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Offline magnum12

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Re: The Official Top Tens Topic
« Reply #480 on: October 18, 2007, 12:07:11 pm »
For the final 5, I predict that SM's treasure hunting expertise and the TBG will be #1 and #2 respectively. #1 for being such a complete masterful discovery in the most boring parts of 3D Sonic games. #2 for being the most controversial issue in TSC history. It was so controversial that the controversy (and debate) lasted for over 2 years. I remember getting so pissed off about nothing being done about it last year that I decided to mega abuse it, proving just how broken/skillless it really was for use in competition.
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Offline Taillow

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Re: The Official Top Tens Topic
« Reply #481 on: October 18, 2007, 07:48:33 pm »
I was hoping this one went in.  Well, I'm content.  Now to see what remains
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Offline yse

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Re: The Official Top Tens Topic
« Reply #482 on: October 19, 2007, 06:10:26 am »
Oh hey I owe you guys another addition to the list.

TSC's EPIC DISCOVERY #5
Loop Jumping - Lots of cool stuff - FoxLuc


Some of you (*coughstefan*) might argue that this is intuitive. I don't think so, and I hope most of you see the logic to it.

Originally discovered in the hunt to optimise S3TA, the usefulness of the loop jump has evolved and been adapted to multiple games, including Sonic 1 and 2, possibly Pocket Adventure (I don't feel like checking), and surprisingly enough, Sonic Rush. Of course, its most glorified use is in the achievement of 0:24 on GH1 (including the variation referred to as an uploop jump), but it can be argued that other uses of it are more spectacular, such as the double and triple jumps in Azure Lake and Desert Palace.

This technique is so high on the list because it can be used anywhere with a loop, and that means across many games. As such its impact on competition, even if it is just shaving that extra second to tie or take the record, is immense. #5, in fact!

10. SH goal ring skipping (Chao_Fan)
9. S1GG flag (Sprint/RPG)
8. SA1 double spindash (Marth)
7. SH infinite fly (sonicam/smizzla)
6. SAdva3 boost jumping (nitsuja)
5. Loop jumping (FoxLuc)

Come on guys guess :( It's easy from here, I promise.

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Offline Crowbar

Re: The Official Top Tens Topic
« Reply #483 on: October 19, 2007, 11:38:01 am »
When was Foxluc supposed to have discovered that? Because I was doing it back when I first got Sonic 1 more than 10 years ago. And I'm sure many others were too. :|

Offline Shadow Jacky

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Re: The Official Top Tens Topic
« Reply #484 on: October 19, 2007, 04:34:46 pm »
well...documented discovery >_>

should've been here crowbar to take the credit :p

also I have no guesses as I what I thought (or what little) isn't on the list.  I didn't even think goal ring skipping in SH would make it.
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Offline Bilan

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Re: The Official Top Tens Topic
« Reply #485 on: October 20, 2007, 12:05:38 pm »
TSC's EPIC DISCOVERY #4
Screenwrap - Sonic 3 & Knuckles - SprintGod


Who didn't see this one coming? Before I'll begin I should point out that while Sprint discovered this trick and used it throughout a few levels in S3K, it was Upth that later went on to apply it to Metropolis 2 in Sonic 2~

So, screenwrapping. The art of confusing the Hell out of the game so that you may pass through otherwise solid objects. Now before some noob that's not in the know tries this and comes whining "it doesnt work!!11 :'(", this only works on levels that vertically wrap, such as Ice Cap 1, Marble Garden 1, Metropolis 2, Sky Sanctuary, you get the idea. Now while you can do this anywhere in the level, there's generally not much point unless, say, you're playing as Sonic and you're stood next to a barrier only Knuckles can break. First, duck, until the screen scrolls all the way down and stops. Now, release down and jump -immediately-. The camera will go haywire and start scrolling up until it locks back on to your current location, which takes around 2 seconds if I'm not mistaken. This is ample time to pass through a previously solid barrier.

Naturally, this has pretty epic impacts on the levels it affects. It takes Sky Sanctuary Time down immensely and allows for the collection of 999 rings in Marble Garden 1. It also allows for the epic "skip the boss" in Ice Cap 1 when playing just Sonic 3.

