these acts only get you extra lives, not the Chaos Emeralds). Unique to Sonic BtS is the addition of "Time Points", which determine your ending at the end of the game. If you fail to complete the game in under 2 hours, you receive the bad ending. If you do beat it in 2 hours or less, you fight a bonus boss and receive the good ending.<br />
<br />
==Zones==<br />
{|<br />
|Hilltop Heights Zone<br />
|The first level of the game, which resembles a combination of [[Hill Top]] and [[Sky Sanctuary]].<br />
|-<br />
|Star Shores Zone<br />
|Tails' first level, which seems to take inspiration from [[Palmtree Panic]]. The fuzzies from Yoshi's Island make an appearance, and touching one makes the screen (and Tails) look like it's on acid.<br />
|-<br />
|Rocky Ride Zone<br />
|Sonic's second level, taking place in a mountainous region. Act 3 has a huge focus on vertical platforming.<br />
|-<br />
|Lost Levels Zone<br />
|Tails' second level, resembling a mish-mash of the Sonic 2 beta levels, [[Wood Zone]], [[Hidden Palace Zone]], and [[Dust Hill]].<br />
|-<br />
|Sunset Star Zone<br />
|Sonic's third level, in a city near Titanic Tower at sunset. Act 2 has 2 exits, leading to 2 different Act 3's.<br />
|-<br />
|Metro Madness Zone<br />
|Tails' third level, in Sunset Star at night. Act 3 has some underwater areas near the bottom.<br />
|-<br />
|Fortress Flow Zone<br />
|Sonic's main water level. It is unique from other underwater levels in that Sonic receives a permanent [[Water Shield|Bubble Shield]] that allows him to perform a double-jump throughout this zone.<br />
|-<br />
|Perilous Paradise Zone<br />
|Tails' main water level, taking place in some kind of simulated habitat. In act 2, the forest is set ablaze, much like [[Angel Island Zone]]'s second act.<br />
|-<br />
|Titanic Tower Zone <br />
|It is a reverse [[Terminal Velocity]], in that our heroes are running up the tower, not down it. It is very vertically oriented.<br />
|-<br />
|Cloudy Cloud Zone<br />
|Tails' last level, where he gets his new running animation. Takes place in the clouds near the Death Egg.<br />
|-<br />
|Arcane Altitude Zone<br />
|The last full zone in the game, and the only one without a third act. It's also the only zone where you play as both Sonic and Tails. Very much resembles [[Death Egg Zone (Sonic & Knuckles)]] on the inside parts.<br />
|-<br />
|Death Egg Zone<br />
|It all ends here. A duel with the prototype of one of Eggman's [[Giant Mech|strongest creations]].<br />
|}<br />
<br />
[[Hill Top Zone]] and [[Starlight Carnival]] are hidden levels. Hill Top is accessed by pressing U during the cutscene after the Hilltop Heights boss and Starlight Carnival is accessed by spamming the U key in Rocky Ride to rapidly skip through the levels, which should end up taking you to the level after skipping the boss act.<br />
<br />
==Soundtrack==<br />
The SAGE 2012 version included an original soundtrack composed in collaboration between Falk, KgZ, Andy Tunstall and Funk Fiction. It was widely praised as being one of the best parts of the game to the point that even [[Jun Senoue]] admitted to like it. However, the music used in the cutscenes and special stages still remain intact. <br />
<br />
The soundtrack can be downloaded at the [https://sites.google.com/site/sonicbts/ SAGE 2012 splash page] of Sonic BTS.<br />
<br />
==Bugs==<br />
* The oxygen supply in Perilous Paradise runs out at normal speed, even if the game is lagging. Sonic Worlds beta version 0.5 (the version BTS is built on) uses MMF2's built-in timer which counts the seconds in real time.<br />
* There is a chance that the game will crash if it tries to play a cutscene. This is because they are made in Adobe Flash and require the use of an extension incompatible with most modern setups. Thankfully, the cutscenes can be turned off in the settings.<br />
* Mac users have reported trouble with saving the game. LakeFeperd responded to this by including a level skip button (mapped to the U key) so that Mac users can play all the levels.<br />
<br />
==Gallery==<br />
<gallery><br />
Image:SBTS Hilltop Heights.png|Hilltop Heights<br />
Image:SBTS Star Shores.png|Star Shores<br />
Image:SBTS Rocky Ride.png|Rocky Ride<br />
Image:SBTS Lost Levels.png|Lost Levels<br />
Image:SBTS Sunset Star.png|Sunset Star<br />
Image:SBTS Metro Madness.png|Metro Madness<br />
Image:SBTS Fortress Flow.png|Fortress Flow<br />
Image:SBTS Perilous Paradise.png|Perilous Paradise<br />
Image:SBTS Titanic Tower.png|Titanic Tower<br />
Image:SBTS Cloudy Crowd.png|Cloudy Crowd<br />
Image:SBTS Arcane Altitude.png|Arcane Altitude<br />
</gallery><br />
<br />
==External links==<br />
*[https://web.archive.org/web/20150726223240/http://sonicbts.webs.com/ Sonic Before the Sequel's website (archived)]<br />
*[https://sites.google.com/site/sonicbts/ Sonic Before The Sequel's SAGE 2012 splash page]<br />
<br />
[[Category:Multimedia Fusion and Sonic Worlds fan games]]<br />
[[Category:Fan games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Retro_Sonic&diff=269218Retro Sonic2018-11-25T21:05:27Z<p>Creepario: </p>
<hr />
<div>{{Fangame|screen=retrosonic_title.png|version=Nexus 2008 Demo|date=[[Sonic Amateur Games Expo|Nexus]] 2008|engine=Original, C++/DirectX|credits=[[The Taxman]]}}<br />
<br />
'''''Retro Sonic''''' was a fan game project by Christian "[[The Taxman]]" Whitehead which would, later on, become the [[Retro Engine]]. <br />
<br />
==History==<br />
The earliest incarnation of this game was created using Multimedia Fusion and not much about it is known.<br />
<br />
Quickly realizing MMF's limitations, Taxman started bringing the engine over to Visual Basic which, along with the usage of the Direct X API, resulted in a better performance and allowed for more graphical effects. In 2002, he released a demo that included a few playable Zones, ''Egg Garden Zone'', ''Dust Hill Zone'' (Past and Present), and ''Warehouse Zone'', along with a Special Stage. The demo was received very well and he continued to make some updates to it before switching to another programming language.<br />
<br />
This time, the engine was rewritten into the C++ using the existing code present in the Visual Basic version. Soon after, however, the project was put in hiatus for more than a year due to his loss of interest. After Taxman looked back at the project, he realized he wasn't happy with certain aspects of the game like the messiness of the coding, the bugs, and the tile collision. This, along with requests for multiplayer, something that would have required an immense rework of the engine, led to him scrapping this incarnation altogether.<br />
<br />
Now created from scratch, the newest incarnation was programmed to be flexible, allowing for it to be ported easily to other platforms.<ref>[https://web.archive.org/web/20071122181248/http://rsonic.randomsonicnet.org/about.htm The About page talks about Retro Sonic's history (archived)]</ref> In 2006, he created a proof of concept that showed Retro Sonic running on the Dreamcast. One year later, a Windows demo of the game was released for the year's [[Sonic Amateur Games Expo]]. It featured ''Egg Garden Zone'' and a custom rebuild of Sonic 2's [[Emerald Hill Zone]].<br />
<br />
===Merging plans===<br />
In 2008, there were plans to merge the game with ''[[Sonic XG]]'', forming ''Retro Sonic XG''. The levels of Retro Sonic would be adapted to the XG style and added to the game.<br />
<br />
In March of 2011, [[The Taxman]] announced that ''Retro Sonic XG'' had merged again in early-2010, this time with the fan game ''[[Sonic Nexus]]'', becoming ''[[Retro Sonic Nexus]]''. While some zones from Nexus and Retro would have been present and adapted into the XG style, some would have not made the cut due to their similar themes.<br />
<br />
===Cancellation===<br />
In Mid-2011, Taxman posted an update on his blog, stating that he had become busy working on a title set to release later that year,<ref>[https://web.archive.org/web/20110613235200/http://rsonic.christianwhitehead.com:80/ The Retro Sonic Nexus development blog (archived)]</ref> which was later revealed to be the [[Sonic the Hedgehog CD (2011)|2011 port of Sonic CD]]. The port was made using an updated version of Retro Sonic's engine, now officially titled the ''Retro Engine''. Following the success of the Sonic CD port, Taxman was commissioned to port Sonic 1, followed by Sonic 2, over to Android and iOS. This resulted in the ''Retro Sonic Nexus'' project being held indefinitely. The RSDK ended up unreleased to the public and was only used for all future Sonic games made with the Retro Engine.<br />
<br />
== Zones ==<br />
The old website of Retro Sonic reveals that, before the merge, Taxman had planned for the fan game to have 12 zones with three acts each. <ref name=zones>[https://web.archive.org/web/20080611063240/http://rsonic.randomsonicnet.org:80/features.htm#zones The Zones that were meant to appear in Retro Sonic (archived)]</ref><br />
* Egg Garden Zone<br />
* Dust Hill Zone<br />
* Sparkling Zone<br />
* Hidden Palace Zone<br />
* Crown Casino Zone<br />
* Genocide Zone<br />
* Scrambled Egg Zone<br />
* Volcanic Tower Zone<br />
* Sky Plaza Zone<br />
* Cosmic Gadget Zone<br />
* Steel Cortex Zone<br />
* Dreampool Zone<br />
<br />
== Downloads ==<br />
{{download|file=Retro Sonic (Beta).7z|filesize=3.17MB|version=SAGE 2007 Beta}}<br />
<br />
=== Older versions ===<br />
* {{file|OldRSonic.rar|The 2002 demo}}<br />
* {{file|RSonicDC.rar|The 2006 Dreamcast proof of concept}}<br />
<br />
== References ==<br />
<br />
<references/><br />
<br />
== External links ==<br />
<br />
* [http://www.youtube.com/watch?v=Fl5iLi2y3Jg Retro Sonic demo on YouTube]<br />
* [http://www.dreamcast-scene.com/index.php/Main/RetroSonic Retro Sonic at DCS (dead link)]<br />
* [https://web.archive.org/web/20151220200221/http://rsonic.randomsonicnet.org/ Official website (archived)]<br />
<br />
[[Category:Fan game engines]]<br />
[[Category:Fan games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=File:RSonicDC.rar&diff=269217File:RSonicDC.rar2018-11-25T21:04:56Z<p>Creepario: </p>
<hr />
<div></div>Creepariohttps://info.sonicretro.org/index.php?title=File:OldRSonic.rar&diff=269216File:OldRSonic.rar2018-11-25T21:03:39Z<p>Creepario: </p>
<hr />
<div></div>Creepariohttps://info.sonicretro.org/index.php?title=Retro_Sonic&diff=269215Retro Sonic2018-11-25T20:24:52Z<p>Creepario: </p>
<hr />
<div>{{Fangame|screen=retrosonic_title.png|version=Nexus 2008 Demo|date=[[Sonic Amateur Games Expo|Nexus]] 2008|engine=Original, C++/DirectX|credits=[[The Taxman]]}}<br />
<br />
'''''Retro Sonic''''' was a fan game project by Christian "[[The Taxman]]" Whitehead which would, later on, become the [[Retro Engine]]. <br />
<br />
==History==<br />
The earliest incarnation of this game was created using Multimedia Fusion and not much about it is known.<br />
<br />
Quickly realizing MMF's limitations, Taxman started bringing the engine over to Visual Basic which, along with the usage of the Direct X API, resulted in a better performance and allowed for more graphical effects. In 2002, he released a demo that included a few playable Zones, ''Egg Garden Zone'', ''Dust Hill Zone'' (Past and Present), and ''Warehouse Zone'', along with a Special Stage. The demo was received very well and he continued to make some updates to it before switching to another programming language.<br />
<br />
This time, the engine was rewritten into the C++ using the existing code present in the Visual Basic version. Soon after, however, the project was put in hiatus for more than a year due to his loss of interest. After Taxman looked back at the project, he realized he wasn't happy with certain aspects of the game like the messiness of the coding, the bugs, and the tile collision. This, along with requests for multiplayer, something that would have required an immense rework of the engine, led to him scrapping this incarnation altogether.<br />
<br />
Now created from scratch, the newest incarnation was programmed to be flexible, allowing for it to be ported easily to other platforms.<ref>[https://web.archive.org/web/20071122181248/http://rsonic.randomsonicnet.org/about.htm The About page talks about Retro Sonic's history (archived)]</ref> In 2006, he created a proof of concept that showed Retro Sonic running on the Dreamcast. One year later, a Windows demo of the game was released for the year's [[Sonic Amateur Games Expo]]. It featured Egg Gardens and a custom rebuild of [[Emerald Hill Zone]].<br />
<br />
===Merging plans===<br />
In 2008, there were plans to merge the game with ''[[Sonic XG]]'', forming ''Retro Sonic XG''. The levels of Retro Sonic would be adapted to the XG style and added to the game.<br />
<br />
In 2011, [[The Taxman]] announced that in early 2010 the merged game ''Retro Sonic XG'' merged again with the fangame ''[[Sonic Nexus]],'' forming the newly merged title ''[[Retro Sonic Nexus]]''. Most of the levels from Nexus and Retro were added to the game with the XG style. Some levels, unfortunately, didn't make the cut to be in the merged game due to similar levels being in each game.<br />
