Sonic Origins

Sonic Origins

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Jackobo Le Chocobo Jun 25, 2022 @ 1:18am
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[BUGS LIST] List of all bugs and discovered by players - needed to be fixed - post will be updated if new informations
After I see Stealth HeadCannon posts on Twitter, it is time to report all issues about the game. post will be updated if other issues are met.

Last Update : 05th July 2022 – 17:55 ( Paris Time - France )

Informations
===========

The link of the Steam post with the bugs listed on Sonic Origins has been forwarded to the service concerned according to the response I received the 27th June 2022 around 08:00 AM (Paris Time) from SEGA Europe Tech Support, with their thanks for our contributions and apologies for what we are encountering on the game. I will ask you to continue to be courteous and correct as you all are here on the post, and if a developer from SEGA or the game responds here, don't be unpleasant and keep your good mood. Thanks again :)

Contributors : Abaw245, AskaLangly, BallisticFaceGuy, ChOuette, Cookric555, Crashed, Despia, Everybody do the flop, electricangel, Figet, Fratslop, Gobnous Gretch, Guiehrm, Harper Marie Rose, Jackobo Tori (myself), Jester_agr, Jujstme, KilluaDhavid Zoldyck, Kohchu, Kurumi Tokisaki, loganjamesalex, magitreek, mikey_205, Mips96, Nighty, PirataOfChaos, Possibly a Cat, Refeel, SleazyHunterX, Sonic Retro forums members, rtil, Talvos, the cat, Titanic_Toddler, Trayfellow, Zork Nemesis


Main / General :
===========

-> It's not possible to control Sonic in any of the games by using the arrow keys, despite it being assigned in the configurations menu ( on the configuration menu, arrow keys are indeed not detectable when we try to assign it to an action ).
-> Disable anti-aliasing in Graphics option will solve a part of the blurred effect in the games without modification of the files ( I love the pixels ) : i recommend this solution.
If interested, Abaw245 published here a guide to fix it totally before a potential fix will come later : https://steamcommunity.com/app/1794960/discussions/0/3414306773846693212/#c3414306773846744869
-> Dropdash in sonic 1 and 2 doesn't work as intended (it works perfect in CD and 3&K), you wont be able to move at all or change directions after a dropdash or spindash due to s1 and s2 having roll jump lock, so if you want to chain 2 dropdash they will always be in the same direction, also you wont be able to correct your momentum while in air if you jumped while rolling. Jump mechanics are slightly off between titles. Its subtle but jarring when you have to adjust during story mode (fix suggestion : An option to choose your game physics style, like S3K or CD would be awesome).
-> There is a very very high pitched chirp that plays shortly after the drop dash animation completes. It only plays when you are in the air and don't actually hit the ground before the animation completes. In Sonic Mania, we don't have this issue for instance.
-> Ring Collection Sound Effects issue : There seems to be a problem with the sound effect itself, quality seems reduced from its original counterpart. Furthermore, the sound effects don't pan correctly consistently. Sometimes a close trail of rings collected fast results in most of the sound effect playing in the left or right channel, rather than always alternating channels akin to the original game. Normally the sound is supposed to switch between the left and right audio channels for every other ring, but instead it's inconsistent and causes the ring SFX to cut itself off.
-> Tails' flight assist cannot be controlled with just the d-pad. You have to keep pressing jump to maintain flight
-> Museum Mode : Many of the Sonic 3D Blast and Chaotix music on the Museum are wrongly labeled. Amongst the already mentioned mix up of music tracks and music titles, additionally Sandopolis Zone is incorrectly named as Sandpolis Zone in some text of the Sounds section.
-> Optimisation/Lag issue on main menu with the islands, even with minimum specs ( Example of a PC configuration here : https://steamcommunity.com/app/1794960/discussions/0/3414306773846693212/ )
-> Tails A.I. issue : when we lose it, it will continue to jump always. When we finish a level or we meet Dr Robotnik, we will hear a die sound and/or Tails will appear after that ( fix suggestion : check the position between Sonic and Tails. If it is a huge distance more that 5 seconds, stop SFX effects for Tails, Tails go in Fly mode and will follow Sonic. When Tails will be on the ground, Tails will follow Sonic normally )
-> Tails A.I issue : AI issue in Sonic 1. should you be able to enter the level select code on the main menu of Sonic 1 and then from there select both Sonic and Tails, some of the same issues can occur like Tails not wanting to respawn.issue detected on Sonic 1 and Sonic 2 for the moment.
-> Tails A.I. issues on Sonic 2 and Sonic 1
-> There are many instances in some of the games, where collissions are weird. I've experienced crush deaths when I probably shouldn't have died to one when comparing to the original.
-> To add to the roll jump lock, there are few cases where jumping feels very unnatural. Jumping into the cogs in Metropolis Zone can lock you, same with jumping on the the spinning platforms in Scrap Brain Zone but both seem to be related to the mentioned jump lock, which makes playing these games more difficult than they should be.
-> when you try to select a characters save file which has been cleared/finished (excluding sonic 3) it takes you to the final zone of the game instead of putting you in the complete level select like the mobile ports
-> the sonic 3 hud isnt positioned consistently like the rest of the games, and the menus are poorly optimized
-> Art Appreciator achievement is bugged and sometimes won’t record progress
-> After beating the games you can't go back to replay specific levels WITH the chaos emeralds/time stones : In the mobile ports of Sonic CD,1&2, after you beat the game in any save file you could go back to play from the beginning or just play any level with the chaos emeralds (and therefore super sonic).
-> Missions Mode Uses the Sonic 1 HUD Sprite for the 'TIME' and 'RINGS' on all games including S2 and S3K which means the hud becomes inconsistent for S2 and S3K
-> the sound is too quiet, even when setting it to max in the game's settings it still sounds too quiet compared to another retro engine game like sonic mania

