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Difference between revisions of "Sonic the Hedgehog 2 (16-bit)/Bugs"

From Sonic Retro

(Horizontal scrolling glitch: not present in 3D Sonic 2, I don't know if this counts though since 3D Classics use a special ROM and emulator; Sonic 1 bug list lists bugs not in the GBA port, though, and that isn't even emulated)
Line 1: Line 1:
 
==Player bugs==
 
==Player bugs==
 
===Super Sonic at the end of a level===
 
===Super Sonic at the end of a level===
Attempting to transform into [[Super Sonic]] after hitting a signpost or prison capsule results in Sonic "walking" in mid air, and becoming unresponsive to controls. If Sonic moves off the right side of the screen before this happens the score tally will appear and the game continues on to the the next level as normal. If he does not leave the screen he will get stuck with no way of ending the level.
+
{{bug
 +
| image=S2_supersonicglitch.png
 +
| desc=Attempting to transform into [[Super Sonic]] after hitting a signpost or prison capsule results in Sonic "walking" in mid air, and becoming unresponsive to controls. If Sonic moves off the right side of the screen before this happens the score tally will appear and the game continues on to the the next level as normal. If he does not leave the screen he will get stuck with no way of ending the level.
  
 
The player can't wait for a time over, because passing a signpost stops the timer. The only thing to do without debug in this situation is to reset the game.
 
The player can't wait for a time over, because passing a signpost stops the timer. The only thing to do without debug in this situation is to reset the game.
  
 
Note: Prison capsules make the score tally appear automatically, so the level will always end.
 
Note: Prison capsules make the score tally appear automatically, so the level will always end.
<!-- This doesn't cause the game to crash however, as the next level starts as normal after the score tally. -->
 
 
 
*[http://www.youtube.com/watch?v=XHVr6koLFYw Video]
 
*[http://www.youtube.com/watch?v=XHVr6koLFYw Video]
*'''Fixed in:''' Rev.02 (''[[Sonic Classics]]'')
 
<gallery widths="320" heights="240">
 
S2_supersonicglitch.png
 
</gallery>
 
  
<!-- commenting out moving during score tally cos I think Aquaslash is right about it being intentional behaviour
+
| fixed=Rev.02
 
+
}}
===Moving during Score Tally===
 
If the player jumps while off the side of the screen before the character(s) start running after touching the end level panel the player will still be able to control him. This bug was also present in ''Sonic 1''.
 
 
 
*'''Not fixed''' in any version-->
 
  
 
===Tails high score===
 
===Tails high score===
If [[Tails]] hits an enemy after Sonic has just died, he gets stuck and gains a large score (as well as several extra lives).  
+
{{bug
 +
| image=
 +
| desc=If [[Tails]] hits an enemy after Sonic has just died, he gets stuck and gains a large score (as well as several extra lives).  
  
This bug occurs in all known betas and prototypes; an easy way to reproduce it in the [[Sonic the Hedgehog 2 Simon Wai Prototype|Wai beta]] is to go to Hidden Palace Zone, immediately Spin Dash to the right, and press jump as Sonic dies.
+
This bug occurs in all known betas and prototypes; an easy way to reproduce it in the [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]] is to go to Hidden Palace Zone, immediately Spin Dash to the right, and press jump as Sonic dies.
  
 
In the final, the bug still exists, but Tails starts flying when Sonic dies, making him unable to hit enemies.
 
In the final, the bug still exists, but Tails starts flying when Sonic dies, making him unable to hit enemies.
  
 
*[http://www.youtube.com/watch?v=dVHgKlm1vwQ Video]
 
*[http://www.youtube.com/watch?v=dVHgKlm1vwQ Video]
*'''Fixed in:''' Rev.00
+
| fixed=Rev.00
 +
}}
  
 
===Super Sonic countdown===
 
===Super Sonic countdown===
The timer that keeps track of the ring countdown is flawed in that it cycles every 61 frames instead of 60. This effectively gives the player an additional second of time for every 60 rings.
+
{{bug
 
+
| image=
*'''Not fixed''' in any version
+
| desc=The timer that keeps track of the ring countdown is flawed in that it cycles every 61 frames instead of 60. This effectively gives the player an additional second of time for every 60 rings.
 +
}}
  
