This is a sub-page of Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences.
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Twinkle Park is one of the stages that crash in this build when trying to play it, and was the first AutoDemo stage to have its pointers restored. The stage at this point was undergoing a redesign from its appearance in the Tokyo International Forums unveiling, resulting in a few leftovers and some other weirdness.
This appears to be the same version of the stage shown off in a Dreamcast promotional disc on October 22, 1998.
- Level File: 24 September 1998
- SET Files: 18 September 1998
- CAM Files: 30 July 1998 (Act 1 unused), 18 August 1998
- Textures: 24 September 1998 (
OBJ_TWINKLE.PRS,TWINKLE01.PRS,TWINKLE02.PRS,TWINKLE03.PRS)
General Differences#
- The lighting and texture files for the background are missing, though the skybox does exist. The textures for the level itself are present, but require further hacking to be loaded.
- There's a camera file called
CAM0300.BINlacking the character suffix; the used one isCAM0300S.BIN. The unused one is dated July 30, 1998, but appears to be identical outside of using incorrect IDs. - No objects call any audio functions, and the code that handles the background music is missing.
- Most of the objects used (and unused) in the final game have already been implemented, just not placed in any levels yet.
Act 1#
- Act 1's Landtable has an issue with the ceiling at the start being stretched (but not its collision) and a small gap near the loops. Both of these also have untextured areas.
- The textures for the floor and ceiling at the start are different.
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- While the level layout itself has no objects placed on it, there are actually many objects placed far from the geometry (at roughly 395, -85, -144), including enemies, lines of rings, spikeballs, and a rocket. These seem to match up with an old layout shown in the Tokyo International Forums unveiling footage. Due to the SET file having a build date of September 18, 1998, it's likely work continued on the old version before being overhauled. Unfortunately, any unique objects it used have already been removed from this build, so it's any guess as to how the stage progressed. Act 1 references an object with the ID of 0x3D, which now crashes the game.
Act 2#
- There are nearly no placed objects in this Act, save for the trail of rings at the end of the rollercoaster, the bowling games being set up and a single Buyon at the end of the stage.
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- The textures for the roller-coaster's sparkles are missing.
- At the bottom of the drop, the camera is farther away from Sonic and the coaster, so its angle doesn't change as quickly as it does in the final when they go by.
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- As Sonic approaches the first spiral, the camera cuts to a different angle, whereas the final just follows Sonic continuously with no cuts. The AutoDemo's angle is more directly behind Sonic and to his right, as opposed to slightly above Sonic and to his left.
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- As Sonic finishes ascending into the spiral, another hard camera cut happens.
- As Sonic turns around the roof of the castle, the camera is much closer to the tracks.
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- There is another hard camera cut as the coaster leaves the turn, and it is above and behind Sonic and to his right, as opposed to aside and behind Sonic and to his left. It quickly moves back to directly behind him as the coaster is about to make the turn past the swinging boat, while in the final it more smoothly holds its current angle.
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- The swinging ship has an entirely different model compared to the final, being smaller and less detailed.
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- The hard cut at the start of the last turn is different here too - it is to Sonic's right and right next to the track, as opposed to Sonic's left and farther away.
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- The cut midway through the turn is also different - it is on the inside of the turn and on Sonic's left, instead of being outside the turn and on Sonic's right.
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- There is one final camera cut before the end of the ride, which is directly behind Sonic. In the final the camera just smoothly follows Sonic from a distance before he enters the ride's exit.
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- The camera after Sonic leaves the ride is directly centered behind him. In the final, it is at an angle and is above him.
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- The crown object does not drop circles of rings, and the pad it floats over doesn't have its pattern texture, though it does slowly flash green.
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- The lights at the bottom of the crown do not blink. Likewise, the lights surrounding the pad are also not animated.
- At the stairs leading up to the carousel, the camera makes a hard cut to be directly behind Sonic. This also results in the camera dragging itself up the stairs, colliding with the collision as it goes.
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- Instead of the springs used to go up and into the castle battlements, the entrance to Amy's area is open! There are no doors outside or inside the hall.
- The loading trigger to Act 3 accepts all characters instead of just only Amy.
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- Due to the loading trigger to leave Act 3 being farther back in the exit hallway, Sonic loads within the hallway, instead of outside of it. Like with the entrance to Act 3, there is no door here.
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- The aforementioned Buyon at the end of the stage starts off at the bottom of the stairs instead of at the top of them.
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Act 3#
- There is camera data, but it doesn't match at all with the stage layout, being far below and to the right of what it should normally be.
- Like with the other Acts, there are almost no objects here, such as spikeballs, the candles on the walls, and rings.
- None of the entrances and exits for the halls of mirrors have doors.
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- The level also lacks the fog that cuts down on visibility.
- The lack of fixed camera angles, the missing fog, and the lack of doors means the halls of mirrors show parts of the level they aren't intended to - for instance, the first hall of mirrors has the geometry for its exit hallway visible in its "reflections". This also applies to the second and third halls of mirrors.
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- The hall also lacks the floor under the traversible level.
- The hidden trapdoors in the first area are not closed (likely lacking the trapdoor object that covers the pit).
- The last area has a trapdoor that's also reflected on the mirror side. In the final, that trapdoor is only reflected on Amy's side.
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- There is no door leaving Act 3, and the loading trigger is farther from the exit than it is in the final.
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