The BGM should turn down for the jingle to play, and then turn up again. Playing SEGA CARNIVAL/SEGA ILLUSION Jingles: In the tracks SEGA CARNIVAL and SEGA ILLUSION, when entering a game's area, a jingle plays that's based on the main theme of that game.In the PC version, music plays until it's suddenly cut off. Skipping the credits: The music played during the credits (High Flying Groove for Heroes' story, Catch Me If You Can for Babylon's story) is supposed to fade out when skipping the credits.However, this doesn't happen in the PC version. Pausing the game: The music is supposed to turn down on the pause menu.There's no decrease to the volume of the background music in the PC version. This bug is also present in the GameCube and Xbox versions. In the last non-CG cutscene in the Babylon Story Mode, some characters (mostly Sonic, Tails, and Knuckles) appear to have their mouth misplaced on their face. This is not seen in any other version of the game. In the Windows version, every character in the non-CG cutscenes that has eyes has their eye pupils fixed to a forward-looking position and not moving around. Some of the bugs present are only in the Windows version, while other bugs originate from the Xbox version. Like other Windows ports of Sonic games, Sonic Riders has a pretty poor port. The cause of the glitch is unknown and varies on how you play the Xbox version, as some systems, as well as the Xbox 360, play the CG cutscenes just fine. Many copies of the Xbox version are defective and have problems displaying the CG cutscenes where they play but appear very choppy. Sound effects are also lower quality on Playstation 2, though not to the same degree as Sonic Heroes and Shadow the Hedgehog on the same system. Lighting is severely simplified, giving characters during races a more plasticky look, akin to that of Sonic Heroes, while effects such as grinding sparks and the boost aura are also simplified, likely to keep the game running at 60fps. This does not apply to in-game cutscenes. The Playstation 2 version uses far lower fidelity assets throughout the in-game races, particularly character and gear models. The Xbox version supports full 5.1 Dolby Digital throughout the entire game and all cutscenes. The Gamecube version supports Dolby Pro-Logic II audio for the game and cutscenes, with the Playstation 2 version additionally having support for 5.1 Dolby Digital during CG cutscenes. All versions run at 60fps, with the Playstation 2 version exhibiting the most drops in performance on original hardware, the Gamecube version running the best, and the Xbox version running in between, with frame drops being especially common when played on an Xbox 360. The Gamecube and Playstation 2 versions run at their consoles' native resolution of 640x448, while the Xbox version runs at the console's native 640x480. There are several differences between all versions. Sonic Riders, like many 6th-gen Sonic games, was first developed for the Gamecube, and then ported to Playstation 2 and Xbox, with the Xbox version being the basis for a Windows version. The Chao that runs the shop has its lower body fully modeled but this can't be seen normally due to the fixed camera showing you the front only.ĭiscuss ideas and findings on the talk page. You can patch this behaviour out by modifying 0x513764 ( push 05) in the DRM-free version version of the game with e.g. This causes the game to swallow keyboard input messages, blocking hotkeys, including their own. Note: Out of the box this feature doesn't work on modern OS, because the developers set the DISCL_EXCLUSIVE flag in the call to DirectInput's SetCooperativeLevel function. If you create a folder called " ScreenShot" in the PC version of Sonic Riders and press the F11 key, the game will save a screenshot to the folder. PX Plus Ver.0.87.02 Build:15:30:24 Windows Screenshot Functionality (C) SEGA Corporation Creative Center Graphics Sect. Present in the PS2 version's executable are a couple of strings related to the libraries used for this game.
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