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Sonic Wiki Zone
Sonic Wiki Zone
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'''Glitches''' are mistakes and errors in games caused by overlooked software data. Various Sonic games have a selection of them, and a list of articles with notes on them can be found 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.
 
'''Glitches''' are mistakes and errors in games caused by overlooked software data. Various Sonic games have a selection of them listed below. While some are unintentionally useful or even entertaining to some, others may be harmful to the player's games, gaming systems, or their save files, though detrimental ones are often referred to as Bugs.
 
 
Unless otherwise noted, all glitch names are conjectural. Many of them have not been confirmed by Sega.
 
   
 
==List of games with noted glitches==
 
==List of games with noted glitches==
 
*[[Sonic the Hedgehog (1991)/Glitches|''Sonic the Hedgehog'' (1991)]]
 
*[[Sonic the Hedgehog (1991)/Glitches|''Sonic the Hedgehog'' (1991)]]
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*[[Sonic the Hedgehog (8-bit)/Glitches|''Sonic the Hedgehog'' (8-bit)]]
 
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*[[Sonic the Hedgehog 2 (8-bit)/Glitches|''Sonic the Hedgehog 2'' (8-bit)]]
 
*''[[Sonic the Hedgehog 2/Glitches|Sonic the Hedgehog 2]]''
 
*''[[Sonic the Hedgehog 2/Glitches|Sonic the Hedgehog 2]]''
 
 
*''[[Sonic the Hedgehog CD/Glitches|Sonic the Hedgehog CD]]''
 
*''[[Sonic the Hedgehog CD/Glitches|Sonic the Hedgehog CD]]''
 
 
*''[[Sonic the Hedgehog 3 & Knuckles/Glitches|Sonic the Hedgehog 3 & Knuckles]]''
 
*''[[Sonic the Hedgehog 3 & Knuckles/Glitches|Sonic the Hedgehog 3 & Knuckles]]''
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*'' [[Knuckles the Echidna in Sonic the Hedgehog 2/Glitches|Knuckles the Echidna in Sonic the Hedgehog 2]]''
 
*''[[Sonic Heroes/Glitches|Sonic Heroes]]
 
 
*[[Knuckles the Echidna in Sonic the Hedgehog 2#Glitches|Knuckles the Echidna in Sonic the Hedgehog 2]]
 
 
 
*''[[Sonic the Hedgehog 3/Glitches|Sonic the Hedgehog 3]]''
 
*''[[Sonic the Hedgehog 3/Glitches|Sonic the Hedgehog 3]]''
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*''[[Sonic the Hedgehog Spinball/Glitches|Sonic the Hedgehog Spinball]]''
 
*[[Sonic the Hedgehog Spinball#Glitches|Sonic the Hedgehog Spinball]]
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*''[[Knuckles' Chaotix/Glitches|Knuckles' Chaotix]]''
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*''[[Sonic Jam/Glitches|Sonic Jam]]''
 
*''[[Knuckles' Chaotix#Glitches|Knuckles' Chaotix]]
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*''[[Sonic 3D Blast/Glitches|Sonic 3D Blast]]''
 
*''[[Sonic World#Glitches|Sonic Jam]]''
 
 
*''[[Sonic 3D Blast#Glitches|Sonic 3D Blast]]''
 
 
 
*''[[Sonic Adventure/Glitches|Sonic Adventure]]''
 
*''[[Sonic Adventure/Glitches|Sonic Adventure]]''
 
 
*''[[Sonic Adventure 2/Glitches|Sonic Adventure 2]]''
 
*''[[Sonic Adventure 2/Glitches|Sonic Adventure 2]]''
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*''[[Sonic Advance/Glitches|Sonic Advance]]''
 
==''Sonic Advance''==
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*''[[Sonic Advance 2/Glitches|Sonic Advance 2]]''
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*''[[Sonic Advance 3/Glitches|Sonic Advance 3]]''
*'''Amy through the floor''':
 
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*''[[Sonic Heroes/Glitches|Sonic Heroes]]''
In [[Neo Green Hill Zone]], sometimes when running down the large hill as Amy with the [[Lightning Shield]], she'll fall through the ground and die.
 
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*''[[Shadow the Hedgehog (game)/Glitches|Shadow the Hedgehog]]''
 
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*''[[Sonic Rush/Glitches|Sonic Rush]]''
*'''Pushed off the wall''':
 
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*''[[Sonic Riders: Zero Gravity/Glitches|Sonic Riders: Zero Gravity]]''
When climbing a wall as Knuckles, if he is crushed by a moving block at a right angle, he'll be either pushed above or below the block and off the wall.
 
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*[[Sonic the Hedgehog (2006)/Glitches|''Sonic the Hedgehog'' (2006)]]
 
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*''[[Sonic Unleashed/Glitches|Sonic Unleashed]]''
*'''Path swapper glitch''':
 
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*''[[Sonic and the Black Knight/Glitches|Sonic and the Black Knight]]''
Players using Sonic, Knuckles, or Amy can crouch near certain loops with their back to them, wait for the camera to go down and move with the camera locked on that position, causing the map to lose its solidity. This can be reverted by triggering a path swapper, which is not easy to do with the ground not being solid as a result of the glitch. This glitch is useful to time attack Angel Island Zone Act 1 as Knuckles. The Acts affected by this glitch are Neo Green Hill Act 1, Secret Base Act 1 and Angel Island Act 1.
 
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*''[[Sonic Classic Collection/Glitches|Sonic Classic Collection]]''
 
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*''[[Sonic & Sega All-Stars Racing/Glitches|Sonic & Sega All-Stars Racing]]''
*'''Tiny Chao Garden ring transfer error''':
 
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*''[[Mario & Sonic at the Olympic Winter Games/Glitches|Mario & Sonic at the Olympic Winter Games]]''
The original releases of ''Sonic Advance'' in all regions have a rather severe bug: deleting the main game's save file does not delete the [[Tiny Chao Garden]] data, but once the player does so, Rings earned in the main game do not transfer over to the Tiny Chao Garden. There are two ways to revert this; either the player must use a video game enhancer such as GameShark, or collect the same number of Rings that had been collected before the game data was deleted. This was fixed in v1.1 (only released in Japan), and in the ''Sonic Advance'' and ''[[Sonic Pinball Party]]'' combo pack.
 
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*''[[Sonic Colors/Glitches|Sonic Colors]]''
 
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*''[[Mario & Sonic at the London 2012 Olympic Games/Glitches|Mario & Sonic at the London 2012 Olympic Games]]''
==''[[Sonic Advance 2]]''==
 
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*''[[Sonic Generations/Glitches|Sonic Generations]]''
*'''Immortality''':
 
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*''[[Sonic the Hedgehog 4: Episode II/Glitches|Sonic the Hedgehog 4: Episode II]]''
Rarely, if a player dies, they may not lose any lives.
 
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*''[[Sonic & All-Stars Racing Transformed/Glitches|Sonic & All-Stars Racing Transformed]]''
 
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*''[[Sonic Lost World/Glitches|Sonic Lost World]]''
*'''Graphical error''':
 
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*''[[Sonic Boom: Rise of Lyric/Glitches|Sonic Boom: Rise of Lyric]]''
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.
 
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*''[[Sonic Boom: Fire & Ice/Glitches|Sonic Boom: Fire & Ice]]''
 
==''[[Sonic Advance 3]]''==
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*''[[Sonic Dash/Glitches|Sonic Dash]]''
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*''[[Sonic Dash 2: Sonic Boom/Glitches|Sonic Dash 2: Sonic Boom]]''
*'''Ghost leader''':
 
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*''[[Sonic Mania/Glitches|Sonic Mania]]''
[[File:Sonic Advance 3 is rather buggy-0|thumb|right|200px]]
 
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*''[[Sonic Forces: Speed Battle/Glitches|Sonic Forces: Speed Battle]]''
As displayed on the right, it's possible for the leader to "sink" into the floor while using Tails' Tag Action. It is unknown what the exact conditions for this to happen are, but it is speculated by the user who recorded the glitch that it happens during specific frames of animation. This glitch can cause the player to fall off a ledge as shown close to the end of the video. This glitch is potentially lethal, particularly when trying to avoid death pits.
 
 
*'''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 useful exploit in most cases, although there are exceptions where it can hinder the player's progress and cost a few lives. A prime example is Chaos Angel Zone Act 3, where a badnik comes right before sideways spikes. If the player's partner and the badnik are on the same screen, the slowdown will prevent the player from avoiding the spikes ahead.
 
 
*'''Instant Acceleration''':
 
When playing as Tails with Sonic as the player's partner, if they charge their Tag Action, they must press jump, release jump, pause, release "R", and un-pause. Upon re-entry, the player will be fired much farther than normal.
 
