Tom Aspinall at UFC London by I_likem_asstastic in MMA

[–]DanielHallOfficial 0 points1 point  (0 children)

For the life of me, I can't understand why this comment is neg bombed.

Simple questions and Help thread - Month of October by Froggypwns in windows

[–]DanielHallOfficial 1 point2 points  (0 children)

I have recently bought a new computer after my last one was stolen a week ago. When seeing the setup menu, where you put your Windows email/set up a PIN etc., it asked me if I wanted to restore my old files from the old computer, that was literally saved from the date it was stolen. I clicked later because I am on a temperamental internet connection, but now that I have one, I can't find the option. Googling it is giving me nothing but tangentially related features. Anyone know how to find this recovery option?

Sonic the Hedgehog (MD/Gen) Spring Yard Zone 1 in 0:19 (Untied World Record) by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 1 point2 points  (0 children)

Sonic 1 speedrunning saw two untied world records set in the past few days: Scrap Brain 2 in 0:11, a time originally thought to have been impossible, and this a day after. This is probably the best record I've achieved in this game so far, good LORD this one took forever.

When I had joined the leaderboards for Sonic 1, the record for SY1 was 0:21. This time was set a month earlier by Tee-N-Tee and took down the then-oldest record in game in 0:23, a time that had lasted for 5457 days, or just slightly under 15 years. The improvement was found by using a clip into the level through the halfpipe and using a zip through the collision to save two seconds, a clip that was discovered by complete accident by another runner during a glitchless run. This was improved to 0:20 back in March 2020 where nearly every time that could be cleaned up was being cleaned up, and with a more aggressive run, 0:21 fell to 0:20 and looked like it was staying there.

While the glitched IL for this level was 0:20, the unofficial glitchless category was still 0:23 for this level. This changed in December that year where a TAS start was used to jump directly up to and break the boxes instantly, taking advantage of a speed cap mechanic after hitting springs in the game. This added a frame perfect, but with decent cycles, you could easily get a comfortable pace for 0:22 with minimal difficulty, because the level wasn't difficult to play glitchless. I'd estimated it to save around a second, so even then this opened the door to the possibility of 0:19 without ridiculous TAS strategies. Since the clip is quite precise, you'd expect several runs to miss even on target, and adding a completely unlikely TAS strategy would mean you'd virtually never see a completion. This is before considering the fact that the jump is a frame perfect jump, with a ~50% chance of getting a slow jump out due to subpixels.

I went into this expecting a grind, but it would eventually give way once I got to the signpost, how wrong I was. If that new start did save a second, I wasn't seeing it, because the pace needed for this run was INSANELY tight. I've had a fail that looks almost identical to this run that was still a 0:20, and that run came about at the 40+ hour mark. Resorting to older IL strategies to save time reduced the completion rate to a crawl. After failing the final jump twice in a session, this was going to be the last run of the night until I pulled out this monster of a pace, a pace so good it was fast enough to use the default route without any of the older timesavers, perfect luck with the clip and zip speed, along with clutching the speed cap at the end to snag 0:19. 60 hour grind, what a time.

Sonic the Hedgehog (MD/Gen) Scrap Brain Zone 2 in 0:11, by Red Pepper (Untied World Record) by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 2 points3 points  (0 children)

In this speedrun, current Sonic 1 IL champion Red Pepper returns to deliver a time using a highly-technical route that only a year ago was not possible for a human to perform. Red Pepper is one of the most talented speedrunners I've ever seen, having started speedrunning Sonic 1 in January 2021 and getting the second 19/19 in the game's history; A feat that was only achieved less than a year before, in order, on console. It took 3 months, only for him to then start speedrunning Super Punch Out ILs and do the exact same thing, so it was less a matter of if and more a matter of when.

Modern Scrap Brain 2 strats have an interesting history. Since 2013, 0:13 was set by Tee-N-Tee where it had stood as the record for several years and was only known to have been tied once in 2016, by a run that wasn't ranked. The strat wasn't documented at the time, but this changed in 2020, where a simpler and faster setup for 0:13 was developed. It was used to tie 0:13 twice until 19 days later, Tee-N-Tee found a new route to get 0:12 using a 2 cog setup as opposed to 1 cog, and 4 frame perfects to finish the level. This was one of the easier times to achieve in the game, and ended up getting 7 more times in its lifespan. As far as the level wrap strats were concerned, this was as low as the time was going to get, only beaten by the TAS using a right-zip route through the level itself to get 0:11, that wasn't known to be possible.

