The Dreamcast came equipped with a modem, and you could use that option to connect the Internet, starting at the SA2 homepage. You can do the Cannon's Core warp with either version, but I'm just using what I have.
There are only 3 stages where Mystic Melody is required: Eternal Engine, Egg Quarters, and Iron Gate. There may even be potential skips in the first two of those. Shadow doesn't need any character upgrades to get all of his emblems (even the all-A).
That's a super bounce. Stand away from a wall, spindash into it, and hit A+B as soon as you collide with the wall to varying degrees of success. The City Escape, Pyramid Cave, and both Crazy Gadget segments exhibit super bounce as well.
Superbounce is hold B while facing a wall (not up against it; leave a distance about equal to 4 breakable boxes), then release B and immediately press A+B simultaneously while you're speeding toward the wall. You get a cancelled bounce that triggers when you hit the wall and is magnified by the amount of speed you have.
Bounce doesn't normally go anywhere near high enough to get back up there. Yes, there were provisions in place such that the game didn't crash if Sonic went up to the opening street boardless (actually they don't even need to do anything special for that), but it takes the superbounce to be able to reach it in 1P mode.
In both Radical Highway & White Jungle, you can skip the required light dashes using a well timed rev + jump. You can use this to either get the fire-summersault before completing the first level, or finish the Dark storyline without the light dash ability, respectively.
In the Dreamcast version only, Big the Cat appears at least once in every stage except the kart stages and Green Hill. By coincidence, the second Final Rush trick here goes right through Big's location, so think of it as a nice bonus. Big doesn't appear in levels on GameCube, but in some cases there will be a ring at his location instead.
That's exactly the same thing as in Massive Shortcut Gets Cuts Short, except that in the segment I deliberately chose to go in a direction that crosses a kill plane in the final area. That room is supposed to be guarded on all sides, but if you can slip through the invisible defenses, then it doesn't matter if you chose the left or right side; just don't press anything and you get an endless fall. Crazy Gadget is full of those.
The beginning sequence played SA(DX) E102's Theme, SA2(B) Event 07, and SA2(B) Event 03. Other than that, the main soundtrack can be found in the credits at 20:58.
On Dreamcast, the B button on the controller is blue, so it shows up blue in the game. GameCube's controller design made the B button red, so they changed it in that version.
The second jump is actually a ramp jump, and ramp physics in this game dictate that an uphill jump gives you increased height at the expense of lost distance.
It helps to charge your spindash from the front end of the box, to maximize the time you have after releasing B to be able to press A before your (short) runway runs out.
It's something on the Dreamcast version that lets you connect to the Internet if you have an operational modem plugged in, starting at the SA2 home page.
Level clears that show up on the stats screen as under 1 second. Skipping upgrades that were thought to be required for a complete game. Being able to fall forever (possibly even in directions other than downward) with no recourse except Restart or Quit. The typical SA2 experience doesn't come close to this, and remember, there are still a few more recent tricks out there.
During the making of things like this, yes. Other than that, while I'm playing I do look for such things, but only insofar as I believe them to be useful for improving my ability to do something well.
Of the five underwater pieces with moving trajectories that I know of, that one's the easiest to get an endscreen drown on. Just go a bit past wherever the piece was when the number 3 popped up, and the next time it comes around you'll have drowned.
Just making his standard cameo, as he does in every stage except Route 101, Route 280, and Green Hill. Big doesn't appear in GameCube levels, but some levels replace him with an additional ring you can get.
Big just makes cameos throughout each level (except Route 101, Route 280, and Green Hill) as an Easter egg of sorts. Finding Big isn't actually worth anything, but if you know where he is (on Dreamcast), some GameCube levels replace Big's location with an extra ring.
Security Hall trick 2 and the Cannon's Core trick will overwrite your best time so that you won't be able to use the level select screen to prove stats that fall under acceptable means for ranking, without starting a new save file, but there isn't anything that erases all your save data such that you lose game progress or anything like that.
