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skychase
He/Him
Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
I use Gens11b. Also, i agree about OOZ1 haha.
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
WFZ in 1:40::04 I think flying for top the fort is the best method. If I run the bottom, would have a lot of braking, and ups and downs, in addition to having many rings that hamper the way. Anyway, I'll try it for discard. By the way: I do an initial Spindash at the next level as a trademark for later unite with other improvements.
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
Hey this could probably improve a bit our time (from Sonic 2 thread)
LTRP wrote:
Aglar already TASed this level using a zip. Link to video
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
You cannot do it without collecting rings
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
Oh! you are right, unfortunately :( MTZ3 in 0:54::39 I think this is the best strategy to fight that boss
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
HTZ2 in 0:49::06 MTZ2 in 0:26::02 WFZ in 1:39::54 Here I show you the bottom way of WFZ is not a good option. This ends in the second 33, when the optimal GMV, I break the capsule. With all this, I think the movie would be finished. I just have to join the improvements. However, this I will do the next Monday to see if this time someone finds some improvement more. Also, I wrote a little submit information format:
It's a movie by skychase, Hat, Tee-N-Tee and marzojr

(link video)

Objectives:
* Beat the game as fast as possible
* No take any ring and 10-ring TV
* No deaths

Table of times
||__Zone__||__Time (mm:ss::ff)__||__Frames__||__Player__||
|Emerald Hill Zone 1|0:18::56|1136|marzojr/Hat|
|Emerald Hill Zone 2|0:35::47|2147|marzojr|
|Chemical Plant Zone 1|0:14::50|890|Tee-N-Tee|
|Chemical Plant Zone 2|0:34::58|2098|Hat|
|Aquatic Ruin Zone 1|0:13::19|799|Tee-N-Tee|
|Aquatic Ruin Zone 2|0:28::27|1707|Tee-N-Tee|
|Casino Night Zone 1|0:16::40|1000|Tee-N-Tee|
|Casino Night Zone 2|0:35::48|2148|Hat|
|Hill Top Zone 1|0:29::31|1771|Hat|
|Hill Top Zone 2|0:00::00|0|Hat|
|Mystic Cave Zone 1|0:28::57|1737|Hat|
|Mystic Cave Zone 2|0:33::43|2023|Tee-N-Tee|
|Oil Ocean Zone 1|0:18::23|1103|Tee-N-Tee|
|Oil Ocean Zone 2|0:00::00|0|Hat|
|Metropolis Zone 1|0:00::00|0|Hat|
|Metropolis Zone 2|0:00::00|0|Hat|
|Metropolis Zone 3|0:00::00|0|Hat|
|Sky Chase Zone|0:00::00|0|skychase|
|Wing Fortress Zone|0:00::00|0|Hat|
|Death Egg Zone|0:00::00|0|Hat/marzojr|
|Total|0:00::00|0| |

Table of players
||Player||Zones played||
|marzojr|3|
|Hat|12|
|Tee-N-Tee|6|
|skychase|1|

Details by each zone

;Emerald Hill Zone 1:marzojr have started here with the first zone, but after Hat had improved the last jumps.
;Emeral Hill Zone 2:
;Chemical Plant Zone 1:Here is used the zip discovered by WST. You can't accelerate in the first inclination, not enough speed, but Tee-N-Tee discovered that it's possible from the second inclination. Besides, the rolling was needed to avoid taking the initial 3 rings.
;Chemical Plant Zone 2:In the long inclination, Hat jump to do the zip discovered by Felipe and do his same moves (a little improved). The second zip discovered by skychase is very useful to reach the boss fight area.
;Aquatic Ruin Zone 1:Tee-N-Tee has shown that Knuckles can reach the zip and do the same thing in the run of Aglar's Sonic 2. Great work on your part.
;Aquatic Ruin Zone 2:Due to the structure of the map (which is different from Sonic 2) you can not make the zip in the same way. But Ten-N-Tee, was smart and he wait for a platform to do the zip to the right and jump all the level. Then, Tee-N-Tee also discovered an alternative glitch of ARZ boss and save Important  frames. (Tee-N-Tee can add your opinion)

WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
Hmm, are you sure that EHZ/DEZ were done by marzojr? As far as I remember, it was an Aglar’s work. Anyway, I am not going to contribute into this, as I am going to focus on my own projects, mentioned in my signature. The progress is very slow, but slow is better than nothing. Feeling completely satisfied with what you guys do here, good luck.
Hat wrote:
Here is used the zip discovered by WST
CPZ1 level-wrap was not discovered by me. I saw it from Tee-N-Tee.
Hat wrote:
but Tee-N-Tee discovered that it's possible from the second inclination. Besides, the rolling was needed to avoid taking the initial 3 rings.
Also wrong, it was marzojr, who was the first to repeat that particular trick with Knuckles. However, he probably sent the gmv only to me and thus you guys may not be aware.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
You are right. I have many names tangled looking for resources among them was marzojr, but everything is correctable. And also thanks for all the info of discoverers of glitches.
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
In HTZ2, I do not see a reason why it is not possible to use the ringbox zip, like in the current published Sonic 2 TAS. Knuckles has exactly the same hitbox size as Sonic, so, it should be possible, though I do not actually know what are the exact conditions to trigger it. Anyway, I am trying HTZ2 myself and I am more than a second ahead of you at this point, so, I will soon post my gmv, even if I fail that particular zip myself. I think it is worth to ask Aglar, Tee-N-Tee or marzojr how to do it. (upd) here it is, feel free to improve it or leave it as is Please note that the boss fight was done in hurry, so I may have lost some frames on the boss (1st hit), or the capsule. You may want to verify it.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
WST wrote:
Anyway, I am not going to contribute into this, as I am going to focus on my own projects
Even saying these words, you have helped us. Thanks for helping with HTZ2 and of course, I will review if I can save a few more frames.
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
S2K Ringless Full Here it is completed with all the improvements. This would be the movie that would be submitted. (once the information is complete) skychase, this is your opportunity to encode EHZ1 0:18::56 (Aglar/Hat) EHZ2 0:35::47 (Aglar) CPZ1 0:14::50 (Tee-N-Tee) CPZ2 0:34::58 (Hat) ARZ1 0:13::19 (Tee-N-Tee) ARZ2 0:28::27 (Tee-N-Tee) CNZ1 0:16::40 (Tee-N-Tee) CNZ2 0:35::48 (Hat) HTZ1 0:29::31 (Hat) HTZ2 0:46::50 (WST) MCZ1 0:28::57 (Hat) MCZ2 0:33::43 (Tee-N-Tee) OOZ1 0:18::23 (Tee-N-Tee) OOZ2 0:31::46 (Hat) MTZ1 0:33::32 (Hat) MTZ2 0:26::02 (Hat) MTZ3 0:54::39 (Hat) SCZ 2:05::57 (skychase) WFZ 1:39::53 (Hat) DEZ 0:40::04 (Hat/Aglar) Total 12:48::02
Player (169)
Joined: 5/13/2012
Posts: 51
Unfortunately, I haven't been able to contribute to this project in the recent past, but now with more free time on my hands, I want to see if I can find improvements. I suggest we postpone the submission.
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
Tee-N-Tee wrote:
I want to see if I can find improvements. I suggest we postpone the submission.
OK Tee-N-Tee I wondered why you not appeared. If you suggest it, I will wait your improvements. Now I'll take dedication to write the info. The truth is that I am tired of looking for improvements.
Player (169)
Joined: 5/13/2012
Posts: 51
WST wrote:
In HTZ2, I do not see a reason why it is not possible to use the ringbox zip, like in the current published Sonic 2 TAS. Knuckles has exactly the same hitbox size as Sonic, so, it should be possible, though I do not actually know what are the exact conditions to trigger it.
In Knuckles' version, there are wall-like objects which can be found throughout the game, I assume they were put there to prevent the player from gliding or climbing into the level structure. Sadly, such an object is behind the ringbox. Anyway, here's what I've come up with in Emerald Hill: [URL=http://dehacked.2y.net/microstorage.php/info/1921869139/k-eh1-nr.gmv]Emerald Hill 1 in 0:18::43[/url] [URL=http://dehacked.2y.net/microstorage.php/info/294285818/k-eh2-nr.gmv]Emerald Hill 2 in 0:35::15[/url]
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
Tee-N-Tee wrote:
Nice improvement amyway. I wonder how much you can shave off from other parts, including mine, if you improved probably the best one (done by Aglar).
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Player (169)
Joined: 5/13/2012
Posts: 51
WST, I don't quite get it. Are you implying that jpeg is a bad format?
WST wrote:
Nice improvement amyway.
Thanks, nice Freudian slip btw, this reminds me of a [URL=www.youtube.com/watch?v=G-nNgUfRf6E]Dean Martin song.[/URL] Amyway...ehm...Anyway, off to Chemical Plant: [URL=http://dehacked.2y.net/microstorage.php/info/983125788/k-cp1-nr.gmv]Chemical Plant 1 in 0:14::47[/url] Right at the start, I managed to jump on the moving platform in a way that allowed me to kill forward momentum quicker, thus saving 3 frames. [URL=http://dehacked.2y.net/microstorage.php/info/1116272961/k-cp2-nr.gmv]Chemical Plant 2 in 0:34::56[/url] Technically, this is no improvement, Hat provided a gmv in the S2K thread and when you finish the bossfight it ends up being 34::56.
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
