Posts for Paused

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I mean to post this every update, but; nothing to be sorry about. If you can improve it, then improve it. That said...
laze wrote:
(unless yet again, something is found right at the end)
Please no, don't have this happen Again. I don't know if all the previous wips have been kept, but it could be intresting to see something like a RTA WR progression video... just for a TAS of things no one actually saw till the finished result.
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Ah good to know. I had done a quick check of TAS's I was aware of before posting, but evidently I misto'd the ones that had done the 'skip'. Thanks Gecko!
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Might be possible to skip an intended mandatory encounter at the end of disc2. https://www.twitch.tv/nicolon1/clip/HonestSingleJalapenoPeteZaroll-CwX_8nrgDt9IOzM0 There are more than a few reasons to disregard this. (It's the PC version, the HD version, has the Cutscene Removal Mod on.) But the potential for just skipping both, rather than just one, of the 'forced' Mistadon fights at the end of disc 2 seems worth mentioning. It wasn't intentionaly done, so it's, at time of writing, unknown why it happed, as far as I'm aware. Nico has mentioned seeming to recall seeing it done previously on PSX by a runner called Reseaunance though.
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Oh neat. I hadn't realised you were even close to finishing. Loved the WIPs you've previously posted on your YouTube. I look forward to watching the full thing when there's time to get the encode sorted. Finally watched this. Naturally, it be a Sonic game, the Hedgehog sections are the highlight, for me at least, but great stuff.
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CoolHandMike wrote:
I know this is a 13 year old video with no tas inputs so if it cannot be replicated I would not hold that against the submission. Not even sure what emulator that is on too.
0.9.7 Desmume (Advanced Bus Timing enabled). As per the info by VanillaCoke (Crazycloud714 on YouTube who posted the wips on their page.) from posted on here in the User Files. https://tasvideos.org/UserFiles/Info/4937551610716309 It's been awhile since I actually looked at that input file, but I know it at least goes up to Sonic's Leaf Storm (the first) boss. I don't believe it does any of the 2 Water Palace acts, nor the Blaze Night Carnival act on their YouTube though. I'd be curious to find out if it be an error in emulation. Whilst the submission is still a clear Yes vote, the previous wips did make me think. That and the 'Easy' mode selection, that lowers boss health (and thus skips potential cycles? Mirage Road come to mind for sure.) Though that's a seperate discussion. Regardless, I enjoyed the submission berrimeow, and look forward to see any of your possible future projects. I can't help but mention I'd love to see a Blaze playthrough of Rush. I'll echo the sentiment of the quality of the Dual-Screen implimentation of the encode too.
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Oh, neat; this almost passed me by. Best of luck with it Mathy; I'm looking forward to see any new findings in the sections where Boost is unlocked. Not to mention a new strats in the Wisp sections. I haven't been paying much attention to the general progress in this game when it come to RTA. Geez, over a decade huh? Going to get me feeling Old.
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Appreciate the update. From the bits and pieces I've seen scanning through the discord, I'm all but certain the wait will be worth it. I know you know, but take all the time you need with it.
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Posting this here for (good) future reference. Link to video "All good futures" in 21:44.28 by Tuffcracker. Hope I'm not stealing their thunder by posting it here. I haven't seen in submitted yet, but I don't believe they submit certain runs for whatever reason.
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Crazy stuff. Somehow I'd missed Wrong Warping things had been found, at least to this degree. Sure as heck wasn't expecting the Sonic and Knuckles alone title screen to pop up. Looking forward to the finish submission.
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KusogeMan wrote:
is it not possible to get all the big 3 coins as well? it would feel incomplete not to get all stages unlocked to keep getting more coins,
Not sure what you are refering to here. In the video posted all the Star Coins (ie "the big 3 coins" in each level) are collected. The notification at 19.15 in the YouTube video confirms this, so the extra stage for World 1 will be unlocked at at the post game world 9. The only other 'stages' that are not visited are those Mushroom houses wich are just bonus mini games for extra items, rather then actual levels. Anyway, for those intrested, GregLvk has recently posted World 2 for the 4-Players 100% TASuperplay. Link to video
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Firstly, congrats to ShiningProdigy for another great publication! Just a minor note to whom in may concern (despoa, I think?) on the Publication notes themselves; The final sentence on the first paragraph compares the original game, to this version, with Knuckles in it. Specifically; "...If you haven't seen Sonic the Hedgehog 2 completed before, you may wish to do so before seeing what a character with a spindash and gliding can accomplish." suggests, to me at least, that the base Sonic 2 doesn't include a spindash, when it does. The (unofficial) Knuckles in Sonic 1 does add (along with gliding) the spindash, as it wasn't a feature in the first game, but it's in all versions of the sequel. Like I say, a small thing; just caught my eye.
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Again for future reference; Tidal Plant 2 skip Link to video Real time IL gets 0.52, compared to current TAS getting 1.03.
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The fight at 8.03 in your Youtube video.
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Oh; you can skip the fight against Tails and Emerl in the lab by pausing+quitting out. You can do that with a number of fights throughout the game that you're not required to win. I believe that's the only one in Sonics story, but I know there's at least one against Rouge in Tails's story as well as some of the fights under conditions in Rouges story. I'll try to recall/find the full list of such battles. Sorry; I didn't have chance to watch the previous input file to catch it sooner. It's a shame too, as you made it a cool looking fight.
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Nice Phi fight. If all the characters have gauge glitch I'm guessing this is going to be a pretty quick run when it comes to the fights. I was surprised that considering how little Emerl will see Shadow, that you settled with his heal skill. The gauge glitch make any potential skills from him irrelevant? Just asking this as I didn't see you use it at all; Spinning the camera around effect anything practical? Spawn locations, Skill drops or the like?
