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Sonic Adventure 2 - Final Chase - m4 - WORST COMPLETION EVER

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Uploaded by on Jan 15, 2009

This video is dumb. You don't want to watch it. Really, just turn back now because there's nothing in here worth watching.




Wait, you're still here? How? Why? Oh, never mind.

CodeBreaker codes for Dreamcast:
(M) - 0F0C0D76 00000008
Play as Tails - 0124EE6C 00000006

Strategy overview:
-Final Chase, as an open level, needs some skip guards (or so they thought). There's a huge "default" kill plane that spans practically the entire length of the level, except for the path you're supposed to travel on. About 23 seconds of free fall will get you there.
-Fortunately, this kill plane has a limit to its rightward extent at least. I angle toward that side (holding L+R while hovering, to make it easier to stay in the same direction) and through extensive trial-and-error I've found that low 8 is a good time to release hover.
-After releasing A, I still hold forward, and I still hold L+R, but now I'm just in free fall. As I said, it takes 23 seconds to hit the default kill plane, so I let myself fall for that long, and then when I know I'm clear of it, I can move on to the next phase.
-Unfortunately, while I had to go right to go around the kill plane, I need to reverse back to the left in order to get where I want. It's a good 20 more seconds of freefall until I get to the height I want, but even pressing full on in the direction the goal ring is at, I still don't get enough distance on it without breaking freefall and going back to hover. You'll eventually see two inverted towers distinct from the background, and as you get closer the final drum and the goal ring platform will make their unmistakable presence clear. Of course there's another "default" kill plane just below that, so don't drop too low.

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Uploader Comments (SadisticMystic)

  • wait, what are kill planes? Im getting as far as insta-death, but thats about it

  • Kill planes are polygons that instantly put you into the death animation if you collide with them. A lot of stages will have kill planes in place if you go too far off the main path, because they think that would stop egregious shortcuts. Sometimes they'll coincide with visible objects, such as an acid barrier or the surface of the water, but they're not intrinsically visible, so it can take some trial and error to figure out where they are and how to avoid them.

  • You should have used Mechless Tails here.

  • Unfortunately, on Dreamcast the code for mechless Tails (character 2 instead of 6) still forces you in the mech in anything other than Chao World. All that changes is you get the mechless sound effects.

  • Thats the good of Sonic games, the shortcuts hehe :P, its possible to do this on final rush?, maybe with a little more of time... 5/5..

  • Tails doesn't have an animation for taking a rocket, so if you try to enter Final Rush as Tails, the game crashes immediately. That said, if not for that, I think Final Rush would go down even faster. Maybe I could test with Knuckles (even though there will be no goal ring that way).

Top Comments

  • Shadow fails at getting to places fast.

  • Way to blow Final Chase to pieces, lol. nice video by the way

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All Comments (31)

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  • Lmfao.

  • And you only got a B.

  • Well, that was lucky, He used his plane to get to the goal ring. :)

  • i read the first three sentences in the description box and just had to watch it

  • LOL HE WAS JUMPING ON THE RAIL

  • lol

  • Hahahaha! That was cool. XD

  • Well, I know you can be mechless tails in the Gamecube version of Action Replay in any level (I've done it before), but I wouldn't know about the Dreamcast version.

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