WISPY54so hey, i'm back after 7 months. how's life? :)
TL;DR: Cool run, More videos soon.
Anyways, back with another one of these runs. Time save here comes from jumping into the water at 0:18 instead of falling down, way better movement at 0:27 against that dumb vertical rail, and actually landing on the spring first time round at 0:37. Another thing I'm starting to have problems with in some stages is boost management. As I take larger, and more crazy shortcuts, I miss more and more rings that would fill up my boost meter. This is especially apparent at 0:39, where I have exactly no boost at the end of the stage.
Oh, and more videos to come. I have recorded 6 speedruns of this game, 3 of old routes, 3 of new, and I'll get them out to you over the next 2 weeks. Who knows, after this little experiment, I might actually have other videos? Next video is a run of a stage from this game I've wanted to see myself perform for a long time.
Music: Moonlight Battlefield - For Aqua Road (Sonic Forces)
(PB) Sonic Unleashed Mobile - Chun-Nan Act 1 Speedrun (36.91 RTA)WISPY542019-07-21 | so hey, i'm back after 7 months. how's life? :)
TL;DR: Cool run, More videos soon.
Anyways, back with another one of these runs. Time save here comes from jumping into the water at 0:18 instead of falling down, way better movement at 0:27 against that dumb vertical rail, and actually landing on the spring first time round at 0:37. Another thing I'm starting to have problems with in some stages is boost management. As I take larger, and more crazy shortcuts, I miss more and more rings that would fill up my boost meter. This is especially apparent at 0:39, where I have exactly no boost at the end of the stage.
Oh, and more videos to come. I have recorded 6 speedruns of this game, 3 of old routes, 3 of new, and I'll get them out to you over the next 2 weeks. Who knows, after this little experiment, I might actually have other videos? Next video is a run of a stage from this game I've wanted to see myself perform for a long time.
Music: Moonlight Battlefield - For Aqua Road (Sonic Forces)Sonic and the Secret Rings PC Remake Demo Gold Medal Walkthrough (Project Reignition)WISPY542024-06-06 | Ooh, this was fun. Pretty tough too. The game has some depth, but doesn't explain any of it to you, which is a bit of a shame.
Music used: Sky Troops - Shadow the Hedgehog OST Vs. Captain Jelly and Admiral Jelly - Sonic Colours OSTNINJA ABUSE - Sonic Frontiers 1-01 Score Attack (2113385)WISPY542023-06-25 | Late to the party? yes Do I understand why this happens? no will i upload anything else? maybe[#4]The first(-ish) stages of 2D Boost Games - but with no boost!?WISPY542021-09-12 | choppy footage from (3)ds game, because that's how this series works
i don't remember anything interesting from this because i did it months ago. funfun
Music: Burnin' Rubber - Ridge Racer Type 4 OST Stage Clear & Results - Sonic Unleashed OSTEgg Fish + Egg Dragoon Ring Attacks - Sonic Unleashed MobileWISPY542021-07-30 | 0:00 Egg Fish/Egg Devil Ray (46 Rings) 3:10 Egg Dragoon (38 Rings)
yes, it's called egg fish in this version.
single segment, no restarts literally just play the bosses normally
Music: Moon River (Infinite Climax Mix) - Bayonetta 2 OST, Endless Possibility arr. Ohtani, Nakama, Miyano - Sonic Symphony 30th Anniversary, Boss Stage Clear + Results - Sonic Unleashed OST[#3] The first stages of 2D Boost games - but with no boost!?WISPY542021-07-22 | another fangame time.
Rush Adventure: Plant Kingdom 1 is pretty straightforward.
Vs. Darkness: Again, fangames seem to lose their touch a bit once you let go of the boost. Killing grounded enemies in a smooth manner is annoying now. I can either stop to charge a spindash for a kill, or slide, but you lose speed very quickly in a slide unless you are sliding down against a vertical wall. It's all "whatever, I guess." Music is: Dive into the Mellow - For Aquatic Mine (Sonic Adventure 2 OST)Spagonia Act 2 Ring Attack(189 Rings) - Sonic Unleashed MobileWISPY542021-07-17 | single segment, no restarts
Another super straightforward one down. Playing the stage normally is (unsurprisingly) easy.
