the cutting room mirror

Lost World

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

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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.

  • Level File: 24 September 1998
  • SET Files: 2 September 1998 (Act 1), 3 September 1998 (Acts 1/2)
  • CAM Files: 30 July 1998 (Act 1 unused), 12 August 1998 (Act 3), 21 September 1998 (Acts 1/2)
  • Textures: 24 September 1998 (OBJ_RUIN.PRS)

General#

  • An object with the ID 37 was removed at some point between when the object layouts were made in early-September, and when the stage was compiled in late-September, causing object desync and a crash whenever Leon attempts to spawn.
  • None of the flaming arrow shooters or light panels work as intended due to missing SCL data. Seeing as the arrows can be seen in the Tokyo International Forums reveal, it's likely that their code was modified at some point.
  • Only the light panel puzzle has been placed into the stage at this point, though the snake and mirror room puzzles are already programmed in.
  • The mirrors and light panels have debug functionality not present in the final:
    • The mirror draws a white square in the center of the screen.
    • The light panels draw a vertical line at Sonic's position.
  • Unlike the final game, the player can jump out of the small mirrors without needing to complete the puzzle. However, the game never clears Sonic's velocity when entering, making it possible for him to fly off.
  • While the music for all three segments exist internally, none of them play due to the game never calling any audio functions.
  • A different door object is used that rapidly opens and closes, but was replaced in the final by a separate door that slowly opens. This was likely done since the original door had a tendency to push the player through the floor.
  • There is an unused camera file named CAM0700.BIN, lacking the usual character suffix. It is dated 30 July 1998, but has no data outside of the header.

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.
  • Upon approaching the snake room, the snake runs a function called ObjectRuinSnakeEv that makes it play a unique path of it diving into the water. While the code for this function was removed in the final game, its path data can still be found.
  • Unlike the final game, the entrance to the snake room closes when entering. This might've been removed was due to the player being potentially blocked out from entering if running up the side, as well as general camera issues.
  • The snake room is completely different. The platforms are in different locations and the route to complete the puzzle is different.
  • The snake room features two water levels, with one being static and the other rising whenever the buttons are pressed, however only the static water level actually effects Sonic.
  • The buttons that raise the water level are much smaller than the final game.

Act 2#

  • 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.
  • Sonic turns into a plant on the water slide.
  • There are no rings in the water slide.
  • The stage's background is drawn in the canyon area after the water slide. This was seen in early footage for the game, but was gone by the final, leaving a black abyss.
  • 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 switches for the wall panels in the light room have bright lights over them. This was removed in the final.

Act 3#

  • There's no Capsule.
  • There is no door behind the starting position.