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Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences

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

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
SA AD LevelSelect.png

Most of the stages, with the exception of Hot Shelter, are present in this build, but not all of them are playable. The following stages will crash the game if the player attempts to access them:

  • Practice (Acts 1 & 2)
  • Windy Valley
  • Twinkle Park
  • Sky Deck
  • Lost World
  • Mystic Ruins
  • Chao (with the exception of the Station Square Garden)
  • Boss stages (with the exception of Chaos 2)

Sub-Pages

SA AD teststg2.png
Test Levels
Three test levels whose slot was later overwritten by Amy's Hedgehog Hammer minigame.
SonicAdventureAutodemo EmeraldCoast3.png
Emerald Coast
Rather empty compared to the final game, even lacking the killer whale section.
SonicAdventureAutodemo WindyValley1A.png
Windy Valley
Completely disparate to the final version, and the same one shown in early showcases of the game.
SonicAdventureAutoDemo TwinkleParkAct1 Start.png
Twinkle Park
The old Act 1 object layout is still here, although the unique objects aren't, and is very empty.
SonicAdventureAutodemo SpeedHighway3H.png
Speed Highway
Probably Sonic's most functional stage in the prototype, as well as having the old Act 3 design.
SonicAdventureAutodemo RedMountain3.png
Red Mountain
One of the more complete stages in the prototype, complete with Tokyo Game Show tutorials! Be prepared to fight the camera as Sonic, though.
SonicAdventureAutodemo Icecap3A.png
Icecap
Ice crystals everywhere!
SonicAdventureAutodemo Casinopolis1B.png
Casinopolis
Extremely rough, with only basic modelling done, and nearly lacking all objects.
SonicAdventureAutodemo FinalEgg4.png
Final Egg
Not much to say, about in the same state as Emerald Coast.
SonicAdventureAutodemo EggCarrier1.png
Adventure Fields
Either boots the player out or just crashes, but still has some design leftovers from earlier builds.
SonicAdventureAutodemo ChaoRaceA.png
Chao Gardens
An early state of an A-Life Garden.

Lost World

There are scant few changes to Lost World's geometry - one being that the demo lacks the background walls from many of the areas throughout the level. However, the level's object layout has many differences compared to the final version.

Act 1

  • The starting room has an open ceiling that was covered up in the final.
  • There are flaming arrow shooters near the start of the stage.
  • There is an extra Boa-Boa at the start of the stage.
  • There is a dash panel missing before the long tunnel of flaming blocks.
  • There are no platforms after the long tunnel of flaming blocks.
  • There is no item box over the spike pit.
  • The checkpoint is missing.
  • The camera messes up when the player enters the snake room.
  • The snake room is completely different. The platforms are in different locations and the route to complete the puzzle is different.

Act 2

  • The mirrors are missing in the dark room.
  • There is a Boa-Boa in the dark room that is replaced with a Sol in the final. Interestingly, the Boa-Boa is still here in Knuckles' version of the stage in the final, though glitches are required to access the room.
  • There are no arrows at the end of the dark room.
  • There are no rings in the water slide.
  • The layout of the light puzzle is different. There are Boa-Boas here and all the switches are situated on high platforms in different spots to the final.
  • The wall panels in the light room are already connected to each other, rather than being separated initially.
  • The switches for the wall panels in the light room have bright lights over them. This was removed in the final.

Act 3

  • No Egg Capsule.
  • There is no door behind the starting position.

Other Stages

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What objects are different for these levels, if any?
Remember when YT had a little indifferent face when a video went down? TCRF remembers.
This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

Sky Deck

Act 1

  • The second rotating pole is turning the opposite way.
  • There's no alternate routes where the first checkpoint is.

SonicAdventureDX AutoDemo SkyDeck1-1.png

  • The dash panel after it will likely push the player through the floor.
  • The second dash panel is placed slightly differently.
  • The rings are placed lower.
  • There's no Speed Shoes monitor.
  • An area near the end is missing.
  • You can go to Act 2 without destroying the cannon.
  • The lighting files are present, but don't seem to be any different to the final version.

Act 2

  • The stage is slightly different.
Proto Final
SonicAdventureAutodemo SkyDeck2.png SonicAdventure SkyDeck2.png
  • The beginning is missing a lot of objects.
  • The jump panel trail is missing.

