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Sonic Mania/Bugs

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Revision as of 06:33, 13 January 2019 by Black Squirrel (talk | contribs) (Text replacement - " bug list" to "/Bugs")

This is the/Bugs for Sonic Mania and Sonic Mania Plus.

Player bugs

Sign collision detection

SonicMania SignpostBug1.png
Getting the Signpost partially stuck in the ceiling.
SonicMania SignpostBug2.png
The Signpost is completely stuck in the ceiling.

The Signpost has faulty collision detection - in several Acts (most notably Metallic Madness Zone Act 1) with ceilings, it is possible to drive it into the ceiling, causing it to vibrate in a glitched manner until it falls out of the ceiling. With persistent effort, it is even possible to drive the sign entirely into the ceiling, causing it to be placed within it.

Not fixed in any version.

Mighty's victory animation

SonicMania MightyCapsuleBug.png

Mighty's victory animation is rather bugged in some cases. If he is standing on the Capsule at the end of some zones, he may fly off the capsule during his victory animation depending on where he is standing and which direction he is facing.

Not fixed in any version.

Level bugs

Angel Island Zone in Mania Mode

Expression error: Unexpected < operator.

Probably the most infamous glitch in the game. If the player turns on Debug Mode and presses the button (depending on the system) to enter object placement mode at the exact second before the first cutscene in Mania Mode, they are able to use debug during the cutscene. This works on v1.04 and in Sonic Mania Plus. They must place a Signpost and wait until the score summary finishes (if playing as Sonic, Tails, Mighty or Ray, they must make sure they don't exit out of object placement until the score tally appears; if playing as Knuckles, they must not exit object placement at all). Afterwards, they are taken to the actual Angel Island Zone.

The zone is the same, but the background is missing (instead it's the ocean). Some textures also go missing. The stage will correct itself once you go past the waterfall. The player can use debug mode, but if they go to the bottom of the stage and die, it will result in a Game Over. This is because the game thinks they are in Encore Mode, and Encore Mode uses a different lives system (and the player doesn't have another character). If they go to the area where Mighty and Ray are, the ocean is replaced with a really weird background. If they destroy the capsule without the Plus DLC, Mighty and Ray will become Sonic (their trapped animations are still there, though); if they have the DLC, then everything is normal. They can pick a partner, but they can't control them except when they place a Swap monitor. Once the player has full control, they should use debug to go the next cutscene. The player must be careful of going down Mighty's pathway though, as for some reason the player can get a Game Over. Once the cutscene plays, the player will go to Green Hill Zone with the companion they picked. However, if they skip the cutscene, they will go to the Encore version of Green Hill and they can continue to play the Encore levels (note that if they do this, even though the zones will have the Encore palettes, the game will still think they are in Mania Mode, so monitors that are exclusive to Encore Mode are missing unless they place them with debug mode). The game can be beaten with any character and companion with the Mania or Encore Mode palettes.

This glitch was discovered by YouTuber Sonic Mania Architect, who made a video on May 6th, 2018, just a few days after the v1.04 update leak.[1]

Not fixed in any version.

Chemical Plant Zone

Tails intro animation

Notavailable.svg

For whatever reason, while Sonic and Knuckles have their own unique animations that would play when a chemical drop landed on their heads during the intro to Chemical Plant Zone, Tails did not have one, as he instead looked upward. An animation existed within the internal sprite sheets, but went unused.[2]

Fixed in v1.04/Sonic Mania Plus. The new animation is different from the unused one in earlier versions.

Press Garden Zone

Eternal combo

Sm-pressgardencombobug.png

While a character is in the air, hitting enemies increases a hidden counter that decides how many points to award. The first few enemies are worth 100, 200 then 500 points, then the next few are worth 1,000. Eventually, enemies are worth 10,000 points.

The counter resets when a character lands back on the ground. But if enemies are hit with a rolling attack and the player never goes off the ground, the counter never resets - rolling back and forth in areas with regenerating enemies such as the Splats in Press Garden Zone Act 1 can let the player max out their lives counter at 99 quickly by collecting vast amounts of 10,000-point awards (an extra life is awarded every 50,000 points).

  • Present in Steam build ID 2077506

Not fixed in any version.

