I forgot to put this in the video, anyway, in Shooting DO NOT TOUCH WALLS WHILE HOVERING. Example: ua-cam.com/video/kGtLe4DaK38/v-deo.html 9:22 New mods were released since the video came out, the Deadzone Fix tutorial is no longer necessary as using "Input Controls" mod is way better, "Eggman Lightning Fix" is also obsolete and you should use "Render Fix" instead, here are the updated essential mods to install: •Retranslated Hints: gamebanana.com/mods/350607 •Volume Controls: gamebanana.com/mods/381193 •Render Fix: gamebanana.com/mods/452445 •Input Controls: gamebanana.com/mods/515637
I've been speedrunning this game for four years and I didn't even know about holding L and R to stop the hints from cycling in the pause menu. Always neat to learn something new; this is a fantastic guide for beginners and it deserves to be seen more.
Adventure 2 is rough around the edges(besides the Chao garden), seeing people make videos like this THIS long after its release proves to me it’s timeless.
Sonic Adventure 2's homing attack is the only homing attack in the entire series that requires some thought in using it, that really threw me off, at first I thought it was just Sonic jankiness, but once I grew more patient with it I realized how it actually functions, really satisfying to actually do.
This guide really helped me understand the treasure hunting mechanics of the game! The gameplay of the treasure hunting characters has always been one of my favorites to control, but the stages themselves were really frustrating sometimes, so I'll definitely use that mind map in the future! Thanks!
This is good advice for beginners. You wouldn't believe how many people I see not using hints or omochao the first time in a hunting stage and then getting lost. also the part on mech movement and keeping momentum is huge. game is a lot more fun when you keep momentum.
The bit about the ranking system is a pretty important point that I feel like not enough people give this game credit for. While some can see it as pigeon holing you into one playstyle I think it's what makes a lot of these stages come alive cause it get's you to experiment with more elements of the game besides just getting through it fast. I hadn't played this game in ages but I can honestly say it became my new favorite Sonic game after seriously taking the time out and do everything in it since it made me appreciate the systems that they put in place and how the levels were set up.
It's not any difficult to see tons of people who hate this game online, and when you ask how much they played, it's pretty much always just through the story (probably getting an E-Rank in every stage). You can tell the game gets better if you replay it and such, but then they will say "why would I bother to replay a game I didn't even enjoy when I could play something else and have more fun?", which is just sad and really tells how this game has not aged well for new audiences, because back then there wasn't this "I'll just play something else", most people only got that one game from the parents and have to make the most out of it, which is probably the mindset Sonic Team had with their games at the time, nowadays it's super accessible to have fun with anything online, there is no need to really stick to a single game anymore.
@@sanglish18 Woah, I must confess that what you say is quite reflective, this coming from someone who in the past considered SA2 mediocre or overrated (I still maintain that I don't like certain aspects of the game but with the passage of time I have been able to understand and appreciate its good value from my point of view). I just didn't think I'd hear "didn't age well" and SA2 together, as I thought that was only superficially related to SA1, but what you're saying really makes sense.
@@AgusTTBlue I personally dislike the term "game aged poorly" because on the vast majority of cases people just use it as a blatant excuse for their lack of interest or when they want to complain about the game but doesn't know exactly what is the issue, so everything just boils down to "lol didn't age well", good design is good design, the same issues that players could have back then are the same nowadays, it's not like things like buggy collision wasn't a thing for example. But for that case I mentioned I think the term is valid because the audience really changed mindset and nowadays the way people will threat the game is very different to how it was back then. There is a reason why nowadays games are so heavily turorialized, tons of texts and interruptions to explain the most basic things, because the audience nowadays are no longer the type of "just play the game and have fun", it's more like "I want to reach the credits and finish this game", games are threated more like movies, a one-time experience where you are expected to stop playing after finishing it. Back then me and my brother didn't even care about finishing the story, we just played some stages and invest tons of hours in the Chao Garden, discovering everything slowly and naturally digging into the games mechanics, that's the kind of mindset Sonic Team seemed to have for their games, nowadays this basically doesn't work, if you don't explain what the game REALLY is all about in the first 30 minutes, people will just drop it.
@@sanglish18 I resonate with everything you said. Although, the only time I use "game aged poorly" is when comparing to either the games sequels, whereupon it's usually improved, or if it's a single game, things like controls and camera are just terrible (Which doesn't stop me from going back to said games anyways, especially since new games don't feel as inspired). It's rare for me to beat games, usually cause unless the story is just that short or linear, I tend to take my time doing other stuff besides the story. People's attention spans and force of will to try and problem solve things are worse than ever. They'd rather complain and give up than just take only 5 mins to apply themselves. Like you say, game companies take note of this. Movies, Music, and TV shows also show this. These new programs aren't gonna be watched or be considered timeless classics like the old stuff is.
@@mishuncompree1362 Even if a sequel or later game improves on aspects, I still wouldn't use "aged poorly" for that because it doesn't make the game's original issues any worse/better, if the camera or controls were bad in the first game then it was just that, when something "ages", something changes, but a later game improving doesn't change what the previous game was, games don't age, what the game is now is what it always was, what does change is the people that play them, struggles of modern society like short attention span changes the way people engage with video-game, nowadays games are heavily consumed as a quick distractions between activities in daily life and for social acceptance, and less like "main activities" that you really want to focus and engage with it by your own will. I agree that we see less and less products nowadays being considered timeless classics, partially because people nowadays don't really engage media with such a special and hard passion like in the past to really make that experience stand out, borrowing a VHS tape to watch with your family or going to a friend's house to play that one game he had used to be special moments that enhanced the experience of the film/game. Nowadays consumption of media is so oversaturated that people are kind of numb, pursuing more and better stuff, like a drug, you consume peak games and thus become unsatisfied with mid games, at that point why does a game quality even matter? People seems to be more focused on coming to conclusions over something being peak, mid, downgrade, aged badly and such, and less on just trying to engage and enjoy the product. Which is why adapting your mindset when playing old games is crucial and kind of my objective with this video, to show people what kind of mindset this game needs for you to have an enjoyable experience, not because the game aged badly, but because people aged badly, I'd say.
Veteran Sonic Adventure 2 players know exactly all these points by heart lol Good video regardless, will surely help new and returning players get comfortable with the game's rules and quirkiness.
Even though I knew all these details already, I was really entretained by this video and watched it from start to finish, I love those SA2 videos where people break down the game into sections and explain how the game works, how it was thought, how it was built and how the mechanics work
I'm playing this game for the first time and its been tough to understand the movement and ranking system just by going in blind. This video is by far the most helpful I've seen so far. Thank you!
Thank you so much. I've bought this game some months ago and I wasn't enjoying it because no one has ever explained me all these things about the gameplay. Besides that, I still play sa2 everyday trying to get higher ranks and thanks to this video it will be waaay easier
After playing SA1, this game felt way harder and more annoying, the rankings did not help at all because I thought it was about speed, but this will help now!
Man, this video is pretty cool, I didn't know Omochao was useful in Treasure Hunting stages until now. Honestly, this will make my journey of 100%ing SA2 much, MUCH easier. Thanks!
