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>have to slog through 2/3rds of shit to get to the fun third

This game is fucking awful
>>
I want to replay it but I also don't want to take off the nostalgia goggles
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I like the music but after replaying sonic DX years ago. I know it's not worth replaying.
>>
You just suck at Speedrunning ;)

https://youtu.be/bB3L1-C2Rrw
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>>732242529
>TAS
doesn't count
>speedtrannies
doesn't count
>>
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>>732242164
If you're not playing the Dreamcast version you're automatically going to have a bad time. Good news is that if you play on PC, you can mod it to fix all the bugs

>>732242237
Just go for it. I did a replay last month and it was a good time still despite rolling in jank
>>
>>732242164
I've grown to like the mech stages. Still don't like the hot/cold detection stages.
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>>732242962
If you fix the radar so it works like SA1 they become 10x more enjoyable
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>>732242962
>Still don't like the hot/cold detection stages.
My strategy for getting good ranks was just "learn 3 locations that are quick to get to, go to those, and if the game picked something different restart the level."
>>
>>732242962
>>732243156
>>732242962
>Still don't like the hot/cold detection stages.

git good
>>
>>732242684
>If you're not playing the Dreamcast version you're automatically going to have a bad time.
gamecube version is better though
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I have no desire to replay the mech and treasure stages but I think they're fine for a single playthrough. Obviously I would much rather be playing a speed stage though.
>>
Why are the Rouge stages such ass compared to the Knuckles ones?
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>>732243803
git taste
>>
>>732242164
It's better after you finish the game and can just replay the speed stages while doing chao garden stuff.
I played this twice as an adult and neither time did I bother to do the final story because ho lee fuck do I hate being forced into the mech/treasure stages.
>>
>>732242164
>>732242962
>getting filtered by the treasure hunts
Lmao
>>
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>>732245503
>Why are the Rouge stages such ass compared to the Knuckles ones?

Tails, Shadow and Rouge were last minute additions and they barely had time to design stages for them

>SA1 was a game made by a maximum of 100 people, and only 11 people went to the US. Then, it was no longer possible to make 2 on that scale. I was hoping to make a small-scale game in the U.S., but at the time, Naka told me, “You can take our Japanese members with you and just make 2.” So when it came time to make 2, the starting point of the project was “How can we make 2 with this (small) number of people?”
>1999 - Iizuka goes to USA to patch up SA1 and begin SA2
>Iizuka: I had these ideas in my mind from when I was making Sonic Adventure 1 that if I were to make a second game, I wanted to have a “rival character who looked exactly like Sonic” and to be able to play two scenarios, one with Sonic and the other with the rival character
>SA2 lighting better in one way in that SA2 can use separate data for enemies with alpha textures and those without
>official announcement of the Dreamcast’s withdrawal was made at the end of January 2001, Iizuka was determined to sell SA2 on the Dreamcast at any cost.
>Shortly after the news that Sega was withdrawing the Dreamcast, Iizuka was given the opportunity to place an ad in a magazine that put Sonic and the GameCube together. He decided to make Sonic Adventure 2: Battle on Nintendo hardware because, “If Sega’s hardware is no longer available, I want to release it on Nintendo’s hardware.”

SA2 was very rushed and recycles content left and right throughout the game.
>>
the treasure hunting stages are fun, you losers are wrong
and the eggman levels kick ass. only tails isnt fun.
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>>732246981
Thanks for the info, very interesting stuff.
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>>732242529
kino
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>BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP
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>>732246981
>Last minute additions
I want this meme shit to die, people parrot this thing and there's only a couple "sources" about it but they've never actually said so, btw, you don't shit out HALF a game and shove cut scenes related to those levels into the story "at the last minute", if anything they were lower priority or were running out of time but they probably always intended to implement them.
>>
ROLLING AROUND AT THE SPEED OF SOUND
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>>732246981
>>732247151
SA1 is actually a combination of two different projects that were in development. A lot of the platforming concepts came from the more traditional 3D Sonic project (Sonic Jam has a lot of unused character animations from this project, which would later be refined and used again in SA1), while the adventure fields and narrative focus came from the rpg project (Jam's hub world was originally built as a prototype area for this project before being repurposed for Jam).

>Takashi Iizuka felt that Sonic fans had been let down because Sonic Team was not focusing on Sonic enough
>Sonic Adventure begins development in 1996
>Sonic Adventure as a 3D game adaptation of Sonic begins development as a showcase for Dreamcast hardware. Transparencies, volumetric per-pixel shadows and volumetric fog features, ninja lighting, FMVs, voice acting, etc
>Dreamcast goes all out on transparency and lighting, supports 8-bit destination alpha blending with 24-bit sourcing 32-bit z-buffer. SA1-2 used diffuse+specular lightning based on palette indices like some Saturn games
>Iizuka was able to request more RAM for the console specifically for Sonic Adventure. 24mb of RAM - 16mb working RAM and 8MB for textures. Saturn only has 4MB
>Yuji Uekawa redesigned each character for Dreamcast
>Seiyuu chosen by Iizuka. Jun'ichi Kanemaru as Sonic, Chikao Ōtsuka as Dr Eggman, Nobutoshi Canna as Knuckles, Taeko Kawata as Amy
>Early in its development, the team had conducted research abroad to get ideas. The chosen region was South America
>Tulum resort town on Mexico’s Caribbean coast, Machu Picchu, Tikal Mayan citadel in the rainforests of northern Guatemala, Cancún in Mexico were heavy and obvious inspirations for Mystic Ruins
>Chaos according to Iizuka the director was made to shock, surprise people, something you would say "this is only posible on the Dreamcast"
>The hub worlds' emphasis on exploring to find new areas and power-ups was inspired by The Legend of Zelda
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>>732248418
>Iizuka loves Dragon Quest and Final Fantasy
>Iizuka had a dream of becoming a manga artist, which ultimately led him to Sega after realizing manga wasn’t a viable career
>In 1996 when the Burning Rangers development concluded, that whole staff went straight over to Sonic Adventure
>Sonic Adventure was inspired by Sonic Team's Adventure in South America
>Chichen Itza and Tikal provided the aesthetics concept of the shrine of Knuckles's race, Chaos and the serpents drawing on the walls of the temple; Cancun and Tulum provided the concept of Emerald Coast; Cuzco provided the Altar of Emerald; Machu Picchu provided the design of Windy Valley; and Ica provided the the aesthetics for Sand Hill
>Lost World and Windy Valley were rebuilt dozens of times
>Sachiko Kawamura designed the Chao Garden and an upgraded version of the A-LIFE system from NiGHTS where you evolve Chao
>There are some people on the Sonic Adventure team whose entire job was working on the Chao
>Sonic Adventure's entire team was composed of Sega's top-class employees, and it wasn't uncommon for them to be working on other projects at the same time as Sonic Adventure. Their competence meant that, as the development went on, they'd often undertake individual sections on their own; as a consequence of that, no one person could really see the whole picture of the development, and when the game was finally finished and they played it, it was like, "Ohhh… so that's what's going on here."
>Lost World became the standard of quality for the other stages. Many stages were remade and redesigned dozens of time before Iizuka and Naka were happy with them.
>Fumie Kumatani, Jen Senoue, and Kenichi Tokoi were Sonic Adventure's Sound Team
>Senoue' main theme "Open Your Heart" was re-wrote nine times
>With SA1 they had pushed the Dreamcast close to its limit, so they knew it would be difficult, from a hardware perspective, to surpass that for SA2
>>
>>732246981
>>Iizuka: I had these ideas in my mind from when I was making Sonic Adventure 1 that if I were to make a second game, I wanted to have a “rival character who looked exactly like Sonic” and to be able to play two scenarios, one with Sonic and the other with the rival character

How were they last minute additions if this is what was intended from the start? Less polished? Maybe, but it wasn't a matter of "Dang, maybe we can shit out a couple extra levels for these characters that we never intended to be playable"
>>
>>732249932
>Sonic Adventure was inspired by Sonic Team's Adventure in South America
>Chichen Itza and Tikal provided the aesthetics concept of the shrine of Knuckles's race, Chaos and the serpents drawing on the walls of the temple; Cancun and Tulum provided the concept of Emerald Coast; Cuzco provided the Altar of Emerald; Machu Picchu provided the design of Windy Valley; and Ica provided the the aesthetics for Sand Hill

Both Chichen and Tikal are located in North America, not South.
>>
>>732242164
only the sonic and shadow levels are fun
they are jank as fuck
sonic fucking sucks but the girls are fucking hot



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