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Difference between revisions of "Sonic the Hedgehog (16-bit)/Bugs"

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==General bugs==
 
==General bugs==
 
===Missing Press Start Button text on title screen===
 
===Missing Press Start Button text on title screen===
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}}. To fix this bug and thereby display the text in-game, see [[SCHG How-to:Display the Press Start Button text|this guide]].
+
{{bug
 +
| 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
 +
}}
  
*'''Not fixed''' in any version
+
===Hidden points===
 
+
{{bug
===Hidden points bug===
+
| desc=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.
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. A explanation how to fix the bug on your own is available [[SCHG How-to:Fix the Hidden Points bug in Sonic 1|here]].
+
| schg=SCHG How-to:Fix the Hidden Points bug in Sonic 1
 
+
}}
*'''Not fixed''' in any version<!--
 
 
 
Commenting this out for now, I'm fairly sure this is an intended behavior ===Moving during Score Tally===
 
If Sonic moves off the screen after touching the end level panel and then jumps back into the scene right as it stops spinning, the player will still be able to control him. This produces opportunities to continue grabbing the Hidden point flags.
 
 
 
*'''Not fixed''' in any version-->
 
  
 
===Missing percussion after 1-Up music===
 
===Missing percussion after 1-Up music===
After collecting an extra life, 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.
+
{{bug
 
+
| desc=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.  
*'''Not fixed''' in any version. 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.
 
 
 
===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 {{LinkRetro|topic=27536|title=here}} - (second post down, second video).
 
  
*'''Not fixed''' in any version
+
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.
 +
}}
  
===Spike damage bug(?)===
+
===Time counter doesn't flash===
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.
+
{{bug
 +
| desc=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.
 +
}}
  
*To fix this in a disassembly, see [[SCHG_How-to:Change_Spike_behavior_in_Sonic_1|this page]].
+
===Continuous invincibility music===
 +
{{bug
 +
| desc=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 {{LinkRetro|topic=27536|title=here}} - (second post down, second video).
 +
}}
  
 +
===Spike damage(?)===
 +
{{bug
 +
| desc=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 a majority of people classify it as a bug. No official confirmation has been made either way, but the bug was '''fixed''' in Revision 02 of ''Sonic the Hedgehog'', a.k.a. the version in ''[[Sonic Mega Collection]]''. And, of course, ''Sonic 2'' and subsequent main-series games altered the behaviour to match all other forms of damage.
+
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=''[[Sonic Classic Collection]]''
 +
| schg=SCHG How-to:Change Spike behavior in Sonic_1
 +
}}
  
 
==Level bugs==
 
==Level bugs==
<small>See the [[#External_Links|External Links]] below for a video about these bugs</small>
+
===Speed tunnel scrolling in [[Green Hill Zone]]===
===Zip through walls in [[Scrap Brain Zone]]===
+
{{bug
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 {{Left}} to zip right and {{Right}} to zip to the left.
+
| desc=On the first act there is a series of two speed tunnels with a star post 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=''[[Sonic the Hedgehog Genesis]]''
 +
}}
  
*'''Fixed''' in [[Sonic the Hedgehog Genesis]]
+
===Go through solid marble in [[Marble Zone]]===
 +
{{bug
 +
| desc=In Marble Zone, during the sections in which Sonic rides a square rock through lava and there are square walls blocking the way, the player can crouch and go right through the marble walls instead of having to jump over them.
 +
}}
  
===Speed Tunnel Scrolling in [[Green Hill Zone]]===
+
===Crash game in [[Labyrinth Zone]]===
On the first act there is a series of two speed tunnels with a star post 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.
+
{{bug
 +
| desc=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=''[[Sonic Classic Collection]]''
 +
| schg=SCHG How-to:Fix a race condition with Pattern Load Cues
 +
}}
  
*'''Fixed''' in [[Sonic the Hedgehog Genesis]]
+
===Missing sign post in [[Labyrinth Zone]]===
 +
{{bug
 +
| desc=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 {{LinkRetro|topic=28517|title=here}}.
 +
}}
  
===Crash game in [[Labyrinth Zone]]===
+
===Going too high in [[Star Light Zone]]===
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. [[SCHG_How-to:Fix a race condition with Pattern Load Cues|The SCHG has a fix]] for this bug.
+
{{bug
 +
| desc=On the first act there is a place with an [[Orbinaut]]. Jumping there is OK, but if you’re pushed higher, by getting hit, you’ll die.
 +
| fixed=''[[Sonic the Hedgehog Genesis]]''
 +
}}
  
*'''Fixed''' in [[Sonic Classic Collection]]
+
===Zip through walls in [[Scrap Brain Zone]]===
 +
{{bug
 +
| desc=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 {{Left}} to zip right and {{Right}} to zip to the left.
 +
| fixed=''[[Sonic the Hedgehog Genesis]]''
 +
}}
  
===Go through solid marble in [[Marble Zone]]===
+
===[[Final Zone]] boss===
In Marble Zone, during the sections in which Sonic rides a square rock through lava and there are square walls blocking the way, the player can crouch and go right through the marble walls instead of having to jump over them.
+
{{bug
 +
| desc=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=''[[Sonic the Hedgehog Genesis]]''
 +
}}
  
