Former player
Joined: 3/8/2004
Posts: 152
Location: Australia
That's just great Xebra! I'm really busy with college that i don't have enough time to finish my run, when i get a break, i promise to match or best your times ;), by the way, i too, made it by the spikes in my run ;).
G1MM3 4 BR34|C!
xou
Joined: 4/26/2004
Posts: 118
Location: france
I just wonder if anyone is still on that run :)
hello world !
Joined: 5/3/2004
Posts: 1203
I've been pretty busy with life so I haven't worked on it in quite some time, though I'll start it up again eventually. It will be a long time before I ever finish the game, though, so be patient.
xou
Joined: 4/26/2004
Posts: 118
Location: france
hum ok, no problem :)
hello world !
Joined: 5/3/2004
Posts: 1203
Lezard, you still doing this run? I was playing around in Sonic 1 last night and got Marble 3 down to 1"14, and Spring Yard 1 down to 23.1 seconds or so. SY1 is so close to 0"22, there has just got to be time to save somewhere in my run, but I can't seem to find it. Do you want to take a look at it for me?
Former player
Joined: 3/8/2004
Posts: 152
Location: Australia
No, sorry, i am on other duties, other projects right now, no time for timeattacks...
G1MM3 4 BR34|C!
Joined: 3/29/2004
Posts: 224
Man I wanna see the time attacks for this and #2 soo bad.
Joined: 5/3/2004
Posts: 1203
I managed to find a strategy for 0"29 on Spring Yard 2, but Spring Yard 1 may hold up the show for a while. I don't want to go too much farther into the game until I can get Spring Yard 1 down to 0"22. I only need to shave off 7 more frames, though it may prove too difficult. EDIT: Never mind.
Joined: 5/3/2004
Posts: 1203
For anyone else that happens to be time attacking Sonic 1, you should note that it is always fastest -- when starting on flat terrain and there is sufficient room -- to start a level with the largest jump possible. I should have suspected this from my GH2 strategy, which requires the largest jump possible after reversing directions under the waterfall.
Joined: 5/3/2004
Posts: 1203
My progress is slow but steady, I've finished all of Spring Yard and am on to Labyrinth.
Joined: 5/3/2004
Posts: 1203
I've finished Labyrinth 1, and I'm now officially halfway through the game. Only 9 more acts to go! With any luck the total in game time will be well under 14 minutes, while the video itself will be a little over 20.
Former player
Joined: 5/3/2004
Posts: 366
It'll be nice to finally have another Sonic game completed. You can do it! :)
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
I can't wait for this! So many hours I've wasted on... Enjoyed playing this game! Maybe someone should do a run collecting all the emeralds, or hitting all the tvs (ok, that last one will be a bit too long). I've always wanted to see a run with special stages (or of just special stages. Hmm... that gives me an idea, S&K and S1 anybody?)
Joined: 10/3/2004
Posts: 138
AdmiralJonB wrote:
Hmm... that gives me an idea, S&K and S1 anybody?
Actually, I wouldn't imagine it'd be that hard to do with a low rerecord count. Also, at the slower speed, it should be possible to jump between red spheres like crazy to take shortcuts from one side of the map to the other (I know it's possible, I've done it occasionally in realtime), so it should also be quite impressive.
Joined: 4/25/2004
Posts: 498
Though, S1&K has somewhere in the neighborhood of, like, 130 million levels...even using the perfect bonus to skip 'em 10 at a time instead of playing them all, you'd probably die of old age before you could finish watching the completed run...O_O Maybe just settling for doing the S3&K level select cheat and playing through the 16 "regular" special stages one after the other?...
Former player
Joined: 5/22/2004
Posts: 462
Xebra: I like what I see so far. Keep up the good work.
Joined: 10/3/2004
Posts: 138
4matsy wrote:
Though, S1&K has somewhere in the neighborhood of, like, 130 million levels...even using the perfect bonus to skip 'em 10 at a time instead of playing them all, you'd probably die of old age before you could finish watching the completed run...O_O Maybe just settling for doing the S3&K level select cheat and playing through the 16 "regular" special stages one after the other?...
Well yeah, but it'd probably just be best to make one run, and then split the generated AVI, if you're really interested in seeing some of the much later stages. I'd think it would just be quite impressive to see someone run through like 20 or 30 levels jumping around the red spheres and of course getting all perfect (taking into account that some stages make it really easy to get all the blue spheres before getting all the rings).
Joined: 5/3/2004
Posts: 1203
I am at an impasse. My current time for Labyrinth Zone Act 1 is 0"43. It's 6 frames from 0"42. I know of one place at the beginning of the level where I can knock off 10 frames, but the catch is this: it looks gay. It requires that I reverse direction twice very quickly and it looks terribly artificial. I go to great pains to ensure that my actions throughout the entire movie look smooth and continuous. Many people have said that my video "makes it look so easy" because of this, and to me, this goal of "making it look easy" is more important than time. I hold in particular disdain all of the videos on Bisqwit's site that pull maneuvers that serve absolutely no purpose other than to highlight that the video is being made with an emulator, which is different from highlighting how an emulator can be used as a tool to optimize or a break a game. Various spots in the newest Zelda 1 run are a good example of this. My video, however, is more for the community than it is for me, so I will let you all decide. Should I: a) Do the quick and dirty maneuver for an 0"42 and move on with the video, b) Let the 0"43 stand and move on with the video, or c) Spend more time on the level to try to find the frames somewhere else? I've had to make decisions like this in the past and have always chosen the more "beautiful" path, as opposed to the faster one. This is the first time, however, that such a decision would affect the time displayed on the in-game clock, and I think it is worthy of discussion. Let me know what you think.
Joined: 10/3/2004
Posts: 138
Myself, I maintain that speed is not the end-all, be-all of these runs. So I would always recommend going with the option that looks best.
Former player
Joined: 5/31/2004
Posts: 375
Ditto. Shaving another second off the game clock is all well and good, but if it looks bad it looks bad.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I would probably go for option B or C on that. I do enjoy a movie that moves on smoother than fiddling around and make it look ugly. Perhaps later you could make a new movie that is shaving off all the seonds you loose in this movie?
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Go for the speed. It's only this once, and as opposed to the other contrieved moves you mentioned, like turning back and forward every other frame, it actually serves a purpose. So I think it's alright. That is, unless you find some other spot for saving 6 frames.
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, I like the "quick and dirty" stuff.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 5/3/2004
Posts: 1203
I regret to inform that I am once again suspending development of my only time attack. Things have come up in the real world that must be taken care of. As always, my most recent progress can be seen at http://www.geocities.com/xebranick. Current Times Green Hill Zone Act 1 - 0"25 Act 2 - 0"18 Act 3 - 0"34 Marble Zone Act 1 - 0"48 Act 2 - 0"53 Act 3 - 1"14 Spring Yard Zone Act 1 - 0"22 Act 2 - 0"28 Act 3 - 1"01 Labyrinth Zone Act 1 - 0"41
Joined: 3/29/2004
Posts: 224
NNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!