Sonic 1 :
===========

General :
-> When the water rises and you have to go on the corks, you can reset the water level by going to the waterfall. However, sometimes the waterfall won't reset the water level for whatever reason.
-> There's an oddly loud noise any time terrain is broken (like crumbling land in Green Hill, smashing through walls, or the platforms breaking in the Spring Yard boss fight) that goes WOOSHWOOSHWOOSH. This wasn't like this in the original game, and it supposed to be a lot more subdued and subtle.
-> If you pass the goal post while the 1-up jingle is playing, there's a chance the act clear/victory music will not play ( 50% of chance to have this issue )
-> Sonic can spindash in Sonic 1 Classic Mode. He should not be able to, if it is really trying to be true to the original game and removes drop dash for example.

Marble Zone :
-> Act 2 : The screen can be outran into an insta death - The sequence where you run through the falling garden section right before the boss fight.

Boss Rush:
-> Reaching and hitting the capsule switch in Labyrinth Zone's boss causes the time for that boss to be counted twice

Sonic CD :
===========

General :
-> By "Sonic Retro forums members" : Sonic CD's victory jingle is very quiet.
-> Post-ending AMV speed issues.
-> All in-game voice clips are also missing : Amy's squeal when kidnapped by Metal Sonic, Sonic's "yes!" when you get a 1-up, and the iconic "I'm outta here!" line
-> The ending cutscene doesn't have the sound effects play for the good/bad ending. If you get the bad ending, an evil laugh is supposed to play, as well as a sound effect for Little Planet getting rechained. If you get the good ending, there's supposed to be sparkle sound effects for the stars falling and creating the flowers. Some ambient music is also supposed to accompany said sounds.
-> Curling into a ball / Curling effect produces no SFX / no sound effect : even if it is like that on the original Sonic CD game, I think that they forgot to put the sound effect on it. We will keep this issue as information in case of for the devs.
-> There's a glitch that can rarely cause the JP OST to switch to the US OST when time traveling
-> The opening animation uses the wrong vocal take of You Can Do Anything, rather than using the version heard in the SEGA CD and OST releases.
-> The ending animation is running at 30FPS instead of its intended 24FPS. There are no sound effects and Cosmic Eternity starts playing right when the video starts instead of when Little Planet is freed. according to Sonic Retro Members, it is normal about the FPS ( the original Sonic CD has the same thing )
-> The ending SFX missing is a thing. The least they could do is have Sonic Boom/Cosmic Eternity play until that screen, like in the SCD/PC original.
-> Loaded a game at Collision Chaos. All levels and mini games calmed to be zone or special stage 3. Very confusing.

Wacky Workbench Zone :
-> If you jump on the see saw and let it lower down over a horizontal spinning platform, Sonic will lock up in animation and be stuck, soft locking the game. I stayed on the seesaw until it dropped to the floor and had no way to move. I don't know if this happens in the original. You can pause and restart to get out of it.

Collision Chaos Zone :
-> Act 3 : you can hit Eggman in Collision Chaos Act 3 and bounce out before the gate closes. the camera gets stuck but you are somewhere off screen. I was in time trial mode but I would assume that doesn't change things.