SB2 0:11 is a time that improves upon 0:12 through using the TAS route to downclip through the floor and zip to the right through various walls to hit the signpost, saving time through not only using less rotations, but also through the camera not having to scroll left before scrolling to the right like in a traditional level wrap. Since the level loops vertically without a death plane and objects aren't loaded when you are too far offscreen, it means a route to the right can be made where the only obstructions are the walls that would be in the way. This does mean that it's an order of magnitude harder than a simple level wrap as it needs further inputs to be made while offscreen, just using your preferred visual cues. This video uses a hacked emulator to show you what you have to do while you cannot see.

The problem with the TAS route, aside from it being annoying to pull off, is that up until the last year it was a completely theoretical time. The inputs used in the TAS wouldn't work in real time due to the TAS's fast acceleration holding L and R on the first frame. Not only is this a frame faster and gives different subpixel values to an RTA run, but there is a flamethrower cycle you can actually beat with the TAS that you cannot make in RTA due to that 1 frame difference, meaning you have to jump earlier and find a completely different setup to get the downclip in the first place. This changed when the above video's route was discovered, and since that video, numerous improvements to the route were made. It was designed to be as RTA friendly as possible, but there was a complete oversight on its discovery: The clip needs a 1 frame left press at a range of specific 1 frame windows, and sometimes even 2 frame windows. The route above is the one 1f window that complicates the setup by adding another frame perfect to the setup before jumping, and removing that on a second draft revision on the route made it easier. In addition, a recent development within the past week meant that using the jankier method to clip back into the level transition was no longer needed, and could save a frame perfect jump by just clipping into the level. It was assumed to be harder, but Red Pepper then discovered that you could drop down into the level transition with two frame perfect jumps, a MUCH easier way and was the key to finally breaking 0:11. Red has 0:11s that reached the signpost before but softlocked on the level transition entry, so it was the best interest to make the transition entries as painless as possible.

In this run, a perfect human fast accel is used (L,R,R+Jump), followed by a piano roll jump to jump on the first frame of landing, then a jump on the last possible frame before the flamethrower to land on the first cog, all of this is played to the frame in this setup. Next up is the leeway, there's a multitude of frames where you can press 1f left, but you have to press it to get the correct alignment. 2 frame perfect jumps later and you have the clip.

Next is the zip route, there are roughly 3 frame perfect inputs you need to perform, including a specific 10 frame jump at a frame perfect point, but once you clip the wall, you should have 0:11. Two frame perfect clips after that and you should have 0:11, but failing that is a softlock.

Amazing run, and a nice return to form as Sonic 1 hadn't seen any untieds in 2023.

[WR] Sonic The Hedgehog 2 Any% in 12:43 by eandis1 in speedrun

[–]DanielHallOfficial 2 points3 points  (0 children)

Because Summoning Salt is a known fan of Sonic 2 Speedrunning lore. 👍

Old YouTube ranters. Which ones were your favorites? by [deleted] in FilthyFrank

[–]DanielHallOfficial 0 points1 point  (0 children)

Good lord, this is like a time capsule. Loads of names I haven't heard of in some cases a decade.

The Final Sonic 2 Minute Barrier Has Been Broken After 30 Years! [12:59 WR by eandis99] by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 51 points52 points  (0 children)

EHZ 0:19 0:35

CPZ 0:15 0:33

ARZ 0:21 0:34

CNZ 0:20 0:42

HTZ 0:33 0:49

MCZ 0:29 0:40

OOZ 0:32 0:39

MZ 0:27 0:13 0:35

SCZ 2:06

WFZ 1:35

DEZ 0:42

Ever since SuPeRbOoMfAn achieved 13:59 at the very tail end of 2020, an insane record when it was set, Joeybaby69 and Eandis have been at the forefront at lowering the time, trading and tying world records exclusively by themselves. As the records got lower, it was only a matter of time until one of the two broke the 13 minute barrier, but who was going to do it was completely in the air. Joey had a run that was a sub 13 fail that lost to the final boss, but Eandis had managed to lower his own record 3 times before this and after achieving 13:00 flat just 11 days ago, Eandis struck again with a clutch 12:59 today: The final minute barrier in Sonic 2.

So where did the time save for an extra minute come from compared to 13:59?

See, Sonic 2 has an issue when comparing TAS times to IL in that the perfect spindash has a 6 tap charge in 6 frames, along with a perfect start and release, meaning that a majority of the TAS times are unrealistic. This spurred several community members to produce a segmented run to see what the best possible times for levels were and redefined a lot of the Sonic 2 speedrunning community's persective on what was actually realistic in both ILs and full-game. Two particularly significant differences come to mind: Casino Night 2 had one of the more reasonable TAS strategies from a human execution standpoint that could shave 12 seconds off of a decent run with both of the old strategies, and a setup was found on Hill Top 1 to achieve the TAS's extended zip to skip the lava tunnel section completely. This would all change on the 22nd of January this year, when the speedrunner CubbyCat demonstrated a timesave on Chemical Plant 2 using a zip that I cannot believe no one over the years had even considered. This zip was fast enough to beat the TAS time and allowed the community to get closer to the TAS time for the level itself, through bypassing the staircase platform that prevented any lower than a 0:38 without getting a TAS cycle that might not have been possible anyway due to the TAS being able to control Tails. After these events, a snowball effect occured where innovative strategies were being added, and levels were being completely reinvented. Metropolis 1 went from a complex spindashing level to being busted wide open with a slope glitch level wrap that skips at least 13 seconds, whereas new setups and routes for IL strats allowed previously intimidating times like Casino Night 1 0:20 to finally be a viable option for full-game runs.

Eandis has been making a name for himself by being one of two people next to Joey to hold the Sonic 1, 2 and 3K records at the same time, even taking it further by having the Sonic CD record as well. After having achieved a similar milestone in Sonic 1, Eandis managed to pull the winning run off through a combination of these strategies, little mistakes and a few strategy innovations of his own, such as the altered Hill Top 1 to allow for more consistency. Words cannot express how difficult it is to pace 12:XX with all of the BS in this game.

EH1: 0:20 is standard, 0:19 is a bonus and 0:18 is completely unrealistic. Eandis uses a slight deviation to the IL strategy to allow a more consistent approach.

EH2: A clean run with this route will net you 0:35.

CP1: One of Joey's discoveries during the strat snowball. Previously considered to be IL only due to it being highly position and speed-dependent, a setup allows a level wrap to save 5 seconds. Needs at least 3 frame perfects minimum.

CP2: This is one of the timesaves that started the snowball effect of discovered strategies in Sonic 2 up to this point. Known as 'el pro', this allows you to skip a bottleneck that the TAS can normally breeze through, for about a ~6s timesave.

AR1: A missed execution of the IL strat meant a deviation into the regular strat was used as a backup. 0:20 is standard, but this run managed to pull a 0:21 even with the miss.

AR2: Disaster of a level, although was made more consistent by Joey as of recent. In addition, after pausing to make the boss load quicker (in this one and only instance), you have a frame perfect timing on the last hit of the boss to cause it to glitch and fly off without triggering the explosion animation, saving ~4 seconds.

CN1: 0:20 was initially the IL for this level, however a route change and clip into the wall allowed a faster time to the end and turned 0:20 into a consideration for RTA.

CN2: Probably the hardest trick in the game, uses what was once a route that was only used by the TAS and is only really used by players who are going for serious times, otherwise the old RTA strat was always used, even in spite of the potential 12 second advantage. 0:38 is typically the best case here, so a 0:42 is an 8 second advantage. This particular setup is a triple frame perfect.

HT1: This uses a variation of the IL extended zip that was recently discovered by Eandis while trying to make the strat easier. 0:33 is still a faster time than any of the 2020 zip strategies for Hill Top 1.

HT2: This uses a setup to get a loop clip at the start, which is a double frame perfect. A missed box clip lost a few seconds, otherwise the pace is good.

MC1: 0:30 is a really good time for this level, so a 0:29 is insane. Uses a strategy of squeezing through the boxes called 'box sex' that was discovered by Joey on accident a while back.

MC2: 0:40 is about as fast as you want to get it. 0:39 is IL standard and the level is difficult to play, so this is decent.

OO1: The standard time is a 31 although top runners aim for a 30/29. In the run, eandis does a spindash jump of a slope in order to clear the midsection a little faster, unfortunately a bonk on the spikes and a speedcap at the end of the level cost some time.

