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Sonic Adventure (Dreamcast)/Unused Objects

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

Hmmm...
To do:
There's more misplaced objects and rings.

There are two major categories when discussing unused objects in Sonic Adventure: objects that are unused entirely, and objects placed either in areas they're never seen and/or only exist due to being leftovers from another character's version of the stage.

Special thanks to the author of the SET Fixes mod (supercoolsonic) for extensive research into this area, discovering the vast majority of the objects listed on this page.

General

SonicAdventure JumpPanel9.png

9th Jump Panel
Jump Panels can go up to 9, but only 8 of them are ever used. The 9th panel was used in the AutoDemo version of Speed Highway 3, but the sequence was removed in the final game due to the stage being redesigned.

Rocket HS (#15)
A sealed rocket that fires horizontally. Vertical sealed rockets are used in Red Mountain, but the horizontal variant is never used anywhere.

S BASS
This generates a random large fish for Big to catch. It appears in the object list of every stage accessible to Big.

It has the following IDs:

  • Emerald Coast: #76
  • Hot Shelter: #85
  • Twinkle Park: #87
  • Icecap: #119

Unused Enemies
Some stages have enemies in their object lists that are never placed anywhere:

  • Icecap: Rhinotanks
  • Casinopolis: Unidus

Unused IDs

Emerald Coast

Unused IDs

SonicAdventure OIWAPO.png

O IWAPO (#41)
A tall rock similar to the ones that appear alongside the whale area in Act 1. However, it uses the same textures as the platforms over the small pond in Act 2. Its collision is somewhat buggy.

SonicAdventure OKOMOMO.png

O KOMOMO (#57)
A square-shaped light. This object was used in the AutoDemo above the small island in Big's stage, but was taken out for the final game.

SonicAdventure K2.png

K2 (#64)
A long, small grass bush. An otherwise minor piece of scenery that never made the cut - it works perfectly, even generating leaf particles when walked through by the player.

Windy Valley

SonicAdventure OTURIBR.png

O TURIBR (#54)
A bridge that collapses when you walk over it, similar to the bridge that appears just before the end of Act 1. However, this one is a lot shorter. Notably, it fits perfectly over the short Light Dash path in Act 3.

SonicAdventure Tumbleweed.png

O BALL (#69)
A tumbleweed object. It moves in a fixed cycle when approached and can't be interacted with by the player in any way. However, the animation is very short and has a noticeable skip back to its starting point when it reaches the end of its cycle. The first variable for this object increases the speed and distance the object flies out. Uses a unique texture.

O SETSMO (#33)
An effect generator that creates dusty wind. Its first variable is used to control the frequency the effect generates, while the second variable increases the size of the effect. The object is mostly functional but has the tendency to cause extreme graphical glitches, which is likely the reason it never appears in the first place.

B LEAF (#40)
An effect generator that shoots leaves in a horizontal pattern. Its first variable increases the speed of the leaves. A similar object with the same name was used in the early version of the stage, but shot leaves vertically instead of horizontally.

Casinopolis

SonicAdventure FlipperLxRx.png

FlipperLx (#35)/FlipperRx (#37)
Flippers. Identical to the used ones (#34 and #36) except for setting the flag 0x200, which doesn't do anything.

SonicAdventure Dtarget2.png

Dtarget2 (#49)
A larger version of the regular drop target squares. Despite being larger, it behaves in exactly the same way and drops the same rewards.

SonicAdventure Saico.png

Saico (#68)
A small 2D object for the NiGHTS pinball table resembling one of that game's rank crystals that appear upon completing a stage. When touched, the crystal starts "spinning" and continues to cycle until it stops on a random rank. The object does not produce any sound and has a minor issue where the "E" texture appears blank whenever it lands on an F rank. This happens because every rank is a different model and that part of the F rank one has corrupted UV mapping. It was used in the original spiral version of the stage.

SonicAdventure PianTama.png

PianTama (#73)
A small egg. It rocks back and forth slowly until touched, whereupon a Nightopian flies out. After the Nightopian hatches, the egg loses its collision. The egg uses a unique texture.

SonicAdventure UeAlEgg.png

UeAlEgg (#84)
A generator object that spawns the giant clock object in the Reala section of the NiGHTS pinball table. A similar object (#83: SitaAlEgg) is used to spawn the clock in the NiGHTS section.

KB1 (#135)/KB2 (#136)
Billboard objects. These are exactly the same as the "SONIC" and "NiGHTS" billboards, but have "Galaxy Rose" and "Emerald Line" signs instead. Can be seen in early screenshots of the stage.

SonicAdventure FKAFKB.png

FKA (#144)/FKB (#145)
Small sets of stairs. The first version is longer than the other, but neither are able to be walked up by the player - they'll just slip back down to the bottom.

SonicAdventure KDAM.png

KDAM (#174)
A smaller version of the rectangle that Knuckles can dig into on the first floor of the stage.

SonicAdventure SLOTISU.png

SLOTISU (#175)
"Slot Chair", a generator that creates a line of four chairs. These were originally placed around the slot machines in the main area near the Sonic statue. It makes an appearance in early screenshots, alongside the early billboards above.

SonicAdventure WSR.png

WSR (#185)
A variant of the smoke generator used in Act 2 (WSR2). The generator is similar to the used version, but creates constant white smoke rather than timed intervals of orange smoke. Its angle, scale and spread can be manipulated by its ANG and SCL values just like the used version.

O DMGSPHERE (#93)
A collision sphere that only becomes visible in Debug Mode. As its name suggests, touching it will damage the player. Its first variable is used to scale the object.

O SONZ (#113)
Sonic's version of the giant gold Sonic statue. The object itself isn't unused, only the ID. The Knuckles one (O KSONICZO) is the one placed in the stage, which checks if the player character is not Sonic before it spawns and replaces itself with this one if it is.

There is a similar behavior that can only be seen through placing this version directly - it will replace itself with the Knuckles version if playing as him.

O SMOKE (#124)
Doesn't appear in-game and doesn't do anything. Its coding pointer was null'ed out. It was probably a generator for some kind of smoke effect.

CRECT2 (#176)/CCAP (#178)
Two unused collision spheres. CRECT is a duplicate of the common collision sphere object used in the game, while CCAP seems to be a combination of the cylinder and sphere collision objects.

LETSGO (#189)
Appears as a collision sphere in Debug Mode. A path node that when triggered the player will automatically move through in sequence if multiple instances are present with ascending IDs. Its properties are determined via its SCL values:

  • X: Trigger range
  • Y: Node ID
  • Z: Mode. Can be either NORMAL or RENDO ONLY. Nodes in NORMAL mode can trigger the path sequence with any ID, but RENDO ONLY will only trigger it if its ID is 0.

Nodes are deleted after being triggered.

O MUD (#194)
The missing piece to a partially implemented mechanic of this stage. When the player touches water in the sewers, an internal percentage named "sonicmud" increases, albeit at a slow rate - taking 48 seconds to reach 100%. It is decreased by 45% from the animation that triggers near the ladder at the end of the area and 100% by Sonic taking a shower. However, there are no visible effects in-game due to the absence of this object.

It applies a palette to the player to make them look dirtier, with its visibility depending on how high sonicmud is. The palette used is found in the file PL_9MB.BIN. While the object is functional, it lacks the check for Act transitions that similar objects (such as the teleporters) have, causing the player to keep the previous act's palette after leaving it.

Icecap

SonicAdventure Hashra10c.png

Hashra10c (#46)
A large, rocky column. It has full collision but no top or bottom. It was intended to act as support for the overhanging ledges at the first set of trick ramps in act 3.

