Sonic Adventure (Dreamcast)/Version Differences
This is a sub-page of Sonic Adventure (Dreamcast).
While Sonic Adventure was being localized during the nine-month gap between the Japanese and worldwide releases, Sonic Team fixed certain programming errors and added some unimplemented features, resulting in a slightly more refined version of the game. This version was brought to Japan under the title Sonic Adventure International, with minimal differences besides the title screen. International would also be used as the basis for subsequent ports.
- 1 Graphical Differences
- 2 Camera Differences
- 3 Cutscene Differences
- 4 Menu Differences
- 5 Object Differences
- 6 Other Differences
The title screen went through four different iterations; the original Japanese and US 1.0 release was just a static image that didn't have a fade in. The US 1.1/European version added a ripple effect to the background and shine to the foreground, and the International included its subtitle.
|Europe/US 1.1||Sonic Adventure International|
Sonic's Running Animation
In the original Japanese releases only, Sonic's running animation in top speed has a unique blurring "wheel" effect akin to the classic games. It is subtle and similar to the blurs used for Tails' tails and spin jumps. However, this can only be seen when Sonic runs at absolute maximum speed, coming off of a spin dash or dash pad (simply running in one direction is insufficient). All Dreamcast versions of Sonic Adventure distort Sonic's feet at this speed, but only the original Japanese version blurs it. It was probably removed due to being very difficult to see during regular gameplay. A similar effect would only surface 15 years later in Sonic Lost World.
It should be noted that the distortion effect can only be seen with Sonic's regular shoes - with the Light Speed Shoes, Sonic's feet won't distort at all.
One of the more infamous and well-documented changes from the original 1998 Japanese version would be the stylized cowgirl billboard that possibly inspired by the real life Vegas Vickie sign and waves a 3D martini glass in the Casinopolis action stage, which made suggestive moans whenever it was attacked or jumped on. It was replaced by an innocuous Casinopolis decoration.
In addition, the pinball boards in Casinopolis can now be shaken to adjust Sonic's trajectory, and there is a new ball counter during its gameplay.
Even though it was already in English, the Hedgehog Hammer screen was updated. The text scrolls faster (which makes it begin to loop), and the default high score (or "hi score" in the original version) now has the name Doctor Robotnik rather than Eggman:
Furthermore, the text for winning was changed to fix Engrish:
FIGHTERS FEATHER GET
|YOU GOT THE HIGH SCORE.|
YOU GET THE WARRIOR FEATHER.
- This may be a reference to Sonic the Fighters, which was the first game to feature the Piko Piko Hammer.
The camera at the starting point for Station Square was changed for later releases:
The camera in front of the hotel is also different. However, the old angle can still be seen briefly while entering the hotel.
The camera above the entrance to the sewer zooms out much more in the original Japanese version:
The shop in the City Hall area of Station Square also has very different camera angles:
The camera angle when starting at the train in the Mystic Ruins in the original Japanese version is closer than the other versions.
The camera at the bowling area is higher in the Japanese version:
The camera angle when following the trail of rings at the end of the dark room was changed:
The camera in the small areas before the long running sections is viewed from the point of the item box in the Japanese version:
The camera in the Japanese version's Chao Gardens is actually offset slightly in front of the player - which can easily be seen when fully zoomed in. The camera was adjusted to center the player in later versions.
The camera that focuses on Tails in the cutscene where Sonic sees him crash into Emerald Coast was changed in later versions to be further away from Tails:
A small part of the scene where Sonic and Tails are ambushed by Eggman outside Casinopolis was changed in later versions:
- The scene in Sky Chase where Eggman destroys the Tornado is a lot faster in the Japanese version.
The scene after Sky Chase as Sonic uses completely different cameras:
One of the cameras in the scene after Sonic and Tails land on the Egg Carrier was changed, likely due to the pool building being out of range:
The camera in the scene where Sonic talks about transforming the Egg Carrier back into its original shape overshoots a little in the Japanese version:
A camera in the scene where Tails encounters Big was changed:
Furthermore, later versions extended the scene to add a part where Tails runs in the direction of his workshop:
In the scene where Tails arrives at Station Square with Amy, one of the cameras was repositioned slightly to center on Tails:
One of the cameras in the scene where Knuckles witnesses a moment between Tikal and her father was changed:
- The scene where Knuckles arrives at the Mystic Ruins after Chaos 2 plays Tikal's theme in the Japanese version. In other versions, it plays the regular Mystic Ruins music.
One of the cameras in the scene where Knuckles threatens Sonic was also repositioned slightly:
The camera after Amy finishes her intro cutscene was changed:
When Amy goes to Twinkle Park, Sonic disappears when she leaves the elevator. This was fixed in other versions of the game:
Gamma's last line (where he declares he must save his friends) was given a new camera that shows him landing, rather than flying into the ground.
After Windy Valley, the wall to Angel Island will open. In the Japanese version, Gamma is mistakenly placed next to the train with an odd camera. Gamma was correctly moved to the entrance of Windy Valley in other versions:
The positions of the Chaos Emeralds during the intro cutscene with Knuckles are different:
- In the Japanese version, Chaos can be heard making Chao sounds when appearing and transforming in Tikal's flashback. This was removed in later versions.
There are more options available, such as a complete English voice track added alongside the original Japanese. The in-game text can be selected in five different languages: English, Japanese, German, French and Spanish. Other languages tend to follow the English script rather than the Japanese one (for example, references to Dr. Robotnik).
The original Japanese version also has no Emblem Results option in the Trial menu.
All the levels in trial mode are sorted by their internal IDs rather than the order the selected character plays them in. Despite this, the stage list is still shown in the proper order in the Japanese manual.
For an example, this is the full level list for Sonic:
The stage list on the hidden level select can only be seen in the Japanese version and the original US version. In all versions with an animated title screen the list is blank, though the stages can still be selected.
|Japanese/US 1.0||Europe/US 1.1/International|
The VMU screen that appears upon selecting the internet option is different depending on which version of the game is used:
|Japanese||Europe||Sonic Adventure International|
Twinkle Park Platform
A platform was added at the end of the rollercoaster in Act 2 as Sonic:
Twinkle Park Item Box
A Shield box was changed into a Speed shoes box in Amy's Twinkle Park. (The speed shoes don't actually affect Amy's speed though, rendering them useless.)
Sky Deck Life
A Life box was added near the beginning of Sky Deck:
Lost World Spikes
The falling spike traps in Lost World were significantly changed in later versions to fall as a synchronised bar, rather than individual segments:
Lost World Capsule
The capsule at the end of Lost World was centered in later versions:
Final Egg Springs
A set of springs in Final Egg 2 were changed to be located on the ground, rather than on the wall. Sonic's running path is altered to accommodate for this change:
Hot Shelter Hint Box
A hint box in Big's Hot Shelter was moved for the western release. However, it wasn't correctly rotated to match up with its new location - the player moves through the wall slightly trying to read the box. The nearby glass was also lowered slightly.
Egg Carrier Doors
A green barrier was added over doors inside the Egg Carrier when they're locked while playing through Gamma's story.
Chao Stadium Omochao
The two Omochaos in the Chao Stadium were changed to be closer to the walls:
- The identifying strings within the game's normal save files were changed, making them incompatible with the previous version unless a save editor is used to alter the region settings. The A-Life files, however, are completely identical and are interchangeable between the two.
- In later versions of the game it is impossible to stand on the head of the Burger man.
- Much of the game's collision was updated and minor bugs were fixed. Notably, a glitch that allowed Sonic to enter Big's sewer area was fixed in International.
- The Japanese version always starts the game in Japanese due to lacking other languages. Other versions always start in English unless the Dreamcast's BIOS language is set to Japanese.
- Optional rumble support was added in later versions.
- There were also more robust features on the internet for those who had their Dreamcasts online, with a functional Black Market exclusively on Japanese servers.
- The characters' standing poses are more animated while holding an object in the Japanese version. In the western release, they stand still while holding an object.
- There are fewer voice clips played in the Japanese version, such as the lack of an announcer for the train station and Twinkle Park. Other notable voices include Gamma having very few sounds and certain Tikal hints being silent.
- Characters who are idle for a long period of time are silent in the original Japanese version. In other versions, they make a comment based on their surroundings.
- The target for Froggy is always shown in the Japanese version when fighting Chaos 6 as Big. In other versions, it only appears when Froggy moves around.
- In the Japanese version's trial mode, after a stage's title card is displayed the player is able to move before the screen finishes fading in. In later versions (and if you die or restart the stage) there's a noticeable delay before the player gains control.
- Music tracks are 44100hz in the Japanese release, while international releases downsampled them to 22050hz to make room for the English dub.