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@Abyssoft2 жыл бұрын
Memberships on KZbin are also coming soon, they're focused around the live streams and I'll be sure to announce them when I set them live.
@LavaCreeperPeople2 жыл бұрын
W
@teddyboragina64372 жыл бұрын
if the developers intentionally left this in the game, why is it a "conspiracy"?
@JTHundley2 жыл бұрын
If I subscribe will you stop over-enunciating? I'll do it two-day. I know you know how to talk normally.
@CodeTheNet2 жыл бұрын
@@Abyssoftw2wwwwwwwi2 you are you and your family lol
@kRx12032 жыл бұрын
Having boss triggers happen in certain locations or not actually requiring all the emeralds during the fight (because you're not supposed to access the fight without already having them) are to my knowledge fairly standard developments tricks.
@Rocky712_2 жыл бұрын
I wouldn't call that development tricks, but just simple time managment. No need to program in the requirements if casual players are not supposed to get there anyways.
@whodistoodis2 жыл бұрын
Agreed. As a hobbyist programmer myself, and having watched a frankly enormous amount of videos on video game design, I can say with quite a bit of confidence that this kind of event handling is pretty much industry standard.
@derekcline9502 жыл бұрын
@@whodistoodis I wonder how many Devs actually consider speedrunners nowadays. I know that some indie games (Celeste bring a great example) do. Granted, what they do when they "consider" speedrunners probably varies widely
@goldenhate66492 жыл бұрын
Sonic is a game all about speed and precision, I would not be surprised if the hole was intentional. The boss trigger is an easy trick to simplify coding, as is the emerald trigger. Also reduces the chances of bugs. I am more surprised they didn’t fix the collision bugs that cause the run to be possible
@CantusTropus2 жыл бұрын
Every little check you run demands a little bit more computational power, consuming a limited resource. It's probably not very much for one boss check, but it can seriously add up over the course of the game. There's no point putting a burden (even a small one) on performance to prevent something that 99% of players will never experience, and which doesn't ruin the game even if you do encounter it.
@sandjgaez2572 жыл бұрын
“But don’t you think it’s strange that a trigger to spawn the boss was left in and that there was a way to go Super Sonic without the Emeralds?” No.
@BillehBawb2 жыл бұрын
I think its kinda absurd that you suggest the developers specifically left in these spawn trigger spots for speedrunners. It is pretty clear that these trigger spots are just how the game knows when to spawn the boss because thats where sonic ends up after the cutscene. There would also be no reason to have an extra check for if the player has all the chaos emeralds because they can just assume that a player without the chaos emeralds would never be in the boss arena. The only part of this theory that might be true is that they purposely didn't patch out the skip to get into the boss arena on Kronos island despite knowing about it. The only thing this would accomplish is piss off speedrunners, so I see why they would decide to just leave it as is.
@trashman92822 жыл бұрын
Well iizuka did said in interview that you can speedrun it so that's something (also long time no see)
@CassiusStelar2 жыл бұрын
They left it as is because sonic games patching out speedrun tricks is unheard of, look at Colors Ultimate and how they still have the 3D in 2D exploits
@MudakTheMultiplier2 жыл бұрын
@@trashman9282 frankly if I ever get around to making the game idea I have kicking around in my head, I'm going out of my way to use tricks like this that would make runs more interesting. I'm a particular fan of the quantum block that if you touch that before the cutscenes then you can break out of them.
@superfandesonic12 жыл бұрын
Wild BillehBawb W
@buchabra22 жыл бұрын
Cutscene triggers are very common. There are plenty of games that is you don't do a cutscene trigger to will be soft locked. The fact that it's positional triggers and not story triggers is what he's trying to call out
@Skulll90002 жыл бұрын
3:34 Game developers tend to dislike putting in redundant checks (I'm assuming you can't even get into the arena without the other 6 emeralds, so why check that you have actually have all 7 when you collect the "last" one in the arena?), so it's not that unusual or uncommon. The most aggressive example is in Jak II; if you do a huge sequence break in Jak II, the game will actually GIVE you all of them items that you SHOULD have at that point in the game. I think it probably stems from a fear of potentially soft-locking innocent players.
@Voltricity4352 жыл бұрын
correct assumption, through normal play you can only access the arena when you collected the 6 emeralds necessary
@N120152 жыл бұрын
That's maybe a big reason why they didn't wanted to make a truly open world, because those kind of story triggers works better on a semi-linear structure.
@Zanoab2 жыл бұрын
Jak 2 had a bigger reason to play it safe. Sony was strict on game QA and if a tester found a way into an area early and gets soft-locked, it can set back Jak 2's release. Ensuring the player always had the required items if they find a skip makes the tester think the devs knew the skip was possible and left in intentionally instead of reporting it as a major bug.
@junova75032 жыл бұрын
There's several games that "give" you items during cutscenes that you didn't collect. Usually this is because during the cutscenes your character / inventory is swapped out for a copy they have prepared on the side for said cutscene for whatever reason. Usually it's not just to prevent softlocking but also to prevent things like animation issues, inventory discrepancies, or various other things they didn't want to bother checking for which could cause things like the game crashing and whatnot. Famous example of this is the start menu glitch in ocarina of time wherein the start menu is actually a hidden save with certain items already collected you can access through a glitch.
@ObservationofLimits2 жыл бұрын
That just sounds like lazy coding lol. Well this is buggy, this might softlock, fuck it instead of finding and fixing the broken parts, just give them free progress.
