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 Portable 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]
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]
Big the Cat[]
Big is only seen in two cameos, being a statue in the Statue Room and a neon sign in Casino Night. However, the credits has Kyle Hebert listed in the "Character English Voices", where his voice role is known for Big the Cat. There is evidence in the game's files suggesting Big was meant to be seen somewhere in the game, as found in the "Pam.ar" files as an NPC (along with "xtb" files next to it), which can be found next to the other characters who are seen in the final game.
- NPC_Big_Balloon.xtb
- NPC_Big_BodyMotion.xtb
- NPC_Big_SinglePartical.xtb
- NPC_Big_Sound.tbx
Unused Text[]
Green Hill Act 2[]
A line of text telling the player that Act 2 is available to play. This does not appear in game, but it could relate to a couple older images where the player could at one point switch between Classic and Modern Sonic before entering Act 2. In the final game, the player is forced to do Green Hill Act 2 as there is no way for the player to explore away from it otherwise.
- StartPlayable: Go to GREEN HILL. GREEN HILL Act 2 is now available.
Casino Night[]
There is a message telling the player they the Pinball Gate for Casino Night has appeared in White Space. It does not show up in a new game file, and even if it did show up in a current save file (where the player does not install till afterwards), it will only show up once.
- The Pinball Gate has appeared. You can find the Pinball Gate near SKY SANCTUARY.
Switching Characters[]
While there is text for the game to press the Y/Triangle button to tell the player to switch characters for an unplayed stage, this line of text suggests the game would've done it automatically. Perhaps this was debug of some sorts.
- You need to switch characters. Switching to the other Sonic.
Unused Movie Title[]
In the "CollectionRoom_Cnv.fco" file, under the "ScenReplayExplanation" (which are the files for the Movies/Cutscenes), there is an unused movie entry that can be found between "Abducted Friends" and "Two Sonics". Judging by the order of the cutscenes, it seems this one was meant for the cutscene where Modern Sonic wakes up in White Space and runs over to Green Hill, suggesting it was meant to have it's own cutscene in early development. It was possibly removed as the cutscene was combined with "Abducted Friends".
- ScenReplay_002: White World
Stages Restored[]
There are unused notifications in the "StageLease" that can be found in the "Pam_Cvn.fco" file, which tell the player they have restored the stage to it's former state. Unless it's mentioning the Challenge Acts, where the player restores sections of the area upon beating them, this likely goes unused in favor of the achievements.
- GREEN HILL has returned to its former state.
- CHEMICAL PLANT has returned to its former state.
- SKY SANCTUARY has returned to its former state.
- SPEED HIGHWAY has returned to its former state.
- CITY ESCAPE has returned to its former state.
- SEASIDE HILL has returned to its former state.
- CRISIS CITY has returned to its former state.
- ROOFTOP RUN has returned to its former state.
- PLANET WISP has returned to its former state.
Boss Gate Keys[]
Several lines of text notifying the player they collected a key, which possibly would've played when collecting each one. Even though it's unused, the player can only collect three boss gate keys per era. However, there is text telling the player more than that having a number up to seven. The only possible area that could achieve this number is the Time Eater boss gate.
- You got a Boss Gate Key. You need 1 more to unlock the boss gate.
- You got a Boss Gate Key. You need 2 more to unlock the boss gate.
- You got a Boss Gate Key. You need 3 more to unlock the boss gate.
- You got a Boss Gate Key. You need 4 more to unlock the boss gate.
- You got a Boss Gate Key. You need 5 more to unlock the boss gate.
- You got a Boss Gate Key. You need 6 more to unlock the boss gate.
Information Pod's Records[]
When interacting with the Information Pod in White Space, there is an option to look at the user's stats (such as Trick Combos, Enemies defeated, ect.). There are two more that can be found in the files in the Pam_Cnv.fco (under "Record") that also tell the player of their total play time and shop points. The player's total shop points was most likely removed as they can see how much they have when browsing through the Skill Shop. As for the play time, it's possible this went unused as the player can check how much they play on the game via the Steam Library.
- record_04: Play Time
- record_08: Total Shop Points
Super Sonic[]
Relating to the Character sections of the Collection 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 Skill Customization Text[]
There is several unused text that don't get used in the game, from what the player can customize to skills that went unused.
Wisp Skills[]
At some point, the Orange Rocket and Pink Spikes Color Powers from Planet Wisp 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!"
Skill Instructions[]
The text here can be found in the "SkillCustom_Cnv.fco".
- Select a Skill to remove.
- Select a Skill.
Skill Customize[]
The text here can be found in the "Pam_Cvn.fco".
- Select a Skill to remove.
- You cannot set anymore Skills.
- This Skill Set name already exists.
Unused Skill Shop Text[]
Omochao Text[]
Several lines of text of Omochao greeting the player and thanking the player for purchasing an item when visiting the shop, more than the only one that is used in the final game (where he mentions "Shop Points").
- Thanks for coming by! Take your time and look around!
- Welcome! I've got plenty of awesome Skills for you today! See for yourself!
- Hey there, Sonic! If you want to buy something, just let me know!
- I'm sold out right now, but don't worry! I'll let you know when I get a new Skills in!
- I've got some new Skills in! Take a look at what I have available!
- Thank you very much! Come back again!
Item Shop descriptions[]
While the descriptions of each item available are used, there are extra lines from the Skill Shop's text files saying how many Skill Points they are to use it suggesting the entire list in the Skill Customization the player can get from the Red Rings (and Super Sonic when beating the Time Eater) were planned to made purchasable too.
- Power Brake: Stop on a dime regardless of your speed! This requires 10 Skill Points to equip!
- Twin Spin Attack: Allows you to attack in mid-jump. This requires 30 Skill Points to equip!
- Invincible Start: Start the stage with temporary invincibility. This requires 40 Skill Points to equip!
- Power Sneakers: Run faster, plain and simple. This requires 60 Skill Points to equip!
- Long Spindash: Your Spin Dash will carry you further. This requires 30 Skill Points to equip!
- Treasure Scanner: Allows you to see hdden items and Springs. This requires 40 Skill Points to equip!
- Homing Attack: Enables the use of Homing Attacks. This requires 100 Skill Points to equip!
- Hercules Muscles: Push moveable objects faster. This requires 10 Skill Points to equip!
- Breath Holder: Stay underwater longer. This requires 20 Skill Points to equip!
- Boardmaster: Hop on a skateboard whenever you want. This requires 70 Skill Points to equip!
- Direct Jump: Increases the speed of your Wall Jumps. This requires 30 Skill Points to equip!
- Quick Slide: Enables Quick Step when on a skateboard. This requires 30 Skill Points to equip!
- Acceleration: Increases the starting speed of a run. This requires 10 Skill Points to equip!
- Smasher Bonus: Destroy enemies and objects fills the Boost Gauge. This requires 30 Skill Points to equip!
- Ring Energy Bonus: Collecting Rings fills the Boost Gauge faster. This requires 40 Skill Points to equip!
- Serial Homing: Perform sequential Homing Attacks faster. This requires 40 Skill Points to equip!
- Auto-Gauge: The Boost Gauge fills automatically over time. This requires 30 Skill Points to equip!
- Gauge Rebooster: Begin with a full Boost Gauge upon restart. This requires 30 Skill Points to equip!
- Trick Mastery: Perform tricks faster. This requires 60 Skill Points to equip!
- Super Sonic: Collect 50 Rings and press the Triangle/Y to become Super Sonic. This requires 100 Skill Points to equip!
Items Pricelist[]
In the "SkillCustom_Cnv.fco", there are several tabs with a "Pricelist" on them, explaining how much the items would cost in the Skill Shop. (Example: The Time Break skill costs 5,000 Skill Points to purchase it). The "Pricelist" file goes up to 3,000, with the other tabs adding 500 till it meets 5,000. These were probably left in here while the Skill Shop was in development. There is also an extra tab for 10,000 Skill Points, where the highest the number gets is 7,777 (which was the price for the Sega Genesis Controller). Though it's unknown what item skill would use this price, it was most likely meant for the Super Sonic skill.
- 400
- 600
- 700
- 900
- 1100
- 1300
- 1400
- 1600
- 1700
- 1800
- 1900
- 2100
- 2300
- 2400
- 2600
- 2700
- 2800
- 2900
- 10000
Unused Character Text[]
Omochao Game Hint[]
In the "LoadingGameHint_Cnv.fco" file, under the Death Egg Robot, there is a line of string that is never seen or used. Strangely, part of the voice clip (which is also unused in the game's files) is recorded. Though it went unused again in the 2024 port, both lines were recorded again into one file.
- hint_6: Run beneath the Death Egg Robot and attack it from it's behind!
Saving Tails[]
When restoring a stage from White Space, a cutscene plays to restore the character. Afterwards, they play a small bit of text about being saved or about Classic Sonic (if saved by him). There is also a text about this for Modern Tails when being saved, but it goes unused as a cutscene similar of this has Modern Sonic saying the same thing.
- Tails: I'm worried about the others. Let's hurry up and go find them!
Unused Rival Text[]
There are a few lines of text for the rival characters meant for White Space that can be found in the "Cnv.fco" files for each character.
Incorrect Sonic[]
These lines here for Metal Sonic and Shadow suggest they the stage would be inaccessible to play if they did not have the correct Sonic in front of them. This possibly goes unused as the player can just switch Sonics in place.
- Metal Sonic: DATA MISMATCH. YOU ARE NOT THE REAL SONIC. PRESENT THE REAL SONIC.
- Shadow: I can tell. You are not Sonic. Only the real Sonic has a shot at getting the Chaos Emerald.
Declining[]
There is text for each character if the player were to decline in entering the rival fight.
- Metal Sonic: ...
- Shadow: Feh! You Coward!
- Silver: Running away, are you?
Game Hints[]
There are several hints that the characters give advice to the player of either their moveset or the stage when interacting with them. In each of the character's text files, there are also some that go unused found under "TechnicB".
Classic Tails[]
Quotes of Classic Tails mentioning the player on performing a Spin Dash. It's possible this goes unused as it's the basic move the player uses.
- Hold the Square/X to build up more momentum for an even speedier Spin Dash!
- It's great to charge up your Spin Dash, but there's a limit to the speed you build up!
Modern Tails[]
Quotes of Modern Tails mentioning the player on using the Boost. It's possible this goes unused as it's the basic move the player uses.
- Press Square/X to Boost your way through enemies. Try it on big groups of enemies!
- Hold Square/X to maintain your Boost, but keep a good eye on the Boost Gauge, okay?
Amy[]
- Before a Bubble Trap comes at you, it'll light up. When you see that, look out!
- Sonic, try to hit Jump Panels at top speed for maximum effect!
- That pink water sure is pretty, but there's a way to reach the goal AND stay dry!
- Sonic, use your Boost to speed up so fast you'll skim along the surface of the water!
Knuckles[]
- Speed up to make a Spinning Top float up, and slow down to go down.
- Having trouble with the Clouds? Being careful's a waste of time, just for for it!
- There are spots where the floor'll drop out from under you. Don't let it bother you.
- When using Pole Elevators, move left and right to get in position to jump.
Cream[]
- Get off to a good start, leap for the Balloon like you really mean it!
- Careful, Mister Sonic! If you stay on a yellow platform too long, it'll fall!
- Use Drifting to get around corners as you come up to them. Plus, it looks so cool!
- Give your Light Dash a try, Mister Sonic! Use it to find shortcuts!
Rouge[]
- You might find a shortcut by hitting Jump Panels on a skateboard.
- Watch out for that last steel platform- it drops by one level when the truck hit it. Just wait a bit when you see the truck coming.
- Watch your timing when you jump from a bar to make your way to a higher route.
- You can't make 90 degree turns on a skateboard without Drifting. You know that, right?
Espio[]
- Cannons launch you to a certain spot. Find new cannons to reach new places.
- You can't breathe underwater, so try to find Air Bubbles if you take the plunge.
- Your timing going through a Route Signal decides whether you get a cart or turtle.
- Using Boost to run across the water is sometimes the best way to go.
Blaze[]
- The upper route beyond the round building leads to a shortcut jump to the tower.
- The wind blows in different directions on either side of a Twister, so watch out.
- Quick Step can help avoid cars from the Twister and reach the upper area.
- Stomp on shaking lava platforms to sink the platform and postpone the eruption.
Vector[]
- Take the first Gondola to get up the roof. Bu make sure to jump off before it falls at the bridge.
- Use cover to get past enemies that shoots lasers. It's faster than taking them head-on!
- The Egg Chasers dodge to the sides before the Blimp fires, so pay attention to it and get out of the laser fire!
- Follow the Rings along the diagonal rooftop path and you'll find a path that's easier to stay up there on a roof!
Charmy[]
- If you find a Wisp Capsule while already transformed, you can stay that way longer!
- When you're the Pink Spike, you won't take any damage from other spiky things!
- You'll lose Rings when hit as the Orange Rocket, but you'll keep on going.
- Transform into the Orange Rocket to knock back the final Ceiling Trap!
Sequence Text[]
In each character text file, there is an unused conversation under the name "Sequence001". Though most of them relate to the Collection Room and Bonus Bells, there is also one for Classic and Modern Tails (as they are both in the same character file) mentioning about the Sega Genesis, which goes unused in the PC version.
- Classic and Modern Tails: I spotted a broken Sega Genesis nearby. You can play it if you have a controller.
- Amy: If you ring the bell at the Challenge Gate, a note comes out. I wonder what it does...
- Knuckles: If you ring the bell on the gate and- Whoops, never mind. Talking to myself.
- Cream: Mister Sonic! A note! A musical note came out of the bell of the gate!
- Rouge: I'm so bored. If I had a note from the gate, I hear you can get some art or music. I bet doing that will cure my boredom.
- Espio: Enter the Collection Room to see how many items remain for you to find.
- Blaze: The note that comes out of the bell by the gate has a preset path. Remember that.
- Vector: The Collection Room has info on the folks you've helped. Guess it's pretty full now!
- Charmy: Have you checked the Collection Room? You might have a lot more new stuff in there!
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 for the Dreamcast.
| 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" |
Environment Maps[]
Some stages are built off of environment maps, which some parts of it get used in the final game. However, there is a few that can be found that are considered unused.
| Image | Stage | Filename | Description |
|---|---|---|---|
| Chemical Plant | cpz_uni_tn1_cubemap | A texture graphic of Eggmanland, from the first conveyor belt section of the level. The area looks to be empty in the image. | |
| Speed Highway | nyc_cube_building01_env | Several cube texture graphics of Skyscraper Scamper, including a golden variant, meant for reflections on objects (such as cars and windows). | |
| nyc_cube_building01w_env
sph_cube_building01w_env | |||
| sph_metal_km1_gold01_cube | |||
| Planet Wisp | pla_uni_my1_envmap01_cube | 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 Modern 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. | |
| Casino Night | cnz_test_envmap_cube | A test cube texture graphic for Casino Night. The texture has elements that are used in Speed Highway, with buildings placed all over. |
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, the Sega Genesis console, the TV model, title card, text, control and window graphics (along with an .xncp file), and shop icons for both the controller and infinite lives.
Unused game logo[]
Image shows the English version of the Sonic Battle logo
Found where the game logos that are used for the music collection is a logo of Sonic Battle, which exists for both English and Japanese versions. This could indicate that a song was meant added in the collection for the player to select to play in the Music section of the Collection Room or in a stage. The only music from this game that is played in the final game is a remastered version of Emerald Beach in some of the missions, such as "Rouge: The Bombardier", which could indicate that the song was planned to be used on more than just a few Challenge Acts.
Unused Skill Icon[]
| Image | Description |
|---|---|
Original Game Remake |
An image icon meant for the Endless Boost when equipped to Modern Sonic. However, the final game uses the Auto-Gauge icon. This was later added in Sonic X Shadow Generations. |
Unused mission types[]
In the game lua 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.
Unused lua files[]
There are some lua files that can be found in the game's files, which were used during the game's development. This can be found in the "#Application" file.
Application Settings[]
There are settings integers and strings that can be found in the game's files, showing what each one has.
- DebugSequence: A debug of some sort.
- "Demokind", "Production": This script's function seems to have been used the game's production, as to the right of it it say "Production/Demo".
- "DemoDistrobution", "E3_Front": Would be used for displaying the demo version of the game. To the right of it shows several other possibly demos.
- PressTour
- E3_Front
- E3_BackYard
- GamesCom
- TGS
- Trial_Ver1
- Trial_Ver2
ScriptTest[]
A lua test. The file also contains "HogeHoge" in it.
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.
Loading hint images[]
A file containing several hint images (possibly meant for when interacting with a hint ring), can also be found under the file "Hint". In the final game, the hints that are used for the loading screens are in the "LoadingHint" files.
Shop items[]
Several items from the shop that the player could get in Sonic Unleashed can also be found in the files for Sonic Generations. The file is located under "items". (Note: There are files for the Boss Gate keys for each continent repeating the same image in different filenames, such as Spagonia, Holoska, ect.)
Logo graphics[]
While the Sonic Unleashed logo (both in English and Japanese) are included in the music selection for the Collection Room, there are two more for each of them found in the Loading folder in the "bb2" file. One of them being the normal size logo and the other meant for the opening movie of that game.
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 and Disc 1 the prototype of Sonic Unleashed.[5]
UI Elements[]
There are a few UI elements that are present in the game's files leftover from Sonic Unleashed. A lap counter (which went unused in the original game), a reverse icon (found in the itembox.xncp, also goes unused here), and a message box meant for Chip and Tails for when talking to Sonic (listed under "ui_help.xncp").
Installation text[]
Some of the text for the installation process, which was scrapped from Sonic Unleashed, is still present in the game's files. The text can be found in the "SaveInstall_Cnv.fco".
- Succeed: Game data was created successfully
- Failed: Failed to create game data
- FailedHDD: Please delete game data via the System Software screen, then try again.
- Start: This will install game data onto the hard disk drive. Installing game data helps to ensure a pleasant game experience. Would you like to install game data?
- Cancel: Cancel the installation process?
- CancelDecide: Installation canceled. Please quit the game and delete partially-installed game data.
- CancelDecide2: The installation process was cancelled.
- Delete: Any partially installed game data was deleted.
- Continue: Partially installed game data exists. Would you like to continue installation?
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[]
4:3 Mode[]

There is a mode that changes whether the game displays in 16:9 widescreen (set by default for all released consoles) or not, leftover from the cancelled Wii release of the game onto the PC port, with cornucopia of bugs, involving broken HUD positioning, and FOV correction for stage cameras, but with frustum clipping outside the 16:9 region. The aspect ratio, also is maintained to it's original widescreen ratio, regardless if widescreen's disabled.[6]
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
The Foot Sweep from Sonic Unleashed exists in the Sonic Generations game files, but is unused. If a user reactivates it, Modern Sonic will be able to utilize it in gameplay. However, the move seems to be incomplete as it does not create a blue aura when used and causes enemies hit by it to freeze up and then break apart without displaying a proper destruction animation.[7]
Unused Sonic Parameters[]
OnIce2D/OnIce3D[]
There are unused friction/acceleration/velocity-related settings for ice surfaces in Sonic Generations. Curiously though, there are no winter-themed Stages in the game.
XButtonHoming[]
- <XButtonHoming>false</XButtonHoming>
Text indicating that the player could at one point change
/
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 Skill Shop. However, he is then unable to activate the Double Jump ability from the Thunder Shield, which is possibly part of the idea of why it was scrapped.
Demo Leftovers[]
Demo Images[]
In the game's files, there is an arl file simply named "Demo.arl". In it contains several elements used for demos of the game. There are also some images that are not present in the demo available, possibly containing more unused demos that may exist other than Green Hill. These images were later changed or updated in the final game.
Demo Text[]
Text that was used for playing the demo version of Sonic Generations, can be found in the Languages folder, with Demo inside. Interestingly, there is also text for demo versions of City Escape and Rooftop Run, which have no playable demo that exists.
- City Escape (Act 1): Beware of the GUN Truck's attacks in side-scrolling City Escape! Outrun the truck at supersonic speed!
- City Escape (Act 2): The GUN Truck is back and more dangerous than ever! Ride a skateboard in 3D forward view and grab some serious air to escape it's attacks!
- Rooftop Run (Act 1): Rooftop Run re-imagined as a side-scrolling stage! Evade the attacking Egg Chasers and head to the top of the clock tower!
- Rooftop Run (Act 2): The high-speed battle with Egg Chasers re-imagined! Use Quick Step to speed through the city streets!
Unused HUD Element[]
In the XNCP file for the Shadow fight, the HUD elements that loads for both Sonic and Shadow show the player could get four power cores at one point of development. The highest the player can ever get in this stage is three.
Image shows the Shadow Rival Fight HUD elements.
Unused stage graphics and textures[]
General[]
| Image | Filename | Description |
|---|---|---|
|
mat_qte_001 | Appears to be a caution sign warning the player of something coming ahead, via if the camera is facing at the player in front (such as the GUN Truck chase in City Escape Act 2). Judging by it's filename abbreviation ("qte"), this appears to be a leftover from Sonic Unleashed for a quick time event. This was also found in the 20 day demo. |
| converse_common | A set of button prompts of an Xbox 360 controller, with it's font being ripped from Sonic Unleashed. The only difference from these two graphics is this one removes the auto save graphic. | |
| ui_common_cnvs_pltf | Several button and control layouts for an Xbox 360 and PlayStation 3 controller, all appearing in smaller graphics, meant for when talking to characters in White Space, interacting with Omochao in the levels (when the subtitles are turned on), and during loading screens. While some of these controls would go unused with certain dialogue (being the triggers and bumpers), the rest go unused and Omochao never mentions these button prompts. | |
|
ui_common_btn_pltf | Button prompts for both an Xbox 360 and PlayStation 3 controller that would be used either for game play mechanics (such as Homing Attacks and Boosting) or the main hub world before entering a stage. There are a few of them that are never seen, this being the Right Stick (as there is no option to move the camera in this game), the D-Pad/Directional Buttons (as the player would usually use the Left Stick), and the Xbox Dashboard button/Playstation Home button. |
| ||
| ui_cutline_m_10 | Appears to be a tutorial message for the Online Mode of the game. Judging by the image, it seemed that the leaderboard HUD would show on the left side of the screen as the player progresses the stage. This was possibly meant for the Ranking of one's best time, which would show the player's name and game icon right next to it. A HUD element can also be found for this, showing it would disappear as the game starts. An XNCP file can also be found in the game's files as well. | |
|
ui_shop_omochao | A set of four graphics of Omochao, which seems like it was planned to be used at the Skill Shop. Though it's unknown how it was going to be used in-game, this was probably replaced with a speech bubble telling the player where the Skill Shop is located and new items available when completing certain Challenge Acts. |
|
N/A | A yellow warning sign, behaves just like a normal red one does. This graphic can be found past the Goal Post in City Escape Act 1, in the challenge gate, "Lord with the Board". |
Text Graphics[]
Controls Window[]
When selecting the "Controls" option on either Casino Night or the Sega Genesis, there is a window that displays a controller on the stage's/game's controls. There are several more graphics to this in the file "ui_howto_word", which is mostly Modern Sonic's move set. The only two text graphics that are not seen in the game are "Partner Attack" and "Join Hands". It's unknown what either mean or were meant for, but it's possible that "Partner Attack" could to relate to the Co-Op Challenge Acts, such as Rouge: The Temptress and Blaze: Piercing the Flames.
Player Actions[]
In the "ui_btn_guide_word" file, there is a graphic containing a bunch of text that would display what actions the player can do for each button (Example: The "Switch Characters" text is used in the White Space Hub World to switch Sonics by pressing the Triangle/Y Button). There more text in this file that does get used anywhere throughout the game.
| Image | Description |
|---|---|
| A "Start" graphic, which would've most likely have been used to enter the stage. | |
| An "Exit Search" graphic, which relates to the 30 Second Trial. The only way to exit the search is by quitting the stage in the pause menu. | |
| Text graphics of the Collection Room and Statue Room, which would've prompted the player to use the Select button. While the "Statue Room" graphic did get used in the 2024 port of the game, the "Collection Room" graphic did not. This also suggests either there was a way to enter the collection room from White Space (similar to Sonic Unleashed and Shadow Generations), or the player were to have to exit the Statue Room by pressing the Select button again (suggesting the Spring didn't exist before during development). | |
| Several text graphics that seem to have been planned for the online leaderboards, along with a "Skills/No Skills" text graphic. The player can only change the profile icons or gamer cards on the home screen, the "View Records" text was possibly replaced with "Detailed Records", the "Comments" text was possibly removed for obvious reasons, and the "Skills/No Skills" text was possibly replaced by "Skill Customization". (Note: There is no conformation that skills would be used in the Ranking mode as graphics are all found in the same file) |
Speed Highway[]
Neon Signs[]
Neon signs are usually placed throughout both Act 1 and Act 2 as the player goes through the stage, which uses "sph_wall_yk1_walldisplayA_lum". In the packed files for White Space (under "pam000"), there is another several neon sign textures under a similar filename, "sph_wall_yk1_p_displayA_lum". However, it also contains signs that are not used in either White Space or either Act of Speed Highway, suggesting this is possibly an earlier variant of the neon signs. These graphics seem to only be "Ring Juice" signs that are seen placed around in Speed Highway.
Street Signs[]
Found in the filename "sph_st1_sign_a" (both in "dif" and "lim"), the image contains a bunch of signs both lit up and not. This file contains a few of sprites that are not seen throughout either act. These graphics are all leftovers from Skyscraper Scamper in Sonic Unleashed.
Boutique[]
In Speed Highway (Act 1), if the player were to jump above the glass platforms and make it to the other side, they will then enter in an area with a bunch of boutique areas, escalators, and elevators seen around the place. The background of the area contains mostly clothing and physical media.
Reflections[]
There are four cubes texture graphics that would be used as reflections. like on cars and windows. However, these reflections are all image of Skyscraper Scamper, which can be seen by a building and clouds.
Unseen[]
While these graphics are placed in the level, there is no way for the player to easily see them normally without cheats.
Rooftop Run[]
In Act 1 of the stage, just after the first checkpoint, there is an Ice Cream vendor placed in the background where an Egg Fighter is seen standing at. In the packed files for the stage, there are graphics presumably for the flavors of ice cream (along with a gauge-like graphics above it). Even if the player were to hack the game's camera, these graphics do not appear cart. (The filename also has "myk" in it, which is a leftover from Sonic Unleashed for Apotos)
| Image | Filename |
|---|---|
| myk_wood_km_icevendor01_dif |
Unused Cheese textures[]
In Cream's files, where Cheese is located, there are a total of eight mouth textures that is meant to be used for the character. However, only half of them are used. The file can be found under "chr_cheese_mouth_dif_HD".
| Image | Description |
|---|---|
| An image of Cheese smiling, showing it's own teeth. The character does not do that in the game. | |
| A texture mouth of Cheese appearing to show him being sad, which he does do when the player completes the Challenge Act, "Cream: Chao Hunt". However, what's used instead is a V-like shaped line that's upside-down. (He also is shown with a sad face when being save by Modern Sonic, but again it uses a different sprite) | |
| A texture of Cheese showing it's teeth, which he never does in the game. |
Unused animations[]
HUD Elements[]
Button Mashing[]
The "ui_gt_btn_guide.xncp" file loads many HUD elements and animations of the button prompts used on a controller. In the "1btn" file (and "1btn_free_pos_rocket" file for the Y button), there is an unused HUD animation for mashing the A Button (though most likely meant for the X Button evidenced by one of Omochao's voice clips), which was most likely meant for the Spin Dash as the player can hold down on left stick or direction pad and spam the A button multiple times to charge a Spin Dash.
| Animation | File |
|---|---|
|
1btn |
Challenge Acts[]
An unused HUD element for the player to defeat a number of enemies on the screen, showing a Motobug on the side. There is no Challenge Act that exists in this game, rendering this unused.
| Animation | File |
|---|---|
| mission_target |
Time Eater[]
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 |
|---|---|---|
![]() |
change_c2g | An animation of switching from Classic Sonic to Modern Sonic, with Classic Sonic's Boost Gauge empty. |
![]() |
change_c2w | An animation of using both Sonics, with both boost gauges full. Could possibly have been meant for the Sun Burst attack. |
![]() |
change-g2c | An animation of switching from Modern Sonic to Classic Sonic. |
![]() |
cl_gauge_size_1 | An animation of switching from Classic Sonic to Modern Sonic with Classic Sonic's Boost Gauge refilling. |
![]() |
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. |
![]() |
Intro_Anim | An animation of switching from Classic Sonic to Modern Sonic. |
Stage Elements[]
Board Trick Jump Panels[]
The trick jump panels used on the skateboards have an unused animation where they either open up or extend their height, which is never used and it's unknown what it purpose was for in the first place.
| Animation | Filename |
|---|---|
|
cte_obj_boadtrickjump.anm.hkx |
Parrots[]
The parrots from Sky Sanctuary have an unused flying animation, possibly for when it passes over the player when going through the stage. Even if the player were to see this, all the parrots would be flapping their wings.
| Animation | Filename | Notes |
|---|---|---|
|
ssz_obj_ParrotsA_fly.anm.hkx | |
|
ssz_obj_ParrotsB_fly.anm.hkx | There is no ParrotsB skeleton in the game's files and instead uses the ParrotsA skeleton (ParrotsA.skl). |
GUN Truck[]
Found in the files for Modern Sonic's City Escape is a set of five animations for the GUN Truck with an unused claw attack. From what the animations are showing, the claws come out of it's front bumper and attack the player as they are getting chased. It was possibly scrapped due to the player not knowing how to dodge it, but the possible answer for it is by jumping.
| Animation | Filename |
|---|---|
|
gtg_claw_start.anm.hkx |
|
gtg_claw_run_loop.anm.hkx |
|
gtg_claw_ready.anm.hkx |
|
gtg_claw.anm.hkx |
|
gtg_claw_e.anm.hkx |
Pigeons[]
The pigeons from Rooftop Run are only seen walking, pecking, and flapping away (when close to the player). There are two other animations that do not get used though.
