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Sonic Adventure (Dreamcast)/Action Stages

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

Unused Acts

There are a number of empty, unused Acts in the game. Most of these unused acts have files for them such as objects or textures, but the Acts are never used.

  • Hedgehog Hammer has a single unused Act after the one used in-game. The only file for it is its object file (SET0001S.BIN), which contains a single ring at (0,0,0).
  • Hot Shelter has two unused Acts after the three used in-game. These unused acts have no geometry or starting coordinates, but they use the music from Acts 2/3. Act 4 has a single ring present at (0,0,0) but Act 5 has no objects at all.

Japanese Mission A Cards

SonicAdventure UnusedMissionACards.png

The objective cards for timed missions include the exact time that the stage needs to be finished within. These are a group of alternate cards that don't have the exact required time on them, possibly placeholders from a period before the requirements were finalized. These cards only exist in Japanese, but interestingly they don't exist in the original Japanese version of the game at all.

The text for the balloon/capsule cards translate to "destroy the capsule/get the balloon within _ minutes", while Gamma's cards translate to "destroy the target/capture the frog with no less than _ seconds remaining".

(Source: Windii (translation))

Start Coordinates

There are many stages in the game that include starting coordinates for characters that don't normally go to that specific stage or act. They're mainly positions used by other characters, but sometimes they're entirely different due to the coordinates being set in an earlier version of the game.

Stage Character Position Notes
Emerald Coast Act 3 Sonic 5815,5,1136 Same as Big.
Windy Valley Act 2 Gamma 694,-113,-205 Sonic's starting coordinates from the original version of the stage.
Windy Valley Act 3 Gamma 0,700,0 Sonic's starting coordinates from the original version of the stage.
Casinopolis Sonic (All Acts)

Tails (Act 2)

0,0,0

19,-1695,2850
137,35,64
-430,-205,100

This stage has hardcoded coordinates when it loads an act (Every character uses them). The used ones are:

75,-201,270
19,-1694.87,2849.74
137,25,64
-430,-235,100

Red Mountain Act 2 Tails -397,1039,3141 Near the capsule. Leaves the stage immediately due to how the game exits the stage after his cutscene here.
Sky Deck Act 1 Knuckles 0,-410,360 On the first platform immediately after the cannon at the beginning. However, a bug prevents him from spawning normally in this stage outside act 3.
Sky Deck Act 2 Knuckles/Tails 327,-74,2535 Same as Sonic.
Sky Deck Act 3 Tails -1237,15,97 An entirely different spot to Sonic and Knuckles on the edge of the stage.
Lost World Act 1 Knuckles -264,-23,-168 On the ground directly below where Sonic starts.
Lost World Act 3 Knuckles 0, 0, 0 (Exists in his spawn array)
Final Egg Act 1 Gamma 187,-75,957 Used for Sonic in earlier versions/the AutoDemo.
Final Egg Act 2 Amy/Gamma 1060,588,-384 Same as Sonic but facing right.
Final Egg Act 3 Amy 1078,15,-830 Used for Sonic in earlier versions/the AutoDemo.
Final Egg Act 4 Sonic/Amy/Gamma 2811,-405,-1001 Black void, originally contained the Egg Viper cutscene area.
Final Egg Act 5 Sonic/Amy/Gamma 2383,-3125,-509 Black void
Final Egg Act 6 Sonic/Amy/Gamma -335,10,0 Black void
Hot Shelter Act 2 Big/Gamma 215,278,-398 Inside a pipe near the beginning.
Hot Shelter Act 3 Amy/Big 19,252,75 At the cross-shaped area in the beginning area.
Sand Hill Act 2 Sonic/Tails (A copy of the other's Act 1 spawn) Black void
Station Square (Unused Stage IDs 27/28 Everyone (Identical to used version) (Leftover from an earlier version of Station Square.)
Mystic Ruins Act 2 Amy 0,0,0 (Exists in her spawn array)
Mystic Ruins Act 4 Tails/Knuckles/Big 2.11,108.68,172.29 Usual spawn point, exists in their spawn array.

Twinkle Circuit Tracks

While only one course is available normally, there are actually 6 courses for Twinkle Circuit in the game. One of these can be played via a VMU download (Samba GP), but the remaining 4 tracks go unused. Interestingly, the course used for Samba GP is actually the third course rather than the second. A "Mercury GP" banner can be found hidden on the game's website, but no downloads for it are known to exist.

(Source: Avento128bits (Video))

Casinopolis Sound Files

In the Japanese version of the game, files containing sound effects and voices (.MLT) for Amy, Big and Gamma in Casinopolis can be found:

  • CASINO_AMY
  • CASINO_AMY_VOICE
  • CASINO_BIG
  • CASINO_BIG_VOICE
  • CASINO_E102
  • CASINO_E102_VOICE

Despite never going to Casinopolis, these extra files allow Amy, Big and Gamma to use their correct sounds for actions such as jumping or attacking. In other versions these files were removed, so the three use Sonic and Tails' sounds and voices instead. None of these files contain idle lines, as those weren't added until later versions.

Alternate NiGHTS Icons

SonicAdventure AltNiGHTSCards.png

The cards in the NiGHTS Pinball area of Casinopolis have a set of alternate designs that never get used. While some cards (NiGHTS and the Nightopian) look similar to the used ones, these versions have stars in the background that aren't present on the regular cards.

Sky Chase Cannon Failure

When the player gets to the end of Sky Chase 2, they must defeat the Egg Carrier's cannon to complete the stage. However, if the player waits for roughly a minute and a half the cannon will suddenly start to take damage and drain its own health bar, eventually defeating itself without the player needing to do anything.

It's not known why this happens.

Unused Cameras in Twinkle Park

SonicAdventureTwinkleParkUnusedCameras.png

Under Twinkle Park Act 2‘s kill plane are a couple of unused cameras. It is unknown if these are leftovers from another stage or if this implies that this part of the stage was meant to be slightly bigger.

Hidden Areas & Geometry

Extra Tubes in Casinopolis

SonicAdventure HiddenTubes.png
SonicAdventure ProtoScreen PinballTower.jpg

Inside the Twin Seeds tower in the center of the NiGHTS pinball map are two tubes just like the ones Sonic goes through after falling from the Reala board. However, the flight path around this area never goes inside the tower. This is a leftover from the earlier "spiral" version of the stage (seen on the right), when the flight path did go through the tower.

Blocked Passage in Casinopolis

Right at the start of "Dilapidated Way" (e.g., the sewers), there's a passage up to the right. Although it's clearly visible, it cannot be accessed due to an invisible wall. It goes on for some time, twisting and turning, but abruptly hits a dead end.

The items you find in the path are different for Sonic and Tails:

  • As Sonic, the path is empty except for two item boxes at the top of the path containing an Extra Life and Speed Shoes.
  • As Tails, the path contains a Lightning Shield box and many trails of rings throughout the path.

From the objects present in the path it was likely intended to have been used as a starting point for Tails.

Icecap Geometry

Leftover geometry from other Acts exist in Icecap that can't be seen normally.

Final Egg Leftovers

Final Egg has some interesting leftovers from earlier stages of development.

There are a lot of inaccessible areas around the stage that are either permanently blocked off or impossible to reach:

This stage has an unused 4th Act complete with its own starting coordinates, objects and textures. However, it has no geometry and the object placement (SET1003S.BIN) is a copy of one of the early test stages (SET0000S.BIN), with the only difference being in object IDs.

SonicAdventure FE4-1.png SonicAdventure FE4-2.png

The Act itself is a leftover from an earlier version of the stage where the map seen in the cutscene before fighting the Egg Viper was part of Final Egg rather than the Egg Viper's map. The second inaccessible area was originally part of the Act transition to this area - in fact, the camera for doing so is still used if the player walks up to the blocked entrance in the final game.

Blocked paths in Sand Hill

There are two forked sections in the rightmost path of Sand Hill that have one path blocked off by large objects. This is due to reusing the same geometry for both forks.