'Sonic Heroes Prototype 10.8' for the Nintendo GameCube was first released by a Sonic Retro member and Hidden Palace owner drx during the February 23rd, 2008 proto release . Of the two Sonic Heroes prototypes released by drx on the date, this is the earliest of them and most different. This is the earliest full game prototype available, and most likely one of the few of the first ones after the game's level completion. This prototype, as the name says is dated 8th of October 2003.

Sonic Heroes Prototype (10.8 - Beta)

Sonic Heroes Prototype (10.8 - Beta).avi


The camera isn't fully functional in a few minor places and likes to slightly lock in some when the character makes collision to certain walls, such as the tunnel before the cannon room in Seaside Hill. This doesn't occur everywhere, but it is occasionally noticeable as the angle becomes awkward. In some places the camera is a tad different too, being closer to the character almost if no pre-scripted camera was present. Holding L&R unlocks the camera, in almost any situation, even if a pre-scripted one is present.


Note: Don't save over any of the slots (take your Memory Card out). This can corrupt your data for that slot as the game ID of the prototype and the final game is the same.

  • The default in this prototype is the Japanese language selected. But you can select the English and others from the game menu.
  • The in game menus are a byte for byte identical match to the leftover menus in the MK:DD proto, only one single thing which is different, in the Japanese language the menu for the sound test mode has been translated. In fact, looking at the unused leftovers and differences in glitches etc. that specific UST compilation (magazine demo) seems to be off from a branch as close as a day away from this prototype.
  • Menu navigation is pretty strange. For most menus, it's one-way, linear navigation unlike the free-form navigation of the final game. For the main menus, you can only use up and down, despite there being options on the left and right.
  • The options menu and 2P mode menus are left and right only. The text doesn't always fit in the text boxes.
  • In-game text font is quite different as well.
  • In 'Challenge Mode', each character is in a completely neutral stance with blank expressions, and sometimes messes up leaving an eerie look like something out of a creepy pasta.
  • The levels and bosses are separated and you can't cycle through them completely. It only has a beginning and an end where the choices can't be crossed over, despite being right next to each other. Team select is like this as well.
  • Finishing a stage from challenge brings you back to the start-up sequence, making it impossible to access Bonus Challenges, Emerald Challenges, and Metal Overlord impossible from here. You HAVE to use Story Mode.
  • Emblems have a VERY different, unfinished and unpolished look to them. Their textures aren't correctly mapped, and the animation seems like a placeholder.
  • The title screen is different (similar to Xbox E3 version), you can skip all of the parts of the start-up until the data select screen.
  • 'Bonus Challenge' 'Special Stages' give you emblems. The time you gain is significantly larger than in the final, and the amount of points you get from some of the aspects is significantly larger than in the final. The layouts are also quite different. 'Emerald Challenges' seem unchanged.
  • Some of the translations, particularly in the main menu sometimes have bad grammar in other languages.
  • 'Deflicker' - This was also present in Sonic Adventure DX (preview) and one of the Sonic Adventure 2 prototypes. Never made it to the final as it was renamed to 'Anti-Flicker'.
  • Glitchy and unfinished save/load slots, (notice it shows space followed by a bar and it says LANK instead of RANK, you also cannot go to the left before no1 – the slots are unnumbered).
  • There seems to be a broken Japanese font present or something of the sort, occurs at 1:00 of the video in this wiki.
  • Extra Mission and Mission banners are composed of yellow and black and white and black respectively instead of yellow + blue/white + blue.
  • The names of the videos are already unlocked. In the final they are ??? if not unlocked. However the videos are present on the CD.
  • The audio menu is partially in English and fully unlocked, however the tunes don't work.
  • Some of the 2P stages have 'TEMP' written in the thumbnails. For 1P stages this is the case for robot carnival and robot storm.
  • Omochao hints are not broken in the main menu due to an issue with the Omochao's model, he only flashes when pressed.

Sonic & DarkEdit

  • Nothing more than layout changes, so there isn't much to list here in words where a video wouldn't be just as sufficient.


