Sonic 3 Remastered Prototype Downloadable Content
. The Act 1 miniboss crash glitch from Sonic 3 that can be achieved with a second player is still present.
The 1994 classic Sonic The Hedgehog 3 & Knuckles is getting finally remastered after time and not being allowed by SEGA, i wanted to continue this great remaster with new content like a Knuckles and Tails mode, the prototype Drop Dash like move, select between the prototype, SK Collection and the original soundtrack and more. Play Sonic 3 Delta Online, Sonic 3 Delta Sega Genesis / Mega Drive game online through your browser including the old original classic and also new hacked ROMs.
The start of Sonic's segment in Act 2 does not have a wall to prevent Knuckles from defeating the Relief, and instead has an extra set of spikes. Knuckles can hurt himself, stand on the spikes during the brief moment of invulnerability, then jump into the Relief's eye and destroy it, allowing access to Sonic's segment. Knuckles can climb on walls during the moving walls sections in both his route and Sonic's. When playing as Sonic alone in Act 1, Tails randomly appears after the boss. (This randomly happens in the completed Sonic 3, but with a different frequency.). Knuckles does not run in at the start of Act 1,.
Knuckles' route in Act 1 still has its object layouts from Sonic 3. Knuckles can climb the walls during the Bowling Spin boss fight. In the final version, he can't. In the room where Knuckles would go through the breakable wall to his own path in Act 2, there is still a spinning barrel. This was removed in later prototypes and the final and replaced with spikes to stop Knuckles from taking Sonic's path instead. Knuckles' route in Act 2 does not end with a Prison Egg, but the teleporter that goes to IceCap Zone is functional, anyway.
When playing the game normally as Knuckles, after you defeat the Act 1 boss, the game freezes a few seconds after the signpost lands and after Knuckle's victory animations. In Act 1, when Tails first descends while playing as Sonic and Tails, the graphics are screwed up: the snowboard intro overwrites Tails' tiles with the snowboard's, and when the snowboard disappears, Tails' tiles should load.
However, Tails' AI doesn't allow this to happen fast enough, and thus proceeds to draw Tails with some of the snowboard's tiles still remaining. Only when Tails lands does the tile swap complete, and Tails return to normal.
The floating icicle spheres in one of Knuckles' routes can hurt Super Sonic, just like they did in Sonic 3. The background in Act 1 is a little glitchy. The object layouts for both Acts have been changed to the ones seen in Sonic 3 & Knuckles.
The elevator poles at the end of Act 1 are not removed when playing as Knuckles. As soon as Knuckles defeats one of the Twin Hammers, the normal Act 1 theme resumes while the other Twin Hammer is still alive. A suspension pole near two submerged teacup elevators near the end of Act 2 isn't solid. It was made solid in later prototypes and the final to prevent Knuckles from riding the elevators and taking Sonic's path.
Knuckles does not fight the Big Arm at the end of Act 2, and the boss music does not stop playing when the Prison Egg appears. The bubble graphics in Act 2 appear glitched.
Sonic no longer fights the Big Arm at the after the Laser Columns boss. To do:Map comparisons would be a good idea to have here.
The level layout of both Acts is different, and the differences are very noticeable at the start of Act 1. Knuckles starts at the top of the level with Sonic and Tails starting lower down instead. Sonic and Tails just drop down in their standing poses instead of Tails lifting Sonic into the Zone. Knuckles does not run into any giant rings at the start of his Act 1. The giant ring in Sonic's area in Act 1 does not flash. If you enter the aforementioned giant ring without all the Emeralds, you'll be sent to the Hidden Palace chamber with Death Egg Act 2 music playing, then instantly warp to a different Special Stage.
One bonus room in Act 1 contains a diamond cluster of rings. It was changed to a giant ring later in development. Hei Ho's axe can hurt you. The lever that Knuckles pulls down repeatedly in Act 2 has a blue handle. In Knuckles' game, the lever doesn't appear at all.
A giant ring at the start of Sonic's Act 2 (after the Knuckles cutscene) is missing and has a bit of Russian Roulette action in its place. There are two monitors wedged in the ceiling, and one of them is a 1UP monitor while the other is a Robotnik monitor. There is no giant ring near the pulley that takes you to the boss in Act 2. The Act 2 boss's starting position is shifted to the left slightly from the final. This allows you to score endless hits on the boss without destroying the satellite, and the battle won't start until you hit the satellite itself, thus it was changed in the final so the player cannot do this. These hits also don't count toward defeating the boss.
