Sonic Heroes E3 version is a demo of Sonic Heroes that was playable at E3 2003.[1] The build date of the demo is May 9th, 2003, which is almost eight months before the game's full release in Japan, and it is only 20% complete.[2]
A copy of the Nintendo GameCube version was recovered in 2014 and released on Apr. 6th, 2016. An Xbox version was also recovered, however it's unknown when this version was released.
Overview[]
Upon pressing start, the game allows the player to choose either Easy (Seaside Hill) or Hard (Rail Canyon). Upon clicking either on of them, they will then spawn in with Team Sonic. There is then a timer on the top left of screen for ten minutes to get to the goal before time is up. If the player either beats the level or idle for nearly 30 seconds (automatically quitting the game), the game will display a splash screen showing the game is coming soon.
Differences[]
General[]
- There is no score counter on the top left of the screen, which is shown to be a completely space.
- Sonic and Shadow's tornadoes have slower animations and the trails extend when Tornado Jump is used on an enemy.
- The tornado used for Leaf Swirl and Tornado Hammer are blue colored and were left unused, as Team Sonic is the only playable team for this build. However, there are codes that can implement the other teams into this demo.
- Team Blast and Power Cores do not exist in this version of the game.
- Checkpoints give the player Power Sneakers (Sonic), 20 Rings (Tails, or a Shield (Knuckles) when passing through one.
- There is extra animations for the Egg Pawns' feet, which is not present in the final game.
- If a player touches any Hint Ring, a blue bar boarder of text will appear explaining the player on how to play. This was used since no voice chatter existed at the time.
- The floating Item Boxes are smaller in the demo compared to the ones used in the final game.
- The bobsleds in this game have no timer on the bottom right of the screen.
- Upon ending any level, where the victory animation plays out, the camera pans diagonally at characters before fading and ending the game.
Seaside Hill[]
- At the beginning of the level, there is a flight formation change gate along with three dash rings in the E3 version. In the final game, these were replaced with a row of rings and a spring.
- After the first loop of the level, the final game adds two platforms.
- After the first loop, there is no Spring or 1-Up.
- At the three rocks, the triple spring is in a 45 degree angle.
- Just next to the slope, there are three rainbow rings leading to the top path along with wooden and steel crates to the side of it. In the final game, these were replaced with a small platform with a dash ring leading to that path.
- At the second power formation change gate, there there two boulders in the E3 version. In the final game, it was changed to only one. Breaking them both in the E3 version reveals that the triple spring, which is placed behind the left boulder.
- There is an Egg Pawn in replacement for the caged key. This is possibly because the special stages were not implemented during the time.
- For that Egg Pawn, it was possibly moved to the top where the other three are as the fourth one was not present with the others in the E3 version.
- At the second checkpoint, the final game adds a single Dash Panel before heading to the loop.
- At the first cannon, the final game adds two platforms.
- Using the Speed Formation route of the cannon, the positions of the Flappers are different between the two.
- In the final game, there are three Flappers, where the E3 version shows there's only two.
- The floating item box in the E3 version contains a ten ring item box.
- Underneath the Flappers and floating item box, the E3 version had five rings under them. These were removed in the final game.
- At the first bobsled, there is a checkpoint in the E3 version, which was removed in the final game.
- At the end of the first bobsled, the E3 version has a platform giving the player a five ring item box. In the final, the platforms become straight and the item box was removed replacing it with a Cannon Flapper.
- There is no set of rainbow rings after the first bobsled in the E3 version.
- The checkpoint just after the first bobsled was at the top area of the level in the E3 version, which moved to the bottom in the final game.
- After the third checkpoint, the springs that lead to the higher area was changed between the E3 version and the final
- The rings were in a position for the player to switch to the power formation in the E3 version where the final is just a straight of two rows of rings.
- There are two fly formation signs in the E3 version, with the one on the left was removed in the final game.
- In the E3 version, there are three Flappers. In the final game, there are two Egg Pawns.
- Before the beach area, there are two small platforms that lead the player to the lower route added in the final game.
- In the top route of the beach area, the siding is extended in the E3 version. The final game removes this.
- Just right next to it, a singular Dash Panel was placed on the left side of the path in the E3 version. In the final game, it was moved to the middle.
- In the other bottom half of the beach area, there are several objects missing in the E3 version.
- Three platforms near the wall.
- A ring item box.
- There is no huge platform behind the palm trees.
- There is only one Egg Pawn in the E3 version.
- After the fourth checkpoint, In the E3 version of the game, there are four fly formation signs. in the final game, there are only two.
- After reaching to the top pathway, just before the third loop of the level, there are three dash panels in the E3 version. In the final game, there are only two.
- At the third loop, just after the power formation change gate, there are three straight rows of rings in E3 version. In the final game, it became two connected rows.
- Upon the player destroying the last two rocks to enter the palace area, there is no dash panel in the E3 version.
- There are two boulders behind the second cannon in the E3 version of the game. In the final, there is only one.
- At the second bobsled section, there is a row of rings placed to the left side in the E3 version. In the final game, they are in the middle.
- At the second bobsled section, just after the two floating item boxes, there are three ring capsules in the E3 version. In the final, there are only two.
- Just before the end of the second bobsled section, after destroying a set of boulders, there is a 1-Up in the E3 version. This was removed in the final game.
- At the second last loop, the final game adds a row of rings in the middle at the start.
- After the last Speed Formation change gate, there are five Egg Pawns that show. Though they are seen between the E3 version and final game, their positions were changed.
- Upon exiting to the top area of the whale (at the end of the level), there are three springs at the top. In the E3 version of the game, they are just a straight line. In the final game, they are placed in somewhat of a triangle.
- At the end of the level, there are several changes here.
- There is no giant platform and floating item box within the E3 version of the game and were both later added into the final game.
- There are two boulders in the E3 version, where in the final game it has four.
- An Egg Pawn was added in the middle of the other four in the final game.
- There are four rows of ring in the E3 version. In the final game, there are two.
- There are two boulders just after the Egg Pawns. These are moved in the final game.
Rail Canyon[]
- The sky and geometry are completely different, as this demo only contains the rail collision on the bottom of the concrete train properties.
- The player spawns at the very beginning of the stage, which are only meant for Team Dark and Team Chaotix.
- Upon touching the springs before the first checkpoint, a floating item box contains a shield in the E3 Version of the game. This was removed from the final game.
- After the first set of color rails, there was a key placed on the left side in the final game. In the E3 version, it was originally a barrel. This was changed since the Bonus Stages were not implemented during that time.
- The pulleys do not light up in the E3 version.
- When using poles, their sound effects were changed between the two.
- At the top of the second pole, there is a Flapper in the E3 version. It was replaced with a Laser Flapper in the final.
- At the third checkpoint, the E3 version has only a single Cannon Flapper closing the cage. In the final, there are two Cannon Flappers and one Bomb Flapper.
- Just before the fourth checkpoint, the train that is placed before that shows it on fire in the final game. This is not present in the E3 version.
- The Egg Pawn at the fan has no shield.
- After reaching the top from the fan current, a floating item box exists. This was removed in the final game.
- At the Goal Ring, there are two Rhinoliners placed on the left and right rails from the middle. In the E3 version, they remain absent.
Music[]
In the game's files, there are a total of three tracks within this build.
Clip (E3) | Clip (final) | Stage | Description |
---|---|---|---|
Seaside Hill | The track is missing most of the drums and the guitar is mixed slightly different. | ||
Rail Canyon | This track has different drums compared to the final game. | ||
Sea Gate | A ditto of Seaside Hill. The filename for this level is given the name "STG02" which suggests that it was going to be used for Ocean Palace in this demo at one point of development (as shown of its half completion of the level placements) |
Voice clips[]
Though no changes, these voice clips would all be replaced in the final game.
Clip | Character | Description |
---|---|---|
Sonic | ||
Used for when using Rocket Accel. | ||
Used for when getting hit by an enemy with zero rings on hand. | ||
Tails | ||
Could've been used for when flying. | ||
An earlier attack sound of the Thunder Shoot. | ||
Used for when the flight meter is empty. | ||
Used for when getting hit by an enemy with zero rings on hand. | ||
Knuckles | Used for when getting hit by an enemy with zero rings on hand. |
Unused content[]
Unused graphics[]
Image | Description |
---|---|
An unused version of the Sonic Team logo. | |
An early logo for the game. The kanji (ไปฎ) translates to "temporary" in Japanese. | |
Sonic X logo. It is possible that this was going to be used for advertising purposes. | |
2D artwork of Sonic, Tails, and Knuckles from Sonic Adventure 2. | |
An unused copyright text | |
Concept art of Ocean Palace. According to the file names of this and other graphics, they are all named title0325_0##.png. There are also pictures with the Sonic Heroes logo and copyright text which suggests that they were all intended to be used in an extremely early title screen of the game. |
Unused Teams[]
Despite Team Sonic being the only playable characters for the build, Team Dark, Team Rose, and Team Chaotix are present in this build, but they remain somewhat incomplete.
- All characters are completely silent as none of their voice clips are present in this build.
- None of the characters have any proper trick animation, instead defaulting to their running pose when passing through a Rainbow Ring.
- Amy has a significantly lower maximum speed than the final game possibly due to a programming error as her other team members move with speeds comparable to the final game.
- Using Big's fishing rod will crash the game as it's files are not present in this build.
Unused stages[]
In the game's files, there are levels of Ocean Palace, Egg Hawk, Grand Metropolis, Power Plant, Casino Park, Bingo Highway, Bullet Station, Frog Forest, Egg Fleet, and a Test Level that exist within the build. However, only Ocean Palace, Egg Hawk, and Bullet Station can be loaded in as the code it has for it crashes the game. Thankfully, some of them can be salvaged to be playable on the Gamecube 10.8 prototype.
Test stage[]
Though this level can still be played in the actual game, there are modifications that must be done in order to get it playable. Once loaded, the player would then spawn away from the playing area around a black void where reaching it can only be possible via cheats.
There are also objects that didn't exist in the E3 Demo, such as a smaller slab, a fan (though it does appear in Ocean Palace when hacking the game's files to load the level), a cage, an early version of the pulley, a small pole, a power gong, a target switch, a switch, a pull/push switch, and even an unused balcony-like platform.
There are also enemies that are not found within this game too. These include the Klagen, Falco, Cameron (which is in its shell at all times) and the Egg Hammer (with some unfinished collision around it). Both the Cameron and Egg Hammer cannot be defeated, not even if the player switches to a power formation character.
Ocean Palace[]
This is only unplayable level with the most complete level layout to be playable up to an extent.
- On the sides of the pathway, there are Whale Tail-like statues that the players runs past in the final game. These did not exist in the E3 Demo.
- The water effects that appear throughout parts of the level are not present.
- There are no plants anywhere throughout the level.
- There is no rainbow in the E3 Demo.
- There are no palmtrees, aside from the beginning, placed in the E3 Demo.
- At the staircase before the turtles, there is a structure placed in the final game. This remains absent in the E3 Demo.
- The turtles have no feet in the E3 Demo.
- Two pillars just before the last breakable door are not present in the E3 Demo.
- There is no sun above the player's head for a glare effect.
- The only objects that are placed in this demo are one set of dash panels, four sets of jump panels, one triple spring, three doors, five Egg Pawns, two Fly formation signs, one checkpoint, one Speed transformation gate, and six fans up to the turtles. Beyond there, it is unplayable without using hacks as there is no objects placed throughout the area and reaching each turtle is almost possible to make. Even if the player does manage to make it to the last turtle, the next area ahead is too far away from the player's reach.
- If one were to make their way to the other half of the level, there will be no object placement until the last area where the Kao would originally be placed. All there is are two springs, two dash rings, three sets of dash panels, two sets of dash panels, and a Goal Ring (touching will send the characters, and the camera following behind, back to the beginning of the level to their victory animation).
Egg Hawk[]
During the Egg Hawk boss battle, the Rings and breakable tower objects have not been placed. Also, whenever a shrinking Sonic head transition occurs, the game will crash.
Grand Metropolis[]
During the stage's development, there were many changes altered between the demo and final build.
- Some level decorations, such as billboards can be glitchy and could flicker in and out.
- Some of the energy roads in the level do not appear at all possibly due to the stage still being in early development. However, the player can still continue by balancing on the pipes to the sides allowing them to progress further in the level.
- Upon reaching the first Cameron enemy, there is an unused area that was removed from the final game, this being a hexagon platform leaded by an energy road connected to it.
- The doors in the level do not have switches, possibly since they haven't been implemented yet.
- Upon going though the window, the Goal Ring is spawned in and no bridge appears to exist yet. It is possible to get over the bottomless pit with a well timed Rocket Accel followed by a Tornado Jump.
- The bottom area after going past the bridge has two fence lines from side to side.
- After reaching to the next area after the bridge, where a big door would be placed in the final game for the player to continue on, the layout was different in the original version of the level.
- The energy roads lead the player to a fenced flooring, where two Egg Pawns and a Cameron are located.
- A platform that player can reach to via using a flying character, located on the left side where the two Egg Pawns and a Cameron are located.
- As the player continues, there remains a flashing sided road that never goes used in the final game. Around that, there is a single Cameron and two Cannon Flapper enemies in the door corridors.
- Upon using a well timed Rocket Accel, the player can reach to the two Egg Flappers hovering in the air. Below are two more enemies with a pole floating in the air. At the end of that, there is yet another Goal Ring. From there, more platforms exist past that but cannot be continued further without cheats.
- Upon making it to one of the energy roads, leading the player upwards, two Egg Pawns and a Cameron can be defeated to open a cage for a switch that activates a pole. Using it will lead the player upwards to what appears to be a dead end. However, using cheats, the player can still continue on.
- Upon before the player reaches the railing section, there is a pole that the player can use to continue the level further and make their way onto the pathway above.
- Upon reaching the end of the railing section, one of the rails itself has it's collision bugged and thus the player can have the character grind in the air.
- At the end of the railing section, a pole is seen floating in the air. Using it will result in the player falling as they will miss either the first or second spring due to it's height.
- Upon exiting the room through a hole, the next area drops the player at a Cameron enemy with the rest of the level itself being entirely broken with rails (along with a single dash panel) placed all over the area.
- Upon making it to a platform with a energy road seen in the distance, the level remains the same as the final. However, the player cannot continue the level without cheats due to the rest of the level being empty aside energy roads.
- While the energy roads can still be used, they do not remain functional like in the final game.
- Rails are seen this area, however they do not function and such can be walked on through.
- Upon reaching to the bridge where a tumble of vehicles come down, the platform does not appear and only pulleys for it on the side exist. However, there is collision for it that the player can run on.
- While the Goal Ring does not exist at the end of the level, it's properties still remain as touching the area of where it would be placed in the final game will enunciate the results screen.
Casino Park[]
The stage is empty and all that remains of it is a camera layout.
Bullet Station[]
Upon loading the level, the player will spawn on top of an invisible rail and will be going through some rail carts with no collision accosted to it. The background is also different too as the final game has a purple-orange sky. In the E3 Demo, the sky is more dusty-like.
Egg Fleet[]
A full draft of the level with a rough geometry, where it only contains textures for skybox and a striped pattern. This stage crashes when advancing past a certain point due to a broken ".bsp" file. While the collision is complete for the full stage, there are some slightly misaligned areas on the geometry.
Unused text[]
Text files for an option to toggle Progressive Mode on and off can be found in the game's files. There is no way to turn it on as there is no actual function for it for the game itself.
- "Changing to progressive mode."
- "Use progressive mode."
- "Not Use progressive mode."
- "You selected progressive mode."
- "You didn't select progressive mode. "
Unused textures[]
Two texture icons for Omega and Big exist in the game's files. Though these graphics go unused as neither character in playable in the build, they were later changed in the other builds of the game after this one.
Image | Description | |
---|---|---|
E3 version | Final | |
Omega's icon is slightly bigger in the E3 version compared to its final counterpart. | ||
Big's ears in the E3 version are cut off, compared to its final counterpart. |
Unused animation[]
Vector has an animation of gliding when using his bubble gum. Although still in early development, despite not being playable in the demo in the first place, the code for it is still in the game's files. When used, Vector will play the animation as normal (despite the bubble gum not present in the game yet), Espio and Charmy are still buggy when used.
Gallery[]
Screenshots[]
Gallery |
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References[]
- โ Teddman (June 3, 2003). Sega at E3. The Next Level.
- โ Bramwell, Tom (May 15, 2003). E3 2003: Sonic Heroes. Eurogamer.
External Links[]
- Sonic Heroes E3 version on The Cutting Room Floor