Holy crap! That’s insane! I had a crazy reaction to my 54.80 so I don’t even know how I would’ve felt with a 54.99 congrats on the closest possible S rank
I'm pretty sure you're thinking of Windmill Isle Day Act 1, not Act 2. Act 2 isn't that hard to S rank. Act 1 is one of the hardest base game S ranks (at least if you don’t know the intended route). Act 1 is similar to 1-2 in Frontiers in that it has several red herrings that make S ranking it harder then it should be. At the start of the stage, if you use both of the boosts ramps at the start and then go backwards to collect most of the rings on the ground, then continue as normal, you'll make it no problem.
the fact that all of the community is talking about this brings me alot of joy. this is something we really needed and i wish they made more levels like this.
i personally disagree. that stage felt outright unpleasant to attempt over and over with how its built. prolly something like but not exactly it would be better?
1-2 is only hard because of the expectation that you should be taking the top path. Take the bottom path at the beginning with the speed boosters and it becomes easier.
@prosonic gaming I guess I got lucky, cause after my 2nd try I tried the bottom path and 1 attempt later and I got a 00:40 time.. This is "hard" in the sense that beating Mario without jumping is hard
Legit, I was confused why so many people thought this level was to hard to get an s rank on, but I did have to play it like twice to realize that the bottom path with the dash panels was faster
To be fair, good game design should reward you for going the "harder" path. And most levels across Sonic's history has the upper levels being the faster, good player route compared to the lower levels. But my lord when I finally decided to switch routes I wanted to punch something.
@@amandaslough125 you can totally skip the enemies that's what I did and just barely touch the ground and the hit the balloons and dash across that's ground part directly onto the part with the three rails.
I think it should make every stage shorter times (except 1-2) to be S rank but it should be an optional difficult. If every Cyberspace were as hard as 1-2 newcomer or casual player would really have a hard time in Cyberspace.
I cannot BELIEVE they made such an insanely hard challenge right at the start of the game. It honestly was exciting because I was playing in Hard mode and wondered if the levels would get even more challenging as they went along. They didn't and most of them were actually simple, which only makes the insane spike that is 1-2 even more bizarre
What's crazy abou this level is how early it is in the game. 1-2 was the second level I tried to S rank and when I kept failing, I was just under the impression that achieving S Rank for all future levels was going to be equally as hard. I had this thought until I kept unintentionally getting S Rank easily on every other level in the first island.
So I'm fourth in the leaderboard with a 39.63 time! This level is by far the most fun level and all the game. The precise boost canceling you have to do, the way you land on the rails and on the ground, and how short of a level makes this an easy but fun grindable level! I can't wait to keep playing it more!
Thank goodness the music was so catchy. It made repeating the stage 50 times worth it! Feels like this should've been a later stage though given the challenge.
This is definitely something that Sonic Team can build off of more. I also enjoy the fact that speed runners or people, in general, take the time to try to get a better time stamp on Sonic game.😊
For my friend, taking the bottom lane at the beginning was actually the move to get S-Rank in this level. If you're not good with airtime optimization, the grind rail at the beginning is pretty darn fast.
It's so funny how all of us was playing 1-1 and was like "oh that wasn't so bad to complete, on to the next." Then you get 1-2 and then you're like ".....Wait a fucking minute...why am I not getting the time?" I love that it's everyone's experience. This is the Metal Habor A rank.
as a diehard sonic fan whose last experience was forces, it’s really amazing that i opened this game on christmas morning and was instantly met with this completionist challenge to get me back into the game
Bruhh the method I use to complete this level has to be flawless. I already know when to start over if I’m not perfect. There’s only like 1 or 2 ways to gain back time but they’re razor thin. Super impressed with your method because I have to mainly run the bottom section and have to get to the badniks at 19 seconds and be on rails after them by 24/25 seconds. From there I gotta be at the twirly rail at 42 seconds to have a chance and then I use the same ending method you do. Ridiculous but satisfying 😅thank you for this video!
For me, this level perfectly demonstrates one of the main issues I have with the cyberspace levels as a whole. Why is the homing attack so inconsistent? I could understand adding a delay to the homing attack if the devs felt that it was too easy to perform one when you didn't mean to, but A: why does it take eons for the game to let me attack another enemy following a homing attack, and B: WHY is that delay not applied to the balloons!? It takes half a century to chain two enemies, but I can blaze through five harmless balloons in less than half of that time. Such a strange design choice, because simply removing that delay would make getting S-rank more achievable without being required to learn speedrun tech (tech that no other level encourages you to use since getting S-rank is child's play by comparison)
Other things, such as: - There is no combat in Cyber Space, so why doesn't the boost hurt enemies? You have to homing attack each enemy one-by-one, and as you said, the homing attack rebound animation takes a CRAZY long time, the longest in the series' history, so it becomes extremely annoying after a while. - In every previous game, these worked without problems: Why doesn't the air boost reset once you hit a dash ring? Why doesn't the stomp reset after you bounce off a bounce pole? They added the ability to homing attack after air boosting, which is fine and feels good, but they removed the ability to reset your air boost/stomp once you hit a midair object, which existed in all previous games, and it feels awful. You can no longer boost into a dash ring, then boost once again when you come out of it, which you need in places like 3:09. (Notice how he air boosted before hitting the pulley, and he couldn't air boost afterwards. It should've reset.)
My introduction to the homing attack was Sonic 4 Episode 2 when I was just getting into Sonic back in late 2019 (thanks first Sonic movie design for going viral and grabbing my 11 year old self's attention in a way Detective Pikachu could never do) and I didn't mind the delay on the homing attack. In fact, I didn't even know it was a delay. It just got me into a rhythm that was nice to pull off. In mid 2020 when I got Sonic Adventure 1 on a mobile emulator, I used the homing attack in the same "rhythmic" way I used it in 4 Episode 2 since I always felt spamming the attack always sent me off the target of the enemies, as did SA2 when I got that in December. Nowadays, I do spam the attacks faster than I used to, but never to where it became button mashing, and I do know now that homing attacks in the Sonic 4 duology was just a lazy way to pad out the game time, but I always felt there was some rhythm in the delay, and didn't mind that I wasn't going fast then, because after that chain, I would start going fast again because of the way Dimps designed the stages. So yeah, the delay didn't bother me in 4, but I DO have yet to experience a homing attack delay system in a 3D game, since there's only so many games a 14 year old who wasn't all that into gaming when he was younger can get, and I can imagine why a delay in THOSE games can get annoying.
