

- PROTOTYPE 3 GAME RELEASE DATE DRIVER
- PROTOTYPE 3 GAME RELEASE DATE ARCHIVE
- PROTOTYPE 3 GAME RELEASE DATE CODE
RG6A-A6Z0 // 00B8B6:4E71 - Press the 'A' button while jumping to perform an Air Dash.
PROTOTYPE 3 GAME RELEASE DATE CODE

The music doesn't play the "Act Complete" jingle despite being in the game. When Sonic completes an act, his animation frame changes to his "fall back" frame.

However, some additional sprites for hanging onto objects have been made.
PROTOTYPE 3 GAME RELEASE DATE DRIVER
The sound driver in this build of the game is prone to breaking, with some sounds causing the sound driver to crash or play sounds incorrectly.You can return to the title screen at any time by pressing the A button while paused.Despite being on the level select, Mushroom Valley and Sandopolis cannot be loaded and they unfortunately lack data.Night mode can be activated by holding down the C button when selecting a level. Debug mode can be activated by playing tracks "01, 03, 05, 07" in order and holding down the A button when selecting a level.Unlike the final builds, no music plays on the level select screen. Pressing start at the title screen brings you right into a level select instead of the "data select" menu from the final.The title screen only lasts about eight seconds before going into a demo, while the final version lasts throughout the remainder of the title music. The logo uses a very basic color palette and is missing the background and lacks copyright information. The audio quality of the Sega scream is also significantly less in comparison to the final, possibly done to save space on the cartridge. However, the screen adds horizontal lines across the screen as Sonic runs to the right for some reason. The Sega logo screen is the same one used from Sonic the Hedgehog 2.The stage palette table and the data it points to for one earlier build still exists in its entirety. This data includes the stage layout data for Lava Reef Zone Acts 1 & 2, and various 2P zones in various states of completion. The second chunk (1EAF4A-1F6FFF) contains a few leftover stage layouts and palette data from various builds of the game.Mapping (Levels\CGZ\Blocks\Primary.bin) - partial? Possible Desert Palace Zone tiles, but its all numbers Mapping (possibly 16x16 mapping for Azure Lake Zone) Mapping (128x128 mapping for Lava Reef Zone)
PROTOTYPE 3 GAME RELEASE DATE ARCHIVE
Lava Reef Zone's Primary KosM archive header.īlank (possibly used for the background in Lava Reef Zone)Ĭollision/solid like tiles, some flower like things. Mapping (16x16 mapping for Lava Reef Zone) Mapping (128x128 for Slots, same as the one used in the prototype) Partial kosinski archive for tiles relating to slots
