Glitches

Glitches are mistakes and errors in games caused by overlooked software data. Various Sonic games have a selection of them listed below. While some are unintentionally useful or even entertaining to some, others may be harmful to the player's games, gaming systems, or their save files, though detrimental ones are often referred to as Bugs.

Unless otherwise noted, all glitch names are conjectural. Many of them have not been confirmed by Sega.

Sonic the Hedgehog
When Sonic is hurt, his temporary invincibility won't protect him from spikes. The most common case of this glitch is in Green Hill Zone, where two sets of spikes are next to each other. Sonic will bounce from one set to the next and die instantly. Even with a shield, Sonic will just bounce back and forth until he dies on the third hit. This glitch also applies to other attacks. If hit by a Badnik, Sonic can die if he touches spikes directly after. This glitch is fixed in Sonic Jam if Spin Dash is enabled, as a bonus unlockable version in Sonic Mega Collection (which was the default version in Sonic Mega Collection Plus), and in the 2013 mobile re-release (also only if the Spin Dash is enabled).
 * Spike Hit Bug:

If the player uses the spin attack past the goal post on the right side of the screen, then presses the down button in Labyrinth Zone Act 1 or 2, the game will crash with an illegal instruction message. This glitch is much less likely to occur in the European version due to the game's overall slower speed.
 * Game crash in Labyrinth Zone:

Some of the blocks in Marble Zone Act 2 and 3 allow the player to crouch through them; however, the player will die if they attempt to stand up while crouching in the blocks.
 * Marble Zone unsolid block glitch:

If the player hits Dr. Robotnik two times on the last hit, they will have to hit him another 255 times to defeat him.
 * Final Zone glitch:

In any Zone, the player must first enter the Debug menu and kill themselves. Right before the player falls out of the screen, they must become become an item, take themselves back to the top, then place themselves down, which will cause the screen to glitch. This also works with Sonic the Hedgehog 2, Sonic the Hedgehog 3, and all lock-ons of Sonic & Knuckles.
 * Background glitch:

In rare cases when Sonic goes through the two shuttle loops, he may die after exiting the second shuttle (before the section with several rings in the air). This is because the game registers Sonic flying out of camera view as him falling into a bottomless pit.
 * Sonic Dies by Going Too Fast:

After the player goes past the signpost at the end of the level, if they go past the screen to the right and jump just as the signpost stops, it will then be possible to walk around in the signpost area. This glitch can also be used in Sonic the Hedgehog 2.
 * Walk around the Signpost area:

In the 8-bit version of the game, in Green Hill Zone Act I, there is a hill with an invincibility upgrade on top and speed shoes after it. The player must get the speed shoes and go left back up the hill. Once on top of it, they should run to the right and roll down the hill. Sonic will be thrown upwards and out of the screen, and the camera will start moving to the right until it stops at the goal post (where Sonic will be standing). The player must then move to the left and touch the goal post to finish the level, skipping most of it.
 * Outrunning the screen in Green Hill Zone:

In the iOS and Android version of the game, the player must select No Save Mode and then enable Debug Mode. From there, they should select character 00, go to Green Hill Zone Act 3, then kill themselves twice with spikes. Once that is complete, they must kill themselves once more by using Debug Mode to go under the ground and then deactivating it, causing them to receive a game over. Finally, they need to start a Sonic only game, and they will now have Tails. (Note: If the player beats the act, Tails will remain permanently)
 * Tails glitch:

In the iOS and Android version of the game with Debug Mode activated, the player must place down an S monitor, smash it, and enter Debug Mode again. After the player hears the transformation noise, they should exit Debug Mode. Sonic's fur will turn golden, but his quills will not be upturned, and he will run normally rather than flying.
 * Golden Sonic glitch:

In the iOS and Android version of the game, the player must play as Sonic and turn Super in any way with Debug Mode enabled. They then need to activate Debug Mode, pass the Goal Post and wait for the sign to stop spinning. The player should not be able to move, but if they press back athey the player will be able to move again. When the zone's music starts again, the player must exit out of Debug Mode. Sonic will mostly still be Super Sonic, but his speed will return to normal and his fur will return to its regular blue color. Sonic will remain in this state until the player either reaches the next act, or ends the game.
 * Sonic's Super design:

If the player beats the final zone with Debug Mode active, then changes into an item during the scene with Sonic running in Green Hill Zone, they'll be able to control Sonic. They should travel to the right side of the level, jump on the platform that is slightly beyond the screen, then jump again. Sonic will "die" (the death sound will play), and the game will show a blank white screen before crashing.
 * Final Scene crash:

In the iOS and Android version of the game, if the player goes to any act in Labyrinth Zone and then travels to a location where they can stand half in and half out of the water, they should wait for the water to be at the character's waist and jump. The character will jump as high as a red spring would launch them. This glitch also works in the Sonic the Hedgehog 2 remake, although it is more difficult to perform there.
 * Water jump glitch:

Sonic the Hedgehog 2
This may or may not be a glitch; it is clear these features were created intentionally, but they may have been left in the game by accident.
 * Level Select and Debug Mode:

At the title screen, the player should scroll down past the bottom; another possible choice, options, will appear. They should enter the options menu and play the following sounds in order: 19, 65, 09, 17 (which is Yuji Naka's date of birth). If a ring sound is heard, the player must restart the game (by holding A button for Mega Drive/Genesis and pressing start) and return to the title screen. Otherwise, they should play the sounds in order again.

Once the passcode has been entered the player will be returned to the title screen. Before the choices appear, the player must hold down A, then press start once they reach the menu. If the player is now at the level select screen, they can proceed to the next paragraph; otherwise they must reset the console to get to the title screen, or press start, then press A, depending on if the player did the code correctly or not and start over.

At the level select screen, the player should scroll down to the sound test at the bottom-right hand corner of the screen, then play the following sounds in order: 1, 9, 9, 2, 1, 1, 2, 4. (this is the American and European release date of Sonic the Hedgehog 2. The Japanese version may have a different code). If a ring sound is heard, the player may proceed to the next paragraph; otherwise they must start over from the beginning of this paragraph.

The player then needs to hold down A, go to any level, press start, and wait for the title card to disappear. The player can then stop holding down A. The purpose of Debug Mode is likely to test the programming of game features that are not ordinarily set to appear at the player's position; as such, by using it, it is possible to spawn objects. The player cannot spawn player characters, bosses, monitors that aren't teleportation monitors, or large immobile chunks of the level, such as walls or the ground. The player is also able to fly and pass through solid objects.

In order to place a certain object, the player must first be transformed. To transform into an object whilst Sonic, the player should press B. While playing as an object, the controls are as follows: A to change what object they are; B to transform back into Sonic and C to place the object the player is. The player can also use the control pad to go anywhere in the level, regardless of obstructions such as gravity, hazards, or solid objects. It is possible to use this power to stop from falling off the screen when the player dies and thereby save themselves from death; the player should be warned that if an object is placed after preventing death, but before transforming back into Sonic, the game will freeze. It is also worth noting that if a monitor is placed and then destroyed, all subsequent monitors placed will already be destroyed. Similarly, if a checkpoint is activated, all subsequent checkpoints placed will already be activated; however, this is irrelevant to gameplay, seeing as how checkpoints that have been placed using debug mode will not actually behave as checkpoints anyway.

Despite its possible status as a glitch, this has been listed in the hints menu of Sonic Mega Collection, and recreated in the 2013 re-release of Sonic 2.


 * Ashura (a.k.a. Glitch Sonic):

To perform this glitch, the player must enter the level select and Debug Mode codes and place four rings. They must then press the A button one more time and the player will disappear. Press the "set down" button and the player will be transformed into a waterfall. If placed at the first hill in Emerald Hill Zone Act 1 or 2, Sonic will become the fan-nicknamed Ashura, who is Sonic with a corrupted color palette consisting of green and black. This palette can be other colors, such as red, green, and black. This glitch will not work on the remake, but does work in the Steam re-release.

The bottom two foreground layers of Emerald Hill Zone do not scroll properly, meaning that they are permanently misaligned. This glitch is not present in the remake, nor in Knuckles the Echidna in Sonic the Hedgehog 2.
 * Emerald Hill Zone scrolling glitch:

First, the player should play through the game (or use level select) to get to Chemical Plant Act 1. Once there, they should take the lower path, then continue until they get about 1/4 of the way through the loop while avoiding the Speed Booster. Next, the player should start going backward, avoiding all the boosts they see. Once they see a ramp, roll down it, but do not press any button while rolling. Eventually, the player should fall down when they're not meant to. (also works with Knuckles the Echidna in Sonic the Hedgehog 2)
 * Chemical Plant Zone collision bug:

In Aquatic Ruin Zone, if Sonic collides with an enemy while behind a leafy section of the background, he will not take damage.
 * Leaf protection glitch:

First, the player should select any level that has a spring which they can stand on. Then, the player and Tails must run towards the spring and jump on it. Tails will try to reach the player, and after a couple of seconds, he will try to perform a spin dash to catch up and fail.
 * Confused Tails glitch:

First, the player must enable Debug Mode. After entering Debug Mode in a stage, they should travel to a few pixels away from the goal and place two monitors. One should be on the right and one on the left, with enough space to stand in between. Next, they should get up between the boxes and jump on the left monitor. When it goes white and blue, they should hold down. Then the player should hear themselves spindashing, but they'll either go to the end of the level, or the player will be in their previous position, but standing up in the air. if the player performs this glitch incorrectly, they will be placed at the start of the level.
 * Lay down in mid-air glitch:

If the player Spin Dashes while on the Tornado, they may fall off and die. This is possibly because Tails wasn't programmed to fly at the speed of a Spin Dash.
 * Out of Bounds in Sky Chase Zone:

Playing the sounds 01, 01, 02 and 04 in order while in the Sound Test menu will give the player 14 continues. But there's a catch; Oil Ocean Zone's music will play non-stop throughout the game. Please note that very late versions of Sonic 2 (including the version in Sonic Compilation) do not have this glitch.
 * 14 Continue cheat code glitch:

To perform this glitch, the player must activate Debug Mode (see above) and play as both Sonic and Tails. This is the game default, so if the player has not changed any settings, they won't have to worry about the previous step. The player needs to use debug mode to outrun Tails, and get to a location far away from him so that he must fly to return to them. While he's flying after the player, they should spawn and smash a teleportation monitor, then turn into an item immediately afterward to prevent themselves from dying in the ensuing chaos. Next, the player should move around for a short time until they can see themselves on-screen. In most levels, if this is done properly, the ground will lose physical integrity, causing the player to become prone to slipping into it occasionally as though it were not entirely solid. Also, Tails will likely slide around on one foot without walking. In some levels, this glitch will also mess up the graphics. For this purpose, it is particularly recommended to try it out in Aquatic Ruin Zone.
 * Messed up level graphics, physics, and Tails:

To perform this glitch, the player must activate Debug Mode (see above). They need to go to Death Egg Zone, and engage Silver Sonic in battle. Next, the player should place a teleportation monitor and smash it (preferably before they get hit by one of Silver Sonic's attacks), then immediately turn into an item so as to prevent themselves from dying. They should then move around for a bit until the player can see themselves on-screen, and turn back into Sonic in the small hallway that appears to serve as the vessel's entrance. The player will notice as they continue into Silver Sonic's chamber that the game is now able to scroll past it, as though the player had already defeated the robot. They must continue to the chase scene with Robotnik without first defeating Silver Sonic. Once the player has chased him in his machine, they should turn into an item and go back into Silver Sonic's chamber. As the player passes Robotnik's original position, they will notice he's still there. For the purpose of this glitch, it is inadvisable to chase Robotnik whilst an item. Therefore, the player should transform back into Sonic and chase Robotnik again. They can repeat as desired, then should defeat Silver Sonic (optional; the player does not have to defeat him, but if they don't, the final bosses will look glitched) and continue one last time into Robotnik's chamber.
 * Fight several final bosses at once:

The player will now be locked inside, as is usually the case during a boss. If this was done properly, they will be fighting multiple final bosses. Be advised that this fight is tough and ridiculously unfair, particularly if the player restricts themselves to the use of only honest game tactics from that point on. Also be noted that spawning too many final bosses with this technique may cause the game to crash, presumably due to lack of sufficient virtual memory to process the sheer quantity of objects on screen. Incidentally, spawning any number of final bosses with this technique will probably cause the game to run very slowly. At some point, parts of the final bosses may even become invisible, probably due to lack of sufficient virtual memory to render them, thus making the battle all the more unfair. Sometimes, the game has so much trouble with the final bosses that it can't even figure out how to make the player spill rings when they get hit, so if the player has any rings, they will just keep getting knocked back without losing them when they get hit, so that evens the playing field a bit.

In Aquatic Ruin Zone Act 1, the player must go towards the first horizontal spring that sends them up the column. In Debug Mode, they should place a Transport monitor in front of it, but have enough space in between them so that they have room to stand. If performed correctly, Sonic should be repeatedly pushed forward by the spring, constantly switching between his running and pushing sprites. After a few seconds of watching this happen, they should make sure Tails is on the other end of the monitor, then roll into it. The player should then turn into an item to make sure nothing happens to them. When the flash fades, the camera will be back at the start of the level, and make its way to Sonic and Tails. When it gets back to them, Sonic should be in his idle stance, and the background will, if performed correctly, scroll a few seconds after the camera focuses on Sonic again. The player needs to jump back onto the platform behind the spring, and Tails will try to follow but will be pushed slightly backward. He will do this infinitely, and the only way to stop the glitch is by making Sonic hit the spring and run past Tails, leaving him offscreen.
 * Low-gravity Tails:

If the player goes below where the boss is meant to be using debug mode and, then they approach back towards the boss Dr. Robotnik might use corrupted sprites. (Note that this glitch does not always work, sometimes his sprites are only glitched for a few frames before they correct themselves).
 * Boss Corruption:

Once the player gets on to the Tornado they must quickly enter and exit debug mode. All of Sonic's sprites (except for his standing and looking up sprites) will be corrupted, but they will correct themselves once the plane approaches the Wing Fortress.
 * Sprite Corruption:

If Sonic Spin Dashes to the right edge of the area where the Aquatic Ruin boss battle takes place, he will quickly reach the other side of the boss battle area. The music for the boss battle will play, but the boss will not appear until Sonic moves away from the edge of the screen. This happens because Sonic is on top of the column that appears upon entrance of the boss, and pushing the columns up with Sonic on top could break the collision.
 * Boss delay:

Sometimes when the Aquatic Ruin boss is defeated, Robotnik's ship will not show the explosion sprite, and when the player opens the capsule the animals will be sections of the explosion sprite instead.
 * Boss sprite corruption glitch:

Once Sonic latches on to the Death Egg, the player must quickly enter and exit Debug Mode and Sonic will be using his walking animation while latching on.
 * Walk in mid-air glitch:

There are two ways to activate this glitch. The first requires the use of debug mode. Playing as Sonic and Tails, Sonic must turn into Super Sonic. Then, the player needs to place a Transport monitor using Debug Mode. Finally, they should break the monitor and, while Sonic loses his Super State, Tails should turn into "Super Tails". This form is just as if Tails is invincible with Power Sneakers. Sonic looks the same, but loses his Super State powers. The second way is much more efficient and does not need debug. Super Sonic must simply lead Tails into any water (Mega Mack works too) and Tails gets Super Sonic's speed and jump height, but not the invincibility. Super Sonic retains his powers throughout. Tails's abilities are maintained for the entire level, even after touching the Goal Plate/Capsule. This second method is only proven to work in the 2013 re-release.
 * Super Tails:

If the player attempts to transform into Super Sonic after touching the end-of-level signpost, they will be walking in mid-air, but they must reset the game in order to end the glitch. If the player has Debug Mode enabled, they can just turn into an item and drag themselves off-screen to fix this.
 * Another walk in mid-air glitch:

In Oil Ocean Zone Act 2, if the player goes to the second platform that shoots the player through the air cannons, but holds left, they will hit the spikes and land in an air cannon but will fall straight down. The player will then land in a gap between the top of another air cannon and a wall. When they jump out, the speed and agility of Sonic will be increased dramatically, making him faster than Super Sonic. If the player becomes Super Sonic with this glitch activated, the stats will be doubled, making Sonic faster than Hyper Sonic. If they Spin Dash or go off screen, the effect will wear off.
 * "Hyper" Sonic glitch:

