SadisticMystic | Sonic Adventure 2 - Dry Lagoon - m5 - 0:23.80 @sadisticmystic | Uploaded November 2007 | Updated October 2024, 21 hours ago.
Okay, so a while back, another player found that it was possible to destroy the turtle guards by randomly digging up a bomb power-up from the ground. Except...only on GameCube. In Dreamcast, which is the only version I have, those enemies are immune to dug-up bombs even at very close range. Furthermore, this GC advantage knocked 3 seconds off the time record for this mission, to low 24. What ever could I do?
After a bunch of experimenting in the level (yes...that happens a lot), I developed a rival path that requires Dreamcast to pull off to its fullest, and in the ideal case it appears that these paths are within half a second of each other.
Assuming I know my screw kick physics, the first screw kick used in this run is NOT actually version-exclusive. However, the space available for you to stand on such that you can screw kick and, at the very top of the attack, "reach out" and touch the spring that's behind the wall to get propelled forward is very small. The second screw kick, to reach through the box and shoot you up into emerald 1 directly (without even having to glide) does seem to require Dreamcast.
And yes, I lost about 0.3 seconds during the rapid-pause segment. It's still on par with what would happen without rapid pausing.
Okay, so a while back, another player found that it was possible to destroy the turtle guards by randomly digging up a bomb power-up from the ground. Except...only on GameCube. In Dreamcast, which is the only version I have, those enemies are immune to dug-up bombs even at very close range. Furthermore, this GC advantage knocked 3 seconds off the time record for this mission, to low 24. What ever could I do?
After a bunch of experimenting in the level (yes...that happens a lot), I developed a rival path that requires Dreamcast to pull off to its fullest, and in the ideal case it appears that these paths are within half a second of each other.
Assuming I know my screw kick physics, the first screw kick used in this run is NOT actually version-exclusive. However, the space available for you to stand on such that you can screw kick and, at the very top of the attack, "reach out" and touch the spring that's behind the wall to get propelled forward is very small. The second screw kick, to reach through the box and shoot you up into emerald 1 directly (without even having to glide) does seem to require Dreamcast.
And yes, I lost about 0.3 seconds during the rapid-pause segment. It's still on par with what would happen without rapid pausing.