Sonic 2 :
===========

General :
-> When putting the Sonic 2 level Select code and input if the Proto Palace code. The ring sound lets you know it was successful but when you select Hidden Palace. It goes to the Taxman Hidden Palace. Not the prototype stage (tested on Switch and Steam)
-> When we use Tails is in Fly Mode before entering Special Stage, we will listen the Fly SFX always... When we go back to the level and Tails is in Fly mode, we will hear the Fly SFX in second time : wait for Tails to go on the ground to fix the sound ( fix suggestion : when entering a special stage or new level, stop the SFX players effect )
-> If you defeat Eggman while flying as Tails, and remain airborne during the victory screen; when the next stage loads up, the 'flight' sound effect will remain until you fly and land again (managed to stack it twice by defeating Eggman twice without landing, and it never stops until you fly and land again).
-> The ring sound effect has some odd playback issues, it doesn't alternate between the left and right audio channels and the sound effect also cuts itself off.
-> Sonic 2 is using the incorrect sound effect for the Insta-Shield.
-> After getting thrown out/completing a special stage, your ring counter doesn't get set back to 0, making it easy to enter special stages without having to get 50 rings again, this bug never occured in the original games and the mobile version ( This bug was indeed on Sonic 2 & Knuckles on Mega Drive and not on Sonic 2 only )
-> When having tails carry sonic when hes going to fly the grabbing noise is incorrect
-> if you lose a special stage, while being asked if you want to spend a coin to retry, the act clear music plays in the background while its not supposed to
-> you can easily cheese special stages by getting an emerald from a checkpoint, then restarting the act and going to the same checkpoint until you have all the emeralds, normally your emerald count was supposed to go back to how they were from the previous act when you restarted the current act
-> when you finish special stage 7, the text changes saying 'how sonic can transform into super sonic' with a jingle sfx, but the jingle doesnt play in sonic 2, but in sonic 3 it does

Chemical Plant Zone :
-> When you die, the pylons in the background that move disappear
-> Destroying the boss causes a horrible noise to play instead of the usual explosion noises

Aquatic Ruin Zone :
-> The plants in the background of Aquatic Ruin Zone (if thats what its called) seem to get layered over instead of under. It started to happen around when i was leaving the water area in Act 2 : detected on the Switch version, same thing for PC version ??

Hill Top Zone :
-> Upside-down spiker badniks that hang to a ceiling do not load at all

Mystic Cave Zone :
-> Act 1 - A set of moving boxes is going the wrong way round

Oil Ocean Zone :
-> Act 2 - The background position is incorrect for the boss

Metropolis Zone :
-> Act 2 - The set of 3 rings that gave you 4 each hasn't been fixed

Sky Chase Zone :
-> You can die if you spin dash on the plane (Fixed in Sonic Compilation/ Sonic Classics)
-> The newly addes propeller sound in sky chase zone never stopped, it continued in story mode until sonic 3 started (weird to hear this in the credits xD)
-> You can soft lock the game in skychase zone, not entirely certain, but I think it's because I went to drop dash as Super Sonic too close to the end of the stage when the camera shifts over, so I got stuck against an invisible wall, can't jump or pause, just move up and down while the clock ticks away, only solution is alt f4, clock won't even time out

Wing Fortress Zone :
-> If you have too much speed when you fall/jump down after defeating the laser boss, you will walk right off of the platform and die (The cutscene will begin to play, but will not stop you in time)

Boss Rush :
-> if you die you can just exit out instead of choosing retry, go back into boss rush and start back at the boss you died at. You can also abuse restarts to keep activating the same checkpoint and get all the chaos emeralds.