Enemy Animations[]
Crabmeat[]
Giant Motobug[]
The giant varient of the Motobug has a "Seek" animation leftover from it's regular variants.
| Animation | Filename |
|---|---|
|
ltm_seek_anm.hkx |
Giant Buzzbomber[]
The giant varient of the Buzz Bomber never attacks in-game, yet it still has animation files for doing so. These all seem to be leftovers from it's regular variants.
| Animation | Filename |
|---|---|
|
lbe_atk_ready_s.anm.hkx |
|
lbe_atk_ready_loop.anm.hkx |
|
lbe_atk.anm.hkx |
|
lbe_atk_shot.anm.hkx |
Grabber[]
Most of these animations can also be found in Sonic Frontiers.
GUN Hunter[]
| Animation | Filename | Description |
|---|---|---|
|
ght_look_shot_ready_s.anm.hkx | A starting animation for when the GUN Hunter spots the player. In-game, this animation does not play and skips to it's "shot_ready" animation. |
|
ght_seek.anm.hkx | An animation of the GUN Hunter searching for the player when spawned in. This goes unused as they don't spawn in like other enemies do, such as the Egg Pawns in Seaside Hill. |
Iblis Worm[]
| Animation | Filename | Description |
|---|---|---|
|
clr_atk_roll.anm.hkx | An animation of the Iblis Worm using a spin attack, possibly for when the player is near it. Doing so doesn't play the animation though. |
Egg Fighter[]
There are two different variants of the Egg Fighter. It's neutral varient (efn) and sword varient (efs). All the animations listed here are the same for each other.
Egg Chaser[]
| Animation | Filename | Description |
|---|---|---|
|
ach_damage.anm.hkx | An animation of the Egg Chaser getting hit, most likely from the an Egg Fighter in the final section of Rooftop Run Act 2. Hitting the Egg Chasers with the Egg Fighters causes them to be destroyed instantly, making this animation go unused. |
|
ach_fly_l_s.anm.hkx | Animations of the Egg Chaser flying either left or right during the final section of Rooftop Run Act 2. These would've been used when defeating another Egg Chaser is destroyed to then have another one take it's place, like the ones seen in Sonic Unleashed. |
|
ach_fly_l_loop.anm.hkx | |
|
ach_fly_l_e.anm.hkx | |
|
ach_fly_r_s.anm.hkx | |
|
ach_fly_r_loop.anm.hkx | |
|
ach_fly_r_e.anm.hkx |
Egg Dragoon[]
Out of the four main bosses in the game, Egg Dragoon is the only one that has unused animations by far for both it's body and tail.
Drill Cut Attack[]
There are several sets of animations of an unused attack that would use it's drill to slash the player. In the final game, the drill is only used for a Drill Attack.
Dead[]
These animation files here are listed as "dead" in each of them, perhaps for when defeating the boss. It has two different filename sets, one of them being able to be translated.
Moving B[]
These animations here are listed as "Move_b". Though unknown exactly what it means, it's most likely saying "Moving Backwards"
Moving[]
There are animations of the Egg Dragoon moving left, right, and up. It's down variant is the only one that is used as it falls back while the player carries forward.
Separation Attack[]
These animations here involve with the Egg Dragoon's separation/parallel attack, in which the boss attacks with both it's Fire Beam and Ice Waves. The boss also has moving animations for both the top and bottom. However, it's top variants, "split_move", are the same animations for it's regular "move" animations. The only difference between the two is it's height.
Character animations[]
Return[]
Judging by the animations and filenames, these were possibly meant for when the characters are restored after clearing a stage in both acts. These animations were later replaced by cutscenes. Strangely, only the first four characters the player saves has these animations, suggesting these animations were cut sometime during development.
| Animation | Filename |
|---|---|
|
tl_return_anm.hkx |
|
am_return_anm.hkx |
|
kn_return_anm.hkx |
|
cr_return_anm.hkx |
Collision[]
These animations were meant to be played when either Sonic would speed past the characters. Doing this in the game though just has them wave as the player passes by. This animation type is only used on the Rival characters. (Metal Sonic, Shadow, and Silver)
Angry[]
Characters getting angry (excluding Knuckles and Blaze), possibly for winning something in a character specific challenge (Such as Amy: Topsy Turvy or Tails: Way Past Fast). Modern Tails also has this in his "find" animation.
Surprised[]
An animation of every character (except Knuckles and Silver) being surprised at something when interacting with them. Classic Tail's variant is very similar animation to his collision one, with it's only difference being that he doesn't step forward.
Boasting[]
Rival characters boasting at either Sonic when interacting with them.
| Animation | Filename |
|---|---|
|
mc_talk_boast.anm.hkx |
|
sh_talk_boast.anm.hkx |
|
sv_talk_boast.anm.hkx |
Suspect[]
Rival characters suspecting on either Sonic. Possibly could've been meant to be used when interacting with each character for the first time.
| Animation | Filename |
|---|---|
|
mc_talk_suspect.anm.hkx |
|
sh_talk_suspect.anm.hkx |
|
sv_talk_suspect.anm.hkx |
Extended Co-Op Animations[]
In the Co-Op Challenge Acts, such as Cream: Helping Hand and Blaze: Piercing the Flames, all characters have animations that play longer than what it seen in-game. Most notable ones are Classic Tails, Cream, Vector, and Blaze.
Classic Sonic[]
Classic Super Sonic[]
| Animation | Filename | Description |
|---|---|---|
|
ssc_catch_heli_l_s.anm.hkx | Animations of Super Classic Sonic grabbing onto a Helicopter, in Speed Highway (Act 1), with his right hand. Again, the final game only uses it's right variant. |
|
ssc_catch_heli_l_loop.anm.hkx | |
|
ssc_move_d_loop.anm.hkx | Unused Super Classic Sonic movement in all four directions (being down, left, right, and up). These would probably play during their idle animations, which cannot be done in-game. These animations went unused from Sonic Unleashed and not only reappear in this game, but also for Super Classic Sonic |
|
ssc_move_l_loop.anm.hkx | |
|
ssc_move_r_loop.anm.hkx | |
|
ssc_move_u_loop.anm.hkx | |
|
ssc_updownpaul_damage.anm.hkx | An animation of Classic Super Sonic getting hit from on a pole in Sky Sanctuary. This goes unused as Super Sonic is invulnerable to normal attacks in this state. |
Modern Sonic[]
Sky Sanctuary Challenge Acts[]
These animations here can be found in the mission files under "MsnSonic", which appears to be the filename for the the Challenge Acts in the main game.
| Animation | Filename | Description |
|---|---|---|
|
sn_tarzan_b_f.anm.hkx | A set of four animations of Modern Sonic grabbing onto a vertical pole in Sky Santuary. Though Classic Sonic does use these animations, Modern Sonic does not as none of these objects appear in his level or Challenge Acts. |
|
sn_tarzan_f_loop.anm.hkx | |
|
sn_tarzan_f_b.anm.hkx | |
|
sn_tarzan_b_loop.anm.hkx |
Skateboard[]
| Animation | Filename | Description |
|---|---|---|
|
sn_rider_damage_land_b | Animations of Modern Sonic getting recovering from some sort of damage that was taken by an enemy when on a skateboard. There is no stand-up animation to do these, making them go unused. |
|
sn_rider_damage_land_f | |
|
sn_rider_grind_move_l_r.anm.hkx | Sonic switching rails while on a board, which cannot be done as there are no adjacent rails the player can switch to either left or right whenever on it. |
|
sn_rider_grind_move_r_r.anm.hkx | |
|
sn_rider_trick_easy_d.anm.hkx | Tricks the player could've done when on some other jump panel. These animations would finally get used in Sonic Frontiers via Cyber Space 4-9. |
|
sn_rider_trick_easy_u.anm.hkx |
Leftovers[]
The following animations here were used in Sonic Unleashed and are found leftover in the game's files in this game.
| Animation | Filename | Description |
|---|---|---|
|
sn_freeze.anm.hkx | An animation of Sonic getting frozen, like the Egg Blizzards from Sonic Unleashed, which can never happen as there are no enemies that can freeze the player. Other than being a leftover, it's possible it could've been in the Egg Dragoon fight from it's Ice Wave attacks. |
|
sn_grindb_l_loop.anm.hkx | Animations of Modern Sonic leaning backwards and forwards from grinding on rails by tilting the Left Stick. The left stick only reacts to left and right. |
|
sn_grindb_r_loop.anm.hkx | |
|
sn_grindf_l_loop.anm.hkx | |
|
sn_grindf_r_loop.anm.hkx | |
|
sn_plate_h.anm.hkx | Three variations of Modern Sonic jumping from a plate object. In the game files for Sonic Unleashed, there are filenames under "sonic_reactionplate" in up, left, and right formats. This suggests that these are leftovers from the reaction plates of that game. |
|
sn_plate_v_l.anm.hkx | |
|
sn_plate_v_r.anm.hkx |
Miscellaneous[]
| Animation | Filename | Description |
|---|---|---|
|
sn_damage_far.anm.hkx | Animations of Sonic getting damaged, from what apparently it being thrown by something? |
|
sn_damage_near.anm.hkx | |
|
sn_grind_l_wall_l.anm.hkx | Unknown exactly what these animations are supposed to be. For what the filenames could suggest, they may lead to grind on a rail to where the player can grind step onto a wall and start running on it. |
|
sn_grind_l_wall_r.anm.hkx | |
|
sn_grind_r_wall_l.anm.hkx | |
|
sn_grind_r_wall_r.anm.hkx | |
|
sn_landing_s.anm.hkx | Animations of Modern Sonic landing from a high-up area. These go unused as the final animations uses his squatting variant, which is used for his stomp ability. |
|
sn_landing_loop.anm.hkx | |
|
sn_landing_idle.anm.hkx | |
|
sn_trick_mis_b.anm.hkx | Judging by these filenames, both animations seem that they would have played when missing a trick just as they land on the ground, similar to doing air tricks in other games like Sonic Riders or Sonic and Sega All-Stars Racing. |
|
sn_trick_mis_f.anm.hkx | |
|
sn_water_idle_tired_s.anm.hkx | A set of animations of Sonic gasping for air during the five second countdown when the player isn't controlling him. In-game, he just admires the view of the water. It was used in Sonic Colors for Aquarium Park, yet the animations do not play in this game. |
|
sn_water_idle_tired_loop.anm.hkx | |
|
sn_water_idle00_tired.anm.hkx | |
|
sn_water_struggle_loop.anm.hkx | An animation loop of Modern Sonic being forced to another part of the level by a fan. This was also used in Sonic Colors in Aquarium Park. |
Modern Super Sonic[]
| Animation | Filename | Description |
|---|---|---|
|
ssn_damage_f.anm.hkx | Animations of Modern Super Sonic getting hit by something and then standing back up afterwards. Since Super Sonic is invulnerable to all attacks in this game, these animations go unused. |
|
ssn_standup_f.anm.hkx | |
|
ssn_dive_damage_loop.anm.hkx | An animation of Modern Super Sonic getting hurt while skydiving. Again, Super Sonic is invulnerable to all attacks in this game, which makes this animation go unused. |
|
ssn_move_b_loop.anm.hkx | Animations of Modern Super Sonic moving in all directions (down, left, right, and up) including backwards, which all went unused in Sonic Unleashed. While his backwards and down animations were ported from the previous main line game on the console, it's left, right, and up animations shows a slight difference. In them shows his hands spread out, while in Sonic Unleashed, they are clenched up into a fist. |
|
ssn_move_d_loop.anm.hkx | |
|
ssn_move_l_loop.anm.hkx | |
|
ssn_move_r_loop.anm.hkx | |
|
ssn_move_u_loop.anm.hkx | |
|
ssn_water_struggle.anm.hkx | An animation loop of Super Modern Sonic being forced to another part of the level by a fan. This too was also used in Sonic Colors in Aquarium Park. |
Classic Tails[]
| Animation | Filename | Description |
|---|---|---|
| N/A | tc_pam_pose.anm.hkx | These animation files are used on characters when they are frozen in White Space. Classic Tails has this file too, but playing it just uses his "talk_e (talk end)" animation. |
|
tc_talk_find.anm.hkx | An animation of Classic Tails nodding. Interestingly, Modern Tails has also has animation in his files under it's own filename. |
|
tc_talk_regret.anm.hkx | An animation of Classic Tails losing to something. Only his Modern variant uses this animation, which would be losing the race in the Tails: Way Past Fast Challenge Act. |
Modern Tails[]
Amy[]
| Animation | Filename | Description |
|---|---|---|
|
am_talk_find.anm.hkx | An animation of Amy being shocked of what Sonic found. |
|
am_talk_regret.anm.hkx | An animation of Amy being sad, possibly for when losing to the Challenge Act in Sky Sanctuary (Amy: Topsy Turvy). |
|
am_appear.anm.hkx | An animation of Amy making an entrance when appearing, possibly for when the player were to press the Triangle/Y Button. Doing this in-game though does not trigger this as she just starts off by using her hammer. |
Knuckles[]
| Animation | Filename | Description |
|---|---|---|
|
kn_atk_punch.anm.hkx | Animations of Knuckles using an uppercut and getting hurt, meant for Challenge Act "Knuckles: Horde of Enemies". Knuckles does not attack the player, nor the player can even attack him, making these animations go unused. |
|
kn_damage.anm.hkx |
Cream[]
| Animation | Filename | Description |
|---|---|---|
|
cr_damage.anm.hkx | Cream getting hurt by something, possibly was meant to be used in the Challenge Act "Cream: Chao Hunt". |
Rouge[]
| Animation | Filename | Description |
|---|---|---|
|
ru_talk_find.anm.hkx | An animation of Rouge reacting to what the player found, possibly meant for a Red Star Ring. |
|
ru_talk_glad.anm.hkx | An animation of Rouge happy, where she is seen doing a twirl. Could've possibly meant for either getting an S Rank or all Red Star Rings in the stage. |
|
ru_damage_ssh.anm.hkx | An animation of Rouge getting hurt by something, where according to it's filename suggests it would be Seaside Hill. Rouge, nor any other Co-Op Challenge Act, has this in-game. |
|
ru_lose.anm.hkx | Animations of Rouge losing, possibly from the Challenge Act "Rouge: The Bombardier" as she mentions "finish line" in her voice clip. Despite her in an idle animation from the start, they are found in the RougeMsn.ar file. |
|
ru_lose_loop.anm.hkx |
Espio[]
| Animation | Filename | Description |
|---|---|---|
|
ru_talk_find.anm.hkx | An animation of Espio reacting to what the player found, possibly meant for a Red Star Ring. |
|
es_talk_think.anm.hkx | An animation of Espio thinking. Unsure what it would've been used for. |
|
