Sonic Adventure: A-Button Challenge - Ice Cap (3)
Tried to pull off phantom-Sonic, didn't for the sake of how good a run this was otherwise... and I guess for the sake of those trying this on the original DreamCast version. If you're really obsessive and have the patience of a thousand year old sloth bored out of his mind, you might be able to land on the capsule doing this and cut the count down to two.
So in my LB of SA1 about two and a half years ago, I advertised a series I was gonna do where I'd complete levels in Sonic Adventure while jumping as few times as possible. Well, I never did that, favouring such oddities as Let's Plays and Sonic-only runs of Heroes stages. So I've decided that now, of all times, I should remedy this. Welcome, one and all, to Let's Break Sonic Adventure In A Different Way: A-Button Challenges!... or the SA1 No-Jump Run for short.
Oh, Ice Cap, how I adore thee. Thou art a million times better than thine younger S3&K self (bring it on, h8as!). This level has one of my favourite tracks in the whole game, and even on your first playthrough, I'm gonna bet you didn't hear all minute-and-a-half of it, did you? Go to Ice Cap, and just sit there in the opening tundra... and just enjoy.
Purposes of the Spin Dash Jump and Homing Dash:
Yeah, yeah, I know this is supposed to be the anti-jump runs of these stages, but without the dash-jump-homedash combo I pulled off here, the lowest I could get the count was six.... may actually show that run at some point, if I'm desperate for content.... Anyway, the uses:
The Spin Dash Jump is my favourite technique in SA1, if those of you who remember my Let's Break of this game couldn't tell. With it, you can build up a lot of momentum and then either cross a great distance or rise to a great height, depending on the incline. Definitely the focus of a lot of tricks I'd love to show off in the future, but not really of any use here outside of this one jump.
The Homing Dash is a similar idea, in that it has a lot of unexpected uses, but also won't ever be useful in this series again. Although it's normally thought of as an extra burst to the peak of your jump, the force of Sonic moving forward can often have an effect on such things as invisible walls, massive gaps to clear, and all-around things that involve moving forward. Can't think of a single place I'd recommend this over the Spin Dash Jump, but I'm sure there must be... maybe in hacking Sonic into the Hot Shelter?