User: SadisticMystic |
Sonic Adventure 2 - Mad Space - m2 (A button challenge) - 0 More fun without A buttons! Unlike the last Mad Space 2, this one doesn't use start buttons either! There are two paths very close in time; I chose the one I did because it seems ever-so-slightly faster (breaking the 30-second mark) and because the other path seemed too redundant with the Mad Space 3 no-A. No, you can't fall onto the final ring platform without hitting that intermediary platform, or hitting the spring over to the Capsule Planet and going around that. Tags: sonic adventure two sa2 mad space rouge rings button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Lost Colony m4 (A button challenge) - 11 Contrary to Iron Gate, Lost Colony isn't friendly at all to low-A. It has plenty of ups and downs alike, not to mention gaps that need crossing. 11 is the number I believe to be optimal on this level, and it's probably only accessible on Dreamcast because of the fake wall. Additionally, there are 4 hits taken here, all intentional, and all required to have any chance at 11 (the fourth one doesn't seem like it, but there's an invisible wall stopping you from running off without the damage boost). A run down of each press: 1, 2: at 0:39, to hover jump (with the help of a balloon boost) onto the second floor 3, 4: at 0:42, to hover jump over the rows of boxes without having to break them with the missile 5: at 0:57, to hover across the acid pit after walking off the rising platform 6, 7, 8: at 1:05-1:06, to jump up the series of boxes to the door switch (it's possible to do this as 1-2 or 2-1 with a hover jump, rather than 1-1-1, but it saves no As and is harder to depend on at crunch time) 9: at 1:20, to clear all catwalk gaps with one hover after walking off the platform that would take me to the mystic shrine 10: at 1:37, to clear the small gap to the lift platform 11: at 2:29 and held for the rest of the level, to hover to the goal after walking off the ledge Also because Lost Colony's gimmick is its darkness, this video has been made 6% brighter than normal to make it easier to see. Tags: sonic adventure two sa2 lost colony eggman button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Meteor Herd m5 (A button challenge) - 1 Early on in my A button quests, I thought Meteor Herd hard mode could certainly be 0'd, but all attempts fell just short of the needed distance on the spring. After all this, I've figured that the spring simply doesn't launch you that far, leading me to improvise with this route for 1. Where do I position the one A press? At the very start of the level, first thing. Then it gets cancelled with a B press, and the sunglasses come on to show there's no more A pressing. So what did I achieve with the one and only A press of the level? Nothing, at least not there. The trick is, that one A is _held down for the entire duration of the level_. After a short time in each freefall, the one A can be used to trigger multiple glides, to include the one that takes me over piece 3 (which doesn't have to be nearly so high up except that there's no other place to get off, barring a meteor strike). Yes, I'd probably be a couple seconds faster getting the pieces in traditional speedrun order of 1-3-2. However, I like the "divebomb to hell" that materializes at the end. Tags: sonic adventure two sa2 meteor herd knuckles hard button challenge |
User: SadisticMystic |
Pokémon Stadium - Pika Cup - "Inside Edition" In each of the previous four outings, our up-and-coming announcer has run the booth alone. This time he's going to try something different, as the battler behind this attempt to be as fast as possible in any Cup will serve as a guest co-announcer! The softer, more enigmatic voice you hear will be that of the battler, to provide a different perspective than the existing announcer. The countdown clock on the screen is just the result of using a bash script to create a subtitle file. Tags: pokemon stadium pika cup announcer level 15 20 speedrun |
User: SadisticMystic |
Sonic Adventure 2 - Mad Space - m5 - 0:42.00 This video was just going to be a routine improvement, with two purposes: show an improved way of getting to piece 3, and add this to the list of levels that have videos whose sound doesn't suck. Then just as I was about to set up the title card, I was met with a spontaneous shutdown. So I'll just pick it back up after reboot, right? Wrong. The root partition wasn't even in a bootable state, and a "quick" (or not) filesystem check revealed over 7,000 files with corrupt and/or incomplete writes. Given the history contained in those files, I couldn't just nuke everything and start anew. Long story short, it took the better part of 2 days to set right, but apart from a SQL database, nothing of value was lost. That included the new video file, so here it is. Tags: sonic adventure two sa2 mad space hard rouge speedrun |
User: SadisticMystic |