<br />
== Zones ==<br />
The old website of Retro Sonic reveals that Taxman had planned for the fan game to have 12 zones with three acts each. <ref name=zones>[https://web.archive.org/web/20080611063240/http://rsonic.randomsonicnet.org:80/features.htm#zones The Zones that were meant to appear in Retro Sonic (archived)]</ref><br />
* Egg Garden Zone<br />
* Dust Hill Zone<br />
* Sparkling Zone<br />
* Hidden Palace Zone<br />
* Crown Casino Zone<br />
* Genocide Zone<br />
* Scrambled Egg Zone<br />
* Volcanic Tower Zone<br />
* Sky Plaza Zone<br />
* Cosmic Gadget Zone<br />
* Steel Cortex Zone<br />
* Dreampool Zone<br />
<br />
== Downloads ==<br />
{{download|file=Retro Sonic (Beta).7z|filesize=3.17MB|version=SAGE 2007 Beta}}<br />
<br />
== References ==<br />
<br />
<references/><br />
<br />
== External links ==<br />
<br />
* [http://www.youtube.com/watch?v=Fl5iLi2y3Jg Retro Sonic demo on YouTube]<br />
* [http://www.dreamcast-scene.com/index.php/Main/RetroSonic Retro Sonic at DCS (dead link)]<br />
* [https://web.archive.org/web/20151220200221/http://rsonic.randomsonicnet.org/ Official website (archived)]<br />
<br />
[[Category:Fan game engines]]<br />
[[Category:Fan games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_MAX&diff=269214Sonic MAX2018-11-25T17:42:44Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
|screen=SonicMax.png<br />
| version=1.2<br />
| date=12/6/15<br />
|credits=<br />TruePowerofTeamwork - Creator/Coder<br /><br />
Mega Ikey Ilex - Accuracy<br /><br />
Mr. Potatobadger - Accuracy<br /><br />
Mr. Lange - Accuracy, Various Help<br /><br />
Nekkosu - Android/iOS Graphics<br /><br />
SuperBliz/AeroGP - Trail Code<br /><br />
[[User:Damizean|Damizean]] - Bridges<br />
}}<br />
Sonic Max is an open-source Sonic engine made in GameMaker Studio with an initial development time of 500+ hours over the course of six months. The main purpose with the engine is to be as accurate as possible to the classic Genesis games while allowing for as much customization as possible.<br />
<br />
The engine designed to be efficient, easy to use with many flags for changing certain aesthetics, and can be exported for many different platforms. Everyone is open to contribute or help out.<br />
<br />
==Playable Characters==<br />
*[[Sonic]] (Sonic 3 move set, complete with Insta-Shield and Elemental shields. He is also able to turn Super and Hyper, and has an optional Homing attack)<br />
*[[Tails]] (Sonic 3 move set)<br />
*[[Knuckles]] (Sonic 3 move set)<br />
<br />
==Features==<br />
*Floor Mode and 360-degree angle detection<br />
*Parallax<br />
*Over 30 gimmicks/objects<br />
*Input recording engine<br />
*Key sequence engine<br />
*Cutscene engine<br />
*Debug mode<br />
*Palette cycling<br />
*Custom room transitions<br />
*Infinite layer terrain<br />
*Sonic 2-style menu screens<br />
*Sonic 3-style save system<br />
*Basic endless level generation<br />
*3D-animated water<br />
<br />
==Downloads==<br />
*[https://drive.google.com/file/d/0Bx16Yle5gouoTHdCekcxR0lHWVU/view?usp=sharing Demo Build 288]<br />
*[https://drive.google.com/file/d/0Bx16Yle5gouoWjdoRnZPQU5WcjQ/view?usp=sharing Source] (.GMZ)<br />
<br />
==External Links==<br />
*[https://forums.sonicretro.org/?showtopic=34208 Forum Thread]<br />
<br />
[[Category:Game Maker fan games]]<br />
[[Category:Fan game engines]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_MAX&diff=269213Sonic MAX2018-11-25T17:40:35Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
|screen=SonicMax.png<br />
| version=1.2<br />
| date=12/6/15<br />
|credits=<br />TruePowerofTeamwork - Creator/Coder<br /><br />
Mega Ikey Ilex - Accuracy<br /><br />
Mr. Potatobadger - Accuracy<br /><br />
Mr. Lange - Accuracy, Various Help<br /><br />
Nekkosu - Android/iOS Graphics<br /><br />
SuperBliz/AeroGP - Trail Code<br /><br />
[[User:Damizean|Damizean]] - Bridges<br />
}}<br />
Sonic Max is an open-source Sonic engine made in GameMaker Studio with an initial development time of 500+ hours over the course of six months. The main purpose with the engine is to be as accurate as possible to the classic Genesis games while allowing for as much customization as possible.<br />
<br />
Sonic MAX is designed to be efficient, easy to use with many flags for changing certain aesthetics, and can be exported for many different platforms. The engine is open for anyone to contribute or help out.<br />
<br />
==Playable Characters==<br />
*[[Sonic]] (Sonic 3 move set with Insta-Shield and Elemental shields, is able to turn Super and Hyper, and has an optional Homing attack)<br />
*[[Tails]] (Sonic 3 move set)<br />
*[[Knuckles]] (Sonic 3 move set)<br />
<br />
==Features==<br />
*Floor Mode and 360-degree angle detection<br />
*Parallax<br />
*Over 30 gimmicks/objects<br />
*Input recording engine<br />
*Key sequence engine<br />
*Cutscene engine<br />
*Debug mode<br />
*Palette cycling<br />
*Custom room transitions<br />
*Infinite layer terrain<br />
*Sonic 2-style menu screens<br />
*Sonic 3-style save system<br />
*Basic endless level generation<br />
*3D-animated water<br />
<br />
==Downloads==<br />
*[https://drive.google.com/file/d/0Bx16Yle5gouoTHdCekcxR0lHWVU/view?usp=sharing Demo Build 288]<br />
*[https://drive.google.com/file/d/0Bx16Yle5gouoWjdoRnZPQU5WcjQ/view?usp=sharing Source] (.GMZ)<br />
<br />
==External Links==<br />
*[https://forums.sonicretro.org/?showtopic=34208 Forum Thread]<br />
<br />
[[Category:Game Maker fan games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=SPG:Solid_Tiles&diff=269212SPG:Solid Tiles2018-11-25T17:09:43Z<p>Creepario: </p>
<hr />
<div>'''Notes:'''<br />
The research applies to all four of the [[Sega Mega Drive]] games and ''[[Sonic CD]]''.<br />
<br />
Following only describes how [[Sonic the Hedgehog|Sonic]] collides and interacts with solid tiles. Solid objects, such as [[Monitor|Monitors]], Moving Platforms, and Blocks each have their own collision routines with Sonic and don't necessarily behave exactly the same as the tiles do.<br />
<br />
Degree angles are counterclockwise with 0 facing right (flat floor).<br />
<br />
[[Image:SPGAngles2.png]]<br />
Dark blue represents ground, light blue represents air.<br />
<br />
Different calculations may be needed if using the hex angle values.<br />
<br />
==Variables==<br />
<br />
The following variables/constants will be referenced frequently in this section.<br />
<br />
<nowiki>//Variables<br />
xpos: The X-coordinate of Sonic's center.<br />
