Posts for mike89


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Experienced Forum User, Published Author, Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
For Oil Ocean I dunno if this was in the previous TAS or even mentioned anywhere but I recommend trying to finish act 1 under the stage. Jump off to the right once the bonus countdown starts so you don't lose control and die.
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This kind of attention for this game is long overdue. :D I'll need to watch it again to try and work it out for myself, but how the hell are you breaking blocks while crouching?!
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There's no need to list me as co-author for this, the reason it was done on eg. Sonic 3 is because large parts of the previous author's input still existed. Unless that's the case here, and I don't suspect that it is, I shouldn't be listed as an author. I really like some of the new room strategies, I wish I had thought of stuff like the third room in 2-1 (since I had already worked out that continuous jumping in a two-block high space was far slower than straight dashing, but of course once your timer runs out you don't have a choice). Definite Yes vote. Have you guys given any thought to taking on the 100%?
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Yeah, you will not get through Chemical Plant if you keep going, never mind the obviously un-dodgeable 3 rings at the end of Casino Night 2...
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Sonikkustar: You want this one, which is two minutes faster and actually uploaded correctly so you can see the whole thing. I've actually entertained the idea of doing this myself... if I did, I think I would use the nitsuja methodology (aiming for in-level time first), so many levels would see character switches where they wouldn't in the speedrun. That'd mean learning routes from scratch... And yeah, playing Altar Emerald twice sucks. You can't even use nitsuja's run as the base for SRAM either since he picks up a Chao and that would look really weird when you got to Cyber Track...
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Yes vote, it's repetitive but broken as hell!
Experienced Forum User, Published Author, Active player (301)
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sonicpacker: My anecdotal experience indicates that single-fire boosts last for varying times based on some factor that I am unable to pin down, whether it be length of button press, position, or an RNG. Have you noticed this, and/or do you have any explanation for it?
Experienced Forum User, Published Author, Active player (301)
Joined: 8/8/2005
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Almost certain this run will be on Sonic 3 alone, are you using that ROM?
Experienced Forum User, Published Author, Active player (301)
Joined: 8/8/2005
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Could you explain the pause in 2-2 for me? Otherwise there's nothing glaring that I could see, unless perhaps you could save a frame or two by not picking up the penguin in 2-5.
Experienced Forum User, Published Author, Active player (301)
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I hadn't been following this so all the glitches were a massive surprise! I normally don't like Wario Land 1 as much as the others but this was incredibly entertaining. Can we skip levels like that in Super Mario World now? ;)
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Re: low-glitch run: Someone mentioned that going over the top of the screen should be considered a glitch for the purposes of such a run. I'm quite torn on that because going over the top of Spring Yard 1 in Sonic 1 has been accepted forever, although I guess in the one useful example in S3K (Hydrocity 1) you lose substantially more of the level... I think that if someone made a run that showed "intended" gameplay, for want of a better word (it's 7am and I've worked through the night okay), then people would immediately watch it and get a completely different impression from this submission. In that sense, it's rather sad that the rules of the site force us to come up with strict parameters for such a run before it can even start.
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I wonder if any of the levels actually resemble regular play any more. I guess Angel Island 2 does, but the rest of the game is barely recognisable at this point. Awesome job!
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This is so worth the wait. That is surely the highest praise I can give it.
Experienced Forum User, Published Author, Active player (301)
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Oh, so you did. Huh. Now I have to check and see if my existing run does that. EDIT: yeah, I definitely waited. I'd say that's where a fair bunch of your time savings have come from.
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I wouldn't recommend publishing this movie, because I know at the very least that 2-1 is improvable (you can skip the last of the incredibly annoying bag enemies, see the equivalent level in the 100%). Gonna watch the end though cause going slower to go faster sounds awesome.
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marzojr wrote:
With all due respect to mike89, the (rejected) Sonic 1 No Rings TAS begs to differ...
To be fair, a lot of that had to do with the fact that I needed to use a hack (a hack that should have been available in 1994, but still a hack) to do it. If I could have done it on the actual Sonic 1 I think it might have been viewed differently.
