Difference between revisions of "Sonic the Hedgehog 3 (prototype; 1993-11-03)/Hidden content"
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| desc=PAR codes '''1FC022:1DE0''', '''1FC024:032C''', '''1FC026:C70C''', '''1FC028:1E00''', '''1FC02A:0338''' and '''1FC02C:C904''' will enable the first Knuckles cutscene encountered during [[Carnival Night Zone]] Act 2. The cutscene plays out as intended, except the switch will not turn off the lights or raise the water level, and Knuckles' theme will continue to play after the cutscene has ended.{{ref|{{LinkYoutube|video=vUklX9fQMkc|title=Cutscene Knuckles CNZ2A; video by Neo}}}} | | desc=PAR codes '''1FC022:1DE0''', '''1FC024:032C''', '''1FC026:C70C''', '''1FC028:1E00''', '''1FC02A:0338''' and '''1FC02C:C904''' will enable the first Knuckles cutscene encountered during [[Carnival Night Zone]] Act 2. The cutscene plays out as intended, except the switch will not turn off the lights or raise the water level, and Knuckles' theme will continue to play after the cutscene has ended.{{ref|{{LinkYoutube|video=vUklX9fQMkc|title=Cutscene Knuckles CNZ2A; video by Neo}}}} | ||
+ | }} | ||
+ | |||
+ | ===Leftover ''Sonic 2'' menus=== | ||
+ | {{HiddenContent | ||
+ | | image1=S3LeftoverMenu.png | ||
+ | | image2=Sonic3Proto MD Sonic2VSMenu.png | ||
+ | | desc=Just like in the final game, the Options and 2-Player menus from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' remain left over in the prototype ROM. Use PAR code '''00039A:0024''' to load the Options menu on boot, and '''00039A:001C''' to load the 2-Player menu on boot. | ||
+ | |||
+ | The Options screen can be used to change the player's character to play as Sonic alone or Tails alone. The 2-Player menu functions differently than in the final ''Sonic 3'' in that not all of the Zone choices are disabled, though selecting any Zone with {{Start}} will send the player to the Sega screen. | ||
}} | }} | ||
Revision as of 16:24, 20 November 2019
Contents
Level select
Enabled by default. Simply press on the title screen. Mushroom Valley and Sandopolis do not lead anywhere. Pressing increments a counter that determines the players' characters in the Competition mode Zones, with the first controller incrementing the left counter and the second counter incrementing the right:
Edit mode
Play sounds 01, 03, 05, 07 in the sound test, or press on the title screen, then highlight a Zone and press +.
Night mode
Enable the edit mode code above and hold + when selecting a level.
All Chaos Emeralds
Play sounds 02, 04, 05, 06 in the sound test. A Chaos Emerald sound will confirm correct entry. However, transformation into Super Sonic is not possible.
Unused content
Art
Description |
---|
Objects
Placeable in edit mode
Description | |
---|---|
The "S" monitor, which transforms Sonic into Super Sonic when broken. It can only be placed in Hydrocity Zone in this prototype. | |
Blaster, placeable in Flying Battery Zone. Like in Sonic 3 final, its projectiles can be destroyed like regular Badniks. | |
Technosqueek, placeable in Flying Battery Zone. | |
Dragonfly, placeable in Mushroom Valley Zone. | |
Cluckoid, placeable in Mushroom Valley Zone. | |
Butterdroid, placeable in Mushroom Valley Zone. | |
Madmole, placeable in Mushroom Valley Zone. |
Others
Description | |
---|---|
Fireworm, normally for Lava Reef Zone. Can potentially crash the game when spawned. Its object ID is 90. | |
Iwamodoki, normally for Lava Reef Zone. In this prototype, it can be destroyed like any other Badnik before it explodes. Its object ID is 91. | |
Toxomister, normally for Lava Reef Zone. Its toxic gas cannot kill the player or drain their Rings, and the gas sprite is slower at following the player. Its object ID is 92. | |
Hey Ho, normally reserved as the mini-boss of Mushroom Valley Zone. | |
The Guardian, normally reserved as the mini-boss of Sandopolis Zone. | |
The Barrier Eggman mini-boss for Flying Battery Zone Act 2. Its object ID is B6. |
Moves
Two unused moves for Sonic exist in the code and can be enabled using Game Genie/PAR codes[1]:
- RG6A-A6Z0 / 00B8B6:4E71 enables a multi-directional Air Dash that can be peformed by pressing in conjunction with the D-Pad while jumping, similar to that of Hyper Sonic. This move is buggy in that the camera will struggle to track Sonic if he dashes at an angle.
- RG5T-A6Z2 / 00B7B8:4E71 & RG5T-A6Z4 / 00B7BA:4E71 will enable the ability to shoot Rings as projectiles by pressing while jumping to shoot a single Ring in the direction Sonic is facing, or to shoot Rings from both sides of Sonic. The Rings can take out Badniks as well as collect other Rings, and shooting them will not deplete Sonic's Ring count, though he cannot pick up the shot Rings themselves. When using for the move, Sonic will uncurl from his jump and have a slight recoil in the opposite direction he shoots.