THE LIST OF STEADILY INCREASING EPICNESS :O

10. SH goal ring skipping (Chao_Fan)
9. S1GG flag (Sprint/RPG)
8. SA1 double spindash (Marth)
7. SH infinite fly (sonicam/smizzla)
6. SAdva3 boost jumping (nitsuja)
5. Loop jumping (FoxLuc)
4. Screenwrap (SprintGod)
« Last Edit: October 20, 2007, 01:06:47 pm by Buizel »
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Offline Taillow

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Re: The Official Top Tens Topic
« Reply #486 on: October 20, 2007, 06:56:58 pm »
Didn't SDM show the collection of 999 rings without screenwrap?  Still, it makes it easier.
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Offline Groudon

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Re: The Official Top Tens Topic
« Reply #487 on: October 21, 2007, 03:12:31 pm »
Since the SH infinite fly discovery was corrected for who found it, I want to put in my side of it.

I don't remember when I first found out about it, but I'm pretty sure it was before sonicam got to the turtle area in Ocean Palace.  I remember reading it in a guide somewhere which I forget where it was (but damn, if I could remember, I'd surly post a link).  I had originally used this for no reason, but I finally revealed the trick for OP (which sonicam didn't) many months after finding out about the glitch.

Offline yse

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Re: The Official Top Tens Topic
« Reply #488 on: October 21, 2007, 10:21:35 pm »
TSC's EPIC DISCOVERY #3
Superglide - Lots of 2D stuff - Disputed


(Well, not so much disputed, as that I'm just not sure. I believe I found it independently, but the name and (I think) first use in a giz belongs to Aitamen. And I didn't feel right taking the credit when I wasn't entirely sure it was due.)

The superglide is, as many of you know, simply a case of jumping, then gliding just before hitting an enemy in order to bounce off it. You can then continue the glide as normal.

This opens up a number of possibilities in 2D. This technique can be used for the additional height, or in order to enable distance. It has effects from as far and wide as Sonic 2 to the Advance series, and widely varied uses: As examples:
Green Hill 2 (S1K hack): bounce off a fish to get a clear run to the end of the act, when gliding speed is so high that it would be considerably faster than spindashing
Aquatic Ruin 2: Bounce off either an enemy or an invincibility box, and again open an easy path to the end of the level
Egg Rocket: Bounce off a speed shoe to reach a higher platform, and also have a speed shoe.
Launch Base 2: Bounce off an aeroplane enemy to reach Sonic's path, then a chain reaction occurs which results in the timer stopping and not restarting when it should. Hence, much time can be cut.

RPG has #2 today, and I've got #1 tomorrow. We're approaching the end of the road, and also TSC's 4th birthday!

10. SH goal ring skipping (Chao_Fan)
9. S1GG flag (Sprint/RPG)
8. SA1 double spindash (Marth)
7. SH infinite fly (sonicam/smizzla)
6. SAdva3 boost jumping (nitsuja)
5. Loop jumping (FoxLuc)
4. Screenwrap (SprintGod)
3. Superglide (Unknown)

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Offline Taco

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Re: The Official Top Tens Topic
« Reply #489 on: October 21, 2007, 10:51:28 pm »
and the number 2 epic discovery is...

SPINDASH!

Offline Zeupar

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Re: The Official Top Tens Topic
« Reply #490 on: October 22, 2007, 05:14:35 pm »
Egg Rocket: Bounce off a speed shoe to reach a higher platform, and also have a speed shoe.

In Egg Rocket you bounce off an invincibility box.
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Offline Bilan

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Re: The Official Top Tens Topic
« Reply #491 on: October 22, 2007, 06:45:28 pm »
TSC's EPIC DISCOVERY #2
Superbounce - Sonic Adventure 2 (Battle) - cybrax


So with just one more to go, this is a totally epic discovery. Not only does this look damn cool, it also has practical applications X)

[Some of this is, in fact, incorrect, but thats what you get for trusting my memory, refer to SM's post below for accurate details]

So, what do you do? First and foremost, this only works as Sonic, although the stage is irrelevant (for those of you that like to mess about with AR). Basically, you charge a spindash towards a wall, jump into just as you hit it and use the bounce bracelet. Depending on the speed you were travelling and how quickly you hit b, you'll go flying up into the air. Naturally this can create some amusing cicumstances.