Great guide. I think you could've given more info about the spin dash though. Spin dashing into rails makes you start off rail sections with a lot of speed. Using the spin dash makes you gain speed going downhill, but on flat or upper ground, it's faster to do a spin dash and immediately cancel the spin dash to get that spin dash boost while also getting to top running speed. You can also spin dash on slopes to gain height and you can also jump after charging a spin dash to clear big gaps. Also worth mentioning that holding the jump button will make you jump higher, including when homing attacking which can make certain homing attack chains easier to do.. I actually like how the game, the speed gameplay specifically, is designed around just using 2 buttons. While it has its issues, it's not fun to bounce or summersault while trying to light dash but there are ways around these issues, like you said, jump dashing into a trail of rings before light dashing prevents other actions from getting in the way. But just generally, I like how pressing, holding and releasing the action button at the right time let's you master the gameplay. Holding the action button after a jump dash so you will immediately start charging a spin dash upon hitting the ground prevents you from accidentally light dashing if you land somewhere where there are rings. There's sections where you can hold the action button and release to spin dash into a rail, hold the action button again to crouch on rails and then upon leaving the rail, you might need to release and press the action button again to light dash across a trail of rings. While ik most people would probably just prefer the light dash to be on the Y/triangle button, there's something I like about having to time my button press/release instead of just mashing the Y button when I know a trail of rings is coming up
Thanks for the comment! I tried to focus more on the things that most first-time players struggle a lot, which for Action Race is mainly Light Dashing and Grinding, while there are many techniques with the spin-dash, I find that to not be important to explain since most first time players don't really use the spin-dash and the game never makes it obligatory, I believe they will eventually figure it out on its own as necessary. I agree about the Action Button system, making it on a separate button makes the action a bit more mindless as you can freely mash the Y button all the time and it takes away part of the challenge and skill required even if it wasn't intentional, my main issue is that once you get the Bounce Bracelet it becomes harder to do the Light Dash on the air, which doesn't make much sense.
What a beautiful video, your knowledge of this game is impecable, truly felt like I was making it myself (especially your thoughts about Treasure Hunting). Even so I learned something new! Using the homing attack to guarantee a light speed dash by spamming B, genius!! Oh, and those gameplay bits of Rouge and Knuckles movement to get through stages quick by getting rings and defeating enemies... Lovely.
thanks for making this! i have been a hugse sonic fan for years, but since i'm not very good at gaming i typically just watch playthroughs. however, i recently got a pc and decided that it was finally time to start playing the games that i love so much, starting with sa2 since it is my favorite. this video was wicked helpful, i was super lost before i watched it
I seriously wish I saw this videos yesterday when I started playing this game for the first time lol but whatever, I'm not that far in, and this definitely helps!
I'm glad that helped you! Just curious to know at what point in the game were you at before watching the video. Is there any specific tip that really changed the way you view/play the game?
@@sanglish18 I had just finished the pyramid knuckles stage I think. And honestly a lot of your tips are really helpful! I had no clue you could switch abilities/actions with Y, I had no idea there was a hint system for the knuckles stages, I was having trouble with the knuckles stages because I didn't know about hints, and I wasn't too sure how to get higher ranks. So yeah your tips cleared up a ton of things! 😁
Just wanted to say you've put together a lovely guide. I Just beat light and dark campaign. Going for the Max emblems and potentially A ranking the rest of the game but it was pretty frustrating dealing with some of the levels. Your video helped me have a different mindset about it. I'm going to enjoy the game a lot more knowing those little tricks and I'll enjoy myself more because I know what I have to adjust to do better now. Thanks for this video dude!
I'm really happy that you'll be able to enjoy it more! The game is very "arcadey", in the way that it doesn't really make it clear its appeal and mechanics, you're really supposed to just play over and over until you get used to it, and even then many people still don't know many of the stuff I show in the video, nowadays people aren't willing to invest that much effort only to start enjoying a game, so having a straight-forward guide would help, so thought I. By the way, if you are using the mods I showed, I advise you to remove Eggman Lightning Fix in favor of another mod called "Render Fix" that came later and does the same thing but with even more fixes.
There are people including me at one point, who didn't know the scarab robot from the Rouge Mission would lose sight of you if tou hid in the shadows. People sometimes underestimate Omochao, mostly because if it's a Boss Fight like the Biolizard, You are gonna hear him stating the obvious a good number of times, similar to if you died to Chaos 0 in Adventure 1 where Tikal would also do that.
The thing is with Omochao in boss fights is that every time you die the next hint will be more detailed, especially in Biolizard which there are 5 (or was it 6?) lines where Omochao explains about each phase, including the last one, the issue is that most players don't see the last two lines because you'd need to have more than 4 lives, so they just keep cycling into the initial hints and don't get to see the useful ones.
@sanglish18 I actually accrued so many lives from A rank farming that I kept cycling through all of them, mostly cus I sucked at homing attacking the "eggs". I used to not have an issue but now I do again. I'm however still used to the timing for Subsequent homing attacks and aiming them for most enemies, the issue with the biolizard is probably down to the targeting prioritization it chooses anything but the vague direction you point at within a 180 degree margin of error.
@@sanglish18 i'd also like to add that 4:49 is a true pain for people on PC with no gamepad. I am amazed at how the hell I A ranked mission street #4 since most gradual you can go with a keyboard are diagonals and you will still lose momentum, especially at the part before the seesawing bridge due to incline. Speed stages on the keyboard feel fine and I have 0 issues exclusive to it nor are they amplified. I balance on rails, directionally control homing attacks and spin dash jump just the same. Mechs however kinda have a few issues to keyboard because a majority of its movement is gradual and nuanced. I unironically had instances where my lock-on somehow didn't register due to a blind spot, forcing me to jump around. The other instances are the aforementioned gradual turning that with keyboards is only done in 45 degree increments and the few times I perform them are due to a shifting camera changing the relative direction of "forward".
@@artyom2801 I have played this game for a long time with only keyboard, the main technique to circumvent that is to basically just jump and adjust your diagonal angle mid-air, that way you can still maintain good flow. Nowadays with SA2 Input Controls mod, you can enable Mouse controls to move the character and make it act like an analog stick and it works beautifully! I'd recommend giving a try!
Thank you so much 😭 im an experienced player whos currently trying to get all A Ranks, and the Kart minigames had me so confused 😭 now i can drift instead of just slamming into the walls and losing time
Another cool thing with Sonic and Shadow is that if you hold jump after landing a homing attack on an enemy or those squarish springs, you can jump higher like you normally would jumping off from the ground and holding the jump button. But it only works with the first enemy/spring you home in on as far as I know. Also, thanks for making this video dude. Watching this was part of what roped me back into playing this game again.
Actually I accidentally had a mod that disabled the higher bounce being limited to only the first enemy, so the footage was not really accurate, but what you said is true.
This was a pleasure to watch I have been playing the Gamecube Sonic games since i can remember so i'm used to all their quirks So yeah, the games definitely have aged making hard for new audiences to really get why people like me still hold them in such high regard (SA2 is my favorite game) But videos like this remind me that's not just nostalgia, there's a lot to these games that makes them so darn replayable They may don't leave the best 1st impresion but those who stick around get truly timeless experiences
I've been playing this game since 2017, I always loved it but not as much as the rest, but I didn't understand why this was a lot of people's favorite game because it was confusing, difficult and broken for me, it got to the point where I only liked the songs and the story because the gameplay was very difficult, but this guide, I was able to understand how the game really works and how simple it is, like the smooth analog trick, the omochao in hunting gameplay, etc. Thanks, i hate less this game lol
This is because the ports messed pretty badly with the analog stick sensitivity, so adjusting just the right amount of force to balance correctly is nearly impossible, the only reliable alternative for vanilla being to tap the stick. You can partially fix the Deadzone in the PC port if you follow the "Deadzone Fix for Sonic Adventure 2" video I have on my channel, you easily find if you search on UA-cam.
I read the complete online manual close to 3 yrs ago & I didn't know abt : - Hint cycling - How to balance on rails - The locations hints from Omochao (even tho I consulted often)
>action remapping and SA1-like radar, these are mods that change fundamental aspects Nice. Totally agree. Try "No exclamation mark(mod)". It restore original mechanics and makes gameplay waaaay better.
Good job specifying you need to tap the analogue stick, though this only applies to the ports. Apparently in the Dreamcast version the analogue stick actually works properly on rails so you can hold it partially one way to balance. There's a mod to restore this in the Steam version but I haven't had a computer that can play it for two years.
Yeah, back when I made the video Input Controls mods didn't exist yet so the easiest way to balance was with tapping, I do pretend in making a remake of this video to update a few things.
I love score running this game and try to get at least 20,000 points for each stage (some are impossible I think), but my favorite by far is the Treasure Hunting sections. Personally I don’t like relying on the hints and try to get the maximum points for each emerald shard, one thing that really helps is to check high first in each of the three main sections of each stage then low since it’s way faster to dive then rise with Knuckles/Rouge so Rockets are your friend in these stages and are severely underrated!!! They helped cut down time by minutes. Another thing (that I feel is unsubstantiated and I go by feel) is that the first emerald shard has at least one section that it spawns 70% of the time in (it happened to be around Train Mountain in Pumpkin Hill) then you could search from there while keeping that area as your go to for each run. Edit: It’s super important to keep an eye out for a stray shard if you get one out of order you get the maximum amount of points.
I'm not a fan of focusing too hard on playing with no hints, especially if you already don't master or know the stage layout very well, an efficient no hints run would require the player to have a feeling of the chances certain locations the emerald might spawn for each piece order, which indeed, the more you play it, the higher your score will be naturally, but it relies too much on route memorization and it makes this approach not really engaging for new players. I see the hint system as a way to make the concept of "memorizing a stage layout" in videogame more approachable and less reliant route memorization, most exploration games are focused more on clearing the area, walk around until you collect all there is to collect, but this type of mindset does not match how Treasure Hunting in SA2 is designed because of the randomized piece locations and limited radar, SA2 gives value towards traversing through the stage like a normal action stage and not just on the act of collecting stuff and cleaning areas, stages are structured in logical and distinct areas, those areas that hints refer to so you don't have to memorize a specific path, you just have to intuitively find the locations mentioned (Blue Room, C Block, Church mountain...) and get there as fast as possible, using other hints that gives more details to find even quicker, the hints give the player a tangible objective to aim towards, with that objective in mind, the player will naturally memorize the elements and structure of the stage without literally having to think about memorizing. My biggest criticism is how I really dislike that the player is able to get free pieces/stray shards out of the radar's range, it doesn't particularly test the player any skill, grabbing those emeralds isn't really difficult once you happen to see them, so there is really no challenge offered, it's just the player being rewarded for pure luck out of nowhere, which just makes the player feel confused like "ok??? I guess I was lucky", further making the player believe this playstyle is focused around luck. I understand that this mechanic also tests how speedrunners memorize possible places that those free pieces spawns to check out for in a run, but the level of memorization of literally just memorizing pin-point locations is too extreme in my opinion and I would totally prefer is free pieces weren't a thing, they should have let the game just spawn one emerald at a time even though it doesn't make any sense. The possibility of grabbing pieces out of the radar's range isn't even mentioned in any tutorial or official guide, neither you get more/less points specifically for getting free pieces, so it seems that the gameplay wasn't designed with that in mind as it contradicts heavily with the direction they were looking for.
So to be clear, when grinding, if sonic is leaning left, I tap right and vice versa? There was an input fix mod that came out recently that makes the analog support actually work so it should fix the mechs as well
Yes, but the thing with "tapping and not holding" told in the video is more of a workaround to deal with the huge deadzone from the PC version. You are actually supposed to hold a certain amount of your stick using analog sensitivity, which if you use Input Controls Mod is the right way to do it. See this tweet for more info: x.com/sanglish18/status/1821962045933416451
on pc with actions it literaly just shows me red, what button do i use and how do i proply attack pepole as shadow since when i try an attack anyone i loose all my rings
SA1 hunting is better + ratio. Jokes aside, this video actually cleared my mind. I'll probably play SA2B again with this mindset. Also, do you have any tips or video recommendation about raising a Chao??
If you don't like grinding then activate the Stats Multiplier code in the Mod Manager. But basically, if you don't want to waste your time: -Hatch an Egg and imediatly check the Chao status in the doctor, if your Chao has a B grade or higher in Run then it's a good one since he will be able to beat every race at max level. If you don't get one then keep buying cheap eggs until a good one appears. -Make sure your Chao becomes a Neutral type in its first evolution, if he becomes a Hero/Dark Chao then he won't be able to race on Dark/Hero races respectively, but a Neutral Chao can. That way you won't need to raise more Chaos. -Use the infinite animal exploit to quickly get all your Chao status to Level 99. -Do every Chao Race and Chao Karate match until you get all emblems. You might want to do those races little by little as you increase your Chao status so it doesn't become a straight 2 hours watching your Chao miles ahead of everyone. -Mushroom and Fruits decrease the time needed for your Chao to get to its first evolution, without feeding it takes 4 hours while inside the Garden. By following these steps you should have all Chao emblems before getting 100 emblems.
Im serious the sa2 gameplays are super fun in this game and prople in general should play games to their strengths to have the modt fun. This video is excellent to dhoe how the treasure hunting levels are very good and well designed its one of my fsvouritr gameplay styles in a sonic game
I used "Input Display by MoonsPod," but going back to this video, I feel like I should have used another one that would make it easier to see the analog stick position.
Yes, as you can tell, this is not a review neither a defence, the only purpose is to make people have more fun with it, even if it needs to have such video.
@@vazazell5967 Haven't played much of Sonic CD, but yeah there is quite a lot of Sonic games where you have to kind of already know it's quirks to even start having fun at all, some players get frustrated before getting used to those quirks and end up not realizing the fun part of those games, If I were to do another video it would probably be for Heroes.
@@vazazell5967 "every" is a huge exaggeration, but yeah, CD isn't everybody's cup of tea immediately. In any case, when a game isn't fun from the start, then something has gone wrong
Since somehow some people hate the Emerald Hunting stages, I'll give a tip. Explore the stages and trace the best route you can and get used to the levels. Always make your way to the top areas and use the drill ability to get down quickly and glide to get a bigger cover area. Basically, do a quick run through the areas so you can get some readings as fast you can. Remember, you get the max score for each finding under 1 minute once you get the first and next pieces.
I've been getting back into SA2 recently and trying to go for all 180 emblems + A rank as many as possible and this game is VERY obtuse when it comes to explaining mechanics lol
Two other essential mods (That weren't a thing when this video came out) Are Turning corrections and Dead-zone reduced to 50% (I would link them but youtube deletes my comment for some reason).
The dead-zone 50% mod is still not perfect yet as it doesn't remove it entirely so even using that mod you would still have to use Steam Input Anti-Deadzone to fully fix it. When you remove the deadzone the turning controls get way better naturally, but the Turning correction is nice especially for more casual people that struggle with precise inputs.
Question for City Escape: at the beginning of the level when you hit the slopes to get some extra points, how do you consistently get the "awesome" rank? I almost always get the "cool" rank but getting the "awesome" always seems random, even when I'm at full speed.
