Emulator used: VBA re-recording v17. Make sure to set the frame skip to 0 (choose "Options->Speed->Frame Skip->skip 0"), otherwise the scrolling will be much choppier than it should be.
This is a no-emerald, Sonic-only run of Sonic Advance 2. It aims for fastest in-game times, then fastest real-time.
Here are the in-game times achieved:
Level/BossTimeTSC record
Leaf Forest 10:24:270:29:75
Leaf Forest 20:23:700:31:97
Egg Hammer Tank II0:05:620:06:70
Hot Crater 10:31:630:39:22
Hot Crater 20:34:150:46:33
Egg Bomber Tank0:06:920:12:22
Music Plant 10:33:850:47:85
Music Plant 20:40:920:55:55
Egg Totem0:05:500:05:57
Ice Paradise 10:41:950:53:68
Ice Paradise 20:32:850:45:12
Aero Egg0:05:500:05:50
Sky Canyon 10:39:730:49:28
Sky Canyon 20:37:650:53:07
Egg Saucer0:07:320:19:77
Techno Base 10:59:321:24:88
Techno Base 20:32:530:40:83
Egg-Go-Round0:06:480:10:22
Egg Utopia 10:52:481:18:35
Egg Utopia 20:56:721:15:83
Egg Frog0:08:520:12:78
XX Zone0:49:421:33:83
Total in-game time: 10:37:03 (or without bosses, 9:01:75)
This is probably the fastest Sonic game ever made, or at least it was intended to be. I was able to make Sonic move faster than the camera can keep up a decent number of times, which is pretty fast considering that the camera moves at the rate of 4 screenfuls per second. The levels are gigantic, though, which is why there aren't any sub-20-seconds level times. Finding paths through the levels was the most difficult part of making this, because there are quite a lot of alternate paths through the levels and it's not at all obvious (nor is it documented anywhere) what the fastest routes are.
Sonic has more moves here than in most Sonic games: Run, jump, crouch/spin, spin dash, air dash, slide kick, double-spin attack, homing attack, bound, and 4 mid-air tricks. Most of them turned out to be useful at least in some situations, but generally I just used run, jump, and air dash. I'll describe how the moves work to give a better idea of the game's physics and why I did certain things in this run:

Moves:

