Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Initial attempt at Metropolis 2 managed an entire 8 time units faster than my previous time, though there are certainly a few spots I can improve to gain another time unit. 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 - 0:52 - 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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Joined: 4/17/2004
Posts: 3107
Location: Sweden
There is some weird slowdown at 0:01. Is it because of to many objects? Is it possible to go lower to avoid this? Perhaps it only influences real time and not in-game time. At 0:06 you walk backwards for about 20 frames. Is this to clear the green enemy later, or because of the controls lock up? If you hit the left topmost bumper you can go over the enemy directly, but probably this too many extra bumps. I'm not good enough to test it reliably. The zig-zag springs look weird in other places too. Do they send you off at a higer speed than maximum running speed? Sometimes it looks like your're trying to go as long as possible instead of cutting the last corner to continue forward as soon as possible. Is it possible to start moving left earlier when jumping up at 0:31? Before the final spindash, can you land further to the right?
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
* The slowdown at the beginning is due to object overflow, and I don't know any way to avoid it. * Every time I go up a 'spring shaft' (i.e. the yellow bumpers), my L/R controls lock solid for 20 frames once I land. I can still jump and roll, but I can't speed up or slow down while I'm on the ground (I can jump and change directions midair, but this simply postpones the delay until I land again). * If I hold Jump while bouncing up a spring shaft, they bounce me considerably faster than normal running speed, which is especially good if I can get them to throw me into the ceiling. * On those platform-belts, I cannot jump up to the next one when I'm on the side that's moving up - I either have to wait or climb up the other side (which is generally faster). * At the final spindash, I hold Left as long as possible so I'm standing still the instant the 'control lock' wears off. In a short test, it appears that landing as far right as possible (followed by 20 frames of unavoidable running, a skid, and a spindash) is 5 frames faster. That alone was enough to get my time down to 0:51, so other improvements may be able to get me down even further. This was only my initial trial attempt at this level, and I'm sure I'll be able to get it a few seconds faster before I move on to Metropolis 3.
* 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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Joined: 3/11/2004
Posts: 336
I just watched it. It was unreal! I'm jealous :D Hats off to Quietust.
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Sleepz: oh, but it gets even better... Using some different techniques at a few spots allowed me to shave 2 full seconds off this level - I am now about 4 frames away from getting 0:49, but I don't know where to find them... 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 - 0:50 - 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
You know I'll never let you quit with only 4 frames to go! Let me take a look, though these later levels are harder for me to critique because their paths and essential strategies aren't as transparent.
Joined: 5/3/2004
Posts: 1203
Grrr ... your link is down, I'll look tomorrow. I know you can do it!
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Eh, the link is working just fine...
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
xou
Joined: 4/26/2004
Posts: 118
Location: france
this thread is getting hot :] i'm gonna watch that last attempt quietus ! *happy*
hello world !
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
During my first attempt at Metropolis 3 (which I discarded), I've run into several problems: 1. I managed to go up the first bolt so quickly that I had a significantly long delay at the top, waiting for one of those slowly rotating platforms to be low enough to jump onto (and then another long delay while I wait for it to move high enough so I can jump onto the ledge above). 2. After some testing, it appears to NOT be possible to hit Robotnik twice in a row - he flashes longer than usual (1 full second, twice as long as in other zones) and the spheres flying around him remain deadly the entire time. The good news is that the level will be atleast 3-5 seconds faster than it was before, but it will still have some unavoidable waits in it.
* 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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Joined: 8/24/2004
Posts: 2562
Location: Sweden
I was playing Sonic 2 on my console yesterday when something funny happend. I don't know if this is known allready, perhaps it is, but I'm to lazy to find out. Anyways.. I got to Aquatic Ruin level 1. When I was under the water there are those pillars dropping down just as you pass under them. If you don't have sufficent speed you'll get killed under them. In this case though, it pushed me through the floor, making me fall for a while before I hit the bottom of the ocean and died. I was thinking that perhaps this could be useful in upcoming events? Maby one could pull of sort of Mega man style wall omission? To bad I coulden't record this. If it seems useful you guys will have to work something out that might allow you to cut times down even more. :) Cheers!
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
Quietust motivated me to purchase Sonic Mega Collection Plus for PS2 ;) just $19 from gamestop. Great run Quietust!
Former player
Joined: 5/31/2004
Posts: 375
Highness wrote:
I was playing Sonic 2 on my console yesterday when something funny happend. I don't know if this is known allready, perhaps it is, but I'm to lazy to find out. Anyways.. I got to Aquatic Ruin level 1. When I was under the water there are those pillars dropping down just as you pass under them. If you don't have sufficent speed you'll get killed under them. In this case though, it pushed me through the floor, making me fall for a while before I hit the bottom of the ocean and died. I was thinking that perhaps this could be useful in upcoming events? Maby one could pull of sort of Mega man style wall omission? To bad I coulden't record this. If it seems useful you guys will have to work something out that might allow you to cut times down even more. :) Cheers!