Music - Like This Like That (Jet Set Radio OST): Results, Stage Clear (Sonic Unleashed OST)Chun-nan Act 2 Ring Attack(64rings) - Sonic Unleashed MobileWISPY542021-07-12 | Music: Vela-Nova, Groove Rush #3 - Sonic Rush OST[#2]The first(-ish) stages of 2D Boost Games - but with no boost!?WISPY542021-07-08 | So the observant amongst you will know that the first stage of Gens 3DS is GHZ1, and as a classic stage, obviously that makes no sense to do. GHZ2 is straight up impossible, as the scripted falling totem section at the end of the stage requires you to boost, so I'll do both Water Palace 2 AND Tropical Resort 2 from this game instead.
Colors DS: Pretty tight movement, and even then, I still fail to get an S-Rank, as the hang glider at the end of the stage just wastes so much time. An S-Rank with no boost is possible (see: youtube.com/watch?v=zm4J7kb7A_M , doesn't get S-Rank, but has a high enough time bonus to do so), I'm just not nearly good enough to pull this off, my high score in this stage w/o boost is only 76.5k.
Generations 3DS (#1): Comparatively easy against Tropical Resort 1. The enemy bounce into jumpdash at 3:12 to get enough distance to land on a floating platform and the slight deceleration at 3:21 to land on another floating platform are the most difficult bits. Still not difficult.Spagonia Act 1 Ring Attack (362 Rings) - Sonic Unleashed MobileWISPY542021-07-01 | single segment, no restarts
Not too difficult at all, just have to be careful not to be crushed when you get to the enclosed area starting at 1:49. Overall, run is ok, quite a few mistakes, but this stage is so lenient in most areas it doesn't matter.
Music: Boarder 70 (Somethin' Jazzy for Your Mind Mix) from Ollie King OST, Stage Clear, Results both from Sonic Unleashed OST.Mazuri Act 2 Ring Attack(55 Rings) - Sonic Unleashed MobileWISPY542021-06-27 | First time I've ever recorded this stage, probably is also the last. The night stages have very few rings in them for some reason, this one only has 57, best I can tell. These stages are also quite boring, in my experience, but I digress.
Analysis: Cancelling the thunder animation from the aerial 'heavy attack' (like at 0:29) can be done by just holding down whilst landing. (note: you cannot cancel the anim. if you use heavy attack but then cross into a scripted or semi-scripted section.)
The other two rings @1:16 can not be collected atm, because it leaves you unable to backtrack to the path at 1:32, thus losing you 6 rings. (the fall drops you into the area at 2:00). If anyone can find another way to get the other two rings, hit me up.
single segment; no restarts. Music: Sneakman (Jet Set Radio OST), Stage Clear (Sonic Unleashed OST)[#1]The first stages of 2D Boost Games - but with no boost!?WISPY542021-06-23 | What sayst you? rush has choppy footage, please excuse it. I know there's a fangame here, don't hate me thx.
Rush: Really straightforward here.
Dimensions: These fangames sort of lose their touch when you let go of the boost, imo. Makes the stage feel really empty, wouldn't be surprised if people click off during this bit.Arid Sands Night Act 1 - Exemplar Route - Sonic Unleashed (HD)WISPY542021-06-16 | Done 11 months ago, but I just never uploaded it publicly. It's acceptable, I'd much prefer to show off the 1:06 I have, but I was stupid enough to not clip that. So I'm using this to fill in time whilst I work on something else.
Applied some time interpolation to this video, but I can barely tell the difference. I probably won't use it again, it makes even a short video like this take several hours to render, and the payoff is not worth it.Chun-nan Act 3 Ring Attack(240rings) - Sonic Unleashed MobileWISPY542021-06-10 | Music: Teknopathic - Jet Set Radio Future OST, Groove Rush #1 - Sonic Rush OSTChun-nan Act 1 Ring Attack(250rings) - Sonic Unleashed MobileWISPY542021-06-07 | Single Segment, No Restarts. Perfect, I think. Not much more to say.