Sonic 3 & Knuckles :
===========

General :
-> Blue Spheres : With Sonic and Tails, Sonic will have a Jump Effect when using the Yellow Sphere, but Tails will stay on the ground... ^^"
-> Sonic 3's Blue Spheres levels use Sonic 1/2's Spring sound effect for Yellow Spheres instead of the Sonic 3&K Spring sound effect.
-> At the end of special stages the last frame hangs on screen for a long time.
-> If you get attacked after Robotnik is defeated, you will take damage despite the original game deactivating all hitboxes. (Happened to me in Ice Cap Zone).
-> If you collect an extra life, the music starts it's loop over instead of continuing to play normally.
-> In Special Stage, the Music does not pitch up as the stage gets faster. Not only that but when you get a life it starts all over.
-> Zone Boss widescreen boundaries : These are messed up and super easy to glitch. For example in IceCap Zone: Act 2 boss boundary can be bypassed with Super Sonic's high speed, allowing you to break open the end-of-level capsule and move on to the next level without defeating the boss itself.
-> If you collect all the Chaos Emeralds, and then jump into a Super Special Stage Ring, when the screen fades white; pause and then hit restart level; you'll instantly warp to Hidden Palace Zone. This can be done in Sonic, Tails or Knuckles story, to skip Flying Battery, Sandopolis and Lava Reef Zone.
-> (Switch only ?) In Sonic 3, trying to play any of the 2P levels in Time Attack (which is a solo mode) results in the Controller Select interface showing up. Connecting one and pressing A brings up the Pause Menu. Closing it repeats this, until you either quit or connect two controllers. Even though it's a 1 player mode.
-> In Sonic 3, when the Speed Shoes music and the 1-up music finishes, the level music will reset instead of continuing as normal.
-> The audio on Sonic 3 specifically being quieter / muffled and with a little bit of noise.
-> Stage Clear wrong total counting score : we don't know about another console, but while we got clear the Act with 6 minutes and 0 Rings, suddenly there is total score with 6000 to 13000, which is confusing because both are on 0 scores but total got wrong counting.
-> Hyper Sonic issue : We got all the Hyper Emeralds as Sonic and were able to go Hyper in Sandopolis Zone. Then, in Lava Reef, we found a giant ring. But instead of it giving me 50 rings (which is what we believe they used to do after you collected all the emeralds), it sent me to a regular Chaos Emerald special stage. We completed it out of curiosity, and in the end screen it said we had 2 Chaos Emeralds. After this, we could no longer go Hyper Sonic.
-> Hyper Sonic issue n°2 : Also ran into the "lose your emeralds in Lava Reef" bug in S3&K, specifically story mode. We got all the super emeralds pretty early (Marble Garden) and we know we had them in Lava Reef Act 1 since we could go hyper. Then in Act 2, we noticed we couldn't go hyper/super anymore. We finished the game and wasn't able to go to Doomsday Zone, and we got the Try Again screen after the credits. Here's where it gets interesting: we immediately hit Continue on story mode and, despite showing 100% completion, continued from Lava Reef Act 2 with all super emeralds.
-> Super Emerald Progress reset glitch in another thread. When we returned to my save this week in story mode, our save file indicated we was in sky sanctuary, when we loaded it; it set ourself back to Lava Reef act 2. But we had all of our super emeralds and they stayed with ourself the remainder of the game.
-> Restarting a stage doesn't have the music play back where it left off and instead restarts the music back from the start
-> Pinball Bonus Game - The counter that tells how many lives/coins you have is placed incorrectly : https://imgur.com/a/CNUT1LJ
-> Sonic 3 and knuckles was built on top of sonic mania, this means the crush hitbox is really sensitive compared to the other games (1, 2, cd), this makes getting crushed to death more of a problem
-> the game uses a blue fade transition instead of the black fade transition the other games do, the blue fade transition was carried over from sonic mania

Angel Island Zone :
-> Act 1 : when the mini boss appears for the first time its color palette appears to be darker but as soon as you hit it the palate will return to normal
-> Rhinobots Achievement : The counter resets when you jump into a bonus-stage. You have to go through the acts without taking a bonus-stage with you, then the counter from the Achievement will be updated correctly.
-> Rhinobots Achievement : The achievement for rhinobots does not gain progress if the player is attempting any special stage or bonus.
-> Act 1 : Issue to access to a Special Ring Stage when playing Sonic only In Anniversary and classic mode : demo = https://steamcommunity.com/sharedfiles/filedetails/?id=2824944507

Hydrocity Zone :
-> Between Act 1 and Act 2: Position issue. At the end of Act1, when Sonic is not correctly on the center, it will go into a breakable wall and will die xD . Game will restart the level at the good position after that.
-> Between Act 1 and Act 2: Position issue. At the end of Act1, before the sign post finishes his animation, spin dash Sonic and go high on the wall... He will do his finish pose like Spider Man xD
-> Act 2 during the part where the spiral slide shoots you way up to the thin spinning cylinders that go up and down there is a special stage ring up and right. You should be able to reach this with Sonic by jumping at the peak of the right cylinder's height, but no matter what I was not able to jump high enough to get through the hidden entrance. He doesn't seem to jump high enough in this version.
-> Act 2 : Act 2’s boss has an invisible barrier on the ceiling, making it harder to use the bombs explosions to hit him
-> Certain tunnels have you get stuck on the wall, and you have to mash buttons to get loose.

