the cutting room mirror

Audio Differences

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This is a sub-page of Proto:Sonic Heroes/GameCube prototype 10.8.

Every voice clips are available, all of Omega's voice clips are filtered, and the soundtrack is a lot further along compared to the 9.28 prototype, but digging deeper reveals that the audio is still in an unfinished state. Although some tracks also sound closer to the final than the version from an unknown build, most were either unchanged or contain more differences.

Music/Song Differences#

Changed Tracks#

There are numerous songs in this build that have differences to their final counterparts, from subtle to obvious. The versions of Seaside Hill, Sea Gate, and Rail Canyon that can be found in the E3 2003 prototype and 9.28 prototype (albeit without Sea Gate) have been updated and sound more or less identical to the final by this point.

Name

GameCube prototype 10.8

Final

Notes

Ocean Palace

Different percussion and guitars, unpolished synth sections, and possibly louder bass.

Boss: Egg Hawk

The beginning of the track.The actual track itself.

Different volume mixing and drums. Notably, this version includes a proper ending at 1:00, whereas the final continues to loop and has no ending to speak of. It should be noted that the beginning isn't present in the track itself but is spilt into another file, SNG_STG20PI.adx which goes unused in this prototype and was also removed from the final.

Boss: Vs. Team Battle

Different note progression in the intro and instrumentation. Guitar is only barely heard compared to the final.

Casino Park

Has a completely different feel and instruments from the final version. This version also appears on the official soundtrack, touched up slightly. It also appears used in the 2008 Pachislot game Sonic Live!

Bingo Highway

Much louder overall.

Robot Carnival/Storm

The song uses "Boss: Shut Up Faker!" from Sonic Adventure 2 as a placeholder.

Frog Forest

The background synth loop is much quieter than the final.

Lost Jungle

Appears to have different mixing. There are notable ambient noises resembling a frog's croaking that aren't there in the final.

Hang Castle (Normal)

Missing an instrument, more reverb.

Hang Castle (Upside Down)

Missing instrument, guitar is missing from the middle of the song. Vocals are missing until the song repeats with the second loop.

Mystic Mansion

Here, the full version without letters (A through F) at the end of each filename is absent in this build, the bells are different, and the guitar is synthesized. Some instruments are missing in part F.

Mystic Mansion (Part A)

Mystic Mansion (Part B)

Mystic Mansion (Part C)

Mystic Mansion (Part D)

Mystic Mansion (Part E)

Mystic Mansion (Part F)

Egg Fleet

Different mixing and drums.

Final Fortress

Missing an instrument and the guitar that plays the main melody. Different percussion and missing the main melody synth.

System Screen

Missing an instrument and the whole bridge section.

Boss: Egg Emperor

Different mixing, like the song has been run through a range compressor.

Last Boss ver. 1: Metal Madness

Different mixing, notable synth noises heard in the final are also missing.

Battle: Sea Area

Missing the main melody synth.

Battle: City Area

Composed entirely with synth and is slightly slower, which is around 159 BPM. Appears to be Nakagawa's original composition before Senoue's arrangement.

Battle: Casino Area

Appears to be missing an instrument. Something seems missing, anyway.

Special Stage: Emerald Challenge

Much louder intro, slightly different mixing.

Special Stage: Bonus Challenge

Has slightly different instrumentation compared to the final.

Sonic Heroes (Main Theme)

Final Main ThemeFinal Last Story Credits Theme

Skips the second verse, lacks bridge vocals, and the full version is present here, which doesn't exist in the final (much like another song from the last game's prototype before this).

Follow Me (Theme of Team Rose)

Different drums and lacking vocals. It also features an extra part before each chorus, making it slightly longer than the final.

Unused Tracks#

Because you can't listen to any music in the sound test menu in this prototype, the following tracks are present on the disc, but go unused as they can never be heard in-game:

Track

Notes

SNG_BTL01

Battle: Sea Area

SNG_STG12

Mystic Mansion

SNG_STG12B

Mystic Mansion (Part B)

SNG_STG12C

Mystic Mansion (Part C)

SNG_STG12D

Mystic Mansion (Part D)

SNG_STG12E

Mystic Mansion (Part E)

SNG_STG12F

Mystic Mansion (Part F)

SNG_STG26

Boss: Egg Emperor

SNG_SYS1

System Screen

Even though "Follow Me (Theme of Team Rose)" does properly play, it's only partially used, as the song gets cut off due to the credits ending too early.