 
===Fall off level in [[Final Zone]]===
 
===Fall off level in [[Final Zone]]===
It is possible to fall off the edge of the level after defeating [[Eggman]]. This is only possible if Eggman is hit one final time when trying to escape. If not, Sonic’s forward movement will be stopped when jumping near the edge.
+
{{bug
 
+
| desc=It is possible to fall off the edge of the level after defeating [[Eggman]]. This is only possible if Eggman is hit one final time when trying to escape. If not, Sonic’s forward movement will be stopped when jumping near the edge.
*'''Fixed''' in [[Sonic the Hedgehog Genesis]]
+
| fixed=''[[Sonic the Hedgehog Genesis]]''
+
}}
===Final Zone Boss bug===
 
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]]
 
 
 
===Going too high in [[Star Light Zone]]===
 
On the first act there is a place with an [[Orbinaut]]. Jumping there is OK, but if you’re pushed higher, by getting hit, you’ll die.
 
 
 
*'''Fixed''' in [[Sonic the Hedgehog Genesis]]
 
 
 
===Missing sign post in [[Labyrinth Zone]]===
 
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 {{LinkRetro|topic=28517|title=here}}.
 
  
 
==Player bugs==
 
==Player bugs==
 
===Jumping next to solid objects===
 
===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). If you want to fix the " walk in mid-air " bug go [[SCHG How-to:Fix the Walk-Jump Bug in Sonic 1|here]].
+
{{bug
 
+
| desc=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
+
| schg=SCHG How-to:Fix the Walk-Jump Bug in Sonic 1
 
+
}}
==Debug mode bugs==
 
===0 Lives===
 
At the end of any zone or act with 1 live use [http://segaretro.org/Debug_mode?rdfrom=%2F%2Finfo.sonicretro.org%2Findex.php%3Ftitle%3DDebug_mode%26redirect%3Dno Debug mode] ([[File:Bbtn.png]]) when the score counter gets low you should be in the next zone or act with 0 lives
 
  
*'''Not fixed''' in any version
+
==External links==
 
 
==External Links==
 
 
* [http://www.youtube.com/watch?v=C5Hf2rimXGY&fmt=18 Youtube video] that shows the [[#Level bugs|non debug mode level bugs]] mentioned above.
 
* [http://www.youtube.com/watch?v=C5Hf2rimXGY&fmt=18 Youtube video] that shows the [[#Level bugs|non debug mode level bugs]] mentioned above.
 
* [http://www.youtube.com/watch?v=0YXPLoipDSU Youtube video] that shows the Star Light Zone [[#Level bugs|level bug]] mentioned above.
 
* [http://www.youtube.com/watch?v=0YXPLoipDSU Youtube video] that shows the Star Light Zone [[#Level bugs|level bug]] mentioned above.
 
* [http://www.youtube.com/watch?v=gsgzzld8lEw Youtube video] that shows the Labyrinth Zone act 2 [[#Level bugs|level bug]] mentioned above.
 
* [http://www.youtube.com/watch?v=gsgzzld8lEw Youtube video] that shows the Labyrinth Zone act 2 [[#Level bugs|level bug]] mentioned above.
 +
 +
==References==
 +
<references />
  
 
{{S1MDOmni}}
 
{{S1MDOmni}}
 
[[Category:Bug lists]]
 
[[Category:Bug lists]]

Revision as of 12:40, 6 May 2018

General bugs

Missing Press Start Button text on title screen

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
Sonic Retro
here
.

Not fixed in any version. (Hacking guide fix).

Hidden points

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
Sonic Retro
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).

Level bugs

Speed tunnel scrolling in Green Hill Zone

On the first act there is a series of two speed tunnels with a star post 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.

Go through solid marble in Marble Zone

In Marble Zone, during the sections in which Sonic rides a square rock through lava and there are square walls blocking the way, the player can crouch and go right through the marble walls instead of having to jump over them.

Not fixed in any version.

Crash game in Labyrinth Zone

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 sign post in Labyrinth Zone

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
Sonic Retro
here
.

Not fixed in any version.

Going too high in Star Light Zone

On the first act there is a place with an Orbinaut. Jumping there is OK, but if you’re pushed higher, by getting hit, you’ll die.

Fixed in Sonic the Hedgehog Genesis.

Zip through walls in Scrap Brain Zone

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 Left to zip right and Right to zip to the left.

Fixed in Sonic the Hedgehog Genesis.

Final Zone 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 in Final Zone

It is possible to fall off the edge of the level after defeating Eggman. This is only possible if Eggman is hit one final time when trying to escape. If not, Sonic’s forward movement will be stopped when jumping near the edge.

Fixed in Sonic the Hedgehog Genesis.

Player bugs

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).

External links

References


Sonic the Hedgehog (16-bit)
Sonic1 title.png

Main page (Gen|2013|3D|Ages)
Comparisons (Gen) (2013)
Maps (2013)
Achievements
Credits


Manuals
Promotional material
Magazine articles (Gen)
Video coverage
Reception (Gen)
Merchandise


Development
Hidden content (Gen) (2013)
Bugs (Gen)
Region coding
Hacking guide
Bootlegs