https://info.sonicretro.org/api.php?action=feedcontributions&user=Sid+Starkiller&feedformat=atomSonic Retro - User contributions [en]2024-03-28T12:31:05ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Egg_Walker_(Sonic_Adventure_2)&diff=216357Egg Walker (Sonic Adventure 2)2015-01-29T02:56:11Z<p>Sid Starkiller: </p>
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<div>[[File:Sa2b_eggman_walker.png|thumb|right|200px|Dr. Eggman piloting the Egg Walker.]]<br />
{{stub}}<br />
:''This page is about the Sonic Adventure 2 vehicle. For the Sonic Adventure boss, see [[Egg Walker]]. For the '06 badnik, see [[Egg Walker (Sonic '06)]].''<br />
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In ''[[Sonic Adventure 2]]'', the '''Egg Walker''' is [[Dr. Eggman]]'s combat mech. It is based on the design of the doctor's classic [[Eggmobile]].<br />
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The walker features a guided laser blaster (like that of [[E-102 γ]] in ''[[Sonic Adventure]]'') and a single shot "Volkan Cannon" for destroying wooden crates. The center of the chassis also conceals a spring-loaded boxing glove for close combat. Upgrades available in the game include the [[Jet Engine]], a leg attachment for hovering, and the [[Large Cannon]], a Volkan Cannon enhancement to allow it to destroy metal crates. In the 2-player mode, additional weaponry is gained when a multiple of 20 rings is obtained, such as a multi-shot laser, a heat-seeking rocket launcher, and a gigantic laser cannon. The latter two can been in Story Mode when playing as Tails, when fighting against Dr. Eggman for the second time.<br />
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In ''[[Sonic Adventure 2: Battle]]'', it is possible to get a secondary "costume" for the walker with camouflage; however, this is only available in multiplayer versus mode.<br />
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[[Category:Items]]<br />
[[Category:Vehicles]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Team_Dark&diff=215713Team Dark2015-01-02T01:57:22Z<p>Sid Starkiller: </p>
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<div>[[Image:Team dark.png|thumb|right|Team Dark from Sonic Heroes.]]<br />
'''Team Dark''', found in ''[[Sonic Heroes]]'' is united in a common cause to find [[Dr. Eggman]]. [[Rouge the Bat]], the founder of the team and its resident flier, wants to find Eggman's secret treasure. [[Shadow the Hedgehog]], the speed specialist, wants to know his true identity and why he was left inside a pod. [[E-123 Omega]], the fully-armed robot, is angry with Eggman for abandoning him and wishes to prove his power to him.<br />
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The missions of Team Dark are the most action-oriented in the game, calling for them to blast through giant hordes of enemies to reach the goal ring, and therefore recommended for experienced players. To accommodate for this, Team Dark has some of the more offensive techniques at its disposal. <br />
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Unlike the other teams, it is never stated which member is the leader. While the popular belief is that Shadow is the team leader, others argue that Rouge takes more of a leadership role as she is the one who banded the team together. She also speaks with in the levels in parts where other team leaders have spoken. Also like the other team leaders, she is the first to speak when the team is chosen to play with.<br />
<br />
===Team Dark Moves===<br />
===Speed Formation: Shadow===<br />
*'''[[Homing Attack]]''': Hit the {{A}} button twice to increase the amount of air time. If used on a row of enemies, Shadow can bounce off them and to where ever they lead.<br />
*'''Spin''': Hold {{B}} either while standing still or running to increase speed and attack enemies. <br />
*'''Rocket Accel''': Hold {{B}} and wait for team mates to follow behind and release for a steady pace, or press again for second team mate to hit you further and faster. <br />
*'''[[Black Tornado]]''': Press {{B}} while jumping in midair to have Shadow unleash a stationary black whirlwind that blows the armor off all nearby enemies. <br />
*'''Kick''': Hold the {{B}} button to perform a somersault, getting across areas in fast motion. This can be used either as a attack or to destroy crates.<br />
*'''[[Triangle Jump]]''': When in a narrow area, tilt the D-pad toward either wall and use {{A}} to home in on the surface and briefly latch on. Continue tapping {{A}} to leap from wall to wall and zigzag through the crevice. Tap {{B}} to let go.<br />
*'''[[Light Dash]]''': Dash along a trail of rings by pressing the {{B}} button when you approach them.<br />
<br />
===Fly Formation: Rouge===<br />
*'''Ascending Flight''': Jump and hold {{A}} while in the air.<br />
*'''Quick Ascent''': While Flying, press {{A}} to get a quick boost of height.<br />
*'''Thunder Shoot''': Press {{B}}. Used to Stun and kill enemies (depending on your level.)<br />
*'''Dummy Ring Bomb''': When Rouge is alone, press {{B}} to have her throw damaging Ring Bombs.<br />
*'''"Wink-Wink Rouge"''': a "move" in which, [[E-123 Omega]], or [[Shadow the Hedgehog]] switches to first-person view, by pressing {{Y}}, and looks at [[Rouge]]. In turn she will look at the player, and either wink, or stare at the player.<br />
<br />
===Power Formation: Omega===<br />
*'''Auto Homing''': Team mates automatically attack near by enemies.<br />
*'''Fire Combination''': Press {{B}} gathers the others in your arms to get ready to attack. To cancel Fire Combination, just jump.<br />
*'''Fire Launcher''': During fighting pose, jump in the air and press {{B}} to fire your team mates at the enemies.<br />
*'''Combo Power Attacks''': While in the Fighting pose, press {{B}} to do continuous combo slashes. <br />
*'''Circular Attack''': Once you are leveled up at least once, you can preform a circular attack. Results depend on level.<br />
**First level up: Omega fires machine gun bullets from his arm cannons.<br />
**Second level up: Omega activates the flamethrowers in his arm cannons.<br />
**Third level up: Omega fires missiles from his arm cannons.<br />
*'''Triangle Dive''': While in the air, press and hold {{A}} to descend slowly to the ground or to ascend by using an updraft. (ex. a fan)<br />
<br />
===Entire Team===<br />
*'''Chaos Inferno''': Press {{Z}} when your Team Blast gauge is filled. Shadow uses [[Chaos Control]] to freeze time, while Rouge lifts and rotates Omega, who fires large energy blasts from his arms to destroy all enemies. Time is frozen for the duration of the cooldown period. Pressing the {{Z}} button during this period causes time to start again.<br />
<br />
==Team Dark Objectives==<br />
* [[Seaside Hill]] — Get to the whale island! / Defeat 100 enemies!<br />
* [[Ocean Palace]] — Flee from the ancient ruins! / Defeat 100 enemies!<br />
* [[Grand Metropolis]] — Crush the city under the control of Eggman! / Defeat 100 enemies!<br />
* [[Power Plant]] — Escape from the chaotic plant! / Defeat 100 enemies!<br />
* [[Casino Park]] — Blast through the giant theme park! / Defeat 100 enemies!<br />
* [[BINGO Highway]] — Try the high-speed slides! / Defeat 100 enemies!<br />
* [[Rail Canyon]] — Find the entrance to Eggman's base! / Defeat 100 enemies!<br />
* [[Bullet Station]] — Annihilate Eggman's base! / Defeat 100 enemies!<br />
* [[Frog Forest]] — Get through the forest where the wild animals live! / Defeat 100 enemies!<br />
* [[Lost Jungle]] — Explore the deepest part of the jungle! / Defeat 100 enemies!<br />
* [[Hang Castle]] — Enter the spooky castle! / Defeat 100 enemies!<br />
* [[Mystic Mansion]] — Escape from the crazy castle! / Defeat 100 enemies!<br />
* [[Egg Fleet]] — Land on Eggman's flagship! / Defeat 100 enemies!<br />
* [[Final Fortress]] — Get to the core where Eggman is! / Defeat 100 enemies!<br />
<br />
==In ''[[Sonic Free Riders]]''==<br />
Team Dark also appears in Sonic Free Riders. However, Omega is inexplicably absent from the game. In his place is a recolored [[E-10000G]] that Rouge randomly picked out to fill the team. During the races, the robot ended up collapsing due to overuse, and which Shadow and Rouge decide to scrap it. At the end of the game, the robot actually turns out to be [[Metal Sonic]] in disguise.<br />
<br />
==Trivia==<br />
* Team Dark was the only team that actually had a new character (or, at least semi-new, because he is based off of [[E-102 Gamma]]), which is Omega.<br />
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{{SHOmni}}<br />
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[[Category:Characters]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Sonic_Advance_3/Hidden_content&diff=208773Sonic Advance 3/Hidden content2014-05-26T05:15:58Z<p>Sid Starkiller: You only need gold medals to get Boss Time Attack. And for whatever reason, Nonaggression doesn't count.</p>
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<div>== Cheat Codes ==<br />
These are cheat codes which can be accessed by inputting button sequences or by various other methods. <br />
<br />
=== Cheat Codes, All Versions ===<br />
*'''Special Stage Mode''': Complete all 7 special stages, then, on the main menu, press {{up}} {{R}} {{down}} {{L}} {{right}} {{left}}.<br />
*'''Extra Zone''': Get all 7 Chaos Emeralds, then beat the final zone with Sonic as the leader.<br />
*'''Unlock Sound Test''': Beat the final zone.<br />
*'''Unlock Time Attack (Boss)''': Get a gold medal in every zone, act and boss (except, for some reason, Extra Zone).<br />
*'''Unlock Knuckles''': Beat Zone 2 Act 3 with Sonic as leader.<br />
*'''Unlock Amy''': Beat Zone 4 Act 3 with Sonic as leader.<br />
*'''Unlock Cream''': Beat Zone 6 Act 3 with Sonic as leader.<br />
<br />
=== Codebreaker ===<br />
==== Official Codes, US version====<br />
{|class="prettytable"<br />
! Code||Description<br />
|-<br />
|0000E830 000A + 100B9B14 0007<br />
|Enable Code (Must Be On).<br />
|-<br />
|A30015DC 0000 + 8300160C 000F<br />
|Invincible (Only When Moving).<br />
|-<br />
|A30015DC 0000 + 8300161C 000F<br />
|Always Have [[Speed Shoes]].<br />
|-<br />
|8300094C 03E7<br />
|Infinite Rings.<br />
|-<br />
|33000954 0009<br />
|Infinite Lives.<br />
|-<br />
|8300094E 0200<br />
|Infinite/Low Time.<br />
|-<br />
|D0000020 0004 + 330015C7 0003<br />
|Hold Select To Pass Through Certain Objects.<br />
|-<br />
|730015DE 0200 + 830015C6 0001 + <br />
730015DE 0100 + 830015C6 0000<br />
|Press {{L}} For Reverse Gravity/Press {{R}} For Normal Gravity.<br />
|-<br />
|330015CC 00??<br />
|{{B}} Button Power Modifier (00=Normal Slide, 1F=Hammer, 29=Power Slide).<br />
|-<br />
|330015CD 00??<br />
|Jump Power Modifier (00=Normal, 0F=Boost Jump).<br />
|-<br />
|330015E8 00??<br />
|1st Character Modifier (00=Sonic, 01=Cream, 02=Tails, 03=Knuckles, 04=Amy).<br />
|-<br />
|33001734 00??<br />
|2nd Character Modifier (00=Sonic, 01=Cream, 02=Tails, 03=Knuckles, 04=Amy).<br />
|-<br />
|33001708 00D5 + 730018D4 000A + <br />
830018D4 00D5<br />
|Tails Never Gets Tired When Flying.<br />
|-<br />
|33001704 00D5<br />
|Cream Never Gets Tired When Flying.<br />
|-<br />
|33000540 001F<br />
|Enable All Characters.<br />
|-<br />
|83000558 7F09<br />
|All Levels Open.<br />
|-<br />
|83000562 FFFF<br />
|Have All Chaos Emeralds.<br />
|-<br />
|43000552 0909 + 00000004 0002<br />
|Have All 9 Keys.<br />
|-<br />
|83004120 000B<br />
|Unlock Special Stage Mode.<br />
|-<br />
|43004866 0000 + 00000007 08EC<br />
|Always Get A Chaos Emerald.<br />
|-<br />
|43000544 03FF + 00000007 0002<br />
|Have All Choas Found.<br />
|-<br />
|83000562 047F<br />
|Have All Chaos Emeralds.<br />
|-<br />
|D0000020 0001 + 830015DA FB00<br />
|Mega Jump.<br />
|}<br />
<br />
== Resources ==<br />
*[http://www.gamefaqs.com/portable/gbadvance/code/918892.html GameFAQs] - Regular cheat codes.<br />
*[http://www.cmgsccc.com/codes.php?do=view&id=5206#n4 Codebreaker] - Official Codebreaker codes.<br />
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{{SAdv3Omni}}<br />
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[[Category:Cheat codes|Sonic Advance 3]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Sunset_Hill&diff=200166Sunset Hill2013-03-20T03:04:23Z<p>Sid Starkiller: </p>
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<div>{{LevelBob|levelscreen=Sunset_Hill.png|levelno=Second|game=Sonic Advance 3|acts=3|theme1=tropical island|boss=Eggball No.2}}<br />
{{stub}}<br />
'''Sunset Hill''' is the second stage of [[Sonic Advance 3]]. It is heavily based on the first level of [[Sonic 1]], [[Green Hill Zone]], but with a dusk type setting, complete with palm trees and checkered soil. Even the palm trees are checkered! It also has Green Hill's music in a remix form.<br />
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Unique gimmicks here include waterslides, tall segmented springs that recoil the player a short horizontal distance, and vertical poles which the player can slide down and jump off of to either side using the jump button and the D-pad. There are also large, slow-moving floating platforms that can either assist you in navigating the stage or crush you, resulting in an instant death. Act 1 introduces [[water mechanics]] to [[Sonic Advance 3]].<br />
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This zone ends with a boss fight against [[Gemerl]] in Act 3. If this act is completed with [[Sonic]] in the lead (although at this point, the only other possible combination would be Tails-Sonic), a cutscene will play. It will feature Sonic and Tails meeting Knuckles, who expresses his desire to support whatever are they doing, to what Sonic just says that they won't need any help by now. Knuckles, even angry at this, is unlocked for the main game and time attack modes.<br />
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The boss of Sunset Hill Zone is a large [[Eggman]] mech/[[Gemerl]] wheel, which rolls around a circular arena and is vulnerable only in a small section (Eggman's cockpit). A switch on the ground temporarily activates a floating platform that both offers protection from the boss and allows you to damage it on the ceiling. This boss takes 8 hits to defeat on Normal Mode, and 6 hits on Easy Mode. As the boss accumulates damage, it will roll faster and faster, making it more difficult to avoid and precisely attack. Following the defeat of this boss, the player is taken to [[Ocean Base]] Zone.<br />
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{{SAdv3Omni}}<br />
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[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Ocean_Base&diff=200165Ocean Base2013-03-20T03:03:32Z<p>Sid Starkiller: </p>
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<div>{{LevelBob|levelscreen=Ocean_Base.png|levelno=Third|game=Sonic Advance 3|acts=3|theme1=underwater|boss=Ocean Base Boss}}<br />
{{stub}}<br />
'''Ocean Base Zone''' is an underwater base in [[Sonic Advance 3]] that can get confusing if you intend to rush your way through the zone blindly. The zone features polluted water and waterfalls that work similarly to the sand falls of [[Sandopolis Zone]] that Sonic can ascend to get to higher areas. <br />
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Other obstacles include giant crushers (some of which will sprout spikes a short while after you land upon them) and spike pits. Gimmicks here include giant fan propellers that slowly rise as you jump upon them (similar in appearance to a smaller gimmick in [[Sky Canyon]], [[Sonic Advance 2]]) conveyor belts, and rails that sometimes offer an alternative path to underwater routes.<br />
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{{SAdv3Omni}}<br />
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[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Toy_Kingdom&diff=200164Toy Kingdom2013-03-20T03:03:11Z<p>Sid Starkiller: </p>
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<div>{{LevelBob|levelscreen=Toy_Kingdom.png|levelno=Fourth|game=Sonic Advance 3|acts=3|boss=Eggcube}}<br />
{{stub}}<br />
'''Toy Kingdom''' is the only toy-themed level in the series, with different toys scattered throughout the level. This include springs that come out of boxes and toy soldier enemies. There are also Elephant slides and cute Panda Tea-cups for the player to ride, also suggesting it could be a theme park aimed at small children. Like the other even numbered zones, this zone ends with a mini-boss fight with [[Gemerl]]. If the player has Sonic in the lead, and finishes Act 3, [[Amy Rose]] will be unlocked for use in story and time trial.<br />
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Amy is listed as the last character in the intro and Character select screen, implying [[Cream]] would be unlocked here instead (with a zone-theme to match her personality), but instead, it is Amy.<br />
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{{SAdv3Omni}}<br />
[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Twinkle_Snow&diff=200163Twinkle Snow2013-03-20T03:02:52Z<p>Sid Starkiller: </p>
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<div>{{stub}}<br />
{{LevelBob<br />
|levelscreen=Twinkle_Snow.png<br />
|levelno=Fifth<br />
|game=Sonic Advance 3<br />
|acts=3<br />
|theme1=winter<br />
|boss=Egg Chase}}<br />
'''Twinkle Snow Zone''' is the customary ice level for ''[[Sonic Advance 3]]'', though possesses surprisingly few "snow" gimmicks. Mine carts offer a quick ride through portions of this zone. There are also a few collapsible platforms. Water is present within the zone, though it is mostly avoidable by taking a high route (this also helps avoid the bottomless pits, something many levels in SAdv3 have).<br />
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The boss battle takes place in a tall tower. Eggman scrolls up the screen, and you must escape him by jumping on a series of collapsible platforms. If a platform hits Eggman, he'll take damage. However, occasionally, he'll flip over and lob a spiked ball in your general direction. Eggman cannot be damaged while upside down. As Eggman takes damage, the stage will scroll upwards faster, Eggman's horizontal movement will be faster, and Eggman will use his chain-ball attack more frequently. After 8 platforms fall on Eggman (6 on the Easy setting), you'll win the battle and move onto Cyber Track.<br />
{{SAdv3Omni}}<br />
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[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Cyber_Track&diff=200162Cyber Track2013-03-20T03:02:19Z<p>Sid Starkiller: </p>
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<div>{{LevelBob|levelscreen=Cyber_Track.png|levelno=Sixth|game=Sonic Advance 3|acts=3|boss=Egg Pinball}}<br />
{{stub}}<br />
'''Cyber Track Zone''' is the sixth zone of ''[[Sonic Advance 3]]''. It shares traits with two levels from the [[Sonic Advance 2|previous Sonic Advance release]]: it's much like [[Techno Base]], regarding it's a digital-themed level, and like [[Egg Utopia]], in that the gravity shifts by itself, often indicated by arrows on the "wall" pointing up or down. Like many other levels in ''[[Sonic Advance 3]]'', this level is abundant with bottomless pits which makes the highest route often the safest, though it is possible to fall off the ''top'' of the screen. <br />
<br />
Act 3 of this zone ends with a fight with [[Gemerl]], who utilizes all of his previous moves plus a new shield technique that initially guards him from your attacks. If [[Sonic]] is in the lead when Act 3 is finished, [[Cream]] will appear, claiming to have gotten lost, and be unlocked for the player to use.<br />
<br />
The boss of this zone amounts to a game of dodgeball. Eggman is below the player, moving back and forth, launching blue crystal balls at the player, which ricochet when they make contact with a wall. You must attack these balls so that they turn red and become capable of damaging Eggman. Also note that standing on the red platforms to the right and left for too long will result in instant death. After Eggman is hit with 8 red balls (6 on the Easy setting), he is defeated, and you move onto the final zone, [[Chaos Angel]].<br />
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One lesser known fact is that the music for the level is actually a remix of ''Sonic Advance 2's'' Techno Base Zone, remixed four more times for the level's three acts and overworld map.<br />
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{{SAdv3Omni}}<br />
