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Proto:Sonic Adventure (Dreamcast)/AutoDemo

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This is a sub-page of Proto:Sonic Adventure (Dreamcast).


The AutoDemo is a build of Sonic Adventure designed to showcase the game through preset CPU-controlled demos of certain stages in the game. With a burn date of October 16, 1998, this build predates the Japanese final release by approximately two months.

Upon digging through the AutoDemo's contents, however, a plethora of unused and never-before-seen content was found to be inside...some of which was thought to be lost to time. It was recovered and released on May 21, 2013 by Orengefox.


SonicAdventureAutodemo Practice3.png
Stage Differences
That old Windy Valley is in this version, along with lots of other interesting changes.

Demo Sequence

As this is an autodemo, the game doesn't react to the player's input at all. This means that the introduction movie as well as the cutscene/level demos are unable to be skipped. In the final, they can be skipped by pressing any button. The SEGA logo doesn't appear when first loading the game, but shows up normally before the opening movie after that.

The cutscenes and levels chosen to play throughout the demo sequences are different to the ones that play in the final game:

  • The second demo uses the Casinopolis cutscene with Sonic and Tails. In this version, it's dusk in Station Square (rather than night) and Tails' theme is playing.
  • The third demo uses the prison scene with Amy and Gamma. Due to the game lacking a demo featuring him because of this, Knuckles' theme goes unused in the demo.
  • The demos used for Amy and Gamma in the final are swapped in this version. Gamma's demo appears as the fourth demo and Amy's as the fifth.
  • Gamma's demo plays Red Mountain instead of Windy Valley.
  • Amy's demo plays Final Egg instead of Hot Shelter.
  • Big's demo starts in a different location.
(Source: PlayDifference (video))

Technical Differences

  • All the music files (ADX) is in one file, BGM.AFS, in the final, it's all separate files.
  • This build has a camera file that might be for Sonic (CAMROBOS.BIN), given the "S" suffix that denotes it. However, the file name itself is very different from what its corresponding stage file would be (B_ROBO). Like with Chaos 2 and Egg Hornet, the game has the camera hard-coded to always focus on Zero, so this file is redundant and not included in the final. It is also blank, indicating that it had already been scrapped prior to this build.
  • This build also has a blank set file for Sonic (SETROBOS.BIN). The set file used in the final has the file name SETZEROA.BIN, though a SETZEROS.BIN does exist in the final Japanese build (but obviously unused, as Sonic does not fight Zero).
  • Chaos 6's map has two versions of the boss' map - one of them is compressed as PRS like it should be, but the other (LAND1800.BIN) is left uncompressed and left in the directory. The uncompressed one is three days older than the compressed version, and has only level geometry - no programming or object models.
  • Not every level on the AutoDemo disc is compatible with its version of 1STREAD.BIN, due to some stages being compiled in September, so they'll crash when loading.

Graphical Differences

The SEGA logo is a lot darker and smaller than the one used in the final.

Proto Final
SonicAdventureAutodemo Segalogo.png SonicAdventure Segalogo.png

Mission Cards

The mission cards present in the demo are very different to the ones used in the final game. Even though the game only uses the Japanese versions, there are English versions of the cards in the game's files.

Proto Final
SonicAdventureAutodemo SonicMission.png SonicAdventure SonicMission.png
SonicAdventureAutodemo TailsMission.png SonicAdventure TailsMission.png
SonicAdventureAutodemo KnucklesMission.png SonicAdventure KnucklesMission.png
SonicAdventureAutodemo AmyMission.png SonicAdventure AmyMission.png
SonicAdventureAutodemo BigMission.png SonicAdventure BigMission.png
SonicAdventureAutodemo GammaMission.png SonicAdventure GammaMission.png

Life Box Icons

In the AutoDemo, all Life Box icons face to the right with the exception of Sonic. This was changed in the final, where all the icons face to the left. The Tails, Knuckles, Amy, and Big icons' transparency issues were not fixed, though.

