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Sonic Generations (PlayStation 3, Xbox 360, Windows)

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This page details pre-release information and/or media for Sonic Generations (PlayStation 3, Xbox 360, Windows).

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Beginning shortly after the release of Sonic Unleashed, Sonic Team began discussing plans on a Sonic game for the franchises' 20th Anniversary. Compared to Sonic Colors, being made for a more casual-oriented audience, Sonic Generations was made to appeal core fans of the series. During development, the game was originally going to be titled "Sonic Anniversary", but was changed during later on.

Development Timeline#

November 21st-25th(?) 2008

  • Development ideas begin for Sonic's 20th Anniversary.

2009

  • Unknown - Voice recording is done.
  • Unknown - A internet poll survey was posted on Facebook
  • August/September? - Internal Document Leaked
  • November - A PSP prototype was made

2010

  • crica Summer - Madrid’s Gamefest
  • crica Summer/Autumn - Wii, PSP, and DS versions were cancelled
  • November 16th - Sonic Colors released in North America

2011

  • April 11th - 20th Sonic Anniversary Teaser released
  • April 19th - Sonic Generations is announced
  • April 20th-24th - Videos of Green Act 1 and Act 2 were surfaced
  • May 7th - An E3 prototype was created
  • May 7th/12th? - The 20 Day Demo was created
  • June 7th-9th - Sonic Generations was showcased at E3 2011
  • June 8th - The Sonic Boom Event was happening
  • June 18th - Sonic Generations was shown in "Sonic Anniversary - Through the Ages"
  • June 23rd - A 20 Day Demo was released
  • August 16th - A trailer from Gamescom was released
  • August 17th-21st - A Demo of City Escape Acts 1 and 2 was playable at a Gamescome Event
  • August 24th - Final Build Date for console version
  • September 15th - Genesis Era Trailer released
  • September 28th - Final Build Date
  • September 30th - Dreamcast Era Trailer released
  • October 7th - Modern Era Trailer released
  • October 14th - Bosses & Rivals Trailer released
  • October 18th - Second Demo released for Japan and Europe
  • October 25th - Second Demo released for North America
  • November 1st - Sonic Generations released in Japan and North America
  • November 3rd - Sonic Generations released in Australia
  • November 4th - Sonic Generations released in Europe

Internal Document#

This document was accidentally leaked on Sega's PR site in late 2009, which shows that the game was already in the planning stages by that point.

Aside from using the working title "Sonic Anniversary", it seems the original idea would've been a compilation game with the description "could put out collectors edition with all old sonic games on one BD disc" and that the PlayStation 3 version would've included exclusive content.

Scrapped Wii Version#

Aside from the PS3, Xbox 360, and PC versions, a Wii version was planned at one point. It's not known why it was scrapped, though it could be related to the system's weaker hardware compared to the other consoles and PC.

Interestingly, many models in Sonic Colors have an "_SD" suffix, so it's possible that Colors assets were meant for use in a Wii version of Generations at one point.

PSP Prototype#

Careful, you'll lose an eye.

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There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Add the other three images

During development, the game was originally planned to be released on the PSP, and a prototype was made around November 2009 (according to its buildate). A debug backup disc for it would later be found by Obscure Gamers on May 25th, 2017.1 Though the disc was almost damaged beyond recovery, 14MB of it were able to be salvaged resulting in five images on January 10th, 2021. These include the game's early logo, PSP button prompts (along with the SEGA logo), debug menus, and a stage resembling Mushroom Hill. This proclaims this version of the game was going to play like the 3DS version.2

Announcement Trailer#

Watch on YouTubeAbout a week after the 20th Anniversary Teaser Trailer was released, Sega announced the game and showed off Green Hill Act 1 and Act 2. The video can also be found in the 20 Day Demo. The following timestamps below, and other things, lists the differences from the final game.

  • The skybox is different compared to the final game, must noticeably in Act 2.
  • 0:35 - A platform and spring are present here, which were replaced by a Buzzer badnik and spring pole.
  • 0:48 - Two Crabmeat are present here where it's three in the final. However, it unknown if Sonic went past the checkpoint before Boosting here.
  • 0:54 - There is a section Sonic can slide under, prompting him to use a few springs to continue onward to where the Crabmeat are. These do exist in the 20 Day Demo via the early and unused Challenge Acts.

Green Hill Gameplay#

Shortly after the game's announcement, videos of both Green Hill Act 1 and Act 2 were uploaded the next following days. While there is small gameplay of Act 1 available, Act 2 has the entire stage from start to finish via two separate videos. There are also recordings that were used during several interviews of the team, which was around the same time the videos were uploaded.

General differences#

  • The lives counter and head icon were switched.
  • Obtaining an extra life will will not play a jingle.
  • All the monitors in the footage have a blue screen on them.
  • There is an early life icon, which can be found in this footage here at 2:25.
  • The checkpoints appear to be vertical before either Sonic passes through it. In the final, it was changed to them being horizontal until they are passed through.
  • Modern Sonic's voice clips are reused from Sonic Colors. He also says "Ready? Go!".
  • The music for Classic and Modern Sonic sound slightly different compared to the final.

Green Hill (Act 1)#

Watch on YouTube

  • The first bridge the player runs on has no rings above it.
  • There is a set of spikes between the Crabmeat, which was removed in the final.
  • The spring for the set of rings is not present in the footage, and the rings themselves has more compared to the final.
  • At the first checkpoint, just after using the red spring, the background area was changed compared to the E3 Demo.
  • After the first checkpoint, the top route as wooden platforms. The final game replaces these with the crumbling ones, and also adds an extra ring.
  • If the player were to take the bottom path after the first checkpoint, they would have to jump over sets of spikes to continue on. There is an extra set of two between the rings in the footage, which was removed later on.
  • The first swinging platform, when taking the bottom path, has a set of four spikes in both the demo and final. However, the video shows more than that with a total of eight.
  • Just after the last checkpoint, where the player interacts with three red springs just afterwards, the way to take the top route originally had a small platform which was later replaced by a Beaton badnik. The yellow spring also had a small platform underneath it, which was replaced with a square block possibly due to the bottom of the object is present here.
  • The last two swings, when taking the bottom path, has a set of four rings in the middle that isn't present in the video.
  • If the player were to try to take the top path after the last two swings, when taking the bottom path, there is a single platform in the video that was replaced with two smaller platforms later on. The red spring is also on a small platform, which would later be replaced by a square block. Reaching to the top, a set of three rings is missing from the final.

Green Hill (Act 2)#

The video here has two videos of the full stage put together from start to finish. Watch on YouTube

  • Just after the first set of rails, there is an extra Motobug that was removed in the final.
  • Taking the bottom path after the first checkpoint, there is a rail with a set of five rings. Not only there are two dash panels missing, but the rings seem to have shifted a bit compared to the final game.
  • After the second checkpoint, the platforms below the rails are not angled along with different placements around the area before the Trick Jump Panel. There is also a missing two sets of rings next to the orange rings at the top.
  • The Dash Panel, that can be found under the stage in the E3 Demo, is present here and is usable.
  • The last rail before the Trick Jump Panel only has a set of five rings, and don't seem to be angled. This was possibly why more wasn't added yet until later in development.
  • The cave Section seems to be very basic, with no decoration to it at all.
  • Several sets of rings were removed in the cave area after the first three pair, possibly since none of the orange rings had any in the video.
  • When the Big Chopper chases Modern Sonic, the rails being broken behind him use a sound effect from the wooden crates.
  • The combo trick system uses a different sound effect.
  • For some reason, in the video, the lives counter and timer are changed.
  • When taking the rail, after the third checkpoint, only one orange ring is present here. In the final, there is three.
  • At 1:36 of the video, the red platforms are larger. While these platforms are used in the final game, they are replaced with smaller ones here.
  • Just after it, a rainbow ring is present here. It was later replaced by a Beaton badnik and an orange ring instead. The bottom area below it is also different.
  • When getting back to the normal route, after falling below the rainbow ring, there are no rings present at the start.
  • At 1:45, the platforms here are smaller compared to final.
  • After the last checkpoint, there is a set of two lines of rings just before the Crabmeat. In the final, there is only one.
  • Just after it, there is two sets of rings at the sliding sections that were removed in the final.
  • There is a set of rings above the rock the player can trip on in the video, where in the final this was removed and rings were placed after it.
  • Just after the last set of Beaton badniks, there is a set of two lines of rings present in the video. In the final, there is only one. There is no set of rings at the end of that same loop.
  • Just after the last trick jump panel, there is yet another set of two rows of rings just as the player lands.
  • There is no Motobugs at the end of the stage in the video.

