Sonic 3 Remastered Prototype Downloadable Content

. WW: August 29, 2017.: August 30, 2017Mode(s),Sonic Mania is a 2017 published by for,. Produced in commemoration of the series' 25th anniversary, Sonic Mania homages the original Sonic games, featuring speedy gameplay. It takes place over twelve, including eight redesigned stages from past games. The story follows and his companions and as they venture to defeat their nemesis and his robotic henchmen, the Hard-Boiled Heavies.The development team was composed of members known for their work in the Sonic and community.

Nov 23, 2019  50+ videos Play all Mix - Data Select - Sonic 3 (Prototype) Remastered YouTube S&K Collection / Sonic 3 Proto - Unused Music Sonic Mania Style Attempt.

Development began after lead developer, who was previously contracted by Sega to develop enhanced mobile ports of Genesis Sonic games, presented a playable prototype to producer. Art, level design, audio, and additional programming was provided by independent studios PagodaWest Games and Headcannon. The team used Whitehead's and aimed for a graphical quality between Genesis and games.Sonic Mania was released in August 2017.

Many reviewers saw it as a return to form for the Sonic series following a number of poorly received games released after the 1990s; its presentation, level design, music, and faithfulness to the early Sonic games were praised, but its lack of originality was criticized. Several described it as one of the best Sonic games and one of the best games of 2017. Within a year, it had sold over one million copies worldwide across all platforms.

Sonic Mania Plus, an enhanced version with additional content, was released in July 2018. Gameplay screenshot showing Sonic in Studiopolis Zone, the first of the four original levels in Sonic Mania.Sonic Mania is a similar to the early games released for the. Players select one of 3 playable characters, each with their own unique abilities: can perform a 'drop dash' which sends him rolling in a dash after a jump, can fly and swim, and can glide and climb walls.

As with (1992), players can play as Sonic and Tails simultaneously, or a second player can control Tails independently. Unlockable options include Sonic's abilities from (1993) and (1994) in place of the drop dash and '& Knuckles' mode, which allows simultaneous control of any character and Knuckles, including himself.Sonic Mania takes place over 12, called zones; the game features eight 'remixed' zones, such as from the first game (1991), alongside four original ones. Remixed stages consist of both new elements and recycled gimmicks and ideas from other past Sonic games. Each zone is divided into 2 acts, in which the player must guide their character past various enemies and obstacles to reach the end. At the end of each act, the player takes part in a against or one of his robots, including the Hard-Boiled Heavies, elite henchmen based on the enemies from Sonic 3 & Knuckles.

The player collects golden rings, which serve as a form of; players survive hits as long as they have at least one ring, but, if hit, their rings scatter and disappear after a short time. Television monitors containing rings, elemental shields, or such as and faster running speed are scattered throughout each level. Like Sonic 3 & Knuckles, the story is told via short in-game cutscenes between levels.Giant rings hidden in each act, a feature of the original games, lead to pseudo-3D special stages similar to those in Sonic CD, where players can attempt to collect a. In special stages, players dodge obstacles and collect colored spheres to increase their speed, allowing them to pursue a carrying a; collecting all seven Chaos Emeralds allows players to use their character's and unlocks the game's true ending. Players' ring counters slowly decrease during special stages and must be continually replenished; if the player runs out of rings before they catch the UFO, the special stage ends.

The 'Blue Sphere' special stages from Sonic the Hedgehog 3 also return, repurposed as bonus stages that are accessed by entering a portal that appears when the player passes a checkpoint while carrying 25 or more rings. Completing bonus stages earns the player a silver or gold medal depending on their performance; collecting medals unlocks features such as a and.In a mode, players must complete levels as quickly as possible, with the best times included on an online; players can instantly reload a level to try again at any time. A split-screen competitive multiplayer mode allows two players to race to the end of a level, similar to those of Sonic 2. Players can also unlock 'Mean Bean', a 2-player based on. Plot Following the events of Sonic & Knuckles, Sonic and Tails detect a powerful energy reading on Angel Island and board their, the Tornado, to investigate. Robotnik sends an elite group of EggRobos to reach the signal before Sonic and Tails.