Proto Final
SonicAdventureAutodemo 1up.png SonicAdventure 1up.png


The HUD is different in the AutoDemo. The Rings icon is slightly different and there is a "Level" part that is not used anywhere in the final game.

Proto Final
SonicAdventureAutodemo HUD.png SonicAdventure HUD.png

Big's HUD lacks the darkened numbers and his weight value is also fixed to 12345g in the AutoDemo. His life counter in the AutoDemo is displayed in the top-right corner in the form of lure icons.

Proto Final
SonicAdventureAutodemo HUDFishing.png SonicAdventure HUDFishing.png

Chao Icon

The Chao icon for stress was changed in the final:

Proto Final
SonicAdventureAutodemo ChaoIcon.png SonicAdventure ChaoIcon.png

"Chao in Space" Image

The billboard advertising "Chao in Space" in the final advertises something completely different in the AutoDemo: "The Man 3".

Proto Final
SonicAdventureAutodemo Billboard.png SonicAdventure Billboard.png

This billboard can be seen in the final, but only during the Egg Walker fight. It was removed entirely in Sonic Adventure DX.

Pause Menu

The pause menu uses an earlier design than the one in the final, though it can't normally be seen as the pause menu is disabled:

Proto Final
SonicAdventureAutodemo Pause.png SonicAdventure Pause.png

The only thing that remains of the earlier pause menu in the final is its textures. Interestingly, the AutoDemo's top text translates to "Resume Game", while the final version's is simply "Continue."

Start/Goal Images

There are two images (stored in halves) reading "Start!!" and "Goal!!" in the AutoDemo's files. They seem to be some of the earliest files in the game, dating back to November 11, 1997.

Audio Differences

A total of 29 tracks are present in the build, some of which are used in different levels than the final, or used in the demo at all.

Unused Tracks

The following tracks are on the disc but are never heard in-game:

  • Open Your Heart (Main Menu ver.)
  • Azure Blue World (Emerald Coast Act 1)
  • Windy and Ripply (Emerald Coast Act 2)
  • And... Fish Hits! (Big's Fishing)
  • Limestone Cave (Icecap Act 2)
  • Tricky Maze (Lost World Act 1)
  • Danger! Chased by Rock (Lost World Act 2)
  • Leading Lights (Lost World Act 3)
  • Crank the Heat Up!! (Final Egg Act 2)
  • Welcome to Station Square (Station Square)
  • Event: Strain (Cutscenes)
  • Event: The Past (Cutscenes)
  • Appearance: Knuckles (Cutscenes)

Despite the Chao garden theme and Speed Highway 2 playing normally in their stages, they're technically unused in the demo as it doesn't take the character to those levels normally.

Changed Tracks

Many of the tracks in the game have noticeable differences from the final versions.