(Source: MainJP)
SonicAdventure Kareki123.png

Kareki01 (#52)/Kareki02 (#53)/Kareki03 (#54)
The dead trees that infamously appeared in multiple early materials for the stage, including the AutoDemo. Each one has a different model. They don't have fully modelled collision, but this seems to be intentional as they still have enough to be recognized as an obstacle by the snowboard.

SonicAdventure OMOKUABC.png

O MOKU A (#57)/O MOKU B (#58)/O MOKU C (#59)
Flat, 2D trees that appear to be low-poly versions of the evergreen ones. These can be seen placed along the sides of the stage in very early materials of the stage, though the texture they use in many shots is different - early materials show them using a more cartoon-like snow texture, whereas the final game uses a more realistic one. MOKU A and MOKU B are actually placed in Act 3 for both Sonic and Tails, but they're never seen normally because they're hidden inside large rocks. They can be seen (in different spots) in the AutoDemo.

(Source: Sonic Retro (image))
SonicAdventure ODRYAB.png

O DRY A (#60)/O DRY B (#61)
Just like how there are low-poly versions of the evergreen trees, there are low-poly versions of the unused dead trees as well! They were used in the AutoDemo, but don't make any appearances in the final game. Despite there being three dead tree models, there are only two low-poly versions.

SonicAdventure MizukusaB.png

MizukusaB (#67)
A variant of the underwater plant object that was intended to be placed in Big's stage. It behaves in the same way as the used version, even failing to stop while the game is paused.

SonicAdventure OITA12.png

O ITA01 (#68)/O ITA02 (#69)
Small platforms. Neither of these objects have any collision and their textures appear in a bizarre pattern. They may have been intended to be used as background decorations as opposed to interactable platforms.

SonicAdventure SuisyouR.png

SuisyouR (#78)
The smallest version of the ice crystal object. It was placed all over Acts 1 and 3 in the AutoDemo, but is missing entirely in the final game.

O FUTAM2 (#85)
A duplicate of the small breakable ice square in Big's stage. It has no differences to the used version.

O SnowNewA (#89)/O SnowRockC (#96)/O SnowRockD (#97)/O SnowStoneC (#100)/O SnowStoneD (#101)/O SnowStoneE (#102)/O SnowStoneF (#103)
Various rock objects. Some of them were used in the AutoDemo, but none of them are used in the final game.

O ICEBAR1 (#64)
A variant of the ice bridge seen in Act 2. This is exactly the same type of object as the used version, but reacts to a different switch ID (0). It was used in the AutoDemo version of Act 2 just after the small frozen pool - in fact, there was even a hole for it to appear out of just like the spot the used one is. However, it doesn't work in that version.

The hole in the wall intended for this object was removed in the final game, though for some reason it was added back in for Sonic Adventure DX.

Sky Chase

SonicAdventure SkyChaseFurniture.png

TV1 (#2)/ISU1 (#3)/ISU2 (#4)/TANSU (#5)/KABIN (#6)/KAIGA (#7)/TV2 (#8)/REIZU(#9)/SOFA (#10)/TAKAN (#11)/ROCKET (#12)
Various furniture objects, including dressers, televisions, and tables. There's also a static rocket model that, according to prerelease footage, was originally used by the Tornado's lock-on blasts instead of lasers.

Sa flyingdragon.png

BOSS (#18)
Probably the most well-known unused object in the game - the unfinished mechanical dragon boss for Sky Chase. It can be added to either Act, but its textures only load correctly in Act 1. In Act 2, it'll either appear with no textures, the textures of another object, or just simply be invisible (Sonic Adventure DX: Preview).

The dragon will fly behind you menacingly (it moves along the same path as the player) until the level ends. It has no collision detection (well, it does, and can hurt the player if they're close to it) and no attacks, but can still be targeted. Without the use of camera hacks or Sonic Adventure DX: Preview's debug features, the boss is near-impossible to see because the camera never moves in front of the player at any point in either Act.

A video of it in action can be seen here. One of its heads can be seen breathing fire in various early screenshots including the one on the left, but never does this when added into the game. However, the animations for it doing so still exist, and through hacking it can be forced to breathe fire, as the coding for doing so still exists and is functional. According to more unreferenced data for the dragon, its other bobbing head would breathe ice, although no defined particle effects or coding for this can be found. The middle head has an animation for opening its mouth, although what kind of attack it would use is unknown.

The dragon has a single (unused) sound effect leftover in the soundbanks for Sky Chase, although there were originally more, but those were removed from the final game. The leftover sound for it is a roar.

Additionally, the dragon has a path. It starts after Sonic and Tails arrive at the Egg Carrier from the back, though it goes unreferenced.

TARGET (#17)
Unknown. Doesn't appear in-game and doesn't seem to do anything.

Twinkle Park

SonicAdventure OBALLTP.png

O BALL (#55)
A bowling ball! This object has unique textures and even a (also unused) Tikal hint mentioning it, but is never used. When placed, it generates the same type of door as the used bowling sections nearby. The distance the door generates from the player changes depending on the character - for Sonic it's the same distance away as the launchers he uses in those sections, but for Amy the door is generated a lot closer.

The ball was intended to be used for Amy, as the aforementioned unused Tikal hint mention using the ball to knock back ZERO, which is indeed possible with it. The object was never used because Amy never goes through any of the bowling sections in the final game.

SonicAdventure OPLANT12.png

O PLANT 1 (#79)/O PLANT 2 (#81)
Potted plants. Only half of the plant exists, so presumably they were planned to be placed on walls. Despite never being used, they were redesigned for Sonic Adventure DX.

Speed Highway

SonicAdventure OARCADE2.png

O ARCADE2 (#35)
An orange awning. It works just like any of the other awning objects - if you jump on it, you bounce off it. Uses unique textures.

SonicAdventure ONbox4.png

O Nbox4 (#46)
A newspaper stand. It looks similar to the used version of the stand, but has a flat square top instead of a sloped one.

SonicAdventure Trashcan.png

O BAKETU (#59)
A red trashcan. It was redesigned sometime after the Autodemo, and no longer has unique textures. It appears to be somewhat unfinished, as its lid is incorrectly positioned at the object's origin instead of at the top of it. Touching the object causes it to briefly bounce along the ground, then fall through the floor. If the game is paused after touching it the object can be seen in its original spot, but disappears again when the game is unpaused.

O GREENA (#62)/O GREENB (#63)/GREEND (#64)/O Curb (#75)/O Fence2 (#76)
Various environment objects. These were replaced by an identical generator version of the object in the final game to save space by spawning multiple lines at once from the same object rather than spawning each object individually.

O HeliB (#87)
This is an unused variant of the helicopters used in Act 2 (O HeliA) that is otherwise identical aside from having a different behavior for its light. Rather than simply move back and forth like the used version, the lights on these helicopters follow the player.


Red Mountain

SonicAdventure o komokosu.png

o_komokosu (#23)
Spider webs, complete with their own unique texture. This object uses its rotation to determine how curved the web is, and its variables to stretch it out.

SonicAdventure o untei3.png

o_untei3 (#27)
A fully functional smaller variant of the bars used at the top of the mountain near the end of Act 1, having only one "segment". Like the used versions, this is intended to be attached to a wall.

SonicAdventure ORELAYP.png

O RELAY P (#49)
A piece of the zipline that appears to be attached to a wall. It seems to be intended to be placed somewhere along the paths of the ziplines in the stage, but it's not known where. The object is animated, but has no collision or sound. Its first variable is used to determine the initial frame of the object's animation.

