Posts for Zurggriff

Post subject: Ring Attack In Emerald Hill 1
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Joined: 11/16/2016
Posts: 34
The Ring Attack is looking good. Particularly, the use of clipping through objects and zipping in Chemical Plant 1 was very entertaining. WST asked for a way to collect rings in Emerald Hill 1 and get the 'run up slope' and 'monitor madness' tricks so here is a file with this. GMV File
Post subject: Any% TAS Improvements
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Joined: 11/16/2016
Posts: 34
Thanks WST. I saw your test run with Amy in LBZ1. Unfortunatley, I was already familiar with that strat, having done real time high score runs there; a true endurance test for holding down on the D-pad. I am not much of a fan for the absurd time bonus for going slow though, and levels like LBZ1 kind of force it to happen, as getting 9:58 would cost in-level points. Getting back on topic, you have talked me into attempting to improve the existing any% TAS. Below is a WIP that is complete through ARZ2. WIP through ARZ2
Post subject: Metropolis 2 Ring Attack
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Joined: 11/16/2016
Posts: 34
Evil_3D, I have a run with a "Perfect Bonus" in Metropolis 2 and it does not use the slow 3-4 minute method for one of the groups of rings that I think you are talking about. The file is a high score test run. Metropolis 2 starts on frame 291050. GMV File
Post subject: Oil Ocean 2 Ring Attack and Wing Fortress
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Joined: 11/16/2016
Posts: 34
WST wrote:
Read this message.
Wing Fortress 1:20::49 As far as I could tell, the big jump with a 1 frame jump button duration followed by proper glide-landing is possible when the Y-subpixel value is greater than or equal to 144 upon starting the big jump. The maximum Y-subpixel achievable upon landing on the wing fortress is 128. With that range of Y-subpixels and the Y-pixel that Knuckles has when activating the slope glitch, it is not possible to jump with a 1 frame jump button duration, get proper glide-landing for the big jump's zip, and get a Y-subpixel value greater than 112. It is also not possible to get proper glide-landing with big jumps using a 2, 3, or 4 frame jump button duration starting with Y-subpixels in the range of 0-112. There would be a potentially faster method that goes as follows: After initiating the slope glitch, jump for 1 frame, release the jump button for one frame, glide, release the glide button upon landing, jump when possible, glide when possible (like proper glide-landing) and then roll and zip. The process is 4 frames faster than the other method but also fails to get a Y-subpixel value greater than 112. If this information is incorrect, or there is a way around this, more time could be saved. Regarding the OOZ2 Ring Attack
WST wrote:
Why need to redo a run made by a highly skilled player?
I think it would be better to encourage finding improvements over existing runs, however...
Evil_3D wrote:
I also do not lose anything doing my version of OOZ2 in case he does not let me copy his input ( I have my way to make an "ugly" run and then optimize it well and upload it to my youtube channel) It sounds very stupid but it's my particular way of seeing errors and fixing these
You do not lose anything by making your own TASes as you like (I have done this as well, just offline). Also, I have no problem with you copying the inputs of the file posted in this forum (though I don't know why you would if your aim is to see how well you can make this TAS, which is also fine). Now, if you were planning on submitting a ring attack TAS to this site, it would significantly impact the judges decision to accept the run if it is obviously not well optimized (people do look at these frame-by-frame) or is obsolete in some way. Getting familiar with frame advance would help. Getting the rings at 1:33 and then getting out of the wall without losing the acceleration altering glitches was difficult. It required getting in positions that had low zipping speeds, low speeds from spindash zips, and using the lag of the camera for the faster zips. It would be nice to see you or anyone else improve the time on this level. Also, because this was missed and is misleading, I started TASing in 2012, not since 2012, in which there have been significant periods of inactivity.
Post subject: Emerald Hill 1
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Joined: 11/16/2016
Posts: 34
Here is a run of Emerald Hill 1 that applies Kiske’s “monitor madness” trick. Emerald Hill 1 0:14::11
Post subject: Emerald Hill 1 With "Monitor Madness"
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Joined: 11/16/2016
Posts: 34
WST wrote:
Zurggriff wrote:
I started TASing and speedrunning in 2012
Glad that my eyes were not lying. By the way… Remember Emerald Hill frame war? Go to the page 4 if you don’t.
I should point out that I started in 2012, not since 2012. I am not very good/impatient with TASing and I am only somewhat familiar with the mechanics of this game and emulator tools. The improvement I made in MCZ2 over Aglar's run was only due to a new route. As far as the OOZ2 Ring Attack goes, it is easy for it to look impressive with that speed, but it should be improvable. I suppose can give EHZ1 a try. It may take a while though.
Post subject: Mystic Cave 2
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Joined: 11/16/2016
Posts: 34
I am a lurker, not a newbie :P I started TASing and speedrunning Sonic the Hedgehog 2 (and eventually this game) in 2012 but I never made or had anything to contribute to this site, so I never made a profile. With that being said, I was trying to find a way to collect all the rings in Mystic Cave 2 for a high score TAS (Evil_3D managed to figure this one out) and, instead, found a zip that was useful for a quicker level wrap. This is the only improvement I found in this level. Mystic Cave 2 0:28::52
Post subject: Knuckles Ring Attack
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Joined: 11/16/2016
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Evil_3D wrote:
Out of curiosity, did you make this movie?
Yes
Post subject: Knuckles Ring Attack
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Joined: 11/16/2016
Posts: 34
To answer some of the questions about collecting rings in some levels: All of the rings in Hill Top 2 have been collected in real time. All of the rings in Metropolis 2 can be collected by activating the slope glitch, like Sonic, with the added ability to glide into floors and zipping from those floors. Here is a movie file that collects all of the rings in Oil Ocean 2. Oil Ocean 2 Perfect Bonus