 
===Life counter glitch===
 
===Life counter glitch===
If a player dies from time-over in a 2P Versus mode while on their last life, the Game Over routine will be interrupted and the results screen will be displayed. The player who died will appear to have 0 lives, but if they die again, the counter will roll back to "y5" (255), as the lives are stored as an unsigned byte, and the life counter was only meant to display up to 99 lives.
+
{{bug
 +
| image=
 +
| desc=If a player dies from time-over in a 2P Versus mode while on their last life, the Game Over routine will be interrupted and the results screen will be displayed. The player who died will appear to have 0 lives, but if they die again, the counter will roll back to "y5" (255), as the lives are stored as an unsigned byte, and the life counter was only meant to display up to 99 lives.
  
This bug can also be found in single player mode. In Chemical Plant Zone, there is an area before the boss where there are spikes underwater. If a player has 1 life, gets a ring and lets the drowning timer dwindle down to "1", then jumps into the spikes, Sonic will drown in the middle of his "recoil from damage" animation, which will cause two lives to be lost and the counter to roll back to "y5".
+
This bug can also be found in single player mode. In [[Chemical Plant Zone]], there is an area before the boss where there are spikes underwater. If a player has 1 life, gets a ring and lets the drowning timer dwindle down to "1", then jumps into the spikes, Sonic will drown in the middle of his "recoil from damage" animation, which will cause two lives to be lost and the counter to roll back to "y5".
 
+
}}
*'''Not fixed''' in any version
 
  
 
===Multiple Badniks in a row in 2-Player mode===
 
===Multiple Badniks in a row in 2-Player mode===
It's quite common knowledge that if you destroy several badniks in a row you're awarded more and more points.
+
{{bug
 +
| image=S2_sharedcombocounterglitch.png
 +
| desc=It's quite common knowledge that if you destroy several badniks in a row you're awarded more and more points.
  
 
However, this behaviour is present also in Sonic 2's 2-Player mode, and the counter of destroyed badniks is shared between the players. Example: If Sonic destroys a badnik, and Tails quickly destroys another badnik, Tails will get 200 points, and vice-versa. First noticed {{LinkRetro|post=211519|title=here}}.
 
However, this behaviour is present also in Sonic 2's 2-Player mode, and the counter of destroyed badniks is shared between the players. Example: If Sonic destroys a badnik, and Tails quickly destroys another badnik, Tails will get 200 points, and vice-versa. First noticed {{LinkRetro|post=211519|title=here}}.
 
+
}}
*'''Not fixed''' in any version
 
<gallery widths="320" heights="240">
 
S2_sharedcombocounterglitch.png
 
</gallery>
 
  
 
=== Knuckles in Sonic 2 signpost glitch ===
 
=== Knuckles in Sonic 2 signpost glitch ===
In Act 1s, if you glide past the signpost instead of walking past it, the screen doesn't lock and Knuckles can move around at will during the score count.
+
{{bug
 
+
| image=
*'''Not fixed''' in any version of ''Knuckles in Sonic 2''.
+
| desc=Glide past the signpost instead of walking past it, and the screen won't lock. This means Knuckles can move around at will during the score count.
 +
}}
  
 
==Level bugs==
 
==Level bugs==
 
===Emerald Hill Zone===
 
===Emerald Hill Zone===
 
====Horizontal scrolling glitch====
 
====Horizontal scrolling glitch====
In [[Emerald Hill Zone]], the bottom two rows of foreground pixels don't scroll horizontally, causing them to be permanently misaligned.
+
{{bug
 +
| image=
 +
| desc=In [[Emerald Hill Zone]], the bottom two rows of foreground pixels don't scroll horizontally, causing them to be permanently misaligned.
  
*'''Not fixed''' in any version of plain ''Sonic 2''; '''Fixed''' in ''[[Knuckles in Sonic 2]]'' and ''[[3D Sonic the Hedgehog 2]]''.
+
This was fixed in both ''[[Knuckles in Sonic the Hedgehog 2]]'' and ''[[3D Sonic the Hedgehog 2]]'', but no versions of the vanilla game.
 +
}}
  
 
====2P: Bridge sprite glitch====
 
====2P: Bridge sprite glitch====
In 2P VS mode, if you go on the top route to the section where there's two bridges right next to each other and move the camera such that only four or fewer logs from the first bridge are visible, the entire first bridge will disappear. The bridge will reappear if you move to the left again.
+
{{bug
 
