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Sonic Adventure 2: Battle/Changes from the Dreamcast Version/Stage Differences

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This is a sub-page of Sonic Adventure 2: Battle/Changes from the Dreamcast Version.

Hmmm...
To do:
Rank/Ring requirement changes.

Individual stages in Sonic Adventure 2 had specific changes done to them for the GameCube release, whether it be a simple aesthetic change, or a redesign of a specific area within the level. In general, however, most of the levels feature some type of rearranging of unimportant objects, such as the breakable pots in Hidden Base, or the addition of more lanterns in Aquatic Mine.

Big the Cat Cameo Swap Oddity

Sonic Adventure 2 had various cutscene and stage cameos of Big the Cat, who was a playable character in the previous game. While his cameos during cutscenes (aside from one) remained, the stage cameos were removed almost entirely in the GameCube version, with many cases only leaving behind an unobtainable ring in his place. This Ring is counted by the game's perfect Ring tally, making it impossible to get the perfect Ring bonus.

The Rings are due to his entry in the object lists for these stages pointing to not Big but Rings, which were used as placeholders during the porting process. Why he doesn't appear in stages where this pointer is correct is unknown. However, the May 7, 2001 build of the Dreamcast version has the same bug.

All cameos except Wild Canyon's (Which is partly inside geometry due to changes made between the Dreamcast and GameCube releases) were fixed in the 2012 ports.

The video at right outlines every level appearance of Big in Sonic Adventure 2 and whether or not there's a ring in his spot in the GameCube version.

Tally Statistics

Hmmm...
To do:
*The ranking requirements for each mission were heavily changed in the GameCube version. Retro has a table for the Dreamcast version here.
  • Some Max Ring counts still need to be checked. There's a lot of stages where it's not possible to get them all. Bold Number = to be checked, Not-bold Number = checked

Each stage (excluding Route 101 and Route 280) has a maximum ring count, and upon completion of the stage the game tells the player how many they got out of this maximum. Some of the ring totals were changed a bit for the GameCube version for unknown reasons. These numbers listed below were obtained by getting no ring capsules, including those given at checkpoints, throughout the level. Maximum ring counts are temporarily adjusted based on how many rings from ring capsules the player got in the level. As such, these are the "minimum" maximum ring amounts, chosen because of their consistency.

Stage DC Score GC Score
City Escape 436 424
Iron Gate 120 138
Wild Canyon 173 171
Dry Lagoon 141 142
Prison Lane 109 109
Sand Ocean 214 217
Metal Harbor 154 154
Radical Highway 293 260
Green Forest 362 346
Egg Quarters 168 194
Pumpkin Hill 154 154
Lost Colony 165 185
Mission Street 99 99
Weapons Bed 184 194
Aquatic Mine 138 138
Security Hall 230 229
White Jungle 412 411
Hidden Base 108 110
Pyramid Cave 365 418
Sky Rail 331 329
Death Chamber 202 203
Mad Space 249 250
Eternal Engine 181 199
Cosmic Wall 424 512
Meteor Herd 215 215
Final Chase 480 474
Final Rush 530 524
Crazy Gadget 358 361
Cannon's Core 418 449

Sonic

City Escape

Being the first and arguably the most iconic stage in the game, City Escape was given a heavy upgrade for the GameCube release.

