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| Remember that when you die by getting hit, you enter an uncontrollable death animation. But when you die by falling through the kill plane, you maintain control of the character for a brief time. Also importantly, once your death is recorded, the clock stops. So the goal here is to intentionally die as fast as you can, and then you have about 2.9 seconds to freely move around with the clock stopped. Normally there isn't much you can do in that time after falling through the kill plane, but this is Security Hall. The emerald is a bit ahead of and above you, and--how conveniently--the fans are still there to blow you back up. The fixed position of the camera during this time makes it very difficult to aim your course up into the emerald properly, but it can be done, and you'll likely get a time for this segment of less than 3 seconds. | | Remember that when you die by getting hit, you enter an uncontrollable death animation. But when you die by falling through the kill plane, you maintain control of the character for a brief time. Also importantly, once your death is recorded, the clock stops. So the goal here is to intentionally die as fast as you can, and then you have about 2.9 seconds to freely move around with the clock stopped. Normally there isn't much you can do in that time after falling through the kill plane, but this is Security Hall. The emerald is a bit ahead of and above you, and--how conveniently--the fans are still there to blow you back up. The fixed position of the camera during this time makes it very difficult to aim your course up into the emerald properly, but it can be done, and you'll likely get a time for this segment of less than 3 seconds. |
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− | Emerald 2: Follow the Mission 3 path up to the top. Rather than stopping at the B symbol for the spring, though, just run forward to the laser complex. Do a short jump over the first laser, then after landing do another full jump while holding forward. This can launch you up into the beetle enemy, and hitting it gives you an upward boost that allows you to glide forward to the emerald. This segment should take a bit over 13 seconds. | + | Emerald 2: Follow the Mission 3 path up to the top. Rather than stopping at the B symbol for the spring, though, just run forward to the laser complex. Do a short jump over the first laser, then after landing do another full jump while holding forward. This can launch you up into the beetle enemy, and hitting it gives you an upward boost that allows you to glide forward to the emerald. This segment should take around 13 seconds. |
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| Emerald 3: This is where the Dreamcast advantage comes from. Just run to the weight that's at your left. Note that if you run in a straight line, the weight will still be too close to the ground and you'll hit the side of it, losing all momentum. It helps to deviate a bit left and right as you run, allowing you to maintain speed but--ideally--delaying your arrival at the weight until there's just enough space for you to squeeze under it. Then, you'll want to do a Screw Kick as soon as you pass by the safe that's under the weight. On Dreamcast, the Screw Kick's reaching power will immediately open the safe (even if it's locked) and get the emerald behind it, completing this segment in possibly less than 3 seconds. GameCube players have to unlock the red safes (preferably on a previous life--the color that's unlocked remains saved even after death), then get to the top of the main room and press a switch on the ceiling to stop the weight's movement, giving them time to dive down and dig into the safe to collect this emerald, a far longer process. | | Emerald 3: This is where the Dreamcast advantage comes from. Just run to the weight that's at your left. Note that if you run in a straight line, the weight will still be too close to the ground and you'll hit the side of it, losing all momentum. It helps to deviate a bit left and right as you run, allowing you to maintain speed but--ideally--delaying your arrival at the weight until there's just enough space for you to squeeze under it. Then, you'll want to do a Screw Kick as soon as you pass by the safe that's under the weight. On Dreamcast, the Screw Kick's reaching power will immediately open the safe (even if it's locked) and get the emerald behind it, completing this segment in possibly less than 3 seconds. GameCube players have to unlock the red safes (preferably on a previous life--the color that's unlocked remains saved even after death), then get to the top of the main room and press a switch on the ceiling to stop the weight's movement, giving them time to dive down and dig into the safe to collect this emerald, a far longer process. |
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− | Record video: [http://soniccenter.org/videos/2-4-24-5-1897.wmv 0:18.97 by SadisticMystic] | + | Record video: [http://soniccenter.org/videos/2-4-24-5-1845.avi 0:18.45 by SadisticMystic] |
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| [[Category:SA2 Strats]] | | [[Category:SA2 Strats]] |