Difference between revisions of "Sonic the Hedgehog (16-bit)/Bugs"
From Sonic Retro
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| desc=The text “PRESS START BUTTON” was meant to be displayed on the title screen. However, due to RAM not being properly cleared after the two previous screens, it does not appear. The byte that should call for it to appear is shared with the previous screens, and since the RAM in this area is not reset, the value is stuck in a no call state. For a more technical explanation, see the [[Sonic Retro]] forums {{LinkRetro|topic=10240|title=here}}. | | desc=The text “PRESS START BUTTON” was meant to be displayed on the title screen. However, due to RAM not being properly cleared after the two previous screens, it does not appear. The byte that should call for it to appear is shared with the previous screens, and since the RAM in this area is not reset, the value is stuck in a no call state. For a more technical explanation, see the [[Sonic Retro]] forums {{LinkRetro|topic=10240|title=here}}. | ||
| schg=SCHG How-to:Display the Press Start Button text | | schg=SCHG How-to:Display the Press Start Button text | ||
+ | }} | ||
+ | |||
+ | ===Break demo sequences=== | ||
+ | {{bug | ||
+ | | desc=While the demo is playing, hold {{A}}+{{B}}+{{C}}. This will cause the sequence of inputs to break, meaning Sonic will appear to get confused and possibly die. | ||
}} | }} | ||
Revision as of 06:27, 6 April 2019
Contents
General bugs
Screen fades
Screen fades are not treated in Sonic the Hedgehog as one might originally expect. When fading from black, blue pixels fade in before reds and greens, which in turn appear before cyans, magentas, yellows and whites (which is reversed when fading to black). While the sequence is only visible for a fraction of a second, it leads to transitions appearing to have a blue tint, with lighter pixels appearing unnaturally dark and green elements momentarily standing out.
Given that the character of Sonic is mainly blue, it is not known if this was an intentional design choice (or at least, a bug left in on purpose, similar to the warp zones of Super Mario Bros.). Neither Sonic 2, Sonic 3 or Sonic & Knuckles saw fit to "fix" it, and the Mega Drive has only a finite number of colours to produce a fade.
Fades to and from white (used when accessing a special stage) also occur in such a way so as to give the fade a colour tint, but pixels fade more uniformly regardless of initial colour.
Not fixed in any version.
Missing Press Start Button text on title screen
What you see when booting up the game. |
What you should see. |
Not fixed in any version. (Hacking guide fix).
Break demo sequences
While the demo is playing, hold ++. This will cause the sequence of inputs to break, meaning Sonic will appear to get confused and possibly die.
Not fixed in any version.
Hidden points
It's the end of the stage, let's send Sonic in for more points. |
Something is wrong here. We have 13230 points, but 2200+100+100+100+1000+10000=13500. |
When collecting the hidden points above the signpost at the end of the level, the game only rewards 10 points for the 100 point flags.
Not fixed in any version. (Hacking guide fix).
Missing percussion after 1-Up music
After collecting a 1-up, if you pause the game as the main zone music starts to fade in, when you resume the game, the music resumes fading in but without percussion. Percussion is restored for the next music track that is played (completing level, getting invincibility monitor, getting extra life, etc.). This also affects the Special Stage theme, but in a different way: FM channel 6 is disabled because the Special Stage theme uses 6 FM channels, unlike every other song in the game. In this case, the game need not be paused for the glitch to occur; it occurs after the song fades back in.
It is however interesting to note that this cannot be reproduced in Sonic Mega Collection. This is due to an inaccuracy in the emulator, and not any fix to the game itself.
Not fixed in any version.
Time counter doesn't flash
If the player is in the ninth minute, but he has at least one ring, the TIME counter won't flash red because of a mistake in the HUD code.
Not fixed in any version.
Continuous invincibility music
If the player has invincibility, and obtains a life at exactly the right moment as the invincibility music is about to end, the life jingle will interrupt the music transition, and afterwards, the invincibility music -minus the stars around Sonic- will continue to play until the player dies, enters the boss area or collects another invincibility box. This is extremely hard to do, and has to be timed perfectly. A video of the after effects can be seen here - (second post down, second video).Not fixed in any version.
Spike damage(?)
When normally attacked, you gain a brief moment of invincibility to get your rings back or destroy the badnik that hit you. However, the spike routines don't check to see if this is true, so if you get hit on a row of spikes, lost your rings, and bounce back onto it, you lose a life straight away. This applies also to shields; so, if you have rings and a shield, the spikes will take your shield, rings, and life one bounce right after another.
Note that there has been some debate over whether this behaviour was an intentional feature, but many people classify it as a bug. No official confirmation has been made either way.
Fixed in Sonic Classic Collection. (Hacking guide fix).
Jumping next to solid objects
In certain circumstances, but most often when next to a solid object, jumping will use the wrong animation, so that Sonic appears to walk in mid-air. This happens often in Marble Zone whilst on the blocks that float on the lava. This also happens in Green Hill Zone Act 2, at the second block (the one with the yellow spring on top).
Not fixed in any version. (Hacking guide fix).
Level bugs
Green Hill Zone
Speed tunnel scrolling creates pit
On the first act there is a series of two speed tunnels with a lamppost in the middle. Occasionally, if Sonic is moving too fast the screen won't scroll down fast enough, and when Sonic touches the bottom of the screen he will die, as if it were a pit.
Fixed in Sonic the Hedgehog Genesis.
Marble Zone
Duck through solid walls
Duck here... |
...and you can pass through. |
In Acts 2 and 3, Sonic is able to push blocks into lava, which can then be used to ferry him across. During these sections, the game expects you to jump over solid obstacles to avoid being pushed in to the lava, however ducking allows Sonic to pass through the bigger blocks without issue.
Letting go of when mid-way through the scenery will cause Sonic to instantly die.
Not fixed in any version.
Labyrinth Zone
Crash game
At the end of the first two acts, if the camera is panned down at the moment the results screen is about to appear, the game may crash with an Illegal Instruction exception.
Fixed in Sonic Classic Collection. (Hacking guide fix).
Missing signpost
At the end of Labyrinth Zone act 2, if you head towards the signpost and stop near the area where the camera locks and walk left, the signpost object will be deleted and will not be reloaded. Afterwards, if you enter the signpost area, the camera will lock and you will be stuck until time runs out. If you have over 50 rings the big bonus ring will appear in the area you're stuck in. If you jump into it, Sonic will disappear but you will still be stuck on the level screen. If you wait for the time to run out, you will hear Sonic's dying sound and the time will stop at 9:59, but you'll be stuck on the level forever. The only thing you can do is reset or turn off the game. A video of this bug can be seen here.Not fixed in any version.
Star Light Zone
Orbinaut death
Don't jump on this Orbinaut... |
Or you will die. |
About three quarters of the way through the first act, you will come across an Orbinaut on the upper path. Attempt to jump on it and you will die instantly. Sonic can be briefly seen rebounding and losing his rings as normal, but as Sonic moves off the top of the screen, the game erroneously registers you as having fallen into a pit.
Fixed in Sonic the Hedgehog Genesis.
Scrap Brain Zone
Zip through walls
On the first act, find the ledges that move right then left. Go to the far right side of the wall and wait for the platform to move to the right. As soon as it starts to move right, duck. You'll go through the wall. While here, press to zip right and to zip to the left.
Fixed in Sonic the Hedgehog Genesis.
Final Zone
Longer boss
In Final Zone, getting the final hit on Robotnik early in the round will allow a player to hit him again while the piston slowly retracts. This action loops his hit counter from 0 to 255, and interrupts the defeat sequence, making Robotnik restart his attack pattern. The only thing that can be done at this point is to fight on until Time Over or allow yourself to be killed and restart the stage.
Fixed in Sonic the Hedgehog Genesis.
Fall off level
Hit Eggman at a precise point as he flies off, and it is possible to fall off the edge of the level. This is only possible if Eggman is hit, as otherwise Sonic's forward movement will be stopped when jumping near the edge.
Fixed in Sonic the Hedgehog Genesis.
External links
- Youtube video that shows the non debug mode level bugs mentioned above.
- Youtube video that shows the Star Light Zone level bug mentioned above.
- Youtube video that shows the Labyrinth Zone act 2 level bug mentioned above.
References
Sonic the Hedgehog (16-bit) | |
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Main page (Gen|2013|3D|Ages) Manuals Development |
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Scrapped Enemies: |