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Main article:Sonic Adventure DX: Director's Cut features sixty missions spread across the six playable characters, where special tasks must be completed in the game's Adventure Fields and Action Stages.Unlockable gamesSonic Adventure DX: Director's Cut features many unlockable games previously available on the. If the start button of the second controller is pressed, the game screen will split, and two games will play at the same time. Additionally, Gear-to-Gear cable emulation is present, enabling the games that have two-player modes to be played if both players access the proper options within the game.
These games were to be included in the Dreamcast version of Sonic Adventure, but were scrapped due to time constraints. A new Game Gear game is unlocked for every 20 Emblems the player gets, up until 100, then every 10 after that, or by completing 20 more of the 60 missions. This is the first time and were released in the US and Europe.The following is a list of the unlockable games:. (8-bit).
(8-bit). (8-bit). (8-bit).Changes from the original versionsSonic Adventure DX: Director's Cut 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. Sonic in the Dreamcast version. Sonic in the GameCube version. Tails in the Dreamcast version.
Tails in the GameCube version. Knuckles in the Dreamcast version.
Knuckles in the GameCube version. Amy in the Dreamcast version.
Amy in the GameCube version. Gamma in the Dreamcast version. Gamma in the GameCube version. Big in the Dreamcast version. Big in the GameCube version. Super Sonic in the Dreamcast version.
Super Sonic in the GameCube version. Tikal in the Dreamcast version.
Tikal in the GameCube version. 1 of 16. The main characters (with the exception of E-102 Gamma and Tikal) were redesigned with higher polygon counts and shading technology was also implemented for effects such as rippling water (shading effects were not present in the PC version, however). 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, the C-Stick 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.
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