This techniques primary abuse is on the Egg Golem boss fight with Sonic, which enables you to kill him in 23 seconds as opposed to over a minute. After this, Pyramid Cave succumbs to the next amount of raep from it, where it is used in numerous places throughout the level to skip things like slow climbs (and also the first key door). City Escape also has an absoluely insane shortcut (technically longcut now) whereby you superbounce up a wall just after the checkpoint after the gold beetle, go sailing over the level boundaries and land near the stairs leading to the truck chase. I also seem to recall SM attempting to find a way to snag the final checkpoint in Crazy Gadget using this trick and some massive gravity hax which would have enabled completion of the level in under a minute (probably).

So with just TSC's Most Epic Disovery to go we're approaching the end of the road, and are even closer TSC's 4th birthday! You can tell this is copypasta can't you!?

THE LIST WHICH IS NOW A TEENSY BIT SHORT OF TOTAL EPICNESS

10. SH goal ring skipping (Chao_Fan)
9. S1GG flag (Sprint/RPG)
8. SA1 double spindash (Marth)
7. SH infinite fly (sonicam/smizzla)
6. SAdva3 boost jumping (nitsuja)
5. Loop jumping (FoxLuc)
4. Screenwrap (SprintGod)
3. Superglide (Unknown)
2. Superbounce (cybrax)
« Last Edit: October 22, 2007, 07:00:38 pm by Drifloon »
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Offline SadisticMystic

Re: The Official Top Tens Topic
« Reply #492 on: October 22, 2007, 06:56:45 pm »
First, the superbounce works by pressing A+B simultaneously, resulting in a canceled and stored bounce that gets released based on the speed at which you hit a wall, provided it's fast enough.  It can even be done over small gaps provided you keep speed.

The Crazy Gadget 1:00 trick, at least the part that's an improvement over the current path, doesn't use superbounce.  It's just pulling a switch left, cheating death, and falling through void, hoping you land at just the right spot.  No bouncing needed. (As a side note, at this point I think the goal ring is too far away to hit after breaking out and falling for 10 seconds, but the Chao definitely seems close enough to reach and break 1:00 in m3.  Actually doing so is another matter.)

Offline Stefan

Re: The Official Top Tens Topic
« Reply #493 on: October 22, 2007, 08:00:01 pm »
Crazy gadget uses superbounce at the end (depending on your technique) as well as many times earlier on.

Offline yse

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Re: The Official Top Tens Topic
« Reply #494 on: October 23, 2007, 12:00:37 am »
Here we go again. In conjunction with TSC's Fourth Birthday Celebrations is the announcement of the most epic discovery to date:

TSC's MOST EPIC DISCOVERY
Team Blast Glitch - Sonic Heroes - Disputed


Surprise!

TBG, I suppose, is probably more notorious than epic. After all it destroyed competition on Heroes for the better part of three years, making it virtually unplayable to the majority. Basically, if you switched partners and attacked in Flying formation at the same time, you would mysteriously gain about 1/3 of your Team Blast meter instantly. This means that Team Dark could simply TBG, Team Blast, TBG again, move forward for the remainder of the Team Blast, rinse and repeat. It had uses for the other teams too (mostly in boss arenas) but it was clearly most broken with Dark.

Major exponents of the TBG included Cybrax (some people attribute this find to him, but I think it was found earlier than that), Rayku, and later, smizzla and magnum12. In particular, magnum's runs brought the issue back on the table whereupon it was finally removed from TSC's charts.

THE COMPLETELY EPIC LIST

10. SH goal ring skipping (Chao_Fan)
9. S1GG flag (Sprint/RPG)
8. SA1 double spindash (Marth)
7. SH infinite fly (sonicam/smizzla)
6. SAdva3 boost jumping (nitsuja)
5. Loop jumping (FoxLuc)
4. Screenwrap (SprintGod)
3. Superglide (Unknown)
2. Superbounce (cybrax)
1. TBG (Unknown)

And that's it for another top ten!

Honourable mentions coming up in a few hours, because there's a lot of them. And also I have to leave in half an hour.

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Offline yse

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Re: The Official Top Tens Topic
« Reply #495 on: October 23, 2007, 02:01:03 am »
Honourable mention time!

This time around, it's epic discoveries that only applied to a single level. Including some of these may have made for a better main list, but a dodgy and dissociated honourable mention section. Which of the two is preferable is for you to decide.

Sonic 1 - Two recent tricks here:
Marble 2 - Jumping into the bottom of the shield on the platform and enabling a skip. This and the next one discovered by carrotero on TASvideos.
Scrap Brain 3 - Falling into the wall at the start of the act and skipping straight to the end.

Sonic 2
Hill Top 1 - While invincible (temporarily or otherwise), standing on a platform and falling through the lava. Discovered by Rolken
Death Egg - The 12-0. Not much more needs to be said.

Sonic CD
Collision Chaos 1 - Using the peelout with Speed Shoes against the left edge of the stage to initiate a level wrap. Discovered by Upthorn
Collision Chaos 3 - Peelout off a small ramp to clear the entire level, rather than playing the annoying boss. This is one of my very few finds
Metallic Madness 2 - After testing a similar strategy to what worked in CC3, Sprint found you could merely jump straight through the wall, saving approximately a minute.

Sonic 3
Marble Garden 2 - Home to a couple of strange glitches. On Sonic 3 alone, SDM discovered that you could take the spinning top up above the level, take it all the way to the end, and jump into Knuckles' boss area, which would make the screen turn black and you would reappear with tons of points (because it's actually executing the Special Stage completion code, possibly as a relic from Sonic 2). Later, smizzla went the other way and was able to simply fall into a wall, resulting in a simple level wrap to Knuckles' boss.

Sonic 3D
Rusty Ruin 3 - One of the most ingenious strats I have seen. SDM made the video of it, but I think others had the strat first. Basically, the boss is out of reach at the start, but jumping into it and taking a hit gets you just enough height to reach the hands in their high position! From here you can attack the boss easily, assuming you can stay on the hands from the rebound.

Sonic Adventure
Casinopolis - Already mentioned at #8, but it would never have been relevant if the original trick weren't found: with Sonic, you can spindash through certain walls on Dreamcast, which makes it possible to complete the level without collecting any rings at all. On Gamecube more walls are solid, which led to the discovery of the double spindash.
With Tails, there's a hole in the roof at the start of the level on Gamecube - and you can fly a straight line to the end of the level. Like Sonic, the level now falls under 15 seconds.
Ice Cap - The time stops when you exit act 2. Big mistake! You can simply fall out of the area where time is stopped without grabbing the snowboard, which means your time goes roughly to - you guessed it - 15 seconds.
In the snowboard section, there's one trick which was mentioned in the Third Anniversary Top Ten (for videos) - jumping onto a ramp before using it, which is surprisingly quicker through the air. Plus it looks awesome.
Twinkle Park - A glitch with Amy which cuts about 25 seconds. Not entirely sure on the specifics because it's a Dreamcast only trick.
E-101 mkII - A slight trick here, shooting Beta during the opening cutscene. This is basically a case of restarting until it falls your way.

