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Sonic Adventure 2 Battle Sound Test

The Sound Test playing "It Doesn't Matter", from Sonic Adventure 2: Battle.

Sound Test! You get to listen to cool sounds.


Sonic the Hedgehog, Sonic Adventure

The Sound Test (サウンドテスト[1] Saundo Tesuto?) is a subject that appears in the Sonic the Hedgehog series. It is a feature where the player is able to listen to most music tracks and sound effects from the game.

Overview[]

The Sound Test is an in-game jukebox, commonly containing the game's background music. Less commonly, it might also feature the sound effects and, very rarely, the voice tracks of that game. It can also feature audio that is not heard anywhere else in the game.

In earlier games for the Sega Mega Drive, the Sound Test is a hidden feature and is often integrated with the Level Select, which has to be accessed with a cheat code. In most Sonic games though, the Sound Test is usually unlocked from the start and can be accessed from an options or extras menu. Beginning from Sonic Adventure 2, this feature commonly contains few tracks to listen to; more music can be unlocked as the player progresses through the game.

In the Sega Mega Drive games, the Sound Test can be used to activate other hidden features in actual gameplay akin to cheat codes or reveal hidden content. This comes in the form of playing certain tracks in a specific order; most of such sequences tend to reference various subjects such as dates.

The Sound Test has been formatted differently; in many games in the 1990s, and very rarely in later titles, it lists the tracks using the hexadecimal numerical system (0 to 9, then A to F). In most games released for the Game Boy Advance, the music is listed in the standard, decimal system. In the DA Garden in Sonic the Hedgehog CD, in Knuckles' Chaotix, and almost every mainline game since Sonic Adventure, the music available is listed using unique titles for each to make them easier to remember. Titles such as Sonic Adventure 2 and Sonic Riders also organize the tracks in different categories, while other games such as Sonic the Hedgehog CD and Shadow the Hedgehog do not do this.

Game appearances[]

Sonic the Hedgehog (1991)[]

Level Select Sonic 1

The Level Select menu with the Sound Select option highlighted, from Sonic the Hedgehog (1991).

In the original Sonic the Hedgehog, the Sound Test is named "Sound Select". It is a hidden feature that is integrated with Level Select. Once in Level Select, the player can press up/down to move the highlighted option in that direction until Sound Select is highlighted. The player can press left or right to change the track and press Sega Genesis B Button to play that track.

In Sonic the Hedgehog Genesis, a similar feature known as the Juke Box is added, which is unlocked after beating the game with all six Chaos Emeralds collected.

In the 2013 remaster of Sonic the Hedgehog, the Sound Test can be accessed through the Level Select just like the original Mega Drive version. The track list and order has also been altered compared to the original Mega Drive version.

Track no. Description and notes
80 Nothing
81 BGM of Green Hill Zone.
82 BGM of Labyrinth Zone.
83 BGM of Marble Zone.
84 BGM of Star Light Zone.
85 BGM of Spring Yard Zone.
86 BGM of Scrap Brain Zone.
87 BGM of Invincibility.
88 BGM used when getting a 1-Up.
89 BGM of Special Stage.
8A BGM of title screen.
8B BGM of the ending scene after defeating the final boss.
8C BGM of the game's boss fights.
8D BGM of Final Zone.
8E BGM used when the player clears an act or Special Stage.
8F BGM used when the player gets a Game Over or a Time Over.
90 BGM of the Continue screen.
91 BGM of the credits.
92 BGM used when the player stays underwater for too long.
93 BGM used when the player successfully obtains the Chaos Emerald.
94 Nothing
95 Nothing
96 Nothing
97 Nothing
98 Nothing
99 Nothing
9A Nothing
9B Nothing
9C Nothing
9D Nothing
9E Nothing
9F Nothing
A0 SFX used Spin Jump.
A1 SFX used when the player touches a Star Post.
A2 SFX used when spikes pop in and out of tiles.
A3 SFX used when the player gets attacked (while having a shield on) or when dying.
A4 SFX used when the player brakes from running at high speeds.
A5 SFX
A6 SFX used when the player gets attacked by spikes (including when dying from them).
A7 SFX used when pushing a block.
A8 SFX used when the player touches a Goal Block in Special Stage.
A9 SFX used when the player touches a R block in Special Stages.
AA SFX used when the player enters the water or resurfaces
AB SFX
AC SFX used when the player lands a hit on the boss.
AD SFX used when the player uses an air bubble.
AE SFX
AF SFX used when the Shield is applied to the player.
B0 SFX used by the buzzsaw traps in Scrap Brain Zone.
B1 SFX used by the electric generator traps in Scrap Brain Zone.
B2 SFX used when the player character drowns.
B3 SFX used by fireball launching obstacles.
B4 SFX used when the player touches a Bumper.
B5 SFX used when the player collects a Ring.
B6 SFX
B7 SFX used in Labyrinth Zone Act 3 when the player presses the switch to solve the "puzzle" at the beginning of the act.
B8 SFX
B9 SFX used when platform sections crumbles after the player stands on them.
BA SFX used when the player touches the colored gem objects in Special Stages.
BB SFX
BC SFX
BD SFX
BE SFX used when the player performs a Spin Attack.
BF SFX used when the player obtains a Continue.
C0 SFX
C1 SFX used when the player destroys a Badnik or a Monitor.
C2 SFX used as the warning indicator when the player is about to drown in underwater sections.
C3 SFX used when the player jumps into a Giant Ring.
C4 SFX used when the Bomb Badnik explodes.
C5 SFX used when the score finishes tallying at the end of an Act or a Special Stage.
C6 SFX used when the player loses Rings due to being attacked.
C7 SFX used by the falling spiked chain platforms and spiked weights being retracted into the ceiling in Marble Zone.
C8 SFX used when platforms are being ignited in fire.
C9 SFX used by the bonus points markers at the goal of the stage.
CA SFX used when the game transitions to/from a Special Stage.
CB SFX used when the player destroyes breakable objects (such as breakable walls in Green Hill Zone or the blocks in Marble Zone).
CC SFX used when the player is launched by a Spring.
CD SFX used when the player uses a switch.
CE SFX used when the player collects a Ring (albeit playing through the left speaker when listening to it through headphones)
CF SFX used when the player touches the Signpost.

Track no. Description and notes
00 Mutes BGM
01 "Green Hill Zone"
02 "Marble Zone"
03 "Spring Yard Zone"
04 "Labyrinth Zone"
05 "Star Light Zone"
06 "Scrap Brain Zone"
07 "Power Up"
08 "1up"
09 "Special Stage"
0A "Title"
0B "All Clear"
0C "Boss"
0D "Final Boss"
0E "Stage Clear"
0F "Game Over"
10 "Continue"
11 "Staff Roll"
12 "Drowning"
13 Nothing
14 Nothing
15 Nothing
16 Nothing
17 Nothing
18 Nothing
19 Nothing
1A Nothing
1B Nothing
1C Nothing
1D Nothing
1E Nothing
1F Nothing

Sonic the Hedgehog 2[]

In Sonic the Hedgehog 2, there are two versions of Sound Test in the game: one in the Options menu and one which is integrated with the act select menu like in the original Sonic the Hedgehog. It also includes sound effect tracks from Sonic the Hedgehog, some of which were not used in Sonic the Hedgehog 2, as well as Sound Test functions.

While the Sound Test's controls remain identical from Sonic the Hedgehog, the player can now press Sega Genesis A Button to change the selected track by sixteen spots forward (10 in base 16).

In the 2013 remaster of Sonic the Hedgehog 2, due to the lack of the original Options menu, the Sound Test is only available through the Level Select. Also, all tracks numbered 20 and higher from the Mega Drive version are omitted from the Sound Test of the 2013 remaster.

Track no. Description and notes
00 Does nothing in the Mega Drive version. However, it is used to access the Game Config menu in the 2013 remaster.
01 Plays in the result screen after completing an act/Special Stage in 2P Player Vs.
02 BGM of Emerald Hill Zone in 1P Player.
03 BGM of Mystic Cave Zone in 2 Player Vs. Also used as BGM of Hidden Palace Zone in the 2013 remaster.
04 BGM of Oil Ocean Zone.
05 BGM of Metropolis Zone.
06 BGM of Hill Top Zone.
07 BGM of Aquatic Ruin Zone.
08 BGM of Casino Night Zone in 2P Player Vs.
09 BGM of Casino Night Zone in 1P Player.
0A BGM of Death Egg Zone, as well as Boss Attack Zone in the 2013 remaster before confronting the Egg Drillster.
0B BGM of Mystic Cave Zone in 1P Player.
0C BGM of Emerald Hill Zone in 2P Player Vs.
0D BGM of Sky Chase Zone.
0E BGM of Chemical Plant Zone.
0F BGM of Wing Fortress Zone.
10 BGM of the remains of Hidden Palace Zone. Used as BGM of Proto Palace Zone in the 2013 remaster.
11 BGM of Options and 2P Player Vs when selecting a Zone.
12 BGM of Special Stage.
13 BGM of a boss fight.
14 BGM of the Death Egg Robot fight.
15 BGM of the ending cutscene after defeating the Death Egg Robot.
16 BGM while super transformation is active.
17 BGM of Invincibility.
18 BGM when obtaining a 1-Up.
19 BGM of title screen.
1A BGM when clearing an act or Special Stage
1B BGM when obtaining a Game Over or Time Over.
1C BGM of Continue screen.
1D BGM of obtaining a Chaos Emerald from a Special Stage.
1E BGM of the credits.
1F BGM when drowning.
20 SFX of Spin Jump.
21 SFX of touching a Star Post.
22 SFX of Spikes popping in and out of blocks.
23 SFX of a character being attacked while having a shield on or when losing a life.
24 SFX of a character skidding when they try to turn around while running at fast speeds.
25 SFX
26 SFX of a character being attacked by spikes.
27 SFX used before the game's title screen appears.
28 SFX
29 Beeping SFX
2A SFX of when the player enters and exits water.
2B Rustling SFX
2C SFX of hitting a boss to damage it.
2D SFX when the player grabs an air bubble.
2E SFX of launching certain projectiles such as the fireballs bursting out of the fire pits in Hill Top Zone.
2F SFX of getting a Shield Monitor.
30 SFX of buzzing noises made when Mecha Sonic spins in Death Egg Zone.
31 SFX used by the electrical emitters used from Scrap Brain Zone in Sonic the Hedgehog.
32 SFX of a character drowning.
33 SFX
34 SFX of touching a Bumper.
35 SFX when collecting a Ring.
36 SFX
37 SFX
38 SFX
39 SFX
3A SFX
3B SFX when a bridge is formed or opened in Mystic Cave Zone.
3C SFX when releasing the Spin Dash.
3D SFX
3E SFX when performing a Spin Attack or entering tunnels.
3F SFX of the player obtaining a Continue.
40 SFX of using a slot machine
41 SFX of destroying a Badnik
42 SFX of the indicator when the player is underwater for some time.
43 SFX of entering a Giant Ring in Sonic the Hedgehog.
44 SFX
45 SFX used at the end of the score tally upon finishing an act or Special Stage.
46 SFX of the player losing Rings if they are attacked.
47 SFX
48 SFX
49 SFX of the bonus score pop-ups in Sonic the Hedgehog when the player jumps at certain locations in the goal area.
4A SFX before the Special Stage loads.
4B SFX
4C SFX of being launched from a Spring.
4D SFX
4E SFX of collecting a Ring.
4F SFX of touching a Goal Plate
50 SFX
51 SFX
52 SFX
53 SFX after the first player reaches the goal in 2 Player Vs.
54 SFX used by the green gas-burning platforms in Oil Ocean Zone.
55 SFX
56 SFX used by the elevators in Casino Night Zone.
57 SFX for the pairs of swinging platforms in Mystic Cave Zone that collide into one another.
58 SFX for the bumper-like object in Casino Night Zone that turns from green-yellow-red when touched.
59 SFX for the triangular bumpers in Casino Night Zone.
5A SFX
5B SFX
5C SFX
5D SFX
5E SFX for the Egg Mobile's rotor blades used for the Egg Drillster's entrance animation.
5F SFX of Sonic transforming into Super Sonic.
60 SFX for when a player charges up a Spin Dash.
61 SFX
62 SFX
63 SFX for using a pinball flipper.
64 SFX
65 SFX
66 SFX
67 SFX
68 SFX
69 SFX
6A SFX
6B SFX
6C SFX for when Teleportation is used.
6D The SFX used when the player attemps to select a Zone they have already played in 2 Player Vs.
6E SFX
6F SFX
70 SFX
71 SFX
7A Sega chant
7B Increases the playback speed of a Sound Test track as if using the Power Sneakers. Only works with Zone BGM tracks.
7C Sets the playback speed of a Sound Test track back to normal if it has been sped up with 7B.
7D Mutes the entire game's audio. This persists until the Mega Drive console is turned off or its Reset button is pressed (or in ports/re-releases, until the player exits out of the game).
7E Pauses playback of the current Sound Test track.
7F Resumes playback of a Sound Test track paused by 7E.

