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20 Day Demo

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This is a sub-page of Proto:Sonic Generations (PlayStation 3, Xbox 360, Windows).

This prototype is documented on Hidden Palace.

The 20-Day Demo was a demo of Sonic Generations that was released for Sonic's 20th Anniversary (June 23, 2011) and was available to play for 20 days. By default, it only allows the player to go through Green Hill Act 1... but cracking it open reveals a ton more, including a fully functional Act 2! Despite this demo being released after the E3 demo, most of its files are dated May 6, which is a single day before the E3 demo's build date.

If you still have said demo, to run it on Xbox 360 simply disconnect from the internet (you do have to be signed-in, though) and change the date to that 20-day range. On the PS3 this is a little harder, as you have to modify the console to change the system date the game reads from rather than the date you can access normally.

Differences#

  • The demo allows 3D Stereoscopic mode on TVs that aren't stereoscopic, and as a result it looks quite odd.
  • The physics in this build are much more akin to Sonic Rush and Sonic the Hedgehog 4 - Episode I. As a result, Classic Sonic can stick to the side of walls.

20-Day Demo

Final

The title screen has a half-untextured Green Hill background (the half-untextured-ness probably as a reference to the storyline). There is a counter showing how many days are left to play the demo, and when those 20 days have passed, it will say "The demo has expired", and you can only exit the demo unless you change the date to the 20-day range as described previously.

Sonic Unleashed Leftovers#

General#

To do:
There may be more.

At this point, the game contains way more leftovers than the final:

Demo Exclusive#

These leftover images here are what's removed from the E3 Demo, found in the languages folder under "SystemCommonCore.ar". The file is dated on March 1st.

Unused Content#

To do:

  • More.
  • Find better videos. These look like they were recorded on a VHS.

Modern Sonic and Green Hill Act 2#

Watch on YouTubeEven though he's not playable through normal means, Modern Sonic is present in the demo's code and plays as he does in the final.

Watch on YouTubeLikewise, Green Hill Act 2 is present and fully functional.

Classic Sonic's Jump Dash#

Watch on YouTubeThrough hacking, it is possible to enable Classic Sonic's version of Jump Dash, which can be unlocked in the final game if the player obtains the Homing Attack skill. Classic Sonic can't use the Homing Attack with the Jump Dash enabled but does react as he normally would when he hits an enemy or object while using the skill.

Elemental Shields#

Watch on YouTubeAll the elemental shields are also present in the game's files. Their functions seem to be the same as final, but there are differences that are still present here.

  • The Thunder Shield has no extra aura or aftershock anytime the player jumps.
  • The Aqua Shield is not animated when performing a bound jump.
  • The Flame Shield seems to be closest one to final.

Early Graphics and Placeholders#

Lots of placeholder text and untranslated text can be found in the game's files.

Image (Demo)

Image (Final)

Filename

Description

ui_common_btn_pltf.dds

Still unchanged from the E3 Demo.

ui_common_btn_pltf.dds

The Left and Right Bumpers are smaller in the demo version, where they were changed in the final game. Otherwise, the outlines are missing around the icons.

ui_loading_word.dds

The word "ZONE" was removed in the final. The game's files still references it's abbreviation as "cnz" though.

ui_loading_word.dds

The Time Eater boss fight was originally "LAST BATTLE", which was later changed to "FINAL BATTLE".

Sonic_Generations_Demo_Network_Text_Graphic.png
Sonic_Generations_Demo_Network_Gray_Text_Graphic.png

Sonic_Generations_Final_Online_Mode_Text_Graphic.png
Sonic_Generations_Final_Online_Mode_Gray_Text_Graphic.png

ui_title_word.dds

Originally, the "Online Mode" was once called "Network Mode" before it was changed during development.

ui_option_word.dds

Seems almost close to final. Other than the untranslated text, the only major change is all the text for "OMOCHAO", in all caps (along with "Omochao Hints" being just "OMOCHAO" in the demo version). It can be accessible via hacking, but is mostly broken.

ui_common_skill_gp.dds

Icons, some from the Skill Shop, that would be used in-game or Challenge Acts to be used by pressing the Triangle/Y Button. Aside the placeholder character icons, along with a few other icons absent in the demo, the only minor change is the middle part of the shield.

ui_common_stg_icon.dds

Most of the icons here are earlier images compared to the final

  • All of the characters, including Classic Sonic (turquoise) and Modern Sonic (blue) use placeholder hedgehog icons of the corresponding characters.
  • The Coin from Casino Night is has a more darker yellow palette. Also, the final has an angle on the side.
  • The icon for the "Rescue the Animals!" Challenge Acts has a Porky Icon, which was changed to a Flicky.
  • The Trick Jump Panel, used for the Challenge Act "Trick Island", has a different angle.
  • The Motobug, used in Challenge Acts like "Egg Robo Rush", has a different angle.
  • The Goal Post, used for the "Goal Post Juggle" Challenge Acts, has Classic Sonic popping out of the image in the Demo. Along with that, it seems to be a slightly higher quality compared to it's final counterpart.
  • The Dash Rings, meant for the "Dash Rings 1-2-3" Challenge Acts, seems to only have two present here. It also appears to have a different angle.
  • The Chao, used for Challenge Act "Cream: Chao Hunt", seems to be using a placeholder ripped directly from Sonic Unleashed.
  • The points card, where the player would get after beating the stage/challenge act, looks more so like an actual credit/debit card in the demo. It also has an early face graphic for Omochao.

ui_option_word.dds

About half of the actual image, being the left side, is the only part with differences.

  • ACT 1 and ACT 2 does not have a space in between.
  • "RIVAL" and "BOSS" have the "BATTLE" text completely absent in the demo.
  • In the demo version, "CHALLENGE ACT 1" and "CHALLENGE ACT 2" (with "Challenge" in all caps), with dashed numbers of the corresponding five Challenge Acts. In the final, it was simply changed to "ACT 1" and "ACT 2", with the rest having each of the five Challenge Acts with "Challenge" on each one (with all but the C being lower cased now).
  • Though very minor, and only an image exclusive difference, the "Best Score" and "Best Time" were slightly moved between the demo and final build.

ui_howto_word.dds

Just about final, with only a few untranslated text on the right.

ui_btn_guide_word.dds

Lots of text was either removed or replaced here.

  • The Demo version has Listen, which seems to have been replaced with Comments (even though it still goes unused). It's possible this was meant for the Collection Room when listening to music.
  • Skills/No Skills does not have a space in between the slash in the demo version.
  • Gamer Card was replaced with Gamer Profile.
  • Rotate has a space in the final, where the demo version does not.
  • Online ID was replaced Profile.
  • Everything after Exit Demo in the final variant is completely absent in the demo version.

Early Results Screen#

The results screen goes unused in the demo, as beating the stage reverts the player back to the title screen after saying the game's release time. It is possible to restore this in-game via hacking, showing it being mostly the same as final. There are however some minor differences. It would be more slightly updated in the E3 Demo.

Image (20 Day Demo)

Image (E3 Demo)

Image (Final)

Header text

  • The 20 Day Demo has "pt(s) Get!" instead of "pt(s) Earned!"
  • The Score graphic has a shadow, which for some reason was removed after the E3 Demo.
  • The text graphics "Try Again", "Continue" and "Quit Stage" were replaced with "Play Again", "Continue Search", and "Quit Stage", possibly all meant for the 30 Second Trial.
  • The Rings counter had was originally red, along with it text having a red outline too. The text is also not plural in the 20 Day Demo.
  • The "Results" graphic is not plural.
  • Originally, in order for the player to get an S Rank, the player would have to not take any damage whatsoever. This was possibly changed due to it being impossible to some players.

30 Second Goal Post#

The Goal Post for the 30 Second Trial, along with it's broken pieces can still be found in the game's files. However, even in the PlayStation 3's files, there is an image of a profile picture from the Xbox 360. The final game removes this in place of a generic gray square.

Model (Demo)

Model (Final)

Miscellaneous#

To do:
Get videos or images of these

Watch on YouTube

  • Omochao can be found in the game's files. While all his animations are still present, interacting with him seems to cause him to bug out. Not to mention, none of his voice clips are in the files at all.
  • The Select Cannon functions like the final, but doesn't have the arrows.
  • The Horizontal Bars functions like the final, but is missing the radius when using it.
  • The 1-Ups don't have a glowing aura when placed in-game.
  • All enemies aside Green Hill are still present in the game's files, with all their animations. Some of them have no sound effects, as they are missing from the files. Enemies, like the Egg Fighters, also have effects appear glitched.
  • Boosting across water, outside of buoys, when a Big Chopper is present will show a text graphic saying "DANGER!". The only way to see this in-game though is by back porting Seaside Hill into the demo.
  • The switches turn to a light blue when stepped on, just like Sonic Unleashed. In the final, they turn yellow. However, their function is still present in the final game.
  • The cannons are not vertical when spawned in.
  • Interacting with fans seems to play his skydiving animation instead of his floating animation.
  • Textures and platforms for Sky Sanctuary are in the files. It's unknown why they're here since the zone is not present in the files anywhere.

Unused in Final#

Loading Screens#

The demo contains 16-bit sprites of Sonic and Robotnik, presumably to have been used on a loading screen at one point.

The Sonic one is used when you modify the demo to dev mode (and even then only the walking frames are used), however the Robotnik one does not show up.

Early HUD#

Earlier HUD elements, which some were seen in the video Sonic Anniversary - Through the Ages. The file can be found in the Languages folder under "SonicClassic.ar", with the file dated March 1st. This was removed in the E3 Demo. The list below explains the differences.

  • Another Sonic life icon is present in the demo.
  • The number seven having more of a curve compared to the final game being more of a straight line.
  • The boost gauge is a little bit smaller than the final game.
Apparently it's all BS.

Unused Animations#

To do:
Add the animations. May need a subpage when more are added

There are a total of 25 animations that can be found unused. These animations cannot be found in the files for the final game.

Modern Sonic#

Animation

Filename

Description

sn_situp.anm.hkx

One of the four animations of Modern Sonic getting hit by something, showing him sitting up. It would later get used in Sonic Lost World.

sn_drow_run_loop.anm.hkx

An animation of Modern Sonic flailing his arms around running in a panicked state. The filename suggests it would be used for underwater, given by the "drow" listed in the filename (mispelled as "drown"). Weirdly, this is the only animation from Sonic Unleashed that was removed from the final game.

Challenge Acts#

To do:
Green Hill has early layouts of Challenge Acts in the files for both Classic and Modern Sonic, including Doppelgangers. Document and record videos of these

In the disk/bb2/#SelectStage.ar.00, opening the file contains load screens of every stage and Challenge Act in the game. Opening the "Stage.xml" file also contains early names for the Challenge Acts, that were replaced with different ones in the final. Interestingly, most of the text in the final that were changed from the demo are all lower cased.

Stage

Challenge Number

Demo Text

Final Text

In-Game Name

Notes

Chemical Plant (Act 1)

Challenge 2

Rescue Animals

use switch to open

Which Switch is Which?

Only playable in Seaside Hill (Act 1) and Planet Wisp (Act 1).

Rooftop Run (Act 1)

Challenge 2

EggFighter

BalloonClimber

High-Rise Balloon Climb

Originally meant to be a level for Egg Fighters.

Rooftop Run (Act 1)

Challenge 5

HighSpeed

1ring challenge

One Ring Challenge 2

A third Challenge Act involving "Hi-Speed Hijinx".

Planet Wisp (Act 1)

Challenge 1

FastTempoPinkSpike

3 barrier

With Your Powers Combined

Possibly another name for "Hi-Speed Hijinx"? The Challenge Act would've involved the Pink Spike, as there is one also for the Orange Rocket for Modern Sonic.

Planet Wisp (Act 1)

Challenge 5

Sprinkler

rescue animals

Rescue the Animals 2!

Interestingly, the image used for the Challenge Act proves this. Not to mention there are no animals in the image either, compared to the one used in Seaside Hill.

Green Hill (Act 2)

Challenge 1

OrderedDashRing

earthquakes

Look Out Below!

Referencing "Dash Ring 1-2-3", which is only playable in City Escape (Act 2) and Rooftop Run (Act 1).

Sky Sanctuary (Act 2)

Challenge 1

VS Knuckles

Coop Knuckles

Knuckles: Buried Treasure

Possibly was meant to be "Coop Knuckles", but has "VS" by mistake, which was fixed in the final.

City Escape (Act 2)

Challenge 1

VS Cream

Coop Cream

Cream: Helping Hand

Possibly was meant to be "Coop Cream", but has "VS" by mistake, which was fixed in the final.

City Escape (Act 2)

Challenge 3

Truck

Round around

Topsy-Turvy

According to the text here, the Challenge Act would've originally had the GUN Truck.

Oddities#

  • While Classic Sonic is correctly referred to in the game's code, Modern Sonic is referred to as "Generic Sonic".
  • Strangely, "Barrel Ring Bonus" is referred to as "Rolling Barrel" in both the demo and final game. It's unknown if the barrels were meant to be rolling down towards the player or not during development.
  • Though most of the files suggest the demo's build date is before the E3 version, some of the other files in the game depict dates after the 7th of May (with dates later as the 10th, 12th, and 18th, and even the 25th exclusively for the PS3). The only common build date from the E3 Demo is all of files for Green Hill Zone (Act 1), which would be all the files under "ghz100".