Spin Dash: Although it only takes 2 frames to perform a full-strength spin dash in this game (or 4 frames if you're already running), I only use the spin dash on those rare occasions where I need to accelerate from a very low speed, because the spin dash is too slow to be worth using in most other situations (especially because it requires leaving boost mode to perform). It's quite useful on some of the bosses, however.
Bound: This makes Sonic instantly come to a complete stop and slowly bounce downward. It would be completely useless in this run, except for what is probably a glitch that lets you skip the "slowly bounce downward" part if you activate the bound close enough to the ground after jumping. In other words, this is the move I use to get into spin dashes so quickly and completely stop or attach to platforms in boss fights.
Running and Boost Mode: "Boost Mode" is when Sonic gets these blue afterimages trailing behind him. It increases his maximum running and jumping speeds (except for post-air-dash, which is already unlimited) and allows him to jump further/higher. Sonic can enter boost mode by doing nothing but running along the ground for long enough, and it takes longer the fewer rings you have, but luckily there's a faster way to enter boost mode, which is to simply hit a booster object in the level (certain springs also work). I usually do that to enter boost mode, then maintain boost mode throughout the level by never allowing Sonic to drop below a certain speed while on the ground.
Air Dash: The air dash works like this: If a direction is double-tapped while in mid-air from a normal jump, Sonic gets a small boost of speed in the direction tapped, his vertical speed is reset, air drag stops affecting him until he lands, and he stops spinning which makes him completely vulnerable to damage from touching enemies/bosses until landing. Since it increases his speed and stops his speed from decreasing, and there is apparently no maximum speed, I abuse this move a lot to reach speeds much faster than intended.
Rolling: Rolling is the fastest way to move when Sonic is not in boost mode and there is a downhill slope. (Rolling is also basically the only way to go through an item monitor without being forced to bounce into the air.) The slope has to be really steep to be worth rolling down when already in boost mode, because the primary benefit of rolling down a slope is that the speed maximum is much higher than non-boost-mode running allows.
Slide kick: A slow move and a pretty ineffective attack in most situations, I only use this once in a level and once on a boss.
Double spin: This is when a bright blue slash/shield thing briefly circles Sonic, which can be done during any normal jump. It took me a little while to figure out what this really does. It increases the effective radius of Sonic's ball, letting him hit bosses or get nudged by corners slightly earlier than would happen otherwise.
Mid-air tricks: After getting launched into the air by almost anything in the level (springs, ramps, rails, etc.), Air dash doesn't work, but any of the 4 mid-air tricks can be used to break out of the normal trajectory. The side-spin trick is the default one I use, since it sets your speed high compared to the other tricks, although it has a longer delay. The back-flip trick is useful a couple of times for its very short delay and height gain. I avoided the other two mid-air tricks as much as possible. Note that for some things (such as windmills, bumpers, and spirals), both air dash and mid-air tricks are disabled, and for some ramps and springs it's faster to not use any tricks to maintain velocity, in case you're wondering why I sometimes wait until landing normally.
Jumping: Sonic tends to move slower in the air than on land, so I stay in the air in curled-up jumping form as little as possible. The angle of the ground greatly affects the jump - you can barely jump up at all when on a downhill slope, and uphill slopes let you jump very high into the air. Also, there is a subtle bug where the angle of the ground you previously jumped from is used instead of the current ground angle if you jump immediately after landing on a rail from an air dash, which I use for a few odd jumps. One more trick to the jumping is that jumping out of water gives you a boost upward, which when combined with being on an uphill slope and being in boost mode is how I'm able to make that insanely high jump out of the water in 1-1. Sometimes Sonic uncurls from the ball when jumping and near the ground, for instance during the first boss fight, but this is only a graphical flourish and he can still damage enemies normally in this form.
Speed shoes actually don't make much difference given the high speeds already possible. They basically only increase horizontal jumping movement and decrease the time required to enter boost mode, so I don't get them unless they're directly in the way.

Level notes:

What I do at the end of Techno Base 2 should be impossible. There's nowhere near enough room on that platform with the spikes to do 2 air dashes at such high speed and still jump clear of the spikes, and the jump onto the platform is done unusually fast. It took a lot of fiddling to get the positions right so that Sonic would just barely hit the ceiling before the platform so he'd reach it faster, and so that the slope angle bug mentioned above happened to allow for a shorter air dash than usual, and so that the collision detection conveniently failed while passing upward through the spikes. (I also pass through spikes in a few other situations, such as in Music Plant 1.)
It shouldn't be possible to retain boost mode going by those diagonally sliding platforms in Egg Utopia, but if the air dash happens at the exact frame that I'd land on the platform, for some reason boost mode doesn't go away. (It looks like I clear those platform but I actually touch them for an instant.)
Those sliding sled things in Egg Utopia normally remove boost mode and throw you uncontrollably forward, but if you land on the very back of one it doesn't remove boost mode while still propelling you forward, and if you jump at exactly the right frame the uncontrollable toss becomes a fully-controllable extra-height jump.
It's hard to notice, but I had to slow down a bit more than I would have in the Hot Crater levels, otherwise I'd fly straight through a wall to my doom. Similarly, I had to slow down at one point in Egg Utopia 1 to avoid skipping a gravity change event and getting stuck upside-down where I'm not supposed to be. Also, if you look closely you might notice that I sometimes go straight through special rings and things without picking them up when I'm too far offscreen for them to be loaded yet.
Final Boss: This is the only place in the game where I take a hit to save time. One thing that really stands out is this: If I had gotten to that ring 1 frame later, it would have disappeared; I picked it up at the last possible moment (it just happened to work out that way).

Making this:

This was made using mainly the "frame advance" and "frame search" features, both of which were very useful for frame-precise optimizations (which needed to be done everywhere).
The videos at the Sonic Center were helpful for getting a general idea of things, but didn't cover enough levels well enough to help much with route planning.
Thanks go to NintenDan for encouraging the run and helping out with routes of some earlier levels, and also for having some amazing record times at TSC to compare against.
I've redone act 1-1 at least 6 times, and all of the other levels between 2 and 4 times. The first few attempts of 1-1, made with frame advance and (I though) frame-perfect movement, were still many seconds slower than NintenDan's record time of that level. Every time I went through it I found some new trick or route change to get closer, then finally surpass that time, and only after going through all of the other levels and then starting over and redoing 1-1 yet again did I know enough of how the game's mechanics work to be able to get the times as low as this.