Tee-N-Tee wrote:
WST, I don't quite get it. Are you implying that jpeg is a bad format?
Don’t take it too seriously, please. :)
Tee-N-Tee wrote:
Thanks, nice Freudian slip btw, this reminds me of a [URL=www.youtube.com/watch?v=G-nNgUfRf6E]Dean Martin song.[/URL]
Well… This was kind of intentional… And I think you could guess that, looking into my signature… Love all of your improvements, are you going to polish the whole run? :)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
Nice. I must say you do a great job, Tee-N-Tee. Regarding submission's info: * I think I will put as authors of each level to all who involved to improve those levels. i.e. CPZ2 0:34::56 (Hat/Tee-N-Tee) * I'll delete the table of players and quantity of zones played by players, it isn't necessary. Tee-N-Tee, once you think you don't need to continue to improve zones, you tell me. Then I mix all and finish the information.
Player (169)
Joined: 5/13/2012
Posts: 51
WST wrote:
are you going to polish the whole run? :)
Yes, I'll look for improvements in every act. Speaking of which... Aquatic Ruin 1 in 0:12::50 I also tried act 2, but to no avail. Update [URL=http://dehacked.2y.net/microstorage.php/info/1547597380/k-cn1-nr.gmv]Casino Night 1 in 0:16::25[/url] [URL=http://dehacked.2y.net/microstorage.php/info/197783454/k-cn2-nr.gmv]Casino Night 2 in 0:35::34[/url]
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
Tee-N-Tee wrote:
Update [URL=http://dehacked.2y.net/microstorage.php/info/1547597380/k-cn1-nr.gmv]Casino Night 1 in 0:16::25[/url] [URL=http://dehacked.2y.net/microstorage.php/info/197783454/k-cn2-nr.gmv]Casino Night 2 in 0:35::34[/url]
Good job, Tee-N-Tee! Just to clarify: are you sure that the jump-climbing pattern that you used, is the fastest? Some time ago I was doing some measurements and I think I used other kind of pattern, can’t remember all of the details though.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Hat
She/Her
Banned User
Joined: 9/3/2015
Posts: 60
WST wrote:
Some time ago I was doing some measurements and I think I used other kind of pattern, can’t remember all of the details though.
If you know another pattern faster and you can apply it, you are welcome to show it. Any improvement is accepted for a good submission. And as for the capsule in CNZ2 is interesting moving the screen up to delete the animals fastly and show score bonus. Could be done at all stages, I'll try.
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
Hat wrote:
If you know another pattern faster and you can apply it, you are welcome to show it. Any improvement is accepted for a good submission.
Sadly, most time I am far away from my PC where I can TAS. So I cannot tell you exactly when I’ll have time to check it. Better if Tee-N-Tee answers that question himself; also, given the quality of most his runs, I think he knows what he is doing, so, the climbing may already be perfect.
Hat wrote:
And as for the capsule in CNZ2 is interesting moving the screen up to delete the animals fastly and show score bonus. Could be done at all stages, I'll try.
Sadly, in most places it’s not applicable, but you can try quickly spindashing (or flying) to the left just after breaking the capsule, this will make R-animals to disappear quicker, and then quickly move to the right, to make L-animals go offscreen. However, I did not actually measure if it saves any non-ingame time, as I used it only in just-for-fun projects, like this run: Link to video (upd) I have just checked it, and it does not seem to save any time for me. I simply got exactly same result. By the way, you usually cannot spindash when you break the capsule as fast as possible, because you are staying on it’s edge.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Player (169)
Joined: 5/13/2012
Posts: 51
WST wrote:
Just to clarify: are you sure that the jump-climbing pattern that you used, is the fastest? Some time ago I was doing some measurements and I think I used other kind of pattern, can’t remember all of the details though.
The one thing I know for sure, is, you can't be sure of anything when tasing Sonic games ;) Joking aside, I simply used the method that was fastest in my tests, but there might be a better one out there. Anyway, [URL=http://dehacked.2y.net/microstorage.php/info/422441299/k-ht1-nr.gmv]Hill Top 1 in 0:25::37[/url]
Skilled player (1436)
Joined: 11/26/2011
Posts: 655
Location: RU
A bit offtopic, but would be great if you guys as team also will try to work with "Maximum Individual Rings Challenge" (aka Perfect Bonus) after finishing this wonderful project. That run is a lot [A LOOOOOOOOOOT] more complexity and entertainment than "No Rings". Just look on Perfect Bonus Metropolis 2 by Tee-N-Tee to estimate scale of madness.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
To me (and LTRP may confirm), the fastest pattern (considering subpixel climbing) as far as i remember is: [<b] [<b] [<b] [<b] [c>] [c>] [c>] 7 frames pattern, short, but fast.
Archanfel wrote:
A bit offtopic, but would be great if you guys as team also will try to work with "Maximum Individual Rings Challenge" (aka Perfect Bonus) after finishing this wonderful project. That run is a lot [A LOOOOOOOOOOT] more complexity and entertainment than "No Rings".
You may ask Theyogwog, he really is good at collecting rings as Knux.
~ [I]feeuzz
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