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Sonic the Hedgehog 3 & Knuckles/Bugs

From Sonic Retro

Revision as of 01:06, 24 May 2011 by Woohookitty (talk | contribs) (Mushroom Hill boss (Jet Mobile))

Level bugs

"Zero-gravity"mode

Sonic will achieve a sort of "zero-gravity" mode and not fall until he jumps. He keeps walking at the angle of the slope he is on when he landed and he won't walk in another angle without jumping again. With this mode, Sonic can sometimes pass through walls and reach areas that are normally unreachable without debug. This glitch happens because the plus $08 flag on the RAM adress $B02A ( which it's purpose is to stop sonic from falling through objects) hadn't been reset to normal after sonic left the object he was standing on. When sonic stands on another object, destroys an enemy from above or enters a bonus/special stage, the flag will be properly reset to normal and the glitch will stop. Circumstances where sonic can achieve this state:

  • In Carnival Night Zone, if tails puts sonic onto the cannon, tails will enter the cannon and sonic won't. If sonic spindashes on the cannon and releases it at the right time, he'll enter this state.
  • In Ice Cap Zone, if tails breaks the ice cubes while sonic is standing on it, sonic will enter this state.
  • In Flying Battery zone, if tails brings sonic to some of the hangers, he'll enter this state too.

Not fixed in any version

Pass through objects

If Sonic looks up and tails picks him up when the screen moved up, the screen position will not reset and sonic can fall through objects below him if tails stops flying and drops. If Sonic crouches down and tails picks him up after the screen scrolls down, sonic can pass through objects on top of him.

Not fixed in any version

Move during end of level score tally

If a player times it right and jumps into Tails hands as he is flying at the end of the level the player will still be able to move during the score tally.

Not fixed in any version

Sonic vs Knuckles' boss in Launch Base Act 1

If sonic passed through the set of spikes near the start and under a collasping platform and a huge rotating cylinder, he will zip to the right and arrive at Knuckles' boss arena. Two twin hammers will appear, but sonic only need to defeat 1 to proceed to the next level. However, tails must lift sonic to the ledge on top of the arena to avoid death upon the next level loads. Sonic musn't defeat both bosses at the same time or the game will crash. The undefeated twin hammer can be destroyed without worries about the game crashing, and will follow sonic wherever he goes.

Not fixed in any version

Flying Battery boss (Hang Mobile)

While playing as Knuckles the Echidna in Flying Battery Zone act 2, the boss is Dr. Robotnik instead of Eggrobo.

This is likely to be due to the fact that the battle's perspective is different: The Eggpod and thus its pilot face the screen head on, and so require new sprites, which the artists did not implement for Eggrobo.

Not fixed in any version (The hack Sonic 3 Complete by Tiddles addressed this by implementing Eggrobo sprites edited from one of the ending cutscenes.)

Mushroom Hill boss (Jet Mobile)

The same thing sometimes happens in Mushroom Hill Zone act 2, though not always. It happens more often after the player dies. Its caused by the game not having enough time to implement the Eggrobo face.

Not fixed in any version (again, addressed in Sonic 3 Complete)

Knuckles in Carnival Night

While playing as Knuckles, one can take Sonic's path in Carnival Night 2, then glide over the boss area revealing a load of junk.

Not fixed in any version

Knuckles Palette

Due to palette limitations, Knuckles' socks change colors; when you are playing as Knuckles, they are green. When you are playing as Sonic, Tails, or Sonic and Tails, they are yellow. Furthermore, as can be noted by entering Sky Sanctuary Zone act 1 as Knuckles through debug mode, the two 'versions' of Knuckles have slightly different hues.

Not fixed in any version

Standing on LBZ spinning floors

If the player comes to a natural stop on the spinning floors after being rolled up into a ball, he will be using his standing sprite instead of the rotating sprites.

Not fixed in any version

Triggering the LBZ booster infinite times

If the player does a spin dash in the right place and at the right time he will trigger the booster infinite times as long as he'll maintain his spin dash position.

Not fixed in any version

Corkey Doesn't Harm Knuckles When He Climbs

If Knuckles is climbing on a wall, Corkey's laser doesn't harm him.

Not fixed in any version

Hovering Knuckles in Hydrocity and Sandopolis

If you climb in Hydrocity Zone below one of those up and down moving rotating blocks, it will push you down without resetting you to normal status when you leave the wall, resulting you are climbing in the middle of nowhere. This video might explain it a little bit better.
The same thing can happen in Sandopolis Zone

Not fixed in any version

Wrong Tails animation in LRZ2

When Knuckles throws the boulder at the end of the second act of Lava Reef Zone, Tails will use a wrong animation if he's not playing with Sonic.

Not fixed in any version

Iwamodoki doesn't give you points

The Iwamodoki badnik doesn't give you points even though it releases a flicky and displays a "100" points score when it explodes.

Not fixed in any version

Mid-boss music for main boss fight

The game will occasionally play the mid boss music for the main boss.

With Hyper Sonic...

Hyper Sonic's extraordinary abilities help to bring even more bugs and glitches into Sonic 3 & Knuckles. In particular, his double jump which allows him to boost towards any of the 8 main directions can bring quite a lot of confusion to the mix.

Mushroom Hill boss

By double jumping before the screen gets locked vertically, Hyper Sonic messes up the level scrolling. The level is still completable, though.

Not fixed in any version

Flying Battery

Hyper Sonic's ability to cross small walls and barriers with a double jump allows him to escape from the force field in the pre-boss in Flying Battery 2. By doing this you can go almost all of the way up to the second battle with Robotnik. However, the cloud and object sprites are corrupted until Robotnik runs away as part of the first battle.

Not fixed in any version

Mushroom Hill miniboss

If MHZ's miniboss is defeated too quickly (e.g. while it is still moving before it could arrive to the right limit of the screen), the Act 1 to Act 2 transition doesn't take place properly, leaving Sonic helplessly stuck at the beginning of Act 2. In order to hit the miniboss 6 times so quickly, Hyper Sonic's double jump must be used.

Not fixed in any version

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