marzojr
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Here. Not optimized at all, but it is already 10 seconds faster; and it shows possibly one of the weirdest glitches in the game :-) Edit: fixed link
Marzo Junior
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Unless I'm doing something silly marzo that link just goes to the upload page! Edit;fixed
marzojr
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I fixed the link; I have no idea what went wrong, but somehow I had a link to the upload page on the clipboard and missed the fact.
Marzo Junior
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Son of a... glitch! I laughted every frame in FBZ1, the level is really very broken I'm not sure whether to use the glitch or not I really want to go to the boss area in the "Super form" to see more of him, I have the same doubt for ICZ1 using the slope glitch to go to the boss or play the level normally. any tips?
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marzojr
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If you really must :-p (watch with FFFFB0:0707 PAR code) It depends on the goals of the run; if you are going for any%, then any glitch you don't use which could save time will increase the odds of the run being rejected. Things get murky past that; Nitsuja once advised me on what he considered the only really meaningful glitch categories:
  • all glitches allowed;
  • only glitch that do not teleport you to the end of the level or allow you to skip levels;
  • glitchless.
I kind of agree with him on that; I think that the no-zips Sonic 1 run is rather arbitrary in what glitches it uses, but it was well received and ended up being published (and yeah, I even helped making it). In regards to a 100% run, one goal that can be made is to require the use of super form on every level you can achieve it, but it leads to things like the movie above, or to zones like the newgame+ run where I collect the first giant ring, enter terrain in the first possible spot and level wrap immediately after. That is, the letter is obeyed while the spirit is not. And it can be considered arbitrary because of that: the 100% portion is met by collecting all emeralds, and you can still abuse glitches at will. Sorry for not really answering the question in a way you probably want to; the question is just not that easy...
Marzo Junior
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Thanks for the FBZ1 route Marzo! Today meditate on what to do in this run and I already decided; No level-warps/H-underflow and no Skip zones like MGZ2 and ICZ About the emeralds route. I have been studying and planned for weeks and this could work: I decided to take Sonic's path in Angel Island 2 to collect +2 emeralds so I can have them all at the end of HCZ2 and start with the "Any%" part in MGZ1. to LBZ2 And... From MHZ1 I'm going to collect all 5 giant rings, after collecting the first giant ring in the KTE path I'm going to use the butterflies trick I found before to go to the Sonic's giant ring faster, and in MHZ2, make the big zip on the spikes in KTE path to the giant ring room in the last part of the zone and collect the remaining 2 emeralds, and start with the "Any%" part in FBZ1 to Sky Sanctuary The goals would be: Collect all Chaos/Super Emeralds faster No Horizontal underflow/Skip zones Aim for faster IGT after collect emeralds Just one more question: What to do in MHZ 1 to unlock that giant ring room wall in MHZ2?
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WST
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Evil_3D wrote:
Just one more question: What to do in MHZ 1 to unlock that giant ring room wall in MHZ2?
The answer is: the path switcher should be left in proper state. The “proper” one is when the left side of the loops is solid and the right one is not. See my Amy@S3K published TAS for an example of how to do it. Depending on your route, you may not need any manipulations at all.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Thanks I understand now :) I made a test run with Hyper Knuckles in Launch Base Super Knuckles - Launch Base You need to put this code in game genie: FFFFB0:0707 (CTRL + G in gens) Ed: Encode Link to video
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Post subject: Knuckles 100% WIP 4
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After some days of hard work, I managed to go up to CNZ 2 in my 100% run. Knuckles 100% - Up to CNZ 2 WIP 4 I redo entirely the first zones, and searching for improvements MGZ 2 and CNZ in general, but I think is very well optimized, for now. Encode Link to video
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Post subject: Knuckles 100% improvements
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Evil_3D wrote:
I redo entirely the first zones, and searching for improvements MGZ 2 and CNZ in general, but I think is very well optimized, for now.
Very well optimized I said before? I need to eat my words. Knuckles 100% up to Ice cap 1 New Times MGZ 2: 1:01.06 ; Improved climbing on the sky and use a more faster method to cross this part. CNZ 1: 0:42.30 ; Saved some frames in the level in general, the big improvement is in the boss battle, using a more efficient strategy for 1 Player battle for perfect-frame hits the boss. CNZ 2: 0:27.46 ; Better possitioning and better use of the monitors, this saved 4 frames. ICZ 1: 0:36.44 ; Taking as example this~
marzojr wrote:
Knuckles any% IceCap in 0:39::20, with some very nice improvements by WST.
I managed to save 8 frames in the begining, and I think climbing to the ice cube is suboptimal. Back to the 100% route, using the gravity glitch to pass through the zone and I decided to fight with Sonic's boss because is more faster, and his route in the next zone too. Off: I feel a little alone here :$
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Post subject: Re: Knuckles 100% improvements
Joined: 5/9/2005
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Evil_3D wrote:
Off: I feel a little alone here :$
While I see what you mean with having no replies between your last 3 posts, you shouldn't 'feel alone', I assure you. I, and I'm possitive many others are watching this thread intently. I'm not posting much because all my posts would just be variations of; 'that was bloody brilliant!' I'm watching all the wips you post; but your abilities are way out of my league to have much chance of noticing any improvements. You going back to further optimise 'completed' acts shows some insane dedication and is really encouraging though. And I do appreciate you removing the 'Super' music on your YouTube wip uploads!
XkyRauh
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Agreed about the music--I wasn't sure if it was a glitch you were exploiting to keep the same music or what, but it was nice to not hear the same 4 measure loop incessantly announcing your invincibility. :) I'm sure the special stages have been analyzed to their core and back, so I'm not going to claim anything is improvable, but I definitely was curious about why you'd choose to turn spheres blue instead of turning a box into rings, in some cases.
Post subject: Re: Knuckles 100% improvements
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Thanks guys! I know some TASer are inactive, but is like to see people looking forwards this projects :)
Paused wrote:
And I do appreciate you removing the 'Super' music on your YouTube wip uploads!
Thanks, is a very useful extension of the Sonic hud.
XkyRauh wrote:
I'm sure the special stages have been analyzed to their core and back, so I'm not going to claim anything is improvable, but I definitely was curious about why you'd choose to turn spheres blue instead of turning a box into rings, in some cases.
Upthorn's special stages are very well optimized, But I fixed it some issues like while moonwalking and pressing "Up" and later [<] / [>] he lost some frames, I fixed it, but is a minor improvement, Sonic games are oriented for In-game time, instead real time. Back to the topic Knuckles 100% Wip 5 - Up to Launch Base This is the WIP 5 of the project and 50% of the game is done, Improved all zones, not much to say, only enjoy. :-) Encode Link to video
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WST wrote:
The answer is: the path switcher should be left in proper state. The “proper” one is when the left side of the loops is solid and the right one is not. See my Amy@S3K published TAS for an example of how to do it. Depending on your route, you may not need any manipulations at all.
Something is wrong when I do the zip in Mushroom hill 2, I follow you tip but don't works, can you or Marzojr see what is the problem please? supposedly they are on the left side the paths Here is the gmv
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Post subject: Sonic+Tails ring attack
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I was learning multitrack recording so I decided to practice with a funny ring attack in Mushroom hill Link to video Enjoy
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Ah; I wondered if you'd take to the controlling two players thing. Makes me hopeful knowing at some point you could potentially look at some of the other Sonic/Tails categories. Not that you don't already have alot on your plate already looking at your list of projects! edit; Oh, and by the way, nice work on the first half of the 100%. Highlights for me thus far have been some of the boss fights. Entertainingly done as well as being fast.
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I can do a try to a complete Sonic+Tails ring attack, but it take years for the route planing, optimization for both characters and Im the last sonic TASer active for now (I Think) but is not impossible to do :). WIP 6 KTE 100% This is the WIP 6 of my 100% run up to Sandopolis 1 Knuckles 100% No underflow - up to Sandopolis 1 Encode for who are lazy to open gens e.e Link to video
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Challenger
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Once again, great work! Liked your new optimizations, and that new glitch performed with Knuckles on Flying Battery 1. Keep it up.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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That strat to get to the 2nd big ring in MH1 was crazy stupid.... had such a big grin on my face when I figured out what you were doing. Very cool. I'm not sure I see why you grab the Big ring in FB1? Seems it costs yo time to do so, and offers no benefit?
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thanks guys!! The new strat at the begining in MHZ1 is very useful to do a very faster level warp as Knuckles for the future any%. The big ring in FBZ 1 is more like a entertaiment/trade-off, I found it funny to see how hyper Knuckles moon-walk on gapsule ^^ Maybe in some days the run will be finished
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WST
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Is taking the big ring in FBZ1 actually slower than ignoring it? Hyper Knuckles has significally greater spindash speed, it may result in a faster time after wasting a few moments to collect that big ring. I mean, did you check the exact difference?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Yes the super spindash is more faster, but sadly I checked and when transform in hyper knuckles in the giant ring room I can't pass through the walls anymore, I don't know really this glitch is very insane to understand. Btw, is only for show a more "funny" boss battle situation, this may consider a Speed entertaiment/trade off.
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marzojr
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The glitch works like this: in the normal course of things, the FBZ mesh (and the AIZ hollow tree, for that matter) sets the 'standing on object' status flag and an object control flag that disables zipping. The former is standard for objects you can stand on, and it prevents the player from going into a falling state when there is no terrain underneath them; the latter is done so that the object can control how the player moves and not care about walls. The object also puts you on the animation mode for that pseudo-3d rotation when you enter the mesh. You trigger the glitch by entering this state and causing the object to be unloaded right after. The object does not clean up after itself, so you are left with those bit flags enabled. This is accomplished by scrolling the object offscreen; this happens when you enter the object in forced spin mode (from entering the tunnel offscreen). Also, you are stuck in the pseudo-3d animation now until something clears this mode (not a lot does; an example is super transformation). When you transform to super state, all object control flags are overwritten to specific values for the super transformation. This prevents movement, terrain collision and object interaction for the duration of super transformation (and is why you can go through objects during super transformation). When the transformation ends, you are left with an all-zero set of object control flags, which disables the no-zip effect. Sonic being picked up by Tails would likewise lose the effect, as would grabbing handles in FBZ (I think).
Marzo Junior
Post subject: Sonic+Tails ring attack
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I decided to try on my hands a Sonic+Tails max rings the whole game, this a preview. Link to video This project It will take a long time but the result will be great.
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XkyRauh
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That was really fun to watch! :) Was the underwater Tails grip-jump really faster? Is there a spring beneath or not? That was the only part that I questioned.