Actions

Difference between revisions of "Sonic Generations (demo)"

From Sonic Retro

 
(27 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{Bob
+
{{ProtoBob
|bobscreen= coffee.gif
+
| bobscreen=Sonic Generations 20 Day Demo.png
|screenwidth=  
+
| title=Sonic Generations (demo)
| icon=
+
| final=Sonic Generations
|system=
+
| system=[[sega:Xbox Live Arcade|Xbox Live Arcade]], [[sega:Playstation Network|Playstation Network]]
|publisher=[[sega:Sega|Sega]]
+
| date=
|developer=[[sega:Sonic Team|Sonic Team]]
+
| romsize=
|usa=
+
| source=Digital Download
|japan=
+
| foundby=
|europe=
+
}}
|esrb=}}
+
The '''''Sonic Generations'' Demo''' is a playable version of ''[[Sonic Generations]]'' released to gold members on [[Xbox Live Arcade]] and [[sega:PlayStation Network|PlayStation Network]] users on the 23rd June 2011, twenty years after the release of the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Silver Xbox Live members were given the game a week later on the 30th.
  
==Sonic Generations Demo==
+
==Overview==
 +
The demo acts as a one-level trial version of the game, in which the player can control "Classic Sonic" through the first Act of [[Green Hill (Sonic Generations)|Green Hill]]. It only remained active for twenty days, however it was found that adjusting the system clock could extend the play time indefinitely on both PlayStation 3 and Xbox 360. Due to Xbox Live setting the system clock automatically when online, to play the demo on the 360 past the date the player had to disconnect from Xbox Live. The build was said to be older than the version shown at [[sega:Electronic Entertainment Expo|E3 2011]] (dating to May 2011) and was listed internally as "Demo #1", suggesting further demos were on their way.
  
It's a game. It's also a demo. Does it make jullian fries? Probably not. But we're certain of these facts:
+
Questions were raised about the game's 650MB+ file size, despite only claiming to contain one level. Hacking of both the PSN and XBLA versions has shown that in fact the demo contained masses of unused assets, including a supposedly fully playable Act of Green Hill featuring Modern Sonic, which would be later on used in the [[Sonic Generations (demo 2)|second demo]]. It also unveiled clues for the rest of the game, which at the time had not been officially announced by Sega.
  
==Music/SFX==
+
Most importantly, the demo confirmed the level list (including [[Casino Night (Sonic Generations)|Casino Night]] as downloadable content), bosses, in-game items, [[Badnik]]s, missions, cameos, [[Super Sonic]] and the existence of a [[Sega Mega Drive]] emulator, which would later be used for emulating the original ''Sonic the Hedgehog'' in the final game.
  
*Title Screen (Used)
+
==Hidden content==
*A new mix of the menu from Sonic Heroes (probably the actual real game’s menu theme)
+
{{Main|{{PAGENAME}}/Hidden content}}
*Green Hill Classic (Used)
 
*Invincible Classic (Used)
 
*Green Hill Modern
 
*Green Hill Modern/Boosting
 
*Invincible Modern
 
*Level Clear
 
*Drowning
 
*1-Up (Unused from Sonic Adventure, but not in DX?)
 
  
==Models==
+
==References==
 +
<references/>
  
???
+
{{SonicGenerationsOmni|4}}
 +
{{SonicPS3games}}
 +
{{Sonic360games}}
  
==Abilities/Powerups==
+
[[Category:Sonic Generations prereleases]]
===Elemental Shields and Character Names===
+
[[Category:Game demos]]
[[image: E1009913d7ce.png|left|thumb|320px]]
 
Character names (In Order):
 
*Tails
 
*Knuckles
 
*Amy
 
*Cream
 
*Rouge
 
*Espio
 
*Charmy
 
*Vector
 
*Blaze
 
 
 
{{clear}}
 
===Sonic Blur.exe===
 
SonicBlueBlur.exe
 
 
 
Root
 
 
 
PtmSpike
 
PtmRocket
 
EndlessBoost
 
SpeedTrick
 
MaxGaugeRestart
 
AutoGaugeUp
 
HomingCancel
 
BoostGaugeUp
 
RingEnergyBonus
 
BrakeEnergyBonus
 
StartAccel
 
QuickSlide
 
PowerStomping
 
DirectJump
 
SpeedUp
 
RocketStart
 
PreciousTime
 
SkateBoard
 
LongDiver
 
HyperPress
 
TreasureSearch
 
LongSpinDash
 
HighSpeed
 
Barrier
 
UnbeatenStart
 
DoubleSpinAttack
 
ThunderBarrier
 
AquaBarrier
 
FlameBarrier
 
SuperSonic
 
AllRounder
 
LongLifeRing
 
HighGrip
 
LastChance
 
SafeRestart
 
DownCancel
 
PowerBrake
 
LightSpeedDash
 
AirBoost
 
WallJump
 
wt
 
 
 
