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Early enemy concept art for the first game, showing early pre-badnik enemies, a bee-colored Eggman, and Sonic's girlfriend Madonna.

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Sonic the Hedgehog
  • The original concept for the series was considerably different. Originally, the concept for the game while Sega was coming up with a new mascot to rival Mario was a speedy bowtie-wearing rabbit that grabbed objects with its ears. The idea was abandoned when the 16-bit console couldn't handle hardware demands of the rabbit's ears, which were supposed to allow him to grab hold of things, in addition to the team realizing such a mechanic would slow down the pacing of the game.note 
  • One of the original worldbuilding concepts that was pitched for Sonic was to place the game inside a dream world. Elements of this can be seen in the proposed character design for the Roosevelt caricature in pyjamas and the more surreal Zones and Special Stages, and the core concept of the dream world was later used by Ni GHTS Into Dreams.
  • Following the scrapping of the bowtie bunny, many other character designs were created; most notably, a Theodore Roosevelt lookalike in pyjamas (who evolved into Eggman), a clown, what can best be described as a Mario/Bart Simpson hybrid, a wolf wearing an American flag t-shirt and a bulldog in a cowboy-esque outfit with sneakers and sunglasses. Interestingly, both of the latter were Fully Dressed Cartoon Animals. The designs were eventually narrowed down between an earlier design of Sonic and an armadillo character; Sonic was chosen due to his spiky look, though the armadillo design was later reused for Mighty the Armadillo.
  • Sonic was originally going to have fangs, but a team at Sega of America led by Madeline Schroeder asked for his design to be softened up for American audiences. Thus, the fangs only made it to a Japanese promotional comic for the game; the fangs would later make a comeback in Sonic's model for Sonic Adventure, and would also appear in the OK K.O.! Let's Be Heroes special Let's Meet Sonic. Another change mentioned is thay Sonic wore a spiked collar at one time, but no concept art of this has surfaced. These changes led to various other elements being scrapped in order to make the series more appealing to western audiences, like his Mascot with Attitude behavior being toned down and his design cutened up. Sega of America later reused a cleaner version of the Mascot with Attitude personality, leading to Sonic's personality being snarky in American canon but laidback in Japanese canon (the latter personality later becoming emphasised in-series starting with Adventure).
  • Sonic was supposed to be the lead of a rock band, suiting his rebellious Mascot with Attitude personality. This was changed when Sega of America asked for Sonic to be softened. Though this was never featured in the games, Sonic was the lead of a band in Sonic the Hedgehog Story Comic, an in-character interview from around the first game's release has Sonic as the lead of a band, and some Japanese bios from the '90s mention that Sonic sung in a band. Possibly coincidentally, Sonic would later play and sing a rock song with a guitar in the pilot of Sonic the Hedgehog (SatAM), and eventually became the lead of a band in Sonic Underground.
    • To coincide with this, the original concept for the sound test had the band itself, with Sonic himself as the lead singer, Sharps the Parakeet as guitarist, Mach the Rabbit as the drummer, Max the Monkey as the bass guitarist, and an early version of Vector the Crocodile on the keyboard. The band members also would have appeared at the end of the game, with Sharps saving Sonic from falling, which seems to have inspired the Sonic 2 ending. While Vector would eventually appear in Knuckles Chaotix and become a part of the series itself, Sharps, Mach, and Max were dropped completely. Also within the sound test, Sonic was supposed to perform Michael Jackson-like dance moves.
  • Sonic 1 was going to be ported to home computers of the time such as the Commodore 64, Amiga and ZX Spectrum. Sega eventually scrapped the idea, presumably so that computer users of the time had a good reason to buy a Mega Drive.
  • Some early sketches include a blonde woman in a red dress named Madonna. It's said that she was supposed to have been Sonic's girlfriend, as a rival to Princess Peach. The plot of Sonic 1 likewise was instead about Sonic rescuing Madonna from Eggman. The idea of Sonic saving a Damsel in Distress would eventually be revisited in Sonic CD and Sonic the Hedgehog (2006).
  • Originally, the enemies in the games were actual monsters instead of the robot Badniks. They can be seen in early concept art and in screencaps of the Tokyo Game Show demo. There's also a shadowy figure in the concept art shown above, implying there was another villain besides Eggman.
  • A number of unused assets from the development of the Genesis/Mega Drive version of Sonic 1 were later used as a basis for the Master System/Game Gear version. There's elements like the thin-bordered "underground" walls that show up in Green Hill Zone Act 2, the brick wall backdrops of Labyrinth, and the unused assets from Starlight Zone being incorporated into Sky Base. Some other assets and concepts would also be used for the development of Sonic CD.
  • At one point in development, Sonic would have his jump animation replaced with a victorious fist pump at the end of an Act. While this concept didn't make it to the REV00 launch version, it would later be used for his victory animation in Sonic Mania.
  • Green Hill Zone in the earliers promo shots had a 'Welcome' sign near the start of Act 1, and at various stages of development, there were checkered balls that acted like boulders and obstacles. These checkered balls would later return as a Debug Mode in-joke in Sonic Mania.
  • Marble Zone had UFOs in the skyline of the backdrop in various stages of development, although they were removed some time before REV00.
  • Spring Yard was called Sparkling Zone in an earlier stage of development, and featured a different backdrop with a lit-up city nightlife scene, complete with signboards.
  • Scrap Brain was once called Clock Work Zone, although artwork for the 'W' was never added, so the game rendered the zone's name as "CLOCK ORK" (sic).

Sonic the Hedgehog 2

  • There were many, many scrapped zones throughout the development of the game. Those known to the public are: Blue Lake Zone, Wood Zone, Sand Shower Zone, Desert Hill Zone, Ocean Wind Zone, Genocide City Zone, Rock World Zone, Hidden Palace Zone, Tropical Plant Zone, Olympus, and Madness Mountain.
  • Of the beta zones, Hidden Palace Zone is the one with the most of its original content still in the game, including its own music theme that could still be played in the sound test. According to Yuji Naka, it was supposed to be a secret stage accessible after finding all the Chaos Emeralds, where Sonic would gain the ability to transform into Super Sonic. The stage was later revived as the Zone of the same name in Sonic 3 & Knuckles (with new graphics, BGM and layouts), serving mostly the same purpose, although it was made part of the story rather than a hidden level (though it could still be accessed early in the locked-on game through the special stage giant rings), and Sonic turning into Super Sonic was replaced with him turning into Hyper Sonic. A new Hidden Palace Zone loosely based on the original level, using the same graphics and enemies but with a different layout and gimmicks, was later implemented as a secret level in the 2013 smartphone port of Sonic 2.
  • Genocide City Zone was a one-act zone with a industrial theme, and was largely an Expy of the first game's Scrap Brain Zone. It was later renamed into "Cyber City Zone" once the Japanese dev team learned what "Genocide" meant in the English language. The Zone got scrapped for time and was reworked into a third act for Metropolis Zone, as the map for it was already finished and they didn't want to scrap the work put into it.
  • The story was originally meant to involve time travel, but time constraints prevented this from coming into fruition. Sonic the Hedgehog CD ended up using the time travel idea. Early design documents also mention that the final battle would have taken place in space, suggesting that The Doomsday Zone was originally planned for this game.
  • Tails' original design had no eye whites and his Tuft of Head Fur was supposed to grow out of the right of his head instead of the center. He was also originally a two-tailed kitsune; as the creatures were unknown to American audiences at the time, Tails was instead made into a regular fox that had two tails. The localizers also attempted to change his real name to "Miles Monotail", but were denied.

