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Malleo | Sonic Heroes (TAS) - Seaside Hill (Team Sonic) in 1:23.44 {WR} [16:9] @Malleo | Uploaded 5 years ago | Updated 5 hours ago
This is a Tool Assisted Speedrun (TAS). For more info, please visit http://tasvideos.org
Watch in HD if you can, it looks a lot better! (Thanks Sewer56 for the encode!)

If you prefer to watch a 4:3 encode , it's available on Tales's channel:
youtube.com/watch?v=4Ke8057vJF8

Authors: Tales (THC98) and Malleo

Tales's Youtube channel:
youtube.com/user/THC98

A while ago I told Tales that I was interested in TASing this game, and that motivated Tales to start the TAS over with me! So this is where we are right now. So many improvements!

Special thanks to Gamepro011, CriticalCyd, Deku, JustLemres, FusionVaria, and Sewer56 for all their help during the creation of this TAS.

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Most of improvements came from abusing level geometry while doing triangle dives to skip several sections of the stage. That also allowed us to also skip the trigger of the first bobsled section by going over it, which saved us quite a lot of time.

Aside from that, we also implemented an object clip in the last pair of blocks before the cannon, which means that we didn’t need to switch to Knuckles and break those blocks.

Another cool trick we found while making this TAS is skipping the “entering the cannon” animation by doing a thundershoot + flight accel as Tails in a very precise position below the cannon. This alone saves a whole second over entering the cannon normally!

And finally, there were improvements due to minor movement changes. One example of this is the ascending pillars section, where we landed on the left higher part of the first pillar as Tails, and thus we could land on the second pillar by doing a triangle dive as Knuckles, avoiding the extra Tails flight.

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Tricks used in this level:

Kick acceleration: You can press and release B to kick with Sonic, which is normally followed by a cooldown that prevents you from kicking again for a certain time. This cooldown can be circumvented by switching to Tails and then back to Sonic, allowing us to repeatedly kick over and over again. This allows us to build up speed a lot faster than normal.

Triangle dive: Going into a triangle dive with Knuckles while in high speed allows us to maintain our speed longer than just jumping with a character. This allows us to clear wide gaps.

Abusing level geometry: Throughout Seaside Hill, many vertical walls aren’t actually flat. By jumping against these walls at a certain angle, we can redirect a lot of our forward momentum into vertical momentum, allowing to scale walls a lot faster than normal.

Light dash cancel: By switching formations right after doing a light dash (when you press B with Sonic to lock onto a set of rings), you will instantly jump to a speed value of 15.9. In situations where we have a lower speed value, this can be used to instantly increase in speed.

Loop speed: By doing a homing attack while Sonic is above a scripted section (such as a loop), the game pulls Sonic down back to the loop with increasing speed. If this is activated while not directly above the loop section (by running off the loop while still maintaining its scripted effect), the game will indefinitely increase Sonic’s downward speed, until the homing attack is over. Furthermore, it’s possible to manipulate Sonic’s gravity direction (X and Z rotations) so his “downward vector” is pointed towards an arbitrary direction, which will also be the speed gain direction.

Object clipping: With a high enough speed value, you can switch to Tails right before coming into contact with a door or obstacle, allowing you to go through it. This is used right before we reach the cannon to avoid having to break the two blocks that are in our way.

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Game version: NTSC-U in Game Cube
Emulator: Dolphin 5.0 stable
Rerecords: 5958 (As we branched out from multiple .dtm files, this count is likely not very accurate. I'd estimate around 10k for this stage alone.)

Former TAS WR: 1:37.81 by THC98
youtube.com/watch?v=YLE4kuKPBsI
Real time WR (non-PC): 2:31.78 by Sonicspeedruner
youtube.com/watch?v=la9NXs5phNY
Real time WR (PC): 1:59.49 by Deku
youtube.com/watch?v=P8LP5rz4dvc

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Enjoy! :)
Sonic Heroes (TAS) - Seaside Hill (Team Sonic) in 1:23.44 {WR} [16:9]

Sonic Heroes (TAS) - Seaside Hill (Team Sonic) in 1:23.44 {WR} [16:9] @Malleo

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