This is a collection of most of the known tricks and shortcuts in SMG2. A lot of these I found on my own, but there are a good few as well that were posted on the SDA forum first. Thanks to: MAST3RLINKX (the Yoshi Infinite Flutter technique), TTom (Fluffy Bluff shortcut), Manocheese (Space Storm tower tricks, first and third tricks in Clockwork Ruins), ComboKing (for posting about the second Rightside Down trick, although it's intentional), neskamikaze (jumping on the wall in Bowser Jr.'s Fiery Flotilla), LinksDarkArrows (the second Hightail Falls jump and the first Bowser's Galaxy Generator trick), and logitechSDAZ (the Cosmic Cove trick, although he says someone else found it first). I found everything else on my own, although I was beaten to the punch on a few of them.
That said - there's a large variety of tricks in here, from minor 5-second timesavers to tricks that skip more than half the level.
0:00 - Sky Station Galaxy - Route for the second planet. 0:24 - Spin-Dig Galaxy - Skip drilling. 0:30 - Spin-Dig Galaxy - Skip drilling in a different spot. 0:36 - Fluffy Bluff Galaxy - Major shortcut that skips half the level. 1:05 - Rightside Up Galaxy - Skip a gravity switch. 1:15 - Rightside Up Galaxy - Skip the ending 2D section. [yes, I already know there are 1ups in the corners] 1:37 - Bowser Jr.'s Fiery Flotilla - Skip almost everything up until the boss. 1:56 - Puzzle Plank Galaxy - Skip ground pounding a few pegs, then skip wall jumping up a wall. 2:15 - Hightail Falls Galaxy - Useless but sorta cool trick that skips a wallrun. 2:24 - Hightail Falls Galaxy - Jump from the third-to-last wallrun to right before the last one, then jump straight to the star. 2:45 - Cosmic Cove Galaxy - Skip a key. 2:59 - Bowser's Lava Lair - Skip the Magikoopa at the beginning. 3:04 - Bowser's Lava Lair - Skip the Hammer Bro. 3:11 - Haunty Halls Galaxy - Route for the Bulb Berry section, including a key skip. 3:35 - Supermassive Galaxy - Small timesavers near the beginning. 3:56 - Supermassive Galaxy - Planet hop from a Thwomp to the planet with the giant Koopas. Don't think this saves time. 4:08 - Supermassive Galaxy - Skip the last two Launch Stars. Only works for Luigi. 4:15 - Flipville Galaxy - Jump straight from the beginning to the first Launch Star. 4:22 - Flipville Galaxy - Small shortcut over the house on the second planet. Both this and the next trick are obsoleted. 4:28 - Flipville Galaxy - Alternate shortcut. 4:43 - Flipville Galaxy - Skip drilling. 4:51 - Starshine Beach Galaxy - Skip Cloud Mario. 4:58 - Chompworks Galaxy - Skip Spring Mario on the first planet. 5:07 - Bowser's Gravity Gauntlet - Major shortcut that skips half the level. 5:38 - Space Storm Galaxy - Tricks to climb the tower very quickly and skip the fight at the end. 6:12 - Slipsand Galaxy - Skip most of the 2D section. 6:28 - Shiverburn Galaxy - Skip the U-bend at the beginning. 6:45 - Shiverburn Galaxy - Skip the five enemies on the third planet. 6:55 - Upside Dizzy Galaxy - Skip a gravity button. 7:03 - Bowser Jr.'s Boom Bunker - Skip a small platforming part. 7:22 - Clockwork Ruins Galaxy - Shortcuts in the section with the caged Luma on the second planet. 7:56 - Clockwork Ruins Galaxy - Small, obvious tricks on the third planet. 8:10 - Clockwork Ruins Galaxy - Skip most of the planet with the secret star. 8:24 - Throwback Galaxy - Another obvious trick to jump to the top. 8:29 - Battle Belt Galaxy - Skip killing all the enemies on one of the planets. 8:39 - Stone Cyclone Galaxy - Skip a fairly large portion of the path. This is significantly harder to pull off in SMG2 than it is in SMG1, and I've only been able to do it with Luigi. 8:47 - Bowser's Galaxy Generator - Skip the Hammer Bros near the beginning. 9:04 - Bowser's Galaxy Generator - Fastest way to handle the part with the Bullet Bills as far as I can tell.
And the big finale:
9:18 - Bowser's Galaxy Generator - Use Infinite Flutter to skip over the majority of the second half of the level.
This is a collection of most of the known tricks and shortcuts in SMG2. A lot of these I found on my own, but there are a good few as well that were posted on the SDA forum first. Thanks to: MAST3RLINKX (the Yoshi Infinite Flutter technique), TTom (Fluffy Bluff shortcut), Manocheese (Space Storm tower tricks, first and third tricks in Clockwork Ruins), ComboKing (for posting about the second Rightside Down trick, although it's intentional), neskamikaze (jumping on the wall in Bowser Jr.'s Fiery Flotilla), LinksDarkArrows (the second Hightail Falls jump and the first Bowser's Galaxy Generator trick), and logitechSDAZ (the Cosmic Cove trick, although he says someone else found it first). I found everything else on my own, although I was beaten to the punch on a few of them.
That said - there's a large variety of tricks in here, from minor 5-second timesavers to tricks that skip more than half the level.