The EggRobos excavate the source of the signal, a magical gemstone called the Phantom Ruby, just as Sonic and Tails arrive. The EggRobos gain new powers from the ruby, becoming the Hard Boiled Heavies, and send Sonic, Tails, and the island's guardian, Knuckles, through zones they have previously visited where they pursue Robotnik to prevent him from using the ruby's power for evil, clashing with him and the Heavies along the way.Sonic and his allies discover that Robotnik has used the Phantom Ruby's power to retake control of Little Planet from Sonic CD. They board Robotnik's robotic fortress, defeat him and the Heavies, and escape just as it explodes. If all 7 Chaos Emeralds are collected while playing as Sonic, the Phantom Ruby transports him and Robotnik to another dimension. There, the Heavy King betrays Robotnik and takes the ruby, imbuing himself with power; Robotnik attacks the Heavy to try to reclaim it. Sonic uses the Chaos Emeralds to become Super Sonic and fights Robotnik and the Heavy King separately to keep the ruby out of the possession of both. After the battle, the Phantom Ruby reacts with the Emeralds, negating Sonic's super state and creating a wormhole that engulfs itself and Sonic as Little Planet vanishes.Development.

An unfinished desert level from Sonic 2 (top) served as inspiration for Sonic Mania 's Mirage Saloon Zone (bottom).Development of Sonic Mania began in 2015, led by Australian programmer. Whitehead was a prominent member of the, and had previously been contracted by to develop remastered ports of Sonic the Hedgehog, Sonic 2, and Sonic CD for mobile phones. After developing the game for a few months, Whitehead presented a prototype, which he called Sonic Discovery, to series producer. Iizuka was receptive, and suggested that it should include old levels from the early Sonic games it was inspired by, 'remixed' in a way that felt new. He also gave it the of Sonic Mania, which stuck after no one suggested a better one. The title referenced the development team's 'maniacal' fandom for the series; Iizuka described the project as being made 'by the mania, for the mania', and as a 'passion product' driven by the fans' love for the early Sonic games.Sonic Mania was produced in commemoration of the series' 25th anniversary.

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For those using an Android smartphone, version 4. Nikon SnapBridgeI nikon coolpix device video means 20 – 30 fps. Nikon d60 drivers for mac. Pairing steps are as simple and easy as selecting the displayed camera and following the guide instructions.

It was developed using Whitehead's, a tailored for creating two-dimensional games, which he also used for the enhanced ports of Sonic the Hedgehog, Sonic 2, and Sonic CD. The team also included programmer Simon 'Stealth' Thomley of the independent studio Headcannon, who assisted Whitehead with those projects and on various Sonic and, as well as level designer Jared Kasl and art director Tom Fry of PagodaWest Games, who had previously independently collaborated on an unofficial high-definition remaster of Sonic 2. Helped develop the Nintendo Switch port. Iizuka and the rest of provided guidance and made sure the team did not 'go off the rails into something that doesn't feel like Sonic'. Iizuka described the visuals as a cross between the graphical capabilities of the Sega Genesis and, comprising mostly with some.The developers modeled the gameplay on Sonic 3, with each zone consisting of two acts and boss fights at the end of each. For returning stages, the designers made the first act feel familiar, and introduced new elements in the second act.

The team cited Sonic CD and Sonic 3 as major influences on the level design for their 'big, wide open' and 'streamlined' designs, respectively. According to Thomley, the team typically decided what elements to include in the returning stages prior to designing them, but sometimes came up with new ideas or changed them based on how the development progressed. The first original level designed was the Hollywood-themed Studiopolis Zone. The desert-themed Mirage Saloon Zone was inspired by an unfinished level from Sonic 2 and the region of the United States. The special stages were inspired by more recent games such as (2005) and (2010). The team felt proud of their recreation of classic Sonic gameplay.The game features animated opening and ending sequences led by, one of the artists of the.