Sonic Adventure 2
City Escape 3 - I remember seeing a Cybrax video of manipulating the loop and falling through the top of the building straight down to the Chao. Despite the fact that it's on video, it seems nobody knows how to recreate it.
Metal Harbor - Getting on the rocket in a couple of seconds. I mean seriously that looks totally awesome when it's done right.
Pumpkin Hill - Rayku's rising start. Took mission 3 down a bit, and the ideal 1 uses it too as does 2. The concept also helps in 5 to grab a shard, but it's not quite the same.
Aquatic Mine - Breaking out of bounds with the underwater glide wall grab, on a surface that's only grabbable on DC. This saves time in 3 and 5 (and, of course, 2).
Hidden Base - A recent trick allows you to skip doing things you would normally do, such as shooting out the dynamite blocks at the start of the level, and saves a few seconds on all missions. For once, it's a fake wall trick that's GC only.
Death Chamber - Breaking out of the level boundaries (traditionally through the same room that holds key 1 in mission 5, but there's a are three new breakout spots, two of which save considerable time on m3). This is obviously much quicker than the traditional water path.
Eternal Engine - Everyone knows this one. On Dreamcast you can skip the blowing-up-the-generator requirement at the end of the level and save about 15 seconds.
Meteor Herd 3 - Clipping the box with the Chao in it, saving much time on DC. This also applies to Mad Space 3.
Crazy Gadget - Abusing the few seconds it takes you to die once you move outside the kill plane to enter the goal ring. This has now been done in at least two different ways.
Dry Lagoon - The Mystic Melody-less methods to 3 and Treasure-Scope-less methods to 5, one of which has you mysteriously appear well above the room you would normally appear in after digging through a certain picture. The other just involves climbing into the underside of a wall on Dreamcast so that you actually go through the wall, from which it's easy to see the method for 5, but 3 requires a good imagination and precise aim. Time wise, it's not useful on either, but it still looks awesome.
Sand Ocean - The time freeze glitch. Time stops when you die, but in Sand Ocean you're not quite dead when the time stops. If in between those two moments you use a spring to get yourself out, then time is stopped for the remainder of the level. And doing this is quicker than any of the mission objectives, so the time is the same for all missions.
Lost Colony - Same as Eternal Engine, but not nearly as useful, or well-known. Still saves a few seconds, enough to make the difference at the top. Additionally, a hover jump can take you over the first barricade of cages without using the missile, saving a small amount of time.
Weapons Bed 3 - Breaking into the Chao area through the back door.
Security Hall 5 - On Dreamcast, Screw Kick actually attacks through the safes. On Gamecube, you have to undertake two additional tasks for the blue emerald: opening the lower level of safes (which can be done on a previous life) and stopping the weight (which cannot).
Route 280 2 - Discovered pre-TSC, this allows you to complete a 100 ring mission in, quite literally, no time at all. Collect 99 rings, and boost into a 100th which sends you into a pit. There's a few more intricacies to get it down to 0 seconds, which SM has detailed in his guide.
Cosmic Wall - One new find has enabled at least three new results: an infinite score sequence that's faster than any other in the game (earning 6000 points every second), an addition of 10 rings to the maximum for missions 1 and 5, and a massive shortcut taking mission 1 under four minutes.
Cannon's Core 1 - My original choice for #1 before we changed to glitches that were useful across a game. You need to manipulate your save file, play mission 2, finish as Knuckles, enter Chao World as Robotnik, then reappear in CC1 Sonic and do a permanent time stop for a total time of seven seconds. This method is condemned to freestyle, but there's plenty of other tricks in the legitimate run which deserve mention.
The permanent stop is one such thing. As Sonic, you have to spindash-jump out of the way. As Rouge, you have to quickly Drill Dive out of the way.
Knuckles' section is also cut considerably thanks to clipping your way out of Rouge's section and gliding around to the finish.
Egg Golem - Hero is covered under Superbounce, at #2. Dark has recently gone to 12 seconds courtesy of yoshifan, and nobody really knows how yet. Hopefully he'll tell us >_>
Biolizard - My brother discovered you could make your way up Biolizard's body while it was still, and I extended this to being able to attack while it was moving. This took the time down two minutes all at once.

Sonic Heroes
Casino Park CE - Da1AndOnlySonic discovered Thunder Shooting into a small slot, which paid rings for every single icon on the reel in quick time as a reliable way to 500. Slightly too slow to be the record time, but a reliable red time.
Egg Emperor - A Thunder Shoot can get stuck in EE's weak spot, ending the fight in as little as 20 seconds. Shoot both your teammates at it for double the fun!

Shadow
Lethal Highway Hero - I still don't agree that this should be legal, but the ingenuity of the strat should not be called into question. Basically the... thing... you have to destroy requires 175 hits from a certain gun. The strat involves getting 174 of them, dying (multiple times), and launching into a homing attack as soon as it comes within range on the next life. 8"44 is currently believed to be perfect here.

Sonic 1 GG
Bridge 1 - S1GG's physics dictate that while Sonic is not on the ground, rolling greatly increases his speed. Sprint used this to great advantage off the seesaws.
Sky Base 2 - Two separate finds here, one of which took the time to 12, the other to 8. First, you were able to jump straight up to the last section with the guns. Then, you worked through the level normally, until jumping onto the top of the building you enter at the end of the level, then drop down and walk in.

Sonic Pocket Adventure
Aerobase - RPG found out that you could use the small pods that the chicken enemies pop out of as steep ramps, enabling massive vertical moves through the level. He's been bugging me to put this in, but I think he's overestimated its usefulness >_>

And that's it for this iteration of the Top Tens! Join us in April for the next edition!

~yse and RPG
« Last Edit: October 23, 2007, 02:36:27 am by SadisticMystic »

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Offline Thorn

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Re: The Official Top Tens Topic
« Reply #496 on: October 23, 2007, 11:44:17 am »
Quote from: mike89
Aerobase - RPG found out that you could use the small pods that the chicken enemies pop out of as steep ramps, enabling massive vertical moves through the level. He's been bugging me to put this in, but I think he's overestimated its usefulness >_>

Allow me to cap RPG's excitement a bit further... how exactly does he think I held the record for a short while before he did without using this? >_> But yeah, this isn't really an epic discovery, just, like... a quirk. The rest of the list is for games people actually play, anyway. :P
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Re: The Official Top Tens Topic
« Reply #497 on: October 23, 2007, 12:31:33 pm »
I discovered an useful trick for SA(DX) with Sonic.
I call it Fake Homming Attack
 How to do it: Press A+B fast (press A first) in mid-air from a normal jump and you'll see how Sonic does a faster and longer 'homming attack'.
Try it against an enemy and you'll get hurt cause by pressing B you cancel homming attack, that's why I call it Fake Homming Attack.
If you know how to use this technique well, you can save a bit of time on every stage to TA it.

The easiest example:
 Go to Speed Highway, to the top of that big building.
 Everyone does spindashjump (followed by a homming attack to land near the speedshoes) here, well, I don't.
My method is:
 -Charge a spindash
 -Hold A and release B to float a bit (This is another trick F-Man told me once)
 -and then I do my fake homming attack trick.

So I don't need to jump

This saves around 1.5 - 2 seconds beacuse I could touch the rocket (which takes you to the highway with the loop) at mid 13 once!!

Here is a list with the stages in an order I personally think this saves more time:


1.-Speed Highway: Don't need to jump at the building. Total time saved: 3 seconds, yep, 1:02 is possible.
2.-Emerald Coast: OMG I touched 2nd checkpoint at 8.08 thanks to it (using my shortcut). Total time saved: 1.50 seconds
3.-Sky Deck: at the end it's easier to get to the capsule. Total time saved: 1 second
4.-Casinopolis (GC): Jumping from the boat to that corner you have to get through is easier and faster. Total time saved: 1 second
5.-Windy Valley: I can get a high 19 Act2 using it. Total time saved: 1 second
6.-Lost World: Snake room and maybe in the dark room too. Total time saved: not sure yet
7.-Icecap, Twinkle Park and Final Egg: useless?


 
« Last Edit: October 24, 2007, 05:15:06 am by S3K »
still can't believe what I did in 2007

Offline Thorn

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Re: The Official Top Tens Topic
« Reply #498 on: October 23, 2007, 12:32:58 pm »
In before lock for 500th post!

...owait this isn't GameFAQs...
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Offline Buizel

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Re: The Official Top Tens Topic
« Reply #499 on: October 23, 2007, 12:34:21 pm »
In before lock for 500th post!

...owait this isn't GameFAQs...
Glad you noticed. >_>
Hay guiz, I made a table showing how many points each game tracked by TSC is worth. You should go see it.
Also v2.0 of my TSC calculator is available to use. You should totally use it.
I update these every Monday around 2:30pm GMT.