@@Onaterdem the reason the boost doesn't hurt enemies in this game is because Sega wanted to get rid of the "boost to win" formula people have been complaining about nonstop
Because the game lacks momentum, you LOSE speed homing attacking. Its there for the platforming but its so confusing when you lightspeed dash through some rings then Sonic stops mid air and grinds to a halt? WHY? Keep that momentum! We need a mod for a game that adds Momentum it will make things so much smoother even if it makes the platforming harder
You briefly hit a wall at the beginning. I would have already restarted :D The hardest part for me was to skip the enemies. When you want to do the homing attack on the thingy that pulls you up, the target always changes on the enemy. Didn't know you could skip it with boost. I do however skip with boost the top platform after these enemies. Yeah, it makes you fall into the pit. But at the last second, you get homing attack at the balloon, so you can proceed.
The problem it's not having a level this hard. The problem is this level being the literally second one. It could be last of the island, the last of the game, but it's the second level of the game. It made me thought reaching S rank in the next levels would be terrifying. But it wasn't, all the others levels were a lot easier than this fucking 1-2 act
This level tricks you with elements you think would make the level easier to S rank but you have to go against the usual-also I learned from someone how to take advantage of the stomp to immediately get back to the ground from the air to be able to boost quickly again. That stomp became my signature for many of the later cyberspace levels as well.
It's one of my favorite levels. I also greatly appreciate how short these levels are. I'm far more inclined to S rank these levels when it's not a huge time investment.
This level had me going crazy! Took me like 30 minutes to s rank I found some huge skips my time was 53 seconds but still this level is what sega should strive for cause man it was fun to do! Also the ost is so good!
the fact that you have to get it in 53 to s-rank on extreme difficulty, by going the top route on the end and hopping off the final rail to jump over the entire building at the end you can shave off a lot of time
Christ. I am working on a physics mod and this happened to be the example level I was using for balance testing. I thought it was my fault it's so damned hard. Thanks for letting me know about this.
He makes dead stops like all the time like he's wearing speed bumps attached to his shoulders by balloons. Especially whenever trying to jump boost or trying to continuous boost after landing. Holding the boost button does not work in the open world nor cyberspace, there is no such thing as continuous boost in this game.
I think this level shines even further the moment you try to get into Magnet Boosting. There's so many places to use it, ranging from easy enough to practice with to near frame-perfect that will all save you so much time. If you want to get into speedrunning the Cyberspace levels, 1-2 feels like the perfect place to start. Best I could get was a 41.27 (tho I only recorded a 41.29 so, bleh) and it was really addicting.
@@RY3NO yea. magnet dashing is what you get when you cancel the homing attack with a boost. I still think it should also be referred to as homing attack cancel
I would say 1-7 is more fun to practice simply because you have to chain two of them but are rewarded with a really cool spectacle. Also because WR time for 1-2 is absolutely bonkers to try to learn. Still haven't gotten the big launch to %25 consistency
I just hope this level serves as an example for the future of the franchise, it felt so good to get S Rank on it and literally get out of my chair celebrating, I almost dropped my Switch Pro Controller I was so happy, the series needs more stages with such a good and challenging level design.
1-2 was such a fun and challenging level!!! My time was 54.93 and god I was so hyped about it haha I wish the stages were like this one in terms of S-challenge- I honestly enjoyed cyberspace levels in general since they were mostly short and had good ost
Uhh... Care to explain why you liked the Cyber Space stages "since they were short"? Shouldn't that be a bad thing? It was a bad thing just 5 years ago, in Forces... Lol
@@Onaterdem Oh! Sure thing For me they were more of a side thing instead of the “full-game” Cyberspace levels aren’t the focus in this game, so by begin short and sweet works well here for me! It’s like taking a break of the main game (Even tho some stages feel weird ngl haha) In forces it was everything u had to do there so it felt… empty? A complete boost formula game, like Forces, works better with longer levels- or more creative ones… I personally enjoy Daytime Unleashed levels and Generations so I don’t mind if we get longer Cyberspace levels! I dont know how to express myself well so srry If its hard to understand >_>
When I did my S Rank, I realized you can just move to the right and barely avoid the spring at the beginning top part, which was really good since you keep your momentum and don't slow down instead of jumping as you've shown in your run. I don't know my time rn but I know it was 53 something.
I don't really agree with the consensus in the comments that this is something I want more of, but I can understand the appeal- when it's later in the game. Having this be the second level of the game, and being this ridiculously difficult to S-Rank was so discouraging and frustrating. I'm still getting my bearings, after all, but I was compelled to try to get all those bullet points, because of course I was. It's way too much for how early it is.
Homing attack cancelling into an air boost is one of the neatest mechanics Sonic Frontiers has to offer. I hope they don’t patch this since it’s one of the only things that give you a sense of high speed action
I've really enjoyed trying to speed run the cyberspace levels as fast as possible. My lowest on record time for 1-2 is a 54:00 flat and that was using homing cancel, so I'm excited to see where the community takes this one!
I would argue and say that 1-6 is harder. Idk if it was patched out or something, but when I played through, the required amount was 55 seconds. It’s a whole 2D level, and one mistake meant no S rank. Must’ve changed or something, but it was insane
@@MiguelMartinon Well 1-6 only needed 55 seconds on day 1 of release, I checked later and it was like 1:15. Maybe just something they changed last minute
I definitely spent over an hour with my friend going hard on this level. We actually far surpassed the S after plotting out the best route. Went to UA-cam learned that the “homing dash” was a technique and signed out.
@@thatcheesy8613 but now that there is homing dash is cuts level 1-2 down to like 20 secs. How can one brag when the leaderboard will be filled with thag
I'm so happy I'm not the only one who struggled with this level. I had to make so many skips and I finally got that S rank. You sounded like me when I was playing it, I was saying stuff like "Damn you gotta play damn near perfect if you want that S rank"
There's actually a couple mods for the PC version that makes the mission requirements harder. One only affects the rank times and is a lot more hardcore (you _need_ to use magnet dashes and speedrunner-level skips to get the S) including making the 1-2 requirement harder, the other affects both the rank times and the ring requirements and is less hardcore on the times (you just need to optimize your route, no magnet dashes or special tech needed) and doesn't touch 1-2. I use the latter, because it brings all the other missions in line with 1-2 and encourages replaying the level at least one more time to get the ring requirements (I think 1-2 has something like 180+ rings or something like that).
That sounds really cool! Yeah so far thats my only issue with this game is how easy almost all the S rank time requirements all (granted its a very small issue)
I loved the challenge that the S rank requirement brought in this level. Reminded me of the times when I would try to S rank the levels in the unleashed project mod for sonic generations
I really love Frontiers myself but I’m not all too surprised it didn’t get a GOTY nomination. I think the OST was the only category I believe deserved a spot as a contender but it has some stiff competition this year gameplay and story wise like Elden Ring and God of War
Yeah, the S rank time for this is very short. It took me a while to realize that I need to take the low route in the beginning to get that S rank. Luckily with the Homing Boost Cancel being discovered, it definitely makes it a lot easier.