This is the first Sound Test which have cheat codes that can be activated by playing tracks in a specific order in Sound Test.

Track order Cheat description and notes Reference
19, 65, 09, 17 Allows the player to access the act select menu and the ability to return to the title screen during gameplay by pressing Sega Genesis A Button while the game is paused. Only present in the Mega Drive version of Sonic 2. Yuji Naka's date of birth (17 September 1965)
01, 01, 02, 04 Grants the player 14 continues when starting a game. Glitches out the audio, causing the game to only play Oil Ocean Zone's music throughout the whole game, but was patched out in most subsequent re-releases starting with Sonic Mega Collection.
01, 09, 09, 02, 01, 01, 02, 04 Enables Debug Mode. Only works when the tracks are played in the act select's Sound Test, not the one in Options. Release date of Sonic 2 (24 November 1992)
04, 01, 02, 06 Grants all seven Chaos Emeralds to the player. Possible reference to Bible verse Genesis 41:26 (quoted from NIV): "The seven good cows are seven years, and the seven good heads of grain are seven years; it is one and the same dream."
00, 00, 00 Opens the Game Config menu. Only works in 2013 remaster.
03, 03, 03, 0B, 10, 10, 10, 04 Enables the player to access Proto Palace Zone. Only works in 2013 remaster and Debug Mode must be enabled before inputting this code.
Any one track from 00-07 Enables the player to access a specific Special Stage when choosing to play a Special Stage after playing the track (00 corresponds to the 1st Special Stage, 01 corresponds to the 2nd Special Stage and so on). Only works in the 2013 remaster and the Sega Mega Drive Classics re-release.

Sonic the Hedgehog CD[]

In Sonic the Hedgehog CD, if the game has been completed by getting its good ending, the player unlocks a feature called D.A. Garden from the title screen of the game, which has the Sound Test features and being able to see Little Planet in different timelines. However, the past tracks are absent. The normal, yet hidden Sound Test can be found by using cheat codes, which also includes sound effects and the past tracks.

Dr. Robotnik's Mean Bean Machine[]

In the 16-bit version of Dr. Robotnik's Mean Bean Machine, the Sound Test is only available in the Korean version, but is hidden in the other versions.[citation needed]

In the 8-bit version of Dr. Robotnik's Mean Bean Machine, the Sound Test is a secret menu that the player can access by entering the following password in Scenario Mode:

Yellow-Bean-8-bitRed-Bean-8-bitBlue-Bean-8-bitHas-Bean-8-bit

In this game, the Sound Test is a pitch black menu with two options: Music, for the soundtrack, and Effects, for the sound effects.

Sonic Spinball (8-bit)[]

Sonic Spinball 8-bit Options

The "Sound FX" and "Music" options on the Options menu, from Sonic Spinball (8-bit).

In Sonic Spinball (8-bit), the Sound Test is split into two categories: "Sound FX" and "Music". Both of these can be found by default on the Options menu.

Sonic 3 & Knuckles[]

In Sonic the Hedgehog 3, Sonic & Knuckles and the lock-on game Sonic 3 & Knuckles, the Sound Test is a hidden feature that is integrated with Level Select. When available, it will appear underneath the "Competition" option on the title screen.

To access it in Sonic the Hedgehog 3, the player must quickly press Up, Up, Down, Down, Up, Up, Up, Up just as the Sega logo screen turns black.

When locked on to Sonic & Knuckles, the player must go to Act 1 of Angel Island Zone and input a cheat code while swinging on the first vine. After making the playable character hang onto it, the player has to press ← ← ← → → → ↑ ↑ ↑ and the Ring chime can be heard. The player must then press the Start button and then Sega Genesis A Button, which will take the player to the title screen where "Sound Test" will appear as the third choice below "Competition". Selecting it will take the player to the Level Select menu and the Sound Test.

The Sound Test appearance and controls are the same as those in the 16-bit version of Sonic the Hedgehog 2 although the prompt to play the currently selected track is changed to the Sega Genesis C Button instead of Sega Genesis B Button.

