Tee-N-Tee
Sonic The Hedgehog 2 Speed Run 16:03 any% SS (Non-TAS)
updated
After TWO runs that finished 14:01 and one 14:00, I finally broke the minute barrier with this run :D
Hope you enjoy :)
PS: Happy Anniversary, Sonic ;)
It's worth noting, that you can also get to the upper level at 0:12 and finish the level in 24 seconds.
Personally, I'm starting to like this strat even for regular glitchless...
you lose one second compared to top route, but top route 26s are fairly difficult and rely on a frame-perfect jump.
Damageless ✔
Bubbleless ✔
The damageless bubbleless variation isn't new, flower did it already 3 years ago. Combined with a faster start, since we can omit rings, I was able to save a second.
EDIT: here's a gmv to watch it with input display http://dehacked.2y.net/microstorage.php/info/1988848499/Sonic%20The%20Hedgehog%20%28W%29%20%28REV%2001%297fr.gmv
Thankfully there's a backup should you get a 6- or 8-frame jump.
6-frame jump https://youtu.be/Pzdzf2GiS_o
8-frame jump https://youtu.be/FSW5oZCzQuw
This also works in original Sonic 1
I saw that strat in a twitch clip by flower. Good stuff.
That strat is from Aglar's "no zips" TAS from 2011!
Guess I never tested it thoroughly LUL
The sum of my Sonic 1 IL speedruns is 7:59 :DDD
0:22 is the spot I'm talking about. In short, reversing directions or landing from a jump opens up the possibility for a 21 pixels/frame zip jump.
Here's how it works, thread Sonic into the terrain as usual, hold left, once he's about to land, piano ABC, this should make him drop down a floor (though it doesn't work as much as I'd like, subpixels maybe?).
Drop down straight, once you've landed, start pressing right, jump on the exact frame (1-frame window) and hold the jump for exactly 5 frames.
Certainly not free but also not prohibitively hard considering it all happens in the first 5 seconds.
So I went looking for these objects in other levels and it didn't take long to find them in Scrap Brain 1. Sadly, despite getting slope glitch quite early on, I couldn't find a way to beat the IL time with it.
Last Sunday, pho was doing Sonic 1 at a marathon and he showed off a route I hadn't seen before.
So I revisited this level...
I'm quite happy with how 0:22-0:33 turned out, this is way easier than sticking to the lower route.
P.S. I also managed to snag the score record, time bonus for the win LUL
P.P.S. Happy Pi Day everyone :D
SEVEN SEVEN SEVEN SEVEN SEVEN SEVEN SEVEN
SEVEN SEVEN SEVEN SEVEN SEVEN SEVEN SEVEN
Huuuuuuuge shout-outs to kaan55, who showed that
Sonic can do the stair clip with mere running speed...
incredible
W E L C O
M E T O D
A N E X T
L E V E L
SUBPIXELS
Entering the wall at 0:23 is easy and you should always get the good zipping speed and enter the 2nd wall, inside this 2nd wall is the crucial bit, you need to have a y-subpixel value between 160-255, you then exit the 2nd wall, jump on the first possible frame (piano ABC). Doing so, enables you to get through all the upcoming walls. You keep holding left through the entire process. Once you've exited the last wall, tap right to kick in the speed cap and you should land on the elevator.
So yeah, 96 out of 256 subpixels work, that's a 3 in 8 shot or 37.5%
You need to perform a perfect fast acceleration at the start and deliver the last hit on Robotnik on the last possible frame to juuust squeeze out a 1:11::59 (i.e. one frame later would've been a 1:12::00)
In my opinion the hardest bit was regognizing a perfect start, since one or two frames off perfect looks almost identical.
In case you're wondering what the pauses are for, here's an explanation by marzojr: "The boss does not do anything until it finishes loading its art. The art is loaded once the camera goes past a certain point; pausing the game after this point stops the in-game timer, but the art continues loading. This trick was found by Aglar for the no-zips run."
Also shout-outs to @danielhall6888 who was the first to get this time RTA
Now, it's thankfully not as bad as it sounds :D
For the first two jumps you'll immediately spot whether you hit the frame or not, that means resets are very quick.
The third jump is the trickiest of the bunch, because it's frame perfect and you also have to press left exactly one frame before you jump.
Luckily, the duration of the left press doesn't matter since you're performing a roll-jump, just make sure to switch back to holding right in time, so that you don't lose frames performing the wrap.
PS, sorry 'bout the low audio :(
PPS, I used only one controller, since the two controller method seems a bit iffy for a 1-player game
PPPS, I have no idea how to time this LUL
I think one reason for its difficulty lies simply in the length of the act.
It's over 60% longer than the second longest act (0:59 Metropolis 1), we can disregard Sky Chase and the latter half of Wing Fortress is a cutscene.
The other reason being, it's full to the brim with non-trivial jumps and strats.
Tricky jump at 0:08 to preserve your speed, the part from 0:22-0:34 has to be almost flawless ("spring-to-spring", exiting the mesh cylinder pretty much at its highest point), so that you catch the platform while it's still high enough to clear the gap with a spindash. At 0:52, I wait for Tails, so that he can help with the upcoming part and damn, it's hard to get both characters running on the nut, probably a 1-framer. And after all of this, you still have to pull off the "newish" boss strat LUL
What's even crazier, the time could still go down by maybe 2 seconds if I hadn't had to wait for Tails, but I'm more than happy with the outcome, I nailed all the hard jumps and the boss strat.
