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Sonic Adventure DX

Started by DRIFTYOSHIZERO11, August 31, 2008, 08:07:12 PM

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DRIFTYOSHIZERO11

Okay so my brother wants to get Sonic Adventure for the Dreamcast Since the Dreamcasts at the local game store are not expensive but, I said what about Sonic Adventure DX since we already have a Gamecube? I was wondering if DX and the original are the same or completely different?
YOU DON'T MESS WITH THAT!!!!

Nayrman

They're exactly the same. Seriously, it doesn't really matter which one you pick up if you have both systems.

DRIFTYOSHIZERO11

Okay thanks alot. I was just wondering because my brother really likes this game. Now I don't have to do any guessing. Again, thanks.
YOU DON'T MESS WITH THAT!!!!

Tupin

If you want to get picky, here is every single difference between the two versions, via Wikipedia:

[spoiler]# Enhanced graphics: The main characters were re-created with higher polygon counts, resulting in smoother models. Shader technology was also implemented for effects like rippling water (shader effects are not present in the PC version, however).
# The original 60 frame/s frame rate was restored. Unfortunately, due to the unstable nature of the Sonic Adventure engine, the game frequently skips frames, usually in an uneven pattern (causing noticeable choppiness), even in places where few objects are displayed, and/or where the Dreamcast version did not 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.
# Some sound effects, such as when collecting rings and emblems, are lower in pitch, and the losing rings sound effect is higher 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 moves 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 various ones were, and some new ones were actually added[citation needed]. 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.
# 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 Chaos´ appearance. The Chao Adventure VMU minigame was removed (instead replaced with a Game Boy Advance connection feature). The Chao System is overall very similar to the Sonic Adventure 2: Battle Chao System.
# 60 Missions were added for an all-new Mission Mode, which task the player with completing certain goals within the Adventure Fields and Action Stages for Emblems, 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 player for example finding the "Ice Stone" after Casinopolis Action Stage and when E-102 Gamma first goes to Station Square.
# As mentioned above, a Mini Game Collection mode was added allowing access to 12 Sega Game Gear games. This is the first time Sonic Drift and Tails' Skypatrol were released in the US and Europe.
# The ability to skip cutscenes by pushing Start was added.
# A map, found on the pause menu while in Adventure Fields, was added.
# 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.[/spoiler]

Really, most of these aren't noticeable.



Quote from: SkyMyl
Tuppy frightens me with his knowledge of legacy technology.

DRIFTYOSHIZERO11

I don't think that will make much of a difference for him. Thanks for the info, that clarified things for me.
YOU DON'T MESS WITH THAT!!!!

Nayrman

I like how they say they "fixed" some of the problems, when the game is still glitchy as hell and continues to have collision detection problems.
IMO the game was actually more glitchy in the Cube version but that's just me....maybe I just like screwing up game engines XD

Tupin

Quote from: Nayrman on August 31, 2008, 08:17:45 PM
I like how they say they "fixed" some of the problems, when the game is still glitchy as hell and continues to have collision detection problems.
IMO the game was actually more glitchy in the Cube version but that's just me....maybe I just like screwing up game engines XD
Hey, at least it was the kind of glitchy you can exploit for fun in the game.

Sega stopped having those glitches after Sonic Adventure 2...


Quote from: SkyMyl
Tuppy frightens me with his knowledge of legacy technology.

DRIFTYOSHIZERO11

Quote from: Tuppyluver1 on August 31, 2008, 08:21:40 PM
Quote from: Nayrman on August 31, 2008, 08:17:45 PM
I like how they say they "fixed" some of the problems, when the game is still glitchy as hell and continues to have collision detection problems.
IMO the game was actually more glitchy in the Cube version but that's just me....maybe I just like screwing up game engines XD
Hey, at least it was the kind of glitchy you can exploit for fun in the game.

Sega stopped having those glitches after Sonic Adventure 2...

Yeah, some of the funniest things happen in glitchy games
YOU DON'T MESS WITH THAT!!!!

Nayrman

Quote from: Tuppyluver1 on August 31, 2008, 08:21:40 PM
Quote from: Nayrman on August 31, 2008, 08:17:45 PM
I like how they say they "fixed" some of the problems, when the game is still glitchy as hell and continues to have collision detection problems.
IMO the game was actually more glitchy in the Cube version but that's just me....maybe I just like screwing up game engines XD
Hey, at least it was the kind of glitchy you can exploit for fun in the game.

Sega stopped having those glitches after Sonic Adventure 2...
u still sorta can in Sonic 06...only to observe how poorly the game was made.
As Sonic during any loop section, purposly jump over the boost pads. You should be able to just "walk" up the side of the loop and just stand upside down for as long as you want. It's rather amusing how they missed something so obvious X_X;;

Tupin

Quote from: Nayrman on August 31, 2008, 08:24:16 PM
Quote from: Tuppyluver1 on August 31, 2008, 08:21:40 PM
Quote from: Nayrman on August 31, 2008, 08:17:45 PM
I like how they say they "fixed" some of the problems, when the game is still glitchy as hell and continues to have collision detection problems.
IMO the game was actually more glitchy in the Cube version but that's just me....maybe I just like screwing up game engines XD
Hey, at least it was the kind of glitchy you can exploit for fun in the game.

Sega stopped having those glitches after Sonic Adventure 2...
u still sorta can in Sonic 06...only to observe how poorly the game was made.
As Sonic during any loop section, purposly jump over the boost pads. You should be able to just "walk" up the side of the loop and just stand upside down for as long as you want. It's rather amusing how they missed something so obvious X_X;;
They probably didn't care.

Oh, and Eggman should be in another game, I loved his levels.


Quote from: SkyMyl
Tuppy frightens me with his knowledge of legacy technology.