This run aims to complete SegaSonic the Hedgehog as fast as possible using various tricks/glitches along the way. This also improves upon the currently published run by 173 frames.

Game objectives

  • Complete the game as fast as possible
  • Avoid rings wherever possible

Comments

Before I explain the run, let me give a quick overview of the game.

Information about SStH

SegaSonic the Hedgehog (yes that is the actual name) is an arcade game that was released in 1993. The game was only ever released in Japan, however unused graphics of SatAM Robotnik found leftover in the game files suggests there was a planned localization for North American audiences. The game plays similar to Sonic 3D Blast, in an isometric pseudo-3D game style. You control one of three characters: Sonic the Hedgehog, Mighty the Armadillo, and Ray the Flying Squirrel, and your job is to navigate through 7 levels filled with traps and obstacles in order to stop Robo- I mean, Eggman's diabolical scheme. Your character is NOT controlled using a d-pad, but a trackball. This can sometimes make the game weird to play, especially if you're acclimated to a d-pad, and it also makes the game extremely difficult to properly emulate. The game is pretty straight-forward, as the only way you can go is forward, because behind you is another one of Eggman's diabolical traps (be it icicles, a collapsing floor, a slope you can clip into (if you know, you know), etc.), and ahead of you is an obstacle course of which you need to navigate. The game does not run on the usual "take damage, lose rings" system that we all know and love. It actually has a health system, where everytime you hit spikes or fall off the edge, you lose a portion of your health. You can regain health by collecting rings, and if you run out of health, then you have to insert a coin to continue or it's game over!
Now for my favorite part of the run:

Almost Beaten Ringless?

Rings are a very valuable asset in SegaSonic due to the fact that they restore health and allow more room for error. However, this game, like most other Sonic games, has a score tally at the end of every level, save for Eggman's Tower. There, it will tally up the rings you've collected, and if you've collected a certain percentage of rings in the level, will give you bonus rings. But there's one tiny little issue with this: Rings take one frame to tally for every ring you've collected in the level. Since this is the case, rings are best avoided, since you have enough health to make it to the end with the damage boosts used in the run. 6 out of 7 levels can be beaten without collecting rings, and the minimum rings needed to beat the game is two. So two frames are lost over the course of the run, meanwhile several more frames are saved due to skipping rings. As mentioned in a post in the old submission, jumping over rings (to my knowledge) does not cost much, if any momentum at all, so you don't have to weave around rings.

Stage by stage comments

Intro & Volcanic Vault

After selecting your character, the game begins with a tutorial which can be skipped with the player 1 jump button. Then the game will play a roughly 10 second cutscene setting up the story of the game. After the cutscene, you are required to jump into the bars to break them. 14 frames were saved by going for the closest bar to Sonic instead of going right. After walking through the doorway to the outside, you will be launched into the first level, Volcanic Vault.
This level is pretty straightforward, however some things happen that are not intended. When running down the first slope at the start, a boulder is supposed to be following right behind you. But if you have optimal movement and proper positioning, you will activate a glitch called the "boulder glitch." After the slope, spinning the trackball will speed up the mini-cutscene of Sonic being launched upwards by said boulder, saving over half a second. Then you open some grates, climb the bridge that collapsed, avoid some lava geysers, and finally, end the level.

Icy Isle

Icy Isle is... well, an ice level. Gaining forward momentum is slower than the last level, and the ground is very slippery, which can lead to you falling off the edge. In fact, I do fall off the edge towards the monkey bars section. The original method was just to run up to the edge, which would cause Sonic to fall off if you do not hold a direction perpendicular to the edge. However, earlier today (at the time of me submitting this), I discovered a faster way to fall off of ledges! What you want to do is instead of being on the ground when you fall off, you jump up, which will cause Sonic to do an animation of him flapping his arms in the air. If you hold left while Sonic is doing this animation, he will move for a frame, and then fall off the edge. There are actually two ways to do this:
  • You can jump earlier, which, after holding left, will cause Sonic to do the cartoony animation of him just falling out of the air.
  • You can jump within a 3 frame window of balancing, which will cause Sonic to fall through the floor facing backwards. This is 5 frames faster than the air fall, and is a lot more stylish than the former method.
This saved 33 frames over the previous method, and these are both faster than climbing on the monkey bars. There is nothing else that is really of note here.

