Kirby Mastah
Rhythm Heaven (Japanese DS) - All Perfects (60 fps)
updated
Really good run overall. This game has a ridiculous amount of luck and improvisation involved due to the nature of relying on random growths, routing most maps, inconsistent hitrates, witches, and most notably, map spawns that can outright cost several minutes.
The normal mode speedrun has much much more luck and volatility than hard mode, because hard mode grinds stupid broken units out of necessity while n0rm4l mode tries to get by with as little as possible. That means no super Kliff/Saber to carry all of midgame and lategame braindrad, and praying Alm doesn't die to Magic, and Celica actually gets bulk. Wow it's as if speedrunning a game even on easy difficulties can be difficult, contrary to what people think!
- Act 1 was good
- Act 2 Celica refused to get defense and failed early speed benchmarks, so I had to go out of my way to get her extra exp/shrines. I even tried to rig defense levels with the golden apple but none gave it to me, wasting time. Celica got fantastic attack though which saved time throughout the entire run.
- Act 3 Alm most importantly got past 3-1 and got no map spawns - all instant run enders. I estimate about 9 in 10 attempts that get past Act 2 die to either 3-1 witches, or map spawns. Oh and fyi, Act 3 Alm is MUUUCH easier and more reliable in hard mode.
- Main Act 3 Alm timeloss is not getting Silque as much exp as I hoped - for example, for the final blow in Arcanist Forest, I was banking on Python (who normally dies) to miss once so Silque can get the kill but he actually hit twice lmao.
- Act 3 Celica has the most timeloss because of map spawns but that's expected and they're much less costly than Alm map spawns. Celica's terrible defense meant I had to play more slowly - for example, she hit 7 defense just before Archer Stronghold, which has 8 attack archers. Any less, she was taking double or triple damage. And she almost died several times in Dean's map.
- Act 4 Celica was slightly slow at the start because of her garbage defense but she caught up and had ridiculous attack. Besides the first map, all of Act 4 Celica was fantastic.
- Act 4 Alm's hp, Speed, defense were not great so I opted for a minor timeloss to promote at Sylvan Shrine and get the exp springs (instead if Thieves Shrine, which saves time), and it ended up being worth it because this entire segment was ridiculously fast.
- Act 5 was fantastic with uhhh an attack capped Alm and a 40 attack Celica. But just ignore that dread fighter encounter scare (seriously, I have NEVER seen them spawn against the left wall, EVER)
FE15 Speedrun Commentary - pastebin.com/JUCQfy2Z
Live twitch vod - twitch.tv/videos/1767679805
Check out my other Fire Emblem speedruns - youtube.com/playlist?list=PL3pBMjeS6rYgsG4ecmeZW1s5h8iWLH42L
Watch my stream live - twitch.tv/kirbymastah
Thanks and credits to ouro for the thumbnail - twitter.com/Ourolen
#FireEmblem #Speedrun #FE15 #Echoes #ShadowsOfValentia
Timestamps
0:00 - Prologue
1:00 - Act 1
11:03 - Act 2
21:35 - Act 3 Alm
34:39 - Act 3 Celica
45:50 - Act 4 Celica
59:36- Act 4 Alm
1:08:47 - Act 5
Disclaimer: Only the first crit was rigged. The rest were not.
Watch me stream various stuff including fire emblem speedruns - twitch.tv/kirbymastah
Thanks to originalraisins for the idea to use 5 lyn clones then just manually attack - i overlooked that dragon type classes spawn 5 clones instead of 4.
Setup:
- Find a map with 14 deployment slots and a monster enemy (the final boss works and is easy to set up on)
- Deploy either Alear or Veyle as a dragon type class, with Lyn. Dragon classes spawn 5 lyn clones instead of 4.
- Deploy 13 other heroes, all with brave assist, learned at level 5, and position them so they can chain attack the target without moving.
- Make sure every hero is at full hp. This was WAY harder than it should've been.
- Engage and spawn clones with the Lyn user, on the turn before doing the attack
- Note that if one of the backup heros was engaged to Lyn and has Brave Assist, their Lyn clones will NOT double attack. If they did, then this would've upped the chain attack counter up more.
- This unfortunately doesn't work with All for One, since if the participating Lyn user was a dragon class, then they'd get an extra clone but lose Brave Assist.
This can of course be improved with DLC stuff but I didn't buy it. This could also potentially be improved with tower of trial.
#fireemblem #fireemblemengage
Corrin Build:
- Male
- Magic Boon
- Defense Bane
- Mage Talent
Birthright is the easiest of the 3 routed casually, but BECAUSE it's the easiest route, it's the most luck-based speedrun. The speedrun early promotes Corrin yet still demands meeting ridiculous benchmarks - all the Birthright statboosters aren't enough. For some perspective, Conquest and Revelation use Strength Boon Corrin - Birthright used Magic, yet the entire run still demands this Magic Corrin gets as much strength as his Strength-boon counterparts in Conquest and Revelation, ON TOP OF needing magic and speed and literally EVERY stat in the game, and not missing a single hitrate. A harder difficulty speedrun would likely use a more reliable long-term class and/or grind Corrin more, so a hard/lunatic speedrun would likely be easier and more reliable.
This run itself was good - some mistakes/minor timeloss but with how much of a fucking resetfest this route is earlygame, it's never realistic to get a REALLY good run.
Enjoy this giant essay of what can kill the run!
- Ch03 Requires 3/4 strength levels to not lose time to the gate.
- Ch04 Requires 3/5 speed levels. Corrin failed to quickly kill the boss, losing time
- Ch05 Ryoma did almost no damage to the boss. Corrin had to hit the boss twice, costing me time.
- Ch07 Corrin must not miss any of his 80ish hitrates on any enemies in the first few turns. Missing is a reset.
- Ch08 Turn 3, the archer moved to a bad spot. I brain farted and forgot what to do for a few seconds. Biggest execution mistake here.
- Ch10 Corrin ideally wants 19 magic (9/12 levels) to one shot ninjas while nerfed. 18 is workable but risky. This Corrin failed which is normally a reset but he also miraculously hit 15 speed (9/12 levels) so he could actually double all the ninjas - but still needs to land double 80ish displayed hitrates per ninja. If Corrin fails either of these absurd benchmarks, that's a reset, even though this is n0rm4l m0d3 on on e4sy rout3. The map itself went VERY well.
- Ch11 Corrin must have at least 11 speed. Reina has a 13% chance to die and thus kill the run when finishing the kinshi knight on turn 5, but there are no alternatives that are fast. Reina must not double miss any ~80% displayed hit on each sky knight or else the run is dead due to reinforcements
- Ch13 Corrin wants at least 17 speed (11/16 levels) to skip a speed tonic, but MUST have 15 to double Camilla. Run probably dead if he doesn't hit 15 speed. If his defense hasn't been holding up, he can also die very easily.
