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Sonic & Knuckles 0608

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This is a sub-page of Proto:Sonic & Knuckles.

Sonicandknucklestitlescreen.png One of the last of the prototype builds of Sonic & Knuckles, being dated about a week from completion.

General#

  • The bugged Sonic & Knuckles fade-in is still present.
  • The level select can not be accessed unless Sonic 3 is locked-on, which also uses the original Sonic 3 level select code (though here, it can be inputted at anytime, meaning it's much easier).
  • Pressing A with Debug Mode still functions like how it did in Sonic 3, taking you to the level select instead of the title screen.
  • Title cards still say "SONIC 3".
  • When playing on a Japanese system, Tails' life counter still doesn't change his name to "Miles", even though the results tallies change.
  • Power-up monitors can still appear behind signposts when finishing Act 1 of any zone.
  • If you enter a giant ring with a shield, the shield will stay there when the character disappears.
  • Sonic's/Tails' ending has a bugged fade-in.

(Source: Sonic Retro, Original TCRF Research)

Zone Differences#

Angel Island Zone#

  • Act 1 will now play the proper music when exiting from a Bonus Stage after the stage has been set on fire, though the oversight still occurs when exiting from a Special Stage, just like in the final.

Hydrocity Zone#

  • The Screw Mobile's twister in Act 2 still glitches out Super/Hyper forms like it did in Sonic 3.

Marble Garden Zone#

  • The Act 1 miniboss crash glitch achieved by beating the boss with player 2 offscreen can still be achieved; in the final this was fixed by forcing the camera to scroll to where Act 2's layout loads.

IceCap Zone#

  • Tails no longer has issues with the snowboard at the beginning of Act 1 overwriting his graphics.

Mushroom Hill Zone#

  • The satellite at the end of Act 2 can take hits while it is playing its "destroyed" animation. These extra hits are considered hits on the boss itself.

Lava Reef Zone#

  • Knuckles' boulder in Act 2 still doesn't cancel your Super/Hyper form.
  • During the Act 2 boss, the boss theme restarts when the actual boss fight takes place.
  • After beating the Act 2 boss, the lava doesn't cooldown until the results have finished; in addition, the normal level theme doesn't play.

Hidden Palace Zone#

  • Beating Knuckles will continue his song until the cutscene plays, while in the final beating Knuckles will replay the Hidden Palace Zone theme, then play the miniboss theme.
  • If you have all the Chaos Emeralds, the game will think you have none when you enter via a giant ring. As a result, they won't be converted into Super Emeralds.

Sky Sanctuary Zone#

  • Sonic and Tails can still enter Act 2 and Knuckles can still enter Act 1. Both instances have the same results as the previous prototype.

Death Egg Zone#

  • Defeating the Act 2 miniboss will not cancel your Super/Hyper form.
  • If the final boss is defeated while firing its laser, the laser will stay on-screen while it explodes.
  • Beating the final boss as Knuckles will still play a glitched version of Sonic's ending. Knuckles with be in place of Sonic, and Sonic himself will be in place of Tails. Both have a messed up color palette applied to them. From prototype 0610 onward, the game will reset back to the SEGA screen.

Blue Spheres#

Blue Spheres has been worked on slightly since the previous build:

  • Locking on Sonic 1 still brings the faded screen and there isn't any button inputs to unlock it, though this can be changed by using Pro Action Replay (PAR) code FFFFA1:0001.
  • Enabling Blue Spheres does not make the characters colored.
  • It isn't possible to select a stage at this point through normal means. However, if you enter a Special Stage, use the Pro Action Replay (PAR) code FFF600:3000 and disable it after the Blue Spheres minigame results screen appears, you can actually select a stage, showing that it just hadn't been implemented at this point. Stages are also listed with 10 digits instead of 12.