The Sonic Center
Sonic Central => Competition Central => Topic started by: ekgnew on June 19, 2006, 03:23:19 pm
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How was that trick even possible?! Wowserz!
Anyway the real question here is how F-Man was able to spin dash while being lighted. Whenever I try to do it I need to let go of B to spin dash again, but alas that makes me unlighted. Help?
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There are two spindash buttons, B and X. Keep one held, then press the other to spindash. In order to release spindash before it becomes a useless second light dash, release all the buttons (even the one that's being held for light dash) then press them again along with A this time to jump on the upslope.
Do note, however, that on SADX your attempts are going to be futile, as the capsule in the middle of nowhere only appears on Dreamcast.
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I guess I should mention that this is the trick I used for Casinopolis,
(and I did it first! :D ) so there's still a use for it on other versions.
Practice the trick on flat ground somewhere. First, try dashing while keeping the Light Dash energy,
then try some jumps. You can even try releasing the B button (or whichever button you first
pressed to charge the Light Dash) for a few seconds, as long as Sonic doesn't leave the ground or stand up.
(He'll automatically release the dash once he uncurls.)
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Hmmm...lately I've been trying to beat Casinopolis under 30 seconds using this trick....but I've been having one problem: Every time press the buttons again, I seem to stop dead short and fall down. I think it's because I'm cancelling out my jump by pressing B or something....I'll keep trying.
And by the way, Marth, I think ther'es a way you can improve your time. Instead of spin-dashing from the SLOTS pinball machine to the top of the ring dome thing to the cannon to the mast, you can just spin-dash off the NiGHTS pinball machine and get to the mast way quicker. Just sayin'.
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Yeah, that probably will help. Thanks. I tried it on the Dreamcast version (and it didn't work,
probably because of different walls), but I remembered that the ship is right above NiGHTS Pinball.
If your jump is getting cancelled, I think that means you're pressing B a bit after A.
Right after you release X and B, press and hold B and A at the same time to get the jump.
It's still hard to get a good jump from that ship, so try practicing on flat ground.
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All of this discussion brings up a good idea for a guide. Since SA2 has one, perhaps there should be a version difference guide for SA. (Along with an update to the guide mentioned earlier for differences in ring amounts in a stage.)
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Well, thar be this:
http://db.gamefaqs.com/console/gamecube/file/sonic_adventure_dx_changes.txt
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Well, thar be this:
http://db.gamefaqs.com/console/gamecube/file/sonic_adventure_dx_changes.txt
That guide only tells of one change that affects competition, that being point 16 of gameplay changes: rings having been removed from Speed Highway.
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These are merely estimates of competitive advantage (not certain if both versions can do the tricks) but here's what I'm aware of.
1. The Final Egg (Sonic) trick gives a 50-60 second advantage to the DC version.
2. The Ice Cap (Sonic) trick gives a 80-90 second advantage to the DC version if it is DC exclusive. (Unsure of what version was used in the video.)
3. The Casinopolis (Sonic) trick gives a 8-12 second advantage to the DC version.
4. The Casionpolis (Tails) trick gives a 10?-15? advantage to the DC version if its DC exclusive. (Unsure of what version was used in the video).
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Icecap was done on GameCube. Marth claims it's possible on Dreamcast, but much harder; I haven't been able to do it.
Casinopolis Tails is also GameCube-favored, and it's more like 30 seconds there.
Twinkle Park additionally favors Dreamcast (something about skipping the coaster ride entirely; F-Man knows more about it).
In E-102's Hot Shelter, you can stop the clock until the boss fight starts on GameCube, but that level is a big enough mess.
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1. The Final Egg (Sonic) trick gives a 50-60 second advantage to the DC version.
More like 45. I had 0:53 (and would have gotten 0:52 eventually)
TP favors Dreamcast because you can skip a larger chunk of the bumper car track.
There are also tons of minor to bigger (dis)advantages in nearly every stage. I don't feel like noting them all. :P
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How does the Hot Shelter Trick work?
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Windy Valley- I'm not sure about this one. It's easier on GameCube, at least, but I'm not saying too much, yet. Muhahaha!