  • More cars are parked along the roads in the GameCube version.
  • In the Dreamcast game, when Sonic runs into a car smoke comes off of it.
Dreamcast GameCube
SonicAdventure2 CityEscape1.png SonicAdventure2Battle CityEscape1.png
  • The parked trams were adjusted, with the first one moved back slightly and an extra one added after the first checkpoint.
  • Overhangs were added above various parts of the stage, such as the grinding segments and the area where Sonic runs down the wall.
  • More plants can be seen placed along the top of the stage in certain areas.
  • A small number of Dreamcast environment pieces were removed, such as a set of flowers just after the boarding segment.
  • The layout of the posters seen throughout the stage is different and many of them were replaced. (However, some of them do still appear in other stages. In the case of the Spring Festival ads, only the large versions were replaced.)
Dreamcast GameCube
SonicAdventure2 Poster1.png SonicAdventure2Battle ChaosAd.png
SonicAdventure2 Poster2.png SonicAdventure2Battle Ads1.png
SonicAdventure2 Poster4.png SonicAdventure2Battle SpaceAd.png
SonicAdventure2 Ads2.png SonicAdventure2Battle Ads2.png
SonicAdventure2 Ads3.png SonicAdventure2Battle Ads3.png
SonicAdventure2 Ads4.png SonicAdventure2Battle Ads4.png
SonicAdventure2 Ads5.png SonicAdventure2Battle Ads5.png
SonicAdventure2 Ads6.png SonicAdventure2Battle Ads6.png
SonicAdventure2 Ads7.png SonicAdventure2Battle Ads7.png
SonicAdventure2 Ads8.png SonicAdventure2Battle Ads8.png
  • While boarding on the Dreamcast version, there is a 20-ring capsule that can only be reached by doing a trick off a ramp at a high enough speed. On the GameCube version, an extra life capsule was added above this capsule due to the fact that the player has the ability to go so fast that they soar over the 20-ring capsule.
  • The parked trolley car near the end of the boarding sequence is closer to the boosters in the GameCube version.
  • In the Dreamcast version of this stage, the sets of stairs changed size halfway through. This was clearly an oversight, and was remedied in the GameCube version.
Dreamcast GameCube
SonicAdventure2 CityEscapeFlowers.png SonicAdventure2Battle CityEscapeFlowers.png
  • A throwable tire object was added after the boarding sequence, under a Soap poster behind some hedges.
  • The capsule that is obtained by running sideways on the wall towards the beginning of the stage is a 20-ring capsule on the Dreamcast, and a 10-ring capsule on the GameCube.
  • Another throwable tire was added at the top of the half-pipe past the first rail grind.
  • The area with stairs and GUN robots on the multiple ledges on either side had a bit of a redesign. On the Dreamcast, the patches of grass had WELCOME inscribed on them, and there was simply an arch leading into the next street. On the GameCube, the WELCOME was removed and the arch was turned into a more elaborate tunnel. (The tunnel is also part of the level geometry rather than an object, so it doesn't disappear during Hard Mode.) The GUN robot was also changed from a Gun Hunter on the other side of the arch to a Gun Beetle in front of the tunnel.
Dreamcast GameCube
SonicAdventure2 Stairs.png SonicAdventure2Battle Stairs.png
  • An error in the GameCube version causes several rings to cast shadows in midair on the loop before the wall run.
  • Besides the aforementioned overhands, the GameCube version has an extra wall on the left during the wall run.
  • In the Dreamcast version, it was possible to jump off the building during the wall run and access the Mystic Melody section earlier than intended. The GameCube version adds an invisible wall to prevent this from happening.
  • The Mystic Melody section saw a few tweaks that make it slightly easier:
    • The first two GUN Beetles are ordinary Mono Beetles in the Dreamcast version and indestructible Spring Beetles in the GameCube version.
    • The GameCube version adds a Spring Beetle underneath the Spark Beetle (fourth from the bottom).
  • In the area with several GUN Beetle robots hovering over some floating platforms above a pit, both the layout of the platforms and the end of the line of Beetles was changed. On the Dreamcast, there is a line of five Mono Beetles, with the last one flying lower than the others. In the GameCube version, the last Beetle was replaced with a spring and a short line of rings. In the Dreamcast version, there are two clusters of five platforms with an eleventh at the edge of the pit; in the GameCube version, the first cluster has seven, the second has eight, and the platform at the end was removed.
Dreamcast GameCube
SonicAdventure2 CityEscape2.png SonicAdventure2Battle CityEscape2.png
  • An Omochao prompting the player to whistle was added at the end of the stage. This makes it possible to hear Omochao's stage goal quote for City Escape, which went unused in the Dreamcast version.

Hard Mode

  • Mirroring the change done to the normal object layout, the Shield Hunter at the top of the "WELCOME" stairs was replaced with a Gun Beetle and a Spark Beetle.
  • The Light Dash chain over the pit is two rings longer in the GameCube version (7 vs. 9).

Metal Harbor

  • Extra carriers and missile launch stations were added around the stage.
Dreamcast GameCube
SonicAdventure2 MetalHarbor1.png SonicAdventure2Battle MetalHarbor1.png
  • A slight fog was added.
  • The top of the scaffolding near the Light Shoes is surrounded by fences in the Dreamcast version and indestructible crates in the GameCube version. This change makes it possible to get on top of the scaffolding without using the Bounce Bracelet (unfortunately, there's still nothing up there). Some decorative posts were removed to make room.
  • Just after the aircraft carrier, one empty pallet was removed from the left side.
  • Another empty pallet on the left was removed after the launch ramp shortly past the above.
  • The chain of five Mono Beetles leading to the final platform before the missile has an extra Beetle in the GameCube version. The other five had their positions adjusted slightly.
  • The sky was extended during the missile sequence.
  • The location Sonic poses at the end of the stage was changed.
Dreamcast GameCube
SonicAdventure2 MetalHarbor2.png SonicAdventure2Battle MetalHarbor2.png