- Ch15 The Wolfskin are accurate and hit Corrin hard, so he can die any time. I meant to use the secret book instead of the speedwing, because Corrin really wants to land a double ~55% displayed hit on Keaton. If he misses at all, and isn't at full health, then Keaton with his beastbane will probably kill Corrin and run over. Even though this is on n0rm4l m0d3
- Ch17 Flora and her fellow maid can just delete Corrin if they feel like it. I got a lucky proc and 1RKOd her.
- Ch22 and Ch23 Ryoma has a very realistic chance of not "just dodge lmao"ing enough, or getting crit'd by a berserker. Run over.
- Ch24 I look at my Corrin and buy statboosters depending on if he's missing the benchmarks: 31 strength 34 magic 25 speed. If he meets these without them, then I can commit more money to reliability and his survival because lategame does not joke around. This shopping trip is technically skippable but fuck that
- Ch26 Corrin needs 32 magic to 2-shot Xander with the Tiger Spirit. But he might Aegis and lose me time anyways - which he did unfortunately. Oh well.
- Ch27 is a giant shitshow where you pray you "just dodge lmao" even though it's Birthright on n0rm4l m0d3. Garon typically has 3 chances to attack alongside his sorcerer's 1 chance to do massive damage - typically, 2 of these landing will kill Corrin, sometimes 1 if Corrin failed to dodge the generics enough.
- Endgame Corrin must have 31 strength or else he must rely on a crit or dragon Fang. It's neat that he didn't in this run since you get to see how the damage perfectly adds up to the finishing blow :D
FE14 Speedrun Commentary - pastebin.com/4irJ6xjw
Check out my other Fire Emblem speedruns - youtube.com/playlist?list=PL3pBMjeS6rYgsG4ecmeZW1s5h8iWLH42L
Live VOD - twitch.tv/videos/1751666444
Watch my stream live - twitch.tv/kirbymastah
Thanks and credits to ouro for the thumbnail - twitter.com/Ourolen
#FireEmblem #Speedrun #FE14 #Fates #Birthright
Because Nintendo is a meme and Revelation will no longer be accessible on the 3ds eshop, we allow using the special edition of fates, which this run uses.
Corrin Build:
- Female
- Strength Boon
- Magic Bane
- Ninja Talent
Fantastic run, with only one notable timeloss. Earlygame benchmarks aren't as important in Revelation as Birthright and Conquest, but Corrin still needs basically every non-magic stat to pull through mid-lategame reliably.
- It is usually worth running Casual Mode instead of Classic. Casual mode basically requires changing two extra settings that would otherwise be kept to faster defaults in Classic (Interface - Full, and Advanced Auto - On), so it loses time here.
- Ch06 & Ch07 ideally get 15 and 16 strength respectively. NBD if Corrin doesn't, but this run did hit these benchmarks.
- Ch17 Casual mode saves time - but only if 3 or fewer units are defeated. Otherwise Classic is faster.
- Ch18 on turn 1, Ryoma crucially missed the oni chieftain, putting the entire strat a turn behind. This was the most significant timeloss in this run.
- Ch22 Corrin wants to hit C swords before using the Arms Scroll, so she caps her sword rank to B
- Ch23 capped strength with Corrin Statue isn't enough to 1RKO most enemies without relying on crits/procs, despite being on n0rm4l difficulty. Unfortunately, Corrin missed and failed to proc anything on a sniper, who then blocked the seize point.
- Ch25 Corrin needs capped strength and 33 base speed to guarantee 2HKOing and doubling every enemy with a steel shuriken even if she gets debuffed
- Ch26 Corrin needs capped strength with the Corrin Statue and S support Jakob to 2-shot Gunter with the sting shuriken
- Endgame Corrin needs procs to 1RKO the left arm, which she got! More importantly, Ryoma 2RKO'd the right arm and didn't die! This requires good strength and astra and many crits. A 3-round costs a lot of time due to forced animations, and it's realistic for Ryoma to just die and kill the run - but speedruns have no other options. The 2nd and 3rd phases went very well. Fantastic endgame luck.
FE14 Speedrun Commentary - pastebin.com/4irJ6xjw
Check out my other Fire Emblem speedruns - youtube.com/playlist?list=PL3pBMjeS6rYgsG4ecmeZW1s5h8iWLH42L
Watch my stream live - twitch.tv/kirbymastah
Thanks and credits to ouro for the thumbnail - twitter.com/Ourolen
#FireEmblem #Speedrun #FE14 #Fates #Revelation
The total time bonus (excluding X Zone's, since the run has ended by then) adds up to 440000. Real Time is 14:36.059
Good run, with a few minor sloppy spots. Happy with this, especially with the solid difficult version of Egg Rocket skip.
- Secret Base 2's boss was sloppy
- Ice Mountain 2's end was a little sloppy and I got unlucky on the boss
- Cosmic Angel 2 subpixeled me near the end
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance #Speedrun #Tails
Timestamps:
0:00 - Neo Green Hill
2:04 - Secret Base
4:18 - Casino Paradise
6:20 - Ice Mountain
8:43 - Angel Island
10:59 - Egg Rocket
13:46 - X Zone
Eh good enough. Feel like combo blaze's WR is too out of reach for my patience, so this is a good enough improvement.
0:04 - This first jump is a frame perfect jump lol. It matters more for non-sonic characters, but Sonic still saves time with getting the frame perfect slope jump angle.
0:17 - The top route here is roughly the same speed as the lower route? Hard to tell, but I got roughly the same times with savestates
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Corrin Build:
- Female
- Strength Boon
- Magic Bane
- Ninja Talent
Pretty good run. Some minor mistakes (especially in the pots chapter), but with how many scary maps there are (especially kitsune lair), and how well this Corrin grew without getting TOO much defense, this was a solid run. Unfortunate about not cutting the 42 but oh well.
- Ch07 I reclass Jakob to either Paladin or Great Knight, depending on if Corrin is defense blessed or not - because the stat buffs between the two classes are the same, except Paladin gives +2 def +2 res and Great Knight gives +4 def. It's important to not have TOO much defense primarily because of Ch09.
- Ch09 wasn't great but it's one of the most unreliable maps to speedrun and almost never goes perfectly. This is the biggest reset point - a Corrin with too much defense kills the run here since none of the spear fighters will attack her, costing a ridiculous amount of time.
- Ch10 Camilla double missed a displayed 88%, which meant I had to refresh her with azura. This meant Azura hit level 3 by endgame, costing time with the animation.
