Post subject: Sonic games
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Okay I'll break the ice and get the ball rolling for Sonic games. There's a whole multitude of runs out there for people willing to do them (Sonic 1, 2, Chaos, Triple Trouble, Blast...). I think when SMS TASing becomes a reality I'll give one of them a shot, most likely one of the first two as I'm more familiar with them. That, and they have more videos on TSC to learn from. These are the best strategies known to us at this time, and I imagine Bridge 1 would make for a fun TAS to watch alone. :D One thing I want to test the feasibility of is in Scrap Brain 2: there's a switch that opens one door and closes another, and I think you can just sneak under the doors with perfect input. I'd like to see a TAS do that.
Joined: 5/9/2005
Posts: 748
I keep thinking of Sonic Labyrinth, especially with the ball rolling pun. I feel dirty. From a pure fan boy perspective a 100% Triple Trouble would be great to see, if just For Fang the Sniper. At least half of those special stages are normal gameplay, and extra bosses are always nice. Especially when those bosses are Nack, the true first Sonic character to have a gun.
Player (74)
Joined: 12/20/2006
Posts: 154
Personally I like sonic 2 better, I think the roll-jumping optimization would be fun to watch.
Mitjitsu
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Joined: 4/24/2006
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I'm currently doing research on Sonic 2, although I'm not sure what glitches I'll find but L+R allows sonic to zip backwards, although I'm not sure what use that will have any use, although zipping for a short distance backward then rolling and holding L+R seems more effective.. U+D simply make sonic alterate between Up and down, the physics are really screwed up much like Sonic 1 GBA, but it doesn't have the lag and is more than an acceptable game for its time. Running feels quite slow, but running while jumping under ceiling seems very effective. Also many of the corners have very inperfect checks, one some occasions sonic can glitch his whole body into them while jumping past corners
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Well, I found something. If beating the doors in Scrap Brain 2 doesn't work, you can always just die after hitting the switch, because the top entrance to that area is actually a checkpoint. Jungle 2 looks like it might require a camhack :D The screen scrolls into position when you hit a platform and then locks until you land on a higher one so that you can't go backwards. Naturally if you jump the frame after hitting the platform it won't move far before it would be locked into position again. Bridge and Labyrinth lag horribly, but you all knew that surely. Causes of lag are easy enough: Bridge's bridges and the water level on Labyrinth are the chief instigators. Also good work on Sonic 2 so far AKA :o
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
In Sonic 1 you can go out of the screen and finish the stage outside of the screen, I think this can be done only in 1st stage...
Joined: 4/17/2004
Posts: 275
Triple Trouble isn't SMS; it's Game Gear only. Too bad, because I would have liked to see a run of Tails' Adventure.
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
Anon wrote:
Triple Trouble isn't SMS; it's Game Gear only. Too bad, because I would have liked to see a run of Tails' Adventure.
You're not alone. I loved Tails' Adventure! (sob) Is there still no adequate Game Gear emulator?
Why, oh, why do I even <i>try</i> to understand my own species?
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
There are some that work well, just none with rerecord support (that I know about). SMS plus works really well but AFAIK it's only for Mac.
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Joined: 11/15/2004
Posts: 804
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As a longtime MEKA user, I'm kind of surprised that an adequate SMS emulator wouldn't also be an adequate Game Gear emulator.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
That being the case, Sonic 1 should be done on Game Gear as my tests show it is way faster. You lose a little time on the first act but the rest is all GG.
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Come on, people, let's see some Sonic runs for the Sega Master System already, please?
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 1/21/2006
Posts: 117
IMO, Sonic 1 and other games for SMS/GG are just pointless since they're basically inferior ports from the Genesis. Sonic 2, on the other hand, is a completely different game on the SMS and should be worth it :)
Former player
Joined: 9/1/2005
Posts: 803
MikeRS wrote:
IMO, Sonic 1 and other games for SMS/GG are just pointless since they're basically inferior ports from the Genesis. Sonic 2, on the other hand, is a completely different game on the SMS and should be worth it :)
Have you, quite seriously, even PLAYED sonic 1 or 2 for sms/gg? They're completely different games.
Player (74)
Joined: 12/20/2006
Posts: 154
Atma wrote:
MikeRS wrote:
IMO, Sonic 1 and other games for SMS/GG are just pointless since they're basically inferior ports from the Genesis. Sonic 2, on the other hand, is a completely different game on the SMS and should be worth it :)
Have you, quite seriously, even PLAYED sonic 1 or 2 for sms/gg? They're completely different games.
Atma, you don't remember the long autoscrolling bridge level in sonic 1 on genesis? or the junle level that auto scrolls upwards? man, your memory must be terrible.
Former player
Joined: 9/1/2005
Posts: 803
stanski wrote:
Atma, you don't remember the long autoscrolling bridge level in sonic 1 on genesis? or the junle level that auto scrolls upwards? man, your memory must be terrible.
Oh, I certainly do, but how does that have any relevance to the game being an "inferior port"? Last I checked, the genesis version didn't have a bridge level, nor a forest level. If you want an example of an inferior port, check out ff6 advance.
Dwedit
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FF6 Advance (aside from the music) wasn't that bad. FF4 on the other hand was that bad. Damn you TOSE!
Player (74)
Joined: 12/20/2006
Posts: 154
Atma wrote:
stanski wrote:
Atma, you don't remember the long autoscrolling bridge level in sonic 1 on genesis? or the junle level that auto scrolls upwards? man, your memory must be terrible.
Oh, I certainly do, but how does that have any relevance to the game being an "inferior port"? Last I checked, the genesis version didn't have a bridge level, nor a forest level. If you want an example of an inferior port, check out ff6 advance.
Twas being sarcastic, saying "don't you remember those levels ON THE GENESIS."
Former player
Joined: 9/1/2005
Posts: 803
stanski wrote:
Twas being sarcastic, saying "don't you remember those levels ON THE GENESIS."
Thats what I get for posting right after I wake up I suppose, completely missed that :P But still, point remains, its basically a completely different game :P
Mitjitsu
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I messed around a bit with Sonic 2 and did the first level just a shade short of 18 seconds. I guess in a way you could say its like watching Mario World. It seems getting into a roll and jumping is the best way to move since Sonic's speed inreases by a fair bit. As I said I did the [URL=http://rapidshare.com/files/69281056/Sonic_the_Hedgehog_2__UE_____.mmv.html] first level [/url] but I'm personally not interested in doing it because the stages are short, unsmooth and uneventul. If any of you refer to the TSC time, you'll notice that it gets 17 seconds as the nature of the timer is inconsistent between versions.
Active player (301)
Joined: 8/8/2005
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Not quite "inconsistent between versions" - the timer acts funny in all versions I'm aware of (except when Sprint hacked it to fix the timer). Basically the timer is always running subseconds in the background, and when the level starts you'll start with the subseconds accumulated. As such you can get anything from 0 to almost 1 second tacked onto the timer at the start.
Former player
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Location: Over there!
PAL MS has a slower timer.
Blah!