It also features an optional graphical filter, and supports the enhanced features of both the and, outputting at a native. The soundtrack was composed by Tee Lopes of PagodaWest Games, consisting of rearranged pieces from previous Sonic games alongside new material. Lopes was chosen due to his popularity on for producing arrangements of various Sonic tracks, and for his work on the project.

Lopes initially wanted his score to resemble the Sonic CD soundtrack, trying to imagine what a sequel to it might have sounded like. As development progressed, he took inspiration from other older Sonic and Sega games, such as (1989) and the games, and from 1990s popular music, such as the work of. The reveal trailer theme, 'Checkpoint', was composed by the electronic music groups Hyper Potions and Nitro Fun and the opening theme, 'Friends', was composed by Hyper Potions. Release Sonic Mania was announced alongside at the 25th anniversary Sonic event at the (SDCC) convention in July 2016. The game was also featured at (SXSW), the (E3), and SDCC in 2017; at SDCC 2017, attendees received a promotional for the game. The game was announced for the second quarter of 2017, but Sega announced at SXSW that it had been delayed to allow for more development.Sonic Mania was released digitally for the, and in North America and Europe on August 15, 2017, and in Japan the following day. Four days before release, Sega delayed the version for another two weeks for further optimization, releasing it on August 29 as a download on.

As compensation, those who had pre-ordered the game received a copy of the original Sonic the Hedgehog on Steam.In addition to the standard release, a Sega Genesis-themed collector's edition was also released, containing a 12-inch (30 cm) Sonic statue atop a model Genesis, a cast with a golden ring, and a metallic collector's card with a download code for the game. To promote the collector's edition, Sega released a retro-styled featuring former series art director and social media manager Aaron Webber, based on an American television commercial for Sonic The Hedgehog 2. The music label Data Discs published a featuring the game's original music in late 2017. An expanded soundtrack was released on digital music distribution platforms on January 17, 2018.A five-part animated short mini-series, Sonic Mania Adventures, was released on the Sonic the Hedgehog channel between March and July 2018, promoting the release of Sonic Mania Plus. The series depicts Sonic's return to his world following the events of Sonic Forces, teaming up with his friends to prevent Eggman and Metal Sonic from collecting the Chaos Emeralds and Master Emerald. A holiday-themed bonus episode was released in December 2018. The shorts were written and directed by Hesse, with animation production by Neko Productions, and music written by Lopes.

Sonic Mania Plus An expanded version of the game, Sonic Mania Plus, was released at retail and as for the original version on July 17, 2018. It adds playable characters and Ray the Flying Squirrel from the 1993, each with unique abilities: Mighty can slam the ground and is immune to spikes when in ball form, while Ray can glide without losing altitude. Plus also adds an 'Encore Mode' with remixed levels and a reworked lives mechanic, a pinball bonus stage, and a four-player competition mode.

Additionally, an update released alongside Sonic Mania Plus adds more cutscenes and a reworked Metal Sonic battle based on his appearance in (1995). The physical version was released with a 32-page art book and a reversible cover in the style of Genesis or Mega Drive boxart covers, depending on the region. A soundtrack CD was included with the Japanese physical release.In an interview with, Iizuka explained that Sonic Mania was not intended to have a physical release; Sega staff requested one, but a retail version would have presented a challenge for the production schedule. After the game launched, fans also expressed interest in a physical version. As a retail release would cost more than the downloadable version, the team added value with new content. Mighty and Ray were included because they were rarely featured in games; to accommodate them, level designs had to be altered. Additionally, the multiplayer mode was updated because of the increased number of selectable characters.

