Sonic Adventure: A-Button Challenge - Windy Valley (5)
Probably my favourite level as a kid... mainly because it's so easy.
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.
Windy Valley, a stage basically serving as an advertisement for SA1's greatness, is probably one of the most straightforward stages in the game. It shows, when you're sucked into a tornado, or following that single path through the sky. Why was Sonic Unleashed considered so remarkably linear, again? Pretty much the majority of tricks I employ in this stage center around manipulation the wind, but that's so feel-based, I couldn't hope to explain it here except "experiment with it and you'll probably get it eventually."
Light Speed Dash Accuracy:
As a general rule in games, especially those made for kids, you don't want things to require super-accuracy. Sure, glitches, shortcuts, and the like can be as precise as you want, but a mechanic integral to gameplay shouldn't expect you to be dead-on in front of the trail of rings (06, I'm lookin' at you!). So in SA1, the Light Dash actually has a bit of leeway in its positioning: the whole point of the "GO!" dash forward is a chance for the game to lock on to the nearest trail of rings, even if they're technically not in front of you (we'll get into this more in Red Mountain). You can use this "glitch" to lock onto rings above you, shortcutting jumps, gaps, and overall things which require an additional press of the A Button.