 
 
BigChaser
 
EggBeetle
 
EggLancer
 
EggRaybird
 
 
 
==Stages/Events/Bosses==
 
===Title Cards===
 
[[image: Fa70ecfe64db.png|left|thumb|320px]]
 
{{clear}}
 
===PlayableMenuSequenceTable.lua/Level, Event, & Boss Order===
 
--
 
-- PlayableMenuSequenceTable.lua
 
-- Yamashita_Yohei
 
-- 2011/01/31
 
--
 
-- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚̍ж‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚
 
é
 
--
 
-- “à—e‚ðC³‚µ‚½ê‡‚́AƒRƒƒ“ƒg‚àC³‚µ
 
‚Ä‚­‚¾‚³‚¢‚Ë
 
-- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚ɏ‘‚¯‚ê‚Έê�
 
�Ô‚¢‚¢‚Ì‚Å‚·‚ªB
 
-------------------------------------------
 
 
 
 
 
-- ’萔‚Æ‚µ‚Ĉµ‚¢‚½‚¢’l‚½‚¿
 
 
 
local EVENT              = 0 -- ƒCƒxƒ“ƒg‚ðÄ¶
 
local RESTORE_STAGE      = 1 -- ƒXƒe[ƒW‚𕜌³
 
local CLEAR_BOSSGATE    = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j
 
local GENERAL_MESSAGE    = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX
 
local SHOP_WINDOW        = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg
 
local TAKE_KEY          = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg
 
local TAKE_CHAOSEMERALD  = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾
 
local SLEEP              = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é
 
local OPEN_STAGE        = 8 -- ƒXƒe[ƒW‚ªŠJ‚­
 
local RELEASE_NPC        = 9 -- NPC‰ð•ú
 
 
 
 
 
-------------------------------------------
 
-- ’ʏíƒXƒe[ƒW
 
-------------------------------------------
 
--------------------
 
-- ƒOƒŠ[ƒ“ƒqƒ‹vv
 
--------------------
 
 
 
function GreenHill_Classic()
 
    Create(EVENT, 17)                    -- Event : ”’‚¢¢ŠE
 
end
 
 
 
function GreenHill_Generic()
 
    Create(RESTORE_STAGE, 101)          -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³
 
end
 
 
 
function GreenHill_Both()
 
    Create(RELEASE_NPC, 210)            -- NPCRelease : ƒeƒCƒ‹ƒX
 
    Create(EVENT, 21)                    -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö
 
    Create(OPEN_STAGE, 2)                -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
 
    Create(GENERAL_MESSAGE, 0)          -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾
 
end
 
 
 
function GreenHill_Classic_Mission()
 
    Create(TAKE_KEY, 101)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function GreenHill_Generic_Mission()
 
    Create(TAKE_KEY, 102)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function GreenHill_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 103)          -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
 
end
 
 
 
function GreenHill_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 104)          -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
 
end
 
 
 
---------------------
 
-- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
 
---------------------
 
 
 
function ChemicalPlant_Classic()
 
    Create(RESTORE_STAGE, 201)          -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
 
end
 
 
 
function ChemicalPlant_Generic()
 
    Create(RESTORE_STAGE, 202)          -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
 
end
 
 
 
function ChemicalPlant_Both()
 
    Create(EVENT, 31)                    -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚͉ߋŽ‚́H)
 
    Create(OPEN_STAGE, 3)                -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
 
    Create(RELEASE_NPC, 220)            -- NPCRelease : ƒGƒ~[
 
end
 
 
 
function ChemicalPlant_Classic_Mission()
 
    Create(TAKE_KEY, 201)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function ChemicalPlant_Generic_Mission()
 
    Create(TAKE_KEY, 202)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function ChemicalPlant_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 203)          -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
 
end
 
 
 
function ChemicalPlant_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 204)          -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
 
end
 
 
 
---------------------
 
-- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
 
---------------------
 
 
 
function SkySanctuary_Classic()
 
    Create(RESTORE_STAGE, 301)          -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
 
end
 
 
 
function SkySanctuary_Generic()
 
    Create(RESTORE_STAGE, 302)          -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
 
end
 
 
 
function SkySanctuary_Both()
 
    Create(RELEASE_NPC, 230)            -- NPCRelease : ƒIƒbƒNƒ‹ƒY
 
    Create(SHOP_WINDOW, 0)              -- ShopWindow : ‚»‚Ì‚P
 
end
 
 
 
function SkySanctuary_Classic_Mission()
 
    Create(TAKE_KEY, 301)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function SkySanctuary_Generic_Mission()
 