Vela service manual. Iv Service Manual VELA Ventilator Systems L2859-101 Rev. B Warranty THE VELA ventilator systems are warranted to be free from defects in material and workmanship and to meet the published specifications for two (2) years or 8,000 hours, whichever occurs first. The VELA ventilator membrane panel differs between the International model and the U.S. Membrane buttons and LEDs O 2 VELA ventilator membrane panel (International) VELA ventilator membrane panel (United States) CPT DC CANCEL STATUS DC AC PANEL LOCK ALARM SILENCE FREEZE 100% O 2 NEBULIZER MANUAL BREATH INSP HOLD EXP HOLD ALARM RESET. VELA Ventilator Systems Service Manual 37L2859-101 Rev. BChapter 6: Calibration ProcedureCalibrationNoteAll personnel performing preventive maintenance and product repair must be trained and certified by Cardinal Health to service theproductTest Set-upFigure 6.0 Calibration setup #1Figure 6.1 Calibration setup #2To pressure manometer(0 to. The Vela Ventilator uses a revolutionary turbine gas delivery system with sophisticated microprocessor control. Its Graphical User Interface provides support for pediatric to adult patients. The Vela can deliver clinically advanced modes of ventilation like Pressure Support and can be powered with an internal battery or AC power for an more extensive patient range.
The Act 2 boss does not explode when killed until he crashes into the tree, and you must hit him six times after he has zoomed off. During the transition to Flying Battery with Sonic and Tails, Tails won't stop running to the right and will kill himself in the pit. The echo track of Act 1's music will go off-sync after looping, and will slowly drag more and more behind the lead melody as it continues to play. Various objects are missing in some places, such as badniks, hooks and rings. There are no giant rings in either Act. Some of the magnetic platforms are embedded in spikes. They can still hurt you if the platform isn't raised.
Gapsule's position is about 16 pixels to the left in comparison to later prototypes and the final. The coordinates are the same as in Sonic 3. A double set of doors in Act 2 does not open completely. A few level design differences. For example, the pendulums in Act 2 are missing, and in the area after the Act 2 miniboss, there are two ring monitors in place of a red spring, and there are no spikes. Some of the elevator shafts do not have spikes, and some that go upwards do not crush the player at the ceiling, instead pushing them through it. There is an erroneous chunk placement in the background near the end of Act 2.
Robotnik stops exploding as soon as he begins to fly away. Your character does not automatically roll when he busts down the door during the transition to Sandopolis Zone. They appear to be rolling in the Sandopolis intro, though.
Your character enters Act 1 in a rolling state, but does not get stuck in the sand. The controls aren't even locked at all, meaning you are permitted to move left or right before you land. Some more object layout differences. The first of Knuckles' alternate routes in Act 2 does not lead to the sand slides, instead forcing you to drop back down into Sonic's route. The rising sand in Act 2 rises more slowly.
In the rising sand sections, all three shields and a 1-UP are tucked away in a corner. They are later replaced with a Super Ring and a Super Sneakers monitor. The area where there would be a very long slide in the final is very different. It is a series of slides which also includes a loop-de-loop that uses level chunks which are completely absent in later prototypes and the final.
Even more object layout differences. Knuckles doesn't run in at the start of Act 1. He just stands there. Knuckles can destroy the four pistons of the driller robot by gliding into them before it begins drilling. Shields do not protect you from the debris of the exploding rock badniks. The bonus monitors at the end of Act 1 are visible for some reason, and for some stranger reason, the monitors have reversed gravity when released by the goal sign.
When Act 2 begins, any monitors that have gone off the top of the screen can be seen underneath the ground. The lava at the end of Act 1 does not cool when Act 2 begins, but you can still walk on it.
Act 2's palette has yet to be changed to indicate a freeze-over. The screen does not lock behind your character after having passed the first flamethrower. When you encounter Knuckles, his theme does not play, and he laughs after punching the boulder at you.
The boulder doesn't make any sounds and won't cancel your Super form. The Act 2 boss area does not play the boss theme at the start.
It plays it as soon as the boss emerges from the lava. The Act 2 boss area does not have a Lightning Shield. The ring pattern is also different. The lava in the boss area does not cool after breaking the Prison Egg.
Instead, once the results tally has finished, the platform you're standing on will drift to the right a bit, then you'll have to jump across more platforms as the lava can still hurt/kill you. The level music does not resume, either. The tunnel at the end of Sonic's Act 2 does not go to Hidden Palace, so you're basically stuck.
Knuckles' exit to Hidden Palace works, though. Without debug mode, the boss area cannot be accessed directly from the level select. This Zone does not play Lava Reef Act 2's music, but Sky Sanctuary's. The title card refers to this zone as Sky Sanctuary Zone Act 1. The player does not run in at the beginning.
The screen locks the way back to the starting area after you pass the first set of spikes. The lock is set to happen at X coordinate 0500 where a foreground palette change from purple to green would occur. A Fire Shield is present in place of a Ring monitor, near the teleporter that leads to Knuckles. In the hidden area, there's a Super Sonic monitor instead of a Ring monitor, and three 1-Up monitors instead of one. As debug mode places Lightning Shields instead of 'S' monitors in this build, this is the only 'S' monitor in the game. The hole in the background isn't properly lined up with the teleporter before the Knuckles fight.
The above-mentioned palette change screws up if you enter a Bonus Stage and come back, causing areas to be purple when they shouldn't be (e.g. The teleporter and the Master Emerald's altar).
The Knuckles battle plays the Sonic 3 miniboss music. After defeating Knuckles, the music doesn't stop, and continues to play through the Master Emerald theft scene.
Knuckles can hurt you when you have any form of invincibility state, including invulnerability states after getting hit, an invincibility powerup, and Super Sonic. He can even hurt you if you're in Debug Mode placing an object, at which point Sonic's graphics might be corrupted. Beating Knuckles does not cancel your Super form. At the start of the Master Emerald theft scene, Knuckles just stands on the ground looking upward as Robotnik pulls up the Master Emerald. When Robotnik attempts to escape, Knuckles doesn't hit him, and just grabs on to the emerald.
The controls are locked with Sonic looking upward when Robotnik shocks Knuckles, but if you use debug you can remove the control lock, though you can't hit Robotnik and you can stand on top of the Master Emerald. After regaining consciousness, Knuckles will charge through the breakable wall, rather than stopping in front of it and punching it. When you approach the teleporter that leads to Sky Sanctuary, there is no cutscene. The controls and camera won't lock, and Knuckles won't jump on the teleporter.
You can stand on it to activate it, anyway. This Zone cannot be accessed in the level select without enabling debug mode. The player does not run in at the beginning.
The overscan border color for Act 1 is red, instead of black like the other zones. There are a few object layout differences, with notable ones being the absence of rings and monitors in some bonus rooms. Many sound effects are missing, and the missile launchers play a different sound when firing. Red Eye's pillar overlaps the player and has tile transparency issues. The explosions seen when Red Eye moves to phase two last longer than usual.
Red Eye's laser overlaps the floor. The palette changes too soon when transitioning to Act 2. Bonus StagesAt this point in development, the Sonic & Knuckles bonus stages are very unfinished. In normal play, Starposts will randomly send you to either the Gumball Machine or the Slot Machine when you hit it with at least 50 rings. The color of the stars is always white.Glowing Spheres Sonic 3 Nov 3rd, 1993 PrototypeSonic 3Sonic 3C 0408Sonic 3C 0517- S&K Final.
This Bonus Stage is vastly incomplete, and thus does not appear in normal play. The only way to access it is via level select with debug mode active. No collision, partially complete graphics, and a preliminary animating background. As a result, you can only really die there.
Since the graphics are partially complete, there are some that don't even appear in the final. The palette for this Bonus Stage is exactly the same as the one in, and does not cycle.
Slot Machine Sonic 3C 0408Sonic & Knuckles 0608-Final. The layout is vastly different, with more rings (a total of 64 compared to S&K Final's 24) and no GOAL blocks when starting the level (the borders still turn into GOAL blocks, though).
The background is completely static. The little objects don't rotate and nothing scrolls. There is a higher chance of getting 3 Robotnik/Eggman pictures on the slots than in the final version. Using debug to fall out of the stage causes the game to crash. In the final, it takes you to a glitchy area with randomly placed tiles, a la. Special StagesThe Special Stages for the Super Emeralds are completely different from Sonic & Knuckles. The colors are exactly the same as the Special Stages of Sonic 3, but the sphere arrangements are completely different.
