Released in the United States on 24 November 1992 ("Sonic Twosday") and in Japan the next day,
Sonic the Hedgehog 2 helped the Genesis/Mega Drive devour more of Nintendo's console market
share. This time around, Sonic was joined by Tails, who only made himself useful as the second
player character in the new 2 Player Versus mode.
Here we go again, stanski's sonic 2 SS part très . The one thing I would like to explain is that certain things in this game cost a lot more time than it seems like, even if it visually a certain other part where I barely lose time or don't lose time at all looks worse. This especially has to do with the timed elements, which occur in a few different levels. For example, the most asked about level is usually metro 2, about how I get raped all the time in that level. It really doesn't matter how much time I lose in that level since I can't progress until a certain timed element gets to the point to let me progress.
Also have to say that yes, the routes I use are the best known routes available for any given level. I don't change anything from my IL routes really, just few minor adjustments for consistency, the overall route always stays the same though. I've gotten a few random responses about "well this looks slow, couldn't you do something different here?" No, I can't, and if it looks wrong and isn't written about in my comments, it probably is hugely minor or is not a mistake at all.
Big thanks goes out to Upthorn for discovering the Metro 1 and 3 nut glitch and the same people I thanked last time.
Now, the big question: How low can I go? When will I stop speedrunning this game in the any% category? Honestly, I have a lot of fun speedrunning this game, so I probably will improve this time eventually. At this point now though, I really feel like I'll have a lot of trouble replicating this run with just a few improvements though. I really thought my 20:02 run was pretty damn good, and so a run in 18:12 will be a tough one to beat. I'd definitely have more motivation if anyone was even close to beating/challenging this run, but I don't see that happening soon. I will just have to motivate myself further sometime in the future.
Run performance comments:
- Emerald Hill 1: 19 would be nice, but 20 is still a very respectable time for the first level.
- Emerald Hill 2: The only reason this isn't 38 is because I screwed up that roll to the invincibility and ended up having to jump instead. Not a huge deal in my mind.
- Chemical Plant 1: I think this is as close as you can get to 22 without getting it. 23 is still a very good time, let me remind you that many very good sonic 2 runners have never gotten 23 during IL attempts.
- Chemical Plant 2: I screwed up that big jump because I was supposed to be running instead of rolling. What happened was I usually spindash off those accordion blocks, but not doing that threw me off and so I accidentally pressed down to roll, I tried to come out of it but still pressed down for some stupid reason. Costs me about 3 seconds. I restart probably 90% of my runs at the beginning of this level because of that stupid tails pass through the short route glitch. That is basically why I will accept mistakes in the earlier levels.
- Aquatic 1: Obviously the jump over the log was a little short, I was going to salvage it by jumping back on top of the log but for some reason the button jammed, so I just ran through the log instead. Costs me about 1.5 seconds there, even though it looks like a lot of time lost. I lose way more time missing that jump to the top path at the end, probably almost 3 seconds. This level is probably the hardest early on level along with casino 1, so any time from 23-27 i accept.
- Aquatic 2: Finally hit that stupid ass underwater jump to preserve my speed. Everything else goes pretty well I'd say.
- Casino 1: The only part that I was kind of mad about was losing my speed shoes right before that jump at the end and having to take the bottom route. It wastes about 4 seconds. Its pretty hard to get onto the top route consistently in SS attempts, but its really nice when I do get it.
- Casino 2: I don't know how many people will realize how good this time is, which is a shame. A certain other speedrunner of genesis sonic games has never broken 1:05 in this level doing IL attempts. Hell, my first IL of this level was 1:01, and I spent probably 4 hours getting that. This is probably one of my best executed levels in the run.
- Hill top 1: This level was great up until the end, where I randomly just stop on that ramp. I improvised as well as I could, trying to remember how the end of the level actually worked since I haven't been through the lower part of it in about 6-7 months. I think I improvised well, and even though the game fucked me completely, it only costs me 6 seconds or so.
- Hill top 2: Those rising blocks are timed elements, and its very hard to beat them to the previous cycle if you don't do the level exactly like I do in my IL. Problem is the way I do the beginning in my IL is like a 1/5 type thing. Going to the next cycle on the blocks costs like 4 seconds, but keeps my sanity in tact. The level execution after the timed element is basically flawless, very happy with this.
- Mystic caves 1: The only part that sucks is obviously missing the first jump in the beginning (still looks damn close to landing on that crumbling bridge, I think the game just fucked me over again) and missing the spindash at the end. Both add up to 4 seconds of mistakes, not my best efforts for one of the easiest levels in the game.
- Mystic caves 2: Great level besides the boss fight, not sure how I got hit but missing that 3rd hit definitely couldn't have helped. Costs me probably 2 seconds, I'm really happy with the level besides that though.
- Oil Ocean 1: Again, people will not realize how good this level is. I thought :37 was impossible when i first started doing IL's and got a :39 in this level. There are very small issues, but seriously this level is such a run killer that its great I got such a great time.
- Oil Ocean 2: ^^^^^^^^
- Metropolis 1: Obviously had a few issues with that spring, was about 6 seconds slow by the time I got to the nuts and bolts section. It was made up for by the fact that tails magically came back much faster than usual, and the use of the nut scroll glitch (didn't plan to use this unless I thought the run through the beginning of the level was slow, since it only saves 5 seconds). Again I got fucked over by the spike box magically landing a hit without a spike even in the open, but at least the ending was good after that and I didn't screw up the last spindash.
- Metropolis 2: Again, timed elements here (spike box needs to not have the spike come out on top), so getting hit doesn't waste time. What does kind of waste time is having to wait for the elevator platforms to take me up to the switch, had I gotten there a quarter second earlier I could have avoided the 4 or 5 second wait. This time doesn't look very good compared to IL times, but believe me this is a really really good time for this tough little level.
- Metropolis 3: The make or break level in the run, I had a bunch of runs lost here due to failing/dying while performing the pusher glitch and the nut scroll glitch. Got both on the first try, and the boss battle was pretty optimal. Again I really doubt people will realize how good this time is or how hard this level really is, but this is another one of my best levels. Oh, and the reason I don't do the nut scroll glitch as fast as in metro 1 is because I am always nervous about lining myself up properly. So it costs me 2 seconds, I'm doing a trick that requires 4 frame accuracy and saves 10 seconds, it really doesn't seem like a huge issue to me, but what do I know.
- Sky Chase: boring, I get hit a lot because I haven't played this level in a few months, I don't blame you for skipping the boringness. At least I get a break. Seriously when I start out running, I'm always mad about how long the bonus screens take (way to go fucktards, allowing sub 30 second completions in your levels), but as the game progresses, I start thinking "fuck I have no break between fighting the boss fight to now having to start another level," so its nice to have a snoozefest here.
- Wing Fort: This is about as good a time as you can do in an SS. Why do I lose so much time to a somewhat mediocre IL then? Well, when damaging through the plane propeller, you have to wait in an SS for the platforms to line up correctly, whereas in an IL you can spindash jump and hope for the best. This is where all the time difference in the IL comes from, as the rest of the level is basically the same.
- Death Egg: Easy 51 here. I'm amazed by how many people think I must be really nervous or something on death egg when I've played the level thousands of times. This is way far from the hardest part of the run, yet people still think attacking from the back must be the hardest thing ever in a run.
I really would like to see someone else beat this run, but I doubt anyone will have skill and the motivation to do it besides myself. I really don't know if I even can beat this run though, just because there were so many fortunate levels (oil ocean and metropolis in particular) that are usually huge time add ons. This is definitely the best run I have ever done for SDA though, so I think it will be a good watch.