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Sonic Adventure 2: Battle (ソニックアドベンチャー2 バトル Sonikku Adobenchā Tsū Batoru?) is the enhanced port of the Dreamcast video game, Sonic Adventure 2. It was released in December 2001 in Japan and 2002 in the rest of the world for the Nintendo GameCube, making it the first Sonic the Hedgehog game to be released for a Nintendo game console. This port includes a variety of exclusive new features and alongside several changes.

Plot

Storylines

Characters

Image Character Biography
Adv sonic ok 32.png Sonic the Hedgehog

The world's fastest, supersonic hedgehog[2]

Somehow our hero, Sonic, has been mistakenly accused by the military troops because they think Sonic is the one who escaped from their facility. Sonic their to discover the secrets of this black hedgehog who resembles him and at the same time he must stop Eggman's evil plan to dominate the world.[2]

Sa2 shadow.png Shadow the Hedgehog

A black hedgehog who resembles Sonic[3]

Shadow is the ultimate life form created by Professor Gerald Robotnik. Shadow has the ability to use his special power, "Chaos Control." Shadow is able to harness the power of the Chaos Emerald to warp time and space. After telling Eggman about the Eclipse Cannon, Shadow encourages Dr. Eggman to join up and help conquer the world. But what is Shadow's real motive?[3]

TailsPose Adventure2.png Miles "Tails" Prower

A friendly boy fox with two tails[4]

His mechanical ability to build machines is equal to that of Dr. Eggman. This time, he plays an active role using his new machine the "Cyclone." His ability to build machines is invaluable to Sonic.[4]

Sonic Adventure 2 Eggman.png Dr. Eggman

An evil self-proclaimed scientist who disturbs Sonic and his friends[5]

Also known as Dr. Robotnik, Dr. Eggman is an evil scientist with an IQ of 300. A renowned authority on robotics, Eggman joins forces with Shadow and Rouge in a plot to conquer the world. Once he has collected all the Chaos Emeralds, he plans to take care of his lifelong rival, Sonic, once and for all.[5]

Sa2 knuckles.png Knuckles the Echidna

Powerful and wild echidna[6]

The guardian of the Master Emerald, Knuckles takes his residence on the floating Angel Island. He is known as a treasure hunter, but is a skilled martial artist as well. Ever since the Master Emerald was shattered, Knuckles has made it his mission to collect each and every shattered piece.[6]

Sa2 rouge.png Rouge the Bat

A mysterious treasure hunter who loves jewels[7]

As a hunter who devotes her life to the pursuit of jewels, Rouge is determined to make herself rich. She is passionate about her work, and once she's set her sights on a new treasure, she stops at nothing until she gets it. In order to collect the many pieces of the Master Emerald, she offers to help Shadow and Dr. Eggman—but her true identity remains a mystery to them both.[7]

Sa2b amy.png Amy Rose

An energetic girl in love with Sonic. Amy loves to chase after Sonic wherever he goes.[8]

While not as good at running or jumping compared to other characters, Amt can perform a special attack with fewer rings, this hindering her opponents by firing attacks continuously.[8]

Chr mso.png Metal Sonic

The strongest robot invented by Dr. Eggman in order to defeat Sonic. Metal Sonic and Sonic have a strong rivalry.[9]

Similar to Sonic in abilities, Metal Sonic is capable of faster bursts of speed. Press the B Button continuously to invoke "Black Shield" which protects Metal Sonic from damage.[9]

Note: Metal Sonic cannot use brakes very easily and he has no ability for special attacks.[9]

Chao Walker.gif Chao Walker

Styled after Chao and created by Tails, the Chao Walker is one of the quickest characters in the game.[10]

With its speedy moves, Chao Walker is able to dodge an opponent's attack as well as deliver its own. Chao Walker can perform special attacks with fewer rings collected as comparted to other characters. However, Chao Walker has very weak attack power and defense.[10]

Dark Chao WAlker.gif Dark Chao Walker

A very powerful battle machine created by Dr. Eggman for Dark Chao.[11]