 
==''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''==
 
*'''ARK wall jump glitch''':
 
In any level aboard the [[Space Colony ARK|ARK]], the player can [[Homing Attack]] any wall near an automatic door, then wall jump towards the door. The door will open before the player can touch it and [[Shadow the Hedgehog|Shadow]] will perform an extra long wall jump.
 
 
*'''Spotlight glitch''':
 
To perform this glitch, the player should find a spotlight in [[Digital Circuit]] that points down into an abyss. In a very difficult to perform instance, if the player jumps into the abyss and the spotlight shines on them while Shadow says "Damn, not here!" he will fly back upwards, although a life will still be lost.
 
 
*'''Protector of the ARK''':
 
This glitch can only be performed in [[The Doom]] stage. When the player has healed 9 out of the 10 researchers for the Hero Mission, they should pick up a [[Heal Cannon]] and fill up the Hero gauge (preferably by putting out fires). When it is full, the player must rush over to the area with the researcher, fire the Heal Cannon at the researcher and perform [[Chaos Control]] at the same time. The level will be cleared, but the screen will stay white for an unusually long amount of time. Shadow will repeatedly say "Damn!" or "Damn! Not Here!" while also saying "I will protect the people of the ARK!" or similar.
 
 
*'''Reverse flight''':
 
In the segment of [[Space Gadget]] where Shadow must grind on a long-winded rail in order to reach the Chaos Emerald, if he manages to use Chaos Control there at the proper time, Shadow will fly forward as usual. Once he hits one of the boost rings, he will fly backward instead.
 
 
*'''[[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.
 
 
==''[[Sonic Rush]]''==
 
*'''Death ride''':
 
During Night Carnival Zone in Blaze's Story, the player will find themselves trying to outrun a giant wheel that quickly catches up to them if they are not careful, and will take away one life upon contact. In most cases, boosting is all that is needed to avoid it, but on exception happens in a section where the player runs down a hill just to perform a narrow U-turn that makes them run on the ceiling. That single exception hides a cruel glitch with Blaze: No matter how fast the player goes, the wheel catches her at the very edge of that turn, crushing her right away. If the player manages to go frame by frame, they will see she stands up on thin air for a brief period of time, which moves her hitbox up and into the range of the wheel. Thankfully, the player can avoid this by jumping off the hill soon after the chase begins, hovering until the wheel is gone from their sight, and then running downhill normally.
 
 
==[[Sonic the Hedgehog (2006)|''Sonic the Hedgehog'' (2006)]]==
 
*'''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. This is supposedly due to the game's rushed development, as this glitch wasn't fixed before release.
 
 
*'''Get to the inaccessible area in Castle Town''':
 
To perform this glitch, during the first part of the Sonic episode when he's in the Castle Town, the player should go near the ring trail and try to jump to make Sonic go around onto the other side of the bridge nearby. If he jumps far enough around it, it will allow him to keep going. The player should then try to reach the other side. If Sonic gets to it, he can go everywhere else in Castle Town that is normally restricted. Unfortunately, no gates will be open and there won't be any mirrors.
 
 
*'''Knuckles finishes [[Flame Core]]''':
 
Normally, [[Sonic the Hedgehog|Sonic]] is the one who finishes [[Flame Core]] in his story, but through a glitch in [[Knuckles the Echidna|Knuckles]]' section of the level, Knuckles can finish the level in Sonic's place. To achieve this, the player should glide to the uppermost section of the area (right next to the door where the player switches back to Sonic) and press the jump button. If performed correctly, Knuckles will end up in a black section between the two rooms. If the player glides too far away, Knuckles will die. After gliding into the other room (with Sonic in front of the door), the player can finish the stage with Knuckles. It is also possible for Rouge to finish Flame Core in a similar manner.
 
 
*'''Omega finishes Wave Ocean''':
 
When the player first starts [[Wave Ocean]] as [[E-123 Omega|Omega]], they should turn to the small pier and walk as close to it as possible, then hit the jump button to hover. Normally, the boundary it will not let Omega pass, but if he hovers from a high enough starting point he will be able to get around it. Next, the player should go to the rocks where Sonic ran through the loops and land on each one (the player must repeatedly tap the jump button to hover in order to avoid falling to their death). When Omega reaches the small island, the player needs to walk to the small pier and repeat the earlier process from the first pier.
 
 
They should then go to the nearby rock and stand on it. From there, the player should hover to the cliff (where Sonic runs down in his stage) by hitting the jump button multiple times. When Omega lands on the bottom, the player needs to jump to the other side of the loop and walk up the cliff. When they get to the top, they should walk to the first house on the right, then hit the jump button multiple times to hover over it. When Omega gets past, the player needs to keep hovering toward the [[Goal Ring]] to finish as Omega.
 
 
*'''Blaze's lighthouse hyperdrive''':
 
When playing as [[Blaze the Cat|Blaze]] in [[Wave Ocean]], there is a glitch that causes Blaze to fly outside of the map. When grinding on the lighthouse, the player should have Blaze stop and stand behind its wall. Once she is standing directly in front of the wall, the player needs to press {{Square Button (PS)}}. This will cause Blaze to fly forward so quickly that motion blur effects distort the screen until she flies out of sight. Once this happens, she will lose a life.
 
 
*'''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''':
 
[[File:Flying Box.gif|thumb|220x220px|The flying box glitch.]]
 
In Soleanna [[New City]], the player should play as Sonic, jump on a box, and start performing repeated spin kicks. The box will start to fly and, if kicked for long enough, will eventually reach the atmosphere. If the player stops using the spin kick, Sonic will begin to fall back to the ground and will land in the sea, on one of the buildings, the abyss, or sometimes even safely on land.
 
 
*'''Friendly suicide''':
 
In rare cases, if the character runs off-screen with their amigo stuck, the amigo will regenerate in his/her death animation.
 
 
*'''Shallow construction''':
 
When Sonic is in [[Soleanna]] New City and he has the [[Sky Gem]] equipped, the player should throw it up toward the roof of a building. Sonic will fly upwards, start falling, and will go through the roof. He will then be inside the building (which is completely empty) and will still be able to see outside. He is able to walk through stone walls in some cases and if he falls into the water, the background will be entirely dark.
 
 
Near the entrance to [[White Acropolis]], the player can throw the Sky Gem upwards and Sonic will go through the stone with the ability to walk on a limited amount of water. If Sonic goes outside the shaded area, he will die.
 
 
*'''Tails finishing White Acropolis''':
 
When switching to Tails in [[White Acropolis]], the player can go back through the door Sonic came from by flying onto the door to their left and then flying through it (otherwise the door will close). They can then go back to the laser gate near the beginning of the area, and fly over it. Tails will be in the final section of the stage and be able to reach the Goal Ring.
 
 
*'''Water strider''':
 
In [[Wave Ocean]] as [[Blaze]], she can use her tornado move to bounce on the water, making her able to enter areas she's not supposed to. The player can extend the tornado move by 10 seconds by jumping when releasing the Square/X button.
 
 
In [[Kingdom Valley]] or [[Tropical Jungle]] as [[Silver the Hedgehog|Silver]], the player can press {{X Button (Xbox)}}/{{Square Button (PS)}} button just before hitting the water. When doing this precisely, Silver will be able to keep bouncing and entering areas the player is only supposed to access as Sonic.
 
 
*'''Go through closed doors''':
 
As Sonic, the player can use the Sky Gem in the corner of a door. As Shadow, the player should stand near the corner of a closed door and press jump, followed by pausing right away. They should then jump again right after pausing to perform a homing attack through the door, which can be used to skip entire sections of stages. As Silver, the player should place a box near a closed door, stand on it, and use Psychokinesis to raise it. From this point, the player can jump and Silver will sometimes clip through the top of the door. As Knuckles, at the highest jump near a door's corner, the player should glide into the corner and move the control stick to different angles (still in the same general direction) so that the camera vibrates, and Knuckles will slip into the edges of the door toward the other side
 
 
*'''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 the player were to jump towards Silver and was still in the air, Sonic would break through the top barrier and head up into a dark area, referred to jokingly as "space," which is dark due to there being no lightning placed that high in the scene. A video of this can be seen on the [[Gun Drive]] page
 
 
The player can go out of bounds again, then use the [[Green Gem]] to attack Silver. This can be repeated to achieve faster clear times on the boss fight.
 
 
The player should switch to the Sky Gem as soon as the battle starts and first jump in the air, then at Silver. They should then throw the Sky Gem, and as soon as Silver grabs Sonic, the player should fly to wherever the Sky Gem landed, thus being free from Silver's hold. Sonic can then use a Homing Attack on Silver while he's stunned, throw the Sky Gem when he gets up, and repeat for a faster time.
 
 
Sonic can also be thrown out of bounds by standing at the corner between the small passageway that leads to a bridge. The player must stand there and let Silver attack Sonic. When Silver throws him the first time, he will be hurt, but will likely recollect a ring. He will then throw Sonic again and Sonic will land out of bounds, able to explore Castle Town to the player's content. Note that some of the bridges will be invisible, but still solid.
 
