ALL Sonic 3 & Knuckles Unused Content | LOST BITS [TetraBitGaming]
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Published 2022-11-29
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Sections:
0:00 - Sonic 3 Prototype LOST BITS
23:09 - Sonic & Knuckles LOST BITS
41:12 - Sonic 3 LOST BITS
SEE YOU GUYS IN A BIT!
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#Sonic #TetraBitGaming #LostBits
All Comments (21)
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In the prototype, the reason Super Sonic is pink (and Sonic is magenta after transforming) underwater is because the game is using leftover Chemical Plant color palettes from Sonic 2.
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Imagine for next April fools TetraBit does the "All used content in games" instead of unused content
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Correction: Those allegations weren't actually the reason why MJ was left uncredited. It was actually because MJ didn't really like how his music sounded in 16-bit. Yes, I'm dead serious.
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38:09 So now i get it where the "sonic get real" meme came from
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In the original Sonic 3 release, if you pause the game fast enough while the sign is falling you can see the blue knuckles picture.
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33:11 G R A N D D A D
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I do like how in the fan-hack Sonic 3 AIR you can change the level order to Carnival Night -> Flying Battery -> Ice Cap. They even updated the cutscene to have the airship launching out of the carnival, then when you leave the airship the door you bust down is your snowboard, not an actual snowboard.
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A theory I’ve seen on this build is that it was a build specifically meant to test 2P mode, which is largely-complete here (and with the S3 sprites to boot). I think it’s entirely possible the code was branched at some point earlier in development so people could work on 2P mode without interfering with 1P work. Then, near the end of development, the branches were merged. That would explain why the single player portion is so incredibly rough only 9 weeks prior to release. Likely the MJ music, new sprites, special stages, working menu system, etc., were all well underway in development by the time this build was burned, just not on the branch from which this build was built.
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7:41 fits so well
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I find it interesting how the stage icons from Sonic 2 still somewhat match up with the stages in Sonic 3. Angel Island - Emerald Hill Similar stage tiles, overall look is similar Hydrocity - Chemical Plant Lots of speed and downhill slopes Marble Garden - Aquatic Ruin Actually look a lot alike, ruins. No water in Marble Garden though. Carnival Night - Casino Night Similar overall asthetic, can be difficult to get through in a decent time Flying Battery - Hill Top Way up high in the sky! Ice Cap - Mystic Cave Cool looking caves, sparkly, interesting stage mechanics Launch Base - Oil Ocean Similar asthetic, but water instead of oil in Launch Base Coincidence? You decide!
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33:20 The cool thing about poor Sound 32 is that it finally saw use in Sonic Origins, used as the act clear jingle for Launch Base Zone Act 2.
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This round-up says to me just how much more time Sonic Team needed, and it's an absolute miracle that Sonic 3 released as it did at all. Wish they'd had more time, but "lock-on technology" was absolute genius and I'm glad that happened.
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I believe the drop dash is actually the remnants of an attempt implement the Super Peel Out. So Sonic CD has come out and implemented a new move into Sonic's moveset. It would be the obvious choice to include this in Sonic 3. The button combination is very odd for the drop dash, and is the same one used for the Super Peel Out. It is incorrectly coded or something that makes it so it doesn't override the jump and then when you hit the ground it does the movement part of the Peel out. They may not have been able to get it to work on Genesis hardware for some reason or thought that the level design couldn't take advantage of it, so they swapped it out with the Insta-Shield.
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shout out to BCDEF for making probably the greatest classic sonic game of all time :elbowcough:
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Snoc & Knux
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18:36 flying battery was planned to be between ice cap and carnival night but the devs could'nt finish so they nudged it to the second zone of & knuckles instead.
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58:45 And Tails into.. sOmEtHiNg
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Most of the Unused sounds were place holders for if the devs couldn't figure out how to properly implement "effect filters" for sounds in different environments. If you compare them to sounds used in the game you can figure out which sound is actually what for what.
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38:14 right at ya! just makin a clip of it
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38:09 Sonic had too much coffee LOL Interesting video!