Sonic Adventure Dx Dreamcast

Sonic Adventure Dx Dreamcast Rating: 8,4/10 6511 votes
  • One of the release games with the dreamcast and what a blinder! Sonic's first proper 3d adventure is a huge game and offers plenty of lastability because of the ability to choose a character and simply wander around. The level of puzzles is superb and you can immerse yourself as little or as much as you'd like in order to complete the game.
  • Sonic Adventure DX: Director's Cut (ソニックアドベンチャー デラックス Sonikkuadobenchā derakkusu, lit. 'Sonic Adventure Deluxe') is the enhanced port of the Dreamcast video game Sonic Adventure. It was released for the Nintendo GameCube on June 2003, and for the PC on 2003 in Japan and 2004 elsewhere.

This is a restoration mod that brings back the original character models from Sonic Adventure on the Dreamcast! Sonic, Tails, Knuckles, Amy, Big, and Super Sonic all have their original Dreamcast models while E-102 has been modified to use his original materials (his models are the same).

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< Sonic Adventure DX: Director's Cut (GameCube)
This is a sub-page of Sonic Adventure DX: Director's Cut (GameCube).

Sonic Adventure DX: Director's Cut is a port of Sonic Adventure for the Sega Dreamcast. In addition to the extra content, there are actually tons of changes from the original version, ranging anywhere from tiny to huge.

As can be expected, anything having to do with the Dreamcast was removed in the port, such as the file selection menu, the posters in levels that referenced the Dreamcast, and button prompts. These changes were made for obvious reasons and won't be covered here. Extra content that was simply added to justify the port (including Mission Mode and the Game Gear games) won't be listed either.

  • 2Gameplay Differences
  • 5Adventure Fields
    • 5.1Station Square
    • 5.2Egg Carrier
    • 5.3Mystic Ruins
  • 6Stage Differences
  • 7Bosses
  • 8Chao Gardens

Menu Differences

  • The 'PRESENTED BY' text above the SEGA logo uses a different font and the trademark symbol was changed from '™' to '®'.
Dreamcast
GameCube
  • The Sonic Team logo is now a static screen, rather than being part of the intro movie.
Dreamcast
GameCube
  • 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 accommodate 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.
Dreamcast
GameCube
  • 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.
  • The title screen was totally redesigned. The Dreamcast version focuses on the game's logo, with pre-rendered mirages of Station Square and an unknown castle-like structure in the background. The background may or may not feature animated ripples (see the original game's regional differences). On the other hand, Director's Cut features a large pre-rendered 3D Sonic next to the logo with scrolling clouds in the background.
Dreamcast
GameCube
  • The background of the menus that reflect the title screen are also different as a result, but the format of the menus remain the same in the GameCube version.
  • The second option in the Trial menu was changed from 'Mini Game' to 'Sub Game' for the GameCube version. This only applies to the English text - the Japanese equivilent of the option is unchanged.
  • Seeing as the GameCube cannot get online, the Internet option on the main menu was removed. Furthermore, the options for 'Mission Mode' and 'Mini Game Collection' were added.
Dreamcast
GameCube
  • In the Options menu, the Dreamcast version's TV Setting was replaced with a toggle for the GameCube's rumble feature. The TV Setting allows setting 50/60 Hz mode.
  • The File Change icon's red arrows are animated in Director's Cut, but not the Dreamcast version.
Dreamcast
GameCube

Gameplay Differences

  • All cutscenes can be skipped by pressing the Start button. In the Dreamcast version, only the introduction could be skipped.
  • Director's Cut runs at 60FPS during main gameplay, compared to the original game which would only run at 60 FPS in menus or Twinkle Circuit. Unfortunately, the new higher framerate is unstable and frequently dips.
  • The game's loading times are notably different. In general, the GameCube version loads slower than the Dreamcast version, but appears to transition between areas in the adventure fields faster due to its higher frame rate.
  • The collision in the game appears to have been heavily modified, with most of the collision barriers either being weakened or removed in DX.
  • Cream the Rabbit makes a cameo appearance in the GameCube version where at a certain point in each character's story she can briefly be seen flying around Station Square.
  • Gamma's adventure mode is no longer permanently stuck at night after completing his story.
  • One cutscene at the end of Amy's story fades out early in the GameCube version to avoid displaying an animation error.

