Xandre69

Sonic CD - All Good Futures Notes

Aug 20th, 2020 (edited)
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  1. Sonic CD All Good Future Notes - Aug 18th 2020 - by Xandre69
  2.  
  3. First of all, before you even read this guide and try to learn the strats required to do this category, if you haven't done any
  4. Any% runs let alone learning it yet, I would highly recommend doing so since a lot of the movement required here is pretty advanced + requires a solid understanding of the basics gained from running Any%.
  5. *I am also assuming you learned the Any% strats + movement and I will not try to describe it here as a further note (this is an AGF notes guide after all).*
  6.  
  7. I'll probably make a video tutorial of some kind for this category at some point (or whenever I stream AGF attempts so I can make quick ones), but I feel that making written notes, for now, is better than nothing at all. It could also serve as a script somehow so that's a plus for when I do so too :)
  8.  
  9. Of course, if you need to ask me about anything regarding these notes, something not mentioned here, or clarity reasons feel free
  10. to DM me on Discord: Xandre69#4692 or my Twitter: Xandre_SM
  11.  
  12. --------
  13.  
  14. Quick resetting:
  15. *The discovery of this feature to be proven useful for runs was done by Joey on November 26, 2020.*
  16. There is an in-built function in the game recently discovered by Joey that you can take advantage of known as quick resetting. This function allows you to *quickly* reset the level done through pausing as soon as the IGT timer starts then executing a button combination (after the title card animation that plays out each time when a level is loaded for the first time). It can also be used if the runner flubs the beginning of a level (the best example being messing up the quick level wrap strat in CC2 Any%), and they do not have to resort to either dying as fast as possible or doing any alternative/backup strats.
  17.  
  18. The combination differs depending on the region of the game you're playing:
  19. On JP/PAL(EU), press A+B+C at the exact same time. *This can take a few tries to get since this is a tight combination.*
  20. On US, press one of the three jump buttons.
  21. *In ILs done through Time Attack mode regardless of region, the US combination works. The game will take you back to the Time
  22. Attack menu on the level you were just on instead however.*
  23. Quick resetting allows you to manipulate cycles in the level since it completely skips the title card animation that plays out at the beginning of each level, Sonic can start moving immediately as soon as the screen fades back in. You have to wait otherwise for this to end before you can start moving (a ~3 second in-game wait).
  24. *MM2 is the most notable example of where this function can be taken advantage of to save IGT. Other levels in the game (besides CC1) that can benefit from this for this category are not known yet (as of November 27, 2020), but I will be sure to update this guide constantly whenever new things are found regarding this.**
  25. It's also worth noting that quick resetting will always take you back to the beginning of the level regardless of hitting any checkpoints, however the level layout (Past, Present, or Bad Future) stays changed.
  26. Lastly for AGF specifically, quick reset as soon as the generator being destroyed animation plays. In a similar fashion to this: https://youtu.be/T3YP5i3b4Tc?t=33.
  27.  
  28. To illustrate the utilization of this feature through video, here is MM2 done through Any%...
  29. With: https://youtu.be/MJlKaae4BNI?t=1103 (a 37 IGT), and
  30. Without: https://youtu.be/tZS1TT9WfBg?t=1088 (a 34 IGT).
  31.  
  32. The reasoning regarding why quick resetting being allowed is due to the fact that you do not need to input any cheat codes or have anything external enabled such as level select/debug mode in order for it to work. Doing a simple hard reset of the console then choosing either 'New Game' or 'Continue' through the game's main menu will not affect how it works (which in this case for full runs you would only choose 'New Game' and not anything else really), so therefore it is a completely vanilla feature that can be taken advantage of in a speedrun context (much similar to the premise of the insta-Mach exploit in Mania's special stages for All Emeralds runs being allowed).
  33.  
  34. *Time Travel will be abbreviated to TT for these notes, for the sake of ease of readability. In every part in the game where you need
  35. to Time Travel going from Present to Past or Past to Present etc, I will be separating those blocks of text with an empty line.*
  36.  
  37. ------------------------------
  38.  
  39. PP1:
  40. Do beginning as usual until when you reach the second floating platform.
  41. Hold down to roll so you don't touch the 3rd floating platform, instead heading down towards the mid-path of the level.
  42. One of two things will happen upon landing:
  43. 1. You'll land right in between a yellow spring and a small wall if your speed isn't that high. Just small jump
  44. out and proceed as normal.
  45. 2. You'll land on the long strip of ground right after the area described in point 1. (most ideal)
  46. Attempt to brake to not bop the wall on the same elevation as you, then grab the Past post.
  47. If you fall below instead, use upcoming yellow spring to go back up.
  48. Do a mid-jump once you bop the wall adjacent to a gray rock, do a full jump and then bump towards the wall slightly to ensure TT from the Past post stops but doesn't go away. Go up the two yellow springs to head back to the main path.