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HHS wrote:
I'd be interested in knowing what happened earlier in the stage, because you've somehow managed it without doing anything special at position $4680 and $4700.
You know, I was considering keeping the raw files in case you asked something like this, but unfortunately they take up quite a bit of space and I had to clear it to make room for more speedrun attempts. Sorry :/
Experienced Forum User, Published Author, Active player (301)
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Just stumbled upon this earlier today, would save a few seconds at the end of Angel Island 2. I hope it's as simple as that video makes it look, because I doubt you're really in any mood to be looking for something non-obvious that only saves time in a cutscene...
Experienced Forum User, Published Author, Active player (301)
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The above post is quite hilarious, and the reason it is hilarious is that the aforementioned runs (by me) are quite old and outdated, and are about to be replaced (by me) with runs that much more closely mirror the TAS :P That and it would be laughed out of town from a semantics standpoint anyway.
Experienced Forum User, Published Author, Active player (301)
Joined: 8/8/2005
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I actually wouldn't mind trying my hand at Sonic 3 glitchless if there's enough interest (which I'm fairly sure there is). You may have to wait on me to finish my real-time speedruns of the game though :P
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Sonikkustar wrote:
Yes to end all the drama. Nice job.
My sentiments exactly. I watched the (slightly slower) run on Youtube yesterday and was astonished at what the game has now become. Thanks for explaining everything I might have wanted to ask in the comments!
Experienced Forum User, Published Author, Active player (301)
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Mukki wrote:
It's great that the game gets more and more broken yet remains watchable. I sometimes worry, as more versions come through, that eventually the entertainment will start to suffer as a result of too many glithes. Hopefully that day is still very far off.
You know, I've been thinking about this myself. A couple of years ago I was starting to get jaded about all the breaking of Sonic 3 levels that was going on, but in the past two months or so I've started running the game again (using a fair number of glitches discovered in the TASes) and I'm really starting to enjoy watching the game be broken again. The Hyper Sonic run does border on the ridiculous though. Obvious yes.
Experienced Forum User, Published Author, Active player (301)
Joined: 8/8/2005
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Location: NSW, Australia
Have to vote yes on this (thanks Velitha for the encode!). I owned the GB version of this game a long time ago, and I certainly don't remember you being able to fall through floors. :P Also the flying stages suck but the rest of the game is quite fast and glitchy so I think that can be easily overlooked.
Experienced Forum User, Published Author, Active player (301)
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This is so very awesome. It's as though Hyper Sonic can enter whatever wall he likes now. As an aside, I'm doing real-time speedruns which incorporate a lot of the tricks from nitsuja's 2006 runs which started it all. I wonder if four or five years down the track people will be able to do this sort of stuff in real-time runs? ...No, probably not.
Experienced Forum User, Published Author, Active player (301)
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Okay, let's see here... Certainly a lot of new things I hadn't seen before. You've clearly done your research in terms of route planning, since some of these strategies I haven't seen -anywhere- before, never mind in published runs on TASvideos. However: * Did you test the lower route in Aquatic Ruin 2, through the water as in the published run? The existing run does use a spindash on the springboard to get all the way out, but I suspect there are ways around that (there's also a springboard halfway along that path that you could use, while you have the speed from the yellow spring, to get to a higher section and avoid it that way). * In the same level, did you test attacking the boss from the left hand side instead? Given where the boss ends up after 8 hits I think it would be marginally faster starting on the left. * In Oil Ocean 1, did you test finishing the level underneath the oil? After you complete the level this way you have to move off screen otherwise you will lose control and die. * Why do you, in Metropolis 1 move the nut up before glitching through it, and in Metropolis 3 move it down? * On a few levels you look as though you're braking just before the finish line, instead of just after. That could just be my eyes playing tricks on me though. * On the whole I think you jump slightly more than is necessary. I'm pretty sure that jumping on level ground is slower (even against standard running speed). I liked it overall, but given my indecisiveness on the category I'm going to abstain from voting. BTW sgrunt, approximate frame number: 54090
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