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

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{{Bob
+
{{CompilationBob|bobscreen=dx title.jpg|screenwidth=320|publisher=[[Sega]]|developer=[[Sonic Team]]|system=[[GameCube]], PC|europe=<br>June 27, 2003 (GameCube)<br>February 6, 2004 (PC)|australia=<br>June 20, 2003 (GameCube)<br>February 6, 2004 (PC)|usa=<br>June 17, 2003 (GameCube)<br>April 22, 2005 (PC)|japan=<br>June 19, 2003 (GameCube)<br>December 18, 2003 (PC)|game#=13|genre=3D Platform/Compilation|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a}}
|bobscreen=SADX_GCN_titlescreen.png
 
|screenwidth=320
 
|icon=SonicDX_Win_icon.png
 
|publisher=[[Sega]]
 
|developer=[[Sonic Team]]
 
|system=[[GameCube]], PC
 
|savesize=GC: 9 blocks, PC: 51KB
 
|releases=
 
{{release|GC|US|17 June 2003}}
 
{{release|GC|EU|27 June 2003}}
 
{{release|GC|JP|19 June 2003}}
 
{{release|GC|JP (Okaidoku-ban)|18 November 2004|¥2,800}}
 
{{release|GC|AU|20 June 2003}}
 
{{release|PC|US|14 September 2004}}
 
{{release|PC|EU|6 February 2004}}
 
{{release|PC|JP|18 December 2003}}
 
{{release|PC|AU|6 February 2004}}
 
|gamecount=13
 
|genre=Action
 
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a}}
 
  
'''''Sonic Adventure DX: Director's Cut''''' (ソニックアドベンチャー デラックス; pronounced ''Sonic Adventure Deluxe'' in Japan but still written on the box as ''DX'') 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.  
+
'''''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 ==
 
== Changes Between Dreamcast and GameCube Versions ==
 
===Main Game===
 
===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. The GameCube's TEV system, similar to nVidia's register combiners, was also used for effects like rippling water. (These 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.
+
*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 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.)
+
*The game runs at 60 frames per second maximum. 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; most modern PCs should be able to play the game with little to no problems.)
 
*Some sound effects, such as when collecting rings and emblems, are lower in pitch.
 
*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.
 
*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.
 
*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).
+
*Various other glitches were fixed, while some new ones were added. Some have to do with inconsistency 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.
 
*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]].  
 
*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.
+
*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.
 
*[[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)
 
*A "mini-game" collection of the 12 Sonic-related Game Gear games was added. (see below)
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===Chao Garden===
 
===Chao Garden===
*The Black Market from ''[[Sonic Adventure 2: Battle]]'' has been added to the Station Square [[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.
+
*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.)
 
*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.
 
*Flat colored, shiny, and jewel Chao can be purchased, as well as special fruit. Seeds to plant in the Gardens do not exist, however.
Line 52: Line 32:
 
*The [[Chao Adventure]] VMU minigame was removed and instead replaced with a similar GBA connection feature (see below).
 
*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.  
 
*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. (via the Nintendo GameCube Game Boy Advance Cable)
+
*A downloadable ''[[Tiny Chao Garden]]'' GBA minigame is available.
  
 
== Included Game Gear Games ==
 
== Included Game Gear Games ==
Line 61: Line 41:
 
*''[[Sonic Spinball (8-bit)|Sonic Spinball]]''
 
*''[[Sonic Spinball (8-bit)|Sonic Spinball]]''
 
*''[[Sonic Labyrinth]]''
 
*''[[Sonic Labyrinth]]''
*''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''
+
*''[[Sonic the Hedgehog 2 (8-bit)|Sonic The Hedgehog 2]]''
 
*''[[Dr. Robotnik's Mean Bean Machine (8-bit)|Dr. Robotnik's Mean Bean Machine]]''
 
*''[[Dr. Robotnik's Mean Bean Machine (8-bit)|Dr. Robotnik's Mean Bean Machine]]''
 
*''[[Sonic Triple Trouble]]''
 
*''[[Sonic Triple Trouble]]''
Line 68: Line 48:
 
*''[[Sonic Blast]]''
 
*''[[Sonic Blast]]''
 
*''[[Tails Adventures]]''
 
*''[[Tails Adventures]]''
 
== Trivia ==
 
*On the Gameboy in the Chao Gardens, the words on the Gameboy still say "Chao Adventure"
 
  
 
==Manuals==
 
==Manuals==
*[[Sonic Adventure DX (GameCube) Player's Choice US Manual]]
+
*[[Sonic Adventure DX (GameCube) US Manual]]
 
*[[Sonic Adventure DX (GameCube) EU Manual]]
 
*[[Sonic Adventure DX (GameCube) EU Manual]]
 
*[[Sonic Adventure DX (GameCube) JP Manual]]
 
*[[Sonic Adventure DX (GameCube) JP Manual]]
Line 80: Line 57:
 
*[[Sonic Adventure DX (PC) JP Manual]]
 
*[[Sonic Adventure DX (PC) JP Manual]]
  
==Also Released On==
+
==Production Credits==
*''[[Sonic PC Collection]]'' for the PC (2009)
+
Executive Supervisor: [[Isao Okawa]]<br>
* ''[[Sonic Adventure (2010)|Sonic Adventure]]'' for Xbox Live Arcade and Playstation Network (2010)
+
Executive Producer: [[Hideki Sato]]<br/>
 +
Producer: [[Yuji Naka]]<br/>
 +
Director: [[Kenjiro Morimoto]]<br/>
 +
Art Director: [[Yuji Uekawa]]<br/>
 +
Technical Director: [[Masanobu Yamamoto]]<br/>
 +
A‑Life System Director: [[Yoshihisa Hashimoto]]<br/>
 +
Sound Director: [[Jun Senoue]]<br/>
 +
Lead Game Designer: [[Kenjiro Morimoto]]<br/>
 +
Game Designers: Takaaki Kodera, Hiroki Atoji, Kentaro Kiyono<br/>
 +
Mission Mode Game Designers: [[Kenjiro Morimoto]], [[Takashi Iizuka]], [[Yojiro Ogawa]], [[Daisuke Mori]], [[Eitaro Toyoda]], Hidenobu Hasebe, Mizuki Hosoyamada, Kazuyuki Miyamoto<br/>
 +
Lead Character Designer: [[Yuji Uekawa]]<br/>
 +
Character Designers: [[Kazuyuki Hoshino]], [[Tomonori Dobashi]], Yasutaka Maeki, [[Masahiro Hoshino]]<br/>
 +
Lead Field Artist: [[Hideaki Moriya]]<br/>
 +
Field Artists: Misako Ikoma, Tsuyoshi Enomura, Mutsumi Oda, Kazuhito Tominaga, Takashi Yoshida, Yoichi Takeda<br/>
 +
Lead Visual Artist: [[Yuji Uekawa]]<br/>
 +
Visual Artist: [[Masatoshi Yasumura]]<br/>
 +
Lead System Programmer: [[Masanobu Yamamoto]]<br/>
 +
Programmers: [[Kenichi Koshida]], Yoshiharu Kanai, Makoto Shimoda, Masashi Kitamura, Takeshi Maeda, Makoto Ikeda, Hitoshi Motoda, Takashi Taketa, Takanori Yoshioka, Hiroyuki Kikui<br/>
 +
Graphic Engine Programmers: [[Yoshitaka Kawabata]], [[Shinya Matsunami]], [[Takaaki Saito]]<br/>
 +
Graphic Tool Programmer: [[Kouji Ogino]]<br/>
 +
Technical Support: [[Tetsu Katano]]<br/>
 +
A‑Life System Designers: [[Yoshihisa Hashimoto]], [[Sachiko Kawamura]]<br/>
 +
A‑Life System Artists: [[Sachiko Kawamura]], [[Kazuko Ito]], [[Makoto Yonezu]]<br/>
 +
A‑Life System Programmers: [[Yoshihisa Hashimoto]], [[Takaaki Saito]]<br/>
 +
GBA Minigame Designer: [[Kenjiro Morimoto]]<br/>
 +
GBA Minigame Artist: [[Sachiko Kawamura]]<br/>
 +
GBA Minigame Programmer: [[Takahiro Hamano]]<br/>
 +
Movie Arrange Designer: [[Michio Abe]]<br/>
 +
Executive Sound Coordinator: [[Yukifumi Makino]]<br/>
 +
Sound Coordinator: [[Tatsuya Kousaki]]<br/>
 +
Lead Music Composer: [[Jun Senoue]]<br/>
 +
Surround System Programmer: [[Shigeharu Isoda]]<br/>
 +
Sound Programmers: Yoshiharu Kanai, Makoto Shinoda<br/>
 +
Minigame Collection Director: Hisatoku Yamada<br/>
 +
Minigame Collection Programmers: Junji Takahashi, In cooperation with VR1 JAPAN INC., [[Shinya Matsunami]]<br/>
 +
Minigame Collection Coordinators: [[Yojiro Ogawa]], [[Daisuke Mori]]<br/>
  