Sonic the Hedgehog CD

  • There are quite a few sprites that were found in the beta version, but were left out in the final version. Some of these being: Sonic sneezing, turning black when being killed, perhaps as a result of being burnt, hung from something, electrocuted, etc.
  • The 2011 enhanced port was set to have two bonus levels called Desert Dazzle and Final Fever, but they got the axe because Sega didn't want to stray too far away from the original game.
  • There was going to be a zone between Palmtree Panic and Collision Chaos. It was going to be ancient ruins-themed ala Marble Zone, and an ending FMV depicting it was even produced before it got scrapped. One of the songs intended for it was later reused for the D.A. Garden menu.
  • Palmtree Panic was originally called Salad Plains, and then Palmtree Hill. Its past also used to used high-quality CD audio, implying that this was going to be done for all time zones before the developers converted the songs to PCM in order to save space. Fans have since restored the original CD music.
  • According to Masato Nishimura, the small animals were intended to act hostile towards Sonic until the Metal Sonic projectors were destroyed. In the final game, the animals simply hide while the projectors function.

Sonic 3 & Knuckles

  • The game has an item monitor that can only be accessed through debug mode. The item in question is just a blue "S" that grants the character their super form and 50 rings, even if the player hasn't collected all the Chaos Emeralds. Whether the item was just for bug/balance testing or something more isn't. Graphics for the item have existed in Dummied Out form since the first game, and similar functionality has appeared as early as a prototype of Sonic CD.
  • Sonic & Knuckles and Sonic 3 were intended to be a single large game, code named Project Blue Red in its alpha and beta stages. It was planned to be a 3D isometric platformer using the Sega Virtua Processor Chip (Genesis' version of the Super FX chip) that was used in the Genesis port of Virtua Racing. The idea was scrapped due to unsatisfying gameplay results and the cost of the SVP chip, and the team instead focused on making it more like Sonic 1 and 2. In due time, Sega realized that the cost of producing this one game, which would need to be larger then their own self-set system cartridge limits allowed, would outweigh the cost of splitting it down and making two games that could be linked together. Several prototypes were unearthed at various stages of development that shows this, as the Nov 1993 Prototype demonstrates that they were already deleting level data from S&K from Sonic 3 vanilla with several zones already reduced to a state similar to Sonic 2's Hidden Palace, and a number of development builds of Sonic & Knuckles are actually treated by the system as being Locked-On due to the prototypes still being reliant on base Sonic 3 for data.
  • The magazine Sega Magazin makes mention of a "Help item". Sonic would break a monitor and whistle for Tails who would then carry him about akin to a second player. Although not present in the final game, Sonic's whistling animation is still present within the game's code and a whistling sound is heard at the start of Doomsday Zone.
  • Concerning Zones in Sonic 3 & Knuckles, Flying Battery Zone was originally intended to be a level in between Carnival Night and Ice Cap; a different level select icon for Flying Battery Zone can be found in the game that suggests this further. Originally the cinematic at the end of Flying Battery involved Sonic breaking out of the ship and using a sheet of metal from it to snowboard down Ice Cap like he does with the random snowboard in the final version of the game. This was changed to give the Sonic & Knuckles half of the game more Zones that played more traditionally, as Hidden Palace and Doomsday Zone don't play like traditional Zones, so it wouldn't feel shorter than the Sonic 3 half, though this concept was re-used as the inspiration for Sonic Adventure 2's Hero Side opening cinematic and the start of the City Escape level a couple years later.
  • Sonic 3 was intended to have both Tails and Knuckles as playable characters, but after being rushed for time, only Tails was left in the game planning. Knuckles was kept in Competition Mode, but as his own moveset hadn't been fully implemented yet, he plays as a Sonic reskin. Knuckles with his full moveset in the S3 levels was implemented via & Knuckles' lock on technology.
  • According to a Japanese magazine, Knuckles was originally more dinosaur-like. Another source has stated that, later on in development, he was an echidna but his fur was green instead of red.
  • The music composed by Michael Jackson was a relatively late addition. Before that, completely different tracks that were more in line with the rest of the game were used. MIDI renditions of these tracks made it to the original PC port.
  • The Drop Dash from Sonic Mania — or at least a move similar to it — was originally going to be in S3&K. Like in Mania, it would have been exclusive to Sonic.
  • On November 16, 2019, a much earlier build of Sonic 3 was discovered, which revealed a lot more about the state of the game. This build, dated November 3, 1993, was from a point when the game was starting to be split. Sonic and Tails still retained their Sonic 2 sprites, though Sonic had a strange swinging animation for hanging onto Tails or swinging on certain vines. Knuckles also had a different head and a different introduction sprite for Angel Island. Special Stages were not yet implemented at this point. While Sandopolis and Flying Battery were in the game, they were in an unplayable state, as was Marble Garden and Carnival Night Zone's Act 2 endings. The most surprising thing was that the themes for Carnival Night Zone, Ice Cap Zone and Launch Base Zone were the ones used for the PC Sonic & Knuckles Collection, completely debunking the accepted theory that the songs were created to get around the Michael Jackson/Jetzons-based music for the PC release.

SegaSonic the Hedgehog

  • The game was planned to be localized; to do so, the Eggman sprites with replaced with sprites of Sonic the Hedgehog (SatAM)'s Robotnik.

Sonic the Hedgehog Spinball

  • The game had its own version of the early Sonic theme; however, the music development team found out that Masato Nakamura owned the rights to the track and not Sega as they assumed, so Howard Drossin quickly whipped up a new jingle.
  • A prototype shows possible cut scenes or at least stills of Eggman viewing Sonic's progress through the Veg-O Fortress. The Machine stage also had a different tune.
  • The original name for the game was Sonic the Hedgehog Pinball.
  • Toxic Caves was originally two stages - Underground Caves and Toxic Pools.

Sonic the Hedgehog: Triple Trouble

  • Fang the Sniper was originally going to be called Jet the Sniper outside of Japan.

Knuckles Chaotix

  • Regarding the early version of the game known as Sonic Crackers:
    • An early story idea involved Sonic and friends trying to escape from Dr. Robotnik's prison chained to a selected partner. This idea was scrapped early on.
    • If you get hit several times in a row in Crackers, your character becomes stunned for a while. Similarly to the slamming-on-walls quirk from the Sonic 2 prototypes, this was cut from Chaotix.
    • The game originally had Sonic and Tails playable. The two were scrapped once the focus shifted into A Day in the Limelight game for Knuckles; Sonic's sprites and programming were later repurposed for Mighty.
  • Knuckles Chaotix was originally going to be included in the Sonic Gems Collection at one point, but was dropped, probably because of issues emulating the 32X. An entire mini-gallery of art from the game was still included in the Museum.
  • One early screenshot of the title screen implied that Espio the Chameleon was supposed to be the main character or a major player of the game, with Knuckles just tagging along. He's given top billing in an early title screen, and the opening graphics to each level still put Espio's name over Knuckles in the final game.
  • Other staple mechanics from the Sonic series were intended at points in development; data and artwork for loop de loops and water areas still exist in the final game but were left unfinished.
  • Knuckles Chaotix was originally going to be an actual successor to Sonic 3 & Knuckles, and be on the Sega Saturn rather than the 32X.
  • According to early screenshots, "Nat the Armadillo" was an unused Dub Name Change for Mighty.

