Sonic 3 And Knuckles Steam Free Download UPDATED

Sonic 3 And Knuckles Steam Free Download

Sonic3C LevelSelect.png

Sonic three Complete
Version: 130810
Last release: August 10th, 2013
Status: Consummate
Organization: Sega Mega Bulldoze
ROM size: 3.75 MB
Original game: Sonic the Hedgehog three & Duke
Credits: Tiddles, Neo, That One Jig, ValleyBell, flamewing, Hayate
Thanks: See credits department for total credit information.

Sonic 3 Complete is a hack of Sonic 3 & Duke which aims to provide a much improved variant of the original game, with many new options and features, without straying from the original levels or gameplay. The inclusion of split up modes for Sonic 3, Sonic & Knuckles and Blue Sphere as well make this a close cousin of the PC compilation Sonic & Knuckles Collection, admitting designed for the original 16-fleck hardware.

Contents

  • 1 Main Features
    • 1.1 Sonic 3 Design and Presentation
    • i.2 Zone Order Restoration
    • 1.3 Tweaks and Fixes
    • 1.iv More Music Options
    • ane.5 Alternative Gameplay and Sonic Jam features
    • one.6 Additional Patches
  • 2 Downloads
    • 2.one Additional Downloads
    • 2.ii Prior versions
  • three Credits
  • 4 Full List of Changes and Options
    • 4.1 Sonic 3-ification
    • iv.2 Features and Tweaks
    • 4.3 Bugfixes
    • 4.4 Changes specific to Blue Sphere
    • iv.5 Changes specific to Sonic 3
    • four.6 Changes specific to Sonic & Knuckles
    • four.7 Options
      • iv.7.1 Menu Options
      • 4.vii.2 Patches
    • iv.8 Known Issues in the Current Release
  • 5 External Links
  • 6 References

Primary Features

The following is a summary of some of the most notable changes included in Sonic three Complete. Please see the Total List of Changes and Options department for a more detailed listing.

Sonic 3 Blueprint and Presentation

The original Launch Base of operations layout in activeness.

The primary inspiration for the project'southward creation was the idea that Sonic 3's presentation got a lot of things correct that Sonic & Knuckles inverse for the worse. As such, the default setup for Sonic 3 Complete restores Sonic 3's audio and visual style for the whole game, including, amid other things, the original main game themes, Knuckles' iconic Jacksonesque drumbeat and associated miniboss theme, the reflective lack of music in zone transitions, the original title cards and a lack of "and Duke!" exclamations glued in wherever possible.

For the Sonic 3 zones, the original object layouts are available, and are used by default in most cases. Launch Base's tricky traps are hence restored to their total power, and watching your step during the Hydrocity wall chase is well advised.

Perhaps almost notably of all, the transition between the Sonic 3 and Sonic & Knuckles zones is much improved, restoring Sonic three'south terminal boss Big Arm for Sonic and Tails at the end of Launch Base, and providing a cutscene based on the Sonic & Knuckles championship screen to span the gap.

For those who aren't so attack Sonic iii being the better half, information technology is possible to revert nearly of these changes using menu options or patches, and even to utilise different musical configurations when playing the separate Sonic 3 and Sonic & Knuckles halves.

Zone Order Restoration

It is usually understood that Flying Battery Zone was originally intended to be played between Carnival Dark and Icecap, but was moved effectually late in the development of Sonic three. Sonic 3 Complete features an option to restore it to that position, with a suitably contradistinct night sky, and a further optional alter to the indoor color scheme to lucifer the unused salve screen icon from Sonic iii (which has likewise been restored). When moving from Flying Battery to Icecap, the snowboard sequence involves the broken go out door from Flying Battery, as was in one case planned. Mushroom Hill too takes its name from the Sonic 3 level select, Mushroom Valley, and a new transition takes you from at that place direct to Sandopolis if Flying Battery is moved away from its normal position.

Tweaks and Fixes

No more final-minute cast changes.

A large number of tweaks and bugfixes accept been made to shine over rare and mutual bug in the game. Most bugfixes are e'er on and cannot be disabled, but subjective feature tweaks can more often than not be reverted to the original behavior.

