Finally threw together a decent explanation of everything :)
  • Abuses programming errors in the game
  • Takes damage to save time
  • Collects no emeralds
Most noteworthy improvements
  • Marble Garden 1 (1:05 -> 0:47)
  • Marble Garden 2 (1:45 -> 1:00)
  • Ice Cap 1 (1:41 -> 1:28)
  • Flying Battery 2 (3:08 -> 2:52)
  • Sky Sanctuary (1:53 -> 0:55)
Notes about the game engine
  • Spindashes give maximum speed after 6 revs. These can be done in consecutive frames by using a different button for each rev.
  • Rolling down slopes is faster than running. In most other situations, running is faster.
  • Jumping from slopes drastically affects both speed and height. This can be abused even on slightly uneven floors.
  • You normally lose speed after after jumping. The deceleration begins when you release the jump button (or when holding it no longer affects your height), but can be halted if you hit the ceiling.
  • Jumping from rolling prevents you from controlling yourself in the air. Using any shield special restores this ability.
Quirks/Glitches
  • Jumping at the exact point that a downward slope begins gives you a slight speed boost without having much effect on the jump height.
  • With a few exceptions, jumping on the exact frame that you land causes the game to completely ignore the landscape. It's as if you were standing on level ground when you jumped.
  • It's possible to hit some ledges (those with sloped edges) in such a way that you land on top of it, but hit the side of it at the same time. The result is an instant speed loss, allowing you to spindash without having to waste time slowing down.
  • Spindashing from right next to a monitor puts you back on your feet after going through it.
  • If you look all the way down then jump, you go off the top of the screen. On levels that wrap vertically (Marble Garden 1, Ice Cap 1, Sandopolis 2, Sky Sanctuary), the game decides that you're actually below the screen, so it scrolls all the way through the level in an attempt to catch up. Sprite based obstacles are only created when they're close to the screen, so this glitch can be used to pass straight through things such as breakable walls, spikes, etc.
Angel Island 2
[0:05] A bubble bounce from exactly the right spot lets you fall through the crumbling platform before it breaks.
[1:18] Control is regained slightly before the bridge collapses. A bubble bounce speeds up the descent to the next level.
Hydrocity 1
[0:05] Holding down and left at the end of the tunnel causes you to catch the edge of the floor on the way out, so you can jump straight to the conveyors.
[0:24] The ramp doesn't change my direction fast enough, so I end up half in the wall on the way up. I hit the wall, and fall down into another part of it. From there, holding left causes the collision handling to push me to the right at high speed, and straight out of the wall.
[0:43] Delayed killing the boss by about 30 frames. Reason below.
Hydrocity 2
[0:19] The rotating pillar would be in the way if I got there sooner. Finishing the previous act slightly later means I don't have to wait as long here. As a result, I get a slightly faster time for this act.
[0:32] Easily reproducable glitch. You can only land on the floor when falling downwards, which means it's possible to jump up and through blue slides.
[0:56] Another way of falling through slides: Skipping over the collision area.
Marble Garden 1
[0:24] Fear the glitch of screen confusion. It takes a few seconds to activate, but it's worth it.
[0:27] At this point I'm jumping straight through a wall that's supposed to be broken by the spinning top I skipped a moment ago...
[0:28] ...and a set of crushing spikes... and a large mace...
[0:29] ...and a spiked pillar... and a set of spikes attached to the ceiling...
[0:30] ...and the screen finally caught up.
Marble Garden 2
[0:05] Only tails is supposed to go this way :)
[0:33] "You're not supposed to be here!"
[0:45] ...or here.
[0:48] ...or here either. The game reset itself a few times while i was recording this part.
[0:52] Behold! Knuckles' boss!
Ice Cap 1
[0:38] Knuckles' route is faster, so I screen-glitched into (and out of) it.
Launch Base 1
[0:10] The tube things hover slightly. If you land inside them when they're at their lowest point, you glitch back out as soon as they arrive at their destination, meaning you don't have to wait for them to stop spinning.
Mushroom Hill 2
[0:10] It's possible to jump on the very first frame that you regain control. I guess the game takes a moment to notice that you're no longer on the ground. You don't spin during the jump, even after using the shield special, so it'd probably look a bit silly with the Bubble Shield :)
Flying Battery 2
[0:11] Backtracked enough to reset the corkscrew thing, but not enough to reset the door. This means I can skip waiting for the damn thing. This is done repeatedly throughout the level.
