Super/Hyper Sonic now have Super Peel-Out sprites*. Note that the custom standing animation feature allows you to add the "missing frame", allowing you to have both animations at once.
#Sonic 3 hd sprites mods
If you prefer the missing frame restoration to the two-frame ducking animation, you should give mods that include the missing frame fix a higher priority. This also means that mods no longer need to include sprites for both Super and Hyper forms, as the Hyper forms will use the sprites of the Super forms when they aren't found.Īlso, since Super/Hyper Sonic's two-frame ducking animation almost certainly uses the same method as mrgrassman's "missing frame" restoration, the two features cannot both be enabled at the same time. These changes mean that Hyper Sonic will now use the Sonic 3 Complete sprites if the mod's installed (to achieve this effect, just disable the template sprites mod).
#Sonic 3 hd sprites mod
This was possibly due to the zone order being rearranged.With the separation of the template sprites from the mod and the changes to how the sprites are rendered, compatibility with sprite mods should be improved drastically. Note that the animal that appears in this zone in the final is not Picky, the pig rather, its Ricky the squirrel. This screenshot of Marble Act 3 shows a broken animation of the fire from the torch in the background. The used spike chandelier was made smaller for the final game, and flames were added to the torch in the background. The object itself wasn't removed, however, and will properly work if placed back into the Zone using a level editor. It was replaced in the final game with the moving green blocks seen throughout the level. This monitor is not there in the final game.Īn early screenshot of the end of Marble Act 1 shows an unused, sideways variant of the "spike chandelier". This screenshot shows of Act 2 with a monitor before the lava flow. The lava has a less polished appearance, too. In this screenshot, the background is positioned higher up and lacks rings. In addition, this area's moving platform was changed. Spikes was also planned to be in the zone in place of Caterkiller and can be still be spawned with debug mode in the final game. The first 3 rings in act 1 are also absent and replaced with a Buzz Bomber and a Yadrin badnik.
![sonic 3 hd sprites sonic 3 hd sprites](https://key0.cc/images/preview/107728_071cb2d5ed4455bcb4370fa41113f1bc.png)
In Sonic Mania, similar graphics were used for the lampposts in Studiopolis Zone. In the SoPort, they were added in debug mode and function flawlessly. Being red early on, they were changed to a green and blue look until they were removed from the game in the final version.
#Sonic 3 hd sprites movie
In many prerelease screenshots, and in the background of a scene in the movie Wayne's World, UFOs are seen spinning in the sky in Marble Zone. In addition, both tracks with PCM drums ("BGM1" and "BGM3") have the original kick and snare tuning as heard in the TTS '90 demo, the Tera Drive store demo, and the Sega Shinsaku Soft Video build.
![sonic 3 hd sprites sonic 3 hd sprites](https://demyanov.dev/sites/default/files/images/js-animation/sonic3_spritesheet_example.png)
![sonic 3 hd sprites sonic 3 hd sprites](https://i.ytimg.com/vi/EUuu1WaN0b8/hqdefault.jpg)
Some acts have Xs listed after them (possibly to mark if they were incomplete), and Final Zone is missing from the list. Later on, the palette got changed to the final's sepia-tone feel. The stage select once used a bluish-grey palette instead of a sepia-tone one. (Interestingly, this title screen heavily resembles the one from the 8-bit versions.) Since the title screen shares the same art/palettes as Green Hill, it used to have the differently detailed background in early pre-release materials before it got adjusted to resemble the final's background not too long afterwards. The title screen of the build shown at the Tokyo Toy Show has a smaller banner (and "SONIC" text).