Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
My previous attempt at Mystic Cave 1 managed 30 seconds, though it had several slow spots in it. Further improvement managed to get me 28 seconds, with about 2 or 3 frames to spare. Current status: ---------------- Current run ------ | Previous run ----- | TSC Records ------ Emerald Hill --- 0:18 - 0:36 ------ | 0:19 - 0:37 ------ | 0:20 - 0:38 ------ Chemical Plant - 0:17 - 0:51 ------ | 0:20 - 1:04 ------ | 0:22 - 0:53 ------ Aquatic Ruin --- 0:19 - 0:38 ------ | 0:24 - 0:44 ------ | 0:24 - 0:43 ------ Casino Night --- 0:25 - 0:55 ------ | 0:26 - 1:01 ------ | 0:34 - 1:05 ------ Hill Top ------- 0:39 - 0:48 ------ | 0:45 - 1:00 ------ | 0:48 - 1:03 ------ Mystic Cave ---- 0:28 - 0:37 ------ | 0:35 - 0:41 ------ | 0:40 - 0:49 ------ Oil Ocean ------ x:xx - x:xx ------ | 0:35 - 0:51 ------ | 0:38 - 0:59 ------ Metropolis ----- x:xx - x:xx - x:xx | 1:01 - 1:00 - 1:53 | 1:12 - 1:30 - 2:33 Wing Fortress -- x:xx ------------- | 1:47-------------- | 1:56 ------------- Death Egg ------ x:xx ------------- | 0:48-------------- | 0:49 ------------- My initial retry at Mystic Cave 2 managed a full 2 seconds faster than my original attempt, though it included a significant delay at a set of rotating crates - going underneath them was at least one second faster. After several other optimizations, the time on this level is down to 0:37. A bit of advice from Sprint allowed me to shave 25 frames off of the end of act 1, and when I hexedited act 2 in, the score countup somehow started 3 frames earlier.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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Very nice as always. But I usually think so even before you improve the levels another 2 seconds, so I'm not a good standard of reference. I'm sort of posting this message so that I won't miss the next update. Again. I like double posts better than updates.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
First retry on Oil Ocean 1 was a whole 6 seconds faster than my original attempt. 7 more frames would get me yet another second, and the green platforms in Oil Ocean appear to be timed to the screen rather than the level timer, so I might be able to get 0:28 on this. Current status: ---------------- Current run ------ | Previous run ----- | TSC Records ------ Emerald Hill --- 0:18 - 0:36 ------ | 0:19 - 0:37 ------ | 0:20 - 0:38 ------ Chemical Plant - 0:17 - 0:51 ------ | 0:20 - 1:04 ------ | 0:22 - 0:53 ------ Aquatic Ruin --- 0:19 - 0:38 ------ | 0:24 - 0:44 ------ | 0:24 - 0:43 ------ Casino Night --- 0:25 - 0:55 ------ | 0:26 - 1:01 ------ | 0:34 - 1:05 ------ Hill Top ------- 0:39 - 0:48 ------ | 0:45 - 1:00 ------ | 0:48 - 1:03 ------ Mystic Cave ---- 0:28 - 0:37 ------ | 0:35 - 0:41 ------ | 0:40 - 0:49 ------ Oil Ocean ------ 0:29 - x:xx ------ | 0:35 - 0:51 ------ | 0:38 - 0:59 ------ Metropolis ----- x:xx - x:xx - x:xx | 1:01 - 1:00 - 1:53 | 1:12 - 1:30 - 2:33 Wing Fortress -- x:xx ------------- | 1:47-------------- | 1:56 ------------- Death Egg ------ x:xx ------------- | 0:48-------------- | 0:49 -------------
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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Idea: when going at max running speed in the oil, could it be beneficial to stop and spindash?
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
I haven't tested this yet, but I doubt it will be faster, since you have to slow down (which, if you were in a spindash-jump, always starts the moment you hit the oil) before you can spindash, sinking into the oil the entire time. By the time the spindash starts, you don't have long before you need to jump (to avoid getting killed), and jumping reduces you to normal running speed as you reach maximum height. It *might* prove faster to re-spindash after every jump, but I doubt it; in any event, I'll test it later.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 6/14/2004
Posts: 646
This sounds like an instance where it might be best not to do 6-frame dashes, but instead opt for fewer.
I like my "thank you"s in monetary form.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
It turns out that it IS faster to stop and re-spindash in the oil, but only once, since I need to jump from the top of the oil to make it up onto the last platform. I also discovered some other big speedups - namely, my initial jump into the oil was delayed by 1 frame so I could clip the corner of the pipe (stopping me horizontally so I could start a spindash), and my initial spindash-jump by the 3 'humps' was delayed and shortened so I would land earlier. All this managed to gain me 3 time units (just over 2 seconds, since I went from 0:29:06 down to around 0:26:54), bringing my time down to 0:26 on Oil Ocean 1. Current status: ---------------- Current run ------ | Previous run ----- | TSC Records ------ Emerald Hill --- 0:18 - 0:36 ------ | 0:19 - 0:37 ------ | 0:20 - 0:38 ------ Chemical Plant - 0:17 - 0:51 ------ | 0:20 - 1:04 ------ | 0:22 - 0:53 ------ Aquatic Ruin --- 0:19 - 0:38 ------ | 0:24 - 0:44 ------ | 0:24 - 0:43 ------ Casino Night --- 0:25 - 0:55 ------ | 0:26 - 1:01 ------ | 0:34 - 1:05 ------ Hill Top ------- 0:39 - 0:48 ------ | 0:45 - 1:00 ------ | 0:48 - 1:03 ------ Mystic Cave ---- 0:28 - 0:37 ------ | 0:35 - 0:41 ------ | 0:40 - 0:49 ------ Oil Ocean ------ 0:26 - x:xx ------ | 0:35 - 0:51 ------ | 0:38 - 0:59 ------ Metropolis ----- x:xx - x:xx - x:xx | 1:01 - 1:00 - 1:53 | 1:12 - 1:30 - 2:33 Wing Fortress -- x:xx ------------- | 1:47-------------- | 1:56 ------------- Death Egg ------ x:xx ------------- | 0:48-------------- | 0:49 -------------
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 5/3/2004
Posts: 1203
I'm glad to see you've been keeping up the good work. I've been gone for some time because I got readdicted to DotA. But Blizzard released 1.18 so so much of DotA is broken it's not even fun to play any more. Anyways, I guess I'll go back to bothering you.
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Go back to making Sonic 1, you.
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Joined: 9/11/2004
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Truncated wrote:
Go back to making Sonic 1, you.
deerga
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
First retry at Oil Ocean 2 managed to be 3 seconds faster than my original run, mainly due to more precise jumping (can get to full speed more quickly in midair than on the ground), giving me a time of 0:48. Current status: ---------------- Current run ------ | Previous run ----- | TSC Records ------ Emerald Hill --- 0:18 - 0:36 ------ | 0:19 - 0:37 ------ | 0:20 - 0:38 ------ Chemical Plant - 0:17 - 0:51 ------ | 0:20 - 1:04 ------ | 0:22 - 0:53 ------ Aquatic Ruin --- 0:19 - 0:38 ------ | 0:24 - 0:44 ------ | 0:24 - 0:43 ------ Casino Night --- 0:25 - 0:55 ------ | 0:26 - 1:01 ------ | 0:34 - 1:05 ------ Hill Top ------- 0:39 - 0:48 ------ | 0:45 - 1:00 ------ | 0:48 - 1:03 ------ Mystic Cave ---- 0:28 - 0:37 ------ | 0:35 - 0:41 ------ | 0:40 - 0:49 ------ Oil Ocean ------ 0:26 - 0:48 ------ | 0:35 - 0:51 ------ | 0:38 - 0:59 ------ Metropolis ----- x:xx - x:xx - x:xx | 1:01 - 1:00 - 1:53 | 1:12 - 1:30 - 2:33 Wing Fortress -- x:xx ------------- | 1:47-------------- | 1:56 ------------- Death Egg ------ x:xx ------------- | 0:48-------------- | 0:49 -------------
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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Awesome as usual. I love the glitched super-sonic physics. In Metropolis, I was thinking if it could be faster to keep Tails around somehow instead of making him fly in for all the nuts and screws. Probably not the funniest thing to test though. :/
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Joined: 9/11/2004
Posts: 2623
2nd controller?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Quietust wrote: "I suppose there's something I should point out - I'm doing this entire run by directly controlling Sonic only. I suppose part of it is just a 'conduct' I'm adhering to, but the last time I tried controlling Tails directly I got a big fat desynch." So that's why. I guess it will be listed under "one player in two-player game" like the chip and dale movies.
