In order to end this glitch, the player must stop boosting. He will still face upwards, but his boost aura will be horizontal. 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. If Super Sonic tries to do this however, he will be unable to push or kick the box. Normally, if Sonic boosts into a box in Chemical Plant Act 2, he will kick the box back. 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. Sometimes in the start of Doppelganger Races, Modern Sonic's eyes will start drifting off and shaking continually. Modern Sonic needs to concentrate more.:.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. 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. Pressing up to look up will cause him to look forward, and pressing down will cause him to look towards the screen. If the player stops and walks back up a certain way, Sonic will start running in place. There is a 3D hill that Classic Sonic runs down in Green Hill Act 1. Glitchy Classic Sonic animations in Green Hill:.If done correctly, Sonic will stand sideways for several seconds. 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. In Act 1 of Green Hill, the player should go to the area that looks like wooden rigging with swings. 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. 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. 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. This glitch can happen with either Classic Sonic or Modern Sonic and ends once the player leaves the loop. 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. There is a loop positioned right behind Metal Sonic's standing point. This 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.This happens to Classic Sonic more often than Modern Sonic. 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. 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. When Sonic re-enters the level, the wave sent from the boost will be seen. To perform this glitch, the player must boost and pause at almost the same time, then hit Restart. Sonic will not be able to turn into Super Sonic until he collects at least one more ring. 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. Much like in the classic Sonic games, certain actions can cause the player to become stuck in walls, forcing them to restart. Many of them have not been confirmed by Sega. Unless otherwise noted, all glitch names are conjectural. This article contains a list of glitches from Sonic Generations. Main page Script Credits Glitches Beta elements Gallery
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