![]() In the v0.51 (612) Prototype and in Tidal Tempest, if the player gets to the yellow spring on the pipe underwater, the yellow spring will bounce Sonic up high so he falls down outside underwater, which will make him collide with the pipe and not carry him underwater to a different locations. In the Prototype 612 version, a glitch will occur where Sonic collides with a pipe. Sometimes it also happens in Wacky Workbench and Stardust Speedway. However, this will not affect the ending of the game. In the 2011 remaster of the game, the player can end up in the Bad Future version of Metallic Madness Zone 3, even after having collected all of the Time Stones. Metallic Madness Bad Future with all Time Stones The player can press the console's home button button to pull up the console's menu to close the game. The green background will show in the top left part of the screen and multiple sprites of Sonic will show in the bottom left and the sound effect will play as normal but the player cannot progress any further. ![]() When the time travel sound effect starts playing, press / to switch to item placement mode. In any Round in the remastered 2011 version of the game, the player can softlock the game in the middle of the white transition for time travel using Debug Mode. Sonic CD 2011 Time Travel/Debug Mode softlock If Sonic is standing above a curling tunnel when the "I'm outer here!" animation occurs, it will stop the animation and the gameplay will resume normally. To perform this glitch, Sonic must be standing above a curling tunnel. They must then head back to Amy and her color palette will be glitched, now appearing green and purple. In Stardust Speedway Zone 3 with Debug Mode active, when the player reaches Amy, they can change into any sprite and go to the far left of the screen until the camera bugs out. Surprisingly, this is the only known 'glitch' caused by time travel. This may not be a glitch, however, as in some places where one can get stuck, there are semi-solid staircases allowing the player to leave. This is because the terrain varies from timeline to timeline, which means that there's space in some timelines where there may be a wall in another. In many Rounds, time traveling at certain spots will place the player inside walls or other terrains once they reach their intended timeline. ![]() While technically intentional, it is useful. This cannot be done in Time Attack, as checkpoints aren't set in the levels, so one will always be put back at the start of the Zone. They can then reach the end of the stage with a fast clear time, which will even count as their leaderboard time. After waiting until the timer hits 10 minutes (while moving around enough to prevent Sonic from jumping off the stage) the player will be taken back to the checkpoint with their time reset to 0. In any Round in the 2011 remaster of the game, the player should activate the final checkpoint. Sonic & All-Stars Racing Transformed Review This may cause minor graphical quirks in the background, but going back into the ramp area should fix this. In the original version of the game, it is possible to jump off of the first 3D ramp in Palmtree Panic Zone 1 with a well-timed jump just before getting locked into movement. If the timer is around "8000", the screen will scroll up, and the game will crash. As soon as the Act starts, the player should enter Debug Mode and go all the way to the right of the stage. If the player goes to Time Attack and selects Stardust Speedway Zone 3, strange things may happen. To perform this glitch, the player must be playing the Sonic Gems Collection version of the game and have Debug Mode enabled.
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