Sonic 3 Remastered Prototype Downloadable Content

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.

. The Act 1 miniboss crash glitch from Sonic 3 that can be achieved with a second player is still present.

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. 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.

Cefpython of v66 for mac. InstallationYou can install with pip.

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.

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.

. The Act 1 miniboss crash glitch from Sonic 3 that can be achieved with a second player is still present. 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 death cure script pdf. 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. 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.

Sonic

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. 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.