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Sonic Forces (Windows)

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Title Screen

Sonic Forces

Developers: Sonic Team, Hardlight
Publisher: Sega
Platform: Windows
Released in JP: November 9, 2017
Released in US: November 7, 2017
Released in EU: November 7, 2017
Released in AU: November 7, 2017

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
Lots of unused dialogue, with some quotes that can only be found in the game's text files. There's likely one for every stage, and the only ones here currently are those that are triggered in the unused layouts.

Receiving a mixed reaction from critics and fans, Sonic Forces is the most recent installment in the 3D games. Featuring Modern Sonic, Classic Sonic, and a character with a pinch of your creativity added to it.

Unused Graphics


A leftover splash screen for a very confidential VR demo. This image is stored within "vr_stage.pac".

(Source: Zoney)

Unused Object Layouts

Null Space

Hacking Null Space to start the player further back and to lock their Z position reveals that there was originally to be a Quick Step section before the Double Boost. The Phantom Ruby cube obstacles don't have their usual effects; rather than distorting the play field, changing the object layout and stopping the music, these simply damage Sonic normally.

This cut area renders a bit of dialogue unused as well (found in voice_wars_ingame_jp/en.acb):

Japanese Transcript/Translation English Transcript
This is the Null Space... I get it now. An eternal prison with no end in sight.
A prison that goes on forever, huh?
There's nothing here... It seems to be empty right down to the core. But I understood something thanks to this.
At least getting sent here taught me something.
That the fact that I'm not alone is much more powerful than this!
Nothing beats realizing that you're not alone!

Mortar Canyon

Mortar Canyon was going to be much more difficult and much less automated initially. Some differences include the relative scarcity of rings compared to the rest of the game, interesting camera angles, and the overall challenge.


Sunset Heights, Park Avenue, and Red Gate Bridge were originally intended to be one long stage. The spawn point is located far underneath the stage, for some bizarre reason. Use of Tag Team is just an assumption here, but makes sense given the nature of the stage(s). Some differences include a smaller amount of rings and interesting camera angles (specifically, the camera shifts slightly to show you what is ahead when boosting in 2D, unlike the final method of reducing your 2D speed), in tandem with the Mortar Canyon layout, and widespread use of the silver attacking Egg Pawns as opposed to the standard yellow used in this stage in the final rendition. The stage crashes near the end due to the game trying to load the QTE for Red Gate Bridge.

Sunset Heights has a second object layout from much earlier in development. After about 30-40 seconds of play, it stops syncing with the level geometry, so it can only be speculated as to what it was for.

A third layout exists for the stage, which is from after the stages were split up. This layout is extremely strange in that the player never gains control over Sonic at any point.

Egg Gate

Perhaps the least interesting of the early object layouts so far, with the only notable differences being the triggers for some otherwise unused dialogue at the beginning. In tandem with the other two object layouts, there are more camera angles, and Sonic overall seems to be faster for some reason. Unlike those two, however, this still has the excessive rings of the final version, suggesting that this layout was further along to what ended up in the final game.

The unused dialogue is as follows:

Japanese Transcript/Translation English Transcript
Whew! I haven't had a good exercise in a while.
Phew! I needed a good workout after all that rest.
My body is nimble as ever.
I haven't lost my edge.

Final Judgement

Final Judgement has a fully unique skybox that cannot be seen in normal gameplay due to the fact that the stage takes place entirely inside.

Luminous Forest

Luminous Forest's unused layout seems to be very early in development, not containing much at all aside from a slightly more challenging starting area than the final game's. The user who posted the video also disabled the level geometry for some reason, but this appears to fit correctly onto that of the final.


Three object layouts for what appear to be test levels exist, though the associated geometry has yet to be found, as has the collision from the latter two. Interestingly, one of these layouts contains an unused variant of the Avatar's grapple point that functions like the swinging bars from (most recently) Sonic Generations, locking onto it when homing attacked and sending the player higher when they press the jump button at the right time.


Another extremely early layout. This one in particular doesn't match with any level in the final game at all, and consists only of Rings and the more powerful silver Egg-Pawns.

Unused Maps

The PC version contains leftover maps used for the cutscenes in the game, some of which are prerendered in the same fashion as Sonic Colors' cutscenes, in addition to variants of these maps that appear to be unused entirely. They consist of:

  • Eggman's base as seen in the beginning
  • Sunset Heights (though this is merely an edited-down version of the level geometry)
  • the Resistance base (which is actually seen in an in-game cutscene at the end of the game, but uses a different model that includes the intended computer display seen in all other representations of the area)
  • an unused version of Zavok's pre-fight scene map (which itself is cut down from Zavok's fight arena)
  • Green Hill (which appears to be cut down from Guardian Rock's crab fight)
  • Eggman Empire Fortress as seen in Classic Sonic's final scene
  • Sunset Heights as seen in the ending

Though some of these maps are used for cutscenes involving the Avatar and ones that are thus realtime, an important thing to note is that all of them contain collision, including ones that aren't based on level geometry or otherwise playable areas, though this collision is unfinished in those particular maps. This suggests that they were originally intended for a hub world system of sorts, possibly harkening back to Sonic Unleashed, but the idea was scrapped at a point when the maps were still being created.

Early Music

To do:
Check if the early music exists in the console versions.

From the release of the PC version up until a November 23rd patch, the Episode Shadow DLC used different, seemingly early, versions of its music tracks. The World Map theme in particular is ripped directly from Shadow The Hedgehog, with a sudden and abrupt loop to boot!

The console versions had always used the "Post-Patch" tracks and never needed this update, so this was likely an error on Hardlight's part, since they handled the PC port.

Pre-Patch Post-Patch Track Differences
World Map As noted above, just a straight rip of the original song from Shadow The Hedgehog. Nothing much of note besides that.
Enemy Territory In the first 12 seconds there's a very apparent change, the guitar has been made louder and certain synthetic elements have either been brought drastically down in volume, or just omitted entirely. In the next 12 seconds, an electric guitar has been added to replace the synthesizer only heard in the left channel in the pre-patch version, same applies from 29 seconds to 40 seconds in the song. From 40-48, a guitar was added and, what sounds like electric sparks was also added during the drop. From 48 to 1:12, the guitar that was added before now sounds more synthetic. From 1:12 to 1:23, more synthetic sounds were added, such as sirens, and almost Commodore 64 sounding bleeps and bloops. From then on, it loops.
Eggman's Facility These differences get a little mis-timed in my notes due to the post-patch song basically omitting a few loops which existed in the pre-patch version. From the beginning to 6 seconds in, the twinkly sound has been made louder. From 6 to 19 seconds, the monkey noises (I honestly don't know what to call them) from the original Sonic Adventure 2 song were added in. 19 seconds to 32 seconds in the pre-patch version has been completely omitted from the post-patch version, instead getting straight into the vocals. 32 to 44 in the pre-patch version, the vocals lack the filter they used in the original Sonic Adventure 2 song, and the post-patch version. The main instrumental "chorus" in the post-patch version, has an electric guitar added in. After that in the pre-patch version, there's a whole section with record-scratch sound effects and a drum solo, which is completely omitted in the post-patch version. The post-patch version instead opting for guitars, drums, synths and remixed vocals. The post patch version also has a whole section that doesn't exist in the pre-patch version at all. From then on, both version seem to match up again, with the pre-patch version missing filters on the vocals again, until they inevitably loop and go out of sync.
Virtual Reality The intros for both versions are very different from each other. Pre-patch's intro very closely resembles the Sonic Adventure 2 original, lacking the Biolizard scream, where the post patch version sounds almost nothing like the pre-patch OR the original for that matter. In the next section, post-patch adds a guitar that pre-patch didn't have in this section and extends this section by about another 10 seconds. In the section with the vocal chorus, post-patch adds a guitar to the background. In the "drop" section, pre-patch sounds more like a poorly done dubstep remix that was thrown in at the last minute. The post-patch however, sounds better and includes lyrics from the original version of the song.

Unused Animations

Classic Sonic has some unused animations that were carried over from Sonic Generations and were unused there as well, implying that his model in this game was simply converted to the new formats rather than being rebuilt from scratch.

Unused Voice Clips

Voiceovers for the text in between the second and third cutscene exist in the files. It is unknown if they were intended to be used or if they were simple placeholders. Curiously, no versions in Japanese or other languages exist.

Clips Transcript
With Sonic defeated, Eggman's army quickly took over. Within months, all but a few isolated areas in the world were under their control.
Despite the overwhelming odds, a ragtag resistance formed, banding together to continue the fight.
And now, a new face prepares to join the struggle...

Unused Effects

To do:
What value got changed? Also, figure out what exactly that is and whenever this is actually unused concept and not just garbage data.

Changing a value replaces Shadow's boost with...this. Whatever it might have been, it doesn't appear to work correctly, but the fact that increases the volume of Shadow's (different!) boost sound effect, which was used for the Chaos Control ability in previous games, might suggest that it was planned here.