ypos: The Y-coordinate of Sonic's center.<br />
xsp: The speed at which Sonic is moving horizontally.<br />
ysp: The speed at which Sonic is moving vertically.<br />
gsp: The speed at which Sonic is moving on the ground.<br />
slope: The current slope factor (slp) value being used.<br />
ang: Sonic's angle on the ground.<br />
<br />
//Constants<br />
acc: 0.046875<br />
dec: 0.5<br />
frc: 0.046875 (same as acc)<br />
top: 6<br />
jmp: 6.5 (6 for Knuckles)<br />
slp: 0.125<br />
slprollup: 0.078125<br />
slprolldown: 0.3125<br />
fall: 2.5<br />
</nowiki><br />
<br />
==Sensors==<br />
The collision is handled using 'sensor lines' that surround Sonic. They will be explained and referenced throughout this section.<br />
<br />
[[Image:SPGSensors.png]]<br />
''An approximation of the sensors, though some might move positions or even not exist during certain states or character movements''<br />
<br />
A & B - Floor collision<br />
C & D - Ceiling collision (only used mid-air)<br />
E & F - Wall collision (shifting by 8px depending on certain factors, which will be explained)<br />
XY - Sonic's xpos and ypos<br />
<br />
==Introduction==<br />
<br />
What are solid tiles? While there are often solid objects in Sonic zones, the zone itself would require far too much object memory if the environment were constructed entirely of solid objects, each with their own 64 bytes of RAM. A clever short-cut is used - the zone is constructed out of tiles anyway, so all that needs be done is have each tile know whether or not it is solid.<br />
<br />
You may know that zones are broken down into 128x128 pixel chunks (or 256x256 pixel chunks in ''[[Sonic 1]]'' and ''[[Sonic CD]]''), which are in turn broken into 16x16 pixels tiles, which are again in turn broken into even smaller 8x8 pixel tiles. All of the solidity magic happens with the 16x16 tiles, so those are the only ones we will be interested in throughout this guide.<br />
<br />
Sonic's collisions and interactions with these solid tiles are what make up his basic engine. They dictate how he handles floors, walls, ceilings, slopes, and loops. Because this is such a large subject, and so complex, this guide is more proximate than other Sonic Physics Guides, but I have kept speculation to a minimum.<br />
<br />
Note: While solidity tiles are used in the original games, these basic collision methods and sensor layouts will still work (with adjustments) with sprite masks, or line intersections, etc, in your own engine.<br />
<br />
==Standing==<br />
<br />
Sonic has to check to check for solid tiles beneath him. This can be achieved with two sensor lines, pointing downward. One (A) should be on Sonic's left side, at ''xpos''-9. The other (B) should be on his right, at ''xpos''+9. They should start at ''ypos'' and extend to his feet at ''ypos''+20. They should also check at least 16 pixels below his feet at ground level while not in the air (but not too far, or he will pop down when descending low steps and stairs, which you do not want). This extra space checked is to keep him attached to the ground even if it slopes away from him as he moves horizontally.<br />
<br />
When Sonic is rolling or jumping, sensor A, B, C, and D are at ''xpos''-7 and ''xpos''+7 rather than ''xpos''-9 and ''xpos''+9. However, his horizontal sensor line remains the same whether curled up or not.<br />
<br />
[[Image:SPGStanding.PNG|128px]]<br />
<br />
Assuming the ground level to be at a Y position of 736 ($02E0), Sonic stands atop it at a ''ypos'' of 716 ($02CC), which are 20 pixels above ground level.<br />
<br />
===Falling Off===<br />
<br />
Sonic has to be able to run off of ledges. It would not do to just keep walking like Wile E. Coyote, not noticing that there is nothing beneath him.<br />
<br />
If both sensor A and B detect no solid tiles, Sonic will "fall" - a flag will be set telling the engine he is now in the air.<br />
<br />
===Balancing On Edges===<br />
<br />
One nice touch is that Sonic goes into a balancing animation when near to the edge of a ledge. This only happens when he is stopped (his ground speed is 0).<br />
<br />
How does the engine know? It is simple - any time only one of the ground sensors is activated, Sonic must be near a ledge. If A is active and B is not the ledge is to his right and vice versa.<br />
<br />
But if Sonic began balancing the instant one of the sensors found nothing, he would do it too "early", and it would look silly. So it only happens when only one sensor is active, and ''xpos'' is greater than the edge of the solid tile found by the active sensor.<br />
<br />
[[Image:SPGBalancing.PNG|384px]]<br />
<br />
Assuming the right edge of the ledge to be an x of 2655 ($0A5F), Sonic will only start to balance at an ''xpos'' of 2656 ($0A60) (edge pixel+1). He'll fall off at an ''xpos'' of 2665 ($0A69) (edge pixel+10) when both sensors find nothing.<br />
<br />
In ''[[Sonic 2]]'' and ''[[Sonic CD]]'', if the ledge is the opposite direction than he is facing, he has a second balancing animation.<br />
<br />
In ''[[Sonic 2]]'', ''[[Sonic 3]]'', and ''[[Sonic & Knuckles]]'', Sonic has yet a ''third'' balancing animation, for when he's even further out on the ledge. Assuming the same values as above, this would start when he is at an ''xpos'' of 2662 ($0A66).<br />
<br />
'''Note:''' While balancing, certain abilities are not allowed (ducking, looking up, spindashing, etc). In Sonic 3 & Knuckles, the player is still allowed to duck and spindash (not to look up, though) when balancing on the ground but not when balancing on an object.<br />
<br />
==Pushing==<br />
<br />
Sonic has to stop when he bumps into walls. This can be achieved by checking for a collision with a line (E/F). The sensor line is at his ''ypos'' while on sloped ground, but at Sonic's ''ypos''+8 while he is on flat ground (to push against low obstacles, since there are no slopes to avoid pushing against).<br />
<br />
How wide should the sensor line be?<br />
<br />
[[Image:SPGPushing.PNG|256px]]<br />
<br />
Assuming the wall's left side to be at an X position of 704 ($02C0), Sonic cannot get closer than an ''xpos'' of 693 ($02B5). Assuming the wall's right side to be at an X position of 831 ($033F), Sonic cannot get closer than an ''xpos'' of 842 ($034A). That's 11 pixels difference, in either direction.<br />
<br />
Thus the sensor line should be 20 pixels wide, stretching from Sonic's ''xpos''-10 to ''xpos''+10. Any time it detects a solid tile, Sonic should be "popped out", set to the edge of the tile minus (or plus) 11, and his ground speed set to 0. (He cannot be popped out by only 10, because then a point at ''xpos''+10 would still lie within the edge pixel of the tile. This would register a continuous collision, and he would stick to the wall.) <br />
<br />
Though the tile's edge minus Sonic's ''xpos'' might be 11, there are only 10 free pixels between Sonic's ''xpos'' and the tile's edge. The eleventh pixel away is the tile's edge itself. So Sonic is effectively only 20 pixels wide.<br />
<br />
You may remember that sensors A and B are only 18 pixels apart but Sonic is 20 pixels wide when pushing into walls. This means that Sonic is skinnier by 2 pixels when running off of ledges than when bumping into walls.<br />
<br />
==Slopes And Curves==<br />
<br />
''Sonic the Hedgehog'' was one of the first games to use curved surfaces and even entire 360-degree loops. Most other games of the era composed their environments entirely of blocks (and the occasional ramp).<br />
<br />
The ability to cope with smoothly shaped environments is one of the fundamental aspects of the Sonic games' novelty and appeal. Unfortunately, it is also perhaps the most difficult and complex aspect to recreate in a fan game.<br />
<br />
So how does it work?<br />
<br />
===Height Masks===<br />
<br />
Any time Sensor A or B find a solid tile, they return the height of that tile. <br />
<br />
How is the height of the tile found?<br />
<br />
Each tile has a value associated with it that references a mask stored in memory. Each mask is simply an array of 16 height values that range from $00 to $10 and an angle value.<br />
<br />
[[Image:SPGHeightMask.PNG]]<br />
<br />
This height mask, for example, has the height array $00 00 01 02 02 03 04 05 05 06 06 07 08 09 09 09, and the angle $E8.<br />
<br />
Which value of the height array is used? Subtract the tile's X position from the sensor's X position. The result is the index of the height array to use.<br />
<br />
If the height value found is $10, then the sensor has to check for another tile above the first one found, and search for that one's height value.<br />
<br />
Whichever sensor finds the highest height, Sonic's ''ypos'' is set to that height minus 20 pixels. His ''ang'' is also set to the angle of the solid tile that returned the highest height.<br />
<br />
When no solid tile is found by a sensor, foot level (''ypos''+20) is returned by default.<br />
<br />
====Bugs Using This Method====<br />
<br />
Unfortunately, there are a couple of annoying bugs in the original engine because of this method.<br />
<br />
If Sonic stands on a slanted ledge, one sensor will find no tile and return a height of foot level. This causes Sonic to be set to the wrong position.<br />
<br />
[[Image:SPGSlopeBug1.PNG|384px]]<br />
<br />
Sonic raises up with sensor B sensor as he moves right. When B drops off the ledge, Sonic defaults to the level of sensor A. Then he raises up with sensor A as he moves further right. So he will move up, drop down, and move up again as he runs off the ledge.<br />
<br />
There are only a few areas where this is noticeable, but it applies to all Mega Drive titles and is pretty tacky.<br />
<br />
The second form of it occurs when two opposing ramp tiles abut each other, as in some of the low hills in [[Green Hill Zone]] and [[Marble Zone]].<br />
<br />
[[Image:SPGSlopeBug2.PNG|384px]]<br />
<br />
Sensor B starts climbing down the ramp on the right, but Sonic still defaults to the level of the previous ramp found by sensor A. Because these ramps are usually shallow, this only causes him to dip down in the middle by about 1 pixel.<br />
<br />
But that is not all. Because the highest sensor is the one Sonic gets the angle from, even though it looks like he should be considered to be at the angle of the ramp on the right (because he is closer to it), he will still have the angle of the ramp on the left. When you jump, he will jump at that angle, moving backward, not forward like you would expect.<br />
<br />
===Moving At Angles===<br />
<br />
Well, that is all very well and good for having Sonic move smoothly over terrain with different heights, but that is not all there is to the engine. Sonic's speed has to be attenuated by angled ground in order to be realistic.<br />
<br />
There are two ways in which Sonic's speed is affected on angles. The first will make sure that he does not traverse a hill in the same amount of time as walking over flat ground of an equal width. The second will slow him down when going uphill and speed him up when going downhill. Let's look at each of these in turn.<br />
<br />
====The Three Speed Variables====<br />
<br />
If Sonic were a simple platformer that required nothing but blocks, you would only need two speed variables: X speed (''xsp'') and Y speed (''xsp''), the horizontal and vertical components of Sonic's velocity. Acceleration (''acc''), deceleration (''dec''), and friction (''frc'') are added to ''xsp''; jump/bounce velocity and gravity (''grv'') are added to ''ysp'' (when Sonic is in the air).<br />
<br />
But when slopes are involved, while Sonic moves along a slope, he's moving both horizontally and vertically. This means that both ''xsp'' and ''xsp'' have a non-zero value. Simply adding ''acc'', ''dec'', or ''frc'' to ''xsp'' no longer works; imagine Sonic was trying to run up a wall - adding to his horizontal speed would be useless because he needs to move upward.<br />
<br />
The trick is to employ a third speed variable (as the original engine does), so let's call it Ground speed (''gsp''). This is the speed of Sonic along the ground, disregarding ''ang'' altogether. ''acc'', ''dec'', and ''frc'' are applied to ''gsp'', not ''xsp'' or ''ysp''.<br />
<br />
While on the ground, ''xsp'' and ''xsp'' are derived from ''gsp'' every step before Sonic is moved. Perhaps a pseudo-code example is in order:<br />
<br />
xsp = gsp*cos(angle);<br />
ysp = gsp*-sin(angle);<br />
<br />
xpos += xsp;<br />
ypos += ysp;<br />
<br />
No matter what happens to the ''ang'', ''gsp'' is preserved, so the engine always knows what speed Sonic is "really" moving at.<br />
<br />
====Slope Factor====<br />
<br />
By this point, Sonic should be able to handle any hills with an accurate velocity but he still needs to slow down when going uphill and speed up when going downhill.<br />
<br />
Fortunately, this is simple to achieve - with something called the Slope Factor (''slope''). Just subtract ''slope''*sin(''ang'') from ''gsp'' at the beginning of every step. <br />