Hard Mode

  • The GameCube version, for some reason, has 75 rings layered on top of each other at the start of the stage, floating a good distance beneath any walkable ground. It's not possible to collect them without immediately dying, so it's probably an error...
  • An item box with 20 rings was added to the Light Shoes area in the GameCube version. The same crates from the layout were added here, replacing the nothing that was there on the Dreamcast.
  • One of the hangars on the aircraft carrier has rings inside it. In the Dreamcast version, there are six placed rather haphazardly in seemingly random locations. The GameCube version has eight in a neat little rectangle shape.
  • After the dash ramp past the aircraft carrier, the empty pallet on the left picked up a crate and was moved to the right side of the walkway.
  • The GameCube version removes a throwable helmet from next to the 10-ring box on the final platform before the missile.

Green Forest

The most noticeable change made to Green Forest is the tree added to the square platform at the middle of the stage, but other than that it's the same as the Dreamcast version.

Dreamcast GameCube
SonicAdventure2 GreenForest1.png SonicAdventure2Battle GreenForest1.png
  • More plants were added to the environment.
  • The Dreamcast version has an invisible platform near the tree climb that you can reach via physics exploits. The GameCube version surprisingly does not remove this, instead opting to move it out of the way.
  • The island where the cutscene with Shadow takes place adds a small tunnel to the left in the GameCube version.
Dreamcast GameCube
SonicAdventure2 GreenForest2.png SonicAdventure2Battle GreenForest2.png
  • The area behind the goal ring was changed from a simple green wall to a giant tree.

Hard Mode

  • The Mystic Melody altar and all of its associated assets are missing from the Dreamcast version. The GameCube version restores these objects.

Pyramid Cave

Pyramid Cave received quite a few object changes from the original version.

  • The Omochao that explains how the hourglass mechanic works floats in the Dreamcast version until triggered. He was fixed in the GameCube version.
  • A small animal near the first Chao box was replaced with a large torch.
  • There is a darker black fog in the Dreamcast version.
  • Rings, statues, and an item capsule were added around the area the Bounce Bracelet is acquired.
Dreamcast GameCube
SonicAdventure2 PyramidCave1.png SonicAdventure2Battle PyramidCave1.png
  • A third E-1000 robot was added below the large grind rail.
  • More pillars were added at the end of the stage.
Dreamcast GameCube
SonicAdventure2 PyramidCave2.png SonicAdventure2Battle PyramidCave2.png

Crazy Gadget

Some of the aesthetic changes made to this stage may be related to Nintendo's rivalry with Microsoft's Xbox console, as it has a lot of green "X" symbols. It was also made slightly easier in the GameCube version.

Dreamcast GameCube
SonicAdventure2 CrazyGadget1.png SonicAdventure2Battle CrazyGadget1.png
  • Extra floating walls were added around the starting room.
  • The beetles after the first warp tube do not have shields in the GameCube version.
  • Project Shadow logos were added to some walls in the stage.
  • The small grabbable boxes in this stage are green in the Dreamcast version but red in the GameCube version.
  • Some green lights on the walls are paler, while others have a glowing effect not found in the Dreamcast version.
  • At the area where many rings are Light Dashed across in an arc to get to a new hallway, the GameCube version added some floating posts.
Dreamcast GameCube
SonicAdventure2 CrazyGadgetNoRings.png SonicAdventure2Battle CrazyGadgetPosts.png
  • A rail was added below the part where the player needs to perform a light dash after a line of GUN Beetles.
  • Lights were added at the large ring trail around the outside of the stage.
  • The design of the goal ring area was changed in the GameCube version.
Dreamcast GameCube
SonicAdventure2 CrazyGadget2.png SonicAdventure2Battle CrazyGadget2.png

Final Rush

Entirely environment additions.

Dreamcast GameCube
SonicAdventure2 FinalRush1.png SonicAdventure2Battle FinalRush1.png
  • Extra arrows were added on the floors of platforms.
  • Extra floating signs were added.
  • More floating rocks were added.

Tails

Prison Lane

Prison Lane has only cosmetic upgrades.

Dreamcast GameCube
SonicAdventure2 PrisonLane1.png SonicAdventure2Battle PrisonLane1.png
  • The stage has more environmental objects, receiving new security cameras, ceiling lights, steam bursts, and gas canisters.


Mission Street

The only major changes to Mission Street take place in the city areas at the beginning and end of the stage.

Dreamcast GameCube
SonicAdventure2 MissionStreet1.png SonicAdventure2Battle MissionStreet1.png
  • There are more road signs.
  • The background for this stage was changed in the GameCube version. The Dreamcast version uses the same one as Radical Highway.
Dreamcast GameCube
SonicAdventure2 RadicalHighwayBG.png SonicAdventure2Battle MissionStreetBG.png
  • The police barricades have more cruisers in the GameCube version.
  • The advertisements were changed:
    • The blue Chaos Soda ads from the Dreamcast version are now red Chaos Cola ads.
    • The Chao in Space 2 ads are now Planet Chaos ads.
    • "Samba De Taco" ads are now Sub Burger ads.
Dreamcast GameCube
SonicAdventure2 Ads1.png SonicAdventure2Battle Ads1.png
  • There are many more cars on the road at the end of the stage.

Hidden Base

Hidden Base had a fair amount of aesthetic and object tweaks made to it, but not too much.

Dreamcast GameCube
SonicAdventure2 HiddenBase1.png SonicAdventure2Battle HiddenBase1.png
  • The sand is significantly lighter in the GameCube version.
  • More breakable pots, flags, and spinning decorations were added throughout the stage.
  • The breakable Eggman doors seen in this stage have a slightly different coloring between versions. On the Dreamcast, the door has green in its color scheme, but on the GameCube, the green was replaced with tan.
Dreamcast GameCube
SonicAdventure2 HiddenBaseDoor.png SonicAdventure2Battle HiddenBaseDoor.png
  • The distance fog is darker in the GameCube version.
  • A new camera angle was added for the three short platforms over quicksand toward the beginning of the stage, so the player can actually see what they're doing if they drop down. Three indestructible boxes were added to the last of these platforms.
  • In the Dreamcast version, there is one Eggman door to destroy before the first Unidus of the stage. In the GameCube version, a second one was added to the end of its hallway.
  • The checkpoint after the first Unidus was moved from right in front of the breakable door to the edge of the platform.
  • One of the platforms in the first vertical section was moved to the right slightly in the GameCube version:
Dreamcast GameCube
SonicAdventure2 HiddenBase2.png SonicAdventure2Battle HiddenBase2.png
  • Except in Hard Mode, the GameCube version has four extra rings hovering over the gap in a line before the maze-like area.
  • At the end of the maze section, the breakable door has two extra doors behind it on the GameCube version. The Unidus behind it was also removed from both stage layouts.
  • The last Unidus in the stage is right before the goal in the Dreamcast version. The GameCube version removed it, likely because it could overlap Tails during the end of stage tally.
  • Hard Mode removed a bunch of Uniduses from the stage:
    • The Unidus on the platform leading up to the maze area was removed.
    • The hidden Unidus in the shady corner with the jars near the maze was removed.
    • Two Uniduses were removed from the maze itself.
    • The last Unidus in the stage, while not removed, is mistakenly placed inside its platform in the GameCube version. It is still active and can be targeted.

Eternal Engine

Some of the obstacles were removed in the GameCube version, reducing the overall difficulty of the stage a bit.

  • The lighting is a bit brighter and less blue on the GameCube.
  • Due to spotty collision detection, it's possible to clip through the airlocks in the Dreamcast version. The GameCube version fixed this.
  • In the room before the three Beetles, there's an airlock on the floor that has two dynamite packs layered on top of each other in the Dreamcast version. The extraneous extra explosive was eliminated in the GameCube version.
  • One of the exterior areas (with the right turn leading into a Hornet-6 and a pulley) has four rings and one dynamite pack on the Dreamcast. The GameCube version traded in the dynamite for three extra rings. Another dynamite pack was removed from the walkway at the top of this sequence.
  • Two packs of dynamite were removed in the exterior area with multiple breakable platforms.
  • More Artificial Chaos changes: One of the vertical areas has a pulley and floor airlock guarded by an Artificial Chaos. In the Dreamcast version, it's a Guard type. In the GameCube version, it's a Float type.
  • All of the Hornet-6s were changed to Hornet-3s in the anti-gravity segment near the end of the stage, including in the hallway afterward.

Knuckles

The hunting stages were mainly left alone in the GameCube version in terms of the amount of changes made to them.

Wild Canyon

Wild Canyon was made slightly easier in the GameCube version with the presence of added hint monitors. Other than that, it's just aesthetic tweaks.

Dreamcast GameCube
SonicAdventure2 WildCanyon1.png SonicAdventure2Battle WildCanyon1.png
  • Low-poly models for the top and bottom halves of the stage were updated.
  • More turbines were added to the top of the stage.
  • The GameCube version has eight extra hint monitors scattered around the stage.

