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Unused Content

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This is a sub-page of Proto:Sonic Heroes/E3 2003 prototype.

To do:
A lot more, including the following:

Some unused content can be found within the game's files that are not normally seen at all. Most of these can be found in both versions, unless noted.

Unused Text#

E3 2003

Final

Changing to progressive mode.

Would you like to display in progressive scan mode?

Use progressive mode.

Yes

Not Use progressive mode.

No

You selected progressive mode.

Progressive scan mode has been turned on.

You didn't select progressive mode.

Progressive scan mode has been turned off.

Despite it not being possible to enable progressive scan in this build, the text for it can still be found in the game's executable (main.dol for GameCube at 0x1B4B6C and default.xbe for Xbox at 0x219C00) (and being much more Engrishy to boot); the same region suggests that it would've been loaded from Pen_common.one, a file that doesn't exist in any known build.

Unused Models#

To do:
There's more to document, including its projectile.

Unidus, which had appeared in Sonic Adventure and Sonic Adventure 2, is present in this build in en_element.one.

(Source: Sonic Retro, Ralphael)

Unused Sound Effects#

Filename

ID

E3 2003

Final

SE_BASIC.mlt

22

The Emblem sound is slightly higher in pitch compared to the final version, being identical to the one heard in both Sonic Adventure and Sonic Adventure 2.

There are eleven unused sounds of Omochao shouting "Chao!" in different tones, with the last one saying "Bye bye!".

Filename

ID

Audio

SE_CMNGK.mlt

17

18

19

20

21

22

23

24

25

26

27

Unused Teams#

To do:
Codes to play as the unplayable teams in the Xbox demo, and probably compare some move changes (other than what's already documented below) to the final too.

GameCube Team Modifier
020C96D6 0001 (Team Dark)
020C96D6 0002 (Team Rose)
020C96D6 0003 (Team Chaotix)

Despite Team Sonic only being playable normally, Team Dark, Team Rose, and Team Chaotix are present in this build, but they remain somewhat incomplete.

  • All of them are completely silent; all of their voice clips are not yet present in the voice archive.
  • None of the unused teams have any proper trick animation, instead defaulting to their running pose. Vector in particular has glitchy animations, suggesting he was still being worked on when this build was made.
  • Amy has a significantly lower maximum speed than the final game; this was likely a programming error, as her other team members move with speeds comparable to the final game.
  • Using Big's fishing rod will crash the game.
  • No alternate layouts are present for the other teams; the Chaotix also lack any mission objectives.

Animation#

E3 2003

Prototype 9.28 onward

Vector lacks his bubble gum when gliding.

Texture#

Omega

E3 2003

Prototype 9.28 onward

Compared to the final, Omega's icon is slightly bigger.

Big

E3 2003

Prototype 9.28 onward

Big's ears in his icon are seen popping out in the final version.

Unused Techniques#

See this section on the game article.

Unused Graphics#

Early Formation Signal Icons#

SonicHeroesE3Demo_o_sig_so.png

Path: textures/obj_common.txd/o_sig_so
SonicHeroesE3Demo_o_sig_ta.png Path: textures/obj_common.txd/o_sig_ta
SonicHeroesE3Demo_o_sig_kn.png Path: textures/obj_common.txd/o_sig_kn
Present in obj_commmon.txd are early versions of the Formation Change Gate icons. They use promotional art of Sonic, Tails, and Knuckles from Sonic Adventure 2 for the Speed, Flight, and Power formations, respectively, instead of the formation icon and name.

Unused Icons#

Path: textures/obj_common.txd/o_bar_m
The Magentic Shield item from the previous two 3D games.

Path: textures/obj_common.txd/o_blank
A blank item.

Path: textures/obj_common.txd/o_bomb
The Bomb item, also from the last two Adventure games.

Path: textures/obj_common.txd/o_muteki
The invincibility item that would be used if it was collected, however as no levels contain this item, it goes unused. The music and functionality for this item are also entirely absent in this build.

Path: textures/obj_common.txd/o_fpow
The Formation Power item. Purpose unknown, though it probably had something to do with the Team Blast gauge which is not present in this build.

Path: textures/obj_common.txd/o_sfpow
The Super Formation Power item, presumably an early version of the Instant Team Blast item that's in the final.

Early Title Screen#

Watch on YouTubeAnimation: title0325.anm (RenderWare Maestro, converted from Flash)
Textures: title0325_0##.png

These files reference an early version of the title screen, dated March 25, 2003 (with the date derived from the filename). The video on the right is what title0325.anm looks like when played back using RenderWare Tools.

Note that some of the assets for this title sequence can only be found in the Xbox version of this prototype, and not on GameCube.

Earliest (title_003.png)

Early (title0325_004.png)

There are two versions of the Sonic Team logo. One is earlier where the trademark was in a different color, and the other is slightly later which looks closer to the final version. The earliest logo can only be found in the Xbox version.

SonicHeroesE3-logo1.png
SonicHeroesE3-logo2.png
Two graphics that make up a very early logo for the game. The kanji 仮 means "temporary". Only present in the Xbox version.

SonicHeroesE3-sonicx.png
A Sonic X logo, perhaps intended for advertising purposes? Again, this is only present in the Xbox version.

SonicHeroesE3-sonic.pngSonicHeroesE3-tails.pngSonicHeroesE3-knuckles.png
2D artwork of Sonic, Tails, and Knuckles from Sonic Adventure 2, but with Sonic not wearing his SOAP Shoes.

SonicHeroesE3-oceanpalace.png
A concept art of Ocean Palace. While not the same texture, the artwork overall would eventually get recycled in the final PAL PS2 version as its 60hz test screen.

SonicHeroesE3-UnusedLogo.png
An early version of the game's logo that lacks the sky background inside the letters and the letter "I" has a noticeable flare that isn't present in the final.

SonicHeroesE3-UnusedCopyrightText.png
An early copyright text.

test0905.anm#

This can only be found in the Xbox version.

A presumed date of September 5, 2002, given the filename.

YouTube video
   What test0905.anm looks like.

Notably, this is the only RW Maestro in ever Sonic Heroes to not use PNG textures (at the time of writing this article), this appears to be a vector animation.