SONIC THE HEDGEHOG 1 FOR SEGA GENESIS GAME GENIE CODES. CODES FOUND AND CREATED BY THRASHNET GROUND ZERO 6. FIRST EDITED ON 2/16/99 12:15 P.M. FINISHED ON 2/23/99 6:34 P.M. ============================================================================ *****THE CODES THAT SAY "PRESS C TURBO" MEAN THAT YOU NEED A TURBO *****CONTROLLER AND PRESS AND HOLD C TO GET PAST THE GLITCH WHEN THE GAME *****GLITCHES. 1. ATBT-AA32: *****THIS CODE MUST BE ENTERED FOR ALL OTHERS TO WORK***** 2. AA3T-AACL: 0 LIVES. 3. AN3T-AACL: 3 LIVES. 4. AT3T-AACL: 4 LIVES. 5. A23T-AACL: 6 LIVES. 6. SCRA-B8X0: RING COUNTER IS MAXED OUT. 7. SCRA-B7X0: NO RINGS (GET THEM FROM MONITORS) 8. 9CRA-BAX0: CAN ONLY OBTAIN CERTAIN # OF RINGS. 9. SCRA-B9X0: ONE RING GIVES YOU 72 RINGS. 10. A63T-AAC7: 7 LIVES. 11. GJ6A-CA7A: INFINITE LIVES. 12. 1CRA-BAX0: RINGS ADD ON TO THE TIMER. 13. AY3T-AACE: DISEMBODIED SONIC AT THE BEGGINING. 14. AE0T-CABY: SUPER SHOES DON'T RUN OUT. 15. AE3T-CABN: SONIC IS TRAPPED AT THE END OF AN ACT. 16. GJ6A-CA7E: PRESS C AFTER DYING TO LOOK AT WHERE YOU DIED (WHOOP-TE-DO) 17. GJ6A-CA7N: WHEN YOU LOSE YOU GET THE "TIME OVER" MESSAGE. 18. GJ6A-CA7T: WHEN YOU LOSE YOU GET A MESSAGE STATING: "OVER" 19. GJ6A-CA7Y: WHEN YOU LOSE YOU GET A MESSAGE STATING: "GAME" 20. NN3T-AACC: 37 LIVES. 21. AA3T-AACL: LIFE GAGE SAYS YOU HAVE 0 LIVES BUT WHEN YOU DIE YOU GET AN ASTRONOMICAL AMOUNT OF EXTRA LIVES. 22. EE3T-AACL: 33 LIVES. 23. SCRA-BAX0: SOME RINGS CAUSE AN ERROR MESSAGE TO APPEAR PRESS C TO RESUME 24. AY3T-BA4G: IF YOU START A GAME SCREEN WILL RESET TO THE "SONIC TEAM PRESENTS" SCREEN. 25. SCRA-BJXW: WHEN YOU COLLECT 1 RING YOUR RING TOTAL WILL RISE BY BY THEMSELVES. 26. SCRA-BJXY: RINGS ARE RREPLACED BY INVISIBLE PLATFORMS. 27. DDLT-AAGG: JUMP THRU FLOOR. 28. ADLT-AAGL: NO GRAVITY. 29. ASLT-AAGL: JUPITER GRAVITY. 30. BDLT-AAGL: SATURN GRAVITY. 31. SCRA-BJX8: CAN'T COLLECT RINGS, RONG MONITORS WORTH A RANDOM AMOUNT. 32. SCRA-BJX4: CERTAIN ITEMS GONE 33. SCRA-BJXG: THE RINGS'S SPARKLE WILL REAPPEAR AFTER COLLECTING THEM. 34. SCRA-BJXC: RINGS WILL REAPPEAR WHEN YOU SCROLL THEM OFF THE SCREEN, AND GO BACK TO THEM. 35. SCRA-BJXL: RINGS WILL REAPEAR BUT STOP ROTATING. 36. SCRA-BJXR: RINGS DON'T SPARKLE WHEN YOU COLLECT THEM. 37. SCRA-BJXT: BOUNCE OFF OF RINGS. 