The bats following Sonic and fleeing Gamma is actually incredible attention to detail on the developers' parts. It makes sense, since Sonic is famous for freeing animals and Robotnik captures them. I wish it made it into the final game, I would have loved that as a kid.
All have sinned and so all are worthy of death and deserve hell, for God’s standard is perfection and none of us could meet it by doing good deeds. Romans 3:23 “For all have sinned, and come short of the glory of God;” Romans 6:23 “For the wages of sin is death; but the gift of God is eternal life through Jesus Christ our Lord.” Romans 5:8 “But God commendeth his love toward us, in that, while we were yet sinners, Christ died for us.” But God loved us so much that He sent His Son to die in our place as a substitutionary atonement for our sins. He is the only way to Heaven that God has provided. If you believe in Him, then you will be saved. John 3:16-18 “For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. For God sent not his Son into the world to condemn the world; but that the world through him might be saved. He that believeth on him is not condemned: but he that believeth not is condemned already, because he hath not believed in the name of the only begotten Son of God.” John 14:6 “Jesus saith unto him, I am the way, the truth, and the life: no man cometh unto the Father, but by me.” Acts 4:12 “Neither is there salvation in any other: for there is none other name under heaven given among men, whereby we must be saved.”
Not sure if anyone will get this reference but in The Land Before Time’s cartoon spinoff Petrie (the pterosaur) said in one of the episodes that the volcanoes are mad at him lmao
That's what I love about the games with good/developed level design, they always could have more in store for you years later. Like I just found out about this shortcut in Unleashed that I legitimately had no Idea that it existed and I've been playing this game for 3 years.
I recall having an awesome dream about fictional pre-release footage for this game. There was a point where Knuckles climbed up the wall of an early Mystic Ruins jungle, which led to a huge barren stretch of land and floating platforms that was actually part of Red Mountain act 1. I woke up bummed out that I wouldn’t be able to play that section, but it also made me really want to play the game again as it is.
Nice! I think Sonic Adventure's earlier versions have stuff like different angles, dynamic lighting missing in the final game, as well as some other things for the sake of showing the game off, at least in Red Mountain's case, it originally had skulls glown light, dynamic lighting showcased in Gamma's reveal, the game pretty much was the Dreamcast's tech demo of sorts. That's a theory though, but it could very well be possible. Also, i found it rather odd how Knuckles at 7:31 actually moved along with the propellers in the AutoDemo, but not in the final game.
I feel like the low draw distance and backface culling is from when they were trying to get the game to run at 60 fps, with the earlier builds at the game's unveiling keeping with that by further removing stuff that would hurt performance... THEN the later build at the end of the unveiling declares death to performance with a draw distance that beats out the final version's. I used code breaker codes to play SA1 at 60 fps on hardware, and from that I can say that whenever the unveiling footage seems to be moving a little slow (like at 2:49 and 3:48), that is not a slow mo effect, that is the console dying.
@@papersonic9941 SA1 and SA2 had very different design philosophies in general. Not to mention the developers had more experience with the DreamCast by 2001 which was 3 years later.
The way stages were rendered in SA1 is different to SA2. In SA1, pretty much the entire level was rendered in all at once, whereas in SA2 only a chunk of the level would be rendered in depending on player position. I think the levels in SA2 were designed around this so the player wouldn't notice the pop in of the stage being loaded, of course this is just my guess.
Not an hour before this was uploaded, I had thought 'I wonder what SPEEPS is up to', and here we are. Haha This is super rad! I love how the bats in Act 2 would've initially followed Sonic and fled from Gamma; nice detail. **But the coolest thing are the fire-breathing boxes, no contest** If you plan on doing more of these level-specific in-depth videos, I'd love to see one about Twinkle Park, if possible! And keep up the fantastic work, SPEEPS! You're the best Sonic Adventure archaeologist out there lmao
I really love the artifacting on old pre-release footage and magazine-published screenshots of games from around this time. I'm surprised I've never seen any indie horror games use filters to replicate these looks, something like Toree 3D or the Catastrophe Crow/Crow 64 ARG videos on RUclips
Aww, I was hoping you would talk about the prison ghosts that are there for some reason Like, what's their story, are they there on the earlier builds? Those always fascinated me back then
Yeah i've always wondered about them too. Interestingly enough, there is a mission on DX that involves them, and i think it calls them the "men" in jail or something... weird af developers
@@churupinha3510 hmm, I'll check for it But I don't think so since GameHut (forgot the name of the person behind the channel) didn't said anything yet about those ghosts
Man, the proto's attention to detail is unbelievable... The bats AI, glowing skulls, sexy dynamic lighting, longer draw distance and no fog at the bottom of the stage... Man, what happened to this level, how come none of the good stuff from the early build, made it into the final release... Game was still a bit of a technical marvel at the time, early extras or or not; but would have been nice to see these small touches in motion.
@@Obscure_man31 , Honestly I don't think that's it... If I had to guess, I'd say it's due to the engine yet being in its early stages and the game not fully ready for such an early release; Adventure 1 was a bit rushed after all, although I still love the thing.
Really enjoying these deep dives into levels Speeps, thanks for this! One thing I noticed is that, at 6:23, the older 1up jingle plays when Gamma gets an extra life. Was this a feature of the demos?
I love when you show these secret areas in the levels, i have been playing this game literally my entire life and i have never encountered any of these.
Given how Sonic Team loves to leave a lotta unused assets and code in their older games, I wonder if there’s any leftover code from the build with dynamic lighting from Act 2 in SA1 and SADX 🤔
Red Mountain was one of those video game levels that would’ve scared me senseless since I was a video game scaredy-cat when I was a kid; but, for some reason, it wasn’t... I think it was me falling in love with the music that kept me from quitting the game at that point. Guess any coward can grow a pair once they hear a tune that gets them pumpin’!
it sucks that they had to downgrade act 2 for better performance, i really liked the more atmospheric lighting and the bats chasing sonic but avoiding gamma is a nice touch
how comprehensive is people's knowledge on the beta/early versions of sonic adventure? is it known if there were versions of levels in the style of proto windy valley? (ie more big, open-ended and gameplay focused vs setpieces)
I know no one will probably see this, but does anyone know if the autodemo uses the Lantern engine? I'm starting a beta restoration mod and figured I'd use the autodemo as a base. I'll either try to port, or recreate the lighting via the lantern engine. similar to the GC lighting mod.
@@woobgamer5210 I figured that was a possibility. I haven't messed around with SA modding since the really early days, so I assume some things are more advanced
The bats following Sonic and fleeing Gamma is actually incredible attention to detail on the developers' parts. It makes sense, since Sonic is famous for freeing animals and Robotnik captures them. I wish it made it into the final game, I would have loved that as a kid.
I completely agree, that's a great detail. I was thinking the same thing watching the video.
All have sinned and so all are worthy of death and deserve hell, for God’s standard is perfection and none of us could meet it by doing good deeds.
Romans 3:23 “For all have sinned, and come short of the glory of God;”
Romans 6:23 “For the wages of sin is death; but the gift of God is eternal life through Jesus Christ our Lord.”
Romans 5:8 “But God commendeth his love toward us, in that, while we were yet sinners, Christ died for us.”
But God loved us so much that He sent His Son to die in our place as a substitutionary atonement for our sins. He is the only way to Heaven that God has provided. If you believe in Him, then you will be saved.
John 3:16-18 “For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. For God sent not his Son into the world to condemn the world; but that the world through him might be saved. He that believeth on him is not condemned: but he that believeth not is condemned already, because he hath not believed in the name of the only begotten Son of God.”
John 14:6 “Jesus saith unto him, I am the way, the truth, and the life: no man cometh unto the Father, but by me.”
Acts 4:12 “Neither is there salvation in any other: for there is none other name under heaven given among men, whereby we must be saved.”
What
@@charlie4christ536 Those Bats really didn't like Gamma at all.
@@charlie4christ536 go Frank yourself
"Firstly, Red Mountain hates Tails and will eject him out whenever possible."
Damn, an entire mountain hates Tails. Mood.
You hate Tails or an entire mountain hates you?
Not sure if anyone will get this reference but in The Land Before Time’s cartoon spinoff Petrie (the pterosaur) said in one of the episodes that the volcanoes are mad at him lmao
if someone can bring act 2 to its original graphical glory, that would be amazing, love red mountain act 2.
skinnywhitedude it’s the best area in the game, graphically and musically
Well lets hope someone finds the earlier builds of adventure so that way we can restore the mutch more advanced lighting
Same, it's my favourite Sonic zone
If they did it for windy valley, I’m sure the community can do a good patch up job for this too
@@charlie4christ536 You doing okay there Charlie?
The little touch of the bats fleeing Gamma but following Sonic is nice. Protector of animals indeed!
WAIT! I've never noticed that trail of rings at 11:06! How the hell have I played this game for 20 years and not notice that????
That's what I love about the games with good/developed level design, they always could have more in store for you years later. Like I just found out about this shortcut in Unleashed that I legitimately had no Idea that it existed and I've been playing this game for 3 years.
7:30-Wow, my head's spinning!
My head's spinning!
This is making my head spin...
[Vomiting noises]
What a wild ride.
I recall having an awesome dream about fictional pre-release footage for this game. There was a point where Knuckles climbed up the wall of an early Mystic Ruins jungle, which led to a huge barren stretch of land and floating platforms that was actually part of Red Mountain act 1. I woke up bummed out that I wouldn’t be able to play that section, but it also made me really want to play the game again as it is.
haha, I've had dreams like that with other games lol
Nice! I think Sonic Adventure's earlier versions have stuff like different angles, dynamic lighting missing in the final game, as well as some other things for the sake of showing the game off, at least in Red Mountain's case, it originally had skulls glown light, dynamic lighting showcased in Gamma's reveal, the game pretty much was the Dreamcast's tech demo of sorts. That's a theory though, but it could very well be possible. Also, i found it rather odd how Knuckles at 7:31 actually moved along with the propellers in the AutoDemo, but not in the final game.
Imagine if they actually kept that in. That'd be amazing.
There's an image on the SADX GC box art or maybe the credits that shows Knuckles on a propeller I think.
Me: **I literally sleep**
SPEEPS: **uploads literally anything**
Me: *REAL SHIT?!*
6:22 classic chaos emerald sound.
I feel like the low draw distance and backface culling is from when they were trying to get the game to run at 60 fps, with the earlier builds at the game's unveiling keeping with that by further removing stuff that would hurt performance... THEN the later build at the end of the unveiling declares death to performance with a draw distance that beats out the final version's. I used code breaker codes to play SA1 at 60 fps on hardware, and from that I can say that whenever the unveiling footage seems to be moving a little slow (like at 2:49 and 3:48), that is not a slow mo effect, that is the console dying.
How did they get SA2 to run at 60 on DC 3 years later, if they had to remove so much stuff to get SA1 to run at 30?
@@papersonic9941 SA1 and SA2 had very different design philosophies in general. Not to mention the developers had more experience with the DreamCast by 2001 which was 3 years later.
The way stages were rendered in SA1 is different to SA2. In SA1, pretty much the entire level was rendered in all at once, whereas in SA2 only a chunk of the level would be rendered in depending on player position. I think the levels in SA2 were designed around this so the player wouldn't notice the pop in of the stage being loaded, of course this is just my guess.
Not an hour before this was uploaded, I had thought 'I wonder what SPEEPS is up to', and here we are. Haha
This is super rad! I love how the bats in Act 2 would've initially followed Sonic and fled from Gamma; nice detail. **But the coolest thing are the fire-breathing boxes, no contest**
If you plan on doing more of these level-specific in-depth videos, I'd love to see one about Twinkle Park, if possible! And keep up the fantastic work, SPEEPS! You're the best Sonic Adventure archaeologist out there lmao
I really love the artifacting on old pre-release footage and magazine-published screenshots of games from around this time. I'm surprised I've never seen any indie horror games use filters to replicate these looks, something like Toree 3D or the Catastrophe Crow/Crow 64 ARG videos on RUclips
4:53 Red Mountain. Directed by Michael Bay. In theaters now.
7:30 SPEEEEEEEEEN
Aww, I was hoping you would talk about the prison ghosts that are there for some reason
Like, what's their story, are they there on the earlier builds?
Those always fascinated me back then
Yeah what’s up with those things anyway?
When I was a kid, I was extremely confused about them
Yeah i've always wondered about them too. Interestingly enough, there is a mission on DX that involves them, and i think it calls them the "men" in jail or something... weird af developers
I've heard they are cut enemies from 3D Blast.
@@churupinha3510 hmm, I'll check for it
But I don't think so since GameHut (forgot the name of the person behind the channel) didn't said anything yet about those ghosts
It's so interesting to see how ambitious Sonic Adventure was meant to be! Maybe we'll see more in the future.
Your videos remind me on my childhood nostalgia cuz SADX was all I played!
Thanks! 😊
Man, the proto's attention to detail is unbelievable... The bats AI, glowing skulls, sexy dynamic lighting, longer draw distance and no fog at the bottom of the stage...
Man, what happened to this level, how come none of the good stuff from the early build, made it into the final release...
Game was still a bit of a technical marvel at the time, early extras or or not; but would have been nice to see these small touches in motion.
To put it best too mutch for the dreamcast to handle
@@Obscure_man31 , Honestly I don't think that's it... If I had to guess, I'd say it's due to the engine yet being in its early stages and the game not fully ready for such an early release; Adventure 1 was a bit rushed after all, although I still love the thing.
@Katz Meowski, indeed, this prototype looked boss; I wish some of this could be restored on the pc version some day.
This game was way ahead of it's time. Glad you're back
Would love to see more stages covered, great video.
Really enjoying these deep dives into levels Speeps, thanks for this! One thing I noticed is that, at 6:23, the older 1up jingle plays when Gamma gets an extra life. Was this a feature of the demos?
That's a Chaos Emerald jingle from the classic games, odd for that to be the extra life jingle
Skye Old development versions of Sonic Adventure used that as a 1up jingle.
I love when you show these secret areas in the levels, i have been playing this game literally my entire life and i have never encountered any of these.
9:14: adorable
9:53 that's the best music transition I've ever seen
Act 2's music is amazing.
I always thought Red Mountain was the same as Lava Reef Zone from Sonic and Knuckles. They are both located on Angel Island so... Hmmmm...
5:17 Hands down my favorite level theme in SA1 nect to Speed Highway
That light speed dash path really suprised me, i cant believe i never noticed it myself
Thank you very much for dedicating yourself to exploring and sharing the secrets of Sonic Adventure is my favorite game i love this channel keep it up
Man i love these videos
I wonder if the bats did damage or they were just aesthetic? Probably removed for frames though
Man it always felt like they were going to do damage
Please, please make more of these stage-lore vids, I've really enjoyed them so far!
Awesome video. Hoping to see Lost World eventually!
I heard that apparently Red Mountain Act 2's track is actually a remix of Crying World from Ristar.
I just listened to it. I don't think so? But it did remind me of the Knuckles theme from S3&K.
Ristar you mean?
yeah Ristar
Red mountain act 1 sounds like a song of a nights into dreams level
7:30
SPEEN
wHEEEEE
WHEEEHeeHeeeHeee
Love this type of videos,keep up the good work!
Would've been quite cool to have the full sized act 1 playable as Knuckles tbh (without mods, obviously).
I'm a simple man, I see Knuckles, I click.
Man that game is so beautifully Crafted, Really miss the old st.
I’m so looking forward to the DX comparison videos. Please do them zone by zone.
Given how Sonic Team loves to leave a lotta unused assets and code in their older games, I wonder if there’s any leftover code from the build with dynamic lighting from Act 2 in SA1 and SADX 🤔
Red mountain act 2 music is magical
Red Mountain was one of those video game levels that would’ve scared me senseless since I was a video game scaredy-cat when I was a kid; but, for some reason, it wasn’t... I think it was me falling in love with the music that kept me from quitting the game at that point. Guess any coward can grow a pair once they hear a tune that gets them pumpin’!
*WOOSH!*
why do I always watch these videos without having played it
Red maintained level
Amazing video as always!
Cool video 😎👍
it sucks that they had to downgrade act 2 for better performance, i really liked the more atmospheric lighting and the bats chasing sonic but avoiding gamma is a nice touch
Maybe if someone finds the earlier builds of adventure so that way we can restore evreything in its glory
An attempt at restoring Act 2 would be truly amazing.
&Knuckles
Yo, we can actually grab that ring box with gamma, it's just a bit tricky
When u got to this level in Sonics story u know the game was getting harder from there
Is there a way to restore Act 2's more detailed version via mods?
Came and watched lovely videos
Red mountain act 2 has toad from Mario screaming
You should do one on windy valley. That easily the most interesting considering that practically the whole level was changed
No one is gonna talk about the ppl in the cages? I questioned what they are
In Red Mountain theres prisoner ghosts locked in prisons and electric chairs. Tho I'm sure most people know about those.
Wonder what stage is next
how comprehensive is people's knowledge on the beta/early versions of sonic adventure? is it known if there were versions of levels in the style of proto windy valley? (ie more big, open-ended and gameplay focused vs setpieces)
I know no one will probably see this, but does anyone know if the autodemo uses the Lantern engine? I'm starting a beta restoration mod and figured I'd use the autodemo as a base. I'll either try to port, or recreate the lighting via the lantern engine. similar to the GC lighting mod.
Windy Vally next!
Did anyone ever find out what that green area with Tails in it was?
but what about the fugitivvves, i still got an emblem to do
11 MONTHS LATE SQUAD WHERE YOU AT?!?!?!?!?!?!?!?!?
The prisoners in act 2 are creepy.
Is there beta content about Pressure Castle ?
Rad vid
The History Of Windy Valley Plz
You're gonna do all of them, aren't you?
Is it possible to get tails into red mountain without the eject?
probably by character swap mods. like loading in as Sonic, then switching to Tails
@@woobgamer5210 I figured that was a possibility. I haven't messed around with SA modding since the really early days, so I assume some things are more advanced
Very epic
Cool
There are actually prisoners there
can please please fix cutscene revamp extensions and update.
Intresting
Do one twinkle park
bet tails is Windy Valley.
One day, I'd love to hear you do actual commentary over your videos. Rather than reading walls of text.
Why is the collision in sonic adventure so fucked up
Your recording software and/or capture card is busted, my man.
One more hiatus on the list.
Speak, or suffer mediocre content
Cool