I had something similar happen to me in Chem Plant 2; I got pushed left through a wall by the first set of moving blocks there. But it seems the designers/testers were on top of things: They put spikes there, so I died. ^_^; It's pretty reproducable, too: And then I was messing around in debug mode; I found that if I went to the top of the level and dropped myself onto the capsule, I died. Apparently I fell through the capsule.
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
My 'clean' run through Metropolis 3 is now online, finishing a total of 10 seconds faster than my initial attempt. However, I may yet be able to speed up the boss fight by letting him come all the way to the bottom and then bursting the balloons as early as possible; if this works, I may be able to gain even more time. [edit] Heh, just noticed a speedup; fortunately, it's *right* at the end of the level (going up the last bolt, could have slowed down and turned around a bit earlier to get into the zip tube earlier) - I'll fix it when I retry the boss. 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 - 0:50 - 1:43 | 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
xou
Joined: 4/26/2004
Posts: 118
Location: france
The Chemical Plant levels are just awesome to watch :] One bad point about Sonic 's games is the lack of "funny & usefull" glitches. I wonder if the "sonics players" were that lazy not to discover as many glitches as the "smb players". Or the programers just did a good job ? I don't really a good knowledge about all the discovered glitches. Some might be too useless for a timeattack. Anyway this timeattack will rock ! Good job Quietust !
hello world !
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Joined: 5/29/2004
Posts: 5712
Wow, only two and a half more levels to go. I guess I'm excited now.
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
xou wrote:
One bad point about Sonic 's games is the lack of "funny & usefull" glitches. I wonder if the "sonics players" were that lazy not to discover as many glitches as the "smb players". Or the programers just did a good job ? I don't really a good knowledge about all the discovered glitches. Some might be too useless for a timeattack.
It does have a lot of glitches, but most of them will get you trapped / die / warp back (away from goal), but I'm not sure because i think a few of them were introducted in PS2 version. I have ran into lot of glitches in PS2 version while only owning this game for 2 days. well what I hate bout PS2 version is sonic automatic turn into super sonic if you have more than 50 ring and do a regular jump.. instead of pushing jump twice on Genesis =[
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
ventuz wrote:
well what I hate bout PS2 version is sonic automatic turn into super sonic if you have more than 50 ring and do a regular jump.. instead of pushing jump twice on Genesis =[
In Sonic 2 on genesis it behaves exactly the same. In sonic 3, you have to double-jump.
xou
Joined: 4/26/2004
Posts: 118
Location: france
I know this kind of "falling" glitch ... thats why I talk about "funny & usefull" glitches ! I've been playing that game like crazy too some years ago :)
hello world !
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
bobxp wrote:
In Sonic 2 on genesis it behaves exactly the same. In sonic 3, you have to double-jump.
Oh I must have not collect chaos much on Sonic 2.. I just had idea, it might help speed up a few frames in Green Hill - Act 2 (2 loops), similar to the speed boost trick you just did in Chemical Plant - Act 1. [URL=http://img234.exs.cx/my.php?loc=img234&image=speedboost3qp.jpg][/URL]
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Has been discussed a few pages back and turned out not to work when you were already going at a certain high speed. In the spinning cylindrical metal net, is it possible to manipulate which height you exit from, by jumping or anything else? I never understood how they worked. If you can exit higher there's one jump less you have to perform.
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Believe it or not, I actually tried that, but at every spot in Emerald Hill Zone where I was going through a loop, I was at Super-Shoe speed, so doing the jump actually slowed me down. [edit] yeah, Emerald Hill Zone [/edit] As for that 'cylinder' before the zip tube in Metropolis 3, my exit point is determined by my speed, but if I slow down partway through, I won't have enough horizontal speed to make it to the ledge. The other problem is that right afterwards I need to wait for a steam spring. Update: just redid the end of Metropolis 3. By dismounting from the bolt earlier, I gained around 24 frames, but this caused the boss battle to desynch at/after the 4th hit. Interestingly enough, when redoing the rest of the boss battle, I was able to get Tails to land EVERY hit against Robotnik (except popping the balloons), and managed to hit the switch 3 frames faster, for a total gain of 27 frames. In the event that my alternate boss battle technique (drag him down to the bottom, then bounce on him and pop the balloons as quickly as possible so he doesn't go back to the top) fails, I'll certainly be happy with this.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Quietust wrote:
Believe it or not, I actually tried that, but at every spot in Green Hill Zone where I was going through a loop, I was at Super-Shoe speed, so doing the jump actually slowed me down.
Don't you mean EMERALD hill zone?
As for that 'cylinder' before the zip tube in Metropolis 3, my exit point is determined by my speed, but if I slow down partway through, I won't have enough horizontal speed to make it to the ledge. The other problem is that right afterwards I need to wait for a steam spring.
What about jumping before getting to the cylinder?
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
bobxp wrote:
What about jumping before getting to the cylinder?
If I jump, I lose my spindash speed, and running speed alone is NOT enough to make it from the top of the cylinder to the ledge. It's not even possible to jump from the BOTTOM of the cylinder, since it severely reduces your jump height
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
okay... sounds pretty solid :|