This is a sub-page of Proto:Shadow the Hedgehog.
Menu Differences#
Title Screen#
Beta 4 |
Final |
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- The title screen has a graphic that reads "β version" above the game's logo.
- No prompt appears to plug in a second controller when selecting 2P Game.
Options#
There's a lot more options compared to the retail build.
- There's an option to change the game's audio between mono and stereo, though it doesn't work - changing it to Mono does nothing, and changing it to Stereo stops all music.
- You can change the on-screen text and spoken language. Normally, the game pulls the language settings from the Xbox dashboard, and it does in this build, but still leaves open the option to change it while in-game. This does leave the option open to set the game's language to English with Japanese voiceovers and vice versa, something not possible in the final build. Restarting the game changes the settings to the language set in the Xbox dashboard.
- A bunch of the game's tracks do not have proper names yet or aren't properly capitalized.
Beta 4 |
Final |
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Cutscene Differences#
FMV#
While many of the FMV cutscenes (except the opening) are already finalized, they're in 720×480 here, just like the Xbox version of Sonic Heroes, versus the final's 640×480.
Notably, there's details visible in the beta's cutscenes that were cropped out in the final:
Beta 4 |
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Final |
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- The text timings for the first Story Mode cutscene are completely wrong and all of the dialogue is not in sync.
- E5022.sfd, which goes unused in the final, is not present here.
Opening Cinematic#
- Starting from 0:30, there's slight differences in the start and end frames for each shot. Every shot may start a few frames earlier or a few frames later in the prototype. This lasts until 0:49.
- The extended footage where a soldier gets shot by one of the Black Arms is present at 0:42.
- The entire audio track is 6dB quieter.
Beta 4 |
Final |
|---|---|
Before Sky Troops#
- The version of Eggman's theme that plays in this cutscene is different, being the original song instead of the Doc. Robeatnix Mix in the final game.
Prototype (English Stereo, English 5.1, Japanese Stereo, Japanese 5.1) |
Final (English Stereo, English 5.1, Japanese Stereo, Japanese 5.1) |
|---|---|
In-Game#
Before Space Gadget#
- Sonic does a completely different pose near the end of the cutscene.
Gameplay Differences#
Changes#
- The "Mission Completed!" animation for a level with a Chaos Emerald is not yet implemented. Instead, Shadow always uses the "crossed-arms" animation used in the final for levels without an Emerald. This is odd, as the E3 2005 prototype does have this animation fully implemented.
- During the intro of the 2-player matches, no audio cue plays. These cues don't exist in this build either.
- Shadow's throwing distance for picked up items is much greater than the final game.
- Various layout changes exist throughout all levels.
- The Vacuum weapons can suck up the GUN Robots and the Black Assassins, whereas its impossible to do that in the final.
- The Vacuum weapons are also able to suck up the Secret Keys, which is also impossible in the final.
Cheats#
This version of the game has a built in cheat system.
While in the main menus:
- Back + Left Trigger = Wipe all progress. A ring-loss noise will play.
- Back + Right Trigger = Set all completed stages to A rank, unlocks all special weapons and expert mode. Does not get keys. A confirmation noise will play.
While in-game:
- Back + D-Pad Up + Left Trigger = Completes the stage with the Dark mission.
- Back + D-Pad Up + Right Trigger = Completes the stage with the Hero mission.
- Back + D-Pad Up + Y = Completes the stage with the Neutral mission.
- Back + D-Pad Up + B = 99 lives.
- Back + D-Pad Left + X = Toggles invincibility (debug print is Invincible).
- Back + D-Pad Left + Y = Toggles infinite ammo (debug print is InfinityBullet).
- Back + D-Pad Left + B = Fills the Hero gauge.
- Back + D-Pad Left + A = Fills the Dark gauge.
- Back + D-Pad Down = Prints the player's position, as well as the build date.
On select mode:
- Back + D-Pad Up + Selecting a stage = Sets the story progress to that stage and continue from there.
- Back + D-Pad Down = Clears all level progress on level select.
Stage Differences#
Space Gadget#
- Sonic is a Partner character you can meet, whereas in the final he's not findable.
Graphical Differences#
Xbox Dashboard Icon#
The Xbox dashboard icon is completely different, instead showing part of the game's logo on a gray background rather than a render of Shadow from the title screen.
Beta 4 |
Final |
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Fonts#
Beta 4 |
Final |
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The fonts used for the credits are completely different to the final.
Text & Dialogue Differences#
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To do:
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Menus#
Language |
Beta 4 |
Final |
Notes |
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English |
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A bunch of (almost comically bad) spelling errors were fixed in the English version and the text wrapping was changed around. The text also got slightly expanded in the other languages. |
French |
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German |
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Italian |
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Spanish |
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Japanese |
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English |
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French |
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German |
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Italian |
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Spanish |
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Japanese |
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Unused Graphics#
A couple of graphics were left over from earlier in development. These were likely from when other languages weren't implemented yet based on the file names.
Options.txd#
- The options texture has smaller variants of the setting icons with its scrollbar and highlight. The PS2 button prompts are also slightly wider and the X button is purple.
- The background is missing its black stripe and has some of its visual layers moved or toned down.
Beta 4 (Unused) |
Beta 4/Final |
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RouteDisplay.txd#
- The Story Route background is a lighter tint.
- Almost all of the mission pictures are missing. The ones that are present have some slight differences. None of the assets for the arrows, circle, or trials have been finalized either.
Beta 4 (Unused) |
Beta 4/Final |
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SelectMode.txd#
- The background elements have a red tint to them with inverted arrows. The UI has a less thicker outline, there's button prompts, there's no E rank, and there's "Select" and "Exit" texts in place of "Boss".
- Just like the texture above, this background also has a red tint and inverted arrows.
- One of the circle icons lacks a dot. This variant is used in the final game by another texture file, but not by this texture file.
Beta 4 (Unused) |
Beta 4/Final |
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Unused Music#
Present on the disc are sng_stg0600A.adx and sng_stg0600B.adx, both are an earlier version of the album-only second half of GUN Fortress, which is sng_stg0600.adx in both this build and the final game. These files were removed altogether in RC1 and the final.
Filename |
Music/Song |
Early (Unused) |
Beta 4/Final |
Notes |
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sng_stg0600A.adx/sng_stg0600B.adx |
GUN Fortress |
Different mixing, drums, and bass. |























