Sonic Adventure 2 - Crazy Gadget - m1 (Low score) - 1360







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Description: All of my previous lowscores have been in 0 point levels. Now as the challenge moves to Crazy Gadget, suffice it to say we wont be seeing a 0 there any time soon. Barring further successful sequence breaks, 1360 is the lowest score youre going to get in a full run through the level with no checkpoint restarts. Each of the three high speed warp tubes costs 20 points to break, and there are seven enemies that serve as gatekeepers to locked doors and they need bashing in as well (actually the sixth one isnt necessary, but if you dont take that one for 100 youll have to drop down and get a cell spawner worth 200 instead). Beyond that you dont need any other points, but this being Crazy Gadget, the challenge comes in two parts: getting through the level with no rings, and...well, getting through the level with no rings. That is to say, not only do you have to avoid any situation where you would come into contact with rings (except the goal ring), but since youll have 0 rings, you have to play through all of Crazy Gadget without taking a hit (or a fall out), and you dont even get the relief of bashing in any nonessential enemies to make that task any easier. Some notes: Strangely enough, breaking boxes on the ceiling scores no points, rather than the usual 20. No idea why. I do accidentally break an unnecessary wooden box early, but make up for it by skipping a box later on that youre nominally supposed to destroy. At 1:02, I take a sidetrack (or, as it soon becomes, an up track). This is only necessary on Dreamcast, because GameCube gets the safety rail and spring near the bottom of the acid pit. We didnt have that in the original, so the only choices were to make use of this passage to get onto the ceiling, or spindash across except that doesnt get far enough without the help of a light dash, which costs 600 points plus a few more in rings. No, you do not need the light shoes anywhere in the game, at least not in story mode. Yes that means the huge 49 ring chain can be skipped, due in large part to the fact that its really just a big U turn. (Oh, and were dealing with some fake walls there always a pleasant sight for me.) I use Magic Hands on every enemy that needs destroying in the level. Its not really that vital, but it does help in that youre never actually making contact with the enemies this way, and thus dont run the risk of bouncing up off an enemys head and into the Chaos drive it leaves behind thats 10 points that you dont need. Back in the first SA2 Glitches and Tricks video, I stated that the Crazy Gadget trick on display there was, at the time, the fastest known way of doing the ending. That has since changed, and the route I follow this time is the new fastest known path (except for the three missed superbounces and the 6 minute wait after stopping short of the goal). Yes, the underside of that platform is solid, except the part directly under the goal isnt so after running the clock to 9:20 to get rid up the time bonus, I just walk forward, fall up through the fake floor, and trigger the goal.
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