Tails Skypatrol

  • Tails' Skypatrol is a Dolled-Up Installment of a Mickey Mouse title. Early footage of the enemies still depict them looking Disney-like, including the Bearenger boss having a different head that looks a lot like Pete.
  • The game was originally intended for an unreleased console with specs similar to the Game Gear. Later on after Tails' Skypatrol was released, it was intended to be ported to the Game Boy as a new game called Boon Boon Kabun with redrawn assets.

Sonic X-treme

  • Intended for release on Christmas 1996 for the Sega Saturn, it would've been Sonic's first true leap into the third dimension. However, it was canceled after undergoing the most Troubled Production of any Sonic game, with the killing blow being the head of the project contracting pneumonia due to overworking, who would only have six months to live if he kept going on the project. Sonic 3D: Flickies' Island ported to the Saturn in its stead.
  • The game would have been featured prominently in a Sonic film titled Sonic: Wonder of the World that was planned to release sometime in 1996, which is the year the game was planned to be released. The film never saw the light of day because the game it was supposed to advertise was never completed.
  • Sonic X-treme was originally going to be a 32X game codenamed "Sonic Mars".
  • The storyline for Sonic X-treme was one that took ages to set in stone, with multiple different storylines and revisions:
    • (Sonic Mars) Sonic saving both a virtual world and his friends from Dr. Robotnik.
    • (Sonic Saturn) Sonic fighting the Chaos Elementals, six shadowy demons that were trapped in the Master Emerald. An antagonistic force being contained in the Master Emerald was later used for Sonic Adventure, while the concept of six demon-like characters that can control machinery was reused for the Zeti in Sonic Lost World.
    • (Sonic Twist) Sonic tries to get to his date with Tiara before sundown, with Robotnik trying to stop him at every turn.
    • (SonicBOOM and Sonic DOOM) Robotnik tries to harness the power of the Master Emerald, only to release and contract a "Doom Virus" that's going to kill him. He tricks Sonic into getting infected as well, who then has to find a cure.
    • (Sonic PC) Sonic gets kidnapped by a giant robotic spider and is sent to space prison. He breaks out and travels planet to planet to get back home.
    • (Sonic X-treme) Robotnik builds a Death Egg so large it starts pulling in the planets around it. Tails tries to teleport Sonic straight to the Death Egg to stop it, but the signal is intercepted by a moving planet, so Sonic now has to hop from planet to planet to get to the Death Egg. Along the way he rescues alien creatures called "Mips" that Robotnik was using to power his Badniks. The idea of saving aliens from Eggman was later reused for the Wisps in Sonic Colors.
    • (The Red Shoes Diaries) Tiara and her father call on Sonic to help keep the Rings of Order away from Robotnik. This story was never actually used in any version of the game, simply being thrown together for The Red Shoe Diaries feature in Game Players Magazine for promotional purposes.
  • Amy Rose was going to appear in the game alongside the classic trio of Sonic, Tails, and Knuckles. She was scrapped early into the development of the Saturn version of the game when it was decided that, instead of thinking of multiple playable characters, the development team should focus on getting Sonic right first.
  • A character named Tiara Cyberooski, later changed to Tiara Boobowski, was a Manx cat and the "true" Love Interest to Sonic, as while Amy had a crush on Sonic, he didn't reciprocate it. She was later scrapped in order to focus more on Sonic rather than the new characters themselves.
  • Gazebo Cyberooski/Boobowski was Tiara's father, originally conceived as a cyber king that was later changed into a professor during the SonicBOOM/DOOM period when the team realized they needed a professor character. Like his daughter, he was scrapped so the team could focus more on Sonic.

Sonic R

  • A very early build shows an unused city level similar to Radical City.
  • Snippets by Jon Burton reveal development plans such as:
    • The game's original title was to be Sonic TT (the "TT" being more in style with other racer abbreviations such as "Time Trial" and isn't related to the company behind it being Traveler Tales).
    • A couple ditched modes including a Relay Mode (using different racers per lap) and a Mirror Mode (reversing the display of the track). Both were ditched due to time and hardware constraints.
    • Originally, the game was an unrelated Formula 1 racer. A new Sonic title was needed after Sonic X-treme was cancelled, so Traveler's Tales reused the engine for a Sonic racer instead.
    • The Flame Shield was cut for being too similar to the Thunder Shield.
    • Resort Island originally took place at sunset. This was changed because the theme to the level is all about sunshine.
    • An older box art that was changed because it spoiled Metal Sonic's appearance. This can still be found ingame as one of the "end of credits" screens.
    • Originally, many of the game's textures, like the grass, resembled Sonic 3D. This was changed later in development.
    • Tails' original model was more accurate, featuring his Tuft of Head Fur and whiskers, but they had to be removed for optimization reasons. Other elements were changed for similar reasons, such as the orange on Knuckle's shoes.
    • Amy had a saw-blade attached to her car early in development. It was used to act as an attack. Eggman originally had a bomb, not a cannon.

Sonic Adventure

  • After the cancellation of Sonic X-treme, Sonic Adventure was announced as a Saturn game, and according to a prototype video, it was going to use the same 3D models from Sonic R. The "Sonic World" hub in Sonic Jam was actually Sonic Adventure's engine test. Once production switched from the Saturn to the Dreamcast, Sonic Team touched it up a little and added it to Sonic Jam as an extra.
  • It was originally planned for the player to be able to go Super Sonic in any level, like in the classic games.
  • There was originally a robotic dragon Sonic and Tails had to face in Sky Chase. The data is still there and, when hacked back in, reveals that it would have been in Act 1.
  • The Super Sonic story in the final game has no autosaves and has to be completed in one go. This was evidently not always the case, however, as can be shown by deliberately not picking up one of Sonic's non-essential upgrades until starting this route, forcing an autosave and showing you a Now, Where Was I Going Again? recap screen when you reload. The game then crashes every time it tries to continue, forcing you to start a brand-new save file and redo all six stories if you ever want to see the ending yourself.
  • One piece of music, "Open Your Heart" by Crush 40, was not written with a video game in mind, though composer/guitarist Jun Senoue was working on the game already.
  • Perfect Chaos's redesign in Sonic Generations was what they originally intended for him to look like, but due to technological limitations at the time, it wasn't possible.
  • According to early concept art, Windy Valley, the Tornado levels, Angel Island, and Mystic Ruins were conceived during the Saturn days.
  • A storyboard of the first scene in the game shows that Sonic kept his classic design quite a bit into development (this is also supported by a Dummied Out icon showing classic Sonic). The storyboard also features a different sequence; instead of noticing police cars and following them, Sonic is standing in the middle of a street when Chaos jumps on his head and runs off. Sonic dodges the police cars chasing after Chaos and then decides to follow them.
  • The Emeralds' altar was going to be located underground, with early concept art even showing Hidden Palace. The altar also had a more elaborate design than the final version to match the place's aesthetics, being adorned with carvings of emeralds, rhombuses and echidna heads.

