A Certain GODly Me

A Certain GODly Me: Beta
10-08-2019

A Spin-off/Crossover of: A Certain Injured Me.  Base on Sonic Adventure 2/Sonic Adventure 2 Battle, this' set in a alternate timeline if Eliza was never killed or rather, she never asassinated and had to leave Earth. This is possible due to Faire realizing his dreams completely before this event....
PLOT 

Learning of a secret weapon from the diary of the late Hero Association's leader, Lucifer, Seiku infiltrates a high-security Hero League. facility and frees it using a Star Atom.[17] The weapon, a black-clad hero and self-proclaimed "Ultimate Life Form" named Barry, offers to help Seiku conquer the world, telling him to rendezvous at the abandoned space colony, Disaster forecast, with more Star Atoms. Barry goes to Central City, encountering Hero League's forces after stealing an Atom. Barry has vowed to fulfill a promise to a girl, Miraimi, which he interprets as one of revenge.[18] Barry blasts through the military force and meets Faire. After a brief confrontation, Barry escapes and the Hero League. captures Faire, whom they mistake for Barry.

Mac encounters Pell and Seiku, who try to steal the Nebula Atom. He stops them by shattering the Atom and searches for the scattered shards.[19] Mina, spying for the government, heads to Seiku's base[20] and the DF. There, Barry shows Seiku,Pell and Aura the Seikon No Cannon, another superweapon created by Lucifer, and discloses his plan: to charge the cannon with Star Atoms and use it to take over the world. Mina appears, offering them a Star Atom to gain their trust.

Rei, Windo and Miya infiltrate Hero Leagues' island base and rescue Faire,[21] while Seiku, Aura and Rouge collect three Atoms on the island.[22][23][24] Seiku makes a global broadcast threatening to fire on Earth in 24 hours if his demands are not met, demonstrating the cannon's power by destroying half the Moon. Rei, Mac, Miya, Windo and Faire use their Star Atoms to track down the other six. They infiltrate Seiku's base,[25] boarding his shuttle before it launches into space. The Nebula Atom shards are spilled along the way, and Mac makes Faire help collect them.[26] Faire now fights Mina, but when he saves her from falling into a lava pit, she relinquishes her shards and he restores the Nebula Atom

On the Disaster Forecast, Miya reveals she has designed a counterfeit Star Atom to destroy the Seikon No Cannon. As Rei and Faire are about to use it, Seiku tells him that he has captured Windo and Miya, forcing them to return and rescue them.[27] Rei tries to trick Seiku with the fake Atom, but Seiku jettisons him and Faire in an escape pod rigged with explosives. Windo, thinking they're dead, defeats Seiku. Rei uses the power of the fake Atom to escape;[28] Barry and Aura are sent to intercept them, but Faire defeats him and destroys the Seikon No Cannon.[29]

Seiku sneaks away from Windo and Miya with the last Atom and arms the Seikon No Cannon. When he tries to fire it, the colony begins falling and a prerecorded message from Lucifer broadcasts: he programmed the DF to collide with Earth if the Star Atoms were used, destroying it in revenge for vigilantes destroying his research and killing his colleagues, including his prisoner Miraimi. Everyone works together to access the cannon's core and neutralize the Disaster Forecast using the Nebula Atom.[30]

When Barry refuses to participate, Miya pleads for his help, reminding him of Miraimi's real request: for him to help mankind. Barry catches up with Faire and Rei in the core as they encounter the Tianlong, a prototype Ultimate Life Form. Barry repels it, allowing Rei to deactivate the Star Atoms with the Nebula Atom. The Tianlong uses SpeedForce to fuse with the cannon, becoming the Legion and continuing the DF's collision course.

Faire and Barri use the Atoms to transform into their super forms, defeating the Legion and using Soul Star to teleport the Disaster Forecast back into stable orbit. This depletes Barri's energy and he plummets to Earth, content in fulfilling his promise to Miraimi. The people on Earth celebrate as the heroes return home and Rei and Faire bids Barri farewell.



Gameplay


 A Certain GODly Me is a 3D platforming game with ten playable characters, divided into two campaigns: "Hero" or "Dark," the story is presented with the characters rotating through, each stage having a different character as playable to progress the saga. Because of the duality nature of the game, the five pairs of Hero/Dark share very similar controls and objectives with each other.

As the game can sometimes get confusing, the hint system are mechanical beings known as defects, all random in size, voice and outfits/colos...