Audio Name Notes
Title (Title Screen) Only a 5-second riff of Open Your Heart, as opposed to 13 seconds.
Blue Azure World (Emerald Coast Act 1) The bass is louder, guitar has less reverb, rhythm guitar is missing, and the acoustic guitar is louder.
Run Through the Speed Highway (Speed Highway Act 1) This track plays at a slightly faster tempo than its finalized mix. The "Right!" voice clip is quieter, the "Touch it" sample is in both audio channels, and the song seems to get louder at 0:54.
Goin' Down (Speed Highway Act 2) This track loops twice. The vocals are also louder and lack fading.
Limestone Cave (Icecap Act 2) The song is much quieter and features some empty space near the end, causing the song to not loop immediately.
Be Cool, Be Wild and Be Groovy (Icecap Act 3) The percussion is more blunt in this version and is also missing the second half.
Mt. Red, a Symbol of Thrill (Red Mountain Act 1) The saxophone in the song sounds as if it's been run through a range compressor. Additionally, the guitar solo near the end sounds quite different and unpolished; interestingly, this version somehow made it onto the Vinyl release, which may have been a mistake on the production crew.
Red Hot Skull (Red Mountain Act 2) The track plays longer. In fact, it nearly matches the length of its official soundtrack release!
Tricky Maze (Lost World Act 1) The drums at the beginning seem to be louder. The song is also slightly shorter.
Danger! Chased by Rock (Lost World Act 2) Missing instruments, and what's there is rather different at times. The loop is also slightly shorter.
Leading Lights (Lost World Acts 2 and 3) The song is slightly shorter.
Theme of Chao (Chao Garden) One of the tracks with the most noticeable changes. The percussion is entirely different and the melody, backing brass and accordion are quieter. There are additional flourishes to the backing brass near the end of the song (at about 1:20 in the track). It's also slightly shorter.
Event: The Past (Cutscene music) This track is shorter, missing the oboe section from the final.
Event: Fanfare for "Dr.EGGMAN" (Cutscene music) The instruments are panned differently.
Appearance: Knuckles (Knuckles' theme short ver.) Different melody on rhodes.
Appearance: Miles (Tails' theme short ver.) The percussion is mixed differently to the final. The vocals also sound duller compared to the final.
Appearance: E-102 (Gamma's theme short ver.) Skips the piano section at the beginning.
And... Fish Hits! (Big's fishing game) The track has a snappier percussion than the final. The electric guitar is also missing.


Some of the game's voice clips are different to the ones in the final game.

Proto Final Notes
A filter was added in the final version.
These lines were rerecorded. (Tails)
Ditto. (Big)
The scream each character made when falling down a pit gets cut off in the AutoDemo, so they were eventually rerecorded. (Big)
These lines were rerecorded. (Knuckles)
Knuckles' scream.
These lines were rerecorded. (Tails)
Tails' scream.
Sonic's character select quote.
Sonic's line for failing a B or A mission.
Sonic's line for beating a stage after all 3 missions have been completed.
Sonic's line for clearing a mission.
Sonic dying from hitting an enemy. However, the AutoDemo uses the sound effect from the Genesis games rather than this voice clip.
Sonic's scream.
One of Sonic's tricks in Icecap.
Another trick - this one completely different to what he says in the final game.

Gameplay Differences

There are numerous gameplay changes in the AutoDemo compared to the final game.

  • The player starts with 2 lives instead of 4.
  • The camera feels very different to the one in the final. Its rotation controls can sometimes be inverted depending on the current angle.
  • Completing a level does not cause the level music to stop playing and plays the Chaos Emerald sound over the top of it. There's no results tally either.
  • The draw distance seems to be different. Notably, Speed Highway 3 seems to be smaller than both early images and the final version.
  • Instead of abruptly being taken to a black screen upon losing all your lives, the GAME OVER text simply displays on-screen. Because the screen hastily fades out to black, though, it's only visible for less than a second.
  • The transition from one Act to another doesn't seem to work correctly. The lighting and music will not update until the player either restarts or dies.


Several aspects of the characters themselves were changed for the final game.

  • There are a number of unused animations for fighting combos as Knuckles that were never used in the AutoDemo or the final game, seen on the video to the right.
  • Sonic has a different action pose. However, the old one is still used in a number of cutscenes in the final:

