Post subject: Sonic 3 & Knuckles Perfect Ring bonuses?
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
I've tried to collect all the rings in AIZ1, and this is the result. I don't know if S3&K still says "PERFECT" at the end of the level if you do collect all the rings... so can anyone tell me if I've missed any out (and if so, where)? Anyway, I think this would be an interesting idea for a movie. Note that in the one I linked to above, I'm not bothering about getting it as fast as possible right now, because I want to actually get all the rings first. :P (So ignore any random pauses, in other words).
Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
No, S3&K doesn't have perfect bonuses for levels. Only Sonic 2 does that. There's a total of 343 in the level, but my guess is you only got 333 (but you'd still get the perfect, as ring boxes don't count towards it).
Joined: 4/25/2004
Posts: 498
Given the existence of character-specific routes like the Knux-only breakable walls, I'm pretty sure the perfect ring bonus was removed. Otherwise, they would've had to mark every single ring with which characters would be able to reach them, and I most certainly doubt they were willing to do that for every one of the game's rings... @_@ It's a shame, really. There is a new "really cool big bonus" in this game, but it takes forever to get: 100000 points for finishing the level at 9:59. >_< ...oh, wait, I just thought. Suppose you tried to get all the rings anyway...on a really long level like Sandopolis 2, this might indeed take 9:59... <_<
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
4matsy wrote:
Given the existence of character-specific routes like the Knux-only breakable walls, I'm pretty sure the perfect ring bonus was removed. Otherwise, they would've had to mark every single ring with which characters would be able to reach them, and I most certainly doubt they were willing to do that for every one of the game's rings... @_@
They wouldn't have to do that. Sonic 2 has a specific number of rings that you need to get for a perfect. So in S3&K, they COULD just have had separate perfect-ring-counts for each character.
There's a total of 343 in the level, but my guess is you only got 333 (but you'd still get the perfect, as ring boxes don't count towards it).
Hmm, I noticed an area on the map I got off the net that I couldn't get to - there's a moving platform near it, but I just can't get to that platform. Any tips on how to get there? (I'm trying to collect all the ring boxes as well ;) ) Edit: And I got 215 rings anyway. How could I have missed that many? O.o
Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Ah, hang on. Starting from a new game, the large rings aren't worth 50. That's 233. You just told me ten of the ones you missed - that ring box can in fact be got with a Lightning Shield. Grab the one at the end of the level and come back. You need to spindash from the platform above the ramp so that you're not in ball form when you launch up. This gives you much more control in getting up to the moving platform, and then the 10 ring box. As for the other eight, I'd have to watch, and I don't feel like it. >_> EDIT: I think I just worked it out. As you enter the second part of act 1, you have the overhanging spikes to run under, and above that is eight rings. I'm pretty sure Sonic needs the Lightning Shield to get them all. And I'm not sure that there could be different ring counts for each character - Sonic 2 did a scan of the level at the end. If there were no loose rings, the game would register a perfect bonus.
Joined: 5/16/2005
Posts: 21
Actually, I believe Sonic 2 simply calculates the number of rings at the start of the level and decrements that counter for every non-item box ring you get. So all it does is check if that counter is 0 at the end of the level. That's what I gethered, I'm not entirely sure, though I'm confident that's the case.
Joined: 10/3/2004
Posts: 138
Yup, that's exactly it. As long as that counter is 0, you would get a perfect. I've trained S2 ROMs to always give perfects, without any problems.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
If it only uses a counter, does that means you can get this perfect bonus in Sonic 2 even if you can't keep all the rings (you get hit sometime and lose them)? I never even knew of this perfect ring bonus. It's cool.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 6/14/2004
Posts: 646
Don't you get an issue with S3&K because of the bonus stages you can gain rings in? Although I guess the same could be said for the Casino Night slot machines...
I like my "thank you"s in monetary form.
Joined: 6/6/2004
Posts: 223
JXQ wrote:
If it only uses a counter, does that means you can get this perfect bonus in Sonic 2 even if you can't keep all the rings (you get hit sometime and lose them)?
True. You can also skip all the 10-ring monitors entirely, since those aren't instances of the Ring object.
