(Link to video)
Warning: Sonic's very amazing powers obtained by the Chaos Emeralds may affect sensitive viewers who are prone to seizures. Viewers Discretion is Advised.
Sonic Jumps into absurdly giant rings to obtain blue spheres in order to collect Chaos Emeralds that give him an advantage on speed, and attacks against Robotnik and his evil plans in order to get the "True/Good Ending and complete the game... These Chaos Emeralds also give him the power to completely obliterate and overload the game with many glitchess, thus making Sonic that powerful. Yes Tails, you are useless to us, we never needed you in the 1st place.

Game Objectives

Aims for fastest in game time
Avoids skipping acts
Ignores delays caused by bonus effects
Takes damage to save time
Abuses programming errors and Glitches (a lot)
Abuses deaths to save time
Manipulates luck and Enemy Positions
Grabs all Chaos and Super Emeralds

Table of Times

ActTimePrevious Times (2009 run) Frames Saved
AIZ 10:52::180:56::20+242
AIZ 21:22::241:23::55+91
HZ 10:49::300:45::27-243
HZ 2 Death0:09::19N/A-559
HZ 20:22::200:58::42+2182
MGZ 10:22::400:39::30+1010
MGZ 20:43::020:58::35+1533
CNZ 10:29::190:41::24+725
CNZ 20:39::070:42::53+226
ICZ 10:55::471:19::34+1427
ICZ 20:40::310:41::18+47
LBZ 10:34::171:36::41+3744
LBZ 20:26::341:03::33+2219
MHZ 11:00::001:02::07+120
MHZ 20:58::310:58::54+23
FBZ 10:43::451:20::42+2217
FBZ 21:05::581:16::48+650
SZ 11:04::511:33::57+1746
SZ 20:44::431:02::47+1084
LRZ 10:46::580:57::14+616
LRZ 20:20::520:47::42+1610
HPZ0:26::400:26::52+12
SSZ0:52::170:55::49+212
DEZ 10:54::290:57::03+154
DEZ 2 Death0:04::30N/A-270
DEZ 21:36::232:08::46+1943
Doomsday1:34::401:34::36-4
Total20:41::4526:51::09+22164

Comments (by Takz)

Emerald Grabbing

For the 1st 7 Emeralds, in order to save a bunch of time, we had to wait until Ice Cap 1 to get the last Chaos Emerald Becuase all levels had horizontal wraps that were used in order to get a faster time. All Super Emeralds were obtained in Mushroom Hill Zone. In addition there are some note-worthy improvements, for example special stages 5 and 11 were improved thanks to a new route found by joojamoi, while 6 and 13 were improved by Takz.

Angel Island

Act 1 - 18 frames were saved from the start of AIZ1 to the first giant ring so the last frame before entering the special stage was 0:07::32. After the second giant ring the bottom route was taken saving 1 second.
Act 2 - The last frame entering special stage 3 was 0:06::10 saving 33 frames from the original time. After that, improved precision carried the level and got to special stage 4 at 0:28::57 (before 0:29::xx). Finishing off the act, another 31 frames were saved from improved precision and a tunnel jump that was possible with electric shield. However, we were unable to do the cutscene skip due to reloading the zone.

Hydrocity

To collect 2 emeralds in Act 1, Sonic needed a bubble shield to bounce on one of the piranhas out of the water. This route did lose 4 seconds, however we decided to level wrap in Act 2 to save special stage 7 in a later stage (Ice Cap 1).

Marble Garden

Act 1 - Sonic clipped through the slope faster, but to ensure that we completed Act 1 properly we got a lightning shield which helped us get to the right vertical position for the boss so that we can deliver all 6 hits in one go.
Act 2 - It is possible to get 42 seconds here but the 10 frame save I made in MGZ1 changed up the boss pattern.

Carnival Night

10 frames were saved in Act 2 from hitting the boss earlier.

