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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sonic_generations_01.png]]
2[[caption-width-right:350:[[{{Tagline}} 3 Eras, 2 Sonics, 1 Epic Adventure.]]]]
3->'''Classic Tails:''' "Doubles of us..."\
4'''Tails:''' "Places and enemies from our past..."\
5'''Both Tails''': ''"We're traveling through time and space!"''
6
7''Sonic Generations'' is a main series title in the ''[[Franchise/SonicTheHedgehog Sonic]]'' franchise, released in 2011 for the Platform/PlayStation3, Platform/{{Xbox 360}}, the PC (via Platform/{{Steam}}), and the Platform/Nintendo3DS to commemorate Sonic's [[MilestoneCelebration 20th anniversary]]. The HD version, [[MarketBasedTitle subtitled "White Time-Space" in Japanese]], is the main version of the game, while the 3DS version, subtitled "Blue Adventure" in Japanese, is a ReformulatedGame with some aspects unique to it.
8
9The story is that Modern Sonic and his friends are celebrating his birthday when the "Time Eater", a mysterious new enemy, crashes the party and sends them back to the past, where Sonic [[MeetYourEarlyInstallmentWeirdness meets his younger self]], Classic Sonic. They both discover that the world is losing its color, [[TakenForGranite their friends have been petrified]], and disruptions in the timeline have caused places from their past to be frozen in time. Both Modern and Classic must team up to stop this mysterious enemy, rescue their friends, restore color to the world, and fix the timeline. Along the way, they fight familiar foes, including their rivals [[VideoGame/SonicTheHedgehogCD Metal Sonic]], [[VideoGame/SonicAdventure2 Shadow]], and [[VideoGame/SonicTheHedgehog2006 Silver]].
10
11Classic Sonic's gameplay takes heavily from the Platform/SegaGenesis installments of the series: TwoAndAHalfD gameplay with a focus on momentum-based platforming and maintaining a top speed by taking the optimal route through the stages. Modern Sonic, meanwhile, varies depending on the version: the HD version plays like ''VideoGame/SonicUnleashed''[='=]s daytime stages and the Wii version of ''VideoGame/SonicColors'', with Sonic boosting through stages that switch between 3D and side-scrolling segments, while the 3DS version is entirely side-scrolling, more akin to ''VideoGame/SonicRush''.
12
13Both HD console versions and the 3DS version support stereoscopic 3D. The HD version requires a 3D-compatible monitor to play in 3D, while the 3DS version natively outputs in autostereoscopic 3D, though it's optional in both cases.
14
15The two Sonics' journey takes them through three eras: [[MediaNotes/The16BitEraOfConsoleVideoGames Classic]], [[MediaNotes/TheSixthGenerationOfConsoleVideoGames Dreamcast]], and [[MediaNotes/TheSeventhGenerationOfConsoleVideoGames Modern]]. The HD and 3DS versions have different levels and bosses: the only shared aspects are the famous GreenHillZone from ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'', the rival battles, and the FinalBoss.
16
17The stages and bosses are:
18
19[[foldercontrol]]
20[[folder:Xbox 360/[=PlayStation=] 3/PC Version]]
21* '''Classic Era:'''
22** ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'': GreenHillZone
23** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'': Chemical Plant Zone
24** ''VideoGame/Sonic3AndKnuckles'': Sky Sanctuary Zone[[note]]Act 1 also takes design cues from Marble Garden Zone, and both acts include an interior section reminiscent of Hidden Palace Zone.[[/note]]
25** '''Rival:''' [[VideoGame/SonicTheHedgehogCD Metal Sonic]]
26** '''Boss:''' [[VideoGame/SonicTheHedgehog2 Death Egg Robot]]
27* '''Dreamcast Era:'''
28** ''VideoGame/SonicAdventure'': Speed Highway[[note]]Mostly based on the first segment of the level, though Act 2 incorporates the downhill skyscraper segment, and both acts take some cues from the "at dawn" segment.[[/note]]
29** ''VideoGame/SonicAdventure2'': City Escape
30** ''VideoGame/SonicHeroes'': Seaside Hill[[note]]Also takes design cues from the same game's Ocean Palace. Act 1 takes inspiration from ''Sonic 3''[='s=] Hydrocity Zone.[[/note]]
31** '''Rival:''' [[VideoGame/SonicAdventure2 Shadow the Hedgehog]]
32** '''Boss:''' [[VideoGame/SonicAdventure Perfect Chaos]]
33* '''Modern Era:'''
34** ''VideoGame/SonicTheHedgehog2006'': Crisis City[[note]]Act 1 also takes design cues from ''Sonic & Knuckles''[='=] Lava Reef Zone.[[/note]]
35** ''VideoGame/SonicUnleashed'': Rooftop Run[[note]]Now has a festival theme. An airship similar to ''Sonic & Knuckles''[='=] Flying Battery is featured.[[/note]]
36** ''VideoGame/SonicColors'': Planet Wisp[[note]]The Pink Spikes and Orange Rocket Wisps appear here. Act 1 also takes level design cues from ''Sonic 2''[='s=] Metropolis Zone.[[/note]]
37** '''Rival:''' [[VideoGame/SonicTheHedgehog2006 Silver the Hedgehog]]
38** '''Boss:''' [[VideoGame/SonicUnleashed Egg Dragoon]]
39* '''[[VideoGame/SonicTheHedgehog2 Casino Night]] [[DownloadableContent DLC]]:''' A pinball board based on the original zone, which includes slot machines and other gimmicks.
40[[/folder]]
41
42[[folder:Nintendo [=3DS=] Version]]
43* '''Classic Era:'''
44** ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'': GreenHillZone
45** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'': Casino Night Zone
46** ''VideoGame/Sonic3AndKnuckles'': Mushroom Hill Zone
47** '''Rival:''' [[VideoGame/SonicTheHedgehogCD Metal Sonic]], raced in Casino Night.
48** '''Boss:''' [[VideoGame/Sonic3AndKnuckles Big Arm]]
49* '''Dreamcast Era:'''
50** ''VideoGame/SonicAdventure'': Emerald Coast[[note]]Both segments of the level are featured here, though Act 1 primarily draws from the first, and Act 2 primarily draws from the second.[[/note]]
51** ''VideoGame/SonicAdventure2'': Radical Highway
52** '''Rival:''' [[VideoGame/SonicAdventure2 Shadow the Hedgehog]], raced in Radical Highway.
53** '''Boss:''' [[VideoGame/SonicAdventure2 Biolizard]][[note]]Also appears in ''Sonic X Shadow Generations'', as seen in [=PlayStation=] State of Play January 2024 trailer[[/note]]
54* '''Modern Era'''
55** ''VideoGame/SonicRush'': Water Palace
56** ''VideoGame/SonicColors'': Tropical Resort[[note]]The Red Burst and Cyan Laser Wisps appear here. Level design is primarily drawn from the DS version of ''Sonic Colors''.[[/note]]
57** '''Rival:''' [[VideoGame/SonicTheHedgehog2006 Silver the Hedgehog]], raced in Tropical Resort.
58** '''Boss:''' [[VideoGame/SonicHeroes Egg Emperor]]
59[[/folder]]
60
61[[folder:''Sonic X Shadow Generations'' additions]]
62* '''Dreamcast Era:'''
63** ''VideoGame/SonicAdventure2'': Final Chase[[note]]As seen in [=PlayStation=] State of Play January 2024 trailer[[/note]]
64[[/folder]]
65
66The PC version of ''Sonic Generations'' is well-known for being one of the most enduringly popular games in the series, with [[https://www.sonicstadium.org/2021/05/sonic-remains-the-top-selling-sega-game-series-helped-by-sonic-generations/ strong sales]] and an active modding community over a decade after its debut. In 2017, two similar games were released in the ''Sonic'' series. While not direct follow-ups, both borrow aspects from ''Generations'' and celebrate the series' 25th anniversary -- ''VideoGame/SonicMania'' is a {{retraux}} side-scroller that focuses on revisiting classic levels, while ''VideoGame/SonicForces'' features Modern and Classic Sonic side-by-side again, along with a brand new gameplay style in the form of the Avatar.
67
68On January 31st, 2024, an UpdatedRerelease, titled ''Sonic X Shadow Generations'', was announced for Autumn the same year. The release remasters the original game and includes a brand-new story campaign that coincides with the events of ''Generations''' original story, starring Shadow as he [[VideoGame/ShadowTheHedgehog once again]] encounters the returning Black Doom, grapples with his painful past, and learns new abilities. This release will be on Platform/PlayStation4, Platform/PlayStation5, Platform/XboxOne, Platform/XboxSeriesXAndS, Platform/NintendoSwitch, and PC via Platform/{{Steam}} and the Platform/EpicGamesStore.
69
70----
71!!I guess we have to trope like there's no tomorrow, or there won't ''be'' a tomorrow!
72[[folder:#-I]]
73* TwoAndAHalfD: Used to varying degrees. Classic Sonic's gameplay focus remains strictly on a 2D plane in a 3D environment (and occasional 3D set pieces), while Modern Sonic's gameplay uses the same formula used for ''VideoGame/SonicColors'' and ''VideoGame/SonicUnleashed'''s Daytime stages. The 3DS version is entirely in [=2.5D=], but with the ''VideoGame/SonicRush'' feel for Modern and a platforming-focused feel of the Genesis games for Classic.
74* ActionCommands: By jumping off of certain ramps or through rainbow rings, Modern Sonic can perform tricks when you press in different directions. These are also used to dodge the orca's attacks in Modern Sonic's portion of Emerald Coast in the 3DS version.
75* AdvancingWallOfDoom:
76** The G.U.N. Truck chases both Sonics in City Escape. Modern Sonic’s version is upgraded with giant, retractable buzz saws and jet boosters to be able to keep up with the Sonic Boost.