Pause Menu

Dreamcast
GameCube
  • A 'Free Camera' option was added, allowing full camera control via the C-stick. The original game supported only rotation and first-person view; this mode is kept as 'Auto Camera'. The camera resets to 'Auto Camera' whenever a new map is loaded.
  • A map option was added to the pause menu in adventure fields.
  • In the Dreamcast version the start button was used to confirm choices in the pause menu. The pause menu controls were changed in DX to use A and B as confirm/cancel choices respectively, with the start button being used as an alternate cancel.
  • The pause menu's background was changed from a transparent rounded gradient into a solid blue box.
  • A flashing effect was added to the pause menu's cursor.
  • The pause menu now specifies which game mode the player is currently in.
  • The racing bar in Tails' stages does not disappear while the game is paused in the GameCube Version.
  • In the Dreamcast version, the player could remove the overlay from the Pause screen by holding the X and Y buttons. This ability was removed in Director's Cut.
  • The GameCube version has a greater draw distance.


Graphical Differences

  • The Dreamcast's palette based lighting system (Lantern), was completely replaced for the GameCube version, with something more generic; each stage is lit very differently to its Dreamcast counterpart, including the character lighting and stage fog.
  • The HUD was repositioned slightly and made bigger in the GameCube version. This has the side effect of making the HUD somewhat blurred though.
  • All of the main character models were enhanced greatly for Director's Cut, though the animations weren't updated.
Dreamcast GameCube
  • The 'Now Saving' icon that appears in the upper right corner of the screen doubles as a progress bar that gradually fills as the save/load progresses in the Dreamcast version. The text was changed in the GameCube version: now it is located on the bottom-right or top-right of the screen, is in a generic white font, and does not double as a progress bar. The GameCube version also includes a 'Now Loading' variant.
  • Transparency issues on the Tails, Knuckles, Amy and Big life box icons were fixed.
  • The life icon for Tails was remade - his head is slightly larger and his hand was removed.
Dreamcast
GameCube
  • The names on the character select wheel are slightly transparent in the Dreamcast version, but are opaque in DX.
  • The original game's textures seem to have undergone some minor quality loss in DX, with many having more artifacts present than their equivilents in the Dreamcast version.
  • The aliasing problems that were present in the Dreamcast version have been fixed.
  • The Dreamcast version featured rather low-quality water textures with choppy animation. In Director's Cut, the GameCube's TEV system is used for more advanced water effects, including more realistic textures and rippling on objects below the surface.
Dreamcast
GameCube
  • In the original Japanese release of the Dreamcast version, Sonic's feet had a unique 'wheel' effect while running at top speed, akin to the classic games. The blur effect was removed for later releases, but the shoe distortion remained. In DX, the distortion effect is no longer present, though Sonic's shoes do have a texture bug in the state it would have appeared in. The distortion effect never appeared for the light shoes, so the bug only happens with Sonic's regular shoes.
Original JP (DC) Revised (DC)Director's Cut (GCN)

Audio Differences

  • The music stops while selecting a file.
  • The music does not fade out while moving between areas in Adventure fields.
  • The sound of the cars in Station Square was changed to be more dynamic.
  • The waterfalls in the Mystic Ruins are louder.
  • Ring, monitor, and emblem collection sounds are lower in pitch than the Dreamcast version, for some reason. The Ring sound in the Dreamcast version is the original in C Major, so the sound in Director's Cut is inconsistent with the rest of the series. The lower-pitched monitor sound got reused in Shadow the Hedgehog.
  • Some voice effects were changed, like when Tails begins to fly or when Amy swings her hammer.

