Sonic Adventure 2: Blast

Sonic Adventure 2: Blast v1.5

Don't know if this is just a me issue but Gamma cannot break boxes, neither shoot them or ram into them, which sucks because it makes Mission Lane impossible

But other than that its a really solid pack, especially the speed and treasure hunting stages.
 
Garrean updated Sonic Adventure 2: Blast with a new update entry:

SA2:Blast v1.3 - QOL Updates

This patch includes a bunch of changes intended to improve the general quality-of-life and polish of the demo. If nothing else comes up, this should be the final version until Demo 2 comes out. Hope you enjoy! And again, if any of these changes don't work properly, or if you find new bugs, please let us know so we can fix it!

Gameplay Changes:
  • Modified the spin dash to retain more of your momentum
  • Made it possible to thok/chaos snap mid-bounce
  • Implemented the Light Speed...

Read the rest of this update entry...
 
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"Manifesting that this be the last release for this demo"

That means that there will be no more after this?, the problems with other mods on this one wont be fixed?, i dont understand it so well.
 
Garrean updated Sonic Adventure 2: Blast with a new update entry:

SA2:Blast v1.5 - Spindash Hotfix

The manifesting didn't work
  • The spindash no longer transitions you to a running state, instead allowing you to charge immediately out of a roll, in order to preserve speed
  • Adjusted Radical Highway's time emblem in accordance with the spindash changes
  • Fixed animation errors when firing in mid-air
  • Fixed the "multiplayer" command not adding the proper file

Read the rest of this update entry...
 
was hoping someone who is better at talking would say something cause i didnt wanna sound annoying but you forgot the Multiplayer patch in the download for this update.
 
Garrean updated Sonic Adventure 2: Blast with a new update entry:

SA2:Blast v1.5 - Spindash Hotfix

The manifesting didn't work
  • The spindash no longer transitions you to a running state, instead allowing you to charge immediately out of a roll, in order to preserve speed
  • Adjusted Radical Highway's time emblem in accordance with the spindash changes
  • Fixed animation errors when firing in mid-air
  • Fixed the "multiplayer" command not adding the proper file

Read the rest of this update entry...
 
Do I download this with the multiplayer patch or the regular version if I want to play with custom characters?
 
Just a quick note for anyone else who didn't know this and was finding the Knuckles and Rouge levels to be an unbearable slog wrecking the entire level pack right in the middle:

If you smash the hint computers, they fly off towards the emerald, like Tikal in SA1. I didn't realize this and thought they were just scenery since I couldn't figure out how to make them talk. Those stages are fine now, whole pack is good. Might want to communicate that better, maybe even swap them out for Tikal sprites instead. Yes that's more SA1 than SA2, but they also work how your hint monitors work.

Also, in case you intend to add custom shooting sprites for Tails and Eggman (I really hope you do, everything else here is so polished so the lack of them sticks out like a sore thumb), I would just like to inform you that Tails has a Mega Buster looking thing in Sonic Battle. Probably the way the go there.
(I kinda hated the mechless mech Tails and Eggman on my first playthrough but they really clicked better for me this last time when I was speeding through to try and figure out the hint monitors. And then kept going after because I was having fun and I cleared Pumpkin Hill so relatively quickly. And now it's 6:30AM.)
 
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Not a fan of the spindash changes. It's TOO spamable now, and also lets you completely reverse direction with no penalties to speed. It makes it so I can no longer cancel my spindash in areas with no slopes to conserve speed, and now feels like I need to be constantly spamming the spindash to go as fast as possible in every scenario.

The spindash was fine before. It was a mix of SA1 and SA2's version and I think it hit a really good balance. Now it's just SA1's spindash but even more broken, and it completely breaks the game in a way that really isn't fun. Spindash should be for short bursts of speed to make long jumps and to gain speed going downhill. The way it works now it's basically just a boost with no penalty to your handling. It works in any scenario and there's no reason not to use it. Uphill, downhill, straightaways, literally always spam it. That's boring.

With the way the spindash worked before you needed to strategically plan how you were going to use it, just like in sonic adventure 2. That is way more fun an interesting than the new implementation.
 
This game is amazing and all but i am using 2.2.13 and cannot update to 2.2.15 because of mounting reasons making some aspects of the game unplayable and i cannot beat any other level but city escape. However i did get to play the other levels through multiplayer.
 
Not sure where exactly to report this but GUN mechs freeze and become intangible if you jump on them with the Mario Bros, instead of flattening and disappearing like they should. Interestingly the beetles work normally.
 
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