 
*'''No vehicle for Town Missions''':
 
When Shadow is asked to do a [[Town Mission]] involving vehicles, the player must say "yes" and hold down {{X Button (Xbox)}}/{{Square Button (PS)}}, while in the loading screen. When the mission starts, Shadow should spin around, dismounting his vehicle. This makes getting an S rank on these stages much easier.
 
 
Alternatively, for the [[Town Mission 9: Car Festival|Car Festival]] Town Mission, one must press and hold {{A Button (Xbox)}}/{{Cross Button (PS)}}, Start, and down on the analog stick. After going to the pause menu, the player should release Start and {{A Button (Xbox)}}/{{Cross Button (PS)}}, then press Start again.
 
 
*'''Finish Silver's Crisis City with Blaze''':
 
To perform this glitch, the player can play through the stage normally until they get out of Blaze's section of Crisis City. They should then jump off the platform and back on to a small block, then pass Silver. The player will then be able to go through Crisis City as Blaze.
 
 
*'''Behold, everyone can fly?!''':
 
Each character in the game (except Knuckles, Amy and Blaze) has some method of hovering over large gaps via one of their abilities.
 
 
As Shadow, the player can use [[Chaos Spear]] repeatedly while in midair. As Silver, the player can tap the levitate button as fast as possible. Unlike the other methods, this one is finite, as Silver will eventually run out of energy. As [[E-123 Omega]], the player can tap the jump button quickly so that Omega won't descend, allowing him to explore the stage he is in. As Tails, just before he gets to the point where he won't go any higher, the player should release the fly button and press it again, which can be repeated.
 
 
As Sonic, the player can use Purple Gem to scale to small size, then repeatedly press the jump button and jump to where they want to go. As Rouge, the player should tap the jump button then hold {{Square Button (PS)}}/{{X Button (Xbox)}}, then disconnect the controller. When the pause menu appears, the player should reconnect the Controller, release the button, and resume the game. After resuming, the player will see Rouge still in the air in the position to drop bombs but not actually attacking, and she cannot move until the player taps {{Square Button (PS)}}/{{X Button (Xbox)}}. This can also be done in with Shadow.
 
 
*'''Zoomed out camera angle''':
 
First, the player must have the [[Purple Gem]], then quickly tap {{LT Button (Xbox)}}/{{R1 Button (PS)}}. Because the camera should zoom in when the player shrinks, and vice versa for growing, it will zoom out depending on how long they tapped the action button.
 
 
*'''Kamikaze Wyvern''':
 
During the [[Egg Wyvern]] battle, the player should pull out the [[Sky Gem]] and wait for Eggman to charge at them. They should then throw the Sky Gem at the platform and grab on to the antenna of the Egg Wyvern. If done correctly, Sonic will fly onto the platform and, a few seconds later, the screen will freeze and he will win the battle. This allows an automatic S Rank, as well as normally impossible scores.
 
 
*'''Stuck between a rock and a hard place''':
 
In [[End of the World]] during Knuckles' segment, the player should head over to the first [[Wind switch]] in the stage and wait for the first two black holes to appear. If Knuckles hits the wall between the black holes correctly, he will be forced up towards the eagle.
 
 
*'''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. The player should head near this black hole, then get on the platform next to it and fall off, staying close to the platform. If done right, Silver will not fall through the quicksand as he is being forced up by the black hole.
 
 
*'''Under the water''':
 
In Sonic's Wave Ocean right after the first loop, if the player hits the landing platform properly, they may go under it and die.
 
 
*'''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, they should tap the Jump button slowly while falling towards the platform instead of using the pipe and car. When Silver is on the platform, if he uses his [[Telekinesis]], a cyan aura will still surround the car, but it will not be picked up.
 
 
*'''Bouncy rail glitch''':
 
In Sonic's version of Crisis City, if the player hits the rail in the boarding section properly, Sonic will act as if he hit a wall when he hits the rail. He will continue to bounce until the player leaves the rail or restarts the stage.
 
 
*'''Skipping the shock bracelet''':
 
When heading to White Acropolis as Silver, the player should go towards the warehouse, where there are two boxes. They must then bring one of the boxes to the laser gate blocking White Acropolis. When it is up against the laser gate, they should jump on it and levitate it up as high as it can go. From there, they need to jump and levitate over the gate. If done correctly, the player will see Blaze trying to catch up with Silver on the other side.
 
 
*'''Go through walls without a box as Silver''':
 
If Silver skips the Shock Bracelet, his Teleport Dash can be extended in two ways. The first method can be done by pressing the action button on the final frame of the Teleport Dash. If done correctly, Silver will go about twice the distance while keeping his speed. The other way can be done by holding the action button on the final frame of the Teleport Dash. If done correctly, Silver will shoot off and cover a large distance. The second method can be used to travel through walls without a box, but it can only be done without the Shock Bracelet.
 
 
*'''I don't need a gem!''':
 
Occasionally, the first gem the player picks doesn't show up on the power gauge but is still usable.
 
 
*'''Egg Cerberus out of bounds''':
 
On some occasions, if Sonic performs a homing attack on the [[Egg Cerberus]], he'll be launched to space above the stage.
 
 
*'''Knuckles Flame Core with Sonic''':
 
When the player gets out of the dark room in Sonic's section, they should go on the springs, then go through the flying ring onto the rail. While grinding, the player must repeatedly press the X button. When they exit the rail, Sonic will run past Knuckles.
 
 
*'''Finish Silver's Kingdom Valley with Sonic''':
 
To perform this glitch, the player must use the Purple Gem to evade Silver on the last segment of the stage. The player can then finish the level without using him.
 
 
*'''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 using the Chaos Boost, sometimes when Shadow uses his Homing Attack onto rails he'll be randomly be transported to "space" and fall for some time until he loses a life.
 
 
*'''Whale glitch''':
 
In [[Wave Ocean]], if the player uses the Purple Gem to skip the section where Sonic rides the whale and moves on to Tails' section and then hits the switch, Sonic will say his line as normal but will not jump over the gate, and the screen will stay fixed on the whale. As the game is not actually frozen, the player can leave the stage or restart it to fix the glitch.
 
 
*'''Super jump''':
 
Sometimes when playing as Rouge, flying for a long period of time before landing on the ground will cause Rouge to jump very high in the air.
 
 
Omega can also perform a Super Jump, but in a different way. If the player makes E-123 Omega hover in the air and pauses the game when he is nearing the ground, he will jump high in the air. Each consecutive time the player uses this technique will cause Omega will jump higher and higher.
 
 
*'''Early game completion''':
 
In the XBOX 360 version of the game, there is a major glitch that allows the player to "complete" the game early. To accomplish this, they must complete the Silver the Hedgehog boss battle in Sonic's story and head towards a woman named "[[Galienna]]". Once there, they should quickly use a homing attack on her, and start talking to her immediately after. Doing this correctly will cause her to move forward a little. The player should repeat this process until Galienna and Sonic are positioned by the body of water behind them. Sonic should then fall into the water and die, and the player must cycle through the dialogue until the "Yes - No" box appears. Once Sonic dies and the "Yes - No" box is visible, they should hold {{X Button (Xbox)}}. Once Sonic respawns, the "Yes - No" box should still be visible.
 
 
Next, the player needs to head to the captain. While in front of him, they should pause the game, release {{X Button (Xbox)}} and immediately open the Xbox Home button, press it again to close the menu, and hold {{X Button (Xbox)}} again. The game will unpause and go through the captain's dialogue. He will ask Sonic to do a mission for him, so the player should accept the mission, then press "Yes" on the "Yes - No" box that is still visible. This will instead take Sonic to another mission instead of the captain's mission. While it loads, the player must hold the start button so that the game will automatically pause once the mission begins. The player then needs to select "Quit Mission", which will result in the player being warped to the credits screen of Sonic's story. Even though Sonic's story is technically 100% completed, Shadow's story hasn't been unlocked, and many Acts in the game are inaccessible.
 
 
This glitch can also be done with Silver in his story; before entering "Dusty Desert", the player must head to a man named "Porta", then do as said above. After respawning, the player should go to Lord Regis and repeat the above steps. If done correctly, Silver will be brought to an unknown area and fall into an abyss (this takes about 20–30 seconds), and the player will then be warped to the credits screen of Silver's story.
 
 
*'''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 Gem]] and [[Sky Gem]] to work. Firstly, the player should go through the snowboarding section as normal, then make it to the first laser barrier. From there, they should use the Sky Gem to go into first person view and aim against the rock face on the right-hand side of the barrier. Once on the other side, the player should make their way over to the second laser barrier near the left (on the other side should be a checkpoint the player would later reach if they went through the stage normally as well as the second Sonic). They need to use the [[Bounce Bracelet]] to gain height and get over the gate.
 
