Adding the Drop Dash would definitely be fun to play around with. I tried the "Sonic 1 Sonic Mania" hack which has the Drop Dash and it seemed to work well. I also think adding the Sonic 2 beta running animation would look really cool. Even if Big-Arm was never meant to be able to damage/take away Super Sonic, one of the best things about Big-Arm was that it could take away Super Sonic. It meant that for once you weren't completely safe with Super Sonic, which added to the amazing tension that fight brings. So yeah, I think it would be neat if there was at least an option in the customiser (if there isn't already) where you could choose to allow Big-Arm to be able to damage Super Sonic. Just a thought... 3 Complete is by far the best version of 3&K. Keep up the great work guys. I was playing 3C on my phone a few days ago and I glitched into Sonic & Tails route whilst playing as Knuckles (which he can't normally access) in act2 of Launch Base. So I thought I'd record it: https://youtu.be/yPPMQdTHQkw
See, I'd like almost the exact opposite feature -- I'd like an option somewhere to let Tails show up on the LBZ fight even if I don't have a second controller to press the buttons for
Using the Sonic 1 sprites modification, skidding on the spinning top gimmick in Marble Garden Zone causes Sonic to skid indefinitely, until the original direction is pressed or you jump: I'd have to make a video to show it better, though.
That is by design. The skidding aninmation in S1/SCD loops, you can get into an even sillier state in Scrap Brain 2's conveyor wheels, for instance. What isn't by design is the endless stream of smoke objects, which didn't exist in the original games. The mobile ports IIRC fixed this by changing the animation so it's non-looping, but that rubs me the wrong way, so I fixed it differently.
Back in November, Neo tweeted regarding a new S3C update: Any news on that front? I'm curious to see all the progress that's been made over the last three and a half years. I ran into the bug where Knuckles (while gliding) and Tails (while flying) can get underneath the rising sand in Sandopolis 2 completely by accident while playing today, which made me curious to know if that's been fixed in the S3C dev builds. It's fun being under the sand, but it makes it a little hard to see where you're going... Edit: Another bug from vanilla S3K that I ran into in Complete. These spikes hurt you when you run into them from the left in the indicated spots. Is this fixed in S3C dev builds? Edit 2: More spike issues, this time in Carnival Night. I've put red circles around spikes that retract into the roof but still hurt you. Act 1. Act 2. (Blue circles are ones that I tested and are fine. It also turns out Zone: 0 is missing one!)
Since this topic was bumped, I've had a couple thoughts. - Why doesn't Super Tails have the ability to fly/swim for an infinite amount of time? He still gets tired, which is odd considering he has the Super Emeralds. - Speaking of Super Tails, why can't he survive underwater indefinitely whereas Hyper Sonic/Knuckles can (e.g. like having water shield)? The likely answer for the above two (especially the second) is likely because Tails is in a Super form, and doesn't have a Hyper form, which is to be expected. Still, he could at least fly and swim indefinitely. - Is it possible we'll ever see the ability to switch between Super Sonic/Knuckles and Hyper Sonic/Knuckles transformations, perhaps via different button combos or do the two button transformation combo a second time (going from base > Super > Hyper > base), assuming all Super Emeralds are collected? Personally, I like using only the character's Super form until I actually need to use their Hyper forum for whatever reason. I tend to think of the Super and Hyper transformations as being exactly like Super Sayian 1 and Super Sayian 2. It'd just be neat to only go to the next level if we need to.
Both of these are not really suited for S3C (being more of an enhanced version than anything else) but I have to say I like the thinking behind it. Infinite flight makes sense, and having Hyper form being an additional transformation on top of Super form is a good idea conceptually, although practically useless in terms of gameplay, as Hyper Sonic is everything Super Sonic is and more; you'd have to balance it out by maybe doubling Hyper Sonic's ring consumption to have a gameplay reason to continue to use Super Sonic.
I'm actually more curious as to why Super Tails can't automatically break non-Knuckles barriers, and that's ignoring how the mobile ports of Sonic 1 and 2 give Super Tails a higher jump too.
Well, i hope I'm not being rude for asking this after so many years, but I'm curious after so much time. Is this idea still on the table?
Now I'm curious: are you saying that they made the smoke non-looping or the skidding animation non-looping? In the mobile ports, I think the skidding loops but the smoke doesn't.
I've actually done this before, but I think it only works if you jump on a Super Emerald before Eggman is fully loaded into the scene (before you lose control of the player) so the trick would be to haul ass to one of the leftmost emeralds and jump on. I'll try to recreate the situation and post footage for it.
You don't even need to do that malarkey during the Knuckles fight. http://www.youtube.com/watch?v=Vu9HMbDavVk Tails is so massively broken.
Okay, I think I know what's up with the Sonic 1/CD skidding animation in the original releases, the mobile remakes, and the S3C sprite set. In the original versions of these games, the dust clouds do not appear and Sonic is the only character. In the mobile ports, all characters (Sonic, Tails, Knuckles) having looping skidding animations and dust clouds only generate when the player is on the ground, including when the character goes from ground to air to ground. When in midair, dust clouds do not generate. In the S3C sprite patch, only Sonic has a looping skidding animation and dust clouds generate regardless if he is on air or ground. This should give you insight on how the skidding animations should work. Another thing I want to ask: when Sonic snowboards in Icecap Zone using non-S3 sprites, how come his facial expression gives off a sense of concern instead of one closer to the S3 sprites and what exists in Wacky Workbench?
Between Sonic 2 and 3, Sonic took private snowboarding lessons and conquered his crippling fear of snowy mountains. So if you use pre-Sonic 3 sprites it accurately shows the concern he would have expressed if he had been subjected to such conditions during the first three games.
...I don't know why I didn't think to do that. Could you call me 8 years ago on the time phone so I can re-edit the video
I was thinking that too, but whatever. Do you want to post Neo's video in the description of your video, out of curiosity?
I already did, you just haven't answered yet. Also good heavens, I never expected you to actually see that video. Apologies if the title is overly harsh, I was really just projecting for never having thought to do that myself. Hands down my favorite glitch in the entire game, and I wouldn't ever have learned about it without watching your glitch series.
Maybe you could redo the video series in HD and 60fps with that and other glitches not in the videos?