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You two make a great team; keep it up guys!
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Well, thanks to the new loop glitch discovered by kaan, I found some new shortcuts in SPZ2 to save time as you can see in the video. Link to video This works for Hyper/Sonic, Tails, Amy and Knuckles; Tested personally. Seeing the amount of new glitches discovered in 2017 maybe I will take care of improving the previous S+T any% the next year; Aglar and Zurggriff I would like to know if you two are interested in this, it would be great.
You can see more TASes on my youtube channel
WST
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Yeah, kaan55 is good at finding nice strategies and Evil_3D is good at optimizing, they help each other make the final result better. I’m sad that feeuzz22 almost left us, he could participate in this project and make useful contributions, too…
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 :)
Post subject: Loop glitch
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The loop trick wasn't found by kaan. It was found by me. https://www.youtube.com/watch?v=JE8N2eeXSS0 I did do only the that act because of that trick. ^^ //Regards DMTM
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
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Yeah I wasn't the one who discovered find the loop trick. I found it from one of Orkal's videos. I simply used it to find that shortcut in Act 1. The S+T any% tas could use an update. I might help you find even more strats if you start it. I probably won't help tas it though because making a run that heavily optimized might prove to be too much for me. Speaking of the S+T any% tas. You can do the fast SOZ1 boss kill with the insta-shield so that's a 30 frame improvement right there.
Post subject: Re: Loop glitch
WST
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Mr_Sweed wrote:
The loop trick wasn't found by kaan. It was found by me. https://www.youtube.com/watch?v=JE8N2eeXSS0 I did do only the that act because of that trick. ^^ //Regards DMTM
Don’t worry, everyone here already knows that you discovered every single glitch in Sonic games. //Regards WST
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 :)
Post subject: Re: Loop glitch
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Evil_3D wrote:
Well, thanks to the new loop glitch discovered by kaan, I found some new shortcuts in SPZ2 to save time as you can see in the video. -video- This works for Hyper/Sonic, Tails, Amy and Knuckles; Tested personally. Seeing the amount of new glitches discovered in 2017 maybe I will take care of improving the previous S+T any% the next year; Aglar and Zurggriff I would like to know if you two are interested in this, it would be great.
Great stuff! I look forward to the progress of your ring attack run. You have been doing an outstanding job at it. I just wish you two posted YouTube videos more often to make sharing your awesome easier.
WST wrote:
Mr_Sweed wrote:
The loop trick wasn't found by kaan. It was found by me. https://www.youtube.com/watch?v=JE8N2eeXSS0 I did do only the that act because of that trick. ^^ //Regards DMTM
Don’t worry, everyone here already knows that you discovered every single glitch in Sonic games. //Regards WST
Could you please stop flaming other posters over petty things?
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
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Well, chronologically Orkal found the glitch first, so I think the respective credits going for him, but I will not fight for who discovered the glitch first, it seems to me half child at this stage. And thanks Paused and Zeupar Is nice to see people following this project, I hope you guys follow this movie until Doomsday zone :) //Regards Evil_3D (?)
You can see more TASes on my youtube channel
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Question: Tails can't skip MGZ2 right? Because the level warp setup works for him too.
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marzojr
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The issue is that Tails is unable to jump inside the wall to trigger the capsule, leaving him unable to progress. If Tails could fly for long enough for the entire fight, and you were using Super Tails (for the flickies) it would be possible, the only thing preventing Tails from doing it is being too short to jump inside the wall.
Marzo Junior
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Thanks marzo for the explanation! Kaan... bad news, I found a hidden ring in FBZ2 http://es.tinypic.com/r/e0gwlz/9 The ring is on the top of the level at the beginning, and is in the exactly possition of the MGZ2 ring (so I think this level was made by the same dumb that did MGZ2 when S3K it was in development :P), currently I'm searching a "legal" way to collect it, like the MGZ2 ring, this ring can't be atracted by the lightning shield and this become the things very difficult. But don't worry if you are TASing SPZ2, this level don't cause many problems resynchronizing (if I find a way to grab the ring and redo FBZ2)
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Post subject: Flying Battery 2 hidden ring
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Good news, I found a faster way to collect this ring without spend so much time fortunately :) Link to video So I need to redo this ACT completely now.
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A hidden ring just like the one in MGZ2? Interesting. I wonder how they messed that up twice. I think I know why it can't be attracted by the lightning shield. You notice how it has a green hitbox while every other ring has blue hitboxes. This means it's a special type of ring that can't be attracted by the lightning shield. It's the same kind you place down in debug mode. It's great that you found a way to get it. Although it is kinda unfortunate that you have to redo FBZ2 now. While you're at it I should remind you that Sonic and Tails spindashed a frame late in the beginning. Don't worry about SOZ2. I didn't start tasing it because I was distracted with other things. EDIT: Knuckles can get that ring too using slope glitch. However the method needs improvement as it's a bit slow.
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kaan55 wrote:
EDIT: Knuckles can get that ring too using slope glitch.
Yes, he can. Link to video This method is the most faster for me. I wonder if Yogwog was aware of this ring, but well, this will serve for someone who wants to improve the ring-attack of Knuckles someday.
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Wow that method is way faster than mine. I forgot Knuckles can embed himself in the ground like that. That's one more improvement for the Knuckles run. Considering he didn't say anything about this ring to us nor mention it in the submission text of his Knuckles run I'd say he wasn't aware of it. Heck I don't think anybody even knew this ring existed until now. How did you find it? Now I'm wondering why that ring is there too (along with the one in MGZ2). I mean it doesn't look like it's part of an early level design. It's in an awfully specific spot where it's pretty much isolated from the rest of the level unlike any other "inaccessible" rings. It's also the special kind of ring you place down in debug mode which in theory shouldn't even be used over normal rings as part of a level.