+
| image=S2_2P_EHZ_Bridge.png
*'''Not fixed''' in any version.
+
| desc=In 2P VS mode, if you go on the top route to the section where there's two bridges right next to each other and move the camera such that only four or fewer logs from the first bridge are visible, the entire first bridge will disappear. The bridge will reappear if you move to the left again.
<gallery widths="320" heights="240">
+
}}
S2_2P_EHZ_Bridge.png
 
</gallery>
 
  
 
===Chemical Plant Zone===
 
===Chemical Plant Zone===
Should you get knocked into a transportation pipe by getting hurt, the pipe will glitch.
+
{{bug
 +
| image
 +
| desc=Should you get knocked into a transportation pipe by getting hurt, the pipe will glitch.
  
 
*[http://www.youtube.com/watch?v=WkYuPQoJzvU Video]
 
*[http://www.youtube.com/watch?v=WkYuPQoJzvU Video]
*'''Not fixed''' in any version.
+
}}
 
 
  
 
===Aquatic Ruin Zone enemy collision===
 
===Aquatic Ruin Zone enemy collision===
In [[Aquatic Ruin Zone]], if Sonic touches an enemy while he's in a section of the level that is obscured by leaves, no collision will occur.
+
{{bug
 
+
| image=S2_ARZ_Leaf_Collision_Bug.png
*'''Not fixed''' in any version.
+
| caption=Sonic gets hit by a [[Grounder]], but nothing happens!
 
+
| image2=S2_ARZ_Leaf_Collision_Bug_NoLeaves.png
<gallery widths="320" heights="240">
+
| caption2=Disabling the scroll plane to get a closer look.
S2_ARZ_Leaf_Collision_Bug.png|Sonic gets hit by a [[Grounder]], but nothing happens!
+
| desc=In [[Aquatic Ruin Zone]], if Sonic touches an enemy while he's in a section of the level that is obscured by leaves, no collision will occur.
S2_ARZ_Leaf_Collision_Bug_NoLeaves.png|Disabling the scroll plane to get a closer look.
+
}}
</gallery>
 
  
 
===Hill Top Zone===
 
===Hill Top Zone===
====Rexon Crash====
+
====Rexon crash====
On [[Hill Top Zone]], it is possible to crash the game when hitting [[Rexon]] (the plesiosaur-like badnik that sits in the lava). Conflicts in the code cause it to jump to a section of code it was never meant to jump to. This results in invalid opcodes being processed and an eventual crash.
+
{{bug
 +
| image
 +
| desc=On [[Hill Top Zone]], it is possible to crash the game when hitting [[Rexon]] (the plesiosaur-like badnik that sits in the lava). Conflicts in the code cause it to jump to a section of code it was never meant to jump to. This results in invalid opcodes being processed and an eventual crash. This was fixed in ''Knuckles in Sonic 2''.
  
 
*[http://www.youtube.com/watch?v=qP1nH6_x6wk Video] ([http://www.youtube.com/watch?v=DRLKAjFhsaM as regular Sonic])
 
*[http://www.youtube.com/watch?v=qP1nH6_x6wk Video] ([http://www.youtube.com/watch?v=DRLKAjFhsaM as regular Sonic])
*'''Not fixed''' in any version of plain ''Sonic 2''; '''Fixed''' in ''Knuckles in Sonic 2''.
+
}}
  
====Super Sonic Death====
+
====Super Sonic death====
When playing as Super Sonic, if he enters the area where the Rexon from above is found and falls to the bottom of the screen (where there is lava) then the camera doesn't follow him quick enough, the ring-loss chime plays and Sonic dies.
+
{{bug
 
+
| image=
*'''Not fixed''' in any version.
+
| desc=When playing as Super Sonic, if he enters the area where the Rexon from above is found and falls to the bottom of the screen (where there is lava) then the camera doesn't follow him quick enough, the ring-loss chime plays and Sonic dies.
 +
}}
  
 
===Oil Ocean Zone physics===
 
===Oil Ocean Zone physics===
In [[Oil Ocean Zone]] act 2, find the area with four green platforms which launch into the air occasionally. Step on the last one and when being shot out of the tube hold right and land on the spikes in a way that will knock you into the round object to the left. If done correctly the physics will be different and the character will jump higher. The bug eventually wears off when getting in another speed tube, jumping on a spring, or passing through a wall. Alternatively, you can use the [[Pro Action Replay]] code FFB82C:0004 while on that level. This code only works when reaching that area.
+
{{bug
 
