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.

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

Game crash in Labyrinth Zone
If the player uses the spin attack past the finishing sign on the right side of the screen and presses the down button in Labyrinth Zone Act 1 or 2, the game will crash with an illegal instruction message. This glitch is much less likely to occur in the European version due to slower graphics, music and gameplay.

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

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

Background glitch
In any Zone in this game, the player must first enter the debug menu and kill themselves, and then right before the player falls out of the screen, they must become one of the debug mode rings or any other object and take themselves back to the top and place themselves down, which will cause the screen to glitch. This also works with Sonic 2, Sonic 3, and all lock-ons of Sonic & Knuckles.

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

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

Outrunning the screen in Green Hill Zone
In the Sega Master System version of the Game, in Green Hill Zone Act I, there is a hill with an invincibility upgrade on top and speed shoes after it. The player must get the speed shoes and go left back up the hill. On top of it run to the right and roll down the hill. Sonic will be thrown upwards and out of the screen, the camera starts moving to the right, until it stops at the goal post, where Sonic will be standing. The player must then move to the left and touch the goal post to finish the level, skipping most of the level. This trick also works in the Game Gear version to a limited amount, but Sonic won't get to the end, he will only skip a small part of the level.

Tails glitch
On the iOS and Android version of Sonic 1, if the player goes to no save mode then enable debug mode and go to character 00, then go to Green Hill Zone Act 3, then they kill themselves 2 times with the spikes. The last time they kill themselves by using debug mode and going under the ground and dying saying GAME OVER. Then go to a Sonic ONLY account and now the player will have Tails. (WARNING: If the player beat the act, Tails will stay with them permanently)

Golden Sonic glitch
On the iOS version and Android version of Sonic 1, during Debug Mode, place down an S monitor, smash it, and turn into Debug again. After the player hear the transformation noise, go back to normal, and Sonic's fur will turn golden, but his quills will not be upturned, and he will run normally, rather than flying.

Sonic's Super design
In the iOS and Android version, play as Sonic, and turn Super in any way while playing in Debug Mode. Turn into Debug after turning into Super Sonic and pass the Goal Post. Wait for the sign to stop spinning, and the player will not be able to move. Press back and the player will be able to move again. When the zone's music starts back up, go out of Debug Mode, and Sonic will basically still be Super Sonic, but they are back to normal Sonic's speed and his fur is at the normal blue color. The player will stay this way until they get to the next act or end the game. Sonic's run will also be Super Sonic's glide.

Final Scene crash
If the player beats the final zone with debug mode active, and they change into an item during the scene with Sonic running in Green Hill Zone, they'll be able to control Sonic, run to the right side on the level, and then jump on the platform that the top part is beyond the screen and then jump again. Sonic will "die" (the death sound will play), and the game will go to a blank white screen and crash.

Water jump glitch
In the iOS and Android of the original Sonic the Hedgehog, If the player goes to any act in Labyrinth Zone (Easiest at the start of act 1) and go to a place where they can stand half in and half out of the water, they must wait for the water to be at the character's waist and then jump. The character will jump as high as a red spring would launch him. This will also work in the Sonic the Hedgehog 2 remake, however it is harder to pull off there due to the level design.

Level Select and Debug Mode
This may or may not be a glitch; it is clear that the level select and the debug mode were created deliberately, probably for play-testing purposes, but it is entirely possible that the decision to leave them in the game during distribution was accidental and therefore that the fact that they remain accessible to this date is an oversight in the game's code, as is consistent with the definition of a glitch. In any case, many of the glitches in this section are attributable to the availability of these features; therefore, it is common courtesy to indicate the manner in which this availability is achieved.

At the title screen, scroll down past the bottom; another possible choice, options, will appear. Enter the options menu and play the following sounds in order: 19, 65, 09, 17. (17 September 1965 is Yuji Naka's date of birth). If a ring sound is heard, the player must restart the game (by holding A button for Mega Drive/Genesis and pressing start) and return to the title screen. Otherwise, play the sounds in order again.

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

At the level select screen, scroll down to the sound test at the bottom-right hand corner of the screen. Play the following sounds in order: 1, 9, 9, 2, 1, 1, 2, 4. (24 November 1992 is the American and European release date of Sonic the Hedgehog 2. The Japanese version may have a different code). If a ring sound is heard, proceed to the next paragraph; otherwise, start over from the beginning of this paragraph.

Hold down A until this paragraph says otherwise. Go to any level and press start. Wait for the title card to disappear. The player may now stop holding down A. The purpose of debug mode is likely to test the programming of game features that are not ordinarily set to appear at the player's position; as such, using it, it is possible to spawn objects. The player cannot, however, spawn player characters, bosses, monitors that aren't teleportation monitors, or large, immobile chunks of the level, such as walls or the ground. The player is also able to fly and pass through solid objects. In order to place a certain object, the player must first be transformed. To transform into an object whilst Sonic, press B. While playing as an object, the controls are as follows: A to change what object they are; B to transform back into Sonic and C to place the object the player is. The player can also use the control pad to go anywhere in the level, regardless of obstructions such as gravity, hazards, or solid objects. It is possible to use this power to stop from falling off the screen when the player dies and thereby save themselves from death; be warned, however, that if an object is placed after preventing death but before transforming back into Sonic, the game will freeze. Also be warned that if a monitor is placed and then destroyed, all subsequent monitors placed will already be destroyed. Similarly, if a checkpoint is activated, all subsequent checkpoints placed will already be activated; however, this is irrelevant to gameplay, seeing as how checkpoints that have been placed using debug mode will not actually behave as checkpoints anyway.

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

Ashura (a.k.a. Glitch Sonic)
To do this glitch the player must enter the level select and debug mode codes and be four rings. The player must press the A button one more time and the player will disappear. Press the "set down" button and the player will be transformed into a waterfall. If placed at the first hill in Emerald Hill Act 1 or 2, Sonic will become the fan-nicknamed Ashura, who is Sonic having a palette corruption consisting of green and black. This color palette can be other colors, such as red, green, and black. This does not work on the remake, but does work in the re-release on Steam.

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

Chemical Plant Zone collision bug
First, play normally through the game (or use level select) to get to Chemical Plant Act 1. Take the lower path, and then continue to go further until the player get about 1/4 of the way through the loop, but remember to avoid the boost. Then start going backwards, avoiding all the boosts they see, and then once they see a ramp, remember to roll down it, but do not press any button while rolling. Eventually the player should fall down when they're not meant to. (also works with Knuckles in Sonic 2)

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

Confused Tails glitch
First, play any level, but it has to have a spring where the player can stand on it. Then, the player and Tails must run towards it and right before the player hit the spring, jump on it while Tails tries to get to the player in a couple seconds Tails will try to do a spin dash to get to them, but this glitch dis-allows him.

Lay down in mid-air glitch
First of all, the player need to activate debug mode. Then, enter debug mode in-level, and go a few pixels away from the goal then place two monitors, one on the right and one on the left with a little space in between the boxes and get up between the boxes and jump on the one on the left and when it goes all white and blue hold down then the player should hear themselves spindashing, but the player might go to the end of the level or the player will be where they were, but in the air standing up, if the player do it wrong the player will be at the start of the level.

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

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

Messed up level graphics, physics, and Tails
To perform this glitch, activate debug mode (see above) and play as both Sonic and Tails. This is the game default, so if the player haven't changed any settings, they don't have to worry about the playing as Sonic and Tails part. Use debug mode to outrun Tails and get to somewhere far away from him so that he has to fly to return to them. While he's flying after them, spawn and smash a teleportation monitor. Turn into an item immediately afterward to prevent themselves from dying in the ensuing chaos and confusion. Move around for a bit until the player can see themselves on-screen. In most levels, if this is done properly, the ground will lose physical integrity, causing the player to become prone to slipping into it occasionally as though it were not entirely solid. Also, Tails will probably slide around on one foot without walking. In some levels, this glitch will also mess up the graphics. For this purpose, it is particularly recommended trying it out in Aquatic Ruin Zone.

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

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

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

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

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

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

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

Walk in mid-air glitch
Once Sonic latches on to the Death Egg, he must quickly enter and exit debug mode and Sonic will be using his walking animation while latching on.

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

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

"Hyper" Sonic glitch
In Oil Ocean Zone Act 2, go to the second platform that shoots the player through the air cannons, but hold left, and the player will hit the spikes and land in an air cannon, but the player will fall straight down. The player will land in a gap between the top of another air cannon and a wall. Jump out, and the speed and agility of Sonic will be increased dramatically making Sonic faster than Super Sonic. If the player become Super Sonic with this glitch, the stats will be doubled, making Sonic faster than Hyper Sonic. If the player Spin Dash or go off screen, the effect wears off.

Yellow Sonic
Start the game and enter the codes for Super Sonic and Debug. Play as Sonic alone. In Debug Mode, Place a Transfer Monitor. Turn into Super Sonic and smash it. Sonic will then become Yellow Sonic with his fur still golden.

The Super Duo
First, the player must perform the first method of the Super Tails glitch. If Sonic turns Super again, Tails will also stay in super form as well, making it to where both are super. They will stay like this until the act is cleared. However, if Sonic runs out of rings or clears the act, Tails will stay super. Using the second method results in this by default.

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

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

Tails is Possessed
In Casino Night Zone, if they're playing the pinball section, when the player lands on the ground, instead of Tails walking, he moves without using his walking sprite.

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

Confused Shield
When a character has a shield if the player were to rapidly pause and unpause the game; the shield's sprite will become "Confused", causing it to remain in the same frame for a few seconds

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

Tails Glitch (Sonic 2 iOS)
This is for the iOS and Android re-release. Using the level select code, go to it. From there, activate Debug Mode in the Sound Test. After turning on Debug Mode, select 00 3 times. Now make a new save file with Sonic and Tails. In Emerald Hill Zone Act 1,  die by using spikes 2 times. Now, turn into an item using Debug Mode, and die by falling out of the world. When the player return to the save select screen, make a Sonic only file. The player should now have Tails join Sonic when not supposed to. (WARNING: Completing a level will cause the player to be stuck with Tails!)

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

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

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

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

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

Jumpscene (iOS)
In any special stage, jumping at the right time before the button icons disappear to show the.Chaos Emerald, Jump at the right second, and Sonic will jump over and over when showing the Chaos Emerald.

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

Time Attack crash
In the Sonic Gems Collection version of the game, activating Debug Mode, going to Time Attack, and selecting Stardust Speedway Zone 3 will cause some pretty weird things to happen. As soon as the act starts, open Debug Mode, and then go all the way to the right, if the timer is around "8000", the screen will scroll up, and the game will crash.

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

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

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

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

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

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

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

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

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

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

Speedy death in Carnival Night Zone
There is a corner in Carnival Night Zone Act 1 where, if Sonic is going fast, he will randomly die.

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

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

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

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

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

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

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

Score/Ring Sonic
This glitch can only be performed in debug mode in Angel Island Zone, nothing else. When the player have debug mode, the player can actually bypass right boundaries using it. The player can abuse it to bypass the act 1 boss and move on to act 2 without any boss fight. But using it in an abusive way with death entering the loop after bypassing the boundaries. When the player respawn, they get a corrupted ring sprite instead of Sonic. If the player beat the Act 1 boss using that corrupted character without any debug mode, it doesn't turn the player back to Sonic. That means, that the player can go on through Act 2 with him. However, falling into the next zone changes him back to Sonic. The glitch character actually has a hyper form. There is actually no changes to him except for a blue spiky Sonic palette as part of the form. The reason it's only in Angel Island Zone because in other zones there is no way to bypass it, since the act 2 map loads on the standing position. Also, when the flame attack switches the sprites and colours of the Zone, Act 2 begins to load. It also explains the Sonic 3 only glitch that changes the music to Act 2 when entering a bonus stage and exiting.

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

Angel Island warp crash
Do the Level Warp Glitch, and if no Giant Rings were touched, the player will end up back in Angel Island Zone, but the screen is way above the usual starting part of Act 1, and the game will go "glitch downwards", while the game makes buzzing sounds, then a little bit later, the plat of the grass turns red and then the sound for the airship from Act 2 plays, then the game crashes.

Bonus/Doilus Stage Crash


There is a small chance that doing the Level Warp without touching any Giant Rings can cause a freaky sound to play, causing a corrupted Bonus Stage title card saying "Doilus Stage" to come on to the screen, crashing the game on the title card. There is a possibility that different text will be displayed instead saying something like "Cohtil Ilrage" or rather something like "ROU*V V*ORSE."

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

Crashing into Sonic and Knuckles (S Monitor Overload)
Go to any level (excluding Doomsday Zone) with debug mode enabled and then place a bunch of S Monitors around, and roll into them to become Hyper Sonic/Super Tails/Hyper Knuckles and gain a bunch of rings, repeat the process until the controls become locked, after the controls get locked, push start, and after that, it'll take the player into Sonic and Knuckles, however, if the player press A + UP on the title screen, the player will be taken to the Sonic 3 and Knuckles stage select instead of the Sonic and Knuckles one. When activating the glitch, there is a chance that the game will freak out and corrupted sprites will appear, and the game usually resets itself when this happens.

Music Box Crash
In prototype 408 of Sonic 3C, if the player go into debug mode, and place a checkpoint in the air during the opening sequence (Tails flying toward Angel island with Sonic Jumping off the plane, turning into Super Sonic), and then die, and then, the level will start over on the sequence, only this time, by the time Sonic reaches the island (the part where Knuckles comes out of the ground, and knocks the Emeralds out of Sonic after Sonic flew into him. and then Knuckles takes the Emeralds), the game goes to a blank white screen and crashes. And then, the game starts to play Angel Island's music in a music box-like manner. This has been fixed in later versions. Video of this glitch

Angel Island credits glitch
In prototype 517, if during the opening sequence of Angel Island, if the player place a checkpoint in debug mode during the opening sequence, and then let Sonic fall to his death during the opening sequence, it'll warp him to the credits, with the credits fading in and out with the music doing so as well. Video of this

Loopbacks
After the ending of every Act is a loopback. In these loopbacks, the Acts have most of their objects removed, and the ones that are not removed do nothing; for example spikes that are not removed do not hurt the player, nor does lava in Lava Reef Zone. Additionally, in these loopbacks, loops do not work, as well as other glitches. Some loopbacks are accessible, some can only be access with Debug Mode, and some cannot be accessed at all. After the loopback is another loopback, until the coordinates max out, upon where it restarts with the proper Zone.

Accessible Loopbacks

 * Hydrocity Zone Act 1-2
 * Marble Garden Zone Act 1
 * Carnival Night Zone Act 1-2
 * IceCap Zone Act 2
 * Launch Base Zone Act 1
 * Launch Base Zone Act 2 (Sonic 3 standalone only)
 * Lava Reef Zone Act 1 (Uses Act 2's palette and music)
 * Death Egg Zone Act 1-2
 * Death Egg Zone Boss Area (enters loopback properly)

Loopbacks only accessible with debug mode

 * Angel Island Zone Act 1-2
 * Marble Garden Zone Act 2
 * IceCap Zone Act 1 (Sonic 3 standalone only)
 * Launch Base Zone Act 2 (in Sonic the Hedgehog 3 & Knuckles)
 * Sandopolis Zone Act 2
 * Sky Sanctuary Zone (Knuckles' version)
 * The Doomsday Zone

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

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

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

Garbled Graphics
In Angel Island Zone Act 2, if Sonic (or Tails) gets stuck in the last tunnel before the Act 2 boss, he will head the other way, but when he reaches the entrance to the tunnel, the graphics will be garbled.