Sonic Adventure 2

  • Early versions of this game supposedly only had Sonic, Knuckles, and Eggman as playable characters, with Rouge Tails and Shadow still being part of the plot to some degree. Fan demand caused Shadow and Rouge to be made playable, and Tails to join the roster. This is the reason why the three are copies of one of the three existing characters. They receive a slightly lower amount of stages than the first three, most of which reuse locales and objects from levels meant for the original three characters; Tails and Rouge each have four levels using their "normal" gameplay, plus a driving stage, while Shadow only has four levels period, the least out of anyone. He also doesn't participate in the true final stage, Cannon's Core, but the reason for that is plot-relevant. There was also to be a branching storyline affected by the player's decisions, an idea revisited in Shadow the Hedgehog.
  • There are a number of cut scenes and clips:
    • After Sonic's first boss fight, there's a clip where he complains that "Those robots are a total pain in the-" before encountering Shadow.
    • When Rouge and Eggman first join forces, Eggman has a clipped line where states that they may be partners, but he doesn't trust her, leading Rouge to ask if he's having a bad day.
    • In the cutscene leading to Cannon's Core, Sonic was to call Eggman an "egghead".
    • There are three clips featuring the president and his secretary, the first two have the president being skeptical of the heroes' chances of victory and Rouge and Amy trying to reassure him while the third has the president believe in heroes once more. These deleted scenes were notably included in the anime adaptation in the Sonic Team-produced Sonic X.
    • The credits had another scene with Tails and Eggman, where Eggman declares his next plot will be through his own power and not through the schemes of others.
  • The original Dreamcast version of SA2 have five special menu themes hidden in the game's files that got brought over into the Gamecube version - Shadow, Amy, Omochao, Maria and the president's secretary. These exist in the game as on disc DLC and can be enabled with custom theme files.
  • Originally, if players were able to get an A rank in the Green Hill Zone, Super Sonic and Super Shadow would've been unlocked for the two-player mode.
  • Early concept art for Shadow depicts him as looking more like Sonic. He also has a huge scar over his left eye. Other concept artwork of Shadow involved him with amputated limbs and missing eyes.
  • Concept designs for Rouge depict her with a more punk-inspired aesthetic, a Tuft of Head Fur, and earrings.
  • Shadow's original name was Terios (which means "reflection of" in Latin). Shadow as also supposed to be a tenrec rather than a hedgehog, which also carried over to the Terios name. Likewise, Rouge's original name was Nails.
  • Sonic was originally going to have his regular shoes, as shown in an early demo and concept art. The grind rails mechanic was already present, showing that contrary to popular belief, it was conceived before the Soap Shoes were added to the game.

Sonic Heroes

  • There were originally ideas floating around for 6 teams of 18 characters, before it was set as 4 teams of 12 characters. According to Shiro Maekawa, the teams were: Sonic-Tails-Knuckles, Amy-Cream-Rouge (with Rouge as the Power type), Chaos-E102-Big, Espio-Charmy-Vector, Fang-Bean-Bark, and Metal Sonic-Ray-Mighty. The concept of Fang, Bean, and Bark being part of a team was later incorporated into the Archie comic, where the trio form "Team Hooligan" — later known as just "The Hooligans". The idea itself was referenced in Sonic Generations and Sonic Mania, where wanted posters for each are placed together and Heavy Magician impersonates the three for her boss fight.
  • There was internal arguing on whether Shadow and E102 Gamma should remain dead, and whether Chaos was even considered dead at all. There was even a "Shadow: DEAD or NOT" meeting where part of the team wanted Shadow to remain dead and the other didn't.
  • There are many unused voice lines in the game's files. Each character has variations of the same lines. Some of the more interesting ones include exclaiming that something is really heavy, expressing relief at the return of a teammate, and talking about an Omochao that has something to do with a "gate" of some kind. There were also tips for the lasers on the grind rails in Final Fortress. They explain that each rail's color corresponds to each laser's color - in the final game all the grind rails are the same color, which is why these lines were unused.

Shadow the Hedgehog

  • The game was going to be the first to be rated a T for teen. As such, enemies were going to bleed red blood, the opening showed a G.U.N. soldier getting shot down, and Shadow's flashback to Maria's death was actually going to show her being shot on-screen. The ESRB threatened Sega that they'd slap the game with a Teen rating if these were kept in... which you may end up finding weird given the game was actively advertised as more mature than predecessors. What happened? Turns out ESRB introduced "Everyone 10+" rating in the meanwhile, and Sega of America decided to go with that. The blood was to be changed to green, the opening scene cut out the shooting part, and the Maria flashback fades to black as we hear the gunshot. However, the final game does show a monochrome still image of Maria getting shot just before the Heavy Dog boss fight. The same image appears in color on her card in Sonic Rivals.
  • The game was meant to have the voice actors for characters that had appeared up until Sonic Heroes. However, when Deem Bristow passed away during production, Sega hired Mike Pollock (Eggman's English VA for Sonic X) before they decided to hire all of the Sonic X voice actors, whom stayed with the series until Sonic and the Black Knight. Except for Pollock, who's still Eggman.
  • There were two themes that were unused and replaced: "Who I Am" by Magna-Fi (replaced by "All Hail Shadow" by the same band) and "Broken" by Sins Of A Divine Mother (replaced by "Chosen One" by A2). "Who I Am" was scrapped due to Executive Meddling from the band's record company, resulting in it eventually ending up as the first song on their final album, VerseChrousKillMe. The latter was scrapped because they could not find the artist's name to credit them. In the final game, Shadow still says "This is who I am!" in every ending cutscene as an Orphaned Reference to the original theme.

Sonic the Hedgehog (2006)While this game was already a rushed, unfinished mess, it’s only made worse by several concepts that didn’t made it in the final version.

  • Early tech demos from 2005 promised an actively changing day/night feature, an advanced physics engine, and a "free play" mode allowing players to control any of the characters, unbound by storyline. Due to the tight deadline, these had to be scrapped.
  • Uncovered in the data was evidence that Metal Sonic was going to be given his own part in the game, including missions and even his own story. He's absent in the final game.
  • Originally, Silver was going to have a purchasable "Light Chip" item that would allow him to run as fast as Sonic and Shadow. Due to the game being rushed out the door before being completed, the powerup was scrapped, and with nothing to replace it, he remained slow.
  • Silver was originally conceived as a Mink named Venice, going through at least 5 different designs, one of them having a headband, and another with a yellow tuft of hair rather than the white-on-silver he has in the final game.
  • The resume on former Silver the Hedgehog actor Pete Capella's website lists Sonic the Hedgehog: Awakening on it. Not much is known about the project, but given that the list is in chronological order and Pete was replaced by Quinton Flynn 2010 onwards, it seems fair to assume this is a project that was ultimately scrapped. Judging from its placement in the list, it's possible that it was a planned DLC expansion or sequel to Sonic the Hedgehog (2006).
  • Developmental character profiles for the game say that Blaze wears a cape and is troubled by her chest size. These elements were scrapped by release.