 
When the player sees the other Sonic waiting at the checkpoint, the player must not go near it as the game will think they are switching Sonics. They instead should use the Sky Gem to get over the other side of the door. After landing, the game should switch to the Sonic on the other side, where the player has to use the Sky Gem again. After landing once more, the player needs to make their way back to Tails, using the Sky Gem and Purple Gem to gain height over the ledges as Sonic is not supposed to make it through this section. At one point, the player will come across a chasm that requires the Purple Gem to make it across. After the chasm, the player will see Tails, and can simply walk over to him to make the second Sonic appear.
 
 
After getting the second Sonic, Tails can still be controlled, but going back to the Sonic that is not being controlled will softlock the game. Moreover, the door the player jumps over to get to Tails' section cannot be jumped over again.
 
 
*'''Unlucky Ring''':
 
In the Silver boss fight, it's possible for him to grab the player and throw them in a place where they constantly lose and recollect the same ring in an endless loop.
 
 
*'''Death by paddling''':
 
In Sonic's version of Wave Ocean, just barely stepping in the water results in 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.
 
 
==''[[Sonic Riders: Zero Gravity]]''==
 
*'''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 before quickly running to the Spring shortcut, the player will collide with the door as it has yet not been opened and will dive away from the track and eventually the entire map.
 
 
==''[[Sonic Unleashed]]''==
 
*'''Corrected timing''':
 
If the player runs to the [[Goal Ring]] at the end of any level and pauses before reaching the results screen, they can restart the level and the level will have completed itself. The results screen will say "BEST TIME: 0:00.00" and they will receive a massive Time Bonus. In some cases, this glitch can get the player an automatic S-rank, although in most cases it will result in a minimum of a C-Rank.
 
 
*'''[[Eggmanland (stage)|Eggmanland]] shortcut''':
 
In the Xbox 360/PS3 version of the game, there is a glitch that allows the player to pass through doors during Werehog stages. (The combo is {{X Button (Xbox)}}{{X Button (Xbox)}}{{Y Button (Xbox)}} on the Xbox 360 or {{Square Button (PS)}}{{Square Button (PS)}}{{Triangle Button (PS)}} on the PS3, and the player must hit the shield button in the middle of the final attack) There is a certain area in Eggmanland where Sonic is in a white, mechanical room with an Hourglass. The player should touch it to transform Sonic into [[Sonic the Werehog]] and use the glitch on the left side of the door, which will lead to the area with pipes and fans they would normally have to go through. From there, they can jump on top of the pipes, then off of them onto another area.
 
 
*'''So...What's up?''':
 
In the Xbox 360/PS3 version of the game, the player must go to the [[Spagonia]] Hub world. During the day, they should go near the entrance stage, where they will see two people talking. The player should jump in between these two people. If done correctly, Sonic will be in between the two people, either standing or in his jumping animation while occasionally moving. To get out of the glitch, the player can press the jump button. This glitch cannot be performed by the Werehog, due to the people not being there at night.
 
 
*'''Standing still while grinding''':
 
In the Spagonia entrance stage during the day in the Xbox/PS3 versions, the player should go to the wall where Sonic learned how to do a wall jump, wall jump up the wall, and go off the springs, placing Sonic on the grinding rails. From there, they can tilt the control stick to the left, and if done correctly, Sonic will stop grinding but will still be in his grinding animation. If the player does this on the part before the spring and jumps, Sonic will continue grinding but will be grinding sideways.
 
 
*'''Power steering''':
 
In any day stage, the player should drift while boosting. Sonic will not turn as he normally does while drifting, but will simply continue in the same direction. The camera angle will change, but the boost will not change direction as long as it is in effect, even if Sonic stops drifting and kicks off in a different direction.
 
 
*'''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, 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''':
 
After 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, the player should play through Windmill Isle Act 2 all the way until Sonic reaches the steps before the robot chase section. Once Sonic touches the bottom of the steps, the player should boost and jump at the end of the stairs. Sonic will be sent flying up into the air at great heights. This glitch will also briefly stall the chase act from starting.
 
 
*'''Where are my rings?!''':
 
In the Wii/PS2 version of Sonic Unleashed during the second night Act of Shamar ('Scorched Rock'), there's a path where fire is shooting out of the walls before the fight against Big Mother. At the path's entrance is a stony threshold with 12 rings. When Sonic walks along the right side of the rings (without collecting them) and enters the path, the first four rings will disappear, but they will reappear if Sonic walks back.
 
 
*'''M-speed''':
 
<gallery type="slideshow" widths="200">
 
Sonic_Unleashed_M-speed_Windmill_Isle.gif|M-speed in ''[[Sonic Unleashed]]''.
 
Sonic Generations M-speed Rooftop Run.gif|M-speed in ''[[Sonic Generations]]''.
 
</gallery>
 
'''M-speed''' is a gameplay glitch that can be performed by [[Sonic the Hedgehog]] in the [[PlayStation 3]]/[[Xbox 360]] version of the game. When used, it allows him to move at very high speeds while airborne that cannot be reached otherwise in regular gameplay. Additionally, this glitch can also be done while in 2D sections of a stage (normally referred to as '''D-speed''' or '''directional speed''').
 
 
M-speed is a relatively difficult glitch to trigger. To perform it at a basic level, the player should tilt the controller's Left Stick in the direction Sonic should head so slightly that Sonic walks slowly. They must then build up some speed for a moment (usually with the Boost) and Spin jump into the air while maintaining the previous force exerted on the Left Stick. If done correctly, Sonic will move through the air at speeds surpassing that of the Boost. To maintain M-speed, the player must constantly [[hop]] or jump when touching the ground while keeping the Left Stick in the same position. One can end the M-speed with the [[Air Boost (Sonic Boost)|Air Boost]], [[Stomp]], or by simply letting go of the Left Stick.
 
 
M-speed is ideal for speedrunning in the game. For example, Sonic is able to cross over moderate distances above sections of stages while using it. However, this can have drawbacks, as it can sometimes move Sonic beyond stage boundaries, causing him to lose a [[1-Up|life]]. When passing through [[Star Post|checkpoints]] in ''Sonic Unleashed'', Sonic's recorded speed values are considerably greater than the normal maximum.
 
 
M-speed also occurs in the Console/[[PC]] version of ''[[Sonic Generations]]''. In this game, Classic Sonic has a similar variation of this glitch he can exploit when performing the [[Spin Dash]] in a particular way in his stages.
 
 
*'''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 the player jumps, air dashes, stomps and then immediately drifts, Sonic can gain enough speed to 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.
 
 
*'''Dodgy Homing Attack''':
 
In the HD version, an odd glitch can happen with the Homing Attack. When targeting a pole, the player can often clip through it and not hit it, or just miss it completely.
 
 
*'''Stuck timed event''':
 
In the HD version of the game, if the player performs a quick time event at the same time the goal ring appears, the button prompt remains on the screen. The best way to do this is to defeat a regular enemy so that the arrow is above them, then attack the Titan or any enemy that makes the goal ring spawn then immediately start the QTE on the enemy. If timed correctly, the prompt will reamin on screen. It's easier to get the enemy's health down low so the QTE is easier to pull off. The prompt goes away when performing another QTE, or by finishing the stage. This was discovered in the PS3 version.
 
 
==''[[Sonic and the Black Knight]]''==
 
*'''Soul snag''':
 
When using [[Sonic the Hedgehog's Soul Surge]], if there's a chest or indestructible object in the way, Sonic will stay locked onto the enemy but won't hit it, allowing him to max out the hit chain at 99 hits.
 
 
==''[[Sonic Classic Collection]]''==
 
*'''Game Over distortion''':
 
Sometimes when Knuckles' lives reach 0 in Sonic the Hedgehog 2, the resulting Game Over screen will somehow appear distorted.
 
 
*'''Background and framerate issues''':
 
When playing as Sonic or Knuckles in Sonic the Hedgehog 2, the framerate will slow down and the background will not be able to keep up, and will also flash. This is the only game on Sonic Classic Collection with these issues.
 
 
*'''Running death''':
 
Occasionally, when Knuckles drowns in [[Chemical Plant Zone (Sonic the Hedgehog 2)|Chemical Plant Zone]] Act 2 (if the player doesn't make it in time), Knuckles will die and keep running as he falls down.
 
 
==''[[Sonic & Sega All-Stars Racing]]''==
 
*'''Disappearing racer''':
 
If too many items hit the player at once, their character disappears for 5–10 seconds.
 
 
*'''Falling through the floor''':
 
If the player drives at a particular speed before driving over a gap with a platform on the other side in a location where the floor is thin enough (eg. Curien Mansion), their character will be halfway through the floor and will fall through entirely after about 5–10 seconds.
 
 
This may also apply in Casino Park tracks, if the player has too many collisions on the twisty sections 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 the other person to play.
 
 
*'''Icy roads''':
 
In the DS version at times, mostly coming up to forks in the road when the player drifts, they won’t get any momentum moving them sideways, and thus will crash into the wall.
 
