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Sonic Adventures Anonymous 08/15/2025 (Fri) 00:01:38 No. 41882
Welcome to the ultimate thread for Sonic Adventure 1 and 2. Here we will be discussing ALL things Sonic Adventure 1 and 2. You want to discuss story, gameplay, ports, era, designs, mods, hacks, wacks, controls, chao, lore, records, secrets, trivia, desires, bonuses, and anything else? You do it here.
>>41894 I guess there's nothing back there you can do to skip parts of the game? >>41896 She's cute, but is probably too generic for anyone to have drawn.
>>41898 I'm going to completely guess and say no there's not really anything back there. There's no levels and they made sure to cover the light shoes with the car Big later moves, which is pretty thorough foresight considering they didn't expect anyone back there yet. Although, even if the car wasn't there, the light shoes probably wouldn't be either. I was actually a bit shocked when that girl walked in, I don't remember any NPCs in that boundry break. Part of me was expecting default test dialog from her. Too generic? Even with the white bow?
>>41899 >Too generic? Even with the white bow? She's just a low poly anime girl, there are probably tons of them from back then. If she weren't in SA1, she'd be completely forgotten. Maybe ask the drawthread if someone there would want to draw her.
>>41888 I still can't stop thinking of being 5 years old playing this at world of tomorrow at Disney. Blew my mind and got a Dreamcast that Christmas, my fate as a autismo was sealed. anyways, I like the song Emerald Coast's song was based on (Almost the exact same song, might be a cover even.)
>>41902 Senoue originally composed it for Sonic Adventure, then made the lyrics version for the JxJ album later. He also did this with another track. https://www.youtube.com/watch?v=av2maOIAEv8 https://www.youtube.com/watch?v=ri55v-49iJQ And then he did it again the other way around with one of the JxJ songs. https://www.youtube.com/watch?v=AKihg4uqEQY https://www.youtube.com/watch?v=XdY_TUSYuRo
>>41889 Sonic owns and pilots a plane, but I don't think they ever said he can build them.
>>41894 >I'm using Dreamcast conversion, but no idea if that mod is 100% accurate. I think that's only for the graphics, not things like collision glitches.
>>41899 >I was actually a bit shocked when that girl walked in, I don't remember any NPCs in that boundry break. Part of me was expecting default test dialog from her. I remember someone a while ago said that's the only NPC that's always loaded and that she's tied to that area.
>>41919 I wonder if her being loaded was intentional or if it was an accident.
(382.60 KB 960x540 SA1 17 Sonic 17.png)

I rebooted the story, I forgot they have a >LAST TIME ON SONIC ADVENTURE for every single point of every story, which would be pretty crazy if it wasn't outdone by 2 which had them all VOICED. Sonic Adventure 2 has tons of spoken dialog in it's files for every possible recap, even with Amy since she does it for the last story.
(484.20 KB 960x540 SA1 18 Sonic 18.gif)

(1.04 MB 960x540 SA1 19 Sonic 19.gif)

More Mr. Know-it-all tricks and tipz
(715.39 KB 960x540 SA1 20 Sonic 20.gif)

There's only the station square, and a jungle immediately outside it, the city's actually only 3 square miles.
(373.33 KB 960x540 SA1 21 Sonic 21.gif)

(392.67 KB 960x540 SA1 22 Sonic 22.gif)

(582.58 KB 960x540 SA1 23 Sonic 23.gif)

(580.23 KB 960x540 SA1 24 Sonic 24.gif)

...why does a train lead to the middle of nowhere anyways? Does Tails get enough visitors to warrant a train stop? Surely they didn't build a railway leading to the ass end of a humid jungle for a small exploration team,
(12.44 MB 854x480 SA1 25 Sonic 25.mp4)

This is the 8,372nd time I'm watching this cutscene in my life. I have nothing to add.
(13.09 MB 854x480 SA1 26 Sonic 26.mp4)

This is the 11, 782nd time I'm playing this boss fight. I got hit to make it more exciting.
(19.58 MB 854x480 SA1 27 Sonic 27.mp4)

I usually skip this one.
>>42023 I sort of respect going the extra length to make sure the player remembers what they were doing last even if more than 50% of it might never be seen
(766.75 KB 960x540 SA1 28 Sonic 28.png)

(792.22 KB 960x540 SA1 29 Sonic 29.png)

And we never even go inside Tails' workshop, instead getting the "wind key". What is the wind key? I feel like it would be something to do with echidna temples, but we're not on Angel island, it crashed right next door, which is a weird plot point. I feel like Tails and Sonic would bring this up. >By the way Sonic, Knuckles island just fucking plummeted into the earth and almost obliterated me and my house But they never even acknowledge that Angel island is in stepping distance. Most players don't even realize that wall next to the train stop in the Mystic Ruins is suppose to be the island crashed into the land, you have to talk to a few NPCs who mention it.
oops, Windy Valley needs to be split, that's it for tonight then
>>42027 I think that's the case. Tails says the train station was built recently
I wanna get some opinions on this because I never see people really bring it up, but I'm surely not the only one that thinks SA1 is way more fun to control than SA2? In regards to SA2, I'm only really talking about the sonic and shadow stages. Sonic and shadow in SA2 feel really heavy, slow, and not nearly as fluid as SA1 Sonic and it really puts me of from playing SA2 over SA1 anytime I go back to the adventure games. Especially coupled with the treasure hunter and mech stages which I never really cared for in all my life of being a sonic fan. Sonic, tails and knuckles in SA1 are fast, floaty and the level design feels a lot more open, which imo is way more fun since you actually get to go fast. IDK might be a skill thing but I've 100%'ed both games and I haven't touched SA2 over SA1 in years
>>42049 Absolutely agree, however SA2 has more tricks, like grinds, bounces, quick lightspeed. That's why I use a mod that gives Sonic and Shadow SA1 controls, the mod is actually sick. You can map the controls of each game's moveset to a different button. So when I want SA1's spindash and jump cancel, I press x, and when I want the short roll to go under gaps and bounce, I press B, and light speed is mapped to Y. It really just makes me wish we could just crush the two games together.
>>42049 >I'm surely not the only one that thinks SA1 is way more fun to control than SA2 Yes, if nothing else because rail grinding was a nightmare to do right.
>>42049 I'm very much a casual, having never replayed any Sonic games, but I definitely enjoyed SA1 more than 2.
>>42161 It's true that grinding is stressful but did you play the game on PC? SA2's analog controls are completely busted on PC unless you mod it.
>>42161 I seem to be able to do fine as long as you just flick the controller in the right direction at the start of the turn and leave it in neutral. >>42241 The steam port is absolute dogshit and I can't believe they released it like that. Sega did absolutely nothing to justify PC sales and the mods should have just used a pirated copy. It's what was deserved.
>>42241 How did they even manage to mess up the grinding on PC? What did they even change for that to happen? >>42245 I wish they'd give the Adventure games proper rereleases in this era
>>42241 Yeah, it was the PC version. I'm not sure if it was a problem with the controls, I just went right through the rails so many times. It was so cathartic to play Shadow Gens and have rail grinding work correctly.
>>42255 From what I heard in the past, it's a problem with the controls
>>42245 >>42248 >>42255 >>42256 SA2's PC port isn't AS bad on a technical level as SA1's but the Dreamcast had this weird joystick they didn't really account for when porting both games so the deadzones are all really big and strange which makes precision platforming way harder than it has any right to be. Both issues are fixed by mods. It even comes built into the mod launcher for SADX. It's even sort of a problem when emulating Dreamcast games. Go play the Dreamcast port of Daytona USA on an emulator and you'll see what I mean.
>>42257 What about the GameCube version of SA2? That's the only one I've ever seriously played and I never had any issues with it.
>>42258 I think that might've had the same deadzone problem but I don't really remember. Might be bullshit.
>>42257 >create game that becomes loved by players >wait a few years >re release the game in pitiful state >new players play the game >new players rightfully bash the game >old players naturally defend the game >it was all a scheme to pit newfags against oldfags Sega are the ultimate trolls
>>42261 This never actually happened. The closest is SADX, but that release also legitimately fixed issues that were in the original release. The problem is that it added issues of its own >new players play the game Most people played them on GameCube or PC. The Dreamcast wasn't a very popular console.
>>42262 >This never actually happened I know but it's funny to think about. Personally I didn't enjoy the game so it sounds plausible to me, I don't know why more people don't hate on it.


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