Sonic Generations

Sonic Lost World

  • According to an interview with Ken Pontac, Orbot and Cubot were almost scrapped from Lost World and the series, and he had to ask for their inclusion in the story. The source is the interview done by Roger from Sonic Dissected:
    Cubot and Orbot, yes. They almost got cut from the series. There were some questions from the producers. They were great, but Eggman wouldn't have that kind of relationship with a pair of robots and, we ended up winning th argument because even if he doesn't or didn't have that, you can have it now if's really funny and works.

Sonic Boom: Rise Of Lyric

  • The game, originally known as Sonic Synergy, was designed for an unspecified third-party system. It was not supposed to be a Wii U game, but Sega forced the team to make the game into a Wii U exclusive to end their three-game mandate with Nintendo. Most of the quality issues stem from the developers trying to downgrade their game for the console.
  • The first trailer for the game is nothing like the final game in terms of plot. Sonic's friends discover "an ancient land" which isn't in the final game. This is because that plot was changed in development. There were plans for a more serious story featuring a backstory for how Eggman and Sonic met, as well as a story involving past societies of hedgehogs and echidna (hence the echidna statues and wall carvings). It was all scrapped because of Sega's regulations involving what plots the series could handle. The team was asked to make the plot more similar to the upcoming cartoon, which would become Sonic Boom.
  • Combat for Sonic and Tails was more varied, as Sonic would use his feet and legs more than Spin Attacks while Tails would have used various guns and other armaments.
  • Personality-wise, Amy was a lot more sassy and adventurous compared to her more down-to-earth Only Sane Man shtick in the final game, while Sticks had a completely different personality compared to the conspiracy nut she ended up as.
  • Sticks was never intended to be in Rise of Lyric, but was added as a last-minute NPC to tie in with the cartoon.
  • The game had a hub world that was cut because the Wii U couldn't handle it.
  • Perci is a NPC, but they accidentally left in a line where Amy says "Good job, Perci!" which implies she was supposed to be playable, or at least tag along during a mission.
  • Cliff is a minor character who acts as an archaeologist. He was originally an inventor, but Red Button Entertainment was forced to change his occupation due to a mandate Sega has where the only inventors can be Eggman and Tails.
  • Lyric was supposed to appear more often. A few references in the final game still imply that he's fought Sonic more than depicted.
  • A scrapped plot point was that Sonic was a loner who learned to work with his friends through the course of the game.
  • There's a lot of unused dialogue implying a scrapped plane level.
  • Sonic has the cut line where he nearly says "shit".
    "Ooh shiii-ooooooot!"

Sonic Mania

  • An early storyline for Mania would have had Dr. Eggman become severely depressed after his loss in Sonic 3 & Knuckles, to the point that he retires. The Hard-Boiled Heavies were heavily modified Egg Robos who'd rebel against Eggman and do what they wanted to.
  • Titanic Monarch has a Egg Prison hidden away. It fully works, but can only be accessed via Debug Mode.
  • Egg Reviere has extra platforms and background items, suggesting it might have been a bigger stage at one point.

Sonic Forces

  • Cut dialogue implies that Null Space was originally going to be a much longer area. There is also concept art of Infinite within Null Space, suggesting he or at least his likeness may have made an appearance there.
  • When one messes with the game to go inside of Infinite's ghastly Infinite Perfect Chaos apparitions in Capital City, a blue water-like texture can be seen within. This implies that Perfect Chaos would have made an appearance in the level instead of Infinite's Infinite Perfect Chaos, but it's also possible that they were simply created using existing Chaos textures and assets.
  • Cut dialogue from the Episode Shadow DLC reveals quite a lot was scrapped or changed:
    • Identical lines were recorded straight from the prequel comic Sonic Forces: Looming Shadow when Shadow goes to investigate the cause of Omega's disappearance at Arsenal Pyramid. This implies it was a full stage in the game at one point, and explains why the comic ends so abruptly with little explanation as to what happens after Shadow speeds off.
    • In the virtual reality Green Hill Zone stage, Shadow would have confronted Infinite's illusory Rouge on whether she was the real Rouge or not after she mixes up some information about the exact time of Omega's defeat.
    • Lines were recorded of an unknown encounter where Shadow appears to be fighting multiple enemies at once, calling them a "whole horde of chumps" and being surprised when they actually put up a fight. It's very likely that this is referencing a scrapped encounter with Infinite and the Jackal Squad during Shadow's flashback. In the final game the encounter was just a cutscene where Shadow fights Infinite one-on-one.
  • Several species, including monkeys and dragons, were considered an option for the Custom Hero, but were later removed.
  • Eggman's prison was going to be a darker version of Green Hill Zone instead of the Death Egg.
  • The Resistance's base was originally set to be in Mystic Jungle.
  • An early design for Infinite was of a buffalo. A later design features him as a jackal but wearing a different mask and covered in bandages.
  • According to an early version of the scriptWhere? , none other than Mephiles was considered to be a part of the Phantom Replicas. Considering Mephiles' Ret-Gone status and the general mandates surrounding certain characters, this was likely put in by someone who wasn't aware he couldn't be used.
  • The Phantom Ruby is referred to in the early script as the Valtron and described as a blue jewel instead.

Sega Superstars

  • In Sonic and Sega All-Stars Racing, ToeJam & Earl were reportedly going to be included, but the developers could not obtain the license to the characters in time. Vyse was also considered, but the game was nearing deadline, so he was added into the roster in Transformed instead.
  • Bayonetta was considered for Transformed, but they couldn't keep her in-character without the game rating going up. Ironically, Bayonetta would later appear in another game geared towards younger audiences, Super Smash Bros. for Nintendo 3DS and Wii U without that many changes to her character or mechanics.

