Sonic Heroes Console Differences
#1
Posted 16 November 2014 - 09:49 PM
I've grew up with the Gamecube version of Sonic Heroes, and I know that it was also released on the Xbox and Playstation 2. Are there any differences? If so, please tell me, I would like to know.
#2
Posted 16 November 2014 - 10:02 PM
TCRF has a list of various glitches, including some version-specific glitches: http://tcrf.net/Sonic_Heroes
Some that aren't listed:
Some that aren't listed:
- File Select screen: GameCube version has no music. Xbox and Windows versions have music here.
- Team Select: Team Sonic's intro lines (and possibly others) are cut off on the Xbox and Windows versions. They're not cut off on the GameCube version.
This post has been edited by GerbilSoft: 16 November 2014 - 10:03 PM
#3
Posted 17 November 2014 - 06:41 AM
This is from memory, but I know for sure that the PS2 version ran like shit. Lower framerate, blurrier textures, that sort of thing. I played a demo of it after owning the GCN version, very obvious difference.
I also played a demo on the Xbox. I think the only difference I noticed was an extra special effect in the background when I did a Team Blast?
I also played a demo on the Xbox. I think the only difference I noticed was an extra special effect in the background when I did a Team Blast?
#5
Posted 17 November 2014 - 12:21 PM
All I know is the PS2 version sucks ass and you should avoid it. The PS2 was a much weaker console than the Gamecube and Xbox and Sega didn't optimize the game. Perhaps they were still bitter from when the PS2 helped kill the Dreamcast?
I wonder if Sonic Heroes will ever get a Steam release?
I wonder if Sonic Heroes will ever get a Steam release?
This post has been edited by IndyTheGreat: 17 November 2014 - 12:22 PM
#8
Posted 17 November 2014 - 05:23 PM
I actually own the Xbox version! Only differences I've noticed between it and GameCube (from gameplay videos) however, is that the Xbox version has slightly different loading and saving screens, and it's strangely also missing some SFX in Casino Park/Bingo Highway. Gameplay-wise it seems identical to the GameCube version, though there's probably some version-exclusive bugs I don't know about.
I haven't seen the layout for the Xbox demo, but in the final game, the layouts are the same compared to the other final releases.
EDIT: OK, @ Morph: just looked at your old thread and checked the Options menu - there's no language setting in-game for the Xbox version either, in case you were still wondering.
I haven't seen the layout for the Xbox demo, but in the final game, the layouts are the same compared to the other final releases.
EDIT: OK, @ Morph: just looked at your old thread and checked the Options menu - there's no language setting in-game for the Xbox version either, in case you were still wondering.
This post has been edited by SuperSonicRider: 17 November 2014 - 06:11 PM
#9
Posted 17 November 2014 - 06:13 PM
In the Gamecube version of Mystic Mansion at the last section (with the colours representing team abilities) the background was animated in high res multiple layers; it had low res textures that were animated in a much less complex manner on the PS2. I remember it being incredibly noticeable.
#10
Posted 17 November 2014 - 06:30 PM
DigitalDuck, on 17 November 2014 - 07:47 AM, said:
I had the Xbox demo, and I'm sure the the demo was for Sea Gate, rather than Seaside Hill. Seaside Hill is identical for all versions in both the final and the demo IIRC. I had the game on PS2, then got it when I upgraded to GameCube too. Played the Xbox version round a friends too and did look out for differences at the time.
That also makes sense as the game was built for the GameCube, then ported to Xbox and PS2 - it uses the RenderWare engine so it can accomplish this easily.
This post has been edited by SpeedStarTMQ: 17 November 2014 - 06:36 PM
#11
Posted 17 November 2014 - 08:33 PM
SpeedStarTMQ, on 17 November 2014 - 06:30 PM, said:
I had the Xbox demo, and I'm sure the the demo was for Sea Gate, rather than Seaside Hill. Seaside Hill is identical for all versions in both the final and the demo IIRC. I had the game on PS2, then got it when I upgraded to GameCube too. Played the Xbox version round a friends too and did look out for differences at the time.
(of course, there's probably more than one demo)
EDIT: Disregard everything I wrote. It's the same as the final.
Turns out I wasn't misremembering the demo, I was misremembering the released version. Wow.
This post has been edited by DigitalDuck: 17 November 2014 - 08:48 PM
#12
Posted 17 November 2014 - 10:00 PM
This might help, though it's more for speedrunners than common folk.
#13
Posted 17 November 2014 - 11:28 PM
The Gamecube version only one voice-over language option, presumably due to disk space. I remember being sorely disappointed back at release when I couldn't change the English to Japanese (we all have/had the phase, shut up), but my friend who rented the PS2 version could. I have three of the four versions now (well, five versions if you count the PS3 download in Europe; is it just as bad as the PS2 version?), all but XBOX, and I've played through each. I couldn't tell you any major differences though aside from the fact the PS2 version is undoubtedly the worst, and I still prefer the GCN version to the PC version due to convenience. Heroes PC also stretched to fit my screen, which I wasn't a fan of. I don't remember being able to fix that, and my search for a widescreen mod, or the means to do it myself, turned up empty. It's been a while though, so maybe I'd have more luck now.
#14
Posted 18 November 2014 - 12:01 AM
The demo of Seaside Hill that came with Mario Kart: Double Dash!! definitely had some differences compared to the final, though.
#15
Posted 20 November 2014 - 06:55 AM
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As a PAL Gamecube owner who always switches to 60hz when prompted, does this mean I've been playing the game 20% faster than regular NTSC players?
Am I hardcore now?
So I guess I should be playing in 50hz to match the speed of the NTSC/NTSC-J releases?
(I've heard of PAL releases being slower, but never the opposite
This is quite a new twist for me. I wonder if Shadow the Hedgehog has the same effect running at PAL60?
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I remember being sorely disappointed back at release when I couldn't change the English to Japanese (we all have/had the phase, shut up)
We've all been there man. In fact, considering the dialogue in Heroes is so constant and with it's quiet moments few and far between (glad to see Sonic Boom has adopted this wonderful habit), I think being able to change the Voices would've been a nice alternative to the Mute Button.
This post has been edited by Sir_mihael: 20 November 2014 - 07:03 AM

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