Pumpkin Hill

Pumpkin Hill is almost the same in both versions.

  • The skybox was lowered slightly and given an extra texture:
Dreamcast GameCube
SonicAdventure2 PumpkinHillBG.png SonicAdventure2 PumpkinHillBG.pngSonicAdventure2Battle PumpkinHillExtraBG.png
  • Due to a glitch, the Golden Beetle no longer appears in the GameCube version.
  • The stage received a bit of extra texture polish in the GameCube version, with added bone borders around some hollows and support beams on the sides of certain cliffs.

Aquatic Mine

Mostly aesthetic changes.

Dreamcast GameCube
SonicAdventure2 AquaticMine1.png SonicAdventure2Battle AquaticMine1.png
  • The stage is significantly brighter in the GameCube version. On the other hand, the underwater fog is darker.
  • In general, more torches, fans, and breakable barrels and mine carts are present in the GameCube version.
  • The little nook with the two water level switches was retextured for the GameCube, with green brick walls, support beams in the corners, and a wooden floor replacing the Dreamcast's single rock texture. Three torches were added to the walls, and a few plants were removed from the floor to fit the new artificial theming.
  • The topmost cave has a much greener floor texture on GameCube. Some of the piles of wood beams up here are missing in the GameCube, possibly because they just got in the way.
  • The lantern fire in Aquatic Mine lets off black smoke in the GameCube version, but not on the Dreamcast version.
  • The starting platform gained some rusty metal borders on the GameCube version.
  • The yellow striped "hazard" lines on the central platform are flipped in the GameCube version and have a new reddish metallic texture between them, instead of using the same orange metal as the rest of the platform.
  • The skunk in the corner of the central room is out in the open on the Dreamcast, with a straight shot to it from the starting point. The GameCube version adds two breakable mine carts in front of it.
  • The corner with the Golden Beetle has an extra pile of wood beams on the GameCube.
  • The empty corner with the large wheel was filled in with three mine carts and four barrels on the GameCube.
  • The path leading to the ghost room has an extra mine cart and two more barrels on the GameCube.
  • The ghost room was completely retextured. On the Dreamcast, it has rock walls and a red clay floor, looking little different from the rest of the stage. On the GameCube, it has gray brick walls with metallic support beams and a

slate floor, giving it an eerier vibe. Some torches were added here, too.

Dreamcast GameCube
SonicAdventure2 AquaticMine2.png SonicAdventure2Battle AquaticMine2.png
  • The little tunnel leading to the Air Necklace has rock and metal textures on the Dreamcast and and red brick textures on the GameCube.
  • The Mystic Melody tunnel has six extra mine carts to break through on the GameCube. What happened in there?
  • Hard Mode:
    • The GameCube version adds a circle of eight rings to the beginning of the stage.
    • There is one oven on the level level in the Dreamcast version, which has a ring inside. In the GameCube version, there are two. Since the ring's location wasn't changed, it's now placed somewhat awkwardly between them.
    • The Dreamcast version has a seal roaming around the lowest level of the stage, with a wall fan just above it. Neither made the cut for the GameCube.
    • The central part of the stage with the barrels and fences was rotated 90 degrees to the left on the GameCube.
    • Another oven was added to the level beneath the ghost room tunnel.

Death Chamber

The only changes made to Death Chamber are related to lighting and textures.

Dreamcast GameCube
SonicAdventure2 DeathChamber1.png SonicAdventure2Battle DeathChamber1.png
  • The stage is slightly brighter in the GameCube version.
  • The Dreamcast version has darker fog.
  • Some of the wall textures appear to be either bugged intentionally cut down on the GameCube, with far more obvious tiling.
  • The map screens have an animated static-like effect in the Dreamcast version. In the GameCube version, only the text scrolls on them.

Meteor Herd

Almostly entirely the same as the original version.

  • The starting camera has a delay in the Dreamcast version that isn't present in the GameCube version.
  • The texture of the walls around the perimeter of the stage is different:
Dreamcast GameCube
SonicAdventure2 MeteorHerdPerimeter.png SonicAdventure2Battle MeteorHerdPerimeter.png
  • Some jets of flame are visible beneath the glass floors in the GameCube version.
  • One of the platforms at the top of the stage has a spring in the Dreamcast's Hard Mode layout, but not in its regular one. For consistency's sake, the GameCube version adds it into the normal layout.
  • Hard Mode:
    • Near the above-mentioned spring platform is one with a pipe on it. In the Dreamcast version, it's fully visible. In the GameCube version, it's mostly embedded in the floor.

