In the event a 68000 exception occurs (e.g. The game contains a very basic error handler. If you can't do the above codes, use the Pro Action Replay codes FFFFE3:0001 and FFF604:0072. You can also activate this code for the International version if running on Japanese hardware, then it's C, C, C, C, C, C, Up, Down, Left, Right. This code does not work in the Sonic Classics version. If you play the Japanese version and have a Japanese Mega Drive, or switch the region to Japanese, you can use the code C, C, C, C, C, C, Up, Down, Down, Down, Left, Right, which should make a ring noise, then when the demo starts, hold Down + A + B + C to turn the screen's background to white, making the text visible after the Sega splash screen. The credits were added by Yuji Naka in defiance of Sega, which at the time prohibited developer credits. A slightly different variation is also in the debug mode's object list for Green Hill Zone, much like the 2013 remake.Ĭredits that are hidden on the Sonic Team Presents screen, and completely unseen in every region outside of Japan. 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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