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      Sonic CD All Good Futures FAQ      
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      Sonic Pocket Adventure Best Ending FAQ      
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Q: What...is this game?
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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. 
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A: Pocket Adventure is one of the least talked about Sonic games, as a result of it being on the NGPC. But it's actually quite good! A lot of people mention the mishmash of other games (Sonic 2 level design, S3K music, Advance-like visuals), but it actually holds it's own as a really fun game imo. For a handheld game from the 90s, it holds up quite nicely.
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Q: Why do you use ingame time and not real time?
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A: Because http://www.youtube.com/watch?v=RaMGf1V3MMM
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A: Yes. Given this game was only released on the Neo Geo Pocket Colour, playing on emulator is by far the most preferred method when it comes to recording.
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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. Also encourages more time travelling, which is a cool mechanic, allows for deeper routing, etc
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Q: What is Best Ending?
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Q: What is the timer you are using?
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A: It just means getting the good ending in the game. You could also call it All Chaos Emeralds, as that's what triggers the ending (though it's slightly less accurate, since you technically don't need to beat Chaotic Space to get all the chaos emeralds, and this run does.)
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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.
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Q: How do you get Chaos Emeralds in this game?
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Q: What is All Good Futures?
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A: By finishing an Act 1 stage with 50 rings, a large ring at the end spawns to take you to a special stage (like Sonic 1). The Special Stage is pretty much exactly like they are in Sonic 2 (though with different layouts). Keep in mind you can only do this in Act 1 stages, not Act 2, and you have to do it for EVERY act 1 stage, as you need all 6.
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A: All Good Futures means getting a 'Good Future' in every level. To do so, for every Act 1 and Act 2 in the game, you must travel to the Past, find the robot generator there and destroy it, before completing the level. This changes the Future from 'Bad' to 'Good'. Since Act 3s are all done in the future, the layout is slightly (and I mean slightly) changed for these levels, as all Act 3s become Good Future if you destroy the robot generators in the corresponding Act 1 and 2.
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Then, going into Last Utopia, Eggman has the last Chaos Emerald attached to the boss. You have to hit it multiple times to dislodge it, and pickup the final Chaos Emerald. Note if you defeat the boss accidently before doing this, you will not get the emerald, and the run is over.
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Q: Couldn't you just get all the time stones? Would that be faster?
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Q: What is the flower thing in the Special Stages?
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A: Ahh no, this category is specifically nammed *all* good futures, meaning the time stones wouldn't work, as you can't possibly have all of them when completing the early levels. (Time stones are boring, and special stages have dumb timing issues also)
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A: That's an extra continue. I always dodge these on purpose, because if you pick one up the continue jingle plays after the special stages, which wastes a couple of seconds.
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Q: What is the World Record?
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A: See: Splits | https://www.speedrun.com/Sonic_CD#All_Good_Futures (Note: I'm not submitting every PB here since I'll get PBs quicker than they get verified, but I have the record, so just look at the splits)
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A: See: Splits | https://www.speedrun.com/sonicpocketadventure#Best_Ending
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(No one has done a run, so whatever I have is "WR")
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Q: Why are you playing the old version, and not the 2011 re-release?
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A: Because I prefer this version to the 2011 one. I might do runs of the remake at some point in the distant future, but it plays totally different
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A: I think a 31:3x.
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Q: Japanese or American soundtrack?
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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
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Q: Are there tricks in this run?
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A: There is only one useful glitch. In Secret Plant 2, there is a skip that involves jumping over a path swapper, which makes it look like I jump through a few walls to get to last in the level much faster.
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Q: Do you time travel in this run?
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A: Yes, obviously, since I've gotta go to the past in every Act 1/2. In CC2 if I do the strat correctly I also time travel back to the present afterwards, but it's a very minor time save.
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In regards to general tricks, 'tippy jumps' are an often critical part of this run. A tippy jump is one a jump that is done right on the point of a slope, such that you get the best of both slopes in height and velocity forwards. Tippy jumps are in most 2D Sonic games, but they are much more critical in this game than others because of the differences in aerial speed and deceleration compared to others.
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Time travelling is a key component of this run. Not just routing out which posts to use, but also when and where to activate the time travel, and delaying it when required. Time travel is activated when moving "at high speed" for 3+ seconds (some variance on that based on lag), but if it's charged for 1.5 seconds and doesn't reach the full 3, you lose the signpost entirely and have to get a new one. 
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(Note that I don't have split icons up yet since I don't have splits yet)
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Q: What is with those split icons? What does A and C mean?
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The activation starting is noticeable by the blue/white sparkles that trail behind sonic (which also give him invincibility while they are there). The clause for the activation is to be travelling at or above his speed cap speed (so holding right/left on flat ground). However is won't stop in the air (or whilst in some objects), so for example if I jump on a spring when it's already activated, even if I stop moving and keep bouncing up and down on the spring, it won't stop activating and I'll time travel, but if when I hit the ground I'm not moving fast, it'll drop. It can stop if you come into contact with a wall, but not always (I actually don't understand the exact reasoning for why it stops sometimes but not others under this condition)
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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.
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Not activating a time travel, and thus losing a signpost can be a critical failure in the run, as there's usually not a handy backup available, and even if there is it's still a significant time loss. I've tried to route the run to avoid as many inconsistencies as I can (such as, sometimes just holding right when going down the hill in CC2 can drop it for no reason, so I jump over it), but there are some that are unavoidable (I'm looking at you MM1 you son of a bitch).
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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.
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A: Sub 14 for now. If I really optimised it hard I might end up going for something a bit lower (like a 13.4x or 13.3x), but for now any 13 would be really good.
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