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Introduction

One day, I came across a new Sonic 3 & Knuckles TAS by BenInSweden, Chrezm, eandis, & kaan55. Its main feature was that it corrupted the lock-on technology, thus separating the games, essentially turning it into a Sonic & Knuckles run. Since I usually get the good ending of Sonic games when I play them, and how I like Sonic & Knuckles standalone more, I decided to use inputs from the Sonic 3 & Knuckles TAS for a new 100% Sonic & Knuckles TAS as a concept of how a TAS that corrupts the lock-on technology would look like if it had gotten the good ending.

Movie objectives

  • Primarily aims for RTA time
  • Takes damage to save time
  • Intentionally takes deaths to save time
  • Uses X & Y Position glitches to save time
  • Uses level geometry glitches to save time

Timetable and Zone explanations

Mushroom Hill Zone Act 1 - 0:42.45
This is done by me. Because MHZ1 has a different starting point within Sonic & Knuckles, I made my own writing while also taking inspiration from the Sonic 3 & Knuckles TAS. Most techniques can also be seen within other TASes.
Mushroom Hill Zone Act 2 - 1:17.09
This is done by me. To obtain the rest of the Chaos Emeralds, I didn't use any zips in MHZ2, and because there's no Hyper transformation or the new starting giant ring, I intentionally took damage near the wasp-like enemy to then bounce on the mushroom onto the spring, instead of taking damage before the cuckoo enemy guarding Chaos Emerald #6, and thus entering a giant ring that most 100% runs do not enter. Later on I've also changed the Special Stages and did slight routing changes such as beating the MHZ2 boss slightly earlier.
Flying Battery Zone Act 1 - 0:43.03
Uses a clipping strategy mostly seen in Knuckles runs to clip into the loop-de-loop, thus taking less time to zip and and then do a level wrap.
Flying Battery Zone Act 2 - 1:05.43
Uses a slope glitch to clip into the ramp, and does a classic-style zip to go towards the end of the level.
Sandopolis Zone Act 1 - 1:04.51
Uses a clip at the start to perform a level wrap. Because of different X & Y positions, this is different than the SOZ1 zip that Tails can do, a level wrap that most of you have probably heard of. Also delays the SOZ1 score bonus countdowns to change the Y position of platform seen at the start of SOZ2.
Sandopolis Zone Act 2 - 0:48.47
At 0:08, by using camera and level glitches, I was able to clip into a slide. Initially, I myself tried going up to a sand fall after the ghost capsule to then do some precise jumps using the Flame Shield to smoothly go up almost like jumping off of a slope, but despite it looking flashy and also kinda appealing to the eyes, it turned out to be slower. The loop-de-loop glitches seen throughout the level happen because the loop-de-loops are not solid when you initially exit out of them, but they become solid after passing certain X & Y positions.
Lava Reef Zone Act 1 - 0:47.43
A very simple stair clip, also seen within a similar format in LRZ2, is used to go to near the start of the level to then go down and activate some kind of cutscene to fully unlock all level boundaries. If the cutscene isn't activated, the edge of the level will be different, and no actual level wraps will be done. A new floor clip has also been used to to save 86 frames as no monitor has been used to clip under.
Lava Reef Zone Act 2 - 0:20.52
Waits around 6.125 seconds for the whole level to fully load properly. Also uses an optimized stair clip instead of stopping and using a spindash to save time.
Hidden Palace Zone - 0:26.40
The Y Position from which you use the teleporters affects the Y-Position you get teleported to.
Sky Sanctuary Zone - 0:52.17
Uses camera panning to avoid death planes, I also had to change the pausing patterns for the Sky Sanctuary Boss.
Death Egg Zone Act 1 - 0:58.42
Uses a wall clip to zip, then used camera panning to avoid getting crushed by spikes by deloading them as they're off camera. I then fought Redeye myself as trying to use the Insta-Shield resulted in Sonic transforming into Super Sonic. The first phase was easy as was all of the phases as I had a higher jump and invincibility, and then a frame-perfect jump is used to bounce on the Redeye.
Death Egg Zone Act 2 - 1:36.23
Uses a simple stair clip to do a level warp. Due to desyncs, I fought the Egg Ball myself, however it should have took around the same time to beat it regardless, despite no artistic choices being made. Six-frame spin dashes were used to then launch the trolley-like things towards the Egg Ball at the first frame they can be hit, and I didn't take any damage. I then use the Insta-Shield with a precise spindash to fight all six fingers at once. The last phase was also changed by me.
The Doomsday Zone - 1:34.01
I did this level myself. I didn't follow any routes seen in other TASes and made my own route, avoiding vertical movement. Within the final hit, as no more inputs can be provided to save time, no time was wasted by hitting the asteroids.
Special Stages
I did the Special Stages myself. Within the first 3000 frames, you can turn on yellow spheres, thus changing the direction of the jump. The jumps that yellow spheres give you don't change depending on what direction you hit them. You can also do the same thing with red spheres but I didn't turn on any red spheres in this run as no Sonic 3 Special Stages are present.

Potential Improvements

As Sonic 3 hasn't been locked on in this TAS, there's less RAM allocated. Because of this, in 0:18 in MHZ2, I wasn't able to do a slope jump to get jump to Special Stage 4, thus losing 3 seconds. And in 0:34, also in MHZ2, I wasn't able to use the Flame Shield boost on the mushroom next to the speed up monitor to go left, thus losing around 2-4 seconds. In DDZ, I avoid getting hit from the yellow dots and especially the rockets. If intentionally taking damage could potentially result in saving time, then it can also be improved.


TASVideoAgent
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Decent, but I think there are numerous improvements that can be made.
I also avoid finishing Special Stages moving backwards.
I'm not sure why this would be? as it's faster to finish moving backwards, there's also some optimisation that could be taken from joojamoi's variations, e.g: http://viewsync.net/watch?v=A9dTAh5u_Yk&t=1412&v=dEfWpSR0kf8&t=430&mode=solo https://viewsync.net/watch?v=A9dTAh5u_Yk&t=1494&v=dEfWpSR0kf8&t=503&mode=solo https://viewsync.net/watch?v=A9dTAh5u_Yk&t=1672&v=dEfWpSR0kf8&t=351.5&mode=solo https://viewsync.net/watch?v=A9dTAh5u_Yk&t=1957.5&v=dEfWpSR0kf8&t=28&mode=solo
As Sonic 3 hasn't been locked on in this TAS, there's less RAM allocated
This isn't how it works. The Genesis has the same amount of RAM regardless of whether S3 is locked on or not. But from a game loop standpoint, S&K and S3K are identical, there are some variations on what happens depending on what's in memory (i.e. Locked on flag), but that's it. You are likely seeing issues caused by subpixels. The run-up to the first big ring seems sub-optimal, as I reach it marginally faster in my RTA PB: Link to video Copying what the S3K TAS does would likely shave off some time. I think stacking the big ring collection in MHZ is likely slower than what it could be, but would need some testing, since you're forgoing skipping a lot of both stages to collect rings. My theory route would be 2 in MH2 (basically very quick to get), 2 in FB1 using AsIntended, and 3 in Sando2. There is the common issue with S3K, S3 and S&K where All Emeralds is combined with all glitches become more of a "scenic route", than making use of super/hyper sonic, which I believe is why many TASes in the past have gone for a No level wrap approach. It does also limit the choices of big rings as well - as a good and bad thing.
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This is not optimised, but just showing a different and faster route to the first MH1 big ring. User movie #639199027881083040 Link to video Also, I noticed that you aren't doing the first input for the special stages before the lag frames - joojamoi documents it briefly here: #5639: joojamoi & Evil_3D's Genesis Sonic 3 & Knuckles "Knuckles, 100%" in 44:27.73
JankRusty
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Thanks for the notes on the transition inputs and the Special Stage documentation! This run primarily uses level warps and overall glitches to beat the game instead of taking a scenic route for the Chaos Emeralds. I appreciate the technical tips on the RAM values and the special stage logic too. It'll be good to know for future projects!
DrD2k9
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BenInSweden wrote:
This is not optimised, but just showing a different and faster route to the first MH1 big ring. User movie #639199027881083040
This update desyncs after the first bonus stage. adjusting the initial movement following that stage resyncs until the end of Act 1, but then desyncs again. I'm guessing there will be a series of 1-2 frame adjustments needed throughout the run to fully sync.
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JankRusty wrote:
Thanks for the notes on the transition inputs and the Special Stage documentation! This run primarily uses level warps and overall glitches to beat the game instead of taking a scenic route for the Chaos Emeralds. I appreciate the technical tips on the RAM values and the special stage logic too. It'll be good to know for future projects!
For scenic routes, I meant that blue spheres in a glitched run doesn't really make much use of Super or Hyper. Hence why TASers have historically gone for not doing wraps etc (or other quests like the ring attack) to make it more interesting.