E3 2011#

More gameplay was shown off at E3 2011, both a trailer and interviews with Gamespot and IGN. All of them seem to have similar, if not the same, layout.

Act 1#

Watch on YouTubeMore gameplay was shown off at E3 2011, both a trailer and interviews with Gamespot and IGN. All of them seem to have similar, if not the same, layout.

  • 0:28 - The yellow platform on the bottom is either moving or placed in the middle of the bottomless pit. In the final game, it is placed on the right just below the red one.
  • 0:29 - The checkpoint is much smaller in the E3 showcase compared to the final game.
  • 0:31 - There are dash panels present in the E3 showcase. These were removed from the final game.
  • 0:41 - The most interesting change are the steel containers, along with a few extra rings, which was replaced with a cylinder-like platform possibly due to the GUN Truck having it get runned over to destroy it.
  • 0:56 - As soon as Classic Sonic reaches the top, the GUN Hunters appear. It's possible the trigger for the GUN Truck could've been done around the loop.
  • 0:58 - A second yellow platform was added in the final game, just above the cubed box.
  • 1:09 - The dash panel on the loop is not present.
  • 1:34 - Omochao is present here, saying an unused hint about the jump panels. The voice clip is still found in the files for the final game.
  • 1:51 - Several sets of Rings are not present here: First set of rings, a set next to the GUN Beetle, above the spring
  • 1:51 - An extra platform was added next to the GUN Beetle, along with this, a stack of them were removed and replaced with the two yellow platforms on the far right next to the orange ring.

Act 2#

Watch on YouTube

  • The horizontal poles do not have a indicator when grabbing them, suggesting it wasn't implemented yet during the time.
  • 0:39 - Just after the first checkpoint, there are two GUN Beetles the player can use it's Homing Attack on. Behind them are two orange rings, where the player must Homing Attack a third GUN Beetle to reach it. In the final game, the third GUN Beetle was replaced with an orange ring instead.
  • 1:12 - There are three dash panels on each side, where the final has four.
  • 1:13 - There are no dash panels present on the side of the wall.
  • 1:15 - The dash panels in the E3 showcase are shown as a straight line, where the final has them in a more horizontal-like line. The dash panels on the loop are also not present in the E3 showcase.
  • 1:19 - After Modern Sonic goes down the building, he will pass by a set of four dash panels. In the final game, there are three present instead. This is most likely because of a bug that could occur, which can be seen in the IGN interview.
  • 1:21 - Omochao is present here, telling the player how to use the horizontal poles. This voice clip goes unused and can be found in the game's files.
  • 1:23 - The rings meant for the Light Speed Dash do seem to glow here. However, there is no button indicator to tell the player this.
  • 1:36 - There are six platforms that can be seen in the E3 showcase. In the final game, one of them was replaced by a metal platform on the bottom left
  • 1:43 - The balloons in the E3 showcase are green, red, and blue. The final game red, yellow, and green.
  • 2:26 - Though hard to see with the camera and tree in the way, there are five dash panels on the last slope. In the final game, this was changed to four.
  • 2:52 - There are three giant jump panels placed here. The final game has five, possibly to avoid having the player fall off the buildings.
  • IGN Live Showcase - In the bottom area where one of the Red Rings can be found, there is a set of cylinder-like platforms that can be seen. The E3 showcase has three of them, where the final has five.

Sonic Boom Event 2011#

During E3 2011, on June 8th, there was a Sonic Boom event celebrating the franchises 20th anniversary. Other than the E3 Demo that was shown, there was also a concert with several songs from the games. It also shows gameplay of Sonic Generations of Green Hill for both Acts 1 and 2.

  • Act 1 - Just before the two Crabmeat, Omochao can be found. It's unknown what voice clip he would've used, but it's possible it could relate to jumping because of the cliffs.
  • Act 2 - The Red Ring in the tunnel section, just before getting chased by the Giant Chopper, seems to be unobtainable by normal means.
  • Act 2 - At the final area of the stage, Omochao can be found. It's possible the voice clip he would've used here would be Quick Stepping.