38. SCRA-BJXJ: RINGS WILL STOP ROTATING IF YOU COLLECT THEM. 39. SCRA-BHX0: 1 RING WORTH 266. 40. SCRA-BMX0: EACH RING IS WORTH A RANDOM AMOUNT. 41. SCRA-BLX0: 1 RING WILL GIVE YOU AN ASTRONOMICAL AMOUNT BUT COLLECTING OTHER RINGS WILL DECREASE THAT AMOUNT BY 2. 42. SCRA-BRX0: SAME EFFECT AS #41, EXCEPT OTHER RINGS WILL DECREASE IT BY 3 43. SCRA-BEXY: COLLECTING A SINGLE RING WILL CAUSE THE GAME TO SLOW DOWN. 44. 960A-CABA: IF YOU PRESS C AFTER YOU START YOUR GAME ON ZONE 1 YOU WILL VIEW THE ERMAC CODES (GO TO MY DEBUGGING FAQ FOR DETAILS..) 45. 960A-CABJ: PRESS C TWICE WHEN GAME FREEZES, SONIC WILL BE INVISIBLE TO YOUR SIGHT BUT HE WIL NOT BE INVISIBLE TO ENEMIES. 46. 960A-CABN: GET AN ERROR MESSAGE WHEN YOU START, SONIC CAN'T RUN. LINE EMULATOR (ERROR MESSAGE) IS SCRAMBLED IN THE BACKGROUND. LIVES ARE DISPLAYED BY A BUNCH OF LETTERS AND NUMBERS. PRESS C TWICE WHEN GAME GLITCHES. 47. 960A-CABT: SAME EFFECT AS #46, EXCEPT THE ERROR MESSAGE IS ADDRESS ERROR PRESS C TWICE WHEN GAME GLITCHES. 48. 960A-CAB2: SAME EFFECT AS #46 & #47. EXCEPT SONIC CAN MOVE BUT HE CAN'T STOP EASILY. PRESS C TWICE WHEN GAME GLITCHES. 49. 960A-CAB6: SONIC BARELY SLOWS DOWN, PRESS C TWICE AFTER GAME GLITCHES. 50. 960A-CAB8: PRESS C REPEATEDLY TO MOVE THE SCREEN OVER. THIS IS RATHER STUPID. 51. EE3T-BA4R: 11 EMERALDS (REALLY!) 52. AE3T-BA4R: 1 EMERALD 53. JY3T-BA4R: 10 EMERALDS (REALLY!) 54. NY3T-BA4R: 6 EMERALDS 55. YY3T-BA4R: SCORE IS MAXED. 56. 2Y3T-BA4R: PRESS C AGAIN & AGAIN AFTER THE BONUS STAGE SCREEN TO SEE ANOTHER ERMAC CODE CALLED "TRACE". 57. A23T-BA4R: CAN'T ENTER BONUS STAGE. 58. AT3T-BA4R: 4 EMERALDS, ENTER A SECRET BONUS STAGE. 59. AN3T-BA4R: 3 EMERALDS. 60. AE4T-CABN: CAN'T GO DOWN HILLS. 61. XDLT-AAGG: SONIC WILL FLOAT IF YOU JUMP. 62. MDLT-AAGG: SOME EFFECT AS ABOVE CODE EXCEPT PROJECTILES WILL FLOAT AT THE BOTTOM OF THE SCREEN. 63. HDLT-AAGG: SAME EFFECT AS #61, EXCEPT THAT PROJECTILES WILL FLOAT HORIZONTALLY. 64. 4DLT-AAGG: SAME EFFECT AS #61, EXCEPT THAT PROJECTILES WILL FLY DOWN & DIAGNOL. 65. ZDLT-AAGL: GRAVITY HAS DOUBLED. 66. 4DLT-AAGL: SUN GRAVITY. 67. VDLT-AAGL: SONIC WILL HALF JUMP. 68. PDLT-AAGL: SONIC WILL JUMP A BIT MORE THAN A HALF JUMP. 69. MDLT-AAGC: IF YOU JUMP EVERYTHING WILL BE UPSIDE DOWN, AND TOTALS WILL BE SCRAMBLED. 70. PDLT-AAGC: IF YOU JUMP YOU WILL GO STRAIGHT UP AND YOU MAY DIE. 71. ZDLT-AAGC: IF YOU MOVE WHILE JUMPING YOU WILL BE SUCKED DOWN AND YOU WILL DIE. 72. HDLT-AAGC: IF YOU JUMP WHILE STANDING STILL YOU WILL BOUNCE UP & DOWN. 73. HDLT-AAGR: SCRAMBLED MESSAGE WILL FOLLOW SONIC. 74. MDLT-AAGR: SCRAMBLED BACKGROUND. 75. HDLT-AAGW: SONIC WILL ROTATE IN ONE PLACE IF HE JUMPS. 76. MDLT-AAGW: SONIC WILL BE SCRAMBLED IF YOU JUMP PRESS C TO GET PAST ERROR MESSAGE. 77. HDLT-AAG0: CANNOT MOVE BACKWARDS OR FORWARDS WHEN YOU JUMP. 78. MDLT-AAG0: CANNOT GO FORWARD OR BACKWARD WHILE IN THE AIR. 79. MDLT-AAG4: ANIMATION FRAMES ARE JUMBLED. 80. HDLT-AAG8: SONIC WILL FLY AROUND. 81. 960A-CABY: REACH YOUR TOP SPEED INSTANTLY!! 82. 960A-CABR: SONIC HAS NO ACCELERATION. 83. 960A-CABL: SONIC'S SPRITE RUNS ACROSS THE SCREEN OVER & OVER AGAIN WITHOUT ANY RELATION TO WHERE HE IS REALLY AT. 84. AY3T-AACJ: PRESS C TO START GAME, HAVE TONS OF LIVES. 85. AY3T-AACN: MISLEADING LIFE GAGE. 86. AY3T-AACG: GAME WILL RESET IF YOU START A GAME. 87. BWXA-AC32: SONIC HAS BEEN PUSHED OVER ON THE TITLE SCREEN. 88. BWXA-ACEE: SONIC FLYS UP & DOWN THE TITLE SCREEN. 89. BWXA-AC3N: PRESS C 12 OR SO TIMES AT THE TITLE SCREEN TO SEE A NEW ERMAC CODE CALLED "ZERO DIVIDE". LOGO WILL FLY UP AND DOWN. 90. BWXA-AC3Y: SONIC DOESN'T COME UP AT TITLE SCREEN. 91. BWXA-AC36: TITLE SCREEN DOESN'T APPEAR. 92. FWXA-AC32: SONIC HAS BEEN PUSHED OVER ON THE TITLE SCREEN FARTHER. 93. KWXA-AC32: SONIC HAS BEEN PUSHED TO THE EDGE OF THE LOGO. 94. PWXA-AC32: SONIC IS AT THE EDGE OF THE SCREEN. 95. VWXA-AC32: 75% OF SONIC IS VISIBLE. 96. BWXA-ACET: SONIC FLASHES AT START. 97. 7WXA-ACET: SONIC IS SCRAMBLED AT START. 98. BWXA-ACEJ: SONIC FLASHES WHEN HE FIRST COMES UP. 99. BWXA-ACEY: SONIC IS FROZEN AT START. 100. BWXA-ACE2: SONIC SUDDENLY DISAPPEARS AT START. 101. YWXA-AC32: 25% OF SONIC IS VISIBLE. 102. WWXA-AC32: 50% OF SONIC IS VISIBLE. 103. XWXA-AC32: 5% OF SONIC IS VISIBLE. 104. BWXA-ACNN: SONIC DISAPPEARS AT START. 105. PWXA-ACNN: SONIC FREEZES AT START. 106. SCRA-BAXJ: RINGS WILL CLUSTER AROUND THE PICTURE OF SONIC ON THE SIGN AT THE END OF AN ACT. 107. SCRA-BAXN: NO MUSIC AFTER YOU COLLECT A RING. 108. SCRA-BAXT: RINGS DON'T SPARKLE OR MAKE A SOUND WHEN COLLECTED. 