Forums  /  Sonic Mania (Pre-DLC)  /  Chemical Plant Act 1 Skip (with gamepad viewer)
  XerclipseXerclipse

This video is meant to show the timing and buttons for that skip. Its a very difficult skip to do if you dont know the timing

OutsanityOutsanity, jocloud31jocloud31 and 3 others like this. 
  VexatiousVVexatiousV

This is the kind of content we need to see, thanks for the video man.

By the way, for those watching, remember you can slow down youtube videos down to 0.25x speed, to give you a good idea of where exactly he is jumping.

XerclipseXerclipse likes this. 
  MasterSparkMasterSpark

Very helpful! My only suggestion is a follow-up or addition to this that covers the timing for the fast route when you have to do this jump off-screen (the jump just prior to the skip jump could use a timing example as well).

XerclipseXerclipse likes this. 
  XerclipseXerclipse

@MasterSpark Would you mind showing me a video of it so I can try to learn that route?

 
  VexatiousVVexatiousV

This is a video thread that he is referring to. I believe the alternate route is the first route in the video http://www.speedrun.com/sonicmania/thread/bk4aw

 
  ReprogremReprogrem

It's pretty well the only thing that carries over from Sonic 2 runs, since that's basically the same skip. Still, a good resource to post here. I'd love to see a similar video for Stardust Speedway act 2 since getting the timing on that leap of faith from the ramp is hard to visualize since you're usually going so fast.

 
  MasterSparkMasterSpark

@Xerclipse Check out any video sub 37 seconds on the IL here for CPZ1 (personally recommend SonicKings' vid for this, or Terravin's vid from the other thread). Basically the route takes them on the path below the one you take for this vid. The problem is the buildup to this part is so fast that Sonic ends up going off-screen. Having done this quite a bit myself with a PB of 35'75" it is a frustrating tech that ties the whole run together, imo. The first jump after dropping out of the last loop is critical as well, but its not off-screen so you can still visually time it. If you jump too late, often times you'll take damage from the electric eel badnik. Too early, and you'll end up losing all of your momentum when you land and not have enough speed to make the skip jump.

After that, if that jump was performed correctly, Sonic will still follow the stage geography off-screen, and the camera will swerve up and down accordingly. The trick to the jump now is using something other than Sonic to visually time the jump. Having a video focus solely on this jump (and the previous one) to analyze and learn from would be pretty huge even for someone who has already done it, imo. I'm still maybe only 40% accurate with this trick. Although now that I think about it maybe it'll be hard to pinpoint a consistent way to do it as one's visual cues might change depending on the speed you come in with.

Well, anyway, its a hell of a trick on a blisteringly fast stage. Damn near faster than moving through on debug mode, no joke. I love CPZ1.