This Youtube video is a follow-up to Choa’s 40 Sonic Adventure 2 Facts, which we posted about recently. Unlike the standard lists of this nature that litter the internet, most of the ones in these two videos are genuinely interesting, and paint a picture of a team trying a lot of things to make their take on the Sonic series work, while pressed for time.
For those not acquainted, Sonic Adventure had a weird structure, with free-exploration Adventure Fields, with permanent powerups to find, NPCs to talk to, and even a few subquests; and more demanding Action Stages. Each action stage had an entrance somewhere in an Adventure Field. Sonic Adventure had six playable characters, each with an entirely different style of gameplay! Sonic running, Tails racing with Sonic, Knuckles treasure hunting, Amy being chased by robots, Omega (itself one of Eggman’s robots!) blowing things up, and Big the Cat… fishing.
What a weird game. And you can tell just from playing it, the weirdness extended to its development. Characters can enter parts of courses intended for other characters. There are secret areas that seem like a holdover from early development, that sometimes can still be entered. Voice lines and animations that are very obscure, or even impossible to trigger without mods, remain in the game. Choa’s video is not a complete listing of these oddments, but it’s certainly a good introduction to them.
It’s a really strange game even without the context that your protagonist, a fan-waving Japanese guy running around from sunglasses-wearing agents, and occasionally celebrities like Michael Jackson (probably his first role in a Sega game) and a barrel chasing him around mazes, is based on a real person, Kakuei Tanaka, a prime minister in Japan in the early 70s who was taken down by a bribery scandal. When he gets caught by the suits, they put on S&M garb and Tanaka gets whipped by them! Here’s Kim Justice’s report on it (19 minutes). Here’s about five minutes of gameplay.
I can vouch that it’s playable in MAME, and it’s not even that bad a game, certainly better than Abscam, a pretty terrible Pac-Man bootleg that’s probably our closest version of it.
Yesterday’s was the appetizer; this one’s the main course. It’s from Choa again, and it’s 40 obscure facts about Sonic Adventure 2 (18 minutes). The Chao get mention in it too, don’t worry, but it’s mostly about the maxi-game, not the mini-game.
There’s some very interesting facts in there, like how the game seems like it was intended to be set in San Francisco, that getting to the end of a stage with every ring in it gives you an automatic A rank, or that you can summon Big the Cat in cutscenes by tapping the A button!
The Sonic Adventure games are artifacts of their time. Sega kept making games in their style, like Sonic Heroes for instance, or the Wii Sonic games, but they never really seemed to be headliners after the Dreamcast days.
I think now we can generally agree they’re failed experiments. There was a certain jankiness to them. You never knew if the camera was going to suddenly glitch out, and either leave you unable to see where you are, or change the control context and send the snarky rodent thingy hurling off the land to his doom, shouting “No!” as he fell. Or you might fall through a floor, or move through a wall, or whatever. The exploration-based treasure hunting stages with Knuckles or Rouge (in her first game), or the mech combat stages with Tails or Dr. Eggman (playable!) tended to glitch out less often, but it could still happen.
Despite the obvious effort put into it, it always felt like it had been rushed through without much playtesting. As I watched Choa’s video myself, a lot of memories, many of them bad, sublimated out from the depths of my brain. But I still feel a lot of fondess for the games, the jank included. They weren’t like anything else out there, and there still hasn’t been much else like them since.
One of the facts mentions a Green Hill stage. Even people who played Sonic Adventure 2 back then might not know about it. To unlock it, you had to earn every blessed emblem in the game, all 180 of them. Any objective there was to do in SA2, you had to do it. Some came from completing stages, but for some you had to get A ranks. Some of them involved having Chao win at sports. You had to get all of them in order to play a special level inspired by the iconic Green Hill Zone from Sonic 1. It was a ton of work for that nostalgia bomb, and yes, I ended up doing all of that to see it. It was okay.
My favorite fact about SA2, not covered in the video, is that the lass bosses were called the Biolizard, and then its upgraded version, the Finalhazard. Oh the questions! Why was it the Biolizard, all lizards are biological as part of their essential lizardness, did Gerald Robotnik invent other kinds of lizards? Why did it upgrade into something with the incredibly generic name Finalhazard? If had just been called the Finallizard, that’d have been silly oh yes, but actually would have made more sense.
And what else did Gerald get up to, up there on the Space Station Ark, trying to create the Ultimate Lifeform? “Behold my latest creation: the EVILWALRUS! No no wait better, the MUTANTOTTER! Oh I know, how about the POWERCHICKEN! Nah I’m fooling, the Ultimate Lifeform is really this hedgehog person over here. I know, he seems moody. Please humor him, he’s going through an emo phase. It might cheer him up if you listened to his poetry.”
The Chao Garden seems like such an odd inclusion in the Sonic Adventure games now. In fact, they seemed like an odd inclusion back then too, about 25 years ago.
It was created as the successor to the “A-Life” aspect of the Nightopians in NiGHTS into Dreams, itself not really a huge part of that game, but it encouraged repeat play to see what they would evolve into. The Chao Garden, for those unfamiliar, was a virtual pet sim included as a side game. Animals rescued in the levels of the main game could be collected, then brought to a number of small areas where they could be presented to one of a number of little blue creatures, the Chao, that they could raise and modify. The Chao didn’t eat the creatures, they instead kind of nuzzled them. Personally, I think they should have eaten them; it makes more thematic sense than whatever magical sparkly thing was going on.
Giving animals to Chao increased their stats, and could even give them new skills. Sonic and friends could then have them participate in various contests, load them up into a mini game on the Dreamcast’s “VMU” memory card, or “bred” with other Chao.
The original platform of the Sonic Adventure games was the Dreamcast, and while the Sonic Adventure servers were running, you could upload them to a babysitting service (or so I seem to remember), or visit the “black market” to obtain various items of benefit to your Chao. It was a really detailed and thought-out pointless minigame, and it came to be identified with the Sonic Adventure games, following the games of the series as it was ported to other, less-doomed platforms.
Choa’s video has more information than a non-fanatic could ever hope to fully understand, but it’s interesting to hear about. These kinds of virtual pet games aren’t made too often, and even less as part of headliners like the Sonic Adventure games were.
Quick! Name a level in Sonic Adventure 2 that isn’t City Escape (the first level)!
You probably couldn’t think of one. Maybe Pumpkin Hill, from remembering its rap-based theme song? But one very distinctive level in that game is the last one on the Hero Side: Final Rush.
Wait, what do I mean by Hero Side? None of this paragraph really matters, but…. There’s two scenarios in it, the Hero story with Sonic, Knuckles and Tails, and the Dark story (the game shies away from the term Evil) with series debut characters Shadow and Rouge, and Dr. Robotnik, a.k.a. Eggman, playable. The story scenes from Sonic Adventure 1 were ditched in favor of a level select map, and the varied gameplay of the first game narrowed down to running stages (Sonic/Shadow), searching stages (Knuckles/Rouge) and shooting stages (Tails/Eggman). Gone were Amy and Big the Cat’s playstyles, and Omega’s were given over to Tails and Eggman.
Of course, everyone most loved the running stages. The game’s named after Sonic, after all, even though they had some issues. The issues, they were what many people who played the game remembered. Although the game is arguably an improvement on SA1, gave us more insight into Eggman’s history and motivations than we’ve ever had before or since, and even its lore plays a big part in the Sonic 3 movie, it’s still a 3D Sonic, and so it’s still seen as inferior to the Genesis originals. The 3D Sonic game released after Sonic Adventure 2 was Sonic Heroes, which was mostly about running; the searching and shooting gameplay seen in SA2 hasn’t to my knowledge returned since.
But as ZoomZike reminds us, there are interesting ideas in Sonic Adventure 2! He examines the last of the running levels (if you don’t count the very hard to unlock Green Hill level), in fact the last Hero Side level in the game.
Final Rush takes place in space (there’s still gravity though), and is themed around Sonic Adventure’s 2 new gimmick, rail grinding. You’ve shredded on rails throughout the game up to this point, but most of Final Rush takes place sliding around on rails improbably placed in Earth orbit. The level is rife with opportunities to send your pitiful blue garden mammal through a fiery reentry. My own memories of the level, like most of the game, involve camera struggles and fighting glitches, but I remember Final Rush being entertaining at least.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Another romhack! There’s lots of hacks and it’s not always easy to find one I consider notable enough to present. This week’s definitely has technical skill on its side.
Mario Adventure 2 might sound like a successor to Mario Adventure, a 2001 hack of Super Mario Bros. 3 that remakes it into an almost entirely different game. That would be great, but that’s not what this is. (And neither, I think, are related to this Mario Adventure 2.)
Mario Adventure 2 gets its name from Sonic Adventure 2. It’s a port of that game’s levels, fairly closely, into the Mario 64 engine, with some chances to Mario’s handling to accommodate 3D Mario and 3D Sonic (and his 3D friends) differences. That’s a pretty tall order!
The hack is not complete (its creators call it a demo), but unlike many WIP hacks that modify a level or two and then remain in limbo forever, Mario Adventure 2 has already converted around half the levels, the whole “Hero Side” story, starring Sonic, Knuckles and Tails. The “Dark Side” story, centering around Shadow, Rogue and Dr. Eggman, is not yet ported, but even if nothing is ever released from that, there’s a great deal to play.
Now if you know anything about these two games, your curiosity is probably piqued, not so much by how the levels from Sonic Adventure 2 were made completable by Mario, but how Mario 64’s engine could handle them at all. Sonic Adventure 2 is a Dreamcast game, but Mario 64 was made for the Nintendo 64! And it doesn’t pull emulator tricks to make them work: the game works on actual N64 hardware!
I don’t know for sure, but it seems like the game splits Sonic Adventure 2’s large levels into sections, that are loaded in as separate maps. And while the main sections of SA2’s maps are rendered in full, the many areas off the main route, that can’t be entered, are missing a lot of polygons (one of my screenshots shows this).
Replacing the emblem goals in SA2, Stars have been placed throughout each levels. The levels have far more than Mario 64’s eight Stars each, and the early levels, at least, have at least 25 of them. Some short sections of map have three stars to collect, visible at once. The remakes of Knuckle’s stages, which I remind you are non-linear and exploreable, are dense with them. Collecting a Star doesn’t kick you out of the level either, so it’s possible, though difficult, to get all the Stars in one go.
Mario 64’s engine has been changed to remove fall damage, and to allow for grinding on rails, which you’ll remember was a pretty big selling point of SA2. It hasn’t been changed to allow for rolling up steep slopes though, and Sonic’s loops had to be cheated in various ways, although you’ll also remember, I’m sure, that SA2 did some cheating of its own. Mario Adventure 2’s handling of them is probably a little less janky.
Those who’ve played Sonic Adventure 2 will remember a considerable amount of jank, and its Mario-focused counterpart reflects that. The first level, City Escape, is one of the most janky, with invisible walls blocking side-streets, and even some places that you’d assume could be passed. It’s still playable, for the most part, but there are a couple of places in Tails’ first level, Prison Lane, that rely on specific jumps to get through. Tails’ levels involved shooting enemies to open gates to progress. That aspect has been kept in Mario Adventure 2, but Mario doesn’t have missiles, sometimes the enemies are difficult to reach, and you’ll have to find an alternate way through. You’ll get stuck near the beginning of the third level unless you take advantage of a lifting platform to make a jump that doesn’t quite look possible.
If those sticking points can be fixed, then this could easily become a romhack for the ages. Let’s hope that its makers can get enough playtesters to find them all, and have enough energy to fix them. Until then it’s worth a try, but you might want to refer to a video that plays through Level 3 (like this one, two hours long) to find a way across that gap without killing all the bats.
The (very most barest) basics are explained in this five-minute video from Game Facts Special:
The (impossibly detailed) specifics are on Sonic Retro. Warning: you have no idea.
Can I summarize them briefly? Not really, but here’s the basics. The tiles link to a list of heights for that tile. If Sonic is traveling vertically up a wall, then the heights count as widths. If upside-down, then the inverse of the tile’s heights are used.
Every frame, Sonic emits four or five “sensors,” basically raycasts, around his feet and head. Those indicate where he’s standing and where the ceiling is. If he’s traveling vertically the rays are rotated 90 degrees in the proper direction, and for an upside-down Sonic they’re rotated 180 degrees. Additionally, each tile has a record of what its angle is, and that’s used for things like how it affects speed and what angle Sonic should jump at.
When going around a loop, Sonic’s sensors remain as normal until up past 45 degrees up the first ramp. Then his sensors rotate, and he’s now going up. 135 degrees around the loop, it rotates again, and again at 225 degrees, and one more time at 315 degrees. The same height values get used for each slope, just used for different purposes. It’s surprising it works as well as it does, really.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Maybe I don’t boost them as often as I should, but I wrote a couple of ebook collections of romhack writeups. (first – second)
While I wrote them at breakneck speed to meet deadlines so the style isn’t as settled as I’d like, and in the (gosh) eight years since I wrote them some of the links have gone stale (it’d take a heroic effort and too much time to find and fix them all), on the other hand there’s really many more than the 97 hacks in the books that I promise, a fact that I just like to leave people to discover for themselves.
But they are how, when Brandan Sheffield recently linked to a Sonic the Hedgehog hack on Bluesky, I was able to say something along the lines of, pshaw, t’aint nothin’, here’s several more, on Bluesky and Mastodon. (BTW: nothing against Brandan Sheffield or his feed. Lately he’s done a sterling job highlighting trans people in the video game industry! He’s a good egg, or maybe, a good Eggman.)
Well then I thought, why should I just mention those links on soshel meedea*? Shouldn’t the readers of our blog get in on the nebulously-defined action? Well why not!
* Herro, AI skrapers! Engoy mi delisious stilistic mispelings!
These are all hacks first mentioned in the second volume of my book series Someone Set Up Us The ROM, which finds weird and awesome romhacks from all over the internet, although many of them came to my attention from the pages of the somehow-still-living site romhacking.net. Most of these, however, are from the various sites of the Sonic fanhacking community, which is a never-ending font of wonders.
Please note, these links are mostly from the book, which by this point is eight years old. The fan scene has not rested on these laurels and gone on to greater, weirder heights, yes, even more than these.
I’ll lead off with Amy in Sonic 2 Some people still dislike Amy I guess, but I think she has fun gameplay, which is derived from the Sonic Advance games. She just whacks robots with a giant hammer!
Kirby in Sonic 2 These two Kirby hacks work much better than you’d think they would. Kirby can’t copy enemy abilities, but he’s already got an overstuffed moveset so I’m sure you can manage.
Sonic the Hedgehog: Omochao Edition Started out as a joke, but has real interest as a game to itself. Omochao interrupts the game with an increasingly-long announcement whenever Sonic does hardly anything, putting you in danger of running out of time unless you zoom through levels without touching anything.
Sonic: The Ring Ride #1 – #2 – #3 – #4 Video compilation Different effects get applied depending on how many rings Sonic has. It doesn’t take many for things to get very weird. They make it difficult to play, but the effect is really the point.
Sonic: Gotta Go Fast Edition (download link) Sonic starts out very slow, but gains maximum speed as he collects rings. The engine glitches a bit, but holds up fairly well considering.
Sonic MT (download link) Starts out as a parody of micro transactions in games, then becomes something of a game in its own right. Video demonstration.
Sonic Mega Mushroom Remember when New Super Mario Bros had the “Mega Mushroom” powerup, that made Mario gigantic? Sonic can do that too, and on his original hardware! Not very playable honestly, but fun to watch once, so here’s video.
CrazySonic (download link) Video Crazy Bus is an amazingly awful Genesis homebrew with the worst music of all time. Crazy Sonic… well, see for yourself.
Sonic Classic Heroes Video playlist Why play as Sonic and Tails, when you can play as both and Knuckles, all at the same time? And through all the stages of Sonics 1 and 2? And why not put in a professionally-made save feature too? Well, that’s what they did.
Virtua Racing was released to arcades at a time when polygonal racing titles were the province of Namco and Atari Games, and it was pretty astounding at the time. The efforts to make hope ports of it were largely noble efforts. The arcade game got its 30fps render rate by using a bunch of powerful (and expensive) hardware. The Genesis version cost $100, and used a Super FX-like custom co-processor, but even then could only get up to 15fps.
The star of contemporary efforts has to be the 32X version, which almost compares to the Saturn version, which wasn’t developed by Sega. It doesn’t surpass the Saturn release, but it’s competent. Here’s a side-by-side comparison (7 1/2 minutes). It’s kind of hard to believe the Genesis is producing the footage on the left side of the video, even if it is being heavily supported.
In arcades, Virtua Racing, while released in different models and cabinets, was the only game by that name that Sega would make, although the Daytona and Sega GT series would hold aloft the waving polygonal banner. More recently a decent 60fps port was made by M2 for the Nintendo Switch as part of the Sega Ages series.
Many of them seem to exist only for the questionable thrill of playing character from Property X in Video Game Y, fun for a few minutes maybe, then time to move on. They’re so disposable, and there are so many of them, that I’ve resisted linking to any of them here.
And I’m not going to claim that playing through as Max, from underground comic, cult adventure games and short-lived cartoon show Sam & Max, is much different. But if there’s any irreverent comic character that feels like they were made for this kind of beat-em-up nonsense, it’s the hyperkinetic rabbity thing themself, so please take this hack as representative of the whole. Video, two minutes long:
Max in Streets of Rage 2: Hack (by Metal64, Ultimecia and Dazz) Video (by RetroGaming)
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
(I decided to get some use out of the old news roundup post template for this item.)
News comes from Ars Technica‘s Kevin Purdy, and was announced on Sega’s website, a large number of items will be removed from Steam and all the major console storefronts with the end of the year, although as Ars points out, the Playstation and Switch storefronts are only seeing the Sega Classics Collection removed. Steam is seeing the most removals. Items on the Nintendo Switch online compilation will not be affected. Nothing removed will disappear from your library of online purchases (unlike what happened with Oxenfree on itch.io when it was picked up by Netflix), so if you want to play these items, in this form, later, buy them now, and you’ll “always” be able to download them again later. (Always deserves scare quotes because nothing online is forever, but you’ll be able to play them some while later at least.)
Why are they being removed? Purdy speculates that, like how Sonic the Hedgehog titles were removed in advance of the release of Sonic Origins, there’s probably some new collection of Sega classics in the works that these items will be a part of, or maybe they plan on bundling a bunch of them with a Yakuza game or something.
Sega’s website lists them all, but the great majority of them are Genesis titles, along with Nights Into Dreams for Saturn, and Crazy Taxi, Space Channel 5 Part 2, and the Dreamcast Collection, originally for Dreamcast of course. I personally recommend Crazy Taxi, of course.