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Messages - SadisticMystic

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31
...who would ever need 10 points?

Didn't wait on time bonus at the end because who wants to watch 5 and a half minutes of dead space?

32
18.07 would already qualify depending on one questionable interpretation: there's an A-B-B speed burst at the start that involves jumping off the starting floor and then landing back on that same floor. Once I break the plane of the forward edge of that floor, there is indeed no standing, but it is its own brief airborne section.

33
Two 10s and a 20 leave only room for three 5s. Of course, disregarding checks, DC has 529 rather than 524 (the first 10 on the spiral rail turns to 5 on GC), so three will suffice.

As with all Sonic games, the drown timer is 30 seconds.

34
...too bad I haven't recorded either CE or FR for rings yet. At least I still have this relic of the FR completion.

And fortunately I have a 32-emblem file that I used purely for ripping the "story preview" cutscenes, so that put me right at CC with a no-Air-Necklace file. There were a couple of upgrades I needed, so I got those, then I knocked out pink and blue in succession, in one video file (70MB, 19 minutes long). To go with blue, I decided not just to get all rings with Knuckles, but with the other characters too. It turns out that the lightning shield (and Sonic's ring chain) requires Rouge's Mystic Melody, but not Eggman's...of course, if you don't have Eggman's, you're trapped in the tunnel! The only ways to get out are to restart the whole stage (which makes it for naught) or to die, and there's only one way to die in the tunnel. So of course that's shown.

As far as Knuckles, the one that actually counts, I ended up limiting myself to 2 air bubbles. 1 and probably even 0 are possible, but they would require a lot more splitting up of excursions into the Kool-Aid. As far as the end, you're probably well aware that death leaves 2.9 seconds for things to happen, and the screen starts fading here after 2.6. Of course on DC I have 11 fewer rings to find, including the Big ring, but if they were there they'd both be quite easy to get from this position.

Rouge ended up taking 2 tries (not including the intentional tank after the shrine), Knuckles took 2, and Sonic took 3.  Biolizard took...a lot more than 3.

35
How much further can you get, if you not only have to turn back around, but fall all the way to the bottom in 7 seconds?

36
you wouldn't want to see the video for this (if I even bothered to record one...which I didn't)

at least not from me

37
Another thing...you can't go backwards at the start, without getting blocked by an invisible wall. It's high enough that it can't be flown over, and it's solid all the way down to the kill plane.

38
Light Blue challenge - as only I would want to bring it to you!

I've been around the stage enough to have a pretty good idea of the beetle robots' detection range, but by all indications the approach at 39 should have set it off and I don't know how I managed to get past it. What I do know is that approaches like that tend to just have it shoot you immediately, without so much as a warning timer. Maybe I hit the border between immediate shot and warning shot. Maybe the fact that it was just starting to climb did something to its line of sight. Who knows. Whatever the case, it's a hell of a watch.

And even with that I can't convey the full sense of how it was made. My neighborhood had a long power failure today, and when it finally came back I think the infusion of power did something bad to the CRT on my TV. In any case, the screen I had to watch was dimmer than I'm used to, and on top of that, the picture was constantly bobbing up and down. You ought to try playing like that some time...except it's not worth deliberately breaking your TV to do so.

Oh yeah, gold challenge. I really don't want to play Metal Harbor again, especially not with a wobbly screen, but fortunately this challenge needs only evidence that's left on the level select screen. So here, have this.

39
After a painstaking frame-by-frame analysis of what was locked onto and what was destroyed when, you can now see the progression of a 76 in Weapons Bed.

I played on an unsaved new story so that I didn't have the Laser Blaster and therefore wouldn't get residual shots, to help ensure that I got a chance to lock on to everything (or close enough). There are seven inactive enemies behind the dynamite doors, and dynamite is residual whether you have Laser Blaster or not, so I only managed to lock onto three of those. The third one certainly wasn't destroyed by the actual lock-on shot, as that shot was fired just 2 frames earlier; I don't have sufficient information to tell if the other two were destroyed by lock-ons or by the dynamite explosion. But then again, it shouldn't really matter: the Hornet-6 is destroyed before 6 of the shots aimed at it have a chance to connect too, and obviously those are all supposed to count.

40
Is it supposed to count only numbered lock-ons, or any destructible items? Does it include ring boxes?

What about enemy bullets?

Would I be allowed to use mission 4 and stand still for a minute and 45 at the start (so as to use the big clock for something), or does it have to be the first 60 seconds of a given life?

41
4 rails? pfft
Heck, 3 rails? pfft
(complete with 11+ Chaos destruction there for added lulz)
(and it would have been ringless too if not for one spring--I recorded another run that was ringless, but from what I've gathered I ended up touching the last rail for all of one frame before the spring, so I didn't count it as upload-worthy)

Also 14 in EE and it could have been 15 if not for the fact that I really didn't care how stylish or coherent the second half ended up...just be thankful I didn't choose to go the outside route on the last tower and make it hard to tell what I was shooting (as there are only 10 before the tower).