Rather than existence the third wheel, the Tails experience has been upgraded: he now has his ain intro sequence, like Sonic and Duke (whose Sonic & Knuckles intro has been moved to the get-go of the full game in Angel Island), his own continue screen, and his own colors on the results screen. A feature borrowed from Sonic 1 2013 allows Sonic, in a Sonic and Tails game, to have AI Tails start flying by belongings up while double-jumping; Sonic tin can then exist picked up by Tails and control Tails' flying, allowing him to explore further without having a 2nd player present. The controls for Tails' flight in this mode can be toggled between Sonic 1 2013-manner, in which player ane straight controls Tails and down must exist held while jumping to detach, or traditional Sonic 3-mode as used during the Marble Garden boss, where player 1 tin utilize the d-pad to direct Tails.

One significant modify affects activation of super forms; this now requires pressing a different button from the one final used to jump to transform in mid-air, assuasive for usage of all double-jump abilities without forced transformation, and allowing Sonic to transform even if he has a shield. The same alternate-button double-jump can be used to abolish a super transformation. While transformed, rather than being forced to listen to the invincibility theme on endless loop, the default behavior is to speed upward the existing level music as if you had super sneakers. All of these changes tin can exist reversed individually in the menu if preferred.

Once you do activate Super or Hyper Sonic, you'll find that different the original game, the vast majority of his graphics now correctly reflect his alter in form (though this does not currently extend to the Sonic 1 or Sonic ii alternative sprite patches).

Bugfixes cover all sorts of issues, from common annoyances (such equally Robotnik showing up for Duke in Flying Battery, or the unreadable HUD text in Angel Island) to tiny details (such every bit mapping frames being slightly misaligned, or doubled-up rings in the same spot). Since each available game in the collection runs from the aforementioned engine, all fixes are available whether playing Sonic iii, Sonic & Duke or Complete mode within the collection; equally such, the included version of Sonic 3 is much improved over the original due to inheriting boosted fixes nowadays in Sonic & Knuckles. (The included Blueish Sphere now allows you to play as Tails, as well, and the same can exist achieved in Sonic & Knuckles way via debug cheats.)

Please run into the Total List of Changes and Options for a more thorough list. Delight behave in listen that there are all the same many bugs from the original game in evidence, although many of the more problematic issues accept been taken care of.

More Music Options

In addition to switching betwixt Sonic 3 and Sonic & Knuckles music, ValleyBell has created Mega Drive versions of the additional tracks sectional to Sonic & Duke Collection, which tin exist used in place of the original Mega Bulldoze tracks; the unused theme from that drove is bachelor as alternative music for Super Sonic. Music based on the classic theme used in Sonic i and Sonic ii is also available every bit an alternative.

Alternative Gameplay and Sonic Jam features

Piece of cake mode springs - the antithesis of the Sonic three version.

Sonic Jam's additional Piece of cake and Normal difficulty modes are available, with their corresponding object layouts, slower special stages, and in the case of the onetime, reduced act count and easier bosses. These features are complemented by a new Coincidental Gameplay pick, designed by Hayate and used in his "Casual" hacks, which allows game to be played without fearfulness of death, for novices or a quick blast.

The options carte du jour allows Sonic'southward control method to be changed from his Sonic 3-style to mimic other games in the classic series. If you think the shield moves make life too easy, or yous want a peelout move and unlocked gyre jump in Sonic CD-mode, these options provide an alternate experience.

Boosted Patches

Taking the classic experience further, it is fifty-fifty possible to swap in sprite sets of Sonic and Tails that closely mimic their looks from Sonic 1 or Sonic two, equally well as reinstate the archetype shields and/or monitors in place of their updated forms. The additional sprites used in Sonic three that never existed for those games have been faithfully recreated based on the bachelor artwork. Due to the large volume of data involved in these changes, these options - forth with a few other bells and whistles - are only available via the external ROM customiser, or through the IPS patches supplied beneath.

Downloads

Additional Downloads

The following contains IPS patches for the 130810 version, for those who prefer to apply optional patches manually rather than using the customiser.

