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.
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*****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.
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C R E D I T S
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ALL CODES FOUND, CREATED, AND EDITED BY THRASHNET GROUND ZERO 6
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D I S C L A I M E R
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