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Sega released the sequel to their hit game Sonic Adventure on June 18, 2001 for the Dreamcast. Featuring similar gameplay to its predecessor, Sonic Adventure 2 once again follows Sonic and friends as they try to stop Eggman and his partners Rouge and Shadow from gathering the seven chaos emeralds and taking over the world. The player can follow the heroes' story as they try to save the world or the villains' story and help conquer it. A Gamecube port named "Sonic Adventure 2 Battle" was released early in 2002.

 

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Hero side single-segment 0:32:04.96 by Stephen Chan.

Author's comments:

First, thanks to the following:

When I first thought about doing a single-segment speedrun in Sonic Adventure 2, I was already familiar with individual level time attack from competition at The Sonic Center. At first, though, I didn't take the idea too seriously. I didn't think it would be feasible to play the entire story at an impressive speed, without dying or generally messing up badly, while somehow drawing good luck in the hunting levels. A couple of not-so-serious run attempts seemed to confirm my presumptions. But I think Petrie911's Dark story run largely changed my mind. He didn't have to sacrifice much speed for safety in his run, and he even managed to make the hunting levels mostly impressive. I figured that I might achieve similar levels of consistency if I put in a lot of effort.

In the end, I only omitted a few major tricks to be on the safe side. The two biggest ones were on boss fights. In the Egg Golem fight, you can perform a "superbounce" (see the Pyramid Cave comments) off of the low inside railing of the platform to immediately reach the Golem's head. The technique can speed up the fight by up to 30 seconds, but it's quite a difficult maneuver that I have to pull off five times - and a miss usually ends in a fall to the lower level, which wastes time and looks foolish. Against Shadow 2, I know of a method to get one hit right after the other, saving up to about 12 seconds if everything goes right. But the difficult timing and camera make the method very inconsistent for me. There's also the spindash through the loop in City Escape which probably saves 4-5 seconds. I'm pretty sure anything else I knowingly avoided wouldn't save more than 2 seconds.

But there's something else where I inevitably "lose" a lot of time: random emerald piece locations in Knuckles' levels. In a single-segment speedrun, there's no way that I'm going to hope for near-optimal locations, or abuse death to reset the locations until they're optimal. The best I can do is learn most of the different possible locations, so that I can usually read one hint monitor and know where to go. Obviously, times can vary significantly, as some locations are farther away than others. But I think most of my hunting runs end up in a respectable time range, considering the randomness.

So, on to the level details:

There were some slow spots like Big Foot and Aquatic Mine, but the luck in the hunting levels was above average (mostly due to Death Chamber and Meteor Herd), and most of the levels and boss fights were actually pretty smooth. Most importantly, I didn't die! At this point, I think the run is generally solid and would be tough to improve. If I try to improve it, it won't be until I learn a few more things, like how to go faster in City Escape.

I hope you find this speedrun entertaining!

Dark side single-segment 0:33:41.70 by Peter Montag.

Author's comments:

I began working on this run quite a long time ago. My first candidate run was over 42 minutes, so you can see how far I've come. I chose the Dark Story because, in general, I like its levels better. With the sole exception of Final Chase (oh how I loathe thee), the Dark story levels are all better than their Hero counterparts. Two fewer total stages and one fewer hunting stage also make for a run less prone to random chance errors, which is always nice.

So, now for the acknowledgements. I'd like to thank...

And now, on with the individual level comments!

Total-33:41.70

I may come back to try to improve this, largely because of that annoying death in Final Chase. Mad Space looks to be greatly improvable, though Egg Quarters and Security Hall will probaby never be equaled. Many levels could be cleaned up and made faster, and, with some insane luck and insane, TSC-level skills, this run could probably go sub-30, but I don't think I'll ever be able to manage that. But I look forward to the day when someone decides to take up that challenge and break the 30 minute mark.

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