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.

List of games with noted glitches

 * Sonic the Hedgehog (1991)


 * Sonic the Hedgehog 2


 * Sonic the Hedgehog CD


 * Sonic the Hedgehog 3 & Knuckles

Knuckles in Sonic 2
When Knuckles defeats Dr. Robotnik in Casino Night Zone, a wall will disappear. If he is on the wall when this happens, his climbing sprite will remain in mid-air until he 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 bypass 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, they will travel backwards. When they reach 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 while entering a 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 a Bonus Stage. All seven Chaos Emeralds are required, however. To perform this glitch, the player should hold jump while 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 travel through the stage 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, all of the sprites will vanish and the game will crash once the signpost lands. 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 must 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. 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 the coordinate value doesn't exist in the level they enter, the game will crash. This glitch was 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, just before the Act's boss.
 * Level Skip:

When the player defeats Robotnik in Hydrocity Zone as Super Sonic, Sonic will remain transformed and the Super Sonic music will continue playing, 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 will result in Robotnik 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 will 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:

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 (this can be more easily done using Super Sonic). Opening the capsule will clear the zone, but the game will continue after Sonic performs his ending pose, and the player won't be able to proceed to Marble Garden Zone unless they reset the game. Bypassing the capsule will let the player travel to the point where Hydrocity Act 2 repeats the level's layout, with the use of Tails' flying ability. It should be noted that unless the player destroys the capsule, they will still be able to go back and fight Robotnik as normal. 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, 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:

Sonic Spinball
With a code, it is possible to access levels after level 5, although most (or all) of these levels are mostly unplayable messes with glitched graphics. Some feature the HUD bar at the top of the screen while others don't, most will play Sonic's death sound, and some crash upon arrival. Some of the levels that do play 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 00, release, press, and proceed to the main menu. The option "Stage Select" should now be below Options. They must 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. On some occasions, however, the game will crash instead while the music plays at random speeds.
 * Level Select glitch:

Sonic Adventure
The game starts by placing Sonic near the pool and intends for him to complete stage 1 normally. 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 must stand in the corner between the railing and the wall by what would later be the exit to of Hotel. Now, the player should begin spindashing repeatedly. Soon, Sonic will go through the wall and into 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:

It is possible for Sonic to fo through rails on the sides of platforms if he is moving quickly enough. 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, Sonic can 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 would 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 and onto the mountain. Next, the player must head to the top left (This may take a few attempts) and continue to go left until a tunnel can be seen. They should then fall through it and go up, run on the walls, then 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 afterward.
 * Skipping to Red Mountain:

Big must have obtained 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, the player must find 2 green blocks and place each in the 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 and go to the Train Station, then place it in front of the right-side corner of the stairs (not the building). They should then try to squeeze Knuckles between the statue and corner, and glide until they glitch through. The player should then Glide left until the screen fades to the Loading Screen, and once inside the Train Station, they must try to glitch him through the wall to the left of the 2 doors that lead to the Casinopolis area. After Knuckles 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 obtained the Ancient Light yet. The player should go to where the Ancient Light is and stand in front of it, then spindash so Sonic hits it but still falls off the cliff. 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 the Egg Carrier and head to the pool area, which should be full of water. They must go in and walk slowly off the edge, then land on the closed door below. If the correct spot is hit, the player will be able to partially glitch through the wall while on top of the door. Next, they must 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 will not be present. 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 become permanently stuck in a specific area and the chosen save file will be corrupted.
 * Save File-breaking glitches:

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

As Big, the player must perform "Skipping to Emerald Coast" above, then complete the stage and Hot Shelter. After this happens, Big should be in the Past. He 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 become stuck.

These glitches happen because cutscene triggers that would take the player farther into the story no longer work. It is not recommended to perform these on valued save files because the glitches will corrupt them. If this happens, the player must restart the save 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, they can simply go through the drawbridge by jumping towards it while it's still up. Additionally, 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). 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. Sonic will then 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 a boat pier. On the right side of the small harbor, the player should repeatedly spindash towards it. They will then notice that Sonic is now outside 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, although there is still the risk of death. It is worth nothing that this process may take some time.
 * Station Square small boat harbor:

In Knuckles' section of Lost World, if the player performs a triple punch on one of the fire blocks that pushes 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 complete the fight again.
 * Die after winning:

There are several different ways to get Tails in Sonic's Emerald Coast stage. The most well-known method of achieving this is to have him fly into the left hand corner of the hotel; he will then glitch through the boundaries. 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 process above to get him into the stage.

