1 2
7 8
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
I started an all emeralds run as Knuckles about a week ago, got through Sandopolis 1, watched it, noticed way too many improvements, and started over. Here's the old wip. It shows off my mushroom hill route, and my Super Emerald routes. Here's the second wip it completes the game and shows (very unoptimized) sandopolis act 2, and lava reef routes. Zip contains savestates at the beginning of ice cap, and flying battery. This run has been submitted. View the submission here.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 6/14/2004
Posts: 646
I know that there are some cases where going super doesn't load the super music, and just plays the normal level song. It'd be nice if you could find out what causes that and make use of it.
I like my "thank you"s in monetary form.
Former player
Joined: 6/15/2005
Posts: 1711
NrgSpoon wrote:
I know that there are some cases where going super doesn't load the super music, and just plays the normal level song. It'd be nice if you could find out what causes that and make use of it.
Especially since the super music is pretty boring and becomes extremely repetitve.
Zoey Ridin' High <Fabian_> I prett much never drunk
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I think the music is pretty cool, but I prefer the Sonic 2 one better.
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
NrgSpoon wrote:
I know that there are some cases where going super doesn't load the super music, and just plays the normal level song. It'd be nice if you could find out what causes that and make use of it.
Can you give me any examples, like links to videos that show it, or such? I'm getting quite sick of the "Super" music myself, and any possiblity at lessening it would be much welcomed.
How fleeting are all human passions compared with the massive continuity of ducks.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Never seen Super Knuckles in action in this game. The last levels looked especially cool (the bonus levels sucked a bit, though), so please continue. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/26/2006
Posts: 1215
watching old wip.. 1) the 3rd and 7th emerald runs looked particularly though out. 2) I wasn't so sure about the Super Ring at the start of Launch Base 1, but you did that crazy fast... Launch Base 2 as well. It's obvious at this point that you are very familiar with the games physics. 3) Nice Light Blue (2) Super Emerald. 4) Since the Blue (3) one is so linear, I don't get why you didn't jump over the yellow and reds to get the final blues without using the bumper. Maybe you did in the new wip. 5) For Flying Battery 1, you should definitely jump so that you're falling when the missiles are done breaking the ground. 6) In Flying Battery 2, you shouldn't wait on the spring to get the rings on the ceiling around 0:40, since there are plenty more on top of the vertical spinning thing and you don't need to be hyper before.
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
bkDJ wrote:
watching old wip.. 1) the 3rd and 7th emerald runs looked particularly though out.
For the Chaos Emeralds, I was following the routes Sprintgod mapped out, here: http://www.gdward.plus.com/special3.png It turns out I can do most of those faster, not by changing the route, but by holding up whenever I'm moving forward.
bkDJ wrote:
4) Since the Blue (3) one is so linear, I don't get why you didn't jump over the yellow and reds to get the final blues without using the bumper. Maybe you did in the new wip.
you move forward about four times as fast when bounced from a yellow sphere. More than fast enough to justify having to hit the star bumper. So I won't in the new WIP, even when I get that far. I will, however, use some slightly different routes on most of the emerald stages.
bkDJ wrote:
5) For Flying Battery 1, you should definitely jump so that you're falling when the missiles are done breaking the ground.
File this under "things I didn't think of until I started the new WIP."
bkDJ wrote:
6) In Flying Battery 2, you shouldn't wait on the spring to get the rings on the ceiling around 0:40, since there are plenty more on top of the vertical spinning thing and you don't need to be hyper before.
It doesn't take that long to hit the spring, and the sooner I go hyper sonic, the better my level time... in theory. But that's irrelevant, as I'll probably be going an almost entirely different route through both acts of Flying Battery.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 7/26/2006
Posts: 1215
new wip comments: 1) Marble Garden 1 boss: why is it that sprintgod is the only one to have beaten it before it went up? :( 2) marble garden 2 boss: not sure how you'd manipulate it but it seems like if the first cycle is 2 diagonals, that you can maybe get an extra hit, and if the second cycle starts with a vertical on, then you can hit sooner. This is assuming the boss travels at constant speed along the line and not with a constant vertical vector no matter what. 3) casino night 2 (or whatever it is), nice glitch around 0:30 edit: when you say 4x as fast with the yellow, is that 4x normal, or 4x holding up? you should still test it just to see :v
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Holding up doesn't change the speed at which you're going, it changes the rate of acceleration. Every so often in the special stages, your speed will increase. This is faster as knuckles. This is also faster if you hold "up".
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
I've updated the WIP linked in the first post. now completes through mushroom hill zone 2. I'm going to need to do a bit of route planning before I go on ahead, because I did not achieve the most efficient routes in either flying battery or sandopolis.
How fleeting are all human passions compared with the massive continuity of ducks.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
On the WIP you have up: That part in Marble Garden 2 between 28 and 32 seconds looked very inefficient with the turning around in a glide to get there. You could do a glide and cancel it above to drop down there directly, saving at least 105 frames.
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
On the WIP you have up: That part in Marble Garden 2 between 28 and 32 seconds looked very inefficient with the turning around in a glide to get there. You could do a glide and cancel it above to drop down there directly, saving at least 105 frames.
I think I tried that, and then ended up being unable to avoid grabbing the cord. But when I go over it for my final run, I'll see about that again. Alternatlely I could drop, to the other ledge for the diagonal jump, like I did in my old wip.
How fleeting are all human passions compared with the massive continuity of ducks.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
upthorn wrote:
I think I tried that, and then ended up being unable to avoid grabbing the cord. But when I go over it for my final run, I'll see about that again. Alternatlely I could drop, to the other ledge for the diagonal jump, like I did in my old wip.
If you land below where the cord is, the game lets you spin dash through it without grabbing it. Jumping from the other ledge would work too, but it's a less direct path so I am guessing it would take longer.
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
upthorn wrote:
I think I tried that, and then ended up being unable to avoid grabbing the cord. But when I go over it for my final run, I'll see about that again. Alternatlely I could drop, to the other ledge for the diagonal jump, like I did in my old wip.
If you land below where the cord is, the game lets you spin dash through it without grabbing it. Jumping from the other ledge would work too, but it's a less direct path so I am guessing it would take longer.
Yeah, I know I can spindash through it, but spindashing loses speed very quickly going up those hills. When I tried this, I didn't have enough height on my jump after I got through the cord. I could spindash through, stop, and spindash again, but getting the game to let me spindash up those hills is a complicated time-consuming affair. In other news there are some helpful wall glitches in Sandopolis Act 1.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 7/26/2006
Posts: 1215
watched currnt wip. Criticism: 1) Launch Base 2 was simply amazing. I just have to wonder why on earth you wasted seconds at the end of launch base 1 getting a ring TV. Did you think you wouldn't have enough but didn't feel like hex editing that out later? 2) for the first super emeral bonus stage, at one point you hit the yellow and can immediately turn but for most of them you go an extra space. why? and is jumping onto the yellow even necessary? 3) for the 3rd bonus level, (the linear one) could you have made the emerald come up faster if you held up right before collecting the last one so that you're already heading forwards when it goes into auto mode? 4) for mushroom hill act one, could a spin dash jump against the screen have gotten the first hit sooner? 5) Nice bonus 6. Fancy bonus 7, but I don't see how going backwards saved time. it probably only added it :( 6) wouldn't you get more hits in the mhza2 boss if you were on the ground standing (a la final sonic 3 boss) than bouncing?
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
bkDJ wrote:
watched currnt wip. Criticism: 1) Launch Base 2 was simply amazing. I just have to wonder why on earth you wasted seconds at the end of launch base 1 getting a ring TV. Did you think you wouldn't have enough but didn't feel like hex editing that out later?
Initially I was planning to skip the giant ring, but then I discovered that I have to go almost to the giant ring to get the pipe to change solidity anyway. I won't get the TV in the real run.
bkDJ wrote:
2) for the first super emeral bonus stage, at one point you hit the yellow and can immediately turn but for most of them you go an extra space. why? and is jumping onto the yellow even necessary?
The reason I can turn immediately is because I'm jumping from further away. I hadn't noticed this before. The reason I was jumping is because fewer rings = less time in score screen, but 24 or 30 vs 18 isn't really that much more time compared to the time saved in not having to go the extra squares.
bkDJ wrote:
3) for the 3rd bonus level, (the linear one) could you have made the emerald come up faster if you held up right before collecting the last one so that you're already heading forwards when it goes into auto mode?
