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	<id>https://www.archive.speedrunwiki.com/w/index.php?action=history&amp;feed=atom&amp;title=SA2_Hunting_Tips</id>
	<title>SA2 Hunting Tips - Revision history</title>
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	<updated>2026-11-09T04:30:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=10815&amp;oldid=prev</id>
		<title>SadisticMystic: revision of piece counts</title>
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		<updated>2007-06-26T01:56:41Z</updated>

		<summary type="html">&lt;p&gt;revision of piece counts&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:56, 26 June 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, there are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;108 &lt;/del&gt;potential piece/key/emerald locations, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of which &lt;/del&gt;piece &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1 &lt;/del&gt;gets &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;45 &lt;/del&gt;locations&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, piece &lt;/del&gt;2 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gets 36, and piece 3 gets 27&lt;/del&gt;. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take about that many tries to clear the level. If you get your lives up to 99 beforehand, good for you. Occasionally 99 has proven to be not even enough (more precisely, if you bring 99 lives and never miss a piece when it&amp;#039;s in the right location, you have a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;53&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;21&lt;/del&gt;% chance of getting a completion before running out of lives), but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, there are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;believed to be 102 &lt;/ins&gt;potential piece/key/emerald locations, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;generally divided in such a way that each &lt;/ins&gt;piece &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in order &lt;/ins&gt;gets &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more &lt;/ins&gt;locations &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to choose from than the next.  Note that any location that&amp;#039;s inside an enemy can hold either item #1 or item #&lt;/ins&gt;2. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take about that many tries to clear the level. If you get your lives up to 99 beforehand, good for you. Occasionally 99 has proven to be not even enough (more precisely, if you bring 99 lives and never miss a piece when it&amp;#039;s in the right location, you have a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;51&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;64&lt;/ins&gt;% chance of getting a completion before running out of lives &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;assuming distribution is 32-[8]-30-32, with the [8] representing enemy locations that count toward both 1 and 2&lt;/ins&gt;), but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If you already collected &lt;/del&gt;piece 1 on a previous life, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure never to put piece 2 in one of those locations. Likewise for piece 3 never being close to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a previous &lt;/del&gt;2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Unless you can &lt;/del&gt;get &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two &lt;/del&gt;pieces &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/del&gt;the same life, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;3-(1+2) or &lt;/del&gt;(2+3)-1, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which &lt;/del&gt;increases the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;expected &lt;/del&gt;number of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tries from 108 &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1017 or 1647&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dream (1+2+3) &lt;/del&gt;layout &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which takes about 43740 tries and doesn&amp;#039;t even save any &lt;/del&gt;time &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in most levels, just stick with getting them one at a time and in &lt;/del&gt;3-2-1 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;order&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;After placing &lt;/ins&gt;piece 1 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(or having it locked in based on the location you took &lt;/ins&gt;on a previous life&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/ins&gt;, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&lt;/ins&gt;never to put piece 2 in one of those locations.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039; &lt;/ins&gt;Likewise for piece 3 never being close to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; Even if there was a stage where it&amp;#039;s both advantageous and possible to &lt;/ins&gt;get &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;multiple ideal &lt;/ins&gt;pieces &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;on &lt;/ins&gt;the same life, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;such as &lt;/ins&gt;(2+3)-1, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that already &lt;/ins&gt;increases the number of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;expected lives &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;over 1000&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;assuming you don&amp;#039;t get dealt &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;right &lt;/ins&gt;layout &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;only to miss or take too much &lt;/ins&gt;time&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  &lt;/ins&gt;3-2-1 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;individually is the way to go&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Kill vs. Restart:&amp;#039;&amp;#039;&amp;#039; You probably already know this, but it&amp;#039;s worth mentioning. If you die (by getting hit or falling out of the bottom), you retain any pieces you may have collected. If you pause and choose Restart, you still lose a life, but lose all your pieces and start back at the beginning. Because these levels can be so tedious, with you repeating the same motions over and over, choosing Restart where possible can make your tries go by faster. This means that if you don&amp;#039;t have any pieces yet, use Restart after you find that your piece isn&amp;#039;t in the right spot; once you already have one or two, you&amp;#039;ll have to find a place to die normally.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Kill vs. Restart:&amp;#039;&amp;#039;&amp;#039; You probably already know this, but it&amp;#039;s worth mentioning. If you die (by getting hit or falling out of the bottom), you retain any pieces you may have collected. If you pause and choose Restart, you still lose a life, but lose all your pieces and start back at the beginning. Because these levels can be so tedious, with you repeating the same motions over and over, choosing Restart where possible can make your tries go by faster. This means that if you don&amp;#039;t have any pieces yet, use Restart after you find that your piece isn&amp;#039;t in the right spot; once you already have one or two, you&amp;#039;ll have to find a place to die normally.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SadisticMystic</name></author>
	</entry>
	<entry>
		<id>https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=8931&amp;oldid=prev</id>
		<title>SadisticMystic at 00:21, 13 February 2007</title>
		<link rel="alternate" type="text/html" href="https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=8931&amp;oldid=prev"/>
		<updated>2007-02-13T00:21:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:21, 13 February 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, there are 108 potential piece/key/emerald locations, of which piece 1 gets 45 locations, piece 2 gets 36, and piece 3 gets 27. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take about that many tries to clear the level. If you get your lives up to 99 beforehand, good for you. Occasionally 99 has proven to be not even enough, but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, there are 108 potential piece/key/emerald locations, of which piece 1 gets 45 locations, piece 2 gets 36, and piece 3 gets 27. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take about that many tries to clear the level. If you get your lives up to 99 beforehand, good for you. Occasionally 99 has proven to be not even enough &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(more precisely, if you bring 99 lives and never miss a piece when it&amp;#039;s in the right location, you have a 53.21% chance of getting a completion before running out of lives)&lt;/ins&gt;, but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. If you already collected piece 1 on a previous life, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure never to put piece 2 in one of those locations. Likewise for piece 3 never being close to a previous 2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. Unless you can get two pieces in the same life, 3-(1+2) or (2+3)-1, which increases the expected number of tries from 108 to 1017 or 1647, or the dream (1+2+3) layout which takes about 43740 tries and doesn&amp;#039;t even save any time in most levels, just stick with getting them one at a time and in 3-2-1 order.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. If you already collected piece 1 on a previous life, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure never to put piece 2 in one of those locations. Likewise for piece 3 never being close to a previous 2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. Unless you can get two pieces in the same life, 3-(1+2) or (2+3)-1, which increases the expected number of tries from 108 to 1017 or 1647, or the dream (1+2+3) layout which takes about 43740 tries and doesn&amp;#039;t even save any time in most levels, just stick with getting them one at a time and in 3-2-1 order.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SadisticMystic</name></author>
	</entry>
	<entry>
		<id>https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=5704&amp;oldid=prev</id>
		<title>SadisticMystic at 00:00, 16 August 2006</title>
		<link rel="alternate" type="text/html" href="https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=5704&amp;oldid=prev"/>
