Actions

Sonic the Hedgehog (8-bit)/Bugs

From Sonic Retro

Revision as of 10:45, 3 September 2019 by BSonirachi (talk | contribs)
Back to: Sonic the Hedgehog (8-bit).

General bugs

Ramps

Sonic1 SMS Ramp 1.png
Hold UpRight...
Sonic1 SMS Ramp 2.png
... for very fast times.
Sonic1 SMS Ramp 3.png
You went too fast.
Sonic1 SMS Bug JZLogGFX.png
This can even glitch up Jungle Zone's logs.

In Green Hill Zone and Jungle Zone, there are sections of the game where a steep hill drop leads to a ramp. If Sonic is rolled into a ball, he will be fired high into the air (complete with sound effect).

By holding UpRight while travelling in the air, Sonic will pick up speed and fly off the right hand side of the screen. The game then struggles to catch up - Sonic is unable to collide with objects rendered off-screen, and is able to fly over scenery. If performed correctly, Sonic can bypass the majority of Green Hill Zone Acts 1 and 2, can end up in areas outside the boundaries of the level, and can cause all sorts of graphical errors (such as the logs in Jungle Zone not having their graphics loaded fast enough).

The faster Sonic goes down the slope, the higher and further he will travel.

Partially fixed in the Game Gear version. The player can still outrun the camera, but they cannot go out of bounds or cause graphical errors..

Level-specific bugs

Green Hill Zone

Horizontal spring forces Sonic into a wall

Sonic1 SMS GHZ2Wall 1.png
Sonic1 SMS GHZ2Wall 2.png

With a roll and a jump, this horizontal spring in the Master System's Act 2 can wedge Sonic into a wall. Press a button to rise to the top.

Fixed in the Game Gear version.

Labyrinth Zone

Skip vertical platforms

Sonic1 SMS Bug LZClip1.png
Sonic1 SMS Bug LZClip2.png
Sonic1 SMS Bug LZClip3.png

Parts of Labyrinth Zone depend on the player ascending via slow moving platforms underwater. If Sonic is standing on the very left edge of one of these platforms as it ascends, he can be wedged in a wall. Again, pressing a button will eject Sonic upwards, except he'll move much faster than the platform and is therefore less likely to drown.

Not fixed in any version.

Scrap Brain Zone

Dodgy doorway collision

Sonic1 SMS Bug SBZDoorway.png
Sonic1 GG Bug SBZDoorway.png

The collision with the doorways in Act 2 is slightly buggy, allowing Sonic to intersect the wall above.

Not fixed in any version.

Clip through the escape platform

Sonic1 SMS Bug SBZEscapePlatform.png

At the end of Act 3, if the player tries to stand on the tip of Eggman's escape platform after it comes back down, they will fall through it and stand underneath it. By pressing Right, they will clip on top of it and use it as normal.

Fixed in the Game Gear version.

Sky Base Zone

Skip a big chunk of Act 2

Sonic1 SMS Bug SkyBaseShortcut1.png
Get a good run here and jump.
Sonic1 SMS Bug SkyBaseShortcut2.png
Then roll to the right...
Sonic1 SMS Bug SkyBaseShortcut3.png
Easy peasy.

After getting past the turrets at the beginning of Act 2, the player can take a massive shortcut by running to the right and jumping on top of the walls, skipping a huge portion of the Act and going straight to the doorway leading to the goal.

Not fixed in any version.

Get behind Eggman's protective glass

Sonic1 SMS Bug SkyBaseGlass.png
Sonic1 GG Bug SkyBaseGlass.png

A well-timed jump can get Sonic into the protective glass where Eggman is standing during the final boss, allowing for some easy hits.

Not fixed in any version.

Quick teleportation

Sonic1 SMS Bug SkyBaseTeleport.png

When the player chases Eggman to the escape teleporter, their controls are locked once Eggman jumps onto it. However, it is possible for the player to jump onto the teleporter at the same time as Eggman and transition to the ending sequence faster. This bug is ideal for ending speedruns a little sooner.

Not fixed in any version.

References


Sonic the Hedgehog (8-bit)
Sonic 1 MS title.png

Main page
Comparisons
Maps


Manuals
Promotional material
Magazine articles
Reception


Development
Hidden content
Bugs
Hacking guide