Ice Cap

Act 1 - We figured that Ice Cap would be the right stage to get the last chaos emerald and then proceeded to complete the level with Super Sonic.
Act 2 - 47 frames were saved due to improved precision and delivering all 8 hits of the boss from the first frame it appears.

Launch Base

As Sonic took damage from the crusher in Act 1 the scattered rings were out of place meaning that the boss could not be done as fast as the any% run. However 3 frames were saved in Act 2.

Mushroom Hill

1 exact minute in Act 1, but saving 1 more frame let alone 11 meant losing 400 frames to time bonus. On top of that, I don't understand how the signpost doesn't pick up the second ring monitor and it would have gotten the time in Act 2 to 0:57::31.

Flying Battery

Eandis found this strat where Sonic glitches through the ceiling above the loop, then ShiningProdigy had gotten 44 seconds with this method. What I did then was optimise his run and managed to get it down to 43 seconds with a different boss route which somehow saved 2 frames. Act 2 lost 15 frames possibly due to desync.

Sandopolis

I'm aware that the light switch glitch does not work without Tails' help, meaning that there was one other way to get to the giant ring which was in fact the slope glitch. I took the same route as my White Sonic run throughout the rest of the act.

Lava Reef

Another strat that Eandis found in which I managed to save enough frames to get the time down to 46 seconds. How this works is that Sonic clips through a block and zips to the left rolling and jumping in a certain area at a certain speed to clip through the ground. I then zipped to the right to activate the drill faster and found the right timing to make the crusher appear at a certain frame.

Death Egg

Using marzojr's run with new improvements I managed to get the time down to 54 seconds. However, Death Egg 2 was completed slower because the insta shield bugged out at one point while destroying the Egg Robot's fingers. The second phase was a bit slower but still done it before the emerald covered.
(Edit - 1 frame was saved in Death Egg 1 by jumping at the last slope before the boss to accelerate faster, while Death Egg 2 has been redone to get the same time as the any% run)

Potential improvements (commented by Takz)

MGZ2 - It is possible to get 42 seconds as I did get this, however the 10 frame save that I made in MGZ1 after that did not allow me to
LBZ1, FBZ2 - Slower than any% run
MHZ - I would have let a 11 frame save slide in MHZ1 but I felt that it was a small enough amount of frames to save 400 from bonus points. Another problem is that the signpost was unable to pick up the second ring monitor meaning that I lost my chance of getting under 58 seconds. I'm left with a 23 frame save in MHZ2 compared to marzojr's run including the glitch in the boss hit count.
Including Tails in the run - The reason I chose Sonic alone for this run is to improve marzojr's run and I did save 68 seconds in my Sonic 3 Complete run a year ago and it has been stressful getting that out of the way. If we do include Tails, it will definitely make a difference to most levels in terms of amount of frames that can be saved.

Special Thanks to...

Rodonic for the temp encode and inputs on how levels can be improved
DMTM for the Marble Garden 1 strat and many other strats he found that we implemented
Kaan55 and Marzojr for the previous runs.
Everyone else for being awesome throughout making this run and helping out as best as they could!

ThunderAxe31: Claiming for judging.
ThunderAxe31: Setting again to judging status.
ThunderAxe31: Accepting as improvement of the current publication.
ThunderAxe31: File replaced with a 498 frames improvement, current judgement stands.

despoa: Processing...

TASVideoAgent
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Obvious yes vote, from not only the time improvement to the published run, but clearly the huge efforts put in by everyone involved through out the majority of the levels of the playthrough. Though, I'll admit to slight mix feelings/confusion, as I could have sworn I'd seen a 100% WiP with Sonic and Tails posted by you guys on youtube a month or so back? Does Tails being around prevent something I'm unaware of, or am I missing something else?
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Paused wrote:
Though, I'll admit to slight mix feelings/confusion, as I could have sworn I'd seen a 100% WiP with Sonic and Tails posted by you guys on youtube a month or so back? Does Tails being around prevent something I'm unaware of, or am I missing something else?
Yes I did try [https://www.youtube.com/watch?v=01nLYOrL9xs|Sonic+Tails 100%] but I stopped because Takz wanted help with his Sonic 100% TAS and Tails prevented a lot of time saves because of too many lag frames.
ShiningProdigy100
Joined: 5/9/2005
Posts: 748
I see. Thanks for the link, I'll be sure to check it out properly over the weekend; I think I'd assumed when I'd first glanced at that wip originally that a full submission of it wouldn't be far off with it being all way up to Sandopolis 2 and the NewGame plus run exists to at least provide a blue print for the remaining levels. I'm surprised to learn that Tails causes enough lag to not be worth it compared to this submission. I take it that S+T wips input file isn't publicly available anywhere is it? Anyway, 'grats to you and all involved on the awesome submitted run!
Takz15x
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There are a couple of changes I made and I could have made some in other zones that had the less time than the any% run, however that would mean redoing some of the zones in order so I will leave it here. Death Egg 1 has been improved by 1 frame (0:54.29) while Death Egg 2 has now been improved making it the same time as that in the any% run (1:36.23). I'm currently trying to improve Doomsday zone as both the phases may need improvements.
Post subject: S3K sonic 100% improved
Takz15x
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TASVideosGrue
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om, nom, nom... juicy!
Tuffcracker
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Honestly quite incredible run! I enjoyed this a lot and have given a yes vote! However, I spotted one area where some time could potentially be saved. In Lava Reef 1, you opt to go for the monitor clip using the fire shield monitor that the signpost bounces out of the ground. Is there a reason you didn’t go for the monitorless method? Does it affect RNG later in the run, or was it just something you never thought about doing? For anyone who doesn’t know about this “monitorless” method, during the second time the hand comes up, you can jump at a specific point and if you hit the hand on the same frame that it smacks the ground, you can be in a weird state where if you roll while in its hitbox, you can actually clip right into the floor and still be able to get the final hit in. If you do this in an area where there are no monitors present, the signpost will hit the ground once and you’ll actually save roughly 2 seconds over the old monitor clip method. This trick is extremely difficult to pull off, but it is definitely doable, as I have been able to pull it off on a few occasions. I believe this was initially found by RTA speedrunner eandis, and his video on this trick can be found here: https://www.youtube.com/watch?v=NRTK4ZJIoKI All in all, excellent run, SP! I look forward to whatever you have in store for us in the future!
Takz15x
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Tuffcracker wrote:
Honestly quite incredible run! I enjoyed this a lot and have given a yes vote! However, I spotted one area where some time could potentially be saved. In Lava Reef 1, you opt to go for the monitor clip using the fire shield monitor that the signpost bounces out of the ground. Is there a reason you didn’t go for the monitorless method? Does it affect RNG later in the run, or was it just something you never thought about doing? For anyone who doesn’t know about this “monitorless” method, during the second time the hand comes up, you can jump at a specific point and if you hit the hand on the same frame that it smacks the ground, you can be in a weird state where if you roll while in its hitbox, you can actually clip right into the floor and still be able to get the final hit in. If you do this in an area where there are no monitors present, the signpost will hit the ground once and you’ll actually save roughly 2 seconds over the old monitor clip method. This trick is extremely difficult to pull off, but it is definitely doable, as I have been able to pull it off on a few occasions. I believe this was initially found by RTA speedrunner eandis, and his video on this trick can be found here: https://www.youtube.com/watch?v=NRTK4ZJIoKI All in all, excellent run, SP! I look forward to whatever you have in store for us in the future!
Yeah so I clipped in the ground in my White Sonic run and I don't think I knew it was possible for normal Sonic. It would have saved 2 seconds and I could go back to do it again but that would mean re-syncing the levels after which is a pain. There are a few other improvements I listed in the submission which can be rectified in the future but I say the overall improvements would save a few seconds in-game time.
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. ---- [5453] Genesis Sonic 3 & Knuckles "Sonic, 100%" by ShiningProdigy9000, Takz15x & kaan55 in 49:47.21