Flying Tails in Bonus Stage
Tails can fly in the Bonus Stage. Hold Jump whilst entering Bonus Stage, Tails will jump when the Bonus Stage starts, press jump to fly as normal.

Super Sonic in Bonus Stage
It is possible for Sonic to transform into Super Sonic in the bonus stage, All Seven Emeralds are required, however. Hold jump whilst entering Bonus Stage, Sonic will jump when the Bonus stage starts, press jump to Transform.

Game crash in Marble Garden Zone
First of all, set the character to Sonic and Tails (character value 00 in level select). Then go to Marble Garden Act 1. Play normally until the player is on the pathway towards Tunnelbot. Next, make Sonic stand still, then pick up controller 2 and defeat the boss using just Tails. If the player did it right, once the signpost lands, all the sprites get deleted and the game crashes. 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.

Level Select glitch
To do this glitch, go to a checkpoint in the level, then after getting the checkpoint, pause the game and push A to get back to the level select. Then pick any level other the level they exited out of, and the other level they pick, the player will be point in the same coordinates as the checkpoint of the level they exited out of. However, if that value doesn't exist in the level they enter, the game will crash. This glitch has been fixed in the S3C prototypes of Sonic and Knuckles.

Level Skip
While technically intentional and not so much a glitch but more of an overlook, 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 on top of the level, and easily go straight to the next hole in the ceiling, right before the boss.

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

Zombie seat back
Using Tails to fly "over" the Ball Shooter boss in Launch Base Zone results in Eggman not showing up. 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: Note that this glitch may also work in Sonic the Hedgehog 3 & Knuckles.
 * 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.

Robotnik-face Knuckles (May work in S3&K
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.

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

252 glitch levels
With a code, it is possible to access levels after level 5, although most (or all) of the levels are mostly unplayable messes, with glitched graphics, some feature the HUD bar at the top of the screen, while others don't, most have Sonic's death sound play, some crash upon arrival, some of the ones that do have Sonic's death sound play either: Sometimes, when some of the latter 2 occur, 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, it is possible that at one point, these "levels" were once playable levels, but were scraped and removed from the game, but the level slot still existed.
 * 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.

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

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

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

Level Select glitch
When the player tilt or bump the side of the cartridge of this game (or run the game through a corruptor), most of the time the player will get the Level Select, however, sometimes, rather than go to the Level Select, the game will crash, with the music going at random speeds (the music can be stuck on one tone, but then play very fast, and then get stuck, or vice versa).

Skipping Emerald Coast
The game starts Sonic by the pool and intends for him to do stage 1 like a normal hedgehog. However, what if Sonic doesn't like stage 1? Then he should skip it! (sort of.) Head back into the Hotel instead of starting the level, go onto the overhead that has the door that responds to the switches on the other side of the room. Stand in the corner between the railing and the wall by what would later be the exit to the Hotel. Now, just start spin dashing like a mad man. Spin dash until your fingers hurt. Soon enough, Sonic will go right through the wall and load the loading zone for the main city hub.... granted theres not much to do here as its a later version of the city with much of it blocked off.

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

Skipping to Twinkle Park
To skip directly to Twinkle Park after stage 1, all Sonic needs to do is stand on top of the sloped part of the elevator. Line him up to as far into the elevator as he can go, and jump! It's as easy as that!

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

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

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

Ancient Light glitch
To do this glitch Sonic must not have yet got the Ancient Light. Go over to where the Ancient Light is and stand in front of it. Spin Dash so Sonic hits it but still fall off the cliff, you will hear Sonic say "NO!" then it goes up top to the scene where Tikal's spirit is telling you about the Ancient Light.

Deep water glitch
As Sonic or Knuckles, get to Egg Carrier and head to the pool area, which should be full of water. Go in and walk slowly off the edge and land on the door that is shut under there. If the right spot is hit, he should be able to partially glitch through the wall while on top of the door. Then spindash or triple punch as Knuckles towards the wall. If done correctly, you can slowly walk back into the area leading to the Sky Deck stage. You will notice that even when the pool still has water in it, the water's textures are not present, but if he jumps, the water's splashing sound effects will still be heard and its splashing animations will still be seen.

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

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

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

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

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

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

Station Square small boat harbor
South of the train station in Station Square, you will notice the boat pier. On the right side of the small harbor, continuously spin-dash towards it. You will then notice that Sonic is now out of Station Square's boundaries (normally, the coast would block you from going any farther). Now the player can do whatever he/she wants in that area, even though the player still has a risk of death. However, this process may take a while.

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

Defeat the Egg Hornet in one run
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.

Die after winning
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, but die, forcing the player to perform the fight again.

Tails in Emerald Coast
There are several different ways to get Tails in Sonic's Emerald Coast stage. The most popular way to do this is to have him fly into the left hand corner of the hotel; he will glitch through the graphics. 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.

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. Follow the procedure above to get him into the stage.

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

The final way to get him there is to perform the glitch that gets him permanently stuck in the Casino area. To perform this glitch, don't do the stories with any of the other characters. Select Sonic on trial mode, then go back and select Tails. He will have no stages. Press "A", then "OK", and if done just right, he 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 you entered via the pool area, as soon as you reach this point you 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 you re-spawn, you'll be jumping on the spring in an infinite loop.

Knuckles in Twinkle Park
Pick up the statue in front of the Burger Shop, bring it with you to the entrance of Twinkle Park. Push him down on the right side of the railing. It needs to have enough space so Knuckles can slip through, but it has to push him through the wall, as well. If done correctly, Knuckles will glitch through the wall. He will be falling through space, but if he flies in a certain direction, you will see the track. Usually, he will die there, but strangely, at the beginning, he can fall infinitely.

Another way to do this glitch is to first stand in the middle, at just the right spot of the closing doors that lead to the entrance of Twinkle park (not the one that lead to the actual stage), then glide to right of the doors, still standing at just the middle; Knuckles should land between the right side door in his climbing animation. Wait until the doors close on him; he should glitch through the top of the ceiling and through the doors. Have him glide out of the graphics, then glide to the left of the building, and to Twinkle Park. if done incorrectly, he will fall to his death. It should be important to know where to glide so that this doesn't happen.

Amy in Emerald Coast
Get the statue in front of the Burger Shop, take it to the gates of Emerald Coast. Place him on the right, place Amy in between the two, and have her hammer jump. If done correctly, she will be glitched into Sonic's version. However, to get past the whale, Hammer Jump over the first corner, then stop. Look behind her and the whale should be gone. 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 in the DX version.

Knuckles in Emerald Coast
Get the statue in front of the Burger Shop, and take it to the gates of Emerald Coast. Place him on the right, just next to the gate and Knuckles should be able to glide through the gate in between the man and the gate and into the level. If done correctly, he will be glitched into Sonic's version of the level. He can do everything normally in the first part, except the second part of Emerald Coast, where only a spring and a bottomless pit lie. It is a very similar process to bringing Amy into Emerald Coast.

Knuckles in the sewer
To do this glitch in Sonic Adventure DX, it is recommended that you have Free Camera equipped, as with Auto Camera, the camera will most likely get stuck. Go to the area where you see red doors that lead to the Speed Highway stage. Run to the left of the building, just before the corner close to the doors, then stop. Jump then 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 the graphics. Afterwards, have him land on the closest building textures that can be found, then stop as he lands. Knuckles should be in his climbing animation. Glide right, then forward until a brick-structured cylinder is seen. have Knuckles try to go through the bricks, then land. The "Loading" screen should show up and Knuckles should end up in the sewer.Knuckles should be able to 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 Windy Valley
First, do the Early Casinopolis glitch as Knuckles, then exit the game and play as Tails. Complete his mission in Casinopolis, quit, and go to Acton Stage in Trial Mode as Knuckles. The stage should say "Windy Valley". Press "A" then "OK". The stage function should be called. Knyckles will be glitched into Sonic's version of Windy Valley Act 3. At the start of the stage, Knuckles will be falling. Have Knuckles glide toward the stage until he lands. He should be able to do the stage like normal afterward.