Prior versions

  • Sonic iii Complete v130602 (info) (2.15 MB) (2.15MB, released 06/02/2013)
  • Optional customisation patches for v130602 (info) (387 kB) (388KB, released 06/02/2013)
  • Sonic iii Consummate v130601 (info) (ii.fifteen MB) (2.15MB, released 06/01/2013)
  • Optional customisation patches for v130601 (info) (379 kB) (380KB, released 06/01/2013)
  • Sonic iii Complete v130531 (info) (2.15 MB) (2.15MB, released 05/31/2013)
  • Optional customisation patches for v130531 (info) (379 kB) (380KB, released 05/31/2013)
  • Sonic 3 Complete v120402 (info) (2.09 MB) (2.09MB, released 04/02/2012)
  • Optional customisation patches for v120402 (info) (185 kB) (184KB, released 04/02/2012)
  • Sonic iii Complete v120324 (info) (2.09 MB) (2.09MB, released 03/24/2012)
  • Optional customisation patches for v120324 (info) (185 kB) (184KB, released 03/24/2012)
  • Sonic 3 Complete v120304 (info) (2.09 MB) (2.09MB, released 03/04/2012)
  • Optional customisation patches for v120304 (info) (171 kB) (170KB, released 03/04/2012)
  • Sonic 3 Consummate v110706 (info) (ane.98 MB) (ane.97MB, released 07/07/2011)
  • Optional customisation patches for v110706 (info) (9 kB) (9KB, released 07/07/2011)
  • Sonic 3 Complete v110623 (info) (i.98 MB) (ane.97MB, released 06/23/2011)
  • Optional customisation patches for v110623 (info) (8 kB) (9KB, released 06/23/2011)
  • Sonic three Complete v101226 (info) (2.3 MB) (2.3MB, released 12/26/2010)
  • Sonic iii Complete v101222 (info) (2.3 MB) (2.3MB, released 12/25/2010)
  • Optional customisation patches for v101226 or v101222 (info) (11 kB) (11KB, released 12/25/2010)
  • Sonic 3 Consummate v100404 (info) (1.88 MB) (1.88MB, released 04/04/2010)
  • Optional customisation patches for v100404 (info) (seven kB) (7KB, released 04/04/2010)
  • Windows control-line customiser for v100404 (info) (xvi kB) (16KB, released 04/04/2010)
  • Sonic three Consummate v091230 (info) (1.88 MB) (1.88MB, released 12/31/2009)
  • Optional customisation patches for 091230 (info) (eight kB) (8KB, released 12/31/2009)
  • Sonic iii Complete v091224 (info) (1.88 MB) (1.88MB, released 12/25/2009)

Credits

Based On: Sonic the Hedgehog 3, Sonic & Knuckles, Sonic & Knuckles Collection, Sonic Jam
Project Managing director: Tiddles
Project & Pattern Consultants: Neo, That One Jig
Lead Programmer: Tiddles
Programme Special Thanks: Hayate, flamewing, shobiz, Mercury, MoDule, redhotsonic, Cinossu, LOst
Graphic Options & Updates: That One Jig, Neo, flamewing
Additional Graphics: Tribeam, Tiddles
Graphics Special Cheers: Cylent Nite, t0msonic, RadTH, AkumaTh
Sound Plan: flamewing, Tiddles
South&Grand Drove Music Ported & Bundled by: ValleyBell
Additional Music: Masato Nakamura
Sound Special Thank you: Shigeaki Irie, Masaaki Nishizawa, Goro Takahashi
Casual Way Design: Hayate
Customisation Organization: Hayate
Web Customiser: Tiddles
Web Special Thanks: Rangers51 (Caves of Narshe)
Box Cover Artwork: Hazard the Porgoyle
Box Cover Design & Layout: Dark Sonic, Rangers51, Tiddles
Box Cover Translation: FrostPhoenix
Box Cover Special Thanks: djshok, Shenske
Development Resources: Stealth, Puto, snkenjoi, jman2050, Andlabs, Robjoe, MarkeyJester, Linncaki, Cinossu, Malevolence, Alriightyman, MainMemory, Hivebrain, Xenowhirl, AamirM, flamewing, ValleyBell, KRIKzz, Chilly Willy, Erik JS, qiuu, nineko, Selbi, KingofHarts
Special Thank you: Waz, Allen, Geoffrey Penalty, LightEffexor, Super Gaming Bros., MrKaitoCain, Spanner, Revenance_VX, Josh Wallen, The Taxman, TmEE, SCHG Contributors
Thanks to everyone who has made comments or suggestions, reported bugs, or promoted Sonic 3 Complete through posts, manufactures and videos.
Presented past: Sonic Retro