To perform this glitch, the player must the game and enter the codes for Super Sonic and Debug Mode, and play as Sonic alone. In Debug Mode, they should place a Transfer Monitor, turn into Super Sonic, and smash it. Sonic will then become Yellow Sonic with his fur still golden.
 * Yellow Sonic:

First, the player must perform the first method of the Super Tails glitch. If Sonic turns Super again, Tails will also stay in his super form as well, making both of them super. They will remain like this until the act is cleared. If Sonic runs out of rings or clears the act, Tails will still stay super. Using the second method results in this by default.
 * The Super Duo:

The player must enter the Level select and Debug Mode codes and go to Sky Chase. Using Debug mode, they must create a Robotnik Monitor and break it open. Upon hearing Sonic die, they must press B to enter debug mode once again. They then need to move the cursor up until Tails is seen and exit debug mode. To finish, they should jump and Tails will have been duplicated.
 * Tails Clone Glitch:

While on Versus mode on Sonic Mega Collection Plus, on Casino Night Zone, the player must perform a spin dash on the left wall. Once all the way up the elevator, they then must move to the right. The player will start spinning even though the character is as if they were walking. This glitch ends once the goal post is reached and the level ends.
 * Spin Dash Forever:

In Casino Night Zone, if the player is playing the pinball section, when they land on the ground, Tails will move without using his walking sprite.
 * Tails is Possessed:

When fighting Mecha Sonic, if the player jumps on his head when he is on the left of the screen for the final hit, he will become a floating flame and the player won't be able to move on.
 * Ghost in the machine:

If the player were to rapidly pause and unpause the game when a character has a shield, the shield's sprite will become "Confused", causing it to remain in the same frame for a few seconds.
 * Confused Shield:

If the player goes to stand on one of the teeter totters in Hill Top Zone and begins spindashing but does not let go of down, when Sonic springs up into the air, smoke will rise from his feet as though he is spindashing, and the spindash sound effect will play. This is because the game did not register that Sonic stopped charging the spindash, and if Sonic touches the ground after letting go of the spindash button, he will curl up into a ball and shoot off as though he has just finished charging. If the player continues to hold down after he lands, then his standing sprite will show spindash smoke until down is released, at which point he will act as though spindash was started from the ground.
 * Spin Dash in mid-air:

This is for the iOS and Android re-release. The player should use the Level Select Code, then activate Debug Mode. After turning on Debug Mode, they must select 00 3 times. Now the player should make a new save file with Sonic and Tails. In Emerald Hill Zone Act 1, they must die by using spikes 2 times. Next, the player must turn into an item using Debug Mode, and die by falling out of the world. When the player returns to the save select screen, they need to make a Sonic only save file. The player should now have Tails join Sonic when he is not supposed to. (WARNING: Completing a level will cause the player to be stuck with Tails!)
 * Tails Glitch (Sonic 2 iOS):

After a boss, if the player runs and jumps fast enough with Super Sonic, they can go past the normal barrier that is used to lock them from the remaining terrain. In severe cases, it is possible to go to the solid-less loop-back. Please note that Tails is likely required.
 * Barrier manipulator/out of the barrier 2.0:

How to perform the glitch:
 * Palette glitch in Sonic 2 (iOS):
 * Enter Debug Mode
 * Select Oil Ocean Act 2 with Tails partnered.
 * Get to the checkpoint before the the boss fight
 * Become Super Sonic with an S Monitor.
 * After becoming Super Sonic, add a Teleportation monitor and smash it.

The player should be transported back to the beginning of the level, and Tails should have the invincibility stars around him. If the player looks, they will see that the background is all messed up. If the player uses Debug Mode to travel all the way to the top of the zone, they will see that the background loops. The same is true with the bottom (where all the oil is) if they use Debug Mode to go all the way down there, they will see the sky.

In Oil Ocean Zone, the player should run quickly toward a cannon (on the ground). If they jump at the right angle, they can get stuck inside the cannon.
 * Sonic Cannon (iOS):

In Oil Ocean Zone, with Debug Mode, the player should place one of the unused pushable balls onto a Fire Top underneath a secret purple cannon. Once the Fire Top launches, the ball will cause the Fire Top to stay attached to the purple cannon.
 * Frozen Fire Top (iOS):

In any special stage, performing a jump at the right time before the button icons disappear to show the Chaos Emerald will cause Sonic to jump repeatedly when collecting it.
 * Jumpscene (iOS):

In Oil Ocean Zone Act 1, if the player takes an oil slide which has a ramp at the end of it, they will often end up floating in the air, moving up at 1 pixel every second. The only way to fix this is to jump. For whatever reason, it does not occur in act 2
 * Floating in Air (iOS):

Sonic the Hedgehog CD
In the Sonic Gems Collection version of the game,the player needs to activate Debug Mode. Going to Time Attack, and selecting Stardust Speedway Zone 3 will cause some pretty weird things to happen. As soon as the act starts, the player should open Debug Mode, and then go all the way to the right. If the timer is around "8000", the screen will scroll up, and the game will crash.
 * Time Attack crash:

In the original version of the game, it is possible to jump off the first 3D ramp in Palmtree Panic Zone 1 with a well timed jump just before getting locked into movement. This may cause minor graphical quirks in the background, but going back into the ramp area should fix them.
 * 3D ramp jump:

In the 2011 Remastered version, in any Round (ideally one with a checkpoint near the end) the player can activate the final checkpoint. After waiting until the timer hits 10 minutes (While trying not to have Sonic jump off the level by staying idle too long). The player should be taken back to the checkpoint with their time reset to 0. They can then get to the end of the stage in a very short amount of time, and it will even count as their leaderboard time. This cannot be done in Time Attack however, as checkpoints aren't set in the levels, so one will always be put back at the start of the Zone. While technically intentional, it is useful.
 * Time Skip:

In many places in many Rounds, time travelling at certain spots will place the player inside walls or other terrain once they get to their intended timeline. This is obviously because the terrain varies from timeline to timeline, and that means that there's space in some timelines while there may be a wall there in another. This may not be a glitch however, some places in which one can get stuck have semi-solid staircases so the player can leave. Surprisingly, this is the only known 'glitch' caused by time travel.
 * Time travel into a wall:

In Stardust Speedway Zone 3 with Rebug Mode active, when the player gets to Amy, they can change into any sprite and go to the far left of the screen until the camera bugs out. They can then head back to Amy, and her color palette will be glitched, now appearing green and purple.
 * Amy in paint:

Sonic the Hedgehog 3 & Knuckles
This glitch occurs many times. The glitch is used to skip all the way to the boss or get back to the beginning of the level. The steps are easy. Press and hold down on a certain spot until the screen moves, then jump. This can also be used to get past the Knuckles-only walls in IceCap Zone Act 1 as Sonic.
 * Vertical scroll:

In Flying Battery Zone Act 1 as Hyper Sonic or Super Tails, after the first magnetic section with 2 moving cannon type robots and just before a checkpoint there is a switch. The player must Fly/jump over the switch and land on a raised ledge. Once there, they must continue forward until they get to a section where there are dome shapes dug out of the ground and spike balls spinning around in them. As one of the invincible forms, the player should push against the spike ball in the opposite direction and the character sprite will turn upside down.
 * Upside down sprite:

Though this glitch is rare (and minor), it can happen from time to time. If the player holds on the up button on the D-pad with Tails standing next to them, jumps and uses the insta-shield, Tails will sometimes use his Propeller Flying ability. The chance of this happening somewhat increases if the player has an elemental shield. It seems that with the Fire Shield active, Tails will fly up quite far until his AI kicks in and makes him come down.
 * Activate Tails's flying ability with Sonic & Tails:

In a very rare and difficult case, it is possible to glitch out of the barrier for the Barrier Eggman in Flying Battery Zone. This glitch can only be performed with Hyper Sonic. After the player hits the "eye", they have to perform the Hyper Flash /Sonic Boom. The timing needed for this is extremely hard to get down, but if performed correctly, Sonic will glitch out of the left side.
 * Out of the Barrier:

It is also possible to glitch out the right side and move to the Hang Mobile, but that is even harder to perform. And while on the path leading to the Hang Mobile, parts of the background sprites may be corrupted, or it may be all black. If the background is all black, then it is likely that the normal background will rise up along with the platform.

This glitch can only be performed in Sandopolis Zone and Carnival Night Zone. When the player is performing a Spin Dash charge on a break away platform, they may fall into sand. When the player manages to get on land, the character will automatically spin dash and will continue doing so for some time. In Carnival Night Zone, the player has to perform a spin dash on the ledge next to a spinning barrel. If the barrel comes to the player while charging the Spin Dash, the dust will stay behind the character and the same thing from Sandopolis will occur.
 * Endless Spin Dash:

There is a corner in Carnival Night Zone Act 1 where, if Sonic is going too fast, he will clip into the floor and die.
 * Speedy death in Carnival Night Zone:

If the player doesn't go through the hidden path and takes the default path, the Egg Capsule will not appear and the end of Knuckles' level and the player can't go through the teleporter and advance to IceCap Zone. If this happens, the player will be forced to climb up the tunnel that Sonic and Tails take and has to fight the Graviton Mobile, piloted by the Eggrobo. After the boss, the player can just jump into the cannon and be blasted into IceCap Zone, though Knuckles will still enter the stage through the teleporter.
 * Knuckles fights the Carnival Night Boss:

This glitch can only be performed using the Level Select cheat code. It is possible to enter The Doomsday Zone as Super Tails or Super/Hyper Knuckles, however their sprites will be corrupted, and Super Tails will not lose Rings. The only way to avoid the sprite corruption other than hacking is to enter and exit Debug Mode rapidly (by pressing B twice).
 * Doomsday Zone with corrupted sprites:

In Flying Battery Zone, if the player jumps on an Egg Capsule (with a Spring on top), Tails will follow. When the player springs up, Tails will also spring up, even though he didn't touch the spring.
 * Tails' invisible air spring:

When playing as Knuckles, fight any of the bosses and then die. When the player fights the boss again, instead of the EggRobo, the pilot will be Robotnik. For some reason, in Flying Battery Zone, the boss will always be Robotnik.
 * Knuckles vs Robotnik:


 * Blue Knuckles:

Blue Knuckles is a glitch character that appears from an automated reset via the Angel Island Warp Crash by using Debug Mode. He is basically Knuckles with Sonic's color palette.

After entering the glitched Angel Island, the player should activate Debug Mode, and follow the water all the way downwards until the game resets itself. Sometimes, the game goes to a blank white screen and later resets as well. After the automated reset, they must go back to the Level Select, and if the player sees the numbers 80, 81, or 82, the glitch is successful. They can then go to any Act, and Blue Knuckles will appear. He cannot go through certain sections of a stage without the aid of Debug Mode, and when he reaches the Knuckles cutscene trigger in Hidden Palace, the game crashes. Blue Knuckles has an immediate transformation between Super and Hyper, but he will be yellow with glitched afterimages and cannot breathe underwater. When he reverts to normal, he will become Knuckles with Red Sonic appearing on the signpost. Also, he is referred to as Tails (with a glitch sprite next to it) in the completion blurbs after clearing an act or getting a Chaos Emerald/Super Emerald.

In Sonic the Hedgehog 3, when Knuckles destroys the bridge in Hydrocity Zone, the player should hold down right on the D-pad. If they do this correctly, Sonic will be able to bypass the battle with Robotnik and head straight to the capsule (they have a higher chance of doing this if they're Super Sonic). Opening the capsule will clear the zone, but the game continues after Sonic performs his ending pose, and the player won't be able to proceed to Marble Garden unless they reset the game. Bypassing the capsule will let them, with the help of Tails, travel to the point where Hydrocity Act 2 repeats the level's layout. It should be noted that unless the player destroys the capsule, they can still go back and fight Robotnik as normal. But if the player opens the capsule and then defeats Robotnik, the capsule will disappear. The player can also perform this glitch by simply running to the capsule, and then running back to defeat Robotnik. All of these glitches are technically fixed in Sonic 3 & Knuckles, but Knuckles does not have an Act 2 boss in Carnival Night Zone.
 * Boss Bypass:

This glitch can only be performed in Angel Island Zone, with Debug Mode activated. When the player is in Debug Mode, they can actually bypass right boundaries using it. The player can abuse it to bypass the Act 1 boss and move on to act 2 without any boss fight. They must use it in an abusive way to cause their death entering the loop after bypassing the boundaries. When they respawn, they will have a corrupted ring sprite instead of Sonic. If the player beats the Act 1 boss using that corrupted character without any additional use of Debug Mode, Sonic's sprite will not return to normal. This means that the player can go on through Act 2 with Sonic in this state. However, falling into the next zone changes him back to normal.
 * Score/Ring Sonic:

The glitched character has a hyper form, although there are no changes upon entering it besides a blue spiky Sonic palette.

The reason this only works in Angel Island Zone is because in other zones, there is no way to bypass the boundaries, since the Act 2 maps will be loaded on the character's standing position. Additionally, when the flame attack switches the sprites and colours of the Zone, Act 2 begins to load. This also explains the Sonic the Hedgehog 3 only glitch that changes the music to Act 2 when entering a bonus stage and exiting.

There are two ways to activate this. One is to defeat Knuckles while using Tails to help Sonic stay above the ground. After defeating Knuckles this way, the player can have full control over Sonic in the part where Knuckles tries to stop Robotnik from taking the Master Emerald. The other way is to use Debug Mode to bypass everything to get to this point. If the player jumps into one of the deactivated Super Emeralds, they enter a Special Stage (there is a possibility that the 8th Sonic & Knuckles Special Stage will be loaded), touch a Red Sphere to exit, and the usual happens (or if the second method is done, the background has four rings on each side of the screen), although, after the score is done racking up, it warps the player to the last Giant Ring they touched.
 * Level warp:

To perform this glitch, the player must first use the Level Warp Glitch. If no Giant Rings were touched they will end up back in Angel Island Zone, but the screen will be positioned far above the normal starting part of Act 1. The game will then glitch downwards while the game plays a buzzing sound. After some amount of time, the color of the grass will turn red and the sound for the airship from Act 2 will play. The game will then crash.
 * Angel Island warp crash:

There is a small chance that performing the Level Warp without touching any Giant Rings will cause a strange sound to play, making a corrupted Bonus Stage title card saying "Doilus Stage" to be shown on screen and crash the game. There is a possibility that the text displayed will be different, such as "Cohtil Ilrage" or "ROU*V V*ORSE."
 * Bonus/Doilus Stage Crash:

If the player somehow gets more than 999 Rings by breaking S boxes, instead of going to 1,000, the game will pick a different HUD sprite in place its place ("i.e" E49 Rings).
 * Ring number glitch:

To perform this glitch, the player can go to any level (excluding Doomsday Zone) with Debug Mode enabled. They should then place a large number of S Monitors, and roll into them to become Hyper Sonic/Super Tails/Hyper Knuckles while gaining a large number of rings. They must repeat the process until the controls become locked. After the controls are locked, they should push start, and the game will take the player into Sonic and Knuckles. However, if the player presses A + UP on the title screen, they will be taken to the Sonic 3 & Knuckles Level Select instead of the Sonic & Knuckles-only version. When activating the glitch, there is a chance that the game will freak out and corrupted sprites will appear, and will usually reset itself if this happens.
 * Crashing into Sonic and Knuckles (S Monitor Overload):

In prototype 408 of Sonic 3C, if the player goes into Debug Mode and places a checkpoint in the air during the opening sequence (Tails flying toward Angel island with Sonic Jumping off the plane, turning into Super Sonic) and then dies, the level will start the sequence over. This time, when Sonic reaches the island (where Knuckles comes out of the ground and knocks the Emeralds out of Super Sonic), the game goes to a blank white screen and crashes. Next, the game begins to play Angel Island's music in a music box-like manner. This has been fixed in later versions. Video of this glitch
 * Music Box Crash:

In prototype 517, if the player were to place a checkpoint during the opening sequence of Angel Island, in Debug Mode and then let Sonic fall to his death, the game will warp him to the credits, where both the credits screen and music will fade in an out. Video of this
 * Angel Island credits glitch:

After the ending of every Act is a loopback. In these loopbacks, the Acts have most of their objects removed, and the ones that are not removed do nothing; for example spikes that are not removed do not hurt the player, nor does lava in Lava Reef Zone. Additionally, loops do not work, as well as some other glitches. Some loopbacks are normally accessible, some can only be accessed with Debug Mode, and some cannot be accessed at all. After each loopback is another loopback, which continues until the character's coordinates max out. The game will then restart the stage at the proper location.
 * Loopbacks:


 * Accessible Loopbacks:
 * Hydrocity Zone Act 1-2
 * Marble Garden Zone Act 1
 * Carnival Night Zone Act 1-2
 * IceCap Zone Act 2
 * Launch Base Zone Act 1
 * Launch Base Zone Act 2 (Sonic 3 standalone only)
 * Lava Reef Zone Act 1 (Uses Act 2's palette and music)
 * Death Egg Zone Act 1-2
 * Death Egg Zone Boss Area (enters loopback properly)
 * Loopbacks only accessible with Debug Mode:
 * Angel Island Zone Act 1-2
 * Marble Garden Zone Act 2
 * IceCap Zone Act 1 (Sonic 3 standalone only)
 * Launch Base Zone Act 2 (in Sonic the Hedgehog 3 & Knuckles)
 * Sandopolis Zone Act 2
 * Sky Sanctuary Zone (Knuckles' version)
 * The Doomsday Zone
 * Inaccessible loopbacks:

All other loopbacks are inaccessible, normally because the screen locks too early. One exception is IceCap Zone Act 1, where it is inaccessible because when the player moves far enough to the right before the miniboss, Act 2 loads almost immediately (This can be averted by performing the checkpoint glitch). Additionally, Lava Reef Act 1's loopback may appear to be inaccessible, but there is a glitch that allows the player to move further to the right after Act 1 is completed, though that will cause Act 2 to not load.

