They have no collision, implying they were either misplaced or hidden on purpose.Ĭlassic Sonic has some unused animations carried over from Sonic Generations and were unused there as well, implying that his model in this game was simply converted to the new formats rather than being rebuilt from scratch.Īlso leftover from Sonic Generations are Goal Post animations for Dr. There are some unused terrain models underneath part of Mortar Canyon which seem to serve no purpose. Interestingly, the textures are taken from Sonic Lost World, the model doesn't cast shadows, and the skeleton is different from the Zavok model stored in BossQueenBeeton.pac (which is used in the final game), suggesting that this is a leftover from said game. Stored within BossBigZavok.pac is an unused character model for Zavok. This is likely just a leftover from that game. Similar to Modern Sonic's Wall Jump, hacking Classic Sonic into Modern Sonic/Avatar levels reveals that he can use rails properly (even though they never appear in his levels) and rolls on them like he does in Sonic Generations. Likewise, Sonic can also use Shadow's unique Homing Attack chain if he is hacked into the Episode Shadow stages. While the Wall Jump is only used by the Avatar in Imperial Tower, hacking Sonic into the stage reveals that he can actually use it as well, even though there are no places where he would normally be able to. Most of these maps have collision, although it's never anything more than a flat plane or box. Eggman Empire Fortress as seen in Classic Sonic's final scene.Green Hill (which appears to be cut down from Guardian Rock's crab fight).An unused version of Zavok's pre-fight scene map (which itself is cut down from Zavok's fight arena).The Resistance base (which is actually seen in an in-game cutscene at the end of the game, but uses a different model that includes the intended computer display seen in all other representations of the area).Sunset Heights (though this is merely an edited-down version of the level geometry).Eggman's base as seen in the beginning.
SONIC RIDERS PC CONTROLLER DRIFT FIX PC
The PC version contains leftover maps used for the game's cutscenes, some of which are prerendered in the same fashion as Sonic Colors' cutscenes, in addition to variants of these maps that appear to be unused entirely. Stored within vr_stage.pac is a leftover splash screen from a very confidential VR demo.
![sonic riders pc controller drift fix sonic riders pc controller drift fix](https://cdn.mos.cms.futurecdn.net/e59777162a039d8ba2448a73a5ca3c01-320-80.jpg)
The camera and object placement is identical to some of the early Sunset Heights layouts, although the presence of only Modern Sonic suggests this may be from after it and Park Avenue were split.The bridge is undamaged and seems to be using a placeholder texture.Most of the smaller background and foreground details present in the final are either positioned differently or entirely nonexistent.Several of the buildings around the road are different.The lighting is much brighter than the final.Several UI and HUD-related archives contain a screenshot depicting an early version of Sunset Heights with a bevy of differences:
![sonic riders pc controller drift fix sonic riders pc controller drift fix](https://i.pinimg.com/originals/69/58/bc/6958bcc6a3ef7e7bebef5510db756027.jpg)
Found in ui_weaponselect_en.pac.Īn early version of the "new item" notification graphic along with some other seemingly UI-related stuff. Some sort of faded-paper graphic, similar in style to the VR demo splash screen mentioned below. A placeholder picture for theater previews, featuring Sonic about to get smashed in the face by rubble from the game's reveal trailer.