  • 'Power Plant' is much longer, and ends at the bottom of the energy storage tank with a key behind the 'Goal Ring'. A much cooler and more fitting end, in Gamepro's opinion.
  • 'Ocean Palace' starts you off where 'Sonic' and 'Dark' start off, and the first three lines are cut into one and it's random which one you get. Unfortunately, with the way it works, you will not hear Amy's line purely because you start off as Amy in the first place.
  • The team blast for this team is slightly different, it is shorter, the animation is slightly different and it sounds slightly off compared to the final.
  • Layout changes, minor in the main areas that are present in the final, but in the areas that are not used in the final like getting past the tower in 'Seaside Hill' a different, unseen and barebones layout of objects can be seen.
  • If you go beyond the Goal Ring in Bullet Station the rest of the layout until the second goal ring is identical to Team Dark's Bullet Station layout from the MK:DD Proto, following that if you warp yourself past the 2nd cannon then you will be in an earlier object layout version of Team Sonic's Bullet Station.


Charmy's voice acting in the first cutscene can be considered worse, yet is completely in-tact in the other scenes and in the main game, in this same cutscene, the song Bullets by Creed is played instead of the Chaotix theme song.

  • In Lost Jungle, there are only 15 Chao, not 20, even though the objective states there are 20. The counter also says x/15.
  • The designers hadn't closed off the natural ending for Chaotix in Lost Jungle, allowing you to get to 'Team Sonic' and 'Team Dark' end, where there's a 'Back Ring'.
  • In 'Seaside Hill', the layout is quite different and the crabs are in different locations. You also can't complete the Extra Mission, as there are only 19 crabs. There's also an end to Seaside Hill based on Sonic's path if you get passed the last flower. Objects are actually present there, along with lines taken out from the final.
  • In' Ocean Palace', the flower doesn't exist, allowing you to go into the turtle section, there are a lot of enemies and some objects missing in this level with only 2 types of enemies in the level. 
  • In 'Grand Metropolis', the final flower acts as a 'Back Ring', and there are only 84 enemies, not 85, like in the final. The enemies don't reset in the final either.
  • In 'Bullet Station', the cannon doesn't even work, but if you die, the capsules reset, allowing you to finish the level anyways. 
  • The team blast for this team is longer compared to the final PAL/NTSC-U release, it matches to the NTSC-J version of the final release.

Glitch Differences (as compared to the Final Game)Edit

  1. 'IFG' can be done with all teams, but in a different way than in the final. It has to do with the speed character thrusting into the flight character after a 'Thundershoot', giving the same effect as IFG. It's a lot less consistent and more difficult to do. You also can't perform it against walls. This also applies to Chaotix, as Vector doesn't have collision detection in this version like he does in the final game.
  2. 'Blue/Black Tornado Cancel' isn't possible in this version.
  3. 'TBG' doesn't even work, strangely enough.
  4. 'Leaf Swirl Cancel' is done with a 'Midair Rocket Accel', not a 'Midair Star Throw'.
  5. When thunder shooting a character during flight into a kill plane e.g water in 'Seaside Hill', the player will exit out of flight into normal character control just like falling off an edge allowing to regain control and use flight again, this could be used to gain height and travel long distances and is the only method to 'complete' (no goal ring present) 'Super Hard' mode.
  6. Sometimes when attempting to grab poles using flight formation, the flight character may not clip to the pole properly, leaving the player softlocked with the pole animation, standing upwards instead of swinging around until they jump.
  7. Swinging on poles does not 'deactivate the pole', leaving the player unable to escape swinging on the pole, unless they fly upwards as the flight character.
  8. There is an exclusive glitch where the flight character can get stuck due to the power character being captured if the player 'removes' the speed character, as well as a teleport glitch when hanging onto a handle. [1]
  9. A glitch is present where other teams can trigger "Team Sonic's" voice clips for generic stage based clips, such as 'My head's spinning' by getting two of the three characters captured.[2]
  10. The prototype contains a glitch where if in Bullet Station, if the player restarts after being fired out the cannon then they would not be reset to the original intended start point but would continue flying after resetting as if unaffected. This glitch also can be used to mess up the level scenery. This allows the level to be finished in 0:01:19 if not possibly a frame faster.
  11. The prototype contains an exclusive glitch where the player can interact with multiple objects at once as long as they make contact with them simultaneously, it may be the cause of this glitch here. Here's a practical use of this glitch.
  12. There is a bug in this game, in some places rarely resulting in death where the player may not reach the intended place after being fired as a pole, one notorious place is the 2nd train in Bullet Station as Team Sonic/Dark, more often than not you will land before the next train and die. Another notorious place is Grand Metropolis and the pole on the blimp in the large tower. (Note: This is not an object property layout mishap, it is an actual bug)