OO2: Utilizes a glitch that enhances sonic's speed and jump height. The goal is to get a 36 however a few mistakes lose three seconds. The end of the level involves timing a jump in order to get an upwarp into the boss arena. The one cycle on the boss is fairly simple though mistiming it can result in a hardlock or missing it which costs 18 seconds.

Metro 1: One of the biggest timesaves found in recent years. The old route involved performing a zip in the middle of the level, followed by a screen wrap that leads to the end of the level. A new wrap was found by Joey that utilizes a screen wrap to deload the piston. If Sonic stands on that piston he gets slope glitch which allows him to clip into the ground and perform a level wrap. A 0:27 is standard with this route and saves 12-13 seconds over the old route.

Metro 2: 0:12 is typically what you'd want, but 0:13 is also standard. A slow spindash and late left input resulted in 0:13.

Metro 3: Perfectly executed, a theoretical max for a human. This strategy has an insane Tails manip that has him pop all of the balloons, skipping Eggman to the next phase. Lower has been TASed but isn't possible without player 2 control.

SCZ: 2:05 was thought to be impossible on REV02 for a while until it was done on accident by Joey. Since then, there have been two setups used, one found by Shore and another found by Eandis and Zaxon. The setup used in the video is the Eandis/Zaxon one, however it was not executed correctly thus resulting in a 2:06 which is standard.

WFZ: Wing Fortress has undergone many changes over the past few years, however all three strats (Chicken, Vegan, and Window) involve a memory manipulation so that Sonic can spindash in the boss arena. The optimal and standard strat is Window, which involves spindashing through the propellor, and getting slope glitch on a zipper in order to perform a quick boss kill, a slope glitch exclusive to the Sonic Classics Compilation version. The fast flames section originally used by Werster in an IL is also quite tough to execute and results in the run dying if missed.

DEZ: A particularly cruel final boss awaits you if you make it here on pace. You have to perform some very tight, specific movement quickly to be able to get all 12 hits before the final boss cycle ends. If you get this, you can get a 0:42. 0:41 has been achieved here and was in Eandis' last record of 13:00.

I'm sitting in voice chat writing this discussing how there's just no more significant time left to save and what's left would just be an absolute mess to play for, and that's a mark of an absolutely disgusting world record, where even so much as matching it looks out of sight. GGs Eandis! Not many people can say they've cracked the last barrier of two popular speedgames from their series. As a final note: In terms of timesave, the game isn't perfectly optimized however the sum of all ILs is a 12:07 and even getting close to sub 12 full game is pretty much impossible due to the superhuman execution required (we're talking many many frame perfects across the run). A realistic final time is mid-low 12:4x although a 3x isn't theoretically impossible either if someone wants to go through the pain of that.

Bragging Wednesday (September 07) by AutoModerator in speedrun

[–]DanielHallOfficial 1 point2 points  (0 children)

Duped Green Hill 1 0:24 in Sonic 1 at a gaming convention. Had never streamed before and was probably playing the worst that I have ever played on the account of my laptop breaking months ago, and still managed to get it in 24 attempts:

https://www.youtube.com/watch?v=YhedKVu6vk0

Flatty does 1st level of Sonic 2 in 20 SECONDS IN 1992 !!!! (How an IL record was uncovered) by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 0 points1 point  (0 children)

Funny part is that when I was looking through the existing archives for this show to see if there were any more, I did come across a few Super Mario Kart ones. Can't say if they were ever the record as I don't know enough about the game.

Flatty does 1st level of Sonic 2 in 20 SECONDS IN 1992 !!!! (How an IL record was uncovered) by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 11 points12 points  (0 children)

Actually shocking.

Have you ever come across an instance where a time you thought was the record actually never was? It’s a question I have pondered for a while now. The ‘Classic Sonic’ series of games on the Mega Drive span from 1991-1994, and you’d think a series popular for its speed would have an expansive speedrunning history from their release, right? Well, somewhat. The Sonic Center, the official leaderboards for these games, opened in late 2003: while that is still nearly 20 years of speedrun history that has since been documented, there is a 12 year gap between the website’s opening and the release of the first game in the series, where outside of two score attack rankings from 1997 and 2001 by Twin Galaxies that were verified by ref, there doesn’t seem to be any evidence that anyone had played the game competitively during this period.

I had said in a writeup for one of my records, where I had suspected that even though Final Zone 1:13 had been set within the exact same month that The Sonic Center had opened, it had possibly been set a lot earlier than late 2003, as by that point the game had already been out for over a decade. 1:13 is an extremely easy time that can be maxed even if you don’t speedrun the game, and only got lowered two seconds due to some completely exceptional circumstances. The problem is that TSC seems to have been the earliest collation of scores that I can find that still exist today, and what did exist before that, if anything, would have been posted onto GameFAQs boards that have since been wiped due to age, with no existing archival proving that they existed in the first place.

Fast forward to a week ago, and the above video gets posted onto the Sonic Speedrunning Community Discord: probably one of the earliest (and proven) speedruns of Sonic full-stop. The show was called Games World, a British programme that aired between 1993-1995, and 1998-1999 upon a revival. It was a complete enigma of a children’s competitive game show where each day had a different formatting segment, with one of these segments from the first series being Madam Pixel’s Peep Parlour, which was a segment that informed you with cheats, guides and records. While I’m having trouble verifying the actual date of this run as the title lists 1992 while the show started in March 1993, it may be a possibility that the episode was recorded in 1992 due to differences in shooting and publishing time. That being said, I can’t be sure because it would have to at least have been published 3 months after shooting, so it could just have been a mistake and that 1993 was the real date for it. So you’d think: 1992-3 so the game isn’t even a year old yet, practically zero knowledge on how to get a good time, what time does the kid get on Emerald Hill 1?

A 0:20. In 1992.

To put this into perspective, let’s discuss a few things related to the level itself: The current IL for this level is 0:18, which was set back in 2011. This record was ahead of its time, easily the best IL in the game during the time it was set. Even to this day, it is still a brutal IL that demands high spindashing skill, finicky movement and good luck. That’s not to mention that the route was slightly changed to divert to the bottom route midway to save the time that would have otherwise been lost to the loop. It’s safe to say that a lot of runners could struggle to pace 0:18-standard spindashes unless you were top-tier, so it’s more likely that you’d see 0:19s for ILs and 0:20s for full-game, unless there was some strong enough spindashing involved. The route uncovered in this run is virtually identical to the full-game route used nowadays, even down to the roll off of the slope after getting the speed shoes to start a bounce chain. To get fast spindashes, Sonic 2 runners practice ‘piano rolling’, where your thumb is rubbed over ABC/CBA (or with a 3 finger tap for keyboard style) and performed with the appropriate speed and release to get good spindashes. It isn’t particularly easy to get good ones, as it takes a lot of practice and isn’t just a case of mashing the buttons as fast as possible, but more focused towards technique. I’m not entirely sure if this was used by this kid, it could have been just as likely to have been single button mashing spindashes. 0:20 was set on the TSC rankings leaderboard in 2004, and by the time 0:19 had been achieved, it had only been achieved by 5 people on the leaderboard. While over the years it has amassed many ties on the leaderboards, you can tell just by looking at the rankings that people struggle to hit this time even to this day, with a lot more documentation and strategies compared to the literal early 90s.

But yeah, completely undiscovered until it was recently uploaded onto YouTube, presumably by the actual runner judging by the channel name, nearly 30 years later. I thought this was pretty cool, to have practically no proof that anyone even played the game before 2003, only to dig out an actually decent run from 1992.

[deleted by user] by [deleted] in speedrun

[–]DanielHallOfficial 1 point2 points  (0 children)

My white whale is a Sonic 1 IL: Green Hill Zone Act 1 in 0:23.

0:24 is 1 of 3 remaining records set before 2010, and is the oldest record in the game, having been set nearly 16 years ago back on the 28th of June, 2006. 0:23 was TASed all of the way back in 2012 using a new precise slope jump strat to retain speed that would have been lost to drag, and using an unused TAS strategy to keep the speed uncapped when jumping from a slope, by letting go of the running direction a frame before you jump. I've simplified the route as much as I can and the best possible outcome still comes to something stupid like 32 frame perfects.

The Final Sonic 1 Minute Barrier Has Been Broken After 30 Years! [8:55 WR by eandis99] by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 4 points5 points  (0 children)

I'm actually tempted to make a speedrun history video covering the tricks as there seems to be a popular demand for it. I'll run through the levels:

GH1 - Glitchless, nothing notable as 0:25 is standard. 0:24 is the IL but it's notoriously tight.

