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- Sonic Adventure 2 Rom Dreamcast
- Sonic Adventure 2: Battle/Changes From The Dreamcast Version ...
- Sonic Adventure 2 Iso Dreamcast
< Proto:Sonic Adventure 2 (Dreamcast)
This is a sub-page of Proto:Sonic Adventure 2 (Dreamcast).
Sonic Adventure 2 Rom Dreamcast
The game was released exactly ten years after the original Sonic the Hedgehog, and to celebrate that, a special version of Sonic Adventure 2 was available in Japan. GameSpy 2001 – Dreamcast Action/Adventure Game of the Year; Information also contributed by Sciere, sonicteamUSA and Spindash. Sonic Adventure DC-HD This repository is primarily meant for research and discussion related to Sonic Adventure (Dreamcast) and emulating it on PC with various patches and enhancements. Eventually it may host a script to create a CDI image containing a patched/enhanced version of the game to be used on emulators. Have fun playing the amazing Sonic Adventure 2 (E) game for Sega Dreamcast. This is the Europe version of the game and can be played using any of the Sega Dreamcast emulators available on our website. Download the Sonic Adventure 2 (E) ROM now and enjoy playing this game on your computer or phone.
To do: There's more object layout differences in the stages. There's also a few screenshots needed, particularly for showcasing the main menu and early timestamps. |
Sonic Adventure 2: Preview is a demo of Sonic Adventure 2 that was sent to the press in order to gain publicity for the game. The demo includes a level for each character, as well as 2-Player Mode for each type of gameplay.
This version is dated March 18, 2001 - 3 months before the game's release. It was dumped by drx in 2008.
- 1General Differences
- 2Debug Features
- 4Audio Differences
General Differences
Title Screen
Final |
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The title screen is very close to the one used in the final game. Under the game's logo, [PREVIEW] is added, there is a glow effect behind the logo not present in the final and the text in the bottom left corner is slightly different.
Similar to how its predecessor contains an unused 'β version' title screen, the file ALPHATITLE.PRS contains an alternate 'α+ Version' title screen that was presumably used for other early builds of the game.
(Source: Sonic CulT)
Cutscenes
Early English Script Those guys are so annoying... |
Every character (Except Tails) has one cutscene play before their stage. The scenes themselves differ from the final game's in many small ways:
- Each cutscene uses the wrong voice clips, as the English voice tracks were not fully implemented yet. This does not happen with the Japanese voices.
- Like The Trial, texture files for cutscenes are in one uncompressed PVM rather than set of two PRS files. A likely reason for the change is that cutscenes fail to load if the texture file is too big.
- The music that plays in Sonic's cutscene starts as he jumps out of the helicopter, much like in The Trial. In the final, it gradually picks up throughout the scene.
- The flashback scenes with Maria and everything before it are cut for the preview in Shadow's Radical Highway cutscene, leaving the scene much shorter than it is in the final.
- Knuckles and Shadow's scenes have no music. They're supposed to play the tracks T1_KNUCK.ADX and T1_SHADO.ADX, but they aren't on the disc.
- All voice clips that have echo/radio effects added to them in the final are clean in this build, both Japanese and English.
- Sonic's Light Shoes use the earlier model from The Trial in his cutscene.
- None of the cutscenes have timestamps. Though it goes unused, SA2:Preview's timestamps are larger and make a different sound to the ones in the final game.
- Knuckles' upgrades can't be seen in-game normally, but his sunglasses also have a different cutscene model. His Hammer Gloves were also removed from cutscenes in the final:
Final |
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Debug Features
Debug Mode
There is a debug mode in the demo that includes a variety of features.
Debug functions available in this version:
- Camera Editor
- Event Test
- Free Movement
- Sound Test
Debug Menu
The Debug Menu from the final can be found here, you access it the same way, by swapping ADVERTISE.PRS with TITLE.PRS.
Aside from the missing background graphic, it functions identically to the final.
Event Test Pause
(Event test can be accessed either through the Debug menu or by changing 8C0C534C to 6.)
Unlike other versions, events in this build can be paused by pressing Start on the second controller.
Graphical Differences
- There are no icons displayed on the VMU.
- As with The Trial, Impress is used for English text. In the final game, Impress is only used for Japanese text - English uses Comic Sans (The French/German/Spanish font) instead.
- Objects such as containers are lit differently.
- The posters in City Escape use the same textures as the final with the exception of the Chao in Space and Pizza posters, which use the textures from The Trial.
Final |
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The wall that can be dug into to access different areas in the hunting stages has a different center.
Audio Differences
All of the tracks present in this version of the game are played at 44100 Hz, as opposed to the final's 32000 Hz. Furthermore, some tracks have audible differences to their final counterparts:
Audio | Name | Notes |
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Live and Learn (Main Theme) | The entire vocal track is replaced with a MIDI flute lead. The lead guitar that plays in the bridge section is also missing. | |
Won't Stop, Just Go! (Green Forest) | The mixing is different and the lead guitar is weaker than the one in the final. |
- Many sound effects are different compared to the final game, including the climbing sound for Knuckles/Rouge and the lock-on laser sound for Eggman/Tails.
- Every character speaks in a combination of their English and Japanese voices. Notably, jumping sounds are Japanese but idle dialogue is English.
- The City Escape track uses the same instrumental featured in The Trial.
- Sand Ocean plays the track used for Lost Colony in the final.
The following tracks are on the disc but unused:
Sonic Adventure 2: Battle/Changes From The Dreamcast Version ...
Track | Notes |
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A_MINE | Aquatic Mine |
ADVSNG_3 | Main Menu (Options) |
ADVSNG_4 | Main Menu (Stage Select) |
ADVSNG_5 | Main Menu (Tutorial) |
ONE_UP | Congratulations |
T1_MAIN | Live and Learn (Main Theme, shown above) |
1ST_READ has a list of tracks starting at AD94C, including ones not on the disc. The tracks that don't exist are listed below:
Most of them are songs from the full game, but there's a few noteworthy entries:
- boss02.adx is split into two files in the final game - BOSS02A.ADX and BOSS02B.ADX, for King Boom Boo and Egg Golem respectively.
- coming.adx was used in The Trial for the voice 'COMING 2001'.
- chao_g_iede.adx was used in Battle for the Chao Goodbye music. 'Iede' (家出) translates to 'Runaway', which is a concept referenced in an unused Omochao line.
- chao_g_carnival_d.adx, chao_g_carnival_h.adx and chao_g_carnival_n.adx aren't in any version or referenced in the final game, so their purpose is unknown.
- Only t1_shado.adx and t1_sonic.adx are in the final game, though t1_rouge is in this version. 'T1' tracks contain a character's full theme music, with the rest being shortened versions for cutscenes.
Voice Clips
Just like Sonic Adventure's Autodemo/first Japanese release, there are some Japanese voice leftovers here that are removed entirely in the final and do not have any English equivalents. Though while some of these are absent in the final, they can still be found as subtitles in the final game's EVMESH/D/L.PRS files.
Sonic Adventure 2 Iso Dreamcast
Story
Audio | Transcript | Notes |
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Sonic: 別に、それほどでもないけどな (I don't really care that much.) | These would have played in the cutscene where Eggman asks Sonic to hand over his (fake) Emerald. Sonic's line would have come after Eggman's, 'If you value this young girl's life, that is.' line, and Eggman's line here implies that he would have hurt/attempted to hurt Amy in order to get Sonic to comply with his demand. Amy was actually supposed to respond to that ('ソニックーッ!!', 'Soniiiic!!'), but she only has a subtitle of her response found in both EVMESD0.PRS and EVMESH0.PRS files and does not have a voice clip recorded for it. | |
Eggman: 生意気なハリネズミめ! だがこれでもまだ意地を張っていられるかな! (You're a cheeky hedgehog! But will you still not give up if I do this?) | ||
Tails: フェイク…! (Fake...!) | Found after Eggman's, 'Hmph, because you just told me!!' line in the same cutscene regarding the fake Chaos Emerald. When he would say this is anyone's guess. | |
Eggman: 目的のためなら手段をえらばぬ!!それがワシのポリシーじゃ! (I'll do whatever it takes to achieve my goals!! That's my policy!) | This would have been Eggman's response to Tails's (also unused), 'Your methods are dirty, Eggman!/It's not fair, Eggman!' line after Sonic is shot into space, also in the same cutscene. While Tails's line actually makes it to the final's voice archive and even gets an English equivalent (despite being unused in both languages regardless), Eggman's does not. | |
Rouge: 逃げられたか! (He escaped...?!) | This is found after the cutscene in Dark Story where Eggman decides to get back to Earth to chase after Sonic's gang. Considering how the Route 280 stage starts after the cutscene, it's safe to assume this would have played if Rouge failed to catch up to Tails at the end of the stage. | |
Sonic: *screams* | These are actually supposed to be the roars that Biolizard makes after Knuckles finishes his speech to stop the Chaos Emeralds in Last Story, but because these clips are heavily filtered in the final game, you can't make them out. | |
Shadow: *screams* |
Early Menu Theme Voice
There are voice quotes of the default menu theme voice that can be found in this build, and they sound completely different compared to the final. They are most likely meant to be placeholders, and replaced with the final voice for obvious reasons.
Audio | Transcript |
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Story Select | |
Scene Select | |
Character Select | |
Stage Select | |
Type Select | |
Records | |
Group Select | |
Game Select | |
Lesson | |
Options | |
Sound Test | |
Access to the World | |
File Select | |
System Alert | |
Congratulations | |
World Ranking | |
Emblem Records | |
Cart Racing | |
Download Events | |
Theme Select | |
TV Setting | |
Access to the Database | |
Please Wait |
Rail Switching Omochao Hint Line
This unfiltered English Omochao line somehow found its way into both English and Japanese voice archives. Why and how it's here is anyone's guess. To top it all off, the control scheme he explains is not possible in the final game (nor in any of the earlier builds for that matter, as none of the available levels have more than one rail to choose from), and it wouldn't end up being similarly implemented until Sonic Unleashed (Xbox 360) in 2008.
Audio | Transcript |
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Press A button and use L or R triggers while grinding to jump from rail to rail. |
Metal Harbor's Missile Launch: Japanese Announcement
Near the end of the stage, there is a section with a missile launch countdown and a voiced announcement. In the final game, the announcement is always in English regardless of what language is chosen, but at some point it was supposed to also have a Japanese equivalent that was scrapped for unknown reasons. These quotes are not present in the final.
Audio | Transcript |
---|---|
ミサイル発射15秒前 (Missile launches in 15 seconds.) | |
Ten, nine, eight, seven, six, five, four, three, two, one... | |
Fire. |
Unused/Early Cutscene Subtitle Text
This conversation is from the cutscene where Sonic first meets Shadow. It has no voice clips recorded for it or any English equivalents, and can be found in EVMESD0.PRS. None of this exists in the final, but Shadow's first line and Sonic's response do make it into the Green Forest confrontation scene. Bizarrely enough, Shadow's second and last comments are also partially reused in episode 34 of the 2003 anime Sonic X.
Japanese | Translation |
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で、そのエメラルド! どーするつもりだ。このニセモノが! ニセモノ? フッ、 フェイクは君のほうじゃないのか? いや…フェイクと呼ぶには… レベルが違いすぎるか? いわせておけば!! キュィイイー!! パアン!! 消えた!? どこだ… なるほど確かに… 姿形は似ているようだ。鏡に映る… 影のようにな…。 クッ!! ギューン!! バシュ!! チッ! なんてスピードだ!! いや、スピードじゃないな…。 ワープ!? カオスエメラルドの力を使って、 時空をコントロールしているのか!? 何者だコイツ…!! 僕の名はシャドウ。 Pr.ジェラルドから カオスコントロールの力を与えられた 唯一にして究極の存在。 今は先を急ぐ。遊びは終わりだ。 | So, what are you planning to do with that Emerald? You impostor! Impostor? Hmph, aren't you the fake one here? Actually, aren't you on a completely different level... To be called a fake? I'll make you eat those words!! 'Kyuiii!!' (sound of Emerald charging up) 'Paan!!' (warping sound) He's gone!? Where is he... I see... We really do seem to look alike. It's like looking in a mirror... You're like my shadow... Darn!! 'Gyuun!! Bashu!!' (warping sounds) Tch! That speed!! No, that doesn't seem to be his speed... Warp? Is he controlling time and space by using the Chaos Emerald's power!? Who is he, anyway...!! My name is Shadow. The one and only ultimate being who was given the power of Chaos Control from Pr. Gerald. I'm in a hurry right now. Playtime is over. |
Gameplay Differences
- Every character has their first upgrade available from the start.
- Every upgrade is in this version, but only a handful of them are actually used.
- The Bounce Bracelet has buggy collision with objects, such as clipping through steel containers without the Flame Ring equipped.
- Mystic Melody is called 'Ancient Melody'.
- There is no special scene for a character obtaining an upgrade - you can still move around with the text on-screen.
- The rocket on the rocket platforms is too high and can be seen even when the platform is inactive.
- The 2nd, 3rd, 4th and 5th missions are in the game, but the 5th mission (Hard mode) doesn't have a unique layout.
- The game contains demo files for Iron Gate, Pumpkin Hill, Sky Rail and Weapons Bed that can't be found in the final game. Iron Gate and Weapons Bed in particular were made using an earlier version of the stage, as Eggman ignores many objects blocking his way. They can be seen (imported to the final game) here.
Stage Differences
- Life boxes do not appear at the lost Chao locations, though the lost Chao itself will still spawn if the game is forced to its mission.
- The platforms before the first checkpoint in City Escape are the same as they are in The Trial.
Final |
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- The Magic Hands area is different to the final. It has the same steel container layout as The Trial, but actually has the upgrade this time.
- After completing any level, the player will go back to the title screen. The only exception to this is City Escape, which will send the player to Green Forest.
- The area where Sonic obtains the ancient light is completely empty, but the path to it still exists.
- The indoor section of Wild Canyon doesn't have the correct lighting.
- Most digging walls have been removed. The only one still there is behind steel containers in Dry Lagoon, so it can't be seen normally.
- The rooms accessed by digging through walls in Wild Canyon are completely empty. The objects for these rooms are actually floating out of bounds near the start of the stage:
- Hint Monitors display blank textboxes in Dry Lagoon.
- Some enemies are in different positions to the final.
Final |
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- The area with the second and third pillars in Sand Ocean has a different object layout to that of the final, with an extra fence, a wooden container (not shown), and springs present.
Final |
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- This is the same for the area just after the fourth pillar, which shows even more changes.
Other Stages
Despite most stages being deleted, some of Weapon Bed's files are still present.
Also unlike the final, loading a level that doesn't exist will spawn you in an abyss.
Retrieved from 'https://tcrf.net/index.php?title=Proto:Sonic_Adventure_2_(Dreamcast)/Preview&oldid=872476'
Sonic Adventure 2 is the right choice for your needs. Evil Stories Vs. It Miles Tails Prower, Por Echidna and Sonic the Hedgehog, they create stories, try to save the world.
Sonic Adventure 2 Rome Highlights
Sonic Adventure 2 is known for its unique gameplay variety, audio, and visuals. Developed specifically for their action, camera, and voice acting, the game received even better reviews. The game port for the main port, GameCube, is a good creation with multiplayer options. Because of the fact that many games download platform downloads. If you are interested in trying the online game, it is advisable for Windows, PlayStation 3 and Xbox 360, they decided to roam Sonic Adventure 2. This feature brings with it a great opportunity play at any time of the day.
Stunning gameplay
It is well-known fact that Sonic Adventure 2 3D games are grouped into two separate operations. It includes Heroes and Dark. It is important to know that this game has six playable characters. Each side of each sign is the same as the other characters on one side, is an excellent game style. Walk through the Darkness and as a player of the hero's mission, you are required to take. Each campaign cycles through three character levels, explaining different aspects of a story. The following game levels, boss battles that take place many wonderful things, some come with desert area pyramids, forests and cities. Parallel to both performance stories. You are able to unlock the last story we have to use all six characters to meet this campaign to stop the last boss fight.
Gaming Equipment
It comes with the commonly accepted fact that there is an Adventure 2 Health Care System that is available in many Sonic games. You can collect levels to spread the rings. It is important to meet the enemy with rings. It helps you to reduce the number of enemies. In any case, when you meet without rings, it will lead to loss of life. Knowing Eggman and Tails are slowly refilling or collecting rings is important for general health bars. Life without dead is really the result of the game on DTHe isplay. Players can get many of the new features available to them for permanent improvement. The shadows reach for one and only strokes the remote platform rings in a gradual way of sound. Others attack some powerful rugs and a few containers to break the rug.