Talk:Sonic Adventure
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[edit] Merge
I merged Sonic Adventure DX's info with this article.--Zxcvbnm 00:24, 27 Jun 2005 (UTC)
- I disagree. SADX is different enough from SA to be its own article. Same goes for lots of other remakes, like Resident Evil for the GameCube. -- A Link to the Past 09:47, July 23, 2005 (UTC)
- I know I'm replying to an edit four-or-so months old, but bear with me here.
- Frankly, I don't think SADX was different enough from Adventure for it to have its own article - wasn't that, in fact, one of the major gripes with the "remake" in the first place? It's really the same game, but with 60 new missions, Game Gear games, playable Metal Sonic, updated Chao, and a more unstable framerate, which was called "new" apparently and promptly charged full-price for. I've pretty much summarized its notability in one sentence; why do we need an entire article based on something that can be put in here rather easily? Even Sonic Adventure 2 handles Battle the same way, and Battle was MUCH more of an update than SADX was.
- I say we merge SADX into here again, though try and make it less clunky than it apparently had been. It's just too redundant otherwise. --Shadow Hog 22:49, 6 November 2005 (UTC)
- This page looks very odd. I think the two parts should be split. Eagleamn 01:01, September 9, 2005 (UTC)
[edit] Advertisement
Should we have a section for the advertisement campaign?--WitchesBrew82 01:47, 22 February 2006 (UTC)
[edit] I suggest
we merge SADX with SA, because the only real difference is the game gear games.--Ac1983fan 14:28, 25 February 2006 (UTC)
I don't see why not. Wasn't it already merged before? It didn't need to be split appart. BlazeHedgehog 20:12, 25 February 2006 (UTC)
Yes this needs to be merged!
It is under Sonic Adventure title, it just has some merly changes to it
Last I checked was that it wasn't merged. I think we should, because most of the game is the same, the only major idfferences were what Ac1983 said about the Game Gear games, but also the 60 missions. --24.154.26.231 19:24, 19 March 2006 (UTC)
I think we should make it stay split,with 60 new missions,Game Gear games,playable Metal Sonic,updated Chao,and Diffrent Graphics, thats 5 changes to the original game.
MERGED!
Alright...I will merge the article!
- >x<ino 01:45, 20 March 2006 (UTC)
- SADX is different from SA. It shouldn't be compared to Breath of Fire on the Game Boy Advance, as it has a good amount of features. - A Link to the Past (talk) 01:28, 12 April 2006 (UTC)
- It's the same game and should just have its own section within the SA article, i vote merge 'em. --Xeccos 02:02, 28 April 2006 (UTC)
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- Was there a roll back, or something? I remember writing a huge reply here on why it's a dumb idea for SADX and SA to be seperate articles, but it's gone now. SADX is a port. Not a seperate game. The extra features in SADX are barely enough to fill an entire paragraph, let alone an entire article. It should stay merged and the current SADX article should re-direct here. BlazeHedgehog 13:03, 28 April 2006 (UTC)
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[edit] I need to tell you
First of all, I have this game for years and I finally got this game! It's a classic masterpiece. Ok, first of all, the musics from the action stage is really awesome. It reminded me as I was listening to the Japanese Anime music songs. Second, tell me the difference between the Sega Dreamcast version and the GameCube version of Sonic Adventure. Third, I wish I can create my own character to join Sonic and his teams, but how? Only professionals can handle it! I'm a huge fan of Sonic the Hedgehog and his buddies and his girlfriend, he he. If you know the difference, let me know. Best Gamer 25 July 2006
Sonic Adventure DC:
- While Sonic runs really fast, the weak antialising and frame rates jumps badly which really makes Sonic move really fast.
- While he also runs, speed blurs causes around the screen, giving a speed special effect. This effect is returing in the new Sonic game.
- Character designs are really blockly in details, like the end of the character is like...sharp/spikey:P
- Sonic Adventure on Dreamcast is the classic and original
Sonic Adventure Directors Cut GC:
- Character's speed and attitude has been minised. Actually the antialising and framerate runs smooth, which reduces the speed.
- No speed blurs can be noticed
- More added classical old Sonic games
- Characters modelling is shaped to the right design. Which means while DC version character models are blocky. GC's model is shaped till smooth.
- Sonic Adventure DX is a non original, because it is a Director's cut, which means some changes has been made.
Yes you can create your own masterpiece character. But to stand up to SEGA. That will require alot of work. Because SEGA will have to think about the side effects and future effects:
- If they add your own character, how would it affect Sonic history and storyline?
- If they add your own character, what will fan think of it? Will they accept it like Shadow or judge hell on him/her like Shadow?
- If they add your own character, how will it work in games?
- >x<ino 00:26, 18 April 2006 (UTC)
I think the new Sonic The Hedgehog Game might be coming out to PlayStation 3 and Xbox 360. And another thing. can Sonic be the fastest hedgehog? Well, he is not the only fastest hedgehog around. Exotic cars are very fast as well. I haven't gotten this game for years, and I am a fan of Sonic. Best Gamer
How will I find it to create my own best character as a "lizard" to this game? And use a voice test to see how it sounds like it? Best Gamer 31 July 2006
Yes, SA is a masterpiece. There are more differences than were listed above. I can't say them all, but: 1. There's a changes guide at GameFAQs. 2. I made another guide myself, but it only has gameplay changes, and not minor things. I might add more later. 3. I can name a few right now:
The graphics are a little better on GameCube. The small animal characters (Sonic, Tails, Knuckles, Amy) are smoother and have updated designs. The framerate is 60 frames per second, but it still chops a lot, due to programming sloppiness. Many of the textures are different. There are a few other things, like improved draw distance and extra shadows on the environments.
There's a Mission Mode, and Game Gear games can be unlocked. Metal Sonic is playable. Collision detection is very different. Some glitches and shortcuts only work in one version or the other. The Free Camera option is here now. Sonic's speed is the same. Some sounds are a little different. People hoped for it to be more of a Director's Cut, but it isn't. However, some background objects are now solid, which is deceiving. (To a GCN player, it looks like a platform- the one past the tornado in Windy Valley, for example- was solid from the prototype, but it was actually made solid just for GCN in 2003.)
I guess that's about all the main stuff. It would take too long if I went into detail. -Marth
[edit] Plot
Questions are asked in the plot. I wanna know the answers! Can someone edit the plot? I've never played the game so I don't know what happens.
I have re-written the plot section. Some of it references the japanese manual for Sonic 3, but I don't think it matters, considering that's what Sonic Adventure's plot was based on anyway. I also ignored most of the sub-plots, instead focusing more on the larger, over-arching storyline that covers the entire game. I hope nobody minds. BlazeHedgehog 17:02, 30 April 2006 (UTC)
" Believing it to be true, he seeks out the Master Emerald and shatters it, freeing Chaos in the process. This is wrong, Doctor Eggman did not shatter the master emerald, it was Chaos himeself!.
- >x<ino 19:39, 30 April 2006 (UTC)
hmm...might be true...:P
- >x<ino 19:21, 1 May 2006 (UTC)
[edit] Online Content
Could we get some info on the downloadable online content? I didn't have the Internet during the lifespan of the Dreamcast, and I've always been wondering what sort of things were available. --Agent Aquamarine 02:53, 11 May 2006 (UTC)
Same here, I didn't have the internet thingy. You are right, we should have a section for Internet. But after e3:P
- The internet is basically, downloading a new skin for Station Square, a night mode:/
I will research on it later on...
- >x<ino 15:20, 11 May 2006 (UTC)
[edit] Sonic Adventure DX
If the Content of Sonic DX has been merged with this page why does it still have it's own article?
I Tried to Redirect the Page but it didn't look right it looked like this 1. REDIRECT Sonic Adventure what's up with this?
[edit] Rewrite of character profile
I rewrote the character profile on this page for Chaos. It was poorly written and sounded like a child made it. Please tell me if I made any errors. the changes are as follows:
original: Chaos is the gaurdian of the chao,he is liquid and changes form when in contact of chaos emaralds.Tikal sealed him back in the master emerald after Super Sonic nuetrilized it
my edit: Chaos is the guardian of the chao. He is apparently water or a plasma-like material and changes form after consuming a Chaos Emarald. Tikal sealed him back within the Master Emerald along with her soul, like before Eggman let Chaos free, after Super Sonic neutralized the evil in his heart.
[edit] Screenshots?
This article is in need of some pictures or screenshots or something. There is too much text, which makes it very boring and unstimulating. PureLegend 09:03, 10 September 2006 (UTC)
If no one can supply them I could try to get some from SA DX on my pc, but I uninstalled it so I would have to complet it.
Right now, all I can get clear pictures from is an emulator. (This should be fine, as long as I avoid the glitches.) I plan to buy the PC version sometime, and that would be better. Where would the best places for pictures be? (Also, I'll have to figure out how to use this. I haven't added pictures to Wikipedia before.) -Marth
[edit] Glitches and Secrets
I just removed a long section about glitches for the game. This article is not the place for information like that however this info might still be useful for creating another article eg. Sonic Adventure Glitches, Sonic Adventure/Glitches or something like that. ROSSYMILES TALK 00:20, 26 September 2006 (UTC)
[edit] The Plug of Hot Shelter
Play the stage "Hot Shelter" as Big. First, use the emergency water valve to drain the water. Swim around near the top of the water and you'll find an opening, go in it. Swim to the top and go in another opening. There is a hole and a computer-sign that says "WARNING! There is a plug in the center. Be careful not to trip over it." You can open it! First, put your lure near the plug, on the bottom of the floor and reel as if you were going to get the plug. Then, if your lure gets stuck to the plug, reel and press left or right on the analog stick. It drains the water! Then, go out of the plug room and to the emergency drainage switch area. The water level is higher! Go straight in the emergency room to find another opening. Bounce up the bumper to another opening. Go in it. Walk around till you get to a room with a kiki (the orange monkey), and there is another computer-sign that says, "WARNING! The Water is covered with glass. FRAGILE! Please be careful!" Now, there are over 1500-g fish swimming under that glass. Stand on the side and fling your lure to make the glass break. (This may take several tries) Now, I know that whole thing is for something, but what? Could it have been part of the Hot Shelter before? Is it a glitch? (Note: The is a point marker near the plug. Also note that there are new fish in this area. Also note that there are rings, power sneakers and a kiki. So, the programmers must have put that there before.)
[edit] The Blue Abyss Of Death
In Station Square (the city hall side), go to the giant city hall building as Knuckles (or Tails) go to the window closest to the door on the LEFT side. go directly in the line between the window closest to the door, and the window second-closest to the door. Press and hold the JUMP button and you should go thru the overhang-window invisible boundary line. Be ready to glide/fly or else you'll fall into the blue "abyss."
[edit] The Revenge of The Blue Abyss Of Death
In Station Square (the train station side), go by the lady who sells newspapers and stand in the corner between the stand and the window. Fly while holding UP and here's how you know the glitch is working: Tails will dip near the lady at the newspaper stand. After you see this happen, the glitvh is irreversable, YOU WILL LOSE ONE LIFE!!!
[edit] Tails in the Emerald coast and other fine glitches
Start a new file. In Station Square, go to the pool-side of the hotel with Tails, and exactly when you come out of the door, turn left and stand under the overhang. You can fly through it, thus allowing you to explore a sky-cam view of Station Square. While up fly into the casino area and you can play Casinopolis early. To get out of the casino area, you have to get a running start and run up the steps at full speed. If you notice things quickly, the bricks get darker and darker as you go up. Run at full speed untill you see the darkest shade of bricks. You must jump and fly as quick as you can while holding UP. Here's how you know it's working: If you are flying high enough, it will appear as Tails is being sucked thru the door. The moment you see this, hold down on the control stick. NOTE: You can't be off (late or early) at the part where Tails is being sucked into the door, here's how you know if you are late or early
a) If you are late, you will be sucked into the aforementioned blue "abyss." and you have to repeat STEP 3 all over again.
b) If you are early, you will be forced back uncontrollably into the back wall.
If gotten out correctly, you will recieve a glitch stage in Trial mode.
[edit] Disc Stop Spinning
There is a glitch only exclusive to the Gamecube port: Sometimes if you load a preloaded game (Game Gear minigames) the laser will stop reading the disc. And if you exit out, the laser will try to find where it left off and since it wasn't programmed to do this, the "An error occured" message will appear.
Glitches are interesting, but it's true that they take too much space. This just has a few glitches (and not all of them are "must-see"), and it still takes up too much space. The 2 full glitch guides I know of are gigantic. Here is a link to them. (I'm talking about at least 150-200KB of unformatted text- probably too much for even a new article. -Marth
[edit] Trivia
Most of this section is cruft, therefore I have removed it. However, because there is an amount of useful information, I have moved the section here for later use.--TheEmulatorGuy 05:14, 23 November 2006 (UTC)
- Conceptualized by Takashi Iizuka (who would later go on to form Sonic Team USA and later Sega Studios USA), he originally envisioned this game as a "Sonic RPG", leading to many rumors of a "Sonic & Knuckles RPG" prior to the game's unveiling in August, 1998.
- The city featured in the opening introduction sequence and in the loading screen for Station Square bears a striking resemblance to Manhattan.
- The game was originally intended to run at 60fps; however, it suffered from fatal bouts of slow down, so the frame rate was later lowered to 30fps (strangely though, Twinkle Circuit is running on perfect 60fps). The GameCube port, Sonic Adventure DX, attempted to restore the game's original frame rate, but due to timing issues and the unstable nature of the Sonic Adventure engine, the frame rate often shudders, quickly shifting to 30fps and then back to 60fps, and sometimes staying in 30fps (in some stages and in all cutscenes), or dropping even lower (20 or even 15fps).
- At least one boss is known to have been cut from the game; a giant, mechanical, three-headed dragon would attack Sonic and Tails during the Sky Chase: Act 1 minigame. A 3D model for a very similar boss has been seen for the upcoming next-gen Sonic The Hedgehog.
- Many stages underwent repeated heavy revisions as Sonic Team got a feel for how Sonic should play in 3D; one of the stages that received the most changes was Windy Valley.
- Just before Sonic transforms into Super Sonic, a crowd of people can be heard chanting "Sonic! Sonic!" - the Japanese language chants were actual people chanting, recorded live when Sonic Adventure was unveiled publicly in 1998. Japanese Sega Saturn mascot Segata Sanshiro was responsible for getting the crowd to chant.
- This was the final game Sonic's original designer, Naoto Ohshima, was credited for. It is rumored he left the company after a dispute with Yuji Naka over the direction they wanted the Sonic series to take after Sonic Adventure. Naoto Ohshima's name was removed from the credits for Sonic Adventure DX: Director's Cut for unknown reasons.
- When Amy Rose remembers "the good old days", she is actually remembering the time Sonic saved her from Metal Sonic in Sonic CD. In that very same background shown in that particular scene, it is the prototype version of Windy Valley before its revision. She also was wearing her new outfit during that memory instead of wearing her previous outfit at the time.
- Both Metal Sonic from Sonic CD and another Sonic robot from Sonic the Hedgehog 2 are on display in the Adventure Field for Final Egg.
- The main enemy of the game, the water monster named "Chaos", was designed specifically to be an enemy that could not be rendered on previous generations of hardware.
- A lost voice clip on the Sonic Adventure disc reveals that Super Sonic, who normally is only accessible during the final boss encounter with Perfect Chaos, was originally intended to be accessible outside of that boss fight, similar to the classic Sonic games. Said voice clip consisted of Tikal explaining, "Gather 50 rings, and press the Action Button while you jump. You will transform into Super Sonic, but watch out for your Ring consumption." It is also possible that you were once required to manually collect the Chaos Emeralds before the Perfect Chaos boss, and this voice clip explained what to do afterwards.
- Comic adaptations of Sonic Adventure have been produced by both Archie and Fleetway. Archie Sonic issues 79–84 and a 48-page special (of same name) covers this game. The Fleetway adaptation of this game is the final story arc for their continuity.
- There are minor differences between the December 1998 Japanese release of Sonic Adventure and the September 1999 American release. In the Japanese release, the lip syncing for dialogue matches what they say in Japanese; in the English release, lip syncing does not precisely match what they say in English or Japanese. Other improvements were implemented in the American version to help patch problems with collision detection and camera control.
- In the summer of 1999, prior to the Dreamcast's launch in the United States, Sega and Hollywood Video teamed up for a promotion that allowed customers to rent Dreamcast consoles. One of the titles available during this promotion was Sonic Adventure: Limited Edition. It is fairly similar to the final release, with the most notable difference being that the game's Internet features are not present. According to Tips and Tricks, it is the rarest Sega Dreamcast game to be officially released.
- Sonic Adventure: International is a Japan-only re-release of the American version of Sonic Adventure.
- The Easter egg Chao Adventure has a notable glitch: if one uses a third-party VMU instead of the original, the VMU will experience erratic behavior.
- Some tracks in Sonic Adventure are remixed versions of songs in Sonic 3D Blast for the Sega Mega Drive (Genesis). Examples are the music in the first part of Sonic's run of Twinkle Park (the bumper cars), which is the music from the Panic Puppet Zone, and the second part of Windy Valley, which is taken from the Green Grove Zone.
- Many textures used in the game are actual photos taken by Sonic Team on their trip to central America.
- John "Dredd fox" Simpson III who performed Unknown from M.E also voices Sony’s PaRAPPA the Rapper.
- Elara Distler, the English voice of Tikal the Echidna was actually the sound engineer’s girlfriend.
- Using a glitch, Big can access and complete a puzzle to open the doors to the pool in Station Square. (They are actually closed at first, when he normally can't enter the hotel.) It seems that this puzzle was originally meant to be played, but it was blocked off before the game's release. (More information at The Sonic Center.)
- Possibly the most popular Sonic boss is in Sonic Adventure. The Egg Viper, Sonic's final boss, is almost universally liked by fans due to its design, the way it's fought, and its theme music.
[edit] Framerate Drops
I noticed a small argument in the history and wanted to clear this up.
GameCube version:
I have played this one the most by far. Somehow, after I got the game, I became aware of framerates and framerate drops, and now I notice even the tiniest problems. Anyway, it definitely does chop. Switch to the over-the-head view with Auto Camera, and spin the camera around. In just about any area, you should notice the camera jerking slightly as it passes over at least one area. In a few places, including Red Mountain, the framerate seems to switch back and forth rapidly, and whatever it is, it makes noticeable choppiness. The framerate should be 60, but when it's switching, it seems to be going into 30 for a fraction of a second. It's too uneven to tell, though. Cutscenes in this game appear to be 24 frames per second, by the way.
Dreamcast version:
A few of the things I had heard turned out to be wrong when I got the Dreamcast one. One of them was about the framerate not dropping. The article, as I saw it last, is correct. The Dreamcast version still has framerate drops, and they may also be slowing the game down. They seem to be a little less common than on GameCube, but they're more noticeable. Some of the worst places include inside the shops in Station Square (do the tail attack) and throughout Final Egg area 2 (at the red button near the bottom, especially, the framerate is about 24fps, and it drops to 20 or lower, but strangely, it was 30 one time I went there). In this game, the framerate is usually a steady 30, but it suffers from longer, steadier slowdowns than the GameCube version.
So, to sum it up, Dreamcast has some severe slowdown, but GameCube is still unstable. -Marth —The preceding unsigned comment was added by 172.131.153.97 (talk) 02:48, 15 January 2007 (UTC).
[edit] Zero
I don't remember the game ever saying that Zero was E-100 Alpha, and Zero looks and acts completely different from the other E-100 machines. There's no citation for calling him E-100 Alpha, so how is this known? Also, Zero isn't mentioned in the Villians and Minor Characters section, but he seems to be a more important foe than, say, E-103 Delta.--Salty53 01:28, 12 February 2007 (UTC)
Hm, he should be added there, yes. But anyway, Gamma's profile at Sonic Channel states ZERO to be Alpha. Gurko 15:52, 23 February 2007 (UTC)
In Sonic Adventure, Robotnik calls Gamma "the second of (his) E-100 model machines". Obviously, the first, then, would be E-101 Beta ("(Gamma's) older brother, E-101", as Robotnik called him), meaning that there is no E-100 Alpha. -Marth
[edit] Kudos
Well, everyone, good work on the article thus far. It's come a long way since I saw it last (several months ago). Keep up the good work! Paul Haymon 21:06, 23 March 2007 (UTC)
[edit] Long hammar????
Ive never heard of this upgrade, are you sure its in the game, or is just in the orginal Sonic Adventure. (Ive got DX)
- It's in both versions. You need to beat a certain score in Hedgehog Hammer to get it. -- RattleMan 01:35, 25 May 2007 (UTC)
[edit] Characters' mouths visible when hit
Has anyone noticed that during gameplay if a character takes damage, their mouths are visible? However, when they talk, drown, or etc. they don't. Why is this? Everyone knows that the characters' mouths are always gone during gameplay time of 3D titles.
Sloppiness, no doubt. I'm guessing that the animators just decided to open the characters' mouths, because they were already making the animation, and it wouldn't take much more time. (As for why they keep their mouths closed for other animations, it could be that those animations were done later, and were simplified to save time.) Of course, for talking outside of cutscenes, the characters are doing all their other animations (running, jumping, etc.), and it would be harder to put in mouth animations. Plus, lip-synching would take a lot of time. (They didn't even put effort into it for cutscenes. They especially wouldn't for all the random bored messages, which most people wouldn't hear, or for the ranking messages, which weren't used until the DX version.)
Oh, and without trying to hijack this topic or anything, I'd like to make a few other comments on sloppiness in this game. First, it's just an interesting little detail, but did anyone notice how there's a sea floor in Emerald Coast in the DX version? It almost covers Gamma's part of the stage, but then it just ends. Whoever did that must've started out all ambitious, but then lost interest or run out of time. (Like with the characters' mouths.) And another thing- should the part in the article about the goals for SA's graphics be changed? The lack of development time (and experience) had much to do with it, but that wasn't all. Sonic Adventure 2 runs in 60 fps, but it slows down, still has some obvious jagged edges, and uses quite a bit of pop-up. And Sonic Adventure DX almost restored the framerate, but it still had a lot of pop-up and framerate drops, and the modeling was just blocky. So, SA2 approached the goals for the original SA, but it still fell short (plus, unless I'm imagining it, it seems a little more bare when it comes to detail, especially in backgrounds). SADX was on GameCube, and its minor improvements were a major upgrade in polygon counts (probably 3x as many polygons per second, considering the framerate, character models, and reduced course pop-up), and it still failed to meet those expectations. (I know it's an ugly game, but still, can you imagine the Dreamcast doing better graphics than that?) My point is that Sega was overestimating the Dreamcast's power, and that is one reason that they couldn't meet their goals. -Marth
[edit] Fair use rationale for Image:Sonic Adventure DX.PNG
Image:Sonic Adventure DX.PNG is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
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If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images lacking such an explanation can be deleted one week after being tagged, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.
BetacommandBot (talk) 16:11, 21 January 2008 (UTC)
[edit] Amy's Hammer?
I have no idea if this is correct, but I was under the impression that Amy's hammer was actually first used in Sonic the Fighters...? Anyone know if this is the case? Ayries (talk) 13:05, 9 March 2008 (UTC)
Damn. I was gonna ask that, but you beat me to it. X_X (BTW, this is Mkrox, but I'm not logged in.) 121.44.209.140 (talk) 08:36, 20 April 2008 (UTC)
[edit] Restatement of Online Content Necessity
There is a subject on here that says Online Content and it asks, what was the downloadable content. This article was written I think in 2006 and we still haven't gotten any new information. What was the downloadable content? I, and many others are probably wondering the same thing and I feel the recently started SEGA project should put this not at the top but high on their priority list. Let's stop being lazy and make this part of our online encyclopedia complete. Thank you for taking the time to read this. —Preceding unsigned comment added by Chessmaster90909 (talk • contribs) 00:08, 26 April 2008 (UTC)
[edit] Music
What happened to the section about the soundtrack? Titan50 (talk) 20:22, 13 May 2008 (UTC)
[edit] Ranking
Sonic Adventure was recently featured in GamesMaster top 100 at rank 44. Should this be mentoined? —Preceding unsigned comment added by Bottomlivefan95 (talk • contribs) 19:17, 4 June 2008 (UTC)