  49. Hold back a bit before bopping the second yellow spring to gain some momentum to initiate TT then go right.
  50. Land on the piece of land right before the mosquito (still maintaining some momentum towards the right so you don't cancel TT),
  51. then hold right up until TT starts.
  52.  
  53. One of two things will happen when TT completes:
  54. 1. You'll land right in front of the generator. In this case, just do a quick cancel-spindash (press down + A then release
  55. inputs), go to the right a bit, jump down then peelout to the end.
  56. 2. You'll land on top of the generator. If you feel you went towards the right direction enough before TT started,
  57. hold down then hold right once you land to the end.
  58.  
  59. ----------
  60.  
  61. PP2:
  62. *A faster but harder beginning exists, watch my PB run if you want to check the inputs for it since it is a bit hard to explain in words. I'll very likely update this later however once I can though.*
  63. Do beginning as normal up until the big slope halfway through the level.
  64. Go down towards the 360-degree loop then do a jump off it once you complete going around it to grab a Past post, then continue
  65. going down the loop path.
  66. You will go through a circle tunnel before being launched back into the open air.
  67. - Go neutral before you go through this section, then once you're on the upper part of the circle, start holding right.
  68. Keep holding right until you align with the right side of a palmtree: (https://imgur.com/3cK6OlW), then hold left until you have no horizontal (only vertical) movement. Will now be in a good position nearby the generator is.
  69. TT will now start.
  70.  
  71. Jump up towards the generator to destroy it, land in the center of where the now destroyed generator is, then execute a peelout.
  72. One of two things will happen when you jump shortly after the small slope where a shield monitor is placed:
  73. 1. If you jump early enough, you will bump on the bottom of an invincibility box then land onto a medium piece of land. Do not
  74. initiate the speed cap and time two well-timed jumps off the ground then the second swinging platform.
  75. 2. If you jump any later, then you will go down towards a lower path. Jump over the Metal Sonic hologram and make your
  76. way back up to the upper path.
  77. For both cases, try to make TT initiate before you reach the next small tunnel section but don't let it actually happen
  78. (going neutral for a bit is all you need to do to stop it).
  79. Hold right until halfway through the small horizontal tunnel, then jump once you make it out on either the slope just right after
  80. or the small flat piece of land to reach the end.
  81. *It's fine if TT starts after this tunnel section, just not during it because you'll very likely get stuck inside it when you go
  82. back to the Present.*
  83.  
  84. ----------
  85.  
  86. PP3:
  87. Peelout, then jump once Sonic is aligned with the left-hand side of yellow background to land on yellow spring.
  88. Once you complete the loop, either jump on the end of the upwards slope or as soon as the ground goes flat heading towards the boss.
  89. Align to the right of the area where the two far-right horizontal pipes start to trail down.
  90. Align with the center of the upper pipe above before the boss comes down, should get hit and be thrown towards the right side a bit. Use invincibility frames from hit to do three quick jumps to quickly take out boss.
  91.  
  92. ----------
  93.  
  94. CC1:
  95. Once MPO'ing into the wall then landing on top of the second set of spikes, do taps to the left until you zip to the right a bit
  96. then jump out.
  97. Land to the left of the left-most red spring, jump on speed shoes, land on the nearest red spring then attempt to not bop the ceiling
  98. above you going right. Go neutral once Sonic aligns with the right of the giant black thing in the background. Hold right again
  99. when aligned with left side of the second giant black thing.
  100. Bop left side of red spring to go towards a bumper, go neutral once bopping the wall, then quickly hold right + jump to get a good
  101. angled launch off bumper.
  102. When landing, you'll either:
  103. 1. Land on a horizontal bumper. Just hold right until area where a pop-up red spring is located. Bop that spring and
  104. proceed on.
  105. 2. Land on the ground just below the bumpers. If in front of enemy, just hold down to roll through then bop the pop-up
  106. red spring.
  107. After grabbing Past post then getting in position for a TT, do a half-peelout.
  108. *A half-peelout is a peelout with a charge that doesn't give you the speed that a full normal peelout does. Rather
  109. the minimum speed you can get from one which only happens if you release holding up within the first few frames that
  110. the game recognizes you charged a peelout long enough to start/release it (whew, I hope that made sense).*
  111. Release the half-peelout to initiate a TT, do a full jump (then quickly start holding left), mid-jump, then another full jump once
  112. Sonic aligns with the left side of the generator. Bop the center of the far-right bumper closest to you then go right.
  113. TT will start.
  114.  
  115. Bop left of generator, charge a spindash, jump when ground begins to end to barely make it onto a small flat spot, and proceed.
  116. Peelout when reaching the area containing a tunnel, go neutral b/c two things can happen according to subpixels:
  117. 1. Go down the slope as normal, just keep holding right.
  118. 2. You'll be in the air right after the peelout separated from the slope, once you land back on ground hold right.
