Posts for Paused


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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!
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Another video, but one that actually uses tools this time, and it's full game to boot! Bit of an odd duck; sub optimal in alot of places, probably due to the fact the author says this is effectvly the first interaction with the game. So isn't faster in quite a few levels compared to the published TAS, but has some significant improvements in others, such as a 14 second time save in a level that previously took 22. Apparently according to the YouTube thread its improvements are significant enough to beat the current publication. (Though to be fair emulation tools have come a long way since that submission.) Link to video Mostly comparable to the published TAS, uses the same character combo of Knux and Espio (except does switch to Knux/Heavy for the final boss). Biggest discrepancy is level order, and thus time of day for each stage which can effect placement of objects in stages. Though I believe this is incredibly minor, so might be irrelevant. No input file available I'm aware of, sadly though. Biggest improvements are at; Botanic Base 2 3.22 Amazing Arena 2 5.33 Amazing Arena 3 6.35 Botanic Base 3 10.55 Botanic Base 4 12.10 But there are other small other ones.
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Cheers for the link. Sadly, after quick first attempt, had the same problem. Which is a bit of a pain, as it looks like that is exactly what I was looking for. I'll give it another go later when I've got time to fiddle with it. Anyway, thanks again. Edit; Well, got it working, after not too much effort on it. Didn't quite take a systematic approach to it as I did it as RL stuff kept interrupting. But for the record, think it was some combination of; the emulator, the sound and possibly the ROM (which I don't quite get the last one as I'm not positive I changed it, but ho-hum, working now, not looking a gift horse in the mouth.) Thanks.
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Think this is the right place to ask this without bumping up an old topic, considering I think it'll be easily answered and I feel a touch silly for needing to ask it. Was looking to play back Upthorns 'Knuckles Chaotix' submission (https://tasvideos.org/542M), which was created with the emulator labelled as 'Gens 9f NitsujaMod' which I'm sure I've had in the past however that was several PCs ago. But unless I'm missing something obvious, I can't get it to sync with other versions of Gens I can get my hands on, and despite assuming it be a simple search, I'm coming up blank for that specific version. I'd appreciate any help giving me a hand playing back the submission. Even it does prove I'm being dumb and missing something obvious I should know by now.
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Great to hear kaan. And it isn't ever really the true Sonic experience without hearing THAT drowning tune anyway. Best of luck finishing up! Looking forward to seeing the end product!
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kaan55 wrote:
Here's something I made for fun. Maybe I'll make a full run out of it in the future. Link to video
It wasn't finished, but there were several other videos kaan posted if you want to check the youtube account. Luckily the posts regarding it are just from a couple of pages back (starting page 22 for me.) so if you want to check them out too, shouldn't take too long to find. As seen in the video kaan had similar ideas about the special stages. And as for the glitches curiosity, you'll have to wait till someone more informed gets here; I know theres a page here on the game on somestuff but I've no idea how up to date it is. http://tasvideos.org/GameResources/Genesis/SonicTheHedgehog.html
Post subject: Re: S3k zipless TAS
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WST wrote:
I was going to try improving your AIZ, because I had a feeling that I could do it, but I couldn’t open your link. Could you please reupload your gmv to the microstorage?
Think it has also been uploaded here WST. Good luck with the optimization. Regardless; awesome work thus far KnucklesMaster368. Been following this when I could, but never got around to posting about your great additions.
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Had to go and snag the best Final Fantasy related thing from the last 12 months didn't you? (If you find you forgot anything from the Prima Vista crash site again I swear...)
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One more RTA that improves upon the current TAS. Link to video Not quite as large a time save as the last one, about half a second this time. 10.48 vs 11.11. Once again, uses Mighty rather than Knux. 23/11/20 edit; Another one. Link to video Current TAS gets 9.13, this IL gets 8.63.
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Another RTA IL that beats the current TAS for future reference. Link to video And actually pretty significantly this time; 3 seconds off an 11 ish second run. Still has the whole 'different team' issue; but feel it's worth documenting here.