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Sonic Jam 6

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Sonic Jam 6 can best be described as the flipside of Somari, with Sonic running around in Super Mario Bros. (or, more accurately, its Super Mario All-Stars iteration) using stolen Sonic 3, Sonic 3D Blast, and Sonic Jam sprites.

Level Skip#

Holding down Down, either direction buttons and C while pausing will skip the level. This works in both Sonic Jam 6 and Super Mario 2 1998. The game will load glitched level after the final segment of 8-4, which puts the game into an unstable state.

(Source: KoopaProductions64, Bootleg Games Wiki)

Unused Graphics#

Additional frames for Bowser. Only a standing sprite (used briefly) and a holding in breath sprite are used in the final.

Despite Bill Blasters being present in the levels, Bullet Bill does not appear in the game, leaving these graphics unused.

A second frame for the Buzzy Beetle's walking animation. The final game uses the shell for the second frame instead.

Original

Fixed

Part of a hammer, meant to be used in one of the hammer's frames, but is overwritten with part of a Lakitu in-game.

Original

Fixed

A second frame for Lakitu, where it is peeking outside the cloud. In-game, it is only shown hiding inside the cloud.

Super Mario 2 1998#

These graphics only exist in the Super Mario 2 1998 release of the game, being replaced/removed in Sonic Jam 6.

Mario#

Turning sprites for every form, not used due to the game's mechanics letting you turn around instantly. These can be viewed by setting E07145 in RAM to 2C (for the small form) or 13 (for the big form), or by using Game Genie codes FV28-AACF or CP28-AACF for the small and big forms respectively.

Growing sprites meant to be used as an inbetween for the small and super forms, while in the final game the transformation has no animation and is instantaneous. These can be viewed by setting E07145 in RAM to 3B or by using Game Genie code HP28-AACF.

Fireball throwing sprites for the regular super form. These can be viewed by setting E07158 in RAM to 01 or by using Game Genie code AF28-AAC2, which let you shoot fireballs in any form.

Sonic#

Graphics for Sonic exist in the ROM for Super Mario 2 1998 at 0E3E66, including some poses that didn't make it into Sonic Jam 6.

Sprite

Description

Sonic's standing frame.

Sonic's sliding down on flagpole frame.

Sonic's crouching frame.

Sonic's death frame.

Unused in Sonic Jam 6. Most likely an alternate jumping frame.

Unused in Sonic Jam 6. Most likely an alternate running animation.

Unused Music#

While not fully unused, the title screen music lasts 33 seconds in the data, but only the first 22 seconds are played before the gameplay demo begins. The full theme can be heard in Super Mario 2 1998 by switching between the 1-Player and 2-Player options.

The music that originally played when you clear a castle level. In-game the castle theme just keeps playing where this should.

The music that should play when fighting Bowser at the end of each castle. Again, the castle theme keeps playing instead of this. An altered version of this would later be used for the music in World 5 of Super Donkey Kong '99.

The music that originally played during the cutscenes going into a pipe for a underground or underwater stage. These scenes are not present in this game, leaving this unused.

Unused Sounds#

Starting at 1D0000 in the ROM lies the sound data used by the game, with sounds taken from Super Mario World at about half speed. Some of them are left unused, with some interesting inclusions.

The sound used for spin jumping.

The sound of collecting a Yoshi Coin.

The sound of a power-up appearing out of a block. In the final game, the sound used for collecting a power-up is used instead.

A higher pitched kicking sound, originally used for enemy combos.

The sound of a brick shattering. In-game, the sound normally used for when a Bullet Bill is shot out of a canon is used instead.

The sound of Yoshi sticking out his tongue.

The sound of a drumroll, used originally when counting down the time. In the final game, the coin sound was used for this purpose, and only plays once.

Anti-Piracy?#

Sonic Jam 6

Super Mario 2 1998

In Super Mario 2 1998, the game displays the message "輔助記憶體讀取失敗" (translating to "auxiliary memory read failure") when played in accurate emulators such as BlastEm. In Sonic Jam 6, the game freezes on a black screen. However, less-accurate emulators seem to bypass whatever check is used to display the message. Changing ROM offset F20F0 to 600003DC seems to bypass the check.

(Source: SpritsMind.net)

Oddity#

The sprite IDs for both Sonic and Mario are present in both Sonic Jam 6 and Super Mario 2 1998, with Sonic's frames being set for IDs C4 to DD, while Mario's are set for 01 to 18 (for the super/fire forms) and 24 to 3B (for the small form). These can be seen in game by forcing RAM value E07145 to any of these values in either game, although since the graphics will be missing in their respective games they will show up as a garbled mess.