Reception ReceptionAggregate scoreAggregatorScorePS4: 86/100NS: 86/100PC: 84/100XONE: 83/100Review scoresPublicationScore8/109/10Essential8.5/109/108.7/109/10Nintendo World Report9/1082/1007/10VideoGamer.com7/10Sonic Mania was announced following years of mixed reviews for the Sonic franchise. According to the, the series had been 'tarnished by years of sub-par games with only the occasional gem'. The Business Times predicted that Sega's approach of releasing Sonic Forces and Sonic Mania in the same year, catering to new and old fans, could repair the series' reputation and lead to a ' Sonic renaissance'. Several critics expressed excitement for a return to the style of the early Sonic games, and wrote that Sega's previous efforts to develop games in the 'classic' style, such as in 2010, had been disappointing.According to site, Sonic Mania received 'generally favorable' reviews. It became the best-reviewed Sonic game in fifteen years, and several critics described it as one of the best 2D platform games.

At launch, Sonic Mania was the bestselling Switch game, outselling. It greatly increased Sega's third-quarter profits, and helped Sega almost double sales of packaged games compared to the same period in 2016. By April 2018, it had sold over one million copies worldwide across all platforms.The presentation attracted acclaim. Described it as the 'pinnacle' of the series' pixel graphics. Called the animations and detail superior to the original games, writing that they added an extra layer of personality. Cubed3 described the levels as stylish and vibrant.

Critics also praised the attention to detail in recreating the early games. Wrote that its gameplay was 'nearly indistinguishable' from its Genesis predecessors, but with 'extra polish'. Easy Allies wrote that Mania emulated the original games 'exceptionally', and that 'running, jumping, and spin dashing all work exactly as well as you would hope'. Nintendo World Report wrote that it avoided the physics problems from Sonic the Hedgehog 4 and recaptured the spirit of the 16-bit games.The level design and music also received praise. Hardcore Gamer wrote that the remixed versions of older stages felt fresh while staying true to the originals. Game Informer wrote that the new stages matched the quality and captured the spirit of early Sonic games.

Praised the detail and content in each level; praised the, and likened it to a school project 'gone wild, something enthusiastic kids have made while the teacher was away and which far surpasses anything they were actually supposed to be doing'. Like, Venture Beat appreciated the, with branching paths that made multiple 'fresh'. EGM wrote that the soundtrack was 'completely fantastic' and felt nostalgic and new at the same time. Called the soundtrack 'one of the best of recent times'.The game received some criticism.

Polygon commented that frustrations with controls and enemy placement in the original Sonic games were present in Sonic Mania. VideoGamer.com wrote that the game relied too much on nostalgia, with minimal innovation and too few original stages, but was a good proof of concept that the development team could expand upon. Nintendo World Report complained about the boss fights, which they felt were poorly executed and too easy. The Windows version was subject to due to its implementation of the (DRM) software, which some thought to be the real reason behind the two-week delay. The game could not be played offline on launch day; Sega stated this was a unrelated to Denuvo, and released a patch the following day.commended Sonic Mania as one of the 'purest and most enjoyable' Sonic games, expressing excitement for the future of the series.

IGN wrote that it was the 'classic' throwback that fans had clamored for since the 1990s, but also recommended it for people new to the franchise. Nintendo World Report called it a 'must-buy' for fans of the older Sonic games. Waypoint compared it favorably to, describing it as a game that knew 'what was fun' about its predecessors.

Nintendo Life felt that Mania represented 'a true return to form' and was a contender for the best game in the series. Accolades PublicationAwardRankBest Platformer (E3)NominatedBest Nintendo Switch Game (E3)NominatedBest PlatformerNominatedPeople's Choice Award for Best Original MusicWonBest Family GameNominatedBest PlatformerNominatedBest PC GameNominatedBest SurpriseRunner-upNew York Game AwardsCentral Park Children's Zoo Award for Best Kids GameNominatedNAVGTR AwardsControl PrecisionNominatedGame Design, FranchiseNominatedGame, Franchise FamilyNominatedLegacy The game's theme song entitled 'Friends' was reused for the prologue of the.References. Jones, Elton. From the original on July 22, 2017. Retrieved July 24, 2017.