Marble Garden Zone :
-> In Marble Garden, the first encounter with the drill sub boss causes rocks to continue to rain down for a very long time after the encounter. (might be on purpose?)
-> Our "emeralds-gone" bug happened here, right after the first act.
-> Act 1’s Tunnelbot causes debris to fall indefinitely until the level is reloaded
-> Act 2 : after the second Eggman encounter, the camera will lock vertically during the segment where the ceiling is falling, and when the segment is finished the parallax background will snap to a different graphic.
-> Act 2 : at boss, if you do enough damage to boss before he clears the arena, and you end up off screen in the upper right-hand quadrant, you will not reappear on-screen. the boss will do his attack loops, and the timer will stop at 9:59, but the game wont end
-> You're unable to jump off the pillars in Marble Garden Zone even though you're supposed to be able to. Video: https://twitter.com/HarperMarieRose/status/1541318971449802752
-> Act 2 (see on Switch version) : Late in the level following the cutscene with Eggman before you have to outrun the collapsing stage, as Super Tails we went so fast leaving the cutscene that the camera got confused and snapped to the start of the stage before scrolling about 6 seconds to get back to our position.
-> The physics of those spinning things felt off and didn't work like in the original
-> Electric shield will not gravitate rings while on the spinning top

Carnival Night Zone :
-> Collision issue when I use the vertical spirals as Super Sonic
-> Act 2 : A level area can be outran, and cause instant death off-screen. The sound effect and functionality of the speed booster also fail to activate.
-> Act 1 : First act mini boss, the screen can kill you if you look down until the blocks reached the surface
-> Act 2 : there is an area after the section where the power gets restored that leaves you stuck with no balloons respawning to get you back up and thus you need to kill yourself to get back into the main track.
-> (see on Switch version) : The game locked up and crashed on me after we somehow managed to ball up on one of those spinning drums. We assume it happened due to mashing up and down to move when we weren't quite on the thing and we guess we balled up on the exact frame we landed on it.

Ice Cap Zone :
-> Act 2 : The snow effect seen during the boss fight has a chance of not spawning.

Launch Base Zone :
-> missing explosion sfx when knuckles destroys part of act 1 and when the death egg launches before the final fight of sonic 3
-> Act 1: when playing as tails solo, the first tube elevator should take the upwards path. However, in origins the elevator takes tails down the tube on the lower path or will sometimes go up, but the camera will lock, killing the player.
-> No cutscene or anything will play if you fly past knuckles in act 1
-> At the final death egg zone boss when eggman tries to crush you with his robot finger things they're supposed to slightly move up and then attempt to crush you but the animation for moving up doesn't play and just stays still before attempting to crush you

Mushroom Hill Zone :
-> Tails runs forward and dies at the end of Mushroom Hill Zone / as Sonic jumps onto Flying Battery.
-> Mushroom Hill Zone Act 2 uses an incorrect spring and it prevents the player from accessing a Giant Ring. The proper spring can be found later in the level.

Flying Battery Zone :
-> The spider enemy in Flying Battery glitches when attacking - leaving a sprite behind.
-> The Sub Boss "Barrier Eggman" in the original game has Infinite Hp. You can hit it as Super Sonic, but it will never die. In Sonic Origins, it has 8 hits, and can be destroyed earlier.
-> Act 2 : after beating eggman when the player is going to break the door to plummet down to sandopolis, the player's sprites are layered after the zone's sprites instead of the zone's sprites being layered after the player
-> Act 1 : unable to run/roll along the slope

Sandopolis Zone :
-> During the sandopolis cutscene where sonic and tails enter the temple, they just stood there for 2 minutes until the game realized it was softlocked and sklipped it
-> Act 2 : Sandopolis Act 2 checkpoints didn't work. All the poles, except the final one, were marked as being triggered before I had even got to them. Whenever I died, I would go all the way back to the start.
-> Act 2 : the grappling hooks that you go down the huge grey columns don’t always show up.
-> Act 2 : After beating act 2 Knuckles falls through the ground as if he was Sonic but still starts Lava Reef by walking in

Lava Reef Zone :
-> When he grabbed a giant ring in LRZ2 it took him to the first blue spheres stage, as if he had no emeralds at all. He ended the level into a red sphere. Then the emerald screen showed he had a single yellow emerald. It then auto saved = emerald progress lost.
-> Game crashed at the start of Lava Reef act 2.