- Ch12 had the most timeloss. I should have made Camilla finish Kagero, then Corrin double attack Saizo. I made the wrong decision, costing a bit of spaghetti around hitting the pots dragon vein. This then led to Corrin hitting level 19 when she's meant to promote at 18, costing time - tho, the extra stats are always nice
- Ch17 Corrin needs 27 speed to double Kotaro. If not, she needs to either go for a shitter crit (and die when she fails), or pick off kotaro's minions 1 by 1 which is incredibly slow. She barely hit it at the last possible chance.
- Ch19 Kitsune Lair is the scariest map since the strat is literally "just dodge lmao" - I pair Kaze so he can maybe activate Miracle. Oh and she can't have too much defense or else the kitsune all ignore her and you lose minutes. It went incredibly well in this run.
- Ch25 Ryoma was really unlucky. I got basically zero Dragon Fang nor Crits. This fight is typically a 2 turn. This run got a 4 turn.
FE14 Speedrun Commentary - pastebin.com/4irJ6xjw
Check out my other Fire Emblem speedruns - youtube.com/playlist?list=PL3pBMjeS6rYgsG4ecmeZW1s5h8iWLH42L
Watch my stream live - twitch.tv/kirbymastah
Thanks and credits to ouro for the thumbnail - twitter.com/Ourolen
#FireEmblem #Speedrun #FE14 #Fates #Conquest
Really dumb. The required steps:
1. Insta-stop with Knuckles (jump then attack the next frame) - but not too soon or else he'll roll against the left wall.
2. Immediately spindash into short jump
3. Do a frame perfect medium-height jump off of the subpixel end of the uphill incline.
4. Pray you get the quick kill lucky bounces
Fuck boss ILs lol
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Fantastic run - my goal was a 21:4x and i cut that goal by over 20 seconds lmao. This run is within ~35 seconds of my sum of best. As this is the main character that's also the fastest, I figure it's worth skimming over each zone in this fantastic run.
- Leaf forest boss didn't get the 0:04:62 TAS time but it's not a big deal.
- Hot Crater was my sloppiest zone. Act 2 lost boost midway through, and the last hit on the boss was slow. About ~8secs lost
- Music Pain is a buggy shitshow of a stage that's basically the lottery. I basically played perfectly but lost ~5secs to act 2 fucking me over. Act 1 and the boss were fantastic, though.
- Ice Paradise 2 I lost boost at two spots, but recovered quickly. Still about a 5sec timeloss. Otherwise great zone and got the boss quick kill
- Sky Canyon was basically perfect
- Techno Base was also fantastic
- Egg Utopia 2 lost me a lot of time due not pulling back enough on the outdoor segment, and the game giving me poor random ring luck so I couldn't build up boost again quickly. About 6sec of timeloss. The rest was great.
- XX Zone was great. Only notable timeloss was no quick kill for Aero Egg but it's not that bad.
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance2 #Speedrun #Sonic
Timestamps:
0:00 - Leaf Forest
2:02 - Hot Crater
4:25 - Music Plant
7:00 - Ice Paradise
9:33 - Sky Canyon
12:12 - Techno Base
15:10 - Egg Utopia
18:29 - XX Zone
Really good run! Just about every stage in the run ranged from decent to fantastic, with the exception of Techno Base! Music Plant and Techno Base bosses were notable timelosses as usual but whatever, the rest of the run was really good. Happy with this.
- Music Plant Boss was sloppy - I had decent luck but I misplayed
- Sky Canyon 2 had some slop
- Techno Base 1 and 2 screwed me with some subpixel spots and I lost boost near the end of Act 2, but I mitigated timeloss so they weren't too bad
- Techno Base Boss had bad luck as usual, but it could've been much worse. lost about 10-15 seconds here because good game.
- XX Zone had either fantastic bosses, or bad mistakes with really good or lucky recoveries. But we take those.
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance2 #Speedrun #Knuckles
Timestamps:
0:00 - Leaf Forest
2:05 - Hot Crater
4:38 - Music Plant
7:45 - Ice Paradise
10:36 - Sky Canyon
13:37 - Techno Base
17:06 - Egg Utopia
20:35 - XX Zone
I made an update with a 31 chain attack video - youtube.com/watch?v=DBqnH33Jh3s
Setup:
- Find a map with 14 deployment slots, none besides Alear being forced. Chapter 23 is the first possible map.
- Deploy one unit as any backup class with Lucina (I used swordmaster alear because I like her outfit) with Lucina. This is needed so All for One includes all units within 3 tiles (instead of the usual 2).
- Deploy 13 other heroes, all with brave assist, learned at level 5.
- One of the 13 heroes must have Lyn and have all four Lyn clones within 3 tiles of Alear.
- Make sure every hero is at full hp. This was WAY harder than it should've been.
- Note that even if the unit engaged to Lyn has Brave Assist, their Lyn clones will NOT double attack. If they did, then this would've upped the chain attack counter up to 34. Bummer.
Also... yes I practiced timing the animation to start at the epic part of the music.
#fireemblem #fireemblemengage
Good run overall. Amy is basically Sonic without air dashing and as a result, is the fastest non-sonic character for the stages, and the worst/slowest character in the game for bosses. And as per Amy fashion, this run's stages were overall great, but some bosses were complete trainwrecks - but still a good run.
- Music Plant boss gave me pretty bad luck. But the rng manipulation doesn't help Amy as much as Knuckles so I choose not to go for it.
- Ice Paradise 2 was bad with missing an important jump and getting subpixeled at the end
- Sky Canyon boss was a trainwreck. None of her air hammer hits landed which is practically random.
- Techno Base 2 can randomly kill boost mode at that spring because this is a gpod game. Thankfully I mitigated timeloss with my recovery and still got the fastest route.
- Egg Utopia Boss was sloppy. I messed up the setup for the first 3 hits.
- XX Zone had mediocre execution and bad luck on 3 bosses, Egg Frog in particular losing me several seconds from going off screen immediately. Frustrated with how the game was being a shithole again, I decided to yolo the last boss - and the results speak for themselves
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance2 #Speedrun #Amy
Timestamps:
0:00 - Leaf Forest
2:11 - Hot Crater
4:46 - Music Plant
7:57 - Ice Paradise
10:57 - Sky Canyon
14:13 - Techno Base
17:23 - Egg Utopia
21:07 - XX Zone
This run... requires a LOT of patience, despite the fact that it's done on normal difficulty. The notorious reset points:
- Anna must spawn with a second seal before ch07 on an empty tile (I estimate about 3/4 runs die to this)
- Grima requires some crit. The ideal Grima strat is to double crit (about 15% or lower) or else your run is over - my strat still can do that, but, failing that, requires a 1 in 3 crit to finish the run with only 4-5 seconds timeloss (about 65% chance of success, assuming competent magic stats)
However, that's not all. Robin needs an absurd amount of early stat procs for a successful runs. She needs to hit several early magic and speed levels to be able to kill key bosses in EVERY map up to Lucina. For reference, she ideally gets 8 out of 10 (sometimes 11) magic levels. She also needs as much bulk as possible - though, even with perfect defense levels, she can always die if she doesn't dodge/guard enough.
AND Robin must "dodge lmao" in a lot of lategame maps due to enemy bow users, no matter how good her bulk is. The run can just die anytime even if my Robin is blessed.
AND Robin must land two 70% displayed hitrates in a row on the ch17 boss. Or 85% if she's magic blessed (this run's was).
And so on and so on and so on.
Oh, did I mention that this was all on normal difficulty?
ON THIS ACTUAL RUN ITSELF, it was a good enough run. Some execution flubs here and there but no run will ever be perfect. I executed well enough to get a run where everything lined up to get this good time. So, GG! Good run!
You can see a post-commentated version of this on GDQ's hotfix show - Victory Lap, here - youtube.com/watch?v=5XpigLbM8TM&t=5s
FE13 Speedrun Commentary - pastebin.com/HKT1kUPc
Live Stream VOD - twitch.tv/videos/1709160495
Check out my other Fire Emblem speedruns - youtube.com/playlist?list=PL3pBMjeS6rYgsG4ecmeZW1s5h8iWLH42L
Watch my stream live - twitch.tv/kirbymastah
Thanks and credits to ouro for the thumbnail - twitter.com/Ourolen
#FireEmblem #Speedrun #FE13 #Awakening
Good run overall. Had its fair share of random subpixel lottery bs (hi Ice paradise), but all things considered, solid run with Cream. At least bosses are a lot more consistent with her.
- Hot Crater boss was unacceptably bad given I was using Cream
- Got randomly subpixeled and lost boost at crucial times in Ice Paradise 1. This happens more often than not because Tails and Cream are terrible at this zone, so you expect to lose time - but act 2 was luckily fantastic.
- Techno Base 1 I lost boost from misjudged a block cycle, losing a chunk of time
- Techno Base 2 had a lot of early slop
- Mediocre luck with XX Zone - Egg Frog lost a lot of time by going off screen instantly
- Rest of the run was either as expected or just very good. Both Egg Utopia acts in particular were fantastic!
Live Stream VOD - twitch.tv/videos/1709158241
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance2 #Speedrun #Cream
Timestamps:
0:00 - Leaf Forest
2:17 - Hot Crater
4:53 - Music Plant
7:45 - Ice Paradise
10:44 - Sky Canyon
13:30 - Techno Base
16:52 - Egg Utopia
20:18 - XX Zone
Solid run overall. It's Advance 2, and this is the most unreliable and worst character in the game, so given how much this game's subpixels screw Tails over randomly more than other characters besides Cream, and also how Tails is bad for most bosses... it's basically impossible to have a run without more than a few major timelosses as it's basically the lottery.
- Got randomly subpixeled and lost boost at crucial times in both acts of Ice Paradise. This happens more often than not because Tails and Cream are terrible at this zone, so you expect to lose massive time with them
- Sky canyon boss was fucking atrocious. Tails should be getting a ~18 second fight, not a 33 second fight.
- Egg Utopia 2 had some notable slop with accidentally superflying off a bee, but worse things can happen.
- In XX Zone, I got bad luck with Aero Egg and Egg-Go-Round (especially the latter), but I can't complain too much after how well most of the luck-based bosses went.
- Rest of the stages and bosses ranged from acceptable to fantastic. Good run overall.
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance2 #Speedrun #Tails
Timestamps:
0:00 - Leaf Forest
2:18 - Hot Crater
4:55 - Music Plant
7:59 - Ice Paradise
10:57 - Sky Canyon
14:07 - Techno Base
17:26 - Egg Utopia
21:00 - XX Zone
Huge improvement to my previous WR of a buggy stage that basically requires winning the lottery. As usual, Sonic is the fastest character and also the most reliable - though even Sonic can't prevent this stage from basically requiring winning the lottery due to its buggy physics and shit design.
0:05 - This is a frame perfect slope jump. It matters less for Sonic than the others if he jumps a frame or 2 earlier, but he does lose ~0.2 seconds if this happens.
0:10 - Random chance for this rail to not work - about ~1/3 of runs die here
0:25 - Random chance for the end of the piano keys to kill boost - about ~1/3 of runs up to this point die here
0:28 - Random chance for this rail to not work, though it's rare
0:29 - Random chance to clip into the slope here. Slowing down mitigates the odds (though it's still possible), but you can't afford to slow down in an IL setting. About 1/4 of runs up to this point die here.
0:33 - Rolling into the ringbox will randomly either roll through it (fast) or bounce off of it (lose time). Sonic's boost slide attack guarantees no bounce on it, though it may technically lose a frame or so from not moving at top speed - but screw that, this is music plant.
0:37 - Random chance to lose all your speed upon landing. Very uncommon for sonic thanks to air dashing, but horrible for anyone else - probably about ~70% chance of losing runs to this random bullshit with non-sonic characters.
0:44 - Spike cycle here that you won't see - I waited out the start of the stage to ensure it's lowered
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
WR of a buggy stage that basically requires winning the lottery. Tails flight actually shines here and makes him a bit faster than the other non-sonic characters, but also makes the stage much harder and more luck-based to run. Fuck Tails.
0:12 - Random chance for this rail to not work - about ~1/3 of runs die here
0:22 - This flight is about 0.2 seconds faster than jumping from the rail but it is ficking horribly tight to make it onto the boost pad. About 80% of runs up to this point die here.
0:25 - Skidding here is significantly faster than hitting the spring then tricking into the piano keys because of Tails' terrible forward trick
0:28 - Random chance for the end of the piano keys to kill boost - about ~1/3 of runs up to this point die here
0:31 - Random chance for this rail to not work, though it's rare
0:33 - Random chance to clip into the slope here. Slowing down mitigates the odds (though it's still possible), but you can't afford to slow down in an IL setting. About 1/4 of runs up to this point die here.
0:38 - Rolling into the ringbox will randomly either roll through it (fast) or bounce off of it (lose time). Tails' boost swipe attack guarantees no bounce on it, though it may technically lose a frame or so from not moving at top speed - but screw that, this is music plant.
0:43 - Random chance to lose all your speed upon landing - probably about ~70% chance of losing runs to this random bullshit with non-sonic characters.
0:51 - Spike cycle here that you won't see - I waited out the start of the stage to ensure it's lowered
0:53 - The subpixel of the slope I jump off of is basically random - it'll uncommonly randomly send the character into the far right xylophone, bouncing them into the boost pad. This unfortunately did not happen.
0:57 - Random chance to clip into the ceiling here and kill the entire run
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Frame perfect time and WR/TAS time. The same as Knuckle, except Amy has to do the frame-perfect quick-stop at the start (instead of Knuckles's easier version that's still fast enough for this strat to work) - the second set of hits requires doing the frame-perfect quick stop after the 4th hit (jump, then attack the frame after, then spindash immediately).
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
WR of a buggy stage that basically requires winning the lottery. Amy pretty fast.
0:05 - This is a frame perfect slope jump.
0:12 - Random chance for this rail to not work - about ~1/3 of runs die here
0:29 - Random chance for the end of the piano keys to kill boost - about ~1/3 of runs up to this point die here
0:31 - Random chance for this rail to not work, though it's rare
0:33 - Random chance to clip into the slope here. Slowing down mitigates the odds (though it's still possible), but you can't afford to slow down in an IL setting. About 1/4 of runs up to this point die here.
0:39 - Rolling into the ringbox will randomly either roll through it (fast) or bounce off of it (lose time). Amy has no way to work around this (her boost faceplant attack can still make her bounce), so she basically has a 50-50 chance to randomly lose significantly time here. Thanks music plant.
0:44 - Random chance to lose all your speed upon landing - probably about ~70% chance of losing runs to this random bullshit with non-sonic characters.
0:52 - Spike cycle here that you won't see - I waited out the start of the stage to ensure it's lowered
0:53 - The subpixel of the slope I jump off of is basically random - it'll uncommonly randomly send the character into the far right xylophone, bouncing them into the boost pad. This unfortunately did not happen.
0:57 - Random chance to clip into the ceiling here and kill the entire run
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Returned to this yet again because of...
0:05 - I realized I can do a quick stop off this ledge with Amy's hammer attack. While doing this off the ground requires two consecutive frame-perfect inputs, doing it as she jumps into a ledge is lenient (though still not easy). This saved ~0.15 seconds in my testing. Unfortunately (or fortunately) doesn't seem to really work on the jump-through platform at 0:10
0:26 - Shoutouts to an actual use for Amy's boost slide attack
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
WR of a buggy stage that basically requires winning the lottery. In this stage, Knuckles is basically slightly slower Amy unfortunately, so not much interesting tech from him.
0:05 - This is a frame perfect slope jump.
0:11 - Random chance for this rail to not work - about ~1/3 of runs die here
0:26 - Skidding here is about ~0.2 seconds faster than hitting the spring then forward tricking into the piano keys, for Knuckles.
0:29 - Random chance for the end of the piano keys to kill boost - about ~1/3 of runs up to this point die here
0:31 - Random chance for this rail to not work, though it's rare
0:33 - Random chance to clip into the slope here. Slowing down mitigates the odds (though it's still possible), but you can't afford to slow down in an IL setting. About 1/4 of runs up to this point die here.
0:39 - Rolling into the ringbox will randomly either roll through it (fast) or bounce off of it (lose time). Knuckle's boost drill attack guarantees no bounce on it, though it may technically lose a frame or so from not moving at top speed - but screw that, this is music plant.
0:44 - Random chance to lose all your speed upon landing - probably about ~70% chance of losing runs to this random bullshit with non-sonic characters.
0:52 - Spike cycle here that you won't see - I waited out the start of the stage to ensure it's lowered
0:53 - The subpixel of the slope I jump off of is basically random - it'll uncommonly randomly send the character into the far right xylophone, bouncing them into the boost pad. This unfortunately did not happen.
0:57 - Random chance to clip into the ceiling here and kill the entire run
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Really dumb. The required steps:
1. Insta-stop with Amy (jump then attack the next frame) - but not too soon or else she'll roll against the left wall.
2. Immediately spindash into short jump
3. Do a frame perfect medium-height jump off of the subpixel end of the uphill incline.
4. Pray you get the quick kill lucky bounces
Fuck boss ILs lol
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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WR of a buggy stage that basically requires winning the lottery. Cream may be one of the slower characters for this stage but her flight basically removes two extra luck-based reset points, so she was also the easiest to run. Bless Cream.
0:06 - Ideally I get the frame perfect slope jump for more horizontal speed but it doesn't matter much for Cream due to her flight. This run jumped 1 frame early.
0:12 - Random chance for this rail to not work - about ~1/3 of runs die here
0:26 - Skidding here is significantly faster than hitting the spring then tricking into the piano keys because of Cream's terrible forward trick
0:29 - Random chance for the end of the piano keys to kill boost - about ~1/3 of runs up to this point die here
0:31 - Random chance for this rail to not work, though it's rare
0:33 - Random chance to clip into the slope here. Slowing down mitigates the odds (though it's still possible), but you can't afford to slow down in an IL setting. About 1/4 of runs up to this point die here.
0:39 - Rolling into the ringbox will randomly either roll through it (fast) or bounce off of it (lose time). Cream's boost cheese attack guarantees no bounce on it, though it may technically lose a frame or so from not moving at top speed - but screw that, this is music plant.
0:44 - Random chance to lose all your speed upon landing - probably about ~70% chance of losing runs to this random bullshit with non-sonic characters.
0:52 - Spike cycle here that you won't see - I waited out the start of the stage to ensure it's lowered
0:53 - Other non-sonic characters have to get a really rare lucky subpixel slope jump to make it to the boost pad in one bounce. Cream's flight circumvents this, and I timed it to be about the same speed.
0:59 - Random chance to clip into the ceiling here and kill the entire run
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Frame perfect time and WR/TAS time. The "easiest" of the non-sonic characters since Knuckles doesn't need to do the perfect quick stop at the start, but still very difficult - the second set of hits requires doing the frame-perfect quick stop after the 4th hit (jump, then attack the frame after, then spindash immediately).
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Same as Tails except with the cheese attack. Redid this after I redid my Tails IL since Cream should not be over a half second slower than tails - I feel like she still should be faster because of the cheese attack but maybe her forward trick is what makes Tails barely faster (his flight doesn't help save time). Either way, good enough.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Full setup credit goes to rengor1997 and aggro incarnate. Note that each point of HP is basically +1 might due to Vengeance. Also credit to the japanese player that provided this video for the idea to do it with the Lance of Ruin on a bird - youtube.com/watch?v=vnq0xcQq1Lg
Dedue's Stats
- Dedue's Strength Cap with Saint Statue: 79
- Dedue's HP Cap with Saint Statue: 108-1 = 107
- Lance of Ruin on a Lance-weak monster: 22x2 = 44
- Vengeance Base Might: 2
- Cooking x4 (King of Beast Steak, +3hp each): 12
- King of Lion Corps Battalion: 10
Great Knight
- Great Knight Lancefaire: 5
- Great Knight HP Bonus: 5
- Great Knight Strength Bonus: 1
Equipped Abilities
- Lancefaire (from S+ Lance): 5
- Deathblow: 6
- Strength+2: 2
- HP+5: 5
- Defiant Strength: 8
Support
- Great Lord Dimitri's Charm: 3
- Dimitri's A Support: 3
- Byleth's Sacred Power: 3
- Hilda's Advocate: 3
- Ignatz's Rally Strength: 4
Total Base Damage: 307
- Crit: x3
- Crest of Blaiddyd (NG+ item): x2
Total: 1842
Other Notes:
- Included Ignatz's Rally Dex and Flayn's Rally Luck to buff Dedue's crit by 8
- Dimitri's A support with Dedue is locked until past Ch17 of Azure Moon
- Cook King of Beast Steak 4 times - one can only stack a maximum of 4 cooking buffs in a month
- Enter any aux battle with monster birds (this is random). They have a base defense of 4 in normal difficulty - use seal defense on them to reduce it to 0
- This requires a month with at least 5 free weekends, which there are none after Ch17 in Azure Moon. To work around this, the month loop glitch was used on month 8 - the only month possible in AM after Ch17.
