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X9: 2007-06-12 08:17:09 am
hai yah
Does anyone have any interest in this game anymore and/or is working on a run currently?

If no one else is I plan to do a run, in a single segment doing each level as fast as possible obviously. Some levels I have no practice on though so it would take some effort beforehand to get used to them, and obviously the hunting levels will suck because theyre completely random

Some target times I figured up:

#1 City Escape- Under 2:02 (because of lack of bounce attack, it saves 10+ seconds easily)

#2 Wild canyon- ??

#3 Prison lane- Under 2:05(Unless there's upgrades that waste time that I forgot about)

#4 Metal harbor- Under 1:40(Lack of bounce attack, extra time taken to get light dash upgrade)

#5 Green forest- Under 2:03(Would be alot lower if I knew any shortcuts)

#6 Pumpkin hill- ?

#7- Mission street- unsure until I practice the level while getting the upgrade

#8 aquatic mine- ?

#9- Route 101- under 2:25

#10 Hidden base- Under 2:05

#11 Pyramid cave- Under 2:20

#12 Deatrh chamber- ?

#13 Eternal engine- ?

#14 Meteor herd- ?

#15 Crazy Gadget- Under 2:20

#16 Final Rush- Under 2:55

will figure out the bosses tomorrow.

If anyones interested and/or has any advice just post here, I think I could do a solid run with a bit of effort.
Thread title:  
Edit history:
petrie911: 2006-09-28 06:34:38 am
Everybody loves Hypnotoad!
I'm definitely interested.  I've been working on a run of the Dark Story myself, so if we both get these done, we'll finally have a game runthrough of SA2.

I'd recommend checking out www.soniccenter.org if you haven't already, although judging by your level times I'd say that you have.
Speed Running Joy-bringer
Quote:
#4 Metal harbor- Under 1:40(Lack of bounce attack, extra time taken to get light dash upgrade

More like, it's required to finish the game (when you run into Crazy Gadget), And 1:40? Sheesh...
Edit history:
Galactic: 2006-09-28 06:41:03 pm
Many people have attempted runs of this game. Meteor Herd, without exception, has killed them. That's also why there is no Knuckles run for Sonic Adventure. Still, if you want to do it, I will by all means support you.

The thing is, though, if you are going to attempt this, a lot of the single-stage times are too risky to attempt in a full Story Run. Some of them may have to be cut back a bit (just see the Sonic 2 Runs for comparison). Crazy Gadget, for one, has that unfortunate combination of being both a late Stage and one requiring a lot of precision (even if you're not speed-running it!). OK, so by all means try to go for a perfect time on City Escape. But after that, be careful.

Usually, in a single-Stage Run, you have to be consistently good for a time which is usually less than three (or four, for longer Stages) minutes. Adding up all the times you've mentioned there, taking off a second for each use of the word "Under", is nearly twenty minutes. (19:46, to be exact). Add to that Wild Canyon, Pumpkin Hill, Aquatic Mine and Death Chamber, and with low to moderate luck you could have another ten minutes added (29:46). Plus Eternal Engine - I'm not sure what the record is for that, but let's say you get three minutes (32:46). Then Meteor Herd, which could easily push the total time so far beyond 40 minutes. Plus Bosses - All of the Boss fights have the potential to easily go wrong, so let's say five minutes total to allow for some errors, and it could be over three quarters of an hour in length.

Pardon the pun, but it's just like running a marathon. Pace yourself. Don't try to do some Stages pixel-perfectly at the cost of really messing up on others. Instead, try to be near-perfect on all of them.
And now for the standard new Sonic topic reply...

http://www.soniccenter.org/

Target times, guides and videos if you did not know about it already.  Course they are all with all upgrades in mind but still...
So, if you take those times and allow, say, 5% extra time for most Levels to permit mistakes, you should be in good shape for a good Speed-Run.
Everybody loves Hypnotoad!
I'd say sub-45, or perhaps sub-40, would be a good goal for a Hero Story run.
Edit history:
X9: 2006-09-28 11:18:41 pm
hai yah
I appreciate the support, good to know there's some people interested.

And yes i've known about TSC, been there for probably half a year now, it's the only reason I played SA2 for times.

I did a practice run up to green forest last night, I think the times I got were pretty good for a first try: (No deaths, which was suprising)

City Escape- 1:56 Found a new strategy to do the rails fast, and got pretty lucky. I think a good target here would be sub 2:00, because the ending with the truck could waste up to 8 seconds, and it's pure luck. (If it went perfect I could get a 1:53 or so, but it isn't worth all the effort if I screw up later)

Big foot- 0:28  got pretty lucky here, but I think a Sub 30 time would be good, would be 0:22 if you had the bounce attack here, which is faster and easier than jumping off the boxes.

Wild canyon: 0:49 Pretty good here, I don't think it would be super hard to pull off atleast sub minute, even if it does require a few restarts, luckily the stage is small to some of the later ones that can take ages.