Big the cat is only in the Dreamcast version of this game, he was removed from the Gamecube version when they ported it, some maps they replaced him with a ring
You probably have it on GameCube, where the circumstances are a bit different: most of the time when that enemy appears, it comes into contact with another construction helmet immediately due to different placement, and is destroyed before you get close to it. On Dreamcast, the same scenario can play out from the location as seen above.
I can think of a bunch of different ways to present that, and it's a future possibility. The main problem is that there's one stage--Cosmic Wall--where I've been unable to locate Big, and it would look rather awkward to have that missing.
There's no online play in SA2, just the ability to access the Internet from within the game. This includes access to downloadable content, such as some of the themes that SA2B has, and extra kart race tracks.
What "different way" is there to do Floating Over a Spring? As far as I know, the unique placement of that spring relative to the overhanging path is what enables the trick. You haven't done such easy tricks as Wrong Side of the Lift (Tails), Laying the Smack...Up? (Dr. Eggman), and I Won't Be Crushed (Knuckles)? Go on, there are a lot more that should be within your reach than what you've listed.
Leave some space as you spindash into a wall, and hit A and B as you arrive at the wall. Sometimes it flops; other times you shoot up to 7 times as high as a regular bounce would take you.
Crazy Gadget has a lot of places where you can get pushed into an endless fall--anything specific you're thinking of? As for Aquatic Mine, I don't know any "trick" in particular that fits that description, unless you're referring to that stage's complete lack of kill planes such that anything that lets you break out can be used for an endless fall (or at least until you hit an invisible floor after about 40 minutes of diving).
"in the building"? It's definitely possible to bounce over the walls there in such a way that you get a fall out, though it takes a long time to actually die that way in CE. But they're pretty much just 2D surfaces with the expectation that the only side of the building you can see is the only one that matters.
That's already been explained. If you don't have the Mystic Melody and want to get it this way, you can do that too, simply by entering the 2nd room. Basically you're starting from the other end of the way you approach the secret rooms in the way shown in the first video.
you forgot a glitch by knukles: at that pyramid level, there was a torch at an edge of an chamber. jump under the torch, and knukles is in a black zone where you only see the floor of a chamber and the secret underwater zone where you must get an emerald shard in the hard mode.
I'm not sure what I love more: the glitches, or the music. Anyway, I'm wondering if you have any opinion on the "next-gen" Sonic games for the 360, PS3, and Wii, or are you strictly a Dreamcast guy?
The key is to get hit (in this case by the enemy's laser; in missions other than 5 the enemy there fires bombs instead) after you begin digging, just before you would warp. Both that and the CC skip work on GC.
You can't have a video file that's larger than 100MiB, and I uploaded this one with a bitrate such that it fits in 97.4MiB. There's also a 10:00 length limit that used to be removable if you could make a good enough case to the UA-cam management. This option is no longer available, but the accounts that had that limit removed beforehand, still do now.
That's what happens when you have the Ancient Light (found in Green Forest), and then spin dash (at which point it will become a light attack if you keep charging for 2 seconds).
After I was done making the first one, I didn't think there were enough unexplored tricks left for a second video. Of course, over the course of a week I proved myself wrong with this. So the answer is "If enough tricks can be found for a third video."
It's in Sky Rail--instead of taking the first rocket, keep going straight, use enemies to go around the side of a mountain, and you'll spring up to the top.
sonic's games are fun because of glitches and tricks, if u can use them to be faster, the game, is fast for it's own, but if u can keep it up using the glitches, it can be alot more times faster
It's in Sky Rail. Rather than take a rocket to checkpoint 1, keep going the direction you're going until you get to a roadblock. Ride a string of enemies around this mountain, and you'll spring up to its top where you find the upgrade.
How do you do the one where you miss the Rocket completely and fall back down? Can't figure it out, but everything in this video is awesome! I dontk now how you figure all this out
Many of these involve ways to avoid Mystic Melody; the only place it's needed in a trick here is Eternal Engine. Sonic, Shadow, and Knuckles can get all their emblems without the upgrades; the others need it for exactly one stage each (Iron Gate, Egg Quarters, and Eternal Engine).
That's a vague question. Are you asking about a "Homepage" site setting that lets you provide one link to any site you want, for anyone who stops by to see?
I did manage to find the consistent trigger. You have to walk off the edge of the ground that overlooks the water while holding A+B (do NOT jump, just walk off). Height of the ground has nothing to do with it.
I had to time the dig so that the enemy's laser would hit me right before the warping event. In missions other than hard mode, you'll time the dig so that the bomb explodes right at that time instead.
Glossed over by virtue of being too minor. The WJ jump can be seen in the low score challenge for that level; another WJ upgrade skip is in part 1 of the series. Shadow actually doesn't need any upgrades anywhere in the game, even for the all A emblem.
There's no overall color difference that I can tell. This is just how it came out of my TV card with the particular brightness/contrast settings I have in effect. Other videos you've seen, taken from GameCube, may have used different B/C settings for you to compare against.
for knuckles i have 2 tricks 1. Go to ghost train mountain get the omochao on the top and hit the switch. Then go down where the train was and hit that switch. When you see the train appear throw the omochao he will be constantly crushed until you leave. 2. On m3 go to church hill mountain and at the top ride the rocket when it explodes glide immediately to reach the 3 floating islands.
And now there's such a guide for this one. The video description has been updated with the link, or else you can piece together: soniccenter DOT org SLASH sm SLASH files SLASH sa2gt2 DOT txt.
You know, you can drive backwards without hitting the wall, and you can do it with Rouge too. All you need to do is power slide around a turn, and keep going that direction until you end up backwards.
I know Aquatic Mine has all kinds of clipping issues, but I never managed to get out at that point despite trying. I did manage a very consistent clip in the Chao corridor (which I've incorporated into 4 videos; search for "0:32.32" to see one) and another less consistent way against the side of the water level 1 sign behind start, so I'm not doubting version compatibility.
i know one glitch/trick you can do. Those air-lock doors i tails stage. (see, "free standing dynamite pack") you can open a side door, get scked in, activate the kill plane, and get back into the normal stage before dying (but you WILL die) with hovering. just play around with it. you'll get it.
Going to Rouge would imply abandoning CC after Eggman. In Story mode that doesn't sound possible, so maybe the level numbering is more reusable than I have it down as.
Do you have any glitches and or tricks that might possibly aid me in my attempt to collect all the A ranks of rouge, tails, eggman, knuckles, or sonic???
How many do you think are left to show, and how forced would they seem compared to the 73 tricks already presented? I've come up with a few more since this, but some of those would appear really desperate to grasp at straws if I tried to use them.
You need the Dreamcast version and a second controller. Press Y on controller 2 at any time in Metal Harbor to put on the board. In this case, I get the board as soon as I grab the missile the first time.
What do you mean by "step by step guide"? If you're referring to "What's the original that gave rise to the word Sequel in the title?", then check the top of the related videos, or just under the video window you'll see that this is a response to something.
I still need to collect the 4rth and 5 aranks of sonics last level (final chase i think)and i still need to collect the 1st, 3rd, 4rth, and 5th aranks in the final level (cannons core) if you have any neet time saving (stopping) score gaining glitches for those ones could you tell me???
Instead of going down the S-curves in Green Hill, or taking the shortcut off to the left, go up a level with some platform jumps (or a super bounce), and you'll be there.
I just tried that and managed to get it to work at least once on Dreamcast, but my results have been erratic. The use of the hourglass is the most dependable way I've found so far.
Oh and I once stumbled apon a trick while i was going through storymode, it was in sonics final chase level i think, or maybe it was shadows space level, and i cant remember exactly how it happenned, i just fell off the platfor or rail or whatever and fell close to touching a wall and when i dide instead of respawning at a checkpoint, I got an emblem!?!?!? Could you please find out how that happenned??? And then explain???
No, because that's on the wrong side of the level, and even at the spot of the breakout, the secret rooms are still higher up than you are. There's actually very little vertical space to play with between breakout and fall out.
which one is this cuz i wanted to see big the cat and i have sonic adventure 2 battle so i was wondering if its possible to do the chao rails and see big the cat in sa2b in final rush. is it possible? please anyone answer back
In meteor herd. Glide towards the hugew tower platform at intro then stand near the meteor and push it foward a bit and bust open the one door with it, then go up in towarer and to the bottom platform for sunglasses. The treasure scope for rogue is so much easier to get >_>
The Dreamcast came equipped with a modem, and you could use that option to connect the Internet, starting at the SA2 homepage. You can do the Cannon's Core warp with either version, but I'm just using what I have.
There are only 3 stages where Mystic Melody is required: Eternal Engine, Egg Quarters, and Iron Gate. There may even be potential skips in the first two of those. Shadow doesn't need any character upgrades to get all of his emblems (even the all-A).
That's a super bounce. Stand away from a wall, spindash into it, and hit A+B as soon as you collide with the wall to varying degrees of success. The City Escape, Pyramid Cave, and both Crazy Gadget segments exhibit super bounce as well.
Superbounce is hold B while facing a wall (not up against it; leave a distance about equal to 4 breakable boxes), then release B and immediately press A+B simultaneously while you're speeding toward the wall. You get a cancelled bounce that triggers when you hit the wall and is magnified by the amount of speed you have.
Bounce doesn't normally go anywhere near high enough to get back up there. Yes, there were provisions in place such that the game didn't crash if Sonic went up to the opening street boardless (actually they don't even need to do anything special for that), but it takes the superbounce to be able to reach it in 1P mode.
The first three weight cycles in "I Won't Be Crushed" are simple punches. I do use Spiral Upper on the fourth cycle, because that works too.
In both Radical Highway & White Jungle, you can skip the required light dashes using a well timed rev + jump. You can use this to either get the fire-summersault before completing the first level, or finish the Dark storyline without the light dash ability, respectively.
In the Dreamcast version only, Big the Cat appears at least once in every stage except the kart stages and Green Hill. By coincidence, the second Final Rush trick here goes right through Big's location, so think of it as a nice bonus. Big doesn't appear in levels on GameCube, but in some cases there will be a ring at his location instead.
That's exactly the same thing as in Massive Shortcut Gets Cuts Short, except that in the segment I deliberately chose to go in a direction that crosses a kill plane in the final area. That room is supposed to be guarded on all sides, but if you can slip through the invisible defenses, then it doesn't matter if you chose the left or right side; just don't press anything and you get an endless fall. Crazy Gadget is full of those.
The beginning sequence played SA(DX) E102's Theme, SA2(B) Event 07, and SA2(B) Event 03. Other than that, the main soundtrack can be found in the credits at 20:58.
lol awesome vid and nice touch at the end :) 5* I should try these ^-^ you know the 'cant crush me' one? do you do an uppercut attack?
On Dreamcast, the B button on the controller is blue, so it shows up blue in the game. GameCube's controller design made the B button red, so they changed it in that version.
The second jump is actually a ramp jump, and ramp physics in this game dictate that an uphill jump gives you increased height at the expense of lost distance.
Green Hill, as in the secret level (a 3D reinterpretation of the first level in the first Sonic game), which is unlocked when you get all emblems.
It helps to charge your spindash from the front end of the box, to maximize the time you have after releasing B to be able to press A before your (short) runway runs out.
It's Big the Cat, as seen in Sonic Adventure/DX. In SA2 (not B), Big makes a hidden appearance in most of the game's stages.
The intro suite consists of SA1 E-102's Theme, SA2 Event #7, and SA2 Event #3.
It's something on the Dreamcast version that lets you connect to the Internet if you have an operational modem plugged in, starting at the SA2 home page.
Level clears that show up on the stats screen as under 1 second. Skipping upgrades that were thought to be required for a complete game. Being able to fall forever (possibly even in directions other than downward) with no recourse except Restart or Quit. The typical SA2 experience doesn't come close to this, and remember, there are still a few more recent tricks out there.
During the making of things like this, yes. Other than that, while I'm playing I do look for such things, but only insofar as I believe them to be useful for improving my ability to do something well.
It's a feature to let you browse the Internet from a Dreamcast that has its modem plugged in, and the trip starts at the SA2 home page.
Of the five underwater pieces with moving trajectories that I know of, that one's the easiest to get an endscreen drown on. Just go a bit past wherever the piece was when the number 3 popped up, and the next time it comes around you'll have drowned.
He makes a cameo in every "regular" stage in the Dreamcast version, and that's where he hides in Final Rush.
Just making his standard cameo, as he does in every stage except Route 101, Route 280, and Green Hill. Big doesn't appear in GameCube levels, but some levels replace him with an additional ring you can get.
Big just makes cameos throughout each level (except Route 101, Route 280, and Green Hill) as an Easter egg of sorts. Finding Big isn't actually worth anything, but if you know where he is (on Dreamcast), some GameCube levels replace Big's location with an extra ring.
Security Hall trick 2 and the Cannon's Core trick will overwrite your best time so that you won't be able to use the level select screen to prove stats that fall under acceptable means for ranking, without starting a new save file, but there isn't anything that erases all your save data such that you lose game progress or anything like that.
Big the cat is only in the Dreamcast version of this game, he was removed from the Gamecube version when they ported it, some maps they replaced him with a ring
You probably have it on GameCube, where the circumstances are a bit different: most of the time when that enemy appears, it comes into contact with another construction helmet immediately due to different placement, and is destroyed before you get close to it. On Dreamcast, the same scenario can play out from the location as seen above.
I can think of a bunch of different ways to present that, and it's a future possibility. The main problem is that there's one stage--Cosmic Wall--where I've been unable to locate Big, and it would look rather awkward to have that missing.
There's no online play in SA2, just the ability to access the Internet from within the game. This includes access to downloadable content, such as some of the themes that SA2B has, and extra kart race tracks.
In reference to what? If it's Final Rush, I cut the segment off short of the Chao there, but just keep going straight and you'll reach it.
What "different way" is there to do Floating Over a Spring? As far as I know, the unique placement of that spring relative to the overhanging path is what enables the trick.
You haven't done such easy tricks as Wrong Side of the Lift (Tails), Laying the Smack...Up? (Dr. Eggman), and I Won't Be Crushed (Knuckles)? Go on, there are a lot more that should be within your reach than what you've listed.
Leave some space as you spindash into a wall, and hit A and B as you arrive at the wall. Sometimes it flops; other times you shoot up to 7 times as high as a regular bounce would take you.
Crazy Gadget has a lot of places where you can get pushed into an endless fall--anything specific you're thinking of? As for Aquatic Mine, I don't know any "trick" in particular that fits that description, unless you're referring to that stage's complete lack of kill planes such that anything that lets you break out can be used for an endless fall (or at least until you hit an invisible floor after about 40 minutes of diving).
"in the building"? It's definitely possible to bounce over the walls there in such a way that you get a fall out, though it takes a long time to actually die that way in CE. But they're pretty much just 2D surfaces with the expectation that the only side of the building you can see is the only one that matters.
That's already been explained. If you don't have the Mystic Melody and want to get it this way, you can do that too, simply by entering the 2nd room. Basically you're starting from the other end of the way you approach the secret rooms in the way shown in the first video.
you forgot a glitch by knukles: at that pyramid level, there was a torch at an edge of an chamber. jump under the torch, and knukles is in a black zone where you only see the floor of a chamber and the secret underwater zone where you must get an emerald shard in the hard mode.
I'm not sure what I love more: the glitches, or the music. Anyway, I'm wondering if you have any opinion on the "next-gen" Sonic games for the 360, PS3, and Wii, or are you strictly a Dreamcast guy?
The key is to get hit (in this case by the enemy's laser; in missions other than 5 the enemy there fires bombs instead) after you begin digging, just before you would warp. Both that and the CC skip work on GC.
Stand away from a wall, spindash into the wall, and hit A+B as you collide with the wall. Sometimes it fizzles, but other times you go flying.
You can't have a video file that's larger than 100MiB, and I uploaded this one with a bitrate such that it fits in 97.4MiB. There's also a 10:00 length limit that used to be removable if you could make a good enough case to the UA-cam management. This option is no longer available, but the accounts that had that limit removed beforehand, still do now.
That's what happens when you have the Ancient Light (found in Green Forest), and then spin dash (at which point it will become a light attack if you keep charging for 2 seconds).
After I was done making the first one, I didn't think there were enough unexplored tricks left for a second video. Of course, over the course of a week I proved myself wrong with this. So the answer is "If enough tricks can be found for a third video."
It's in Sky Rail--instead of taking the first rocket, keep going straight, use enemies to go around the side of a mountain, and you'll spring up to the top.
on the "driving in reverse" one, I've tested it on the Gamecube. It works for a second or so, then reverts back to normal.
sonic's games are fun because of glitches and tricks, if u can use them to be faster, the game, is fast for it's own, but if u can keep it up using the glitches, it can be alot more times faster
that was really awesome. that looked hard on aquatic mine with the last minute of drowning
It's in Sky Rail. Rather than take a rocket to checkpoint 1, keep going the direction you're going until you get to a roadblock. Ride a string of enemies around this mountain, and you'll spring up to its top where you find the upgrade.
have you tried both "Squeezed into Infinity" on Crazy Gadget & "The Watery Pit of Doom" on Aquatic Mine?
Big appears in every stage except Green Hill and the kart stages on Dreamcast...that's just where he's hiding in Final Rush.
How do you do the one where you miss the Rocket completely and fall back down? Can't figure it out, but everything in this video is awesome! I dontk now how you figure all this out
Many of these involve ways to avoid Mystic Melody; the only place it's needed in a trick here is Eternal Engine. Sonic, Shadow, and Knuckles can get all their emblems without the upgrades; the others need it for exactly one stage each (Iron Gate, Egg Quarters, and Eternal Engine).
That's a vague question. Are you asking about a "Homepage" site setting that lets you provide one link to any site you want, for anyone who stops by to see?
I did manage to find the consistent trigger. You have to walk off the edge of the ground that overlooks the water while holding A+B (do NOT jump, just walk off). Height of the ground has nothing to do with it.
I had to time the dig so that the enemy's laser would hit me right before the warping event. In missions other than hard mode, you'll time the dig so that the bomb explodes right at that time instead.
A lot of cutscenes let you do taht, and in Dreamcast only, Big makes an appearance at least once in every level except Green Hill and the kart levels.
Glossed over by virtue of being too minor. The WJ jump can be seen in the low score challenge for that level; another WJ upgrade skip is in part 1 of the series. Shadow actually doesn't need any upgrades anywhere in the game, even for the all A emblem.
There's no overall color difference that I can tell. This is just how it came out of my TV card with the particular brightness/contrast settings I have in effect. Other videos you've seen, taken from GameCube, may have used different B/C settings for you to compare against.
for knuckles i have 2 tricks
1. Go to ghost train mountain get the omochao on the top and hit the switch. Then go down where the train was and hit that switch. When you see the train appear throw the omochao he will be constantly crushed until you leave.
2. On m3 go to church hill mountain and at the top ride the rocket when it explodes glide immediately to reach the 3 floating islands.
Big the Cat doesn't appear in any levels on GC. In some levels, if you go to the spot where he would be, you'll find a ring instead.
Still didn't ringing the bell - I had never know of that "Chaos Rails" or anything related to it.
And now there's such a guide for this one. The video description has been updated with the link, or else you can piece together: soniccenter DOT org SLASH sm SLASH files SLASH sa2gt2 DOT txt.
You know, you can drive backwards without hitting the wall, and you can do it with Rouge too. All you need to do is power slide around a turn, and keep going that direction until you end up backwards.
Yes, he's buried in the sand and partially visible normally by going through the tunnel there.
If that's in reference to Missile Multiplicity, you need to be using Dreamcast, and hit Y on controller 2 to pull out a board whenever you want.
Are you expecting to hover back into free space through rail ride 2 and rack up a large amount of points as in the first video?
I know Aquatic Mine has all kinds of clipping issues, but I never managed to get out at that point despite trying. I did manage a very consistent clip in the Chao corridor (which I've incorporated into 4 videos; search for "0:32.32" to see one) and another less consistent way against the side of the water level 1 sign behind start, so I'm not doubting version compatibility.
i know one glitch/trick you can do. Those air-lock doors i tails stage. (see, "free standing dynamite pack") you can open a side door, get scked in, activate the kill plane, and get back into the normal stage before dying (but you WILL die) with hovering. just play around with it. you'll get it.
You Are Awesome When It Comes To Glitches And Tricks And How Did You Do The Falling Up Glitch?
It keeps working as long as you don't let yourself slip out of powerslide.
Going to Rouge would imply abandoning CC after Eggman. In Story mode that doesn't sound possible, so maybe the level numbering is more reusable than I have it down as.
i did the stuck on a stick thing (on gcn) with sonic today. i walked into it while throwing one of the yellow cap things.
Also, how do you ride up the wall like that to see Big in that one as well ?
Do you have any glitches and or tricks that might possibly aid me in my attempt to collect all the A ranks of rouge, tails, eggman, knuckles, or sonic???
How many do you think are left to show, and how forced would they seem compared to the 73 tricks already presented? I've come up with a few more since this, but some of those would appear really desperate to grasp at straws if I tried to use them.
Super bounce? Spindash with some open space into a wall, and hit A and B right as you arrive at the wall.
You ROCK! Do you have an other step by step guide thing?
is there a glitch in cosmic wall that lets you land on the platform that appears right before the goal ring???
You need the Dreamcast version and a second controller. Press Y on controller 2 at any time in Metal Harbor to put on the board. In this case, I get the board as soon as I grab the missile the first time.
What do you mean by "step by step guide"? If you're referring to "What's the original that gave rise to the word Sequel in the title?", then check the top of the related videos, or just under the video window you'll see that this is a response to something.
He's talking about the "Ball Bounce" braclet, You should have obtained it on Pyrimid Cave.
You'll need a Dreamcast, as well as a second controller. Press Y on controller 2 at any time in Metal Harbor to put on the board.
Beside Secret Stage? Or are you pointing at Green Hill stage? If so, then I don't think that's included in GC version.
I still need to collect the 4rth and 5 aranks of sonics last level (final chase i think)and i still need to collect the 1st, 3rd, 4rth, and 5th aranks in the final level (cannons core) if you have any neet time saving (stopping) score gaining glitches for those ones could you tell me???
Instead of going down the S-curves in Green Hill, or taking the shortcut off to the left, go up a level with some platform jumps (or a super bounce), and you'll be there.
Damn, this is even better than the first!
That depends on which A ranks you have yet to collect.
I just tried that and managed to get it to work at least once on Dreamcast, but my results have been erratic. The use of the hourglass is the most dependable way I've found so far.
Most of them. It appears that Missile Multiplicity, I Am Quickly Going Crazy, and possibly Finding Another Entrance don't work, but the rest should.
I do not do tricks in the Chao gardens, and no future release of mine will include such tricks.
Oh and I once stumbled apon a trick while i was going through storymode, it was in sonics final chase level i think, or maybe it was shadows space level, and i cant remember exactly how it happenned, i just fell off the platfor or rail or whatever and fell close to touching a wall and when i dide instead of respawning at a checkpoint, I got an emblem!?!?!? Could you please find out how that happenned??? And then explain???
@CebuLips9 that music is from sonic adventure.
No, because that's on the wrong side of the level, and even at the spot of the breakout, the secret rooms are still higher up than you are.
There's actually very little vertical space to play with between breakout and fall out.
on the gamecube how do u jump high with sonic u no using the bouncing bracelet...i need help with that
Are you gonna make chao garden glitches
I'm sorry if you have been asked this many times before (which I'm sure it has) but why not try a Sonic Adventure G&T compilation?
Nice vids, btw.
are you planning on making another one.
GameCube? At what point in the set-up, or rise, does it freeze?
which one is this cuz i wanted to see big the cat and i have sonic adventure 2 battle so i was wondering if its possible to do the chao rails and see big the cat in sa2b in final rush. is it possible? please anyone answer back
In meteor herd.
Glide towards the hugew tower platform at intro then stand near the meteor and push it foward a bit and bust open the one door with it, then go up in towarer and to the bottom platform for sunglasses.
The treasure scope for rogue is so much easier to get >_>