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Sonic 1 notes

Jan 19th, 2017
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  1. === General notes ===
  2. - Use piano rolls (CBA) as much as possible. Jumping immediately after landing is much easier this way.
  3. - You DON'T have to immediately go for every single trick when you start running the game.
  4.  
  5. === Green Hill 1 ===
  6. - Do two vertical jumps inside the loop.
  7. - Jump after the pipe without holding right to avoid activating the speedcap.
  8.  
  9. === Green Hill 2 ===
  10. - Breaking the wall can be tricky. Hug the box, press right and jump. Roll right before the wall.
  11. - Release jump before landing on the 1-up box, hold jump again after the box and then release it again after landing on the next badnik.
  12.  
  13. === Green Hill 3 ===
  14. - Everyone does this somewhat differently because of different amount of input lag.
  15.  
  16. === Marble 1 ===
  17. 1. Push against the wall until Sonic stops.
  18. 2. Hold right for a specific amount time until you move 2 pixels to the right. http://imgur.com/epvRICA
  19. 3. Tap left as quickly as you possibly can and jump on the very next frame. Hold jump all the way.
  20. - It doesn't matter whether the platform is moving up or down.
  21. - If you end up inside the wall, you held left for too long.
  22. - The time frame when you can perform the zip is quite small.
  23.  
  24. === Marble 2 ===
  25. - Sonic's right ear is a good visual cue. http://imgur.com/V4aUH0w
  26. - Start holding right and mash down CBA almost at the same time (do all this basically at the same time). The idea is to jump on the next frame after pressing right. You can hold jump and right until the level wraps.
  27. - Don't spread C, B and A presses too far apart from each other. Just make your fingers crash on the buttons almost simultaneously, if that makes any sense.
  28. - Initiate the zip when Sonic's foot is in the middle of the first block without a shadow. If you land on the grass you zipped too early.
  29.  
  30. === Marble 3 ===
  31. - Inside the wall, tap left so that you'll always start from the same position. http://imgur.com/go5NX31
  32. - The idea is the same as in Marble 2, but delay the CBA by 2-3 frames. Sonic can't jump until the third or fourth frame after pressing right.
  33. - The wrap can be done when the two platforms are at their extreme positions. The time frame is quite small.
  34.  
  35. === Spring Yard 1 ===
  36. - For the big blind jump, jump when the second of the two buzzbombers reaches the left edge of the screen.
  37.  
  38. === Spring Yard 2 ===
  39. - The big spike balls are on a universal timer, i.e. they start moving when the level starts.
  40.  
  41. === Spring Yard 3 ===
  42. - This is much easier than it looks. Dying is impossible inside the wall.
  43. - Take a look at any of the top runs to see the steps mentioned below.
  44. 1. Look down on the moving platform to get inside the wall.
  45. 2. Tap left and walk to the right until you meet an obstacle.
  46. 3. Tap jump and hold right. Stop and jump.
  47. 4. Find the right position. You can jump against the wall and do a 1-frame tap (with your right hand) to locate it. https://kb.speeddemosarchive.com/images/b/b8/SY3-1.png
  48. 5. Do the Marble 2 glitch, i.e. tap or press right and mash CBA. Sonic should clip through the floor.
  49. 6. Hold left to exit the wall.
  50.  
  51. 2b. Alternatively you can try to clip through the floor by pressing left and mashing CBA immediately after.
  52.  
  53. === Labyrinth 1 ===
  54. - Everyone does the big jump differently.
  55.  
  56. === Labyrinth 2 ===
  57. 1. Try to land on the ledge before the switch in order to land to the right side of the it. It never fails if you have enough horizontal speed and hold right.
  58. 2. Hug the wall, start holding left, jump and release inputs before touching the wall to the left.
  59. 3. When the platform is completely inside the wall, start holding left.
  60. 4. When the wall you exit from is in the middle of the screen hold right to finish the level.
  61. - Some practice will be needed to consistently find the right position inside the wall.
  62.  
  63. === Labyrinth 3 ===
  64. - Bubbleless is possible if Sonic touches the spring before the countdown music starts. Touching the spike ball is absolutely necessary because the drowning timer won't start until Sonic lands on solid ground.
  65.  
  66. === Star Light 1 ===
  67. - The level wrap only saves nine seconds. Consider if it's worth it.
  68. - Try to find a good visual cue.
  69. 1. Locate the 'left half' of the pixel (actually the first 160 out of 256 subpixels). You'll have a better chance of succeeding if you tap left once more after finding the zipping position.
  70. 2. Just hold right until the level wraps.
  71.  
  72. === Star Light 2 ===
  73. - The level wrap only saves around 12 seconds. Consider if it's worth it.
  74. - The wrap will work from multiple starting positions, but the interval between holding right and jumping changes. Do whatever you find easiest.
  75. 1. Jump against the left wall, roll and jump to get inside the floor.
  76. 2. Locate the cone by tapping left (with your right hand). You can reset your position just by pressing right.
  77. 3. Initiate the zip by pressing right and jump 2-3 frames later. You can just keep holding right.
  78. - Some people feel that they have a better success rate when they let off the d-pad after the jump, but I don't know the details why it is so.
  79.  
  80. Glitchless
  81. - Tapping left after landing will slow Sonic down just enough so that he won't get thrown out of the loop at the beginning of the stage.
  82.  
  83. === Star Light 3 ===
  84. - Getting both zips saves nine seconds. Consider if they are worth it.
  85. Zip 1
  86. 1. Start holding right when the spike ball lands on the seesaw.
  87. 2. Roll and jump right after the lamp post to get inside the floor.
  88. 3. Press left and jump a few frames after. Don't hold jump for too long.
  89. 4. Slow down before Sonic gets stuck inside the loop. Going too fast will throw Sonic out of the loop.
  90. Zip 2
  91. 1. If you go fast enough, jumping right after the breaking floor will suffice to get inside the floor.
  92. 2. Press left and jump a few frames after.
  93. - Make the boss fight as difficult as you want. mike89's method is relatively easy and quite fast.
  94.  
  95. === Scrap Brain 1 ===
  96. - Listen to the melody and do a full jump at around 4.8 seconds.
  97. - It's very easy to softlock. Consider if the risk is too big. The zip saves 8 seconds.
  98. 1. Look down to get inside the wall.
  99. 2. Tap left and jump (or CBA) right after.
  100. 3. Do it again.
  101. 4. When the pit before the button is in the middle of the screen, start holding left and jump right after. The doors above are closed if you try to exit the pit with springs and a ring box too early.
  102.  
  103. Glitchless
  104. - If you made the first cycle, jump slightly after 0:17. Otherwise Sonic will get electrocuted moments later.
  105.  
  106. === Scrap Brain 2 ===
  107. - The doors are on a camera timer that starts when Sonic is on the platform with the button.
  108. - Land on the button and wait a fraction of a second. Jump, jump again and run. Choose whether you want to bonk the ceiling.
  109. - For the cutscene skip, make sure you have control of Sonic during the score countdown (i.e. do an off-screen jump when the jingle starts). Then all you need to do is to hold right and do a full jump right before the music starts. Jumping a frame or two late might kill you.
  110.  
  111. Glitchless
  112. - If you move fast enough when you get hit by the flame, you'll to get a damage boost to the right. Just run or roll.
  113.  
  114. === Scrap Brain 3 ===
  115. 1. Press the button.
  116. 2. Go back far enough to the right, so that the moving platform will lock in place at the bottom.
  117. 3. Run on the platform and look up facing right.
  118. 4. Quickly turn left, back right and jump as far right as you can. Turning around will make Sonic accelerate faster and jump further.
  119. 5. Mash CBA so that Sonic jumps again immediately upon landing. There's a 2-frame window for this, if I'm not wrong.
  120. 6. Keep holding right while inside the wall until the screen starts moving.
  121. 7. Hold left until you finish the level.
  122. (3-4. Also works if you're facing left and turn right just before jumping.)
  123.  
  124. === Final ===
  125. 1. Just hold right.
  126. 2. Release the d-pad before hitting Eggman. Make sure Sonic moves horizontally when landing a hit.
  127. 3. 43242143
  128. 4. Try to get the final hit as late as you can.
  129. 5. Dcapitation
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