Track no. Description and notes
00 Does nothing.
01 BGM of Angel Island Zone Act 1.
02 BGM of Angel Island Zone Act 2.
03 BGM of Hydrocity Zone Act 1.
04 BGM of Hydrocity Zone Act 2.
05 BGM of Marble Garden Zone Act 1.
06 BGM of Marble Garden Zone Act 2.
07 BGM of Carnival Night Zone Act 1.
08 BGM of Carnival Night Zone Act 2.
09 BGM of Flying Battery Zone Act 1.
0A BGM of Flying Battery Zone Act 2.
0B BGM of IceCap Zone Act 1.
0C BGM of IceCap Zone Act 2.
0D BGM of Launch Base Zone Act 1.
0E BGM of Launch Base Zone Act 2.
0F BGM of Mushroom Hill Zone Act 1.
10 BGM of Mushroom Hill Zone Act 2.
11 BGM of Sandopolis Zone Act 1.
12 BGM of Sandopolis Zone Act 2.
13 BGM of Lava Reef Zone Act 1.
14 BGM of Lava Reef Zone Act 2 and Hidden Palace Zone.
15 BGM of Sky Sanctuary Zone.
16 BGM of Death Egg Zone Act 1.
17 BGM of Death Egg Zone Act 2.
18 BGM of Act 1 boss fights from Sonic & Knuckles and Sonic 3 & Knuckles. It is also used during the encounter with Dr. Robotnik stealing the Master Emerald in Hidden Palace Zone after the player's battle with Knuckles.
19 BGM of Act 2 boss fights.
1A BGM of The Doomsday Zone.
1B BGM of the glowing spheres Bonus Stages.
1C BGM of the Special Stages.
1D BGM of the slot machine Bonus Stages.
1E BGM of the gumball machine Bonus Stages.
1F BGM of Knuckles' theme.
20 BGM of Azure Lake.
21 BGM of Balloon Park.
22 BGM of Chrome Gadget.
23 BGM of Desert Palace.
24 BGM of Endless Mine.
25 BGM of the title screen from Sonic & Knuckles and Sonic 3 & Knuckles.
26 BGM of the credits from Sonic 3.
27 BGM used when the player gets a Game Over or Time Over.
28 BGM of the Continue Screen.
29 BGM used when the player clears an act or Special Stage.
2A BGM used when the player gets a 1-Up.
2B BGM used when the player gets a Chaos Emerald
2C BGM of Invincible and while super transformation is active.
2D BGM of Competition.
2E BGM of Act 1 boss fights from Sonic & Knuckles and Sonic 3 & Knuckles.
2F BGM of the file select screen.
30 BGM of the penultimate boss battle.
31 BGM used when the player is about to die from drowning.
32 BGM used in the final credits section.
33 SFX used when the player collects a Ring.
34 SFX used when the player collects a Ring.
35 SFX used when the player dies or is attacked without losing Rings.
36 SFX used when the player brakes from running at high speed.
37 SFX used when the player is attacked by spikes.
38 SFX used when the player gets an air bubble.
39 SFX used when the player enters or exits submerged sections.
3A Unused SFX; SFX is the Shield from the 16-bit version of Sonic the Hedgehog 2.
3B SFX used when the player drowns.
3C SFX used when the player performs a Spin Attack or enters tunnels.
3D SFX used when the player destroys a Badnik or a Monitor.
3E SFX used when the player obtains a Flame Shield.
3F SFX used when the player obtains a Water Shield.
40 Unused SFX.
41 SFX used when the player obtains a Lightning Shield
42 SFX used when spikes pop in and out.
43 SFX
44 SFX used when the player performs a Bound Jump with the Water Shield.
45 SFX used when the player performs a Double Jump with the Lightning Shield.
46 SFX used when the character transforms into their Super form at the start of The Doomsday Zone.
47 SFX
48 SFX used by the falling lava traps in Lava Reef Zone.
49 SFX used when the Golem lands from a jump.
4A SFX used when the player grabs onto the handles in Flying Battery Zone.
4B SFX
4C SFX used by the bridge forming in Angel Island Act 2.
4D SFX used by Badniks shooting energy balls (such as Blastoids in Hydrocity Zone)
4E SFX of collecting a Ring.
4F SFX of touching a Goal Plate
50 SFX
51 SFX used when the Monkey Dudes throw their coconuts.
52 SFX
53 SFX used when the Laser Prison, Egg Golem and Giant Eggman Robo are charging their laser attack.
54 SFX used when a laser is fired in the above cases.
55 SFX
56 SFX.
57 SFX.
58 SFX.
59 SFX for the triangular bumpers in Casino Night Zone.
5A Unused SFX
5B SFX used when a switch is activated.
5C SFX used when Mecha Sonic Mk. II discharges after being defeated and when empowering itself with the Master Emerald.
5D SFX
5E SFX
5F SFX
60 SFX used by the Egg Drillster Mk. II in Sonic/Tails' version of the boss fight as it is about to appear from the background.
61 SFX
62 SFX used when the player performs a Spin Jump.
63 SFX used when the player touches a Star Post.
64 SFX
65 SFX used when the player touches a sphere in Special Stages or multicolored balls in the glowing sphere Bonus Stages.
66 SFX
67 SFX
68 SFX used when the game displays the message that the player can use super transformation
69 SFX
6A SFX used when the player is warped out of a Special Stage.
6B Unused SFX
6C SFX for when the player enters or exits water.
6D Unused SFX.
6E SFX used when the player lands a hit on the boss.
6F SFX used in rising stage sections in Marble Garden Zone Act 2 and Flying Battery Act 2 as well as the transition from
70 SFX used by the fireball spitting obstacles in Lava Reef Zone.
71 Unused SFX; the Shield SFX from Sonic 2.
72 SFX used by the cup transports in Launch Base Zone
73 SFX used by the Warp Points in Hidden Palace Zone and Sky Sanctuary Zone.
74 SFX used by the chute boosters in Carnival Night Zone Act 2 and when touching the six point moving machine required to progress through Death Egg Zone Act 1.
75 SFX used by the rising platforms in Carnival Night Zone.
76 SFX
77 SFX used when the player pops balloons in Carnival Night Zone.
78 SFX
79 SFX
7A SFX
7B SFX used when the player touches the Bumper walls in Carnival Night Zone and the black gumball in the glowing sphere and gumball machine Bonus Stages.
7C SFX
7D Unused SFX
7E SFX
7F SFX.
80 SFX
81 SFX used when the player is launched out of the transporter tubes in Lava Reef Zone Act 2.
82 SFX
83 SFX
84 Unused SFX
85 Unused SFX
86 SFX used by the alarms that spawn Flybot767 Badniks in Launch Base Zone.
87 SFX
88 SFX used when the player operates the manual elevators in Mushroom Hill Zone.
89 SFX used by the satellite concealing the Egg Scrambler.
8A SFX used when the player uses a switch to ward off Hyudoro in Sandopolis Zone Act 2 and when dropping into the beam in glowing sphere Bonus Stages.
8B SFX
8C SFX
8D Unused SFX.
8E Unused SFX.
8F SFX used when the player opens barriers in Flying Battery Zone and Lava Reef Zone.
90 SFX used by the sliding switches in Sandopolis Zone Act 2 as they retract back to their orginal position.
91 SFX used when the barrier that the sliding switch in the above case closes completely.
92 SFX used when Sandopolis Zone Act 2 darkens with Hyudoros present.
93 SFX when the Egg Golem is about to reform its armor after it is attacked.
94 SFX
95 SFX
96 SFX used by the moving spike balls in Lava Reef Zone.
97 SFX
98 SFX
99 Unused SFX
9A SFX
9B SFX used when the Egg Golem is approaching the player.
9C SFX used when a greyed Chaos Emerald flashes to become a Super Emerald.
9D SFX used by the Egg Inferno's lock-on missiles.
9E SFX
9F SFX used when the player or Mecha Sonic transform into their Super form, the Death Egg being launched during Lava Reef Zone Act 2, and the anti-gravity chambers in Death Egg Zone Act 2.
A0 SFX
A1 Unused SFX.
A2 SFX used by the "speed-karts" in Flying Battery Zone and Death Egg Zone.
A3 SFX
A4 SFX
A5 Unused SFX.
A6 SFX
A7 SFX used in the countdown in Competition and when activating Ring Shooters.
A8 SFX
A9 SFX used as the warning indicator for the player when they are about to drown.
AA SFX used when the player touches a Bumper.
AB SFX used when the player is charging the Spin Dash.
AC SFX used when the player obtains a Continue.
AD SFX used when the countdown in Competition and when activating a Ring Shooter finally reaches zero.
AE SFX used when the player uses a Flipper.
AF SFX used when the player transitions to/from a Special Stage.
B0 SFX used when the score finishes tallying at the end of an act.
B1 SFX used when the player is launched by a spring.
B2 SFX used when the player passes the starting line during the countdown in Competition mode.
B3 SFX used when the player enters a Special/Super Ring.
B4 SFX
B5 SFX used when the player touches the stage boundary blocks in slot machine Bonus Stages.
B6 SFX
B7 SFX used while the reels of the slot machine in slot machine Bonus Stages are moving.
B8 SFX used when a greyed Chaos Emerald transforms into a Super Emerald.
B9 SFX used when the player loses Rings by taking damage.
BA SFX used while Tails is flying.
BB SFX used while Tails is tiring down from a flight.
BC Unused SFX
BD SFX used by the Flying Battery in Angel Island Zone Act 2 and Mushroom Hill Zone Act 2
BE SFX used by the Egg Scorcher Mk. III flying in the background after the Flying Battery section in Angel Island Zone Act 2.
BF SFX
C0 SFX used for the Egg Vortex creating a vortex of water as well as the spinning platform in Lava Reef Zone Act 2.
C1 SFX
C2 SFX
C3 SFX used by the orbiting floating spheres around Red Eye.
C4 SFX used for the Red Eye's laser attack.
C5 Unused SFX.
C6 SFX used during the Red Eye's 2nd phase when not attacking as well as in glowing sphere bonus stage.
C7 SFX used for the swivelling cannon in Carnival Night Zone.
C8 SFX
C9 SFX used for the moving spike balls in Marble Garden Zone.
CA SFX used by the Ring Shhoters while they are active.
CB SFX used when the Tunnelbot or Egg Drillster Mk. II drill into the ceiling.
CC SFX used for the collapsing swirling platform in the transition to Death Egg Zone from Sky Sanctuary Zone.
CD SFX
CE SFX
CF SFX
D0 SFX used at the start of the Egg Cannon as it rises.
D1 Unused SFX.
D2 SFX used when the player touches the handle of the gumball machine in gumball machine Bonus Stages.
D3 SFX
D4 SFX
D5 SFX
D6 Unused SFX
D7 SFX
D8 Unused SFX. Repeatedly pressing Sega Genesis C Button when playing this sound in the Sound Test makes it play longer.
D9 SFX used while the electromagnets in Flying Battery Zone are active.
DA SFX
DB SFX used when running across the water in Hydrocity Zone.
DC BGM of the credits in Sonic & Knuckles and Sonic 3 & Knuckles.
DD SFX
DE SFX
DF SFX
E0 Current track stops playing
E1 Current track fades out.
E2 Current track stops playing.
E3 Does nothing.
E4 Does nothing.
E5 Current track fades out.
E6 Current track stops playing
E7 Current track stops playing
E8 Current track stops playing
E9 Current track stops playing
EA Current track stops playing
EB Current track stops playing
EC Current track stops playing
ED Current track stops playing
EE Current track stops playing
EF Current track stops playing
F0 Current track stops playing
F1 Current track stops playing
F2 Current track stops playing
F3 Current track stops playing
F4 Current track stops playing
F5 Current track stops playing
F6 Current track stops playing
F7 Current track stops playing
F8 Current track stops playing
F9 Current track stops playing
FA Current track stops playing
FB Current track stops playing
FC Current track stops playing
FD Current track stops playing
FE Current track stops playing
FF Sega chant

Sonic Drift[]

In Sonic Drift, the Sound Test (known as just Sound) appears as the first option of the Options menu. By selecting it, the player can scroll through the tracks and then the sound effects from the game.

Knuckles' Chaotix[]

Knuckles' Chaotix Sound Test Amy

The Sound Test with Amy at the bottom right, from Knuckles' Chaotix.

In Knuckles' Chaotix, the Sound Test is a menu available from the beginning that can be accessed from the Options menu. In this game, it is much different from previous variations. Here, it shows six frequency modulation channels and four programmable sound generator channels, plus a pulse-width modulator. As with previous entries, the Sound Test allows the player to play all of the music tracks and sound effects available in the title. To select a sound, they have to press Directional-Pad-Left/Directional-Pad-Right, and to play it, they have to press Sega Genesis A Button/Sega Genesis B Button/Sega Genesis C Button. Also, pressing Directional-Pad-Up or Directional-Pad-Down will select the previous or next tenth sound that is highlighted, respectively. Pressing START will take the player back to the title screen.

If the player has a six button pad, they are given some new options. Noticeably, by holding Sega Saturn X Button and pressing Directional-Pad-Left/Directional-Pad-Right, they can choose between a monophonic or stereophonic output. By holding Sega Saturn Y Button and then pressing Directional-Pad-Left/Directional-Pad-Right, the player is able to play the sound with a different speed between "01" and "FF", with the former being the slowest speed, the latter the fastest, and "80" being the default speed. If either Directional-Pad-Up or Directional-Pad-Down is pressed instead, the speed will increase or decrease by ten points respectively.

There is a hidden Easter egg in the Sound Test as well. If the player heads to the Color Test, goes to the left column, and then changes its first three rows' settings to "00 00 00", "06 0B 11" and "00 08 17", Amy Rose will be seen dancing at the bottom right of the screen in the Sound Test with a speech bubble above her saying "Cool, sweet & catchy!". This is present until the console is reset.

Sonic Labyrinth[]

In Sonic Labyrinth, the Sound Test is featured as an option simply called "Sound" on the Configuration menu; as such, it is unlocked by default. There are a total of fifty two tracks, sixteen of which are background music, while the remaining thirty six are sound effects; plus a "00" track that plays nothing. To scroll through said tracks, the player has to press left or right on Controlpadds. Simply highlighting a track plays it automatically.

Sonic Jam[]

In Sonic Jam, the player can play music tracks and sound effects at the Sonic World's "Music Shop", which are taken from the original Sonic the Hedgehog, Sonic the Hedgehog 2 and Sonic 3 & Knuckles.

Sonic 3D Blast[]

Sonic 3D Blast Sound Test

The Sound Test menu, from the Sega Mega Drive version of Sonic 3D Blast.

In the Sega Mega Drive version of Sonic 3D Blast, the Sound Test is a feature unlocked from the very beginning. It can be accessed from the main menu. The Sound Test itself is just two golden boxes: one at the top, which reads "SOUND TEST", and the other one at the center, with the options BGM, for background music, and SFX, for sound effects. The player can scroll through tracks with Controlpadds. To play a track, they have to press either Sega Genesis A Button or Sega Genesis C Button; they can also stop it with Sega Genesis B Button. To exit the menu, the player has to simply press START.

Sonic Adventure[]

In Sonic Adventure, its remake Sonic Adventure DX: Director's Cut, and the 2010 remaster, the Sound Test appears as the first option in the Options menu. Here, it is unlocked by default. When the Sound Text menu is on, the background music will be muted automatically.