  • Holding L & R shows coordinate data for X, Y, and Z for the speed character. (These are NOT your player co-ordinates).
  • While L & R are held there are specific debug controls :
    • DPAD UP - Add 1 life.
    • DPAD DOWN - Add 1 ring.
    • DPAD LEFT - 1x level up (for all characters).
    • DPAD RIGHT - Full team blast.
    • Holding L&R unlocks the camera, in almost any situation, even if a pre-scripted one is present.
  • Pressing L+R and X & Y simultaneously immediately finishes the stage.

Oddities & General DifferencesEdit

  • Switching between characters tends to make the game try slowing you down or stopping you.
  • The teams share lives, like in SA2. Another indication that the Heroes engine could be based off or simillar to the SA2 engine/game mechanics used in the engine.
  • The game cannot properly keep track of the emeralds collected in Special Stages.
  • Some of the later special stages have bad collision in the later of the levels making you go unbearably slow.
  • Bobsleighs are not fully properly implemented in this version of the game, even if the clips are present e.g. talking about being unable to jump when losing Tails, that is not the case as losing individual characters does not seem to have an effect on the Bobsleigh.
  • 'Super Hard Mode' contains an almost blank 'Seaside Hill' which can be believed to have no object layout; not even the 'Goal Ring' is present, making completion impossible. The large 'Phoenix' like bird that flies past the 2nd bobsleigh section is present, small birds which just fly in mid air (like start of 'SH' in the final game) after you enter that bobsleigh, are present and two springs are present in the level. Forcing the player to complete the level using debug gives you an invisible scoreboard, score and a rank and then goes back to the title screen, the rank that you achieved will display in "Team Dark's" 'Challenge' section.
  • Some dash panels are lower than in the final. They almost look like part of the ground itself, rather than machines on the ground.
  • As seen here it is possible to break the shown visuals/body structure of Metal Sonic's body if Team Dark uses Chaos Control to kill him, also allowing for the death animation to be played during gameplay.
  • You can control the characters at the beginning of the boss fights before the scripted cutscene is played.
  • Team Battle 2 cannot be accessed from Challenge Mode, it will start Egg Albatross instead.
  • In Team Battle 2, Rouge presents a pose rather than Shadow, awkwardly, during her pose she walks through Shadow.
  • In Team Battle 2, Amy is the standalone character that does her pose which is only used in 2P mode.
  • In Team Battle 2, Espio gets pushed to the side while performing his battle animation.
  • Team Battle level stages are not corrected if you switch teams e.g. Team Battle 1 displays as 'Team Rose' regardless of selected team.
  • Some springs and even dash rings such as the last spring in Seaside Hill or the first dash ring in Final Fortress can behave erratically different if approached with the flight character, for instance the Seaside Hill one sends you right towards the finish at a rather fast pace.
  • Flowers look different, and their opening animation looks mechanical and unnatural.
  • Certain lines that were taken out from the final are present, such as the explanation for using Big's umbrella, instead of suggesting that you use it.
  • Using 'TBG' as Rose while switching to Amy causes her to twirl her hammer.
  • Scoring is a lot more strict than in the final, making 'A Ranks' much more difficult.
  • The game may crash upon entering the 'Soundtrack Select' on real hardware in some cases.
  • When in flight formation, the speed and power characters sway back and forth in a constant motion as soon as you start moving, unlike in the final, where it's dependent on the player action/velocity in one direction.
  • Depending on in game settings 'Super Hard' mode and 'Tutorial' may put you into 'Press Start Button' screen when using English language instead of Japanese, for tutorial the correct stage still actually loads through. On the super hard mode press start screen you have footage of 'Team Sonic' starting seaside hill at 'CP1' and clipping through the floor eventually, it looks wonky. Could it be a game tester's inputs? Or pre-recorded inputs for some other/development stage? Debug controls work in this state too, allowing you to use all of the functions as well as control camera, finishing the stage using the debug function will give you a rank for 'Team Sonic' in 'Challenge' mode.
  • 'Robot Storm' plays the 'Faker' music from' Sonic Adventure 2'.
  • Scrolling down in the languages does not go the correct order.
  • Glitch in story mode selection, misplaced layouts once you hover over 'LAST'.
  • Green turtles can only be killed from certain angles as some of the power characters due to a bug.
  • In 'Metal Madness' the clouds enter the level/playing field unlike the final. In the very last level there aren't any clouds in the death animation at all, after changing teams in the boss timer resets.
  • The credits screen looks like a placeholder in this prototype. 'HOGE 1-100' e.t.c.
  • "Metal Madness'" voice is unfinished/unfiltered, the boss can also glitch if killed by Team Dark's team blast.
  • Cutscenes have awkward stripes at the bottom of the screen, however the in-game files when extracted they appear correctly without them, suggesting an incomplete implementation or a bug that needs to be solved, these stripes may have also been used to test some sort of thing.
  • The 'Super Sonic' fight starts with 100 rings, this fight may or may not load depending on your game settings, the boss after dying falls through a flat layer instead of 3D clouds, the voices in this level are cut from finishing and winning camera may be offset. The characters also say a phrase that is only achieved on A rank on 'Egg Emperor' in the final.
  • Even when Japanese is selected there are some lines and text the characters say in English, one example is first thing you hear in 'Robot Storm', these have a wide font and each letter is separated by a space suggesting it hasn't yet been translated.
  • When the player goes out of range of the objects being registered by the game and back into range, all objects will respawn, making this prototype unusable for 'Score Attack' categories.
  • The tint when a frog is summoned in 'Frog Forest' or 'Lost Jungle' is different.
  • Hitting back rings as 'Team Chaotix' resets the objective counter as well as score, rings and timer.
  • It's possible to use a flower warp as Charmy without needing to stand on the flower by hitting it from the side as it is opening/when it's open.
  • When going further into 'Seaside Hill' as Chaotix past the final flower, there is a clip that Espio says regarding to going to the top of the tower which is not in the final nor in the sound files in the final if memory recalls, all of "Team Sonic's" layout is present too this does not exist in the final game as the final game was stripped of most objects but a few rings and dash pads.
  • The paths in 'Grand Metropolis' and 'Power Plant' are not working perfectly and will in fact slow you down more than speeding you up when running.
  • 'Casino Course', the 2P race is missing the last letter and is therefore shown as 'Casino Cours' in the game's menus instead.
  • The story mode stage selections have not yet been translated.
  • The CG menu, while not working in the game, does have the textures available for it, notably one button however is in Japanese, regardless of the language.
  • Eggman cannot be seen in the centre of the body of the Egg Emperor unlike the final, however the texture for him to be there exists.
  • The last letter of 'Super Hard' is partially cut in the main menus. The right side of the capital 'D' never connects.
  • When in ball mode in a pinball table the characters outside the pinball table will forcefully try to return to the last character, resulting in potential interesting skips and glitches.
  • Egg Emperor is a magnificently harder, the developers made all power cores easy to get, or in some cases right in front of the player's start position, the characters shot from the flight character don't stick to him, his animations are very short, he is very fast and the collision boxes for his attacks are noticeably larger.


  • According to Gamepro011 (top speedrunner of this game):
    • Team Dark' feels reminiscent of Shadow from SA2 in this version with regards to the physics. (Which would make sense if this game is/was rebuilt using Sonic/Shadow parts from SA2).
    • Each team controls slightly differently, which is to be expected as the game was still only halfway done in terms of development.

This cannot be fully validated or invalidated, though if TAS input is sent from final to the proto, it seems that there is not really any difference aside from a desync/breakdown a slight bit through the level which may just be geometrical differences. Sewer56lol believes the physics are unchanged, seeing that all the memory values he can find are a match between the prototype and the final.

  • 'Triangle Diving' appears to work very strangely when the gravity is not normalized and player has enough speed prior to executing it, initiating a triangle dive as quickly as possible in such a fashion allows for intense speed without deceleration simillar to the PC bug but with the fact that the velocity applied as the result of this bug stays constant in one direction. An example of a strat, known as the 'Super Glide' (not to be confused with the 'Ultra Glide') using it can be seen here. A short guide to mastering the directions for this glide can be seen here.


  • Some of the music isn't mixed properly, and is significantly louder than in-game voices. The tracks in 'Mystic Mansion' don't even work at all (since they are supposed to loop depending on the area you're in and the switch you hit). "Hang Castle's" tracks don't work properly when you die and you can actually have both tracks play together, creating a really cool blend.
  • There isn't any music in the menus. There also isn't any music or sound effects in the starting cutscenes, except in Chaotix's, where Vector is listening to post-grunge band Creed's song Bullets (most likely used as a placeholder).
  • 'Rail Canyon' and 'Bullet Station' are hard on the ears, as the background noise reaches foreground and is a lot louder than it should be. Some other levels also have loud background noises.
  • Some of the ADX (music) files compared to the final are missing.
    • SNG_BTL04.adx
    • SNG_BTL05.adx
    • SNG_E0017.adx
    • SNG_E0117.adx
    • SNG_E0404.adx
    • SNG_SYS2.adx
    • SNG_SYS3.adx
    • SNG_SYS4.adx
  • A lot of the in game tracks are slightly different, the Casino Park plays a different tune (which is same as Heroes OST) while 'Robot Storm' plays "Faker" theme.
  • Some enemies have different or quieter/louder sounds, this is visible especially at the beginning of 'Robot Storm' where the overall effect is of a "LOUD vacuum cleaner" kind.
  • The lengths of the voices in game are the ones of the Japanese sounds across all versions, some spaces between sentences are different and some voices get cut.

Object List [OLD] Edit

To avoid further clutter, the object list will be linked in a 'pastebin'. Bear in mind that these apply to Seaside Hill, and while most of functional objects will persist across levels, some will be exclusive and some would not be present in Seaside Hill. The object layout format is not fully cracked due to a vast huge amount of properties, some of which are unknown for certain objects and others which can be used to trigger things (10 can be for multiple enemies), this is not a perfect list, some objects require properties to be added in order to function.[3]

The Test Level, Accessing any level in the game. Edit

On the 4th of June 2016, 5:25am, the primary editor and contributor/researcher of this page, Sewer56lol (with a priceless reaction) having found an unrecognized level ID when going over the level files while testing geometry exporting on the prototype version, notably being the ID of 0 which has been seen multiple times but never fully investigated, with the use of file manipulation has came across and managed to load in game an unused level within the game files being the test level for Sonic Heroes that is not present in the final game.

Video footage of the level can be seen here.

Upon further investigation, it was found that the level can actually be accessed in game without external modifications through memory editing as the level has been seemingly assigned an ID of 1 (unsurprisingly).

Sewer has made these Action Replay codes to access the said test level (and any other level as these are the level modifiers):

0026F5C7 00000001 or 0026F5B7 00000001

Use either of the codes, or use them both, you won't be judged.

The first code is used to instruct the game which stage should the game load after the player has selected a stage and is currently loading, the second code tells the game which stage it is going to load, i.e. 'what stage was selected/or what the game is going to load next', the main difference at least visually is that one displays the wrong title card when used, as the code is only applied in effect after the titlecard is loaded. Heroes does use an interesting stack based loading system indeed.

Technical Stuff Edit

At offset 002446FF inside start.dol you can see the existence of an 'Easy Menu', as far as I could dig it, it is intended to be a functionality the player is meant to be able to use on the start menu/'advertisement'/title screen. It is reasonably similar to the one seen in the SADX Preview prototype in terms of overall fuctionality, you get to select and play virtually any stage present on the disc with using A to 'Push Stage', you can (presumably - untested), start to record a demo which will then be played on the title screen, reset a demo's state or the recorded demo and access a performance metrics table. You can also 'Pop' a stage although the purpose of that can be left to interpretation.

Inside the menu the player should also be able to select a 'Movie Mode', likely responsible for loading the in-game FMVs. In the strings it has also been found that the 'B' button can be used to change missions and also toggle Super Hard Mode. Strings are also present to signify an 'Event' (or as you know it, your in-game scripted cutscenes e.g. Team Dark in Seaside Hill before starting the stage) being turned ON and OFF. With the L/R button the player can also change the team which they intend to play the game with. There also may be a language option.

The menu itself is a much more completed, and extended version of this menu.

At offset 0026C3E8 you can find the strings for a debugger also present in Sonic Adventure 2, according of evilhamwizard of Sonic Retro, if the game is similar to SA2, then enabling this debug mode is done with a flag above or below the current lives' region for the current player.

The game has been built using the RenderWare SDK, same as the final version.

Leftovers Edit

Inside the txd archive containing the common textures for objects (obj_common.txd) there are two unused textures for items:

  • o_sfpow, also known as SFP Ring in the earlier builds of the game, it is a red ring with a small S on the left (presumed to stand for 'Super Formation Power' and to be an early version of o_sfa, instant teamblast powerup as it was directly replaced by it with regards to the item capsule parameter).
  • o_fpow, also known as SFP Ring in the earlier builds of the game, it is a red ring with a small S on the left (presumed to stand for 'Super Formation Power' and to be an early version of o_sfa - instant teamblast powerup).
  • o_bomb, the bomb item exactly as you remember it from Sonic Adventure 2.
  • o_blank, for a blank, actually placeable item box.
  • o_bar_m, magnetic sphere as you remember from Sonic Adventure 2.
  • o_lvup, a level up texture for an itembox that is generic and not tied to a character unlike the orbs, as far as it is known it has already been removed at this point and cannot be placed, possible original effect was probably either level up whole team by 1 level or the leader character.

Similarly to the relocatable module files in the final, used or not - the dialect for the teams' entire stories are present within any relocatable memory module (.rel) responsible for a stage. What's so special? The openings of Team Dark, Rose and Chaotix have stage directions, samples:

  • "(SE) Sound of Charmy bouncing off the walls.Hmm?....It's here. Yeah!!...(SE) Door opening...Whooooaaa!! ....(SE) scattering stuff falling of the desk..."
  • "(SE) Keys being pressed.(SE) Door shutters opening..This must be it! I've found.Eggman's secret treasure!...(SE) Capsule opening....(SE) Omega's eyes activate.."
  • "Ahh....I wonder where Sonic is?.(SE) Wind...Oh no!!.Ouch!...Chao....(Sigh) Wooo.....Amy, please be more careful.with our only clue.."

The 2P Frog Forest level layout is empty, however the 2P stage has a layout for Team Chaotix (STG50_P4) - pretty suspicious... Turns out that this is an earlier version of Team Chaotix' Rail Canyon, interesting as around one of the turns right after Team Sonic's beginning, the rings are misaligned to the rail and this layout can make other teams say things they never do in the final game.

Inside ADV_AUDIO.TXD in ADV_AUDIO.ONE you will find audio_j_001, it shows presumably an early concept of the audio menu's visuals, it looks very 'prototypish'. The usual green circle is present, the font is much more less wide but thick (resembles Agency FB) and the colours are much more vibrant.

The Omochao model present on the disc in adv_chao.anm is broken and would actually crash the actual RenderWare SDK Clump Viewer, Omochao had more animations, one for going up, one for 'falling' (which is unknown whether it refers to leaving the screen actually falling seeing these animations couldn't be ran), he had only one animation for looping his voice and he had two talk animations.

Textures for the E3 menu were left over, the start.dol also references this texture set - it can be activated but brings the user to the coming soon screen on startup following by a black screen until start is pressed. 4 of the textures suffer from an awkward hue problem (as also seen with some of the unused enemies which show fine in game on the E3 Beta) when opened with MAGIC.TXD, only tool which opens the GC format.

  • Inside the e3adv archive in the textures folder, the texture hue for the same textures are shown correctly.

Just like in the final version, there is a leftover for a stage title for STG00, also known as the Test Level, it reads 'Sea Gate', it is however unused just like in the final version even when loading the Test Level.

There is a .one archive named, it contains models which were likely used in the development and debugging of the game: XYZ Arrows, Camera, Cone, Cube (+ Blue + Green + Red + Yellow), Cylinder, Semisphere, XY Plane (+ Colour), XZ Plane (+ Colour), large arrow, sphere and a torus.

Inside the Grand Metropolis' object file you will find A.TXD, containing a white and blue texture with unknown use (or rather no use as the game won't load a texture from here). Ironically this texture is referenced right in the log below.

Also inside the Grand Metropolis' object file a debugging log named RWDEBUGLOG.TXT can be found, it reads: |<RenderWare(TM) V3.5.0.0(May 8 2003) Debugging Session: Wed Jul 09 13:39:11 2003

C:/daily/rwsdk/src/plcore/baresour.c(143): MESSAGE: _rwResourcesOpen: 16777216 bytes allocated for resources arena. C:/daily/rwsdk/src/batextur.c(2519): ERROR: RwTextureRead: E_RW_READTEXMASK : Unable to read Texture ts03_pi1 / Mask C:\RW\Graphics\tools\mdlcnv\src\mktexdic.c(1131): TRACE: (null): CHECK ERROE MESSAGE FROM THIS LINE C:/daily/rwsdk/src/baimras.c(295): MESSAGE: RwImageFindRasterFormat: Image Conversion: Image: width=32 height=32 pixel depth=32 palette depth=0 palettised=No Raster: width=32 height=32 pixel depth=16 palette depth=0 palettised=No format=0x304>

Similarly inside Stage 21's object file:|<RenderWare(TM) V3.5.0.0(May 8 2003) Debugging Session: Thu Jun 05 01:46:08 2003

C:/daily/rwsdk/src/plcore/baresour.c(143): MESSAGE: _rwResourcesOpen: 16777216 bytes allocated for resources arena. c:\rw\graphics\tools\mdlchk\src\mdlchk.c(484): TRACE: (null): CHECK ERROE MESSAGE FROM THIS LINE C:/daily/rwsdk/src/batextur.c(2519): ERROR: RwTextureRead: E_RW_READTEXMASK : Unable to read Texture k32_ac12 / Mask C:/daily/rwsdk/src/batextur.c(2519): ERROR: RwTextureRead: E_RW_READTEXMASK : Unable to read Texture k32_ac13 / Mask C:/daily/rwsdk/src/batextur.c(2519): ERROR: RwTextureRead: E_RW_READTEXMASK : Unable to read Texture k32_kis4 / Mask C:/daily/rwsdk/src/batextur.c(2519): ERROR: RwTextureRead: E_RW_READTEXMASK : Unable to read Texture k32_ac04 / Mask C:/daily/rwsdk/src/batextur.c(2519): ERROR: RwTextureRead: E_RW_READTEXMASK : Unable to read Texture k32_ac11 / Mask C:/daily/rwsdk/world/baworobj.c(2490): ASSERT: RpAtomicGetWorld: worldObjModule.numInstances >

Chronologically, when was this released?Edit

Must have been very soon before the initial completion of every level and boss. The game is still very far from finished and level layouts needed changing. The stages are slightly different in terms of collision different from the final game, bugs needed to be patched, the menu needed to function better by giving the user more freedom, and all of the other things. This is the third earliest pre-release of the game currently dumped for the GameCube, before the 'MK:DD Bonus Disc' demo and after the E3 demo.