- Battleground Cafe does NOT stack with rally strength - they are the same status effect. If it worked properly, then the base damage would be 311, increasing the maximum possible damage to 1866.
Was aiming to get a 36, then after I got two 36.92s, I decided to try to cut the 36.90s and I got this run!
Partner Amy is the more important part of the team for her air tag action. I chose Sonic as the lead character, since he provides more air acceleration from zero speed, but I don't think it matters since that's not relevant when jumping out of a spindash? As long as I get the 0-attack pattern (relatively consistent with music cues), I'm basically always finishing the boss in the same time, so this IL ultimately comes down to optimizing the spindashes for entering and exiting the fight.
As with most bosses in advance 3, you want to finish the boss with eggman as close to the right side of the screen as possible so he flies off more quickly, returning control to you earlier. This primarily applies to the NA version.
Watch my entire playlist of Sonic Advance 3 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYhtATXYSp6sMrRoZuNBzOJV
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Yay sub-34
0:04 - This first jump is a frame perfect jump lol
0:24 - Also frame perfect inputs here which is blind. This run was one frame late from ideal but its no big deal
0:29 - Another difficult jump. Requires building enough horizontal speed (much harder with Tails and Cream), then do a full jump as late as possible - it needs tons of distance to clear the floor but I need to pull back blindly to avoid the right wall, but still retain enough speed to move horizontal fast through the spiral.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Woo sub-44 with Amy. By far the fastest non-sonic character. Very good run, and WR at the time of upload.
0:11 - If Amy does her normally timewasting hammer twirl attack on the floor, it will get instantly canceled. This lets her spindash instantly like Knuckles here.
0:28 - Over half of my runs die here to getting randomly subpixeled upon landing. Much worse for Tails/Cream due to their terrivle forward tricks, but thankfully not as bad for Amy AndKnuckles.
0:33 - Want at least 50 rings for a realistic chance to keep boost with this difficult jump
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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As usual, the slowest character in the game alongside Cream. Got the 46 so this is good enough.
0:19 - Tricking off this jump ramp is safer but loses a lot of time because Tail's forward trick is so terrible.
0:31 - Over half of my runs die here to getting randomly subpixeled upon landing. This is much much worse for Tails/Cream due to their terrible forward tricks, so keeping boost is incredibly rare for them.
0:36 - Want at least 50 rings for a realistic chance to keep boost with this difficult jump
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Good enough, and WR at the time of upload. AndKnuckles
0:28 - Over half of my runs die here to getting randomly subpixeled upon landing. Much worse for Tails/Cream due to their terrivle forward tricks, but thankfully not as bad for Amy AndKnuckles.
0:33 - Want at least 50 rings for a realistic chance to keep boost with this difficult jump
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
As usual, the slowest character in the game alongside Tails. Still, WR and got a 46.
0:19 - Tricking off this jump ramp is safer but loses a lot of time because Cream's forward trick is so terrible.
0:31 - Over half of my runs die here to getting randomly subpixeled upon landing. This is much much worse for Tails/Cream due to their terrible forward tricks, so keeping boost is incredibly rare for them.
0:36 - Want at least 50 rings for a realistic chance to keep boost with this difficult jump
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Was just trying to beat TheRealSonicKing's WR at the time (36.30), which I knew I could without the really stupid subpixel air dash. Then the one and only time I ever got it on accident was this run so uh yeah lol. I'm never beating this.
0:14 - After the turtle bounce, I could trick earlier to land then air dash earlier but then I'd miss out on 5-6 rings, which probably helps for the rest of the stage.
0:20 - Got a really good air dash, too good that I had to pull back a tiny bit to avoid the enemy in the ceiling
0:27 - This is the stupid air dash. What typically happens is I do the air dash, land before the second jump ramp, then have to jump over it - I happened to get the lucky "warp through spikes" subpixel glitch that TheRealSonicKing also got. This was the only time I ever got it - I couldn't even replicate it on emulator with save states.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Very good run with some extra optimizations over combo's previous WR. Happy with this.
0:08 - I did a second air dash which was supposed to clear the ledge and fall on the spring, but I did it too early and landed instead - this is a minor timeloss, but I don't reset over it because of...
0:10 - This back trick is incredibly tricky. I have to avoid the hoop, then time it just before gravity switches - it's usually frame perfect since any earlier will bonk the wall, and any later sends Sonic up and not down. This saves ~0.3 seconds over the standard strat.
0:53 - This ramp jump input has to be on the last possible frame or else Sonic won't make it with a forward trick.
0:56 - Minor room for improvement here. I could've fired out of the cannon earlier but I misjudged the cycle and overcompensated.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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WR at time of upload. Good enough, same as everyone else not named Sonic, except Tails is just slow.
0:04 - This first jump is a frame perfect jump lol
0:24 - Also frame perfect inputs here which is blind. This stage sucks lol
0:29 - Another difficult jump. Requires building enough horizontal speed (much harder with Tails and Cream), then do a full jump as late as possible - it needs tons of distance to clear the floor but I need to pull back blindly to avoid the right wall, but still retain enough speed to move horizontal fast through the spiral.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Good run, WR at time of upload. Same thing as everyone not named Sonic because lol
0:04 - This first jump is a frame perfect jump lol
0:24 - Also frame perfect inputs here which is blind. This stage sucks lol
0:29 - Another difficult jump. Requires building enough horizontal speed (much harder with Tails and Cream), then do a full jump as late as possible - it needs tons of distance to clear the floor but I need to pull back blindly to avoid the right wall, but still retain enough speed to move horizontal fast through the spiral.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
WR at time of upload. Good run, basically the same as other non-sonic characters. Not much else to say.
0:04 - This first jump is a frame perfect jump lol
0:24 - Also frame perfect inputs here which is blind. This stage sucks lol
0:29 - Another difficult jump. Requires building enough horizontal speed (much harder with Tails and Cream), then do a full jump as late as possible - it needs tons of distance to clear the floor but I need to pull back blindly to avoid the right wall, but still retain enough speed to move horizontal fast through the spiral.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Really good run overall - very good execution, great luck all around including Chapter 5, Chapter 7, Kronya, and Hunting by Assbreak - except for Dimitri missing his 44 strength benchmark by endgame, costing me about 20 seconds. Ah well.
Speedrun FAQ - pastebin.com/FNDuj6RV
Live Stream VOD (with the proper timing) - twitch.tv/videos/1596864426
Check out my other Fire Emblem speedruns - youtube.com/playlist?list=PL3pBMjeS6rYgsG4ecmeZW1s5h8iWLH42L
Watch my stream live - twitch.tv/kirbymastah
Thanks and credits to ouro for the thumbnail - twitter.com/Ourolen
#FireEmblem #Speedrun #3H #ThreeHouses #BlueLion #AzureMoon
Timestamps:
0:00 - Start
5:29 - Chapter 1
8:28 - Goals and Aux Battle
11:47 - Chapter 2
15:05 - Chapter 3
18:07 - Chapter 4
20:44 - Chapter 5
26:05 - MAGIC DEDUE!!!
28:52 - Chapter 7
33:45 - Chapter 8
38:24 - Chapter 9
41:25 - Chapter 10
44:16 - Chapter 11
47:14 - Chapter 12
48:58 - Chapter 13
51:33 - Part 2 Base
53:08 - Chapter 14
56:52 - Chapter 15
59:48 - Chapter 16
1:03:04 - Chapter 17
1:06:06 - Chapter 18
1:08:30 - Chapter 19
1:11:15 - Chapter 20
1:13:37 - Chapter 21
1:15:41 - Endgame
This stage is bottlenecked by two cycles:
1. I want to wait out the start as long as possible, but can't wait it too long or else the vertical spike ball at 0:20 will be in the way.
2. But then any negligible mistakes I make afterwards won't matter up until the cannon at 1:03 - if I played perfectly, I'd have to wait longer for the moving block to be out of the way anyways. Knuckles route make this super lenient, so I actually use safer strats since yolo-ing them doesn't save me time.
0:42 - Turns out, doing this horrible series of jumps with boost mode is about a second faster than the much easier and safer gliding over the loop. It's even harder than Amy, because Knuckles doesn't have a hammer to hit the item box with.
0:51 - I typically do a downward slope jump from this rail to save time, but it's prone to killing runs by killing all of my speed - I play it safe because again, Knuckles is bottlenecked by a cycle coming up, so that timesave doesn't help at all. I also play the big jump right afterwards safely.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Pretty significant improvement over my previous WR, with a faster and more "reliable" way to get past the upside loop (albeit still very difficult and tight). As usual, this stage is bottlenecked by two cycles.
1. I want to wait out the start as long as possible, but can't wait it too long or else the vertical spike ball at 0:20 will be in the way.
2. But then any negligible mistakes (like, less than 0.5 seconds worth of mistakes) I make afterwards won't matter up until the cannon at 1:03 - if I played perfectly, I'd have to wait longer for the moving block to be out of the way anyways.
0:36 - Need around 45 rings to get boost mode from running down this slope, so I need to get as many rings as I can without losing time.
1:03 - I played so well up to this point that I made it to the cannon really early and had to wait until the block was out of the way lol.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Nice improvement over my previous WR. I want to wait out the start of the stage as long as possible, but not too long or else the vertical moving spike ball at 0:21 will be in the way.
Cream's the slowest character for this stage and thus is the only one that doesn't get notably bottlenecked by the moving block cycle at 1:03 - in other words, every optimization matters unlike the other characters. Still a good run though.
0:29 - Optimizing Cream's flight here is really difficult as it's more suited for short distances, not longer distances like Tails. She wants to cancel her flight while she has as much horizontal speed as possible, and either land on the spring (which this run did), or land on the ledge to the spring's right and keep running with that speed. Doesn't really matter much as long as she keeps most of her speed.
0:37 - Need around 45 rings to get boost mode from running down this slope, so I need to get as many rings as I can without losing time.
1:03 - This is the cannon and block cycle that other characters get bottlenecked by. I played really well in this IL, so I almost hit the bottleneck, but not quite there yet.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Took a lot of effort but bopped combo's WR with this run. Unfortunately, this stage is bottlenecked by two cycles - which we were annoyed about when talking about how to improve this in our DMs LOL.
1. I want to wait out the start as long as possible, but can't wait it too long or else the vertical spike ball at 0:17 will be in the way.
2. But then any negligible mistakes after that spike ball (like, less than 0.5 seconds worth of mistakes) won't matter up until the cannon at 0:55 - if I played perfectly, I'd have to wait longer for the moving block to be out of the way anyways. And Sonic can jump over (under, technically) the block if it's blocking his way, but it loses almost an entire second so it's always better to just wait.
As a result, the main optimization that matters is everything after that cannon.
0:18 - Combo saves about 0.5 seconds over me by making it cleanly over the horizontal spike ball with a single air dash. This unfortunately requires starting the stage early so the spike ball is as far left as possible, but this is ultimately slower because any timesave is time i have to spend waiting on the block cycle near the end - since combo's strat requires starting the stage earlier, this is ultimately slower.
0:28 - Obvious mistake but cycles made it not matter
0:33 - Need around 45 rings to get boost mode from running down this slope, so I need to get as many rings as I can without losing time. Also doing an air dash through the rail is a tiny bit faster but less reliable and again, negligible timesaves don't matter because of cycles.
0:55 - The cannon cycle. I fired Sonic as early as I could, at around 51.5ish seconds on the in-game timer - this cycle is the reason why any small mistakes past 0:18 don't matter, as long as I get to the cannon at this time.
1:03 - This looks slow but the game is incredibly picky on letting Sonic spindash on this steep slow, so I have to take my time to set it up. Ultimately this saves ~0.3 seconds over standing on the falling platform then spindashing off of it, as unboosted running speed is severely capped, and a downhill spindash into air dash is much faster despite the setup needed.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Nice WR at the time but with the current route with Tails, this stage is bottlenecked by two cycles.
1. I want to wait out the start as long as possible, but can't wait it too long or else the vertical spike ball at 0:21 will be in the way.
2. But then any negligible mistakes (like, less than 0.5 seconds worth of mistakes) I make afterwards won't matter up until the cannon at 1:02 - if I played perfectly, I'd have to wait longer for the moving block to be out of the way anyways.
As a result, the main optimization that matters is everything after that cannon.
0:29 - You want to fly airborne while descending (after I initiate flight, I press A twice during that - look at my input display) - running on ground without boost mode has a very restrictive speed cap, and Tails flying downward is faster as long as he already has some air speed, so I delay landing on the ground for as long as possible. This flight was honestly unoptimal and I lost time, but because of the aforementioned cycles, it ended up not mattering.