SonicAdventure OTURI34.png

O TURI3 (#65)/O TURI4 (#66)
Two unused variants of the bridge object. These may have been intended for the areas where BREAKSTEP1 is used in Acts 1 and 3, as they fit in perfectly over the spaces those objects occupy.

SonicAdventure HATAKI.png

HATAKI (#78)
A rectangular, rocket-powered crusher. It launches in an arc, damaging the player if it slams into them.

Its SCL values control how the object behaves:

  • X SCL ("ROCKET POWER"): The speed it flips over.
  • Y SCL ("BACK ROT SPEED"): The speed it reels back after flipping.
  • Z SCL ("HATAKI WEIGHT"): How long it takes for it to reach top speed when launching.

The object has a very small collision range because it doesn't recalculate it after being created (which is needed for objects with moving collision), so its collision stops working roughly halfway up. Regardless of this oversight, if it flips while the player is standing on it they'll fall through if it moves too fast or rises to a steep angle.

Ex Rock (#46)
A blank object that deletes itself upon being loaded. It's an old version of the exploding ground objects in Act 1, which are placed during the stage's initialization instead. Though the object is blank, there are 16 instances of it placed near the locations the exploding ground objects generate, as opposed to the 19 (Split between two groups) the final version of the object has.

O BREAKSTEP2 (#53)
A duplicate of O BREAKSTEP1, the crumbling bridge objects. There is no difference between them in-game, however, among the data for this version is a texture list containing four entries of "ai128_iwa7", a rock texture from Acts 1 and 2. The list is unreferenced but can be found at 0x24C95C8 in the PC version.

O BLOW2 (#82)
An object that does nothing except increment counters for itself, having no visible behavior in-game. It has references to empty functions, meaning its behavior was likely removed.

O BLOW (#81) is a used variant of this object that is exactly the same except for playing the sound of the lava geysers every 160 frames, but it was placed outside the boundaries of the stage so it never gets activated normally.

Sky Deck

Decorative Objects
This stage has a lot of unused decorative objects, some can be seen in early screenshots suggesting they were cut for performance. The stage has a manager for "decorative" objects that these all share, the only difference being the arguments given to it, which set its animation and model.
For this reason, all of them behave the same - their X SCL variable scales the entire model (Default 1) and they can be destroyed by the wing in Act 2 breaking.

SonicAdventure TOWER I.png

TOWER_I (#61)
A small, inanimate tower. Can be seen in prerelease screenshots and footage in Act 2.

SonicAdventure COLDFAN.png

COLD FAN (#63)
A large fan. The propeller inside stops briefly after each spin it makes. It can be seen in prerelease screenshots and footage attached to walls in Act 2.

SonicAdventure LANTERN.png

LANTERN (#69)
A small light. It has unstable collision, making it easy to clip through by simply jumping on it.

SonicAdventure CTRLTOWER.png

CTRL TOWER (#70)
A large tower. It has an animation that behaves similarly to the one used for COLD FAN. The object was intended for Act 2, even making an appearance in one of the screenshots for the game's website.

SonicAdventure CARRIER3.png

CARRIER3 (#82)
Sky Deck has a number of objects that spawn additional models to add the rest of the Egg Carrier to the stage. However, for whatever reason the variant intended for Act 3 is unused. It fits in perfectly over that Act if placed.

It was used in the AutoDemo version of the stage.

BLOCK_0 (#46)/BLOCK_1 (#47)/BLOCK_2 (#48)/BLOCK_3 (#49)/BLOCK_4 (#50)/BLOCK_5 (#55)/BLOCK_6 (#56)
These are all unused copies of the block segments used in Act 2. They use the same models but can't fall and don't spawn enemy generators for the blocks that use them. BLOCK_2 is used, but not in the way it was intended - instead, it's used to fill in missing geometry around the giant cannon at the end of the act.

SCOPE (#73)
This object contains the target reticle graphic used by several hazards in the stage. However, this version is a static decoration and not the reticle used by the aforementioned hazards.

S_WING (#83)/S_MAP (#84)/S_OBJ (#85)/S_ENG (#86)
Intended to be shadows of the Egg Carrier on the cloud layers in the first part of the stage, they were all used in the Autodemo. They are intended to be placed at the coordinates 0 X and 0 Z, as their models are offset relative to where they're placed. S_ENG is odd, however. In the Autodemo, it was placed very far down in the stage. This is because it adds a shadow for the engines of the Egg Carrier, which are indeed very far down in the stage. However, the cloud layers never move that low in-game, meaning that its shadow is never seen, or never seen with its intended effect.

Other Objects

SonicAdventure OVENT.png

O_VENT (#124)
Long, black rectangles with a kind of flapping effect similar to being blown by wind. Its X and Y SCL values are used to set the force it swings back and forth, with higher values meaning it swings harder in each direction. It doesn't have any collision or textures.

WARNING: This object can crash the game when viewed in Sonic Adventure DX: Preview's object placement editor.

E ACLIFT (#89)
Individual aircraft enemy generators for Act 2. These were probably used with the unused BLOCK objects, but the objects used in the final game have these enemy generators spawned by the object themselves rather than placed separately. An instance of this object can be seen if Act 2 is played as Tails via hacking, as the layout is broken.

NEXT ACT (#88)
The object that takes the player to the next act if they get close enough to it. While this is used in other stages Sky Deck's transitions are handled by destroying cannons, so the regular object is never needed. It was used near the cannons in the AutoDemo.

TRAIL (#120)
An object that periodically fires a set of small white lines. It has no collision and doesn't seem to do much else, but the lines will move around the player if they stand in their path, as if trying to avoid them. It's likely that these are intended to be wind trail effects, as most of their processing is done via the skybox function along with the altitude effects and clouds.

SND_ENG (#121)
A generator that plays the same sound effect used by the Egg Carrier in Red Mountain. However, it's never used.

T COLLI (#122)
An invisible collision object. The player is not affected by it, but the lines generated by TRAIL collide with this object - the lines will avoid these objects similar to how they avoid the player. Its SCL values determine its shape:

  • SCL X: Form (0 = Horizontal Cylinder, 1 = Vertical Cylinder, 2 = Sphere)
  • SCL Y: Radius
  • SCL Z: Length (Cylinder only)

W_WALL (#126)
An invisible wall intended to stop the wind in Act 2 affecting Sonic while he's touching it. However, it doesn't work because the collision form it uses doesn't toggle the flag for being touched, making its effect inaccessible.

HOMING (#135)
An invisible cylinder that can be homing attacked by Sonic. If there's another one nearby, he'll automatically move through them as a chain.

O_SIGNAL (#136)
A flashing light effect similar to the ones on the ground in Speed Highway. It only turns on when below the cloud layer (Dark skybox). The light has various configurable properties:

  • X ANG: Flash speed
  • Y ANG: Scale
  • SCL: Color

There is an issue where the flashing animation skips every 5 seconds due to a bug with an internal counter it uses. It fades accordingly during skybox transitions but if spawned in SADX it appears broken due to conflicts created by alpha rejection.

Lost World

SonicAdventure Ashikabe02.png

Ashikabe02 (#37)
An unused platform for the snake room in Act 1. It was used in the AutoDemo.

SonicAdventure LostWorldMovingGate.png

Gate (#47)
A thin door that continuously moves up and down, even while the game is paused. It was used in multiple spots in the AutoDemo, but replaced by the regular doors in the final game. The bottom of it lacks damage collision, so getting crushed by the door doesn't do anything to the player, though it does have the potential to push them through the floor.