109. AWHA-CA9A: RINGS MULTIPLY WHEN THEY FLY OFF SONIC AFTER GETTING HIT. 110. AEMT-BJBR: WEIRD SPECIAL STAGE. 111. AEMT-BJBC: SONIC WILL BE STUCK IN A WEIRD SPECIAL STAGE. 112. AEMT-BJB8: A NEW SPECIAL STAGE WITH TONS OF EMERALDS AND SOME WARPS TO OTHER ZONES. 113. AEMT-BJB4: SONIC WILL JOUNREY AROUND THE OUTSIDE OF A STRANGE SPECIAL STAGE. 114. AEMT-BJB2: YET ANOTHER STRANGE SPECIAL STAGE. 115. AE0T-CABA: INVINCIBILITY THEME PLAYS AFTER INVISIBILTY ENDS, PRESS C BUTTON TO GET PAST GLITCH. 116. AE3T-CABA: TURN THE EFFECTS SWITCH OFF TO WARP. 117. FJ0A-CGBV: STAND STRAIGHT IN TUNNELS (IF DOESN'T WORK TRY THESE CODES: FJ0A-C6BV; FJ0A-C6BY; FJ0A-CGBY.) 118. AEMA-AADC: BLACK SCREEN. 119. AEMA-AADL: COLORS FLASH PRESS C. 120. AEMA-BAX0: TURN C ON TURBO TO GET PAST GLITCH, HELPFUL ITEMS MISSING. 121. AEMA-BJXW: BACKGROUND SCRAMBLED. 122. AEMA-BJXE: CLEAR BACKGROUND. 123. AEMA-BJXG: SLOW MOTION. 124. G60A-CABR: SONIC CAN BARELY MOVE. 125. AEMT-AACJ: TOTALLY BLUE & SPOTLESS BACKGROUND 126. AELT-AADC: TOXIC SLUDGE. 127. AELT-AAD4: GLITCHED LEVELS. 128. AELT-AADY: TIMBER CODE. 129. A6LT-AADT: RANDOM SCREENS. 130. NELT-AADT: RADON POLLUTION. 131. NELT-AACL: MAXED POLLUTION. 132. AELT-AACG: REVERSED SHADOWS 133. AELT-AACW: ATARI GRAPHICS. 134. AELT-AAC0: GROUND IS OUTLINED. 135. AELT-AACE: ALL VEGETATION IS DARKENED. 136. AELT-AACJ: CORNFIELD BACKGROUND. 137. AELT-AACG: NO WALLS. 138. AELT-AAAW: SCRAMBLED MASONRY. 139. AELT-AAHW: ZONE DOESN'T START. 140. AELT-AAHC: 4TH TITLE SCREEN. 141. AELT-AAH8: SET C ON TURBO TO GET PAST GLITCH, RECON. MODE 142. AJNT-AACL: FLASH BACKGROUND SET C ON TURBO TO GET PAST GLITCH. 143. AJNT-AACC: PARTS OF FOREGROUND DISAPPEAR. 144. NELT-AADY: FLASH BACKGROUND WHO IS ANIMATED. 145. NELT-AADC: EVERYTHING IS GLITCHED. 146. TELT-AADA: BIG LETTERS ARE NOT SCRAMBLED. 147. AEMA-ACEE: NIGHTMARE CODE. 148. AEMA-ACEJ: COLORS FLASH ON TITLE SCREEN (PRESS C ON TURBO TO GET PAST GLITCH), CAN'T RESET GLITCH. 149. AEMA-ACEY: GANG GRENE CODE. 150. AE6T-AADT: NO SONIC. 151. AE6T-AADA: PRESS C ON TURBO AT START OF ZONE TO GET PAST GLITCH, BLUE OUT STARTING POINT. 152. AE6T-AADJ: SONIC WILL FALL INTO GROUND AT START. 153. AE6T-AAD6: LIVES, TIME, SCORE, AND RING GAGE AREN'T ON PLAYING SCREEN 154. AE6T-AAD8: CRACKHEAD CODE-SONIC WILL SCRAMBLE REPEATEDLY AND HE WILL DIE UNEXPECTEDLY. 