Hidden Palace Zone :
-> Fighting Knuckles as Hyper Sonic, it seemed like I could not damage him until Tails hit him first
-> After the Knuckles fight the super form music played though I was no longer in that form
-> You can exit from hidden palace (the one that has the super emeralds) with just walking and then returning and stopping in the middle. When we got a giant ring while looking at what emerald stage to play first, Sonic and Tails just teletransported back to the normal stage and autosaved ( confirm that in original S3K, when you can do a special stage for a Super Emerald, you can't go back normally / exit Hidden Palace without having done the Special Stage )

Sky Sanctuary Zone :
-> Super Mecha Sonic's boss fight is now borked, as his attack pattern is adjusted for a 4:3 arena, not a 16:9 one, resulting in him not attacking his full range (His dash attack used to cover up to the Master Emerald, he now stops right in front of it; meaning if you stand behind the Emerald, he can only hit you with 1 of his 3 attacks).
-> While running up the thin collapsing bridges in Sky Sanctuary as hyper Sonic sometimes I would just fall right through them

The Doomsday Zone :
-> Sonic is at the end way too fast (so fast he left the screen), and reached robotniks bot in 1 second from the far left screen . In the second half of Doomsday Zone, hitting right on the D-Pad causes Sonic to shoot to the right incredibly fast - faster than the typical speed boost of hitting jump. It makes the fight end almost immediately and takes any challenge entirely out of the final boss fight in a mode with unlimited lives.
-> Doomsday Zone Hyper Sonic gets a boost type ability with jump buttons ( not available on the original game : bug ? )

Documents :
===========

Some bugs on Sonic Origins : https://www.youtube.com/watch?v=f2j-VTwk9ME

Post that shares a video about some issues : https://steamcommunity.com/app/1794960/discussions/0/3414306773846693212/?ctp=3#c3414306773849668176

Post that shares issues on Time Attack in Sonic 3 ( same thing for Steam ? ) :
https://steamcommunity.com/app/1794960/discussions/0/3414306773846693212/?ctp=2#c3414306773851930807

Marble Garden Act 2 Camera Glitch
https://imgur.com/a/L8fdQmj

Carnival Night Barrel Crash (have audio on, the game freezes when the ball up sound is made)
https://imgur.com/a/snnytHS

Marble Garden Act 1 Endless Debris
https://imgur.com/a/BlT8jwY
Last edited by Jackobo Le Chocobo; Jul 5, 2022 @ 8:55am
< >
Showing 1-15 of 172 comments
Abaw245 Jun 25, 2022 @ 1:39am 
Originally posted by Jackobo Tori:
After I see Stealth HeadCannon posts on Twitter, it is time to report all issues about the game. post will be updated if other issues are met. I added the names of people on issues that I haven't met in my run :

Last Update : 25 June 2022 - 10:29 ( Paris Time - France )

Main :
===========
-> Disable anti-aliasing in Graphics option will solve the blurred effect in the games ( I love the pixels )

Sonic 1 :
===========

-> By "Everybody do the flop" : When the water rises and you have to go on the corks, you can reset the water level by going to the waterfall. However, sometimes the waterfall won't reset the water level for whatever reason.

Sonic 2 :
===========

-> Tails IA issue ; when we lose it, it will continue to jump always. When we finish a level or we meet Dr Robotnik, we will hear a die sound and/or Tails will appear after that ( fix suggestion : check the position between Sonic and Tails. If it is a huge distance more that 5 seconds, stop SFX effects for Tails, Tails go in Fly mode and will follow Sonic. When Tails will be on the ground, Tails will follow Sonic normally )
-> When we use Tails is in Fly Mode before entering Special Stage, we will listen the Fly SFX always... When we go back to the level and Tails is in Fly mode, we will hear the Fly SFX in second time : wait for Tails to go on the ground to fix the sound ( fix suggestion : when entering a special stage or new level, stop the SFX players effect )

Sonic 3 :
===========

Hydrocity Zone :
-> Between Act 1 and Act 2: Position issue. At the end of Act1, when Sonic is not correctly on the center, it will go into a breakable wall and will die xD . Game will restart the level at the good position after that.
-> Between Act 1 and Act 2: Position issue. At the end of Act1, before the sign post finishes his animation, spin dash Sonic and go high on the wall... He will do his finish pose like Spider Man xD
-> By "BallisticFaceGuy" : Act 2 during the part where the spiral slide shoots you way up to the thin spinning cylinders that go up and down there is a special stage ring up and right. You should be able to reach this with Sonic by jumping at the peak of the right cylinder's height, but no matter what I was not able to jump high enough to get through the hidden entrance. He doesn't seem to jump high enough in this version.
-> By "Kohchu" : Certain tunnels have you get stuck on the wall, and you have to mash buttons to get loose.

Marble Garden Zone :
-> By "Titanic_Toddler" : In Marble Garden, the first encounter with the drill sub boss causes rocks to continue to rain down for a very long time after the encounter. (might be on purpose?)

Carnival Night Zone :
-> collision issue when I use the vertical spirals as Super Sonic

Mushroom Hill Zone :
-> By "Titanic_Toddler" :
Tails runs forward and dies at the end of Mushroom Hill Zone / as Sonic jumps onto Flying Battery.

