Tails Adventures/Hidden content

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Code Effect
A767 AA3A 58A6 ED16 All Chaos Emeralds.
ADE7 AA2A 51A6 6D12 All items and level select.
ADE6 AA2A 51A6 6D13 All items, all stages beat, all bosses beat except final boss (sub-final boss is beaten).

Cannon rotation

TailsAdventures GG CannonRotation.png

The Wrench has only one use in the game: to redirect the conveyor belts in Battle Fortress 2. It does, however, have another use: if Tails stands on top of one of the cannons in Coco Island and uses the Wrench on top of them, he will change the cannon's direction, displaying a rotating animation that would otherwise be unused. There is little point to this, as the cannons would turn back to face the correct direction shortly afterwards.

No player would ever think to use the Wrench on these cannons and see this behaviour, as the item is not obtained until the player has already cleared Coco Island, at which point the player would no longer be able to select Coco Island on the map screen. However, if the player takes the same route through Lake Rocky again, they can revisit Coco Island and bring the Wrench into the level. The cannons' graphics are loaded into VRAM in Battle Fortress 2, so they were almost certainly supposed to appear there, but ultimately didn't.

Unused content


Art Description
A tiny speck found in the sprite mappings for Tails' idle animation. The animation depicts Tails picking something up from the ground and throwing it over his shoulder, so the speck may have been intended for that.
A second "drilling" frame for the Sea Fox's turning animation.
The Sea Fox tilting up and down at intermediate angles.
The Remote Robot blinking. Probably meant as an idle animation.
The Remote Robot's eyes glowing.
A second animation frame for the bird-missile that appears in a single area in Lake Rocky.
A lava plume that is programmed to show briefly whenever a jumping fireball object is about to trigger, but can't normally be seen because all the game's jumping fireball objects are placed too low, causing the effect to be obscured by the foreground.
Battle Kukku 16th in his initial appearance, standing around and laughing. He's airborne throughout his first boss fight, so this isn't used.
An alternate graphic for the pushable rock object that makes it resemble a weight, which is always loaded along with the regular graphic. It may have been intended for mechanical-themed levels, but none of the objects ever use it, not even the one in Coco Island. Change ROM address 7064E from EA to EE to make the rock in Poloy Forest's first area use this appearance.
Labels that would be used when picking up the Vulcan Gun, in both Japanese and English. As the player begins with the Vulcan Gun as soon as the Sea Fox becomes available, it is never seen.


Art Description
Slopes, spikes and background tiles for Poloy Forest, Caron Forest and Green Island. Three of the metatiles, which depict a large tree, are assigned with behaviour to make them destructible by the Large Bomb.
Slopes and other tiles for Volcanic Tunnel, Cavern Island and Polly Mt. 2.
Tiles for Polly Mt. 1.
Tiles for Lake Rocky, Lake Crystal, and the Remote Robot transformation cutscene.
Tiles for the Kukku Cruiser. These look similar to some used tiles, but are shifted around a bit, indicating the cruiser may have had a different layout in earlier builds.
Tiles for Coco Island and Battle Fortress 2.
Tiles for Battle Fortress 1.

Build date

Similar to other games developed by Aspect, the game's build date can be located at ROM address $C0:

GG TAILS ADVENTURES < Ver1,02 > 1995/07/21 @SEGA/Aspect Co.,Ltd

Cheat device codes

These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.

Pro Action Replay

Unofficial codes

Code Effect
00D2F7:09 Infinite Rings.


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