Proto Final
SonicAdventureAutodemo SonicPose.png SonicAdventure SonicPose.png
  • The standing animations for Sonic, Tails, and Big are faster.
  • Characters don't have idle animations.
  • Sonic can lean left or right when standing on sloped surfaces in this version. In the final, he can only lean forward or backward.
  • The action/animation list for the characters is different than the final. As an example, Sonic's Free move is 73, whereas in the final it's 83.
  • Upgrades are very unfinished - the only implemented upgrade is Sonic's Light Speed Attack. Knuckles, Amy, and Gamma's Shovel Claw, Warrior Feather, and Jet Booster abilities respectively are part of their default movesets. The existing upgrade does not attach any extra models to Sonic like the ones in the final game do.
  • The Light Speed Attack's charging animation orbs are brighter than they appear in the final game:
Proto Final
SonicAdventureAutodemo LSCharge.png SonicAdventure LSCharge.png
  • The Light Speed Attack works differently to the final. Sonic kneels down, the player can press A to move or B to turn the move into a standard homing attack.
  • Sonic is the only character that can push an object for an extended period of time. All other characters can only briefly push (though as Sonic, a moving sound can be heard too).
  • Picking up objects is in a very buggy, early state. Notably, it has difficulty choosing a target among multiple objects.
  • Only Big and Sonic have the ability to put down a held object without throwing it. Gamma can't pick up objects at all.
  • Many character textures are higher resolution than the ones in the final game. This includes (but not limited to) Amy's hammer, Big's belt, and Sonic's shoe buckle.
  • You can't shake held objects.
  • Tails is missing an animation for getting tired while flying.
  • Tails and Amy are missing animations for jumping while carrying an object.
  • Knuckles' gliding sound does not fade out and will continue for a short while after landing.
  • Amy does not hold her hammer while running.
  • Amy makes a sound when being locked onto by Zero.
  • Amy's hammer does not make any sounds.
  • Amy's dress flies further upwards when she falls.
  • Genesis-era sounds are used for breathing an air bubble, getting hurt, and dying.
  • The opponent Sonic in Tails' Icecap does not speak.
  • Drowning is very incomplete. The numbers that appear are very large and only appear for a fraction of a second. There's also no drowning animation - the game will just send the player back to the nearest checkpoint.
  • Gamma will quickly go into his "holding gun" idle pose if he comes to a stop.
(Source: Its Easy Actually (Knuckles Animations video), Jordan Williams (Light Speed Attack video))


The Chao system is very limited in comparison to the Chao system used in the final. All Chao in the garden will stay completely still until the player approaches them, when they will then run up to the player continuously. If a Chao gets hurt by the player, they may decide to briefly run away from them instead.

  • The Chao make "Chao Chao!" sounds constantly.
  • The animals don't affect the Chao's evolution in the same way as the final.
  • All the Chao in the garden are child Chao.
  • Chao don't die from abusing them too much.
  • The animals will change a Chao's appearance instantly and more potently than the animals in the final.
  • The "evolutions" are actually the child Chao morphing beyond the limits that are in the final game, giving the appearance of a different Chao.
  • Chao do not recognise water and run around underwater as if they were on land.
  • Chao slide very far when thrown.
  • A very basic version of the garden camera is used. Pressing Y+L/R will zoom in and out unrestricted by characters, walls etc. In the final game, the camera only has 3 set zoom levels controlled by the D-Pad.

The only garden that can be loaded in the AutoDemo is the Station Square garden.


Some of the enemies in the game are slightly different to their counterparts in the final version:

  • The Rhinotanks are missing their texture file, so they appear with incorrect textures.
  • The player can't pick up bombs thrown by Kikis.
  • Enemies make fewer sounds than the final. For example, Kikis make no sound when throwing bombs and Ice Balls don't make any sounds when moving around.
  • Ice Balls don't give animals upon exploding.
  • Zero has different "?" and "!" symbols, the latter making a sound usually reserved for the menu. His attack's lock-on target is also more solid compared to the final.
  • There is an untextured duck enemy that is present in one part of Final Egg 3. It was removed from the final and replaced with an Egg Keeper. It can be seen here.


There are a few objects in the AutoDemo that look or behave different to their counterparts in the final.