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To access a level select and debug mode, press Up, Up, Down, Down, Up, Up, Up, Up after the SEGA logo screen fades to black and Sonic begins to move, but before the title screen appears (about 4.31 seconds after boot). You only have about 1.3 seconds to enter it, and due to this screen, it may not always work; you'll hear the ring collection sound if you did it right. Unused ZoneZone ID $0D is unused, but appears to be empty. It tries to load some resources from the end credits.

Act 2 of this Zone was later used for the credits in Sonic 3 & Knuckles. Attempting to load this zone will usually crash the game, and if you manage to get out of it, it causes some very strange bugs causing the game to act very strangely.It is believed this zone was originally meant to be a 2P VS zone for multiple reasons:. It is internally next to all used 2P zones.

In the and Windows port, there is an unused track (often incorrectly referred to as an unused Super Sonic theme) that could be situated for a 2P zone. There are six 2P zones listed in the level select. The 6th zone listing simply points to the Gumball Machine bonus stage, however.Sonic 2 Menu Leftovers. Eighth Special StageThere is an eighth Special Stage with a grey Chaos Emerald (much like the fifth Emerald) that is inaccessible during normal gameplay. To access it, open the level select, set the sound test selection to 07, then hold A and press Start on 'Special Stage 2'.The stage is fully playable, although it may occasionally slow to a crawl when collecting a blue sphere, which may have contributed to its removal. The Emerald has no special effect in-game, and does not appear on the end-of-stage tally in any form other than a score increase.

The complete lack of rings also makes it impossible to get a Perfect Bonus on this stage.would reuse this layout for a Bonus Stage, replacing some of the blue spheres with rings to allow a Perfect Bonus. Water Levels in Launch Base Zone Act 1There are 5 areas containing water in Launch Base Zone Act 1 that either raise or lower the water level in some specific areas.

From this, it's not unreasonable to assume both Acts of LBZ would contain water.To view these levels, add the patch code FFF730:0100 and change VDP 0x04 to 0x14. A spinning mass of red spheres, which can be placed in the first half of Angel Island Act 1 via debug mode.

The spheres resemble those that appear in the game's special stages, but the object itself seems to have no apparent gameplay purpose. When it is placed, many palette and VRAM complications occur in the level, and the game slows down considerably.

The object can be manipulated with the second controller. Up - Rotates the object vertically. Right - Rotates the object horizontally. Down/ Left - Moves the object up or down. A/ C - Changes the object's size. B - Rotates the object sideways. Start - Toggles automatic rotation.The Nov 3, 1993 prototype reveals, however, that they're leftover from a tech demo that served to test the 3D mechanics of the Special Stages.

Carnival Night ButtonA button of unknown purpose. It can be placed in either Act of Carnival Night Zone via debug mode, but it doesn't appear to do anything. Also unused in Sonic 3 & Knuckles. Knuckles (Sonic/Tails' story) pushes a button like it in Act 2 to darken the place.IceCap Breakable BlockA glowing block that can be placed in either Act of IceCap Zone via debug mode.

Jumping on it destroys it like the ice blocks. Also unused in Sonic 3 & Knuckles.Breakable WallA breakable wall, placeable in Angel Island Act 2 using debug mode. It comes in two variations: one that acts as a wall obstacle that can be destroyed with the Spin Dash, and one that acts as a door that opens with a switch.Competition Mode SpikesA set of spikes for Competition Mode. Spikes do not appear in any of the five courses, but they can be placed with debug mode.Carnival Night Ring ObjectAn unknown object that appears to spawn slope collision when placed.

Shield ObjectCode for a fourth type of shield exists inside of the ROM. The shield itself is the ordinary non-elemental shield as seen in Sonic 1 and Sonic 2. It is unknown whether or not this is simply a leftover, or if it was originally planned for the game. It is worth noting that the shield sound from Sonic 2 remains unused in the sound test.