		<updated>2006-08-16T00:00:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:00, 16 August 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot; &gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Radar.&amp;#039;&amp;#039;&amp;#039; Because you&amp;#039;ll be getting the pieces in 3-2-1 order, and (unlike the first Sonic Adventure) the radar is only active on one piece at a time, you&amp;#039;ll be getting pieces 3 and 2 &amp;quot;blind.&amp;quot; But once you get those, you can use the radar on 1 to know if you should even bother trying for that piece or if you should just die right away and move on to the next life.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Radar.&amp;#039;&amp;#039;&amp;#039; Because you&amp;#039;ll be getting the pieces in 3-2-1 order, and (unlike the first Sonic Adventure) the radar is only active on one piece at a time, you&amp;#039;ll be getting pieces 3 and 2 &amp;quot;blind.&amp;quot; But once you get those, you can use the radar on 1 to know if you should even bother trying for that piece or if you should just die right away and move on to the next life.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now you have some tips that can help you. But the biggest tip of all--know where the desired piece locations are. Of course they vary from stage to stage, and the locations are listed on the levels&amp;#039; pages ([[Wild Canyon]], [[Pumpkin Hill]], [[Aquatic Mine]], [[Death Chamber]], [[Meteor Herd]], [[Dry Lagoon]], [[Egg Quarters]], [[Security Hall]], and [[Mad Space]])&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SadisticMystic</name></author>
	</entry>
	<entry>
		<id>https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=5703&amp;oldid=prev</id>
		<title>SadisticMystic at 23:57, 15 August 2006</title>
		<link rel="alternate" type="text/html" href="https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=5703&amp;oldid=prev"/>
		<updated>2006-08-15T23:57:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:57, 15 August 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;each &lt;/del&gt;piece &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;has 20 potential &lt;/del&gt;locations. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;60 or more &lt;/del&gt;tries to clear the level. If you get your lives up to 99 beforehand, good for you. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In some cases &lt;/del&gt;99 has proven to be not even enough, but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;there are 108 potential piece/key/emerald locations, of which &lt;/ins&gt;piece &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1 gets 45 &lt;/ins&gt;locations&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, piece 2 gets 36, and piece 3 gets 27&lt;/ins&gt;. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;about that many &lt;/ins&gt;tries to clear the level. If you get your lives up to 99 beforehand, good for you. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Occasionally &lt;/ins&gt;99 has proven to be not even enough, but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. If you already collected piece 1 on a previous life, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure never to put piece 2 in one of those locations. Likewise for piece 3 never being close to a previous 2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. Unless you can get two pieces in the same life, 3-(1+2) or (2+3)-1, which increases the expected number of tries from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;60 &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;420&lt;/del&gt;, or the dream (1+2+3) layout which takes about &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;8000 &lt;/del&gt;tries and doesn&amp;#039;t even save any time in most levels, just stick with getting them one at a time and in 3-2-1 order.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. If you already collected piece 1 on a previous life, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure never to put piece 2 in one of those locations. Likewise for piece 3 never being close to a previous 2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. Unless you can get two pieces in the same life, 3-(1+2) or (2+3)-1, which increases the expected number of tries from &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;108 &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1017 or 1647&lt;/ins&gt;, or the dream (1+2+3) layout which takes about &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;43740 &lt;/ins&gt;tries and doesn&amp;#039;t even save any time in most levels, just stick with getting them one at a time and in 3-2-1 order.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Kill vs. Restart:&amp;#039;&amp;#039;&amp;#039; You probably already know this, but it&amp;#039;s worth mentioning. If you die (by getting hit or falling out of the bottom), you retain any pieces you may have collected. If you pause and choose Restart, you still lose a life, but lose all your pieces and start back at the beginning. Because these levels can be so tedious, with you repeating the same motions over and over, choosing Restart where possible can make your tries go by faster. This means that if you don&amp;#039;t have any pieces yet, use Restart after you find that your piece isn&amp;#039;t in the right spot; once you already have one or two, you&amp;#039;ll have to find a place to die normally.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Kill vs. Restart:&amp;#039;&amp;#039;&amp;#039; You probably already know this, but it&amp;#039;s worth mentioning. If you die (by getting hit or falling out of the bottom), you retain any pieces you may have collected. If you pause and choose Restart, you still lose a life, but lose all your pieces and start back at the beginning. Because these levels can be so tedious, with you repeating the same motions over and over, choosing Restart where possible can make your tries go by faster. This means that if you don&amp;#039;t have any pieces yet, use Restart after you find that your piece isn&amp;#039;t in the right spot; once you already have one or two, you&amp;#039;ll have to find a place to die normally.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Radar.&amp;#039;&amp;#039;&amp;#039; Because you&amp;#039;ll be getting the pieces in 3-2-1 order, and (unlike the first Sonic Adventure) the radar is only active on one piece at a time, you&amp;#039;ll be getting pieces 3 and 2 &amp;quot;blind.&amp;quot; But once you get those, you can use the radar on 1 to know if you should even bother trying for that piece or if you should just die right away and move on to the next life.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Radar.&amp;#039;&amp;#039;&amp;#039; Because you&amp;#039;ll be getting the pieces in 3-2-1 order, and (unlike the first Sonic Adventure) the radar is only active on one piece at a time, you&amp;#039;ll be getting pieces 3 and 2 &amp;quot;blind.&amp;quot; But once you get those, you can use the radar on 1 to know if you should even bother trying for that piece or if you should just die right away and move on to the next life.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SadisticMystic</name></author>
