the cutting room mirror

PlayStation 2 prototype 9.28

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This is a sub-page of Proto:Sonic Heroes.

Unused Content#

Summmary#

To do:
Coming Soon (TM)

  • Hang tight while documentation is consolidated and split up.

General Differences#

  • Being made early on in the porting process, the prototype is unstable; Robot Storm crashes the game unless it is the first level entered upon startup, while the Test Level and Metal Overlord similarly lock up. A few assets from other consoles (particularly Xbox buttons in multiplayer) are also present as simple placeholders.
  • While it is possible to start Super Hard mode, it uses the team individual's layouts instead of being unique, which was introduced in the debug build.
  • Omochao’s help button doesn’t work at all in the menus.
  • The audio mixing is pretty rough in this build, as the music and a handful of sound effects is louder than the dialogue.
  • The “NOW LOADING” text from the final game has not been added in yet, so starting a level shows an animation of the game’s icon.
  • The delete option in the file menu does not work properly.
  • Completing any stages outside of the story mode will boot the player back to the title screen.
  • While Metal Madness is present in the game it does not automatically switch to Metal Overlord after finishing Team Dark’s phase.
  • The game’s save icon has a white background with no lighting effects, unlike the final save icon which has a blue background with lighting.
  • There are 100 save files (which displays the first save file as "No. 00"), but only 99 exist in the final.
  • The file menu has a “Copy” option, but selecting it softlocks the game.
  • The emblem has a completely different design than in the final game.

Debug#

  • "Easy Select", accessible via hacking, is complete in this build:

Use the following PCSX2 Pnach cheat:

[Heroes 9.28: Boot into Easy Select]
author=Sewer56
comment=On boot only.
patch=1,EE,00456d20,word,002af79c

Player 1 Debug#

  • Holding L & R shows coordinate data for `X,Y,Z` for the speed character.
  • While L & R are held there are specific debug controls:
    • D-Pad Up - Adds 1 ring.
    • D-Pad Right - Fills the team blast gauge.
    • D-Pad Down - Adds 1 life.
  • Holding L & R unlocks the camera, in almost any situation, even if a pre-scripted one is present.

Battle Debug#

  • The 2-player mode has "Far" and "Near" camera debug printouts.

Graphical Differences#

  • “Press START button” is in all caps with a flashing button prompt, just like the E3 demo.

Prototype 9.28

Final

  • Frameskip is not on by default compared to the final game. This means the game runs at 50FPS.
  • It is also impossible to switch to 60 FPS, as selecting it still boots the game in PAL mode.
  • Characters' spot shadows on the ground are rendered too low, clipping into the floor and thus often being invisible.
  • Blending flags for many Objects such as formation monitors (RW Clumps) are incorrectly configured.
  • The in-game HUD is closer to the edges of the screen than in the final game.

Prototype 9.28

Final

  • All 'indirect shaders' (scrolling textures) are broken in this build, sometimes they don't even render at all.
  • Subtitles lack background, and many of the subtitles are unescaped.
  • Z-fighting, leading to texture flicker is worse than in the final.

Gameplay Differences#

  • Losing a life does not reset the timer.
  • Getting a game over does not reset the lives.
  • The teams share lives, similar to Sonic Adventure 2, whereas the life system is more in line with Sonic Adventure in the final, effectively separating lives from each teams.
  • Two Player mode has XBOX HUD Elements, and black bar.

Team Chaotix#

  • Espio Shuriken attack hitting wall causes an explosion effect.
  • Vector's bite attack is broken.
  • Team Chaotix has regular goal rings instead of back rings on some stages.
  • Team Chaotix layouts are practically nonexistent, using older Team Sonic layouts instead.
  • Missions which end on being detected, end immediately, rather than with a delay and walkie talkie.
  • Team Blast causes you to be detected instantly.
  • Being caught by a search light is being detected, even when invisible.

Team Dark#

  • Chaos Control effect cannot be prematurely canceled by pressing the button again.

Events#

  • English event scripts have not been made, so all events follow Japanese timings.
  • Many voice clips for events do not yet use dubbed audio, such as all of Team Chaotix.
  • All Team Rose events crash as soon as the characters are to be rendered.