  119. Align Sonic with the center of the gray area of the bumper, jump to initiate a launch.
  120. When the center of the first cluster of platforms aligns with the left of the screen, hold right to initiate speed cap, land on
  121. top of the second cluster of platforms, peelout.
  122. As soon as you land on a bumper and are about to bop a ceiling shortly after, hold right.
  123. Do a mid-jump once you get to the proper position to be clear of the level's obstacles, then proceed towards exit.
  124.  
  125. Quick reset method (WIP):
  126.  
  127. ----------
  128.  
  129. CC2:
  130. Do beginning as normal until reaching up to the first ceiling.
  131. Can do either of two things to go down towards section containing a Past post:
  132. 1. Fastest way is timing a brake holding left downwards where the post is. The position to do this is dependent on whether you
  133. bop the wall or not prior to landing onto the ceiling.
  134. - If did not bop wall: (https://imgur.com/TBiHpOu)
  135. - If bopped wall: (https://imgur.com/0KnX27A)
  136. 2. Doing a small safe jump once reaching the end of the ceiling.
  137. Full-charge spindash to initialize TT, do a tight full jump to maximize distance, bop enemy, quickly hold right to land onto small strip of ground (don't hold right too late otherwise will not make it), small jump.
  138. TT will now start.
  139.  
  140. Go neutral, small jump to destroy generator, then quickly hold right.
  141. Full jump on the center of the second platform you land on to grab Future post, brake and go left to bump the pop-up red spring. Hold
  142. down to roll when you approach it, bop the red spring (TT will initialize), start holding right quickly after bumping it to make sure enough speed is built up to land safely.
  143. Small jump onto next platform, TT will start.
  144.  
  145. Use left bumper in the pit below just to the right of the position where you TT to go upwards a series of ceilings leading to the end.
  146. When you go past the last offscreen ceiling towards a small one adjacent to the last wall of the level, MPO through it then zip to the
  147. right ending the level.
  148.  
  149. ----------
  150.  
  151. CC3:
  152. Done exactly the same as Any%, don't need to explain anything here.
  153.  
  154. ----------
  155.  
  156. TT1:
  157. Do beginning as normal until when bumping the first red spring in the level, TT will initiate.
  158. Hold down until reaching onto the third platform, hold right until in-between position of a bug enemy and a 4-ring set in the air,
  159. hold left to cancel TT then go right and jump down the next nearby pit where you'll find a Past post.
  160. MPO through wall, go left a bit once start falling down to position yourself for another peelout. (Make sure you don't land on the
  161. small square all the way to the left but rather to the very right of it.)
  162. Peelout, hold right + jump to utilize speed cap to land on yellow spring (avoid bumping into adjacent wall), then TT will start after
  163. being in the air for a bit.
  164.  
  165. Release holding right a bit after TT completes to prepare for red spring bump.
  166. Time a full jump right in between the two red springs to reach area containing a generator.
  167. Head back to the right and from here, proceed and work your way towards the end of the level.
  168.  
  169. ----------
  170.  
  171. TT2:
  172. Do the level as normal until when reaching the small room containing a Past post.
  173. Grab the Past post, touch the right wall then face left.
  174. *The timing of these next few (three to be exact) inputs are very important to ensure you end up going to the right instead of left after TT completes, will be marked with asterisks to emphasize timing.*
  175. Peelout, full jump, hold left just *before* bumping the ceiling.
  176. Hold down to roll *before* bumping the left red spring, count 1, 2, 3, 4, 5, 6 bumps (the third time you bump the right red spring), just *after* the 6th bump hold right.
  177. If done right, TT will start as soon as Sonic bumps the left spring and be launched towards the right a bit.
  178. Backup: If you launch off to the left instead of the right when TT finishes, try to do a tight jump back on top of the ground
  179. where the two red springs were: (https://youtu.be/1VPpvvuXdXM).
  180.  
  181.  
  182. Go left a bit to make space then start a half-MPO through the wall until a zip to the right begins.
  183. Get hit by the last flying enemy, start a peelout, destroy the generator.
  184. Two things can happen upon destroying the generator:
  185. 1. You'll keep going to the right, proceed until reaching the last wall then stop, start a MPO and zip right ending the level.
  186. 2. You'll stop completely, charge a peelout, then proceed onwards to the end of level.
  187.  
  188. ----------
  189.  
  190. TT3:
  191. Almost the exact same as the Bad Future version, except that the double zip isn't possible
  192. due to how the walls work here compared.
  193. When executing the last MPO then zip, jump at a certain point towards the boss area that isn't too early or too late:
  194. Too early: Won't zip all the way to the boss, pretty much identical to the Bad Future version.
  195. Too late: The screen will go upwards more than usual and you'll die as a result.
  196. This is around where you'll want to time your pauseless jump: (https://imgur.com/FRZc3w5)
  197.  