Knuckles in Sonic 2
When Knuckles defeats Dr. Robotnik in Casino Night Zone a wall will disappear. If the player is on the wall while it disappears, Knuckles' climbing sprite will remain in mid-air until the player jumps off.
 * Climb in mid-air glitch:

Sonic 3
If the player pushes against the wall during the "cutscene" with Knuckles and speeds ahead as fast as they can, they can actually pass the boss and jump on the Capsule. This allows the player to destroy the capsule as Super Sonic.
 * Skipping the Hydrocity Zone Boss:

In Angel Island Zone Act 2, if Sonic (or Tails) gets stuck in the last tunnel before the Act 2 boss, he will head backwards. When he reaches the entrance to the tunnel, the graphics will be glitched. This is due to the sprites for the airship having been loaded after traveling through the tunnel, as the game does not expect the player to return to the previous section.
 * Garbled Graphics:

Tails can fly in the Bonus Stage. To perform this, the player should hold the jump button whilst entering Bonus Stage. Tails will jump when the Bonus Stage starts, and the player can jump again to fly as normal.
 * Flying Tails in Bonus Stage:

It is possible for Sonic to transform into Super Sonic in the bonus stage. All Seven Emeralds are required, however. To perform this, the player should hold jump whilst entering Bonus Stage, and Sonic will jump when the Bonus stage starts. The player can then jump again to Transform.
 * Super Sonic in Bonus Stage:

To perform this glitch, the player first needs to set the character to Sonic and Tails (character value 00 in Level Select), then go to Marble Garden Act 1. They should play normally until they are on the pathway towards Tunnelbot. Next, they must make Sonic stand still, pick up controller 2, and defeat the boss using just Tails. If the player did this correctly, once the signpost lands, all of the sprites will vanish and the game will crash. This is because Sonic and Tails are not where they should be when clearing the level. This glitch can also be done in the S3C prototypes of Sonic and Knuckles.
 * Game crash in Marble Garden Zone:

To perform this glitch, the player should travel to a checkpoint in a level. After hitting the checkpoint, they must pause the game and push A to get back to the Level Select menu. Then they can then choose any level (other the level they exited out of), and in whichever level they have chosen, they will be placed in the same coordinates as the checkpoint of the level they exited from. However, if that value doesn't exist in the level they enter, the game will crash. This glitch has been fixed in the S3C prototypes of Sonic and Knuckles.
 * Level Select glitch:

While technically intentional and not so much a glitch but more of an overlook, by using Super Sonic to run up the curved wall next to the Thunder Shield above the loop in Hydrocity Zone Act 1 (Super Sonic can go up slopes of any angle, even vertical walls, with ease), he can go above the level and easily reach the next hole in the ceiling, right before the Act's boss.
 * Level Skip:

In Sonic the Hedgehog 3 (alone), when the player defeats Robotnik in Hydrocity Zone as Super Sonic, he will remain Super Sonic and the Super Sonic music will still play, but his quills will drop down like his normal appearance. He will also stop losing rings, and everything blue on the results screen will flash yellow. This was fixed in Sonic 3 & Knuckles.
 * Super Stop:

Using Tails to fly "over" the Ball Shooter boss in Launch Base Zone results in Eggman not showing up. After destroying the boss and continuing with the level, the back of the seat of the Ball Shooter's cockpit can be spotted in the following places:
 * Zombie seat back:
 * On one of the red scaffolds holding up the Death Egg while Knuckles punches the Egg Mobile
 * Whenever Rings are lost on the following bosses, the seat back will be floating to the upper-right of one of them, following it. It vanishes with the ring if collected.
 * If the level is completed, it shows up to the upper-right of Tails while he watches the Death Egg fall, and turns gray when he does his victory pose.

Note that this glitch may also work in Sonic the Hedgehog 3 & Knuckles.

Sometimes, if the Ball Shooter boss is destroyed as Super Sonic and Tails, when Super Sonic flies to Knuckles in the Egg Mobile, Knuckles may have Eggman's head floating just to his left. It follows his every move, including falling. Note that this glitch may also work in Sonic the Hedgehog 3 & Knuckles.
 * Robotnik-face Knuckles (May work in S3&K):

As Sonic and Tails, in Angel Island Zone Act 2, if Tails falls into the pit on the left once the boss is completed and the capsule floats down, he will bounce back up and fall away as usual. He can also press the capsule's button when he bounces up. If this happens, the level will be completed, and when Sonic walks off to the right, Tails with either be standing on the left side of the bridge or on Knuckles's ledge. If he is on the ledge, he will be walking to the right, but not moving. Note that this glitch may also work in Sonic the Hedgehog 3 & Knuckles.
 * Tails's last wish:

Sonic Spinball
With a code, it is possible to access levels after level 5, although most (or all) of the levels are mostly unplayable messes, with glitched graphics, some feature the HUD bar at the top of the scree, while others don't, most have Sonic's death sound play, some crash upon arrival, some of them that do have Sonic's death sound either:
 * 252 glitch levels:
 * Play it once only
 * act like a normal level of the game, and play it, and then "try again".
 * play the death sound multiple times at once
 * have the death sound play multiple times, and echo the sound effect.

Sometimes, when one of the latter 2 occurs, Sonic (in his death animation) will go from one side of the screen to another side/the middle, or come out the bottom and go back down. It is unknown why these levels exist, although it is possible that at one point, these "levels" were once fully playable and were scrapped without being fully removed from the game.

Knuckles' Chaotix

 * Wechnia glitch:

To play as or have Wechnia as a partner, the player must go to the Options menu and select "Color Test". Three pairs of 00 should be surrounded by <>. The player should then hold and press until the first pair is 06, release, then hold and press until the second pair is 0B. Next, they need to release, hold, and press until the third pair is 11, then release and press. Three pairs of 04 should now be highlighted. Finally, the player should hold and press until the second 04 is now 00, release, press, and proceed to the main menu. The option "Stage Select" should now be below Options. They should select it, then set the character or partner to **********. The player will then have Wechnia. This will most likely crash the game, however, as the character uses corrupt sprites.

Sonic Jam

 * Out of bounds in Sonic World:

"Out of bounds" glitch in Sonic Jam ' s Sonic World

If the player tries to jump in at the very edges of the lake, it is possible to get out of bounds. There will be nothing but a green texture on the ground, and a cloudy light blue sky. If the player goes far enough, it is also possible to loop the map and send Sonic back to where Sonic World is supposed to be. However there will be no objects, no lakes, no buildings, etc. Additionally, the world and the character will constantly flash with very strange effects. Please note that this may crash the console.

Sonic 3D Blast
When the player tilts or bumps the side of the cartridge of this game (or runs the game through a corruptor), they will normally be taken to the Level Select screen. However, sometimes, rather than go to the Level Select screen, the game will crash while the music plays at random speeds (the music can be stuck on one tone, but then play very fast, and then get stuck, or vice versa).
 * Level Select glitch:

Sonic Adventure
The game starts Sonic by the pool and intends for him to do stage 1 like a normal hedgehog. However, it is possible to skip the first stage. To do this, the player should head back into the Hotel instead of starting the level, and jump onto the overhead with the door that responds to the switches on the other side of the room. Next, they should stand in the corner between the railing and the wall by what would later be the exit to the Hotel. Now, the player should just start spindashing repeatedly. Soon enough, Sonic will go right through the wall and load the loading zone for the main city hub. Unfortunately, there is not much to do here as it is a later version of the city with much of it blocked off.
 * Skipping Emerald Coast:

Overall, rails tend to be very reliable in preventing an accident that costs a life or two, but those accidents can still happen if the player is running at top speed in certain sections, or spindashes into them. One of the worst cases comes from trying to spindash past the double spike trap in Emerald Coast, which can cause Sonic to go through the rail next to the badnik and into the water underneath that area.
 * Not-so-safe safety rails:

To skip directly to Twinkle Park after stage 1, all Sonic needs to do is stand on top of the sloped part of the elevator. The player should line him up to as far into the elevator as he can go, and jump.
 * Skipping to Twinkle Park:

To perform this glitch, Windy Valley must be cleared as Sonic. The player should go to the Mystic Ruins and head over to the rock next to where the cave should be later in the game. They need to jump on the side of the rock so that Sonic is looking at the sky, and spindash off of it onto the mountain. Next, the player should head to the top left (This may take a few tries to get right) and continue to go left until a tunnel can be seen. They should then fall through it and go up, run on the walls and Light Speed Dash into the wall. If Sonic didn't get the Light Speed Dash upgrade before, the player will need to use a glitch to escape the Egg Carrier.
 * Skipping to Red Mountain:

Big must have the Life Belt in order to perform this glitch. As Big, the player must get the Ice Stone and place it near the left of the path to the Egg Carrier in Station Square. They should jump over it and Big should be out of bounds. The player then needs to have him swim toward the hotel and under the pale square that leads to the pools, then dive down just enough so that when Big goes back up, he can glitch through and enter the normally locked Station Square. Now, they must find 2 green blocks and place each in the 2 keyholes that are near the doors. After they open, Big may enter Emerald Coast earlier than intended.
 * Skipping to Emerald Coast:

As Knuckles, the player must get the Ice Stone, then head to the Train Station, and place it in front of the right-side corner of the stairs (not the building). They should then try to squeeze Knuckles in between the statue and corner, and glide until they glitch through. The player should Glide left until the screen fades to the Loading Screen, then while inside the Train Station, try to glitch him through the wall to the left of the 2 doors that lead to the Casinopolis area. After he makes it to the Casinopolis area, the player should hit the switch that opens the entrance to Casinopolis like normal.
 * Early Casinopolis glitch:

To perform this glitch, Sonic must not have yet got the Ancient Light. The player should go over to where the Ancient Light is and stand in front of it. They should then spindash so Sonic hits it but still falls off the cliff, and they will hear Sonic say "NO!" before the game goes up to the scene where Tikal's spirit is telling the player about the Ancient Light.
 * Ancient Light glitch:

As Sonic or Knuckles, the player must get to Egg Carrier and head to the pool area, which should be full of water. They should go in and walk slowly off the edge, then land on the closed door below. If the correct spot is hit, the player should be able to partially glitch through the wall while on top of the door. Next, they should spindash or triple punch as Knuckles towards the wall. If done correctly, they can slowly walk back into the area leading to the Sky Deck stage. They will notice that even when the pool still has water in it the water's textures are not present, but if they jump, the water's splashing sound effects will still be heard and its splashing animations will still be seen.
 * Deep water glitch:

These are some save file-breaking glitches that can be done with Sonic, Knuckles, and Big; if any of the characters are used to perform said glitches, they will be permanently stuck in a specific area and the save file will be corrupted.
 * Save File-breaking glitches:

As Sonic, the player must perform "Skipping to Red Mountain" above, then complete that stage and Sky Deck. After this happens, he’ll be permanently stuck on the Egg Carrier.

As Big, the player must perform "Skipping to Emerald Coast" above, then complete that stage and Hot Shelter. After is happens, Big should be in the Past. Big will now be permanently stuck.

There are 2 ways to perform this glitch as Knuckles. Either the player can perform the "Deep Water Glitch" above and enter and complete the Sky Deck stage, or perform the Early Casinopolis Glitch above. Knuckles will be in the Past and he will become stuck.

These glitches happen because cutscene triggers that would take the player farther into the story no longer work. It’s reccomended not to perform these on valued save files because the glitches will corrupt them. If this happens, the player must restart from the beginning of the game.

After going up the hill to get inside the cave, the player will notice a drawbridge right when they enter the room. Instead of going through all of the obstacles, the player can simply go through the drawbridge by jumping towards it (when it's still up). Also, after going through the bridge, there is the section of the level that has a gate (pushing it triggers Sonic to get on a snowboard), and on the left, there is a wall of snow. If the player wants to attempt this glitch (this could take time), they should repeatedly spindash towards the wall of snow on the left. Then, Sonic will go through and will appear to fall towards a reflection of the sky above.
 * Ice Cap glitch:

South of the train station in Station Square, the player will notice the boat pier. On the right side of the small harbor, the player should continuously spindash towards it. They will then notice that Sonic is now out of Station Square's boundaries (normally, the coast would block the player from going any farther). Now the player can do whatever they want in that area, even though they still have the risk of death. It is worth nothing that this process may take a while.
 * Station Square small boat harbor:

In Knuckles' section of the Lost World, if the player performs a triple punch on one of the fire blocks that push out of the wall, Knuckles will glitch through and land on the under loop section for Sonic's section of the level. After going through the wall, the player can jump on the capsule and Knuckles' objectives will automatically be completed.
 * Knuckles destroys the Capsule:

After the Egg Hornet drills into the ground, if the player keeps using the Homing Attack as Sonic, the Egg Hornet will stay in the ground and sustain damage.
 * Defeat the Egg Hornet in one run:

After defeating bosses such as the Egg Hornet, if the player jumps at the Egg Mobile and has no Rings, the character will give their victory line and die, forcing the player to perform the fight again.
 * Die after winning:

There are several different ways to get Tails in Sonic's Emerald Coast stage. The most popular way to do this is to have him fly into the left hand corner of the hotel; he will glitch through the graphics. The player should fly him into the picture of the casino, and then fly him through the part of the hotel right in front of the beach. If done incorrectly, he will fall through the sand to his death.
 * Tails in Emerald Coast:

If Tails stands inside the sliding doors leading to the casino, in exactly the right spot, he will glitch on top of the invisible box in front of the picture of the casino. However, the camera will likely get stuck. The player should follow the procedure above to get him into the stage.

Another method is for the player to go right when entering the pool area's doors. Once in a little corner of invisible walls blocking the tables, they should start flying. Tails will (most likely) go through the ceiling. The player should then move forward a little, and Tails will land on a corner. From here, they should fly over to the beach, and Tails will make it. If he is not teleported, the player can walk over to the gates, and the level start function will be called.

The final way to get him there is for the player to perform the glitch that gets him permanently stuck in the Casino area. To perform this glitch, the player should not play any of the other characters' stories, select Sonic on trial mode, then go back and select Tails. He will have no stages. The player must then press "A", then "OK", and if done correctly, Tails will be in Emerald Coast.

Because of the game's coding, only the first half of the stage is playable. When going to the second part, water and a spring in the middle of nowhere will be seen. If the player entered via the pool area, as soon as they reach this point they will be sent back in front of the doors. However, if the Level Select is used, the end level function will not be called, causing death. When the player re-spawns, they will be jumping on the spring in an infinite loop.