Interestingly, it exists under three valid monitor shield subtypes: 00, 02 and 03.You can activate this shield type manually by changing RAM address FFB02B:00 to 01. To do:. Add the other objects that were Identified in the November 3rd PrototypeObjects 8F-98 delete themselves when loaded, which is rather unusual. One of these objects is used in the Mushroom Valley object layout, suggesting that they were once objects that belonged to the Sonic & Knuckles Zones. Objects 6F-7F are represented as rings in Sonic 3 and were apparently removed manually, but in Sonic 3C (prototype 0408), these IDs belong to objects from Flying Battery Zone. Object 84 is another unused and removed object; according to the November 3rd Prototype, this object was an early version of Hey Ho, the Mushroom Valley/Hill Act 1 boss.Unused S&K Mapping DataIn Sonic 3 there remains some leftover sprite mapping data for Sonic & Knuckles objects, largely consisting of badniks that would have appeared in the Sonic & Knuckles zones.

A black & white version of Sonic's death sprite, similar to the one seen in the games. It's still not used.This would be used for Flying Battery Zone's monkey bars in Sonic & Knuckles.

Sonic

Sonic's sprites than his Sonic 3 ones, which wasn't fixed in Sonic & Knuckles.This would be used for the intro cutscene of Mushroom Hill Zone Act 2 in Sonic & Knuckles.This would be used in Sonic & Knuckles when grabbing the swinging poles in Mushroom Hill Zone.This would be used in Sandopolis Zone in Sonic & Knuckles when scaling down the towers. Appears to be nothing more than Eggman flying away towards the horizon. This is actually another object with coding left in the game, but it's never called by any routine.

The animation somewhat fits with the way the Death Egg falls at the ending cutscene after the Big Arms fight and would've teased the second part of the game, however, the Death Egg noticeably falls on the opposite direction of where Eggman goes in the actual game, it was probably originally meant to be falling from the left side instead. This can be re-enabled using the PAR code 05165A:04F2. A save file icon for Flying Battery Zone before it was re-ordered to be in Sonic & Knuckles, which is different than the corresponding icon in Sonic 3 & Knuckles, displaying the interior part of the stage rather than the exterior. It resembles a part of the beginning section of the zone from the November 3rd Prototype. You can view this icon in the PC and Genesis versions by hacking the save data to access level slot $04, or by using PAR codes 00C324:601E + 00C338:6002 to view it in a completed game save slot while scrolling through the zones. These do appear in mangled form in Knuckles' unused, broken post-Launch Base Zone Act 2 boss cutscene.These graphics were later used in three Sonic 3 limited edition/Sonic & Knuckles prototypes; Sonic 3C 0408, Sonic 3C 0517, and Sonic & Knuckles 0525 respectively. This was a bomb shoot that Eggrobo used to drop the bomb on Knuckles.

Oddly, it is not used in the final game, but it might have something to do with Big Arm's graphics loading over the graphics of the bomb shoot (Knuckles originally did not fight Big Arms). This light bulb is used in Carnival Night Zone, but it has an unused function; if the water rises over it, it will explode and show the unused frame seen on the right. This can never be seen because the light bulbs never make contact with the water in the actual game.Palette and graphics data for the gold player-bouncing spheres that are present in the Sonic & Knuckles special stages exist in Sonic 3. The palette is loaded every time the player enters the special stage, but none of these spheres ever appear, their coding is also non-existent in the game.Unused Super Sonic Frame In-gameIntendedSuper Sonic has an extra idle frame and extra colors in his palette cycle that end up going unused.