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D:
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
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Location: Floating Tower
YES FINALLY PUBLISHED!!! Great comments for the run's page. ^^ Now where's that star?
Taking over the world, one game at a time. Currently TASing: Nothing
Player (206)
Joined: 5/29/2004
Posts: 5712
What star?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/30/2005
Posts: 57
INSANE VIDEO. I half exspected sonic to finish the level at an earlier time then he started it.
Joined: 6/4/2005
Posts: 130
Location: Ontario, Canada
Infreakingcredible. I have to change my personal list of top speedruns right now to put this near the top. Star no question.
Banned User
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Location: Finland
I vote for a star too.
Active player (328)
Joined: 2/23/2005
Posts: 786
I've never played this game (only have played Sonic Advance 1, which I'd love to see a movie of), and I must say that I thought it was GREAT! The speed was just incredible. I'm not sure about giving it a star, though... don't we have too many stars right now? But I'm guessing it might get one, simply because of how it has obviously completely taken the breath away from everyone who's watched it...
Active player (256)
Joined: 4/24/2005
Posts: 476
There should be no such thing as "too many stars." If something deserves a star, regardless of how many there are, it should get one. It gives the newcomer more excellent games to watch. And on that note, this run should be starred immediately. I had no idea the kind of speed potential this game had. Now if I ever feel the need to see something go mind-boggling fast, I have this video.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
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There should be no such thing as "too many stars." If something deserves a star, regardless of how many there are, it should get one. It gives the newcomer more excellent games to watch.
I agree, but I thought that Bisqwit had said somewhere in the past that he wishes to keep the number of stars limited.
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Location: West 81st Street
This certainly made me respect Sonic a lot more :D
Player (206)
Joined: 5/29/2004
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Yeah why hasn't he been turned to mush by now?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 9/17/2005
Posts: 47
In the second stage, 1:00 in on the video, the part with the 2 red springs. Why do you hit the one on the right, go back to the left, and then continue right? Is that the only way to get through the red pole? I haven't played the GBA sonic games so forgive me if it's something obvious.
Emulator Coder, Skilled player (1310)
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Kapow wrote:
In the second stage, 1:00 in on the video, the part with the 2 red springs. Why do you hit the one on the right, go back to the left, and then continue right? Is that the only way to get through the red pole?
Some springs put you into boost mode if you hit them while on the ground, you'll notice that I suddenly get blue trails behind me when I hit it. Hitting the other spring after that was simply the fastest way to reverse directions to continue rightward without losing boost mode. I needed boost mode to go beyond that point because it's impossible to jump high enough without it and I'd be forced to take a different, much longer route if I didn't make that jump. I didn't enter boost mode naturally earlier in the level because I found it would have taken longer to collect enough rings and refrain from air dashing or rolling than it took to do it this way with the spring.
Bag of Magic Food wrote:
Yeah why hasn't he been turned to mush by now?
Apparently Sonic is a very aerodynamic hedgehog.
Player (206)
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He has INERTIAL DAMPERS?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 9/17/2005
Posts: 47
Ah, thanks. Excellent movie. I love how the score counter gets maxed out halfway through.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I didn't expect the score counter to max out like that. Also the lives counter, it shows 9 for most of the game but it actually keeps track of the lives above that. I had 35 lives and 1406300 points when the game ended.
Bag of Magic Food wrote:
He has INERTIAL DAMPERS?
Oh... well first I'd wonder how he can wear running shoes and run on two legs, why he's blue, and what the heck he does to spin dash.
Joined: 5/9/2005
Posts: 752
Bag of Magic Food wrote:
Yeah why hasn't he been turned to mush by now?
I remember seeing a few years ago someone had written quite a long post explaining, In his opinion, how Sonic could do what he does. I remember something like, "he makes his skin persectly elastic, in order for any small particles that will undouptebly hit him whilst he runs at supersonic speeds bounce off him instead of ripping him in two." I also remember it probably would have taken a good 10 minutes to read all the way through. I did not. Anyway obviously great movie, and reminds me why I am a Sonic fan.
Player (206)
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One more reason why elasticity is the best super power! Uh yeah.
put yourself in my rocketpack if that poochie is one outrageous dude