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

The glitch Chao
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.

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

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

Glitch out of the window in the shop (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, repeatedly aim a spin dash at the right back corner of the picture. 1 of 2 things can happen; 1. Sonic glitches through the window to the outside, and the camera doesn't (so you see sonic through the window) or 2. he doesn't make it through the window and Sonic goes through the floor and dies.

Emerald Coast glitch
After the player finishes the cave part of Emerald Coast when he/she heads to the loop-de-loop if he/she stays on the right side of the screen he/she will fall through the floor.

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

No credit emblem (DX)
Sometimes, if you skip the credits (or just at random), you won't get the emblem for completing the story, but it will be marked as complete.

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

Inside the tube
To perform, the player must be in the Final Egg adventure field. Reach the platform of which Gamma was born from as Sonic. Aim at the wall and perform a jump-dash. If done correctly, Sonic will be behind the scenes. Carefully run through the computers, and he will be able to be within the tubes that carry Metal Sonic and Silver Sonic.

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

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

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

Game Over in Chao Garden
First, make sure you are using Sonic, Tails, Knuckles, or Amy. Go into the Mystic Ruins Chao Garden with the life counter at zero. Go to the deepest point of the pool, and drown. When this happens, the player will get the Game Over screen. Doing this will make the player lose all of his/her unsaved Chao Garden data.

Reboot controller at menu (Steam HD Remake)
At the title screen if you press enter on your keyboard when using a Xbox Wired/Wireless controller, you will get a popup during a loading screen, this being the 'Reboot Game to Save Controls' popup and you cannot advance.

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

Fall in Metal Harbor
First, you would need to have the Dreamcast version of the game and two controllers in order to do the cheat that allows for Sonic to go through the level with a board under his feet (pressing the "Y" button on a second controller conjures up a board like the one used in City Escape). After getting to the Goal Ring in Metal Harbor (not on the board of course, since doing so is impossible), when Sonic starts his victory pose, 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.

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

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

Normal Chao Garden glitch
When inside the Normal Chao Garden, use Sonic (Shadow may be used also) to homing attack against the corner of the Garden. This corner is on the left of the entrance to the Chao Stadium (basically,he should be facing the ocean). After using the homing-attack a number of times, Sonic (or Shadow) will go through the Garden boundaries. The screen will start to continuously shake and he can go as far as you want. Going a certain distance will cause items and Chao to "swim" under the garden. However, going way too far could have a possibility of your game crashing.

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

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

Knuckles' right ankle twists continuously
If the player heads to the Chao Kindergarten while holding any object from the Chao Gardens, if you look closely while Knuckles is walking towards the building, his right ankle will be twisting continuously. This also happens when you are controlling Knuckles in the actual Chao Kindergarten building.

Knuckles' wrist and hand rotate in an outward direction
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 he walks into the flowers continuously, Knuckles' wrist and hand will rotate in an outward direction. This can happen with either the left wrist or the right wrist, but it can also happen with both wrists at the same time.

Jump stuck
This glitch only works with Sonic, Tails, or Shadow. 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 at least reach the pillar.

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

Delayed theme
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, it 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.

Merging characters glitch
In 2-Player Action Race, get to one of the checkpoints and jump into a bottomless pit. Have the two characters jump off at the same time (it is recommended that you control both characters). If close enough, when the characters arrive at the checkpoint, they will "merge" into each other's body. You can also do the deaths separately, but make sure to not move each character after they die.

Somersault glitch
During the first Sonic vs. Shadow character battle, if you slightly tap the Somersault button while standing still just as Sonic/Shadow attacks you, the players character will not do the somersault but the hit box for it will still activate, making the game think the players character is still using the Somersault and basically making the character invincible to Sonic/Shadows attacks for the fight.

Chao Key glitch (Sonic)


First, go to Sonic's Crazy Gadget M1 or M5, then hit the second to last checkpoint. You will see a Chao Box behind it, but don't get the Chao Key or break that box yet. Once Sonic makes it to the door with the last checkpoint inside (the checkpoint that is behind a switch), don't go through it and just hit the switch to open the door. Once on the purple platform head to where a G.U.N Beetle is seen. Spin dash towards the wall then once Sonic hits the wall do Sonic's Bound Jump to do a high jump and land on the highest platform. Afterwards, spin dash and land on the gray platform (the platform with the goal ring). Next, go forward, then once at the edge, jump, kill Sonic, and go back on the platform, then when the screen fades, literally kill Sonic. If done just right, after he respawns, the mission will be completed. During the status screen, break the Chao Box that was by the last checkpoint, but don't get the Chao Key yet. He should end up with an E Rank after his status is shown. Wait until Sonic says "Barely made it" then spin dash into the Chao Key. The screen should turn white and he 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 and no music. He is able to roam around in it, and when he jumps off of the stage, he will eventually hit an invisible floor at the immediate bottom of the area after a while. 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.

I'm stuck on a wall
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.

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.

Pyramid Cave crash
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 unconfirmed if it works in the other versions.

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

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

Path swapper glitch
Players using Sonic, Knuckles or Amy, can crouch near certain loop-de-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 because the ground is not solid as a result of the glitch. This glitch is useful to time attack Angel Island Zone Act 1 as Knuckles, The acts affected are Neo Green Hill Act 1, Secret Base Act 1 and Angel Island Act 1.

Tiny Chao Garden ring transfer error
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 you do so, Rings earned in the main game do not transfer over to the Tiny Chao Garden. There are two ways to revert this; using a video game enhancer such as GameShark or collecting 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.

Immortality
Rarely, if a player dies, they will not lose any lives.

Graphical error
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.

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

Speedtrap
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 nice exploit in most cases, but there are exceptions where it can hinder your progress and cost a few lives. A prime example 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.

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

Team Blast quick charge
In all versions outside of the PC version, switch to Flight Formation, then press the Action Button and switch to Speed Formation or Power Formation at almost the same time. This may take a few tries to pull this off, but if done correctly, the Flight character will do a rapid attack and the Team Blast gauge will fill up almost 1/3 of the way. Do it a few more times correctly, and you'll have a full gauge. This is incredibly useful with the final battle with Metal Sonic as Metal Madness and Metal Overlord.

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

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

Team Blast adjusted angle
This glitch can be performed by any team's Team Blast who are able to reach part of Ocean Palace. When the player reaches the part where the boulder chases the player, switch to Speed Formation and keep running until you reach the part close to the speed booster. Activate Team Blast from any team and you will see a "zoomed out" version (not like the one where the game's FOV is hacked) of these Team Blast screens.

Power control in Flight formation (Locked Flight Character)
Team Sonic and Team Dark have this glitch that can be triggered by using the combo attack in Power formation, and switching to Fly formation and jumping at the same time will trigger this glitch. The game still thinks that you are in Fly formation, but you 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.
 * If you jump off of the stage while this is active, the player will glitch out of bounds and hit an invisible floor on the very bottom of the stage after a while (just like Sonic Adventure 2's Test Room). When this happens, the player needs to restart or quit the stage to undo this out-of-bounds glitch.
 * When Team Blast is charged, activate the glitch and wait for Tails/Rouge to go into the kill plane. Activate Team Blast, and you get interrupted by death. When this happens, the camera will be at a screwed up angle (like 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.

Charmy's infinite flight
A bug specific to Team Chaotix allows Charmy to fly infinitely. All the player have to do is switch to Fly formation, and 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 because of Charmy's ability to open warp flowers.

Ultra gliding
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 doing certain shortcuts while on rails), gliding with the Power Character causes the game to launch you into the direction of gravity.

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.

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

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

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

Team Chaotix Ocean Palace extra mission glitch
First of all, you have to play the extra mission of Ocean Palace as Team Chaotix. Play normally until the characters reach the first checkpoint. When you see the next enemy, edge slightly to the left away from the ground. Do not go too far away. Now continue to move forward, and if the glitch was done correctly the enemy will detect the player and the game will stop your movement causing he/she 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 lost.

Sound looping 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 do the same mission. To do the glitch as Vector, go through the level until he reaches the first current. Then press the jump button twice to float upwards on it. Do not stop moving or else the glitch is impossible to do. If it was done correctly the sound that plays when an enemy detects him will play a second time as the game still thinks it has not detected him. To do the glitch as Charmy switch to him after floating as Vector then start flying.

Floating Egg Pawn glitch
First, select Grand Metropolis as Team Chaotix. Then immediately switch into Espio and turn invisible by using his Leaf Swirl. Then, get up to the point where there are Two Egg Pawns on opposite sides of a platform standing on a pile of crates. If he hits the crates at the right 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.

Flower glitch
This glitch works in all versions outside of the Nintendo GameCube. To perform this, you will need to use Team Chaotix on a certain level of your choice which has teleporters or the flower. For the flower, the player will need to open it up with Charmy and then hop onto it. When the screen's all white, pause the game and then reset. Be sure to check when the flower will open without the need of opening it with Charmy anymore. It technically is possible to teleport with a flower as Team Sonic.

Blank Egg Fleet stage
When on the verge of destroying one of the airships on the stage Egg Fleet, just before destroying it normally, if the player were to activate his/her Team Blast the ship will be destroyed and the entire Egg Fleet stage will be nothing but pure darkness, with the exception of Team Sonic, Dark, Rose, or Chaotix 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, with the only action being able to run. Once the player goes into the killplane, the game will send the player to the last checkpoint they touched, and the stage goes back to normal. The last area before the goal will lag the game on the PC version.

Out of bounds in Special 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.

Additive Alpha Graphic Bug on Menu
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 get that in effect, go to BINGO Highway with Team Rose, then head somewhere to the second Bingo table and then if you get a bingo, you'll see the text in additive alpha. For the menu to use this material effect, pause the game and then quit the stage.

Misleading Rank
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 you actually got instead of the E rank.

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

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

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

Reverse flight
In the part 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, but once he hits one of the boost rings, he'll fly backwards instead.

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

Death ride
During Night Carnival Zone, Blaze's Story, the player will find his/her self trying to outrun a giant wheel that quickly catches up to the player if he/she is not careful and takes away one life. For most cases, boosting is all that is needed to avoid them, but one hell-bent exception happens in a section where the player runs down that hill just to do a narrow U turn that makes you 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 you manage to go frame by frame, you will see she stands up on thin air for a brief while there, which moves her hitbox up and into the range of the wheel. Thankfully, you can avoid this by jumping off the hill soon after the chases begins, hover until the wheel is gone from your sight, and then running downhill normally.

Opening cutscene lag
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. Supposedly due to the game's rushed development, this glitch couldn't be fixed before release.

Get to inaccessible area in Castle Town
During the first part of the Sonic episode when he's in the Castle Town, 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 around it far enough, it will allow him to keep going. Try to reach the other side. If he gets to it, he can go everywhere else that is restricted in the Castle Town. Unfortunately, no gates will be open and there won't be any mirrors.

Knuckles finishes Flame Core
Normally, Sonic is the one who finishes Flame Core in Sonic's story, but through a glitch in Knuckles' section of the level, Knuckles will finish the level in Sonic's place. Simply 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. And in the section when the player is falling, Sonic's yelling line will play. The player can then reach the goal ring, Knuckles will strike a victory pose, and the player will be graded. Rouge can finish Flame Core too.

Omega finishes Wave Ocean
When the player first starts Wave Ocean as Omega, turn to the small pier and walk as close to it as possible. Then hit the jump button to hover, at first it will not let him pass but it will if he goes up high. Then go to the rocks where Sonic did the loops and land on each one (Do not hold the jump button to hover, press it multiple times. If you hold it, Omega will not make it and die). When he gets to the small island, walk to the small pier and do the same thing as you did on the other one. Then go to the rock next to it and stand on it. It is hard to stand on it but he has to stand on the top. Then hover to the cliff where Sonic ran down by hitting the jump button multiple times. When he lands on the bottom, jump to the other side of the loop and walk up the cliff. When he gets to the top, walk to the first house on the right. Hit the jump button multiple times to hover over it. When he gets past it, keep hitting it to keep hovering. From there he should be able to fly towards the Goal Ring and finish as Omega.

Blaze's lighthouse hyperdrive
When playing play as Blaze in Wave Ocean, there is a glitch that causes Blaze to fly outside of the map. When grinding on the lighthouse, have Blaze stop and stand behind its fence. Once she is standing directly in front of the fence, press. This causes Blaze to fly so fast that the motion blur effects would distort the screen until she disappears out of sight. This causes her to lose a life.

Stuck on walls
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).

Flying box
In Soleanna New City, play with Sonic, jump on a box and start doing repeated spin kicks. The box will start to fly and get to the atmosphere. Stop doing the spin kicks, and Sonic will land in the sea, in one of the buildings, the abyss, or sometimes even on land.

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

Shallow construction
When Sonic are in Soleanna New City and he has the Sky Gem equipped, throw it up to the roof. Sonic will fly upwards, falling, but he goes right through the roof. Then he is inside the building, where it is all clear, still being able to see outside. He will walk through stone walls (depending on which one) and if he falls into the water things are all black and Sonic falls in. Also, near the entrance to White Acropolis, throw the Sky Gem up and Sonic will go through the stone, having the ability to walk on a certain amount of water. If he goes outside the shaded area, he will die.

Tails finishing White Acropolis
When switching to Tails in White Acropolis, go back through the door Sonic came from by flying onto the door to your left and fly through the door (otherwise the door will close). Then go back past to the laser gate and fly over it. He'll be in the final section and able to go to the Goal ring with Tails.

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

In Kingdom Valley or Tropical Jungle as Silver, use the Square/X button every time before hitting the water. When doing this precisely, he'll be able to keep bouncing and entering areas you're supposed to go as Sonic.

Go through closed doors
As Sonic, use the Sky Gem in the corner of a door. As Shadow, stand near the corner of a closed door and press jump followed by pausing right away. Press jump again right after hyphening to do a homing attack through the door, being able to skip entire sections. As Silver, place a box near a closed door, stand on it and use Psychokinesis, jump and he'll sometimes clip through the top of the door. As Knuckles, at the highest jump near the door's corner, glide into the corner and move the control stick to different angels but in the same position, so that the camera vibrates and slip into the edges of the door toward the other section.

Fun with Silver
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 one 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." It is dark because no lighting has been placed that high in the scene. A video of this can be seen on the Gun Drive page. Go out of bounds again, then use the Green Gem to attack him. Rinse and repeat for a faster time with that boss. Switch to the Sky Gem as soon as the battle starts and jump in the air, and then at Silver. Throw the Sky Gem, and as soon as Silver grabs Sonic, you should fly to wherever the Sky Gem landed, thus being free from Silver's hold. He can then use a Homing Attack on Silver while he's stunned, throw the Sky Gem when he gets up, and then rinse and repeat for a faster time. Sonic can also be thrown out of bounds by standing at the corner between the small passage way that leads to a bridge. Stand there and let Silver attack Sonic. When he throws him the first time, he will be hurt, but have a shot at recollecting a ring. He will then throw Sonic again and he will land out of bounds, able to explore Castle Town to your heart's content. Note that some of the bridges will be invisible, but still able to be walked on.

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

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

Finish Silver's Crisis City with Blaze
First, just go through the stage normally until you get out of Blaze's section of Crisis City. Jump off the platform and back on to a small block, and then pass Silver. You should then be able to go through Crisis City as Blaze.

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

As Shadow, use Chaos Spear repeatedly while in midair. As Silver, tap the levitate button as fast as possible. Unlike the other methods, it will end at some point, because Silver will run out of energy. As E-123 Omega, tap the jump button quickly so that Omega won't go down at all, letting him explore the stage he is in. As Tails, just before he gets to the point where he won't go any higher, release the fly button, rinse and repeat. And as Sonic, use Purple Gem to scale to small size, then keep pressing the jump button and jump to where you want to go. As Rouge tap the jump button then hold /, keep holding the button and disconnect the controller. When the pause menu appear s reconnect the Controller, release the button and resume the game. After resuming the game you will see Rouge still in the air with the position to drop bombs but not actually attacking, and she cannot move until you tap /. This can be done in Shadow's case too.

Zoomed out camera angle
First, the player must have the Purple Gem to activate. Quickly tap the action button (the button that would activate the Gem, depending on the console), and because the camera should zoom in when the player shrinks, and vice versa for growing, it zooms out depending on how long you tap the action button.

Kamikaze Wyvern
During the Egg Wyvern battle, pull out the Sky Gem and wait for Eggman to charge at the player. Throw the Sky Gem at the platform and grab on to the antenna of the Egg Wyvern. If done correctly, Sonic should fly onto the platform and a few seconds later, the screen will freeze, and he will win the battle. This allows an automatic-S Rank, not to mention normally impossible scores.

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

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

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

Heavy car glitch
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, tap the Jump button slowly while falling towards the platform instead of using the pipe and car. When he is on the platform, if he uses his Telekinesis, a cyan aura will still surround the car, but it can not be picked up.

Bouncy rail glitch
In Sonic's version of Crisis City, if the player hits the rail in the boarding section just right, Sonic will act as if he hit a wall when he hits the rail. He will continue to bounce until the player heads off the rail or restarts.

Skipping the shock bracelet
When heading to White Acropolis as Silver, go towards the warehouse. There are two boxes there. Bring one of the boxes to the laser gate blocking White Acropolis. When it's up against the laser gate, jump on it and levitate it up as high as it can go. Jump, and levitate over the gate. If done correctly, you will see Blaze trying to catch up with him on the other side.

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

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

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

Knuckles Flame Core with Sonic
When the player gets out of the dark room in Sonic's section, go on the springs, and go through the flying ring onto the rail. While grinding, repeatedly press the X button and when you get off, he'll run past Knuckles.

Finish Silver's Kingdom Valley with Sonic
To perform, one must only use the Purple Gem to evade Silver on the last part of the stage, and can finish the level without using him.

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

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

Whale glitch
In Wave Ocean, if the player uses the Purple Gem to skip the part where Sonic rides the whale, and move on to Tails' part, then hit the switch, then Sonic will say his line as normal, but will not jump and it will stay with the whale on screen. As it is not actually frozen, the player can leave the stage or restart to fix the glitch.

Super jump
Sometimes when playing as Rouge and flying for a long time then landing on the ground will cause Rouge to jump very high in the air.

Omega can also do a Super Jump, but in a different way. If the player makes E-123 Omega hover in the air, and pause the game when he is nearing the ground he will jump high in the air, and every time the player use this technique, the more height that Omega can reach in the air.

Early game completion
In the XBOX 360 version, there is a major glitch that allows the player to "complete" the game early. To do this, complete the Silver the Hedgehog boss battle in Sonic's story then head towards a woman named "Galienna". Once there, quickly homing attack her, then start talking to her. Doing this will cause her to move forward a little. Repeat this process until she and Sonic are positioned by the body of water behind them. Sonic should fall in the water and die, however the player must cycle through the dialogue until the "Yes - No" box appears. Once Sonic dies and the "Yes - No" box is visible, hold. Once Sonic respawns, the "Yes - No" box will still be visible. Head to the captain, then while in front of him, pause the game, release, then immediately open the Xbox Home button, press it again to close the menu, then hold button again. The game will unpause and go through the captain's dialogue. He will ask Sonic to do a mission for him, so accept the mission, then press "Yes" on the "Yes - No" box that is still visible. This will instead take him to another mission instead of the captain's mission. While it loads, hold the start button, then once it starts, the game will automatically pause. Select "Quit Mission", and this results in the player being warped to the credits screen of Sonic's story. Even though Sonic's story is technically 100% completed, Shadow's story hasn't been unlocked and also many acts in the game are inaccessible.

This glitch can also be done with Silver in his story; before doing "Dusty Desert", head to a guy named "Porta", then do as said above. After respawning, head to a guy named "Lord Regis", then, again, do as said above. 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.

I found you, faker!
It is possible to finish White Acropolis with two Sonics. Only tested on the Xbox 360 version, this glitch requires the Purple and Sky Gem to work. Firstly, go through the snowboarding section as normal; then make it to the first laser barrier. Use the Sky Gem to go into first person view and aim against the rock face on the right hand side of the barrier. When 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 later reaches if they went through the stage normally as well as the second Sonic). Use the Bounce Bracelet to gain height and get over the gate. 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. Use the Sky Gem to get over the other side of the door. After landing, the game should switch to the other Sonic on the other side, where the player has to use the Sky Gem again. After landing again, the player needs to make their way back to Tails, using the Sky Gem and Purple Gem to gain height over the ledges as Sonic is not supposed to make it through this section. At one point, the player should come across a chasm that requires the Purple Gem to make it across. After the chasm, the player will see Tails, so simply walk over to him and the second Sonic will 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 back over.

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

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

Through the fence
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.

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

Corrected timing
If the player runs to the goal ring at the end of any level and pauses before it gets to the results screen, restart the level and the level has completed itself. On the results it says, BEST TIME: 0:00.00, and you'll get a massive Time Bonus. In some cases, it could get the player an automatic S-rank. In most other cases, it'll result in a minimum of a C-Rank.

Eggmanland shortcut
In the XBOX 360/PS3 version of the game, there is a glitch that lets the player pass through doors. (The combo is  on the Xbox 360 or on the PS3, and then hit the shield button in the middle of the final attack) There is a certain area in Eggmanland when Sonic is in a white, mechanical room with an Hourglass. Touch it and transform into Sonic the Werehog and use the glitch on the left side of the door. It will lead to the area with the pipes and fans you would normally have to go through. Jump on top of the pipes, and then off them onto another area.

So...What's up?
In the Xbox/PS3 version of the game, go to the Spagonia Hub world. During the day, go near the entrance stage, and here Sonic will see two people talking. Jump in between these two people. If done correctly, Sonic will be in between the two people, either standing or in his jumping animation, occasionally moving. To get out of the glitch, simply press the jump button. This glitch cannot be performed by the Werehog because the people will not be there at night.

Standing still while grinding
In the Spagonia entrance stage during the day in the Xbox/PS3 versions, go to the wall where Sonic leaned how to do a wall jump. Wall jump up the wall, go off the springs and Sonic should be on the grinding rails. Tilt the control stick to the left, and if done correctly, Sonic will stop grinding but will still be in his grinding animation. In the case when you do it on the part before the spring and jump, Sonic will continue grinding but will be grinding sideways.

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

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

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

Beat THIS Mario!!!
In the Wii/PS2 version, play through Apotos day-stage act 2, all the way until Sonic reaches the steps before the robot-chase section. Once he touches the bottom of the steps, 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.

Where are my rings?!
In the Wii/PS2 version of Sonic Unleashed, during the second nightstage 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 at the right side of the rings (without collecting them) and enters the path, the first four rings will disappear. But if Sonic/the Player walks back the rings will reappear.

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

The M-speed is a relatively difficult to trigger. To perform it at a basic degree, tilt the controller's Left Stick in the direction Sonic should head so slightly that Sonic walks slowly. Build then up some speed for a moment (usually with the Sonic Boost) and jump into the air while maintaining the 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 at the same position. One can end the M-speed with the Air Boost, Stomp or by simply letting go of the Left Stick.

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

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

Bendy and the ranking screen
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.

Over the wall
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.

Even in the hub worlds, I can still drift!
In any hub world where Sonic is reduced to jogging, if you jump, air dash, stomp then immediately drift, Sonic can gain some speed and start drifting.