0:00 - Sky Station Galaxy - Route for the second planet. 0:24 - Spin-Dig Galaxy - Skip drilling. 0:30 - Spin-Dig Galaxy - Skip drilling in a different spot. 0:36 - Fluffy Bluff Galaxy - Major shortcut that skips half the level. 1:05 - Rightside Up Galaxy - Skip a gravity switch. 1:15 - Rightside Up Galaxy - Skip the ending 2D section. [yes, I already know there are 1ups in the corners] 1:37 - Bowser Jr.'s Fiery Flotilla - Skip almost everything up until the boss. 1:56 - Puzzle Plank Galaxy - Skip ground pounding a few pegs, then skip wall jumping up a wall. 2:15 - Hightail Falls Galaxy - Useless but sorta cool trick that skips a wallrun. 2:24 - Hightail Falls Galaxy - Jump from the third-to-last wallrun to right before the last one, then jump straight to the star. 2:45 - Cosmic Cove Galaxy - Skip a key. 2:59 - Bowser's Lava Lair - Skip the Magikoopa at the beginning. 3:04 - Bowser's Lava Lair - Skip the Hammer Bro. 3:11 - Haunty Halls Galaxy - Route for the Bulb Berry section, including a key skip. 3:35 - Supermassive Galaxy - Small timesavers near the beginning. 3:56 - Supermassive Galaxy - Planet hop from a Thwomp to the planet with the giant Koopas. Don't think this saves time. 4:08 - Supermassive Galaxy - Skip the last two Launch Stars. Only works for Luigi. 4:15 - Flipville Galaxy - Jump straight from the beginning to the first Launch Star. 4:22 - Flipville Galaxy - Small shortcut over the house on the second planet. Both this and the next trick are obsoleted. 4:28 - Flipville Galaxy - Alternate shortcut. 4:43 - Flipville Galaxy - Skip drilling. 4:51 - Starshine Beach Galaxy - Skip Cloud Mario. 4:58 - Chompworks Galaxy - Skip Spring Mario on the first planet. 5:07 - Bowser's Gravity Gauntlet - Major shortcut that skips half the level. 5:38 - Space Storm Galaxy - Tricks to climb the tower very quickly and skip the fight at the end. 6:12 - Slipsand Galaxy - Skip most of the 2D section. 6:28 - Shiverburn Galaxy - Skip the U-bend at the beginning. 6:45 - Shiverburn Galaxy - Skip the five enemies on the third planet. 6:55 - Upside Dizzy Galaxy - Skip a gravity button. 7:03 - Bowser Jr.'s Boom Bunker - Skip a small platforming part. 7:22 - Clockwork Ruins Galaxy - Shortcuts in the section with the caged Luma on the second planet. 7:56 - Clockwork Ruins Galaxy - Small, obvious tricks on the third planet. 8:10 - Clockwork Ruins Galaxy - Skip most of the planet with the secret star. 8:24 - Throwback Galaxy - Another obvious trick to jump to the top. 8:29 - Battle Belt Galaxy - Skip killing all the enemies on one of the planets. 8:39 - Stone Cyclone Galaxy - Skip a fairly large portion of the path. This is significantly harder to pull off in SMG2 than it is in SMG1, and I've only been able to do it with Luigi. 8:47 - Bowser's Galaxy Generator - Skip the Hammer Bros near the beginning. 9:04 - Bowser's Galaxy Generator - Fastest way to handle the part with the Bullet Bills as far as I can tell.
And the big finale:
9:18 - Bowser's Galaxy Generator - Use Infinite Flutter to skip over the majority of the second half of the level.
Enjoy!Paraxade0 Live StreamParaxade02015-08-26 | ...Metroid Prime 3 - 16% Hypermode PhaazeParaxade02015-08-06 | This is the ending of the 16% run I finished last night to confirm the new low% with Grapple Swing skip. I complete Phaaze with the lowest completion percentage possible, by using a variety of glitches and sequence breaks to avoid picking up any item that isn't absolutely required to finish the game. For this video, the relevant parts are that I only have one energy tank and five missiles, and I don't have Hyper Ball.
I was surprised by how little trouble I had on the final bosses, considering I haven't fought them in years and I forgot a lot of things. Only had one death on Dark Samus (which is cut from the video). I used to have a lot of trouble getting through the final bosses on low% hyper so I expected it to take longer than it did.
Phaaze is done the same way as in the old low% since the new skipped item is Grapple Swing and it's not used on Phaaze anyway. Enjoy!Metroid Prime 3 - Fall Respawn SkipParaxade02015-08-02 | This is a new glitch I've just found in Metroid Prime 3 that allows for -seven- new spots to get out of bounds. I was able to find this now that the WIP Metroid Prime series editor I'm developing has proper Prime 3 support, which lets me see trigger locations.
This is how the glitch works. The way terminal falls work in Prime 2/3 is that the rooms have a bunch of "Death Fall Spawn Points" located in various places through the room. Usually only one of these is active at a time, and when you fall into a pit, the game will respawn you at whichever one is currently active. There are triggers at specific spots in the map that activate one of them and deactivate the others, which makes you respawn at whichever part of the map you were last at.
So how is this exploitable? Well, in Elysia, there are a lot of rooms where all of the spawn points are inactive by default. There's triggers covering each door into the room that activates the spawn point next to that door. This would be fine, except for some reason Retro made it so the triggers only cover the lower half of the door. So I found out that if you do a tricky boost SSJ through the door, you can make it through the top half without touching the trigger in the lower half, therefore avoiding activating any of the spawn points. When you fall into a pit and there are no active spawn points, the game won't respawn you and you'll simply keep falling until you're out of bounds.
This is what one of the triggers in Zipline Station Alpha looks like for example. It's pretty much exactly the same position/size in every room I show in the video (and also on every door in those rooms, so you can use any door, not just the one I used). http://i.imgur.com/sV28TZX.jpg
By abusing this, there are seven different rooms you can get out of bounds in:
- Zipline Station Alpha - Zipline Station Bravo - Hoverplat Docking Site - Zipline Station Charlie - Skybridge Hera - Zipline Station Delta - Skybridge Athene
There are two immediate uses for this. The first one is that the Zipline Station Alpha OoB entrance means there is now a MUCH easier way to get to Ghor after doing Early Elysia, which means skipping Bryyo is now much easier. The other use is that this lets you get out of bounds everywhere you'd normally need to use a zipline, which theoretically allows for a % drop in low% by skipping Grapple Swing.
I'm likely going to attempt to do the first ever MP3 16% run soon on my Twitch channel, so head over there and follow me if you're interested in watching: http://www.twitch.tv/parax0Sonic Lost World: Windy Hill 1 - Amazing SpeedrunParaxade02015-06-20 | After years of practice, I finally pulled off the perfect run. World record.
Twitter: twitter.com/Paraxade0Metroid Prime: Arm Cannon Material SwapsParaxade02015-02-18 | I just did this for fun because I realized it would be really easy and it might look cool. The arm cannon has five sets of materials that it swaps between based on which beam you have equipped. I simply reversed them.
Original order: Power - Ice - Wave - Plasma - Phazon New order: Phazon - Plasma - Wave - Ice - Power
So power/phazon are swapped, ice/plasma are swapped, and wave is the same.
Are you guys interested in more videos like this? I'm working on a lot of Metroid Prime modding related stuff recently and I tend not to upload much of it because all the tools are still WIP so most of what I can actually get ingame right now is pretty minor. If people are interested I could maybe post more often though. It probably beats posting basically nothing all year.Sonic Generations: Unfair Seaside Hill CompletionParaxade02015-02-11 | Cobanermani456 recently LPed this stage for his Mod Mondays series, and he offered $200 to anyone who could record themselves completing the level. So I took him up on it!
Only one intentional death. I killed myself there because for some reason at that part drift stops working unless I respawn at the checkpoint. The only skill I had enabled was Acceleration.
The mod is Unfair Seaside Hill by TheCarevi: youtube.com/watch?v=femW7wr38O0Sonic 06: Custom PathsParaxade02014-12-22 | We had a bit of a breakthrough on a few Sonic 06 formats that opens up a lot of modding potential. This is a custom rail path for Wave Ocean that I made as a test and exported to 06's path format. Custom object sets and custom collision are also tested and working, and custom geometry is feasible, so you can maybe expect to see some interesting stuff on Melpontro's channel soon...
By the way, this breakthrough (which was cracking the offset tables) also applies to some Sonic Colors formats that use the same kind of table, so it opens up some new modding potential in that game as well.