Music: Plant Kingdom Act 1 & 2 Mix (mix by DeoxysPrime), Stage Clear (Sonic Rush Adventure OST)Perfect Score (110k) - Sky Babylon Act 2 - Sonic Rush AdventureWISPY542021-06-04 | WARNING: apologies for the inconsistent sound.
Usually I would only showcase something if I can bring something new to the table, but this is difficult enough to warrant showcasing. This is, by far, the most difficult thing in this game. Stupidly precise all the way through, any medium size mistake (or larger) ends the run instantly. And on top of this, max ring bonus is completely determined by the random ring box at 2:00 dropping 30 or 50 rings. You will note that is 5 seconds from the end, meaning you can get a perfect run, and then lose a biased coin flip and get 109k only. :( No wonder this stage took me 2 days straight to 110k last year. Didn't put up so much of a fight this time, though, lol.
If you want to do this with Blaze, glhf, but i'm not good enough.Sonic Generations 3DS - Water Palace Act 2 Speedrun (46.99)WISPY542021-01-30 | okie dokie, we're back, at least for a minute! I did a thing and went very very fast! fastest on youtube in fact. yay
This is not by best time, but it'll do. My PB is 46.91, as can be seen at the end, under the name 'rock'.
Insight: - In concept, the stage is quite straightforward, ending with the behind the stage clip at 0:33, which was the most fiddly and inconsistent thing I've messed with in a while. In execution, this is still ass for me to pull off, 'cuz i'm am bad. - Speaking of 0:33, I wonder if it's possible to finish the stage above the water. I'll experiment...
Music: Tomorrow is Mine - Bayonetta 2 OST Stage Clear & Results - Sonic Vs. Darkness OST
noticed the custom audio? nice. for purpose of showing i have nothing to hide(well, not in the to-be-mentioned sense, i damn well would like to hide my god-awful humming) and didn't cheat, vid w/ original audio: youtu.be/alcJ8Fcx368Sonic Dimensions(fangame): How 2 go fast: Radiant Falls Act 1: a route comparison for speedrunningWISPY542020-04-21 | ooh boy, this took way longer to put together than what I had anticipated. then again, I'm garbage at editing
~~~Necessary Timestamps:~~~ - Glitch vs. No Glitch(full speed): 0:32 - Glitch vs. No Glitch(1/2x speed): 1:11
- 'Intended' vs. my route(full speed): 2:41 - 'Intended' vs. my route(1/2x speed): 2:59
for the rest of my analysis(and for extra context), please refer to the insights section in the latest speedrun of this stage: youtu.be/pGt3BEDk-ns
~~~Necessary Credits:~~~ - good gaem(Sonic Dimensions)(misspelling is deliberate, thx): Phantom Radea: deviantart.com/phantom-radea - Audio clip of Zac Zinger going wild on alto sax for mariokart: Adam Neely: youtube.com/user/havic5 - Apotos Day, Apotos Night: Fumie Kumatani - History(For Extra Menu): Original Composer: Hideaki Kobayashi Slowed down ver.: Kuro: youtube.com/user/xXBlackHeartShadowXx - Theme of Sonic 3D Blast(for Missions): ?(really sorry) ~~~~~~~~~~~~~~~~~~~Sonic Dimensions v5.0.1: Radiant Falls Speedrun(1:16.49)[Skills+Hyper Sonic]WISPY542020-04-21 | ~~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
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. :)Sonic Dimensions v3.1.1: Misty Ruin Speedrun (1:08.79)[Skills+Hyper Sonic]WISPY542020-04-17 | one or two big mistakes, but pretty ok for only 2 hours work
Skills used: Blast-Off Energy Bonus Boost Magnet Ring Mania
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:* - oh look, Ring Mania + Boost Magnet has a purpose: to get extra rings for an early Hyper Sonic transform at 0:24 - the entrance to the glider at 0:47 isn't a scripted section, meaning we can skip it.(ooooh, i wanna attempt this with normal shadow)Sonic Dimensions v3.1.1: Hyper Sonic Radiant Falls Speedrun - 1:05.51(Skills)WISPY542020-01-03 | I honestly thought I wasn't going to find something interesting enough to upload, but here we are. This time can be be lowered even further, but I'm happy with this for now.