This S-Rank right here teaches you how to speedrun. It’s a fun stage cuz there isn’t some secret faster route you can take to skip a big chunk of the stage, you just have to get down to work and really optimize your run. The tricks I used at the start to give myself a buffer was when going for the spring path at the start, I actually steered right around the spring at the start to reach the straightaway with the dash panel rather than jumping over the spring, cuz you preserve the momentum from the hoop that way. As well, for close together platforms, it’s actually faster to run off platforms and double jump to the next one rather than jumping towards it from the edge of the platform and losing your momentum. From there, run past the enemies, zip through the balloons, and sprint to the finish. I finished comfortably with a 52, and if I wanted to try and learn M-Speed tech, I could take it lower. The funniest bit is when I played this live, and one of my mates said that you couldn’t steer around the spring at the start, that it was scripted, then I just go and do it and he was like “WHAT” XD good times.
I feel there are three possible explanations for this difficulty peak: 1) Inconsistent development - Either Sonic game started with the mindset of making S ranks hard, dropped that off when they saw how hard it is to make those stages, and forgot to come for it later to fix it, or they wanted to create a loose time first and this is one of the levels they could come back to fix (1-1 is also kinda hard, so it tracks) 2) Audience reception - They want to see what people prefer in the future, if having a hard stage is worth it or not. 3) Tradition - I remember both Sonic Generations and Sonic Forces had some specific "Complete the first level in a ridiculous time" trophy. Don't recall if Mania had one too, but saw in the comments that Unleashed has a first level peak. 1-2 is kinda the first real level, since you're kinda thrown into 1-1... Kinda wished the video would try to be more substantial than "level hard", but people can surely relate to it...
@@damienmitchell9828 Maybe I'm taking the wrong route myself? I always have trouble with this one myself. It took me half an hour to do it on my first playthrough. It does seem hard, but what is the correct route? For me, I'm veering to the right, skipping the spring, taking the upper route, the pressing boost, going over the temple at the end...
No joke, I struggled a bit on this level, then realized that it was really easy if you don't try crazy things. Standing on the ground is way faster, check this guy do it : ua-cam.com/video/-kXQqAANcpY/v-deo.html We all got baited by the bumpers and speed rings and stuff haha
Yeah the very beginning straight away seems to be the part everyone messes up for sure lol. Sega was definitely trolling us with all the intricate stuff at the beginning.
In the beginning the bottom is actually faster due to the amount of boost pads on the floor compared to all the time you waste floating in the air on the top. Also on the second set of rails after you switch back to the middle rail it's actually faster to fall off the rail boost and then jump to catch the rail again.
This level is easy to s rank if you just take the bottom path in the beginning, which points out one of the things that threw me and a lot of other people off: This game does not always reward you with a faster route if you stay on the upper levels, which goes against all my instincts from previous sonic games. It means you have to actually try the other paths to see what's best. Haven't decided if I prefer it this way or not yet.
Alpharad talked about this when he got to play frontiers early with a couple of game journalists in the same room. He complained about this and every other journalist agreed with him but they kept it regardless
The surprise to have such a difficult level so early, the good looking zone, the chilling music and the semplicity of the level is simply perfectly balanced. I didn't mind attempting over and over and over to reach S rank, it was not a bother to me, it was pure fun, like I didn't have in a Sonic game for so long.
I literally just beat the level about a minute ago and the moment I open UA-cam to take a breather this video pops onto my recommend page. What're the odds.
There is a weird way to get past the spring at the start section without having to jump making you lose your momentum. I Don't want to sound like an attention seeker. But at 1:47 of my Snabba Snacks: Sonic Frontiers video you can see me just barely slip by it by holding right. I dunno if that saves too much speed or not. But its just a little something I noticed I could pull off. Hope this helps whom ever is trying to speedrun this stage.
I'm actually playing it rn, my friend and I have been in a competition to improve our times and rn, we've got it down to 46 seconds. Neither of us are speedrunners, and my friend isn't even that big of a Sonic fan, but he's really gotten into the competition and it's been fun having someone to push me to improve
My best time is 53.22. I tried for S rank about 7 times. Go bottom the whole first section before the rail section. At 3:08 homing attack the bouncepads (since you've gone bottom the whole time) and then boost left and you'll skip those 2 "latches" as you call them. At 3:28 you should be boosting the whole time on the rails including the back and forths around the metal spikes. Also at 3:42 you land after hitting the bounce pad. You can boost and you'll finish the level, even if it looks like you'll go over the level end portal
This level proved how easy players had it with easy S ranks like in Generations. Even on the more lenient cyberspace levels it was still a challenge. 1-2 is the only one I had to play perfectly, but on most of the others I was able to correct 1 mistake and still get S rank.
I struggled for a while to get the S rank. I planned to complete the level on my second playthrough, along with the others. Before replaying the game, I installed 3 mods: boss select (if I want to have some fun), elder coco fix (should have been a normal feature) and a physics mod, which gave Sonic more momentum and better controls. This was true for the open zones and cyberspace. Before I installed the mod, my best time on this level was 55:34. Now it‘s 45:21. This one mod makes cyberspace both faster and a lot more enjoyable.
I saw the second level and assumed that the rest of the levels were going to be the same with very strict times on my first playthrough, but it does not seem to be the case in most later levels.
After many tries, I managed to get a 52:45 on this level due to some major luck boosting into the spring pad before the blue balloons. I felt that 1-1 also had a pretty tight S rank at 43 seconds. After those 2, every other one was simple
I got the game late so I just recently managed to complete this level (still haven't finished the game tho don't spoil me pls) and I'm so thankful to hear I wasn't the only one struggling so hard on it I spent so long just trying again and again but it felt like I just missed something, a shorcut, anything, I could barely even do it in under a minute Eventually I gave up and continued with the rest of the game, until on one level (of I think the third island ?) I accidentally discovered a trick (glitch ? idk, it didn't look very intentionnal), where by air boosting in the middle of an homing attack you can go flying ridiculously far So I went back to this level to see if I could maybe use this newly found technique to gain more time, and after quite a few attempts, I ended up getting 54:99, and called it a day
I love this level. Fun to play and had to actually think and challenge myself to get the S rank. Beat it with 5 MS to spare and basically did the same thing, though I stuck to lower paths more than you did.
It took me about a hour, this is the first sonic game I’ve played and having to redo it over and over was actually really fun especially since the music was banging! Sure I got a bit frustrated but when you do get the S it’s so satisfying
I really love how this stage is easy to finish yet hard to S-rank. That 55 second time limit absolutely stumped me at first, so I left it and came back later, only just getting under the time after a bit. It started a weird trend of the second stage in an area being by far the hardest of the bunch, and it's especially weird since most of the stages I ended up S-ranking without even trying, but every now and again you'd come across a stage that was either genuinely challenging or one with a really tight par time. I love it because it establishes stages as short, snappy sections that you're encouraged to optimise for better ranks and for the hell of it, and the most bizarre thing about that is that Forces was lambasted for having short stages, but here, where they're one part of a much larger game, it's a blessing rather than a curse. Anyway, based game and an especially based second stage.
I think the main reason why Forces stages are bashed so hard for being short while Frontiers stages are praised is cause in Frontiers the cyberspace stages are very much NOT the bulk of the game, the open zone is. Whereas you've got Forces where the stages ARE a fair bulk (if not the entire bulk) of the game. If Frontiers was nothing but the cyberspace stages the game would be pretty unsatisfying to play, good thing it isn't.
The top route at the end actually is faster. When I combined your start from the beginning (I didn't taek teh second ring and went for the rails instead), and the top route at the end, I managed to get a 54.13 in one good run.
I was surprised to learn how the community views this level after S'ing it. I must have just gotten really lucky finding the optimal route so early. Surprised too how different my route was from yours.
I got Sonic Frontiers for Christmas and started playing it yesterday, it took me a good 4-5 attempts to get the S tier rank, much like you I noticed you just have to skip the first section altogether and use your boost as much as possible to cover the maximum distance. I got it in around the 50.00 second mark.
Something clicked and I realized that first bumper if you take the rings up top slows you down a ton, then on a whim I tried the bottom path on the first section and instantly realized that was the way to go when I instantly shaved off like 10 seconds lol. The other thing about taking the bottom section first is those bottom springs actually bring you up higher than the pulley and you can completely bypass the two enemies at the top.
I can't recall my time (definitely wasn't bad good as Fishy's) but I can recall my path. 2:58 Instead of taking the rings, I stayed on the low path and hung left. Had trouble controlling the air boost.due to it slowing down after peak speed. 3:08 Took the top rings, was able to short hop and boost the platforms until... 3:11 ... jump and boost past the enemies and... 3:13 ... I'm able to hit the first step. Jump, air boost, and I can skip at the very least the first balloon. 3:18 Could be wrong but I believe I managed to clear this part after hitting the last balloon by just air boosting to reach the rail. 3:28 Jump and instant air boost into the ring to avoid losing speed. And in the upcoming rail section, take at least one ring for a speedy launch. I think my preferred was the middle; jump at spikes, air boost to the ring. 3:37 Instant air boost to avoid the zip line. 3:40 Top path ring and as soon as possible, air boost to the left to get on the roof of the structure and boost to the end.
My S Rank time was *literally* 54.99. You cannot believe the hype going through me when I got that after hours of trying.
Holy crap! That’s insane! I had a crazy reaction to my 54.80 so I don’t even know how I would’ve felt with a 54.99 congrats on the closest possible S rank
No fuckin way bro🗿😂😂😂 that's crazyy
Dude I once got 55.00 and got so pissed
I currently have 48 seconds. I know someone got somewhere around 30 seconds as the world record
@@zimakumaozan4874 30!?!
for context, the original windmill isle act 2 also had really tight S rank requirement
this level pays homage to the first boost level in the series.
I'm pretty sure you're thinking of Windmill Isle Day Act 1, not Act 2.
Act 2 isn't that hard to S rank. Act 1 is one of the hardest base game S ranks (at least if you don’t know the intended route).
Act 1 is similar to 1-2 in Frontiers in that it has several red herrings that make S ranking it harder then it should be. At the start of the stage, if you use both of the boosts ramps at the start and then go backwards to collect most of the rings on the ground, then continue as normal, you'll make it no problem.
Technically sonic rush is the first
ah yea that level was great
@@LordSanctify alright: 3D boost level.
@@TheHammerGuy94 good.
the fact that all of the community is talking about this brings me alot of joy.
this is something we really needed and i wish they made more levels like this.
i personally disagree. that stage felt outright unpleasant to attempt over and over with how its built. prolly something like but not exactly it would be better?
@@RadioHazzardToxieDropskill issue
You mean a level everyone can equally suffer together about? Nooooo
1-2 is only hard because of the expectation that you should be taking the top path. Take the bottom path at the beginning with the speed boosters and it becomes easier.
@prosonic gaming I guess I got lucky, cause after my 2nd try I tried the bottom path and 1 attempt later and I got a 00:40 time.. This is "hard" in the sense that beating Mario without jumping is hard
Legit, I was confused why so many people thought this level was to hard to get an s rank on, but I did have to play it like twice to realize that the bottom path with the dash panels was faster
I took the first 3 orange hoops and managed to *dodge* the spring and keep my momentum to the bottom
To be fair, good game design should reward you for going the "harder" path. And most levels across Sonic's history has the upper levels being the faster, good player route compared to the lower levels. But my lord when I finally decided to switch routes I wanted to punch something.
@@amandaslough125 you can totally skip the enemies that's what I did and just barely touch the ground and the hit the balloons and dash across that's ground part directly onto the part with the three rails.
I wish more levels were this hard to S-Rank, 1-2 was so addicting
@@benjizucker6091it’s cause they are weak.
@@benjizucker6091 Yes more of that, because then it actually feels rewarding to accomplish than getting it easily your 1st try
Damn it Kishimoto
I think it should make every stage shorter times (except 1-2) to be S rank but it should be an optional difficult. If every Cyberspace were as hard as 1-2 newcomer or casual player would really have a hard time in Cyberspace.
@@benjizucker6091 nearly broke people? Took me 10-15 minutes lol it wasn't that hard. Try to S rank any unleashed stage if you think this was hard
I felt like I was a speedrunner trying to get the S-Rank for this level. It took so many tries and you can’t afford to mess up even once.
I cannot BELIEVE they made such an insanely hard challenge right at the start of the game. It honestly was exciting because I was playing in Hard mode and wondered if the levels would get even more challenging as they went along. They didn't and most of them were actually simple, which only makes the insane spike that is 1-2 even more bizarre
You're in luck with the recent addition of Extreme mode
Not to mention the music for this level is really good and I have no problem listening to this over and over
What's crazy abou this level is how early it is in the game. 1-2 was the second level I tried to S rank and when I kept failing, I was just under the impression that achieving S Rank for all future levels was going to be equally as hard. I had this thought until I kept unintentionally getting S Rank easily on every other level in the first island.