Cutscenes
Unfinished versions of cutscenes seen in the final game can be enabled using PAR codes, found by Neo:
AIZ1 Tornado intro
PAR codes 003CC6:0003 and 003CC8:5AD2 will enable an early version of the introductory cutscene in Angel Island Zone Act 1. Compared to the final, the Tornado does not move up and down as it approaches the island, and Super Sonic takes a little longer to reach the beach. Knuckles, however, will be a static object in the ground, and Sonic will stop on a dime and lose his Super form on the spot and remain there, softlocking the game.[2]
CNZ2 Knuckles cutscene
PAR codes 1FC022:1DE0, 1FC024:032C, 1FC026:C70C, 1FC028:1E00, 1FC02A:0338 and 1FC02C:C904 will enable the first Knuckles cutscene encountered during Carnival Night Zone Act 2. The cutscene plays out as intended, except the switch will not turn off the lights or raise the water level, and Knuckles' theme will continue to play after the cutscene has ended.[3]
Just like in the final game, the Options and 2-Player menus from Sonic the Hedgehog 2 remain left over in the prototype ROM. Use PAR code 00039A:0024 to load the Options menu on boot, and 00039A:001C to load the 2-Player menu on boot.
The Options screen can be used to change the player's character to play as Sonic alone or Tails alone. The 2-Player menu functions differently than in the final Sonic 3 in that not all of the Zone choices are disabled, though selecting any Zone with will send the player to the Sega screen.
Cheat device codes
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.
Action Replay
Unofficial codes
Code | Effect | Reference |
---|---|---|
FFFFFA:0100 | Force debug mode. | [4] |
FFFF0B:00?? | Character modifier (??: Character).
|
[4] |
00039A:0004 | Jump directly to Title Screen (on boot). | [4] |
00039A:0028 | Jump directly to Level Select (on boot). | [4] |
00039A:0024 | Jump directly to Sonic 2 Options Screen (on boot). | [4] |
04B488:??01 | Force debug monitors for Angel Island Zone Act 1 (??: Monitor subtype).
|
[4] |
04B5C0:??01 | Force debug monitors for Angel Island Zone Act 2 (??: Monitor subtype). | [4] |
04B734:??01 | Force debug monitors for Hydrocity Zone (??: Monitor subtype). | [4] |
04B952:??01 | Force debug monitors for Marble Garden Zone (??: Monitor subtype). | [4] |
04BAB2:??01 | Force debug monitors for Carnival Night Zone (??: Monitor subtype). | [4] |
04BC1C:??01 | Force debug monitors for Flying Battery Zone (??: Monitor subtype). | [4] |
04BC96:??01 | Force debug monitors for IceCap Zone Act 1 (??: Monitor subtype). | [4] |
04BDEC:??01 | Force debug monitors for IceCap Zone Act 2 (??: Monitor subtype). | [4] |
04BF42:??01 | Force debug monitors for Launch Base Zone Act 1 (??: Monitor subtype). | [4] |
04C0AC:??01 | Force debug monitors for Launch Base Zone Act 2 (??: Monitor subtype). | [4] |
04C23E:??01 | Force debug monitors for Mushroom Valley Zone (??: Monitor subtype). | [4] |
04C312:??01 | Force debug monitors for Sandopolis Zone(??: Monitor subtype). | [4] |
04C364:??01 | Force debug monitors for Lava Reef Zone/Hidden Palace Zone (??: Monitor subtype). | [4] |
04C3D4:??01 | Force debug monitors for Sky Sanctuary Zone/Death Egg Zone Act 1 (??: Monitor subtype). | [4] |
04C426:??01 | Force debug monitors for Death Egg Zone Act 2 (??: Monitor subtype). | [4] |
04C478:??01 | Force debug monitors for The Doomsday Zone (??: Monitor subtype). | [4] |
04C4CA:??01 | Force debug monitors for the Special Stage (??: Monitor subtype). | [4] |
04C922:??01 | Force debug monitors for the Bonus Stage (??: Monitor subtype). | [4] |
04A8D0:46EE 04A8D4:46EE 04A8E8:46EE 04A8EC:46EE |
Mushroom Valley 1 decompression fix. | [4] |
04A930:46EE 04A934:46EE 04A948:46EE 04A94C:46EE |
Lava Reef 1 decompression fix. | [4] |
References
- ↑ [AIZ plane intro; video by Neo AIZ plane intro; video by Neo]
- ↑ [Cutscene Knuckles CNZ2A; video by Neo Cutscene Knuckles CNZ2A; video by Neo]
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 [Sonic Retro forum thread: Sonic Month 2019: Sonic 3; post #951025 by You-Are-Pwned Sonic Retro forum thread: Sonic Month 2019: Sonic 3; post #951025 by You-Are-Pwned]
Sonic the Hedgehog 3 (prototype; 1993-11-03), prototype version of Sonic the Hedgehog 3 | |
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