Shadow

Radical Highway

This stage only has aesthetic modifications and is otherwise the same in both versions gameplay-wise.

  • Alongside the Kart stages, this is one of the few stages where Chaos Soda signs were not replaced by Chaos Cola ones.
  • Many extra buildings were added to the background environment.
Dreamcast GameCube
SonicAdventure2 RadicalHighway1.png SonicAdventure2Battle RadicalHighway1.png

White Jungle

White Jungle was given a major graphical upgrade in the GameCube version, along with some object changes.

Dreamcast GameCube
SonicAdventure2 WhiteJungle1.png SonicAdventure2Battle WhiteJungle1.png
  • Two large walls are present at the start of the stage rather than just a waterfall.
  • The camera at the first vine swing was slightly tweaked.
  • The level of fog was reduced in the GameCube version.
  • More arches and plants were added over parts of the stage in the GameCube version.
Dreamcast GameCube
SonicAdventure2 WhiteJungle2.png SonicAdventure2Battle WhiteJungle2.png
  • An extra platform was added to the back of the large square area.
  • More GUN Beetles can be found near the end of the stage in the GameCube version.
  • An Omochao was added next to the Goal Ring warning the player about falling.
  • In the Dreamcast version, a spore-like effect is used for the stage. The GameCube version has rain instead.
Dreamcast GameCube
SonicAdventure2 White jungle.png SonicAdventure2Battle White jungle.png

Sky Rail

This stage only has aesthetic modifications and is otherwise the same in both versions gameplay-wise.

Dreamcast GameCube
SonicAdventure2 SkyRail1.png SonicAdventure2Battle SkyRail1.png
  • Extra walls were added to the environment at the start of the stage.
  • More fog was added in the GameCube version.
  • More Pumpkin rocks were added around the grind rail segments, as well as behind the Goal Ring.
  • More trees, fans and beams were added to pieces of the stage:
Dreamcast GameCube
SonicAdventure2 SkyRail2.png SonicAdventure2Battle SkyRail2.png

Final Chase

Some minor stage elements were tweaked, but other than that, it has largely the same changes as those made to Final Rush.

Dreamcast GameCube
SonicAdventure2 FinalChase1.png SonicAdventure2Battle FinalChase1.png
  • More boost rings were added to rails.
  • The height of the floating light objects was doubled in the GameCube version.
  • More floating lights and arrow signs were added to the environment.
  • More arrow panels were added to the floors at parts of the stage.
  • A barrier was added to the last upward gravity beam to make getting on top of it easier.
Dreamcast GameCube
SonicAdventure2 FinalChase2.png SonicAdventure2Battle FinalChase2.png

Eggman

Iron Gate

Dreamcast GameCube
SonicAdventure2 IronGate1.png SonicAdventure2Battle IronGate1.png
  • Like Prison Lane, alarms, cameras, steam, and gas canisters were added.
  • Both the regular parts of the stage and the red "alert" sections use significantly more advanced lighting:
Dreamcast GameCube
SonicAdventure2 IronGate2.png SonicAdventure2Battle IronGate2.png
  • Two hovering GUN Hunters at the beginning of the Level 5 section were replaced with regular versions.
  • Hard Mode:
    • In the room after the first checkpoint, there are five Hunters on Dreamcast and a whopping ten on GameCube.
    • Three Hunters are guarding the first elevator on the GameCube.
    • On Dreamcast, the second elevator has security doors for levels 3 and 4 at its entrance and exit respectively. On the GameCube, it uses security doors for levels 4 and 5.

Sand Ocean

Sand Ocean's changes are mainly to do with the various GUN Hawk robots around the stage.

  • More breakable pots, columns, and GUN flags were added to the environment.
Dreamcast GameCube
SonicAdventure2 SandOcean1.png SonicAdventure2Battle SandOcean1.png
  • The background was changed.
Dreamcast GameCube
SonicAdventure2 SandOceanBG.png SonicAdventure2Battle SandOceanBG.png
  • A Sky Hawk just after the first rotating platform at the beginning of the stage was removed in the GameCube version, replaced by an extra moving platform.
  • A Gun Hawk was added just before the second breakable column.
  • Three breakable containers were added just after the second breakable column in the GameCube version.
  • When crossing the moving platforms over quicksand, the GameCube version bumps the total number of platforms up from two to three.
  • The Hawks after the Gold Beetle was changed from chasing Sky Hawks to Gun Hawks.
  • The checkpoint just after those Hawks is slightly further away from the edge of the platform on the GameCube.
  • A circle of rings near the last Chao container is surrounded with numerous breakable pots in the GameCube version.
  • An extra Rhino was added to the area around the last Chao box, as well as an absurd number of breakable vases (which are also present in the Hard Mode layout).
  • Past the above, a Gun Hawk was added near the rotating spike balls.
  • Two extra containers were added to the part where the player needs to break containers to reach a ledge after the last Chao box. One ring was removed from this area on the GameCube.
  • The GameCube version has three pillars with GUN flags flanking either side of the platforms leading up to the stage's last rotating platform.
  • Near the final set of breakable columns is a pit with a weight trap. If the player falls down here on the Dreamcast, they have to either hover out or jump on the weight to escape. The GameCube adds some stairs made of indestructible crates to make getting out of there a bit easier.

