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Sonic Adventure 2 (Dreamcast)/Unused Graphics
This is a sub-page of Sonic Adventure 2 (Dreamcast).
There are miscellaneous graphics for different purposes in the GD-ROM that were scrapped for unknown reasons.
Contents
- 1 itemp_randomring
- 2 sikake_30_64
- 3 hill_obj
- 4 y_renda02
- 5 Egg Quarters Radar
- 6 Scene Select Icon
- 7 Alternate Character Icons
- 8 Two Player Unused Graphics
- 9 Early Menu Graphics
- 10 Options Menu Icons
- 11 Menu Title Graphics
- 12 Unused Tutorial Screens
- 13 Mipmap Test
- 14 Level Maps
- 15 Unreleased Menu Themes
- 16 Demo Leftovers
itemp_randomring
There is a capsule graphic of a ring with a question mark on it as opposed to a 5, 10, or 20. According to the original file name, itemp_randomring, this would have given the player a random amount of rings.
sikake_30_64
A texture found in objtex_common.prs.
hill_obj
While not completely unused, the palm tree texture in Green Hill Zone has an unseen and out-of-place portion on the far left.
y_renda02
Found in E0127TEXTURE.PRS, this screen was meant to appear on Eggman's monitor in the cutscene where Eggman finds that Sonic's group made it to the Space Colony ARK from the pyramid base, but it's never shown. To top it all off, the emerald Tails is holding has the wrong color (white as opposed to yellow).
Egg Quarters Radar
According to an unused line from Omochao, this was a radar for Egg Quarters that was planned to detect the beetle robots patrolling the stage. It would have been located next to the objective's radar and flashed when the robots were nearby. It can be found in STG26_RADER.PRS. Additionally, if the radar is disabled (via the byte 0x8C0DB217) the beetles become inactive, unable to move or see the player, which is likely related to this old system.
Scene Select Icon
The Dark Story's scene select has the option to start the game at the second Sonic boss. However, the player must complete a stage before they're able to access the equivalent part of the Hero story, as its scene select doesn't include the option to start at the boss. The icon for the option does exist though, and it's slightly different to the icon that was used for the Dark story.
Alternate Character Icons
All of the unlockable 2 player mode characters (Amy, Metal Sonic, Chao Walker, Big, Tikal and Chaos) have their own life icons, but they aren't ever seen due to 2 player mode not using the lives system.
Two Player Unused Graphics
There are two graphics in the GD-ROM that imply via file name that they would have been used on the two player menu, but they aren't.
Early Menu Graphics
These graphics are very much like the final menu, only less polished. They feature the same options (used and unused), and were likely used before the final graphics were complete. These graphics also have a Japanese counterpart, with exactly the same colors and organization, just in Japanese.
The original file name for this one is mainmenu_button. It would have been used on the main menu somehow, with the text laid on top of the graphic, not having a separate graphic for each option.
Options Menu Icons
The File Select menu uses a different set of icons for buttons that aren't highlighted. The icons in the options menu also have this alternate set, but none of them are used because the buttons there always use the first icon. There's also an icon for the Dreamcast 4x Memory Card, which in the File Select menu replaces the VMU icon when one is plugged in. The button in the options menu is always a regular VMU regardless of what's plugged in though.
The alternate icons were removed in the ports aside from the memory card and the rumble pack, which were given new graphics in each version despite being unused.
Menu Title Graphics
There are three menu title graphics that go unused in the final version. They would have been placed in the upper-left hand corner of the menu like all other graphics like this, yet they are not.
Unused Tutorial Screens
There are a handful of tutorial screens that were not implemented for whatever reason.
For explaining Mystic Melody with Tails. Normally, when an upgrade is obtained, screens in the tutorial are subsequently unlocked. This would have been for after Tails or Eggman gets Mystic Melody, but even when they are collected, this screen does not come up.
For explaining button prompts. A different graphic was used instead.
For testing the tutorial screens probably.
For explaining special attacks during two player. While Omochao brings up the topic on both Knuckles'/Rouge's and Tails'/Eggman's tutorials, these screens don't come up, possibly due to a glitch or an oversight.
Mipmap Test
Two images can be found on the disc that seem to have been used for testing mipmaps, as stated by the text in the background of the two images. Interestingly, these images use the earlier logo seen in Sonic Adventure 2: The Trial rather than the regular one.
Level Maps
There are maps for many of the levels in the game inside the game's files. These are stored as BMP images, compressed into PRS files.
Unreleased Menu Themes
In order to get more character menu themes, the themes needed to be downloaded online. However, the Shadow, Amy, Omochao, Maria, and Secretary themes were never made officially available, therefore making their audio and graphics unused. The themes still exist and are unlockable in the GameCube version, but the background used for each theme was changed.
Demo Leftovers
Sonic Adventure 2: Trial Version (not to be confused with Sonic Adventure 2: The Trial) was released roughly a month before the final release. As can be expected, there are leftovers of this demo still on the final game, unused.
Main Menu (from SA2:Preview)