  198. Boss kill:
  199. The area I position myself for the quick boss kill: (https://imgur.com/aHE8YSQ).
  200. Jump and hold right at audio cue.
  201. (Work that sucker to death, c'mon now, work that sucker to *death*!) - Directly as soon as the "d" in "death" begins
  202. Right before hit ground, go neutral and jump again immediately (as soon as possible! Piano roll jump inputs here to do so).
  203. Keep neutral for a touch to get in between air bubbles, then continue holding right to maintain space in-between, then slight tap left until successfully getting the hit.
  204. *Both the neutral and right inputs should last longer than the left input in terms of duration. To be exact, right should be the longest input and left is going to be the smallest one. Neutral is in-between but more so leaning towards the right input in length.*
  205.  
  206. ----------
  207.  
  208. QQ1:
  209. Hold left, bump red spring, hold right shortly after.
  210. Release right shortly after being launched into the air, then attempt to land on the halfway point on the slope to the right of shield monitor.
  211. *Hard strat: Peelout, don't full jump until on the end tip of the slope, then quickly hold right to activate speedcap so you land safely on the platform with two yellow springs on top.*
  212. Head towards upper-most path, trigger the treadmill switch to from right to left, then jump (hold it) into the vertical tunnel.
  213. While still holding jump, hold right at a certain point near the end point of the tunnel to maximize distance to the right.
  214. Ensure treadmill doesn't cancel a peelout by going far enough right, grab Past post (TT will initiate), maximize speed as much as possible until reaching tunnel.
  215. Hold down when Sonic aligns with center of the opening of tunnel, then switch to holding right once reaching the 2nd half of the last horizontal stretch of tunnel just before the yellow spring.
  216. Timing the holding right input is very important, since doing it too early and too late has their own effects:
  217. Too early: You won't make it to the yellow spring before TT completes, and you won't be launched upwards to the generator but instead the lowest path of the level.
  218. Too late: You'll have too much speed going to the right pre-TT and you'll be launched towards the mid-path instead missing the generator completely.
  219. TT will now start.
  220.  
  221. During TT sequence, hold left before it completes.
  222. Ensure Sonic goes left a very small bit to ensure you don't miss the generator, then land on top of it.
  223. Charge a peelout but don't release, pause, hold down, then unpause. This will destroy the generator along with launching Sonic to the right with the speed built from the peelout.
  224. Maintain as much as speed as possible until the second set of vertical vines, jump when Sonic is aligned to the left of it, then quickly do another jump once Sonic lands.
  225. Go right as normal for a little bit until a certain point then stop, peelout, then hold down to roll to build speed among three upcoming treadmills.
  226. Jump at a specific flat ground area early to ensure you don't hit spikes due to speed.
  227. You'll bump the wall right below spikes, jump up onto next platform then peelout.
  228. Start holding left at a specific point to ensure you don't bop into nearby red spring, bump into a wall to the left shortly after that section, then charge a full MPO heading towards the end of the level.
  229. *Jump out of the ground after crossing the goal post but at the same time before the results screen appears where you lose control of Sonic. If you don't the game will softlock because Sonic will not be on the same ground as the goalpost. He cannot jump out himself therefore becomes stuck there.*
  230.  
  231. ----------
  232.  
  233. QQ2:
  234. Peelout, maintain speed and avoid activating the speed cap (grabbing the Past post is default here), neutral jump when Sonic is aligned with left side of the last ceiling.
  235. Land then start holding right, jump where the last ring of the upcoming set is, then just keep holding right and TT will start.
  236.  
  237. Keep going right then jump right before colliding with the red spring (the window to jump past/avoid it is a bit more lenient than it looks).
  238. Bump left side of upcoming shield monitor, do a quick cancel-spindash to break it, peelout.
  239. Hold right until Sonic grabs the 3rd ring of set, switch to holding down, jump before Sonic touches the 1st ring of the next set.
  240. Jump again a bit after destroying the blue enemy, then switch back to holding right a bit before landing.
  241. Trigger treadmill switch then go upwards the vertical tunnel nearby taking you to where the launcher is, go neutral the entire time to destroy it.
  242. You will go towards an area with a red spring covered by a shield monitor, try to have left momentum and hold down at the same time to quickly launch up proceeding on with the level.
  243. Activate 2nd treadmill switch, peelout, then do an instant jump. Once Sonic lands, hold right (will grab a Future post here).
  244. Keep holding right until Sonic is aligned with the halfway point of the tunnel entrance, switch to holding down when this happens.
  245. Switch to holding right when Sonic is about 2/3 or 3/4 out of the end chute of the tunnel to ensure you land on the middle platform with 2 red springs then into a room all the way above.
  246. TT will now start.
  247.  
  248. Do an MPO just to the right of where the treadmill ends so it doesn't mess up anything, then go through the wall zipping to the right all the way to the end of the level.
  249.  
