Former player
Joined: 5/31/2004
Posts: 375
I suppose so. I can jump *to* that point but the wall is pretty solid there. I'm just thinking a the Sonic record wouldn't be nearly twenty seconds slower if it used the exact same path as the Knux run...
Joined: 5/3/2004
Posts: 1203
I have read that on CP2 the direction the first pipe takes you is dependent on whether your displayed time is even or odd.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
An update on my stats so far: EH1: 0:19 EH2: 0:37 CP1: 0:20 CP2: 1:04 (don't know how to go any faster - all known shortcuts are slower) AR1: 0:24 AR2: 0:44 (1 second slow) CN1: 0:26 CN2: 1:01 I most likely will not be submitting this run - if I did, it would almost certainly be rejected based on EH1-2 and AR1-2 alone (each can get atleast a second or two faster).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Very nice to see your progress. How do you plan to do, will you restart to grab the extra seconds you talked about, or play this one trough to the end? Is spindashing different in this game from Sonic 3? I remember SprintGod saying you could do max speed spindash in 8 frames, and you do it in more. In some loops you jump and in some you don't. Is there a rule to this, or do you have to test each one individually? I find the fast ducking annoying, but that's your choice.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Most likely, I will play this one through to the end - once I've done that, I'll either start over or let someone else with uber-precision use my run as a guideline. [edit] Update: EH1: 0:19 EH2: 0:37 CP1: 0:20 CP2: 1:04 AR1: 0:24 AR2: 0:44 CN1: 0:26 CN2: 1:01 HT1: 0:45 HT2: 1:01
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 9/26/2004
Posts: 18
Location: Australia
omg some one decided to finish the speed run any way you should look at the run i did http://www.geocities.com/kikpantsoff/sonic2.zip
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Another update (had done MC1-MC2, only to find out I desynched it, so I redid the end of HT2 as well): HT2: 1:00 MC1: 0:35 MC2: 0:41 OO1: 0:35 [edit] Just discovered a HUGE shortcut in Chemical Plant Zone 2, enough to bring my time on that level down to 0:51. Of course, the other levels (especially Emerald Hill and Aquatic Ruin) have plenty of room for improvement as well, so I'll finish this run first and then restart.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
@HCH: Thanks for showing us. At least two levels are faster and could be used as benchmarks for a new version. Please. Use the full stop => . @Quietust: Sounds like you discovered THE shortcut which the guy on TSS probably used. I liked how you used Tails on the MC2 boss. Looking forward to your next update already. Oil Ocean 1 wasn't included in the file online, it seems.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Just finished Oil Ocean 2, using "The Glitch" (right after I hit spikes and lose my rings) to gain Super Sonic physics for the remainder of the level. Updated OO2: 0:51 MZ1: 1:01 MZ2: 1:00 MZ3: 1:53
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Former player
Joined: 10/27/2004
Posts: 518
well, u already know its good, dontcha? haha... anyhow, the super sonic physics messed me up for a moment... i was wondering what was going on and if there was no gravity or something. very nice run! keep up the good work!
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Wow, progressing fast now. Comments: MZ2, at 15:32 somewhere, could you spindash + jump instead of just starting to run? I toyed around with the boss, it's possible to get two balloons in one go. You have to let him get a lot closer to the ground though. Perhaps something to check out. I also tried to hit him while he was at the top with spindash+jump, without any luck.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
This run is completed. EH1: 0:19 (try for 0:18) EH2: 0:37 (can get 0:36) CP1: 0:20 (maybe 0:19) CP2: 1:04 (can get 0:51) AR1: 0:24 (can improve) AR2: 0:44 (can improve by atleast 1 second) CN1: 0:26 CN2: 1:01 HT1: 0:45 HT2: 1:00 MC1: 0:35 MC2: 0:41 OO1: 0:35 OO2: 0:51 MZ1: 1:01 MZ2: 1:00 MZ3: 1:53 WFZ: 1:47 DEZ: 0:48 84886 frames (23 minutes, 34.7 seconds), 9059 rerecords. Whether or not I submit this is up to you...
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Former player
Joined: 5/22/2004
Posts: 462
A submission would be pointless if you're going to improve this. Even if you aren't, it would still be pointless because it can obviously be improved.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Dan_ wrote:
A submission would be pointless if you're going to improve this. Even if you aren't, it would still be pointless because it can obviously be improved.
It's not pointless if - the movie is interesting even now - it's unlikely that someone ever finds motivation for improving it
Joined: 5/3/2004
Posts: 1203
Haha, good call, Bisqwit. We Sonic gamers don't seem to be as dedicated as the rest of the bunch ;) .
Former player
Joined: 4/13/2004
Posts: 54
Location: Sweden
I've been following your run since you started and I think you should submit it, it may not be perfect, but sure it's entertaining enough to make atleast me happy. Also, if you plan to improve it, check Hero Chaos Chao's run in this topic for a better route on AR2 to make it 4 seconds faster.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
See the thing is, he has already improved alot of the levels be alot of time, not talking a few frames. If you have been in IRC you KNOW it can be done quite a bit faster. He has also already said he is improving it, and it's not like we don't have the gmv already; we KNOW what it looks like. If anyone wants to watch it they can, so there isn't much sense in wasting a large chunk of bandwidth to transfer a file that will be improved in a little while.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
I've just started on my new and improved Sonic 2 run, and I've already managed to finish Emerald Hill Zone 1 in 18 seconds - once you get used to it, frame advance is REALLY NICE! My current WIP will be updated as I complete each level. EH1: 0:18 EH2: 0:36 CP1: 0:18 CP2: 0:51 AR1: goal = 0:24 or less
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Former player
Joined: 5/31/2004
Posts: 375
I can't help but notice that you don't jump in the loops.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I beleive he decided that once your going a certain speed jumping in the loops is acually slower.
Joined: 5/3/2004
Posts: 1203
Yay! I'm glad you tried out some new spindash spots and the upper path on EH1, excellent redo so far. Also, I'm glad you discovered the "Steganos hump hopping" on CP1, awesome improvement. I do have a nitpick on EH2. When you take the vertical spring, you should press left for a little while, so that you can start moving to the right before you actually clear the wall that bounds you on the right.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
xebra wrote:
I do have a nitpick on EH2. When you take the vertical spring, you should press left for a little while, so that you can start moving to the right before you actually clear the wall that bounds you on the right.
I actually DID do that, but the optimum 'pull back' time was only 6 or 7 frames so you probably didn't notice it.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 5/3/2004
Posts: 1203
Awesome, that's what I get for watching on full speed ;) . Keep up the good work.
Joined: 5/3/2004
Posts: 1203
One more thing, in my console runs I never failed to hit Mecha Robotnik 3 times while he was launching. I haven't really examined the timing of your jumps to see why you only manage an 11-1, but it makes me wonder if there isn't some way to pull off 12 hits before he launches. (Because on a console 11-1 runs depend on that third hit during launch ... yours doesn't.)
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
The reason I only hit him 2 times while he was launching is because I hit him 1 extra time BEFORE the launch. I don't believe it's possible to hit him much faster than I did, at least not enough to get in 12 hits before he launches out of range.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another