This article pertains to the beta elements from Sonic Adventure.
- 1 Title
- 2 Characters
- 3 Stages
- 4 Eggman's robots
- 5 Hot Shelter screenshot
- 6 Unused Action Stage layouts
- 7 Hidden Rings
- 8 Unused areas
- 9 Moves
- 10 Others
- 11 Station Square
- 12 Unused graphics
- 13 Unused models
- 14 Unused actions and animations
- 15 How to play and Gliding tutorial
- 16 Early Japanese trailer lines
- 17 Unused lines
- 18 Unused Texts
- 19 Unused cutscenes
- 20 Unused cutscene settings
- 21 Leftover content
- 22 Unused elements
- 23 Unused missions
- 24 Realistic blue hedgehog
- 25 Unused music
- 26 Japanese level list
- 27 Starting point
- 28 Miscellaneous
- 29 Autodemo
- 29.1 Music
- 29.2 Knuckles
- 29.3 Test levels
- 29.4 Levels
- 29.4.1 Station Square
- 29.4.2 Mystic Ruins
- 29.4.3 Egg Carrier
- 29.4.4 Windy Valley
- 29.4.5 Speed Highway
- 29.4.6 Red Mountain
- 29.4.7 Emerald Coast
- 29.4.8 Casinopolis
- 29.4.9 Icecap
- 29.4.10 Lost World
- 29.4.11 Final Egg
- 29.4.12 Sky Deck
- 29.4.13 Sky Chase
- 29.4.14 Sand Hill
- 29.4.15 Twinkle Circuit
- 29.5 Bosses
- 29.6 Chao Garden
- 29.7 Gameplay differences
- 29.8 Chao
- 29.9 Enemies
- 29.10 Gimmicks
- 29.11 Other differences
- 30 E3 Prototype
- 31 Gamecube preview
- 32 Prototype images differences
- 33 Trivia
- 34 Videos
- 35 References
- 36 External links
Sonic Adventure was originally titled Sonic RPG, and was intended be released on the Sega Saturn. However, by the time the Dreamcast came out, the developers moved the project over to that console to test out the new hardware.
Like in previous games, Super Sonic was originally going to be playable in regular stages. It is possible this was removed for more bug fixes. There is an unused audio file within the game's data in which Tikal explains how to transform into Super Sonic: "Gather 50 rings, and press the Action button while you jump. You'll transform into Super Sonic! But watch out for your Ring consumption."
Originally, Amy, Tails and Big would be played at this level, but this was changed to Sonic and Gamma only.
Windy Valley was a completely different stage in early development. There are a few screenshots showing Tails flying around in an unknown location and also some gameplay footage showing Sonic and the rest of the cast walking around in this unfamiliar environment. Even the final release's intro video and Amy's very first cutscenes show pictures of this place which was later proven to be a beta version of Windy Valley. Remnants of the stage were found within the files of the Sonic Adventure Auto-demo. Attempts to launch the level within the game itself weren't successful yet because of missing files which cause the game to crash when trying to do so. This geometry seems to be the beta version of the third section of Windy Valley which was partially used as a beta Chao Garden as well. Pre-release footage also shows that the first section had its own beta version as well and was partially recycled for the final design. Amy and Big were originally playable in this stage and there were several blue springs encased in a platform that were deleted from the final version.
Sky Chase Act 2
Originally, Sonic and Tails would have their classic designs from Sonic R like Sky Chase Act 1, and they were supposed to use the Tornado instead of the Tornado 2, so that means that the Tornado 2 doesn't exist in the early version of the game. The Tornado 2 originally didn't transform.
Little purple enemies
Those little purple enemies of Final Egg were originally purple and yellow.
Unused Duck enemy
Hot Shelter screenshot
There is a screenshot found among the files on the disc of the Dreamcast version of Sonic Adventure that was going to be used on the official website of Sonic Adventure, but was left unused. This screenshot depicts Big in Hot Shelter.
Unused Action Stage layouts
Usually, characters that enter Action Stages they are not intended to be in will use Sonic's Action Stage layout. However, some empty level layouts still exist within the game files, some of which are still a part of the character's different playthroughs. Many of these layouts are outdated and with incorrect objects in them:
- Sonic has object files for a number of Action Stages he does not appear in, including Hot Shelter and ZERO. He also has files for several unused sections, such as the second section of Hedgehog Hammer, the third section of Emerald Coast and Twinkle Park, and the fourth section of Final Egg and Hot Shelter.
- The object files used for the test levels (SET0000S and SET0001S) are still present in the game files. While the latter only contains a single Ring and can be accessed, SET0000S is incompatible and will crash the game should the player try to access it.
- The object file Tails uses for his cutscene with Sonic at Emerald Coast is identical to Sonic's version, except it lacks the Capsule. The entire Action Stage layout is loaded, but only a small part of it is seen.
- Tails has object files for all sections of the of Sky Deck, including the second and third section. Tails' second and third sections are mostly empty, containing only a small number of obstacles.
- There is a file for the Mystic Ruins Angel Island area included in Amy's gameplay, but it is never accessed in normal gameplay.
In many of the Action Stages in Sonic Adventure, there are Rings floating out of bounds.
There are a number of unused sections in the game. Most of them are empty and have files for objects or textures.
- Hedgehog Hammer has a single unused section after the one in the final version of the game. This section only holds a single Ring.
- Hot Shelter has two unused sections after the third section in the final version of the game. They have no geometry or starting coordinates, but they have texture files and they use the music from the second and third section. The fourth section holds one Ring, while the fifth section has no objects at all.
Final Egg leftovers
Final Egg has some interesting leftovers from the earlier stages of development. There are two paths at the beginning and the end of this Action Stage that are cut off from the main level by walls. Furthermore, an unused leftover of the Final Egg from the Autodemo version of this Stage holds a bizarre layout of objects, including Capsules and hazards. It also has a spawn point for Sonic far away from these objects. This section was originally a part of the Final Egg in the demo, but was moved to the Egg Viper's boss area in the final version.
Ice Cap leftovers
Leftovers from other sections exist in Icecap that cannot be seen normally. These include the mountain top from the third section in the first section of Sonic's version of the Action Stage (which Sonic cannot get close to in order to make it appear). Also, a part of Big's path in the small pool can be found in the second section of Sonic's version of Icecap. This path is cut off from Sonic's level by a layer of ice.
There are two forked sections in the rightmost path of Sand Hill that have one path blocked by large objects.
There are a small number of unused flags in the game for certain characters that will open up areas that they will usually never go to:
- Amy has a flag for opening the door to Casinopolis.
- Amy has a flag for opening the entrance to Mystic Ruins Angel Island.
- Big has a flag that opens the entrance to the Casino District in the Station District.
Originally Knuckles was planned to have this move, but it was then scrapped for unknown reasons. It is however used in the AutoDemo version of the game, and like the Punch Attack, it consists of three steps which end with a fully charged, upward punch.
Sky Chase's unused Dragon
There was an unused mechanical twin-headed dragon that was going to be a mini-boss in both acts of Sky Chase. It is invincible, but its programming is very limited as it only follows the Tornado in flight without attacking it and it cannot damage it. The battle against the monster was called "Sky Attack" in earlier screenshots.
In the GameCube preview's version, this dragon can be added through Debug Mode (although it will be untextured if added into the Act 2 of Sky Chase), while in the final version of the game, it can be added by modifying the game files. However, in the GameCube's preview version, it is possible to normally see it when the game zooms out at Sonic and Tails before they get shot in the stage.
Also, much like how it was depicted in earlier screenshots, it can breathe flames, but only if it is forced to do so through hacking.
The loading screen was originally in the middle of the screen and had the title of the game in black and white.
Originally, the Chaos Emeralds would have retained their designs from the previous games.
Originally, each area of Station Square was going to be completely connected. Some leftovers of this attempt can still be found within the final release if the player meets certain conditions and activates debug mode: an untextured floorless version of the Casino Area can be accessed from Station Square's coastal area which loads itself as a part of it, suggesting that at some point in development the Station Square hub area was supposed to be loaded in its entirety. Also, more pedestrians were originally planned to roam around the city as evidenced in some screenshots. It is also possible to see the Casino Area by loading it up, leaving it and glitching out of the map.
On an earlier version of the character select screen, the game urges the player to "Choose your Buddy!". The player has to select a character by highlighting their image and pressing the A button.
Loading screen and Chao emotes
A leftover loading screen from the AutoDemo version still exists in the game files which displays various Chao emoticons.
Unused item bonus
A stopwatch that would have likely frozen the timer and/or enemies appears in the game files.
Among the menu graphics for the last completed Action Stage, a "Vs. Tails" setting can be found. As Tails is never fought by any character, it goes unused.
There are unused characters in the game files that look like Rank icons. These were probably used on the older HUD in the AutoDemo. The demo contains the "Level" part that these letters would have likely been used for.
The icon that was used as Big's life count in the AutoDemo can still be found in the game's files on the final version.
Early sky textures
Early screenshots of Sonic Adventure (as well as the AutoDemo version) showed Station Square with different sky textures. Although these textures were replaced with newer ones in the final version, these prototype textures are still found in the game files of the final version despite being unused.
In the game files, there are two versions of the city background seen in Sonic's story intro - one 256x256 version and one 512x512 version. Only the 256x256 version is shown in the game.
Tornado Health Bar
A spring model which resembles the spring from Sonic Jam is seen in the game files. The model is most likely a placeholder, as the texture does not fit it correctly and may have served until the final model was finished.
In the AutoDemo version of Sonic Adventure, there is an unused star panel model that was used to mark the spots the player would land on after using the Jump Panels. This is not used in the final game.
|O IWAPO (#41)||Emerald Coast||A tall rock. It uses the same textures as the platforms over the small pond in Act 2.|
|O KOMOMO (#57)||Emerald Coast||A cuboid-shaped light. This object was initially used in the AutoDemo above the small island in Big's stage. It was later taken out for the final game.|
|K2 (#64)||Emerald Coast||A long, small grass bush|
|O TURIBR (#54)||Windy Valley||A bridge that collapses when the player walks over it. It is similar to the bridge that appears just before the end of Act 1 but is a lot shorter. It perfectly fits over the short Light Dash path in Act 3.|
|O BALL (#69)||Windy Valley||A tumbleweed. It moves in a fixed cycle when approached and it cannot be interacted with by the player in any way. Its animation is very short and has a noticeable skip back to its starting point when it reaches the end of its cycle.|
|N/A||O SETSMO (#33)||Windy Valley||An effect generator that creates dusty wind. Its first variable is used to control the frequency the effect generates, while the second variable increases the size of the effect. The object is mostly functional but has the tendency to cause extreme graphical glitches.|
|N/A||B LEAF (#40)||Windy Valley||A generator that shoots leaves in a horizontal pattern. Its first variable increases the speed of the leaves. A similar object, with the same name, was used in the early version of the stage, but shot leaves vertically instead of horizontally.|
|FlipperLx (#35)/FlipperRx (#37)||Casinopolis (Pinball)||Unused mall flippers leftover from the early version of the NiGHTS pinball table.|
|Dtarget2 (#49)||Casinopolis (Pinball)||A larger version of the regular drop target squares. Despite being larger, it behaves in exactly the same way and drops the same rewards.|
|Saico (#68)||Casinopolis (Pinball)||A small 2D object for the NiGHTS pinball table resembling one of that game's rank crystals. When touched, the crystal starts spinning and continues to cycle until it stops on a random rank. It does not produce any sound and has a minor issue where the "E" texture appears blank whenever it lands on an F rank.|
|PianTama (#73)||Casinopolis (Pinball)||A small egg that slowly rocks back and forth slowly until touched, whereupon a Nightopian flies out. After it hatches, the egg loses its collision.|
|UeAlEgg (#84)||Casinopolis (Pinball)||A generator object that spawns a giant clock object in the Reala section of the NiGHTS pinball table.|
|KB1 (#135)/KB2 (#136)||Casinopolis (Pinball)||Billboard objects. These are exactly the same as the "SONIC" and "NiGHTS" billboards, but have "Galaxy Rose" and "Emerald Line" signs instead.|
|FKA (#144)/FKB (#145)||Casinopolis||Small sets of stairs. The first version is longer than the other, but neither are able to be walked up by the player as they will just slip back down the bottom.|
|KDAM (#174)||Casinopolis||A smaller version of the rectangle that Knuckles can dig into on the first floor of the stage.|
|SLOTISU (#175)||Casinopolis||A generator that creates a line of four chairs. It does appear in early screenshots of the game.|
|WSR (#185)||Casinopolis||This smoke generator is similar to the used version (WSR2), but creates white smoke instead of orange-tinted smoke. The effect is around the same size as Sonic's head.|
|N/A||O DMGSPHERE (#93)||Casinopolis (Debug Mode)||A collision sphere that only becomes visible in Debug Mode. As its name suggests, touching it will damage the player. Its first variable is used to scale the object.|
|N/A||SONZ (#113)||Casinopolis||It is unknown what this object is.|
|N/A||O SMOKE (#124)||Casinopolis||Does not appear in-game and does not do anything.|
|N/A||CRECT2 (#176)/CCAP (#178)||Casinopolis||Two unused collision spheres. "CRECT" is a duplicate of the common collision sphere object used in the game, while "CCAP" seems to be a combination of the cylinder and sphere collision objects.|
|N/A||LETSGO (#189)||Casinopolis (Debug Mode)||Appears as a collision sphere in Debug Mode, but the purpose of this object is unknown. Does not appear to do anything in-game.|
|N/A||O MUD (#194)||Casinopolis||An unused mechanic for the sewers. When placed, Sonic and Tails gradually look "dirtier" as they move through the stage. The palette that this object reads from to create the effect is found in the file "PL_9MB.BIN". Since this object is not placed anywhere, both the palette file and the dirt effect go unused.|
|Hashra10c (#46)||Ice Cap||A large, rocky column. It has full collision but no top or bottom.|
|Kareki01 (#52)/Kareki02 (#53)/Kareki03 (#54)||Ice Cap||Three dead trees that have appeared in multiple early materials for the stage, including the AutoDemo. They do not have fully modeled collision, but this seems to be intentional as they still have enough to be recognized as an obstacle by the snowboard.|
|O MOKU A (#57)/O MOKU B (#58)/O MOKU C (#59)||Ice Cap||Three flat 2D trees that appear to be low-poly versions of the evergreen ones. These can be seen placed along the sides of the stage in very early materials of the AutoDemo, though they are different than the one here.|
|O DRY A (#60)/O DRY B (#61)||Ice Cap||Two low-poly dead trees that can be seen in the AutoDemo.|
|MizukusaB (#67)||Ice Cap||A variant of the underwater plant object that was intended to be placed in Big's stage and it behaves in the same way as the used version.|
|O ITA01 (#68)/O ITA02 (#69)||Ice Cap||Small platforms with no collision.|
|SuisyouR (#78)||Ice Cap||The smallest version of the ice crystal object. It was placed all over in the AutoDemo, of Acts 1 and 3, but it is missing entirely in the final game.|
|N/A||O FUTAM2 (#85)||Ice Cap||A duplicate of the small breakable ice square in Big's stage. It has no differences to the used version.|
|O SnowNewA (#89)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|O SnowRockC (#96)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|O SnowRockD (#97)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|O SnowStoneC (#100)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|O SnowStoneD (#101)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|O SnowStoneE (#102)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|O SnowStoneF (#103)||Ice Cap||Unused rock object as it was used in the AutoDemo.|
|N/A||O ICEBAR1 (#64)||Ice Cap||A variant of the ice bridge seen in Act 2 and is exactly the same type of object as the used version, but reacts to a different switch ID(0). It was also seen in the AutoDemo of Act 2 just after the small frozen pool. There was a hole for it to appear out of just like the spot the used one is. The hole in the wall, intended for this object, was removed in the final game, but it was added back in for Sonic Adventure DX: Director's Cut.|
|O BALL (#55)||Twinkle Park||An unused bowling ball. This object has unique textures and even a number of Tikal hints mentioning it, but none of it is ever used. When placed, it generates the same type of door as the used bowling sections nearby. The distance the door generates from the player changes depending on the character. For example, Sonic has the same distance away as the launchers he uses in those sections. For Amy, the door is generated a lot closer. It was intended to be used for Amy, as the unused Tikal hints mention using the ball to knock back ZERO, which is indeed possible with it.|
|O PLANT 1 (#79), O PLANT 2 (#81)||Twinkle Park||Potted plants. Only half of the plant exists. Despite never being used, they were redesigned for Sonic Adventure DX: Director's Cut.|
|O ARCADE2 (#35)||Speed Highway||An orange awning. It works just like any of the other awning objects. If the player jumps onto it, they will bounce off it. It was used in the AutoDemo version of the stage.|
|O Nbox4 (#46)||Speed Highway||A newspaper stand. It looks similar to the used version of the stand, but has a flat square top instead of a sloped one. It was used in the AutoDemo version of the stage.|
|O BAKETU (#59)||Speed Highway||An unused trash can object. This object behaves like other minor, yet breakable background objects in Speed Highway. However, it does not have the correct textures and its lid is slightly misplaced than the one seen in the AutoDemo.|
|N/A||O GREENA (#62), O GREENB (#63), GREEND (#64), O Curb (#75), O Fence2 (#76)||Speed Highway||Various environment objects. These were all used in the AutoDemo, but were replaced by an identical generator version of the object in the final game to save space by spawning multiple lines at once from the same object rather than spawning each object individually.|
|N/A||O HeliB (#87)||Speed Highway||An unused variant of the helicopters used in Act 2 (O HeliA) that is otherwise identical, aside from having a different behavior for its light. Rather than simply move back and forth, like the used version, the lights on these helicopters follow the player. It was used in the AutoDemo version of the stage.|
|o_komokosu (#23)||Red Mountain||Spider webs that are complete with their own unique texture. This object uses its rotation to determine how curved the web is, and its variables, to stretch it out.|
|o_untei3 (#27)||Red Mountain||A fully functional, smaller variant, of the bars used at the top of the mountain near the end of Act 1 having only one "segment". Like the used versions, this is intended to be attached to a wall.|
|O RELAY P (#49)||Red Mountain||A piece of the zipline that appears to be attached to a wall. It seems it was planned to be placed somewhere along the paths of the ziplines in the stage, but it is not known where. The object is animated, but has no collision or sound. Its first variable is used to determine the initial frame of the object's animation.|
|O TURI3 (#65), O TURI4 (#66)||Red Mountain||Two unused variants of the bridge object.|
|HATAKI (#78)||Red Mountain||A catapult with all of its variables which are used to control how the object behaves: The first one determines the speed the catapult launches, the second one does the speed that the catapult reels back after launching, and the third one (if used) controls the "weight" of the object - how long it takes for it to reach top speed when launching. There are various holes in its collision. For example, if the catapult launches while the player is standing on it, they will just fall through after it reaches a certain point. However, if it slams into the player and crushes them, it will cause damage the same as any other "crush" object does in any stage.|
|N/A||O BREAKSTEP2 (#53)||Red Mountain||A duplicate of O BREAKSTEP1, the crumbling bridge objects. They both have no difference.|
|N/A||O BLOW2 (#82)||Red Mountain||An unknown object. This object does not do anything, nor is it ever used anywhere. However, "O BLOW (#81") is a used variant of this object that loops the sound of the lava geysers, but it was mistakenly placed outside the boundaries of the stage so it never gets activated normally.|
|TOWER_I (#61)||Sky Deck||An unused decoration. It has no animations, but has complete collision and textures for it.|
|COLD FAN (#63)||Sky Deck||A giant fan. The propeller inside stops briefly after each spin it makes, but it is not known if this was intended or not.|
|LANTERN (#69)||Sky Deck||A small white post decoration. It has unstable collision, making it easy to clip through by simply jumping on it.|
|CTRL TOWER (#70)||Sky Deck||A tower decoration. It has an animation that behaves similarly to the one used for "COLD FAN". The object was intended for Act 2, even making an appearance in one of the early screenshots of the game.|
|CARRIER3 (#82)||Sky Deck||Sky Deck has a number of objects that spawn additional models to add the rest of the Egg Carrier to the stage. The variant intended for Act 3 is unused. It fits in perfectly over that Act if placed, but the properties must be set to "1,1,1" for it to appear correctly.
It was used in the AutoDemo version of the stage.
|O_VENT (#124)||Sky Deck||Long, black rectangles with a flapping effect similar to being blown away by wind. The greater the gap between their first and third variables, the more wildly they will move. It does not have any collision or textures.|
|N/A||BLOCK_0 (#46), BLOCK_1 (#47), BLOCK_2 (#48), BLOCK_3 (#49), BLOCK_4 (#50), BLOCK_5 (#55), BLOCK_6 (#56)||Sky Deck||These are all unused copies of the (non-falling) block segments. Aside from the inability to spawn enemies, they are identical to the used versions in Act 2. "BLOCK_2" is used, but not in the way it was intended. Instead, it is used to fill in the missing geometry around the giant cannon at the end of the Act. They only appear if their first variable is set to "1".|
|N/A||SCOPE (#73)||Sky Deck||This object contains the target reticle graphic, used by several hazards in the stage. Its scale can be adjusted using its variables and it is not known if this is the same object called by the hazards. Either way, it never appears on its own.|
|N/A||E ACLIFT (#89)||Sky Deck||Individual aircraft enemy generators for Act 2. The ones used in the final game have these enemy generators built into the object themselves rather than placed separately.|
|N/A||S_WING (#83), S_MAP (#84), S_OBJ (#85), S_ENG (#86)||Sky Deck||Unknown. None of these objects appear in-game.|
|N/A||NEXT ACT (#88)||Sky Deck||An object that takes the player to the next act. While this is used in other stages, Sky Deck's transitions are handled by destroying cannons, so the regular object is never needed. It was used near the cannons in the AutoDemo.|
|N/A||TRAIL (#120)||Sky Deck||An object that periodically fires a set of small white lines. It has no collision and does not seem seem to do much else. The lines will move the player around if they stand in their path, as if trying to avoid them.|
|N/A||SND_ENG (#121)||Sky Deck||A generator that plays the same sound effect used by the Egg Carrier in Red Mountain. It is never used.|
|N/A||T COLLI (#122)||Sky Deck||Unknown. It does not appear in-game.|
|N/A||W_WALL (#126)||Sky Deck||Unknown. It does not appear in-game.|
|N/A||HOMING (#135)||Sky Deck||Unknown. It does not appear in-game.|
|N/A||O_SIGNAL (#136)||Sky Deck||Unknown. It seems to be able to produce bright colors when its variables are given certain values. Outside of Debug Mode, it does not appear visible.|
|Ashikabe02 (#37)||Lost World||An unused platform, for the snake room in Act 1. This was used in the AutoDemo.|
|Gate (#47)||Lost World||An unused gate object that moves up and down. It cannot harm the player, but it can push them through the floor. Interestingly, pausing the game will only slow its movement down slightly.|
|O FOG_LI (#75)||Lost World||A giant light, similar to the one unused in Emerald Coast. It seems to be broken in Sonic Adventure DX: Director's Cut, appearing much darker than it should be and very stretched out. It only appears if its first variable is set to 0.|
|Aokiswitch (#78)||Lost World||An unused switch object. It has a pad for both pushing and toggling and it will light up when being stepped on. It can also be walked over normally, unlike other switches which must be jumped over. Its purpose is unknown.|
|N/A||O Dou1 (#71)/O Dou2 (#72)||Lost World||Unknown. It does not appear in-game.|
|O_UP_ARM_FIX (#28)||Final Egg||An already broken vertical claw. It can be scaled with its variables, something it shares with the other claw objects. There is a vertical claw that appears near the beginning of Act 1, but it is operational in both layouts.|
|O ROTDOOR (#40)||Final Egg||A small yellow door that swings open, when approached. There are a small number of places the door may fit, but it was never used.|
|O GATE_B (#45), O GATE_D (#47), O GATE_E (#48), O GATE_F (#49)||Final Egg||Various generator objects that create doors in various areas of Act 3. Most of the doors are rotated incorrectly, but they do open. Only "GATE_B" works properly. "GATE_D" can be opened by pressing a switch with an ID of 0.|
|O DRUM (#54)||Final Egg||A variant of the drums, found at the beginning of Gamma's stage. They are unable to be pushed. If the drum is attacked by the player, it will explode, leaving behind multiple pieces of material nearby on the floor. The explosion does not harm the player or enemies, such as ZERO.|
|O Suikomi (#59)||Final Egg||A large metal ring, which fits perfectly into the shaft of Act 2. It has no collision, but was used twice in the AutoDemo version of the stage.|
|O Big Light (#62)||Final Egg||A huge light machine, which generates a light effect when the player is nearby. The closer the camera is centered on the glass of the object, the brighter the light it creates becomes. It has no collision at all.|
|N/A||E HIYOKO (#21)||Final Egg||The name translates to "Chick". This is the remainder of an untextured duck object, which appeared in the AutoDemo. In this version, the object simply points to spawn an Egg Keeper, with the enemy in question behaving no differently to any of the other Egg Keepers in the stage.|
|N/A||C KILL ZERO (#81)||Final Egg||An invisible object, with the only purpose of removing ZERO from existence if he approaches it.|
|O HAGURUMA2 (#52), O HAGURUMA3 (#53)||Hot Shelter||Two gear variants that work just like any of the other gears, with the same variables and behaviors.|
|O DARUMA (#68)||Hot Shelter||A large box with a lightning effect inside. This object is affected by gravity, falling if placed in midair. Where it was meant to appear in the stage is unknown.|
|O HAKO (#69)||Hot Shelter||A platform with blue sides. This object can by pushed by the player and falls if it reaches a gap. However, it can easily become stuck inside walls. It looks similar to the platforms in Chemical Plant.|
|N/A||O BLUELIGHT (#73)||Hot Shelter||A pulsating blue light. It has no collision, but can be scaled with its variables.|
|O POWERBOX (#98)||Station Square||A round metallic pedestal of some kind. It works fine, aside some slightly glitchy collision.|
|O CHAOCARD (#101)||Station Square||There is an unused item from the "Chao Stadium" that would let the player enter the Chao Race. This object does not have an English translation when grabbed, instead presenting Japanese texts saying "Chaocard Proof of Chao Stadium membership".|
|Unused NPC (Type #23)||Station Square||There is an NPC boy that is found inside of the game files, but was never used neither in gameplay nor in cutscenes, even though he behaves correctly much like the other used NPCs if brought back through hacking. This boy wears an orange sweater and a red hat with blue pair of shoes.|
|O WASHER (#32)||Egg Carrier||A washing machine that bounces around wildly, and stretches back and forth. If the player touches it, the object stops bouncing. Touching it again makes it return to start bouncing.|
|Helicopter||Egg Carrier||A helicopter with a large searchlight. It was originally found patrolling the areas around the deck, but was removed for unknown reasons. Since it has no object, it can only be seen by viewing its model.|
|O ITEM STAND (#7)||Mystic Ruins||This object has two versions that can be toggled with its first variable. Setting it to "0" will cause the center of the object to be the bottom of a switch, while setting it to "1" will cause it to be the top of a switch. The lights and switch will briefly disappear when touched, but it is otherwise nonfunctional, even if the two are combined.|
|O CHAOS EMERALD (#19)||Mystic Ruins||Giant Chaos Emeralds. These are similar to the ones that appear in the past, though those ones are different objects entirely.|
|O SAMPLE S (#35), O SAMPLE M (#36), O SAMPLE L (#37), O SAMPLE SW #38||Mystic Ruins||Debug objects. These transparent cylinders can be interacted with depending on their size. The smallest can be picked up, and the medium-sized one can be pushed. The others are not able to be pushed at all ("O SAMPLE M" can also be pulled, but only slightly).|
|N/A||O W LEAF2 (#57)||Mystic Ruins||An effect generator. The object spawns a single leaf that falls randomly.|
|N/A||O TORNADO2 (#64)||Mystic Ruins||Unknown. Crashes the game when placed.|
|O FALL TREE (#13)||Mystic Ruins (Past)||A tree that splits in half when approached.|
|O PYSTAIRS (#19), O BIGSTAIRS (#20)||Mystic Ruins (past)||Object versions of the various staircases around the main area. They have no collision and everywhere they fit in on the map has already been filled in with "landtable" models, making these objects unneeded.|
|TV1 (#2), ISU1 (#3), ISU2 (#4), TANSU (#5), KABIN (#6), KAIGA (#7), TV2(#8), REIZU(#9), SOFA (#10), TAKAN (#11), ROCKET (#12)||Sky Chase||Various furniture objects, such as dressers, televisions, chairs, and tables.|
|N/A||TARGET (#17)||Sky Chase||Unknown. Does not appear in-game.|
|O CORN (#16), O TIRE (#17), O SIGNAL (#27)||Perfect Chaos||Various decorations of a traffic cone, a tire, and a broken version of one of the traffic lights that appear in Station Square.|
|O TENTACLE (#21)||Perfect Chaos||An obstacle that resembles a hand. It throws itself forward, attempting to catch the player, when added the stage. Though the player cannot get hurt by the object, it does have a very small collision box at its base.|
|O ROAD 0 (#22)||Perfect Chaos||A segment of broken road, similar to the others placed around the stage.|
|O WALL A (#29), O WALL B (#30), O WALL C (#31)||Perfect Chaos||Various chunks of rubble.|
Unused actions and animations
Tails has a small number of actions in the game that he never uses:
- Tails has a working "Pinball mode" for the pinball tables in Casinopolis. However, much like Sonic in the Japanese version of the game, Tails can not shake the table.
- Jump Panels are usable by Tails, whereas Knuckles/Amy get stuck on the second panel when attempting to use them and Big/Gamma can not use them at all.
The rest of the characters also have several unused animations:
- Sonic, Super Sonic, Tails, Knuckles and Gamma have animations for reverting back to their standing pose after striking their "stage clear" poses.
- Every character has an animation for landing from a fall both normally and while holding an object, but only Gamma's is actually used.
- Both Sonic and Tails have an animation for pulling objects, but since they never encounter anything that can be pulled, the animation goes unused.
- Knuckles has a number of empty animation slots that were formerly used for his early combos that were in the Autodemo. The effects on his hands while performing the moves still exist and can be seen if his punching animation is replaced with one of these slots.
- Amy has a balancing animation.
- Super Sonic has animations for bouncing on Springs, despite that Perfect Chaos's battle does not have any Springs.
How to play and Gliding tutorial
"How to Play" and the Knuckles's Gliding tutorial pictures from the Tokyo Games Show demo version of the game can be found in the game files:
Early Japanese trailer lines
Voice clips that were used in various early Japanese trailers can be found in the game files for both the English and Japanese version of the game:
|Hello, everybody! My name is Sonic! ソニック・ザ・ヘッジホッグだ！とにかく、じっとしていられない。だれも追いつくとはできなぜ！ある日オレは街で、謎の液状生命体と出会った。カオスっていうのか、コイツ...どうやら悪の科学者、Ｄｒ．エッグマンが一枚噛めるらしいな。ハン、面白いことになってきた！エッグマンの思い通りにはさせないぜ！どうだ？オレについてこられるか？オレはソニック！Sonic the Hedgehog!||Hello, everybody! My name is Sonic! Sonic the Hedgehog! Anyway, I can't stand around, and no one can outrun me! One day, I encountered a mysterious liquid life form in the city. Its name is "Chaos," apparently... Seems like the evil scientist Dr. Eggman is involved with this. Hah, things are getting fun! I can't let Eggman have his way! So, how's that? Can you keep up with me? I'm Sonic! Sonic the Hedgehog!||Sonic's trailer.|
|ボクは、マイルス "テイルス" パウアー。機械いじりが大好きで、性格はちょっとあったりしてるかな！ある日、カオスエメラルド動力に使った新型飛行機のテスト飛行中。エメラルドのパワーが強力すぎて、飛行機は墜落しちゃったんだ！でも、そこを助けくれたのが、ボクの憧れのソニックだった！昔、いじめられっ子だったボクを勇気づけてくれたソニック！よぉし！ソニックと一緒にカオスエメラルドを探すんだ！今度は、ボクがソニックを助ける番だからね！||I'm Miles "Tails" Prower! I love fumbling with machines, and I guess it sort of fits my personality! One day, I was flight testing the new plane model that used the Chaos Emerald's power. The Emerald was too powerful, so the plane crashed! But then, the person I aspire to be, Sonic, came to my rescue! Sonic is the one who encouraged me when I was a bullied kid long ago! Alright! Together with Sonic, we will search for the Chaos Emeralds! This time, it's my turn to come to Sonic's rescue!||Tails's trailer.|
|オレはナックルズ・ザ・エキドゥナ。物心ついたころから、理由も知らずマスターエメラルドを護りつづけている。他のことはかんけいない。オレにとってはそれが全てだ。しかし、ある夜、一条の稲妻がマスターエメラルドを砕いた。そして中から謎の怪物が出てきたんだ！なんだ、コイツは...許すわけにはいかねぇが、それより飛び散たマスターエメラルドを回収するほうが先だ。そして、マスターエメラルドを集める旅に、オレは不思議の光景を見る。このマスターエメラルドには大変な秘密があったんじゃないか...！||I'm Knuckles the Echidna. I've been guarding the Master Emerald without knowing the reason why for as long as I can remember. It's everything that I am and it's got nothing to do with anything else. However, one night, a streak of lightning broke the Master Emerald. Then, a mysterious monster emerged from the inside of it! Who is that, anyway... I can't let it get away with this, but besides that I've got the scattered Master Emerald shards to recover. Also, during my journey of collecting the shards, I've been seeing mysterious visions. This Master Emerald must have a terrible secret...!||Knuckles's trailer.|
|アタシ、エミー・ローズ！元気でラブリーな女の子！ある日街を歩いてたら、ドクターエッグマンの飛行要塞、エッグキャリアが襲ってきたの！そこから逃げてきた小鳥さん！やぁだ～！エッグマンの繰り出したロボットが小鳥さんを狙って、追いかけてくるぅ！よぉし！アタシにまかせなさぁい！絶対、あなたを守ってみせるから！||I'm Amy Rose! Lovely girl who's full of energy! One day, when I was walking the streets, Dr. Eggman's flying fortress, Egg Carrier, was attacking! A small bird escaped from there! No way! The robot that Eggman dispatched is after the birdie and chasing us! Okay! Leave it to me! I'll protect you no matter what!||Amy's trailer.|
|ワタシ、e１０２。コードネーム：γ. Dr.エッグマン二作ラレタロボットダ。Dr.エッグマンハマイマスター。マスターノ命令ハゼッタイダ。ジャマスルモノは、破壊。青イハリネズミハ敵。ダガ、ホント二コレデイイノカ？ワタシノナスベキ事ハホント二コレデイイノカ？||I am E-102. Codename: γ. A robot created by Dr. Eggman. Dr. Eggman is my master. Master's orders are absolute. Eliminate everything that stands in my way. Blue hedgehog is the enemy. However, is this really okay? Is what I must do really okay?||Gamma's trailer.|
|ふぅん...ボク、ネコ、ビッグ。大好きな親友のカエル君と一緒に、ゆっくり、のんびり、釣りしてるのが大好き。だけど、ある夜...大き音で目が覚めたら、カエル君がカオスエメラルド飲み込んで、どっかに行っちゃうんだ！どうしたの？どうして行っちゃうの？ちょっと待ってよぉ、カエルくぅん～！||Hmm... I am Big the Cat. I love fishing at a leisurely pace together with my best buddy Froggy. However, one evening... I woke up from a loud noise, and Froggy swallowed the Chaos Emerald and ran off somewhere! What's wrong? Why did you go? Wait for me, Froggy!||Big's trailer.|
|ほーっほっほっほ！ソニック共よ！ワシがこの世に並ぶ者ない天才科学者、Ｄｒ．エッグマン様じゃ！見たか、これこそがカオス。カオスエメラルドを与えるたび強力変身してゆく怪物だ。こいつをつかって街を破壊し、そこにエッグマンランドを建設してくれる！ムハハハハ、破壊じゃ、破壊じゃ！ソニック、おまえにカオスを止めることができるかな？ふはっはっはっは！||Hoohohoho! Sonic! I am the world's greatest genius scientist, Dr. Eggman! Behold, this is Chaos. A monster who becomes more powerful for every Chaos Emerald it gets. I'll use it to destroy the city and build Eggman Land over the ruins! Muhahahaha, destruction, destruction! Sonic, can you defeat Chaos? Huhahahaha!||Eggman's trailer.|
There is a variety of unused lines for Tikal left on the game disc, including for the "Super Sonic" storyline and the Chao Garden:
|Gather 50 rings and press the action button while you jump. You'll transform into Super Sonic! But watch out for your ring consumption.||Info on how to transform into Super Sonic, which the player cannot do manually in the final version of the game.|
|Be careful of Leon, he appears suddenly.||A warning about the Leon.|
|When Gohla is breathing fire it's your chance to attack!||A warning about Gohla.|
|The Egg Hornet itself is the weak spot. Attack it when it gets close.||A hint for the Egg Hornet. In the final version of the game, Tikal never shows up here.|
|Insert the plug in the opening next to the door. You need to grab hold of the end of the plug.||A hint for Hot Shelter.|
|If you're hanging from a cord, use the directional pad to sway. By touching the cord next to you, you will be able to switch cords.||A hint for Hot Shelter.|
|To pull out a plug, hold it and shake it.||Likely a hint for Hot Shelter, where a plug can be interacted with using Big's fishing lure.|
|Release the jump button at the right time. If you succeed, you do a trick and even gain more speed.||A hint for the trick ramps in Icecap and Sand Hill.|
|This is the temple of those who strayed. Watch out for booby traps!||A presumed hint for Lost World.|
|This cliff seems to be a part of Angel Island.|
|I am here to guide you. When you're lost, try finding me.||A hint for the Hint Orb. The Japanese version of this line was used in the AutoDemo version of the game.|
|There are many places to go fishing.|
|If you hit the robot with the bomb, you can slow the robots down a little.||A presumed hint for one of Amy's Action Stages, as ZERO is affected by Kiki's bombs.|
|Hide in here.||A hint for one of Amy's Action Stages.|
|Hide here to escape. Press the jump button to get out.|
|Use the hammer while you run. You should be able to jump across.|
|If you use the homing attack carefully, you can use the enemy characters as platforms.||A hint for Sonic.|
|You can toss back the bombs Kiki throws at you.|
|You can pick up and throw the small chicks.||It refers to a duck enemy in the game's AutoDemo in Final Egg.|
|Use the camera button to change camera angles. If you get lost, change it back to auto.||A hint for the camera. The option to toggle the camera did not appear until Sonic Adventure DX: Director's Cut.|
|You're going the wrong way!|
|Save the animals and take them to the Chao garden.|
|Keep pressing the action button to do punch combos.||A hint for Knuckles.|
|You can't overpower him. You can't beat him that way.||A hint referring to the Perfect Chaos boss battle.|
|Sonic! It's up to you now.||A hint referring to the Perfect Chaos boss battle.|
|Be brave. blue hedgehog!||A hint referring to the Perfect Chaos boss battle.|
|Chaos should have a weak spot on his head. Watch his movements carefully!||A hint referring to the Perfect Chaos boss battle.|
|In order to stay as Super Sonic, you'll need Rings!||A hint for Super Sonic, possibly for the battle with Perfect Chaos.|
|Press all three buttons and the door should open.||A hint that likely refer to the door puzzle in Lost World.|
|Use the bowling ball to slow down your pursuers.||A hint probably intended for Amy. No bowling ball can be found in the final version of the game.|
|The more Rings you get, the faster the car will go.||A hint for the first section of Twinkle Park.|
|Use the machine ahead of you to knock down the bowling pins.||A hint for the bowling machines in Twinkle Park.|
|If you get a strike, you get a prize!|
|Ride on the pulley to continue on.||.|
|Try riding the snake.||A hint about the snake in Lost World.|
|You can destroy that spark unit.|
|Attack the base joint of the arm.|
|Use the barrel as a step to jump higher.||A hint presumably intended for near the end of Amy's version of Final Egg.|
|Something might happen if you get on top and swing your hammer.||In the final version of the game, no object has any added effect if Amy uses her hammer on top of it.|
|The entrance to Casinopolis can be opened by a switch.||A hint on how to access Casinopolis.|
|Get close to the barrel and press the action button to get in.||A hint on how to use a Drum Can.|
|Don't just run away! Try standing on something to reach the cockpit.||A hint presumably intended for the Egg Viper boss battle where the player needs to stand on spinning wheels to reach the boss.|
|The water has been contaminated.||In the final version of the game, there are no situations where the water is contaminated in Perfect Chaos' boss battle.|
|Get onto something before you drown!|
|Use the dash panels.||A hint for the Perfect Chaos boss fight.|
|If you hit him fast and hard enough, you should be able to climb up to the core!|
|Destroy the tentacles. Without them, the barrier won't recover!||A hint for the Perfect Chaos boss fight. It likely explains the scrapped concept about Perfect Chaos's tentacles, as they cannot be interacted with in gameplay nor does Chaos use any sort of barrier.|
|Attack the tentacles twice to destroy it!||A hint for the Perfect Chaos boss fight. It likely explains the scrapped concept about Perfect Chaos's tentacles, as they cannot be interacted with in gameplay nor does Chaos use any sort of barrier.|
|You can break through the wall if you use dynamite.||The Japanese equivalent of the line used in Gamma's AutoDemo stage.|
|If you don't lose speed while you run, you can climb up vertical walls!|
|Glide or use your Spin Attack instead of punching to attack the core!||A hint presumably intended for Knuckles' battle with Chaos 6.|
|Don't fly! This Chaos attacks things that fly.||A hint presumably intended for Chaos. Flying or gliding in the final version of the game will not cause Chaos to attack.|
|Once Chaos freezes, he's vulnerable. That's your chance to attack!|
|Try using consecutive punches.||A hint intended for Knuckles.|
|Use the cannon to move around and avoid attacks.||A hint presumably intended for a scrapped concept for the Chaos 6 boss battle. The cannons in the adventure field are not present during this battle.|
|If you get into trouble, jump into the cannon to escape!|
|The tentacle turns red when you hit it.||A hint about a scrapped concept for Perfect Chaos.|
|If you can hit it again, you can destroy the tentacle.||A hint about a scrapped concept for Perfect Chaos.|
|Press the jump button to get into the cart and the action button to start it.||A hint for the beginning of Sonic's version of Twinkle Park. In the final version of the game, a hint box is used instead.|
|To ride in a bumper car, knock an enemy out of it.||A hint for the beginning of Sonic's version of Twinkle Park.|
|Hit the robot with the barrels. You should be able to slow it down.||A hint presumably intended for Amy. In the final version of the game, the barrels in her Action Stages cannot be used to damage ZERO.|
|The merry-go-round is ahead. The switch should move it.||A hit referring to the merry-go-round in Twinkle Park. No switch is present in the final version of the game.|
|There are fish in the lake, along with a frog.||A hint intended for Big.|
|Press the action button to grab the handle.||A hint referring to the rocket platforms. In the final version of the game, the player only needs to approach the rocket to grab it.|
|Press the action button again to get off the rocket.||In the final version of the game, the player automatically lets go of the rocket.|
Clips of Tikal explaining how the Chao Garden works. In the final game, Hint Boxes explain how they work instead.
|Don't put more than 5 Chao in a garden.||In the final version of the game, the maximum number of Chao per garden is eight.|
|Don't put more than 6 Chao in a garden.|
|Don't put more than 7 Chao in a garden.|
|Don't put more than 8 Chao in a garden.|
|If you see flowers blooming around a Chao, it's a sign the Chao is ready for breeding. Place it next to the other Chao, and it may lay an egg.|
|If you give small animals to the Chao, it will transform.||A similar line "If you give a chao a small animal, the Chao changes" is used in the final version of the game.|
|You can get the Chao's favorite food by shaking the trees.|
|Different types of food have different effects. Watch carefully, and you'll notice.|
|This is a Chao Container where you store them. This container can be taken to different Chao Gardens and stadiums.||The Chao Container is likely an earlier name of the Chao Transporter in the final version of the game. "Stadiums" being referred to in plural suggests there may have been more events than the Chao Race at one point.|
|You can put one Chao inside and take it for a walk.||A hint either referring to the Chao Container or the VMU game, "Chao Adventure".|
|The Chao are living, prehistoric creatures. They adapt to the environment very well. Please take good care of them.|
|Chao absorb other animal's characteristics. They also learn special skills.|
|If there are more than 6 Chao in one garden, they become uncomfortable.||In the final version of Sonic Adventure, the Chao limit is eight.|
|If there are more than 7 Chao in one garden, they become uncomfortable.|
|If there are more than 8 Chao in one garden, they become uncomfortable.|
|If there are more than 9 Chao in one garden, they become uncomfortable.|
|If there are more than 10 Chao in one garden, they become uncomfortable.|
|Some of the Chao move into other gardens on their own.||In the final version of the game, this happens if there are more than eight Chao, but Tikal never talks about it.|
|This is a warp point. You can warp to other places.||A hint about Chao Garden warp holes. A hint box is used to explain this in the final version of the game.|
The characters say one of two lines relating to their surroundings if they stand idly for an extended period of time. Each character usually has one generic line and one unique to the stage they are currently in. However, many of these lines are impossible or otherwise extremely difficult to trigger in-game, such as during boss fights.
|Shoot! I got sand in my eye!||Sonic's line for Sand Hill. It cannot be heard normally as Sonic is always moving.|
|He can't be invincible, can he?||Sonic's line for Chaos 0.|
|You're no match for me!||Sonic's line for the Egg Hornet.|
|What's up, Knuckles?||Sonic's line for Knuckles.|
|Hey, this time you're not getting away!||Sonic's line for an unknown event.|
|Not bad, not bad at all!||Sonic's line for Gamma.|
|Where can his weak spot be?||Sonic's line for Chaos 4/6.|
|You've had your fun. Now it's my turn!||Sonic's line for the Egg Viper.|
|I'll show you what the Chaos Emeralds can really do!||One of Sonic's lines for Perfect Chaos. The only way to hear this is by hacking the game. The other line used for this boss is the same one used for selecting Super Sonic on the character select menu.|
|So, that's his core!||Intended for Perfect Chaos.|
|This sand is kinda loose!||Tails' line for Sand Hill. It cannot be heard normally as Tails is always moving.|
|So this is Robotnik's fortress!||Tails' line for Eggman's base in the Mystic Ruins - an area he cannot access.|
|Come on Tails, you can do it!||Tails' line for the Egg Hornet.|
|H-Hey, wait a minute!||Tails' line for Knuckles.|
|You liquid monster!||Tails' line for Chaos 4.|
|Something's different about this robot.||Tails' line for Gamma.|
|I know I can do it by myself!||Tails' line for the Egg Walker.|
|Location: Place of Creation||Knuckles' line for Eggman's base in the Mystic Ruins - an area Knuckles cannot access.|
|That's it! I've had enough.||Knuckles' line for Chaos 2.|
|Hand over the Emerald!||Knuckles' line for Sonic.|
|When will you ever learn?||Knuckles' line for Chaos 4.|
|This time - you're finished.||Knuckles' line for Chaos 6.|
|You're gonna pay for what you've done!||Amy's line for ZERO.|
|Target confirmed.||Gamma's line for E-101 Beta.|
|Blue Hedgehog: Enemy||Gamma's line for Sonic.|
|Beta.||Gamma's line for E-101 Mk.II|
Main themes lines
There are menu lines said by all the characters (including Eggman and Tikal) for the "SEGA", "Sonic Team", "Adventure Mode" and "Trial Modes" options. In the final game however, both the SEGA and Sonic Team logos do not play sounds and both Adventure Mode and Trial Mode only uses the voices from the characters on the Character Select menu.
|Intruder alert! Intruder alert! Egg Keepers, report to battlestations!||Intended for Final Egg.|
|Emergency alert is now off. Monorail service will resume.||Intended for Final Egg.|
|A train will be arriving soon. Please stand back.||Intended for Station Square. In the final version of the game, the train is always there. This implies that the player may have had to wait for the train at one point.|
|Please board the train and wait for departure.|
|A train will be arriving soon. Please stand back.||Intended for Mystic Ruins. In the final version of the game, the train is always there. This implies that the player may have had to wait for the train at one point.|
|Passengers are requested to wait onboard the train.|
|Warning! Strong winds approaching.||This line may have been intended for Sky Deck. In the final version of the game, Eggman is heard instead.|
|Strong wind alert cancelled.||This line may have been intended for Sky Deck. In the final version of the game, Eggman is heard instead.|
|Warning! Tidal wave approaching - be careful when the ship tilts!||This line may have been intended for Sky Deck. No tidal waves are encountered in this Action Stage in the final version of the game.|
|What a persistent hedgehog. I'll shake you off!||Intended for Sonic's version of Sky Deck.|
|Hahahahaha! Wrong way.||This may have been intended for Amy's version of Final Egg.|
|Hahahaha! Wrong again!|
|Huhuhuh! Why don't you give up?|
Other Character lines
|I-I'm a goner.||This line was intended for when Knuckles lost a life due to damage. In the final version of the game however, he is silent.|
|What're you doing?! Save the frog!||This line was presumably intended for Big's fight with Chaos 6.|
|Hey! This way, you gooey monster!||In the final version of the game, Sonic does not appear when Big fights Chaos 6, nor does he appear in the adventure field afterwards.|
|I'll distract him while you escape!||Sonic's line for Chaos 6.|
|I'll finish it this time!||A line said by Sonic for an unknown event.|
Japanese voice clips
There are many unused voice clips found in the files of the original Japanese version of Sonic Adventure that are removed entirely in the International version. Some include single lines to entire conversations, while others are earlier outtakes from the final version. Because there was no English translation for the game until the International release in 1999, all of the following quotes are Japanese only:
|Sonic: *pant*||These lines would have been played right after the Character Conflict with Knuckles.|
|Sonic: いいぞ、テイルス！ (Good work, Tails!)||Sonic's first line for Sky Chase Act 1 in Tails's story. In the final version, he has one line for both stories. ("That wasn't hard at all!")|
|Eggman: 対ショック、対閃光防御！ (Anti-shock, anti-flash protection!)||Eggman would have said this at the end of Sky Chase Act 1 between "Ready the Eggman cannon..." and "Fire!".|
|Sonic: エミーーー！ (Amyyy!)||These lines should have appeared after the cutscene where Sonic notices ZERO and Amy heading to the Mystic Ruins.|
|Sonic: エッグマンのロボットめ！ミスティック・ルインに向かったな！ (That blasted Eggman robot! He must have headed to the Mystic Ruins!)|
|Sonic: エミー！ (Amy!)||These were possibly meant to be heard at the start of Red Mountain in Sonic's story.|
|Sonic: エミーはあの中か？ (Is Amy inside?)|
|Sonic: 待てっ！ (Wait!)|
|Eggman: ムハハハハ！こりないヤツらじゃ！ (Muhahahaha! Those two never learn!)||Eggman's lines for Sky Chase Act 2.|
|Eggman: またしても打ち落とされたようだな (It seems that they got shot down again.)|
|Tails: 'ソニック、奥の手を使うよ！舌噛まないようにね！ (Sonic, I'm going to play my trump card! Try not to bite your tongue!)||These would have played right before the Tornado 2 transformation sequence.|
|Tails: ソニック、エッグマンを見つかった？ (Sonic, did you find Eggman?)||This line would have appeared after the cutscene where Amy stops Sonic from attacking Gamma.|
|Amy: アタシたちは大丈夫！心配しないで！ (We're fine! Don't worry!)|
|Eggman: おのれえぇぇ～！ (How dare youuuu!)||This line would have appeared in the cutscene after Sonic defeats Chaos 6.|
|Eggman: *evil laugh*||This line would have appeared in the cutscene after Sonic defeats Chaos 6.|
|Eggman: ソニックめぇぇぇ～！ (Damn you, Sonic!)||This entire conversation most likely would have played before the Egg Viper boss battle begins (note: a similar conversation appears in the Japanese version of "Revenge of the Robot").|
|Eggman: これまでいつもいつもいつもいつもワシの前に立ちふさがりおって！！ (How dare you always, always, always, always stand in my way!)|
|Eggman: そして今回も… (And this time...)|
|Eggman: エッグキャリアを破壊し… (You destroyed the Egg Carrier...)|
|Eggman: カオスを倒し… (You defeated Chaos...)|
|Eggman: 剰え我が基地までも壊滅に追い込むとは…！ (Not to mention you're even leading my base to ruin...!)|
|Eggman: こうなったら、奥の手を見せてくれる！ (If that's how it is, I'll show you the ace up my sleeve!)|
|Eggman: 今度という今度は終わりだ、ソニック！ (You're finished this time, Sonic!)|
|Sonic: 今度という今度は思い知らせてやるよ (I'll make you realize this time.)|
|Sonic: なんどやっても、ＮＯ ＷＡＹ！！ムダだってことをな (That no matter how many times you try, NO WAY! You will always fail.)|
|Eggman: くそぉお！このままで済むと思うなよ！ (Damn it! Don't think this is over!)||These lines would most likely have appeard during the Egg Viper cutscene. In the final version, only Sonic's theme is heard playing and no spoken dialogue is heard.|
|Sonic: おととい来やがれってんだ！ (Don't you ever come here again!)|
|Tails: あ！ソニック発見！ (Ah! I spotted Sonic!)|
|Tails: ソニックぅう～！ (Soniiiic!)|
|Sonic: I made it!|
|Tails: やったね！ (We did it!)|
|NPC: ええっ！な、なんだありゃ！？ (Eh?! Wh-What is that?!)||Lots of NPC quotes for Tails's story, supposedly to be heard either during the cutscene where Eggman launches the missile or the cutscene before the Egg Walker. In the final version, there are no NPC quotes at all in the former and the latter only has a total of three quotes used.|
|NPC: おおっ！お、逃げろっ！！ (Ooh! Oh, run!)|
|NPC: 待ってくれぇぇぇ！ (Wait for meee!)|
|NPC: ああっ！た、大変だぁぁ！ (Ah! W-We're in trouble!)|
|NPC: えっ…！だ、だ、だ、大丈夫か！？ (Eh...! A-A-A-Are you alright?!)|
|NPC: な、なんなの…！？ (Wh-What's going on...?!)|
|NPC: いやぁあ！ (Noooo!)|
|NPC: こわいよぉお！！ (I'm scared!!)|
|NPC: 助けてぇ！ (Help!)|
|NPC: 待って！ (Wait!)|
|NPC: な、なんなんでぇ～？ (Wh-What's happening?)|
|NPC: 大丈夫かな？ (Are you okay?)|
|NPC: な、なによ！？ (Wh-What?!)|
|NPC: いやぁ、太ってる！ (Oh no, it's gaining weight!)|
|NPC: やっちまえ！ (Get him!)||Some NPC quotes which were possibly meant for the Egg Walker boss battle.|
|NPC: あれ敵負けるな！ (Don't lose to that enemy!)|
|NPC: うわぁ！大きい！強そう！ (Wah! He's big! He looks tough!)|
|NPC: 負けるな！ (Don't lose! Tails, do your best!)|
|NPC: やっつけろ！！ (Get him good!)|
|NPC: やっちまえ！！ (Beat him!!)|
|NPC: Oho!||Some NPC quotes for after the Egg Walker boss battle. In the final version, only four quotes are used.|
|NPC: Yaaay! Yaaaaay!|
|NPC: おっ、カッコイイな！ (Oh, so cool!)|
|NPC: いいぞ、テイルス！ (Good work, Tails!)|
|NPC: やった！ (You did it!)|
|NPC: 良かったわね！ (I'm so glad!)|
|NPC: 助かった！ (You saved us!)|
|Amy: Wah!||A couple lines that would have appeared in the prison scene cutscene with Amy and Gamma.|
|E-102 Gamma: ハヤク イケ。 (Get going quickly.)||A couple lines that would have appeared after the prison scene.|
|E-102 Gamma: エッグマン、叩カナイ。ハリネズミ、叩ク。 (I will not attack Eggman. I will attack the hedgehog.)|
|Amy: カエルさん？ (Frog?)||A line that would have appeared after Gamma's line above.|
|Sonic: 分かったよ。色々あったみたいだな (I understand. You must have been through a lot.)||A line that would have appeared after the cutscene where Amy stops Sonic from attacking Gamma in Amy's story.|
|Sonic: エミー！？…分かったよ。色々あったみたいだな (Amy?! I understand. You must have been through a lot.)||A different, more exasperated take on the line above.|
|Amy: どういうことぉぉおお？あちこち壊れてるぅう！ (What's the meaning of this? It's destroyed everywhere!)||A line that would have appeared between the cutscene where Amy enters Eggman's base and where she meets ZERO once again.|
|Amy: また来ることになるとは思わなかった… (I never thought I'd come back here again...)||Apparently Amy's search for birdie's siblings on the crashed Egg Carrier may have taken longer at one point, since in the final version they are found as soon as she arrives there.|
|Amy: こんな所にまだいるのかしらね…あなたの兄弟… (I wonder if your siblings are still here in a place like this...)|
|Amy: ん？ (Hm?)|
|Amy: 今上の方から声が聞こえなかった？ (Did you hear a voice/cry from above just now?)|
|Amy: 行ってみよう！ (Let's go take a look!)|
|Knuckles: マスターエメラルドを…元に戻すのは先だ (I've got to restore the Master Emerald first.)||A lines that would have appeared in Knuckles's story in the cutscene after defeating Chaos 4.|
|Eggman: 行こう、ベータ！ガンマの僚機は、エッグキャリア館内にて待機 (Let's go, Beta! Gamma's wingman is on standby in the Egg Carrier.)||A line that would have appeared in the cutscene where Eggman gives Beta special Egg Carrier boarding permission after getting beaten by Gamma.|
|E-100 series robot: それ変。オレの方がいい。 (That one's weird. Mine is better.)||At one point, the E-100 series robots had more lines in the cutscene where they are comparing the frogs they caught. These come directly after the three quotes that are actually used.|
|E-100 series robot: ゼッタイゼッタイこれ！ (It's just got to be this one!)|
|E-100 series robot: 形の様子はオレのが一番だ。 (Mine has the best shape.)|
|Eggman: もぉう、このウスノロども！ (Oh, you fools!)||Eggman's reaction to the frogs the E-100 series robots caught. It would have appeared right after his "Aaahhh, no, no, no, no, no!" uproar in the final version.|
|Eggman: 他のものは消えろ！目障りじゃあ！！ (The rest of you begone! You're an eyesore!!)||The final version line towards the robots who caught the wrong frogs is rewritten slightly: "The rest of you are fired! Out with you, and I don't care where!"|
|E-100 series robot: *screams*||Apparently the E-100 series robots would scream in agon when Eggman begins wiping them out of the Egg Carrier.|
|E-100 series robot: *screams*|
|E-100 series robot: *screams*|
|E-100 series robot: *screams*|
|E-100 series robot: *screams*|
|E-102 Gamma: ベータ、デルタ、イプシロン、ゼータ…ドコ？ (Beta, Delta, Epsilon, Zeta... Where are they?)||A line that would have appeared after the cutscene where Gamma first arrives into Mystic Ruins to save his brethren.|
|E-102 Gamma: Ｅシリーズデータ、サーチ開始… (Initiating E-Series data search...)||A few lines that appears to be from an earlier version of the cutscene where Gamma arrives on the crashed Egg Carrier to look for Beta and Zeta.|
|E-102 Gamma: 該当アリ。 (Match found.)|
|E-102 Gamma: 後部甲板付近二Ｅシリーズノ存在ヲカクニン。 (Existence of E-Series confirmed near the rear deck.)|
|E-102 Gamma: 全部後部甲板付近二Ｅシリーズノ存在ヲカクニン。 (Existence of E-Series all confirmed near the rear deck.)|
|E-102 Gamma: Ｅ１０１ベータの確立：９９.９９％。 (E-101 Beta's probability is: 99.99%.)|
|E-102 Gamma (Unfiltered): Ｅシリーズデータ、サーチ開始… (Initiating E-Series data search...)||These are unfiltered versions of Gamma's lines found in the game files.|
|E-102 Gamma (Unfiltered): 該当アリ。 (Match found.)|
|E-102 Gamma (Unfiltered): 全部後部甲板付近二Ｅシリーズノ存在ヲカクニン。 (Existence of E-Series all confirmed near the rear deck.)|
|E-102 Gamma (Unfiltered): Ｅ１０１ベータの確立：９９.９９％。 (E-101 Beta's probability is: 99.99%.)|
|Big: カエルくううぅぅん～！ (Froooggyyy!)||A few lines that would have appeared after the cutscene where Gamma steals Froggy in Emerald Coast in Big's story.|
|Big: あのロボットめぇ！どこへ行っちゃったんだ？ (That blasted robot! Where did it go?)|
|Big: あ、いたぁ！ (Ah, there it is!)|
|Big: カエル君！今たすけてあげるからね～ (Froggy! I'll save you now.)|
|Big: なに、なに？' (What?)||A line that would have appeared after Eggman mentions that Chaos will be complete again when he absorbs Froggy's tail.|
|Big: あ、元に戻ったんだね～ (Ah, you're back to normal now.)||In the cutscene after getting Froggy out of Chaos 6, Big would have said this between "I did it!" and "Heheh, not letting go of you now!" in the final version.|
|Big: さあ、ここから逃げようよ！ (Now let's get out of here!)||A line that would have appeared before Sonic's line in the same cutscene. In the final version, Sonic reminds Big that he should escape first.|
|Unknown Echidna: *screams*||A bunch of grunts and yells made by the Knuckles Clan which would have appeared during their assault on the Altar of the Emeralds and when they met Chaos. In the final version, none of them say anything, except for Pachacamac.|
|Unknown Echidna: 行けええぇ！ (Goooo!)|
|Unknown Echidna: *screams*|
|Unknown Echidna: *screams*|
|Unknown Echidna: *screams*|
|Unknown Echidna: なんだ？ (What the?)|
|Unknown Echidna: なんだ、あれは？ (What's that?)|
|Unknown Echidna: どうした？ (What's wrong?)|
|Unknown Echidna: えっ、ええ！？ (Wh-What?!)|
|Unknown Echidna: おおっ！ (Ooh!)|
|Unknown Echidna: えっ？ (Huh?)|
|Unknown Echidna: 一体、なんだ？ (What in the world is this?)|
|Unknown Echidna: ほっ！ (Oh!)|
|Tails: ティカル！ (Tikal!)||These lins by Tails are all found in the Super Sonic's story cutscene files after Perfect Chaos floods Station Square. The first one would have appeared when Tikal appears before Sonic, the second one would have appeared when Sonic starts explaining that Perfect Chaos should not be sealed, and the third one would have appeared when Amy gives Sonic the Chaos Emerald. Tails was also supposed to stand close/next to Sonic during all those cutscenes at one point.|
|Tails: ソニック？ (Sonic?)|
|Tails: そうか！ (I got it!)|
|Sonic: …カオスエメラルド！ (...A Chaos Emerald!)||Sonic being surprised at the Chaos Emerald Amy gives him.|
|Big: ボクのお守り、役に立つなら… (If my lucky charm helps...)||Big was supposed to be shown giving Sonic the Chaos Emerald at one point, with a speaking line of his own. In the final version, he is simply shown looking at the Chaos Emerald in one shot, and he does not appear in the cutscenes afterwards.|
|Big: こんなのが、役に立つの？ (Will it be useful?)|
|Tikal: エメラルドにパワーが戻った…！ (Power has returned to the Emeralds...!)||Tikal would probably have said this when Sonic turned into Super Sonic.|
The line "Now, you can play with SONIC!" is seen in game files, but it is unused in all versions of the game because Sonic is unlocked from the beginning.
Inaccessible Super Sonic recaps
The Super Sonic story has recap summaries just like every any other character story, but due to Super Sonic's story being largely consisted of cutscenes that the game does not save after until the final battle against Perfect Chaos, they cannot be displayed.
Upon arriving into Tikal's vision:
I’m Sonic! Sonic the Hedgehog! When I arrived at Angel Island, to my surprise I found both Eggman and Knuckles lying unconscious on the ground. What did you say? Chaos is still alive?? …And then all of the sudden I found myself in another world. Just like before…! What is this place!?
After approaching the Knuckles Clan:
I’m Sonic! Sonic the Hedgehog! In that mysterious world… I saw a girl… and many Chao. And an army of warriors marching towards the Emerald, Then… It was standing in front of them. But… who? Who is that girl?
An unused cutscene from E-102 Gamma's story can be found in the game files, which is implied to have been played should the player fail Final Egg. This cutscene includes Eggman speaking the following lines:
- What is this!?
- I'm so disappointed, you useless machine!
- All right, then. Back to practice! Go on, get going!
The Japanese variant of the cutscene has some differences in comparison to the English one:
|なんじゃ、ガンマ！||What's wrong, Gamma?|
|こんな 訓練場も クリアできないとは！||You can't even clear a training room?|
|しかたない、もう一度じゃ！ ホレ、行って来い！||Ugh, never mind! One more time! Go on, get going!|
An alternate version of the cutscene featuring the Tornado 2's transformation can be found among the voice clips for Sonic's story. The clips used in-game can be found among the lines for Tails' story, so these were probably intended to be used for Sonic's story, but were not used in the final version:
|It's looking good so far!||Here it comes again!|
|Don't worry, I'm ready!|
|Transformation mode: Engaged!||Whoa!|
|Ready? Let's go!|
Amy's unused cutscene
Amy has an unused cutscene that was intended to be used before the battle with ZERO, presumably after Amy's Hot Shelter in the original Japanese version. This cutscene does not play if Amy is forced into the Hot Shelter's entrance area using cheats, and there is no in-game way to make it load. It was even removed from later versions of the game. Amy's lines that are said during the cutscene are in Japanese, and when they are translated, she says the following:
|また来ることになるとは思わなかったなぁ…||I never thought I'd come back here again...|
|こんなとこにまだいるのかしらね、あなたの兄弟たち…||I wonder if your siblings are still here in a place like this...|
|今、上のほうから声がきこえなかった？||Did you hear a voice/cry from above just now?|
|行ってみよ!||Let's go take a look!|
Big gives Sonic a Chaos Emerald
Unused cutscene settings
When Sonic enters Tikal's vision in Super Sonic's story, the camera appears behind him in the same manner it does when playing normally. However, these are not actually the correct cameras and the view seen normally is in fact a bug caused by the transition from the previous scene. Through hacking, it is possible to see the correct cameras.
|Act 2 Spring||Emerald Coast||Through certain glitches, other characters can access Sonic's segment of Emerald Coast. Completing the first part of the stage places the character into a void outside the playable level where a single Spring can be seen. This is actually the default starting point for characters other than Sonic, but the purpose of the Spring is unknown. With a well-timed Spin Dash, it is possible to jump so far that the Spring can be seen.|
|Act 3 leftovers||Emerald Coast||There are many leftovers from Sonic's Emerald Coast stage in Big's version, ranging from Dash Panels to Rings. The objects in Big's Action Stage seem to be from an older version of Sonic's Action Stage. This includes a lone Dash Panel where the first loop would be, instead of multiple panels. These objects also appear in the AutoDemo version of the game.|
|Broken Dtarget objects||Casinopolis||There is a bug that exists with the Dtarget objects. A large ring appears from a certain distance away. It is supposed to encircle the Dtarget objects, but it is positioned incorrectly. When all three targets are knocked down, the ring lights up.|
|Extra Mare sign||Casinopolis||An extra Mare sign is placed outside the NiGHTS pinball table.|
|Jackle card||Casinopolis||There are ten cards in total for the NiGHTS pinball table, but only nine of them are able to be collected by the player due to it never appearing. It works just like any of the other cards on the table, but the card generator never uses it for an unexplained reason.|
|N/A||Unused door behavior||Casinopolis||The giant doors at the end of Act 2 have the ability to close behind the player when they pass under them.|
|N/A||Hidden breakable ice||Icecap||A breakable ice square is hidden below the small frozen pool in Act 2. It cannot be interacted with as it is obscured by solid geometry.|
|Misplaced Halloween decoration||Twinkle Park (DLC)||If the Halloween event is enabled, one of the decorations in Act 2 can be found placed out of bounds. This is most likely caused by its Z coordinate being negative, since it points to a spot behind the first checkpoint.|
|Trap door behavior||Twinkle Park||The trap doors in Act 3 have an unused behavior when their first variable is set to 1. When one of these objects are placed with that value, it reflects the object in the mirror.|
|Act 2 leftover||Twinkle Park||A numerous amount of leftovers from Sonic's version of the stage are present when playing as Amy or Big, but they cannot be seen normally due to the areas the leftovers are in being blocked off. Amy's layout was cleaned up in Sonic Adventure DX: Director's Cut, but Big's leftovers are still present.|
|Misplaced swing||Speed Highway||A floating swing can be found midair near Tails' section of the stage. The swing only exists while playing as Sonic in Tails' version of the Action Stage.|
|N/A||Early Act 2 layout||Speed Highway||Leftovers from an early version of Act 2 remain as part of Act 1's object list. This layout of the stage is copied from predated versions of the AutoDemo, as the same layout can also found hidden under the stage in that version.|
|N/A||Unused missile variable||Speed Highway||The first variable of the missile that appears in Tails' stage can actually be used to adjust the scrolling speed of the missile's UV lights. Since there is only one missile that is ever seen, this property is never truly shown.|
|N/A||Unused BREAKSTEP behavior||Red Mountain||The first variable of both BREAKSTEP objects can generate additional bridges when set to values higher than 1. This appears to be the same as the used second variable (block count) at first glance, but extra segments generated with this property fall independently to each other, rather than all at once.|
|N/A||Unused flamethrower behavior||Red Mountain||If the fire-breathing skulls are set to 1 on their first variable, they will act more differently.|
|Act 2 leftovers||Red Mountain||Some objects from Sonic's version of Act 2 exist in Gamma's version of the Act. They cannot be seen because Gamma never gets to this part of the stage. As the Dash Panels were removed in Sonic Adventure DX: Director's Cut, the rest of the layout still exists in all versions.|
|Sonic's Act 2 layout||Lost World||Knuckles is usually confined to the room with the light panel puzzle in Lost World. However, by entering Sonic's section through glitches, one can see that these areas are filled with objects. This layout appears to be from an earlier version of the stage, as many objects are either in different locations, missing or not supposed to be there. Some objects are in the object files from the AutoDemo version of the stage.|
|Unused GSHOOTER behavior||Final Egg||The GSHOOTER objects have an ability to shoot Beats out, just like the other generators. But since the max number of Beats that the object can shoot is normally set to 0, they never do anything. This can be fixed by setting the object's second variable to anything above 0.|
|Act 1 Capsule||Final Egg||A lone Capsule sitting out of bounds near the beginning of Sonic's Final Egg. It was later removed in Sonic Adventure DX: Director's Cut.|
|Leftovers||Final Egg||Acts 1 and 3 have some leftovers from Sonic's version of the stage when playing as Amy and Gamma respectively. All of them were removed in Sonic Adventure DX: Director's Cut.|
|N/A||GATE Behavior||Final Egg||Gamma's stage has gates that cannot be opened, at the beginning and end of his stage. All of the gate objects specifically do not open when playing as Gamma, even the ones that only appear in Sonic's stage. Conversely, object "GATE_G - a GATE", which are normally used in Gamma's version in Act 3 at the beginning of the stage, will open normally if approached by Sonic despite this gate not appearing in his version of the stage.|
|Unobtainable Life Box||Hot Shelter||A 1-Up Item Box appears in the large room of the first Act above the area where Amy presses the switch to release water. The path used to get to its location is blocked, which makes it impossible to obtain. It was removed in Sonic Adventure DX: Director's Cut.|
|Act 1 leftovers||Hot Shelter||A number of leftovers from Big's version of Hot Shelter can be seen when playing as Amy. All of these were removed in Sonic Adventure DX: Director's Cut, except for the glass over the large tank. Despite that, the glass cannot be seen from Amy's route in Sonic Adventure DX: Director's Cut anyway due to transparency issues.|
|Duplicate clock||Station Square||The clock at the top of Station Square's City Hall has another clock behind it that cannot be seen normally. The purpose of this extra clock is unknown.|
|Unseen ad||Station Square||In the second section of Station Square, there are two ads which are positioned outside of the boundaries of the Adventure Field.|
|Extra Lure upgrades||Station Square||2 extra Lures can be found where Tails obtains the Jet Anklet. However, Big is unable to reach this area normally. This extra Level Up Item is a copy of the one located in the sewer nearby. Collecting either one will cause the other to disappear.|
|Hotel door puzzle||Station Square||There is an early hotel object layout for Big that can only be seen before completing Icecap. Since Big cannot enter the hotel before completing that Action Stage, this layout is never seen. Two Key Stones are placed on the floor there. Big is supposed to grab each one of them and place them over the slots located at each side of the pool door in order to to open it to access the pool area. The message "なんどこれ？" (when translated to English it says "What is this?") will appear when Big picks up one of the keys. This message will be in Japanese, regardless of the game's language setting. If the hotel area is accessed by Big just before Icecap by glitches and the player proceeds with this method, it will open the pool door.|
|Duplicate casino||Station Square||If the player goes to and leaves the casino area in Station Square, a duplicate of the casino will appear out of bounds in every other part of Station Square. The duplicate has incorrect textures and no collision at all. This is because the Casinopolis object does not unload between maps. It can be seen with a complicated glitch if the player chooses Gamma.|
|N/A||Unused train behavior||Station Square||The train between Station Square and Mystic Ruins will eventually return the player to the station after leaving. This is never seen because the game transitions to the next area automatically upon the train leaving. The train moves away, waits for a minute, and then starts moving back. However, the train's position gets set too close to the station when it returns, which makes the animation look slightly choppy.|
|N/A||Christmas tree song selection||Station Square (DLC)||In the Chirstmas DLC pack, Christmas trees are placed throughout Station Square that are made to play one of two versions of "Dreams Dreams" through changing properties. However, only one is used normally. Christmas trees set to play the alternate song are placed, but only in inaccessible duplicate map IDs of Station Square. Thus, both this property and the other song go unused.|
||Unused New Year 1999 pine text||Station Square (DLC)||The Japanese-only New Year 1999 DLC has 3 unused lines. The first two reference Casinopolis, an area that has no pines placed in-game. However, this pack received a patch to fix a bug preventing progress in Knuckles' story, which makes it likely that these lines were associated with pines that were removed for this fix. Other than that, there are two lines for the hotel area associated with pines that do not spawn text boxes, leaving their messages unused. These messages are leftovers from the 1998 Christmas DLC, both reading "Hotel Manager".|
|Gate to Angel Island||Mystic Ruins||The gate that stands between the Windy Cave in the Mystic Ruins station area and the outdoor area in Mystic Ruins Angel Island is usually only seen from inside the cave. If the player somehow gets outside the cave while the door is closed, they can see that the other side of it has its own unseen, unique design. The gate also has an opening and closing animation that is never seen either.|
|Triangle||Mystic Ruins (past)||In the area where the player meets Tikal in the past, there is a triangle hidden inside the Shrine of Knuckles's race.|
Right at the start of the "Dilapidated Way" in Casinopolis, there is a passage up to the right. Although it is clearly visible, it is out of the way and cannot be accessed by Sonic or Tails,due to an invisible wall. It goes on for some time, twisting and turning, but abruptly hits a dead end. Its purpose is unknown though it resembles the other tunnels found in the same area.
The items found on the path differ between Sonic and Tails: As Sonic, the path is empty, except for two Item Boxes (containing an Extra Life and High-Speed Shoes) at the top of the path. As Tails, the path contains a Thunder Shield and several trails of Rings.
Mystic Ruins elements
Underneath the ground near the waterfall in Mystic Ruins, there is a row of fifteen blocks which are normally never seen.
There is an unused pose that can make Sonic turn his head. On the character select, he will face his left, but during gameplay he will try to look towards the camera. This is cannot be done on the Dreamcast's controller since it does not have the required buttons to recover it. This is only possible with other types of Joysticks.
In Sonic Adventure DX: Director's Cut, there is an unused item from the "Chao Stadium" that would let the player enter the Chao Race. This object does not have an English translation when grabbed, instead presenting Japanese texts saying "Chaocard Proof of Chao Stadium membership".
Final Egg and Hot Shelter's elements
On the Dreamcast version of the game, there is a Capsule sitting out of bounds near the beginning of Sonic's version of Final Egg which can be reached with a well-timed Spin Dash-enhanced jump, meaning the Action Stage can be completed in less than ten seconds. Aside from that, there is also a piece of level geometry out of bounds in the Final Egg's second act. This piece is impossible to see due to the background and fog. While playing as either E-102 Gamma or Amy, there is also some leftovers from Sonic's version on the first and third sections of their respective version.
In Hot Shelter, there is a 1-Up above the player in the large room where Amy must press a switch to release water. The path to it is blocked, making it impossible to obtain. In addition, there are some leftover areas from Big's version of Hot Shelter outside Amy's version of this Action Stage. Those leftovers contain Rings and various Item Boxes.
In Sonic Adventure DX: Director's Cut, there is an unfinished and unused type of mission that requires the player to collect items in a specific order. Collecting the wrong item during this mission does not count for it, making the mission unwinnable unless the player restarts the level.
Realistic blue hedgehog
A painting of a realistic blue hedgehog can be found inside the game files. This picture can also be found in the gallery Sonic and the Secret Rings. Its purposes are unknown, although it was featured in the game's 1998 behind the scenes segment at the Tokyo International Forum.
There are a number of tracks in the Jingles section of the game's Sound Test that are not used in the final version of the game:
- A jingle that would play if Big loses a fish.
- A jingle listed as 'Extend' in the Sound Test. Previous Sonic games played a fanfare upon obtaining an extra life (called an "extend" in Japanese gaming jargon), so it was presumably meant for that purpose. However, the final game uses the "Chaos Emerald" jingle from earlier games for this purpose instead.
- An unused theme for Station Square, and two for Mystic Ruins. They would likely have been played during the loading screens for the adventure fields.
There are tracks in the "Jingle" section of the Sound Test labelled "JINGLE A" to "JINGLE E". They seem to have been used for the Sonic Adventure Homepage, but were not used in the game itself.
Japanese level list
In each version of the game, there is a Japanese level list that contains three empty level slots listed as "きのこ" (Kinoko? lit. "Mushroom"), "ジャングル" (Janguru? lit. "Jungle"), and 砂漠 (Sabaku? lit. "Desert"). In gameplay, there is not a particular Mushroom or Jungle-themed level, though the "Desert" might be a placeholder name for Sand Hill.
There are many Action Stages in the game that include starting point for characters that do not normally go to that specific stage or act:
- Sonic has a starting point to go in Big's Act of Emerald Coast.
- Gamma has two starting points to go into the second and third sections of Windy Valley which are unused. These are actually the starting coordinates that were used for Sonic in the early version of the stage.
- Tails starts next to the Capsule at the end of Sonic's Red Mountain. However, the game will force the player to leave the level immediately afterward.
- Tails has a starting point in the second section of Sky Deck that is the same as Sonic's. In the third section of Sky Deck, Tails has an entirely different spot to Sonic and Knuckles on the edge of the stage.
- In Lost World, Knuckles has a starting point below where Sonic does.
- In Casinopolis, every character has the same starting points as Sonic in all Acts.
- In Final Egg, Gamma starts at the same location Sonic does in the AutoDemo. Amy and Gamma have different starting points for this stage too. Though Sonic, Amy and Gamma also have starting points for the unused fourth section of the action stage.
- Tails has a small number of actions in the game that he never uses, either as a playable character or while following Sonic:
- Tails has a working "Pinball mode" for the pinball tables in Casinopolis. However, much like Sonic in the Japanese version of the game, Tails cannot shake the table.
- Jump Panels are functional for Tails, whereas Knuckles and Amy will get stuck on the second panel they use, and Big/Gamma cannot use them at all.
- Upon entering the menu, the following string is loaded into the RAM: "Team Andromeda".
- Pressing or as Sonic or Tails while riding a snowboard causes them to duck. Ducking has no effect on Sonic or Tails and lasts for as long as they stay on the ground, or until they land on the ground from a fall.
- Similarly, holding down on the analog stick as Sonic will cause him to stand sideways on the board. This seems to be part of a braking mechanic, as Sonic demonstrates attempts to slow down.
The AutoDemo is a build of Sonic Adventure designed to showcase the game through CPU-controlled demos in certain Action Stages in the game. With a burn date of October 16, 1998, this build predates the Japanese final release of the game by approximately two months.
The are twenty-nine music tracks present in the game's build, some of which have noticeable differences from their final versions.
In Knuckles' version of Red Mountain, there are texture packs of ghosts. The game files also reveal that Knuckles was supposed to have tutorial textures.
In the game files, there can be found three models of test levels for Sonic Adventure.
By extracting the Station Square geometry, it is possible to see some differences relating to the field's earlier design:
- The Twinkle Park entrance is completely different.
- The hotel has a sign.
- The dock which leads the player to the Egg Carrier does not exist. This may suggest that the player originally would not be able to go back to the Egg Carrier after completing the game.
- In the Hotel area, the ladder shown in some of the prototype pictures still exists. The pool area also has different placements of the chairs and tables.
- The sewer area where Big obtains a lure has a much lower ceiling.
- The slope between the street and the beach is smaller.
- The Skyscraper is much taller than in the final version of the game.
- The Station District has no entrance.
- The player cannot ascend the stairs in the Station District properly.
- The player can walk along the train tracks.
- The front of the Hotel District has no collision.
- The billboard of the Casino does not advertise Chao in Space. In its place, there 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 of the Casino District that is not in the final version of the game.
- In the Hotel District, the player does not have a spawn point.
- In the Hotel District, there is a chandelier that does not appear in the final version of the game.
- There is a ladder shown in the prototype images that still exists in this version.
- The pool area from the Hotel District has different placement of the chairs and tables in this version.
- The tables and sunbeds by the pool are arranged differently than the final version of the game.
- The only difference in the City Hall District 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 version of the game.
- The water is present, but is invisible due to the incomplete map of this version.
- The player will spawn out of bounds in the Twinkle Park District in this version.
The Mystic Ruins crashes upon trying to access it. By extracting the geometry some minor changes can be seen.
- The Eastern Cave with the imprisoned Kiki is in a slightly different shape compared to the final version of the game.
- The Ancient Light ledge in the Mystic Ruins Angel Island section is missing in this version.
- The bridge on Angel Island is slightly different compared to the final version of the game.
The Egg Carrier has some notable changes to its adventure field in the form of object layouts:
- There are Item Boxes below the Captain's room containing Random Rings Item Boxes in this version.
- There is no Spring at the back of the Center Dome where Chaos 6 is fought in this version.
- There are many circles and lines of Rings present around the deck in this version.
- The Monorail is missing in this version.
- The Springs in the landing area point straight up instead of being set in an angle in this version.
- There are no Hint Boxes at the Center Dome where Chaos 6 is fought in this version.
- The Center Dome for the Chaos 6 battle sticks out, unlike in the final version of the game where it is flat. The low-detail version viewed from the back of the ship when transformed actually makes it into the final version of the game, but it is difficult to see.
- The Item Boxes around the Center Dome are in different locations and contain items that include two High-Speed Shoes, an Extra Life and a Ring power-up.
- Behind the swimming pool building is two Random Rings Item Boxes and an Extra Life. In the final version of the game, this was changed to two Super Rings.
- There is a cannon on the middle platform of the large tower that is not there in the final version of the game.
- The large, spinning platform at the top of the tower does not appear in this version, nor does the Super Ring slightly below it.
- The monorail is missing in this version.
- The lighting is slightly less greener than in the final version of the game.
- The doors have a very bright lightening in this version.
- There are five maids in the bottom area. In the final version of the game, there are three maids.
- There is no puzzle outside the Chao Garden Portal in this version.
- There are Rings and two Ring power-ups at the back of the room that were removed in the final version of the game.
- There are no Hint Boxes in this version.
- The robots moving along the left and right side of the upper area are missing in this version.
- The pods, elevator and arches going over the room are not solid in this version.
- The lightening is different compared to the final version of the game. There is also no fog in this version.
- This version loads textures and objects due to Knuckles' cutscene taking place here, though instead of playing the Knuckles fight scene for the third demo, it plays Amy's cutscene with Gamma instead.
- The middle cell contains a Random Ring Item Box and an Extra Life. In the final version of the game, these were replaced with the a black Chao Egg.
- The cells make no sounds when opened in this version.
- There is no Lure in the rightmost cell for Big in this version.
- The fans below the floor spin slightly slower in this version.
- There are no Item Boxes on the upper levels in the Pool room.
- Sonic's cutscene will load if the player tries to enter any map from the Egg Carrier's exterior.
- The entrance to the Private Room is on the right side of the room, rather than the left.
The geometry and level design for the prototype version of Windy Valley seen at the game's official Japanese unveiling are partially intact. The proper textures are missing, however, and thus the model substitutes its textures for those of Red Mountain in the screenshots. This version of Windy Valley is very large open-ended in comparison to its more linear counterpart from the final game. While the geometry for Act 1 seems to follow the same rough path as the final version, the third section is entirely different. All three parts have their original texture listings and start positions present in the game's coding, although the level file itself only contains Parts 1 and 3, skipping the tornado section. While the mesh for Part 2 does exist, it does not have the necessary entries in the level file itself.
Speed Highway was used for Sonic's Autodemo and the only Action Stage for Sonic that can be completed normally. Tails' version of this Action Stage is pretty much identical to Sonic's, but he is not able to move correctly. In all the sections of Sonic's version of Speed Highway, the Hanging Bell is silver, unlike in the final version of the game.
- The starting point is very different. The ceiling is lower, and the walls use a different texture.
- The camera at the starting point is lowered in this version.
- A 1-Up on the platform to the right of the starting point was changed to a Thunder Shield in the final version of the game.
- Three Rings at the top of the two large buildings at the beginning of the Action Stage are changed to a 1-Up in the final version of the game.
- In the middle of the buildings at the beginning are Item Boxes containing a 1-Up, Random Rings and another 1-Up. In the final version of the game, this was changed to five Rings, a 1-Up and another five Rings.
- The building before the first checkpoint is very different from how it looked in the final version of the game. It has Hint Orbs, Rings and more décor in this version.
- There are no Rings to collect in the moving platform section.
- There is no Invincibility or High-Speed Shoes on the wall Sonic runs along.
- To the right of the checkered area of the lower path, there is an empty building. In the final version of the game, it has Rings, a Cop Speeder and a 1-Up.
- The small slope just before the building with the bell area on the lower path has six Rings instead of eight in this version.
- Sonic is slower than normal when going up the stairs near the bell in this version.
- There are two Ring power-ups below the bell area. In the final version of the game, one of these is changed to a Shield.
- Rings were added after the Dash Panels after the bell in the final version of the game, unlike here.
- Two lines of two Rings were turned into one line of four Rings in the final version of the game just before the tunnel.
- There are two Rings at the end of the tunnel in the lower path not present in the final version of the game.
- Double line of Rings before the square moving platforms was reduced from six to four in the final version of the game.
- There is no High-Speed Shoes on the upper path to the square platforms.
- The camera on a 1-Up under the first square platforms part is slightly different in the final version of the game.
- There are arrow signs next to the three Springs that launch the player over to the Helicopter.
- The Hint Orb near the Helicopter does not have Rings surrounding it in this version.
- When Sonic hits the Spring that takes him to the Helicopter, he is facing the camera (with his back turned to the helicopter) while in the air. In the final version of the game, he is facing the helicopter, with his back turned to the camera.
- The High-Speed Shoes in the area after the Helicopter is missing in this version.
- There are two 1-Ups after the upper path's Homing Attack chain above the end of the section. In the final version of the game, the 1-Ups were reduced to one.
- A circle of Rings was added to the bottom of the large circular building in the middle path in this version.
- A line of four Rings on the slope leaving the circular building in the middle path is square in this version.
- A line of six Rings at the Dash Panels after the moving platform is reduced to four in this version.
- The large building on the lower path only has two squares of four Rings, three Cop Speeders, and a Super Ring surrounded by a semi-circle of rings. In the final version of the game, the building adds two more squares of rings, three 5 ring boxes, two Spiky Spinner and changes the 10 Ring Item Box into a Shield surrounded by a square of Rings.
- The second moving platform has no Rings.
- A line of four Rings at the end of the middle path (where it meets with the lower path) is missing in this version.
- Two lines of three Rings on the road approaching the area with the rocket were changed to three straight lines of four Rings in this version.
- The Bladed Spinner and the Bomb Item Box are absent at the rocket area in this version.
- A line of two Rings next to the rocket were changed into a line of four Rings in the final version of the game.
- One of the buildings in Tails' section of the map has a chunk of geometry missing in this version.
- The text for the Hint Orb's messages in this Action Stage are as follows:
|ジャンプ中にもう一度ジャンプボタン！？ それで簡単に敵を倒せるはずよ。||(Press the) Jump button once more while jumping! Then you should be able to defeat enemies easily.|
|落ちないように気をつけてね！||Be careful so you don't fall!|
- When Sonic pushes on the barriers in Speed Highway, a sound effect is played that sounds like something scraping along the floor. This does not occur in the final version of the game.
- The bottom of the Action Stage is completely different. There are no benches or posters, and more palm trees than in the final version of the game. This is also where the Action Stage, with a capsule being present and the path to the third section is blocked off. The transition to the third section still exists, but the textures will be incorrect if the Action Stage is accessed this way.
- There are no objects or lights in the small starting area.
- The controls moving left and right while running down the building are slightly looser than the final version of the game.
- There are no Item Boxes in this version of the section.
- The circles of Rings at the end of the section are missing in this version.
- There are a more plants on the ledges above the bottom of the Action Stage than in the final version of the game.
- The lighting is very different compared to the final version of the game. It is noticeably more blue, similar to the first two sections of this Action Stage. The lighting in this section also appears to shine on Sonic differently.
- The Action Stage is textured very differently compared to the final version of the game. For example, many platforms use brick textures rather than what they use in the final version of the game.
- There are major changes to the buildings in this part of the Action Stage, most notably around the center of the map.
- The camera at the start of the section for Sonic is different.
- The start of the section is noticeably different. There are Rings on the small walls that are not there in the final version of the game, the road is slightly wider, there is a continuous line of ten Rings at the Dash Panel near the start, and a checkpoint that is not present in the final version of the game.
- There are more decorations on the sidewalk, including plants and newspaper stands in this version.
- There is an area with a High-Speed Shoes to the right of the Dash Panel near the start that was replaced with a building in the final version of the game.
- There is a hole in the road with a clock tower, benches and Rings inside near the start that is not present in the final version of the game. This is the same clock tower hole that can be seen in early images of the game.
- The Bladed Spinners located at the clock tower hole in the final version of the game are missing.
- On the building to the left of the hole are awnings and a platform with a Ring on it that are not there in the final version of the game.
- There is a searchlight at the top of the building to the left of the start of the Action Stage that is not in the final of the game.
- The High-Speed Shoes on the building to the left of the start is in a different spot, and neither has Rings surrounding it or the containers near it from the final version of the game.
- There is a Jump Panel on the High-Speed Shoes building that is not there in the final version of the game. This Jump Panel sends the player quite far.
- The path leading the main street is wider than in the final version of the game. There are also four Bladed Spinners before the glass roof that were reduced to one in the final version of the game, and there are many more plants at the area on top of the glass roof than there are in the final version of the game.
- Due to the path from the previous point being wider, there are twelve glass panels instead of nine in the roof in this version.
- The entrance to the small tunnel Sonic can run through lacks a Shield Item Box and the ledge is narrower and not directly connected to the tunnel.
- A set of two Rings on the ledge to the right of the panels were changed to a set of three in the final version of the game.
- There is a line of Rings missing on the wall Sonic runs across in this version.
- The building that Sonic can run on top of has a steeper roof with two Bladed Spinners on it. In the final version of the game, the roof is slightly lower and the enemies are replaced with containers, Rings and a five Super Rings. There are also arrow signs on top of the building that are replaced with four posters in the final version of the game and an overhead camera that is not present in the final version of the game.
- A line of three Rings is missing from the area the player can access by jumping over to the right of the building's roof in this version.
- In the small area the player can jump across to, the 1-Up Item Box is in a different spot and the ledge is much larger than in the final version of the game. There is also a Spring here that the player can use the jump onto the building in front of them as a shortcut to the end. In the final version of the game, this is replaced with a small passage with a wall between it and the 1-Up box.
- The clock at the loop in the road has a different base compared to the final version of the game.
- There are two Cop Speeders near the clock that are not present in the final version of the game.
- The sidewalk is lined with Rings, Dash Panels and Springs both on the sidewalk and on small ledges attached to the sides of the buildings. In the final version of the game, there is only one line of Springs that remains and are accessed by skipping across a Bladed Spinner floating over the road (that does not exist in the AutoDemo). These Springs send the player into a small tunnel.
- The section goes downhill, while in the final version of the game, it goes uphill.
- The two buildings that the cars drive under are much shorter and able to be walked on top of in this version.
- The path where Sonic runs along a wall after the first tunnel is different, featuring things such as glass panels in this version.
- There is a second tunnel that is not present in the final version of the game.
- The last tunnel is in the form of a Ramp and has arrow signs and a High-Speed Shoes on top of it.
- There is a long, raised platform that does not appear near the end of the Action Stage in the final version of the game. It has two lines of Rings, a Super Ring, a Spiky Spinner and the fountain that sends the player to the Capsule, with a support column in the place of the fountain's final location.
- The buildings in the center of the road area are very different compared to the final version of the game. They only have two containers on them and the building heights are very different. The small tunnel with steps in from the final version of the game is also missing in this version.
- The Cop Speeders near the end of the Action Stage are in different locations compared to the final version of the game.
- The Spring to enter the small tunnel in the building near the fountain does not launch sonic high enough in this version.
- There are four extra Rings in the fountain in this version.
- There are a ton of Rings around the city hall building that were considerably reduced in the final version of the game.
- There are three Springs to the left of city hall and one Spring to the right of it. In the final version of the game, there is one Spring on the left and two Springs on the right.
- There are Dash Panels in front of city hall that lead to the Spring to the right of the building. The 1-Up there is also missing in this version.
Knuckles' version has an outdated object file, meaning none of the objects that appear in the Action Stage are correct. He can still find the Emerald Shards, but the third shard will sometimes not appear, making the Action Stage impossible to complete. Also, the trash can object that goes unused in the final version of the game are correctly textured here, unlike in the final version of the game.
- There is a couple of areas in E-102 Gamma's version of Red Mountain that do not look similar to the final version. The enemies' locations also greatly differs.
- There is no lighting in the first section.
- The background drastically differs from the final version. In the final version of the game, the horizon is obscured by rocky walls, but in the autodemo version, forests and distant mountains are visible in the background. The bridge in the Action Stage was also originally red.
- In the autodemo of Sonic's version of the Action Stage, the elimination inside the Red Hot Skull section was a lot harsher, lava pools were present and the lightning made Sonic look pitch black.
- In the final version, Red Hot Skull section has very different floor textures, almost light brown. In the autodemo version however, they are dark with black splotches.
- The Bumper design of the Switch is green button in the Autodemo.
- The launching platform of the rocket is very different in the autodemo, being a lot bigger than in the final version.
- There are black areas under Red Mountain in the Autodemo. However, they are filled with clouds in the final version.
- The transition to Sonic's second section covers a much larger area. Sonic will go to the section as soon as the second zipline ends, instead of when he jumps into the hole nearby in the final version of the game.
- If the player enters the second section from the first one, the lighting will still be absent. To get the lighting to show up, the player either needs to enter from the level select menu directly or reload the Action Stage by dying/restarting.
- various Item Boxes and Ring lines in this version have been either altered, replaced, or even removed in the final version of the game.
- There is a set of crates humorously breathing fire in the second section of this Action Stage. In the final version of the game, it has been replaced with a falling iron ball.
- Sonic's Homing Attack is not working very well in this Action Stage, as his movements are kind of circular due to bending downwards. In the final version of the game, Sonic dashes directly into enemies.
- In E-102 Gamma's version of Red Mountain, Gamma can lock onto enemies, but no numbers are popping up next to them.
- Some sections lack some enemies.
- Sonic gives the camera a grim look with an animation not shown in the final game.
- Some of Knuckles' sections are greatly modified, if not deleted.
- There is Hint Orb after the small tunnel before E-104 Epsilon.
- E-104 Epsilon does not react when hit.
- E-104 Epsilon does not turn into an Animal when defeated.
- The E-series boss music does not play during E-104 Epsilon's fight.
- Tikal's hints for Gamma's section read:
|どこかに隠れた通路があるはず。 探してみて。||There should be a hidden passageway somewhere. Try looking for it.|
|ダイナマイトを壊せば 先に進めるわよ||If you destroy the dynamite you can continue on ahead.|
Knuckles version of this Action Stage seems to be using the version of the Action Stage from the TGS build of the game. The tutorial for Knuckles is present and there are many more Hint Orbs present than in the final version of the game. The Emerald Shards are always in the same places; in front of the starting point, in the underground at the area Sonic lands at after using the Jump Panels and near the falling iron ball in the area just after Sonic's first Zip Line.
- Knuckles' starting area only has three Rings. In the final version of the game, there are six Rings and a Hint Orb.
- There is a floating line of four Rings in front of Knuckles' starting point. In the final version of the game, there is a Ring power-up Item Box.
- The Hint Orbs are present near the Emerald Shard at the starting point. One is next to the shard, one is on the bridge and the other is on the other side of it. The third one was moved to Speed Highway in the final version of the game.
- A line of Rings on the path to the rocket at the bottom of the mountain are missing in the final version of the game.
- The switch puzzle for the rocket from Sonic's version of this Action Stage is used in Knuckles' version too. In the final version of the game, Knuckles' rocket is already activated and the switch has been replaced with a square of four Rings.
- Knuckles' restart position is at the same place as the first Emerald Shard. The final version of the game uses his original starting point.
- A Super Ring and an Invincibility are missing on the side of the mountain below the area with the rocket.
- At the top of the mountain are three Hint Orbs. In the final version of the game, one was removed while the two other are placed in different locations.
- The Zip Line platform is empty. In the final version of the game, there is a Kiki and a circle of Rings.
- At the line of Bladed Spinners near the starting point, there is a Hint Orb that is absent in the final version of the game.
- The line of four Bladed Spinners was replaced by a line of three in the final version of the game.
- A Super Ring on the opposite side of the leaning platforms is missing.
- Underneath the collapsing platform after the first Zip Line section is an extra fire-breathing skull.
- Another Hint Orb after the collapsing platforms near the Jump Panel section. This one (where Tikal talks about buried Emeralds) was moved to the starting point in the final version of the game.
- A Bladed Spinner was moved from over a pit to near the collapsing platform area in the final version of the game. The number of them was also reduced from three Bladed Spinners to just one.
- A Kiki was replaced with a Gohla nearby.
- On the top of a mountain behind the starting position is another extra Hint Orb in this version.
- To the right of the starting point is a small, but tall mountain. On top of it are two iron balls and a Hint Orb. In the final version of the game, there are three iron balls in a triangular formation and a Super Ring nearby.
- Tikal's hints read:
|困った時は私を探してみて。||If you're confused, try to look for me.|
|Ｌ.Ｒボタンで カメラをまわすことができるわよ||You can rotate the camera with the L and R buttons.|
Emerald Coast differs from its version in the final game in a number of ways and is rather incomplete. The lighting is very dull compared to the final game, many objects, including rails and chairs, are missing, and the Action Stage lacks death planes. There is no music in the first two sections, nor do any section transitions exist.
- Sonic starts directly above his starting point in the final version of the game. When he lands, the camera angle is different.
- There are no Item Boxes behind the starting point in the Autdemo.
- Ihere are two Rhinotanks near the bridge instead of one.
- Only four springs under the bridge at the beginning of the Action Stage exist instead of five. Some are also floating without supports.
- There are no rope barriers on the platforms after the Springs, or swinging iron ball in the middle of the area after the Springs. There is also only one Spring for getting Sonic back up to the bridge before the loop.
- The first Shuttle Loop only has one Dash Panel. It also has a very different camera angle than the one in the final version of the game.
- There are extra Rhinotanks before the Ramp.
- There are no Item Boxes around the back of the island with the Ramp.
- There is a Kiki instead of a checkpoint after the Ramp.
- There are extra Dash Panels in the small area Sonic runs through after the Ramp.
- The checkpoint before the Orca chase section is placed right after the second loop, rather than just before the chase itself.
- The Orca and its chase section is completely missing.
- There is no Kiki in a tree next to the second spike wall.
- Three Random Ring Item Boxes from the final version of the game are missing from behind the large island near the lighthouse.
- There is an extra Spring added while climbing the large island.
- There are fewer floating islands around the 1-Up Item box near the end of the section than in the final version of the game.
- The player will not get picked up by wind if they fall down one of the holes around the lighthouse.
- There are Kikis on the rails near the lighthouse, unlike in the final version of the game.
- There is no Kiki above the section transition point.
Section 2 is missing most of the objects that appear in the final version of the game. Notably, the latter parts of the Action Stage are almost completely empty:
- There is an extra set of Rings after the first checkpoint that does not appear in the final version of the game.
- The last two checkpoints are missing.
- The Ring layout on the wall near the start is very different. Only small single lines lower down. There is also no Power Sneakers on this wall either.
- There are no objects in the higher tunnel accessed from the wall.
- Springs at the upper path do not work correctly consistently and follow a different path.
- No 1-Up Item Box or Dash Panel after the Springs in the upper path.
- The Sweepers are at the bottom of the pool rather than on the surface. There are also three of them, with the final version of the game reducing them to two. There are also no Air Bubbles or platforms in the water.
- There is no circle of Rings after the pool.
- No Ring power-ups in the spike wall area.
- There is a Ring power-ups after the spike walls that has been replaced by a Kiki in the final version of the game.
- There are very few Rings before the big loop.
- There is no Dash panel after the big loop.
- The Ramp encountered afterward does not work correctly.
- The area with the large steps in the final of the stage lacks the objects.
- There is a Kiki on a small tree in the large step area that is not there in the final version of the game.
- The Item Boxes, Kikis and Hint Orbs are missing in this area.
- The alternative route to the Jump Panels (Spring) does not work. The Spring sends the player to a bottomless pit.
- There are only four Jump Panels there.
- The last Jump Panel is slightly to the right of the platform the player is going to, rather than directly above it. There are also no spike walls present.
- The end island is completely empty, unlike in the final version of the game, where Tails/Capsule (depending on the mission) can be found here.
- Big spawns on the island in the secret cave area, rather than on his usual starting point on the beach in the final version of the game.
- There is a light effect over the island that is not in the final version of the game.
- There are no fish. The only thing available to catch is Froggy.
- The exit to the cave has been blocked off.
- The game will crash if Big goes up the slope where Sonic's first Spring/extra life Item Box is in the final version of the game.
- A 1-Up from Sonic's version of this Action Stage is still present.
- Objects from Sonic's version of this Action Stage (the objects before the loop) still exist and seem to be from later along than Sonic's sections. The rope rails exist and there is a lot more décor, like the previously-missing Springs.
- Froggy is very weak and it is impossible to break Big's lure even if his reel gauge reaches its limit.
The most notable feature of the early model for the first section of Casinopolis is the "Bunny girl" that would ultimately become the Cowgirl in the Japanese release. The bunny girl is 3D unlike the Cowgirl, who only appears on a billboard. The model of a bar that does not exist in the final can also be seen nearby.
The second section has an early design for the long path that goes unused in the final version of the game. The third section (Sonic Pinball) is virtually the same as in the final version, but (NiGHTS Pinball) is very different to the final version of the game; it forms a long, curved shape that looks nothing like the table used in the final version, but much like the prototype images released early by Sega for the stage.
- The start of the Action Stage is missing a Hint Orb and an Ice Ball.
- The small tunnel at the start only has one Dash Panel and it is placed at the end rather than two at the beginning of it and a line of Rings.
- The Dash Panel sends Sonic into a Spring that does not exist in the final version of the game.
- The area at the bottom of the hill is completely empty other than the icicles preventing Sonic from going further. The Jump Panel area and the Dash Panels are also missing.
- A Dash Panel near the entrance to the cave that sends Sonic into the Spring to bounce him up there was replaced by a line of seven Rings in the final version of the game.
- There are three enemies present on the hill that are not seen in the final version of the game. These include an Ice Ball and two Boa-Boas.
- The Item Boxes at the top of the hill are missing.
- Immediately upon entering the snowy cave, the player encounters a line of four Rings that are not found in the final version of the game.
- To the left of the cave entrance is a circle of Rings that is not in the final version of the game.
- There are a lot of wooden textures. In the final version of the game, these were replaced with standard walls.
- There is a curved line of four Rings across a small hole to the next platform here. In the final version of the game, there is a Hint Orb, a Spring and a platform covering up the hole.
- There is a Spring to send Sonic into the hanging Icicles. This was replaced with a small platform in the final version of the game.
- There are ten Icicles here. In the final version of the game, two at the right end were removed and a platform was added below to compensate.
- Taking the middle path at the Icicles sends Sonic into a small platform. In the final version of the game, the platform was enlarged with platforms.
- Jumping on top of the Icicle area are five Rings that are not in the final version of the game.
- Taking the right path at the Icicles sends the player to a platform with five Rings, a Random Ring Item Box and a Spring over a small hole. In the final version of the game, there are four Rings, fences and the hole near the Spring has been covered entirely. There are also boxes next to the Spring not present in the final version of the game.
- To the right of the Spring mentioned above, are three tiny platforms. In the final version of the game, boxes were added and the small platforms were reduced to one.
- There is an area after the platforms with a Ring power-up and a 1-Up. In the final of the game, the Super Ring is removed and the 1-Up is moved to its former location.
- The entrance to the second section is not solid.
- The rocket platform is missing. Instead, there is a bridge in its place. There is also an extra Point Marker at the end of the bridge that in the final version of the game, was moved to the beginning of the second section instead.
- There is no rock behind the player at the start.
- There is a single Spring floating out of bounds where Big's part of the Action Stage would be located.
- There are boxes when the player leaves the cave. In the final version of the game, this was replaced with a Point Marker, fences and Rings.
- There are two Ice Balls at the bottom of the cavern. In the final version of the game, they have been replaced by a Boa-Boa.
- The Spring at the bottom of the cavern had five Rings added to its path in the final version of the game.
- Between the first and second Spring, there is a slightly misaligned line of five Rings. In the final version of the game, this was replaced with a line of four Rings and two spikes.
- The area below the first Icicles section is empty aside from a Spring sending the player back to the beginning of the area. In the final version of the game, many spikes were added as well as a Spring allowing the player to skip the icicles.
- The first Icicle section has five Icicles. In the final version of the game, two more were added and the Icicles are closer together. The spikes near these Icicles in the final version of the game are also missing.
- The spikes near the line of Rings after the Icicles are missing.
- There is a small hole that the player must jump over with a curved line of five Rings. In the final version of the game, a Spring was added, the line of Rings was reduced to four and a small platform was added over the hole to prevent the player from falling.
- There is a switch that does nothing next to the small icy pool area. There is also a small line of three Rings floating nearby. In the final version of the game, this was changed into an arrow of Rings.
- Under the floating Rings is a small area with a tiny platform for the player to use to climb back into the icy pool area. In the final version of the game, this was replaced with two springs, with one allowing the player to progress.
- There is a small hole in the wall after the floating rings section that does not appear in the final version of the game.
- A Super Ring next to the location of the small hole in the final version of the game is missing.
- A Dash Panel leading into the second Icicle section is missing in the Autodemo.
- The area below the second Icicle section is empty aside from a Spring and some fences. In the final version of the game, an Ice Ball was added as well as a circle of Rings.
- There are six Icicles in the second Icicle section. In the final version of the game, the same changes to the first section were applied - the Icicle count was brought up to seven, and spikes were added nearby.
- Two circles of Rings are missing from the area after the second Icicle section in the final version of the game.
- The Spring in the area after the second Icicle section is also in a slightly different spot. The Rings were not corrected in the final version of the game.
- The area with the floating ice block switch is empty aside from the switch. In the final version of the game, the switch was moved slightly to the left and a Hint Orb and fences were added.
- The Point Marker after the ice blocks section is missing in this version.
- The Dash Panels at the loop area are missing in this version.
- There is no Hint Orb at the first Jump Panel.
- The boxes around the first Jump Panel are slightly different than in the final version of the game.
- There are three Jump Panels. In the final version of the game, a fourth one was added.
- Three Super Rings in a small area to the left of where the Jump Panels end are missing in this version.
- The end of the tunnel to the third section is not solid in this version.
- The gate at the start is facing the wrong way in this version.
- The beginning of this section continues to play music. In the final version of the game, the Action Stage is silent until Sonic triggers the snowboarding segment.
- Sonic does not make a screaming sound in the small cutscene where he notices the avalanche in this version.
- Instead of focusing on the snowboard in the cutscene as Sonic walks off the platform he is standing on in the cutscene, the camera follows Sonic closely in this version.
- The snowboard instantly appears under Sonic in this version.
- Large rocks at the sides of the mountain are missing.
- There are fewer icicles along the course than in the final version of the game.
- Sonic's snowboard incorrectly plays the icicle breaking sound sometimes in this version.
- There are three Dash Panels to the right after the avalanche section. In the final version of the game, there are two.
- There are many dead trees on the mountain that were removed in the final version of the game.
- The first falling ice arch was moved further up the mountain. One was also added on the side path to the right in the final version.
- Sonic makes a different sound performing a trick in this version.
- The first set of Trick Jump Panels are spread apart with a gap between them. In the final version of the game, they are united.
- There are no Rings in the last caved area in this version.
- There are no hot air balloons in this version.
- There is a double Trick Jump Panel after the last cave. In the final version of the game, this was reduced to one Jump Ramp.
- After the Jump Ramp on the small land between the two Jump Ramps is a Dash Panel and a line of rings that was removed from the final version.
- The end of the Action Stage looks completely different; the capsule is in a slightly different spot compared to the final version of the game, there are no houses at the end of the Action Stage and there are more trees.
Sonic has his own object layout for Big's section that is an earlier version of this Action Stage. There are many leftovers from the second section present that do not appear when playing as Big, such as Ring trails near the top of the Action Stage. However, many objects are incorrect in Sonic's version of the Action Stage. The differences for Big's version of Icecap compared to the final version of the game include:
- There are Ice Balls here that were not moved to the final version of the game.
- Big cannot break the breakable ice.
- There is an underwater area under the smaller icy area at the start of the Action Stage. In the final version of the game, only the large icy are has an area under it.
- The water is not animated and a lot of the underwater sections are not considered "underwater" by the game.
- Much like Sonic, Big's Action Stage does not have spikes in it.
- The area where there is an arrow of Rings in Sonic's version of the Action Stage in the final version of the game does not have any objects in this version. In the final version of the game, there is a High-Speed Shoes and a Spring.
- The small icy pool halfway through Sonic's route is still icy in Big's section. In the final version of the game, it is a pool of water already.
- The small platform to the side of the area where the Jump Panels end in Sonic's version has a rock on it in this version. In the final version of the game, this has been replaced with two Random Ring Item Boxes.
- The areas on Sonic's route after the area with the arrow of Rings from the final version of the game are completely empty in this version. In the final version of the game, this area is filled with Springs, platforms, Rings and Item Boxes.
There are few changes to Lost World's geometry; one being that the demo lacks the background walls from many of the areas throughout the Action Stage. However, the Action Stage has many differences in its object layout compared to the final version of the game. However, the only differences in the third area are that there is no Capsule and the door behind the starting point is missing.
- The starting room has an open ceiling that was covered up in the final version of the game.
- There are flaming arrow shooters near the start of the Action Stage in this version.
- There is an extra Boa-Boa at the start of the Action Stage in this version.
- There is a Dash Panel missing before the long tunnel of flaming blocks in this version.
- There are no platforms after the long tunnel of flaming blocks in this version.
- There is no Item Box over the spike pit in this version.
- The checkpoint is missing here.
- The camera messes up when the player enters the snake room.
- The snake room is completely different. The platforms are in different locations and the route to complete the puzzle is different.
- The mirrors are missing in the dark room in the final version of the game.
- There is a Boa-Boa in the dark room that is replaced with a Gohla in this version.
- There are no arrows at the end of the dark room in this version.
- There are no Rings in the water slide in this version.
- The layout of the puzzle is different. There are Boa-Boas here and all the switches are situated on high platforms in different spots compared to the final version of the game.
- The wall panels in the light room are already connected to each other rather than being separated from the beginning.
- The switches for the wall panels in the light room have bright lights over them. This was removed in the final version of the game.
Final Egg has a duller appearance than its counterpart in the final version of the game. The first section is the only section featuring music and there is no section transitions.
- Sonic starts further back, in an area that is usually blocked off in the final version of the game.
- There is no Egg Keeper at the start of the Action Stage in this version.
- There are three laser fields at the right at the start of the Action Stage. In the final version of the game, iron balls were added and one laser field was moved to the left instead.
- There are two Rings after the laser field section that are missing in the final version of the game.
- The swinging iron balls near the start swing much faster than in the final version of the game.
- The platform with the Item Boxes and Springs around the swinging iron balls are missing in this version.
- There is a line of Rings missing before the first checkpoint area in this version.
- The first checkpoint is missing, along with the Rings nearby in this version.
- The Egg Keepers just after the first checkpoint area are further back than in the final version of the game.
- There is another set of two laser fields near the entrance to Amy's section in this version.
- Amy's section is not blocked off in this version.
- There are four Dash Panels in the large wall next to Amy's section. In the final version of the game, another one is added.
- A machine claw is missing from nearby the entrance to Amy's section in this version.
- In the room where Sonic and Amy's paths briefly meet, the only objects there are two Bladed Spinners and the Springs. In the final version of the game, more Spinners, Rings and a corner section containing lasers and Item Boxes were added.
- The Springs in this room send Sonic slightly further in this version.
- Two Rings after the second checkpoint are missing in this version.
- There is a spike trap on the second conveyor belt that was removed in the final version of the game.
- There are two rolling spike traps on the fourth conveyor belt. In the final version of the game, this was reduced to one.
- The last three rolling cylinders in the Action Stage are in slightly different spots, preventing the section from being completed. They may be placed in accordance to an earlier design of the Action Stage.
- The end of the Action Stage features a doorway. In the final version of the game, this is a slope that Sonic runs down.
- There are no death planes between the platforming sections in this version.
- The piece of geometry out of bounds that is present in the final version of the game is also present in the autodemo. However, unlike the other paths, this piece still has the round appearance from the final version of the game.
- The second section looks completely different, with the walls having a yellowish color scheme similar to the first section, rather than the bluish tones in the final version of the game. The start of the Action Stage is also a straight hallway rather than a slope Sonic runs down.
- The objects seem to be slightly incorrect in this version, with some objects floating in odd places.
- There are Rings of platforms around the walls separating the platforming sections. In the final version of the game, the only thing separating the platforming sections are death planes.
- The platforming sections are empty in this version of the section. None of the floating platforms move, there are no enemies or Rings.
- At the end of the first platform section at the start there is a platform on top of another one. In the final version of the game, the top platform is a Ring power-up.
- Before the first running section, the camera angle is completely different in this version.
- There are no automated paths, Dash Panels or Rings in the small tunnels after the platforming sections in this version.
- The running areas have different walls and open areas. In the final version, these are covered with glass. The floor in the running sections is also flat. In the final version, the tunnels are far more rounded.
- The Springs after the first checkpoint usually send Sonic to the bottom of the Action Stage since the moving platforms are broken in this version.
- To the right of the two Springs at the first checkpoint are a pipe and a platform that are not in the final version of the game.
- The 1-Up after the second platforming section is missing in this version.
- There are no Springs at the end of the second running section in this version.
- There is no voice after pressing the Switch at the bottom of the platforming sections in this version.
- The Rings over the switch are missing in this version.
- The area below the raised switch is empty in this version.
- The Bladed Spinners in front of the raised switch platform are missing in this version.
- The Rings on the platform before the first swinging hammer are missing in this version.
- The elevator and the Super Ring in front of it are missing in this version.
- There are no objects in the area after the elevator in this version.
- There are many more platforms at the last descent and they lead to a location slightly underneath the platform Sonic needs to go to in this version.
- There are no Rings around the platform at the end of the Action Stage in this version.
- The elevator at the end of the section starts lower down than in the final version of the game. This is around the Action Stage that the platforms nearby go down to.
- Sonic starts in the middle of the first room, rather than inside the elevator in this version.
- Gamma uses Sonic's version of the Action Stage and has the same starting point as him.
- The first room is empty aside from a square of four Rings. Furthermore, the area with the elevator does not exist in this version.
- There is no voice in the first room in this version.
- There are no Beats at all in the Action Stage in this version.
- Sonic uses two Springs to get to the upper path in the second room. In the final version of the game, there is a ladder with spikes at the top there instead.
- On the upper path there is a laser field and multiple Fans under the floor that are missing in the final version of the game.
- The first checkpoint is missing in this version.
- The Fan rooms consist entirely of close-together Fans. In the final version of the game, they have been set further apart and other objects (such as platforms and conveyor belts) are added to these rooms.
- A section underneath the Fans with boxes, a Spring and 1-Up is missing in this version.
- There is a duck enemy in the room between the first and second fan rooms. In the final version of the game, there are Rings forming a cross shape.
- The second Fan room has a door that is not there in the final version of the game.
- The room between the second and third Fans has a different camera angle in this version.
- The Bladed Spinners in this room are Electro Spinners. In the final version of the game, they are not.
- There is a Switch in the upper area of this room. In the final version of the game, it was replaced with three Item Boxes.
- The amount of Bladed Spinners in room after the third set of Fans was reduced from three Electro Spinners to two Bladed Spinners.
- The second Beat room has no Springs in this version.
- The second Beat room has a platform in the upper area that does not exist in the final version of the game, and has Item Boxes containing High-Speed Shoes, a Super Ring and a 1-Up on it. In the final version of the game, the High-Speed Shoes and the 1-Up were moved to the pipes in the center of the room and the Super Ring was removed.
- The small hole the player runs into before the checkpoint area is covered up, though the player can still enter the hole. The checkpoint here is also missing. Alternatively, the path where the player jumps over the small hole also looks different. It has no objects and leads into a long path of its own. In the final version of the game, these paths have objects and lead into long falling areas. The end of the running sections still exist in the final version of the game and are used after the falling areas.
- The final Beat room lacks a door at the exit in this version.
- There are four stationary Electro Spinners in the Sonic doll room. In the final version of the game, this was changed to three stationary normal Bladed Spinners and one Egg Keeper.
- The Sonic-shaped cluster of Rings is missing in this version.
- There is an Egg Keeper outside the Sonic doll room. In the final version of the game, this was changed to a checkpoint and some Rings.
- The trail of Rings going up the curved path to the right is missing in this version.
- The Sonic, Tails and Knuckles dolls are missing in this version.
- The upper area of the room after the Sonic doll room is completely empty aside from a lone Egg Keeper that is not there in the final version of the game.
- The checkpoint at the end of the room after the Sonic doll is missing in this version, much like the Rings around it.
- The room before the Light Speed Dash Ring trail is empty. In the final version of the game, there are Egg Keepers, Bladed Spinners and a bonus area containing 1-Ups.
- The Light Speed Dash trail reaches up higher at the end than in the final version of the game.
- The giant Eggman face at the end of the Action Stage is missing in this version.
- There is a tunnel to the right of the end of the area that Sonic can run down. In the final version of the game, this tunnel is blocked off.
This unused section contains the room where Sonic meets the Egg Viper, though the small area he enters from at the start of the cutscene is missing. In the final version of the game, this section is in the same map as the Egg Viper boss fight (albeit far below the main arena) rather than an a part of Final Egg.
In this version only, there are two copies of the object file used for this section. The object file is outdated and the objects that appear in this area are the same as in the final version of the game, meaning the bizarre clusters of Capsules can be seen here too. The textures cannot be loaded, however.
- ZERO does not immediately notice Amy at the start of the Action Stage in this version.
- There is a Hint Orb in front of the starting point in this version.
- After the first set of Springs, there are two Rings. In the final version of the game, this was changed to eight Springs.
- There is only one Egg Keeper after the first Point Marker as Amy in this version.
- There is a single laser field near the entrance to and inside Amy's section after ZERO breaks the wall. In the final version of the game, there are two laser fields at these locations.
- The Hint Orb in front of the elevator is missing in this version.
- The crates to the left of the "Choose a door" room are missing in this version.
- The large ledge near the end of the Action Stage has a crate nearby that Amy can use to get high enough to reach the ledge with a normal jump in this version.
- Tikal's Hint Orb at the starting point reads:
|敵にロックオンされても、逃げまわれば大丈夫。がんばって。||Even if the enemy locks on to you, you'll be fine if you just run around. Do your best.|
The second and third section of Sky Deck were given some minor changes for the final version of the game.
There are some object changes in both acts of Sky Chase:
- Act 1 only has one type of enemy (HODAI). In the final version, two more types (RENZAKO and ZAKOS) were added.
- Act 1 and Act 2 have the same object layout.
There is also a third object layout that does not exist in the final version of the game. It references a number of bizarre objects, including the unused Sky Chase Dragon.
A file named "SETSBOARDS.BIN" is the only object file for Sand Hill in this version, and is much smaller than the ones used in the final version of the game, indicating that this Action Stage was one of the last implemented stage for the game.
The only section of Twinkle Circuit in the AutoDemo is an early model that does not resemble any of the courses used in the final version of the game. It has no music, objects, or textures and features multiple small inclined areas that are not seen anywhere in the final version of the game in any course.
The maps for most of the boss arenas are in this version, even though the bosses themselves are not there (the Egg Viper has an area, but it appears to be empty).
The Egg Hornet's arena seems to use a very early model of the Mystic Ruins. None of the details present in the final version of the game can be seen here, much like the maps used for Casinopolis.
While the arena itself does not have any interesting changes, Chaos 2 makes an appearance there. However, Chaos 2 will not move at all, nor will it try to attack. Chaos can still hurt the player with collision damage, though.
The arena for Perfect Chaos is completely different compared to the final version of the game. The buildings that appear at the sides of the arena are also much taller than the ones used in the final version of the game. Furthermore, there is only one stretch of buildings, rather than the final version's loop shape. This suggests that the player would have kept using the same part of the arena for the entire fight rather than move through different areas.
The textures for this arena are present, but a few of the buildings do not have the correct textures, suggesting these textures may be for a different version of the arena.
Station Square Garden
This garden is used for the prototypes images of Sonic Adventure. Its differences compared to the final version of the game include:
- There are eight Chao here in the garden that spawn in set positions in this version.
- The controls are disabled.
- The camera is closer to Sonic and the player cannot zoom in and out like in the final version of the game.
- Upon entering, the player drop a Rabbit, Deer, Kangaroo, Elephant, Lion, Gorilla, Mole, Koala, and Penguin.
- The garden has no garden warps, elevator or stadium entrance. It is possible to fall out of the map through the elevator's location in this version.
- There are no Hint Orbs in the garden.
- The columns at the corners of the room are not solid in this version.
- The trees do not drop nuts in this version.
- The transporter says "NO DATA". Putting a Chao into it will cause the transporter to essentially remove the Chao; it will not come back out of the transporter and no VMU menu shows up.
The Egg Carrier Island is a piece of geometry ripped straight out of the third section Windy Valley. This is the garden used in the prototype Chao images.
All that exists of the Mystic Ruins Garden is an early model similar to Casinopolis. The garden model is very different compared to the one in the final version of the game. Notable differences include the entrance being set on the other side of the garden. The only object in the garden is a single Ring located out of bounds, which is interesting considering that the Egg Carrier Island in the final version of the game has a similar out-of-bounds Ring.
The Chaos Race follows the same course as the one in the final version of the game, but there are some minor changes present along the course:
- The Chao Stadium is missing in this version.
- The area at the main starting point of the race has no hills on either side. There is also a very large wall to the left that was removed in the final version of the game.
- The third platform that the Chao run to on the Amethyst Course is floating. In the final version of the game, it is attached to the ground.
- The bridge connecting the second and third platforms is a regular bridge. In the final version of the game, it has a bridge of large blocks.
- The arch over the path under the Amethyst Course's finish line is wider. In the final version of the game, the water is able to go through that part.
- The island at the start of the Ruby Course is missing in this version.
- There is an arch at the end of course that is not present in the final version of the game.
- The player starts with two lives instead of four in this version.
- The camera feels very different to the one in the final version of the game. Its rotation controls can sometimes be inverted depending on the current angle in the Autodemo.
- Completing an Action Stage does not cause the Action Stage music to stop playing. It also plays the "Chaos Emerald" sound over the top of it. There is no results tally either.
- The draw distance seems to be different in this version, notably the third section of Speed Highway seems to be smaller than both the prototype images and the final version of the game.
- Instead of abruptly being taken to a black screen upon losing all the player's lives, the "GAME OVER" text is simply displayed onscreen. Because the screen hastily fades out to black, though, it is only visible for less than a second.
- The transition from one section to another does not work correctly. The lighting and music will not update until the player either restarts or dies.
- The standing animation for Sonic, Tails and Big is slightly faster in this version.
- Sonic can lean left or right when standing on sloped surfaces in this version. In the final version, he can only lean forward or backward.
- Level Up Items are very unfinished in this version - the only implemented Level Up Item is Sonic's Light Speed Attack. Knuckles, Amy and Gamma's Shovel Claw, Warrior Feather and Jet Booster abilities respectively are part of their default movesets. The existing Level Up Item does not attach any extra models to Sonic like the ones in the final version of the game do.
- The characters do not have idle animations, nor do they talk after standing still for long periods of time in this version.
- The animation list for the characters is different compared to the final version of the game.
- Sonic is the only character that can push an object for an extended period of time. All other characters can only push briefly (Though as Sonic, a moving sound can be heard too).
- Picking up objects is done in a very buggy way. Notably, it has difficulty choosing a target among multiple objects in this version.
- Only Big and Sonic have the ability to put down a held object without throwing it. Gamma cannot pick up objects at all in this version.
- The player cannot shake held objects in this version.
- Tails is missing an animation for getting tired while flying in this version.
- Tails and Amy are missing animations for jumping while carrying an object in this version.
- Knuckles' gliding sound does not fade out and will continue for a short while after landing in this version.
- Amy makes a sound when being locked onto by ZERO.
- Amy's Piko Piko Hammer does not make any sound in this version.
- Classic sounds are used for breathing an air bubble, getting hurt and dying in this version.
- The opponent Sonic in Tails' Icecap does not speak in this version.
- Drowning is very incomplete. The numbers that appear are very large and only appear for a fraction of a second in this version. There is also no drowning animation, as the game will just send the player back to the nearest checkpoint in this version.
- Gamma will quickly go into his "holding gun" idle pose if he comes to a stop in this version.
- The Light Speed Attack's charging animation orbs are brighter than they appear in the final version of the game.
|Autodemo version||Final version|
The Chao system is very limited in comparison to the Chao system used in the final version of the game. All Chao in the garden will stay completely still until the player approaches them, upon where they will run up to the player continuously. If a Chao gets hurt by the player, they may decide to briefly run away from them instead.
- The Chao make "Chao Chao!" sounds constantly in this version.
- The animals do not affect the Chao's evolution in the same way as they do in the final version of the game.
- All the Chao in the garden are child Chao here
- The Chao do not die from abusing them too much in this version.
- The animals will change a Chao's appearance instantly and more drastically than the animals in the final version of the game.
- The "evolutions" are actually the child chao morphing beyond the limits there are in the final version of the game, giving the appearance of a different Chao.
- Chao do not recognize water and run around underwater as if they were on land in this version.
- Chao slide very far when thrown in this version.
Some of the enemies in the game are slightly different compared to their counterparts in the final version of the game:
- The Rhinotanks are missing their texture file, so they appear with incorrect textures in this version.
- The player cannot pick up bombs thrown by Kikis in this version.
- Enemies make fewer sounds than in the final version of the game. For example, Kikis make no sound when throwing bombs and Ice Balls do not make any sounds when moving around.
- Ice Balls do not release animals upon exploding in this version.
- ZERO has different "?" and "!" symbols, the latter making a sound usually reserved for the menu. His attack's lock-on target is also more solid in design compared to the final version of the game.
- There is an untextured duck enemy that is present in the third section of Final Egg. It was removed from the final version of the game and replaced with an Egg Keeper.
- The Rocket platform added a lower part in the final version which is lacked in the Autodemo.
|Autodemo version||Final version|
- The Jump Panels were changed considerably for the final release. They have a flatter appearance in the final version of the game.
|Autodemo version||Final version|
- A Star Panel is used in the autodemo as the final landing point for the Jump Panels. It was removed in the final version of the game, but can still be found in the game's files (see "Unused models" section above).
- Ramps do not make sounds and usually fail to launch the player to the correct point in this version.
- The spike walls in Emerald Coast make no sounds and fall deeper into the ground than they do in the final version of the game.
- The player cannot use the Homing Attack on all the Springs in this version. Some can be locked onto, but others cannot.
- There is only type of Spring used in the autodemo; the large variant. In the final version of the game, a smaller variation is used as well.
- Point Markers are not activated after respawning at them in this version.
- Item Boxes have a green tint at the bottom that is not in the final version of the game.
- Extra Life plays the "Chaos Emerald" jingle from Sonic the Hedgehog 2.
- Capsules do not release animals in this version.
- For that matter, animals make a "ring" sound instead of their regular sound when collected in this version.
- The Cars in the third section of Speed Highway stop a much further distance away from the player than in the final version and cannot hurt them. They also have incorrect textures.
- The Hint Orb's "This way!" is not voiced.
- When a Random Item Box is broken, the "?" icon is displayed to the player. In the final version of the game, Random Item Boxes will display the icon corresponding to the amount of Rings given to the player.
- There are no Bomb, Invincibility or Shield power-ups in this version (Their icons do not exist).
- The ice block Switches in the second section of Icecap do not cause ice blocks to appear in this version.
- Big cannot pick up the boulders in Icecap in this version.
- In the opening movie, Tails opens his mouth as he is flying away from the building. In the final he keeps his mouth closed.
- There are extra Hint Orbs in Speed Highway than in the final version.
- The cutscene with Tails outside Casinopolis is playing to another music track.
- In the same cutscene, the textures for Tails' mouth, nose and eyes does not work properly. This also happens in the cutscene with Gamma and Sonic on the Egg Carrier.
- In the cutscene with Amy and Gamma, there are Item Boxes inside one of the jail cells which are not there in the final version. Likewise, there would normally be a black Chao Egg inside one of the cells which is not there in this version.
- Knuckles digs without the Shovel Claw.
- In the cutscene with Amy and Sonic near Casinopolis, birdie has no wings.
- In Final Egg, when Amy runs at top speed, her Piko Piko Hammer is not visible
- The question mark and exclamation marks above ZERO's head look is different. Likewise, ZERO's target laser looks different and he has different sound effects.
- In Final Egg, there is a 1-Up near the end of the demo that is not there in the final version.
- In Gamma's cutscene with the other E-100 robots on the Egg Carrier, the purple robot looks like he has a white face rather than black.
- In Big's cutscene, Froggy's model looks a bit odd. The colors also look quite dark.
- When Big hooks Froggy, the "hit" music does not play.
- Knuckles was going to have a complex list of combat-based moves in battle at some point, but they got scrapped.
- In the game files on the Autodemo, there is a wallpaper showing Sonic with a Neutral Chao.
- In the case of Amy's, her dress was going to reach her chest when she was falling.
- In the autodemo, the Light Speed Attack and Light Speed Dash were mixed into one move and was executed differently. When using the attack, a blue orb appears and circles Sonic. Sonic can then home directly into a nearby enemy or along a trail of Rings. Also, either or must be pressed each time the player wants to attack an enemy as opposed to the final where its targets all enemies at once.
- The SEGA logo is a lot darker and smaller than the one used in the final version of the game.
- The mission cards present in the demo are very different to the ones used in the final version of the game. Even though the game only uses the Japanese versions, there are English versions of the cards in the game's files.
- In the Autodemo, all Extra Life icons face to the right with the exception of Sonic. This was changed in the final version of the game, where all the icons face to the left. The Tails, Knuckles, Amy and Big icons' transparency issues were not fixed, though.
- The HUD is different in the Autodemo. The Rings icon is slightly different and there is a "Level" part that is not used anywhere in the final version of the game.
- Big's HUD lacks the darkened numbers and his weight value is fixed at 12345g in the Autodemo. His life counter in the Autodemo is displayed in the top right of the screen in the form of lure icons.
- The Chao icon for stress was changed in the final version of the game.
- The billboard advertising Chao in Space in the final version of the game advertises something completely different in the Autodemo. This billboard can be seen in the final version of the game, but only during the Egg Walker fight. It was removed entirely in Sonic Adventure DX.
- The pause menu uses an earlier design than the one in the final version of the game, though it cannot normally be seen as the pause menu is disabled. The pause menu sprite is still left in the game files on the final version of the game, but is not used.
- There are two images reading "Start!" and "Goal" in the Autodemo's files. They seem to be some of the earliest files in the development.
- Twenty nine music tracks are present in the build, some of which are used in Action Stages different from the final version of the game, or not used in the demo at all. Some of these unused tracks include:
- Open Your Heart (Main Menu ver.)
- Azure Blue World (Emerald Coast Act 1)
- Windy and Ripply (Emerald Coast Act 2)
- And... Fish Hits! (Big's Fishing)
- Limestone Cave (Icecap Act 2)
- Tricky Maze (Lost World Act 1)
- Danger! Chased by Rock (Lost World Act 2)
- Leading Lights (Lost World Act 3)
- Crank the Heat Up!! (Final Egg Act 2)
- Welcome to Station Square (Station Square)
- Event: Strain (Cutscenes)
- Event: The Past (Cutscenes)
- Appearance: Knuckles (Cutscenes)
- Many of the tracks in the Autdemo have noticeable differences from the final version of the game.
- All the characters have all their Level Up Items enabled.
- When the players select a character, they go to a list of Action Stages, like trial mode in the final version of the. The players does not get a list of all the Action Stages that were available in the final version. Also, the sub-Action Stages and regular Action Stages are in the same list, unlike the final game.
- If the players do not move for a while (whether while playing or in a menu), they will return to the title screen.
- A "Coming Soon" screen appears after playing an Action Stages.
- Most of Knuckles' lines are different from the final version.
The GameCube preview is a direct port of the Dreamcast version of Sonic Adventure with debugging features enabled and a few changes added for the game's GameCube release. The date the disc image was created on was 2002/04/10.
- The title screen uses a 2D artwork of Sonic over the final version's 3D artwork of Sonic.
- The save icon is more simplistic in this version.
- An Easy Menu, which is accessed by going to the Pause menu during gameplay and quitting.
- PLAYER - Select the player character
- STAGE - Change the Action Stage number by pressing left or Right and L or R to change the Act number.
- MODE - Choose the game mode.
- EVENT - Select a cutscene.
- MEMORY CARD UTILITY - Opens up the memory card utility menu.
The Mission Mode is incomplete. Only a handful of missions are programmed at that point and are mostly used for testing the game.
Prototype images differences
- In the prototype screenshots, Big can be seen somewhere completely unrecognizable. It could possibly be the entrance to Twinkle Park, but this is unconfirmed.
- Eggman is seen in an unknown cutscene with a Station Square in background, which never happened in the final version of the game.
- Sonic Team's logo in the prototype sceneshots are different from the final with different sound effects.
- Near the beach in Station Square where Sonic and Tails chat, all the humans are missing from the prototype shot, along with their chairs.
- Near Knuckles' entrance to Speed Highway, groups of people are walking out from the Entrance. These people are removed from the final version.
- All of Station Square in general is filled with more humans across the multiple storylines than in the final version.
- In images from Amy's storyline however, all the humans and cars are removed.
- In an image from Knuckles' storyline, people can be seen waiting at the Kiosk in Station Square. This Kiosk does not have a line of people waiting at it in the final version. The humans present seem to be the same ones coming from the entrance to Knuckles' Speed Highway in the image above.
- In an early shot from the Chaos 0 boss fight, the battle area has a more purple hue as opposed to the blue in the final version while Chaos 0 is more transparent and blue.
- For the boss fight against Chaos 2, the lighting of Chaos is fairly off due to issues.
- In the boss fight, the background was very dark and gloomy in the prototype images. In the final version, the chairs and windows are clearly visible in the background.
- Inside Big's version of the Egg Carrier, the EGGMAN buttons are green and very small, whereas in the final version, they are orange and a lot larger
- In Knuckles' version of the Egg Carrier Adventure Field interior, the floor is very lightly colored. In the final version, they are transparent with machinery visible behind them.
- Some of Knuckles' punches make his back turn black.
- When Sonic is talking to Eggman in the cutscene before the Chaos 6 fight, his mouth moves very differently from the final version. He has a huge bottom lip and seems to just jabber up and down.
- The Egg Carrier's control room is differently colored from the final version.
- In a shot, Sonic is sitting on a small sand island across from the beginning of his Action Stage. Unlike the final version though, but the beach is empty and Sonic does not strike his finishing pose for clearing said Action Stage. There is also another image showing Sonic doing his pose in a place different from the Goal in the final version.
- The beach in Sonic's version is not filled with any Badniks.
- In Big's gameplay, Froggy was originally in a secret passage, and Big had to catch him there instead of near the lighthouse.
- At one point, a peculiar bridge with an enemy on it appear in Sonic's version of the Ice Cap. Sonic would use this bridge in the early version of the game, most likely instead of the rocket in the final version to get to the second area. Other images shows it during the avalanche section. A bridge can be seen in the final version of the game at this point, but it is very difficult.
- Some of Sonic's snowboarding tricks are deleted in the final version.
- In different screenshots, there were no large walls surrounding the Ice Cap, leaving the background visible. Also the whole area was surrounded by trees much different to the ones interacted with on the course.
- There was a Jump Ramp that is split in half with a score counter which appeared in the prototype version.
- There were also some "beta" trees which Sonic would fly through due to the Jump Ramp which were removed.
- The camera angle when Tails escapes the avalanche is different from the final version.
- Big's animation is seen from a different angle and the camera is further away from him.
- When Sonic is showering in Casinopolis, the shower is different. He also does not do his 'cleaning' animation.
- If the player stands inside the entrance to Casinopolis but not enough to load the stage, the camera slowly pans up to the Casinopolis sign and locks in place until the player leaves the building.
- In Amy's version of the Action Stage, Amy is shown doing her victory pose in an area that does not exist in the final game.
- There is an area that does not exist in the entirety of the Action Stage. It looks like the power cube area, but the floor is very different and there are no recesses or places to put the power cubes in.
- In some screenshots, Sonic is seen wandering around in what could be the very first version of the Chao Garden, part of the original Windy Valley. The Chao all appear to be following Sonic around. This area is quite basic, using a completely flat surface with a few ruins like model surrounding it. The most
- In a prototype video, the 3D model of a Chao is shown. This shows that at some point the Chao were yellow/blue, before they made the decision to make them green/blue like in the final. It was later changed back in other games. Also, their wings are completely different.
- In a prototype video one can see some Chao Adventure animations from the VMU game. When the Chao meets Sonic, Sonic's animation is very different from the final. For comparison, the final sprite is stuck to the side in the image above.
- The room with moving fire blocks have different textures
- The first Star Post inside the primal world section is moved further away from their position in the final version.
- The primal world section lacks the floor texture seen in the final version.
- At the beginning of the Action Stage in the final version, Sonic can easily drop down the first steps. In the prototype version Sonic has quite some difficulty moving along these steps.
- Further down the beginning of the Action Stage in the protoype version of the game is a hazard area with fire arrows, and an Boa-Boa. Both these objects are removed from this area in the final version.
- In the room with the rising water and the snake transport, the snake transport would float in midair in the prototype version.
- In the waterslide section which goes down a waterfall, Sonic was originally running down the waterway in the prototype version rather than sliding down it in the final version.
- Knuckles is lacking the Shovel Claws in the prototype videos.
- In the prototype video and Japanese advertisements, Knuckles was seen in the room with the Perfect Chaos mural with Sonic reaches in his version of this Action Stage. However, Knuckles cannot enter this section in the final version without performing glitches.
- In the final version of the game, there are some leftovers from the beta that were surprisingly not deleted and can still be seen without using any tools or software. These are likely developer oversights since the game has gone through a number of revisions:
- When Amy is remembering "her old times" the beta version of Windy Valley can be seen with an object prominent in the Red Hot Skull portion of Red Mountain
- In Sonic's pinball table located in Casinopolis, the images of Sonic, Tails, Knuckles, Amy and Eggman that are in the slot machine are in their classic styles.
- In Gamma's tutorial gameplay, E-104 Epsilon has Gamma's color design (except for his laser cannons).
- In Sonic's tutorial gameplay, the beta version of Windy Valley can be seen in the screenshots.
- For whatever reason, a few leftover tracks from the Chao Gardens in Sonic Adventure 2: Battle exist in Sonic Adventure DX: Director's Cut.
- The collectible flag object used for some of the missions in Sonic Adventure DX: Director's Cut only appears in red and yellow variants, but there are seven unused colors available in the game files, including red, blue, yellow, white, green, gray, and purple.
- braider, tom (Jun 19, 2017). Sonic Adventure - Unused Cutscene (EV0134). Youtube. Retrieved on 8 September 2017.
- Sonic X: The ACTUAL Director's Cut. Youtube (31 January 2018). Retrieved on 14 February 2018.
- Sonic Adventure: Tokyo International Forum Promotional Video (1998). YouTube (13 December 2016). Retrieved on 17 December 2016.
- SA1 AutoDemo - Knuckles Animations. YouTube (3 July 2014). Retrieved on 21 September 2015.
- Sonic Aventure wallpaper. imgur.com. Retrieved on 21 September 2015.
- Sonic Aventure screenshot. dropboxusercontent.com. Retrieved on 21 September 2015.
- Sonic Adventure 1 Autodemo - Proto Light Speed Attack. YouTube (23 June 2014). Retrieved on 21 September 2015.