Twitter: twitter.com/Paraxade0Sonic Boom: Rise of Lyric - Speedrun in 0:51:00Paraxade02014-11-13 | Speedrun of Sonic Boom: Rise of Lyric that completes the game in under an hour, clocking in at 0:51:00. This time is possible by making extensive use of a glitch that allows Knuckles to jump infinitely in midair. See DarkspinesSonic's video here for an explanation on how to perform it: youtube.com/watch?v=ZPwXKHqdXDw
After I saw DsS's video of this glitch yesterday morning, I couldn't resist playing with it once I finished the game, and I spent some time experimenting to see just how much of the game was skippable with it. Once I confirmed you could skip the vast majority of the game, it made me curious exactly how long it would take to actually complete it, and... here we are. This is only my fourth time beating the game; my first time finishing the game ever was only a few hours before I did this run, my second time was the experimentation playthrough, and the third was another speedrun attempt (which also came in at barely under an hour - 0:59).
Taking that into account, as well as the fact that the game has only been out for two days, and it's pretty clear this time has a LOT of room for improvement left. I did not know the last two stages very well, and I suspect both that there's more places where the Knuckles glitch can save time, as well as places where I did use it but it would've been faster to just do things normally. On top of that there's plenty of mistakes and a couple instances where I missed a faster route through a level. I'm mainly uploading this because it's a lot of fun to show off regardless and a lot of people seem to be interested in it.
Follow me on Twitch if you're interested in watching some Sonic Boom livestreams soon. http://www.twitch.tv/parax0
Also check out DarkspinesSonic; he found the Knuckles glitch as well as a bunch of others and he'll likely be doing a lot of Sonic Boom streams in the near future. http://www.twitch.tv/DarkspinesSonic
Twitter: twitter.com/Paraxade0Dark & Light Suits in Metroid PrimeParaxade02014-09-11 | This is a video showing all of the suits from Metroid Prime 2: Echoes - the Varia Suit, the Dark Suit, the Dark Suit with Gravity Boost, and the Light Suit - all fully functional in the first Metroid Prime!
Lately I've been spending a lot of time learning how Metroid Prime works and figuring out how to mod it. Hoping to be able to make more complicated mods soon, but for now, this is one of the first cool things I've managed to do!
Echoes's Varia Suit replaces the Power Suit. The Dark Suit replaces the Varia Suit. The Dark Suit with Gravity Boost replaces the Gravity Suit. The Light Suit replaces the Phazon Suit.
The conversion isn't exactly perfect; some of the rigs are a bit off, as you can probably tell from the video. That's because I don't have the tools for actually creating custom rigs, nor do I know how to make a decent rig, so this was done by simply taking the skins from Echoes and converting them to Prime 1's skin format, and modifying them to work with Prime 1's Samus skeletons. There's a fair few differences in the skeletons between the two games (especially the morph ball transition skeleton), so this led to the conversions being less than perfect.
The worst offender is Zero Suit Samus, and honestly I don't even know how she got screwed up so badly, but it didn't seem quite worth the effort to try to fix it. Plus it's kinda funny.
Another little flaw is that I currently don't have a way to change the morph ball's inner glow color.
No release planned at the moment; just wanted to show off something cool I did. If you wanna see more of this mod in action, I do some randomizer streams with it on every so often, and I'll consider streaming a regular playthrough with these suits sometime soon if there's some interest in it. Stream link is below.
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Generations (mod): Mystic Cave (Classic) Speed Run (w/ skills) - 0:26.56Paraxade02014-08-19 | No, I'm not dead. Probably have a couple more videos coming soon. Also seriously go download this mod it's gorgeous.
I probably would've gotten about the same time without skills honestly, since the enemy placement forced me to wait a bit at the beginning and I couldn't even keep my shield for half the level.
Skills used: - Flame Shield - Power Brake - Athleticism
This is a mod created by Shadowtheglitchhog that recreates Mystic Cave Zone from Sonic 2 as a classic stage in Sonic Generations! While I believe it's still a work in progress, what's shown so far is extremely impressive, so if you wanna try this out yourself or keep up on updates, go over here and subscribe to Shadowtheglitchhog: http://www.youtube.com/watch?v=iIY511iC_2g
This is the White Space remix that was used in my Wave Ocean port for Sonic Generations! It was composed by S0LV0, with Joshua Taipale on the acoustic guitar. I wanna encourage everyone to go check out her stuff on YouTube and SoundCloud if you wanna hear more; she definitely deserves a larger audience. Aside from this, she's worked on other White Space remixes (including one for my old Kingdom Valley port) and a modern version of Pyramid Cave for Sonic Adventure Generations, among other things.
She's also up for doing music for more mods, so if you're a modder that needs some custom music, shoot her a PM or a tweet or whatever.
As for me I've got a couple mods in mind I want to try working on. I'm toying with a port of Tropical Jungle from 06, as well as a completely original Final Rush Modern. I don't have anything ready to show off on either of those at the moment though, so I'm not making any promises yet.Sonic Generations (mod): Wave Ocean Speed Run (w/ skills) - 0:32.49Paraxade02014-02-05 | Come on... don't act like this is a surprise.
So since this is totally broken, it might be neat to give you guys some insight into how I approached sequence breaks with this mod. If you've tried looking for them, you might've noticed it is incredibly easy to find ways to skip parts of the level and get to places you're not "supposed" to. I never intentionally built sequence breaks into the stage, but there were plenty I found out about and decided not to fix. I developed the stage with the full understanding that there would be sequence breaks no matter what I do, and I think it's better/more fun to embrace that than to try desperately to stop breaks just to fail in the end. That's why I ended up building in a little bit of extra detail to "unreachable" sections - every area has the proper footstep noises, for example, even areas that you're never able to reach normally.
Now that doesn't mean I wasn't going to try to fix anything ever, but coming up with natural ways to fix some of these breaks just wasn't happening. For example, a minor sequence break that's pretty easy to do is on the second island; you can skip over to the left to get straight to the checkpoint. I could have blocked that by adding an invisible wall or something to the left; but I decided not to do that, because I wanted to make a level that felt open and gave you some freedom, rather than constantly trying to railroad you onto the intended paths. Adding arbitrary barriers would have hurt that; in fact, invisible walls were something I tried to avoid using on this stage as much as possible. Most of the breaks are a similar situation; I didn't fix them in instances where there wasn't really a good non-arbitrary way to do it (or where they were too cool to fix).
Making the level play well for regular players is a lot more important than making sure speedrunners can't break it, so that's what I focused on. The orca (SsH Giant Chomper) is a good example of this. When I first decided to add it to the level, I didn't have a full understanding of how the Seaside Hill exploit worked, and figured the same thing would be possible in Wave Ocean. And if it turned out that HAD been the case, that would've been fine, because the Giant Chomper would've been a fantastic mechanic for pretty much everyone except speedrunners, and I wouldn't have left it out just because it was possible to avoid it. And luckily, it turned out designing like that worked in my favor, because the exploit was completely fixable. Who'da known?