 
*'''Seaside jump-a-too''':
 
Sometimes if the player lands a small distance before the road in [[Lost Palace]] (in the Palace segment), their racer will jump into the air again.
 
 
*'''Rear view shrink n' grow''':
 
When the player looks back in the DS version, they may experience a size glitch, where the player becomes big, small, and then normal size.
 
 
*'''Hatcher's tire is missing!!!''':
 
In the DS version while drifting to the right in Billy Hatcher's car, if the player looks closely, they can see that the frontal tire is missing.
 
 
*'''Ascending without a ramp''':
 
Sometimes, after landing a jump, the racer will jump again.
 
 
*'''The escape blimp''':
 
Sometimes when the Bonanza Bros. go All-Star, the Escape Blimp will be up front and immobile.
 
 
*'''Stranded on an obstacle''':
 
Sometimes, if the player accidentally crashes into an obstacle from the track and hits reverse, they will not reverse. They will continue to remain still upon retrying until their racer actually reverses.
 
 
*'''Item re-election''':
 
Sometimes when a player hits an Item Capsule, they will receive the item but it will then change to a different one.
 
 
*'''Super shortcut in Ocean Ruin''':
 
In the first section of the stage, if the player gets the All-Star move, they should move to one rock and use the move. The player will then warp to the final pipe of the stage.
 
 
*"'''Stop following me!"''':
 
Sometimes if the player is driving a floating vehicle (Metal Sonic, Ulala...) and jumps, the shadow of the vehicle will still be underneath it as if there was solid ground directly below them.
 
 
==''[[Mario & Sonic at the Olympic Winter Games]]''==
 
*'''Sad faced winner''':
 
In the Dream Snowboard Cross and Dream Gliding events, Sonic characters have a sad face for some strange reason. This can be seen if the player wins in Dream Snowboard Cross' Party Games variation.
 
 
*'''Rail-leap''':
 
If the player lands correctly on a rail after the bridge section in the Dream Snowboard cross event, the character will make an additional jump.
 
 
*'''Through everything''':
 
Players can go through some objects, such as the Finish board in Snowboard Cross. The same glitch happens in prequel DS version, where the player can fly through hot air balloons.
 
 
==''[[Sonic Colors]]''==
 
*'''Beyond the End in [[Aquarium Park]]''':
 
In [[Aquarium Park]] Act 3, the player should grab an [[Orange Rocket|Orange Wisp]] close to the area where Sonic will find a [[Purple Frenzy|Purple Wisp]]. They should then grab the Purple Wisp, then the Orange Wisp again (which will have been dropped). When the player reaches the bottom, they must boost forward, [[Stomp]], and then use the Orange Wisp before Sonic hits the ground. If done correctly, the player should shoot up into the ceiling. Finally, they need to go back into the water (this should give the player underwater physics everywhere), then jump and boost until Sonic goes past the [[Goal Ring]]. From there, the player needs to quickly boost ahead, as they will only have a short amount of time left before Sonic "drowns". The player must jump into water, then out again to get oxygen. Sonic can then continue to the next Goal Ring.
 
 
*'''The hedgehog has landed''':
 
In [[Asteroid Coaster]] Act 1, Sonic encounters a number of loops while riding the roller coaster. On the second loop, the player should jump sideways halfway through the loop and Sonic will fall onto an asteroid below. Sonic can walk around on the asteroid until he falls off.
 
 
*'''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), he can then cross to the other side of the fence. This glitch will not work if he cannot face the fence.
 
 
*'''Behind the opening glitch''':
 
[[File:Sonic Colors (Wii) Asteroid Coaster - Act 5 - Behind the Start and Sliding Glitch|right|200x200px]]
 
In the very beginning of Asteroid Coaster Act 5, when Sonic goes to dive down into the platforms, there are two Egg Pawns beside one. If the player manages to jump up and defeat two of the Egg Pawns while very close to the side of the platform the robots were at, Sonic can jump to the vertical-like hall to enter a beta area of some sort. While there is nothing there, the area is only accessible upon performing this glitch.
 
 
==''[[Mario & Sonic at the London 2012 Olympic Games]]''==
 
*'''Between day and night''':
 
If the player completes thefirst two missions in London Party as fast the as they can, they will have limited time to enter to third mission. If while talking to a person during the day the game changes to night, the process will freeze, leaving the scenery stuck between day and night.
 
 
*'''Boo the trader ''':
 
When getting Page Trade while having other pages of the sticker book filled, the player will win the game if the last spot on the page has this effect under the "?".
 
 
*'''Drive through''':
 
In the Cycling event, it is possible to knock the opponent to the audience by colliding with them when finishing the event.
 
 
*'''Barricade hover''':
 
In "Stay on the Marathon Highway", players can "Hover" on the 5 barricades without getting damaged if they land correctly.
 
 
*'''"Outta my way!"''':
 
Large characters in badminton doubles can cause the point to go to the opponent if they are in front of the player who passes the badminton, causing them to hit the character in the back.
 
 
*'''Flipfrog''':
 
When receiving the "Reverse Rotation effect" and Leapfrogging in Dream Hurdles, the character will perform it by flipping during the move.
 
 
==''[[Sonic Generations]]''==
 
*'''Stuck in walls''':
 
Much like in the Classic games, certain actions can cause the player to become stuck in walls, forcing them to restart.
 
 
*'''Super grinding''':
 
If Sonic jumps while grinding and turns into Super Sonic in midair, he will continue grinding with the Chaos Emeralds briefly hovering around him instead of transforming. Sonic will not be able to turn into Super Sonic until he collects at least one more ring.
 
 
*'''A sonic boom''':
 
To perform this glitch, the player must boost and pause at almost the same time, then hit Restart. When Sonic re-enters the level, the wave sent from the boost will be seen.
 
 
*'''Static rings''':
 
If the player takes damage as Classic Sonic in any level and falls next to a wall, a large portion of their rings will stick to and climb up the wall.
 
 
*'''Super Sonic denied''':
 
If Sonic gets crushed or hit by certain objects while trying to turn into Super Sonic, he will lose Rings and not be allowed to turn into Super Sonic. This happens to Classic Sonic more often than Modern Sonic.
 
**This very likely isn't a glitch, but rather a way to prevent exploits that used to happen in Sonic the Hedgehog 3 & Knuckles, such as going through a crusher or wall.
 
 
*'''White Space camera glitch''':
 
[[File:2012-08-24 00001.jpg|thumb|185px|The White Space Camera glitch.]]
 
There is a loop positioned right behind Metal Sonic's standing point. If the player jumps over the [[Dash Panel]] at the beginning of the loop and stands on the curve, the camera will tilt slightly to the left. This glitch can happen with either Classic Sonic or Modern Sonic and ends once the player leaves the loop.
 
 
*'''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 this way, he can Spin Dash behind the Dash Panel. If he then jumps at exactly the right time about halfway through the loop, between the foreground and background, he will fall down onto the ground, stuck halfway between the foreground and background.
 
 
*'''Gravity? What's that?''':
 
In Act 1 of Green Hill, the player should go to the area that looks like wooden rigging with swings. While moving at top speed on the half-pipe at the end of the section, they must then try to stop Sonic at the edge of the half-pipe. If done correctly, Sonic will stand sideways for several seconds.
 
 
*'''Glitchy Classic Sonic animations in Green Hill''':
 
There is a 3D hill that Classic Sonic runs down in [[Green Hill (Sonic Generations)|Green Hill Act 1]]. If the player stops and walks back up a certain way, Sonic will start running in place. Pressing up to look up will cause him to look forward, and pressing down will cause him to look towards the screen.
 
 
*'''Rocket shoes''':
 
[[File:2012-08-06 00069.jpg|thumb|The Rocket Shoes glitch.]]
 
In Green Hill Act 2 when Sonic is being chased by the Giant Chopper, the rails dip before a sharp incline, but Sonic does not dip with the rails.
 
 
*'''Rewinding rails''':
 
In Act 2 of Green Hill Zone in the cave section where the [[Giant Chopper]] chases the player, if they manage to stop, jump off the rail, and go back, the robot will "rewind" and Sonic will be able to grind on the broken rails.
 
 
*'''Drifting off the edge''':
 
In Act 2 of Green Hill, if Sonic keeps drifting towards the right wall near the end of the level where he is running in a half-cave with puddles and a [[Trick Jump Panel]] that takes him to the final stretch of the level, he will sometimes go through the wall and fall down a bottomless pit.
 
 
*'''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''':
 
[[File:2012-08-16 00001.jpg|thumb|Super Sonic getting 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 end this glitch, the player must stop boosting.
 
 
*'''Someone tell Silver about this...''':
 
In the Xbox 360 version, if the player were to boost in Sky Sanctuary (the section where Sonic uses quick steps), Sonic can glitch out the graphics and will be floating in mid-air. The player can still walk, and Dash Panels and springs are still visible and usable. If this occurs in the 2D section, Sonic can walk in a 3D manner until walking off an invisible cliff.
 