SonicAdventure OFOG LI.png

O FOG_LI (#75)
A giant light, similar to the one unused in Emerald Coast. It was intended for the dark room of Act 2 - it only draws the light if its Y SCL (ID) matches the ID of the last mirror touched, which is the same way the platforms in the room light up. It was likely intended to be placed above the small mirrors, as it fits perfectly over the large square platforms they're placed on.

In Sonic Adventure DX, the light is broken, appearing much darker than it should be and very stretched out.

SonicAdventure LostWorldSwitchOff.png

Aokiswitch (#78)
Name translates to "Blue Switch". It has very round collision and is easy to walk over despite its size. It's a reskin of the standard switch object, complete with all of the same behaviors - except for one. As a timer, instead of staying pressed down (as the standard switch does) it beeps rapidly, becoming increasingly faster the closer to the end of the timer it gets. This behavior would later be used for the time stop switches in Sonic Adventure 2.

In Sonic Adventure DX, the object erroneously applies the switch colors to the side of the model rather than the top.

(Source: (Timer) Speeps)

O Dou1 (#71)/O Dou2 (#72)
Two objects that use very basic code. They attempt to render something and use the level's object texture file, but don't actually have any coding to draw a model, so they appear as nothing in-game.

Final Egg

SonicAdventure O UP ARM FIX.png

O_UP_ARM_FIX (#28)
An already broken vertical claw. It can be scaled with its variables, something it shares with the other claw objects. It was likely intended for Amy's stage, as she can find a broken horizontal version of the same claw in her stage. There is a vertical claw that appears near the beginning of Act 1, but it's operational in both layouts.

SonicAdventure OROTDOOR.png

O ROTDOOR (#40)
A small yellow door that swings open when approached. There are a small number of places the door may fit, but ultimately it was never used.

O GATE_B (#45)/O GATE_D (#47)/O GATE_E (#48)/O GATE_F (#49)
Doors for various areas of Act 3. They spawn in fixed locations - they use the position and rotation values contained in their models instead of where the objects are placed. The gates are in various states:

  • GATE_B clips into the walls of the room it appears in but otherwise has no issues. It was used in the AutoDemo, before the part of the wall that exposes it was added.
  • GATE_D, E and F are intended to face a different direction but little work has been done to rotate them. The doors are in the wrong positions and disconnected from their collision, which sits between them.
  • GATE_D can only be opened by pressing a switch with ID 0. A switch with that ID was placed in the upper area of the room the door spawns in and can be seen (without the door) in the AutoDemo, but was replaced with item boxes in the final game.
  • GATE_E and GATE_F open automatically (as the other gates do) but also don't account for rotation when the player approaches them, so they only open when approached from (relative to the stage) the side.
SonicAdventure ODRUM.png

O DRUM (#54)
These are a variant of the drums found at the beginning of Gamma's stage. However, they're unable to be pushed. If the drum is attacked by the player, it explodes leaving behind multiple pieces of shrapnel nearby on the floor. The explosion has no damage collision in-game (It does not harm the player) but there exists unused data for it, which can be found at 0x1AC43AC in the PC version.

SonicAdventure OSuikomi.png

O Suikomi (#59)
A large metal ring that fits perfectly into the shaft of Act 2. It has no collision. Was used twice in the AutoDemo version of the stage.

SonicAdventure OBigLight.png

O Big Light (#62)
A huge light machine that generates a light effect when the player is nearby. The closer the camera is centered on the glass of the object, the brighter the light it creates becomes. It has no collision at all.

E HIYOKO (#21)
Name translates to "Chick". This is the remainder of an untextured duck object that appeared in the AutoDemo. In this version, the object simply points to (and spawns) an Egg Keeper, with the enemy in question behaving no differently to any of the other Egg Keepers in the stage. The coding for the duck enemy is not known to exist in the final game.

C KILL ZERO (#81)
An invisible object with the only purpose of removing ZERO from existence if he approaches it.

Hot Shelter

SonicAdventure OHAGURUMA23.png

O HAGURUMA2 (#52)/O HAGURUMA3 (#53)
Two gear variants. These work just like any of the other gears, with the same variables and behaviors. They're just never used.

SonicAdventure ODARUMA.png

O DARUMA (#68)
A large box with a lightning effect inside. This object is affected by gravity, falling if placed in midair. Where it was meant to appear is unknown, though.

SonicAdventure OHAKO.png

O HAKO (#69)
A platform with blue sides. This object can by pushed by the player and falls if it reaches a gap. It can easily become stuck inside walls. There's an unereferenced version of its model with it split into several pieces and looking heavily damaged, indicating that it might've been able to be damaged or destroyed.

O BLUELIGHT (#73)
A pulsating blue light. It has no collision, but can be scaled with its variables.

Station Square

SonicAdventure OPOWERBOX.png

O POWERBOX (#98)
A round metallic pedestal of some kind. Other than some slightly glitchy collision, it works fine.

SonicAdventure ChaoCard.png

O CHAOCARD (#101)
A card similar to those used to access Speed Highway and Twinkle Circuit can be found among the objects for Station Square. The card has the same texture used for the Chao Stadium doors, and both this and its associated text indicates that the Chao Races were unlocked through using the card, though it doesn't activate anything in the final game.

A message appears when the card is picked up, which will be in Japanese regardless of the language setting:

Japanese Translated
チャオカード… チャオスタジアム会員のしるし Chao Card - Proof of Chao Stadium membership
(Source: Sonic CulT)
SonicAdventure UnusedNPCBoy.png

Unused NPC (Type #23)
There are many different types of NPCs in the game. Some of them only have one minor appearance and others are only used in cutscenes, but only one manages to be truly unused: a variant of the young boy wearing a cap, which can be found if the NPC type is set to 23. (Left is the used version, right unused.)

Egg Carrier

SonicAdventure ECHeliModel.png

O HELI (#8)
This object is technically used in the outdoor part of the Egg Carrier, but its coding pointer has been replaced with a routine that instantly deletes the object when it spawns. This object, based on where it's placed in the level compared with a couple prerelease screenshots, is actually a helicopter with a large searchlight. It was originally found patrolling the areas around the deck, but was removed for unknown reasons. Its model can only be seen by viewing its model (209B38 in the PC version's ADV01MODELS). Partial coding for this object was found in the Autodemo for its display routine, which would spin the propellor and turn its searchlight.

O LIGHTNING (#18)
This object is also used, placed at the origin of the map in the version of the outside Egg Carrier that has the front and back deck both accessible. However, due to being placed at the origin, the player never gets close enough to it for it to activate. The object generates effect models and lightning bolt effects around the adventure field erratically, which similar effects can be seen in early footage. The object also doesn't have a check to see if the Egg Carrier is sunk, meaning that it could still generate the lightning effects even while the Egg Carrier is sitting in the ocean.


SonicAdventure OWASHER.png

O WASHER (#32)
A washing machine that bounces around wildly, stretching back and forth. If the player touches it, the object stops bouncing. To make it start bouncing again, simply touch it again. Uses unique textures.

SonicAdventure OPALMBASE.PNG

O PALMBASE (#42)
The base part of the palm trees that appear in the pool room, but without the actual tree and a unique soil texture in its place. This can actually be dug into as Knuckles, and doing so makes a switch appear on its surface! Pressing the switch does nothing, however. This object was likely part of a scrapped puzzle for Knuckles in this room, possibly involving the door to Sky Deck at the bottom of the pool.

Mystic Ruins

SonicAdventure ItemStand.png

O ITEM STAND (#7)
This object has two versions that can be toggled with its first variable. Setting it to 0 will cause the center of the object to be the bottom of a switch, while setting to 1 will cause it to be the top of a switch. The lights and switch will briefly disappear when touched, but otherwise it's nonfunctional - even if the two are combined.