@kevinseraphin54562 жыл бұрын
I think the Trigger for spawning bosses is just because it was more convinient for test, unstead of having to trigger all flags needed, you step on the trigger, it can even be because bosses fight were designed before the requirement to trigger them, and once you put everything in the game, just place sonic on the trigger when needed and call it a day.
@N120152 жыл бұрын
Maybe they were affraid of softlocks so they made a failsafe metod... Seems reasonable to me. This kind of basic coding is a happy middle point where hardcore enjoy to break the game while casual plays how it was intended.
@zcanann2 жыл бұрын
Yep, as a game developer I can attest to this. Anything to make my life easier. If a speedrunner can find a way to abuse it, I don't care. After years of working on a title, the priority is just shipping the damned game.
@N120152 жыл бұрын
@@zcanann And that to not be a broken mess for the 99.9% of players, even if the 0.1% of hardcore fans break it.
@junova75032 жыл бұрын
Also, by not having checks like for the emeralds you can have one programmer developing the boss trigger while another is coding the gems without worrying about having to go back over to make it compatible.
@LSDeadly2 жыл бұрын
"Hedgehog Space Program" absolutely destroyed me lmao that's so funny
@curedollyarchive77972 жыл бұрын
wait until you learn about OIL skip in Celeste. Step 1. Cover yourself in oil.
@LSDeadly2 жыл бұрын
@@curedollyarchive7797 amazing lmao
@winnerwannabe986811 ай бұрын
This is a sonic community. You don't get into sonic without enjoying humor.
@scpWyatt Жыл бұрын
every Sonic dev watching this right now: "Oh, that bug? You mean surprise feature!"
@roiitzkovich45452 жыл бұрын
Nintendo ruining backwards long jump speedruns to f*ck with SM64 fans, while Sonic Team are like: "Speedrunners are cool. Give'em da glitches".
@henke372 жыл бұрын
Conspiracy? Nah. It's perfectly normal sloppy coding to not bother to check prerequisites that are always fullfilled. Tons of games take shortcuts like this. There's also the fact that it's a lot easier to debug parts of the game if you can just do the minimum to satisfy triggers. Teleporting is easy. Fiddling with story flags is tedious and well, fiddly.
@soundrogue44722 жыл бұрын
Hang on; as a rookie game designer; I know this basic info, it's not hard for them to add an invisible wall on top. When we, "forget" (don't care) about the players getting to it early, we do this; if we don't want a player getting into somewhere they're not supposed to be; we lazily add an invisible roof, it's not even as if a roof is that hard to add.
@NeatNit2 жыл бұрын
I think it's somewhere in the middle. All software, including games, has what's known as "illegal states" - states that are supposed to be impossible to occur through normal operation. For example, being in the boss arena without having all Chaos Emeralds is an illegal state. Depending on the circumstances, programmers might add checks to detect when such an illegal state occurs and change the code path in response, but often, they will just assume that the state is legal and never check all the variables - in this example, the code that handles the boss arena will just assume that you have all the Chaos emeralds, without ever checking. As the above commenters said, this is common practice, but I don't think it's without thought. I think they *know* that it's possible to reach an illegal state and they *deliberately decided* to go with the generous assumption. The other alternative is to just soft-lock the game... The thinking goes, since the player is ALREADY in the boss arena, the game will be less broken if they could just battle the boss. It doesn't even matter if the player is a speedrunner or a casual who found themself in an unlikely situation. Whichever damage was already done is done, the show must go on! As for the missing ceiling, the exact same logic applies, although it's a lot more loose. Having an invisible wall in mid-air doesn't look and feel too broken because there isn't much visually wrong happening - Sonic is just falling and the player's input is more or less ignored if it goes in the wall's direction. The only "wrong" thing is when fast movement suddenly stops when it hits the wall. But an invisible floor is a different story - when interacting with it you're necessarily walking on nothing. It's an impossibility through and through. So it makes sense to choose to NEVER use invisible floors/ceilings: if the player made it above the arena, the game feels more polished if we just let them fall down to the earth than if we make them walk on air. Again, the show must go on. I also think they definitely had speedrunners in mind when making these decisions. They knew glitch hunters would break the game one way or the other, they preferred that the game steamrolled through illegal states while still having sensible gameplay rather than becoming unplayable or more and more glitchy as the illegal states piled up on top of each other.
@MajoraZero2 жыл бұрын
Not sloppy, just safe. If you already have a check for all emeralds on whatever lets you enter the boss arena, why check again later? All you get is a potential bug if the check goes wrong somehow. And as you said, makes for easier testing.
@moosesues88872 жыл бұрын
@@moonsoon1038 my throat taste like hair
@junova75032 жыл бұрын
@@soundrogue4472 Bruh. making invisible roofs is not as normal as you think. So many games barriers can be skipped by getting high enough to the point it's the first thing people attempt when trying to skip barriers. That and getting fast enough to go through it before it can process you touching it.
@blikthepro9722 жыл бұрын
Location triggers and not requiring the chaos emeralds is something to be expected since in a casual run you can't hit the trigger if the game doesn't place you there and there is never any scenario where you can grab the last emerald before super Sonic. But what is sus is adding a second invis wall that has a hole. It's literally easier to make it completely solid than to leave a hole
@jakeparkinson89292 жыл бұрын
I love when acronyms are made for a speed run trick. You use the acronym and it sounds super smart and intelligent. "As you do the WJWNC you enter a state of PBNJ. And the momentum of the...."
@nyon72092 жыл бұрын
and when you tell your friend that PBNJ stands for "Potatolord Boosted Norbert Jump" the look on their face is priceless
@LoserLilith2 жыл бұрын
"Right here we do a HSP to gain an insane amount of height-" "What does HSP stand for?" "...Hedgehog Space Program..."
@kingmeprime Жыл бұрын
It makes sense to me why devs might add these features. Casuals who accidentally skip sections aren't punished, if there is a glitch with story flags nobody notices, and speedrunners are happy. All three of these things are good. There is no reason to make people's lives harder for the sake of "doing it right." A smart dev will work with their community, not against it.
@AvsJoe2 жыл бұрын
Hedgehog Space Program? Looks like Team Sonic's blasting off again!
@TonyTheTGR2 жыл бұрын
Death Egg, Inc approves
@pubcle2 жыл бұрын
It's just a simple way of making cutscenes and such trigger. These are typical methods of progression for development. That they're being left in without patch is likely intentional, but that they were found is unsurprising. Every program is at least a little bit spaghettified and forced together, and will typically use as simple of a way to get something to work as possible.
@VelvetAura2 жыл бұрын
DSS is such a legend. So many tricks found over the years. I also loved seeing so much of my boy Emerldd's footage in this video lol. Very informational, great vid!
@superkulty642 жыл бұрын
I'm glad that this game has a lot of attention towards the speedrunning community. Not only is Frontiers a good casual game, but it's an incredibly fun game to speedrun, especially when the nature of the game is a 3D sandbox collectathon, similar to a certain game called Super Mario 64.
@onakutv2 жыл бұрын
Friendly reminder the game has been out for 3 WEEKS and all of this has already been found. I keep saying it but I can't wait to see how far this speedrun goes!
@TonyTheTGR2 жыл бұрын
I'm waiting for them to manipulate the inventory to spell "RUN END"
@chrizzel282 жыл бұрын
If the devs do intentionally keep these tricks in I respect it a lot. There's a middle ground when patching glitches between improving the casual experience and not breaking the top ranked experience that is hard to maintain, and if they are trying to balance that out for real then godspeed to them.
@vDREEGONv2 жыл бұрын
The recent patch actually improved the speedrun by fixing a deload bug that now makes it so we don't have to quit to title for WES (Wyvern Escape Skip). It is ultra rare that a patch IMPROVES the speedrun without patching anything out. So yeah if they are doing it intentionally bless their souls ^_^ Nintendo could learn a thing or two from them and stop fucking over Splatoon 3 speedrunners ;-;
@Sono-Zone2 жыл бұрын
this is 10000% not the case, this kid is just an idiot.
@IsuKen2 жыл бұрын
Love the fake out of the music picking up before “You can just jump over it”.
@antusFireNova2 жыл бұрын
This is already incredible! But how the hell did the speedrunners figure out that in order to skip pinball consistently you have to punch a very specific box
@TonyTheTGR2 жыл бұрын
There's probably dozens of ways to solve this, they just found the first of them and stuck with it.
@KitsuneFyora2 жыл бұрын
That's the thing I never understood with Speedrunners. They will find the *MOST* complex thing in the game and use it for their Speedrun. How did they find it? Who the heck knows. But it works.
@junova75032 жыл бұрын
Likely by going back over their recordings and seeing what actions they took which seemed to give consistent results then narrowing it down. People probably broke said box on accident. That being said, many (think original metroid) are notable for people using RNG manipulation wherein you do specific tasks so if you suspect it can be manipulated you can just test to see if anything works. I suspect the former as the game hasn't been out long enough to really test a whole bunch.
@nyon72092 жыл бұрын
how speedrunners figured this out is probably related to why punching the box works. In this case, we know that, for some reason, punching that box sets the game so that you will face a specific direction, and that things that reset the direction you're facing undo this. Abyssoft also mentioned Maio PUs which to me says it's related to a float/int transition, or 2 variables being used to store your angle. I notice that when you break the box, the parts fall away from Sonic. From this, I'm guessing that what's actually happening, is that when you break the box, the game grabs Sonic's angle, and uses it to make the box parts fly away from sonic. The angle you punched the box is now stored in some "temporary angle" variable, which will be reset when you start grinding, or enter a 2D segment, or something like that, which forces sonic to face a certain direction. The state of this variable is used to determine what direction to spawn Sonic when you reload the game. So now, lets say someone saved the game while facing the doors to a boss room, reloaded the game, and was facing some other direction. That would be pretty noticeable. There are people who go out of their way to find glitches, and if one of those people noticed this, after a few runs, they might start experimenting. They know that it's consistent on a save, but inconsistent between saves, so something that's related to Sonic's angle, but isn't his angle, has to be getting read. Speedrunners would have been loudly complaining about how there wasn't a consistent setup, so this guy knew his info would be useful, and kept experimenting. How they figured out that boxes influenced this, I don't know, but I can't imagine it was that hard if the person was running around, doing things, saving, restarting, and seeing what direction it made him face. Of course, all of this is just a guess based on like, 30 seconds of footage, and if it's actually what happened, then call me Sherlock. But, I think it paints a decent picture of how things could have gone to figure that out.
@marmaje692 жыл бұрын
2:20 i script my own game. I know how doors and Keys work. It does not matter if you have all 6 emerlands or not -_- If the game detects you in the arena entramce (AKA boss arena door entrance) THEN the game assumes that you DID got all main quests done. And if you ask „well why devs scripted it like so?” Well its because its simpler to make and unnecessary to double check if you do have 6 emerlands or not. Invisible wall does a good enough protection… that is until some lucky speedrunner discovered HSP.
@hibber252 жыл бұрын
I think the reason they left a huge hole in the invisible ceiling above giganto's arena is that if they'd actually closed it up, it could interfere with the boss fight (specifically, cylooping him) But if that were the case, they could have just raised the ceiling...
@psinjo2 жыл бұрын
I haven't played the game myself, but going super with the emeralds and the triggers being in the over world seem like pretty simple oversights. "There's no way to enter the boss fight without the other emeralds, so why bother checking for them?" "The cut scene places you here, and we want to make sure the boss spawns when the cut scene is over, so just put the trigger for the scene where Sonic ends up" The logic is pretty simple to see why it might have been designed that way. As for why the exploits are still allowed, it could simply be considered not worth the effort to fix, since it's not something that affects normal play
@DPadGamer2 жыл бұрын
Great video! Happy to have contributed a skip. Had no clue Onaku's recent WR used it, thats pretty awesome to see!
@Kazeran2 жыл бұрын
Im not really sure what the conspiracy is? that the developer isn't intentionally patching things speed runners are using? Why would that even be a problem? Speedrunnings a big thing, deciding to leave skips in rather than totally patching them out, ie the second wall having a hole in it, just seems like they are aware and don't want to ruin your fun while making it harder for normal players to break their games. The other stuff with the boss spawn triggers, maybe, but I'm not really sold that its specifically left there for speedrunners. and the chaos emeralds, what would you even want them to do after you get the last emerald, just have the game softlock? From a coding perspective its much better to have it continue normally than to leave the game running in a dead state
@Sypaka2 жыл бұрын
If the engine of Sonic and PSO2NGS are the same (which it think it is), the cutscene scripts are the same, too. The cutscenes only appear to be able to move the actors, but you need triggers to spawn things. It makes more sense to complete the cutscene and then place a trigger at that location, where the cutscene ends and control is returned to the player. In debug mode, it very easy to get the current location XYZ after a cutscene and just plop those as the center of a -circular- cylindrical trigger on the ground. SInce the trigger is placed there, you don't need to watch the cutscenes and just spawn the boss to debug by stepping on the trigger, saving development time.
@Tenroh922 жыл бұрын
Those triggers most likely aren't anything special which were left to help speedrunners. The player triggers the cutscene which teleports you to this exact location. As the developers now knew that every player would stand on this exact spot they placed yet another trigger right there which makes the boss appear. A simple failsave would be that the game only loads the boss trigger if the requirements are met and should this not be the case it instead places a trigger as big as the arena which teleports you right out of the arena as soon as you touch the ground. That way speedrunners wouldn't be able to skip the content while regular players who might end up entering the arena early by accident are still able to exit it without any deeper game knowledge. But most likely the developers were too lazy to add this - like a fair amount of developers of other games are. And this is just fine even if it doesn't sound like this would be the case - as long as the game is designed in a way which prevents you from executing the skip by accident.
@MrJsup232 жыл бұрын
I think the boss triggers being there in the first place wasn't meant for speedrunners and was just the most straight forward way to get the sequence to not trigger early and break or not trigger at all. That being said they definitely left it in after they patched it on purpose because unlike nintendo sega doesn't hate player generated fun
@TheArchivistArchive2 жыл бұрын
It's weird you refer to the area bosses as 'final bosses', though yes, that's technically correct, it's the final boss of the area... that term is usually left for the 'actual' final boss of the game.
@Toddo_52 жыл бұрын
actually about ses, lots of speedrunners (including me) are using ses in runs now because of a new route found that saves around 40 seconds if done optimally. great video btw!!
@OfficiallyMaidenless2 жыл бұрын
There is no shot these skips are accidental. Even casual players ended up watching the hype surrounding Elden Ring speedruns, and from a business perspective it makes sense because this just creates more hype around the game itself. I think it's pretty obvious that they left them in on purpose considering they knew people could get into the 1st arena and instead of blocking it off properly, like you said they just added a second wall and even left in a way to trigger the boss. Realistically this just goes to prove how much they padded the gameplay, needing to get all those collectables to progress, unless you're a sweaty speedrunner? nah it just feels cheap af to me, not to mention how empty and dead and cold the world is. This honestly feels like a fanmade unreal engine 5 "game" not an official release. Maybe I need to watch some videos but it really felt like the sonic racing games had more world building than this junk. I don't even like what I'm looking at, just feels like someone modded sonic into an unrelated game.
@alloounou69002 жыл бұрын
3D Sonic games: enough bugs to rival a forest Sonic goes open world:
@Gnidel2 жыл бұрын
I love that the name Magnet Dash sticked because it originated from 3D Spark the Electric Jester games which have exactly the same technique.
@ANunes062 жыл бұрын
I think there are a lot of soft-lock protections in place that turn out to be useful when sequence-breaking. Jury's still out on wtf they were thinking with the second invisible wall that didn't actually stop the skip from happening.
@a2pabmb22 жыл бұрын
What's that? The devs went ahead and ignored a glitch used by speedrunners that doesn't affect casual play in any way? Bruh, that's not a conspiracy. That's how all game developers should always handle similar situations.