Sonic Adventure 2 - Iron Gate - m1 (A button challenge) - 0 Here, have yet another one! You'd think with walker mobility, getting anywhere without A button would be a pain in the ass, but then again consider what Iron Gate is. It's predominantly a downhill course, and obviously the first time you play through you don't even have hover. You do get jump, but that even turns out unnecessary! The only real tricky part is at the very end, where you have to get up on the ledge with the last broken doors. Just running off the platform above falls a bit short; you need to take advantage of the fact that the launchpad where the missile used to be is ever so slightly higher than the rest, and run off that at just the right angle that you get maximum distance and hit he ledge before falling too far. This really could have been done in m4, but seeing as Iron Gate's time limit isn't even close to limiting, anything gained from that stylistic choice would be minimal. Choosing 1 instead of 4 means the checkpoints are still in, so you get the world's most useless speed shoe upgrade...at least it's something. Tags: sonic adventure two sa2 iron gate eggman button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Aquatic Mine m2 (A button challenge) - 0 Aquatic Mine 2 done for A-less is quite odd...not even in the sense of crazy Aquatic Mine breakouts (there's only one wall clip you can effectively pull off without the A button, and it's well out of the way of any rings) but just in the sense of a barely possible mission. Without digging up a lightning shield, you have access to 40 of the 138 rings in the level. With one, that number increases to just 45, a seeming waste of time. As it turns out, 40 rings is exactly the minimum needed to get a clear on mission 2, thanks to the back ring (or should I say back rings--the only reason you can get there with 40 is because of the ability to take multiple hits and revisit the back ring each time). In fact, after the first back ring, you have to escape the starting circle without touching any of its rings, or else you can't get enough without yet another back ring, or a lightning shield. Due to the way the diggable surfaces of the level are laid out, you can't get onto any of the main room's outer walls except the front wall, which doesn't help you out. Come to think of it, none of those walls would help you do anything more in 2, but if you could get onto the right wall, A-less 5 would be possible. Ah, how you learn to miss all the fun stuff the A button enables... And if, somehow, you can get through everything in 1:50.00 or less, you'll top off your A-less run with something that, from the sound of the challenge, you wouldn't want: an A rank. But really, how can anyone miss a target like that? Unless the lack of an A button is such a handicap that it makes you 75 seconds slower on this mission, you won't be close to risking the loss of the A rank! Right? Tags: sonic adventure two sa2 aquatic mine knuckles rings button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Mad Space - m3 (A button challenge) - 0 More low-A goodness! This time it's a Chao mission, where Rouge demonstrates that even this tall and sparse level can be conquered without needing the A button. I put on the Treasure Scope first thing, not because it does anything in Mad Space 3, but to demonstrate that there are indeed no A presses going on: if there was one, the green tint would turn off immediately. Ah, the slow route. Such nostalgia...given that prior to this A-less stint, I don't think I've taken the slow route on this mission in years. Anyway, there's nothing here that can't be done on GameCube. And the target time is 1:30.00 in order to cap off an A-less run with an A (rank, that is). Tags: sonic adventure two sa2 mad space rouge chao button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Security Hall - m5 (No death) - 0:24.59 So here it is. No clock resets, or even "let's cross a kill plane to stop the clock briefly then do stuff with the clock stopped," just Security Hall hard mode done in continuous time, and fast. Without the segmenting, only about 6 seconds are lost...granted, that's a full 33% of the segmented level time, and due in no small part to the fact that even segmenting can't split up the 13-second-long climb to the top. Yes, you need Dreamcast to get this route down, or else the screw kick can't open the safe and can't get the blue emerald. Speaking of that screw kick, if it looks like it's slower than it could be, that's because it is. I need to throw in an intentional delay there, not actually performing the kick until the weight starts moving down, or else I just bounce off the underside of the weight and get crushed with 0 rings. On the other hand, if the weight is moving down at the start of the kick, I open the safe, score the emerald, and shoot up through the weight (without dying) all at once, which allows me to continue on. And unlike the segmented, faster-by-the-game-clock version, Rouge doesn't seem to think she took a little too much time on this one. Funny how that works. Tags: sonic adventure two sa2 security hall rouge hard speedrun single segment |
User: SadisticMystic |
