Sonic Mania unlockables give you more incentive to replay than the average Sonic game, ranging from new moves based on classic Sonic games to modes that change the way you play.
We'd recommend at least playing through some of Sonic Mania before reading on for spoiler purposes, and to read up on how to master Sonic Mania special stages to unlock and see everything on offer.
If you have purchased the Encore or Sonic Mania Plus upgrades, note the following is the same as the base version released in 2017.
On this page:
How to use Level Select in Sonic Mania
Activating Level Select differs slightly from platform to platform. First, unlock Debug Mode and enabled it. Then on the save selection screen of Mania Mode, highlight the No Save option on the far right, then press the following button combination:
Note of the above appears to work in 'Encore' mode.
If you were originally using the 'head to the title screen (back out of the main menu to reach it) press Y + B buttons together' method on Switch, that has been patched out since release:
It was accidentally left in, affects console user login flow. the correct way to access level select is listed here https://t.co/B5xheLAYIb
— Christian Whitehead (@CFWhitehead) October 4, 2017
How to unlock Debug Mode, Super Peel Out and activate other Sonic Mania cheats
Playing the main Mania mode will unlock a number of new moves and abilities. You unlock the following by collecting Blue Sphere medals:
To use cheats such as alternate modes, And Knuckles and Debug, you must go into Mania Mode and hover over the 'No Save' icon on the right. Next, press Triangle (or Y on Xbox, or X on Switch) to activate these options. Here is how you use each mode:
Finally, since the release of Sonic Mania Plus, a new set of cheats has been revealed, thanks to CodenameGamma on Reddit (via Sonic Stadium). You need to use the Level Select cheat as described earlier, allowing you reach a screen where you can enter the sound test.
Next, enter the sounds in this following order to unlock the respective cheat. You'll know you are successful when you hear a sound effect.
How to unlock new modes and Extra secrets in Sonic Mania
Upon completing the first stage of Sonic Mania, the following two options are unlocked on the main menu, which offer more stages the further into the Mania Mode you go:
Venturing into the Extras menu will show three additional unlockables. These, as hinted by the grid of 32 icons in the bottom right corner of the screen, are additional modes unlocked by playing the Blue Sphere special stages.
The good news is, you don't need to unlock any gold medals to get these (it's seemingly just to unlock an additional Achievement / Trophy). Get all 32 (at least) silver Medals to unlock:
You don't have to unlock these Medals in a single playthrough - instead, they are accumulated across all sessions. That means you can restart the opening level over and over if you wish to unlock them faster.
Our special stages page explains the easiest way to find these special stages, including a trick involving the debug option.
Note 1:The super Sonic Code Will Work If You Get 50 rings or more and jump into the air to change the ring will countdown as a timer to 0 and when it do you will change back to the old sonic so make sure you get a lot of rings Note 2:The debug mode is cool here are the button to use it B is to change and press A to pick the item you want to make a copy of and press c to make a copy Hint 1:Debug mode can keep you from dying if you fall off a cliff press b and you will stop in mid air just pull yourself back up Note 3: you will know the code is enter right because you will see a lot of 0 on the score board | Submitted by Allen Glenn Mitchell Jr. Go Back to main page of Sonic 2 Cheats, Tips & Secrets How to Get to Debug Mode in Sonic Mania
Sonic Mania, in old-school Genesis fashion, features a secret Debug Mode and Level Select that players can enter into whenever they want from the title screen. If you’re not familiar, Debug Modes usually let you do things like select your level, cheat, gain some light developer power, and other features that wouldn’t normally be possible if you didn’t know it existed. Usually it’s something that developers use to help them skip around their own game, and sometimes they leave it in for players to discover.
In Sonic Mania, you can enter debug mode by backing out to the title screen from the main menu (by pressing whatever back out button is) and then press and hold: square & X (PS4), X & A (Xbox One), or Y & B (Switch) as the screen loads back to the main menu. Eventually, you’ll get a message that says press any button to continue. Go ahead and do that while keeping the buttons pressed (you’ll need to press A, X or plus, it’s not technically any button). This brings you to level select, go ahead and pick a level and bam you’ve entered the Debug version of the zone.