Sonic Adventure 2[]

In Sonic Adventure 2, its enhanced remaster Sonic Adventure 2: Battle, and the 2012 remaster, the Sound Test is an extra feature unlocked from the beginning. It is divided into six categories: "Character", "Action Stage", "Chao", "Event", "Jingle", and "Others". The Sound Test is acceeded from the "Extra" menu. At first, few tracks will be available, but more will be unlocked as the player progresses through the game.

Sonic Advance series[]

Sonic Advance[]

Sonic Advance Sound Test

The Sound Test menu, from Sonic Advance.

In Sonic Advance, the Sound Test is a feature that is unlocked by default from the beginning. The player can access it from the Options menu. The Sound Test itself is a green, checkerboxed background with Rings. At the top left corner of the screen is a red star with an orange outline and the text "SOUND TEST" in front of it. At the right, Amy Rose is seen standing on a platform while looking at the player.

The Sound Test features a total of thirty nine tracks, all of which are background music of the game's Zones. The player can scroll through said tracks by pressing left or right on Controlpadds; to play one, they must press GameboyA. Pressing GameboyB once stops the track, and pressing it again takes the player out of the Sound Test. Also, as a minor detail, when music is being played, Amy will dance while holding maracas on her hands.

Sonic Advance 2[]

Sonic Advance 2 Sound Test

The Sound Test menu, from Sonic Advance 2.

In Sonic Advance 2, the Sound Test is a feature that is unlocked upon beating XX with two different characters.[2] Like in Sonic Advance, it can be accessed from the Options menu. This time around, it is featured as a lavender, checkerboxed background with white stars. At the top left corner of the screen is a purple circle with a white outline and the text "SOUND TEST" in front of it. At the right, instead of Amy, Cream is seen standing on a platform while looking at the player and playing a timbrel.

A total of sixty three tracks can be played on the Sound Test. The controls in this mode remain the same as in Sonic Advance. Additionally, when a track is being highlighted, its name will appear from the bottom right side of the screen, slowly moving to the left, and then reappearing at the right.

Sonic Advance 3[]

Sonic Advance 3 Sound Test

The Sound Test menu, from Sonic Advance 3.

In Sonic Advance 3, the Sound Test is a feature that can be accessed from the Options menu. This time, it is a small screen that pops out when it is selected on the menu. It has a background made of horizontal, light orange and orange lines; a thick, orange outline; and a neutral Chao on the right.

The Sound Test in Sonic Advance 3 features a total of one hundred and twenty three tracks to play; eighty five of them are background music, and the remaining thirty eight are voice clips of the characters. The controls here are unchanged from those in previous Sonic Advance titles. Also, much like in Sonic Advance 2, when the player highlights a track, its name will be shown on the screen.

Sonic Pinball Party[]

Sonic Pinball Party Sound Test

The Sound Test on the Options menu, from Sonic Pinball Party.

In Sonic Pinball Party, the Sound Test is a feature unlocked from the beginning. It is the third option found in the game's Options menu. It is divided in two categories: BGM and SE. The former is for background music from cutscenes and stages, while the latter is for sound effects and voice clips. To scroll through tracks, the player has to press left or right on Controlpadds; to play one, they must press GameboyA. To exit the menu, they simply have to press GameboyB.

Sonic Battle[]

Sonic Battle Sound Test

The Sound Test on the Options menu, from Sonic Battle.

In Sonic Battle, the Sound Test is a feature unlocked from the beginning. This time around, it is found at the second section of the game's Options menu. It has two options: BGM and SE. The former is for background music for cutscenes and stages (except Green Hill), while the latter is for sound effects and voice clips.

Sonic Heroes[]

Sonic Heroes Audio Room

The Audio Room, from Sonic Heroes.

In Sonic Heroes, the Sound Test is known as the Audio Room. It is an extra feature found in the "Extra" menu, and is unlocked from the beginning like in previous games. The music in the Audio Room is divided into four categories: "Theme Song", "Stage BGM", "Event BGM", and "Others". At first, only a few tracks will be available, though more can be unlocked by progressing through the games.

Name Unlock condition Description and notes
Theme Song
Main Theme Available by default The game's main theme song, "Sonic Heroes"
Team Sonic Clear Team Sonic's story in Story Mode for the first time Team Sonic's theme song, "We Can"
Team Dark Clear Team Dark's story in Story Mode for the first time Team Dark's theme song, "This Machine"
Team Rose Clear Team Rose's story in Story Mode for the first time Team Rose's theme song, "Follow Me"
Team Chaotix Clear Team Chaotix's story in Story Mode for the first time Team Chaotix's theme song, "Team Chaotix"
Metal Overlord Clear Last Story in Story Mode for the first time BGM of the Metal Overlord boss fight, "What I'm Made of..."
Stage BGM
Sea Gate Clear Sea Gate with Team Rose's Story Mode or in Tutorial for the first time. BGM of Sea Gate, Seaside Hill in Action Race (2P Play) and Seaside Course in Bobsled Race
Seaside Hill Zone Clear Seaside Hill in Story Mode for the first time (with any team) BGM of Seaside Hill in Story/Challenge Modes
Ocean Palace Zone Clear Ocean Palace in Story Mode for the first time (with any team) BGM of Ocean Palace
Grand Metropolis Zone Clear Grand Metropolis in Story Mode for the first time (with any team) BGM of Grand Metropolis in Story/Challenge Modes
Power Plant Zone Clear Power Plant in Story Mode for the first time (with any team) BGM of Power Plant
Casino Park Zone Clear Casino Park in Story Mode for the first time (with any team) BGM of Casino Park
BINGO Highway Zone Clear BINGO Highway in Story Mode for the first time (with any team) BGM of BINGO Highway in Story/Challenge Modes
Rail Canyon Zone Clear Rail Canyon in Story Mode for the first time (with any team) BGM of Rail Canyon
Bullet Station Zone Clear Bullet Station in Story Mode for the first time (with any team) BGM of Bullet Station
Frog Forest Zone Clear Frog Forest in Story Mode for the first time (with any team) BGM of Frog Forest
Lost Jungle Zone Clear Lost Jungle in Story Mode for the first time (with any team) BGM of Lost Jungle
Hang Castle Zone #1 Clear Hang Castle in Story Mode for the first time (with any team) Default BGM of Hang Castle
Hang Castle Zone #2 Clear Hang Castle in Story Mode for the first time (with any team) BGM of Hang Castle while the stage is inverted via an orb switch
Mystic Mansion Zone Clear Mystic Mansion in Story Mode for the first time (with any team) BGM of Mystic Mansion
Egg Fleet Zone Clear Egg Fleet in Story Mode for the first time (with any team) BGM of Egg Fleet
Final Fortress Zone Clear Final Fortress in Story Mode for the first time (with any team) BGM of Final Fortress
Boss #1 Clear the Egg Hawk boss fight in Story Mode for the first time (with any team) BGM of the Egg Hawk boss fight
Boss #2 Clear the first team battle boss fight (after the Power Plant stage) in Story Mode for the first time (with any team) BGM of the first team battle boss fight
Boss #3 Clear the Robot Carnival boss fight in Story Mode for the first time (with any team) BGM of the Robot Carnival and Robot Storm boss fights
Boss #4 Clear the Egg Albatross boss fight in Story Mode for the first time (with any team) BGM of the Egg Albatross boss fight
Boss #5 Clear the Egg Emperor boss fight in Story Mode for the first time (with any team) BGM of the Egg Emperor boss fight
Last Boss Clear the Last Story in Story Mode for the first time BGM of the Metal Madness boss fight
Special Stage #1 Clear a Bonus Challenge Special Stage for the first time BGM of Bonus Challenge Special Stages
Special Stage #2 Clear an Emerald Challenge Special Stage for the first time BGM of Emerald Challenge and 2P Play Special Stages
Event BGM
Event #9 Reach Hang Castle in Team Dark's Story Mode BGM of the cutscene prior to the aforementioned stage
Event #10 Reach Team Sonic's Robot Carnival, Team Rose's Robot Carnival or Team Chaotix's Grand Metropolis in Story Mode BGM of the cutscene prior to the aforementioned stages
Event #11 Reach Team Dark's Robot Carnival or Team Chaotix' Robot Carnival for the first time in Story Mode BGM of the cutscene prior to the aforementioned stages
Event #12 Reach Robot Storm with any team for the first time in Story Mode BGM of the cutscene prior to the aforementioned stages
Others
Title Available by default BGM of the game's title screen
System Screen #1 Available by default BGM of the main menu
System Screen #2 Available by default BGM of 1P Play modes
System Screen #3 Access 2P Play for the first time BGM of 2P Play modes
System Screen #4 Available by default Default BGM while in Extras or Options
Jingle #1 Clear the first stage in Story Mode or Tutorial (with any team) for the first time BGM when a stage is cleared
Jingle #2 Obtain an Invincible power-up item for the first time BGM of Invincible
Jingle #3 Obtain a Power Sneakers power-up item for the first time BGM of Power Sneakers

Shadow the Hedgehog[]

Shadow the Hedgehog Sound Test

The Sound Test playing "Almost Dead", from Shadow the Hedgehog.

In Shadow the Hedgehog, the Sound Test[3] is a feature acceeded from the Options menu. This time around, it is presented as a list of the tracks the player can listen to. While it is available from the beginning, most of the tracks are unlocked by progressing through the game.

Sonic Rush series[]

Sonic Rush[]

In Sonic Rush, the Sound Test is an unlockable feature which becomes available in Options once the player clears Gameplay for the first time with either Sonic or Blaze. Once the player finishes the Extra story mode, tracks #110-127 are available to listen to in the Sound Test.