To perform this glitch, the player must pick up the statue in front of the Burger Shop, and bring it with them to the entrance of Twinkle Park. They should then push it down on the right side of the railing. It needs to have enough space so Knuckles can slip through, but it must be able to push him through the wall as well. If done correctly, Knuckles will glitch through the wall. He will be falling through space, but if he flies in a certain direction, the player will see the track. Normally he will die there, but strangely, at the beginning he can fall infinitely.
 * Knuckles in Twinkle Park:

Another way to perform this glitch is for the player to first stand in the middle, at a specific spot by the closing doors that lead to the entrance of Twinkle park (not the one that lead to the actual stage), then glide to right of the doors, still standing at the middle. Knuckles should land between the right side door in his climbing animation. The player should then wait until the doors close on him, and he should glitch through the top of the ceiling and through the doors. They then should have him glide out of the graphics, then glide to the left of the building, and to Twinkle Park. if done incorrectly, he will fall to his death. It is important to know where to glide so that this does not occur happen.

To perform this glitch, the player should get the statue in front of the Burger Shop and take it to the gates of Emerald Coast. They then must place it on the right, place Amy in between the two, and have her hammer jump. If done correctly, she will be glitched into Sonic's version. However, to get past the whale, the player must Hammer Jump over the first corner, then stop, look behind Amy, and the whale should be gone. The player can then continue as normal (However, when she gets to the second section, she will be jumping on a spring in a landless area). Getting past the whale may only be possible in the DX version.
 * Amy in Emerald Coast:

To perform this glitch, the player should get the statue in front of the Burger Shop, and take it to the gates of Emerald Coast. They must then place it on the right, just next to the gate, and Knuckles should be able to glide through the gate in between the statue, into the level. If done correctly, he will be glitched into Sonic's version of the level. He can do everything normally in the first part of the stage, but in the second part of Emerald Coast, there is only a spring and a bottomless pit. It is a very similar process to bringing Amy into Emerald Coast.
 * Knuckles in Emerald Coast:

To perform this glitch in Sonic Adventure DX, it is recommended that the player has the Free Camera enabled, as with the Auto Camera, the camera will most likely get stuck. The player should go to the area where they see the red doors that lead to Speed Highway. They then need to run to the left of the building, just before the corner close to the doors, then stop. Next, they should jump and glide to the left while in the process of going through the ceiling. Knuckles should be able to go through the entire building and glitch out of bounds. Afterwards, the player should have him land on the closest building textures that can be found, then stop as he lands. Knuckles should be in his climbing animation. The player must glide right, then forward until a brick-structured cylinder is seen. They should have Knuckles try to go through the bricks, then land. The "Loading" screen should show up and Knuckles should end up in the sewer. Knuckles can then go through the sewer normally like the other characters. After exiting the door, he will end up in the shop where the Golden Chao Egg is found.
 * Knuckles in the sewer:

First, the player must perform the Early Casinopolis glitch as Knuckles, then exit the game and play as Tails. They then need to complete his mission in Casinopolis, quit, and go to Acton Stage in Trial Mode as Knuckles, where the stage should say "Windy Valley". The player must press "A" then "OK", and the stage function should be called. Knuckles will be glitched into Sonic's version of Windy Valley Act 3. At the start of the stage, Knuckles will be falling. The player should have Knuckles glide toward the stage until he lands. He should be able to travel through the stage like normal afterward.
 * Knuckles in Windy Valley:

It is possible to glitch E-102 into Casinopolis in the Dreamcast version. If he hops on top of the train going to the Mystic Ruins, he is able to jump-glitch himself on top of the train station roof. The player should use the booster to slowly lower Gamma to the inside of the doors. He is able to get in the pinball section by standing there and waiting.
 * Gamma in Casinopolis:

The Sega Dreamcast version of Sonic Adventure 2 contains a major glitch. If the player tries to send the Silver Egg to Sonic Adventure 2, hatching the egg will cause it to become a Glitch Chao. Refer to the other glitch below for more information.
 * The glitch Chao:

During the Orca chase, the player should stop and then use a Homing Attack on the orca. If done correctly, not only will the orca jump backwards, but it will be possible to "stand" on the orca.
 * Standing on the Orca:

If the player goes to the area where the cars come in at Station Square, they should walk as far down the ramp as they can, and face out. they will then be slowly moonwalking.
 * Moonwalk in Station Square (DX):

In the shop where the player finds the golden Chao egg (and where the player exits the sewer with Sonic), there is a picture in front of the window. As Sonic, the player should repeatedly aim a spin dash at the right back corner of the picture. One of two things can happen; The first is Sonic glitches through the window to the outside, and the camera doesn't (so the player sees sonic through the window) or second is that he doesn't make it through the window, Sonic goes through the floor, and dies.
 * Glitch out of the window in the shop (DX):

After the player finishes the cave part of Emerald Coast, when they head to the loop-de-loop, if they stay on the right side of the screen they will fall through the floor.
 * Emerald Coast glitch:

If Knuckles is in Mystic Ruins, and he jumps off of the cliff, he can glide, turn around, and move straight through the cliff as if there was nothing there. This will eventually cause Knuckles to fall of the stage and die. However, if he flies underneath the bridge, he can climb up on the support pillars and avoid his death.
 * Gliding Through a cliff:

Sometimes, if the player skips the credits (or just at random), they won't get the emblem for completing the story, but it will still be marked as complete.
 * No credit emblem (DX):

A common issue with the camera is that which causes it to stick to behind the wall or snap into an awkward position, making progress difficult. However, this seems to only happen with Auto Camera, so the player just has to switch to Free Camera to avoid this.
 * Unfriendly camera:

To perform this glitch, the player must be in the Final Egg adventure field. They must reach the platform of which Gamma was born from as Sonic, aim at the wall, and perform a jump-dash. If done correctly, Sonic will be behind the scenes. The player should then carefully run through the computers, and Sonic will be able to go within the tubes that carry Metal Sonic and Silver Sonic.
 * Inside the tube:

A certain quarter-pipe ramp in Emerald Coast has these two Booster Pads on each side of it. Normally, they launch the player up the ramp and force the player to dash up the ramp towards its middle section, so they can't accidentally fly to the side. Sometimes, normally after having used them once, the Booster Pad will launch the player in the direction they are facing. This can be used to reach another island without having to use the upper area.
 * Booster Pad misfire:

To perform this glitch, the player must play as Tails and go to the Mystic Ruins, then go to the Icecap path. They should then perform his Rapid Tails Attack while running. As Tails is using it, the player needs to move him towards the walls. For a short moment, Tails should come off the wall and his attack will seem like a moving car wheel. Please note that this is only do-able if he has the Rhythm Badge acquired.
 * Spinning vertical attack (DX):

This glitch is relatively simple: at the point in the level were Sonic and Tails' acts split, the player should notice the entryway to Going Down covered by a billboard. They simply need to fly over it with free camera enabled, and Tails should fall into the corridor leading to Going Down. The player should then fall through the glass and Tails will be in Sonic's portion of the act. They can then select "Restart" so that Eggman is no longer chasing him. If he opens the capsule at the end of At Dawn, he will automatically lose.
 * Get Into Going Down and At Dawn as Tails:

To perform this glitch, the player must first be using Sonic, Tails, Knuckles, or Amy. With the life counter at zero, they should go into the Mystic Ruins Chao Garden, go to the deepest point of the pool, and drown. When this happens, the player will get the Game Over screen. Performing this glitch will cause the player to lose all of their unsaved Chao Garden data.
 * Game Over in Chao Garden:

Sonic Adventure 2
If the player presess enter on their keyboard when using a Xbox Wired/Wireless controller, they will get a popup during a loading screen that says 'Reboot Game to Save Controls' and will not be able to advance.
 * Reboot controller at menu (Steam HD Remake):

In City Escape, when going through the loop that leads to the building that the player runs down, if Sonic jumps at the right moment, he will fall down the building rather than run down it. Alternatively, the player can spindash when Sonic is running down to achieve the same effect.
 * 32 feet per second:

First, the player needs to have the Dreamcast version of the game and two controllers in order to activate the cheat that allows for Sonic to go through the level with a board under his feet (pressing the "Y" button on a second controller conjures up a board like the one used in City Escape). After getting to the Goal Ring in Metal Harbor (not on the board, since doing so is impossible), when Sonic starts his victory pose, the player should press Y on the second controller, and Sonic will slide off on his board into the water as the level statistics pop up. He'll seemingly fall forever into the abyss.
 * Fall in Metal Harbor:

This glitch can only be performed by Sonic, Tails, or Shadow. Once the player's character of choice enters the Hero Garden, they should have him jump on the white pillar up the small stairway. When they reach it and start running, Sonic, Tails or Shadow will get stuck and will keep running without moving anywhere. To stop this glitch, the player must jump. This glitch cannot be performed by Knuckles or Rouge because their controls are different, and Eggman cannot perform it because he can't jump high enough to reach the pillar.
 * Treadmill pillar glitch:

While in the Chao Lobby, the player can use any character to float above the Garden entrances. They then can jump, fly or glide towards the top of the entrances and they will notice the standing in mid-air effect.
 * Chao Lobby glitch:

To perform this glitch, the player should go to the Normal Chao Garden and use Sonic (or Shadow) to homing attack the corner on the left of the entrance to the Chao Stadium (the character should be facing the ocean). After using the homing attack a number of times, the chosen character will go through the Garden's boundaries. The screen will start to continuously shake and the player can go as far as they want. Going a certain distance will cause items and Chao to "swim" under the garden. However, going too far can possibly cause the game to crash.
 * Normal Chao Garden glitch:

Strangely, when Rouge climbs onto a wall, and then moves to the left, her pupils and irises will look distorted. In the Hero Garden, should Rouge climb onto the ledge that has a circle roof on it and then move to the left, pausing the game will give her wonky eyes.
 * Rouge's wonky eyes:

The Sega Dreamcast version of the game contains a major glitch. If the player tries to send the Silver Egg from Sonic Adventure to here, hatching the egg will cause it to become a Glitch Chao. These Chao are mostly growing polygons that can crash the game if too big. Refer to the Chao page for more information.
 * The glitch Chao:

If the player heads to the Chao Kindergarten while holding any object from a Chao Garden looks closely while Knuckles is walking towards the building, they will see that his right ankle is twisting continuously. This also happens when the player is controlling Knuckles in the actual Chao Kindergarten building.
 * Knuckles' right ankle twists continuously:

To perform this glitch, the player must play as Knuckles in the Normal Chao Garden, then head to the patch of flowers to the right of the other patch (which is closest to the exit of the garden) while holding an object. If Knuckles walks into the flowers continuously, his wrist and hand will rotate in an outward direction. This can happen with either the left wrist or the right wrist, and can also happen with both wrists at the same time.
 * Knuckles' wrist and hand rotate in an outward direction:

This glitch only works with Sonic, Tails, or Shadow. To perform it, the player can head to any corner of the pillar in the Hero Garden. If the A button is pressed to jump, the character will be stuck in a low- air jump for a few seconds as if there was a barrier between the corners that is preventing the character to jump higher before going back down like normal. This glitch cannot be performed by Knuckles or Rouge because their controls are different, and by Eggman because he cannot jump high enough to reach the pillar.
 * Jump stuck:

This glitch occurs rarely, although it may occur slightly more often in the Xbox 360 and PlayStation 3 re-release of Sonic Adventure 2. Sometimes, the cocoon may turn a solid black for a few seconds before it turns back to its normal color. This doesn't affect gameplay of any way.
 * Black cocoon:

Rarely, the theme that plays when a Hero Chao or Dark Chao has successfully evolved into that alignment is sometimes delayed and played later on, or occasionally, doesn't even play at all. It may also happen if the Chao has died or has successfully transformed into the legendary Chaos Chao. This glitch occurs more often in the Xbox 360 and PlayStation 3 re-release.
 * Delayed theme:

In 2-Player Action Race, the player must get to one of the checkpoints and jump into a bottomless pit. They then should have the two characters jump off at the same time (it is recommended that one player controls both characters). If close enough, when the characters arrive at the checkpoint, they will "merge" into each other's body.The player can have the characters die separately, but must make sure to not move each character after they die.
 * Merging characters glitch:

During the first Sonic vs. Shadow character battle, if the player slightly taps the Somersault button while standing still just as Sonic/Shadow attacks them, the player's character will not perform the somersault. The hit box for it will still activate, making the game think the character is still using the somersault and basically making the character invincible to Sonic/Shadows attacks for the fight.
 * Somersault glitch:

To perform this glitch, the player must first go to Sonic's Crazy Gadget M1 or M5, then hit the second to last checkpoint. They will see a Chao Box behind it, but should not break it yet. Once Sonic makes it to the door with the last checkpoint inside (the checkpoint that is behind a switch), the player should hit the switch to open the door and not go through it. Once on the purple platform head to where a G.U.N Beetle is seen, they should spindash towards the wall, then perform a Bound Jump to be able to land on the highest platform. Next, they must spindash and land on the gray platform (the platform with the goal ring), and once at the edge, jump to kill Sonic before going back on the platform. When the screen fades, kill Sonic again. If done correctly, after he respawns, the mission will be completed.
 * Chao Key glitch (Sonic):

During the status screen, the player must break the Chao Box that was by the last checkpoint, but not collect the Chao Key. Sonic should end up with an E Rank after his status is shown. Wait until he says "Barely made it" before performing a spindash into the Chao Key. The screen should turn white and Sonic should end up in the Test Level (which is normally only accessed via cheating devices) with colorful shapes and numbers, followed by transparent items to pick up, put down, and throw with no music playing. He is able to roam around inside, and when he jumps off of the stage, he will eventually hit an invisible floor at the immediate bottom of the area. This works in all versions outside of the Sega Dreamcast.

It seems to be possible to instead end up at the Finalhazard fight rather than the test room, but there is very little info on how or why this happens.

In the Hero Garden, when a Chao walks to a fallen pillar in the Hero Garden, the Chao gets stuck there until the player picks it up and places it outside of the pillar.
 * I'm stuck on a wall:

When a fruit is on the opposite side of the pillar, and when the Chao is hungry and it decides to eat the fruit while the Chao is on the opposite side of the pillar, the Chao will be stuck walking into the pillar for a few seconds.

In Sonic's Pyramid Cave while on the first rail, jumping at the right time when "Great!" appears will cause the game to crash. This glitch was discovered by accident in the Nintendo GameCube version, but is whether or not it works in the other versions is unconfirmed.
 * Pyramid Cave crash:

Sonic Advance
In Neo Green Hill Zone, sometimes when running down the large hill as Amy with the Lightning Shield, she'll fall through the floor and die.
 * Amy through the floor:

When climbing a wall as Knuckles, if he is crushed by a moving block at a right angle, he'll be either pushed above or below the back and off the wall.
 * Pushed off the wall:

Players using Sonic, Knuckles, or Amy can crouch near certain loops with their back to them, wait for the camera to go down and move with the camera locked on that position, causing the map to lose its solidity. This can be reverted by triggering a path swapper, which is not easy to do with the ground not being solid as a result of the glitch. This glitch is useful to time attack Angel Island Zone Act 1 as Knuckles. The acts affected by this glitch are Neo Green Hill Act 1, Secret Base Act 1 and Angel Island Act 1.
 * Path swapper glitch:

The original releases of Sonic Advance in all regions have a rather severe bug: deleting the main game's save file does not delete the Tiny Chao Garden data, but once the player does so, Rings earned in the main game do not transfer over to the Tiny Chao Garden. There are two ways to revert this; either the player must use a video game enhancer such as GameShark, or collect the same number of Rings that had been collected before the game data was deleted. This was fixed in v1.1 (only released in Japan), and in the Sonic Advance and Sonic Pinball Party combo pack.
 * Tiny Chao Garden ring transfer error:

Sonic Advance 2
Rarely, if a player dies, they may not lose any lives.
 * Immortality:

If a player grabs a Lightning Shield and then an invincibility item, Rings will still be absorbed, but the shield will not appear until the invincibility wears off.
 * Graphical error:

Sonic Advance 3
As displayed on the right, it's possible for the leader to "sink" into the floor while using Tails' Tag Action. It's unknown what the exact conditions for this to happen are, but is speculated by the user who recorded the glitch that it happens during specific frames of animation. This glitch can cause the player to fall off a ledge as shown close to the end of the video. This glitch is potentially lethal, particularly when trying to avoid death pits.
 * Ghost leader:

A normal reaction to most systems when handling too many objects is to drop the framerate without skipping. This slowdown, while mostly absent in this game, can be a useful exploit in most cases, although there are exceptions where it can hinder the player's progress and cost a few lives. A prime example is Chaos Angel Zone, Act 3, where a badnik comes right before sideways spikes. If the player's partner and the badnik are on the same screen, the slowdown will prevent the player from avoiding the spikes ahead.
 * Speedtrap:

When playing as Tails with Sonic as the player's partner, if they charge their "Tag Action", they should press jump, release jump, pause, release "R", and un-pause. Upon re-entry, the player will get fired much farther than normal.
 * Instant Acceleration:

Sonic Heroes
To perform this glitch in all versions outside of the PC version, the player should switch to Flight Formation, then press the Action Button and switch to Speed Formation or Power Formation at almost the same time. It may take a few tries to pull this off, but if done correctly, the Flight character will perform a rapid attack and the Team Blast gauge will fill up almost 1/3 of the way. If the player does this a few more times, and they will soon have a full gauge. This is incredibly useful during the final battle with Metal Sonic as Metal Madness and Metal Overlord.
 * Team Blast quick charge:

In the PC version, this glitch is much harder to perform. While in Flight Formation, the player must fly in the air, switch to Speed Formation or Power Formation, then press the Action Button the same time they land on the ground. This may take a couple of tries, but if done correctly, the Flight character will perform a rapid attack and the Team Blast gauge will fill up almost 1/3 of the way.