I'll try that.
bkDJ wrote:
4) for mushroom hill act one, could a spin dash jump against the screen have gotten the first hit sooner?
I assume you mean against the boss. I tested jumping at about 30 different consecutive frames. I don't get the necessary height. The ground seems to be completely level.
bkDJ wrote:
5) Nice bonus 6. Fancy bonus 7, but I don't see how going backwards saved time. it probably only added it :(
Going backwards at the start of bonus 7 saves a turns or two
bkDJ wrote:
6) wouldn't you get more hits in the mhza2 boss if you were on the ground standing (a la final sonic 3 boss) than bouncing?
There's no frames where he isn't flashing as it is. I get the same number of hits in versus when I just stood on top in my previous wip. PS: Have you checked out my sandopolis 1 route?
How fleeting are all human passions compared with the massive continuity of ducks.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
upthorn wrote:
Yeah, I know I can spindash through it, but spindashing loses speed very quickly going up those hills. When I tried this, I didn't have enough height on my jump after I got through the cord. I could spindash through, stop, and spindash again, but getting the game to let me spindash up those hills is a complicated time-consuming affair.
Not to belabor this too much, but... Something must have been wrong with that spindash, it doesn't lose speed anywhere near that quickly. There was enough speed left to jump up and slam into the ceiling, which is more than enough height to continue onto that ledge. Definitely no need to do 2 spindashes there.
Joined: 7/26/2006
Posts: 1215
I liked the sandopolis route. Are you sure more rings = more wait time? it looks like the camera rolls down right away. Even if it doesn't, 1 ring = 1 extra frame, as opposed to two turns. And I see what you mean by bonus 7 saving turns. nice.
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
The WIP now completes the game. I'm not happy with my performance in Lava Reef, but it IS a test run, after all, and the routes seem good, just ...unoptimized.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 7/26/2006
Posts: 1215
loved sandopolis 2's beginning. you didn't always jump on the loops but whatever, it's a test run. in lava reef 2 it seems that you could have not been so hasty on the spike cylinder losing your shield, and you wouldn't have had to wait for the flame later on. Very fast final battle. I never understook the ending though. why does he want all the Angel Island inhabitants to suffocate in the thin upper atmosphere? is it a selfish thing so he can live there and easily glide to anywhere else in the world? >:(
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
bkDJ wrote:
I never understook the ending though. why does he want all the Angel Island inhabitants to suffocate in the thin upper atmosphere? is it a selfish thing so he can live there and easily glide to anywhere else in the world? >:(
Supposedly, Angel Island would sink into the ocean after a certain amount of time. And another thing; Knuckles is probably the only inhabitant on the island (at least in this Sonic universe).
Why, oh, why do I even <i>try</i> to understand my own species?
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Progress has begun on the final run. Current completion, Hydrocity Zone act 2. In microstorage at http://dehacked.2y.net/microstorage.php/info/2096/UpthornS3KWipV3.gmv If you spot any errors, now is the time to let me know.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 7/26/2006
Posts: 1215
Ok for the beginning of the second emerald stage, when you approach the second grouping, one that's 3 deep by 5 or 6 wide, second from the left, I believe that it would be faster to jump over the first two rows, and turn right immeditately, follow it arround, and then turn left at the last one. sure, you go 2 blocks extra, but after the 3rd grouping, you did those 2 blocks anyway so that's zero time saved distance wise, but my way saves you 1 turn .... or I completely miscalculated. well what about that part with the grouping you do next to bumpers and then have to jump over reds, and you start in the middle and turn on the first one. did you test running backwards? from a bumper instead of that slow first turn?
Joined: 6/6/2004
Posts: 223
In Angel Island 2, after going through the S-curve, if you press jump when you're precisely level with the ground, you can do a controlled jump. This should enable you to avoid the wait for the rising platform. The first special ring in each Hydrocity act seems to take a long time to recover from. Perhaps you should skip those rings and use others? In Special Stage 5, you're traveling backwards through the room with 4 blue spheres, and after you get the second one and turn, I notice you pressed forward, causing redundant steps into a bumper and back. Is there a point to this?
1 2
7 8