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I localize this ring when I found an alt route for Amy, It never occurred to me to look for rings in this place very apart and off the current level desing (this made me look at all the levels in this spot to see if there is a pattern in the levels, but luckily only these rings are in MGZ2 and FBZ2), so I should say thanks to WST and Amy for helping me find it :P About the origin of the ring for me is a mystery, the only thing I can say is that its similarity to the MGZ2 ring is perfect. Both are positioned in the position X128 - Y128 and for some reason this rings can't be attracted by the lightning shield ... I think this is an unused function of the rings in the developemend period of the game because only this 2 rings canot interact with the shield. But my theory is: Same level developer or simply sega can predict the future and enjoy trolling us with these rings :'<
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You found it while making the Amy run? It’s amazing that we’re still finding things in this game by accident. I still think it’s kinda neat there are leftover things from early development. It makes you wonder what they were used for. Although it does kinda suck that we end up having to get the leftover rings :p Maybe they are trying to troll us with their psychic abilities. They knew that we’d spend so much time getting these rings. But for better or worse we’ve outwitted them every time. Take that SEGA! You can’t beat us! Hey I’m just glad they had enough mercy on us to remove the 3 AIZ2 wall rings from S3&K. I actually did find a way to collect them (I can’t show it right now). Those rings would’ve really complicated the route of the entire firey AIZ section and extended the legnth of the zone by about 2 minutes. Oh yeah have you started working on FBZ2? I’m thinking it might be a good idea for me to try to improve your input.
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Yeah.. SEGA troll me very well this time, specially in this ACT maybe will be a little hard to resync it because the magnets frame cicle will change thanks to the new ring. But for me a good spot to copy the first part of the inputs it's the lightning shield and booster under the spikes, just where Sonic falls and return to the normal route in the strategy video, maybe this can let you resync some of the level if you adjust the possitions when Sonic and Tails step the booster Sadly I'm not started FBZ2 yet, in my country is summer already and most of the days the temperature up to +36ºC and is very hard for me to take a long 6~12+ hours TAS session in this conditions, so I'm taking advantage of the holidays and will rest a bit until this heat wave ends ( fortunately I think it is until this weekend ). http://dehacked.2y.net/microstorage.php/info/1447655482/Evil_3D-TheYogWog-kaan55-S3K-ST-ringattack.gmv -> the .gmv is fixed and WST put a more accurated RR count You can try to improve and copy some of FBZ2 inputs if you want, when I back I will do SPZ2. Just forgot: Happy New Year :)
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Yeah SEGA does like to troll us. We had to recync the entire run a third time for 1 ring. This comparitively isn’t so bad. Good god I’m surprised you haven’t started melting from that dreadful heat wave. Well I won’t mind redoing FBZ1, recync or not. It looks like a pretty straightforward level to me. I was hoping you’d be the one to do SPZ2. I am willing to do it myself but you’d probably do a better job at improving it. Oh wow that’s a high rerecord count. Did WST just go through all my testruns to add up the rerecords? What was wrong with the gmv? And more importantly how did you guys record 1/3 of a frame?
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kaan55 wrote:
Well I won’t mind redoing FBZ1, recync or not. It looks like a pretty straightforward level to me.
AFAIK in FBZ1 I don't found considerable/minimal improvements, or you miss the "2" in the keyboard? :P
kaan55 wrote:
I am willing to do it myself but you’d probably do a better job at improving it.
Sure, I had no problem doing SPZ2, I want to see what I can do.
kaan55 wrote:
Oh wow that’s a high rerecord count. Did WST just go through all my testruns to add up the rerecords? What was wrong with the gmv? And more importantly how did you guys record 1/3 of a frame
I have added the rerecords of your test runs and mine, WST fix that and also the description, the gmv had an old one from when still you and theyogwog were not in the project, the 1/3 frame is a editor's thing, it's nothing serious.
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Evil_3D wrote:
AFAIK in FBZ1 I don't found considerable/minimal improvements, or you miss the "2" in the keyboard? :P
It is a typo. I meant FBZ2. I don’t know how I missed that lol. Yeah you shouldn’t have any problems with SPZ2. The testrun was fairly easy for me to make. You might have to do some rerouting in the area between the sandfall section and the last slide because you don’t have the no screen wraps restriction. There is however the light switch strat. It’s extremely difficult to pull off and it’s pretty much madnatory that you do it since it’s considerably faster than any alternate strats I’ve tried. I will help you with this if you have too much trouble with it. You two did a good job with the gmv. I’m glad the description and rerecord count is fixed. Now we can really see how much work we’ve put into this. You will have to add another few hundred rerecords (I can’t give you the exact number right now). I edited the very end of SPZ1 slightly to get rid of the Tails grab penalty which would’ve wasted time in Act 2.
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So I decided to have a little fun with slope glitch. The result looks awesome and even got me ahead of the old run. http://dehacked.2y.net/microstorage.php/info/1162188963/Evil_3D-TheYogWog-kaan55-S3K-ST-ringattack.gmv
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Amazing improvements, definitelly you compensate the time lost collecting the hidden ring, keep it up! Update: When you jump inside the walls to fall 1 ground level, with lightning shield: press [A] [] [A] (jump), this let you to fall 1 frame faster inside the wall with this shield.
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Thanks for the tip. I can see how that saves a frame. I saved about 4 more seconds in that section of the level. I just need to save a few more seconds to get sub 3:00.
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I hope with the improvements some magnets don't let you to waste a lot of time like at 1:56 on the old FBZ2 wip, talking about the old FBZ2, you fixed the *blank* frame added in the begining to sync the level before? Just to know or make you remember.
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