Submission #10733: styng's PC Sonic Mania "Encore Mode" in 27:23.417

IBM PC compatible
Sonic Mania
Encore Mode
libTAS v1.4.6
98605
60
26499
PowerOn
RSDKv5
v1.06.0503
1a25e19f5475f2c328cd10a4a6421fea
TAS Timing
27:23.42
Submitted by styng on 9/14/2026 4:36 PM
Submission Comments

Game Objectives

  • Emulator used: libTAS v1.4.6
  • Complete the Game as fast as possible
  • Aims for fastest (primarily real-time) time
  • Abuses programming errors and glitches
  • Takes damage to save time
  • Abuses death
  • Manipulates luck and enemy positions

About the Game

Sonic Mania is a platform game published by Sega for Nintendo Switch, PlayStation 4, Xbox One, and Windows in August 2017. Produced in commemoration of the Sonic the Hedgehog series' 25th anniversary, Sonic Mania pays homage to the original Sega Genesis Sonic games, featuring speedy side-scrolling gameplay. It takes place over 12 levels, including several redesigned from past games. The story follows Sonic, Tails and Knuckles as they venture to defeat their nemesis Doctor Eggman and his robotic henchmen, the Hard-Boiled Heavies.
Plus is an expanded version of Sonic Mania. It was released in July 2018 both physically and digitally for the Nintendo Switch, PlayStation 4, and Xbox One consoles; and as a digital-only release on Steam for the PC. The content introduced in this version was also made available as downloadable content to digital copies of the original game for all platforms. This re-release adds two new characters to the game, Mighty the Armadillo and Ray the Flying Squirrel, as well as a new game mode, Encore Mode, and expands the Competition Mode up to four players.

How to launch

To run this TAS without any problems, you'll need to compile the game yourself and have a legal copy of the game.
The entire process is described on the GitHub page. Here's what you need to know to run the game:
  • You need to update dependencies/RSDKv5/RSDKv5. When cloning Sonic-Mania-Decompilation, RSDKv5-Decompilation is cloned as an outdated version for some reason, which can cause it to desync the movie.
    • Not necessary but if you want to launch the game in higher resolution, git apply this file in dependencies/RSDKv5. This file fixes a bug that caused the game to crash when Sonic Mania was launched via libTAS at a resolution higher than the minimum.
  • Use RETRO_REVISION=2 RETRO_MOD_LOADER=0 RETRO_SUBSYSTEM=SDL2 flags when building it.
    • REVISION=2 builds actual Sonic Mania engine version;
    • MOD_LOADER=0 removes mod loader (we don't need it);
    • SUBSYSTEM=SDL2 for some reason, libTAS doesn't recognize key presses when using OpenGL, so I'm using SDL2.
  • Place the Data.rsdk file in the game folder so the game can load. If you want to set your own name in the game, add username=*your name* below Game to Settings.ini after launching the game for the first time.
The entire run was made in Ubuntu 24.04.1. When launching the movie file, libTAS may report a hash mismatch. This may be caused by different distribution versions or an updated executable file. Even if the hashes don't match, the movie is still syncs. Tested on Arch.
libTAS settings used: prevent writing on disk = on; Mouse support = off, Force software rendering = on.
Note: The YouTube video shows an obsoleted run. However, I'm still using it because the changes in the TAS I've submitted here are minimal.

Stage by stage comments

Since this game is new for TASVideos, I’ll try to explain every glitch/skip/choice I made in this run

Angel Island Zone

00:26.250 - The game starts from Angel Island Zone. It’s an Encore mode exclusive zone that appears when you start a new save file. Angel Island Zone starts from perfect spindash:
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This spindash appears only in Sonic Mania and will be available throughout the entire run.
00:49.350 - When choosing between Mighty and Ray, you can only press left or right. If you press a horizontal directional button and then press the opposite direction
text or text
You will get a universal value of 8 when this occurs on flat ground. This happens because the deceleration value is 8. If the x-speed is less than 8 and greater than -8, it will be set to either 8 or -8 depending on the opposite direction.
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If the x-speed is exactly 8 or -8, pressing the opposite direction will bring the character to a complete stop and reverse its direction. This is useful for a spindash because it requires a complete stop or an X speed less than 1 and higher than -1.
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Ray is the best choice because he's the fastest character at gaining speed in the air and the best option for getting through Angel Island Zone.

Green Hill Zone Act 1

Pretty glitchless act. Ray can easily gain speed in the air. Jumps in the loop de loop helps gain more speed so the camera can’t reach Ray at all.
0:16.51 - I’m picking Tails, since Tails+Ray is the most overpowered duo in the entire game. Most levels are designed around either vertical or horizontal movement. Tails handles vertical levels and obstacles well, while Ray is better suited for horizontal ones.

