the cutting room mirror

Sonic the Hedgehog 3

This article has a talk page!
view on tcrf.net

This page details one or more prototype versions of Sonic the Hedgehog 3.

Gameplay Differences#

Watch on YouTube

  • Jumping while holding Straight Up will cause Sonic to do a quick roll forward after landing (It will briefly show the Spin Dash sprite). Sonic and Knuckles are also able to use this ability in Competition Mode. The move is remarkably similar to the Drop Dash, a move that first appeared in Sonic Mania, which Christian Whitehead confirmed was a coincidence.

:*Holding Down after doing an Up-Jump will cause Sonic to tuck into a Super Spin Dash without smoke/dust when landing instead.

  • Elemental shields lack their specific effects and act exactly like the blue shield from Sonic 1 and Sonic 2.
  • Special Stage rings aren't present, though all their respective locations are.
  • The Insta-Shield isn't implemented yet.
  • Even though sparkles appear above checkpoints when Sonic has 50 rings, the Bonus Stages are inaccessible through normal play.
  • It's very easy to clip into walls due to unfinished collision.
  • Tails will fly instead of swimming when attempting to fly underwater and is also capable of carrying Sonic underwater, which he can't do in the final version.
  • Tails' flight ability is incomplete, and every jump press will result in maximum levitation, regardless of drop speed.
  • Tails cannot change his flight direction if jumping from a curve-pipe.
  • Tails will never get tired from flying or swimming.
  • Tails cannot enter Debug Mode.
  • Super Sonic has been partially implemented and has the ability to shoot rings, which was removed from the final.
  • Pressing start on Controller 2 during some events (like the end of the Act 2 bosses of Carnival Night, Angel Island, Flying Battery, or Launch Base Zone. [This can escape the Knuckles Softlock, letting you play the Launch Base Zone Act 1 miniboss, which is very different from the final, but when you try to progress to Act 2, a transition [possibly from an earlier build] is loaded- but doesn't exist anymore, removing every chunk except for Knuckles and the Big Arms boss area from the final. Act 2 then can only be moved around via debug mode, but there's no use anyways.] There's probably more places that can do this too. (See video to the right) Watch on YouTube
  • The "animation test" accessed by pressing B + C in Debug Mode has not been implemented.
  • Many stage transitions have not been properly implemented yet, so the Level Select is required to continue to the next Zone in most cases.
  • Objects that Sonic can hang onto still act like Wing Fortress' from Sonic 2, in that Sonic won't curl into a ball when jumping off, and his animation stays the same.
  • The Competition Mode levels are overall more complete than the single-player ones and even feature the final game's player sprites. There are still some things that were changed, however:
    • The Grand Prix and Time Trial modes (as well as the monitor options) do not exist as a result of a lack of a menu for the mode.
    • The HUD timer uses a colon to separate the minute from the seconds, unlike the final which uses prime marks.
    • The prototype features little markers near the black line that show the positions of the two players. They often change between three sprites for unknown reasons. These were removed in the final game, yet their sprites still exist within the data.
    • The lap counter uses the blue/yellow palette of the "TIME" text instead of the final's red/white palette.
    • It's possible to complete a lap in Chrome Gadget by jumping over the goal post.
    • The game will declare a GOAL at Lap 6 rather than the final's Lap 5, but the race never ends. As a result, races can go all the way up to Lap 9, which results in it rolling over to 0 and continuing from there.

Watch on YouTube

    • The double-drowning bug (and resulting lives underflow bug) from Sonic 1 and Sonic 2 is present in this build. (See the video to the right)

Demo#

Watch on YouTubeIt appears the Angel Island Act 1 demo is intended for an older build of the game: the demo desyncs after the player fails to hit a Caterkiller Jr., forcing Sonic to run into a Rhinobot and die before the demo's expected ending. When edited to add objects back into the spots, the demo continues all the way to the miniboss, showing off many level gimmicks along the way.

The existence of the demo itself is odd: there were no media showings of Sonic 3 prior to this build, which means the demo was likely designed for a private showing.

The game cycles through four levels when in Attract Mode, however they all point to Angel Island Act 1. Directly below it is a copy of Sonic 2's Attract Mode level index. For whatever reason the game cycles through 25 demos, all pointing to Angel Island's inputs.

Super Sonic#

Coding for Super Sonic exists even though the Special Stages haven't been implemented yet, thereby preventing you from gaining any Chaos Emeralds. He can only be accessed by destroying an S monitor (which normally can only be placed in Hydrocity Zone); additionally, the code was also modified to skip over the transformation check. Most of the code is reused from Sonic 2, with a few adjustments: the invincibility music plays instead of using a unique track (Flying Battery 2's theme if not using the S-monitor), the star effects' graphics won't load because they are leftovers from Sonic 2 (even though the mappings are loaded), and the palette cycling has been adjusted to only use three colors in Sonic's palette instead of the four colors that Sonic 2 required.

However, the actual colors used are still based on Sonic 2's palette format (where the darkest blue in Sonic's palette is indexed first, followed by progressively lighter shades of blue) instead of Sonic 3's format (where the lightest blue color is indexed first, followed by darker shades). As such, the palettes for both Super Sonic and Sonic's palette after the transformation runs out appear inverted (and in Hydrocity's case, the underwater palette from Chemical Plant is reused).

To transform properly, use the following codes:

  • 00B716:0010: enable the Super transformation check
  • FFFFB1:0007: have all 7 Emeralds

Graphical Differences#

To do:

  • Document more animations.
  • Rip shield graphics.

Sonic 2

Proto

Final

Sonic 2

Proto

Final

  • Sonic and Tails' sprites are nearly the same as the ones in Sonic 2, albeit updated for Sonic 3's palette. For Sonic, however, there are some additional sprites unique to this prototype.

Proto

Final

  • Sonic's swinging animation used on the vines in Angel Island as well as flying with Tails is completely different, it has Sonic moving his body back and forth instead of pulling up and down. Because of this, this produces the illusion that he's a lot lankier than he actually is (his arms don't bend to appear proportionally small).

Proto

Final

  • The rotating swinging animation used on the vines in Angel Island features a different handle design.
  • Fire Shields use different graphics and always overlap the player.
  • Neither Sonic nor Tails have victory poses, instead using their "hurt" sprites upon finishing an Act.
  • The Bubble Shield uses simpler graphics compared to the final.
  • The invincibility stars are missing, but they do show up using the Fire Shield's graphics if the player has a Fire Shield.
  • Some frames for the Lightning Shield haven't been positioned properly.

Proto

Final

  • Title cards for levels use different graphics, opting for a dark red instead of the bright red seen in the final game. Additionally, the underline beneath the SONIC 3 text is red instead of yellow, and it only stretches part of the text. Only the 1P stages have title cards implemented at this point.
  • Many sprites, such as the water behind Sonic's surfboard while he is surfing to Angel Island, are glitched.
  • A majority of object palettes are not finalized.

Proto

Final

  • The Speed Shoe and Heavy Shoe icons in Competition mode are different and more simplistic: they have an "S" in them with up and down arrows.

Proto

Final

  • The HUD numbers have some shading that was removed in the final game, likely since they often appear heavily contrasted and hard to make out. The shine on the HUD text is also larger, with the shine being 4 pixels tall. The "Bonus" lettering wasn't updated to match the final's smaller shine, leading to a bit of a clash. The N in "Rings" was also made thinner by one pixel, which would be reverted in the final HUD, to match with its length in previous titles. Curiously, the Lives counter HUD numbers' shading are unchanged from the final, because they are probably based on the shaded HUD numbers seen here.

Proto

Final

  • The "GOT THROUGH" text seen upon completion of an act has noticeably simpler shading.

Sonic 2

Proto

Final




  • The "Game Over" and "Time Over" graphics still use the Sonic 2 sprites, and haven't been refitted to use Sonic 3's palette.

Proto

Final

  • Knuckles' unused Act Clear text is also different, appearing fitted like Sonic/Tails' text.

Sega Screen#

Proto

Final

It's going to cost them a fortune to repair that.

The Sega screen is still largely based on Sonic 2.

  • Due to a bug in the code, too much RAM is cleared which ends up blackening the entire color palette RAM. This miraculously wasn't an issue in Sonic 2 because the RAM was arranged differently. It can be fixed with Game Genie code 97DA-GABY or Pro Action Replay code 034634:00FF.
  • Sonic's sprites have been updated to use the new player palette, but the Sega screen still loads the old Sonic 2 player palette.
  • Although it might not seem like it given its current state, some code changes were made to work with Sonic 3's new engine.

In one of the more technologically... bizarre changes, this prototype uses a recording of the Sega chant with a heavy low pass filter baked in. What makes this bizarre is that this change was done to the sample itself, not the sound driver (unlike Sonic 1's sped up snare sample). The Sega sample would then get changed again in the final, this time without the filter and slightly sped up.

Sonic 2 (24,947 bytes)

Sonic 3 Proto (27,817 bytes)

Sonic 3 Final (24,110 bytes)

Title Screen#

Proto

Final

Why's it so dimly lit in this render?

The title screen uses some very, very basic graphics. Specific visual differences include:

  • There's no background at all - the final adds a nice skyline of Angel Island Zone. This also means no Tails (and Knuckles in Sonic 3 & Knuckles) or Tornado. The banner uses one of the hardware layers, whereas the final game converted it into a sprite, likely as to allow for a proper background. The code used for the banner's bounce in this build is still present in the final, but unused.
  • Sonic's render was not touched up at all from his conversion to 4bpp and the palette appears to be computer-generated, therefore, color clamping issues show up. The logo banner was changed from a light blue/white to a red/white color scheme, and the logo itself was changed from dark blue with orange outlines (the way the text was presented on the box art for previous titles) to yellow with dark blue outlines. There's also no TM next to the banner.
  • The model for the ring and Sonic himself seem to be the same but with some differences, Sonic's pupils are rounder, his fingers are fatter, and his ears have no inside. The ring's positioning, as well as the lighting, were updated. The final render makes better use of the color space since it dithers colors whereas the proto render doesn't. Sonic's mouth is also notably absent from the render, implying that it was a drawn-on feature when it was added to the final game's render. Sonic also isn't animated, though the banner still bounces up and down. The rest of his body is present below the ring, unlike the final.
  • Incidentally, the text reading "Sonic the Hedgehog" below the logo is finalized. This simple text carried its way into the final build of the game, although it suffered from a palette change making it somewhat harder to read.
  • The "© 1994 SEGA" text is absent, which is likely more of a given.
  • Pressing Up, Up, Down, Down, Up, Up will enable Debug Mode. This cheat is also programmed to enable level select, but in this build it is automatically enabled anyways.
  • There are no menu options. Pressing Start automatically sends the player to the Level Select.
  • Using the patch code FFFFD0:0000 will disable Level Select. Doing so will allow the game to immediately start on Zone 1 as in Sonic 1 and Sonic 2. This does not disable the soft reset (pause, A) or frame advance (pause, B) functions, however.

While it may not seem like it, the prototype already has the animation script for Sonic programmed in with a whopping 47 frames for it, 43 of which are unique (the game is programmed to repeat frames 1-4). However, all entries reference the same data, with the rest of it likely removed for space optimization.

Playing as Tails or Knuckles#

You can play as different characters by pressing the following button combinations at the title screen:

  • Sonic & Tails: A + Start
  • Sonic alone: B + Start
  • Tails alone: C + Start

You can also play as different characters by using the cheat codes FFEF4C:000? FFFF08:000? FFFF0A:000?, where "?" is one of the following:

  • 0 - Sonic & Tails
  • 1 - Sonic
  • 2 - Tails
  • 3 - Knuckles (will use Tails' sprites instead)

Tails and Knuckles have graphical problems with their end-of-level signposts, however:

Tails

Knuckles

  • When playing as Sonic alone, the signpost will display Tails instead of Sonic's image.
  • When playing as Tails, the signpost will display a blue Knuckles instead of Tails' image.
  • Knuckles has data in the game and his name card is still present, though when playing as him the signpost will load Robotnik's image instead of Knuckles'. He also exists in Competition Mode, but it uses its updated graphics instead of older graphics, much like Sonic and others.
  • When playing as Knuckles, the player object doesn't correctly set the collision plane when spawned, making navigating the stages very difficult. Setting memory address FFB046 to 0x0C will fix this.

(Source: Sonic Retro, Original TCRF Research)

Level Select#

Sonic3LevelSelect.png

Almost the same as the final game, though it plays no music, rendering the Data Select theme unused. One other difference is pressing B while the Sound Test selection is highlighted will play the error buzzer sound.

Flying Battery is accessible by default, but the other Sonic & Knuckles Zones are not. Unlike in the final game, all bonus stages can be accessed (the last 2P VS Act goes to the gumball machine, while the two "Bonus" Acts go to the Sonic & Knuckles bonus stages).

The following Pro Action Replay codes can be used to regain access to these Zones, though not much of them remain in this build:

Zone

Act 1 Code

Act 2 Code

Mushroom Valley

005C0E:0700

005C10:0701

Sandopolis

005C12:0800

005C14:0801

Lava Reef

005C16:0900

005C18:0901

Sky Sanctuary

005C1A:0A00

005C1C:0A01

Death Egg

005C1E:0B00

005C20:0B01

The Doomsday

005C2A:0C00

005C2A:0C01

ID 0D

005BF2:0D00

005BF4:0D01

Lava Reef Act 3/Boss

005BF6:1600

Hidden Palace

005BF8:1601

Death Egg Final Boss

005BFA:1700

Hidden Palace (Special Stage Ring)

005BFC:1701

Each level can be played through the level selection. Lava Reef, Sky Sanctuary, and Death Egg are accessible using the first, second, and third 2P VS options respectively, while The Doomsday uses the Sound Test option. The gumball machine bonus stage can be played by selecting "Bonus". "ID 0D" can be accessed by selecting Angel Island Act 1 and 2. Lava Reef Act 3 and Hidden Palace can be played by selecting Hydrocity. Finally, the Death Egg final boss and Hidden Palace (Special Stage Ring) can be accessed through Marble Garden Act 1 and 2.

Sound Test Codes#

  • All 7 Emeralds: 02, 04, 05, 06
  • Debug Mode: 01, 03, 05, 07

Sonic 2 Leftovers#

Options and 2P VS.#

Sonic2OptionsInSonic3.png

By setting the game's screen mode to $24, you can access Sonic 2's options menu. Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself. Much like the Level Select, no music is played here.

Pressing Start will begin the game at Angel Island with the selected character. The Sound Test can also be used to enter the Sonic 2 cheat codes:

  • Level Select: Although enabled by default, the level select cheat can be entered by playing sounds 19, 65, 09, 17.
  • Extra Continues: Play sounds 01, 01, 02, 04 for 14 extra continues. Unlike Sonic 2, this cheat plays the continue theme which is otherwise unused in this prototype.

Sonic3-1993-11-3-2PVSMenu.png

The 2-Player Level Select screen from Sonic 2 can also be accessed using the patch code FFF600:1C00. Unlike the final version, not all Zones are disabled, though selecting any Zone with the Start button will send you back to the Sega screen, so you can't really do anything with this menu. Leftover graphics for the Sonic 2 Results Menu also exist, but all the coding has been removed.

Sonic3-Sonic2-2P-menu-graphics.png
Leftover graphics from the Results Menu can be found.

Leftover Objects#

Most of the objects are used as references to implement the Blue Spheres special stage or other.

ID

Offset

Name

Description

N/A

0000F972

Classic Shield

A non-elemental shield seen in Sonic 1 and Sonic 2 exists in a functional state, albeit unused and lacking graphics. Used as a basis for the elemental shields.

N/A

00010C60

Big Ring

The big ring object and associated flash object from Sonic 1 still exists. It was presumably reused as a basis for hidden rings in the final game.

N/A

00010FC2

Slot Machine Rings

Leftover code for slot machine rings seen in Sonic 2's Casino Night Zone can be found. Presumably used as a basis for the slot machine bonuses.

N/A

00024BCC

Special Stage Results

Leftover object code for the Special Stage results screen used in Sonic 2. Could also be a basis for the Blue Spheres results screen.

Unused Demo#

Watch on YouTubeLike the previous two games, the same unused demo is present in this prototype, in an identical fashion to Sonic 2. It was finally removed in the final version of the game. It is located at 0x4982.

(Source: Sonic Retro)

Unused Objects and Enemies#

This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

ID

Offset

Name

Description

Video

0B

0001B338

Red Revolving Spheres

A mass of spheres that can be spawned in Angel Island Zone Act 1 through debug mode. It's worth noting the coding for the object is separate from the test Special Stages, despite the similar behavior.

Button

Controller 2

Start

Toggles between automatic and manual rotation.

A/C

Zooms the spheres in or out. A zooms out, C zooms in.

B

Rotate the viewing angle.

Down/Left

Moves the matrix up and down.

Up/Right

Rotates the viewing angle in the given direction.

Watch on YouTube

12

0001C6A0

Unused Elevator

An unused elevator object, possibly an earlier version. It's fully functional, though its graphics have been removed. Strangely, this object still exists in the final game, as do the following three.

1A

0001DFCE

Rotating Platform

A spinning platform that lack proper graphics. When touched, it locks the player to the center of the object; the faster the player runs, the further they're thrown after exiting it.

1C

0001E6C6

Spinning Obstacle

A strange object, with animation that appears to be something spinning. It damages the player if hit from above, but swings from side to side if hit from below.

1D

0001C228

Grabbable Platform

An otherwise normal LBZ platform with a grabbable bottom. Its tile mappings appear to be somewhat glitched.

84

00040704

Hey Ho

A very glitched version of Hey Ho, the Mushroom Valley Act 1 boss. He lacks any collision and doesn't move at all in the prototype.

Mushroom Hill graphics imported from Sonic 3C 0408 for visual clarity.

Watch on YouTube

86

0003F11A

Beam Rocket

An early version of the Launch Base Zone Act 2 boss. It makes some odd movements and the final phase takes two hits to kill instead of one; defeating him doesn't make Robotnik rise up (not that it would matter, since Big Arms is completely missing). It also spawns towards the middle of the stage, suggesting it was made when the layout looked quite different.

Watch on YouTube

90

00049FB6

Fireworm

Fireworm badnik for Lava Reef Zone. This object is missing its DPLC and art entries in its config (despite the DPLCs existing in the ROM) and is completely invincible unlike the final. In addition, it also freezes the game thanks to a branch to decrement its timer value pre-empting the proper coding, putting the game into an endless loop.

While its graphics are not present in this build, importing them from the final works fine with the mappings and DPLC present in the build. Note that for the video, the second palette line was also imported from Sonic & Knuckles final for visual clarity.

Watch on YouTube

91

0004A29C

Iwadomoki

The exploding "mock rock" badnik. Can crash the game. Uses a different palette, same as the blue rocks. Like with Fireworm, the graphics are not present in the build, however the mappings and DPLC fit fine with the final's sprites.

92

0004A400

Toxomister

The smoke clouds lack the ability to drain Sonic/Tails' rings, and can only slow them down. Mappings are set up differently compared to final, but are still compatible with the final's graphics.

93

000495CC

Madmole

The mushrooms it throws have an exaggerated effect on Sonic. It appears in the Mushroom Valley object layout.

94

000499BC

Mushmeanie

The bouncing mushroom enemy from Mushroom Valley Zone.

95

00049B24

Dragonfly

Flies up and down, as in the final game.

96

00049DCA

Butterdroid

Butterfly badnik from Mushroom Valley Zone.

97

00049E50

Cluckoid

Chicken badnik from Mushroom Valley Zone.

98

0004107E

Sandopolis Guardian

The miniboss from Sandopolis Zone. Functions, but covers less air in its jumps. Importing the graphics from the final works fine since the palette was already finalized.

B1

00039F9E

Knuckles's MGZ2 Boss

Knuckles' variant of the Marble Garden Zone Act 2 boss. Although coded, it isn't actually placed in the stage.

B6

0003CE96

FBZ2 Barrier Eggman

The mid-boss of Flying Battery Zone Act 2. Although coded, it isn't actually placed in the stage. When spawned in using debug mode, the camera scrolls way above where it is in S3K, suggesting that this boss originally had a different spawn location in an earlier prototype.

C5

0004178A

Hidden Monitors

Hidden monitors that can be revealed by the falling signpost.

CA

00035AD2

Tornado Intro

Sonic during the Angel Island intro sequence.

N/A

0001AA34

Sprite Scaling Test

Another object that can be spawned in Angel Island Zone Act 1 through debug mode. It uses a software scaling algorithm to scale sprites, although the original graphics are no longer present in ROM. It also eradicates the zone layout when placed.

Unusually, this object writes to memory location $FEXXXX, which tends to get reserved for development carts able to write to themselves. This suggests that it was meant to output something in that region the developers could then use.

Watch on YouTube

Unused Graphics#

Graphic

Description

The unused Sonic 2 vertical hanging animation for Sonic. A similar animation would be used in Sonic & Knuckles for the intro of Mushroom Hill Zone Act 2.

Awww, it's so cute!

A smaller version of the Turbo Spikers. This is found in an unreferenced Kosinski Moduled-compressed archive at 0x132802.

Unused Moves#

Watch on YouTube

There are two unused moves in the prototype:

  • RG6A-A6Z0 / 00B8B6:4E71: an early version of Hyper Sonic's multi-directional air dash that can be performed by pressing A in conjunction with the D-Pad while jumping. 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: the ability to shoot Rings as projectiles by pressing B while jumping to shoot a single Ring in the direction Sonic is facing, or C to shoot Rings from both sides of Sonic. The Rings can take out Badniks as well as collect other Rings, and shooting them will not deplete Sonic's Ring count, though he cannot pick up the shot Rings themselves. When using B for the move, Sonic will uncurl from his jump and have a slight recoil in the opposite direction he shoots. For some reason, it calls Sonic's object collision code, meaning it more often than not fails to actually collide with anything. Whether or not the Rings were a placeholder for another object is unknown. Interestingly enough, one of Super Mecha Sonic's moves in Knuckles' final boss fight features him shooting out ring-like objects; as many of Mecha Sonic's abilities mirror Sonic's, this may be related to this scrapped move.