Sonic Anniversary - Through the Ages#

On June 18th, Sega released a compilation video for the series mainline franchises with Sonic Generations included in it, titled "Sonic Anniversary - Through the Ages". There is no proof of any layout changes, but the game's HUD on the top screen is shown to be much earlier compared to the final game. These can also be found in the files for both the E3 and 20 Day Demo.

Chemical Plant Gameplay#

More gameplay was shown off around the first week of August, featuring Chemical Plant and City Escape. The gameplay for City Escape still uses the same layout seen in E3 2011, but Red Rings can now be found within the stage. Act 1 of Chemical Plant is the same to final from this footage. More gameplay footage can also be found in an interview from Gameswelt.

  • There are three switches at the beginning of the stage that Modern Sonic can step on, which will activate the bridge ahead. Though it was changed in the final game, it is still present in the Dreamcast Era trailer as well as Out of Bounds in the "One Ring Challenge" Challenge Act.
  • The first Red Star Ring the player would grab when taking the crane was originally going to be found when taking the rail.
  • The 2D section behind Modern Sonic uses blocks from the stage, where the final has its own set of platforms. Both have the same building format, suggesting they were placeholders at the time.
  • The Red Ring in the skydiving section is placed more on the left side than in the top of the middle.

Gamescom 2011#

On August 16th, roughly two months after the 20 Day Demo was released, a trailer was dropped from Gamescom was uploaded and an event was being held the day after until the 21st.

Trailer#

Watch on YouTubeIn the trailer, the game now features Rooftop Run, Seaside Hill, and Chemical Plant.

  • Rooftop Run (Act 2) - The first 2D section has a second set of rings missing. Modern Sonic's eyes also seem bugged at the end of the video.

Convention#

The Gamescom Event 2011 was held on August 17th through the 21st, which is interesting giving that the final build date for the console version is three days after this. Though this demo is lost at this time, this can speculate the build for it could at least have been between late July to early August. 'Sonic Generations' was also playable at the event, containing Acts 1 and 2 for Green Hill and City Escape. While there does seem to be some differences, most of them either lack the amount of hazards with less spike sets and more platforms (with even falling red platforms replaced with the yellow ones), possibly to make it easier for the players. This demo was also playable at the Eurogamer Expo, which was playable from the 22nd to 25th of September. The sections below will only cover City Escape.

Act 1#

  • After the player gets passed the first half of the beginning of the stage, a single GUN Hunter is dropped down in front. The second one behind the player is absent in this demo.
  • After the GUN Hunter, a platform is present here, which was replaced with a GUN Beetle in the final.
  • Taking the top area after the platform, there is a set of rings that can be seen below the player. These were removed in the final game.
  • Going down the slop before the first checkpoint, the camera is zoomed out for some reason. This does not happen in the final.
  • The GUN Hunter at the first checkpoint is not present in the demo. Watch on YouTube
  • At the end of the first GUN Truck section, before the second checkpoint, there is a steel crate and spring pole present in the demo. In the final, it was replaced with a bunch of platforms, rings, and (when the platforms are broken) a spring hidden from view.
  • After the second checkpoint, there is a yellow platform with a spring that launches the player upwards to continue on. In the final, it was replaced with three red platforms.
  • The area where the GUN Truck sends out the GUN Hunters has a lot of platform changes compared to final. There also seems to be four GUN Hunters that come out of the GUN Truck in the demo, where in the final there's about seven.
  • After the platforms, there is a block in place between the gap. In the final, there is a set of spikes instead.
  • The dash pad at the loop is closer to the player compared to the final.
  • Just after the loop, where one of the Red Star Rings would be located in the final, there is a GUN Hunter absent in the demo.
  • The area where the player can climb to get the first skateboard as a GUN Beetle absent next to the cylinder platform in the demo.
  • After the third checkpoint, the bottom path has a yellow spring. Because of this, the GUN Hunter seen in final is not present in the demo.
  • After the skateboard section, just before the last checkpoint, the bottom path is completely different compared to the final.
  • At the final section of the stage, after the last checkpoint, there seems to be a bunch of platform changes and removed enemies between the demo and final game. The Speed Shoes monitor is also not present in the demo.