Missing Tracks#

Not all tracks from the final are present in this build. The following ADX tracks that are missing/don't exist in this build are listed below:

SNG_BTL04.adx
SNG_BTL05.adx
SNG_E0017.adx
SNG_E0117.adx
SNG_E0404.adx
SNG_STG24TC.adx
SNG_STG24TR.adx
SNG_STG24TS.adx
SNG_SYS2.adx
SNG_SYS3.adx
SNG_SYS4.adx

While all of these would remain unchanged in the final game, there are two noteworthy entries:

  • SNG_SYS2 had its audio swapped with SNG_SYS1 in the final (which is shown above).
  • SNG_E0404 uses the rest of the verse from SNG_V01_MAIN (which is also shown above and used as the opening theme in the final) for the credits theme in the retail version.

Sound Differences#

General#

To do:
Particularly everything.

  • A lot of the sound effects are jittery.
  • Some of the dialogue tends to either lag or get cut off (rendering some lines unused entirely).

Voice#

A number of changes can be found within both some of the early cutscenes and the AFS archive, from identical to notably different.

Omega#

To do:
Find the remaining Omega voice clips that get cut off by buzz sounds.

Name

GameCube prototype 10.8

Final

Character

Transcript

CAS01_E00_OM

Omega

Our top priority is Eggman. Don't forget that. No time to waste. (Warning: loud!)

CAS01_H00_OM

Ball transformation occurs on pinball table, and disengages off the table. (Warning: loud!)

Omega's voice clips are largely identical to the final, except now some of his lines get cut off by buzz sounds. Somehow, one slips by in the final PlayStation 2 version for Casino Park.

Metal Madness#

Similar to the prototype before it, all English voice clips for Metal Madness and Metal Overlord do not have echo effects yet, so there are numerous differences compared to the final.

Name

GameCube prototype 10.8

Final

Character

Transcript

bos08_e00_me

Metal Madness

I'll tear you to pieces!

bos08_e01_me

You're all useless now that I copied all your data.

bos08_e02_me

Even the ultimate life-form can't stop me.

bos08_e03_me

Burn to death.

bos08_e04_me

Get away.

bos08_e05_me

Hmph.

bos08_e06_me

Guugghh...

bos08_e07_me

Urraghh!

bos08_e08_me

It's too late.

bos08_e09_me

This victory shall soon turn into despair.

bos08_e10_me

How appropriate to have a robot overlord rule a robot kingdom.

Metal Overlord#

Some of his lines get cut off in-game, therefore making some of his audio go unused. Weirdly enough, certain lines get cut off by buzz sounds, similar to Omega above.

Name

GameCube prototype 10.8

Final

Character

Transcript

bos09_e00_me

Metal Overlord

Long time no see, Sonic, my loathsome copy!

bos09_e01_me

Take this!

bos09_e02_me

I'll skewer you!

bos09_e03_me

I'll crush you!

bos09_e04_me

Ha–ha–ha–haah.

bos09_e05_me

Chaos Control!

bos09_e06_me

Nnnooo...

bos09_e07_me

Guooooo! Why! Ihad it all!

bos09_e08_me

(Unused)

I am the ultimate overlord, Metal Sonic! I am the real Sonic!

bos09_e09_me

Sonic, I was created for the sole purpose of destroying you... (Warning: loud!)

bos09_e10_me

But I can never seem to defeat you! That is why I transformed my own body with my own hands.

bos09_e11_me

But that was the past. Now you're nothing but a speck of dust to me. (Warning: loud!)

bos09_e12_me

See me as I am, no longer afraid of anything! (Warning: loud!)

bos09_e13_me

I shall become the ultimate overlord, ruling as the world's most supreme being!

Neo Metal Sonic#

At this point in development, most of his English audio have been filtered in the cutscenes and are more or less identical to the final version. However, during the cutscene for when Neo Metal Sonic transforms to Metal Madness, none of his audio there are filtered.

Name

GameCube prototype 10.8

Final

Character

Transcript

e0401_00me

Neo Metal Sonic

Hm-hm-hm-hm-hm-hm-hm...

e0401_01me

All living things kneel before you master.

N/A

*roar*

Unused Voice Clips#

Certain voice clips never get used in this prototype for one reason or another.

Team Select#

As with the 9.28 prototype, the voice clips that would play for when the player selects a team can all be found on the disc, but since the game goes right straight to the cutscenes/stages, these go unused.

Finalized Cutscenes#

The finalized cutscene voice clips for Charmy, Dr. Eggman, and Neo Metal Sonic are present in the AFS archive. Since the early cutscenes are used instead, it's completely the other way around.

Omochao#

Just like the 9.28 prototype, all of his menu voice clips are present on the disc. Due to his menu hints not being implemented in this build, these never get heard in-game, rendering them unused.