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Post subject: Sonic 2 and Knuckles with no rings
Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Yes, this is possible on an official release! All but one level is solved now, and the last one (Metropolis 2) has a number of wacky things you can do to avoid rings, so I imagine if I play around with it for long enough I'll be able to solve it too. This run won't have the don't-fly-over-levels restriction - since there's no existing Knuckles material to compare to, and because the more ridiculous strategies require it anyway, it will be no-holds-barred. :) Anyway, here's a WIP of Emerald Hill 1, just to demonstrate what it'll look like.
Player (52)
Joined: 4/10/2009
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metropolis 2 would be like 10 minutes long if it's even possible.
Player (73)
Joined: 12/20/2006
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I'm not very good at TAS'ing so my messing around with metro 2 isn't super effective, but here is my tip for how i think might be a solution: First, the first part of the level i'm assuming you already solved, obviously glide into the shooter thing because then you can repeatedly glide at turbo through the bumpers without grabbing any rings. The other part is obviously more tricky because i got to a point near the end of the level where i just couldn't progress, where the rings go up in a half circle after a spinner tube thing.. however i think you may be able to set up a zip to avoid going through this part of the level... if you go all the way around the level to the upper left portion of the level (going around in a big circle in order to avoid rings) you will get to the section of the level where the full level zip is performed. Now, tails can climb the missing portion of the wall and can get inside the wall as he climbs up, and can start a zip from here. You may be able to zip on top of the spikes where the full level zip is started, though in my 1 hour of messing around i wasn't able to do it, i'm almost certain this method is at least possible. I really suck at TAS'ing and TAS'ing zips especially, with most of my play just being in real time just savestating stuff, but yea i'm certain you can get to this point of the level, get into the wall here, and can start a zip at the very least. The problem with this zip is there is a wall that looks like its going to be pretty difficult to get through on the left which stops your momentum... Anyways, sorry if you already knew this but ya this should be one solution, i have ideas for others as well (getting into the stage through one of the item boxes, you can use the bubble shield to damage inside a lowering platform later in the level were my other 2 ideas). Oh, and you can set up a short zip on the nut and bolt thingy... there are just a ton of areas for possible zips, i can't see someone not figuring out which one is a good solution. Ya, as i work on this level more, i'm finding like 800 different places to get a zip going without needing rings (getting into the lava is pretty easy with invincibility...)... one of these has to work
skychase
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Completed, still working on improvements. Here's a crappy encode Link to video Metropolis Zone 2: (31sec) http://dehacked.2y.net/microstorage.php/info/871790830/ringless3.gmv Oil Ocean 2: (42sec) http://dehacked.2y.net/microstorage.php/info/1582135059/ringless4.gmv Chemical plant 1: (33sec) http://dehacked.2y.net/microstorage.php/info/1458911687/ringless5.gmv Emerald Hill 1: (24sec) I just realised Mike89's first WIP did 20sec (I feel stupid ><') Emerald Hill 2: (40sec) http://dehacked.2y.net/microstorage.php/info/1989738652/ringless6.gmv Edit: That's fucking hard to know if you're faster when you can't compare in real time... is there a lua script for this ?
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skychase wrote:
That's fucking hard to know if you're faster when you can't compare in real time... is there a lua script for this ?
When you want to know how is your speed is to compare the time that you get, with one previous in the same area, but when no other time with which to compare I do the following: The idea in any area is to reach the goal and this is always at the right end of the level. Then compare if you always move forward (right) or how many times back to advance. If you avoid go back as much as possible, the time will end will get better. You should also check if a glitch worth using, being the place where you finish.
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I have some observations:
skychase wrote:
Metropolis Zone 2: (31sec) http://dehacked.2y.net/microstorage.php/info/871790830/ringless3.gmv
It is much better that this zip in MTZ2 can be used, it saves much time. I have achieved improve your time to 29 sec. Thanks to a better way to climb the walls. And yet can be improved more.
skychase wrote:
Oil Ocean 2: (42sec) http://dehacked.2y.net/microstorage.php/info/1582135059/ringless4.gmv
I'm surprised that there is another zip here. I do not know if this could be an improvement for Sonic2 Any%. It's a good route that has been used, only needs improvement in execution speed.
skychase wrote:
Chemical plant 1: (33sec) http://dehacked.2y.net/microstorage.php/info/1458911687/ringless5.gmv
I dont know if the way of down is better, however, this gives you the possibility of more speed. Chemical Plant is an area where it is difficult to avoid the rings.
skychase wrote:
Emerald Hill 1: (24sec) I just realised Mike89's first WIP did 20sec (I feel stupid ><') Emerald Hill 2: (40sec) http://dehacked.2y.net/microstorage.php/info/1989738652/ringless6.gmv
I think that you can use the TV of barrier's collision to use another spindash quickly. Also, is a good option to take the boots of speed could make this more quickly if you try not to go down. And EHZ2, maybe I could use the same path used in the movie Sonic2 Any%. There is a monkey that you could use to going up instead of going down and after go up. I know that this is the first practice, but try to tell, possible best moves.
skychase
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There's a zip in AR2 that i'd like to use but it seems impossible... I get ejected from the wall to the left but when the screen starts scrolling to the right, I die after few seconds.