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Location: Finland
CtrlAltDestroy wrote:
I'm not sure about giving it a star, though... don't we have too many stars right now?
I think one possibility is to remove stars from some currently starred movies. Do we really need two starred movies of the same supermarioworld game? Overall, I think there are too many "super mario/demo world" stars. I propose that we choose one or two of the best of them (ie. the most entertaining ones). The same could perhaps be said of the two starred sonic movies. Even though they are movies of different games, they are neverhteless movies of the same game series which are extremely similar to each other. I propose we choose the best one (ie. most entertaining) of the two. This same principle is being used with other games too, such as Rygar and Metroid (more than one run for those exist, but only one, the most entertaining, is starred), so why the same principle cannot be used with the supermarioworlds and genesis sonics? IMO the stars to both SMB2 and SMB3 are justified because they are quite different as games (even though they, technically, belong to the same game series). I don't understand why SMB1 is not starred, though. Megaman 1 and 2 are rather similar as games, but I think in this case it's also justified to give stars to both because the TASes are unusually stunning.
Active player (256)
Joined: 4/24/2005
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Meh...I think excellent games are excellent games, no matter how many of them there are. But then again, it doesn't matter what I think.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
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atro city wrote:
Meh...I think excellent games are excellent games, no matter how many of them there are.
Games may be excellent, but watching a TAS is a differen thing... :P The problem I see with the current super mario/demo world stars is that, counting all their playing time together, it's a whole lot. I haven't actually counted, but it's probably several hours in total. Less would be more than enough for a first-time viewer. I have an idea to alleviate the dilemma of removing the stars from some of them: In the description of the starred one put links to the other movies with a text like "for other similar and equally excellent movies see also: link link link". This way the list of starred movies gets less cluttered but those interested in the marioworld runs in particular (after they see the one starred) can still find all the runs.
Player (206)
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Yeah, you could just say "The 100% run (link) is also very good, if you want to see all the levels."
put yourself in my rocketpack if that poochie is one outrageous dude
JXQ
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I think the ratio of star movies to normal movies is what should be kept constant, not the absolute number of them. (Perhaps this is what others mean too, but I wanted to clarify)
Warp wrote:
In the description of the starred one put links to the other movies with a text like "for other similar and equally excellent movies see also: link link link".
I see this as redundant; people know that there are more movies on the site than the starred movies. If they are a fan of the game, they'll go looking anyway, regardless of whether there is a link in a starred description. To me, it seems the definition of a starred run as a "good movie for a beginner to watch" and "a good movie to watch" is often blurred. Anyone who is coming here has at least some type of interest in what is done here; they'll look for the games they want to see. Perhaps runs that are good for beginners should be determined by which runs are the most popular to the general public of the site...although there is not a great way to determine that. We have download counts and voting systems...but still no great method comes to mind. Also, maybe this discussion should be moved to the star nominees thread.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Games may be excellent, but watching a TAS is a differen thing... :P Dammit...I meant runs, not games.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
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JXQ wrote:
I see this as redundant; people know that there are more movies on the site than the starred movies. If they are a fan of the game, they'll go looking anyway, regardless of whether there is a link in a starred description.
I think you didn't quite understand what I meant. Some people felt the need to give a start to all those smw movies because they thought they were all good. The problem with this is that there are too many of them, and less would be enough. Now, what I meant was that if someone watches one of the smw movies and gets interested, the text&links will tell him that there are other "almost starred movies" of the same game (series) too. This is almost like giving all the movies the stars, but the actual list gets less cluttered. Besides, it might not occur to a visitor viewing the starred list that there might be more movies for the same game so there's a high probability that he won't even try to search. The same thing could be done to other starred movies with alternative runs for the same game (or series) such as rygar and metroid.