+
| image=
*'''Not fixed''' in any version.
+
| desc=In [[Oil Ocean Zone]] act 2, find the area with four green platforms which launch into the air occasionally. Step on the last one and when being shot out of the tube hold right and land on the spikes in a way that will knock you into the round object to the left. If done correctly the physics will be different and the character will jump higher. The bug eventually wears off when getting in another speed tube, jumping on a spring, or passing through a wall. Alternatively, you can use the [[Pro Action Replay]] code FFB82C:0004 while on that level. This code only works when reaching that area.
 +
}}
  
 
===Metropolis Zone shortcut===
 
===Metropolis Zone shortcut===
By triggering the platforms that fall into the lava while invincible (even via getting hit) Sonic will ride the platform and penetrate the lava. This almost always brings Sonic into a later part of the level. With one platform that isn't far from an invincibility box, you can even get the "zero-gravity" mode.
+
{{bug
 
+
| image=
*'''Not fixed''' in any version.
+
| desc=By triggering the platforms that fall into the lava while invincible (even via getting hit) Sonic will ride the platform and penetrate the lava. This almost always brings Sonic into a later part of the level. With one platform that isn't far from an invincibility box, you can even get the "zero-gravity" mode.
 +
}}
  
 
===Sky Chase Zone falling off of Tornado===
 
===Sky Chase Zone falling off of Tornado===
In [[Sky Chase Zone]], if you charge a spindash up and release, you will go too fast for the [[Tornado]] and fall off. This also happens with [[Super Sonic]], too. Whether or not this is actually a glitch is up for debate, as it could just be seen as a mistake on the player's part.
+
{{bug
 +
| image=
 +
| desc=In [[Sky Chase Zone]], if you charge a spindash up and release, you will go too fast for the [[Tornado]] and fall off. This also happens with [[Super Sonic]], too. Whether or not this is actually a glitch is up for debate, as it could just be seen as a mistake on the player's part.
  
 
*[http://www.youtube.com/watch?v=Qjdj_4SihVY Video]
 
*[http://www.youtube.com/watch?v=Qjdj_4SihVY Video]
*'''Not fixed''' in any version.
+
}}
  
 
===Wing Fortress Zone walking on air===
 
===Wing Fortress Zone walking on air===
In [[Wing Fortress Zone]], find a column of platforms that rise up and then retract. Stay on one of the platform as it reaches the top and retracts. You won't fall down and instead will be standing in mid-air. You can walk left and right at that height and won't fall down until you get hit by an obstacle or jump down.
+
{{bug
 +
| image=
 +
| desc=In [[Wing Fortress Zone]], find a column of platforms that rise up and then retract. Stay on one of the platform as it reaches the top and retracts. You won't fall down and instead will be standing in mid-air. You can walk left and right at that height and won't fall down until you get hit by an obstacle or jump down.
  
*'''Only present in ''[[Sonic Classics]]'' version of Sonic 2'''
+
This is only present in the ''[[Sonic Classics]]'' version of ''Sonic 2''.
 +
}}
  
 
==Miscellaneous bugs==
 
==Miscellaneous bugs==
 
===14 continues chime===
 
===14 continues chime===
When the 14 continues cheat is performed by playing sounds 01, 01, 02, and 04 on the options menu, an invalid sound attempts to play, resulting in non-stop Oil Ocean music for the remainder of the game. The fault is with the way the sound number is entered into the game's code. For every sound, the bit 7 must be enabled to properly reference it. The code instead is written without bit 7 being used.
+
{{bug
 
+
| image=
*'''Fixed in:''' Rev.02
+
| desc=When the 14 continues cheat is performed by playing sounds 01, 01, 02, and 04 on the options menu, an invalid sound attempts to play, resulting in non-stop Oil Ocean music for the remainder of the game. The fault is with the way the sound number is entered into the game's code. For every sound, the bit 7 must be enabled to properly reference it. The code instead is written without bit 7 being used.
 +
| fixed=Rev.02
 +
}}
  