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. Rest of this will be tips for speedrunning this game, thanks.
General movement tips: - Re-Boost when landing to get up to full boosting speed - After stomping, there is small window where Sonic cannot do anything. Stomping onto a slope cancels this(like at 0:39). - The animation for transforming into Super Sonic/Hyper Sonic can be slow. You can cancel this by transforming at the same time you land on a slope(like at 0:27). - Jump down steep slopes where possible to save time.
TL; DR: Hyper Sonic, Homing Dash, Blast-Off, Energy Bonus, Sometimes Thunder Shield too.
Character: Starting with character choice, despite normal Shadow having the way better air tricks and air dash, that slower ground speed just renders him unusable for literally every stage. sad. Additionally, you should aim to transform into Hyper as soon as possible, so you can have access to the better moveset, increased air mobility and infinite boost that Hyper brings.
Skills(for speedruns):
Homing Dash (Yes, for certain stages): Adds the Chain Homing Dash from Sonic Forces' Episode Shadow. + Massively speeds up the few homing chains in the game(like at 0:12) + Isn't rendered irrelevant by Hyper Sonic - Costs 50 points - This skill is only used in like, 4 or 5 places through the whole game
Blast-Off (YES): Extra Speed Boost if Boost is pressed while 'Go!' is on-screen. + Free extra speed always is good. Don't deny it. + Isn't rendered irrelevant by Hyper Sonic
Auto-Restore (No): Automatically restores boost over time. + Could give you extra boost in a pinch - Restores too slowly to be useful - Outclassed by Energy Bonus and Boost Magnet - Rendered irrelevant by Hyper Sonic
Energy Bonus (maybe): Rings fill up the boost gauge more. + Can maintain boost very well, allows you to continuously hold boost without worry + Must-have in non-Super/Hyper runs - Rendered mostly irrelevant by Hyper Sonic, can only be used as a backup before you transform
Ring Mania (No): Enemies drop Rings. + Can give you extra boost when paired with Boost Magnet - Effect is small as you defeat very few enemies in a stage - Rendered mostly irrelevant by Hyper Sonic, can only be used as a backup before you transform
Boost Magnet (maybe): Automatically attracts rings while boosting + Can attract rings through walls and behind where you land after a jump, netting you extra boost - Effect is not as powerful as Energy Bonus in speedruns - Outclassed by the thunder shield in non-Super/Hyper runs - Rendered mostly irrelevant by Hyper Sonic, can only be used as a backup before you transform
Boost Level-Up (No): An extra segment is added to the boost gauge at 50, 100 and 150 rings. The boost gauge is fully refilled each time a segment is added. + Resetting the gauge extends your boost - Costs 50 skill points - Past 150 rings, Energy Bonus is better at maintaining boost in non-Super/Hyper runs - Rendered mostly irrelevant by Hyper Sonic, can only be used as a backup before you transform
Steadfast (NO): Get up immediately when landing after being hit. - No need, you shouldn't be getting hit in the first place - Rendered irrelevant by Hyper Sonic
Shields (no, except thunder sometimes): The equipped shield can be activated at anytime by pressing select. + The thunder shield gives sonic much needed air mobility in non-Super/Hyper runs and also makes boost magnet irrelevant - Elemental Shields can be obtained through the bonus game if needed without using skill pointsSonic Quick Step Challenge - Empire City Act 3 Speedrun (1:19.80)WISPY542019-10-18 | ...Sonic Adventure DX RANDOMIZER #4 - NO. JUST NOWISPY542019-10-12 | seed is: -133742069
secret is uwu(PB) Sonic Unleashed Mobile - Mazuri Act 1 Speedrun (9.70 IGT)WISPY542019-10-05 | ok I actually had this video finished months ago, just never uploaded it.
people joke 'bout videos 'hitting the 10 minute mark'. boy, does this video fail to hit the 25 second mark
Remember I said vine time reverse works on any vine, well this is a better practical application of that. Also that's all the runs for this series of it, these were kind of interesting to film, new discoveries popping up every other stage.