[2:11] I guess someone screwed up. They forgot to make this wall solid :)
Sandopolis 2
[0:00] All the messing around after the end of the last act was for here. The moving pillar at the start was in the way, and if I'm going to wait, I might as well do so when the timer isn't running.
[0:07] Normally you'd go round the loop twice and up into a spring to send you downwards. Instead, I used a small jump to get halfway into the slope. Then, similarly to in Hydrocity 1, I ran upwards into the wall and fell downwards.
[0:23] Screen glitch. This time I used it to go up through a door without having to push the switch, using the time waiting for the platform to rise as preparation.
[0:33] Another platform, another door, another screen glitch.
[1:23] Used a ghost to knock me onto the block without breaking it. The extra height, in combination with the two ring boxes, makes it barely possible to reach the platform above at it's lowest point.
[1:38] Shields don't take effect for a moment after collecting them. I used this period to bounce onto the top of the spikes to the right. I lost my rings, retained the shield, and was able to spindash off the spikes to save quite a bit of time.
Lava Reef 1
[0:24] Triggered a switch from above and behind.
[0:31] Got below the drilling machine, then jumped up into it just as the floor collapsed, sending me downwards quickly. Enemies have glitched sprites for a short time afterwards.
Sky Sanctuary
[0:33] Normally when you fall down the hole to the right, the screen stops scrolling, you hit the bottom, and you die. I used the screen glitch to get it to scroll below this point before I jumped down. This makes it possible to skip almost the entire level.
Death Egg 2
[0:34] I think the spikes to the right are graphically the wrong way around or something :)
[2:07] Lost the Lightning Shield so I could beat the next bosses faster.
[2:52] I wait for a moment before finishing off Robotnik. This is because if you get the final hit before he starts moving to the right, he'll just sit there exploding for all eternity.

Former player
Joined: 2/2/2005
Posts: 198
Same here. Why the hell can't you people stick with what works instead of sacraficing compability for an improvement in picture quality that you can't see without a magnifying glass or an earthshattering 500 kb drop in size or whatever the fuck kind of an excuse you use to justify it.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Divx required 4 tries and still wasn't satisfying as for quality/size ratio. (The last try ended up with 300 MB AVi that was far blurrier than the released one.) x264 required 3 tries until it was satisfying (200 MB, quality not worse than the previous version). Simple as that.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
If someone wants to create a divx-using AVI of the movie, it's not unthinkable to publish that file (too). Good luck to whoever tries it...
Former player
Joined: 2/2/2005
Posts: 198
Meh, fine, whatever. Got it to work after d/ling and installing crap for a good hour or so. You might want to add more info to the codec problems link, everything FFDShow-related on sourceforge.net is horrendously outdated, and the fact that the first search result Google gives for FFDShow is that page, so it doesn't help things any. Anyways, the way I fixed it was to get the newest version as stated (but nobody bothered to state WHICH version was the newest one) from http://www.free-codecs.com/FFDShow_download.htm . I got the unofficial one in case that makes any difference. So yeah, try that one, Ferret. Ja sori kun skitsosin, keksi.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
AnotherGamer wrote:
You might want to add more info to the codec problems link[...] from http://www.free-codecs.com/FFDShow_download.htm .
Thanks, I added that link to the page.
Former player
Joined: 2/2/2005
Posts: 198
On a more related note, how the hell do you fight and beat Robotnik IN the actual Marble Gardens level, as opposed to flying in the sky with Tails? The glitchiness didn't serve to explain it any better, and only one of the FAQs makes a passing mention to his other form, so I assume he can only be fought in S&K+S3. But any further explanation is welcome.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Sprint managed to get Sonic up to the area where only Knuckles is supposed to be able to reach; as such, he fought Knuckles's boss instead of his own.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Former player
Joined: 2/2/2005
Posts: 198
Oh, that'd explain it. Thanks.
Skilled player (1404)
Joined: 10/27/2004
Posts: 1977
Location: Making an escape
Thank you. That did the trick. Goodness, this has reminded me that I hate AVIs. Been having issues with them since I first encountered them.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Joined: 5/7/2005
Posts: 15
I really would appreciate it if you provided videos using standard codecs. I like the idea of providing both copies of the video, using the old and new codecs. Then everyone wins.
Post subject: Start of Ice Cap Zone
CrazyTerabyte
He/Him
Joined: 5/7/2005
Posts: 74
I've just found this site, and the first thing I looked for was a Sonic video. I found it. I downloaded it. I was really impressed with it. However, I think I know how you can save one or two seconds in Ice Cap Zone. Just at start of it (when Sonic is sliding and collecting rings), you can jump. If you jump correctly, you can get 50 rings (maybe more?). Also, you may skip that "S"-like path if you jump right before "entering" it. Ok, this may save you less than two seconds (maybe less than one second), but I registered this forum just to say this. :)
Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
It's slower. Jumping destroys your momentum.
Blah!
CrazyTerabyte
He/Him
Joined: 5/7/2005
Posts: 74
SprintGod wrote:
It's slower. Jumping destroys your momentum.
Sure? Because that sliding at start of Ice Cap zone isn't a "normal move". If you already tried it, ok. And thanks for FAST answer! :)
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
daverd wrote:
I really would appreciate it if you provided videos using standard codecs. I like the idea of providing both copies of the video, using the old and new codecs. Then everyone wins.
The more AVI files we provide, the less chances there are that someone is actually seeding the AVI you wish to download. As for standard, I'm not going to do MPEG-1 releases. MPEG-1 is ugly.
Post subject: AVI formats
Joined: 1/1/2022
Posts: 1716
I've been lurking anonymously for almost a year now, and finally I have the motivation to say something: On occasion, I go for the AVI torrents for non-NES stuff on the site and I do think it's odd to use codecs beyond DivX and XviD. I mean, if you install DivX, XviD and AC3, you are able to play what seems about 95% of all movies, TV shows, porn, and what not that is currently being shared via p2p of all types. I understand the desire to conserve bandwidth and maximize quality, but come on... installing some oddball codec seems a bit much. Is XviD alone really that bad? Exactly how large would a plain 'ol XviD of the file need to be to maintain similar quality???
Post subject: Re: AVI formats
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In this case, I say twice that size.
Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Bisqwit wrote:
Divx required 4 tries and still wasn't satisfying as for quality/size ratio. (The last try ended up with 300 MB AVi that was far blurrier than the released one.) x264 required 3 tries until it was satisfying (200 MB, quality not worse than the previous version). Simple as that.
Blah!
Joined: 1/1/2022
Posts: 1716
Is this something peculiar to game console video (perhaps a color depth issue?), or would FFDShow crunch normal movies in half as well? 'Cause if that's the case... I can't imagine why everyone doesn't use it.
Former player
Joined: 7/12/2004
Posts: 146
Location: Dirty South, USA.
FFDShow worked. Thanks! The quality is very good for the file size. I recommend using this on future videos as well, if it will turn out to be a similar size:quality ratio.
If for honesty, you want apologies, I don't sympathize.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
I think that is the plan... Problem is that there will be some dissatisfied people until they manage to install the correct codec. Quality/Size is a lot better however.
Joined: 1/1/2022
Posts: 1716
In this case, I'd suggest putting this notice in all fdsshow-using movies, that would be much better. And put a statement like "The FDShow codec gives (video game based?) movies smaller size and greater quality than the standart ones" in every commentary of every fdsshow movies. that would be nice.
Joined: 4/3/2005
Posts: 575
Location: Spain
I finally saw this movie, and is the single most uncredible movie I have ever seen!!! It might be slighty improved, but I'm not sure. I finished this game this week with a friend, and we discovered that, on the level before sandopolis, the boss that traps sonic between two laser beams can be destroyed. I don't know if Sonic can do this, we only tried hitting it with tails, but it worked. It's faster than waiting. There were other timesavers we found, but they were obsoleted by this movie. Congratulations! :)
No.
Joined: 5/7/2005
Posts: 15
TNSe wrote:
I think that is the plan... Problem is that there will be some dissatisfied people until they manage to install the correct codec. Quality/Size is a lot better however.
What if they never manage to install the correct codec? Then you're just shrinking your fan base. Also, you're discouraging new people from getting into the time attack scene by putting up another barrier to entry. Someone who's never seen a time attack might check one out if it's easy but they're not going to jump through hoops to do it.
Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
DrJones wrote:
the boss that traps sonic between two laser beams can be destroyed.
No, it can't. You can hit it all you want, but it won't die.
Blah!
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
daverd wrote:
What if they never manage to install the correct codec? Then you're just shrinking your fan base.
Or weeding out the weed. Eventually the codec will find its way into the popular video codec packages and it wont be an issue. Until then we'll be blessed with people smart enough to install it properly.