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This article pertains to the beta elements of Sonic Generations.

Scrapped versions

According to a leaked correspondence, Sonic Generations was meant to be made as part of deal between Sega of America and Sony Corporation of America for their consoles under the original working title "Sonic Anniversary." Also, back then, there were not additional ports for the Xbox 360 or PC. However, later sources from Madrid’s Gamefest 2010 confirmed that the game was meant to be a combination of 2D and 3D gameplay, and would have been developed for the Wii, PlayStation Portable, PlayStation 3 and Nintendo 3DS. When asked about whether or not it was planned for the Xbox 360, the employee indicated that talks were still going.[1]

With the game's official release, it is uncertain how far the Wii, PlayStation 2 and Nintendo DS versions got in development, though sources suggest that they were cancelled early in said development.[1]

On 25 May 2017, the video game preservation group Obscure Gamers obtained a debug backup disc of the PlayStation Portable version of the game dating back to November 2009. The disk was damaged with recovery seemingly impossible; however, 14 MB of data would be saved.[2] In July 2020, along with the announcement that the majority of the data was lost, some images of basic UI assets were revealed. These included the logo for Sonic Anniversary, PSP button prompts, a debug menu, and an image from a level, possibly Mushroom Hill.[3]

Third Sonic

In an interview with Ryan Drummond, it was revealed that a third version of Sonic representing the Dreamcast era was planned during the early development of Sonic Generations. The role of voicing this Sonic was offered to Drummond, a former voice actor for the character, but he turned the offer down.[1]

Classic Sonic's voice

According to Aaron Webber, Sega had considered that Jaleel White should have voiced Classic Sonic. However, due to the idea of Classic Sonic having a voice being dropped early in development, and many insisted that Classic Sonic should remain mute, White was never contacted and the idea was scrapped.[1][4]

Unused Text

Wisp Skills

At some point, the Orange Rocket and Pink Spikes were going to work in every stage as equipable Skills. However, this idea was scrapped in the final version of the game, although text descriptions of these Skills remained in the game files:

  • "Turns Sonic into an Orange Rocket to fly up."
  • "Turns Sonic into Pink Spikes- Cling to surfaces!"

Super Sonic

Relating to the Character Sections of the Gallery Room, with fourteen characters each having their own biography. However, text files for Super Sonic also exist as well.

"The name give to Sonic's ultimate form when he is transformed through the power of the Chaos Emeralds. Sonic is more powerful than normal as Super Sonic, but he can remain so for only a short time due to the tremendous amounts of energy required."

Unused music

The game holds a few unused jingles and an earlier version of the Green Hill HUB song. The first jingle would have played when Modern Sonic got Invincible. While this is unused in the console version, the tune was implemented into the Nintendo 3DS version of the game. The second is a unused jingle for when obtaining a 1-Up, which was also unused in Sonic Adventure.

Music track Description
An unused part for the Silver fight, it is separated from the original soundtrack as "Pt2"
The beta Invincible music
Beta Green Hill theme
Beta 1-Up music
A remix of Cyber Track from Sonic Advance 3 that was meant for "Skill: Time Break"

Planet Wisp

SonicGenPlanetWispEnv.png

The environment map for Planet Wisp is made of screenshots shot with Sonic Team's developer program. The six parts of the image, when assembled together to form a cube, all show Sonic running through the air in a nondescript location in Planet Wisp. Just below his feet is a ball made of red wires, which indicates the use of a 3D rotation tool. In addition, the last two sides are duplicates of the first two.

Sega Genesis Controller

While the PC version of Sonic Generations did not include the Sega Genesis Controller in the final game, the game files still holds its HUB song and shop icon.

Unused mission type

In the game files, there are some mission objectives that never got into the game. Those include:

  • Destroying a certain amount of enemies to finish the act.
  • Controlling the Boost Gauge measure.
  • The number of Skills required to the mission.

Note that these mission requirements are used in the 3DS version of the game.

Sonic Unleashed leftovers

Despite the fact that Sonic Unleashed did not get a PC port, Sonic Generations' PC version has a lot of leftovers from the said game:

There are also several icons for Sonic the Hedgehog and Sonic the Werehog still in the game, like the Werehog's 1-Up icon.

Renderer and shader tables

The renders in Sonic Unleashed use a more intense motion blur than the ones found in Sonic Generations. Also, Sonic Unleashed displays angular shadows, although this mechanic is still found the Sonic Generations' game files. In addition, there are logos, Hint pictures and inventory icons from Sonic Unleashed present in the game files for Sonic Generations.

Debug images

Some images from the Sonic Unleashed debugger are found under a file called "reddog", which were used in a beta screenshot of Sonic Unleashed.[5]

Characters headers

The reflected characters headers, along with the unused Omochao one.

In one of the Time Eater's game files, there exist several mirrored images of the characters' names in different languages, each printed on a color header matching the characters' primary color scheme. These images even include headers for Metal Sonic and Omochao, even though neither of these characters appeared for the final boss battle.

Unused options

OnIce2D/OnIce3D option

There are unused friction/acceleration/velocity-related settings for ice surfaces in Sonic Generations. Curiously though, there are no ice-themed Stages in the game.