So I'm fourth in the leaderboard with a 39.63 time! This level is by far the most fun level and all the game. The precise boost canceling you have to do, the way you land on the rails and on the ground, and how short of a level makes this an easy but fun grindable level! I can't wait to keep playing it more!
Bro, nice time! I can’t wait to see how low people push the time down lol
How do you check the leaderboard?
I got a 41
Damn, nice job
Thank goodness the music was so catchy. It made repeating the stage 50 times worth it! Feels like this should've been a later stage though given the challenge.
This is definitely something that Sonic Team can build off of more. I also enjoy the fact that speed runners or people, in general, take the time to try to get a better time stamp on Sonic game.😊
Honestly 1-2 was only hard to beat the time on until I realized most of the launch rings are red herrings
For my friend, taking the bottom lane at the beginning was actually the move to get S-Rank in this level. If you're not good with airtime optimization, the grind rail at the beginning is pretty darn fast.
I'm this friend, and I now have PTSD, thanks to that level :(
It's so funny how all of us was playing 1-1 and was like "oh that wasn't so bad to complete, on to the next."
Then you get 1-2 and then you're like ".....Wait a fucking minute...why am I not getting the time?"
I love that it's everyone's experience.
This is the Metal Habor A rank.
Metal Harbour A rank or Windmill Isle Act 1 (Day) S rank for sure
Totally worth staying up all night and being late for class….This level was way too addictive😅
Ha! No such thing as a better reason for being late 😎
it took me 18 tries to beat it in 53.81 seconds but can we actually admire how amazing the music is?
It makes all the tries it took worth it 😎🎶
I read the title and automatically knew which one you were talking about.😭💯
After over 50 tries, I clocked in at 00:54:96😤
as a diehard sonic fan whose last experience was forces, it’s really amazing that i opened this game on christmas morning and was instantly met with this completionist challenge to get me back into the game
Bruhh the method I use to complete this level has to be flawless. I already know when to start over if I’m not perfect.
There’s only like 1 or 2 ways to gain back time but they’re razor thin.
Super impressed with your method because I have to mainly run the bottom section and have to get to the badniks at 19 seconds and be on rails after them by 24/25 seconds.
From there I gotta be at the twirly rail at 42 seconds to have a chance and then I use the same ending method you do.
Ridiculous but satisfying 😅thank you for this video!
For me, this level perfectly demonstrates one of the main issues I have with the cyberspace levels as a whole. Why is the homing attack so inconsistent? I could understand adding a delay to the homing attack if the devs felt that it was too easy to perform one when you didn't mean to, but A: why does it take eons for the game to let me attack another enemy following a homing attack, and B: WHY is that delay not applied to the balloons!? It takes half a century to chain two enemies, but I can blaze through five harmless balloons in less than half of that time. Such a strange design choice, because simply removing that delay would make getting S-rank more achievable without being required to learn speedrun tech (tech that no other level encourages you to use since getting S-rank is child's play by comparison)
Other things, such as:
- There is no combat in Cyber Space, so why doesn't the boost hurt enemies? You have to homing attack each enemy one-by-one, and as you said, the homing attack rebound animation takes a CRAZY long time, the longest in the series' history, so it becomes extremely annoying after a while.
- In every previous game, these worked without problems: Why doesn't the air boost reset once you hit a dash ring? Why doesn't the stomp reset after you bounce off a bounce pole? They added the ability to homing attack after air boosting, which is fine and feels good, but they removed the ability to reset your air boost/stomp once you hit a midair object, which existed in all previous games, and it feels awful. You can no longer boost into a dash ring, then boost once again when you come out of it, which you need in places like 3:09. (Notice how he air boosted before hitting the pulley, and he couldn't air boost afterwards. It should've reset.)
My introduction to the homing attack was Sonic 4 Episode 2 when I was just getting into Sonic back in late 2019 (thanks first Sonic movie design for going viral and grabbing my 11 year old self's attention in a way Detective Pikachu could never do) and I didn't mind the delay on the homing attack. In fact, I didn't even know it was a delay. It just got me into a rhythm that was nice to pull off. In mid 2020 when I got Sonic Adventure 1 on a mobile emulator, I used the homing attack in the same "rhythmic" way I used it in 4 Episode 2 since I always felt spamming the attack always sent me off the target of the enemies, as did SA2 when I got that in December. Nowadays, I do spam the attacks faster than I used to, but never to where it became button mashing, and I do know now that homing attacks in the Sonic 4 duology was just a lazy way to pad out the game time, but I always felt there was some rhythm in the delay, and didn't mind that I wasn't going fast then, because after that chain, I would start going fast again because of the way Dimps designed the stages. So yeah, the delay didn't bother me in 4, but I DO have yet to experience a homing attack delay system in a 3D game, since there's only so many games a 14 year old who wasn't all that into gaming when he was younger can get, and I can imagine why a delay in THOSE games can get annoying.
@@Onaterdem the reason the boost doesn't hurt enemies in this game is because Sega wanted to get rid of the "boost to win" formula people have been complaining about nonstop
Because the game lacks momentum, you LOSE speed homing attacking. Its there for the platforming but its so confusing when you lightspeed dash through some rings then Sonic stops mid air and grinds to a halt? WHY? Keep that momentum! We need a mod for a game that adds Momentum it will make things so much smoother even if it makes the platforming harder
3:39 when i was right around here I wasn't going to make it but some how I jumped and air boosted and I flew all the way to the exit I was shocked
It would've won Player's Choice Award but Mihoyo had in-game currency to bribe their players with
The thing that makes this level bearable, everytime you retry the stage, the song doesn't restart it just keeps going
You briefly hit a wall at the beginning. I would have already restarted :D
The hardest part for me was to skip the enemies. When you want to do the homing attack on the thingy that pulls you up, the target always changes on the enemy. Didn't know you could skip it with boost. I do however skip with boost the top platform after these enemies. Yeah, it makes you fall into the pit. But at the last second, you get homing attack at the balloon, so you can proceed.
The problem it's not having a level this hard.
The problem is this level being the literally second one.
It could be last of the island, the last of the game, but it's the second level of the game.
It made me thought reaching S rank in the next levels would be terrifying. But it wasn't, all the others levels were a lot easier than this fucking 1-2 act
This level tricks you with elements you think would make the level easier to S rank but you have to go against the usual-also I learned from someone how to take advantage of the stomp to immediately get back to the ground from the air to be able to boost quickly again.
That stomp became my signature for many of the later cyberspace levels as well.
It's one of my favorite levels. I also greatly appreciate how short these levels are. I'm far more inclined to S rank these levels when it's not a huge time investment.
