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Sidekick 3 hidden games
Sidekick 3 hidden games








The team are known to have explored many level ideas during development, most of which did not make it past the design stage.Ĭommentary found in the Sonic Jam strategy guide reveals that the level order could have been even more different. There has been much speculation over the years about what these slots were reserved for (if anything) - possible candidates include Brenda Ross's "desert" and "winter" zones which were thought to be at least partially complete, or possibly Genocide City Zone before it was transformed into Metropolis Zone Act 3. Three slots in the game remain empty in all versions of Sonic 2 (save for the very early Nick Arcade prototype which is using the Sonic 1 level order). All empty slots are fundamentally broken, loading varying amounts of graphics data from Emerald Hill Zone (depending on the build). This order is mirrored (with empty slots cut out) by some prototype level select screens. Occupied by Genocide City Zone in prototypes.

sidekick 3 hidden games

Palette and object/ring locations remain. Metropolis Zone covers two level slots as it has three Acts.

#Sidekick 3 hidden games pro#

The internal level order can be seen by using Pro Action Replay code (FFFE10:?00), substituting the question marks with the hexadecimal values for the level slots described in the table below and then attempting to enter any level (any number past 10 crashes the game). It gives some clues as to what the original progression looked like, and the differences are quite significant. Like its predecessor, Sonic 2 on the Mega Drive lays out its levels in a different order internally to how the player sees them when playing through the game. Sounds like a slightly shorter version of Mystic Cave Zone's bridges stopping in place ( $69). Sounds not used anywhere in the game can be heard in the sound test, some of which are leftovers from the original Sonic the Hedgehog. This has been established to be the music meant for Hidden Palace Zone. In the sound test, song $10 is a unused song. The final version of Hill Top Zone is also not suited to 2-player thanks to some level gimmicks, such as its inside lava sections these make it impossible to back-track to the beginning of the stage by creating dead-ends, so if the two players were at opposite ends, the slower player would in theory get stuck.ĭue to the way scrolling is handled in Oil Ocean Zone, part of the background is never seen. However, the parallax effect for the clouds is missing and some parts are corrupted, and while sharing data with Emerald Hill Zone means the foreground also renders correctly, objects are not optimised, meaning the experience is still noticeably buggy. Hill Top Zone's background is partially optimised for 2-player mode the background scrolls independently for both players, which cannot be said for other 1-player only levels. It is theorised that this may be a leftover from an early version of the level, as with the final art the seam is quite obvious. As the code executes, the effect is reverted, so cannot be not seen without hacking. Its object ID is $17.Ĭode exists to scroll part of the top tree background layer at a different rate, giving the impression it is closer to the camera.

sidekick 3 hidden games

Unfortunately, the graphics have been deleted, but the coding is intact. The spinning log spikes from Sonic the Hedgehog's Green Hill Zone. Placing one with a subtype greater than 17 will spawn garbage objects on the right. Its height is equal to 16*(lower five bits of subtype)+16 pixels. Again, the graphics no longer exist in the ROM.

sidekick 3 hidden games

The waterfall object from Hidden Palace Zone, which is also left over. It's a simple solid indestructible object and its coding hasn't changed since the Nick Arcade prototype. The graphics are long gone, but the code is still there. The emerald-shaped object that was used in Hidden Palace Zone to block off a tube. However, only those that are 6 segments long are used (subtypes 05 and 15), leaving all other subtypes unused.Īlthough very similar to the small platforms used in Metropolis Zone, this platform behaves strangely, usually rising at an angle. The blue bubble snakes in Chemical Plant Zone have many subtypes that define their movement pattern ( 00- 0F for jumping back and forth, 10- 1F for jumping between the floor and ceiling) and their length, which can be any number of segments between 1 and 16. The upper four bits can be used to offset when it starts to rise in the air. The amount of time it floats in the air is 128*(lower four bits of subtype) frames. Every 1024 frames, it will slowly rise up for 128 frames, float in the air, then come back down 128 frames later. To see it, a monitor's subtype should be set to 00.Ī hovering platform for Chemical Plant Zone that has been around since the Nick Arcade prototype. A static or blank monitor which harms the player when broken.








Sidekick 3 hidden games