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Sonic 3C 0408 discussion

#31 User is offline angelwolf71885 

Posted 23 February 2008 - 10:07 PM

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the lvl select game genie code works in sonic 3 c 05xx


just thought it was intersting :thumbsup:

#32 User is offline TweeterMan 

Posted 23 February 2008 - 10:08 PM

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Try going into Bonus 1.

#33 User is offline King 

Posted 23 February 2008 - 10:10 PM

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View Postangelwolf71885, on Feb 23 2008, 09:07 PM, said:

the lvl select game genie code works in sonic 3 c 05xx


just thought it was intersting :thumbsup:

Try these. Freshly hacked for this version...

FFFFE2:0001 Enable Debug Mode
FFFFB0:0007 Have 7 Chaos Emeralds
FFFE12:0063 Infinite Lives
FFFE24:0000 Infinite Time
FFB02B:0003 Invincibility (Cannot Be Hurt)
FFFE21:0032 Always Have 50 Rings
This post has been edited by King: 23 February 2008 - 10:13 PM

#34 User is offline SGR 

Posted 23 February 2008 - 10:31 PM

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Mushroom Hill Zone
Posted Image
The switch is blue.

Posted Image
There should be an invincibility monitor here. Also, the layout is slighty different.

Posted Image
If memory serves correctly, the monitor should be a lightning shield.

Posted Image
There's no entry to the giant ring here.

Posted Image
At this point in the boss fight, there should be explosions around Robotnik.

Stuff I didn't get screenshots of but noticed:
-In the egg cage at the end of the level, blue smoke comes out. (Oddly-colored smoke seems to be plaguing these protos.)
-Tails dies while running as the Flying Battery swoops down.
-Robotnik rises more slowly out of the ground.

More coming as I get it.
This post has been edited by Sonicguy: 23 February 2008 - 10:33 PM

#35 User is offline Kamek 

Posted 23 February 2008 - 10:41 PM

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Posted Image Posted Image
Yeow! These spikes nailed me. They're shifted upwards for the final.

Posted Image Posted Image
Lamppost is missing.

Posted Image Posted Image
Rings are missing.

Posted Image Posted Image
Lamppost is missing. Also, that last set of spikes were removed in the final.
This post has been edited by Kamek: 23 February 2008 - 11:27 PM

#36 User is offline Waluigi Prower 

Posted 23 February 2008 - 11:29 PM

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Posted Image

Slot Machine Bonus has more of those peppermint-like platforms and reverse switches. Also the 3 in the lives counter is red.

Posted Image

You can face the 2nd boss of Launch Base before the 1st one.

#37 User is offline 16BT 

Posted 23 February 2008 - 11:32 PM

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View PostDracula, on Feb 23 2008, 08:43 PM, said:

Debug Code:

Sound Test number 1, 3, 5 & 7.

All Emeralds 2, 4, 6, 8. Works on both Sonic 3 protos.

#38 User is offline Kamek 

Posted 23 February 2008 - 11:37 PM

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Posted Image
In the final S3&K, at the beginning of MGZ1, rolling as a ball down to the end of the last slope can get you stuck like this, or sometimes embedded a bit into the wall...

Posted Image
...but in 0408, you get stuck THIS FAR into the wall.

#39 User is offline SillyJonna 

Posted 23 February 2008 - 11:44 PM

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I just played Carnival Night Zone Act 1 with Sonic alone (after Tails dropped him off, of course). At the end of the zone, after defeating the boss, Tails suddenly came out of nowhere and died, then he came back and hovered in the air while the "Sonic got through Act 1" screen came on. After it went away, he landed, and then he just stayed in that spot and never followed Sonic.

#40 User is offline Waluigi Prower 

Posted 23 February 2008 - 11:47 PM

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View PostSillyJonna, on Feb 23 2008, 11:44 PM, said:

I just played Carnival Night Zone Act 1 with Sonic alone (after Tails dropped him off, of course). At the end of the zone, after defeating the boss, Tails suddenly came out of nowhere and died, then he came back and hovered in the air while the "Sonic got through Act 1" screen came on. After it went away, he landed, and then he just stayed in that spot and never followed Sonic.


That's happened in the final before. (at least for me, it has)

#41 User is offline Azu 

Posted 24 February 2008 - 12:11 AM

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"S" Box is replaced with a lightning shield for Debug Mode

#42 User is offline MK 

Posted 24 February 2008 - 12:21 AM

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You can move the moment you enter Sandopolis act 1; you're no longer forced to wait until you land in the sand and have to pop out. This occurs in both protos.

#43 User is offline Kamek 

Posted 24 February 2008 - 12:36 AM

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Posted Image Posted Image
Ow! More spikes that weren't there in the final. (This is at the very end of MGZ2 before the boss)

The boss has no sound effects yet, and the mini-boss music plays as it does in the final (except with the S3 music instead, of course)

When Knuckles arrives at CNZ1, he just appears there, instead of walking in as he does in the final. Furthermore, Knuckles' side of CNZ1 seems to be completely devoid of enemies.

Posted Image
Knuckles can cheat the CNZ1 boss by grabbing onto the wall. This allows for some strange visual glitches when you defeat the boss -- climb to the bottom of the wall and when the level "lands" you'll be floating in midair, or even wind up below the floor:
Posted Image

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This cylinder disappears in the final if you play as Knuckles.

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The egg capsule at the end is gone completely. You cannot complete the act, but you can use the teleporter to move on to ICZ1.
This post has been edited by Kamek: 24 February 2008 - 01:15 AM

#44 User is offline Quexinos 

Posted 24 February 2008 - 12:47 AM

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well if you go farther and farther into Doomsday Act 2, the level glitches more and more until... it's all garbled, but what's neat is that you can actually stand and work your way through some of it without debug mode.

#45 User is offline Mistergambit 

Posted 24 February 2008 - 12:57 AM

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Has anyone posted this before?
Posted Image
This is supposed to be the orb bonus stage.
This post has been edited by Mistergambit: 24 February 2008 - 01:02 AM

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