ajazz > 07-31-2024, 05:24 PM
hooligan > 07-31-2024, 06:12 PM
(07-31-2024, 05:24 PM)ajazz Wrote: until then here's this (good by my standards, totally unremarkable by real speedrunners) run of green hill act 1 (mania):
[Video: https://www.youtube.com/watch?v=MjGKgddy9Xc]
in casual conversations about sonic level design we generally assume the top route is the fastest. in reality, the top route has the most rewards / convenience and whatnot, but this is a reminder that in practice the fastest runs will zig-zag between the routes.
i was having a lot of trouble with this one because i assumed top was fastest, but failed to realize you actually need to go down in order to exit the level. once i found those speed shoes down there i saw the light
ajazz > 08-01-2024, 07:32 AM
(07-31-2024, 06:12 PM)hooligan Wrote: I totally understand the feeling of assuming the top is the fastest route as well, bcuz we've been told "it's a reward for playing well" but that doesn't mean it's the quickest! still, this was a great watch and I was so scared when you spindashed and passed all the spikes that area of green hill always gives me so much anxiety, hahaagreed on all counts
thankfully we're not here to compare ourselves to speedrunners, just here to have fun and share accomplishments
Tominique > 08-01-2024, 07:05 PM
(07-31-2024, 05:24 PM)ajazz Wrote: @ if i was smart i would have thought to look up maps like you. i haven't beaten advance 2 or 3 ever, it's a huge hole in my sonic cred. i might join you in the trenches.
casual conversations about sonic level design we generally assume the top route is the fastest. in reality, the top route has the most rewards / convenience and whatnot, but this is a reminder that in practice the fastest runs will zig-zag between the routes.
i was having a lot of trouble with this one because i assumed top was fastest, but failed to realize you actually need to go down in order to exit the level. once i found those speed shoes down there i saw the light
(08-01-2024, 07:32 AM)ajazz Wrote: i actually beat my previous time this morning by five whole seconds - i actually executed on the final jump this time. i still could improve a ton of stuff but think i'm finally satisfied enough to move onto act 2
[Video: https://www.youtube.com/watch?v=_XUPifby...e=youtu.be]
Tominique > 08-03-2024, 07:28 AM
hooligan > 08-03-2024, 11:52 AM
(08-03-2024, 07:28 AM)Tominique Wrote: I'll just go ahead and say, I don't have Sonic Origins as of now. Prices for games get bumped up significantly where I'm from so I'd have to wait for a pretty good deal or at the very least be able to spare the funds for that. So at the very least that narrows our options down to just the fan remasters.
You know the ones, Sonic 1 Forever, Sonic 2 Absolute and Sonic 3 AIR. Built-in Time-Attacks that are very well implemented. So what's the problem?
Each remaster gives you a ton of options on modifying the game. Sonic 1 Forever for example lets you turn off speed caps, add spindashing, dropdash, all good stuff for playing to your liking, and those are options in all the remasters. But the problem comes when establishing a "rule-set" basically.
I myself play Sonic 1 a lot, and I prefer to have everything set so that it plays exactly like the original, so no spindashing, there's the speed caps, basically I'm a purist, most I'll do is widescreen. But I also acknowledge the extra features make for a richer Time-Attacking experience with the expanded moveset and added characters and whatnot.
Despite my preferences, I say add all the extra features for the expanded movesets and characters. Either that or we don't care about that at all and do what we want, which is in the spirit of this thread, I suppose. I just wanna get some more thoughts on this to avoid any confusion down the line.
Tominique > 08-03-2024, 02:27 PM
(08-03-2024, 11:52 AM)hooligan Wrote: I would also like an agreed upon rule set, for Sonic 1 I wouldn't want a spin dash either personally, I like Sonic 1 the way it is without any added features or moves from previous games but as long as a person specifies whether or not they're adding movesets or mods I think it should be okay, again we're all here to have fun, just like how in Riders I prefer the Cover-P bike for power types over their original gears
Tominique > 08-08-2024, 04:52 PM
ajazz > 08-09-2024, 08:27 AM
(08-01-2024, 07:05 PM)Tominique Wrote: This is such a fun watch, by the way. I always think of near flawless runs like this as the "canon" way Sonic or whatever character has gone through the level. That enhances the TA experience a lot of me. Getting through as fast as possible is just as Sonic himself would do it!
Anyhow, best of luck in your next runs! Just can't get enough of quality Time-Attacking!
Tominique > 08-09-2024, 12:19 PM
(08-09-2024, 08:27 AM)ajazz Wrote: funny you bring up the "canon" thing because i watched a video last night that makes exactly that point about how sonic (and bayonetta and dante, etc) approach making the gameplay feel like "canon" vs how games like mario do it:
[Video: https://www.youtube.com/watch?v=xdV7OI9DmdU]
thanks for the good luck on the runs! personally, i'm a sucker for the drop dash and rarely play the older games without it now, but i'm more than willing to play them the old-fashioned way in this thread for the sake of consistency