 
*'''Altitude sickness''':
 
At the end of Sky Sanctuary Act 2 where Sonic runs up the crumbling building, should the player boost along the path as Super Sonic, Super Sonic will miss the spring at the end completely, flying directly over it and dying because he has risen off the ground.
 
 
*'''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 (Sonic Generations)|Speed Highway]], if the player were to run out of Rings as [[Super Sonic]] during the segment where Sonic is running down the building, Sonic would turn back to normal but his boost aura would stay gold. This also works on Rooftop Run and City Escape in the Auto-Running sections. Additionally, this is possible if Sonic runs out of Rings as Super Sonic while boosting on a large loop, most notably in Chemical Plant or Green Hill. The inverse can also occur while boosting when activating Super Sonic, and the boost will be colored blue. This happens during Green Hill when the Giant Chopper is chasing Sonic, and also happens in the [[Time Eater]] fight, where running out of Rings while using the [[Super Sonic Boost]] causes the player to still be boosting as they plummet to their death.
 
 
*'''Classic Sonic can slide''':
 
The player must have the Classic Homing Attack skill equipped to perform this glitch and should go to Speed Highway Act 1. Once there, they need to Homing Attack toward the first balloon on the downhill start while avoiding hitting it. When Sonic runs at top speed down the rest of the hill, he will be angled as if running on a flat surface.
 
 
*'''Blockade''':
 
The player should start Speed Highway Act 1 and begin by charging Classic Sonic's Spin Dash to full speed. They must then release the Spin Dash and jump before the massive slope. Classic Sonic will fly towards the first loop, but be stopped by the part of the loop that is pointed downward due to the initial camera angle.
 
 
*'''Illegal skateboard''':
 
The player must equip the Boardmaster skill for this glitch. At the very beginning of City Escape Act 1, the player should hop onto the first grind-rail with a skateboard, then jump onto the second grind-rail above for the shortcut. From there, they should continue on the shortcut until a spring launches them diagonally into the background. Instead of landing on the ground as Sonic would without a skateboard, he will continue through the side of the building and into a [[bottomless pit]].
 
 
*'''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 (Sonic Generations)|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 (Sonic Generations)|City Escape Act 2]], the race can be slowed down to almost frame-by-frame speed. After the first two turns, if Sonic ventures to the right of the screen and too close to the GUN Military Truck, both will move frame-by-frame for a few brief seconds.
 
 
*'''Delayed reaction''':
 
During the GUN Military Truck chase in City Escape Act 2, if Sonic boosts over a Dash Panel, he will briefly curl into a ball a few seconds later rather than doing so as he hits the dash panel.
 
 
*'''Invisible Seaside Hill Act 1''':
 
There is a chance that the player can bypass a part where [[Seaside Hill (Sonic Generations)|Seaside Hill Act 1]] is supposed to load but does not, resulting in the level becoming invisible. Enemies and obstacles are visible in this state, but the terrain is not.
 
 
*'''Behind Seaside Hill Act 2''':
 
It is recommended that the player has [[Skill List|Endless Boost]] and [[Skill List|Power Brake]] equipped for this glitch. At the start of the level when Sonic is running forward along sets of [[Dash Panel]]s, the player must keep holding down on the left analog stick to have Sonic come to a stop just behind the area where the submerging of the white platforms is usually triggered. They must then go back while jumping over the Dash Panels. From there, the player can jump over the edge of the hill, hold the Boost button, and keep moving backward. Sonic can keep running until he hits a bottomless pit, goes past the buoys or runs out of boost (if the player does not have Endless Boost equipped). There will be small islands behind the stage, but they have no collision detection in place and Sonic will go straight through them.
 
 
*'''Slow motion running''':
 
The player must have zero lives before attempting this glitch, and have the Super Sonic skill equipped. The player should go to [[Seaside Hill (Sonic Generations)|Seaside Hill Act 2]] and activate Super Sonic in the temple area. Next, they need to go to the area below where the last [[Red Star Ring]] is, go into the water and wait on a spike trap. Once Sonic has died and gotten the [[Game Over]], the player should choose to restart the level. Sonic will do his normal scripted action starting the level as usual, except he will move his legs at a slower speed.
 
 
*'''Inverted fall''':
 
When running up the loop to meet Shadow above [[City Escape (Sonic Generations)|City Escape]], the player will hit a wall to fall next to Shadow. Sonic will fall upside-down. Once he hits the ground, he will land as if he fell the correct way.
 
 
*'''Shadow can bend space!''':
 
When the player performs 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, the player should let him get his power-up and then start tapping boost rapidly while sliding to get out of his section of the track before he throws the last [[Chaos Spear]]. If done correctly, Shadow's AI will glitch, running in one direction while retaining his forward acceleration and speed and occasionally boosting. Power Cores will cease to spawn.
 
 
*'''Shadow crash (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, however.
 
 
*'''Zoom x2''':
 
When fighting Shadow, if the player powers up, misses a meteorite, and defeats him, the camera will sometimes zoom in for the end scene and the ranking.
 
 
*'''Silver's ghost''':
 
If the player goes between the [[Perfect Chaos]] portal and the [[Crisis City (Sonic Generations)|Crisis City]] portal, they 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 forward, but he will be slowly moving backward. Every second or so, the game will skip back to where it was a second ago. The only way out of this glitch is restarting.
 
 
*'''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. 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''':
 
[[File:2012-08-16 00015.jpg|thumb|250px|The Classic Sonic in 3D glitch.]]
 
To perform this glitch, the player must have the Thunder Shield skill equipped and go to Act 1 of Rooftop Run. Once there, they should go to the area with the spring that sends Sonic next to a swinging axe. After about half a second of being in mid-air, they need to jump off and back down to the area. If performed correctly, the player should be able to control Classic Sonic in 3D. If they restart from a checkpoint, the controls will glitch and the camera will swing behind him. This glitch can also be replicated with any spring that launches Sonic diagonally into the background.
 
 
*'''Classic Sonic = no sense of direction''':
 
In Rooftop Run Act 1, there is a steep hill Classic Sonic runs down. After dropping down this hill, the player should walk back up it (making sure Classic Sonic is facing the hill the entire time). At the steepest point, the player can let go of the walk button. If done correctly, Classic Sonic will run down the hill backwards and then run sideways for a few seconds.
 
 
*'''Do an awkward barrel roll!''':
 
To perform this glitch, the player should go to the same hill from the above glitch. At the top, they must tap the spin button so Classic Sonic does a weak spin, then immediately hold the down button. Sonic will start to roll down the hill, and at the bottom, it will look like he is spin dashing towards the screen while moving sideways.
 
 
*'''Stuck in a wall''':
 
The Super Sonic skill must be equipped to perform this glitch. The player should go to [[Planet Wisp (Sonic Generations)|Planet Wisp Act 2]] and gain 50 or more [[Ring]]s before using the [[Wisp|Orange Wisp]] to get into the first factory. From there, they must go to the second step before Sonic reaches the platform where the rockets launch and harm him. The player must then run into the wall and activate the [[Super Sonic]] skill. Sonic will not be able to jump unless the player moves left first.
 
 
*'''Orange Rocket in 3D''':
 
[[File:2012-08-28 00007.jpg|thumb|225px|The Orange Rocket used in 3D.]]
 
To perform this glitch, the player must make sure Sonic is behind the first [[Orange Wisp]] in [[Planet Wisp (Sonic Generations)|Planet Wisp Act 2]]. They then should get an Orange Wisp and go below the point that Sonic entered from. The player must wait until another Orange Wisp appears and use the rocket, and Sonic should still have the rocket power. They can then venture through the first factory until the part with red platforms leading up to an Orange Wisp, and use the rocket below the orange wisp. When performed correctly, Sonic should still have a Wisp.
 
 
The player should continue venturing until they reach an area with a platform and a line of rings. They then need to jump onto the platform, wait until half-way, homing attack across (avoiding the rocket onto the red platform) and then jump to stable ground to the left. From there, they must continue up the red platforms and wall-jump from left to right to reach the checkpoint. Once Sonic passes the checkpoint,  the player should hit the spring set leading to a 3D area and move forward. From this point to the end of the 3D section, the [[Orange Rocket]] Color Power can be used. This is the only time in Sonic Generations where Sonic can use the Rocket Color Power in 3D; in Sonic Colors, he cannot do so at all (Wisps that are only supposed to be used in 2-D in Sonic Colors simply jump out of Sonic's body, and eventually, they will fly away).
 
 
*'''Rocket Sonic ''':
 
If the player performs the same first steps from above, goes under the accelerator gun (before the spring that sends Sonic to the 3D section in the factory), and uses the [[Orange Wisp|orange rocket]] underneath, Sonic will be inside the accelerator gun. He will control normally, except that he will stay as the rocket after he is shot out, and will be invincible to any kind of damage (except bottomless pits). This makes the stage impossible to complete because can no longer swing on objects.
 