Track no. Name Description and notes
1 "A New Day (Title Edit)" Title screen BGM.
2 "What U Need Is Remix" Main menu BGM.
3 "The Ordinary Zone" The regular Zone select BGM when in a character's story mode
4 "The Last Zone" The Zone select BGM, replaces "The Ordinary Zone" when the player has progressed the character's story into Unknown until the Extra story mode is completed.
5 "Right There, Ride On" BGM of Leaf Storm when playing as Sonic.
6 "Right There, Ride On Blaze Version" BGM of Leaf Storm when playing as Blaze.
7 "Back 2 Back" BGM of Water Palace when playing as Sonic.
8 "Back 2 Back Blaze Version" BGM of Water Palace when playing as Blaze.
9 "Ethno Circus" BGM of Mirage Road when playing as Sonic.
10 "Ethno Circus Blaze Version" BGM of Mirage Road when playing as Blaze.
11 "Ska Cha Cha" BGM of Night Carnival when playing as Sonic.
12 "Ska Cha Cha Blaze Version" BGM of Water Palace when playing as Blaze.
13 "Jeh Jeh Rocket" BGM of Huge Crisis when playing as Sonic.
14 "Jeh Jeh Rocket Blaze Version" BGM of Huge Crisis when playing as Blaze.
15 "Get Edgy" BGM of Altitude Limit when playing as Sonic.
16 "Get Edgy Blaze Version" BGM of Altitude Limit when playing as Blaze.
17 "What U Need" BGM of Dead Line when playing as Sonic.
18 "What U Need Blaze Version" BGM of Dead Line when playing as Blaze.
19 "Metal Scratchin'" BGM of the boss battle acts.
20 "Metal Scratchin' (Part 2)" BGM of boss acts when the player has two hits left to defeat the boss.
21 "Vela-Nova" BGM of the Sonic/Blaze boss battle.
22 "Vela-Nova (Part 2)" BGM of the Sonic/Blaze boss battle when the player has one hit left to defeat the boss.
23 "Bomber Barbara" BGM of the Egg King boss fight.
24 "Bomber Barbara (Part 2)" BGM of the Egg King boss fight when the player has one hit left to defeat the boss.
25 "Groove Rush #4" BGM of the result screen after the Egg King is defeated.
26 "Raisin' Me Up (Prologue)" BGM of the game's ending in Sonic or Blaze's stories in Gameplay.
27 "Medley Rush #1" BGM of the credits when the player completes Sonic or Blaze's story in Gameplay.
28 "The Secret" This BGM is played when the player unlocks game features from completing Gameplay.
29 "I Wanna Breath" Drowning BGM.
30 "One Up" BGM of getting an extra life (whether through the One-Up Item Box or collecting multiples of 100 Rings.
31 "Theme of Sonic's Event" This BGM plays in various cutscenes in Sonic's story in Gameplay.
32 "Theme of Blaze's Event" This BGM plays in various cutscenes in Blaze's story in Gameplay.
33 "Theme of Comical Event" This BGM plays in various cutscenes in Gameplay, usually when a comical event is occuring.
34 "Theme of Strained Event" This BGM plays in various cutscenes in Gameplay, usually prior to confronting Dr. Eggman or Eggman Nega.
35 "Theme of After the Fight" This BGM plays in various cutscenes in Gameplay, usualy after defeating a boss.
36 "Theme of Warm Event" This BGM plays in various cutscenes in Gameplay, usually involving Cream or Vanilla.
37 "What U Need Is PSG" BGM of Battle Play mode.
38 "Groove Rush #1 PSG" BGM of the stage clear results screen in Battle Play mode.
39 "Groove Rush #2" Game Over BGM.
40 "It's a New Record !" This BGM plays if the player attains a new personal best record time of any stage in Time Attack.
41 "Groove Rush #1" BGM of the stage clear results screen of all acts except bosses in Gameplay and Time Attack.
42 "Groove Rush #3" BGM of the stage clear results screen of all boss acts.
43 "Groove Rush #2 PSG" Game Over BGM in Battle Play which occurs if neither player finishes the stage within the time limit.
44 "After the Fight" This BGM plays in the cutscene that occurs after defeating the boss.
45 "Blaze Appear" This BGM plays in the cutscene that occurs when Sonic and Blaze meet for the first time after defeating the boss of Leaf Storm for the first time in Gameplay.
46 "Kick the Eggman" This BGM plays in the cutscenes that occur after Blaze defeats each boss for the first time.
47 "A New Day" BGM of "Special Stage".
48 "A New Day (Intermission)" This BGM plays when the player successfully completes a Special Stage.
49 "Title Call" Voice clip of Sonic saying "Sonic Rush!". Used in the title screen.
50 "Character Select" Voice clip of Blaze saying "Please select a character." Used when the player is prompted to select a character.
51 "Character Call 1" Voice clip of Sonic saying "Sonic the Hedgehog". Used when Sonic is selected in any mode.
52 "Character Call 2" Voice clip of Blaze saying "Blaze the Cat". Used when Blaze is selected in any mode.
53 "Sonic 1" Voice clip of Sonic saying "Here we go!". Used when Sonic is played in a boss act.
54 "Sonic 2" Voice clip of Sonic saying "Yes!". Used when Sonic clears a non-boss act.
55 "Sonic 3" Voice clip of Sonic saying "Should we try this again?". Used when Sonic clears a boss act.
56 "Sonic 4" Voice clip of Sonic saying "Is that it?". Used when Sonic clears the Egg King boss act.
57 "Sonic 5" Voice clip of Sonic saying "Yes!". Used when Sonic performs a trick.
58 "Sonic 6" Voice clip of Sonic saying "Yeah!". Used when Sonic performs a trick.
59 "Sonic 7" Voice clip of Sonic saying "Alright!". Used when Sonic performs a trick finisher.
60 "Sonic 8" Voice clip of Sonic saying "Cool!". Used when Sonic performs a trick finisher.
61 "Sonic 9" Voice clip of Sonic saying "Okay!". Used when Sonic performs a trick finisher.
62 "Sonic 10" Voice clip of Sonic saying "Ow!". Used when Sonic gets attacked.
63 "Sonic 11" Voice clip of Sonic saying "Let's do it!". Used when Sonic starts an act.
64 "Blaze 1" Voice clip of Blaze saying "It's time.". Used when Blaze is played in a boss act.
65 "Blaze 2" Voice clip of Blaze saying "How's that?". Used when Blaze clears a non-boss act.
66 "Blaze 3" Voice clip of Blaze saying "Never get on my bad side!". Used when Blaze clears a boss act.
67 "Blaze 4" Voice clip of Blaze saying "My enemies always fall before me!". Used when Blaze clears the Egg King boss act.
68 "Blaze 5" Voice clip of Blaze saying "Hoo!". Used when Blaze performs a trick.
69 "Blaze 6" Voice clip of Blaze saying "Yeah!". Used when Blaze performs a trick.
70 "Blaze 7" Voice clip of Sonic saying "Ok!". Used when Blaze performs a trick finisher.
71 "Blaze 8" Voice clip of Blaze saying "Haah!". Used when Blaze performs a trick finisher.
72 "Blaze 9" Voice clip of Blaze saying "Hah!". Used when Blaze performs a trick finisher.
73 "Blaze 10" Voice clip of Blaze saying "Ugh!". Used when Blaze gets attacked.
74 "Blaze 11" Voice clip of Blaze saying "You can't escape me!". Used when Blaze starts an act.
75 "Tails 1" Voice clip of Tails saying "Alright, Sonic's here!". Used when Sonic is chosen in Gameplay mode when the Zone map loads.
76 "Tails 2" Voice clip of Tails saying "Yes!". Used when Sonic moves to a location in the map.
77 "Tails 3" Voice clip of Tails saying "Huh?". Used when Sonic encounters an event.
78 "Tails 4" Voice clip of Tails saying "Do your best, Sonic!". Used when Sonic is about to start an act in Gameplay.
79 "Tails 5" Voice clip of Tails saying "Welcome back, Sonic". Used when Sonic finishes an act in Gameplay.
80 "Tails 6" Voice clip of Tails saying "Bye, Sonic!". Used when the player quits out of Sonic's mode in Gameplay.
81 "Tails 7" Voice clip of Tails saying "Go get'em, Sonic!". Used when Sonic commences a boss act.
82 "Tails 8" Voice clip of Tails saying "Nice, Sonic!". Used when Sonic lands a hit on the boss.
83 "Tails 9" Voice clip of Tails saying "No, Sonic!". Used when Sonic gets attacked by the boss.
84 "Tails 10" Voice clip of Tails saying "You're almost there!". Used when Sonic has two hits left to defeat the boss (or one hit in the case of the Blaze and Egg King boss battles).
85 "Tails 11" Voice clip of Tails saying "Alright, Sonic!". Used when Sonic defeats the boss.
86 "Tails 12" Voice clip of Tails saying "Yes! You did it, Sonic!". Used when Sonic defeats the Egg King.
87 "Cream 1" Voice clip of Cream saying "Hi, Blaze!". Used when Blaze is chosen in Gameplay mode when the Zone map loads.
88 "Cream 2" Voice clip of Cream saying "Yes!". Used when Blaze moves to a location in the map.
89 "Cream 3" Voice clip of Cream saying "Huh?". Used when selecting her house.
90 "Cream 4" Voice clip of Cream saying "Don't be long!". Used when Blaze is about to start an act in Gameplay.
91 "Cream 5" Voice clip of Cream saying "Nice to see you again, Blaze.". Used when Blaze finishes an act in Gameplay.
92 "Cream 6" Voice clip of Cream saying "Drop by soon, Blaze...". Used when the player quits out of Blaze's mode in Gameplay.
93 "Cream 7" Voice clip of Cream saying "Do you best, Blaze!". Used when Blaze commences a boss act.
94 "Cream 8" Voice clip of Cream saying "That's it!". Used when Blaze lands a hit on the boss.
95 "Cream 9" Voice clip of Cream saying "Ugh!". Used when Blaze gets attacked by the boss.
96 "Cream 10" Voice clip of Cream saying "Just a little more!". Used when Blaze has two hits left to defeat the boss (or one hit in the case of the Sonic and Egg King boss battles).
97 "Cream 11" Voice clip of Cream saying "You did it!". Used when Blaze defeats the boss.
98 "Cream 12" Voice clip of Cream saying "You did great, Blaze!". Used when Blaze defeats the Egg King.
99 "Audience 1" Voice clip of a cheering audience.
100 "Audience 2" Voice clip of an audience cheering and applauding.
101 "Audience 3" Voice clip of a cheering audience, albeit in high pitch.
102 "Audience 4" Voice clip of an audience in shock.
103 "Eggman 1" Voice clip of Eggman or Eggman Nega saying "You'll regret this!". Used in the cutscenes of boss acts after Eggman is defeated.
104 "Eggman 2" Voice clip of Eggman or Eggman Nega laughing. Used when Eggman successfully attacks the player in boss acts.
105 "Eggman 3" Voice clip of Eggman or Eggman Nega saying "Ow!". Used when the player lands a hit Eggman in boss acts.
106 "Eggman 4" Voice clip of Eggman or Eggman Nega saying "You!". Used when the player lands a hit on Eggman in boss acts.
107 "Eggman 5" Voice clip of Eggman or Eggman Nega saying "Take this!". Used when Eggman is about to attack in boss acts.
108 "Eggman 6" Voice clip of Eggman or Eggman Nega saying "Hehe!". Used when Eggman is about to attack in boss acts.
109 "Eggman 7" Voice clip of Eggman or Eggman Nega saying "Get ready to be schooled!". Used when Eggman is about to use a powerful attack in boss acts.
110 "The Extra Zone" This BGM plays when the player accesses Gameplay with the Extra story mode in Gameplay unlocked for the first time.
111 "Anxiety" This BGM plays in the first cutscene of the Extra story mode.
112 "A Flicker of Hope" This BGM plays in the first cutscene of the Extra story mode.
113 "The Metamorphosis" This BGM plays in the cutscene where Sonic and Blaze transform into Super Sonic and Burning Blaze respectively.
114 "Eggman 1" This BGM plays in the first cutscene of the Extra story mode and in the cutscene before the Egg Salamander is defeated.
115 "Wrapped in Black" BGM of Exception.
116 "Wrapped in Black (Part 2)" BGM of Exception from the fourth phase (second Blaze section) of the Egg Salamander boss fight and onwards.
117 "Groove Rush #5" Stage clear results BGM of clearing Exception.
118 "Raisin' Me Up" This BGM plays in the ending cutscenes of the Extra story mode.
119 "Medley Rush #2" BGM of the Extra story mode credits.
120 "Character Call 3" Voice clip of Sonic saying "Sonic and Blaze!". Used when selecting the Extra story mode in Gameplay.
121 "Character Call 4" Voice clip of Blaze saying "Sonic and Blaze!". Used when selecting the Extra story mode in Gameplay.
122 "Sonic 12" Voice clip of Sonic saying "See ya, Blaze!". Used in the cutscene after clearing Exception.
123 "Sonic 13" Voice clip of Super Sonic saying "Blaze, it's closing in on you!". Used after the player clears Super Sonic's sections in Exception.
124 "Sonic 14" Voice clip of Super Sonic saying "I got it!". Used after the player clear Burning Blaze's sections in Exception.
125 "Blaze 12" Voice clip of Blaze saying "Again...". Used in the cutscene after clearing Exception.
126 "Blaze 13" Voice clip of Burning Blaze saying "I know!". Used after the player clears Super Sonic's sections in Exception.
127 "Blaze 14" Voice clip of Burning Blaze saying "Sonic, it's headed right for you!". Used after the player clears Burning Blaze's sections in Exception.