This level had me going crazy! Took me like 30 minutes to s rank I found some huge skips my time was 53 seconds but still this level is what sega should strive for cause man it was fun to do! Also the ost is so good!
the fact that you have to get it in 53 to s-rank on extreme difficulty, by going the top route on the end and hopping off the final rail to jump over the entire building at the end you can shave off a lot of time
Christ. I am working on a physics mod and this happened to be the example level I was using for balance testing. I thought it was my fault it's so damned hard. Thanks for letting me know about this.
He makes dead stops like all the time like he's wearing speed bumps attached to his shoulders by balloons. Especially whenever trying to jump boost or trying to continuous boost after landing. Holding the boost button does not work in the open world nor cyberspace, there is no such thing as continuous boost in this game.
Reminds me of the Japan motion sickness bs that happened with Spyro the Dragons japanese port but in the modern era ngl.
I fought against it too, but I discovered that the initial lower left route is faster than the one above and can be completed much easier.
I think this level shines even further the moment you try to get into Magnet Boosting. There's so many places to use it, ranging from easy enough to practice with to near frame-perfect that will all save you so much time. If you want to get into speedrunning the Cyberspace levels, 1-2 feels like the perfect place to start. Best I could get was a 41.27 (tho I only recorded a 41.29 so, bleh) and it was really addicting.
Impressive time! Is magnet boosting the same as the homing attack cancel boost tech?
@@RY3NO yea. magnet dashing is what you get when you cancel the homing attack with a boost. I still think it should also be referred to as homing attack cancel
I would say 1-7 is more fun to practice simply because you have to chain two of them but are rewarded with a really cool spectacle. Also because WR time for 1-2 is absolutely bonkers to try to learn. Still haven't gotten the big launch to %25 consistency
@@stanzacosmi nah we should call it magnet boost because in spark 2 and 3 it's called magnet dash
@@snowob Yea but then you get new players asking "Whats a magnet dash"
I just hope this level serves as an example for the future of the franchise, it felt so good to get S Rank on it and literally get out of my chair celebrating, I almost dropped my Switch Pro Controller I was so happy, the series needs more stages with such a good and challenging level design.
1-2 was such a fun and challenging level!!!
My time was 54.93 and god I was so hyped about it haha
I wish the stages were like this one in terms of S-challenge- I honestly enjoyed cyberspace levels in general since they were mostly short and had good ost
Uhh... Care to explain why you liked the Cyber Space stages "since they were short"? Shouldn't that be a bad thing? It was a bad thing just 5 years ago, in Forces... Lol
@@Onaterdem Oh! Sure thing
For me they were more of a side thing instead of the “full-game”
Cyberspace levels aren’t the focus in this game, so by begin short and sweet works well here for me! It’s like taking a break of the main game (Even tho some stages feel weird ngl haha)
In forces it was everything u had to do there so it felt… empty?
A complete boost formula game, like Forces, works better with longer levels- or more creative ones… I personally enjoy Daytime Unleashed levels and Generations so I don’t mind if we get longer Cyberspace levels!
I dont know how to express myself well so srry If its hard to understand >_>
When I did my S Rank, I realized you can just move to the right and barely avoid the spring at the beginning top part, which was really good since you keep your momentum and don't slow down instead of jumping as you've shown in your run. I don't know my time rn but I know it was 53 something.
Every S rank should have been like 1-2 in my opinion. I had a blast learning to optimize that stage. I wish the others required similar effort.
Noooo, NO MORE SKATEBOARD!
I don't really agree with the consensus in the comments that this is something I want more of, but I can understand the appeal- when it's later in the game. Having this be the second level of the game, and being this ridiculously difficult to S-Rank was so discouraging and frustrating. I'm still getting my bearings, after all, but I was compelled to try to get all those bullet points, because of course I was. It's way too much for how early it is.
Homing attack cancelling into an air boost is one of the neatest mechanics Sonic Frontiers has to offer. I hope they don’t patch this since it’s one of the only things that give you a sense of high speed action
I've really enjoyed trying to speed run the cyberspace levels as fast as possible. My lowest on record time for 1-2 is a 54:00 flat and that was using homing cancel, so I'm excited to see where the community takes this one!
I would argue and say that 1-6 is harder. Idk if it was patched out or something, but when I played through, the required amount was 55 seconds.
It’s a whole 2D level, and one mistake meant no S rank.
Must’ve changed or something, but it was insane
I might be wrong, but I'm pretty sure that 1-6 was 55 seconds in the Demo.
@@MiguelMartinon Well 1-6 only needed 55 seconds on day 1 of release, I checked later and it was like 1:15. Maybe just something they changed last minute
That's a damn shame they made it easier
I played on day 1 and none of them were as hard as 1-2 to me, though 1-2 only took me 10-15 minutes to find a pretty good route
@@buffkangaroodog must’ve been because I was on PC? Idk
That level gave me flashbacks of my sonic adventures PTSD when it dropped for Dreamcast
I definitely spent over an hour with my friend going hard on this level. We actually far surpassed the S after plotting out the best route. Went to UA-cam learned that the “homing dash” was a technique and signed out.
Dunno why you would get mad. You basically beat it without using speed tech, should give you pride and bragging rights.
@@thatcheesy8613 but now that there is homing dash is cuts level 1-2 down to like 20 secs. How can one brag when the leaderboard will be filled with thag
The fact that it took me more tries to finish 1-6 (2D level green hill zone) than to finish 1-2 makes me laugh
did anyone else notice the painful falling spiral in sky sanctuary level? I was never fast enough had to constantly tap the boost button to make it up
Glad i wasnt the only one who struggled with that
@@MellowhearttheCat it’s like no matter how much boost I had, he was too slow
I'm so happy I'm not the only one who struggled with this level. I had to make so many skips and I finally got that S rank. You sounded like me when I was playing it, I was saying stuff like "Damn you gotta play damn near perfect if you want that S rank"
There's actually a couple mods for the PC version that makes the mission requirements harder. One only affects the rank times and is a lot more hardcore (you _need_ to use magnet dashes and speedrunner-level skips to get the S) including making the 1-2 requirement harder, the other affects both the rank times and the ring requirements and is less hardcore on the times (you just need to optimize your route, no magnet dashes or special tech needed) and doesn't touch 1-2.
I use the latter, because it brings all the other missions in line with 1-2 and encourages replaying the level at least one more time to get the ring requirements (I think 1-2 has something like 180+ rings or something like that).