@notscorchingsands97182 жыл бұрын
Not always, some people want the thing they made perfect
@mossen982 жыл бұрын
i get sm64 vibes from how speedruns are going with this game and i love it cant wait too see all the different % catagories
@danieljensen26262 жыл бұрын
It's extremely common to not check for something explicitly unless you have a reason to. There was already a check for the other chaos emeralds before the fight, checking again during the fight would just be a waste of processing time unless the developers actually had a reason to think players could get there without them. The boss spawn can also be explained as "lazy" programming, the cutscene to start the boss fight obviously moves sonic to that location so they just set up the boss to spawn whenever he was in place. Again, there was already a barrier to stop people getting in, so there wasn't necessarily any reason to add extra barriers to progression inside. The only times developers really go above and beyond is when they're actually paranoid about speed runners, but a lot of developers probably don't care too much as long as they think casual players won't be able to mess up the game progression too easily.
@crackasaurus_rox97402 жыл бұрын
The grand conspiracy is that you don't understand how the game works. All of those aspects including the hole in the wall are required to progress the game as intended, because the sonic component model has no ability to teleport or otherwise respawn during cutscenes, death events, or fast travel. He just moves very fast off camera.
@EmeraldEmsiron2 жыл бұрын
I get the feeling that they didnt realize the trigger thing would be used, but since it is, they thought they'd leave it to not make speedruns painful
@notscorchingsands97182 жыл бұрын
Because speedruning a game the way it was intended is painful?
@EmeraldEmsiron2 жыл бұрын
@@notscorchingsands9718 it very much can be, cutscene heavy games with no skips, games where the majority is very tedious fetch quest stuff that, after being optimized, isnt that engaging
@notscorchingsands97182 жыл бұрын
@@EmeraldEmsiron And skipping 90% isn't interesting to watch after the first time you see it.
@EmeraldEmsiron2 жыл бұрын
@@notscorchingsands9718 its a hell of a lot more fun to play, if you dont like that as a viewer dont watch, other people do like that. if you dont want someone to skip the game watch the 100% categories
@notscorchingsands97182 жыл бұрын
@@EmeraldEmsiron Ok...? I was just saying my piece chill.
@scraps76242 жыл бұрын
It blows my mind how speedrunners find stuff like this so quickly, great video!
@funkydinosaur2 жыл бұрын
Absolutely creasing over "Hedgohog Space Program" 🤣 speed runners are pure genius
@questwalkerko2 жыл бұрын
This is just regular game development tricks and are used all over hundreds of games. Having useless and unnecessary checks for conditions that would not feasibly occur in regular gameplay is bad coding practice, so of course there's no checks for the diamonds. Why are there triggers to spawn the bosses? Because the player touches the trigger after the cutscene is over. That's it. Normally, there's no way for the player to touch the triggers manually, so why make things difficult with unnecessary checks and events?
@Bonxur2 жыл бұрын
It sounds like they left a lot of back doors from testing. Normally in game development there’s documentation (usually a sticky note on someone’s desk) about the location of these back doors what they’re testing for. Sonic frontiers was one of those games that went through alot of testing to make sure it ran smoothly but had little cleanup after testing was done
@Sea_Leon2 жыл бұрын
The best part of this video is that speedrunners have broken the game even further and are skipping the tutorial bridge.
@Antronix32 жыл бұрын
Good to see developers support speed running glitches as long as the glitch isn't easily done through normal play.
@nom67582 жыл бұрын
3:35 man goes into a delusional conspiracy theory when the obvious answer is that there's no point to check considering they ALREADY DID before the cutscene... that you didn't see.
@nom67582 жыл бұрын
Beyond that, as other commenters have pointed out, sonic devs NEVER patch out speedrun related glitches, unless they interfere with actual normal gameplay.
@myleswelnetz67002 жыл бұрын
Some games are just not made for speedrunning.
@LindorSniping2 жыл бұрын
mah boy Bismuth got a shoutout towards the end. Nice!
@zerrrp2 жыл бұрын
5:00 you don't need too? when i accidently went over that mountain without knowing it was wyvern boss and thought i got softlocked i climbed the tower and wyvern was there?
@IPlayVideoGamesAndNothingElse2 жыл бұрын
I blame game companies making minimum viable products. Greed took over and now games are garbage and easily exploited.
@sagacious032 жыл бұрын
1:54 I prefer the term "Hedgehog Space Program". Anyway, neat analysis video! Thanks for uploading!
@GreenEnvy.2 жыл бұрын
Developers are embracing speedrunners more than ever. The skips were not intentional, but not patching them was not a happy accident.
@jbillion2 жыл бұрын
Never surprised to see DSS discover crazy glitches. Dude is a legend in the sonic Speedruning community
@shades2all2 жыл бұрын
probably developer things for themselves more so for speedrunners. its similar as to why cheat codes even existed in the first place. developers need something for when testing as well as it wouldn't need an additional trigger because the assumption is that you played the game normally. conspiracy almost definitely not, more like common development stuff that players and speedrunners have abused since games of old.
@FuzzyJeffTheory2 жыл бұрын
If I ever make a game, I’m not putting any safeguards against sequence breaks cause it’s fun to break a game
@miraclewillow12 жыл бұрын
Given Sonic was born from the concept of speedrunning itself, I think leaving in the exploits was just a little "let's give speedrunners this one"
@jenaf42082 жыл бұрын
(Grand Conspiracy) or (happy accidents) is a false dichotomy. I think most is accidents, but the devs didnt want to patch out a massive skip and lock speedruns to older versions of the game.
@vDREEGONv2 жыл бұрын
This game hasn't even been out for 30 days and we are already hitting sub 1:15 loadless times on PC and soon sub 1:20 RTA times on console. I remember when sub 2 was discussed as possible, and now sub 2 is literally free. I have never seen a speedrun develop this fast, and having been part of developing it together with the community makes me really proud :) I am sure this game will just keep getting crazier and crazier.
@caltheuntitled80212 жыл бұрын
It probably isn’t a conspiracy, but I could reasonably see Sega going out of their way to make speedrunning possible in a Sonic game
@thelobsterlover94492 жыл бұрын
My brother told me about Magnet dash and HSP before my first playthrough and I ended up accidentally skipping to the wyvern fight after HSPing into that one crater mountain and just dropping into the area. Of course I wanted to play through the story so I had to find a way to get back, but it's crazy how easy it is to break this game. Also HSP is just so useful in general, for getting a view of the whole island, or getting high up tokens. Definitely made the experience a lot more enjoyable
@theoretically26792 жыл бұрын
i feel like im listening to a robot
@Ghoulie99192 жыл бұрын
I absolutely cannot get over the one trick being called Hedgehog Space Program im cackling and crying this has become a core memory
@JazzyWaffles2 жыл бұрын
Most of the "coincidences" are fairly common game development tricks to save time. The donut wall might have been an intentional "fix for non-speedrunners" thing, though.
@May-hem2 жыл бұрын
Is the hole in the top of the Giganto arena second wall/dome not because they need you to be able to launch him skywards with the Super Sonic cyloop and not bonk off a arena sky box?
@TT_vig2 жыл бұрын
its been over a decade since I last followed DSS and he's still coming up with insane shit I honestly believe someone should make a video on all his work on the sonic speedrunning community, its one of a kind.
@ashurad_fox59912 жыл бұрын
As a programmer, I think the devs left it there to deliberately prevent softlocking or a bug that could break the game. By placing the trigger where the player is placed, it could minimize the risk of a softlock if the cutscene trigger for it didn't trigger. (Which happened to quite a bit on many other games, not just in the sonic series. Example God Eater series, if you skip a cutscene it will not trigger the achievement... Good thing the gallery for that game exists) But yeah, this is definitely useful for speedruns.
@esrohm64602 жыл бұрын
conspiracy? to me this just sounds like normal programming, be as lazy as you can get away with. why bother with finding out when to start an event after a cutscene if you can simply use the fact that the character will be at a specific location as you defining factor that the cutscene ended
@BlueLoveYT2 жыл бұрын
Hearing that part about breaking the pinball sequence had me shedding a tear
@NERDSAUCE2 жыл бұрын
12:25 lmao runners thinking there's a conspiracy around patching in a second barrier like they knew run tech. it's to keep you in the boss arena. if you get stuck between them you're literally softlocked which is a cert failure, IE they can't ship. Cert failures are the highest severity bugs and they wouldn't deliberately fail cert. why would they make a change that would be a showstopper they'd have fix before they can push the patch out?
@OwnerAdminTaleSonic2 жыл бұрын
during my first playthrough in ares island, i got to the titan area early and was like "bet the boss happens here" and went back and finished the island lmao didnt know about the trigger though
@Brown95P2 жыл бұрын
If I were part of the Sonic games dev team, the "Grand Sonic Conspiracy" would be definitely something I'd see if we could take time to pull off.
@Fishy_1998yt2 жыл бұрын
Glitched pinball is some creepypasta type stuff
@LeaderPenguin2 жыл бұрын
Ngl I would rather have a functionally decent looking game with exploits like these that only a handful of people use for speedruns that require some degree of skill to achieve, rather than have a game full of graphical issues and glitches that are not fun and can crash your game so only certain specific aspects of the game, such as making sure checkmarks to block you to pull these glitches off so you play their crappy game from beginning to end as the developers want you to play, were super polished.
@BreezeTheCat2 жыл бұрын
It is a sonic open world game. You have ways to lock on, dash, and just generally fast. These characteristics have broken other games before. Also I wrote this before watching the video
@izanhoward77422 жыл бұрын
sonic is the best 3d franchise, this is why they put time into bugs glitches and easter eggs
@mightbeanerd2 жыл бұрын
Oh gosh, I got into the wyvern boss arena in casual play before I even knew it was gonna be the boss arena, there's actually a few ways you can get in there I've found at least 3. I ran around and climbed to all the high points of the arena, if I just ran around randomly a bit more I would've summoned wyvern and freaked out
@fabioxperuggia2 жыл бұрын
the point to spawn the boss is just a lazy programmer trick. do cutscene, change sonic position, position = spawn boss. that lets devs test the boss without the cutscene or with it depending if that was already done on the project. They should later on development hcange that, buy probably they were lazy or fear introducing bugs. The part that sonic goes super without the other emeralds is simple, if you are already on the boss its safe to asume that you collected all other items. those are used only to check if you can trigger the cutscene and not really important on the boss fight. also if by any case a player entered the fight early it won't softblock. Lastly its easier to test the fight without having to set "player has all x items" before testing.