That being said, I think I kind of underestimated how fast Sonic can move while drifting on water, especially with Acceleration; I didn't realize it would be so easy to outrun the whale. The reason this route works is because the orca collision around the cave had to be lowered, because there was a bug where the orca would activate while you were going through the spring chain in the cave. If I knew it would let you skip that entire section, I probably would have adjusted it better so it would still activate on the water, but not in the spring chain.
Anyway yeah! Sorry for the wall of text, but hopefully it was interesting to someone. I'm sure this time can be improved further, because I found some better strategies after I finished this run, but couldn't manage to get another completion. Enjoy the video!
My first mod release! Exciting stuff. This is my take on a port of Wave Ocean from Sonic 06. I've made numerous changes throughout the level to accomodate for the differences in Sonic Generations's engine and gameplay style. The end result is a level that feels at home in Generations, albeit slower-paced then the main game's stages. I've intentionally taken a number of slow routes in this video in order to show off as much of the level as possible, but there's actually a lot of different paths you can take in most parts of the level, and if you're into breaking the game or speedrunning, there's a lot of room to experiment and come up with creative strategies.
Installation instructions can be found in the readme included with the download. If you have any problems, feel free to leave a comment and I'll try to help you out.
If you make any videos of the mod, let me know in the comments!
Special thanks to Dario for his help with this video (not to mention the level). If you're interested in Generations mods and not subscribed to him, what's wrong with you?! http://www.youtube.com/samothethief
Twitter: twitter.com/Paraxade0Sonic Lost World: Yoshis Island Zone Speed Run - 27 SecondsParaxade02013-12-18 | Speedrun of the newly-released Yoshi's Island Zone in 27 seconds (473 remaining). Unfortunately I had to do this in normal mode, because for some reason DLC levels don't have time attack mode. (Speaking of weird DLC mechanics WHY DO I HAVE TO GET 100K POINTS TO PLAY THE LEVEL AGAIN WTF)
...Anyway, enjoy. Very simple level. Drop a like/comment if you enjoyed the video!
I can't wait for this video to get ContentID matched because of the Yoshi's Island music!Sonic Lost World - Full Game PlaythroughParaxade02013-11-19 | Full playthrough of Sonic Lost World for the Wii U from start to finish. All stages and cutscenes included. I've edited out animal grinding parts as well as some time-consuming deaths (all of which combined only added up to about 15-20 minutes of footage).
Navigation:
0:20 - Intro 1:41 - Windy Hill Zone 1 6:35 - Windy Hill Zone 2 9:14 - Windy Hill Zone 3 13:44 - Windy Hill Zone 4 19:14 - Desert Ruins Zone 1 24:25 - Desert Ruins Zone 2 29:01 - Des(s)ert Ruins Zone 3 32:51 - Desert Ruins Zone 4 39:23 - Tropical Coast Zone 1 46:17 - Tropical Coast Zone 2 52:56 - Tropical Coast Zone 3 58:12 - Tropical Coast Zone 4 1:06:30 - Frozen Factory Zone 1 1:11:56 - Frozen Factory Zone 2 1:20:18 - Frozen Factory Zone 3 1:24:03 - Frozen Factory Zone 4 1:32:03 - Silent Forest Zone 1 1:36:52 - Silent Forest Zone 2 1:43:09 - Silent Forest Zone 3 1:47:12 - Silent Forest Zone 4 1:52:50 - Sky Road Zone 1 1:59:04 - Sky Road Zone 2 2:02:58 - Sky Road Zone 3 2:06:41 - Sky Road Zone 4 2:15:55 - Lava Mountain Zone 1 2:17:41 - Lava Mountain Zone 2 2:23:29 - Lava Mountain Zone 3 2:33:00 - Lava Mountain Zone 4 (Final Boss) 2:34:55 - Ending 2:36:44 - Credits
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Lost World: Dessert Ruins 3 Speed Run - 0:24.27Paraxade02013-11-17 | Dessert Ruins 3 in 0:24.27! As much as I wish I could say I found this skip, unfortunately I didn't. Props to MilesTailsProwerFox for finding this wonderful glitch. Also, thanks TheCrypticJacknife for further developing the strat. Though of course I added a few improvements of my own onto what they did.
Sorry for the lack of videos recently, things have been a bit hectic. Anyway, enjoy, and please leave a like if you liked the video!
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Lost World: Lava Mountain 2 Gravity GlitchParaxade02013-11-14 | So I found out how to get out of bounds in this level... and that's where the fun begins. Especially when you try the bounce attack...
[In all seriousness, I don't totally understand what's going on with the bounce. Best I can tell is it happens if you bounce into or out of a gravity changer in the right manner, and it makes you "fall" up, relative to the gravity of whatever area you're in. Maybe this can break something?]
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Lost World: Frozen Factory 1 Speed Run - 1:02.92Paraxade02013-11-08 | Frozen Factory 1 in 1:02.92. Wow I am so happy with how this run turned out. There's a lot of insane strats in this that shaved off a ton of time. It took a TON of practice to be able to do the last two-thirds of the level at all, but once I got it I actually had semi-decent consistency.
This run was requested by SonicandInuyasha, Hinoki511, and ChaosPunishmentXP. Tell me what else you guys want to see! (Or at least, tell me if you can figure out how to use the new comment system. Otherwise tweet at me or something I guess.) Leave a like if you enjoyed the video!
To everyone else: This is a run of Tropical Coast 2 in 1:11.52. This is one of the few levels in this game that's actually pretty broken, since it's pretty easy to heavily abuse the rocket. I hate the gyro controls, sometimes they barely work at all... experience with Skyward Sword definitely helped here. Also, I gotta give a shoutout to Avento128bits, got the route from his video.
Still taking requests! I saw a lot of requests for Sky Road, but I decided not to do that just yet as DarkspinesSonic just posted a couple great runs of the two most interesting Sky Road stages. Ended up doing this one instead, as it was, uh... let's just say. heavily requested by a small but vocal minority. I'll try to pick one of your requests for my next run though.
Leave a like if you enjoyed the video!
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Lost World: Casino Strobe GlitchParaxade02013-11-03 | EPILEPSY WARNING. This is a weird glitch that can happen in Sonic Lost World's casino stage, Frozen Factory 3. The glitch happens on the second pinball table. Essentially, what happens is the screen starts spazzing out and flashing in a strobe-like manner at 24 Hz. While the glitch is in effect, the game will lag a ton, you won't be able to control Sonic, and you'll be stuck there until you get a time over and die; after that, you'll respawn in the pinball table and everything will be back to normal.
I've done this twice, but I'm not completely sure what causes it, although I'm pretty sure it's related to the pinball flippers. My theory is that it has something to do with Sonic getting stuck on a flipper. Going frame-by-frame, Sonic seems to get stuck on the tip of the flipper, then he disappears briefly before the flashing and distortion begins.
