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Sonic Adventure 2 XBLA

#136 User is offline muteKi 

Posted 12 April 2012 - 09:16 PM

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View PostGeneHF, on 12 April 2012 - 05:26 PM, said:

View PostTimmiT, on 12 April 2012 - 09:10 AM, said:

Actually, killing enemies in Unleashed is important as well if you want an S rank:
(snip!)

Speed and Rings are usually the biggest contributors for score there, especially since in a few levels getting over 500 rings (to about 1,000+ in Spagonia and Adabat) isn't terribly hard.

That, and most enemies just serve as obstacle to other paths or things to mow down because they're in the path of a supersonic boosting hedgehog, so they're more like free points anyway.


Rings are surprisingly significant contributors to score. There's more than once I've been hit by a cheap shot right at the end of the main act in Chu-Nan by the interceptor robot. Unfair and annoying, but at least S-ranks don't mean anything or serve to unlock stuff.

#137 User is offline Sonic Warrior TJ 

Posted 12 April 2012 - 11:51 PM

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Oh lord, I can't tell you guys how many times I've tried to hold my rings for a Max Score playthrough of Colors's Challenge Mode, only to rage-quit when I lost my rings over something stupid (for instance, there's a Sweet Mountain stage where you're BOOSTBOOSTBOOSTing along and the Boost wears off right before you fly into an Egg Pawn; if you're not hammering on the H.A. button, you're gonna get hit; also the SM boss is a great way to lose your rings, or any fucking time you decide to use the Drill Wisp, worst power-up ever).

#138 User is offline muteKi 

Posted 13 April 2012 - 01:27 AM

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The first part of Terminal Velocity was pretty bad about that too -- didn't like it, for all the same reasons I wasn't super fond of Unleashed. At least it seems to have a fixed pattern, from what I can tell, unlike the Interceptor segments.

#139 User is offline Sonic Warrior TJ 

Posted 13 April 2012 - 07:17 AM

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Yeah, Terminal Velocity wins over Unleashed's chase scenes by far. The Interceptor was a cheap piece of shit, but they must have noticed because you can use legitimate knowledge and skill to dodge the giant Spikes in Colors, rather than the dumb luck you need to get past the Interceptor unharmed. The bombs on the track were the least of my worries, but that laser's collision is all over the place and you can't dodge its melee attack at all. Doesn't help that no matter how fast you're already going, the game seems inconsistent on when it starts chasing you between playthroughs. Sometimes you start pretty far ahead of it, and sometimes it comes right at you with that arm attack. Maybe I just "don't get it" or whatever, but if there was one thing about Unleashed that made me ragequit, it was that stupid thing.

#140 User is offline synchronizer 

Posted 13 April 2012 - 09:14 AM

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You're all joking right? The interceptor was perfectly fine, since the bombs weren't really a threat. Boost-jump-boost-jump, and you can control Sonic's movement in mid-air. You can use this to avoid the laser. On the contrary, I thought the Colors Interceptor was terrible.
This post has been edited by synchronizer: 13 April 2012 - 09:15 AM

#141 User is offline Mykonos 

Posted 13 April 2012 - 02:27 PM

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I think the Unleashed ones are terrible, not because of of layouts but because of their length and number.

If I want to replay a daytime Unleashed stage, almost everyone of my choices involves me going through an Interceptor/Aerochaser segment, sometimes more than one in the same stage (looking at you Empire City). That hardly ever vary if at all. With no alternate path to bypass them. It is such a drag.

But, this is a bit off-topic.

#142 User is offline FuzzballFox 

Posted 13 April 2012 - 02:34 PM

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Wonder if the Vita would be an interesting platform for it..It's more than capable of running the game right?

#143 User is offline Falk 

Posted 13 April 2012 - 04:48 PM

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Backtracking a little, wasn't Colors a lot less speed-oriented for S-Ranks as well?

#144 User is offline GeneHF 

Posted 13 April 2012 - 06:38 PM

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Yep. You needed to exploit Wisp bonus points, so that means going slower and pacing yourself through the level, but without going so slow that you trigger a Time Over negative bonus. Each level has a specific (invisible) time limit that once you pass, you get the Time Over bonus and all bonuses are negated.

I think someone made a list of what the times are. The Colors guide book certainly had it.

Red Rings, drifting and sidesteps also triggered points.

#145 User is offline Digiku 

Posted 13 April 2012 - 06:44 PM

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View PostFalk, on 13 April 2012 - 04:48 PM, said:

Backtracking a little, wasn't Colors a lot less speed-oriented for S-Ranks as well?

You're right: Colors' system is more points-oriented. Getting an S-Rank in each stage takes serious skill in getting as much rings, enemy kills, wisp points, and red rings as possible within the shortest amount of time possible. But the bonus points come first and time comes second: it's much more valuable in Colors to accumulate the bonus points -- even if it means taking up more time. Examples of this include drill-whoring, waiting at Planet Wisp Act 4 to get every ring/enemy in the circular lifts (proof: I was once #16 in the wifi rankings), and spike/hover-whoring at Planet Wisp Act 6.

#146 User is offline SonikkuForever 

Posted 14 April 2012 - 07:10 PM

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On the topic of SA2, I've heard that it was very poorly translated. Has anyone in the fan scene attempted to re-translate it? We might learn something new.

#147 User is offline Puto 

Posted 14 April 2012 - 09:59 PM

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SA2 was a ridiculously literal translation. It was the original Sonic Adventure that had an extremely poor/loose translation (as do Colors and Generations, but that's an entirely different matter).
This post has been edited by Puto: 14 April 2012 - 10:01 PM

#148 User is offline OKei 

Posted 14 April 2012 - 11:11 PM

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View PostSonikkuForever, on 14 April 2012 - 07:10 PM, said:

On the topic of SA2, I've heard that it was very poorly translated. Has anyone in the fan scene attempted to re-translate it? We might learn something new.
I second this nomination. Same thing for Sonic Adventure, I had a feeling that these games intended to tell a more cohesive, understandable story in it's original language than what we got.

#149 User is offline Lanzer 

Posted 14 April 2012 - 11:48 PM

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Yeah its a shame that theres no translated scripts to read off by, would've loved to have read Sonic Adventure through Sonic Generations japanese scripts.

#150 User is offline GeneHF 

Posted 15 April 2012 - 12:04 AM

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View PostPuto, on 14 April 2012 - 09:59 PM, said:

SA2 was a ridiculously literal translation.

And now you know why Sonic screams "TERIYAAAAAAAA!" and why Eggman goes "YOSH!"

Let alone how horribly stilted half the dialog was, like a 1980s-early 90s anime dub.

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