Total List of Changes and Options

Sonic 3-ification

  • Tracks for championship screen, invincibility, Duke' theme, miniboss, 1UP, Sonic 3 ending, continue/race results, and information select are the Sonic 3 versions by default.
  • Various music cues are flipped around to work with this:
    • Marble Garden 2 boss for Knuckles plays the standard zone dominate theme.
    • Flying Battery 2 sub-dominate plays the Sonic & Duke miniboss theme.
    • Subconscious Palace plays Sonic 3 miniboss for Knuckles fight, Sonic & Knuckles miniboss for Emerald theft.
    • The Sonic 3 credits music plays during the ending earlier the main credits begin (replacing Sky Sanctuary)
    • The Blue Sphere difficulty screen now plays the Gumball Bonus music.
  • Many of the Sonic 3 levels use their original Sonic iii object layouts by default, most notably Hydrocity 2 and Launch Base.
    • Knuckles' routes in these layouts were incomplete, simply additions have been made to allow them to exist played through.
  • Sonic 1-3-mode monitor behavior - jumping under the base of a monitor will make information technology fall.
  • Music no longer fades out before the Got Through screen
  • Act music no longer resumes afterward the Got Through screen before a zone transition.
  • Credits music has been replaced with the Sonic 3C 0517 version.
  • Sonic/Tails accept their final Launch Base 2 dominate restored, with its Sonic 3 sweeping beliefs.
    • The ability to striking characters out of their super form has not been reintroduced.
    • In a Sonic and Tails game, Tails does not appear for the final Launch Base bosses. Histrion 2 can press a button to make him appear.
    • Knuckles' version is unaffected.
  • The Special Stage results screen for Anarchy Emerald stages is now styled much more than like the version from Sonic 3 lonely. (The groundwork color is white rather than greyness.)
  • The Continue screen uses title card-style text as it did in Sonic 3, rather than end credits-fashion text every bit information technology did in Sonic & Knuckles.
  • Flying Battery shows up with its unused Sonic three icon in Data Select.
  • Mushroom Hill is now named Mushroom Valley, every bit it was in the Sonic 3 level select screen.
  • All references to "& Knuckles" removed, title screen positioning realigned to original setup. Zone title cards restored to Sonic 3's manner.
  • The logo in the all-super emeralds ending now drops in from the top of the screen equally in the Sonic 3 credits
  • Playing every bit Sonic and Tails, Tails now arrives slightly later at the start of AIZ and faces right, as in Sonic iii, and cannot move until Sonic can.
  • The save screen for Consummate mode no longer shows counts of lives and continues (though these are still saved and loaded); its format has been made more meaty, like the original Sonic 3 relieve screen.
  • Emeralds on the salve screen at present apply the Sonic 3-manner flash bicycle in all modes.

Features and Tweaks

  • Before the original title screen appears, a game menu has been inserted to select between Sonic 3 Complete, Sonic three, Sonic & Duke and Blue Sphere.
    • Pressing B from the title screens of any of these games volition render you to this game menu.
  • An Options bill of fare has been provided to reconfigure many aspects of the game.
    • The originally-conceived zone order tin exist activated using the options menu, placing Flying Battery betwixt Carnival Night and Icecap.
    • A "beta" palette of Flying Bombardment'south indoor section can exist put in place, which matches up with the previously unused Sonic 3 save icon.
    • Sonic Jam's Piece of cake and Normal modes are available, complete with their unique features and level layouts.
    • Music from Sonic & Duke Collection converted by ValleyBell can be swapped in, as can imports of Masato Nakamura's main themes from the previous games.
    • Many of the music changes designed to brand the game more Sonic three-similar can exist altered.
    • Level layout can be switched between Sonic 3 and Sonic & Knuckles versions.
    • The game tin exist fix to boot direct into one of the game modes, bypassing the game option title screen.