(Source: Sonic CulT)
SonicAdventure OCHAOSEMERALD.png

O CHAOS EMERALD (#19)
Giant Chaos Emeralds. These are similar to the ones that appear in the past, though those ones are different objects entirely. The red Emerald may be related to the one that appears in the jungle during Tails' story, but the rest are never used in this way.

SonicAdventure OSAMPLESMLSW.png

O SAMPLE S (#35)/ O SAMPLE M (#36)/O SAMPLE L (#37)/O SAMPLE SW #38
Debug objects. These transparent cylinders can be interacted with depending on their size:

  • - O SAMPLE S (Small): Pick Up
  • - O SAMPLE M (Medium): Push/Pull (All characters can but it's only used in Amy's Hot Shelter and Knuckles' Sky Deck)
  • - O SAMPLE L (Large): Lift (Big only)
  • - O SAMPLE SW (Swingable): Shake (Chao Garden Trees)

O W LEAF2 (#57)
An effect generator. The object spawns a single leaf that falls randomly.

O TORNADO2 (#64)
A copy of the crashed Tornado 2 from Super Sonic's story. It can only spawn in Act 3 (Jungle) but crashes the game as its texture file (MR_TORNADO2) is never loaded, not even in cutscenes (that version uses TR2CRASH). It has no collision and can only be rotated left/right.

Mystic Ruins (Past)

SonicAdventure OFALLTREE1.png

O FALL TREE (#13)
A tree that splits in half when approached. It was most likely intended for the burning altar map.

(Source: Sonic Retro)

Chao Race

SonicAdventure SMALLSCREEN.png

SMALL SCREEN (#12)
The only unused object for the Chao Race is this small block with arrows on it. Likely intended to be placed along the sides of the path that chao take. It uses a unique texture, which happens to be recycled from the Autodemo's version of Windy Valley.


Chaos 0

SonicAdventure Chaos0UnusedPlants.png

O GRAS0 (#1)/O GRAS1 (#2)/O GRAS2 (#3)/O GRAS3 (#4)
Four plant objects. These objects are technically still placed in the level, but they had their display functions null'ed out, meaning that they don't appear in-game. These plants can be seen in the earliest screenshots and footage of the Chaos 0 boss fight, and are still placed in the exact same positions shown. O GRAS2 and O GRAS3 use a unique soil texture not used anywhere else in the game.


Perfect Chaos

Perfect Chaos is the only boss stage in the game to have any unused objects that aren't placed in the stage. Only four of them (the tentacle and rubble pieces) have any sort of collision at all.

SonicAdventure Chaos7Decor.png

O CORN (#16)/O TIRE (#17)/O SIGNAL (#27)
Various decorations. A traffic cone, a broken tire, and a broken version of one of the lights that appear in Station Square.

SonicAdventure PerfectChaosTentacle.png

O TENTACLE (#21)
An obstacle that resembles a hand. It throws itself forward attempting to catch the player when added to the stage. The player can't get hurt by the object, though it does have a very small collision box at its base.

SonicAdventure OROAD0.png

O ROAD 0 (#22)
A segment of broken road, similar to the others placed around the stage.

SonicAdventure OWALLABC.png

O WALL A (#29)/O WALL B (#30)/O WALL C (#31)
Various chunks of rubble. If the player runs into these, much like the destroyed car objects in the level, they'll break apart and drop a few rings.

Mistakes & Leftovers

Emerald Coast

That bit in the distance is the terrain with the checkpoint before the triple loops. This spring is present in all versions of the game.

Act 2 Spring
Through certain glitches, other characters can access the Sonic version of Emerald Coast. Completing the first part of the stage dumps the character in a void below the playable level on a lone spring, an area not visible normally anywhere. This is the default starting point for characters other than Sonic (geometrical coordinates 0,0,0), but the presence of the spring evokes questions. There are actually two springs, both loaded into the exact same spot.

Unused Bridge Detail

SonicAdventure ECBridgeDetail.PNG

There exists a tiny model in the data for Emerald Coast that is supposed to be attached to each piece of the bridge in the ocean that reacts to the whale's splashes, but it isn't used. However, it is used when viewed in debug mode available in the Sonic Adventure DX Preview Prototype. The image on the left shows what the detail models would look like in-game normally.

Act 3 Sonic Leftovers
There are many leftovers from Sonic's Emerald Coast in Act 3 (Big's stage), including dash panels, rings, and springs. There's only being one dash panel where the first loop would be instead of multiple ones, which points to the leftovers being from an early version of the stage as it's consistent with what appears in the AutoDemo. DX removed these leftovers, but in doing so also removed the objects seen in the cutscene - making the area completely empty.

These objects can also be seen in the AutoDemo.

Windy Valley

Disabled PU Wind Detail
The wind gust objects that blow you upwards in the stage have additional effects that never appear due to being disabled in its coding. The effect is generating more leaves around the player that circle around them a few times before flying off and disappearing. This effect is leftover from the Autodemo's version of the stage. Furthermore, this object is coded to play a sound effect the first time the player jumps into it after it spawns. However, the sound effect it's looking for was removed from the final game, so it remains silent.

Unused Tornado Features
The tornado the scoops the player up in the first part of the stage has a couple additional features that are never seen because the coding to activate them never gets run. The tornado begins sucking up leaves once it spawns, but it only sucks up one of the three leaf colors that can be seen in the level. There is coding to randomly set the color of the leaves it sucks up, per leaf, but doesn't run due to the programming for the routine never calling the randomizing code. Additionally, there is unused coding for the tornado to suck up a rhino tank enemy. To clarify, this doesn't mean the tornado would actually suck up rhino tank enemies that it touches, rather instead it would have a random chance to suck one up from off-screen. Again, the routine to spawn the rhino tank model and have it be sucked up is never called.

Unused Bridge Detail
Much like the bridge in Emerald Coast, there is a tiny connector model that was meant to attach each piece of the bridge together, the one that the tornado rips apart. The tornado bridge object can appear as one of a few different models based on one of its variables, and one value for that object makes it appear as the connector.

Misplaced Ring Trail Object
In Tails's version of Windy Valley specifically, underneath the large, hollow platform with a wind gust in its center is a small trail of rings that is suicidal to collect.

Casinopolis

SonicAdventure DtargetBug.png

Broken Dtarget objects
There is an oddity that exists with the Dtarget objects. A large ring appears a certain distance away. It's supposed to encircle the Dtarget objects, but is positioned incorrectly. When all three targets are knocked down, the ring lights up. The ring's model was intentionally set up this way - being far away from the targets, for some reason.

Dtarget Bonus Replay Animation
When either an Amy or Four-of-a-Kind bonus are active, Dtarget receives a bonus where the player can get extra rings if they hit all the targets within the time limit. There's an unused animation if the player does this where the camera moves between different spots replaying them hitting the last target again 3 times, during which the bonus timer is paused.

It doesn't activate because it requires both the Amy and Four-of-a-Kind bonuses being active instead of just one, which is impossible. The "replay" is only partly implemented - nothing is stored in the first place so only empty data is given, leading the player to teleport to (0,0,0) in a reset state.

SonicAdventure ExtraMareSign.png

Extra Mare sign
An extra Mare sign is placed just outside the NiGHTS area of the NiGHTS pinball table. It never appears usually because it has incorrect variable values, but can be seen if the issue is corrected.

It's likely a leftover from an earlier version of the stage.

