Consistent Final Zone 1:11 Manipulation
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Consistent Final Zone 1:11 Manipulation
Actualizado 2 years ago por DanielHall

--Reference Video:--

--Steps:--

  • Get the fastest 1:12 load, by pausing enough times that the boss loads instantly. The starting pattern will be piston 2 (Eggman inside) and piston 4 (Eggman not inside).

  • When Eggman rises out of the second piston, attack the boss as early as possible.

  • While Eggman has been hit and invulnerable, attack him again. It has to be on his attackable hitbox and not the piston itself. You can tell that you've hit him a second time as Sonic will recoil backwards when he is struck.

  • The new pattern from the first hit to the 8th will be 2, 2, 1, 3#, 2, #2, 2, 4. The # indicates that you will want to be on that side of the piston to avoid piston 2 and 3 raising and cutting off half of the arena until they have lowered, so for 3# stay on the right, and for #2 stay on the left.

  • Since the final hit is on the 4th, it is in the perfect position to allow for the roll jump timesave to take place.

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Default Timing Method

Results of Community Vote:

For RTA-TB: 24 (96%)

For IGT: 1 (4%)

The result is not close and is why this vote needed to happen.

The default timing method for Sonic 1 1991 moving forward is RTA-TB. IGT is still relevant as a secondary timing method.

-Sonic 1 Mod Team

1 month ago
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