    Create(TAKE_KEY, 302)                -- ƒ{ƒXƒL[oŒ»   
 
end
 
 
 
function SkySanctuary_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 303)          -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
 
end
 
 
 
function SkySanctuary_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 304)          -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
 
end
 
 
 
--------------------
 
-- ƒXƒs[ƒhƒnƒCƒEƒFƒC
 
--------------------
 
 
 
function SpeedHighway_Classic()
 
    Create(RESTORE_STAGE, 401)          -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
 
end
 
 
 
function SpeedHighway_Generic()
 
    Create(RESTORE_STAGE, 402)          -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
 
end
 
 
 
function SpeedHighway_Both()
 
 
 
end
 
 
 
function SpeedHighway_Classic_Mission()
 
    Create(TAKE_KEY, 401)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function SpeedHighway_Generic_Mission()
 
    Create(TAKE_KEY, 402)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function SpeedHighway_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 403)          -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
 
end
 
 
 
function SpeedHighway_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 404)          -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
 
end
 
 
 
--------------------
 
-- ƒVƒeƒBƒGƒXƒP[ƒv
 
--------------------
 
 
 
function CityEscape_Classic()
 
    Create(RESTORE_STAGE, 501)          -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
 
end
 
 
 
function CityEscape_Generic()
 
    Create(RESTORE_STAGE, 502)          -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
 
end
 
 
 
function CityEscape_Both()
 
 
 
end
 
 
 
function CityEscape_Classic_Mission()
 
    Create(TAKE_KEY, 501)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function CityEscape_Generic_Mission()
 
    Create(TAKE_KEY, 502)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function CityEscape_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 503)          -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
 
end
 
 
 
function CityEscape_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 504)          -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
 
end
 
 
 
--------------------
 
-- ƒV[ƒTƒCƒhƒqƒ‹
 
--------------------
 
 
 
function SeaSideHill_Classic()
 
    Create(RESTORE_STAGE, 601)          -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
 
end
 
 
 
function SeaSideHill_Generic()
 
    Create(RESTORE_STAGE, 602)          -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
 
end
 
 
 
function SeaSideHill_Both()
 
 
 
end
 
 
 
function SeaSideHill_Classic_Mission()
 
    Create(TAKE_KEY, 601)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function SeaSideHill_Generic_Mission()
 
    Create(TAKE_KEY, 602)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function SeaSideHill_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 603)          -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
 
end
 
 
 
function SeaSideHill_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 604)          -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
 
end
 
 
 
--------------------
 
-- ƒNƒ‰ƒCƒVƒXƒVƒeƒB
 
--------------------
 
 
 
function CrisisCity_Classic()
 
    Create(RESTORE_STAGE, 701)          -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
 
end
 
 
 
function CrisisCity_Generic()
 
    Create(RESTORE_STAGE, 702)          -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
 
end
 
 
 
function CrisisCity_Both()
 
 
 
end
 
 
 
function CrisisCity_Classic_Mission()
 
    Create(TAKE_KEY, 701)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function CrisisCity_Generic_Mission()
 
    Create(TAKE_KEY, 702)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function CrisisCity_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 703)          -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
 
end
 
 
 
function CrisisCity_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 704)          -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
 
end
 
 
 
--------------------
 
-- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“
 
--------------------
 
 
 
function RoofTopRun_Classic()
 
    Create(RESTORE_STAGE, 801)          -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
 
end
 
 
 
function RoofTopRun_Generic()
 
    Create(RESTORE_STAGE, 802)          -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
 
end
 
 
 
function RoofTopRun_Both()
 
 
 
end
 
 
 
function RoofTopRun_Classic_Mission()
 
    Create(TAKE_KEY, 801)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function RoofTopRun_Generic_Mission()
 
    Create(TAKE_KEY, 802)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function RoofTopRun_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 803)          -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
 
end
 
 
 
function RoofTopRun_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 804)          -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
 
end
 
 
 
--------------------
 
-- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv
 
--------------------
 
 
 
function PlanetWisp_Classic()
 
    Create(RESTORE_STAGE, 901)          -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
 
end
 
 
 
function PlanetWisp_Generic()
 
    Create(RESTORE_STAGE, 902)          -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
 
end
 
 
 
function PlanetWisp_Both()
 
 
 
end
 
 
 
function PlanetWisp_Classic_Mission()
 
    Create(TAKE_KEY, 901)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function PlanetWisp_Generic_Mission()
 
    Create(TAKE_KEY, 902)                -- ƒ{ƒXƒL[oŒ»
 
end
 
 
 
function PlanetWisp_Classic_Mission_All()
 
    Create(RESTORE_STAGE, 903)          -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
 
end
 
 
 
function PlanetWisp_Generic_Mission_All()
 
    Create(RESTORE_STAGE, 904)          -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
 
end
 
 
 