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skychase, I would like you to give me the job of creating Emerald Hill. If you let me, i want to start a bit with the development of the definitive movie.
skychase
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Sure, go for it. I want this movie to be as good as possible and if it means that someone else do most of it, I'll be perfectly fine with it. ^^
skychase
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Location: Quebec, Canada
Did you know there's a zip in MC2 ? We can skip the whole level.... http://dehacked.2y.net/microstorage.php/info/1691333023/ringless8.gmv Edit: 12sec faster than my youtube WIP. 11sec slower than Sonic & Tails run... Link to video
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Great, skychase. Also I want to say it was a bit difficult but I managed to improve time to mike89 in EHZ1. -8 Frames (I think) is probably that can be improve even more, I'll see if I can achieve it. It's amazing a improvement of 12 sec and note that it may be more yet.
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Well, thanks to the help of mike89 in EHZ1 here I have the first WIP, which ends in CPZ1. As he had said before, i have improved the mike89's time (EHZ1) and a improvement 2 sec in EHZ2. Hope you like it. http://dehacked.2y.net/microstorage.php/info/1035412249/ringlessTAS.gmv
skychase
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That's...... AWESOME ! ^^ Great job, can't wait for the next WIP.
Joined: 6/7/2008
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Location: Portugal
0 ring challenges, heh? Not sure if it'll help, but I did some Low Ring/Score Challenges for Sonic 2 some years ago. ARZ1, 0 points: http://www.youtube.com/watch?v=JKPo7daAEPo ARZ2, 0 rings: http://www.youtube.com/watch?v=LTpkmS2tp80 CNZ1, 0 points: http://www.youtube.com/watch?v=o-ym7Cv2eFk CPZ1, 0 points: http://www.youtube.com/watch?v=IsFJCN7MAXk EHZ1, 0 points: http://www.youtube.com/watch?v=Kgcr5R7_o1M HTZ1, 0 points: http://www.youtube.com/watch?v=6AHJhwlCUEY MCZ1, 0 points: http://www.youtube.com/watch?v=3I_z5n-VaRU OOZ1, 0 points: http://www.youtube.com/watch?v=hkcJ05J9peQ SCZ, 0 points: http://www.youtube.com/watch?v=1ouU0gbPwnE Hope these help.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I have ready CPZ1 and 2. In the first zone: 25 sec; and the second: 35 sec. Thank god, I had not to wait somewhere, especially in glitch in CPZ2, I have done it just in time. Now I will work in ARZ and I will return to publishing here.
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Somehow manages to make a zip in ARZ2 but I think it did not help. Although the camera begins to move to the right, that does not stop Knuckles dies by falling into the abyss and I'm not sure if I can find beyond solid ground to stand on. Anyway, I will keep trying to see if I can get positive results.
skychase
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That zip ? Edit: Oh and have you found a faster path in AR1 ? I didn't search a lot in this one...
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skychase wrote:
That zip ? Edit: Oh and have you found a faster path in AR1 ? I didn't search a lot in this one...
In truth, in ARZ1 I use the way you have used first, maybe could find a faster way. In ARZ1 I have a time: 25sec: 58frames And about this zip, I want to try to find some good use, I will not waste it and I'm sure that will save a lot of time if I use it well.
skychase
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I think there's a little zip possibility in AR1 on the first loop... When you run and start rolling, you get ejected by the left... the only problem is that the first little slope of the level make you lose speed. ><'
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mmm ok I'll try. Besides that there you are in a higher place maybe i will found a good way to use it and see if it saves time.
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Damn, it seemed a good zip but like you said skychase, it no works like a glitch to take me to the finish.
marzojr
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For what is worth, the revised version of the run Aglar is working on has put both of these zips to good use.
Marzo Junior
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Damn it, I try and try but I can not make a zip successful. Maybe I just need to wear a normal route. I do not like the position where I remain, try to go up, jumping, but in trying, I lose a lot speed and the camera achieve me. Also I can not go below because Knuckles will die by falling into the void. What I can do?
skychase
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Probably because the boss floor is higher than where you zip...
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Here I have drawn a red line all the time indicates the level of floor of the battle against the boss. Only one could make a zip, top that line. Furthermore it is a bit above the water level.
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