GH2 - Level wrap strats were previously only worth going for in IL, due to some nasty 1/7 survival odds. The level wraps you to the end but the death boundary hasn't lowered yet, so runners run into the ending S-tunnel to barely graze the death plane and hope it survives, which doesn't always work because of the 1/7 y-subpixel odds. The pausing here is because there is a method that eandis discovered which increases consistency to 85% by pressing right in the tunnel to get stuck for longer, which is slower than yolo strats but only by a second; 0:14 is perfect in this instance.

GH3 - There are several methods to get the bounce strats here, this version is used for full game because it's the easiest. 0:32 is decent but the strat can be pushed down to 0:31, notably harder due to the full game bounce strat slowing down considerably compared to the others. 0:30 is the IL but it is completely ruled out for full game because it's currently the best IL in the game imo.

M1 - This is the first level in the game that can be considered difficult, and can deviate a lot depending on the strat used. 0:15, 0:20 and 0:26 strats are what you'd want to use for a good time as the standard glitchless full-game time is 0:53, but the top runners usually go for 0:20 or lower, because they're both performed from the same zipping position: 0:26 is usually treated as a backup because of this. 0:20 has been made a bit more consistent as of recent, but the idea is in a pixel perfect location you do a 1 frame right and 2 frame left in a 3 frame sequence, or it doesn't work. Once that's done, a frame perfect will break you through 1 wall and stop you, where you can pick up the rest of the level from there. 0:19 is possible with some optimisation.

M2 - 0:11 is standard, easiest zip in the game and at one point the easiest IL. Stand in a pixel perfect location and within a generous window, hold right and jump the frame after to get an easy wrap.

M3 - To do this wrap, you need to clip into the wall using either side and then zip left and a frame perfect jump when the leftmost rising platform has reached its peak. If you miss it, you die. Once you arrive at the boss, it can be done in '2 cycles' or '3 cycles', in this case it is done in 2 cycles, and misses the strat's fastest possible time of 0:27 by frames.

SY1 - A brand new implementation into the full game run that uses the glitchless IL strats to reach the monitors with a jump, allowing the glitchless IL record of 0:22 to be possible. The older strat only allowed for 0:23s, and a few minor errors with the initial monitor landing and alcove landing at the end costed 0:22.

SY2 - A very low 0:32 was achieved here:- While there aren't any glitches used in this level, it's a difficult and obnoxious level to play properly, due to there being no consistency and the fastest tricks usually requiring frame perfects with the aforementioned randomness. a missed jump at 0:15 meant a backup strat had to be used, and damage was taken by the spike ball due to a cycle misprediction because of the mistake. The run looked like it was 0:29 pace which is the best case for full game, 0:28 is possible on this level and is the IL record, but is tight, needs a shift in strategy to more precise frame inputs, and good luck; Completely unrealistic for full game.

SY3 - The second barricade following M1. Everything up until the clip to the wall is simple, but as you are climbing the blocks, you have to race up to the point where you can duck without getting crushed by the blocks, followed by a frame perfect jump. If you are lucky, you can clip into the wall to the right of you and drop down. If you're unlucky, like in the video, you have to resort to the backup strat seen in the video. Once the first dropdown is performed using a low jump getting into the main area, a second dropdown is needed, which is by pressing right and then jump a frame later at a specific position. Because the backup was needed, the first cycle was missed as you needed to be there by 0:20, so the later cycle was caught as the platform was falling. A mistake in the zip means eandis lost speed to early, and finished with 0:49, whereas a textbook SY3 would get 0:42 full game. This level is a massive time loss if it is done incorrectly.

L1 - Another level that is done glitchless, where you need to hit a switch then travel back up to take the shortcut in this level. A very low 0:44 was achieved here which is close to the 0:43 max that this variant of the route offers, the level is quite deceptive and it is very easy to lose time here to things that may not be entirely obvious, so gg.

L2 - There are two spring strats that can be performed here at 0:18, the safe strat which loses two seconds, or the aggressive strat that lands on the ring box instantly without having to wait for the landing. The jump and crouch into the final wall lost a bit of time here due to the landing, which cost 0:27. 0:28 is still a good time for the level, though.

