Actions

Difference between revisions of "Sonic Adventure/Development"

From Sonic Retro

(CG Movie)
m (Text replacement - "[[Games featuring Sonic the Hedgehog|" to "[[:Category:Games|")
(45 intermediate revisions by 6 users not shown)
Line 3: Line 3:
 
==Development Process==
 
==Development Process==
 
[[File:Sonic1024.png|thumb|190px|The now iconic silhouette of Sonic, green eyes and grin foreshadowing his jump into a 3D world.]]
 
[[File:Sonic1024.png|thumb|190px|The now iconic silhouette of Sonic, green eyes and grin foreshadowing his jump into a 3D world.]]
With the completion of ''[[Sonic & Knuckles]]'', the majority of the Japanese side of the [[Sega Technical Institute]], including producer and programmer [[Yuji Naka]], decided to return to their native land, leaving behind the ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog ]]'' franchise in the hands of other creative teams in other countries. Once back in Japan, Naka finally reunited with the original creator of [[Sonic the Hedgehog]], [[Naoto Ohshima]]. Resurrecting the [[Sonic Team]] name, a group of both veteran members and newcomers decided to begin work on a title completely separate from the Sonic concept, wanting to prove that the minds behind the biggest franchise in Sega's catalogue were able to create new and exciting ideas without completely relying on the most famous hedgehog in the world. With the [[sega:Sega Saturn|Sega Saturn]] hardware well on its way to being released for the consumer market, the team began development on an idea Naka had conceived right after the completion of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' - ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]''.
+
With the completion of ''[[Sonic & Knuckles]]'', the majority of the Japanese side of the [[Sega Technical Institute]], including producer and programmer [[Yuji Naka]], decided to return to their native land, leaving behind the ''[[:Category:Games|Sonic the Hedgehog ]]'' franchise in the hands of other creative teams in other countries. Once back in Japan, Naka finally reunited with the original creator of [[Sonic the Hedgehog]], [[Naoto Ohshima]]. Resurrecting the [[Sonic Team]] name, a group of both veteran members and newcomers decided to begin work on a title completely separate from the Sonic concept, wanting to prove that the minds behind the biggest franchise in Sega's catalogue were able to create new and exciting ideas without completely relying on the most famous hedgehog in the world. With the [[sega:Sega Saturn|Sega Saturn]] hardware well on its way to being released for the consumer market, the team began development on an idea Naka had conceived right after the completion of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' - ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]''.
  
 
Knowing that the Sonic franchise was still a viable money-making tool, Sega was unwilling to let the series slumber, assigning the members of STI that remained to work on the next major installment of the series: ''[[Sonic X-treme]]''. Though filled with people who had grand visions of what Sonic would be like in the third dimension, the project would be almost doomed from the start. With Naka viewing the very first conceptual ideas for the game, the man who would become the head of Sonic Team simply shook his head, saying "good luck" and moving on. Indeed, through numerous shifts and changes in both hardware and the director, the project ultimately would be canceled, leaving a hole in the Saturn lineup that would be felt across the board at Sega. While other titles such as the [[sega:Traveler's Tales|Traveler's Tales]]-produced ''[[Sonic 3D: Flickies' Island]]'' and the  [[sega:Sega 32X|Sega 32X]] exclusive title ''[[Knuckles Chaotix|Chaotix]]'' attempted to fill the void left by ''X-treme'', it was clear that these titles would not be the heavy-hitters the company needed. To the outside world, it seemed clear that the only people who would be able to make Sonic work in the new generation of gaming would be the people responsible for helping launch the franchise in the first place - Sonic Team.
 
Knowing that the Sonic franchise was still a viable money-making tool, Sega was unwilling to let the series slumber, assigning the members of STI that remained to work on the next major installment of the series: ''[[Sonic X-treme]]''. Though filled with people who had grand visions of what Sonic would be like in the third dimension, the project would be almost doomed from the start. With Naka viewing the very first conceptual ideas for the game, the man who would become the head of Sonic Team simply shook his head, saying "good luck" and moving on. Indeed, through numerous shifts and changes in both hardware and the director, the project ultimately would be canceled, leaving a hole in the Saturn lineup that would be felt across the board at Sega. While other titles such as the [[sega:Traveler's Tales|Traveler's Tales]]-produced ''[[Sonic 3D: Flickies' Island]]'' and the  [[sega:Sega 32X|Sega 32X]] exclusive title ''[[Knuckles Chaotix|Chaotix]]'' attempted to fill the void left by ''X-treme'', it was clear that these titles would not be the heavy-hitters the company needed. To the outside world, it seemed clear that the only people who would be able to make Sonic work in the new generation of gaming would be the people responsible for helping launch the franchise in the first place - Sonic Team.
Line 14: Line 14:
 
{{quote|1=When we built our first test level, we knew we had to test it out, just to make sure our ideas worked. It ended up only lasting about ten seconds, and we knew we couldn't build a game around this structure. We had to rebuild levels over and over again until we finally had a level length we were happy with.|2=Takashi Iizuka, Director of ''Sonic Adventure''}}
 
{{quote|1=When we built our first test level, we knew we had to test it out, just to make sure our ideas worked. It ended up only lasting about ten seconds, and we knew we couldn't build a game around this structure. We had to rebuild levels over and over again until we finally had a level length we were happy with.|2=Takashi Iizuka, Director of ''Sonic Adventure''}}
  
[[File:Takashi Iizuka Sonic Adventure Interview.png|thumb|190px|Takashi Iizuka, Director of ''Sonic Adventure''.]]
+
[[File:Iizuka_SA1_Reveal.png|thumb|190px|Takashi Iizuka, Director of ''Sonic Adventure''.]]
 
The earliest builds of the game were originally programmed with the Saturn in mind, as it was the current console the company was pushing and the focus of the rest of Sonic Team's development. However, when it became painfully obvious that the life span of the Sega Saturn was going to be dramatically shorter than the [[sega:Sega Mega Drive|Mega Drive]], the team reached a crossroads - either continue working on what would become ''Sonic Adventure'' as a Saturn title, or to scrap what they had done and begin working anew using the proposed specs of Sega's next system, codenamed "Katana." Realizing the futility of continuing with the Saturn, and knowing the scope of the project might be better suited for more advanced hardware, what could be ported was done so, the team now working on a game that would be one of the premier titles for the [[sega:Sega Dreamcast|Sega Dreamcast]]. Wanting to make sure the game would be the perfect demonstration of what the system would be capable of, Yuji Naka became involved in the hardware creation of the Dreamcast, offering suggestions and changes to the schematics of Sega's last great hope.
 
The earliest builds of the game were originally programmed with the Saturn in mind, as it was the current console the company was pushing and the focus of the rest of Sonic Team's development. However, when it became painfully obvious that the life span of the Sega Saturn was going to be dramatically shorter than the [[sega:Sega Mega Drive|Mega Drive]], the team reached a crossroads - either continue working on what would become ''Sonic Adventure'' as a Saturn title, or to scrap what they had done and begin working anew using the proposed specs of Sega's next system, codenamed "Katana." Realizing the futility of continuing with the Saturn, and knowing the scope of the project might be better suited for more advanced hardware, what could be ported was done so, the team now working on a game that would be one of the premier titles for the [[sega:Sega Dreamcast|Sega Dreamcast]]. Wanting to make sure the game would be the perfect demonstration of what the system would be capable of, Yuji Naka became involved in the hardware creation of the Dreamcast, offering suggestions and changes to the schematics of Sega's last great hope.
  
Line 20: Line 20:
  
 
[[File:Ohshima Uekawa Hedgehog.png|thumb|190px|Ohshima, Uekawa, and a blue hedgehog.]]
 
[[File:Ohshima Uekawa Hedgehog.png|thumb|190px|Ohshima, Uekawa, and a blue hedgehog.]]
With production now in full gear for the Dreamcast, the production team wanted to take full advantage of the superior graphical capabilities they now had. Fueled with the desire to create worlds far more realistic than what had been possible beforehand, the core members of the ''Sonic Adventure'' development team, including Naka, Ohshima, and Iizuka, went on a trip to Central and South America. Although ruins and jungles had been used before in previous Sonic titles, none of the team members had actually gone to any such locales in person before, instead taking their inspiration from movies, tv shows, and other popular media. With this in mind, it was decided the team would explore on their own, in the hopes that this change in scenery would provide a wealth of inspiration for the game. Starting out in the Yucatan Peninsula of Mexico, the group traveled through Chichen Itza, Cancun, Tulum, and Tikal, then flew down to the South American country Peru, where they visited Cuzco, Machu Picchu and Ica.
+
With production now in full gear for the Dreamcast, the production team wanted to take full advantage of the superior graphical capabilities they now had. Fueled with the desire to create worlds far more realistic than what had been possible beforehand, the core members of the ''Sonic Adventure'' development team, consisting of producer Yuji Naka, designer [[Hiroshi Nishiyama]], programmer [[Tetsu Katano]], director Takashi Iizuka, designer [[Nobuhiko Honda]], and art director [[Kazuyuki Hoshino]], went on a trip to Central and South America. Although ruins and jungles had been used before in previous Sonic titles, none of the team members had actually gone to any such locales in person before, instead taking their inspiration from movies, TV shows, and other popular media. With this in mind, it was decided the team would explore on their own, in the hopes that this change in scenery would provide a wealth of inspiration for the game. Starting out in the Yucatán Peninsula of Mexico, the group traveled through Chichen Itza, Tulum, San Gervasio, Tikal, and Uaxactun, then flew down to the South American country Peru, where they visited the Nazca lines, Cusco, Machu Picchu, and Pachacamac.
  
 
Confronted with sights and sounds they had never seen before, the team made sure to not let the environment overwhelm them, knowing the trip was not simply a pleasure cruise. Filming their trip and taking pictures of everything in sight, many of their images were then used in the creation of such locations as [[Emerald Coast]], [[Lost World]] and the [[Mystic Ruins]], not just as inspiration but in some cases literally. Many of the textures found in the more realistic areas of the game were lifted straight from the team's collected photographs. One idea for the game which hadn't been part of the original plan, but was directly inspired by their trip, was the [[Sand Hill]] level in [[Miles "Tails" Prower]]'s version of the game:
 
Confronted with sights and sounds they had never seen before, the team made sure to not let the environment overwhelm them, knowing the trip was not simply a pleasure cruise. Filming their trip and taking pictures of everything in sight, many of their images were then used in the creation of such locations as [[Emerald Coast]], [[Lost World]] and the [[Mystic Ruins]], not just as inspiration but in some cases literally. Many of the textures found in the more realistic areas of the game were lifted straight from the team's collected photographs. One idea for the game which hadn't been part of the original plan, but was directly inspired by their trip, was the [[Sand Hill]] level in [[Miles "Tails" Prower]]'s version of the game:
Line 27: Line 27:
  
 
[[File:Hikenai.jpg|thumb|190px|Yuji Naka pretending to jam.]]
 
[[File:Hikenai.jpg|thumb|190px|Yuji Naka pretending to jam.]]
However, the trip was not all fun and games, the team having unexpected encounters with giant spiders, snakes, and reportedly Yuji Naka becoming ill at one point. At the end of it all, the team returned to Japan in one piece, full of enthusiasm to create the game.
+
However, the trip was not all fun and games, the team having unexpected encounters with tarantulas, snakes, and reportedly Katano collapsing from an altitude sickness at one point. At the end of it all, the team returned to Japan in one piece, full of enthusiasm to create the game.
  
 
Along with the idea of making a larger emphasis on story and creating more realistic worlds for Sonic to explore, it was decided that, to truly make this shine out on the market and showcase that it wasn't just a new Sonic game, but a kind of game that had yet to hit the market, it was decided that the principle cast would be redesigned, marking the start of a new era. [[Yuji Uekawa]], who had previously created the title character of ''[[sega:Ristar|Ristar]]'' and worked on ''Flickes' Island'' and ''[[Sonic R]]'', was recruited to redraw characters that had imprinted into the minds of numerous people in the 90's. Such a task was one Uekawa did not take lightly.
 
Along with the idea of making a larger emphasis on story and creating more realistic worlds for Sonic to explore, it was decided that, to truly make this shine out on the market and showcase that it wasn't just a new Sonic game, but a kind of game that had yet to hit the market, it was decided that the principle cast would be redesigned, marking the start of a new era. [[Yuji Uekawa]], who had previously created the title character of ''[[sega:Ristar|Ristar]]'' and worked on ''Flickes' Island'' and ''[[Sonic R]]'', was recruited to redraw characters that had imprinted into the minds of numerous people in the 90's. Such a task was one Uekawa did not take lightly.
Line 43: Line 43:
 
Another aspect of the game that was decided early on was resurrecting the "A-Life" technology originally developed for ''NiGHTS Into Dreams''. Though simplistic in ''NiGHTS'' and only a passive goal within the main stages, the idea was completely retooled, fleshed out for ''Sonic Adventure''. Creating characters called [[Chao]] that borrowed visual cues from both the Nightopians and the new character Chaos, a game-within-a-game was developed alongside. The Chao-raising experience was yet another element that was meant to attract people who were unfamiliar with Sonic, and was also meant to help people become better at playing the game. The more time spent with Chao raising, the better the player's skill at the Action Stages was meant to be, turning a casual gamer into a dedicated Sonic the Hedgehog player.
 
Another aspect of the game that was decided early on was resurrecting the "A-Life" technology originally developed for ''NiGHTS Into Dreams''. Though simplistic in ''NiGHTS'' and only a passive goal within the main stages, the idea was completely retooled, fleshed out for ''Sonic Adventure''. Creating characters called [[Chao]] that borrowed visual cues from both the Nightopians and the new character Chaos, a game-within-a-game was developed alongside. The Chao-raising experience was yet another element that was meant to attract people who were unfamiliar with Sonic, and was also meant to help people become better at playing the game. The more time spent with Chao raising, the better the player's skill at the Action Stages was meant to be, turning a casual gamer into a dedicated Sonic the Hedgehog player.
  
[[File:Yuji Naka and Friends.png|thumb|190px|Yuji Naka at the Tokyo International Forum.]]
+
[[File:Yuji Naka and Friends.png|thumb|190px|Yuji Naka and friends.]]
With each element slowly falling into place, it wouldn't take long before word got out that Sonic Team, hot off their critically acclaimed Saturn titles, was busily creating a new Sonic the Hedgehog title. Speculation ran wild, the early concept of a "Sonic RPG" leaking out and causing people to believe the next game would be called ''Sonic & Knuckles RPG''. However, the full details of the game were able to stay guarded, one fuzzy screenshot being all that the public saw, many not even believing the shot to be from a Sonic game. The speculation train would soon go into overdrive when it was announced that on August 22nd, 1998, a public unveiling of the game would happen at the Tokyo International Forum. Accompanied with the now iconic green eyes and grin, the show was advertised on Japanese television and {{file|Cf1 44.mp3|radio}} {{file|Cf2 44.mp3|stations}}, the initial two shows planned expanded into three based on the projected turnout. Though a handful of screenshots were leaked days prior on a French news site, the anticipation of the event unwaivered, people lining up along the streets hours ahead of time. When the doors opened, the crowd was treated to a wealth of information, hosted by none other than Yuji Naka, along with a pair of Japanese television personalities. Simultaneously streamed on the Internet for those who could not attend, live gameplay and prerecorded videos showcased the style of the game, along with the new characters and expanded storyline. Immediately, the game became one of the most requested, Sonic Team hastily finishing it up in time for its December release in Japan. Periodically offering new content up on their website, the game was finally released on December 23rd, 1998.
+
With each element slowly falling into place, it wouldn't take long before word got out that Sonic Team, hot off their critically acclaimed Saturn titles, was busily creating a new Sonic the Hedgehog title. Speculation ran wild, the early concept of a "Sonic RPG" leaking out and causing people to believe the next game would be called ''Sonic & Knuckles RPG''. However, the full details of the game were able to stay guarded, one fuzzy screenshot being all that the public saw, many not even believing the shot to be from a Sonic game. The speculation train would soon go into overdrive when it was announced that on August 22nd, 1998, a public unveiling of the game would happen at the Tokyo International Forum. Accompanied with the now iconic green eyes and grin, the show was advertised on Japanese television and {{file|Cf1 44.mp3|radio}} {{file|Cf2 44.mp3|stations}}, the initial two shows planned expanded into three based on the projected turnout. Though a handful of screenshots were leaked days prior on a French news site, the anticipation of the event unwaivered, people lining up along the streets hours ahead of time. When the doors opened, the crowd was treated to a wealth of information, hosted by none other than Yuji Naka, along with a pair of Japanese radio personalities Yūko Hamaya and Chris Peppler. Simultaneously streamed on the Internet and recorded on VHS for those who could not attend, live gameplay and prerecorded videos showcased the style of the game, along with the new characters and expanded storyline. Immediately, the game became one of the most requested, Sonic Team hastily finishing it up in time for its December release in Japan. Periodically offering new content up on their website, the game was finally released on December 23rd, 1998.
  
 
[[File:Hikeru.jpg|thumb|190px|[[Jun Senoue]] posing with his limited edition guitar.]]
 
[[File:Hikeru.jpg|thumb|190px|[[Jun Senoue]] posing with his limited edition guitar.]]
Line 59: Line 59:
 
File:SaconSonic Concept2.jpg|A basic "how-to" sketch showing the construction of Sonic's head.
 
File:SaconSonic Concept2.jpg|A basic "how-to" sketch showing the construction of Sonic's head.
 
File:SA1_earlySonic_conceptart.png|Early Sonic redesign concept art by [[Yuji Uekawa]].
 
File:SA1_earlySonic_conceptart.png|Early Sonic redesign concept art by [[Yuji Uekawa]].
 +
File:Joypolis2016_ConceptArt_SonicSA1.png|Concept art shown at the [https://www.youtube.com/watch?v=7_0Smuksrqo|Joypolis 25th Anniversary party].
 
File:SaconKnuckles Amy Concept.jpg|Sketch highlighting various changes made to Knuckles and Amy in their new Sonic Adventure designs.
 
File:SaconKnuckles Amy Concept.jpg|Sketch highlighting various changes made to Knuckles and Amy in their new Sonic Adventure designs.
 
File:SaconBig Concept.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.
 
File:SaconBig Concept.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.
 +
File:SA1_Big_ConceptArt1.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.
 +
File:SA1_Big_ConceptArt2.jpg|Concept art for Big the Cat, resembling in certain respects the cat-like figure seen in [[wikipedia:Hayao Miyazaki|Hayao Miyazaki]]'s animated features.
 +
File:SA1_Big_ConceptArt4.png|Concept art for Big the Cat.
 +
File:SA1_Big_ConceptArt5.png|Concept art for Big the Cat.
 +
 
File:E-102 Concept.jpg|Early concept art of a vastly different E-102 Gamma, partially resembling an [[Eggrobo]].
 
File:E-102 Concept.jpg|Early concept art of a vastly different E-102 Gamma, partially resembling an [[Eggrobo]].
 +
File:Adventure_E-102EarlyConcept.jpg|Early concept art of a vastly different E-102 Gamma, partially resembling an Eggrobo.
 +
File:Joypolis2016_ConceptArt_E102_SA1.png|Concept art shown at the Joypolis 25th Anniversary party.
 
File:SaconEggman Concept.jpg|A working of Dr. Eggman trying to find a balance between his classic look and his final ''Sonic Adventure'' style. Of note is the fact the full body sketch features his original clothing, and only one sketch has the goggles that were added to the final design.
 
File:SaconEggman Concept.jpg|A working of Dr. Eggman trying to find a balance between his classic look and his final ''Sonic Adventure'' style. Of note is the fact the full body sketch features his original clothing, and only one sketch has the goggles that were added to the final design.
File:Sonic Adventure Concept 02.jpg|Concept art of Super Sonic.
+
File:Sonic Adventure Concept 02.jpg|A sketch of Super Sonic by Naoto Ohshima.
 
File:SaconCharacters Concept.jpg|A drawing showcasing the height differences between the four main characters.
 
File:SaconCharacters Concept.jpg|A drawing showcasing the height differences between the four main characters.
 
File:SA Sonic Sketch.png|Final sketch of Sonic the Hedgehog.
 
File:SA Sonic Sketch.png|Final sketch of Sonic the Hedgehog.
Line 72: Line 80:
 
File:SA E102 Sketch.png|Final sketch of E-102 Gamma.
 
File:SA E102 Sketch.png|Final sketch of E-102 Gamma.
 
File:SA Tikal Concept.jpg|Concept art of [[Tikal]].
 
File:SA Tikal Concept.jpg|Concept art of [[Tikal]].
File:SA_Stylebook_Sonic_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Sonic_Concept1.png|Color guidance for Sonic from the [[Sonic Adventure Stylebook]].
File:SA_Stylebook_Sonic_Concept2.png|Concept art for Sonic's model sheet from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Sonic_Concept2.png|Sonic's model sheet from the Sonic Adventure Stylebook.
File:SA_Stylebook_Tails_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Tails_Concept1.png|Color guidance for Tails from the Sonic Adventure Stylebook.
File:SA_Stylebook_Tails_Concept2.png|Concept art for Tails' model sheet from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Tails_Concept2.png|Tails' model sheet from the Sonic Adventure Stylebook.
File:SA_Stylebook_Knuckles_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Knuckles_Concept1.png|Color guidance for Knuckles from the Sonic Adventure Stylebook.
File:SA_Stylebook_Knuckles_Concept2.png|Concept for Knuckles' model sheet art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Knuckles_Concept2.png|Knuckles' model sheet art from the Sonic Adventure Stylebook.
File:SA_Stylebook_Amy_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Amy_Concept1.png|Color guidance for Amy from the Sonic Adventure Stylebook.
File:SA_Stylebook_Amy_Concept2.png|Concept art for Amy's model sheet from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Amy_Concept2.png|Amy's model sheet from the Sonic Adventure Stylebook.
File:SA_Stylebook_Big_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Big_Concept1.png|Color guidance for Big from the Sonic Adventure Stylebook.
File:SA_Stylebook_E102_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_E102_Concept1.png|Color guidance for E-102 Gamma from the Sonic Adventure Stylebook.
File:SA_Stylebook_Eggman_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Eggman_Concept1.png|Color guidance for Eggman the Sonic Adventure Stylebook.
File:SA_Stylebook_Chao_Concept1.png|Concept art from the Sonic Adventure Stylebook
+
File:SA_Stylebook_Chao_Concept1.png|Color guidance for Chao from the Sonic Adventure Stylebook.
File:Perfect Chaos Concept 01.jpg|Concept art of Perfect Chaos.
+
File:Perfect Chaos Concept 01.jpg|Concept art of Perfect Chaos by Naoto Ohshima.
 
File:Chao Concept Art 1.png|Assorted Chao concept art.
 
File:Chao Concept Art 1.png|Assorted Chao concept art.
 
File:Chao Concept Art 2.png|More Chao concept art.
 
File:Chao Concept Art 2.png|More Chao concept art.
 
</gallery>
 
</gallery>
 +
 +
===Storyboards===
 +
Storyboards by Kazuyuki Hoshino.
 +
<gallery>
 +
SA1_Storyboard01.png
 +
SA1_Storyboard02.png
 +
SA1 Storyboard03.png
 +
</gallery>
 +
 +
===Stylebook===
 +
{{main|Sonic Adventure Stylebook}}
  
 
===Model Concept Art===
 
===Model Concept Art===
Line 116: Line 135:
 
===Miscellaneous Concept Art===
 
===Miscellaneous Concept Art===
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
 +
File:SA1_EmeraldCoast_ConceptArt.jpg|Concept art of [[Emerald Coast]], shown at the Sonic Adventure Music Experience.
 
File:Mr night.png|Art of Sonic standing in the Mystic Ruins at night, holding a torch to light his way. The image of NiGHTS can be seen on the face of the moon.
 
File:Mr night.png|Art of Sonic standing in the Mystic Ruins at night, holding a torch to light his way. The image of NiGHTS can be seen on the face of the moon.
File:Sa-1sonic casino1.jpg|Concept art of the second NiGHTS pinball table in [[Casinopolis]].
 
 
File:SaconTornado.jpg|The [[Tornado]].
 
File:SaconTornado.jpg|The [[Tornado]].
 
File:SaconTornado2a.jpg|The Tornado II.
 
File:SaconTornado2a.jpg|The Tornado II.
Line 124: Line 143:
  
 
==Sonic Team's Travels==
 
==Sonic Team's Travels==
The following is a collection of photographs Sonic Team took while on their many travels across Central and South America in preparation for ''Sonic Adventure''.
+
The following is a collection of photographs Sonic Team took while on their many travels across Central and South America in preparation for ''Sonic Adventure''. The trip lasted from November 26th to December 9th, 1996.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:nanbei0.jpg
+
File:nanbei0.jpg|"All of us gathered at Tulum."
File:nanbei1.jpg
+
File:nanbei1.jpg|"The native of Machu Picchu."
File:nanbei2.jpg
+
File:nanbei2.jpg|"Napping at Tikal."
File:nanbei3.jpg
+
File:nanbei3.jpg|"Dinner at Cancún."
File:nanbei4.jpg
+
File:nanbei4.jpg|"We went to the sea as well."
File:nanbei5.jpg
+
File:nanbei5.jpg|"Tried to fit in there for a bit."
File:nanbei6.jpg
+
File:nanbei6.jpg|"Just about to go out on a llama."
File:nanbei7.jpg
+
File:nanbei7.jpg|"We're the Sonic Team!!" (from left to right: Naka, Nishiyama, Katano, Iizuka, Honda, Hoshino)
File:nan0817a.jpg
+
File:nan0817a.jpg|"Couldn't help but strike a cool pose."
File:nan0817b.jpg
+
File:nan0817b.jpg|"Ocean view from Cancún's hotel."
File:nan0817c.jpg
+
File:nan0817c.jpg|"Chilling out at Chichen Itza."
File:nan0817d.jpg
+
File:nan0817d.jpg|"Giving him a drink~"
File:nan3_0.jpg
+
File:nan3_0.jpg|"Monkeys fighting in the jungle."
File:nan3_1.jpg
+
File:nan3_1.jpg|"What is that, mister?"
File:nan3_2.jpg
+
File:nan3_2.jpg|"Struck a pose again today!"
File:nan3_3.jpg
+
File:nan3_3.jpg|"Doesn't this plane seem small?"
File:nan3_4.jpg
+
File:nan3_4.jpg|"Well, we're above Ica after all."
File:nan3_5.jpg
+
File:nan3_5.jpg|"We finally saw it. This is it."
File:nan4_0.jpg
+
File:nan4_0.jpg|"Ah... The oxygen is sparse."
File:nan4_1.jpg
+
File:nan4_1.jpg|"Amazing! Machu Picchu really was there!"
File:nan4_3.jpg
+
File:nan4_2.jpg|"Extra."
File:nan4_5.jpg
+
File:nan4_3.jpg|"From the Cusco train window."
 +
File:nan4_5.jpg|"At times like that, drink this Coca tea."
 
</gallery>
 
</gallery>
  
 
==Release Day Photographs==
 
==Release Day Photographs==
In celebration of ''Sonic Adventure's'' release, Yuji Naka, along with four people dressed as Sonic, "Tails," Knuckles and Amy, joined a line of fans in Tokyo's Akihabara district as they waited to purchase ''Sonic Adventure''.
+
On December 23rd, in celebration of ''Sonic Adventure's'' release, Yuji Naka, along with four people dressed as Sonic, "Tails," Knuckles and Amy, joined to support shops in Shinjuku, Ikebukuro, and Akihabara. The first to arrive in Shinjuku, Naka stood in the line since 5 in the morning.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
 
File:HATSU01.jpg
 
File:HATSU01.jpg
Line 164: Line 184:
  
 
==Promotional Screenshots==
 
==Promotional Screenshots==
 +
===Sega Saturn Prototype===
 +
These are the only screenshots/concepts available of Sonic Adventure when it was still being developed on the Sega Saturn. They were shown at the Sonic Adventure Music Experience.
 +
<gallery>
 +
SA1_SegaSaturn_PrototypeScreen1.jpg
 +
SA1_SegaSaturn_PrototypeScreen2.jpg
 +
</gallery>
 +
 
===Tokyo International Forum screenshots===
 
===Tokyo International Forum screenshots===
 
This large batch of screenshots were released to the press at the ''Sonic Adventure'' unveiling (1998-08-22). Many were then widely circulated in magazines.
 
This large batch of screenshots were released to the press at the ''Sonic Adventure'' unveiling (1998-08-22). Many were then widely circulated in magazines.
Line 172: Line 199:
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
 
File:SONICADV5.JPG|Perfect Chaos here was originally thought to be from ''[[sega:Godzilla Generations|Godzilla Generations]]''
 
File:SONICADV5.JPG|Perfect Chaos here was originally thought to be from ''[[sega:Godzilla Generations|Godzilla Generations]]''
File:822_s1.jpg
+
822_s1.jpg
File:822_m.jpg
+
822_m.jpg
File:822_s0.jpg
+
822_s0.jpg
 
</gallery>
 
</gallery>
  
====Station Square====
+
====Chaos 0====
 
The battle with [[Chaos 0]] was the only part of Station Square on display.
 
The battle with [[Chaos 0]] was the only part of Station Square on display.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
SA SS7.jpg|A differently lighted first encounter.
+
SA SS7.jpg|A differently lit first encounter.
 
SonicAdventure TIF SS03.jpg
 
SonicAdventure TIF SS03.jpg
 
SonicAdventure TIF SS01.jpg
 
SonicAdventure TIF SS01.jpg
Line 188: Line 215:
 
SonicAdventure TIF SS06.jpg
 
SonicAdventure TIF SS06.jpg
 
SonicAdventure TIF SS07.jpg
 
SonicAdventure TIF SS07.jpg
 +
</gallery>
 +
 +
====Egg Carrier====
 +
<gallery widths="148px" heights="140px" >
 +
SA EC8.jpg|Sonic inside the control room, at a different angle.
 +
SA EC9.jpg
 +
SonicAdventure TIF EC02.jpg
 +
Sega ftp sa1 ec tails.jpeg
 +
SA EC7.jpg
 +
SA EC6.jpg|Amy playing Hedgehog Hammer without being scored.
 +
Sega ftp sa1 ec big.jpeg
 
</gallery>
 
</gallery>
  
Line 194: Line 232:
  
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
 +
SonicAdventure TIF WV02.jpg
 
SonicAdventure TIF WV01.jpg
 
SonicAdventure TIF WV01.jpg
SonicAdventure TIF WV02.jpg
+
SA WV1.jpg|Strangely this same shot was used to advertise ''[[Sonic Adventure DX: Director's Cut|Sonic Adventure DX]]'' even though it was not reinstated in the game proper.
File:SA WV1.jpg|Strangely this same shot was used to advertise ''[[Sonic Adventure DX: Director's Cut|Sonic Adventure DX]]'' even though it was not reinstated in the game proper.
+
SA WV2.jpeg|Tails in Act 3. This shot was reused for the intro sequence, albeit behind a CG render of Tails.
File:SA WV2.jpeg
 
 
</gallery>
 
</gallery>
  
 
====IceCap====
 
====IceCap====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA IC4.jpg
+
SA IC1.png|Jump panel sequences originally ended on a star panel.
File:SA IC6.jpg
+
SonicAdventure TIF IC04.jpg|The star panel is still in the final game, but only shows up when an unused object debug is active.
File:SA IC5.jpg
 
SonicAdventure TIF IC03.jpg
 
File:SA IC1.png|Sonic landed upon a star marker not present in the final release.
 
SonicAdventure TIF IC04.jpg
 
 
SonicAdventure TIF IC01.jpg
 
SonicAdventure TIF IC01.jpg
 
SonicAdventure TIF IC02.jpg
 
SonicAdventure TIF IC02.jpg
 +
SonicAdventure TIF IC03.jpg
 +
SA IC6.jpg
 +
SA IC4.jpg
 +
SA IC5.jpg
 
</gallery>
 
</gallery>
  
 
====Speed Highway====
 
====Speed Highway====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA SH3.jpg
+
SonicAdventure TIF SH01.jpg
File:SonicAdventure TIF SH01.jpg
+
SA SH4.jpg|Reused for Tails' credits.
File:SonicAdventure TIF SH02.jpg
+
SonicAdventure TIF SH02.jpg
File:SonicAdventure TIF SH04.jpg
+
SA SH2.jpg
File:SA SS6.jpg|A blue car not seen in the final release.
+
SA SH3.jpg
File:SA SH4.jpg
+
SonicAdventure TIF SH04.jpg
File:SA SH2.jpg
+
SA SS6.jpg|Different colored traffic in Act 3.
File:Sega ftp sa1 speed highway knuckles.jpeg|
+
Sega ftp sa1 speed highway knuckles.jpeg
File:SA SH1.jpg
+
SA SH1.jpg
File:SA SH5.jpg
+
SA SH5.jpg
File:SonicAdventure TIF SH03.jpg
+
SonicAdventure TIF SH03.jpg
 
</gallery>
 
</gallery>
  
 
====Red Mountain====
 
====Red Mountain====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA RM1.jpg|A red bridge.
+
SA RM1.jpg|A red bridge.
File:SA RM3.jpg
+
SA RM3.jpg
File:SA RM4.jpg
+
SA RM4.jpg
File:SA RM5.jpg
+
SA RM5.jpg
File:SA RM6.jpg
+
SA RM6.jpg|This shot was reused for Sonic's credits.
File:SA RM7.jpg
+
SA RM7.jpg
File:SA RM8.jpg
+
SA RM8.jpg
File:SA RM9.jpg
+
SA RM9.jpg
File:SA RM10.jpg|A clear view of the earlier background.
+
SA RM10.jpg|A clear view of the earlier background.
 
SonicAdventure TIF RM03.jpg
 
SonicAdventure TIF RM03.jpg
 
SonicAdventure TIF RM04.jpg
 
SonicAdventure TIF RM04.jpg
 
SonicAdventure TIF RM05.jpg
 
SonicAdventure TIF RM05.jpg
 
SonicAdventure TIF RM01.jpg
 
SonicAdventure TIF RM01.jpg
File:SA RM2.jpg|Knuckles using an uppercut move not featured in the final build.
+
SA RM2.jpg|Knuckles using an uppercut move not featured in the final build.
File:SonicAdventure TIF RM02.jpg
+
SonicAdventure TIF RM02.jpg
 
</gallery>
 
</gallery>
  
 
====Sky Chase====
 
====Sky Chase====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA SC1.jpg|Early Sonic and "Tails" models.
+
SA SC1.jpg|Early Sonic and "Tails" models.
File:Sega ftp sa1 egg carrier.jpg|A closer view of the early model's.  
+
Sega ftp sa1 egg carrier.jpg|A closer view of the early model's.  
File:SA SCdragon2.jpg|The unused "Dragon" boss.
+
SA SCdragon2.jpg|The unused "Dragon" boss.
File:SA SCdragon1.jpg|The unused "Dragon" boss.
+
SA SCdragon1.jpg|The unused "Dragon" boss.
File:Sega ftp sa1 ec beam.jpeg
+
Sega ftp sa1 ec beam.jpeg
 
</gallery>
 
</gallery>
  
 
====Lost World====
 
====Lost World====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:Soniclostworldproto.jpg|
+
Soniclostworldproto.jpg|
File:Sega ftp sa1 lost world sonic.jpeg|
+
Sega ftp sa1 lost world sonic.jpeg|
File:Sega ftp sa1 lost world sonic2.jpg|
+
Sega ftp sa1 lost world sonic2.jpg|
File:Sega ftp sa1 lost world sonic3.jpg|
+
Sega ftp sa1 lost world sonic3.jpg|
File:Sega ftp sa1 lost world sonic4.jpg|
+
Sega ftp sa1 lost world sonic4.jpg|
File:Sega ftp sa1 lost world knuckles.jpeg
+
Sega ftp sa1 lost world knuckles.jpeg|Reused for Knuckles' credits.
File:SA LW2.jpg
+
SA LW2.jpg
 
</gallery>
 
</gallery>
  
====Egg Carrier====
+
===Other screenshots===
<gallery widths="148px" heights="140px" >
+
Other screenshots would surface in various publications leading up to the game's release. Note that the build of the game used doesn't necessarily match up to the date of the publication.
File:SA EC8.jpg|Sonic inside the control room, at a different angle.
 
File:SA EC9.jpg
 
SonicAdventure TIF EC02.jpg
 
File:Sega ftp sa1 ec tails.jpeg|An area Tails can't normally enter.
 
File:SA EC7.jpg
 
File:SA EC6.jpg|Amy playing Hedgehog Hammer without being scored.
 
File:Sega ftp sa1 ec big.jpeg
 
  
 +
====Chaos 0====
 +
<gallery widths="148px" heights="140px">
 +
SA Eggman Cutscene Proto.png|An early view of Dr. Eggman's first appearance in the game.
 +
SA1 ProtoScreen Magazine 19980911 5.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 29.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 30.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 31.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980925 5.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19981023 19.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 20.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 21.jpg|(Sega Saturn Magazine 1998-10-23)
 
</gallery>
 
</gallery>
  
===Later screenshots===
 
 
====Station Square====
 
====Station Square====
<gallery widths="148px" heights="140px" >
+
Later screenshots of Station Square showed large amounts of NPCs walking around and interacting with the environment, making the area look a lot more lively than the final game. However, since they can often be seen performing the same actions across multiple screenshots it can be deduced that none of them are actually functional and were just laid across the field in static poses for the sake of taking screenshots.
File:officed002.jpg|A collection of NPCs not normally there. (released 1998-11-02)
+
<gallery widths="148px" heights="140px">
File:officed024.jpg|(released 1998-11-02)
+
SA Station Square Cutscene Proto.png|Sonic and "Tails" standing in a very empty pool area.
File:officed038.jpg|A group of pedestrians not located there in the final. (released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 8.jpg|Amy's intro set at day rather than the evening. (Sega Saturn Magazine 1998-10-23)
File:officed048.jpg|(released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 9.jpg|(Sega Saturn Magazine 1998-10-23)
File:officed057.jpg|(released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 17.jpg|(Sega Saturn Magazine 1998-10-23)
File:officed061.jpg|(released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 10.jpg|(Sega Saturn Magazine 1998-10-23)
File:officed068.jpg|(released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 11.jpg|(Sega Saturn Magazine 1998-10-23)
File:officed070.jpg|(released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 12.jpg|(Sega Saturn Magazine 1998-10-23)
File:officed075.jpg|(released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 13.jpg|This camera was changed before the final game, but still appears in Amy's credits. (Sega Saturn Magazine 1998-10-23)
File:officed085.jpg|NPC's in line at the news stand. (released 1998-11-02)
+
SA1 ProtoScreen Magazine 19981023 14.jpg|(Sega Saturn Magazine 1998-10-23)
File:SA SS3.jpg|Misplaced pedestrians.
+
SA1 ProtoScreen Magazine 19981023 15.jpg|(Sega Saturn Magazine 1998-10-23)
File:SA SS8.jpg|Misplaced pedestrians.
+
SA1 ProtoScreen Magazine 19981023 16.jpg|(Sega Saturn Magazine 1998-10-23)
File:SA SS4.jpg|A large group of NPCs, never seen as such in the final.
+
SA1 ProtoScreen Press SonicAmy.jpg|Press kit screenshot
 +
SA1 ProtoScreen Magazine 19981211 20.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981023 18.jpg|The billboard behind Sonic displays "The Man 3" rather than "Chao in Space". It only appears in the Egg Walker fight in the final game. (Sega Saturn Magazine 1998-10-23)
 +
officed002.jpg|(released 1998-11-02)
 +
officed024.jpg|(released 1998-11-02)
 +
officed038.jpg|(released 1998-11-02)
 +
officed048.jpg|(released 1998-11-02)
 +
officed057.jpg|(released 1998-11-02)
 +
officed061.jpg|(released 1998-11-02)
 +
officed068.jpg|(released 1998-11-02)
 +
officed070.jpg|(released 1998-11-02)
 +
officed075.jpg|Station Square originally had very different sky textures. (released 1998-11-02)
 +
officed085.jpg|NPC's in line at the news stand. (released 1998-11-02)
 +
SA SS3.jpg|
 +
SA SS8.jpg|
 +
SA SS4.jpg|
 +
SA1 ProtoScreen Magazine 19981120 1.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 2.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 3.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 4.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 5.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 6.jpg|A boat-less Station Square. (Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 17.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 22.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 23.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 24.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 28.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 25.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 26.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 27.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 39.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 40.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 41.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 42.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 43.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 44.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 45.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 46.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 48.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 49.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 50.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 51.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 53.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 54.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 62.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981127 1.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 3.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 4.jpg|(Dreamcast Magazine 1998-11-27)
 
</gallery>
 
</gallery>
  
 
====Egg Carrier====
 
====Egg Carrier====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA Tails Egg Carrier Tornado.png|"Tails" standing next to an unbroken [[Tornado 2]].
+
SA Tails Egg Carrier Tornado.png|"Tails" standing next to an untransformed [[Tornado 2]].
File:SA Tails Egg Carrier Tornado 2.png|Alternate angle. In the final, it crashes upon the Egg Carrier in its transformed state.
+
SA Tails Egg Carrier Tornado 2.png|Alternate angle.
File:SA Hedgehog Hammer Proto.png|Hedgehog Hammer once again, this time keeping count of how many Sonic's have been hit, not score as in the final.
+
SA Hedgehog Hammer Proto.png|Hedgehog Hammer at one point only kept count of how many Sonics were hit, rather than the points system it uses in the final game.
 +
SA E102 Gamma Cutscene Proto.png|An early version of an E-102 Gamma cutscene, with multiple Gamma models instead of the unique models of the E-100 series.
 +
SA E102 Cutscene 2.png|An alternate angle of the early cutscene.
 +
SA1 ProtoScreen Magazine 19980911 12.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 14.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 16.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 22.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 23.jpg|It's unknown whether these glowing doors are related to the glowing locked doors used in the 1999 release version of Gamma's story. (Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 26.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980925 1.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 2.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 3.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 6.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 10.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 11.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 12.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 13.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 14.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 15.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 16.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 17.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 18.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 20.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 21.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 23.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 25.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 27.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 30.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 37.jpg|Reused in the opening as the background for Gamma's closeup. (Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19981225 1.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 2.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 3.jpg|(Dreamcast Magazine 1998-12-25)
 +
</gallery>
  
 +
====Mystic Ruins====
 +
<gallery widths="148px" heights="140px" >
 +
SA1 ProtoScreen Magazine 19981204 4.jpg|Sonic running along the train tracks. (Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 5.jpg|Tails flying at Sunset. (Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 6.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 7.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 19.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 20.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 21.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 22.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981211 1.jpg|Sonic doesn't appear in this scene in the final game. (Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 2.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 3.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 4.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 5.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 6.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 7.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 8.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 9.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 10.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 11.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 12.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 13.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 14.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 15.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 16.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 17.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 18.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981211 19.jpg|(Dreamcast Magazine 1998-12-11)
 +
SA1 ProtoScreen Magazine 19981218 7.jpg
 +
SA1 ProtoScreen Magazine 19981218 8.jpg|A shot of the Egg Carrier never seen in the final game.
 +
SA1 ProtoScreen Magazine 19981218 9.jpg
 +
SA1 ProtoScreen Magazine 19981218 10.jpg
 +
SA1 ProtoScreen Magazine 19981218 11.jpg
 +
SA1 ProtoScreen Magazine 19981218 13.jpg|ZERO boarding the Egg Carrier.
 
</gallery>
 
</gallery>
  
 
====Emerald Coast====
 
====Emerald Coast====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA EC1.jpg|Sonic running from the whale, sans boostpads.
+
File:Sega ftp sa1 E102 emerald coast.jpg|Taken from Sega's FTP. Reused for Gamma's credits.
File:Sega ftp sa1 emerald coast sonic.jpg|Taken from Sega's FTP.
+
SA EC1.jpg|Sonic running from the whale, sans boostpads.
 +
Sega ftp sa1 emerald coast sonic.jpg|Taken from Sega's FTP.
 
SonicAdventure GD EC 01.jpg
 
SonicAdventure GD EC 01.jpg
 
SonicAdventure GD EC 02.jpg
 
SonicAdventure GD EC 02.jpg
File:Sega ftp sa1 E102 emerald coast.jpg|Taken from Sega's FTP.
+
SA1 ProtoScreen Magazine 19981030 1.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 2.jpg|Reused for Sonic's credits. (Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 3.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 4.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981120 7.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 8.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 18.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 21.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 52.jpg|Reused for Super Sonic's credits. (Dreamcast Magazine 1998-11-20)
 
</gallery>
 
</gallery>
  
====Windy Valley====
+
====Windy Valley (Pre-redesign)====
 +
Of all the levels shown before release, [[Windy Valley]] was the one that went through the biggest visual changes between the announcement of the game on August 22nd, 1998 and its release in December. Though still broken up into three parts, the layout and textures for each were completely redone. Amy and Big can be seen in this stage, despite the fact that neither of them go there in the final game.
 +
 
 +
<gallery widths="148px" heights="140px" >
 +
SA Windy Valley E102.png|E-102 Gamma readying his aim.
 +
SA Windy Valley E102 2.png
 +
SA Windy Valley E102 3.png
 +
SA Windy Valley E102 4.png
 +
SA Windy Valley Beta Amy.png|Amy Rose swinging her hammer in the early Windy Valley.
 +
SA Windy Valley Beta 8.png
 +
SA Windy Valley Beta 9.png
 +
sa1windyvalley2.png|Act 1. (Found in the "Sega Dreamcast Loop Checker" disc by "Japanman")
 +
SA Windy Valley Beta 5.png|Sonic being pulled through a wind gust.
 +
SA Windy Valley Beta Big.png|Big the Cat standing near a body of water.
 +
SA Windy Valley Beta 6.png
 +
SA Windy Valley Beta 7.png
 +
SA1 ProtoScreen Magazine 19980911 24.jpg|Gamma using his target laser. (Sega Saturn Magazine 1998-09-11)
 +
SA1OPBig.png|A higher quality version of Gamma's screenshot can be seen behind Big in the opening sequence, albeit flipped.
 +
SA Windy Valley Beta 1.png|Sonic running through the stage.
 +
SA Windy Valley Beta 2.png
 +
SA Windy Valley Beta Big 2.png|Big walking along with [[Froggy]].
 +
SA Windy Valley Beta Big 3.png
 +
SA Windy Valley Beta Big 4.png
 +
SA Windy Valley Beta 3.png|Sonic being sucked into the tornado.
 +
SA Windy Valley Beta 4.png
 +
SA Windy Valley Beta 10.png|Sonic inside the tornado.
 +
SA Windy Valley Beta Tornado.jpg
 +
SA Windy Valley Beta 11.png
 +
sa1windyvalley.png|Act 3. (Found in the "Sega Dreamcast Loop Checker" disc by "Japanman")
 +
SA1OPTails.png|A still from the intro movie showing Tails in Act 3, over one of his screenshots.
 +
SA_WV2.jpeg|The screenshot.
 +
SA Windy Valley Beta Tails.png
 +
SA Windy Valley Beta Tails 2.png|Tails using his extended Tail Attack. This ability can only be used after obtaining the Rhythm Badge upgrade in the final game.
 +
SA Windy Valley Beta 12.png|Sonic bouncing on an early trampoline.
 +
SA Windy Valley Beta 14.png|Alternate angle.
 +
SA Windy Valley Beta 13.png
 +
</gallery>
  
Of all the levels shown before release, [[Windy Valley]] was the one that went through the biggest visual changes between the announcement of the game on August 22nd, 1998 and its release in December. Though still broken up into three parts, the layout and textures for each were completely redone.
+
====Windy Valley (Post-redesign)====
 +
Even after its redesign, Windy Valley had changes made to its layout before the game's release. Some of the zone's rocky textures are photos of the Incan city of Cusco, also featured on the title screen background.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:sa1windyvalley.png|A shot found in the "Sega Dreamcast Loop Checker" disc.
+
SA1 ProtoScreen Magazine 19981204 28.jpg|Behind the animals a very different layout can be seen here. (Dreamcast Magazine 1998-12-04)
File:sa1windyvalley2.png|From the same source. Uncovered by "Japanman."
+
SA1 ProtoScreen Magazine 19981204 36.jpg|(Dreamcast Magazine 1998-12-04)
File:sa-tailsproto.JPG|A still from the intro movie, showing "Tails" in the early Windy Valley.
+
SA1 ProtoScreen Magazine 19981204 29.jpg|Sonic bouncing on a trampoline that was later removed. (Dreamcast Magazine 1998-12-04)
File:sa-bigproto.JPG|A still from the intro movie, showing Big in the early Windy Valley.
+
SA1 ProtoScreen Magazine 19981204 27.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 1.png|Sonic running through the early Windy Valley.
+
SA1 ProtoScreen Magazine 19981204 35.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 2.png
+
SA1 ProtoScreen Magazine 19981204 31.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 3.png|Sonic being sucked into a tornado.
+
SA1 ProtoScreen Magazine 19981204 24.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 4.png
+
SA1 ProtoScreen Magazine 19981204 25.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 5.png|Sonic in his running animation while being pulled through a wind gust.
+
SA1 ProtoScreen Magazine 19981204 38.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 6.png
+
SA1 ProtoScreen Magazine 19981204 26.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 7.png
+
SA1 ProtoScreen Magazine 19981204 37.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 8.png
+
SA1 ProtoScreen Magazine 19981204 33.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 9.png
+
SA1 ProtoScreen Magazine 19981204 34.jpg|(Dreamcast Magazine 1998-12-04)
File:SA Windy Valley Beta 12.png|Sonic bouncing on an early trampoline.
+
Sega ftp sa1 sa1 ftp windy sonic.jpg|An image closer to the final build. Taken from Sega's FTP.
File:SA Windy Valley Beta 14.png|Alternate angle.
+
Sega ftp sa1 sa1 ftp windy sonic2.jpg|Taken from Sega's FTP.
File:SA Windy Valley Beta 13.png
 
File:SA Windy Valley Beta 10.png|Sonic inside the Windy Valley tornado.
 
File:SA Windy Valley Beta Tornado.jpg
 
File:SA Windy Valley Beta 11.png
 
File:SA Windy Valley Beta Tails.png
 
File:SA Windy Valley Beta Tails 2.png
 
File:SA Windy Valley Beta Amy.png|Amy Rose swinging her hammer in the early Windy Valley.
 
File:SA Windy Valley Beta Big.png|Big the Cat standing near a body of water.
 
File:SA Windy Valley Beta Big 2.png|Big walking along with [[Froggy]].
 
File:SA Windy Valley Beta Big 3.png
 
File:SA Windy Valley Beta Big 4.png
 
File:SA Windy Valley E102.png|E-102 Gamma readying his aim.
 
File:SA Windy Valley E102 2.png
 
File:SA Windy Valley E102 3.png
 
File:SA Windy Valley E102 4.png
 
File:Sega ftp sa1 sa1 ftp windy sonic.jpg|An image closer to the final build. Taken from Sega's FTP.
 
File:Sega ftp sa1 sa1 ftp windy sonic2.jpg|Taken from Sega's FTP.
 
 
</gallery>
 
</gallery>
  
 
====Casinopolis====
 
====Casinopolis====
 +
The NiGHTS pinball board at Casinopolis was overhauled at some point before the game's release, going from a large spiral to a more compact double boards layout. Many of the objects used in this original design are still unused in the final game, as well as a few leftover pieces of geometry (Tubes inside the central tower).
 +
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA Casino1.jpg|An area of [[Casinopolis]] unseen in the final. Note the ''NiGHTS Into Dreams'' background between the left pillars.
+
SA Casino1.jpg|Note the ''NiGHTS Into Dreams'' background between the left pillars.
File:Sa-cs1.jpg|Sonic standing in an early version of the shower room.
+
Sa-cs1.jpg|Sonic standing in an early version of the shower room.
File:Sa-cs2.PNG|Slot machine chairs not seen in the final.
+
Sa-cs2.PNG|Slot machine chairs and large "Emerald Line" signs not seen in the final game.
File:Sega ftp sa1 casino sonic.jpg|Taken from Sega's FTP.
+
Sega ftp sa1 casino sonic.jpg|Taken from Sega's FTP.
 +
SA1 ProtoScreen Magazine 19981120 9.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 10.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 11.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 12.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 13.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 14.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 15.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 16.jpg|(Dreamcast Magazine 1998-11-20)
 +
Sa-1sonic casino1.jpg|The top of the original NiGHTS board.
 +
SA1 ProtoScreen Magazine 19981120 20.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 30.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 31.jpg|Another shot of the original NiGHTS Pinball. (Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 32.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 33.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 36.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 37.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 38.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 55.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 56.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 57.jpg|Spike balls at the beginning of Act 2. (Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 60.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 59.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 58.jpg|A pool at water at the end of Act 2 rather than a light. (Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981120 61.jpg|(Dreamcast Magazine 1998-11-20)
 
</gallery>
 
</gallery>
  
 
====Ice Cap====
 
====Ice Cap====
 +
Big's stage is set at night in the final game. However, most development screenshots (including the final game's credits) show his stage set in the day, using the same lighting as Sonic.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:0922-ic01.jpg|Released September 22nd, 1998.
+
SA IC2.png|Slightly different trees in the background.
File:0922-ic02.jpg|Released September 22nd, 1998.
+
SA Ice Cap Proto.png|An early version of Ice Cap with a timer on the bottom, as well as old style trees and the background in an area it doesn't usually appear in.
File:0922-ic03.jpg|Released September 22nd, 1998.
+
SA Ice Cap Proto 2.png|The timer seems to increase as Sonic performs various tricks on the snowboard.
File:0922-ic04.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 4.jpg|(Sega Saturn Magazine 1998-09-11)
File:SA Ice Cap Star.png|An alternate angle of the star marker.
+
SA1 ProtoScreen Magazine 19980911 18.jpg|(Sega Saturn Magazine 1998-09-11)
File:SA IC3.jpg|A bridge not used in the final. It was removed and replaced with a rocket. A duplicate of it exists in the Snowboarding area and gets destroyed by the avalanche. (The snowboarding area is based off of the first part of the level. Apparently the changes weren't applied to the snowboarding area. The bridge can be difficult to see unless the camera angle is just right in the snowboarding sequence.)
+
SA1 ProtoScreen Magazine 19980911 28.jpg|(Sega Saturn Magazine 1998-09-11)
File:SA IC2.png|Slightly different trees in the background.
+
0922-ic01.jpg|Released September 22nd, 1998.
File:SA Ice Cap Proto.png|An early version of Ice Cap with strange trees, as well as a timer on the bottom.
+
0922-ic02.jpg|Released September 22nd, 1998.
File:SA Ice Cap Proto 2.png|The timer seems to increase as Sonic performs various tricks on the snowboard.
+
0922-ic03.jpg|Released September 22nd, 1998.
 +
0922-ic04.jpg|Released September 22nd, 1998.
 +
SA Ice Cap Star.png
 +
SA IC3.jpg|This bridge in Act 1 was eventually replaced with a rocket. Despite that, it wasn't entirely removed - in Act 3 the avalanche passes through the location Act 1 takes place in and tears it apart.
 +
SA1 ProtoScreen Magazine 19980911 3.jpg|The ice here looks more similar to the final game's, but still lacks reflections. (Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980925 32.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 36.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19981010 5.jpg|(Sega Saturn Magazine 1998-10-10)
 +
SA1 ProtoScreen Magazine 19981010 6.jpg|(Sega Saturn Magazine 1998-10-10)
 +
SA1 ProtoScreen Magazine 19981218 3.jpg|Later screenshot showing an oddly spaced timer. (Dreamcast Magazine 1998-12-18)
 +
SA1 ProtoScreen Magazine 19981218 4.jpg|(Dreamcast Magazine 1998-12-18)
 +
SA1 ProtoScreen Magazine 19981218 5.jpg|(Dreamcast Magazine 1998-12-18)
 +
SA1 ProtoScreen Magazine 19981218 6.jpg|(Dreamcast Magazine 1998-12-18)
 
</gallery>
 
</gallery>
  
 
====Twinkle Park====
 
====Twinkle Park====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:Sega ftp sa1 sa1 ftp twinklepark sonic.jpg|Taken from Sega's FTP.
+
SA Tails Unknown Room.png|Suspected to be an early Act 1 judging from object data in the AutoDemo, before being replaced by the kart track seen in the final game.
 +
SA Tails Unknown Room 2.png|A close-up of the previous image, where extra details can be seen such as rings, bomb barrels, lights and a flag within the pit below.
 +
SA Amy Unknown Room.png|Amy Rose standing in an unknown room.
 +
Sega ftp sa1 sa1 ftp twinklepark sonic.jpg|Taken from Sega's FTP.
 +
SA1 ProtoScreen Magazine 19981127 2.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 5.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 6.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 7.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 8.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 9.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 10.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 11.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 12.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 13.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 14.jpg|Reused for Sonic's credits. (Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 15.jpg|(Dreamcast Magazine 1998-11-27)
 
</gallery>
 
</gallery>
  
 
====Speed Highway====
 
====Speed Highway====
 +
The earliest versions of Speed Highway Act 1 lacked the blue "night" lighting, using a brighter and more generic palette. Act 3 was redesigned sometime during the game's development. The original version (which can also be found in the AutoDemo) was full of bizarre elements such as clocks in pits, and paths of glass platforms on the sides of buildings.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:0922-hw01.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 15.jpg|(Sega Saturn Magazine 1998-09-11)
File:0922-hw02.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 19.jpg|(Sega Saturn Magazine 1998-09-11)
File:0922-hw03.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 27.jpg|(Sega Saturn Magazine 1998-09-11)
File:0922-hw04.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 10.jpg|(Sega Saturn Magazine 1998-09-11)
File:0922-hw05.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 11.jpg|(Sega Saturn Magazine 1998-09-11)
File:0922-hw06.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 13.jpg|(Sega Saturn Magazine 1998-09-11)
File:SA Speed Highway Day Knuckles.png|A clocktower in a pit within the day segment of [[Speed Highway]].
+
SA1 ProtoScreen Magazine 19980911 21.jpg|(Sega Saturn Magazine 1998-09-11)
File:SA Speed Highway Day Knuckles 2.png|An alternate angle.
+
SA1 ProtoScreen Magazine 19980911 17.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA Speed Highway Day Knuckles.png|A clocktower in a pit in Act 3.
 +
SA Speed Highway Day Knuckles 2.png|An alternate angle.
 +
SA1 ProtoScreen Magazine 19980925 35.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 29.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 24.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 40.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 28.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 39.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19981010 3.jpg|(Sega Saturn Magazine 1998-10-10)
 +
0922-hw01.jpg|Released September 22nd, 1998.
 +
0922-hw02.jpg|Released September 22nd, 1998.
 +
0922-hw04.jpg|Released September 22nd, 1998.
 +
SA1 ProtoScreen Magazine 19981010 1.jpg|(Sega Saturn Magazine 1998-10-10)
 +
0922-hw05.jpg|Released September 22nd, 1998.
 +
0922-hw03.jpg|Released September 22nd, 1998.
 +
0922-hw06.jpg|Released September 22nd, 1998.
 +
SA1 ProtoScreen Magazine 19981120 47.jpg|(Dreamcast Magazine 1998-11-20)
 
</gallery>
 
</gallery>
  
 
====Red Mountain====
 
====Red Mountain====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:0922-rm01.jpg|Released September 22nd, 1998.
+
SA Red Mountain Green Button.png|A green switch.
File:0922-rm02.jpg|Released September 22nd, 1998.
+
SA1 ProtoScreen Magazine 19980911 20.jpg|(Sega Saturn Magazine 1998-09-11)
File:0922-rm03.jpg|Released September 22nd, 1998.
+
0922-rm01.jpg|Released September 22nd, 1998.
File:0922-rm04.jpg|Released September 22nd, 1998.
+
0922-rm02.jpg|Released September 22nd, 1998.
File:SA Red Mountain Green Button.png|A green button.
+
0922-rm03.jpg|Released September 22nd, 1998.
 +
0922-rm04.jpg|Released September 22nd, 1998.
 +
SA1 ProtoScreen Magazine 19980911 25.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980925 4.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 22.jpg|Knuckles with an early HUD. (Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 26.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 31.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19981010 2.jpg|(Sega Saturn Magazine 1998-10-10)
 +
SA1 ProtoScreen Magazine 19981010 4.jpg|(Sega Saturn Magazine 1998-10-10)
 +
SA1 ProtoScreen Magazine 19981120 19.jpg|(Dreamcast Magazine 1998-11-20)
 +
SA1 ProtoScreen Magazine 19981218 1.jpg|(Dreamcast Magazine 1998-12-18)
 +
SA1 ProtoScreen Magazine 19981218 2.jpg|(Dreamcast Magazine 1998-12-18)
 +
SA1 ProtoScreen Magazine 19981218 14.jpg|(Dreamcast Magazine 1998-12-18)
 +
</gallery>
  
 +
====Sky Deck====
 +
<gallery widths="148px" heights="140px" >
 +
SA1 ProtoScreen Magazine 19981030 24.jpg|Tails about to be shot out of the cannon at the start of the stage. (Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 14.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 25.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 15.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 16.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 22.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 23.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 19.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 26.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 18.jpg|A tower in the background that was later removed. (Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 21.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 13.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 27.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 28.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 29.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 30.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 31.jpg|(Sega Saturn Magazine 1998-10-30)
 
</gallery>
 
</gallery>
 +
  
 
====Lost World====
 
====Lost World====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA Lost World Proto.png|Sonic walking in a waterfall he is normally automatically pushed through.
+
SA1 ProtoScreen Magazine 19980911 2.jpg|This extra Boa-Boa was ultimately replaced with a Leon badnik. (Sega Saturn Magazine 1998-09-11)
File:SA Lost World Proto 2.png
+
SA Lost World Proto.png|Sonic walking atop the waterfall he is normally automatically pushed over. The background is seen loaded in this area, which isn't the case in the final game.
File:SA Knuckles Lost World.png|Knuckles in Sonic's final room in [[Lost World]].
+
SA Lost World Proto 2.png|Sonic at the bottom of the waterfall.
File:SA Knuckles Lost World 2.png|Knuckles can only get here by glitching in the final.
+
SA Knuckles Lost World.png|Knuckles in Act 3, an area he never goes to in the final game.
 +
SA Knuckles Lost World 2.png|The lighting here seems to be more complex than the final game's, lighting up both the mural and the torches.
 +
SA1 ProtoScreen Magazine 19980925 33.jpg|(Sega Saturn Magazine 1998-09-25)
 
</gallery>
 
</gallery>
  
 
====Sky Chase====
 
====Sky Chase====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA Sky Chase Transformation 1.png|An early [[Tornado]] transformation using the early models.
+
SA Sky Chase Transformation 1.png|An early [[Tornado]] transformation using the early models.
File:SA Sky Chase Transformation 2.png
+
SA Sky Chase Transformation 2.png
File:SA Sky Chase Act 2 Dragon.png|The "Dragon" boss flying around Act 2.
+
SA Sky Chase Act 2 Dragon.png|The "Dragon" boss flying around Act 2.
 +
SA1 ProtoScreen Magazine 19980911 6.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980925 7.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 8.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19980925 19.jpg|(Sega Saturn Magazine 1998-09-25)
 +
SA1 ProtoScreen Magazine 19981030 20.jpg|(Sega Saturn Magazine 1998-10-30)
 +
</gallery>
 +
 
 +
====Sand Hill====
 +
<gallery widths="148px" heights="140px" >
 +
SA1 ProtoScreen Magazine 19981030 5.jpg|An empty looking Sand Hill. (Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 6.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 7.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 8.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 9.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 10.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 11.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 12.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SA1 ProtoScreen Magazine 19981030 17.jpg|(Sega Saturn Magazine 1998-10-30)
 +
SAproto-sandhill.png|A debug display is clearly enabled.
 +
</gallery>
 +
 
 +
====Egg Hornet====
 +
<gallery widths="148px" heights="140px" >
 +
SA1 ProtoScreen Magazine 19981204 1.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 2.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 3.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 8.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 9.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 10.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 11.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 12.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 13.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 14.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 15.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 16.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 17.jpg|(Dreamcast Magazine 1998-12-04)
 +
SA1 ProtoScreen Magazine 19981204 18.jpg|(Dreamcast Magazine 1998-12-04)
 
</gallery>
 
</gallery>
  
 
====Chao Garden====
 
====Chao Garden====
 +
The Station Square garden seen in these screenshots can be found in the AutoDemo.
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SA Chao Garden Beta 1.png|An early [[Chao Garden]].
+
SA Chao Garden Beta 1.png|An early [[Chao Garden]], using land ripped straight out of Windy Valley 3.
File:SA Chao Garden Beta 2.png|Each Chao is drawn to Sonic, following him at every turn.
+
SA Chao Garden Beta 2.png|Each Chao is drawn to Sonic, following him at every turn.
File:SA Chao Garden Beta 3.png|
+
SA Chao Garden Beta 3.png|This would later be replaced by the Egg Carrier garden.
File:chao_2_1.jpg|(released 1998-11-02)
+
chao_2_1.jpg|(released 1998-11-02)
File:chao_2_2.jpg|(released 1998-11-02)
+
chao_2_2.jpg|(released 1998-11-02)
File:chao_2_3.jpg|(released 1998-11-02)
+
chao_2_3.jpg|(released 1998-11-02)
File:chao_2_4.jpg|(released 1998-11-02)
+
chao_2_4.jpg|(released 1998-11-02) Sonic throwing a Chao. Note the lack of a door to the Chao Stadium.
File:chao_2_5.jpg|(released 1998-11-02)
+
chao_2_5.jpg|(released 1998-11-02)
File:chao_2_6.jpg|(released 1998-11-02)
+
chao_2_6.jpg|(released 1998-11-02)
File:chao_2_7.jpg|(released 1998-11-02)
+
chao_2_7.jpg|(released 1998-11-02)
 +
SA1 ProtoScreen Magazine 19981127 16.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 17.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 18.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 19.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 20.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 21.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981127 22.jpg|(Dreamcast Magazine 1998-11-27)
 +
SA1 ProtoScreen Magazine 19981225 4.jpg|Chao Race (Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 5.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 6.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 7.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 8.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 9.jpg|(Dreamcast Magazine 1998-12-25)
 +
SA1 ProtoScreen Magazine 19981225 10.jpg|The island that the Ruby race starts on is missing. (Dreamcast Magazine 1998-12-25)
 
</gallery>
 
</gallery>
  
====CG Movie====
+
====CG Movies====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:Sega ftp sa1 cutscene.jpg|A high resolution shot from the opening sequence. Taken from Sega's FTP.
+
SA Emerald CG.png|The seven [[Chaos Emerald|Chaos Emeralds]] in CG, used only in promotional material for the game.
File:SA1_CG_Intro_ScreenshotPresskit.jpg|A high resolution shot from the opening sequence. Taken from the screenshots available in the presskit.
+
SA1 ProtoScreen Magazine 19980911 7.jpg|(Sega Saturn Magazine 1998-09-11)
File:SA Emerald CG.png|The seven [[Chaos Emerald|Chaos Emeralds]] in CG, used only in promotional material for the game.
+
SA1 ProtoScreen Magazine 19980911 8.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 9.jpg|(Sega Saturn Magazine 1998-09-11)
 +
SA1 ProtoScreen Magazine 19980911 1.jpg|This frame was cut out of the final game. (Sega Saturn Magazine 1998-09-11)
 +
Sega ftp sa1 cutscene.jpg|A high resolution shot from the opening sequence. Taken from Sega's FTP.
 +
SA1_CG_Intro_ScreenshotPresskit.jpg|A high resolution shot from the opening sequence. Taken from the screenshots available in the presskit.
 +
SA1 ProtoScreen Magazine 19981023 1.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 2.jpg|An early skyline with several buildings missing. (Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 3.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 4.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 5.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 22.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 6.jpg|(Sega Saturn Magazine 1998-10-23)
 +
SA1 ProtoScreen Magazine 19981023 7.jpg|(Sega Saturn Magazine 1998-10-23)
 
</gallery>
 
</gallery>
  
 
====Miscellaneous====
 
====Miscellaneous====
 
<gallery widths="148px" heights="140px" >
 
<gallery widths="148px" heights="140px" >
File:SAproto-sandhill.png|Sonic in [[Sand Hill]], a debug mode clearly on.
+
SA End Pose Prototype.png|The main cast at random places in the game. Amy is in the room Gamma receives the Jet Booster, E-102 Gamma in the early Windy Valley 3, and Big is in an unknown area (Possibly early Twinkle Park).  
File:SA Amy Unknown Room.png|Amy Rose standing in an unknown room not seen in the final game.
+
SA1 LNProtoVid TitleScreen.jpg|A simpler looking title screen.
File:SA Tails Unknown Room.png|"Tails" standing in an unknown area.
+
SA1 Proto 3CharacterSelect.jpg|A character select with only Sonic, Tails and Knuckles selectable.
File:SA Tails Unknown Room 2.png|A close-up of the previous image, where extra details can be seen such as rings and a flag within the pit below.
 
File:SA End Pose Prototype.png|All six characters in their end poses in random places within the game. Of note is E-102 Gamma in the early Windy Valley, and Big in what appeares to be an unused area of Twinkle Park.
 
File:SA Eggman Cutscene Proto.png|An alternate angle of Dr. Eggman's first appearence in the game.
 
File:SA Station Square Cutscene Proto.png|Sonic and "Tails" standing in a very empty pool area.
 
File:SA E102 Gamma Cutscene Proto.png|An early version of an E-102 Gamma cutscene, with multiple Gamma models instead of the unique models of the E-100 series.
 
File:SA E102 Cutscene 2.png|An alternate angle of the early cutscene.
 
 
</gallery>
 
</gallery>
  
==Bug Database==
+
==Tester Feedback database==
The Sonic Adventure Bug Database is a collection of reports made by game testers between 12/10/1998 to 8/12/1999, almost after the Japanese release of the game on 12/23/1998A number of the bugs report only spelling or grammatical problems in the game, but a number also detail gameplay problems.  Because of the date of these reports, there was probably not enough time left in development to correct these problems.
+
The "Sonic Adventure Bug Database" is a collection of reports made by game testers between 12/10/1998 to 8/12/1999.  Most the entries only report spelling problems and suggestions from the testers (Eg. "Twinkle Circuit should support multiplayer"), but a number also detail gameplay problems.  Due to the date of these reports, there was probably not enough time left in development to correct these problems.
 
{{Multidownload
 
{{Multidownload
 
| name=Sonic Adventure Bug Database
 
| name=Sonic Adventure Bug Database
Line 461: Line 810:
  
 
==External Links==
 
==External Links==
 
+
* [https://www.youtube.com/watch?v=8LEoZs_s_oQ ''Sonic Adventure'' Production Presentation (Tokyo International Forum)] - The public unveiling video of ''Sonic Adventure''. (Translation provided)
* [http://www.youtube.com/watch?v=6IFeL2wKmzw ''Sonic Adventure'' in Tokyo International Forum] - The first of a five part video on YouTube covering the public unveiling of ''Sonic Adventure''.
+
* [https://www.youtube.com/watch?v=N0GGa752NZs ''Sonic Adventure'' - Trailers (1998, Launch, Plush)] - A collection of high quality Japanese trailers.
* [http://www.youtube.com/watch?v=NVNWGf9wLCA ''Sonic Adventure'' Director's Commentary] - Part one of three.
+
* [https://www.youtube.com/watch?v=ZHdZvl0FyCw ''Sonic Adventure'' Japanese Adverts] - More Japanese trailers, albeit lower quality. Includes trailers for each character.
* [http://www.youtube.com/watch?v=YgsyszPHaa8&feature=related ''Sonic Adventure'' Beta Footage]
+
* [https://www.youtube.com/watch?v=xGNI-UJg9hc ''Sonic Adventure'' Promo] - Another Japanese promo trailer.
 +
* [https://www.youtube.com/watch?v=YgsyszPHaa8 ''Sonic Adventure'' on Games Chart] - a UK advertisement for the game that uses early footage despite the game already being finished by that point.
  
 
{{SAOmni}}
 
{{SAOmni}}
[[Category:Game development|Sonic Adventure]]
+
[[Category:Development]]

Revision as of 13:08, 10 March 2019

Sonic Adventure went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.

Development Process

The now iconic silhouette of Sonic, green eyes and grin foreshadowing his jump into a 3D world.

With the completion of Sonic & Knuckles, the majority of the Japanese side of the Sega Technical Institute, including producer and programmer Yuji Naka, decided to return to their native land, leaving behind the Sonic the Hedgehog franchise in the hands of other creative teams in other countries. Once back in Japan, Naka finally reunited with the original creator of Sonic the Hedgehog, Naoto Ohshima. Resurrecting the Sonic Team name, a group of both veteran members and newcomers decided to begin work on a title completely separate from the Sonic concept, wanting to prove that the minds behind the biggest franchise in Sega's catalogue were able to create new and exciting ideas without completely relying on the most famous hedgehog in the world. With the Sega Saturn hardware well on its way to being released for the consumer market, the team began development on an idea Naka had conceived right after the completion of Sonic the Hedgehog 2 - NiGHTS Into Dreams.

Knowing that the Sonic franchise was still a viable money-making tool, Sega was unwilling to let the series slumber, assigning the members of STI that remained to work on the next major installment of the series: Sonic X-treme. Though filled with people who had grand visions of what Sonic would be like in the third dimension, the project would be almost doomed from the start. With Naka viewing the very first conceptual ideas for the game, the man who would become the head of Sonic Team simply shook his head, saying "good luck" and moving on. Indeed, through numerous shifts and changes in both hardware and the director, the project ultimately would be canceled, leaving a hole in the Saturn lineup that would be felt across the board at Sega. While other titles such as the Traveler's Tales-produced Sonic 3D: Flickies' Island and the Sega 32X exclusive title Chaotix attempted to fill the void left by X-treme, it was clear that these titles would not be the heavy-hitters the company needed. To the outside world, it seemed clear that the only people who would be able to make Sonic work in the new generation of gaming would be the people responsible for helping launch the franchise in the first place - Sonic Team.

Naka and Ohshima - together again.

Though it is possible Naka and Ohshima were quite aware that they would have to produce another Sonic title at some point, it was Takashi Iizuka, Senior Game Designer for Sonic the Hedgehog 3 and Sonic & Knuckles who began pushing the idea of a "Sonic RPG" to be the development studio's next big game. Though work on Sonic Team's second non-Sonic property Burning Rangers was underway, it was decided that the group would indeed look into producing the next big Sonic game. Realizing that the majority of the team responsible for the classic games was still under Sega's employment, Iizuka made it a point to discuss with each person what made up Sonic, not just as a compelling character but as a compelling game series, not wanting to lose those essential elements in the jump to 3D.

Not wanting to strictly make an RPG, but knowing that 3D-capable systems offered both the space and graphical capability to expand on a story, it was decided that the game would have a much greater emphasis on plot, just as Sonic 3 & Knuckles had taken a narrative leap over its predecessor, Sonic the Hedgehog 2. However, before any work was to be done on such specific details, the team knew they first had to figure out how to take Sonic and make him work outside of a two-dimensional plane. Arguing over just how Sonic would work, eventually a group consensus was reached as to how a 3D Sonic level would operate. Working with the basic building blocks, a simple test level was put together to see if what they had on paper would work in practice.

When we built our first test level, we knew we had to test it out, just to make sure our ideas worked. It ended up only lasting about ten seconds, and we knew we couldn't build a game around this structure. We had to rebuild levels over and over again until we finally had a level length we were happy with.

— Takashi Iizuka, Director of Sonic Adventure

Takashi Iizuka, Director of Sonic Adventure.

The earliest builds of the game were originally programmed with the Saturn in mind, as it was the current console the company was pushing and the focus of the rest of Sonic Team's development. However, when it became painfully obvious that the life span of the Sega Saturn was going to be dramatically shorter than the Mega Drive, the team reached a crossroads - either continue working on what would become Sonic Adventure as a Saturn title, or to scrap what they had done and begin working anew using the proposed specs of Sega's next system, codenamed "Katana." Realizing the futility of continuing with the Saturn, and knowing the scope of the project might be better suited for more advanced hardware, what could be ported was done so, the team now working on a game that would be one of the premier titles for the Sega Dreamcast. Wanting to make sure the game would be the perfect demonstration of what the system would be capable of, Yuji Naka became involved in the hardware creation of the Dreamcast, offering suggestions and changes to the schematics of Sega's last great hope.

Not wanting to let the work that had been done for the Saturn version go to waste, the earliest builds of Sonic Adventure were transformed into the Sonic World portion of the compilation title Sonic Jam. Intended to simply be a collection of the main four Mega Drive titles and an assortment of bonus features, this early look into how a 3D Sonic title would work was included, becoming the portal to a wealth of knowledge involving the blue blur. Unknowingly, the gaming public was used as a test subject to see how people would react to such a title.

Ohshima, Uekawa, and a blue hedgehog.

With production now in full gear for the Dreamcast, the production team wanted to take full advantage of the superior graphical capabilities they now had. Fueled with the desire to create worlds far more realistic than what had been possible beforehand, the core members of the Sonic Adventure development team, consisting of producer Yuji Naka, designer Hiroshi Nishiyama, programmer Tetsu Katano, director Takashi Iizuka, designer Nobuhiko Honda, and art director Kazuyuki Hoshino, went on a trip to Central and South America. Although ruins and jungles had been used before in previous Sonic titles, none of the team members had actually gone to any such locales in person before, instead taking their inspiration from movies, TV shows, and other popular media. With this in mind, it was decided the team would explore on their own, in the hopes that this change in scenery would provide a wealth of inspiration for the game. Starting out in the Yucatán Peninsula of Mexico, the group traveled through Chichen Itza, Tulum, San Gervasio, Tikal, and Uaxactun, then flew down to the South American country Peru, where they visited the Nazca lines, Cusco, Machu Picchu, and Pachacamac.

Confronted with sights and sounds they had never seen before, the team made sure to not let the environment overwhelm them, knowing the trip was not simply a pleasure cruise. Filming their trip and taking pictures of everything in sight, many of their images were then used in the creation of such locations as Emerald Coast, Lost World and the Mystic Ruins, not just as inspiration but in some cases literally. Many of the textures found in the more realistic areas of the game were lifted straight from the team's collected photographs. One idea for the game which hadn't been part of the original plan, but was directly inspired by their trip, was the Sand Hill level in Miles "Tails" Prower's version of the game:

While we were in Peru...we noticed some people boarding on sand dunes. We were so impressed with this. We had no idea this kind of sport actually existed. It was so new and exciting for us to see this, we knew that we had to add this element to our game. And we figured that Tails, if anyone, was the most appropriate character to use.

— Takashi Iizuka, Director of Sonic Adventure

Yuji Naka pretending to jam.

However, the trip was not all fun and games, the team having unexpected encounters with tarantulas, snakes, and reportedly Katano collapsing from an altitude sickness at one point. At the end of it all, the team returned to Japan in one piece, full of enthusiasm to create the game.

Along with the idea of making a larger emphasis on story and creating more realistic worlds for Sonic to explore, it was decided that, to truly make this shine out on the market and showcase that it wasn't just a new Sonic game, but a kind of game that had yet to hit the market, it was decided that the principle cast would be redesigned, marking the start of a new era. Yuji Uekawa, who had previously created the title character of Ristar and worked on Flickes' Island and Sonic R, was recruited to redraw characters that had imprinted into the minds of numerous people in the 90's. Such a task was one Uekawa did not take lightly.

Our mission was to renew the character, so we had to ask ourselves "to what extent do we change Sonic? What are the reasons for changing the way it looks?" That's what I paid close attention to.

— Yuji Uekawa, Character Designer for Sonic Adventure

The first leaked shot of Sonic Adventure, thought at first to be an untitled motorcycle game.

With Ohshima looking over his shoulder, Uekawa set to work on a stylized version of the main cast, inspired in part by graffiti art. Changing certain aspects of the character and emphasizing them in his line art, the very face of the Sonic franchise changed. Giving "Tails" and Knuckles the Echidna similar overhauls, when it came time to tweak the designs of Dr. Eggman and Amy Rose, Uekawa decided to drastically redesign those characters. Aging Amy Rose and changing everything from her hairstyle to her dress, she visually became a character that fit in with the goals the story set out for her. Eggman, on the other hand, was originally meant to maintain his classic design, but at some point it was decided to alter his style as well, creating an Eggman in stark contrast to the simplistic design Ohshima had come up with years prior.

Though unique goals and playstyles were thought up by the team, Iizuka felt that perhaps there should be completely separate playstyles in the game represented by new characters, to not only change the pace of the game but to also broaden the appeal, and have people who would not normally be interested in a Sonic title look into purchasing the game. The first of these new characters was E-102 Gamma, a robotic creation built by Eggman, his story giving a look beyond Sonic and the gang. His playstyle, that of targeting and shooting, was in direct response to people who had written in to Sonic Team and asked for a shooting component to be added to their games. Feeling it not in Sonic or any other established playable's casts nature to wield a gun, a separate character was developed, designed in such a way that Gamma still felt perfectly natural within the Sonic universe. The second of these new characters, Big the Cat, went with the unusual choice of fishing. Wanting to create a character that "went at his own pace" and broke up the intense nature of the other five, Big was conceived, his gameplay decided upon based on the fact he was a cat.

A Japanese subway advertising the Sonic Adventure unveiling at the Tokyo International Forum.

One element that Iizuka wanted to have in the game was an enemy that was completely separate from Eggman, and also something which, up until then, was impossible to create in a game. Wanting something liquid and transparent, the character of Chaos was thought up. Presenting the original concept art and idea to Naka, Chaos was approved on the spot, his role in the game cemented. His ever-shifting nature and demeanor was something the team wanted to advertise, placing the character in the very first playable sequence in the game.

Another aspect of the game that was decided early on was resurrecting the "A-Life" technology originally developed for NiGHTS Into Dreams. Though simplistic in NiGHTS and only a passive goal within the main stages, the idea was completely retooled, fleshed out for Sonic Adventure. Creating characters called Chao that borrowed visual cues from both the Nightopians and the new character Chaos, a game-within-a-game was developed alongside. The Chao-raising experience was yet another element that was meant to attract people who were unfamiliar with Sonic, and was also meant to help people become better at playing the game. The more time spent with Chao raising, the better the player's skill at the Action Stages was meant to be, turning a casual gamer into a dedicated Sonic the Hedgehog player.

Yuji Naka and friends.

With each element slowly falling into place, it wouldn't take long before word got out that Sonic Team, hot off their critically acclaimed Saturn titles, was busily creating a new Sonic the Hedgehog title. Speculation ran wild, the early concept of a "Sonic RPG" leaking out and causing people to believe the next game would be called Sonic & Knuckles RPG. However, the full details of the game were able to stay guarded, one fuzzy screenshot being all that the public saw, many not even believing the shot to be from a Sonic game. The speculation train would soon go into overdrive when it was announced that on August 22nd, 1998, a public unveiling of the game would happen at the Tokyo International Forum. Accompanied with the now iconic green eyes and grin, the show was advertised on Japanese television and radio (info) (313 kB) stations (info) (313 kB), the initial two shows planned expanded into three based on the projected turnout. Though a handful of screenshots were leaked days prior on a French news site, the anticipation of the event unwaivered, people lining up along the streets hours ahead of time. When the doors opened, the crowd was treated to a wealth of information, hosted by none other than Yuji Naka, along with a pair of Japanese radio personalities Yūko Hamaya and Chris Peppler. Simultaneously streamed on the Internet and recorded on VHS for those who could not attend, live gameplay and prerecorded videos showcased the style of the game, along with the new characters and expanded storyline. Immediately, the game became one of the most requested, Sonic Team hastily finishing it up in time for its December release in Japan. Periodically offering new content up on their website, the game was finally released on December 23rd, 1998.

Jun Senoue posing with his limited edition guitar.

Knowing the game could use some much-needed polish for its western debut, a handful of Sonic Team members flew out to Sega of America, located in San Francisco. Dubbed "Sonic Team USA," the group's primary focus was on localizing the game. Unlike previous Sonic titles where entire storylines were discarded and art completely redrawn, for Sonic Adventure it was decided the arbitrary divide between the eastern and western versions of Sonic would be erased, the Japanese canon becoming the one, official story for Sonic. Months before its proper release, a deal was stuck with video rental chain Hollywood Video, in which Sega Dreamcasts, along with copies of Sonic Adventure, could be rented out to people who wished to try the system out before release. Starting July 15th, 1999, Sonic Adventure: Limited Edition contained only portions of the game, saving enough to bring people back to buy it come fall. Released on September 9th, 1999 (along with the launch of the Dreamcast in the U.S.) the game served to be both a commercial and critical success, high praise for the game also being heard in Japan, where Sonic had never been able to pick up steam. The cleaned-up version of Sonic Adventure was released in Japan under the title Sonic Adventure International, one of the "Play 4!" titles that Sonic Team announced after the initial release of Sonic Adventure (the other titles being Chu Chu Rocket, Samba De Amigo and Phantasy Star Online). With the team that remained back in Japan working on PSO, "Sonic Team USA" would soon begin their next project - Sonic Adventure 2.

Although a success for Sega, Sonic Adventure would also serve to be the final game worked on by the character's creator, Naoto Ohshima. Though never officially stated, rumors around his leaving the company proved similar to the rumors that surrounding the dissolving of Naka and Yasuhara's partnership - that Ohshima had run into disputes with Naka over the continued direction of the Sonic franchise. Though unsubstantiated, the result was the same, with Ohshima leaving the company, eventually going on to found his own development studio, Artoon. Curiously enough, when Sonic Adventure was eventually ported to the Nintendo GameCube, Ohshima's name was removed from the end credit list for reasons that have yet to be explained.

Concept Art

The following is a collection of concept art related to the production of Sonic Adventure. Many of the following images were included with a digital press kit Sega released during the promotion of the game, given to attendees at the 1999 Spielwarenmesse Nürnberges, also known as the Nürnberg International Toy Fair

Character Concept Art

Storyboards

Storyboards by Kazuyuki Hoshino.

Stylebook

Sonic Retro emblem.svg Main article: Sonic Adventure Stylebook

Model Concept Art

The images below are early renders of the final models for the various characters used in-game. Because of this, the joints for each character are visible.

Egg Carrier Concept Art

Miscellaneous Concept Art

Sonic Team's Travels

The following is a collection of photographs Sonic Team took while on their many travels across Central and South America in preparation for Sonic Adventure. The trip lasted from November 26th to December 9th, 1996.

Release Day Photographs

On December 23rd, in celebration of Sonic Adventure's release, Yuji Naka, along with four people dressed as Sonic, "Tails," Knuckles and Amy, joined to support shops in Shinjuku, Ikebukuro, and Akihabara. The first to arrive in Shinjuku, Naka stood in the line since 5 in the morning.

Promotional Screenshots

Sega Saturn Prototype

These are the only screenshots/concepts available of Sonic Adventure when it was still being developed on the Sega Saturn. They were shown at the Sonic Adventure Music Experience.

Tokyo International Forum screenshots

This large batch of screenshots were released to the press at the Sonic Adventure unveiling (1998-08-22). Many were then widely circulated in magazines.

For the most part the screens show Sonic and Knuckles wandering around roughly half the stages in game. Screenshots of Tails, Amy, Big and E-102 appear in small numbers, not doing much, and often in places where they're not allowed to go in the final game.

Leaked screenshots

These first four screens were shown prior to the August 22nd unveiling.

Chaos 0

The battle with Chaos 0 was the only part of Station Square on display.

Egg Carrier

Windy Valley

Windy Valley was entirely remodelled in the final months of the game. At the conference, it still had its earlier design, though very little attention was given to the stage.

IceCap

Speed Highway

Red Mountain

Sky Chase

Lost World

Other screenshots

Other screenshots would surface in various publications leading up to the game's release. Note that the build of the game used doesn't necessarily match up to the date of the publication.

Chaos 0

Station Square

Later screenshots of Station Square showed large amounts of NPCs walking around and interacting with the environment, making the area look a lot more lively than the final game. However, since they can often be seen performing the same actions across multiple screenshots it can be deduced that none of them are actually functional and were just laid across the field in static poses for the sake of taking screenshots.

Egg Carrier

Mystic Ruins

Emerald Coast

Windy Valley (Pre-redesign)

Of all the levels shown before release, Windy Valley was the one that went through the biggest visual changes between the announcement of the game on August 22nd, 1998 and its release in December. Though still broken up into three parts, the layout and textures for each were completely redone. Amy and Big can be seen in this stage, despite the fact that neither of them go there in the final game.

Windy Valley (Post-redesign)

Even after its redesign, Windy Valley had changes made to its layout before the game's release. Some of the zone's rocky textures are photos of the Incan city of Cusco, also featured on the title screen background.

Casinopolis

The NiGHTS pinball board at Casinopolis was overhauled at some point before the game's release, going from a large spiral to a more compact double boards layout. Many of the objects used in this original design are still unused in the final game, as well as a few leftover pieces of geometry (Tubes inside the central tower).

Ice Cap

Big's stage is set at night in the final game. However, most development screenshots (including the final game's credits) show his stage set in the day, using the same lighting as Sonic.

Twinkle Park

Speed Highway

The earliest versions of Speed Highway Act 1 lacked the blue "night" lighting, using a brighter and more generic palette. Act 3 was redesigned sometime during the game's development. The original version (which can also be found in the AutoDemo) was full of bizarre elements such as clocks in pits, and paths of glass platforms on the sides of buildings.

Red Mountain

Sky Deck


Lost World

Sky Chase

Sand Hill

Egg Hornet

Chao Garden

The Station Square garden seen in these screenshots can be found in the AutoDemo.

CG Movies

Miscellaneous

Tester Feedback database

The "Sonic Adventure Bug Database" is a collection of reports made by game testers between 12/10/1998 to 8/12/1999. Most the entries only report spelling problems and suggestions from the testers (Eg. "Twinkle Circuit should support multiplayer"), but a number also detail gameplay problems. Due to the date of these reports, there was probably not enough time left in development to correct these problems.

Download.svg

Download Sonic Adventure Bug Database
Multiple downloads available

External Links


Sonic Adventure / Sonic Adventure DX: Director's Cut
Sonic Adventure title.png

Main page (SADX|2010)
Comparisons
Maps
Cheat codes (SADX)
Achievements
Credits (SADX)


Manuals (SADX)
Artwork
Promotional material (SADX)
Magazine articles (SADX)
Video coverage
Reception
Merchandise


Development (SADX)
Hidden content (SADX)
Bugs (SADX)
Hacking guide
Bootlegs

show;hide
  • Levels
  • Enemies
  • Bosses
  • DLC
  • Story Scripts
  • NPC Scripts
  • Prereleases
  • Media
Books:

Comics:

Music: