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Sonic CD FAQ

Jul 17th, 2016
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  1.       Sonic CD FAQ      
  2.  
  3. Q: What are you playing on, it is emulator?
  4. A: Yeah. I play much better on a keyboard, so emulator is the go for me. Luckily because game time is used for this game emulator makes no difference.
  5.  
  6. Q: Why are you showing the whole emulator?
  7. A: As per the new rules for this game, this is required for emulator runs, to prevent cheating. They read: "For runs using emulators the entire screen of the emulator used must be captured and the game must be visibly hard resetted before a run. Any use of a savestate after boot voids the run." [Note that this does not apply to every video game, it's a rule in place specifically for the classic sonic series eg S1, S2, S3K, SCD]
  8.  
  9. Q: Why do you use ingame time and not real time?
  10. A: Because http://www.youtube.com/watch?v=RaMGf1V3MMM
  11. tl;dr: Getting a worse time on a level can be faster real time because of the time bonus, which is dumb, so we use IGT.
  12.  
  13. Q: What is the timer you are using?
  14. A: It is the In-Game timer function of Livesplit. I enter all the times manually at the end of each level, and it produces the splits.
  15.  
  16. Q: What is the World Record?
  17. A: See: Splits | http://www.speedrun.com/Sonic_CD
  18.  
  19. Q: Why are you playing the old version, and not the 2011 re-release?
  20. A: Because I prefer this version to the 2011 one. I might do runs of the remake at some point, but it plays totally different
  21.  
  22. Q: Japanese or American soundtrack?
  23. A: I use Jap, I prefer it, just. Mainly the start of the game, which I'll be in more (PP Jap >>> PP US, but MM Jap << MM US). I also use an audio cue for the TT3 boss from the JP boss theme, so it helps me out a little there too
  24.  
  25. Q: Do you time travel in this run?
  26. A: Yes, there are some levels where the level design is better off in the Past/Future. I time travel in TT1 (twice), TT2 (this sometimes doesn't happen if I get bad fireballs), and WW2. In every other level time travel is a bad thing, and I sometimes have to go out of my way to make sure it doesn't happen (QQ2 and MM1 most notably)
  27.  
  28. Q: What's goal time?
  29. A: Ultimately I think a 11:2x would be a really good time, so not that much more time to take off. If I get a 11:3x it'll just depend on how good I felt the run is on whether I'll keep it or not.
  30.  
  31. Q: What is with those split icons? What does A and C mean?
  32. A: (Idea totally stolen from Kinghippo, who got idea from MCR)
  33. This is a grading system for all of my splits. I'm sure you are familiar with grades, A+ being the best then going down from there. So the idea is, if the split has an A+ next to it, my time there was really good and would be very difficult to beat. If it's a C though for example, it was quite poor, and I should be able to save time there pretty easily.
  34.  
  35. This way, everyone watching has more accurate information on where I can save time, and where I should be making up time. Also that all time loss is not equal, as losing time vs an A+ split isn't really that bad, whereas losing time vs a C split is really bad. This is a fairly new idea for me, but I really like it, and want to use it on occasion for some of my games (particularly when I can make it pretty accurate). It'll probably take a while for a lot of people watching to pick up the meaning so I will appreciate everyone who explains how this works (correctly) in chat to new people. I hope you guys like it too.
  36.  
  37. Q: Why aren't you using mic?
  38. A: Most times I play 2D Sonic I won't use mic. Main reason is I want to final product to just be gameplay, and not have me talking about some random bullshit in it, cause unlike my other games, I actually care about the final video when I'm playing a 2D Sonic (and I'm too lazy to record a separate video without my mic :P). It also does help me concentrate to not talk sometimes, but this is a lesser issue.
  39.  
  40. Q: Are there glitches in this run?
  41. A: Yes, several.
  42.  
  43. Main glitch: Moving Peelout
  44.  
  45. Moving Peelout works by; Charging a Peelout, pausing, change from holding up to holding Down + Direction facing, unpause, pause, change back to peelout (Hold Up/Up+Right/Up+Left). Once in this state, you will be moving forward, but still in the charging peelout state. Because of this, your properties are as if you are charging the peelout, and the most useful of these properties is that you do not interact with walls (because why would you ever come into contact with a wall when charging a peelout?)
  46.  
  47. With this trick -most- vertical walls can be skipped. Not all, because you are always stopped by edges (because you can't charge a pellout on an edge), so if a wall has an edge before you can enter it enough to zip, it will reject you. You are also stopped by objects (such as springs/ringboxes), so it's not like you just fly through everything.
  48.  
  49. This trick is used in: CC1, TT2, TT3, QQ2, WW2, WW3, and MM2. It is also a backup strat in case I fail the optimal movement in CC3 and WW1
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