Offline F-Man

Re: The Official Top Tens Topic
« Reply #500 on: October 23, 2007, 04:05:40 pm »
Twinkle Park - A glitch with Amy which cuts about 25 seconds. Not entirely sure on the specifics because it's a Dreamcast only trick.
Nope, all systems supported. I do it on GameCube.

1.-Final Egg (DC): Don't charge light dash and go to the capsule with fake homming attack. Total time saved (3 seconds?)
I can't reach the capsule doing this.

Offline Aitamen

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Re: The Official Top Tens Topic
« Reply #501 on: October 23, 2007, 06:00:27 pm »
Heh, I actually got into the top-10... kinda ^_^

Eh, it's mostly that I like cool-sounding names for the shit I do in-game, and some of it sticks from time to time... YAY!

That, and my AR2K strat, which isn't completely mine, the end was given thanks to M89 telling me about something bizzare that happened to him once ^_^
Year 33 — The Malkavians claim that their greatest practical joke happened during this year, when they perform a bit of graverobbing  in Jerusalem.
-- Vampire: The Masquerade

Offline Jawzunx

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Re: The Official Top Tens Topic
« Reply #502 on: October 24, 2007, 05:12:25 am »
1.-Final Egg (DC): Don't charge light dash and go to the capsule with fake homming attack. Total time saved (3 seconds?)
I can't reach the capsule doing this.

That sucks :(
I thought it would be possible.
« Last Edit: October 28, 2007, 01:30:26 pm by S3K »
still can't believe what I did in 2007

Offline Rayku

Re: The Official Top Tens Topic
« Reply #503 on: November 19, 2007, 11:08:27 pm »
About the Team Blast Glitch: I had nothing to do with it. I merely tried to exploit its usefulness in Boss Time Attack.

I did, however, discover the superbounce, although I never told anyone about it, so I guess that's why I'm not credited with anything. That's fine, I guess I deserve that much.

The main thing I have an issue with is that I did not, in any way, contribute to the discovery of the TBG. I just don't want credit where credit isn't due

Offline Antronach

Re: The Official Top Tens Topic
« Reply #504 on: November 27, 2007, 04:11:49 am »
*looks at the posts*

0_o I'm on here? Wow.  That's boredom for ya. ^_^;

Offline yse

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Re: The Official Top Tens Topic
« Reply #505 on: March 22, 2008, 09:06:32 am »
What's that? It's Top Ten time again?

Not quite yet, we're still three weeks away. But we have to start thinking about a category, and we don't have one yet!

Suggestions will be entertained.

<3 Thorn.

Offline EngiNerd

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Re: The Official Top Tens Topic [In need of a category for V4.5]
« Reply #506 on: March 23, 2008, 01:11:41 pm »
Top-ten surprises.  Revelations that came so far out of left field that nobody saw what hit them.  The current main page topic comes immediately to mind <_< but it could be like, surprise risings in the ranks, surprise changes in gameplay, surprise discovery of cheaters, whatever.  But surprises.
Im in ur TSCz, climin ur chartz!
My presssioussss....

Offline Shadow Jacky

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Re: The Official Top Tens Topic [In need of a category for V4.5]
« Reply #507 on: March 24, 2008, 02:22:17 am »
top ten BSer's
my name has nothing to do with Shadow The Hedgehog

Completed Runs:
Sonic Heroes: Team Sonic: SS
Rocket Knight Adventures: Easy (US): SS

In the Future:
Aero The Acrobat (Genesis) | More...

Offline Crowbar

Re: The Official Top Tens Topic [In need of a category for V4.5]
« Reply #508 on: March 24, 2008, 07:18:39 am »
Holy shit, SJ, I was literally thinking exactly that as I clicked on the thread just now.

Offline EngiNerd

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Re: The Official Top Tens Topic [In need of a category for V4.5]
« Reply #509 on: March 24, 2008, 08:20:09 am »
*Minus likes SJ's idea better.  Minus thinks it may make more sense to me when I hear exactly how the 4 n00bs of the apocalypse came into being.
Im in ur TSCz, climin ur chartz!
My presssioussss....

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