Sonic Rush Adventure[]

In Sonic Rush Adventure, the Sound Test is once again an unlockable feature which becomes available to the player once they finish the main story. To access it, the player must talk to Muzy at Seagull Beach of Southern Island. Initially, the number of tracks available are limited but more tracks become available if the player clears Missions asssigned by Muzy.

Track no. Name Unlock condition Description and notes
1 "Cutscene - Opening" Available when Sound Test is unlocked. BGM used in the "Opening" cutscene.
2 "A New Venture" Available when Sound Test is unlocked. Game's theme song used in the game's opening sequence.
3 "Plant Kingdom Act 1" Clear Mission 22. BGM of Plant Kingdom Act 1, Hidden Islands 6 and 7.
4 "Plant Kingdom Act 2" Clear Mission 27. BGM of Plant Kingdom Act 2.
5 "Plant Kingdom Invincible" Clear Mission 27. BGM of Invincibility in Plant Kingdom Acts 1 and 2, and Hidden Islands 6 and 7.
6 "Machine Labyrinth Act 1" Clear Mission 31. BGM of Machine Labyrinth Act 1, Hidden Islands 9 and 10.
7 "Machine Labyrinth Act 2" Clear Mission 35. BGM of Machine Labyrinth Act 2.
8 "Machine Labyrinth Invincible" Clear Mission 35. BGM of Invincibility in Machine Labyrinth Acts 1 and 2, and Hidden Islands 9 and 10.
9 "Coral Cave Act 1" Clear Mission 39. BGM of Coral Cave Act 1, Hidden Islands 4, 8 and Hidden Island 11.
10 "Coral Cave Act 2" Clear Mission 43. BGM of Coral Cave Act 2.
11 "Coral Cave Invincible" Clear Mission 43. BGM of Invincibility in Coral Cave Acts 1 and 2, and Hidden Islands 8 and 11.
12 "Haunted Ship Act 1" Clear Mission 47. BGM of Haunted Ship Act 1 and Hidden Island 15.
13 "Haunted Ship Act 2" Clear Mission 51. BGM of Haunted Ship Act 2.
14 "Haunted Ship Invincible" Clear Mission 51. BGM of Invincibility in Haunted Ship Acts 1 and 2, and Hidden Island 15.
15 "Blizzard Peaks Act 1" Clear Mission 55. BGM of Blizzard Peaks Act 1, Hidden Islands 12 and 13.
16 "Blizzard Peaks Act 2" Clear Mission 60. BGM of Blizzard Peaks Act 2.
17 "Blizzard Peaks Invincible" Clear Mission 60. BGM of Invincible in Blizzard Peaks Acts 1 and 2, and Hidden Islands 12 and 13.
18 "Sky Babylon Act 1" Clear Mission 64. BGM of Sky Babylon Act 1.
19 "Sky Babylon Act 2" Clear Mission 68. BGM of Sky Babylon Act 2.
20 "Sky Babylon Invincible" Clear Mission 68. BGM of Invincible in Sky Babylon Acts 1 and 2.
21 "Pirates' Island Act 1" Clear Mission 78. BGM of Pirates' Island Act 1.
22 "Pirates' Island Act 2" Clear Mission 82. BGM of Pirates' Island Act 2.
23 "Pirates' Island Invincible" Clear Mission 82. BGM of Invincible in Pirates' Island Acts 1 and 2.
24 "Training" Clear Mission 23. BGM of Whale Point.
25 "Hidden Island" Clear Mission 89. BGM of Hidden Islands 1, 2, 3, 5, 14 and 16.
26 "Hidden Island Invincible" Clear Mission 89. Unused BGM.
27 "Boss" Clear Mission 30. BGM used in most parts of the game's boss acts.
28 "Boss - Allegro" Clear Mission 38. BGM used in some sections of the game's boss acts.
29 "Whisker & Johnny" Clear Mission 87. BGM used in the Captain Whisker and Johnny boss act.
30 "Whisker and Johnny - Allegro" Clear Mission 72. BGM of the Captain Whisker and Johnny boss stage when the player defeats one of the two bosse.
31 "Big Swell" Clear Mission 91. BGM of Big Swell.
32 "Big Swell - Allegro" Clear Mission 92. BGM used in the final phase of the Ghost Titan fight in Big Swell.
33 "Deep Core" Finish the game's story by clearing Deep Core. BGM of Deep Core until the third phase.
34 "Deep Core - Allegro" Finish the game's story by clearing Deep Core. BGM of Deep Core from the third phase.
35 "Out of Breath" Clear Mission 81. BGM used when the player is about to run out of breath in underwater sections.
36 "1UP" Clear Mission 85. BGM of obtaining a 1-Up.
37 "Windmill Village Mode 1" Clear Mission 25. BGM of Southern Island from the beginning of the game prior to the Wave Cyclone being constructed.
38 "Windmill Village Mode 2" Clear Mission 40. BGM of Southern Island which replaces "Windmill Village Mode 1" prior to the Ocean Tornado being constructed.
39 "Windmill Village Mode 3" Clear Mission 48. BGM of Southern Island which replaces "Windmill Village Mode 2" prior to the Aqua Blast being constructed.
40 "Windmill Village Mode 4" Clear Mission 56. BGM of Southern Island which replaces "Windmill Village Mode 3" prior to the Deep Typhoon being constructed.
41 "Windmill Village Mode 5" Clear Mission 83. BGM of Southern Island which replaces "Windmill Village Mode 4" for the entire game after the Deep Typhoon is constructed.
42 "Treasure Hunt" Clear Mission 53. BGM used whenever the player obtains a new Mission(s).
43 "Decoration Placed" Clear Mission 85. BGM used when the player adds or modifies a decoration placed on Southern Island.
44 "Dock Constructed" Clear Mission 85. BGM used when the player builds or upgrades a vessel with Materials.
45 "Sea Map" Clear Mission 26. BGM used when when the Sea Map is displayed.
46 "Act Clear" Clear Mission 29. BGM used when a non-boss act is cleared.
47 "Boss Clear" Clear Mission 54. BGM used when a boss act is cleared.
48 "Big Swell Clear" Clear Mission 93. BGM used when the player clears Big Swell.
49 "New Record" Clear Mission 59. BGM used when the player attains a new record in Time Attack.
50 "Cutscene - Normal" Clear Mission 32. BGM used in most cutscenes.
51 "Cutscene - Tense" Clear Mission 34. BGM used in cutscenes when there are tense moments.
52 "Cutscene - Pirates" Clear Mission 45. BGM used in cutscenes where Captain Whisker or Johnny is present.
53 "Cutscene - Attack" Clear Mission 73. BGM used in cutscenes against the final bosses of the game.
54 "Cutscene - Nervous" Clear Mission 50. BGM used in the "Arrival at Haunted Ship" cutscene.
55 "Cutscene - Island Appears" Clear Mission 42. BGM used in the "Coral Cave Surfaces" cutscene.
56 "Puzzle" Clear Mission 79. BGM used when the player solves the puzzle at the entrance to Pirates' Island.
57 "Waterbike" Clear Mission 96. BGM used in Wave Cyclone Sea Stages.
58 "Sailboat" Clear Mission 97. BGM used in Ocean Tornado Sea Stages.
59 "Hovercraft" Clear Mission 98. BGM used in Aqua Blast Sea Stages.
60 "Submarine" Clear Mission 99. BGM used in Deep Typhoon Sea Stages.
61 "Retire" Clear Mission 65. BGM used in Sea Stages when the player fails to complete it due to their vessel's health fully depleted.
62 "Discovery" Clear Mission 67. BGM used at the end of Sea Stages when the player encounters an island.
63 "Results" Clear Mission 69. BGM used at the end of Sea Stage right after the player's score is tallied.
64 "Cutscene - Sailing" Clear Mission 58. BGM used in cutscenes where the vessel is launched.
65 "Cutscene - Waiting for Boss" Clear Mission 34. BGM used in the "The Ghost Rex Appears" cutscene.
66 "Cutscene - Blaze Appears" Clear Mission 46. BGM used in the "Renunion" cutscene.
67 "Cutscene - Big Swell" Clear Mission 71. BGM used in the "Duel with Ghost Titan" cutscene.
68 "Cutscene - Big Swell Clear" Clear Mission 94. BGM used in the "Ghost Titan's Impact" cutscene.
69 "End Credits" Clear Mission 95. BGM used in the credits after defeating "Ghost Titan" in the game's story.
70 "Emerald" Available when Sound Test is unlocked. BGM plays when the player successfully collects a Chaos Emerald or Sol Emerald.
71 "Cutscene - Eggman Appears" Finish the game's story by completing Deep Core. BGM plays in the "Eggman's Double Appearance" cutscene.
72 "Cutscene - The Power" Finish the game's story by completing Deep Core. Voice clip of Blaze saying "Hah!". Used when Blaze performs a trick finisher.
73 "Cutscene - Transform" Finish the game's story by completing Deep Core. BGM plays in the "Sonic & Blaze Transform" cutscene
74 "Cutscene - Last-Ditch Effort" Finish the game's story by completing Deep Core. BGM plays in the "Egg Wizard Destroyed" cutscene.
75 "Cutscene - Narrow Escape" Finish the game's story by completing Deep Core. BGM plays in the "Egg Wizard Destroyed" cutscene.
76 "Deep Core Clear" Finish the game's story by completing Deep Core. BGM plays in the act clear screen of Deep Core.
77 "Cutscene - Deep Core Clear" Finish the game's story by completing Deep Core. BGM plays in the "EX Ending" cutscene.
78 "Epilogue" Finish the game's story by completing Deep Core. BGM plays in the "We'll meet again..." cutscene.
79 "Sonic 1" Clear Mission 73. Voice clip of Sonic saying "Let's do it!". Used when Sonic commences an act.
80 "Sonic 2" Clear Mission 29. Voice clip of Tails saying "Bye, Sonic!". Used when the player quits out of Sonic's mode in Gameplay.
81 "Sonic 3" Clear Mission 54. Voice clip of Sonic saying "Should we try this again?". Used when Sonic clears a boss act.
82 "Sonic 4" Clear Mission 93. Voice clip of Sonic saying "Is that it?". Used when Sonic clears Big Swell.
83 "Sonic 5" Clear Mission 73. Voice clip of Sonic saying "Yes!". Used when Sonic performs a trick.
84 "Sonic 6" Clear Mission 73. Voice clip of Sonic saying "Yeah!". Used when Sonic performs a trick.
85 "Sonic 7" Clear Mission 73. Voice clip of Sonic saying "Alright!". Used when Sonic performs a trick finisher.
86 "Sonic 8" Clear Mission 73. Voice clip of Sonic saying "Cool!". Used when Sonic performs a trick finisher.
87 "Sonic 9" Clear Mission 73. Voice clip of Sonic saying saying "Ok!". Used when Sonic performs a trick finisher.
88 "Sonic 10" Clear Mission 73. Voice clip of Sonic saying "Ow!". Used when Sonic gets attacked.
89 "Blaze 1" Clear Mission 74. Voice clip of Blaze saying "You can't escape me!". Used when Blaze commences an act.
90 "Blaze 2" Clear Mission 29. Voice clip of Blaze saying "How's that?". Used when Blaze clears a non-boss act.
91 "Blaze 3" Clear Mission 54. Voice clip of Cream saying "Never get on my bad side!". Used when Blaze clears a boss act.
92 "Blaze 4" Clear Mission 93. Voice clip of Blaze saying "My enemies always fall before me!". Used when Blaze clears Big Swell.
93 "Blaze 5" Clear Mission 74. Voice clip of Blaze grunting. Used when Blaze performs a trick.
94 "Blaze 6" Clear Mission 74. Voice clip of Blaze saying "Yeah!". Used when Blaze performs a trick.
95 "Blaze 7" Clear Mission 74. Voice clip of Blaze saying "Ok!". Used when Blaze performs a trick finisher.
96 "Blaze 8" Clear Mission 74. Voice clip of Blaze grunting. Used when Blaze performs a trick finisher.
97 "Blaze 9" Clear Mission 74. Voice clip of Blaze grunting. Used when Blaze performs a trick finisher.
98 "Blaze 10" Clear Mission 74. Voice clip of Tails saying "Ugh!". Used when Blaze gets attacked.
99 "Tails" Clear Mission 37. Voice clip of Tails saying "No!". Used when the player gets attacked in Sea Stages while using the Ocean Tornado or Deep Typhoon.
100 "All 1" Clear Mission 37. Voice clips of Sonic saying "Ow!", Blaze saying "Ugh!" and Tails saying "No!".
101 "All 2" Clear Mission 37. Voice clips of Sonic saying "Ow!", Blaze saying "Ugh!" and Tails saying "No!".
102 "Audience 1" Clear Mission 75. Voice clip of an audience cheer.
103 "Audience 2" Clear Mission 75. Voice clip of an audience cheer.
104 "Audience 3" Clear Mission 75. Voice clip of an audience cheer.
105 "Audience 4" Clear Mission 75. Voice clip of an audience in shock.
106 "Whisker 1" Clear Mission 76. Voice clip of Whisker saying "Ha har!". Used when the player is attacked by Whisker in the Whisker and Johnny boss act.
107 "Whisker 2" Clear Mission 76. Voice clip of Whisker saying "Argh!". Used when Whisker is attacked in the Whisker and Johnny boss act.
108 "Whisker 3" Clear Mission 76. Voice clip of Whisker saying "Shiver me timbers!". Used when Whisker is attacked in the Whisker and Johnny boss act.
109 "Whisker 4" Clear Mission 76. Voice clip of Whisker saying "Avast, matey!". Used when Whisker is about to attack in the Whisker and Johnny boss act.
110 "Whisker 5" Clear Mission 76. Voice clip of Whisker saying "To Davy Jones with ya!". Used when Whisker is about to attack in the Whisker and Johnny boss act.
111 "Johnny 1" Clear Mission 77. Voice clip of Johnny saying "I don't think so!". Used when Johnny attacks in the Whisker and Johnny boss act and in Johnny's Races.
112 "Johnny 2" Clear Mission 77. Voice clip of Johnny saying "Check this out!". Used when Johnny attacks in the Whisker and Johnny boss act and in Johnny's Races.
113 "Johnny 3" Clear Mission 77. Voice clip of Johnny saying "Ahh!". Used when Johnny is attacked in the Whisker and Johnny boss act and when about to boost in Johnny's Races.
114 "Johnny 4" Clear Mission 77. Voice clip of Johnny saying "Ugh!". Used when Johnny gets attacked in Johnny's Races.
115 "Johnny 5" Clear Mission 63. Voice clip of Johnny saying "Think you can keep up?". Used in Johnny's Races when the player is defeated due to Johnny reaching the goal first.
116 "Johnny 6" Clear Mission 63. Voice clip of Johnny saying "Is that all you got?". Used in Johnny's Races when the player is defeated due to the Wave Cyclone having zero health remaining.
117 "Johnny 7" Clear Mission 63. Voice clip of Johnny saying "Not bad.". Used in Johnny's Race stages when the player is victorious against Johnny.
118 "Super Sonic 1" Finish the game's story by completing Deep Core. Voice clip of Super Sonic saying "I got it!". Used in Deep Core when switching to him in gameplay.
119 "Super Sonic 2" Finish the game's story by completing Deep Core. Voice clip of Super Sonic saying "Yes".
120 "Burning Blaze" Finish the game's story by completing Deep Core. Voice clip of Burning Blaze saying "I know!". Used in Deep Core when switching to her in gameplay.
121 "Egg Wizard 1" Finish the game's story by completing Deep Core. Voice clip of Eggman/Eggman Nega saying "Take this!". Used in Deep Core when the Egg Wizard using some attacks.
122 "Egg Wizard 2" Finish the game's story by completing Deep Core. Voice clip of Eggman/Eggman Nega saying "Hehe!". Used in Deep Core when the Egg Wizard is using some attacks.
123 "Egg Wizard 3" Finish the game's story by completing Deep Core. Voice clip of Eggman/Eggman Nega saying "Ow!". Used in Deep Core when the Egg Wizard is attacked.
124 "Egg Wizard 4" Finish the game's story by completing Deep Core. Voice clip of Eggman/Eggman Nega saying "You!". Used in Deep Core when the Egg Wizard is attacked.

