This is a sub-page of Sonic Generations (PlayStation 3, Xbox 360, Windows).
Demo Leftovers#
A file under "Demo.fco" can be found in the game's files.
20 Day Demo#
Found under "RestTime", is several text leftovers from the 20 Day Demo, including every number of how many days till the demo expires.
There are ## day(s) remaining on this demo.
The demo has expired.
Play the demo!
Please connect to Xbox LIVE.
Select a stage to play.
Stage Demo Text#
Found under "TrialStage" is text descriptions of stages that the player can select to play in the demo. Interestingly, City Escape and Rooftop Run are also listed here suggesting they were once planned to be playable as early images are also found within the game's files. Green Hill is just a leftover from the demo version of the game.
Classic Green Hill
re-imagined with
HD graphics!
Blast through Green
Hill in an entirely
new perspective!
Beware of the GUN Truck's
attacks in side-scrolling
City Escape! Outrun the
truck at supersonic speed!
The GUN Truck is back
and more dangerous than
ever! Ride a skateboard
in 3D forward view and
grab some serious air
to escape it's attacks!
Rooftop Run re-imagined
as a side-scrolling stage!
Evade the attacking Egg
Chasers and head to the
top of the clock tower!
The high-speed battle with
the Egg Chasers re-imagined!
Use Quick-Step to speed
through the city streets!
White Space#
Green Hill Act 2#
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Found in the Pam_Cnv.fco, under StartPlayableMenu, there is a string of text telling the player that Act 2 of Green Hill is available to play, which does not appear in-game. A couple of older images where the player could switch between Classic and Modern Sonic can be seen in earlier screenshots, which could suggest it would've been used there.
Go to GREEN HILL.
GREEN HILL Act 2 is now available.
Switching Characters#
Some sort of debug-like text where the game automatically switches Sonics for you when told so. This likely goes unused since it can be switched anytime. Can be found in CharaChange.
You need to switch characters.
Switching to the other Sonic.
Stages Restored#
Unused notifications can be found in the StageLease under Pam_Cvn.fco, which would tell the player that they have restored the stage to it's former state. Either they went unused in favor of the achievements or was meant to be seen when restoring each stage after beating all five challenge acts.
GREEN HILL has returned to its former state.
CHEMICAL PLANT has returned to its former state.
SKY SANCTUARY has returned to its former state.
SPEED HIGHWAY has returned to its former state.
CITY ESCAPE has returned to its former state.
SEASIDE HILL has returned to its former state.
CRISIS CITY has returned to its former state.
ROOFTOP RUN has returned to its former state.
PLANET WISP has returned to its former state.
Boss Gate Keys#
Found in Bossgatekey is several lines of text telling the player they have a certain number of keys they need to collect, which would've appeared every time one was collected. Interestingly, the number goes up high as seven keys that would've been needed to be collected.
You got a Boss Gate Key.
You need 1 more to unlock
the boss gate.
You got a Boss Gate Key.
You need 2 more to unlock
the boss gate.
You got a Boss Gate Key.
You need 3 more to unlock
the boss gate.
You got a Boss Gate Key.
You need 4 more to unlock
the boss gate.
You got a Boss Gate Key.
You need 5 more to unlock
the boss gate.
You got a Boss Gate Key.
You need 6 more to unlock
the boss gate.
Information Pod#
There is unused text for the Information Pod that would've shown you how many hours of the game have been spent and total shop points for the Skill Shop. Skill Shop points can be seen when going to the Skill Shop, which is why this goes unused. As for total play time, it's unknown exactly why. The best possible reason could be that players, on PC at least, can always check, the Steam Library. Both of these can be found under Record, via record_04 and record_08 respectively.
Play Time
Total Shop Points
Skill Shop and Customization#
Omochao Text#
Found in the "Shop" bracket are text files of Omochao for either greeting or thanking the player when entering or purchasing an item in the Skill Shop.
Thanks for coming by!
Take your time and look around!
Welcome! I've got plenty of awesome of awesome Skills
for you today! See for yourself!
Hey there, Sonic! If you want to buy
something, just let me know!
I'm sold out right now, but don't worry!
Take a look at what I have available!
I've got some new Skills in!
Take a look at what I have available!
Thank you very much! Come back again!
Item Shop Descriptions#
Found in the "Pam_Cnv.fco", under the "Shop" bracket, is several descriptions of the items available. Though these are used in the game, there is extra text that explain how many Skill Points are required to use it, which can only be seen before purchasing one. This suggests that all the skills in the Skill Shop were meant to be purchasable.
- Power Brake: Stop on a dime regardless of your speed! This requires 10 Skill Points to equip!
- Twin Spin Attack: Allows you to attack in mid-jump. This requires 30 Skill Points to equip!
- Invincible Start: Start the stage with temporary invincibility. This requires 40 Skill Points to equip!
- Power Sneakers: Run faster, plain and simple. This requires 60 Skill Points to equip!
