Mappings are the layout of your sprite so let’s just say if we could modify the mappings we wanted to use this sprite in our Data Select: So how do we do this? Well first you need to know how Sonic 3 interprets it’s sprites it accomplishes this through 4 means:ĭynamic Pattern Load Cues (Draws the Sprite) We can’t just throw a sprite at it and expect it to come out the way we want! We have work to do, We have to set up our sprite for S3K to interpret.
This was possibly due to the zone order being rearranged.Today we’re gonna learn how to replace sprites in S3AIR but to do that we’re gonna need to mod RawData of which Lego made a tutorial already so I’d go check that out.įor now let’s get to what we will need to accomplish this: 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. 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.
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.
The title screen of the build shown at the Tokyo Toy Show has a smaller banner (and "SONIC" text).