It's been awhile since a PB'd this game. My autosplitter decided to be dumb halfway through the run, so I retimed it at the end during the credits.
For longest time, I've been going for the Casino Night 2 Level Wrap because it saves 8 seconds compared to the regular route, but it's easily the hardest trick in the run that forces a reset if you mess it up. It's extremely difficult to get runs to reach Hill Top alive, so I decided to stop going for it in the meantime. A mere few days later from not going for it and I get a PB. Speaking of Casino Night 2, it's still the worse level in the run in terms of time loss (6 sec), and Aquatic Ruin 1, Mystic Cave 1, 2 and Wing Fortress lost me 1-2 seconds each, but everything else was solid. Hopefully a 12:XX IGT run will come soon.
I also decided to time my RTA-TBC (Real Time Attack minus Time Bonus & Continues), which is currently the secondary timing method for this game which eliminates Time Bonus and Continue downtime, and this run is the first 17:XX RTA run of Sonic 2 which I'm very happy about. This timing method is neat because it penalizes pausing, so it requires you to find creative ways to minimize pausing, or eliminate them in certain areas of the run to save precious frames.
*What version of the game are you playing?*
I am playing on the Sonic Classics Compilation version of Sonic 2 on my Sega Genesis Model 2
*What is IGT?*
IGT stands for In Game Time, which adds up the time after every act to determine the final time.
Sonic the Hedgehog 2 - Beat the Game Speedrun in 13:09 IGT/17:46 RTA-TBCJoeyBaby692023-08-31 | Run starts at 0:54
It's been awhile since a PB'd this game. My autosplitter decided to be dumb halfway through the run, so I retimed it at the end during the credits.
For longest time, I've been going for the Casino Night 2 Level Wrap because it saves 8 seconds compared to the regular route, but it's easily the hardest trick in the run that forces a reset if you mess it up. It's extremely difficult to get runs to reach Hill Top alive, so I decided to stop going for it in the meantime. A mere few days later from not going for it and I get a PB. Speaking of Casino Night 2, it's still the worse level in the run in terms of time loss (6 sec), and Aquatic Ruin 1, Mystic Cave 1, 2 and Wing Fortress lost me 1-2 seconds each, but everything else was solid. Hopefully a 12:XX IGT run will come soon.
I also decided to time my RTA-TBC (Real Time Attack minus Time Bonus & Continues), which is currently the secondary timing method for this game which eliminates Time Bonus and Continue downtime, and this run is the first 17:XX RTA run of Sonic 2 which I'm very happy about. This timing method is neat because it penalizes pausing, so it requires you to find creative ways to minimize pausing, or eliminate them in certain areas of the run to save precious frames.
*What version of the game are you playing?*
I am playing on the Sonic Classics Compilation version of Sonic 2 on my Sega Genesis Model 2
*What is IGT?*
IGT stands for In Game Time, which adds up the time after every act to determine the final time.
Follow me at: Twitter: twitter.com/Baby69Joey Twitch: twitch.tv/joeybaby69ToeJam & Earl - Random World (Co-op) in 32:52 RTA [World Record] (Me=ToeJam) (Zaxon=Earl)JoeyBaby692024-10-16 | Played on Kega Fusion 3.64 via Netplay
This is a game that involves trying to find 10 ship pieces throughout 25 randomly generated levels to get Toejam & Earl back home. Presents are placed in each level with multiple effects to the game, and you don't know what they might do until you open them. This speedrun category allows 2 players to help each other out.
The strategy is basically finding the best presents early on and hoping for the best. The top 2 presents to uncover early is Hi-Tops and Togetherness.
Hi-Tops allows the players to run for a short period of time, which is ultimately faster than the standard walking.
Togetherness allows a player to immediately transport to your partner, which is extremely helpful if your partner has found the elevator and you need to get to them quickly.
There's other decently good presents like Rocket Skates, Icarus Wings and Doorway to uncover, but they aren't a priority compared to the other two.
This run managed to find Togetherness early on, and we got very lucky in our Hi-Tops and Togetherness pickups. Plus a few ship-pieceless levels being done extremely quick by a close-by elevator at our spawn point. Level 10 and 23 were slow, i accidentally used Innertube to replace Hi-Tops I had in Level 13, and a few below average levels. Regardless, we're very happy with this run.
Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeyAll About Sonic 2 Spindashing (Speedrun Tutorial)JoeyBaby692024-09-26 | Making a video to help anyone involving Spindashing in Sonic 2 by yapping about as much important information that I know of which could help in the speedrun. Hoping it can aid in improving execution while learning about all the possible spindash speeds and their uses.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeyHydrocity Act 1 Time Bonus Skip as Knuckles (Kiddie Pool Strat)JoeyBaby692024-05-15 | A new strat was found by Chrezm where if you avoid all checkpoints in Hydrocity Act 1, and time yourself drowning just before the time bonus jingle, you end up at the start of Hydrocity Act 2. Technically this doesn't save time compared to a perfect fight (All 6 hits before the boss appears), but can save time from an average fight, which is good for consistency. This is also possible with Sonic, albeit with a slightly different setup. Tails can technically do this as well, but it's much easier to get all 6 hits quickly with him because of his flight.
This example is from a starting point after Knuckles performs his level wrap.