That's probably because you're not actually at full speed, the acceleration on the board is really gradual so if you turn too much you lose bits of crucial speed necessary to hit Awesome.
how come things like me on the lower cilinder path right after the bars in city escape i accidentally homing attack the beatles above? is that just a glitch, or even a quirk of the physics like superbouncing?
@@sanglish18 well sometimes sonic’ll lock onto the beetles above in the bottom path of the section of city escape right after he runs down the wall like at 3:36 of this video: m.ua-cam.com/video/rhdpsWAVkjk/v-deo.html&pp=ygUfcGV0ZXIga25ldHRlciBzb25pYyBhZHZlbnR1cmUgMg%3D%3D
Great video, I’m playing SA2 for the first time and this was very helpful. One thing I’m confused with after coming from SA1, is the spin dash supposed to feel this clunky? The fact that you have to hold the action button makes it feel way longer to start a spin dash than in any other game. Also, can you not roll up into a ball while running like any other sonic game? When I hold the action button while running, it stops me dead in my tracks to do a spindash.
@@supersomeone9032 The spin dash mechanic works exactly the same as SA1, it's just that the activation command requires you to hold the button, but it doesn't make you go to a dead stop unless you hold for too long (which also happens in SA1), it's just a matter of learning the timing of holding and releasing the action button, it's not really supposed to feel clunky, it's just different to how you were once used.
Generally playing the Hero side first is easier, but most people start from Hero so if you want to be the different guy then try playing Dark first. I think playing both at the same time can lead to too much repetition of moments and scenes in a row, which makes the progression not really fluid, for that I would recommend playing the Full Story mod, but after you already finished the game normally.
Question: I dont if its my game or the gamecube controller (probably the controller that thing is a bit old) but sometimes when I jump sonic acts like I pressed it 2 times and does a homing attack, is this normal? Because it made stuff like the egg golem fight kinda frustrating and makes me fear every jump I do.
@@sanglish18 thats probably the problem but im german so it a PAL version I think thanks. Edit: just to be sure what youre saying is that im supposed to set my wii to 60 hz right?
@@marcelkirch6805 I don't know exactly how these frequency rate things work. Does a screen to set the refresh rate appear when you boot the game? I know that at least in the Dreamcast version it shows when your system is set to an European language (if if the system IS from Europe idk), but I'm not sure if in GC this menu exists. If you are using homebrew then your homebrew launcher might have some options to mess around with refresh rate type, there should be options like PAL60 that might solve the issue.
@@sanglish18 It does appear if that is what your talking about I also stopped having problems so im pretty sure it worked thanks btw. the mindmap for knuckles is really helpful.
achei esse video pesquisando so como que usava o crouch direito durante as seções de grind rail e acabei aprendendo mais do que esperava, video muito bom mas uma pergunta, usar o mod loader ainda conta hora pra steam?
Actually, although I advised to TAP the stick, that isn't really correct, you're technically supposed to use the analog stick sensitivity to lean the right amount to a certain direction according to the curve the rail goes, if the rail turn is aggressive you gotta push the stick further, if the curve is lighter, you push less. But since the ports added huge deadzones and doubled the little space left for analog sensitivity, it's practically impossible to control the balance that way. So just to make it simple I advised to tap the stick instead. But now tapping is no longer necessary if you play with Input Controls mod, which fixes the analog stick issues!
For some reason youtube just decided to not allow the twitter link to be clickable and it was shortened, making it impossible to be accessed. Thanks for warning me up! I already changed the link, you should be able to copy the URL now.
Knowing how to drift is essential to do the sharp turns the game throws at you, it just so happens that the game never explains that you have to press A twice. It's the kind of thing of "play around and discover for yourself", which result in radically different experience for different players, there are people that 100% the game without knowing that and also people playing for the FIRST time and realizing how it works in first minute playing kart racing.
@@sanglish18 if you are using no rail grinding mods, then u figured out how to proprely rail grind in the PC version which gets complaints for having terrible rail grinding
@@andersonsansonowski5644 Thanks! Also using Input Controls Mod, it makes rail grinding way better to control, as it was originally intended. So I recommend using that mod if you're playing on PC.
Great video. I think SA2 sucks but I really want to enjoy it it's just the fact they force me to play worse versions of gamma and knuckles stages. I wouldn't mind the mech stages if they didn't feel so on rails and clunky. Also they took away the awesome instant spindash for a useless sommersault to break crates thst could easily be broken by a spindash in any other game
I think they are better versions of Knuckles and Gamma stages, find quite weird complaining about being too on-rails when Shooting gameplay was never really been about exploration or open-endness in the first place and I don't really see the issue with that. The spin dash wasn't replaced, it's still there and you can still spam it, in both games I find the spin-dash to not be a good addition when you can do it while moving because it basically becomes a boost state from modern games and not a one-off dash from standstill as in the 2D games.
I forgot to put this in the video, anyway, in Shooting DO NOT TOUCH WALLS WHILE HOVERING.
Example: ua-cam.com/video/kGtLe4DaK38/v-deo.html
9:22 New mods were released since the video came out, the Deadzone Fix tutorial is no longer necessary as using "Input Controls" mod is way better, "Eggman Lightning Fix" is also obsolete and you should use "Render Fix" instead, here are the updated essential mods to install:
•Retranslated Hints: gamebanana.com/mods/350607
•Volume Controls: gamebanana.com/mods/381193
•Render Fix: gamebanana.com/mods/452445
•Input Controls: gamebanana.com/mods/515637
I've overestimated my knowledge on this game until the Kart A-button trick came in 💀
I find funny how that's not even mentioned in the manual.
Not only that, it maintains your speed much better than driving straight
I've been speedrunning this game for four years and I didn't even know about holding L and R to stop the hints from cycling in the pause menu.
Always neat to learn something new; this is a fantastic guide for beginners and it deserves to be seen more.
Thanks! This part of holding L and R also got me by surprise, it was written in the manual all this time.
@@sanglish18 Does holding L and R for the hints work in the Dreamcast version or is it only for the ports?
@@spin08 it works in every version
@@sanglish18 Ok thank you! I'll definitely try this out in Meteor Herd and Mad Space
Adventure 2 is rough around the edges(besides the Chao garden), seeing people make videos like this THIS long after its release proves to me it’s timeless.
SA2 is the Mario Sunshine of the Sonic series
@@fatyoshi1456their reputations aren't really comparable
Sonic Adventure 2's homing attack is the only homing attack in the entire series that requires some thought in using it, that really threw me off, at first I thought it was just Sonic jankiness, but once I grew more patient with it I realized how it actually functions, really satisfying to actually do.
This guide really helped me understand the treasure hunting mechanics of the game! The gameplay of the treasure hunting characters has always been one of my favorites to control, but the stages themselves were really frustrating sometimes, so I'll definitely use that mind map in the future! Thanks!
Hope you have fun!
This is good advice for beginners. You wouldn't believe how many people I see not using hints or omochao the first time in a hunting stage and then getting lost. also the part on mech movement and keeping momentum is huge. game is a lot more fun when you keep momentum.
Yeah I do believe in how many people ignore hints in hunting stages 😅
The bit about the ranking system is a pretty important point that I feel like not enough people give this game credit for. While some can see it as pigeon holing you into one playstyle I think it's what makes a lot of these stages come alive cause it get's you to experiment with more elements of the game besides just getting through it fast. I hadn't played this game in ages but I can honestly say it became my new favorite Sonic game after seriously taking the time out and do everything in it since it made me appreciate the systems that they put in place and how the levels were set up.