DrD2k9 wrote:
BenInSweden wrote:
This is not optimised, but just showing a different and faster route to the first MH1 big ring. User movie #639199027881083040
This update desyncs after the first bonus stage. adjusting the initial movement following that stage resyncs until the end of Act 1, but then desyncs again. I'm guessing there will be a series of 1-2 frame adjustments needed throughout the run to fully sync.
Yeah, I wasn't intending for it to be a replacement file, as it was only really an example of what could be improved. I think it's up to JankRusty if they want to carry on updating it, as it would be unfair for me to do the changes that I would make to optimising it - as it would remove essentially all of JankRusty's inputs - MH1 and 2 would be completely different, I'd use joojamoi's blue spheres as they are more optimised, and I already have Doomsday from another TAS that I was working on that I'd use the inputs for.
JankRusty
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In case it's not clear, I've said in my explanation that my TAS is supposed to be a theoretical concept of if https://tasvideos.org/6890M had gotten the good ending. That's why I did MHZ2 myself instead of copying from another Sonic 3 & Knuckles Sonic 100% TAS, and why I copied the inputs from https://tasvideos.org/6890M instead of copying inputs from another Sonic 3 & Knuckles 100% TAS. As for Special Stages, well I got routing from https://tasvideos.org/5310M, which is another Sonic & Knuckles 100% TAS but it's as Knuckles instead, I've did this for all Special Stages except for Special Stage #3, I got the routing from https://tasvideos.org/5453M instead. However, I still did inputs myself. I also did try to do that MHZ1 improvement myself but I wasn't able to clip into the wall. I may consider deploying these new changes if my current TAS is unoptimized enough.
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JankRusty wrote:
In case it's not clear, I've said in my explanation that my TAS is supposed to be a theoretical concept of if https://tasvideos.org/6890M had gotten the good ending..
Yup, I understood that, just was giving context that historically Sonic TASers have opted to forgo certain glitch types to be able to add Super/Hyper usage into the run. I've redone MH1 from scratch, using a modified route and joojamoi's blue sphere inputs, looks like it should also be faster than [5453] Genesis Sonic 3 & Knuckles "Sonic, 100%" by ShiningProdigy9000, Takz15x & kaan55 in 49:47.21, slightly hard to tell with the different layout of the level. Compared to JankRusty's it currently gets the final hit on the boss on frame 12935 vs frame 13500. It's also fast enough for me to believe that getting these 3 big rings in MH1 is likely the faster route overall rather than getting them elsewhere - this route only loses 9 IGT seconds (probably ~11 RTA seconds - centiseconds is reset on each blue sphere exit) for 3 emeralds. It does leave a few options open, can either - delay the final hit on the boss, and use JankRusty's "glitchless" MH2 route. - re-reroute "glitchless" MH2 with the lightning shield. - use the early boss kill to use the glitched route from the TAS this is based off of, and get 2 big rings on the way, and the remaining 2 elsewhere - likely FB1. User movie #639202709419498855 Link to video
JankRusty
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Thanks for the nice improvements! I have put your new MHZ1 improvement into my TAS although I hit the MHZ1 boss slightly later so that I can get the Flame Shield for MHZ2. I've also optimized the MHZ2 boss. I have also improved the Special Stages, now using joojamoi's inputs. I have also not intended MHZ2 to be glitchless, but I was not intending any zips either so that I can get the other four Chaos Emeralds in MHZ2. https://tasvideos.org/UserFiles/Info/639203011295020938
JankRusty
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Apologies for the inconveniences, but just now, I've seen that my "improved" TAS (the Userfile above) actually desyncs at LRZ2. Yes, an entire week later. The LRZ1 also seems to be desynced. I may still deploy BenInSweden's MHZ1 improvement later down the line, and I will inspect the LRZ1 zip and boss since that seems to be causing the issue. Even so, I also may need to adjust the SSZ boss RNG due to different CPU cycles.