Including the option for original level layout, so flying battery comes before ice cap; so you ride a door hatch down instead of a snowboard; just like the iriginal idea.
There are still a few problems that air still has that complete already has fixed. 1. No super/hyper sprites for sonic 2. The level icon is still a palmtree for every act
To elaborate on PcRehan's reply; For some weird technical reason, that part of Knuckles's sprite is linked to the HUD's color palette, and when Sonic Team tried the scene with his normal green socks it altered the HUD to an ugly green style, and they couldn't fix it so his sprites were changed to match the HUD's yellow. The fact that it doesn't happen when playing as him is the strangest part, IMO.
By the way, this was made more than a year ago, so a lot of stuff is outdated and many new features are not mentioned. Now we wait for the Sonic 4 bonus video.
Oh dude, I have to say. As a game designer, the sprite based rotation looks much better than software sprite rotation. The reason is kind of obvious. The former is pixel-perfect while the latter is aliased.
I feel like the slight drop in visual quality is well worth the trade off to the smoothness it adds. It's hard to notice the details when the object is in motion, but the sprite based rotation improves the motion. I feel like this is incredibly important to a game like sonic, where fluidity and speed is a major factor.
@@toowiggly I would say it depends on the artstyle. The drop in quality was VERY noticeable in the Sonic Advance trilogy, even when the sprites were in motion.
The "enhanced" mid-air movement is the only problem I have. Not being able to change your momentum when jumping out of a roll was an intentional decision, to make moving around a risk vs reward experience. You can run normally and have more control, or you could roll, and move far faster with less control.
Sonic could always alter his mid-air momentum, regardless, following an insta-shield input. Knuckles has his glide, and Tails could fly. In a way, the added ability to control your drift in mid-air isn’t game-changing, because there were always ways to do it and nullify the “risk” that comes with jumping out of a roll. This change is just more of a comfort thing, allowing more freedom in your movement without having to rely on each characters’ special abilities for something as fundamental as mid-air drift.
Not sure why they'd want your movement to be nullified if you're trying to gain momentum in the first place. It just seems counter intuitive and makes rolling less effective imo since it slows you down anyway.
@@DoctorReflux Which is the point. You were rewarded with good play with massive speed. Being able to stop on a dime because you messed up flies in the face of that design and is nice I guess but really doesn't do anything.
Questionable Logic Which might be fine if it didn’t halt all momentum when jumping off ramps or inclines. Not to mention it’s also incredibly inconvenient during bosses and bouncing off any enemy since it basically halts you in place and makes you vulnerable. Stiff jumping in general just doesn’t belong in sonic. You’re supposed to adapt to level design, not to terrible controls.
Hey NotBootstrap! I think this is absolutely breathtaking! I'm really excited for the project, though I do have one suggestion! I don't really know if I'd want more momentum control in my play through mentioned at 3:06! I feel as though it's messing with the physics engine the game was intended for (even though it's less controlled), and might mess up a few original S3&K players! Is there any way you could make this physics change optional? :)
4:33 "I always thought the Insta-Shield _sucked_ as a kid, because I was trying to use it as a shield since, you know, it's called the f@#king Insta-*SHIELD."* - Cybershell
@@herostail479 _You might know everything I"m going to do, but that's not going to help you because I know everything you're going to do!_ *_STRANGE, ISN'T IT?_*
I mean, it's available online for free, what do you mean "I need it" All you need is the Steam version of Sonic 3&K (or you can find this rom online if you try hard enough)
LOL At the "Alternative Level Layouts" part. "I can't tell what changes there are and couldn't be bothered to look so here's 10 seconds of showing the menu option for it instead."
The drop shadows of the levels still have the palmtree from Angel Island... that thingie was fixed in Sonic 3 Complete... Other than that, I had a blast playing through Sonic 3 A.I.R.! It truly feels like a love letter to the classic Sonic formula.
Something I noticed while playing S3&K as a kid, is that Hyper Sonic didn't actually seem to be any faster than Super Sonic. Was that just my imagination?
He isn't even if he is it's probably by a little margin because I completed original sonic 3&k countless times and didn't notice a difference between them
If you look up the physics he's not. The ONLY differences are the mid-air dash and that he can breathe underwater (or rather the drowning timer is disabled when your hyper, you can still pick up bubbles lol) Fun Fact: Both Super AND Hyper Sonic are slightly faster than Super Tails and Knux and even Hyper Knux...who all get the exact same speed/acceleration boost...
IMO, I think the flight cancel feature would make the game as Tails too easy. Obviously he runs out of flight and can't fly over some things or reach certain areas that Knuckles can, but I always saw his flight as a gamble or a risk-&-reward type ability where you risked getting hit for being out of ball form for using such an ability which is considerably very powerful.
I honestly like the flight cancel. If you don't want to wait for Tails to slowly glide to the ground you just cancel it to fall down quickly and keep on moving fast on the ground.
I don't think a game being "too easy" is a bad thing, especially if what makes it "too easy" is more freedom of movement. It's not the difficulty itself that changes, but it makes the game more fun and free. Plus, it's not like a casual player is really going to exploit anything major that this new feature gives you that higher skilled players may do. More natural movements is always a positive thing, especially in a platformer.
No, it's a poor work in comparison without a new engine and fake 4:3 assets on 16:9. In this case is much better rework Sonic 3 & Knuckles using Sonic Mania, including CRT filter.
@@launched_ Your comment implies that Sonic 3 is inherently flawed in terms of level design, and that making it widescreen does not elevate it to the level of Mania. In my reply, I'm arguing that making it widescreen _does_ elevate it to the level of Mania, due to the fact that Mania's level design was based on that of Sonic 3. The level design is not a problem with Sonic 3 when comparing it to Mania; I would say they are equal in terms of how well they're layed out.
So basically since SEGA won't give us an HD version of Sonic 3 & Knuckles, fans are doing it themselves. Looks really promising, even better if it incorporates S3:Complete's revised level order.
Sonic 3 A.I.R is easy to mod. I recently installed some really useful mods like: 1. Refined hud 2. Sonic 3 complete Sprite fixes 3. Better version of normal Sonic sprites.
The idea of being able to cancel the Tails flights is very good, but he should fall as if he were falling from a spring, so you would have to calculate the best time to cancel because he would not be able to kill enemies falling that way. this would make canceling more complex and less easy.
It’s kinda weird seeing Sonic have both the insta-shield and drop dash at the same time. Throw in the super peel-out and you’ve got the ultimate classic Sonic!
The drop dash was actually used before Sonic mania, The Sonic 3 prototype (or beta or alpha) used the drop dash but it was replaced by the insta-shield.
Tails in Sonic 3 AIR can turn super by collecting the 7 chaos emeralds, when collecting the 7 super emeralds he can turn into Hyper Tails (which is his super form with the flickies)
I think it's so you can conserve your rings. In the original games I would sometimes jump into a special stage to cancel out of super and boost my ring count as there wasn't a way to cancel out originally.
To be fair, it's not like anyone knew about the prototype's existence beforehand. Not even the Mania developers were aware of it. Plus, it never made its way into the final game, so it technically shouldn't even count.
After playing sonic 3 and knuckles for over 9000 hours and sonic 3 complete for 5000 i think playing this for another 6000 hours will make me feel better.
Does knuckles halve his S&K intro restored into the Angel Island level or is it just begin with no cutscene? I know sonic 3 complete had the cutscene in
Not to mention you can destroy nearby badniks by drop dashing as Super and Hyper Sonic (for hyper, you have to press jump button twice for the flash attack and then press hold it to drop dash)
This is impressive. A couple questions In Sonic 3 Complete you had some options to utilize tails in different ways such as what's been demonstrated in this video. Unfortunately you can't dismount or 'unlatch', even while playing Co-op. Is it the same here? In Sonic CD (the 2011 remaster) for whatever reason the momentum is lost from spindash to jump (peel out also I believe) while holding forward, which can affect your time. You would need to launch from a ledge or an arc to maintain the same momentum. Here you can play with mid trajectory, but my question is does that affect the rate of momentum in general? Lastly (though probably obvious) is this compatible with bass.dll?
