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Sonic Adventure

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Sonic Adventure
System(s): Sega Dreamcast
Publisher: Sega
Developer:
Genre: 3D Platform

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Sonic Adventure was the first main Sonic game released in full 3D. It was tentatively titled "Sonic RPG" due to the exploration and puzzle-solving elements. It was a title released for the SEGA Dreamcast in 1999, to much fanfare.

Synopsis/Characters

The game is fixed on the history of Chaos, a mysterious liquid lifeform who was released from the Master Emerald by Dr. Eggman. Eggman planned that if he gave Chaos the seven Chaos Emeralds, he would become a powerful monster. Together they would destroy Station Square and turn it into Robotnikland.

Sonic who was visiting Station Square encountered Chaos. Tails appeared in the city and he and Sonic ran into Eggman in the Mystic Ruins. Eggman revealed his dastardly plan to the two and he grabbed their Chaos Emerald and fed it to Chaos who transformed into Chaos One. Sonic and Tails now are venturing off to find the other emeralds before Chaos gets them.

Meanwhile, Knuckles is searching for the lost pieces of the Master Emerald, after Chaos shattered it. And he is also trying to solve the mystery of the destruction of his ancestors.

Amy Rose gets caught up in the madness, when Eggman's flying fortress, the Egg Carrier, flies over Station Square and a Flicky falls into Amy's arms. She names the bird Birdy and has to protect him from one of Eggman's robots, E-100 Zero.

Newcomer, E-102 Gamma, an artillery robot built by Dr. Eggman for evil purposes is sent to collect a tailed frog, but ends up changing his programming and life forever, when he meets Amy and Birdy. He betrays his master and goes to save his fellow E-100 Series. After destroying E-103 Delta, E-104 Epsilon and E-105 Zeta, Gamma has to face his sibling E-101 Beta. Gamma wins, but Beta damages Gamma and the two die, releasing the birds within them.

Big the Cat, also a newcomer to the series, gets mixed up in the adventure. Big is a peaceful tabby cat who lives in the jungle with his friend Froggy. But when Froggy grows an odd tail and swallows Big's lucky charm, which is actually the yellow Chaos Emerald, Big has to leave his peaceful home to save his best pal from Chaos.

But as these six heroes go about on their own missions, a mysterious echidna girl named Tikal teleports them to the ancient past and shows the history of Chaos, herself and the Chao.

Chaos eventually gains all seven Chaos Emeralds and becomes Perfect Chaos and destroys Station Square. Perfect Chaos destroys the Egg Carrier 2, and it is up to Super Sonic to bring down Chaos, who sees the Chao are alive and he and Tikal return to the past. The world is saved, and Sonic is quickly off on another adventure.

English voice actors

Manuals

Levels

Action Stages

Adventure Fields

Real World Inspirations

Sonic Team traveled to many places to compile footage for and get ideas for designing the stages, including Chichen Itza, Cancun, Tulum, Tikal, Cuzco, and Ica. Many of the textures for the ancient ruins located in the game were created from real photographs the team took during their trip. It's also stated that Yuji Naka became very ill during one of these trips.

Interesting Facts

  • 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 (or frames per second); however, it suffered from fatal bouts of slow down, so the framerate 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 framerate, but due to timing issues and the unstable nature of the Sonic Adventure engine, the framerate randomly fluctuates between 60fps and 30fps, sometimes even going as low as 20fps.
  • 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.
  • 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 (Sonic CD) and Silver Sonic (Sonic the Hedgehog 2) are on display in the Adventure Field for Final Egg.
  • This game sought to unify the different storylines between the Japanese and American versions of Sonic the Hedgehog and create one world-wide continuity; as such, this is the first game in which American Gamers hear Dr. Robotnik being referred to as "Eggman".
  • 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.
  • The boss E-105 Zeta is powered by a circle of Dreamcast game consoles around his base. They were not changed for the Gamecube's Sonic Adventure DX port.
  • 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 doesn't 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.
  • Before the Dreamcast's launch, Sega and Hollywood Video teamed up for a promotion that let you rent Dreamcast consoles. The system came with Sonic Adventure: Limited Edition. This was the Japanese release Sonic Adventure with translated English subtitles. Only few copies of this game exist; and according to Tips and Tricks Magazine, it is the rarest Sega Dreamcast game.
  • 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 you use 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). One example is the music in the first part of Sonic's run of Twinkle Park (the bumper cars), which is the music that played during the opening cutscene of Sonic 3D Blast.
  • There were tons of secrets and glitches that were discovered by hacking the game, including a rare picture of Tikal, designs of the Egg Carrier, and character models. By using Action Replay, players can have the characters in levels or areas of the action stages that were not able to access to in the final game. Levels included Tails in Emerald Coast, Knuckles in Sonic's Lost World area, and Amy in Casinopolis (only in the Japanese version).
  • In Casinopolis, the images of the characters on the slots are the character designs from past games.
  • In stages where both Sonic and Tails are present (ie Windy Valley, Ice Cap, Sky Deck) you can plug in a second controller and the second player will play as Tails. The only major downside to this secret is the fact that the second player will have to accurately keep up with player one, as the camera only follows player one and does not form into a split-screen.
  • Angel Island (where the Master Emerald's shrine is) is a real island to the north of San Francisco and Alcatraz Island. Sega of America is also headquartered in San Francisco.
  • NiGHTS from NiGHTS into Dreams makes an appearance in Casinopolis, in the form of a Pinball Board; You may also view NiGHTOPIA if you are able to get the ball into the Reala room and gutter the ball. This sequence will bring you into NiGHTOPIA for a few seconds, scanning the horizons, and watching NiGHTS and the NiGHTOPIANS dance as you pass them.
  • Though many cutscenes are shared between stories, the dialogue for shared cutscenes is very different from one story two the next, which presents the possiblity that the entirety of the game is from the memories of the characters (and from what could possibly remain of Gamma's harddrive), and as a result, each character remembers the scenes differently.

Production Credits

Sonic Team

Executive Producer: Hayao Nakayama, Shoichiro Irimajiri
Executive Management: Hideki Sato
Producer: Yuji Naka
Product Manager: Youji Ishii, Syuji Utsumi
Director: Takashi Iizuka
Technical Supervisor: Takahiro Hamano
Executive Coordination: Shinobu Toyoda
Technical Staff Coordinator: Masanobu Yamamoto, Kazuyuki Mukaida
Program Coordinator: Takahiro Hamano
Main Programmer: Tetsu Katano
Lead Field Programmer: Akio Setsumasa, Takahiro Hamano, Tetsu Katano, Masahiro Wakayama
Field Programmer: Yoshitaka Kawabata, Takeshi Sakakibara, Akihiko Shinya, Shinya Matsunami, Kouji Ogino, Masakazu Miura
Field Program Support: Hideto Fujishita, Yuhki Hatakeyama
Player Character Programmer: Tetsu Katano, Yasuhiro Takahashi, Masanobu Yamamoto, Kouichi Toya, Kazuyuki Mukaida
"Chaos" Programmer: Kouichi Toya
Enemy Programmer: Yoshihisa Hashimoto
Enemy Program Support: Mitsuteru Iwaki, Tohru Mita, Mitsuru Takahashi
A-Life System Programmer: Yoshihisa Hashimoto
Story Sequence Programmer: Yasuhiro Takahashi, Yoshitaka Kawabata
Story Event Programmer: Takaaki Saito, Masato Nakazawa
Event Program Support: Koh Midoro, Kunihiko Mori
Camera System Programmer: Takeshi Sakakibara
Visual Memory Programmer: Jun Fukushima
Program Adviser: Yasuhiro Takahashi
Software Support: Yutaka Sugano
Scenario Writer: Akinori Nishiyama
Character Game Designer: Takashi Iizuka, Takao Miyoshi, Yojiro Ogawa
Enemy Game Designer: Takao Miyoshi, Daisuke Mori, Kenjiro Morimoto
"Chaos" Game Designer: Takashi Iizuka, Norihito Kato
Visual Memory Game Designer: Shiro Maekawa
A-Life System Designer: Shiro Maekawa, Daisuke Mori
Character Designer: Yuji Uekawa
Enemy Character Designer: Kazuyuki Hoshino, Tohru Watanuki, Satoshi Sakai
"Chaos" Character Designer: Yuji Uekawa
Field Designer: Takashi Iizuka, Takao Miyoshi, Yojiro Ogawa, Shiro Maekawa, Yuichiro Suzuki, Shun Nakamura
Character Motion Designer: Yuji Uekawa, Akikazu Mizuno
Event Motion Designer: Naoto Ohshima, Tomonori Dobashi
Visual Effects Designer: Sachiko Kawamura
Visual Effects Support: Naoko Hamada
Story Event Director: Akinori Nishiyama
Story Event Coordinator: Naoto Ohshima
Event Scene Editor: Shintaro Hata, Kenichi Fujiwara, Eitaro Toyoda
Event Scene Edit Support: Hiroyuki Abe
Art Director: Kazuyuki Hoshino
Art Staff Coordinator: Minoru Matsuura, Atsushi Seimiya, Chie Yoshida
Lead Field Artist: Kazuyuki Hoshino, Hideaki Moriya, Nobuhiko Honda, Michikazu Tamamura, Masamichi Harada, Satoshi Sakai, Hiroshi Nishiyama
Field Artist: Yoshinari Amaike, Satoshi Okano, Kensuke Kita, Kosei Kitamura, Makiko Banju, Akira Mikame, Ai Ikeda, Takayuki Hatamura, Yoshitaka Miura, Kazuko Ito, Yuki Takahashi, Takanori Fukazawa, Yasuhisa Nakagawa
Field Art Support: Miho Takayanagi, Misaga Kitamura, Yoshihito Takahashi, Katsumi Yokota, Wataru Watanabe, Chisai Abe, Maki Kaneko
Enemy Art Support: Satoshi Yokokawa, Masami Hayashi, Satoshi Arai, Takehiko Akabane, Haruo Nakano, Yuichi Ide
Lead A-Life Artist: Tohru Watanuki
A-Life Artist: Sachiko Kawamura, Hiroyuki Watanabe
Modelling Art Support: Shinichi Higashi, Chika Kohjitani, Yuichi Higuchi, Kazuo Komuro, Toshihiro Ito, Toshiyuki Takamatsu, Satsuki Nagano
CG Movie Producer: Naoto Ohshima
CG Movie Director: Manabu Kusunoki
Lead CG Movie Artist: Norihiro Nishiyama
CG Movie Artist: Masahiro Kumono, Motomu Hayashi, Tsuyoshi Morimoto, Tamotsu Kushibe, Kouji Kubo, Emiko Hirose, Naomi Honda, Masashi Yamaguchi, Isamu Yamasaki
Opening Movie Editor: Naoto Ohshima
Visual Material Editors: Yuji Sawairi, Ikuo Ishizaka
Executive Sound Coordinator: Yukifumi Makino
Music Producer: Jun Senoue, Atsushi "Sushi" Kosuji
Sound Director: Jun Senoue
Lead Composer: Jun Senoue
Composer: Fumie Kumatani, Kenichi Tokoi
Character Theme Songs: Fumie Kumatani
Sound Effects: Masaru Setsumaru, Tatsuyuki Maeda, Yutaka Minobe, Takashi Endo
Voice Recording Director: Eriko Kimura(TOHOKUSHINSHA)
Voice Recording Producer: Hiroyuki Inage(TOHOKUSHINSHA)
Voice File Operation: Hideki Abe
Special Thanks: Naofumi Hataya, Tomoko Sasaki, Yoshiaki Kashima

Sega of America, Inc

Producer: Keith Palmer
Assisting Producer: Osamu Shibamiya
Web Development and Support: A.J. Briones
Executive Producer: Kurt Busch
Network Games Producer: Paul Stathacopoulos
Sr. Product Manager: Andrew Stein
Sr. Marketing Coordinator: Undyne Stafford
English Translation (SEGA OF JAPAN): Takahiro Fukada, Monika Hudgins
In‑Game Text Rewrite: Scott Peterson
Lead Tester: Fernando Valderrama
Assistant Lead Testers: Amy Albertson, Dennis Lee
Testers: Jeff B. Junio, Arnold Feener, David Wood, Karen Brown, Jeremy Caine, Mark McCunney, Howard Gipson, Michael Dobbins, Paulita Escalona, David Paniagua, Todd Slepian
Script Editors: Jason Kuo, Fernando Valderrama, Amy Albertson, Josh Mandel, Mari N. Schaal
Special Thanks: Alex Villagran, Barbara Phillips, Cindy Jennings, Dereck Schulman, Jane Thompson, Jin Shimazaki, Joanne Eastman, John Amirkhan, June Honma, Michael McCollum, Ralph Thomas, Sandra Castagnola, Sean Doidge, Shadow Roldan, Sheri Hockaday, Shinobu Toyoda, Stacey Kerr, Tom Miley, Teri A. Higgins, Charles Bellfield, Yuki Kobayashi

Sega of Japan

Writer/Editor/Translator: Monika Hudgins
Writer Chieko Nakamura
DTP Operator: Makoto Nishino
Designer: Youichi Takahashi
Supervisor: Kaoru Ichigozaki
Script Rewrite/ Sound Director: Lani Minella
Engineering/ Post Production: Rick Bowman
Sound Director: Robert White
Script Supervisor: Jo Conroy
Studio Engineer: Brady Schwartz
Post Production: Robert White
Planet Web: Ken Soohoo, Jeff Chin

Resources

Box Art

Artwork

Main article: Artwork for Sonic AdventureTemplate:SALevels