Banned User
Joined: 8/30/2010
Posts: 500
Location: Argentina Bs. As.
Mr. Pwnage wrote:
Competition as in 2-player mode done for a playaround, or as in a video quiz of some kind?
Type playaround
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
Sonikkustar wrote:
WHIP
I like what I see. I'm going to yes this as soon as it hits the workbench. Sorry if I ask you again something that was already explained, what are the pauses in ARZ2 for? I read in the previous pages it's because of the boss timing but the explanation isn't very clear. Since I think there can be other confused viewers (especially when this hits the workbench), would you be kind enough to clarify again?
Player (52)
Joined: 4/10/2009
Posts: 226
you have to wait a certain amount of time for the boss to show up after you get to the boss area, but you have to wait the same amount of time whether or not the game is paused. but game stops when paused, and since we are going for in game time, a pause is needed.
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
Thanks! Now that was a clear explanation even I could understand.
Player (73)
Joined: 12/20/2006
Posts: 154
FuzZerd wrote:
you have to wait a certain amount of time for the boss to show up after you get to the boss area, but you have to wait the same amount of time whether or not the game is paused. but game stops when paused, and since we are going for in game time, a pause is needed.
How much time does this save?
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
The same amount of time that the game remains paused. Did you guys try that pause trick with other bosses? I assume that you did, but want to be sure.
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!
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Time for an update I guess! A generalized update Weve been stuck on the gear jump for weeks. This was our last progress before that point.
Banned User
Joined: 8/15/2010
Posts: 13
http://www.youtube.com/watch?v=Z_BF-jY6CQ0
Sonikkustar wrote:
Time for an update I guess! A generalized update Weve been stuck on the gear jump for weeks. This was our last progress before that point.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
*claps*
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Finished with Metropolis 3 but I might soon leave this project because im kinda losing pretty much all interest in TASing.
Active player (279)
Joined: 4/30/2009
Posts: 791
Keep at it, man, you're nearly done with this game!
Player (73)
Joined: 12/20/2006
Posts: 154
Sonikkustar wrote:
Finished with Metropolis 3 but I might soon leave this project because im kinda losing pretty much all interest in TASing.
Please please finish it :-(. Even if you have to have someone else do the play around parts for sky chase, you really only have wing fort to TAS (death egg shouldn't be too hard to optimize at all).
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Dont worry guys, Ive decided to stick around for the last few bits. :) Anyways, Its all me for Sky Chase. Wing Fortress worries me a lot because of the platforms in the middle of the stage that change. If we dont make it in time, well lose a lot of time.
Joined: 5/9/2005
Posts: 752
Glad to hear your sticking with it. With you doing such an awesome job so far, loosing you so close to the end would be a sad day. Good luck 'n that for the endgame.
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I found a trick to skip all of Metropolis Zone Act 3. I use the platform to slip down into the wall and use high speed to zip across the left boundary (the speed has to be greater than 16 pixels): http://dehacked.2y.net/microstorage.php/info/672097738/GlitchMan-Sonic%20the%20Hedgehog%202-MetropolisAct3.gmv I also made the animals from the capsule disappear off the screen faster by making Sonic look upwards before the boss begins so that the screen position above the boss area doesn't lock then I can make Sonic look up when the capsule is destroyed so the animals are all off screen. I saved 1579 frames for skipping the level and 84 frames for the animals disappearing off the screen.
Player (52)
Joined: 4/10/2009
Posts: 226
and just like that the movie that I worked so hard to make "perfect" is no longer perfect :( Great trick though! you're finding new glitches in sonic games left and right! it's amazing.
Player (37)
Joined: 9/9/2006
Posts: 388
I must admit, when I watched it I was like "Oh my god. lawl." I'm wondering if it can't be optimized that Tails initiates the glitch and quickly grabs a ring before the zipping, so that you have a ring to optimize the boss, or if it's possible to change the way it starts towards the zip as there are three perfectly good rings to grab right at the start.
