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Proto:Sonic Heroes/Mario Kart: Double Dash!! Bonus Disc
This is a sub-page of Proto:Sonic Heroes.
To do:
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As a reward for pre-ordering Mario Kart: Double Dash!!, customers received a bonus disc containing demos and videos of various upcoming games. One demo was Sonic Heroes (also known as Sonic Heroes: Trial Version as shown on the title screen), containing some major differences from the final. An identical version of this demo appears in the Interactive Multi-Game Demo Disc Version 14 from January 1, 2004 and Version 15 from February 10, 2004 respectively. Despite being closer to the final, some content appear to be from an earlier build.
Contents
Sub-Pages
Unfiltered Omega's Voice Sounds familiar, actually. |
Unused Content Being a bonus disc, there are sure quite a lot. |
Debug Modes
Debug Menu
Action Replay code |
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040A7148 38800002 04019FC8 38800009 04154D80 38800002 |
Debug Displays
Camera Info
Action Replay code |
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04284840 00000001 |
Differences From the E3 Build
Even "demo-specific" content were altered!
Menu (Stage Select)
E3 2003 | Bonus Disc Preview |
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There are only two teams and two levels playable: Team Sonic (Seaside Hill) and Team Dark (Bullet Station). The stage select screen resembles the earlier E3 2003 demo:
E3 2003 | Bonus Disc Preview |
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As such, Bullet Station uses Rail Canyon's icon, despite that level not being playable in this demo.
"Coming Soon!" Screen
E3 2003 | Bonus Disc Preview |
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As with the E3 prototype, beating either stages or getting a game over will give you the "Coming Soon!" screen and take you back to the title screen, with only one other way of seeing this:
- The game will automatically reset after the player is inactive for a short while.
Compared the E3 version, however:
- The timer counts up, something that was unused in the E3 build. This no longer limits the gameplay sessions to just be 10 minutes.
- The textures were touched up a bit, with the most notable being the game's logo, where it effectively uses the final version.
Technical Differences
- This is currently the only known build where all voice clips in the AFS archive are located to a different file, which is called SH_VOICE_TGS_E.afs.
- All of Team Rose and Team Chaotix' files aren't present in this build.
- The only audio files related to the levels that are present on the disc include Seaside Hill, Grand Metropolis, Ocean Palace, Rail Canyon, and Bullet Station.
- The cutscenes, bosses, and every other levels are missing from the disc, unlike the 9.28 prototype.
General Differences
- All parts of the startup screen can be skipped until the stage select screen, which would eventually be disabled altogether in the later builds and final version. Likewise, most of the title screen can be skipped, whereas the final only lets the player skip parts of it.
- The demo sequences from the previous builds have all been removed at this point in development.
Graphical Differences
- This demo still uses the E3 Sega and Sonic Team logo, despite the "ADX" logo using the final version.
Title Screen/Logo
Bonus Disc Preview | Final |
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This demo has the final title screen, but there are a few differences to note about here:
- Sonic, Tails, and Knuckles' graphics were split into their own textures in the final.
Bonus Disc Preview | Final |
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- The "TRIAL VERSION" logo is displayed on the title screen, indicating that this is in fact a trial version.
- The "PRESS START BUTTON" graphic was changed to "Press START" in the final release. This was also seen in two older GameCube builds of the game.
- The title screen lacks "Licensed by Nintendo" (which is also in the GameCube's E3 version and the 10.8 prototype).
Mission Font
Bonus Disc Preview | Final |
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The normal mission text for both Seaside Hill and Bullet Station uses a different font.
Hint Box
Bonus Disc Preview | Final |
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The blue semi-transparent rectangle box from the E3 demo for the subtitles has been removed, but the subtitles retain the additive blending.
Cutscene Differences
Opening Cinematic
To do: Videos and comparisons are needed. |
Although the opening is now included, it lacks sound effects. This is actually identical to the one shown at Tokyo Game Show (only here the logo is in English) due to the fact that it has the filename, TGS_GCe.sfd, which is similar to a file that can still be found unused in the 9.28 prototype.
Level Differences
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. Specifically: There's a lot that needs to be compared, some of which match/are similar to the earlier E3's layouts. |
Some level objects have been rearranged slightly, which are seen below.
Seaside Hill
The layout in this demo bears a strong resemblance to the E3 prototype, with minor tweaks.
Bonus Disc Preview | Final |
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Due to the lack of Special Stages in this demo, the Key is replaced by six Rings.
Bullet Station
Bonus Disc Preview | Final |
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Because there are no Special Stages in this demo, the Key is replaced by a Shield.
Bonus Disc Preview | Final |
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There is a Floating Item Box (which would level up the flight character) that was removed in the final since there's no way to reach it. In addition, a Klagen can be seen at the end of the level of this demo.
Bonus Disc Preview | Final |
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A Goal Ring replaces the Case that would normally take you to the next section. Due to this, Team Dark's Bullet Station is a lot shorter than the final version.
Audio Differences
Music
Although the tracks are getting largely identical to the final version at this point in development, there are still minor changes, most notably with slight quality differences for almost all tracks.
Name | Bonus Disc Preview | Final | Notes |
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SNG_RNDCLR.adx | The beginning starts off later and the track ends sooner than the final. | ||
SNG_SPEEDUP.adx | Ditto. | ||
SNG_STG01.adx | Starts slightly earlier, and the ending isn't cut off like how it is in the final GameCube version. | ||
SNG_STG08.adx | Ditto. | ||
SNG_TBSFA1.adx | Very identical to the final, but it has a fade at the end. | ||
SNG_TBSFA2.adx | Sounds similar to the 9.28 prototype. | ||
SNG_TITLE1.adx | The music starts a lot earlier, and the ending is shorter. | ||
SNG_TITLE2.adx | Ditto. Despite both themes already being finalized as early as the E3 prototype, it's not the case here. |
Sounds
This page or section needs more audio. There's a whole lotta words here, but not enough audio. Please fix this. Specifically: Please rip the audio from this demo and compare some of them to the final (P.S. The Goal Ring sound.) |
- Some sounds are different.
Glitches
FMV Corruption
No Corruption | Corruption |
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If the player gets to the "Coming Soon!" screen and then waits on the title screen for long enough to view the opening cinematic, the bottom of the screen will be corrupted for unknown reasons. The only way to fix it is to reset the game.
Moving in Fight-Person View
If the player switches to the flight character and goes into first-person view, it's possible to move in this state, which was fixed and disabled in the final. Once this is done, keep moving forward for a bit until the camera pans back into third-person view, and Tails/Rouge will visually be missing. To fix this, either restart the level or lose a life. Note that it's very easy for the camera to pan back into first-person view when attempting this in Bullet Station, which cancels the glitch.