 
===Music tempo change===
 
===Music tempo change===
If the 1up jingle is playing while the super sneakers wear off, the level music will not revert back to its normal tempo.
+
{{bug
 
+
| image=
*'''Not Fixed''' In Any Version
+
| desc=If the 1-up jingle is playing while the [[Power Sneakers]] wear off, the level music will not revert back to its normal tempo.
 +
}}
  
 
===Unlimited speed shoes===
 
===Unlimited speed shoes===
If a player dies whilst using speed-shoes in 2 player mode, the character's speed level isn't reset properly, thus causing the character to run at speed-shoe speed for the remainder of the act.
+
{{bug
 +
| image=
 +
| desc=If a player dies whilst using speed-shoes in 2 player mode, the character's speed level isn't reset properly, thus causing the character to run at speed-shoe speed for the remainder of the act.
 +
}}
  
*'''Not Fixed''' In Any Version
 
  
 
===Super Sonic keeps invincibility stars===
 
===Super Sonic keeps invincibility stars===
When transforming into [[Super Sonic]], if Sonic collects his 50th ring and jumps while invincible, the invincibility stars will not disappear after 20 seconds as expected. Since Super Sonic is already invincible, the stars don't give him any additional powers.
+
{{bug
 
+
| image=Super_Sonic_Invincible_Stars.png
*'''Not Fixed''' In Any Version
+
| desc=When transforming into [[Super Sonic]], if Sonic collects his 50th ring and jumps while invincible, the invincibility stars will not disappear after 20 seconds as expected. Since Super Sonic is already invincible, the stars don't give him any additional powers.
<gallery widths="320" heights="240">
+
}}
Image:Super_Sonic_Invincible_Stars.png
 
</gallery>
 
 
 
===Pink Title Card Bug===
 
Whenever a zone title card starts, you will see a pink flash.
 
  
*'''Not fixed''' in any version
+
===Pink Title card===
 +
{{bug
 +
| image=
 +
| desc=Whenever a zone title card starts, you will see a pink flash.
 +
}}
  
===Passed Star Post===
+
===Passed star post===
First, go to a special stage normally. Then go to the Star Post on a small island (use a spring to get up) and you will see that it has already been lit, and you didn't pass it at all.
+
{{bug
 +
| image=
 +
| desc=First, go to a special stage normally. Then go to the star post on a small island (use a spring to get up) and you will see that it has already been lit, and you didn't pass it at all.
 +
}}
  
===Super Sonic in 2 Player Mode===
+
===Super Sonic in 2-player mode===
If you get all the chaos emeralds (it doesn't matter if you use the cheat code or get them manually), go to the title screen, go to the OPTIONS menu, then press {{start}} while on the VS MODE ITEMS option, 2 player mode will start and Sonic can turn super, though he has glitched graphics. The animation frames regular Sonic has (like looking up or jumping) are unaffected.
+
{{bug
 +
| image=
 +
| desc=If you get all the chaos emeralds (it doesn't matter if you use the cheat code or get them manually), go to the title screen, go to the OPTIONS menu, then press {{start}} while on the VS MODE ITEMS option, 2 player mode will start and Sonic can turn super, though he has glitched graphics. The animation frames regular Sonic has (like looking up or jumping) are unaffected.
  
 
When you die, you'll come back as super sonic with zero rings, giving you about 1 second to remain "super".  Before Sonic's camera catches up to his respawn point, you can also use the other player to see Super Sonic just standing there.
 
When you die, you'll come back as super sonic with zero rings, giving you about 1 second to remain "super".  Before Sonic's camera catches up to his respawn point, you can also use the other player to see Super Sonic just standing there.
Line 163: Line 179:
  
 
The game will only reset your emeralds to 0 when you select 1 or 2 player from the title screen.  You can get the emeralds with one character, go to the OPTIONS menu, select another character, and automatically have the chaos emeralds.
 
The game will only reset your emeralds to 0 when you select 1 or 2 player from the title screen.  You can get the emeralds with one character, go to the OPTIONS menu, select another character, and automatically have the chaos emeralds.
 +
}}
  
*This has worked in ''[[Sonic Classics]]'' and ''[[Sonic Mega Collection Plus]]'', but I'm not sure if it works in all versions of Sonic 2.
+
==References==
 +
<references />
  
 
{{S2MDOmni}}
 
{{S2MDOmni}}
 
[[Category:Bug lists]]
 
[[Category:Bug lists]]

Revision as of 13:58, 6 May 2018

Player bugs

Super Sonic at the end of a level

S2 supersonicglitch.png

Attempting to transform into Super Sonic after hitting a signpost or prison capsule results in Sonic "walking" in mid air, and becoming unresponsive to controls. If Sonic moves off the right side of the screen before this happens the score tally will appear and the game continues on to the the next level as normal. If he does not leave the screen he will get stuck with no way of ending the level.

