This is a sub-page of Sonic Generations (PlayStation 3, Xbox 360, Windows)/Challenge Act Content/Unused Object Layouts.
General#
Act 1#
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Challenge Acts |
Description |
|---|---|---|
Cream: Chao Hunt |
The dash panel for when the player were to take the top path at the beginning of the stage. |
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High Speed Challenge 2 |
Can be found at the top path of the escalator section, where taking the loop would lead the player to a helicopter to the final section of the stage. |
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High Speed Challenge 2 |
A singular cannon can be found under where the three springs would be, possibly used as a placeholder before the helicopter was implemented into the stage. |
Act 2#
The challenge acts in Act 2 have leftovers of breakable objects, such as the barricade and windows, in most of the stages. There is also a plethora amount of dash panels too, and this doesn't even include the ones listed below that are found more than once. There is also a singular grind dash panel from the beginning of the stage too.
Cream: Chao Hunt#
There are a couple balloons leftover from the original stage that can be found at the beginning of where the main level would begin.
Hot Pursuit (Act 1)#
A set of rings can be found in the top route of the lobby room, which cannot be accessed as there is no platform to reach it. There is also an extra two steel crates that are placed inside the wall at the Goal Post.
High Speed Challenge 2#
Image |
Description |
|---|---|
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An object set of Spinners, oil drums, rings, and a rolling lift can all be found. Interacting with the lift will make the player respawn due to the kill plain. |
The objects from the lobby area are present in this stage. |
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Three red springs leftover from the main stage can be found. Interacting with them does not spawn the helicopter. A cannon is located below it, but can also be found in "Resisting Arrest". |
Resisting Arrest#
Object Set#
Another object set is leftover around the beginning of the stage. This one still has the oil drums and rings from High Speed Challenge 2, but now has two rolling lifts (fully usable), flippable platforms, and a jump pole.
Metal Platform#
A singular metal platform can be found behind the laser to the parking garage. Nothing much else of it besides that.
Third Area Object Layout Leftovers#
The third area of the stage, which would been accessible in the main stage by grabbing the helicopter, has most of it's object layout leftover from the original stage. These include platforms, springs, Spinners, ect.
Act 2 Leftovers#
Found way off out of bounds, in different locations behind and below and playing area, there are several objects that can be found leftover from... Act 2? Some parts of Act 2 seemed to have been missed during the clean up, leaving leftovers from that stage. There are few of interesting highlights to note here.
- There are two sets of four windows, perhaps one of them was for the lobby with the other one being before the Cop Speeder chase.
- One of the four sets of windows has reflection on it: One side being a black and white backdrop with the other side being the bottom of the Cop Speeder Chase, where the player would enter the parking garage.
- The cars lined out are in the same position for the end of stage, but their head and tail lights are missing.
The images listed below are listed beginning to end of Act 2, replicating it as much as possible to the original stage.
Overdrift#
If the player were to explore out of the playing area, the pathways cannot be stood on as there is no collision anywhere.
Dash Panels#
A set of dash panels past the barricade can be found hidden behind the player's view. There is also another set just the end of the original stage.
Spring on Building#
There is a singular spring on the building next to the shortcut area, just around the curve. If interacted with, it will launch the player up to a pillar-like object with red and white dashes.
Second Goal Ring#
Interestingly, a second Goal Ring is placed where the main stage would usually end. This is most likely a simple leftover as there is no object layout to associate with this.
Hot Pursuit (Act 2)#
Beginning Area#
The beginning of the main stage has a set of dash panels and a Rolling Lift leftover original stage. Using the Rolling Lift will cause the player to fling backwards for some reason.
Misplaced Grind Dash Panel#
A dash panel used for grind rails can be found just past the Goal Ring, lined up perfectly well with the red and white lines. This could suggest that this part of the building was planned to be grindable.
Other Leftover Objects#
A set of rings can be found just around the glass pillars of the Cop Speeder chase. There is also Jump Panels, a checkpoint, and another set of rings that can be found after both the rocket areas. There is also a set of dash panels along the building area.
Object Layout#
The top route, above where the player spawns, has an entire object layout to what seems to be some sort of obstacle course. The area contains steel crates, oil drums, a barricade, and (the unused) street cones. At the end of the top route, there is a set of two dash panels (also found in Espio: Master of Camouflage) with a set of ten rings at the end. The player cannot progress further due to a laser blocking the player's way.
Drill Baby Drill#
A set of five dash panels can be found behind where the player spawns, but is inaccessible due to an invisible barrier. There is also a set of glass panels, where the player can run on (and destroy if boosting) at the beginning of the stage.
Espio: Master of Camouflage#
This challenge act basically has leftover dash panels all over the second area of the stage. One of the sets of dash panels, before the Cop Speeder chase, has four instead of five.