77** The orca chase sequence from [[VideoGame/SonicAdventure Emerald Coast]] returns in the 3DS version. Classic Sonic requires pure speed to get away from it, but Modern Sonic has to dodge its bites as well after it chases him into the air.
78* AfterTheEnd: Crisis City in the HD version takes place in an alternate reality where the world has been devastated by an insane Sun god.
79* AlreadyMetEveryone: If you have him turned on before the game starts, Omochao meets Classic Sonic in Green Hill Zone within the prologue, implying he already knew Sonic for a while before you first get to experience him [[ExpositionFairy trying to help Sonic and his friends]] in ''VideoGame/SonicAdventure2''.
80* AmbiguousSituation: While in the HD version, it is made clear that Shadow and Silver were pulled from the present (or in Silver's case long after he met Sonic), the 3DS version never clearly shows if this is the Shadow and Silver Sonic knows now or were pulled from the times they fought Sonic. Unlike the console versions, they are not seen supporting the Sonics during the final battle.
81* AndIMustScream:
82** Sonic's friends are ''still self-aware'' while petrified. In such state, they feel as if they were floating without a body in a black limbo, which Tails states is a feeling that will give him nightmares for weeks.
83** In the epilogue, [[spoiler:two different time-period versions of Eggman are stuck in a state of absolute ''nothing'' for what appears to be a long, long time. [[NegativeContinuity They return back to their respective worlds the next time we see them though]]]].
84* AmusementPark: Tropical Resort on the 3DS takes place on Eggman's Interstellar AmusementParkOfDoom. Planet Wisp would be this too, but Sonic crashes it while it's still under construction.
85* AntiFrustrationFeatures:
86** In order to successfully attack [[spoiler:Perfect Chaos]], the Boost move must be used. Normally this is impossible when the boost meter is empty, but in this case it's possible no matter what.
87** In the HD Shadow and Silver rival fights, the stages is dotted with [[DieChairDie destroyable debris]] and, in Shadow's stage, trick ramps so that you can still recharge your boost meter even after exhausting the stock of rings in the stage.
88* ArbitrarySkepticism: Subverted. When Tails remarks upon how strange their present situation is, Sonic points out that it's no stranger than [[VideoGame/SonicAndTheSecretRings rescuing genies in magic books]] or [[VideoGame/SonicColors freeing aliens from an interstellar amusement park]].
89* ArtEvolution:
90** [[VideoGame/SonicAdventure Perfect Chaos]] has undergone a considerable redesign, looking much different than his original form. Compare his [[https://i.ytimg.com/vi/wMGTQIUKo8o/maxresdefault.jpg Sonic Adventure design]] to the [[https://i.ytimg.com/vi/0hQTlw4MYUo/maxresdefault.jpg Sonic Generations design.]] Apparently, this was how he was originally intended to look; however, due to technological limitations, they were unable to do it, resulting in the Chaos from ''Sonic Adventure''. (The version seen in ''Sonic Generations'' does resemble the Perfect Chaos seen in the intro cinematic for ''Sonic Adventure'' and its ''DX'' counterparts.)
91** Classic Metal Sonic seems to have undergone a minor one by contrast, since his proportions and height are slightly different than his original sprites or artwork for the classic games (specifically, he's much rounder and shorter). This was probably done just to keep him proportionally identical to Classic Sonic, and better distinguish him from Modern Metal Sonic.
92* AscendedMeme:
93** A subtle one: Shadow has that [[VideoGame/ShadowTheHedgehog DAMN fourth Chaos Emerald]] as a reward for his rival fight in the HD version (his rival fight just unlocks the boss in the 3DS version, as Chaos Emeralds are gained through Special Stages in it).
94** The description for the HD version's "Look Both Ways" [[VideoGameAchievements achievement]] counts as well: "Reach the goal in CRISIS CITY Act 2 without being hit by [[VideoGame/SonicTheHedgehog2006 tornado-carried cars]] or rocks."
95* AttackOfTheTownFestival: Spagonia appears to be in the middle of a festival in the HD version, complete with balloons, confetti and [[BreadEggsMilkSquick giant swinging axes]].
96* AutobotsRockOut: The first half of the Perfect Chaos battle and the [[ThemeMusicPowerUp Theme Music Power Ups]] that occur in Shadow's Rival Battle are all accompanied by Music/Crush40 tracks. On top of that, you have the option of replacing the default theme of any level, even the FinalBoss, with any of the available Sonic music they unlock, which just so happens to include ''[[VideoGame/SonicAdventure Open Your Heart, It Doesn't Matter]]'', ''[[VideoGame/SonicAdventure2 Live and Learn]]'', ''[[VideoGame/SonicHeroes Sonic Heroes, What I'm Made Of]]'', ''[[VideoGame/ShadowTheHedgehog I Am (All of Me)]]'', ''[[VideoGame/SonicTheHedgehog2006 His World]]'', ''[[VideoGame/SonicUnleashed Endless Possibilities]]'', and ''[[VideoGame/SonicColors Reach For The Stars]]''.
97* AutoTune: The classic remix of "Escape from the City" has it, though it's [[JustifiedTrope justified]] because it's there to pay tribute to and match the pitch of the [[VideoGame/Sonic3AndKnuckles Endless Mine]] melody.
98* AutomaticNewGame: Selecting "New Game" from the title menu immediately takes you to Green Hill Zone Act 1.
99* AwesomeButImpractical: [[spoiler:Super Sonic loses rings at a faster rate than usual. The modern version can now fly through levels in a manner similar to the Chaos Control ability in ''VideoGame/ShadowTheHedgehog''. Unfortunately, doing so drains rings ridiculously fast, limiting its usefulness. Classic Super Sonic is also not that much faster (if any faster at all) than Modern Sonic.]]
100%% Don't put SugarWiki/AwesomeMusic here, it goes in the YMMV tab.
101* BabyTalk: Very slightly with Classic Tails in the HD version, who has an adorable lisp and says "w-" when he means to say "r-" occasionally. Also applies for the other language settings. He's supposed to be a younger version of Modern Tails, after all.
102* BadassAdorable: Classic Sonic, basically being a smaller and cuter Sonic and kicking about as much ass as his modern counterpart.
103* BadFuture:
104** Metal Sonic’s boss battle in the HD version takes place in the Bad Future version of Stardust Speedway, where the sky is dark and Eggman's facilities have destroyed the local flora.
105** Crisis City takes place in the future, where an insane sun god has ravaged most of the world and turned it into a lava-covered wasteland.
106* BagOfSpilling: In ''Colors'', (Modern) Sonic can double jump and jump forever underwater. In ''Generations'', he's lost both moves without any explanation.
107* BigBadassRig: The GUN Truck, making its triumphant return from VideoGame/SonicAdventure2. Unfortunately, it now has sawblades and ''can fly''.
108* BigBadDuumvirate: The Time Eater is treated as the main villain for most of the plot. Just before the Sonics finally confront him, it's revealed that [[spoiler:the monster is actually subservient to both Modern and Classic Eggman]].
109* BirthdayBeginning: The game kicks off [[spoiler:(and ends)]] at Sonic's birthday party.
110* ABirthdayNotABreak: The Time Eater crashes Sonic's birthday party in the game's opening.
111* BlankWhiteVoid: The HubLevel is a white dimension beyond the limits of time and space where assorted zones from the previous games can be accessed.
112* BonusFeatureFailure: The ability to name your skill sets in the HD version for easy identification is a good idea in theory. But here, you cannot use the [=PS3=] or [=XBox360=]'s keyboard feature and must instead choose two terms from a long, unalphabetized list. That in itself would not be unbearable, but after choosing two terms, they are automatically separated by an ampersand, unless the first term is "Skill Set" and/or the second term is a letter (the default naming scheme). Nearly every catchy title you can think of for your Skill Sets will be blemished by that obtrusive "&". Even PC gamers are stuck with this.
113* BookEnds: The game begins and ends at Sonic's party.
114* BorderPatrol: Modern Sonic can run across the surface of [[VideoGame/SonicHeroes Seaside Hill]]'s ocean in the HD version, but if he runs too far off the main path for a couple seconds, the giant Chopper from [[VideoGame/SonicTheHedgehog1 Green Hill]] leaps from the water to snap him up.
115* BottomlessPits: They exist, but like in ''VideoGame/SonicColors'', you get a helpful warning sign alerting you to their presence. In tune with the tendency of this game to make {{call back}}s, said warning sign is the [[DeathThrows original Sonic death sprite]].
116* {{Bowdlerise}}: Unlike in ''VideoGame/SonicAdventure2'', City Escape has only parked cars as Modern Sonic, meaning that you don't get to wreck occupied cars. Arguably a rare positive example, since it doesn't feel in-character for [[TheHero Sonic]] to go directly causing accidents that should lead to deaths en masse...
117* BreakingTheFourthWall:
118** Both hedgehogs look at their totals during their Act Clear endings, as well as the "Mission Cleared" text in the 3DS version's mission completion screens.
119** Both Sonics can also jump onto the titles of each level; in fact, doing so is how you get to the fight with Shadow.
120* BrickJoke: Sonic's chilli dog is sent flying away at the beginning of the game. [[spoiler:When Sonic returns from the White Void, he finds himself at the exact point in time that preceded his abduction, allowing him to catch his meal before it hits the ground.]]
121* TheBusCameBack: Several supporting characters return with speaking roles after years of absence. This includes the entire playable cast of ''VideoGame/SonicHeroes'' (except Omega and Big), as well as [[VideoGame/SonicTheHedgehog2006 Silver and Blaze]].
122* ButForMeItWasTuesday:
123** Modern Sonic remarks to Tails that the Time Eater's handiwork is nothing special, considering the [[VideoGame/SonicAndTheSecretRings genies in magic books]] and [[VideoGame/SonicColors interstellar amusement parks]] they've dealt with in the past. Sonic sounds almost resigned to his status as a WeirdnessMagnet when delivering the line in question.