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Unfortunately not. I'm pretty ignorant of the technical stuff going on behind the scenes to be honest. The only thing I can offer, having been away from the game for many years at this point is basics stuff, such as; for testing purposes, there is that '1K.O and you're done' fight toward the end of Knuxs story that might be useful for experimenting with card manipulation.
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I'll have a look at the files when I have a minute Kusoge, but while I'm in here and thinking about it; good luck with what ever your goals are with this game! I'll look forward to it regardless.
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Nice work. I'm loosing track of the various projects ShiningProdigy, Takz and the community as a whole I assume are improving upon on this game. Long may it continue, I hope.
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I see. Thanks for the link, I'll be sure to check it out properly over the weekend; I think I'd assumed when I'd first glanced at that wip originally that a full submission of it wouldn't be far off with it being all way up to Sandopolis 2 and the NewGame plus run exists to at least provide a blue print for the remaining levels. I'm surprised to learn that Tails causes enough lag to not be worth it compared to this submission. I take it that S+T wips input file isn't publicly available anywhere is it? Anyway, 'grats to you and all involved on the awesome submitted run!
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Obvious yes vote, from not only the time improvement to the published run, but clearly the huge efforts put in by everyone involved through out the majority of the levels of the playthrough. Though, I'll admit to slight mix feelings/confusion, as I could have sworn I'd seen a 100% WiP with Sonic and Tails posted by you guys on youtube a month or so back? Does Tails being around prevent something I'm unaware of, or am I missing something else?
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A video by 'Shiro Paradox', which is essentially all the Ils edited together with all characters unlocked to make something of an New Game plus any%/base line run, minus the hub areas, that also adds in the thrilling Special stages for some reason. Not sure about the origins of all the input files, as at least one of the levels (Toy Kingdom 3) is done in Time Attack mode rather than in the main game, but regardless, some strats included in it demonstrate faster times than the published video on the site, or some of the other levels posted in this thread. This list is compared to the published run, but some are already in this thread (with the .vbm files too.) Route99 2; 32.95 (Sonic/Cream) against 37.32 Route99 3; 38.25 (Amy/Sonic) against 38.77 Route99 B; 57.27 (Tails/Sonic) against 57.28 Sunset Hill 1; 23.42 (Amy/Sonic) against 23.60 Sunset Hill 3; 35.88 (Knux/Amy) against 43.97 Ocean Base 2; 45.60 (Knux/Amy) against 53.75 Ocean Base B; 38.45 (Cream/Knux) against 39.10 Toy Kingdom 3 49.77 (Cream/Sonic) against 54.47 Chaos Angel 2 39.67 (Amy/Sonic) against 50.77 Link to video
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Ah rats; if you'd managed to shave off 18 minutes or so, I hear Cinna would have shown up in the Crater with the Eacali-Hammer II... that's how this series works right? I haven't followed this project quite as closely as the FF9 one as the somewhat bizarre nature of what that one involved normally, let alone adding actually speedrunning it intrigued me more... but now that the chaos of the new year is over looking forward to watching this. After your previous work, I know it'll be a treat. I imagine I'll be back with questions, but 'grats on completing another bonkers long project Gecko!
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Wow; you really didn't hang around with this. Not to sound like a broken record, but you're not giving me chance not to; another obvious yes vote. Especially having now compared your Chaos Ring run to Upthorns run showed a small handful of areas for improvement, which this run has already remedied and surpassed. Nothing really to add to the description this time either. On the topic of possible improvements you mention, the only things that potentially comes to mind is switching Knux for Espio in levels where glides are not needed, that some of the real time ILs do, and possibly co-op but I've no idea how that effects the 'Call' and 'Leader system' in general. But both could be argued to different goal choice/categories territory anyway, even if they do prove to be faster. Congrats on the runs! I've seen bits of your stuff on the discord the few times I think to pop on there, but you sure made one heck of an introduction here.
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No problem; happy to help in whatever little way I can. Though considering how little documentation there is on this game compared to the rest of the series, not shocked even I could offer a morsel of info despite how much I don't know. On the topic of character choice; For future reference for any potential future runs of the game, I'd imagine time taken to change character wouldn't count against anyone when it comes to publication, be it using the combi-catcher for partners or using the exit to head back to the main menu (or soft reset?) for the primary character. Category would just go with ingame time. Off the top of my head, Sonic Advance 3 runs here seem to be the most appropriate comparison but I imagine there are many others. Though I'll admit I don't know how using any of those would effect the 'time of day' mechanic. But yeah; looking forward to any future projects you may have be they Chaotix or otherwise.
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First off; great summary of the "leader system." I've in the past been curious about the basics of the strange beast that is the Chaotix base mechanics, and my googl-ing left me still a little in the dark. Whilst I'm sure there is far more to it, I feel like my understanding has been increased ten fold by that brief outline of yours alone. Some minor additions to your comments; only really relevant in TAS circumstances, but the negative ring trick would also be effected by ending the stage with 00 milliseconds on the clock, as that gives you a secret bonus too. And I can't recall the details, but pretty sure the time of day effects all the bosses, not just the AA one? Nothing major, just little stuff I believe; like the 'level roulette' order during the Metal fight. (Not that you'd end up doing that one any time other than dawn, but, eh.) I get Knux is used for his glide, but Espio used for any particular reason? I realise the partner characters abilities won't be used in single player, (Though if co-op is ever done, I did wonder if Mightys wall jump would be useful over throwing.) but curious about the innate stats they have. They all have varying speeds and 'weights' don't they? Anyway, loved the run; easy yes vote. Glad you submitted it to the site. Seem to recall Upthorn saying on here, was looking forward to seeing the old run obsoleted. Hope it does the job!