 
*'''Cave-in''':
 
In Planet Wisp Act 2 in the area where the roof is falling on Sonic, if he jumps at the roof the split-second before it crushes him, he will end up inside of it. He can then move around the inside of the roof. The only way out is restarting the level.
 
 
*'''Houdini's last vanishing act''':
 
During the [[Egg Dragoon (Sonic Generations)|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.
 
 
*'''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 (Sonic Generations)|Chemical Plant Act 1]], [[City Escape (Sonic Generations)|City Escape Act 1]], [[Crisis City (Sonic Generations)|Crisis City Act 2]], or the [[Time Eater]] boss fight) and the ending stage theme doesn't play, the player will get a disc read error and the system will send them back to the home screen of the Xbox 360. This might be due to a scratch on the disc. These glitches can also happen during gameplay, which is caused by going in the background of stages, but they can happen randomly, too. If the glitch is repeated multiple times, it will start to spread over to other stages.
 
 
The glitch possibly starts by going under the [[G.U.N. Military Truck]] at the end of the level in [[City Escape (Sonic Generations)|City Escape]] Act 2. However, it does not permanently ruin gameplay, although it will kick the player from the game.
 
**This is most likely to happen due to a bad update, reading speed mismatch, scratched media, pirated copy or a problem with the disc read drive.
 
***There are various confirmed cases of the game crashing for no apparent reason. When Sonic is in a challenge, playing a stage, learning something from [[Omochao]], obtaining a wisp (see below in Wisp Explanation Crash), doing Rouge's Assist Mission, etc. The only confirmed way to fix this glitch is to install Sonic Generations to the Hard Drive of the player's Xbox 360. The game should no longer crash after this.
 
 
*'''Falling through the floor''':
 
Near the end of the underwater section of [[Seaside Hill (Sonic Generations)|Seaside Hill Act 2]], there is a small section with a floor and two moving platforms. If Sonic sets foot on the floor, jumps up and tries to land back on the floor, he will fall through it.
 
 
*'''Wisp explanation crash''':
 
This apparently rare glitch happens after Sonic gets a Wisp. He receives it, [[Omochao]] begins to explain, and the game crashes. There are no known causes for this.
 
 
*'''Classic Sonic in 3D Camera''':
 
[[File:Sonic Generations Classic Sonic In 3D Camera Glitch (Speed Highway Act 1)|thumb|right|200px|Classic Sonic's camera glitch.]]
 
In [[Speed Highway (Sonic Generations)|Speed Highway Act 1]], if Classic Sonic goes too fast before the moving platform section in the middle of the level, the camera will break. Many times, Classic Sonic will appear from the front in a 3D perspective, or the camera will flip it's position. It is still possible to beat the level with this glitch.
 
*A variant of this glitch can happen if the camera can't keep up with the player, causing the camera to turn partially in a curve rather than completely. This causes some objects, such as the rail, to block the player's movement. This can be easily dealt with by jumping over that rail, which will force the camera and character to snap into the correct path.
 
 
*'''M-Speed''':
 
[[File:Sonic Generations Speed Glitch Tutorial|thumb|200x200px|Tutorial on how to use the Speed Glitch]]
 
M-Speed is a glitch that can be performed by both Classic and Modern Sonic that, when used, will send Sonic flying at speeds faster than when going through the level legitimately (often resulting in parts of the level not loading) which is very useful in speed runs. To perform it, the player needs to hold the control stick at a specific spot (just enough so that Sonic starts walking) and then either spindash (classic) or Boost (modern) before jumping almost immediately after. In order to keep the glitch going, the player needs to hold the control stick in the same position and jump just as Sonic touches the ground.
 
 
*'''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]] while Sonic is traveling up one of the sideways slopes, Sonic will go sideways as the Orange Rocket, causing intense lag, and then the game will crash.
 
 
*'''Falling with style''':
 
In Chemical Plant Act 2 while playing as Super Sonic during the skydiving section, if Super Sonic skydives faster, Super Sonic will use his walking animation instead of his normal fast skydiving animation.
 
 
*'''3D Spindash''':
 
This is not much of a glitch, but it is interesting to do. In any 2D section with Classic Sonic, spindashing and changing the player's direction at the same time will result in Sonic spindashing mid-change. The dust effect and speed after releasing the charge will also be affected.
 
 
==''[[Sonic the Hedgehog 4: Episode II]]''==
 
*'''Double Tails''':
 
[[File:Let's Glitch The Sonic 4 Saga|thumb]]
 
While playing a stage, the player should reach the Goal, cross it, and start a [[Rolling Combo]] [[Tag Action]]. If they look closely, they will see that there are 2 Tails in the game.
 
 
*'''Halting forever''':
 
In [[Sky Fortress Zone]] Act 2, if the player stops suddenly on a hill after running at a high speed at a precise moment, Sonic will stay in his "halting" animation forever. He won't fall to the bottom until a minute or two passes.
 
 
*'''Stuck on the wall''':
 
In [[Sylvania Castle Zone]] Act 1, the player should use the Rolling Combo, go through the water-running section and jump at a certain time. Sonic and Tails will then get stuck on a wall. If the player deactivates the move, they will be out of the glitch.
 
 
*'''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 will cause Sonic and Tails to perform the submarine combo while Tails is outside the water.
 
 
==''[[Sonic & All-Stars Racing Transformed]]''==
 
*'''Menu islands glitch''':
 
Fairly often in the game's menus, the yellow glow from the Samba De Amigo island appears on another island instead.
 
 
*'''Game crash''':
 
In the Xbox 360 version of the game, the game will randomly crash on occasion (usually at the loading screen and in Seasonal Shrines). A title update fixed this problem.
 
 
*'''Boats on the road''':
 
There is a glitch where vehicles sometimes 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 the player retries, the game may crash upon completion.
 
 
*'''Jet set gravity!''':
 
Usually on Graffiti City, if the player falls down at a high speed, their 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 while the countdown is ticking, will lose the race, and receive a DNF even though they successfully completed the race.
 
 
*'''Start menu being mean''':
 
If the player presses start and then down on the D-pad or analog stick rapidly, they can select Continue. If they select it, the game will ask them to restart. If the player keeps going down, the option they select will have the same effect as the option below it. This can be fixed by pressing up on the D-pad or analog stick.
 
 
*'''Burning Depths door glitch''':
 
In the [[Nintendo 3DS]] version of ''Sonic & All-Stars Racing Transformed'' on the first lap of the [[Burning Depths]] track, there's a section where the track splits into two paths that eventually come back together by a door. The door will sometimes not open, thus forcing the player to reset the track.
 
 
*'''All-Stars need no stunts''':
 
In the 3DS version after using an All-Star move, the player's character will be unable to perform stunts until they transform into plane mode again. This is a problem on all courses that do not feature plane mode, except for Sunshine Tour and Roulette Road, since they have no jumps.
 
 
*'''Possessed water''':
 
In the 3DS version of the game when landing a trick in water, based on the size of the characters boat mode they will spin out, flail around, and even get turned around completely. This happens more often to Amy and other characters with wide boat forms.
 
 
*'''Going past transformation gates''':
 
While driving, the player should stop before the transformation gate (without going through it), turn around and position themselves facing backward while being as close to the transformation gate as possible. The 'Wrong way' sign will then appear, and after some time, the character will respawn in front of the transformation gate without going through it. This is the only way that a character can be in a transport form they normally shouldn't be in. (A boat in a car section, a plane in a boat section etc.) This may be fixed in some versions of the game throughout recent patches.
 
 
*'''Locked in glitch''':
 
Sometimes, in the PS3 version on the Race of Ages course, the warp game before the end of each lap refuses to function. Instead, there will be an invisible wall there. If the player tries reversing, it will respawn them near the wall, leaving them "locked into" the tunnel segment. This glitch can be fixed by restarting the race.
 
 
==''[[Sonic Lost World]]''==
 
*'''Super Sonic has two mouths (Rendering Bug)''':
 
[[File:Super Sonic Lost World-0.png|thumb|150px|Super Sonic's mouth error from Sonic Lost World]] The Wii U/PC version of ''Sonic Lost World'' contains a rendering bug that leaves [[Super Sonic]] with a mouth on both sides of his muzzle.
 
 
*'''30 FPS setting bugs''':
 
[[File:Sonic Lost World PC - 30FPS Glitches|thumb|200px]]
 
In the PC version, using the 30 FPS setting has a lot of bugs. The bizarre effects include:
 
**After autorun sections, Sonic will still be autorunning, and when Sonic uses the Bounce Attack insane gravity glitches will ensue.
 