- Long Spindash: Your Spin Dash will carry you further. This requires 30 Skill Points to equip!
- Treasure Scanner: Allows you to see hdden items and Springs. This requires 40 Skill Points to equip!
- Homing Attack: Enables the use of Homing Attacks. This requires 100 Skill Points to equip!
- Hercules Muscles: Push moveable objects faster. This requires 10 Skill Points to equip!
- Breath Holder: Stay underwater longer. This requires 20 Skill Points to equip!
- Boardmaster: Hop on a skateboard whenever you want. This requires 70 Skill Points to equip!
- Direct Jump: Increases the speed of your Wall Jumps. This requires 30 Skill Points to equip!
- Quick Slide: Enables Quick Step when on a skateboard. This requires 30 Skill Points to equip!
- Acceleration: Increases the starting speed of a run. This requires 10 Skill Points to equip!
- Smasher Bonus: Destroy enemies and objects fills the Boost Gauge. This requires 30 Skill Points to equip!
- Ring Energy Bonus: Collecting Rings fills the Boost Gauge faster. This requires 40 Skill Points to equip!
- Serial Homing: Perform sequential Homing Attacks faster. This requires 40 Skill Points to equip!
- Auto-Gauge: The Boost Gauge fills automatically over time. This requires 30 Skill Points to equip!
- Gauge Rebooster: Begin with a full Boost Gauge upon restart. This requires 30 Skill Points to equip!
- Trick Mastery: Perform tricks faster. This requires 60 Skill Points to equip!
- Super Sonic: Collect 50 Rings and press the Triangle/Y to become Super Sonic. This requires 100 Skill Points to equip!
Pricelist#
Several brackets of "PriceList" can be found in the game's files. In regular one goes from one hundred to three thousand, with all other brackets being added by five hundred each till reaching to five thousand. Afterwards, two extra brackets can be found, with their files labeled as "Pricelist7777" and "Pricelist10000". While "Pricelist7777" is used for the Infinite Lives, only for the console versions, the "Pricelist10000" goes unused. It's unknown what item would've used this, but it's possible that it was likely meant for Super Sonic to be purchasable at the Skill Shop.
400
600
700
900
1100
1300
1400
1600
1700
1800
1900
2100
2300
2400
2600
2700
2800
2900
10000
Skill Customization#
Text that would tell the player to either select a skill they want to add, remove a skill they don't need from the Skill Set, or cannot do with the Skill Customization entirely. These can be found in both "SkillCustom_Cnv.fco" and "Pam_Cvn.fco".
SkillCustom#
Select a Skill.
Select a Skill to remove.
Pam_Cvn#
Select a Skill to remove.
You cannot set anymore Skills.
This Skill Set name already exists.
Collection Room#
Unused Super Sonic Character Text#
In the Characters section of the art room, there are 14 characters with biographies, however, the data includes text for an entry for Super Sonic, who's never seen in this section and lacks any other data for it in the XML files.
The name given to Sonic's
ultimate form when he is
transformed through the
power of the Chaos
Emeralds.
Sonic is more powerful
than normal as Super Sonic,
but he can remain so for
only a short time due to
the tremendous amounts of
energy required.
Unused Movie Title#
An unused movie entry can be found in the CollectionRoom_Cnv.fco under ScenReplayExplanation, in the file ScenReplay_002 titled "White World". Judging by it's number, and the fact it's between "Abducted Friends" and "Two Sonics" suggest it would play a cutscene of Modern Sonic in White Space for the first time. Further evidence can be found in the first cutscene itself as Chemical Plant can be seen in the background, where hacking the game's camera upon starting a new game shows it is completely absent till after completing Green Hill (Act 2).
White World
Unused Character Text#
Omochao Game Hint#
Can be found in the LoadingGameHint_Cnv.fco for the Death Egg Robot, which shows a line of text that is never played and meant to be seen in the load screen. What's strange about this is that every every hint on the loading screen can also be found as a recording, with this one being the only line that doesn't have one. Interestingly, the voice clip was re-recorded in Sonic X Shadow Generations into another file, yet still goes unused in the final game.
Run beneath the Death Egg Robot and attack it from it's behind!
Saving Tails#
After restoring a stage in White Space, a cutscene plays after restoring each character to which then afterwards a small line of text can be read about being saved by either Sonic. Modern Tails also has one when being saved by Modern Sonic, but possibly goes unused as the cutscene "Two Sonics" already him explain this.
I'm worried about the others. Let's hurry up and go find them!
Unused Rival Text#
There is text that can be found under NPC_Cnv.fco, under each character
Incorrect Sonic#
Found under r10, for both Metal Sonic and Shadow, there is text that would suggest the stage would be inaccessible when talking with the opposite Sonic. Since the player can switch Sonics in front of them, this could explain of it going unused.