How to Get Debug Mode & Level Select in Sonic Mania Plus
Debug mode in Sonic Mania Plus is a little different. For this one, you need to get 16 medals from the blue spheres. After that, you’ll have unlocked a Debug Mode options where appears in the Game Opts. section in Mania Mode. Turn that on and head to the No Save option. Instead of tapping, press and hold Square/X/Y and then also press your normal button to enter the level select mode and enter the Debug version of the zones, the same place you would have gotten to above in the original version.
Sonic Mania Plus How to Enter Cheat Codes
Plus adds new cheat codes that can be entered from the Debug Menu’s level select. Use the above steps to enter the menu from a no save file. You’ll notice there’s a sound test feature on the bottom right. That’s going to be where you input various numbers to unlock a code. Reddit has an ongoing thread where people are still working out the cheat codes as this is a fairly recent discovery. Check out the full list here which is still being updated. Basically though, you’re going to input a certain string of numbers into the sound test function, and if you put the correct combination, you’ll hear the sound of a ring being collected, and you’ll know that the code is active.
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Sonic the Hedgehog 2 is the sequel to the first game, which introduces Tails, the Spin Dash, and the idea of robot Sonics. A large number of interesting things were cut from the final version, such as the ever-famous Hidden Palace Zone.
Debug FunctionsLevel Select
Like the first game, Sonic 2 has a well-known level select:
Debug Mode
Enabling the game's debug mode requires the level select to be enabled.
Alternatively, it can be accessed with Pro Action Replay code FFFFFA:0001.
From here, you have access to a variety of things:
In addition, if Sonic dies, he can be revived by entering placement mode, moving to a safe spot, and exiting. Trying to place an object in this death state will freeze the game, however. You must also be playing as Sonic, as Tails cannot enter object placement mode.
'Night Vision' Mode
Go to the Level Select screen, enable Debug Mode, then hold C and press Start when selecting a level. This will cause the console's VDP to activate a debug function: background graphics drawn behind the sprite layer will be covered with a translucent black overlay.
Moving Background Debug
Use PAR code 00EBEC:4E71 (Rev. 00), 00EBC0:4E71 (Rev. 01), or 00EBC2:4E71 (Rev. 02) to enable a special debugging feature: Hold 2P Up or 2P Down to move the rising floor / lava in Hill Top and the moving clouds in the background of Wing Fortress.
Cheats
Debug Mode Sonic 2 PcUnused GraphicsSonic
Robotnik
Other
(Source: Sonic Retro)
Unused ObjectsCPZ Hovering PlatformObject ID: 0C
This object has been around since the Nick Arcade prototype. Every 1024 frames, it will slowly rise up for 128 frames, float in the air, then come back down 128 frames later. The amount of time it floats in the air is 128*(lower four bits of subtype) frames. The upper four bits can be used to offset when it starts to rise in the air.
HPZ BlockerObject ID: 12
This crystal was used in the earliest two prototype to block off a tube in Hidden Palace Zone. The graphics are long gone, but the code is still there, such as it is. It's a simple solid indestructible object and its coding hasn't changed since the Nick Arcade prototype.
HPZ WaterfallObject ID: 13
Another Hidden Palace Zone leftover. Again, the graphics no longer exist in the ROM. Its height is equal to 16*(lower five bits of subtype)+16 pixels. Placing one with a subtype greater than 17 will spawn garbage objects on the right.
Green Hill Zone Spinning Spikes
Object ID: 17
A leftover from Sonic 1. Unfortunately, the graphics have been deleted, but the coding is intact.
OOZ Ball LauncherObject ID: 46
A ball and spring object, which can be placed in Oil Ocean Zone via debug mode. If a switch is placed near it and pressed, the ball will pop out and start rolling in whichever direction Sonic was facing when the object was placed. It seems this object would have been used to cross something, as it can be stood upon, much like the ball object that appeared in early versions of Sonic the Hedgehog. It does not collide with breakable floors or elevators, and it will go up slopes and even vertical walls without slowing or stopping. It can be seen in the Simon Wai prototype.
MZ Small Platform
Object ID: 6CAlthough very similar to the small platforms used in Metropolis Zone, this platform behaves strangely, usually rising at an angle.
MCZ Ring PlatformObject ID: 73
An odd platform made of rings, which can be placed in Mystic Cave Zone via debug mode. It can be stood on, and moves in a similar motion to the spinning spiked balls in the level.
WFZ Turbine FireObject ID: B7
If the sub-ID of the rotating platforms in Wing Fortress Zone has bit 02 of their subtype set but not 04, some kind of laser will appear (with no sound effects) when the platform spins. This object can be placed with debug mode, where it oddly appears before the used platform in the object list.
WFZ Pole BadnikObject ID: BF
A strange object that seems to be a spinning pole, which can be placed in Wing Fortress Zone via debug mode. It's like a badnik: you can destroy it, and it can damage you, but it doesn't move.
Unused Subtypes
Monitors
If the subtype of a monitor is set to 00, the monitor will spawn with a static icon. Breaking the monitor will harm the player. ![]()
CPZ Tipping Platform
The amount of time that the platforms in CPZ can stay flipped is variable -- equal to 10+(upper four bits of the subtype) frames -- but in the final game, the upper four bits are always set to 70.
ARZ Door
An unused door from Aquatic Ruin Zone, which like similar doors in other Zones closes as soon as the player enters it. These can be placed via debug mode.
CPZ Bubble Snakes
The blue bubble snakes in Chemical Plant Zone have many subtypes that define their movement pattern (00-0F for jumping back and forth, 10-1F for jumping between the floor and ceiling) and their length, which can be any number of segments between 1 and 16. However, only those that are 6 segments long are used (subtypes 05 and 15), leaving all other subtypes unused.
OOZ Pressure Stopper
The used pressure stopper in Oil Ocean Zone launches the player upwards. If the object subtype is set to zero, as it is in edit mode, it will launch the player to the right. This would have been used in the Simon Wai layout of the stage, but has no purpose in the final layout. Unused Score Tally
This configuration for the score tally, replacing 'ACT #' with 'ZONE', is meant to be used in levels with only one act, such as Sky Chase Zone, Wing Fortress Zone, and Death Egg Zone. However, none of those levels have a score tally, so this text never appears unless a capsule is placed via debug mode and destroyed. This was later used in Hidden Palace Zone in the 2013 remake.
Unused AudioMusic
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The song at entry #10 in the Sound Test is unused in normal gameplay; however, it will play if the corrupted remains of Hidden Palace are accessed in the final build through the use of cheating devices or otherwise hacking the game. It does not exist in the Simon Wai prototype, where instead the functional version of Hidden Palace uses the music that was later used for the 2-player version of Mystic Cave.
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Disc 2, Track 37 of the Sonic the Hedgehog 1&2 Soundtrack contains Masato Nakamura's original demo version of this song, but it doesn't loop and then fade out like the Zone demo tracks; instead, towards the end of the track, the tune changes significantly and has a proper ending. This may suggest that the music was originally intended for some sort of cutscene, perhaps taking place in Hidden Palace. Interestingly, this track is referred to as 'STH2 Unused Song ~ Masa's Demo version ~', without specifying its intended use, though all track titles can be taken to be indicative only of how each song was used in the final release version.
Although popular speculation is that this song was at one point intended to be used as the background theme for Hidden Palace, the 2013 port of Sonic the Hedgehog 2 instead uses the same music as the Simon Wai prototype, as the developers felt that it better suited the revised level.
Sounds
A few unused leftovers from Sonic the Hedgehog and other unused sounds can be heard in the Sound Test.
Inaccessible Rings
Some levels have rings in places that cannot be reached, making a Perfect bonus impossible.
Misplaced Objects
Various objects throughout the levels are misplaced or in odd positions, possibly indicative of earlier level designs.
Scrapped Zone RemainsUnused Zone #1 (ID 01)
This is an empty level slot that exists in the game, which contained remnants of Labyrinth Zone in the Nick Arcade prototype. It can be accessed via Pro Action Replay code FFFE10:0100 or Game Genie code ACLA-ACD8 (AB6X-ACBR when locked-on to Sonic & Knuckles), and choosing 'Sound Test' on the stage select menu (Special Stage with lock-on). This stage is an objectless version of Emerald Hill Act 1. Additionally, it has a Tails icon, much like the Wood Zone remains. Finishing Act 1 by hacking in an animal capsule will send you to Emerald Hill Zone Act 1.
Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called 'Ocean Wind Zone'.
Wood Zone (ID 02)
The level slot containing Wood Zone in the prototypes has something left in the final, albeit less than Hidden Palace: palette, object layout, and music selection data. Accessing it via Pro Action Replay code FFFE10:0200 or Game Genie code ACLA-AECY (AB6X-AEBR with Sonic & Knuckles lock-on) and selecting Emerald Hill Act 1 (or by simply starting the game with the code active) or selecting Special Stage in Knuckles in Sonic the Hedgehog 2) in the level select leads to an objectless (since Wood Zone had no objects to begin with, even the debug object listing only has rings and teleport monitors) version of Emerald Hill Zone Act 1 with Wood Zone's palette, Metropolis Zone's music and some glitchy collision. For some reason, the Zone shows Tails's life counter with no number, and while locked on to Sonic & Knuckles the life counter's text is red. With the aforementioned lock-on, the Wood Zone remains also contain a parallax background scrolling glitch that originally wasn't present with Sonic 2 alone. Some sprites from Metropolis Zone can be loaded into this zone. If you hack in an animal capsule and clear Act 2, you'll go to Metropolis Zone.
Unused Zone #2 (ID 03)
Another empty stage can be accessed with Pro Action Replay code FFFE10:0300 or Game Genie code ACLA-AGD8 (AB6X-AGBR with Sonic & Knuckles lock-on), and like with ID 01 above, it can be accessed by choosing 'Sound Test' on the stage select screen (Special Stage with lock-on). This stage is nearly identical to ID 01, with the only differences being that some of the background is still intact, as well as the fact that it uses Oil Ocean Zone's theme as its default music. Badnik sprites from Metropolis Zone and Emerald Hill Zone are loaded. This level slot belonged to Emerald Hill Zone in the Nick Arcade prototype and then went unused in the Simon Wai prototype. Finishing Act 1 will send you to Emerald Hill Zone Act 1.
To all the boys ive loved before full movie. Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called 'Sand Shower Zone'.
Hidden Palace Zone (ID 08)
The level slot containing Hidden Palace Zone in the prototypes actually retains the level's object layout and palette, but the art and block mappings point to Oil Ocean's 16×16 mappings, the level layout points to Oil Ocean Zone Act 1, and the Badniks' code was removed. By using Pro Action Replay code FFFE80:0200 or Game Genie code ACLA-ATD4 (ACLA-ATDR in the 'Rev. 00' version of the final, and AB6X-ATBR with Sonic & Knuckles lock-on) and selecting Death Egg in the level select (Special Stage in Knuckles in Sonic 2), you can see this for yourself. This level uses track 10 of the sound test (otherwise unused) and Oil Ocean's debug item list. The second Act can be accessed with the code AGLA-ATD4, and finishing it by placing an animal capsule with debug mode will take you to Oil Ocean Act 1. While locked onto Sonic & Knuckles, the game will automatically reset upon reaching the end of the stage.
Contrary to popular belief, this zone did have minor changes after the Simon Wai prototype. An object that forces Sonic into a ball was added inside the long tube near the start of the level. Another object, intended for the water slide at the end of the zone was added, but does not seem to function correctly. This was absent in both the Nick Arcade and Simon Wai prototypes. It otherwise seems to be identical to how it was in the Nick Arcade prototype, with the only difference being a lack of badniks, garbled graphics, and almost nowhere to stand on. Decorative objects, platforms, bridges, water, rings, shield, and Tails 1-Up monitors can be found if you use debug mode to navigate the level. Unlike the prototypes, striking this monitor does not grant an extra life, but it does while locked onto Sonic & Knuckles. It is also worth noting that with the aforementioned lock-on, going too far into the stage will automatically reset the game.
Unused Zone #3 (ID 09)
Another empty level slot, which can be accessed by using Pro Action Replay code FFFE80:0900 or Game Genie code ACLA-AWD8 (AB6X-AWBR with Sonic & Knuckles lock-on) and choosing 'Sound Test' (Special Stage with lock-on) in the level select. This version of the stage uses garbled Emerald Hill Zone tiles and badnik sprites from Oil Ocean Zone are loaded, has very little collision data, and no objects present within the debug menu, making it impossible to finish by any means. Just as it did originally the Simon Wai prototype, the default background music is the same as Sky Chase Zone. When finished by hacking in an animal capsule, you'll go to Emerald Hill Act 1.
Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called 'Rock World Zone'.
Removed Zone (ID 11)
Some of the pointers in Sonic 2 that control things such as zone specific pattern load cues, list another entry after zone 10. Whether or not this is simply an error is unknown, but it is worth noting that 18 zones were originally planned, and that this removed zone would bring the total zone number to 18. Trying to access this zone in the final simply crashes the game on the title card. It's likely this zone was never fully implemented before it was scrapped.
Unused Oil Ocean Zone Background Section
Oil Ocean Zone's background
Oil Ocean Zone's background layout is 768 pixels wide internally, but the game only uses the first 512 pixels. Sonic 2 has 64×32 tiles (512×256 pixels) loaded at a time, and loads new tiles on the edges as you move around the level. OOZ's scrolling code doesn't reload any tiles as you move horizontally, leaving you with the same horizontal area of the background that you started with. Presumably, this is because the tile loading would eventually overwrite the tiles used for the sun, which never moves.
OdditiesCPZ/DEZ DoorIn-game sprite
The door sprite in Chemical Plant Zone and Death Egg Zone is actually assembled incorrectly. By using Debug Mode to place a door, you can see how the door's sprite is supposed to be assembled, using 8×8 tiles that go unused due to the incorrect sprite assembly. The reason for this is because the doors use the object subtype $00, the subtype meant to be used by the doors in Hill Top Zone, rather than subtype $02 which is meant to be used in Chemical Plant and Death Egg.
The 2013 rerelease uses the correct sprite for the doors, and Chemical Plant in Sonic Mania also uses the correct appearance.
Duplicate Rings
A column of rings found next to a giant cog at coordinates 08F005E8 if you take the path to the right after the first yellow spring shaft in Metropolis Zone Act 2 is very unusual. Each ring collected gives you four rings instead of one, for a total of 12 rings. This is because these rings are actually four columns of rings that are all laid out on top of each other in the same coordinates. This oddity is still there in the 2013 remake.
Unused Level Chunks
Emerald Hill Zone only:
Emerald Hill Zone or Hill Top Zone:
Hill Top Zone only:
![]()
Chemical Plant Zone:
Casino Night Zone:
Mystic Cave Zone:
Oil Ocean Zone:
Note that none of the unused chunks are in the table that the game checks to determine whether or not Sonic & Tails should slide.
Metropolis Zone:
Wing Fortress Zone:
Unused 2x2 Tiles
Tiles loaded in the VRAM are organized by spreadsheet in the RAM address FF9000, at this point IDs are created for each line representing 2x2 of the graphics of the VRAM.The address FF0000 is in charge of adding mirroring and collision to the tiles 2x2, creating a 8x8 chunk, and in all there are 256 chunks created from FF00000. To add these chunks, add the IDs below in this format 0xxx from FF0000 and search for the chunk ID 00 on the level. It is possible to see some unused graphics that are referenced below.
Early Wing Fortress ZoneA small piece of the Wing Fortress Zone appears in Sky Chase Zone, but you will not be able to see it completely.
The Wing Fortress has several differences from the final version. It is possible to note that some windows have been removed and others added, in addition to rivets, a long metal frame in the left and a small platform near the propellers of the lower left corner.
Revisional Differences
There are three revisions of Sonic the Hedgehog 2, known as Rev. 00, 01, and 02.
Region Switch Code: On the title screen, press Up, Down, Down, Down, Up, and a ring sound will be heard. This switches the game between Japanese and International mode. In Japanese mode, references to 'Tails' are changed to Miles, and the trademark symbols are removed from the SEGA screen and title screen.
Rev. 00
The original release. The following errors are only present in Rev. 00:
Rev. 00
Rev. 01
The much more common, bugfixed version of the game. Changes in Rev. 01 include:
Rev. 00
Rev. 02
A revision that never saw a standalone release, instead being used as a base for other releases, including the Mega Play arcade version, Sonic Classics, Knuckles in Sonic 2, Sonic 3, and Sonic Jam.
This iteration fixes several more bugs, including:
Sonic Classics
Though it's based on Rev. 02, the Sonic Classics release introduces several bugs:
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