Sonic Generations is 3D action platforming game that features two Sonics on one epic adventure. The beta uses few different elements. Here are some of them!
The layout of the classic green hill was slightly different in the beta, and the same goes for modern. At the section where classic sonic enters the cave, where the buzz bomber should be there is a platform. This was removed for unknown reasons. Also, most of the item monitors/boxes were broken leaving only blue static. This is similar to the unused boxes in Sonic the Hedgehog (1991).Other than that, there is nothing else to compare between the beta classic and full classic green hill zone act 1.
Onto act 2! At the beginning of modern green hill zone, sonic says “Ready? GO!”. This was also removed for unknown reasons. The regular and boosting versions of modern green hill zone were slightly edited in the beta version. This can be heard at the E3 Sonic Generations modern green hill zone. At the part of act 2 where sonic must homing attack the buzz bombers, extra spikes were added. The trick rainbow ring replaced the buzz bombers. Another topic, whenever modern sonic uses boost, a different voice may be heard. Lastly, sonic’s aura followed him whenever he uses jump dash, stomp or homing attack similar to Sonic Unleashed.
There is also an unused cutscene featuring the Time Eater. This can be seen in the bosses and rivals trailer.
Also, Modern Sonic in the first demo gained more boost while tricking and Moder was planned to play the first Act as well as Classic, in Green Hill there was a spot where it could use the Light Dash
Information regarding the title in development:
- At one stage, Sonic Team considered the possibility of Classic Sonic having a speaking role in the game and consulted the staff at SEGA of America about it. Aaron Webber, the associate brand manager at SoA at the time, insisted that if the character were to speak, he would have to be voiced by Jaleel White. White, who was responsible for portraying the mascot in all three of the Sonic animated shows (Sonic SatAM, Sonic Underground and The Adventures of Sonic The Hedgehog) from the 90’s, was never contacted about the opportunity, however. The idea was soon dropped early on in production and Classic Sonic was made to be mute.
- Regarding the odd ‘cutscenes’ in trailers, those are not actually cutscenes but pre-rendered CG animation which may have only been intended to be used for promotional materials. The first CG shown ended up in the retail version of the game. The audio from the trailer (a song called ‘Tenderoni’) was replaced with an original instrumental track. The footage plays if one waits long enough at the title screen.
- The final level selection was chosen late into development; SEGA published a series of community polls asking for fans to choose their favourite level from various games. Before the polls, the level selection was entirely different.*
- While designing Speed Highway, a request was submitted to make locations and road names on signs refer to SEGA community members. A similar request was made to include advertising for the NiGHTS Hotel from Sonic Adventure 2, in which it would be revealed to be under new management by the community members who run the fan-site nightsintodreams.com, and be celebrating its anniversary. Both requests were denied.*
- The script for the game was intentionally kept simple because SEGA feared backlash, as had happened previous times when trying to incorporate character interaction and development into the plot.*
Post by The Neo Joy. Thanks to Ivo Robotnik and Runaway for their contributions!
*Information provided to Runaway by Kevin Eva, who was SEGA of Europe Community Manager until a few months before the game’s release.