Desert Dodge

Desert Dodge features twisters behind you, sinkholes spawning in the sand, and quicksand! There are several sandpits which you can EASILY fall into and die, costing almost 5 seconds. However, there is a tiny part on the edge of the pit that allows you to walk past unscathed. Other than that, there is also not anything else of real note here.

Trap Tower

Trap Tower has very big rolling cylinders that attempt to crush Sonic if he does not move quickly. It also features these square crushers with spikes that also try to crush Sonic. Normally, you have to wait for a couple of them to raise up to be able to move on. However, there is a very small spot on the edge of the pathway where you can run right past ALL of the crushers and save about a second over waiting for them to raise back up! There is one spot where you need to move in to dodge the electric poles that come out of the ground, and get back into the same position on the edge, which is certainly not easy as one small mistake can lead to either you hitting the crusher, or falling off the edge.

Landslide Limbo

After leaving Trap Tower, one of the cylinders comes out of the tower and starts a chain reaction of the floor completely falling away. You have to navigate throughout the pathway without falling out of the sky, while avoiding boulders and outrunning the collapsing floor. There is a section where you are supposed to grab some vines and watch Sonic swing on them for a little bit. However, we can skip this by falling off the edge. When we fall off the edge, we get an intentional game over, and we insert a coin and continue the game. This places us on the other side of the vines, allowing us to skip them. This saves a second and a half, or 91 frames over taking the vines normally. There is actually a faster method that involves spawning in the second player after you kill off the first player, however, as this is a "one player" run, this is not shown, but it does save another second over the shown method. Before we get to the boss, we encounter some fiery boulders that we are supposed to navigate around. But going around them is too slow! A speedrunner named SpectralPlatypus showed me a trick that involves going inbetween the boulders, which saved yet another 15 frames. After the boulders, you come to the first and only boss fight in the game. However, instead of fighting the boss normally, we're going to use a trick to cheese the fight! Before getting up to the boss platform, I turn around and hit the fiery boulder to take damage. After landing, I bump into the boss to get a bounce back, and then I jump into a precise position into the boss, which gets me stuck bouncing between two invisible walls on the boss, which gets all of the hits in very quickly and eventually ends the level! Hitting the fiery boulder was 14 frames faster than the old method of hitting the electric fence. Taking damage at an earlier point will mess up the trick, so we want to not take damage before we get up to the platform.

Wild Water Ways

After Sonic gets jinxed by Eggman, he falls down into a little Water Way down below. Down there, there are some Wild turtles and little badniks that reside in these gray blocks. We can jump into these blocks to break them, which rewards us with rings. But Spectral showed me that we can actually use these blocks to boost us forward! By jumping above the blocks with forward momentum, changing momentum completely backwards right before hitting it can give a massive boost forwards, which is much faster than walking! All in all, this trick saved 20 frames over not using the boosts! After climbing out of the water, we climb up onto the ledge and come to the first of two unavoidable rings. Performing frame perfect jumps on the little rafts in the next Wild Water Way allow for quicker forward movement, as just walking on them slows you down since the rafts are going the opposite direction. After climbing another wall, instead of going up onto the ledge immediately, we go as far left as we can, and THEN climb up. After collecting the last unavoidable ring, we can make a blind jump onto the next set of rafts and finish the level! The blind jump saved half a second over the old method of waiting.

Eggman's Tower

There is nothing really of note here, as the path up to Eggman is pretty straightforward. After getting to Eggman, he presses a button to blow up the tower, and we have 20 seconds to get out before it does! Collecting rings during this sequence does not matter at this point, since we do not get a score tally upon leaving. Once we exit the doorway, we are greeted with the ending cutscene and SegaSonic the Hedgehog is officially beaten!