Lost Colony

This stage is significantly brighter in the GameCube version. It's also where Eggman's new flashlight in the GameCube version is the most apparent.

Dreamcast GameCube
SonicAdventure2 LostColony1.png SonicAdventure2Battle LostColony1.png
  • Made brighter in the GameCube version.
  • The fog when the stage has been lit up by destroying something is less green than it is in the Dreamcast version.
Dreamcast GameCube
SonicAdventure2 LostColony2.png SonicAdventure2Battle LostColony2.png
  • Some pieces of the background have a more yellowish tint in the GameCube version for some reason.
  • Triangular decorations were added under the floors of some areas in the GameCube version.
  • Distant geometry appears black in the GameCube version. While this fixes an issue with object rendering from the Dreamcast version, the exterior segments have some problems with the background.
Dreamcast GameCube
SonicAdventure2 LostColony3.png SonicAdventure2Battle LostColony3.png
  • As shown in the image, the glowing red walls inside the large tower at the exterior segment after the long vertical tunnel were oddly removed in the GameCube version.
  • The hallway after the darkened exterior section has a Hornet-3 enemy on the Dreamcast and a 10-Ring capsule on the GameCube.
  • After the long vertical lift sequence, some imperfect collision in the Dreamcast version lets you clip through a wall by hovering far enough to the right, then back. With proper positioning, it's then possible to clip into the Lost Chao's room and end the level early. The GameCube version has an invisible wall that keeps you from reaching the hole in the collision.

Weapons Bed

This stage received some aesthetic upgrades and a number of object tweaks.

  • One of the ground textures on the carriers is lighter.
  • An extra row of inactive GUN Hunters was added at the start of the stage in the GameCube version.
Dreamcast GameCube
SonicAdventure2 WeaponsBed1.png SonicAdventure2Battle WeaponsBed1.png
  • The background was changed in the GameCube version. In the Dreamcast version, it's the same as Metal Harbor's.
Dreamcast GameCube
SonicAdventure2 MetalHarborBG.png SonicAdventure2Battle WeaponsBedBG.png
  • There is more fog in the GameCube version.
  • Just after the first checkpoint is a group of 3 steel containers. In the GameCube version, this was increased to 12.
  • The number of steel containers in front of the goal ring was increased from 2 to 4.

Cosmic Wall

Generally more difficult than the original game.

Dreamcast GameCube
SonicAdventure2 CosmicWall1.png SonicAdventure2Battle CosmicWall1.png
  • More asteroids, breakable signs and floating arrows were added around the stage.
  • An extra artificial chaos was added at the end of the first large vertical area.
  • More asteroids were added to the parts were Eggman is fixed onto a moving platform.
  • Three breakable triangular containers were added after the end of the first moving platform segment.
  • An extra square platform was added at the third large vertical climbing area.
  • The stage has a lot of medkits in the Dreamcast version that were changed into Ring boxes for the GameCube version. Some life boxes were also changed, as seen below:
Dreamcast GameCube
SonicAdventure2 CosmicWall2.png SonicAdventure2Battle CosmicWall2.png
  • A camera at the beginning of the second moving platform segment was revised so that it wasn't under the player.

Rouge

Dry Lagoon

This stage was given more hint boxes just like Wild Canyon, but other than that it only has aesthetic modifications.

Dreamcast GameCube
SonicAdventure2 DryLagoon1.png SonicAdventure2Battle DryLagoon1.png
  • More butterflies were added.
  • There are more Hint Boxes around the stage.
  • The design of the platform at the three head wall area is different. In the Dreamcast version, it's a solid column, but the GameCube version adds a glass design to it.
Dreamcast GameCube
SonicAdventure2 DryLagoon2.png SonicAdventure2Battle DryLagoon2.png

Egg Quarters

This stage only has aesthetic modifications and is otherwise the same in both versions.