  250. ----------
  251.  
  252. QQ3:
  253. Hold left to bump spring, then do a slope jump upwards to a small nearby platform.
  254. Small jump to the next platform, pass through the crumbling floor, stop then peelout on the stable floor.
  255. After going through treadmill and upon landing, full charge MPO through the floor, release when positioned in-between the shield monitor and an invisible spike wall in the floor.
  256. Wait a bit to ensure no zip jumps of any kind occur then jump out of ground, peelout towards the boss room.
  257. The rest is the same as Any%.
  258.  
  259. ----------
  260.  
  261. WW1:
  262. Do beginning as normal until the area containing two crushers + a Future post.
  263. Align in between the 3 ring set and the Future post, mid jump (grabbing the Future post along the way *very important*), then quickly do another full jump to destroy upcoming enemy.
  264. Position Sonic on the left side of the first crusher before it goes up, this will take you to a secret lower path containing a Past post.
  265. Once landed hold right, TT will initiate.
  266. Once you get to a certain point in the tunnel (the third square sprite in the floor as a visual cue: https://imgur.com/BTT21RK), jump + hold right to activate speed cap.
  267. Keep holding right then TT will start.
  268. *Grabbing the Future post allows TT to start faster eliminating the chance of accidentally traveling to the Future instead of the Past*
  269.  
  270. While still holding right, once you land do two quick full jumps going to the upper path.
  271. Once getting up, do a small jump then quickly roll to squeeze through a small opening + destroying an upcoming enemy.
  272. Quickly get in position and stand on far left of platform adjacent to wall, do a full-charged MPO (only holding up).
  273. Going inside another wall there will be an enemy at the bottom of it that Sonic will bump into and take damage.
  274. Once this happens, switch from holding up to left to get ready for a zip.
  275. While still holding left, try to pause here: (https://imgur.com/LbIIknt), go neutral then unpause. If done right you'll go straight to the room where a door will be blocking the generator.
  276. Releasing too early: Won't cover enough distance to make it.
  277. Releasing too late: Will gain too much speed leading to bumping the wall opposite to the generator room and fly upwards the
  278. level.
  279. *Ensure you move quickly enough starting from the end of TT sequence to here so that the cycle of the platforms nearby the generator room are in-line.*
  280. Half-charge MPO facing left (holding up + right), go through wall still holding up + right.
  281. Once landed on floor, release inputs to release MPO. Position under center of generator then stop to halt any horizontal speed, jump to destroy it, then execute another MPO getting ready for last zip of level (hold up only).
  282. Align Sonic here: (https://imgur.com/Z1fKp5g), pause, then switch from holding up to left, unpause and zip to the right will begin.
  283. Pay attention to this background pattern: (https://imgur.com/jwdzP25), notice how there is a small dark patch on the far left then the rest of it is light in color.
  284. Once the three of those background patterns pass, prepare to pause for another visual cue coming up.
  285. Once the fourth dark patch goes offscreen (https://imgur.com/xwgveDS), release holding left then do a series of full jumps working your way towards triggering the goal post ending the level.
  286.  
  287. ----------
  288.  
  289. WW2:
  290. Peelout towards booster.
  291. As soon as Sonic gets off booster and gets launched into the air (holding right to activate speed cap), hold left just enough to grab nearby Future Post, then quickly switch back to holding right.
  292. Keep holding right until Sonic is aligned here to the left of the red pip in the background: (https://imgur.com/r1HkQbx), switch to holding left and you'll bop on top of an enemy if all right + left inputs were done correctly.
  293. Release holding left once you reach the apex of a parabolic curve that Sonic will go through.
  294. TT will start.
  295. *Pay attention to the IGT right when TT starts, it will freeze for a bit before the TT sequence begins. This is very important for the level's floor bumper cycle.*
  296.  
  297. Neutral the whole time until when reaching area with the generator, hold left a bit to ensure a bop on the wall to the left just above the wall. Just before the wall bop though, tap right to face right.
  298. Charge a peelout but don't release (this is where remembering the IGT before TT began will become very important).
  299. Ex: If your IGT was a 6"56 when TT started, then release the peelout once the IGT hits 9"17 or any higher than that.
  300. In other words, add 3.61 seconds or a bit above to your IGT when it was frozen pre-TT. This will tell you when to release.
  301. Once the IGT is ideal, do an MPO (hold down + right, then switch to holding up) off the platform.
  302. Tap right at a certain point (https://imgur.com/EAp60gE) to activate speedcap, keep holding up the entire time.
  303. You'll land on the bumper floor but it won't be activated.
  304. Get a feeling for when the ground ends and Sonic will be in the air (around where the small horizontal electricity fence just above begins), from here switch to holding up+left then up+right in quick succession.
  305. Go through the various crusher floors and two loop-de-loops quickly to catch up to an upcoming bumper floor cycle then stop, do a peelout towards the next bumper floor. It will be deactivated at this point.
  306. Hold down to roll upon landing then do a tight full jump around here: pauseless: (https://imgur.com/4CCAlSc) and paused: (https://imgur.com/vhvb4GG), to land onto another strip of the bumper floor which will now be activated and
  307. launch you straight up to the highest path of the level.
  308. Jump too early: You'll be launched onto a rotating pole. You'll have to work your way upwards with the platforms instead and is
  309. much slower.
  310. Jump too late: You'll miss the bumper floor and will be catapulted towards the mid-route instead. Not as slow as jumping too
  311. early but still not ideal at all either.
  312. *If you get here too slow, the bumper floor will activate before you can even jump or worse, land on it when it is deactivated.*
  313. Work your way through the last various platforming sections towards the end of the level.
  314.  
  315. ----------
  316.  
  317. WW3:
  318. Do beginning as normal until after bumping onto the shield monitor.
  319. Go to the left a bit to get enough space to start an MPO (holding up).
  320. Once aligned to just the left of next upcoming shield monitor (https://imgur.com/Migt5h5), release MPO but then quickly switch to holding down to roll.
  321. If done right, Sonic will stop at a certain point: (https://imgur.com/bbCTTpU). Anticipate when this happens then quickly charge a peelout then release.
  322. If everything is done quickly enough, you will go through and land on two upcoming platforms straight to the boss room.
  323. The rest of the level is done the same as Any%.
  324.  
  325. ----------
  326.  
  327. SS1:
  328. Peelout and neutral to ensure slopes work, hold down to roll once getting on top of first downhill slope.
  329. There are two ways to go about the rest of the level until TT starts going to the Past, I highly recommend doing the easier
  330. one first since the harder requires precise jumps and you get severely punished if you mess up even a small bit.
  331. 1. Easiest:
  332. Keep holding down until Sonic reaches the second platform (there will be a Past post here), then switch to neutral.
  333. Once Sonic reaches the beginning of third platform, mid jump then quickly hold right to activate speedcap to go towards a
  334. downward slope.
  335. Before reaching the downwards area of the slope, release right to ensure TT does not get canceled.
  336. Once on the slope, switch to holding right again a bit, switch to holding down to roll then quickly jump off the slope.
  337. Once landed on next platform hold right and TT will start.
  338. 2. Hardest:
  339. Basically holding down the entire time while executing 3 tight full jumps.
  340. First full jump: Jump when Sonic aligns with the left of the yellow sign below here: (https://imgur.com/3U1FUN7)
  341. Second full jump: Jump when Sonic is on the beginning part of the downwards slope: (https://imgur.com/SkcblZI)
  342. Third full jump: Jump almost as soon as Sonic lands, don't do this right away or too late.
  343. You will bump a wall then travel downwards. TT will start.
  344.  
  345. Following the easiest path:
  346. Hold right during TT sequence to activate speedcap as soon as possible.
  347. Quickly switch to holding left to avoid triggering the yellow path swapper sign.
  348. If you still trigger it by accident, just jump on it again, bump the wall on the right to neutralize horizontal
  349. movement, then go through the small opening on the floor downwards where the generator room is located.
  350. Following the hardest path:
  351. You will be going straight downwards and only have to hold right at the correct timing.
  352. Pay attention to when the dark patch of floor above Sonic goes offscreen halfway (https://imgur.com/s1mDEM3), then hold right to land inside generator room.
  353. *There is a slight chance that even if you do the prior three jumps correctly, you'll still go towards the mid-path of the level
  354. rather than bumping the wall right after TT ends. Just do the same as described in the easiest path.*
  355.  
  356. Once inside generator room, small jump towards generator to destroy it then do another small jump once reaching the end of
  357. the room marked by a darker green patch of floor.
  358. Sonic will land on a yellow spring and go upwards a path containing a few red springs, jump on the one in the middle to go
  359. through the middle path.
  360. Hold left a bit before entering tunnel.
  361. Right when the path ceiling ends, release left then jump off.
  362. Once landed, hold right and hope subpixels work going up the long vertical slope where a speed shoes box is placed.
  363. As soon as speedshoes monitor breaks, go neutral since there is a pit right after that can trigger speedcap by accident if you're not careful.
  364. Can either opt for the loop skip or not straight after.
  365. Once reaching a small upwards slope, mid-jump about 3/4 of the way then do another full jump once landing onto the next platform.
  366. Full jump at the beginning of a set of two adjacent roses: (https://imgur.com/B2OGmF5), full jump again near the end where platform ends.
  367. Small jump to avoid upcoming spike ball towards the end of the level.
  368.  
  369. ----------
  370.  
  371. SS2:
  372. Peelout, hold right to go through a small tunnel downwards a lower path.
  373. Switch to holding left to brake a bit to go through opening in the floor.
  374. Maintain speed so Sonic grabs a Past post just below then bump the wall the left and start holding down.
  375. Once bumping a red spring at the bottom, switch to holding left.
  376. Time a jump off the next slope going to the right to start TT.
  377. *Don't jump too early on the slope since Sonic will bump a nearby wall too abruptly and will cancel TT.*
  378.  
  379. Depending on when the jump was timed, you'll have either bopped a small wall by a bit or missed it completely.
  380. If bopped the wall: just hold right towards the generator room.
  381. If missed completely: hold down before TT completes, then hold right once making contact with a slope nearby.
  382. Small jump once entering room to destory generator, then roll downwards once reaching the next downwards slope.
  383. Full jump at the beginning of upcoming upwards slope to go through a small tunnel containing speed shoes, you'll then be working back towards the beginning of the level at this point to do a level wrap.
  384. *A special property of speed shoes in this game is if you charge a peelout facing the left edge at the beginning of a level, Sonic has enough speed to initiate level wraps. This is the only level in both full-game SS Any% and AGF where you take advantage of this exploit.*
  385. Bump the left side of the screen once you get there facing left, charge a full peelout and release to initiate the level wrap.
  386. The level will end on its own once the screen catches up to where the goal post is.
  387.  
  388. ----------
  389.  
  390. SS3:
  391. Almost the exact same as Any% minus the ending where Amy is placed, she'll be a bit further to the left.
  392. Charge a peelout holding up + right, once screen unlocks: quickly jump to free Amy then stand on the left edge of the dark purple square to the left of a 3 pink square set below on the floor.
  393. This will end the level as early as possible.
  394.  
  395. ----------
  396.  
  397. MM1:
  398. Do level as normal up until the area with 3 crushers and speedshoes come up.
  399. Prepare for a very tight full jump (https://imgur.com/VrppMuF) off the ground just before the point of falling down.
  400. *This is the only way I could come up with in terms of consistent strats to ensure TT isn't canceled, not sure of any other easier way atm but will update once I do.*
  401. If done right, Sonic will land past the first slope and onto the adjacent flat piece of ground to the right. Do another quick full jump when landing occurs.
  402. TT will start.
  403.  
  404. Hold right before TT completes to avoid landing on top of upcoming red spring, jump over and past it.
  405. Small jump over next red spring that shows up to get ready for... the hardest MPO in the game.
  406. Land in between the moving red spring and the wall, maximize as much distance as possible to the left to make room, then do a small as possible MPO.
  407. 1. What I do to do this is first of all, move a bit to left in sync when the red spring moves to the left.
  408. In-between when the spring then begins going back to the right and moves again to the left, tap right to face forward then
  409. attempt to MPO.
  410. 2. Slightly alternative way of doing the MPO (https://youtu.be/ZKcwwqRu2Y0).
  411. *If you misinput here and hold left instead of down+right, you'll very likely zip too far to the right and this will put Sonic
  412. inside an inescapable air pocket that is impossible to get out of. This is a softlock.* (https://youtu.be/1174mrCwFWw)
  413. Once getting a successful MPO, pause and align Sonic's hand with the left side of the wall shown here: (https://imgur.com/QLMGxMU)
  414. If too early: Sonic will clip right back in-between the red spring and wall
  415. If too late: Sonic will clip into the air pocket beyond the wall but won't head straight down to where the generator is.
  416. Do another MPO facing the right and hold up + left to make it to the generator.
  417. Start holding down + right then unpause, Sonic will slowly make his way on top of the generator. Hold down to roll and destroy it.
  418. Face left then prepare to do another MPO (if you get to this point of the level pretty quickly: wait until 25 seconds IGT has passed for the small blue platforms cycle coming up, then begin doing an MPO).
  419. Star making your way up towards to the top path of the level making as little mistakes as possible.
  420. Right after the section with the three small blue platforms, full jump from the last blue platform onto the red spring to the left to go up a narrow opening just above.
  421. Land on the ground to the left, then face right and peelout. Hold down to roll through the next few platforms to conserve speed.
  422. Collide with the wall all the way to the right, then move left a bit to make space for an upcoming MPO when landing onto an upcoming small piece of ground.
  423. Do the last MPO of the level holding up + left the whole time. Sonic will zip twice and will head towards to the end of the level.
  424.  
  425. ----------
  426.  
  427. MM2:
  428. Stand on the right side of the second cylinder.
  429. Once it goes up a certain point, left + jump. After landing on ground containing red spring, small jump and hug the wall.
  430. As soon as red spring triggers, start holding right. If done correctly, should be launched upwards towards a rotating loop-de-loop right under two block platforms.
  431. Full jump when Sonic aligns with right side of left block (https://imgur.com/CvSR1dn), land onto right block.
  432. Jump upwards on the lower right part of the next loop-de-loop, but hold down to roll before making contact to stick onto it.
  433. Full jump again using the same visual cue when Sonic aligns with the next set of double blocks to make it onto the upper path of the level.
  434. Grab the Past post nearby and prepare to initiate TT with two upcoming red springs.
  435. Two different ways exist that you can go about the red spring section before TT starts:
  436. 1. Just simply hold down the whole time until it begins, this is the safer but slower strat.
  437. 2. Approaching the right red spring, hold right until when you bump it. Switch to holding down when this happens.
  438. Count 1, 2, 3, 4, 5, 6 bumps (the third bump of the left spring), then full jump to be launched into the air
  439. towards the wall to the right. Don't jump too early: will hit the wall instead of the spring.
  440. TT will start.
  441.  
  442. Depending on what option you chose pre-TT, you'll end up in slightly different positions.
  443. 1. Hold right and go through the small tight path (you'll have invincibility frames so no need to worry about taking damage
  444. from giant bomb enemy.) Then drop down the pit nearby below. (slower)
  445. 2. Will be slightly embedded in the ceiling, just go left a bit to drop back down then proceed downwards the pit. (faster)
  446. Hug the wall to the left but be sure to be facing right to get ready for an upcoming MPO (up + left) that will take you to the generator room.
  447. Get ready to pause as soon as abrupt zip to the right happens, the earlier the better since you'll be closer to the generator.
  448. Once zip to the right happens (should be paused here), switch to holding right to stop zip, then hold left so you fall through ceiling landing on top (or front) of the generator.
  449. Hold down to roll to destroy it, --------then quickly make your way down the pit to the right and hug the wall to the left as tightly as possible to avoid a red spring to the right.
  450. Let the nearby crusher crush you to go back to the beginning of Past MM2.
  451. *If you hit the red spring by accident, just go down the pit again then proceed to do the forced death.*--------
  452. ****Quick reset after destroying generator**** (Saves about 3.5 seconds max)
  453.  
  454. Peelout while holding right, full jump onto first platform, then small jump on the red spring to go upwards.
  455. When standing on block adjacent to wall where another red spring is placed above, hold right + jump, release then go neutral at some point. Bump the red spring.
  456. When this bump happens, start holding left. Sonic will be launched upwards a loop-de-loop to the left.
  457. Hold down so that Sonic sticks to it, then land on the upper right area of the circle.
  458. Use the double block visual cue then full jump to make it safely onto the upper route of the level.
  459. Work your way upwards the long ceiling through doing a series of jumps, then once landed: peelout.
  460. Hold right up until a certain point on the ceiling (about 2-2.5 seconds after releasing peelout), then go neutral.
  461. Do a full jump right before ceiling ends then land on the next ceiling, start holding right.
  462. Work your way towards then downwards a wall where you will do an MPO to go through and zip to the right.
  463. If you don't have any rings before you go down, be sure to grab at least 1 from a 3 ring set just to the right of the pit.
  464. *This is very important if you want to do an upcoming strat as fast as possible.*
  465. This will take you towards a door leading to a falling spike platform room.
  466. There are two different ways to make your way up and out:
  467. 1. The easiest way is to wait for the first spike platform to fall down. Get in position to ready for the second one to fall
  468. down. Once the entire platform appears on screen (https://imgur.com/BNeSilv), full jump onto the falling platform then quickly
  469. do another full jump making your way up towards the higher ground.
  470. 2. The faster, harder way is to hold right towards the wall and bop it. Fully look up 3 times, then start holding left.
  471. Hold left for around half a second, then full jump and Sonic should barely touch the bottom spikes, then land on top of the
  472. upcoming spike platform.
  473. Quickly jump onto the higher ground from here.
  474. Make your way to the end of the level doing a peelout.
  475.  
  476. ----------
  477.  
  478. MM3:
  479. There are two ways of doing the beginning.
  480. 1. The fastest way is to peelout as soon as level starts, release then do a quick neutral full jump.
  481. As soon as Sonic is in the air, hold left a good amount so you don't accidentally fall into pit below and instead work your way
  482. towards a wall that you will MPO through.
  483. Hold right just before landing to ensure Sonic doesn't have a lot of speed approaching the wall.
  484. 2. The slower way is to peelout, release then quick full neutral jump. Instead of holding left, go neutral until bopping the
  485. ceiling, now hold right. Once landed, mid jump in front of the wall leaving some space for an MPO.
  486. Once doing the MPO (up + left) and zip to the right begins, time a pause around here: (https://imgur.com/IO89Su9), can be a bit earlier but not too much later, then hold right to activate speedcap and quickly full jump to go over upcoming crusher.
  487. The rest of the level is done the same as Any% except for one thing: After going into the light-bug room and taking out all of the bugs (or Hotarus). The door leading to the boss room will not open right away, but rather a second after.
  488. Defeat the boss using the same Any% strats with differed visual cues.
  489.  
  490. Congrats, if you got this far you learned how to complete the game getting the good ending fast. Have fun :)
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