Trivia / Sonic Adventure

  • Audience Participation: The crowds cheering for Sonic before his Super transformation was actually a recording of fans during a promotion for the game's release.
  • Creator Backlash/Old Shame: Jon St. Jon, 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.
  • What Could Have Been:
    • As stated above, Sonic Adventure was originally in developement for the Sega Saturn, with the Sonic World featured in Sonic Jam serving as 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).
    • 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 scrapped tutorial image from the Dreamcast version.
    • 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. 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.
    • 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.
    • E-102 Gamma was originally going to shoot himself in the head following his battle with E-101 MkII, but this was taken out due to Sega believing that the scene was too dark for a children's game.
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