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marzojr wrote:
On one hand, DMTM really is quick to claim credit for glitches. On the other hand, he did find some amazing zips (for example, Launch Base 2) with gives credence to his claim.
I'm sure he does find some glitches and zips and I respect that. But the thing I don't respect is his arrogance and his motivation to get all of the credit. I mean really, do you actually believe that DMTM was the one who found the zip in GHZ 2?
If you want to see some of my TASes, http://www.youtube.com/ltrp300
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No, I do not believe the claim about GHZ2. The one for Tails in DEZ2 is more believable — several months back, he came to me with a zip for Sonic in DEZ2 which he found but couldn't use to get into the boss' chamber; I figured out how and showed it to him. Since he already knew about the Sonic version, it is not a stretch to think that he would have tried to replicate it with Tails. But this isn't proof. On the other hand, he did once claimed to have known beforehand a trick I discivered in S3&K which I never saw anywhere else before, so...
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Who was the first to discover horizontal underflow? Was it discovered during real-time gameplay, or maybe while tasing, or maybe it was predicted after analysing the game's code and then actually performed? Really curious about the history of such a useful trick.
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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I would guess that everyone that ever tried the debug mode in Sonic 1, back when it was released, has independently discovered horizontal underflow glitch back before the Internet. I know I did -- I stumbled upon the debug mode code after my brother discovered level select, and soon after, horizontal underflow occurred while trying out the mode. So the horizontal underflow itself is unremarkable, and impossible to say for sure who discovered it first. Finding ways to trigger it without debug mode -- this is what is interesting.
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On Death Egg 2 I discovered you could get into the wall as Tails using any of the downwards traveling stairs but never found any way to activate horizontal underflow, it was after seeing DMTMs Sonic run I and remembering the way jumping inside the wall on FB1 as Knux allowed me to move downwards that looked into it again and managed to activate underflow. I then showed the gmv to DMTM in hopes that he could help me into the boss room in a position that was useful, he said he didnt think it was possible, after another while playing around with my y position I discovered that if you were at just the right height you could zip left into the gravity switcher. I think DMTMs claim is that he discovered horizontal underflow on DE2 but the Tails strat I came up with by myself. Yes he has found many great tricks and glitches, full credit to him for making so many great finds, I only have 2 but I'm quite proud I've made any contribution at all. Going from watching the game be broken and having my jaw dropped not even a year ago to finding stuff by myself. I don't really mind if someone else finds something 1st, I just love watching the game get destroyed, but when I discover something new myself I'd like people to know it was my find. I'm not great at speed running or TASing but at least I can do something to help. Sorry about the length.
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I think I discovered only one trick myself, and it’s Amy-specific. I called it spike diving, and here is a simple demonstration of how and where it can be abused (by NaturelLorenzo). Note that it may be possible to abuse corner glitch to beat this level even faster. I didn’t try it enough with Amy, tried only with Hyper Amy, and managed to enter the wall, but failed to reach the point of horizontal underflow Link to video But I do not ask anyone for crediting me if he uses it, at least because this trick is based on common knowledge that spikes do not work off screen. Sonic can make it with Tails, for example. Sorry for the Amy video in S3K thread, but I hope it’s ok, since it’s a hack of S3K and we were discussing trick authorship.
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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Yeah, Amy's moveset makes it really easy to break the game; I wouldn't be surprised if she could use many of the zips Hyper Sonic can. FYI, there is actually a much faster way to get into that boss room, but I will save it for when some runs are submitted.
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Let me guess. This? Also when I TASed that level, once I’d succeeded to make horizontal underflow at lower Y position, so I appeared in that boss room without having to break the switch. It’s also possible to escape from terrain after the horizontal underflow and maybe possible to get your Y position high enough to get into the Sonic’s boss area. Btw, I also found that MHZ1 zip can be entered as shown in this video (Amy-only trick too). It may be useful if you start the level from Knuckles area (unless there are faster zips) (upd) suddenly noticed that LBZ1 layout shown in DMTM’s video differs from what I see in my gens o_O wtf? Is it a difference between S3 and S3K? (upd 2) possibility to abuse corner glitch in the very beginning of LBZ1 using Amy confirmed. However, I fail to make horizontal underflow for some reason — the left boundary is too far…
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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Nope; that video is for plain S3 — different layout from S3&K.
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gamble5688 wrote:
On Death Egg 2 I discovered you could get into the wall as Tails using any of the downwards traveling stairs but never found any way to activate horizontal underflow, it was after seeing DMTMs Sonic run I and remembering the way jumping inside the wall on FB1 as Knux allowed me to move downwards that looked into it again and managed to activate underflow. I then showed the gmv to DMTM in hopes that he could help me into the boss room in a position that was useful, he said he didnt think it was possible, after another while playing around with my y position I discovered that if you were at just the right height you could zip left into the gravity switcher. I think DMTMs claim is that he discovered horizontal underflow on DE2 but the Tails strat I came up with by myself. Yes he has found many great tricks and glitches, full credit to him for making so many great finds, I only have 2 but I'm quite proud I've made any contribution at all. Going from watching the game be broken and having my jaw dropped not even a year ago to finding stuff by myself. I don't really mind if someone else finds something 1st, I just love watching the game get destroyed, but when I discover something new myself I'd like people to know it was my find. I'm not great at speed running or TASing but at least I can do something to help. Sorry about the length.
