(Link to video)
This run aims to complete Sonic CD as fast as possible using various tricks and glitches. This also improves upon the current publication by 14"24 in-game seconds, or 824 frames.

Game objectives

  • Complete the game as fast as possible
  • Optimize for both In-Game Time (IGT) and real-time

Comments

Sonic the Hedgehog CD (commonly called Sonic CD) was a game released in 1993 for the Mega CD/Sega CD addon for the Sega Genesis. This game is infamous for its unforgiving level design, however it is also known for its amazing music. There are two versions of the OST: one was used for the Japanese and European releases of the game, but for the American release they changed most of the soundtrack (the Past songs remain unchanged) to be "more rich and complex."
Sonic CD may be infamous for having some poor level design choices, however it also introduced several new characters and mechanics:
  • Sonic CD introduced two new characters: a clingy pink hedgehog named Amy Rose, and the robotic antagonist known as Metal Sonic.
  • Sonic CD removed the ground speed cap (however the speed cap in the air still exists) and also introduced a new ability for Sonic called the Super Peel-out. It also added the Spindash, although it does not work the same way we are used to. They are both very slow to charge, and since the peelout is actually faster to charge than the spindash, the peelout is used more often in the run.
Below is an explanation of a couple glitches used in the run:

Moving Peelout

The Moving Peelout (abbreviated to MPO) is a glitch where Sonic is able to move while charging a peelout. This can be accomplished by charging a peelout and pressing up, down, and a horizontal direction on the same frame. There is also an RTA-friendly method which can be done by pausing during a charge, letting go of up, holding down and forward and unpausing, pausing again and switching to up, and unpausing yet again. This causes Sonic to slide along the ground at the speed of the charged peelout. If that sounds confusing, then think of it as this: The longer you charge the peelout before you start an MPO, the faster you will slide on the ground. Not only does the MPO allow you to get a headstart when charging a peelout, it also allows you to go right through walls! When you are charging a peelout, the game is not checking for collision since you're not supposed to move when you're charging a peelout, but by performing an MPO you can perform a zip pretty much anywhere you want! This is happily abused throughout the run in various ways, whether it's to skip an entire level or just to save a couple of seconds.

Zips/Level Wraps

Zips occur when your character gets stuck inside of a wall and you press any horizontal direction. Depending on which direction you press, you will be sent the opposite direction. For example, you get in a wall and you want to go right. You don't want to press right to try to go right, because you will get sent left instead and end up escaping the wall. So if you press left, you'll go right and you'll get to your destination. When performing a zip going left, if you hit the left boundary of the level, you can perform what is called a "horizontal underflow," or a level wrap. Wrapping in certain levels can save time, but in some levels it's either a loss of time or doesn't allow you to finish the level, whether by being too high to reach the goal post or by just killing you.
This run in particular was performed on the Japanese version of the game, which has a couple differences from the American version:
  • Score tallies in the Japanese version are about half a second faster than the American, due to the length of the level clear jingles differing between regions.
  • A quote from the author's notes of marzojr's run:
Quoting marzojr
The Japanese and US versions have a slightly different way of handling the in-game time and lag frames. The US version works like the other 2D Sonic games and only updates the in-game timer on non-lag frames; the Japanese version, however, appears to update the timer also when there are two consecutive lag frames.

Improvements Made

Here are the parts of the run that were improved:

Collision Chaos 1

Collision Chaos 1 features a level wrap right at the beginning of the level! After entering the wall, I adjusted marzojr's inputs in order to change my subpixels, which allows me to get a faster zip out of the wall. This ends up saving 0"23 IGT seconds! However, the risk for crashing the game is VERY high when doing this fast zip, so unless you know what you're doing and have a consistent setup, I would not recommend this.

Collision Chaos 2

Collision Chaos 2 had a level wrap discovered by RTA speedrunner Zaxon96, and it involves the following method:
  • Start the level as normal, performing a high jump to reach the top of the level and go over the ceiling.
  • After jumping on top of the level, jump back down to destroy a specific badnik, and land right after the second ledge.
  • Perform an MPO into the ledge, and once inside the wall, perform a zip to the left.
Once you leave the wall, you need to jump at a specific point on the platform, and from there the trick becomes a subpixel nightmare, where I had to monkey around with holding right on different frames and jumping at different times, and eventually made it to the start of the level and wrapped, saving 2"77 IGT seconds!

Tidal Tempest 2

Much like CC2, Tidal Tempest 2 had a level wrap discovered by RTA speedrunner CubbyCat where instead of going below the moving blocks to continue the level, you instead jump on top of the leftmost block while it's coming out of the wall, and perform an MPO into the wall to fall down to another part of the wall. You have to wait for the water level to go down otherwise the trick won't work. You also have to tinker with subpixels here as well, since you have to get a full zip (not a half zip), AND you have to clip through TWO WALLS. Once you get through and wrap, this trick saves 10"88 IGT seconds! The reason we have to do the wrap in this specific way is if we just fall down to the part of the leftmost wall where we can zip, we end up being stuck in the ceiling above the signpost, and we're too high to be able to activate it, softlocking us.

Quartz Quadrant 1

Quartz Quadrant 1, like CC2 and TT2, had a level wrap discovered by Werster that involves abusing time travel in order to clip into the wall in the Bad Future version of the level. It's as simple as that, and it's an easy 0"35 IGT second save!

