I don't know how interested people are in this, but I thought I'd create a True Area 53 run for Sonic Advance 2. I'm not sure how to further improve the last 3 missiles. I could get two to connect easily, but I really have to wait for that last one to come around. Any ideas are welcome..
Youtube Video:
http://www.youtube.com/watch?v=gjSfndgvxyc
In-game timer: 0:55.30
(This beats the TSC record by .22 seconds)
IT looks fine, but I don't think the super-end-boss by itself is really TAS material.I still want to see a 100%, though
For the game(s), I was considering a TAS that wouldn't be based only on speed, but on smooth flowing motion, as spindash-through-walls gets old.
Of course, this is based on what was fun to play normally, so it might not be as entertaining as initially guessed.
Thoughts?
Nice. Only Super Battle left for the Advance games is for the first game now.
Yes please. Any (By which I mean 'all' really) 3 Advance games could be good. Though Adv1 would probably have to have the added condition of not abusing the spin dash glitch as you suggest. And Adv3 might be better if it were done from a savestate for extra variety from the standard run, in regards of characters.
Only relevant for Advance 1 IMO (And Sonic1 and Sonic3+Knux for non GBA). I loved Advance 2, and to a lesser extent 3, as the speed was made abusing Sonics moves rather than abusing poorly constructed levels with walls that you can just zip through. But, yes I really agree... I f i wanted to watch a wall go past, I would put a hole in my monitor and spin around on my chair a bit.
I discovered a similar glitch three years ago, while I was speedrunning one of the acts of Music Plant Zone on my Game Boy Advance SP. If you want to do some testing, I can tell you the exact point of the map where it occurred.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3
xxNKxx wrote: ok thanks handsome feos :D
Help improving TASVideos!
I've seen that happen a few times before. Some of them involved going so fast that the collision check failed to stop me from going through a wall, others were at a slope like that. It was always useless the times I found it (couldn't escape from the zipping or could only fall to my death or it was simply slower). But it's definitely something to look out for. That was a pre-memory-watch movie so maybe with the extra precision it's possible to get going fast enough to glitch into more places.
mmarks, I'm really looking forward the finished product. Just be sure to make the Special Stages as entertaining as possible.
Too bad you'll not be able to complete the Moon-zone, as this requires beforehand the game to be beaten by all four characters IIRC.
On a side note, I don't really like this game to be discussed in the same topic than Sonic Advance 2. Maybe someone should create another topic as well?
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Hey guys,
So, like I said in my submission text to my glitched Sonic Advance run, I have been looking into making a run of Sonic Advance that does not abuse the spindash glitch. Let it be said that this is not a glitchless run, however, it will not utilise that particular glitch as it fundamentally changes the way that this game is TASed.
I think this is a good idea for a run, but what do you all think? Feedback would be appreciated as this will be difficult to optimise.
I have done a 3/4-assed test run of Ice Mountain 1 as it is a good example of how this game looks when played this way.
http://dehacked.2y.net/microstorage.php/info/230081517/sonicadvanceicemountain.vbm
The time is 0:29:93 and I can probably still shave another second or two off. The glitched run does it in 0:10:43, and the TSC record is 0:44:55.
I agree that this is a good idea. I wonder how will you improve that 0:29:93.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3
xxNKxx wrote: ok thanks handsome feos :D
Help improving TASVideos!
My only negative comment would be Tails missing. Not really relevant in an Act1 I know, but just putting it out there if you do the full run.
Edit: I do not have working eyes.
Other than that... great. What I was hoping to see from a Sonic Advance run.
Joined: 8/30/2010
Posts: 500
Location: Argentina Bs. As.
I found a glitch very great in the VBA emulator with CamHack for Sonic Advance and it shows in this picture, is an impressive time, but appearances are deceptive
And if you do not believe me, I have a video here
http://www.mediafire.com/?qah3hq6g2c39wzq
I'll explain how It happened:
Using Camhack arriving just in the flag, I press Turbo and then stopped time and then I move to the next level but be careful to do it in a movie, because to play the movie, no is what it seems, everything is due to Camhack
[18:51] <scrimpy> Oh, nothing
[18:51] <mmarks> oh
[18:51] <Nach> I think scrimpy is just jealous of you mmarks
Camhack does that. I am pretty sure that nitsuja and Mukki have known that for a while. I myself noticed it a couple days ago while TASing Sonic Advance for the first time. So yeah, nothing new.
Haha. Tails isn't missing, it is just that Sonic goes too fast for him and you only see him at the beginning of the act. :P
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3
xxNKxx wrote: ok thanks handsome feos :D
Help improving TASVideos!