This is a sub-page of Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences.
Only the fields used in cutscenes are able to load the proper objects and textures. All other areas are in the game, but the objects and textures are missing. The Adventure Fields will send the player back to the title screen if they attempt to enter one; fortunately, this can be bypassed very easily.
The reason why the game boots you to the title screen is 0x8C768B38 (0x2C768B38 for Demul or 0x1C788B38 for NullDC) is set to 5. To prevent this, set it to 4.
Station Square#
By extracting the Station Square geometry, it is possible to see some differences:
Casino#
- The train station has no entrance.
- You can walk along the train tracks.
- The front of the hotel has no collision.
- The billboard does not advertise Chao in Space. In its place is an advertisement for "The Man 3", though only the top-left of it is shown.
- There is a poster above an awning in the alley that is not in the final.
Station#
- The Twinkle Park entrance is completely different. Interestingly, it lines up with the main Twinkle Park stage's castle motif better, suggesting that the kart track the level opens with came later and the exterior was updated to have a more futuristic feel to match.
- The sewer area where Big obtains a lure has a much lower ceiling.
- The dock which leads the player to the Egg Carrier does not exist. This may suggest that the player originally wouldn't be able to go back to the Egg Carrier after completing the game.
- The hotel has a "HOTEL" sign above the entrance that isn't in the final.
- The slope between the street and the beach is smaller.
- The "CYBER-NET INC." building is much taller than in the final.



Hotel#
- The player doesn't have a spawn point.
- There is a chandelier that doesn't appear in the final.
- The ladder shown in some early pictures is present.
- The pool area has different placement of the chairs and tables.
- The tables and sunbeds by the pool are arranged differently than the final.
Misc.#
- The only difference in the City Hall area is that one door on a building next to the sewer in the City Hall appears to be reflective (glass) instead of using a texture like the final.
- The water is present, but is invisible due to the incomplete map.
- The player will spawn out of bounds in the Twinkle Park entrance area.
- The files for the lighting are present (and no different to the final game's versions) but 3 are unused. Curiously, the hotel entrance uses its lighting, even though the level itself is unused.
Screenshots#






Mystic Ruins#
The Mystic Ruins crashes upon trying to access it. By extracting the geometry some minor changes can be seen, and with the AutoDemo Restoration mods it is playable. The majority of each area aside from the jungle area is in blockout form with minimal texturing work done, requiring Ninja Lighting to see the vertex colours in-game.
- The monkey cave in the train area is a slightly different shape to the final.
- The cave area that's located below Tails' Workshop that's used for the Tornado 2 cutscene in Tails' story doesn't exist yet.
- The Light Speed Attack ledge on Angel Island is missing.
- The bridge on Angel Island is also slightly different to the one in the final version.
- The cave leading to Sand Hill in final is in a more basic state.
- The jungle area has more paths than the final version.

In the jungle area, the game will normally crash because the jungle itself has too many polygons. The crash occurs when moving the player further into the jungle which will eventually fill the model buffer, which has been fixed in the AutoDemo Restoration mods.
Additionally there is another crash caused by the game trying to display a model placed at the bottom of the waterfall beside where Eggman's base would be. This model has a null pointer so the game tries to draw a model located at null and causes the crash.
Egg Carrier#
The Egg Carrier has some notable changes to its Adventure Field in the form of object layouts (only the rear transformed deck and the prison can be seen in-game, though) as well as some minor geometry edits. The changes listed here to the front/back of the ship are present in both the untransformed and the transformed version.
Unusually, this Adventure Field supplies each area with its own object list. No other Adventure Field or Action Stage does this, and the final game uses a standardized object list for all Egg Carrier sections.
General#
- Pressing D-Pad Up while at the front of the ship will make the cannons turn around.
- The cannons' hatch will open up for every character when getting near it, whereas the final only opens it up for Sonic. Trying to enter it will result in the game playing the cannon's firing animation with nothing else happening afterwards.
Front Deck#
- Item boxes below the Captain's Room containing Random ring boxes.
- No spring at the back of the area where Chaos 6 is fought.
- There are many circles and lines of rings present around the deck.
- The Monorail is missing.
- The springs in the landing area point straight up instead of at an angle.
- There are no hint boxes at the area where Chaos 6 is fought.
- The center of the Chaos 6 arena sticks out, unlike the final where it's flat. The low-detail version viewed from the back of the ship when transformed actually made it into the final, but it's difficult to see.
- The boxes around the area where Chaos 6 is fought are in different locations and contain items including two Speed Shoes, a 1-Up, and a ring box.

Pool#
- There are no items on the upper level.
- The area has a shutter object that was removed entirely from the final.
Rear Deck#
- Loads the proper textures and objects, as Sonic's cutscene is set here.
- Behind the swimming pool building is two Random ring boxes and a 1-Up box. In the final, this was changed to two 10 ring boxes.
- There is a cannon on the middle platform of the large tower that isn't in the final.
- The large, spinning platform at the top of the tower does not appear, nor does the 10 ring box slightly below it.
Main Hall#
- Loads textures and objects due to Gamma's cutscene taking place here.
- Monorail is missing.
- The lighting is slightly less greener than the final.
- The doors have very bright lighting.
- There are 5 maids in the bottom area. In the final, there's 3.
- There's no puzzle outside the Chao Garden door.
- There are rings and two 10 ring boxes at the back of the room that were removed in the final.
- There are no hint monitors.
- The robots moving along the left and right side of the upper level are missing.
- The pods, elevator, and arches going over the room are not solid.

Prison#
- The lighting is different to the final. There is no fog.
- Loads textures and objects due to Knuckles' cutscene (instead of playing the Knuckles fight scene for the third demo, it plays Amy's cutscene with Gamma instead) taking place here.
- The middle cell contains a Random ring box and a 1-Up box. In the final, these were replaced with the black Chao egg.
- The cells make no sounds when being opened.
- There is no lure upgrade in the rightmost cell for Big.
- The fans below the floor spin slightly slower.

Misc.#
- Sonic's cutscene will load if the player tries to enter any map for the Egg Carrier's exterior as Sonic.
- The entrance to the living quarters is on the right side of the room, rather than the left.