Metallic Madness 3

Metallic Madness 3 has no new tricks or glitches, but instead there's a timesave during the final boss. After hitting him for the third time, Robotnik will launch his last... slab? I don't know what it's called, so let's just go with "projectile." Anyways, after hitting him the third time, this projectile will home in on where you're standing to try to hit you. It turns out that by standing at EXACTLY X position 3840 in the middle of the screen, the projectile Robotnik launches at you hits the ground as soon as possible, which saves 0"27 IGT seconds.

In-Game Completion Times vs. Old Times

  • Note: This table only includes levels that have been improved, as most of the levels use marzojr's inputs, and therefore remain unchanged.
Stage & ActNew TimeOld TimeImprovement
Collision Chaos 10'15"430'15"660'00"23 Improvement
Collision Chaos 20'16"980'19"750'02"77 Improvement
Tidal Tempest 20'18"880'29"600'10"88 Improvement
Quartz Quadrant 10'15"530'15"880'00"35 Improvement
Metallic Madness 31'07"131'07"300'00"27 Improvement

Total Time Saved: 0'14"50

Final Time: 8'54"55

Other Comments

Huge thank you to the following people:
  • Zaxon96 for discovering the Collision Chaos 2 level wrap!
  • CubbyCat for discovering the Tidal Tempest 2 level wrap!
  • Werster for finding the QQ1 wrap!
  • Xandre69 for posting tutorials on these tricks and overall being a great help!
  • rodonic01 for creating a temporary encode for this run!
  • marzojr for his Sonic CD TAS that made this possible!
I believe this run can be improved in a few places. In CC1, we need good subpixels to get the fast zip, AND also get the jump that marzojr used in his previous run to reach the zipping point faster than normal. And in TT2, you can zip and clip into the leftmost wall, but you cannot wrap through it due to the water level being too high. If you can get enough speed and good subpixels to clip through both walls without waiting for the water level, you can easily save a few seconds.

Technical Information

Emulator Used: Gens Re-Recording v11b

ROM Checksum

  • SHA1: 9819234d09c004f4ebe3a03d751edcb3ad6140dc

BIOS Used

  • Mega-CD (J) - Model 1 v1.00p (1991).bin

ThunderAxe31: Claiming for judging.
ThunderAxe31: Accepting as improvement over the current publication.

despoa: Processing...
feos: Restored rerecord count.

TASVideoAgent
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Nice solid run, yes vote
"No love for the game gear"
GoddessMaria
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Very nice update to an already solid movie! The new tricks really caught me off guard. Needless to say, I was entertained! Voting yes.
Current projects: failing at life
TAnthonyNate
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Tidal Tempest 2 was the yes from me; the subpixel opitmization in all the other levels was amazing too!
Challenger
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Great job improving this game. I'm surprised how solid the published run is ;) Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
CoolHandMike
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Nice tas. Favorite level was the Stardust Speedway Zone 2.
discord: CoolHandMike#0352
Judge, Skilled player (1289)
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I'm failing to sync this submission, I get stuck to this screen. what am I doing wrong? I'm using a confirmed dump of the game and the exact bios as indicated in submission.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Tuffcracker
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ThunderAxe31 wrote:
I'm failing to sync this submission, I get stuck to this screen. what am I doing wrong? I'm using a confirmed dump of the game and the exact bios as indicated in submission.
Are you using a BIN/CUE dump? I've tried using BIN/CUE on Gens multiple times and it never works for me (I get the same result you're getting), and the only dump I've gotten to work on it was an ISO/CUE.
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I've used a BIN/CUE dump before to reencode some movies. I'm not sure what kind of problem you're having.
Tuffcracker
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Alright, so rodonic01 might have figured out why this might be happening. The reason I was having issues with the BIN/CUE dump I have is because I have all the tracks dumped as seperate .bin files, and apparently Gens doesn't like dealing with a cue and multiple bin files. Perhaps that could be your issue as well Thunder? If that is indeed the case then your best bet would be to use a tool like CHDMAN to compile all of the bins into one bin file and then make a new cue file for it.
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Yeah, that's what I was suspecting... Thank you, I'll convert it with that program and I'll see. Edit: note to self: CHDMAN doesn't work, many other utilities don't work; AnyBurn does.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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This tool also works. Command-line only, though. https://github.com/putnam/binmerge
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The rerecord count for this submission as given by the movie file is 193. That doesn't seem right. marzojr, Tuffcracker, do you two know what the actual rerecord count is? This is for publication purposes.
Tuffcracker
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I believe the rerecord count would be 18,176. The reason the rerecord count on the file is so low is because of three factors: 1. I created the improved run from a brand new movie file. This was before I found there was a “Splice Movie” option in Gens (which I found out AFTER I had already submitted the movie) which would have saved a bunch of time actually making it. 2. I had used a program to copy the inputs into this new movie file. I had done this because I didn’t want to copy all the inputs by hand into this movie file so I went with a more convenient option. 3. I did most of my optimizations for the levels in Bizhawk, again because I got lazy and still wasn’t used to the Gens TASing style, and found TAStudio to be more convenient. After I had optimized the levels I wanted to, I copied the inputs from the movie I had in Bizhawk to Gens, and for a couple of the levels made adjustments due to the differences in emulation. If we included the count from my Bizhawk movie then the count would be 19,856, but since those weren't actually done in Gens, I am not going to count them. I do apologize for the inconvenience that this may or may not have caused. I got super lazy and didn't put in the effort in Gens and did a lot of the work on another emulator.
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. ---- [5710] SegaCD Sonic the Hedgehog CD by marzojr & Tuffcracker in 16:42.46