Get ready for the ride of your life!
From the people who brought you RISTAR and SUPER METROID comes the blockbuster smash hit of the year!
Starring Sonic the Hedgehog and Dr. Ivo Robotnik Directed by Upthorn, with choreography by JXQ, comes a screenplay by Upthorn and Carretero, with special guest writer ChaosControl.
Tool Assistance Studios presents: Sonic The Hedgehog
Hold on to your pants.
The Normal Stuff

ROM VERSION IS SWITCHED TO REV 01 BECAUSE OF MORE INTERESTING BACKGROUND SCROLLING, AND DECREASED LAG ON MOST LEVELS

  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Ignores delays caused by bonus effects
  • Wins the blue ribbon county fair victory dance contest
  • Abuses controlled substances
  • Abuses its spouse
  • Is generally drunken and belligerent
  • Kills Heath Ledger
  • Wins the California Democratic party primaries
  • Surprises the player for no good reason like jumping into a pit
  • Emulator used Gens 9.5c alpha Sonic 1 speedometer&camhack&hitboxdisplay (Gens 9* compatible)
  • Suggested Screenshot:
Timetable
LevelNew TimePrevious Submission Time (frames difference)Previous Movie time (frames difference)
Green Hill 10:24:450:24:49 (4)0:24:49 (4)
Green Hill 20:13:480:13:49 (1)0:13:49 (1)
Green Hill 30:30:560:30:56 (0)0:30:56 (0)
Marble Zone 10:15:040:15:21 (17)0:40:26 (1522)
Marble Zone 20:34:520:38:57 (245)0:52:48 (1076)
Marble Zone 30:33:040:33:57 (53)1:12:57 (2393)
Spring Yard 10:22:170:22:17 (0)0:22:17 (0)
Spring Yard 20:28:080:28:07 (-1)0:28:07 (-1)
Spring Yard 30:58:590:58:59 (0)0:58:59 (0)
Labyrinth Zone 10:40:450:40:45 (0)0:40:45 (0)
Labyrinth Zone 20:26:310:26:31 (0)0:51:19 (1488)
Labyrinth Zone 31:07:311:07:51 (20)1:07:51 (20)
Starlight Zone 10:21:430:21:46 (3)0:21:46 (3)
Starlight Zone 20:15:580:16:04 (6)0:16:04 (6)
Starlight Zone 30:42:570:42:49 (-8)0:42:49 (-8)
Scrap Brain 10:31:570:32:01 (4)0:32:01 (4)
Scrap Brain 20:30:100:31:28 (78)0:41:18 (678)
Scrap Brain 30:10:430:11:56 (73)0:18:26 (463)
Final Zone1:13:201:13:37 (17)1:13:20 (0)
Total Game Time10:23:2710:32:00 (513)12:30:56 (7649)
The value after the final colon indicates the in-game timer frame value (watchable at FFFE25). This counts up from 0 to 59, and the seconds value increments when it resets from 59 to 0. On a two levels I delay ending the level by a handful of frames in order to manipulate the animal pattern at subsequent capsules. In each case, the gain from the better animal pattern more than makes up for the delay.
General Improvments Subpixel optimizations and more use of jumping for speed boosts. New wall enterances that derive directly from previously known trick whose full potential had been missed.
Specific improvements
  • Green Hill 1 - Jumped from a slope for a speed boost, hit a monitor from the bottom in order to keep it.
  • Green Hill 2 - Jumped from a slope for a speed boost, hit a monitor from the bottom in order to keep it.
  • Marble 1 - This is the first instance of the "cave zip" technique, found by Carretero. At first it was assumed not to be useful in this level, but Smizzla at TSC proved this assumption wrong by using it to beat a TAS time, unassisted. AKA then demonstrated a further refinement of the technique.
  • Marble 2 - This is another interesting trick found by Carretero, because the shield monitor to the right of the lava/floating block is resting on an object, instead of landscape, it can be knocked down. If sonic is underneath it when it lands, it will eject him to the side. In this case, that means into a wall. Sadly, this technique is not useful anywhere else.
  • Marble 3 - Here's where the "cave zip" was first found to be useful. And boy is it ever useful.
  • Labyrinth Zone 2 - Another find by Carretero, if you land on gate as it's opening, it pulls you with it into the wall.
  • Labyrinth Zone 3 - Used left+right to improve the start saved 4 frames, saved another 5 by better velocity control when hitting the first switch to open up the water slide. Lost two frames due to rising water differences. The rest of the gain is due to better while velocity control while climbing the long vertical shaft.
  • Star Light Zone 1 - Better optimization of slope roll and slope jumping allows for some sick speeds here.
  • Star Light Zone 2 - See SLZ1
  • Star Light Zone 3 - Delayed hitting the capsule by 8 frames in order to get a pattern of animals that was 32 frames better. Before delaying, the capsule had shifted so I was losing 30 frames to dumb seals.
  • Scrap Brain Zone 1 - Better velocity control on the switch back leads to a 4 frame improvement, enough to decrease the end of level time by 1 second.
  • Scrap Brain Zone 2 - Here's the find by ChaosControl. The trap doors have solid sides and will eject the player if he's in them when they close. This can be performed in about 8 different places in Scrap Brain Zone 1, but they all either just waste time, or lead directly to unavoidable death. I've also optimized the sequence with robotnik and the force field at the end.
  • Scrap Brain Zone 3 - Here is Carretero's most incredible find. By running into the slope with just the right positioning, it lets you inside, and acts as a wall instead of a floor. Then you can use the sliding platform to keep you stuck as you sink inside it, eventually getting low enough to zip. Where my time savings over him comes from is that if you go far enough offscreen, the sliding platform instantly teleports to its end position. Also, by manipulating my position to be one pixel farther right, the slope stops me as it lets me in, so I don't have to brake and turn around.
  • Final Zone - I've used the input from the prior publication, but extended it so as to hopefully provide a little more entertainment at the very end.
Thanks to
  • Smizzla, for proving that MZ1 cave zip could be faster than the piston zip.
  • AKA, for showing that the MZ1 cave zip could be further refined.
  • ChaosControl, for doing what no sane man ever thought to do with a trap door.

adelikat: Accepting for publication as an improvement to the published movie.

Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Raiscan wrote:
Would it be daring to request an avi with the speedometer/camhack/stuff included? Might make an interesting watch :)
A camhack might be interesting, speedometer isn't as exciting as it sounds unfourtunaltey. Unless it can be convertered to look more like a speedo seen commonly in cars, but then we'd need 2 since Y-speed need to be taken into account as well.
Joined: 12/29/2006
Posts: 119
Location: Japan, Anjo
Good works. voting yes.
DiffCalc .NET Frameworks 3.5 required.
Joined: 12/27/2007
Posts: 50
Location: UK
I would've voted yes just based on the optimisation of the Marble Zones, but optimising most of the other levels too (even if some of them are only by a few frames)? Yes. Hell yes.
Joined: 7/26/2006
Posts: 1215
AKA wrote:
Raiscan wrote:
Would it be daring to request an avi with the speedometer/camhack/stuff included? Might make an interesting watch :)
A camhack might be interesting, speedometer isn't as exciting as it sounds unfourtunaltey. Unless it can be convertered to look more like a speedo seen commonly in cars, but then we'd need 2 since Y-speed need to be taken into account as well.
Well if you're using a program sophisticated enough to turn numbers into an angle of a needle, you can probably add x^2 and y^2 and find the sqaure root of the result for total speed.
Joined: 11/15/2004
Posts: 804
Location: Canada
Voted Yes to the last one, so this is an easy vote. This make Sonic 1 about as exciting as one could expect without spindash and Tails. Well done, folks.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Editor, Expert player (2459)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
This is a masterpiece of cake.
Joined: 1/23/2006
Posts: 352
Location: Germany
Hm, just wondering, that zipping glitch with the moving platform in SBZ2, why do you have to wait a whole movement cycle of that thing before you can do the glitch, is it not possible to do that when you arrive?
Active player (440)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Voting yes. Excellent work once again.
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Thank you for entering the big ring on SYZ2 (that always makes me giggle). Also nice 00:15 on SLZ2! Yes.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
KDR_11k wrote:
Hm, just wondering, that zipping glitch with the moving platform in SBZ2, why do you have to wait a whole movement cycle of that thing before you can do the glitch, is it not possible to do that when you arrive?
I beleve all moving obstacles are predeterminded in the same way at start of each level.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14855
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1066] Genesis Sonic the Hedgehog by upthorn, JXQ & carretero in 16:18.20
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Hot. :D Although I don't think there was a single doubt in anyone's mind that said this was going to get turned down, but man... you guys are tearing apart the poor game :P
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
The sound in the .avi was a bit off. Did anyone else experience this? Maybe its the codec I am using but I doubt it.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Mitjitsu
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Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Yes the sound is off, maybe it was encoded with the wrong emu, maybe it was located in mono instead of stereo, maybe the sound bit rate was recorded too low. It could be these or other varying reasons.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
It happened with one of the previous encodes. There is a certain sound processor setting that, when enabled, changes Sonic's jump noise to weirdness. I can't remember which one it is, something like Realistic PZC? PSG High Quality.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
upthorn
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Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
It's the "High Quality PSG" setting. I should disable that during AVI Recording with sound added.
How fleeting are all human passions compared with the massive continuity of ducks.
EZGames69
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[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing