This article pertains to the beta elements of Sonic Generations.
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.
With the game's official release, it is uncertain how far the Wii, PlayStation 2 and Nintendo DS versions got in development, though sources suggest that they were cancelled early in said development.
In an interview with Ryan Drummond, it was revealed that a third version of Sonic representing the Dreamcast era was planned during the early development of Sonic Generations. The role of voicing this Sonic was offered to Drummond, a former voice actor for the character, but he turned the offer down.
Classic Sonic's voice
According to Aaron Webber, Sega had considered that Jaleel White should have voiced Classic Sonic. However, because they could not reach him and since many insisted that Classic Sonic should remain mute, the idea was scrapped.
Super Sonic profile
Unused Wisp skills
At some point, the Orange Rocket and Pink Spikes were going to work in every Stage as equippable 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!"
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 Invisibility. The second is a unused jingle for when obtaining a 1-Up.
The environment map for Planet Wisp is made of screenshots shot with Sonic Team's dev program. The six parts of the image, when assembled together to form a cube, all show Sonic running through the air in a nondescript location in Planet Wisp. Just below his feet is a ball made of red wires, which indicates the use of a 3D rotation tool. In addition, the last two sides are duplicates of the first two.
Sega Genesis Controller
Sonic Unleashed debug images
Unused mission type
In the game files, there are some mission objectives that never got into the game. Those include:
- Destroying a certain amount of enemies to finish the act.
- Controlling the Boost Gauge measure.
- The number of Skills required to the mission.
Note that these mission requirements are used in the 3DS version of the game.
Sonic Unleashed leftover
Renderer and Shader Tables
The renders in Sonic Unleashed use more intense motion blur than in Sonic Generations. Also, Sonic Unleashed displays angular shadows, unlike Sonic Generations, although that mechanic is still found the latter's game files. In addition, there are logos, Hint pictures and inventory icons from Sonic Unleashed present in the game files for Sonic Generations.
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 Metal Sonic and Omochao's name headers, even though neither of these characters appeared for the final boss battle.
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.
Console Demo differences
Sonic Generations Demo
The Sonic Generations Demo was a playable version of Sonic Generations released for gold members on Xbox Live Arcade and PlayStation Network users on June 23, 2011. Silver Xbox Live members were given the game a week later on the 30th. This demo included Green Hill Act 1.
- In the game files, it included a full version of Green Hill featuring Modern Sonic.
- Also, the player can see a full list of all the levels contained in the final version (including the Casino Night DLC).
- In the game files, all the items, Badniks, missions, cameos and bosses, along with the Sega Genesis Controller, could be found.
- It also included the characters' names in Japanese, along with the Power-Ups.
- The demo allowed 3D Stereoscopic mode on TVs that are not stereoscopic, which look quite odd.
- It contained leftovers from Sonic Unleashed, more so than in the final version.
- Inside the Act, about halfway through when the player enters the cave, there is a Buzz Bomber in the final version which was not added yet in this demo.
- Furthermore, breaking Item Boxes would create a brief blue static effect on the screen.
- There was a different loading screen in this build, showing Sonic and Dr. Eggman in their Sonic the Hedgehog 2 sprite forms.
Sonic Generations Demo 2
On October 18, 2011, Sega released another downloadable demo, which was at first exclusive to Xbox Live Gold subscribers. 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.
Sonic Generations 3DS demo
A demo build for the 3DS version of Sonic Generations was shown at Nintendo Power, which seems identical to the one playable at E3 2011, featuring both Acts of Green Hill and the boss battle against Big Arm. Nintendo Power also included a few screenshots of the first Special Stage.
- The E3 build contained the infamous "uncurling" mechanic carried over from the DS games: Classic Sonic would uncurl after flying off ramps, even if he was rolling prior to being launched. This was fixed in the final version.
- The title screen featured a different design for the "Press START" graphic, and lacked the unique sound effect in the final version.
- The Level selection in the demo was via a simple menu. The top screen showed the background of the Zone and a large artwork of the Sonic selected, while the bottom screen showed the list of Stages. The final game however, uses an adaptation of the White Space concept from the console/PC version of the game.
- The demo version did not include the Hint feature.
- The "Start" and "Goal" text were smaller and not in capital letters, except for the "START!" text in Special Stages.
- Classic Sonic has a different shade of blue.
- Both Sonics lack shadows.
Green Hill Act 1
- The structure of the background was completely different and much simpler in the demo.
- Several palm trees were either removed or added between the E3 demo and the final version.
- The Moto Bug at the beginning of the Act was given blue eyes for the final version.
- In the E3 version, the sky uses a simpler texture, there are fewer clouds, and the mountains in the background are fewer and far between.
- In the E3 version, the bridge posts use murkier textures and erroneously float above the ground.
- The water texture is plainer and does not have the ripples in the final version.
- The Results screen showed just a single palm trunk and sunflower. In the final version, the area has tons of foliage and more land.
- Classic Sonic's animation upon getting an A-rank seems a bit different, and he finishes off by looking to his right. In the final version, he looks at the camera.
Green Hill Act 2
- Sonic starts from a standstill in the demo. In the final version, the Act begins with Sonic already running.
- All button prompts are missing.
- Sonic is missing most of his voice clips, especially when he boosts or performs the Homing Attack.
- In the demo, Sonic could Wall Jump without any button prompts. This is not the case in the final version.
- The Boost Gauge does not make any sound when it overcharges. In addition, while the meter is overcharged, it does not show the silhouette of the yellow bar behind it.
- Crumbling totem poles were added to the final version, but lacked in the demo.
- The sea floor that is displayed in the background is a lot lower than in the final version.
- In the demo, the Special Stage's time limit is set at "1:24.11". All Special Stages in the final game have a time limit of 1:30.00. However, this odd number many hint that this timer may have served a different purpose.
- The Boost Gauge is missing the "Y: Boost" graphic. It also lacks the timer that keeps track of how long a single boost lasts.
- The Sonic and Emerald icons on the progress bar does not move in accordance to their object. Instead, they just stay in one place.
- The blue bar and star behind the Sonic outline is missing.
- The blue and yellow Chaos Emerald's positions were swapped in the final version.
- The E3 demo uses a light remix of The Doomsday Zone from Sonic & Knuckles. In the final game, it uses a heavy rock remix of the boss' original theme.
- The boss lacks its health meter in this version.
- When Big Arm smashes the platform, Sonic is stunned by the impact for about a second. In the final version, this only happens if Sonic is very close to the point of impact - otherwise there is no effect.
- ↑ 1.0 1.1 1.2 1.3 Tamaki (15 January 2012). Sonic Generations [Beta – PS3/Xbox 360]. Unseen64.net. Retrieved on 8 February 2016.
- ↑ Stephen Totilo (10 May 2011). Sonic Will Meet Sonic in Sonic Generations, and Other Amusing Revelations. Kotaku.com. Retrieved on 8 February 2016.
- ↑ Sonic Generations - Beta Loading Screen. YouTube. xan1242 (1 January 2014). Retrieved on 8 February 2016.