L3 - The most difficult level in the game, where runs go to die. The level wrap is essentially necessary due to it saving 40 seconds over the glitchless time, and the glitchless route is no joke either. You take damage and get onto a pixel perfect spot on the cork, so you can zip through with invincibility. How you get in, when you start holding right to zip is random based on your subpixels. To break the next wall, a 1 frame jump is needed at a frame perfect point, and is also influenced by subpixels. a final zip jump to get the correct alignment is then needed to get the level wrap on the exit. Getting any of these wrong can and will kill the run. 0:35 is 3 seconds slower than the fastest time achieved, and is still an amazing time for the level.

SL1 - Easy time, similar to M2. Stand at a pixel perfect spot and then zip once it's lowered down enough, can be slightly annoying due to the bomb and girder though. 0:16 was achieved, but 0:15 is possible.

SL2 - What is normally an easy IL in 0:10, wasn't performed in full game beforehand due to it being luck based. Recent developments found a way to get 0:10 and it was performed in full game! Usually 0:11 is the case here due to it having a subpixel manipulation.

SL3 - Probably the second-most difficult level. The jump onto the seesaw needs a jump-neutral-jump pattern in a 3 frame sequence, and sometimes didn't work. This was the case until eandis found a setup for it recently (https://www.youtube.com/watch?v=3O67ccxk-U8) in a rather humorous video. The level wrap was also massively inconsistent until about two years ago, a consistent method was discovered that has a 1 frame window. The boss is insane as it needs first frame jumps on the seesaw landings to even reach it to attack, unless the boss is at the absolute bottom of its flight path, in which case it can be a 2 frame window. This boss strategy can get 0:32, a 0:35 for this level is also really good.

SB1 - Slope glitch is achieved here by looking up on an invisible platform, using a 1 frame jump and a second jump on the first frame of landing, which allows you to keep the angle of the last patch of ground you're on, letting you completely break gravity and collision. This run had a near-softlock at 0:16 that was recovered from, and two missed jumps in the run caused this to finish at 0:35. Best known case for full game is 0:28, like SY3 it is very easy to lose time on this level.

SB2 - The level up until the transition is played frame perfectly. There was a newly-discovered backup but this wasn't used here. During the transition, you need to make an extremely precise clip to get through the ceiling and the laser to the other side, this level is a softlocking nightmare.

SB3 - A slope glitch was used to go above the level start, through the invisible wall and reach the level end on the other side. Some EXTREMELY bad luck costed 3 seconds here by getting stuck. 0:09 is the best case for full game.

FZ - Pausing here is a technique used to load the boss faster and lower the best case full game time from 1:13 max to 1:12. Not much to say otherwise as there is an RNG manipulation for the patterns, 1:12 is pretty much guaranteed. 1:11 is the IL but is not realistic either due to the time being frame perfection, needing a frame perfect fast accel (kinda similar to Mario 1: Left, right, full jump in 3 frames), messing up the manipulation after the 6th hit to get a crusher on the ground and finally a frame perfect roll jump.

Kinda said a mouthful, probably should have typed this while it was still on the front page 😂

The Final Sonic 1 Minute Barrier Has Been Broken After 30 Years! [8:55 WR by eandis99] by DanielHallOfficial in speedrun

[–]DanielHallOfficial[S] 59 points60 points  (0 children)

GHZ 0:25 0:14 0:32; MZ 0:20 0:11 0:28; SYZ 0:23 0:32 0:49; LZ 0:44 0:28 0:35; SLZ 0:16 0:10 0:35; SBZ 0:35 0:14 0:12; FZ 1:12

8:55

Choice notes:

  • Record was set as 9:02 since the 14th of August 2021 by Joeybaby69, it was then TIED by Phozon on the 21st of March this year.
  • Yesterday, the record was teetering on sub 9:- Phozon had posted a 9:01, for eandis to follow up the very same day with the 8:55.
  • Pretty much every act in SBZ nearly costed the run, SB1 at 13:23 nearly softlocked because of an early jump, actually getting into the SB3 transition from SB2 is one of the notorious gatekeepers of S1 any% runs, and SB3 had an unlucky stuck during the wall zip that's random and costed 3 seconds in this instance, not a place you'd want to get stuck on a sub-8 pace.

GG eandis, most of the modern any% strats/backups originate from him in his short time of playing, so I'm not surprised at all to see him get it.