Flying Battery Zone :
-> By "Titanic_Toddler" : The spider enemy in Flying Battery glitches when attacking - leaving a sprite behind.

Sandopolis Zone :
-> By "Abaw245" : during the sandopolis cutscene where sonic and tails enter the temple, they just stood there for 2 minutes until the game realized it was softlocked and sklipped it

Lava Reef Zone :
-> By "Possibly a Cat" : When he grabbed a giant ring in LRZ2 it took him to the first blue spheres stage, as if he had no emeralds at all. He ended the level into a red sphere. Then the emerald screen showed he had a single yellow emerald. It then auto saved = emerald progress lost.
-> By "Titanic_Toddler" : Game crashed at the start of Lava Reef act 2.

Sky Sanctuary :
-> By "Kohchu" : Sky Sanctuary: Super Mecha Sonic's boss fight is now borked, as his attack pattern is adjusted for a 4:3 arena, not a 16:9 one, resulting in him not attacking his full range (His dash attack used to cover up to the Master Emerald, he now stops right in front of it; meaning if you stand behind the Emerald, he can only hit you with 1 of his 3 attacks).

Others :
-> Blue Spheres : With Sonic and Tails, Sonic will have a Jump Effect when using the Yellow Sphere, but Tails will stay on the ground... ^^"
-> By "Titanic_Toddler" : At the end of special stages the last frame hangs on screen for a long time.
-> By "Kohchu" : If you get attacked after Robotnik is defeated, you will take damage despite the original game deactivating all hitboxes. (Happened to me in Ice Cap Zone).
-> By "Kohchu" : If you collect an extra life, the music starts it's loop over instead of continuing to play normally.
-> By "Kohchu" (I met also this issue in my run) : In Special Stage, the Music does not pitch up as the stage gets faster.
about the main one, turning off anti aliasing doesn't fully remove the blurriness for most but this guide fixes it
https://steamcommunity.com/sharedfiles/filedetails/?id=2825357443
I added your method Abaw245 : even if I recommend to disable the anti-aliasing in Graphics options for people who don't want to install other softwares. Thanks for sharing your method
Abaw245 Jun 25, 2022 @ 1:52am 
Originally posted by Jackobo Tori:
I added your method Abaw245 : even if I recommend to disable the anti-aliasing in Graphics options for people who don't want to install other softwares. Thanks for sharing your method
Yeah, having to mod the game for such a basic thing shouldn't be possible
StarBound Jun 25, 2022 @ 2:25am 
Thanks for doing a summery.

I have one big question. When are we getting paid for doing Sega's Q&A?
Figet Jun 25, 2022 @ 2:27am 
Not sure if its belongs among the bugs but dropdash in sonic 1 and 2 doesn't work as intended (it works perfect in CD and 3&K), you wont be able to move at all or change directions after a dropdash or spindash due to s1 and s2 having roll jump lock, so if you want to chain 2 dropdash they will always be in the same direction, also you wont be able to correct your momentum while in air if you jumped while rolling.
No ^^ but I think regroup all the issues here will permit to fix them later if something will be done
Abaw245 Jun 25, 2022 @ 2:30am 
Originally posted by Figet:
Not sure if its belongs among the bugs but dropdash in sonic 1 and 2 doesn't work as intended (it works perfect in CD and 3&K), you wont be able to move at all or change directions after a dropdash or spindash due to s1 and s2 having roll jump lock, so if you want to chain 2 dropdash they will always be in the same direction, also you wont be able to correct your momentum while in air if you jumped while rolling.
Also in all games except for 3 the drop dash slows you down if you use it while going fast because of a low speed cap for whatever reason
Originally posted by Figet:
Not sure if its belongs among the bugs but dropdash in sonic 1 and 2 doesn't work as intended (it works perfect in CD and 3&K), you wont be able to move at all or change directions after a dropdash or spindash due to s1 and s2 having roll jump lock, so if you want to chain 2 dropdash they will always be in the same direction, also you wont be able to correct your momentum while in air if you jumped while rolling.

I will add it in case of ^^ Thanks for sharing
Jester_agr Jun 25, 2022 @ 4:02am 
It's not a bug, but the ending of Sonic CD in Origins is an accelerated version from the others versions like the Sonic CD of Steam.

And, the bad end can't be watch it in the Musseum.
mikey_205 Jun 25, 2022 @ 4:31am 
Here's some issues I copied from Sonic Retro forums since Sega more likely to check here. https://forums.sonicretro.org/index.php?threads/sonic-origins-known-issues.41063/

Sonic CD

Sonic CD's victory jingle is very quiet.