  • Duke' introductory cutscene at present plays in Angel Island rather than Sonic & Knuckles' first zone, and feeds direct into the level rather than fading out and restarting.
  • Tails now has an introduction sequence, continue screen, and his own colours in the results screens.
  • Added an extra cutscene after Launch Base of operations, showing the Death Egg crashing, based on the Sonic & Knuckles title screen.
  • Player 1 in a Sonic+Tails game can now put Tails into flight mode and direct him when being carried.
    • This is activated as in Sonic one 2013 (upwardly+bound in midair).
    • When Tails is conveying Sonic, utilise up/down/left/right to direct Tails, equally in the Marble Garden boss.
      • Alternatively, you can set the controls in this country to work every bit in Sonic i 2013 through the options menu.
    • Unless this feature is disabled, the fire shield dash will not activate while the upward button is being held, to let the characters to connect more than easily.
  • Super Sonic now has a total gear up of distinct sprites (for the default S3 expect only).
    • Some of these are based on flamewing'south Sonic Classic Heroes sprites with tweaks by That One Jig; others accept been drawn by Neo.
  • Duke has improved and more consistent underwater colours.
  • Duke' special moves now respect underwater physics.
  • Hyper Sonic, Super Tails and Super/Hyper Knuckles now take distinct underwater palettes.
  • The Mushroom Valley demo sequence now plays as i of the Sonic three demos.
  • Sonic's Angel Island intro can at present exist skipped using the Start button (only until Knuckles interjects).
  • For Super/Hyper forms to be invoked, you must printing whatever push button to jump, followed past a dissimilar button to double-spring.
  • While in super or hyper course, sped-up level music plays instead of invincibility music.
  • Super music changes now consistently have no effect during bosses.
  • Speed shoes monitors now have no issue when collected in super or hyper class.
  • You now need to collect l rings within the slot machine bonus stage itself to become a proceed.
    • Rings lost inside the bonus phase will not accept away from your collection full for the continue.
    • You can now do this in every slot motorcar bonus stage. Originally, you needed to wait until a new act or lose your rings in the primary level.
  • Added a HUD chemical element to the Slot Automobile bonus stage to prove progress towards a proceed.
  • The rotation in the slot machine bonus phase is now smoother (thank you to Cinossu).
  • Separate title card icons for each zone, past Neo.
  • Later Hidden Palace, Knuckles is replaced by Robotnik on Sonic'due south proceed screen
  • Super/Hyper characters detransform if they are killed.
  • Minor alterations to the Icecap intro to maintain mean solar day-night cycle consistency.
  • The screen at present pulls upwards after Carnival Nighttime 1's miniboss, to make the signpost easier to control.
  • New credits font designed to better fit with the title card mode.
  • The existing Sonic three & Knuckles cheats piece of work, plus:
  • "DEATHEGG" and "THE DOOMSDAY" changed to the more sensible "Expiry EGG" and "DOOMSDAY" in level select.
  • Level Select now has the Data Select groundwork, replacing the Sonic two SONIC/MILES pattern.
    • In Sonic & Knuckles style, the Blue Sphere background is used instead.
  • Added entries to Level Select for the Gumball Bonus Stage and the Hidden Palace Special Stage entryway.
  • Level Select has been rearranged to better reflect the bodily zone arrangement.
  • New icons accept been added to the level select screen to better display character selection.
  • New level select and data select font, designed to be similar in style to the title card font.
    • This rectifies text spacing issues when displaying the final zones in data select.
  • Sound effect 7F will now speed upwards music equally if speed shoes were active when used in the level select.
    • 7E returns to normal speed, as does starting another rails.
  • The audio test will ever play Sonic 3 tracks from their original slots. The alternative versions can be played from entry F0 up.
  • All monitor types are now available in debug mode.