Adventure Fields

The Adventure Fields received more drastic changes than the action stages.

Station Square

Station Square was overhauled for the GameCube version. Most of the buildings and features were redesigned or retextured and overall it was revamped to a much higher quality than the other areas of the game.

City Hall

Dreamcast GameCube
  • The City Hall building itself had a major redesign - it no longer has the clock tower from the original game, instead replacing it with a copy of the building's lower segment.
  • The buildings around city hall were also given redesigns.

Station

Dreamcast GameCube
  • There is more prominent fog.
  • It's possible to see a bit further into the garage in the original version.
  • The reflections on the doors are differently arranged, but they depict the original Dreamcast colors, even on the GameCube version.
  • The road was changed from dark blue to more realistic gray asphalt. Similarly, the yellowish sidewalk was changed to a duller gray.

Casino

Dreamcast GameCube
  • The walkway is more transparent in the original version, and has more arch supports.
  • The Hotel and sidewalk still use their textures from the Dreamcast version in this area.
  • The sign on the burger shop (the colorful building near the back) was changed.
  • The reflections on the hotel doors (back) are darker in the GameCube version.
  • A sign for 'Ken's Play Room' was added next to the entrance to Casinopolis.
  • The train that transports characters between Station Square and the Mystic Ruins is blue in Director's Cut instead of red.

Sewer

Dreamcast
GameCube
  • The water uses a murky green texture rather than the clearer one from the original game.
  • The large box in this area was retextured.

Hotel

Dreamcast GameCube
  • The Hotel's interior is no longer dark at night.
  • The Hotel's interior and exterior were retextured.

Twinkle Park Entrance

Dreamcast
GameCube
  • The area has a more colorful design than it does in the Dreamcast version, which is primarily blue.

Egg Carrier

The Dreamcast version has a prominent green tint throughout the Egg Carrier. This is not present in the GameCube version, with many of the green features (such as lights and glass) being replaced by blue ones.

Exterior

Dreamcast
GameCube
  • The Monorail station has a scrolling icon of the Monorail on its lights in the Dreamcast version. It was removed in the GameCube version.
  • The color of the Monorail station's light on the exterior was changed from green to blue.
  • Fog was added to the exterior area.

Captain's Room

Dreamcast
GameCube
  • Part of the chair in the Captain's Room was removed for unknown reasons.

Living Quarters

Dreamcast GameCube
  • The Living Quarters have some minor texture differences - one of the textures on the wall in the entrance area is upside-down, the color of the checkerboard texture on the rockets in the left room was changed from red to blue, and one of the textures on the ceiling of the room on the right was changed.

Pool Area

Dreamcast GameCube
  • The lights on the wall around the pool area are more rounded.
  • The textures on the walls in the pool area were changed slightly.

Main Hall

Dreamcast
GameCube
  • The hint boxes are no longer purple.
Sonic Adventure Dx Dreamcast

Hedgehog Hammer

Other than the doors and hint box, the Adventure Field and Subgame versions of Hedgehog Hammer room are identical in the Dreamcast version. This is not the case in the GameCube version.

Dreamcast GameCube (Adventure Field) GameCube (Subgame)
  • Parts of the Adventure Field version of the room were removed.
  • The Subgame version of the room has a number of incorrect textures.

Prison

Dreamcast
GameCube
  • The color of the lights above the cells were changed from green to blue.

Upgrade Rooms

Dreamcast GameCube
  • Gamma's upgrade rooms have noticably different lighting.

Chao Garden Warp

Dreamcast
GameCube
  • The Chao Garden warp room was given a number of texture changes.

Mystic Ruins

Main Area

Dreamcast GameCube
  • The main area was heavily redesigned in the GameCube version to have a lighter appearance than the Dreamcast version. Curiously, these changes were not applied to the other parts of the adventure field.
  • The waterfall was slightly changed.
  • The folding palm trees lining Tails' runway are properly lit in the GameCube version.

Angel Island

Dreamcast GameCube
  • The walls in this area are lined with trees in the original game, but were removed for the GameCube version.
  • The top of the walls surrounding the area were made more jagged.

Jungle

Dreamcast GameCube
  • The paths can be seen through the canopy of the jungle.
  • The color of the water is different.
  • In the Dreamcast version, fog will appear while roaming the jungle itself. The fog was removed in the GameCube version.

Eggman's Base

Dreamcast GameCube
  • The glass tubes containing the robotic Sonics are brighter.
  • The lower area received a slight redesign.

Stage Differences

Individual areas and levels had specific changes done to them.

Emerald Coast

Dreamcast GameCube
  • The skybox is now correctly centered around the player.
  • In the Dreamcast version, the water is attached to the skybox and moves with it. In the GameCube version, the water is rendered as fixed squares.
  • The water effects are considerably cheaper-looking in DX, most noticeable around the killer whale chase. Instead of actual waves appearing, the water model simply moves up and down.
  • The stage has the same 'shaded areas' effect as Station Square.
  • The palm trees with Kikis on were made shorter.

Windy Valley

Dreamcast GameCube
  • A number of textures in Act 1 were made slightly darker.
  • For some reason, the paths weren't darkened in DX but the grass was, leaving some odd cutoff when the two meet.
  • The fog present when the tornado appears was significantly reduced.
  • Some wall textures in Act 1 were changed.
Dreamcast GameCube
  • A Rhinotank that spawns under the floor can be found in the GameCube version.

Casinopolis

Dreamcast GameCube
  • Oddly enough, the Sonic statue still uses Sonic's model from the Dreamcast version.
  • The textures on the walls of the main area and the shower room were changed.
  • The 'SHOWER ROOM' sign is thicker and uses a texture instead of reflective letters.
  •  The lights around the lion aren't affected by fog in the GameCube version.
  • In the Dreamcast version, the ring vault contains a slope. This was changed into three large steps in the GameCube version.
  • The fog in the main area was reduced.
  • Invisible walls were added to the top of the pinball entrances to prevent Sonic Spin Dashing into Knuckles' area.
  • The walls in the upper half of the main hall were given collision when playing as Sonic.
Dreamcast GameCube
  • The textures of the walls in Dilapidated Way were changed,the trash piles were made greener and the map was given a blue fog.
  • The water in Dilapidated Way is no longer green.
Dreamcast GameCube
  • Some of the walls on the SONIC Pinball table were changed.
  • Sonic is no longer pinball-colored in neither the SONIC or NiGHTS table.
  • The textures on the borders of the NiGHTS Pinball table were changed.

Icecap

Dreamcast GameCube
  • In the Dreamcast version, the stage's textures are mainly blue and brown. This was changed to white and gray for DX.
  • The lighting on the player is much brighter than the original stage.
  • An invisible wall was added around the bridge in Act 2 to prevent Sonic being able to clip through the bridge easily. (It can still be done though despite this)
  • Act 2 was given a slight gray fog.
  • Weakened collision at the beginning of Act 3 makes it possible to skip the snowboarding section in DX.
Dreamcast
GameCube
Sonic Adventure Dx Dreamcast
  • Big's act in the Dreamcast version is set at night. In the GameCube version, it's set during the day.

Twinkle Park

Dreamcast GameCube
  • The textures in Act 1 were given a major redesign. The track was given a blue theme rather than a red one.
  • The beginning and the end of Act 1 were given transparent ceilings.
  • The tunnels on the cart track glow in the Dreamcast version. In the GameCube version, only a certain number of parts in them glow.
Dreamcast GameCube
  • Act 2 was given a more brighter appearance and details such as paths and red carpets were added.
  • A column was added to the large pool area.
  • The fog in Act 2 was reduced.