Post-ending AMV speed issues.

Sonic 2

A.I.-controlled Tails

Gets pretty frequently stuck in the level designs of various Zones, rather than him de-spawning off-screen and flying / swimming back in, resulting in him jumping often and producing jump sound effects often.

I've not seen this specific problem happen like this in any other public official release of Sonic 2. When this anomaly happens, player character death or reaching end of level seems to resolve the issue. For the latter, it appears that Tails kinda drops back into the level very suddenly, rather than flying back in.

Ring Collection Sound Effects

There seems to be a problem with the sound effect itself, quality seems reduced from its original counterpart.

Furthermore, the sound effects don't pan correctly consistently. Sometimes a close trail of rings collected fast results in most of the sound effect playing in the left or right channel, rather than always alternating channels akin to the original game.

Normally the sound is supposed to switch between the left and right audio channels for every other ring, but instead it's inconsistent and causes the ring SFX to cut itself off.


General - Tails' flight assist cannot be controlled with just the d-pad. You have to keep pressing jump to maintain flight

Chemical Plant Zone - When you die, the pylons in the background that move disappear
Chemical Plant Zone - Destroying the boss causes a horrible noise to play instead of the usual explosion noises
Hill Top Zone - Upside-down spiker badniks that hang to a ceiling do not load at all
Mystic Cave Zone Act 1 - A set of moving boxes is going the wrong way round
Oil Ocean Zone Act 2 - The background position is incorrect for the boss
Metropolis Zone Act 2 - The set of 3 rings that gave you 4 each hasn't been fixed
Sky Chase Zone - You can die if you spin dash on the plane (Fixed in Sonic Compilation/ Sonic Classics)
Wing Fortress Zone - If you have too much speed when you fall/jump down after defeating the laser boss, you will walk right off of the platform and die (The cutscene will begin to play, but will not stop you in time)

Sonic 3 & Knuckles

Zone Boss widescreen boundaries

These are messed up and super easy to glitch. For example in IceCap Zone: Act 2 boss boundary can be bypassed with Super Sonic's high speed, allowing you to break open the end-of-level capsule and move on to the next level without defeating the boss itself. (Screenshot.)

Special Stage Music

Sonic 3&K Special stages and music does not speed up. Not only that but when you get a life it starts all over.

Carnival Night Zone: Act 2

A level area can be outran, and cause instant death off-screen. The sound effect and functionality of the speed booster also fail to activate.

Carnival Night Zone: Act 2 Spring

Mushroom Hill Zone Act 2 uses an incorrect spring and it prevents the player from accessing a Giant Ring. The proper spring can be found later in the level. Image 1 is the spring in question, Image 2 is the intended destination, image 3 is Origins's destination, and Image 4 is the correct type of Spring that can still be found later in the level.


Museum Mode

Many of the Sonic 3D Blast and Chaotix music on the Museum are wrongly labeled.

Amongst the already mentioned mix up of music tracks and music titles, additionally Sandopolis Zone is incorrectly named as Sandpolis Zone in some text of the Sounds section. (Steam version.)
Last edited by mikey_205; Jun 25, 2022 @ 4:32am
List updated :steamthumbsup: : thanks for the information. To keep simple for me to edit, I added all people who helped to do the list as contributors. Wanted to quote all people that share the informations that will permit to devs to do a fix of these issues I hope :SonicManiaItemBox: .

Don't hesitate to tell me if I miss someone and/or something :SonicManiaSonic::SonicManiaKnuckles:
Last edited by Jackobo Le Chocobo; Jun 25, 2022 @ 4:55am
ProsperingCat Jun 25, 2022 @ 5:01am 
Is it a bug that drop dash and jump mechanics are slightly off between titles? Its subtle but jarring when you have to adjust during story mode.

An option to choose your game physics style, like S3K or CD would be awesome.
Added this information with the current informations about the issue with Drop Dash. Thanks ^^
Last edited by Jackobo Le Chocobo; Jun 25, 2022 @ 5:05am
ProsperingCat Jun 25, 2022 @ 5:08am 
Originally posted by Jackobo Tori:
Added this information with the current informations about the issue with Drop Dash. Thanks ^^

I've also noticed there is a very very high pitched chirp that plays shortly after the drop dash animation completes. It only plays when you are in the air and don't actually hit the ground before the animation completes.

S3 AIR and Mania don't have this kind of chirp, and frankly it is annoying.
Information added ^^ Thanks again
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Date Posted: Jun 25, 2022 @ 1:18am
Posts: 172