Post subject: Sonic & Knuckles: Broken D-Pad Challenge
Joined: 8/21/2012
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Location: Russia, Moscow
It took us quite some time and required a lot of patience and creativity. The most terrifying place was, Zenon believes, Flying Battery Zone Act 2. It might look pretty simple with those speed boosters and all, however there are two paths which we thought for a long time to be impossible to clear. But in the end we scrumbled just enough momentum to finally pass these places. Overall it was not hard, since we got very lucky to find different ways to get through a lot of places. I happened to come up with a great move which helps gain speed when Knuckles tries to glide when he is about to reach the ground. We also found that it is thankfully possible to push the blocks and the levers which open doors in Sandapolis with just landing on the ground after gliding. But the two most huge advances of choosing Knuckles for such a challenge are that it's actually possible to move at all with him using only a jump button and the other one is about him being able to turn from right to left and the other way around due to sticking to walls and jumping off of them. Knuckles is also able to gain speed on the curves after gliding to the right. Although somehow the left-positioned curves work just like the first ones. And that doesn't mean that they make Knuckles gain speed to pass further to the left - instead they make him go back to the right with a lot of speed. Sometimes it could be used to help go back somewhere easily, but the other times it just didn't let us proceed further to the left if we needed.
Joined: 4/24/2012
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Fantastic. I would vote yes on this if it were submitted, for sure. Lots of creative solutions.
Joined: 8/20/2012
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Location: Russia, Moscow
TheReflexWonder wrote:
Fantastic. I would vote yes on this if it were submitted, for sure. Lots of creative solutions.
Thanks =) Although we wouldn't even dream of submitting something since we lack optimization A LOT xD
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TheReflexWonder wrote:
Fantastic. I would vote yes on this if it were submitted, for sure. Lots of creative solutions.
+1 submit it!
~ [I]feeuzz
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Is this possible in S3&K, as well as just S&K? I love the concept, anyway; it's very different from the other runs, and if it were optimized, it'd almost certainly be accepted. Great testrun/routeplan run even as it is.
Joined: 8/21/2012
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Location: Russia, Moscow
Is this possible in S3&K, as well as just S&K?
As for now HCZ2 and MGZ1 isn't possible
Joined: 8/20/2012
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Location: Russia, Moscow
Thanks everyone!
ais523 wrote:
Is this possible in S3&K, as well as just S&K? I love the concept, anyway; it's very different from the other runs, and if it were optimized, it'd almost certainly be accepted. Great testrun/routeplan run even as it is.
Yeah, we tried to think of something fresh, yet doable and this came up. But this concept is quite tricky since one can't actually prove it possible until they try. Sometimes you just look through the map and everything seems fine, but you stumble upon a tiny problem you can't get past no matter how hard you try. We started off with the idea of doing a S3&K run, but there was a problem in Hydrocity Zone Act 2 in the very begining. In the place where fans get you up high. The only thing that is needed to be done is press left for one single frame, but it's definitely prohibited in our run by the rules we set. And we have no idea how to avoid this problem, since you can't even glitch through walls as it requires pressing arrows as well. We are pretty lucky to be able to clear at least the whole S&K game. A lot of things worked to our advantages.
skychase
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Location: Quebec, Canada
After looking at your (awesome) run, I looked at S3 levels and just AIZ2 is really hard (the part with the loops), I can't even imagine MGZ1. I'll give it a try, "impossible" goals are always interesting.
Joined: 8/21/2012
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AIZ2 is really hard
But doable for sure =)
Joined: 7/2/2007
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Hey, all of S&K done to the challenge! Nice work. :) As I mentioned earlier, Carnival Night Zone would also be problematic, right? There's at least one barrel that you'd have to deal with, and I don't think it can be done just by jumping.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That is what TAS is for. Doing seemingly impossible things and showing off by doing them anyway. Too bad Mario has to run and jump still. But Knuckles, doesn't believe in a D-Pad.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 8/21/2012
Posts: 29
Location: Russia, Moscow
Carnival Night Zone would also be problematic, right?