Bugfixes

  • Duke appears in the same colours throughout the game, both in cutscenes and as a playable character.
  • Duke now fights EggRobo in Flying Battery 2.
  • Workaround added to Mushroom Valley 2 and Sandopolis 2 bosses to forbid Duke from sometimes seeing Robotnik instead of the EggRobo.
  • You will no longer lose shields if hit from the blue spinning platforms in Marble Garden.
  • Knuckles is no longer blocked from his normal Carnival Nighttime exit when arriving from above
  • The correct music will e'er resume when coming dorsum from a special stage or bonus stage (Angel Island Zone 1, IceCap Zone i).
  • Fixed Duke being unable to spring off underwater objects
  • Fixed the HUD shadow colour in Affections Island.
  • The underwater character palette at present reverts properly when Tails or Knuckles lose their super form.
  • When the lights get out in Funfair Night, the underwater palette also changes to reverberate this (thanks to Neo).
  • The slot machine bonus phase now awards a go on through rings collected in the slot machine as well as around the sides.
  • Many histrion sprite and mapping issues take been fixed, and remaining Sonic 2-alike sprites take been replaced.
    • Cheers go to That 1 Jig for these sprite improvements.
  • Fixed a number of issues involving speed being incorrectly fix when h2o and/or super sneakers and/or super transformations were involved (thank you to MoDule).
  • It is no longer possible to confuse the camera by ducking and jumping in a wrapped level, thereby moving through objects (cheers to flamewing and redhotsonic).
  • Rings attracted by the lightning shield are no longer dislocated past level wrapping (thanks to flamewing).
  • The lightning shield can at present successfully attract rings when the thespian is at the extreme top or left of the level (thanks to flamewing).
  • Knuckles no longer shifts forrard a pixel when looking upwardly.
  • The boss music gives manner to the human action music at the end of Sandopolis ane and Lava Reef 2.
  • The right music will resume afterward a drown timer while fighting the Hydrocity bosses.
  • Stock-still problems with Tails flying Sonic into various objects and/or their areas of effect.
  • Tails carrying Sonic to the floor no longer results in Sonic being able to walk around during level results.
  • Fixed underwater tired animation pick for Tails conveying Sonic
  • Sonic volition no longer gain strange physics when Tails smashes an ice block from under him.
  • Fixed occasional glitched graphics/animations for Sonic when Tails places him on the footing.
  • The camera vertical starting time will now reset when Tails carries Sonic.
  • Fixed sprite misalignment when Tails carries Sonic in Sonic alone manner
  • Stopped running animation being displayed in place of victory or super transform blitheness when in front end of a solid object
  • Fix for some giant rings in Mushroom Valley/Loma not appearing when continuing a save imported from Sonic iii.
  • Tails no longer trails along in flight animation when landing on objects (thanks to redhotsonic)
  • Tails' tails likewise flash when he is invulnerable (thank you to redhotsonic)
  • Fixed spindash cancellation on screen boundaries and when jumping immediately (thanks to flamewing)
  • Tails alone no longer has actress tails in the Launch Base of operations Zone 2 ending cutscene.
  • Tails' tails no longer disappear while he is jumping after the credits
  • Fixed Super Sonic actualization in the incorrect pose when dropped by Tails (visible during the terminal Marble Garden boss).
  • 2P Tails is less decumbent to suicide before the final battles of Launch Base of operations Zone.
  • Burn dashing or spindashing into the Death Egg boss area no longer causes standoff issues.
  • In certain circumstances, it is possible to suspension Launch Base of operations pipes containing water without post-obit the h2o through the tube. Going offscreen would cause the h2o jet to be lost, rendering further progress impossible. The water jets at present respawn correctly.
  • The initial restart locations for Act 2 of Angel Island, Hydrocity, Launch Base and Lava Reef now ameliorate reflect the deed one terminate positions, making time results more comparable.
  • Attached platforms and objects are removed after the Launch Base building collapses.
  • The capsule at the end of Hydrocity is now correctly centred for Sonic and Tails.
  • SONIC text is no longer backwards when the Tornado flies left during the catastrophe.
  • Sonic'due south leave from Lava Reef to Hidden Palace is now blueish rather than red.
  • The music tempo glitch at the beginning of Doomsday has been removed.
  • Collecting extra lives will not increase the counter past 99.
  • Fixed possible Marble Garden two boss abuse after killing a Spiker with hyper dash.
  • The normal super transformation sound result is now used in Doomsday.
  • Fixed bugs relating to the Icecap act transition: you lot tin can no longer fly over the boss, and dying without having hit a starpost volition correctly return y'all to the get-go of Icecap 1.
  • Fixed spring artwork occasionally not being loaded for the Gumball Bonus Phase.
  • Information technology is no longer possible to proceeds additional lives for having 100 and 200 rings in the Lava Reef dominate area if those lives were already earned before in act 2.
  • The Lava Reef and Death Egg dominate areas volition recall their starting timer if you die and restart (unless you die from a time over)