155. AEMA-AAD8: SCRAMBLER. 156. AEMA-AADC: SONIC DISAPPEARS ON A BLACK SCREEN. 157. AEMA-AADG: SCREEN IS SCRAMBLED IN BEGGINING AND END. 158. AEMA-AAD0: RINGS AREN'T VISIBLE, GRAPHICAL ERRORS MAY OCCUR. *******FOR CODES 159-163 PRESS C WHEN THE GAME GLITCHES TO BYPASS THE GLITCH *******TO MAKE IT QUICKER USE A TURBO CONTROLLER AND SET BUTTON C TO TURBO 159. AE6T-A4WA: KEEP RINGS IN BETWEEN LEVELS THEY WILL DECREASE WHEN YOU SOLLECT THE RINGS IN THE NEXT ZONE. 160. AE6T-A4WE: WEIRD THINGS HAPPEN ON GAME SCREEN AND ON GAGES. 161. AE6T-A4WN: CAN'T SEE SONIC; HE DIES. 162. AE6T-A4WT: SONIC TEMPORARILY BURIED AT START. 163. AE6T-A4W6: SUPER HARD STAGES; PINK COLORED RINGS. 164. AELT-BADA: GREEN COATED STUFF. 165. AEMT-BADJ: PARTS OF BACKGROUND ARE SCRAMBLED. 166. AEMT-BADW: KILLER CODE (VARIOUS PICS ARE PUT INTO THE BACKGROUND). 167. AEMT-BAD8: SERIAL KILLER CODE (VARIOUS PICS ARE PUT INTO THE BACKGROUND AND FOREGROUND.) THIS IS THE COOLEST CODE! 168. AE0T-RLGA: SCREEN STOPS & GAME GLITCHES WHEN A SOUND EFFECT IS SOUNDED. PRESS C TO GET PAST THE GLITCH, AND THE SOUND EFFECT WILL BE IN THE GAME MUSIC'S RYTHYM. THIS IS ALSO A COOL CODE!! 169. AE0T-RLGJ: CHANGED MUSIC. 170. AA0A-RLGA: TITLE SCREEN TURNS GREEN PRESS C WHEN SET ON TURBO TO GET PAST GLITCH. 171. AA0A-RLGE: SAME EFFECT AS ABOVE CODE EXCEPT TITLE SCREEN FLASHES COLORS SET C ON TURBO TO GET PAST GLITCH. 172. AA0A-RLG6: TRUMPET IS MIXED INTO THE MUSIC. 173. AA0A-RLG4: FADE-OUT TITLE SCREEN. 174. AE6T-A0AC: NO MUSIC JUST SOUND EFFECTS. 175. SCRA-G63C: GLITCHED EXPLOSIONS. 176. SCRA-ANAE: 1 RING CAN GIVE YOU A HUGE AMOUNT JUST STAY ON THE PLACE WHERE THE RING WAS. 177. SCRA-ANA2: STILL STANDING RINGS. 178. AEMA-BADT: VARIOUS THINGS GLITCHED. 179. AEMA-BAD6: ???? (CAN'T FIGURE IT OUT, TRY THE CODE AND TELL ME WHAT IT DOES....SERIOUSLY!) 180. SCRA-ANA6: NO RINGS IN STAGES. 181. SCRA-ANAC: COLLECTING 1 RING WILL GIVE YOU ALL THE RINGS IN THAT SET. 182. AEMA-AABN: LINED GRAPHICS. 183. AEMA-AABA: EUPHORIA MODE. 184. AEMA-AABE: RADIATING SCRAMBLED STAGES. 185. AEMA-AABY: SCRMBLED GAGES. 186. AEMA-AAB2: SANE CODE; THIS IS ALSO AN EXTREMELY COOL CODE. 187. AEMA-AAB6: INSANE CODE; AN EVEN COOLER CODE THAN THE ABOVE. 