Sonic goes at it again, this time being powered by Aglar and Marzo. Using improved precision and a host of new tricks, all levels but one are improved -- with the result that Robotnik is defeated over a full minute faster in in-game time.

Game objectives

  • Emulator used: Gens 11a + S3KCamhack + SolidityViewer + (partial)HitboxDisplay + LUA HUD for Genesis Sonic games
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Ignores delays caused by bonus effects

Comments

Improved precision throughout the game yields improvements in most levels. New zips form the bulk of the improvement, essentially cutting 3 more levels from the game. New tricks, some of which were in the no zips run, are also used and help bring down the time even further. Hot scripting action was also used to manipulate the animals released from capsules throughout the game, bringing real time down a small bit.
The new tricks:

Rolling-jump

When Sonic jumps from a rolling state, his hitbox is set to his standing hitbox, and his vertical position is decreased by 5 pixels. This gives a boost in height, which can be used to hit ceilings and bosses faster. There is the downside of no control during the jump. Note: the vertical position is not shifted when jumping from a sprite; this becomes useful in Spring Yard Zone 3.

Jumping from rolling-jump

When landing from a rolling jump, Sonic lands 5 pixels above the ground. Normally, he is moved back to the ground itself on the next frame; but by jumping on the exact frame when Sonic lands, he will jump from the air. This puts Sonic higher up, and can be used to hit ceilings and bosses faster.
Here is how the improvements break down:
ActNew timeOld timeSavings
Green Hill 10:23::480:24::45-57
Green Hill 20:13::030:13::48-45
Green Hill 30:30::450:30::56-11
Marble 10:15::040:15::040
Marble 20:15::190:34::52-1173
Marble 30:27::250:33::04-339
Spring Yard 10:21::310:22::17-46
Spring Yard 20:26::120:28::08-116
Spring Yard 30:42::310:57::06-875
Labyrinth 10:34::070:35::02-55
Labyrinth 20:25::500:26::12-22
Labyrinth 31:03::341:07::31-237
Star Light 10:15::360:20::38-302
Star Light 20:10::210:10::38-17
Star Light 30:26::370:32::45-368
Scrap Brain 10:31::190:31::55-36
Scrap Brain 20:27::140:29::13-119
Scrap Brain 30:09::420:10::43-61
Final1:12::011:13::20-79
Total8:51::599:57::57-3958
Total improvement in in-game time: 3958 frames, or 1 minute, 5 seconds and 58 frames.
A total of 1250 frames were lost in real time longer score tallies, and the long pauses at Final Zone (see below), but some of this time was regained by manipulating the animals. Total real-time improvements are 2839 frames, or 47 seconds and 19 frames over the previous run.
The times given are the in-game timer values. The value after the final colon pair indicates the in-game frame counter, and is restricted to the 0-59 range. It is updated every frame (except during lag frames), and increments the in-game second when resetting to zero.

Stage by stage comments

Green Hill Zone 1 and 3, Spring Yard Zone acts 1 and 2

Improved precision all the way. All but Green Hill Zone 1 are identical to the no-zips run, and the animal manipulation at the end of Green Hill Zone 3 is also different.

Green Hill Zone 2

Improved precision, especially to enter the zip: Sonic is stuck in the left wall, hence he does not bounce up when he hits the buzz bomber.

Marble Zone acts 2 and 3

New zips found by Glitchman, but improved. The boss fight is also improved by the rolling-jump and jumping from rolling-jump tricks. The animals from the act 3 capsule received the most manipulation of all levels because of those seals.

Spring Yard Zone 3

New zip found by Aglar and put to use by Marzo. The boss fight is also improved by using the rolling-jump and jumping from rolling-jump tricks. Moreover, since a rolling-jump from a sprite does not shift Sonic's position, the trick is used to collide with one of the blocks in the boss fight, stopping Sonic in a convenient spot.

Labyrinth Zone (all acts)

Improved precision through and through. Act 3 is identical to the no-zips run during most of the level; but a well-timed rolling-jump saves some time at the end.

Star Light Zone 1

New zip found by Glitchman, but greatly improved: the result is that this level is now as fast as it can possibly be.

Star Light Zone 2

In the previous run, FuzZerd hit the slope and triggered a move lock which wasted a lot of frames as it delayed the zip. The new entry method is slightly slower, but pays off as it does not trigger the move lock.

Star Light Zone 3

This level borrows the damage boost trick from the no-zips run, avoids triggering move locks for the zips and vastly improves the loops on the way -- including zipping out of a loop. The boss fight is slightly improved also.

Scrap Brain Zone acts 1 and 3

Improved precision before and after the zip carry the day.

Scrap Brain Zone 2

The zip is slightly improved, and using the crusher trick used in the no-zips run saves quite some time.

Final Zone

The boss does not do anything until it finishes loading its art. The art is loaded once the camera goes past a certain point; pausing the game after this point stops the in-game timer, but the art continues loading. This trick was found by Aglar for the no-zips run.

Other comments

Aglar was responsible for most of the precision improvements in the run. We would like to thank Glitchman for the zips he found, Upthorn, FuzZerd and Carretero for the previous run.
It is conceivable (but exceedingly improbable) that the animal manipulation can be improved; it can be done by pausing the game at precise points to prevent explosions (or some animals) from loading and affecting the random number generator. The explosions that happen when the boss are also a factor here, and they were not included in the manipulation in Green Hill Zone. We are aware of no further improvements at this time.

Toothache: encode added
Mukki: Judging...
Mukki: The authors are presently looking for further improvements. Setting to delayed until they produce a .gmv that they are satisfied with.
Mukki: Updating the submission with a file that improves 35 frames of in-game time in GHZ1. 4 real time frames are gained from improved lag, but 9 real time frames were lost due to bad luck with the animals. Resuming judging.
marzojr: Updating submission text with new times.
Mukki: Setting back to delayed as further improvements are being made.
Mukki: Updating the submission file at marzojr's request. Resuming judging.
marzojr: Updating submission text with new time.
Mukki: ...and, finally, accepting as an improvement to the currently published run. Good job!
Aktan: Processing...

Joined: 5/14/2007
Posts: 525
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I love it!
Noob Irdoh wrote:
Bamahut wrote:
I was hoping for an emerald run, but really good run neither the less.
Many other people, including me, would like to see an emerald run, but when there was one, here, it was rejected, and with reasonable motivations, too. So unless an emerald run is more than very excellent I doubt it will be approved here (even though I'd probably vote yes on it).
I disagree. The game is much more broken now, so a 100% run would be quite different from both this and the "no zips" run, which means that it would most likely be accepted as a new branch.
mklip2001 wrote:
Wow. The zips in Marble Garden 3 and Star Light Zone 3 look really nice...
Don't you mean Marble Volcano? :P I would like to suggest the following screenshots:
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Editor, Experienced player (852)
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I second this screenshot: This is the highlight of the run for me.
Editor, Experienced player (608)
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Zeupar wrote:
I like these two screenshots, but the one Nahoc suggested is a good one too.
Sir_VG
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[URL=http://imageshack.us/photo/my-images/683/snowysonic.jpg/][/URL] I don't know about this encode. It looks a bit snowy.
Taking over the world, one game at a time. Currently TASing: Nothing
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Fun to watch, and a rather noticeable speed improvement. Gets a Yes from me. As for the emerald topic, I don't think it would provide very much to the run; it's not a very significant difference to the game progress, and almost nothing to the ending, unlike Sonics 2 and 3&K.
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
Jungon
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Yes Vote too, .. my favorite part was Starlight 3 =P
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
Soig
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Yes vote, of course. Love it very much! To be honest, I've been waiting for a sonic run for a very very long time. This one is pretty good, and exciting. And I'm waiting for a sonic 3 & knuckles "sonic 100%" run now. >.>
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Zeupar wrote:
I like this one.
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A tiny improvement has been found, so the publication of the run should wait until we've updated the current attachment.
feos wrote:
Only Aglar can improve this now.
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Awesome, will this be under 15 minutes now?
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I'm not sure that would qualify as tiny. >_>
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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True, but a man can hope. Maybe they save one second, but the RNG changes, and they save another unexpected second, the RNG changes again, and... who knows, it would be a neat Christmas present D
Dark_Noob
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vocês sonic is incredible is a game that always has improvement badly waits to see this race improved.
Someone who still enjoy playing fighting games ;)
marzojr
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Noob Irdoh wrote:
True, but a man can hope. Maybe they save one second, but the RNG changes, and they save another unexpected second, the RNG changes again, and... who knows, it would be a neat Christmas present :D
You are right that there will likely be RNG changes. You are wrong about the consequences -- it most likely means I will simply have to manipulate all the animals in all the levels again (and may end up losing time because of that if the resulting patterns are no good). And that one of the LZ acts will probably desynch and will have to be partially replayed. I am not complaining, by the way, I am just saying :-)
Marzo Junior
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mmm very interesting with these glitches, but to me dont like much the glitch that take you to the goal. i dont know if vote yes or meh! (or maybe no) i am thinking
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Felipe wrote:
mmm very interesting with these glitches, but to me dont like much the glitch that take you to the goal. i dont know if vote yes or meh! (or maybe no) i am thinking
Remember that we have a separate category which does not do this. So this isn't a dilemma at all - you can have the cake and eat it at the same time. This is the normal any% category, and uses zipping just like its predecessor, but it achieves its goals better in every way, so voting no because you don't like zipping does not make any sense.
Joined: 12/27/2007
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Well I enjoyed the zipfest! YES vote!
Player (51)
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should have mentioned this earlier but I think there's a one frame improvement to sy3 just before the zip possible (by standing up one frame earlier.) I guess I should have just posted here instead of trying to find you guys on mirc. (I havn't checked the new gmv to see if you actually fixed this or not) P.S. now that I think about it this probably won't even matter since you'll probably just have to add an extra pause to the capsule at the end of the level anyway.
marzojr
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FuzZerd wrote:
should have mentioned this earlier but I think there's a one frame improvement to sy3 just before the zip possible (by standing up one frame earlier.) I guess I should have just posted here instead of trying to find you guys on mirc.
It isn't -- jumping one frame earlier gets Sonic stuck in the wall instead. And while it is possible to work with even that (since you can zip and jump, it is possible to use a trick to jump to the wall below), it ends up being 3 frames slower by the end of the zip.
Marzo Junior
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marzojr wrote:
FuzZerd wrote:
should have mentioned this earlier but I think there's a one frame improvement to sy3 just before the zip possible (by standing up one frame earlier.) I guess I should have just posted here instead of trying to find you guys on mirc.
It isn't -- jumping one frame earlier gets Sonic stuck in the wall instead. And while it is possible to work with even that (since you can zip and jump, it is possible to use a trick to jump to the wall below), it ends up being 3 frames slower by the end of the zip.
I think he only meant standing up one frame earlier while still jumping at the same frame. And indeed, that made Sonic start the zip one frame faster. It seems like I also saved 2 more frames during the zip: http://dehacked.2y.net/microstorage.php/info/1746785798/Sonic%20The%20Hedgehog%20SYZ3zip.gmv
feos wrote:
Only Aglar can improve this now.
marzojr
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So it seems. I think it is excessive to resynch the movie for the 3 frames of improvement (I hate resynching LZ3), but will happily do it if deemed important.
Marzo Junior
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in my opinion it wouldn't be important unless it ended up saving time on the capsule. Because if not, the movie time would end up being exactly the same. However, it might be nice to know that everything is "perfect" in a published run. especially if nobody is planning on working on an improvement anytime soon. (and I have a feeling this run will hold for a long time, but what do I know). in the end it would be your decision of course.
marzojr
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I guess I will ask Mukki to delay the publication. Again. In any case, I won't be able to resynch the run until next year due to other engagements.
Marzo Junior
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That's the way of the true TASer.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!