This is a sub-page of Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences.
|
|
This needs some investigation. |
Sky Chase#
One of the more complete Sub Games in this build, although it still had rather significant changes for the final.
- There is no audio at all.
- In the AutoDemo, both stages are handled as a single stage separated by acts, while the final game instead makes them entirely separate stages. This was likely done to give both stages independent stage managers, which wouldn't be possible with the AutoDemo's setup. Interestingly, both are still stored in the same file,
SHOOTING.PRS, in the final. - The shooting controls are rather different. In the final, the player holds A to lock onto targets and then releases them to attack; in the AutoDemo, the Tornado locks onto enemies automatically with the player firing by pressing B. Additionally, the Tornado shoots rockets in this build rather than lasers; these remain in the final, unused.
- The infamous unused Dragon is used in this build; unlike other objects, it is loaded by the stage itself, rather than being placed in the SET file. It also follows a unique path, appearing once the player reaches the Egg Carrier's engines, and dealing two damage to the player at the end.
- Both Acts have the same object layout, although they do have separate files. There is also a third object layout that does not exist in the final,
SETSHTS.BIN, presumably used before both were given unique layouts. It is dated July 1998, whereas the used layouts are dated August 1998; due to changes with the object list since then, it no longer works correctly. - Despite being shown in the unveiling, neither of the cutscenes are present in the AutoDemo; while the animation of the Egg Carrier firing its laser does exist within the data, the Tornado 2's transformation does not. This suggests that both may have been loaded from EVENT files in an earlier build of the game. As a result, the second half of Act 2 is effectively inaccessible without hacking.
- Only one enemy, HODAI, is used in both stages. In the final, two more types, RENZAKO and ZAKOS, were added.
- The HUD is unfinished, using the generic debug font and being text-based.
- The cannons have a different design, resembling the cannons in Sky Deck and even shooting the same projectiles.
- The camera doesn't function properly, likely due to a change in IDs.
Three paths also exist, but all are unreferenced. The first one matches closely with the object layout, the second one is a straight line, and the third one is an oval with very sharp turns.
(Source: Sonic Retro)
Sand Hill#
- A large number of objects (such as the giant pyramids) would be directly integrated into the level geometry in the final.
- No trick ramps or hazards are present, and the stage as a whole is much emptier than the final.
- Impossible to complete as there is no Froggy or clear trigger at the end.
Twinkle Circuit#
The only Act of Twinkle Circuit in the AutoDemo is an early model that doesn't resemble any of the courses used in the final game. It has no music, objects, or textures, and it features multiple small inclined areas that aren't seen anywhere in the final.