I do Sonic stuff at: twitch.tv/joeybaby69 twitter.com/Baby69JoeyAlternate Marble Garden 1 subpixel manip for KnucklesJoeyBaby692024-02-15 | By holding right for one frame when the level starts.(Which is easy by holding right+start when it loads), it sets up your subpixels perfectly for the level wrap to work
The catch is that the turnaround by the monitor is a one frame turnaround. A two frame turnaround failsSonic Origins Plus - Sonic CD Knuckles Beat the Game Speedrun in 15:11 RTA /9:36 IGT [World RecordJoeyBaby692024-01-17 | This speedrun was timed using IGT (In-Game Time), but the official timing method is RTA-TB-TT, which stands for *Real Time Attack minus Time Bonus minus Time Travel*. It's standard RTA, but subtracts the downtime during Time Bonuses after every level and every Time Travel. The faster your Act times are, the longer time bonuses you receive, thus punishing you in raw RTA for going fast which is why it's removed. Time Travel is the game's main gimmick which adds an extra layer of depth to the run by utilizing the different time period level layouts to optimize your movement. Raw RTA would essentially make Time Traveling completely useless as the cutscene loses you over 7 seconds, which is why it's removed as well
Executed a bunch of new strats and glitches that have been implemented for ILs in the past. Shoutouts to folks like @vonryder and @inceptionkitten for contributing to some of the findings that makes the run to make it is today.
Collision Chaos Act 3, Stardust Speedway Act 1 and Act 2 have Slope Warp setups that saves a good bit of time if executed well. It's the only parts of the run where I pause for to hit the frame perfect inputs required. Tidal Tempest Act 2 has a time travel warp where you end up on top of the ceiling if you trigger the time travel at a precise location.
Any other improvements involves better movement overall. Time losses were errors in early game and Metallic Madness Act 1 and 3.
I will be running this category at Awesome Games Done Quick 2024 in the form of a Sonic Origins Anniversary Relay on January 20th, which involves 4 Classic Sonic games ran by four different runners. This includes: Sonic 1 as Tails by @itsflyingfox Sonic CD as Knuckles by Me Sonic 2 as Sonic by @SuperSonic71087 Sonic 3 & Knuckles as Amy by @Sonikkustar
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Stardust Speedway Act 1 speedrun in 13.63 IGT (Knuckles World Record)JoeyBaby692023-12-27 | Another slope warp that allows you to skip Stardust Speedway Act 1 roughly 4 seconds faster than the glitchless way. This particular warp was found by Von Ryder.
This is a Horizontal Slope Warp. As far as I know, if you approach a slope on a precise angle and speed where you'd slightly clip inside it, the game ejects you by making your X coordinate as high as it can go, i.e. the rightmost part of the level, thus Knuckles can finish the level as soon as the screen catches up to the signpost. It's not as simple as getting the warp to trigger. You MUST full jump on the very first frame the wrap triggers so Knuckles can get some height, then you proceed to slowly glide until the screen reaches the signpost. Knuckles needs this height so he can land on the ground at the end of the level and survive. If you press jump on later frames after the wrap, he'll not jump but instantly glide instead. Technically you can still finish the level by dying, and the game will still count it on the In-game leaderboards, but in a fullgame run, dying will just take you back at the beginning of the level. Because of this, I wanted a clean run with the wrap AND surviving, which I think this run will do.Sonic Origins Plus - Scrap Brain Act 3 speedrun in 0.97 IGT (Knuckles World Record)JoeyBaby692023-12-26 | The sub One Piece is real.
For some reason Knuckles can just climb up this ceiling with a precise cling, and then you can just spindash to the end of level trigger.
Doing this level in less than a second is incredibly difficulty however. You practically have to play perfectly, which involves:
1. Initiating a 1-tap spindash on the 1st frame you land 2. Releasing the spindash on the very next frame 3. Jumping on the next frame after spindash release 4. Cling on the wall at the peak of Knuckles' jump height 5. Jump off the wall quickly to gain height 6. Cancel the jump into a glide on the next frame to cling on the wall again to climb up it 7. After Knuckles finishes his "climb-up" animation (which you can't see), quickly 6-tap as soon as possible
Any slight delay on any of these steps, and you most likely lose the sub 1 second time. I was on a VC with Von Ryder and Speed Egg when I achieved this. Christmas Miracle.
Funnily enough, the game doesn't acknowledge times that are less than a second in the in-game leaderboards, so according to the boards, I have a 0:01.00 time on this level.
I do Sonic stuff at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Tidal Tempest Act 2 speedrun in 16.76 IGT (Knuckles World Record)JoeyBaby692023-12-25 | A new strat that allows you to get on top of the ceiling in Tidal Tempest 2 was discovered by @inceptionkitten /InceptionKitten.
If you setup a time travel and trigger it at a precise location while you're moving right, you'll end up warping upwards after the time travel, thus allowing you play the rest of the level on the ceiling. There's some collision you'll have to avoid offscreen so you don't bonk and lose momentum. It's cool that was found because this saves like 8-9 seconds on average, although this level glitchless WAS my favorite level in the run. Oh well, that's the nature of speedrun optimization.
This game will be showcased at Awesome Games Done Quick 2024 on January 20th in the form of a Sonic Origins Relay, which will feature all 4 Sonic games in the collection featuring:
flyingfox as Tails in Sonic 1 joeybaby69(me) as Knuckles in Sonic CD SuperSonic as Sonic in Sonic 2 Sonikuustar as Amy in Sonic 3 & Knuckles
I do Sonic stuff at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic 2 - Metropolis Act 2 in 0:52 IGT (Glitchless)JoeyBaby692023-10-13 | Practice for the Sonic 2 Glitchless Tournament hosted over at Global Speedrun Association on October 21st.
Pain in the ass to optimize. The cogs in this level are on global cycles, so they are in motion as soon as the level starts, so roughly around 0:18 IGT seconds in, the jump off that cog is pretty annoying to get down consistently as the tips of the cog aren't always on the same spots due to when you arrive there. Then just after that, there's a section where you climb up moving platforms where it's extremely tight to make the landing on the top platform. You need to minimize your jumps as much as possible so you don't waste precious frames in the air. The rest is just tight movement to secure the 0:52.
You can technically get a 0:51 with cleaner play and an optimal ending with the yellow triangles, but it's tricky to do and this satisfies me enough.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic 2 - Hill Top Act 2 Speedrun in 0:44 IGT (World Record + Pauseless)JoeyBaby692023-09-02 | I wanted to test out a setup that could potentially get you 44/45 pretty often, as well as being able to spindash on top of the loop everytime (involves heavy memory manipulation). The best way to test if this setup is any good is to keep trying it over and over, so I chose to keep doing it until I get a 44. I already have done this IL in the past, but to differentiate this IL with the other one, I decided to go pauseless for this one. Took some time but finally nailed it. For RTA you'd definitely want to pause, as it's very easy to miss a crucial frame perfect input.
Follow me at: Twitter: twitter.com/Baby69Joey Twitch: twitch.tv/joeybaby69Sonic the Hedgehog 2 - Segmented Speedrun in 11:59 IGT (ft. Shore, JoeyBaby69, Sumerhays and Xandre)JoeyBaby692023-08-01 | On July 27th, 2023, the Community Sum of Best for Sonic 2 has surpassed the sub 12 minute mark. Courtesy of @shore7154 , has created this compilation of ILs of the best times, stitched together as a full-game run with the help of some of our top Sonic 2 runners. This is to showcase what's theoretically the human limit, as TAS levels are clearly out of our reach. We hope you enjoy!
Please consider following the folks that helped make this possible: Shore: twitch.tv/shore05 JoeyBaby69: twitch.tv/joeybaby69 Sumerhays: twitch.tv/sumerhays Xandre: twitch.tv/xandre_smSonic 2 - Metropolis Act 3 in 0:32 IGT as Sonic [World Record]JoeyBaby692023-07-29 | As far as human limits go, I believe 0:32 is the best you're going to get. The fastest possible way to achieve the slope glitch is simply spindashing towards the right when the level starts but there's more to it then that.
When the level starts, Tails can either spindash alongside you, or jump in place, and you want the ladder to happen or else this setup will NOT work. In order for Tails to jump in place, you MUST initiate the spindash on either the 2nd or the 3rd frame that Sonic becomes controllable. If you input the jump button on the 1st possible frame, Sonic will jump instead, because Sonic needs one frame to transition from standing state into crouching state. Inputting jump on the 4th frame or later will make Tails spindash with you, which is what you don't want.
So this setup is essentially a 2 frame window to spindash, without the ability to buffer your spindash on the Act title card due to the risk of inputting spindash on the 1st frame, so it takes a visual cue to gauge the timing of your spindash.
But after you get Tails to jump, you get into position on the platform, which you barely have time for before Tails makes it drop. Make Sonic jump once he freezes in midair, immediately jump on the ledge, and if done right, you achieve Slope Glitch.
Slope Glitch occurs when an object that Sonic is standing on deloads from memory. In this context, we pan the screen up so the platform deloads mid-drop from below due to being off-screen from the screen position. Halfway down, the platform deloads, which makes Sonic freeze briefly in midair. That's the moment when you want to jump.
The next bit of movement is to keep that bottom platform from getting back on-screen, because if that object returns in memory, Slope Glitch breaks. We perform the 1st jump by jumping low enough where Sonic doesn't have too much airtime to make screen pan down, but not low enough where Sonic can't reach the ledge from the left. The 2nd jump is a full jump that MUST be performed as soon as you land on the ledge, as the screen pans down every frame when grounded. If done correctly, Sonic should be able to use his glitched state to ride the slope to sink in the floor to initiate a zip for a level wrap.
Because Slope Glitch saves your angle from your grounded position (as long as you don't jump), you still maintain your X-Coordinate position from the zip after the wrap, so Sonic is floating above the boss arena, which you can use to bounce off Robotnik for all 8 hits.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeyYet Another Alternate Metropolis 3 Slope Glitch setup (Straight Jump 36/37/38 Method)JoeyBaby692023-07-29 | Interesting strat that doesn't utilize the Mantis for once, which gives you infinite tries on this Slope Glitch.
"Straight Jumping" involves inputting a jump button on the exact frame you release the spindash. It makes Sonic jump in-place with no directional control due to the air-control-lock.
When Sonic and Tails straight jumps together, for some reason, Sonic only lands with a delay, which means it takes a couple of extra frames to regain control. Tails doesn't endure that same quirk, so what you can do is perform the inputs of a spindash when Sonic is on his "delayed frames".
This will make Sonic not spindash, but Tails will, so you can freely move around and position Sonic on the platform and release Tails's spindash once you're at the right spot to setup Slope Glitch.
There's two ways to utilize this strat which are both shown in this video:
1. The first attempt involves Tails spindashing to the left close to the platform. Pretty straight forward, gives you infinite time to position Sonic, and is the method I highly recommend if you're looking for the most seamless way to set it up.
2. The second attempt is faster, but tighter and complex. This setup is more of a technical showcase that it's possible, rather than me recommending this at all cause it's pretty dumb. You start the level by performing the straight jump into Tails spindash combo, and head to the right. Because Tails is off-screen, you're on a timer to get Sonic in position and pan the screen up before he despawns. Although you normally cannot pan the screen up all the way fast enough before Tails spindashes over the platform, but what you CAN do is pan the screen down (which keeps Tails in place) to "charge" the time it takes for a screen pan to occur, and then "transfer" that charge to the up screen pan.
Let me explain...NORMALLY what happens when you switch directions after a screen pan is that it will require you to hold that opposite direction for another x amount of frames to trigger the screen pan. BUT if you somehow switched from Up to Down, or vise versa FRAME PERFECTLY, the screen "charge" gets transferred over to the new direction.
So in the second attempt, I hold down to "charge" my screen pan, then I intentionally pause the game to buffer my Up input on the next frame after I unpause. This allows me to switch from Down to Up frame perfectly, so it takes me less time to get the Up screen pan, due to transferring some of my down charge to my Up charge. This will allow me to get the full Up screen pan before Tails drops the platform.
...so yeah. stick with the 1st method if you want to use straight jumps.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeyAlternate Metropolis Act 3 Slope Glitch setup (0:35/0:36 Mantis Method)JoeyBaby692023-07-28 | By letting Sonic bounce off the Mantis, Tails will land on the ground first so you can input the spindash whilst Sonic is airborne so Tails spindashes and Sonic doesn't. You can move Sonic on the platform by Holding Down+Left/Down+Right so Tails stays put.
You have all the time to position Sonic on the platform, as long as you don't let go of down. It's important that Sonic is more on the RIGHT from Tails when airborne, because if Sonic is left when Tails spindashes, moving right will make Tails turn around, thus ruining the setup.Performing the Metropolis Act 3 Slope Glitch 10 times in a row (Half Circle 0:33/0:34 Method)JoeyBaby692023-07-27 | Here's Metropolis Act 3 Slope Glitch performed 10 times in a row. A NEWER method was found right after the previous "new" Slope Glitch method a day ago and I believe it's infinity better to execute. This is a setup that tries to prioritize consistency over optimal. 0:34 IGT is the common time to get, although 0:33 is barely possible even with this "safer" route.
You want to perform a quick half-circle motion at the start of the stage (41236 Num Notation). Try to linger left for a bit before the half circle rotation.
Holding left, then switching to down will cause Tails to Roll. If done right and quick enough, Tails should be looking at the left when he uncurls from his ball form. The Right input from the half circle makes Sonic look Right, so you have both characters in opposite directions. You can freely use this time to chill for a bit before moving on to the next step.
Any kind of spindash works here, but preferably a decently fast spindash so you get Sonic on the platform quickly(I do a 3-tap spindash here). Now you need to position Sonic roughly 3/4th quarters on the platform and look up before Tails drops the platform.
The positioning on the platform is far right enough that Tails walks off the platform to drop it, but close enough left that Sonic can short jump to the ledge on the left. When Sonic freezes in midair during the platform drop, that's when you jump.
It's important that your jump isn't very high. Every frame you descend off a jump, the screen pans down, thus increasing the chance to reload the lower platform you despawned, thus ruining Slope Glitch setup. Make sure that you're still holding Up during your platform jump/ Make it a habit to switch to left while you're airborne from your jump. (Holding left whilst still grounded will make the screen pan down, making it harder to get Slope Glitch.)
Then you immediately full jump on the ledge landing (Piano roll just before landing to buffer the full jump). If done right, you should get Slope Glitch.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic 2 - Metropolis Act 3 in 0:32 IGT as Knuckles [World Record]JoeyBaby692023-07-26 | This is a whopping 13 second time save compared to what Knuckles had to do previously.
If you have Knuckles pan the screen down and jump, you can perform a screen wrap. If Knuckles is standing on an object once the screenwrap triggers, he gets to a glitched state we call Slope Glitch. You can use this to clip into floors by walking down a slope, which can cause zips. You can also float in mid air.
So you have Knuckles jump and glide at a precise point so he lands back on the platform once the screenwrap starts, thus enabling Slope Glitch.
The boss fight is where things are interesting. In order to optimize this fight, you must hold jump to gain height after the bounce, but then let go of jump so you don't go as high, which would be slow to fall back down to get Robotnik. There's a big problem with this, pressing jump in midair makes Knuckles glide, which would make bouncing impossible, thus ruining the boss strat.
So what we have to do is bounce off Robotnik, let go of jump, then intentionally pause the game. During the pause, you would press and hold jump again and unpause, rinse and repeat. That way, you can continuously get good bounces off the boss without ever gliding. This is why I pause after every hit except the last.
So Sumerhays casually asks in the Sonic speedrun Discord if it was possible to get slope glitch at the beginning platforms. I didn't think much into it, considering I felt that Metro 3 was already "figured out" at this point. But after awhile, I got hella curious and began brainstorming and testing shit. An hour later I find this and it so happens to be faster than the previous method by one second. Crazy man.
Slope Glitch can be performed at the start of Metropolis Act 3 with a setup that involves Sonic triggering a screenwrap while standing on an object. The goal is to have Sonic touch the very top of the screen, but quickly be grounded so the glitch can trigger.
Have Sonic stand on two of the last far right pixels(while not teetering) on the bottom platform after you have set the platform positions up. If you perform a 1frame jump after panning the screen down, then hold right, Sonic should bonk the top platform, then land back on the bottom platform. Everytime you do this, Sonic gradually advances higher up, slowly out-running the screen vertically. If you perform a 1-2 frame jump immediately after landing back on the bottom platform, you'll bonk the top platform once more, then land on the bottom platform. This 2nd time will be enough height for the screenwrap to trigger while Sonic is still grounded, thus granting you Slope Glitch.
Then you move to the left, ride the slope down to clip into the floor, then zip to left level boundary for the level wrap. Because of Slope Glitch, Sonic will be floating in mid-air on the boss arena. Timing your initial jump just right will allow Sonic to bounce on the boss for all 8 hits. This strat is 1 second faster for Sonic, and 8 seconds faster for Knuckles compared to their normal glitched route.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Sonic CD Knuckles Beat the Game Speedrun in 15:44 RTA /10:09 IGTJoeyBaby692023-07-23 | This speedrun was timed using IGT (In-Game Time), but the official timing method is RTA-TB-TT, which stands for *Real Time Attack minus Time Bonus minus Time Travel*. It's standard RTA, but subtracts the downtime during Time Bonuses after every level and every Time Travel. The faster your Act times are, the longer time bonuses you receive, thus punishing you in raw RTA for going fast which is why it's removed. Time Travel is the game's main gimmick which adds an extra layer of depth to the run by utilizing the different time period level layouts to optimize your movement. Raw RTA would essentially make Time Traveling completely useless as the cutscene loses you over 7 seconds, which is why it's removed as well.
So about the run, a pretty solid time honestly. Suffered some decent time loss in CC3, QQ2 and especially MM2, but nothing too major. Despite the fact that the primary timing method isn't IGT, I would like to push the IGT down to a sub 10 if possible. No pauses as well to try to optimize the run in an RTA setting. Happy with this.
*What version of the game are you playing?*
This is the Steam/PC version of Sonic Origins Plus.
*What controller are you playing on?*
I'm playing on a customized MadCatz Street Fighter IV Tournament Edition Round 1 Arcade Stick for the Xbox 360.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Wacky Workbench Act 1 speedrun in 18.94 IGT (Knuckles World Record)JoeyBaby692023-07-22 | Revisiting a few ILs due to oversights of time save or new discoveries.
Wacky 1 is a level with SO many potential routes due to how it handles its platform cycles. The blue platforms with the red/orange stripes are in a "IGT-Based Cycle", which means they move whenever the IGT (In-game time) increments. This also persists during other levels too, so in the context of a full-game run, the time that it takes you to enter Wacky 1 will determine the platforms locations.
Although in a IL/Time Attack setting, you can manipulate the platforms positions before starting your attempt, by restarting the level when the platforms are in a favorable spot (which is what I do at the start of the video).
Normally runners take the top route at the start of the level, but with complete control over the platform positions, you can take the much riskier bottom route, where you platform your way to the right. Unfortunately this route isn't viable in a full-game run, there's too many factors at play here, so no way to realistically take this route unless you could figure out their positions throughout the run.
I can see this level being much faster if you tweak the movement in the way to shave off the slowdowns I did, but this level is so delicate that even the tiniest change of the route can alter how the rest of the run turns out.
I won't lie by saying that I didn't have some fun brain storming multiple setups/routes to push the limits, but we've only scratched the surface of what's possible.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Metallic Madness Act 2 speedrun in 20.96 IGT (Knuckles World Record)JoeyBaby692023-07-19 | Revisiting a few ILs due to oversights of time save or new discoveries.
Nothing much has changed from the last time I've done this level, other than you can actually spindash on the wheel which I completely overlooked the first time. InceptionKitten was the first to make use of it and saw the potential of it, because you can save yourself some wheel spins. This saves just about 2-3 seconds.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Wacky Workbench Act 2 speedrun in 21.95 IGT (Knuckles World Record)JoeyBaby692023-07-19 | Revisiting a few ILs due to oversights of time save or new discoveries.
A few days ago I stumbled upon a glitch that can give Knuckles intangibility through the level. (You can see a detailed description on it here: youtube.com/watch?v=91M9mljD5fQ )
This glitch also works in the other Wacky stages, BUT only in the Future (Good or Bad). This means in order to make use of the glitch, we need to find the fastest way to time travel, then immediately setup the glitch. Using the early Past signpost allows us to start up the timer for the time travel much quicker, then touch the Future signpost just before the time travel kicks in.
Spindashing on the spinning cylinders allows you to gain the momentum off of them without falling, so with a proper setup, you can make a straight path towards the end of the level, saving 4-5 seconds over the normal route.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Collision Chaos Act 3 speedrun in 8.96 IGT (Knuckles World Record)JoeyBaby692023-07-19 | Revisiting a few ILs due to oversights of time save or new discoveries.
*This setup technically works for the Good Future variant of Collision Chaos Act 3, but there's a pop bumper in the way of the first frame perfect jump, so this setup is only worth it in Bad Future.*
Hardest level to optimize in my opinion. For a very short level, there's 3 frame perfect inputs with some tight movement inbetween. The frame perfects are for the setup for the vertical slope warp that occurs. First being the ceiling jump after the red spring. Second is on the next ceiling. Third is the jump just after the warp triggers, which allows you to reach the ceiling in the first place.
This is kind of like a boss skip i guess, but damn, it feels like the frame perfects ARE the bosses here. This is so not RTA viable, unless a new setup is found that can reduce frame perfects.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Palmtree Panic Act 3 speedrun in 18.38 IGT (Knuckles)JoeyBaby692023-07-19 | Revisiting a few ILs due to oversights of time save or new discoveries.
This was done in a Full game run. Nothing crazy here. The only big change here is the jump towards the boss, which loads it a bit faster by not having the screen rise up itself.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69Joey[NEW BOSS SKIP] Sonic Origins Plus - Wacky WorkBench Act 3 speedrun 9.95 IGT (Knuckles)JoeyBaby692023-07-12 | *This glitch and setup works in the Bad Future layout as well.*
Okay. There's a lot to unravel here.
When Knuckles is on a wall and he starts climbing up an edge, briefly during that animation, the game disables the ability for him to interact with the level's terrain (But not level objects like moving platforms or springs). Once the animation completes, colliding with level collision will be restored again. This sounds interesting, but in normal circumstances, this has no purpose for us due to not having any control over Knuckles during the animation anyway.
However, if you can somehow interrupt that climbing animation with another level object, i.e. the bouncy floor in Wacky 3, you can skip the check that gives Knuckles his collision properties back for level terrain. The only way to regain those properties back is to perform the climb animation again and complete it fully.
When Knuckles stands on an object, he retains the angle that he's standing on when he walks off of it, essentially letting him start floating in midair. This glitch looks eerily similar to the Slope Glitch in the Genesis/MegaDrive Sonic games, but it's actually more or less the exact same glitch that was present in the earliest version (V.1.00) of Sonic Mania, where Knuckles could literally do the exact same trick by interrupting his climb.
Here's a clip of an ancient run of Knuckles Sonic Mania to see it in action: youtu.be/q2uDMy9Fu5Y?t=413 (Time Stamp 6:52)
Anyways, about the route. When you can get Knuckles to cling on the highest part of the step by the bouncy floor, and climb up it, the bounce will stop the animation and he's bounced up with his glitched state.
(Setup: 5 Tap Spindash, No Directional input, then glide within a 4 frame window when you're close to the wall.)
OR
(Setup: 6 Tap Spindash, No Directional input, then glide within a 2 frame window when you're close to the wall.)
Land on a moving platform, then spindash to the right of it. You should be able to spindash straight to the right without falling. Now when you enter the boss arena, you should immediately snap into the center of the room, with Robotnik running away, supposedly surprised as hell that you reached the very top that quickly. The height is dependent on your Y coordinates approaching the boss arena. Preferably you want to be decently high enough where you can spindash over the block wall (Which is an object so it's solid), but not high enough where you can't location the capsule from above. It's possible to be positioned lower than the block wall and hit the capsule from below, but be careful by being too low so you can't reach it.
The final part is surviving after the capsule hit. The Act score tally doesn't trigger until Knuckles is positioned on the far right of the screen, so the strategy involves getting Knuckles to cling on a wall on the far right and stay there. If you are still gliding just when the level ends, the game will drop your glide and you'll fall to your death. If you cling on a wall that's NOT far right of the screen, you'll lose control of Knuckles and the game will try to hold right to the end, but since you're on a wall, you instead softlock the game and you'll have to completely close the game and bring it back up to try again. But if the right conditions are met, you'll finish the level without harms way and naturally continue on to the next level.
This takes a lot of practice to get down, but it's highly worth it as it saves over 50+ seconds compared to the glitchless route.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Metallic Madness Act 3 speedrun in 1:08.40 IGT (Knuckles World Record)JoeyBaby692023-07-10 | The glide bounce off the invincibility monitor to reach the top route is such a pain in the ass to do. You need to glide just before making contact, then immediately switch to left so you don't bonk the ceiling.
Then for the fire files, getting the double kill on them is sometimes not on the table because you are only able to manipulate one of their positions, but not the other (As far as I know). You would have to hope that they spawn as close to each other as possible.
The last difficult bit is the double hit on the final boss at the start. Knuckles lower jump height makes the strat very hard to do. You have to intentionally damage boost so you can barely snag the 2nd hit. Plus timing the jump for the last hit is pretty tight.
Outside of that, pretty solid time, and I've completed all the levels for this game as Knuckles.
I'm done 😂😂😂
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Metallic Madness Act 2 speedrun in 23.51 IGT (Knuckles)JoeyBaby692023-07-09 | Using the wheel to gain speed can give you enough height to glide over the whole and beat the stage. Yahoo.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Metallic Madness Act 1 speedrun in 15.95 IGT (Knuckles World Record)JoeyBaby692023-07-09 | Really tricky platforming here. The jump to swerve inbetween the buzz saws while not killing too much of your momuntum and needing to jump on the exact frame you land without a buffer is really tough. I can see fullgame runs resorting to taking a damage boost for safety. At the end of the level, you'll want to intentionally stop briefly to kill off the time travel from the Future signpost to trigger, because your speed shoes does not transfer over in the new time period and would mess up the final part.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Stardust Speedway Act 3 speedrun in 1:11.75 IGT (Knuckles)JoeyBaby692023-07-08 | Now it may look like I lost a lot of time on the Metal Sonic race, but what may not be obvious for some people is that the length of the race is fixed due to having to wait for Robotnik to catch up at the end. Running laps on Metal or getting hit by every spike doesn't make a difference as long as you win the race. So the only way to optimize this level is the very beginning before reaching Metal Sonic, and how quick you hit the capsule once Robotnik goes off screen.
