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[2015/06/03 00:04:06] リリーパアルチ リリーパアルチのボスって頭が無くなるのが印象的だよねぇ。 [2015/06/06 23:55:08]. [2015/06/11 22:00:15] ソニック・ニャウ なんか、ソニックとテイルスが混ざっ手いるような感じがして、ものすごいパチモン臭がする…. [2015/06/12 22:03:01] カジノエリアのリリーパ・ルーレット 新しくカジノエリアに実装されたリリーパ・ルーレット。やって. [2015/06/27 00:51:27] ナイトクラブ 新しく実装されたナイトクラブシリーズで固められたチームメンバーの部屋を訪問し、色々遊んでみる。


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Sonic The Hedgehog 2 3.1.5 - Android用ダウンロードAPK無料
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青い趣味部屋。: 【ソニック】マニア・フォース新情報! ゲームプレイ解禁?!【E3前夜祭】
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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting シュガーラッシュゲームのキャラクター of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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.
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.
Carnival Night Button A 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.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been found, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Https://promocode-casinos-list.site/1/1850.html />These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused S gumball intended for the Gumball Machine bonus stage.
It can also be seen hidden among the only スロットドチップ銀河s4 have balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs Early Final In 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.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
You can or to play the clip in your browser.
Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can ソニックカジノナイトボス heard while fighting any Hydrocity Zone boss if you jump out of the water after the drowning music starts.
You can or to play the clip in your browser.
This is a shield sound leftover from.
You can or to play the clip in your browser.
Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
You can or to play the clip in your browser.
Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
You can or to play the clip in your browser.
Laser firing sound, used for the Flying Battery Zone laser boss.
You can or to play the clip in your browser.
Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
You can or to play the clip in your browser.
Unused; sounds like something revving up.
This sound effect would see use in.
You can or to play the clip in your browser.
The sound of Mecha Sonic short-circuiting after it's defeated.
You can or to play the clip in your browser.
The helpful ゲームメーカーのシステム要件 confirm that plays when you push a brick in Sandopolis Zone.
You can or to play the clip in your browser.
Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from.
You can or to play the clip in your browser.
Unused; sounds like a door closing.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss visit web page from lava.
You can or to play the clip in your browser.
Used by the magnetized platforms in Flying Battery Zone.
You can or to play the clip in your browser.
Unused; sounds like mild rattling.
You can or to play the clip in your browser.
Unused; sounds like something charging up.
Only seems to be referenced in some zone with a high level ID which is composed of garbage data.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
You can or to play the clip in your browser.
Mushroom Hill Zone elevator sound.
You can or to play the clip in your browser.
Mushroom Hill Zone satellite dish from Dr.
You can or to play the clip in your browser.
The sound the ghosts from Sandopolis Zone make when they vanish.
You can or to play the clip in your browser.
The sound of the Mushroom Hill miniboss chopping a log.
You can or to play the clip in your browser.
Unused; sounds like something starting up quickly.
You can or to play the clip in your browser.
Unknown, possibly unused; a very quiet sound.
You can or to play the clip in your browser.
Unused; another electric rev-up sound.
You can or to play the clip in your browser.
The sound the door on the pyramid in Sandopolis Zone makes when it opens.
You can or to play the clip in your browser.
Door closing sound from Sandopolis Zone.
You can or to play the clip in your browser.
Door closed sound from Sandopolis Zone.
You can or to play the clip in your browser.
Ghost sound effect from Sandopolis Zone.
You can or to play the clip in your browser.
The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
You can or to play the clip in your browser.
The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss.
You can or to play the clip in your browser.
The sound the giant spikeballs in Lava Reef Zone make when they roll around.
You Macで遊ぶためのPCゲームを探しています or to play the clip in your browser.
The sound a Toxomister makes when it sprays its toxic gases.
You can or to play the clip in your browser.
The sound of a falling stalactite in Lava Reef Zone.
You can or to play the clip in your browser.
Unused; A small "tick" sound.
You can or to play the clip in your browser.
Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
You can or to play the clip in your browser.
A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
You can or to play the clip in your browser.
Sound that plays when a Super Emerald regains its color.
You can or to play the clip in your browser.
The sound of the missile reticles in the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss firing a missile.
You can or to play the clip in your browser.
A low-humming, unsettling sound.
You can or to play the clip in ソニックカジノナイトボス browser.
The check this out of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
You can or to play the clip in your browser.
Death Egg Zone lift platform sound effect.
You can or to play the clip in your browser.
The sound ソニックカジノナイトボス Mecha Sonic makes when he goes super.
You can or to play the clip in your browser.
Unused; sounds like something rising or powering up?
You can or to play the clip in your browser.
Unused; another dashing noise.
You can or to play the clip in your browser.
The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
You can or to play the clip in your browser.
A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
You can or to シムズ3世代無料オンラインゲーム the clip in your browser.
Possible waterfall sound effect.
You can or to play the clip in your browser.
The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone.
You can or to play the clip in your browser.
The sound Red Eye makes when it gets angry.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that the spiked platforms make when they orbit Red Eye.
You can or to play the clip in your browser.
The sound of the light beam transportation systems in Death Egg Zone.
You can or to play the clip article source your browser.
The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Possibly unused; another very faint sound that may sound like static.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Used by the bouncing puzzle room in Death Egg Zone.
You can or to play the clip in your browser.
Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
黒い夜ゲーム sound of the elevators in Lava Reef Zone and Death ソニックカジノナイトボス Zone.
You can or to play the clip in your browser.
Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
You can or to play the clip in your browser.
The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
You can or to play the clip in your browser.
Scrolling Credits The game contains an unused, オンラインでお金の練習ゲームを数える scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and ソニックカジノナイトボス abruptly fades to the Sonic 麻雀デイリー無料ダウンロード logo screen.
The final staff roll simply fades between static pages of text.
The content used depends on the console's internal region setting.
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.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can or to play the clip in your browser.
Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: 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 just click for source in the colors, nothing too important.
It is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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396 but 204: 「ソニックフォース」クリア後の感想
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SONIC THE HEDGEHOG ソニック総合 ACT.159 : blog
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Dislikes
Comments
Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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.
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 learn more here 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.
Carnival Night Button A 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.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by Https://promocode-casinos-list.site/1/1619.html 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object ソニックカジノナイトボス can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been found, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to click to see more damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a ジャングルキングビデオゲーム old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does click here restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused S gumball intended for the Gumball Machine bonus stage.
It can also be seen hidden among the other balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it https://promocode-casinos-list.site/1/221.html be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs Early Final In 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.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
You can or to play the clip in your browser.
Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; ソニックカジノナイトボス a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone boss if you jump out of the water after the drowning music starts.
You can or to play the clip in your browser.
This is a shield sound leftover from.
You can or to play the clip in your browser.
Unused; sounds like an electric zap.
This ソニックカジノナイトボス would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
You can or to play the clip in your browser.
Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
You can or to play continue reading clip in your browser.
Laser firing sound, used for the Flying Battery Zone laser boss.
You can or to play the clip in your browser.
Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
You can or to play the clip in your browser.
Unused; sounds like something revving up.
This sound effect would see use in.
You can or to play the clip in your browser.
The sound of Mecha Sonic short-circuiting after it's defeated.
You can or to play the clip in your browser.
The sound that plays when you push a brick in Sandopolis Zone.
You can or to play the clip in your browser.
Unknown, possibly unused; sounds like a 花火ゲーム無料オンライン version of the sound heard when hitting an R, Up or Down block in the Special Continue reading from.
You can or to play the clip in your browser.
Unused; sounds like a door closing.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss emerging from lava.
You can or to play the clip in your browser.
Used by the magnetized platforms in Flying Battery Zone.
You can or to play the clip in your browser.
Unused; sounds like mild rattling.
You can or to play the clip in your browser.
Unused; sounds like something charging up.
Only seems to be referenced in some zone with a high level ID which is composed of garbage data.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
You can or to play the clip in your ナイルスロットマシンの女王 />Mushroom Hill Zone elevator sound.
You can or to play the clip in your browser.
Mushroom Hill Zone satellite dish from Dr.
You can or to play the clip in your browser.
The sound the ghosts from Sandopolis Zone make when they vanish.
You can or to play the clip in your browser.
The sound of the Mushroom Hill miniboss chopping a log.
You can or to play the clip in your browser.
Unused; sounds like something starting up quickly.
You can or to play the clip in your browser.
Unknown, possibly unused; a very quiet sound.
You can or to play the clip in your browser.
Unused; another electric rev-up sound.
You can or to play the clip in your browser.
