![]() ![]() ![]() This means you can see areas of Kronos Island while playing on Rhea Island, and vice versa. Kronos and Rhea Island are a strange case: in-game they are treated as different areas, but both use the same map model. In the final game, Ouranos Island is a completely separate area. This can be seen as late as the announcement trailer in December 2021, where it showcases areas of the final game's Rhea and Ouranos Island, making this a fairly late change. Look into the PS4 version, which has more leftovers from Early Kronos Island.ĭuring development, Kronos Island, Rhea Island, and Ouranos Island were all originally the same landmass.Document the object layout differences.Get a render of the prototype Kronos Island and do some comparisons.The second is an entirely unique sequence where Supreme jumps around the arena and fires his gun at different angles. In the final, only the very first shot and the very last cut are used. The first is an unused extended version of the final game's QTE, where Supreme fires several more shots. Both QTE's lack polish, are not timed correctly, and end very abruptly. According to director Morio Kishimoto on Twitter, these were being worked on up to the final deadline, but simply weren't finished in time. The Caterpillars use otherwise-unused animations for revving up, spinning, and being flipped over with its legs twitching.įound within Supreme's data are several unused events, including two quick-time events. The only other time a cutscene features Guardians is in Chaos Island during the Knight chase, so perhaps it was meant to happen more often. It depicts a Caterpillar revving up and slamming into another caterpillar, knocking it over. Given the filename, this may have been used to test simulated camera exposure.Ī rather amusing cutscene found in Wyvern's files. Sonic T-posing in the void while the camera pans around him. This never happens in the final game she's always one color scheme or the other. Oddly, she uses her standard red color scheme, but with a blue eye. If you fail the input, Sonic snaps to a "dead" pose where he'll lie on the ground.Ī test cutscene featuring Sage turning around from various angles and camera distances. The cyber space effect does not appear, and instead of the hand-drawn art seen in the final game, this version simply sits on an in-game shot of the island.Ī test quick-time event using Sonic's parry animation. Sonic and Tails use very basic movements, with not much easing and no lip-syncing. Sonic in a T-pose with a seemingly randomly panning camera.Īn early version of the flashback cutscene from Chaos Island. Perhaps the most interesting unused cutscene, this depicts Tails handing Sonic a Chaos Emerald. The same as above, but with no Chaos Emerald. Appears to be identical to the final, but this cutscene never plays at this location in the final game. It also features the Chaos Emeralds, which rotate around Sonic as he walks and fly away at the end.Īn early version of Sonic's dance upon getting a Chaos Emerald. The path itself doesn't move at all, and Wyvern's "whiskers" clip into its body.Ī test cutscene of Sonic walking and making various mouth poses. ![]() These cinematics are listed in order of the videos.Īn early version of Wyvern spitting out its red path. Most of them have broken sound effects, or none at all. The Nintendo Switch version of the game contains a bevy of unused cinematics, including early versions of existing cutscenes, unused quick-time events, and even some totally unique cutscenes. ![]()
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