Uploaded April 2020 | Updated September 2026, 3 days ago
~~Necessary Credits~~
good game(Sonic Dimensions): Phantom Radea: deviantart.com/phantom-radea
Hyper Sonic Render(in thumbnail): Nibroc.Rock: twitter.com/NibrocRock
'Dialga's Fight To The Finish!' Remaster: TGH:
youtube.com/user/TheGuitahHeroe
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
('w')/ well we got an update very recently, and I didn't see it until after i had finished my run yesterday, soooooo, let's fix that
this stage got changed the most, so might as well cover it again before i actually move on and go into hibernation again
this run is, ok, can definitely be taken below 1:16, but i don't know how long this would take, and besides, i'm already satisfied
This game is beautiful, download now please:
deviantart.com/phantom-radea/art/Sonic-Dimensions-Ver-3-1-1-810674555
version is 5.0.1
Skills used:
Homing Dash
Blast-Off
Boost Magnet
sorry for the bad video quality, can only record this in 240p, although the 720p/1080p settings better maintain the original bitrate of the video.
*Insight:*
- Boost Magnet was not needed in this run; I had only used it as part of a failed experiment as i needed a very early transformation checking out another potential route in this stage.
- This very early transformation happens at the slope seen at 0:19 below where sonic does the air boost, it's a bit too unwieldy to do, it's right after the waterslide and the slope itself is not very steep, making it difficult to go hyper without losing time from transformation animations.
Actually, since you've bothered to start reading my analysis, here, have the footage I used to compare some routes.(also do note, i'm probably going to dm @PhantomRadea telling him his game's broke)
super secret analysis footage: youtu.be/G3t_BCc_lrU
- stomp at 0:08 is necessary or you collect the shield on top(actually this is not strictly true, you can avoid it, it's just not worth it, imo), meaning you cannot transform into hyper.
- 0:27 skips a single loop, also the collision on the second loop is bizzare if you opt to take the top route here and air boost like the old version of the stage, so I opted for bottom(also i dont get a choice, it's the only way to bridge a giant gap like that smoothly)
- not necessarily an insight, but there are 3 really weird specific layout changes when you take into consideration my last run of this stage:
- the extra 'boing' pole at 0:42(for context: just look at the weird stomping thing i did in the same section in the other run)
- the extra dash ring and the removal of a ramp below it(for context: i did a semi-precise jump+air-dash to get to the lower path without hitting a random egg flapper(seriously, wtf, is that what they're called) and used said ramp to get height so i could get over the loop at 0:49, it skipped a slow spinning pole section, now this is achieved with a diagonal air dash)
- the dash rings below the loop seen at 0:51(for context: this would have replaced me having to do a diagonal air dash and precise stomp for me to be optimal. I failed this in the last run, and stomped too late, landing to the right of the booster. i didn't use said dash rings this run, as, oh look, he removed a wall, and i can just jump over this nonsense)
now I'm not saying the reason for these changes is because he watched my run, he could be watching lots of people playing the lovely fangame he made, he probably at least watches Marius Urucu's vids on it....
actually, who am i kidding, that's exactly what I think. :)
~~Necessary Credits~~
good game(Sonic Dimensions): Phantom Radea: deviantart.com/phantom-radea
Hyper Sonic Render(in thumbnail): Nibroc.Rock: twitter.com/NibrocRock
'Dialga's Fight To The Finish!' Remaster: TGH:
youtube.com/user/TheGuitahHeroe
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
('w')/ well we got an update very recently, and I didn't see it until after i had finished my run yesterday, soooooo, let's fix that
this stage got changed the most, so might as well cover it again before i actually move on and go into hibernation again
this run is, ok, can definitely be taken below 1:16, but i don't know how long this would take, and besides, i'm already satisfied
This game is beautiful, download now please:
deviantart.com/phantom-radea/art/Sonic-Dimensions-Ver-3-1-1-810674555
version is 5.0.1
Skills used:
Homing Dash
Blast-Off
Boost Magnet
sorry for the bad video quality, can only record this in 240p, although the 720p/1080p settings better maintain the original bitrate of the video.
*Insight:*
- Boost Magnet was not needed in this run; I had only used it as part of a failed experiment as i needed a very early transformation checking out another potential route in this stage.
- This very early transformation happens at the slope seen at 0:19 below where sonic does the air boost, it's a bit too unwieldy to do, it's right after the waterslide and the slope itself is not very steep, making it difficult to go hyper without losing time from transformation animations.
Actually, since you've bothered to start reading my analysis, here, have the footage I used to compare some routes.(also do note, i'm probably going to dm @PhantomRadea telling him his game's broke)
super secret analysis footage: youtu.be/G3t_BCc_lrU
- stomp at 0:08 is necessary or you collect the shield on top(actually this is not strictly true, you can avoid it, it's just not worth it, imo), meaning you cannot transform into hyper.
- 0:27 skips a single loop, also the collision on the second loop is bizzare if you opt to take the top route here and air boost like the old version of the stage, so I opted for bottom(also i dont get a choice, it's the only way to bridge a giant gap like that smoothly)
- not necessarily an insight, but there are 3 really weird specific layout changes when you take into consideration my last run of this stage:
- the extra 'boing' pole at 0:42(for context: just look at the weird stomping thing i did in the same section in the other run)
- the extra dash ring and the removal of a ramp below it(for context: i did a semi-precise jump+air-dash to get to the lower path without hitting a random egg flapper(seriously, wtf, is that what they're called) and used said ramp to get height so i could get over the loop at 0:49, it skipped a slow spinning pole section, now this is achieved with a diagonal air dash)
- the dash rings below the loop seen at 0:51(for context: this would have replaced me having to do a diagonal air dash and precise stomp for me to be optimal. I failed this in the last run, and stomped too late, landing to the right of the booster. i didn't use said dash rings this run, as, oh look, he removed a wall, and i can just jump over this nonsense)
now I'm not saying the reason for these changes is because he watched my run, he could be watching lots of people playing the lovely fangame he made, he probably at least watches Marius Urucu's vids on it....
actually, who am i kidding, that's exactly what I think. :)









![(PB) Sonic Unleashed Mobile: Chun-Nan (Dragon Road) Act 2 Speedrun [2:16.61 RTA]
I dont like the Werehog in this game. I never want to play this stage again. (PB) Sonic Unleashed Mobile: Chun-Nan (Dragon Road) Act 2 Speedrun [2:16.61 RTA]](https://i.ytimg.com/vi/rajG-fqv138/mqdefault.jpg)