Other comments

As mentioned before, I believe that this run could be further optimized with better movement and better trackball management. And I again want to thank:
  • rodonic01, for optimizing Volcanic Vault and the intro level, making his TAS that was used as a reference, and making several temporary encodes for this run!
  • SpectralPlatypus, who discovered the Wild Water Ways boost trick, and overall being an excellent help in theorizing tricks and developing this run!
  • s-two and Hibnotix, along with SpectralPlatypus once again, who all compiled and uploaded an RTA speedrun guide for SegaSonic which helped with several tricks used in this run.
WAAAAAAH

Technical Information:

  • Emulator Used: Bizhawk 2.9.1
  • ROM .zip Checksum: SHA1: af3ade88c3f9e19d83f84aa26ed0cfc2f8b3ee9d

ThunderAxe31: Claiming for judging.
ThunderAxe31: File replaced with a 14 frames improvement provided by the author.
ThunderAxe31: File replaced with a 129 frames improvement provided by the author.
ThunderAxe31: File replaced with a 15 frames improvement provided by the author.
ThunderAxe31: File replaced with a 14 frames improvement provided by the author.
ThunderAxe31: Accepting as improvement over the current publication.

EZGames69: Processing...


TASVideoAgent
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Patashu
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Nice improvement, it's a lot faster and looks amusingly glitchy.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Tuffcracker
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I'm probably a bit late to doing this, but I figured I'd better make a post here in case people are wondering about all the edits and why an improvement was submitted so soon after the first publication. So after the first submission was published, and I returned and was able to start working on stuff again, I figured I wanted to play around in SegaSonic for the lolz and see what else I could find that could potentially be an improvement. The day after I got back, rodonic messaged me with a 14 frame improvement in the first part of the game, which we added to the original movie and sent to ThunderAxe (the judge) to update the movie file. The next day, me, rodonic, and SpectralPlatypus had the following breakthroughs:
  • I discovered a faster way to fall off of ledges, which saved over half a second in Icy Isle and contributed to another timesave in Landslide Limbo.
  • Spectral showed me a faster method of reaching the second set of rafts quicker in Wild Water Ways, which also saved about half a second.
  • The week before, Spectral had theorized that maybe we could skip the vines in Landslide Limbo using intentional deaths and respawning another player on the other side. I toyed with this in one-player mode, and found out it was viable for singleplayer runs, not just multiplayer. This saved another second and a half, and brought us past the 10:31 barrier into the 10:30 region. Like I mention in the submission text, there is a variant of this that is over a second faster that involves spawning the second player in after the first player dies. However, we agreed this did not fit the "one-player" branch that we were going for, so we skipped out on that.
These last three optimizations not only helped the TAS with saving time, but it's also helped the RTA SSTH speedrunning community save time as well! After we found these, we put them into the movie and had the input file updated again. So far, we haven't found anymore improvements (as far as I know) and we are still working on theorizing potential timesaves. If we do find any, I will either make a new post here or wait till the next submission.
Patashu
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Oh, more improvements! I normally don't like non-1CC speedruns of arcade games, but given the game has no routing/resource management this cheeses and the fact that it's hilarious it saves time at all given the long death animation, I'll let this one slide.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Tuffcracker
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Another day, another optimization found! This time, it's in Landslide Limbo! Instead of going around the boulders before the boss, let's see if we can squeeze between them! This trick was shown to me by SpectralPlatypus, and it saved 15 more frames! The updated movie can be found here until the submission file is updated (again :v): https://tasvideos.org/UserFiles/Info/638237285397274783 EDIT: Another 14 frames saved in Landslide Limbo! I think we're hitting the limit of what we can do, but hopefully we can find more improvements someday.
Post subject: Movie published
TASVideoAgent
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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. ---- [5467] Arcade SegaSonic the Hedgehog by Tuffcracker & rodonic01 in 10:30.33