This article pertains to the beta elements of Sonic Heroes.
Unused voice clips[]
Formation quotes[]
In the game, each character would mention the team formation that is needed to be in control at different points. However, in the game files, some voice clips indicate that they were going to mention the formation by calling out the teammates' original names.
Unused Eggman/Neo Metal Sonic's quotes[]
There are quotes that were supposed to be used by Neo Metal Sonic during Robot Storm or Robot Carnival. All of them are insults to each team.
Clip | Filename | Transcript |
---|---|---|
bos01_e07_eg | Try coming back in about a million years then you might have a chance![note 1] | |
bos01_e08_eg | Team Sonic? You must be joking! | |
bos01_e09_eg | Without me, Team Dark is nothing but a bunch of buffoons! | |
bos01_e10_eg | Rragh! This is no place for little girls or a big fat cat! | |
bos01_e11_eg | You call yourselves detectives? Just run along now. |
Final Fortress' lasers[]
In the game files, there are comments explaining how the lasers work in Final Fortress. These quotes state that the colored lasers fire along the rail of the same color, even though all rails are in the same color in the final version. In addition, there are comments about the grind rail lightning up.
Clip | Filename | Character | Transcript |
---|---|---|---|
sky02_h03_sn | Sonic | There are three colors of lasers: red, blue, and yellow. Each laser fires at the same rail color! | |
sky02_h03_tl | Tails | Hey guys! There's three colors of lasers: red, blue, and yellow. Each laser fires at the rail of the same color! | |
sky02_h03_kn | Knuckles | There are three laser colors. Red, blue, and yellow. The color of the laser being fired matches the color of the rail! | |
sky02_h03_sd | Shadow | There are three laser colors. Red, blue, and yellow. Each laser fires at the same color rail! | |
sky02_h03_rg | Rouge | Hey guys! There are three colors of lasers: red, blue, and yellow. Each laser fires at the rail of the same color! | |
sky02_h03_om | Omega | Three laser colors of red, blue, and yellow are detected. Each laser color corresponds to a rail color. | |
sky02_h03_es | Espio | There are three colored lasers. Red, blue, and yellow. Each laser fires at the rail of the same color! | |
sky02_h03_ch | Charmy | Hey guys! Did you see red, blue, and yellow lasers? There are three colors of rails too! | |
sky02_h03_vc | Vector | It seems there are three laser colors. Red, blue, and yellow. The color of the laser being fired matches the color of the rail! | |
sky02_h04_sn | Sonic | The cannon lights up right before it fires. Look at the color of the light and make sure to stay off the same colored rail! | |
sky02_h04_tl | Tails | The cannon lights up briefly before it fires! Look at the color, then make sure to stay off the same colored rail. | |
sky02_h04_kn | Knuckles | The cannon will light up right before it fires! Stay off the rail with the same color or you'll get burned by the laser. | |
sky02_h04_sd | Shadow | The cannon lights up for a split second before it fires. Make sure to stay off the same colored rail. | |
sky02_h04_rg | Rouge | The cannon will light up right before it fires! Stay off the rail with the same color or you'll get burned by the laser. | |
sky02_h04_om | Omega | Analyze light emission before the cannon fires. Stay clear of the same colored rail. | |
sky02_h04_es | Espio | This weapon illuminates right before it fires! Look at the color of the light and stay clear of the same colored rail! | |
sky02_h04_ch | Charmy | The cannon flashes before it fires. Stay off the same colored rail. | |
sky02_h04_vc | Vector | See the light from the cannon as it prepares to fire? Stay away from the same colored rail or you'll get tagged by the laser! | |
sky02_h08_sn | Sonic | The rail lights up right before the laser fires. | |
sky02_h08_tl | Tails | The rail lights up right before the laser fires. | |
sky02_h08_kn | Knuckles | The rail we're on now will light up right before the laser fires. | |
sky02_h08_sd | Shadow | The rail will light up right before the laser fires. | |
sky02_h08_rg | Rouge | The rail lights up right before the laser fires! | |
sky02_h08_om | Omega | The rail lights up as a reaction to the laser right before it fires. | |
sky02_h08_es | Espio | Did you notice that the rail lights up before the laser fires? | |
sky02_h08_ch | Charmy | The rails light up for some reason. Maybe it's because of that laser? | |
sky02_h08_vc | Vector | Looks like the rail lights up right before the laser fires. |
Weights and Klagens[]
Every character that is caught under a Weight will say something to describe what they feel when getting squashed by this gimmick. However, the lines they say are different from some written in the game files. This difference also goes when caught by Klagens, but they have lines of when they get teleported by a Gold Klagen.
Clip | Filename | Character | Transcript |
---|---|---|---|
all04_e04_sn | Sonic | Let me go! I said let me go! | |
all04_e04_tl | Tails | I can't move! | |
all04_e04_kn | Knuckles | I've been captured! | |
all04_e04_sd | Shadow | Shoot! | |
all04_e04_am | Rouge | Hey, let me go you creep! | |
all04_e04_om | Omega | Mobility malfunction! Mobility malfunction! | |
all04_e04_rg | Amy | No! Let me go! | |
all04_e04_cr | Cream | Please let me go! | |
all04_e04_bg | Big | Hey! Let go of me! | |
all04_e04_es | Espio | How careless! | |
all04_e04_ch | Charmy | Better let go 'a me! | |
all04_e04_vc | Vector | Release me, I said! | |
all04_e07_sn | Sonic | Hey, where are you taking me? | |
all04_e07_tl | Tails | Help me! | |
all04_e07_kn | Knuckles | Hey, I need help! | |
all04_e07_sd | Shadow | You're gonna pay for this! | |
all04_e07_rg | Rouge | Hey, what're you doing! Help me! | |
all04_e07_om | Omega | Escape impossible! Requesting rescue! | |
all04_e07_am | Amy | I'm being taken away! | |
all04_e07_cr | Cream | I'm being abducted! | |
all04_e07_bg | Big | Let me out of here! | |
all04_e07_es | Espio | This isn't looking good! | |
all04_e07_ch | Charmy | It's no use! I need help! | |
all04_e07_vc | Vector | Hey, isn't anyone gonna help me? | |
all03_e01_sn | Sonic | Yow! This is heavy! | |
all03_e01_tl | Tails | Eh! H-Help me! | |
all03_e01_kn | Knuckles | Get this thing off me! | |
all03_e01_sd | Shadow | Tugh! This is heavy! | |
all03_e01_rg | Rouge | Don't just stand there! Help me! | |
all03_e01_om | Omega | Unable to move! Request assistance! | |
all03_e01_am | Amy | Ouch! This is heavy! | |
all03_e01_cr | Cream | This is really heavy! Please help me! | |
all03_e01_bg | Big | Help me! | |
all03_e01_es | Espio | Rgh! Unacceptable! | |
all03_e01_ch | Charmy | This is too heavy! | |
all03_e01_vc | Vector | I can't move! |
Waiting quotes[]
When a character is unavailable, they will be waiting inside a Check Point. Voice lines exist for when this character is reunited with their team. However, they are silent in the final game.
Clip | Filename | Character | Transcript |
---|---|---|---|
all03_e00_sn | Sonic | Hey, what took you so long? | |
all03_e00_tl | Tails | Phew! I thought I lost you. | |
all03_e00_kn | Knuckles | Where you guys been? | |
all03_e00_sd | Shadow | Hm. You finally made it. | |
all03_e00_rg | Rouge | Sorry I got so far ahead of you. | |
all03_e00_om | Omega | I didn't expect you to make it this far. | |
all03_e00_am | Amy | It's about time! | |
all03_e00_cr | Cream | Sorry for being so late. | |
all03_e00_bg | Big | Where'd you all go? | |
all03_e00_es | Espio | Area checked and secured. | |
all03_e00_ch | Charmy | Hey... Where'd you go? | |
all03_e00_vc | Vector | Sorry, heh. I, uh, got kinda lost. |
Omochao gates[]
In the game files, there are hidden lines about a gate that belongs to Omochao.
Clip | Filename | Character | Transcript |
---|---|---|---|
all03_h06_sn | Sonic | Looks like that Omochao has something to do with this gate. | |
all03_h06_tl | Tails | There's an Omochao symbol on this gate. Maybe we should ask that Omochao. | |
all03_h06_kn | Knuckles | Looks like that Omochao has something to do with this gate. | |
all03_h06_sd | Shadow | It looks like that Omochao has something to do with this gate. | |
all03_h06_rg | Rouge | I don't think I can open this door! What's the meaning of that symbol on the gate? | |
all03_h06_om | Omega | Omochao is the guardian of this gate. | |
all03_h06_am | Amy | It looks like that Omochao has something to do with this gate. | |
all03_h06_cr | Cream | It looks like we have to ask Mr. Omochao to help us out! | |
all03_h06_bg | Big | I think that Omochao has something to do with this gate! | |
all03_h06_es | Espio | Looks like that Omochao has something to do with this gate. | |
all03_h06_ch | Charmy | Wow! A gate with the symbol of Omochao! How cool! | |
all03_h06_vc | Vector | Looks like a key won't open this gate. Maybe that Chao has something to do with it. |
Team Battles[]
Two types of cut dialogue can be found for the Team Battles for Lost Jungle. (Via Team Sonic vs Team Dark and Team Rose vs Team Chaotix)
Team Blast[]
In the Battle mode, each opposing team can use Team Blast without any specific time limits. However, in the game files, each team seem to know when their opponents will use their Team Blast, and will order their teammates to take down one of the opponents to stop the move. This is rather pointless, as it will not prevent the Team Blast.
Clip | Filename | Character | Transcript |
---|---|---|---|
bos05_h00_sn | Sonic | They will attack with Team Blast if all 3 of them come together! Take out at least one of them! | |
bos05_h00_tl | Tails | They'll attack with Team Blast when all 3 of them come together! We better take down at least one of them and fast! | |
bos05_h00_kn | Knuckles | Those guys will attack with Team Blast if all 3 of them get together! Get at least one of them! | |
bos05_h00_sd | Shadow | They'll use Team Blast if all 3 of them get together! Hurry and destroy at least one of them. | |
bos05_h00_rg | Rouge | They'll attack with Team Blast when all 3 of them get together! We must hurry and take down at least one of them. | |
bos05_h00_om | Omega | They will attack with Team Blast if all 3 of them get together! Eliminate one of them first. | |
bos05_h00_am | Amy | Those guys will attack with Team Blast if all 3 of them get together! Get at least one of them! | |
bos05_h00_cr | Cream | They'll attack with Team Blast if all 3 of them get together! We have to take down one of them quickly. | |
bos05_h00_bg | Big | They'll attack with Team Blast if all 3 of them get together! We have to take down one of them fast. | |
bos05_h00_es | Espio | They'll attack with Team Blast if all 3 of them get together! Best approach is to take down one of them as soon as possible. | |
bos05_h00_ch | Charmy | Those guys will attack with Team Blast if all 3 of them get together! Get at least one of them! | |
bos05_h00_vc | Vector | They'll attack with Team Blast if all 3 of them get together! We have to take one of them down and fast. |
Introductions[]
In the game files, there are also unused quotes for all the characters, beside the Speed Types, that describe what they feel about the battle. These possibly would've played when playing as the current team, such as the first Team Battle in Grand Metropolis. The only voice clip that gets used aside the Speed Characters is Cream when fighting Team Rose.
Clip | Character | Text |
---|---|---|
Rouge | Shadow, Omega, let's go! | |
Omega | Battle preparation complete. Initiating attack. | |
Big | Bullies are bad! | |
Charmy | Bring it on! | |
Vector | Let's make this quick. I hate fighting with girls! |
Invisible Metal Overlord[]
According to some quotes in the game files, Metal Overlord was supposed to have some invisibility power presumably copied from Espio's lifeform data.
Clip | Filename | Character | Transcript |
---|---|---|---|
bos09_e00_sn | Super Sonic | He's gone! | |
bos09_e00_kn | Super Knuckles | Where'd he go? | |
bos09_e00_tl | Super Tails | Watch out everybody! | |
bos09_h06_es | Espio | Even when he's invisible, he'll briefly appear when he attacks! Pay close attention so you can locate his position! |
Team Chaotix and Team Rose's stages[]
Both Team Rose and Team Chaotix use shortened/modified versions of Team Sonic's and Team Dark's stages. However, within the game's files, one can find several lines said by both teams which are referencing areas within the stages that are not accessible by normal means. Interestingly enough though the aforementioned lines are actually still left implemented into the gameplay and can still be discovered through glitches/exploits that allow the player to reach these further sections of the stages where they are located.
Team Dark[]
Japanese leftovers[]
Two unused Japanese voice clips for Shadow can be found in the English voice files.
Clip | Filename | Transcript |
---|---|---|
e0112_00sd | あのハリネズミ... (That hedgehog...) | |
e0112_09sd | そうか... なら 消えてもらうしかないようだな! (Is that so... If that's the case, you have no other choice but to die!) |
Spider Web Room[]
The Spider Web room is only visited by Team Chaotix and Team Sonic (in Super Hard Mode), making other characters unable to access them without hacking. Using the Debug menu allows Team Dark to play Super Hard Mode, and can be used to eventually reach the Spider Web room.
Clip | Character | Text |
---|---|---|
Rouge | Ah! A spider's web! | |
Omega | The web is strong. We should be able to grind on it. |
Team Rose[]
Team Blast[]
Team Rose explains how their Team Blast work, with these clips being from the Nintendo GameCube version. The only point in the game in which this is said is the final whale island in Seaside Hill, which is not a part of the stage for the two team.
Clip | Filename | Character | Transcript |
---|---|---|---|
all02_h16_am | Amy | Team Blast, Flower Festival, is activated if the "Z" button is pressed when the gauge in the top right of the screen is full. Once activated, you will be invincible as long as you have energy in the gauge.[note 2] | |
all02_h16_cr | Cream | Press the "Z" button when the gauge in the top right corner of the screen is full to activate Team Blast, Flower Festival. Once activated, you are invincible until the gauge is empty.[note 2] | |
all02_h16_bg | Big | To activate Team Blast, Flower Festival, press the "Z" button when the gauge in the top right corner of the screen is full. Once activated, you are invincible until the gauge is empty.[note 2] |
Chase sequence[]
Team Rose is the only team in Sonic Heroes without any chase scenes, so some comments go unused.
- Big: Something big is rolling.
- Cream: It's a giant rock!
- Amy: Aahh! Run!
- Cream: Another rock is chasing us!
- Amy: No wonder Sonic doesn't like being chased!
- Amy: Three rocks?!
- Big: One, two...
- Cream: Three comes after one and two, Mr. Big.
- Big: I'm feeling toasty.
- Cream: Why is there lava in a city?
- Amy: It's an energy storage tank! Let's get out of here before it rises to the top!
- Big: What's that?
- Cream: It's an alligator. Alligators are reptiles, Mr. Big.
- Amy: Why are you so calm when that thing is chasing us?! We have got to lose it!
Cannon sequence[]
There are some comments that Team Rose were meant to say after being shot out of the second cannon in Bullet Station. However, that part does not belong in the final game. To top it all off, Amy's voice clip is empty. It is also said after falling into the underground tunnel.
Underground tunnel[]
Team Rose's underground tunnel comments have been replaced with the second cannon comments instead, so these are unused.
V.I.P. room[]
Team Rose's Casino Park ends before the V.I.P. room area, but there are still lines recorded for it. These lines can be heard by utilizing glitches to access the area.
Clip | Filename | Character | Transcript |
---|---|---|---|
cas01_e05_am | Amy | So this is the V.I.P. room, huh? | |
cas01_e05_bg | Big | What's a V.I.P.? | |
cas01_e05_cr | Cream | This room is for special people, Mr. Big! | |
cas01_e07_am | Amy | There's supposed to be a really gorgeous room, past these stairs. | |
cas01_e07_cr | Cream | There's no way we can get in, Amy! Let's go. |
Giant mushroom[]
In Frog Forest, Team Rose's stage ends just before the giant mushroom section, so some comments go unused.
Clip | Filename | Character | Transcript |
---|---|---|---|
jun01_e06_cr | Cream | I've never seen a mushroom that big! | |
jun01_e06_am | Amy | You're right! It's more like a giant tree than a mushroom! | |
jun01_e07_bg | Big | Is that a shiitake mushroom? I'm getting hungry. | |
jun01_e07_am | Amy | Is that all you ever think about? |
Opened door[]
In Hang Castle, Team Rose has to open the door with a switch, so some comments go unused.
Pocket dimension[]
In Mystic Mansion, even though Team Rose can never get to the trials in the pocket dimension, there are voice clips for it.
- Big: We're underwater?
- Cream: I don't think we're underwater, Mr. Big. This is called a pocket dimension.
- Amy: Looks like we have to take on these three altars. Come on.
Speed trial[]
Even though Team Rose can never get to the three type trials in Mystic Mansion, there are voice clips for how to get past the Speed trial.
Clip | Filename | Character | Transcript |
---|---|---|---|
oba01_h08_am | Amy | Maybe we can use Homing Attack on those ghosts to get over there. | |
oba01_h08_cr | Cream | We should use Homing Attack on those ghosts, to get over there. | |
oba01_h08_bg | Big | Use Homing Attack on the ghosts to get to the other side. |
Bullet dodging sequence[]
Team Rose's Egg Fleet ends before the bullet-dodging propeller flight part, yet clips for that part still exist.
Clip | Filename | Character | Transcript |
---|---|---|---|
sky01_h05_am | Amy | They're shooting at us! Dodge the bullets by moving up and down! | |
sky01_h05_cr | Cream | We're being shot at! Move up and down to dodge the bullets! | |
sky01_h05_bg | Big | Watch out! Get out of the way of the bullet! | |
sky01_h05_am | Amy | Let's get up there! | |
sky01_h06_cr | Cream | Move up! | |
sky01_h06_bg | Big | Please! Move up! | |
sky01_h10_am | Amy | They're firing at us again! Dodge 'em by moving up and down! | |
sky01_h10_cr | Cream | Here we go again! Just dodge them by moving up and down! | |
sky01_h10_bg | Big | They're shooting again! Must dodge the bullets. Up and down! | |
sky01_h14_am | Amy | Move down! | |
sky01_h14_cr | Cream | Move down! | |
sky01_h14_bg | Big | You gotta move down, or else! |
Landings[]
There exists unused, alternate comments for when Team Rose is landing on a battleship in Egg Fleet in the game files.
Clip | Filename | Character | Text |
---|---|---|---|
sky01_h11_am | Amy | Let's land on that battleship! | |
sky01_h11_cr | Cream | Let's try landing on that giant battleship! | |
sky01_h11_bg | Big | I wonder if Froggy is on that giant ship? |
Team Blast[]
There is a section in Final Fortress where some of the Egg Hammers and Heavy-Egg Hammers gather for the arguably hardest non-boss fight, as well as the last one. There is a Hint Ring nearby suggesting the use of Team Blast. Team Rose's stage ends before this a bit, but there are still recorded lines in the game files for the team's Team Blast hint.