HERO SIDE
Rei & Faire

Rei & Faire are the main characters, and so receives the most emphasis in the game, both being central to the plot and in the number of playable levels within the game. Taking most of its cues from Sonic Adventure 2, they control in a very similar manner, fully controllable in the 3D world with the use of the control stick. Needing to get from the beginning to the end of the level (sometimes with a time limit, sometimes without), Rei and Faire must traverse the numerous traps, pitfalls, maverick robots and Hero League. robots in his path. Once again, the primary attack button becomes the player's most valuable defense for the duo, a simple push causes Rei to attack ferociously or Faire to wield his blades. Pressing the jump button twice will once again allow the aerial offense to kick into gear, they automatically targeting whatever enemy or other attractable item may be present. The two-button setup also makes a return, the "action" button now having numerous possibilities mapped to it. As more actions become available to the player, an alert in the lower corner of the screen will tell what specific action Rei and Faire will perform when it is pressed. The "y" icon will allow the actions to cycle through, giving the player the option to perform a completely different action than what the game suggests.

The standard function the action button performs when pressed once is the speed attack, a new move that mkaes few busrts through obstacles, causing Rei and Faire to lepap and attack any nearby enemies. This ability also allows them to phase through small openings to allow him to reach other areas of any given level. Pressing and holding the action button causes Rei and Faire to charge up thier Full Mode, the extra time needed to hold the button between the first Adventure and Adventure 2 meant to emulate the time that was spent charging the spin dash in the classic games. Letting go of the button causes the Heroes to burst ahead, crashing through anything in his way. Other low-key abilities that are mapped initially to the action button are the abilities to pick up, carry and throw items, and the ability to whistle. Though not useful in standard gameplay, whistling can come in handy when exploring the level and finding the occasional pipe sitting in the corner, the whistle sometimes causing an animal to pop out and be picked up for later use in the Peace Garden.

Though not part of the repertoire of actions available by the push of a button, one of the main abilities connected to Sonic (and featured in nearly every Sonic game afterwards) introduced in
Sonic Adventure 2 is the ability to grind. Similar to one of the main play mechanics of the Sega game Jet Set Radio, certain surfaces such as rails can now be jumped on by Rei, Faire & Miya and, when done so, allow the character to slide across it, accompanied with a grinding sound effect. The grinding ability also becomes an essential part of the scoring system within the game. Though every Sonic title up to this point has had a score connected to the number of subsequent badniks destroyed without hitting the ground, the grind rail provides another scoring opportunity that, when connected with a chain of enemies finished off with the homing attack, can cause up to an extra 2000 points added at any given time.

Just as in the first
Adventure, there is once again a plethora of
upgradeable items within the game to give the Heroes a variety of additional abilities, some familiar and others new. As Sonic Adventure 2 has done away with the Adventure Field, each item in the game is found in one of the levels that Rei and Faire must progress through. The Light Shoes from the first game make a reappearance, located within Wake Atoll. Giving the duo the ability to use the Light Dash, the hedgehog no longer needs to charge up his spin dash to make use of his new pair of shoes. Instead, a simple tap of the action button is all that is needed to make Rei and Faire follow a perfectly formed trail of zenni in his path. The Ancient Light also returns, found hidden in Green Forest. Just as in Sonic Adventure, the Light Attack needs the spin dash charge to be used against a string of enemies, making quick work of them. A total of four new upgrades are also available to the Heroes, giving the hedgehog the most in the game. The first of these is the Bounce Bracelet within Pyramid Cave. Giving Rei and Faire the Bounce Attack, the new ability lets them leap far higher than his standard jump allows, also giving the duo the ability to break the ground below him, be it glass or crates. The Flame Ring, found in Crazy Gadget, causes them to perform a fire rush, letting the normally unbreakable steel crates in the game succumb to the Heroes' might. The Magic Gloves located in Rei and Faire's first level, City Escape, can only be reached once Sonic has gotten the Bounce Bracelet and the Flame Ring. Though nothing more than a fun aside, the item allows Sonic to use the Magic Hands ability, enabling the player to turn any nearby enemy into a ball they can carry and subsequently throw. The final item available to Sonic (as well as the other five playable characters) is the Mystic Melody. Hiding out in Final Rush, the magical tune only becomes useful when standing near the various miniature ruins that are hiding within each stage, causing various platforms to appear or doors to open. Though unnecessary in standard game play, it becomes useful during the subsequent "Find the Lost Chao" missions.
 