This can be used to easily to get an A Rank on Team Dark's Extra Missions.

This glitch can be performed by any team's Team Blast, as long as they are able to reach a certain section of Ocean Palace. When the player reaches the part of the stage where the boulder chases them, they should switch to Speed Formation and keep running until they reach the area near the speed booster. From there, they can activate Team Blast and will see a "zoomed out" version (unlike the one where the game's FOV is hacked) of the Team Blast screen.
 * Team Blast adjusted angle:

Team Sonic and Team Dark have a glitch that can be triggered by using the combo attack in Power formation, switching to Fly formation, and jumping at the same time. The game still thinks that the player is in Fly formation, but they are still controlling Knuckles/Omega. With this glitch active, bizarre things will happen: This glitch can be used to abuse draw distance, as it centers around the leader, while the camera centers on the moving character.
 * Power control in Flight formation (Locked Flight Character):
 * If the player jumps off of the stage while this glitch is active, the player will glitch out of bounds and eventually hit an invisible floor on the very bottom of the stage (similar to Sonic Adventure 2's Test Room). When this happens, the player will need to restart or quit the stage to undo the glitch.
 * When Team Blast is charged, the player can activate the glitch and wait for Tails/Rouge to go into the kill plane, then activate Team Blast, and get interrupted by death. When this happens, the camera will be at an abnormal angle (similar to the Team Blast Adjusted Angle glitch).
 * When a teammate goes through a trick ring alone while on solid ground, that character teleports back to the rest of the team, and the trick ring animation for that character plays while on solid ground.
 * When entering first-person mode, the game shows Tails'/Rouges' point of view instead of Knuckles/Omega's point of view.

A bug specific to Team Chaotix allows Charmy to fly infinitely. To perform this, the player has to switch to Fly formation, then press both the Jump and Action Buttons simultaneously. If done correctly, Charmy will do a full jump to gain extra height and use the Fly ability again. This is possible because of Charmy's ability to open warp flowers.
 * Charmy's infinite flight:

On the PC version, in the event that the player's gravity has been altered (usually for compensation to keep the player on loops, uneven ground, or preventing the player from using certain shortcuts while on rails), gliding with the Power character causes the game to launch them into the current direction of gravity.
 * Ultra gliding:

A very similar version of this game mechanic is present in the Sonic Heroes Prototype 10.8 for the Nintendo GameCube as a watered-down version of what exists in the said prototype, although there are minor differences between the two.

While in Power Formation, if the player glides while holding the Action Button down, the glide gets cancelled immediately. While this is useless on its own, there's a specific trick that requires this called Power Formation Flight.
 * Glide cancel:

This works with any team in Casino Park. If the player flies above the entrance of a small slot machine and Thunder Shoots one of the teammates into a boost pad on a pinball table, the teammate will go into the slot machine. If positioned correctly right above the entrance, the teammate gets stuck in the slot machine trying to return and will repeatedly enter and leave the slot machine resulting in an infinite amount of Rings. This is incredibly useful and can be used to gain an infinite ammount of Lives.
 * Slot glitch:

This is best to use in both of Team Chaotix's Missions and Team Rose's Extra Mission of Casino Park.

To perform this glitch, the player first has to play the extra mission of Ocean Palace as Team Chaotix. They should play normally until the characters reach the first checkpoint. When the player sees the next enemy, they should edge slightly to the left away from the ground. Next, they should continue to move forward, and if the glitch was performed correctly, the enemy will detect the player and the game will stop the player's movement causing them to fall and lose a life. If it was done incorrectly, the enemy will not detect the player, or it will detect the player but no life will be lost.
 * Team Chaotix Ocean Palace extra mission glitch:

Please note that this glitch is very hard to do and may require a lot of practice. The character must either be Vector or Charmy because Espio cannot go high enough and the rest of the characters cannot access the same mission. To perform the glitch as Vector, the player should go through the level until they reach the first current, then press the jump button twice to float upwards on it. They should not stop moving, or else it will be impossible to perform the glitch. If it was done correctly, the sound that plays when an enemy detects Vector will play a second time as the game still thinks it has not detected him. To perform the glitch as Charmy, the plater must switch to him after floating as Vector and start flying.
 * Sound looping glitch:

To perform this glitch, the player must first select Grand Metropolis as Team Chaotix. Once the stage begins, they must immediately switch to Espio and turn invisible by using his Leaf Swirl. Next, the player should get up to the point where there are Two Egg Pawns on opposite sides of a platform standing on a pile of crates. If Espio hits the crates at the correct angle, the Egg Pawns should still be standing in air as if he never hit the crates. This could be because Egg Pawns weren't programmed to notice Espio when he's invisible.
 * Floating Egg Pawn glitch:

This glitch works in all versions outside of the Nintendo GameCube. To perform this, the player will need to use Team Chaotix on a certain level of their choice which has teleporters and/or the flower. For the flower, the player will need to open it up with Charmy and then hop onto it. Once the screen turns white, they must pause the game and then reset. They should check when the flower will open without the need using Charmy to do so.
 * Flower glitch:

It technically is possible to teleport with a flower as Team Sonic.

When on the verge of destroying one of the airships on the Egg Fleet stage normally, if the player were to activate their Team Blast, the ship will be destroyed and the entire stage will be nothing but pure darkness, with the exception of the characters, who will be the only visible thing on the stage. However, they won't be able to perform any actions such as jumping, punching and flying, only being able to run. Once the player reaches the kill plane, the game will send themr to the last checkpoint they touched, and the stage will go back to normal. The final area before the goal will lag the game on the PC version.
 * Blank Egg Fleet stage:

Occasionally in the Special Stage, the team will glitch outside of the circular tube and end up in an uncontrollable state. This is more likely to occur in Emerald Challenge 7 than the others.
 * Out of bounds in Special Stage:

In the GameCube prototype version of the game, there is a glitch that forces the alpha blending to turn additive on the menu and the bingo text. To achieve this effect, the player should go to BINGO Highway with Team Rose, then go to the second Bingo table and a bingo. They will then see the text in additive alpha. For the menu to use this material effect, the player should pause the game and then quit the stage.
 * Additive Alpha Graphic Bug on Menu:

Under extremely rare circumstances, a strange visual bug can occur at random after a stage is completed during a team’s Story Mode: the player may “receive” an E rank after beating the stage regardless of stats and character comments, but in the Stage Select screen, the rank that appears will be the one the player actually received instead of the E rank.
 * Misleading Rank:

Shadow the Hedgehog
In any level aboard the ARK, the player can Homing Attack any wall near an automatic door, then wall jump towards the door. The door will open before the player can touch it and Shadow will perform an extra long wall jump.
 * ARK wall jump glitch:

To perform this glitch, the player should find a spotlight in Digital Circuit that points down into an abyss. In a rare, difficult-to-perform instance, if the player jumps into the abyss and the spotlight shines on them while Shadow says: "Damn, not here!" he will fly back upwards, although a life will still be lost.
 * Spotlight glitch:

This glitch can only be done in The Doom stage. When the player has healed 9 out of the 10 researchers for the Hero Mission, they should pick up a Heal Cannon and fill up the Hero gauge (preferably by putting out fires). When it is full, the player must rush over to the area with the researcher, fire the Heal Cannon at the researcher and at the perform Chaos Control at the same time. The level will be cleared, but the screen will stay white for an unusually long amount of time. Shadow will repeatedly say "Damn!" or "Damn! Not Here!" while also saying "I will protect the people of the ARK!" or similar.
 * Protector of the ARK:

In the segment of Space Gadget where Shadow must grind on a long-winded rail in order to reach the Chaos Emerald, if he manages to use Chaos Control there at the proper time, Shadow will fly forward as usual. Once he hits one of the boost rings, he will fly backwards instead.
 * Reverse flight:

In Central City on the Nintendo GameCube version, jumping at the right time when Black Doom says five will cause the game to crash.
 * Central City crash:

Sonic Rush
During Night Carnival Zone in Blaze's Story, the player will find themselves trying to outrun a giant wheel that quickly catches up to them if they is not careful and will take away one life. In most cases, boosting is all that is needed to avoid it, but one hell-bent exception happens in a section where the player runs down that hill just to perform a narrow U turn that makes them run on the ceiling. That single exception hides a cruel glitch with Blaze: No matter how fast the player goes, the wheel catches her at the very edge of that turn, crushing her right away. If the player manages to go frame by frame, they will see she stands up on thin air for a brief period of time, which moves her hitbox up and into the range of the wheel. Thankfully, the player can avoid this by jumping off the hill soon after the chase begins, hovering until the wheel is gone from their sight, and then running downhill normally.
 * Death ride:

Sonic the Hedgehog (2006)
In the opening cutscene for Sonic's story, the video will begin to lag and will play later than the audio. This glitch occurs very often in many copies of the game. This is supposedly due to the game's rushed development, as this glitch wasn't fixed before release.
 * Opening cutscene lag:

To perform this glitch, during the first part of the Sonic episode when he's in the Castle Town, the player should go near the ring trail and try to jump to make Sonic go around onto the other side of the bridge nearby. If he jumps far enough around it, it will allow him to keep going. The player should then try to reach the other side. If Sonic gets to it, he can go everywhere else in Castle Town that is normally restricted. Unfortunately, no gates will be open and there won't be any mirrors.
 * Get to inaccessible area in Castle Town:

Normally, Sonic is the one who finishes Flame Core in Sonic's story, but through a glitch in Knuckles' section of the level, Knuckles can finish the level in Sonic's place. To achive this, the player should glide to the uppermost section of the area (right next to the door where the player switches back to Sonic) and press the jump button. If performed correctly, Knuckles will end up in a black section between the two rooms. If the player glides too far away, Knuckles will die. After gliding into the other room (with Sonic in front of the door), the player can finish the stage with Knuckles. While in the section when the player is falling, Sonic's yelling line will play. The player can then reach the goal ring, Knuckles will strike a victory pose, and the player will be graded. It is also possible for Rouge to finish Flame Core in a similar manner.
 * Knuckles finishes Flame Core:

When the player first starts Wave Ocean as Omega, they should turn to the small pier and walk as close to it as possible. They should then hit the jump button to hover. Normally, the boundary it will not let Omega pass, but if he hovers from a high enough starting point, he will be able to get around it. Next, the player should go to the rocks where Sonic ran through the loops and land on each one (The player should not hold the jump button to hover, and should instead press it multiple times. If the button is held, Omega will not travel far enough and die). When Omega reaches the small island, the player needs to walk to the small pier and repeat the earlier process from the first pier.
 * Omega finishes Wave Ocean:

They should then go to the nearby rock and stand on it (which may be difficult to do, but is necessary). From there, the player should hover to the cliff (where Sonic runs down in his stage) by hitting the jump button multiple times. When Omega lands on the bottom, the player needs to jump to the other side of the loop and walk up the cliff. When they get to the top, they should walk to the first house on the right, then hit the jump button multiple times to hover over it. When Omega gets past, the player needs to keep hovering towards the Goal Ring to finish as Omega.

When playing as Blaze in Wave Ocean, there is a glitch that causes Blaze to fly outside of the map. When grinding on the lighthouse, the player should have Blaze stop and stand behind its wall. Once she is standing directly in front of the wall, the player needs to press. This will cause Blaze to fly forward so qucikly that motion blur effects distort the screen until she disappears out of sight. Once this happens, she will lose a life.
 * Blaze's lighthouse hyperdrive:

This glitch can occur many times when playing as Knuckles or Rouge. If the player is on a wall and is trying to jump off, Knuckles or Rouge may stick to the wall and the player may be forced to die on purpose or climb back down (if there is any land below them).
 * Stuck on walls:

In Soleanna New City, the player should play as Sonic, jump on a box and start performing repeated spin kicks. The box will start to fly and, if kicked for long enough, reach the atmosphere. If the player stops using the spin kick, Sonic will begin to fall back to the ground, and will land in the sea, on one of the buildings, the abyss, or sometimes even safely on land.
 * Flying box:

In rare cases, if the character runs off screen with their amigo stuck, the amigo will regenerate in his/her death animation.
 * Friendly suicide:

When Sonic is in Soleanna New City and he has the Sky Gem equipped, the player should throw it up toward the roof of a building. Sonic will fly upwards, start falling, and will go through the roof. He will then be inside the building (which is completely empty) and still be able to see outside. He is able walk through stone walls in some cases and if he falls into the water,the background will be entirely dark.
 * Shallow construction:

Near the entrance to White Acropolis, the player can throw the Sky Gem upwards and Sonic will go through the stone with the ability to walk on a limited amount of water. If Sonic goes outside the shaded area, he will die.

When switching to Tails in White Acropolis, the player can go back through the door Sonic came from by flying onto the door to their left and then flying through it (otherwise the door will close). They can then go back to the laser gate near the beginning of the area, and fly over it. Tails will be in the final section of the stage and be able to reach the Goal Ring.
 * Tails finishing White Acropolis:

In Wave Ocean as Blaze, she can use her tornado move to bounce on the water, being able to enter areas she's not supposed to go. The player can extend the tornado move by 10 seconds by jumping when releasing the Square/X button.
 * Water strider:

In Kingdom Valley or Tropical Jungle as Silver, the player can use the Square/X button just before hitting the water. When doing this precisely, Silver will be able to keep bouncing and entering areas the player is only supposed access as Sonic.

As Sonic, the player can use the Sky Gem in the corner of a door. As Shadow, the player should stand near the corner of a closed door and press jump, followed by pausing right away. They should then jump again right after hyphening to perform a homing attack through the door, which can be used to skip entire sections of stages. As Silver, the player should place a box near a closed door, stand on it, and use Psychokinesis to raise it. From this point the player can jump and Silver will sometimes clip through the top of the door. As Knuckles, at the highest jump near a door's corner, the player should glide into the corner and move the control stick to different angles (still in the same direction) so that the camera vibrates, and Knuckles will slip into the edges of the door toward the other side
 * Go through closed doors:

By using the Sky Gem in the VS Silver battle as Sonic, it is possible to go through the barriers. There is a catch, however. If the player were to jump towards Silver, and were still in the air, Sonic would break through the top barrier and head up into a dark area, referred to jokingly as "space," which is dark due to there being no lightning placed that high in the scene. A video of this can be seen on the Gun Drive page
 * Fun with Silver:

The player can go out of bounds again, then use the Green Gem to attack Silver. This can be repeated to achieve faster clear times on the boss fight.

The player should switch to the Sky Gem as soon as the battle starts and first jump in the air, then at Silver. They should then throw the Sky Gem, and as soon as Silver grabs Sonic, the player should fly to wherever the Sky Gem landed, thus being free from Silver's hold. Sonic can then use a Homing Attack on Silver while he's stunned, throw the Sky Gem when he gets up, and repeat for a faster time.