  • The lighting effects in rooms that guard robots inhabit are different. In the Dreamcast version, there's a green scan line flowing through each room. In the GameCube version, the camera simply glows.
Dreamcast GameCube
SonicAdventure2 EggQuarters1.png SonicAdventure2Battle EggQuarters1.png
  • The same change was also made for the red version when caught by one of the robots:
Dreamcast GameCube
SonicAdventure2 EggQuarters2.png SonicAdventure2Battle EggQuarters2.png

Security Hall

This stage only has aesthetic modifications and is otherwise the same in both versions.

Dreamcast GameCube
SonicAdventure2 SecurityHall1.png SonicAdventure2Battle SecurityHall1.png
  • Fog is considerably darker and less thick in the GameCube version.
  • More notes are hovering above the giant fans in the GameCube version.

Mad Space

The starting area of the stage was changed in the GameCube version, but other than that the stage is largely the same as the Dreamcast version.

Dreamcast GameCube
SonicAdventure2 MadSpace1.png SonicAdventure2Battle MadSpace1.png
  • The steel containers at the starting point are in different positions in the GameCube version. In the Dreamcast version, the only switch not under a container is the one to the capsule planet. In the GameCube version, this was changed to the spherical planet.
  • The Omochao that talks about the iron boots was moved from the rocket to the Holy Planet to the Capsule Planet one.
  • A GUN Hawk at the starting point was moved from the path in front of the player to the one on the right of them.
  • More rocks were added to the background of the stage.

Other

Kart Stages

The Kart stages (Route 101/280 and the three racing courses) were given some aesthetic tweaks for the GameCube version.

  • A Sonic Team ad was changed to a "Drive safety!" sign.
Dreamcast GameCube
SonicAdventure2 KartAd.png SonicAdventure2Battle KartAd.png
  • There is slightly more background fog in the GameCube version.
  • The background that the stages use is brighter and adds buildings in the GameCube version. A second background with smaller buildings is also used for the first two laps of Route 101/280 in the GameCube version, whereas the Dreamcast version uses the same background as Metal Harbor for all of the kart stages.
Dreamcast GameCube
SonicAdventure2 MetalHarborBG.png SonicAdventure2Battle KartBG1.png SonicAdventure2Battle KartBG2.png

Cannon's Core

The majority of the changes made to Cannon's Core are in the segments for Sonic and Knuckles.

  • Metal containers and a shield capsule were added to the large underwater laser room in Knuckles' segment. A laser in the lower exit was also removed for the GameCube version.
Dreamcast GameCube
SonicAdventure2 CannonsCore1.png SonicAdventure2Battle CannonsCore1.png
  • A seal was placed above two cages in the tunnel with a strong current at the end of Knuckles' segment.
  • A GUN Hunter at the second time stop switch in Sonic's segment was replaced with an artificial chaos in the GameCube version.
  • The Dreamcast version has three large rotating cogs above the area with the Gold Beetle in Sonic's segment that aren't present in the GameCube version.
Dreamcast GameCube
SonicAdventure2 CannonsCore2.png SonicAdventure2Battle CannonsCore2.png
  • Added a death plane below the Goal Ring.

Bosses

The majority of the bosses don't have any differences at all. The ones that do have differences are mostly related to lighting.

  • The ads in Big Foot's stage underwent the same changes as the ones in City Escape. The Phantasy Star Online billboard here was given a different design.
Dreamcast GameCube
SonicAdventure2 PSOAd.png SonicAdventure2Battle PSOAd.png
  • Benches and trash cans were added to Big Foot's background scenery.
Dreamcast GameCube
SonicAdventure2 BigFoot.png SonicAdventure2Battle BigFoot.png
  • Eggman vs. Tails 1 was given the same new background as Weapons Bed and lacks a lot of lighting in the GameCube version.
Dreamcast GameCube
SonicAdventure2 TailsEggman1.png SonicAdventure2Battle TailsEggman1.png
  • Sonic vs. Shadow 1 has a fog in the original game that isn't present in the GameCube version.
Dreamcast GameCube
SonicAdventure2 SonicShadow1.png SonicAdventure2Battle SonicShadow1.png
  • The lighting for Flying Dog's stage is less red in the GameCube version and lacks the same flowing light effect as Egg Quarters.
  • A black plane was added over the top of the stage for Eggman vs. Tails 2, to prevent the space background showing above the stage at certain angles (notably the intro for Eggman fighting Tails).
  • The Earth lacks its glowing effect in the stages for Eggman vs. Tails 2 and Sonic vs. Shadow 2 bosses in the GameCube version.
  • The Earth is closer to the ARK in the GameCube version of Finalhazard.