Solid enoughSonic Origins Plus - Stardust Speedway Act 2 speedrun in 15.10 IGT (Knuckles)JoeyBaby692023-07-08 | Definitely the wildest level in the run. This is a Horizontal Slope Warp. As far as I know, if you approach a slope on a precise angle and speed where you'd slightly clip inside it, the game ejects you by making your X coordinate as high as it can go, i.e. the rightmost part of the level, thus Knuckles can finish Stardust Act 2 as soon as the screen catches up. It's not as simple as getting the warp to trigger. You MUST full jump on the very first frame the wrap triggers so Knuckles can get some height, then you proceed to slowly glide until the screen reaches the signpost. Knuckles needs this height so he can land on the ground at the end of the level and survive. If you press jump on later frames after the wrap, he'll not jump but instantly glide instead. Technically you can still finish the level by dying, and the game will still count it on the In-game leaderboards, but in a fullgame run, dying will just take you back at the beginning of the level. Because of this, I wanted a clean run with the wrap AND surviving, which I think this run will do.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Stardust Speedway Act 1 speedrun in 17.91 IGT (Knuckles)JoeyBaby692023-07-07 | I've spent much longer in this level than I would love to admit. Mostly because there's a glide strat that can get you an 18 that I tried to get at LEAST once, but I could never do it. Got fed up with it and I decided to play the level normally and take whatever time I can get. It ended up being faster to do it this way, anyway.
So about this route, there's a great deal of path swap triggers that happens during the movement, which determines the lanes that the game makes you take. It's not often that the route you wanna take becomes entirely blocked off due to you being in the wrong path swap.
You wanna hit the Past signpost and get sent to the PAST for a better level layout, then in the mid section of the level, I hit a Future Signpost that gives me sparks, which I intentionally cutoff to prevent the time travel. The main reason is because when you successfully enter a new time period, there's a brief period where your inputs are locked. There's precise slope jumps at the very end of the level that's important to nail, and the locked inputs from a time travel would prevent that.
Solid here. Landing on the slope cleanly with all the momentum is a pain in the ass, but besides that no complaints.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Wacky WorkBench Act 2 speedrun in 26.34 IGT (Knuckles World Record)JoeyBaby692023-07-06 | Pretty fun level. Another good use of time travel which is always a fun aspect of the run. You want to go to the PAST for the improved level layout, but you can take the Future Signpost early on to start up the time travel sparks ahead of time, and then trigger the Past Signpost which allows you to time travel to the PAST as long as the sparks from the Future Signpost trigger never went away.
One annoying part of this run is the angles you're sent after bouncing off the floors. They vary in angle based on your initial speed and positioning prior to the bounce, but it always feel like it has a mind of its own sometimes.
Happy with this time regardless.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Wacky WorkBench Act 1 speedrun in 24.68 IGT (Knuckles)JoeyBaby692023-07-06 | This level is a nightmare. The bouncy floor and yellow platforms are all consistently moving due to them being global cycles, which means their active in motion as soon as you start up the level. You have to reach specific parts of the level at specific times just so your route doesn't snowball out of control. It takes one misstep or being slightly early/late on an action for this run through to fall apart.
To make matters worse, the slow moving blue platforms are in their own unique cycle to determine their movement, and that's an "IGT based cycle". This means that they are constantly in motion as long as the IGT (In-game Timer) is incrementing. This also persists in other levels as well, so for the most part, these platforms are unpredictable and can get in your way if you're really unlucky. This route is made specifically to have as little influence from these blue platforms as possible, but even so, they can still screw up this exact route I'm doing.|
There are ways to manipulate the blue platforms in your favor if you go through some hurdles in an IL setting, but in a fullgame run, I can't be bothered.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Pocket Adventure Tutorial - Last Utopia Zone (ft. JoeyBaby69)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Starting the fight - 0:17 Boss pattern 1 (Cock Slam) - 2:26 Boss Pattern 2 (Dash) - 5:35 Boss Pattern 3 (Spin) - 7:25 Boss Pattern 4+5 (Arm Shot) - 9:11Sonic Pocket Adventure Tutorial - Gigantic Angel Zone (ft. Xandre)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Act 1 - 0:53 Act 2 - 10:10 Act 2 Boss - 24:13
Shoutouts to @_XandreSonic Pocket Adventure Tutorial - Aerobase Zone (ft. JoeyBaby69)JoeyBaby692023-07-06 | The Hard reset MUST be after the Sky chase time bonus fadeout (during the Aerobase title card)
Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Explaining Power-on cycles - 0:00 Act 1 - 1:04 Spindash Jump - 3:44 Boss fight - 14:09 Power-on cycle manipulation - 15:23Sonic Pocket Adventure Tutorial - Sky Chase Zone (ft. JoeyBaby69)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Tutorial starts - 0:00Sonic Pocket Adventure Tutorial - Aquatic Relix Zone (ft. Xandre)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Fast Beginning: 7:58 Alternate Beginning: 9:21 Fast Mid-Section Slope Jump: 10:48 More Info about Mid-Section: 12:08 Aquatic Relix 2: 13:26 Knuckles Boss: 17:56 Examples of Various Boss Patterns: 21:20 Practicing Knuckles (or RNG-based boss fights in general) through Trial Room: 23:42
Shoutouts to @_XandreSonic Pocket Adventure Tutorial - Cosmic Casino Zone (ft. JoeyBaby69)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Act 1 - 0:45 Faster Block setup - 7:10 Act 2 - 10:12 Act 2 Boss - 17:22Sonic Pocket Adventure Tutorial - Secret Plant Zone (ft. Xandre)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Secret Plant 1: 0:00 Secret Plant 1 - Alt Beginning Slope Jump: 7:54 Secret Plant 2: 8:57 Secret Plant 2 - Boss (Standard): 15:43 Alt Beginning Red Spring Movement: 20:24 Secret Plant 2 Easier Mid-Level Movement: 21:10 Secret Plant 2 - Boss (Fast): 22:53
Shoutouts to @_XandreSonic Pocket Adventure Tutorial - Neo South Island Zone (ft. JoeyBaby69)JoeyBaby692023-07-06 | Joey N' Babes' next tournament game will be Sonic Pocket Adventure! Dates are August 12th-13th, 2023 live on my Twitch Channel: twitch.tv/joeybaby69 . If you want to know more information regarding the tournament and future ones planned, come join the Joey N' Babes Tournament Discord Server: discord.gg/rd98sqDJMW
Act 1 - 0:00 Act 2 - 5:58 Act 2 Boss - 10:54Sonic Origins Plus - Quartz Quadrant Act 3 speedrun in 53.61 IGT (Knuckles World Record)JoeyBaby692023-07-03 | Good spindashes and right holding.