124** After defeating the Egg Dragoon, Sonic brings up how routine Eggman losing to him has become.
125* CallBack: At one point Sonic repeats a line almost directly from ''Sonic Colors'':
126-->'''Cubot:''' ''(in ''Colors'')'' Your plans have been crushed by Sonic for, like ever. He stops you like it's his job or something.\
127'''Sonic:''' ''(in ''Generations'')'' Seriously, we beat this guy every time. It's like it's our job or something.
128* CallForward:
129** Classic Sonic has several Skills that reference the abilities and shields he can use past the [[VideoGame/SonicTheHedgehog1 original game]]. One of his last Skills is the Homing Attack, a move that Modern Sonic can already use naturally.
130** In the 3DS version, Classic Sonic learns the Homing Attack ([[StableTimeLoop from himself]]) earlier, at the start of the Modern Era. At the end of the game, he instead learns how to use Modern Sonic's Sonic Boost, although the ability is unusable as a Skill.
131** Tails doesn't recognize [[VideoGame/SonicTheHedgehog1 Green Hill Zone]], since [[VideoGame/SonicTheHedgehog2 he hadn't been introduced into the series yet]].
132* CamelCase: ''VideoGame/SonicTheHedgehogCD'''s Japanese soundtrack's music for the present time period of Palmtree Panic can be unlocked and the song has the title capitalized as "[=PalmTree=] Panic."
133* CaptainObvious: Of a peculiar kind. During the fight against the Time Eater in the HD version, a lot of Sonic's friends kindly remind you "That ''looks'' like a homing shot," but only Shadow says "That's a homing shot" with certainty.
134* CardiovascularLove: Rouge's challenges in the HD version require using her charm attack, which consists of her blowing heart symbols at Egg Pawns to make them lower their guard.
135* CasinoPark: Casino Night Zone, in both versions (though it's only a proper level in the 3DS version).
136* ChainsawGood: The GUN truck, which comes equipped with three giant buzzsaws this time around in the HD version's Modern Sonic portion.
137* ChekhovsGag: The signpost from Classic Crisis City passes by in the foreground a little while after it's first blown away.
138* ChekhovsGun: There's some effort hiding Dr. Eggman from the player on the Death Egg Robot boss in the HD version and the Big Arm boss in the 3DS version, [[spoiler:especially when he "kidnaps his past self" by Time Eater]].
139* CollectionSidequest: The Red Star Rings in the HD version, returning from ''VideoGame/SonicColors''.
140* ColoringInTheWorld: The White Space manifests via the Time Eater disrupting the timeline and having both Classic and Modern Sonic interact. The White Space is so named because all the entrances to the level hubs are colored completely white and look lifeless, at least until the Sonics complete the levels and restore color.
141* ColourCodedForYourConvenience:
142** Temporary platforms are associated with the color red.
143** In the 3DS version, rather than speech bubbles give the name Classic Sonic/Modern Sonic, as well as other characters, they will simply use their names (e.g. Sonic, Tails) and the speech bubbles will be yellow for the Classic characters and blue for the Modern characters. [[spoiler: Gamers paying attention to this will realize that the first time they're fighting Dr. Eggman, it is the Classic one, a fact that is only hinted at in the HD version.]].
144* CompanyCrossReferences: The [[VideoGame/NightsIntoDreams NiGHTS]] Resort re-appears in Radical Highway.
145* ConceptArtGallery: Includes music and art.
146* ContinuityCameo:
147** City Escape in the HD version is packed to the brim with them. The names of some modern characters appear on a Chao in Space 2 ad. Some older faces, like Bark, Bean, and Fang, appear on wanted posters. Even Mighty and Ray can be spotted ([[ChuckCunninghamSyndrome on "Missing since 1993" posters, no less]]).
148** [[spoiler:Orbot and Cubot appear in Eggman's flashback to TheStinger of ''VideoGame/SonicColors'', which also explains why they are otherwise absent from ''Generations''.]]
149** Big, Omega, [[VideoGame/SonicTheHedgehog2006 Princess Elise, Mephiles]], [[VideoGame/SonicUnleashed Chip, Dark Gaia, and the Werehog]] appear briefly in archival screenshots in the credits.
150** Omega gets another cameo in Speed Highway, as one of the roads is 123 Omega Road. 123 is his number in the "E" Series.
151** Look carefully at the beginning of both stages of Planet Wisp and you'll see some White Wisps. There's even [[https://www.youtube.com/watch?v=Jgzs63pTvc0 one]] in Classic Planet Wisp who dances exactly like Yacker does in the {{Loading Screen}}s of ''Colors''!
152** Statues of [[VideoGame/SonicRiders Jet]] and [[VideoGame/SonicAdventure2 all three types of Chao]] can be unlocked in the Statue Room.
153* ContinuityNod: Being a game all about Sonic's history, there's loads of it. Now has its own [[ContinuityNod/SonicGenerations page]].
154* ContinuityPorn:
155** The ''entire game'' is this, as it features levels from just about every major ''Sonic'' game in the series as well as games not in the major series, including ''Sonic CD''.
156** Even more so considering [[spoiler:the nature of the game as a sequel to the events of ''Colors''; direct continuity is something rarely seen in more recent ''Sonic'' titles, so having it established and directly referred to ''in a game all about Sonic's history'' is a notable achievement on Sonic Team's part]].
157** In the English version, the game even acknowledges the [[DubNameChange Eggman/Robotnik]] debacle when [[spoiler:Classic]] Eggman states that no one calls him by his real name anymore (he was always named Eggman in Japanese, so that exchange is absent there).
158* CoolBoard: Classic Sonic has a skateboard, in true early 90s fashion. Modern Sonic uses a snowboard in City Escape, just like old times, as well as in a mission in Rooftop Run. Also, the ability to use a skateboard at will is one of the unlockable skills for Classic Sonic.
159* CrisisCrossover: The current, green-eyed Sonic meets his retro, black-eyed self through Time Eater's disturbance of the time holes. Both hedgehogs must team up to fix Sonic's timeline and defeat the Time Eater.
160%% Don't put SugarWiki/CrowningMusicOfAwesome here, it goes in the YMMV tab.
161* CreditsMedley: Much like the old ''Sonic'' games, the credits roll has music from every stage that ends with the old ''Sonic'' theme.
162* CuteMute: Classic Sonic does not have a voice actor, but is no less expressive than his Modern counterpart; it helps that he's officially Modern Sonic as a young child, and thus he has an innocent quality to him.
163* CuttingOffTheBranches: Metal Sonic's Rival Battle heavily implies that the Metal Sonic race in ''VideoGame/SonicCD'' took place in the Bad Future.[[note]]While one could argue that the Time Eater may be responsible for Stardust Speedway appearing in its Bad Future state, note that the beginning of ''[[VideoGame/SonicTheHedgehog4 Sonic 4: Episode Metal]]'' also has Metal Sonic in the Bad Future, which also heavily implies the race took place there.[[/note]]
164* DamnYouMuscleMemory:
165** If you're used to the Homing Attack on the HD versions of ''VideoGame/SonicUnleashed''[[labelnote:*]]where it was shared with the 'Boost' button (X on 360 and Square on [=PS3=])[[/labelnote]], you may have to readjust yourself to the standard Homing Attack controls used in all the other ''Sonic'' games for ''Generations'' HD[[labelnote:*]]Pressing the 'Jump' button (A on 360, X on [=PS3=]) in mid-air to perform it[[/labelnote]].
166** There's also the issue of trying to do a Homing Attack as Classic Sonic and trying to do a Spin Dash as Modern Sonic.
167** Anyone who was used to playing ''Colors'' on the Wii's Classic Controller may have difficulty pressing the slide/stomp button without instinctively reaching for the Y/Triangle button.
168** The double-jump in ''Colors'' isn't present in ''Generations'' (double-tapping the jump button as Modern Sonic does the forward-air-dash move), which can seriously screw the player up when they accidentally try to double-jump up to a higher platform.
169** [[invoked]]Stealth Attack. [[PacifistRun Complete the level without defeating enemies.]] Good luck keeping yourself from using the homing attack.
170* DarkerAndEdgier: Compared to the rest of the stages, Crisis City sticks out as a much darker stage. The stage is set in post-apocalyptic world, and the enemies are demonic monsters instead of Eggman's cartoonish robots.
171* DeadCharacterWalking: There is an infamous glitch which crept from the infamous ''VideoGame/SonicTheHedgehog2006'' to the otherwise excellent ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' which makes Sonic, if he receives mortal damage while on a autoscrolling sequence, still slide with his dead body on the track. He can even be controlled sometimes with the directional pad!
172* DeathThrows: When you lose a life as Classic Sonic, aside from bottomless pits.
173* DeflectorShields: In addition to the regular shield the [[PlayingWithFire Flame]], [[MakingASplash Aqua]], and [[ShockAndAwe Thunder]] Shields return from ''Sonic 3 & Knuckles'' in certain missions and can be equipped in any main level once said missions are completed. The bounce, flame dash, and spark jump capabilities are fully intact. They no longer deflect projectiles, though.
174* DemotedToExtra:
175** While the regulars of Sonic's ensemble cast makes an appearance in the game, they have next to no impact on the story--by and large only the two Sonics and Tailses get CharacterFocus. The ensemble cast get a brief cutscene for being rescued, a couple of dedicated challenge missions, the ability to dispense advice about the game, and the opportunity to cheer Sonic on during the final boss. A little egregiously, Sonic doesn't even ''talk'' to anyone aside from Classic Sonic or Tails.
176** They are even further demoted in the 3DS version, where Sonic and Tails are kidnapped before the party even starts. Sonic's friends will only appear in a cameo after the credits, with a screenshot of the party.
177* DepartmentOfRedundancyDepartment: In a cutscene after Chemical Plant in the HD version, Modern Sonic says that he's getting "deja vu all over again," paraphrasing a famous quote from Yogi Berra.