@PeaceOut20242 жыл бұрын
Bro I accidentally found how to skip to the Wyvern boss fight by myself on my first playthrough. I was trying to find the last puzzle to open up the map and had used a ancient rail to jump into the boss arena (which I didn't know was the boss arena at the time). I was running around for a while and couldn't seem to find the puzzle and eventually decided to head back. I went to find a spring and fell down into the area with the sprawlling hallways, and by complete luck, accidentally hit the trigger to spawn Wyvern. At the time I didnt even know what had happened and just thought that the springs unloaded. It wasn't until one of my friends told me that I was in the boss arena with the boss that I realised what happened. I still have the clip from when I spawned Wyvern. One of my funniest moments in the game. I reloaded my save afterwards and completed the map and got in the normal way.
@mrcrensh2 жыл бұрын
Many of these even goes way back to the late 90s with dk64 and being able to skip and spawn bosses early
@christopherbarber-gl4ez2 жыл бұрын
so ima explain how games work, triggers are EVERYWHERE when ur pushed into a cutscene, the entire time ur viewing that cutscene ur character is on that trigger cause cutscenes are kinda like a prerecorded thing in a way, its hard to explain. anytime ur in a cutscene ur character is on the trigger, they exist all over every game, literally littered for events like boss fight. and if sonic was supposed to go super sonic after getting the emerald on the head, guess what? its a trigger :3 thats why he goes super sonic even though u dont have the other emeralds. this is just how games work, it all boils down to how the dev(s) code the game, if super sonic happened ANYWAY once u grabbed that emerald on top, then u didnt discover anything extra, the game functioned normally due to the trigger of getting that emerald XD its not rocket science :) functions and events are a huge part of every game design, and yes while i will say mad props for finding the animation break that generally does launch u either up, or beyond a wall in every single game, they aren't easy to find. its always a sequence of 2 or more animations to break and something like this happen, the fact that it only took 2 in this game says the devs skipped alot of safe guards they shoulda had in game. if u can ever be launched in the air, i always say go for it :) most roofs of an invisible wall can always often be broken into by typically an ability move or another form of animation break. the more complicated animation breaks in games tend to be a sequence of 3 or more. ffxiv jump macro is a perfect example of more complex animation breaks, but bare in mind any game that has a lock on target will always be that much easier to animation break and do something crazy, well except dark souls, that game is hard as all get out when it comes to animation breaking things :) i hope all this was informative :D oh and one last thing, game creators and devs hardcore police any form of social media, so yes i would say it was a certainty that they knew about this skip. when someone uploads speed runs, guess what? devs see it XD its very easy to go thru roofs and floors because of how mesh is made, so all they were actually able to do was put in that second wall u mentioned in hopes that people would be dumb enough to hit the second wall and not break in, but devs dont realize that people arent stupid, but they couldnt put multiple layers in too without messing up some stuff like the boss getting stuck or being unable to move because of the invisible mesh wall interfering with its animations
@Ka_muu2 жыл бұрын
As an (amateur) dev, I'll weigh in and say that it's very unlikely to be 'intentional' so much as it's just good game design. 1. If you have a debug command, you can have the debug command put you right on the boss trigger and start everything easily without putting you through the cutscene. 2. You probably want some back-up checks to make sure everything works, in the slight chance that something goes horribly wrong and the boss doesn't spawn when it should. 3. Editing in a second invisible wall shows that they had not planned for this (they did not get people to test speedrun skips, or didn't know of a way over the wall), the fact they still allow you to go in is because they don't want to alter the game for the speedrunners that clearly have a lot of investment in their game. As said in the video, it seems to be to keep casual players from finding it accidentally and ruining their experience. 4. If you're at the boss then you already have the emeralds if you're a casual player. There's no reason to check that they have it. Adding in extra checks means more chances of softlocks (or a completely unwinnable state) or more variables that a debug command is going to have to check just to let you debug the fight.
@Girugi2 жыл бұрын
It's likely made that way to help developer who is doing testing. If you don't want to do a lot of extra debug commands and startup arguments, it is very convenient to just being able to play Test a boss by telwpoeting the player or just debug starting in the correct area. But it's impossible to know exactly why.
@shadoremi9808 Жыл бұрын
The glitches where you can launch yourself high in the sky is okay because the only thing it really affects is traversal as opposed to objective goals, but I do think the Titan spawns/skips do need to be patched for the following reasons: 1. It makes a lot of the game pointless. Why spend your time getting the Emeralds and progressing through the objectives, when you can just hop over to the boss and spawn him in that way? 2. It can potentially break the game and lock players out of things. I found that, if you immediately go right to Giganto and then go back and free Amy after unlocking Ares, she will be inaccessible and lock players out of getting the achievements or finding the story. As for the whole "keeping people from getting stuck in Giganto's arena" thing, you can still get stuck if you already fought him and didn't unlock any of the warp points. What they could do to fix this, is add in another Hyperbounce platform to the arena that loads in only after the player completes Giganto the first time.
@cocoalizmin2 жыл бұрын
For the boss spawning, I believe that it's a boss fight save spot for developers to test out the boss. Like (maybe, this is just speculation on my part) in the code it reads "when Sonic reaches [spot where boss fight starts], spawn the boss"; because the save spot is usually out of bounds for casual players, there is no need to remove it. This may come in before they incorporate the cutscenes in order to see if the game will load in the boss at the correct spot. As for not patching the glitches, well, would you rather patch something that causes speedrunners/glitch finders to try and find some other trick/glitch that could end up soft-lock/break the game; or, leave it alone because the game runs smoothly and the players are having a lot of fun? For me, I would go with it just works and there is no real damage to the game. I mean, as a player myself (more on the casual side of things), I would do these tricks just to do the boss fights again and again because I love fighting them. I didn't know about the boss skip until this video and maybe I might try it because I did wonder what would happed if I could reach the top. I know I have done the trick launch multiple times and it feels more natural in gameplay wise to me rather than having "one touch at all and you fall" kind of slopes (REALLY ANNOYING). Trick launches were very accidental at first for me until I realized what was happening; now, I am able to use them to help me go to the destination I want to more quickly. Well, that's my take on the glitches/tricks that are left in the game.
@ammonbergevin53022 жыл бұрын
The devs know that speedrunning is an amazing way to extend the life of a game, Metroid dread literally has skips built into it to get items earlier than expected and left in glitches that speedrunners use whole patching ones that can harm the play experience, bonus points for being a game designed originally around going fast and the skips avoiding stupid amounts of grinding and pinball
@ManniXPickle2 жыл бұрын
5:14 sonic staring into your soul 😭
@Newtination2 жыл бұрын
There is nothing odd about using cutscenes locations as triggers at all in development, I do think they should've done a check for chaos emeralds though, and many other things.
@Bhubnipz2 жыл бұрын
It’s kinda dope that they left in “unintended” game breaks like this. It just makes the game more fun. Devs have gotten this idea that they need to “fix” anything that doesn’t work as intended when really they should just be fixing things that lead to a negative gameplay experience and leave things that are interesting
@enderpig36542 жыл бұрын
I don't know how, but I skipped the end boss fight with out realizing it and it just goes straight to the end cut sene. I still can fight it 💀
@SultenZone2 жыл бұрын
I mean, of course they'd be aware of speedrunning in Sonic. I think I remember one of the creators mentioning that Sonic was originally made from the inspiration of speedrunning a Mario game
@BrianSilva-oc7xg2 жыл бұрын
Sonic Developers have always had these strats in mind since Sonic Adventure when they saw how the Speed Dash could launch Sonic into places not intended, which is why they placed item boxes on top of buildings, because they knew someone would want to explore. I just wish there weren't so many invisible barriers/walls in Frontiers, or let us run on walls like we could in the past.
@AkunicX2 жыл бұрын
Nice video, you should maybe talk about Individual levels, those are kinda interesting as well
@amyshaw8932 жыл бұрын
im not sure what you mean by a "conspiracy" as a programmer who ahs worked on coding games before, its perfectly reasonable to do something liek that if you dont expect something to be sequence broken. if you can only access the arena by collecting all the chaos emeralds, why do another redundant check when you collect the last one. and even worse, if there has been some kind of issue during play, you dont want to softlock a player at the boss fight. However, I'm guessing that whoever added the new hitbox to block off the entrance was told to by their boss, but had respect for speedrunners. so they made a compromise
@erickiernan15782 жыл бұрын
In the end, I don't think speedrunners do any harm to a franchise And Sonic's got to go fast
@jamescarlisle40232 жыл бұрын
"Hmph. I was thinking about why so many in the radical left participate in 'speedrunning'".
@darknessblades2 жыл бұрын
What I expect is something so ridiculous like mashing the konami code right at the start of the game, before you load in, being a straight to credits skip. essentially turning it into a sub 5 second speedrun
@xxducknrun2 жыл бұрын
spawn triggers are extremely common in almost every game out there, its just to let the game know "hey, you need to do this now." theres always a way to activate these triggers normally, im not 100% sure about this since my knowledge of sonic frontiers isnt the best so im going to assume but since the cutscenes are happening in real time then it only makes sense for a trigger to actually be there, if theyre not done in real time then it still makes sense that the spawning point for sonic would bring out the boss, so the triggers are normal as said.
@Dante02d122 жыл бұрын
Triggers aren't always spatially present in games. You want an example? Pokemon Scarlet&Violet. These games are crappy, buggy, broken, crumbling in any player's hand... and yet *its events sequence can't be broken at all.* There is no point in space that triggers a final boss. There's no way to reach Area Zero before completing all missions. Triggers should never be present in space, period. An event should be unlocked by completing the previous event (so it should be a "time trigger": as soon as a certain cutscene is played, the game allows you to reach the following cutscene). That's why it's called an events _sequence._ In fact, spatial triggers are a tool for debugging. They should be wiped out of the game before it's published. The games that still have those triggers in are just not cleaned before their release.
@xxducknrun2 жыл бұрын
@@Dante02d12 they aren’t always present you’re right, and you’ve given a very good example. But you can’t deny the fact that in a ton of games they’re still there, most games we’d play there’re triggers to start or stop something in some way, i disagree with the fact they should be wiped, they can be useful and prevent softlocking if the game gets confused and spawns you a bit off the mark or if the boss just doesn’t spawn
@DarkSpyro292 жыл бұрын
5:36 Hold on... I have to touch grass? Guess I'm out of this.
@truekurayami2 жыл бұрын
I'd love to think potential skips, like the boss triggers are intentional as part of a speed running plan. While it could limit some possible options for how runs can go it is great to see game devs including speedrunners as the target audience. Modders and Speedrunners help extend a game's lifespan with normally Mods adding into the more causual audience and Speed running into the more dedicated audience. Since there really isn't as much potential for Mods in Sonic Frontiers compared to games like Elderscrolls, Fallout, ect. the game devs setting up a specific "safe" speedrun route encourages more people to look into speedrunning their game and learning the unique tech involved.