==Production Credits==
+
For production of the original ''Sonic Adventure'', see [[Sonic Adventure#Production Credits|SA's Production Credits]].
For a complete list of the games production credits please click the following link: [[Sonic Adventure DX: Director's Cut credits]]
+
 
 +
===Sega Corporation===
 +
Executive Management: [[Tetsu Kayama]], [[Masanao Maeda]], [[Hisao Oguchi]]<br>
 +
Promotion Management: Seijio Sannabe, Yasushi Yamashita, Hideki Yokaichiya, Naoko Ooka, Youko Nagasawa<br>
 +
Public Relations: Yasushi Nagumo, Mariko Takeda<br>
 +
Technical Support: Takashi Ando<br>
 +
Package & Manual Production: Yoshihiro Sakuta, Takashi Nishimura, Masaru Kobayashi<br>
 +
Product Development: [[Hiroyuki Miyazaki]], Tatsuyuki Miyazaki, Yusuke Suai<br>
 +
 
 +
===Sega of America, Inc.===
 +
President/COO: Tetsu Kayama<br>
 +
Executive Vice President: Chris Gilbert, [[Shinobu Toyoda]]<br>
 +
Localization Producer: Yosuke Moriya<br>
 +
Localization Manger: Osamu Shibamiya<br>
 +
VP Of Product Development: [[Jin Shimazaki]]<br>
 +
Project Test Lead: Joseph Mora<br>
 +
Senior Project Manager: Rob Alvarez<br>
 +
Project Manager: Cord Smith<br>
 +
VP Of Markrting: Mike Fischer<br>
 +
Creative Service: Robert Schonfisch, Erica Forte, Vicki Morawietz<br>
 +
Public Relations: Kirsten Merit, Bryce Baer<br>
 +
 
 +
===Sega Europe, Ltd.===
 +
CEO: Naoya Tsurumi<br>
 +
Director Of Produvt Development: Kats Sato<br>
 +
Localization Producer: Kuniyo Matsumoto<br>
 +
European Product Manager: Mathew Quaeck<br>
 +
Senior Producer: Matt O'Driscol<br>
 +
Technical Producer: Elliot Martin<br>
 +
Commercial Manager: Mark Horneff<br>
 +
Localization Team: Brigitte Nadesan, Giuseppe Rizzo, Marta Lois Gonzalez, Eva Backmann<br>
 +
QA: Darius Sadeghian, Roy Boateng<br>
 +
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<br>
  
 
==Resources==
 
==Resources==
===Physical Scans===
+
===Scans===
 
====GameCube Version====
 
====GameCube Version====
{{Scanbox
+
<gallery>
| console=GameCube
+
Image:Sadventuredx-box-us.jpg|US cover
| region=US
+
Image:Sadx gc us disc.jpg|US disc
| front=Sadventuredx-box-us.jpg
+
</gallery>
| disc=Sadx gc us disc.jpg
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=US (Player's Choice)
 
| front=SADXGC_PLC.jpg
 
| disc=
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=EU
 
| front=Sadventuredx-box-eu.jpg
 
| disc=Sadx-gc-eu-disc.jpg
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=EU (Player's Choice)
 
| front=Sadventuredx-box-eu-pc.jpg
 
| disc=
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=JP
 
| front=Sadx jp boxart.jpg
 
| back=Sadx gc jp back cover.jpg
 
| spinemissing=yes
 
| disc=Sadx gc jp disc.jpg
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=JP (Okaidoku-ban)
 
| front=SonicAdventureDX GCJP Okaidokuban Box.jpg
 
| disc=
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=FR (Player's Choice)
 
| front=Sadx gc fr pc cover.jpg
 
| disc=
 
| manual=
 
}}{{Scanbox
 
| console=GameCube
 
| region=DE
 
| front=Sadx gc de cover.jpg
 
| disc=
 
| manual=
 
}}
 
  
====PC Version====
+
<gallery>
{{Scanbox
+
Image:Sadventuredx-box-eu.jpg|EU cover
| console=PC
+
Image:Sadventuredx-box-eu-pc.jpg|EU 'Player's Choice' cover
| region=US
+
Image:Sadx-gc-eu-disc.jpg|EU disc
| front=SADX PC US Box.jpg
+
</gallery>
| back=SADX PC US Box Back.jpg
+
 
| spinemissing=yes
+
<gallery>
| item1=Sadx-pc-us-disc1.jpg
+
Image:Sadx jp boxart.jpg|JP cover
| item1name=Disc 1
+
Image:sadx pc gc jp.jpg|JP 'Player's Choice' cover
| item2=Sadx-pc-us-disc2.jpg
+
Image:Sadx gc jp disc.jpg|JP disc
| item2name=Disc 2
+
</gallery>
| manual=
 
}}{{Scanbox
 
| console=PC
 
| region=EU
 
| front=Sadx-pc-eu-box.jpg
 
| item1=Sadx-pc-eu-disc1.jpg
 
| item1name=Disc 1
 
| item2=Sadx-pc-eu-disc2.jpg
 
| item2name=Disc 2
 
| manual=
 
}}{{Scanbox
 
| console=PC
 
| region=EU (Sold Out)
 
| front=Sadx_pc_eu_soldout_front_cover.jpg
 
| back=Sadx_pc_eu_soldout_back_cover.jpg
 
| spinemissing=yes
 
| item1=
 
| item1name=Disc 1
 
| item2=
 
| item2name=Disc 2
 
| manual=
 
}}{{Scanbox
 
| console=PC
 
| region=JP
 
| front=Sadx pc jp.jpg
 
| item1=
 
| item1name=Disc 1
 
| item2=
 
| item2name=Disc 2
 
| manual=
 
}}{{Scanbox
 
| console=PC
 
| region=DE
 
| front=SADX PC DE Box.jpg
 
| item1=
 
| item1name=Disc 1
 
| item2=
 
| item2name=Disc 2
 
| manual=
 
}}{{Scanbox
 
| console=PC
 
| region=Hebrew
 
| front=
 
| item1=SADX PC HE Disc1.jpg
 
| item1name=Disc 1
 
| item2=SADX PC HE Disc2.jpg
 
| item2name=Disc 2
 
| manual=
 
}}
 
  
===Artwork===
 
 
<gallery>
 
<gallery>
File:Sadxlogo.png
+
Image:Sadx gc de cover.jpg|German cover
 
</gallery>
 
</gallery>
  
===Wallpaper===
+
====PC Version====
 +
<gallery>
 +
Image:Sadx-pc-eu-box.jpg|EU cover
 +
Image:Sadx-pc-eu-disc1.jpg|EU disc #1
 +
Image:Sadx-pc-eu-disc2.jpg|EU disc #2
 +
Image:Sadx_pc_eu_soldout_front_cover.jpg|EU 'Sold Out' front cover
 +
Image:Sadx_pc_eu_soldout_back_cover.jpg|EU 'Sold Out' back cover
 +
</gallery>
  
 
<gallery>
 
<gallery>
File:Sadx sonic 1024.jpg
+
Image:Sadx pc jp.jpg|Japanese cover
File:Sadx tails 1024.jpg
 
File:Sadx knuckles 1024.jpg
 
File:Sadx amy 1024.jpg
 
File:Sadx big 1024.jpg
 
File:Sadx e102 1024.jpg
 
File:DX 1280 sonic.jpg
 
File:DX 1280 tails.jpg
 
File:Sadx knuckles 1280.jpg
 
File:Sadx amy 1280.jpg
 
File:DX 1280 BIG.jpg
 
File:Sadx gamma 1280.jpg
 
File:DX 1280 CHAOS.jpg
 
File:Sadx group 1280.jpg
 
File:DX 1280 ALL.jpg
 
File:DX 1280 smallsonic.jpg
 
File:DX 1280 sonic2.jpg
 
 
</gallery>
 
</gallery>
  
{{SAOmni|1}}
+
{{SALevels}}
 
{{SonicGamecubeGames}}
 
{{SonicGamecubeGames}}
 
{{SonicPCGames}}
 
{{SonicPCGames}}
{{SonicPCCompilations}}
 
  
[[Category:GameCube games]]
+
[[Category:GameCube Games]]
[[Category:PC games]]
+
[[Category:PC Games]]
[[Category:Game compilations]]
+
[[Category:Game Compilations]]

Revision as of 16:35, 24 March 2013

Template:CompilationBob

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 maximum. 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; most modern PCs should be able to play the game with little to no problems.)
  • 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.
  • Various other glitches were fixed, while some new ones were added. Some have to do with inconsistency 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.

Manuals

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

Resources

Scans

GameCube Version

PC Version

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