Sadly since only the EU rom has an infinite timer code, I had to use that for most footage, and since it lacks a 60fps code the footage was only at 25fps. Also Movie Studio did not like this video, crashed about 10 times trying to render it, had to render it in sections then stitch them together. Also one thing you may have noticed but I forgot to mention was whike the area folders only go up to G, the set files go up to H. Also 20:16 should be "Time Attack" not ring attack 41:09 should say "Second ring attack" instead of second time attack... I still miss annotations
For the future if you do another awesome video about Unwiished: You can play all Wii EU roms at 60Hz (30 or 60fps instead of 25 or 50) via the "Use PAL60 (EuRGB60) Mode" found in the settings under the Wii tab where you can also change stuff like the system-level aspect ratio or language.
If I had to guess, the jump panels had their programming updated after these abandoned layouts were made which means their parameters no longer work correctly.
So a while back I made the remark of 'maybe the devs wanted rooftop run act 1 to be the layout of act 2 but they had to change it possibly for advertising purposes' and you finding the edited files and the wall running section made me realize how true that might have been, also I never knew of that area below the stage lmao, i always thought the entrypoint was a bottomless pit.
I found footage of a demo of the wii verison, and rooftop run day had a goal ring right before the aero chaser, maybe it was a late addition. "Sonic Unleashed TGS Gameplay 3" by Tricoro
sonic unwiished had so much more potential, the wii wasnt even that weak but they held back so much probably due to time constraints. honestly i would say it would be way better than hd if it had more time to cook in the oven.
I can't knock the PS2 version, without it I never would've been able to play this version when I was younger (I never had a wii) and probably wouldn't be interested in it today
@@TheStormsChannel at least something came from it lol tbf level design and porting are completely different things. Team making a PS2 port probably wouldn't really be making levels
So many unused layouts and modified files for areas that don't exist. How big did Dimps want this game to be? And what stopped them? We'll never know...
If a prototype for this version can be found, maybe more mysteries will be solved. Thought this was just simple leftovers, but never would've guessed unused layouts.
Are you planning to do a video on the Gaia gates? I found a glitch many years ago by some other youtuber where you can perform a sequence break in Adabat tht allows you to enter the Daytime level and boss without doing the Nightime level first.
@@TheStormsChannel In the Adabat Gaia temple there are some decorative roots on the wall which have collision for some reason, and those can be used to hop over the invisible wall over the door with ease, and allow you to enter the levels in any order I'm not sure if this actually sequence breaks anything though, cause I think the door unlocking prompt is what actually triggers the progress (I could be wrong though, it's been ages since I've played this) On a side note, I'm really enjoying this series, thanks for putting this out!
In Windmill Isle day act 1, with all the different goal rings/enemy placement and even chip's voice line, they might've been testing what would've been the best area to tutorialize the homing attack The earlier one (closer to the start of act 1) might've been too close to their liking and the next one maybe too unforgiving because there's a bottomless pit? This is just speculation on my part lol 8:37 i love how you fully expected to have a ramp there coz the drop was so sudden you couldn't even save sonic 🤣 Also they might've placed that ramp farther back because the robot always charges there and u just nearly escape it when u jump the ramp on the final version, the way it was set up in this section there's a possibility you could get hit unfairly with the ramp blocking the view? 12:17 is it just me or are there more electric enemies? 18:23 maybe they wanted to do a running section on top of... rooftops (pun intended) like in the HD version and running up the tower like in the generations version? There does seem to be enough space to even quickstep 25:34 i do agree, that feels like a deliberate blockade, maybe they thought they had enough water sections? or maybe due to how he handles in unwiished (that being a very slow turn regularly and a very tight turn with the drift) that tight section wouldn't be very enjoyable?
Day and night stages,hub worlds,gaia gate for collectibles and puzzles,missions and finally, the boss fight too for the mystery unused empire city wii/ps2 versions!
Since empire city has no purpose in the HD version's plot and progression, I assume it was a late addition to the main version (and therefore never even considered for the SD version)
Can I know what tools have you used to decompile stages to blender at 20:04 (Maybe make a tutorial even)? I want to get the level data for my fan game but I don't know how do I do it.
Tools are in the description, also dolphin emulator can decompile the iso file if you don't have that. Puyo tools allows you to open and extract files from the .onz folder Sega nn tools is what allows you to import them to blender (need a verison 3.x) Stage model files are found under: \DATA\files\one_wii\load_main_game\stagexxx\ in the model_0x onz files, they are split into many smaller sections and will need to be imported one at a time.
Sadly since only the EU rom has an infinite timer code, I had to use that for most footage, and since it lacks a 60fps code the footage was only at 25fps.
Also Movie Studio did not like this video, crashed about 10 times trying to render it, had to render it in sections then stitch them together.
Also one thing you may have noticed but I forgot to mention was whike the area folders only go up to G, the set files go up to H.
Also 20:16 should be "Time Attack" not ring attack
41:09 should say "Second ring attack" instead of second time attack...