Egg Hawk#

  • Team Chaotix' Egg Hawk has both Eggman and the Team placed in a different position.

SonicHeroesPrototype9.28_EggHawk_Cutscene_1.png SonicHeroesPrototype9.28_EggHawk_Cutscene_2.png

  • It's either a placement from an earlier version of the game, or an older experiment.

Albat(o)ross#

  • Objects, including Egg Albatross itself are not selectively despawned during the cutscene.
  • Team Chaotix' cutscene meanwhile, the characters are standing mid-air.

Rail Canyon#

  • Team Sonic's intro triggers a hint trigger placed in the level's object layout, causing it to play during the intro.

Egg Fleet#

  • Eggman uses a Japanese unfiltered voice during the Egg Fleet intro.

Egg Emperor#

  • Egg Emperor has no animations, and stands too close to the camera.

FileSystem#

  • No .ARC archives that are used in the final version to be found. However, this specific build is CPU bound on load screens, not I/O bound.

Characters#

Team Chaotix#

  • Charmy's Sting attack makes no noise.

Team Rose#

  • Cannot finish any stages, crash on goal ring collection.
  • Emulator log isn't useful, but suspect it has to do with Cream animation (for 1 frame completion does run, she doesn't display right).

Cream#

  • No sound effect for starting to fly.

Team Dark#

Shadow#

  • Tornado is completely black.

Omega#

  • Attacking directly after landing in Pinball State will cause your teammates to be bugged out. In this state, they are rendered off-center and don't detach when Omega jumps.
  • In this state, Omega cannot fire dunk his enemies.
  • Omega's front glass uses the reflection texture incorrectly:

Text Differences#

Created Save File#

Prototype 9.28

Final

Save file has been created. Press any button to continue.

Game Data has been created. Press X button to continue.

"Save file" was changed to "Game Data" in the final. Also, when creating a save file for the first time, the game states to use any buttons, but the final PlayStation 2 version only states to use the X button.

Staff Credits#

Prototype 9.28

Final

SONIC HEROES



PRODUCER
SONIC

DIRECTOR
TAILS

ART DIRECTOR
SHADOW

HOGE00
HOGE01
HOGE02
HOGE03
HOGE04
HOGE05
HOGE06
HOGE07
HOGE08
HOGE09
HOGE10
HOGE11
HOGE12
HOGE13
HOGE14
HOGE15
HOGE16
HOGE17
HOGE18
HOGE19
HOGE20
HOGE21
HOGE22
HOGE23
HOGE24
HOGE25
HOGE26
HOGE27
HOGE28
HOGE29
HOGE30
HOGE31
HOGE32
HOGE33
HOGE34
HOGE35
HOGE36
HOGE37
HOGE38
HOGE39
HOGE40
HOGE41
HOGE42
HOGE43
HOGE44
HOGE45
HOGE46
HOGE47
HOGE48
HOGE49
HOGE50

EXECTIVE PRODUCER
EGG MAN




PRESENTED BY SEGA


CREATED BY SONICTEAM

"SONICTEAM/SEGA, 2002, 2003"




















Producer
Yuji Naka















Director
Takashi Iizuka


Art Director
Kazuyuki Hoshino


Main Programmer
Tetsu Katano


Main Game Designer
Shiro Maekawa


Sound Director
Jun Senoue






Player Designer
Nobuhiko Honda
Player Motion Designer
Atsushi Saito
Player Programmer
Tetsu Katano


Level Designers
Takashi Iizuka
Eitaro Toyoda
Stage Programmers
Takeshi Sakakibara
Makiko Nishimura
Tomoyuki Naito
Field Art Director
Hiroshi Nishiyama
Field Artists
Yoshitaka Miura
Takahiro Kudo
Michikazu Tamamura
Daizo Kinoshita


Enemy Game Designer
Shiro Maekawa
Enemy Designer
Kazuyuki Hoshino
Enemy Programmers
Masato Nakazawa
Makiko Nishimura
Makoto Suzuki
Tetsu Katano


S-Stage Game Designer
Kenjiro Morimoto
S-Stage Artists
Kaori Hitsuda
Michio Abe
S-Stage Programmers
Shinya Matsunami
Hiroshi Iwasaki
Masatoshi Shitara


Scenario Writer
Shiro Maekawa
Event Scene Artist
Nobuhiko Honda
Story Event Programmer
Takeshi Sakakibara


Menu Screen Programmer
Makoto Suzuki
Menu Screen Artists
Yuji Uekawa
Takeshi Ichimura
Ryutaro Ishihara
MEDAL co.,ltd.


Multi Platform Programmer
Makoto Suzuki
Multi Platform Artist
Ryutaro Ishihara


Development Support
Yoshitaka Kawabata
Shinya Matsunami
Tomonori Fukazawa
Shun Nakamura
Soosa Kim




CG Movie Producer
Keith Palmer
CG Movie Director
Takashi Iizuka
Story Board Designers
Shiro Maekawa
Kazuyuki Hoshino
Movie Art Support
Nobuhiko Honda
Hiroshi Nishiyama


CG Movie Production
Vision Scape Inc.
Clayt Ratzlaff
Tammy McDonald
Matt McDonald
JS Lennox
Mike Sherak
Dave Riewald
Andrew Wilson
John Giordano
Ryan Benjamin
Bryan Pritchard
Steve Lennox
Paul Anderson
V[I]SI[ONSCAPE]

Sound Designed by
wavemaster inc.

Executive Coordinator
Tatsuya Kouzaki

Lead Music Composer
Jun Senoue

Music Composers
Naofumi Hataya
Yutaka Minobe
Tomoya Ohtani
Keiichi Sugiyama
Hideaki Kobayashi
Mariko Nanba
Teruhiko Nakagawa
Fumie Kumatani
Sound Effects
Jun Senoue
Takashi Endoh
Tomonori Sawada
Tatsuyuki Maeda

Technical Supervisor
Shigeharu Isoda

Theme Songs
SONIC HEROES
by Crush 40

WE CAN
by Ted Poley
& Tony Harnell

THIS MACHINE
by Julien-k

FOLLOW ME
by Kay Hanley 

TEAM CHAOTIX
by Gunnar Nelson
from the NELSONS

WHAT I'M MADE OF...
by Crush 40

Coordination Supervisor
Kazuo Koizumi

Recording Coordinators
Jun Senoue
Atsushi SUSHI Kosugi
(Beat on Beat, inc.)
Recording Engineers
Stan Katayama
Masahiro Fukuhara
Hirokazu Akashi
Yoshitada Miya

Surround Mixed at
wavemaster studio

DOLBY
[SURROUND]
[PRO LOGUC II]



Japanese Voices
Jun-ichi Kanemaru
Ryo Hirohashi
Nobutoshi Kanna
Kouji Yusa
Rumi Ochiai
Taiten Kusunoki
Taeko Kawata
Sayaka Aoki
Takashi Nagasako
Kenta Miyake
Yuki Masuda
Youko Teppouzuka
Etsuko Kozakura

Chikao Otsuka

Voice Recording Producer
Hiroyuki Inage
(TOHOKUSHINSHA)
Voice Recording Director
Eriko Kimura
(TOHOKUSHINSHA)
Recording
STUDIO UNI
Recording Coordinator
Akinori Nishiyama



English Voices
Ryan Drummond
William Corkery
Scott Dreier
David Humphrey
Lani Minella
Jon St. John
Jenny Douillard
Sarah Wulfeck
Marc Biagi
Bill Corkery
Emily Corkery
Deem Bristow

Voice Recording Director
Lani Minella
Post recording Editors
Rick Bowman
Lethal Sounds
Recording Coordinator
Keith Palmer

Voice Files Operation
Attic Arcade Inc.




Assistant Producers
Miyoshi Takao
Kenjiro Morimoto

Product Support
Akinori Nishiyama
Yuji Uekawa
Masanobu Yamamoto

Multi Platform Library
Criterion Software Ltd.
R[ender]W[are]

Middleware Support
CRI Middleware Co., LTD.
Masao Oshimi
Katsumi Yabuno
ADX
SOFDEC






SEGA CORPORATION


President
Hisao Oguchi

Consumer Division
Hideki Okamura
Masanao Maeda
Development Division
Toshihiro Nagoshi
Toshiro Nakayama
Yusuke Asano


Marketing
Naoko Ooka
Mariko Takeda
Hideki Youkaichiya
Public Relations
Yasushi Nagumo
Yoko Nagasawa
International Business
Tatsuyuki Miyazaki
Yusuke Suai


Creative Center
Takashi Ando
Kazuyoshi Hara
Ryo Suenaga
Tooru Sasaki
Yuki Kobayashi
Noriyuki Tarumi
Customer Relationship
Yutaka Shoji
Nobuyuki Inoue
TEST Department
Junichi Shimizu
Akira Nishikawa
Akira Terasawa
Satoshi Kuwano
QC Department
Kazuhiko Morii
Yuji Nakamura






SEGA OF AMERICA, INC.


President and COO
Hideaki Irie

Localization Producer
Yosuke Moriya
Director of PD
Osamu Shibamiya
Sr. Release Manager
Andrei Belkin
Product Manager
Noah Musler
Marketing Consultant
Lori Von Rueden
Advertising Manager
Teri Higgins
Creative Services
Arianne McCarthy
Public Relations Manager
Bret Blount
Director of QA
Deborah Kirkham
Offshore Project Manager
Shawn Dobbins






SEGA EUROPE, LTD.


President and COO
Naoya Tsurumi

Executive Vice President
Jin Shimazaki
Mike Sherlock
Senior Producer
Matt O'driscol
Localization Producer
Kuniyo Matsumoto
Technical Producer
Elliot Martin
Marketing Director
Matthew Woodley
Marketing Manager
Gary Knight
Product Manager
Mathew Quaeck
Translators
Giuseppe Rizzo
Brigitte Nadesan
Marta Lois Gonzalez
Zuzanna Zabkova 
Quality Assurance
Darius Sadeghian
David Smith
Roy Boateng
Chris Geiles






Special Thanks
Shinobu Toyoda
Yukio Aoyama
Atsushi Kanno
Masaya Amano
Mizuki Hosoyamada
Sachiko Kawamura
Yasuko Maruyama
Tomomi Silverman
Miyuki Friedman
ESP guitars
LINE 6



Executive Producer
Hisao Oguchi





















Created by
SONICTEAM
Presented by
SEGA

Original Game [Copyright] SEGA
[Copyright] SONICTEAM / SEGA,
2003

This is the first instance of a very broken staff credits text being shown used. It has many differences and oddities:

  • Every text is capitalized.
  • Executive is misspelled as "Exective".
  • There's no "Original Game [Copyright] SEGA [Copyright]" text.
  • Sonic, Tails, Knuckles, Shadow, and Dr. Eggman's name are credited, and "HOGE00" to "HOGE50" are also shown, all of which are placeholders as the credits screen most likely wasn't ready at this point in development.
    • Amusingly enough, Dr. Eggman's name has a space between the words "Egg" and "man".

In the final version:

  • Some extra spaces were added to prevent the text from scrolling too early.
  • The "Sonic Heroes" text was removed.
  • "PRESENTED BY SEGA" and "CREATED BY SONICTEAM" were switched around.
  • "SONICTEAM/SEGA" was changed to "SONICTEAM / SEGA"
  • The year 2002 was removed.

Glitch Comparisons#

The listing will only include glitches that are prototype-exclusive.

Glitch Name

9.28

10.8

Final

Description

Incorrect Hint Speech

✅

✅

❌

When both teammates are captured, Team Sonic's hint lines always play.

Hang Glitch

✅

✅

❌

Grabbing a pulley after both teammates are captured, teleports the player.

Infinite Tornado Pole

✅

✅

❌

Can't immediately homing attack away from tornado pole.

Ghost Tornado Pole

✅

✅

❌

Attaching to pole as fly formation when it expires causes you to hang in place.

Cannon Restart Bug

✅

✅

❌

Restarting stage doesn't remove cannon 'cannonball' state.

Infinite Flight Glitch (Killplane Edition)

✅

✅

❌

Thundershooting speed character into killplane causes flight state reset upon their return.

Enhanced Bop Boost

✅

✅

❌

Bop Boost glitch clips through walls and extends further than final version.

High Jumping NPC Characters

✅

✅

❌

Teammates will jump extremely high when the main character jumps.