This run of Sonic The Hedgehog 2 consists of collecting all the Emeralds and getting the true ending (with Super Sonic). Also consists of Few times saves in some zones and beating the previous times. This run also finds new gltiches and zips that were never seen in previous runs.

Game objectives

Now, before I say anything. Just to clarify, we used inputs from the Previous Movie by Aglar and Zurggriff. Credits go to them for the movie inputs as well. You may ask, why 100 percent of Sonic 2. This game never had a TAS of 100%. So me, Shiro Paradox decided we should do a 100 percent TAS of it.

Times

These are the times that were improved from the previous TAS.
LevelsNew TimeOld Time
EHZ10:42::36non
EHZ21:06::00non
CPZ10:13::310:13::31
CPZ20:30::450:31::58
ARZ10:12::500:12::50
ARZ20:27::160:27::16
CNZ10:18::570:19::32
CNZ20:36::520:36::52
HTZ10:23::450:23::45
HTZ20:38::320:38::32
MCZ10:22::120:22::12
MCZ20:32::110:32::11
OOZ10:16::420:16::42
OOZ20:28::580:28::58
MZ10:24::250:31::16
MZ20:12::220:12::22
MZ30:32::380:32::38
SCZ2:05::562:05::57
WFZ1:33::301:30::03
DEZ0:40::290:40::29

General Information Relevant To The Submission

The following information is not new to speedruns of this game, rather, it is here for convenience.
  • The game has a hidden in-game timer that counts the frames. It does not increment during lag frames or while the game is paused.
  • On horizontal ground, Sonic will lose speed when rolling. While holding forward when running, Sonic will maintain speed. When traveling down slopes, Sonic accelerates faster while rolling than running. Transitioning from rolling to running is done by jumping or falling off the ground.
  • Sonic will lose horizontal speed if the vertical speed is upward and less than 4 pixels per frame. This is avoided when possible by jumping from slopes that give Sonic a downward vertical speed or by bumping a ceiling.
  • Spindash release speed is controlled by how many times the buttons A, B, or C are pressed and how long the spindash is held before being released. The first button press sets the held spindash speed at 8 pixels per frame. Subsequent button presses raise the speed by 1.5 pixels per frame and each frame the spindash is held lowers the speed by 1/32 of the held speed value. The range for spindash speed is bounded to a minimum 8 pixels per frame and a maximum of 12 pixels per frame and the release speed only occurs in increments of 1/2 pixel per frame. Thus, it takes 6 button presses to release a maximum speed spindash.
  • Zips occur when Sonic is inside solid terrain. The game ejects Sonic at speeds up to 32 pixels per frame in the opposite direction that Sonic is traveling. This is useful for performing a level wrap but is also good for just going fast.
  • Special Stages have a little thing in them, they have lag frames in them. The devs added lag frames because if there were no lag frames in the special stages, you wouldn't control Sonic/Tails properly and the special stage would move fast. They also changed the aspect ratio of it as well.

Stage By Stage Comments

Emerald Hill 1

Here in act 1, I got few things I have to say. There are lot of different routes I could have chosen, but the fastest and the most suitable route was the one I chose. This is nearly the fastest and most optimized route and ring planning I chosen. After getting the first emerald, I head towards the speed monitor to gain and maintain my speed. This route wasn't as optimized as it should but it is still the fastest way to get to the 2nd checkpoint. With that out of the way, we'll just slide our way to get the 2nd emerald. Now the 3rd checkpoint; this one was the most optimized route I have done. There are 2 routes, the loop de loop one and the above the loop one. The loop de loop one was 5 to 6 seconds slower due to the ring placement and not enough rings to get to the checkpoint. The other route that I choose here had a better ring placement(meaning it had few ring boxes). Now that the 3rd emerald has been collected; We can now finish the stage as normally.