The ever-constant Zenni is still a valuable item, collecting them giving Rei and Faire cash to upgrade their Hero Suits. The fleet of item boxes found in the first Adventure title also make an appearance. Staples such as the extra life, invincibility and speed shoes return, along with the plethora of zenni boxes offering five, ten, and twenty zenni at any given time. Magnetic Barrier is available, attracting rings while protecting Sonic from harm. The standard one is also found within the item boxes hiding out. The explosion item, which destroys all the enemies on screen, can also occasionally be found. Springs, spikes, and Point Markers also come to life, reproducing the effects from their previous outings. However, in addition to marking Rei and Faire's place in the level, the Point Markers also serve to provide Sonic with power-ups, ranging anywhere from rings to speed shoes and barriers.

In total, the duo experiences six stages within the game: City Escape, Metal Harbor, Green Forest, Pyramid Cave, Crazy Gadget and Final Rush. For each, the goal is to reach the exit route, signaling the end and either starting up a boss battle or a new level, most likely with another character and continuing the story.

Miya & Windo
The most diverse combo,
Miya & Windo's controls are far closer to the way shooter's with a hint of platforming. Both utilize their armor's weaponry; while Miya may also be selected after the story in Rei and Faire's gameplay. With a simple press of the action button, They can fire mercilessly, shooting straight ahead in the hopes of hitting an enemy or, more than likely, breaking a crate that may be in his way. Holding down the action button allows the duo to lock on to any nearby target, shooting at them in rapid succession. However, the laser beam used to lock on only lasts for a short amount of time, so if the player continues to hold down, all the targets will disappear, causing the need to start from scratch. Tapping the action button when in front of enemies also allows the surprise attack to take place; Miya and/or Windo will suddenly perform a fatal blow that destroys what usually takes several shots.

There are also a number of upgrades available for Miya and Windo, some of them necessary and others simply to make life easier in the girls' Hero Suits. The first of these is the
Air jets, found in Mission Street. Pressing and holding the jump button allows the Cyclone to hover, the slow decent necessary to cross over certain pits needed to progress. The Bazooka, a Volkan Cannon upgrade in Eternal Engine, increases the firing power of the mounted cannon, adding the steel crates located about to the repertoire of destroyable items for Windo and Miya. One of the optional upgrades, the Beam Blaster, performs exactly as it did in Sonic Adventure. Hidden in Prison Lane, it increases the number of targets they can lock onto, able to decimate more enemies at once. Finally, Mystic Melody upgrade. Appropriately found in the Hidden Base, the item performs the same function, giving Tails a tune that will allow the various areas hidden about to perform various functions, used to assist in the "Find the Zaras" segments.
 

Miya and Windo's start in this adventure features the robot going off to Prison Island to rescue Faire, who has been recaptured after the events of City Escape. After landing, Tails finds Miya already there, with her own plans on saving the Cleric. They team-up and rush into the complex, giving players their first taste of this altered control scheme. Bpth girls have a different-working health bar in addition to the armour. If they get hit with low armor-integrity, but the bar still has energy within, the hit will not result in the loss of a life, adding a buffer to the characters. The bar, which begins as a dark blue but moves to red when almost finished, can only be replenished with zenni. Also, while the variety of item boxes are prominent in shooter stages, an additional item box with a first-aid kit pictured within can sometimes be found, its effect causing a full restoration of the health bar on the bottom of the screen. The various item box powerups are also scattered through the various levels in an alternate balloon format, either needing a simple shot of the Volkan Cannon or the the girls to fly through to let it be activated.

In total, Miya and Windo shoots their way through four separate levels: Prison Lane, Mission Street, Hidden Base, and Eternal Engine. For each, they must reach the exit route at the end of the level, their grade signaling either a boss encounter or the next level staring a different character.

Mac and Faire
With similar gameplay to Adventure title,
Mac and Faire controls in the same basic function as the other characters. With the control stick moving the character about across a three-dimensional plane (With Faire being the only one who can switch from this to his orginal gameplay), the jump button allows the Heroes to enter the ever faithful spin attack. Pressing jump twice initiates their air jets, letting the player cross large distances as the character slowly descends to Earth. Gliding into a wall, or simply pressing jump twice near one also lets the Heroes climb up surfaces. The forward Attack also helps via plowing through enemies; either with the simple touch of the action button, or a two-to-three punch/slice combo depending on the number of quick, successive pushes of the button that are done. An additional attacking ability has also been included, called the UpperCut. By rotating the control stick 360 degrees and pressing the action button, the player can shoot the Heroes up in the air, assaulting whatever may be right above. It also propels him higher than a standard jump. The opposite can also be performed by pressing the same button while Mac or Faire are gliding, causing him to fire towards the ground as quickly as possible in a fury of strength. As they go through various levels that involve interactive water, they'd either swim or get propelled through the water. Both can jump in water, automatically caught hovering on the surface. Pressing the action button causes the player to dive, the control stick guiding the way, the jump button emulating its purpose by having Mac and Faire return to the surface. Though sometimes forced to be underwater, it is always important to remember to look out for an air bubble, or to surface often, as they both still need to air out their suits/breathe else forfeit a life. Being able to pick up items and whistle are also part of Mac and Faire's repertoire.