Follow at by: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Quartz Quadrant Act 2 speedrun in 21.88 IGT (Knuckles World Record)JoeyBaby692023-07-03 | This level is quite difficult to get the movement correctly, solely due to the ending section after a cute trick that you can pull off called a Vertical Slope Warp. Halfway through the level, you take a tube upwards, then you intentionally go back inside it with a glide. If you are holding right during the reenter, you can sometimes clip inside the corner of the tube and get send straight to the ceiling. When these clips happen in sloped surfaces, the game decides to eject you out of it by increasing your Y coordinates to the highest it can be, i.e. at the very top of the level. This means Knuckles can now play the rest of the level off-screen from above by navigating the collision on the ceiling.
Speaking of the ceiling, it is the hardest part of this speedrun due to you needing to jump at specific points in order to avoid bonking on walls that'll kill your momentum. I use visual cues of the level scrolling as an aid to time my jumps. Fun level but tough.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Quartz Quadrant Act 1 speedrun in 20.85 IGT (Knuckles)JoeyBaby692023-07-02 | Not much to say here other than optimal spindashes and having minimum slowdown while the speed shoes are active for a solid time here. There's multiple ways to tackle the ending of the level, but I chose to take bottom route after speedshoes. Can't complain on this one.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Tidal Tempest Act 3 speedrun in 36.91 IGT (Knuckles)JoeyBaby692023-07-02 | This was a boss fight I SWEAR was going to be absolute hell for Knuckles due to his lower jump height compared to Sonic. The boss strat for Sonic involves popping a bubble to make a gap, then jumping through the gap you made to hit Robotnik during his first dive. But for SOME reason, Knuckles' glide cancel animation is completely immune to the bubble hitboxes, so he goes right through them to land the finishing blow, as long as you have invincibility.
I don't know why does even works, but you gotta take advantage of the small miracles life brings you.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Tidal Tempest Act 2 speedrun in 26.26 IGT (Knuckles)JoeyBaby692023-07-01 | My favorite level to speedrun in this game so far. Knuckles can take a unique route compared to other characters, and make great use of his gliding/climbing ability. It's also amplified even further after the Plus update improved Knuckles to gives him no landing lag from a glide landing, and being able to cancel to a glide after a roll, which he wasn't able to do in any version of Classic Knuckles up to this point. Knuckles used to have 15 frames of landing lag after every land out of a glide.
Speaking of no landing lag, for some reason, if you charge a spindash immediately after a glide landing while holding a time travel, you can preserve it, release spindash and still maintain the sparks. Losing momentum usually makes you lose your time travel sparks, but you can keep it with this tech. Time travel is useful if the level layout in a different time period is more beneficial to the speedrun. In the ending of Tidal Tempest Act 2, there's a wall that blocks you in the PRESENT, but that wall no longer exists in the PAST, so that's why you time travel here.
To demonstrate how impactful the changes are to Knuckles in the Origins Plus update, I tally up everytime an action is done immediately after a glide landing, as well as a glide cancel out of a roll after the IL 1:00 in.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69Joey (rate limits lol)Sonic Origins Plus - Tidal Tempest Act 1 speedrun in 14.46 IGT (Knuckles)JoeyBaby692023-07-01 | Yep. That boy is definitely flying over the stage again. This IL was also heavily grinded by a couple of other runners like TheSpeedEgg, Psyau, SuperSonic, inceptionKitten, VonRyder and Epicmike just to save mere frames, considering the level is pretty much only 3 seconds of actual input from the player.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Palmtree Panic Act 3 speedrun in 19.21 IGT (Knuckles)JoeyBaby692023-06-30 | Sonic CD boss rights don't really put up much of a fight. This boss is so excepting. Good ol' damage boosting.
Follow me at: Twitch: twitch.tv/joeybaby69 Twitter: twitter.com/Baby69JoeySonic Origins Plus - Palmtree Panic Act 2 speedrun in 16.87 IGT (Knuckles)JoeyBaby692023-06-30 | Just some solid right holding gameplay. Knuckles lower jump height makes some jumps pretty tight, so you'd have to make sure you jump some a good amount of momuntum or else you don't make some crucial landings.