  • The rocket platform added a lower part so that the player could walk into the rocket without needing to jump onto the platform:
Proto Final
SonicAdventureAutodemo RocketBase.png SonicAdventure RocketBase.png
  • The jump panels were changed considerably for the final release. They have a flatter appearance in the final:
Proto Final
SonicAdventureAutodemo JumpPanel.pngSonicAdventureAutodemo StarPanel.png SonicAdventure JumpPanel.png
  • A star panel is used in the autodemo as the final landing point for the jump panels. It was removed in the final, but can still be found in the game's files.
  • Jump ramps do not make sounds and usually fail to launch you to the correct point.
  • The spike walls in Emerald Coast make no sounds and fall deeper into the ground than they do in the final.
  • The player can't homing attack all the springs in the game. Some can be locked onto, but others can't.
  • There is only type of spring used in the AutoDemo - the large variation. In the final, a smaller variation is used as well.
  • Checkpoints are not activated after respawning at them.
  • Item Boxes have a green tint at the bottom that isn't in the final.
  • Life boxes play the Sonic 2 Chaos Emerald jingle.
  • Capsules do not release animals.
  • Animals make a ring sound instead of their regular sound when collected.
  • The fire hydrants in Speed Highway 3 don't make any sound when you break them.
  • The cars in Speed Highway 3 stop at a much further distance than the final and can't hurt the player. They also have incorrect textures.
  • Tikal's "This way!" is not voiced.
  • When a "?" box is broken, the "?" icon is displayed to the player. In the final, "?" boxes will display the icon corresponding to the amount of rings given to the player. For that matter, only the icons for 5-ring and 10-ring boxes exist in the game.
  • There are no Bomb, Invincibility, or Shield item boxes. (Their icons don't exist. Same goes for the unused Timer icon.)
  • The ice block switches in Icecap 2 do not cause ice blocks to appear.
  • Big can't pick up the boulders in Icecap.

Developer Tools

Level Select

SA AD LevelSelect.png

Like in the initial Japanese release and the US release, a level select menu can be accessed.

To access it from the title screen, set the byte at 0x8C794C90 to 00 and the level select will load. Using the level select menu here will display the HUD properly in-game and allow you to control the character. The pause menu will not be enabled however.

To access the level select during cutscenes, demos, and gameplay, change the byte at 0x8C768B38 to 02. This method does not work on the title screen of this version, and will not give you control of the character unless you already had control (from loading a level from the title screen level select).

It looks as if the character select was meant to use icons here instead of names, but this doesn't function properly and just loads from whatever textures are in memory.

Hot Shelter is missing from this level select, along with Eggmobile 2 (Egg Walker), the Knuckles fight with Chaos 6 (listed separately in the final game's developer level select because of the changes to the arena in Knuckles's fight), the first battle with E-101, and "Eggmanrobo" (Zero).

SPR Task

The address 0x8C18EC94 activates a debug feature with 3 displays showing various in-game information.

Proto Version Final Version
SonicAdvenureAutoDemo SPR Task.PNG SonicAdventure SPR Task.png

The AutoDemo version has an ADX feature which is removed from the final releases, It'll always appear at the bottom of the screen.

Tokyo Game Show Leftovers

In the AutoDemo, it is still possible to play the game similarly to the way it would have been played at the Tokyo Game Show.

There is a byte in RAM at 0x8C794C90 that controls which menu you are currently on (0x2C instead of 0x8C for Demul with Cheat Engine). By setting this byte to 03 during the AutoDemo title screen, you will see the title fade to white and the TGS character select will load. Selecting characters here will load their tutorial screens and then their demo level, giving you complete control of the character without having to enable the controls yourself. You start with 96 lives and 50 rings, although you can't pause the game.

Notably, Knuckles has an interactive in-game tutorial that teaches the player to glide.

Title Screen

The title screen of the TGS version can be found in the AutoDemo's files.

SonicAdventureAutodemo TGSTitle.png

English TGS Screens

English versions of the TGS "How to Play" images can be found in USA_SOUSA. They aren't in any other version of the game, nor are they used at any point in the AutoDemo:

The English version of the Knuckles gliding tutorial can be found in K_TUTORIAL_USA:

(Source: Sonic Retro)

Bonus Wallpaper

On track 1 of the disc, a folder can be found containing a single wallpaper that can only otherwise be found on the Japanese website: