Sonic Generations
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Re: Sonic Generations
The game is set in 3 areas that represent each era (Classic, Adventure, Modern)
Each area has 3 stages, a rival boss, and an actual boss (maybe something like Classic taking on the rival and Modern taking on the boss may happen)
Area 1- Classic
Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone
Rival Boss- Metal Sonic
Boss- Death Egg
Area 2- Adventure
Speed Highway
City Escape
Seaside Hill
Rival Boss- Shadow
Boss- Perfect Chaos
Area 3- Modern
Crisis City
Rooftop Run
Planet Wisp
Rival Boss- Silver
Boss- Egg Dragoon (which I'm guessing equates to New EggRobo)
And then they face off against the final boss after getting all of the emeralds and red rings or something.
Somebody was able to pull this from the demo code:
CLASSIC GREEN HILL ZONE
Mission 1: Sonic Ghost (beat the time attack ghost)
Mission 2: Beaton (that's the fish badniks)
Mission 3: Vs Knuckles
Mission 4: Swings (likely involving the Green Hill swings)
Mission 5: High Speed (*shrugs*)
MODERN GREEN HILL ZONE:
Mission 1: Ordered Dash Ring
Mission 2: VS Tails (....wut)
Mission 3: Sonic ghost
Mission 4: Jump Jump Jump! (...)
Mission 5: 300% Boost
CLASSIC CHEMICAL PLANT ZONE
Mission 1: Co-Op Tails (tails co-op partner?)
Mission 2: Recue the Animals
Mission 3: Aqua Barrier (Bubble shield~)
Mission 4: Sonic Ghost
Mission 5: Invincibility
MODERN CHEMICAL PLANT ZONE
Mission 1: One Ring
Mission 2: Sonic Ghost
Mission 3: Co-Op Amy
Mission 4: Grabber (those spider robots from Chemical Plant)
Mission 5: Sprinkler in Water
CLASSIC SKY SANCTUARY ZONE
Mission 1: Sonic Ghost
Mission 2: Eggrobo
Mission 3: Round Platform
Mission 4: Enemy Rings (WHAT!? Likely has to do with Motobug monitor)
Mission 5: VS. Amy
MODERN SKY SANCTUARY ZONE
Mission 1: VS Knuckles
Mission 2: 200% Boost
Mission 3: Balloon
Mission 4: Sonic Ghost
Mission 5: Fast Tempo
CLASSICSPEED HIGHWAY
Mission 1: VS Cream (...)
Mission 2: Keep Moving!
Mission 3: High Speed
Mission 4: Many Copspeeders (those race-car robot monkies from Adventure)
Mission 5: Sonic Ghost
MODERN SPEED HIGHWAY
Mission 1: Drift
Mission 2: Keep Moving!
Mission 3: Sonic ghost
Mission 4: Driller (?)
Mission 5: VS Espio
CLASSIC CITY ESCAPE
Mission 1: Sk8Board
Mission 2: Thunder Barrier
Mission 3: VS Rouge
Mission 4: Sonic ghost
Mission 5: Half a Spring (oui?)
MODERN CITY ESCAPE
Mission 1: Vs Cream (...wut, Cream doesn't seem to want to be your friend, why fight her twice?)
Mission 2: Ordered Dash Ring
Mission 3: Truck
Mission 4: Fast Tempo
Mission 5: Sonic Ghost
CLASSIC SEASIDE HILL
Mission 1: Rescue Animals
Mission 2: Sonic Ghost
Mission 3: Co-op Espio
Mission 4: Fast Tempo
Mission 5: In Water
MODERN SEASIDE HILL
Mission 1: Co-Op Rouge
Mission 2: Sonic ghost
Mission 3: Rainbow rings
Mission 4: Sea Turtle in the Sky (...)
Mission 5: Giant Batabata
CLASSIC CRISIS CITY
Mission 1: Sonic Ghost
Mission 2: Goal Plate Juggling
Mission 3: Co-Op Vector
Mission 4: Flame Barrier
Mission 5: Enemy Rings
MODERN CRISIS CITY
Mission 1: Stomping
Mission 2: Sonic ghost
Mission 3: Switch
Mission 4: Co-Op Blaze
Mission 5: Select Canon
CLASSIC ROOFTOP RUN
Mission 1: Sonic Ghost
Mission 2: Egg Fighter
Mission 3: Ordered Dash Ring
Mission 4: VS Charmy
Mission 5: High Speed
MODERN ROOFTOP RUN
Mission 1: Rolling Barrel
Mission 2: Sonic Ghost
Mission 3: Sk8Board (so it returns in this stage?)
Mission 4: Endless Boost
Mission 5: VS Vector
CLASSIC PLANET WISP
Mission 1: Fast Temp Pink Spike
Mission 2: Sonic Ghost
Mission 3: Goal Plate Juggling
Mission 4: Vs Blaze
Mission 5: Sprinkler (those were the things in Planet wisp that spewed either spikes or rings)
MODERN PLANET WISP
Mission 1: Sonic Ghost
Mission 2: Tram
Mission 3: Co-Op Charmy
Mission 4- Every Skill
Mission 5: Orange Rocket
Rival Boss: Metal Sonic
Extra Mission: Difficult Mode
Rival Boss: Shadow
Extra Mission: Difficult Mode
Rival Boss Silver
Extra Mission: Difficult Mode
Boss: Death Egg
Extra Mission: Difficult Mode
Boss: Perfect Chaos
Extra Mission: Difficult Mode
Boss: Egg Dragoon
Extra Mission: Difficult Mode
Boss: Last Boss "Time Eater"
Extra Mission: Difficult Mode
CG Cutscenes:
-SEGA Logo
-Opening Movie
-Store Begin
-After Green Hill Zone
-After Area 1
-After Death Egg
-After Area 2
-After Perfect Chaos
-After Area 3
-After New Eggrobo
-Before time Eater
-Credits
-Story End
Each area has 3 stages, a rival boss, and an actual boss (maybe something like Classic taking on the rival and Modern taking on the boss may happen)
Area 1- Classic
Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone
Rival Boss- Metal Sonic
Boss- Death Egg
Area 2- Adventure
Speed Highway
City Escape
Seaside Hill
Rival Boss- Shadow
Boss- Perfect Chaos
Area 3- Modern
Crisis City
Rooftop Run
Planet Wisp
Rival Boss- Silver
Boss- Egg Dragoon (which I'm guessing equates to New EggRobo)
And then they face off against the final boss after getting all of the emeralds and red rings or something.
Somebody was able to pull this from the demo code:
CLASSIC GREEN HILL ZONE
Mission 1: Sonic Ghost (beat the time attack ghost)
Mission 2: Beaton (that's the fish badniks)
Mission 3: Vs Knuckles
Mission 4: Swings (likely involving the Green Hill swings)
Mission 5: High Speed (*shrugs*)
MODERN GREEN HILL ZONE:
Mission 1: Ordered Dash Ring
Mission 2: VS Tails (....wut)
Mission 3: Sonic ghost
Mission 4: Jump Jump Jump! (...)
Mission 5: 300% Boost
CLASSIC CHEMICAL PLANT ZONE
Mission 1: Co-Op Tails (tails co-op partner?)
Mission 2: Recue the Animals
Mission 3: Aqua Barrier (Bubble shield~)
Mission 4: Sonic Ghost
Mission 5: Invincibility
MODERN CHEMICAL PLANT ZONE
Mission 1: One Ring
Mission 2: Sonic Ghost
Mission 3: Co-Op Amy
Mission 4: Grabber (those spider robots from Chemical Plant)
Mission 5: Sprinkler in Water
CLASSIC SKY SANCTUARY ZONE
Mission 1: Sonic Ghost
Mission 2: Eggrobo
Mission 3: Round Platform
Mission 4: Enemy Rings (WHAT!? Likely has to do with Motobug monitor)
Mission 5: VS. Amy
MODERN SKY SANCTUARY ZONE
Mission 1: VS Knuckles
Mission 2: 200% Boost
Mission 3: Balloon
Mission 4: Sonic Ghost
Mission 5: Fast Tempo
CLASSICSPEED HIGHWAY
Mission 1: VS Cream (...)
Mission 2: Keep Moving!
Mission 3: High Speed
Mission 4: Many Copspeeders (those race-car robot monkies from Adventure)
Mission 5: Sonic Ghost
MODERN SPEED HIGHWAY
Mission 1: Drift
Mission 2: Keep Moving!
Mission 3: Sonic ghost
Mission 4: Driller (?)
Mission 5: VS Espio
CLASSIC CITY ESCAPE
Mission 1: Sk8Board
Mission 2: Thunder Barrier
Mission 3: VS Rouge
Mission 4: Sonic ghost
Mission 5: Half a Spring (oui?)
MODERN CITY ESCAPE
Mission 1: Vs Cream (...wut, Cream doesn't seem to want to be your friend, why fight her twice?)
Mission 2: Ordered Dash Ring
Mission 3: Truck
Mission 4: Fast Tempo
Mission 5: Sonic Ghost
CLASSIC SEASIDE HILL
Mission 1: Rescue Animals
Mission 2: Sonic Ghost
Mission 3: Co-op Espio
Mission 4: Fast Tempo
Mission 5: In Water
MODERN SEASIDE HILL
Mission 1: Co-Op Rouge
Mission 2: Sonic ghost
Mission 3: Rainbow rings
Mission 4: Sea Turtle in the Sky (...)
Mission 5: Giant Batabata
CLASSIC CRISIS CITY
Mission 1: Sonic Ghost
Mission 2: Goal Plate Juggling
Mission 3: Co-Op Vector
Mission 4: Flame Barrier
Mission 5: Enemy Rings
MODERN CRISIS CITY
Mission 1: Stomping
Mission 2: Sonic ghost
Mission 3: Switch
Mission 4: Co-Op Blaze
Mission 5: Select Canon
CLASSIC ROOFTOP RUN
Mission 1: Sonic Ghost
Mission 2: Egg Fighter
Mission 3: Ordered Dash Ring
Mission 4: VS Charmy
Mission 5: High Speed
MODERN ROOFTOP RUN
Mission 1: Rolling Barrel
Mission 2: Sonic Ghost
Mission 3: Sk8Board (so it returns in this stage?)
Mission 4: Endless Boost
Mission 5: VS Vector
CLASSIC PLANET WISP
Mission 1: Fast Temp Pink Spike
Mission 2: Sonic Ghost
Mission 3: Goal Plate Juggling
Mission 4: Vs Blaze
Mission 5: Sprinkler (those were the things in Planet wisp that spewed either spikes or rings)
MODERN PLANET WISP
Mission 1: Sonic Ghost
Mission 2: Tram
Mission 3: Co-Op Charmy
Mission 4- Every Skill
Mission 5: Orange Rocket
Rival Boss: Metal Sonic
Extra Mission: Difficult Mode
Rival Boss: Shadow
Extra Mission: Difficult Mode
Rival Boss Silver
Extra Mission: Difficult Mode
Boss: Death Egg
Extra Mission: Difficult Mode
Boss: Perfect Chaos
Extra Mission: Difficult Mode
Boss: Egg Dragoon
Extra Mission: Difficult Mode
Boss: Last Boss "Time Eater"
Extra Mission: Difficult Mode
CG Cutscenes:
-SEGA Logo
-Opening Movie
-Store Begin
-After Green Hill Zone
-After Area 1
-After Death Egg
-After Area 2
-After Perfect Chaos
-After Area 3
-After New Eggrobo
-Before time Eater
-Credits
-Story End
- Radrappy
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Re: Sonic Generations
well, don't even need to play the game now.
- Crazy Penguin
- Drano Master
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Re: Sonic Generations
Seeing as the two playable characters are Classic Sonic and Modern Sonic, shouldn't it ideally have been a 50/50 split? 3 out of 9 stages and 2 out of 6 bosses doesn't really cut it. It's also a shame that they chose one of Sonic Adventure's least visually interesting levels, given how they were talking about the Dreamcast being its own era. As others have said, this choice of stages isn't as diverse as it could have been. It could work I suppose, if they add enough new elements to each one. I know I'd like to see Sonic run around the grass and background elements in Planet Wisp
Hopefully the Metal Sonic boss will be a remake of Stardust Speedway Zone 3 - that's the one part of Sonic CD everyone really wants to see represented.
I REALLY hope that's the classic versions of Vector, Espio and Charmy that Classic Sonic gets to race/team up with, but that's probably expecting way too much from Sega...
Hopefully the Metal Sonic boss will be a remake of Stardust Speedway Zone 3 - that's the one part of Sonic CD everyone really wants to see represented.
I REALLY hope that's the classic versions of Vector, Espio and Charmy that Classic Sonic gets to race/team up with, but that's probably expecting way too much from Sega...
- Blount
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Re: Sonic Generations
I think anything from Sonic Heroes feels redundant, because all of its level archetypes had already been used in the classic games, except maybe the haunted mansion theme. The same goes for Rooftop Run for more obvious reasons. Planet Wisp at least has the excuse of having been a Wii exclusive up to this point.
The level list almost makes it seem like SEGA is trolling whoever hacked into the game while they keep the real list a secret. It's amazing how a game that's supposed to encompass the entire Sonic history ends up with less visual variety than each game did individually.
The level list almost makes it seem like SEGA is trolling whoever hacked into the game while they keep the real list a secret. It's amazing how a game that's supposed to encompass the entire Sonic history ends up with less visual variety than each game did individually.
- Radrappy
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Re: Sonic Generations
The list is so back heavy it's not even funny. What IS hilarious is when you think about how excited people got imagining their favorite S1, 2, 3 &K, and Cd stages re-envisioned for HD when the concept of the game was first announced. If only they knew only three areas would even make it from that entire "era". hoho! Some poor slobs even put entire LISTS of megadrive levels together.
- Segaholic2
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Re: Sonic Generations
What the fuck is that thing on the right? The werehog?P.P.A. wrote:
:V
- Crazy Penguin
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- Radrappy
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Re: Sonic Generations
the sonic heroes menu music is nice, but I really hope they bring back tunes like these
http://www.youtube.com/watch?v=uWnmrb4K-A8
http://www.youtube.com/watch?v=zAsMY7CoCrk
they have such a beautiful nostalgic and reflective feeling. In a game about going fast , it's nice to be not assaulted by guitar riffs and fast paced tunes every now and again.
http://www.youtube.com/watch?v=uWnmrb4K-A8
http://www.youtube.com/watch?v=zAsMY7CoCrk
they have such a beautiful nostalgic and reflective feeling. In a game about going fast , it's nice to be not assaulted by guitar riffs and fast paced tunes every now and again.
- Crowbar
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Re: Sonic Generations
Man, I thought I was the only guy in the world who really liked the Sonic 3 save select theme.
The competition menu theme is very nice, too, even if it's quite simple.
The competition menu theme is very nice, too, even if it's quite simple.
- Radrappy
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Re: Sonic Generations
are you kidding? It's one of the best sonic tracks of all time. It's why I cry every time I hear a crush 40 song. Even the music in colors, while good, was a bit over produced.
also, cutest fanart ever:

also, cutest fanart ever:

- Neo
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Re: Sonic Generations
P.P.A. wrote:Great, now we already have 2 redundant city stages and 2 redundant Green Hill-type stages.
Gaz wrote:Pretty disappointing selection of levels but I'm not too surprised.
j-man wrote:fuuuuuuuuuuuuck it's like they're doing it on purpose
Blount wrote:It's amazing how a game that's supposed to encompass the entire Sonic history ends up with less visual variety than each game did individually.

Cream of the crop, no doubt about it.
- cjmcray
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Re: Sonic Generations
I'm not thrilled about the level choices, but i'm relieved Death Egg will be used in some capacity. I hope It's a mixture of both the Sonic 2 and Sonic & Knuckles versions. Still pissed about the lack of Hydrocity and Lava Reef. =\
- G.Silver
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Re: Sonic Generations
HAH! They are actually referring to Knuckles here by his nickname (according to the Japanese Sonic 3 manual), "Knuckle" (ナックル). Hell of an abbreviation. Don't forget, he also likes grapes!P.P.A. wrote:
- Zeta
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Re: Sonic Generations
You know, just Casino Night as non-DLC would have been enough to get me enthusiastic about the game. As it stands . . . eh.
- Locit
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Re: Sonic Generations
I would never!G.Silver wrote:Don't forget, he also likes grapes!
- Radrappy
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Re: Sonic Generations
just so that we're all clear, everyone is aware the DLC is a casino night zone themed pinball minigame right?
- P.P.A.
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Re: Sonic Generations
That entire era was only 3 years long. This game is meant to cover all 20 of them. 1 zone per main game sounds pretty damn sensible to me & no, CD isn't a main game. Anyone that was honestly expecting half of S3&K needs a reality check. Besides, there's still the 3DS version with alternate zones.Radrappy wrote:The list is so back heavy it's not even funny. What IS hilarious is when you think about how excited people got imagining their favorite S1, 2, 3 &K, and Cd stages re-envisioned for HD when the concept of the game was first announced. If only they knew only three areas would even make it from that entire "era". hoho! Some poor slobs even put entire LISTS of megadrive levels together.
- Blount
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Re: Sonic Generations
Why is Sonic CD not a "main" game? It had different ideas going on and it came out on a different console than the rest of the series at the time, but I don't see how that's any different from Colors, which is being represented. If anything, the former had the debut of two main characters and was referenced by Sonic Adventure. That's got to count for something, right?
Yes, but hopefully it's just a leftover from Unleashed or something.Segaholic2 wrote:What the fuck is that thing on the right? The werehog?
- P.P.A.
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Re: Sonic Generations
http://www.youtube.com/watch?v=-oweDMaH5TY
Huh, that footage of City Escape actually looks much, much better than what was seen in the trailer.
The remix is… pointless, though.
Huh, that footage of City Escape actually looks much, much better than what was seen in the trailer.
The remix is… pointless, though.
- Crowbar
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Re: Sonic Generations
You know, watching through this video, I'm kind of struck by how weirdly inconsistent the attention to detail is. On the one hand, they not only replicate both the Sonic 2 and Sonic 3 waiting animations, but even animate a variation on the latter for when Sonic's facing left, so he doesn't tell you to go backwards. On the other hand, the spin dash is both badly designed (far too fast) and poorly programmed, the rings scatter in accordance with Modern Sonic physics, nobody did enough research to know that Classic Sonic should only be able to bounce off springs by actually jumping on top of them, loops behace weirdly, and so on. Even Sonic Rush had a sane (if largely useless) spindash and loop physics that let you exploit the old slope-jump technique to get more speed out of them.
By the way, he falls through the floor at 10:40.
By the way, he falls through the floor at 10:40.
- Locit
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Re: Sonic Generations
We all remember you can pull come weird shit in the classics, right? That that didn't stop being a thing you could do? I'm not saying they shouldn't tighten up the graphics* a little bit but a 19-minute-long glitch-finding mission is, uh, well, it's probably pretty likely to find some glitches!
jooooooooke
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Re: Sonic Generations
PPA, what do you mean by "pointless"? Every level is going to have a different rendition of the music for Modern and Classic Sonic, so of course there's going to be a remix. If you're referring to the Endless Mine part, I guess it's a weird thing to include, but I'm not going to look such a neat bit bit of fan pandering in the mouth. My only complaint in general would be that it's debateable whether the remix as a whole is in line with the Classic musical style, and vocoding is bad.
- Crisis
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Re: Sonic Generations
Oh my god! That looks like the most fun in a Sonic game since, well, the original SA2. I watched it 3 times in a row.P.P.A. wrote:http://www.youtube.com/watch?v=-oweDMaH5TY
Huh, that footage of City Escape actually looks much, much better than what was seen in the trailer.
The remix is… pointless, though.
I thought the genral platforming and the use of the truck was really clever! The level looks extraordinarily well -balanced with multiple routes, rewards for keeping pace, and penalties for falling behind. There were no visible one-hit kills or bottomless pits. The truck feels like a legitimate threat rather than a visual feature. It really wants to kill Sonic now! The fact that it's not instant death, but the way it gradually destroys the stage if Sonic takes too long, creates quite a tense atmosphere. You need a mix of both the imminent threat of failure, as well as a means of escape, in order to capture that kind of emotion. It's a classic example of what's missing in the worst of the franchise's entries, which makes it all the more baffling that it's coming from the exact same team. I hope they learn from this game, even if they don't make a sequel.
It's a bit of a shame that the spin dash is so obviously broken. I'm hoping it'll get fixed before launch, but, well, this is Sonic Team.
- Radrappy
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Re: Sonic Generations
That's funny because so far we've seen no representation of years 1994 -98. Nothing. No excuses.Team Mecha wrote:That entire era was only 3 years long. This game is meant to cover all 20 of them. 1 zone per main game sounds pretty damn sensible to me & no, CD isn't a main game. Anyone that was honestly expecting half of S3&K needs a reality check. Besides, there's still the 3DS version with alternate zones.
Also isn't this the freaking problem with Sonic's history? That 3/4s of it ain't worth celebrating? Why would you want a game that's 3/4s shit no body cares about.