I don't think so right now. "Knuckles route" is so much straight-forward x)
Joined: 8/20/2012
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Location: Russia, Moscow
Sadly, it's not possible (at least for the two of us) to clear the whole S3&K with Knuckles without using arrow buttons. So we decided to make a little bonus video with the walkthough of the levels in which it is doable at all. Hope you enjoy it =) Link to video These are the places which made our walkthrough six acts short: [/video]
Joined: 8/21/2012
Posts: 29
Location: Russia, Moscow
So, 6 unbeatable acts
  • HCZ1
  • MGZ1
  • MGZ2
  • ICZ1
  • LBZ1
  • LBZ2
WST
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The best part of that video for me were the maneurs used to pass ICZ2 loops
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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a little question about the "max individual rings" challenge: Who thinks that it's a good idea? Who thinks that I'm losing my time?
~ [I]feeuzz
WST
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A agree with both of the assumptions. It’s surely a good idea, because it’s very enjoyable to watch (exactly as it was with Felipe’s „perfect bonus” project), but it’s losing time, because… It takes a lot of time and efforts even just to make a pure speedrun, so I imagine how hard is to make a ring-collection run. My opinion is that you’d better continue it, but not pay too much attention to the optimization (unless you are going to submit it) — even not very optimized, it will be still very enjoyable to watch. It is only my personal opinion :) Btw, Looks like NaturelLorenzo has found a possible zip. It needs further analysis. Link to video (upd) taken a look onto the level map, even if it’s possible, it’s useless to zip at such Y position.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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feeuzz I am interested in max individual rings; though alot more for Knuckles rather than Sonic and/or Tails.
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Knuckles rather than Sonic + Tails? Next Wip will change your mind man...
~ [I]feeuzz
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Ya'know. Not to be a spoil sport... But that video isn't submittable regardless, it doesn't follow it's own guideline. It has to press down/up to change character (In regards to the broken D-pad challenge). Loved the video though.
A whisper in the wind~~
BigBoct
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That's easy enough to rectify. Either... * Make the goal "Does not use the D-Pad during gameplay." * Set up a Knuckles file in SRAM/a savestate.
Previous Name: boct1584
marzojr
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marzojr wrote:
On the other hand, [DMTM] did once claimed to have known beforehand a trick I discivered in S3&K which I never saw anywhere else before, so...
And as it happened before, so is it happening again. He seems to be working hard to lose all credibility on glitch finding...
Marzo Junior
Post subject: More stuffs to Sonic & Knuckles: Sonic 3
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Here I posting some useful stuff to the Sonic & Knuckles Sonic 3. Find out how to remove the SEGA logo sound to get the game starting quicker. By pressing: A,Start,B,Start,C,Start,C,Start,B,Start,A,Start and so on or pressing the start button on the right frames. Have to start to do it at the right colorThe Darklight blue color on the SEGA logo screen. Showing aswell how the Hyper Sonic can be abuse the crusher on Launch Base Zone Act 1. Discoverd this a long time ago but MarzoJR find this to be slower but I doubt on that. Launch Base Act 2. The route and the zips was discoverd by ME. The question is. How to continue without tails to get to Mushroom Hill Zone from Knuckles boss fight Area. The music Tv-box glitch. When the sign is getting up a tv-box from the ground. After the score tiles is getting of the screen. At the right frame. Break the TV-Box to kill the background music. Carnival Night Zone Act 2. The Barrel isn't needed to go to far down to force Sonic into the wall with bubble item. Showing aswell that the secound corner at the spikes can be abuse with bubble item without useing Hyper Sonic. Have fun watching. Hopeing to get some replys. =) Enjoy watching the demos. Link to the demos: http://www.mediafire.com/download.php?79uhe5jd76v8h1c //Regards DMTM aka Mr_Sweed
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
WST
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In the Launch Base zone, act 1, when performing horizontal underflow, it is possible to make it on lower position (or take a lower position later, after the underflow), which will allow you to enter the boss room directly. I managed to do it only once with Hyper Amy, but surely it’s possible. You loose Qwerty about 8 seconds in AIZ2 on exactly the same route. Just FYI.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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why can't sometomes Tails bring Sonic?
~ [I]feeuzz