the cutting room mirror

Unused Animations

This is a sub-page of Sonic Generations (Nintendo 3DS).

Unused Grinding Animations#

There are grinding animations for Shadow, Silver, and even Classic Sonic. Shadow and Silver's go unused as there are no rails placed in their stages. There aren't any rails placed in Classic Sonic's levels either, but even if there were, he possibly would've curled into a ball instead like in the console versions. Classic Sonic also only has a grinding animation for his right side.

Animation

Character

Filname

Classic Sonic

P_SONC_grindR00

Shadow

B_SHA_grind_l

Shadow

B_SHA_grind_r

Silver

B_SIL_grind_l

Silver

B_SIL_grind_r

(Source: Sonic Retro Forums)

Braking Animations#

Animations of all three rival characters braking their speed, which the player can do by pressing in the opposite direction they are facing. All rivals move forward most of the time and never come to a complete stop until the very end, at which point they just end up slowing down.

Animation

Character

Filname

Metal Sonic

B_MTA_brake_s

Metal Sonic

B_MTA_brake_s

Metal Sonic

B_MTA_brake_s

Shadow

B_SHA_brake_s

Shadow

B_SHA_brake_l

Shadow

B_SHA_brake_e

Silver

B_SIL_grind_l

Silver

B_SIL_grind_r

Silver

B_SIL_grind_r

Classic Sonic#

Classic Sonic has three animations meant for a boss according to their filenames, most likely meant for Big Arms as it's the only boss Classic Sonic fights. These animations include him getting... damaged by something? Judging by the animations, it seems like Classic Sonic is being grabbed by something and then getting pulled along with it.

Newtron#

There are animations for the Newtron badnik where it would turn wherever the player is at, which only goes used for the purple variants as the green ones only spit out a ball of energy and then vanish.

Kiki#

There is a singular looping animation for the Kiki badniks where they would move around on the ground. However, they only stand in one place and don't move anywhere.

Animation

Filename

E_KIK_move_00

Mono Beetles#

Both the regular and gold variant of the Mono Beetle have an unused right idle animation, which they would use when facing the player from the left side of the screen. The final game only uses the left variant. The filename for both of them is "E_MON_idle_r".

Egg Flapper#

There are animations of the Egg Flapper moving and turning both left and right, which is only used for the green variant in the final game. When these enemies are seen in-game, they are only idling in place.

Animation

Filename

EN_FLN_move_L

EN_FLN_move_R

E_FLN_turn_L

E_FLN_turn_R

Knight Pawn#

The Knight Pawns only idles when spotting the player. However, it doesn't play the whole animation fully.

Spinner#

The Spinner badnik also has an unused right idle animation, which would be used when facing the player from the left side of the screen. Just like the Mono Beetles, the final game only uses the left variant.

Animation

Filename

E_SPI_idle_r

Cutscene Animations#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There are several end animations for both left and right variants. Are they used or do they get interrupted by other animations?

Filenames under "DEMO" are used for the game's story and cutscenes. These have animations that would use general expressions and movements. There are many variants that go unused in the final game.

Classic Sonic#

Animation

Filename

Description

Generations_3DS_P_D_SONC_ibaru_s_R.gif
Generations_3DS_P_D_SONC_ibaru_l_R.gif
Generations_3DS_P_D_SONC_ibaru_e_R.gif

SONC_ibaru_s_R
SONC_ibaru_l_R
SONC_ibaru_e_R

A set of animations of Classic Sonic putting his hands on his hips. Only it's left variant is used.

P_D_SONC_kyorokyoro_R

Classic Sonic looking around from the right side of the screen, which only the left variant uses.

Generations_3DS_P_D_SONC_oyayubi_s_L.gif
Generations_3DS_P_D_SONC_oyayubi_l_L.gif
Generations_3DS_P_D_SONC_oyayubi_e_L.gif

P_D_SONC_oyayubi_s_L
P_D_SONC_oyayubi_l_L
P_D_SONC_oyayubi_e_L

A set of animations of Classic Sonic giving a thumbs up, which he only does at the end of the game. Even so, only the right variant is used.

Generations_3DS_P_D_SONC_kubikashi_s_R.gif
Generations_3DS_P_D_SONC_kubikashi_l_R.gif
Generations_3DS_P_D_SONC_kubikashi_e_R.gif

SONC_kubikashi_e_R
SONC_kubikashi_e_R
SONC_kubikashi_e_R

A set of animations of Classic Sonic thinking on the right side of the screen. Only it's left variant is used, in fact the only time he ever uses the animation itself is the cutscene after beating Green Hill Act 2.

Generations_3DS_P_D_SONC_migamae_e_L.gif
Generations_3DS_P_D_SONC_migamae_e_R.gif

SONC_migamae_e_L
SONC_migamae_e_R

Ending animations of Classic Sonic from when either getting hit or blindsighted, which would play during the cutscenes related to the Time Eater (such as the first one or before the boss fight). This goes unused as he is either taken off screen during the cutscene, or the screen fades to white to the next scene.

P_D_SONC_yorokubi_e_R

An end animation of Classic Sonic after being surprised, which only his left variant is used.

Classic Tails#

Classic has the most amount of unused animations as most of his "Start" animations are never seen in-game.

Animation

Filename

Description

Generations_3DS_P_D_TAIC_yarare_s_L.gif
Generations_3DS_P_D_TAIC_yarare_l_L.gif
Generations_3DS_P_D_TAIC_yarae_e_L.gif

P_D_TAIC_yarare_s_L
P_D_TAIC_yarare_e_L

Starting and ending animations of Classic Tails getting hurt on the left side of the screen, which only his looping animation is used at the cutscene before the Time Eater boss fight.

Generations_3DS_P_D_TAIC_yarare_s_R.gif
Generations_3DS_P_D_TAIC_yarare_l_L.gif
Generations_3DS_P_D_TAIC_yarare_e_R.gif

P_D_TAIC_yarare_s_R
P_D_TAIC_yarare_l_R
P D_TAIC_yarare_e_R

A set of animations of Classic Tails getting hurt on the right side of the screen, which he would only do on the left side.

P_D_TAIC_ureshi_e_R

An ending animation of Classic Tails's happy animation, where he would be jumping up an down. This goes unused as he is pulled away from the screen during his loop animation.

Generations_3DS_P_D_TAIC_kangae_s_L.gif
Generations_3DS_P_D_TAIC_kangae_l_L.gif
Generations_3DS_P_D_TAIC_e_L.gif

P_D_TAIC_kangae_s_L
P_D_TAIC_kangae_l_L
P_D_TAIC_kangae_e_L

A set of animations of Classic Tails thinking. Only his right variant is used in the game.

Generations_3DS_P_D_TAIC_kyorokyoro_L.gif
Generations_3DS_P_D_TAIC_kyorokyoro_R.gif

P_D_TAIC_kyorokyoro_L
P_D_TAIC_kyorokyoro_R

Animations of Classic Tails looking around, in both left and right variants. All other characters use this animation, but Classic Tails is the only one who doesn't.

Generations_3DS_P_D_TAIC_bikkuri_s_L.gif
Generations_3DS_P_D_TAIC_bikkuri_e_L.gif

TAIC_bikkuri_s_L
TAIC_bikkuri_e_L

Start and ending animations of Classic Tails for when he is surprised on the left side of the screen. Aside it's looping animation, only it's right variants are used.

Generations_3DS_P_D_TAIC_hitosashi_s_L.gif
Generations_3DS_P_D_TAIC_hitosashi_l_L.gif
Generations_3DS_P_D_TAIC_hitosashi_e_L.gif

P_D_TAIC_hitosashi_s_L
P_D_TAIC_hitosashi_l_L
P_D_TAIC_hitosashi_e_L

A set of animations for Classic Tails talking, with his hand out, on the left side of the screen. Only the right variants are used.

Generations_3DS_P_D_TAIC_obie_s_L.gif
Generations_3DS_P_D_TAIC_obie_l_L.gif
Generations_3DS_P_D_TAIC_obie_e_L.gif

P_D_TAIC_obie_s_L
P_D_TAIC_obie_l_L
P D_TAIC_obie_e_L

A set of animations of Classic Tails being frightend on the left side of the screen. Only their right variants are used, such as the cutscene after Tropical Resort.

Modern Sonic#

Animation

Filename

Description

Generations_3DS_P_D_SONM_yarare_s_R.gif
Generations_3DS_P_D_SONM_yarare_l_L.gif
Generations_3DS_P_D_SONM_yarare_e_R.gif

P_D_SONM_yarare_s_R
P_D_SONM_yarare_l_R
P_D_SONM_yarare_e_R

A set of animations of Modern Sonic getting hurt, which only the right variants are used. In fact, it's only used once, which is the cutscene before Green Hill Act 2 as Sonic wakes up in White Space.

P_D_SONM_yarare_s_L

A start animation of when Modern Sonic would get hurt, which never plays as when the player fades to White Space after Modern Tails gets sucked in by the Time Eater, he is already in his looping animation.

Generations_3DS_P_D_SONM_knagae_s_R.gif
Generations_3DS_P_D_SONM_kangae_l_R.gif
Generations_3DS_P_D_SONM_kangae_e_R.gif

P_D_SONM_kangae_s_R
P_D_SONM_kangae_l_R
P_D_SONM_kangae_e_R

A set of animations for Modern Sonic facepalming on the right side of the screen. Only his left variants are used, which are seen in cutscenes such as after the Time Eater boss fight.

P_D_SONM_kyorokyoro_R

An animation of Modern Sonic looking around from the right side of the screen. Only his left variant is used, which is seen in cutscenes like after beating Green Hill Act 2.

Generations_3DS_P_D_SONM_ketsui_s_R.gif
Generations_3DS_P_D_SONM_ketsui_l_R.gif
Generations_3DS_P_D_SONM_ketsui_e_R.gif

P_D_SONM_ketsui_s_R
P_D_SONM_ketsui_l_R
P_D_SONM_ketsui_e_R

A set of animations of Modern Sonic giving a thumbs up on the right side of the screen. The only times he does this though is after the Egg Emperor (without all seven Chaos Emeralds) and after the Time Eater boss fights, and even so only does this on the left side of the screen.

Modern Tails#

Animation

Filename

Description

Generations_3DS_P_D_TAIM_yarare_s_l.gif
Generations_3DS_P_D_TAIM_yarae_l_L.gif
Generations_3DS_P_D_TAIM_yarare_e_L.gif

yarare_s_L
yarare_l_L
yarare_e_L

A set of animations for Modern Tails getting hurt on the left side of the screen. Only it's right variants are used, but the only time they play is at the cutscene before the Time Eater boss fight. Interestingly, his start animation seems to either be broken or unfinished as only the body portion of his model moves, which would explain why that animation alone would go unused.

yarare_e_R

An ending animation of Modern Tails getting hurt from the right screen of the screen, which goes unused as he is pulled off screen.

Generations_3DS_P_D_TAIM_mojimoji_s_L.gif
Generations_3DS_P_D_TAIM_mojimoji_l_L.gif
Generations_3DS_P_D_TAIM_mojimoji_e_L.gif

P_D_TAIM_mojimoji_s_L
P_D_TAIM_mojimoji_l_L
P_D_TAIM_mojimoji_e_L

Animations of Modern Tails twidling with his fingers on the left side of the screen. Only the right variants are used, which are seen in cutscenes such as after Green Hill Act 1 or when obtaining the stomp shoes after beating the Biolizard.

Classic Eggman#

Animation

Filename

Description

D_EGGC_atama_e_L

An ending animation of Classic Eggman returning to his idle animation after scratching his head from the right side of the screen, which the only time he does that is the last cutscene after the credits at the end of the game. It goes unused as the screen transitions to the next scene by fading to white.

Generations_3DS_D_EGGC_sekikomi_s_L.gif
Generations_3DS_D_EGGC_sekikomi_l_L.gif
Generations_3DS_D_EGGC_sekikomi_e_L.gif

D_EGGC_sekikomi_s_L
D_EGGC_sekikomi_l_L
D_EGGC_sekikomi_e_L

A set of animations of Classic Eggman coughing on the left side of the screen, which he never does anywhere in the game.

Generations_3DS_D_EGGC_sekikomi_s_R.gif
Generations_3DS_D_EGGC_sekikomi_l_R.gif
Generations_3DS_D_EGGC_sekikomi_e_R.gif

D_EGGC_sekikomi_s_R
D_EGGC_sekikomi_l_R
D_EGGC_sekikomi_e_R

Another set of animations of Classic Eggman coughing, this one being for the right side of the screen.

Modern Eggman#

Animation

Filename

Description

Generations_3DS_D_EGGM_sekikomi_s_L.gif
Generations_3DS_D_EGGM_sekikomi_l_L.gif
Generations_3DS_D_EGGM_sekikomi_e_L.gif

D_EGGM_sekikomi_s_L
D_EGGM_sekikomi_l_L
D_EGGM_sekikomi_e_L

A set of animations for Modern Eggman coughing on the left side of the screen. Only his right variants are used, which would be after defeating the Egg Emperor boss fight.

Generations_3DS_D_EGGM_migamae_s_L.gif
Generations_3DS_D_EGGM_migamae_l_L.gif
Generations_3DS_D_EGGM_migamae_e_L.gif

D_EGGM_migamae_s_L
D_EGGM_migamae_l_L
D_EGGM_migamae_e_L

A set of animations for Modern Eggman acting surprised on the left side of the screen. In the final game, except the third one, it only uses the right variants.

D_EGGM_ibari_e_L

An animation of Modern Eggman returning to his idle animation after crossing his arms from the left side of the screen. He only does this once, which is when both Sonics begin to fight the Time Eater.

D_EGGM_migamae_e_R

An animation of Modern Eggman returning to his idle animation after being surprised from the right side of the screen, which he never does as it pulls him off screen.

D_EGGM_yubisashi_e_R

An animation of Modern Eggman returning to his idle animation after pointing his arm out from the left side of the screen. This goes unused due to either him being pulled off screen in the Time Eater cutscene and fade/transition from the screen to white.

Classic and Modern Super Sonic#

Both Super Sonics have four animations in their files, with three of them only used. The one that goes unused is "tachimukau_e_R", which is an ending animation of what's seen at the end of the game. However, this never plays as the screen fades to white afterwards.