I'm a bit worried about this one since this type of effect can potentially cause seizures in epileptics. If you suffer from epilepsy, then you might want to avoid going to the second pinball table; it's a bonus area and can be completely avoided with no ill effects other than not being able to get one red star ring. It's accessed by jumping on top of the stack of chips at the end of the second main room. I don't believe the glitch happens on the first pinball table (which is required to complete the level), but I could be wrong about that. I'm also not an expert on epilepsy so I hope I'm not blowing this out of proportion. :P
Soo yeah... how bout a patch, Sega?
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Lost World: Silent Forest 2 Speed Run - 2:14.44Paraxade02013-11-02 | Silent Forest 2 in 2:14.44. This is a solid level, and I actually kinda had fun running it! The boss is annoying, but it was pretty easy once I developed a strategy for it. Aside from that, the trickiest part of this is the owl section. If the owl catches you, you die. It's VERY difficult to get through the entire thing quickly without getting caught, and I couldn't tell you how many runs got killed there. There is one part where I had to slow down for a second, because if I'd taken the time to charge a spindash I would've gotten caught. There's faster ways to handle that part, but they're extremely inconsistent. :s
I only wish the Deadly Six guy would shut up. I've heard him go on about how "does it really matter in the cosmic scheme of things" hundreds of times now. Anyhow, please leave a like if you enjoyed the video! Keep giving me stage requests, I still wanna hear what levels you guys wanna see me run next.
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Lost World: Windy Hill 1 Speed Run - 1:02.80Paraxade02013-10-31 | First Sonic Lost World run! I took on Windy Hill 1 first for a few reasons - partly because I didn't have many other good ideas, and partly because it was an easy level and I was pretty sure I could beat the record. I ended up with the top spot on the leaderboards by almost a second, so not too shabby, though to be fair it was a very easy run. Most of this stage amounts to "go straight" and of the 1-minute length a large chunk of that is spent in spring chains.
I'd love to find a glitch somewhere to break a stage in half, but nothing yet. So in the meantime, what stages would you guys like to see me do runs of? Gimme some ideas! Enjoy the video, it'd be awesome if you give it a Like if you liked it.
Also, I'm sure people are going to ask me what I think of the game, so let's just say, uh.. it's not very good.
First real speedrun I've done of this game (Green Hill didn't really count). The record on the leaderboards is 1:03.10, so I was very close, but ended up being a little bit off unfortunately. This guy's almost completely luck based, so this run sorta sucked to do. There's a couple little tricks though. First, you can abuse the homing attack glitch on the outer ring sections to get hits 2 and 6 very quickly. Second, if you hide behind the cannons he'll charge by himself, which is a lot faster than attacking the cannons. The problem is it's random how long he takes to charge, and which cannon he decides to charge at... If I kept at it I could definitely end up with the record, and this could definitely be improved to 1:02 or 1:01, but this is close enough.
Enjoy, leave a like if you enjoyed the video.Sonic Generations 3DS - Full Game PlaythoughParaxade02013-10-07 | Full playthrough of Sonic Generations for the 3DS from start to finish. All stages, bosses, and cutscenes included.
The original plan was to upload my first playthrough, but given that I played terribly (understandable, being my first playthrough) and that the stream highlights are crap quality and I didn't have a better recording, I decided to just go ahead and play through the game a second time. I didn't edit anything out, so this is a completely uncut run. For the most part I didn't play that horribly, there are a couple parts where I got distracted for a second or didn't react quickly enough and got killed but thankfully that didn't happen -too- often.
Anyway yeah, enjoy! I'll prolly get to doing a few more speedruns of this game before Lost World comes out. Speaking of which I'll probably upload playthroughs of both versions of Lost World as well a week or two after it comes out.Pikmin 3: Mission Mode - Collect Treasure Platinum Score AttacksParaxade02013-08-23 | Twitter: twitter.com/Paraxade0 Livestreaming on Twitch: http://www.twitch.tv/parax0
So, this was an interesting experience :P After I finished my 7 day run I decided to tackle Mission Mode. I generally don't really consider myself to be all that good at routing things, and Pikmin is all about the routes (especially in mission mode), so this was quite a challenge. I'm actually really happy with how all these turned out though! I didn't watch any other videos or read about any routes while I was making this, so there was pretty much no outside influence whatsoever; all of these routes I came up with 100% on my own. I also did these in order, so you can kinda see me getting a bit better at the game as I go along. There's some things I'd change if I were to go back and do Tropical Forest again, but ehh.
And for anyone wondering if the highest score shown on the global rankings is the record... well, watch and find out. As it turns out, the answer is something unexpected.
Also not sure whether to call these speedruns or score attacks since they're technically both, but I guess we'll go with score attacks since that's the metric the game actually tracks.
Consider dropping a like or a comment if you liked the video, I appreciate it. I might try the Battle Enemies stages next. Enjoy!Pikmin 3: 7-Day / Deathless CompletionParaxade02013-08-13 | Hey guys! So Pikmin 3 came out like a week ago, it's a pretty awesome game; been playing it a lot. After I played through a couple times I decided to try beating the main story in 7 days, which is the lowest possible; a 7 day completion requires completing the main objective in each area in a single day. This is honestly easier than it sounds, since with a bit of planning you have far more time each day than you actually need, so I decided to also go for zero Pikmin deaths. This is the end product! For the most part I came up with all the routes myself, which was fun, but I also need to thank Greenalink for finding some of the glitches I used and Miles for coming up with a good chunk of the route I used on Day 5.
I'm hoping to make some more Pikmin 3 videos, thinking of doing some Challenge Mode stuff next and maybe doing an All Fruits run in 10 days soon. Enjoy, and make sure you leave a like if you enjoyed the video!
0:17 - Day 1 (Tropical Wilds) 7:58 - Day 2 (Garden of Hope) 23:03 - Day 3 (Distant Tundra) 36:51 - Day 4 (Tropical Wilds) 48:50 - Day 5 (Twilight River) 1:01:41 - Day 6 (Garden of Hope) 1:13:21 - Day 7 (Formidable Oak)
Note that each individual day in this video was actually practiced and recorded separately, and appended together afterwards to flow as one continuous playthrough.
Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0Sonic Adventure Generations: Mystic Ruins Speed Run - 1:28:60Paraxade02013-08-02 | Spent a while working on this run today of the recently released Mystic Ruins from Dude's Sonic Adventure Generations. It's mostly a really good run but the log at the end is a bitch and I didn't manage to go over it smoothly, which screwed me up and made me lose a few seconds. So I could have taken this a bit lower.
Also, this is my first video recorded with the Avermedia LGP. It's definitely far more convenient than Fraps, but I might have to play with the settings a little... the colors seem a little washed out to me. Think I might have had the color range set to Standard instead of Expanded.