-------------------------------------------
 
-- ƒ{ƒX/ƒ‰ƒCƒoƒ‹
 
-------------------------------------------
 
 
 
--------------------
 
-- ƒfƒXƒGƒbƒO
 
--------------------
 
 
 
function BossDeathEgg_Clear()
 
    Create(EVENT, 53)                    -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F)
 
    Create(CLEAR_BOSSGATE, 1)            -- ƒfƒXƒGƒbƒOŒ‚”j
 
end
 
 
 
--------------------
 
-- ƒp[ƒtƒFƒNƒgƒJƒIƒX
 
--------------------
 
 
 
function BossPerfectChaos_Clear()
 
    Create(CLEAR_BOSSGATE, 2)            -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j
 
end
 
 
 
--------------------
 
-- ƒGƒbƒOƒhƒ‰ƒO[ƒ“
 
--------------------
 
 
 
function BossNewEggmanRobo_Clear()
 
    Create(CLEAR_BOSSGATE, 3)            -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j
 
end
 
 
 
--------------------
 
-- ƒƒ^ƒ‹ƒ\ƒjƒbƒN
 
--------------------
 
 
 
function VsMetalSonic_Clear()
 
 
 
end
 
 
 
--------------------
 
-- ƒVƒƒƒhƒE
 
--------------------
 
 
 
function VsShadow_Clear()
 
 
 
 
 
end
 
 
 
--------------------
 
-- ƒVƒ‹ƒo[
 
--------------------
 
 
 
function VsSilver_Clear()
 
 
 
end
 
 
 
==Characters/Badniks==
 
 
 
==Code?/Misc==
 
*In the internal code, modern sonic is refered to as GenericSonic and classic is ClassicSonic.
 
*The “Genesis” in the title card list refers to an emulator that will have the classic games bundled in.
 

Latest revision as of 18:19, 21 January 2021

Sonic Generations 20 Day Demo.png
Sonic Generations (demo)
Prerelease of: Sonic Generations
System: Xbox Live Arcade, Playstation Network
Source: Digital Download

The Sonic Generations Demo is a playable version of Sonic Generations released to gold members on Xbox Live Arcade and PlayStation Network users on the 23rd June 2011, twenty years after the release of the original Sonic the Hedgehog. Silver Xbox Live members were given the game a week later on the 30th.

Overview

The demo acts as a one-level trial version of the game, in which the player can control "Classic Sonic" through the first Act of Green Hill. It only remained active for twenty days, however it was found that adjusting the system clock could extend the play time indefinitely on both PlayStation 3 and Xbox 360. Due to Xbox Live setting the system clock automatically when online, to play the demo on the 360 past the date the player had to disconnect from Xbox Live. The build was said to be older than the version shown at E3 2011 (dating to May 2011) and was listed internally as "Demo #1", suggesting further demos were on their way.

Questions were raised about the game's 650MB+ file size, despite only claiming to contain one level. Hacking of both the PSN and XBLA versions has shown that in fact the demo contained masses of unused assets, including a supposedly fully playable Act of Green Hill featuring Modern Sonic, which would be later on used in the second demo. It also unveiled clues for the rest of the game, which at the time had not been officially announced by Sega.

Most importantly, the demo confirmed the level list (including Casino Night as downloadable content), bosses, in-game items, Badniks, missions, cameos, Super Sonic and the existence of a Sega Mega Drive emulator, which would later be used for emulating the original Sonic the Hedgehog in the final game.

Hidden content

Sonic Retro emblem.svg Main article: Sonic Generations (demo)/Hidden content

References


Sonic Generations / Sonic X Shadow Generations
SonicGenerations PCTitleScreen.png

Main page (X Shadow)
Comparisons (X Shadow)
Maps
Achievements
Downloadable content
Changelog
Credits


Manuals
Promotional material (X Shadow)
Magazine articles
Reception
Merchandise


Development (X Shadow)
Hidden content
Bugs
Hacking guide

Sonic the Hedgehog games for the following systems
Sony PlayStation 3
 2006  Sonic the Hedgehog     2008  Sonic Unleashed     2009  Sonic's Ultimate Genesis Collection     2010  Sonic & Sega All-Stars Racing     2011  Sonic Generations     2012  Sonic & All-Stars Racing Transformed    
 Prototypes  Sonic Generations (Demo 1/2)
Xbox 360
 2006  Sonic the Hedgehog     2008  Sonic Unleashed     2009  Sonic's Ultimate Genesis Collection     2010  Sonic & Sega All-Stars Racing | Sonic Free Riders     2011  Sonic Generations     2012  Sonic & All-Stars Racing Transformed    
 Demos  Sonic the Hedgehog (2006 Xbox Live demo) | Sonic Generations (Demo 1/2)