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Sonic Generations (demo)

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Revision as of 00:48, 24 June 2011 by Tanks (talk | contribs) (Stages/Bosses)

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Sonic Generations (demo)
Publisher: Sega
Developer:

</div>

Sonic Generations Demo

It's a game. It's also a demo. Does it make jullian fries? Probably not. But we're certain of these facts:

Music/SFX

  • Title Screen (Used)
  • A new mix of the menu from Sonic Heroes (probably the actual real game’s menu theme)
  • 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

???

Abilities/Powerups

Elemental Shields and Character Names

E1009913d7ce.png

Character names (In Order):

  • Tails
  • Knuckles
  • Amy
  • Cream
  • Rouge
  • Espio
  • Charmy
  • Vector
  • Blaze

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/Bosses

Title Cards

Fa70ecfe64db.png

PlayableMenuSequenceTable.lua/Level & 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

Events

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.