Act 2#

Watch on YouTube

  • The first two GUN Hunters are not present in the demo.
  • The first pile of cars, where two GUN Hunters are present in the final, are absent in the demo. There also doesn't seem to be an orange ring above the area either.
  • At the first checkpoint, taking the top path has three GUN Beetles with two dash rings. In the final, there is two GUN Beetles with three dash rings. There also seems to be a wooden crate that is absent from the demo.
  • The bottom path where the third red star ring would be in the final has only a straight line of platforms leading to the pulley.
  • Just before the loop, there is a set of dash panels missing between the first and third set around the curve.
  • At the bottom path of the fourth checkpoint, a set of three balloons is found here. In the demo, they are red, yellow and green. In the final, however, they are red, green, and blue.
  • When climbing upwards from taking the bottom path, after the fourth checkpoint, there is a bunch of platforms that were later replaced with a spring pole.
  • Just before the last checkpoint, a GUN Beetle that's seen at the top of the stairs is absent in the demo.
  • The jump panels that send Sonic running on wall has a set of four. In the final, there is five.
  • There is a huge set of rings along the wall in the demo, where the final only has a singular line.
  • The Goal Ring at the end of the stage is still in the middle.

Era Trailers#

Trailers for the Genesis, Dreamcast, and Modern Eras were all released separately on September 15th and 30th, and October 7th. These trailers showcase what levels that are playable in the game.

Genesis/Mega Drive Era#

  • The only difference that can be seen here is Chemical Plant Act 2, where at the beginning of the stage there are three switches meant to be stepped on to activate a bridge ahead. This can be found in the final game via out of bounds in the Challenge Act: One Ring Challenge.

Dreamcast Era#

Watch on YouTubeThe most differences here seem to be City Escape Act 2.

  • The skateboard that Modern Sonic rides on has a placeholder texture, all appearing in blue. In the final game, it has more decoration on it.
  • At the last frame between the 30 to 31 second mark, Modern Sonic is seeing jumping with his hands in a different position to where he is launched and turns into his ball position. This indicates that a Horizontal Pole was present just after the first skateboarding section.
  • Just after this, the GUN Beetles and Orange Rings seem that they were shifted more to the left, compared to the trailer here.
  • Most interestingly, there is an warning sign on the bottom-right of the screen just before the next scene transitions.
  • At the 38-second mark, there are umbrellas at the end of the stage. These were removed in the final, where cars could be seen behind it instead.

Modern Era#

  • 0:26 - The exclamation mark sign is not present here.
  • 0:28 - The loop before the last section of Rooftop Run Act 2 has a second set of Dash Panels missing in the trailer, just after the rings.
  • 0:31 - The trick jump panel has two in the final. In the trailer though, there is only one.
  • 0:38 - Three rings that would appear above the platform are not present. It's unknown though if they were grabbed beforehand.

Bosses and Rivals Trailer#

Watch on YouTube

  • The cutscenes Egg Dragoon boss fight has Eggman floating when on it's head.
  • Both the gameplay and cutscene seem to load at the same time for Perfect Chaos, seeing some interesting bugs.
  • The right side of the Death Egg Robot, just behind the boss, has a platform in the middle. Though is was oddly removed in the final, the one on the other side is still present

Launch Trailer#

Released on the day that the game was first playable, being November 1st on console. The trailer uses lots of older footage from earlier development, which most was talked about. However, there are a couple of new ones present in this trailer.

  • The checkpoint in Speed Highway Act 2 is slightly hovering above the ground.
  • The beginning of Sky Sanctuary Act 2 has only one dash ring, compared to three in the final.
  • The spring that takes the player to the rail, in Green Hill Act 2, has a four way cannon in the background where the totem pole is. This lines up to the Doppelganger in the early demo versions.

Early Screenshots#

Not many early screenshots of the game since it's announcement, but there are a few available.

References#


  1. https://www.facebook.com/ObscureGamers/photos/a.660704067455779/660703080789211↩︎
  2. https://web.archive.org/web/20210112181424/https://www.sonicstadium.org/2021/01/2017-facebook-post-detailing-sonic-generations-psp-port-surfaces/↩︎