I like the tweaks on Sandopolis Switches, but I think it would be more interesting if the mechanism of the doors would've been faster, increasing the difficulty (Or implement this tweak in some sort of Hard Mode)
One of my fav features of Sonic 3 AIR is the Super cancellation. It definitely saves you plenty of precious rings on the automated speed parts of stages
So i downloaded Sonic3 Air, wen setting up the gamepad it works in the setting up stage, aka setting buttons in options setting up down left right ect..., however, gamepad wont work wen i want to play tho!!
I wish S3 & K was re-released that would allow you to play as sonic and knuckles together! Or better still, split the screen and allow two people to play, one as sonic and one as knuckles and they both play the same levels at the same time but have different areas to go through to end up at the same finish! What’s more, in order to complete the game, someone plays as Knuckles and has to defeat metalix at the end of sky sanctuary while the other plays as sonic at the doomsday zone! 😮
I want one too, but I’m not sure how they would do that, there really isn’t a pattern of a attacks unlike other bosses and he doesn’t have some kind of defense
its like if sega allowed christian whitehead to continue with the remake
Yeah but i need a mobiile versión 😢
and i need the mobile versions of sonic 1 and 2 on steam
I wish.
Whitehead *and Stealth*.
More like if MJ's Legal team allowed Sega to Allow Christian Whitehead to continue with the Remake.
This was posted before the prototype drop of sonic 3. That would make the drop dash a cut feature added back to sonic 3.
I mean, you're not wrong
oh shit youre right
Oh, dayum
@@notbootstrap750 the game Its free?
Christian Whitehead said it was a coincidence on Twitter after someone tweeted the prototype findings to him
now just got to throw in the Complete stuff and you overthrown it.
Including the option for original level layout, so flying battery comes before ice cap; so you ride a door hatch down instead of a snowboard; just like the iriginal idea.
@The Watts Gamer It's also Wacko Doodle not waco doodle ;)
@@WakoDoodle It's Wako Doodle, not Wacko Doodle or Waco Doodle.
The Watts Gamer what are you?, a teacher?
This is basically sonic 3 complete but better
Can't wait another two years for such a great video
Lol, now this comment have 2 years...
If only Cybershell was here to see this
EDIT: Guys Ik he’s back now
Sad thing he doesn’t make TH-cam videos anymore.
Why did he stop?
Now we wait 7 years.
@Eyecat15 No, he's just in hibernation for the next few years.
I really don't understand why people think he tried to commit suicide lol
ppl think it because they like to spread rumors. essentially people on the internet are worthless
There are still a few problems that air still has that complete already has fixed.
1. No super/hyper sprites for sonic
2. The level icon is still a palmtree for every act
Those are purely extras, not problems.
Knuckles still has his banana shoes in cutscenes
To elaborate on PcRehan's reply; For some weird technical reason, that part of Knuckles's sprite is linked to the HUD's color palette, and when Sonic Team tried the scene with his normal green socks it altered the HUD to an ugly green style, and they couldn't fix it so his sprites were changed to match the HUD's yellow.
The fact that it doesn't happen when playing as him is the strangest part, IMO.
then, i wonder how Sonic 3 complete did it?
Huh, never noticed Complete fixed it. They must have figured it out like the guy who got Knuckles in Sonic 1 did.
If Sonic 3 Complete A.I.R existed it would be proof there is a god.
i think it should be named:
SONIC 3 A.I.R COMPLETE
that would be awesome
Sonic 3 A.I.C
Angel
Island
Completed
@@Zecolarii yes.
@@Zecolarii Thats hot
It has mod support, so…
By the way, this was made more than a year ago, so a lot of stuff is outdated and many new features are not mentioned.
Now we wait for the Sonic 4 bonus video.
If you plan on making a future video
Can you please show us how to change the keybinds on the keyboard
@@HLGxArceus It is impossible without a mod, IF there is a mod even.
@@ahmedelged4894 actually it is, you have to go to config.xml file and change the keyboard keybinds there
Feature wise, how does AIR stack up to Sonic 3 Complete?
The alternative bombing in AIR actually adds more variety whereas in the original you just keep running to avoid the bombs.
