Difference between revisions of "Sonic the Hedgehog 2/Sonic"

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(Chemical Plant 2)
(Aquatic Ruin 1)
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== Aquatic Ruin 1 ==
 
== Aquatic Ruin 1 ==
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*This stage has uneven ground throughout, so it's very important to make the jumps in this stage very accurately. The first one should be made just after the ground level dips slightly, which should clear the pillar.
 +
*After the loop, jump from behind the right pillar (similar to Chemical Plant 1) and you should land on the log up ahead.
 +
*It's worth taking a little extra time to make sure the next spindash is good, as if it's not strong you can get flipped out of it by the spring up ahead, wasting time. Learn when to start holding right again after going off this edge, too.
 +
*The next jump is the most difficult in the stage, since both Sonic and the slopes are obscured by leaves in the foreground. The ideal case is a large jump that clears the entire pool of water and lands on the speed shoes from the top, but if you miss that you can save it by landing on the second shark, or just behind the speed shoes. IMPORTANT: no matter what happens, make sure you always hit the speed shoes from the **top**, since if you hit them from the side, a very unhelpful glitch will come into play: if speed shoes take effect underwater, as soon as you breach the water level they will stop working.
 +
*After this there's one final jump through the loop to end the stage, you need to hit the steepest part of the ramp (which is partially obscured again), and pull back slightly before hitting the side of the loop. If you touch it you get kind of "stuck" in the side of the loop and have to make another jump to get over the top of it.
 +
This is the first stage where the times can be quite variable, anything from 0:21 to 0:24 is in acceptable range here.
 +
 
== Aquatic Ruin 2 ==
 
== Aquatic Ruin 2 ==
 
== Casino Night 1 ==
 
== Casino Night 1 ==

Revision as of 01:42, 9 June 2013

SDAlogo runner.png This game has a run page on SDA!

Current Fastest Time

16:13 by mike89

Unless otherwise stated, you should start each stage with a 6 tap spindash.

Emerald Hill 1

Pretty simple stage, just follow the run above.

  • After collecting the speed shoes, you want to start your roll just as you go through the third ring on the ramp. Ideally you want to land on the left hand side of the invincibility box up ahead, which means you can just hold right for the remainder of the stage. If you hit the right hand side of the invincibility, you're too high and will miss the 10 ring box up ahead unless you hold back a little to adjust.
  • If you land on the loop with the up-right facing spring, tap left just after hitting it, then switch back to right, which will ensure you don't get stopped by the corner up ahead.

This method almost always gets 0:20, but if all your spindashes are good and you get this jump over the first yellow spring then 0:19 is very possible.

Emerald Hill 2

Again, relatively straightforward, make sure to hold down as you cross the bridge at the start.

  • Instead of slowing down before the gap, it's possible to jump off the ramp into the monkey and land in the gap at full speed, this can save a second at the end of the stage if it goes very well, but sometimes you'll also stop dead upon landing.
  • After the checkpoint, jump off the quarter-pipe, letting go of the jump slightly above the top of the ramp, then holding it again before landing on the invincibility box. If done correctly, you should be able to hold right and bounce on the buzzbomber up ahead, land on the spikes and hold right to the boss.

Typical run here is 0:38, but 0:37 is possible with very clean execution.

Chemical Plant 1

  • Start with a 3 tap spindash and jump.
  • Make sure you jump at some point so you're running through the first loop, as you want to activate the speed cap when jumping over the spring.
  • After the yellow blocks, you go through two loops that exit downwards, and a third regular loop - behind the right pillar of this loop is a steep ramp, as you pass behind it, jump, hold right to activate the speed cap and hit the gap in the wall.

This typically gets 0:23, but by rolling and jumping in the sinewaves after the yellow block cycle it's possible to get 0:22. It's also possible to beat the block cycle with very aggressive play at the start of the stage and get 0:20, but it's very difficult and not considered worth attempting at this time.

Chemical Plant 2

Refer to this video for this stage.

  • Start with a 3 tap spindash and just hold right. You should bounce off the enemy, hit a wall and take off down the slope.
  • You should see three cross-ramps as you go down this slope - jump anywhere between the second and third ramps you see, then jump off as you approach the top of the vertical slope such that you land in the gap where the door is. If done correctly, the door should open. Make sure to stand on the ramp on the left of the door to activate the path switcher that lets you go to the bottom path ahead.
  • After a loop comes the big jump up to the top of the stage, which can be made significantly easier by jumping with no direction pressed, and then holding right to activate the speed cap. If you hold right as you jump, your jump will be significantly smaller.
  • For the last jump in the stage, just mash the buttons after you go off the platform before it.

This strategy typically yields 0:40, but with flawless execution 0:39 is possible as demonstrated in the video above.

Aquatic Ruin 1

  • This stage has uneven ground throughout, so it's very important to make the jumps in this stage very accurately. The first one should be made just after the ground level dips slightly, which should clear the pillar.
  • After the loop, jump from behind the right pillar (similar to Chemical Plant 1) and you should land on the log up ahead.
  • It's worth taking a little extra time to make sure the next spindash is good, as if it's not strong you can get flipped out of it by the spring up ahead, wasting time. Learn when to start holding right again after going off this edge, too.
  • The next jump is the most difficult in the stage, since both Sonic and the slopes are obscured by leaves in the foreground. The ideal case is a large jump that clears the entire pool of water and lands on the speed shoes from the top, but if you miss that you can save it by landing on the second shark, or just behind the speed shoes. IMPORTANT: no matter what happens, make sure you always hit the speed shoes from the **top**, since if you hit them from the side, a very unhelpful glitch will come into play: if speed shoes take effect underwater, as soon as you breach the water level they will stop working.
  • After this there's one final jump through the loop to end the stage, you need to hit the steepest part of the ramp (which is partially obscured again), and pull back slightly before hitting the side of the loop. If you touch it you get kind of "stuck" in the side of the loop and have to make another jump to get over the top of it.

This is the first stage where the times can be quite variable, anything from 0:21 to 0:24 is in acceptable range here.

Aquatic Ruin 2

Casino Night 1

Casino Night 2

Hill Top 1

Hill Top 2

Mystic Cave 1

Mystic Cave 2

Oil Ocean 1

Oil Ocean 2

Metropolis 1

Metropolis 2

Metropolis 3

Sky Chase

Don't die.

Wing Fortress

Death Egg

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