What is this, I don't even
Requires one of the following savestates:
Savestate for Gens 11a
Savestate for Gens 11b
This shows many things in the previous WIPs, but it has been so long that I am going to talk about them anyway.
Angel Island 1 benefits from forced early Tails spawn, the fact that that you can jump if Tails is carrying you (even if you shouldn't, as shown), and the fact that you can jump from Tails' grip in any direction you want. This moves an annoying swinging handle out of the way further on. The end-of-act miniboss fight was done by Sonikkustar. Result: 0:34::58, an improvement of 35 frames over the published run. The trick with Tails at the start can be done in the any% run too, as I have shown in another post.
Angel Island 2 uses a new zip which
DMTMMMarks found; I improved it after by bouncing off of the bubble shield to lose less speed. I tried to chain it to the next zip, but it doesn't seem possible... A bit of improved precision helps up to the flying bomber ship, while I setup the cutscene skip with Tails offscreen. Sonikkustar did the bomber cutscene and the boss fight. The cutscene skip has a slightly slower start due to bubble shield instead of fire shield, but it is much faster overall than in the any% run. Result: 1:04::37, an improvement of 92 frames over the published run.
Hydrocity 1 is improved by managing Tails' grab timer and by using a variant of DMTM's Super Fly Tails trick (saves 3 frames in this case). Result: 0:29::31, an improvement of 175 frames over the published run, and of 55 frames over the any% run. Also, sub-30 for the win!
Hydrocity 2 uses an improved entrance from mike89's 2p coop run at SDA. The different subpixels led Tails to be 3 pixels higher at the start of the boss, which also improved the fight a bit. I also optimized the capsule hit -- it was 20 frames slower than it should. Result: 0:23::33, or 111 frames of improvement over the published run (and 4 frames over the any% run).
Marble Garden 1: Tracking Tail's grab timer gives a good bit of the improvement. Better precision, including faster Hyper, account for the rest. Result: 0:25::17, or 36 frames of improvement over the published run.
Marble Garden 2: The new Tails trick is courtesy of mike89 in his SDA 2p coop run; initially, I did not think it would save time, but decided to try it anyway. It saved quite some time. I also managed to improve the zip by landing one floor above (128 pixels), in a single pixel. Result: 0:33::58, an improvement of 98 frames over the published run.
Carnival Night 1: Brand new route featuring Hyper and new zip. At the end, I setup an improvement for the next act -- DMTM found it, but his method of entry used the bubble shield, which I didn't have; so Tails came for the rescue. Result: 0:32::02, or 168 frames of improvement over the published run.
Edit: fixed attribution error.