How many emblems in sonic adventure




















Hop in the mine-cart to be whisked away to the second Chao Garden. Egg Carrier — This time you need to find your way into the main part of the Egg Carrier — monorail is a popular choice of transport.

Sonic Emblems Intro Sonic gameplay, to say the least. Breeze through the level and destroy the animal capsule at the end. Sonic A-Rank Stages the second section. You have to make it into the tunnel up in the wall to take a crucial short-cut. Another important short-cut is when you over the water to the left of it. If you have an account, please log in.

They are gained after completing a stage, or completing certain requirements or missions. Emblems resemble giant rings with wings. Sonic is usually seen in an emblem performing a pose. In Sonic Heroes , they have the speed, power and flight symbols on the ring with wings. In Sonic Shuffle , emblems have a different purpose in that they are handed out to players at the end of a board as prizes for certain accomplishments, with the player having the most emblems and rings being declared the winner.

They are awarded for the following achievements:. Sonic News Network. Sonic News Network Explore. Game Titles. Game features. Bureaucrats Administrators Content Moderators. Emerald Coast- A Emblem time: 2 minutes For the A Emblem, run along the side of the wall right after entering the second section.

You have to make it into the tunnel up in the wall to take a crucial short-cut. Another important short-cut is when you reach the whole-pipe where you loop three times, run around and jump over the water to the left of it.

Right after that, hit the speed up and immediately spin-dash up the ramp. Hold hard right to skip a big chunk of the level. Run up to the spring and continue as usual. Windy Valley- A Emblem time: 3 minutes Use your homing attack near the beginning on the little fan things. In the Tornado, hold down right after hitting the first spring to get to the Number Pads quicker.

Also, when you are dropping into the third section of the level, adjust the camera quickly and drop past the first walkway onto the one below. This one's pretty easy.

Casinopolis- A Emblem time: 5 minutes Lose a pinball game to fall into the sewers. Take the straight, then left path to collect more than rings. Near the end of the garbage section, use the Light-Speed Dash to get more rings, a shield, and invincibility. Repeat quickly after dumping. If you get hit in the sewers, you have to quit the level since the cylinders do not re- produce.

IceCap- A Emblem time: 4 minutes In the big snowy field, immediately go left or down after the camera change, and Light-Speed Dash on the hill to reach the Number Pads.

Warp quickly to skip the entire first section. Just as you hit the first point marker, jump off and stay near the wall to skip a little bit of the level don't fall all the way to the ground. In the snowboarding section, take as many ramps as you can to push yourself forward. Make sure to stay in the center near the end to catch the really good ramps.

Twinkle Park- A Emblem time: 3 minutes At the beginning, get into a cart immediately and get out of there. At the end of the roller-coaster ride, hold Down-Left on the joystick to avoid falling down the hole. Now backtrack up the roller-coaster track slowly until you fall down. You should land on a platform. Jump very far and across towards the courtyard and double-jump to "pop" farther. Go right to hit the triple-spring. After the last point marker, use the spring, then jump to the highest platform.

Now jump across to the building on the left. Jump out and around the little fence towards the left, and then Spin-Dash up the slope. The goal is on the left. This is really the only major short-cut in this stage. In the last section, go up the street and turn left when you hit the main road. Spin-Dash like crazy on the far right side of the road until you hit a spring. Go through the buildings and hit the dash panel to send yourself flying up the street.

Run up to the fountain Spin- Dashing all the way. Red Mountain- A Emblem time: 3 minutes Take the first rocket and hold right to hit a spring short-cut.

After the second rocket ride, hold up to land next to a spring. Up on the ledge, immediately run across the bridge. Spin-Dash up the slope to the right and hit the spring beyond the goodies. After the first tram ride, cross the bridge that falls apart and cross the short trail of Bladed Spinners to the Extra Life. Go right and take the number pads. Right after you get past the tilting platforms, look right and use the Light-Speed Dash on the trail of rings.

Take the rocket immediately to short-cut to the last tram ride. In the lava section, use the Light- Speed Dash before the place with the spike-balls and big boxes to short-cut to the second-last point marker just take it slowly your first time through and you should be able to find it.

Sky Deck- A Emblem time: 5 minutes At the second point marker don't take the dash panel. Turn right and cross the Bladed Spinners to a platform. Take the turning crane and drop onto the next platform, where there is a rocket.

After that, jump to the left to get an Invincibility, which lets you climb the ladder without bothering with the spike balls. In the vertical section, Spin-Dash quickly up before the ship tilts to hit the save marker and spring. Lost World- A Emblem time: 4 minutes, 30 seconds In the snake room, first go all the way around the platform without raising the water level.

Climb up and hit the first door switch there. Then jump up and hit the water switch. After the last water switch, roll backwards down the snake to reach the last door switch quickly. As you arrive in the mirror room you need to jump over the mirrors. Guess-jump your way through it. After the first right turn, head straight for a long jump that will short-cut you across to a path that will skip the turning blocks.

At the end you need to Light-Speed Dash. In the room with the switches and the blue panels on the wall, jump on either button twice to line up and light up the wall panels on the right. Run straight up them and onto the lip of the ledge.

Walk along to the left and jump up into the opening in the wall. Wait for the camera to adjust and Light-Speed Dash after hitting the button that produces a trail of rings. Final Egg- A Emblem time: 4 minutes, 30 seconds You should have anything under 30 seconds at the second point marker. You have to use the dash panels in the big rotating rooms to make it out. If you climb the walls too much, jump off and "pop" to get farther. Immediately in the second section, jump off the first place as far as you can go and target the Bladed Spinner to shave off a couple more seconds.

The swinging hammers after the third point marker are tough. Jump under or over, just don't wait too long. You should make the fourth point marker with around on your clock. Immediately after the fourth point marker jump off and to the right so that Sonic is spinning into the circular wall. When you get low enough press A again to pop safely and quickly onto the circular walkway. Run into the elevator. Dash through the center to grab the 1-Up and Shield, and have someone use Tails to hit the spring in the upper-right-hand corner to nab another life.

In the first Beat room do not roll. Get to the ladder quick and climb up. Next is the fifth point marker. Use the fans quickly and keep on moving. After five sets of fans is the second Beat room. Jump again to hit the dash panel on the far side of the room. After the sixth point marker is the big drop. Stay a little off-center towards the right side of the wall. You'll land on a plat- form.

Quickly use the fans to enter the third Beat room. Jump towards the right. Spin-Dash through the big room to get to the seventh point marker. Follow the turn and Spin-Dash past the Egg Keeper. Keep Spin- Dashing and take a left-right turn to get to the eighth and final point marker.

You need around 10 seconds left to get the A now. Charge up your Light-Speed Dash in the tunnel before the final room, then run into the room and jump far and over the Egg Keepers. Jump as far as you can towards the ring line, still holding your Light-Speed Dash charged. Let go of X in mid-air to Light-Speed Dash. If you fail you can always select "Restart" from the pause menu and try again from the last point marker. Tails' gameplay is very similar to Sonic's, plus the fact that to beat the level you not only have to make it to the end alive, but you also have to make it to the goal ahead of the character you are racing against.

Take advantage of the big green and black dash rings which float around Tails' Action Stages.



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