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Proto:Sonic Adventure 2 (Dreamcast)/Preview/Early and Unused Audio

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This is a sub-page of Proto:Sonic Adventure 2 (Dreamcast)/Preview.

A number of early and/or unused audio can be found within the game's disc, which are different than the final. This ranges from early audio to straight up unused ones that would be deleted upon the final release. All of the tracks featured in The Trial remain unchanged, with one exception shown below. Therefore, aside from that, this page will exclusively document the differences that are only present in this build.

Audio Differences

Changed Tracks

Nearly all of the tracks present in this (very much like The Trial) version of the game are played at 44100 Hz, as opposed to the final's 32000 Hz. Furthermore, some tracks have audible differences to their final counterparts:

Name Preview Final Notes
Main Menu
Identical, but with different timing and volume mixing.
Main Menu (Story Select)
Close to the final, but the timing and volume mixing were again altered in the final.
Main Menu (Options)
Once again, the same differences of the last two main menu music above apply here.
Main Menu (Stage Select)
The percussion is timed slightly different.
Main Menu (Tutorial)
Unsurprisingly, much like the three main menu themes above, this was altered ever-so-slightly in the final.
Bright Sound (Dry Lagoon)
The track starts earlier than the final, and the volume mixing is much lower.
Way to the Base (Sand Ocean)
Final Sand Ocean Track
Trespasser (Lost Colony)
The music is ENTIRELY different, as Sand Ocean plays the track used for Lost Colony in the final. In addition to minor changes, the track starts slightly later than the final, and there's some slight differences with the volume mixing again. This was obviously touched up in the final.
Vengeance is Mine (Radical Highway)
Unlike the much earlier demo track, the music in this build is more finalized. However, there's still some changes to note about. For one, the volume mixing is once again slightly different, and two, the music continues to loop at 2:19, whereas the final contains an ending around that point.
Kick the Rock (Wild Canyon)
Similar to Dry Lagoon, the track starts slightly earlier, and the volume mixing is much lower.
Crush 'em All (Weapons Bed)
The track starts a split-second later than the final, and the volume mixing is slightly different once again.
This Way Out (Prison Lane)
The volume mixing is different yet again.
Won't Stop, Just Go! (Green Forest)
The mixing is different and the lead guitar is weaker than the one in the final.
Dive Into the Mellow (Aquatic Mine)
Surprise, surprise! The volume mixing is yet again slightly different.
Drowning
Once again, different timing at the start and end, and different volume mixing. Strangely enough, this is one of the only audio files to have the final's 32000 Hz rather than still having The Trial's 44100 Hz.
Congratulations
The differences apply with the Drowning theme. Speaking of that above, this ALSO has the final's 32000 Hz instead of The Trial's 44100 Hz.
Live and Learn (Main Theme)
The entire vocal track is replaced with a MIDI flute lead. The lead guitar that plays in the bridge section is also missing. Note that the file for this song doesn't exist in the final version, as it was replaced with "BOSS_07" (which is used for Finalhazard) and "S210_SN1" (which plays during the credits of the last story with an ending included) respectively.
Fly in the Freedom (Theme of Rouge)


The full version is present in this build, which doesn't exist in the final (similar to Live & Learn). Much like Dry Dragoon and Wild Canyon, the volume would be touched up before release.

Other Audio Differences

  • Many sound effects are different compared to the final game, including the climbing sound for Knuckles/Rouge and the lock-on laser sound for Eggman/Tails.
  • Every character speaks in a combination of their English and Japanese voices. Notably, jumping sounds are Japanese, but idle dialogue is English.

Unused Audio

Unused Tracks

The following tracks (all of which are shown above) are on the disc, but unused:

Track Notes
A_MINE Aquatic Mine
ADVSNG_3 Main Menu (Options)
ADVSNG_4 Main Menu (Stage Select)
ADVSNG_5 Main Menu (Tutorial)
ONE_UP Congratulations
T1_MAIN Live and Learn (Main Theme)

Deleted/Empty Tracks

1ST_READ has a list of tracks starting at AD94C, including ones not on the disc. The tracks that don't exist are listed below:

boss_01.adx
boss_02.adx
boss_03.adx
boss_04.adx
boss_05.adx
chao_g_bgm_d.adx
chao_g_bgm_h.adx
chao_g_bgm_n.adx
chao_g_born_c.adx
chao_g_born_d.adx
chao_g_born_h.adx
chao_g_carnival_d.adx
chao_g_carnival_h.adx
chao_g_carnival_n.adx
chao_g_dance.adx
chao_g_dead.adx
chao_g_gate_open.adx
chao_g_iede.adx
chao_g_radicase1.adx
chao_g_radicase2.adx
chao_g_radicase3.adx
chao_g_tv_cartoon.adx
chao_g_tv_drama.adx
chao_g_tv_sports.adx
chao_k_net_fault.adx
chao_k_net_fine.adx
chao_r_a.adx
chao_r_b.adx
chao_r_c.adx
chao_r_d.adx
chao_r_item_get.adx
chao_r_j.adx
coming.adx
c_core_1.adx
c_core_2.adx
c_core_5.adx
c_gadget.adx
c_wall.adx
d_chambr.adx
e_engine.adx
e_quart.adx
f_rush.adx
g_hill.adx
h_base.adx
i_gate.adx
kart.adx
l_colony.adx
m_harb1.adx
m_harb2.adx
m_herd.adx
m_space.adx
m_street.adx
p_cave.adx
p_hill.adx
s_hall.adx
s_rail.adx
t1_eggma.adx
t1_knuck.adx
t1_miles.adx
t1_shado.adx
t1_sonic.adx
w_jungl.adx

Most of them are songs from the full game, but there's a few noteworthy entries:

  • l_colony.adx would later end up having its audio swapped with s_ocean.adx in the final, the track that this build uses (as shown above).
  • boss02.adx is split into two files in the final game - BOSS02A.ADX and BOSS02B.ADX, for King Boom Boo and Egg Golem respectively.
  • coming.adx was used in The Trial for the voice "COMING 2001".
  • chao_g_iede.adx was used in Battle for the Chao Goodbye music. "Iede" (家出) translates to "Runaway", which is a concept referenced in an unused Omochao line.
  • chao_g_carnival_d.adx, chao_g_carnival_h.adx and chao_g_carnival_n.adx aren't in any version or referenced in the final game, so their purpose is unknown.
  • Only t1_shado.adx and t1_sonic.adx are in the final game, though t1_rouge is in this version (also shown above). "T1" tracks contain a character's full theme music, with the rest being shortened versions for cutscenes.

Unused/Early Voice Clips

Just like Sonic Adventure's Autodemo/first Japanese release, there are some Japanese voice leftovers here that are removed entirely in the final and do not have any English equivalents. Though while some of these are absent in the final, they can still be found as subtitles in the final game's EVMESH/D/L.PRS files.

Story

Audio Transcript Notes
Sonic: 別に、それほどでもないけどな (I don't really care that much.) These would have played in the cutscene where Eggman asks Sonic to hand over his (fake) Emerald. Sonic's line would have come after Eggman's, "If you value this young girl's life, that is." line, and Eggman's line here implies that he would have hurt/attempted to hurt Amy in order to get Sonic to comply with his demand. Amy was actually supposed to respond to that ("ソニックーッ!!", "Soniiiic!!"), but she only has a subtitle of her response found in both EVMESD0.PRS and EVMESH0.PRS files and does not have a voice clip recorded for it.
Eggman: 生意気なハリネズミめ! だがこれでもまだ意地を張っていられるかな! (You're a cheeky hedgehog! But will you still not give up if I do this?)
Tails: フェイク…! (Fake...!) Found after Eggman's, "Hmph, because you just told me!!" line in the same cutscene regarding the fake Chaos Emerald. When he would say this is anyone's guess.
Eggman: 目的のためなら手段をえらばぬ!!それがワシのポリシーじゃ! (I'll do whatever it takes to achieve my goals!! That's my policy!) This would have been Eggman's response to Tails's (also unused), "Your methods are dirty, Eggman!/It's not fair, Eggman!" line after Sonic is shot into space, also in the same cutscene. While Tails's line actually makes it to the final's voice archive and even gets an English equivalent (despite being unused in both languages regardless), Eggman's does not.
Sonic: *screams* These are actually supposed to be the roars that Biolizard makes after Knuckles finishes his speech to stop the Chaos Emeralds in Last Story, but because these clips are heavily filtered in the final game, you can't make them out.
Shadow: *screams*

Early Menu Theme Voice

There are voice quotes of the default menu theme voice that can be found in this build, and they sound completely different compared to the final. They are most likely meant to be placeholders, and replaced with the final voice for obvious reasons. Curiously, Lesson is the only menu voice clip to have its audio removed in the final.

Early Final Transcript
Story Select
Scene Select
Character Select
Stage Select
Type Select
Records
Group Select
Game Select
(Doesn't exist) Lesson
Options
Sound Test
Access to the World
File Select
System Alert
Congratulations
World Ranking
Emblem Records
Cart Racing
Download Events
Theme Select
TV Setting
Access to the Database
Please Wait

Rail Switching Omochao Hint Line

This unfiltered English Omochao line somehow found its way into both English and Japanese voice archives. Why and how it's here is anyone's guess. To top it all off, the control scheme he explains is not possible in the final game (nor in any of the earlier builds for that matter, as none of the available levels have more than one rail to choose from), and it wouldn't end up being similarly implemented until Sonic Unleashed in 2008.

Audio Transcript
Press A button and use L or R triggers while grinding to jump from rail to rail.

Metal Harbor's Missile Launch: Japanese Announcement

Near the end of the stage, there is a section with a missile launch countdown and a voiced announcement. In the final game, the announcement is always in English regardless of what language is chosen, but at some point it was supposed to also have a Japanese equivalent that was scrapped for unknown reasons. These quotes are not present in the final.

Audio Transcript
ミサイル発射15秒前 (Missile launches in 15 seconds.)
Ten, nine, eight, seven, six, five, four, three, two, one...
Fire.