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This is a sub-page of Sonic Mania.
Using Debug Mode, you can go out of bounds and find hidden areas and objects.
Studiopolis Zone Act 1
A small area near the start of Act 1. This could be accessed in pre-release demos via a spring, but the spring was removed in the final. You can still reach it with Tails and Ray by flying, Knuckles by climbing, and Mighty and Sonic with their Super Transformations.
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Press Garden Zone Act 1
Use Debug Mode near the first giant ring and move down to discover an unused area with letter blocks spelling 'OLLEH' (backwards for 'HELLO'). This is very likely an Easter egg for curious players. In Encore Mode, this area is re-purposed to contain a special ring.
Stardust Speedway Zone Act 1
To do: The game's update fixed the floating sprite on the robot teleporter after it's destroyed. |
The robot teleporter destroyed during the transition to Act 2 has a 'destroyed' sprite, as you'd probably expect, but due to the nature of the cutscene it goes offscreen before the sprite can be seen. It is possible to see the sprite in normal gameplay by flying over the boss arena with Tails and destroying the teleporter, but all other characters must use Debug Mode.
For some reason, it is floating, probably because the devs didn't see it during the cutscene.
Hydrocity Zone Act 1
A secret area planned for Knuckles is at coordinate 25FB 00C7, though it can only be seen if the high layer is removed. Unfortunately, the collision was also removed, leaving only abandoned graphics behind the scenes.
Mirage Saloon Zone Act 1 (Sonic & Tails)
Using Debug Mode during the train sequence, if going to the right far enough correctly, Fang, Bark, and Bean can be found flying in the sky. They are stored here for the Act 2 transition cutscene, where one of the three is selected at random to destroy the Tornado.
Lava Reef Zone Act 1
There is a pool of lava hidden to the left of the starting point, and can only be seen by placing signposts to force the camera to move left. This area resembles the opening section seen in the early version of Act 1 (see below). The lava works as intended, but there's not much else here. This area is later used in Version 1.04 as a transition from Oil Ocean Zone.
Also found near the starting point is the shaft that Sonic falls down at the start of Lava Reef in Sonic & Knuckles, which remains as a leftover and was blocked off with new path. Strangely, this is not present in the earlier version of Act 1.
A large chunk of stage found to the left of the rising lava section. Unlike the previous two areas, there are a few objects here - a single Iwamodoki on the left, a couple of invisible Eggman blocks in the middle (these would be used in conjuction with a crushing object to kill the player), and a single rock barrier with a switch to open it up. This is similar to a Knuckles-only section seen in the original Lava Reef, though the original section didn't have a set of stairs leading into a pit. This area is altered and repurposed in Sonic Mania Plus as a Mighty-exclusive route.
An area intended for Knuckles, formerly used in Sonic & Knuckles. You can see this area by removing the High graphics layer, but the area cannot be accessed because collision walls block off the entire area.
A set of fences below the beginning of the Act were forgotten. Perhaps the level would have begun a little lower?
Lava Reef Zone Act 2
A corrupted platform conveyor. Remains of it can be found in the low layer in Knuckles' area.
Act 2's boss area (technically Lava Reef Act 3), this game's version of Hidden Palace Zone, has the greatest amount of unused content. According to developer Simon 'Stealth' Thomley, part of the development for old Zones involved copying the layouts from their original games and working around them, adding new tiles and altering the level layouts. Sonic Mania only uses a small part of Hidden Palace's level layout, leaving the rest unused.
This hidden area was originally part of Sonic and/or Tails' path in the original Hidden Palace. In Sonic Mania, this is part of Knuckles' path, but there's no way for him to get up here without Debug Mode.
(Not that it matters, anyway, since the assortment of monitors seen in Sonic & Knuckles are absent in Sonic Mania.)
It's now possible to get to this area in Encore Mode because Tails can fly up to this area, but there's still no monitors, so there's very little point.
There's a long teleporter tube above the capsule in Knuckles' path. It's possible that this is where the exit teleporter would have originally appeared, but in the final game, it was moved further to the right, probably to put the capsule to clear the Act and the cutscene.
A section taken directly from Sonic & Knuckles, though the gap in the floor is new, possibly to accommodate the teleporter in the area below. The murals still use their old tileset definitions, so they appear as corrupt tiles in Sonic Mania. The mural tiles aren't in the new tileset, either.
The original Master Emerald shrine from Sonic & Knuckles. This section seems to have served as a scratch area for the Heavy Rider fight, experimenting with how the ramp tiles would be set up for the boss area proper. Interestingly, the Super Emeralds aren't present here, though even in the used version they're actually map tiles rather than sprite objects.
The last unused area. This was the exit point for Sonic and Tails in the original Hidden Palace. Some of the tiles are using their original definitions; this is easiest to see with the curved ceiling blocks and the top of the teleporter chamber.
Titanic Monarch Zone Act 1
A tunnel just beyond where the screen locks in the Crimson Eye miniboss. It seems it was to be used in the act transition after defeating the miniboss, since at the end of the tunnel, is a wall that can be walked through, which matches up with the non-solid wall at the start of Act 2, revealing why the chunk never had collision. This area can be accessed by removing the screen lock and the miniboss.
Titanic Monarch Zone Act 2
While the area isn't unused, as it's used in Time Attack, If you go to the area in Mania Mode, you will find an Animal Capsule, and a Star Post.A rumor why there's an Animal Capsule is that Titanic Monarch was going to have 3 full acts instead of Act 3 just being the final boss arena. This also explains the unused Act 3 Graphics.This room is also used for a special ring in the Encore Mode version of the stage, however without access to the left side.
Egg Reverie Zone
Another instance of the developers using empty space in the level as a scratch pad. The area seen is directly under the main boss arena and features slopes, crystallized and otherwise, that don't appear anywhere else.
The section is off to the right of the main boss area. Largely the same content as the previous section, but the lights and quarter-pipes are new.
Some of these pieces can be seen in Debug Mode by placing signposts to force the camera to go out of bounds. Audio setup software flower. Everything below that long chunk of black rectangle is below the camera bounds, though.
Pinball Stage
Above the Pinball bonus stage, you can find a large room holding 4 bumpers. Maybe the pinball stage was going to be longer?
Hp smart app crashing. You can also find a platform below the bonus stage.
Table of Contents
Sonic the Hedgehog[edit]
Sonic is the primary hero of the game, having been pursuing Eggman longer than anyone else. Sonic is the fastest of all playable characters, and is thus best at maintaining that speed. He is aided by his new ability, the Drop Dash, a kind of mid-air Spin Dash that gives him a boost after returning to the ground from a Spin Jump. It can be performed by holding an action button ( / / ) while in mid-air; Sonic's ensuing speed will be so impressive that he leaves behind a dust cloud. Collecting enough medallions in the Bonus Stages unlocks other abilities for Sonic in place of the Drop Dash, both available in No Save mode: the Super Peel-Out from Sonic CD and the Insta-Shield from Sonic 3& Knuckles. Additionally, just as in Sonic 3 & Knuckles, different types of shields give him unique abilities: the Fire Shield gives him the ability to perform an air dash, with the Lightning Shield he can do a double jump, and with the Water Shield he can bounce.
Collecting all Chaos Emeralds through Special Stages unlocks a secret zone exclusive to Sonic at the end of the game. Defeating the final boss in this zone will allow you to view the true ending of the game.
Miles 'Tails' Prower[edit]
Tails is a two-tailed fox who made his first appearance in Sonic the Hedgehog 2, as Sonic's first ally in his quest to put a stop to Eggman's evil plans. Tails is technologically proficient, able to operate his own biplane (dubbed the Tornado) if the conflict takes to the skies. However, even more impressive is his ability to fly without any sort of plane; Tails utilizes his two-tail mutation to his benefit, spinning them like propellers and giving him access to areas that no one else can reach.
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If playing co-op with Sonic and Tails, Tails can carry Sonic when in-flight, as the hedgehog can simply jump into his arms and be taken to new areas. However, Tails' flight has a limit, as staying in the air too long will eventually tire him.
Knuckles the Echidna[edit]
Knuckles first made his appearance in Sonic the Hedgehog 3 as an antagonist. As the guardian of Angel Island (the home of the Master Emerald), Knuckles has considerable strength, but he is also quite gullible, having believed Eggman when he blamed the theft of the Master Emerald on Sonic and Tails. Ever since, he has realized the error of his ways, and in Sonic & Knuckles took on the role of deuteragonist. Knuckles has a similar role in Sonic Mania, pursuing Eggman in order to put a stop to whatever he has planned.
Knuckles long locks allow him to glide across long distances; though he can't ascend at will like Tails, this ability may come in handy when combined with Knuckles' ability to climb. Knuckles' namesake knuckles allow him to scale walls, and his strength allows him to break through breakable walls simply by walking through them (whereas Sonic or Tails would have to perform a Spin Dash).
Mighty the Armadillo[edit]
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Mighty the Armadillo is one of two characters introduced in Sonic Mania Plus, though his first appearance was in the 1993arcade game SegaSonic the Hedgehog, as an ally of Sonic. His only other appearance between his debut and Sonic Mania was in Knuckles' Chaotix, as an ally of Knuckles. In Mania, Mighty plays in a manner similar to Sonic, though he has some different abilities up his sleeve that aid him in both offense and defense. Firstly, pressing an action button twice will cause Mighty to perform a ground pound, hurting all nearby enemies. Secondly, Mighty's shell acts as a shield, making him immune to spikes when in ball form. Mighty can also crash through breakable objects due to his strength.
While Mighty has some advantages that make him strong and durable, they don't give him an edge when it comes to speedrunning (such as Knuckles' climbing and gliding, Tails' flying, or Sonic's Drop Dash and shield abilities). Thus, he's best played if you're looking for someone on the safer side.
Ray the Flying Squirrel[edit]
Ray, like Mighty, is introduced in Sonic Mania Plus, having previously made his only appearance in the 1993arcade game SegaSonic the Hedgehog as an ally of Sonic. Ray is similar in appearance and gameplay to Tails, with a smaller size and flying capabilities. While his form of flight is more like gliding, it doesn't have the properties of Knuckles' glide (most notably, the slow descent). Ray's ability to float on the air without losing altitude gives him similar control to Tails' brand of flight; while he can't ascend, he can decide when to dive, and his glide can carry him across distances perhaps even greater than Tails' flight and Knuckles' glide can (if controlled properly).
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Ray's technical style of play is, while more suited to speedrunning than Mighty's, more complex. Controlling Ray in flight requires a level of precision and accuracy that comes with practice, but considering he doesn't tire like Tails or lose altitude like Knuckles, the reward is great. His glide is also (if enough momentum is gained and it's angled properly) the fastest mode of travel. ith enough momentum, it's speed can match a spin dash and like tails, he can fly over large distances,even farther than tail. If used properly, Rays' fly/glide ability can cover most of Green Hill act one.
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