Posts for FuzZerd


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Experienced Forum User, Published Author, Player (50)
Joined: 4/10/2009
Posts: 226
does meat speed up your swimming speed? would getting the meat near the end of 1-3 be useful? or would it wear off before you got to the boss?
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extremely entertaining and extremely polished run. giving this a yes vote for sure. this is definitely a lot more optimized then my bonks revenge run.
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Hill Top zone is done. 87 frames saved in HT1, and 21 frames in HT2, for a total of 108 game frames saved in the zone. also some time saved on the capsule of course making a real time savings of 156 frames in hill top zone. http://dehacked.2y.net/microstorage.php/info/1651662228/S2.gmv we had tails keep up with sonic as much as possible in HT2, but unfortunately this caused 4 lag frames and only saved one game frame in the end. also new rule(meant for this to be in the last wip): no more improvements to anything before the boss of CP2. <_<
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looks great so far, can't wait for GH3! I think a few frames can be saved on the boss, but I'm not sure about anything else.
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am I the only one who couldn't hear a single word in the commentary?
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other then the constant annoyance of "alright, now play friendly" this run was amazing. I'd say way better then the TMNT run. although that may be due to the fact that I used to play this a lot at ceaser land as a kid. definite yes vote.
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obviously I'm giving this a yes vote, but I thought I should say I'm in favor of this obsoleting the 100% movie.
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can you get 8 hits with out spindash before he swings his hammer? if I remember correctly its when he starts swinging and not when the hammer hits that you have to hit him the last time.
Experienced Forum User, Published Author, Player (50)
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I luck manipulated the sonic capsule hit a bit, and its now only 30 frames slower then the tails hit.
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it looks to me like he went in there to do a zip, and got the 3 ring boxes in the process.
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so we're finished with casino night (sort of) http://dehacked.2y.net/microstorage.php/info/1560106042/S2.gmv and we managed to save 34 frames in cn1 (although the zip only saves about 12 frames over my best with out iirc) and 79 frames in CN2. however theres a bit of a problem. having tails hit the capsule of screen wastes game time. having sonic hit the capsule instead saves 8 frames (bringing the total saved in CN2 to 87 frames) but it wastes about 57 frames of real time due to the capsule being fully on screen. either way the level is finished in 47 seconds. note: the wip shown is of tails hitting the capsule, but I'm not sure I won't go back and change it to sonic. also EH2 is almost completely replayed saving 53 frames over upthorn. and about 5 frames over marzojr. the CP2 boss was replayed making it much faster paced. and all the capsule parts were re-manipulated. unfortunately poor luck on the CP2 capsule means most of the savings disappear in real time.
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er... meant life counter glitch..... I always seem to make stupid mistakes in my posts. also maybe its 75 lives that would make you gain the 100th life when defeating the boss lol.
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would this sync with an sram that had 85-99 lives? some people might enjoy seeing the life counter glitch. of course it might be more trouble then its worth to make the verification movie. and most people who watch the movie probably already know about the life counter glitching. (if I'm not mistaken having 85 lives would give you the 100th life on the DE1 boss.)
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voting no because I don't think a coinless run adds much.
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what really? I thought they only wasted time if you got more then a certain amount and the ending had enough time to finish.
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EH2 looks a lot better then before, but I think every level is still fairly unoptomized. you need to let go of forward for a bit after jumping down a slope or your speed gets capped. you don't use the left+right trick at the beginning of levels either. also I think you can pretty much imitate the new EH1 route with out spindash and save a bit of time.
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actually, since its impossible to get more then 4 hits on the first pass anyway those two frames don't matter. however upthorns version is 2 frames faster at the speedshoes then yours, so I'd only need to improve your route by 1 frame. :) also I was thinking avoiding the last jump would save a frame, but I think you're already far enough ahead of the camera for it to not matter.
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Aglar wrote:
At around frame 6400 in your WIP I also didn't get why the "double-jumping" method makes you jump higher than just pushing it once.
thats because when you jump as soon as you hit the ground it gives you the same height as if you jumped off of flat ground, but you still get the speed from the slope. ugh, I just realized, I'll have to re-redo the CP2 boss, as well as redoing all the capsule parts. edit: also microstorage seems to be down, so I can't even download the movie yet.
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is it really that small of a difference? I'll look into it, but considering I copied your CP1 almost exactly, (I even had to copy the early input exactly using a to jump instead of my usual c or I lost some time) I'm guessing you're better at TASing sonic 2 then you give yourself credit for. also since I already ran EH2 and didn't get close to either of your times, and couldn't see obvious improvements, I didn't feel like going back and redoing it.
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I always wondered why the dreamcast version wasn't used for this TAS, its been awhile since I played it but I remember it looking a bit better then this.
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thats weird because the camera position actually is NOT greater then that during my pauses. which is what caused me to wonder.
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the pauses arn't really luck manipulation, they're more like timer abuse. as far as I can tell (although I don't fully understand it) the AR boss has 2 timers. the first one causes the screen to shake and the second timer to start, the second timer causes the pillars to come up and the boss to start. the timers also don't count down while you're standing over the pillar and at the speed I'm going its impossible to break and I'm forced to be over the pillar for 2 frames. while pausing seems to stop the timers for 1 frame, after that it continues on as if you're not paused. causing the boss timers to go by with out the game timer to go by. after a certain amount of time I have to unpause to let the second timer start. the end result is a in game savings of ~1-2 seconds and an exactly even real time. although jumping gives you notable more speed, you have to wait for the screen to lock, and you're already ahead of the screen at that point, also jumping causes sonic to completely stop for one frame. iirc the end result is no gain or loss over not jumping. although those timers seem to start just before the screen locks, so its possible that they're based on sonics position and not the screens position, its something to look into. (although if memory serves the pillars still come up at the same time whether you jump or not)
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Aquatic Ruin zone is finished http://dehacked.2y.net/microstorage.php/info/114930917/S2.gmv 79 game frames saved in AR1 and just under 6 seconds saved in AR2! also my previous WiP of Chemical Plant zone was improved by 10 frames in game time and 50 frames on the capsule thanks to sonikkustar for exactly a second improvement. this totals about 10 and a half seconds of game time saved and 13 seconds real time saved over the published movie.
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er woops, I meant in labyrinth 1. but I'm not sure you'd be able to save time with it anyway, tails takes that top route pretty fast.
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have you tried taking my route from the my sonic run in lab 1 and zipping the whole way, ending under the flag pole? of course you'd have to be able to fly long enough to not die while the points were adding up.
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