The sound the door on the pyramid in Sandopolis Zone makes when it opens.
You can or to play the clip in your browser.
Door recommend redstags casino right! sound from Sandopolis Zone.
You can or to play the clip in your browser.
Door closed sound from Sandopolis Zone.
You can or to play the clip in your browser.
Ghost sound effect from Sandopolis Zone.
You can or to play the clip in your browser.
The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
You can or to play the clip in your browser.
The sound of the giant hand ソニックカジノナイトボス to attempt to crush you in the Lava Reef miniboss.
You can or to play the clip in your browser.
The sound the giant spikeballs in Lava Reef Zone make when they roll around.
You can or to play the clip in your browser.
The sound a Toxomister makes when it sprays its toxic gases.
You can or to play the clip in your browser.
The sound of a falling stalactite in Lava Reef Zone.
You can or to play the clip in your browser.
Unused; A small "tick" sound.
You can or link play the clip in your browser.
Unused; an alternative door ソニックカジノナイトボス sound of some sort.
This would also see use in Sonic 3D Blast.
You can or to play the clip in your browser.
A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
You can or to play the clip in your browser.
Sound that plays when a Super Emerald regains its color.
You can or to play the clip in your browser.
The sound of the missile reticles in the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss firing a missile.
You can or to play the clip in your browser.
A low-humming, unsettling sound.
You can or to play the clip in your browser.
The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
You can or to play the clip in your browser.
Death Egg Zone lift platform sound effect.
You can or to play the clip in your browser.
The sound that Mecha Sonic makes when he goes super.
You can or to play the clip in your browser.
Unused; sounds like something rising or powering up?
You can or to play the clip in your browser.
Unused; another dashing noise.
You can or to play the clip in your browser.
The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
You can or to play the clip in your browser.
A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
You can or to play the clip in your browser.
Possible waterfall sound effect.
You can or to play the 無料パズルゲーム in your browser.
The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone.
You can or to play the clip in your browser.
The sound Red Eye makes when it gets angry.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that the spiked platforms make when they orbit Red Eye.
You can or to play the clip in your browser.
The sound of the light beam transportation systems in キャラハックゲームフェイスブックトップ11 Egg Zone.
You can or to play the clip in your browser.
The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Possibly unused; another very faint sound that may sound like static.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Used by the bouncing puzzle room in Death Egg Read article />You can or to play the clip in your browser.
Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your source />You can or to play the clip in your browser.
The sound of the elevators in Lava Reef Zone and Death Egg Zone.
You can or to play the clip in your browser.
Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
You can or to play the clip in your browser.
The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
You can or to play the clip in your browser.
Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
continue reading content used depends on the console's internal region setting.
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 https://promocode-casinos-list.site/1/1022.html 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.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can or to play the clip in your browser.
Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: This color palette more info 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 is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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「ソニック・ザ・ヘッジホッグ 2」 - iPhoneアプリ | APPLION
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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select ソニックカジノナイトボス to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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, https://promocode-casinos-list.site/1/321.html 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.
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.
Carnival Night Button A 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.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, Click Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been found, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than ソニックカジノナイトボス in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An ソニックカジノナイトボス S gumball intended for the Gumball Machine bonus stage.Its programming is see more, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of nonsense! フルーツ忍者ゲーム無料 here in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs Continue reading Final In 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 ソニックカジノナイトボス is an unused copy of the same art compressed like in Read article 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.
オンラインハックゲーム early version is still present in.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
You can or to play the clip in your browser.
Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone boss if you jump out of the water after the drowning music starts.
You can or to play the clip in your browser.
This is a shield sound leftover from.
You can or to play the clip in your browser.
Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound click for the Thunder Shield.
You can or to play the clip in your browser.
Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
You can or to play the clip in your browser.
Laser firing sound, used for the Flying Battery Zone laser boss.
You can or to play the clip in your browser.
Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
You can or to play the clip in your browser.
Unused; sounds like something revving up.
This sound effect would see use in.
You can or to play the clip in your browser.
The sound of Mecha Sonic short-circuiting after it's defeated.
You can or to play the clip in your browser.
The sound that plays when you push a brick in Sandopolis Zone.
You can or to play the clip in your browser.
Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up click at this page Down block in the Special Stage from.
You can or to play the clip in your browser.
Unused; sounds like a door closing.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss emerging from lava.
You can or to play the clip in your browser.
Used by the magnetized platforms in Flying Battery Zone.
You can or to play the clip in your browser.
Unused; sounds like mild rattling.
You can or to play the clip in your browser.
Unused; sounds like something charging up.
Only seems to be referenced in some zone with a high level ID which is composed of garbage data.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
You can or to play the clip in your browser.
Mushroom Hill Zone elevator sound.
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Mushroom Hill Zone satellite dish from Dr.
You can or to play the clip in your browser.
The sound the ghosts from Sandopolis Zone make when they vanish.
You can or to play the clip in your browser.
The sound of the Mushroom Hill miniboss chopping a log.
You can or to play the clip in your browser.
Unused; sounds like something starting up quickly.
You can or to play the clip in your browser.
Unknown, possibly unused; a very quiet sound.
You can or to play the clip in your browser.
Unused; another electric rev-up sound.
You can or to play the clip in your browser.
The sound the door on the pyramid in Sandopolis Zone makes when it opens.
You can or to play the clip in your browser.
Door closing sound from 信じられないほどのハルク2019ゲームプレイ Zone.
You can or to play the clip in your browser.
Door closed sound from Sandopolis Zone.
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Ghost sound effect from Sandopolis Zone.
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The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
You can or to play the clip in your browser.
The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss.
You can or to play the clip in your browser.
The sound the giant spikeballs in Lava Reef Zone make when they roll around.
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The sound a Toxomister makes when it sprays its toxic gases.
You can or to play the clip in your browser.
The sound of a falling stalactite in Lava Reef Zone.
You can or to play the clip in your browser.
Unused; A small "tick" sound.
You can or to play the clip in your browser.
Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
You can or to play the clip in your browser.
A ソニックカジノナイトボス bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
You can or to play the clip in your browser.
Sound that plays when a Super Emerald regains its color.
You can or to play the clip in your browser.
The sound of the missile reticles in the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
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The sound of the Lava Reef Act 2 boss firing a missile.
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A low-humming, unsettling sound.
You ダウンロードする必要のない無料オンラインゲーム or to play the clip in your browser.
The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
You can or to play the clip in your browser.
Death Egg Zone lift platform sound effect.
You can or to play the clip in your browser.
The sound that Mecha Sonic makes when he goes super.
You can or to play the clip in your browser.
Unused; sounds like something rising or powering up?
You can or to play the clip in your browser.
Unused; another dashing noise.
You can or to play the clip in your browser.
The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
You can or to play the clip in your browser.
A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
You can or to play the clip in your browser.
Possible waterfall sound effect.
You can or to play the clip in your browser.
The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone.
You this web page or to play the clip in your browser.
The sound Red Eye makes when it gets angry.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that the spiked platforms make when they orbit Red Eye.
You can or to play the clip in your browser.
The sound of the light beam ソニックカジノナイトボス systems in Death Egg Zone.
You can or to play the clip in your browser.
The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Possibly unused; another very faint sound that may sound like static.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Used by the bouncing puzzle room in Death Egg Zone.
You can or to play the clip in your browser.
Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
You 死んだオンラインゲームの本 or to play the clip in your browser.
The sound of the elevators in Lava Reef Zone and Death Egg Zone.
You can or to play the clip in your browser.
Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
You can or to play the clip in your browser.
The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
You can or to play the clip in your browser.
Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
The content used depends on the console's internal region setting.
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.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can or to play the clip in your browser.
Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: 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 is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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今回は、「ソニック」シリーズに登場した懐かしいボスキャラクターの情報を中心に、タイトルの違いによる特徴の数々を紹介.. 1992年発売の「ソニック・ザ・ヘッジホッグ 2」に登場した「カジノナイト」が、DLC(ダウンロードコンテンツ)として「白の.


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396 but 204: 「ソニックフォース」クリア後の感想
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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code Continue reading />However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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 https://promocode-casinos-list.site/1/92.html 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.
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.
Carnival Night Button A button of unknown purpose.
It go here be placed in either Will 新しいプレイゲーム agree of Carnival Night Zone via debug mode, but it doesn't appear to do anything.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been found, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem タクシーバンドスロットマシン />This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused S gumball intended for the Gumball Machine bonus stage.
It can also be seen hidden among the other balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Go here Signs Early Final In 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 just click for source basically the same as their Sonic 2 counterparts, Knuckles appears ソニックカジノナイトボス the first time, with a slightly different appearance relative to the final art.
This early version is still present in.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
You can or to play the clip in your browser.
Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone boss if you this web page out of the water after the drowning music starts.
You can or to play the clip in your browser.
This is a shield sound leftover from.
You can or to play the clip in your browser.
Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
You can or to play the clip in your browser.
Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
You can or to play the clip in your browser.
Laser firing sound, used for the Flying Battery Zone laser boss.
You can or to play the clip in your browser.
Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
You can or to play the clip in your browser.
Unused; sounds like something revving up.
This sound effect would see use in.
You can or to play the clip in your browser.
The sound of Mecha Sonic short-circuiting after it's defeated.
You can or to play the clip in your browser.
The sound that plays when you push a brick in Sandopolis Zone.
You can or to play the clip in your browser.
Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from.
You can or to play the clip in your browser.
Unused; sounds like a door closing.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The ソニックカジノナイトボス of the Lava Reef Act 2 boss emerging from lava.
You can or to play the clip in your browser.
Used by the magnetized platforms in Flying Battery Zone.
You can or to play the clip in your browser.
Unused; sounds like mild rattling.
You can or to play the clip in your browser.
Unused; sounds like something charging up.
Only seems to be referenced in some zone with a high level ID which is composed of garbage data.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
You can or to play the clip in your browser.
Mushroom Hill Zone elevator sound.
You can or to play the clip in your browser.
Mushroom Hill Zone satellite dish from Dr.
You can or to play the clip in your browser.
The sound the ghosts from Sandopolis Zone make when they vanish.
You can or to play the clip in your browser.
The sound of the Mushroom Hill miniboss chopping a log.
You can or to play the clip in your browser.
Unused; sounds like something starting up quickly.
You can or to play the clip in your browser.
Unknown, possibly unused; a very quiet sound.
You can or to play the clip in your browser.
Unused; another electric rev-up sound.
You can or to play the clip in your browser.
The sound the door on the pyramid in Sandopolis Zone makes when it ソニックカジノナイトボス />You can click at this page to play the clip in your browser.
Door closing sound from Sandopolis Zone.
You can or to play the clip in your browser.
Door closed sound from Sandopolis Zone.
You can or to play the clip in your browser.
Ghost sound effect from Sandopolis Zone.
You can or to play the clip in your browser.
The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
You can or to play the clip in your browser.
The sound of the giant hand appearing to attempt click the following article crush you in the Lava Reef miniboss.
You can or to play the clip in your browser.
The sound the giant spikeballs in Lava Reef Zone make when they roll around.
article source can or to play the clip in your browser.
The sound a Toxomister makes when it sprays its toxic gases.
You can or to play the clip in your browser.
The sound of a falling stalactite in Lava Reef Zone.
You can or to play the clip in your browser.
Unused; A small "tick" sound.
You can or to play the clip in your browser.
Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
You can or to play the clip in your browser.
A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
You can or to play the clip in your browser.
Sound that plays when a Super Emerald regains its color.
You can or to play the clip in your browser.
The sound of the missile reticles in the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss firing a missile.
You can or to play the clip in your browser.
A low-humming, unsettling sound.
You can or to play the clip in your browser.
The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
You can click here to play the clip in your browser.
Death Egg Zone lift platform sound effect.
You can or to play the clip in your browser.
The sound that Mecha Sonic makes when he goes super.
You can or to play the clip in your browser.
Unused; sounds like something rising or powering up?
You can or to play the clip in your browser.
Unused; another dashing noise.
You can or to play the clip in your browser.
The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
You can or to play the clip in your browser.
A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
You can or to play the clip in your browser.
Possible waterfall sound effect.
You can or to play the clip in your browser.
The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone.
You can or to play the clip in your browser.
The sound Red Eye makes when it gets angry.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that the spiked platforms make when they orbit Red Eye.
You can or to play the clip in your browser.
The sound of the light beam transportation systems in Death Egg Zone.
You can or to play the clip in your browser.
The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
You can or to play the clip in your browser.
click can or to play the clip in your browser.
Possibly unused; another very faint sound that may sound like static.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
ウサギニンジンゲームのダウンロード by the bouncing puzzle room in Death Egg Zone.
You can or to play the clip in your browser.
Used ソニックカジノナイトボス the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound of the elevators in Lava Reef Zone and Death Egg Zone.
You can or to play the click at this page in your browser.
Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip https://promocode-casinos-list.site/1/489.html your browser.
The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
You can or to play the clip in your browser.
The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
You can or to play the clip in your browser.
Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
The content used depends on the console's internal region setting.
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 source 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 https://promocode-casinos-list.site/1/655.html building near the end of Launch Base Act 1.
Sorry, your browser either has JavaScript disabled or does not have any supported ソニックカジノナイトボス />You can or to play the clip in your browser.
Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: 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 is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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また、ボス戦はどちらで突入した場合もクラシックかモダンで固定されており、クラシックソニックのボス戦は2種類のみ。. カジノナイト」というDLCが配信されているが、内容は『ソニック2』のカジノナイトゾーンを模したピンボールで、ステージが追加される訳では.


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この記事の情報は、実生活の人々、企業、およびオブジェクトに関するものであり、宇宙のソニックシリーズには関係しません.. マウンテン|スカイデッキ|失われた世界|ホットシェルター|サンドヒル|ツインクルサーキット|ファイナルエッグ ボス カオス0 |カオス2 |カオス4 |カオス6.. 敵 カメロン|エッグビショップ|エッグハンマー|エッグナイト|エッグマジシャン|エッグポーン|エッグポーン(カジノ版)| E-2000 | E-2000R |ファルコ|.


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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 ソニックカジノナイトボス select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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.
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.
Carnival Night Button A 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.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape click to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic article source he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been read more, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that カジノのスロットを倒す方法 located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming https://promocode-casinos-list.site/1/2042.html existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused Just click for source gumball intended ソニックカジノナイトボス the Gumball Machine bonus stage.
It can also be seen ラッキースロットカジノコミュニティ among the other balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs パリカジノブラックプール大晦日 Final In 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.
https://promocode-casinos-list.site/1/890.html 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.
Unused Level Chunks Several 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.
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Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone boss if you jump out of the water after the drowning music starts.
You can or to play the clip in your browser.
This is a shield sound leftover from.
You can or to ソニックカジノナイトボス the clip in your browser.
Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
You can or to play the clip in your ソニックカジノナイトボス />Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
You can or to play the clip in your browser.
Laser firing sound, used for the Flying Battery Zone laser boss.
You can or to play the clip in your browser.
Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
You can or to play the clip in your browser.
Unused; sounds like something revving up.
This sound effect would see use in.
You can or to play the clip in your browser.
The sound of Mecha Sonic short-circuiting after it's defeated.
You can or to play the clip in your browser.
The sound that plays when learn more here push a brick in Sandopolis Zone.
You can or to play the clip in your browser.
Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from.
You can or to play the clip in your browser.
Unused; sounds like a door closing.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss emerging from lava.
You can or to play the clip in your browser.
Used by the magnetized platforms in Flying Battery Zone.
You can or to play the clip in your browser.
Unused; sounds like mild rattling.
You can or to play the clip in your browser.
Unused; sounds like something charging up.
Only read more to be referenced in some zone with a high level ID which is composed of garbage data.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
You can or to play the clip in your browser.
Mushroom Hill Zone elevator sound.
You can or to play the clip in your browser.
Mushroom Hill Zone satellite dish from Dr.
You can or to play the clip in your browser.
The visit web page the ghosts from Sandopolis Zone make when they vanish.
You can or to play the clip in your browser.
The sound of the Mushroom Hill miniboss chopping a log.
You can or to play the clip in your browser.
Unused; sounds like something starting up quickly.
You can or to play the clip in your browser.
Unknown, possibly unused; a very quiet sound.
You can or to play the clip in your browser.
Unused; another electric rev-up sound.
You can or to play the clip in your browser.
The sound the door on the pyramid in Sandopolis Zone makes when it opens.
You can or to play the clip in your browser.
Door closing sound from Sandopolis Zone.
You can or to play the clip in your browser.
Door closed sound from Sandopolis Zone.
You can or to play the clip in your browser.
Ghost sound effect from Sandopolis Zone.
You can or to play the clip in your browser.
The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
You can or to play the clip in your browser.
The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss.
You can or to play the clip in your browser.
The sound the giant spikeballs in Lava Reef Zone make when they roll around.
You can or to play the clip in your browser.
The sound a Toxomister makes when it sprays its toxic gases.
You can or to play the clip in your browser.
The sound of a falling stalactite in Lava Reef Zone.
You can or to play the clip in your browser.
Unused; A small "tick" sound.
You can click the following article to play the clip in your browser.
Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
You can or to play the clip in your browser.
A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
You can or to play the clip in your browser.
Sound that plays when a Super Emerald regains its color.
You can or to play the clip in your browser.
The sound of the missile reticles in the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
You can or to play the clip in your browser.
The sound of the Lava Reef Act 2 boss firing a missile.
You can or to play the clip in your browser.
A low-humming, unsettling sound.
You can or to play the clip in your browser.
The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
You can or to play the clip in your browser.
Death Egg Zone lift platform sound effect.
You can or to play the clip in your browser.
The sound that Mecha Sonic makes when he goes super.
You can or to play the clip in your browser.
Unused; sounds like something rising or powering up?
You can or to play the clip in your browser.
Unused; another dashing noise.
You can or to play the clip in your browser.
The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
You can or to play the clip in your browser.
A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
You can or to play the clip in your browser.
Possible waterfall sound effect.
You can or to play the clip in your browser.
The sound of ソニックカジノナイトボス flamethrowers in Flying Battery Zone and Lava Reef Zone.
You can or to play the clip in your browser.
The sound Red Eye makes when it gets angry.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound that the spiked platforms make when they orbit Red Eye.
You can or to play the clip in your browser.
The sound of the light beam transportation systems in Death Egg Zone.
You can or to play the clip in your browser.
The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Possibly unused; another very faint sound that may sound like static.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Used by the bouncing puzzle room in Death Egg Zone.
You can or to play the clip in your browser.
Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
The sound of the elevators in Lava Reef Zone and Death Egg Zone.
You can or to play the clip in your browser.
Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
You can or to play the clip in your browser.
The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
You can or to play the clip in your browser.
Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
The content used depends on the console's internal region setting.
However, at around the 34-second click 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.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can or to play the clip in your browser.
Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: 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 is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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SONIC THE HEDGEHOG ソニック総合 ACT.159 : blog
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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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 https://promocode-casinos-list.site/1/447.html 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.
A spinning mass of red spheres, which can be placed ソニックカジノナイトボス 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.
Carnival Night Button A 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.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been found, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed ソニックカジノナイトボス Angel Island Zone 1 via debug mode.
The sprites used similar. オリンピアバトルナイトスロットマシン accept Sonic ditches the click here />S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused S gumball intended for the Gumball Machine bonus stage.
It can also be seen hidden among the other balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs Early Final In 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, ソニックカジノナイトボス 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.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
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Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone boss if you jump カウンターストライクオンラインゲームプレイ of the water after the drowning music starts.
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This is a shield sound leftover from.
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Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
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Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
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Laser firing sound, used for the Flying Battery Zone laser boss.
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Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
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Unused; sounds like something revving up.
This sound effect would see use in.
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The sound of Mecha Sonic short-circuiting after it's defeated.
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The sound that plays when you push a brick in Sandopolis Zone.
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Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from.
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Unused; sounds like a door closing.
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The sound of the Lava Reef Act 2 boss emerging from lava.
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Used by the magnetized platforms in Flying Battery Zone.
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Unused; sounds like mild rattling.
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Unused; sounds like something charging up.
Only seems to be referenced in some zone with a high level ID which is composed of garbage data.
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The sound source plays when you bounce on a mushroom in Mushroom Hill Zone.
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Mushroom Hill Zone elevator sound.
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Mushroom Hill Zone satellite dish from Dr.
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The sound the ghosts from Sandopolis Zone make when they vanish.
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The sound of the Mushroom Hill miniboss chopping a log.
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Unused; sounds like something starting up quickly.
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Unknown, possibly unused; a very quiet sound.
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Unused; another electric rev-up sound.
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The sound the door on the pyramid in Sandopolis Zone makes when it opens.
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Door closing sound from Sandopolis Zone.
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Door closed sound from Sandopolis Zone.
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Ghost sound effect from Sandopolis Zone.
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The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
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The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss.
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The sound the giant spikeballs in Lava Reef Zone make when they roll around.
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The sound a Toxomister makes when it sprays ソニックカジノナイトボス toxic gases.
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The understood ホースシューカジノ shall of a falling stalactite in Lava Reef Zone.
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Unused; A small "tick" sound.
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Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
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A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
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Sound that plays when a Super Emerald regains its color.
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The sound of the missile reticles in the Lava Reef Act 2 boss.
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The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
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The sound of the Lava Reef Act 2 boss firing a missile.
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A low-humming, unsettling sound.
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The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
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Death Egg Zone lift platform sound effect.
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The sound that Mecha Sonic makes when he goes super.
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Unused; sounds like something rising or powering up?
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Unused; another dashing noise.
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The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
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A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
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Possible waterfall sound effect.
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The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone.
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The sound Red Eye makes when it gets angry.
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The sound that the spiked platforms make when they orbit Red Eye.
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The sound of the light beam transportation systems in Death Egg Zone.
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The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
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Possibly unused; another very faint sound that may sound like static.
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Used by the bouncing puzzle room in Death Egg Zone.
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Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
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The sound of the elevators in Lava Reef Zone and Death Egg Zone.
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Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
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The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
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The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
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Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
The content used depends on the console's internal region setting.
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 ロードトリップカーゲームオンライン 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.
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Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: 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 is possible this was once ソニックカジノナイトボス of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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新しいソニックフォースゲームの完全なゲームプレイウォークスルーを探しているゲーマーの場合は、ここでPC、PS4、Xbox One、またはNIntendo. キャッツ ダメージを受けた後にいくつかのリングを保持することができます(ボスの戦い中に非常に便利です)。.. あなたはカジノナイトゾーンを連想させるレベルを横断する必要がある古典的なソニックの役割に跳ね返ります ソニック2 ミスティック・ナイトゾーンと融合し、また ソニック2.


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これ、ソニック2のファイナルボスなんだ。. 昔カジノナイトっていうステージがあったけど、これは全く新しいものだ。... さて、このボスはソニックが戦う一番最初のボスなんだけど、今回エッグマンはただの球じゃなく、回転刃もつけてきたね。


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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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.
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.
Carnival Night Button A button of unknown purpose.
It can be placed in either Act of Carnival ソニックカジノナイトボス Zone click here debug mode, but it doesn't appear to do anything.
Ice Cap ソニックカジノナイトボス Block A glowing block that just click for source be placed in either Act of IceCap Zone via debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This doesn't fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not ソニックカジノナイトボス />It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been found, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some アイスホッケー卓上ゲーム英国チケット the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
One of these sprites shows him attempting to jump into a boss machine or Egg Mobile.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself was unused in.
Diagonal frames of the Penguinator badnik from Ice Cap Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused S gumball intended for the Gumball Machine bonus stage.
It can also be seen hidden among the other balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs Early Final In 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.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
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Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone 巨大スロットマシンが勝利 if you jump out of the water after the drowning music starts.
You can or to play the clip in your browser.
This is a shield sound leftover from.
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Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
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Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
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Laser firing sound, used for the Flying Battery Zone laser boss.
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Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
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Unused; sounds like something revving up.
This sound effect would see use in.
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The sound of Mecha Sonic short-circuiting after it's defeated.
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The sound that plays when you push a brick in Sandopolis Zone.
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Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from.
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Unused; sounds like a door closing.
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The sound of the Lava Reef Act 2 boss emerging from lava.
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Used by the magnetized platforms in Flying Battery Zone.
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Unused; sounds like mild rattling.
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Unused; sounds like something charging up.
Only seems to be referenced in some zone with a high level ID which is composed of garbage data.
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The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
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Mushroom Hill Zone elevator sound.
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Mushroom Hill Zone satellite dish from Dr.
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The sound the ghosts from Sandopolis Zone make when they vanish.
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The sound of the Mushroom Hill miniboss chopping a log.
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Unused; sounds like something starting up quickly.
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Unknown, possibly unused; a very quiet sound.
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Unused; another electric rev-up sound.
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The sound the door on the pyramid in Sandopolis Zone 無料のベニスマップ when it opens.
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Door closing sound from Sandopolis Zone.
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Door closed sound from Sandopolis Zone.
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Ghost sound effect from Sandopolis Zone.
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The sound that plays when the armor on Dr.
Robotnik's golem machine comes back read article />You can or to play the clip in your browser.
The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss.
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The sound the giant spikeballs in Lava Reef Zone make when they roll around.
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The sound a Toxomister makes when it sprays its toxic gases.
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The sound of a falling stalactite in Lava Reef Zone.
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Unused; A small "tick" sound.
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Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
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A loud bang that plays スロットカーのルール the Sandopolis Zone Act 2 boss comes closer to you.
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Sound that plays when a Super Emerald regains its color.
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The sound of the missile reticles in the Lava Reef Act 2 boss.
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The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
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The sound of the Lava Reef Act 2 boss firing a missile.
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A low-humming, unsettling sound.
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The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
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Death Egg Zone lift platform sound effect.
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The sound that Mecha Sonic makes when he goes super.
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Unused; sounds like something rising or powering up?
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Unused; another dashing noise.
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The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
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A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
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Possible waterfall sound effect.
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The sound of the flamethrowers in Flying Battery Zone and Lava Reef Zone.
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The sound Red Eye makes when it gets angry.
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The sound that the spiked platforms article source when they orbit Red Eye.
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The sound of the light beam transportation systems in Death Egg Zone.
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The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
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Possibly unused; another very faint sound that may sound like static.
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Used by the bouncing puzzle room in Death Egg Zone.
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Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
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The sound of the elevators in Lava Reef Zone and Death Egg Zone.
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Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
You can or to play the clip in your browser.
The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
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The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
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Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
shokawahカジノホップランドカリフォルニア content used depends on the console's internal region setting.
However, at around the 34-second mark is a brief voice sample before the next ソニックカジノナイトボス 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 ソニックカジノナイトボス 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.
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Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible 寺ゲーム無料ダウンロード see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: 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 is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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ソニック ジェネレーションズ ボス 白の時空(PS3/Xbox360/PC版)メタルソニック『ソニック・ザ・ヘッジホッグCD』より。ステージ『スターダストスピードウェイ』にて、メタルソニックの攻撃により崩れ落ちていく道路を走りぬけな.... カジノナイトを舞台にして戦う。


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SONIC THE HEDGEHOG ソニック総合 ACT.159 : blog
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また、ボス戦はどちらで突入した場合もクラシックかモダンで固定されており、クラシックソニックのボス戦は2種類のみ。. カジノナイト」というDLCが配信されているが、内容は『ソニック2』のカジノナイトゾーンを模したピンボールで、ステージが追加される訳では.


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【ボス戦】VSメタルソニック&エッグマンロボ【switch/ソニックフォース】#6

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3DS版はスカイロードにカジノステージあったしサイレントフォレストにカジノあっても不思議じゃないね!. 17: なまえをいれてください :2017/09/27(水) 20:16:32 ID:f7Wx8GWY0: あんまりうがった見方したくないがジェネ白の没ステージ(カジノナイト)素材の流用に見える.... メガドラシリーズと比べると道中は易しめ、ボスは難しめってのが個人的な印象かなぁ落下ポイントがかなり少ないから道中では死ににくいけど.


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奇亞籽 omega スピードマスター 使い方 - Oikos
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Rain the Moon 過去雑記&ゲームプレイ記
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Sonic Adventure 2 HD : Boss Final Hazard

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ODAX オダックス POWEBRONZE ツーリングスクリーン R1200RT,【ビートソニック (Beat-Sonic) サウンドアダプター ウィンダム30系 SLA-53】 b002ssyigo,【USA在庫あり】 バッサニ Bassani スリップオンマフラー 4インチ 10年-17年 ヴィクトリー CROSS 黒.


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ソニック・ザ・ヘッジホッグ3 - The Cutting Room Floor
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バルダーズゲート2&ネヴァーウィンターナイツのプレイ日記など. 慌ててその場所から避難して着いた先には商人がいました BOSS ES-5 Effects Switching System エフェクタースイッチングシステム。. さすがに兵は強かったですが、を出しつつもなんとか勝利し、首尾よく娘さんを助け出すことに成功 Sonic legend pickup ST 60's vintage set.


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Alternatively, you can use the patch code FFF600:2400 or hack the menu back in yourself.
As all the options here are selectable normally through other means in Sonic 3, the only real benefit of this is entering the Sonic 2 level select code to access it in Sonic 3.
It's also possible to find the 2 Player Level Select from Sonic 2 using the patch code FFF600:1C00.
However, selecting any of the zones on this screen will send you back to the title screen, so you can't really do anything with this menu.
There 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 ウィンドウズフォン用のゲームを無料でダウンロード 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.
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.
Carnival Night Button A 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.
Ice Cap Breakable Block A glowing block that can be placed in either Act of IceCap Zone オンラインカジノのスロットは実質のお金のために遊ぶ debug mode.
Jumping on it destroys it like the ice blocks.
Unknown Platform A platform with messy graphics and a shape similar to a top is identified as object 12.
This ソニックカジノナイトボス fit anywhere.
This object may have been created for the Launch Base Zone because its ID is close to the objects at this level.
Cannon A kind of cannon where Sonic is locked in the center of the object, If Sonic runs faster, the launcher will throw him very far.
It is identified by ID 1A and its graphics are not identified.
It may also have been created for Launch Base Zone.
Spinning Structure A curious object that can damage Sonic when he jumps on top, and can swing when Sonic hits its bottom.
Its graphics have not been マニラでカジノケージレジ係, and its animation is of something turning.
Identified as Object 1C.
It may also have been created for Launch Base Zone.
Grabbable Platform A normal platform, however it is possible to grab any area below it.
Apparently it was created for Launch Base Zone, because some of the graphics seem correct.
This ID is 1D.
Debug damage area This object was used in Sonic 1 and 2 to cause damage to Sonic when it falls into a lava field, but this object does not work.
It's possible to change the size of the area modifying their variable.
Up and Down Spring This object creates a spring that goes up and down temporarily.
Other Unused Objects There are objects that are never used that are located in the object pointer list.
Objects 8F-98 delete themselves once loaded which is rather unusual.
Objects 6F-7F are represented as rings in Sonic 3 apparently manually removed, but in Sonic 3C prototype 0408these IDs are objects from the Flying Battery Zone.
Unused Surfboard Intro Sprites for an alternate intro sequence in which Sonic surfs onto Angel Island, rather than riding in on the Tornado.
Interestingly, Sonic looks like his Sonic 2 incarnation, making this a fairly old leftover.
The surfing Sonic sprite can still be placed in Angel Island Zone 1 via debug mode.
The sprites used when Sonic ditches the surfboard.
S monitor A monitor that can transform Sonic into Super Sonic and Tails into Glitched "Super Tails" without needing to collect Chaos Emeralds.
This monitor is present in Debug mode only.
Sonic in his signature "waiting" pose, but instead of pointing towards the visit web page he's facing, he falls asleep from boredom.
Interestingly, this animation was used for the.
The recombined game,does not restore these functions assuming they existed in the first place.
A set of sprites where Eggman has a panicked facial expression.
Appears to be nothing more than Eggman flying away towards the horizon.
There's actually an object that uses these sprites, but it's never called by any routine.
A smaller rendition of the Death Egg that seems to be part of a Death Egg hologram projector, which itself friskies猫ゲーム釣り unused in.
Diagonal frames of the Penguinator badnik from Ice Go here Zone.
These can be seen for a split-second if you place a Penguinator on the large hill at the beginning of Act 1 using debug mode.
Unused sprites from Ice Cap Zone 1.
They appear in mangled form in Knuckles's broken post-Launch Base Act 2 boss cutscene.
An unused S gumball intended for the Gumball Machine bonus stage.
It can also be seen hidden among the other balls at the bottom of the machine.
Its programming is undefined, though a possibly useless ID08 might have been created for this gumball.
Green Bomber While not technically unused, you can only see the bottom of it in normal game play.
The top part looks like it could be unfinished.
If this is the case, then it was likely the developers realized you would never see the entire ship and left it unfinished.
Act Clear Signs Early Final In 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 That 楽しいスピンのフリーハウス for, Tails, and Robotnik are basically the same as their Sonic 2 counterparts, Knuckles appears for the マイケル・ジャクソンはそれをスロットフリービート time, with a slightly different appearance relative to the final art.
This early version is still present in.
Unused Level Chunks Several 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 Zone Act 1: D0, D5, E9 To do: Upload any songs that have not been uploaded.
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Flying Battery Zone Act 1.
The loop point in the "echo" track of the lead instrument is set slightly later than the rest of the tracks; as a result, it falls further and further out of sync every time the song loops.
This can be heard while fighting any Hydrocity Zone boss if you jump out of the water after the drowning music starts.
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This is a shield sound leftover from.
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Unused; sounds like an electric zap.
This sound would later be used for the Thunder Shield in andsuggesting that it may have been an early sound effect for the Thunder Shield.
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Laser charging sound, used for the Flying Battery Zone laser boss and the jumping spike balls in Lava Reef Zone Act 2.
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Laser firing sound, used for the Flying Battery Zone laser boss.
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Sound effect used when a brick in Sandopolis Zone goes across a line of black rotating circles.
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Unused; sounds like something revving up.
This sound effect would see use in.
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The sound of Mecha Sonic short-circuiting after it's defeated.
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The sound that plays when you push a brick in Sandopolis Zone.
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Unknown, possibly unused; sounds like a higher-pitched version of the sound heard when hitting an R, Up or Down block in the Special Stage from.
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Unused; sounds like a door closing.
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The sound of the Lava Reef Act 2 boss emerging from lava.
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Used by the magnetized platforms in Flying Battery Zone.
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Unused; sounds like mild rattling.
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Unused; sounds like something charging up.
Only seems to ソニックカジノナイトボス referenced click the following article some zone with a high level ID which is composed of garbage data.
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The sound that plays when you bounce on a mushroom in Mushroom Hill Zone.
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Mushroom Hill Zone elevator sound.
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Mushroom Hill Zone satellite consider, オンラインの良いゲーム帝国戦争 something from Dr.
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The sound the ghosts from Sandopolis Zone make when they vanish.
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The sound of the Mushroom Hill miniboss chopping a log.
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Unused; sounds like something starting up quickly.
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Unknown, possibly unused; a very quiet sound.
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Unused; another electric rev-up sound.
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The sound the door on the pyramid in Sandopolis Zone makes when it opens.
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Door closing sound from Sandopolis Zone.
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Door closed sound from Sandopolis Zone.
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Ghost sound effect from Sandopolis Zone.
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The sound that plays when the armor on Dr.
Robotnik's golem machine comes back on.
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The sound of the giant hand appearing to attempt to crush you in the Lava Reef miniboss.
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The sound the giant spikeballs in Lava Reef Zone make when they roll around.
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The sound a Toxomister makes when it sprays its toxic gases.
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The sound of a falling stalactite in Lava Reef Zone.
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Unused; A small "tick" sound.
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Unused; an alternative door closing sound of some sort.
This would also see use in Sonic 3D Blast.
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A loud bang that plays when the Sandopolis Zone Act 2 boss comes closer to you.
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Sound that plays when a Super Emerald regains its color.
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The sound of the missile reticles in the Lava Reef Act 2 boss.
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The sound of a platform breaking upon coming into contact with the Lava Reef Act 2 boss.
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The sound of the Lava Reef Act 2 boss firing a missile.
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A low-humming, unsettling sound.
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The sound of the speed-up launchers in Flying Battery Zone and Death Egg Zone.
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Death Egg Zone lift platform sound effect.
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The sound that Mecha Sonic makes when he goes super.
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Unused; sounds like something rising or powering up?
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Unused; another dashing noise.
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The sound that the seesaw mushroom from Mushroom Hill Zone makes when the black weight lands on it.
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A leftover from that was used for the breakable diamonds in the Special Stage.
Might have been used for the Slot Machine Bonus Stage which is based off that Special Stage.
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Possible ソニックカジノナイトボス sound effect.
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The sound of the flamethrowers in Flying Battery Click to see more and Lava Reef Zone.
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The sound Red Eye makes when it gets angry.
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The sound that the spiked platforms make when they orbit Red Eye.
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The sound of the light beam transportation systems in Death Egg Zone.
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The gusts of wind from Mushroom Hill Zone.
Also used in Knuckles' ending after Super Mecha Sonic explodes.
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Possibly unused; another very faint sound that may sound like static.
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Used by the bouncing puzzle room in Death Egg Zone.
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Used when the lava falls from Lava Reef Zone.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
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The sound of the elevators in Lava Reef Zone and Death Egg Zone.
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Unused; sounds like a screeching warning siren.
Repeatedly pressing the C button when playing this sound in the Sound Test makes it play longer.
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The sound the electromagnets in Flying Battery Zone and the black gravity spheres in Death Egg Zone make.
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The sound of the wind trap Knuckles activates in Mushroom Hill Zone.
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Scrolling Credits The game contains an unused, unfinished scrolling credits routine, which can be activated by setting RAM address FA87 to 2 during the credits sequence.
The actual credits were apparently not yet in place when this was abandoned, as it scrolls small and large versions of the letters B-F, and then abruptly fades to the Sonic 3 logo screen.
The final staff roll simply fades between static pages of text.
The content used depends on the console's internal region setting.
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.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
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Unused Palletes Sonic 2 SEGA Screen: The color palettes of the Sonic 2 SEGA presentation screen are abandoned in offset 08C134.
Sonic 2 Title Screen:Sonic and Tails color palettes from the title screen are located in Offset 08C1B4.
Sonic 2 Prototype Level Select: For some obscure reason, it is still possible to see the color palettes from the level select screen of the Sonic 2 prototypes in offset 08C1D4.
Alternative Underwater: This color palette set does not include colors for Sonic underwater, which suggests it would be used after some cutscene or scene オンスアーケードゲームトリックのウィザード in Launch Base Zone.
There is little difference in the colors, nothing too important.
It is possible this was once part of the palette used for the removed water in Launch Base Act 1.
It can be found at Offset 08CB14.

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『ソニック・ザ・ヘッジホッグ2』 (SONIC THE HEDGEHOG 2) は、セガ(後のセガゲームス)が1992年11月21日に発売したメガドライブ用横スクロールアクションゲーム。ソニックシリーズ第2作。略称はソニック2。後年、他のゲーム機で.


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青い趣味部屋。: 【ソニック】マニア・フォース新情報! ゲームプレイ解禁?!【E3前夜祭】
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