It's not any difficult to see tons of people who hate this game online, and when you ask how much they played, it's pretty much always just through the story (probably getting an E-Rank in every stage).
You can tell the game gets better if you replay it and such, but then they will say "why would I bother to replay a game I didn't even enjoy when I could play something else and have more fun?", which is just sad and really tells how this game has not aged well for new audiences, because back then there wasn't this "I'll just play something else", most people only got that one game from the parents and have to make the most out of it, which is probably the mindset Sonic Team had with their games at the time, nowadays it's super accessible to have fun with anything online, there is no need to really stick to a single game anymore.
@@sanglish18 Woah, I must confess that what you say is quite reflective, this coming from someone who in the past considered SA2 mediocre or overrated (I still maintain that I don't like certain aspects of the game but with the passage of time I have been able to understand and appreciate its good value from my point of view).
I just didn't think I'd hear "didn't age well" and SA2 together, as I thought that was only superficially related to SA1, but what you're saying really makes sense.
@@AgusTTBlue I personally dislike the term "game aged poorly" because on the vast majority of cases people just use it as a blatant excuse for their lack of interest or when they want to complain about the game but doesn't know exactly what is the issue, so everything just boils down to "lol didn't age well", good design is good design, the same issues that players could have back then are the same nowadays, it's not like things like buggy collision wasn't a thing for example.
But for that case I mentioned I think the term is valid because the audience really changed mindset and nowadays the way people will threat the game is very different to how it was back then.
There is a reason why nowadays games are so heavily turorialized, tons of texts and interruptions to explain the most basic things, because the audience nowadays are no longer the type of "just play the game and have fun", it's more like "I want to reach the credits and finish this game", games are threated more like movies, a one-time experience where you are expected to stop playing after finishing it.
Back then me and my brother didn't even care about finishing the story, we just played some stages and invest tons of hours in the Chao Garden, discovering everything slowly and naturally digging into the games mechanics, that's the kind of mindset Sonic Team seemed to have for their games, nowadays this basically doesn't work, if you don't explain what the game REALLY is all about in the first 30 minutes, people will just drop it.
@@sanglish18 I resonate with everything you said. Although, the only time I use "game aged poorly" is when comparing to either the games sequels, whereupon it's usually improved, or if it's a single game, things like controls and camera are just terrible (Which doesn't stop me from going back to said games anyways, especially since new games don't feel as inspired).
It's rare for me to beat games, usually cause unless the story is just that short or linear, I tend to take my time doing other stuff besides the story. People's attention spans and force of will to try and problem solve things are worse than ever. They'd rather complain and give up than just take only 5 mins to apply themselves. Like you say, game companies take note of this. Movies, Music, and TV shows also show this. These new programs aren't gonna be watched or be considered timeless classics like the old stuff is.
@@mishuncompree1362 Even if a sequel or later game improves on aspects, I still wouldn't use "aged poorly" for that because it doesn't make the game's original issues any worse/better, if the camera or controls were bad in the first game then it was just that, when something "ages", something changes, but a later game improving doesn't change what the previous game was, games don't age, what the game is now is what it always was, what does change is the people that play them, struggles of modern society like short attention span changes the way people engage with video-game, nowadays games are heavily consumed as a quick distractions between activities in daily life and for social acceptance, and less like "main activities" that you really want to focus and engage with it by your own will. I agree that we see less and less products nowadays being considered timeless classics, partially because people nowadays don't really engage media with such a special and hard passion like in the past to really make that experience stand out, borrowing a VHS tape to watch with your family or going to a friend's house to play that one game he had used to be special moments that enhanced the experience of the film/game. Nowadays consumption of media is so oversaturated that people are kind of numb, pursuing more and better stuff, like a drug, you consume peak games and thus become unsatisfied with mid games, at that point why does a game quality even matter? People seems to be more focused on coming to conclusions over something being peak, mid, downgrade, aged badly and such, and less on just trying to engage and enjoy the product.
Which is why adapting your mindset when playing old games is crucial and kind of my objective with this video, to show people what kind of mindset this game needs for you to have an enjoyable experience, not because the game aged badly, but because people aged badly, I'd say.
Veteran Sonic Adventure 2 players know exactly all these points by heart lol
Good video regardless, will surely help new and returning players get comfortable with the game's rules and quirkiness.
100%
Even though I knew all these details already, I was really entretained by this video and watched it from start to finish, I love those SA2 videos where people break down the game into sections and explain how the game works, how it was thought, how it was built and how the mechanics work
I'm playing this game for the first time and its been tough to understand the movement and ranking system just by going in blind. This video is by far the most helpful I've seen so far. Thank you!
huge props to you! i’ve been playing this game over 20 years and still didn’t know half of these
Thank you! I hope this makes you enjoy more the game!
Already knew all this information, but STILL i loved the little details you put everywhere! The edition was sooo good
Thank you so much. I've bought this game some months ago and I wasn't enjoying it because no one has ever explained me all these things about the gameplay.
Besides that, I still play sa2 everyday trying to get higher ranks and thanks to this video it will be waaay easier
I'm happy to see you managed to have fun!
After playing SA1, this game felt way harder and more annoying, the rankings did not help at all because I thought it was about speed, but this will help now!
Man, this video is pretty cool, I didn't know Omochao was useful in Treasure Hunting stages until now.
Honestly, this will make my journey of 100%ing SA2 much, MUCH easier. Thanks!
honestly i've 100%'d this game but could never figure out rail leaning before this video. you have my thanks
Here we can see an example of a true legend
Great guide. I think you could've given more info about the spin dash though. Spin dashing into rails makes you start off rail sections with a lot of speed. Using the spin dash makes you gain speed going downhill, but on flat or upper ground, it's faster to do a spin dash and immediately cancel the spin dash to get that spin dash boost while also getting to top running speed. You can also spin dash on slopes to gain height and you can also jump after charging a spin dash to clear big gaps. Also worth mentioning that holding the jump button will make you jump higher, including when homing attacking which can make certain homing attack chains easier to do..
I actually like how the game, the speed gameplay specifically, is designed around just using 2 buttons. While it has its issues, it's not fun to bounce or summersault while trying to light dash but there are ways around these issues, like you said, jump dashing into a trail of rings before light dashing prevents other actions from getting in the way. But just generally, I like how pressing, holding and releasing the action button at the right time let's you master the gameplay. Holding the action button after a jump dash so you will immediately start charging a spin dash upon hitting the ground prevents you from accidentally light dashing if you land somewhere where there are rings. There's sections where you can hold the action button and release to spin dash into a rail, hold the action button again to crouch on rails and then upon leaving the rail, you might need to release and press the action button again to light dash across a trail of rings. While ik most people would probably just prefer the light dash to be on the Y/triangle button, there's something I like about having to time my button press/release instead of just mashing the Y button when I know a trail of rings is coming up
Thanks for the comment!
I tried to focus more on the things that most first-time players struggle a lot, which for Action Race is mainly Light Dashing and Grinding, while there are many techniques with the spin-dash, I find that to not be important to explain since most first time players don't really use the spin-dash and the game never makes it obligatory, I believe they will eventually figure it out on its own as necessary.
I agree about the Action Button system, making it on a separate button makes the action a bit more mindless as you can freely mash the Y button all the time and it takes away part of the challenge and skill required even if it wasn't intentional, my main issue is that once you get the Bounce Bracelet it becomes harder to do the Light Dash on the air, which doesn't make much sense.
What a beautiful video, your knowledge of this game is impecable, truly felt like I was making it myself (especially your thoughts about Treasure Hunting). Even so I learned something new! Using the homing attack to guarantee a light speed dash by spamming B, genius!! Oh, and those gameplay bits of Rouge and Knuckles movement to get through stages quick by getting rings and defeating enemies... Lovely.
thanks for making this! i have been a hugse sonic fan for years, but since i'm not very good at gaming i typically just watch playthroughs. however, i recently got a pc and decided that it was finally time to start playing the games that i love so much, starting with sa2 since it is my favorite. this video was wicked helpful, i was super lost before i watched it
I seriously wish I saw this videos yesterday when I started playing this game for the first time lol but whatever, I'm not that far in, and this definitely helps!
I'm glad that helped you!
Just curious to know at what point in the game were you at before watching the video.
Is there any specific tip that really changed the way you view/play the game?
@@sanglish18 I had just finished the pyramid knuckles stage I think. And honestly a lot of your tips are really helpful! I had no clue you could switch abilities/actions with Y, I had no idea there was a hint system for the knuckles stages, I was having trouble with the knuckles stages because I didn't know about hints, and I wasn't too sure how to get higher ranks. So yeah your tips cleared up a ton of things! 😁
Just wanted to say you've put together a lovely guide. I Just beat light and dark campaign. Going for the Max emblems and potentially A ranking the rest of the game but it was pretty frustrating dealing with some of the levels. Your video helped me have a different mindset about it. I'm going to enjoy the game a lot more knowing those little tricks and I'll enjoy myself more because I know what I have to adjust to do better now. Thanks for this video dude!
I'm really happy that you'll be able to enjoy it more! The game is very "arcadey", in the way that it doesn't really make it clear its appeal and mechanics, you're really supposed to just play over and over until you get used to it, and even then many people still don't know many of the stuff I show in the video, nowadays people aren't willing to invest that much effort only to start enjoying a game, so having a straight-forward guide would help, so thought I.
By the way, if you are using the mods I showed, I advise you to remove Eggman Lightning Fix in favor of another mod called "Render Fix" that came later and does the same thing but with even more fixes.
The editing is incredible here, it feels like an official guide video released by SEGA!
this is an absolutely awesome video and it deserves way more than 10k views. also i could watch the treasure hunting visualizer all day
There are people including me at one point, who didn't know the scarab robot from the Rouge Mission would lose sight of you if tou hid in the shadows. People sometimes underestimate Omochao, mostly because if it's a Boss Fight like the Biolizard, You are gonna hear him stating the obvious a good number of times, similar to if you died to Chaos 0 in Adventure 1 where Tikal would also do that.
The thing is with Omochao in boss fights is that every time you die the next hint will be more detailed, especially in Biolizard which there are 5 (or was it 6?) lines where Omochao explains about each phase, including the last one, the issue is that most players don't see the last two lines because you'd need to have more than 4 lives, so they just keep cycling into the initial hints and don't get to see the useful ones.
@sanglish18 I actually accrued so many lives from A rank farming that I kept cycling through all of them, mostly cus I sucked at homing attacking the "eggs". I used to not have an issue but now I do again.
I'm however still used to the timing for Subsequent homing attacks and aiming them for most enemies, the issue with the biolizard is probably down to the targeting prioritization it chooses anything but the vague direction you point at within a 180 degree margin of error.
@@sanglish18 i'd also like to add that 4:49 is a true pain for people on PC with no gamepad. I am amazed at how the hell I A ranked mission street #4 since most gradual you can go with a keyboard are diagonals and you will still lose momentum, especially at the part before the seesawing bridge due to incline. Speed stages on the keyboard feel fine and I have 0 issues exclusive to it nor are they amplified. I balance on rails, directionally control homing attacks and spin dash jump just the same. Mechs however kinda have a few issues to keyboard because a majority of its movement is gradual and nuanced. I unironically had instances where my lock-on somehow didn't register due to a blind spot, forcing me to jump around. The other instances are the aforementioned gradual turning that with keyboards is only done in 45 degree increments and the few times I perform them are due to a shifting camera changing the relative direction of "forward".
@@artyom2801 I have played this game for a long time with only keyboard, the main technique to circumvent that is to basically just jump and adjust your diagonal angle mid-air, that way you can still maintain good flow.
Nowadays with SA2 Input Controls mod, you can enable Mouse controls to move the character and make it act like an analog stick and it works beautifully! I'd recommend giving a try!
this video made me realize how well designed the treasure hunting stages actually are
Thank you so much 😭 im an experienced player whos currently trying to get all A Ranks, and the Kart minigames had me so confused 😭 now i can drift instead of just slamming into the walls and losing time
Thanks for the tips! learned some new stuff!
I hope you can have more fun with the game!
Thank you so much. I've been trying to beat one of rouges' maps forever
Another cool thing with Sonic and Shadow is that if you hold jump after landing a homing attack on an enemy or those squarish springs, you can jump higher like you normally would jumping off from the ground and holding the jump button. But it only works with the first enemy/spring you home in on as far as I know.
Also, thanks for making this video dude. Watching this was part of what roped me back into playing this game again.
Actually I accidentally had a mod that disabled the higher bounce being limited to only the first enemy, so the footage was not really accurate, but what you said is true.
This was a pleasure to watch
I have been playing the Gamecube Sonic games since i can remember so i'm used to all their quirks
So yeah, the games definitely have aged making hard for new audiences to really get why people like me still hold them in such high regard (SA2 is my favorite game)
But videos like this remind me that's not just nostalgia, there's a lot to these games that makes them so darn replayable
They may don't leave the best 1st impresion but those who stick around get truly timeless experiences
I've been playing this game since 2017, I always loved it but not as much as the rest, but I didn't understand why this was a lot of people's favorite game because it was confusing, difficult and broken for me, it got to the point where I only liked the songs and the story because the gameplay was very difficult, but this guide, I was able to understand how the game really works and how simple it is, like the smooth analog trick, the omochao in hunting gameplay, etc.
Thanks, i hate less this game lol
I hope you can have more fun with this game! That's exactly the purpose of this video.
I never got the hang of balancing on rails. They always look like they're flailing about.
This is because the ports messed pretty badly with the analog stick sensitivity, so adjusting just the right amount of force to balance correctly is nearly impossible, the only reliable alternative for vanilla being to tap the stick.
You can partially fix the Deadzone in the PC port if you follow the "Deadzone Fix for Sonic Adventure 2" video I have on my channel, you easily find if you search on UA-cam.
send this to your friends who wanna get gud at Rail Grinding
Watching this REALLY makes me want to revisit this game. I'll have to look for my GC copy. It's here....somewhere
When you get to play it, tell me how your experience was!
I read the complete online manual close to 3 yrs ago & I didn't know abt :
- Hint cycling
- How to balance on rails
- The locations hints from Omochao (even tho I consulted often)
>action remapping and SA1-like radar, these are mods that change fundamental aspects
Nice. Totally agree.
Try "No exclamation mark(mod)". It restore original mechanics and makes gameplay waaaay better.
Good job specifying you need to tap the analogue stick, though this only applies to the ports. Apparently in the Dreamcast version the analogue stick actually works properly on rails so you can hold it partially one way to balance. There's a mod to restore this in the Steam version but I haven't had a computer that can play it for two years.
Yeah, back when I made the video Input Controls mods didn't exist yet so the easiest way to balance was with tapping, I do pretend in making a remake of this video to update a few things.
I've been playing this game for almost 20 years and I had no idea the upgrades could be cycled with Y
I love score running this game and try to get at least 20,000 points for each stage (some are impossible I think), but my favorite by far is the Treasure Hunting sections.
Personally I don’t like relying on the hints and try to get the maximum points for each emerald shard, one thing that really helps is to check high first in each of the three main sections of each stage then low since it’s way faster to dive then rise with Knuckles/Rouge so Rockets are your friend in these stages and are severely underrated!!! They helped cut down time by minutes.
Another thing (that I feel is unsubstantiated and I go by feel) is that the first emerald shard has at least one section that it spawns 70% of the time in (it happened to be around Train Mountain in Pumpkin Hill) then you could search from there while keeping that area as your go to for each run.
Edit: It’s super important to keep an eye out for a stray shard if you get one out of order you get the maximum amount of points.
I'm not a fan of focusing too hard on playing with no hints, especially if you already don't master or know the stage layout very well, an efficient no hints run would require the player to have a feeling of the chances certain locations the emerald might spawn for each piece order, which indeed, the more you play it, the higher your score will be naturally, but it relies too much on route memorization and it makes this approach not really engaging for new players.
I see the hint system as a way to make the concept of "memorizing a stage layout" in videogame more approachable and less reliant route memorization, most exploration games are focused more on clearing the area, walk around until you collect all there is to collect, but this type of mindset does not match how Treasure Hunting in SA2 is designed because of the randomized piece locations and limited radar, SA2 gives value towards traversing through the stage like a normal action stage and not just on the act of collecting stuff and cleaning areas, stages are structured in logical and distinct areas, those areas that hints refer to so you don't have to memorize a specific path, you just have to intuitively find the locations mentioned (Blue Room, C Block, Church mountain...) and get there as fast as possible, using other hints that gives more details to find even quicker, the hints give the player a tangible objective to aim towards, with that objective in mind, the player will naturally memorize the elements and structure of the stage without literally having to think about memorizing.
My biggest criticism is how I really dislike that the player is able to get free pieces/stray shards out of the radar's range, it doesn't particularly test the player any skill, grabbing those emeralds isn't really difficult once you happen to see them, so there is really no challenge offered, it's just the player being rewarded for pure luck out of nowhere, which just makes the player feel confused like "ok??? I guess I was lucky", further making the player believe this playstyle is focused around luck. I understand that this mechanic also tests how speedrunners memorize possible places that those free pieces spawns to check out for in a run, but the level of memorization of literally just memorizing pin-point locations is too extreme in my opinion and I would totally prefer is free pieces weren't a thing, they should have let the game just spawn one emerald at a time even though it doesn't make any sense. The possibility of grabbing pieces out of the radar's range isn't even mentioned in any tutorial or official guide, neither you get more/less points specifically for getting free pieces, so it seems that the gameplay wasn't designed with that in mind as it contradicts heavily with the direction they were looking for.
It has the best grinding, and I think it might have my fav homing attack, it was more skill base, and it worked 90% of the time
So to be clear, when grinding, if sonic is leaning left, I tap right and vice versa? There was an input fix mod that came out recently that makes the analog support actually work so it should fix the mechs as well
Yes, but the thing with "tapping and not holding" told in the video is more of a workaround to deal with the huge deadzone from the PC version. You are actually supposed to hold a certain amount of your stick using analog sensitivity, which if you use Input Controls Mod is the right way to do it.
See this tweet for more info: x.com/sanglish18/status/1821962045933416451
Now I know why some players say "This game suck" but not , They actually don't know how to play it.
Not that the game does the best job at teaching you how to play it, especially the Treasure Hunting ones
the hint switch with l and r blew my fucking mind
on pc with actions it literaly just shows me red, what button do i use and how do i proply attack pepole as shadow since when i try an attack anyone i loose all my rings
Could you be a bit more specific? I suppose you're playing on keyboard and the Action Button is the Red Square button, which you map in the Launcher.
SA1 hunting is better + ratio.
Jokes aside, this video actually cleared my mind. I'll probably play SA2B again with this mindset.
Also, do you have any tips or video recommendation about raising a Chao??
If you don't like grinding then activate the Stats Multiplier code in the Mod Manager.
But basically, if you don't want to waste your time:
-Hatch an Egg and imediatly check the Chao status in the doctor, if your Chao has a B grade or higher in Run then it's a good one since he will be able to beat every race at max level. If you don't get one then keep buying cheap eggs until a good one appears.
-Make sure your Chao becomes a Neutral type in its first evolution, if he becomes a Hero/Dark Chao then he won't be able to race on Dark/Hero races respectively, but a Neutral Chao can. That way you won't need to raise more Chaos.
-Use the infinite animal exploit to quickly get all your Chao status to Level 99.
-Do every Chao Race and Chao Karate match until you get all emblems. You might want to do those races little by little as you increase your Chao status so it doesn't become a straight 2 hours watching your Chao miles ahead of everyone.
-Mushroom and Fruits decrease the time needed for your Chao to get to its first evolution, without feeding it takes 4 hours while inside the Garden.
By following these steps you should have all Chao emblems before getting 100 emblems.
@@sanglish18 thats handy, and way simpler than all the long haul style guides ive seen. thank you.
damn i just finished playing it for the first time.
i am slowly working towards getting all A ranks tho so ty.
Im serious the sa2 gameplays are super fun in this game and prople in general should play games to their strengths to have the modt fun. This video is excellent to dhoe how the treasure hunting levels are very good and well designed its one of my fsvouritr gameplay styles in a sonic game
Even after having played SA2 for over 20 years I can say this video is really nice and informative. BTW, which input display are you using?
I used "Input Display by MoonsPod," but going back to this video, I feel like I should have used another one that would make it easier to see the analog stick position.
Amazing guide:)
6:44 dont mind me ima just timestamp tbe mind map
In the description there is a link to see the full image, I hope you have more fun with Treasure Hunting!
@@sanglish18i didnt even kniw that these monitor things did anything befire this video.
Amazing beautiful perfect
Really cool video, but the fact that this is needed to begin with shows there's a problem.
Yes, as you can tell, this is not a review neither a defence, the only purpose is to make people have more fun with it, even if it needs to have such video.
@@sanglish18 and that's great
Literally every Sonic game has a need for a video like that. You have sonic cd pfp and that game is even less intuitive or tutorialized
@@vazazell5967 Haven't played much of Sonic CD, but yeah there is quite a lot of Sonic games where you have to kind of already know it's quirks to even start having fun at all, some players get frustrated before getting used to those quirks and end up not realizing the fun part of those games, If I were to do another video it would probably be for Heroes.
@@vazazell5967 "every" is a huge exaggeration, but yeah, CD isn't everybody's cup of tea immediately. In any case, when a game isn't fun from the start, then something has gone wrong
Since somehow some people hate the Emerald Hunting stages, I'll give a tip. Explore the stages and trace the best route you can and get used to the levels. Always make your way to the top areas and use the drill ability to get down quickly and glide to get a bigger cover area. Basically, do a quick run through the areas so you can get some readings as fast you can. Remember, you get the max score for each finding under 1 minute once you get the first and next pieces.
I've been getting back into SA2 recently and trying to go for all 180 emblems + A rank as many as possible and this game is VERY obtuse when it comes to explaining mechanics lol
Two other essential mods (That weren't a thing when this video came out) Are Turning corrections and Dead-zone reduced to 50% (I would link them but youtube deletes my comment for some reason).