Music: Super Smash Bros. Brawl Title ThemeSonic Adventure DX RANDOMIZER #3 - THE TRAINWISPY542019-08-09 | seed is: -133742069
Mod download: gamebanana.com/gamefiles/9149(PB) Sonic Unleashed Mobile - Chun-Nan Act 3 Speedrun (46.47 RTA)WISPY542019-08-05 | So this is actually very similar to IGT, you might be thinking, and that's because it is. When i was recording these runs, I intended to every run as an RTA run and switch to IGT if I failed somewhere before the vine. This run is just a proof of concept for this category, not something I will actually practise and pursue.
Next run is the last of the bunch, and it's gonna be a bit silly.
Music: Cool Edge Day (Sonic Unleashed)Sonic Adventure DX RANDOMIZER #2 - I SWORE IT WAS EASYWISPY542019-08-01 | watch me do some decent gameplay
seed is: -133742069
Mod download: gamebanana.com/gamefiles/9149(PB) Sonic Unleashed Mobile: Spagonia Act 1 Speedrun (46.68 RTA)WISPY542019-07-28 | Not much new here, just a nudge on the old time really :(
From this point forward, I'm going to be alternating between randomizer videos and the speedruns.
Mod download: gamebanana.com/gamefiles/9149(PB) Sonic Unleashed Mobile - Chun-Nan Act 3 Speedrun (31.17 IGT)WISPY542019-07-25 | So this is the new discovery: Vine time reverse works on any vine, which opens up improvements in this stage, and also creates RTA categories in others.
Next video is another small improvement to a run I have already done before.
Music: Jaden/Jesse's Theme 1 (Yu-Gi-Oh! Duel Links)(PB) Sonic Unleashed Mobile - Mazuri Act 1 Speedrun (48.92 RTA)WISPY542019-07-23 | this is that damned stage that troubled me 8 months ago
So technically speaking, there isn't that much that is difficult looking in this stage. If you've watched all my IL speedruns this should look very familiar to you, jumping through loops and boost jumping to maximize distance. Also this is definitely my fastest RTA time for this stage, I swear. Next video is a return to vine time reverse, but a slight development on it.
some other quick tips: don't touch the invincibility box, you'll lose time, and for heaven's sake don't restart when he's doing his invincibility power-up animation, or you'll have to reset the game. And the last loop jump at 0:44 is deceptively precise.
Music: Rhythm and Balance - For White Jungle (Sonic Adventure 2)[TAS] Sonic Adventure Remix (Fangame) SpeedrunWISPY542018-12-15 | Sonic(1:32.35): 0:00 Tails(1:33.65): 1:44 Knuckles(24.20): 3:28
Personally, I think this looks rather unimpressive. Some of the things I had trouble adjusting to when making this are that characters have set jump heights(pressing a key for longer makes no difference in jump height) and the max-charged spindash is barely faster than top speed running, meaning the fastest thing is often just hold right.
Music Used: Sonic: Knight of the Wind - Sonic and The Black Knight OST Tails: Kalos Power Plant (Cover by Lil Boulder, yeet) Knuckles: Aquarium Park Act 2 - Sonic Colours OST Stage Clear: Stage Clear - Sonic Vs Darkness OST
Want to play the .wtf files for Hourglass? Here you go: drive.google.com/open?id=18XIKGLWP6aH0S0qz0gAe3Pntkg9Z8F7GSonic Adventure DX - Hyper Sonic Emerald Coast Speedrun (Benjis Mod SHC2018) [17.733]WISPY542018-12-08 | I know I'm very late to the SHC but I love this mod. Also I know that half of this video is just the resluts screen.[TAS] Sonic Generations 2D (Fangame) SpeedrunWISPY542018-11-22 | Green Hill Act 1/Classic(52.13): 0:00 Green Hill Act 2 /Modern(53.26): 1:07
Music Used: Classic: Dragon Dance - Sonic Lost World OST Modern: Sealed Ground - Sonic Riders: Zero Gravity OST Stage Clear: Stage Clear - Sonic Unleashed OST Results: Results - Sonic VS Darkness OST
Top-Left - Original Video (.mp4/control) 1366x768 27.0mb 15.00 @ 29.97fps Audio Present
Top-Right - Gif 1 (This is a large gif, just a test, or for use in extreme circumstances) 800x450 55.1mb 15.00 @ 20fps No Audio Present
Bottom-Left - Gif 2 (This is a size most services will accept) 400x225 14.9mb 15.00 @ 20fps No Audio Present
Bottom-Right - Gif 3 (This is a size I could upload to Discord) 400x225 7.96mb 14.85 @ 20fps No Audio Present Limited to 32 Colours + Dithering Light 'Lossy Gif' compressionSU Mobile - Spagonia Act 1 No Boost ChallengeWISPY542018-11-10 | this is something i did on the side. enjoy this is ezpz[OLD]Sonic Unleashed Mobile - Spagonia (Rooftop Run) Act 1 Speedrun (46.93 RTA)WISPY542018-11-09 | please, check out the new run: youtu.be/krHQijYGFUM
interesting, not jumping at 0.14 saves about 2 secs.
Music - Through Hell and Back (by Lil Boulder, yeet)
At the start of the stage, there is a two frame window where I can boost to get extra distance before the stage starts. I don't know whether to call this RTA or IGT, but I'll stick with RTA for now. The time save comes mainly from the better movement from 0:26 onwards.
Music: Aquarium Park Act 2 Beta[OLD]Sonic Unleashed Mobile - Chun-Nan Act 3 (Dragon Road) Speedrun [37.78 IGT]WISPY542018-10-30 | new run: youtu.be/b8IMWnpc1fI
Ok, so i now have to distinguish between real time and in game time because of the time reset glitch in this stage, how I discovered cycles worked in Apotos act 2(you'll maybe see a run of that stage never) and because I discovered another glitch(you'll see soon enough).
Walkthrough: At 0:05 is the only time you'll see a homing attack ever in a run. 0:16 is the time reset glitch further explained here: youtu.be/Imn8XJp4adE . 0:24 So apparently, this game can distinguish between a hop and a full jump depending on how long you hold the button(this game's physics are more complex than I thought). A full jump makes you touch the rainbow ring. 0:40 is a frame perfect jump, but this game only runs at 16fps so I get 1/16th of a second to react.SU Mobile - whaa... ?? (READ DESCRIPTION)WISPY542018-10-26 | TL;DR: I found a skip that saves 6-7secs in Chun-Nan Act 3 in this specific version of the game and I'm using a new emulator(J2ME Loader on my phone). Uploads coming soon.
How to do: Go to the specific vine in the video and pause roughly where I paused, then simply restart. If done correctly, you should restart the stage to the right of the vine and the timer will be reset.
(This has on been tested in this version of the game, the 240x320 N73 and E65 version of the game.) I doubt that the trick works in the 2011 touch-screen re-releases, and it certainly doesn't work on the inferior mobile version. Heck, this trick might only work on this specific version of the game.
Backstory: I thought that I wasn't going to upload anything as I am on holiday. But I found something while I was messing around in SU Mobile and it is interesting enough to show.
So first, the new emulator. J2ME Loader on my phone runs way faster than pspkvm on PPSSPP and so has become my preferred emulator of choice.
Now for the skip. I'm trying to route Chun-Nan act 3 and have figured out a route that works for me. When I was jumping off the vine, I would ocassionally land back on it. Then I saw this happened when I paused and restarted and found it was surprisingly consistent. I went and tested it out on multiple emulators to check that it wasn't an emulator bug. It passed that test so now we are here. Expect uploads sometime soon in the future.