Sonic Adventure 2 - Security Hall - Freerun There are some things that just can't be quantified as a numeric "best," at least not with the understandings present to us today. Why should I let that stop me from going all out in a freeform run that is whatever I make it? Security Hall is the level of choice, because it's quite compact and easy to get from any one place to any other, it has its share of quirks and layouts that enable neat tricks, and it has a somewhat limiting time constraint, along with voiceovers from Dr. Eggman, that combine to give continuous story connotations to the level. So then it just comes down to what I need to pack into 5 minutes to make it qualify as "good enough" to be worth watching. I'd say this qualifies. Tags: sonic adventure two sa2 security hall rouge freerun playaround |
User: SadisticMystic |
Pokémon Stadium 2 - R-2 Prime Cup - "1 vs. 24" It's 1 against 24 as a trainer attempts to clear the entire Prime Cup using only a single Pokémon. Is it doable? Join me from the press box as we go on this crazy adventure that tests the limits of versatility! Tags: pokemon stadium prime cup announcer solo battle |
User: SadisticMystic |
Sonic Adventure 2 - Crazy Gadget m1 (A button challenge) - 3 Crazy Gadget is, as a cat macro might be apt to suggest, crazy. It's certainly a level with convoluted paths, and unfortunately it can't be completed without using the A button. Each of the three high-speed warp tubes can only be opened via a homing attack on the glass, and homing attacks can only be done with A. However, I've managed to get through the level without any extra As on top of that. Various tricks such as Light Attack and other ways to get airborne are able to stand in for every jump you might think to be required in the level (not even needing any jumps to play the "long" version of the ending). Yes, there are over a hundred B presses, but it's only minimizing As that count, and 3 appears to be completely idealized on this level. Tags: sonic adventure two sa2 crazy gadget button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Metal Harbor m4 (A button challenge) - 0 Finally a Metal Harbor video from me, where speed is, at least somewhat, the goal. However, there's a restriction thrown in to make it interesting. The no-A-button challenge (or low-A where that isn't possible) has seen quite a bit of attention over the years. Metal Harbor was previously believed able to go only to 2, because of the two-pulley ascent that requires A to get off of each one. (Actually, the Dreamcast-only "put on the board" trick will get you off of one, but then there's no way to take off the board afterwards, except in hard mode, and the mobility loss prevents you from going very far when it's on.) However, with more understanding of how superbouncing works, it becomes possible to use that method of ascending those towers while using only the B button. And of course after figuring out that it could be done, the natural next step was to do it against the clock. Note that without the ability to use A, I can't get off the missile early, which cuts further into the time limit. Nonetheless, it's still possible. Just as a reminder, to put on the board spontaneously, you need a Dreamcast (GameCube isn't able to do it) and a second controller. Press Y (good thing it's not A) on controller 2 at any point in Metal Harbor to get the board. Tags: sonic adventure two sa2 metal harbor timed button challenge |
User: SadisticMystic |
Sonic Adventure 2 - Aquatic Mine - m5 - 0:22.34 The bad news is my prediction of 28 seconds for an ideal path on the level, made a year and a half in advance, doesn't hold up after all. But the good news is we get this. As you know, the old 27.72 chained 3 into 1, getting them at about 6 and 15 seconds respectively. That represents a 9-second piece 1, which, given the new 3 strat proves you can get to the Chao under 7 and piece 1 is right by the Chao, doesn't really cut it anymore. Clearly there was improvement to be had. Note that the new breakout technique appears to work on just about every water level sign that's up against a wall, in the whole level...EXCEPT those touching the front walls (closest to start). So I knew what to do for 1, and 3 hasn't really changed at all despite the constant evolution of strats in AM, but figuring out the best way to handle 2 was the big problem. It was almost certain some improvement could be made over the 27.72, but what? blazest provided the answer in a demonstration video of his attempt at porting the Chao strat into hard mode. The crucial facet there was chaining 3 into 2: given that 3 into 1 no longer makes sense, the orphaned 3 is now free to form a chain into the other remaining piece. Yes, that particular spot for launching a breakout is comparatively worse at getting 2 than it is at getting 1, but the fact that as far as the timer's concerned, I'm getting a flying start from piece 3 (closer to the wall and higher up) rather than a standing start from, well, the start, means it still works to subtract a couple more seconds from the old prophesied mark. This path seems even more difficult to streamline than the last path I took through this mission, so when everything's optimized I can see this going to 20.50 or maybe even lower. It has now been determined that the fan breakout (collisions not being detected while in ledge grab animation) doesn't work on GC. However, you can drop down and use the water level sign on the left wall instead, regardless of system (note that if you approach it from the level start, you have to turn around after breaking out to be in line for piece 2). See where that gets you. Tags: sonic adventure two sa2 aquatic mine knuckles hard speedrun glitch |
