Sonic the Hedgehog CD/Bugs
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General bugs
Introduction animation errors
While the introduction sequence was originally animated by Toei Animation, the contents were compressed, frames were dropped and elements recoloured for viewing on the Mega-CD. During this process, some frames of animation incorrectly feature Sonic with blue arms - something not seen in the later conversions of the game (and the video in Sonic Jam).
Not fixed in any version.
Running animation
Sonic's running animation is positioned two pixels too high, meaning he does not appear to make contact with the ground. While the design of the first two stages makes this difficult to see, it becomes obvious from Tidal Tempest onwards.
Not fixed in any version.
Title card drawing priorities
In some levels, Rings are drawn on top of title cards.
Not fixed in any version.
"I'm outta here" collisions
If the controller is left untouched for 3 minutes, Sonic will attempt to jump off the screen and the player will get an instant Game Over. However, Sonic will continue to interact with some objects as he falls (for example, speed tunnels), sometimes leading to the game continuing as normal.
Not fixed in any version.
Time travel issues
By design, level layouts are adjusted as Sonic travels between different time zones. There are occasions, however, where time travel can lead to Sonic getting stuck. In some places, the player is able to jump back up to the surface, but in other cases the player is completely stuck, requiring a restart. In some Rounds like Stardust Speedway, the player may even die via bottomless pit when this happens.
Not fixed in any version.
Death at the top boundary
Should Sonic take damage from a Badnik collision or other hazard while near the top of the level boundary, he can disappear off the top of the screen and suddenly die.
Not fixed in any version.
Level-specific bugs
Palmtree Panic
3D loop
Jump here and... |
...wheeee! |
Land, and the background will be broken. |
A defining feature of the first Zone of Palmtree Panic is the pseudo 3D "loop" at the beginning of the level. The game typically expects players to be running at full speed during this section, with the game temporarily taking control away from the player as Sonic passes through the cross-shaped speed booster. However, if Sonic is not moving at full speed, it is possible to jump off after the initial quarter-pipe, hitting the speed booster in mid-air.
Should this occur, Sonic will automatically travel upwards as long as the jump button is held, however he will also drift to the left, be corrected by the game and moved right at the half way point, and creating an unnatural zig-zag motion. Should the player decide to let go of the jump button before reaching the top, the background will render incorrectly.
This can also be repeated on the shorter ramp later in the Zone.
Fixed in the 2011 remaster.
Fly from Amy's grasp
I have to go now. My planet needs me. |
If any of the jump buttons are pressed on the exact frame that Amy latches on to Sonic, he will fly out of her arms and into the air in his standing pose.
Fixed in the 2011 remaster.
Quartz Quadrant
Boss palette error
While the boss of Quartz Quadrant explodes, the capsule graphics and palette are loaded in. This causes the boss to change colour for a couple of seconds.
Fixed in the 2011 remaster.
Wacky Workbench
Background palette oddity
Before. |
After. |
After passing certain X coordinates in Zone 1 or 2 of Wacky Workbench, the game will load the electrical conduit objects. When this happens, the background will change colour slightly, due to the flashing background effect that occurs whenever electricity surges through the conduits. This can happen in any time zone except the Good Future (as the conduits are deactivated there).
Fixed in the 2011 remaster.
Metallic Madness
Clip through the wall
Peel Out here... |
In you go. |
And come out on the other end. |
In the Past of Zone 1, if the player stands on a certain spinning platform, charges a Super Peel Out, then holds as the platform spins, they may clip through the wall when they land. Once inside the wall, they can clip through to the other side for a shortcut to the robot transporter.
Fixed in the 2011 remaster.
Zone 2 is unbeatable in the Past
Metallic Madness Zone 2 is impossible to complete in the Past due to a level design oversight. At a certain point, the player is expected to bounce on red Springs to reach a high ledge and proceed with the rest of the Zone. However, the ledge is too high for the player to reach even with the Springs, therefore the player must come here in a different time zone in order to proceed.
Fixed in the 1996 PC version. Extra platforms were added to allow the player to advance.
Bypass the shrink ray
With a well-timed jump, it is possible to skip past the shrink ray in Zone 2 and remain normal sized, but the player will appear to be stuck as they will not be able to fit unless they touch the shrink ray. However, by shifting the camera down by holding , the player can make it through the small passageway and then proceed through the entire shrink ray section while normal sized.
Not fixed in any version.
References
Sonic the Hedgehog CD | |
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Main page (2011) Manuals |
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Scrapped Levels (original game): Scrapped Levels (2011 remake): Scrapped Enemies: Scrapped Bosses: Mega-CD: Windows PC:
Books:
Music: |