**In [[Tropical Coast]] Zone 3, jumping at the right time on the second rail will cause Sonic to jump very high and die.
 
**In [[Windy Hill]] Zone 4, when Sonic takes the normal path that contains the Springs in the first section, a glitch will cause Sonic to glitch through the second set of Springs and then die.
 
**When Sonic frees a butterfly it will glitch out, and he will be stuck there.
 
**When Sonic homing attacks the [[Galaga Bee]]s, Sonic will be stuck there for a few seconds and then get hit.
 
**In [[Desert Ruins]] Zone 3, the loop doesn't function properly and Sonic will fall in the incorrect position when he runs on the loop. This can be fixed by using the [[Spin Dash]].
 
**The [[Cyan Laser]] is broken, as it goes in unusual directions, and glitches the gravity.
 
 
*'''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]].
 
 
To perform this, the player should go to an area that shows the Hint Ring and activate the Cyan Laser. They then must hold down the Jump Button and the Hint Ring icon on the Wii U GamePad, then press the Home Button. The player should now let go of the buttons and resume the software. If done correctly, the Hint screen will appear on the Wii U GamePad and the Cyan Laser will release on the same frame. When the player exits the Hint Screen, the Cyan Laser will fire, and the flow of time will stop. Sonic will no longer be able to interact with any objects in the Zone, but he can still lock onto Badniks and Springs. Springs will not work, but Badniks can still be destroyed.
 
 
*'''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 afterward).
 
**Sonic may fall for a minute or two and then die.
 
**Sonic may go downwards into the killplane outside of the trigger zone when gliding towards [[Zomom]].
 
**Sonic may go upwards into the killplane.
 
**Sonic may land on an invisible floor, only to be sniped downwards into the killplane at the bottom of the Zone upon touching a certain spot.
 
**Sonic may smack himself into a honeycomb and die.
 
 
*'''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 at Sonic's height, allowing the player to see the inside of the Tornado as it passes by. Should the player stay on the wall until the Tornado reaches the end of the section, Sonic will be warped to a random location in the Zone.
 
 
*'''Tornado strobe''':
 
If Sonic falls below Desert Ruins Zone 4 via the '''Tornado Warp''', or jumps below the second Spring in the second Tornado section before double jumping onto the nearby wall, and stays on this wall, then jumps below the Zone after a specific amount of time, Sonic will go beyond the killplane and he will eventually enter a plane of existence which is filled with rapidly flashing colors. Like the '''Casino Strobe''' (see below), this gives an epileptic seizure, but the strobe effect looks different, does not produce lag, and Sonic will keep on falling until he gets a Time Over.
 
 
*'''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. He will be stuck up above the Zone until he gets a Time Over.
 
 
*'''Casino strobe''':
 
[[File:Sonic Lost World-Sonic Lost World - Casino Strobe Glitch|thumb|200px]]
 
This is the first Sonic glitch that was discovered by accident to ever give the illusion of an [[wikipedia:Epileptic seizure|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]]. This 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 version, when Sonic gets caught by a Mushroom thrown by a [[Madmole]], it will clip Sonic through the floor and he will die.
 
 
*'''[[Zavok (boss)|Zavok]] Cyan Laser collision glitch (3DS)''':
 
[[File:Sonic Lost World (3DS) - Zavok laser collision glitch (Sky Road Z4)|thumb|200px]]
 
During the [[Sky Road]] Boss Zone on the 3DS version of ''Sonic Lost World'', by using the Cyan Laser straight at [[Zavok]] when he is at the edge of the battlefield, Sonic will get stuck in Zavok, who will constantly take damage until he is defeated. This means that Zavok can be taken down in less than 15 seconds and allows for an easy '''S Rank''' and loads of [[Black Material (Sonic Lost World)|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 during the final battle with the [[Eggrobo (Sonic Lost World)|Eggrobo]]. Super Sonic is allowed on any attack. To do this, the player must have all Red Star Rings previously collected, and then obtain fifty Rings (this can be done more swiftly if the player uses some Ring [[Item Box]]es from their inventory). As soon as the game becomes slow-motion for the attack, the player needs to hit the jump button for the Homing Attack before quickly pressing the Emeralds icon to activate Super Sonic.
 
 
Since Super Sonic was never programmed for autorun sections, he will not be moving forward and the Homing Attack will be the same as on foot, making it harder to reach [[Doctor Eggman|Dr. Eggman]] for the attack. The path is circular, thus making it easier to fall into the lava since the camera is stuck at the initial position for the attack. If Sonic lands a hit on the [[Egg Mobile]], he will revert back to normal.
 
 
To keep Super Sonic for the rest of the fight, the player must press the Emeralds icon when Sonic lands a hit on the same frame with precise timing. If activated correctly, the Eggrobo will become mostly invisible for a second.
 
 
==''[[Sonic Boom: Rise of Lyric]]''==
 
*'''Knuckles infinite jump''':
 
[[File:Sonic Boom- Rise of Lyric (Wii U) - Infinite Height Exploit (Sequence Breaks Are Doable)|thumb|200px]]
 
This glitch is fairly simple to replicate, however, it can only be done as [[Knuckles the Echidna (Sonic Boom)|Knuckles]]. The player needs to jump, press the Y button, pause, unpause and press the Y button again. Knuckles will never touch the ground, and instead, he will keep jumping each time the Y button is pressed, which can be used to skip a whole level. Utilizing this glitch can easily allow the player to skip hours of gameplay.
 
 
This glitch was patched after its discovery.
 
 
==''[[Sonic Boom: Fire & Ice]]''==
 
*'''Knuckles dig gliding glitch''':
 
While [[burrow]]ing as [[Knuckles the Echidna (Sonic Boom)|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.
 
 
==''[[Sonic Dash]]''==
 
*'''Not so endless runner''':
 
Once the player has reached a certain distance, it will no longer possible to play outside tutorial mode. This has only been tested on Nokia smartphones in Brazil.
 
 
==''[[Sonic Dash 2: Sonic Boom]]''==
 
*'''Stuck running in one place''':
 
[[File:SD2SBGlitch.png|thumb|100px|Tails stuck in midair.]]
 
During the Holiday Event update of 2015, a small glitch would occur irregularly. Whenever a run would begin (or sometimes during a run at some point), the level's road would suddenly disappear and the playable character would be left running in one spot in midair, unable to execute any action or move forward. To escape this glitch, the player's only option is to restart the run.<ref>{{Cite web|url=https://www.youtube.com/watch?v=ivf-hHDXH90 |title=Sonic Dash 2: Sonic Boom Glitch |publisher=Ribombee |work=Youtube |date=16 December 2015 |accessdate=28 January 2017 }}</ref>
 
 
==''[[Sonic Mania]]''==
 
*'''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.<ref>{{Cite web|url=https://www.youtube.com/watch?v=KumIbGtwkYc |title=Sonic Mania - Spring Pushing-Animation Glitch |publisher=Ribombee |work=Youtube |date=15 August 2017 |accessdate=17 August 2017 }}</ref>
 
 
*'''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).
 
 
*'''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''':
 
[[File:BlueSS.jpg|thumb|200px]]
 
If [[Classic Sonic|Sonic]] attempts to turn into [[Super Sonic (Classic Sonic's world)|Super Sonic]], due to unknown circumstances, he may cease mid-transformation and stay stuck in his regular form. However, his quills and eyes will display similarities to Super Sonic, and other animations may change, such as the crouch. Sonic can still properly transform into Super Sonic after this. The theme music for Super Sonic will play when Sonic is in this state.
 
 
*'''"You're probably wondering how I ended up in this situation"''':
 
After defeating [[Metal Sonic (Classic Sonic's world)|Metal Sonic]] in [[Stardust Speedway Zone (Sonic Mania)|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<nowiki>'</nowiki>''':
 
When playing as Sonic and Tails in the final boss fight, if Tails is grabbed by both hands at the same time, the player will be stuck in the fight and forced to either restart or get a Time Over.
 
 
*"'''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 the player give access to the Capsule. As a side effect, the boss will continue fighting the player during the post-boss cutscene which can cause a softlock where the [[Phantom Ruby]] floats away.
 
 
*'''Gliding through the dark sky''':
 
In Flying Battery Act 2 as Knuckles, the player should go toward the end of the act where they run with anti-gravity spheres that push them upside down. From there, they should jump off while standing up and begin gliding. After some period of time, the player will perform somewhat of a level warp. The screen will scroll left, they will see inside assets with an outside background, and the ground will disappear. Afterwards, the player will be stuck at the far left of the stage in an invisible box.
 
 
==References==
 
{{Reflist}}
 
   
 
==External links==
 
==External links==
*{{WP link|Glitch#Video game glitches|Glitch}}
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*{{WP link|Glitch#Video game glitches|Glitch}}[[Category:Glitches|*]]
 
[[Category:Lists]]
 
[[Category:Lists]]
[[Category:Glitches|*]]
 

Revision as of 14:43, 17 February 2020