I already said this for Twinkle Park but it applies even more here: This is shockingly complete by autodemo standards. I figured all the unplayable autodemo levels were heavily incomplete like casinopolis. Most of the design concepts are here and in working order. I'm assuming the textures were present in proto builds at the time but removed from the autodemo disc to save space, is that correct? If so, it was also fully textured which is impressive.
It's weird how Windy Valley is legit just a 3D classic level but the rest of the stages (Except for Speed Highway: At Dawn) are very similar to their final build counterpart. Maybe one day an even earlier build might show us some more stages similar to Beta Windy Valley. The sense of wonder and fun in that stage is unlike any of the other Adventure stages.
Sadly the only other stage that we know was completely changed is Twinkle Park, we only have the object layout for the early stage but none of the geometry. And yeah, upon playing Beta Windy Valley for myself, the level is ass, the final is much MUCH better.
@@xtrems2 I just noticed it at some point. I think it was after a Sonic 1 beta was finally found and Clock Work (early Scrap Brain) was labeled as Clock Ork.
This is amazing. I really like the puzzle in the snake room, but I can also see why they made those changes. it was really cool seeing you dip back into the water to complete the course and the different buttons and snake path
4:37 when you said Sonic turns into a plant I didn't think you meant he literally changes into an entirely different model. How does this even happen???
Educated guess but maybe the animation wasn't finished or coded yet so it might swap as a placeholder. Makes for a great in-house joke for the team especially knowing their humor at the time lol
The object that handles the path has a display function that doesn't exist in the final, where it draws a plant that follows the path. Sonic himself is thrown way up above the area.
@@SPEEPSHighwayWhat would they have even done with it? Some kind of setpiece where foliage follows the camera...? I can't even imagine what they could have been going for.
I'm honestly surprised that the tunnel with the moving blocks held up as well as it did. I remember in SADX, I would slow down there because the collision was so badly broken. Don't know if it was somehow just an issue with my copy or what, but I don't recall that being an issue when I played it on DC.
It happens in the original as well. Same thing happens in that tunnel in Speed Highway. We’re talking about momentum based games from the late 90s early 00s here. Of course there’s going to be some issues.
About as beta as it gets, jumblefucked mess lmao. I can kinda see how the Japanese layout retained those individually falling blocks in Act 1, because that was literally the structure for the level.
@@GabePuratekuta Is this a joke or are you talking about just visiting the proto Chao Garden? There’s likely more stuff that isn’t accessed by the proto CG that a hacker can show us.
First find necessary stuff to load the stage like the Landtables, SET file and see if they work when just copy pasted and thrown together, if not, decompile the game and for everything that crashes, patching in working code (or null it) by fixing mostly broken pointers and other stuff (idk fixing object tables that are offset by one or referencing inexistent actors). On the original Autodemo Sonic Retro post a person named evil commented on how they tried to restore Windy Valley in the same way if you're interested.
They probably didn't have the animation of him on his back in the water stream yet the regular Sonic model may have been causing too many problems on that part so they just used a filler model totally spitballing don't actually know. Just a cool guess.
@@cay7809 it's not too far off from the final but it has some oddly striking colour choices that just make it feel more surreal, the final honestly creeps me out a bit. you can find a screenshot with it on the sonic retro wiki. File:Sega_ftp_sa1_lost_world_sonic3.jpg
Can't believe they planned SADX's lighting years in advance!
I cackled
Lmfao
I just speedran Sonic's Story, and now here I am watching more of Sonic Adventure, my favorite Sonic game of all time
I already said this for Twinkle Park but it applies even more here: This is shockingly complete by autodemo standards. I figured all the unplayable autodemo levels were heavily incomplete like casinopolis. Most of the design concepts are here and in working order. I'm assuming the textures were present in proto builds at the time but removed from the autodemo disc to save space, is that correct? If so, it was also fully textured which is impressive.
It's weird how Windy Valley is legit just a 3D classic level but the rest of the stages (Except for Speed Highway: At Dawn) are very similar to their final build counterpart. Maybe one day an even earlier build might show us some more stages similar to Beta Windy Valley. The sense of wonder and fun in that stage is unlike any of the other Adventure stages.
Beta Windy Valley is a mess and doesn't work well for SA1 tbh. But I am curious how those other levels would've been like.
Sadly the only other stage that we know was completely changed is Twinkle Park, we only have the object layout for the early stage but none of the geometry.
And yeah, upon playing Beta Windy Valley for myself, the level is ass, the final is much MUCH better.
4:36 First Sonic Colors transformation leaked?
LMAO
"Plant!"
*transforms into potted plant
PLSSMSMDK😭
Sonic The Plant
Oh yes!
Fullbright underground level💀
Fr lol
Undertale:
Who are you again lil bro
Your lighting peivileges have been declined
Labyrinth zone is fully lit despite being underground
that is the ouchiest "ouch" I've ever heard in my life
0:12 Can finally see that exposed roof in all its glory.
Hope you'll show off Sky Deck too.
Lost World made me realize how many minimal amount of Sonic levels/zones have the letter W in them
That's a very specific thing to keep track of.
@@xtrems2 I just noticed it at some point. I think it was after a Sonic 1 beta was finally found and Clock Work (early Scrap Brain) was labeled as Clock Ork.
Very happy for Windy Valley for making it in ^^
Gotta hand it to Wacky Workbench for having 2 Ws.
let's make a list:
Clock Work (beta scrap bain) - Sonic 1
Lost World - SA1
Windy Valley - SA1
Windy Hill - SA1
We need more mesoamerican inspired sonic levels, this is so incredible.
Thank you for the restoration.
6:29 the roooom
Incredible work, as always
Me traversing to my room with all the lights on
Context: I watched a very scary movie
This is amazing. I really like the puzzle in the snake room, but I can also see why they made those changes. it was really cool seeing you dip back into the water to complete the course and the different buttons and snake path
Really cool how some stage elements are harder here and that the snake section is even longer 😂
Man I hate when I go down a waterslide only to become a fern and fall into an abyss
"Sonic turns into a plant on the water slide"
And when I saw it I was like: whaaaat?
5:02 feels nicer than the final.
4:37 when you said Sonic turns into a plant I didn't think you meant he literally changes into an entirely different model. How does this even happen???
ancient echidna curse
Educated guess but maybe the animation wasn't finished or coded yet so it might swap as a placeholder. Makes for a great in-house joke for the team especially knowing their humor at the time lol
Thank god they got rid of the walls around the 3 switches in the snake area.
4:38 how did sonic transformed into plants
But... why does Sonic become a plant??
Why not 😅🌱
The object that handles the path has a display function that doesn't exist in the final, where it draws a plant that follows the path. Sonic himself is thrown way up above the area.
@@SPEEPSHighway
Do you think you can smoke it?
@@SPEEPSHighwayWhat would they have even done with it? Some kind of setpiece where foliage follows the camera...? I can't even imagine what they could have been going for.
Geez, farming for animals would've been wayy faster from those floating worm badniks. 😬😅
So Sonic's really a tree.... I knew it!
Speed what you would do for Sonic Adventure's Complete source code?
4:38 Sonic the Plant
ah yes, the actual hardest sonic adventure level
A brilliant discovery, great work!!
The button placement during the snake sequence is very odd compared to the final level.
I'm honestly surprised that the tunnel with the moving blocks held up as well as it did. I remember in SADX, I would slow down there because the collision was so badly broken. Don't know if it was somehow just an issue with my copy or what, but I don't recall that being an issue when I played it on DC.
It was SADX being SADX.
@GabePuratekuta Yeah, figured. It's astonishing just how broken DX is, compared to the original.
It happens in the original as well. Same thing happens in that tunnel in Speed Highway. We’re talking about momentum based games from the late 90s early 00s here. Of course there’s going to be some issues.
bro i just realized the knuckles section in cannons core might be based off of the snake room
4:37 Hate when that happens
[insert Sonic Lost World joke here]
About as beta as it gets, jumblefucked mess lmao. I can kinda see how the Japanese layout retained those individually falling blocks in Act 1, because that was literally the structure for the level.
The individual falling blocks makes more sense IMO. They're separate, so why would they fall and rise at the same rate?
Will anyone ever look at the Chao data?
I did. All I saw were happy Chao.
@@GabePuratekuta Is this a joke or are you talking about just visiting the proto Chao Garden? There’s likely more stuff that isn’t accessed by the proto CG that a hacker can show us.
@@protocetid Of course it's a joke.
lightning in a damn 4000 year old pyramid in a damn jungle
How do you do this?! Like, what did you do to get the levels like TP (Twinkle Park) working?!11!
First find necessary stuff to load the stage like the Landtables, SET file and see if they work when just copy pasted and thrown together, if not, decompile the game and for everything that crashes, patching in working code (or null it) by fixing mostly broken pointers and other stuff (idk fixing object tables that are offset by one or referencing inexistent actors).
On the original Autodemo Sonic Retro post a person named evil commented on how they tried to restore Windy Valley in the same way if you're interested.
Thanks!
3:55 I wish the narrowness on this path was kept in the final.
14 hours after post
This is really cool
Any luck with windy valley?
They probably didn't have the animation of him on his back in the water stream yet the regular Sonic model may have been causing too many problems on that part so they just used a filler model totally spitballing don't actually know. Just a cool guess.
The janky inputs made this level impossible
This is pretty cool!
Have you attempted to fix up knuckles speed highway with this method?
This is so cool!
YOOO NO WAY
Ok, maybe, i gonna wait for sky deck, i interested about him, what changed in new versions
huge
Yo my fav level!
How were you able to access the Level Select in Flycast? Is it the same Cheat Engine method?
Cheat code: 00794C90 00000000 on the title, you can use woofmute's patches now though.
why is the game on fullbright
So retro
graphics look like a glorified dx version lol
2:32 Black Hole
🥺🥺🥺🥺🥺
shame we will probably never have the raw textures for the proto ver., i much prefer the old skybox for this stage
@@EmmaMtHwhat is the old sky box in question
when Sonic 🌿 I just 🥺
@@cay7809 it's not too far off from the final but it has some oddly striking colour choices that just make it feel more surreal, the final honestly creeps me out a bit. you can find a screenshot with it on the sonic retro wiki. File:Sega_ftp_sa1_lost_world_sonic3.jpg
This is more or less how SADX looks 💀
It looks like adventure DX
oh.