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The E3 2005 demo of Sonic Rush allows playing of an early version of Zone 1 Act 2, followed by the first boss battle. Only Sonic is playable.
A "Coming Soon" screen appears after a set amount of time, after finishing the boss battle, or losing all your lives. No Game Over screen appears for the latter.
You can boost in mid-air, however it makes you quickly fall down, making the move pretty useless. This ability would later be implemented in the DS version of Sonic Colors, which uses the same engine as Sonic Rush.
The Boost meter can be refilled by running.
Boosting into the large Eggman wheel doesn't kill Sonic - he simply passes through.
Sonic doesn't react to being tapped on the Touch Screen.
Sonic's looking up animation is different.
The Jump Dash/Homing Attack is mapped to the Jump button, like in the DS version of Sonic Colors (and most other Sonic games). In the final game, this move is mapped to the R button.
The Homing Attack has no afterimages.
You cannot pause the game.
Enemies don't go flying when you boost into them, they simply explode.
The "infinite boost" mode for maxing out the Tension Gauge is unfinished. The boost meter still flashes yellow, but boosting still drains the meter like normal. Sonic also does not flash yellow.
You don't get an extra life when you get 100 rings.
If you lose a life and respawn by the last star post hit, the timer will always reset to 0:00:00. In the final (and every other Sonic game), the timer resets back to when it was first touched.
The Egg Hammer Mega takes only four hits to destroy, as opposed to eight in the final (six in easy mode). Two hits initiate the second phase.
The rolling head move is harder to dodge and doesn't have a "double" version.
The Touch Screen just shows the Sonic Rush logo.
Eggman is silent when hit or executing an attack.
The model of the Egg Hammer Mega is different in this demo being noticeably larger than the final along with its body being white instead of gray in the final, its fangs being blue instead of gray, and the cockpit is also brighter and fully solid with no reflection on it.
The stripes appear on the top and bottom and have a 3D look to them. The background is a hexagonal pattern on a white background. The copyright text uses a different font and says "(C) 2005,Sega" instead of "(C) Sega Corporation, 2005". The start button uses a different font and style.
The background music in this build is similar to the musical style of the Sonic Advance games, as opposed to the pop-inspired style by Hideki Naganuma used in the final.
Name
E3 2005
Final
Notes
Leaf Storm (Right There, Ride On)
Right There, Ride OnEnemy or Friend
While entirely changed, this music was reused for the Blaze Appear event song in the final, albeit considerably shorter and with some different instruments.
1UP
This is supposed to play for when you get a 1up, which doesn't seem to be used in-game, though.
Title Theme
No resemblance to the song, A New Day.
Boss (Metal Scratchin')
These songs sound rather similar to the track "True Area 53" from Sonic Advance 2.
Watch on YouTubeFiles for both Acts of all seven Zones from the final version are present, but most are blank and unplayable aside from three stages which can be accessed using Action Replay code 0229F514 0000xxyy (where xx is the act ID and yy is the zone ID).
Zone ID
Act ID
Stage
Description
00
00
Leaf Storm Act 1
The most complete stage (along with Leaf Storm Act 2 and Boss), with some differences from the final version.
01
00
Water Palace Act 1
Incomplete, but playable.
06
00
Dead Line Act 1
Impossible to finish, with mostly garbled graphics.
Sprites for Sonic and the Akatento badnik from Sonic Advance 3 can be found in the overlay files. These can be seen in-game by exploiting a camera glitch (which doesn't work in the final game) that causes Sonic's model to disappear for a split second, or by use of an IPS patch.
The sprites are mostly functional, barring some oddities:
Looking up does not trigger the appropriate animation, but ducking does.
Performing any tricks just repeats the spring animation.
The spindash sprites are misaligned, causing them to float above the ground.
Notably, the sprites used here are not the same as the ones in the credits, which use an entirely separate file and whose dust sprites are directly baked into the animation.