Posts for mike89


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Experienced Forum User, Published Author, Active player (301)
Joined: 8/8/2005
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Location: NSW, Australia
Fantastic news! :D Guess that means the whole run can be done with no hits now!
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I would love to watch that too, actually - high scores on this game were one of the first gaming challenges I ever did, and seeing it done at all on S-Hard would be quite something.
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What, and the shooting up a ramp from zero speed near the end didn't even register on your list of unusual happenings? :) I had forgotten about the lack of speed in SY3 though (last time I did the levels under this condition was with Knuckles, after all) but I still feel like there has to be a better way than luring that bastard over for a minute, if for no other reason than I really don't like the idea of taking damage in these challenges, since the whole point of not collecting rings is that you can't take a hit. :/ I do like the goal of not using the zips if you can help it, though. That was one of my goals too and I think it makes for a better watch.
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What the hell happened in Spring Yard 3? Great job guys! I would really love to see someone do a fully optimised run of this some time. (And I'm sure you don't need that buzzbomber earlier in SY3, you can go over the bumper, which would make the overall pacing of the run much better.)
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I would be lying if I said my knowledge of this game was up-to-date, but I know the last time I tried there are several levels you can't clear without collecting a ring. Labyrinth 2 has the 10 ring box with the switch under it, and you can't activate a zip in the tube like Knuckles can. Scrap Brain 1 is another level that I can't think of any way through (the way I did it in the Knuckles TAS doesn't work because Sonic 1 handles rings differently). With that said, I think there's a way past those rings in Spring Yard 1 (credit to SprintGod because he demonstrated this first) - if I remember right, you have to jump in between the two boxes at the top so that you only break one and stand on top of the other one. Then if you jump on the speed shoe box and bounce on every single buzzbomber underneath you, you can just squeeze over the wall.
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Zenon wrote:
Here's playlist with full completion using either Sonic only or Sonic and Tails together btw http://www.youtube.com/playlist?list=PL6A352BBBEBFAA492
That playlist is amazing, and anyone who loves this game should check it out. Lots of ingenuity required for some of these strats!
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Heh, you say that like it would actually make a difference. :P (for what it's worth, I agree, but giving credit won't make people any less stupid)
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What happens at the start of Mushroom Hill 2 would be my best guess.
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Wow, this is awesome! I always had the feeling this game had the potential to be broken like that, and the effects of collecting a powerup out of order are quite amusing...
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In Sonic Advance 1? No it's not, you only need to collect the emeralds once. As for completing the game, you might need to complete it with all characters? I honestly don't remember. With that in mind, if it's at all possible you should be trying to get all seven Emeralds with just Sonic. I don't think the first one is possible to reach in unassisted play (or maybe I just wasn't good enough), but I'm sure a TAS could get up there.
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Wow, that's a great find! I was able to pull it off in real time too (breaking into the boss room is tricky, but you can kinda time it with Tails's flight), so that's awesome! I'd also love to see an optimised Tails run, but it can't be easy when there's new strats being found all the time :P
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I just tried that out on console, using Start+C to frame advance (why didn't I think of this before!!) and it works exactly the same. I've found that some methods have worked subtly differently on console vs emulator (usually in holding right for more or less frames to activate the final zip) so that added to my confusion. Anyway I've hijacked this topic enough, thank you for your help :) EDIT: as well as 9 and 10 frames, I've determined that the level wrap also activates if you hold right for 14-16 frames. More a curiosity than anything else, though.
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Thanks for that! I'm not at all surprised that that's what it turned out to be.. a little discouraged, but not surprised. That said, in a real-time run it saves about 20 seconds by itself, so I have no choice but to do it in a run. So, if I understand right: * As soon as I perform the clip behind the box, I'm already 37.5% likely to have no chance to pull the zip off? (which is to say, the y-subpixel can't be manipulated beyond this point) * And I can manipulate the x-subpixel by tapping right against the box? I'd be interested to know how that works. Thanks again :)
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So I'm attempting a real-time speedrun as Knuckles, but the Casino Night 2 level wrap still has me completely baffled. Below I've uploaded three GMVs to Microstorage. On each of these occasions I perform the glitch to get stuck behind the box first try, each time with a full size jump. However, I can get one of three different results with the same input (at least within what can be expected from me in real time) from there and I don't understand why. Can one of the experts here look into this? (the method once inside the wall is: spindash to break the box, fall, spindash twice, tap right, then hold right to zip) http://dehacked.2y.net/microstorage.php/info/1658541135/CN2success.gmv http://dehacked.2y.net/microstorage.php/info/1588916958/CN2fail1.gmv http://dehacked.2y.net/microstorage.php/info/439749560/CN2fail2.gmv
Experienced Forum User, Published Author, Active player (301)
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Maximum score on any pinball game sounds like a really bad idea just because it would result in going to the quickest renewable source of points and gaming it forever. On the other hand, you could argue that collecting all the rings in the stages would constitute 100%, and you could definitely complete all the bonus stages (and multiball stages) in that.
Experienced Forum User, Published Author, Active player (301)
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That does work, it apparently saves 5 or so minutes real time but adds to the game time where the credits don't. I don't know exactly where the reset needs to be, either, that would be something you'd have to test.
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Awesome improvement! As the real time speed run record holder on this game, I personally never want to see this game again, but you managed to keep me entertained for 7 minutes. Good job!
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This is fantastic, way higher quality than anything I've seen from you so far, Felipe. I'm highly anticipating the end result now!
Experienced Forum User, Published Author, Active player (301)
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HT1 is really easy, just use this method to skip the underground: http://soniccenter.org/videos/S2%20-%20HT1K%20-%20041.avi HT2 I'm sure I used to have a method for as well, but I can't remember it right now. I'll come up with something.
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May as well post this now, since it's being actively worked on. I'd like to make a request that - even if it requires a slower path - you don't pick up shields or invincibility in addition to rings. Taking those feels rather like it's circumventing the goal by allowing you to take hits anyway... This might require something new to be found in Hill Top 2, but I think that would be better than sitting around for 40 seconds in that underground part anyway. :P I don't think it affects any other level with the current strategies.
Experienced Forum User, Published Author, Active player (301)
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Wow, this run legitimately surprised me. SM64 has been played and TASed to death, but still there are new methods being found and used - Big Boo's Balcony, Wall Kicks Will Work, and Cruiser Crossing the Rainbow were all methods I hadn't seen before and look awesome! Easy yes from me.
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Stunning stuff, Aglar. There's stuff in here I haven't even seen before! Crazy to think that there might be even more stuff to find still. Easy yes vote. BTW - your explanations of some of my real-time videos were very helpful :)
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I'm trying to theorycraft some sort of advantage for Super Sonic in most of the regular levels, and I'm coming up blank. Most of the speedrun routes are pretty fixed without too much room for modification... I've just completed a Sonic 2 speedrun and I'm just looking at my ring counts at the end of all the levels now: CP1: 47 (so you could probably get up to 50 here... in the last two seconds of the stage) CP2: 35 AR1: 39 AR2: This stage can go to 50, but only by the time you get to the boss and there's no advantage to even getting a hit early on this boss since you have to wait to activate the glitch CN1: 15 (this route is different in the TAS anyway I think, with the zip across the top) CN2: 45 (with a 10 ring box you could pick up for practically zero loss, so you could have Super Sonic for the boss maybe) HT1: This route requires taking a hit. You could pick up invincibility (or get 50 rings before the glitch, heh) but I can't see 50 rings close enough to the (entire) route to make it worthwhile HT2: 40 (but with a good number of ten ring boxes that would cost little time. This is one level that would benefit) MC1: 38 MC2: 43 (think you could get to 50 here, and that would save maybe a handful of frames on the boss? :P) OO1: Definitely not OO2: TAS route wouldn't go anywhere near this either Metro 1: 66 (though I have no idea what the TAS route for this stage is now, I do feel like this stage would benefit though) Metro 2: skipped Metro 3: skipped SC: This actually goes to 2:05 with Super Sonic. Instant second saved! WF: This is perhaps the most interesting stage. You can get up to 50 rings before you go through the propellor, but either you lose them by taking the hit, or you transform beforehand... and can't go through the propellor at all. A third option would actually be to take the shield and have Tails run underneath and get the rings on the lower level, and use that to take the hit on the propellor. So I suspect three levels would benefit from 100% (assuming getting all the emeralds in EH). It's kind of a shame that the two levels that probably would have benefited the most in the past are now essentially skipped. :( On the other hand, if you decide to get the emeralds as you go along, rather than all at once, I feel like you have more interesting routing options at least in the early stages. For example, you might have to consider whether to get one or two emeralds in EH1, weighing it up against potential advantages elsewhere (I think when stanski first routed 100% his seventh emerald was in HT2... which is a level I feel would benefit from Super Sonic, so perhaps taking the time out for another emerald earlier would be worth the trouble). A third option might be to disallow horizontal underflow, but I'm not sure how I feel about that as a category (even though it already exists for Sonic 3). It would at least make Metro 2 and 3 different/interesting from the any%. Basically what I'm trying to say is that you don't really lose anything from the early game levels by doing the special stages throughout (in fact they would become slightly more interesting, IMO) and you'd still have Super Sonic early enough to take advantage in the late game. Thoughts?
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Awesome, it's solved! Congrats skychase! The purist in me would have preferred to be able to avoid shields and invincibility too, but we can't have it all our own way :P
Experienced Forum User, Published Author, Active player (301)
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OK, I have a couple of questions: * Is doing jumps inside loops to go back to running rather than rolling proven not to be faster in this game? * In Casino Paradise 1, you spend a lot of time waiting at the start (presumably to manipulate later objects), but then got stuck behind a couple of bumpers for 2-3 seconds anyway. Was there any alternative for this? * In Casino Paradise 2, when picking up the speed shoes, would it not be faster to just spindash through them and dodge the spikes on the way down? * Could you end input earlier by simply starting a spindash from far to the left on the final boss and then just having Knuckles bounce on Robotnik for all eight hits on the right hand side? I can't remember if that counts as a hit or not. Anyway, going to abstain for now.
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