Difference between revisions of "Sonic 3 and Knuckles/Tails"

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== Current Fastest Time ==
 
== Current Fastest Time ==
 
[http://www.twitch.tv/ihdl/c/1995110 26:38 by HDL]
 
[http://www.twitch.tv/ihdl/c/1995110 26:38 by HDL]
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== Preliminary Notes ==
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Tails's flight ability is heavily influenced by physics.  It takes on the physics you currently have while entering flight, and also affects physics in its own way.  Many sections require precise timing of flight.  This is really hard to explain and is something best understood by developing a feel for it.  For more specific game engine details, refer to [[Sonic the Hedgehog game mechanics and glitches]].
  
 
Unless otherwise stated, you should start each stage with a 6 tap spindash.
 
Unless otherwise stated, you should start each stage with a 6 tap spindash.
  
 
== Angel Island 1 ==
 
== Angel Island 1 ==
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Start by taking the top route and rolling into the speed shoes on the left (with near perfect, TAS-like execution, the bottom route is fastest at the start).  Do a 3-tap spin dash to the right, bump the ceiling with flight, and make sure not to fly afterwards.  Jump upon collecting the 2nd ring and after bumping the ceiling, time your flight so you maintain speed but don't miss the ledge.  There are two options for this next part:
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*Slow down and jump to the left of the fire shield in such a way that you don't bounce downward and can clear the zip line with a flight.
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*Hit the underside of the fire shield and time a flight so you go straight under the zip line (slightly faster, but requires more precision).
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If you use the 1st method you want to clear or land on the rock.  If you don't have enough speed, you'll have to time a single flight just before approaching the rock.  With the 2nd method, you always have to time a flight just before the crumbling platform, then a low jump over the rock.  Jump again at the 1st or 2nd ring and bump your head to clear the yellow spring.  When going through the loops in Angel Island, never follow a loop jump with a roll, because the unique angle AI loops have will actually slow you down.  Loop jump and maintain your run.  After the starpost, there are two methods for clearing the gap and 4 yellow springs:
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*Jump from the slanted ground at the 1st-2nd rings and fly so that you land on the rock up ahead.
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*Jump at the very edge and bump the ceiling (slightly faster, but risky; only works if you have a really fast spin dash and jump almost as late as possible).
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After landing on the crumbling platform, wait until you clear the small gap between it and the stable ground.  Jump from the ground and bump the ceiling to keep your speed, then roll to hit the Catakiller, Jr (you'll get hit if you don't have enough speed).  Piano all 3 buttons when landing on the rock to increase the chances of jumping from it.
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Time to aim for: 0:47
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Acceptable time: 048
  
 
== Angel Island 2 ==
 
== Angel Island 2 ==

Revision as of 09:26, 12 June 2013

SDAlogo runner.png This game has a run page on SDA!

Current Fastest Time

26:38 by HDL

Preliminary Notes

Tails's flight ability is heavily influenced by physics. It takes on the physics you currently have while entering flight, and also affects physics in its own way. Many sections require precise timing of flight. This is really hard to explain and is something best understood by developing a feel for it. For more specific game engine details, refer to Sonic the Hedgehog game mechanics and glitches.

Unless otherwise stated, you should start each stage with a 6 tap spindash.

Angel Island 1

Start by taking the top route and rolling into the speed shoes on the left (with near perfect, TAS-like execution, the bottom route is fastest at the start). Do a 3-tap spin dash to the right, bump the ceiling with flight, and make sure not to fly afterwards. Jump upon collecting the 2nd ring and after bumping the ceiling, time your flight so you maintain speed but don't miss the ledge. There are two options for this next part:

  • Slow down and jump to the left of the fire shield in such a way that you don't bounce downward and can clear the zip line with a flight.
  • Hit the underside of the fire shield and time a flight so you go straight under the zip line (slightly faster, but requires more precision).

If you use the 1st method you want to clear or land on the rock. If you don't have enough speed, you'll have to time a single flight just before approaching the rock. With the 2nd method, you always have to time a flight just before the crumbling platform, then a low jump over the rock. Jump again at the 1st or 2nd ring and bump your head to clear the yellow spring. When going through the loops in Angel Island, never follow a loop jump with a roll, because the unique angle AI loops have will actually slow you down. Loop jump and maintain your run. After the starpost, there are two methods for clearing the gap and 4 yellow springs:

  • Jump from the slanted ground at the 1st-2nd rings and fly so that you land on the rock up ahead.
  • Jump at the very edge and bump the ceiling (slightly faster, but risky; only works if you have a really fast spin dash and jump almost as late as possible).

After landing on the crumbling platform, wait until you clear the small gap between it and the stable ground. Jump from the ground and bump the ceiling to keep your speed, then roll to hit the Catakiller, Jr (you'll get hit if you don't have enough speed). Piano all 3 buttons when landing on the rock to increase the chances of jumping from it.

Time to aim for: 0:47

Acceptable time: 048

Angel Island 2

Hydrocity 1

Hydrocity 2

Marble Garden 1

Marble Garden 2

Carnival Night 1

Carnival Night 2

Ice Cap

Launch Base 1

Launch Base 2

Mushroom Hill 1

Mushroom Hill 2

Flying Battery 1

Flying Battery 2

Sandopolis 1

Sandopolis 2

Lava Reef 1

Lava Reef 2

Hidden Palace

Sky Sanctuary

Death Egg 1

Death Egg 2

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