Chemical Plant Zone Act 1

0:16.46 - non-perfect 4-tap spindash is the fastest way to get this monitor and fly on top at that loop de loop.

Chemical Plant Zone Act 2

0:06.89 - 1st major glitch - Partner clip. If you call a sidekick and push the active character into the upper-left or upper-right corner of a ceiling, the called character will land higher than the active character. This glitch allows you to skip a significant portion of the level or reach areas that would otherwise be inaccessible.
This partner clip allows the character to get OOB.
0:12.25 - Both partner clips save around 12 seconds.
0:16.35 - 3rd partner clip saves around 0.5 seconds.
0:21.11 - 4th clip allows you to access Knuckles' exclusive path to set up the boss skip.
0:22.17 - Calling the partner on this frame allows you to land inside the walls, saving the time normally spent waiting for Tails compared to performing a standard partner clip. Finishing act 2 as Tails saves time on the setup for the next skip.

Studiopolis Zone Act 1

0:07.20 - 2nd major glitch - Zombie glitch. If the character dies at the exact moment they interact with an entity like spring/bumper, the death animation cancels and the player regains control, even while the game is paused. However, the character loses the ability to interact with entities.
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This glitch is required to perform the Wrap to the SignPost. The Wrap works differently here: wrap occurs at an x or y coordinate of around 32,000. This value is not exact, as the wrap can occur at a different coordinate on other levels, such as 32,700 or etc. You can see it here.
Why is the entire skip performed while paused?
Camera position. During the pause, the camera stays frozen, which allows us to optimally finish the act. If the skip were performed without pausing, I would have to spend time searching for the GoalPost, which is difficult without additional tools.
This is one of the main reasons why choosing real-time over in-game time is advantageous. In my opinion it would be boring to watch the pause screen for the entire duration of the skip when using the Zombie Glitch.

Studiopolis Zone Act 2

0:20.06 - Partner clip saves around 20 seconds.

Flying Battery Zone Act 1

0:15.50- The map boundaries allow only Ray to fly underneath the map without using a Super Form. This is because a Current (wind) entity is placed there, which prevents the character from progressing further if they are moving at a low speed.
0:32.61 - FBZSinkTrash can push the character through a wall during a character swap (to be honest, I'm not entirely sure how this actually works, because the spikes that Ray pushes have an interesting glitch).
07:04.617 - If the character touches an entity, such as spikes, a spring, or something similar, performs a spindash, and then presses the left directional input, the character will start moving to the left.

Flying Battery Zone Act 2

0:07.73 - If the red hitbox inside the character does not touch the FBZFan hitbox, the character can walk on the fan. This allows you to perform a spindash and reach the HangPoint much faster.
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0:15.87 - Partner clip saves 3 seconds.
0:20.40 - Basically the same as in Flying Battery Zone Act 1.
0:33.52 - EggPrison is located below and to the right of this jump. You only need to fly past it slightly to avoid the abyss or getting stuck on the EggPrison frame.

Press Garden Zone Act 1

0:05.54 - If you hold the jump and left inputs, the character will be pushed to the right and downward.
0:28.68 - 1st partner clip saves around 5 seconds.
0:35.85 - 2nd partner clip saves around 10 seconds.
0:41.77 - At low speed, when the character is running along a slope/wall, they can jump straight upward.

Press Garden Zone Act 2

09:38.083 - When a sidekick is called during the transition to act 2, before they have landed, a Zombie Glitch may occur.
0:15.47 - If the SignPost or EggPrison is initialized when the level loads, it needs to be loaded in. These entities are only loaded when they are close to the active character

Stardust Speedway Zone Act 2

0:48.64 - If the character enters the slope at a certain speed, they can end up inside the slope.

Hydrocity Zone Act 1

0:28.90 - You can trigger the Zombie Glitch by drowning while the character is being held by a Jellygnite. To break free from the Jellygnite, quickly press left and right.
0:53.02 - In x-pos value 16774 character control locks due to the Eggman cutscene. Therefore, you need to guide Tails to the sign while the game is paused.

Hydrocity Zone Act 2

1:06.99 - If you call a sidekick at a specific moment, get hit by Eggman, and stay along the ceiling, you can “push” the sidekick to the left, allowing you to deal additional damage.
15:43.050 - Interesting fact: this is the only level where there is no cutscene skip. This cutscene can cause a softlock if you press the Up or Left button.

Mirage Saloon Zone Act 1

0:02.69 - Picking up Knuckles for a future boss skip.
0:25.61 - Partner Clip saves a tremendous amount of time

Mirage Saloon Zone Act 2

0:26.97 - You can drop the Sidekick into the boss arena and perform a spindash and jump so that the Sidekick opens the EggPrison.

Oil Ocean Zone Act 2

18:28.500 - If you place the character at x-pos: 167, you can skip the PullSwitch cutscene and start the level much faster. This skip triggers a glitch that causes the smoke to remain on screen for the entire level without updating.
0:08.70 - The game features a PlaneSwitch. Areas where PlaneSwitches are placed outside the camera’s view will despawn. In the Oil Ocean Zone, the Plane B removes level structures almost everywhere. Using the plane switch and despawning outside the camera’s view allows you to fly through the entire act in 12 seconds.
19:05.050 - If you complete a level unintentionally, the ship's platform will not appear. This allows you to die after the score tally has finished, skipping the cutscene and the intended level loading screen. In this case, you won't be able to use CharacterSwap, and the in-game timer won't start. This happens because dying in Encore Mode while there are other characters in reserve does not trigger the usual gameplay freeze.

Lava Reef Zone Act 1

19:37.317 - Intentional death is necessary in order to get CharacterSwap back.
0:50.55 - Partner Clip can save about 30 seconds on the way to the boss.
0:58.00 - In some levels, the right boundary of the level may not be set. In this case, it isn’t set.
1:23.25 - Normally, with Plane A, the area Tails flies into is inaccessible. However, when crossing Plane B, a pocket appears there. This pocket allows you to damage the boss much earlier.

Lava Reef Zone Act 2

0:15.97 - Partner clip saves 20 seconds.

Metallic Madness Zone Act 1

0:37.39 - Partner Clip saves a huge amount of time. Knuckles was needed for the sacrifice, which saves additional time by skipping the intended level load.

Metallic Madness Zone Act 2

0:58.54 - Zombie Glitch is needed to skip the entire act. With proper movement management, Ray lands near the EggPrison.
1:15.90 - The pause is needed to bypass the CameraLock. A character with the Zombie Glitch can bypass the CameraLock, but a character without the glitch cannot and will get stuck in the boss arena.

Titanic Monarch Zone Act 1

0:01.91 - If the sidekick flies past these spikes and then swaps to it, you can bypass the BoundsMarker. This is necessary to trigger the Zombie Glitch.
0:04.68 - The Zombie Glitch is needed to perform a vertical wrap, which saves a huge amount of time.
0:32.20 - If you perform a Spin Dash and the character goes off-screen, it breaks the camera’s Y bounds, allowing CrimsonEye to descend to the floor regardless of which direction the elevator is moving. This allows you to spawn the SignPost lower, which saves a little time.

Titanic Monarch Zone Act 2

Unlike in Mania Mode, there's no EggPrison in Encore Mode. Therefore, you have to “visit” all four sections to reach the final boss. Each section has its own secret rooms containing ring and shield monitors. The game considers a section completed if the player:
  1. Completes it with “normal” exit;
  2. Enters the secret room;
  3. Exits the secret room;
0:07.27 - The first slope clip leads directly to the lower-left section's secret room, allowing the entire section to be skipped.
0:23.88 - Partner Clip saves around 10 seconds.
0:31.87 - The secret room in the lower-right section is located below the secret room in the upper-left section. The slope clip allows both sections to be cleared in 20 seconds.
0:38.65 - The Partner Clip completely skips the upper-right section, saving around 20 seconds.

Other notes

I think it may be possible to finish FBZ2 slightly earlier, similar to how it is done in Mania Mode with Sonic+Tails. However, for some reason, I can't get the sidekick to hit the EggPrison.
In MSZ1, it is possible to perform the Zombie Glitch and use a Wrap to reach the boss, but this results in a softlock after the score tally is finished. If a way to work around this issue can be found, it could save some time.

Special Thanks

  • Claris - RTA WR runner for her runs and strategies for Encore Mode.
  • AlecK47 - for pointing out how to save time in Mirage Saloon Zone Act 2.
  • JoeyBaby69 - for the PlaneSwitch idea outside the camera's view in Oil Ocean Zone Act 2.
  • ShiroParadox, grindersky, lunaris - for inspiration, ideas, gameplay, help.
  • PASRC, grindersky - for the Sonic Mania TAS patches.
  • Classic Sonic Speedrun Commnunity - Thank you for support, You're amazing!
  • RSDKModding - for the decompilation, RetroED and useful build-in tool (hitbox viewer).
Last Edited by styng 6 hours ago
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