<br />
gsp -= slope*sin(ang);<br />
<br />
The value of ''slope'' is always ''slp'' when running, but not so when rolling. When Sonic is rolling uphill (the sign of ''gsp'' is equal to the sign of sin(''ang'')), ''slope'' is ''slprollup'' ($001E). When Sonic is rolling downhill (the sign of ''gsp'' is '''not''' equal to the sign of sin(''ang'')), ''slope'' is ''slprolldown'' ($0050).<br />
<br />
'''Note:''' In Sonic 1, it appears that ''slope'' doesn't get added if Sonic is stopped and in his standing/waiting cycle. But in Sonic 3 & Knuckles, ''slope'' seems to be added even then, so that Sonic can't stand on steep slopes - they will force him to walk them down.<br />
<br />
===Jumping At Angles===<br />
<br />
Jumping is also affected by the angle Sonic is at when he does it. He can't simply set ''ysp'' to negative ''jmp'' - he needs to jump away from the angle he's standing on. Instead, both ''xsp'' and ''ysp'' must have ''jmp'' subtracted from them, using cos() and sin() to get the right values.<br />
<br />
More pseudo-code:<br />
<br />
xsp -= jmp*sin(angle);<br />
ysp -= jmp*cos(angle);<br />
<br />
Notice how the jump values are subtracted from the ''xsp'' and ''ysp''. This means his speeds on the ground are preserved, meaning running up fast on a steep hill and jumping gives you the jump speeds and the speeds you had on the hill, resulting in a very high jump.<br />
<br />
==Switching Mode==<br />
<br />
So Sonic can run over hills and ramps and ledges, and all that is great. But it is ''still'' not enough. He cannot make his way from the ground to walls and ceilings without more work.<br />
<br />
Why not? Well, because sensor A and B check straight downward, finding the height of the ground. There is just no way they can handle the transition to walls when everything is built for moving straight up and down on the Y-axis.<br />
<br />
How can we solve this? By using four different modes of movement. This will take a little explaining.<br />
<br />
===The Four Modes===<br />
<br />
It seems pretty reasonable to assume that, because Sonic can traverse ground in 360 degrees, the engine handles all 360 degrees in much the same way. But, in fact, the engine splits the angles into four quadrants, greatly simplifying things.<br />
<br />
To better understand what I am talking about, imagine a simpler platformer without full loops, just a few low hills and ramps. All the character would need to do is, after moving horizontally, move up or down until they met the level of the floor. The angle of the floor would then be measured. The angle would be used to attenuate ''gsp'', but nothing more. The character would still always move horizontally and move straight up and down to adhere to floor level.<br />
<br />
This is much like how Sonic does things. Only, when ''ang'' gets too steep, Sonic switches "quadrant", moving from Floor mode to Right Wall mode (to Ceiling mode, to Left Wall mode, and back around to Floor mode, etc). At any one time, in any one mode, Sonic behaves like a simpler platformer. The magic happens by combining all four modes, and cleverly switching between them smoothly.<br />
<br />
So how and when does Sonic switch mode?<br />
<br />
When in Floor mode, and ''ang'' is steeper than 45° ($E0), the engine switches into Right Wall mode. Everything is basically the same, only the sensors check to the right instead of downward, and Sonic is moved to "floor" level horizontally instead of vertically.<br />
<br />
Now that he's in Right Wall mode, if ''ang'' is shallower than 45° ($E0), the engine switches back into Floor mode.<br />
<br />
The other transitions work in exactly the same way, with the switch angles relative to the current mode.<br />
<br />
A quick calculation can be made using ''ang'' of the floor, which will place Sonic in the correct mode:<br />
<br />
mode = round(angle/90) % 4;<br />
<br />
<br />
This would return Sonic's Floor mode at 0, Right Wall at 1, Ceiling at 2, and Left Wall at 3.<br />
<br />
You might rightly ask where the ground sensors are when in Right Wall mode. They're in exactly the same place, only rotated 90 degrees. Sensor A is now at Sonic's ''ypos''+9 instead of ''xpos''-9. Sensor B is now at Sonic's ''ypos''-9, instead of ''xpos''+9. Instead of vertical sensor lines, they are now horizontal, stretching 16 pixels beyond his foot level (which is now 20 pixels "below" him, at ''xpos''+20).<br />
<br />
Yes, because the sensors move so far, it is possible for Sonic to be "popped" out to a new position in the step in which he switches mode. However, this is hardly ever more than a few pixels and really isn't noticeable at all during normal play. To adjust for this in a new engine, an alternative method to switch mode would be to check for solid ground using a 90 degree rotated mask. For example, standing upright on flat ground, the left side would check rotated 90 degrees for steep slopes to switch to Left Wall Mode, and the right would check rotated -90 degrees for steep slopes to switch to Right Wall Mode. Only the lower ground sensor of the rotated mask would need to check for ground. This would have to exclude walls so Sonic doesn't begin walking on a wall when he gets near one, but would mean Sonic switched mode sooner on a slope which means less "popping".<br />
<br />
One more thing: I said that solid tiles were made of height arrays. Operative word: ''height''. How do they work when in Right Wall mode? Well, rather gobsmackingly, it turns out that in the original engine, each solid tile has ''two'' complementary height arrays, one used for when moving horizontally, the other for when moving vertically.<br />
<br />
What about Left Wall and Ceiling mode? Wouldn't there need to be ''four'' height arrays? No, because tiles of those shapes simply use normal height arrays, just inverted. When in Ceiling mode, Sonic knows that the height value found should be used to move him down and not up.<br />
<br />
With these four modes, Sonic can go over all sorts of shapes. Inner curves, outer curves, you name them. Here are some example images with their angle values to help give you some idea of what I've been talking about:<br />
<br />
[[Image:SPGInnerCurve.PNG|256px]] [[Image:SPGInnerCurveChart.PNG|144px]]<br />
<br />
[[Image:SPGOuterCurve.PNG|256px]] [[Image:SPGOuterCurveChart.PNG|144px]]<br />
<br />
===Falling and Sliding Off Of Walls And Ceilings===<br />
<br />
When in Right Wall, Left Wall, or Ceiling mode and Sonic's ''ang'' is between 90 and 270, Sonic will fall any time absolute ''gsp'' falls below ''fall'' ($0280) (''gsp'' is set to 0 at this time, but ''xsp'' and ''ysp'' are unaffected, so Sonic will continue his trajectory through the air). This happens even if there is ground beneath him. If Sonic is in Right Wall, Left Wall, or Ceiling Mode but Sonic's ''ang'' is not between 90 and 270 then the horizontal control lock timer described below will still be set to 30 but Sonic will not enter a falling state remaining in his current state.<br />
<br />
====Horizontal Control Lock====<br />
<br />
When Sonic falls or slides off in the manner described above, the [[SPG:Springs and Things#Horizontal Control Lock|horizontal control lock]] timer is set to 30 ($1E) (it won't begin to count down until Sonic lands back on the ground). While this timer is non-zero and Sonic is on the ground, it prevents the player from adjusting Sonic's speed with the left or right buttons. The timer counts down by one every step, so the lock lasts about half a second. During this time only ''slp'' and the speed Sonic fell back on the ground with is in effect, so Sonic will slip back down the slope.<br />
<br />
if (abs(gsp) < 2.5 && floor_mode != 0) <br />
{<br />
if (angle >= 90 && angle <= 270) <br />
{<br />
floor_mode = 0;<br />
gsp = 0;<br />
}<br />
horizontal_lock_timer = 30;<br />
}<br />
<br />
==The Air State==<br />
<br />
Any time Sonic is in the air, he doesn't have to worry about angles, ''gsp'', ''slp'', or any of that jazz. All he has to do is move using ''xsp'' and ''ysp'' until he detects the ground, at which point he re-enters the ground state.<br />
<br />
But Sonic does have an unusual set of collision sensors while moving through the air, and it's worth going over them in detail.<br />
<br />
===Air Sensors===<br />
<br />
====Horizontal Sensor====<br />
<br />
Sonic has to be able to bump into walls, just like when he's on the ground. So there's a horizontal sensor line, originating at his ''ypos'', and stretching from ''xpos''-10 to ''xpos''+10. Anytime it is colliding with a solid tile, Sonic's "popped" out to the edge of the tile plus/minus 11, just like on the ground.<br />
<br />
The thing is, this sensor line is wider than his vertical A and B sensors that detect the ground (we will be getting to those in a minute). This means it is possible for the horizontal sensor line to detect a block that Sonic is falling past, even if he has no ''xsp'' at all. This causes him to slip around solids by a pixel or two when he hits them at their extreme edges.<br />
<br />
So when Sonic detects a collision with his horizontal sensor line, his ''xsp'' is only set to 0 if he is moving in the direction of the wall, not away from it. If it were otherwise, he would stick to walls as he fell past them.<br />
<br />
====Vertical Sensors====<br />
<br />
Sensor A and B are very much the same in the air as they are on the ground. When they detect a solid tile, however, Sonic isn't immediately set to the height found in the tile minus 20. Instead, he is only set to it if he is ''already'' lower than that height. Otherwise, he would stick to the floor when he gets close to it.<br />
<br />
Since the sensors stretch so far below his feet, what stops them from detecting the ground in the same step he jumps, preventing him from leaving the floor? Simple. He ignores them unless ''ysp'' is 0 or greater so that he will only detect the ground while moving down.<br />
<br />
Because Sonic can move both up and down while in the air, there have to be two more sensors checking upward (Sensors C and D) so that he can bump into ceilings and curves that are above him. C and D mirror A and B perfectly - they have the same X position and length but are flipped upside down) Sonic will detect ceilings and be pushed out of them whether he is moving up or down, unlike floors which are only detected when moving down. It ''is'' possible to hit a "ceiling" (which is just the bottom side of a block) while moving down - by pressing toward a wall with a gap in it, or jumping toward the side of an upper curve.<br />
<br />
===Jumping "Through" Floors===<br />
<br />
There are some ledges that Sonic can jump up "through". These are often in the hilly, green zones such as [[Green Hill Zone]], [[Emerald Hill Zone]], [[Palmtree Panic Zone]], and so on. The solid tiles that make up these ledges are flagged by the engine as being a certain type that should only be detected by Sonic's A and B sensors. They are ignored entirely by C and D as well as the horizontal sensor line. Finally, sensor A and B only detect the floor when Sonic is moving downwards (but always while on the ground). So with a slightly shorter jump, you will see Sonic 'pop' upwards onto a jump through surface once he begins to fall.<br />
<br />
===Reacquisition Of The Ground===<br />
Both ''xsp'' and ''ysp'' are derived from ''gsp'' while Sonic is on the ground. When he falls or otherwise leaves the ground, ''xsp'' and ''ysp'' are already the proper values for him to continue his trajectory through the air. But when Sonic lands back on the ground, ''gsp'' must be calculated from the ''xsp'' and ''ysp'' that he has when it happens.<br />
You might think that they would use cos() and sin() to get an accurate value, but that is not the case. In fact, something much more basic happens, and it is different when hitting into a curved ceiling as opposed to landing on a curved floor, so I will cover them separately.<br />
<br />
As you land the angle of the ground you touch is read (''ang'').<br />
The following covers the angle (''ang'') of the ground (floor or ceiling) that Sonic touches as he lands, and only happens the frame when he lands when changing from in air to on ground.<br />
<br />
====When Falling Downward====<br />
[[Image:SPGLandFloor.png]]<br />
<br />
'''Shallow:'''<br />
When ''ang'' is in the range of 22.5°~0° ($F0~$FF) (and their mirror images, 360°~337.5° ($00~$0F)), ''gsp'' is set to the value of ''xsp''.<br />
<br />
'''Half Steep:'''<br />
When ''ang'' is in the range of 22.5°~45° ($E0~$EF) (and mirrored 337.5°~315° ($10~$1F)), ''gsp'' is set to ''xsp'' but only if the absolute of ''xsp'' is greater than ''ysp''. Otherwise, ''gsp'' is set to ''ysp''*0.5*-sign(sin(''ang'')). <br />
<br />
'''Full Steep:'''<br />
When ''ang'' is in the range of 45°~90° ($C0~$DF) (and mirrored 315°~270° ($20~$3F)), ''gsp'' is set to ''xsp'' but only if the absolute of ''xsp'' is greater than ''ysp''. Otherwise, ''gsp'' is set to ''ysp''*-sign(sin(''ang'')).<br />
<br />
====When Going Upward====<br />