Clip | Filename | Character | Text |
---|---|---|---|
sky02_h13_am | Amy | It's time for Team Blast! | |
sky02_h13_cr | Cream | We must attack, using Team Blast! | |
sky02_h13_bg | Big | Let's get them with Team Blast! |
Self-destruct switch[]
The self-destruct switch from Final Fortress was replaced with a fan instead, so some comments go unused.
Laser cannons[]
The laser cannons from Final Fortress were seen but they didn't activate, so some comments go unused.
- Amy: Giant laser cannons? Watch out!
- Cream: We should stay out of Mr. Laser's ways.
- Big: Wow, that laser scared me!
- Amy: Twelve laser cannons?! This is just my bad lucky day!
- Cream: Don't worry, Amy! We'll get past those laser cannons!
- Big: Lasers? Why are there so many of them?
Team Chaotix[]
Team Blast[]
Team Chaotix explains how their Team Blast work, with these clips being from the GameCube version. The only point in the game in which this is said is the final whale island in Seaside Hill, which is not a part of the stage for the team.
Clip | Filename | Character | Transcript |
---|---|---|---|
all02_h16_ep | Espio | Press the "Z" button when the gauge in the top right corner of the screen is full to activate the Team Blast, Chaotix Recital. Once activated, defeated enemies are transformed into Rings until the gauge is empty. | |
all02_h16_ch | Charmy | Team Blast, Chaotix Recital, is activated when the "Z" button is pressed while the gauge in the top right corner of the screen is full. Bad enemies are turned into Rings until the gauge is empty. | |
all02_h16_vc | Vector | Press the "Z" button when the gauge in the top right corner of the screen is full to activate Team Blast, Chaotix Recital. When activated, the defeated enemies turn into Rings until the gauge is empty. |
Lava room[]
Team Chaotix's Power Plant stage ends before the rising lava room, but there are voice clips recorded for when the lava rises. Although it is possible to get in via glitching, it only has a spring, a grate, the final vertical door and nothing else. The voice clips do not even trigger.
Clip | Filename | Character | Transcript |
---|---|---|---|
cty02_e01_ch | Charmy | Whoa! Looks like that lava is rising! | |
cty02_e01_es | Espio | Hmm! Watch out everybody! | |
cty02_e01_vc | Vector | Must be an energy storage tank. Better get out before it gets full. |
Charmy goes alone[]
There are two clips that indicate that there was supposed to be sections in Rail Canyon where Charmy has to leave his teammates behind.
Clip | Filename | Transcript |
---|---|---|
trn01_e07_ch | If they can't come over here, then I guess I'm on my own! | |
trn01_e08_ch | Wonder if that switch did anything? Maybe I should check! |
Unused objects[]
Through hacking, a number of objects were left out of the stages due to some reasons such as bugs and whatnot. These include:
The firework objects that were intended to be used for the Casino themed levels were not used in the levels. If they are loaded, they will trigger explosion sounds, albeit the animation is not in a smooth rate as regularly rendered in-game. When a player heads away from them, the game will crash.
Unused enemies[]
Renders for the Unidasu and the iron balls used by it is present in the game files. These enemies are not found anywhere in the final build of Sonic Heroes.
Unused sound effect descriptions[]
One of the relocatable files contain the lines displayed during FMVs. The text includes descriptions of various sound effects marked as "(ES)", for example, "(SE) scattering stuff falling of the desk", "(SE) Machine gun fire" or "(SE) Explosion".
Unused abilities[]
Amy & Espio's Tornado Jump[]
Amy and Espio had their original Tornado Jump abilities when the game was under development. These were replaced with their own tornado jump attacks after the developers came up with the ideas of Tornado Hammer for Amy and Leaf Swirl for Espio. In the E3 build, the leaf particles emit even though Espio had his original tornado scrapped. The tornadoes also play the following voice sound effects that go to these attacks:
Clip | Filename | Character | Transcript | Language |
---|---|---|---|---|
bank3e.pac | Amy | Take this! | English | |
bank3j.pac | これを取る! | Japanese | ||
bank3e.pac | Espio | Summoning Ninja Power! | English | |
bank3j.pac | 突然忍者パワー! | Japanese |
Amy & Espio's Light Dash[]
While Sonic and Shadow have the Light Dash in their moveset, the move was locked for Amy and Espio's moveset maneuvers in the final game. Like with Amy's wall cling, the running animation was used as a filter to prevent the game from crashing.
Amy's wall cling[]
While the game was under development, Amy was able to cling on walls with the Triangle Jump with the running animation being used. However, the developers decided to revoke Amy's wall cling maneuver in the final game.
Developer's comment[]
Special Stage programmer Hiroshi Iwasaki left a comment about a spline-related function:
- "///////////found a too nervous spline. I'll have to remake this function. please tell me iwasaki@sonicteam.com///////////"
Invisible characters[]
Although the invisibility was programmed exclusively for Espio using Leaf Swirl, the rendering of other Speed Type characters through it is possible, though enemies and frogs will still detect them. Amy's Piko Piko Hammer is also completely invisible. On the PC version, the rendering function only renders the model if the player character is Espio.
Metal Madness[]
When fighting Metal Madness, the Hint Ring at the right makes Team Rose say that the boss will shoot fire if you grab his right arm. There is also an early image for the PlayStation 2 version of the game which shows that Metal Madness was originally going to have a white lower body.
2P Action Stages[]
Seaside Hill and Grand Metropolis from Action Race, as well as Rail Canyon from Expert Race, have unused content past the Goal Rings posted. Most of the areas past the initial Goal Ring appear to be copied over from 1P mode and includes a fully functional Goal Ring at where these stages would normally end in story mode. Why the stages were cut shorter than normal remains unclear, as all objects are still loaded and can be seen using debugging tools and movements. It is worth noting however that the background does not appear to extend far past the initial Goal Ring placed. In addition, there is no ground loaded anywhere. There is also no death flag loaded for the bottomless pits past here, so a player can fall infinitely into a void. To land safely without falling into the void, one would need to land on top of a flat object, like a cage or breakable container. All Egg Pawns, with the exception of the Egg Bazooka-wielding ones, will immediately fall into the void once they begin to move.
Debug Menu[]
A debug menu can be accessed using Action Replay codes. With the debug menu, a number of options can be enabled.
Stage Select[]
A stage select menu is enablable in this mode, allowing anyone to enter any stage playable, including stages normally unplayable by a certain team, such as Team Dark or Team Chaotix in Sea Gate. Using this menu, Team Chaotix can play an alternate version of Rail Canyon from the rest of the other teams. It is also possible to have Team Chaotix play the standard Rail Canyon stage they normally do not enter and have other teams play Team Chaotix's version of Rail Canyon.
2P stages can also be played. It should be noted though that the same team cannot be selected for both players. Otherwise, the game crashes.
The stage select menu also includes bosses and allows Metal Overlord to be played without first clearing the Metal Madness section. Lastly, using player 2's controller, the player can cycle between selecting a stage's mission to play Normal, Extra, or Super Hard Mode. This allows teams other than Team Sonic to play Super Hard Mode stages.
Prototypes[]
Alpha[]
General differences[]
- In the Alpha version of Sonic Heroes, there are several color schemes that differ from the final version. For Big, his belt buckle is black, and for Dr. Eggman in Robot Carnival, his goggles and eyes are white.
- Playable characters have no shadows, unlike the enemies.
- The Speed formation signal had one of Sonic's shoes for an icon instead of the word "SPEED". Similarly, the formation signals for Fly Types have a wing on them, which are replaced with the word "FLY" in the final version.
- In Special Stages though, Team Sonic appeared heavily shadowed for no reason.
- In the early Alpha version of the game, the Special Stages were far from finished, being graphically incomplete and only having the basic formations done.
- They also lack the water effect that surround them in the final version.
- The prototype of the game's Xbox version show that Sonic's Formation Leader icon had the GameCube's , hinting either an error or a placeholder icon.
- Team Rose's Flower Festival lacks the petals and flowers display.
Seaside Hill[]
- Several formation signals were removed from the final version.
- The enemies' health bars were without a speech bubble.
- The first part of Team Sonic's version of this stage is littered with Unbreakable Containers and several Dash Rings. In the final version, the Unbreakable Containers are replaced with Wooden Containers and the Dash Rings were removed.
- In the final game, Team Dark's final stretch to the Goal Ring is blocked and requires the usage of Dash Rings to pass over. In the early version of the game, this stretch of the stage is more similar to Team Sonic's version. Several platforms have also been altered from the early version on the game.
- Some images show Team Rose doing their victory pose at where Team Dark and Team Sonic finish their versions of the stage, despite Team Rose ending much earlier than that in the final version.
- The player could reach the outermost areas of Team Chaotix's version of Seaside Hill, like many of the other teams could. Their stage also originally included some sections from Team Dark's version.
Ocean palace[]
- In the early images for the game, Team Rose would begin Ocean Palace from the same starting point as Team Sonic.
Power Plant[]
- Some prototype images show the Power Plant with black clouds in the background. However, these clouds were corrected in other images. This is either due to alpha blending issues or texture processing
Rail Canyon[]
- When the track breaks apart near the end of the stage, Team Rose fights fight three Flappers, as opposed to the two Egg Pawns in the final game.
- Parts of Team Dark's stage where the player would have to use a fan were added to Team Rose's version. However, in the final version, Team Rose's stage ends before the player can reach it.
- Flappers are red instead of green.
- The second alternate route through this (image on right) section is missing.
Hang Castle[]
- The player originally had to find 181 keys, whereas the final version has them collecting ten Castle Keys in each mission. It is unknown if the object is still a "Key" or another item.
E3 version[]
A prototype version of Sonic Heroes, titled Sonic Heroes E3 version was shown to attendees of E3 2003. While it wasn't made playable at the event, a copy of the demo was recovered and made playable in 2016 by a team lead by ashthedragon at Sonic Retro. The build's date is 9 May 2003 and it only features two stages: "Easy" (Seaside Hill) and "Hard" (Rail Canyon).
GameCube Prototype 10.8[]
This prototype is the earliest build of the entire game, being from 8 October 2003.
General differences[]
- Bobsleds are not fully implemented in this version.
- Cutscenes feature awkward stripes at the bottom of the screen.
- Scoring is a lot stricter than in the final version, making achieving an A-Rank much more difficult.
- Some limbs for Shadow seem to be made from his parts in Sonic Adventure 2.
- The Triangle Dive seems to be faster than in the final version.
- Even when the language is set as Japanese, there are still some lines the characters say in English.
- The game may crash upon entering the "Soundtrack Select" on the real hardware.
- When the player goes out of range for the objects registered by the game and then re-enters said range, all the objects will re-spawn.
- Certain lines that were taken out of the final version are present, such as the explanation for using Big the Cat's umbrella.
- Super Hard Mode contains an almost blank Seaside Hill. Not even the Goal Ring is present, making completion impossible.
- Some Dash Panels are lower than in the final game. They almost look like part of the ground itself, rather than machines placed on the ground.
- Flowers look different, and their opening animation looks mechanical and unnatural.
- It is possible to use a Warp Flower as Charmy without needing to stand on the flower. This is done by hitting it from the side as it is opening.
- The tint for the rain effect when a Giant Frog is summoned is different.
- Shielded Egg Pawns get their shields suspended in the air when attacked by a Tornado Jump or a three Power Core-enhanced Homing Attack.
- Camerons can only be killed from certain angles by some of the Power Type characters, due to a bug.
- Robot Storm plays the "Faker" music from Sonic Adventure 2.
- After destroying each one of Egg Albatross's three parts, all of the playable characters will be sent into the sky for a short time before returning to the ground.
- The paths in Grand Metropolis and Power Plant do not work perfectly and will even slow the player down sometimes, rather than speeding them up.
- The Egg Emperor is harder while the Power Cores are easier to get, in some cases being placed right in front of the player's start position. Also, the Thunder Shoot does not stick to the Egg Emperor, and its animations are very short with it being very fast. The collision boxes for its attacks are noticeably larger.
- During the Metal Madness boss battle, the clouds enter the playing field. In the very last battle, there are not any clouds in the death animation at all.
- Metal Madness' voice is unfinished/unfiltered. The boss can also glitch if defeated by Chaos Inferno.
- During the Metal Overlord boss battle, the player starts with 100 Rings. This fight may or may not load, depending on game's settings. The characters also say a phrase that is only heard when an A Rank is achieved on the Egg Emperor in the final game.
Camera[]
- The camera does not function properly in some spots, as it tends to get slightly locked up and the angle becomes awkward.
- The camera angles are slightly different, being closer to the characters, almost as if the no pre-scripted camera was present.
Menu/Data[]
- The default language is Japanese. However, the player can select English and others languages from the game menu.
- The Menu navigation is pretty strange. For most menus, it is a one-way, linear navigation, unlike the free-form navigation implemented in the final game. Also, the player can only navigate up and down, despite there being options to move left and right.
- On the team select screen, the characters are in completely neutral stances with blank expressions.
- The stages and bosses are separated.
- Finishing a stage in Challenge Mode brings the player back to the start-up sequence, making it impossible to access the Special Stages. Therefore, Metal Madness and Metal Overlord are impossible to access in this build.
- Emblems have a unfinished and unpolished look to them, and they are collected in "Special Stages".
- The timer is significantly larger than in the final game
- The amount of points gained from some actions is significantly larger than in the final game.
- Most stage layouts are quite different, though "Emerald Challenges" seem unchanged.
- It displays glitching and unfinished save/load slots.
- The names of the videos are already visible, this changed to them being called "???" if the video was not unlocked.
- The audio menu is partially in English and fully unlocked. However, the tunes do not work.
Team Rose[]
- Power Plant is much longer and ends at the bottom of the energy storage tank with a key behind the Goal Ring.
- Ocean Palace starts off where Team Sonic and Team Dark normally begin.
- The Team Blast for this team is slightly different. It is shorter, the animation is slightly different, and it sounds somewhat off compared to the final version.
- There are several layout changes in their stages.
Team Chaotix[]
- In Lost Jungle, there are only fifteen Chao, as opposed to the final twenty, even though the objective list states there are twenty. The counter also says "x/15".
- The designers had not yet closed off the natural ending for Team Chaotix in Lost Jungle, allowing the team to get to Team Sonic and Team Dark's ending areas, but with a Back Ring instead of the regular Goal Ring.
- In Seaside Hill, the layout is quite different and the hermit crabs are in different locations. The player also cannot complete the Extra Mission, as there are only nineteen total crabs. There is also an end to Seaside Hill based on Team Sonic's path if the player passes the last Warp Flower.
- In Ocean Palace, there are no Warp Flowers, allowing the player to enter the turtle section. There are a lot of enemies, albeit they only come in two types. Also, some objects are missing.
- In Grand Metropolis, the final Warp Flower acts as a Back Ring, and there are only 84 enemies, not 85.
- In Bullet Station, the cannon does not work, but if the player dies the capsules reset, allowing the player to finish the stage anyways.
- Chaotix Recital is longer compared to the final PAL/NTSC-U release, though it matches the final NTSC-J version.
Mario Kart: Double Dash!! Bonus Disc[]
As a reward for pre-ordering Mario Kart: Double Dash!!, customers received a Bonus Disc containing demos and videos of various upcoming games. One of these demos was Sonic Heroes, which contained some differences from the final version.
GameCube Prototype 11.18[]
This prototype was most likely sent out to be reviewed before the public release. It is from 18 November 2003.
- The debug menu is accessible by pressing + .
- The title screen looks similar to that of the E3 Demo.
- All of the music and CGI cutscenes are unlocked from the beginning.
- Some of the background music has been changed, such as Mystic Mansion missing a guitar. Some of the Versus mode tracks are still WIP tracks.
- The Blue Tornado and Black Tornado cannot be canceled.
- In Team Chaotix's Seaside Hill, the platform with the block and Spring in the first Cannon area has not been removed yet. The player can see it in Team Sonic's Seaside Hill.
GameCube NPDP Prototypes[]
- Textures on some levels, like the 2P Frog Forest, are different from the final game.
- The debug menus for editing levels were accessed by pressing these buttons below:
// Camera Debug B + A = Show Camera Debug HUD B + Y = Toggle Camera Mode B + X = Show Camera Render Regions // Pause Menus PAUSE & Check Settings (Bottom Right) // SnapShot Mode 2P SELECT (While Paused) = "Snapshot Mode" 2P LR = Up/Down 2P START + Stick = Rotate 2P START + LR = Zoom // SET EDITOR A + SELECT = ENABLE START + RSTICK = Rotate START + L/R = Zoom START + X = Change "Ring Type" START + Y = Change Speed START + B = Place Item START + A = Delete Object and go to last B + DPAD = Change Light Gate Y + DPAD = Change Object A + X = Exit A + B = Drop to Floor A + Y = Change Layout File // Debug Movement SELECT = ENABLE SELECT + Stick = Up/Down A = Release // Camera Editor SELECT + Y = ENABLE L/R = Lower/Raise B + Y = Reset 0,0,0 A + B = Switch Cam Speed START + B = Place Item START + A = Delete Object and go to last // Memory & Profiling Y + L = Switch Menu
Vs. Battle screen[]
An in-store build (similar to the retail, but not the kiosk builds that were also playable) that was playable in Walmart had the file selection screen (normally accessed from the title screen) replaced with a Battle screen. Selecting either side however, navigates to the main menu as normal.
Prototype music[]
Early revisions of the songs in Sonic Heroes popped up on the internet before the game was released:
- Early version of "Sonic Heroes".
- Early version of "What I'm Made of...".
Team ForEDIT[]
Team ForEDIT is a leftover group that is inaccessible without access to the debug menu[1] in Sonic Heroes. It was discovered through hacking on the PC version of the game.
During the development of Sonic Heroes, the team was originally used to edit/test levels when creating levels for each team. Aside from debugging, the team involves members from the Chaotix, except that Big the Cat is in place of Vector. The stage layouts are from Team Sonic, outside of Super Hard Mode, in which Espio cannot perform the Light Dash. The characters are voiceless aside from Hint Rings and their collisions.
A few side effects are present when playing this team on stage cutscenes, boss cutscenes, 2 Player races, and "Emerald Challenges". This includes lots of crashing. The first Rival boss can properly be loaded, albeit Team Sonic will be fought with Team Dark's name and icons loaded. The mission text does not appear on the level loading screen in single player mode and using the Team Blast results in a black background with Espio and Charmy playing the instruments and Big dancing. Also, there is no way to escape from the Team Blast, requiring the player to restart or quit the stage to get out of it.
Notes[]
- ↑ The full transcript is actually "Try coming back in about a million years, then you might have a chance!" but the line gets cut off at "years".
- ↑ 2.0 2.1 2.2 Flower Festival explains only Invincibility and doesn't explain anything about the Power Cores. Along with that, the Invincibility lasts like the normal Invincibility time in the final game. However, according to these clips, the Invincibility would've had a time limit, having the power up only until the gauge is empty.