Emerald Hill 2

The route I originally choose to begin with had less rings (about 3 to 2 rings). But by the power of 2 players, I managed to get Tails to get extra rings in the bottom path of the level, where the speed shoes monitor is placed. After getting the 4th emerald, I headed towards the left, where I was greeted with few rings and a ring monitor. After getting the monitor and passing the loops with great epic ness; I was once greeted with 2 pathways. If I chose the upper path, I would have more rings but reach the checkpoint late, but if I chose the bottom path I would have less rings but reach the checkpoint early. That being said, I choose the bottom path because yes. But wait; I am 3 rings less than to get the stars to appear. No problem, I'll use Tails to get the 3 rings that were floating where the ring monitor was. After getting the 4th emerald, I immediately took the top path as it had plenty of rings. After getting the required amount of rings, we get the checkpoint, enter the special stage and finish to get the sixth emerald. Now that we have 6 emeralds, we can know beat the bo- nope we have 1 last emerald to collect. After collecting the rings that had the same route as before, I managed to get over 50 rings, beat the special stage and collect the very last Emerald. Now Sonic can be Super Sonic. But we wont use Super Sonic for now as we have to beat the first boss.

Chemical Plant 2

This zip was found by CubbyCubbyCat at the Classic Sonic Speedruns, they found out that it is possible to get a time save in this zone by going to the top path and using the blocks to make Sonic upwards and being at the very edge of it to get to the zip area. Forgot to mention, that part doesn't crush you. So after that investigation, Tee-n-Tee found an even better route and it was insane to begin with. There is a part of the level that is slightly open and that part, you need to make the game to think that you're on the top path instead of the downwards. With that in mind, the loop section would be open and you'll be able to go in that area without the wall stopping you. With that 2nd clip done, there is a 3rd clip that you have to do very precisely. Basically you have to go to the loop and make the angle where you're going to the right with sufficient speed, then you can or have to clip through the loop and meet in a ground where you'll find emptiness. With the right speed and subpixel (I believe subpixel is included), you can clip through the wall/block and reach the boss. This trick saves a lot of time. Done by Tee-n-Tee!

Casino Night 1

Now, this strat was found by Joeybaby69 over on CSSs and he found out that you zip through the end of the stage by going to that position and ducking down. Whilst ducking down, make sure you jump at the right moment with the right subpixels. Other wise, you'll either die by the blue block, or you'll die at the bottom of the stage or you'll get stuck. This strat is pretty easy and tough at the same time. Me and Kaan55 got the same time :D.

Metropolis 1

This strat was again found by Joeybaby69, he found out that, you can get at the very last pixel of the crushers and stand on it. With that in mind, if you duck and make the camera pan down and as soon as the crusher is about to go up, quickly jump on it or walk on it at the very last pixel. And while the camera is moving in the Vertical Position, you now have slope glitch and you can now jump and go downwards to the path where the curve section is and zip through the level with great ease. Done by me.

Sky Chase

Honestly I don't even know how Shiro got 1 frame time save from it. Maybe because of Super Sonic, which we now used only in this zone.

Wing Fortress

Now, before you ask I don't know what happened here. Shiro lost time here due to the disappearing platforms. I think and for sure think that those platforms were on power on cycle. So maybe just our luck.

Improvements

Currently, We don't know. However, accepting improvements if we find.

Suggested Screenshots

67499, 74011, 107405, 109663.

feos: Claiming for judging.
feos: The game doesn't dictate when you have to enter the bonus stages to collect the chaos emeralds, it just sends you there if you touch a checkpoint while having 50 rings, which is possible in any level, and as this run shows, in the same level too. Since there's no in-game limit on where you need to collect the emeralds, we don't want to impose artificial limit that makes the run more different from any%, because full completion aims to be the most objective goal, together with fastest completion.
While most of gameplay in this movie is similar to [3584] Genesis Sonic the Hedgehog 2 by Zurggriff & Aglar in 17:40.08, we don't have a global site goal to have less content as long as it's unique, at least not anymore. As I said in this post and it's recently been made official: We want to embrace what our content creators are interested in doing, which will make them happier and they will contribute more cool movies. We don't want to tell them what to do by limiting which categories we want to showcase on the site. It doesn't make people happier when they don't feel that our obsoletion or rejection is natural and makes sense.
So as long as there's content difference in different goals eligible for Standard - for example in this run getting all the major collectables gives you better ending - we will not demand them to be "different enough" to be published side-by-side like we do with Moons.
Accepting as a new branch.