Miscellaneous

  • There's a piece of concept art of Sonic, Ray, Mighty, Vector... and a bipedal parrot with sunglasses and a jacket named Max. Max's design is reused from an old design for Sonic. The same piece of artwork also depicts Mighty as lankier than Sonic, instead of the two being identical in build. It's unknown when the image is from, though it's speculated to either be related to Chaotix or be from the period between Sonic 1 and Sonic 2.
  • Developer Realtime Associates was contracted by Sega of America to develop a Sonic game for the Saturn's launch. However, Sega of Japan did not approve of the deal and thus Realtime Associates concentrated their effort on their original IP, Bug! (which Sonic himself would end up cameoing in). It wouldn't be until 2008 that a Sonic game developed by Realtime Associates would be released, the game itself being Sonic the Hedgehog for the LeapFrog Didj.
  • Climax Studios pitched a few Sonic the Hedgehog game to Sega in the 2000s but were declined:
    • Sonic: The Shadow World was a Rivals-style Playstation Portable title where Sonic journeys into Shadow's world, the Shadow World. The aim was to find a way out before Sonic becomes trapped there forever.
    • An unnamed sidescrolling platformer was pitched but declined.
  • The studio Vision Scape Interactive pitched a skateboarding game called Sonic Extreme for at least the Xbox, but Sega declined the pitch. The studio had previously worked with Sega on Sonic Heroes, hence why they had the models for Sonic and Shadow. The demo was a Dolled-Up Installment of a canned Rocket Power game. The game was later retooled into the PC-game Tech Deck: Bare Knuckle Grind.
  • In the 2000's Backbone Entertainment pitched a hoverboard racing game for the Game Boy Advance called Sonic ExtReme that never went anywhere.
  • The Christian Whitehead-spearheaded smartphone remakes of Sonic CD and Sonic the Hedgehog 2 had Boss Rush stages planned out, with 2's Boss Rush stage using graphics from the canned Sonic Crackers demo. Though they're still in the game, they had been Dummied Out as Sega felt that altering the game too much would be majorly problematic. Players also discovered what was called "Proto Palace Zone", a recreation of the original Hidden Palace Zone. Christian Whitehead confirmed it was just to test things out.
  • Simon "Stealth" Thomley developed a a proof-of-concept of the classic Sonic trilogy for the Nintendo DS when he heard leaked news regarding a Compilation Re-release called Sonic Classic Collection (which was developed by The Creative Assembly). All of the games were recoded for the DS, and included the following extra features: Tails and Knuckles were added to the original Sonic the Hedgehog, the elemental shields from Sonic the Hedgehog 3 could be used in the first two games, and Sonic 3's Special Stages had a Level Editor that included two new spheres — green ones that turn blue when touched, and pink ones that act as teleporters to another random pink sphere. Later in development, Stealth even wanted to include Sonic the Hedgehog Megamix in the collection, but he was unable to contact Sega during the first "Sonic Boom" event, and eventually realised that pitching Megamix as a commercial game was infeasible. Ultimately, Stealth was unable to make his take on the collection into a commercial game, but elements of it have since lived on in his collaboration with Christain Whitehead regarding the smartphone versions of Sonic 1 and Sonic 2.

    Film 

Earlier attempts

The film took many, many years to escape production limbo. Unsurprisingly, there are dozens of elements and concepts that were never realized.
  • In 1994, MGM optioned the rights to produce a Sonic the Hedgehog film. With Pen Densham (Robin Hood: Prince of Thieves) as executive producer, MGM commissioned a script by Richard Jefferies (The Vagrant), titled Sonic the Hedgehog: Wonders of the World, which revolves around a divorced couple's son, Josh, who plugs his Sega Saturn running the ill-fated Sonic X-treme game into his father's computer, which he attempted to use to help finish his school paper revolving around a test pilot named Sonic that was killed in a freak accident (a reference to the original backstory of Sonic during development of the first game), that allows Sonic to enter the real world via CGI. At first Josh is impressed and Sonic forms a kinship with him, but things start to go awry when Sonic ends up causing trouble throughout the city, to the point where it starts to drain his power down. To make matters worse, Dr. Eggman also escapes the console and plots to take over the real world by revamping an abandoned amusement park, turning all the kids visiting there into his Badniks, and then, using the technology developed by Josh's father combined with the Chaos Emeralds, plots to turn the world's natural wonders into digital copies so that he can program virtual reality experiences of them and charge high prices to those who want to see them. Sonic and Josh are chased by the kids-turned-Badniks throughout the park, and Sonic allows himself to be captured to help Josh escape. At the film's climax, Sonic and Josh team up to fight Dr. Eggman, and eventually all three are sucked back into the game console. With Sonic's power now restored, Eggman is ultimately defeated in the ensuing battle, but escapes to fight another day, and Sonic decides to stay in the game in order to protect his world from Dr. Eggman. The film ends with Josh returning home and reuniting with his family, though after promising to put away the computer Josh starts to play his console again. Jefferies had submitted the treatment to MGM before the studio pulled the plug on the project, citing creative and financial issues. After a failed attempt to pitch it at the newly-formed DreamWorks, the film was ultimately canned for good.
  • There have been rumors about an earlier screenplay, reportedly supervised by MGM executives (and briefly touched upon by the Console Wars book), which had the title character actually be a teenage schoolboy who, after a freak accident, gains the ability to transform into the blue hedgehog, powers and all. This In Name Only adaptation was quickly vetoed by Sega.
  • Five years after MGM's attempt to bring Sonic to the silver screen failed, Ben Hurst, one of the writers for Sonic the Hedgehog (SatAM), attempted to pitch a movie in an attempt to revive the old Saturday Morning universe, this time fully animated. However, it's said that Ken Penders, then-head writer of Sonic the Hedgehog (Archie Comics), got wind of this attempt and, after initially working with Ben, apparently killed his attempt by claiming to Sega that he was trying to co-opt the franchise. To add insult to injury, Penders then brought up his own concept for a movie in 2002. The concept, titled Sonic Armageddon, had four concept pieces created, and Penders even made a homemade pitch video to show to SEGA executives. The movie seems to work in the idea that Mobius would have been destroyed and that roboticization would be a much more gruesome procedure than was shown in the cartoons and comics. A number of major characters are not shown and a few of them have major redesigns, the biggest being Snively, who's now more cyborg-like. DreamWorks Animation, whose then-parent company had a partnership with Sega, was Penders' alleged choice to produce the planned film (he later stated otherwise). There was some interest, but at the time Sonic X was being made and they felt it wouldn't be worthwhile to have two running series in two different continuities, so it was backburnered, then dropped completely.