A whisper in the wind~~
Joined: 10/22/2011
Posts: 7
Location: I'm not gonna tell.
GlitchMan wrote:
I found a trick to skip all of Metropolis Zone Act 3. I use the platform to slip down into the wall and use high speed to zip across the left boundary (the speed has to be greater than 16 pixels): http://dehacked.2y.net/microstorage.php/info/672097738/GlitchMan-Sonic%20the%20Hedgehog%202-MetropolisAct3.gmv I also made the animals from the capsule disappear off the screen faster by making Sonic look upwards before the boss begins so that the screen position above the boss area doesn't lock then I can make Sonic look up when the capsule is destroyed so the animals are all off screen. I saved 1579 frames for skipping the level and 84 frames for the animals disappearing off the screen.
Link to video
They shall sample MY blade!
Experienced player (634)
Joined: 8/28/2008
Posts: 443
I found more glitches: http://dehacked.2y.net/microstorage.php/info/570691418/GlitchMan-Sonic%20the%20Hedgehog%202-CasinoNightAct1.gmv http://dehacked.2y.net/microstorage.php/info/1676895061/GlitchMan-Sonic%20the%20Hedgehog%202-MysticCaveAct2.gmv In Casino Night Act 1 I skipped the whole level and in Mystic Cave Act 2 I found a way to get Tails at a certain height so he can fight Robotnik before he shows up on screen. Too bad the RAM for Tails resets whenever he's off screen for a certain length of time. I think I could use this trick in Metropolis Act 3 as well.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
More Glitches? Personally I think the glitches are a good tactic to save time, but not to give entertainment. Especially when this takes you to finish the level. I don't like when abuse of the glitches. The game lose his gameplay and sometimes not understood. As in Sonic 3 & Knuckles
Player (52)
Joined: 4/10/2009
Posts: 226
Nice finds glitchman
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
DDRKhat Would having super Sonic be faster then not having it? Also, if you use the zips/level breaks, then it would make the run faster since you don't have to play the game normally (though I MUCH prefer a run of Sonic that follows the rules of the game).
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Player (37)
Joined: 9/9/2006
Posts: 388
hegyak In theory, you would have to find the fastest possible way to obtain 50 rings (using tails to go off-course, because Sonic would need to remain on the tried-and-tested route to keep up with the TAS) and even then you have to hope that you're going to cut alot of level time out. Upthorn did some theory calculations using my run as a sample.
upthorn wrote:
Not counting time spent in special stages (6921-1424 + 13782-7967 + 21980-15031 = 18261 frames (5 minutes 4.35 seconds), you have lost 2130 frames (35.5 seconds) in EH1, compared to entering no special stages. (1424-579+7697-6921+15031-13782+22286-21980 = 3176; 1625-579 = 1046; 3176-1046 = 2130) By comparison, if you entered only one special stage, at the third lamp post, you could probably get away with only 3 to 5 seconds loss. If we assume about the same time loss for each emerald, we get 2130 * (7/3) = 4970 frames (1 minute 22.8 seconds) of in-level time loss. Whereas 3 to 5seconds per emerald * 7emeralds = 21 to 35 seconds of total in-level time loss. Yes, this will require more work from you, but it'll provide a savings of 47 to 61 seconds, which is way too much to shrug off. In fact, collecting a single chaos emerald would have to lose you almost 12 seconds in each level it's done in for this not to pay off better.
A whisper in the wind~~
skychase
He/Him
Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
I was wondering if it was possible to do a Knuckles "No rings" run but I got stuck at the end of CP2, there's like 3 loops I can't avoid with an invisible wall... http://dehacked.2y.net/microstorage.php/info/1664977874/noring.gmv (i know it's crappy, i was just looking for routes ><', you can skip the rest) Since 2010, did somebody find a way to get through this level without rings ?
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Mmm! This is interesting. If you allow me to apply his idea to high-speed, I want to do it. But help to do this, no do the complete movie. After of submit my current movie, I'm looking to do another TAS.