0:37 - Need around 45 rings to get boost mode from running down this slope, so I need to get as many rings as I can without losing time.
1:14 - I'm pretty much tied with truesonic53's run up to this point because of the aforementioned cycle bottleneck. The extra flight optimization here is what allowed me to cut his time by ~0.3 seconds.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
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Small improvement over my previous WR at the time. A rare case where Amy is the slowest character despite her fast tricks because no air dashing and she lacks abilities to take the top route over the birds, and to skip the last loop - Cream, Tails, AndKnuckles can do that.
0:15 - Jump a bit high to bait the birds into flying over Amy. There's still a common chance for a bird to bop her though - it's basically random and nothing you can do about it besides roll (which is bad because no air control when jumping out of ball mode).
0:17 - There's also a spike cycle afterwards that I wait at the start on, to make sure it's lowered.
0:24 - Upon landing, random chance of losing all speed lol good game. If it happened, you wouldn't be watching this run.
0:39 - In the hidden wall, I jump into the fan so I accelerate upward a bit more quickly, saving a bit of time.
0:49 - Amy lacks a tool to skip this last segment, so she has to just jump on the ending boostpad manually instead of flying/gliding to skip it. That jump is more annoying than it looks, because there's a giant invisible rectangular path swapper you have to avoid - if you hit it then land on the boost pad, you'll get flung back into the upper-left segment of the level. I avoid this by jumping late and high, but I then have to blindly pull back near the end to make sure I don't overshoot (look at my input display).
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
This is a pretty significant over 2 second improvement over the previous recorded run, and that's due to a superglide bullshit route at...
0:15 - After doing Tails version of this, I realized Knuckles can do something similar except it's even worse. He needs a ridiculous amount of downward speed to make it with a superglide off of the random birds. Timing them a little bit earlier won't make it. This is effectively random, and I'd estimate about 1 in ~100 attempts got this superglide. On top of that, you don't want to be frame perfect or else he'll land on top of the bouncer instead of the side, causing more airtime. In this run, I got a decent outcome but jot ideal - I've hit the following boost pad about ~0.2 seconds earlier by supergliding a few pixels lower but fuck this.
0:22 - Upon landing, random chance of losing all speed, or some speed, because good game. Thankfully I didn't lose speed.
0:37 - In the hidden wall, I jump into the fan so I accelerate upward a bit more quickly, saving a bit of time.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Minor improvement to my own previous World Record!!!! at the time of this upload. Flight route take from truesonic53, which saves ~2ish seconds for Cream. This route alone makes her on par with the other non-sonic characters, as her horribly slow tricks lose her about that much time compared to them.
0:15 - Small chance a bird randomly bops her. Can't do much about it. Also want to land as low on the bouncer as possible, to minimize airtime - landing on top of it instead of its side can lose her up to a half second.
0:22 - Upon landing, random chance of losing all speed, or some speed, because good game. Thankfully got the ideal outcome.
0:37 - In the hidden wall, I jump into the fan so I accelerate upward a bit more quickly, saving a bit of time. This is especially important for Cream since she lacks a fast horizontal trick.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
This is a pretty significant over 2 second improvement over the previous recorded run, and that's due to a superfly bullshit route at...
0:15 - I've always known this superfly was possible but never wanted to implement it until I figured out a consistent setup for it. Turns out... there isn't. I need to time the superfly as low as possible so Tails hits the ceiling ASAP, which requires cooperation from the birds - doing it even a few frames earlier loses over a half second already. This is effectively random, and I'd estimate about 1 in ~100 attempts got this superfly.
0:21 - Upon landing, random chance of losing all speed, or some speed, because good game. Unfortunately I lost a lot of speed but it's random and fuck this level with Tails. This is the only notable timeloss.
0:37 - In the hidden wall, I jump into the fan so I accelerate upward a bit more quickly, saving a bit of time. This is especially important for Tails since he lacks a fast horizontal trick.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
Decided to push my low 44 lower and try to bop truesonic and combo blaze's times, and ended up with this respectable time! Solid run, nicely improved.
0:15 - There's a spike cycle here which needs to be down - I wait a bit at the start for the proper part of this cycle.
0:34 - In the hidden wall, I jump into the fan so I accelerate upward a bit more quickly, saving a bit of time. This is more important for characters with a poor forward trick, but still a small time saver for Sonic. I hesitated a tiiiny bit with the air dash afterwards, which is the main spot for improvement.
Watch my entire playlist of Sonic Advance 2 ILs here - youtube.com/playlist?list=PL3pBMjeS6rYgdCKejb8MyW0izb9SB065v
Watch my stream live - twitch.tv/kirbymastah
The total time bonus (excluding Moon Zone's, since the run has ended by then) adds up to 1499000
Sonic: 410000
Tails: 374000
Knuckles: 370000
Amy: 335000
Endgame: 10000
The RTA timing for this run was 1:23:48.19, so the total time bonus to subtract is 250.937 seconds, resulting with a RTA-TB time of 1:19:37.253
Unlocking Moon Zone requires the following:
- Beating the game with all four characters
- Collect the 7 Chaos Emeralds. This requires finding the corresponding special spring then clearing the special stage - every zone has one special spring except Ice Mountain, where both acts have one special spring each
- Beat X Zone again with Sonic
This is really just a placeholder run - I'm not happy with this at all and want to eventually get a 1:18, maybe 1:17. Uploaded for now because I won't be getting around to this for a while again.
Sonic portion was fine aside from falling down near the end of Egg Rocket.
Tails was fine besides an embarrassing mistake in the first level, and Egg Rocket skip not cooperating which is basically subpixel luck.
Knuckles was pretty good until it failed Egg Rocket skip, losing over a minute. But I mean, this is WORLD RECORD!!!! So therefore this run is PERFECT!!!
Amy had a sloppy earlygame but otherwise fine - nothing disastrous.
Moon Zone was not great but not a disaster. Very meh run overall.
Advance Trilogy Gameplay FAQ: pastebin.com/d5Uxf51r
Check out my other fullgame sonic runs here - youtube.com/playlist?list=PL3pBMjeS6rYjBuGQK9AjUH2KBcuEBsHAy
Live twitch vod of this run - twitch.tv/videos/1142380720
Watch my stream live - twitch.tv/kirbymastah
#SonicTheHedgehog #SonicAdvance #Speedrun #Sonic #Tails #Knuckles #Amy #BestEnding #TrueEnding #Hundo #AllEmeralds #ChaosEmeralds
Timestamps:
0:00 - Sonic
19:44 - Tails
41:50 - Knuckles
1:00:50 - Amy
1:22:06 - Endgame