SonicAdventureDX AutoDemo SkyDeck2-1.png

  • The wing won't sheer off.

Act 3

  • The stage is slightly different.
Proto Final
SonicAdventureAutodemo SkyDeck3.png SonicAdventure SkyDeck3.png
  • Most objects are missing.
  • An extra object, OCARRIER3, is present.
  • There's no invisible wall near the capsule.
  • Knuckles' SET file is identical to Tails' unused version.

Sky Chase

There are some object changes in both Acts of Sky Chase:

  • Act 1 only has one type of enemy, the HODAI. In the final, two more types, RENZAKO and ZAKOS, were added.
  • Act 1 and Act 2 have the same object layout.

There is also a third object layout that does not exist in the final. It references a number of odd objects, including the unused Dragon. It can be found in SETSHTS.BIN.

Three paths also exist but all are unreferenced; the first one matches closely with the object layout, the second one is literally a straight line, and the third one is an oval with very sharp turns.

(Source: Sonic Retro)

Sand Hill

SETSBOARDS.BIN is the only object file for Sand Hill and is much smaller than any of the three files used in the final.

Twinkle Circuit

The only Act of Twinkle Circuit in the AutoDemo is an early model that doesn't resemble any of the courses used in the final game. It has no music, objects, or textures and features multiple small inclined areas that aren't seen anywhere in the final, in any course.

Bosses

The maps for most of the game's bosses are present, even though the bosses themselves don't seem to be. Egg Viper has a level, but it appears empty.

Egg Hornet

Egg Hornet's arena seems to use a very early model of the Mystic Ruins. None of the details present in the final game can be seen here, much like the maps used for Casinopolis.

Chaos 2

This is the only boss map in the prototype that doesn't crash the game when loading. While the arena itself doesn't have any interesting differences other than lacking textures, an early version of the boss can be found and interacted with.

Chaos 2 stands in the center of the arena initially in an inactive and invulnerable state, but despite this can still hurt the player via collision damage. If playing as a character other than Knuckles, they'll die immediately after spawning due to starting at the same position as the boss.

There are two ways to activate Chaos 2. The first is the easiest, but the second allows Chaos 2 to use all of its attacks and draws the "CHAOS 2" text and health bar on the screen (at least, it would if the textures existed).

The first method to activate Chaos is to press X and then A or B. This will cause him to approach the player, but he won't perform any attacks. While Chaos is active the camera will be locked. The player can damage him just like in the final game, and he responds in the same way (becoming a giant ball and bouncing around the room). Damaging Chaos repeatedly will eventually defeat him and clear the stage. To make Chaos 2 stop moving again, press X.

The second method is to set the byte at 0x8C6A4EAA on hardware and 0x2C6A4EAA in demul to 01. This will start the boss cutscene where Chaos' name is shown on the screen. In this mode, the camera will not get locked and Chaos can use all of its attacks. Notably, this version of the boss lacks the delay after its punch attack that its final version counterpart has, something that can also be seen in early trailers.

Chaos 2 has all of the attacks the final version of Chaos 2 has, but to view Chaos 2's actions for yourself in the AutoDemo, edit the byte at 0x8C6A4EA1 on hardware and 0x2C6A4EA1 in demul.

The action IDs are:
00 Reset
01 Deactivated
02 Walk
03 Take Damage
04 Ball Form
05 Deactivated
06 Deactivated
07 Jump Back when Near Player
08 Sink
09 Rise
0A Enter Ball Form
0B Exit Ball Form
0C Goes to 0D
0D Punch
0E Ball Form
0F Sink and Create Large Ripples
10 Mini Ball Attack
11 Swing arm (to knock player back)
12 Deactivated
13 Deactivated

(Source: MainJP (controls), SpeepsHighway, Woofmute (updated controls, videos))

Perfect Chaos

The arena for Perfect Chaos is completely different to its counterpart in the final game.

The buildings around the perimeter of the arena are much taller than the final version's. Furthermore, there is only one stretch of buildings, rather than the final version's loop shape. This suggests that the player would keep using the same part of the stage for the entire fight rather than moving through different areas. The textures for this version of the stage are present, but using the wrong list, so many textures are loaded in the wrong places in error.

The background has some minor differences, such as the sky's position and the ocean's color, but the final version is overall higher quality:

Proto Final
SonicAdventureAutodemo Chaos7Sky.png SonicAdventure Chaos7Sky.png