42
General Sonic / Re: Am I going to kill my Gamecube?
« on: July 26, 2009, 08:38:08 pm »
I once left an N64 on for 10 days and then the power supply died out. Do you really think Nintendo was able to improve that immensely on their PSU design in just 5 short years?

43
I looked back at my A-less run to see if it would have met the requirements if it had been a new game (which it obviously wasn't), but it turns out residual damage lock-ons were definitely helpful in a few places, so I decided not to stretch it.

Instead I made this. Still no A button, in the spirit of the last one, still A rank, and this time I included the cutscenes in all their ridiculous glory. Note that you can also hear how prevalent the disc scratches are getting.

45
...wow, I haven't tried for score at all

46
Leaderboard Disputes / ATTN: bluebomber
« on: July 14, 2009, 01:36:00 pm »
Could you snap a few screens of your mission standings in Final Rush?

Here's what you have now, and what I'd expect to see:

1-Time: 3:07:17
1-Score: 27500
1-Rings: 509
2-Time: 1:25:03
3-Time: 2:51:82
4-Rings: 504
5-Time: 3:09:07
5-Score: 29330
5-Rings: 460

If either the 1-Time or 1-Score results happen to be on the 4 standings instead of 1, that's still good.

The time awaits.

47
Leaderboard Disputes / Re: ATTN: zeronebula1oo
« on: July 07, 2009, 01:10:34 am »
IT IS DONE.

48
Going around the other side of the tower is still no good from this launching point. Doing it this way has the camera facing the wrong way after a while, so it can be harder to see where you're going, but it also means I get to see the tower behind me as I go by, and see clearly that I'm nowhere close to the bottom at time of death. It's definitely a vertical kill plane at the edge of that magenta zone on the map, and clearly getting there any higher isn't tenable at all, so no worries about me submitting a 1:00 out of nowhere.

On the other hand, I was able to start the bounce at a mid-10, and touch down prior to 1:08. Additionally, with the help of a homing attack I was able to maneuver my landing point to be right smack on the vertical rail at the right end of that platform.

However this works out, it's going to be ridiculously close in time. Imagine if it turns out to be a choice between "56.5 seconds the ridiculously hard way" or "57 seconds the really easy way".

49
I think it's worth looking into Final Rush again, now that it's known possible to get gravity control from any vertical rail frame in the level.

The new location (from the no-A run) starts the huge bounce earlier, and takes it further in. I would imagine it's possible to start the bounce by 12 seconds, which would be on pace for a 1:09 at the blue walkway under the 5-5-10-5-5 boxes. How does this compare to what you're getting normally? Throw in the fact that there was necessarily no A pressing involved in that bounce--where might the optimal location for a homing attack be to potentially make it a timesaver at last?

Even if it only ends up being about 1 second, I'd be very surprised if gravity control bounces fail to cut off any time anywhere in FR.

50
Competition Central / Re: The Massive SA2(B) Challenge Topic
« on: June 25, 2009, 12:03:04 am »
yeah, so how about Final Rush

without the A button

without dying either

good times

51
Leaderboard Disputes / Re: ATTN: SonicKudos
« on: June 13, 2009, 11:30:07 am »
But he does know that there's almost no difference between normal and hard in Eternal Engine, and certainly not enough that if you know how to play the level, you'll come up 16 seconds shorter on one or the other.

Getting a 2:01 hard mode at all doesn't make any more sense, for that matter.

52
Leaderboard Disputes / Re: ATTN: SonicKudos
« on: June 13, 2009, 11:11:41 am »
That's the second locked door, which is followed by a room that can be numbered either 4 or 6. Not 3.

It makes no sense to describe the path the way you did, unless...I don't know, maybe you're trying to describe a path that you've never actually tried, only seen somewhere else.

53
Leaderboard Disputes / Re: ATTN: SonicKudos
« on: June 13, 2009, 11:05:22 am »
I have a pretty good idea of what's going on here, but...how are you numbering the rooms? Because the way I see them, there's no spring until after the 3rd room, and the 3rd room itself is pretty darn blank.

54
Leaderboard Disputes / ATTN: SonicKudos
« on: June 12, 2009, 06:33:06 pm »
http://www.soniccenter.org/members/sonickudos/sonic_adventure_2_b/times/eternal_engine/mission_1

What strategy is it that's getting you 2:01, but not under 2:00 until you manage to get hold of a video?

(There may be some follow-ups later, but just this one is good for now.)

55
Leaderboard Disputes / Re: ATTN: dad3i (again)
« on: May 30, 2009, 06:42:05 pm »
It means that "I forgot what my old stats were so I just guessed some numbers" can't be used as a reason to fall back on, for one.

56
Gaming and Grazing / Re: ITT SBW makes a forum mafia.
« on: May 10, 2009, 03:45:47 am »
genus' accusatory screenshot has me listed as posting here.