Another method is for the player to go to the right when entering the pool area's doors. Once in a small corner of invisible walls blocking the tables, they must start flying. Tails will (most likely) go through the ceiling. The player should then move slightly forward, and Tails will land on a corner. From there, they should fly over to the beach, and Tails will enter the stage. 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 inside Emerald Coast 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, leaving enough space so that Knuckles can slip through, but keeping it close enough to be able to push him through the wall. 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, he can fall infinitely at the beginning.
 * Knuckles in Twinkle Park:

Another method of performing 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 while still standing at the middle. Knuckles should land between the right side door in his climbing animation. The player must then wait until the doors close on him, and he should glitch through the top of the ceiling and through the doors. They then must have him glide out of the boundaries, then glide to the left of the building, and into 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 must 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, move Amy in between the two, and have her hammer jump. If done correctly, she will be glitched into Sonic's version of the stage. However, to get past the whale, the player must Hammer Jump over the first corner, then stop and look behind Amy. The whale should be gone,and the player can 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 must 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 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 stage. 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 enables the Free Camera, as using the Auto Camera will most likely cause the camera to get stuck. The player must go to the area where they see the red doors that lead to Speed Highway then run to the left of the building (just before the corner close to the doors) and stop. Next, they must 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 and 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 wi 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:

To perform this glitch, 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, and at the start of the stage, Knuckles will be falling. The player should have Knuckles glide toward the stage until he lands. He will then be able to travel through the stage like normal.
 * Knuckles in Windy Valley:

It is possible to glitch E-102 Gamma into Casinopolis in the Dreamcast version of the game. If he hops on top of the train going to the Mystic Ruins, he will be able to jump-glitch himself on top of the train station roof. The player should then use the booster to slowly lower Gamma to the inside of the doors. He will be 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 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, then 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 spindash 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 stays behind (so the player sees sonic through the window), and the second is that Sonic doesn't make it through the window, 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 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 off 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 one which causes it to stick to behind a wall or snap into an awkward position, making progress difficult. However, this only appears to affect the Auto Camera, and player can 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 from which Gamma was born 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 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 Tails' Rapid Tails Attack while running. As Tails is using it, the player needs to move him toward 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 doable if Tails 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 will notice the entryway to Going Down covered by a billboard. They simply need to fly over it with the 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 Tails 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 presses enter on their keyboard when using an Xbox 360 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):

When going through the loop that leads to the building that the player runs down in City Escape, 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:

This glitch can only be performed on the Dreamcast version of the game. After getting to the Goal Ring in Metal Harbor, once 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 can 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 some 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 they become too large. 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 and 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 in 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 hitbox 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 (in either Mission 1 or Mission 5, 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. The player msut 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 ground 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 block 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 is unknown what the exact conditions for this to happen are, but it 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 must press jump, release jump, pause, release "R", and un-pause. Upon re-entry, the player will be fired much farther than normal.
 * Instant Acceleration:

Sonic Heroes
This glitch can be performed in all versions outside of the PC version. To perform this glitch, 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 canceled immediately. While this is useless on its own, there's a specific trick that requires this called Power Formation Flight.
 * Glide cancel:

This glitch can be performed 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 amount 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 player 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 them 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 very 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 performed 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 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 backward 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 are not careful, and will take away one life upon contact. In most cases, boosting is all that is needed to avoid it, but on exception happens in a section where the player runs down a 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 the inaccessible area in Castle Town:

Normally, Sonic is the one who finishes Flame Core in his story, but through a glitch in Knuckles' section of the level, Knuckles can finish the level in Sonic's place. To achieve 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. 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, 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 must repeatedly tap the jump button to hover in order to avoid falling to their death). 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. 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 toward 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 quickly that motion blur effects distort the screen until she flies 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, will eventually 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 will still be able to see outside. He is able to 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, making her able to enter areas she's not supposed to. 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 press / 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 to 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 pausing 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 general 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 was 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 passageway 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 /, 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 Town Mission, one must press and hold /, 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) has 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, the player should reconnect the Controller, release the button, and resume the game. After resuming, the player will see Rouge still in the air in 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 /. 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 will 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 correctly, 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 properly, 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 warehouse, 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 Silver 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 method 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 cover a large distance. The second method 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 some 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. The player can then 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 the Chaos Boost, sometimes when Shadow uses his Homing Attack onto rails he'll be randomly be transported to "space" and fall for some time 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 and 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, 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 into the water and die, and 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 should 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 and 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 Sonic to another mission instead of the captain's mission. While it loads, the player must hold the start button so that the game will automatically pause once the mission begins. The player then needs to select "Quit Mission", which will result 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 must 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 will 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 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 before quickly running to the Spring shortcut, the player will collide with the door as it has yet not been opened 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 reaching the results screen, they can restart the level and the level will have completed itself. The results screen will say "BEST TIME: 0:00.00" and they will receive a massive Time Bonus. In some cases, this glitch can get the player an automatic S-rank, although in most cases it will result in a minimum of a C-Rank.
 * Corrected timing:

