Sonic & SEGA All-Stars Racing (Wii, Xbox 360, Windows, PlayStation 3)
Sonic & SEGA All-Stars Racing |
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Developer: Sumo Digital[1] This game has unused areas. |
Race to the finish as Sonic and his friends and his vague-at-best acquaintances! Not like that though. The Xbox 360 version lets players have access to Banjo & Kazooie.
Contents
Unused Tracks
To do: Images of visual track models and/or in-game screenshots of the other two tracks. |
There is data for three unused tracks present across the PC and Xbox 360 releases of the game, likely intended for testing purposes.
GenericTrack
A simple oval with long straightaways, although made out of an excessive number of polygons making its collision file the largest in the game. This track is not present in the PC release.
RouletteTest
A track bearing some similarity to Whale Lagoon, featuring a 270-degree left turn that crosses the initial straightaway followed by a curvy section that leads to the finish line. Attempting to load the course in any mode with CPU drivers will crash the game, likely due to a lack of path data and lap triggers.
Particle_TestTrack
Particle_TestTrack | SeasideHill_Hard (Lost Palace) |
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A slightly different version of the Lost Palace track, the most notable difference being a collision plane across the entire surface of the water instead of only along the sides of the track. This track is not present in the Xbox 360 release.
Unused Announcer Voice Clips
To do: Verify/Rip any unused voice clips. |
A number of the announcer's voice clips were cut from the game for unknown reasons.
Interestingly, a few of the voice clips point to challenges and modes that would later appear in the sequel, such as "Race the rivals!", "Drift to score!", "Clear the gates in order!", and "Capture the Chao!"
Unused Text
Right after the build info is an early name for the game.
Preproduction Sega Superstar Karts
Present at 0x47D060 in boot.dol (Wii) is a test string.
THIS IS MY HASH TEST
Present at 0xF1BF4, 0xF1FF4, and 0xF8970 in default.xex (Xbox 360) is some text for a debug menu. Also on the Windows version at 0x2BB2EC in the PC executable. However, some of the text from the Xbox 360 port isn't present on the Windows build.
Pick Blend Shape N.A Orthogonal View Drive Normally View Models Clear Animations Show Animations Restart Edit Material Set LOD Level Clear Look At Test Look At Hide Test Suspension Show Test Suspension Hide Test Occlusion Shadow Show Test Occlusion Shadow Use Normal Vehicle Use Revenge Vehicle Free Camera Animate Camera Detach Animations Synchronise Animations Show Preview Animation Detach Preview Attach Preview Hide Reactions Show Reactions Show Environment Hide Environment Show Character Hide Character Clear Animation Show Animation Receive Item Hide Grey Road Show Grey Road Pick Surface Show Test Suspension Cancel Shape %i
Delaying error because we're saving or loading Net_JoiningGameInvite Round State : %d Max Players : %d/%d Difficulty : %s Stage : %s Laps : %d Enabled Disabled Ai : %s Items : %s Catch up : %s Manual Enter MainMenu smos Cost ItemImage PreviewItem ModelViewer RenderTest CarViewer AvatarTest
Resource Models Debug Menu Reload current model [F5] Grid [G] Off XZ XY YZ XZ+XY XY+YZ XZ+YZ XY+XZ+YZ On Animate [<space>] Animation Speed On LinkAnims [K] Wireframe [4/6] Lighting [L] Shadows [S] Only Hide Show Transparencies [T] Camera [C] Zero Camera [0] Collision Prims Prim OOBBs Outliner [O] Draw Bones [B] View Selected Only [V] Refocus camera on selection TTY Dump Selected Restart Animations [R] Fog_StartDistance Fog_EndDistance Fog_StartDensity Fog_EndDensity Fog_FarClipPlane Fog_Red Fog_Green Fog_Blue Fog Colour FakeBloom Bloom Threshold Bloom Multiplier Bloom Persistence Bloom saturation Shadow color Background color Resource/DebugLights defaultlights Forest Loading Trees: %d Branch: %d Mesh: %d Prim: %d - (%d alpha) Textures: %d Camera:Quake [C] Slow [SHIFT] Norm [SHIFT] Fast [SHIFT] Zoom [SHIFT] POS: %6.1f, %6.1f, %6.1f FWD: %6.3f, %6.3f, %6.3f %*s%s %s [PRIM] [LOD %d - MESH] [LOD %d] [MESH] [COLLISION BOX] %*s%s [COLLISION MESH] [COLLISION SPHERE] [COLLISION ERROR !!!] <Shadow Light: Directional> <Light: Directional> <Light: Unknown> <Light: Point> <Light: Spot> <Light: Ambient> <Light: 3ds Point> <LIGHT: ERROR> <LOD %d - Mesh> <LOD %d> <Mesh> <collision box> <collision sphere> <collision mesh> <COLLISION ERROR> 0x%08x : %4.2f 0x%08x : 1.0f <branches:%d meshes:%d prims:%d(%d) lights:%d emitters:%d <overrides - %d> <animations - %d> Objects.%s - <trees:%d> Render Test kSTATE_DONE kSTATE_TEST kSTATE_LOADING_AVATAR kSTATE_LOADING_FILES State: %s Avatar Forest Avatar [Y] - Show Grid - On [Y] - Show Grid - Off [X] - Reset Avatar [B] - Random Avatar - On [B] - Random Avatar - Off [LB] - Draw Cull Geometry - On [LB] - Draw Cull Geometry - Off
The Windows version has some debug switches but none of them appear to work any more.
-autoheapdump <0|1 - off|on> -autoheapdump cmdline_autoheapdump -shaderbuild<...> -shaderbuild cmdline_shaderbuild -master <controller num> -master cmdline_master -quickstart <0|1 - off|on> -quickstart cmdline_quickstart -miss_unlock <to mission index> -miss_unlock cmdline_miss_unlock -unlock <1|2|3|4|5 - all|racers|tracks|missions|extras> -unlock cmdline_unlock -no_ai_racers <0|1 - off|on> -no_ai_racers cmdline_no_ai_racers -reset_status <0|1 - off|on> -reset_status cmdline_soft_reset -audio_debug <0|1 - off|on> -audio_debug_text cmdline_audio_debug -num_laps <num laps> -num_laps cmdline_num_laps -30hz <0|1 - off|on> -30hz -coleventofflne <0|1 - off|on> -coleventofflne cmdline_coleventofflne -shad_cmp_mt <0|1 - off|on> -shad_cmp_mt cmdline_shad_cmp_mt -sh_gen <0|1 - off|on> -sh_gen cmdline_sh_gen -auto_sh_gen <0|1 - off|on> -auto_sh_gen cmdline_auto_sh_gen -tty <audio|graphics|game|programmer name> -tty cmdline_tty -mission_hud <0|1 - off|on> -mission_hud cmdline_missionhud -autotimeout <num_seconds> -autotimeout cmdline_autotimeout -autotest <0 - off|1 - race> -autotest cmdline_autotest -updatelimit <0|1 - off|on> -updatelimit cmdline_updatelimit -rumble <0|1 - off|on> -rumble -audio <0|1 - off|on> -audio -ai_speed <0.0 .. 1.0> -ai_speed cmdline_aispeed -debug_hud <0|1 - off|on> -debug_hud cmdline_debughud -lag <lag in ms> -lag cmdline_lag -seed <random_seed> -seed cmdline_seed -car <car_name> -car cmdline_car -track <track_name> -track cmdline_track -mode <time_trial|race|split_screen|mission_mode|model_viewer|ai_test|network_test|traffic_test|car_viewer|tso_viewer> -mode cmdline_mode
Build Info
To do: Get the rest of the build dates. |
A build date and time can be found in the game's executable file: boot.dol (Wii), default.xex (Xbox 360) and the name of the game before the .exe extension (Windows).
Version | Hex Address | Build Date |
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Wii (US) | 0x47D349 | Jan 19 2010 11:58:48 |
Xbox 360 (US) | 0xF22A4 | Jan 23 2010 02:23:48 |
Windows (US) | 0x2C2544 | Feb 8 2010 12:53:14 |
Revisional Differences
PS3/X360/PC (High-end settings) | Wii/PC (Low-end settings) |
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Wii Red Track | Wii Blue Track |
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During early development of the game, artists were using placeholders of images they Google searched. However, fan art of Sonia the Hedgehog (one of Sonic's siblings from Sonic Underground) by DeviantArt user ArtByRiana was added, thinking it was official Sega artwork. Shortly after this was discovered, Sumo Digital quickly patched it out of the Xbox 360 and PlayStation 3 releases.
While the PC version was also patched, they forgot to update the low resolution version. Wii games cannot be patched, so the image remains in that release.
References
- Games developed by Sumo Digital
- Games published by Sega
- Wii games
- Xbox 360 games
- Windows games
- PlayStation 3 games
- Games released in 2010
- Games released in February
- Games released on February 23
- Games released on February 26
- Games released in March
- Games released on March 4
- Games with unused areas
- Games with hidden development-related text
- Games with unused sounds
- Games with unused text
- Games with revisional differences
- To do
- Sonic the Hedgehog series
Cleanup > To do
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