The unused frame makes the animation a bit smoother than what is actually seen. The unused colors are due to an oversight in one line of code, it mistakenly skips the last six frames ( $36 instead of $3C).Oddly, the smoother colors doesn't happen with underwater palettes, suggesting it was scrapped early. While not technically unused, only the bottom of the ship appears in normal gameplay.Act Clear Signs EarlyFinalIn Sonic 3, the sign frames are uncompressed and loaded dynamically over each other to conserve video memory. This said, also present in the game's data is an unused copy of the same art compressed like in Sonic 2, strongly suggesting it is from earlier in development.Although Sonic, Tails, and Robotnik are basically the same as their Sonic 2 counterparts, Knuckles appears for the first time, with a slightly different appearance relative to the final art. This early version is still present in.Hidden Placeholder TilesVarious numbers and letters are loaded in and replaced with animated stage tiles.

Curiously, they differ between zones, and some are written in Japanese characters.Angel Island ZoneHydrocity ZoneMarble Garden ZoneCarnival Night ZoneLaunch Base ZoneOut of Bounds BackgroundsThe background of Azure Lake Zone has a flower garden that can't be seen because the level gets in the way.EarlyFinalChrome Gadget Zone has a large portion of its background hidden by the stage and palette.Unused Level ChunksSeveral chunks of levels are unused during the game. The chunks are placed starting at address FF8088, and can be inserted into levels by entering the given values into FF8088:XX.

Most of them have no noticeable differences from used chunks.Angel Island ZoneAct 1:. Early Launch Base Zone Act 2 Water:This color palette set does not include colors for Sonic underwater, which suggests it would be used after some cutscene or scene change in Launch Base Zone. There is little difference in the colors, nothing too important. It closely matches up with the November 3rd 1993 Act 2 water palette. It can be found at offset 08CB14.November 3rd 1993 PaletteUnused PaletteGlowing Spheres Bonus Stage:An old version of the Sonic & Knuckles Bonus Stage color palette can be found in offset 08CDB4. It is exactly the same as the and the Sonic 3 November 3rd prototype.

Launch Base Zone Sonic the Hedgehog 3Sonic 3 & KnucklesKnuckles's boss arena was edited in Sonic 3 & Knuckles. The most notable difference is the position of the Twin Hammer/Swing’m Spikez boxes.Sonic the Hedgehog 3Sonic 3 & KnucklesThis is another notable difficulty change, as this area is very hazardous in Sonic 3. The player would have to avoid breaking the Eggman monitors and enter a room full of spikes to hit the door switch.

Sonic 3 & Knuckles moves the switch outside, and turns the room into a bonus room with two Super Ring Monitors. However, hitting the switch will block off the monitors.Sonic the Hedgehog 3Sonic 3 & KnucklesA simple monitor subtype change from a harmful Eggman to a helpful Invincibility. Oddities Misplaced ObjectsThere are 3 'end-of-act monitors' hidden in the boss area in the Carnival Night Zone Act. 2 contain 10 rings each, curiously there are also monitors in the area of the boss on Angel Island 2 on the way to Knuckles.

This is still a total mystery.A piece of bridge can be found inside the walls of Hydrocity Zone Act.An ice spike can be found inside the walls of the Ice Cap Zone Act. Near the end of the zone.There is a ring on the out of bounds of the Bonus Stage, curiously it has been removed from Sonic 3 & Knuckles.Carnival Night Zone Palette Pre-release screenshotIn-GameApplying Launch Base Zone Act 2's underwater palette to Carnival Night Zone results in a color scheme identical to that seen in the Nov 3, 1993 prototype and a screenshot of the level found in pre-release material. Knuckles' ThemeKnuckles' theme is just a set of drums that lasts for roughly four seconds, and loops forever. However, at around the 34-second mark is a brief voice sample before the next section of drums. This in and of itself isn't particularly interesting, but it should also be noted that whenever the song plays in-game it's always in scripted events; the song only ever plays for a maximum of 10 seconds or so.

The only way to listen to this small sample is to use the sound test, jump just before the bridge collapses in the transition from Angel Island to Hydrocity and land on the piece of land that you fought the boss on and listen to it there, or wait after Knuckles bombs the building near the end of Launch Base Act 1.