Sonic Riders series[]

Sonic Riders[]

In Sonic Riders, the Sound Test is a feature available from the beginning, but some tracks have to be unlocked by progressing in the story.

Sonic Riders: Zero Gravity[]

Sonic Free Riders[]

Sonic the Hedgehog (2006)[]

The Sound Test appears in Sonic the Hedgehog (2006) under the name Music Room.

Sonic Unleashed[]

In the Xbox 360/PlayStation 3 version of Sonic Unleashed, the player can collect "Records", which are discs with a track of the game. These can be obtained through various means in the game. To play the music in these Records, the player must use the Gramophone or the Audio System in Spagonia and Shamar respectively.

In the Wii/PlayStation 2 version of Sonic Unleashed, the tracks of the game are unlocked through certain conditions. These tracks can be played by entering the "Browse Music" submenu at the "Extras" menu in the World Map.

Sonic Colors[]

In Sonic Colors: Ultimate, the Sound Test is a feature that is available from the beginning and can be accessed from the Options Satellite, in the "Extras" section below the cutscene list. However, the player has to play through the game to unlock more tracks to listen to in this option. Generally speaking, the first three Acts unlock the Sonic Colors: Ultimate tracks, while the other three the original tracks. For bosses, Rotatatron, Admiral Jelly, and the Frigate Orcan give access to the remixes; and the rest the original music.

Sonic Colors DS Sound

The "Sound" menu, from the Nintendo DS version of Sonic Colors.

In the Nintendo DS version of Sonic Colors, the Sound Test goes under the name of Sound. In this game, it can be acceded from the "Gallery" menu. At first, only "Reach For The Stars - Short Ver" will be available, though more tracks will be unlocked as the player progresses through the game.

Sonic Mania[]

In Sonic Mania, and its expansion Sonic Mania Plus, the Sound Test is included within the hidden Level Select. The DA Garden from Sonic the Hedgehog CD also comes back, being featured as an extra mode.

Track no. Description and notes
00 BGM used for the title screen.
01 BGM used in the game's menu screens.
02 BGM used in the file select screen of Mania Mode.
03 BGM used in Competition and Time Attack modes.
04 BGM used in the results screen displayed after clearing Mania Mode or Encore Mode and finishing a level in Competition mode.
05 BGM used while Power Sneakers power-up is active.
06 BGM used while Invincible is active.
07 BGM used when getting an extra life.
08 BGM used when an act is cleared.
09 BGM of Green Hill Zone Act 1.
0A BGM of Green Hill Zone Act 2.
0B BGM of Chemical Plant Zone Act 1.
0C BGM of Chemical Plant Zone Act 2.
0D BGM of Studiopolis Zone Act 1.
0E BGM of Studiopolis Zone Act 2.
0F BGM of Flying Battery Zone Act 1.
10 BGM of Flying Battery Zone Act 2.
11 BGM of Press Garden Zone Act 1
12 BGM of Press Garden Zone Act 2.
13 BGM of Stardust Speedway Zone Act 1.
14 BGM of Stardust Speedway Zone Act 2.
15 BGM of Hydrocity Zone Act 1.
16 BGM of Hydrocity Zone Act 2.
17 BGM of Mirage Saloon Zone Act 1 when playing as Sonic, Tails, Mighty or Ray in Mania Mode.
18 BGM of Mirage Saloon Zone Act 1 when playing as Knuckles in Mania Mode or in Encore Mode.
19 BGM of Mirage Saloon Zone Act 2.
1A BGM of Oil Ocean Zone Act 1
1B BGM of Oil Ocean Zone Act 2.
1C BGM of Lava Reef Zone Act 1.
1D BGM of Lava Reef Zone Act 2.
1E BGM of Metallic Madness Zone Act 1.
1F BGM of Metallic Madness Zone Act 2
20 BGM of Titanic Monarch Zone Act 1.
21 BGM of Titanic Monarch Zone Act 2.
22 BGM used when battling an Act 1 boss.
23 BGM used when battling the Death Egg Robot, Spider Mobile, Laundro-Mobile and Mega Octus.
24 BGM used when battling the Weather Globe, Heavy King and Gachapandora.
25 BGM used when battling the Heavy Gunner, Heavy Shinobi, Heavy Magician and Heavy Rider.
26 BGM used when battling the Phantom Egg.
27 BGM used when battling against Mean Bean Machine as well as in Mean Machine mode.
28 BGM used when battling against Metal Sonic.
29 BGM of Egg Reverie Zone.
2A Unused BGM.
2B BGM of the Special Stages.
2C BGM of the Bonus Stages
2D BGM of the credits.
2E BGM used while super transformation is active.
2F BGM used when the player is about to drown in the underwater stages of Mania Mode.
30 BGM used when the player gets a Game Over.
31 BGM used in cutscenes where the Hard Boiled Heavies are present.
32 BGM used in the first cutscene when arriving at Angel Island Zone.
33 BGM used in the Continue screen.