188. AEMA-BACW: SCRAMBLED COVER, INVISIBLE RING; SET C ON TURBO TO GET PAST GLITCH. 189. AEMA-BALA: NIGHTTIME IN THE ZONES. 190. AEMA-BALN: ZONE HAS A SLOW START. 191. AEMA-AM0C: LINED GRAPHICS AND SHATTERED BACKGROUND. 192. AEMA-A0L2: RETARDED CODE. 193. AEMA-A0L6: RINGS SPARKLE STRANGE SCRAMBLED SCREEN. 194. RENA-AABE: FOREGROUND IS SCRAMBLED. 195. RENA-AABW: PARTS OF SPRITES REPLACE FOREGROUND AND BACKGROUND GRAPHICS. 196. RENA-AAB4: PRESS C LOTS OF TIMES TO READ AN ERROR MESSAGE (WHOOP-TE-DO) 197. SCRA-AABJ: ROUND WILL SCRAMBLE REPEATEDLY. 198. AE6T-AABA: YOU WILL SEE ONLY THE ZONE WHEN YOU START. 199. AE6T-AABN: YOU WILL SEE ONLY THE ZONE'S TITLE WHEN YOU START. 200. AEMT-AAZA: SCREEN WILL STAY ON "SONIC TEAM PRESENTS" 201. AEMT-AAZN: NO BACKGROUND, SCRAMBLED FOREGROUND. 202. AEMT-AAZG: GRAPHICS ARE CLUSTERED. 203. AEMT-AAZ4: SCRAMBLED TITLE, STRANGE SPECIAL STAGES. 204. AEMT-AAZ8: SEGA LOGO IS OUTLINED, SCRAMBLED STAGES. 205. DD0A-C6BR: BOTTOM OF THE TITLE SCREEN IS SCRAMBLED. 206. DD0A-C6BE: BOTTOM OF THE TITLE SCREEN LOOKS AS IF CHOPPED UP. 207. DD0A-BADA: YOU HAVE FULL CONTROL OF SONIC AT THE END OF A STAGE YOU WILL NOT AUTOMATTICALLY RUN OFF THE SCREEN. TO START NEXT LEVEL RUN OFF THE RIGHT SIDE OF THE SCREEN. 208. DD0A-BADE: WHEN YOU GET TO THE END OF THE STAGE, PRESS C, THE SIGN WILL BE GONE. 209. DD0A-BADN: SONIC WILL AUTOMATTICALLY JUMP UP FOR THE SPECIAL STAGE PORTAL AT THE END OF A STAGE IF YOU ARE STANDING UNDERNEATH IT. 210. DD0A-BADT: THE GAME WILL GLITCH AT THE END OF THE STAGE, PRESS C, SONIC WILL RUN OFF LIKE HE NORMALLY WOULD BUT NOTHING HAPPENS. 211. 480A-H79Y: BONUSES AT THE END ARE SCRAMBLED. 212. AEMT-ANS0: GANNON CODE VARIOUS PICTURES OF ENEMIES ARE SCRAMBLED INTO EVERYTHING. 213. AEMT-ANSG: SONIC WALKS THRU THE BACKGROUND SAME EFFECT AS PREVIOUS CODE. 214. AEMA-ANSG: THE MORE YOU PRESS C THE MORE THE SCREEN GETS SCRAMBLED. ============================================================================ C R E D I T S ============================================================================ ALL CODES FOUND, CREATED, AND EDITED BY THRASHNET GROUND ZERO 6 ============================================================================ D I S C L A I M E R ============================================================================