The dead-zone 50% mod is still not perfect yet as it doesn't remove it entirely so even using that mod you would still have to use Steam Input Anti-Deadzone to fully fix it.
When you remove the deadzone the turning controls get way better naturally, but the Turning correction is nice especially for more casual people that struggle with precise inputs.
Question for City Escape: at the beginning of the level when you hit the slopes to get some extra points, how do you consistently get the "awesome" rank? I almost always get the "cool" rank but getting the "awesome" always seems random, even when I'm at full speed.
That's probably because you're not actually at full speed, the acceleration on the board is really gradual so if you turn too much you lose bits of crucial speed necessary to hit Awesome.
ah thanks
Good video!
how come things like me on the lower cilinder path right after the bars in city escape i accidentally homing attack the beatles above? is that just a glitch, or even a quirk of the physics like superbouncing?
I didn't understand what you mean, could you explain it in other words?
@@sanglish18 well sometimes sonic’ll lock onto the beetles above in the bottom path of the section of city escape right after he runs down the wall like at 3:36 of this video: m.ua-cam.com/video/rhdpsWAVkjk/v-deo.html&pp=ygUfcGV0ZXIga25ldHRlciBzb25pYyBhZHZlbnR1cmUgMg%3D%3D
Great video, I’m playing SA2 for the first time and this was very helpful. One thing I’m confused with after coming from SA1, is the spin dash supposed to feel this clunky? The fact that you have to hold the action button makes it feel way longer to start a spin dash than in any other game. Also, can you not roll up into a ball while running like any other sonic game? When I hold the action button while running, it stops me dead in my tracks to do a spindash.
@@supersomeone9032 The spin dash mechanic works exactly the same as SA1, it's just that the activation command requires you to hold the button, but it doesn't make you go to a dead stop unless you hold for too long (which also happens in SA1), it's just a matter of learning the timing of holding and releasing the action button, it's not really supposed to feel clunky, it's just different to how you were once used.
@@sanglish18 ah, I guess I have to get used to it then. SA1 spindash felt op asf
Thanks soooooo great info
Damn was hoping for a commentary tutorial
I'm so sorry for that.
@@sanglish18 all good it was still a helpful video thanks again!
Apologies if this sounds like a silly question, but should I play hero story and dark story at the same time or complete hero then play dark?
Generally playing the Hero side first is easier, but most people start from Hero so if you want to be the different guy then try playing Dark first.
I think playing both at the same time can lead to too much repetition of moments and scenes in a row, which makes the progression not really fluid, for that I would recommend playing the Full Story mod, but after you already finished the game normally.
@@sanglish18 Right, thank you so much!
Question: I dont if its my game or the gamecube controller (probably the controller that thing is a bit old) but sometimes when I jump sonic acts like I pressed it 2 times and does a homing attack, is this normal? Because it made stuff like the egg golem fight kinda frustrating and makes me fear every jump I do.
I have heard of possible issues that happen in some games when playing at 50hz, try switching to 60hz NTSC if possible.
@@sanglish18 thats probably the problem but im german so it a PAL version I think thanks.
Edit: just to be sure what youre saying is that im supposed to set my wii to 60 hz right?
@@marcelkirch6805 I don't know exactly how these frequency rate things work.
Does a screen to set the refresh rate appear when you boot the game? I know that at least in the Dreamcast version it shows when your system is set to an European language (if if the system IS from Europe idk), but I'm not sure if in GC this menu exists.
If you are using homebrew then your homebrew launcher might have some options to mess around with refresh rate type, there should be options like PAL60 that might solve the issue.
@@sanglish18 It does appear if that is what your talking about I also stopped having problems so im pretty sure it worked thanks btw. the mindmap for knuckles is really helpful.
@@marcelkirch6805 I'm happy you got it fixed!I hope you enjoy the game!
achei esse video pesquisando so como que usava o crouch direito durante as seções de grind rail e acabei aprendendo mais do que esperava, video muito bom
mas uma pergunta, usar o mod loader ainda conta hora pra steam?
Sim, ainda conta hora
holding and falling off on rails is actually a result of the shitty porting of SA2 to GameCube as it wasn't a problem on Dreamcast
Actually, although I advised to TAP the stick, that isn't really correct, you're technically supposed to use the analog stick sensitivity to lean the right amount to a certain direction according to the curve the rail goes, if the rail turn is aggressive you gotta push the stick further, if the curve is lighter, you push less.
But since the ports added huge deadzones and doubled the little space left for analog sensitivity, it's practically impossible to control the balance that way. So just to make it simple I advised to tap the stick instead.
But now tapping is no longer necessary if you play with Input Controls mod, which fixes the analog stick issues!
Hey, the link to the mind map doesn't work anymore
For some reason youtube just decided to not allow the twitter link to be clickable and it was shortened, making it impossible to be accessed.
Thanks for warning me up! I already changed the link, you should be able to copy the URL now.
@@sanglish18 okay thx
In Japanese, Omochao will always say “Chao”.
Yeah, that's his way of talking
So the Kart drifting was *_INTENTIONAL?!_* Is was never a glitch???
Knowing how to drift is essential to do the sharp turns the game throws at you, it just so happens that the game never explains that you have to press A twice.
It's the kind of thing of "play around and discover for yourself", which result in radically different experience for different players, there are people that 100% the game without knowing that and also people playing for the FIRST time and realizing how it works in first minute playing kart racing.
I think the imgur link is broken
The image in the link works, it's just that I can't put in hyperlink format, so you have to manually copy and paste.
I did that but nothing came up. It's supposed to be Imgur/Hd... right?
@@mikedapro It might be possible that the link isn't displayed fully for you, see it from here:
i.imgur.com/HdkQScd.jpeg
Noice
Is this the pc versison of the game?
In the video, yes. But with mods.
@@sanglish18 if you are using no rail grinding mods, then u figured out how to proprely rail grind in the PC version which gets complaints for having terrible rail grinding
@@andersonsansonowski5644 I don't use "no rail grinding" mods.
@@sanglish18 you know everyone complains that the PC version of SA2 has an extremely sensitive rail grinding and you fixed that issue, congrats!
@@andersonsansonowski5644 Thanks! Also using Input Controls Mod, it makes rail grinding way better to control, as it was originally intended. So I recommend using that mod if you're playing on PC.
Excelent
Thank you!
Un. Der. Rated.
god after playing this game in english for so long the jp voices sound weird lol
You just got to get used to and realize how much better the delivery in Japanese is.
@@sanglish18 I know but I just find the bad voice acting to be really charming
Great video. I think SA2 sucks but I really want to enjoy it it's just the fact they force me to play worse versions of gamma and knuckles stages.
I wouldn't mind the mech stages if they didn't feel so on rails and clunky.
Also they took away the awesome instant spindash for a useless sommersault to break crates thst could easily be broken by a spindash in any other game
I think they are better versions of Knuckles and Gamma stages, find quite weird complaining about being too on-rails when Shooting gameplay was never really been about exploration or open-endness in the first place and I don't really see the issue with that.
The spin dash wasn't replaced, it's still there and you can still spam it, in both games I find the spin-dash to not be a good addition when you can do it while moving because it basically becomes a boost state from modern games and not a one-off dash from standstill as in the 2D games.
proof most issues ppl have with the game are purely skill issues
Skill issue arising from lack of understanding which arises by lack of explanation.
many such cases with sonic to be fair
I love the game but it plays like shit
What to you mean by "shit?"