Some of these layouts would become different Special Stages, and some would be outright dropped altogether. For example, the planned third Special Stage in 3C became the in Sonic & Knuckles.Special Stage 1 Sonic 3C 0408Sonic & KnucklesSpecial Stage 2 Sonic 3C 0408Sonic & KnucklesSpecial Stage 3 Sonic 3C 0408Sonic & KnucklesSpecial Stage 4 Sonic 3C 0408Sonic & KnucklesSpecial Stage 5 Sonic 3C 0408Sonic & KnucklesSpecial Stage 6 Sonic 3C 0408Sonic & KnucklesSpecial Stage 7This version uses the exact same object layout at the seventh Special Stage as Sonic 3's. Kya hadsaa kya haqeeqat. It might have been just a carryover given the nature of development both games share.Sonic 3C 0408Sonic & KnucklesSpecial Stage 8 Sonic 3C 0408Sonic & KnucklesUnused Level ChunksSeveral level chunks aren't used, but can still be seen in the game data.Flying Battery Zone Act 1 & 2. E5Sonic 3 ending leftoversThe Big Arm final boss from Sonic the Hedgehog 3 is still completely intact and can be hacked back into the game. The boss behaves as normal and is able to be defeated. Once this happens, the ending from Sonic the Hedgehog 3 takes place and the credits begin.
However, since Knuckles is here this time, he has his own broken ending. Knuckles uses all his correct poses until the giant Sonic sprite shows-up which causes Knuckles's palette to get messed up. For some reason, the screen fades to the credits a good bit faster than it does for Sonic & Tails. This could be a possible leftover from an incomplete ending for Knuckles in Sonic 3.
To access a level select and debug mode, press Up, Up, Down, Down, Up, Up, Up, Up after the SEGA logo screen fades to black and Sonic begins to move, but before the title screen appears (about 4.31 seconds after boot). You only have about 1.3 seconds to enter it, and due to this screen, it may not always work; you'll hear the ring collection sound if you did it right. Unused ZoneZone ID $0D is unused, but appears to be empty.
It tries to load some resources from the end credits. Act 2 of this Zone was later used for the credits in Sonic 3 & Knuckles. Attempting to load this zone will usually crash the game, and if you manage to get out of it, it causes some very strange bugs causing the game to act very strangely.It is believed this zone was originally meant to be a 2P VS zone for multiple reasons:. It is internally next to all used 2P zones.
In the and Windows port, there is an unused track (often incorrectly referred to as an unused Super Sonic theme) that could be situated for a 2P zone. There are six 2P zones listed in the level select. The 6th zone listing simply points to the Gumball Machine bonus stage, however.Sonic 2 Menu Leftovers. Eighth Special StageThere is an eighth Special Stage with a grey Chaos Emerald (much like the fifth Emerald) that is inaccessible during normal gameplay. To access it, open the level select, set the sound test selection to 07, then hold A and press Start on 'Special Stage 2'.The stage is fully playable, although it may occasionally slow to a crawl when collecting a blue sphere, which may have contributed to its removal. The Emerald has no special effect in-game, and does not appear on the end-of-stage tally in any form other than a score increase. The complete lack of rings also makes it impossible to get a Perfect Bonus on this stage.would reuse this layout for a Bonus Stage, replacing some of the blue spheres with rings to allow a Perfect Bonus.
Water Levels in Launch Base Zone Act 1There are 5 areas containing water in Launch Base Zone Act 1 that either raise or lower the water level in some specific areas. From this, it's not unreasonable to assume both Acts of LBZ would contain water.To view these levels, add the patch code FFF730:0100 and change VDP 0x04 to 0x14.
A spinning mass of red spheres, which can be placed in the first half of Angel Island Act 1 via debug mode. The spheres resemble those that appear in the game's special stages, but the object itself seems to have no apparent gameplay purpose. When it is placed, many palette and VRAM complications occur in the level, and the game slows down considerably. The object can be manipulated with the second controller. Up - Rotates the object vertically. Right - Rotates the object horizontally.
Down/ Left - Moves the object up or down. A/ C - Changes the object's size. B - Rotates the object sideways. Start - Toggles automatic rotation.The Nov 3, 1993 prototype reveals, however, that they're leftover from a tech demo that served to test the 3D mechanics of the Special Stages.
Carnival Night ButtonA button of unknown purpose. It can be placed in either Act of Carnival Night Zone via debug mode, but it doesn't appear to do anything. Also unused in Sonic 3 & Knuckles. Knuckles (Sonic/Tails' story) pushes a button like it in Act 2 to darken the place.IceCap Breakable BlockA glowing block that can be placed in either Act of IceCap Zone via debug mode. Jumping on it destroys it like the ice blocks. Also unused in Sonic 3 & Knuckles.Breakable WallA breakable wall, placeable in Angel Island Act 2 using debug mode.
It comes in two variations: one that acts as a wall obstacle that can be destroyed with the Spin Dash, and one that acts as a door that opens with a switch.Competition Mode SpikesA set of spikes for Competition Mode. Spikes do not appear in any of the five courses, but they can be placed with debug mode.Carnival Night Ring ObjectAn unknown object that appears to spawn slope collision when placed. Shield ObjectCode for a fourth type of shield exists inside of the ROM. The shield itself is the ordinary non-elemental shield as seen in Sonic 1 and Sonic 2.
It is unknown whether or not this is simply a leftover, or if it was originally planned for the game. It is worth noting that the shield sound from Sonic 2 remains unused in the sound test. Interestingly, it exists under three valid monitor shield subtypes: 00, 02 and 03.You can activate this shield type manually by changing RAM address FFB02B:00 to 01. To do:.
Add the other objects that were Identified in the November 3rd PrototypeObjects 8F-98 delete themselves when loaded, which is rather unusual. One of these objects is used in the Mushroom Valley object layout, suggesting that they were once objects that belonged to the Sonic & Knuckles Zones. Objects 6F-7F are represented as rings in Sonic 3 and were apparently removed manually, but in Sonic 3C (prototype 0408), these IDs belong to objects from Flying Battery Zone.
Object 84 is another unused and removed object; according to the November 3rd Prototype, this object was an early version of Hey Ho, the Mushroom Valley/Hill Act 1 boss.Unused S&K Mapping DataIn Sonic 3 there remains some leftover sprite mapping data for Sonic & Knuckles objects, largely consisting of badniks that would have appeared in the Sonic & Knuckles zones. A black & white version of Sonic's death sprite, similar to the one seen in the games. It's still not used.This would be used for Flying Battery Zone's monkey bars in Sonic & Knuckles.
Sonic's sprites than his Sonic 3 ones, which wasn't fixed in Sonic & Knuckles.This would be used for the intro cutscene of Mushroom Hill Zone Act 2 in Sonic & Knuckles.This would be used in Sonic & Knuckles when grabbing the swinging poles in Mushroom Hill Zone.This would be used in Sandopolis Zone in Sonic & Knuckles when scaling down the towers. Appears to be nothing more than Eggman flying away towards the horizon. This is actually another object with coding left in the game, but it's never called by any routine. The animation somewhat fits with the way the Death Egg falls at the ending cutscene after the Big Arms fight and would've teased the second part of the game, however, the Death Egg noticeably falls on the opposite direction of where Eggman goes in the actual game, it was probably originally meant to be falling from the left side instead. This can be re-enabled using the PAR code 05165A:04F2. A save file icon for Flying Battery Zone before it was re-ordered to be in Sonic & Knuckles, which is different than the corresponding icon in Sonic 3 & Knuckles, displaying the interior part of the stage rather than the exterior. It resembles a part of the beginning section of the zone from the November 3rd Prototype.
You can view this icon in the PC and Genesis versions by hacking the save data to access level slot $04, or by using PAR codes 00C324:601E + 00C338:6002 to view it in a completed game save slot while scrolling through the zones. These do appear in mangled form in Knuckles' unused, broken post-Launch Base Zone Act 2 boss cutscene.These graphics were later used in three Sonic 3 limited edition/Sonic & Knuckles prototypes; Sonic 3C 0408, Sonic 3C 0517, and Sonic & Knuckles 0525 respectively. This was a bomb shoot that Eggrobo used to drop the bomb on Knuckles. Oddly, it is not used in the final game, but it might have something to do with Big Arm's graphics loading over the graphics of the bomb shoot (Knuckles originally did not fight Big Arms). This light bulb is used in Carnival Night Zone, but it has an unused function; if the water rises over it, it will explode and show the unused frame seen on the right.
This can never be seen because the light bulbs never make contact with the water in the actual game.Palette and graphics data for the gold player-bouncing spheres that are present in the Sonic & Knuckles special stages exist in Sonic 3. The palette is loaded every time the player enters the special stage, but none of these spheres ever appear, their coding is also non-existent in the game.Unused Super Sonic Frame In-gameIntendedSuper Sonic has an extra idle frame and extra colors in his palette cycle that end up going unused. The unused frame makes the animation a bit smoother than what is actually seen.