Moonwalking

SonicMania PressGarden MoonwalkBug1.png
Stand here while facing left...
SonicMania PressGarden MoonwalkBug2.png
Sonic the Hedgehog's Moonwalker

After defeating Shiversaw the end of Press Garden Zone Act 1, if the player runs to the far right of the area and faces left when the Signpost lands, the player will walk backwards during the intro cutscene to Act 2. This can happen with any character.

Not fixed in any version.

Stardust Speedway Zone

Frozen Metal Sonic

Notavailable.svg

After defeating Metal Sonic, there may be a small chance that his death sprite will hang in mid-air.

Fixed in v1.04/Sonic Mania Plus, due to the Metal Sonic fight being changed.

Mirage Saloon Zone

Falling off of the Tornado

SonicMania TornadoBug1.png
SonicMania TornadoBug2.png

Just like in Sonic 2's Sky Chase Zone, it is possible to go too fast for the Tornado to keep up by charging and releasing a Spin Dash or by going Super, resulting in the player falling to their death.

Not fixed in any version.

Super Sonic Drop Dash on the Tornado

SonicMania SuperSonicDropDash.png

In the initial release of the Nintendo Switch version, performing the Drop Dash on the Tornado in Mirage Saloon Zone Act 1 as Super Sonic will crash the game.

Fixed in v1.03.

Knuckles in Mirage Saloon glitches

Notavailable.svg

Using Debug mode or the Dev Menu, Knuckles can access Sonic's version of Mirage Saloon Zone Act 1. This leads to at least two glitches:

  • The cutscene where Heavy Magician knocks Knuckles off the Tornado sees the Heavy knock a 'GOT' off the Tornado instead.
  • When Knuckles finishes the cutscene at the end of the Act, he glitches back to where he normally starts Act 2.

Partially fixed in v1.04/Sonic Mania Plus. There is no extra Knuckles or a 'GOT' when Heavy Magician first appears, but Knuckles still warps to his starting location in Act 2.

Oil Ocean Zone

Harmless smog

SonicMania OilOcean HarmlessSmog1.png
Position yourself here...
SonicMania OilOcean HarmlessSmog2.png
...and you'll avoid the switch.

If the player positions themself in a specific spot when the signpost falls at the end of Oil Ocean Zone Act 1, they will fall between the oil slide and switch, avoiding the switch altogether. This allows the player to regain control sooner than intended and proceed through Act 2 without being harmed by the smog, so long as they don't pull on a switch, die or enter a Special or Bonus Stage.

Getting the right position to exploit this bug is easier to do as Tails or Ray, as they do not move during their victory animations.

Not fixed in any version.

Lava Reef Zone

Heavy King intro with Sonic or Tails

Notavailable.svg

Using debug mode to cheat Sonic/Tails into the Heavy King boss arena in Lava Reef Zone Act 2 (located below and to the right of Heavy Rider's boss arena) results in the character glitching to Knuckles' sprites when remembering Eggman's theft of the Master Emerald and when demanding Heavy King to leave the shrine before attacking the claw-arm machine. The cutscene after the battle which sees Knuckles use a teleporter to reach Metallic Madness Zone is also skipped.

Fixed in v1.04/Sonic Mania Plus, due to the player having the option to fight the Heavy King with any character in Encore Mode.

Denuvo DRM

These bugs only apply to the PC version of the game, which uses the Denuvo Anti-Tamper DRM.

Always online requirement

In the initial release of the PC version, the Denuvo DRM did not allow the game to be played offline.

Fixed in a patch released one day after launch, allowing the game to be played offline after it has been run online at least once.

Time Attack infinite write loop

The Denuvo DRM was updated upon release of Sonic Mania Plus, but an oversight had slipped in due to sloppy implementation. When the Time Attack menu is accessed, a trigger is activated which makes Denuvo start writing to its section. However, the trigger isn't closed properly, causing Denuvo to keep writing to its section until the game is closed, causing massive slowdown.

Not fixed in any version.

Miscellaneous bugs

PS4 leaderboards crash

In the initial release of the PlayStation 4 version, accessing the leaderboards causes the game to crash.

Fixed in v1.03.

Switch HOME and POWER button delay

In the initial release of the Nintendo Switch version, the HOME and POWER buttons were delayed, and accessing the Switch's quick action menu by holding HOME would randomly block access to the Switch’s UI entirely, forcing a hard restart.

Fixed in v1.03.

References


Sonic Mania / Sonic Mania Plus
SonicMania title.png

Main page (Plus)
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