Sorry if this bug has already been discovered but I got a video to demonstrate this one.. The youtube video description provides information about this bug! http://www.youtube.com/watch?v=x8SZ8rKTXUQ
Hyper Sonic is prone to injury in DE1 (Only when the beam is shot by the boss.) I dunno if that has been posted yet.
Kinda losing my passion for this stuff, but I ported over this info to the wiki, and it was alot to rewrite and sort out.
Oddly enough, it let me play all 7 stages, but I lost in one of them (Stage 4 from lag) and it told me I finished collecting. It also let me turn to Super Tails (without the flickies), but it disallowed me to go into the Super Ring to get the Super Emeralds. By the way, I only used debug to get to the level's Gold Rings.
Oh, boy, I think I broke the game this time o_o This is what happens if you try to get out of the wall in HPZ (The special stage one that you are teleported to.)
This is also in Sonic 3 (part A, with the new naming convention). I have no clue why this happens, but it does. Although from memory, I think it's only the MGZ-CNZ transition that has Tails flying Sonic in like that in part A, and it may just be a incompleted thing they left like that when it came time to split the game. On a less-related note, why 'Sonic 3A, Sonic 3B, and Sonic 3C'? Everyone knows what would come next, and clearly it's not even related in the slightest.
A little detail, I found the Sonic 2 DAC samples in Sonic 3C Prototype 0517. The location is $26D100 - $26FFFF and $2ED100 - $2EFFFF. I've noticed a interesting thing in S3C Prototype 0408, The Sonic 2 DAC samples doesn't exists, but a part of $87 sample is avaliable. "Go!" -> $0EF669 - $0EFCF6 Part of 87 from Sonic 2 -> $0EFCF7 - $0EFFFF I decompressed it using jman's sample decompressor. Download of decompressed part of 87: http://www.hotshare.net/file/65490-564146242f.html You can open it in audio editors as 8-bit unsigned, mono, 11025Hz format. Or you can download it in WAV format: http://www.hotshare.net/audio/65495-4817193a60.html
Wow, that's an extremely interesting and obscure find. Excellent work! What I find most interesting is that those samples were in the later prototype, not the earlier one. Were they planning something?
When Hyper sonic, going through Hydrocity's act 2 boss' water twister reverts sonic's sprites to normal
Interesting. I was about to scream "old'd" to this, since pretty much everyone knows that this is what happens in plain Sonic 3 Final with Super Sonic, but it's a nice find instead because while they fixed this bug in Sonic 3 & Knuckles, this find reveals that it was still present in the game at this point of development. Now I want to check if the icy spikes in Knuckles' ICZ1 can still hurt Super Sonic, too...
It IS different behavior from the final, though, if I'm understanding it right -- I don't think that the screen can scroll that far with debug in that situation in the final versions. I always took the claim in the above topic with a grain of salt; some bugs can pop up that DO have some interesting ramifications, but anything related to dynamic level events is likely insignificant.
I just got done playing this, and was forced to QUIT after Mushroom Hill 1. I'd had transformation ability still, and used it to start raping the miniboss. The last hit came as he was on the way to the first tree, and I'd gone even further right, to await the sign. I heard, but never saw it, and when Act 2 came, I finally found it half-buried in the first hill. Knuckles, though, was MIA. Tried re-scrolling him back in, but nothing. I was stuck. Repro, please?
I think if you beat that boss before the screen can scroll over and lock to the right, then the Knuckles cutscene will not play. Apparently, they didn't want Sonic to be TOO fast... This can happen in the final version of S&K too.
Yeah, I did this in the final just yesterday. Dying made Knuckles reappear in the final, might be worth checking but probably does the same here.