Posted 11 months ago by

Ahead of the run of this game taking place at Sonic and the Parallel Worlds next week, we will be beginning work to initiate a timing change for the game. This will be used for future runs going forward, and all existing runs will be converted to this timing format where possible.

Instead of timing ending on the fade to white after the final boss, it will instead end on the fade after the transition at the end of the last room (effectively last input).

For those curious, the previous rules were in place due to a glitch during the final boss which can damage and/or kill the player if you defeat the boss while laser-based moves are still on-screen. This lead to the agreement that timing should end on the fadeout as this typically would be before the still-active attacks managed to kill Sonic. However, as it is known how to prevent such an issue from occuring and it hasn't affected the active runners of the game for several years due to the knowledge being common, the timing change to a more standardised approach will now be taking place.

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Incoming Timing Change

Ahead of the run of this game taking place at Sonic and the Parallel Worlds next week, we will be beginning work to initiate a timing change for the game. This will be used for future runs going forward, and all existing runs will be converted to this timing format where possible.

Instead of timi

11 months ago
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