A slew of upgradable items, both old and new, are also hidden about the levels they explore. The
Shovel Claw from Sonic Adventure makes a return, letting Mac and Faire dig into the ground. Digging can happen while standing, while climbing, or by pressing the action button while gliding, letting the duo immediately dig at first contact. With the preceding item found in Bucharest, an item almost nearly as important (though not a necessity) is hidden in Los Angeles Sewers: the Air Necklace. The necklace lets the player relax while underwater, not having to search for air or surface, the item giving Mac and Faire an uninterrupted stream of air. The Hammer Gloves located in Death Chamber provide the extra strength necessary for both to shatter steel containers. This becomes helpful to collect another of Mac and Faire's' upgrade items, the Shades & Visor respectively. When found in Meteor Herd, the player can either have them on or off their eyes. Aside from simple aesthetics, the glasses prove to have another use: to uncover invisible objects such as springs or item boxes. Though unnecessary in standard play, they become helpful in some of the final missions for each level they play through. Finally, the now-familiar Mystic Melody, is now hidden in Wild Canyon for Mac and useful in the "Find the Lost Chao" missions. 

While Rei and Miya naturally come in looking for Faire, Mac instead stumbles into the events unknowingly, getting wrapped into everything due to Pell stealing the Nebula Atom in an unseen encounter. Fighting with her, they are both taken aback as Seiku appears from out of nowhere, stealing the Atom himself for no true purpose, but to simply have it in case he needs it down the line. Furious, Mac smashed the Nebula Atom to pieces knowing that he can collect the pieces and restore it once more. It is not until he meets Rei, Miya and Windo by chance that he gets wrapped up in the larger story involved. Even after this event, though, Mac's goal remains largely the same in each level. He and Faire must climb, glide, and dig his way through each area trying to find the three pieces of the Nebula Atom ( in Faire's case; Yuri points out the pieces and eggs him to fix it.. while in the case of Death Chamber, the three Eggman keys to continue on with his search). The ability to find hints as to where the shard locations are is found inside space probes located in each level. Looking more like floating computer screens than anything else, walking over and pressing the action button will cause a hint to show up, slyly pointing as to where the Atom piece could be. The radar at the bottom of the screen only works for one at a time, meaning the player could be right on top of a piece and not even know it. The reason for this is in terms of scoring: finding a piece quickly (in one minute) and without hints will add an extra 2000 points to your total, while spending longer and using the hints will cause it to move down to 1000, 800, or all the way down to 100 points. Another change is that the signal indicator locks into specific levels now (green, yellow, red).

In total, Mac and Faire has five levels that he must explore in order to find the Nebula Atom pieces (or gate keys in the case of Death Chamber) and restore the item he is sworn to protect: Wild Canyon, Bucharest, Los Angeles Sewers, Death Chamber, and Meteor Herd. Only after collecting all three pieces (or keys) in a given level will the game continue on, either entering a boss fight or moving on to the next level featuring a different playable character.


Dark Side
Barry and Aura

To match with the themes of good versus evil and "Hero" versus "Dark," Barri and Aura are the playable counterpart of Rei and Faire in terms of control and goals in the game. Using the control stick to move about, the jump button performs the same function, allowing the villains to spin attack and trash whatever foes are nearby. Also able to replicate the arieal attack, the action button reveals a similar catalog of moves, both the somersault and the spin dash behaving just as they do for the friends. Being able to pick up items and throw them, as well as the whistle function, are at Barri and Aura's fingertips.

Each of the four upgrades available to the villains are also either exactly the same as ones Rei and Faire can receive, or different in name only. The Apathetic Shoes that are hidden in Wake Island serve a similar purpose as the Light Shoes do for the Heroes, giving Barri and Aura the ability to perform the Light Dash near a string of rings. Just as Rei and Faire, the villains has no need to charge himself up beforehand, being able to simply stand near the collected rings and have the action happen with the push of a button. Found in Libya, the Ancient Light also returns, the Ultimate Lifeform able to replicate the Light Attack and smash through enemies in a new, yet familiar way. The Flame Ring, makes its way into the villain's Golden Gate Bridge, letting the G-ordained steel containers break apart as if wood under Barri and Aura's assault. The final upgrade available, conveniently found in Final Chase, is the Mystic Melody. Helpful in the "Find the Lost Zaras" missions.

Fueled by hatred, Barri and Aura charges through four levels total: Golden gate Bridge, Wake Island, Libya and Final Chase. The objective in each is familiar: to reach the end of the level, hitting the exits route to signal the end. Except for Wake Island, each level forgoes having a time limit, and when completed marks either a boss encounter or the next level, a different playable character now in control.

Seiku & Mina

In an interesting twist, Seiku and Mina behaves in a similar fashion to the heroines in terms of playstyle within the game; using a bioweapon and Hero League quality pistols, respectively. With a Volkan Cannon made up of material or imlanted into the pistols, the duo is able to swiftly target and shoot whatever may be in his way, more than likely being the forces of the Hero League trying to stop Seiku's plans for world domination and his invasion of their resources. The action button performs the same functions as they do for "the Heroine's" a simple tap shooting out a bullet, holding down the button allowing the laser to lock on and shoot missiles at numerous tagets. The time limit for the laser still applies, Seiku not being able to hold his focus long and Mina's tech not being that much different than what her Heroine counterparts uses. The jump button also performs the basic action and both villians can preform a surprise attack, able to murder whatever moving target might be directly in front of them.

In terms of upgrades, Seiku and Mina have five available to him during the game, most of them being similar or exactly the same to Windo and Miya's. The first, and arguably most important of these, is the Jet pack, which gives them the ability to hover after jumping in the air, or to hover in case of accidentally falling off the edge, hoping to land on some lower platform and avoid certain death. Located in Lost Colony, it becomes a valuable asset. The HL.-controlled Wake Island becomes the scene where the Large Cannon upgrade is found, letting the villains fire through the steel containers covered in the Hero League logo and pick up whatever may be hiding within. Inside Iron Gate is hidden the Laser Blaster, an upgrade  the Heroine gains during the course of the game, also. Just as for those other characters, the upgrade provides Seiku and Mina with a larger attack pattern for their homing missiles. The Electo-Magnetic/Telekinesis upgrade, however, is one exclusive to the super villain. Found in Cosmic Wall, the armor increases the health bar for Seiku and Mina, giving them a 1/7th increase. Finally, the Mystic Melody, just as with all the other characters, is locatable for both, this time hiding out in Sahara.

In total, Seiku and Mina has five levels of shooting action: Iron Gate, Sahara, Lost Colony, Wake Island, and Cosmic Wall. With a health bar just as Miya and Windo possesses, the zenni located in each level serve not only as a way to protect them both from harm, but also serve to refuel the bar on the bottom of the screen, letting Seiku and Mina suffer through hardship without fear. Reaching the exit route, the level ends, either starting a boss battle or a new level, most likely using a different playable character.

Pell & Mina
Both villainesses have similar gameplay to Sonic Adventure 2, treasure hunting. (While Mina can also be opted for the high-speed gameplay after the story ends)  Pressing the jump button causes both, Pell and Mina to lift off the ground, via jets in the process protecting themselves from harm. The action button also reveals a familiar moveset, tapping it not resulting in a physical melee, which possesses its own three-hit combo. Twirling the control stick and pressing the action button lets Pell and Mina perform the
Screw Assault, firing up in the air and performing the defensive move against what might be sneaking about above them. Pressing the jump button twice initiates her own form of gliding, because they possess similar technology to the Hero League. They can also climb upwards on a variety of walled surfaces. While gliding, the player can also push the action button to have Pell and Mina fire downwards in a straight line, the Drill Drive ready to smash anything rummaging on the ground.

Just as the rest of their team, Pell and Mina also has a collection of upgradable items which are similar to the upgrades available to her "Hero" counterpart. The first required item, found within the Seiku's Quarters, is the Pick Nails. When acquired, they give the villainesses the ability to dig on the ground, on walls and even use the Drill Dive to automatically dig where applicable. Mad Space's gift to Pell and Mina is the Iron Boots, which let the spy kick her way through steel containers littering the playfield. The Treasure Scope; the duo's answer to the Shades & Visor, is found in the Security Hall level. Giving her the ability to see invisible items, the item becomes extremely helpful in the final missions of her given levels. Finally, to round out the cast, the Mystic Melody once again rears its head in Victoria, Shepparton, which helps both girls help find the Zaras.

Though given four levels to hunt around (Dry Lagoon, Egg Quarters, Security Hall and Mad Space) only two of these levels possess the same objective as Mac and Faire's levels: to hunt for the missing pieces of the Nebula Atom. While Egg Quarters offers a similar objective to the Heroes'--more so Mac's Death Chamber (to collect three items to gain access to Seiku's base), Security Hall's objective is to not find three Atom SHards, but three Star Atoms that have been put under lock and key by the Hero League at some point inbetween the beginning and now, connected to the same facility that held Barry prisoner. Only after collecting whatever three items Pell and Mina is looking for will the level end, either progressing to a boss battle or to another level with a separate playable character.

