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| '''Mission 2''' | | '''Mission 2''' |
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− | There are two drastically different ways of doing this mission, which are believed to be almost equivalent in their time potential. They will be referred to here as the "traditional" route and the "exploit" route. The current record was set on the exploit route, but there may be room to improve on it with either one. | + | There are two drastically different ways of doing this mission, which are believed to be almost equivalent in their time potential. They will be referred to here as the "traditional" route and the "exploit" route, of which the latter is Dreamcast-exclusive. The current record was set on the exploit route, but there may be room to improve on it with either one. |
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| ''Traditional method'' | | ''Traditional method'' |
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| Run to the mystic shrine, and try to come to a complete stop just as you get there. You don't want to be running when you get there, as B would then cause a punch instead of the Mystic Melody, wasting time. Try to play the melody at about 4 seconds, then turn the camera to face the door that opens. Once you regain control, head toward that door, going slightly out of your way to grab the 10 ring box, for a total of 12. | | Run to the mystic shrine, and try to come to a complete stop just as you get there. You don't want to be running when you get there, as B would then cause a punch instead of the Mystic Melody, wasting time. Try to play the melody at about 4 seconds, then turn the camera to face the door that opens. Once you regain control, head toward that door, going slightly out of your way to grab the 10 ring box, for a total of 12. |
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− | Run down this hallway. On GameCube, it's full of overturned mine carts, so keep punching and hope you don't get slowed down. Dreamcast players only have to contend with one cart in the tunnel. At the end, press A and B to jump then dive...and '''hold both buttons.''' You'll also want to be in one of the corners of this shaft, so hold forward as you fall to give yourself the greatest chance of that. | + | Run down this hallway, punching the single cart in the tunnel. At the end, press A and B to jump then dive...and '''hold both buttons.''' You'll also want to be in one of the corners of this shaft, so hold forward as you fall to give yourself the greatest chance of that. |
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| The camera angle as you descend into the ghost room is practically random, but you may notice that where the enclosure of the chute ends, there are bars on two sides that can form ledges to block your diving progress. Normally this would be bad, but to get the most out of this route, you need to land on one of the ledges. I invariably pause here, in order to shift index and middle fingers to A and B (without letting up on A while paused) and dedicate my thumb to the Start button. | | The camera angle as you descend into the ghost room is practically random, but you may notice that where the enclosure of the chute ends, there are bars on two sides that can form ledges to block your diving progress. Normally this would be bad, but to get the most out of this route, you need to land on one of the ledges. I invariably pause here, in order to shift index and middle fingers to A and B (without letting up on A while paused) and dedicate my thumb to the Start button. |
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| This mission plays much like the exploit path on mission 2. Do everything the same up until the end of the Mystic Melody hallway, except you don't have to get the 10 ring box if you don't want it. In the ghost room, you don't need to sidetrack all the way to the 20 box; instead you'll just be going a short way to the next hole in the ceiling, so attempting to set up an underwater glide will cost more time than it saves over the short distance you have to travel. | | This mission plays much like the exploit path on mission 2. Do everything the same up until the end of the Mystic Melody hallway, except you don't have to get the 10 ring box if you don't want it. In the ghost room, you don't need to sidetrack all the way to the 20 box; instead you'll just be going a short way to the next hole in the ceiling, so attempting to set up an underwater glide will cost more time than it saves over the short distance you have to travel. |
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− | Go up through the shaft, and do the underwater grab and ceiling clip as mentioned before. From here, it's rather simple. No need to get far enough away to make the camera break free; just jump from the surface of the water and glide forward and around the side of this hallway, and re-enter when you think you'll hit the pulley. Grab it then wait about 0.75 seconds before jumping off. This should allow you to jump high enough to avoid sticking to the walls, and you can glide forward to power into the Chao. | + | Go up through the shaft, and do the underwater grab and ceiling clip as mentioned before. From here, it's rather simple. No need to get far enough away to make the camera break free; just jump from the surface of the water and glide forward and around the side of this hallway, and re-enter when you think you'll hit the pulley. Grab it then wait about 0.75 seconds before jumping off. This should allow you to jump high enough to avoid sticking to the walls, and you can glide forward to power into the Chao. (Of course on GameCube the grab fails and you can't climb through the ceiling, but you just have to swim across for a net loss of about 3.5 seconds.) |
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| Record video: [http://soniccenter.org/videos/2-4-8-3-2127.avi 0:21.27 by SadisticMystic] | | Record video: [http://soniccenter.org/videos/2-4-8-3-2127.avi 0:21.27 by SadisticMystic] |
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| TODO | | TODO |
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− | Record video: [http://youtube.com/watch?v=rhv5heDTJgU 0:47.07 by SadisticMystic] | + | Record video: [http://youtube.com/watch?v=FCIOd1lsJWU 0:42.97 by SadisticMystic] |
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| [[Category:SA2 Strats]] | | [[Category:SA2 Strats]] |