Sonic Unleashed (Xbox 360)
Also known as: Sonic World Adventure (JP)
This game has a prototype article
|This page sucks.|
If you could make it suck less, that would be awesome.
Specifically: i'm honestly quite surprised nobody has done much here yet... anyway the files are compressed depending on what version you have so decompress with these scripts: 360 PS3 (you'll need QuickBMS), then use the existing Generations PC tools.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Notes: stuff i remember includes:
Sonic Unleashed almost seems to have made Sonic the Werehog games fun, but they added a hedgehog.
E3 Title Leftovers
TitleE3.ar.00 is a leftover from the E3 demo for Sonic Unleashed. Most of the files are duplicates of files which are used elsewhere, but it contains two images not seen anywhere else.
Likely used as the background. It depicts Windmill Isle, Rooftop Run, and Dragon Road. These were likely the stages playable at E3.
Used for selecting menu options. There's a strangely large number of settings on here, as well as a "Continue" option. Not something you'd expect at an E3 demo... some of this was probably unused there, too. The only other thing of note here is the font used, Rodin. It's seen use in other Sonic games but is completely absent in Unleashed (well, this version, anyway).
I know the PS3 version has these too, except for a Dualshock 3 obviously. Grab those and also check to see if MainMenu.ar.00 is any different in that version
In the "Loading" folder on the root of the disc, there are two control tutorial images which seem to be for an event like E3. Oddly, the Werehog's omits the labels for the camera and the "Unleash" move, and Sonic's only labels moves in his base moveset.
Early Main Menu
MainMenu.ar.00 contains files pertaining to an early main menu of sorts. It's possible this was also used at E3, but there is no direct evidence of this.
Control tutorials similar to those in the "Loading" folder, likely based on them. These are against a brighter background and use images of a real 360 controller, but are otherwise pretty much the same, missing controls and all.
Japanese versions of the above. The differences aren't just in terms of language, either: this version goes back to the vector art of the controller, only this time it's not strangely fading out the right controller handle.
Earlier versions of the same controller tutorial. There's a lot more to unpack here:
- The button assignments are mostly the same, but the Werehog's finally labels the right stick for camera control! It sacrifices the triggers for running, though.
- The Werehog render is very crude, containing a model which appears to be unfinished and better matches some of the prerelease images for this game (earlier versions used a model closer to that of the Wii Version). Sonic's is a render from Sonic and the Secret Rings.
- The "NOW LOADING" text at the bottom is using the style which the game normally reserves for larger text, being closer together and further italicised. The above versions use text that more closely matches how smaller text looks in the final game.
- The Sonic World Adventure logo in the top-right corner is an earlier one that most closely matches the style of the Sonic Adventure 2 Chao Garden.
Finally, the actual UI elements themselves. ui_mm_parts1 strangely has (early) PlayStation button icons, even though this is the 360 version...
In addition to this, system.csb and now_loading.dds are also present - the former being a copy of the same file from Sonic the Hedgehog (2006) and the latter being a 1280x720 black rectangle.
Early Spagonia Hub Preview
Also present in the "Loading" folder is an early version of the hubworld preview for Spagonia. It is mostly the same, but the icons were changed completely between versions, and the early version's screenshot of the university is closer to the top than in the final due to an icon of Pickle in the way. The relevant icon was moved downward in the final image.
A folder called "reddog" is present on the root of the disc, which contains leftover icons for the debugger used in this game's development. These icons would find their way into Sonic Generations, implying the same debugger was used in that game as well.
These sections of levels were abandoned by changes in the level design, but can still be found via glitching. Strangely, they were later used in modified forms in the Adventure Pack DLCs.
Rewrite these sections and add screenshots. Right now, they're straight from Sonic Retro
Jungle Joyride Act 1 Night
A closed door is present in the room at the end of Jungle Joyride 1 Night. Clipping through using glitches reveals an empty chamber. If the room is accessed from the ghost mission, the door will be open, and the room will contain objects. There is a tree which can be knocked down and used as a bridge, floating platforms, and switches that raise the water level. These switches are mostly functional (the kill plane and platforms rise), but the actual water graphics remain in place. This area was eventually used, with some changes, for the DLC Act 3.
Arid Sands Act 1 Night
After the Goal Ring in Arid Sands' main Night stage, there is a sealed door. By jumping onto it from a well-positioned water barrel and using the uppercut, followed by the midair Y-Y-A combo, you can fall into an unused canyon area. It's empty, but you can open the sealed door from the other side. Bring water barrels to the bottom of the chasm, stack them, and do an uppercut-grab to go on. There is a huge chunk of level which is empty. Go on through it. There are, among other things, two pillars you can knock down, which don't appear elsewhere. Eventually, you will reach a pit, which is uncrossable without objects to bridge the gap. Beyond it is a fairly large stretch of level, leading up to the Gaia Temple. This area was eventually used, with some changes, for the DLC Act 3.
The filenames for many of the game's regions differ from the names used in the game itself. Some of them are actually named after real-world locations.
- Adabat - SouthEastAsia, Sea
- Apotos - Mykonos
- Chun-nan - China
- Eggmanland - EggManBase
- Empire City - NYCity
- Holoska - Snow
- Mazuri - Africa
- Shamar - Petra
- Spagonia - EuropeanCity, RedRoofs