	</entry>
	<entry>
		<id>https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=2051&amp;oldid=prev</id>
		<title>SadisticMystic at 00:36, 11 May 2006</title>
		<link rel="alternate" type="text/html" href="https://www.archive.speedrunwiki.com/w/index.php?title=SA2_Hunting_Tips&amp;diff=2051&amp;oldid=prev"/>
		<updated>2006-05-11T00:36:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;These are tips that apply when speedrunning any treasure-hunting stage in [[Sonic Adventure 2]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You won&amp;#039;t have record potential all the time.&amp;#039;&amp;#039;&amp;#039; Because the piece locations change every time, it&amp;#039;s inevitable that some layouts take longer than others to clear. You can try playing a bad layout, but all it&amp;#039;ll get you is a bad time. Each piece has a best location, and when it comes time to go for the records, looking for the pieces in anything other than their best locations will result in a blown chance. Hunting runs can get boring fast, as at the record-setting level they consist of running to one spot to see if a piece is there, and usually finding that it isn&amp;#039;t, then repeating several times until it is there, then repeating for the other pieces. Don&amp;#039;t bother wasting time using hints--you&amp;#039;ll just know where the best pieces are, and only go for them in those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bring lots of lives.&amp;#039;&amp;#039;&amp;#039; In each stage, each piece has 20 potential locations. This means that even if you don&amp;#039;t botch any of the pieces when they do show up in their best locations, it can take 60 or more tries to clear the level. If you get your lives up to 99 beforehand, good for you. In some cases 99 has proven to be not even enough, but it&amp;#039;s a good thing Knuckles and Rouge have the power to dig. If you run out of lives in any hunting stage except Security Hall, just dig up a bunch of rings until you have more lives, then try again. That&amp;#039;s all there is to it! You might even dig up standalone life icons along the way--think of them as an added bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Collection order: why 3-2-1?&amp;#039;&amp;#039;&amp;#039; You&amp;#039;d think it wouldn&amp;#039;t matter what order you collected the three pieces in, but it does. There&amp;#039;s a small trick to the piece placement algorithm. If you already collected piece 1 on a previous life, the game looks for any locations for piece 2 that are close by to that piece 1 location, and makes sure never to put piece 2 in one of those locations. Likewise for piece 3 never being close to a previous 2 location. Feel free to come up with your own reasons for why they did that. Anyway, since the good locations are usually those closest to start, and those are naturally likely to come within the radius of &amp;quot;closeness&amp;quot; that triggers a lockout by the game, that can interfere with ever getting correct piece placement on a run. Fortunately, there&amp;#039;s a way around that. Get piece 3 first, when it doesn&amp;#039;t answer to anything. Then get piece 2, and save 1 for last and you neatly erase the problem of lockouts. It may not always be necessary, but 3-2-1 order is guaranteed not to interfere with anything. Unless you can get two pieces in the same life, 3-(1+2) or (2+3)-1, which increases the expected number of tries from 60 to 420, or the dream (1+2+3) layout which takes about 8000 tries and doesn&amp;#039;t even save any time in most levels, just stick with getting them one at a time and in 3-2-1 order.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Kill vs. Restart:&amp;#039;&amp;#039;&amp;#039; You probably already know this, but it&amp;#039;s worth mentioning. If you die (by getting hit or falling out of the bottom), you retain any pieces you may have collected. If you pause and choose Restart, you still lose a life, but lose all your pieces and start back at the beginning. Because these levels can be so tedious, with you repeating the same motions over and over, choosing Restart where possible can make your tries go by faster. This means that if you don&amp;#039;t have any pieces yet, use Restart after you find that your piece isn&amp;#039;t in the right spot; once you already have one or two, you&amp;#039;ll have to find a place to die normally.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Radar.&amp;#039;&amp;#039;&amp;#039; Because you&amp;#039;ll be getting the pieces in 3-2-1 order, and (unlike the first Sonic Adventure) the radar is only active on one piece at a time, you&amp;#039;ll be getting pieces 3 and 2 &amp;quot;blind.&amp;quot; But once you get those, you can use the radar on 1 to know if you should even bother trying for that piece or if you should just die right away and move on to the next life.&lt;/div&gt;</summary>
		<author><name>SadisticMystic</name></author>
	</entry>
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