If you wanted to know any other effects of the glitch, pausing and restarting in different places on the vine can make sonic spawn way above the stage.Sonic Heroes in SADX - Hang Castle Speedrun (3:26.06)WISPY542018-10-13 | Some Sounds don't play(for example, rings) because I disabled 'Environmental Sounds' for the Heroes Conversion Mod in the mod loader.
Messy and can still go lower. Door clips are easy, it's Spin Dash spam. I can skip going up the tower without hitting the cannon when gravity reverses at 2:06, but it's a mistake I'm willing to let slide. The section from the fourth to fifth checkpoint was the hardest part of the run for me.
Heroes Conversion Mod Download: gamebanana.com/gamefiles/6688Sonic Quick Step Challenge - Skyscraper Scamper Act 3 Speedrun (1:31.97)WISPY542018-10-02 | sub 1:30 is possibleSonic Quick Step Challenge - Skyscraper Scamper Act 2 Challenge Mode Speedrun (34.57)WISPY542018-09-27 | Tough run. If anyone wants to try to improve the second section, be my guest.Sonic 06 2D - Two Beta Stages Ring Attack RunsWISPY542018-09-26 | Beta Wave Ocean(117 Rings): 00:05 I like the Rail Clip strat at 00:48. Adds a difference between the final and the beta stage. Other than that, (b'w')b Beta Kingdom Valley(123 Rings): 02:13 Done in a timely manner.
List of [Some] Differences: 1. Wooden boxes use their final design when intact but beta design when broken in the Beta. 2. Animation when passing through a rainbow ring is more accurate to original '06 in the Final. 3. Torches are present in the Beta but not the Final. 4. The area where you homing attack a 1-up box at 0:38 has a mountain covering the background in the Final. 5. Changed sprite for running on a wall in the Final. 6. There are boxes to the left of the springs at 00:55 in the final. 7. The Beta has a goal ring instead of the eagle that takes you to the next section. Alternate results screen to the final version.
List of [Some] Differences: 0. The timer counts 1.5x faster in the beta. 1. Generally more accurate textures to original 06 in final. 2. The rainbow ring in the first section is reached a second later in the final version. 3. All loops are properly scripted in the final version. 4.No Horizontal Bar leading up to an alternate pathway in beta. 5. Slightly different ring placement. 6. Light dash is mapped to 'C' instead of 'X' in beta.
Wave Ocean Beta Demo 2: youtube.com/watch?v=crgFjUtCL9M (video) http://www.mediafire.com/?xhm0gqyi5yz (mirror)Sonic Suggests Speedrun: 3:05.01WISPY542018-09-21 | My friend asked me to do this. I didn't want to do this. Sub 3 is possible.Sonic Quick Step Challenge: Rooftop Run Act 3 Speedrun (1:21.23)WISPY542018-09-16 | There are so many mistakes in this run. My hands hurt. Sub 1:20 is possible. Just very hard.Does this look like Sonic Heroes?WISPY542018-09-08 | Ok I stole this vein of ideas when Raphpower made his 'This Looks Like Sonic Unleashed video.'
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Mods used: Sonic Adventure DX: Fixed Edition by SonicFreak94 Input Mod by SonicFreak94 Character Select Mod by MainMemory Physics Swap Mod by MainMemory HD GUI 2 by PkR Team Sonic Heroes Mod by NyonDX Lantern Engine by X-Hax Post-SA1 Light Dash by Benji (& MainMemory) Sound Overhaul by PkR Dreamcast Conversion by PkR Heroes Conversion Mod by Kell, Darkspines147 and X-Hax
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Mod Loader Codes Used: 1. Allow Dynamic Light Direction Globally 2. Disable Voices 3. No HUD 4. Infinite Lives (why not?)
oh, by the way, the answer is yes.Sonic Heroes in SADX - Road Rock Speedrun (34.84)WISPY542018-09-08 | Hi - I'm done with Amy.