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Sonic Adventure 2 - Final Rush - m4 (A button challenge) - 0

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Uploaded by on Jun 24, 2009

First, "finalrush7" wanted to know how low Final Rush 1 (how fitting) could go in the low-A challenge. I pointed out that hey, there's this fairly new trick you should already know about; you can go get a 0, which he did. Except...it was a segmented m1 run with a break at check 4, presumably because that's right around the hardest part of the level when you take that path. Segmented button challenges are almost as bad as segmented low score challenges, so I made a point to get another 0, and mine would be non-segmented. Of course mission 4 is a nice way to guarantee that. (The non-segmenting anyway; it's pretty hard to guarantee overall success in a run when you're doing crazy stuff like this.)

Some news for you: you don't have to take that path. Come to think of it, forget just flying high above checks 2 and 3, now you can do the same to 1 and 4 as well. Makes the low-A on the level a lot easier, too.

Oh and by the way, pulling "it" off (for certain, obvious values of "it") may actually be a time shortcut now, where the old version wasn't.

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Uploader Comments (SadisticMystic)

  • But it doesn't look like a zero to me....is the zero referring to your total score? Or is it something else that I'm missing?

  • It refers to the number of times I need to push the A button.

  • the one thing i can't stand about this level, though i can't quite tell if this actually applies to this video or if i'm just out of touch with the speed you get from spin dashing (is that even the right term?), is that gravity seems to be sideways in many areas should you begin to fall. It's ruined so many attempts at getting a decent time. that and poorly placed kill planes.

  • Any areas in particular that you can pinpoint?

  • the main one is the circular grinding after checkpoint 1. if you fall at the very beginning of it (before it enters the structure), gravity seems to pull you away from the structure, preventing you from saving yourself by landing on the rail down there. i've also noticed this happening in the area after the circular grind, where the third rail appears on the side so that you can skip some of the level.

    in case it matters, i play on the gcn.

  • Are you jumping off the downslanted road beforehand and missing everything?

    I'm still trying to work out what it takes to get abnormal gravity to stick: where it takes a bounce, where a simple jump will do, and where a rail transfer jump gets it to work. What I do know was that the huge "jump" at the start was made possible by invoking this abnormal gravity intentionally.

Top Comments

  • Wow! That was an easy low-A challenge (easy for an expert like you, I mean) ! Just bouncing, grinding, spin dashing and hanging! Awesome 57 second hang, dude!

  • Lol @ hangtime-bar :P

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All Comments (32)

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  • Zero gravity is not new lol

  • @nintendork64 Some parts of the level are tilted.

  • and i do it the "normal" way im stupid lol

  • you are the best sonic player IN THE WORLD!

  • I was trying to figure out if there was a way to do it... Why does gravity get messed up in this level? Gravity doesn't seem to always point straight down...

  • So...I have the dreamcast version...I should be able to do this if I know where to go and how to launch like that..

  • WTH

    how did you get his bounce to not go straight down

    that happens everytime i try this

  • he looks like a blue meteor

  • Dreamcast.

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