Oh dude, I have to say. As a game designer, the sprite based rotation looks much better than software sprite rotation. The reason is kind of obvious. The former is pixel-perfect while the latter is aliased.
That’s your personal opinion, not a genuine issue with the video.
@@bulbybuds1359 I'm pretty sure the purpose of comments is so people can give their personal opinion.
Fair enough, I apologize.
I feel like the slight drop in visual quality is well worth the trade off to the smoothness it adds. It's hard to notice the details when the object is in motion, but the sprite based rotation improves the motion. I feel like this is incredibly important to a game like sonic, where fluidity and speed is a major factor.
@@toowiggly I would say it depends on the artstyle. The drop in quality was VERY noticeable in the Sonic Advance trilogy, even when the sprites were in motion.
The "enhanced" mid-air movement is the only problem I have. Not being able to change your momentum when jumping out of a roll was an intentional decision, to make moving around a risk vs reward experience.
You can run normally and have more control, or you could roll, and move far faster with less control.
Sonic could always alter his mid-air momentum, regardless, following an insta-shield input. Knuckles has his glide, and Tails could fly.
In a way, the added ability to control your drift in mid-air isn’t game-changing, because there were always ways to do it and nullify the “risk” that comes with jumping out of a roll. This change is just more of a comfort thing, allowing more freedom in your movement without having to rely on each characters’ special abilities for something as fundamental as mid-air drift.
Not sure why they'd want your movement to be nullified if you're trying to gain momentum in the first place. It just seems counter intuitive and makes rolling less effective imo since it slows you down anyway.
The insta shield let you move in mid air.
@@DoctorReflux Which is the point. You were rewarded with good play with massive speed.
Being able to stop on a dime because you messed up flies in the face of that design and is nice I guess but really doesn't do anything.
Questionable Logic
Which might be fine if it didn’t halt all momentum when jumping off ramps or inclines. Not to mention it’s also incredibly inconvenient during bosses and bouncing off any enemy since it basically halts you in place and makes you vulnerable. Stiff jumping in general just doesn’t belong in sonic. You’re supposed to adapt to level design, not to terrible controls.
Hey NotBootstrap! I think this is absolutely breathtaking! I'm really excited for the project, though I do have one suggestion! I don't really know if I'd want more momentum control in my play through mentioned at 3:06! I feel as though it's messing with the physics engine the game was intended for (even though it's less controlled), and might mess up a few original S3&K players! Is there any way you could make this physics change optional? :)
they are optional
Aaaand, NotBoptstrap is not the creator of this port.
Wow, really amazing work! I didn't know about this version of the game, thank you for the video!
Eukaryot is actually Whitehead and Thomley confirmed
That's why sonic 3 air is perfect
YOU'RE A LEGEND FOR POSTING THIS
I was curious what the changes all were, this helped a lot
Sonic Complete AIR would be the ultimate Sonic 3 experience.
4:33
"I always thought the Insta-Shield _sucked_ as a kid, because I was trying to use it as a shield since, you know, it's called the f@#king Insta-*SHIELD."* - Cybershell
You know I might do another play through after seeing this. This looks really cool!
This is pretty good, though I do think Sonic's drop dash sprite should actually match his color scheme
yeah, it's strange
same
@@miwiki6 Strange isn't it?
Sonic from the first game is bere for drop dash, while you are playing Sonic 3
@@herostail479 _You might know everything I"m going to do, but that's not going to help you because I know everything you're going to do!_
*_STRANGE, ISN'T IT?_*
Tails being able to cancel out of flight in midair sounds like it’ll make a lot of bosses a breeze for him.
Marble Garden act 2 boss is an example
I don't need it...
I don't need it...
I DEFINITELY don't need it...
I don't need it...
I don't need it...
I don't need it...
*I NEED IT!!!*
ALSO ME TOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!
I mean, it's available online for free, what do you mean "I need it"
All you need is the Steam version of Sonic 3&K (or you can find this rom online if you try hard enough)
0:49 we miss you man. We REALLY miss you
LOL At the "Alternative Level Layouts" part.
"I can't tell what changes there are and couldn't be bothered to look so here's 10 seconds of showing the menu option for it instead."