Like with Sonic the Hedgehog 2, the player can also activate various game features when playing Sound Test tracks in a specific order.

Track order Cheat description and notes Reference
01, 09, 09, 02, 01, 01, 02, 04 Grants the player 14 Continues. Release date of Sonic 2 (24 November 1992)
04, 01, 02, 06 Grants all seven Chaos Emeralds to the player. Possible reference to Bible verse Genesis 41:26 (quoted from NIV): "The seven good cows are seven years, and the seven good heads of grain are seven years; it is one and the same dream."
06, 02, 01, 04 Disables Super music while super transformation is active, with the stage BGM continuing to play instead.
09, 00, 00, 01 Enables the player as Sonic to use the Drop Dash, Insta-Shield and Super Peel Out.
02, 00, 01, 07, 00, 08, 01, 05 Enables every character in their Super State to fly and use the dash attack in any zone like Super Sonic normally would in Egg Reverie Zone, (replacing the characters' respective actions that occur when pressing the jump button during a jump). Release date of Sonic Mania (15 August 2017)
Any one track from 00-1F Enables the player to access a specific Bonus Stage or Special Stage when choosing to play either Stage after playing the track (00 corresponds to the 1st Special Stage/Bonus Stage, 01 corresponds to the 2nd Special Stage/Bonus Stage and so on).
02, 00, 01, 08, 00, 06, 02, 03 Switches the game's stages to Encore Mode upon choosing to play them. Also, the player can use Debug Mode in Encore Mode stages. Sonic's 27th anniversary (23 June 2018)
01, 09, 07, 09, 00, 08, 01, 01 Replaces all animals as Ricky. Simon Thomley's date of birth (11 August 1979)
01, 09, 08, 09, 00, 05, 00, 01 Game behaves as if the player has all 32 medallions. The player must have also inputted Up, Up, Down, Down, Up, Up, Up, Up at the title screen and activated the above Ricky code. Hunter Bridges' date of birth (1 May 1989)

Track no. Name Description and notes
00 "Title Screen" BGM used for the title screen.
01 "Main Menu" BGM used in the game's menu screens.
02 "Save Select" BGM used in the file select screen of Mania Mode.
03 "Encore Mode" BGM used in the save select screen in Encore Mode.
04 "Competition Mode" BGM used in Competition and Time Attack modes.
05 "Results Screen" BGM used in the results screen displayed after clearing Mania Mode or Encore Mode and finishing a level in Competition mode.
06 "Speed Up" BGM used while Power Sneakers power-up is active.
07 "Invincible" BGM used while Invincible is active.
08 "1 Up Jingle" BGM used when getting an extra life.
09 "Act Clear" BGM used when an act is cleared.
10 "Angel Island Zone" BGM of the playable Angel Island Zone in Encore Mode.
11 "Green Hill Zone, Act 1" BGM of Green Hill Zone Act 1
12 "Green Hill Zone, Act 2" BGM of Green Hill Zone Act 2.
13 "Chemical Plant Zone, Act 1" BGM of Chemical Plant Zone Act 1.
14 "Chemical Plant Zone, Act 2" BGM of Chemical Plant Zone Act 2.
15 "Studiopolis Zone, Act 1" BGM of Studiopolis Zone Act 1.
16 "Studiopolis Zone, Act 2" BGM of Studiopolis Zone Act 2.
17 "Flying Battery Zone, Act 1" BGM of Flying Battery Zone Act 1.
18 "Flying Battery Zone, Act 2" BGM of Flying Battery Zone Act 2.
19 "Press Garden Zone, Act 1" BGM of Press Garden Zone Act 1
20 "Press Garden Zone, Act 2" BGM of Press Garden Zone Act 2.
21 "Stardust Speedway Zone, Act 1" BGM of Stardust Speedway Zone Act 1.
22 "Stardust Speedway Zone, Act 2" BGM of Stardust Speedway Zone Act 2.
23 "Hydrocity Zone, Act 1" BGM of Hydrocity Zone Act 1.
24 "Hydrocity Zone, Act 2" BGM of Hydrocity Zone Act 2.
25 "Mirage Saloon Zone, Act 1 ST" BGM of Mirage Saloon Zone Act 1 when playing as Sonic, Tails, Mighty or Ray in Mania Mode.
26 "Mirage Saloon Zone, Act 1 K" BGM of Mirage Saloon Zone Act 1 when playing as Knuckles in Mania Mode or in Encore Mode.
27 "Mirage Saloon Zone, Act 2" BGM of Mirage Saloon Zone Act 2.
28 "Oil Ocean Zone, Act 1" BGM of Oil Ocean Zone Act 1
29 "Oil Ocean Zone, Act 2" BGM of Oil Ocean Zone Act 2.
30 "Lava Reef Zone, Act 1" BGM of Lava Reef Zone Act 1.
31 "Lava Reef Zone, Act 2" BGM of Lava Reef Zone Act 2.
32 "Metallic Madness Zone, Act 1" BGM of Metallic Madness Zone Act 1.
33 "Metallic Madness Zone, Act 2" BGM of Metallic Madness Zone Act 2
34 "Titanic Monarch Zone, Act 1" BGM of Titanic Monarch Zone Act 1.
35 "Titanic Monarch Zone, Act 2" BGM of Titanic Monarch Zone Act 2.
36 "Mini Boss" BGM used when battling an Act 1 boss.
37 "Eggman Boss 1" BGM used when battling the Death Egg Robot, Spider Mobile, Laundro-Mobile and Mega Octus.
38 "Eggman Boss 2" BGM used when battling the Weather Globe, Heavy King and Gachapandora.
39 "Hard Boiled Heavies Boss" BGM used when battling the Heavy Gunner, Heavy Shinobi, Heavy Magician and Heavy Rider.
40 "Final Boss" BGM used when battling the Phantom Egg.
41 "Mean Bean Machine" BGM used when battling against Mean Bean Machine as well as in Mean Machine mode.
42 "Metal Sonic Boss" BGM used when battling against Metal Sonic.
43 "Egg Reverie Boss" BGM of Egg Reverie Zone.
44 "Egg Reverie Pinch Mode" Unused BGM.
45 "UFO Special Stage" BGM of the Special Stages.
46 "Blue Sphere Bonus" BGM of the Bonus Stages
47 "Pinball Bonus" BGM of the Pinball Stages.
48 "Credits" BGM of the credits.
49 "Super" BGM used while super transformation is active.
50 "Drowning" BGM used when the player is about to drown in the underwater stages of Mania Mode.
51 "Game Over" BGM used when the player gets a Game Over.
52 "Hard Boiled Heavies Mischief Theme" BGM used in cutscenes where the Hard Boiled Heavies are present.
53 "Angel Island Zone Cutscene" BGM used in the first cutscene of Mania Mode's story when arriving at Angel Island Zone.
54 "Countdown Jingle" BGM used in the Continue screen.
55 "Back in Action" BGM used in Angel Island Zone when the player has to choose between Mighty or Ray.

Trivia[]

  • In the original version of the Sound Test in Sonic the Hedgehog (1991), Sonic was conceptualized to do breakdancing while his band created for the feature accompanied the music made by Dreams Come True. Due to time constraints, both concepts were scrapped and replaced with the iconic Sega jingle for the game's opening title.[4]
  • In the Sound Test of Sonic Chaos, if the player moves Controlpadds in a forward quarter circle motion (down, down-left and left) and presses Game Gear I Button or Game Gear II Button, Sonic can be seen shooting out a sparkling fireball, resembling the Hadoken from the Street Fighter series.[5]
  • In the 2013 remaster of Sonic the Hedgehog, there was a glitch which prevented the player from using the Sound Test feature if they were using touch controls. Touching the play button only advanced the track number by 16 spots (since the tracks are numbered in hexadecimal format) instead of playing the selected track. Using controllers paired with mobile devices however still worked with Sound Test as normal. This was fixed in later versions.
  • For some reason, the Sound Test in the Sonic 3 & Knuckles port in Sonic Origins is missing several songs and all of the sound effects.

References[]

  1. Shadow the Hedgehog (Nintendo GameCube) Japanese instruction booklet, pg. 21.
  2. Sonic Advance 2 (Game Boy Advance) United States instruction booklet, pg. 28.
  3. Shadow the Hedgehog (Nintendo GameCube) United States instruction booklet, pg. 11.
  4. Sega's Yuji Naka Talks!. Heidi Kemps. GameSpy (30 September 2005). Retrieved on 1 May 2015. "Yuji Naka: But the biggest thing I remember we had that we didn't use in Sonic 1 was the break-dancing. We had this idea for the sound test. The composer for the game was one of the members of Dreams Come True, a famous Japanese band, so we wanted to do something special for the game's music. See, we wanted to have a separate sound-test screen with an animation of Sonic break-dancing while a 'Sonic Band' played the game music. We were working on the images, and had enough space left on the cartridge memory for it, but once again time constraints prevented us from putting it in the program. So what should we do with that leftover space? I suddenly had an epiphany! It said to me ... 'SE-GA!' It came from our TV commercials, and that became the game's startup sound. I thought it made a good impression when you heard it, right? Though to fit it in, we had to delete all the break-dancing picture data we had made up to that point. Oshima was heartbroken, since we didn't need his pictures anymore. But seriously, that sound alone took up 1/8 of the 4 megabit ROM! Ah, those were the days..."
  5. SMS Power! - Sonic Chaos cheats
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