Boss Fights

Due to the structure of the game, the various boss encounters that occur within the game are random. Sometimes happening before a level, sometimes happening after one is finished, and sometimes not happening between a level at all, the boss battles are varied in placement but similar in style. Most of the boss battles are shared between the "Hero" and "Dark" stories, the majority involving fights between the paired Hero/Dark playstyles.  With most characters being playable in more than one playstyle during and after the story.. In all, Rei-Faire-Miya/Aura-Barry-Mina, Mina-Windo/Seiku-Mina and Mac-Faire/Pell-Mina face off against each other at some point: Rei and Aura fight once as does Faire and Barry, Miya and Seiku fight once, as does Windo and him, strangely; Faire and Mina fight despite Mac and her arguing most of the time. Because of the similar nature of the characters in terms of control, the battles can sometimes be difficult, other times evenly matched. The only boss battle that is shared by the two stories that is not a direct fight between the playable characters is the Hero Golem, which is also the only boss in the entire game that is built by Seiku and his team. For this fight which happens in Seiku's pyramid base, both Rei/Faire and the Super Villian are forced to fight, one taking place right after the other.

There are also two boss fights in each main story that are unique, although three of them are Hero League-based, and thus have very similar physical structures. The fourth, which is an exclusive boss encounter with Mac, is a fight with King of Ghosts. With its day/night fight strategy, the entire battle stands out in the game, being completely different from anything else presented to the heroes or villains.
 

Kart Racing

Changing utterly from normal gameplay; the Kart Racing segments of the game are great and varied. While still a selectable mode that can be played through in the traditional three-lap circuit, the use of the racing mechanic in the main body of the game has been increased. Similar Sonic Adventure games (Example: Twinkle Park,) the kart section was relegated to the first half of the level, the only goal being to get to the end without falling off the track or crashing into an enemy with no rings. In Sonic Adventure 2, however, there characters are given their own separate level during their respective stories in which they must chase after a moving target, and multiplayer race tracks. In this: The Heroes' goal is to follow the President's limo before he leaves the city limits, following behind in Rei's car, which is unused in the rest of the game. Pell and Mina, meanwhile, follows them as they fly in Windo's aircraft, keeping track of his movements for Aura and Seiku. Instead of simply reaching the end of the track being the objective, a timed component is used, similar to the arcade-style racers of Sega and other companies. Split up into three parts, the character must reach the goal line for each segment before the timer runs out, else risk losing a life and having to begin the race again. Having to dodge other vehicles, avoid crashing into walls and trying to be in line with speed boosters and the occasional balloon containing extra time, the racing segments become deceivingly hard when compared to the rest of the game.

Last Story/Super Sonic

Once both the "Hero" and "Dark" stories are successfully completed, a final "Last" story becomes unlocked on the main screen. When chosen, the two story threads finally intertwine, revelations of the true nature of "Project MorningStar" finally coming to light. Now; the first time: the Heroes and Villains are forced to work side-by-side in an effort to stop his grandfather's actual plan. The story is only composed of one level - Cannon's Core - and two boss battles. The level is broken up into five separate parts, each played through by one of the main characters, beginning with Windo and ending with Faire. The odd one out is Barry, who for story purposes chooses to remain outside of the battle until confronted by Miya, who moves his heart. Filled with a new sense of purpose, Barry alone fights the first boss in the final story, the "Prototype of the Ultimate Lifeform," Tianlong.

The final boss is fought with both Faire and Barri who have transformed into Super Sonic and Super Shadow, respectively. Having the final battle take place in space, the duo must switch off as they try and finish off Legion, the switching between the two characters the best way to replenish the ring counts of both. Using the control stick to move about the screen, the jump button is used as a sort of dash which can blast ahead, striking the weak areas of the insane dragon, enacting damage against it. As the Star Atoms are once again used heavily in the story and not collectible in any Special Stage, the ability to turn super is relegated to the final boss for the first halve; then are available later after the story's finished/one begins trying to get all 'A' rankings.

 

Stage Select

After completing a level in the main game, the option to play through it at the player's leisure becomes available through the stage select menu. Displayed in a simple map of the game's areas, each stage (including the two racing levels and the Kansos Garden) can be toggled through and chosen. When one of the levels is selected, a secondary menu appears. While the central mission of each in the story mode can be replayed, four additional missions for each stage are also selectable, vastly increasing the replayability of the game. The additional four missions for each standard zone include collecting one hundred rings, finding a lost Zaras in the level, beating the stage in a specific time limit, and finally reaching the end in a "hard mode" version of the level. For the two Kart-based levels, the Zara and Time Limit missions are replaced with going through the course and not touching either the walls or the other cars.

In addition, the stage select menu also keeps track of the lettered grade that is awarded at the end of each run, ranging from a perfect "A" to a less-than-desirable "E." As each level and mission has its own requirements to reach an "A," only practice and determination can award the most dedicated at finishing each and every stage with perfection. It should be noted that, within each stage, a Gold Robot is hidden somewhere within, and only appears for a few seconds. If broken, an extra 1000 points is added to the total, which can come in handy in trying to reach those illustrious "A" rankings.

Zara

Sonic Adventure 2 also sees the return of the Zara Clones, the small, princess-clones first introduced in the 1st Story/part. For the sequel, the entire Zara Clone  experience has been completely revamped and expanded. As there are no Adventure Fields to speak off, the only way to enter the Kansos Gardens in the main game is to find one of three Garden Containers located in each level, the first always holding a Garden Key. With the key in the player's possession, at the end of the level the player is warped to Kansos Centre, the portal to the rest of the Zara experience in the game. Though at first only the standard Princess Garden is available, as time in the garden goes on, a "Hero Garden" and "Dark Garden" also become available. To also play off the Hero/Dark aspects of the game, the Zara's that are raised also have the potential to either be halo-wearing Heroes, or the devilishy-cute Dark villainesses, depending on the characters that end up raising them.

Racing is one of the events the Zara Clones love doing, with an expanded set of races the assorted Zaras can go through. Having Neutral, Hero, and Dark races, the race selection screen can only be accessed through the Neutral Princess Garden.

In addition, a mode called the Clone Kindergarten is added to the raising process. Available right off the bat, the Kindergarten offers tips and tricks on how to raise your Zaras, a classroom where Zara can learn new skills and a Clone Doctor that can check up on your Zara and tell you specific information on its health and habits.

Once players upload a Zara to "travel" with them: they stay in the Small princess Garden, and can play Many minigames, in and out the small garden; which can earn zenni for the garden itself or be transfered back into the main game (along with the ara and evrything that was brought)
 

Two Player Mode

Similar to Sonic the Hedgehog 2 co-op; this game let's a secondary character play during the action stages, there's also a fully-formed two player mode available. Kart Racing aside, the three options for play are split up in the Hero/Dark playstyles. The first of these has one player controlling: Rei, Miya or Faire and the other: Aura, Barry or Mina as they race against each other in one of the character's stages, the first to reach the end being the winner. The second of these, the Miya, Windo/Seiku, Mina stages, closely resemble the boss battles, fighting in an arena until one of the pair loses the energy in their mechanical walkers. The third choice, Mac, Faire/Pell, Mina, is a competition to see who can get two of the three Nebula Atom pieces first.

As an extra bonus, six extra unlockable characters are available in the two player mode, awarded after collected all "A" ranks with a given character in the regular game. For high-speed-action levels, the characters are Miff and Ben. For shooter-levels, Zara herself (lol!) and Ward suprisingly become playable characters. Finally, for hunting-levels, Devan and Khamael are unlocked as playable characters in the two-player mode.

Emblems

In total, 180 Yuri Atoms are available in the full game, connected to a variety of tasks. Completing each story, finishing each mission for every level, and playing through a boss rush for each side unlock emblems, as well as a number connected to the Zara Racing portion of the game. Collecting every atom (and achieving an "A" rank on every stage) will unlock extra levels resembling Green Hill. A three-dimensional recreation of the first act of the original Green Hill Zone from Sonic the Hedgehog, the level is meant to be a celebration of Sonic's tenth anniversary, which happened to coincide with the release of Sonic Adventure 2.
 

Score

The total score, when it exists (missions 1, 4 and 5), is the base score achieved while playing the level plus the time bonus upon mission conclusion.

Level score:

  • 10 points per ring and Star Drive collected
  • 20 points per container and other object destroyed
  • 200 points per item box (including balloons)
  • variable points per enemy destroyed.
  • variable points per enemy destroyed in a row, variable trick points awarded for Rei, Fair, Miya/ Barry, Aura, Mina (platform jump trick, end of rail jump trick if going at enough speed, plus an unsorted amount usually tied to each level) and time bonus per treasure for Mac, Faire and Pell and Mina.
     
2 100
SA2 Good.png
3 200
SA2 Nice.png
4 300
SA2 Great.png
5 400
SA2 Jammin'.png
6 500
SA2 Cool.png
7 600
SA2 Radical.png
8 800
SA2 Tight.png
9 1000
SA2 Awesome.png
10 1500
SA2 Extreme.png
11 2000
SA2 Perfect.png

Time bonus: 10000 if t≤60s and -20t + 11200, t
>60s.Development


A Certain GODly Me is envisioned by Myself, and is a "spin-off" of A Certain Injured Me crossover with Sonic Adventure 2 Battle. The story is based off a vision I got while listening to something extrememly similar to the latter's soundtrack, which inspire a Alternate Universe Story; this one. The story and envisioned game, are based on Sonic Adventure 2 and it's remakes; with the gameplay being extremely similar to it, yet with few differences for this game and the original story itself. Development of the game will be similar to seeming like a port and/or a remake of Sonic Adventure 2, with a few redone areas and different skins.[31]

For Sonic Adventure 2's levels and environments the developers were inspired by San Francisco (their headquarters) and other American locations, such as Yosemite National Park (where they vacationed during its development) and the San Francisco Bay Area. In A Certain GODly Me; the areas resemble these too, and few others from the story, both at the current time of the story and current areas. [31] Despite the game being of current day; graphics and other frivolous parts aren't as concentrated on, to make the game run smoother and withhout strain.[33] Similar to Sonic Team's concentrating on the elements they deemed necessary, this game solely concentrates on necessary elements.[34] Because of this it's also easier to develop, and adding other elements becomes easy and one can "tap the full power of the console and deliver a much better experience to users."[32]

The Zaras are a "relative neutral entity". Similar to Chao, they can be swayed depending on what happens in few cases; adding the ability to raise "Hero" and "Dark" Zara's Clones to reflect the conflict between good and evil. For the same reason, all ten playable characters have roughly equal gameplay time.[31] In this game Zaras socialize among many other things, so they resemble a "real artificial life form."[33]

A Certain Injured Me has sequels and spinoffs (one being: A Certain Cursed Me).[35] The game itself takes chaacters from the first and second stories, making references to only the third and cursed stories. It also has references to the retcon created solely for showing off the story as it's suppose to be ala: This,[37] with my announcing that A Certain Special Me as the LAST sequel and everything else being Spin-offs: including what I orginally planned before.[38] As of this moment: I'm planning what I orginally have; "A Certain Angelic Me" and "A Certain Witchy Me" both are spin-offs and reveal what happened in heaven and Miff's story (Even in the retcon) respectively[3
 

Music[edit]

As with Sonic Adventure2, Jun Senoue serves as sound director and lead composer. Additional music was contributed by Fumie Kumatani, Tomoya Ohtani, and Kenichi Tokoi. The soundtrack is primarily melodic rock, with some hip-hop and orchestral tracks.[39] Also similarly, each character has a musical theme. The game features performances by returning vocalists Tony Harnell, Ted Poley, Marlon Saunders, Nikki Gregoroff and Johnny Gioeli, and new vocalists Tabitha Fair, Todd Cooper, Paul Shortino, Everett Bradley, Kaz Silver and Hunnid-P. Crush 40 (consisting of Senoue and Gioeli)[40] debuted on the game's main theme, "Live & Learn".[41] All bands and musicians mentioned are in the game, along with others named below.[42]

Along with the entirety of Sonic Adventure 2's Soundtrack, few other tracks make it into the game/story including: Leon's Theme From F-Zero-GX, His World By Zebrahead, and Through the Fire and Flames , Once In a Lifetime. My Heart will Go On & Heart of A Dragon by Dragonforce[42] Each band and theme are carefully chosen and picked for character's and events in the story: Yamaha and Mackie are two of the handful placed in this game. He edited tracks using a Macintosh. After Sonic Team approved the music, Senoue finished sequencing it and sent it to the other musicians for production.[42]

Several soundtrack albums for the game were released. Sonic Adventure 2 Multi-Dimensional Original Soundtrack was released in Japan by Marvelous Entertainment on September 5, 2001. Sonic Adventure 2 Vocals Collection: Cuts Unleashed, an album with character theme tracks by Senoue and Tokoi, was released by MMV in Japan on August 21, 2001. For the twentieth anniversary of the Sonic series, Sonic Adventure 2 Original Soundtrack 20th Anniversary Edition was released on iTunes on June 22, 2011.[43] On October 29, 2014, a two volume original soundtrack was also released on iTunes.[44][45] The soundtrack was also released as a vinyl LP by Brave Wave Productions in January 2018, and includes interviews with Senoue and Iizuka.[46]