The drop shadows of the levels still have the palmtree from Angel Island... that thingie was fixed in Sonic 3 Complete... Other than that, I had a blast playing through Sonic 3 A.I.R.! It truly feels like a love letter to the classic Sonic formula.
Sonic 3 A.I.R vs Sonic 3 Complete would be a great battle!
Complete is better dude
@@QWERTY-mo6cq go find a mod the puts stuff from complete into air
@@Randompictureofacake if the game itself doesnt have the features, then yes, complete is still better
@@bitterman7258 sonic 3 air has features but unlike complete you can add mods
Beautiful. Only thing extra I could ask for is 21:9 support
2:41 i would love hydrocity zone as my super music
now... What about Sonic 3 Complete ROM Hack vs. A.I.R?
“Tails Super Transformations: Super & Hyper Tails”
*HOLD UP A SEC*
Yeah, Super Tails has no flickies, while Hyper Tails has them (because in Mania, Super Tails has no flickies.)
Something I noticed while playing S3&K as a kid, is that Hyper Sonic didn't actually seem to be any faster than Super Sonic. Was that just my imagination?
He isn't even if he is it's probably by a little margin because I completed original sonic 3&k countless times and didn't notice a difference between them
Higher acceleration and jump height, same max speed
If you look up the physics he's not. The ONLY differences are the mid-air dash and that he can breathe underwater (or rather the drowning timer is disabled when your hyper, you can still pick up bubbles lol)
Fun Fact: Both Super AND Hyper Sonic are slightly faster than Super Tails and Knux and even Hyper Knux...who all get the exact same speed/acceleration boost...
IMO, I think the flight cancel feature would make the game as Tails too easy. Obviously he runs out of flight and can't fly over some things or reach certain areas that Knuckles can, but I always saw his flight as a gamble or a risk-&-reward type ability where you risked getting hit for being out of ball form for using such an ability which is considerably very powerful.
I honestly like the flight cancel. If you don't want to wait for Tails to slowly glide to the ground you just cancel it to fall down quickly and keep on moving fast on the ground.
you don't really have to use it
He's only really vulnerable from the bottom when he's flying because his tails deal damage to enemies
I don't think a game being "too easy" is a bad thing, especially if what makes it "too easy" is more freedom of movement. It's not the difficulty itself that changes, but it makes the game more fun and free. Plus, it's not like a casual player is really going to exploit anything major that this new feature gives you that higher skilled players may do. More natural movements is always a positive thing, especially in a platformer.
tbh, knuckles is just tails but he is able to climb aswell as glide
So basically A.I.R evelates Sonic 3K to a standard that Sonic Mania have set.
The fixes here are barely regarding level design, so not really. Depends on what you mean by "standards".
No, it's a poor work in comparison without a new engine and fake 4:3 assets on 16:9. In this case is much better rework Sonic 3 & Knuckles using Sonic Mania, including CRT filter.
@@launched_
The level design in Sonic 3 is pretty great, almost as if Mania's level design was directly based on it or something.
@@MishKoz
...and?
@@launched_
Your comment implies that Sonic 3 is inherently flawed in terms of level design, and that making it widescreen does not elevate it to the level of Mania.
In my reply, I'm arguing that making it widescreen _does_ elevate it to the level of Mania, due to the fact that Mania's level design was based on that of Sonic 3. The level design is not a problem with Sonic 3 when comparing it to Mania; I would say they are equal in terms of how well they're layed out.
I subed and got you to 600! Congratulations! Great Video! :)
I cannot live without flightcancel
edit: super should always be SHIFT. help me make that a reality
Music used:
Sonic mania plus-Angel island
Sonic mania-Hydrocity act 1
Sonic the hedgehog 3-Ice cap zone(Sonic generations remix)
What about the ending azure lake remix at the end.
Where did you get that Ice Cap remix?
2:22 The Drop Dash was actually in the Sonic 3 Prototype, but was never added in the final version of the game.
the drop dash and the move from the prototype are two separate moves that happened to function similarly
So basically since SEGA won't give us an HD version of Sonic 3 & Knuckles, fans are doing it themselves. Looks really promising, even better if it incorporates S3:Complete's revised level order.
Sonic 3 A.I.R is easy to mod.
I recently installed some really useful mods like:
1. Refined hud
2. Sonic 3 complete Sprite fixes
3. Better version of normal Sonic sprites.
The idea of being able to cancel the Tails flights is very good, but he should fall as if he were falling from a spring, so you would have to calculate the best time to cancel because he would not be able to kill enemies falling that way. this would make canceling more complex and less easy.
3:10 Fun fact: If you use insta shield right after jumping in original S3&K, you will stop mid-air just fine
Bruh there's no need to nerf or upgrade Hyper sonic more than it is.
It’s kinda weird seeing Sonic have both the insta-shield and drop dash at the same time.
Throw in the super peel-out and you’ve got the ultimate classic Sonic!
yes it does have super peel out
I dunno, the smooth rotation doesnt look right to me. It doesnt stick to the pixel grid, so looks weird.
Well, you can disable this in the Options
Now they just need to add the better Carnival Night and IceCap music from the prototype to Sonic 3 Complete and we got ourselves a great time.
The rotating is amazing and in doomsday zone the music speeds up the lower the rings you have are
This is already very impressive on its own but if you implemented the features of complete i will worship you
Eukaryot:Remeber when the manual stated that glitches were "Robotnik's Traps" ? hehe WELL I CHANGED THAT ALL GLITCHES ARE FIXED NO MORE TRAPS NOW
You can't fix all bugs in a game no matter how hard you try because your fixes will cause new bugs most of the time.
@@cin2110 Your shitty response is 100% false, Kid.
@@sonicthehedgehog5259 oh shut up dude
@@sonicthehedgehog5259 he is mostly right tho. You're the kid here lmao
@@cin2110 Theyre not bugs theyre *R O B O T N I K ' S T R A P S*
Guys,super cancel and everyone in big arms boss fight was also added in Sonic 3 Complete.
@4:41 I like the head banging to the music🤘😁 Sonic games have some great soundtracks.
Great video!
2:16 Drop Dash
Garrlous64 liked that
The makers of this and Sonic 3 Complete should join forces for the ultimate remaster! =D
This looks fantastic!
Everything is awsome in AIR.
But i want to use Super-peelout
Same
If you want peel out then go play s3complete
try unlocking 7 achievements and then u can enable the peel out in settings
LETS GO GUYS FINALLY.THIS IS A MASTERPIECE!RESPECT!
The drop dash was actually used before Sonic mania, The Sonic 3 prototype (or beta or alpha) used the drop dash but it was replaced by the insta-shield.
important to note that if you prefer the original to the remake sonic 3 AIR lets you revert the changes they made.
Add the pc soundtrack as an option and it's perfect!
I mean you could just mod it in yourself
I agree. I liked most of the PC tracks.
blasphemy!
@@MastaGambit *or just go to options and get to audio and turn the normal audio from sonic 3 to the sonic 3 demo build*
I wish the drop dash used the original ball sprite (the one that alternates every other frame when you're jumping)
Well it's in the prototype of sonic 3 so the drop dash has existed for a while and we didn't know XD
So can knuckles curl up into a ball when he's gliding? Please tell me they fixed that?
the mist in 3 air also slowly drains your rings like the smoke in sonic mania's act 2 of oil ocean
Tails in Sonic 3 AIR can turn super by collecting the 7 chaos emeralds, when collecting the 7 super emeralds he can turn into Hyper Tails (which is his super form with the flickies)
Knuckles in sonic routes is an incredible change
i was playing s3k in 2016, 2017 and 2018 without knowing this
@IncredibleJake690 lol, it has been 2 years since i got it.
The camera flicking happened due to the low frame rate which was naturally fixed with the new screen ratio and smother rotation
Thank god for subtitles
fun fact the drop dash WAS going to be in sonic 3 it got removed
It was in the prototype
And now have the Super Peel-out!
I quite like this fan made better, but I just wish I wanted to play this game like an ultrawide screen without being flattened
other than the momentum change its amazing
And look how far this project where Sonic spins smoothly on vines now!
Damn, that Cybershell quote.
It does seem like THE way to play Sonic 3 & K. No other version will cut it anymore. Amazing.
"Super Cancel"
I don't see anyone not wanting to be Super.
I think it's so you can conserve your rings. In the original games I would sometimes jump into a special stage to cancel out of super and boost my ring count as there wasn't a way to cancel out originally.
Me, it makes the game too easy
Why the lives icon doesn't turn into Super Sonic's face when tje character turns into actual Super Sonic?
Sonic 3 AIR - Adds the drop dash. People think it's from Sonic Mania.
Sonic 3 Prototype - Am I a joke to you?
To be fair, it's not like anyone knew about the prototype's existence beforehand. Not even the Mania developers were aware of it. Plus, it never made its way into the final game, so it technically shouldn't even count.
2:03 el rebote de tails queda perfecto con la cancion
*You can play it on mobile by using steam link but you gotta click add game on pc to add it to menu to play.
theres a Cybershell quote, i like this video.
"unfortunately, vines do not have smooth rotation."
devs: *ima end this mans whole career*
After playing sonic 3 and knuckles for over 9000 hours and sonic 3 complete for 5000 i think playing this for another 6000 hours will make me feel better.
I have one problem
Blue sphere stages are hard
Did they return easy and normal modes from Sonic Jam?
Does knuckles halve his S&K intro restored into the Angel Island level or is it just begin with no cutscene?
I know sonic 3 complete had the cutscene in
It restores the cutscene
Not to mention you can destroy nearby badniks by drop dashing as Super and Hyper Sonic (for hyper, you have to press jump button twice for the flash attack and then press hold it to drop dash)
This is impressive.
A couple questions
In Sonic 3 Complete you had some options to utilize tails in different ways such as what's been demonstrated in this video. Unfortunately you can't dismount or 'unlatch', even while playing Co-op. Is it the same here?
In Sonic CD (the 2011 remaster) for whatever reason the momentum is lost from spindash to jump (peel out also I believe) while holding forward, which can affect your time. You would need to launch from a ledge or an arc to maintain the same momentum. Here you can play with mid trajectory, but my question is does that affect the rate of momentum in general?
Lastly (though probably obvious) is this compatible with bass.dll?
I'm happy they decided to port this on mobile
I like the tweaks on Sandopolis Switches, but I think it would be more interesting if the mechanism of the doors would've been faster, increasing the difficulty (Or implement this tweak in some sort of Hard Mode)
One of my fav features of Sonic 3 AIR is the Super cancellation. It definitely saves you plenty of precious rings on the automated speed parts of stages
*super & HYPER cancellation
@@keith3341 unnecessary comment
So i downloaded Sonic3 Air, wen setting up the gamepad it works in the setting up stage, aka setting buttons in options setting up down left right ect..., however, gamepad wont work wen i want to play tho!!
i loved the ending of this video :D
Why???? You hate Hyper Sonic????
@@TuxerTuxar no i jsut like it that he is broken which means that hyper is sooooo goood
now i want a Sonic AIR V.S Sonic 3 Complete :)
Anyone notice the Drop Dash sprite is taken from Sonic Mania?
I wish S3 & K was re-released that would allow you to play as sonic and knuckles together! Or better still, split the screen and allow two people to play, one as sonic and one as knuckles and they both play the same levels at the same time but have different areas to go through to end up at the same finish! What’s more, in order to complete the game, someone plays as Knuckles and has to defeat metalix at the end of sky sanctuary while the other plays as sonic at the doomsday zone! 😮
All I want is a more challenging Knuckles fight in Hidden Palace Zone.
I want one too, but I’m not sure how they would do that, there really isn’t a pattern of a attacks unlike other bosses and he doesn’t have some kind of defense
I have installed it, but how do I use drop dash? I cant figure out how to use it
You go into the options then to controls
I just wish someone would make a sonic classic heroes 3
2:02 how did you do it
Press down and jump
@@alif-1223 t didn't work
@@الشاعرالزويني-ذ5ر hold down and press jump
@@الشاعرالزويني-ذ5ر if you can't time it
@@alif-1223 what do you mean
I dont like the fbz pipes change because it just makes no sense that you can get inside them that way