User: SadisticMystic |
Sonic Adventure 2 - Aquatic Mine - m3 - 0:06.54 You know the drill. First I completely shatter conventional wisdom to smithereens, then the perfection stage begins and I streamline all the little kinks out of something that was already such a drastic improvement that so many of you wouldn't even notice them. In this case, the first time I looked back at the 7.90 video, I predicted that level would be able to go down to 7.5. However, even I wasn't expecting that this much time could be cut off, almost a second beyond my prediction, and making Aquatic Mine the first hunting level to have any non-1 mission go below its 1 since...probably about 2003, back when hunting 1s weren't even close to optimized. Now, this run has the slight inconvenience that after breaking out (at 2.4), the camera doesn't follow me through the wall like it did in the 7.90. As if I'm going to let that be a problem? Even when I can't see where I'm going, I know the trajectory I have to follow, and this time I was able to maneuver to an inbounds that hit the pulley immediately, at 5.1. Actually, provided you are able to navigate out of bounds, I believe it ends up a slight bit faster that way. I think the camera follows you out if you follow up the breakout by staying close and parallel to the wall, which forces your line to be that much more indirect. Then it was just a matter of making the final jump--also much smoother than the previous record. And GameCube players, you're in luck. After putting up the 7.90 video for everyone to watch, it inevitably saw testing, and was found to work on that version. So with this new discovery, the version difference drops from DC -9 or -10 to 0. Tags: sonic adventure two sa2 aquatic mine chao knuckles speedrun glitch |
User: SadisticMystic |
Sonic Adventure 2 - Aquatic Mine - m3 - 0:07.90 Remember how, 17 months in advance and with no knowledge of what the strategies would ultimately end up being, I called that an idealized AM5 would be around 28 seconds? Well around the same time, I had predicted mission 3 would drop to about 11 seconds, presumably using the same techniques whatever they may be. Sadly (or not?), on that count I was wrong. It can go under 8. Yes, this represents better than 50% cut off the previous record (15.87), in one fell swoop. It's about as close to the dream of "go in a straight line directly from start to finish" as you can possibly get in this game (barring some miracle strat that lets me dodge the kill planes early on in Cosmic Wall). Heck, 7.90 is a respectable time for an optimized mission 1 on this level (and given that it's hunting, having any other mission be low enough for that is saying something). And yet, for seven years, no one was able to capitalize on something as simple as gliding into the wall where it joins up with the water level sign, as a way of going through the wall that's closest to the Chao corridor. Why might that be? Tags: sonic adventure two sa2 aquatic mine knuckles chao speedrun glitch |
User: SadisticMystic |
Sonic Adventure 2 - Eternal Engine m5 - All rings (241/241) As if skipping the entire level going forward wasn't enough. EE's ring records previously didn't take advantage of check 5 (normal) or 4 (hard), because no one ever managed to get back to any previous check to get the skipped rings. However, once I found the correct angle to go forward out of bounds for 1:31s, it was only a matter of time before I found the angle I needed to get back from 4 to anywhere--as it turns out, it's just barely possible to land back at the bottom of the room before c2. Given the camera angle, the backtrack normally involves no visual cues whatsoever except the direction you're facing...but I manage to create one by shooting out the space hatch behind the crouched Chaos enemy! After that it's just a matter of avoiding hits, and not making things too hard for yourself such as by shooting out too many successive floors on the catwalks. Speaking of crouched Chaos enemies, the propeller punch is just pwnage when it comes to a safe way of taking them out, at least when the clock isn't an issue. Tags: sonic adventure two sa2 eternal engine tails hard rings perfect glitch |
User: SadisticMystic |
