Difference between revisions of "Sonic Generations (Nintendo 3DS)/Bugs"
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{{Bug | {{Bug | ||
| image=SonicGenerations 3DS Bug GHPushAnimation.png | | image=SonicGenerations 3DS Bug GHPushAnimation.png | ||
− | | desc=Should Sonic push this set of spikes, his pushing animation will constantly jitter. | + | | desc=Should Sonic push this set of [[Spikes (obstacle)|spikes]], his pushing animation will constantly jitter on the spot. |
}} | }} | ||
Revision as of 23:20, 9 May 2019
- Back to: Sonic Generations (Nintendo 3DS).
General bugs
Increased speed from a rolling jump
If Classic Sonic jumps while rolling on the ground, he will rapidly gain extra momentum while in the air, more than he normally would if he jumped while running. This even happens if Sonic rolls off a ledge and the player holds forward. The long, straight paths of Radical Highway are good places to practice this at.
Similar behaviour exists in the 8-bit version of Sonic the Hedgehog 2.
Not fixed in any version.
Level-specific bugs
Green Hill
Pushing animation glitch
Should Sonic push this set of spikes, his pushing animation will constantly jitter on the spot.
Not fixed in any version.
Out of bounds via the loop-de-loop
Spin Dash here... |
...then jump at the loop's corner. |
You'll clip through the terrain, and... |
Wasted. |
After passing the loop-de-loop in Act 1, perform a Spin Dash and jump into the very top-right corner of the loop. This will cause Sonic to clip through the terrain and die.
Not fixed in any version.
Mushroom Hill
Sliding Spin Dash
To execute this glitch, the player must reach the ramp with the Madmole near the end of Act 1, and have the Madmole throw a mushroom at Sonic. The player should then position themselves on the ramp, and then attempt a Spin Dash right before the mushroom hits them. If performed correctly, Sonic will slide back and forth on the ramp and the slope in a Spin Dash state until the player lets go of .
Not fixed in any version.
Clip into the ceiling
Start from here... |
...then do a boost jump. |
The ceiling stops here. Do this high enough... |
...and Sonic drops through the ceiling. |
At the highest Checkpoint in Act 2, boost, then jump after Sonic passes over the Speed Booster. After jumping, press and hold to do another boost in the air, then perform a Jump Dash as Sonic begins to fall. Sonic will reach the ceiling up ahead, revealing that it stops at a certain point, and if the player is precise enough, they will clip through it, and possibly die via bottomless pit.
Not fixed in any version.
Radical Highway
Container spring glitch
Act 1 has a stack of wooden containers with a spring concealed inside the tallest stack past the halfway point. If the player goes past this stack via a higher route, then backtrack and walk into the stack from the right, they will get stuck within the stack, constantly bouncing on the Spring.
The player can escape this by pressing , but they will not be able to go back inside the stack unless they restart.
Not fixed in any version.
Water Palace
Clip through the final loop and out of bounds
At the final loop-de-loop found just before the end of Act 2, if the player immediately jumps and presses right as they start running up the loop, they can clip through the loop and go through the walls.
If the player has enough boost energy left, it is possible to boost along the surface of the water and reach the Goal Ring in this state.[1]
Not fixed in any version.
Boss-specific glitches
Shadow the Hedgehog
Path swapper trouble
Shortly after beginning the race, the player can jump up to the very underside of a road, and if they boost there, they will end up swapping paths to behind the path they were on and fall to their death.
Not fixed in any version.
References
Sonic Generations (Nintendo 3DS) | |
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Manuals |
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