[[Image:SPGLandCeiling.png]]<br />
<br />
'''Slope:'''<br />
When the ceiling ''ang'' detected is in the range of 135°~90° ($A0~$BF) (and mirrored 270°~225° ($40~$5F)), Sonic reattaches to the ceiling and ''gsp'' is set to ''ysp''*-sign(sin(''ang'')).<br />
<br />
Note: This does not allow you to connect to a sloped ceiling and follow it downwards when you are moving horizontally in the air. One example of this is the secret route in CPZ act 2. In your engine, you may wish to use a method similar to when going downwards. If absolute ''xsp'' is greater than negative ''ysp'', set ''gsp'' to negative ''xsp''. Otherwise, use the calculation above.<br />
<br />
'''Ceiling:'''<br />
When the ceiling ''ang'' is in the range of 225°~135° ($60~$9F), Sonic hits his head like with any ceiling, and doesn't reattach to it. ''ysp'' is set to 0, and ''xsp'' is unaffected.<br />
<br />
==Reference: Converting Hex Angles==<br />
<br />
The Mega Drive games use angles in hex, $00 through $FF, meaning that there are only 256 divisions of a circle, not 360 like we're used to. Worse, the direction is anti-clockwise compared to other languages like GML, so $20 isn't 45° like it should be - it's 315°.<br />
<br />
In order to convert the original hex angles into angles you can use in GML, use this calculation (rendered here in pseudo-code):<br />
<br />
return (256-hex_angle)*1.40625;<br />
<br />
==Notes==<br />
* Sonic can only brake ("screech to a halt") in Floor mode.<br />
* Sonic cannot jump when there is a low ceiling above him. If there is a collision detected with a sensor line stretching from Sonic's ''xpos''-9 to ''xpos''+9, at ''ypos''-25, Sonic won't bother jumping at all.<br />
* Sonic has a different height at different times. When he is standing, running, falling, or launched from a spring, he is 40 pixels tall. His ''ypos'' is always his center, which is why he stands 20 pixels above the ground (and 20 pixels below ceilings when he hits into them, etc). However, when he is jumping or rolling, he is only 30 pixels tall and he sets 15 pixels above the ground (and 15 pixels below the ceiling, etc). In the step in which Sonic rolls or jumps, the engine adds 5 to his ''ypos'' so that his bottom point will remain unchanged despite him getting shorter and his center changing position. 5 also has to be subtracted from ''ypos'' when he unrolls or lands from a jump. The camera system also has to keep this offset in mind, otherwise, the view will jump when Sonic changes height.<br />
<br />
[[Category:Sonic Physics Guide]]</div>Creepariohttps://info.sonicretro.org/index.php?title=Sonic_XG&diff=237122Sonic XG2017-12-08T11:19:41Z<p>Creepario: </p>
<hr />
<div>{{Fangame<br />
| screen=sonicxg_titlescreen.png<br />
| screenwidth=320px<br />
| version=SAGE Demo 2007 (Demo 1)<br />
| engine=Custom<br />
| credits=Sir Euan, Nitemare<br />
}}<br />
'''''Sonic eXtended Genesis''''', aka '''''Sonic XG''''', is a game being created by Sir Euan and Nitemare, and has gone through many different variations in the past.<br />
<br />
At one point in time, the fangame was going to be merged with ''[[Retro Sonic]]'' and ''[[Sonic Nexus]]'' in order to create ''[[Retro Sonic Nexus]]'', a decision made in 2007, but is again being developed as a separate title.<br />
<br />
==Storyline==<br />
Happening after the events of [[Sonic & Knuckles]], Sonic falls from the atmosphere and lands on the tornado, carrying the [[Master Emerald]]. Suddenly, an object flies by striking the tornado with laser beams twice, plummeting Sonic to the [[Floating Island]]. It is revealed seconds later to be none other than Metal Sonic, who seen holding the Master Emerald, then flying off. In the background, a burning [[Death Egg]] is seen tumbling downwards, closer and closer, to the Floating Island....<br />
<br />
==History==<br />
Sonic XG started out as a fan game known as ''Sonic Forever''. A [http://www.williamg.plus.com/sf2005/ website] was available in 2005. In early 2005, the public engine test build for Sonic Forever was available for testing purposes. The engine was lost on the internet but was later [http://soahcity.com/2013/02/25/sonic-xg-engine-test-build-uncovered/ found again in 2013]. The project failed because of the two-man partnership not working out. The one team member, Sir Euan, took what he had from the previous project and transferred it into what was then called ''Sonic XG'', short for ''Sonic eXtended Genesis''. This was worked on with the efforts of Sir Euan and Nitemare who intended on making the game continue immediately after the events of Sonic & Knuckles. Back in around 2007, ten zones were planned as shown on the website, and two of the Zones were not revealed. In 2007, a new fan game was in the works combining two other Sonic fan games ([[Retro Sonic]] and [[Sonic Nexus]]) with Sonic XG becoming [[Retro Sonic Nexus]]. The game was worked on by Slingerman, Taxman, and other teammates involved with the other fan games. Retro Sonic Nexus was then [http://www.tssznews.com/2011/08/31/retro-sonic-nexus-shelved-for-now-says-flick/ ''shelved''] when Taxman announced the discontinuation of the fan game in 2011. However, in 2012, Nitemare (aka Joe Waters), a member of Sonic XG, has taken what was left over of the game and decided to make Sonic XG again as a standalone title. On his [https://www.youtube.com/user/josephwaters1 youtube page], he has four previews of the game, showing the progress of the game. The release date is currently unknown.<br />
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{{Download|file=Sonic XG Demo 1.rar|version=Demo 1|filesize=13.82MB}}<br />
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==External Links==<br />
* [http://www.youtube.com/watch?v=QebODCeUGuQ/ Sonic XG 2012 Preview] A trailer demonstrating the continuation of the project.<br />
* [http://www.williamg.plus.com/SXGWEBSITE/ Sonic XG] official website<br />
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[[Category:Multimedia Fusion and Sonic Worlds fan games]]<br />
[[Category:Fan games]]</div>Creepariohttps://info.sonicretro.org/index.php?title=File:SonicMania02.png&diff=230590File:SonicMania02.png2017-06-12T16:58:10Z<p>Creepario: Creepario uploaded a new version of File:SonicMania02.png</p>
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<div>Promotional in-game screenshot of Sonic Mania, featuring a miniboss at the end of the new Green Hill Zone, Act 1. Taken from the Sonic Mania page from the official Sonic The Hedgehog website.<br />
{{screenshot|Sonic Mania}}</div>Creepario