Difference between revisions of "Sonic Adventure DX: Director's Cut"

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Revision as of 20:43, 2 February 2010


Sonic Adventure DX: Director's Cut is an enhanced port of the Sega Dreamcast game, Sonic Adventure, with many added features and updated graphics. It was first released in the US, Japan, and Europe for the GameCube and was later also released for the PC in Japan and Europe and also had a limited US release. Unfortunately, it didn't do quite as well with reviews as its Dreamcast predecessor did.

Changes Between Dreamcast and GameCube Versions

Main Game

  • Enhanced graphics: Sonic, Tails, Knuckles, and Amy were re-created with higher polygon counts, resulting in smoother models. For some reason, Big and Gamma were not recreated. Though, Big's hands were given a higher polygon count. Shader technology was also implemented for effects like rippling water (shader effects are not present in the PC version, however). The PC version has the option to remove some smaller objects or effects from stages (like the fire hydrants in Speed Highyway's At Dawn segment) to improve performance.
  • The train used to transport from Station Square to Mystic Ruins is now blue instead of red as in the Dreamcast version.
  • The game runs at 60 frames per second. Unfortunately, this is not consistent the whole game as at times it will frequently skip frames, usually in an uneven pattern (causing noticeable choppiness), even in places where few objects are displayed, and/or where the Dreamcast version didn't slow down (however, some effects that caused slowdown before do not affect the frame rate in the GameCube version). Cutscenes now run at a lower frame rate, but this seems to have been intended, for cinematic purposes. (The frame rate is more constant on the PC version depending on the graphics hardware used and detail settings.)
  • Some sound effects, such as when collecting rings and emblems, are lower in pitch.
  • A Camera option was added to the pause menu, allowing the user to select either the original Auto-Camera; the newly added Free Camera, which is usually closer to the character; or the player controlled camera which can be adjusted manually with the C-Stick.
  • Changes (mostly minor) were made within the levels themselves in an effort to help solve some of the game's problems concerning collision detection. However, many glitches were not fixed, and some new ones were actually added.
  • Glitches related to inconsistencies in the port (for example, some windows still reflect the original Dreamcast graphics).
  • The Internet connection feature was removed. Some of the downloadable content from the Dreamcast version was included with the GameCube port.
  • A new mission mode is available, which includes 60 missions to complete throughout the adventure fields and action stages. It's similar to the Mission Mode found in Sonic Jam's three-dimensional Sonic World.
  • Metal Sonic becomes a playable character in Trial mode, as a reward for collecting all the Emblems.
  • Cream the Rabbit makes several cameo appearances during the main game and Mission Mode to guide the player: for example, when finding the "Ice Stone" after Casinopolis Action Stage and when E-102 "Gamma" first goes to Station Square.
  • A "mini-game" collection of the 12 Sonic-related Game Gear games was added. (see below)
  • The ability to skip cutscenes by pushing Start was added.
  • Map option available by pausing the game in Adventure Fields.
  • Some voice effects were changed like when Tails begins to fly or when Amy swings her hammer.
  • The ability to have a clear pause screen by holding X and Y was removed.

Chao Garden

  • The Black Market from Sonic Adventure 2: Battle has been added to the Station Square Chao Garden.
  • The game uses Sonic Adventure 2:Battle's advanced Chao raising system (it has on screen stats, petting, whistling). However, the Chao Doctor, Chao Kindergarten, and the Chao Karate minigame do not appear.
  • Chao allegiances can be changed between Hero, Neutral, and Dark. However, players have to use Chao fruits to do so. (Specific characters do not have an alignment, nor do the Chao Gardens.)
  • Flat colored, shiny, and jewel Chao can be purchased, as well as special fruit. Seeds to plant in the Gardens do not exist, however.
  • The Chao Transporter allows manual Chao naming, as well as Sonic Adventure 2's "Goodbye" feature.
  • Chao can be seamlessly transported between Sonic Adventure 2: Battle and Sonic Adventure: DX.
  • The Chao Stadium uses Sonic Adventure 2's music and GUI.
  • The Chao Adventure VMU minigame was removed and instead replaced with a similar GBA connection feature (see below).
  • You can also transfer one Chao from this game to Sonic Advance, Sonic Advance 2, and Sonic Pinball Party with the GCN-GBA Link Cable.
  • A downloadable Tiny Chao Garden GBA minigame is available.

Included Game Gear Games

Several Game Gear games are included as unlockables. This also marks the first time Sonic Drift and Tails' Skypatrol were released in the US and Europe.


Also Released On

Production Credits

Executive Supervisor: Isao Okawa
Executive Producer: Hideki Sato
Producer: Yuji Naka
Director: Kenjiro Morimoto
Art Director: Yuji Uekawa
Technical Director: Masanobu Yamamoto
A‑Life System Director: Yoshihisa Hashimoto
Sound Director: Jun Senoue
Lead Game Designer: Kenjiro Morimoto
Game Designers: Takaaki Kodera, Hiroki Atoji, Kentaro Kiyono
Mission Mode Game Designers: Kenjiro Morimoto, Takashi Iizuka, Yojiro Ogawa, Daisuke Mori, Eitaro Toyoda, Hidenobu Hasebe, Mizuki Hosoyamada, Kazuyuki Miyamoto
Lead Character Designer: Yuji Uekawa
Character Designers: Kazuyuki Hoshino, Tomonori Dobashi, Yasutaka Maeki, Masahiro Hoshino
Lead Field Artist: Hideaki Moriya
Field Artists: Misako Ikoma, Tsuyoshi Enomura, Mutsumi Oda, Kazuhito Tominaga, Takashi Yoshida, Yoichi Takeda
Lead Visual Artist: Yuji Uekawa
Visual Artist: Masatoshi Yasumura
Lead System Programmer: Masanobu Yamamoto
Programmers: Kenichi Koshida, Yoshiharu Kanai, Makoto Shimoda, Masashi Kitamura, Takeshi Maeda, Makoto Ikeda, Hitoshi Motoda, Takashi Taketa, Takanori Yoshioka, Hiroyuki Kikui
Graphic Engine Programmers: Yoshitaka Kawabata, Shinya Matsunami, Takaaki Saito
Graphic Tool Programmer: Kouji Ogino
Technical Support: Tetsu Katano
A‑Life System Designers: Yoshihisa Hashimoto, Sachiko Kawamura
A‑Life System Artists: Sachiko Kawamura, Kazuko Ito, Makoto Yonezu
A‑Life System Programmers: Yoshihisa Hashimoto, Takaaki Saito
GBA Minigame Designer: Kenjiro Morimoto
GBA Minigame Artist: Sachiko Kawamura
GBA Minigame Programmer: Takahiro Hamano
Movie Arrange Designer: Michio Abe
Executive Sound Coordinator: Yukifumi Makino
Sound Coordinator: Tatsuya Kousaki
Lead Music Composer: Jun Senoue
Surround System Programmer: Shigeharu Isoda
Sound Programmers: Yoshiharu Kanai, Makoto Shinoda
Minigame Collection Director: Hisatoku Yamada
Minigame Collection Programmers: Junji Takahashi, In cooperation with VR1 JAPAN INC., Shinya Matsunami
Minigame Collection Coordinators: Yojiro Ogawa, Daisuke Mori

For production of the original Sonic Adventure, see SA's Production Credits.

Sega Corporation

Executive Management: Tetsu Kayama, Masanao Maeda, Hisao Oguchi
Promotion Management: Seijio Sannabe, Yasushi Yamashita, Hideki Yokaichiya, Naoko Ooka, Youko Nagasawa
Public Relations: Yasushi Nagumo, Mariko Takeda
Technical Support: Takashi Ando
Package & Manual Production: Yoshihiro Sakuta, Takashi Nishimura, Masaru Kobayashi
Product Development: Hiroyuki Miyazaki, Tatsuyuki Miyazaki, Yusuke Suai

Sega of America, Inc.

President/COO: Tetsu Kayama
Executive Vice President: Chris Gilbert, Shinobu Toyoda
Localization Producer: Yosuke Moriya
Localization Manger: Osamu Shibamiya
VP Of Product Development: Jin Shimazaki
Project Test Lead: Joseph Mora
Senior Project Manager: Rob Alvarez
Project Manager: Cord Smith
VP Of Markrting: Mike Fischer
Creative Service: Robert Schonfisch, Erica Forte, Vicki Morawietz
Public Relations: Kirsten Merit, Bryce Baer

Sega Europe, Ltd.

CEO: Naoya Tsurumi
Director Of Produvt Development: Kats Sato
Localization Producer: Kuniyo Matsumoto
European Product Manager: Mathew Quaeck
Senior Producer: Matt O'Driscol
Technical Producer: Elliot Martin
Commercial Manager: Mark Horneff
Localization Team: Brigitte Nadesan, Giuseppe Rizzo, Marta Lois Gonzalez, Eva Backmann
QA: Darius Sadeghian, Roy Boateng
Special Thanks: Akira Nishikawa, Yutaka Kawasaki, Yuji Nakamura, Shoko Goto, Kaori Asano, Takahiro Yoshida, Yoshiharu Honda, Yuktaka Shoji, Junichi Ohno, Masaomi Kawamoto, Tomoya Hirano, Hiroki Hayami, Takanobu Kimura, Yasuko Maruyama



GameCube Version

PC Version

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Sonic related game compilations for the PC
Sega Family Fun Pak (1996) | Sonic & Knuckles Collection (1997) | Sonic & Garfield Pack (1999) | Sega PC Puzzle Pack (1999) | Sega PC Smash Pack (1999) | Sonic Speed Pack! (199x) | Sega Smash Pack 2 (2000) | Sonic Action Pack (2000) | Sonic Action 4 Pack (2001) | Twin Pack: Sega Smash Pack & Sega Smash Pack 2 (2002) | Twin Pack: Sonic 3D Blast & Sonic R (2002) | Twin Pack: Sonic CD and Sonic & Knuckles Collection (2002) | Sonic Adventure DX: Director's Cut (2003) | Sonic Mega Collection Plus (2004) | Sonic Double Pack (2008) | Sonic PC Collection (2009) | Coffret Sonic (200x) | Sonic Gold Edition (200x) | Sonic R/Sonic 3D (200x) | Sonic Hits Collection (2013) | Five Sonic Rings Bundle (2013) | Sonic Games Collection (2015) | Pack 2 Jogos (xxxx)