Sonic Heroes (Sep 28, 2003 prototype): Difference between revisions
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==General Changes== | ==General Changes== | ||
*Basic debug mode (L+R in-game). | *Basic debug mode (L+R in-game). | ||
*Runs at 50fps without any frameskip | *Runs at 50fps without any frameskip | ||
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*FMVs show corruption on the bottom of the screen. | *FMVs show corruption on the bottom of the screen. | ||
*Various missing textures | *Various missing textures | ||
*Some objects don't use special pixel processing render states. | |||
==Screenshots== | ==Screenshots== | ||
<center><gallery mode="nolines" heights="168" widths="240"> | <center><gallery mode="nolines" heights="168" widths="240"> |
Revision as of 01:01, January 2, 2024
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Download Sonic Heroes (Sep 28, 2003 prototype) (info) |
A PAL prototype of Sonic Heroes for the PlayStation 2.
General Changes
- Basic debug mode (L+R in-game).
- Runs at 50fps without any frameskip
- 50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.
- Uses the final title screen despite being older than the 10.8 build
- Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the Mario Kart: Double Dash! demo build.
- Two Player mode has XBOX HUD Elements, and black bar
- Massive slowdown on 2P splitscreen levels
- Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings
- Audio is a mix of English and Japanese voices
- Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).
- Unique sound effect for score counter at end.
- Omega uses unfiltered voice clips.
- FMVs show corruption on the bottom of the screen.
- Various missing textures
- Some objects don't use special pixel processing render states.
Screenshots
Origin
Videos
Acknowledgments
Thanks to Sewer56 for helping to research this build!
See also