The unused colors are due to an oversight in one line of code, it mistakenly skips the last six frames ( $36 instead of $3C).Oddly, the smoother colors doesn't happen with underwater palettes, suggesting it was scrapped early. While not technically unused, only the bottom of the ship appears in normal gameplay.Act Clear Signs EarlyFinalIn Sonic 3, the sign frames are uncompressed and loaded dynamically over each other to conserve video memory.
This said, also present in the game's data is an unused copy of the same art compressed like in Sonic 2, strongly suggesting it is from earlier in development.Although Sonic, Tails, and Robotnik are basically the same as their Sonic 2 counterparts, Knuckles appears for the first time, with a slightly different appearance relative to the final art. This early version is still present in.Hidden Placeholder TilesVarious numbers and letters are loaded in and replaced with animated stage tiles. Curiously, they differ between zones, and some are written in Japanese characters.Angel Island ZoneHydrocity ZoneMarble Garden ZoneCarnival Night ZoneLaunch Base ZoneOut of Bounds BackgroundsThe background of Azure Lake Zone has a flower garden that can't be seen because the level gets in the way.EarlyFinalChrome Gadget Zone has a large portion of its background hidden by the stage and palette.Unused Level ChunksSeveral chunks of levels are unused during the game. The chunks are placed starting at address FF8088, and can be inserted into levels by entering the given values into FF8088:XX.
Most of them have no noticeable differences from used chunks.Angel Island ZoneAct 1:. Early Launch Base Zone Act 2 Water:This color palette set does not include colors for Sonic underwater, which suggests it would be used after some cutscene or scene change in Launch Base Zone. There is little difference in the colors, nothing too important. It closely matches up with the November 3rd 1993 Act 2 water palette. It can be found at offset 08CB14.November 3rd 1993 PaletteUnused PaletteGlowing Spheres Bonus Stage:An old version of the Sonic & Knuckles Bonus Stage color palette can be found in offset 08CDB4.
It is exactly the same as the and the Sonic 3 November 3rd prototype. Launch Base Zone Sonic the Hedgehog 3Sonic 3 & KnucklesKnuckles's boss arena was edited in Sonic 3 & Knuckles. The most notable difference is the position of the Twin Hammer/Swing’m Spikez boxes.Sonic the Hedgehog 3Sonic 3 & KnucklesThis is another notable difficulty change, as this area is very hazardous in Sonic 3. The player would have to avoid breaking the Eggman monitors and enter a room full of spikes to hit the door switch. Sonic 3 & Knuckles moves the switch outside, and turns the room into a bonus room with two Super Ring Monitors.
However, hitting the switch will block off the monitors.Sonic the Hedgehog 3Sonic 3 & KnucklesA simple monitor subtype change from a harmful Eggman to a helpful Invincibility. Oddities Misplaced ObjectsThere are 3 'end-of-act monitors' hidden in the boss area in the Carnival Night Zone Act.
2 contain 10 rings each, curiously there are also monitors in the area of the boss on Angel Island 2 on the way to Knuckles. This is still a total mystery.A piece of bridge can be found inside the walls of Hydrocity Zone Act.An ice spike can be found inside the walls of the Ice Cap Zone Act. Near the end of the zone.There is a ring on the out of bounds of the Bonus Stage, curiously it has been removed from Sonic 3 & Knuckles.Carnival Night Zone Palette Pre-release screenshotIn-GameApplying Launch Base Zone Act 2's underwater palette to Carnival Night Zone results in a color scheme identical to that seen in the Nov 3, 1993 prototype and a screenshot of the level found in pre-release material. Knuckles' ThemeKnuckles' theme is just a set of drums that lasts for roughly four seconds, and loops forever.
However, at around the 34-second mark is a brief voice sample before the next section of drums. This in and of itself isn't particularly interesting, but it should also be noted that whenever the song plays in-game it's always in scripted events; the song only ever plays for a maximum of 10 seconds or so. The only way to listen to this small sample is to use the sound test, jump just before the bridge collapses in the transition from Angel Island to Hydrocity and land on the piece of land that you fought the boss on and listen to it there, or wait after Knuckles bombs the building near the end of Launch Base Act 1.
- понедельник 06 апреля
- 60