And with that my Sonic 2 "glitchless" ILs are complete, clocking in at 16:54 https://www.youtube.com/playlist?list=PLzO4NtvTGZiHyMPET53_KkJJrN074t_Bp
Doing the end bit glitchless loses only 8 seconds compared to the "nut clip".
I got a couple 1 minute flat times, those were annoying, so I kept playing and was
able to just squeeze out a 59 :D
So I went looking for a setup and luckily the first idea turned out to work like a charm.
Here's how it works. Mash or time ABC to get out of the sand, do a 2-tap spindash, you'll roll into the trampoline that turns you around automatically, you'll enter the sandfall, once you're back on the ground, do a 2-tap spindash, jump.
Important note: had I jumped one frame earlier, it would've also worked, albeit a tad bit slower. To sum it up, all you have to do is jump within a 2-frame window and you'll get 1:11/1:12 consistently :D
The zip is still tricky, but I feel like, getting stopped by the red spring makes the timing a bit easier.
For the end, I came up with a different way to drop down without making use of the flipper clip (0:35)
Well, look no further ;-)
There's two tricky parts to this level, the first is making the block cycle (0:09) and the second is jumping on the frame you land (0:14)
I was looking at my recent videos and noticed I haven't uploaded a Sonic 2 video in over 3 years... a situation that needed changing asap ;-)
The level itself is actually pretty straightforward, the only tricky bit is the boss fight. I opted for a riskier strat that saves maybe .3 to .5 seconds over the single-segment strat.
BTW, if you're interested in more glitchless Sonic 2 ILs, here's a playlist. https://www.youtube.com/playlist?list=PLzO4NtvTGZiHyMPET53_KkJJrN074t_Bp
Done perfectly, fast acceleration on flat ground saves about 3 frames, but in this instance, due to the nature of the slopes at the start, it saves about 10 frames. The spot for the damage boost is pixel-perfect, the moving platform has to be high enough to push you into the wall (this is where the 10-frame gain from the start comes into play), tap right to align correctly, tap left for 1 frame and on the first frame it's possible to zip out, hold right for 6-9 frames, et voilà, level wrap LUL
All that's left, is start holding left within an 8 frame window and you've got a time of EXACTLY 15 seconds and 59 frames.
It's theoretically possible to get 15::58, pro: you can initiate the zip out of the wall on the first TWO frames it's possible and still get a 15 but the con is, you have to substitute the 6-9 frame press for a 2 frame press and the x-subpixels come into play (only ~42% work).
The cons outweigh the pros on that strat imo, so I went with the 6-9 frame press.
After spending some time with an emulator, I now have a better understanding of the zip. I'm fairly certain you can't get the clean zip by just holding left the whole time (what I've been doing), you have to tap right for maybe 2-3 frames at some point.
Despite having that knowledge the clean zip is still quite inconsistent and the execution has to be very clean throughout the level to nab the 8.
but instead of landing in the pit with the springs and monitors,
you can just barely make it across with a jump.
You have to jump off on the last frame where Sonic has ground contact though and just after that jump,
tap left for four frames for proper alignment.
A 30 is possible if you omitted the alignment jump
inside the wall (0:16), but doing so would make it
an order of magnitude harder.
It was found by ChonKaL on July 1, 2016 while streaming
GLITCHLESS speedruns LUL
https://www.twitch.tv/videos/75489669
He shared the clip on the Sonic Discord and once I saw it,
I immediately opened up an emulator to play around with it,
since it looked quite promising and sure enough, you can save
2 to 3 seconds with a zip to the end.
For whatever reason, this trick then lay dormant for two and a half years until now.
It turns out to be quite doable for an IL.
A 20 is possible with more aggressive play at the start,
but I wanted to have as many attempts at the floor clip as possible.
Ultimately, shout-outs to ChonKaL for jumping at spots where
no human has jumped before :D
Hold only right at the start, full jump just before getting the sixth ring (frame perfect),
switch from holding right to holding down just before landing on the cog (some leeway)
and jump off of the cog after 4.5 rotations i.e. Sonic is at the 6 o'clock position for the 5th time (frame perfect)
Then after hitting the signpost, do 2 full jumps, the first one for accelerating to the right faster
and the second one to keep control of Sonic during the score tally.
Sadly, for the next part, I haven't found a consistent method yet...
We're good on the y-subpixels though, following the setup ensures a good value, so that you always clip through the ceiling,
but whether you end up to the left or the right of the laser depends on your x-subpixels.
How I understand it, you only clip to the left if your x-subpixels underflow the moment you clip through the ceiling :D
and that happens every 4 to 5 frames…
For comparison, the best sb2 time people have gotten in runs is 0:31, averaging ~ 0:35 (by comparing the sb2 time of the top 5 runners PBs),
so a 0:14 means a big time save.
I've also made a gmv http://dehacked.2y.net/microstorage.php/get/464273680/Sonic%20The%20Hedgehog%20%28W%29%20%28REV%2001%29-SB2%20RTA%20Strat.gmv
If I were to guess the success rate of the whole trick, I'd say 1 in 20 right now, though I can see people getting more consistent, especially
with the part before the level wrap. Compared to the well-nigh impossible 1-in-500-IL-strat, a real improvement.