The player can't wait for a time over, because passing a signpost stops the timer. The only thing to do without debug in this situation is to reset the game.

Note: Prison capsules make the score tally appear automatically, so the level will always end.

Fixed in Rev.02.

Tails high score

If Tails hits an enemy after Sonic has just died, he gets stuck and gains a large score (as well as several extra lives).

This bug occurs in all known betas and prototypes; an easy way to reproduce it in the Simon Wai prototype is to go to Hidden Palace Zone, immediately Spin Dash to the right, and press jump as Sonic dies.

In the final, the bug still exists, but Tails starts flying when Sonic dies, making him unable to hit enemies.

Fixed in Rev.00.

Super Sonic countdown

The timer that keeps track of the ring countdown is flawed in that it cycles every 61 frames instead of 60. This effectively gives the player an additional second of time for every 60 rings.

Not fixed in any version.

Life counter glitch

If a player dies from time-over in a 2P Versus mode while on their last life, the Game Over routine will be interrupted and the results screen will be displayed. The player who died will appear to have 0 lives, but if they die again, the counter will roll back to "y5" (255), as the lives are stored as an unsigned byte, and the life counter was only meant to display up to 99 lives.

This bug can also be found in single player mode. In Chemical Plant Zone, there is an area before the boss where there are spikes underwater. If a player has 1 life, gets a ring and lets the drowning timer dwindle down to "1", then jumps into the spikes, Sonic will drown in the middle of his "recoil from damage" animation, which will cause two lives to be lost and the counter to roll back to "y5".

Not fixed in any version.

Multiple Badniks in a row in 2-Player mode

S2 sharedcombocounterglitch.png

It's quite common knowledge that if you destroy several badniks in a row you're awarded more and more points.

However, this behaviour is present also in Sonic 2's 2-Player mode, and the counter of destroyed badniks is shared between the players. Example: If Sonic destroys a badnik, and Tails quickly destroys another badnik, Tails will get 200 points, and vice-versa. First noticed
Sonic Retro
here
.

Not fixed in any version.

Knuckles in Sonic 2 signpost glitch

Glide past the signpost instead of walking past it, and the screen won't lock. This means Knuckles can move around at will during the score count.

Not fixed in any version.

Level bugs

Emerald Hill Zone

Horizontal scrolling glitch

In Emerald Hill Zone, the bottom two rows of foreground pixels don't scroll horizontally, causing them to be permanently misaligned.

This was fixed in both Knuckles in Sonic the Hedgehog 2 and 3D Sonic the Hedgehog 2, but no versions of the vanilla game.

Not fixed in any version.

2P: Bridge sprite glitch

S2 2P EHZ Bridge.png

In 2P VS mode, if you go on the top route to the section where there's two bridges right next to each other and move the camera such that only four or fewer logs from the first bridge are visible, the entire first bridge will disappear. The bridge will reappear if you move to the left again.

Not fixed in any version.

Chemical Plant Zone

Should you get knocked into a transportation pipe by getting hurt, the pipe will glitch.

Not fixed in any version.

Aquatic Ruin Zone enemy collision

S2 ARZ Leaf Collision Bug.png
Sonic gets hit by a Grounder, but nothing happens!
S2 ARZ Leaf Collision Bug NoLeaves.png
Disabling the scroll plane to get a closer look.

In Aquatic Ruin Zone, if Sonic touches an enemy while he's in a section of the level that is obscured by leaves, no collision will occur.

Not fixed in any version.

Hill Top Zone

Rexon crash

On Hill Top Zone, it is possible to crash the game when hitting Rexon (the plesiosaur-like badnik that sits in the lava). Conflicts in the code cause it to jump to a section of code it was never meant to jump to. This results in invalid opcodes being processed and an eventual crash. This was fixed in Knuckles in Sonic 2.

Not fixed in any version.

Super Sonic death

When playing as Super Sonic, if he enters the area where the Rexon from above is found and falls to the bottom of the screen (where there is lava) then the camera doesn't follow him quick enough, the ring-loss chime plays and Sonic dies.

Not fixed in any version.

Oil Ocean Zone physics

In Oil Ocean Zone act 2, find the area with four green platforms which launch into the air occasionally. Step on the last one and when being shot out of the tube hold right and land on the spikes in a way that will knock you into the round object to the left. If done correctly the physics will be different and the character will jump higher. The bug eventually wears off when getting in another speed tube, jumping on a spring, or passing through a wall. Alternatively, you can use the Pro Action Replay code FFB82C:0004 while on that level. This code only works when reaching that area.

Not fixed in any version.

Metropolis Zone shortcut

By triggering the platforms that fall into the lava while invincible (even via getting hit) Sonic will ride the platform and penetrate the lava. This almost always brings Sonic into a later part of the level. With one platform that isn't far from an invincibility box, you can even get the "zero-gravity" mode.

Not fixed in any version.

Sky Chase Zone falling off of Tornado

In Sky Chase Zone, if you charge a spindash up and release, you will go too fast for the Tornado and fall off. This also happens with Super Sonic, too. Whether or not this is actually a glitch is up for debate, as it could just be seen as a mistake on the player's part.

Not fixed in any version.

Wing Fortress Zone walking on air

In Wing Fortress Zone, find a column of platforms that rise up and then retract. Stay on one of the platform as it reaches the top and retracts. You won't fall down and instead will be standing in mid-air. You can walk left and right at that height and won't fall down until you get hit by an obstacle or jump down.

This is only present in the Sonic Classics version of Sonic 2.

Not fixed in any version.

Miscellaneous bugs

14 continues chime

When the 14 continues cheat is performed by playing sounds 01, 01, 02, and 04 on the options menu, an invalid sound attempts to play, resulting in non-stop Oil Ocean music for the remainder of the game. The fault is with the way the sound number is entered into the game's code. For every sound, the bit 7 must be enabled to properly reference it. The code instead is written without bit 7 being used.

Fixed in Rev.02.

Music tempo change

If the 1-up jingle is playing while the Power Sneakers wear off, the level music will not revert back to its normal tempo.

Not fixed in any version.

Unlimited speed shoes

If a player dies whilst using speed-shoes in 2 player mode, the character's speed level isn't reset properly, thus causing the character to run at speed-shoe speed for the remainder of the act.

Not fixed in any version.


Super Sonic keeps invincibility stars

Super Sonic Invincible Stars.png

When transforming into Super Sonic, if Sonic collects his 50th ring and jumps while invincible, the invincibility stars will not disappear after 20 seconds as expected. Since Super Sonic is already invincible, the stars don't give him any additional powers.

Not fixed in any version.

Pink Title card

Whenever a zone title card starts, you will see a pink flash.

Not fixed in any version.

Passed star post

First, go to a special stage normally. Then go to the star post on a small island (use a spring to get up) and you will see that it has already been lit, and you didn't pass it at all.

Not fixed in any version.

Super Sonic in 2-player mode

If you get all the chaos emeralds (it doesn't matter if you use the cheat code or get them manually), go to the title screen, go to the OPTIONS menu, then press Start while on the VS MODE ITEMS option, 2 player mode will start and Sonic can turn super, though he has glitched graphics. The animation frames regular Sonic has (like looking up or jumping) are unaffected.

When you die, you'll come back as super sonic with zero rings, giving you about 1 second to remain "super". Before Sonic's camera catches up to his respawn point, you can also use the other player to see Super Sonic just standing there.

If you make Sonic turn super and hit a teleport monitor, Sonic will turn back to normal, and Tails will inherit several 'super traits', effectively becoming "Super Tails": He has no flashing palette or trailing stars, but he does inherit Super Sonic's speed and invincibility. He also gains invincibility stars.

The game will only reset your emeralds to 0 when you select 1 or 2 player from the title screen. You can get the emeralds with one character, go to the OPTIONS menu, select another character, and automatically have the chaos emeralds.

Not fixed in any version.

References


Sonic the Hedgehog 2 (16-bit)
Sonic2 title.png

Main page (KiS2|2013|3D|Ages)
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Hidden content (KiS2) (2013)
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