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Sonic Jam 6

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Title Screen

Sonic Jam 6

Also known as: Super 1998 Sonic 6 (box art), Super Mario 2 1998, Super Mario Bros. 2 (title screen of Mario variant)
Developer: Gamtec
Platform: Unlicensed Genesis
Released in AS: 1998


MusicIcon.png This game has unused music.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


DCIcon.png This game has a Data Crystal page

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.

Partially-Unused Music

The title screen music lasts 33 seconds, 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.

Version Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Super Mario 2 1998 is identical to Sonic Jam 6, just with a two-player mode and Mario and Luigi instead of Sonic. Oddly, Peach still says "THANK YOU SONIC" at the end of the game, though this doesn't necessarily mean anything since two-player support also exists in Sonic Jam 6 (albeit unused, and with Sonic having a glitched palette on the continue screen).

Anti-Piracy/Checksum Check?

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:
  • My results are inconsistent with what was previously here... apparently Sonic Jam 6 is supposed to boot to a black screen, but the dump I have works just fine in BlastEm. Maybe the Mario 2 dump is bad?
  • The message looks more like "辅助记忆体存取失败" (I transcribed this with simplified characters for convenience.)
Super Mario2 1998 Anti Piracy.png

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. Less-accurate emulators seem to bypass whatever check is used to display the message. Changing ROM offset 0xF20F0 to 0x600003DC seems to bypass the check.

(Source: SpritsMind.net)