Speed Highway

Dreamcast GameCube
  • The stage loses the blue nighttime coloration it had in the Dreamcast version.
  • The roads received the same changes from blue to gray as the roads in Station Square.
Dreamcast
GameCube
  • The Dreamcast version includes 2 circles of rings at the bottom of the section that were removed from Director's Cut.
  • In the Dreamcast version, all background sounds stop after Sonic reaches the bottom. In Director's Cut, the howling winds keep playing.
  • The potted plants received a minor visual upgrade for DX and the lighting is slightly brighter.
Dreamcast
GameCube

Red Mountain

Dreamcast GameCube
  • The amount of color in most textures was reduced, including the grass and crates in the stage.
  • Act 2 was given more fog and is overall less shiny than the original.
  • The eyes on the lava platforms in Act 2 do not glow in the GameCube version.

Sky Deck

Dreamcast GameCube
  • Many platforms in the stage had their textures changed from yellow to blue ones.
  • The lighting does not change when the clouds get darker.
Dreamcast GameCube
  • The clouds that pass through the stage are stationary in the GameCube version.
  • A slight gray fog was added.

Lost World

Dreamcast GameCube
  • The Dreamcast version has more foliage, some growing on the walls and ceiling. The grass is greener, too.
  • The entrance to the next area changed from a square entrance to a rounded arch in the GameCube version.
  • Most of the area's textures are slightly different.
  • The walls of the rivulet are thicker in the GameCube version.
Dreamcast GameCube
  • The fog color changed noticeably; from a somewhat-blinding white in the Dreamcast version to a more subdued dark gray.
  • The textures on the walls of various parts of the stage including the above image and the wall panel room in Act 2 were changed.
  • The Dreamcast version maps a ground texture to bottomless pits, while the GameCube version uses a fog texture.

Final Egg

Dreamcast GameCube
  • An Egg Keeper at the beginning of the stage was removed.
  • The Dreamcast version of the stage has many yellow elements in Acts 1 and 3, but the GameCube version replaces it with darker elements.
  • A capsule sitting out of bounds that could let the player complete the stage in 5 seconds was removed.
  • The ceiling in the large vertical area in Act 2 was made entirely black.
  • An invisible wall was removed behind the entrance to Act 2, making it possible to Spin Dash out of bounds easily.

Hot Shelter

Dreamcast GameCube
  • The water in Act 1 was made brighter and less green.
  • The lighting in the stage was made brighter.
  • The center of the drainage room was given a border texture.
  • Some red elements in Act 2 were changed to blue ones.

Sand Hill

Dreamcast
GameCube
  • Shadows are present along the walls of the stage in the GameCube version.

Sky Chase

Dreamcast GameCube
  • Due to the lack of Z-layering in DX, the Egg Carrier is not visible until it enters the Skybox in Act 1.
  • There is more of a shadow underneath the Egg Carrier.
  • The lighting in Act 2 is slightly brighter.
  • In both Acts, Sonic and Tails use noticeably lower-poly models during gameplay in the Dreamcast version, likely to keep the framerate consistent. In DX, they use the same models as the rest of the game.

Twinkle Circuit

Dreamcast
GameCube
  • The stage was redesigned with mainly green colors. The (now unused) DLC courses were not updated.
  • The lighting was modified significantly similar to Twinkle Park's track.

Bosses

Chaos 0

Dreamcast
GameCube
  • The map was updated to match the redesigned City Hall.

Chaos 2

Dreamcast
GameCube
  • Chaos 2 is darker.
  • The glass around the perimeter of the boss arena is more opaque in the GameCube version, making it hard to see if not impossible to look at the city background behind it.

Chaos 4

Dreamcast
GameCube
  • Many textures were changed, including the walls and trees around the arena.
  • The pond is more clear and less green.
  • The pond doesn't change to a 'purified' texture when Chaos 4 isn't swimming in it.
  • It's easier to see the bottom of the pond in the GameCube version.

Chaos 6

Dreamcast
GameCube
  • The fog was made thicker.
  • Chaos is more opaque in the GameCube version.

Sonic Adventure Dx Dreamcast Comparison

Perfect Chaos

Dreamcast GameCube
  • The buildings around the stage were revamped heavily, with entirely different models and textures.
  • Waterfalls were added to a number of buildings.
  • A section of destroyed road at the starting point of the stage was removed.
  • Perfect Chaos is considerably brighter in DX.
  • More fog was added.
  • Road segments are darker.
  • The water is a slightly dirtier color.

Egg Hornet

Dreamcast
GameCube
  • The map was updated to match the redesigned Mystic Ruins.
  • The lighting is much brighter.
  • Fog was added.

Egg Walker

Dreamcast
GameCube
  • The map was updated to match the redesigned Station Square.
  • 'The Man 3' billboard is now correctly 'Chao in Space'.
  • Eggman is very brightly lit in the GameCube version.
  • The Hotel's doors oddly enough aren't present in the GameCube version.

Egg Viper

Dreamcast
GameCube
  • The color scheme of the platforms and the walls of the arena seem to have swapped - with yellow platforms and gray walls becoming gray platforms and yellow walls.

E-101

Dreamcast
GameCube
  • The map was updated to match the redesigned base.
  • The lighting was changed similarly to the Egg Carrier in that the green tint on the characters was removed.

ZERO/E-101mk.II

Dreamcast GameCube
  • The lighting was changed - ZERO and E-101mk.II are notably shinier.
  • Fog was added.

Chao Gardens

The Chao gardens were modified to improve a Chao's ability to travel around the garden.

Dreamcast
GameCube
  • The Black Market from Sonic Adventure 2: Battle has been added to the Station Square Chao Garden, and functions the same way.
  • Director's Cut uses the Sonic Adventure 2: Battle advanced Chao raising system (on-screen stats, petting, whistling).
  • Chao do not have HP in DX, so they can't die from taking too much abuse unlike the Dreamcast version.
  • Button icons were added to the HUD for the Chao Gardens.

Station Square Garden

Dreamcast GameCube
  • The Dreamcast version has an oval-shaped painting of the sky. The GameCube changes this to an actual glass ceiling with a view of the sky.
  • The water area was changed. In the Dreamcast version, there are minor shallow pools with two quarter-temples hugging the corners of the walls. In the GameCube version, the shallow water is still there, but the quarter-temples have been replaced with a full temple in the middle, complete with a decorative fountain.
  • The Station Square Chao Garden's entrance to the Chao Races has two sets of doors in the Dreamcast version. In the GameCube version, the menus are loaded immediately after setting foot through the first set of doors, and the other set doesn't exist. The doors are designed differently; the GCN version lacks the Chao faces and adds the text 'Chao Race' above the door, so the player knows where it leads.
  • The small garden/tree area got slight texture upgrades for Director's Cut.
  • The GameCube version added a sign to the 'Chao Laboratory' website.

Mystic Ruins

Dreamcast GameCube
  • A bridge and raised area connected to it was removed.
  • An invisible wall was added to stop the player jumping over the fence and dying.
  • Additional lighting was added for the garden at evening and night.
  • The background texture for evening and night was changed.

Egg Carrier

Dreamcast
GameCube
  • The island is much shorter.
  • The ocean surrounding the island is no longer deep enough to drown in.
  • An invisible wall on top of the missile was removed, making it possible to stand on top of it.
  • A clear perimeter of the garden was added. In the Dreamcast version, the perimeter was only an invisible wall.
  • A bug was fixed where a Chao sometimes wouldn't spawn.

Chao Transporter

Dreamcast
GameCube
  • The transporter's main purpose was changed from Chao Adventure to GBA features.
  • The menu is in the garden in the Dreamcast version, but on a separate screen in the GameCube version.
  • The transporter was given the ability to name and delete Chao directly in the GameCube version.
  • The transporter was changed from a VMU to a GBA to reflect the changes made to it.

Chao Race

Dreamcast GameCube
  • In the Dreamcast version, the Chao Race lobby is playable. Once the character steps on the button in the middle of the room, the menus appear; otherwise, they are free to move around. As a side note, 4 decorative Omochaos appear in this interactive lobby- this marks their first appearance, not Sonic Adventure 2. They don't fly around or say anything annoying...yet...
  • In the GameCube version, the lobby is just a menu, and it has been redesigned. Instead of an 'Entry' button, the GameCube version has a walkway leading to some kind of monitor. The numbers on the walls were decorated a bit further and the arrows leading into each one were removed.
  • The menus themselves have been changed and stylized further.
  • The music is different. The Dreamcast version plays 'Letz Get the Party Started'- the same catchy dance music that plays in Sonic Adventure 2: Battle's Chao World lobby. The GameCube version plays a completely different, calmer track, which was also used in Sonic Adventure 2: Battle's Chao Race menu.
(Source: Sonic Retro for information on various things in this article (but not all of it).)
Retrieved from 'https://tcrf.net/index.php?title=Sonic_Adventure_DX:_Director%27s_Cut_(GameCube)/Changes_from_the_Dreamcast_Version&oldid=656572'
ISOs » Nintendo Gamecube » S » Sonic Adventure DX Directors Cut

Nintendo Gamecube / GC GCN NGC ISOs

Genre: ActionPlatformer
Rating: ESRB: E, PEGI: 3+, CERO: A, OFLC: G8+
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Game Description & Reviews:

OverviewSonic Adventure DX: Director's Cut is a port of the Dreamcast hit to the Gamecube, in turn ported to PC. Despite the 'Director's Cut' subtitle, there is scarcely an addition to be found other than small side modes and minor model and palette adjustments to characters and environments.
Pontinho rates this game: 3/5

The game's not bad but it's not the best Sonic game like most fanboys will tell you. Sonic & Tails levels are all about the speedy platforming that made the series famous in it their first attempt at 3D. It's nowhere near the quality and fun of the originals but it's not bad.Knuckles is reduced to a treasure hunter, Amy is a slow Sonic that must escape from a robot, Big's level are about fishing (yes, fishing. What were they thinking?) and Gamma's levels are bland mech shooters.
The extras are ok, and give you the opportunity to play some of the sega game gear sonic games.

b1ueskycomp1ex rates this game: 4/5

Sonic Adventure DX - Director's Cut - is a port of the original sonic adventure from the Sega Dreamcast. The game remains generally untouched, actually, aside from some updates to the player models and a few other aesthetic touches. The game was fantastic when the Dreamcast was released, and really showcased how much speed and fluidity the Dreamcast's hardware could provide.

Like the original, you play through a story campaign solving the occasional puzzle (put item X on pedestal Y to open area Z) in one of the various hub areas. Each hub area contains all of that area's levels. Levels vary between fast-paced race-like platforming sections and slower paced adventure-like platforming sections, with fun additions like playing pinball using sonic as the ball, racing in go karts, and unlocking extras like playing some more obscure Gamegear or sega master system sonic titles.

At the start of the game, you're presented with only sonic to play as, but as you progress through the game and meet the other characters, they become available for play. Each character has their own playstyle, with such oddities as big the cat's levels being about fishing for his lost pet frog, tails doing auto-lock-on mech platforming, and knuckles gliding around and treasure hunting. Each character's story is intertwined with the others and takes place from their point of view, which is an interesting premise.

Sadly, the game hasn't aged all that well. The same jerky, janky, and generally uncomfortable camera positions exist here. Some of the setpiece running moments or acrobatics will cause you to fly off the side of the map, and there are still plenty of weird platforming bugs that exist in this version. Is it worth playing today? That depends. With this game, the majority of people either love or hate it, and you'll have to play it for yourself to find out which camp you belong to.

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Download Sonic Adventure DX Directors Cut (1.1G)
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