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Love the OOZ runs Quietust. I can see this is going to be just as good as the S3&K run when it's finished ;)
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
You know, it could be just me, but i think this movie has a high chance of getting a star/recommendation when it's done.
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Since nobody pointed out any problems in Oil Ocean 2 (and I didn't notice any myself), I've proceeded to Metropolis 1. Frame advance REALLY helped here, allowing me to gain an entire 7 seconds on my previous time, even though one spot took slightly longer than before (right after the 3 gates in a row, where I jump between some platforms and land on the edge of a spring - before, I was able to squeeze past the right platform and land right on the ledge to spindash). Given how much I improved this level, Metropolis 2 and 3 will most likely be a LOT faster than before. Current status: ---------------- Current run ------ | Previous run ----- | TSC Records ------ Emerald Hill --- 0:18 - 0:36 ------ | 0:19 - 0:37 ------ | 0:20 - 0:38 ------ Chemical Plant - 0:17 - 0:51 ------ | 0:20 - 1:04 ------ | 0:22 - 0:53 ------ Aquatic Ruin --- 0:19 - 0:38 ------ | 0:24 - 0:44 ------ | 0:24 - 0:43 ------ Casino Night --- 0:25 - 0:55 ------ | 0:26 - 1:01 ------ | 0:34 - 1:05 ------ Hill Top ------- 0:39 - 0:48 ------ | 0:45 - 1:00 ------ | 0:48 - 1:03 ------ Mystic Cave ---- 0:28 - 0:37 ------ | 0:35 - 0:41 ------ | 0:40 - 0:49 ------ Oil Ocean ------ 0:26 - 0:48 ------ | 0:35 - 0:51 ------ | 0:38 - 0:59 ------ Metropolis ----- 0:54 - x:xx - x:xx | 1:01 - 1:00 - 1:53 | 1:12 - 1:30 - 2:33 Wing Fortress -- x:xx ------------- | 1:47-------------- | 1:56 ------------- Death Egg ------ x:xx ------------- | 0:48-------------- | 0:49 -------------
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Is qmt.ath.cx down? I get a 404 error trying to download sonic2b.zip.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
You did not get a 404, you got a Connection Refused - the site is indeed down. It should be working again momentarily.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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Posts: 2687
OK, I didn't know what it's called, that's what I meant. It's working now, looks great to me...
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Found and fixed one minor slowdown - by lowering the first nut to the floor (so Tails lands on it earlier) and optimizing my dismount (so both Sonic and Tails land on the left side of the next nut), I was able to shave off 16 frames.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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How is it going Mr Quietust?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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The only places that look weird to me: - the crab at 13:11, but I know he has an irregular hit area. Landing behind him is probably the fastest way, I just wish there was another. Getting hit? Go over directly with the spring? I'm grasping at straws. - jumping down to the yellow spring instead of going next to the moving platforms, but you already commented on that. There is no way to manipulate the platforms I guess. - possibly jumping before 13:51 to hit the switch earlier, but you'll lose your forward speed. - did you try spindashing directly from 13:57 instead of jumping over the gap first?
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
* the crab at 13:11 - it's not possible to make it past him from the steam spring alone, so I land as close as possible and then 1-point jump over him. Even if I land on the left, I cannot spindash through him or I will immediately get hit. Getting hit and then spindashing straight through him only saves about 4 frames. * jumping down to the yellow spring - yeah, the platforms are keyed to the level timer, and I arrive too early to squeeze past the right platform like I did before. * 13:51 - Doing a full-power jump at the far left edge of the platform would cause me to hit the button 1 frame later than if I simply run off the edge - weaker jumps are even slower. * 13:57 - In my initial retry, I *did* spindash here, only to find out that it did not work (I rolled off the ledge and straight into the springs) and ended up jumping and re-spindashing, which was about 11 frames slower. One other optimization I found is at ~13:20, where landing/jumping at a different spot on the slope will get me moving forward slightly faster, but it only speeds me up by 2 or 3 frames. A similar jump at 13:25 got a significantly larger boost, but I was unable to reproduce this at 13:20, most likely due to my vertical velocity (tried every horizontal position possible, and none of them worked). Overall, only 6-7 frames could be gained from this; unless someone can find some significant speed boosts, I'll leave these optimizations to the next speedrunner who attempts this game (even if that turns out to be me).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
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Allright. Thanks for trying out the suggestions at least. Unless someone has others, I guess it's green light to record the next level.