I watched OddBod's movement tutorial and a couple of runs of the first chapter, so I wanted to try it out for myself, but it doesnt work as advertised :(
OddBod says "when you first hit the ground [the cooldown] is already expired". Here the timestamp in the video: .
However when I try the wave dash in certain situations, it simply doesn't work that way. Here an example: I get the wavedash, but the hair are still blue. I had around 20 successful attempts at the wave dash and my hair was blue every single time, so i couldn't do the up dash.
In other situations however i can get it to work.
- Has there been a patch (I am on 1.2.1.11) which changed the behaviour?
- Am I doing something wrong?
- Is OddBod's explanation inaccurate?
Hi,
I am still kinda new to speedrunning (first run ever ~3 months ago) and I thought about doing a TIS-100 run. While thinking about it I got this question:
"In general: Is it allowed to use notes on a game during a run?"
Obviously for most runs, it is irrelevant anyway, but what about games like Adventure games, RPGs or runs like SMW ACE runs (with a couple of pixelperfect actions in somewhat arbitrary positions)? At first I tought it should be allowed because if you have to look up notes during a run it will be slower anyways, so looking up notes would have a definite time disadvantage anyways.
At second thought: Memorization in those kind of games aren't really that hard anyway. So what about runs, which are basically totally based on memorization? TIS-100 would such be an example: You have to write thounds of lines of assembler code. Notes would make a TIS-100 run possible with 0% game knowledge or memorization skills.
- Are there other games, which are heavily memorization based (more than your typical RPG/Adventures)?
- How do they handle notes during runs?
- Is there a general guideline on how to handle notes during such runs?
Why is there no SMS Version category? There is an empy GG category, however. I looked at one of the Genesis runs and that version looks very different from SMS. I may would run this on SMS.
I tried to run this game on PAL, to confirm what I already believed.
Summary:
- IGT on PAL are definitely better than NTSC
- PAL is definitely slower than NTSC (you loose 2-4 seconds per level)
- The exit dash timing is off
- You hear the music is playing slower and certain things (like falling) feel definitely slower
So nothing really surprising to me, but a confirmation to destroy any doubts. Just wanted to share my findings. Video here:
Hi,
I was doing some runs on this game and even the sum of my best segments was only tieing the world record, so even if I did an error-free run (at least for my definition of that) I might wouldn't get a new record... so I was wondering: How low can you theoretically go?
I created (and commented) a TAS here:
Summary: I think Sonic Chaos sub-11min is possible. If someone has experience in TAS and knows how to get around random lags eating inputs and is interested in creating a sub-11min run, hit me up! I won't create one on my own any time soon, as it is too much work to redo everything.
EDIT: I didn't know back then, that broadcasts get deleted after two weeks, so a reupload:
I discussed the glitch already in the Aqua Planet Zone thread, but here is a video about how to reproduce the glitch:
I have big problems speed running this stage. If i try to spin in the beginning (over the falling blocks) the game randomly decides to sometimes ignore all inputs until the spin completes on it's own (and i fall down the platform).
This happens randomly to me. If I use one spin for both sets of falling blocks, it happens like 90% of the time. If start the spin after the first set of falling blocks, this happens 50% of the time.
Can someone explain to me why this happens? It's not dropped frames eating single inputs, but I can't control the character at all.
Also I am new to speedrunning and this is my first game. Are there any resources on how to play this game? I learned a lot from watching most of the videos on the leaderboard, but I haven't seen for example a proper explanation of the exit dash, how speed works in the game or any glitches. I think everyone would benefit from an exchange like this (I can inconsistently reproduce the SEZ Boss glitch... is this common knowledge or should I share?)