Submission #6361: GoddessMaria's GBA Sonic Advance "Knuckles, no Ultraspindash" in 13:14.31

(Link to video)
Game Boy Advance
Knuckles, No Ultraspindash
Bizhawk 2.3.1
47442
59.7275005696058
29443
Unknown
Sonic Advance (USA)
Submitted by GoddessMaria on 4/11/2019 12:55:16 AM
Submission Comments
LevelOld (2014-2015New (2018-2019)Improvement
Neo Green Hill 10:21:220:21:100:00:12
Neo Green Hill 20:37:180:37:080:00:10
Secret Base 10:32:500:27:870:04:63
Secret Base 20:55:500:49:870:05:63
Casino Paradise 10:24:070:20:750:03:32
Casino Paradise 20:39:300:38:900:00:40
Ice Mountain 10:38:320:37:950:00:37
Ice Mountain 20:52:680:51:830:00:85
Angel Island 10:25:230:24:480:00:75
Angel Island 20:52:400:52:000:00:40
Egg Rocket1:22:271:17:820:04:45
Cosmic Angel0:51:520:51:180:00:34
X-Zone0:43:800:43:700:00:10
Total9:19.198:59:330:33:13

Game objectives

  • Emulator used: Bizhawk 2.3/Bizhawk 2.3.1
  • Uses an optional character
  • Aims for In-Game Time instead of Real-Time
  • Takes damage to save time
  • Heavy glitch abuse
  • Uses death to save time
  • Uses the hardest difficulty

Comments

After 3 years since the last attempt, I decided to do a new TAS of 'Knuckles Advance'. At first, I was simply only doing this to test something that was done in RTA that I spoke to KirbyMastah about. He wasn't sure if it was worth doing for a TAS, time-wise. I became increasingly curious about it and so here we are!

Stage by stage comments

Neo Green Hill 1

Aside from tiny optimizations, I was able to clip through the curve off-screen with enough velocity by using a punch right before it. This allowed me to zip to the booster on the other side earlier than the previous run. Also after getting the double boost from the last booster, I did the 1-2-Uppercut. Due to the weird properties between the 'tube' and the uppercut, Knuckles is able to accel past the normal speeds and goes as fast as close to the ultraspindash.

Neo Green Hill 2

Here was more or less the same as the previous run, just more optimized.

Secret Base 1

Alright, this was the stage that inspired this new TAS. Aside from optimizing the small bit before the loop, a new strat was used. By crouching at the edge of the loop and spindashing at the earliest point after the screen scrolls down fully, the solidarity of the level is broken. Unlike RTA, I am able to jump up to the platform and glide all the way until near the end of the level.

Secret Base 2

Most of the route is similar to the previous run but more optimized with the exception of a few things. Upon doing the punches at the curve, Knuckles was able to avoid the spikes and gain additional velocity on the conveyer rope. I also utilized the same glitch as the previous act, but took it the whole way to the last lamp post before dying. This also restores the solidarity in the level to normal.

Casino Paradise 1

I had to delay to let the background objects move around in more favorable places. From here, I take a different path to the twin bumpers and spindash to the next area instead of taking the contraption and waiting. Once I get to the flicker, I then use the other side to clip into the section with another one and clip through that one to finish.

Casino Paradise 2

More or less the same as the previous run, but more optimized.

Ice Mountain 1

Small optimizations here and there.

Ice Mountain 2

Aside from better optimizations, I took a faster path to the boss and used the glide to gain more momentum and be in floating position.

Angel Island 1

Same as the previous run with some better optimization.

Angel Island 2

Same as the previous run with some better optimization.

Egg Rocket Zone

This was an interesting case of having underestimated a previous idea and it turned out to be faster. Said idea was spindashing up to the platform rather than going to the wall and gliding onto it from there.

Cosmic Angel Zone

Most of this was the same as the previous run with a few differences. I used a punch at the edge of a ledge which gave Knuckles even more velocity to the 'Snake lane'. Another major thing came in the form of finding a better clip to reach the boss sooner.

X-Zone

Optimized the punches on the 'bridge'.

Thank yous~

I want to extend my thanks to these people.
* Memory: For being there and supporting me in and out.
* KirbyMastah: The Magoo that gave me a reason to take this on again and bringing the SB1 idea to my attention.
* All of my friends inside and outside of this community.
* Everyone for watching!

ThunderAxe31: Judging!
ThunderAxe31: Great job with the new techs and optimizations. Accepting as improvement over the current movie.
fsvgm777: Processing.
Last Edited by adelikat on 10/31/2023 4:36 PM
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