This is a sub-page of Sonic the Hedgehog (2006)/Unused Animations.
Sonic Animations#
Tokyo Game Show 2005 Leftovers#
The following animations are remnants from the initial reveal trailer at the Tokyo Game Show in 2005.




Standing and idle animations. Originally, Wait4 would play once, and then Wait2 would play on repeat infinitely. Wait3 was used for when Sonic landed from a great height.




Walking, running, and falling. Similar to the ones from Sonic Adventure.


Goal pose. Again, very Sonic Adventure-esque.



Grinding, resembling Sonic Heroes. Interestingly, animations for leaning exist, a mechanic that didn't make the final cut. Despite there being 2 animation cues for leaning on rails, one is used to call the grinding trick animation, while the other goes unused.
E3 2006 Leftovers#
Certain animations were present at E3 2006, but are either not played in the final, or the corresponding object is not present.


Animations for a wind gimmick planned for Kingdom Valley, similar to that present in Windy Valley from Sonic Adventure. The object for it was placed in the E3 demo, but was removed from the same location in the final game.
Trick Jumps#




Animations for performing a trick jump on the board. Similar animations exist in Sonic Adventure, though these are closer to the ones in Sonic Adventure 2.
Intended to be used when Sonic collides into stage geometry while on the board. The final game just reuses the damage animation's cue for this purpose, even though this animation has a unique cue. It's possible to restore in-game by adding the animation to the PKG as "against" and using a hex editor to swap the cue that the wall collision state loads.
Armed Buggy#
A Co-op campaign was planned at one point for Sonic and Shadow in Crisis City, so as a result Sonic has animations for riding Shadow's Armed Buggy. Note that Sonic's arms are always at his sides on the seat, suggesting that either these animations were unfinished or Sonic was only intended to be a passenger. These are also translated very far away from the root bone for some strange reason, so if you modify Sonic to be able to appear in a buggy, he will float in the air above it.



Standard loops.


Backing up.


Taking damage. Shadow's damage animations are also unused.
Other#


Intended for ledge grabbing, a mechanic present in Sonic Adventure 2 and Shadow the Hedgehog. The ability stills exists in the code and is set to play these animations when activated, but the programming for it was never finished and thus it functions improperly.

Animations for landing on and jumping off of a pole. The final game only uses the actual flipping animation, while this would have made the presentation more like in Sonic Adventure 2. Cues to play these animations are present in the executable.


Referenced in the character select screen PKG as some sort of selection animation. The executable never loads them.
Animations for a trick jump off of a ramp, like in City Escape in Sonic Adventure 2. The same was likely planned for White Acropolis and/or Crisis City.
Appears to resemble the trick jump Sonic can perform in Sonic Adventure 2 by jumping out of a somersault.
A jogging animation that unfortunately never gets used. run00, run01, and run02 are the used run, dash, and Super Speed dash animations.

Mach speed chain jumping. All of the builds seen reuse standard animations from the main game, including the E3 build. Like the pole animations, unused cues exist to play these animations, complete with sound and particle effects for the loop. It seems Sonic Team never got around to finishing this, as the Super Speed cue incorrectly calls the S-rank voice line instead of the one it's supposed to play.
Note that the jump_l animation is just the lightdash animation rotated 45 degrees.
Being tossed by Silver's grab all attack. In-game, Sonic just reuses his animation for being held.