Homing Attack with X button

There is an unused option that can change the Homing Attack's button to "X". But if this option is set to "true", the Homing Attack can be performed by pressing the "X" button, although it will disable the Jump Dash for both Classic and Modern Sonic. Also, the player will be unable to Double Jump when equipped with elemental shields.

Foot Sweep

Sonic_Generations-_Foot_Sweep_Kick

Sonic Generations- Foot Sweep Kick

The Foot Sweep from Sonic Unleashed exists in the Sonic Generations game files, but is unused. If a user reactivates it, Sonic will be able to utilize it in gameplay. However, the move seems to be incomplete as it does not create an aura when used and causes enemies hit by it to freeze up and then break apart without displaying a destruction animation.[6]

Unused Sonic parameters

OnIce2D/OnIce3D

Friction/acceleration/velocity settings related to ice surfaces. However, since there are no ice-themed levels in the game, these settings are unused. They can be used and restored through mods.

XButtonHoming

  • <XButtonHoming>false</XButtonHoming>

Text indicating that the player could at one point change XboxX.png/PSSquareButton.png to be the Homing Attack (and also do an Air Dash), just like in Sonic Unleashed. The same thing also goes for Classic Sonic, but must have the Homing Attack Skill unlocked from the Shop. However, he is then unable to activate the double jump ability of elemental shields, which is possibly part of the idea of why it was scrapped.

Unused HUD animations

There are a number of unused animations that were meant to be used for the Time Eater boss fight. Interestingly, there are boost bars that are either empty or being filled up:

Animation File Description
SonicGenerations UnusedHUDAnim No1.gif
change_c2g An animation of switching from Classic Sonic to Modern Sonic, with Classic Sonic's Boost Gauge empty.
SonicGenerations UnusedHUDAnim No2.gif
change_c2w
SonicGenerations UnusedHUDAnim No3.gif
change-g2c An animation of switching from Modern Sonic to Classic Sonic.
SonicGenerations UnusedHUDAnim No4.gif
cl_gauge_size_1 An animation of switching from Classic Sonic to Modern Sonic with Classic Sonic's Boost Gauge refilling.
SonicGenerations UnusedHUDAnim No5.gif
gn_gauge_size_1 An animation of switching from Classic Sonic to Modern Sonic along with his Boost Gauge being filled when in control of him.
SonicGenerations UnusedHUDAnim No6.gif
Intro_Anim An animation of switching from Classic Sonic to Modern Sonic.

Console demo differences

Demo #1

The Power-Ups with the characters' names

The Sonic Generations Demo was a playable version of Sonic Generations released for Gold members on Xbox Live Arcade and PlayStation Network users on 23 June 2011. Free Xbox Live members were given the game a week later on the 30th. This demo included Green Hill Act 1.

  • In the game files, it included a full version of Green Hill featuring Modern Sonic.
    • Also, the player can see a full list of all the levels contained in the final version (including the Casino Night DLC).
  • In the game files, all the items, Badniks, missions, cameos and bosses, along with the Sega Genesis Controller, could be found.
    • It also included the characters' names in Japanese, along with the Power-Ups.

The Sonic Generations Demo title screen.

  • The demo allowed 3D Stereoscopic mode on TVs that are not stereoscopic, which look quite odd.
  • It contained leftovers from Sonic Unleashed, more so than in the final version.
  • Inside the Act, about halfway through when the player enters the cave, there is a Buzz Bomber in the final version which was not added yet in this demo.
    • Furthermore, breaking Item Boxes would create a brief blue static effect on the screen.
  • There was a different loading screen in this build, showing Sonic and Dr. Eggman in their Sonic the Hedgehog 2 sprite forms.[7]

Demo #2

On 18 October 2011, Sega released another downloadable demo, which was at first exclusive to Xbox Live Gold members. This second demo contained Green Hill Act 2, featuring Modern Sonic.

  • There is a difference between the voice clips used in the demo and the final version. As he begins the Act, Sonic would say “Ready? Go!”, like in Sonic Unleashed. This was scrapped in the final version.
  • The final section of the Act is quite different from the final version.
  • Sonic’s blue aura follows him whenever he uses the Jump Dash, Stomp or Homing Attack. Furthermore, the game grants much more energy for the Boost Gauge with Freestyle Tricks than in the final version.

References

  1. 1.0 1.1 1.2 1.3 Tamaki (15 January 2012). Sonic Generations (Beta – PS3/Xbox 360). Unseen64.net. Retrieved on 8 February 2016.
  2. Obscure Gamers on Facebook. Facebook (26 May 2017). Retrieved on 14 January 2021.
  3. Dreadknux (10 January 2021). 2017 Facebook Post Detailing ‘Sonic Generations’ PSP Port Surfaces. Sonic Stadium. Archived from the original on 12 January 2021.
  4. Totilo, Stephen (10 May 2011). Sonic Will Meet Sonic in Sonic Generations, and Other Amusing Revelations. Kotaku. Retrieved on 8 February 2016.
  5. Beta screenshot
  6. N69vid (22 January 2017). Sonic Generations: Foot Sweep Kick. Youtube. Retrieved on 6 February 2017.
  7. Sonic Generations - Beta Loading Screen. YouTube. xan1242 (1 January 2014). Retrieved on 8 February 2016.

External links


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