I NOMINATE MYSELF FOR STEALTH SCUM

57
So I've been experimenting with first-rail dismounts in Final Chase, in such a way that I get gravity control. Because for some reason this method lets you do it without being in bounce, it's possible to turn and adjust your downward slope, but if you get too close to horizontal, you get kicked out of gravity control automatically.

As you may know, the "default" kill plane in Final Chase ends a manageable distance to the right of the starting position. On exactly one occasion, I was able to drift far enough to the right to get past the kill plane and get stuck in an endless fall. That line of attack doesn't even offer any promising landing spots except straight to the goal ring, if that's possible...is it?

From the start, Tails needs to free-fall for 23 seconds before dying. Shadow, on the other hand, needs only 10 (this increases to 13-15 if you're falling diagonally, and hence slower on the down vector). Tails does start further up the rail than Shadow does, but it's not a very significant difference--worth no more than a second. Does Shadow actually fall faster than Tails? If not, did they move around the kill planes? (Where the kill plane runs out for Tails, there's a turnaround barrier if you try playing as Rouge, so having some aspects of the stage change depending on character isn't inconceivable.)

Whatever the answer to falling speed, is Shadow capable of faster orthogonal movement in freefall than Tails is? After clearing the kill plane, you have to double back in order to line up with the goal, and Tails can't even cover the needed distance before falling too low to reach the goal, unless he starts hovering again. It's doubtful that Shadow could make it without even the possibility of hovering, but you never know...

Alternatively, might there be a way of swinging the angle of gravity control around so you can slowly cover a 180 (or, I guess, a 130 since that's about what you need) and try to reach the goal ring in diagonal fall?

I guess the point is this is some of the fun stuff we can try out once DC or GC TASing becomes usable enough.

58
Leaderboard Disputes / Re: ATTN: dad3i - Phony SA2 Race Times
« on: April 27, 2009, 07:52:11 pm »
3-lap times are saved; 1-laps aren't. While it's possible to extrapolate a worst-case scenario of 1:00.32 from the 3-lap time as given, perhaps he just played through the race again and took the fastest lap from those to get a known single lap.

59
News and Updates / Introducing...TSC Gold!
« on: April 01, 2009, 01:33:48 am »
TSC Gold - Because Gold Is Better Than Silver

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Well now your prayers are answered, thanks to TSC Gold! Upon signing up for TSC Gold, you will be given a limited edition TSC-Sanctioned Boostinator! This cheat device, the first one ever approved for use at TSC, works on every console represented in our game list! Just hook it up to the game and you can be up to 10% better in everything: Sonic moving 10% faster! The clock moving 10% slower! Rings adding 10% more value to your ring count! That's 10% better that you'll be able to do on charts, that your rivals won't be able to match! What more could you ask for? And let's not forget the Sonic Twosday special promotions where we select a few charts for the Boostinator's boost to double to 20%! With a boost like that, you can do Eggmanland faster than...well, than a non-TSC Gold-anointed member could complete Eggmanland.

And that's not all! We are pleased to announce that TSC Gold forms the start of an ongoing partnership between TSC and Sega, and they'll be releasing new games just for us! We even have a sneak preview video of one of these games...just click here and be amazed! Only TSC Gold members will even be able to submit for these games, and in true Boostinator fashion, they'll be worth 10% more sitewide points than normal! You want sitewide points, don't you?

So how do you get in on this unfettering of your competitive chains? Get your PayPal accounts ready, because TSC Gold, complete with Boostinator, can be yours in just four easy payments: US$29.95 to questiondesk@gmail.com, US$4.95 to gerbilsoft@verizon.net, US$150,000 to legalfees@riaa.com, and ZW$0.01 to april@igotfooled.de. But wait, if you sign up in the next 22 hours--because we can't do this all day, you know--we'll chop off that third payment! (Actually we can't legally do that, but if you don't tell anyone, we won't send them after you.)

What are you waiting for? Get TSC Gold today!

60
Leaderboard Disputes / ATTN: frankoredstrato
« on: March 28, 2009, 02:12:57 am »
The authorities (read: me) have noticed suspicious activity (read: probable fake submissions) coming from a source with close ties to you (read: your TSC account). Here's a chance for you to answer the charges and clear your name, if it is indeed worthy of being cleared.

Right now I'm looking for verification of the following stats in SA2. Snapping a picture on the level select will be good enough, as long as the times are legible.

-Wild Canyon / m5 / 0:18.50
-Death Chamber / m2 / 1:02.73
-Meteor Herd / m2 / 0:36.49
-Meteor Herd / m5 / 0:38.89 (Do you have this recorded already? The fact that you pinpoint the rocket as 21.57 seems to suggest such...)
-Sand Ocean / m1 / 0:50.01 (Yes this is orange. It's also right in the middle of a void between strategies, and a plausible case of pulling numbers out of nowhere.)
-Egg Quarters / m5 / 0:34.22
-Sky Rail / m1 / 0:48.23 (You claim this was on DC?)
-Sky Rail / m2 / 0:26.61 (Was this from DC too?)
-Final Chase / m2 / 0:34.57

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