SonicAdventure JackleCard.png

Jackle Card
There are 10 cards in total for the NiGHTS pinball table, but only 9 of them are able to be collected by the player. This is because one of the cards never appears - the Jackle card. The Jackle card works just like any of the other cards on the table, but the card generator never uses it for some reason. This means the table's "Straight" bonus (collecting all five Green or Red cards) is only possible with green cards.

SonicAdventure StatueRemains.png

Sonic Statue remains
There are several rocks placed around the Sonic statue in Knuckles' stage that are programmed to display after the statue is destroyed, meant to be the fallen debris of said statue. They appear for only a single frame because the statue immediately exits from the mode meant for the post-destroyed state to one otherwise not used at all by it, suggesting this was purposely cut by the developers, possibly for performance.

The pieces have no collision, but a unique collision sphere that activates under the same conditions is placed around the main pile to prevent the player running through it.

Unused sewer shutter behavior
The two shutter door objects in Act 2 (Small, O SHAT1 and large, O SHAT2) use their X SCL value as a flag to determine whether they close behind the player after they pass through them (0) or not (1).

However, the small shutters all have X SCL values of 0 (Including the ones blocking paths in Tails' version, which can still open from behind) and the large shutters only have X SCL values of 1, so they only use one behavior each. A possible reason the large shutters were given the value is that they have no collision with the camera, usually hidden with the smaller shutters by their placements.

Sling player detection
The blue triangle bumpers in the pinball areas (SlingL/SlingR) set their flag 0x100 if the player is close to them. However, the flag does nothing.

Stoper flag
There is an invisible square in front of the safety boosters on the sides of the board (StoperL/StoperR) that toggles the global pinball flag 0x100. When the flag is deactivated, it resets the pinball camera to the main board view - which has no visible effect because the camera is already in that position.
It will work if hacking is used to trigger the object without the default board camera active (Eg. Placing it on the upper paths where the camera usually side-scrolls). The booster that the player lands on at the beginning (or after losing a ball) also deactivates this flag.

Disabled Card Pinball Path
The path manager object for NiGHTS Pinball (Path) has a dummied out path for the player ascending to the boss area. It doesn't display in-game because the object gives this path a length of 1 (As opposed to 6542 - its real length). It doesn't set the camera to follow Sonic either, even checking that the active path isn't this one before trying to end the camera sequence.
The player travels through this path nearly 3 times as fast as they do on the way back down, causing Sonic's movement to look visibly rough.

(Source: Path in NiGHTS Pinball)

Icecap

Hidden Breakable Ice
A breakable ice square is hidden below the small frozen pool in Act 2. However, it can't be interacted with as it's obscured by solid geometry.


Twinkle Park

SonicAdventure TP2MisplacedHalloweenDecoration.png

Misplaced Halloween decoration
With the Halloween event enabled, one of the decorations in Act 2 is placed out of bounds. It's likely caused by its Z coordinate being negative, since it otherwise points to a spot behind the first checkpoint.

SonicAdventure TrapDoorBehavior.png

Trap door behavior
The trap doors in Act 3 have an unused behavior when their first variable is set to 1. When one of the objects is placed with that value, it reflects in the mirror.

Act 2 Sonic leftovers
There are numerous leftovers from Sonic's version of the stage present when playing as Amy or Big, but they can't be seen normally due to the areas the leftovers are in being blocked off. Amy's layout was cleaned up in DX, but Big's leftovers can still be found.

Speed Highway

SonicAdventure Swing.png

Misplaced Swing
There is a swing in Speed Highway floating in mid-air near Tails' section. The swing only exists while playing as Sonic, so it's never seen.

Early Act 2 Layout
Leftovers from an early version of Act 2 remain as part of Act 1's object list. The version of the stage this layout is copied from predates the AutoDemo, as the same layout can also found hidden under the stage in the AutoDemo. There is notably a capsule at the bottom, which is consistent with the AutoDemo's object layout and not in the final version of the Act.

Unused Missile Variable
The first variable of the missile that appears in Tails' stage can actually be used to adjust the scrolling speed of the missile's UV lights. However, since only one missile is ever seen this property is never truly shown.

Misplaced Sign
In Knuckles's version of the stage, underneath the spring closest to the fountain is a random pink sign, the kind of sign meant to be attached to a wall.

Red Mountain

Broken Bats

SonicAdventure SonicCredits18.png

The bats of Act 2 have 4 different paths of flight that each chooses randomly when approached by the player:

  • - Midpoint between the Player and the Bat's initial position
  • - Go to Player (Or more accurately under their feet since it doesn't account for height, seen on the left)
  • - Go to Camera
  • - Do nothing (Briefly flies and then goes back, also used as an idle behavior)

They hardly move when encountered in-game due to an error in how they calculate their next path. Understanding this error requires knowing about another (Unseen) piece of the bats' behavior:

Every 10 frames, the bat checks its position and resets if it's >= 100 units from its initial position. Due to the bat's behavior in-game this limit is impossible to see, but it can be seen in the Announcement footage (16:40). Notably, the bats only have one path of flight (Go to Player) in the prerelease video.

The check for this seems to have been copied when the other paths were added to retarget the bat when it reaches its destination, without inverting the range check or removing the 10 frame wait. This results in their current behavior - every 10 frames, the bats check whether they are >= 0.2 away from the player, and if they are, choose a new path.

Unused BREAKSTEP behavior
The X SCL of both BREAKSTEP objects can generate additional bridges when set to values higher than 1.

At first glance this appears to be the same as the used Y SCL (block count), but the extra segments generated with this property are copies of the entire bridge - they fall independently to each other, rather than all at once.

O Erupt Missing Rock
The lava geysers place 10 rocks around themselves but there is an 11th that doesn't get used due to the loop that spawns them ending too soon. To fix this in the PC version, change the byte at 0x60BAAC from 0x94 to 0xB8

SonicAdventureDX GearCollision.png

O GEAR Early Design Leftovers
This decorative object was redesigned during development - the smoke effects still have four one each side (but only two pipes) and the ones on the right are misaligned. Though this object has no collision in-game, buried in the data for it is a piece of basic collision. It was made for the earlier design, as it lines up poorly and obstructs nearby objects.

SonicAdventureDX LavaPlatformCollision.png

O MASIBA Collision
The collision on the floating lava platforms for Act 2 ignores the object's rotation, leading it to be slightly inaccurate in-game. However, the object is circular enough that it's difficult to discover without using a hack to draw collision.

SonicAdventureDX ChairTombCollision.png

O CHAIR/O HAKA Collision
The electric chair and the small tombstones in Act 2 read the same collision array (PC: 0x24CA010). It seems to be in the wrong order, as the small tombstones have much larger collision than they need and the electric chair (albeit never reachable) has collision that is too small. If their collision is swapped, it lines up perfectly.

Unused Flamethrower behavior
The fire-breathing skulls in this stage act differently if their Y SCL is set to 1: instead of breathing fire periodically, they instead breathe it indefinitely. It was used in the AutoDemo's version of Act 2, but left out in the final game. Under this behavior, the skull itself doesn't animate at all - it breathes fire with its mouth closed.

O ZAKO_B Speed Bug
The rocks that are blown away when E102 destroys dynamite have their X/Y/Z speed set individually upon being destroyed. However, there is a bug that causes their Y speed to always be near 0, making the rocks float backwards when hit.

The address that the Y speed is stored in for each rock is also used to temporarily store the address of the rock's model when the object is created, which is passed along before it finishes loading. The object continues to write the rock's model to this address every frame - as such, the Y speed of each rock is the address of the rock's model - given the addresses aren't large and the rock's Y speed is a Float, it becomes an incredibly small value (Eg: x10-37 on PC).