NrgSpoon wrote:
Don't you get an issue with S3&K because of the bonus stages you can gain rings in? Although I guess the same could be said for the Casino Night slot machines...
Those are both ways to get rings added to your total without picking up any rings in the stage. In S2, you can ignore the slots entirely or you can max up to 999 with them; there's the same number of "rings to go" for the bonus. Angel Island is particularly quirky, due to its map boundaries. The second half of act 1 is actually delegated to the act 2 map, using the flaming intermission to make the switch (1, 2) so if you did get all the rings in "act 1", there would still be hundreds of uncollected rings on the map (those beyond the start of "act 2", on both Sonic/Tails' and Knuckles' path), depriving you of the bonus if the game did have one.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Mr. Pwnage wrote:
Angel Island is particularly quirky, due to its map boundaries. The second half of act 1 is actually delegated to the act 2 map, using the flaming intermission to make the switch
That explains why exiting second bonus-level ring of Act 1 gives you Act 2's music.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
I thought that whole deal was old news. Oh well. So, do any of you think I should continue this...?
CrazyTerabyte
He/Him
Joined: 5/7/2005
Posts: 74
4matsy wrote:
It's a shame, really. There is a new "really cool big bonus" in this game, but it takes forever to get: 100000 points for finishing the level at 9:59. >_<
Is there it??? Damn... Once, in a "normal" game (not tool-assisted, well, I never done any tool-assisted movie), I managed to finish a level in 9:58!!! I still have the screenshots here! I was playing with knuckles, and finished Launch Base Zone 1.
CrazyTerabyte
He/Him
Joined: 5/7/2005
Posts: 74
bobxp wrote:
I thought that whole deal was old news. Oh well. So, do any of you think I should continue this...?
In my humble opinion, I think an all-rings speedrun would be a nice idea. It will also show most Sonic fans some less-known routes. Well, that's only my opinion, but I'm not sure if that would make an enjoyable/entertaining movie, since most time you need to go back and choose a second path. It might be boring. (and no doubt, difficult)
CrazyTerabyte
He/Him
Joined: 5/7/2005
Posts: 74
jman2050 wrote:
Actually, I believe Sonic 2 simply calculates the number of rings at the start of the level and decrements that counter for every non-item box ring you get. So all it does is check if that counter is 0 at the end of the level. That's what I gethered, I'm not entirely sure, though I'm confident that's the case.
That also explains why you don't get a perfect if you use debug mode to get tons of rings. Wait! If I use debug mode and "paste" the exact number of rings of some level, will it work?
Joined: 6/6/2004
Posts: 223
Not unless you also get all the rings that already exist. The number you have isn't important, only that the number remaining is 0.
Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Just on the topic at hand, I maxed out Metropolis 3 at 223 rings yesterday. Unfortunately Knuckles comes up one ring short...
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Well, I think I shall carry on with this. Expect Hydrocity soon.
Post subject: Extra challenge
CrazyTerabyte
He/Him
Joined: 5/7/2005
Posts: 74
Just one idea... I think it would be more entertaining to make a full-rings, no-items, almost no-enemies killed (only those really needed to be killed should be killed, like some of them at Hidrocity), speedrun. That will add an extra challenge. Well, without lightning item it is not possible to get all rings in AIZ (very start of act 2), but it will be possible when using Tails (or tails to help sonic). What do you think? Would anyone want to do it? (no, I won't do it)
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
I'm going for all the rings possible. I will use shields for speed (and coolness) reasons, and other item boxes such as one-ups or invincibilities I will only get if not getting them would be slower (i.e. spindashing through them vs jumping over them). Anyway, I've had one problem with HCZ1, I cannot find a way to go on both routes at the 2nd part of the act (the part leading up to the midboss). The current run (stops at the midboss) is here: http://yoshisdungeon.com/rob/s3k_perfects.gmv
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
You need to use Sonic & Tails, or just Tails. There are many rings hidden in the levels that are only accessible with Tails' flight. There are several that you missed in Angel Island zone, Act 1 and Act 2. How about going into Debug mode and finding every ring in each level to plan your route?
How fleeting are all human passions compared with the massive continuity of ducks.