Sonic can also be thrown out of bounds by standing at the corner between the small passage way that leads to a bridge. The player must stand there and let Silver attack Sonic. When Silver throws him the first time, he will be hurt, but will likely recollect a ring. He will then throw Sonic again and Sonic will land out of bounds, able to explore Castle Town to the player's content. Note that some of the bridges will be invisible, but still solid.

When Shadow is asked to do a Town Mission involving vehicles, the player must say "yes" and hold down (Xbox 360) or  (PS3) version, while in the loading screen. When the mission starts, Shadow should spin around, dismounting his vehicle. This makes getting an S rank on these stages much easier.
 * No vehicle for Town Missions:

Alternatively, for the Car Festival Mission, one must press and hold (Xbox 360) or  (PS3), Start, and down on the analog stick. After going to the pause menu, the player should release Start and /, then press Start again.

To perform this glitch, the player can play through the stage normally until they get out of Blaze's section of Crisis City. They should then jump off the platform and back on to a small block, then pass Silver. The player will then be able to go through Crisis City as Blaze.
 * Finish Silver's Crisis City with Blaze:

Each character in the game, except Knuckles, Amy and Blaze, have some method of hovering over large gaps via one of their abilities.
 * Behold, everyone can fly?!:

As Shadow, the player can use Chaos Spear repeatedly while in midair. As Silver, the player can tap the levitate button as fast as possible. Unlike the other methods, this one is finite, as Silver will eventually run out of energy. As E-123 Omega, the player can tap the jump button quickly so that Omega won't descend, allowing him to explore the stage he is in. As Tails, just before he gets to the point where he won't go any higher, the player should release the fly button and press it again, which can be repeated.

As Sonic, the player can use Purple Gem to scale to small size, then repeatedly press the jump button and jump to where they want to go. As Rouge, the player should tap the jump button then hold /, then disconnect the controller. When the pause menu appears reconnect the Controller, release the button and resume the game. After resuming, the player will see Rouge still in the air with the position to drop bombs but not actually attacking, and she cannot move until the player taps /. This can also be done in with Shadow.

First, the player must have the Purple Gem, then quickly tap /, and because the camera should zoom in when the player shrinks, and vice versa for growing, it will zoom out depending on how long they tapped the action button.
 * Zoomed out camera angle:

During the Egg Wyvern battle, the player should pull out the Sky Gem and wait for Eggman to charge at them. They should then throw the Sky Gem at the platform and grab on to the antenna of the Egg Wyvern. If done correctly, Sonic should fly onto the platform and a few seconds later, the screen will freeze and he will win the battle. This allows an automatic-S Rank, as well as normally impossible scores.
 * Kamikaze Wyvern:

In End of the World during Knuckles' segment, the player should head over to the first Wind switch in the stage and wait for the first two black holes to appear. If Knuckles hits the wall between the black holes just right, he will be forced up towards the eagle.
 * Stuck between a rock and a hard place:

During Silver's segment in End of the World, at the starting area, a black hole should appear after waiting a few seconds. The player should head near this black hole, then get on the platform next to it and fall off, staying close to the platform. If done right, Silver will not fall through the quicksand as he is being forced up by the black hole.
 * Hard quicksand:

In Sonic's Wave Ocean right after the first loop, if the player hits the landing platform just right, they may go under it and die.
 * Under the water:

In Silver's Crisis City just before Blaze's section, in the area where the player must use a pipe and a car to progress, they should tap the Jump button slowly while falling towards the platform instead of using the pipe and car. When Silver is on the platform, if he uses his Telekinesis, a cyan aura will still surround the car, but it will not be picked up.
 * Heavy car glitch:

In Sonic's version of Crisis City, if the player hits the rail in the boarding section properly, Sonic will act as if he hit a wall when he hits the rail. He will continue to bounce until the player leaves the rail or restarts the stage.
 * Bouncy rail glitch:

When heading to White Acropolis as Silver, the player should go towards the warehous, where there are two boxes. They must then bring one of the boxes to the laser gate blocking White Acropolis. When it is up against the laser gate, they should jump on it and levitate it up as high as it can go. From there they need to jump and levitate over the gate. If done correctly, the player will see Blaze trying to catch up with him on the other side.
 * Skipping the shock bracelet:

If Silver skips the Shock Bracelet, his Teleport Dash can be extended in two ways. The first way can be done by pressing the action button on the final frame of the Teleport Dash. If done correctly, Silver will go about twice the distance while keeping his speed. The other way can be done by holding the action button on the final frame of the Teleport Dash. If done correctly, Silver will shoot off and can cover large distances. The second way can be used to travel through walls without a box, but it can only be done without the Shock Bracelet.
 * Go through walls without a box as Silver:

Occasionally, the first gem the player picks doesn't show up on the power gauge, but is still usable.
 * I don't need a gem!:

On occasions, if Sonic performs a homing attack on the Egg Cerberus, he'll be launched to space above the stage.
 * Egg Cerberus out of bounds:

When the player gets out of the dark room in Sonic's section, they should go on the springs, then go through the flying ring onto the rail. While grinding, the player must repeatedly press the X button. When they exit the rail, Sonic will run past Knuckles.
 * Knuckles Flame Core with Sonic:

To perform this glitch, the player must use the Purple Gem to evade Silver on the last segment of the stage, and can finish the level without using him.
 * Finish Silver's Kingdom Valley with Sonic:

Sometimes when running around, Sonic's max speed will be slower than normal. This happens mostly in Radical Train and White Acropolis.
 * You're too slow!:

While using Chaos Boost, sometimes when Shadow uses his Homing Attack onto rails he'll be randomly be transported to "space" and fall for a while until he loses a life.
 * Homing Attack into space:

In Wave Ocean, if the player uses the Purple Gem to skip the section where Sonic rides the whale and moves on to Tails' section, then hits the switch, Sonic will say his line as normal but will not jump over the gate, and the screen will stay fixed on the whale. As the game is not actually frozen, the player can leave the stage or restart it to fix the glitch.
 * Whale glitch:

Sometimes, when playing as Rouge and flying for a long period of time before landing on the ground will cause Rouge to jump very high in the air.
 * Super jump:

Omega can also perform a Super Jump, but in a different way. If the player makes E-123 Omega hover in the air and pauses the game when he is nearing the ground, he will jump high in the air. Each consecutive time the player uses this technique will cause Omega will jump higher and higher.

In the XBOX 360 version of the game, there is a major glitch that allows the player to "complete" the game early. To accomplish this, they must complete the Silver the Hedgehog boss battle in Sonic's story and head towards a woman named "Galienna". Once there, they should quickly use a homing attack on her, and start talking to her immediately after. Doing this correctly will cause her to move forward a little. The player should repeat this process until Galienna and Sonic are positioned by the body of water behind them. Sonic should then fall in the water and die, however the player must cycle through the dialogue until the "Yes - No" box appears. Once Sonic dies and the "Yes - No" box is visible, they should hold. Once Sonic respawns, the "Yes - No" box will still be visible.
 * Early game completion:

Next, the player needs to head to the captain. While in front of him, they should pause the game, release, then immediately open the Xbox Home button, press it again to close the menu, and hold again. The game will unpause and go through the captain's dialogue. He will ask Sonic to do a mission for him, so the player should accept the mission, then press "Yes" on the "Yes - No" box that is still visible. This will instead take him to another mission instead of the captain's mission. While it loads, the player must hold the start button so that once it starts, the game will automatically pause. The player needs to select "Quit Mission",which results in the player being warped to the credits screen of Sonic's story. Even though Sonic's story is technically 100% completed, Shadow's story hasn't been unlocked and many acts in the game are inaccessible.

This glitch can also be done with Silver in his story; before entering "Dusty Desert", the player head to a man named "Porta", then do as said above. After respawning, the player should go to "Lord Regis" and repeat the above steps. If done correctly, Silver will be brought to an unknown area and fall into an abyss (this takes about 20–30 seconds), and the player will then be warped to the credits screen of Silver's story.

It is possible to finish White Acropolis with two Sonics. Only tested on the Xbox 360 version, this glitch requires the Purple Gem and Sky Gem to work. Firstly, the player should go through the snowboarding section as normal, then make it to the first laser barrier. From there, they should use the Sky Gem to go into first person view and aim against the rock face on the right hand side of the barrier. Once on the other side, the player should make their way over to the second laser barrier near the left (on the other side should be a checkpoint the player would later reach if they went through the stage normally as well as the second Sonic). They need to use the Bounce Bracelet to gain height and get over the gate.
 * I found you, faker!:

When the player sees the other Sonic waiting at the checkpoint, the player must not go near it as the game will think they are switching Sonics. They instead should use the Sky Gem to get over the other side of the door. After landing, the game should switch to the Sonic on the other side, where the player has to use the Sky Gem again. After landing once more, the player needs to make their way back to Tails, using the Sky Gem and Purple Gem to gain height over the ledges as Sonic is not supposed to make it through this section. At one point, the player should come across a chasm that requires the Purple Gem to make it across. After the chasm, the player will see Tails, and can simply walk over to him to make the second Sonic appear.

After getting the second Sonic, Tails can still be controlled but going back to the Sonic that is not being controlled will softlock the game. Moreover, the door the player jumps over to get to Tails' section cannot be jumped over again.

In the Silver boss fight, it's possible for him to grab the player and throw them in a place where they constantly lose and recollect the same ring in an endless loop.
 * Unlucky Ring:

In Sonic's version of Wave Ocean, just barely stepping in the water results in a death.
 * Death by paddling:

In Sonic's version of Wave Ocean just before the whale smashes the pier, it's possible for Sonic to miss the dash panel that changes his direction towards the edge of the pier. As a result, he will pass through the fence and die.
 * Through the fence:

Sonic Riders: Zero Gravity
In MeteoTech Sparkworks, if the player uses the Big Bang Extreme Gear and a close start dash to get GP and Attack mode, then quickly runs to the Spring shortcut, the player will collide with the door as it has not been opened yet and will dive away from the track and eventually the entire map.
 * Endless dive:

Sonic Unleashed
If the player runs to the Goal Ring at the end of any level and pauses before it gets to 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 other 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 lets the player pass through doors during Werehog stages. (The combo is  on the Xbox 360 or on the PS3, then hit the shield button in the middle of the final attack) There is a certain area in Eggmanland when 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, and here Sonic 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, occasionally moving. To get out of the glitch, the player can press the jump button. This glitch cannot be performed by the Werehog because the people will not be 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 leaned how to do a wall jump, wall jump up the wall, go off the springs, and Sonic should be 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. In the case where the player does thus 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 he 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 - Day, 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!:

In 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 he 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 alonf the right side of the rings (without collecting them) and enters the path, the first four rings will disappear. But if Sonic/the Player walks back, the rings will reappear.
 * Where are my rings?!:


 * M-speed:

The 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 (sometimes referred to as D-speed or directional speed).

The M-speed is a relatively difficult glitch to trigger. To perform it at a basic degree, the player should tilt the controller's Left Stick in the direction Sonic should head so slightly that Sonic walks slowly. They then must 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.

The 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 where he will lose a life. When passing through checkpoints in Sonic Unleashed, Sonic's recorded speed values are considerably greater than the normal maximum.

The 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, stomp 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. If anything, he stops dead in his tracks.
 * Hub world boost:

In the HD version, a weird 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 the same time the goal ring appears, the button prompt remains on the screen. The best way to do this is defeat a regular enemy so the arrow is above them. After that, 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 remains 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 on the PS3 version.
 * Stuck timed event:

Sonic and the Black Knight
When using Sonic the Hedgehog's Soul Surge, if there's a chest or indestructible object in the way, Sonic will stay locked onto the enemy but won't hit it, allowing him to max out the hit chain at 99 hits.
 * Soul snag:

Sonic Classic Collection
Sometimes when Knuckles' lives reach 0 in Sonic the Hedgehog 2, the resulting Game Over screen will somehow appear distorted.
 * Game Over distortion:

When playing as Sonic or Knuckles in Sonic the Hedgehog 2, the framerate will slow down and the background will not be able to keep up, and will also flash. This is the only game on Sonic Classic Collection with these issues.
 * Background and framerate issues:

Occasionally, when Knuckles drowns in Chemical Plant Zone Act 2 (if the player doesn't make it in time), Knuckles will die and keep running as he falls down.
 * Running death:

Sonic & Sega All-Stars Racing
If too many items hit the player at once, their character disappears for 5–10 seconds.
 * Disappearing racer:

If the player drives at just the right speed before driving over a gap with a platform on the other side in a location where the floor is thin enough (eg. Curien Mansion), their character will be half through the floor, and will fall through entirely after about 5–10 seconds.
 * Falling through the floor:

This may also apply in Casino Park tracks, if the player makes too many collisions on the twisty sections of the track.

When using the DS Download Play to race someone without the game, the game will sometimes remove all textures from the person who sent the game to other person to play.
 * What happened to all the color?:

In the DS version at times, mostly coming up to forks in the road when the player drifts, they won’t get any momentum moving them sideways and thus will crash into the wall.
 * Icy roads:

Sometimes if the player lands a small distance before the road in Lost Palace (in the Palace segment), their racer will jump into the air again.
 * Seaside jump-a-too:

When the player looks back in the DS version, they may experience a size glitch, where the player becomes big, small, and then normal size.
 * Rear view shrink n' grow:

In the DS version while drifting to the right in Billy Hatcher's car, if the player looks closely, they can see that the frontal tire is missing.
 * Hatcher's tire Is missing!!!:

Sometimes, after landing a jump, the racer will jump again. This applies for the console versions of the game.
 * Ascending without a ramp:

Sometimes, when the Bonanza Bros. go All-Star, the Escape Blimp will be up front and immobile.
 * The escape blimp:

Sometimes, if the player accidentally crashes into an obstacle from the track and hits reverse, they will not reverse. They will continue to remain still upon retries until their racer actually reverses.
 * Stranded on an obstacle:

Sometimes, when a player hits an Item Capsule, they will receive the item but it will then change to a different one.
 * Item re-election:

In the first section of the stage, if the player gets the All-Star move, they should move to one rock and use the move. The player will then warp to the final pipe of the stage.
 * Super shortcut in Ocean Ruin:

Sometimes if the player is driving a floating vehicle (Metal Sonic, Ulala...) and jumps, the shadow of the vehicle will be still underneath it as if there were still solid ground below.
 * Stop following me!:

Mario & Sonic at the Olympic Winter Games
In the Dream Snowboard Cross and Dream Gliding events, Sonic characters have, for some strange reason, a sad face. This can be seen if the player wins in Dream Snowboard Cross' Party Games variation.
 * Sad faced winner:

If the player lands correctly on a rail after the bridge section in the Dream Snowboard cross event, the character will make an additional jump.
 * Rail-leap:

Players can go through, for example, the Finish board in Snowboard Cross. The same glitch happens in prequel DS version where player can fly through hot air balloons.
 * Through everything:

Sonic Colors
In Aquarium Park Act 3, the player should grab an Orange Wisp close to the area where Sonic will find a Purple Wisp. They should then grab the Purple Wisp, then the Orange Wisp again (which will have been dropped). When the player reaches the bottom, they must boost forward, Stomp, and then use the Orange Wisp before Sonic hits the ground. If done correctly, the player should shoot up into the ceiling. Finally, they need to go back into the water (this should give the player underwater physics everywhere), then jump and boost until Sonic goes past the Goal Ring. From there, the player needs to quickly boost ahead, as they will only have a short amount of time left before Sonic "drowns". The player must jump into water, then out again to get oxygen. Sonic can then continue to the next Goal Ring.
 * Beyond the End in Aquarium Park:

In Asteroid Coaster Act 1, Sonic encounters a few loops while riding the roller coaster. On the second loop, the player should jump sideways halfway through the loop and Sonic will fall onto an asteroid below. Sonic can walk around on the asteroid until he falls off.
 * The hedgehog has landed:

In Asteroid Coaster Act 1, there are many fences that seem to be made of a string of rings. It is impossible to pass them. However, if Sonic double-jumps and boosts (in the air) towards the fence (if he can face it), he can then cross to the other side of the fence. This glitch will not work if he cannot face the fence.
 * Cutting in line:

In Asteroid Coaster Act 5 at the very beginning, when Sonic goes to dive down into the platforms, there are two Egg Pawns beside one. If the player manages to jump up and defeat two of the Egg Pawns while very close to the side of the platform the robots were at, Sonic can jump to the vertical-like hall to enter a beta-area of some sort. While there is nothing there, the area is only accessible upon performing this glitch.
 * Behind the opening glitch:

Mario & Sonic at the London 2012 Olympic Games
If managing to play two first missions in London Party as fast the as player can, they have limited time to enter to third mission. If while talking to a person during the day the game changes to night, the process will freeze, leaving the scenery in between day and night.
 * Between day and night:

When getting Page Trade while having other pages of the sticker book filled, the player will win the game if the last spot in the page has this effect under the "?".
 * Boo the trader :

In the Cycling event, it's possible to knock the opponent to the audience by colliding into them when finishing the event.
 * Drive through:

In "Stay on the Marathon Highway", players can "Hover" on the 5 barricades without getting damaged if they land correctly.
 * Barricade hover:

Large characters in badminton doubles can cause the point to go to the opponent if they are in front of the player who passes the badminton, causing them to hit the character in the back.
 * "Outta my way!":

In Dream Hurdles when getting "Reverse Rotation effect" and Leapfrogging, the character will perform it by flipping during the move.
 * Flipfrog:

Sonic Generations
Much like in the Classic games, certain actions can cause the player to get stuck in walls and be forced to restart.
 * Stuck in walls:

If Sonic jumps while grinding and turns into Super Sonic in midair, he will not become Super Sonic, but will continue to grind with the Chaos Emeralds revolving around him for a few brief seconds. Sonic will not be able to turn into Super Sonic until he collects at least one more ring.
 * Super grinding:

This is very simple and minor glitch. To perform it, the player must boost and pause at around the same time, then hit Restart. When Sonic re-enters the level, the wave sent from the boost will be seen.
 * Sonic boom:

If the player gets hit as Classic Sonic in any level and falls next to a wall, a large portion of their rings will stick to and climb up the wall.
 * Static rings:

If Sonic gets crushed or hit by certain things while trying to turn into Super Sonic, he'll get hit, lose rings, and not be allowed to turn into Super Sonic. This happens to Classic Sonic more often than Modern Sonic.
 * Super Sonic denied:
 * This very likely isn't a glitch, but rather a way to prevent exploits that used to happen in Sonic the Hedgehog 3 & Knuckles, such as going through a crusher or wall.

There is a loop positioned right behind Metal Sonic's standing point. If the player jumps over the Dash Panel at the beginning of the loop and stands on the curve, the camera will tilt slightly to the left. This glitch can happen with either Sonic, and stops once the player leaves the loop.
 * White Space camera glitch:

In the same loop mentioned in the above glitch, there is another glitch that allows the player to jump halfway through the loop and fall down directly onto the ground. Should Classic Sonic return to the loop after he has already run through it and jump over the Dash Panel in this way, he can Spin Dash behind the Dash Panel. If he then jumps at exactly the right time about halfway through the loop, between the foreground and background, he will fall down onto the ground, stuck halfway between the foreground and background.
 * Loop jumping:

In Act 1 of Green Hill, the player should go to the area that looks like wooden rigging with swings. While going top speed on the half-pipe at the end of the section, they must then try to stop Sonic at the edge of the half-pipe. If done correctly, Sonic will stand sideways for several seconds.
 * Zero percent gravity:

There is a 3D hill that Classic Sonic runs down in Green Hill Act 1. If the player stops and walks back up a certain way, Sonic will start running in place. Pressing up to look up will cause him to look forward, and pressing down will cause him to look towards the screen.
 * Glitchy Classic Sonic animations in Green Hill:

In Green Hill Act 2 when Sonic is being chased by the Mega Chopper, the rails dip before a sharp incline, but Sonic does not dip with the rails.
 * Rocket shoes:

In Act 2 of Green Hill Zone in the cave section where the Mega Chopper (Sonic Generations) chases the player, if they manage to stop, jump off the rail, and go back, the robot will "rewind" and Sonic will be able to grind on the broken rails.
 * Rewinding rails:

In Act 2 of Green Hill Zone, if Sonic keeps drifting towards the right wall near the end of the level where he is running in a half-cave with puddles and a yellow dash panel at the end that takes him to the final stretch of the level, he will sometimes go through the wall and fall down a bottomless pit.
 * Drifting off the edge:

Normally, if Sonic boosts into a box in Chemical Plant Act 2, he will kick the box back. If Super Sonic tries to do this however, he will be unable to push or kick the box.
 * Stubborn box:

In Chemical Plant Act 2, should Super Sonic boost up a vertical 2D incline, he will stop at the top of the incline if he is still boosting. He will still face upwards, but his boost aura will be horizontal. In order to end this glitch, the player must stop boosting.
 * Super Sonic stuck:

In the Xbox 360 version, if the player were to boost in Sky Sanctuary (the section where Sonic uses quick steps), Sonic can glitch out the graphics and will be floating in mid air. The player can still walk, and dash panels and springs are still visible and usable. If this occurs in the 2D section, Sonic can walk in a 3D manner until walking off an invisible cliff.
 * Someone tell Silver about this...:

At the end of Sky Sanctuary Act 2 where Sonic runs up the crumbling building, should the player boost along the path as Super Sonic, Super Sonic will miss the spring at the end completely, flying directly over it and dying because he has risen off the ground.
 * Altitude sickness:

At the end of the Metal Sonic rival battle in Stardust Speedway, should the player defeat Metal Sonic on a long stretch of flat road, the road will disappear in the following cutscene.
 * Invisible speedway:

In Speed Highway, if the player were to run out of Rings as Super Sonic during the segment where Sonic is running down the building, Sonic would turn back to normal but his boost aura would stay gold. This also works on Rooftop Run and City Escape in the Auto-Running sections. Additionally, this is possible if Sonic runs out of Rings as Super Sonic while boosting on a large loop, most notably in Chemical Plant or Green Hill. The inverse can also occur while boosting when activating Super Sonic, and the boost will be colored blue. This happens during Green Hill when the Giant Chopper is chasing Sonic, and also happens in the Time Eater fight, where running out of Rings while using the Super Sonic Boost causes the player to still be boosting as they plummet to their death.
 * Golden Sonic Boost:

The player must have the Classic Homing Attack skill equipped for this, and should go to Speed Highway Act 1. Once there, they need to homing Attack the first balloon on the downhill start while avoiding hitting it. When Sonic runs at top speed down the rest of the hill, he will be angled as if running on a flat surface.
 * Classic Sonic can slide:

The player should start Speed Highway Act 1, and begin by charging Classic Sonic's Spin Dash to full speed. They must then let him go, but jump before the massive slope. Classic Sonic will fly towards the first loop, but be stopped by the part of the loop that is pointed downward due to the initial camera angle.
 * Blockade:

The player must equip the Boardmaster skill for this glitch. At the very beginning of City Escape Act 1, the player should hop onto the first grind-rail with a skateboard, then jump onto the second grind-rail above for the shortcut. From there, they should continue on the shortcut until a spring launches them diagonally into the background. Instead of landing on the ground as Sonic would without a skateboard, he will continue through the side of the building and into a bottomless pit.
 * Illegal skateboard:

The Super Sonic skill is required to perform this glitch. The player must enter City Escape Act 1 and hit the first skateboard monitor, then jump through the dash rings on the board and turn Super Sonic while in midair. Sonic will be in his Super State running animation and ride his skateboard simultaneously.
 * Super Sonic skater:

During the loop in City Escape Act 2, Sonic can jump just before he runs down the side of the building to fall down the side instead, just like he could in Sonic Adventure 2.
 * 32 feet per second:

During the GUN Military Truck chase in City Escape Act 2, the race can be slowed down to almost frame-by-frame speed. After the first two turns, if Sonic ventures to the right of the screen and too close to the GUN Military Truck, both will move frame-by-frame for a few brief seconds.
 * Out of gas:

During the GUN Military Truck chase in City Escape Act 2, if Sonic boosts over a dash panel, he will briefly curl into a ball a few seconds later rather than doing so as he hits the dash panel.
 * Delayed reaction:

There is a chance that the player can bypass a part where Seaside Hill Act 1 is supposed to load but does not, resulting in the level becoming invisible. Enemies and obstacles are visible, but the terrain is not.
 * Invisible Seaside Hill Act 1:

It is recommended the player has Endless Boost and Power Brake equipped for this glitch. At the start of the level when Sonic is running forward and along sets of Dash Panels, the player must keep holding down on the left analog stick to have Sonic come to a stop just behind the area where the submerging of the white platforms is usually triggered. They must then go back, remembering to jump over the Dash Panels, and be wary of the awkward camera angles. From there, the player can jump over the edge of the hill, hold the Boost button and keep moving backwards. Sonic can keep running until he hits a bottomless pit, goes past the buoys, or runs out of boost (if doesn't have Endless Boost). There will be small islands behind the stage, but they have no collision detection in place and Sonic will go straight through them.
 * Behind Seaside Hill Act 2:

The player must have zero lives before attempting this glitch, and have the Super Sonic skill equipped. The player should go to Seaside Hill Act 2 and activate Super Sonic in the temple area. Next, they need to go to the area below where the last Red Star Ring is, go into the water and wait on a spike trap. Once Sonic has died and gotten the Game Over, the player should choose to restart the level. Sonic will do his normal scripted action starting the level as usual, except he will move his legs at a slower speed.
 * Slow motion running:

When running up the loop to meet Shadow above City Escape, the player should hit a wall to fall next to Shadow. Sonic will fall, but upside-down. Once he hits the ground, he lands as if he fell the correct way.
 * Inverted fall:

When the player performs the above glitch as Classic Sonic, he will look glitched until he lands.
 * Shadow can bend space!:

In the angled curve area of the Shadow Rival Battle, should Sonic quick-step into the outside rail, he will be flung out into space.
 * Aerial shot:

While battling Shadow, the player should let him get his power-up and then start tapping boost rapidly while sliding to get out of his section of the track, before he throws the last Chaos Spear. If done correctly, Shadow's AI will glitch, running in one direction while retaining his forward acceleration and speed and occasionally boosting. Power Cores will cease to spawn.
 * Shadow crash:

The above may also happen in the 3DS version, where Shadow will run in place for a long period of time, but will begin moving after a while. This is very rare, however.
 * Shadow crash (3DS):

When fighting Shadow, if the player powers up, misses a meteorite, and defeats Shadow, the camera will sometimes zoom in for the end scene and the ranking.
 * Zoom x2:

If the player goes between the Perfect Chaos portal and the Crisis City portal, they can see Silver's shadow on the ground near Sonic.
 * Silver's ghost:

In the first loop in Crisis City Act 2, should Sonic attempt to slow down right before the loop's scripted action, the action will glitch. Sonic will appear as if he is running forwards, but he will be slowly moving backwards. Every second or so, the video will skip back to where it was a second ago. The only way out of this glitch is restarting.
 * Endless rewind:

In Crisis City Act 2 when Sonic reaches the area where an Iblis Worm is in front of a set of Dash Panels and Springs, if he jumps on the springs without both defeating the Iblis Worm and going through the Dash Panels, the camera will glitch out and face Sonic's back and the background will not load correctly. Eventually, things will go back to normal after he lands. However, after he lands on the area after another 3 springs, the camera will glitch out again and will shift to the right in a 3D perspective, which may make the level difficult to beat. The only way out of this glitch is to either lose a life or restart the level.
 * Crisis City in 3D:

To perform this glitch, the player must have the Thunder Shield skill equipped and go to Act 1 of Rooftop Run. Once there, they should go to the area with the spring that sends Sonic next to a swinging axe. After about half a second of being in mid-air, they need to jump off and back down to the area. If performed correctly, the player should be able to control Classic Sonic in 3D. If they restart from a checkpoint, the controls will glitch and the camera will swing behind him. This glitch can also be replicated with any spring that launches Sonic diagonally into the background.
 * Classic Sonic in 3D:

In Rooftop Run Act 1, there is a steep hill Classic Sonic runs down. After dropping down this hill, the player should walk back up it (making sure Classic Sonic is facing the hill the entire time). At the steepest point, the player can let go of the walk button. If done correctly, Classic Sonic will run down the hill backwards and then run sideways for a few seconds.
 * Classic Sonic = no sense of direction:

To perform this glitch, the player should go to the same hill from the above glitch. At the top, they must tap the spin button so Classic Sonic does a weak spin, then immediately hold the down button. Sonic will start to roll down the hill, and at the bottom it will look like he is spin dashing towards the screen, but is moving sideways.
 * Do an awkward barrel roll!:

The Super Sonic skill must be equipped for this glitch. The player should go to Planet Wisp Act 2 and gain 50 or more Rings before using the Orange Wisp to get into the first factory. From there, they must go to the second step before Sonic reaches the platform where the rockets launch and harm him. The player must then run into the wall and activate the Super Sonic skill. Sonic will not be able to jump unless the player moves left first.
 * Stuck in a wall:

To perform this glitch, the player must make sure Sonic is behind the first Orange Wisp in Planet Wisp Act 2. They then should get an Orange Wisp and go below the point that Sonic entered from. The player must then wait until another Orange Wisp appears and use the rocket, and Sonic should still have the rocket power. They should then venture through the first factory until the part with red platforms leading up to an Orange Wisp, and use the rocket below the orange wisp. When performed correctly, Sonic should still have a Wisp.
 * Orange Rocket in 3D:

The player should continue venturing until they reach an area with a platform and a line of rings. They then need to jump onto the platform, wait until half-way, homing attack across (avoiding the rocket onto the red platform) and then jump to stable ground to the left. From there, they must continue up the red platforms and wall-jump from left to right to reach the checkpoint. Once Sonic passes the checkpoint,  the player should hit the spring set leading to a 3D area and move forward. From this point to the end of the 3D section, the Orange Rocket Color Power can be used. This is the only time in Sonic Generations where Sonic can use the Rocket Color Power in 3D; in Sonic Colors, he cannot do so at all (Wisps that are only supposed to be used in 2-D in Sonic Colors simply jump out of Sonic's body, and eventually, they will fly away).

If the player performs the same first steps from above, goes under the accelerator gun (before the spring that sends Sonic to the 3D section in the factory), and uses the orange rocket underneath, Sonic will be inside the accelerator gun. He will function normally, except that he will stay as the rocket after he is shot out, and will be invincible to any kind of damage (except from bottomless pits). This makes the stage impossible to complete because can no longer swing on things.
 *  Rocket Sonic :

In Planet Wisp Act 2 in the area where the roof is falling on Sonic, if he jumps at the roof the split-second before it crushes him, he will end up inside of it. He then can move around the inside of the roof. Unfortunately, the only way out is restarting the level.
 * Cave-in:

During the Egg Dragoon boss stage, the Egg Dragoon will sometimes split and fuse without its splitting animation.
 * Houdini's last vanishing act:

During the Ring Collector mission in the 3DS version of Sonic Generations, it is possible to go past the lower metal barrier by boosting repeatedly down the hill, jumping when the barrier is in the middle of the right half of the screen and pressing and holding down the boost button in midair in front of the barrier. Tips: the player must make sure not to lose speed when Sonic jumps, it must be done very quickly to work, and it requires practice.
 * Past the boundaries in Ring Collector mission (3DS version):

While playing as Modern Sonic, if he jumps off or falls off the side of the top of a loop and boosts in the right direction at the right time, he'll go behind the stage and die immediately, usually seeing some messed up geometry. If he's in Water Palace, then he'll die when he stops boosting. If he has the temporary infinite boost from maxing the gauge out activated then he can make it to the end of Water Palace and just barely reach the goal for a faster time.
 * Behind the scenes (3DS):

In the Xbox 360 version when Sonic finishes one of these stages (Metal Sonic, Chemical Plant-Classic, City Escape-Classic, Crisis City-Modern, and Time Eater ) and the ending stage theme doesn't play, the player will get a disc read error and the system will send them back to the home screen of the Xbox 360. This might be due to a scratch on the disc. These glitches can also happen during gameplay, which is caused by going in the background of stages, but they can happen randomly, too. If the glitch is repeated multiple times, it will start to spread over to other stages.
 * Disc read error:

The glitch possibly starts by going under the G.U.N. Military Truck at the end of the level in City Escape Act 2. However it does not ruin gameplay or anything else; it just kicks the player from the game.
 * This is most likely to happen due to a bad update, reading speed mismatch, scratched media, pirated copy or a problem with the disc read drive.
 * There are various confirmed cases of the game crashing for no apparent reason. When Sonic is in a challenge, playing a stage, learning something from Omochao, obtaining a wisp (see below in Wisp Explanation Crash), doing Rouge's Assist Mission, etc. The only confirmed way to fix this glitch is to install Sonic Generations to the Hard Drive of the player's Xbox 360. The game should no longer crash after this.