  • Robotnik's bald shine on the relieve screen is no longer red.
  • The Launch Base music at present only restarts once after Knuckles defeats the Act 1 boss.
  • Drowning timer resets when turning hyper, along with music if necessary
  • Duke no longer turns into Sonic at the end of the slot machine bonus phase.
  • Various double leap fixes for Sonic, generally involving unintentionally going into a slow bubble bounce by double jumping right earlier a bubble shield activated.
  • Fixed issues where a time over would not restart the starpost timer afterwards continuing from a game over.
  • Fixed concluding Launch Base of operations boss lawmaking to release Sonic from the arm later the boss is defeated - this was firing in the incorrect state of affairs, making Sonic always drib to continuing after clearing the boss, but leaving him stuck if Tails killed the dominate while Sonic was held.
  • Fixed object and ring layout oddities in diverse zones, including the infamous double ring in Angel Island 1 and the improperly retracting spikes in Carnival Night 2.
  • Super Tails' flickies no longer ruin the Sandopolis miniboss or the first Expiry Egg ii boss.
  • Fixed duff palette cycle when retransforming into super/hyper course
  • Fixed Tails using the wrong sprite when striking past the boulder in Lava Reef.
  • The Death Egg no longer appears in the background of Lava Reef when playing as Knuckles.
  • Tails will driblet out of flight mode if he is tired and hits a diagonal jump in Carnival Night, preventing him from getting stuck.
  • Insta-shield now deflects projectiles, equally appears to have been intended all forth
  • Tails' flying now but deflects projectiles if they hit his tails. (Previously he could deflect anywhere, but merely if falling.)
  • Prevented super transformation during snowboard sequence
  • Fixed odd palette on HUD lives numbers in some levels
  • Stock-still effect with continues not existence saved unless a special stage is completed
  • Fixed occasional misalignment of continue screen
  • Fixed wrong tiles on Continue screen if you hitting Game Over with Super/Hyper Sonic
  • Burn down sprites no longer appear underwater in Angel Island
  • It is no longer possible to repeatedly double-jump in the Hydrocity fan tubes
  • Incorrect grabber arm sprite on DEZ final boss fixed - now uses the latched rather than open variant.
  • Fixed jittering screen lock subsequently Marble Garden 1 miniboss
  • Workaround added to avert occasional loss of music track change if requested during the 1up sting.
  • Added MoDule's bugfixes for jumping out of shallow water, scroll jump hitbox and Tails' photographic camera height
  • Fixed a number of cases where Sonic or Tails would stay in midair and proceeds odd physics if a pillar was smashed from beneath them
  • Stopped 2P Tails from beingness able to misfire the cannon at the cease of CNZ.
  • Tails now shows his total victory animation on the Blueish Sphere difficulty screen.
  • Fixed players standing in the ground during their victory animations if they were previously rolling.
  • Fixed control improperly unlocking if a hurt thespian falls in a Carnival Night cannon
  • Sonic and Tails can no longer use super powers to suspension the switch dorsum into Knuckles' road at the terminate of Launch Base of operations.
  • In a Sonic alone game, Tails no longer gets stuck jumping on the basis afterward flight Sonic in.
  • Stock-still rare outcome where the AIZ2 cutscene bridge collapse would trigger also shortly.
  • Stock-still a rare situation that could freeze the thespian in place if transforming but as the timer expires (thanks to flamewing).
  • Stock-still Knuckles' socks and pink palette in continue icon in Super Emerald special stage results
  • Stock-still wrong colours on Super Emerald 6 (the leftmost one) equally Sonic or Tails in Special Stage results
  • The Sky Sanctuary main melody is no longer muted by ring collection.
  • Information technology is no longer impossible for Knuckles to defeat the Decease Egg miniboss.
  • Fixed sprite misalignment on Flying Battery midboss and Knuckles' waving off animation in Sky Sanctuary
  • Fixed CNZ vacuum tube whose fine art was pointing in the incorrect direction.
  • Follower Tails now behaves more sensibly at the end of Mushroom Valley/Hill.
  • Stock-still precipitous/unsynced camera/music transition at the finish of Sandopolis 2.
  • The rumbling sound during the closing sequence of Flying Battery is no longer missing when restarting from the final starpost.
  • The falling animation is used after the Mushroom Valley/Hill Duke cutscene instead of the walking animation.
  • Fixed odd palette cycle terminate point on Super/Hyper Knuckles during his ending.
  • Fixed Sonic incorrectly appearing as Hyper Sonic briefly during the catastrophe when he shouldn't be able to.
  • Spring summit off Hydrocity rotating cylinders is now accordingly reduced when underwater.
  • Level music no longer double-restarts before final boss in Death Egg
  • Competition music no longer restarts while navigating competition menus.
  • Debug: Hyper Duke can now wall nail when turned hyper past a monitor.
  • Debug: Tails' ring counter at present falls in Doomsday.
  • Debug: Characters other than Sonic appear correctly in Doomsday.
  • Debug: Knuckles exits Doomsday to the title screen instead of a cleaved Sonic ending.
  • Debug: Going into debug when expressionless now restarts object processing.
  • Debug: The debug cursor now respects screen locking.