Casinopolis- I got about 18 seconds with ekgnew's improvement, and I think 15 is possible. 12 isn't, so far.
Ice Cap- I say they're exactly the same. I remember falling out of the tunnel being just as easy
on Dreamcast, but I guess that's because I dash against the boulder clogging the tunnel.
Jumping through the door in area 2? I don't know. F-Man thinks it's easier on DC. I didn't notice.
Windy Valley (Tails)- GameCube draw distance: really bad, and with overlapping glitches that make it look even worse.
Dreamcast draw distance: really, really bad, with pop-up like 50 feet away. :(
Twinkle Park (Amy)- I don't know what this is about jumping over the castle.
I guess the doors aren't "sticky" on DC. Anyway, I would think it helps, but F-Man uses the other shortcut.
Emerald Coast (Gamma)- There are more robots on DC. robots=time=win
Hot Shelter (Gamma)-
from my guide:
"<3. Freeze time and go through the Hot Shelter repeatedly.> (GC:yes, DC:no)
At the end of the stage, instead of falling into E-105 Zeta's area, jump forward and land at Amy's goal.
Go to the end of the platform and stop in the doorway. Jump out there and turn right. If you hover straight
out there, you should be able to get through the walls of a red, cylinder-shaped room and land on
the button that changes the path of the bridge. Because time stopped before you went into Zeta's room,
you can explore the level as much as you want."
But SadisticMystic said something about getting 128 minutes on DC, so that would give it the advantage.
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So am I the only person who plays the PC version then? >_>
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...The PC version?
Goodness.
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I guess you are the only one. :( I'd like to get it some time, but I wouldn't do time-attacking on it.
I prefer to play on game consoles (mainly because there's always someone on the computer),
and I heard about the controls for the PC SADX being really bad.
Oh, and I had forgotten to mention Casinopolis with Tails-
I think it might actually be possible on Dreamcast, but it's much harder.
Somehow, I've gotten Tails through the walls and slid over the top of the pipe that
he has to jump from to get through the ceiling.
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I've done a count of how many enemies are in the Gamma stages (except Hot Shelter). Here's my findings. (These are for the GC version)
Final Egg: 39
Emerald Coast: 23
Windy Valley: 7 of those worms, 4 others
Red Mountain: 50
From what I found, the GC version of Emerald Coast (Sonic) has 778-800 rings. (I know I missed at least 98 due to ? boxes in which I got 20, 40, 1, 1.)
While I'm at it, I'll be doing some research on how many rings are in the mission 1 and 5 stages pf SA2.
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So am I the only person who plays the PC version then? >_>
PC version has sluggier control, even with a joypad. :P I can't make any record on that...
Also this is why I always say DX version, instead of GameCube... They're the same.
EDIT: I counted the amount of Emerald Coast rings once, there were 778 IIRC.
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I thought the PC version was a step closer to being the true SADX.
Although it didn't fix the main problems (glitches and no beta content),
it had better graphics, and at least some glitches were fixed.
If it really is like GC, then I don't care so much about getting it
(especially now that I've already done texture editing in Super Mario 64).
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-This is the first I've heard of a PC version of SA. I've even known about a PC version (somewhere in between X-Box and PS2 versions in quality) of Sonic Heroes, yet haven't heard of this.
-It's good to know that I didn't miss anything on Emerald Coast (Sonic). The enemy counts I did earlier for Gamma stages don't count the bosses.
-Edit: Just tried out the Hot Shelter glitch for myself. Even though I only did 1 loop, I felt as if it took the fun out of TAing the stage. Although I've said it before, I still question why permanent clock freezing glitches are allowed even though it provides a greater competitive edge than the double speed shoe glitch does (which is not allowed with good reason).
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The PC version was only released in Europe.
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The PC version was only released in Europe.
Wrong, it got released over here (http://cgi.ebay.ca/Sonic-Adventure-DX-Directors-Cut-PC-Games_W0QQitemZ150006692687QQihZ005QQcategoryZ62053QQssPageNameZWDVWQQrdZ1QQcmdZViewItem) as well, it just took its time.
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*raises eyebrow*
Hm. Well then.