Pokémon Stadium 2 - R-2 Rival - "A Higher Level" Just a random fight against the R-2 rival that I decided to record and upload. As has become the norm recently, it features my own commentary in place of the default Stadium announcer. And as a special bonus, it features something that's never happened before in any of the Pokémon battle videos I've uploaded. (For a version without the announcer, see http://soniccenter.org/sm/r2rivalnocommentary.avi ) Tags: pokemon stadium rival announcer level five 100 |
User: SadisticMystic |
Sonic Adventure 2 - Final Chase - m5 (Low score) - 0 points A few days ago, someone asked me to try my hand at Final Chase 5 "if I could bear it". Requests don't normally carry much weight with me, but Final Chase 5 struck me as a level worthy of at least something. Given that I already had an all-ring on m4, I figured "Why not make it a lowscore?" particularly since I hadn't yet put FC1 lowscore on video, and hard mode is certainly harder in this aspect, with plenty more enemies to avoid (remember, a 0 point run means you can't pick up rings or shields at any point) and additional obstacles such as a "barrier" of 8 rings around a spinning drum that you have to find your way past without touching any of them. Being the kind of player I am, I decided to make the low score run interesting, by putting on my so-called "4-minute pace." At times Shadow may act reckless, flirting dangerously close to death or other unfortunate happenings, but it's all in the interest of keeping the run worthy of being watched. And to any interested parties who were inspired by this challenge run (and yet not so by the previous runs in such levels as Metal Harbor and White Jungle), the official rules of SA2 low scoring dictate that the whole level has to be played start to finish without dying and restarting at checkpoints. Indeed, I make a point not to hit any checkpoints here, not because doing so disqualifies the run (it's not worth any points unless you have 20 or more rings going into the check, and rings on their own preclude a 0 score), but because I may as well follow up an accidental death with a return to start, rather than have the next life guaranteed to be good for absolutely nothing but a pause-restart. As an added bonus, the music even comes out sounding nowhere near as horrible as the all-ring m4 video. Tags: sonic adventure two sa2 final chase shadow hard low score |
User: SadisticMystic |
(OLD) Sonic Adventure 2 - Aquatic Mine - m5 - 0:27.72 Flashback: 2006/10/18. Aquatic Mine was, to the best of anyone's knowledge, a very tame and enclosed level with no brokenness to have to contend with on time runs. I had just finished up a run on Aquatic Mine hard mode in a then-record 53.89 seconds, staying in bounds at all times (again because that was all I knew). However, even if I couldn't navigate outside the level, I knew the way it was shaped, and that if breaking through walls was in fact possible on this level, there would be a big payoff. So when I submitted the stat to TSC, I accompanied it with the following comment: "A perfect time on this level would be around...28." Seventeen months later...here we are. Aquatic Mine has indeed been subjected to numerous wall clips, and the comment from before rings eerily prophetic as I strung together a completion in, you guessed it, just under 28 seconds. (However, to the chagrin of the prophecy, over 5 more seconds have come off.) It takes only a bit of deliberation after watching 33.50 before a glaringly obvious improvement comes to mind. "You break out at the three fans to the left...and the Sunglasses spring drops you off right by those fans...so why in the hell would you make that level 3-segmented?" Yes, by pairing 3 into 1, the time spent on 3 is almost a freebie. However, this does introduce the big dilemma of multi-piece segments: their multiplicative complexity. If you get one piece in a satisfactory time about 1 out of 10 tries, and another piece 1 out of 20 tries, segmenting them means you can expect to take 30 tries to deal with both. However, if it saves time to string them onto the same life, you're looking at about a 1:200 success rate, and 95% of the time you end up getting 1, it'll be for naught. Here the matter is even trickier, since positioning yourself for the breakout at the fan is a lot easier in standalone segments (when you can approach the wall at glide speed) than in the combination (where you practically get thrown into the wall, higher up, and just hitting a quick climb may cause you to overshoot). This was another one of those levels that easily ate up over 1000 lives, but it's just that last one (or more accurately, the last three) that transforms it from tedium into prophecy fulfilled. To break out, approach the fan horizontally, such that Knuckles' feet are at the same height as the top of the fan. GRAPHICAL NOTE: If you did watch 33.50, you would have noticed it was very dark and almost unwatchable at times (particularly trying to follow the breakouts). This time around, I've upped the brightness by 7% from the raw capture, hopefully making this dark level easier to see. Tags: sonic adventure two sa2 aquatic mine knuckles hard speedrun glitch |