Sonic Adventure Generations is a mod in progress that gives Generations a more Adventure-centric spin. On top of being planned to have both Classic and Modern versions of seven different stages from the Adventure games, the gameplay has been tweaked to be closer to the Adventure style, and Classic Sonic's been given a makeover. Check out this video for more information and subscribe to CorvidDude for updates: http://www.youtube.com/watch?v=O7ROsh0p8V8Sonic the Hedgehog: Speeding Through 20 Years of HistoryParaxade02013-06-23 | Happy 22nd, Sonic!
I've been wanting to make this video since last year. I finally decided I wanted to post it on Sonic's birthday, so I've been working hard for the last month to get it done in time. It was a lot of work but I'm so incredibly happy with how it turned out! Hope you all like it - if you did, I'd appreciate your leaving a like or a comment!
No emulators, TAS features, or hacks/mods used in this video - only legit runs on official releases.
Thanks to the following people who helped me out, either directly or indirectly: nate, Miles, eredani, werster, footbigmike, SprintGod, Gamepro011, BrokenArthritis, chainchumper, TheVeman3000, DarkspinesSonic, Shadow Jacky, KAKIPI1000, sobatsuyuu100, SONICADVETNURE1999, MillernusGaming, theultimategamer95, and supersonic917!
(...also, yes, I know it's 22 years :P But this video only covers the first 20, so)Rayman Legends: 05/03/13 Daily Challenge (LotLD - As far as you can!) - 10.38kmParaxade02013-05-04 | I usually wouldn't upload another video so similar to the last one I uploaded, but well... I think it's kinda warranted here.
I spent a few hours on this today and managed to get a score of 10.38km. I actually had an easier time with it than I did getting my 2.8k score in my last video... all the practice paid off, I guess. :P After you reach 1500m or so, the game just starts throwing the same few sections at you over and over, and the difficulty stops ramping up. At that point, you can go as long as you want, provided you don't screw up, as the game generally doesn't throw any more curveballs at you past that point. So basically, if you can make it to 2.5km or so, then it's not too much of a stretch to improve to the 10km range... it's a matter of being consistent on the skull parts and being patient/endurant.
Anyway, it's interesting how the unit changes to kilometers after you breach the 10k mark. Also, geez, I have 64 friend requests on the Nintendo Network right now. [edit: when I got my diamond trophy, the popup displayed my score in meters. Apparently I had 10375.11m.]
I've been playing the Rayman Legends Challenges App a lot over the last few days. It's pretty awesome and addicting, but today's challenge was especially fun and I spent far too much time playing it so I decided to record a video. This run was #1 on the leaderboards. First challenge I've won, woo! http://i.imgur.com/JHVInq7.jpg
If you've got a Wii U, you need to give this game a shot. It's fantastic - and even better, free! Or at least the Challenges App is until the game actually comes out in a few months.
So while I was doing some SS attempts yesterday, I started screwing around a little and managed to work out a way to skip a ton of the level and save a good 30-40 seconds. Cue video. No spoilers, but I think you guys might like this one. :P
There are one or two small mistakes that didn't really cost any time. This run turned out to be much tougher to pull off than I anticipated. In any case, this is a pretty good run, so enjoy!Sonic Melpronteratianss: Oil Dessert (Modarn) FAST RUNParaxade02013-04-02 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
Melpontro says (10:43 PM): *Well *we added Paraxade protection *in the form of death barriers
NOT GOOD ENOUGH BITCH
ALSO THERE'S NO DESSERT IN THIS LEVEL WTF
(or oil)
(but there's plenty of tea)
ANYWAY this is a phenomenal level from Melpronter Team. It's clear that a ton of effort and love went into this level, from how brilliant the level design is to how delicately all the background elements were placed. This level is part of a larger level pack called Sonic Melpronteratianss, along with other classic stages like Wave Ocean and Beta Barrier. Download it immediately, it far surpasses lesser efforts like Sonic Melponterations and Unleashed Project. http://www.youtube.com/watch?v=8FFBAfx67TASonic Generations - Unleashed Project: Windmill Isle (Modern) Speed Run (no skills) - 1:49.95Paraxade02013-03-20 | More Sonic Generations speed runs: http://www.youtube.com/playlist?list=PL429B1AB9CA5246F1 Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
I wanted to get this up yesterday but I've been having technical issues, bleh. Anyway, Windmill Isle in 1:49.95, no skills. I think optimally with these strats I would end up around 1:47, maybe 1:46. This run had one mistake that cost about half a second and one +.5 checkpoint that was the result of a jump not going absolutely perfectly. This is good enough for me at the moment though.
Not sure how many Unleashed Project videos I'll end up making since I don't have the greatest hardware for this. I wanted to do a Jungle Joyride video but my computer lags way too much for that to even be an option.
Unleashed Project is a fantastic mod by Dario ff/samothethief, Chimera, and TwilightZoney and everyone should go download it RIGHT NOW. SERIOUSLY. Don't have Generations PC? Who cares, it's 50% off today, go buy it and then download Unleashed Project. This is a seriously well-done mod. Release trailer: http://www.youtube.com/watch?v=LBE2EFNQoEoSonic 06: Wave Ocean (Tails) Speed Run - 111967Paraxade02013-03-16 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
So this is a fairly simple level. There are a couple big glitches. First off, I intentionally fling off the side of the loop at the beginning; this lets me get Tails flying at a ridiculously high speed and skip a small chunk of the level. Second, at the end of the level, if you understand how to manipulate Tails's flight mechanics properly, you can skip pretty much the entire ending and go straight to the goal ring.
Shadow's Aquatic Base in 1'14"451. This is another one that I thought I had really optimal, but I managed to take off another three seconds. There's a few small improvements you could make that could net a 1'13, but this is pretty good. This run makes fairly heavy use of the go-through-walls glitch to skip all of Silver's section - that's why the first map is only 14 seconds long. :P
Thanks for watching, and please leave a like/comment if you enjoyed the video!Sonic 06: White Acropolis (Silver) Speed Run - 125387Paraxade02013-03-09 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
Alright, so this is a pretty tough level to speedrun, but I managed something decent. The main problem with Blaze's section is the section with tons of enemies at the very end. It's very hard to kill all the enemies in a decent amount of time because their bombs are strewn around unpredictably and can explode and hurt you out of nowhere. Silver's section on the other hand just requires tons of extended teleport dashes (as per usual for Silver). Every dash requires frame-perfect timing, which is why I'm okay with having missed so many of them. Going through all three doors efficiently is pretty hard, especially the third one, but I managed all three of them. The very end was a tiny bit sloppy. So yeah, improvement possible but I'm happy with this time.
Sonic's Kingdom Valley in 2'40"616. My old time was 3'14... crazy how much I'm beating all my old times by. (DarkspinesSonic's old record was 2'59.) Those of you who haven't played 06 might recognize this as the level I'm porting into Sonic Generations. :P Hope you enjoy, and if you did, please leave a like/comment!Sonic 06: Wave Ocean (Shadow) Speed Run - 129954Paraxade02013-03-02 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
This level's another short and sweet one. I thought I had this pretty much optimal a few years ago; I had a 1'30"8xx and couldn't manage to get it any lower no matter what I did. It always kinda bugged me that I couldn't sub 1'30. Well, now I've finally done it. Thanks for watching, and please leave a like and a comment if you enjoyed the video!
Also, thumbnail format shamelessly stolen (mostly) from Cobanermani456. Because it's awesome.Sonic 06: Dusty Desert (Sonic) Speed Run - 102232Paraxade02013-02-27 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
Speedrun of Sonic's Dusty Desert. This is a relatively short and easy level, which means it's kind of fun to see how low you can push the time down. A few years ago my best time was a 1'05, and the record was 1'04. It's pretty crazy to find out that it can actually go this low! I know this can definitely go down to 1'01, but I'm not sure about much lower than that; all the mashing A kinda started to hurt my hand.
I'm currently working on a full-game run of Sonic's Story, which is partly why I haven't been uploading a whole ton, sorry! Go check out the Twitch link above if you'd like to watch my attempts. In the meantime, I'm going to try to start uploading individual level runs like this at least every week so you guys at least have something to watch in the meantime.
When the Sonic's Story run is finished, I have a couple other things I want to try - first, another big Sonic-related speedrun video that I've been wanting to do since last year (the specifics of which I'm gonna keep to myself for now); second, I'd like to pick up Okami HD and try to work on a segmented run.
Consider liking and commenting if you enjoyed the video, and thanks for watching!Sonic Generations Mod: Kingdom Valley Port - Preview 5Paraxade02013-02-22 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
Time for a new update. I've been working on this level a LOT over the last couple weeks. Here's what I've come up with.
The two most apparent things are that first, there's now a light in the level, which makes it look a lot better. Second, the entire level model for part 1 was redone, and all of the UV mapping is now 100% correct. The level looks a zillion times better now for it.
That aside, there's a ton of other changes. There are now iron boxes in the level, the helicopter is gone, and the breakable towers now play an animation instead of being dynamic physics objects, which allows me to work them into the level design much more easily (as well as just plain makes them better). All of the missing parts of the main path in part 2 are now there; the first gap is bridged with several differet possible paths, and there's a path through the ending now.
There's still a lot to do. The obvious skybox problem is still there, there's some vertex paint I need to redo, and there are a lot of extra paths I'm working on that aren't finished yet, not to mention GIA, reworked collision, more object placement, polishing, and a lot of other things. So we're still a ways away from being finished.
This is a video showing all the ways you can launch into space in Sonic 06. In this game, there are a lot of ways you can get an absurd amount of height. If you manage to go high enough, then you'll go through the top of the skybox and into the black void beyond, making it appear that you've gotten into space. There are a surpisingly large number of ways to do this; I've demonstrated six in this video.
1. IT'S NO USE! Characters: Sonic, Sonic/Shadow + Silver in multiplayer
The most well-known space glitch. The Silver fight takes place in an invisible box that prevents Silver from throwing you all over town. To pull off this glitch, you need to get out of that box and into the rest of the town; the easiest way to do this is the Sky Gem, but you can also manipulate Silver into throwing you through the wall. Once you're out, jump over Silver and let him grab you, and when he throws you, you'll go flying until you breach the atmosphere and finally die in space.
There's another, similar glitch that can be done in multiplayer. Normally, when you play as Silver and throw another player, you can't throw them that far. However, there is a glitch you can do: while facing another character, pause, hold RT, and then hold X and unpause. If done right, after you grab and throw them, they will keep flying until they hit something. This allows you to throw them into space.
2. Missed Homing Attack Characters: Sonic, Blaze
To understand how this one works, we need to look at how homing attack works. When you start a homing attack, the game checks if there are any viable targets in range; if there is, then the game faces Sonic towards the object. At this point, Sonic will fly in that direction and very rapidly accelerate until he hits the object. This works fine most of the time, but in rare cases, Sonic will instead completely miss his target, and continue flying in the same direction until he either hits a wall, or flies so far out of bounds that he dies.
Surprisingly, this is actually extremely rare. There are only two spots in the game where I know this can happen: Sonic's Egg Cerberus fight, and a certain spot in Wave Ocean. If this happens at a certain angle against Egg Cerberus, you'll fly into space. The Wave Ocean one can be done with both Sonic and Blaze, but you can't actually get the right angle to enter space with it; I've decided to include a clip of it anyway though, because it's close.
3. Moon Jump Characters: Knuckles, Rouge, Omega
If you've spent any decent amount of time playing as Knuckles or Rouge, you've probably had this glitch happen to you by accident a couple times. Here's how it works: After holding a glide/hover for a while, if you let go of the A button on the same frame you touch the ground, you will get launched up into the air. The longer you've held the glide/hover for, the higher you go. This means if you chain two or three in a row, you'll go ABSURDLY high. It's rather tough to chain together several in a row, but it's entirely possible. I recommend pause buffering it.
4. Sky Gem Characters: Sonic
I'm sure you all knew the Sky Gem was broken already, but did you know it was this broken? It's possible to get the Sky Gem to launch you way up into space, high enough to die. The way to do it is to switch to the Sky Gem, aim it as high as you can at a wall, and then throw it, then switch to the Red Gem and spindash under where you threw it. If you've done it right, you'll get launched straight up at an absurd speed and get yourself killed.
5. Telefling Characters: Silver
As Silver, if you jump on a spherical object and then grab it right before you land on it, you'll be able to stand on it and hold it at the same time. This lets you literally fly across the entire map. You can go anywhere, letting you shave off a ton of time, or helping you explore the map... or you can stay on it for a few minutes and go to space. Up to you.
6. The Box Characters: Sonic
The grand finale, which also happens to be my favorite glitch in the game. The Box is glorious, yet at the same time representative of everything that's wrong with this game. Find a metal box and stand perfectly still on top of it, and kick. You'll likely need to adjust your position a couple times to get it to work, as it can be picky. What happens next is that evidently, the game decides the most physically accurate way to have the box react to being kicked is to have it rise straight up into the air. Keep kicking, and the box will continue rising until either you stop, you make it rise so fast it goes through you, or you hit the upper boundary and die.
And last: BONUS CLIPS!!!
Here's a couple more ways to launch yourself way into the air! None of these quite make it to space, though, unfortunately.
Sky Troops beta 0.2 is way way harder to speedrun than beta 0.1. This is a very good run, but you can improve it by at least a second or two by getting a better fling off the loop at around 0:55 than I did.
This is very likely going to be my last video until after Awesome Games Done Quick. If you don't know what that is, it's a speedrunning marathon being put on in early January by Speed Demos Archive, raising money for the Prevent Cancer Foundation. I HIGHLY recommend you tune in as it's going to be pretty awesome, especially since I'll be there playing Sonic 06 and Sonic Generations. http://marathon.speeddemosarchive.com
In recognition of today's apocalypse, I decided to speedrun the final stage of Sonic 06, aptly named End of the World. This is actually a really crazy good run. The previous record was 4'35; this is 3'43.
I grinded extra lives in Tails's section before I actually started attempting the run. This lets me restart each individual section as many times as I need to get a good run through it. Most of the level was really easy... aside from Silver's section. Silver's part requires three frame-perfect extended teleport dashes, followed by an absurdly hard telefling to the Chaos Emerald. Thanks to Silver, my life count went from 99 to 0 three times before I managed to pull off a good run of it.
Soo yep. Room for improvement, but pretty damn good. Merry apocalypse! Just remember, later today the real world will be like this! Be prepared! Make sure you have protection against metal boxes randomly flying at your face!Sonic 06: Who is the Captain? Speed Run - 000799Paraxade02012-12-12 | Thumbs up if THAT WAS INCREDIBLE
The Chao Key glitch is a new, awesome glitch discovered by DarkspinesSonic that lets you play as any character in any level selectable in 2P mode. I decided to record a few videos of the glitch in action, as it's pretty much the best glitch in SA2 now. The only downside is it requires you to play in 16:9, meaning the original DC and GC versions of the game can't do this without cheats.
I'm not going to show how I did the glitch or go into detail on it in the description, as it takes a really long time to execute and it'd be boring to watch, and DsS has already done a great job of explaining it in his video. Check here for more information: http://www.youtube.com/watch?v=P9Zi7V9uJGw
0:00 - Eggman in City Escape
This seemed like a nice way to start the video! Most of the level can be played inbounds; however, there's three parts that Eggman normally can't pass: the end of the board section, a spring after one of the downhill parts, the somersault barrier before the truck, and the end of the truck section. The first two aren't much of a problem; I just need to hover from higher up on the hill and go over the section that he gets stuck on. However, I have to hover out of bounds for the third and fourth, and the third unfortunately requires hovering past a large section of the level.
4:12 - Knuckles in White Jungle
Hunting characters can't complete missions 1/4/5 in action stages, as there's no goal ring, so I played mission 3 (find the lost chao) on this. The vines and swings on this level don't work with Knuckles; the game crashes if you touch them. (Which I find strange because Tails and Eggman can use the swings, and only softlock if you use the vines.) This requires me to go a bit out of my way to climb up walls and glide around to get around places where vines and swings are normally required. That, plus at one point I need to very briefly go out of bounds to get past a somersault barrier.
8:23 - Shadow in Downtown Race
This stage is intended to be multiplayer exclusive, so the music doesn't work and the rank thresholds for this level are seriously wtf. That aside, this level works perfectly fine with Shadow.
9:31 - Sonic in Security Hall
Security Hall is one of three hunting stages that works properly with non-hunting characters (the other two being Pumpkin Hill and Meteor Herd). I thought I'd go for mission 3 on this one; while mission 1 can be finished with Sonic, it's just a matter of touching the goal ring that spawned at the start of the level, and where's the fun in that? The graphics at the top floor don't load properly because it's technically loading the 2P map (with 1P objects I guess) and in the 2P stage that area is inaccessible. You also need to do some superbounces to actually get to the lost Chao, as Sonic can't use Sunglasses/Treasure Scope.
11:26 - Rouge in Sky Rail
This level seems to work perfectly fine with Rouge, aside from the fact that obviously the rails and propeller springs don't work properly. Gliding and climbing gets around both of those rather easily though. What surprises me about this level is the fact that you can dig. Non-hunting stages normally don't let you dig anywhere...
12:52 - Tails in Final Chase
Our grand finale. What's surprising here is that most of this stage actually works perfectly fine for Tails. You obviously need to hover at the spots that normally require grinding, but it's entirely possible to progress through most of the level normally. The only exception is there's one part where a spring that you're normally required to take doesn't send you high enough with Tails, preventing you from progressing further in the level. To get around this I hover from an earlier point in the level and drop back in after the spring.
Remember to give DarkspinesSonic some love for figuring out this amazing glitch. Enjoy!Sonic Generations Mod: Kingdom Valley Port - Preview 4Paraxade02012-11-04 | Livestreaming on Twitch: http://www.twitch.tv/parax0 Twitter: twitter.com/Paraxade0
Alright, to be honest I'd been hoping to make a little bit more progress before posting this; but it's been a while and I've made a lot of progress since the last video, so hey, why not. I've done a lot with part 1; the entire area is playable with every route now. I've also updated the music and fixed the Crisis City bridges, on top of a bunch of other stuff. Part 2 has seen some changes, but not quite as many as part 1, and there still isn't really an ending at the moment.
The way things are going, I think you guys can expect one more preview video before I finally release this thing. Here's what my basic to-do list looks like at the moment: (this is largely just the big stuff, there are smaller things that aren't listed)
General - Replace helicopter with eagle - Smoothen eagle spline - Get the water working properly - Fix the skybox - GIA - Custom collision - Make the music louder, especially the boost track - Place all checkpoints and set unique IDs
Part 1 - Last few pieces of screwed up texture mapping - Camera adjustment - Waterfall needs to be fixed - Misc object placement (rings, physics objects)
Part 2 - Loooots of object placement (rings, physics objects, enemies) - Add more cameras - Bridge the gap between towers 1 and 2 - Put something in place for the ending
This is a glitch I found in Dishonored that lets you go through walls. :P This will work on almost any vertical wall. If the wall is slanted at all and not perfectly perpendicular to the ground, then you won't be able to go through it. Some walls are easier than others to get through (usually depending on the thickness of the wall) and some are incredibly difficult if not impossible to clip through. It varies; try it out.
To do the glitch, go up to a perfectly vertical wall and stand in front of it with Blink equipped. Leaning can make the glitch a little easier (though it's not necessary). Now just spam crouch and Blink; eventually the game will let you blink and you'll clip a tiny bit into the wall. Switch to spamming jump and Blink. You'll need to move the cursor around until the game lets you blink again; this varies based on where you're doing it, but it's usually down somewhere. Repeat until you manage to edge over to the other side and clip most of the way back out, then you should be able to just blink back out; sometimes you can lean out of the wall and get out that way.
Clip 1: Showing the trick, getting out of bounds outside the Hound Pits Pub. Clip 2: Screwing with the Campbell sequence by glitching into his room early, before the door opens. Clip 3: Getting a bone charm in a Weeper cage at the distillery without the required key. Clip 4: Getting inside The Captain's Chair without the key from Slackjaw. Clip 5: Clipping inside Lord Regent's safe without opening it. Clip 6: Skipping the Daud encounter by clipping through the door you normally need his key to open.
I initially found this while trying to glitch inside The Captain's Chair (the hotel) in the wrong mission, and I thought it only worked because the camera was going through the wall. Thanks to Marksel from SDA (MaRkYy92) for pointing out that it can actually be done anywhere.
My playthrough of the Dark Story on the 360 version of Sonic Adventure 2, released a couple days ago. Again, crappy playing because I hadn't played this game in a long long time, sorry. Last Story playthrough coming soon.