Most of the code is reused from Sonic 2, with a few adjustments: the invincibility music plays instead of using a unique track, 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. He can only be accessed by destroying an S monitor. 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.Ĭoding for Super Sonic exists even though the Special Stages haven't been implemented yet, thereby preventing you from gaining any Chaos Emeralds. 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. It 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. The double-drowning bug (and resulting lives underflow bug) from Sonic 1, and Sonic 2, is present in this build.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. The game will declare a GOAL at Lap 6 rather than the final's Lap 5, but the race never ends.It's possible to complete a lap in Chrome Gadget by jumping over the goal post.The lap counter uses the blue/yellow palette of the "TIME" text instead of the final's red/white palette.These were removed in the final game, yet their sprites still exist within the data. They often change between three sprites for unknown reasons. The prototype features little markers near the black line that show the positions of the two players.The HUD timer uses a colon to separate the minute from the seconds, unlike the final which uses prime marks.
#SONIC 3 AND KNUCKLES ROM BIN TRIAL#
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.There are still some things that were changed, however: The Competition Mode levels are overall more complete than the single-player ones and even feature the final game's player sprites.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.Many stage transitions have not been properly implemented yet, so the Level Select is required to continue to the next Zone in most cases.The "animation test" accessed by pressing B + C in Debug Mode has not been implemented.Super Sonic has been partially implemented and has the ability to shoot rings, which was removed from the final.Tails cannot get tired from flying or swimming.Tails cannot change his flight direction if jumping from a curve-pipe.Tails' flight ability is incomplete, and every jump press will result in maximum levitation, regardless of drop speed.Tails will fly instead of swimming when attempting to fly underwater and is also capable of carrying Sonic underwater.It's very easy to clip into walls due to unfinished collision.
Even though sparkles appear above checkpoints when Sonic has 50 rings, the Bonus Stages are inaccessible through normal play.The Insta-Shield isn't implemented yet.Special Stage rings aren't present, though all their respective locations are.Elemental shields lack their specific effects.The move is remarkably similar to the Drop Dash of Sonic Mania, which Christian Whitehead confirmed was a coincidence. Sonic and Knuckles are also able to use this ability in Competition Mode. Jumping while holding Up will cause Sonic to do a quick roll forward after landing.It will finally see the light of day in Sonic Origins in 2022.a Version of Sonic 3 Close to the mobile ports called Sonic 3 A.I.R Was Released, with a mobile port being released soon.Sonic Mania released in August of 2017.