Metal Sonic: DATA MISMATCH. YOU ARE NOT THE REAL SONIC. PRESENT THE REAL SONIC,
Shadow: I can tell. You are not Sonic. Only the real Sonic has a shot at getting the Chaos Emerald.
Rival Decline#
A line of text for all three characters when declining in entering the rival fight.
Metal Sonic: ...
Shadow: Feh! You Coward!
Silver: Running away, are you?
Unused Character Game Hints#
All of these can be found in each character's fco file under "TechniqueB" and "Sequence Text".
TechniqueB#
Only two game hints can be played in the final game. However, there is more hints that the characters would've given to the player according to the game's files.
Classic Tails
- Hold the Square/X Button to build up more momentum for an even speedier Spin Dash!
- It's great to charge up your Spin Dash, but there's a limit to the speed you build up!
Modern Tails
- Press Square/X Button to Boost your way through enemies. Try it on big groups of enemies!
- Hold Square/X Button to maintain your Boost, but keep a good eye on the Boost Gauge, okay?
Amy
- Before a Bubble Trap comes at you, it'll light up. When you see that, look out!
- Sonic, try to hit Jump Panels at top speed for maximum effect!
- That pink water sure is pretty, but there's a way to reach the goal AND stay dry!
- Sonic, use your Boost to speed up so fast you'll skim along the surface of the water!
Knuckles
- Speed up to make a Spinning Top float up, and slow down to go down.
- Having trouble with the Clouds? Being careful's a waste of time, just go for it!
- There are spots where the floor'll drop out from under you. Don't let it bother you.
- When using Pole Elevators, move left and right to get in position to jump.
Cream
- Get off to a good start, leap for the Balloon like you really mean it!
- Careful, Mister Sonic! If you stay on a yellow platform too long, it'll fall!
- Use Drifting to get around corners as you come up to them. Plus, it looks so cool!
- Give your Light Dash a try, Mister Sonic! Use it to find shortcuts!
Rouge
You might find a shortcut by hitting Jump Panels on a skateboard. Watch out for that last steel platform- it drops by one level when the truck hit it. Just wait a bit when you see the truck coming. Watch your timing when you jump from a bar to make your way to a higher route. You can't make 90 degree turns on a skateboard without Drifting. You know that, right?
Espio
- Cannons launch you to a certain spot. Find new cannons to reach new places.
- You can't breathe underwater, so try to find Air Bubbles if you take the plunge.
- Your timing going through a Route Signal decides whether you get a cart or turtle.
- Using Boost to run across the water is sometimes the best way to go.
Blaze
- The upper route beyond the round building leads to a shortcut jump to the tower.
- The wind blows in different directions on either side of a Twister, so watch out.
- Quick Step can help avoid cars from the Twister and reach the upper area.
- Stomp on shaking lava platforms to sink the platform and postpone the eruption.
Vector
- Take the first Gondola to get up the roof. But make sure to jump off before it falls at the bridge.
- Use cover to get past enemies that shoots lasers. It's faster than taking them head-on!
- The Egg Chasers dodge to the sides before the Blimp fires, so pay attention to it and get out of the laser fire!
- Follow the Rings along the diagonal rooftop path and you'll find a path that's easier to stay up there on a roof!
Charmy
- If you find a Wisp Capsule while already transformed, you can stay that way longer!
- When you're the Pink Spike, you won't take any damage from other spiky things!
- You'll lose Rings when hit as the Orange Rocket, but you'll keep on going.
- Transform into the Orange Rocket to knock back the final Ceiling Trap!
Sequence Text#
In each FCO file for the characters in White Space, there is a conversation under "Sequence001" that goes unused in the game. Most of them relate to either the Collection Room and Bonus Bells, with Classic and Modern Tails mentioning about the Sega Genesis.
- Classic/Modern Tails: I spotted a broken Sega Genesis nearby. You can play it if you have a controller.
- Amy: If you ring the bell at the Challenge Gate, a note comes out. I wonder what it does...
- Knuckles: If you ring the bell on the gate and- Whoops, never mind. Talking to myself.
- Cream: Mister Sonic! A note! A musical note came out of the bell of the gate!
- Rouge: I'm so bored. If I had a note from the gate, I hear you can get some art or music. I bet doing that will cure my boredom.
- Espio: Enter the Collection Room to see how many items remain for you to find.
- Blaze: The note that comes out of the bell by the gate has a preset path. Remember that.
- Vector: The Collection Room has info on the folks you've helped. Guess it's pretty full now!
- Charmy: Have you checked the Collection Room? You might have a lot more new stuff in there!
Miscellaneous#
Internal Object Names#
The game has a XML file which stores the name of each level object in Japanese, which are never seen in normal gameplay. The XML file organizes the objects by category, so it was possibly used by Sega/Sonic Team's level editor.
The dump of XML file is available in the Notes page.
Source Code File Names#
The game's executable is scattered with the filename of the game's source code. For some reason, some of the filenames such as "hhMessage.h" is repeated many times in the exe. More info is on the Notes page.