This isn't due to reading garbage data either, this level is specifically assigned these music and properties.Īct ID 00 (Act 1) spawns Sonic where he normally is during the good ending, while Act ID 01 (Act 2) spawns Sonic where he normally is during the bad ending. It plays the Final Zone music, and doesn't have an act number on the title card (which just says "Zone"). Zone ID 06, Act ID 00 (Act 1) and Act ID 01 (Act 2) are used for the ending sequence (good ending and bad ending respectively) in the final game, however, Zone 06 exhibits some odd behavior when played as a regular level. They can, however, be seen in numerous early emulations of the game (Including the official Sega Smash Pack Volume 1 for the Dreamcast), which incorrectly render Sonic in front of the logo. These are actually leftovers from the genga (key animation) sketches, seen here. The lower half of Sonic's title screen animation are hidden behind the SONIC THE HEDGEHOG ribbon, making these go obscured. A slightly different variation is also in the debug mode's object list for Green Hill Zone, much like the 2013 remake. It can also be seen broken in the scrap piles in Flying Battery Zone. Its original ID was $4F, and similar code would be used for the "Ball" badnik, in the Sonic 2 "August 21st" build.Ī functional Splats can be placed via debug mode in the game's 2013 remake, but it wouldn't be until 26 years later in 2017's Sonic Mania when Splats finally got its chance to be fully utilized, sporting a slightly tweaked design as one of the enemies in Press Garden Zone. It was once meant to appear in Scrap Brain Zone, according to concept art and source code remnants showing its VRAM position. No code for Splats exists in the final game, but it does exist in the prototype, where it can be placed in Marble Zone using debug mode. Splats the Bunny, a badnik that seems to have been cut relatively late in development, as both a trading card and a figurine for it were released. Once enabled, they behave in the same manner as they do when running on non-Japanese systems. C, C, C, C, Up, Down, Down, Down, Left, Right, hold A and press Start.C, C, Up, Down, Down, Down, Left, Right.As usual, they are entered on the title screen and can be combined by interpolating a D-Pad direction between them. Here, there are separate codes for the pause options and the rest of the debug features. Pause Options: press A to go back to the title screen, hold B to enable slow motion, or press C to enable frame advance.Hold A and press C to move backward one object.Placement Mode: Press B during gameplay.To activate Level Select and Debug Mode, simply enter the Level Select code, push any direction on the D-Pad after the ring sound, then enter the Debug Mode code.įrom here, you have access to a variety of things: The "Pause Options" (see below) are enabled even if A hasn't been held. After entering the code, press Start while holding A and continue holding A until Sonic appears in the level. The main requirement for the code is pressing C twice before the final input of Right. While Up, C, Down, C, Left, C, Right, C is the most common version, a shorter version is C, C, Up, Down, Left, Right. International Version & Japanese Version on International HardwareĪnother well-known code. This original level order actually showcases the levels getting more and more mechanical in theme, as Sonic gets closer and closer to Robotnik's Factory.Īgain, codes for the debug mode vary based on console or game region. In the Sonic Jam Official Guide, programmer Yuji Naka explained that this is because Labyrinth was supposed to be the second level, but was considered too much of a difficulty spike. In the original revision, the level order is different from the order in normal gameplay: Labyrinth and Star Light are earlier than they should be, and Marble and Spring Yard are later. One of the most well-known codes in gaming history: press Up, Down, Left, Right on the title screen (three Downs if playing the JP version on a Japanese console), then hold A and press Start. This is actually a crude attempt at a line break, which can be seen by setting your hex editor's bytes per row to 16 and looking at 0x00120 inside the ROM. When playing Sonic the Hedgehog on a emulator, you might have noticed the header has a very large space formatted as:
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