HI! I'm thinking of doing a speedrun and I'm wondering if anyone has tried to do a Sonic Adventure 2: Battle Speedrun before. I'm also wonder on what parts to do.
Well, there could still be a Last Story run, AA. Although it would be unecessarily short. But, on the other hand, there would be more substance to it than the Sonic Adventure one.
Of course, then there's the problem of whether Cannon's Core's time is the timer time or the real time, due to those wonderful time stop switches.
I think it'd be the real time just like they use real time for the E-102 stages in SA. Yeah, a last side story could be done, but it would be somewhat empty without a hero or a dark side story to accompany it.
Go to SonicCenter.org to see the current recods for SA2. You should be able to come reasonably close to those times before attempting a speedrun of this game. They also have videos for most of the records, so check them out. http://soniccenter.org/videos/cityescape_fman15032.avi is the video for a 1:50 City Escape
This is one of those games that is going to take a shitload of time, patience, and determination to make a really good speedrun for, sort of like the Metroid Prime runs I guess (How long did those take to make...8 months or something, right?)
I know individuals at TSC who are probably capable of making such a speedrun, but I think it's too much work, even for those who have the game mastered down (they're a bunch of lazy bastards though...)
2:27 for city escape is average. The average player can easily get sub 2:30 with a bit of practice. But this site isn't about average speedruns. If you really want to make a run on this game, then I'd say you're really going to need to put alot of work into improving your times, especially if 2:27 is your all-time best and you plan on doing a single segment run through Hero story mode...
sorry, I don't mean to sound like an ass or be shooting down your dreams or anything, but I really don't think a 40 second difference from the best time in the first level is going to cut it.
I can perfectly understand where you're coming from. 2:27 is not my all-time best. I haven't played in a while and it was the best I could do with about 15 mins of practice.
This is one of those games that is going to take a shitload of time, patience, and determination to make a really good speedrun for, sort of like the Metroid Prime runs I guess (How long did those take to make...8 months or something, right?)
I know individuals at TSC who are probably capable of making such a speedrun, but I think it's too much work, even for those who have the game mastered down (they're a bunch of lazy bastards though...)
2:27 for city escape is average. The average player can easily get sub 2:30 with a bit of practice. But this site isn't about average speedruns. If you really want to make a run on this game, then I'd say you're really going to need to put alot of work into improving your times, especially if 2:27 is your all-time best and you plan on doing a single segment run through Hero story mode...
sorry, I don't mean to sound like an ass or be shooting down your dreams or anything, but I really don't think a 40 second difference from the best time in the first level is going to cut it.
Trust me, you're not sounding like an ass. You're rescuing him from an embarassing run being submitted. Something I wish had happened to me.[1] But I agree completely with NintenDan, post 32-bit era Sonic games require extensive practice to ever get anything I'd consider "satisfactory." From what I've read, you've got quite a bit more development to do. Good luck.
After watching that video, I must point out something important: we will not have the bounce bracelet for City Escape in a run, nor will we have it for any other levels before Pyramid Cave. The same applies to any other powerup. This means that level strategies may need to be reworked.
Of course, we could also do a "New Game +" run where we start from a completed file at the beginning of Story mode.
After watching that video, I must point out something important: we will not have the bounce bracelet for City Escape in a run, nor will we have it for any other levels before Pyramid Cave. The same applies to any other powerup. This means that level strategies may need to be reworked.
Of course, we could also do a "New Game +" run where we start from a completed file at the beginning of Story mode.
This I had not considered at all, you bring up a good point...
Could someone explain to me what happened at the first checkpoint of that video? I looked like it restarted at one point. Something didn't seem right. Was it just a video glitch? i suddenly don't trus the validity of that video, unless I'm missing something here.
He restarted. The rules at TSC are different to those here. All he did was edit out the the attempts in that run where he dies so your not missing out on much.
I've seen a video of Eternal Engine in which the player is defeated, so that he warps himself after each Checkpoint. That way, the doors in front of the Checkpoints open before the timer starts going again, saving a few seconds in the Run. It can probably work in Lost Colony, too.
In the Knuckles and Rouge Levels, it can be used to help so that the timer only applies to the third Shard/Key/Emerald.
In the Knuckles and Rouge Levels, it can be used to help so that the timer only applies to the third Shard/Key/Emerald.
Not quite. Each piece acts as a checkpoint, and it records the time up to it as the starting point for future lives. If you take 20 seconds to get piece 1, die, take 20 seconds to piece 2, and die again, the timer for the piece 3 segment starts at 0:40, not 0:00.
What you can do with those levels is create a segmented run and, with enough patience, wait for each piece to be in the exact location you want it in (luck manipulation through sheer brute force). Example: Mad Space in 0:09.72 (after several hundred attempts where the pieces weren't in the right spot, or I missed them or didn't get to them fast enough)
Segmentation like that is out the window for an SDA run. I know the hunting stages well enough to set a rather consistent TT for each one of half the m4 limit (Wild Canyon 1:00, Pumpkin Hill 1:30, Aquatic Mine 1:45, Death Chamber 2:30, Meteor Herd 2:15). I would give the game a single-segment go if not for one problem: my SA2 disc is scratched, and in particular it always crashes at the Knuckles/Rouge fight making it impossible for me to complete a run.
1 hour would be a good target for each side of the story, if anyone thinks they're up for it.