Video/Sonic the Hedgehog 3/Pre-final tape: Difference between revisions

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Revision as of 05:22, November 24, 2022

Screenshot
Sonic the Hedgehog 3 · Pre-final tape
Status Released
Transferred by nappasan
Released by Hidden Palace
File release date November 23, 2022
Media VHS tape
Labels Sonic 3 Mega Drive Confidential
Transfer method NV-HS950 FS1 MXO2
Ownership drx (2020-Present)
Game Sonic the Hedgehog 3
System Sega Mega Drive
Genre Action
Final build JP Nov 20, 1993
EU Nov 20, 1993
US Nov 20, 1993
Release date US Feb 2, 1994
EU Feb 24, 1994
JP May 27, 1994

A walkthrough or progress report showcasing gameplay from a very late prototype of Sonic the Hedgehog 3 for the Sega Mega Drive.

Notes

  • Differences write-up by fredbronze.
    • Angel Island Zone
      • Intro Cutscenes
        • As seen on the back of the US box art, the Chaos Emeralds that Sonic drops during the game's opening sequence originally landed right-to-left in their Special Stage order. In the final game, the blue and purple emeralds were swapped, probably because the blue emerald blended in too much with the background waterfall.
        • Additionally, looking at how the background lines up with the edges of the screen, we can see the left boundary for the stage was once set at X position $1300 rather than the $1308 seen in the final
S3tapecompare1-tape.png
S3tapecompare1-final.png
Prototype Final
      • Act 1 boss cutscene
        • 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.
S3tapecompare2-tape.png
S3tapecompare2-final.png
Prototype Final
    • Hydrocity Zone
      • Act 1 boss
        • As Sonic goes around the final loop in the stage, we can see that the lower part of the background has become corrupt, presumably replaced with graphics for the boss fight. The final game writes the boss graphics over the faux-3D water surface instead, which is safely out of view.
S3tapecompare3-tape.png
S3tapecompare3-final.png
Prototype Final
      • Act 2
        • 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.
S3tapecompare4-tape.png
S3tapecompare4-final.png
Prototype Final
        • 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
S3tapecompare5-tape.png
S3tapecompare5-final.png
Prototype Final
    • Marble Garden Zone
      • Act 2
        • 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.
S3tapecompare6-tape.png
S3tapecompare6-final.png
Prototype Final
    • Ice Cap Zone
      • Act 1
        • In the final game, a stack of breakable blocks was added at the start of the level.
    • Launch Base Zone
      • 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!
    • Credits
      • HIROSHI NIKAIDOH replaces TAKAHIRO HAMANO as a Senior Programmer, but evidently there was no budget left to properly center the man's name.
S3tapecompare7-tape.png
S3tapecompare7-final.png
Prototype Final

Screenshots

Origin

Video metadata

Input #0, avi, from 'Sonic 3 Walkthrough [VHS SP][NV-HS950_FS1_MXO2].avi':
  Metadata:
    software        : TMPGEnc Video Mastering Works 7 Version 7.0.25.28
  Duration: 01:08:54.96, start: 0.000000, bitrate: 115437 kb/s
  Stream #0:0: Video: magicyuv (M8Y2 / 0x3259384D), yuv422p, 704x576, 113120 kb/s, 50 fps, 50 tbr, 50 tbn
  Stream #0:1: Audio: pcm_s24le ([1][0][0][0] / 0x0001), 48000 Hz, stereo, s32 (24 bit), 2304 kb/s

Acknowledgments

  • Special thanks to Tanks from Kineko Video and napasan for transferring the VHS tape to digital.
  • Special thanks to fredbronze for the write up detailing the differences between this prototype and final.

See also