Changes specific to Blue Sphere

Changes specific to Sonic 3

  • The included Sonic iii runs completely on top of Sonic 3 Consummate's engine, and hence inherits all relevant improvements from Sonic 3 & Duke and Sonic 3 Complete, while retaining its own layouts, save files, bonus stage structure, etc.
  • The credits list used is from Sonic 3 & Duke to reflect the integration of the games in this collection.
  • On the "Try Again" ending screen, the emeralds juggled by Knuckles are at present coloured correctly.
  • The Decease Egg's behaviour at the end of the game has been slightly altered to match the complete story.
  • Tails retains his unique game clear icons on the save screen.
  • If no saves are nowadays for Sonic 3 mode, the game will attempt to import data from the complete game where advisable.

Changes specific to Sonic & Knuckles

  • The credits listing used is from Sonic iii & Duke to reflect the integration of the games in this collection.

Options

  • Skip the game select screen and kickoff one of the private games immediately on kicking up.
  • Play through the "Like shooting fish in a barrel" and "Normal" versions of the game introduced in Sonic Jam.
  • Use the full set of Sonic 3 or Sonic & Duke level layouts.
  • Play Flying Battery in its original position between Carnival Night and Icecap, and/or with an earlier color scheme pattern.
  • Disable the added ability for Sonic to control Tails' flight, or swap the carrying controls for those used in Sonic 1 2013.
  • Choose between the various soundtrack options for individual tracks, including Sonic & Knuckles Collection and Nakamura themes, or configure the game to use unlike soundtracks in each mode.
  • Go back to using the invincibility music for super/hyper transformations, or use the unused PC track for this purpose.
  • Disable all music (useful to set a gameplay video to an alternative soundtrack)
  • Alter the moves and abilities bachelor, so that the game plays more like other archetype Sonic games.
  • Use the original Sonic iii & Knuckles double-bound/transformation button setup (whatsoever double-leap invokes a super form transformation, if bachelor, unless Sonic has a shield, which prevents transformation).
  • Disable the ability to abolish out of super or hyper forms.

Patches

  • Use player sprites and palettes styled based on Sonic ane or Sonic two. The sprites were put together past That One Jig and Neo.
  • Apply monitor sprites based on those seen in the first two games, besides edited by That One Jig.
  • Remove elemental shields and supercede them with Sonic 1 or Sonic 2-way shields.
  • Disable the Big Arm boss in Launch Base 2 (use the Sonic 3 & Knuckles sequence).
  • Skip the new cutscene following Sonic and Tails' Launch Base of operations
  • Continue Knuckles' fight music throughout the remainder of Hidden Palace
  • Apply the original ending music (Heaven Sanctuary instead of Sonic 3 Credits) - this tin be set separately for Sonic's and Knuckles' endings.
  • Offset the Sonic three Credits music with the credit sequence (best used when the ending music has been changed back to Sky Sanctuary, otherwise the beneath patch is more useful) - this can be set separately for Sonic'due south and Knuckles' endings.
  • Allow the catastrophe music to continue through both into the credits - this can exist set separately for Sonic's and Knuckles' endings.
  • Revert to the original method of gaining continues from the slot car bonus stage
  • Remove the extra go along counter HUD from the slot car bonus stage
  • Rename Mushroom Valley back to Mushroom Hill
  • Revert to the old daytime-ish Icecap intro colour scheme
  • Require 50 rings in Consummate way instead of xx at a starpost in to access a bonus stage, every bit in Sonic 3.
  • Always play Gumball bonus stages in Complete mode, every bit in Sonic 3.
  • Utilize "cutscene pink" for Knuckles' main colours
  • Use S&Thou monitor behaviour (monitors break from any direction)
  • Use the Sonic iii credits music every bit the level music for Hidden Palace.
  • Revert to using the original championship card human activity icons for every zone.
  • Restore actress lives and continues information to the Complete save screen.
  • Toughen up the Sonic 1-style command options, removing the ability to spindash. (Note that this makes the game incommunicable to consummate on anything other than Easy fashion!)
  • Revert to the original, incomplete prepare of sprites for Super Sonic.

Known Issues in the Current Release

  • The menu setting to change the S3 Credits music to the Sonic & Knuckles Collection version does not impact the final credits if the customiser patch is used to identify this rails in that position. This will be resolved in a future release. This does non impact anything in plain, uncustomised builds.
  • Changes made in the Options menu volition not exist saved to or loaded from SRAM when using the Regen emulator. This is seemingly due to Regen limiting the size of SRAM and does non affect flashcarts or whatsoever other tested emulators. It is still possible to use the menus if desired, but changes volition not exist saved afterward a difficult reset or endmost the emulator. Savestates may exist used to preserve selected options.
  • The emulators Generator and Genesis Plus (not-GX) announced to treat banked SRAM incorrectly, leading to part of the game becoming corrupted. The effects vary from build to build, as the harm is isolated to a particular ROM location which contains different data in dissimilar versions. Equally of version 130810, this causes Mushroom Valley to be severely damaged and essentially unplayable. Once once more, this effect does not touch on usage on real hardware or other tested emulators. If you like Genesis Plus, note that emulators based on Genesis Plus GX practise not showroom this issue.
  • Many known bug in Sonic 3 & Duke proceed to be nowadays.

External Links

  • Sonic Retro

    Release topic on Sonic Retro Message Lath
  • External website
  • Customiser for the current version

References

DOWNLOAD HERE

Posted by: fowlertweattedier.blogspot.com

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