EZGames69: Processing...


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Since you never use Super Sonic for anything useful, wouldn't it be better to get Chaos Emeralds in other Zones where convenient, instead of trying to get everything in Emerald Zone (having to backtrack extensively for rings in the process)? I also noticed you only manipulated the trapped animals at the end of zones only once. The published movie does this many times.
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FractalFusion wrote:
Since you never use Super Sonic for anything useful, wouldn't it be better to get Chaos Emeralds in other Zones where convenient, instead of trying to get everything in Emerald Zone (having to backtrack extensively for rings in the process)? I also noticed you only manipulated the trapped animals at the end of zones only once. The published movie does this many times.
Well, we did use Super Sonic in only 1 zone only, which was Sky chase zone at the very end. You're right that I could've used other stages to get to the emeralds but that would slower than this. The capsule manipulation was done in EHZ, ARZ (but didn't went to the right), CNZ was the same as the previous movie just for entertainment purposes but yeah you have a point there. HTZ had it as well. MCZ too, OOZ, MZ aswell.
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Even though this run now collects all 7 chaos emeralds, it does it in the first zone, which makes the rest of the game basically the same as in [3584] Genesis Sonic the Hedgehog 2 by Zurggriff & Aglar in 17:40.08, which is probably why it's called "previous" in the submission. We use to make full completion a new branch, or we supersede one branch with another if gameplay is fully included. But here most of gameplay is included, so aside from the first zone, the rest is too similar to the any% movie IMO. Are there any opinions on branching this?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Even though this run now collects all 7 chaos emeralds, it does it in the first zone, which makes the rest of the game basically the same as in [3584] Genesis Sonic the Hedgehog 2 by Zurggriff & Aglar in 17:40.08, which is probably why it's called "previous" in the submission. We use to make full completion a new branch, or we supersede one branch with another if gameplay is fully included. But here most of gameplay is included, so aside from the first zone, the rest is too similar to the any% movie IMO. Are there any opinions on branching this?
Well, if we got the emeralds in other zones as well. It would be interesting and new but at the same time, it would be a bit slower in my opinion. In every 100% I have seen so far, e.g Sonic 3 and Knuckles TASes, they collect the emeralds from the start of the level first and find the fastest way to collect the emeralds. Sure S3 100% and S2 100% are different but the strategy is the same. Collect the fastest way to get to the emerald and everything is then the same or optimized. Full completion may be right branch but I actually don't know at that point.
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I speak very much as a non-expert on this, and may even be wrong on all counts, but I have a few nits I wish to pick. First, I want to say that it is nice - and quite impressive! - that several levels have been improved. However, given what has already been said, that just means this should have been a standard any%. As mentioned by others, frontloading the bonus levels into the first two levels is just boring. If the goal is to 100% the game as quickly as possible, they should have been spread out across the game more evenly, unless this method truly is the fastest way of getting all the emeralds. And then the bonus levels themselves: I will be the first to admit that I am terrible at making entertaining lulls in the action, but I have to say that everything here felt very lethargic. There is very little movement or dancing around, very few close calls when dodging things, and often movement appears imprecise. Things seem to improve a bit in later rounds when it became clearer that Tails was being controlled independently, but then the goal choice within the bonus rounds and the execution of those goals seemed unclear. Sometimes you barely clear the quota; other times you vastly overshoot it. I can understand either goal, but in this case I think you should pick one and stick with it. Here's my breakdown: 1) Fewer rings means less time on the bonus countdown - that is, if that matters. 2) More rings can be seen as more impressive. In some cases where you seem to go for 1, you end up going over the quota by a few rings; for example, the very first emerald you collect 143 out of 140 needed. I would think it would be more impressive to just get exactly what you need. When it seems you go for 2 , there are plenty of rings going uncollected; the very last emerald, you collect 300, when you only need 210, and leave plenty of other rings behind. If you're going for a high ring count, go all in! If the goal is 1 in order to keep the bonus countdown to a minimum, would it help to keep the rings spread out between Sonic and Tails? Since it looks like the game deducts both ring counters at the same time, divying them up would result in the absolute lowest countdown. I guess what I'm trying to say is, great job on improving the main game, but everything else leaves me bored and confused. I hope things can be cleared up a bit.
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feos wrote:
Are there any opinions on branching this?
Looking back on previous cases where 100% runs were preferred over any% runs, I can safely say that I completely disagree with the practice of doing so. At no point should we have ever said "Oh, you beat a game as fast as possible? Sorry, not good enough for us. Do some unnecessary content and make it take longer." Superseding of content and/or similarity shouldn't matter when comparing quite literally the two most objective categories in speedrunning, barring some situation like Mega Man X2, where the two categories were actually considered one in the same for several years. I'd like to keep this a separate branch, and I'd also like to correct past obsoletions/rejections where this occurred.
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Yeah while that approach felt in line with the old policies and goals, we're now checking them against what subjectively makes sense to us as a community. After all it's what legitimacy means: that overwhelming majority of participants can sign off on it. And that is only possible when the policy feels honestly natural. So instead of running away from things that make us feel "oh no, we can't predict what comes out of it, and it may be something we can't handle, so let's just ban it" we should learn to embrace reality and variety, because reality is greatly varied. Even speaking pragmatically, we'll be more productive by being more open.
A question for Sonic experts: can you enter bonus levels after you already got 7 emeralds?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
A question for Sonic experts: can you enter bonus levels after you already got 7 emeralds?
You can not enter the special stages after you get 7 emeralds , even if you have 50 rings when touching the signpost.
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This may be a long post so I am going slowly by each post I haven't responded.
As mentioned by others, frontloading the bonus levels into the first two levels is just boring. If the goal is to 100% the game as quickly as possible, they should have been spread out across the game more evenly, unless this method truly is the fastest way of getting all the emeralds.
Now I can understand this, because for few days I was trying to calculate how much time would it take to collect rings in some parts of the games levels and acts. I got the final time of 33mins and some seconds, but since it was slower than this. I decided to name this optimized version. Lets take S3K for example as said in my previous post. If you collect the emeralds from the start of the level and act. They collect as much as they have provided to them. The same goes for Sonic 3D Blast 100 percent TAS.
Here's my breakdown: 1) Fewer rings means less time on the bonus countdown - that is, if that matters. 2) More rings can be seen as more impressive.
Now 1 seems more likely to be understandable or better option since it just saves few frames from the bonus countdown. 2 is debatable in my opinion.
I guess what I'm trying to say is, great job on improving the main game, but everything else leaves me bored and confused. I hope things can be cleared up a bit.
Thank you for your criticism and I understand your disappointment and confusion. Maybe I would have done better in the special stages...
A question for Sonic experts: can you enter bonus levels after you already got 7 emeralds?
No, if you collect all the chaos emeralds and super emeralds if you count them as well lol, you then cannot enter a special stage again. Unless you use game genie of course lol.
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feos wrote:
the rest is too similar to the any% movie IMO.
I wonder, are they identical to the point of it's possible to copy paste inputs from each other and still be optimal?
Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4682] Genesis Sonic the Hedgehog 2 "100%" by Tee-N-Tee, DarkShamilKhan, ParadaxeTH, Aglar & Zurggriff in 32:25.82
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Is there a reason you didn't control tails to help get rings to enter the special stages quicker? Your entry points feel very slow compared to mine from way back in 2011 when I proposed a All Emeralds Route. Link to video Below is a table of our (in-game counter) seconds to enter each one. Emerald #10:170:13 +0:04 Emerald #20:130:12 +0:01 Emerald #30:150:20 -0:05 (this is admittedly much smoother) Emerald #40:130:14 +0:01 Emerald #50:160:13 +0:03 Emerald #60:130:21 -0:08 (impressively faster!) Emerald #70:13s0:11 +0:03
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