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Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences/Final Egg

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

Final Egg has a duller appearance than its final counterpart. Act 1 is the only Act featuring music (likely due to Amy's demo taking place there) and no Act transitions exist.

Act 1 (Sonic)

  • Sonic starts further back, in an area that is usually blocked off in the final.
  • There is no Egg Keeper at the start of the stage.
  • There are three lasers at the right at the start. In the final, spike balls were added and one laser was moved to the left instead.
  • There are two rings after the laser section that are missing in the final.
  • The swinging spike balls near the start swing much faster than the final.
  • The platform with the item boxes and springs around the swinging spike balls are missing.
  • There is a line of rings missing before the first checkpoint area.
  • The first checkpoint is missing, along with the rings nearby.
  • The Egg Keepers just after the first checkpoint area are further back than the final.
  • There is another set of two lasers near the entrance to Amy's section.
  • Amy's section is not blocked off.
  • There are 4 dash panels up the large wall next to Amy's section. In the final, another one is added.
  • A machine claw is missing from nearby the entrance to Amy's section.
  • In the room where Sonic and Amy's paths briefly meet, the only objects there are 2 Spinners and the springs to progress. In the final, more Spinners, rings, and a corner section containing lasers and item boxes are added:
Proto Final
SonicAdventureAutodemo FinalEgg1B.png SonicAdventure FinalEgg1B.png
  • The springs in this room send Sonic slightly further.
  • Two rings after the second checkpoint are missing.
  • There is a spike trap on the second conveyor belt that was removed in the final.
  • There are 2 rolling spike traps on the fourth conveyor belt. In the final, this has been reduced to 1.
  • The last 3 rolling cylinders in the level are in slightly different spots, preventing the Act from being completed. They may be placed in accordance to an earlier design of the level.
  • The end of the level features a doorway. In the final, this is a slope that Sonic runs down.

Act 1 (Amy)

  • Zero does not immediately notice Amy at the start of the level.
  • There is a Tikal hint ball in front of the starting point.
  • After the first set of springs, there are two rings. In the final, this was changed to 8.
  • There is only one Egg Keeper after the first checkpoint as Amy.
  • There is a single laser near the entrance to and inside Amy's section after Zero breaks the wall. In the final, there's two lasers at these locations.
  • The Tikal hint ball in front of the elevator is missing.
  • The crates to the left of the "choose a door" room are missing.
  • The large ledge near the end of the stage has a crate nearby that Amy can use to get high enough to reach the ledge with a normal jump.

Tikal's hint at the starting point reads:

Japanese Translated
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.

Act 2

  • There are no death planes between the platforming sections.
  • The piece of geometry out of bounds that is present in the final is also present in the AutoDemo. However, unlike the other paths, this piece still has the round appearance from the final version.
  • Act 2 looks completely different, with the walls having a yellowish theme similar to Act 1 rather than the bluish tones of the final. The start of the level is also a straight hallway rather than a slope Sonic runs down:
Proto Final
SonicAdventureAutodemo FinalEgg2A.png SonicAdventure FinalEgg2A.png
  • The objects seem to be slightly incorrect, with some objects floating in odd places.
  • There are rings of platforms around the walls separating the platforming sections. In the final, the only thing separating the platforming sections are death planes.
  • The platforming sections are empty. 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, the top platform is a 5 ring box.
  • Before the first running section, the camera angle is completely different.
  • There are no automated paths, dash panels or rings in the small tunnels after the platforming sections.
  • The running areas have different walls and open areas. In the final, these are covered with glass. The floor in the running sections is also flat. In the final, the tunnels are far more rounded:
Proto Final
SonicAdventureAutodemo FinalEgg2B.png SonicAdventure FinalEgg2B.png
  • The springs after the first checkpoint usually send Sonic to the bottom of the stage, as the moving platforms are broken.
  • To the right of the two springs at the first checkpoint are a pipe and a platform that are not in the final.
  • The 1-Up box after the second platforming section is missing.
  • There are no springs at the end of the second running section.
  • There is no voice after pressing the switch at the bottom of the platforming sections.
  • The rings over the switch are missing.
  • The area below the raised switch is empty.
  • The Spinners in front of the raised switch platform are missing.
  • The rings on the platform before the first swinging hammer are missing.
  • The elevator and the ring box in front of it are missing.
  • There are no objects in the area after the elevator.
  • There are many more platforms at the last descent and they lead to a location slightly underneath the platform Sonic needs to go to.
  • There are no rings around the platform at the end of the level.
  • The elevator at the end of the Act starts lower down than in the final. This is around the level that the platforms nearby go down to.

Act 3

  • Sonic starts in the middle of the first room, rather than inside the elevator.
  • Gamma uses Sonic's version of the level and has the same starting point as him.
  • The first room is empty aside from a square of 4 rings. Furthermore, the area with the elevator doesn't exist:
Proto Final
SonicAdventureAutodemo FinalEgg3A.png SonicAdventure FinalEgg3A.png
  • There is no voice in the first room.
  • There are no Beats at all in the stage.
  • Sonic uses two springs to get to the upper path in the second room. In the final, there is a ladder with spikes at the top there instead.
  • In the upper path there is a laser and multiple fans under the floor that are missing in the final.
  • The first checkpoint is missing.
  • The fan rooms consist entirely of close-together fans. In the final, they've been made 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 a 1-Up box is missing.
  • There is an untextured duck enemy in the room between the first and second fan rooms. In the final, there are rings forming a cross shape.
  • The second fan room has a door that is not in the final.
  • The room between the second and third fans has a different camera angle.
  • The Spinners in this room are Electro Spinners. In the final, they're not.
  • There is a switch in the upper level of this room. In the final, it was replaced with three item boxes.
  • The amount of Spinners in the room after the third set of fans was reduced from 3 Electro Spinners to 2 normal ones.
  • The second Beat room has no springs.
  • The second Beat room has a platform on the upper lever that does not exist in the final and has item boxes containing Speed Shoes, 10 rings, and a 1-Up on it. In the final, the Speed Shoes and 1-Up were moved to the pipes in the center of the room and the 10 ring box 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, these paths have objects and lead into long falling areas. The end of the running sections still exist in the final and are used after the falling areas:
Proto Final
SonicAdventureAutodemo FinalEgg3B.png SonicAdventure FinalEgg3B.png
  • The final Beat room lacks a door at the exit.
  • There are 4 stationary Electro Spinners in the Sonic doll room. In the final, this was changed to 3 stationary normal Spinners and one Egg Keeper.
  • The Sonic head of rings is missing.
  • There is an Egg Keeper outside the Sonic doll room. In the final, this became a checkpoint and some rings.
  • The trail of rings going up the curved path to the right is missing.
  • The Sonic, Tails, and Knuckles dolls are missing.
  • The upper level of the room after the Sonic doll is completely empty aside from a lone Egg Keeper that isn't there in the final.
  • The checkpoint at the end of the room after the Sonic doll is missing, as are the rings around it.
  • The room before the light dash ring trail is empty. In the final, there are Egg Keepers, Spinners and a bonus area here containing lives.
  • The light dash trail reaches up higher at the end than in the final.
  • The giant Eggman face at the end of the level is missing.
  • There is a tunnel to the right of the end of the level that Sonic can run down. In the final, this is blocked off.

Act 4

This unused Act contains the room Sonic meets the Egg Viper in, though the small area he enters from at the start of the cutscene is missing. In the final, this level is in the same map as the Egg Viper boss fight (albeit far below the main arena at Y:-50000) rather than an Act of Final Egg. In this version only, there are two copies of the object file used for this Act named SET1004S.BIN and SET1005S.BIN.

The object file is outdated and the objects that do appear in this level are the same as the final, meaning the bizarre clusters of capsules can be seen here too. The textures won't load in-game, though.