Video/Sonic the Hedgehog 3/Pre-final tape: Difference between revisions
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::* Act 1 boss cutscene | ::* Act 1 boss cutscene | ||
:::* In the | :::* In the Act transition for Angel Island Zone, as the miniboss descends into view, its flame jets are rendered using bubble graphics for a couple of frames. This is odd, considering it does not happen in either the final game or the November 3rd, 1993 prototype. | ||
{{Compare | {{Compare | ||
|File:s3tapecompare2-tape.png|Prototype | |File:s3tapecompare2-tape.png|Prototype | ||
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|File:s3tapecompare3-final.png|Final | |File:s3tapecompare3-final.png|Final | ||
|}} | |}} | ||
::::* The boss itself uses its brighter red and purple color scheme seen in the final game. However, after the boss takes damage, it will revert to its darker red and turquoise color scheme that was seen in the November 3rd, 1993 prototype. This indicates that the boss' damage flash palette was not updated to include the updated colors by this point. | |||
::* Act 2 | ::* Act 2 | ||
:::* Proceeding directly into | :::* Proceeding directly into Act 2 reveals that the graphics for the trailing water splash have also become corrupt. Since these display properly in the November 3rd, 1993 prototype, it's likely that the developers simply overlooked reloading these graphics during the Act transition, as the graphics display properly once the player enters and exits a Bonus Stage. | ||
{{Compare | {{Compare | ||
|File:s3tapecompare4-tape.png|Prototype | |File:s3tapecompare4-tape.png|Prototype | ||
|File:s3tapecompare4-final.png|Final | |File:s3tapecompare4-final.png|Final | ||
|}} | |}} | ||
:::* Right before the | :::* There are only four breakable walls at the end of the wall chase sequence. This number would be increased to 12 breakable walls. The number of one-way doors remained the same at four, with them being repositioned over the first four breakable walls. | ||
:::* During the | :::* Right before the Act 2 boss, a strange bug occurs, causing the water to become black for the remainder of the stage. This happens because after entering a Bonus Stage, the player respawns at the star post with a Thunder Barrier. Since the player is underwater, the barrier immediately shorts out, while the palette is still fading in. Then, in order to make the entire body of water flash white, the barrier first backs up the current water palette -- which has barely faded in -- to the target palette buffer used by the fade routines, effectively marking the water fade as complete. The final game fixes this by skipping the water flash when a fade is in progress | ||
:::* During the Act 2 boss, the explosion animation for the bombs it drops is broken and only displays a corrupted tile. This behaviour is not present in the November 3rd, 1993 prototype. | |||
:* Marble Garden Zone | :* Marble Garden Zone | ||
::* Act 2 | ::* Act 2 | ||
:::* Late into | :::* Late into Act 2, two trigger-based platforms appear at their final positions before the player has activated the nearby switch. This likely has to do with the changes made to the section immediately preceding it, between the November 3rd, 1993 prototype and the final game. In the prototype, there is a single breakable column, which can be destroyed with a Spin Dash from the adjacent grassy ledge. The area to the left simply rewards the player with an invincibility power-up. In the final game, a puzzle was added to this area. A second breakable column prevents the player from jumping onto the ledge, so they must venture left. Defeating the Relief enemy at the left edge of the room causes a moving platform to emerge from the ground, creating an extra ledge to charge a Spin Dash on. It's likely that when this puzzle was first introduced, it was mistakenly set to use the same trigger ID as the twin plaforms which follow it. This would result in one puzzle automatically solving the other. | ||
{{Compare | {{Compare | ||
|File:s3tapecompare5-tape.png|Prototype | |File:s3tapecompare5-tape.png|Prototype | ||
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:* Carnival Night Zone | :* Carnival Night Zone | ||
::* Act 2 | ::* Act 2 | ||
:::* At the start of the underwater "lights out" section, all of the balloons that are there in the final game are missing. This can be seen when the timer is between 3:25 and 3:38 | :::* At the start of the underwater "lights out" section, all of the balloons that are there in the final game are missing. This can be seen when the timer is between 3:25 and 3:38. | ||
:::* At the end of the "lights out" section, there's a breakable wall past the light switch, as opposed to the ceiling spikes from the final. This can be seen when the timer is at 5:03 | :::* At the end of the "lights out" section, there's a breakable wall past the light switch, as opposed to the ceiling spikes from the final. This was likely changed to prevent the player from avoiding the button completely using Super Sonic, who can burst through the wall without needing to perform a Spindash. The wall can be seen when the timer is at 5:03. | ||
:* | :::* Near the end of the Act, there is a Starpost. This Starpost was moved to a slightly earlier point in the level. The Starpost can be seen when the timer is at 6:15 and was later moved to the area seen when the timer is at 6:08. | ||
:* IceCap Zone | |||
::* Act 1 | ::* Act 1 | ||
:::* In the final game, a stack of breakable blocks was added | :::* In the final game, a stack of breakable blocks was added to the entrance of the cave directly after the snowboarding sequence. | ||
{{Compare | {{Compare | ||
|File:s3tapecompare6-tape.png|Prototype | |File:s3tapecompare6-tape.png|Prototype | ||
|File:s3tapecompare6-final.png|Final | |File:s3tapecompare6-final.png|Final | ||
|}} | |}} | ||
::* Act 2 | |||
:::* When the boss is defeated, the snow does not stop falling, causing the capsule to flicker during the Act results screen due to the large number of sprites on the screen. | |||
:::* During the transition cutscene when Sonic rolls through the snow tunnel, a rumbling sound (specifically sound CD) can be heard that isn't present in any other known build. | |||
:* Launch Base Zone | :* Launch Base Zone | ||
::* Act 1 | |||
:::* One of the Orbinauts is placed closer to the end of the room than in the final game. The Orbinaut in question is can be seen when the timer is at 2:44. | |||
:::* A flamethrower can be seen when the timer is at 3:18. This flamethrower would be replaced by a Ring monitor by the final build. | |||
::* Act 2 | ::* Act 2 | ||
:::* Upon defeating Ball Shooter, the timer stops, just like in Sonic 3 & Knuckles. However, unlike S3&K, the timer does not resume for the Beam Rocket boss fight, and remains stopped until the end of the game. Sonic 3 "fixes" this by just leaving the timer running all the way through the rather lengthy cutscene. Note that since Super transformations are blocked while the timer is stopped, this bug may very well have hidden the infamous "Big Arm can hurt Super Sonic" bug until it was too late! | :::* Upon defeating Ball Shooter, the timer stops, just like in Sonic 3 & Knuckles. However, unlike S3&K, the timer does not resume for the Beam Rocket boss fight, and remains stopped until the end of the game. Sonic 3 "fixes" this by just leaving the timer running all the way through the rather lengthy cutscene. Note that since Super transformations are blocked while the timer is stopped, this bug may very well have hidden the infamous "Big Arm can hurt Super Sonic" bug until it was too late! | ||
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* Misc. differences found by drx and ehw | * Misc. differences found by drx and ehw | ||
** The special stages have a bug where by getting snagged inbetween two bumpers and jumping off, Sonic is unable to go faster with the music. This can be seen at 3:40. The final game fixed this by allowing you to press Up to go back to the intended speed. | ** The special stages have a bug where by getting snagged inbetween two bumpers and jumping off, Sonic is unable to go faster with the music. This can be seen at 3:40. The final game fixed this by allowing you to press Up to go back to the intended speed. | ||
==Screenshots== | ==Screenshots== | ||