es_damage.anm.hkx | An animation of Espio getting hurt by something and then just shrugging it off afterwards back to his idle animation, which was most likely meant for the Challenge Act "Espio: Master of Camouflage" . This goes unused as when the player interacts with Espio, he will be knocked out. |
|
es_jump_s.anm.hkx | Animations of Espio jumping and landing to and from the ground, along with a fall animation. He also does have a jump roll and jump loop animations, but they do get used in the Challenge Act "Espio: Way of the Ninja". |
|
es_fall_loop.anm.hkx | |
|
es_land.anm.hkx | |
|
es_run_loop.anm.hkx | An animation of Espio running, which is found in the "EspioMsn.ar" file. It's unknown what Challenge Act was planned to use this animation. |
Vector[]
| Animation | Filename | Description |
|---|---|---|
|
vc_talk_glad.anm,hkx | An animation of Vector happy, Possibly would've been used when either getting in S Rank or collecting all Red Star Rings in the stage. |
|
vt_apear.anm.hkx | An animation of Vector appearing, which was possibly planned to be used in the Challenge Act "Vector: Through the Storm". |
|
vt_damage.anm.hkx | Though there is a similar animation to this for losing, which is used in "Vector: Pick Up the Beat", this one seems like this would've been used when getting hurt by something (possibly an enemy in "Vector: Through the Storm" as getting hit by an enemy cancels Vector's throw. |
|
vt_throw_00.anm.hkx | Though this animation does play in-game, there is no way for the player to see it due to camera and distance Vector throws the player. (Note: Vector has his "throw" animations in several different degree angles) |
Charmy[]
| Animation | Filename | Description |
|---|---|---|
|
cb_talk_find.anm,hkx | Charmy reacting to what the player found, possibly meant for a Red Star Ring. |
|
cb_talk_regret.anm.hkx | Unknown what is would've been meant for. Could possibly be for the Challenge Act, "Charmy: Don't Bug Me". |
|
cb_damage.anm.hkx | Charmy cannot get hit by Classic Sonic in "Charmy: Don't Bug Me", nor by any objects in "Charmy: High in the Sky", which in turn makes this animation go unused. |
Metal Sonic[]
Shadow[]
White Space[]
Rival Fight[]
| Animation | Filename | Description |
|---|---|---|
|
sh_chaos_control_d_e.anm.hkx | Judging by the animation and filename, this would've played when Shadow finishes using Chaos Control after collecting the energy cores. At the end of the animation, it would result him into his idle animation. |
|
sh_chaos_jump_loop.anm.hkx | Shadow cannot jump after collecting two or three energy cores. It's possible this was meant for the small cutscene where he does get them. |
|
sh_grind_l.anm.hkx | The only rail that Shadow grinds after the second trick jump panel the player passes. Interacting with it uses his right varient, making his left variant going unused. |
|
sh_grind_stumble_l.anm.hkx | Would play when taking damage on a grind rail, usually by boosting past him. Even doing so, it doesn't activate and even if it did the player would still be unable to see this in normal gameplay. |
|
sh_grind_stumble_r.anm.hkx | |
|
sh_idle_run.anm.hkx | Shadow beginning to start running from his idle animation. This goes unused as he doesn't stand in place. |
|
sh_idle_rvl_loop.anm.hkx | Shadow in his idle animation. Again, goes unused as he doesn't stand in place and the only idle animation that is used is in White Space. |
|
sh_jump_d_loop.anm.hkx | Shadow's falling animation. While it does play at the rail section after the second trick jump panel the player passes, the animation cannot be seen entirely due to it's short length. |
|
sh_jump_u_loop.anm.hkx | Shadow's jumping animation, which he never performs. |
|
sh_stumble_air_loop.anm.hkx | Would play when getting hit while in the air. While it is possible on the rail after the second trick jump panel, it cannot be seen entirely due to it's short length. |
|
sh_run_quickstep_l.anm.hkx | Shadow doesn't Quick Step in the fight, making these animation go unused. |
|
sh_run_quickstep_r.anm.hkx |
Silver[]
White Space[]
Rival Fight[]
| Animation | Filename | Description |
|---|---|---|
|
sv_meteo_charge_s.anm.hkx | An animation of Silver beginning to prepare Meteor Smash. Even if this is used, It can be never be seen as he is off screen during that time. |
|
sv_move_l_loop.anm.hkx | Animations of Silver moving left and right, without the use of his psychokinesis. Silver is always in his idle animation, thus making these two animations go unused. |
|
sv_move_r_loop.anm.hkx |
Unused models and objects[]
Debug Content[]
Found in the SystemCommon.ar file are several debug models that were possibly used during the game's development. These also might be leftover remnants of the debug used in Sonic Unleashed.
30 Second Goal Plate[]
A file under the name "Signal" can be found, where loading it in appears to be a Goal Plate used for the 30 Second Trial. The object has several filenames with the word "broken", suggesting that the object was meant when possibly passing through it.
| Image | Filename |
|---|---|
|
cmn_obj_signal30sec_brk001 |
|
cmn_obj_signal30sec_brk002 |
|
cmn_obj_signal30sec_brk003 |
|
cmn_obj_signal30sec_brk004 |
|
cmn_obj_signal30sec_brk005 |
Stage Specific[]
Chemical Plant[]
Appears to be a switch, with it's animation acting more like a spring. Judging by it's filename, it seems the object would either activate something upon exiting the pipe the player comes out of or activate a whole new area in the pipes the player can take.
| Animation | Filename |
|---|---|
|
cpz_obj_SwitchPipe.anm.hkx |
Sky Sanctuary[]
A bubble of a five second time bonus the player would get in the Challenge Act, "Knuckles: Buried Treasure". None of these appear in the Challenge Act however, which would make this object go unused. (It also has animations files for when it appears and disappears, just like the other variants)
| Animation | Filename |
|---|---|
|
mis_object_timesign_5s_rot.anm.hkx |
Speed Highway[]
Seaside Hill[]
An unused pot object can be found in the files for Seaside Hill. The object also has several broken (brk) files, suggesting the player would've run into them in the level.
| Image | Filename |
|---|---|
|
ssh_obj_pot_model_hkx |
Rooftop Run[]
There are several plants that are seen as decorative objects. However, there are broken variants suggesting these object were also meant to be placed in the level.
| Image | Filename |
|---|---|
|
euc_obj_potplant_dracaenaH_model.fbx |
|
euc_obj_potplant_IvyH_model.fbx |
|
euc_obj_potplant_green_model.fbx |
Planet Wisp[]
While this object is seen in the background, being the bottom area at the end of Act 1, there are broken variants found along with this object suggesting it was going to be placed in the level.
| Image | Filename |
|---|---|
|
pla_ks2_safetydrum_model.hkx |
Unused Sound Effects[]
The sound effects in the game's files are mostly duplicates. Most of these files have aberrations for both Classic Sonic (CL) and Modern Sonic (GE) for their filenames (they are also separated by numbers, being ones for Classic Sonic and twos for Modern Sonic). Some of them are even exclusive to one character, where the other Sonic may not have it at all. Even so, there are still some that can be found unused.
Common[]
Leftovers[]
The following clips here are leftovers that were used from previous game entries of the series, mainly from Sonic Unleashed as that was the previous game in the franchise for the Xbox 360 and PlayStation 3.
| Clip | Filename | Description |
|---|---|---|
| 4001_010_hint_aif
44002_010_hint_aif |
A Hint Ring, as said in the files, which was used in previous Sonic games (such as Sonic Heroes, Shadow the Hedgehog, and Sonic the Hedgehog (2006)). Though a simple leftover, this was replaced with Omochao that can be found throughout the game. | |
| 4001_011_navi_aif
4002_011_navi_aif |
Used in Sonic Unleashed when a button prompts on the screen for the world map tutorial. | |
| 4002_045_reaction_spg_aif
4002_046_reaction_pnl01_aif 4002_047_reaction_pnl02_aif |
Reaction Springs and Action Pads from Sonic Unleashed. There are no Quick-Time events in this game, thus rendering these clips unused. | |
| 8001_018_penalty_aif | Unknown, yet the filename suggests some sort of penalty in a Challenge Act. This was also found in Sonic Unleashed. |
Gameplay[]
Sound effects that would play during gameplay when progressing through a stage or interacting with objects placed around.
| Clip | Filename | Description |
|---|---|---|
| 002_065_grindrail_brk_aif | Judging by this filename "grindrail_brk", this would indicate that grind rails would break as the player grinded on them. None of the grind rails in the game break, it's possible this would've been used for Crisis City. | |
| 1010_005_fade_aif | A fade sound effect, might've been used for when clearing a stage or Challenge Act. | |
| 1020_000_congratulation_aif | A jingle of some sorts, where the filename suggests it was meant to be on some of "congratulation" to the player. | |
| 4001_055_slctcanon_aif | The filename suggests that it relates to the cannons. It's unknown what this could be, aside it's possible abbreviation "select cannon". | |
| 4002_067_bobble_02_aif | A bobble sound effect. Unknown what it could be used for, but may relate to general system sound effects. like the settings or friend speech bubble icons. | |
| 4002_083_plabox_brk_aif | Would play when interacting or destroying an object that is plastic, oddly the filename could suggest some sort of box object in Planet Wisp judging by the letters "pla" in the filename. This sound effect does play when interacting with a cone, however they are never placed in-game for the player to run into them. | |
| 4002_085_step_appear_aif | Possibly would've been used when a falling platform respawns, such as Sky Sanctuary Act 2 for example. | |
| 4192_011_soundpiece_02_aif | Would be used for when collecting the musical notes after ringing the bells above the Challenge Gates. Only it's first and third variants are used. | |
| 4192_014_oundpiece_sp_aif | The filename appears to be relating to the musical notes. However, the sound effect seems to be similar to the Chaos Emeralds. (Note: The "S" is missing in the filename) | |
| N/A | Some sort of jingle sound effect. | |
| N/A | 4002_999_dummy_aif | As the filename suggests, this clip was used for testing purposes. The file is a 0kb mp3, meaning this clip will not play as the file itself is empty. |
Player[]
Sound effects that would play from either Classic and Modern Sonic's movement or gamplay.
| Clip | Filename | Description |
|---|---|---|
| 2002_050_stylechange_aif | Found in the files for Modern Sonic, is some sort of jumping-like sound effect. The filename suggests something else otherwise. | |
| 2001_051_trick01_aif
2002_051_trick01_aif |
While the filenames says it's meant to be a trick for the player to do, via Rainbow Rings and Trick Jump Panels, this clip sounds more of the game's ranking leaderboard with what sounds like a "perfect clear" or something like that. | |
| 4192_004_guage_up_aif | Sounds effects of the gauge filling up, along with it being clear, as what the game's files says. Some reason, these are found in the PAM_000.csb, which is the White Space Hub World. | |
| 4192_005_guage_full_aif | ||
| 4192_007_guage_clear_aif |
Enemies[]
Buzzer[]
The filenames for both the Buzzer and Buzz Bomber Badniks use the same filename. This clip here is exclusive to the Buzzer Badnik as the Buzz Bombers do not attack in the game.
Spiny[]
Found for the files under it's Japanese name (Lander), there are two clips that are used in the final game for each character. However, there are an additional three clips for both Sonics that can be found.
| Clip | Filename | Description |
|---|---|---|
|
Like many of the Badniks in the game, such as the Egg Fighters and Egg Pawns, the Badnik would check it surroundings. These Badniks don't seem to do that here. | |
|
While the Spiny does turn to face the player and attack, this clip does not get used. In fact, the clip that does get used is it's "001_move" that is also found for the badnik in the game's files. | |
|
Possibly for charging up an attack, like some of the enemies do in the game. Since the badnik doesn't charge it's attack, this goes unused. |
GUN Hunter[]
| Clip | Filename | Description |
|---|---|---|
|
A high pitched charge up for the GUN Hunters. Only it's first variant is used. |
Crisis City Enemies[]
For some reason, there are a couple clips that are listed as "ENM_CMN", which is short for "Enemy_Common". The clip also has the abbreviation for Crisis City ("csc"), which would seem to be where these clips would've played. It's unknown if all the enemies for this level would play these clips or just one of them.
| Clip | Filename | Description |
|---|---|---|
|
Would've played when taking damage at something in Crisis City. It sounds almost a similar sound effect in Sonic Unleashed of the Werehog getting hit by the Dark Fright and Red Fright enemies. |
Stage Specific[]
There are sound effects that have files set for some of the stages in the game that were planned.
| Clip | Stage | Filename | Description |
|---|---|---|---|
| Chemical Plant (Act 1) | 4021_002_switch_aif | As the filename suggests, this sound effect would've been used on a switch. It's possible it was meant for the unused switch object. The sound effect sounds similar to the ones used in previous Sonic games, such as Sonic Heroes and Shadow the Hedgehog. | |
| Seaside Hill (Act 1) | 4061_017_signal_chg_aif | Two completely different sound effects of the Route Signals, which is only used in Act 2 of the stage. | |
| 4061_018_signal_decide_aif | |||
| Seaside Hill (Act 2) | 4062_024_corca_b2_aif | Some sort of jingle meant for the orcas. This could possibly lead to an unused voice clip Omochao has, where the player could jump higher if the player were to press the X/A button at the tip of it's nose in the right time. | |
| Seaside Hill (Both) | 4061_019_signal_door_aif
4062_019_signal_door_aif |
A door, as appears in the filename, either opening or closing. The filename suggests it would've been used with the Route Signal. | |
| Rooftop Run (Both) | 4081_000_wcannon01_aif
4082_000_wcannon01_aif |
The filenames suggest to be some sort of water cannon, which no object exists in the final game. The only other possibility could be the water fountains that would spring the player into the air, like in the original level of this stage from Sonic Unleashed. | |
| 4081_001_wcannon02_aif
4082_001_wcannon02_aif |
Challenge Acts[]
There are sound effects that can be found in the "mission (or "MIS")" files, which are filenames for the Challenge Acts.
GUN Truck[]
Found in the object files for City Escape, there is a file that suggests that the GUN Truck was going to fire projectiles at the player. This variant of the clip can only be found for Classic Sonic, which would've suggest that it was only meant for Act 1 of the stage. Surprisingly, this would later be used in Sonic X Shadow Generations when the GUN Hunters are deployed from the vehicle.
| Clip | Filename |
|---|---|
| 4051_006_gtruck_enemshoot_aif |
Rivals and Bosses[]
Common[]
There is an unused sound found for the rival and boss battles for Classic Sonic listed as a "Common" sound effect. As the file says, this clip plays a heart beat. The only fights Classic Sonic face are Metal Sonic and the Death Egg Robot. While the reason for the clip going unused is reasonable, it's unknown what purpose it had in the first place.
| Clip | Filename |
|---|---|
| 5501_001_heartbeat_aif |
Egg Dragoon[]
Time Eater[]
The boss only roars when the tag line for the Time Eater's name appears on screen and receiving damage from both Super Sonics. However he does have more that can be found under "BLB", referencing being "Last Boss". The filenames are listed under Modern Sonic's files.
Unused dialogue[]
While characters, aside Omochao, do not have many voice clips within the game's files, there are still some that go unused.
Modern Sonic[]
Japanese Voice Clips[]
There are two voice clips of Modern Sonic for when he would start a level, which were used in Sonic Unleashed. They are still present in the game's files, but do not play in-game.
| Clip | Filename | Text |
|---|---|---|
| 3002001_VCE_ACT_SN_JP_3002_017_ready_aif_Intro | Ready... | |
| 3002001_VCE_ACT_SN_JP_3002_018_go_aif_Intro | GO! |
Classic Tails[]
A voice clip of Classic Tails getting tired, meant for the Challenge Act for Chemical Plant (Tails: Toxic Skies). Since Classic Tails can never get tired, the voice clip for it goes unused.
| Clip | Filename | Text |
|---|---|---|
| TL_Act042 | I'm exhausted! |
Cream[]
There are several voice clips of Cream meant to be used for the Co-Op Challenge Act, Cream: Helping Hand. These voice clips are used for other characters, but not Cream possibly because of the Chao.
| Clip | Filename | Text |
|---|---|---|
| CR_Act031 | I'll do this! | |
| CR_Act032 | Mr. Sonic! | |
| CR_Act033 | Here goes! | |
| CR_Act034 | Just leave it to me! |
Rouge[]
This voice clip was most likely meant to be used in the Challenge Act "Rouge: The Temptress",as the filename "Other001" is used in that level. It was probably removed to avoid overlapping the two voice clips.
| Clip | Filename | Text |
|---|---|---|
| RG_Other002 | Hello there! |
Charmy[]
Two voice clips of Charmy can be found unused in the game's files, which were most likely meant to be used in the Challenge Act, "Charmy: High in the Sky".
Silver[]
In the files for when the player is fighting Silver, there is one voice line that can be found that never gets played. This clip was possibly meant to be used before the camera turns behind the player for Meteor Smash.
| Clip | Filename | Text |
|---|---|---|
| SV_Act021 | It's not over yet! |
Eggman[]
There are two separate files for both Eggman (EG) and Classic Eggman (EC). These appear to be both duplicates from both characters.
| Clip | Filename | Text | Description |
|---|---|---|---|
| EG_Other006 | What are you doing? I'm right here! | Unknown what this was meant to be for, but most likely was meant for the Egg Dragoon boss judging by the filename. Maybe for when either passing through the rifts or switching spots between his head and body? It's also possible this was meant for the Death Egg Robot, but the filename could suggest otherwise. |
White Space[]
Several voice lines of the characters in White Space are present in the game's files. All the voice clips for Classic and Modern Tails are used in the 3DS version, however.
Angry[]
Several voice clips of every character being mad. These were likely meant to play with their "talk_angry" animations that most went unused.
Surprised[]
These voice clips sound like the characters were surprised when interacted with, along side with most of the unused "talk_surprised" animations.
Thinking[]
While some of the characters do have animations for thinking, there are voice clips of them that go unused for Amy, Espio, Charmy, and both Classic and Modern Tails. (Note: Espio uses a different voice clip compared to this one here, though they are almost identical)
| Clip | Character | Filename |
|---|---|---|
| Classic Tails | TC_Menu011 | |
| Tails | TL_Menu011 | |
| Amy | AM_Menu011 | |
| Espio | ES_Menu011 | |
| Charmy | CH_Menu011 |
Miscellaneous[]
Time Eater[]
Side Characters[]
There is several unused dialogue that goes unused for the characters helping both Super Sonics.
Attacking[]
Despite this being true, these clips are unnecessary as the player just needs to Boost towards the boss to defeat it.
Escaping[]
Characters telling the player to escape the boss's Restraint Trap. This goes unused due to the characters telling the player to save the other Sonic, thus making this clip difficult to hear in-game.
Switch Dodging[]
Characters telling the player to switch Sonics to dodge an attack. This never gets played, but was most likely meant for when the Time Eater fires it's laser.
Time Eater's Core[]
Two voice clips for each character telling the player of what's the boss's weak point is. While they do explain to the player to charge into the core, these clips here about it go unused.
Eggman[]
Though there are some voice clips that can be found unused for this boss, there are also clips of groups that also go unused exclusive to this boss, which is two or more characters playing the same voice clip. Despite their regular variations being used in the final game, these files can be found under "EW" (the abbreviation of what the filename means exactly could mean "Everyone", but there's no true idea what it actually means exactly).
| Clip | Filename | Text | Description |
|---|---|---|---|
| EG_Other029
EC_Other029 EW_Other29 |
We've been saving this one... | These two voice clips sound like they would play one after the other. For what move these clips would be played is unknown, could possibly be for the the laser move. | |
| EG_Other030
EC_Other030 EW_Other030 |
...for you! | ||
| EG_Other031
EW_Other031 |
This one controls the flow of time! | Possibly meant for the clock move that slows the player down. Classic Eggman does not have this voice clip in his files. | |
| EG_Other038
EC_Other038 EW_Other038 |
But... | These voice clips would've been used when the boss uses it's Sun Burst attack. The filenames between these two (numbers 37, 40, and 41) that are used in the game (including it's group variant) would've played along with it. In turn, the filename "EG_Other40" is actually "will" and not "we'll".
The sequence follows here: Not bad. But this will end it! Burn! Burn to ashes! | |
| EG_Other039
EC_Other039 EW_Other039 |
This... |
Unused Omochao dialogue[]
There is tons of unused dialogue related to Omochao found in the game's files to where he would give the player way more hints than he has in the actual game. While these clips go unused, some of these are used in the loading screens for Omochao's speech bubble to give hints to the player.
General Controls[]
Common[]
These voice clips seem to be earlier recordings as the explanation of the controls compared to the ones used in game are less information. Some even have two or more recordings per each action either Sonic can perform. These files, aside the first one, have "Common" in each of them.
| Clip | Text | Classic/Modern | Notes |
|---|---|---|---|
| I'm Omochao! I'll tell you anything you want to know. Look me up if you ever need some help! | Classic Sonic | While Omochao does say this line in the actual game, this file is a different recording (Anniv_OC_Introduce001). The one used in the final game is "Anniv_OC_Introduce001_BackUp" for both the PlayStation 3 and Xbox 360 controllers/versions. Either this was just a separate recording, as a different one is used instead combines this and a clip below to explain the Spin Jump, or It could be possible that this would've been played if the player decided to play on Keyboard controls. | |
| Press the X/A Button to Spin Jump up to higher ground! | Possibly would've been used when telling the player on how to Jump in Green Hill (Act 1). A different clip is used instead where Omochao introduces himself before teaching the player how to use this and a clip below to explain the Spin Jump. | ||
| Press the X/A Button here to jump over. | Possibly would've been used when Jumping up onto the cliffs in Green Hill (Act 1). | ||
| Press the O/B Button here to crouch down and stay safe! | These clips are found under the same filename, but it seemed like the clips are more explanation than their "Basic" counterpart. | ||
| Press the Square/X Button here to Spin Dash and break through! | Various tips of Omochao explaining about the Spin Dash of areas the player can use it at. | ||
| Press the Square/X Button here to Spin Dash and move forward! | |||
| Press the Square/X Button here to Spin Dash and run up! | |||
| Press the X/A Button here while jumping to use your Homing Attack! | Modern Sonic | ||
| Press the Square/X Button here to use Boost and break through! | The only time the player uses Boost to break through objects, aside badniks, is the door in Seaside Hill Act 2. | ||
| Press the Square/X Button here to use Boost and rush through! | |||
| Press the Triangle/Y Button here to use Light Speed Dash and follow the trail of Rings! | |||
| Press the O/B Button here while tilting the Left Stick to rush through. | |||
| Press the O/B Button here while jumping to Stomp! | |||
| Press the O/B Button here while jumping to Stomp and break through! | |||
| Press the L1 or R1 Button here to Quickstep and move ahead! | Though these are possibly earlier voice clips, this hint goes unused. | ||
| Press the Left or Right Bumper here to Quickstep and move ahead! | |||
| Press the L1 or R1 Button here to Quickstep and dodge! | The only time the player were to dodge from an attack would be in Rooftop, or when the player fights against Shadow (when powered up), Silver, or Egg Dragoon. | ||
| Press the Left or Right Bumper here to Quickstep and dodge! | |||
| Hold the Left Stick left or right to grind step and keep going! | The player doesn't need to hold the Left Stick to switch rails. | ||
| Hold the Left Stick left or right to grind step and dodge! | Rails are never seen in any boss battle or any level that can associate to this. The closest possibly to this voice clip would be the Egg Dragoon. | ||
| Press the R2 Button/Right Trigger here while holding the Left Stick right to Drift and rush through. | At one point in development, it seemed that if the player wanted to drift either left or right, they would have to not only hold the left stick on either side, but press either button if they wanted to move either just left or right. In the final game, players mainly use the R2 Button/R Trigger to drift either left or right. | ||
| Press the L2 Button/Left Trigger here while holding the Left Stick left to Drift and rush through. | |||
| Wall Jump on a wall jump panel here to move forward! | |||
| Use the Pink Spiked Power here to keep going! | Classic Sonic | The Pink Spikes only uses one voice clip to explain all of this information at once. | |
| Use the Pinked Spiked Power here to climb up! | |||
| Use the Pinked Spiked Power here to move across the ceiling! | |||
| Use the Orange Rocket Power here to keep going! | Modern Sonic | ||
| Use the Orange Rocket Power here to break through! | |||
| Dive here to keep going! | Omochao explains the controls on these actions for the player to continue onward. | ||
| Push the box here to continue on! |
Basic[]
These voice clips here are listed as "Basic" in the game's files.
Enemies[]
Omochao never talks about any information of the enemies, aside the ones used for the Challenge Acts. However, there are some clips relating a few.
Objects[]
Many hints from Omochao relating to the game's gimmicks.
| Clip | Text | Notes |
|---|---|---|
| Hurry up and move to the next platform! Platforms of this color fall when you step on them. | Omochao talking about the falling platforms, which are usually red. The only platforms without a color variation are the ones in Planet Wisp. | |
| These platforms are crumbling, you better hurry on ahead! | Possibly meant for the the ground in Green Hill (Act 2). | |
| These strange looking springs are decoys. They'll send you off in a wrong direction, so watch out! | Interestingly, the text for this gimmick is mentioned in the loading screens when loading up a level. | |
| That's a Star Post. When you lose a life, you will begin with the last Star Post you passed! | ||
| That's a Spring Pole, they let you jump really high. You can jump even higher from the tip! | ||
| That big button on the ground is a switch. They trigger things when you step on them! | Buttons are mostly used in Challenge Acts. They do not appear in many of the stages themselves. | |
| Hold the Left Stick in the direction you want to go and press the X/A Button to blast off! | It's unknown what this hint was meant for. Could either be a scrapped feature for a certain object used in the game, such as the horizontal bars, or an unused gimmick entirely as the filename says, "Anniv_OC_Gimmick07". | |
| Press the X/A Button at the right time while spinning around a horizontal bar to jump up high! | ||
| That sign warns of a dangerous fall. You'll lose a life if you fall there, so watch out when you see one. | This voice clip goes unused as the game allows an option to remove the warning signs. However, the text can also be seen in the loading screen when entering into a level. | |
| Grab item boxes on spinning platforms, when they're lined up right next to Sonic! | It's unknown if Omochao is talking about the platforms of three that spin around or the spinning platforms in Sky Sanctuary (Act 1) with the three item boxes. | |
| When you jump on a fan, you'll float up into the air. Press the X/A Button to jump down! | ||
| Press the X/A Button after getting into a cannon to blast off and go flying to a different area! | Likely meant for Seaside Hill. This goes unused possibly because the X/A Button prompts to the player on screen. |
Levels[]
Chemical Plant[]
Sky Sanctuary[]
Speed Highway[]
| Clip | Text |
|---|---|
| Grab hold of a rocket and it will take you to a different area. | |
| There must be something to this big hanging bell. Try ringing it and see what happens. |
City Escape[]
| Clip | Text | Notes |
|---|---|---|
| Press the X/A Button at the right time on a Jump Panel to leap across great distances. | Relating to the skateboards. | |
Seaside Hill[]
Crisis City[]
Rooftop Run[]
Planet Wisp[]
Rivals and Bosses[]
General[]
It's unknown where exactly these would be played as their files are "Anniv_OC_Common041" and "Anniv_OC_Common042".
| Clip | Text | Notes |
|---|---|---|
| Attack! | ||
| Dodge to the side! | This could be best used when either fighting Shadow or the Egg Dragoon. |
Silver the Hedgehog[]
These clips would've played at the beginning of the level. This goes unused due to Omochao saying a different quote instead.
| Clip | Text |
|---|---|
| Use the L1 and R1 Buttons to dodge incoming cars with your Quick Step! | |
| Use the Left and Right Bumpers to dodge incoming cars with your Quick Step! |
Death Egg Robot[]
Perfect Chaos[]
Egg Dragoon[]
Challenges[]
Many of these voice clips relate to the Friends challenges.
Miscellaneous[]
Omochao usually gives the player hints on how to play the game or beat a certain rival/boss. However, these voice clips do not relate to anything of those due to the filenames not relating to bosses nor challenge acts.
| Clip | Text | Notes |
|---|---|---|
| I sense a hidden room nearby. There might be something useful in there. | Hidden areas are usually found in Challenge Acts. Though they could be found in actual levels, there isn't many areas to do so. | |
| Try heading up! | Omochao never tells the player which way to go throughout the game. | |
| Try heading down! | ||
| Try heading right! | ||
| Try heading left! | ||
| This is the wrong way. I think you need to go up! | Omochao expressing the player that they went the wrong way and needs to make a different direction. | |
| This is the wrong way. I think you need to go down! | ||
| This is the wrong way. I think you need to go right! | ||
| This is the wrong way. I think you need to go left! | ||
| Grind to move ahead! | Would possibly be related to a rival/boss fight as Omochao explains the player they need to speed up by grinding along rails. | |
| Use the box here to climb up and continue on. | The only instance of this would be Rooftop Run Act 1, if the player were to go on the bottom path. Others, such as Chemical Plant Act 2, just get pushed out of the way. | |
| There must a switch that triggers the device around here somewhere. Look for a switch! | While switches can be found inside the levels, such as Sky Sanctuary Act 1, there are no device barriers in the players way. Even so, the switches are not hidden. | |
| Defeat all the enemies here! | Rooftop Run Act 2, after the barrel chase, is the only section where the player must defeat all the enemies to continue on if they fall towards the bottom after the Trick Panels. The only other possible instance this voice clip would be used is "Rouge: The Temptress". | |
| It looks like you'll be able to move on ahead if you defeat all the enemies! |
Unused Rank Times[]
The challenges in the game have a rank completion when the player beats it in under a certain time. Some of these can never be seen due to the time limit being shorter than the rank requirement.
Barrel Ring Bonus[]
There are times ranks for B and C that never get used due to the timer being 90 seconds (or 1:30). If the player disables the timer, the game's time can give the player the other ranks after reaching past 1:50. These being 2:40 for a B rank and 3:30 for a C rank.
Challenge Act Images[]
The few of the images in the Challenge Acts, before entering it, share a couple of changes that were made in the final game.
Unseen Misplaced Objects[]
The following here consists of objects and level geometry that are misplaced or unseen in the main level.
| Image(s) | Level | Description |
|---|---|---|
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White Space | A singular butterfly is placed underneath the Information Pod in the White Space Hub World. |
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Green Hill (Act 2) | Several textures that are misplaced around the last rail section of the level. These are most likely just for decorative use. |
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Sky Sanctuary (Act 2) | A cloud, that the player can jump on, is placed under the glass stair-like platforms at the beginning of the level before the first Jump Panel. It can be interacted with, but does what any other cloud does in the game. |
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Speed Highway (Act 2) | While this area is used for the Challenge Act, "Overdrift", there is a rocket that is placed when loading into the main level. Interacting with it will cause Sonic to lose a life due to a death plain. |
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City Escape (Both) | Though nothing interesting, there are several windows around both stages of City Escape that are placed under the level. What's odd about them is there are many instances that they are not attached to the buildings around either level. |
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City Escape (Act 1) | Just at the end of the first GUN Truck section, where the player must platform upwards to get over a house, there are objects of signs and a traffic light that do not spawn due to the player's position. |
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City Escape (Act 2) | A stack of six steel containers can be found placed Out of Bounds, next one the third Red Star Ring, around the park area of the level. |
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A set of seven Trick Jump Panels placed below the same area as the regular ones. Both jump panels are lined up and have same number, suggesting the Trick Jump Panels were planned to give the player more boost for Modern Sonic's gauge. It was possibly scrapped as doing Tricks does not allow the player to Boost, which would slow the player down and end up getting hit by the GUN Truck. Interacting with them will cause the player to fall into a bottomless pit due to there being no way to escape the area. | |
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A set of five barricades, a Dash Panel (that would lead the player backwards if interacted with), and a pulley can all be found in the same area under the main path just after the last Red Star Ring. | |
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One of the few sets of the barricade objects placed in the level falls out of bounds, landing on an invisible area below. | |
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Seaside Hill (Act 1) | Just before the player enters a cannon to the next area of the stage, the background has an entrance where two pillars are placed (with one of them being broken) Just below it is another set of two pillars directly under them. |
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Seaside Hill (Act 2) | At the beginning of the level, there is a rock out of the playing area on the left side. Despite the object being underwater, it retains it's normal form, It's impossible to get to it due to the Giant Chopper. |
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Perfect Chaos | After hitting Perfect Chaos once, heading into the 2D section of the boss, there is a set of Steel Containers and Dash Panels about halfway through. Between the two, below the playing area, is another Steel Container that is placed under the level. |
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Rooftop Run (Act 1) | At the beginning of the level, if the player were to take the camera inside the buildings next to the shop, there is a light post that cannot be seen and was possibly placed by accident. |
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There is a Egg Fighter halfway in the barrel section of the level, just before the checkpoint, that is placed on the left side but doesn't spawn. Even if it did, the barrels would destroy it (as it goes right through it). | |
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A regular platform, found outside the top left area of the clock tower. | |
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A red platform, found at the top of the clock tower on the other side. | |
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Rooftop Run (Act 2) | A tree can be found inside some of the buildings, around Spagonia University, right next to some umbrellas. |
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Planet Wisp (Act 1) | A set of three rocket dispensers that is placed behind the level, which do not spawn fire anything. These objects are located behind the level where the Speed Sneakers are. |
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A couple of decorative objects, which are placed outside the playing area behind the last three Gear Shaped platforms. These cannot be seen due to the walls blocking the view. | |
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Planet Wisp (Act 2) | A broken down tree that is placed behind a wall, around the beginning of the first rail section in the level. |
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A lone singular Ring that can be found at the bottom of the tower area. |
Leftover Object Placements[]
Found in several of the Challenge Acts, outside the playing area, are several object elements. These were either placed in the game by accident or leftover for when the levels were in current levels during the game's development. (Note: This section will only focus on common object placements, unless mentioned otherwise, as stage exclusives the cars in City Escape are always loaded into the game).
| Image(s)/Video(s) | Level | Challenge Act | Description |
|---|---|---|---|
|
Green Hill (Act 1) | Buzz Bomber's Revenge | A small cubed platform can be found at the end of the two S tunnels, just before the first checkpoint. In the demo version, there are two Buzzer badniks placed between where it would be suggesting it was meant for that. |
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Green Hill (Act 1) | Knuckles: Horde of Enemies
Swingset Circus |
A yellow spring and Ring Monitor found at the same place where they would usually be in the main act. These also appear in High Speed Challenge with more objects loaded in. |
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Knuckles: Horde of Enemies | A falling platform is placed in the Challenge Act around the tunnel the player would originally go through in the main level. | |
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A 20 second time bonus that can be found past the Goal Post. While this does decrease the time, it isn't much use due to the player racing Knuckles. | ||
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Green Hill (Act 2) | Tails: Way Past Fast | A lone Dash Panel, which appear to be placed on an incline. |
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300% Boost Gauge Challenge | A Dash Panel is placed past the Goal Ring of the Challenge Act and can be found submerged halfway into the ground. | |
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Chemical Plant (Act 1) | Tails: Toxic Spikes
Aqua Shield Challenge |
A yellow spring, placed under the water, from the original level. |
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Which Switch is Which? | At the beginning of the level, if the player were to backtrack from the start, there is a jump panel that is placed below the playing area. Trying to interact with it will cause the player to fall off stage. | |
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A steel container, which can be seen in normal gameplay, was meant to be used to prevent the player from progressing in the wrong direction. A set of platforms blocks this from happening and even though the player can jump over it to end up in the wrong side, they would just end up going to the spring that's placed at the end instead. | ||
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Aqua Shield Challenge | Two Grabbers and a pipe cap with a spring on it. The pipe to it is blocked, and though the player is able to visit the area, the room itself goes unused. | |
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Chemical Plant (Act 2) | One Ring Challenge | There are a row of rings, three buttons, and a bridge at the beginning of the mission. These can also be found in the Classic Era trailer where activating the switches enables the bridge platform. |
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A singular pocket containing Air Bubbles, located underwater after the sky diving section. The player does not traverse underwater at this point of the Challenge Act, rendering this object unused here. | ||
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The second room with the rising pink water has a row of Rings that can allow the player to use the Light Speed Dash on. At the of the 2D section, a checkpoint and some Rings can also be found. | ||
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Amy: Taking a Leap Together
Underwater Ring Machine |
A booster placed on a rail that gains the player speed can be found out of bounds. | |
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Amy: Taking a Leap Together | A laser object that's usually meant to block the player from progressing further outside the playing area. For some reason, this object isn't doing that. | |
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Grappling with Grabbers | When the players starts the level, they are spawned outside of the skydiving room. The player can back track to this, with no invisible wall preventing them, where a set of Dash Panels can be found. It's possible that the mission would've started in that room before changing it. | |
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A set of Rings can be found on the water slide over a set of Dash Rings the player uses to proceed through the Challenge Act. They are unobtainable normally due to a death plain being present. | ||
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Underwater Ring Machine | Two stacks of Metal Containers can be found placed between a rail above where the player is spawned. Since the player spawns underneath it, these would never be seen by normal means. | |
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Sky Sanctuary (Act 1) | Aerial Paradise | A small cloud that is placed outside the main Challenge Act. |
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A spring, dash panel, spikes, and two sets of Rings that are placed throughout the background areas and onwards of the playing area. | ||
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Way outside the playing area is a bundle of parrots that are placed everywhere, so much that there is even a jumbo pile of them. They don't seem to fly away when up close to them. | ||
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Ring Time Challenge | Below the player at the end, at the end of the level, there is an unused area with a button. Activating it will create a platform for the player to walk on. It goes unused as the player is blocked in accessing the bottom path. | |
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Amy: Topsy Turvy | Another Spinning Top can be found the stairway area, just after the part where the player would usually require a Spin Dash to continue on in the main level. It only appears when the player is close to it. | |
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Another misplaced cloud. It's unknown if it's placed in the same location given by the background. | ||
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Sky Sanctuary (Act 2) | Hi-Speed Hijinx
200% Boost Gauge Challenge |
A warp point can be found just near the end of the original level, if the player were to go past the Goal Ring. Interacting with it will place the player above the area. |
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Balloon Bonanaza | Near the end of the level, if the player were to go past the Goal Ring, the area after grinding on the rail has a balloon placed outside the main area. This was possibly placed by accident. | |
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Hi-Speed Hijinks | A set of Rings that is placed under the floor for some reason. | |
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A small cloud the player can jump on, located at the last 2D section of where the main level would've been. | ||
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Speed Highway (Act 1) | Cream: Chao Hunt | Two balloons, along with a dash panel, can be found where the beginning of Act 1 would usually be for the main level. These seem to be leftovers from the stage. |
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Hot Pursuit | A set of Rings that the player cannot reach. | |
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A metal platform that is placed horizontally, near where the end of the stage would be in the main level. | ||
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High Speed Challenge 2 | The Dash Panel, from the beginning of where Speed Highway (Act 1) usually would be, is still present in this Challenge Act. There is also a set of Rings next to a metal object. | |
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Resisting Arrest | There is a metal platform that is placed below the player in the garage pathway, which is unavailable to access. It was possibly placed by accident. | |
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Speed Highway (Act 2) | Overdrift
Hot Pursuit Drill Baby Drill |
Several of these Dash Panels, along with a barricade in the parking area, are placed numerous times in the same exact spot. |
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Overdrift | Aside several Dash Panels, that are placed exclusively in this Challenge Act (along with a few that are everywhere else), there is a Goal Ring placed at the end of where the main stage would be along with a glass door that is placed in the outskirts in the first half of the level. Due to the invisible geometry, it is unclear if this stage has any leftover layouts. | |
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Hot Pursuit | A lift object that spawns in the outskirts from the playing area, being somewhere in the first half of the original level. Using it will drop the player to an area they can walk on. | |
| Taking the character to the top path of the challenge reveals several objects placed throughout the area. These include blockades, oil drums, and metal crates. | |||
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Drill Baby Drill
Espio: Master of Camouflage |
Before the player were you run downwards on the building, where the helicopter would drop the player off at the end of the main level, there is a set of Dash Panels possibly leftover from the original stage. | |
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City Escape (Act 1) | Thunder Shield Challenge | A red spring, which is completely blocked off in the Challenge Act, that would've been used to boost the player's speed to get to the falling platforms in the main stage. |
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Rouge: The Bombardier | A stack of metal boxes, located at the end of the main level would be. Either this was meant to be placed in the actual level or was supposed to placed at the end of the Challenge Act. | |
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Doppelganger Race | The GUN Truck, that is seen in the of the main stage, is still present in the Doppelganger Race. This was mainly just a copy and paste level, which is why it never gets seen in-game. | |
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Rite of Spring | A GUN Hunter that is placed outside of the playing area, around the skateboarding part of where the main level would be at. | |
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City Escape (Act 2) | Dash Rings 1-2-3
Topsy-Turvy High-Speed Hijinks 2 |
An orange car that is spawned into these specific Challenge Acts happens to be placed horizontally. This does not appear in the main stage nor any other two Challenge Acts, where it spawns the player at the very beginning. |
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Topsy-Turvy | A singular Trick Jump Panel, which would've been used to grab one of the Red Star Rings from the original stage, is present in this Challenge Act. | |
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Just outside where the player spawns, there are two sets of Rings that are placed on grind rails. | ||
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Seaside Hill (Act 1) | Underwater Challenge | A set of Rings are placed just behind the laser where the player spawns. |
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A set of steel containers, which would be impossible for the player to see in-game due to the camera. | ||
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Seaside Hill (Act 2) | Rouge: The Temptress | Two sets of a pair of Jump Panels, along with a set of three iron balls, can be found floating above the playing area. Either these are leftovers from the cart track or were meant to be used for the Challenge Act, |
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A floating dash panel, found behind the end of the Challenge Act. Interacting with it does nothing due to the lack of invisible geometry Sonic can walk on. | ||
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Trick Island | Two sets of Dash Panels can be found placed Out of Bounds in the island area that the player would originally was at in the main stage. | |
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A set of wooden crates, which is placed underground as trying to get on top of them will have the player be on top of the level geometry instead. | ||
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Surf, Sea, and Land | A set of four dash panels. These, along with another set of four, can also be found in Trick Island. | |
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A set of boost panels that are all placed on rails. | ||
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Terror of the Deep | The cart for the track is present in the area, however it disappears when the player gets to close to it. | |
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A set of three rings found outside the Goal Ring, at the end of the Challenge Act. | ||
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Crisis City (Act 1) | Goal Post Juggle
Vector: Through the Storm |
There is a Red Spring placed at a rail that the player can grind on, which is possibly a leftover from the main level. |
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Goal Post Juggle | Two sets of Rings that is placed behind the playing area, where the giant building the player would run on in the main level would be seen. | |
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Flame Shield Challenge | A single yellow spring, with a set of rings after that, can be found placed out of bounds. | |
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A Dash Panel can be found placed in what would be the top route of the main stage. | ||
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Ring Time Challenge 2 | An lone Iblis Worm, found behind the beginning of the Challenge Act. | |
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As the player makes their way to the end of the building, where a bottomless pit is present, there is a Red Spring on top of a building and getting close to it will lock the camera to a different angle. | ||
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Crisis City (Act 2) | Four-way Cannon Cavalcade | A triple spring, which the player cannot access due to an invisible barrier. |
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A single rail booster can be found placed out of bounds. | ||
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Rooftop Run (Act 1) | Dash Rings: 1-2-3
Charmy: Don't Bug Me |
Two Egg Fighters can be found just below where the player spawns. If the player were to hack the game's camera, they can be found T-Posing as there's no actual way to see the enemies. |
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Charmy: Don't Bug Me | At the end of where the main level would end, there are two Goal Posts that are placed. It cannot be easily reachable as using the Spin Dash on the clock will softlock the player. | |
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One Ring Challenge 2 | There is an Egg Fighter with a set of Rings placed at the very top of the barrel room area, which the player cannot reach. | |
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The Egg Fighters that would usually push the giant barrels at the player in the main act do not spawn as this would be the end of the stage. Even if so, the barrels are disabled here but yet cannot be seen in the background. | ||
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Rooftop Run (Act 2) | Rooftop Rail Grind | Two sets of springs meant for the player if they either took the bottom path or failed to use the Jump Panel at the top. While they can be via backtracking, the second set of springs seem to lack height in bringing the player upwards to get back to the playing area. |
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More springs that the player cannot interact with, which can be seen it was changed during development to where the player uses the Dash Panels instead. | ||
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Planet Wisp (Act 1) | Goal Post Juggle 2 | An Egg Pawn and two wooden crates are placed here, which were removed from the main act. This can be proven in the Doppelganger Race of this stage, where the Doppelganger will jump on an enemy and perform a Spindash before using Pink Spike. |
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A saw object is placed outside the playing area. | ||
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Chase After Blaze | A set of Rings can be found outside of the playing area on the right. Interacting with the Rings will place the player inside a rectangular area where they cannot escape. | |
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Planet Wisp (Act 2) | Cart Challenge | Located at the beginning of where the main stage would usually be at for this area of the level is a set of rings placed near the first cart station the player would ride on upon entering the area for the first time. |
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Charmy: High in the Sky | A pulley, that would take the player to where they would spawn, can be found outside the playing area. |
Leftover and Unused Layout Sets[]
Though there are several object placements leftover in the Challenge Acts, there are some areas that show small layouts.
| Image(s) | Level | Challenge Act | Description |
|---|---|---|---|
|
Green Hill (Act 1) | High Speed Challenge | Behind where the player spawns is a leftover layout that's used in the main stage of Green Hill (Act 1). The only major difference between the two is an extra ring set placement at the beginning of where the stage would originally start. |
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Green Hill (Act 2) | Jump Rush | A layout set of the bottom path, which the player cannot go under. This seems to be a one to one replica of what's seen in the final game. |
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Chemical Plant (Act 1) | Tails: Toxic Spikes | Found behind the playing area of the main Challenge Act, with not many object placements other than a red spring and two dash panels. |
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Outside the playing area, without going to the next section of the Challenge Act, there are numerous amount of object placements that seem to be leftovers from the main level. These being two sets of Rings, some springs, and even an item box containing Speedy Sneakers. | ||
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Which Switch is Which? | Going beyond the playing area, just before the player were to continue on the last section to the Goal Post, there are two dash panels. Though leading nowhere themselves, the rest of the level has several object placements placed beyond that up to the very end of where the main stage would've been. | |
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Aqua Shield Challenge | Behind the beginning of the Challenge Act are several leftover object placement of what was placed during development. There's even a functional pipe where one of the Red Star Rings is usually located in the main level, but the camera will be broken when exiting out of it and will leave the player to move diagonally (if using the D-Pad/Direction Buttons). | |
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Sky Sanctuary (Act 2) | Hi-Speed Hijinks | At the beginning of the level, the player is spawned next to a set of lasers. Using glitches to get around them, or using cheats, will allow the player to see various objects placed as they traverse backwards. From the top where the three rainbow rings would be in the main act, there appears a space of small platforms with several Egg Robos above them (along with a single row on the right side).
Reaching to the end of the platforms (closer to where the Challenge Act starts) are two clouds that Sonic can jump on, and Orange Ring that brings the player back to the main area when interacted with, and a pulley if the player were to go on the right side. (A video of it can be found here) |
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Speed Highway (Act 1) | Resisting Arrest | Just past the Goal Ring, on the last area of the level where the helicopter would drop the player off at in the main stage, appears to be leftover remnants from the original level. Half of the objects and enemies from the main stage are missing here, meaning attempting to go through it like normal would be impossible without cheats. |
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Speed Highway (Act 2) | Hot Pursuit | The area where the rocket would take the player in the main stage has a checkpoint placed in the exact spot of where it was originally at. There is also a set of jump panels and two sets of dash panels (where one of them can be seen in the background from the playing area of the Challenge Act). |
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City Escape (Act 1) | Thunder Shield Challenge | Just after the loop past the playing area, there seems to be a small layout object leftover from the original stage. There is even a monitor containing Speed Sneakers for the player to even use. |
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Rouge: The Bombardier | At the beginning of where the original stage would usually be, there are several platforms, rings, a single yellow spring, and a item monitor containing Speed Sneakers that can be found outside the playing area. These all seem to be leftovers from the original stage. | |
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Crisis City (Act 1) | Goal Post Juggle | Just below where the player spawns is a small object layout cannot be seen by the player in the final game. These being a set of spikes, two small platforms, a Red Spring at the end, and item monitors of Rings and invincibility. |
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Past the end of the playing area, there are leftover remnants of main stage that can be found in the Challenge Act. These include Rings, Iblis Takers, a single Dash Ring, and a set of three item monitors (carrying Rings and Speed Sneakers). | ||
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Flame Shield Challenge | After the player runs down the building, the player must go to the top path to progress through the Challenge Act. However, below the playing area, there is an unused object layout that is never seen. These include a checkpoint, rings, a red spring, Iblis Worms, ect. | |
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Ring Time Challenge 2 | Around the last building, before where the final section would be in the main stage, there are leftover object remnants (including a couple layouts) of what seems to be leftovers from the main stage. | |
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Planet Wisp (Act 2) | Cart Challenge | Above the Goal Ring appears to be leftover remnants of the main stage. Obtaining the Orange Rocket does not respawn. |
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Orange Rocket, Blast Off! | Just below the player is what appears to be leftover remnants of the main stage (including what seems to be the Ring that is misplaced from the main level). |
Unused Layouts[]
Within some of the Challenge Acts, there are some layouts that are either unused, recycled from the main levels, or earlier placements that were changed from the final act.
Sky Sanctuary[]
Knuckles: Buried Treasure[]
Going past the area past the Goal Ring reveals a whole stage layout that was left in the challenge act. When entering in the area, where the player would have to get to the switch before the Egg Robo blocks off the shortcut, the area is shown to be in early progress with the enemy already on the button on the otherside where the blocked door would be. Reaching near the end of the level will crash the game. (A video of it can be found here)
City Escape[]
Cream: Helping Hand[]
Going past the goal ring contains a full stage layout that was left in the challenge act. The layout seems to be the same as the main act, where the only major difference is that the GUN Truck is broken at the final chase scene. Along with this, if the player doesn't boost after the jump panel, they would then send the character the opposite direction into a bottomless pit. The goal ring is also present at the end, but no cars are placed. The only object placement that was removed in the main area are two vehicles just after where the last Red Star Ring usually would be in the main stage. There is also misplaced objects before Sonic jumps onto the side of the building, where a row of Iron Balls is shown along with a dash panel and pulley (that leads the player all the way down to a bottomless pit). (A video of it can be found here)
Rooftop Run[]
This one has the most interesting amount of leftover layouts as there is roughly two or three in this one Challenge Act.
One Ring Challenge[]
This area contains a whole level layout placed in two different directions, the Clock Tower (close to where the player starts) and after the Goal Post. A video of this section can be found here.
Clock Tower[]
The area contains no Egg Chasers until the Egg Blimp itself, as is the only one out of the other Challenge Acts that is fully functional. Some major changes include wooden boxes in the clock tower area and a row of Egg Fighters at the bottom of the Blimp after the players enters the entrance of it.
Goal Post[]
If the player were to not activate the Goal Post to clear the level, they the find that the Challenge Act would've possibly continued onward towards the top as barrels, a switch, and a few enemy placements are seen. Going outside, the area does not continue onward but instead seems to be a duplicate leftover of the main level of the stage. It's possible that both the this and the clock tower are connected to each other in the layout.
Planet Wisp[]
Action Master[]
Though there is a small amount of enemy placements behind the Challenge Act, there is a ton more past the Goal Ring. A video of this section can be found here.
Beginning Area[]
At the beginning of the Challenge Act, there are multiple Egg Pawns and Sand Worms placed behind the player. Though the geometry is invisible, there is some small solid ground the player can walk around.
Doppelganger Changes and Oddities[]
In the Doppelganger Races, there are several pathway changes and oddities that can be seen from the faint variants of both Classic and Modern Sonic. Though none of these layouts exist, these races are likely based on an earlier versions of each level before they were changed around in the final game during development.
Sky Sanctuary (Act 2)[]
- About halfway though the level, where Modern Sonic rides a rail though the spinning platforms to grind their way to a checkpoint, the spring that the Doppelganger interacts with elevates him upwards. Afterwards, he then Homing Attacks two Egg Robos from positions with the third one that's on the floor appearing to be the same as the final.
- The last 2D section of the level was changed from the final game. The button is on the floor (where in the final, it was moved to the left and replaced by a block), an extra platform above the button (where it was moved lower), and an extra pole was added (which was later changed to a cloud) after activating the switch. This section can still be found behind one of the playing areas in Challenge Act, "Knuckles: Buried Treasure".
Speed Highway (Act 1)[]
- At roughly the beginning of the level, where two Cop Speeders are seen next to a "Chao in Space" sign inthe background, Classic Sonic can be seen performing what seems to be a trick animation (possibly a Homing Attack) when interacting with the second enemy.
- In the last road section before the Helicopter, where the player takes a ramp and spring to get to an bell, the doppelganger can be seen sliding to get to the spring when doing it's first attempt. On it's second attempt, this never happens and was likely fixed during the game's development.
- Near the end of the level, with the Thunder Spinner and Cop Speeder above it, the doppelganger will get hurt by an enemy as they land on the platform. After recovering, the doppelganger will jump on the enemy and continue on to the goal. This could mean the Cop Speeder was originally placed on the platform next to the Thunder Spinner before it was moved above.
Speed Highway (Act 2)[]
- At the end of the platforming area, after the first Light Speed Dash section, there is a Rainbow Ring the player can interact with followed by an dash ring afterwards. This Dash Ring either does not exist for the Doppelganger or goes over it completely as it can be seen doing more tricks right over it.
City Escape (Act 1)[]
This version of the level uses the layout that was seen in E3, as taken by only one major similarity that can be seen on the Doppelganger layout.
- The only difference that can be found is on the first platforming section during the GUN Truck chase, the Metal Boxes that Classic Sonic would climb up were was replaced by a cylinder platform on it's side.
City Escape (Act 2)[]
- The only difference that can be found is at the end of the Act, where if the Doppelganger were to win the race, he will be floating there in the middle of the area. This means that the Goal Ring was originally placed in the middle area at the end of the stage while the final game has it placed a little bit further up. This can be seen past the playing area of the Challenge Act, "Cream: Helping Hand".
Seaside Hill (Act 1)[]
- Next to the first checkpoint of the level, there is a Egg Pawn just before that. The Doppelganger can be seen going past it suggesting it did not exist during development.
- After being fired out of the first cannon, the player will appear in a ball and be turned vertically towards the area in the background. The doppelganger though is shot out from a horizontal perspective, briefly turning out of it's ball form before getting a boost from the Orca.
- At the end of the first section, after being shot of the cannon, the Doppelganger will take the bottom path where an Egg Pawn and yellow spring are placed. After being hurt by the spikes, the doppelganger can be seen jumping around till he interacts with the yellow spring. Though it's unknown if the Egg Pawn is present, the doppelganger does go though the two platforms that are seen.
- After the area mentioned above, the Doppelganger can be seen going through a yellow spring (suggesting it was not present during the game's development) and then jump to onto land above the water. As the Doppelganger falls down on the other side, back into the water, he will then interact with a spring on the left that isn't present. This is turn will lead him to the third platform at the top.
- After taking the cannon at the bottom, there is an Egg Pawn next to a set of spikes on the ground. When the doppelganger gets to that point, he will just go right through them
- Just before Classic Sonic takes the cannon in the bottom route, there is a small underwater section with spikes and fans present. While there is no proof there is spikes present, the is visible sighting that the fans are not present for the doppelganger as he will be jumping to the platform on the left instead of floating.
- After the third pole breaks, the doppelganger can be seen taking damage from the iron ball and then progress forward as if it were a normal object. This does not happen in the final game as interacting defeats the player in one shot.
Seaside Hill (Act 2)[]
- As the player enters the bottom section of the palace, and takes the Wall Jump panel to go up, the Egg Pawn did that seen there did not exist as the Doppelganger can be seen walking right through it before Boosting.
Crisis City (Act 2)[]
A video of this section can be found here.
- After the first checkpoint, the road platforms didn't collapse compared to the ones in the final game.
- In that same area, next to a triple spring, a small platform is absent for the Doppelganger. Also, the Dash Ring is absent here.
- Two enemies just after that are also absent.
- Just before the second checkpoint, the three Iblis Takers were changed.
- The set of four springs, that references Sonic the Hedgehog (2006), was originally just a singular spring.
- Right at the Checkpoint of the first 2D section, a set of Dash Panels next is absent. (Not to mention, the Ibis Biter could also be absent is the Doppelganger does not Homing Attack it)
- Just after that, a platform where a set of rings is placed above that the Doppelganger lands on is absent in the final game.
- Right next to it, the spring that is used in the final game to get on the lava platform had a regular platform next to it during development.
- The two set of moving platforms next to a spring, just before the stack of wood crates, and one in between.
- In that same area after that, the block just before the Iblis Worm is absent for the Doppelganger.
- After stomping through the wood crates, getting onto the bottom path, the falling platforms that seen in a diagonal angle was originally more vertical where the Doppelganger is seen jumping on them in order to progress.
- After stomping through the last set of wood crates, the second set of falling platforms was originally four (as seen from the Doppelganger).
- On the last lava platform, the Doppelganger perform three stomps and lands on a platform below the one seen.
- The lava platform was also originally where the wall is placed, suggesting it didn't exist at the time during development.
- At the final section of the level, where the player runs into three Iblis Biters, there are two enemy placements that are were in different positions the Doppelganger could Homing Attack onto.
Rooftop Run (Act 1)[]
- At the top left area of first platforming section of the level, the doppelganger is seen to jump onto the green platform that is present. However, he is not seen interacting with an Egg Fighter (or any possible enemy) that is seen in the final game, suggesting it did not exist during the game's development.
- After the checkpoint of the barrel chase section, the Egg Fighter that is closest to the player is not present for the Doppelganger as he will be seen jumping around the small area.
- Just after the section above, if the player were to continue taking the bottom route, the Spike Trap after the first two Egg Fighters has the Doppelganger get hurt but flung back for some reason. It's unknown if this is from a Spike Trap or an actual enemy. The same thing happens to the bottom area at the first one when the doppelganger reaches the floor.
Rooftop Run (Act 2)[]
- The area with the swinging axes before the Eggman Flying Battery Quick-Step Section, the Doppelganger just boosts right past them without getting hurt or even sliding. It's unknown if these were not place originally during development or it was a lucky move.
- At the first 2D section of the level, when the doppelganger jumps to the end of them, Modern Sonic can be seen sent backwards. It's unknown issue caused this.
- At the top of the Clock Tower, the distance between the Doppelganger and final game land on the rail in different positions. The Doppelganger lands a lot closer to the edge of the rail while the final game has the player land at the lower to where the dash panel is.
Planet Wisp (Act 1)[]
- Upon getting the location where the first Pink Spike capsule is located, the Egg Pawn is absent for the Doppelganger. (It's unknown if the spikes are also present or were just hiding)
- When the Doppelganger gets the first Pink Spike, and interacts with the spring pole, he will go through the falling platform and end up at the ceiling.
- Just after that, the yellow spring that launches the player to the first checkpoints is absent.
- On the bottom path, just after the first checkpoint, there is another enemy that the Doppelganger jumps on before activating the button. This enemy was removed in the final game possibly because of the door below.
- About halfway through the level, taking the lower path if the player misses the set of four falling platforms for a short cut, the Doppelganger jumps on an enemy and then performs a Spin Dash without using Pink Spike until the Egg Pawn at the very end of the tunnel. This was changed where the Pink Spike would be required in order to progress the level.
- Just after that, where the player needs to activate a button to open the shutter to progress, the yellow spring on the floor is absent. (The Doppelganger also doesn't land on the switch directly, but does interact with the block on the left side. It's unknown if it was activated or it wasn't present at all)
- Around the area with the only Crabmeat enemy that is present in this level, just after the missile, the Doppelganger will jump over some object and land into some spikes (which he seen phasing through them) that doesn't appear in the final game. The Doppelganger also misses the button and goes through the door, suggesting it wasn't present or was on that platform that was removed during the game's development, and the Crabmeat was originally placed in the middle of where it is spawned it where the final game has him shown on the left side.
- The big Gear Platform, where the player takes the top path just before the final area of the level next to a checkpoint, is in a different position. the Doppelganger will lose it's Pink Spike ability and be rotating around the platform and fall to the floor below. There is also a Pink Spike that the Doppelganger jumps to just after he uses the spring upon falling.
Planet Wisp (Act 2)[]
- At the beginning the of the stage, the second and third Egg Pawns are absent for the Doppelganger has he does not use his Homing Attack until the first two Sandworms.
- In the bottom route of the first cannon, the Doppelganger will Homing Attack two enemies above the Egg Pawn (most likely Buzz Bombers) that are not present.
- Just after that section, when crossing the first checkpoint, the Buzzbombers were in different height positions to what the final game is shown. (The third one though is placed on the right where in the final is shown on the left)
- After that, where the player interacts with a Spring, the Sandworm is not present for the Doppelganger.
- After the first Rainbow Ring, taking the Dash Ring below it, there is a set of enemies (three Buzz Bombers and two Sandworms) that the Doppelganger does not interact with. Although it's unknown if the Buzz Bombers are present, the Sandworms are not.
- In the same area above, when getting to the top to the set of jump panels, the Doppelganger will use a Homing Attack to get to the rail suggesting the jump panels were not present at the time. (Note: The player can still do this in the final game)
- After the pulley section, taking the top route, there are two enemy placements that were removed in the final game. One on top of a tree and another being a third Buzz Bomber (which was possibly replaced by a falling platform).
- The second cannon that launches the player to the far most left side was changed as the Doppelganger lands under a set of platforms on the far left side, suggesting these platforms were not present during the game's development.
- Just before the player reaches to the last trick jump panel of the level, the platforms that appear when the player takes the bottom route was not present for the Doppelganger is he can be seen walking around the vent area on the left side. Also, the two Egg Pawns at the top did not exist for the Doppelganger either.
- The Dash Rings on the second cart section did not exist for the Doppelganger as he will go through them and use his Homing Attack.
- Just after that, if the player were to take the bottom route and use the rocket to progress to the Wall Jump panels on the sides, the Four-way Cannon was moved to the next area above (where Sandworms and Egg Pawns can be found), the Sandworm on the cubed platform isn't present, and the platform right next to it is absent in the final.
- The last set of Dash Rings, next to a Sandworm afterwards, is not present for the Doppelganger.
Unseen Geometry[]
The following shows geometry of the stages that was placed in the level but is remained hidden behind the player and cannot be seen by normal means.
Saving Blaze Cutscene[]
If the player were to save Blaze after completing Act 2 of Crisis City, the cutscene would Modern Sonic looking up. This is quite odd as no other cutscene has this, nor this is even shown for Classic Sonic. The only way to see this is to hack the game's camera.
Oddities[]
Flame Emitters[]
The flame emitters that are used in Planet Wisp has a filename called "damagepanel". It possible that the Dash Panels for Classic Sonic were planned to be destroyed during one point of development.
Perfect Chaos[]
When loading into the boss fight for Perfect Chaos, they pole for the pulley will be spawned directly under him (which can be seen by the pulley itself). This gets corrected when loaded into gameplay.
Voice Clips[]
Modern Sonic[]
Used when Modern Sonic is pushing boxes. The filename type itself (Emotion) is the only one that exists, and judging by the number two there seemed to have been more at one point of development.
| Clip | Filename |
|---|---|
| Anniv_SN_Emotion002_edit |
Eggman[]
Strangely, this does play in the Death Egg Robot. It also has regular variations (EG_Other37 and/or EC_Other37) for both Modern and Classic Eggman.
| Clip | Filename | Text |
|---|---|---|
| EW_Other37 | Not bad! |
Console demo differences[]
Demo #1[]
- The Sonic Generations: 20 Day 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.
The Sonic Generations Demo title screen
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.
E3 Demo[]
On 25 December, 2020, a PS3 version of the E3 Demo was released. The game contains similarities to the 20 day demo, with having both Sonics playable.
- In the game files, all of the Challenge Acts of Green Hill for both Classic and Modern Sonic can be found, even having more object leftovers outside the playing area.
- These also include early Doppleganger challenges.
20-Day Demo's Challenge Acts[]
Found in the game's coding of the 20 Day Demo reveals all Challenge Acts planned for the final game. While some of them were swapped out with different ones, others were scrapped in the final game.
Classic Sonic[]
- Chemical Plant (Challenge 2): Rescue Animals - This challenge act would revolve the player rescuing the animals from the capsules, which are used in Seaside Hill and Planet Wisp. The level was replaced with "Which Switch is Which?")
- Sky Sanctuary (Challenge 3): Round Platform - Could relate to the Spinning Tops that the player can run on. The level was replaced with "Aerial Paradise".
- Rooftop Run (Challenge 2): Egg Fighter - Possibly would be a stage involving just Egg Fighters, such as "The Buzz Bomber's Revenge!" and "Grappling with Grabbers". The level was replaced with "High-Rise Balloon Climb", but the image in "One Ring Challenge 2" does show an Egg Fighter, which could lead speculation that the image was meant for that challenge before it was scrapped.
- Rooftop Run (Challenge 5): High Speed - An early name of a "Hi-Speed Hijinx" variant for the stage. The level was replaced with "One Ring Challenge 2".
- Planet Wisp (Challenge 1): Fast Tempo Pink Spike - An early name of a "Hi-Speed Hijinx" variant for the stage, which would've involved using the Pink Spike Wisp. It was replaced with "With Your Powers Combined".
- Planet Wisp (Challenge 5): Sprinkler - The challenge act was probably just going to be a level revolving the Sprinkler alone. While it does stay in the level, it was replaced with "Rescue the Animals 2!".
Modern Sonic[]
- Green Hill (Challenge 1): Ordered Dash Rings - Early name for "Dash Ring 1-2-3". The level was replaced with "Look Out Below!"
- Sky Sanctuary (Challenge 1): VS Knuckles - The final game has the player team up with Knuckles in "Knuckles: Buried Treasure". Could possibly be just a typo.
- City Escape (Challenge 1): VS Cream - The final game has the player team up with Cream in "Cream: Helping Hand". Could possibly be just a typo.
- City Escape (Challenge 3): Truck - The mission that would involve the GUN Truck. The level was replaced with "Topsy-Turvy".
- Rooftop Run (Challenge 1): Rolling Barrel - The Challenge Act does involve Gold Barrels, as the name for it in the final game is "Barrel Ring Bonus". Either the Golden Barrels would roll at the player (given the area they are spawned in) or a completely different Challenge Act entirely.
- Planet Wisp (Challenge 2): Tram - Unknown. The level is called "Cart Challenge"
Asset development graphics and models[]
Found in the files of the 20 day demo are several models and graphics of the game, which were leftover when the game was still in development.
| Gallery |
|---|
Modern Sonic model Modern Tails model Knuckles model Classic Super Sonic model Classic Metal Sonic model Classic Metal Sonic model A Chao Leaked textures of Sky Sanctuary from the 360 Green Hill Classic Demo. Knuckles model Knuckles model Modern Sonic model Modern Super Sonic model |
Trivia[]
City Escape Textures[]
In the texture files for City Escape, there are images of a grocery store and a bakery. These images are meant to be seen through the windows of the buildings throughout the stage, which are used but cannot be seen easily in the level. However, these are used in Rooftop Run. The strangest thing about these is that there is a duplicate copy of these images in a whole new file, but appears to be less as colorful compared to the one in City Escape. This too is surprisingly used in Rooftop Run as well.
| Image (City Escape) | Image (Rooftop Run) |
|---|---|
|
Classic Super Sonic's Animations[]
There are animations of Classic Super Sonic performing Homing Attacks when landing a hit on an enemy. Though that is what it says in the game's files, these are used in Sky Sanctuary (Act 1) when using the Warp Point. It could be possible to hack the game to where Classic Super Sonic can perform Homing Attacks when in this state.
| Animation | Filename | Description |
|---|---|---|
|
ssc_homing_act02.anm.hkx | Animations of Classic Super Sonic performing Homing Attacks when landing a hit on an enemy. Both the Super Sonic and Homing Attack skills are both capped out to 100, making this impossible to see in-game. |
|
ssc_homing_act04.anm.hkx | |
|
ssc_homing_act05.anm.hkx |
Game's Credits[]
If the player were to view the full video that was used in the credits that's played at the end of the game, there are a few game mechanics that never get seen in-game due to the game logos above it.
- In Sonic Adventure 2, there is a B button with Japanese text present next to it. This console it's on is the Dreamcast version.
- in Sonic Heroes, whenever Sonic is near any rings, there will be small frames of a PC button prompt to tell the player to use Light Speed Dash.
- In Sonic Colors, there is Japanese text behind the player accumulating several bonus points by mainly the grind rails
References[]
- ↑ 1.0 1.1 1.2 Tamaki (15 January 2012). Sonic Generations (Beta – PS3/Xbox 360). Unseen64.net. Retrieved on 8 February 2016.
- ↑ Obscure Gamers on Facebook. Facebook (26 May 2017). Retrieved on 14 January 2021.
- ↑ Dreadknux (10 January 2021). 2017 Facebook Post Detailing ‘Sonic Generations’ PSP Port Surfaces. Sonic Stadium. Archived from the original on 12 January 2021.
- ↑ Totilo, Stephen (10 May 2011). Sonic Will Meet Sonic in Sonic Generations, and Other Amusing Revelations. Kotaku. Retrieved on 8 February 2016.
- ↑ Beta screenshot
- ↑ TCRF - Sonic Generations
- ↑ N69vid (22 January 2017). Sonic Generations: Foot Sweep Kick. Youtube. Retrieved on 6 February 2017.
External links[]
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