Alright, thanks. I just saw your post for the zip and I credited you for doing so. Then DMTM jumped all over me begging for credit. >.>
If you want to see some of my TASes, http://www.youtube.com/ltrp300
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I placed DMTM’s name in the title of my and Qwerty/NaturelLorenzo’s TAS, despite absense of his real input (in the past versions there was some input by him, but then I improved that level). I hope it’s enough. (upd) new video from DMTM, by the way. Link to video
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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WST wrote:
Who was the first to discover horizontal underflow? Was it discovered during real-time gameplay, or maybe while tasing, or maybe it was predicted after analysing the game's code and then actually performed? Really curious about the history of such a useful trick.
I think the first use it found in speedruns was in Marble Garden 2, but I couldn't tell you for sure who was the first to actually use it. What I do know, though, is that Upthorn had to ask me what the method was, which means it was discovered by the real time speedrunners first.
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Made another WIP of S3&K maximum rings as Knuckles. Check the video out. Link to video
If you want to see some of my TASes, http://www.youtube.com/ltrp300
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Great, man! This reminds me of Qwerty’s old 100 ring collection TAS, but this is way cooler! As a Sonic TASer too, I realize how hard is to make such runs, but anyway I am waiting for updates from this project :) Downloaded the video, btw, nice that you began making HDs.
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WST wrote:
Great, man! This reminds me of Qwerty’s old 100 ring collection TAS, but this is way cooler! As a Sonic TASer too, I realize how hard is to make such runs, but anyway I am waiting for updates from this project :)
Thanks man. And yes, working on these projects take a lot of patience (By finding the fastest path to get the rings). I see that you know what I mean because you made a video with only 1 act and it has around 5000 rerecords.
If you want to see some of my TASes, http://www.youtube.com/ltrp300
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LTRP wrote:
Thanks man. And yes, working on these projects take a lot of patience (By finding the fastest path to get the rings). I see that you know what I mean because you made a video with only 1 act and it has around 5000 rerecords.
I am still working on improving it. I am so close to 0:15, that I do not beleive that I cannot beat it. It’s already the hardest run I ever worked on.
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Is it known how you were able to just land on those spikes with no damage near the end of that video LTRP?
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Paused wrote:
Is it known how you were able to just land on those spikes with no damage near the end of that video LTRP?
The game is FULL of places where the spikes do not hurt you at all. But these ones probably should… (upd) those spikes are actually very strange. It’s not possible to pass through them by bringing them off screen. Another weirdness is with making a spin dash on the top of those spikes after getting damage: there is high possibility that you will not move after making spin dash. Maybe marzojr may describe their weird behavior.
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WST wrote:
those spikes are actually very strange. It’s not possible to pass through them by bringing them off screen. Another weirdness is with making a spin dash on the top of those spikes after getting damage: there is high possibility that you will not move after making spin dash.
The reason for that is that they're actually not spikes, they're part of the level. There's other invisible objects in front of them that hurt you but other than that the actual spikes are just as much ground as any other ground in the game. The programmers just didn't align them 100% properly. Most other spikes are objects themselves so that's why it's different. As to why? Who knows... But there's a lot of objects on screen on that particular part som maybe it reduced lag or something.
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Yep, already checked them out with solidity viewer… (upd) It’s possible to abuse corner glitch when playing as Sonic, using help from Tails instead of bubble item / hyper flash… But marzojr and Aglar discovered that earlier than me… Anyway, I leave it here just FYI, if someone decides to make a Sonic+Tails TAS of this game.
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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Just an idea - to beat S3&K using only jump button as Knuckles Link to video
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Neat idea, and I'm impressed by the Lava Reef Zone / Sky Sanctuary Zone playthrough. I do have to suspect that there's some obstacle earlier in the game that would prevent a full playthrough under these rules though. If nothing else, Carnival Night Zone's barrels would be tricky, and I don't think you can clip through terrain to avoid them without the D-pad. Still, what you did is pretty dang cool!
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here is our last WIP of "maximum ring": Link to video _ improved all act 1 (3 seconds better) _secoond try in act 2 (2:09)
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Great job! I think there are 2 possible significant improvements. Wrote about them on our forum.
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We've stumbled upon a tiny yet very annoying problem in our "A,B,C"-only aka arrowless aka broken D-pad challenge. There is a rather imconvenient situation in Flying Battery Zone Act 2 There is a splitting passageway which leads to two almost identical and terrible routs. And thouse routes have that particular problem along them. The highest we could get was 2574 and you need to be at 2572 to squeeze through that little gap in the ceiling. During our attempts we came up with a few decent ways to gain speed using jumps and gliding only, but in these partivular places they've only got us that far. So here we are, in need of help because thouse two pixels of height are almost the only obstacle in trying to make a successful arrowless walkthrough of S&K part. We'll be very grategul to anyone who can help or at least give it a try. Thank you so much! EDIT: We TASed it so hard, but scrambled those two pixels with terrifying precision. So - problem solved :)