Near the end of the underwater section of Seaside Hill Act 2, there is a small section with a floor and two moving platforms. If Sonic sets foot on the floor, jumps up and tries to land back on the floor, he will fall through the floor.
 * Falling through the floor:

This apparently rare glitch happens after Sonic gets a Wisp. He receives it, Omochao begins to explain, and the game crashes. For some this occurs with the Pink Wisp, for others it is with the Orange Wisp. There are no known causes for this.
 * Wisp explanation crash:

In Speed Highway Act 1, if Classic Sonic goes too fast before the moving platform section in the middle of the level, the camera will break. Many times, Classic Sonic will appear from the front in a 3D perspective, or the camera will flip it's position. It is still possible to beat the level with this glitch.
 * Classic Sonic in 3D Camera:
 * A variant of this glitch can happen if the camera can't keep up well with the player, causing the camera to turn partially in a curve rather than completely. This causes some objects, such as the rail, to block the player's movement. This can be easily dealt with by jumping over that rail, which will force the camera and character to snap into the correct path.

The Speed glitch is a glitch that can be performed by both Classic and Modern Sonic that, when used, will send Sonic flying at speeds faster than when going through the level legitimately (often resulting in parts of the level not loading), which is very useful in speed runs. To perform it, the player needs to hold the control stick at a specific spot (just enough so that Sonic starts walking) and then either spindash (classic) or Boost (modern) before jumping almost immediately after. In order to keep the glitch going, the player needs to hold the control stick in the same position and jump just as Sonic touches the ground.
 * Speed glitch:

In Speed Highway Act 2, if Modern Sonic is equipped with Time Break, the game will crash when Sonic reaches a curve at some point after the pursuit section.
 * Frozen with time:

In Chemical Plant Act 1 or Seaside Hill Act 1, if Super Sonic drowns, he will simply walk offscreen rather than going into the drowning pose that normal Classic Sonic goes into.
 * I'm too cool to drown:

In Planet Wisp Act 2, if the player uses the Orange Rocket while Sonic is traveling up one of the sideways slopes, Sonic will go sideways as the Orange Rocket, causing intense lag, and then the game will crash.
 * Rocket crash:

In Chemical Plant Act 2 if the player is Super Sonic during the skydiving section, if Super Sonic skydives faster, instead of the normal faster skydiving animation Super Sonic will instead use his walking animation.
 * Falling with style:

This is not much of a glitch, but it's interesting to do. In any 2D section with Classic Sonic, spindashing and changing the player's direction at the same time will result in Sonic spindashing mid-change. The dust effect and speed after releasing the charge will also be affected.
 * 3D Spindash:

Sonic The Hedgehog 4: Episode II
While playing a stage, the player should reach the Goal, cross it and start a Rolling Combo Tag Action. If they look closely, they can see there are 2 Tails in the game.
 * Double Tails:

In Sky Fortress Zone Act 2, if the player stops suddenly on a hill after running at high speeds at a precise moment, Sonic will stay in his "halting" animation forever. He won't fall to the bottom until a minute or two passes.
 * Halting forever:

In Sylvania Castle Zone Act 1, the player should use the Rolling Combo, go through the running on water section and jump at the right time. Sonic and Tails will then get stuck on a wall. If the player deactivates the move, they will be out of the glitch.
 * Stuck on the wall:

In White Park Zone Act 3 or Sylvania Castle Zone Acts 1-3, using the Submarine Combo at a specific point where the water level is low will cause Sonic and Tails to perform the submarine combo while Tails is outside the water.
 * Air submarine:

Sonic & All-Stars Racing Transformed
Fairly often in the menus, the yellow glow from the Samba De Amigo island is on another island instead.
 * Menu islands glitch:

In the Xbox 360 version of the game, occasionally (usually at the loading screen and Seasonal Shrines) the game will randomly crash. A title update fixed this problem.
 * Game crash:

There is a glitch where vehicles sometimes transform into a boat while on the road.
 * Boats on the road:

When racing alongside another racer, the player’s car may suddenly and randomly bounce off of the racer they came in contact with, sending them flying into a wall or even off of the stage.
 * Collision glitch:

If the player retries, the game may crash upon completion.
 * Shinobi Time Attack crash:

Usually on Graffiti City, if the player falls down at a high speed, their racer will float for a short period of time.
 * Jet set gravity!:

Occasionally when finishing an online race, the player will have to keep driving even while the countdown is ticking, will lose the race, and receive a DNF even though they successfully completed the race.
 * The road to eternity:

If the player presses start and then down on the D-pad or analog stick rapidly, they can select Continue. If they select it, the game will ask them to restart. If the player keeps going down, the option they select will have the same effect as the option below it. This can be fixed by pressing up on the D-pad or analog stick.
 * Start menu being mean:

In the Nintendo 3DS version of Sonic & All-Stars Racing Transformed on the first lap of the Burning Depths track, there's section where the track splits into two paths that eventually come back together by a door. The door will sometimes not open, thus forcing the player to reset the track.
 * Burning Depths door glitch:

In the 3DS version after using an All-Star move, the player's character will be unable to perform stunts until they transform into plane mode again. This is a problem on all courses that do not feature plane mode, except for Sunshine Tour and Roulette Road, since they have no jumps.
 * All-Stars need no stunts:

In the 3DS version of the game when landing a trick in water, based on the size of the characters boat mode they will spin out, flail around, and even get turned around completely. This happens more often to Amy and other characters with wide boat forms.
 * Possessed water:

While driving, the player should stop before the transformation gate (without going through it), turn around and position themselves facing backward while being as close to the transformation gate as possible. The 'Wrong way' sign will then appear, and after some time, the character will re-spawn in front of the transformation gate without going through it. This is the only way that a character can be in a transport form they normally shouldn't be in. (A boat in a car section, a plane in a boat section etc.) This may be fixed in some versions of the game throughout recent patches.
 * Going past transformation gates:

Sometimes, in the PS3 version on the Race of Ages course, the warp game before the end of each lap refuses to function. Instead, there will be an invisible wall there. If the player tries reversing, it will respawn them near the wall, leaving them "locked into" the tunnel segment. This glitch can be fixed by restarting the race.
 * Locked in glitch:

Sonic Lost World
The Wii U/PC version of Sonic Lost World contains a rendering bug that leaves Super Sonic with a mouth on both sides of his muzzle.
 * Super Sonic has two mouths (Rendering Bug):

In the PC version, using the 30 FPS setting has a lot of bugs. The bizarre effects include:
 * 30 FPS setting bugs:
 * After autorun sections, Sonic will still be autorunning, and when Sonic uses the Bounce Attack insane gravity glitches will ensue.
 * In Tropical Coast Zone 3, jumping at the right time on the second rail will cause Sonic to jump very high and die.
 * In Windy Hill Zone 4, when Sonic takes the normal path that contains the Springs in the first section, a glitch will cause Sonic to glitch through the second set of Springs and then die.
 * When Sonic frees a butterfly it will glitch out, and he will be stuck there.
 * When Sonic homing attacks the Galaga Bees, Sonic will be stuck there for a few seconds and then get hit.
 * In Desert Ruins Zone 3, the loop doesn't function properly and Sonic will fall in the incorrect position when he runs on the loop. This can be fixed by using the Spin Dash.
 * The Cyan Laser is broken, as it goes in unusual directions, and glitches the gravity.

This glitch can stop the flow of time within the game. It works on any level in the Wii U version that has both the Cyan Laser and the Hint Ring.
 * Cyan Laser stops time flow:

To perform this, the player should go to an area that shows the Hint Ring and activate the Cyan Laser. They then must hold down the Jump Button and the Hint Ring icon on the Wii U Game Pad, then press the Home Button. The player should nowet go of the buttons and resume the software. If done correctly, the Hint screen will appear on the Wii U Game Pad and the Cyan Laser will release on the same frame. When the player exits the Hint Screen, the Cyan Laser will fire, and the time of flow will stop. Sonic will no longer be able interact with any objects in the Zone, but he can still lock onto Badniks and Springs. Springs do not work, but Badniks can still be destroyed.

In Desert Ruins Zone 2, after the last flower cannon in the Wii U/PC version, the second honeycomb has a spot that changes gravity. If the player jumps off of that side and performs a Bound Jump, they will get insane gravity glitches. The results are different every time it happens:
 * Desert Ruins Zone 2 insane gravity glitches:
 * The camera may spin around and launch Sonic outside of the Zone (usually, Sonic will get sniped downwards into the killplane at the bottom of the Zone a few seconds afterwards).
 * Sonic may fall for a minute or two and then die.
 * Sonic may go downwards into the killplane outside of the trigger zone when gliding towards Zomom.
 * Sonic may go upwards into the killplane.
 * Sonic may land on an invisible floor, only to be sniped downwards into the killplane at the bottom of the Zone upon touching a certain spot.
 * Sonic may smack himself into a honeycomb and die.

In Desert Ruins Zone 4 on the Wii U/PC in the second Tornado section, should the player Double Jump onto a wall at a great height and then stay on this wall, the camera will stay at Sonic's height, allowing the player to see the inside of the Tornado as it passes by. Should the player stay on the wall until the Tornado reaches the end of the section, Sonic will be warped to a random location in the Zone.
 * Tornado warp:

If Sonic falls below Desert Ruins Zone 4 via the Tornado Warp, or jumps below the second Spring in the second Tornado section before double jumping onto the nearby wall, and stays on this wall, then jumps below the Zone after a specific amount of time, Sonic will go beyond the killplane and he will eventually enter a plane of existence which is filled with rapidly flashing colors. Like the Casino Strobe (see below), this gives an epileptic seizure, but the strobe effect looks different, does not produce lag, and Sonic will keep on falling until he gets a Time Over.
 * Tornado strobe:

In Tropical Coast Zone ? on the Wii U/PC version after going skydiving, if one were to hold left on the L-Stick or the Left Key after getting shot out of the Cannon, Sonic will end up out of bounds. He will be stuck up above the Zone until he gets a Time Over.
 * Tropical Coast Zone ? out of bounds:

This is the first Sonic glitch that was discovered by accident to ever give the illusion of an epileptic seizure. This glitch was patched as of version 3.0.0.
 * Casino strobe:

In Frozen Factory Zone 3 on the Wii U/PC versions when interacting with a bumper, there is a small chance that a strobe effect will appear on the Zone (which creates lag and color errors), and Sonic will be stuck in place until he gets a Time Over. This also happens in the pinball table containing the Zone's third Red Star Ring.

Sometimes, in Silent Forest Zone 1 on the Wii U/PC versions, when Sonic gets caught by a Mushroom thrown by a Madmole, it will clip Sonic through the floor and he will die.
 * Mushroom clip:

During the Sky Road Boss Zone on the 3DS version of Sonic Lost World, by using the Cyan Laser straight at Zavok when he is at the edge of the battlefield, Sonic will get stuck in Zavok, who wi constantly take damage until he is defeated. This means Zavok can be taken down in less than 15 seconds, and allows for an easy S Rank and loads of Black Material.
 * Zavok Cyan Laser collision glitch (3DS):

There is a glitch in the Wii U/PC version that allows the player to transform into Super Sonic during the final battle with the Eggrobo. Super Sonic is allowed on any attack. To do this, the player must have all Red Star Rings previously collected, and then obtain fifty Rings (this can be done more swiftly if the player uses some Ring Item Boxes from their inventory). As soon as the game becomes slow-motion for the attack, the player needs to hit the jump button for the Homing Attack before quickly pressiimg the Emeralds icon to activate Super Sonic.
 * Super Sonic VS The Eggrobo:

Since Super Sonic was never programmed for autorun sections, he will not be moving forward and the Homing Attack will be the same as on foot, making it harder to reach Dr. Eggman for the attack. The path is circular, thus making it easier to fall into the lava since the camera is stuck at the initial position for the attack. If Sonic lands a hit on the Egg Mobile, he will revert back to normal.

To keep Super Sonic for the rest of the fight, the player must press the Emeralds icon when Sonic lands a hit on the same frame with precise timing. If activated correctly, the Eggrobo will become mostly invisible for a second.

Sonic Boom: Rise of Lyric
This glitch is really simple to replicate, however it can only be done as Knuckles. The player needs to jump, press the Y button, pause, unpause and press the Y button again. Knuckles will never touch the ground, and instead he will keep jumping each time the Y button is pressed, which can be used to skip a whole level. Utilizing this glitch can easily allow the player to skip hours of gameplay.
 * To infinity and beyond:

This glitch was patched after its discovery.

Sonic Boom: Fire & Ice
While burrowing as Knuckles underground, if Knuckles makes contact with an obstacle above him on the ground, he will be knocked backed far above the ground while still retaining his burrowing animation. This allows the player to fly above the arena freely in the same animation of how Knuckles digs under the ground, in the air.
 * Knuckles dig gliding glitch:

Sonic Dash
Once the player has reached a certain distance, it is no longer possible to play outside tutorial mode. Only tested on Nokia smartphones in Brazil.
 * Not so endless runner:

Sonic Dash 2: Sonic Boom
During the Holiday Event update of 2015, a small glitch would occur irregularly. Whenever a run would begin (or sometimes during a run at some point), the level's road would suddenly disappear and the playable character would be left running in one spot in midair, unable to execute any action or move forward. To escape this glitch, the player's only option is to restart the run.
 * Stuck running in one place:

Sonic Mania
If the player hits a spring that pushes them while they remain in contact with the floor, they can push down to enter a Spin Dash and then hold the direction opposite of the one they are moving in to play the current character's pushing animation, even though they aren't pushing anything.
 * Spring Push Animation Glitch:

Under certain circumstances after getting a 1-Up the "end level" music will play instead of the current level's theme. This causes the level's music to cease until it is changed (ie: a boss fight).
 * No-Music Glitch:

For unknown circumstances in a Special Stage, the UFO can abruptly turn around and fly towards the player, immediately rewarding them the Chaos Emerald.
 * Pity Emerald:

If Sonic attempts to turn into Super Sonic, due to unknown circumstances, he may cease mid-transformation and stay stuck in his regular form. However, his quills and eyes will display similarities to Super Sonic, and other animations may change, such as the crouch. Sonic can still properly transform into Super Sonic after this. The theme music for Super Sonic will play when Sonic is in this state.
 * Super Sonic Blue:

After defeating Metal Sonic in Stardust Speedway Zone, his collision with the spiked wall may force him to remain in mid-air.
 * "You're probably wondering how I ended up in this situation":

Similarly to Sonic the Hedgehog 2, if the player uses a Spin Dash or Drop Dash while riding the Tornado, it is possible to fall off and lose a life.
 * Edge of Glory?:

When playing as Sonic and Tails in the final boss fight, if Tails is grabbed by both hands at the same time, the player will be stuck in the fight and forced to either restart, or get a Time Over.
 * Tails just chillin ' :

It is possible to skip the Heavy Shinobi's boss battle with Sonic and Tails, by letting him freeze the Tails near the right hand side of the stage to allow Sonic to bounce off of him. This will the player give access to the Capsule. As a side effect, the boss will continue fighting the player during the post-boss cutscene which can cause a softlock where the Phantom Ruby floats away.
 * They don't teach this in Ninja training:

In Flying Battery act 2 as Knuckles, the player should go toward the end of the act where they run with anti-gravity spheres that push them upside down. From there, they should jump off while standing up and begin gliding. After some period of time, the player will perform somewhat of a level wrap. The screen will scroll left, they will see inside assets with an outside background, and the ground will disappear. Afterwards, the player will be stuck at the far left of the stage in an invisible box.
 * Gliding through the dark sky: