Sonic Unleashed/Glitches

This article contains a list of glitches from Sonic Unleashed. Unless otherwise noted, all glitch names are conjectural. Many of them have not been confirmed by Sega.

List of glitches
If the player runs to the Goal Ring at the end of any level and pauses before reaching the results screen, they can restart the level and the level will have completed itself. The results screen will say "BEST TIME: 0:00.00" and they will receive a massive Time Bonus. In some cases, this glitch can get the player an automatic S-rank, although in most cases it will result in a minimum of a C-Rank.
 * Corrected timing:

In the Xbox 360/PS3 version of the game, there is a glitch that allows the player to pass through doors during Werehog stages. (The combo is  on the Xbox 360 or on the PS3, and the player must hit the shield button in the middle of the final attack) There is a certain area in Eggmanland where Sonic is in a white, mechanical room with an Hourglass. The player should touch it to transform Sonic into Sonic the Werehog and use the glitch on the left side of the door, which will lead to the area with pipes and fans they would normally have to go through. From there, they can jump on top of the pipes, then off of them onto another area.
 * Eggmanland shortcut:

In the Xbox 360/PS3 version of the game, the player must go to the Spagonia Hub world. During the day, they should go near the entrance stage, where they will see two people talking. The player should jump in between these two people. If done correctly, Sonic will be in between the two people, either standing or in his jumping animation while occasionally moving. To get out of the glitch, the player can press the jump button. This glitch cannot be performed by the Werehog, due to the people not being there at night.
 * So...What's up?:

In the Spagonia entrance stage during the day in the Xbox/PS3 versions, the player should go to the wall where Sonic learned how to do a wall jump, wall jump up the wall, and go off the springs, placing Sonic on the grinding rails. From there, they can tilt the control stick to the left, and if done correctly, Sonic will stop grinding but will still be in his grinding animation. If the player does this on the part before the spring and jumps, Sonic will continue grinding but will be grinding sideways.
 * Standing still while grinding:

In any day stage, the player should drift while boosting. Sonic will not turn as he normally does while drifting, but will simply continue in the same direction. The camera angle will change, but the boost will not change direction as long as it is in effect, even if Sonic stops drifting and kicks off in a different direction.
 * Power steering:

In any day stage, if the player boosts right before a launch panel, some sort of glitch will occur. For example, if Sonic boosts right before the last launch panel in Windmill Isle, he will land outside the walls of the temple or in the ocean. But if he does this in the battle against Dark Gaia, he will fall through the ground when he lands.
 * YOU'RE TOO SLOW!:

After any nighttime boss battle, should Sonic jump immediately before ranking, the camera will zoom in above his head.
 * Height confusion:

In the Wii/PS2 version, the player should play through Windmill Isle Act 2 all the way until Sonic reaches the steps before the robot chase section. Once Sonic touches the bottom of the steps, the player should boost and jump at the end of the stairs. Sonic will be sent flying up into the air at great heights. This glitch will also briefly stall the chase act from starting.
 * Beat THIS Mario!!!:

In the Wii/PS2 version of Sonic Unleashed during the second night Act of Shamar ('Scorched Rock'), there's a path where fire is shooting out of the walls before the fight against Big Mother. At the path's entrance is a stony threshold with 12 rings. When Sonic walks along the right side of the rings (without collecting them) and enters the path, the first four rings will disappear, but they will reappear if Sonic walks back.
 * Where are my rings?!:


 * M-speed:

M-speed is a gameplay glitch that can be performed by Sonic the Hedgehog in the PlayStation 3/Xbox 360 version of the game. When used, it allows him to move at very high speeds while airborne that cannot be reached otherwise in regular gameplay. Additionally, this glitch can also be done while in 2D sections of a stage (normally referred to as D-speed or directional speed).

M-speed is a relatively difficult glitch to trigger. To perform it at a basic level, the player should tilt the controller's Left Stick in the direction Sonic should head so slightly that Sonic walks slowly. They must then build up some speed for a moment (usually with the Boost) and Spin jump into the air while maintaining the previous force exerted on the Left Stick. If done correctly, Sonic will move through the air at speeds surpassing that of the Boost. To maintain M-speed, the player must constantly hop or jump when touching the ground while keeping the Left Stick in the same position. One can end the M-speed with the Air Boost, Stomp, or by simply letting go of the Left Stick.

M-speed is ideal for speedrunning in the game. For example, Sonic is able to cross over moderate distances above sections of stages while using it. However, this can have drawbacks, as it can sometimes move Sonic beyond stage boundaries, causing him to lose a life. When passing through checkpoints in Sonic Unleashed, Sonic's recorded speed values are considerably greater than the normal maximum.

M-speed also occurs in the Console/PC version of Sonic Generations. In this game, Classic Sonic has a similar variation of this glitch he can exploit when performing the Spin Dash in a particular way in his stages.

In any daytime stage in the HD version, if the player jumps the second they touch the Goal Ring, Sonic's legs bend during the results screen.
 * Bendy and the ranking screen:

In Jungle Joyride Act 2 in the PS3/Xbox 360 version, when the player reaches the switch that opens the stone door to the blue springs, a well timed jump just after leaving the water will clear the door. Depending on how powerful the jump is, Sonic can either land on the rock ahead or fall in the pit. This was discovered by accident.
 * Over the wall:

In any hub world where Sonic is reduced to jogging, if the player jumps, air dashes, stomps and then immediately drifts, Sonic can gain enough speed to start drifting.
 * Even in the hub worlds, I can still drift!:

After performing the glitch above, if the player jumps and tries to air boost, the shock wave and Aura will appear but Sonic won't go anywhere.
 * Hub world boost:

In the HD version, an odd glitch can happen with the Homing Attack. When targeting a pole, the player can often clip through it and not hit it, or just miss it completely.
 * Dodgy Homing Attack:

In the HD version of the game, if the player performs a quick time event at the same time the goal ring appears, the button prompt remains on the screen. The best way to do this is to defeat a regular enemy so that the arrow is above them, then attack the Titan or any enemy that makes the goal ring spawn then immediately start the QTE on the enemy. If timed correctly, the prompt will reamin on screen. It's easier to get the enemy's health down low so the QTE is easier to pull off. The prompt goes away when performing another QTE, or by finishing the stage. This was discovered in the PS3 version.
 * Stuck timed event: