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  1. Sonic Adventure adalah permainan video yang dibuat oleh Sonic Team dan dirilis pada tanggal 23 Desember 1998 di Jepang oleh Sega untuk Sega Dreamcast. [1] Alur. Permainan ini melibatkan enam karakter yang saling terkait: Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, dan dua karakter baru; E-102 Gamma dan Big the Cat.

    • Overview
    • Plot
    • Gameplay
    • Characters
    • Stages
    • Development
    • Soundtrack
    • Promotional

    — Tagline

    (ソニックアドベンチャー, Sonikku Adobenchā?) is the first 3D platformer video game in the Sonic the Hedgehog series developed by Sonic Team and published by Sega. It is the first Sonic game on a sixth generation console. The game was released in late 1998 in Japan for the Dreamcast. An updated edition was later released in the second half of 1999 worldwide, under the name of Sonic Adventure International (ソニックアドベンチャー インターナショナル, Sonikku Adobenchā Intānashonaru?) in Japan.

    In Sonic Adventure, Dr. Eggman has discovered the mighty monster known as Chaos, whom he plans to use to destroy Station Square and build Eggmanland on its ruins. To prevent their nemesis from achieving this goal, Sonic and Tails embark on an adventure to secure the seven Chaos Emeralds. Along the way, their old friends Knuckles and Amy, as well as E-102 Gamma, a robot created by the doctor, and Big the Cat, who has lost his friend Froggy, get involved in the skirmish as well and learn of Chaos' past through mysterious visions.

    As the first 3D Sonic game, Sonic Adventure was highly anticipated and received critical acclaim on release. It was praised for its visuals, presentation, and gameplay, but criticized for its voice direction and glitches. The game sold over 1.27 million copies in the United States alone, making it the top selling Dreamcast game. It received a sequel in 2001, marking the tenth anniversary of the Sonic the Hedgehog series.

    Storylines

    Three thousand years ago, the Chaos Emeralds and the Master Emerald were both kept at an altar near the territory of a clan of echidnas, specifically the Knuckles Clan. A peaceful echidna named Tikal, daughter of Chief Pachacamac, befriended the Chao that lived at the altar and their protector, who was the water god Chaos. When Pachacamac sought to expand his clan's territory, he wanted to steal the Chaos Emeralds and use their power to defeat his rivals. Although Tikal and the Chao stood against him, he ordered his soldiers to charge anyway, resulting in many Chao being injured. This enraged Chaos, who transformed into Perfect Chaos and destroyed all of the echidnas, except for Tikal, who sealed herself away in the Master Emerald with Chaos, and the magic caused the area surrounding the shrine to become Angel Island, also known as the continent in the sky. In the present day, the evil scientist Dr. Robotnik, better known as "Eggman", happens to stumble across the Knuckles Clan's ancient shrine while building his underground base at the heart of the Mystic Ruins' jungle. There, he manages to decipher some stone tablets, which tell of the legend surrounding Chaos. Eager to use the beast for his own selfish intentions, the doctor finishes his newest stronghold, Final Egg, and starts to work on building the Egg Carrier, an all-purpose aerial fortress. Additionally, he creates the E-100 Series, an army of shooting Badniks. Eggman's plan is to tame Chaos and use him to destroy Station Square to build his own city, Eggmanland, on its ruins; with the Egg Carrier and the E-100 Series created to help him achieve this goal.

    is a 3D third-person action platformer video game, with some parts taken from earlier Sonic games. The player controls Sonic, Tails, Knuckles, Amy, Gamma, and Big, each with their own gameplay and point of view of the story. Additionally, after completing all these stories, the player will be able to play as Super Sonic in the game's battle with Perfect Chaos. The game is divided up into two types of levels: Action Stages and Adventure Fields. The division of Action Stages and Adventure Fields are a serious departure from all previous Sonic games.

    Adventure features many Action Stages that can be played with certain characters. Unlike past games however, the Action Stages are not automatically acceded for the player; instead, the playable character must find their entrance points in the Adventure Fields of the game. Adventure Fields are non-linear game stages, generally designed for (light) puzzle solving, exploration and plot advancement. They contain very few items (enemies, Rings, etc.). Every Adventure Field links to the other Adventure Fields and a Chao Garden. They also have four Emblems each. They are each packed with various Level Up Items for different characters. As the player progresses with the story, more areas will be opened in the Adventure Fields for the player to explore.

    All Action Stages of Sonic Adventure have Rings scattered in them. While one of the most common elements in the game, Rings are very important as they serve as the playable character's main method of protection against attacks; should the playable character be hit by an obstacle or enemy, they will survive at the cost of losing all their Rings. However, if the player is damaged without having any Rings on them, they will lose a life, or get a Game Over if they do not have any lives left.

    Adventure also features Sub Games. Sub Games are minigames based on Action Stages. When the player completes a Sub Game in Story Mode, they unlock it on the Sub Game menu located on Trial Mode. For some Sub Games, the player can use any character, but some of them require the use of the character(s) from Story Mode. The player can get two Emblems from each Sub Game, from achieving high scores. The second emblem requires a much higher score than the first. The scores appear at the end of a Sub Game. The player cannot get two Emblems per character but can use any to get one Emblem (if it allows more than one character).

    Playable characters

    •Amy Rose •Big the Cat (first appearance) •E-102 Gamma (first appearance) •Knuckles the Echidna •Miles "Tails" Prower •Sonic the Hedgehog •Super Sonic

    Non-playable characters

    •Birdie (first appearance) •Chao (first appearance) •Chaos (first appearance) •Chaos 1 (first appearance) •Chaos 2 (first appearance) •Chaos 4 (first appearance) •Chaos 6 (first appearance) •Perfect Chaos (first appearance) •Dr. Eggman •E-Series (first appearance) •E-100 Series (first appearance) •E-100 ZERO (first appearance) •E-101 Beta (first appearance) •E-101 Beta Mk. II (first appearance) •E-103 Delta (first appearance) •E-104 Epsilon (first appearance) •E-105 Zeta (first appearance) •Froggy (first appearance) •Grandma (mentioned) •Mr. Know-It-All (first appearance) •Nights (cameo) •Pachacamac (first appearance) •Tikal (first appearance) •Mecha Sonic Mk. III (first appearance) •Animals •Deer (first appearance) •Elephant (first appearance) •Gorilla (first appearance) •Kangaroo (first appearance) •Koala (first appearance) •Lion (first appearance) •Mole (first appearance) •Parrot (first appearance) •Peacock (first appearance) •Penguin (first appearance) •Rabbit (first appearance) •Robin •Seal (first appearance) •Sea Otter (first appearance) •Skunk (first appearance)

    Enemies

    •Beat (first appearance) •Bladed Spinner (first appearance) •Boa-Boa (first appearance) •Buyoon (first appearance) •Cart Kiki (first appearance) •Cop Speeder (first appearance) •Egg Keeper (first appearance) •Electro Spinner (first appearance) •Fighter Aircraft A (first appearance) •Fighter Aircraft B (first appearance) •Gola (first appearance) •Ice Ball (first appearance) •Icecap's unnamed aircraft (first appearance) •Kiki (first appearance) •Leon (first appearance) •Mechanical fish (first appearance) •Pirate (first appearance) •Rhinotank (first appearance) •Sky Deck's unnamed jet fighter (first appearance) •Satellite (first appearance) •Spiky Spinner •Sweeper (first appearance)

    Action Stages Adventure Fields

    •Station Square •Mystic Ruins •Egg Carrier

    Chao Gardens

    •Station Square Garden (Station Square) •Mystic Ruins Garden (Mystic Ruins) •Egg Carrier Island (Egg Carrier)

    Sub Games

    •Boss •Hedgehog Hammer •Sky Chase •Sand Hill •Twinkle Circuit

    Background

    In the early-to-mid 1990s, Sega was amongst the largest video game developers at the time, namely due to the success they gained with the Sonic the Hedgehog series and its eponymous protagonist. By this time, the fifth generation of video games was introducing new capabilities never before seen with 3D graphics and other innovations in the industry. In November 1994, Sega released their new console, the Saturn, which was successful in Japanese markets but was overshadowed by Sony's PlayStation in the United States and Europe, which was much more powerful and easier to develop games on. After the release of Sonic & Knuckles in October 1994, series co-creator and producer Yuji Naka was getting tired of developing Sonic games and returned to Japan amid tensions between the Japanese and American members of the Sega Technical Institute. The release of the Saturn was the perfect opportunity for him to follow a new direction, and he and the rest of the Sonic Team began work on an original title, Nights into Dreams. While Naka intended to finish the game in one year and move on to making a Sonic title, Nights would take two years to develop. Meanwhile, Sega of Japan began work on a new Sonic game with an isometric view: Sonic 3D Blast. To manage the project, they turned to British developer Traveller's Tales. The title would be released for the Mega Drive and the Saturn to lukewarm reviews. Meanwhile, with the release of Sonic Spinball in 1993, the American members of the STI wanted to make a 16-bit game based on the Sonic the Hedgehog television series. Their request was denied at first, but they were allowed to work on the project, named Sonic Mars on the Sega 32X. Development soon shifted to the Saturn as Sonic X-treme, planned as the first 3D entry in the franchise. However, multiple factors led to the work being canceled, leaving the Sonic series without a major title for the console. In 1997, Traveller's Tales released Sonic R, a racing spin-off game for the Saturn, to mixed reviews. Many have credited the Saturn's failure to the lack of a Sonic mainline game for the system. It was also noted that, by mid-1997, the series had been "shuffled into the background" and that Sonic was "already retro" only six years after his debut, with director Takashi Iizuka feeling was not only because of that, but also due to the character himself having felt very safe, boring and conservative, as opposed to the fresh image he had when he debuted.

    Conception

    After finishing Nights into Dreams, Yuji Naka thought of the concept of a 3D Sonic game around August 1996, and began experimenting to see how Sonic would work on a 3D environment; one of these attempts included the Sonic World seen in Sonic Jam. Around the same time, Takashi Iizuka, who had also developed Nights into Dreams, proposed to Naka that they should develop a role-playing game (RPG) Sonic game. Development of Sonic Adventure began in April 1997, around the same time Sonic R's development was wrapping up in the United Kingdom, with the name "Project Sonic". It had a team of twenty members: seven programmers, ten artists and three game designers; the game was originally developed to be released on the Sega Saturn. When they made a prototype of the game on that console, however, they found out that the Saturn was only able to use manipulated sprites to present a display that represented polygons. Then, Sega informed Naka of the Dreamcast, which he believed could help the team create the best Sonic game possible; as such, they moved development to the new console. The timing of the new game with the new hardware turned out to be rather fortunate, as Sonic Team had influence in the Dreamcast to match its vision of Sonic Adventure; since the console was in its planning stages of development, they were able to send requests to the hardware team about the memory they needed to run the game. The development team focused on graphics and high resolution for this game, with Naka reflecting that they had pushed the Dreamcast "as far as [they could] at present". Approaching the end of the project, the crew expanded to having over sixty people working on the title, with a peak of 130 developers for around two months.

    Design

    As a launching game for the Dreamcast, Sonic Team needed to show off what the console was capable of doing in an appealing way to the public. In order to achieve a more natural, realistic feel to the exotic levels like ruins and jungles, the core members of the Sonic Team traveled to the Americas in November and December 1997. The team's journey began in the northern part of the peninsula in the Chichen Itza, from there the team traveled southward along the Eastern side of the Peninsula where they also visited Cancun, Tulum and finally Tikal. The team then left the peninsula traveling down through Central America, into South America, Peru, where they visited Cuzco, Machu Picchu and then Ica. The Chichen Itza and Tikal provided the aesthetics concept of the shrine of Knuckles's race, Chaos and the serpents drawing on the walls of the temple; Cancun and Tulum provided the concept of Emerald Coast; Cuzco provided the Altar of Emerald; Machu Picchu provided the design of Windy Valley; and Ica provided the the aesthetics for Sand Hill. However, the trip was not all fun and games, the team having unexpected encounters with giant spiders, snakes, and Yuji Naka caught a fever at 39 degrees Celsius (102 degrees Farinheit) before arriving at South America. At the end of it all, the team returned to Japan in one piece, full of enthusiasm to create the game. During the trip, the developers photographed the actual ruins, then processed that data, and used them in-game as textures to create a sense of realism and enliven the feeling of adventure. According to Naka, the biggest hurdle the team faced when making the game was that they did not have any actual hardware, which was completed only two months before the game's 1998 release. Another challenge he encountered when developing Sonic Adventure was the creation of the levels; since Sonic was a very fast character, he spent a lot of time creating giant maps that he would not have needed to create had he developed a game for another franchise like Mario. This forced him and the team to adopt a completely different approach of level design and make solutions that were not needed in 2D games. In the beginning, they would build a model of the stages, play through it, scrap it, make the whole level from scratch, and repeat until they felt satisfied with the result. Because of this, certain levels such as Lost World and Windy Valley were rebuilt dozens of times. In addition, the developers ditched the traditional method of creating levels on paper, and instead adopted a method of designing 3D maps using 3D tools from the beginning and making corrections when testing the levels. Even with the ability to make as many requests for the hardware as they could, Sonic Team faced several technical difficulties: at the time, Sonic's height marked down at one meter, but having a character at that height run very fast required the stages to be several kilometers long and the data to get to very high sized for a single level. As such, the developers had to split single stages into various smaller maps that would allow the game to fit the allowed memory size. Naka also thought of reusing these same maps for the other playable characters to add variety.

    The sound director and lead music composer of Sonic Adventure was Jun Senoue, who had already composed tracks for Sonic the Hedgehog 3 and the Sega Mega Drive version of Sonic 3D Blast. Back then, there were two types of music in Sonic games: the tracks in the Mega Drive games and the "house-dance" music in Sonic the Hedgehog CD and Sonic R. Since this game was a big turning point for the franchise, being the first fully 3D title and the first one in a new console, the team decided to change the music genre as well. After extensive trial and error, they chose to have rock music as the game's soundtrack in order to synchronize with the atmosphere on the screen. Each of the tracks in the game were not pre-recorded, but rather live tracks that were made to demonstrate the potential of the Dreamcast. Senoue wanted to retain the classic Sonic soundtrack whilst adding a harder edge to it; various of the tracks from previous games he had composed were reused in Sonic Adventure. These included the jingles from Sonic the Hedgehog 3 and various of the tracks in Sonic 3D Blast.

    The game's main theme is entitled "Open Your Heart" and is performed by Crush 40 (under the name "Sons of the Angels"), making Sonic Adventure the first Sonic game that had the band perform the soundtrack. The soundtrack of Sonic Adventure has been distributed through four albums:

    •Sonic Adventure: Songs With Attitude Vocal Mini-Album contains the five character themes and the main theme ("It Doesn't Matter", "My Sweet Passion", "Lazy Days (Livin' in Paradise)", "Believe In Myself", "Unknown from M.E.", and "Open Your Heart").

    •Sonic Adventure Original Sound Track (Digi-Log Conversation) contains all of the music tracks of the game.

    •Sonic Adventure Remix contains remixed character theme songs in addition to the five character themes and the main theme from Sonic Adventure: Songs With Attitude Vocal Mini Album.

    •Sonic Adventure Original Soundtrack 20th Anniversary Edition contains an abridged number of the music tracks from Sonic Adventure Original Sound Track (Digi-Log Conversation) and along with some other game soundtracks in the Sonic the Hedgehog series, this soundtrack album was released in order to commemorate the 20th anniversary of the Sonic the Hedgehog franchise.

    Sega made it a top priority to keep Sonic Adventure a secret until shortly before its release. Despite these efforts, screenshots were leaked onto the Internet in mid-1998. Yuji Naka presented the game to Edge in mid-August.

    To promote Sonic Adventure, a Japanese website was set up that would reveal details about Sonic Team's trip through Latin America, as well as the logo of the game and Sonic's new design. Additionally, on Saturday, 22 August 1998, an event known as the Sonic Adventure Production Presentation (SONIC Adventure 制作発表会, Sonikku Adobenchā Seisaku Happyōkai?) was hosted at Tokyo International Forum Hall A in Yūrakuchō, first from 10:00 to 11:00 and then from 13:30 to 14:30. The presentation, featuring Naka, showed off various parts of the game, including its plot, characters, development, stages, and other things such as the Chao and Chao Adventure. The admission was free, with no tickets being required, and visitors could purchase Sonic-related souvenirs. For those who could not make it to the event, it was also available on VHS. In addition, a pamplet, named Sonic Adventure Tokyo International Forum Unveiling Booklet, alongside a pin set, were available.

  2. Sonic the Hedgehog adalah franchise yang dimiliki oleh Sega, berpusat pada karakter protagonis Sonic, seekor mobian landak dengan kecepatan supersonik. Biasanya, Sonic harus menghentikan rencana jahat Dr. Robotnik untuk menguasai dunia, sering kali dibantu oleh teman-temannya, seperti Tails, Amy Rose, dan Knuckles .

  3. Sonic Adventure 2 is a 2001 platform game developed by Sonic Team USA and published by Sega for the Dreamcast. It features two good-vs-evil stories: Sonic the Hedgehog, Miles "Tails" Prower, and Knuckles the Echidna attempt to save the world, while Shadow the Hedgehog, Doctor Eggman, and Rouge the Bat attempt to conquer it.

  4. Sonic Adventure is a video game from the Sonic the Hedgehog series. It was the very first Dreamcast game. It was released in Japan on November 27, 1998, in North America on September 9, 1999 and in Europe on October 14, 1999.

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