  • Sonic the Hedgehog (2020):
    • When Sega finally got a film idea and clinched a production partner (in this case Sony), screenwriters Brad Bird (who declined due to his commitments to Tomorrowland), Wernick & Reese (who would go on to write Deadpool), Phil Johnston (declined in favor of Zootopia, though he did co-write The Brothers Grimsby with star Sacha Baron Cohen for Sony later) and David Berenbaum submitted drafts of their own takes on the franchise to Sony in a bid to write the screenplay for the film. Sony instead hired newcomers Evan Susser and Van Robichaux to write both the story and screenplay.
    • According to Robichaux, Sony aimed to give Sonic a Darker and Edgier, yet more comedic, story-line in the hopes that it would clinch a PG-13 rating to boost its box office chances. However, when Tim Miller, who had just bailed on directing Deadpool 2, was hired as executive producer, a rewrite of the script was ordered in order to make it more family-friendly like the games (the film retained most of its action-oriented material, however). Following Miller's hiring, Susser and Robichaux were fired and replaced with other newcomers Patrick Casey and Josh Miller (the latter known for the Blur Studio short Gopher Broke). It is unclear how much of Susser and Robichaux's ideas were thrown out in the final product.
    • When Casey and Miller were hired, one idea they tossed around was Sonic being a space criminal who stole a Chaos Emerald and hid on Earth. When he's discovered by the planet denizens, he creates a fake hero persona to try to win their graces, but once his scheme is exposed he's forced to become a real hero to set things right. This concept was quickly thrown out on the grounds that it debased the entire concept of the character and franchise.
    • After several years of little progress (not helped by the fact that the studio was still reeling from the massive cyberattack provoked by The Interview), Sony effectively canceled the film via turnaround due to Lone Star Funds, who was Sony's film financing partner during the film's production, pulling out of its deal two years early. Producer Neal Moritz, whose relationship with Sony had deteriorated under Tom Rothman's leadership (along with Passengers, which Moritz produced, being a box office failure), left the studio for Paramount, taking the film rights and production staff with him so that the movie could finally move forward.
    • The budget was set at $100 million at Sony, but Paramount had it reduced to $90 million when it became clear it wouldn't be a summer blockbuster.
    • Paul Rudd, Chris Evans and Chris Pratt were all candidates to play the role of Tom Wachowski. Rudd was almost secured for the role until he dropped out due to commitments to Avengers: Endgame, resulting in fellow Marvel movie alumnus James Marsden being cast. Concept images exist of a movie poster and the bar fight scene featuring Pratt and Evans (respectively), specifically (the movie poster also features an earlier rendition of Sonic before the first trailer's design).
    • Adam Pally, who would later be cast as Wade Whipple, was looked at to play Tom as well.
    • Production of the movie was slated to take place in Atlanta, but a crowded production schedule for the city and budget cuts led to Paramount deciding to shoot at Vancouver instead.
    • The original script that was written prior to Tim Miller's hiring had a moment where Dr. Robotnik makes coffee with a machine he affectionately refers to as the "Mean Bean Machine." The scene was rewritten in the final film to where Robotnik gets a Large Ham moment when Agent Stone offers him some latte.
    • Sega tried to have Dr. Robotnik be referred to as his Japanese name, Dr. Eggman, but Paramount executives insisted he be called Dr. Robotnik. As a compromise, Sonic refers to Robotnik as "Eggman" several times throughout the movie.
    • Early promotional material for the film showed Sonic wearing Nike sneakers. These were changed to Puma-like shoes in the final film.
    • Infamously, early promotional materials and trailers for the movie feature a significantly more realistic and ghastly-looking Sonic model, which more resembles a naked, dead-eyed little person covered in fur than any previous incarnation of the hedgehog. The reaction from fans and non-fans alike was so swift and so unforgiving that the movie was delayed from its original late-2019 release date to give the character designers and animators time to create a model with better appeal, leading to the more cartoonish, expressive Sonic from later trailers.
    • Yuji Naka claims to have approached the film makers about making a Stan Lee-style cameo in the movie, but they never responded back to him.
    • Ben Schwartz claims that he recorded a harmonized version of the famous SEGA chant at the beginning of the Sonic games to be used in the film, but ultimately didn't make the cut.
    • Early descriptions of the movie mention Sonic battling and being chased by "lizard warriors" from his home planet, with concept art of them showing up a day after the movie was released. The leader of the warriors was named "Rava" in the production sheets. When the producers concluded that the lizards didn't connect to the franchise in any conceivable way, they discarded them in favor of the echidnas (who are connected to the franchise) in the final film.
    • "Gotta Go Fast" by Chizzy Stephens was considered for the movie's theme before being passed over for Wiz Khalifa's "Speed Me Up".
    • Josh Fowler has stated that had the decision not been made to make the origins of the rivalry between Sonic and Dr. Robotnik the central plot for the movie, the Chaos Emeralds and Super Sonic would've appeared in some capacity.
    • Originally, Longclaw would've survived the echidna attack and accompany Sonic on Earth, where she would continue to raise him until she dies by his side, and it's this event that causes him to feel despondent and lonely on Earth since she was his only friend. It was changed to her fate being ambiguous in the final film for reasons unknown (though it's alleged the staff wanted to make Sonic's backstory more tragic), but the scene in question was included as a bonus feature on the home video release.
    • Longclaw had different art designs.
    • Crazy Carl was supposed to have more dialogue in the movie, and a longer scene (which, along with the other deleted scenes below, is included on the home video release as a bonus) of him attempting to trap Sonic would've had him use batteries as bait. It was changed to Sonic simply setting off the traps in rapid succession.
    • Said scene would soon be followed by another extended sequence of Carl talking to Tom about the "Blue Devil" at the local bar, which would end with Tom offering to escort Carl home. Like the previous scene, only certain portions of it were used in the final film. A promotional image of the scene taken during filming infamously led some to mistake Carl as Robotnik.
    • Another deleted scene would've had Sonic explaining the EMP incident at the baseball field to Tom while in San Francisco.
    • There is also a moment where Rachel has a phone conversation with Wade, with the implication that a romantic relationship would form down the line. This was cut.
    • The film's original ending would've had Sonic deciding to go back to his home planet, rather than stay on Earth, feeling obligated to start helping those he had left behind years ago. Footage of this ending even appeared in trailers and TV spots, making it a very close aversion to Trailers Always Spoil.
    • Riff Raff was cast in an undisclosed role and also contributed to the soundtrack, but both were cut before release. Some speculate it's because he broke his NDA.
    • According to writer Pat Casey, Tails was supposed to be a major character from the get-go in one draft, but that idea was dropped in favor of the character appearing in the second stinger as a Sequel Hook.
    • There used to be a bigger chili dog reference, with Tom offering Sonic one at the bar when he started feeling sad. He ate his and Tom’s chili dog in two seconds.
    • Originally the townsfolk were going to help in the final fight, but it was deemed too absurd.
    • Sonic's line "We're a couple of loose cannons" was originally written as "We're total badasses". Paramount executives vetoed it so that the movie could keep its PG rating.

    Miscellaneous 
Sonic the Comic
  • Johnny was intended to have a crush on Amy, however this element ended up scrapped.
  • The original writers wanted Amy to be a scrappy, playful Girly Bruiser akin to a character out of a screwball comedy who teases Sonic a lot. Executive Meddling put an end to that quickly; they wanted a more role-model-ish female character. This resulted in Amy's character change into a more tomboyish, level-headed character.
  • The original intention for the Shanazar arc was to have both Nigel Kitching and Lew Stringer alternate between who would do the main story and who would do the sidestory in each issue, with the intent of revealing that Shanazar was Mobius in the past, even having Knuckles present. However, Kitching was sacked as the lead writer, with the plan never being realized until he returned as the lead writer for the final issues, which cover the events of the Sonic Adventure adaptation.
    • Kitching also suggested that Robotnik should have another redesign after he was transformed back into Kintobor while on Shanazar, this time using the design used for Eggman in Sonic Adventure.
  • Lew Stringer's original idea for the Agent X character was that he was going to be Johnny, and not a shadowy doppelganger named Shayde. However, Stringer changed his plan since he felt that he would be stepping on Kitching's toes with his character and split the two, considering that Johnny was "too nice a guy" to be Agent X.
  • According to Nigel Kitching, one-shot characters Hobson and Choy were also planned to become Freedom Fighters and join Sonic.
  • Kitching's original description of the Kintobor Computer, as related in a message to a fan podcast, made note that the character was to be a father figure to Sonic that he may eventually rebel against. Such a rebellion never occured.
  • In a message on a fan podcast, Kitching recalled that an early idea was that Sonic would be written as a comedic character, due to having a cute design, however Kitching instead wrote him as "an action hero type".
  • Kitching was originally going to use Snively as Robotnik's assistant, as he thought that he was required to use the character as the television cartoon was debuting around the same time. When he discovered he didn't have to, he created Grimer instead.
  • After Sonic the Comic went reprint-only, Kitching posted some of his intended ideas for stories on the STC mailing list - here and here for example. Some of those ideas were later adopted by the STC-Online Fan Webcomic.
    • Sonic was at one point to encounter an aquatic race according to Richard Elson. This idea later came to fruition in STC-Online.