That sounds really cool! Yeah so far thats my only issue with this game is how easy almost all the S rank time requirements all (granted its a very small issue)
I loved the challenge that the S rank requirement brought in this level. Reminded me of the times when I would try to S rank the levels in the unleashed project mod for sonic generations
I really love Frontiers myself but I’m not all too surprised it didn’t get a GOTY nomination. I think the OST was the only category I believe deserved a spot as a contender but it has some stiff competition this year gameplay and story wise like Elden Ring and God of War
Definitely true GOTY nomination was super unlikely but OST come onnnnn XD
@@RY3NO Yeah the OST deserved it! Undefeatable, Find your flame, the Cyberspace tracks, the Island themes! Seriously all bangers!!!!
Do be fair GOTY is totally lies, seing which game won it past years (i'm looking at you halo notfinished infinite)
@@piksqu9544 You can literally predict the winners of the game awards by imagining what game journos would vote for and not players.
@@piksqu9544 Or the Last of Us 2, which literally nobody liked at all.
Lmao I assumed all of the S ranks would be this hard and I was so so wrong
It's ridiculous lmao, I get S-ranks on almost every level by taking my time to make sure I get all the red rings.
Yeah, the S rank time for this is very short. It took me a while to realize that I need to take the low route in the beginning to get that S rank.
Luckily with the Homing Boost Cancel being discovered, it definitely makes it a lot easier.
I remember first playing and refusing to continue until I got S and it took so long and I thought every cyberspace level would be like this
Once you learn a couple of the speedrun tricks/techniques the level becomes so much more fun and satisfying to grind a better time for.
This S-Rank right here teaches you how to speedrun. It’s a fun stage cuz there isn’t some secret faster route you can take to skip a big chunk of the stage, you just have to get down to work and really optimize your run. The tricks I used at the start to give myself a buffer was when going for the spring path at the start, I actually steered right around the spring at the start to reach the straightaway with the dash panel rather than jumping over the spring, cuz you preserve the momentum from the hoop that way. As well, for close together platforms, it’s actually faster to run off platforms and double jump to the next one rather than jumping towards it from the edge of the platform and losing your momentum. From there, run past the enemies, zip through the balloons, and sprint to the finish. I finished comfortably with a 52, and if I wanted to try and learn M-Speed tech, I could take it lower. The funniest bit is when I played this live, and one of my mates said that you couldn’t steer around the spring at the start, that it was scripted, then I just go and do it and he was like “WHAT” XD good times.
The fact you got it by .2 seconds is both impressive and lucky😂
From the beginning, take all the boost panel on the bottom path because the top path can slow you down
I feel there are three possible explanations for this difficulty peak:
1) Inconsistent development - Either Sonic game started with the mindset of making S ranks hard, dropped that off when they saw how hard it is to make those stages, and forgot to come for it later to fix it, or they wanted to create a loose time first and this is one of the levels they could come back to fix (1-1 is also kinda hard, so it tracks)
2) Audience reception - They want to see what people prefer in the future, if having a hard stage is worth it or not.
3) Tradition - I remember both Sonic Generations and Sonic Forces had some specific "Complete the first level in a ridiculous time" trophy. Don't recall if Mania had one too, but saw in the comments that Unleashed has a first level peak. 1-2 is kinda the first real level, since you're kinda thrown into 1-1...
Kinda wished the video would try to be more substantial than "level hard", but people can surely relate to it...
nah developers knew it was hard they just made it hard on purpose as a joke
It wasn't hard he was taking the wrong route
@@damienmitchell9828 Maybe I'm taking the wrong route myself? I always have trouble with this one myself. It took me half an hour to do it on my first playthrough. It does seem hard, but what is the correct route?
For me, I'm veering to the right, skipping the spring, taking the upper route, the pressing boost, going over the temple at the end...
@strubbery g ua-cam.com/video/QF0kmYBPKPs/v-deo.html taking the top at the start is slow I also made the same mistake to begin with
@@damienmitchell9828 and I tried to optimize the hell out of that run. Curse you, false upper route...
Just so y'all know: On the big loop rail you can jump from one side to the other without doing the loop!
No joke, I struggled a bit on this level, then realized that it was really easy if you don't try crazy things. Standing on the ground is way faster, check this guy do it : ua-cam.com/video/-kXQqAANcpY/v-deo.html We all got baited by the bumpers and speed rings and stuff haha
Yeah the very beginning straight away seems to be the part everyone messes up for sure lol. Sega was definitely trolling us with all the intricate stuff at the beginning.
actually you should just whiff it
Wasn't that hard to realize, people here are just WAY casual. I'm no pro but you'd think this is this dudes first sonic game
In the beginning the bottom is actually faster due to the amount of boost pads on the floor compared to all the time you waste floating in the air on the top.
Also on the second set of rails after you switch back to the middle rail it's actually faster to fall off the rail boost and then jump to catch the rail again.
This level is easy to s rank if you just take the bottom path in the beginning, which points out one of the things that threw me and a lot of other people off:
This game does not always reward you with a faster route if you stay on the upper levels, which goes against all my instincts from previous sonic games. It means you have to actually try the other paths to see what's best. Haven't decided if I prefer it this way or not yet.
Alpharad talked about this when he got to play frontiers early with a couple of game journalists in the same room. He complained about this and every other journalist agreed with him but they kept it regardless
Thank you so much for footage of a casual run, it's kinda hard to find these days
I didn't realize I wasn't the only one having a hard time with this level. Good video! Thanks for the tips for when I play my next go around 👍
1-2 was so much fun man, and having it in the early game was great bc I didn't mind grinding it out
nah man the final stage should’ve been something like sonic unleashed difficulty
The surprise to have such a difficult level so early, the good looking zone, the chilling music and the semplicity of the level is simply perfectly balanced. I didn't mind attempting over and over and over to reach S rank, it was not a bother to me, it was pure fun, like I didn't have in a Sonic game for so long.
Glad I wasn't the only one. I straight thought all the levels were gonna be like this. Took me a solid hour and 30 minutes of straight attempts.
I literally just beat the level about a minute ago and the moment I open UA-cam to take a breather this video pops onto my recommend page. What're the odds.
There is a weird way to get past the spring at the start section without having to jump making you lose your momentum.
I Don't want to sound like an attention seeker. But at 1:47 of my Snabba Snacks: Sonic Frontiers video you can see me just barely slip by it by holding right. I dunno if that saves too much speed or not. But its just a little something I noticed I could pull off. Hope this helps whom ever is trying to speedrun this stage.
I'm actually playing it rn, my friend and I have been in a competition to improve our times and rn, we've got it down to 46 seconds. Neither of us are speedrunners, and my friend isn't even that big of a Sonic fan, but he's really gotten into the competition and it's been fun having someone to push me to improve
That’s awesome! Good luck on beating your friend 😎
@@RY3NO I have, as of rn I got it down to 43 seconds
Some of the later cyberspace levels can also be annoying to S rank if you don't know the route for it.
My best time is 53.22. I tried for S rank about 7 times. Go bottom the whole first section before the rail section. At 3:08 homing attack the bouncepads (since you've gone bottom the whole time) and then boost left and you'll skip those 2 "latches" as you call them. At 3:28 you should be boosting the whole time on the rails including the back and forths around the metal spikes. Also at 3:42 you land after hitting the bounce pad. You can boost and you'll finish the level, even if it looks like you'll go over the level end portal
This level proved how easy players had it with easy S ranks like in Generations. Even on the more lenient cyberspace levels it was still a challenge. 1-2 is the only one I had to play perfectly, but on most of the others I was able to correct 1 mistake and still get S rank.
I struggled for a while to get the S rank. I planned to complete the level on my second playthrough, along with the others. Before replaying the game, I installed 3 mods: boss select (if I want to have some fun), elder coco fix (should have been a normal feature) and a physics mod, which gave Sonic more momentum and better controls. This was true for the open zones and cyberspace. Before I installed the mod, my best time on this level was 55:34. Now it‘s 45:21. This one mod makes cyberspace both faster and a lot more enjoyable.
The soundtrack is so good I don't mind hearing it for an hour or 2 trying to route this level on my own. This games is so much fun
Am I one of the only people who didn’t have trouble with 1-2 it took me 5-10 tries to get the S rank
Must be everybody’s first sonic game
Because this isn’t really hard it just takes a lil more effort
I beat 1-2 in 4 Trys
I was expecting it to be way harder
I saw the second level and assumed that the rest of the levels were going to be the same with very strict times on my first playthrough, but it does not seem to be the case in most later levels.
After many tries, I managed to get a 52:45 on this level due to some major luck boosting into the spring pad before the blue balloons. I felt that 1-1 also had a pretty tight S rank at 43 seconds. After those 2, every other one was simple
I got the game late so I just recently managed to complete this level (still haven't finished the game tho don't spoil me pls) and I'm so thankful to hear I wasn't the only one struggling so hard on it
I spent so long just trying again and again but it felt like I just missed something, a shorcut, anything, I could barely even do it in under a minute
Eventually I gave up and continued with the rest of the game, until on one level (of I think the third island ?) I accidentally discovered a trick (glitch ? idk, it didn't look very intentionnal), where by air boosting in the middle of an homing attack you can go flying ridiculously far
So I went back to this level to see if I could maybe use this newly found technique to gain more time, and after quite a few attempts, I ended up getting 54:99, and called it a day
That DAMN beginning spring forced me to restart the level more times than I'm willing to admit.
I love this level. Fun to play and had to actually think and challenge myself to get the S rank. Beat it with 5 MS to spare and basically did the same thing, though I stuck to lower paths more than you did.
I had a lot of fun with this one because for how many times I had to replay it, there was also those additional times to listen to that song!!!
It took me about a hour, this is the first sonic game I’ve played and having to redo it over and over was actually really fun especially since the music was banging! Sure I got a bit frustrated but when you do get the S it’s so satisfying
I gonna be honest, the level wasn’t that hard, like idk if I missed something but it really wasn’t that bad for me
It took me maybe over 50 tries, but with UA-cam’s help I was about to get S rank with less than 2 seconds to spare yesterday.
I really love how this stage is easy to finish yet hard to S-rank. That 55 second time limit absolutely stumped me at first, so I left it and came back later, only just getting under the time after a bit. It started a weird trend of the second stage in an area being by far the hardest of the bunch, and it's especially weird since most of the stages I ended up S-ranking without even trying, but every now and again you'd come across a stage that was either genuinely challenging or one with a really tight par time. I love it because it establishes stages as short, snappy sections that you're encouraged to optimise for better ranks and for the hell of it, and the most bizarre thing about that is that Forces was lambasted for having short stages, but here, where they're one part of a much larger game, it's a blessing rather than a curse. Anyway, based game and an especially based second stage.
I think the main reason why Forces stages are bashed so hard for being short while Frontiers stages are praised is cause in Frontiers the cyberspace stages are very much NOT the bulk of the game, the open zone is. Whereas you've got Forces where the stages ARE a fair bulk (if not the entire bulk) of the game. If Frontiers was nothing but the cyberspace stages the game would be pretty unsatisfying to play, good thing it isn't.
The top route at the end actually is faster. When I combined your start from the beginning (I didn't taek teh second ring and went for the rails instead), and the top route at the end, I managed to get a 54.13 in one good run.
I’m here after getting the record. Very fun stage and interesting skips, I’m hoping to improve my time even further from here.
I was surprised to learn how the community views this level after S'ing it. I must have just gotten really lucky finding the optimal route so early. Surprised too how different my route was from yours.
I got Sonic Frontiers for Christmas and started playing it yesterday, it took me a good 4-5 attempts to get the S tier rank, much like you I noticed you just have to skip the first section altogether and use your boost as much as possible to cover the maximum distance. I got it in around the 50.00 second mark.
I really wish we had this difficulty in more levels. I loved this level so much.
Really interesting to see how someone else went through it! It took me a good while but it was fun in retrospect
Something clicked and I realized that first bumper if you take the rings up top slows you down a ton, then on a whim I tried the bottom path on the first section and instantly realized that was the way to go when I instantly shaved off like 10 seconds lol. The other thing about taking the bottom section first is those bottom springs actually bring you up higher than the pulley and you can completely bypass the two enemies at the top.
I completed this level in 53 seconds a couple of days ago after I heard about the challenge. It was a perfect way to end off the year!
I can't recall my time (definitely wasn't bad good as Fishy's) but I can recall my path.
2:58 Instead of taking the rings, I stayed on the low path and hung left. Had trouble controlling the air boost.due to it slowing down after peak speed.
3:08 Took the top rings, was able to short hop and boost the platforms until...
3:11 ... jump and boost past the enemies and...
3:13 ... I'm able to hit the first step. Jump, air boost, and I can skip at the very least the first balloon.
3:18 Could be wrong but I believe I managed to clear this part after hitting the last balloon by just air boosting to reach the rail.
3:28 Jump and instant air boost into the ring to avoid losing speed. And in the upcoming rail section, take at least one ring for a speedy launch. I think my preferred was the middle; jump at spikes, air boost to the ring.
3:37 Instant air boost to avoid the zip line.
3:40 Top path ring and as soon as possible, air boost to the left to get on the roof of the structure and boost to the end.
I was so confused when I saw the 1-2 comments on other videos because I had 52 seconds on my first try
I love seeing that everyone else was having troubles with this level