Trivia / Sonic Adventure

  • Acting in the Dark: The voice actors all recorded their lines separately, their scripts only had their respective characters lines, and absolutely zero story context was written in or given to them, even if they were talking to another character. Not helping was that voice director Lani Minella's direction only amounted to "sound excited" or "sound angry".
  • Audience Participation: The crowds cheering for Sonic before his Super transformation is actually a recording of fans during the original Japanese unveiling of the game at the Tokyo International Forum in 1998.
  • Creator Backlash: Jon St. John, Big the Cat's original voice, has so much regret and hatred for voicing Big that he purposefully forgot how to do the voice.
  • Development Hell: This wasn't the first attempt to bring Sonic to (non-isometric) 3D platforming. Sonic X-treme for the Sega Saturn was supposed to do this, but turmoil within the company over the game's direction reduced it to Vapor Ware. According to Sonic co-creator Yuji Naka in an interview for the first issue of Official Dreamcast Magazine, SA1 was at one time supposed to be a Saturn game, but the idea was scrapped when the company decided to focus on the Dreamcast.
  • Killer App: This was meant to be the showcase game for the Sega Dreamcast, along with Shenmue. Unfortunately a relatively sloppy launch version in Japan tanked some of its release hype. This was patched up for the western release the following year but gaming media outlets had gotten word of the Japanese version, which may have soured some people on the game before they knew the western release was going to be smoothed out. The cleaned up version also ended up being released as Sonic Adventure International in Japan.
  • Moved To The Next Console: Adventure started out life as a late-in-life Saturn title using the "Sonic World" engine from Sonic Jam.
  • Playing Against Type: Jon St. Jon, most known for playing the sociopathic machoman Duke Nukem, plays the role of the kindhearted simpleton Big the Cat in the English dub.
  • Viewer Gender Confusion: Technically speaking, although E-102 Gamma is referred to as a male and even has a masculine voice, his destruction reveals that his animal battery was the Mother Flickie which would define Gamma's real gender as Female.
  • What Could Have Been:
    • As stated above, Sonic Adventure was originally in development for the Sega Saturn, with the Sonic World featured in Sonic Jam serving as a prototype. As such, there are some elements from Jam that can be found in Adventure such as some of Sonic's animations and an unused spring that can be found via hacking.
    • According to some Dummied Out voice clips from Tikal, Super Sonic was going to be playable in the same manner as the Genesis games (collecting 50 rings will let you transform during a level)Although its possible that Metal Sonic skin uses the unused code for it.
    • The in-game engine appearance of Perfect Chaos was supposed to match how he looked in the game's FMV intro and the mural found in the Lost World level, but graphical limitations prevented this from happening. When the fight was remade for the 20th anniversary game Sonic Generations, he was given the intended design since technology had improved enough to allow for it.
    • It would appear that early on in development, the characters (or at least Sonic) would've retained the designs they had in the Genesis games. If one looks closely in Sky Chase Act 2, Sonic's model resembles his classic design (though during the cutscene that plays halfway through it it switches to the model used everywhere else). Then there's this tutorial image from the Dreamcast version's website.
    • A very early Dreamcast prototype, called the "AutoDemo", has been unearthed and searched through. 3 test maps and many early maps were found, but the biggest find was the map geometry of the early Windy Hill, as seen in the game's earliest promotional materials and in the intro cutscene. The map, along with structures in the test maps, suggested that the game would have been more dependent on Sonic's momentum, rather than his raw speed, and may have featured physics similar to the Genesis games.
    • Most of the characters had different animations reflective of there unused abilities.
    • Knuckles at one point had more combat heavy abilities such as uppercuts and takedown punches which were seen in the earlier promotional videos of the game. Animations for them can be found in the demo.
    • An unused cutscene can be found for E-102 Gamma that implies it would have been played after failing to complete Final Egg.
    • Sonic's Light Speed Attack works differently in the demo and is the only upgrade implemented in the demo. Sonic kneels down instead of rolling and the player can press A to move or B to turn the move into a standard homing attack.
    • Data inside the final game refers to unused levels such as a desert, jungle and mushroom stage.
    • There was a promotional image of Sky Chase with a fire-breathing mechanical dragon boss, but it's not present in the final product. It actually still exists within some versions of the game, but when hacked in all it does is follow the player without attacking, lacks proper animations, and nothing happens if you shoot it.
    • In one demo of the game, using a cheating device to access the chao garden reveals a different chao releasing mechanism. Simply put, it's a button that, when pressed while a chao is placed in front of it, a grate opens up, it falls into it, and grinding and shredding sounds are heard. These sounds were possibly meant to replicate the Dreamcast processing noise and for the Dreamcast VMU device but seeing that the demo was not programmed for this feature, The screen on the mechanism says no data and there is no way to get the chao back.
    • Knuckles' voice in the E3 1999 demo was different from the version in the final product. He had the same voice actor, however the voice direction was very different. The lines were also slightly different. One of his lines ("Oh no!") was used in the final product, however in a separate cutscene. Oddly enough, some of these voices actually ended up used in Sonic Adventure DX, but only the ones that played outside of cutscenes.
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