Sonic Rush was released in 2005 for the Nintendo DS by Sonic Team and Dimps, roughly following the level structure of the Genesis games while also introducing the tension gauge, which would go on to be the boost mechanic seen in later entries. The game’s emphasis on speed and trick combos shaped it into one of the series’ fastest-paced installments for its time.
Objective
This run’s goal is to beat Sonic’s levels to reach the credits as fast as possible. Like TASVideos’s usual rules, timing begins when the game is started and ends on last input (nothing required past Egg King).
Techniques used
Backwards Long Jump
This movement technique gets used throughout most levels to increase Sonic’s movement speed past the normal cap of 3840 while boosting to 4320, since he gains this speed whenever he jump kicks (decreases by 6 per frame). The typical input pattern looks like this:
1 frame - → + B + Y (initiation)
1 frame - → + Y + R
8 frames - ←
1 frame - ← + B + Y(replaces the first frame, process repeats)
the ← period needs to be 9 frames in underwater sections (Water Palace).
Y can be held as well during the process of holding ← but may lose frames occasionally. The main benefits of doing it are either to conserve tension (since pressing every certain # of frames uses it up faster) or to kill enemies while doing so, where the ← period has to be 11 frames.
→ and ← are reversed for traveling left.
Jump Boost/Backwards Jump Boost
Jump boosting (→ + B + Y) with the right timing on an upward slope gives Sonic a decent amount more height and often allows him to do certain skips, such as portions of Water Palace 1 at 0:14 and Mirage Road 1 at 0:10.
Backwards jump boosting (← + B + Y) achieves the same goal but instead by taking advantage of downward slopes by boosting into them while reversed, like in Leaf Storm 1 at 0:13. Sonic must be a decent amount below the speed cap to do a backward jump boost, usually requiring slowing down a bit.
Zip Movement
When approaching a downward slope angled about 30° (either at the top or the base of a hill), Sonic can fall onto the exact spot where the slope intersects with the flat terrain and press B and A repeatedly (alternating between frames) while holding ← launch himself forward at speeds much faster than normally possible, sometimes being able to skip portions of levels such as in Leaf Storm 2 at 0:19.
Each zip requires a very precise setup, typically being pixel and frame-perfect, and tends to get Sonic to different speeds depending on the slope, typically ranging from 7000 to 15000.
Zip speeds are usually cancelled by pressing → while on the ground, although holding → while airborne cancels it temporarily, like in Dead Line 2 at 1:09.
Zip speeds can also be typically maintained on grind rails except specific sloped ones that automatically cap Sonic’s speed to 3840, and some subtler zips are performed whenever it’s possible to jump off a grind rail, jump kick forward and immediately land on a new one (usually whenever there’s a grind rail loop).
Ground Speed Preservation
Rolling helps preserve ground speed by slowing down the decline rate of Sonic’s velocity, usually helpful on loops and places where Sonic can zip and maintain higher speeds than his usual cap.
Air Speed Preservation
Like with backwards long jumping, jump kicking and holding ← often helps in midair for some shortcuts that otherwise aren’t possible. Sonic’s normal air speed cap is 2560 (3072 while boosting), and gets temporarily raised to 4320 after a jump kick regardless of how many frames Sonic has been off the ground for.
By jump kicking after tricking off of a boost ramp, Sonic’s speed gets raised to 5556.
RNG Manipulation
Every boss is significantly influenced by RNG in some way, typically changing their attack patterns around. Most bosses have stall attacks and long periods of being immune to damage, so those periods are kept very minimal through use of some manipulation.
RNG typically gets changed depending on the amount of times Sonic boosts, spindashes, or tricks in previous levels, and optimal luck for bosses can usually be found by manually adding/removing these inputs during previous levels where necessary.
RNG has no effect on Acts aside from minimally on enemy spawn locations.
Cutscene/Load Optimization
Among the languages in the DS’s BIOS supported by Sonic Rush, German has the net fastest load times and least dialogue, which is why it’s picked.
Dialogue between levels can be fast forwarded by holding R.
Cutscenes after boss fights except the first Egg Hammer can be skipped by pressing Start.
Easy Difficulty
While not really a technique, changing the difficulty to easy before starting the first level is advantageous. Bosses have 6 hitpoints instead of the normal 8, saving some time on each one, although their attack patterns stay the same.
In-game level times
Leaf Storm 1
28.93
Leaf Storm 2
39.98
Egg Hammer
1:20.15
Water Palace 1
42.99
Water Palace 2
48.35
Egg Turtle
1:21.42
Mirage Road 1
1:59.57
Mirage Road 2
2:14.16
Egg Scarab
1:00.00
Night Carnival 1
57.67
Night Carnival 2
1:30.01
Egg Ball
20.20
Huge Crisis 1
59.64
Huge Crisis 2
1:24.47
Egg Hammer 2
1:35.16
Altitude Limit 1
1:47.15
Altitude Limit 2
1:59.91
Egg Eagle
1:47.87
Dead Line 1
1:17.64
Dead Line 2
1:19.96
Blaze
16.55
Egg King
1:41.77
Total
27:33.19
Additional Notes
Getting only 2 wheel attacks rather than 3 during the first Egg Hammer is possible albeit rare, which could potentially save a few more seconds.
Egg Turtle is the most consistent fight to set up (except Egg Ball and Blaze) and always has to be baited into slamming the ground to get the first attack on him quicker. Baiting him into biting is also necessary when the water gets drained.
During enemy room sections like the ones in Mirage Road, spindashing into rather than boosting lets Sonic leave a second early.
Intentionally taking damage helps Sonic save time on forced parachute sections once on each Altitude Limit act. While doing the one in Altitude Limit 2, a glitch can also be done involving spindashing and boosting at the sametime to preserve a spindash in midair, then letting go to get extra distance and reach across the gap.
The zip on Dead Line 2 at 1:09 has a unique additional glitch that moves Sonic into the background layer where he has no collision with anything except springs and certain walls. This is the only spot in the game where dying saves time, since Sonic can skip a spring antigravity section and hit a checkpoint but is blocked from the next section by an invisible wall while unable to stay on the ground beneath him.
CoolHandMike: Nice to see a enjoyable Sonic Rush tas like this! Note that speedrun.com's leaderboard have some different timings and are using a completed game file which means the conversations and unlocking sections for each new area are not included like they are here. This tas is from a new game so it shows all of those. While they is possibly a faster way to get speed since there is a old tas test video that shows the first level completed a little faster, the actual method to achieve that speed to do this is unclear. However if someone finds out a way to possibly do that it could lead to some time reductions for stages.
Sonic Rush is maybe my favorite Sonic game besides Sonic 3 so enjoy seeing this tas. I do have a question about speed. I noticed on the first stage the time looks slower than in this test tas video I found on youtube that completes the first stage in roughly 25 seconds when I noticed yours was 28 seconds. :
Link to video . Any idea why it seems they are able to get more speed? I remember looking at that test tas video years ago and trying to replicate it, but had failed at the time. I know this is a 13 year old video with no tas inputs so if it cannot be replicated I would not hold that against the submission. Not even sure what emulator that is on too.
Sonic Rush is maybe my favorite Sonic game besides Sonic 3 so enjoy seeing this tas. I do have a question about speed. I noticed on the first stage the time looks slower than in this test tas video I found on youtube that completes the first stage in roughly 25 seconds when I noticed yours was 28 seconds. :
Link to video . Any idea why it seems they are able to get more speed? I remember looking at that test tas video years ago and trying to replicate it, but had failed at the time. I know this is a 13 year old video with no tas inputs so if it cannot be replicated I would not hold that against the submission. Not even sure what emulator that is on too.
Saw that too and honestly it being unfinished for a while is part of what made me want to complete a TAS. It was made in DeSmuME 0.9.7, unfortunately it's not easy to replicate due to differences between emulators involving precise input timings but I attempted to get as close as I could. Faster speed mainly comes down to better optimized zips.
Spikestuff wrote:
Out of curiosity and information sake, do you happen to have the address to the level ids?
Despite a few moments of uneventfulness like waiting around in autoscrollers (Which were ultimately necessary for boss RNG manipulation), I enjoyed watching this TAS. The zips across the level with Sonic moving at illegal speeds were my own favorite parts. Yes Vote, nice job!
This movie has been published.
The posts before this message apply to the submission, and posts after this message apply to the published movie.
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[6557] DS Sonic Rush by berrimeow in 39:57.42
This is such an amazing encode. The fact that the transitions between screens are proportional to Sonic’s speed up/down is peak. It’s so smooth I honestly didn’t even realize it was switching screens at first. And I appreciate the attention to detail having the space between the two screens consistent with the DS hardware. Beautiful.
Oh and the TAS is great too.
I know this is a 13 year old video with no tas inputs so if it cannot be replicated I would not hold that against the submission. Not even sure what emulator that is on too.
0.9.7 Desmume (Advanced Bus Timing enabled). As per the info by VanillaCoke (Crazycloud714 on YouTube who posted the wips on their page.) from posted on here in the User Files.
https://tasvideos.org/UserFiles/Info/4937551610716309
It's been awhile since I actually looked at that input file, but I know it at least goes up to Sonic's Leaf Storm (the first) boss. I don't believe it does any of the 2 Water Palace acts, nor the Blaze Night Carnival act on their YouTube though.
I'd be curious to find out if it be an error in emulation. Whilst the submission is still a clear Yes vote, the previous wips did make me think.
That and the 'Easy' mode selection, that lowers boss health (and thus skips potential cycles? Mirage Road come to mind for sure.) Though that's a seperate discussion.
Regardless, I enjoyed the submission berrimeow, and look forward to see any of your possible future projects. I can't help but mention I'd love to see a Blaze playthrough of Rush.
I'll echo the sentiment of the quality of the Dual-Screen implimentation of the encode too.