178* DependingOnTheWriter: ''VideoGame/SonicHeroes''' placement. In the console version, it is considered a Dreamcast Era game, while the 3DS version treats it as a Modern Era game.
179* DesignStudentsOrgasm: The game's menu screens feature a mess of abstract shapes and bright primary colors decorating their borders, most obviously with the act title cards. It's an homage to the Japanese box art of the 16-bit games, which had a similar aesthetic.
180* DevelopersForesight:
181** Hilariously, hitting a [[TheGoomba Crabmeat]] in Green Hill will cause it to dance happily at being able to hit Sonic for the first time in twenty years.
182** Classic Sonic's [[http://youtu.be/YTXXXCcTKIQ idle animations]] includes one that has him [[VideoGame/Sonic3AndKnuckles pointing to the right]]. He even does this when facing left, except with his thumb instead of with his finger.
183* DidYouGetANewHaircut: Several characters make remarks along these lines if rescued as Classic Sonic. For two more literal examples:
184** Cream asks Classic Sonic this upon being rescued.
185** Upon being rescued, Blaze wonders if Classic Sonic has gotten less spikey, i.e. has less hair.
186* DidYouJustPunchOutCthulhu: In the original ''Sonic Adventure'', Sonic required the power of the seven Chaos Emeralds to transform into Super Sonic in order to fight Perfect Chaos. In '"Generations'', Modern Sonic takes on Perfect Chaos as a mid-game boss without the power of the Emeralds and said super form. And ''wins''.
187* DifficultButAwesome: One unlockable skill for Modern Sonic, Endless Boost, [[ExactlyWhatItSaysOnTheTin provides you with a Boost Gauge that never runs out]], but also turns Sonic into a OneHitPointWonder, unable to collect any rings. While it's supposed to be a TakeThat at the notion that Modern Sonic gameplay is simply "boost to win", this ability allows the player to do some major SequenceBreaking in [[http://youtu.be/5w4nCqB9nRQ Seaside Hill]], and rewards speedrunners who have managed to learn how to use the Boost to swiftly get through stages without being harmed.
188* DistractedByTheSexy: One of the extra missions involves robots who block themselves with shields, and the only way to destroy them is to summon [[MsFanservice Rouge the Bat]] to distract them so that they can't block your attacks. That's right. [[HeadTurningBeauty Rouge is so sexy that not even robots are immune to her charms]].
189* DivergentCharacterEvolution:
190** As [[VideoGame/SonicTheHedgehog1 Green Hill Zone]] has been brought back, [[VideoGame/SonicHeroes Seaside Hill]] has understandably taken many liberties to differentiate itself from the zone it was originally supposed to be a throwback to. Most notably, it's incorporated some aspects of Ocean Palace from ''Heroes''[[note]]which was effectively Seaside Hill's Act 2[[/note]] as well as added a water section. Planet Wisp, another level meant to hearken back to Green Hill, also more heavily leans into its EternalEngine theming than the original game.
191** A lot of the other zones got upgrades to their unique features and obstacles. For example, City Escape's skateboard section and park areas were lengthened and expanded, and the truck was given an upgrade, so it's now less like Speed Highway.
192** Since the HD version of ''Generations'' runs on the same engine as ''Unleashed'', this game's version of Rooftop Run is made more distinct from the original by giving it an AttackOfTheTownFestival vibe, with festive banners and balloons interspersed by attacks from a Flying Battery-esque airship. Classic Sonic's route also takes some inspiration from the night version of the stage, particularly adding a segment within a wine cellar, despite otherwise taking place during the day.
193* DoubleJump: Classic Sonic can do one with the Thunder Shield.
194* DoubleUnlock: Many skills require you to first complete a specific challenge, then buy it from the store.
195* DoWellButNotPerfect: Some of the Red Star Rings require you to take a lower path, going against regular ''Sonic'' logic to always take the highest path.
196* DrivesLikeCrazy: In the classic version of City Escape, the GUN truck that chases Sonic around the city while plowing into buildings and making huge ramp leaps starts getting noticeably worn down and beaten up about halfway through the level, and during the climax it appears so damaged that it's hurdling helplessly into a bridge underpass and is totaled when it crashes. As it turns out, driving like a maniac won't do your ride any favors.
197* DrivingUpAWall: During the last leg of the GUN Truck chase in [[VideoGame/SonicAdventure2 City Escape]], the souped-up GUN Truck sprouts rocket boosters and continues to chase Sonic on the walls of buildings he runs on, before eventually destroying itself by crashing into another building as Sonic escapes through a narrow alleyway.
198* DubInducedPlotHole: Inverted: in TheStinger, [[spoiler:the two Eggmen are seen arguing over the fact they haven't found the door one of them claimed to have found]]. The English version, which was written first, ends on a silent scene that shows [[spoiler:Modern Eggman pointing angrily at Classic Eggman while the latter's throwing a fit]]. The Japanese version extended the dialogue to fill that silence, thus explaining why they're making those gestures.
199* EarlyInstallmentCharacterDesignDifference: A retroactive case for the Classic era. The Badniks[[note]]Moto Bugs, Buzz Bombers, Crabmeats, Choppers, Newtrons, Buzzers, and Eggrobos[[/note]] encountered by Classic Sonic in both versions of ''Generations'' [[note]]Console and 3DS[[/note]] share the same "Modern" design, compared to the more faithful "Classic" designs they would later have in [[VideoGame/SonicMania Sonic Mania]], though the Classic Buzzers [[PutOnABus themselves wouldn't be part of it]].
200* EldritchAbomination: [[http://www.sonicstadium.org/wp-content/uploads/2011/10/Sonic-Generations-Time-Eater-artwork.png The Time Eater]], a psychotic-looking (seemingly) mechanical being that's covered in a cloud of dark energy and features clockwork parts. All the gears and the purple smoke body may remind you of [[VideoGame/EpicMickey another children's game eldritch abomination...]]
201* EldritchLocation: [[spoiler:[[https://www.youtube.com/watch?v=I2wrZ5MXS8Q Time Eater's boss arena, a cloudy reddish-purple void filled with floating props from the previous levels (trees and mountains from Green Hill, the G.U.N truck from City Escape, etc.), and giant golden clockwork parts]].]]
202* EmbeddedPrecursor: ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' is an unlockable game within the console version.
203* EnergyWeapon:
204** The Cyan Laser Wisps return in Tropical Resort in the 3DS version.
205** The Time Eater fires lasers in the final battle.
206* EpicFail:
207** At the end, [[spoiler:not only is Modern Eggman stranded in an infinite space void of time with Classic Eggman, but he accidentally convinces Classic Eggman to give up on villainy entirely and pursue a career in schoolteaching. Oddly enough, Modern Eggman approves.]]
208--->[[spoiler:'''Modern Eggman''']]: [[spoiler:That's not a bad idea! I've always enjoyed telling people what to do!]]
209** [[spoiler:Then again, Classic!Eggman seems to have facepalmed when Modern Eggman said that, so he may not have actually gone through with it.]]
210* EternalEngine:
211** Chemical Plant is a completed one, while Planet Wisp is also well on its way, as it's being constructed on an idyllic alien planet.
212** Eggmanland, which serves as the the battle arena against the Egg Dragoon, is a vast factory complex that spreads throughout a continent controlled by Eggman.
213* EvilIsNotAToy: Subverted for once. Pretty much every 3D Sonic game before and since this one has had Dr. Eggman attempt to use or control another being to further his goal of taking over the world, only to inevitably get betrayed near the end. [[spoiler: In this game, Eggman harnesses the power of the Time Eater and takes control of it for his own use... and is completely successful, never getting betrayed by the creature at any point.]]
214* EvilLaugh: Lampshaded by [[spoiler:Classic Eggman as Modern Eggman laughs hysterically]].
215-->[[spoiler:'''Classic Eggman:''' Wow. Will I really get that crazy?]]
216* EvilLaughTurnedCoughingFit: In the console version, after Dr. Eggman is done explaining his plan to destroy Sonic, he begins to laugh maniacally, but has to stop halfway through to cough into his hand.
217* ExcusePlot: A giant monster has caused Sonic's friends to become lost in time, and Sonic has to team up with his past self to race through locales from his earlier adventures in order to save them! [[RuleOfFun No problem with that!]]
218* ExpositionFairy: Omochao. There is an option to turn him on/off, however.
219* FaceOnAMilkCarton: The fate of Mighty and Ray, with posters on City Escape lampshading their (at the time) disappearance from the franchise.
220* {{Facepalm}}:
221** Modern Sonic, in response to Amy when he frees her.
222** Modern Sonic also has one when he finds out that [[spoiler:Eggman is controlling the Time Eater, and [[HijackedByGanon is thus the]] BigBad]].
223* {{Faceship}}: The Death Egg, which is visible in the distance during Sky Sanctuary and is the setting for the first boss fight (the appropriately-named "Death Egg Robot").
224* FailureIsTheOnlyOption: [[spoiler:After the ending credits, Classic Eggman finds out that Modern Eggman has never beaten Sonic. He gets discouraged by this and decides to go get his teaching degree. Modern Eggman thinks that's not a bad idea, since he enjoys telling people what to do.]]
225* FastballSpecial: Vector's ability in his Co-Op mission.
226* FinalBoss: Hedgehog rivals aside, the boss fights are all final/true final boss fights from other Sonic games; the Time Eater is the actual final boss for this game. The only exception to this is the Egg Dragoon (which was only the penultimate boss in ''VideoGame/SonicUnleashed'', although it did serve as the Werehog's FinalBoss); it should also be noted that Shadow served as the final boss of ''VideoGame/SonicAdventure2''[='=]s Hero Side story and Egg Emperor was the final boss in each story of ''VideoGame/SonicHeroes'' before the final story is unlocked.
227* FinalBossNewDimension: The final boss is faced in an entirely new arena, complete with timepieces and a purple background.
228* FinishingEachOthersSentences: Done by Classic and Modern Tails sometimes. [[spoiler:The Eggmen, as well.]]
229* {{Flanderization}}: The truck in City Escape. Although in ''Sonic Adventure 2'', the main purpose of the truck was probably to catch Sonic despite collateral damage. In ''Generations'', it basically wants to kill and maim Sonic [[ConvenientlyEmptyBuilding without any care for its surroundings]] (Because why on earth would a truck need ''three buzzsaws, rocket jets'', and the ability to ''drive on the side of a freaking building''?).
230* {{Flight}}:
231** The Orange Rocket Wisps return in Planet Wisp in the console version.
232** [[spoiler:Modern Super Sonic is capable of limited flight (much higher than the few inches above the ground usually associated with in-level Super), though it eats through rings too quickly to be very useful.]]
233%%* FloatingContinent: Sky Sanctuary.
234* FollowTheMoney: Naturally, especially evident when rings appear after hitting a switch.
235* TheForeignSubtitle: In Japanese, the 360/[=PS3=] versions of the game are titled ''Sonic Generations: White Time and Space'', while the 3DS version is titled ''Sonic Generations: Blue Adventure''. All international versions of the game are simply titled ''Sonic Generations''. Even so, both versions have a white or blue backdrop on the boxart.
236* {{Foreshadowing}}:
237** Vector tells Classic Sonic he has a hunch that [[spoiler:the Time Eater is actually being controlled by someone. He is proven to be correct later, when both versions of Eggman are revealed to have the monster under their control]].
238** Compared to Classic Eggman's begging for help when he's captured after the Death Egg fight, Modern Eggman has no objections when the Time Eater grabs him after the Egg Dragoon battle and it takes place in a fraction of the time as the first. [[spoiler:With the revelation that the Time Eater is controlled by the two Eggmen, one can see that the first fight was deliberately thrown and that the second was actually a rescue.]]
239* FriendlyRivalry: Silver treats his Rival Battle with Sonic as a sparring session and seems to have a lot of fun whether he wins or loses.
240* FungusHumongous: Mushroom Hill in the 3DS version has gigantic mushrooms that Sonic can bounce on to reach higher areas.
241* FutureMeScaresMe: [[spoiler:Classic Doctor Eggman is surprised at how maniacal his future self is. He's later disappointed to learn that Modern Doctor Eggman ''never'' defeats Sonic.]]
242* GameBreakingBug:
243** In the PC version, it is literally impossible to play the game with most non-Xbox 360 gamepads. Due to a different input format between the 360 controller and other PC controllers, the game will interpret a non-360 controller as having random buttons fired at intervals, making Modern Sonic randomly quick-step left and right and cutscenes skip themselves (the game thinks that the player has pressed Start repeatedly when they haven't). The quick-stepping bug actually renders Seaside Hill Act 2 {{Unwinnable}} with a non-360 gamepad unless you hammer the boost button and get lucky.
244** The PC version has a couple of consistently-crash-causing spots. The most notable is Rouge the Bat's challenge for Modern Sonic in Seaside Hill, which has a very high chance to crash to desktop at any point during the stage.
245** Trying to access the online "Challenge Mode" can be an exercise in frustration, as something about the game's communication with the leaderboard data servers (which takes place ''every time the menu cursor is moved'') causes it to almost always dump the user to the desktop with an error message when it tries to load record data.
246* GameMod:
247** A particularly epic one by a trio of programmers from Sonic Retro, who [[http://www.moddb.com/mods/sonic-generations-unleashed-project successfully ported]] the day levels from ''VideoGame/SonicUnleashed'' into the PC version.
248** At the request of [[Creator/{{Egoraptor}} Arin Hanson]] in an episode of ''WebVideo/GameGrumps'', a mod replacing Sonic's model with that of an actual hedgehog has been created.
249** And with the creation of utilities such as CPKREDIR and [=SonicGMI=], this game's on its way to becoming one of the most easily moddable games for the PC.
250** There's a mod for the PC version that adds the "restoring colours as you run through the world" part of the story [[https://www.youtube.com/watch?v=6xO5_VMDHDI into the actual gameplay]], removing the GameplayAndStorySegregation.
251* GameplayAndStorySegregation: Even though it's said that running through the zones restores color and life to them, all of the zones seem to be full of color before you even start moving.
252* GameplayRoulette: There are two gameplay styles, but both of them are closely similar, unlike the wildly differing styles in ''VideoGame/SonicAdventure'' and ''VideoGame/SonicUnleashed'', for example.
253* GetBackHereBoss: All three Rival battles, the Egg Dragoon, the Egg Emperor, and the Time Eater are fought this way.
254* GlassCannon: What the "Endless Boost" does for Modern Sonic. He can boost endlessly through enemies, but will die instantly if he makes contact with something his boost can't protect him from.
255%%* GraffitiTown: Speed Highway, City Escape, Crisis City, Rooftop Run and Radical Highway.
256* GreenHillZone: The TropeNamer returns in all its verdant glory, as do [[VideoGame/SonicHeroes Seaside Hill]] and [[VideoGame/SonicColors Planet Wisp]].
257* HailfirePeaks: As in ''VideoGame/SonicColors'', Planet Wisp combines the GreenHillZone motif with an EternalEngine. Crisis City is LethalLavaLand mixed with AfterTheEnd. Most of the levels are combined tropes, really, considering it's a ''Sonic'' game.
258* {{Hammerspace}}: Lampshaded by Modern & Classic Tails after the final boss. [[spoiler:Specifically, where Sonic keeps all those rings he collects.]]
259* HeroicMime: Classic Sonic. The 3DS game, which has text boxes to make up for having less voice acting, [[VisibleSilence only has punctuation]] like "?," "!," and "..."
260* HijackedByGanon: [[spoiler:The Time Eater is really just a creature transformed into a manned machine by Classic and Modern Eggman.]]
261* HoistByHisOwnPetard: [[spoiler:Silver ultimately loses his rival battle by being crushed by the gigantic ball of debris that he tried to attack Sonic with.]]
262* HubLevel: The 360/[=PS3=] version skirts the line by having one big TwoAndAHalfD hub in a WhiteVoidRoom that serves as an "interactive menu" for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc. Within the narrative, Tails [[JustifiedTrope explains]] that said void is where the stages end up falling into after the Time Eater distorts their position in time and space.
263* HumanCannonball: There are cannons which shoot Sonic out of them on Seaside Hill.
264* HumongousMecha: The Death Egg Robot, Egg Dragoon, and Egg Emperor. [[spoiler:The Time Eater is also revealed to be one.]]
265* IdleAnimation:
266** Classic Sonic still [[MascotWithAttitude glares at the player impatiently]] when idle. He may also occasionally [[VideoGame/Sonic3DBlast cross his arms in frustration]], [[VideoGame/Sonic3AndKnuckles snap at the player and point to the right]], [[VideoGame/SonicTheHedgehog2 look at his wrist, and lay on the ground after a while]].
267** Modern Sonic's animations are from ''Unleashed'' and ''Colors'', plus a unique idle animation if he's standing in water.
268* IGotBigger: Classic Sonic and Tails are Modern Sonic and Tails as young children.
269* IndyEscape: Both acts of City Escape have you pull one to escape from the GUN truck, while Seaside Hill Act 1 has a more conventional example as Classic Sonic outruns a giant cylindrical rock that chases him towards the goalpost, crushing everything in its path.
270* InterfaceSpoiler:
271** People looked at the Xbox 360 Avatar rewards for beating the game and speculated that [[spoiler:Classic Eggman has a link to the Time Eater, since said Avatar parts are all patterned after Classic Eggman. They were right.]]
272** In the 3DS version, provided the player has at least 5 Play Coins, they can unlock mission 100 without ever starting the Story Mode. Said mission is to beat the final boss under a rather forgiving time limit.
273** The 3DS version tries to [[spoiler:hide the existence of Classic Eggman]] by blacking him out on a certain icon on the touch screen.
274* InternalHomage: Tons of them. Rooftop Run (originally from ''Sonic Unleashed'') has zipline platforms like in ''Sonic 2'''s Hill Top Zone and dropping platforms with spikes on them like in the original game's Marble Zone. And the Classic level ends with what appears to be ''Sonic & Knuckles''[='=] Flying Battery, complete with Eggman logo.
275* InvincibilityPowerUp: Invincibility is back for both hedgehogs.
276* {{Irony}}: Tropical Resort is the first stage in ''VideoGame/SonicColors'', but in the 3DS version of ''Generations'', it is the ''last'' stage.
277[[/folder]]
278
279[[folder:L-S]]
280* LampshadeHanging:
281** [[TheGoomba Crabmeats]] do a little happy dance and fall laughing when they hurt Sonic.
282** Modern & Classic Tails have a conversation about [[spoiler:where Sonic actually puts all of those rings, with Modern Tails mentioning that he keeps forgetting to ask]].
283** One of the tutorial images has Omochao rambling on next to an annoyed Sonic.
284** [[spoiler:Right before the final battle, Classic Tails refers to Classic Eggman as Dr. Robotnik. Classic Eggman replies in a matter-of-fact way that nobody calls him that anymore.]]
285* LargeHam: [[https://www.youtube.com/watch?v=YoRipW5tMlE Spanish Sonic]]. Also, [[https://www.youtube.com/watch?v=6yJY48EzJX0 German Doctor Eggman]] (Hartmut Neugebauer) has been acknowledged by Sonic Team to be the perfect voice for the good doctor. To be fair, he's also the standard German dubbing voice for [[Creator/WilliamShatner a certain other]] [[Series/BostonLegal large ham]].
286* LawOfOneHundred: The game returns to giving an extra life at 100 rings, which had been not used in the Wii version of ''VideoGame/SonicColors''.
287%%* LethalLavaLand: Crisis City.
288* {{Leitmotif}}: A [[https://www.youtube.com/watch?v=m1KL89ODsHk music piece]] that accompanies the [[BigBad Big Bad]].
289* LevelInBossClothing: Perfect Chaos plays out more like a regular stage with some opportunities to hit the boss, with both 2D and 3D platforming segments that Chaos isn't really involved in, and checkpoints when no other boss has them.
290%%* LimitedSpecialCollectorsUltimateEdition: The "Collector's Edition" for the 360/[=PS3=] versions of the game comes with a statue featuring both Modern and Classic Sonic, a commemorative Gold Ring, the "''20 Years of Sonic Art''" book[[labelnote:*]]Featuring never before seen artwork.[[/labelnote]], the "''20th Anniversary Sonic Soundtrack''"[[labelnote:*]]Featuring a selection of tracks handpicked by Sonic Team.[[/labelnote]], the "''History of Sonic: Birth of an Icon''" documentary[[labelnote:*]]An exclusive collection of interviews and footage charting Sonic’s life from inception through to becoming one of the most iconic characters in videogame history.[[/labelnote]], and DownloadableContent[[labelnote:*]]The [[VideoGame/SonicTheHedgehog2 Casino Night Zone]] Pinball Minigame, a 20th Anniversary theme, and a [[SuperMode Super Sonic]] costume for your Xbox 360 Avatar.[[/labelnote]]. [[NoExportForYou Only available in Europe and Australia though.]]
291%%** The [[NoExportForYou Japanese-exclusive]] "Special Edition" comes with a crystal cube featuring Modern Sonic with the Classic Sonic TV as the indentation.
292* LiteralAssKicking: How Classic Sonic deals damage to the Death Egg Robot boss in the HD version in the first phase of the battle.
293* LoadsAndLoadsOfLoading: The [=PS3=] version. Load times average 20 seconds both entering and exiting stages and missions, including the momentary pause for the game to auto-save to the hard drive after every level. Especially noticeable as most of the challenge stages are extremely short.
294* LongSongShortScene:
295** The "Goin' Down!?" theme from ''VideoGame/SonicAdventure'' received [[https://youtu.be/JWn3fQsSq9o a full minute-long remix]], but because this game's version of that sequence is heavily abridged, [[https://youtu.be/vTv45I9esjY the in-game version]] is cut to only a fraction of that.
296** The Super Sonic theme of this game is as long as the equivalent themes from other games and even loops, yet it only plays briefly in the cutscene prior to the final boss (and not when either Sonic transform outside of said boss fight). It, incidentally, is a remix of ''VideoGame/SonicTheHedgehog4'''s theme, the only apparent nod to that game in ''Sonic Generations''.
297** Cash Cash's remix of the [[https://www.youtube.com/watch?v=ExhXhy8hgHk Big Arm theme]] is three and a half minutes long. The boss should take the average player about 30 seconds to beat.
298** "Perfect Chaos Revival" from ''VideoGame/SonicAdventure'' receives an extended remix, but only plays for about twenty seconds tops during the actual boss battle.
299* LostFoodGrievance: Sonic's poor chili dog present gets blown away right as the Time Eater attacks, and Sonic looks crestfallen over it as it flies away from him. [[spoiler:At least it comes back during the ending cutscene, and it's still warm thanks to the time travel shenanigans]].
300* MarathonLevel: The Planet Wisp levels have Sonic running through grassy hills, exploring Eggman's base of operations, and finally using the Wisp Powers to ascend to the facility's upper areas. Without exploiting glitches, a competent player can take as much as 6 minutes to complete each of these acts, making them twice as long as every other level in the game.
301* MeetYourEarlyInstallmentWeirdness: Sonic, Tails, and [[spoiler:Dr. Eggman]] meet themselves as they appear in the Genesis games.
302* MegamixGame: When a game consists almost entirely of [[NostalgiaLevel Nostalgia Levels]] and [[LegacyBossBattle Legacy Boss Battles]], it's one of these.
303* MercyMode: The Platform/Nintendo3DS version of the game's TimeAttack mode and the Challenges in the other versions counts as this. Previous handheld ''Sonic'' games sent you straight to the "retry/change-zone/change-character/quit" menu after either finishing the level or dying, but in ''Generations'' this happens only after having completed the stage; dying results in either restarting the stage or respawning at the last checkpoint instead. This means you can practice sections as much as you please. However, respawning at a checkpoint ''[[ContinuingIsPainful doesn't set the timer to whatever time you happened to run past said checkpoint.]]'' So, if scoring a perfect time is your top priority, you have to restart the level manually.
304* MetropolisLevel: The game neatly demonstrates just how common this level type is in the franchise: the console and PC version includes Speed Highway, City Escape, and Crisis City, while the 3DS version includes Radical Highway.
305* MirrorBoss: The Rival Battle with Shadow in the HD releases. Until one of them gets a power-up, or Sonic falls too far behind Shadow, the two hedgehogs basically have identical abilities, boosting included.
306* MirrorRoutine: Classic Sonic's and Modern Sonic's first introduction to each other. They were separated by a warped piece of glass, so it's actually somewhat believable.
307* MissingTrailerScene: Before the release of the game, Sega released three CGI trailers that showed Classic and Modern Sonic running through a white Green Hill Zone, City Escape, and Rooftop Run together. While the levels were a part of the game, none of the footage from said trailers are shown in game. One of the Boss Fight trailers specifically shows Modern Sonic, Classic Sonic, Tails, and Classic Tails about to fight the Time Eater in Green Hill Zone, only for the actual confrontation to be in a completely different location. Only the first trailer, which had Modern and Classic Sonic running alongside each other, is hidden away in the game's AttractMode (and is thus entirely missable).
308* MissionControl: Omochao, to some extent. [[spoiler:All of Sonic's friends join in as well in the final boss battle, calling out incoming attacks.]]
309* ModelMuseum: The character models for Sonic, Classic Sonic, Tails, Classic Tails, Eggman, Classic Eggman, Classic Metal Sonic, Shadow, Silver, Knuckles, Amy, Blaze, Cream, Cheese, Rouge, and the Chaotix are able to be viewed in the Collection Room with a short bio describing each character.
310* MonochromeToColor: The HubLevel shows each level in white (as each act has been frozen in time), and gradually becomes more colorful as you clear both acts.
311* MonsterOfTheWeek: A tradition since ''Sonic Adventure'', Time Eater is the one for this game. [[spoiler:Subverted: it ''was'' a monster but it's turned into a manned robot by Dr. Eggman with the help of his past self.]]
312* TheMotherShip: Classic City Escape's GUN truck can dump off more {{Mooks}} on Classic Sonic.
313* MovingTheGoalposts: In Classic Crisis City, a tornado ''literally'' does this by moving the goalpost to a later part of the level, forcing Sonic to chase it.
314* MultiSlotCharacter: The basic premise of the game is that Sonic's classic and modern versions are both playable characters each with their own gameplay style based on the era they're from.
315* MultiStageBattle: During the final boss battle, the debris floating around the arena is from the previous stages, and the era they're from changes each time you hit the boss. (i.e. Classic Era at the beginning, Dreamcast Era after the first hit, and Modern Era after the second hit).
316* MuseumGame: The game is basically traveling through the past of ''Sonic'', with a lot of extras on the side. It contains levels themed entirely after locations from previous games in the ''Franchise/SonicTheHedgehog'' franchise. There's also a gallery of concept art, information on characters in the series, and the ability to earn music from the series.
317* MusicalNod:
318** Classic "Escape from the City" has a brief remix of Endless Mine, from ''Sonic 3'' and the melody of the City Escape trial version.
319** Modern's version of "Escape from the City" uses pieces of the theme for the Snowboard Race multiplayer level and "It Doesn't Matter" from ''Sonic Adventure 2''.
320** An entire section of Modern [[VideoGame/SonicHeroes Seaside Hill]] is practically devoted to remastering Ocean Palace, mashing up two themes of two roughly the same stages from ''Heroes''.
321*** On that note, Classic Seaside Hill greatly resembles the Platform/NintendoDS version of ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]''[='=]s Seaside Hill.
322** A remix of "Door into Summer" from ''VideoGame/KnucklesChaotix'' is the theme for the Collection Room.
323*** The song that plays for Classic Sonic's Ring Time power-up is a remix of the special stage theme from ''Knuckles Chaotix''.
324** Modern Sky Sanctuary lifts its extended bits directly from the ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario & Sonic at the Olympic Winter Games]]'' rearrangement of Sky Sanctuary.
325** The cover of "[[VideoGame/SonicR Super Sonic Racing]]" samples [[https://www.youtube.com/watch?v=cyv6ZehQyTQ this]] Platform/SegaSaturn promo; more precisely, the lines "I have arranged for you to meet my... companion," "Introducing Sega Saturn!" and "We are five years away from entering the 21st century... but are you ready for the future?"
326** Sega pulled us a rather tricky one with this one: [[spoiler:Super Sonic]]'s theme begins with the intro of ''[[VideoGame/SonicAdventure2 Live and Learn]]'', only to be followed by a remix of ''VideoGame/SonicTheHedgehog4''[='=]s main theme.
327** Does the theme for obtaining an [[RankInflation S Rank]] sound familiar? It's a remix of a verse from Sonic's ''[[VideoGame/SonicAdventure Adventure]]'' theme.
328* MusicalSpoiler: The identity of each boss is hidden until you fight them. However, standing in front of the boss gate will play a remix of the boss's respective battle music, giving away the boss's identity to any ''Sonic'' fan familiar with the games' soundtracks. This is downplayed by the third boss: Egg Dragoon's "preview track" is "E.G.G.M.A.N.", which indicates that it's Eggman but not any particular form of his.
329* {{Nerf}}:
330** In the console and PC version, the Sonic Boost's ring-attracting effect has been greatly reduced from ''Unleashed'' and ''Colors''.
331** It's now impossible to sustain an Air Boost (Sonic will simply act as if you quickly tapped the Boost button), so it's nothing more than a more powerful Air Dash that retains momentum. The 3DS version averts this and the ring-attraction nerf, however.
332** Also as Super Sonic, the boost ability greatly exhausts your ring count. Compare to ''Sonic Colors'' where the player would not only maintain the more gradual ring loss, but actually earn bonus points for using the Super form in the first place. That said, the ability is far more useful in ''Generations'' due to its Chaos Control-like abilities and the more fluid stage design in general.
333* NeverTrustATrailer: Apart from the launch trailer, almost none of the CGI shown in the trailers exists in the game. In fact, the trailer at the start can only be seen during the game's AttractMode, and is the only cutscene to ''use CGI''; the rest are rendered in-engine.
334* NeverSayDie:
335** Dr. Eggman says how he is going to turn Sonic into blue jelly.
336** When Sonic sees himself in a mirror, Dr. Eggman says he better get a good look, because it's the last thing he will see before Eggman "closes his eyes forever."
337* [[invoked]]NoDeathRun: Completing an act without losing any lives is encouraged because it gives you a Perfect Bonus, which boosts your rank by one full letter grade. In the main levels, the coveted S rank is only attainable by giving an A-rank performance with no deaths.
338* NostalgiaLevel:
339** Every level in the game is derived from old ''Sonic'' games, though the level design is mostly new. It works both ways; Modern Sonic plays through classic stages with the new style of gameplay, and Classic Sonic plays through newer stages with nostalgic gameplay.
340** In the 3DS version, Classic Sonic's first three and last two zones are copied directly from the original games' first acts (aside from a new segment on Tropical Resort involving him riding fireworks), instead of the wholly unique layouts seen in other zones. Mushroom Hill in particular has a checkpoint right before the goalpost, since the miniboss was removed but the layout wasn't changed.
341* NotBad:
342** Knuckles admits that Sonic "wasn't half-bad" after the final boss is defeated.
343** Eggman taunts Sonic with this line during his boss battles.
344* NotSoFastBucko: In Act 1 of Crisis City in the HD version, as you approach the goal sign, it gets carried away by a flaming tornado.
345* OffscreenMomentOfAwesome: No explanation has been given for how [[spoiler:Dr. Eggman or his past counterpart Dr. Robotnik escaped from the timeless void leftover from the destruction of the Time Eater in the ending. They got out of there ''somehow'' as future games attest, but ''how'' they did it when they had access to absolutely no technology is left up in the air]].
346* OhCrap: Classic Sonic has no dialogue, but his expression at the [[BigBad Time Eater's]] initial appearance is definitely this.
347* OminousLatinChanting: The words sung in [[https://www.youtube.com/watch?v=8EkbV8VW3-4 Modern version of Time Eater's battle music]] are ''Dominus Tempus'', roughly translated from Latin to "Master of Time"; fitting Time Eater's role in the game.
348* OneHitKill:
349** Sonic can run over the water by boosting. In Seaside Hill Act 2, there is a giant chopper that attacks if you spend too long outside of certain areas. If it attacks, you lose a life, no matter what. Rings? Won't help you? Going as fast as you can? Won't help you. [[spoiler:Even Super Sonic can't survive a contact with it!]]
350** The meteorites that fall near the end of Tropical Resort Act 2 kill Sonic in one hit regardless of his rings. At least they're telegraphed.
351* OxygenatedUnderwaterBubbles: Chemical Plant's Mega Mack features these, unlike the original level. Seaside Hill also has them, which is, again, a new thing as Seaside Hill's original iteration had no underwater gameplay.
352%%* PalmtreePanic: Green Hill Zone, Emerald Coast, and Seaside Hill.
353* PinballZone: Casino Night. It's a full-fledged world in the 3DS version, but just the setting for a pinball minigame in the console version.
354* PlaceBeyondTime: The BlankWhiteVoid, as Eggman points out [[spoiler:when he and his past self get stuck there]].
355* PlayingWithFire:
356** The Red Burst Wisps return in Tropical Resort in the 3DS version. Holding the jump button will store power, then releasing it unleashes a fiery explosion that destroys every enemy on-screen.
357** The Fire Shield power-up from ''Sonic 3'' finally makes a return. It still allows Sonic to perform a fire tackle.
358** Iblis' minions return in Crisis City. Much like in the original game, they are lava monsters that breathe fire to attack.
359* PlotArmor: When the Time Eater crashes Modern Sonic's birthday party it opens up a set of portals that capture everyone at the birthday party in an inescapable vortex... except for Sonic himself, who doesn't even have to adjust for the breeze.
360* PopStarComposer: Alex Makhlouf, of Cash Cash, does a few remixes for the game[[note]]If you really want to know the specific remixes he did, according to the OST's booklet they are: Classic Speed Highway, "Going Down!?", Classic City Escape, "Super Sonic Racing" and US Stardust Speedway for the console version; Classic Radical Highway, Modern "Back 2 Back" (Water Palace), Big Arms and the Special Stages for the 3DS version[[/note]]. Tony Harnell and Ted Poley also returned to sing a new version of "Escape from the City".
361* PowerCopying: Classic Sonic picks up on the homing attack after seeing Modern Sonic use it against a few enemies in the [=3DS=] version. He can use it from that point on.
362* PowerupMagnet: The Thunder Shield magnetizes rings in addition to providing Sonic with a double jump.
363* PressXToNotDie: In the 3DS version, there is a QTE when escaping from the killer whale in Emerald Coast Act 2.
364* RedAlert: Used during Chemical Plant's meltdown in Modern Sonic’s level.
365* ReformulatedGame: The 3DS version is different from the mainline console/PC version. While Classic Sonic's stages are structured like the Genesis games, Modern Sonic's stages take after the ''Sonic Rush'' titles, being locked in 2.5D perspective unlike the 3D stages. Not only that, but the selection of stages from past games are also different. Sonic's friends are also absent from the 3DS version, due to Sonic arriving at the party before it began and nobody but Tails was present since he was still setting up, followed by the Time Eater's attack. A lot of the cutscenes have also been changed, despite most of it staying the same, such as Classic Sonic learning and being able to use the Homing Attack in the 3DS, and [[spoiler:at the end, how to Boost]].
366* {{Retcon}}:
367** Even more of this occurs with Crisis City, as when Blaze is rescued, her first speech balloon post-cutscene has her state that Crisis City was ''her'' fault.
368** Given the ending of ''Sonic 06'', the fact that Crisis City exists at all when a time travel incident erased the events of the game from existence by removing Iblis from the timestream long before the game takes place counts to an extent. The implication seems to be that Crisis City was taken from another timeline, which would also explain the presence of Stardust Speedway's BadFuture.
369** After beating the Biolizard in the 3DS version, Sonic claims that he's beaten it before, although it was actually Shadow who fought it last time in ''Sonic Adventure 2'' (Sonic ''may'' have been referring to its subsequent form as "The Finalhazard", but he was explaining why he found the fight so easy, so that wouldn't have made a great deal of sense in context).
370%%* RidiculouslyCuteCritter: Classic Sonic and Classic Tails.
371* TheRival: Shadow, Silver, and Metal Sonic are rival races on the 3DS version. On the console, they are proper boss fights.
372* RuleOfCool: Three of the four bosses in the HD version make sense story-wise as to why they're there. The fourth? Perfect Chaos, who is presented as a GiantSpaceFleaFromNowhere without any connection to the main plot. Pretty much the only reason it's in the game is for the sheer awesome of the boss fight.
373* {{Sampling}}: The JP [[VideoGame/SonicTheHedgehogCD Stardust Speedway]] remix samples the original JP BadFuture Stardust Speedway and JP Present Stardust Speedway, which in turn made extensive use of sampling classic '70s and '80s songs ("Love's Gonna Get You" by Jocelyn Brown, "Me and Baby Brother" by War, and "Hey Y'all We're Miami" by Miami, among others).
374* SceneryPorn: Lots, as is to be expected in a Sonic title, with Sky Sanctuary being a breath-taking revamp from a classic level.
375* SceneryGorn: Crisis City and the ruined Station Square in which you fight Perfect Chaos are ruins of previously prosperous cities that have been decimated by two vicious gods of destruction.
376* SequenceBreaking: The last segment of Modern Planet Wisp revolves around Sonic ascending a huge tower to reach the goal ring. However, if the player has a Rocket Wisp on hold, they can activate it immediately after going through the jump panel that launches Sonic towards the tower's base, thus skipping a huge section of the level.
377* ShoutOut:
378** City Escape has new billboards that include a mock iPhone.
379** The first part of Modern Sonic's S Rank pose is based on [[http://upload.wikimedia.org/wikipedia/commons/c/cd/Usain_Bolt_Lightning_pose.jpg Usain Bolt's "To Di World" pose]].
380** One of Planet Wisp's challenging acts features all three elemental shields. The mission itself is called "[[WesternAnimation/CaptainPlanetAndThePlaneteers With Your Powers Combined]]".
381** The hardest achievement is called "[[Music/MCHammer Can't Touch This]]".
382** In the 3DS version, some missions will require you to get through an entire stage without losing a single life. All missions of this type are titled "Film/DieHard".
383** In [[VideoGame/SonicAdventure Speed Highway]], one of the billboards advertises a movie called [[Film/StarTrekIIITheSearchForSpock Chao In Space: The Search for Tikal]].
384* ShownTheirWork:
385** Classic Sonic looks ''exactly'' like the original Sonic design from the Genesis games, starting with the coloring details (black irises and flesh-colored eyelids), all the way to the animations and sound — even the CheekyMouth looks identical. He’s closer to his smaller and cuter Japanese design, as opposed to his [[AmericanKirbyIsHardcore attitude-infused Western design]] used on the box-art for the US versions of the original Platform/SegaGenesis trilogy (which Sonic Team admittedly hated).
386** All of the Classic Character designs featured in the game are based off of previous artworks: [[http://info.sonicretro.org/images/7/71/Classic_sonic_orthographic.svg Classic Sonic]], [[http://info.sonicretro.org/images/e/e6/Classic_Super_Sonic.png Classic Super Sonic]], [[http://info.sonicretro.org/images/6/6f/Classic_tails_orthographic.svg Classic Tails]], [[http://info.sonicretro.org/images/f/f3/Classic_metal_orthographic.svg Classic Metal Sonic]], [[spoiler:[[http://info.sonicretro.org/images/e/e3/Classic_eggman_orthographic.svg Classic Eggman]]]].
387** Not only were the writers of the game's script not ''Sonic'' fans themselves, they didn't even know much about the franchise in general. They made up for it by researching the lore of the franchise, and it shows considerably (due to the sheer amount of ContinuityPorn added throughout the game).
388%%* SilentSnarker: Classic Sonic [[https://www.youtube.com/watch?v=WxOGYimyriI on occasion.]]
389* SoundtrackDissonance:
390** [[https://www.youtube.com/watch?v=iyg5ojGpVTs&feature=related This peaceful theme]] plays during a few Co-Op missions. Even in Crisis City's.
391** The game lets you invoke this by allowing you to switch out the BGM of a stage or boss for any song you have unlocked in challenges. Yes, you are fully allowed to fight Perfect Chaos to the sound of Emerald Hill Zone if you really want to.
392* SprintMeter: The Auto-Gauge skill turns the Boost Meter into this.
393* StableTimeLoop: [[spoiler:The ending shows Classic Sonic attempting to perform the Air Dash/Homing Attack, suggesting that he learned it by watching his future self do it in an earlier cutscene.]]
394* StatOverflow: The Modern stages feature special jump panels which let Sonic perform mid-air tricks to refill his Boost Gauge. If the meter is already full, the extra energy will extend it beyond its limit.
395* StealthPun: In the classic stage of Speed Highway, Sonic can jump into the church bells to make them ring. Doing so also produces rings out of thin air that he can collect.
396%%** Vector's name and his FastballSpecial.
397* SuddenlyAlwaysKnewThat: Many special character-based missions feature the character demonstrating heretofore unseen abilities.
398** Blaze's character missions in Crisis City and Planet Wisp features Blaze outright [[{{Flight}} flying like a bird]] seemingly without the aid of the Sol Emeralds or her [[PlayingWithFire Pyrokinesis]]. At no point was it ever hinted that she possesses such an ability.
399** Amy Rose has historically had several {{Spin Attack}}s and in ''VideoGame/SonicHeroes'' could draw out her airtime by using the Hammer Helicopter technique after jumping. In ''Generations'', however, Amy is now so proficient with spinning her hammer that she can now hover and fly anywhere and at will.
400** Rouge, who has always been a ShamelessFanserviceGirl, newly demonstrates the ability to actively seduce any robot she sets her eyes on.
401* SuperDrowningSkills:
402** Oddly, Modern Sonic zig-zags this, depending on the viewpoint. When transitioning to a 2D section with liquid, he works exactly how he handles in ''Colors'' (minus infinite jumping). However, in full 3D segments, he drowns instantly if he falls into any liquid.
403** In the 3DS version, the water sections in Emerald Coast are deadly, yet the ones in Water Palace can be safely traversed.
404* SurpriseParty: The game begins with Sonic's surprise birthday party.
405* TheStinger: After the credits, [[spoiler:we see Modern and Classic Eggman bickering inside the HubLevel, now completely emptied by the restoration of the timeline]].
406* StraightManAndWiseGuy: [[spoiler:Classic Eggman is the calmer, more reserved StraightMan to the crazier and more dynamic Modern Eggman. [[LampshadeHanging Lampshaded]] when Classic Eggman questions his own sanity in the future after he sees Modern Eggman breaking into a LaughingMad fit.]]
407[[/folder]]
408
409[[folder:T-Z]]
410* TacticalSuicideBoss: The Death Egg Robot is fought in an arena with mines classic Sonic can activate to stun the boss. No matter how many times he's damaged, he will still do this. [[spoiler:Though with the ending, it's obvious he was throwing the fight.]]
411* TakenForGranite: What the Time Eater does to Sonic's friends.
412* TaughtByExperience: [[spoiler:Eggman makes sure the MonsterOfTheWeek is completely under his control by mechanizing it, instead of failing to control it like in most previous games.]]
413%%* TemporaryPlatform: Lots of them in many levels, of both stationary and moving flavours.
414* TennisBoss: Vector, in one of Rooftop Run's Challenges as Modern Sonic. You have to reflect the music notes at him until he loses track and you win.
415* ThemeMusicPowerUp:
416** In the Rival Battle with Shadow, when either Sonic or Shadow goes on the offensive, the music switches to ''Live and Learn'' or ''[[VideoGame/ShadowTheHedgehog All Hail Shadow]]'', respectively.
417** When [[spoiler:Classic and Modern Super Sonic combine to strike the final blow on the Time Eater]], the music changes to the ''Sonic 4'' invincibility theme.
418* TimeTravel: The two Sonics travel through stages of their past in an attempt to restore time.
419* {{Tomorrowland}}: Stardust Speedway takes place during what was ''Sonic CD''[='=]s bad future.
420* TookALevelInBadass:
421** Modern Sonic proves how much he has grown across the years by defeating Perfect Chaos without the need of transforming into Super Sonic.
422** Rooftop Run highlights the fact that Clasic Sonic will become much more badass in the future. The final hurdle for Classic Sonic is climbing a very tall clock tower, fighting off lots of badniks and performing tricky jumps along the way. When Modern Sonic has to perform the same task, he just runs straight up it in a matter of seconds.
423** Silver's psychic powers are shown to be considerably more powerful in this game than they've ever been shown to be before, allowing him to condense a massive amount of debris into a massive sphere that he hurls at Sonic. He's also much faster, easily able to keep up with a boosting Sonic.
424** In the span of a single game, Eggman went from simply enslaving an alien race to power a theme park, to [[spoiler:transforming an EldritchAbomination into a HumongousMecha that [[RealityWarper rips apart time and space]]]].
425* UnflinchingWalk: After Classic Sonic defeats the Death Egg Robot and it falls over, he lands on his feet in a badass pose.
426* VariableMix:
427** The BGM in Modern Sonic's Green Hill and Sky Sanctuary stages have a percussion track that changes tempo depending on how fast Sonic is moving. Also, the high-pass filter effect when boosting carries over from ''VideoGame/SonicUnleashed'' and ''VideoGame/SonicColors''.
428** The speed shoes return in Classic Sonic's stages, so naturally the tempo picks up while using them.
429** The Death Egg Robot has two additional drum tracks as the fight progresses.
430** The Time Eater's theme seamlessly changes styles [[spoiler:according to which Super Sonic is in control; from an orchestral style for Modern Super Sonic to an electronic style for Classic Super Sonic]].
431** [[https://www.youtube.com/watch?v=RbUGEQw36Co The hub world]], which has a mix based on every stage in the game.
432* VideoGamePerversityPrevention:
433** The skill set names can only use two preset words instead of allowing for player input, and while the "&" that's always added to them seems completely unneeded, it does prevent any potential innuendos the players could use the available words for. If you tried naming your skill set "Love Maker", you'd get "Love & Maker" instead.
434** The character bios in the trophy room specifically do not allow you to rotate them more than waist-height, preventing you from using it to look up Amy and Cream's skirts.
435* VillainTeamUp: [[spoiler:Eggman teams up with his past self to take full control of the Time Eater's abilities.]]
436* TheVoiceless: Classic Sonic, keeping with the spirit of the Genesis games. Oddly enough, Classic Tails and [[spoiler:Classic Eggman]] do talk.
437* VoiceForTheVoiceless: Classic Tails speaks on Classic Sonic's behalf.
438* WallCrawl: The Pink Spike Wisps return in Planet Wisp on the console version. Modern Sonic can also run along (and up and down) walls in Speed Highway and City Escape.
439* WallJump: Can be done on certain surfaces as Modern Sonic.
440* WhatHappenedToTheMouse: It's never explained [[spoiler:what happened to Orbot and Cubot when Eggman found the Time Eater. It's assumed he just left them in space, and returned for them in time for ''VideoGame/SonicLostWorld'']].
441* XtremeKoolLetterz:
442** The "Mad Skillz" achievement.
443** One of the words available to name your Skill Sets with is "Skillz".
444[[/folder]]
445
446[[folder:''Sonic X Shadow Generations'']]
447[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/logo_lg.png]]
448%%[[caption-width-right:1000:some caption text]]
449* TheBusCameBack: In addition to the returning cast from base ''Generations'', Black Doom makes a return after his defeat and presumed death in his first and only appearance, ''VideoGame/ShadowTheHedgehog''.
450* ADayInTheLimelight: Shadow gets the spotlight in an all-new story.
451* PromotedToPlayable: In the original ''Generations'', Shadow was only a non-playable rival boss fight. In the ''Sonic X Shadow Generations'', he's been promoted to playable character status, and has his own story campaign.
452* UpdatedRerelease: The game includes a remaster of the PC[=/=]Platform/PlayStation3[=/=]Platform/Xbox360 version of ''Sonic Generations'' for modern consoles, in addition to a new campaign focused on Shadow.
453* WhamShot: The announcement trailer begins with a highlight reel of ''Generations'', ending in a recreation of the very first reveal trailer with Modern and Classic Sonic soaring through the sky... before they're interrupted by Shadow flying in and disrupting the two, followed by a brief look at his new campaign in all of its glory.
454[[/folder]]
455----
456->''"Hey, Sonic! Enjoy your future! It's gonna be great!"''

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