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Cannon's Core Mission 3 1:07:24 Comments

Nov 4th, 2012
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  1. Cannon's Core Mission 3 1:07:24 Comments:
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  3. -Because of a glitch at the very end of the level to skip having to ever use the Mystic Melody, the vast majority of Mission 3 plays exactly like Mission 1 - in fact, the only difference between missions 3 and 1 happens after time has been permanently stopped, meaning that the two missions could theoretically get the same exact time. However, the glitch to skip right to Sonic's section does not work on Mission 3 (because Chao World's mission number is set to 1), so there is no "freestyle" division for mission 3 that can complete the level in 6 seconds. Mission 3 therefore has to complete all 5 sections legit no matter what.
  4. -The lock-on behind the wall at 0:19 is somewhat random - the laser has to be aiming in a specific direction and start at a specific time to actually lock on to the time switch. It's not that precise, and can be done pretty reliably with practice.
  5. -At 0:26, I lock on to the time stop switch offscreen. That one stops time for much longer than the one above the door, so it's much preferrable since it means you can get into the next room below with ample time to spare.
  6. -The trick I do at 1:13 needs some explanation. There are two shielded robots at the door after the next drop, and it takes far too long to kill them off right then and there. Fortunately, they are close enough to the elevator that you can shoot them through the wall. The problem is that, unless you're incredibly lucky, the shields will almost always block your shots. This can be fixed by exploiting the way the game handles enemies that are out of draw distance. If you lock on to an enemy and it goes out of draw distance while the shot is traveling toward it, you won't get any points for the enemy, but the game will still count the shot as having hit. Since the enemy is out of draw distance, the game won't have the enemy type in memory - meaning that any type-specific attributes, such as shields, will not be accounted for. By having the shots hit the shielded robots while they are not loaded, you can essentially remove their shields and guarantee a kill. The way to do this is a bit tricky. You need to lock on to the far robot first, shoot at it, and return to the elevator to unload it. Then you need to lock on to the near one from the elevator, and delay the shot enough that the elevator goes out of the enemy's draw distance before the shot makes contact. The problem is that sometimes you'll lock onto the near enemy with your first shot, meaning that the first shot will bounce off its shield and you'll never even hit the far enemy. The way to tell if this has happened is to look at how soon you're able to lock on to the near enemy from the elevator. If the lock-on is instantaneous, you're good to go. If it takes a while to lock on, you've missed the far enemy and need to restart. This sounds a lot harder than it is, and if you know what you're doing you can get it pretty much 50% of the time.
  7. -On the block at 1:44, you want to lock on to the switch, stand on the edge of the block, and release the shot when the timer hits 30.1 seconds past the time you started Eggman's section. You can use pauses to advance the timer slowly to time it right. Afterwards, you'll need to use a nearly frame perfect boost jump up to the door (which can be pause buffered by pressing A and start at the same time for the jump, then unpausing and instantly holding A).
  8. -Rouge's section is very tricky. You want to get to the time stop switch at the top of the pillar at a time that the blocks are in the right positions, then drill kick down to stop time permanently for the rest of the section. The problem is that there is a gigantic invisible object at the top of the area that blocks inputs as long as you're within its vicinity, meaning that you can't just glide directly to the top of the highest pillar. (This object was removed in Mission 5.) The size of this object seems to be random, and there's no reliable way to get to the top of the pillar quickly. The way I do it in this run is actually much faster in theory, but is very difficult to do in such a way as to get to the top of the pillar before the block cycle finishes. The reason I do it is because the alternate method relies on an extraordinary amount of luck in getting out of the no-input zone quick enough to glide to the silver segment on the pillar right in front of you and to the right. Unless you're son1cgu1tar and can get to the top of the highest pillar ridiculously fast using the method I use in this video, you want to have time stopped at 10.1 seconds after Rouge's section starts. This takes me a while here, but obviously it doesn't actually count against me.
  9. -The clip out of bounds I use in Knuckles's section is infuriatingly hard if you don't know what you're doing. The trick is to walk slowly into the corner, moving roughly parallel with the wall, to clip inside of the pool rim. This is relatively easy in practice if you know how to do it properly, but getting it fast right after coming up from the water is a different story. Once you're out of bounds, you want to dive down to the time stop switch and hit it from out of bounds (have fun trying not to accidentally clip back into the room), then swim up and glide to the room with the button. This is quite a bit harder than it looks since the camera doesn't always like to cooperate.
  10. -Sonic's section is incredibly easy. Stopping time permanently within 5 seconds of starting the section means that you can pretty much go on your own pace from there to the end of the level. As you can see, I have some serious trouble with the jump up to the lost chao room to skip the Mystic Melody, but fortunately none of it actually counts against me since time is permanently stopped at that point.
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