Hub world boost
After performing the glitch above, if the player jumps and tries to air boost, the shock wave and Aura will appear but Sonic won't go anywhere. If anything, he stops dead in his tracks.

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

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

Sonic the Hedgehog 2
Sometimes when Knuckles' lives end (reach 0), the Game Over will appear somehow distorted.

Background and framerate issues
When playing as Sonic or Knuckles in Sonic the Hedgehog 2 the framerate would slow and the background wouldn't be able to keep up it would also flash. This is the only game on Sonic Classic Collection with these issues.

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

Disappearing racer
If too many items hit the player at once, your character disappears for 5–10 seconds.

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

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

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

Icy roads
In the DS version at times mostly coming up to forks in the road when the player drifts he/she won’t get any momentum moving him/her sideways and thus crashing into the wall.

Seaside jump-a-too
Sometimes if the player lands a little bit before the road in Lost Palace (the Palace part), the racer will jump again into the air.

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

Hatcher's tire Is missing!!!
In the DS version, while drifting to the right in Billy Hatcher's car, if you look closely... The frontal tire is missing.

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

The escape blimp
Sometimes, when the Bonanza Bros. go All-Star, the Escape Blimp is up front. But it's not doing anything. It stays still.

Stranded on an obstacle
Sometimes, if the player accidentally crashes into an obstacle from the track and hits reverse, it will not reverse. It will stay still upon retries until it actually reverses.

Item re-election
Sometimes, when a player hits an Item Capsule, it will win the item but it will change to another.

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

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

Sad faced winner
In events Dream Snowboard cross and Dream Gliding, Sonic characters have for weird reason a sad face in these events. It can be seen, if you win in Dream Snowboard Cross' Party Games variation.

Rail-leap
If landing correctly to a rail in Dream Snowboard cross event after the bridge section, the character will make an additional jump, when landing to a rail.

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

Beyond the End in Aquarium Park
In Aquarium Park Act 3, grab an Orange Wisp close to the area where Sonic will find a Purple Wisp. Grab the Purple Wisp, then the Orange Wisp (which will have been dropped). When the player reaches the bottom, 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, go back into the water, (this should give the player underwater physics everywhere) then jump and boost until Sonic goes past the Goal Ring. Quickly boost ahead, as the player will only have a little time left before he "drowns". Jump into water, then out to get oxygen. Sonic can then continue to the next Goal Ring.

The hedgehog has landed
In Asteroid Coaster Act 1, Sonic encounters a few loops while riding the roller coaster. On the second loop, 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.

Cutting in line
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), then he can cross to the other side of the fence. This glitch will not work if he cannot face the fence.

Behind the opening glitch
In Asteroid Coaster Act 5, at the very beginning, when Sonic manages to dive down into the platforms, there are two Egg Pawns beside the platform. 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 doing the glitch.

Between day and night
If managing to play two first missions in London Party as fast as player can, he/she has limited time to enter to third mission. If talking to a person during the day turns into night, the process will freeze leaving the scenery look between day and night.

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

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

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

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

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

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

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

Sonic boom
This is very simple and minor glitch. Boost and pause around the same time. Then hit Restart. When Sonic re-enters the level, the wave sent from the boost will be seen.

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

Super Sonic denied
If Sonic gets crushed or hit by certain things while trying to turn into Super Sonic, he'll get hit, lose rings, and not be allowed to turn into Super Sonic. This happens more to Classic Sonic than Modern Sonic.
 * 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.

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

Loop jumping
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 his 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.

Gravity? What's that?
In Act 1 of Green Hill, go to the area that looks like wooden rigging with swings. While going top speed on the half-pipe at the end of the section, try to stop Sonic at the edge of the half-pipe. If done correctly, Sonic will stand sideways for several seconds.

Glitchy Classic Sonic animations in Green Hill
There is a 3D hill that Classic Sonic runs down in Green Hill. 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.

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

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

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

Stubborn box
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.

Super Sonic stuck
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 stop this glitch, the player must stop boosting.

Someone tell Silver about this...
In the Xbox 360 version, if one were to boost in Sky Sanctuary (the part 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, as well as usable. If this occurs in the 2D section, Sonic can walk in a 3D manner until walking off an invisible cliff.

Altitude sickness
At the end of Sky Sanctuary Act 2, when 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.

Invisible speedway
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.

Golden Sonic Boost
In Speed Highway, if one 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 the boost would stay gold. This also works on Rooftop Run and City Escape in the Auto-Running sections. It is also 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, the boost will be colored blue. This also happens during Green Hill when the Giant Chopper is chasing Sonic. This 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.

Classic Sonic can slide
Have the Homing Attack skill equipped for this. Go to Speed Highway Act 1. Homing Attack the first balloon on the downhill start, but do not hit it. When Sonic runs top speed down the rest of the hill, he will be angled as if running on a flat surface.

Blockade
Start Speed Highway Act 1. Begin by charging Sonic's Spin Dash to full speed. Let him go, but jump before the massive slope. He will fly towards the first loop, but be stopped by the part of the loop that is going down due to the initial camera angle.

Illegal skateboard
Equip the Boardmaster skill for this glitch. At the very beginning of City Escape Act 1, hop onto the first grind-rail with a skateboard. Jump onto the second grind-rail above for the shortcut. Continue on the shortcut until a spring launches you 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.

Super Sonic skater
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.

32 feet per second
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.

Out of gas
During the GUN Military Truck chase in City Escape Act 2, the race can be slowed down almost to 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.

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

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

Behind Seaside Hill Act 2
It is recommended the player has Endless Boost and Power Brake equipped for this glitch. At the start of the level, when Sonic is running forward and along sets of Dash Panels, 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. Then, go back, remembering to jump over the Dash Panels and to be wary of the awkward camera angles. Jump over the edge of the hill and hold the Boost button and keep moving backwards. Sonic can keep moving until he hits a bottomless pit, goes past the buoys, or runs out of boost if he doesn't have Endless Boost equipped. There will be small islands there, but they have no collision detection in place and he will go straight through them.

Slow motion running
Make sure you have zero lives before attempting this glitch, and have the Super Sonic skill equipped. Go to Seaside Hill Act 2, and activate Super Sonic in the temple area. 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, choose to restart the level. Sonic will do his normal scripted action starting the level like usual, except he will move his legs at a slower speed.

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

Shadow can bend space!
When you perform the above glitch as Classic Sonic, he will look glitched until he lands.

Aerial shot
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.

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

Shadow crash (3DS)
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, though.

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

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

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

Crisis City in 3D
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, but 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.

Classic Sonic in 3D
To perform this glitch, the player must have the Thunder Shield skill equipped. Go to Act 1 of Rooftop Run and 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, jump off and back down to the area. If you did it correctly, you should be able to control Classic Sonic in 3D. If you 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 = no sense of direction
In Rooftop Run Act 1, there is a steep hill Classic Sonic runs down. After dropping down this hill, walk back up it (make sure Classic Sonic is facing the hill the entire time). At the steepest point, 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.

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

Stuck in a wall
The Super Sonic skill must be equipped for this glitch. Go to Planet Wisp Act 2, and gain 50 or more Rings before using the Orange Wisp to get into the first factory. Go to the second step before Sonic reaches the platform where the rockets launch and harm you. Run into the wall and activate the Super Sonic skill. He will not be able to jump unless you move left first.

Orange Rocket in 3D
Make sure Sonic is behind the first Orange Wisp in Planet Wisp Act 2. Get an Orange Wisp and go below the point that he got in on. Wait until another Orange Wisp appears and use the rocket. He should still have the rocket power. Then venture through the first factory until the part with red platforms leading up to an Orange Wisp. Use the rocket below the orange wisp, and assuming it works correctly he should have a Wisp still. Continue venturing until an area with a platform and a line of rings. Jump onto the platform, wait until half-way, then homing attack across, avoiding the rocket onto the red platform and then jump to stable ground to the left. Then continue up the red platforms, and wall-jump from left to right to get to the checkpoint. Once he passes the checkpoint, hit the spring set leading to a 3D area, move forward, and from here 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 (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).

Rocket Sonic
If you do the same first steps from above and go under the accelerator gun (before the spring that sends Sonic to the 3D section in the factory) and use the orange rocket under it. Sonic will be inside the accelerator gun and will function normally except that he will stay as the rocket after he got shot out and will be invincible to any kind of damage (except from bottomless pits). However you can't complete the stage because you can't swing on things.

Cave-in
In Planet Wisp Act 2, at 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 move around the inside of the roof. Unfortunately, the only way out is restarting the level.

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

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

Behind the scenes (3DS)
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.

Disc read error
In the Xbox 360 version, when Sonic finishes one of these stages (Metal Sonic, Chemical Plant-Classic, City Escape-Classic, Crisis City-Modern, and Time Eater ) and the ending stage theme doesn't play, you will get a disc read error and the system will send you back to the home screen of the Xbox 360. This might be due to a scratch in the disc. These glitches can also happen during gameplay; this is cause by going in the background of stages, but they can happen randomly, too. If the glitch gets repeated multiple times, it will start to spread on other stages. The glitch possibly starts by going under the G.U.N. Military Truck at the end of the level in City Escape Act 2. However it does not ruin gameplay or anything else; it just kicks you from the game. Fortunately, this glitch can be fixed. The only confirmed way to fix this glitch is to install Sonic Generations to the Hard Drive of your Xbox 360. The game should no longer crash after this.
 * This is most likely to happen due to bad update, reading speed mismatch, scratched media, pirated copy or a problem with the disc read drive.
 * In fact, 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.

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

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

Classic Sonic in 3D Camera
In Speed Highway Act 1, if 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.
 * A variant of this glitch can happen if the camera can't keep up well with the player, causing the camera to turn partially in a curve rather than completely. This causes some objects, such as the rail, to block your movement. But this can be easily dealt with by jumping over that rail, which will force the camera and character to snap into the correct path.

Speed glitch
The Speed glitch is a glitch that can be performed by both Classic and Modern Sonic that, when used, will send Sonic flying at speeds faster than when going through the level legitimately, often resulting in parts of the level not loading, and is very useful in speed runs. To perform it the player needs to hold the control stick at just the right spot (Just enough so that Sonic starts walking) and then either Spindash (classic) or Boost (modern) and then jump almost immediately after to perform it. 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.

Frozen with time
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.

I'm too cool to drown
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.

Rocket crash
In Planet Wisp Act 2, if the player uses the Orange Rocket when Sonic is sideways going up on of the slopes, Sonic will go sideways as the Orange Rocket, causing intense lag, and then the game crashes.

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

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

Double Tails
While playing a stage, get to the Goal, cross it and start a Rolling Combo Tag Action; if you look closely you can see there are 2 Tails in the game.

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

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

Air submarine
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, Sonic and Tails will do the submarine combo while Tails is outside the water.

Menu islands glitch
In the menus, fairly often the yellow glow from the Samba De Amigo island is on another island instead.

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

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

Collision glitch
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.

Shinobi Time Attack crash
If you retry, the game may crash upon completion.

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

The road to eternity
Occasionally, when finishing an online race, the player will have to keep driving even with the countdown is going on and will lose the race and get a DNF even though he/she beat the race.

Start menu being mean
If you press start and then down on the D-pad or analog stick really fast, you will select Continue, but if you select it, it will ask you to restart. If you keep going down, the one you 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.

Burning Depths door glitch
On the Nintendo 3DS version of Sonic & All-Stars Racing Transformed, on the first lap of the Burning Depths track, there's part where the track splits into two ways that eventually comes back together by a door, but the door will not open, thus having the player to reset the track.

All-Stars need no stunts
In the 3DS version after using an All-Star your character will be unable to do stunts until they transform into plain 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.

Possessed water
In the 3DS when landing a trick in water based on the size of the characters boat mode they will spin out and flail around a lot and even get turned around. This happens more to Amy and other characters that have wide boat forms.

Going past through transformation gates
While driving, stop before the transformation gate (without going through it), turn around and position yourself facing backwards while being as close to the transformation gate. The 'Wrong way' sign will then appear and after a while the character will re-spawn in front of the transformation gate without going through it. This is the only way that the 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 however may be fixed in some versions of the game throughout recent patches.

Locked in glitch
Sometimes, on the PS3 version, on the Race of Ages course, the warp game before the end of each lap refuses to function, instead, there is an invisible wall there. If you try reversing, it will respawn you near the wall, leaving you "locked into" the tunnel segment. This glitch can be solved by restarting the match.

Super Sonic has two mouths (Rendering Bug)
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.

30 FPS setting bugs
In the PC version, using the 30 FPS setting has a lot of bugs. The bizarre effects:
 * After autorun sections, Sonic is still 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 really high and die.
 * In Windy Hill Zone 4, when Sonic takes the normal path that contains the Springs in the first section 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 he gets 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, and this can be fixed by using the Spin Dash.
 * The Cyan Laser is broken, as it goes in screwed-up directions, and it glitches the gravity.

Cyan Laser stops time flow
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.

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

Desert Ruins Zone 2 insane gravity glitches
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:
 * The camera may spin around and launch Sonic outside of the Zone (usually, Sonic will get sniped downwards into the killplane at the bottom of the Zone a few seconds afterwards).
 * Sonic may fall for a minute or two and then die.
 * Sonic may go downwards into the killplane outside of the trigger zone when gliding towards Zomom.
 * Sonic may go upwards into the killplane.
 * Sonic may land on an invisible floor, only to be sniped downwards into the killplane at the bottom of the Zone upon touching a certain spot.
 * Sonic may smack himself into a honeycomb and die.

Tornado warp
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 to 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 strobe
If Sonic falls below Desert Ruins Zone 4 via the Tornado Warp, or jump below the second Spring in the second Tornado section, and Double Jump onto the nearby wall, and stay on this wall, and jump 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, it does not produce lag, and Sonic will keep on falling until he gets a Time Over.

Tropical Coast Zone ? out of bounds
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, where he will be stuck up above the Zone until he gets a Time Over.

Casino strobe
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.

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. It also happens in the pinball table containing the Zone's third Red Star Ring.

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

Zavok Cyan Laser collision glitch (3DS)
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 and constantly take damage until he is defeated. This means, Zavok can be taken down in less than 15 seconds, and allows for an easy S Rank and loads of Black Material.

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

Since Super Sonic was never programmed for autorun sections, he will not be moving forward and the Homing Attack is 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 as the same 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, press the Emeralds icon when Sonic lands a hit on the same frame with precise timing. If activated correctly, the Eggrobo becomes invisible (except for some parts and the cockpit) for a second.

To infinity and beyond
This glitch is really simple to replicate. However it can only be done as Knuckles. One just needs to jump, press the Y button, pause, unpause and press the Y button again. He will never touch the ground, instead, he will keep jumping until he can skip the whole level. Utilizing this glitch can easily allow you to skip hours of gameplay.

This glitch was patched after its discovery.

Knuckles dig gliding glitch
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.

Not so endless runner
Once the player has reached a certain distance, it is no longer possible to play outside tutorial mode. At least that is what happens with the version for Nokia smartphones in Brazil.

Stuck running in one place
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 will suddenly disappear and the playable character is 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.

Spring Push Animation Glitch
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.

No-Music 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).

Press Garden Boss Skip
It is possible to skip the boss of Press Garden Zone Act 2, although currently it is unknown how to do so intentionally. A number of players have reported this happening. 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.

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

Super Sonic Blue
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, along with other animations such as the crouch. Sonic can still properly transform into Super Sonic after this. The theme music for Super Sonic will still play when Sonic is in this state.

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

Edge of Glory?
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.

Tails just chillin'
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 restart.

They don't teach this in Ninja training
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 give access to the Capsule.