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Sonic Adventure 2: Battle
|Sonic Adventure 2: Battle|
Sonic Adventure 2: Battle was the first Sonic game for the GameCube, as well as the first official Sonic game on a Nintendo console. A port of Sonic Adventure 2, it stayed true to its predecessor while providing new features such as two-player mode and, for the most part, upgraded graphics. One thing it didn't fix was the cut-off dialogue.
This page lists unused content exclusive to (or first appeared in) the Battle version. For content that appeared in the original game, see Sonic Adventure 2 (Dreamcast).
- 1 Sub-Pages
- 2 Test Level
- 3 Debug Mode
- 4 Demo Leftovers
- 5 Leftover Menus
- 6 Playable Super Sonic and Super Shadow in 2P Mode
- 7 Cosmic Wall Oddity
- 8 File Compressor
| Changes from the Dreamcast Version|
Computer screens can be inconsistent.
Using the (NTSC) Action Replay code 80U8-7RHQ-W728R H2E9-MAE2-U5PEE, one can access a test level. It contains several features including slope tests, pits, doorway/roll tests, an interactive test object, and a grinding rail.
However, there is a way to access this level in-game without any hacking as well, as can be seen in this video.
The (NTSC) Action Replay code 9E7F-943M-6ACEJ QTG9-MTTU-ABNMK lets you access a debug mode that, when triggered, displays debug info on the bottom portion of the screen.
Menu graphics for various prerelease versions of the game can be found in the files.
Early Title Screen
A very early title can be found in logopresen.prs. Here, the game is simply called "SONIC ADVENTURE 2 GAME CUBE" and it uses the same background seen in Sonic Adventure 2: The Trial. Unlike the other screens, this one is simply a static image similar to the original game.
Pieces of the title screen from the version that appeared with the game's announcement at Space World 2001 can be found in nsw_title.prs, still using the original logo and featuring a subtitle.
The following image is a mockup of what the title screen looks like when assembled.
The background used for this version is slightly different to the one used in the final game. The characters are on opposite sides, the Chao are in different locations and the floating orbs are part of the background image itself rather than their own separate effects:
The stage select menu for this version can be found in nsw_select.prs. The player could choose from City Escape or Green Forest, with the option to play in 1 Player or 2 Player mode.
coming.prs contains this image, which was used at the end of the demo.
Tokyo Game Show
The title screen used for the version at TGS 2001 can be found in tgsTitle.prs. This version is given a "Preview" subtile, uses the Battle logo and is more similar to the final version than the last one. However, it still uses the earlier background and player icons from the previous version. The "Press Start" logo also doesn't capitalize "START" like the final game does.
Another coming soon screen can also be found in this file. This one is near-identical to the one used for the Space World version, with only the logo and text position being different.
A number of menus from the Dreamcast version of the game are inaccessible in this version. Despite being hidden, the menus are still functional and can be accessed using cheats. Notably, these menus still use the menu background from the Dreamcast game, rather than the "Battle" one introduced in the port.
The original game featured an option on the main menu that allowed the player to connect to the internet if they had a working connection. As the GameCube doesn't support this feature it was removed, but the option for it wasn't taken out entirely. The selection for the internet option is in still in the game albeit hidden and disabled, just like in the original game without a working connection. If the option is unlocked and selected, the game returns to the title screen.
The menu to play downloadable Kart tracks still exists, though the lack of any downloadable content for the game as well as its menu option being replaced by the one for sound test make it difficult to access. The option to play downloaded tracks in the Kart race menu was removed as well, but unlike the events menu the slot for it still exists.
Original 2 Player Mode
The 2 Player mode was revamped heavily for Sonic Adventure 2: Battle, but the 2 Player menus from the original version of the game still exist and are actually functional with the exception of some graphical bugs (every match appears to be Shadow vs. Eggman) and lacking alternate costumes.
The TV Settings menu was used to switch between 50Hz and 60Hz in the Dreamcast version. While the menu itself works, selecting either option doesn't actually affect the game. Furthermore, The TV Settings menu uses the theme selection icon in the options menu instead of its regular one.
Playable Super Sonic and Super Shadow in 2P Mode
At some point during development, Sonic and Shadow in their super forms were planned to be be playable in 2 Player mode, accessed in the same way as their alternate costumes. Both super forms can both be found in the 2 Player's character select menu with cheats. However, they're incomplete - choosing either them will just result in regular Sonic or Shadow appearing once the match starts.
There are lines of text related to the two summarising their abilities (the same as every other 2P character) that aren't displayed even when they're selected in the 2P menu.
SUPER SONIC Powered by the 7 Chaos Emeralds. Amazing speed and moves, but dies if rings are lost.
SUPER SHADOW Powered by the 7 Chaos Emeralds. Amazing speed and moves, but dies if rings are lost.
Also hidden in the game is the supposed method of unlocking them - clearing Green Hill with an A Rank.
Congratulations! You've cleared Green Hill with Rank A. Strongest characters are now available to use in Sonic and Shadow 2P versus mode.
In the final game, completing Green Hill with an A rank doesn't give you anything and the two can't be unlocked in any way.
Cosmic Wall Oddity
For whatever reason, most of the objects and some of the geometry for Cosmic Wall are loaded in the stage's two-player version, which ordinarily consists of one platform with three tiers. It is ordinarily never seen, but can be reached with the use of moon-jump codes.
gvmprs.bat is a batch file related to the program used to compress texture files that can be found in the game's directory. As the rest of the program is missing, the file no longer works.
@echo off gvrconv %1.pvm %1.gvm press -r -f %1.gvm %1.prs