Sonic the Hedgehog (SatAM)

  • Early concept art depicts Sally as a bikini-clad human and Doctor Robotnik as either a horned, green humanoid who looks nothing like his game incarnation or a pig-looking enemy with a ponytail. Bunnie had three variations, as well - one had her head mounted on a crude robotic body with her ears done up in a braided ponytail, a second made her a cyborg, but more slender and only her legs were robotic, while a third design leaned closer to her finalized form, where only her arm and head were still flesh and blood. Antoine was actually much more strong and dashing before his later lanky and cowardly look. There was also a design for a "golden glow" Sonic, which probably meant they were going to translate Super Sonic at one point.
  • An animatic of an unused intro can be seen on 2007 boxset. Of note, Sally is depicted as looking much more like Ricky, which could suggest that was an earlier design. The intro was fully animated but the only known footage of it is from a 1993 convention. Sally's design is slightly different in this version of the intro.
  • Regarding the scrapped season 3:
    • The show would have gone on to feature Snively working together with Ixis Naugus as the new main villains.
    • The Freedom Fighters would have befriended a magician named Nate Morgan, who was a tall and lanky black man. Nate would appear in the Archie Comics, but only his name and race would be transferred over, as there, he was a short man who was into science.
    • Season 3 would've revealed that Mobius was Earth All Along.

Sonic the Hedgehog (Archie Comics)

  • Originally, Endgame would have revealed that Sally was permanently dead with the Sally waking up in the end supposedly being revealed to be a robot fake once she started acting more and more out of character.
  • Knuckles: 20 Years Later was meant to be part of the Sonic Super Special title and would have started with the Wham Line of Julie-Su being pregnant. The title was cancelled before the story could reach there and was repurposed a few years later as back up stories.
  • Had Penders not walked, the story would have revealed that the time travelling attempt was a dud and nothing changed.
  • There is a scene in Ian Flynn's continuation where King Sonic is crying. He was supposed to be crying intensely, but Sega has strict regulations on Sonic crying and made the artist redraw the scene.
  • The Sonic Adventure adaptation was meant to go through the main title, Knuckles' title and Sonic Super Special. However, at the very last minute, Knuckles' title was cancelled, forcing them to cram the entire storyline into Sonic's title.
Adventures of Sonic the Hedgehog
  • The show was supposed to be a prequel to SatAM, with a strong Stern Chase plot, Robotnik as a Knight of Cerebus, and his Robomatic functioning more like the Roboticizer from SatAM. Everything else is still the off-the-wall wackiness that defines the actual show.
  • According to character sheets, Adventures was originally called Adventures of Sonic the Hedgehog 2, in the same vein as The Adventures of Super Mario Bros. 3.
  • An early series bible shows that the show was going to have more game elements and references, with Emerald Hill being a major location, and Mystic Cave appearing as well. Even more evident in the pilot, which shows Emerald Hill and Hill Top in their game look, and features game elements such as loop-de-loops, Robotnik's wrecking ball, and badniks in their game designs. The final show still had the appearance of game locations and Badniks, but most of them looked completely unrecognizable.
  • Jim Cummings was originally brought on for the voice of Robotnik in the pilot. When the series premiered, the role was given over to Long John Baldry, although Cummings would voice Robotnik in the SatAM series.
    • In the same pilot, Tails was voiced by the late Russi Taylor in the "Sonic Says" segment
Sonic X
  • The infamous "Nazo" character is (supposedly) an early Super Sonic design that was scrapped for being too derivative.
  • The pitch trailer shows that the anime took place on a World of Funny Animals. The finalized anime instead went with a common ground between the game's Lions and Tigers and Humans... Oh, My! and World of Funny Animals; Sonic lives on a world naturally without humans, but he and his friends end up transported to Earth.
  • Other things seen in the trailers are different designs for the X-Tornado and the Chaos Emeralds.
  • Concept art depicts Lindsey with longer hair and different shaped eyes.

Other

  • The first draft of the Sonic the Hedgehog Bible is the earliest known western backstory for Sonic. It shows major differences between the first and second draft. The story was used in media like Sonic the Comic and Sonic the Hedgehog Promo Comic but with elements removed. In the first draft, Sonic, then called "Sonny", was a hedgehog living in Nebraska with his mother in the early 21st century. His father died when Sonic was only a few days old. Sonic grew up poor but he was happy and was a good athlete. It's shown that Sonic had a lot of hedgehog attributes, like eating mealworms (alongside burgers), aging faster than humans, and hibernating in the winter. Humans lived alongside animals but animals couldn't communicate with humans. Sonic meets a man named Dr. Ovi Kintobor who uses a machine on him so they communicate. The rest of the backstory - with Sonic turning blue and Kintobor turning into Robotnik - is the same but there are added details, such as Kintobor working for the government.
  • Adventures and SatAM were originally derived from a single cartoon that had an artsyle like the former with a plot similar to the latter. The Freedom Fighters were called the "Freedom Team", consisted of Sonic, Totally Radical anthropomorphised versions of the animal friends, and "Princess Acorn", a proto version of Sally that's a yellow feline instead of a brown squirrel
  • Kellytoy's Sonic plushline has multiple unreleased plushes, of which include: variants of their Sonic and Tails plushes made with the same metallic material as their Silver and Super Sonic plushes, a Cheese plush, and a Sonic The Werehog plush. YouTuber and media merchandise extraordinaire PatMac owns the only known Werehog prototype.
  • Jazwares has multiple unreleased plushes; those known include two separate Sonics with the gauntlet and Excaliburn, Dr. Eggman, Knuckles, Classic Super Sonic, and Big the Cat. As with Kellytoy Werehog, PatMac owns and has released a video covering the prototype of the Big plush.
  • In the Sonic Boom cartoon, Perci and Staci were originally a set of identical triplets, not twins.
  • Sega originally planned to reveal a new Sonic-related announcement on the 20th of each month in 2020 leading to the franchise's 25th anniversary in 2021. However, COVID-19 hijacked their plans, with only the February 20th announcement being released.
    • Part of Sega's 2020 plans was for one of their monthly announcements to be revealed at SXSW. When the pandemic (then an outbreak at the time) ensured that SXSW couldn't be held, Sega planned to reveal the announcement meant for March in April via a new format. A few days before the announcement's intended release, Sega delayed said announcement as the pandemic tightened its grip on the world (as of November 2020, the mystery announcement has not been revealed).

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