Dark Chao Walker is capable of delivering heavy damage attacks and has great defensive powers. Dark Chao Walker can also perform a high-powered attack. But Dark Chao Walker moves very slowly and the firepower of its Volkan Cannon isn't very effective.[11]

Chr tik.png Tikal

A girl with mystical power, who comes from the same ancient tribe as Knuckles.[12]

Tikal has quick moves and can find Emeralds quickly, but she does not have a very good sense for seeking out Emeralds in the distance. In addition, Tikal cannot battle well since her punches have a very short reach.[12]

Chr ch0.png Chaos Zero

The legendary liquid life form who is the guardian of Chao and its friends. Chaos Zero has immeasurable powers but a warm heart.[13]

Chao Zero has very strong combat skills and its punches have a long reach. It also has special power attacks but cannot move very quickly.[13]

Maria1.png
Maria Robotnik A beautiful and mysterious girl that exists in the memory of Shadow, Maria is the granddaughter of Professor Gerald and a cousin of Dr. Eggman.[14]
Prof. Gerald Robotnik A brilliant scientist and Dr. Eggman's grandfather. Noted as one of the most brilliant minds of all time, Professor Gerald designed the world's first space colony "ARK." He was also involved in the development of the ultimate life form: "Project Shadow." He later disappeared under mysterious circumstances.[14]

Gameplay

Controls

General

Button formation Movement
Control Stick Move
A Button GameCube v2.png Jump
SNNBGAMECUBEDISCO.png/Gamecube X Button.png Action
Gamecube Y Button.png Switch Action Window
Lgame.png/Rgame.png Rotate Camera
START Pause

Character specific

Button formation Movement
Sonic-Icon-Sonic-Adventure-2.png Sonic Shadow-Icon-Sonic-Adventure-2.png Shadow
SNNBGAMECUBEDISCO.png Somersault
Hold SNNBGAMECUBEDISCO.png > release SNNBGAMECUBEDISCO.png Spin Dash
A Button GameCube v2.png while airborne Homing Attack
SNNBGAMECUBEDISCO.png on Rail Crouch to accelerate
SNNBGAMECUBEDISCO.png near Rings Light Speed Dash

Button formation Movement
Tails-Icon-Sonic-Adventure-2.png Tails Eggman-Icon-Sonic-Adventure-2.png Eggman
SNNBGAMECUBEDISCO.png Volkan Cannon
Hold SNNBGAMECUBEDISCO.png Lock-on
Lock-on > release SNNBGAMECUBEDISCO.png Fire Lock-On Missile(s)
SNNBGAMECUBEDISCO.png near enemy Propeller Punch Punch
Hold A Button GameCube v2.png Hover

Button formation Movement
K-T-E-Icon-Sonic-Adventure-2.png Knuckles Rouge-Icon-Sonic-Adventure-2.png Rouge
SNNBGAMECUBEDISCO.png Punch Kick
Hold A Button GameCube v2.png while airborne Glide
SNNBGAMECUBEDISCO.png in water Swim down
A Button GameCube v2.png in water Swim up
SNNBGAMECUBEDISCO.png after jumping / while on wall Dig

New features

Modifications

General

  • All of the main character models were enhanced slightly for the GameCube release. Most notably, the Cyclone and Eggwalker have more details in the form of both additional polygons and sharper textures, and all characters had modifications made to enhance shading.
Dreamcast:
SonicAdventure2 SonicModel.png
SonicAdventure2 TailsModel.png
SonicAdventure2 TailsMechModel.png
SonicAdventure2 KnucklesModel.png
SonicAdventure2 ShadowModel.png
SonicAdventure2 RougeModel.png
SonicAdventure2 EggmanModel.png
SonicAdventure2 EggMechModel.png
GameCube:
SonicAdventure2Battle SonicModel.png
SonicAdventure2Battle TailsModel.png
SonicAdventure2Battle TailsMechModel.png
SonicAdventure2Battle KnucklesModel.png
SonicAdventure2Battle ShadowModel.png
SonicAdventure2Battle RougeModel.png
SonicAdventure2Battle EggmanModel.png
SonicAdventure2Battle EggMechModel.png
  • The way lights and shadows work differently in the GameCube version:
    • The GameCube version removed most of the shadows, as the shadows did not have any kind of fading, so they looked awkward in the cutscenes.
    • The lighting in this version affect the characters, but not any Level Up Items that they are wearing. Also, there are rays of light from specific sources that are missing in the GameCube version.
  • Almost all of Big the Cat's cameos in the Dreamcast version have been removed in the GameCube version, with the only remaining ones seen being those in the Dark story and Last story.
  • The GameCube version adds a short opening sequence with Sonic and Shadow at Radical Highway before the title screen. In addition, there is a small intro clip of the title of the game popping into view extravagantly in space. On top of that, the title screens are a bit different, but use the same music.
  • In the options menu, the Dreamcast's Sound Test menu was replaced with the ability to delete the multiplayer records in the GameCube version.
  • When the game is switched to Japanese text, the Dreamcast version does not translate the main menu or the "Now Loading" indicator. This is fixed in the GameCube version.

Cutscenes

Hero Story

  • In the cutscene when Sonic jumps off the helicopter, he wears his 2G Hi-Speed Shoes the entire time, unlike in the Dreamcast version where he mistakenly starts out by wearing his original shoes. The angles and lens flare are also different.
  • In the cutscene where Sonic and Shadow meet for the first time, there are a few changes between the Dreamcast and GameCube version:
    • Sonic loses some expressions; his ear moves in the Dreamcast version when he hears Shadow has landed on the crashed Big Foot and his eyes squint when Shadow leaves. In the GameCube version, none of this happens.
    • The pilot of the crashed Big Foot is missing in the GameCube version.
    • Sonic and Shadow are very bright in the GameCube version, as the lighting on the updated models seems to be incomplete. More accurate lighting is also used before Sonic notices Shadow in the GameCube version.
    • The camera is further away from Shadow when he performs Chaos Control in the GameCube version.
    • Some background objects were added to this cutscene, such as signs.
    • The officers' voices are cut off short and overlap each other in the GameCube version. In the Dreamcast version, the officers shout at Sonic in full sentences.
  • In the first encounter between Knuckles and Rouge has been tweaked slightly in the GameCube version. In this version, Rouge looks up at Dr. Eggman and screams just as the Master Emerald is broken, overlapping Eggman's quiet exclamation. She is then seen just starring with her mouth open. In the Dreamcast version, a different camera angle is used when Rouge looks up at Eggman, and she screams after the Emerald is broken, namely while she is looking up.
  • The bars of Sonic's cell cast do not cast shadows in the GameCube version. In the Dreamcast version, they do.
  • When the President talks with Dr. Eggman in his limo, more static and interference has been added to Eggman's video screen in the GameCube version.
  • During Rouge and Shadow final meeting in the Hero story, Rouge's theme in the background now changes to Maria's theme in the GameCube version. In the Dreamcast version, Rouge's theme is played throughout the whole cutscene.
  • Camera angles in most cutscenes were altered, ranging from more relevant shots to simple zoom-outs.
  • When Sonic and Shadow meet for the second time in the GameCube version, the air is clear. In the Dreamcast version, there was a vague, teal mist.
  • When Sonic and crew find Dr. Eggman's pyramid base, the sun shines undisturbed across the screen in the GameCube version. In the Dreamcast version, the sun caused lens flares.
  • When Sonic and crew reach the pyramid base's locked door, the neo lights in the shape of Eggman's logo in the Dreamcast version have been removed in the GameCube version. Also, in the final shot of the cutscene, Sonic is shown from an angle different from the one in the Dreamcast version while making a different pose.
  • When Sonic, Tails, and Amy first arrive on the Space Colony ARK in the GameCube version, the hallway they stand in has red stripes along the floor and walls that follow the rest of the patterns. In the Dreamcast version, there are no red stripes.
  • As Sonic is about to insert the fake Emerald into the Eclipse Cannon in the GameCube version, the other Chaos Emeralds can be seen in their slots behind a transparent screen. In the Dreamcast version, these slots are empty.
  • In the cutscene when Sonic tries giving Dr. Eggman the Fake Emerald in the GameCube version, Sonic can be seen reaching out further into the middle of the room before he is encapsulated. In the Dreamcast version, Sonic is only shown reaching the edge of the circular area before he is encapsulated. He also moves his arms a little less in the Dreamcast version when captured, and appears to be more alarmed.
  • When Dr. Eggman is holding Amy at gunpoint in the GameCube version, his gun's lens from the Dreamcast version is removed.
  • In the cutscene before the final battle between Shadow and Sonic in the GameCube version, the fake Emerald Sonic is holding is missing a shine effect from the Dreamcast version.
  • Sonic uses his updated model from the Dreamcast version when he holds the fake Emerald and when he runs into the distance before fighting Shadow in the GameCube version.

Dark Story

  • When Dr. Eggman breaks into Iron Gate, the background in the GameCube version shows Eggman at a bend in the hallway, as opposed to having just walked through a door in the Dreamcast version. Also, the red emergency lights are stronger in the GameCube version.
  • When Dr. Eggman is watching the news report in his secret base in the GameCube version, the screen is slightly transparent to better fit with its border, but the glow from the screen is missing. In the Dreamcast version, the screen is fully opaque and gray before Eggman turns it on.
  • When Rouge breaks into Dr. Eggman's base and looks through his computer in the GameCube version, the text from the transparent screen is laid overtop of Rouge, to give the appearance of the camera being behind the transparent screen. Also, the glow from the screen in the Dreamcast version is missing in the GameCube version.
  • When Shadow announces the true power of the Space Colony ARK to Dr. Eggman in the GameCube version, the brilliant flash that comes from the screen at some point in the Dreamcast version is missing, although Shadow still lights up as if it were there.
  • When Amy mistakenly hugs Shadow in the GameCube version, the lens flare and flashing lights that appear at the beginning in the background on the Dreamcast version are removed. In the GameCube version, Amy also turns her head more while hugging Shadow than she did in the Dreamcast version.
  • When Rouge is trapped in Security Hall in the GameCube version, the three Chaos Emeralds around her are now nowhere to be seen. In the Dreamcast version, Rouge is surrounded by the three Chaos Emeralds that she had just collected when the scene cuts to her.
  • When Shadow watches Tails fly past in Sky Rail in the GameCube version, the sky box's image is higher than in the Dreamcast version.
  • The computer Rouge looks through on the Space Colony ARK displays completely different screens:
    • In the Dreamcast version, it looks as though she is actually looking through the computer and finding the info on Project Shadow, with windows popping up sequentially, complete with a picture of the Biolizard. Before Rouge decides to go get more shards of the Master Emerald, a new window simply pops up saying that it was detecting energy from the Master Emerald, which was what prompted this decision in the first place.
    • In the GameCube version, windows phase in and out of view in a more fictitious manner, with a "WARNING" message added to go with Rouge's reaction. Before Rouge leaves for Mad Space to find the Emerald shards, the screen shows the same WARNING message and a camera feed of Sonic and company, as if this is what prompted her to leave.
  • When Dr. Eggman discovered that Tails made a fake Chaos Emerald, the scene begins with Eggman looking at a camera feed of Sonic. There is a small window in the upper left corner that Eggman enlarges:
    • In the Dreamcast version, it is an image of a map of the Space Colony ARK that shows two Chaos Emerald readings.
    • In the GameCube version, this is the same video feed of Sonic and his crew that Eggman was already looking at.
  • In the Dreamcast version, when Shadow watches Sonic's capsule blow up, the earth is in view. In the GameCube version, the earth was removed completely. This was changed to prevent the scene from looking like the capsule hit earth, when it really just exploded in space.

Last Story

  • When Rouge reads Gerald Robotnik's regrets about creating the Ultimate Lifeform, there are a handful of minor alterations in the GameCube version:
    • Vertical lights are added on either side of the door.
    • Once Rouge finishes, the door of the room is has now been mysteriously opened in the GameCube version. IN the Dreamcast version, it remains closed.
    • After Sonic does his pose, his head moves slightly in the GameCube version to make him look more natural. IN the Dreamcast version, he stands still.
  • When Sonic and Knuckles encountered the Biolizard, the slightly transparent clip of Gerald that is made full screen for a moment was mistakenly put over the subtitles on the Dreamcast and were not very easy to see as a result. This was fixed in the GameCube version.
  • When the credits begin, Sonic hands Rouge one of Shadow's Inhibitor Rings. This Ring is changed from being half orange, half yellow in the Dreamcast version to being completely yellow in the GameCube version.
  • The Space Colony ARK is closer to the earth in the GameCube version. Also, any glass reflections are lost.
  • The lines during the credits were rearranged in the GameCube version, but keep most of the same elements.

Gameplay

  • Big the Cat's cameos have been removed from the stages, oftentimes replaced with a Ring. He has also been replaced by a Dark Chao in the multiplayer mode.
  • The 1-Up icons were changed slightly in the GameCube version:
Dreamcast: SonicAdventure2 LifeBoxIcons.png
GameCube: SonicAdventure2Battle LifeBoxIcons.png
  • Tails and Dr. Eggman's Lock-on technique now utilizes a faster system and are able to Lock-on every 8 frames, as opposed to 12.
  • The first frame of Knuckles' Spiral Upper and Rouge's Screw Kick roughly double the reach in the Dreamcast version. This was changed in the GameCube version, leaving them with only the same reach as the rest of the move. Additionally, more objects were given immunity to those moves in the GameCube version, such as the Safes around the perimeter of Security Hall.
  • Knuckles and Rouge could Climb on and Dig into walls underwater in the Dreamcast version. These mechanics were removed in the GameCube version.
  • When Sonic completes a stage, his pose is the same between the versions. However, whereas he does not directly look at the camera in the Dreamcast version, he looks directly into the camera in the GameCube version.
  • On the Dreamcast version, when Eggman or Tails gets hit with a Shield equipped, they lose health on top of losing the Shield. In the GameCube version, they only lose the Shield.
  • All of the characters in the GameCube version run slower than in the Dreamcast version.
  • Treasure hunting stages feature an additional level of detection in the GameCube version: an exclamation point in a red action bubble will appear above the character's head once they are within reach of the object of their search.
  • The game's graphics have been tweaked:
    • Some of the writing on the G.U.N. mechs has vanished under the textures in the GameCube version.
    • In the Dreamcast version, many of the G.U.N. robots have blue fiery jets to keep them floating/moving; in the GameCube version, all that is left are the jet nozzles.
    • In the GameCube version, Amy's teeth are no longer prominent and Maria Robotnik's eyelashes are removed.
    • In the GameCube version, the lighting no longer pulses down the screen like it did in the Dreamcast version, like in Egg Quarters when the player encounters the Egg Beetles, or Iron Gate when a security sector has been breached. Lighting in general, was heavily adjusted, with some areas receiving more clarity and others being simplified.
    • In the GameCube version, some visual effects are different altogether in comparison to their Dreamcast counterparts, such as White Jungle now featuring have rain instead of purple spores floating down. Graphical glitches were also reduced.
  • In the GameCube version, some stage layouts and Rank requirements in the Dreamcast version were adjusted for better flow.
  • The title screen and the main menu screen have been changed and reorganized.
  • Posters in the stages have been changed.
  • The Dreamcast version featured the "Download Event" mode where the player could access various events, although on a far smaller scale than Sonic Adventure. Some features included a Halloween and Christmas theme for the character Outfits in 2P mode, as well as three additional race tracks. The GameCube release added a selectable Eggrobo racer and expanded character themes for the menus (which was noticeably missing Shadow).
    • Some of the themes' character Outfits have been altered in the GameCube version. Now, they are unlockable features in the 2P mode that can be accessed by getting an A Rank in all of the characters' stage missions. When used, these Outfits enhance the character's abilities or make the required amount of Rings for they special abilities lesser.
  • In the GameCube version, Knuckles' segment of Cannon's Core has been made easier by placing boxes below the areas where he gets Air Bubbles. When Knuckles takes one of these Bubbles, he sinks a few inches. In the Dreamcast version, taking in air would make him sink and touch the hazardous ground and take damage. Because of the boxes in the GameCube version, Knuckles can can now take in the Air Bubbles without getting hurt.
  • The song "Deeper", for Death Chamber, removed Sonic and Knuckles' conversation and replaced it with a saxophone solo in the GameCube version. The reason for this was most likely because Sonic says, at the final lyric of the "conversation", "Ya damn right, Knuckles!"
  • The Balloons and bodies of Artificial Chaos were made fully opaque in the GameCube version, as opposed to being slightly transparent in the Dreamcast version.
  • The Shield Hunters' shields were redesigned in the GameCube version, being made narrower and more revealing than their Dreamcast counterparts. There is also a "01" shield variant in the Dreamcast version that was removed in the GameCube version.
  • Japanese language settings are set as the default in NTSC-J copies of the game in the GameCube version. This was not the case in the Dreamcast version (similar to Sonic Adventure International).
  • The "TIME EXTENDED" text in Route 101 and Route 280 no longer overlaps with the pause menu in the GameCube version, unlike in the Dreamcast version.
  • A border was added to the Mystic Melody doors in the GameCube version.
  • The bright light that appears under the playable character when travelling over transparent floors in the stages set onboard the Space Colony ARK looks slightly different in the GameCube version.
  • In the Dreamcast version, each stage (excluding Route 101 and Route 280) has a maximum Ring count, and upon completion of the stage, the game tells the player how many they collected of this maximum. These maximum Ring scores have all been changed between the Dreamcast and GameCube versions, varying anywhere from one Ring to more than fifty. The only exceptions are Prison Lane, Metal Harbor, Pumpkin Hill, Mission Street, Aquatic Mine, and Meteor Herd. The reason for these changes are unclear:
Stage Dreamcast Ring count GameCube Ring count
City Escape 436 424
Iron Gate 120 138
Wild Canyon 173 171
Dry Lagoon 141 142
Prison Lane 109
Sand Ocean 214 217
Metal Harbor 154
Radical Highway 293 260
Green Forest 362 346
Egg Quarters 168 194
Pumpkin Hill 154
Lost Colony 165 185
Mission Street 99
Weapons Bed 184 194
Aquatic Mine 138
Security Hall 230 229
White Jungle 412 411
Hidden Base 108 110
Pyramid Cave 365 418
Sky Rail 331 329
Death Chamber 202 203
Mad Space 249 250
Eternal Engine 181 199
Cosmic Wall 424 512
Meteor Herd 215
Final Chase 480 474
Final Rush 530 524
Crazy Gadget 358 361
Cannon's Core 418 449
2P Mode
  • Amy Rose, Chao Walker, Tikal, Metal Sonic, Dark Chao Walker, and Chaos are available at the start of the multiplayer mode and have their own movesets in the GameCube version. In the Dreamcast version, the characters were originally only selectable between "Hero" and "Dark", and bonus characters performed exactly like their 1P counterparts with no unique voices, aside from Amy who had reused voice clips from the single player mode.
  • The 2P Mode has more stages and settings in the GameCube version.
  • In the 2P Mode, each character was given a unique background for their special attack animations.

Chao Garden

  • The Hero and Dark Gardens were made slightly smaller in the GameCube version in comparison to the Dreamcast version. Along with this, all three Chao Gardens have been given slight modifications:
    • The Dark Garden in particular looses the blood-red body of water and the ramp leading up to another tombstone in the GameCube version. It also looses the large cliff with a cave hidden underneath in the GameCube version, as it has been replaced with a simple tree.
    • In the Hero Garden, there is no longer a river and bridge in the GameCube version, although the pond around the fountain was made bigger to compensate.
  • The Neutral Garden has lost the rock wall blocking its exit in the GameCube version and has had it replaced with a more natural cave exit.
  • Omochao no longer welcomes the player to the Chao World in the GameCube version.
  • In the GameCube version, the Chao World theme was moved to the new Chao Stadium, and in its place is the Chao Race menu theme from Sonic Adventure.
  • In the Dreamcast version, the player could still use attacks in the Chao Gardens, like in any Stage. In the GameCube version, while they can still be selected on the action command, the attacks are not automatically available so that the players cannot accidentally hurt their Chao.
  • The fruit from the trees and on the ground would reset in the Dreamcast version every time the garden is entered. In the GameCube version, the fruit does not reset.
  • In the Dreamcast version, the only way to name a Chao and see its stats was to send it to Chao Adventure 2 on the Dreamcast's VMU. In the GameCube version, the Fortune-teller lets the player name Chao, and the player can now see the Chao's stats when they pick them up.
  • In the Dreamcast version, Chao stats could reach 999 in each stat. In the GameCube version, grades were added to Chao stats to make the system a little more interesting. These grades affect how high the stat can reach, and if the Chao has reincarnated, these grades will be enhanced based on the Chao that died.
  • In the GameCube version, Chao make more idle sounds.
  • In the Chao Lobby in the GameCube version, it is easier to prompt an exit from the center of the lobby, as the player snaps to the platform. It was noticeably more precise in the Dreamcast version.
  • In the GameCube version, the Chao Race main menu music from the Dreamcast version has been moved to the Transporter Machine.
  • In the GameCube version, the menu for leaving the Chao World was redesigned:
  • In the GameCube version, the Transporter Machines in the Hero and Dark Gardens are no longer stylized like in the Dreamcast version. Instead, they use the same model as the Neutral Garden.
  • In the GameCube version, the Chao Kindergarten, left to right from the entrance, features the Black Market, bulletin board, the Classroom, the Principal, the Medical Center, and the Fortune-teller. This is changed from the Dreamcast, in which the order from left to right is Medical Center, Classroom, bulletin board, and then the Principal. Along with this, various other changes were made to the Chao Kindergarten.
    • In the GameCube version, the small table in the middle of the kindergarten has been removed.
    • In the GameCube version, the main room of the kindergarten features different color tones.
    • In the Dreamcast version, the Nurse Chao in the Medical Center would offer a comment about the specific Chao that was brought to them ("This Chao likes Sonic", "This Chao is not a good swimmer", etc.). In the GameCube version, they now gives a full report of the Chao brought to them.
    • In the GameCube version, the music in the Classroom is changed to the Chao singing. In the Dreamcast version, the music does not change at all.
    • In the Dreamcast version, the bulletin board offered to launch the player to an online Chao message board on the Dreamcast. In the GameCube version however, which cannot access the Internet, it simply refers the player to the website with the URL.
    • In the GameCube version, the captions that pop up in the upper left corner when an entrance is approached now feature a colored backing.
    • In the GameCube version, the small clip of the player character walking up to or away from the Chao Kindergarten has been made skippable.

Reception

 Reception
Aggregate scores
Aggregator Score
Metacritic 73%[15]
Review scores
Publication Score
IGN 6.9/10[16]
Nintendo Life 6/10[17]
Nintendo Power 4.5/5 stars[1]

Sonic Adventure 2: Battle received generally positive reviews from critics with a score of 73% from Metacritic,[15] although lower than that of the original Dreamcast version. Critics praised the gameplay and graphics, but criticized the camera movements and some of the character's scripts. IGN motivated the "blistering framerate, sharp and detailed textures, and even progressive scan support," but had negative reviews on both voice acting and sound effects.[16]

Sonic Adventure 2: Battle was the #1 selling title on the Nintendo GameCube in its first week of availability, having sold 2.56 million copies in total.[18][19][20]

Trivia

  • There are several options from the original that were left unused and partially removed in Sonic Adventure 2: Battle which include:
    • Internet: If brought back through hacking and selected, will return the game to the title screen.
    • Downloadable Events: This was used to play downloadable Kart Race tracks. This option is mostly removed in the game files.
    • The original multiplayer mode: This still exists in the game files and is mostly functional, with the exception of some graphical bugs, as every match appears to be Shadow vs. Eggman, and the lack of alternate Outfits.
    • TV Settings: Used to switch between 50Hz and 60Hz televisions. While the menu itself works, selecting either option does not actually affect the game. Furthermore, the TV Settings menu uses the theme selection icon in the options menu instead of its regular one.
  • 2 Player stages where the Goal Ring was moved to an earlier point, such as White Jungle, still contain objects from the original stage past the area where the new Goal Ring. Other 2P stages only have individual objects or features loaded on areas that have been made inaccessible in the multiplayer mode.
  • Some unused dialogue, including some Omochao quotes, were implemented into Sonic Adventure 2: Battle as an Easter egg if Sonic or Shadow is to carry Omochao into the Goal Ring.
  • While paused, holding Gamecube Y Button.png + Gamecube X Button.png will make the menu disappear, giving the player a clear view of the screen.
  • In all versions, the in-game screenshots in the Tutorial and Credits originate from the Dreamcast release. While some noticeable differences, such as the different-colored select button, the treasure hunting exclamation point, and the controller graphic were added, one can see there are no new screenshots due to Dreamcast-only things appearing, such as the altered posters in the background of City Escape, the inscriptions on the mechs, and the Space Colony ARK's screen at the end of Dark story reading "DANGER!! DANGER!!" rather than "WARNING!! WARNING!!".
  • The advertisements for the game show several real life hedgehogs being trained to take on the roles of Sonic and Shadow.

Videos

Sonic_Adventure_2_Battle_Commercial_B-0

Sonic Adventure 2 Battle Commercial B-0

Commercial


References

  1. 1.0 1.1 Sonic Adventure 2 Battle. Nintedno Power. Nintendo. Archived from the original on 2 June 2003.
  2. 2.0 2.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 6.
  3. 3.0 3.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 7.
  4. 4.0 4.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 8.
  5. 5.0 5.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 9.
  6. 6.0 6.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 10.
  7. 7.0 7.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 11.
  8. 8.0 8.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 18.
  9. 9.0 9.1 9.2 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 19.
  10. 10.0 10.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 20.
  11. 11.0 11.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 21.
  12. 12.0 12.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 22.
  13. 13.0 13.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 23.
  14. 14.0 14.1 Sonic Adventure 2: Battle (Nintendo GameCube) United States instruction booklet, pg. 35.
  15. 15.0 15.1 Sonic Adventure 2: Battle (GameCube). Metacritic. Retrieved on 19 October 2017.
  16. 16.0 16.1 Mirabella III, Fran (8 February 2002). Sonic Adventure 2: Battle. IGN.
  17. Reece, Mark (6 October 2011). Sonic Adventure 2: Battle Review (GCN). Nintendo Life.
  18. jkdmedia (4 May 2012). Sonic Adventure 2 Battle #1 Selling Title on GameCube 1st Week Out. Gamezone.
  19. US Platinum Videogame Chart. The Magic Box. Archived from the original on 27 January 2016.
  20. Sonic through the week of 2013-02-04. Garaph (3 January 2022).

External links


Main article | Scripts (Hero, Dark, Last) | Staff | Manuals | Glitches | Beta elements | Gallery | Pre-releases (The Trial) | Re-releases (Battle, 2012)
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