I still miss annotations
For the future if you do another awesome video about Unwiished:
You can play all Wii EU roms at 60Hz (30 or 60fps instead of 25 or 50) via the "Use PAL60 (EuRGB60) Mode" found in the settings under the Wii tab where you can also change stuff like the system-level aspect ratio or language.
If I had to guess, the jump panels had their programming updated after these abandoned layouts were made which means their parameters no longer work correctly.
So a while back I made the remark of 'maybe the devs wanted rooftop run act 1 to be the layout of act 2 but they had to change it possibly for advertising purposes' and you finding the edited files and the wall running section made me realize how true that might have been, also I never knew of that area below the stage lmao, i always thought the entrypoint was a bottomless pit.
I found footage of a demo of the wii verison, and rooftop run day had a goal ring right before the aero chaser, maybe it was a late addition.
"Sonic Unleashed TGS Gameplay 3" by Tricoro
sonic unwiished had so much more potential, the wii wasnt even that weak but they held back so much probably due to time constraints. honestly i would say it would be way better than hd if it had more time to cook in the oven.
Yeah the HD version has just as much unused content as this version does, though some was brought back as DLC.
but instead they waste time making PS2 version 😭
I can't knock the PS2 version, without it I never would've been able to play this version when I was younger (I never had a wii) and probably wouldn't be interested in it today
@@TheStormsChannel at least something came from it lol
tbf level design and porting are completely different things. Team making a PS2 port probably wouldn't really be making levels
So many unused layouts and modified files for areas that don't exist.
How big did Dimps want this game to be? And what stopped them? We'll never know...
Most likely time constraints, as with pretty much every sonic game
The Wii Sonic Team (the team that worked on Secret Rings, Black Knight, and Colors) also had a hand at developing this game, not just Dimps.
Now all we have left to do, is find the secrets in boss fights!
If a prototype for this version can be found, maybe more mysteries will be solved. Thought this was just simple leftovers, but never would've guessed unused layouts.
I LOVE SONIC UNLEASHED
Damn, you're putting out long and high quality content at a pretty staggering rate. Hope your channel growth keeps up with that work ethic.
I just got recommended i'm only halfway through each video but I love them imma subscribe nice seeing this version get love 👍
boundary break collab when
Are you planning to do a video on the Gaia gates? I found a glitch many years ago by some other youtuber where you can perform a sequence break in Adabat tht allows you to enter the Daytime level and boss without doing the Nightime level first.
I haven't really explored the gates that much, not sure how much I could find
@@TheStormsChannel In the Adabat Gaia temple there are some decorative roots on the wall which have collision for some reason, and those can be used to hop over the invisible wall over the door with ease, and allow you to enter the levels in any order
I'm not sure if this actually sequence breaks anything though, cause I think the door unlocking prompt is what actually triggers the progress (I could be wrong though, it's been ages since I've played this)
On a side note, I'm really enjoying this series, thanks for putting this out!
In Windmill Isle day act 1, with all the different goal rings/enemy placement and even chip's voice line, they might've been testing what would've been the best area to tutorialize the homing attack
The earlier one (closer to the start of act 1) might've been too close to their liking and the next one maybe too unforgiving because there's a bottomless pit? This is just speculation on my part lol
8:37 i love how you fully expected to have a ramp there coz the drop was so sudden you couldn't even save sonic 🤣
Also they might've placed that ramp farther back because the robot always charges there and u just nearly escape it when u jump the ramp on the final version, the way it was set up in this section there's a possibility you could get hit unfairly with the ramp blocking the view?
12:17 is it just me or are there more electric enemies?
18:23 maybe they wanted to do a running section on top of... rooftops (pun intended) like in the HD version and running up the tower like in the generations version? There does seem to be enough space to even quickstep
25:34 i do agree, that feels like a deliberate blockade, maybe they thought they had enough water sections? or maybe due to how he handles in unwiished (that being a very slow turn regularly and a very tight turn with the drift) that tight section wouldn't be very enjoyable?
All you need to do is find Empire City in this game 😂😂
Day and night stages,hub worlds,gaia gate for collectibles and puzzles,missions and finally, the boss fight too for the mystery unused empire city wii/ps2 versions!
@@jeejfaafempire city wasn’t planned out for this version
There is no gap in the internal stage folder numbers, meaning that empire city was most likely never planned
Since empire city has no purpose in the HD version's plot and progression, I assume it was a late addition to the main version (and therefore never even considered for the SD version)
Oh forgot to mention, some textures from empire city were found in a dark gaia running section folder
Love your content man keep up the good work
Great video!
9:59 There it is haha
Can I know what tools have you used to decompile stages to blender at 20:04 (Maybe make a tutorial even)? I want to get the level data for my fan game but I don't know how do I do it.
Tools are in the description, also dolphin emulator can decompile the iso file if you don't have that.
Puyo tools allows you to open and extract files from the .onz folder
Sega nn tools is what allows you to import them to blender (need a verison 3.x)
Stage model files are found under: \DATA\files\one_wii\load_main_game\stagexxx\ in the model_0x onz files, they are split into many smaller sections and will need to be imported one at a time.
Oh, thanks!
Is the 1-up on the ps2 too?
Yep
Wii and ps2 are exactly the same aside from wii having a little better graphics