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

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

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

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

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

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

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

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


 * M-speed:

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

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

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

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

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

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

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

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

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

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

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 a particular 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 halfway 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 has 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 the 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.
 * 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 retrying 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 still be underneath it as if there was solid ground directly below them.
 * "Stop following me!":

Mario & Sonic at the Olympic Winter Games
In the Dream Snowboard Cross and Dream Gliding events, Sonic characters have a sad face for some strange reason. 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 some objects, such as the Finish board in Snowboard Cross. The same glitch happens in prequel DS version, where the 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 number of 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 the very beginning of Asteroid Coaster Act 5, 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 the player completes thefirst two missions in London Party as fast the as they can, they will 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 stuck 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 on the page has this effect under the "?".
 * Boo the trader :

In the Cycling event, it is possible to knock the opponent to the audience by colliding with 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!":

When receiving the "Reverse Rotation effect" and Leapfrogging in Dream Hurdles, 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 become stuck in walls, forcing them to restart.
 * Stuck in walls:

If Sonic jumps while grinding and turns into Super Sonic in midair, he will continue grinding with the Chaos Emeralds briefly hovering around him instead of transforming. Sonic will not be able to turn into Super Sonic until he collects at least one more ring.
 * Super grinding:

To perform this glitch, the player must boost and pause at almost the same time, then hit Restart. When Sonic re-enters the level, the wave sent from the boost will be seen.
 * A sonic boom:

If the player takes damage 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 objects while trying to turn into Super Sonic, he will 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 Classic Sonic or Modern Sonic and ends 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 moving at 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.
 * Gravity? What's that?:

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 Giant 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 Giant Chopper 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, 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 Trick Jump Panel 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 to perform this glitch and should go to Speed Highway Act 1. Once there, they need to Homing Attack toward 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 release the Spin Dash and 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 in this state, but the terrain is not.
 * Invisible Seaside Hill Act 1:

It is recommended that the player has Endless Boost and Power Brake equipped for this glitch. At the start of the level when Sonic is running forward 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 while jumping over the Dash Panels. From there, the player can jump over the edge of the hill, hold the Boost button, and keep moving backward. Sonic can keep running until he hits a bottomless pit, goes past the buoys or runs out of boost (if the player does not have Endless Boost equipped). 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 will hit a wall to fall next to Shadow. Sonic will fall upside-down. Once he hits the ground, he will land 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 him, 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 forward, but he will be slowly moving backward. Every second or so, the game 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 while moving sideways.
 * Do an awkward barrel roll!:

The Super Sonic skill must be equipped to perform 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 wait until another Orange Wisp appears and use the rocket, and Sonic should still have the rocket power. They can 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 control normally, except that he will stay as the rocket after he is shot out, and will be invincible to any kind of damage (except bottomless pits). This makes the stage impossible to complete because can no longer swing on objects.
 * 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 can then move around the inside of the roof. 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.
 * 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 Act 1, City Escape Act 1, Crisis City Act 2, or the Time Eater boss fight) 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 permanently ruin gameplay, although it will kick 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 it.
 * 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. 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 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.

M-Speed 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.
 * M-Speed:

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 while playing as Super Sonic during the skydiving section, if Super Sonic skydives faster, Super Sonic will use his walking animation instead of his normal fast skydiving animation.
 * Falling with style:

This is not much of a glitch, but it is 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 will see that 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 a high speed 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 water-running section and jump at a certain 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 game's menus, the yellow glow from the Samba De Amigo island appears on another island instead.
 * Menu islands glitch:

In the Xbox 360 version of the game, the game will randomly crash on occasion (usually at the loading screen and in Seasonal Shrines). 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 a 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 respawn 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 GamePad, then press the Home Button. The player should now let go of the buttons and resume the software. If done correctly, the Hint screen will appear on the Wii U GamePad and the Cyan Laser will release on the same frame. When the player exits the Hint Screen, the Cyan Laser will fire, and the flow of time will stop. Sonic will no longer be able to interact with any objects in the Zone, but he can still lock onto Badniks and Springs. Springs will 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 afterward).
 * 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 version, 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 will constantly take damage until he is defeated. This means that 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 pressing 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 fairly 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.
 * Knuckles infinite jump:

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 will no longer possible to play outside tutorial mode. This has only been 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 warp. 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: