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Sonic Adventure DX: Director's Cut

From The Sonic the Hedgehog Wiki

Get ready for the Greatest ever Sonic Adventure!


— Tagline

Sonic Adventure DX: Director's Cut, also known as simply Sonic Adventure DX (ソニックアドベンチャーTemplate:Ruby Sonikku Adobenchā Derakkusu?), is an enhanced port of the Dreamcast video game Sonic Adventure. It was released for the Nintendo GameCube and PC in 2003 in Japan and 2004 in the rest of the world. This version of Sonic Adventure contains several exclusive features and various changes. Additionally, all twelve Sonic games released for the Sega Game Gear are included as unlockable minigames.

Plot[edit | edit source]

Main article: Sonic Adventure#Plot

List of additional games[edit | edit source]

Gameplay[edit | edit source]

Controls[edit | edit source]

Main game[edit | edit source]

Button formation[1][2] File:SAdventure-Sonic-Life.png Movement
GameCube PC
Keyboard Mouse
Template:Analog Stick [↑]/[↓]/[←]/[→] // [R]/[C]/[D]/[F] Left click + move mouse Walk/Run
Template:A Button (GameCube) [SPACE]/[X] Right click + hold left click Spin Attack
Template:L Button (GameCube)/Template:R Button (GameCube) [Q]/[W] Scroll wheel Adjust camera
Template:B Button (GameCube)/Template:X Button (GameCube) in front of item [A]/[V]/[Z]/[ESC] in front of item Right click in front of item Pick up/set down object
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click + Left click + move mouse Shake/Wave object // Cuddle Chao
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > Right click Throw object
Template:A Button (GameCube) (midair) [SPACE]/[X] (midair) Right click + hold left click (midair) Homing Attack
Template:B Button (GameCube)/Template:X Button (GameCube) [A]/[V]/[Z]/[ESC] Right click Spin Dash
START [ENTER]/[HOME] Click scroll wheel Pause

Button formation[1][3] File:SAdventure-Tails-Life.png Movement
GameCube PC]
Keyboard Mouse
Template:Analog Stick [↑]/[↓]/[←]/[→] // [R]/[C]/[D]/[F] Left click + move mouse Walk/Run
Template:A Button (GameCube) [SPACE]/[X] Right click + hold left click Spin Jump
Template:L Button (GameCube)/Template:R Button (GameCube) [Q]/[W] Scroll wheel Adjust camera
Template:B Button (GameCube)/Template:X Button (GameCube) in front of item [A]/[V]/[Z]/[ESC] in front of item Right click in front of item Pick up/set down object
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click + left click + move mouse Shake/Wave object // Cuddle Chao
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Throw object
Template:A Button (GameCube) (midair) [SPACE]/[X] (midair) Right click + hold left click (midair) Propeller Flight
Template:B Button (GameCube)/Template:X Button (GameCube) [A]/[V]/[Z]/[ESC] Right click Tails Attack/Rapid Tails Attack
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Spin Attack
START [ENTER]/[HOME] Click scroll wheel Pause

Button formation[1][4] File:SAdventure-Knuckles-Life.png Movement
GameCube PC
Keyboard Mouse
Template:Analog Stick [↑]/[↓]/[←]/[→] // [R]/[C]/[D]/[F] Left click + move mouse Walk/Run
Template:A Button (GameCube) [SPACE]/[X] Right click + hold left click Spin Jump
Template:L Button (GameCube)/Template:R Button (GameCube) [Q]/[W] Scroll wheel Adjust camera
Template:B Button (GameCube)/Template:X Button (GameCube) in front of item [A]/[V]/[Z]/[ESC] in front of item Right click in front of item Pick up/set down object
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click + left click + move mouse Shake/Wave object // Cuddle Chao
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Throw object
Template:A Button (GameCube) (midair) [SPACE]/[X] (midair) Right click + hold left click (midair) Gliding Jump
Template:B Button (GameCube)/Template:X Button (GameCube) [A]/[V]/[Z]/[ESC] Right click Punch Attack
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:A Button (GameCube) [A]/[V]/[Z]/[ESC] + [SPACE]/[X] Right click > right click + hold left click Dig
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Spin Attack
START [ENTER]/[HOME] Click scroll wheel Pause

Button formation[1][5] File:SAdventure-Amy-Life.png Movement
GameCube PC
Keyboard Mouse
Template:Analog Stick [↑]/[↓]/[←]/[→] // [R]/[C]/[D]/[F] Left click + move mouse Walk/Run
Template:A Button (GameCube) [SPACE]/[X] Right click + hold left click Jump
Template:L Button (GameCube)/Template:R Button (GameCube) [Q]/[W] Scroll wheel Adjust camera
Template:B Button (GameCube)/Template:X Button (GameCube) in front of item [A]/[V]/[Z]/[ESC] in front of item Right click in front of item Pick up/set down object
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click + left click + move mouse Shake/Wave object // Cuddle Chao
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Throw object
Template:A Button (GameCube) (midair) [SPACE]/[X] (midair) Right click + hold left click (midair) Jump
Template:B Button (GameCube)/Template:X Button (GameCube) [A]/[V]/[Z]/[ESC] Right click Hammer Attack
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Hammer Jump
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click > left click + move mouse Spinning Hammer Attack
START [ENTER]/[HOME] Click scroll wheel Pause

Button formation[1][6] File:SAdventure-Big-Life.png Movement
GameCube PC
Keyboard Mouse
Template:Analog Stick [↑]/[↓]/[←]/[→] // [R]/[C]/[D]/[F] Left click + move mouse Walk/Run
Template:A Button (GameCube) [SPACE]/[X] Right click + hold left click Jump
Template:L Button (GameCube)/Template:R Button (GameCube) [Q]/[W] Scroll wheel Adjust camera
Template:B Button (GameCube)/Template:X Button (GameCube) in front of item [A]/[V]/[Z]/[ESC] in front of item Right click in front of item Pick up/set down object
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click + left click + move mouse Shake/Wave object // Cuddle Chao
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Throw object
Template:B Button (GameCube)/Template:X Button (GameCube) [A]/[V]/[Z]/[ESC] Right click Carry heavy item/Cast into the water/Lure Attack
START [ENTER]/[HOME] Click scroll wheel Pause

Button formation[1][7] File:SAdventure-Gamma-Life.png Movement
GameCube PC
Keyboard Mouse
Template:Analog Stick [↑]/[↓]/[←]/[→] // [R]/[C]/[D]/[F] Left click + move mouse Walk/Run
Template:A Button (GameCube) [SPACE]/[X] Right click + hold left click Jump
Template:L Button (GameCube)/Template:R Button (GameCube) [Q]/[W] Scroll wheel Adjust camera
Template:B Button (GameCube)/Template:X Button (GameCube) in front of item [A]/[V]/[Z]/[ESC] in front of item Right click in front of item Pick up/set down object
Template:B Button (GameCube)/Template:X Button (GameCube) + Template:Analog Stick [A]/[V]/[Z]/[ESC] + [↑]/[↓]/[←]/[→] Right click + left click + move mouse Shake/Wave object // Cuddle Chao
Template:Analog Stick + Template:B Button (GameCube)/Template:X Button (GameCube) [↑]/[↓]/[←]/[→] + [A]/[V]/[Z]/[ESC] Left click + move mouse > right click Throw object
Template:A Button (GameCube) (midair) [SPACE]/[X] (midair) Right click + hold left click (midair) Hover
Template:B Button (GameCube)/Template:X Button (GameCube) [A]/[V]/[Z]/[ESC] Right click Laser Gun/Homing Missile Launch
START [ENTER]/[HOME] Click scroll wheel Pause

Mini games[edit | edit source]

Sonic The Hedgehog[edit | edit source]
Button formation File:Sonic-Icon-Sonic-the-Hedgehog-8-Bit.png Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Run
Template:Analog Stick/Directional buttons up Look up
Template:Analog Stick/Directional buttons down Duck
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Jump
Template:Analog Stick/Directional buttons left/right + Template:Analog Stick/Directional buttons down Spin Attack
START Pause
Template:Z Button (GameCube) Display menu
Sonic Drift[edit | edit source]
Button formation Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Steer kart
Template:Analog Stick/Directional buttons up Use special power
Template:A Button (GameCube) Accelerate
Template:B Button (GameCube)/Template:X Button (GameCube) Brake/Drift
START Pause
Template:Z Button (GameCube) Display menu
Sonic Chaos[edit | edit source]
Button formation Movement
GameCube PC File:Sonic-Icon-Sonic-Chaos.png Sonic File:Tails-Icon-Sonic-Chaos.png Tails
Template:Analog Stick/Directional buttons left/right Run
Template:Analog Stick/Directional buttons up Look up
Template:Analog Stick/Directional buttons down Duck
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin jump attack
Template:Analog Stick/Directional buttons down + Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Dash
Template:Analog Stick/Directional buttons left/right + Template:Analog Stick/Directional buttons down Roll attack
Template:Analog Stick/Directional buttons up + Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) N/A Fly
START Pause
Template:Z Button (GameCube) Display menu
Sonic Spinball[edit | edit source]
Button formation Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Move left/right
Template:A Button (GameCube) Tilt left flippers
Template:B Button (GameCube)/Template:X Button (GameCube) Tilt right flippers
START Pause
Template:Z Button (GameCube) Display menu
Sonic Labyrinth[edit | edit source]
Button formation File:SLabyrinth-Life.png Movement
GameCube PC
Template:Analog Stick/Directional buttons Move
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Dash
START Pause
Template:Z Button (GameCube) Display menu
Sonic The Hedgehog 2[edit | edit source]
Button formation File:S2-8bit-Life.png Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Walk/Run
Template:Analog Stick/Directional buttons up Look up
Template:Analog Stick/Directional buttons down Duck
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Jump
Template:Analog Stick/Directional buttons left/right + Template:Analog Stick/Directional buttons down Roll attack
START Pause
Template:Z Button (GameCube) Display menu
Dr. Robotnik's Mean Bean Machine[edit | edit source]
Button formation Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Move Beans left/right
Template:Analog Stick/Directional buttons down Drop Beans faster
START Pause
Template:Z Button (GameCube) Display menu
Sonic The Hedgehog Triple Trouble[edit | edit source]
Button formation Movement
GameCube PC File:Sonic-Icon-Sonic-Triple-Trouble.png Sonic File:Tails-Icon-Sonic-Triple-Trouble.png Tails
Template:Analog Stick/Directional buttons left/right Run
Template:Analog Stick/Directional buttons up Look up
Template:Analog Stick/Directional buttons down Duck
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin jump attack
Template:Analog Stick/Directional buttons down + Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Dash
Template:Analog Stick/Directional buttons left/right + Template:Analog Stick/Directional buttons down Roll attack
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) while in midair Air Roll N/A
Template:Analog Stick/Directional buttons up + Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) N/A Fly
START Pause
Template:Z Button (GameCube) Display menu
Sonic Drift 2[edit | edit source]
Button formation Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Steer kart
Template:Analog Stick/Directional buttons up Use special power
Template:A Button (GameCube) Accelerate
Template:B Button (GameCube)/Template:X Button (GameCube) Brake/Drift
START Pause
Template:Z Button (GameCube) Display menu
Tails' Skypatrol[edit | edit source]
Button formation Movement
GameCube PC
Template:Analog Stick/Directional buttons up/down Move up/down
Template:Analog Stick/Directional buttons right Speed up
Template:Analog Stick/Directional buttons left Slow down
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Throw Boomering
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) while falling Recover flight
START Pause
Template:Z Button (GameCube) Display menu
Sonic Blast[edit | edit source]
Button formation Movement
GameCube PC File:Sonic-Icon-Sonic-Blast.png Sonic File:KTE-Icon-Sonic-Blast.png Knuckles
Template:Analog Stick/Directional buttons left/right Walk/Run
Template:Analog Stick/Directional buttons up Look up
Template:Analog Stick/Directional buttons down Duck
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Jump
Template:Analog Stick/Directional buttons left/right + Template:Analog Stick/Directional buttons down Roll Attack
Directional buttons down + Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Spin Dash
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) x2 Boost Jump N/A
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) + Hold Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) N/A Glide
Template:Analog Stick/Directional buttons up/down while on a wall Wall Climb
START Pause
Template:Z Button (GameCube) Display menu
Tails Adventure[edit | edit source]
Button formation Movement
GameCube PC
Template:Analog Stick/Directional buttons left/right Run
Template:A Button (GameCube)/Template:B Button (GameCube)/Template:X Button (GameCube) Use item/ability
START Pause
Template:Z Button (GameCube) Display menu

New features[edit | edit source]

Metal Sonic[edit | edit source]

Metal Sonic is unlocked after getting all the emblems, and he is only an alternate costume for Sonic and has no story of his own. He is able to play through all of Sonic's stages by selecting "Trial" on the main menu and then selecting "Action Stage". Metal Sonic will appear as a playable character in a similar manner to Super Sonic (in this case, a big golden question mark). He also has different sound and visual effects.

Cream the Rabbit[edit | edit source]

Cream the Rabbit makes several cameo appearances during the main game and Mission Mode. She does not speak or interact with the player, and can be seen flying around Station Square when certain levels have been finished, or when a few special cutscenes have been played. She appears in the same manner in the 2010 remaster, even without having the Sonic Adventure DX DLC installed.

Missions[edit | edit source]

Main article: Mission Mode

Sonic Adventure DX features sixty missions spread across the six playable characters, where special tasks must be completed in the game's Adventure Fields and Action Stages.

Changes[edit | edit source]

Sonic Adventure DX includes some of the changes made to Sonic Adventure International, however it appears to mostly be based on the first US edition, showing many regressions upon International such as reverting fixed bugs and removing newly-added content. Changes include:

Graphical changes and additions[edit | edit source]

  • The main characters (with the exception of Gamma, Eggman and Tikal) were redesigned with higher polygon counts. Shading technology was also implemented for effects such as rippling water, though these were not present in the PC version. The textures were also redone from scratch, replacing the old cloth-like look with a more lustrous appearance.
  • The original 60 FPS framerate was restored. Unfortunately, due to hardware limitation, the game frequently skipped frames, usually in an uneven pattern (causing noticeable choppiness), even in places where few objects were displayed, and/or where the Dreamcast version did not slow down (however, some effects that caused slowdown before do not affect the framerate in the GameCube version). Cutscenes ran at a lower framerate, but this seemed to have been intended, for cinematic purposes.
  • Some sound effects, such as when collecting rings and emblems, were lower in pitch, while the losing rings sound effect was higher in pitch.
  • A Camera option was added to the pause menu, allowing the user to select either the original Auto Camera or the newly added Free Camera, which is usually closer to the character. In Auto Camera mode, Template:C Stick (GameCube) can be used to get a first person view of the environment. In Free Camera mode, it rotates the camera around the player.
  • 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. Some have to do with inconsistency in the port (for example, some windows still reflect the original Dreamcast graphics).
  • The Dreamcast's lighting system was completely replaced for the GameCube version; each stage is lit very differently compared to its Dreamcast counterpart, including the character lighting and stage fog.
  • The HUD was re-positioned slightly and made bigger in the GameCube version. However, this also made the HUD somewhat blurred.
  • 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. In the GameCube version, the text is located in the bottom-right or top-right corner of the screen, in a generic white font. It also does not double as a progress bar. The GameCube version also includes a "Now Loading" variant.
  • Transparency issues for the Tails, Knuckles, Amy and Big life box icons were fixed in the GameCube version.
  • The names on the character select wheel are slightly transparent in the Dreamcast version, but are opaque in the GameCube version.
  • The original game's textures have slightly lost some quality in this version, with many having more artifacts present than their equivalents in the Dreamcast version.
  • The aliasing problems that were present in the Dreamcast version have been fixed in the GameCube version.

Gameplay difference[edit | edit source]

  • The Internet connection feature was removed. Very few of the downloadable content from the Dreamcast version, such as the Chao Garden's black market, additional voice packs and holiday-themed modifications, were included in the GameCube port. However, unlike the sequel, most of the online features were not incorporated into the GameCube game and remained exclusive.
  • Many changes to the Chao System were made, such as more interaction with the Chao, the ability to see their stats, as well as changes to the appearance of the Chao. The Chao Adventure VMU minigame was removed (instead replaced with a Game Boy Advance connection feature). The Chao System was overall very similar to the one in Sonic Adventure 2: Battle.
  • The ability to skip cutscenes by pushing Start was added.
  • A map, found on the pause menu while in Adventure Fields, was added. This is especially useful when navigating the Mystic Ruins jungle.
  • The train used to transport from Station Square to Mystic Ruins is now blue instead of red as in the Dreamcast version.
  • Some voice effects were changed like when Tails begins to fly or when Amy swings her hammer.
  • The characters' mouth movements match up with their lines in each respective language. However, this seems to cause more graphical glitches (such as Tails sliding along the ground in Super Sonic's story in English). In the Dreamcast version, the lip-syncing did not match either language.
  • Loading times are significantly shorter than in the Dreamcast version.
  • In the opening title sequence, Tails has his mouth open when he flies by the shattering windows. His mouth is closed in the Dreamcast version.
  • Knuckles' purple eyes are more prominent like in his official artwork.
  • Knuckles' Maximum Heat Knuckles Attack has a new charging sound effect.
  • Amy's boots are more rounded in the front, unlike the Dreamcast version where they were square tipped.
  • E-102 Gamma's adventure mode is no longer permanently stuck at night after completing his story.
  • In both the PC and GameCube versions, Sonic and Amy's eyelids are the same color as their fur unlike the Dreamcast version where they are the same color as their skin.
  • In the original, their hands were one solid object with lines in them, while in the port, their fingers are separated from each other.
  • The PC version does not include a variant of the Tiny Chao Garden, and instead has a generic Chao transporter.
  • Japanese language settings are set as the default in the Japanese region, which was not the case in Sonic Adventure International.
  • The Chaos Emeralds found in some of Sonic and Tails' Action Stages have shining effects in the Dreamcast version. This was removed in the Sonic Adventure DX port.
  • In the Dreamcast version, the player could remove the overlay from the Pause screen by holding Template:X Button (Dreamcast) + Template:Y Button (Dreamcast). This was removed in Sonic Adventure DX.

Action Stages[edit | edit source]

  • Emerald Coast:
    • The skybox is now correctly centered around the player in the GameCube version.
    • 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 Action Stage has the same "shaded areas" effect as Station Square in the GameCube version.
    • The palm trees with Kikis on them were made shorter in the GameCube version.
  • Windy Valley:
    • A number of textures in the first section were made slightly darker in the GameCube version.
    • The paths are not darkened in the GameCube version, but the grass was, leaving some odd cut-off when the two meet.
    • The fog present when the tornado appears was significantly reduced in the GameCube version.
    • Some wall textures in the first section were changed in the GameCube version.
    • A Rhinotank that spawns under the floor can be found in the GameCube version in the section after the tornado.
  • Casinopolis:
    • The textures in the walls of the main area and the shower room were changed in the GameCube version.
    • The "SHOWER ROOM" sign is thicker and uses a texture instead of reflective letters in the GameCube version.
    • The lights around the lion sign now glow more than the Dreamcast 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 in the GameCube version.
    • Invisible walls were added to the top of the pinball entrances to prevent Sonic from Spin Dashing into Knuckles' area in the GameCube version.
    • The walls in the upper half of the main hall were given collision when playing as Sonic in the GameCube version.
    • The textures of the walls in Dilapidated Way were changed. Additionally, the trash piles were made greener and the map was given a blue fog in the GameCube version.
    • The water in Dilapidated Way is no longer green in the GameCube version.
    • Some of the walls on the 777 Slots Pinball table were changed in the GameCube version.
    • Sonic is no longer pinball-colored in neither the 777 Slots Pinball table or Card & Pinball table in the GameCube version.
    • The textures on the borders of the Card & Pinball table were changed in the GameCube version.
  • Icecap:
    • In the Dreamcast version, the Action Stage's textures are mainly blue and brown. This was changed to white and gray in the GameCube version.
    • The lighting on the player is much brighter than in the Dreamcast version.
    • An invisible wall was added around the bridge in the second section to prevent Sonic from clipping through the bridge easily in the GameCube version.
    • The second section was given a slight gray fog in the GameCube version.
    • The weakened collision at the beginning of the third section makes it possible to skip the snowboarding section in the GameCube version.
    • Big's section in the Dreamcast version is set at night. In the GameCube version, it is set during the day.
  • Twinkle Park:
    • The textures in the first section were given a major redesign. The track was given a blue theme rather than a red one in the GameCube version.
    • The beginning and the end of the first section were given transparent ceilings in the GameCube version.
    • The tunnels on the cart track glow in the Dreamcast version. In the GameCube version, only a certain number of parts of them glow.
    • The second section was given a brighter appearance and details, such as paths and red carpets, were added in the GameCube version.
    • A column was added to the large pool area of the second section in the GameCube version.
    • The fog in the second section was reduced in the GameCube version.
  • Red Mountain:
    • The amount of color in most textures was reduced in the GameCube version, including the grass and crates.
    • The second section was given more fog and is overall less shiny than in the Dreamcast version.
    • The eyes on the lava platforms in the second section do not glow in the GameCube version.
  • Sky Deck:
    • Many platforms had their textures changed from yellow to blue in the GameCube version.
    • The lighting does not change when the clouds get darker in the GameCube version.
    • The clouds that pass through Sky Deck are stationary in the GameCube version.
    • A thin gray fog was added in the third section in the GameCube version.
  • Final Egg:
    • An Egg Keeper at the beginning of Final Egg was removed in the GameCube version.
    • The Dreamcast version of Final Egg has many yellow elements in the first and third section, but the GameCube version replaces it with darker elements.
    • A Capsule sitting out of bounds was removed in the GameCube version.
    • The ceiling in the large vertical area in the second section was made entirely black in the GameCube version.
    • An invisible wall was removed behind the entrance to the second section, making it possible to Spin Dash out of bounds.
  • Hot Shelter:
    • The water in the first section was made brighter and less green in the GameCube version.
    • The lighting was made brighter in the GameCube version.
    • The center of the drainage room was given a border texture in the GameCube version.
    • Some red elements in the second section were changed to blue in the GameCube version.
  • Sand Hill:
    • Shadows are present along the Action Stage's walls in the GameCube version.
  • Sky Chase:
    • Due to the lack of Z-layering in the GameCube version, the Egg Carrier is not visible until it enters the Skybox in Act 1.
    • There is more of a shadow underneath the Egg Carrier in the GameCube version.
    • The lighting in the second section is brighter.
  • Twinkle Circuit:
    • The stage was redesigned mainly with green colors. The now unused DLC courses were not updated for the GameCube version.
    • The lighting was modified significantly in a similar way to Twinkle Park's track of this version of the game.
  • Speed Highway's entrance has different textures:
    • In the GameCube version, the searchlights are visible from farther distances.
    • In the "Goin' Down" section, the Dreamcast version included two circles of Rings at the bottom of the section. Those were removed from Sonic Adventure DX, presumably because it is practically impossible to obtain any of them.
      • In the Dreamcast version, all background sounds stop after Sonic reaches the bottom. In Sonic Adventure DX, the sounds keep playing.
      • The potted plants received a minor visual upgrade for Sonic Adventure DX and the lighting is slightly brighter.
  • Lost World:
    • The stage's entrance on the Dreamcast version has more foliage, some of which grew on the walls and ceiling. This was reduced in Sonic Adventure DX, along with the shade of the grass.
    • The entrance to the next area was changed from a square entrance to a rounded arch in Sonic Adventure DX.
    • Most of the area's textures are slightly different.
    • The walls of the rivulet are thicker in Sonic Adventure DX.
    • In the entrance to the Snake Room, the fog color was changed from a blinding white in the Dreamcast version to a more subdued dark gray in Sonic Adventure DX.
      • The textures are slightly different, especially on the central circular structure. It is slightly more colorful in Sonic Adventure DX.
    • The fog color was changed noticeably; from a somewhat-blinding white in the Dreamcast version to a more subdued dark gray in the GameCube version.
    • The textures on the walls of various parts of the stage and the Lit Panel room in the second section were changed in the GameCube version.
    • The Dreamcast version maps a ground texture to bottomless pits, while the GameCube version uses a fog texture.

Station Square[edit | edit source]

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

  • The Hotel District Entrance from the Central District has several changes:
    • Different textures can be seen on the building.
    • It is possible to see a bit further into the garage in the original version compared to this port.
    • 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.
Sonic Adventure Sonic Adventure DX
File:SA HotelFront.png File:SADX HotelFront.png
  • The Casino District has several differences in comparison to the Dreamcast version:
    • The walkway is more transparent in the original version, and has more arch supports.
    • The sign on the burger shop (the colorful building near the back) was changed in this version.
    • The reflections on the hotel doors (back) are darker in this version.
    • A sign for "Ken's Play Room" was added next to the entrance to Casinopolis in the GameCube version.
  • The train's station has different textures between the two versions in addition to the train itself being blue in the GameCube version instead of red like in the Dreamcast version.
Sonic Adventure Sonic Adventure DX
File:SA CasinopolisArea.png File:SADX CasinopolisArea.png
File:SonicAdventure StationSquareCasino1.png File:SonicAdventureDX StationSquareCasino1.png
File:SonicAdventure StationSquareCasino2.png File:SonicAdventureDX StationSquareCasino2.png
  • In the City Hall District:
    • City Hall had a major redesign; its clock tower from the original version was replaced with a copy of the building's lower segment in this version.
    • The buildings around City Hall were also given redesigns.
Sonic Adventure Sonic Adventure DX
File:SonicAdventure StationSquareCityHall1.png File:SonicAdventureDX StationSquareCityHall1.png
File:SonicAdventure StationSquareCityHall2.png File:SonicAdventureDX StationSquareCityHall2.png
  • In the Sewer:
    • The water uses a murky green texture rather than the clearer one from the Dreamcast version.
    • The large box in this area was retextured in the GameCube version.
Sonic Adventure Sonic Adventure DX
File:SonicAdventure StationSquareSewer.png File:SonicAdventureDX StationSquareSewer.png
  • In the Hotel:
    • The Hotel's interior is no longer dark at night in the GameCube version.
    • The Hotel's interior and exterior were re-textured for the GameCube version.
    • The buttons used to reach the Crystal Ring are now horizontal instead of vertical.
Sonic Adventure Sonic Adventure DX
File:SonicAdventure StationSquareHotel1.png File:SonicAdventureDX StationSquareHotel1.png
File:SonicAdventure StationSquareHotel2.png File:SonicAdventureDX StationSquareHotel2.png
  • Twinkle Park's entrance has a more colorful design than in the Dreamcast version.
Sonic Adventure Sonic Adventure DX
File:SonicAdventure StationSquareTwinkle.png File:SonicAdventureDX StationSquareTwinkle.png

Egg Carrier[edit | edit source]

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

  • The exterior of the ship contains a number of changes:
    • The Monorail station has a scrolling icon of the Monorail on its lights in the Dreamcast version. This was removed in the GameCube version.
    • The color of the Monorail station's light on the exterior was changed from green to blue in the GameCube version.
    • Fog was added to the exterior area in the GameCube version.
  • The Captain Room has parts of the chair inside of it that were removed in the GameCube version.
  • The Private Room has some minor texture differences; one of the textures on the wall in the entrance area is upside-down, three colors on the checkerboard texture on the rockets in the Study were changed from red to blue, and one of the textures on the ceiling of the Playroom was changed in the GameCube version.
  • Pool:
    • The lights on the wall around the pool area are more rounded in the GameCube version.
    • The textures on the walls in the pool area were changed slightly in the GameCube version.
  • The main hall's Hint Boxes are no longer purple in the GameCube version.
  • In the Dreamcast version, doors in the main hall have reflective green barriers to indicate you cannot enter them. These are gone in the GameCube version.
  • Torture Chamber:
    • Parts of the Adventure Field version of the room were removed in the GameCube version.
    • The subgame version of the room has a number of incorrect textures in the GameCube version. This does not happen in the Dreamcast version of the subgame.
  • The Prison Room's lights above the cells were changed from green to blue in the GameCube version.
  • E-102 Gamma's Arsenal and Water Tank rooms have noticeably different lighting between the two versions.
  • The Warp Hall was given a number of texture changes in the GameCube version.

Mystic Ruins[edit | edit source]

  • In the Mystic Ruins Station Area:
    • The main area was heavily redesigned in the GameCube version to have a lighter appearance than in the Dreamcast version. Curiously, these changes were not applied to the other parts of the adventure field.
    • The waterfall is different between the two versions.
  • In the Mystic Ruins Angel Island:
    • The walls in this area are lined with trees in the original version. These were removed in the GameCube version.
    • The top of the walls surrounding the area were more jagged in the GameCube version.
  • In the Mystic Ruins Jungle Area:
    • The paths can be seen through the canopy of the jungle in the GameCube version.
    • The color of the water is different in the GameCube version from the Dreamcast version.
    • In the Dreamcast version, fog will appear while roaming the jungle itself. The fog was removed in the GameCube version.
  • In Eggman's base:
    • The glass tubes containing the robotic Sonics are made brighter in the GameCube version.
    • The lower area received a slight redesign in the GameCube version.

Bosses[edit | edit source]

  • In Chaos 0 battle:
    • The map was updated to match the redesigned City Hall for the GameCube version.
  • In Chaos 2 battle:
    • 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 the city background behind it.
  • In Chaos 4 battle:
    • Many textures were changed for the GameCube version, including the walls and trees around the boss arena.
    • The pond's water is clearer and less green in the GameCube version.
    • The pond does not switch to a "purified" texture when Chaos 4 is not swimming in it in the GameCube version.
  • In Chaos 6 battle:
    • The fog is made thicker in the GameCube version.
    • Chaos 6 is more opaque in the GameCube version.
  • In Perfect Chaos battle:
    • The buildings around the boss arena were revamped heavily, receiving entirely different models and textures in the GameCube version.
    • Waterfalls were added to a number of buildings in the GameCube version.
    • A section of destroyed road at the starting point of the boss arena was removed from the GameCube version.
    • Perfect Chaos is considerably brighter in the GameCube version.
    • More fog was added in the GameCube version.
    • The road segments are darker in the GameCube version.
    • The water has a slightly dirtier color in the GameCube version.
  • In the Egg Hornet battle:
    • The map was updated to match the redesigned Mystic Ruins Station Area in the GameCube version.
    • The lighting is much brighter in the GameCube version.
    • Fog was added in the GameCube version.
  • In the Egg Walker battle:
    • The map was updated to match the redesigned Station Square in the GameCube version.
    • "The Man 3" billboard was changed to a "Chao in Space" billboard in the GameCube version.
    • Eggman is very brightly lit in the GameCube version.
    • The Hotel's doors are not present in the GameCube version.
  • In the Egg Viper battle:
  • The color scheme for the platforms and the walls of the arena appears to have swapped colors in the GameCube version.
  • In E-101 Beta battle:
    • The map was updated to match the redesigned base.
    • The green tint on the characters is removed in the GameCube version.
  • In the E-101 Mark II and E-100 ZERO battles:
    • The lighting is changed, and both bosses are noticeably shinier in the GameCube version.
    • Fog was added in the GameCube version.

Chao Race[edit | edit source]

  • In this version, the Chao Race lobby is just a redesigned menu. Instead of an "Entry" button, this version has a walkway leading to some kind of monitor. The numbers on the walls were a bit more decorated and the arrows leading to each one were removed.
    • The menus themselves were redesigned further in this version.
  • The music for the Chao Race is different in this version. The Dreamcast version plays "Letz Get the Party Started" - the same track that plays in Sonic Adventure 2: Battle's Chao World lobby. The enhanced version plays a completely different, calmer track, which was also used on Sonic Adventure 2: Battle's Chao Race menu.

Reception[edit | edit source]

 Reception
Aggregate scores
Aggregator Score
GameRankings 64.43% (GCN)[8]
61.75% (PC)[9]
Metacritic 57% (GCN)[10]
Review scores
Publication Score
GameSpot 5.7/10 (GCN)[11]
IGN 5/10 (GCN)[12]

Reviews for Sonic Adventure DX were generally less positive than those of its Dreamcast predecessor, scoring 57 out of 100 from Metacritic based on 27 reviews[10] and 64.43% from GameRankings based on 49 reviews[8] for the Nintendo GameCube version. GameRankings also scored the PC version 61.75% based on four reviews.[9]

The game's camera system, collision detection, framerate issues, dialogue and voice-acting of the game were the main points of criticism. IGN, who gave a 5/10, said that the game is "a very sloppy port of a game that has long been undeserving of its high praise".[12] GameSpot, who gave a 5.7/10, also noted those issues and summarized their review that Sonic fans are "better off sticking with [the Dreamcast version] and not picking up the GameCube version of the game."[11]

Pre-releases[edit | edit source]

Image Platform Description
File:NGPD front cover.jpg Nintendo GameCube Included in Nintendo GameCube Preview Disc in North America, half a month before the game's full release.

Re-releases[edit | edit source]

Image Platform Description
File:SonicAdventure2-Pack US Cover.jpg Nintendo GameCube Included in Sonic Adventure 2-Pack with Sonic Adventure 2: Battle as the Player's Choice editions in North America.
File:SonicPCCollection.jpg PC Included in Sonic PC Collection with Sonic Riders, Sonic Heroes, and Sonic Mega Collection Plus. It was later repackaged again in Sonic Anniversary PC Pack.

Trivia[edit | edit source]

  • An advertisement for Sonic Adventure DX is a reference to the poster of the film Speed.
  • For unknown reasons, any mention of Naoto Ohshima (who had left Sega after Sonic Adventure, and had no involvement with this port) was removed from the credits of Sonic Adventure DX. Curiously, he is also the only staff member of the original game whose name was retroactively removed.
  • The model used to represent the unlockable Metal Sonic in Trial Mode is not the same model featured in Eggman's lab, which is considerably larger than the player models. Instead, a new model based on Metal Sonic's appearance in Sonic Adventure 2: Battle was used. Unlike Sonic Adventure 2: Battle, Metal Sonic is a reskin of Sonic, and therefore plays identical to him, including the susceptibility to drowning. Metal Sonic's only unique feature, besides the stock voice clips reused from Sonic Adventure 2: Battle, is the change from running to flying when his acceleration increases. At top speed however, he strangely reverts to running the same way as Sonic does.
  • The increased polycount is not applied to any characters beyond the main playable characters, Tikal and Eggman, causing a noticeable gap in quality between the player characters and field NPCs.
    • E-102 Gamma did not receive a new model or texture set, likely due to the fact his model and textures are shared with the E-series bosses.
  • In the Mission Mode of Sonic Adventure DX, the player occasionally has to collect gold Sonic medals. Interestingly, these are the same gold Sonic medals from Sonic R.
  • The final picture after each character's ending credits still uses their Dreamcast models, due to said pictures being the same images used in the original Dreamcast game.
  • Cream also makes cameo appearances in the same manner in the 2010 remaster of Sonic Adventure even without having the Sonic Adventure DX: Director's Cut DLC installed.
  • Tails, Knuckles, and E-102 Gamma are the only characters to feature five levels.
  • In Sonic Adventure DX, when Amy is captured by Zero, she is using her old Dreamcast model.
    • A similar thing is found when Gamma starts his mission to save the other E-Series robots and looks back through his memories.
  • Underneath the ground near the waterfall in Mystic Ruins, there is a row of fifteen blocks exclusive to this build of the game which cannot be seen normally in gameplay.
  • There is a hidden Ring hidden behind the City Hall in Station Square that is exclusive to this build of the game.
  • This port of Sonic Adventure has many leftover files from the original Dreamcast version, including the title screen and the TV settings, Twinkle Circuit's additional courses and the Christmas tree from the Dreamcast's DLCs.
  • Some of the Principal, Transporter, Chao Garden tracks and Black Market files from Sonic Adventure 2: Battle exist in this port.
  • Inside of Sonic Adventure DX's game files, there exist some leftovers from the Demo version that were not deleted, like the logo and character select screen names.
  • When Dr. Robotnik's Mean Bean Machine is unlocked, Dr. Robotnik's name is misspelled as "Robotonic", likely due to it being a literal translation of "Robotnik" from Japanese. Curiously, in the Mini Game Collection menu, his name is written as normal.
  • This marks the first time Sonic Spinball and Dr. Robotnik's Mean Bean Machine were released in Japanese territory.
  • When the game is set to Japanese, Dr. Robotnik is known as "Eggman" in the description of Dr. Robotnik's Mean Bean Machine.
  • When E-100 ZERO kidnaps Amy and takes her to Eggman's Egg Carrier, her Dreamcast model was used when E-100 ZERO is carring her.

Video[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 8-9.
  2. Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 16-17.
  3. Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 18-19.
  4. Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 20-21.
  5. Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 22-23.
  6. Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 26-28.
  7. Sonic Adventure DX: Director's Cut (PC) European instruction booklet, pgs. 24-25.
  8. 8.0 8.1 Sonic Adventure DX - GameCube. GameRankings. Retrieved on 7 February 2015.
  9. 9.0 9.1 Sonic Adventure DX Director's Cut - PC. GameRankings. Retrieved on 7 February 2015.
  10. 10.0 10.1 Sonic Adventure DX Director's Cut - GameCube. Metacritic. Retrieved on 7 February 2015.
  11. 11.0 11.1 Varanini, Giancarlo (23 June 2003). Sonic Adventure DX Review. GameSpot. Retrieved on 7 February 2015.
  12. 12.0 12.1 Casamassina, Matt (20 June 2003). Sonic Adventure DX Director's Cut. IGN. Retrieved on 7 February 2015.

External links[edit | edit source]

Template:Adventure info

Sonic the Hedgehog game compilations

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