Prison Lane- 2:06 I think i'll change the target to under 2:05, 2:00 is tough without the hover upgrade.

Eggman 1: 0:16, not much to this fight except holding up and hitting B over and over, can probably be under 0:15

Metal Harbor- 1:40 Messed up at the rocket, Sub 1:40 can definitely happen

shadow 1- 0:20 I think I found a consistant way to hit him, which is good because usually it takes me like 3 minutes here.

Green forest- 1:55 Solid with no mistakes, could be under 1:50 easily If i knew the shortcuts used to get 1:36 on TSC, but sadly there's no movies or guides available, so i'll have to do some research on my own.

pumpkin hill: 2:36 One emerald was fast, rest were very slow. Should go for sub 2 I suppose.

Mission street- 2:46 Lots of mistakes here because I haven't done this level a whole lot, 2:45 or less sounds good.

Aquatic mine- 3:46 should be MUCH better once I learn the levels layout, it seems pretty small overall so probably sub 2

Route 101: 2:20- 2:25 should be easy to consistantly do
even with a mistake or two(hitting cars)

Hidden base: 2:18 I didn't realize how much difference in speed there was without the upgrade that destroys multiple targets, so I guess 2:15 or so should be good.

Pyramid cave- 2:18 Getting the upgrade only takes about 1 second, 2:20 should be no problem as long as I take it carefully and don't miss any rails.

will work on the rest later





I love YaBB 1G - SP1!
I tried running this game, and I did get past Meteor Herd, only to discover that my attempt was dead.  My disc crashes at the ensuing Knuckles/Rouge fight every time (due to a stratch), so I won't be able to do this.

If I were able to get my hands on a debug code for this game, I would be able to map out (with certainty) the locations of all 108 potential item locations for each level.  I've only done Wild Canyon so far, to the point where I know that level well enough that there isn't a layout for that level I can't clear in under 45 seconds.  So far, I've set targets for the other hunting stages at half the time limit in the timed mission (1:30 PH, 1:45 AM, 2:30 DC, 2:15 MHe, 1:45 DL, 1:30 EQ, 1:45 SH, 2:15 MaS).  I suggest taking 2 hints for each item in Death Chamber and 1 in all the rest.

Mission Street is hurt by lacking not only the Booster, but the Mystic Melody as well.  2:40 would be a good target.

Eternal Engine requires a small diversion to get the Bazooka, and getting the moving platforms after checkpoint 2 in the right place on a single-segment run could take some waiting.  3:10 should be possible, disregarding the Dreamcast advantage that would probably be outlawed by SDA.
Edit history:
F-Man: 2006-09-28 11:49:28 pm
Quote:
#1 City Escape- Under 2:02 (because of lack of bounce attack, it saves 10+ seconds easily)

Nah, spindashing down the wall is actually faster. Tongue (but requires some practice)

Also, yoshifan wanted to do a speedrun of this, but I don't think he's started anything yet, so you might as well go ahead.
hai yah
Quote:
Nah, spindashing down the wall is actually faster. Tongue (but requires some practice)

Also, yoshifan wanted to do a speedrun of this, but I don't think he's started anything yet, so you might as well go ahead.


I was talking about mainly the rails, they're much faster if you have the bounce attack, especially the last set where there's 3 sets in a row. I'll try to spindash down the building, but from what I see it's pure luck if he gets past the loop or not.
For Green Forest, after the long ascent with the springs, you can spindash-jump from the long curved path and land on a platform below, where the next vine would normally take you.  There are invisible walls that you'll have to avoid, so you might have to experiment a bit.

It looks like you've otherwise got the Sonic levels covered quite well (especially City Escape!).  The hunting levels are pretty reliant on luck, but definitely worth practicing - it always helps if you can look at just one hint and know exactly where to go. (And even if it is a slow setup, you'll at least look like you know what you're doing.)

As for me, I plan to work on some of the levels and bosses further before trying anything like this.
hai yah
thanks for that green forest tip, after a few tries to learn where to jump I cut my personal best from 1:54 to 1:43!Sub 1:50 should be pretty easy in a speedrun, as long as the beginning goes alright, alot seems to go wrong there for me.

Speed Running Joy-bringer
I just thought I'd bring to attetion some fights here:

GUN robot should be a piece o' cake as long as you get to stand on the right crate.

Eggman 1: I've heard someone got under 14 seconds, but in this case NOT neccessary.

King Boom Boo: This ghastly menace probably COULD be taken down in a single round... but it seems impossible.

Egg Golem: If you go for the Light Speed attack (aproximately a 7 second deviation in Green Forest), You can shave off a few seconds by using it on this boss correctly.

Shadow II fight: It seems possible to hit him 3 times in a row at first, but after that, it's PURE LUCK to hit him without him using his Chaos Spear attack. Light Dashing also damages him if he is in the line apparently.

When fighting rouge, she's a sucker for the Drill Drive.
Edit history:
Galactic: 2006-09-29 12:25:07 pm
Here are my general boss strategies...

Big Foot: Just position yourself correctly and time your jumps, and you'll be fine. Some consolation in that messing up can be easily rectified by restarting the Run.

Dr. Eggman: As long as it's sub-16, you'll be fine. Sub-14 is possible, but as Saestrol said, it's not necessary for this.

Shadow: Sub-20 is fine.

King Boom Boo: Give yourself some leeway here. Don't try to go for a one-round kill this far into a Run.

Egg Golem: Yes, the light dash strategies would save more than seven seconds, but you're probably best off using the basic light dash strategy. The others are far too risky.

Rouge: If you can kill her before the flaming pit opens, good. If not, that's an extra 40 seconds on your run. Practice this before you take her on properly.

Dr. Eggman 2: As long as you survive (easier said than done), beating him quickly isn't too hard. To be honest, beating him quickly is a necessity in any case...

Shadow 2: Spin Dash is your friend. If you want to play it safe, try SLOWLY pursuing him, then spin-dashing ahead as soon as he gives you his vocal cue for Chaos Spear. Then you can hit him while he is standing still without too much time loss.
For King Boom Boo, I guess three things can happen:

-get four hits in one round, earning a time of about 46 seconds

-attempt the quadruple hit but only manage 2-3; the boss then goes into a longer sequence of attacks before the final 1-2 hits (maybe 1 minute or so lost)

-don't attempt the quadruple hit; one hit in the first round, boss goes through the shorter sequence of attacks, then three in the second round (maybe 40-45 seconds lost)


If you find that the quadruple hit isn't too tough, then I think you should attempt it.  If the triple hit is much easier, I guess you could go for option 3.
Edit history:
Galactic: 2006-09-29 09:16:02 pm
The third possibility probably has the superior ratio of efficiency to reliability.
SEGA Junkie
A factor that must be taken into account on option 3 is that you must extract KBB from the wall rather than the floor, so there is less time to take the three hits. I never particularly liked that method in particular.
Use Bounce Ball for Shadow II. Quick jump and Bounce Ball, and if properly timed, he'll run right into it. It'll take a decent bit of practice to get the proper timing down, but I don't think he can very effectively block this method, so it should be faster than the Spin Dash method.
Use Bounce Ball for Shadow II. Quick jump and Bounce Ball, and if properly timed, he'll run right into it. It'll take a decent bit of practice to get the proper timing down, but I don't think he can very effectively block this method, so it should be faster than the Spin Dash method.
Edit history:
Saestrol: 2006-09-30 10:51:26 am
Speed Running Joy-bringer
Quote:
A factor that must be taken into account on option 3 is that you must extract KBB from the wall rather than the floor, so there is less time to take the three hits. I never particularly liked that method in particular.

But isn't is slower to come out of the wall? If you dig him out of the ground, the moment you pop out you can glide to cancel the "Jumping out of the ground" animation, and get to running after him. Whereas if you dig from the wall, you got to wait partially for the "Digging out of the wall" animation to end.

Unless there is a difference on how far ahead he gets of you depending on where you dig him out. When the sun hits him, does he always go to the ground first, or the wall (for the first round)?
That strategy for Shadow 2 is risky. I'd recommend using the strategy of manipulating Chaos Spear.
Also tenkiforecast
Could this possibly be segmented for the evils of Knux's stages? If anything, Meteor will destroy people... so segmenting will get rid of that hell-hole of destroying runs...

Aside from that, Crazy Gadget and Final Rush will be teh hardest to go through... and Eggman 2 as well. X_x; stupid laser. Light attack seems to be iffy for a bit...
Edit history:
Galactic: 2006-09-30 05:31:37 pm
You think so? I don't find Final Rush too bad.

The problem is, if you Segment it, there will always be that urge to play every stage as a single Segment, making a sequential run pointless. It would end up being a clone of the tables on TSC. Then again, if you play it in a single Segment, you have five Knuckles stages to deal with. Overall, in terms of originality, the latter option is better for us. The problem there, however, is that unless those stages can somehow be not counted, the time will vary massively, because a quarter or so of the Run will be down to random chance.
Edit history:
AngerFist: 2006-09-30 08:22:59 pm
Angered Me, You have!
Quote:
The problem is, if you Segment it, there will always be that urge to play every stage as a single Segment, making a sequential run pointless. It would end up being a clone of the tables on TSC. Then again, if you play it in a single Segment, you have five Knuckles stages to deal with. Overall, in terms of originality, the latter option is better for us. The problem there, however, is that unless those stages can somehow be not counted, the time will vary massively, because a quarter or so of the Run will be down to random chance.


On the other hand, we would get (segmented) a optimized run. I support both a segmented and a single segment run.