- Back to: Sonic Adventure.
The "PRESENTED BY" text above the SEGA logo uses a different font and the trademark symbol was changed from '™' to '®'.
The Sonic Team logo is now a static screen, rather than being part of the intro movie.
Predictably, title screens vary between regions and versions. In the original 1998 Japanese release, the title screen is static, with animations added for the Western and International versions. DX has an entirely different title screen taking design cues from Sonic Adventure 2: Battle.
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- Enhanced graphics: Sonic, Tails, Knuckles, Amy, and Gamma were re-created with higher polygon counts, resulting in smoother models. For some reason, Gamma was not recreated, and Big's new model is barely noticeably different. 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 Highway's At Dawn segment) to improve performance.
- The original palette-based lighting system (Lantern) has been replaced with simpler lighting.
- Very many changes have been made to textures throughout the game, ranging from minor to completely different; an example on the minor end of the spectrum is that the train used to transport from Station Square to Mystic Ruins is now blue instead of red, and on the major end of the spectrum, Twinkle Park can look like a different level at times. A detailed look at these changes (among others) can be seen at PkR's Dreamcastify WordPress site.
- The game runs at 60 frames per second. Unfortunately, the framerate is generally unstable and frequently dips below 60fps, even in areas that do not seem to be graphically complex (framerate stability problems are not present in the PC version, assuming you meet its recommended system requirements). Cutscenes are locked at 30fps for a "cinematic feel", and to preserve the original script timings.
- Some sound effects, such as when collecting rings and emblems, are lower in pitch.
- A "Free Look" camera option was added, allowing the user to reposition the camera with the GameCube's C-stick. This option is reset to Sonic Adventure's original "Auto Camera" setting every time the game loads a new map.
- 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.
- New glitches were introduced, 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, similar to the Mission Mode found in Sonic Jam's three-dimensional Sonic World. It features 60 missions spread across the six playable characters, where special tasks must be completed in the game's Adventure Fields and Action Stages.
- Metal Sonic becomes a playable character in Trial mode, as a reward for collecting all the Emblems.
- The ability to skip cutscenes by pushing 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 and was removed.
- The game's sound credits were moved from the end credits to an additional screen appearing after the Sonic Team logo.
- The memory card screen was changed to accomodate for the GameCube. Rather than eight possible slots, there are now only two. This lowers the max possible file count from 24 to 6.
- The file select screen now displays the selected memory card alongside the files.
- The game's logo was completely redesigned for Director's Cut. The cork-board and mirages were replaced with something a bit clearer and more generic. The intro movie was modified accordingly to include it.