Act 2 Sonic leftovers
Some objects from Sonic's version of Act 2 exist in Gamma's version of the Act. They can't be seen because Gamma never gets to this part of the stage. The dash panels were removed in DX, but the rest of the layout exists in all versions.

Sky Deck

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: There's a lot of fragment models: koware04_obj_koha (Cylinders), koware04_obj_koa(Ladder), koware04_obj_kosa(Talap1) and sky_nc_h_hanex (Act 2 wing).

Destruction Behavior
Everything that surrounds the cannon at the end of Act 1 (with the exception of the round platforms near the rocket) has partially removed behavior for being destroyed by cannon fire. The objects affected are:

  • CYL_0-2 (Climbable cylinder objects)
  • EDGE_1 (Ladder platform near cylinders)
  • TALAP_1 (Long platforms next to the cylinders)

Each has a list of fragments that intended for them to break apart into the same way platforms do. EDGE_1's in particular is noteworthy as not only is it more intact than the others (Only missing the flag that lets the cannon target it), the fragments are based on an earlier version that had a block instead of a climbable ladder, which can be seen in early screenshots.

(Source: Restored Behavior)

Act 2 Wing Fragments

SonicAdventure sky nc h hanex36d.png

When the first part of Act 2 is destroyed, the geometry itself is moved downward. However, there is an unreferenced fragment list of this wing (PC:0x2239BE8) after being broken, with the cutoff sections and undersides fully modeled. Unlike the above case for Act 1's objects however, all code related to using these has been replaced with the geometry system, leaving these models the only leftover.

The floor textures on the models don't match how the equivalent geometry looks in the AutoDemo or the final game, suggesting they were last updated sometime between the two.

Old Wind System
When Act 1 is loaded, an old cloud and wind system are loaded in the background. Only the wind system has any visible effects left - it was intended to move some objects in the direction of the wind. The value it outputs is usually 0, but occasionally it spikes to very high numbers. Cannons still reference this when being destroyed, meaning their fragments sometimes appear to despawn instantly due to being flown out of the stage at a very fast speed. The unused O VENT object also references the wind but it doesn't seem to do anything noticeable in-game.

The effect remains when progressing to other acts. It isn't synced to the wind effect in Act 2 but will still be applied to cannons unless hacking is used to play the act without loading Act 1.

Escalator Model Size
The escalator object in Act 3 (O ESCALATOR) has two models - one for upward and one for downward. Only the upward model is used in-game outside the debug object editor. Both models are nearly identical, only rotating it to make the arrows face downward. However, the downward one seen in the editor has a slightly longer left half that the stage geometry was built to accommodate, leaving a gap next to them in-game.

Oddly placed Cannon
Above the horizontal ladder in Act 1 that breaks apart is one of the ceiling cannons from the beginning of the stage. The cannon object has no code related to its ID (0) so it never does anything. It can be seen in early screenshots, meaning its placement was likely intentional but behavior for it was never implemented.

Lost World

Act 2 Sonic Layout
Knuckles is usually confined to the room with the light panel puzzle when playing as him in Lost World. However, if you manage to enter Sonic's section of the level through cheats or glitches, it turns out that these areas are populated with objects.

This layout appears to be from an earlier version of the stage, as many objects are in different locations or missing, and there are also some that aren't usually supposed to be there. Some objects, such as the Boa Boas, are in the object files for the AutoDemo version of this stage.

(Source: Sonic Retro)

Final Egg

SonicAdventure GSHOOTERShooting.png

Unused GSHOOTER Behavior
The GSHOOTER objects (the objects lined up on the wall in the first Beat room in Act 3) have the ability to shoot Beats out just like the other generators, but since the max number of beats the object can shoot is set to 0 normally, they never do anything. This can be fixed by setting the object's second variable to anything above 0.

Unlike the regular Beat shooters, these ones don't run out of Beats.

Furthermore, these objects actually have an animation for shooting out the Beats, but they don't use it. The object doesn't have any code to play the animation, although its coding does reference it to render the object's model.

SonicAdventure FECapsule.png

Act 1 Capsule
There is a lone capsule sitting out of bounds near the beginning of Sonic's Final Egg. You can reach this with a well-timed Spin Dash jump, meaning the level can easily be completed in under 10 seconds in this version of the game. Other instances of oddly placed capsules in this stage match up to the locations of rings in test layouts, so it's assumed that this capsule was also a ring originally. It was removed in DX.

Sonic Leftovers
Acts 1 and 3 have some leftovers from Sonic's version of the stage when playing as Amy and Gamma respectively. They were removed in DX.

SonicAdventure 0TARGET2Use.png

0 UP TARGET2 Usage
There is an inactive version of Gamma's doll target object, with only the base and no doll. It's used only at the end of Act 3 to cover a space above the last gate.

SonicAdventure OCOLORDOORWhite.png

O COLOR DOOR White Variant
The colored doors used for Amy's "Pick a door" section (O COLOR DOOR) are colored based on their X SCL. The doors for X SCL 1->5 are used in the stage but there is a white door that is used if X SCL is 0. It was likely intended for the room's entrance, as that's the only entryway of its type in the stage that lacks a door.

This door is also unable to be chosen for the section after the player chooses the right path, as it can only display doors 1-5.

O COLOR DOOR/C FAKE AMY Mismatch
When Amy is warped after choosing the correct colored door, inactive versions of the same door are present (O COLOR DOOR2) but they are a different color to the one the player chose unless it was the yellow one. This happens due to an oversight in the object layout: The doors are placed clockwise while the warps (C FAKE AMY) are placed counterclockwise. The yellow door is in the middle, so its door and warp have the correct values.

Similarly, C FAKE AMY contains a leftover string (PC:0x80EE64) from the object editor (visible in SADX Preview):

SCL X -> UNIT ID(1 - 5)

While it's correct for the doors, C FAKE AMY uses X ANG 0-4 for its ID.

GATE Behavior
When playing through Gamma's stage, it's notable that he can't open the gates at the beginning and end of his stage. All of the gate objects specifically do not open when playing as Gamma, including the ones that only appear in Sonic's stage.

Conversely, GATE_G - a GATE object normally only used in Gamma's version of Act 3 at the beginning of the stage - will open normally if approached by Sonic despite this gate not appearing in his version of the stage.

Lock-On Objects
The objects O UP_ARM, O SIDE_ARM and O DSCHG_LAMP, the claws and the laser shooters from Act 1, are fully functional as targets for Gamma. Usually, the fired shots become stuck if the object doesn't account for them, as removing the shot after being hit is done by the target itself. All of these objects have the required code despite Gamma not being able to encounter them normally.

Unused Collision
A few objects used in Act 2 have unused collision arrays:

  • O Egg Kanban (Decorative blue light): PC:0x1AC4634.
  • O Light1 (Decorative yellow wall light): PC:0x1AC4430.

Hidden Act Transition
There are two ways to transition from Act 2 to 3. The intended method is that it occurs when the player enters the elevator, where it performs the transition when it meets the following conditions (PC:0x5B6FDE):

  • Player 1 is standing in the elevator.
  • The elevator is moving down (in Act 2).
  • Player 1's Y coordinate is -1858 or lower.

There is an invisible cube (C SCENECHANGER) underneath this elevator (at Y -1800) that also performs the transition, possibly either as a placeholder or to work with an earlier version of the elevator object. This cube notably allows the player to transition by jumping into the hole without using the elevator at all.

This cube is the same object used to transition from Act 1 to 2 - its only requirements to work are that it is being touched and controls are enabled. The latter means that while it's placed higher than the elevator's threshold, it does nothing if the player touches it while using the elevator as it disables controls.

Hot Shelter

SonicAdventure HotShelterObjects1.png

Unobtainable Life Box
A life box appears in the large room of the first Act above the area where Amy presses the switch to release water. The path used to get to its location is blocked, however, making it impossible to obtain. It was removed in DX.

Act 1 Big leftovers
There are a number of leftovers from Big's version of Hot Shelter that can be seen when playing as Amy. All of these were removed in DX, with the exception of the glass over the large tank. Despite that, the glass can't be seen from Amy's route in DX anyway due to transparency issues.

Plug System Models
SonicAdventure HotShelterPlugSystemModels.png
Hot Shelter was originally going to have several plug-related mechanics, as evidenced by the unreferenced models shown above, a few leftover sound effects, and three unused Tikal voice lines explaining how the mechanics would've worked. The models exist in the Dreamcast version and all versions of DX, and the model addresses shown in the image are for the 2004 PC version. Most of the models are pretty small, with the vertical yellow plug shown in the top right being able to be gripped by Amy. The metal dome model is the biggest model of the group, being a bit taller than Amy, and the red model that appears to have two grips and a small green monitor fits perfect into the sockets on the dome model. The small triangle models are likely the cords that would be attached to each plug. The red fence-like model has an animation for its two orange parts moving a little bit, appearing to 'unlock'. Tikal's unused voice lines for the system explain that you could swing from vertical cords, and that the player would insert plugs next to doors and that they could be pulled out by grabbing and shaking the plug. No coding for this system is known to exist in the final game.

Station Square

SonicAdventure DuplicateClock.png

Duplicate Clock
The clock at the top of Station Square's City Hall has another clock behind it. This is a leftover from an early design, as the clock sits at the same height in the AutoDemo's object layout for Chaos 0.

SA Ads.png

Unseen Ad
In the City Hall section of Station Square, there are two ads which are positioned out-of-bounds near the shop with the Chao Egg. On the other side of these ads are windows; the ad on the left can be seen normally (albeit slightly obscured), but the ad on the right is completely hidden.

SonicAdventure OddBigPowerup.png

Extra Lure Upgrades
Extra lure upgrades for Big are found at the spots Tails gets the Jet Anklet and Sonic gets the Light Shoes, but Big can't reach either of these areas. The upgrades are a copy of the one located in the sewer nearby, and collecting any of the three will cause the other to disappear.

SonicAdventure HotelKeys.png

Hotel door puzzle
There is a puzzle that appears when the doors to the pool area in the hotel are closed. For most characters these doors are always open, but for Big it can be found before completing Icecap. However, as Big cannot enter the hotel before completing that stage, this layout is never seen.

Two keys are placed on the floor, and Big must put them in the correct holes to open the doors to the pool area. Given this, it's likely that Big was supposed to solve this before he could access Emerald Coast.

The below message appears when Big picks up either key, and will be in Japanese regardless of the language setting:

Japanese Translated
なんだこれ? What is this?
(Source: Sonic Retro)
SonicAdventure CasinoGeometry.png

Duplicate Casino
If the player goes to and leaves the Casino area in Station Square, a duplicate of the casino will appear out of bounds in every other part of Station Square. The duplicate has incorrect textures and no collision at all. This is because the Casinopolis object doesn't unload between maps.

(Source: Sonic Retro)

Unused Train behavior
The train between Station Square and Mystic Ruins will eventually return the player to the station after leaving. This is never seen because the game transitions to the next area automatically upon the train leaving. The train moves away, waits for a minute, and then starts moving back. However, the train's position gets set too close to the station when it returns, making the animation look slightly choppy.

Christmas Tree song selection
In a case of unused content from a DLC pack, the Christmas trees placed throughout Station Square in the Christmas 1999 download pack can be made to play one of two versions of Dreams Dreams through changing properties - however, only one is used normally. Christmas trees set to play the alternate song are placed, but only in inaccessible duplicate map IDs of Station Square. Thus, both this property and the other song go unused.

Unused New Year 1999 pine text
The Japanese-only New Year 1999 ("Kadomatsu") DLC has 3 unused lines. The first two reference Casinopolis, an area that has no pines placed in-game. However, this pack received a patch to fix a bug preventing progress in Knuckles' story - it's likely that these lines were associated with pines that were removed for this fix. Other than this, there are two lines for the hotel area associated with pines that don't spawn text boxes, leaving their message unused. These messages are leftovers from the 1998 Christmas DLC, both reading "-Hotel Manager-".

Japanese Translation
今年こそトビラのスイッチを直します
-カジノポリス支配人-
We'll be sure to fix the door switch this year -Casinopolis Manager-
今年も商売繁盛!
-カジノポリス支配人-
We pray for continued success and prosperity in the new year! -Casinopolis Manager-
-ホテル支配人- -Hotel Manager-
(Source: PkR)

Mystic Ruins

SonicAdventure AngelIslandDoor.png

Door in Angel Island
The door that stands between the cave and the outdoor area in the Angel Island section of the Mystic Ruins is usually only ever seen from inside the cave. Despite this, the outer side of the door has its own unique design that is usually never seen.

The door also has an opening and closing animation that's never seen either, as the door is always seen open or closed.

SonicAdventure mrc s feturoa TransportAnim.gif

Final Egg Base Transport Tube Animation
The long transport tunnel that's connected to Final Egg in the Jungle section of Mystic Ruins is actually coded to play an animation of a transportation tube rushing out through the tunnel and into the base in the distance. However, it never increments the frame of the animation, so it always just renders on the first frame in-game.

Mystic Ruins (Past)

SonicAdventure Tri.png

Triangle
There is a very small triangle hidden inside the large pyramid of the main area.

Unused SET Files

Usually, characters that enter stages without their own SET (Object placement) file will use Sonic's. However, sometimes completely unused layouts can be encountered if either that character does have a SET file, or if Sonic was never intended to be there himself. Many of these layouts were created using an older version of the stage's object list, meaning that the objects in them have incorrect IDs - causing the wrong objects to spawn.

  • Sonic has SET files for a number of maps he doesn't go to: Emerald Coast 3 (SET0102S), Twinkle Park 3 (SET0302S), Hot Shelter (SET1200S, SET1201S and SET1202S), and ZERO (SETZEROS). He also has files for two entirely unused maps: Final Egg 4 (SET1003S), and Hot Shelter 4 (SET1203S).
  • Layouts used for early test stages (SET0000S and SET0001S) are still in the game. SET0001S contains only a single ring and can only be loaded by forcing Amy into Hedgehog Hammer's unused second Act. SET0000S crashes the game if any character tries to access it in the Dreamcast version, but it loads fine in Sonic Adventure DX (though in the latter case the layout only contains rings).
  • Tails uses a unique SET file for his cutscene with Sonic in Emerald Coast (SET0101M) due to the capsule needing to be removed. The file is identical to Sonic's version aside from the obvious lack of a capsule - the entire Act's layout is loaded, despite only a small part of it being needed.
  • Tails has SET files for all Acts of Sky Deck. Since he never goes to them, his Acts 2 and 3 have been left very empty, only consisting of a small number of obstacles with incorrect IDs.
  • SETMR01A is the file for the Mystic Ruins Angel Island area as Amy, but it's never used normally since the area never opens up to her. The layout is for the most part identical to the ones used for the other characters.
  • SET9999S is a file that isn't used for any stage. Its only object is a single ring at (-999,-999,-999).

Hidden Rings

Hmmm...
To do:
There's a lot more of these. Probably better off as a list than images.

Many stages have rings floating out-of-bounds in impossible locations, usually (0,0,0).