Sonic & All-Stars Racing Transformed Collection

Sonic & All-Stars Racing Transformed Collection

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Time Attack Expert Ghost on Nights
... is strange. I can nearly beat it, and I presume I eventually will. It would be a lot less frustrating, though, if the ghost didn't appear to boost straight through the gate towards the end which (ironically) seems to have a very rough and oversized collision box. If I go within about 20 car widths of the ghost I will hit an invisible wall and stop. So it's harder than it should be, to beat the ghost, as I can't fly directly through the same thing.

Any tricks to help me beat this one?

Cheers
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Zobrazeno 112 z 12 komentářů
Do you mean the Dream Valley level?
Assuming you do mean Dream Valley, yeah, the ghost there seems to ignore invisible boundaries. Stupid, but it's a stupid level so I expected nothing less. Basically, make sure that you're as far ahead as possible above the ghost before you enter the water part by absuing reckless boost/roll glitch. After you reach the water, make it your priority to NOT HIT ANYTHING, which is harder than it sounds due to Dream Valley being a total mess. Once you turn into a plane boost through the opening and you should be able to finish ahead of the ghost. Speedy drifter characters like Sonic and NiGHTS are probably the best to use.
Green Giant, are you confused?

I mean, what tracks do you think it could be?
Gerk původně napsal:
Green Giant, are you confused?

I mean, what tracks do you think it could be?
He only said Nights so I thought it could have been the Nights ghost event in the Carrier Zone.
Yea. I meant Dream Valley. I'd feared as much. Off to try again (and again) I go! ;)

Cheers
If you're still working on it you can overtake the Sumo ghost big time in the water section. Assuming you are not doing the mirror version, when you first enter the water section you can trick upwards of 5 times depending how high your angle of entry is while going to the right. The drop after that you can trick 2-3 times depending on speed, and once you launch off the rock-ramp you basically barrel roll to victory.

When you do launch off that ramp don't worry about hitting the map's geometry since you will just clip through most of it anyway, just angle yourself into the LEFT path when falling. If you do it perfectly you will land at the lowest water level on top of the boost pad. It's still pretty much a coin flip for me in that section though, because sometimes I'll launch at an excellent angle and other times no matter how much I roll I will end up in a rock.
https://www.youtube.com/watch?v=PkUZ7GnEeVk&feature=youtu.be

This might be easier to understand than my earlier post
TKperson původně napsal:
This might be easier to understand than my earlier post

You make it look so easy...
I'm guessing you're already doing this, but risk-boosting like a maniac in the flying segments is a must. Dream Valley is one of the best tracks in the game to chain together risk boosts, and doing so is immensely helpful.
Cheers guys, managed this! Just stuck on the last turn of Chilly Castle now hehe!
CDJay původně napsal:
Cheers guys, managed this! Just stuck on the last turn of Chilly Castle now hehe!

Save your boost, let off the accelerator enough to make the corner, and boost through.
For that one, I've found that the best trick is not to attempt any stunts on the last jump, and instead try to line yourself up in the air to start drifting into the curve right when you land. You can then switch-drift and take the corner with surprising ease. Works more often than not for me. :)
Naposledy upravil Will T.TVR; 25. úno. 2013 v 8.59
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Zobrazeno 112 z 12 komentářů
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Datum zveřejnění: 23. úno. 2013 v 4.03
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