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[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Chaos_Angel&diff=200161Chaos Angel2013-03-20T03:01:34Z<p>Sid Starkiller: </p>
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<div>{{LevelBob<br />
|levelscreen=Chaos_Angel.png<br />
|levelno=Seventh<br />
|game=Sonic Advance 3<br />
|acts=3<br />
|theme1=ancient ruins<br />
|theme2=sky<br />
|boss=Egg Gravity}}<br />
{{stub}}<br />
Taking place above the sky, '''Chaos Angel Zone''' is the 7th zone in ''[[Sonic Advance 3]]''.<br />
<br />
In appearance, it is very similar to a temple or an altar. In the background, a moon and a large thunder head can be seen. Indoors, the walls are green with ancient writings on them. The interior areas are lit by lanterns. The 3rd act of this zone takes place almost entirely on floating platforms. The boss of this zone has its own theme, appropriately titled 7-Boss (and 7-Boss Pinch) in the Sound Test.<br />
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Apparently, Chaos Angel is located on [[Angel Island]], as it is graphically similar to the next level, [[Altar Emerald]], which has the [[Emerald Shrine|shrine]] of the [[Master Emerald]] in the background. <br />
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{{SAdv3Omni}}<br />
[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Altar_Emerald&diff=200160Altar Emerald2013-03-20T03:01:18Z<p>Sid Starkiller: </p>
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<div>{{LevelBob<br />
|levelscreen=Altar_Emerald_Zone.png<br />
|levelno=Normal Final<br />
|game=Sonic Advance 3<br />
|acts=1<br />
|boss=Gemerl & Hyper Eggrobo}}<br />
'''Altar Emerald''' is found after beating [[Chaos_Angel_Zone_Boss|Chaos Angel's boss]] by moving just a bit further and finding the Final Zone Ring (though, after completing the game, you will be automatically taken to Altar Emerald after beating [[Chaos Angel Zone|Chaos Angel]]). Its similar to [[Death Egg Zone]] in [[Sonic 2]] in that instead of a full-length platforming level, the zone is simply two back-to-back boss fights (with [[ring]]s, this time). Said bosses are [[Gemerl]] and [[Eggman]].<br />
<br />
After beating Eggman, if [[Sonic]] was the lead character and all 7 [[Chaos Emeralds]] were collected, the true final zone will appear, [[Nonaggression]]. If not, the normal ending will play.<br />
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Since the [[Master Emerald]] is found here, this area must be located on [[Angel Island]], and presumably represents the same place as the [[Emerald Shrine]] in ''[[Sonic Adventure]]''.<br />
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This zone's name is a bit of a play on words, as the [[Master Emerald]] "alters" the separated pieces of the planet, fully reunifying them into a single mass.<br />
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{{SAdv3Omni}}<br />
[[Category:Sonic Advance 3 levels]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Time_Warp_Plate&diff=200104Time Warp Plate2013-03-16T12:06:39Z<p>Sid Starkiller: </p>
<hr />
<div>'''Time Warp Plates''' were first introduced in ''[[Sonic CD]]''. They appear similar to [[Checkpoint|Lamp Post]]s, and are the basic means of transport between different time periods. In the future versions of the levels, 'Past' Plates appear, whereas 'Future' Plates are strewn about the past versions. The present versions have some of each. Upon touching a plate, it will spin around, and a 'Past' or 'Future' icon will appear next to [[Sonic the Hedgehog|Sonic]]'s life icon, indicating which kind was touched. To use it, run as fast as you can, and a warping effect will appear behind Sonic. After a few seconds of maintained speed, the icon in the corner will begin to flash. Continue running for a few more seconds and Sonic will travel through time. If you stop running while the icon is flashing, however, you will lose its power. This is a good way to prevent yourself from accidentally traveling through time.<br />
<br />
<gallery><br />
File:SCD_Past_Plate.png|A Past Time Warp Plate<br />
File:SCD_Future_Plate.png|A Future Time Warp Plate<br />
File:SCD_Warp_Effect.png|Keep running to travel through time!<br />
</gallery><br />
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[[Category:Items]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Time_Warp_Plate&diff=200103Time Warp Plate2013-03-16T12:00:42Z<p>Sid Starkiller: Created page with "'''Time Plates''' were first introduced in ''Sonic CD''. They appear similar to Lamp Posts, and are the basic means of transport between different time peri..."</p>
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<div>'''Time Plates''' were first introduced in ''[[Sonic CD]]''. They appear similar to [[Checkpoint|Lamp Post]]s, and are the basic means of transport between different time periods. In the future versions of the levels, 'Past' Time Plates appear, whereas 'Future' Time Plates are strewn about the past versions. The present versions have some of each. Upon touching a plate, it will spin around, and a 'Past' or 'Future' icon will appear next to [[Sonic the Hedgehog|Sonic]]'s life icon, indicating which kind was touched. To use it, run as fast as you can, and a warping effect will appear behind Sonic. After a few seconds of maintained speed, the icon in the corner will begin to flash. Continue running for a few more seconds and Sonic will travel through time. If you stop running while the icon is flashing, however, you will lose its power. This is a good way to prevent yourself from accidentally traveling through time.<br />
<br />
<gallery><br />
File:SCD_Past_Plate.png|A Past Time Plate<br />
File:SCD_Future_Plate.png|A Future Time Plate<br />
File:SCD_Warp_Effect.png|Keep running to travel through time!<br />
</gallery><br />
<br />
[[Category:Items]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SCD_Warp_Effect.png&diff=200102File:SCD Warp Effect.png2013-03-16T11:42:06Z<p>Sid Starkiller: Sonic attempting to travel through time in Sonic CD.</p>
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<div>Sonic attempting to travel through time in Sonic CD.</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SCD_Future_Plate.png&diff=200101File:SCD Future Plate.png2013-03-16T11:41:15Z<p>Sid Starkiller: A Future Time Plate in Sonic CD.</p>
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<div>A Future Time Plate in Sonic CD.</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SCD_Past_Plate.png&diff=200100File:SCD Past Plate.png2013-03-16T11:40:29Z<p>Sid Starkiller: A Past Time Plate in Sonic CD.</p>
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<div>A Past Time Plate in Sonic CD.</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_CD&diff=200099Sonic the Hedgehog CD2013-03-16T11:39:02Z<p>Sid Starkiller: /* Gameplay */</p>
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<div>:''For the 2011 remake, see ''[[Sonic the Hedgehog CD (2011)]]''.''<br />
{{Bob<br />
| bobscreen=Scd titlescreen.png<br />
| icon=SonicCD Win icon.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]], [[H.I.C.]]<br />
| producer=[[Minoru Kanari]], [[Makoto Oshitani]]<br />
| director=[[Naoto Oshima]]<br />
| system=[[Sega Mega CD]], Windows PC<br />
| releases=<br />
{{release|MCD|JP|23 September 1993|¥8,800|G-6021}}<br />
{{release|MCD|EU|October 1993||4407}}<br />
{{release|MCD|US|19 November 1993||4407}}<br />
{{release|PC|JP|9 August 1996|¥7,800 (''¥8,190'')|HCJ-0104}}<br />
{{release|PC|US|26 September 1996||85015}}<br />
{{release|PC|US (Expert)|1997||6805 01}}<br />
{{release|PC|US (Expert)|1998||6805 02}}<br />
{{release|PC|EU|3 October 1996||MK 85015}}<br />
| genre=Action<br />
|bbfc=u|pegi=3|esrb=e|grb=a|usk=6|oflc=g|cero=free|elspa=3|vrc=ga<br />
}}<br />
<br />
'''''Sonic the Hedgehog CD''''' (ソニック・ザ・ヘッジホッグCD) is the first and only ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' title released for the [[sega:Mega CD|Mega CD]] add-on for the [[sega:Sega Mega Drive|Sega Mega Drive]] console. Developed separately from the sequels done by [[Sega Technical Institute]], the game was directed by the creator of [[Sonic the Hedgehog|Sonic]], [[Naoto Ohshima]]. Introducing such fan favorites as [[Amy Rose]] and [[Metal Sonic]], it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.<br />
<br />
==Story==<br />
<br />
[[File:Sonic CD Mountain Art.jpg|thumb|190px|The main setting of ''Sonic the Hedgehog CD''.]]<br />
For one month out of the year, a mysterious miniature planet called the [[Little Planet]] appears over the enormous [[Never Lake]]. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses the mysterious gems will be able to freely move through time, just as the surface of Little Planet does.<br />
<br />
Almost expectantly, the news of such a place grabs the attention of [[Dr. Eggman]], the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by [[animals]] but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.<br />
<br />
As fate would have it, [[Sonic the Hedgehog]], the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...<br />
<br />
Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Chained to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognized the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.<br />
<br />
What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in [[Palmtree Panic]]. [[Amy Rose]], Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol. None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of [[Collision Chaos]], Sonic received his first glimpse of [[Metal Sonic]], a robotic duplicate that Eggman created specificly to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.<br />
<br />
"No problem! With a little courage, you can do anything!"<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:Peelout.png|thumb|190px|[[Sonic the Hedgehog]] preparing himself in [[Palmtree Panic]].]]<br />
Though some of the terminology is switched around, the basic premise of the classic ''Sonic the Hedgehog'' titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, [[Spikes (obstacle)|spikes]], [[Spring|springs]], and an assortment of other standard Sonic elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the [[sega:Sega Mega Drive|Sega Mega Drive]] hardware. Dropping the "Act" title entirely, each level is broken up into three seperate "Zones," the third zone being significantly shorter than the other two, but containing an encounter with Dr. Eggman at the end. While ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and its Mega Drive sequels had very straight forward battles with the doctor, the fights with him in ''CD'' are varied, taking less hits but being significantly more difficult.<br />
<br />
The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the control pad once again allows Sonic to curl up into his [[spin attack]], attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing down on the control pad while running also allows Sonic to curl up in his spin attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his [[spin dash]] move from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', albeit in an altered state. In ''Sonic 2'' and nearly every game that features the spin dash, all the player must do is press down and tap once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in ''Sonic CD'', the action button can be pushed only once, the control pad being held down for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the [[Super Peel-Out]]. Holding up as opposed to down, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go on the up of the control pad will still cause Sonic to run ahead, just not at his maximum.<br />
<br />
[[File:EGG-HVC-goodfuture.png|thumb|190px|The [[EGG-HVC-D01]], as pictured in the good future.]]<br />
One of the essential elements that make the ''Sonic CD'' experience unique is the use of the time travel mechanic. For the first two zones in each level, four different time periods can be visited: the present, the past, and two different futures - good and bad. Always starting in the present time zone, the player can make Sonic jump between the past and the future by running past [[Time Warp Plate|"Time Warp" plates]], adorned with the word "past" or "future." Each of the four potential time periods one can jump to feature completely new art reflecting where you are, with subtle changes in the layout. What may work as a quick way to blast through a zone in the present may be entirely impossible to get through in the past, and vice versa. These permutations in level design reflect on the way the levels are built in ''Sonic CD'', for while you can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and [[Monitor|item boxes]], but for items that can change the way a level works.<br />
<br />
Located somewhere in each version of the past for the first two zones of any given level is something known only as [[robotization|Eggman's machine]], the tool for which he harvests the magical flower seeds of Little Planet and uses them to fuel his [[badnik]] army. Though they can be found in the present and bad future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the robot enemies within the zone will cease to be, immediately breaking apart and letting the seed go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "good future" can be obtained in the zone, a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "bad future," which appears if you ignore the robot-making machine.<br />
<br />
[[File:QQboss.PNG|thumb|190px|The [[Robotnik (Quartz Quadrant Boss)|Quartz Quadrant boss]], where only running on a treadmill will defeat Dr. Eggman.]]<br />
For the third zone in each level, Sonic only starts off in the future, and depending on Sonic's actions in the first two zones, Sonic will start in either the "good" or "bad" future. If both of Eggman's machines are destroyed, the boss encounter will happen in the "good future," while if neither or only one was found, then the fight will happen in the "bad future." Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.<br />
<br />
The badnik army that fills each zone is also affected by any given time frame Sonic is within. In the present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to fight. In the "bad future," the rundown versions are all that are present, making them a breeze. In the past, each robot is shiny and new, as they are still being created. Finally, if Eggman's robot-making machine is destroyed and Sonic ventures into the "good future," not a single badnik will be seen, only the naturally occurring trapfalls such as spikes being in his way to wining the level.<br />
<br />
Within the game, there are not just one but two different ways to achieve the "good ending." The first is by going through and destroying each of Eggman's robot-making machines (fourteen in total) and making a "good future" for each level. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic [[Special Stage (Sonic CD)|Special Stage]]. Just as in the first ''Sonic the Hedgehog'', access to the stage is granted by finishing a zone with fifty [[Ring|rings]] and jumping into the [[Giant Ring]] to the right of the [[signpost]]. Using a psudo-Mode 7 effect and showcasing the power of the Mega CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven are collected, the good ending and its related animated winning sequence will appear, regardless of how many of Eggman's machines were destroyed during the game.<br />
<br />
Another destroyable item hidden in each of the past variants of the first two zones (except in [[Metallic Madness|the final level]]) are projectors featuring the image of [[Metal Sonic]] tormenting the [[animals]] found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the zone. Though not necessary for either ending, if one goes through and finds all twelve, a message touting the status of a super player will be shown after the end credits.<br />
<br />
===Time Attack===<br />
<br />
A new mode introduced in ''Sonic the Hedgehog CD'', Time Attack is as the name implies, giving the player the option to run through any particular zone as fast as possible, the best times being recorded in the Mega CD's RAM for posterity. As levels available are only those that have been finished in the main game, the point of the run through is simply to get from beginning to end, such elements as the Time Warp posts removed from the zone. Though basic enough, the mode serves an important purpose, offering up a collection of alternate bonus features to be unlocked if the total time for all zones is under a certain point:<br />
<br />
* Under 37'27"57: "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of [[Miles "Tails" Prower|Tails]], Dr. Eggman, and Metal Sonic.<br />
* Under 30'21"05: Time Attack for the Special Stages is added.<br />
* Under 25'46"12: "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.<br />
<br />
===Music and Sound===<br />
<br />
Because of the game's presentation on the CD format, ''Sonic the Hedgehog CD'' was the first game in the series to take full advantage of high quality, Redbook audio. [[Naofumi Hataya]] and [[Masafumi Ogata]] were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" levels, maintaining the basic elements but the sound reflecting on the mood the level presents. Though most of the themes are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist [[Keiko Utoku]], who also provided the voice of Sonic the Hedgehog in the game, while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples [[wikipedia:Bob Marley|Bob Marley's]] "[http://www.youtube.com/watch?v=tO2YPqfSBJw&fmt=18 Sun is Shining (Funkstar Remix)]", [[wikipedia:Hall_&_Oates|Hall & Oates']] "[http://www.youtube.com/watch?v=ccenFp_3kq8 I Can't Go for That(No Can Do)]" and "[http://www.youtube.com/watch?v=JoHOZ9Ud1gM Work That Sucker To Death]" by Xavier.<br />
<br />
Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians [[Spencer Nilsen]] and [[David Young]] compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, [[Sonic Boom]], an up-tempo version greeting those playing the American version and a slower rock version accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.<br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic CD Sound Test.png|thumb|190px|The no-frills version of the sound test.]]<br />
[[File:Sonic CD DAGarden.png|thumb|190px|The "D.A. Garden" sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test. For the songs themselves, visit either the [[Sonic CD (Japan & PAL Regions) OST]] for the original music made for the game, or the [[Sonic CD for Windows 95 OST]] for the American-exclusive soundtrack.<br />
<br />
{{multicol|<br />
*DA No. 00: [[Palmtree Panic]]<br />
*DA No. 01: Palmtree Panic "G" mix<br />
*DA No. 02: Palmtree Panic "B" mix<br />
*DA No. 03: [[Collision Chaos]]<br />
*DA No. 04: Collision Chaos "G" mix<br />
*DA No. 05: Collision Chaos "B" mix<br />
*DA No. 06: [[Tidal Tempest]]<br />
*DA No. 07: Tidal Tempest "G" mix<br />
*DA No. 08: Tidal Tempest "B" mix<br />
*DA No. 09: [[Quartz Quadrant]]<br />
*DA No. 10: Quartz Quadrant "G" mix<br />
*DA No. 11: Quartz Quadrant "B" mix<br />
*DA No. 12: [[Wacky Workbench]]<br />
*DA No. 13: Wacky Workbench "G" mix<br />
*DA No. 14: Wacky Workbench "B" mix<br />
*DA No. 15: [[Stardust Speedway]]<br />
*DA No. 16: Stardust Speedway "G" mix<br />
*DA No. 17: Stardust Speedway "B" mix<br />
*DA No. 18: [[Metallic Madness]]<br />
*DA No. 19: Metallic Madness "G" mix<br />
*DA No. 20: Metallic Madness "B" mix<br />
*DA No. 21: Boss!!<br />
*DA No. 22: Final Fever<br />
*DA No. 23: Title<br />
*DA No. 24: Time Attack Menu<br />
*DA No. 25: Zone Clear<br />
*DA No. 26: Speed Up!!<br />
*DA No. 27: Invincible!!<br />
*DA No. 28: Game Over<br />
*DA No. 29: [[Special Stage (Sonic CD)|Special Stage]]<br />
*DA No. 30: Little Planet<br />
*DA No. 31: Unused Warp Sound<br />
*DA No. 32: [[Sonic - You Can Do Anything]]/[[Sonic Boom]] (Intro)<br />
*DA No. 33: [[Cosmic Eternity - Believe in Yourself]]/Sonic Boom (Ending)<br />
*PCM No. 10: Palmtree Panic "P" mix<br />
*PCM No. 11: Collision Chaos "P" mix<br />
*PCM No. 12: Tidal Tempest "P" mix<br />
*PCM No. 13: Quartz Quadrant "P" mix<br />
*PCM No. 14: Wacky Workbench "P" mix<br />
*PCM No. 15: Stardust Speedway "P" mix<br />
*PCM No. 16: Metallic Madness "P" mix<br />
}}<br />
<br />
==Production Credits==<br />
===Mega CD Version===<br />
===PC Version===<br />
===2011 Versions===<br />
===Unknown Platform===<br />
{{multicol|<br />
===Main===<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Producers: [[Minoru Kanari]], [[Makoto Oshitani]]<br><br />
Director: [[Naoto Oshima]]<br><br />
Program Director: [[Keiichi Yamamoto]]<br><br />
Art Director: [[Hiroyuki Kawaguchi]]<br><br />
Sound Director: [[Yukifumi Makino]]<br><br />
Game Designers: [[Hiroaki Chino]], [[Kenichi Ono]], Yuichiro Yokoyama, [[Takao Miyoshi]], [[Akira Nishino]]<br><br />
Character Designer: [[Kazuyuki Hoshino]]<br><br />
Landscape Designers: [[Hiroyuki Kawaguchi]], [[Takumi Miyake]], Masahiro Sanpei, [[Masato Nishimura]], Hideaki Kurata<br><br />
Special Stage Designers: [[Kazuyuki Hoshino]], [[Judy Totoya]]<br><br />
Special Stage Progammer: [[Keiichi Yamamoto]]<br><br />
Animation Programmers: Yuichiro Mine, [[Eiji Horita]]<br><br />
Animation Visual Directors: [[Hiroyuki Kawaguchi]], Masahiro Sanpei<br><br />
Visual Design: [[Kazuyuki Hoshino]], [[Takumi Miyake]]<br><br />
Chief Programmer: [[Matsuhide Mizoguchi]]<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh ([[HIC]]), Noritaka Yakita ([[HIC]])<br><br />
BGM Composer and Arranged: [[Naofumi Hataya]], [[Masafumi Ogata]]<br><br />
Sound Effects: [[Yukifumi Makino]]<br><br />
Sound Programmer: [[Yukifumi Makino]]<br><br />
Development Support: [[Al Nilsen]]<br><br />
Promoter: Hiroyuki Tanaka<br><br />
<br />
===Animation Staff===<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toel Animation Co., Ltd<br><br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
===Secret Special Stage===<br />
Plan: Hiroaki Chino<br><br />
Sprite Design: Kazuyuki Hoshino<br><br />
Scroll Design: Yasushi Yamaguchi<br><br />
Sound: Masafumi Ogata<br><br />
Program: Keiichi Yamamoto<br><br />
Special Thanks: 3Pei, Majin, 100Shiki, [[sega:Syuji Takahashi|Syuji Takahashi]]<br><br />
<br />
===Special Edition for North America===<br />
Music Composed and Produced by: [[Spencer Nilsen]], David Young<br><br />
Vocals by: -Pastiche- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: [[sega:Sega Multimedia Studio|Sega Multimedia Studio]],[[sega:Sega of America|S.O.A]]<br><br />
Additional Music Composed and Produced by: [[sega:Sterling Crew|Sterling]]<br><br />
Bass: Bobby Vega<br><br />
Percusion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistant Engineers: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br><br />
<br />
Special Thanks: [[Naofumi Hataya]], [[Masafumi Ogata]], Daikou Nagato (Being Co., Ltd), [[Hiroshi Kubota]], [[Rieko Kodama]], [[Yoshiaki Kashima]], [[Takenobu Mitsuyoshi]], [[Masaru Setsumaru]], Hifiri Aoki, Stene Ray Burton, James Michael Spahn, Kounosuke Yoshio, [[Tomoko Sasaki]], Aki Kamta, [[Fujio Minegishi]], [[Jina Ishiwatari]], Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, [[Michikazu Tamamura]], Masumi Uchida, [[Tohru Watanuki]], [[Makoto Suzuki]], Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Keiko Utoku]][http://info.sonicretro.org/Image:Scd_Unknown_magazine.png]<br />
|-<br />
|[[Amy Rose]]<br />
|[[Lynn Harris]]<br />
|}<br />
<br />
==Manuals==<br />
<br />
* [[Sonic CD JP Manual]]<br />
* [[Sonic CD US Manual]]<br />
* [[Sonic CD US "Not for Resale" Manual]]<br />
* [[Sonic CD EU Manual]]<br />
* [[Sonic CD (PC) JP Manual]]<br />
* [[Sonic CD (PC) US Manual]]<br />
* [[Sonic CD (PC) EU Manual]]<br />
<br />
==Miscellaneous==<br />
<br />
===Game Revisions===<br />
<br />
In addition to the music changes found in the American version of ''Sonic CD'', the music that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future was achieved in the game. When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega CD was unable to handle. <br />
<br />
The PC port of the game was used as the basis for the version of ''Sonic CD'' used in the compilation title ''[[Sonic Gems Collection]]'', and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the [[sega:Nintendo Gamecube|Nintendo Gamecube]] version of the port, the [[Debug Mode]] game cheat was only half-enabled, the ability to place objects disabled due to one of the keys not being mapped to the Gamecube's controller.<br />
<br />
==Rereleases==<br />
<br />
*''[[Sega Family Fun Pak]]'' for the PC (1996)<br />
*''[[Sonic & Garfield Pack]]'' for the PC (1999)<br />
*''[[Sonic Action Pack]]'' for the PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[Sony PlayStation 2]] (2005)<br />
*''[[Sonic the Hedgehog CD (2011)|Sonic the Hedgehog CD]]'' for the [[Xbox 360]], [[PlayStation 3]], iOS, and Android (2011)<br />
<br />
==Adaptations==<br />
<br />
In an attempt to advertise ''Sonic the Hedgehog CD'' and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the [[Archie Comics]] series ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' used its [[Sonic the Hedgehog 025 (Archie)|25th issue]] to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its [[Sonic the Hedgehog (TV series)|Saturday morning]]-inspired universe. In the United Kingdom series ''[[Sonic the Comic]]'' published by [[Fleetway]], the adaptation to the game spanned multiple issues, covering issues [[Sonic the Comic 024|24]] through [[Sonic the Comic 028|28]]. While the first two parts of the tale were based in ''Sonic the Comic''-specific characters, the later parts of "Sonic the Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.<br />
<br />
==Resources==<br />
<br />
===Sonic CD PC Patch===<br />
<br />
{{ratings<br />
| icon=MCD<br />
| egm=85<br />
| egm source=[[Review Crew - Sonic the Hedgehog CD (Electronic Gaming Monthly, November 1993)|November 1993]]<br />
| gamepro=100<br />
| gamepro source=[[Review - Sonic the Hedgehog CD (GamePro, January 1994)|January 1994]]<br />
| mms=83<br />
| mms source=-[[Review - Sonic the Hedgehog CD (Mean Machines Sega, November 1993)|November 1993]]<br />
| mega=89<br />
| mega source=[[Review - Sonic the Hedgehog CD (Mega, October 1993)|October 1993]]<br />
| smz=91<br />
| smz source=[[Review - Sonic the Hedgehog CD (MegaZone, January 1994)|January 1994]]<br />
| segapro=90<br />
| segapro_source=[[Review - Sonic the Hedgehog CD (Sega Pro, November 1993)|#25 Pg 38/39/40]]<br />
}}<br />
* {{file|SonicCDfix.7z|Sonic CD patch}} for Windows XP and later - A patch created by community member Korama to allow the 1996 PC version of ''Sonic CD'' to work on modern computer machines.[http://forumsx.sonic-cult.org/index.php?showtopic=6039] It is important to note this patch is not compatible with the DINO release.<br />
<br />
===ISO Modification===<br />
<br />
====Hacking Guides====<br />
<br />
* [[SCHG:Sonic CD|Sonic Community Hacking Guide/Sonic CD]]<br />
* [[SCHG:Sonic CD (PC)|Sonic Community Hacking Guide/Sonic CD PC]]<br />
<br />
===Image Gallery===<br />
<br />
====Physical Scans====<br />
<br />
=====Mega CD=====<br />
{{Scanbox<br />
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<br />
=====PC=====<br />
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<br />
====Artwork====<br />
<br />
<gallery><br />
Image:SSS SONIC30.png<br />
Image:SSS SONIC35.png<br />
Image:SSS SONICD .png<br />
Image:SSS SONIC39.png<br />
Image:SSS SONIC36.png<br />
Image:SCD Metal Sonic Alternate.png<br />
Image:Metal cd02.png<br />
Image:SSS SONIC43.png<br />
Image:Soniccd with timestone.jpg<br />
Image:Sonic CD PC Clean.png<br />
Image:Sonic the Hedgehog CD Logo.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://sega.jp/pc/soniccd/ Sega of Japan catalogue page for the PC version]<br />
* [http://www.theghz.com/sonic/cd/sonic_cd.html http://www.theghz.com/sonic/cd/sonic_cd.html] - The page for ''Sonic the Hedgehog CD'' on [[The Green Hill Zone]].<br />
* [http://soniczone0.com/games/soniccd/backgroundinfo/ http://soniczone0.com/games/soniccd/backgroundinfo/] - A detailed look at ''Sonic the Hedgehog CD'' on the site [[Zone: 0]].<br />
<br />
{{SonicCDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicPCGames}}<br />
<br />
[[Category:Mega CD games]]<br />
[[Category:PC games]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Volkan_Cannon&diff=199000Volkan Cannon2013-03-06T21:18:40Z<p>Sid Starkiller: Created page with "The '''Volkan Cannon''' was first introduced in ''Sonic Adventure 2''. It is one of the main weapons of "Tails"' [[Cyclone (Sonic Adventure 2)|Cyc..."</p>
<hr />
<div>The '''Volkan Cannon''' was first introduced in ''[[Sonic Adventure 2]]''. It is one of the main weapons of [[Miles "Tails" Prower|"Tails"]]' [[Cyclone (Sonic Adventure 2)|Cyclone]] and [[Dr. Eggman]]'s [[Egg Walker (Sonic Adventure 2)|Egg Walker]]. It fires a small metal projectile and can destroy wooden crates. It can be upgraded (with the [[Bazooka]] for "Tails", and the [[Large Cannon]] for Dr. Eggman) to destroy steel crates as well.<br />
<br />
<gallery><br />
File:SA2_Basic_Volkan.png|The Egg Walker's Volkan Cannon<br />
File:SA2_Upgraded_Volkan.png|...and its upgrade<br />
</gallery><br />
<br />
[[Category:Moves]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Large_Cannon&diff=198999Large Cannon2013-03-06T21:18:01Z<p>Sid Starkiller: </p>
<hr />
<div>The '''Large Cannon''' is an upgrade available to [[Dr. Eggman]] in [[Sonic Adventure 2]]. It upgrades the [[Egg Walker (Sonic Adventure 2)|Egg Walker]]'s [[Volkan Cannon]], which allows it to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
[[Image:Largecannon sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': An upgrade to the Volcan Cannon so that it can destroy steel containers.<br />
*'''Location''': [[Weapons Bed]]. The path straight ahead will have a stack of steel containers, too high to jump over. Go into the center room in the building to the left. The Large Cannon while be behind the door.<br />
*'''Requirements''': None, except that the Jet Engine is incidentally needed to get to this point in the story (and will be required for the level in any case shortly after this item).<br />
*'''Required For''': Nothing in the story--the stack of metal containers can be circumvented in order to advance past the first carrier, as can all similar roadblocks later on. There's finally a blockade of boxes in [[Iron Gate]]'s final mission can can't be bypassed over or around, marking the one point where this item is required.<br />
*'''Equivalent''': Tails' Bazooka.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Bazooka&diff=198998Bazooka2013-03-06T21:17:47Z<p>Sid Starkiller: </p>
<hr />
<div>The '''Bazooka''' is an upgrade available to [[Miles "Tails" Prower]] in [[Sonic Adventure 2]]. It upgrades the [[Cyclone (Sonic Adventure 2)|Cyclone]]'s [[Volkan Cannon]], which allows it to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
[[Image:Bazooka sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Upgrades the Volkan Cannon so that it can destroy steel containers.<br />
*'''Location''': [[Eternal Engine]].<br />
*'''Requirements''': Booster.<br />
*'''Required For''': Nothing. There's a roadblock near the end of Eternal Engine that can't be torn down without this, but it can be circumvented along with most of the rest of the stage. Unless you're familiar with how to do this, though, you'll want the upgrade for that point.<br />
*'''Equivalent''': Eggman's Large Cannon.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SA2_Upgraded_Volkan.png&diff=198997File:SA2 Upgraded Volkan.png2013-03-06T21:11:00Z<p>Sid Starkiller: Dr. Eggman firing the Egg Walker's upgraded Volkan Cannon from Sonic Adventure 2 (Steam version).</p>
<hr />
<div>Dr. Eggman firing the Egg Walker's upgraded Volkan Cannon from Sonic Adventure 2 (Steam version).</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SA2_Basic_Volkan.png&diff=198996File:SA2 Basic Volkan.png2013-03-06T21:10:21Z<p>Sid Starkiller: Dr. Eggman firing the Egg Walker's Volkan Cannon from Sonic Adventure 2 (Steam version).</p>
<hr />
<div>Dr. Eggman firing the Egg Walker's Volkan Cannon from Sonic Adventure 2 (Steam version).</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Bazooka&diff=198993Bazooka2013-03-06T20:52:16Z<p>Sid Starkiller: Created page with "The '''Bazooka''' is an upgrade available to Miles "Tails" Prower in Sonic Adventure 2. It upgrades the Cyclone's Volkan Cannon, which ..."</p>
<hr />
<div>The '''Bazooka''' is an upgrade available to [[Miles "Tails" Prower]] in [[Sonic Adventure 2]]. It upgrades the [[Cyclone (Sonic Adventure 2)|Cyclone]]'s Volkan Cannon, which allows it to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
[[Image:Bazooka sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Upgrades the Volkan Cannon so that it can destroy steel containers.<br />
*'''Location''': [[Eternal Engine]].<br />
*'''Requirements''': Booster.<br />
*'''Required For''': Nothing. There's a roadblock near the end of Eternal Engine that can't be torn down without this, but it can be circumvented along with most of the rest of the stage. Unless you're familiar with how to do this, though, you'll want the upgrade for that point.<br />
*'''Equivalent''': Eggman's Large Cannon.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Sonic_Adventure_2&diff=198992Sonic Adventure 22013-03-06T20:50:14Z<p>Sid Starkiller: /* Dr. Eggman */</p>
<hr />
<div>:''For the GameCube remake, see [[Sonic Adventure 2: Battle]]. For the downloadable version, see [[Sonic Adventure 2 (2012)]].''<br />
{{Bob<br />
|bobscreen=Sa2_title.png<br />
|screenwidth=320<br />
|publisher=[[Sega]]<br />
|developer=[[Sonic Team]], [[Sonic Team USA]]<br />
|producer=[[Yuji Naka]]<br />
|director=[[Takashi Iizuka]]<br />
|system=[[Sega Dreamcast]]<br />
| releases=<br />
{{release|DC|JP|23 June 2001|¥5,800|HDR-0165}}<br />
{{release|DC|US|24 June 2001||51117}}<br />
{{release|DC|EU|23 June 2001||MK-51117-50}}<br />
|genre=Action<br />
|esrb=e|elspa=3|oflc=g8|djctq=12<br />
|sell=tp<br />
|usk=0}}<br />
<br />
'''''Sonic Adventure 2''''' (ソニックアドベンチャー 2) is the second three-dimensional platformer (and third overall title) staring [[Sonic the Hedgehog]] on the [[sega:Sega Dreamcast|Sega Dreamcast]]. The follow-up to its highly-praised predecessor ''[[Sonic Adventure]]'', it also ended up becoming one of the swan songs for the system. Released shortly after [[sega:Sega|Sega]] announced the discontinuation of the hardware and its removal from the console business, the game not only became the last Sonic title produced for a Sega system, but the first ever Sonic title ported to a non-Sega system, in the form of ''[[Sonic Adventure 2: Battle]]''.<br />
<br />
==Story==<br />
<br />
[[File:Gerald and maria.png|thumb|190px|Professor Gerald and Maria.]]<br />
Fifty years ago, there was a brilliant, gifted scientist known to the world as [[Professor Gerald Robotnik]]. Though well known in his fields of study, he dedicated his life to his granddaughter, [[Maria Robotnik]]. It was because of her that he found joy in an otherwise harsh world. Because of his renowned status, the leader of the [[United Federation]] contacted the brilliant mind to assist on a research project that could change the very fate of the world: "Mankind's ultimate eternal dream, researching for immortality." Though at first he refused for fear that it crossed the limits that man should dare tamper with nature, he eventually relented when he discovered that Maria had been diagnosed with a genetic disorder known as [[Neuro Immunodeficiency Syndrome]]. Referred to as "N.I.D.S." for short, the rare disease was known to be fatal, with no cure as of yet discovered by medical science. Distraught over the idea of losing his granddaughter, Professor Gerald reversed his decision, telling the President that he would indeed assist in the quest for immortality, hoping to use the research to find a cure for Maria.<br />
<br />
The grandfather and daughter pair were soon shuttled into space to live aboard the [[Space Colony ARK]], a [[wikipedia:Bernal sphere|Bernal-sphere]] space station designed to hold numerous research facilities and double as a living area not just for the researchers and military personal who worked aboard, but for their families as well. Once on-board, Professor Gerald began work on "[[Project Shadow]]," code-named as such because of the many people who felt that what Gerald was working on was just as intangible as a shadow.<br />
<br />
The first order of business that Gerald tackled was to study the mysterious gems known as the [[Chaos Emeralds]], wanting to see how their infinite energy could be applied to living things. The result of this research were the [[Chaos Drives]], specially designed to have artificial energy be applied to a variety of objects, from military-approved robots to living tissue. With the experimental drives ready for use, "Project Shadow" was finally ready to begin its next phase - the creation of the "Ultimate Lifeform." Initially starting out with a prototype design, the creature the research team hoped to bring to life started out as a lizard-esque being. Later named the [[Biolizard]], the Chaos Drives helped bring it to life on the 27th of January, the entire team celebrating at their success. Being the first man-made artificial lifeform, the group watched as the creature rapidly grew, becoming stronger and able to not only heal itself from damage, but regenerate lost limbs and other body parts.<br />
<br />
[[File:Project Shadow Logo.png|thumb|190px|The "Project Shadow" logo.]]<br />
However, this success soon proved to be a burden, as the animalistic side of the creature began to grow wild and uncontrollable. Fearful of the implications of the prototype, the leader of the faction of the military organization known as the [[Guardian Units of Nations]] - G.U.N. - grew untrusting of Gerald Robotnik. With private information being leaked to the top officials about "Project Shadow," the top brass of G.U.N. soon began brainstorming their own secret plan. Codenamed "ARK's Indestructible Seal," the intention was to fake a biohazard accident aboard the space colony, evacuating the majority of the residents, in the process using the ruse to seal off "Project Shadow," have Gerald's entire team become "victims" and place all of the blame on the elderly professor.<br />
<br />
As the G.U.N. conspirators began to plan their next move, Professor Gerald's next phase in "Project Shadow" was already underway. Proceeding with the data he learned from the prototype's successes and failures, the man of science silently created a more advanced "Ultimate Lifeform," its very genetic structure tied to the powers of the Chaos Emerald. Dubbed "[[Shadow the Hedgehog|Shadow]]," the hedgehog-shaped artificial lifeform did not need a life-support system as the lizard prototype did, instead able to do both simple and complex tasks on his own. Along with a far greater intelligence, the black hedgehog took on his own identity, being far closer related to the humans living on the colony than the bestial creature that hid in its lower decks.<br />
<br />
Almost immediately, Shadow the Hedgehog befriended Maria, the two becoming constant companions on the ship. Unfortunately, their friendship would prove to be short lived, the G.U.N. forces unable to wait any longer. In an instant, the colony became a war zone, the young girl realizing that her new friend was in danger. Risking everything, Maria escorted Shadow to safety, placing him inside an escape pod. As she wished him farewell, the Ultimate Lifeform could do nothing as he watched the G.U.N. agents burst in, striking her down with a single bullet, her final words echoing in his mind as he plummeted to the planet below...<br />
<br />
[[File:SA2 Chaos Control.png|thumb|190px|Shadow the Hedgehog, using Chaos Control.]]<br />
13 Presidential administrations later, [[Dr. Eggman]], the grandson of Gerald Robotnik, decided to look into his family's past for inspiration, the desire to rule Earth still burning within. Uncovering the forgotten journals of his grandfather, Eggman learned of the botched "Project Shadow," becoming aware that the final results of the project were actually hidden deep within a military base. Powering up a variant of his [[Eggmobile]], Eggman decided to break into [[Prison Island]] and uncover its secrets. Typing in a password echoing a tragic loss, the mad genius came across his grandfather's legacy, the living Shadow the Hedgehog, having been trapped for the last five decades in cryogenic stasis. Offering a wish to the doctor, Shadow asked for one thing in return: Chaos Emeralds. With blurred images of past events and broken dreams, Shadow told Eggman to meet him once more on the deck of the now-abandoned Space Colony ARK when he was ready.<br />
<br />
Meanwhile, [[Sonic the Hedgehog]], trying to once again enjoy himself, was taken off guard as he found himself unexpectedly arrested by G.U.N. Accusing the hedgehog of not only stealing a Chaos Emerald but also of escaping Prison Island, Sonic found himself handcuffed on the helicopter of unit Sigma Alpha 2. Knowing himself innocent of whatever alleged crime he had been accused of, Sonic broke free from his captors, ripping off part of the wing to the plane and descending onto the capital city below. Once landed, and still escaping from G.U.N.'s forces, Sonic discovered the "fake" hedgehog that he's been mistaken for - Shadow the Hedgehog. Witnessing Shadow using the green Chaos Emerald to perform "[[Chaos Control]]," the true blue hedgehog only has one thought on his mind: to clear his name and track down this dark-hued impostor, not knowing that the key to this "faker's" true identity also holds the key for saving the world.<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
As opposed to having each character selectable as in the first ''[[Sonic Adventure]]'', the method in which the cast of six are chosen and played was modified to make ''Sonic Adventure 2'' a distinct entity. The player choosing either "Hero" or "Dark," the story is presented with the characters rotating through, each stage having a different character as playable to progress the saga of Shadow the Hedgehog. Because of the duality nature of the game, the three pairs of Hero/Dark share very similar controls and objectives with each other.<br />
<br />
As the game can sometimes get confusing, the hint system found within ''Sonic Adventure'' returns, but instead of being the calming voice of [[Tikal]] the words of wisdom have been replaced with a mechanical being known as [[Omochao]], its features based on the liquid a-life.<br />
<br />
====Hero Side====<br />
<br />
=====Sonic the Hedgehog=====<br />
<br />
[[File:Metalharbor.png|thumb|190px|Sonic running through [[Metal Harbor]].]]<br />
Sonic the Hedgehog, once again being the title character, receives the most emphasis in the game, both being central to the plot and in the number of playable levels within the game. Taking most of its cues from ''Sonic Adventure'', Sonic controls in a very similar manner, fully controllable in the 3D world with the use of the control stick. Needing to get from the beginning to the end of the level (sometimes with a time limit, sometimes without), Sonic must traverse the numerous traps, pitfalls, [[Badnik|badniks]] and G.U.N. robots in his path. Once again, the primary jump button becomes the player's most valuable defense in the world of Sonic, a simple push causing Sonic to curl into a ball and jump into the air and performing the [[spin attack]], his spikes becoming the hedgehog's natural weapon. Pressing the jump button twice will once again allow the [[homing attack]] to kick into gear, Sonic automatically targeting whatever enemy or other attractable item may be present. The two-button setup also makes a return, the "action" button now having numerous possibilities mapped to it. As more actions become available to the player, an alert in the lower corner of the screen will tell what specific action Sonic will perform when it is pressed. The "y" button on the Dreamcast controller will allow the actions to cycle through, giving the player the option to perform a completely different action than what the game suggests.<br />
<br />
The standard function the action button performs when pressed once is the [[somersault]], a new move that attempts to reproduce the function of the basic spin from the classic games, causing Sonic to roll and attack any nearby enemies. This ability also allows Sonic to spin through small openings to allow him to reach other areas of any given level. Pressing and holding the action button causes Sonic to charge up his now-vintage [[spin dash]], the extra time needed to hold the button between the first ''Adventure'' and ''Adventure 2'' meant to emulate the time that was spent charging the spin dash in the classic games. Letting go of the button causes Sonic to burst ahead in his curled form, crashing through anything in his way. Other low-key abilities that are mapped initially to the action button are the abilities to pick up, carry and throw items, and the ability to whistle. Though not useful in standard gameplay, whistling can come in handy when exploring the level and finding the occasional pipe sitting in the corner, the whistle sometimes causing an [[animal]] to pop out and be picked up for later use in the [[Chao Garden]].<br />
<br />
[[File:Cityescape.png|thumb|190px|Sonic the Hedgehog in the San Francisco-inspired [[City Escape]].]]<br />
Though not part of the repertoire of actions available by the push of a button, one of the main abilities connected to Sonic (and featured in nearly every Sonic game afterwards) introduced in ''Sonic Adventure 2'' is the ability to [[grind]]. Similar to one of the main play mechanics of the Sega game ''[[sega:Jet Set Radio|Jet Set Radio]]'', certain surfaces such as rails can now be jumped on by Sonic and, when done so, allow the character to slide across it, accompanied with a grinding sound effect. The grinding ability also becomes an essential part of the scoring system within the game. Though every Sonic title up to this point has had a score connected to the number of subsequent badniks destroyed without hitting the ground, the grind rail provides another scoring opportunity that, when connected with a chain of enemies finished off with the homing attack, can cause up to an extra 2000 points added at any given time.<br />
<br />
Just as in the first ''Adventure'', there is once again a plethora of [[Sonic Adventure 2 upgrades|upgradeable items]] within the game to give Sonic a variety of additional abilities, some familiar and others new. As ''Sonic Adventure 2'' has done away with the Adventure Field, each item in the game is found in one of the levels that Sonic must progress through. The [[Light Shoes]] from the first game make a reappearance, located within [[Metal Harbor]]. Giving Sonic the ability to use the [[Light Dash]], the hedgehog no longer needs to charge up his spin dash to make use of his new pair of shoes. Instead, a simple tap of the action button is all that is needed to make Sonic follow a perfectly formed trail of [[Ring|rings]] in his path. The [[Ancient Light]] also returns, found hidden in [[Green Forest]]. Just as the Light Dash, the [[Light Attack]] no longer needs the spin dash charge to be used against a string of enemies, making quick work of them. A total of four new upgrades are also available to Sonic, giving the hedgehog the most in the game. The first of these is the [[Bounce Bracelet]] within [[Pyramid Cave]]. Giving Sonic the [[Bounce Attack]], the new ability lets Sonic bounce far higher than his standard jump allows, also giving the blue blur the ability to break the ground below him, be it glass or crates. The [[Flame Ring]], found in [[Crazy Gadget]], causes Sonic's somersault to be more powerful, letting the normally unbreakable steel crates in the game succumb to the hedgehog's might. The [[Magic Gloves]] located in Sonic's first level, [[City Escape]], can only be reached once Sonic has gotten the Bounce Bracelet and the Flame Ring. Though nothing more than a fun aside, the item allows Sonic to use the [[Magic Hands]] ability, enabling the player to turn any nearby enemy into a ball they can carry and subsequently throw. The final item available to Sonic (as well as the other five playable characters) is the [[Mystic Melody]]. Hiding out in [[Final Rush]], the magical tune only becomes useful when standing near the various miniature ruins that are hiding within each stage, causing various platforms to appear or doors to open. Though unnecessary in standard game play, it becomes useful during the subsequent "Find the Lost [[Chao]]" missions.<br />
<br />
The ever-constant ring is still Sonic's most valuable [[Sonic Adventure 2 objects|item]] in the game, collecting them giving Sonic the ability to be hit without losing a life. The fleet of [[monitor|item boxes]] found in the first ''Adventure'' title also make an appearance. Staples such as the extra life, invincibility and speed shoes return, along with the plethora of ring boxes offering five, ten, and twenty rings at any given time. The Jiryoku Barrier is once again available, attracting rings while protecting Sonic from harm. The standard [[shield]] is also found within the item boxes hiding out. The explosion item, which destroys all the enemies on screen, can also occasionally be found. [[Spring|Springs]], [[Spikes (obstacle)|spikes]], and [[Checkpoint|Point Markers]] also come to life, reproducing the effects from their previous outings. However, in addition to marking Sonic's place in the level, the Point Markers also serve to provide Sonic with power-ups, ranging anywhere from rings to speed shoes and shields.<br />
<br />
In total, Sonic experiences six stages within the game: City Escape, Metal Harbor, Green Forest, Pyramid Cave, Crazy Gadget and Final Rush. For each, the goal is to reach the [[Goal Ring]], signaling the end and either starting up a boss battle or a new level, most likely with another character and continuing the story.<br />
<br />
=====Miles "Tails" Prower=====<br />
<br />
[[File:Prisonlane.png|thumb|190px|Miles "Tails" Prower attempting to save Sonic the Hedgehog.]]<br />
Taking a far departure from his gameplay thus far, [[Miles "Tails" Prower]]'s controls are far closer to the way [[E-102 Gamma]] controlled in the first ''Sonic Adventure'' than how "Tails" behaved in the same game. Utilizing the Tornado III (also known as the [[Cyclone (Sonic Adventure 2)|Cyclone]]), the versitle craft resembles the [[Tornado]] II in style and color, but lacks the ability to use a Chaos Emerald as its power source. However, what it lacks in a fuel source it more than makes up for in functionality, being able to turn into a walking powerhouse of artillery. With a simple press of the action button, "Tails" can fire his [[Volkan Cannon]], shooting straight ahead in the hopes of hitting an enemy or, more than likely, breaking a crate that may be in his way. Holding down the action button allows the Cyclone to lock on to any nearby target, shooting at them in rapid succession. However, the laser beam used to lock on only lasts for a short amount of time, so if the player continues to hold down, all the targets will disappear, causing the need to start from scratch. Tapping the action button when in front of enemies also allows the [[Propeller Punch]] to come into effect, a chained projectile firing from the front of the Cyclone and punching whatever is in the way. <br />
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There are also a number of upgrades available for "Tails," some of them necessary and others simply to make life easier in the fox's original creation. The first of these is the [[Booster]], found in [[Mission Street]]. Pressing and holding the jump button allows the Cyclone to hover, the slow decent necessary to cross over certain pits needed to progress. The [[Bazooka]], a Volkan Cannon upgrade in [[Eternal Engine]], increases the firing power of the mounted cannon, adding the steel crates located about to the repertoire of destroyable items for "Tails" and his machine. One of the optional upgrades, the [[Laser Blaster]], performs exactly as it did in ''Sonic Adventure'' for E-102. Hidden in [[Prison Lane]], it gives the homing missiles the walker shoots out a larger attack pattern, able to decimate more enemies at once. Finally, just as Sonic has access to it, "Tails" can also pick up the Mystic Melody upgrade. Appropriately found in the [[Hidden Base]], the item performs the same function, giving "Tails" a tune that will allow the various [[Knuckles Clan|Knuckles Tribe]] Pedestals hidden about to perform various functions, used to assist in the "Find the Lost Chao" segments.<br />
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Introduced in a cutscene echoing "Tails'" original scene in the first ''Adventure'', the young mechanical genius goes off to [[Prison Island]] to rescue Sonic, who has been recaptured after the events of [[City Escape]]. After transforming his ship into the Cyclone upon landing, "Tails" finds [[Amy Rose]] already there, with her own plans on saving Sonic. Telling her to stay out of trouble (which she promptly ignores), the two-tailed fox rushes into the complex, giving players their first taste of this altered control scheme. Though rings are just as important as ever, the Cyclone has a health bar in addition to the ring count. If "Tails" gets hit without any rings, but the bar still has energy within, the hit will not result in the loss of a life, adding a buffer to the character that did not exist before. The bar, which begins as a dark blue but moves to red when almost finished, can only be replenished with rings. Also, while the variety of item boxes are prominent in "Tails'" stages, an additional item box with a first-aid kit pictured within can sometimes be found, its effect causing a full restoration of the health bar on the bottom of the screen. The various item box powerups are also scattered through the various levels in an alternate balloon format, either needing a simple shot of the Volkan Cannon or the Cyclone to fly through to let it be activated.<br />
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In total, Miles "Tails" Prower shoots his way through four separate levels: Prison Lane, Mission Street, Hidden Base, and Eternal Engine. For each, "Tails" must reach the Goal Ring at the end of the level, his grade signaling either a boss encounter or the next level staring a different character.<br />
<br />
=====Knuckles the Echidna=====<br />
<br />
[[File:Sa2 chaos.png|thumb|190px|Knuckles the Echidna confronting an [[Artificial Chaos P-1]].]]<br />
Retaining his gameplay from the first ''Adventure'' title, [[Knuckles the Echidna]] controls in the same basic function as the other characters. With the control stick moving the character about across a three-dimensional plane, the jump button allows the echidna to enter the ever faithful spin attack. Pressing jump twice initiates Knuckles' [[Power Glide|gliding]] abilities, letting the player cross large distances as the character slowly descends to Earth. Gliding into a wall, or simply pressing jump twice near one also lets the Guardian of the [[Master Emerald]] climb up surfaces. The forward [[Punch Attack]] also makes its grand return, either with the simple touch of the action button, or a two-to-three punch combo depending on the number of quick, successive pushes of the button that are done. An additional punching ability has also been included, called the [[Spiral Upper]]. By rotating the control stick in a 360-degree angle and pressing the action button, the player can shoot the character up in the air, punching whatever may be right above. The opposite can also be performed by pressing the same button while Knuckles is gliding, causing him to fire towards the ground as quickly as possible in a fury of strength. As Knuckles goes through various levels that involve interactive water, the ability to swim has been introduced with the echidna. Once only exclusive to "Tails" in ''[[Sonic the Hedgehog 3]]'', Knuckles can jump in water, automatically caught hovering on the surface. Pressing the action button causes the player to dive, the control stick guiding the way, the jump button emulating its purpose by having Knuckles return to the surface. Though sometimes forced to be underwater, it is always important to remember to look out for an air bubble, or to surface often, as Knuckles still needs to breathe else forfeit a life. Being able to pick up items and use the new whistle are also part of Knuckles' repertoire.<br />
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A slew of upgradable items, both old and new, are also hidden about the levels Knuckles explores. The [[Shovel Claw]] from ''Sonic Adventure'' makes a return, letting Knuckles dig into the ground. Digging can happen while standing, while climbing, or by pressing the action button while gliding, letting Knuckles [[Drill Claw|immediately dig]] at first contact. With the preceding item found in [[Pumpkin Hill]], an item almost nearly as important (though not a necessity) is hidden in [[Aquatic Mine]]: the [[Air Necklace]]. The necklace lets the player relax while underwater, not having to search for air or surface, the item giving Knuckles an uninterrupted stream of air. The [[Hammer Gloves]] located in [[Death Chamber]] provide the extra strength necessary for Knuckles to punch through steel containers. This becomes helpful to collect another of Knuckles' upgrade items, the [[Sunglasses]]. When found in [[Meteor Herd]], the player can either have them on or off Knuckles' eyes. Aside from simple aesthetics, the glasses prove to have another use: to uncover invisible objects such as springs or item boxes. Though unnecessary in standard play, they become helpful in some of the final missions for each level Knuckles plays through. Finally, the now-familiar Mystic Melody is also an item the echidna can find, hidden in [[Wild Canyon]] and useful in the "Find the Lost Chao" missions.<br />
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While "Tails" directly enters the story by looking for Sonic the Hedgehog, Knuckles instead stumbles into the events unknowingly, getting wrapped into everything due to [[Rouge the Bat]] stealing the Master Emerald in an unseen encounter. Fighting with the bat girl, they are both taken aback as Dr. Eggman appears from out of nowhere, stealing the Master Emerald himself for no true purpose, but to simply have it in case he needs it down the line. Furious, Knuckles leaps into the air, smashing the emerald to pieces knowing that, because of what occurred in ''Sonic Adventure'', he can collect the pieces and restore it once more. It is not until he meets Sonic and Tails by chance that he gets wrapped up in the larger story involved. Even after this event, though, Knuckles' goal remains largely the same in each level. Just as in the first game, Knuckles must climb, glide, and dig his way through each area trying to find the three pieces of the Master Emerald (or in the case of Death Chamber, the three Eggman keys to continue on with his search). In lieu of the [[Hint Orb|hint orbs]] from the first game, the ability to find hints as to where the shard locations are is found inside [[space probe|space probes]] located in each level. Looking more like floating computer screens than anything else, walking over and pressing the action button will cause a hint to show up, slyly pointing as to where the emerald piece could be. The radar at the bottom of the screen also returns, but has been changed significantly. Instead of being able to find all three emerald shards at once, the radar only works for one at a time, meaning the player could be right on top of a piece and not even know it. The reason for this change has been done in terms of scoring: finding a piece quickly and without hints will add an extra 2000 points to your total, while spending longer and using the hints will cause it to move down to 1000, 800, or all the way down to 100 points. Finding a piece out of sequence will award the player 2000 points regardless of the status of the piece being looked for.<br />
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In total, Knuckles has five levels that he must explore in order to find the Master Emerald pieces and restore the item he is sworn to protect: Wild Canyon, Pumpkin Hill, Aquatic Mine, Death Chamber, and Meteor Herd. Only after collecting all three pieces in a given level will the game continue on, either entering a boss fight or moving on to the next level featuring a different playable character.<br />
<br />
====Dark Side====<br />
<br />
=====Shadow the Hedgehog=====<br />
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[[File:Radicalhighway.png|thumb|190px|Shadow the Hedgehog escaping from the G.U.N. forces in [[Radical Highway]].]]<br />
To match with the themes of good versus evil and "Hero" versus "Dark," Shadow the Hedgehog is the playable counterpart of Sonic in terms of control and goals in the game. Using the control stick to move about, the jump button performs the same function, allowing Shadow to curl up into the spin attack and trash whatever foes are nearby. Also able to replicate the homing attack, the action button reveals a similar catalog of moves, both the somersault and the spin dash behaving just as they do for Sonic. Being able to pick up items and throw them, as well as the whistle function, are at Shadow's fingertips.<br />
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Each of the four upgrades available to Shadow are also either exactly the same as ones Sonic can receive, or different in name only. The [[Air Shoes]] that are hidden in [[White Jungle]] serve a similar purpose as the Light Shoes do for Sonic, giving Shadow the ability to perform the Light Dash near a string of rings. Just as Sonic, the dark hedgehog has no need to charge himself up beforehand, being able to simply stand near the collected rings and have the action happen with the push of a button. Found in [[Sky Rail]], the Ancient Light also returns, the Ultimate Lifeform able to replicate the Light Attack and smash through enemies in a new, yet familiar way. The Flame Ring, which was also new to Sonic in this installment, makes its way into Shadow's [[Radical Highway]], letting the G-ordained steel containers break apart as if wood under Shadow's somersault. The final upgrade available, conveniently found in [[Final Chase]], is the Mystic Melody. Helpful in the "Find the Lost Chao" missions, the tune to activate the Knuckles Tribe Pedestals comes just as natural to Shadow as it does the rest of the cast.<br />
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Fueled by half-remembered memories and the desire for revenge, Shadow the Hedgehog rushes through four levels total: Radical Highway, White Jungle, Sky Rail and Final Chase. The objective in each is familiar: to reach the end of the level, hitting the Goal Ring to signal the end. Except for White Jungle, each level forgoes having a time limit, and when completed marks either a boss encounter or the next level, a different playable character now in control.<br />
<br />
=====Dr. Eggman=====<br />
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[[File:Sa2 hunchedgunhunter.png|thumb|190px|Dr. Eggman in the heart of the G.U.N. fortification.]]<br />
In an interesting twist, Dr. Eggman behaves in a similar fashion to Miles "Tails" Prower in terms of playstyle within the game. Using a modified Eggmobile dubbed the [[Egg Walker (Sonic Adventure 2)|Egg Walker]], the mad genius shares much in common with his earlier creation, E-102 Gamma. With a Volkan Cannon attached to the body, Dr. Eggman is able to swiftly target and shoot whatever may be in his way, more than likely being the forces of G.U.N. trying to stop his plans for world domination and his invasion of their resources. The action button performs the same functions as they do for "Tails," a simple tap shooting out a bullet from the cannon, holding down the button allowing the laser to lock on and shoot missiles at numerous tagets. The time limit for the laser still applies, Eggman's tech not being that much different than what his fox counterpart uses. The jump button also performs the basic action, though because he is in a walker, Eggman is unable to even try and attempt some form of the spin attack. His walker also has its own form of the Propeller Punch, a chained projectile able to knock back whatever moving target might be directly in front of the mad genius.<br />
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In terms of upgrades, Dr. Eggman has five available to him during the game, most of them being similar or exactly the same to "Tails." The first, and arguably most important of these, is the [[Jet Engine]], which gives the Egg Walker the ability to hover after jumping in the air, or to hover in case of accidentally falling off the edge, hoping to land on some lower platform and avoid certain death. Located in [[Lost Colony]], it becomes a valuable asset. The G.U.N.-controlled [[Weapons Bed]] becomes the scene where the [[Large Cannon]] upgrade is found, letting Eggman fire through the steel containers covered in the G.U.N. logo and pick up whatever may be hiding within. Inside [[Iron Gate]] is hidden the Laser Blaster, an upgrade which not only "Tails" gains during the course of his game, but what E-102 Gamma had available to him previously. Just as for those other characters, the upgrade provides Eggman with a larger attack pattern for his homing missiles. The [[Protective Armor]] upgrade, however, is one exclusive to the doctor. Found in [[Cosmic Wall]], the armor increases the health bar for Dr. Eggman's Egg Walker, giving it a 1/7th increase. Finally, the Mystic Melody, just as with all the other characters, is locatable for Eggman, this time hiding out in [[Sand Ocean]].<br />
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In total, Dr. Eggman has five levels of shooting action: Iron Gate, Sand Ocean, Lost Colony, Weapons Bed, and Cosmic Wall. With a health bar just as "Tails" possesses, the rings located in each level serve not only as a way to protect the scientific mastermind from harm, but also serve to refuel the bar on the bottom of the screen, letting Eggman suffer through hardship without fear. Reaching the Goal Ring, the level ends, either starting a boss battle or a new level, most likely using a different playable character.<br />
<br />
=====Rouge the Bat=====<br />
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[[File:Sa2 gunbeetle.png|thumb|190px|Rouge the Bat looking for the Master Emerald pieces.]]<br />
Being Knuckles' playable double in ''Sonic Adventure 2'', Rouge the Bat behaves in a similar fashion to everyone's favorite echidna. Pressing the jump button causes an expected result, the female bat lifting off the ground, in the process protecting herself from harm. The action button also reveals a familiar moveset, tapping it not resulting in a punch but a kick, which possesses its own three-hit combo. Twirling the control stick and pressing the action button lets Rouge perform the [[Screw Kick]], firing up in the air and performing the defensive move against what might be sneaking about above her. Pressing the jump button twice initiates her own form of gliding, and even though the character possesses wings which should hypothetically allow her to fly upwards, she is forced to descend slowly. The only way the mysterious treasure hunter can reach higher ground is to climb upwards on a variety of walled surfaces. While gliding, the player can also push the action button to have Rouge fire downwards in a straight line, the [[Drill Dive]] ready to smash anything rummaging on the ground.<br />
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Just as Shadow and Eggman before her, Rouge the Bat also has a collection of upgradable items which are similar to the upgrades available to her "Hero" counterpart. The first required item, found within the [[Egg Quarters]], is the [[Pick Nails]]. When acquired, they give Rouge the ability to dig on the ground, on walls and even use the Drill Dive to automatically dig where applicable. [[Mad Space]]'s gift to Rouge is the [[Iron Boots]], which let the spy kick her way through steel containers littering the playfield. The [[Treasure Scope]], Rouge's answer to Knuckles' Sunglasses, is found in the [[Security Hall]] level. Giving her the ability to see invisible items, the item becomes extremely helpful in the final missions of her given levels. Finally, to round out the cast, the Mystic Melody once again rears its head in Dry Lagoon, Rouge now knowing a tune to make the ancient ruins work for her.<br />
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Though given four levels to hunt around (Dry Lagoon, Egg Quarters, Security Hall and Mad Space) only two of these levels possess the same objective as Knuckles' levels: to hunt for the missing pieces of the Master Emerald. While Eqq Quarters offers a similar objective to Knuckles' Death Chamber (to collect three items to gain access to Eggman's base), Security Hall's objective is to not find three emerald shards, but three Chaos Emeralds that have been put under lock and key by G.U.N. at some point between the first ''Adventure'' and the second, connected to the same facility that held Shadow prisoner. Only after collecting whatever three items Rouge is looking for will the level end, either progressing to a boss battle or to another level with a separate playable character.<br />
<br />
====Boss Encounters====<br />
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[[File:KingBoomBoo.png|thumb|190px|Knuckles and the ghostly [[King Boom Boo]].]]<br />
Due to the structure of the game, the various boss encounters that occur within the game are not perfectly laid out as they were in the classic [[sega:Sega Mega Drive|Mega Drive]] titles, nor are they obviously laid out as they were in the first ''Sonic Adventure''. Sometimes happening before a level, sometimes happening after one is finished, and sometimes not happening between a level at all, the boss battles are varied in placement but similar in style. Most of the boss battles are shared between the "Hero" and "Dark" stories, the majority involving fights between the paired Hero/Dark playstyles. In both, Sonic/Shadow, "Tails"/Eggman and Knuckles/Rouge face off against each other at some point, the first two fighting twice, the last pair only once. Because of the similar nature of the characters in terms of control, the battles can sometimes be difficult, other times evenly matched. The only boss battle that is shared by the two stories that is not a direct fight between the playable characters is the [[Egg Golem]], which is also the only boss in the entire game that is built by Dr. Eggman. For this fight which happens in Eggman's pyramid base, both Sonic and the doctor are forced to fight, one taking place right after the other.<br />
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There are also two boss fights in each main story that are unique, although three of them are G.U.N.-based, and thus have very similar physical structures. The fourth, which is an exclusive boss encounter with Knuckles, is a fight with [[King Boom Boo]]. With its day/night fight strategy, the entire battle stands out in the game, being completely different from anything else presented to the heroes or villains.<br />
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====Kart Racing====<br />
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Returning from the first game, the Kart Racing segments of the game have been slightly expanded this time around. While still a selectable mode that can be played through in the traditional three-lap circuit, the use of the racing mechanic in the main body of the game has been increased. In ''Sonic Adventure's'' [[Twinkle Park]], the kart section was relegated to the first half of the level, the only goal being to get to the end without falling off the track or crashing into an enemy with no rings. In ''Sonic Adventure 2'', however, both "Tails" and Rouge are given their own separate level during their respective stories in which they must chase after a moving target. For "Tails," his goal is to follow the President's limo before he leaves the city limits, following behind in his Tornado III now in a vehicle mode unused in the rest of the game. Rouge, meanwhile, follows "Tails" as he flies in the Tornado III, keeping track of his movements for Shadow and Eggman. Instead of simply reaching the end of the track being the objective, a timed component is used, similar to the arcade-style racers of Sega and other companies. Split up into three parts, the character must reach the goal line for each segment before the timer runs out, else risk losing a life and having to begin the race again. Having to dodge other vehicles, avoid crashing into walls and trying to be in line with speed boosters and the occasional balloon containing extra time, the racing segments become deceivingly hard when compared to the rest of the game.<br />
<br />
====Last Story/Super Sonic====<br />
<br />
[[File:Finalhazard.png|thumb|190px|[[Super Sonic]] facing off against [[Finalhazard]].]]<br />
Once both the "Hero" and "Dark" stories are successfully completed, a final "Last" story becomes unlocked on the main screen. When chosen, the two story threads finally intertwine, revelations of the true nature of "Project Shadow" finally coming to light. Although Eggman clearly tried to stop [[Perfect Chaos]] on his own in the finale of the first ''Sonic Adventure'', this is the first time in a Sonic game when Dr. Eggman is forced to work side-by-side with Sonic and "Tails" in an effort to stop his grandfather's actual plan. The story is only composed of one level - [[Cannon's Core]] - and two boss battles. The level is broken up into five separate parts, each played through by one of the main characters, beginning with "Tails" and ending with Sonic. The odd one out is Shadow, who for story purposes chooses to remain outside of the battle until confronted by Amy Rose, who sparks the return of forgotten promises. Filled with a new sense of purpose, Shadow alone fights the first boss in the final story, the "Prototype of the Ultimate Lifeform," Biolizard.<br />
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The final boss is fought with both Sonic and Shadow who have transformed into [[Super Sonic]] and [[Super Shadow]], respectively. Having the final battle take place in space, the duo must switch off as they try and finish off [[Finalhazard]], the switching between the two characters the best way to replenish the ring counts of both. Using the control stick to move about the screen, the jump button is used as a sort of dash which can blast ahead, striking the weak areas of the uncontrollable lizard, enacting damage against it. As the Chaos Emeralds are once again used heavily in the story and not collectible in any [[Special Stage]], the ability to turn super is relegated to the final boss only.<br />
<br />
===Stage Select===<br />
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After completing a level in the main game, the option to play through it at the player's leisure becomes available through the stage select menu. Displayed in a simple map of the game's areas, each stage (including the two racing levels and the [[Chao Garden]]) can be toggled through and chosen. When one of the levels is selected, a secondary menu appears. While the central mission of each in the story mode can be replayed, four additional missions for each stage are also selectable, vastly increasing the replayability of the game. The additional four missions for each standard zone include collecting one hundred rings, finding a lost Chao in the level, beating the stage in a specific time limit, and finally reaching the end in a "hard mode" version of the level. For the two Kart-based levels, the Chao and Time Limit missions are replaced with going through the course and not touching either the walls or the other cars.<br />
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In addition, the stage select menu also keeps track of the lettered grade that is awarded at the end of each run, ranging from a perfect "A" to a less-than-desirable "E." As each level and mission has its own requirements to reach an "A," only practice and determination can award the most dedicated at finishing each and every stage with perfection. It should be noted that, within each stage, a [[Gold Beetle]] is hidden somewhere within, and only appears for a few seconds. If broken, an extra 1000 points is added to the total, which can come in handy in trying to reach those illustrious "A" rankings.<br />
<br />
===Chao===<br />
<br />
{{main|Chao}}<br />
{{main|Chao World}}<br />
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[[File:ChaoWorld Hero.png|thumb|190px|Sonic standing inside the Hero Chao Garden.]]<br />
''Sonic Adventure 2'' also sees the return of the [[Chao]], the small, water-shaped A-life first introduced in the game's predecessor. For the sequel, the entire Chao raising experience has been completely revamped and expanded. As there are no Adventure Fields to speak off, the only way to enter the Chao Gardens in the main game is to find one of three [[Chao container|Chao Containers]] located in each level, the first always holding a Chao Key. With the key in the player's possession, at the end of the level the player is warped to [[Chao World]], the portal to the rest of the Chao experience in the game. Though at first only the standard Chao Garden is available, as time in the garden goes on, a "Hero Garden" and "Dark Garden" also become available. To also play off the Hero/Dark aspects of the game, the Chao's that are raised also have the potential to either be halo-wearing Hero Chao, or the devilishy-cute Dark Chao, depending on the characters that end up raising them.<br />
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Chao Racing also returns in full gear, with an expanded set of races the assorted Chao can go through. Having Neutral, Hero, and Dark races, the race selection screen can only be accessed through the Neutral Chao Garden.<br />
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In addition, a mode called the [[Chao Kindergarten]] is added to the raising process. Available right off the bat, the Kindergarten offers tips and tricks on how to raise your Chao, a classroom where Chao can learn new skills and a Chao Doctor that can check up on your Chao and tell you specific information on its health and habits.<br />
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A sequel to the [[sega:VMU|VMU]] minigame ''[[Chao Adventure]]'', ''[[Chao Adventure 2]]'', is also included, which has also been expanded from its predecessor.<br />
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===Two Player Mode===<br />
<br />
Just as ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' did for the 2D games, ''Sonic Adventure 2'' was the first 3D Sonic game to have a fully-formed two player mode available. Not including the Kart Racing, the three options for play are split up in the Hero/Dark playstyles. The [[Sonic Vs Shadow (2P)|first of these]] has one player controlling Sonic and the other Shadow as they race against each other in one of the character's stages, the first to reach the end being the winner. The second of these, the [[Tails VS Dr. Eggman (2P)|"Tails"/Eggman]] stages, closely resemble the boss battles between the two, fighting in an arena until one of the pair loses the energy in their mechanical walkers. The third choice, [[Knuckles VS Rouge (2P)|Knuckles/Rouge]], is a competition to see who can get two of the three Master Emerald pieces first.<br />
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As an extra bonus, six extra unlockable characters are available in the two player mode, awarded after collected all "A" ranks with a given character in the regular game. For Sonic and Shadow, the characters are Amy Rose and Metal Sonic respectively. For "Tails" and Eggman, a Chao in a Chao Walker and [[Big the Cat]] become playable characters. Finally, for Knuckles and Rouge, Tikal and [[Chaos]] are unlocked as playable characters in the two-player mode.<br />
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===Emblems===<br />
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In total, 180 emblems are available in the full game, connected to a variety of tasks. Completing each story, finishing each mission for every level, and playing through a boss rush for each side unlock emblems, as well as a number connected to the Chao Racing portion of the game. Unlike ''Sonic Adventure'' where the emblems were only for bragging rights, collecting every emblem (and achieving an "A" rank on every stage) will unlock the extra level [[Green Hill (Sonic Adventure 2)|Green Hill]]. A three-dimensional recreation of the first act of the original [[Green Hill Zone]] from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', the level is meant to be a celebration of Sonic's tenth anniversary, which happened to coincide with the release of ''Sonic Adventure 2''.<br />
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===Score===<br />
<br />
The total score, when it exists (missions 1, 4 and 5), is the base score achieved while playing the level plus the time bonus upon mission conclusion.<br />
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'''Level score:'''<br />
*10 points per [[Sonic_Adventure_2_objects#Rings|ring]] and [[Sonic_Adventure_2_objects#Chaos_Drives|Chaos Drive]] collected<br />
*20 points per [[Sonic_Adventure_2_objects#Containers|container]] and [[Sonic_Adventure_2_objects#Unsorted|other]] object destroyed<br />
*200 points per [[Sonic_Adventure_2_objects#Item_boxes|item box]] (including balloons)<br />
*variable points per [[Sonic_Adventure_2_enemies|enemy]] destroyed.<br />
*variable points per enemy destroyed in a row, variable trick points awarded for Sonic and Shadow (platform jump trick, end of rail jump trick if going at enough speed, plus an unsorted amount usually tied to each level) and time bonus per treasure for Knuckles and Rouge.<br />
<br />
{|border="1" class="prettytable"<br />
|-<br />
!Enemies !! Score !! Classification<br />
|-<br />
|2 || 100 || [[Image:SA2 Good.png|left]]<br />
|-<br />
|3 || 200 || [[Image:SA2 Nice.png|left]]<br />
|-<br />
|4 || 300 || [[Image:SA2 Great.png|left]]<br />
|-<br />
|5 || 400 || [[Image:SA2 Jammin'.png|left]]<br />
|-<br />
|6 || 500 || [[Image:SA2 Cool.png|left]]<br />
|-<br />
|7 || 600 || [[Image:SA2 Radical.png|left]]<br />
|-<br />
|8 || 800 || [[Image:SA2 Tight.png|left]]<br />
|-<br />
|9 || 1000 || [[Image:SA2 Awesome.png|left]]<br />
|-<br />
|10 || 1500 || [[Image:SA2 Extreme.png|left]]<br />
|-<br />
|11 || 2000 || [[Image:SA2 Perfect.png|left]]<br />
|}<br />
'''Time bonus:''' 10000 if t≤60s and -20t + 11200, t>60s.<br />
<br />
===Rankings===<br />
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====Hero====<br />
<br />
{|border="1" class="prettytable"<br />
! rowspan="3"|# !! rowspan="3"|Level !! rowspan="3"|Character !! colspan="21"|Missions<br />
|-<br />
!colspan="4"|Normal mode !! colspan="4"|100 Rings !! colspan="4"|Lost Chao !! colspan="5"|Time Limit !! colspan="4"|Hard Mode<br />
|-<br />
! A !! B !! C !! D !! A !! B !! C !! D !! A !! B !! C !! D !! A !! B !! C !! D !! Time !! A !! B !! C !! D<br />
|-<br />
| 1 || [[City Escape]] || [[Sonic]] || 18000 || 14000 || 11000 || 9000 || 1:20 || 1:40 || 2:00 || 2:30 || 2:30 || 2:50 || 3:10 || 4:00 || 18000 || 16000 || 14000 || 12000 || 3:00 || 19000 || 15000 || 12000 || 10000<br />
|-<br />
| 2 || [[Wild Canyon]] || [[Knuckles]] || 16000 || 14000 || 10000 || 8000 || 1:30 || 2:00 || 3:00 || 4:30 || 0:40 || 1:00 || 2:00 || 2:30 || 16000 || 14000 || 10000 || 8000 || 2:00 || 17000 || 15000 || 10000 || 8000<br />
|-<br />
| 3 || [[Prison Lane]] || [[Tails]] || 26000 || 23000 || 17000 || 13000 || 2:30 || 3:00 || 3:30 || 4:00 || 2:00 || 2:30 || 3:00 || 4:00 || 26000 || 23000 || 17000 || 13000 || 3:00 || 26000 || 23000 || 17000 || 13000<br />
|-<br />
| 4 || [[Metal Harbor]] || Sonic || 20000 || 18000 || 16000 || 14000 || 1:10 || 1:20 || 1:30 || 1:50 || 0:50 || 1:00 || 1:10 || 1:20 || 18000 || 16000 || 14000 || 12000 || 2:00 || 18000 || 16000 || 14000 || 12000<br />
|-<br />
| 5 || [[Green Forest]] || Sonic || 15000 || 13000 || 12000 || 9000 || 2:30 || 3:00 || 3:30 || 4:00 || 1:30 || 2:00 || 2:30 || 3:00 || 12000 || 10000 || 9000 || 7000 || 4:00 || 12000 || 10000 || 9000 || 8000<br />
|-<br />
| 6 || [[Pumpkin Hill]] || Knuckles || 12000 || 10000 || 8000 || 6000 || 3:00 || 3:30 || 4:00 || 5:00 || 1:00 || 1:30 || 2:00 || 3:00 || 13000 || 11000 || 9000 || 7000 || 3:00 || 16000 || 14000 || 12000 || 10000<br />
|-<br />
| 7 || [[Mission Street]] || Tails || 25000 || 22000 || 17000 || 13000 || 3:30 || 4:00 || 4:30 || 5:00 || 3:20 || 3:40 || 4:00 || 5:00 || 22000 || 20000 || 18000 || 15000 || 3:30 || 30000 || 26000 || 22000 || 18000<br />
|-<br />
| 8 || [[Aquatic Mine]] || Knuckles || 14000 || 11000 || 10000 || 9000 || 1:50 || 2:30 || 3:00 || 4:00 || 1:00 || 1:30 || 2:30 || 4:00 || 14000 || 12000 || 10000 || 8000 || 3:30 || 15000 || 13000 || 10000 || 9000<br />
|-<br />
| 9 || [[Route 101]]* || Tails || 2:45 || 2:55 || 3:15 || 3:30 || 1:30 || 2:00 || 2:30 || 3:00 || 3:00 || 3:10 || 3:20 || 3:30 || 3:00 || 3:10 || 3:20 || 3:30 || 3:40 || 2:50 || 3:00 || 3:10 || 3:20<br />
|-<br />
| 10 || [[Hidden Base]] || Tails || 14000 || 12000 || 11000 || 10000 || 3:15 || 3:30 || 4:00 || 4:30 || 2:50 || 3:15 || 4:00 || 4:30 || 12000 || 11000 || 10000 || 8000 || 3:30 || 13000 || 11000 || 9000 || 8000<br />
|-<br />
| 11 || [[Pyramid Cave]] || Sonic || 15000 || 13000 || 11000 || 10000 || 1:30 || 1:45 || 2:00 || 3:00 || 3:45 || 4:00 || 4:15 || 4:30 || 13000 || 11000 || 9000 || 8000 || 4:00 || 14000 || 13000 || 11000 || 9000<br />
|-<br />
| 12 || [[Death Chamber]] || Knuckles || 12000 || 10000 || 8000 || 6000 || 2:30 || 3:00 || 3:30 || 4:30 || 2:00 || 2:30 || 3:00 || 4:00 || 12000 || 10000 || 8000 || 6000 || 5:00 || 12000 || 11000 || 10000 || 8000<br />
|-<br />
| 13 || [[Eternal Engine]] || Tails || 35000 || 30000 || 25000 || 20000 || 3:30 || 4:00 || 5:00 || 6:00 || 2:45 || 3:00 || 3:30 || 4:00 || 30000 || 28000 || 25000 || 20000 || 5:00 || 35000 || 30000 || 25000 || 20000<br />
|-<br />
| 14 || [[Meteor Herd]] || Knuckles || 13000 || 12000 || 11000 || 8000 || 2:00 || 3:00 || 4:00 || 5:00 || 1:30 || 2:30 || 3:30 || 5:00 || 14000 || 13000 || 11000 || 9000 || 4:30 || 13000 || 11000 || 10000 || 7000<br />
|-<br />
| 15 || [[Crazy Gadget]] || Sonic || 17000 || 15000 || 12000 || 10000 || 3:00 || 3:30 || 4:00 || 4:30 || 5:00 || 5:30 || 6:00 || 7:00 || 16000 || 15000 || 14000 || 12000 || 5:00 || 15000 || 13000 || 11000 || 9000<br />
|-<br />
| 16 || [[Final Rush]] || Sonic || 13000 || 11000 || 10000 || 9000 || 1:30 || 1:45 || 2:30 || 3:00 || 4:30 || 4:45 || 5:00 || 5:30 || 13000 || 12000 || 10000 || 8000 || 5:00 || 13000 || 12000 || 10000 || 9000<br />
|}<br />
<br />
*'''Note:''' Since Route 101 has no Lost Chao and is an already timed mission, for mission 3 and 4 it's required that the player doesn't touch any cars and walls respectively. Also, as its time limit in hard mode is 2:50, none of the rankings below A are actually possible on that mission.<br />
<br />
====Dark====<br />
<br />
{|border="1" class="prettytable"<br />
! rowspan="3"|# !! rowspan="3"|Level !! rowspan="3"|Character !! colspan="21"|Missions<br />
|-<br />
!colspan="4"|Normal mode !! colspan="4"|100 Rings !! colspan="4"|Lost Chao !! colspan="5"|Time Limit !! colspan="4"|Hard Mode<br />
|-<br />
! A !! B !! C !! D !! A !! B !! C !! D !! A !! B !! C !! D !! A !! B !! C !! D !! Time !! A !! B !! C !! D<br />
|-<br />
| 1 || [[Iron Gate]] || [[Eggman]] || 20000 || 18000 || 16000 || 14000 || 1:35 || 1:45 || 2:00 || 2:30 || 2:00 || 2:15 || 2:30 || 3:00 || 20000 || 18000 || 16000 || 14000 || 4:00 || 19000 || 17000 || 15000 || 12000<br />
|-<br />
| 2 || [[Dry Lagoon]] || [[Rouge]] || 15000 || 12000 || 10000 || 8000 || 2:00 || 2:30 || 3:30 || 4:30 || 0:40 || 0:50 || 1:30 || 2:30 || 14000 || 12000 || 10000 || 8000 || 3:30 || 17000 || 15000 || 12000 || 10000<br />
|-<br />
| 3 || [[Sand Ocean]] || Eggman || 25000 || 23000 || 20000 || 18000 || 3:30 || 4:00 || 4:30 || 5:00 || 3:00 || 3:30 || 4:00 || 4:30 || 25000 || 23000 || 20000 || 18000 || 4:00 || 23000 || 20000 || 18000 || 13000<br />
|-<br />
| 4 || [[Radical Highway]] || [[Shadow]] || 14000 || 11000 || 8000 || 6000 || 1:20 || 1:40 || 2:00 || 2:30 || 2:30 || 2:45 || 3:00 || 3:30 || 14000 || 12000 || 10000 || 8000 || 3:00 || 16000 || 14000 || 12000 || 10000<br />
|-<br />
| 5 || [[Egg Quarters]] || Rouge || 12000 || 10000 || 8000 || 6000 || 2:00 || 2:30 || 3:00 || 4:00 || 1:00 || 1:30 || 2:00 || 3:00 || 13000 || 12000 || 10000 || 8000 || 3:00 || 13000 || 12000 || 10000 || 8000<br />
|-<br />
| 6 || [[Lost Colony]] || Eggman || 34000 || 30000 || 26000 || 22000 || 2:00 || 2:30 || 3:00 || 4:00 || 2:30 || 2:45 || 3:00 || 3:30 || 34000 || 30000 || 26000 || 22000 || 3:30 || 44000 || 40000 || 35000 || 30000<br />
|-<br />
| 7 || [[Weapons Bed]] || Eggman || 30000 || 28000 || 25000 || 20000 || 2:00 || 2:15 || 2:45 || 3:30 || 2:15 || 2:30 || 3:00 || 3:30 || 30000 || 28000 || 25000 || 20000 || 2:45 || 30000 || 28000 || 24000 || 15000<br />
|-<br />
| 8 || [[Security Hall]] || Rouge || 12000 || 10000 || 8000 || 6000 || 4:00 || 4:30 || 5:00 || 5:30 || 0:30 || 1:00 || 2:00 || 3:00 || 13000 || 12000 || 10000 || 8000 || 3:30 || 16000 || 15000 || 13000 || 10000<br />
|-<br />
| 9 || [[White Jungle]] || Shadow || 14000 || 12000 || 10000 || 8000 || 1:30 || 2:00 || 2:30 || 3:00 || 3:20 || 3:40 || 4:00 || 5:00 || 14000 || 13000 || 12000 || 10000 || 3:00 || 13000 || 12000 || 10000 || 8000<br />
|-<br />
| 10 || [[Route 280]] || Rouge || 3:20 || 3:30 || 3:40 || 3:50 || 2:00 || 2:30 || 3:00 || 3:30 || 3:30 || 3:40 || 3:50 || 4:00 || 3:45 || 3:50 || 3:55 || 4:00 || 4:00 || 3:20 || 3:30 || 3:40 || 3:50<br />
|-<br />
| 11 || [[Sky Rail]] || Shadow || 14000 || 13000 || 11000 || 9000 || 1:15 || 1:45 || 2:15 || 2:30 || 1:10 || 1:30 || 1:45 || 2:00 || 14000 || 12000 || 10000 || 8000 || 2:00 || 10000 || 9000 || 8000 || 7000<br />
|-<br />
| 12 || [[Mad Space]] || Rouge || 14000 || 12000 || 10000 || 8000 || 2:30 || 3:00 || 4:30 || 5:00 || 1:30 || 2:00 || 4:00 || 5:00 || 14000 || 12000 || 10000 || 8000 || 4:30 || 12000 || 10000 || 8000 || 6000<br />
|-<br />
| 13 || [[Cosmic Wall]] || Eggman || 53000 || 45000 || 30000 || 15000 || 1:30 || 1:45 || 2:00 || 3:00 || 1:30 || 1:45 || 2:00 || 2:30 || 45000 || 40000 || 35000 || 30000 || 8:00 || 50000 || 45000 || 40000 || 30000<br />
|-<br />
| 14 || [[Final Chase]] || Shadow || 12000 || 11000 || 10000 || 8000 || 1:30 || 1:45 || 2:00 || 2:30 || 5:15 || 5:30 || 6:00 || 6:30 || 11000 || 10000 || 9000 || 8000 || 5:30 || 10000 || 9000 || 8000 || 7000<br />
|}<br />
<br />
*'''Note:''' Since Route 280 has no Lost Chao and is an already timed mission, for mission 3 and 4 it's required that the player doesn't touch any cars and walls respectively. Also, as its time limit in hard mode is 3:25, none of the rankings below B are actually possible on that mission.<br />
<br />
====[[Cannon's Core]]====<br />
<br />
{|border="1" class="prettytable"<br />
! colspan="21"|Missions<br />
|-<br />
!colspan="4"|Normal mode !! colspan="4"|100 Rings !! colspan="4"|Lost Chao !! colspan="5"|Time Limit !! colspan="4"|Hard Mode<br />
|-<br />
! A !! B !! C !! D !! A !! B !! C !! D !! A !! B !! C !! D !! A !! B !! C !! D !! Time !! A !! B !! C !! D<br />
|-<br />
| 29000 || 27000 || 25000 || 20000 || 3:30 || 4:00 || 4:30 || 5:30 || 7:30 || 8:00 || 8:30 || 9:00 || 29000 || 27000 || 25000 || 20000 || 7:00 || 29000 || 27000 || 25000 || 20000<br />
|}<br />
<br />
==Production Credits==<br />
<br />
{{main|Sonic Adventure 2 credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
| [[Sonic the Hedgehog]]<br />
| [[Ryan Drummond]]<br />
| [[Junichi Kanemaru]]<br />
|-<br />
| [[Miles "Tails" Prower]]<br />
| [[Connor Bringas]] <br />
| Atsuki Murata<br />
|-<br />
| [[Knuckles the Echidna]]<br />
| [[Scott Dreier]]<br />
| [[Nobutoshi Canna]]<br />
|-<br />
| [[Amy Rose]] <br />
| [[Jennifer Douillard]]<br />
| [[Taeko Kawata]]<br />
|-<br />
| [[Doctor Eggman]] <br />
| [[Deem Bristow]]<br />
| [[Chikao Ōtsuka]]<br />
|-<br />
| [[Shadow the Hedgehog]]<br />
| [[David Humphrey]]<br />
| [[Kōji Yusa]]<br />
|-<br />
| [[Rouge the Bat]]<br />
| [[Lani Minella]]<br />
| [[Rumi Ochiai]]<br />
|-<br />
| [[Maria Robotnik]]<br />
| Shelly Fox<br />
| [[Yuri Shiratori]] <br />
|-<br />
| [[Gerald Robotnik]]<br />
| Marc Biagi<br />
| [[Chikao Ōtsuka]]<br />
|-<br />
| [[Chao]]<br />
| Tomoko Sasaki<br />
| Tomoko Sasaki<br />
|-<br />
| [[Omochao]]<br />
| [[Lani Minella]]<br />
| Etsuko Kozakura<br />
|}<br />
<br />
All regional versions of the game feature options to switch the voice language into Japanese and English and the text language into Japanese, English, German, French and Spanish.<br />
<br />
==Manuals==<br />
<br />
* [[Sonic Adventure 2 JP Manual]]<br />
* [[Sonic Adventure 2 US Manual]]<br />
* [[Sonic Adventure 2 EU Manual]]<br />
<br />
==Miscellaneous==<br />
<br />
===Downloadable Additions===<br />
<br />
* Sonic [[Sonic Adventure 2 Menu Themes|Theme File]]: A Sonic theme which changes the graphics and voice clips which are used in the options menu. It was released on 06/23/01.<br />
* [[High-Speed Trial Kart Racing|High Speed Trial]]: Oval shaped track for the Kart race minigame. The vehicle is also changed. It was released 07/13/01.<br />
* Knuckles Theme File: A Knuckles theme which changes the graphics and voice clips which are used in the options menu. It was released on 07/19/01.<br />
* Tails Theme File: A Tails theme which changes the graphics and voice clips which are used in the options menu. It was released on 07/27/01.<br />
* [[Opa-Opa Kart Racing|Fantasy Zone]]: A new Opa-Opa shaped race track becomes available. OmoChao gains an OpaOpa kart. It was released on 08/16/01.<br />
* Rouge Theme File: A Rouge theme which changes the graphics and voice clips which are used in the options menu. It was released on released 08/24/01.<br />
* Eggman Theme File: A Eggman theme which changes the graphics and voice clips which are used in the options menu. It was released on released 09/07/01.<br />
* [[Eggrobo Kart Racing|Eggrobo Toujou!]]: A E-shaped kart race track becomes available. [[Eggrobo]] serves as a new Kart. It was released on 09/21/01.<br />
* [[Sonic Adventure 2 Halloween Theme|Halloween Theme]] File: New Halloween-themed costumes for the versus mode. It was released on 10/11/01.<br />
* [[Sonic Adventure 2 Christmas Theme|Christmas Theme]] File: New Christmas-themed costumes for the versus mode. It was released on 11/30/01.<br />
<br />
===Game Revisions===<br />
<br />
{{main|Sonic Adventure 2: Battle}}<br />
<br />
When being ported to the [[sega:Nintendo Gamecube|Nintendo Gamecube]], several additions were created for ''[[Sonic Adventure 2: Battle]]''. The most notable of these changes was an expanded two player mode. While in the Dreamcast original only a handful of levels were available for play, nearly every level was added to the Gamecube version, making the choices far more robust. Many of the downloadable additions to the original were also included on the port, either from the get-go or by unlocking them during play, including the ability to use Eggrobo in the Kart Racing sections. Various graphical changes and enhancements are also littered about, some more noticeable than others. One of the more baffling changes, however, stems from one of the major easter eggs in the Dreamcast version. Hidden somewhere in each level was a model of Big the Cat caught up in sometimes dangerous, sometimes humorous situations. When the game was ported, nearly all of these cameos were removed replaced instead with rings for some unknown reason. Although occasionally Big the Cat can show up when certain buttons are pushed during cutscenes, the character was also removed as an unlockable two player skin, replaced with a Dark Chao instead. <br />
<br />
==Rereleases==<br />
<br />
* ''[[Sonic Adventure 2: Battle]]'' for the [[sega:Nintendo Gamecube|Nintendo Gamecube]] (2001)<br />
<br />
* ''[[Sonic Adventure 2 (2012)]]'' for [[sega:|Playstation Network]] and [[sega:|XBLA]] (2012)<br />
<br />
==Adaptations==<br />
<br />
The ''Sonic Adventure 2'' story received a curious adaptation in the pages of [[Archie Comics]], Sega telling the company to adapt the game even though the writers at the time weren't prepared to tell the story. Dedicating [[Sonic the Hedgehog 098 (Archie)|issue #98]] to the game, the comic served only to adapt the initial backstory of Dr. Eggman coming across Shadow and Sonic's mistaken arrest, the end of the story telling readers to play the game to find out how the story ends. Because of the discrepancies between the Archie universe and the games, many readers were unsure just what was meant to have happened in the comic proper. It wouldn't be until years later in the pages of [[Sonic Universe 2|''Sonic Universe'' #2]] that the rest of the game would be adapted in the pages of the Archie comic. The game was also later adapted into a story arc of the animated series ''[[Sonic X]]'', starting with episode 33 "[[The Puzzle of Project Shadow]]" and culminating in episode 38, "[[Maria's Request, Everyone's Request]]." Of note is the fact that, in adapting the game to the airwaves, the series-specific character [[Chris Thorndyke]] ends up replacing Amy Rose's part in key portions of the tale, including aboard the Space Colony ARK when Shadow finally remembers the true promise he made to Maria.<br />
<br />
==Resources==<br />
<br />
===Image Galleries===<br />
<br />
====Physical Scans====<br />
<br />
{{ratings<br />
| icon=DC<br />
| dmuk=93<br />
|dmuk_source=[[Review - Sonic Adventure 2 (Dreamcast Magazine 24 - July 2001)|{{num|24}}]]<br />
|egm=75<br />
|gamepro=90<br />
}}<br />
<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=JP<br />
| front=Sadventure2-box-jap.jpg<br />
| back=Sadventure2-box-jap_back.jpg<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=JP (10th Anniversary)<br />
| front=Sa2 10th jp cover.jpg<br />
| back=SA2 DC JP Box Back 10th.jpg<br />
| square=yes<br />
| spinemissing=yes<br />
| disc=Sa2 10th jp cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=US<br />
| front=Sadventure2-box-us.jpg<br />
| back=sa2_us_back_cover.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=sa2 us cd.png<br />
| manual=<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=EU<br />
| front=Sadventure2-box-eu.jpg<br />
| back=Sadventure2-box-eu-back.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=sa2_pal_disc.jpg<br />
| item1=SA2Prerelease.jpg<br />
| item1name=Prerelease disc<br />
| manual=<br />
}}<br />
<br />
====Artwork====<br />
<br />
<gallery><br />
Image:Sa2 sonic.png<br />
Image:B sonic 05.png<br />
Image:Sa2 sonic02.png<br />
Image:Sa2 tails.png<br />
Image:Sa2b tails walker.png<br />
Image:Sa2 knuckles.png<br />
Image:Sa2 amy.png<br />
Image:Sa2 eggman.png<br />
Image:Sa2b eggman walker.png<br />
Image:Sa2 shadow.png<br />
Image:Sa2 shadow02.png<br />
Image:Sa2 shadow03.png<br />
Image:Sa2 rouge.png<br />
Image:Neutral chao.png<br />
Image:Angel chao.png<br />
Image:Darkchao.png<br />
Image:Gerald and maria.png<br />
Image:SA2 logo.svg<br />
</gallery><br />
<br />
===Wallpaper===<br />
<br />
<gallery><br />
File:WALLP SONIC1280X1024.png<br />
File:WALLP SHADOW1280X1024.png<br />
File:WALLP CHAO1280X1024.png<br />
</gallery><br />
<br />
==See Also==<br />
<br />
* [[Sonic Adventure 2 - The Truth of 50 Years Ago...]] - Rouge the Bat's report on "Project Shadow" to her superiors, published in the Japanese strategy guide.<br />
<br />
==External Links==<br />
* [http://sonicteam.com/sonicadv2/ ''Sonic Adventure 2'' Information Site] - The official website put together by [[Sonic Team]], in both Japanese and English.<br />
*[http://sega.jp/dc/010603/ Sega of Japan catalogue page]<br />
* [http://www.theghz.com/sonic/adventure2/adventure2.html http://www.theghz.com/sonic/adventure2/adventure2.html] - The page for ''Sonic Adventure 2'' on [[The Green Hill Zone]].<br />
<br />
{{SA2Omni}} <br />
{{SonicDreamcastGames}}<br />
<br />
[[Category:Dreamcast games]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Protective_Armor&diff=198991Protective Armor2013-03-06T20:48:07Z<p>Sid Starkiller: Created page with "The '''Protective Armor''' is an upgrade available to Dr. Eggman in Sonic Adventure 2. It upgrades the Egg Walker's body, which give..."</p>
<hr />
<div>The '''Protective Armor''' is an upgrade available to [[Dr. Eggman]] in [[Sonic Adventure 2]]. It upgrades the [[Egg Walker (Sonic Adventure 2)|Egg Walker]]'s body, which gives it more health. It has no other purpose.<br />
<br />
[[Image:Protectivearmor sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Gives the Egg Walker more health points (an increase of 1/7 of its original health bar, about 14%).<br />
*'''Location''': [[Cosmic Wall]]. After climbing up the first tower that leads into the colony, drop down and land on the last platform on the left. There will be a missile on it. Fire the missile and cross to the other side where the missile went. The Protective Armor will be there.<br />
*'''Requirements''': Jet Engine.<br />
*'''Required For''': Nothing--it's purely a novelty item to allow Eggman to take more hits<br />
*'''Equivalent''': None.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Pick_Nails&diff=198990Pick Nails2013-03-06T20:44:56Z<p>Sid Starkiller: Created page with "The '''Pick Nails''' are an upgrade available to Rouge the Bat in Sonic Adventure 2. They attach to her boots, allowing her to dig through many different surfaces. Of..."</p>
<hr />
<div>The '''Pick Nails''' are an upgrade available to [[Rouge the Bat]] in [[Sonic Adventure 2]]. They attach to her boots, allowing her to dig through many different surfaces. Oftentimes she will find item capsules when digging.<br />
<br />
[[Image:Picknails sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Rouge to dig in the ground or on walls.<br />
*'''Location''': [[Egg Quarters]]. Go into the Egg Fish Chamber. You will see that there is a room with bars blocking the door way. Use the missile to smash the bars. The Pick Nails are in that room.<br />
*'''Requirements''': None.<br />
*'''Required For''': Completing Egg Quarters. The first time you go through the level in story mode, the game will only allow the final key to appear in locations that require digging, to ensure that you've picked up this item before moving on.<br />
*'''Equivalent''': Knuckles' Shovel Claw.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Iron_Boots&diff=198989Iron Boots2013-03-06T20:40:38Z<p>Sid Starkiller: Created page with "The '''Iron Boots''' are an upgrade available to Rouge the Bat in Sonic Adventure 2. They attach to her boots, allowing her kicks to break not only wooden crates, but ..."</p>
<hr />
<div>The '''Iron Boots''' are an upgrade available to [[Rouge the Bat]] in [[Sonic Adventure 2]]. They attach to her boots, allowing her kicks to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
[[Image:Ironboots sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Rouge to smash steel containers via kicking, [[Drill Drive]], or [[Screw Kick]].<br />
*'''Location''': [[Mad Space]]. In the Dreamcast version, go down to the red-lighted launch pad. It will be the only one without a steel container over the switch. The rocket will take you to the Capsule Planet. From there, fly over to the Spherical Planet. The Iron Boots will be in the little house. In the GameCube version, head straight to the yellow-lighted launch pad that will take you directly to the Spherical Planet. The Iron Boots are in the same place.<br />
*'''Requirements''': None, except that the Pick Nails are incidentally needed to get to this point in the story.<br />
*'''Required For''': Nothing on Dreamcast; there was an intent for it to be required along with Mystic Melody en route to completing the 3rd missions of [[Dry Lagoon]], [[Egg Quarters]], and Mad Space, along with the final missions of Egg Quarters and [[Security Hall]]. However, all of these can be circumvented. On GameCube, the Mystic Melody can't be skipped in the 3rd mission of Mad Space, and so neither can the Iron Boots.<br />
*'''Equivalent''': Knuckles' Hammer Gloves.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Treasure_Scope&diff=198988Treasure Scope2013-03-06T20:38:26Z<p>Sid Starkiller: Created page with "The '''Treasure Scope''' is an upgrade available to Rouge the Bat in Sonic Adventure 2. It allows her to see otherwise invisible items hidden throughout the levels. T..."</p>
<hr />
<div>The '''Treasure Scope''' is an upgrade available to [[Rouge the Bat]] in [[Sonic Adventure 2]]. It allows her to see otherwise invisible items hidden throughout the levels. These items can include rings, item capsules, or even springs.<br />
<br />
[[Image:Treasurescope sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Rouge to see invisible items, whether it be item jars or springs.<br />
*'''Location''': [[Security Hall]]. In the C Block of the yellow floor level, there will be a ruin. Play the Mystic Melody and platforms will appear. The platforms lead to a hidden room blocked by steel containers. The Treasure Scope awaits on the other side.<br />
*'''Requirements''': None, except that the Pick Nails are incidentally needed to get to this point in the story. The most straightforward path to this item additionally requires having Mystic Melody and Iron Boots already, and in fact if you obtain it without having Iron Boots, you won't be able to do anything except restart after collecting it.<br />
*'''Required For''': The final mission of [[Egg Quarters]]. Alternative solutions exist to the paths opened up by this item in the final missions of [[Dry Lagoon]] and [[Security Hall]], and also in Security Hall's 3rd mission (to find the Chao).<br />
*'''Equivalent''': Knuckles' Sunglasses.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Sunglasses&diff=198987Sunglasses2013-03-06T20:36:33Z<p>Sid Starkiller: Created page with "The '''Sunglasses''' is an upgrade available to Knuckles the Echidna in Sonic Adventure 2. It allows him to see otherwise invisible items hidden throughout the levels...."</p>
<hr />
<div>The '''Sunglasses''' is an upgrade available to [[Knuckles the Echidna]] in [[Sonic Adventure 2]]. It allows him to see otherwise invisible items hidden throughout the levels. These items can include rings, item capsules, or even springs.<br />
<br />
[[Image:Sunglasses sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Knuckles to see invisible objects, whether it be springs or item jars. It has to be a selected command on the small menu in the right hand corner of the screen.<br />
*'''Location''': [[Meteor Herd]]. Go the opposite side of the big structure in the middle. Across from it is a platform with a meteor. Punch the meteor towards the structure, and a door will open. Break the iron box inside and flip the switch, and the floor of the structure will open up, the sunglasses will be inside.<br />
*'''Requirements''': Hammer gloves and the Shovel Claw is needed to get to this point in the story. Note that unless you have the Hammer Gloves (above) already, you won't be able to do anything except restart after collecting this item.<br />
*'''Required For''': Nothing. It's intended to be used to open up a path to one or more pieces in the final missions of [[Wild Canyon]], [[Pumpkin Hill]], [[Aquatic Mine]], and [[Meteor Herd]], but an alternative solution exists in every case.<br />
*'''Equivalent''': Rouge's Treasure Scope.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Air_Necklace&diff=198986Air Necklace2013-03-06T20:30:10Z<p>Sid Starkiller: Created page with "The '''Air Necklace''' is an upgrade available to Knuckles the Echidna in Sonic Adventure 2. It gives him an unlimited supply of air while underwater. While not requi..."</p>
<hr />
<div>The '''Air Necklace''' is an upgrade available to [[Knuckles the Echidna]] in [[Sonic Adventure 2]]. It gives him an unlimited supply of air while underwater. While not required for anything, it makes Knuckles life significantly easier in levels with lots of water, particularly [[Aquatic Mine]] and [[Cannon's Core]].<br />
<br />
[[Image:Airnecklace_sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Knuckles to breathe underwater.<br />
*'''Location''': Aquatic Mine. Set the water level to No. 3 first. Go down into the underwater brick room. Take the dash panel that lead to a room with many wooden 2-by-4s. Dive down deeper and you will find another brick room with a narrow vertical tunnel. Begin to surface there and you should find the Air Necklace. Be sure to move fast as you could run out of air.<br />
*'''Requirements''': None, except that the Shovel Claw is incidentally needed to get to this point in the story.<br />
*'''Required For''': Nothing. The player was meant to have this before tackling the 3rd or final missions of [[Death Chamber]], but it's possible to do without. Nothing in Aquatic Mine or Cannon's Core was designed to require this item, but it was meant to aid significantly in those levels nonetheless.<br />
*'''Equivalent''': None.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Hammer_Gloves&diff=198985Hammer Gloves2013-03-06T20:24:39Z<p>Sid Starkiller: Created page with "The '''Hammer Gloves''' are an upgrade available to Knuckles the Echidna in Sonic Adventure 2. They attach to his gloves, allowing his punches to break not only wooden..."</p>
<hr />
<div>The '''Hammer Gloves''' are an upgrade available to [[Knuckles the Echidna]] in [[Sonic Adventure 2]]. They attach to his gloves, allowing his punches to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
[[Image:Hammergloves_sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Knuckles to smash steel containers by punching, [[Drill Claw]], or (in the case of overhead floating containers) [[Spiral Upper]].<br />
*'''Location''': [[Death Chamber]]. As soon as the mission starts, hit the hour glass in front of you. It will open the door that leads to a hallway. Once there, go to the first room on your right. The Hammer Gloves are right there.<br />
*'''Requirements''': None, except that the Shovel Claw is incidentally needed to get to this point in the story.<br />
*'''Required For''': Nothing. As this upgrade is available almost immediately in the level, it was meant to be the mandatory first stop in the player's tour, with metal boxes blocking all three doorways out of the opening room. However, if you find a way out of the room without going through any of those doorways, there are no other obstacles to doing everything in the game that needs doing without the help of this item.<br />
*'''Equivalent''': Rouge's Iron Boots.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Jet_Engine&diff=198984Jet Engine2013-03-06T20:14:40Z<p>Sid Starkiller: </p>
<hr />
<div>[[Image:Jetengine sa2.png|frame|right|Jet Engine upgrade, as seen in [[Lost Colony]].]]<br />
In ''[[Sonic Adventure 2]]'', the '''Jet Engine''' is an upgrade to [[Doctor Eggman]]'s walking mech. It enables the mech to hover short distances after jumping. It is necessary to complete the level it is located in: [[Lost Colony]].<br />
<br />
To get the upgrade, proceed past the first Point Marker, and you will come into a room that is in complete darkness. Navigate through it until you find a way to the upper level. The Jet Engine will be there waiting.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Large_Cannon&diff=198983Large Cannon2013-03-06T20:13:48Z<p>Sid Starkiller: Created page with "The '''Large Cannon''' is an upgrade available to Dr. Eggman in Sonic Adventure 2. It upgrades the Egg Walker's Volkan Cannon, which..."</p>
<hr />
<div>The '''Large Cannon''' is an upgrade available to [[Dr. Eggman]] in [[Sonic Adventure 2]]. It upgrades the [[Egg Walker (Sonic Adventure 2)|Egg Walker]]'s Volkan Cannon, which allows it to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
[[Image:Largecannon sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': An upgrade to the Volcan Cannon so that it can destroy steel containers.<br />
*'''Location''': [[Weapons Bed]]. The path straight ahead will have a stack of steel containers, too high to jump over. Go into the center room in the building to the left. The Large Cannon while be behind the door.<br />
*'''Requirements''': None, except that the Jet Engine is incidentally needed to get to this point in the story (and will be required for the level in any case shortly after this item).<br />
*'''Required For''': Nothing in the story--the stack of metal containers can be circumvented in order to advance past the first carrier, as can all similar roadblocks later on. There's finally a blockade of boxes in [[Iron Gate]]'s final mission can can't be bypassed over or around, marking the one point where this item is required.<br />
*'''Equivalent''': Tails' Bazooka.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Egg_Walker_(Sonic_Adventure_2)&diff=198982Egg Walker (Sonic Adventure 2)2013-03-06T20:09:02Z<p>Sid Starkiller: Created page with "Dr. Eggman piloting the Egg Walker. {{stub}} :''This page is about the Sonic Adventure 2 vehicle. For the Sonic Adventure bo..."</p>
<hr />
<div>[[File:Sa2b_eggman_walker.png|thumb|right|200px|Dr. Eggman piloting the Egg Walker.]]<br />
{{stub}}<br />
:''This page is about the Sonic Adventure 2 vehicle. For the Sonic Adventure boss, see [[Egg Walker]]. For the '06 badnik, see [[Egg Walker (Sonic '06)]].''<br />
<br />
In ''[[Sonic Adventure 2]]'', the '''Egg Walker''' is [[Dr. Eggman]]'s combat mech. It is based on the design of the doctor's classic [[Eggmobile]].<br />
<br />
The walker features a guided laser blaster (like that of [[E-102 γ]] in ''[[Sonic Adventure]]'') and a single shot "Volkan Cannon" for destroying wooden crates. Upgrades available in the game include the [[Jet Engine]], a leg attachment for hovering, and the [[Large Cannon]], a Volkan Cannon enhancement to allow it to destroy metal crates. In the 2-player mode, additional weaponry is gained when a multiple of 20 rings is obtained, such as a multi-shot laser, a heat-seeking rocket launcher, and a gigantic laser cannon. The latter two can been in Story Mode when playing as Tails, when fighting against Dr. Eggman for the second time.<br />
<br />
In ''[[Sonic Adventure 2: Battle]]'', it is possible to get a secondary "costume" for the walker with camouflage; however, this is only available in multiplayer versus mode.<br />
<br />
[[Category:Items]]<br />
[[Category:Vehicles]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Egg_Walker&diff=198981Egg Walker2013-03-06T20:07:27Z<p>Sid Starkiller: </p>
<hr />
<div>:''This page is about the Sonic Adventure boss. For the Sonic Adventure 2 vehicle, see [[Egg Walker (Sonic Adventure 2)]]. For the '06 badnik, see [[Egg Walker (Sonic '06)]].''<br />
<br />
{{BossInfo<br />
| image=SA1 EggWalker.PNG<br />
| imagewidth=320px<br />
| name=Egg Walker<br />
| game=[[Sonic Adventure]] / [[Sonic Adventure DX]]<br />
| level=[[Station Square]]<br />
| playedas=[[Tails]]<br />
| hits=5<br />
| music=<flashmp3>Sonic%20Adventure%20OST/Disc%202/24%20-%20Militant%20Missionary.mp3</flashmp3><br />
}}<br />
<br />
{{quote|''<big>You fool. Away, before I make mincemeat out of you.</big>''|Dr. Robotnik}}<br />
<br />
The '''Egg Walker''' is Tails' final boss in [[Sonic Adventure]]. After plucking up the courage to face [[Robotnik]] on his own, chasing the [[Egg-O-Matic]] through [[Speed Highway]] to disarm the fat man's missile, Tails ambles out into the casino district... to be faced by this towering behemoth of mechanical weaponry. The fox's self-assurances that he's not afraid fool ''no-one''.<br />
<br />
Like most bosses in ''[[Sonic Adventure]]'', the Egg Walker changes its attack patterns depending on how much damage has accumulated in its 5-hit health bar. Over the course of the fight, Eggman launches exploding bombs, blazing flamethrowers, and sends out shockwaves from his stomping feet after spider-crawling back and forth across the fight arena. To defeat him, Tails has to strike at the glowing blue ankles of the machine just ''after'' one of these stomp-shockwaves has been fired. A [[Tail Swipe]] is usually a good way to go about it. This doesn't damage the Egg Walker directly, but causes Eggman's cockpit to slump forwards so Tails can land a [[spin jump]].<br />
<br />
With Robotnik eventually defeated, Tails receives cheering adulation from the gathered crowds of [[Station Square]]. Saving the city from Eggman's missile, and then defeating the scientist himself in this battle, resurfaces as a plot point in ''[[Sonic Adventure 2]]'', when [[Rouge]] shows Eggman a newspaper indicating that Station Square later rewarded Tails with a [[Chaos Emerald]]. The fat man promptly sends Rouge to [[Route 280|go steal it]].<br />
<br />
In all versions of the game, including the DX remakes, if the one presses the whistle/flute button, one can manipulate the Walker's actions. It's unknown at this point what exactly the button does, but it seems that it forces the boss to perform the next action in the cycle. For instance, if the Walker is stopped and firing on an edge of the arena, and the player is on the other edge, pressing the button will make it start walking to the other side. This might be a leftover debug feature, reminiscent of the Y-button board function in [[Metal Harbor]].<br />
<br />
{{SAOmni|3}}<br />
[[Category:Sonic Adventure bosses]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Flame_Ring&diff=198859Flame Ring2013-03-01T08:13:42Z<p>Sid Starkiller: </p>
<hr />
<div>The '''Flame Ring''' is an upgrade available to [[Sonic the Hedgehog]] and [[Shadow the Hedgehog]] in [[Sonic Adventure 2]]. It upgrades the duo's [[Somersault]] attack into the [[Fire Somersault]], which allows the hedgehogs to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however. This upgrade is required to complete Sonic's story-related missions, but is optional for Shadow.<br />
<br />
===Sonic the Hedgehog===<br />
[[Image:Flamering sonic sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Sonic to break steel containers with a [[Somersault]] or Bounce Attack.<br />
*'''Location''': [[Crazy Gadget]]. After going past the second Point Marker, jump into the high-speed warp tube. Keep going until you reach the end of the room. Then back track while the gravity is at its normal setting. Use a spring to get up on to the stage where the Flame Ring is.<br />
*'''Requirements''': None.<br />
*'''Required For''': Completing Crazy Gadget, which makes it the only one of Sonic's upgrades to be truly intractable during story mode.<br />
<br />
===Shadow the Hedgehog===<br />
[[Image:Flamering shadow sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Shadow to break steel containers with a Somersault.<br />
*'''Location''': [[Radical Highway]]. After using a pulley and a spring to make it up two platforms, turn left instead of going right. Somersault under the barrier, cross the gap (a ring chain is present to Light Dash across), and use the spring to reach the platform with the Flame Ring.<br />
*'''Requirements''': None. The upgrade is immediately preceded by a chain of rings that you're meant to have the Air Shoes to cross, but the gap is small enough that jumping it without a light dash is comparatively simple.<br />
*'''Required For''': Nothing--there's one part in the final mission of [[White Jungle]] where Shadow is faced with a blockade of metal boxes, but it's possible to squeeze around the sides. Nothing else even comes close to requiring this item.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Fire_Somersault&diff=198858Fire Somersault2013-03-01T08:13:25Z<p>Sid Starkiller: Created page with "The '''Fire Somersault''' was first introduced in ''Sonic Adventure 2''. It is an upgrade to Sonic and Shadow's Somersault, usable when the character obtains t..."</p>
<hr />
<div>The '''Fire Somersault''' was first introduced in ''[[Sonic Adventure 2]]''. It is an upgrade to [[Sonic]] and [[Shadow]]'s [[Somersault]], usable when the character obtains the [[Flame Ring]]. While the normal Somersault can only break wooden crates, the Fire Somersault can break steel crates as well. Black metal crates are still unbreakable, however.<br />
<br />
<gallery><br />
File:SA2_FireSomersault.png|Using Fire Somersault<br />
File:SA2_SteelCrate.png|I can break these!<br />
File:SA2_BlackMetalCrate.png|...but not these.<br />
</gallery><br />
<br />
[[Category:Moves]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SA2_BlackMetalCrate.png&diff=198857File:SA2 BlackMetalCrate.png2013-03-01T08:12:50Z<p>Sid Starkiller: Sonic standing next to a black metal crate from Sonic Adventure 2 (Steam version).</p>
<hr />
<div>Sonic standing next to a black metal crate from Sonic Adventure 2 (Steam version).</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SA2_SteelCrate.png&diff=198856File:SA2 SteelCrate.png2013-03-01T08:11:59Z<p>Sid Starkiller: Sonic standing next to a steel crate from Sonic Adventure 2 (Steam version).</p>
<hr />
<div>Sonic standing next to a steel crate from Sonic Adventure 2 (Steam version).</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=File:SA2_FireSomersault.png&diff=198855File:SA2 FireSomersault.png2013-03-01T07:59:29Z<p>Sid Starkiller: Screenshot of Sonic using Fire Somersault from Sonic Adventure 2 (Steam version).</p>
<hr />
<div>Screenshot of Sonic using Fire Somersault from Sonic Adventure 2 (Steam version).</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Magic_Gloves&diff=198854Magic Gloves2013-03-01T07:39:08Z<p>Sid Starkiller: </p>
<hr />
<div>The '''Magic Gloves''' is an upgrade available to [[Sonic the Hedgehog]] in [[Sonic Adventure 2]]. It allows the hedgehog to use the [[Magic Hands]] attack, which captures and shrinks the nearest enemy, encasing them in a small sphere to be thrown at other enemies. This attack is a reference to the development of the original [[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]], an earlier idea for which would have starred a rabbit who used his ears to throw items at enemies.<br />
<br />
===Sonic Adventure 2===<br />
[[Image:Magicgloves sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Sonic to use Magic Hands, enabling him to turn any enemy into a ball which he can then throw at another enemy. This move must be selected by pressing the {{Y}} button followed by the {{B}} button.<br />
*'''Location''': [[City Escape]]. After the shuttle loop, go up the stairs with the rail in the middle. Implanted in the ground are steel containers. Use Bounce Attack to break through where the Magic Gloves are.<br />
*'''Requirements''': None, but in order to get this with any semblance of consistency you'll want the Flame Ring and Bounce Bracelet already collected.<br />
*'''Required For''': Nothing--it's purely a novelty item to make Sonic's life easier when dealing with enemies.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Magic_Gloves&diff=198853Magic Gloves2013-03-01T07:38:41Z<p>Sid Starkiller: Created page with "The '''Magic Gloves''' is an upgrade available to Sonic the Hedgehog in Sonic Adventure 2. It allows the hedgehog to use the Magic Hands attack, which captures and..."</p>
<hr />
<div>The '''Magic Gloves''' is an upgrade available to [[Sonic the Hedgehog]] in [[Sonic Adventure 2]]. It allows the hedgehog to use the [[Magic Hands]] attack, which captures and shrinks the nearest enemy, encasing them in a small sphere to be thrown at other enemies. This attack is a reference to the development of the original [[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]], an earlier idea for which would have starred a rabbit who used his ears to throw items at enemies.<br />
<br />
===Sonic Adventure 2===<br />
[[Image:Magicgloves sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Sonic to use [[Magic Hands]], enabling him to turn any enemy into a ball which he can then throw at another enemy. This move must be selected by pressing the {{Y}} button followed by the {{B}} button.<br />
*'''Location''': [[City Escape]]. After the shuttle loop, go up the stairs with the rail in the middle. Implanted in the ground are steel containers. Use Bounce Attack to break through where the Magic Gloves are.<br />
*'''Requirements''': None, but in order to get this with any semblance of consistency you'll want the Flame Ring and Bounce Bracelet already collected.<br />
*'''Required For''': Nothing--it's purely a novelty item to make Sonic's life easier when dealing with enemies.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Air_Shoes&diff=198852Air Shoes2013-03-01T07:21:24Z<p>Sid Starkiller: Created page with "The '''Air Shoes''' are an upgrade available to Shadow the Hedgehog in ''Sonic Adventure 2''. They enable the hedgehog to use the Light Dash move, flying along cha..."</p>
<hr />
<div>The '''Air Shoes''' are an upgrade available to [[Shadow the Hedgehog]] in ''[[Sonic Adventure 2]]''. They enable the hedgehog to use the [[Light Dash]] move, flying along chains of [[rings]]. In other games (like ''[[Sonic Heroes]]'') Shadow has this ability inately and does not require a footwear upgrade to use it.<br />
<br />
===Sonic Adventure 2===<br />
[[Image:Airshoes sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Shadow to use Light Dash, enabling him to dash along a trail of rings.<br />
*'''Location''': [[White Jungle]]. After the third Point Marker, follow down the path to the vine. You will land on a platform with a Spiked Rhino and a guard robot. To the right, there is a wooden container. Somersault it and you should drop down where the Air Shoes are.<br />
*'''Requirements''': None.<br />
*'''Required For''': Nothing. White Jungle is slightly tougher to complete without having this item, and significantly so in the final mission (as well as [[Final Chase]]'s 3rd mission), but it's entirely manageable.<br />
*'''Equivalent''': Sonic's Light Shoes.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Flame_Ring&diff=198851Flame Ring2013-03-01T07:07:06Z<p>Sid Starkiller: Created page with "The '''Flame Ring''' is an upgrade available to Sonic the Hedgehog and Shadow the Hedgehog in Sonic Adventure 2. It upgrades the duo's Somersault attack into t..."</p>
<hr />
<div>The '''Flame Ring''' is an upgrade available to [[Sonic the Hedgehog]] and [[Shadow the Hedgehog]] in [[Sonic Adventure 2]]. It upgrades the duo's [[Somersault]] attack into the Fire Somersault, which allows the hedgehogs to break not only wooden crates, but steel crates as well. Black metal crates are still unbreakable, however. This upgrade is required to complete Sonic's story-related missions, but is optional for Shadow.<br />
<br />
===Sonic the Hedgehog===<br />
[[Image:Flamering sonic sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Sonic to break steel containers with a [[Somersault]] or Bounce Attack.<br />
*'''Location''': [[Crazy Gadget]]. After going past the second Point Marker, jump into the high-speed warp tube. Keep going until you reach the end of the room. Then back track while the gravity is at its normal setting. Use a spring to get up on to the stage where the Flame Ring is.<br />
*'''Requirements''': None.<br />
*'''Required For''': Completing Crazy Gadget, which makes it the only one of Sonic's upgrades to be truly intractable during story mode.<br />
<br />
===Shadow the Hedgehog===<br />
[[Image:Flamering shadow sa2.png|right|noframe|125px|]]<br />
*'''Purpose''': Allows Shadow to break steel containers with a Somersault.<br />
*'''Location''': [[Radical Highway]]. After using a pulley and a spring to make it up two platforms, turn left instead of going right. Somersault under the barrier, cross the gap (a ring chain is present to Light Dash across), and use the spring to reach the platform with the Flame Ring.<br />
*'''Requirements''': None. The upgrade is immediately preceded by a chain of rings that you're meant to have the Air Shoes to cross, but the gap is small enough that jumping it without a light dash is comparatively simple.<br />
*'''Required For''': Nothing--there's one part in the final mission of [[White Jungle]] where Shadow is faced with a blockade of metal boxes, but it's possible to squeeze around the sides. Nothing else even comes close to requiring this item.<br />
<br />
===See also===<br />
*[[Sonic Adventure 2 upgrades]]<br />
<br />
[[Category:Upgrades]]<br />
[[Category:Sonic Adventure 2 upgrades]]</div>Sid Starkillerhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_%26_Knuckles_chronology_and_endings&diff=198636Sonic the Hedgehog 3 & Knuckles chronology and endings2013-02-27T15:12:22Z<p>Sid Starkiller: Super Emeralds don't affect whether or not you go to Doomsday Zone, just what form you take when you get there.</p>
<hr />
<div>[[File:S3k title.png|thumb|right|320px|Yes, ''Sonic 3 & Knuckles'', but which way round?]]<br />
<br />
In ''[[Sonic 3]]'', ''[[Sonic & Knuckles]]'', and the combined ''[[Sonic 3 & Knuckles]]'', the '''chronology''' of [[Sonic]] & [[Tails]]' story compared with [[Knuckles]]' is never spelled out explicitly. Does Knuckles' story, and his fight against [[Eggrobo]], occur before, during, or after his confrontations with Sonic? How are the two routes through the game connected together?<br />
<br />
While there is no single point in ''[[Sonic 3 & Knuckles]]'' that can be cited as definitive evidence of how and when the stories are linked, the game provides clues here and there which add up to a reasonable case. Let's review the evidence:<br />
<br />
==The Intro Sequence==<br />
The opening sequence of ''[[Sonic 3]]'' takes place "[[Sonic the Hedgehog 3 JP Manual|many days]]" after the ending of ''[[Sonic the Hedgehog 2]]'' and Sonic's plummet from the [[Death Egg Zone|Death Egg]] - ''not'' immediately succeeding it (note the lack of a booster on the plane in the ending of ''Sonic 2''). As Sonic and Tails go to investigate mysterious happenings out to sea in the [[Tornado]], Sonic transforms into [[Super Sonic]], jumps off the plane and tears over the ocean, onto the beach of [[Angel Island]], which has been pushed out of the sky by the weight of the crashed [[Death Egg]]. Knuckles punches out Sonic's [[Chaos Emeralds]] and the gameplay begins.<br />
<br />
<gallery ><br />
File:S2End.PNG<br />
File:S3&K Opening.PNG<br />
File:S3&K SSOpening.PNG<br />
File:KnucklesStealsSuperSonic'sEmeralds.png<br />
File:S3&K AIZSea.PNG<br />
</gallery><br />
<br />
==Endings==<br />
According to the character played and the number of [[Chaos Emeralds]] and [[Super Emeralds]] collected, different endings can be triggered. Once the game is completed, the Level Icon for that save slot will change to a Character Icon, as seen in [[Sonic_3_%26_Knuckles_chronology_and_endings/Character_Icons|this table]].<br />
<br />
===Hyper Sonic Ending===<br />
In the "best" ending of Sonic's story, after beating [[Doomsday Zone]] with all the [[Super Emeralds]], [[Hyper Sonic]] shepherds the [[Master Emerald]] back down through the atmosphere, where he and the gem are picked up by [[Tails]] in the [[Tornado]]. They fly past [[Angel Island]], dropping the gem off and enable the island to rise back into the sky as Knuckles looks on happily.<br />
<gallery ><br />
File:Doomsday1stboss.PNG<br />
File:S3&K SandTreturnME.PNG<br />
File:S3&K AIRise.PNG<br />
File:S3&K MEreturnKn.PNG<br />
File:BestEnd.PNG<br />
</gallery><br />
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===Alternative Sonic Endings===<br />
However, if Sonic has ''not'' collected all the [[Super Emeralds]], one of two possible alternate endings play, depending on his [[Chaos Emerald]] count. If Sonic has not collected all of the Chaos Emeralds, the game ends after the [[Great Eggman Robo]] and chase scene in [[Death Egg Zone (S&K)|Death Egg Zone]]. Sonic loses the Master Emerald while falling through the stratosphere, and the final fade-to-black shows [[Robotnik]] chuckling beside the Master Emerald.<br />
<gallery ><br />
File:DEZBoss3.PNG<br />
File:S3&K MEstratosphere.PNG<br />
File:S3&K AngelIslandSea.PNG<br />
File:S3&K BadEnd.PNG</gallery><br />
On the other hand, if Sonic has all seven Chaos Emeralds, but not all of the Super Emeralds, then he enters [[Doomsday Zone]] as [[Super Sonic]], eventually returning the Master Emerald to Angel Island as in the Hyper Sonic ending. Now the final sequence shows an [[Eggrobo]] rising out of a pile of wreckage (of ''other'' Eggrobos). The implication seems to be that this is the robot which goes on to fight Knuckles in the [[echidna]]'s playthrough.<br />
<gallery >File:Doomsday.png<br />
File:S3&K SandTreturnME.PNG<br />
File:S3&K AIRise.PNG<br />
File:EggroboEnding.PNG<br />
</gallery><br />
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==Knuckles After Sonic?==<br />
If Knuckles' Eggrobo opponent only rises up after Sonic's end sequence, this indicates Knuckles' playthrough might take place after Sonic's. There are a few other tidbits in the game which indicate this to be the case, as we see below. In [[Sandopolis Zone]] Act 2, the [[Hyudoro|Hyudoro ghosts]] are accidentally freed from an [[Egg Capsule]] during Sonic's playthrough; when Knuckles gets to the same point, the pod is already cracked open. Combine this with the Death Egg's absence in the roof of either [[Lava Reef Zone|Lava Reef]] or [[Hidden Palace Zone (S&K)|Hidden Palace Zone]], and it seems that Knuckles' playthrough must occur at least after the battlestation launched (witnessed in Sonic's [[Sky Sanctuary Zone]]). More circumstantial evidence lies in the fact that [[Mecha Sonic (Sky Sanctuary Zone Boss)|the fight between Sonic and Mecha Sonic]], combined with the disruption of the passing Death Egg, seemed to destroy much of Sky Sanctuary. When Knuckles arrives, his level is conspicuously smaller, the implication being that this is the only piece of the floating ruins ''left''. Interestingly, the Death Egg's appearance in Lava Reef's first act is considerably less noticable than in its second act, as noted in the gallery below.<br />
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<gallery><br />
File:S3&K Sop Ghosts.PNG<br />
File:S3&K Sop KGhosts.PNG<br />
File:LRZ1DeathEggSonic.png<br />
File:LRZ1DeathEggKnux.png<br />
File:S3&K LR DE.PNG<br />
File:S3&K LR DE Kn.PNG<br />
File:GiantDE.PNG<br />
File:S3&K SandT HPZ.PNG<br />
File:S3&K Kn HPZ.PNG<br />
File:Death Egg (S3nK).png<br />
</gallery><br />
<br />
==Other Evidence==<br />
If we infer from the points above that Knuckles' story takes place after Sonic's "middle" ending - where the hedgehog had the seven [[Chaos Emeralds]] in the [[Doomsday Zone]], leading to the Eggrobo wreckage scene - then at the end of Sonic's story Knuckles got the [[Master Emerald]] back, and Angel Island began to rise out of the sea. Indeed, we see that the island is clearly up in the air during Knuckles' last boss, [[Super Mecha Sonic]]. Even in the ''[[Sonic 3]]'' parts of [[Knuckles]]' playthrough there are signs that Sonic's ''[[Sonic & Knuckles]]'' story has concluded; the ocean background from Sonic' [[Angel Island Zone]] is replaced with sky when playing as Knuckles, and the crashed Death Egg is gone from the [[Launch Base Zone]] Act 1 backdrop. Lastly, in Knuckles's Mushroom Hill Act 1, the entrance to the corridor that Knuckles closes in Sonic's story is open, indicating that someone was inside.<br />
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An oddity is that Angel Island is not burned and charred until the [[Fire Breath]] encounter for both Sonic and Knuckles. However, there is no evidence that Knuckles' story takes place ''directly'' after Sonic's, and thus some time could have passed and the shrubbery could have regrown since Sonic's time on the Island. One thing to also note, however, is that at the end of Sonic's story, when we see Knuckles standing with the Master Emerald looking out at Sonic, the dreadlocked hero is standing in a jungle area seemingly identical to the once charred Angel Island Zone. It is possible, however, that Knuckles is simply in an area that wasn't burned...<br />
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Another difference is in Sonic's story, Sonic defeats [[Mecha Sonic (Sky Sanctuary Zone Boss)|Mecha Sonic]], but the robot does not explode—he merely looks shorted. Mecha later fights Knuckles, and after Knuckles beats him, THEN he explodes (provided you have collected 7 Chaos Emeralds). <br />
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<gallery ><br />
File:S3&K AIZSea.PNG<br />
File:S3&K AIZNoSea.PNG<br />
File:LBZ DEbackgr.PNG<br />
File:LBZ noDEbackgr.PNG<br />
File:Supermetalboss.png<br />
</gallery><br />
A small oddity might be the presence of the [[Flying Battery Zone|Flying Battery]] in Knuckles' playthrough (with Robotnik instead of Eggrobo as a boss, to confuse matters further), despite the fact that the airship was seemingly damaged or destroyed in Sonic's story. The game staff have indicated that Robotnik's presence here is simply due to the fact that there was no available sprite for Eggrobo in the [[Hang Mobile]]'s cockpit. <br />
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As it seems, Flying Battery was originally to be placed between Sonic 3's [[Carnival Night Zone|Carnival Night]] and [[IceCap Zone|IceCap]]. As Knuckles uses a teleporter to go directly from the former to the latter, it is possible that in the original game plans Knuckles was not to have gone through Flying Battery at all. This would explain the lack of alternate routes made specially for Knuckles, and why there is no Eggrobo cockpit sprite: The developers at the time did not make one as Knuckles would not have fought that boss. Once the game was split, Flying Battery was added to prevent Knuckles's story in Sonic & Knuckles from being unusually short; if Flying Battery is excluded, Sonic & Knuckles alone only sees Knuckles going through Mushroom Hill, Sandopolis, Lava Reef (with no boss), Hidden Palace (which is just a pass through to the next zone), to the final encounter on the remaining land of Sky Sanctuary, essentially 3 full zones compared to Sonic's 6.<br />
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A bug also sometimes sees Knuckles fight Robotnik in [[Mushroom Hill Zone]].<gallery><br />
File:Fbzboss.png<br />
File:KnucklesAgainstRobotnikInMHZ2.png<br />
</gallery><br />
<br />
==Continuity and character interaction==<br />
Another way to prove Knuckles' game takes place after Sonic's is by observing the appearances of one character during another character's gameplay, the strongest piece of evidence remaining Knuckles' ending, where Sonic saves Knuckles after [[Sky Sanctuary Zone]] collapses.<br />
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Of course, it can be pointed out that by that point of the game, even during Sonic's playthrough, all the differences between Sonic and Knuckles have been resolved, after Sonic and Knuckles fought in the Hidden Palace, and witnessed Robotnik stealing the [[Master Emerald]]. The problem is: that fight never occurred in Knuckles' version of [[Hidden Palace Zone]]. In fact, except for the ending, Sonic does not appear in his game at all, while Knuckles makes eleven appearances during Sonic's game, not counting the ending. During six of which Knuckles is seen in places where he's unable to go during his playthrough, mostly in Sonic-only parts of the following acts: twice in [[Carnival Night Zone]] act 2, once in each of [[Launch Base Zone]] acts, and the only act in [[Hidden Palace Zone]], from which he follows Sonic to the Sonic-exclusive version of [[Sky Sanctuary Zone]] (counting both as a single appearance)... oh, and the high ledge after the [[Angel Island Zone]] boss fight which is only visible during cutscenes.<br />
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If these adventures were in fact supposed to be taking place at the same time, Sonic's encounters with Knuckles during Sonic's story would arise a lot of continuity issues, as he would seem to appear in two places at once. Alternate routes through several levels, where Knuckles does not even come close to the places where Sonic meets him during his game (not to mention his completely different versions of [[Hidden Palace Zone]] and [[Sky Sanctuary Zone]]) disprove any attempt at interpreting the absence of cutscenes featuring Sonic during Knuckles' game as a case of [http://tvtropes.org/pmwiki/pmwiki.php/Main/GameplayAndStorySegregation gameplay and story segregation]. It is the same thing for Sonic's cameo during Knuckles' ending: if he is flying the Tornado and saving Knuckles after Sky Sanctuary collapses, who is storming the Death Egg (and, by the way, where is it) ? Thus, the only way they could possibly make sense is if the two playthroughs were at least not happening at the same time.<br />
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Now, we are left with two possibilities: either Sonic's story happens before Knuckles' story, or vice versa.<br />
<br />
Let's look at Knuckles' ending again. It appears, from the fact that Sonic obviously thinks enough of Knuckles to come to his rescue, and that Knuckles never runs into Sonic during his story, that Sonic and Knuckles reconciled before the latter's adventure started. On the other hand, Sonic is antagonistic with Knuckles at the beginning of his (Sonic's) story, and allies with him towards the end. Let's assume that Knuckles' playthrough happens before Sonic's. This way to tie the two stories is inconsistent for two reasons: first of all, it does not make sense for Sonic at this point to be friends with Knuckles (or even to know who he is), much less save him. And finally, during Sonic's story (which would follow this ending chronologically) , it makes no sense for Knuckles to be antagonistic towards someone who saved his life (but then, who knows how convincing Robotnik can be?). Bottom line, this approach is not satisfactory.<br />
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Thus, the only logical way of tying the two adventures together is considering that Knuckles' adventure happens after Sonic's.<br />
<br />
<gallery><br />
File:KnucklesEndingWithSonic.png<br />
</gallery><br />
<br />
==In Conclusion==<br />
It seems a reasonably safe conclusion, especially given the Lava Reef / Hidden Palace space station absences, that Knuckles' adventure occurs after Sonic and Tails have flown away from the island (although Sonic briefly returns with the Tornado to catch Knuckles in the ending).<br />
<gallery><br />
File:Mushroomhillzone.png<br />
File:S3&K LR DE Kn.PNG<br />
File:Supermetalboss.png<br />
File:KnucklesEndingWithSonic.png<br />
</gallery><br />
<br clear="all"><br />
<center><big><big><big>[[File:S3&K-completed savestate.png]] &nbsp; ''Quod erat demonstrandum!'' &nbsp; [[File:S3&K-completed savestate.png]]</big></big></big></center><br />
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{{Sonic3&KOmni}}<br />
[[Category:Stories]]</div>Sid Starkiller