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 |
|---|---|---|
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Classic Sonic |
P_SONC_grindR00 |
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Shadow |
B_SHA_grind_l |
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Shadow |
B_SHA_grind_r |
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Silver |
B_SIL_grind_l |
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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 |
|
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Metal Sonic |
B_MTA_brake_s |
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Metal Sonic |
B_MTA_brake_s |
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Shadow |
B_SHA_brake_s |
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Shadow |
B_SHA_brake_l |
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Shadow |
B_SHA_brake_e |
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Silver |
B_SIL_grind_l |
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Silver |
B_SIL_grind_r |
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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 |
|---|---|
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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 |
|---|---|
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EN_FLN_move_L |
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EN_FLN_move_R |
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E_FLN_turn_L |
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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 |
|---|---|
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E_SPI_idle_r |
Cutscene Animations#
|
|
This needs some investigation. |
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 |
|---|---|---|
|
SONC_ibaru_s_R |
A set of animations of Classic Sonic putting his hands on his hips. Only it's left variant is used. |
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P_D_SONC_kyorokyoro_R |
Classic Sonic looking around from the right side of the screen, which only the left variant uses. |
|
P_D_SONC_oyayubi_s_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. |
|
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. |
|
SONC_migamae_e_L |
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. |
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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 |
|---|---|---|
|
P_D_TAIC_yarare_s_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. |
|
P_D_TAIC_yarare_s_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. |
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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. |
|
P_D_TAIC_kangae_s_L |
A set of animations of Classic Tails thinking. Only his right variant is used in the game. |
|
P_D_TAIC_kyorokyoro_L |
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. |
|
TAIC_bikkuri_s_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. |
|
P_D_TAIC_hitosashi_s_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. |
|
P_D_TAIC_obie_s_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 |
|---|---|---|
|
P_D_SONM_yarare_s_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. |
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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. |
|
P_D_SONM_kangae_s_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. |
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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. |
|
P_D_SONM_ketsui_s_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 |
|---|---|---|
|
yarare_s_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. |
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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. |
|
P_D_TAIM_mojimoji_s_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 |
|---|---|---|
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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. |
|
D_EGGC_sekikomi_s_L |
A set of animations of Classic Eggman coughing on the left side of the screen, which he never does anywhere in the game. |
|
D_EGGC_sekikomi_s_R |
Another set of animations of Classic Eggman coughing, this one being for the right side of the screen. |
Modern Eggman#
Animation |
Filename |
Description |
|---|---|---|
|
D_EGGM_sekikomi_s_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. |
|
D_EGGM_migamae_s_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. |
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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. |
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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. |
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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.





















































































