Yay, our first submission! Here is the result of our cooperative attempt of improving Qwerty’s recent TAS.

Game objectives

  • Emulator used: Gens 11b + camera hack + solidity viewer + hitbox display + Sonic TAS tools
  • Aims for in-game time instead of real-time
  • Heavy glitch abuse
  • Uses death to save time
  • Takes damage to save time
  • Ignores delays caused by bonus effects

Results

LevelNew in-game timeOld Qwerty’s timeFrames savedTASed by
Mushroom Hill 10:47.240:50.06162 (0:02.42)WST
Mushroom Hill 20:48.090:51.17188 (0:03.08)WST and feeuzz
Flying Battery 10:37.550:38.1318 (0:00.18)WST
Flying Battery 21:09.221:10.1351 (0:00.51)WST and feeuzz
Sandopolis 11:10.071:11.1164 (0:01.04)WST
Sandopolis 21:16.271:34.121065 (0:17.45)WST
Lava Reef 10:43:440:44.3753 (0:00.53)WST
Lava Reef 20:21.390:21.445 (0:00.05)WST
Hidden Palace0:08.040:08.128 (0:00.08)feeuzz
Sky Sanctuary0:57.070:57.081 (0:00.01)feeuzz
Total in-game savings: 1615 frames (0:26.55)
Third-party input parts:
  • DMTM in Flying Battery 1
  • Aglar in Mushroom Hill 2 and Sandopolis 2
  • marzojr in Sandopolis 1
  • TheYogWog in Mushroom Hill 1

Stage by stage comments by WST

Mushroom Hill 1

I began TASing this level, because I had a feeling that proper positionong can allow making a better out-loop jump and save some frames. I was right: it saved about 10 frames. This inspired me to turn my WIP into a serious project. I managed to save about one second by pure optimization when I came to the point where I changed the route. The route change helped to advance the improvement. The final time is 3 in-game seconds faster than in Qwerty’s TAS.

Mushroom Hill 2

Abusing the monitor between the acts to switch into running state, which I suggested in the submission’s discussion, was actually nearly useless. However, I managed to find improvements further. First, making a jump at proper point allowed me not to bounce off the first enemy, and enter the zip point faster (an important part of this maneur was done by Aglar). Second, Aglar pointed out that the 32 pixel wall further may be skipped by proper alignment (the wall ejection speed itself would be not enough for this trick, but it becomes slightly higher because of the slopes there). These two maneurs saved about 2 seconds. Another second was saved in the very end of the act, right before the boss: taking the upper route is 47 frames faster than going like Qwerty did. This was found and performed by feeuzz.

Flying Battery 1

The almost-instant zip in this run was found by DMTM. DMTM recorded a gmv for me, but he used Sonic 3 and Knuckles ROM. I asked him if he was sure that the input would sync on pure Sonic and Knuckles, and he said this: «And it will work 100% on Sonic & Knuckles.bin».
I was unable to setup the zip faster, but it does not really mean that the zip cannot be set up faster — it only means that I did not try it hard enough. However, I was able to improve DMTM’s time (which was already better than Qwerty’s) later, during the level. It was enough to make the result one in-game second faster. The gravity glitch in the end was abused to die faster, which is important for TASing the next act.

Flying Battery 2

I got 2 gmv files for this level before I started to TAS it: Qwerty’s one and DMTM’s one. The funny fact about them is that in Qwerty’s run the horizontal underflow happened earlier than in DMTM’s; while DMTM’s run itself was faster. I did not notice the reason at first, and instead, started to TAS it myself. I was right: I came to the point of horizontal underflow 32 frames faster than DMTM (quite a much for such a short level). Then I finally realized the main difference between DMTM’s and Qwerty’s runs: DMTM found a way to give the boss an extra hit before it goes below the ground. The method is pretty simple: jumping from spindashing state makes Knuckles’s hitbox higher just enough to be able to make the first hit earlier enough to be able to make the second hit before the boss becomes unreachable. However, the final time was still slower than expected (remember that I mentioned I was 32 frames ahead?). Despite all my attempts to investagate into the issue, I was unable to find the reason. However, my further attempts on improving the time made me sure that the reason is actually the difference between the games (S3&K and pure S&K). Anyway, the result is 1 in-game second faster than in Qwerty’s run, which is good enough.

Sandopolis 1

All the improvement comes from a faster route to the point of the zip, allowing to perform horizontal underflow more than a second faster. This trick was shown to me by marzojr, who learnt it from HDL (who also isn’t the trick’s inventor).
After the first act, I had to waste at least 244 frames for luck-manipulating the cylinder in the very beginning of the second act; there was no other way to get it out of my way. This could be avoided by saving some frames in earlier levels — just FYI.

Sandopolis 2

The door switches in this level are a bit cunning: depending on your Y-subpixel position, you may loose 1 frame on them, because you will need 1 frame longer jump to reach their top. Jumping off the slope in the very beginning can be done from 2 different points. First of them gives you shorter trajectory, the second results in a better speed. However, in both cases you come to the switch at exactly the same moment, so I jumped from the second point just in order to manipulate my Y subpixel position (which is important for the switch, as I explained before).
But just like in most of the other levels, the main part of improvement came from major route changes. I took a route more similar to the route used in the currently published Tails run. It’s not the first time I TAS this level, though — I made a just-for-fun Amy TAS of it, which is also very fast, despite being just-for-fun and hence easilly improveable.

Lava reef 1

This was certainly the hardest of all levels (even harder than Sandopolis 2), and I have absolutely no idea if I did it in a right way. But to be happy, I still did it faster than Qwerty.

Lava reef 2

A small improvement here coming from better precision. However, I think that the improvement could be advanced by performing horizontal underflow a few frames earlier: proper vertical position management could allow entering terrain to the left from the tube and zipping right to the tube. I succeeded to do it once, but it did not result in any gainings, because I made another mistake (forgot about camera X position management — the camera was too close to the left edge, and went longer way than needed).

Hidden Palace

Nothing special but holding L+R in the beginning of the level.

Sky Sanctuary

Surprise =P only 1 frame saved here. Despite the fact that Y-subpixel management can let hit the boss earlier, it’s completely useless.

Other comments

Suggested screenshot: frame 15544

Answerring the questions you may ask

Q: Why Sonic and Knuckles? Why not to TAS Sonic 3 and Knuckles, which includes the levels from Sonic and Knuckles?
A: Our goal was to make a submission, which could obsolete Qwerty’s TAS, as soon as possible. We may consider TASing the whole Sonic 3 and Knuckles in the close future, but there will be much more chance that we abandon our project.
Q: Is it really well optimized? When I was watching Qwerty’s run, I was deeply impressed and couldn’t even imagine that it can be improved that much
A: Well, Sonic the Hedgehog is not Super Mario Bros. The speed here is variable; you don’t have the handy «N-frame rule», which can «eat» your small mistakes; and the levels here have extremely complex layouts (exceptions are rare). If you look at the history of any Sonic TAS, you will notice that improvements of previous TASes of these games almost every time were very big. Obviously, it does not make *any* sense to classify Sonic TASes as «suboptimal» and «optimal» ones — it is not that kind of a game. Complexity of the game’s physics make the result dependant on consumed time, TASer’s experience and many other things. So, we are absolutely not sure that our run cannot be improved a lot as well. We were simply solving our task — proving Qwerty that next time he should consider TASing in a team.
Q: I want to improve your run. Can you guys give me some ideas?
A: deeper optimization may help to save frames in most of the levels; also we made almost no efforts to optimize non in-game time. There are also 2 levels in which the actual result is 1 frame worse than the expected (predicted) result, they are Sandopolis 1 and Flying Battery 2. The spindash before the high jump in Mushroom Hill 2 was useless — there was no significant difference in speed if I didn’t spindash (thanks to speed shoes). We are also still not sure that our routes are the best — Knuckles certainly needs deeper research. Finally, we may know a big shortcut in Sandopolis 2, but we are not sure (WST succeeded to perform it only once, and the gmv is lost).
Q: Where are the feeuzz’s comments?
A: Sadly, he wouldn’t like to write anything about the job he did.
Q: Is the number of rerecords true?
A: Yes, it should be close to.
Q: WST, aren’t you an Amy TASer? How are you Amy WIPs?
A: They are fine, but this stuff was more important, say hello to Qwerty.
Q: My question is not listed, wtf?
A: Just ask it. We will be glad to reply.

Thanks to

  • Aglar and marzojr for expert consultation
  • Qwerty for making the previous TAS
  • DMTM and S3Kglitches for glitch discoveries
  • LTRP and Joseph for the support
  • TheYogWog for his amazing ring attacks
  • AnS for patient waiting for our first submission for months
  • Spikestuff for the quick encode
  • Apple Bloom for her existence :3

Apologies for

  • Our English
  • TASing this instead of Sonic 3 and Knuckles
  • Hurry

Spikestuff: This is for that tuna!


WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
marzojr wrote:
I agree with Fishaman P: the amount of input from DMTM used is about the same size as that of input from me used
Thank you very much. In fact, his input is even shorter — from the first non-lag frame of FBZ1 to the point where Knuckles enteres the wall. I felt like I could make horizontal underflow faster, and I was right, hence, the input from the moment of ground entrance, is mine. FBZ2 is another example of the level where DMTM’s input, which he wanted to put into production use, was improved from the very beginning (just in a few frames from the start I already was ahead). In fact, there is even more Qwerty’s input than DMTM’s. I did not copy it explicitly — I simply was doing my job, and sometimes it resulted in the same input. Do we have a strict definition of what we can call someone’s input? Or it feels kinda clear that charging a spin dash does not qualify as using SprintGod’s input (see one of my posts above), TASing the level and getting the same input also doesn’t, but copy-pasting of any fragment does? For me it’s not obvious.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Everyone how has been involved in this run should be credited propertly and theres nicknames should be in the subtitle file for the run or future runs.
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Mr_Sweed wrote:
Everyone how has been involved in this run should be credited propertly and theres nicknames should be in the subtitle file for the run or future runs.
Friend, do you realize yourself that you wasn’t that much involved? I made a mistake letting you know about my WIP, which, in fact, you could even never know about, until it’s submitted.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2785
Location: The dark corners of the TASVideos server
om, nom, nom... blech, bitter!
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
WST. What happens now?
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Mr_Sweed wrote:
WST. What happens now?
Nothing, I quit the party
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
I truly wanted this run to be published.: =/
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Mr_Sweed wrote:
I truly wanted this run to be published.: =/
Haha, very surprising.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
All my work for nothing?
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Mr_Sweed wrote:
All my work for nothing?
Yes, imagine.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Why did you cancel this?
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
What the heck is going on here? I'm all yours to explain the situation about co-authorships and credits, and how much input deserves what, but what happened really? WST, were you just hurt by what's happening? I'm asking because making TASers cancel their true work is completely unacceptable for anyone, so I need to know what made you cancel it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
I'm not a insane person IRL. I'm a helpful and curious of me. Like to help people. Not letting them to be angry on me. Please, WST. Bring this submission up again. :'( I begging you. This hurts alot. To hurt a nice guy with not mutch friends IRL to communicate with? I was really glad when you asked me in to join this train. Just when good things turns to greatness goes to sadness. Is it this you are treating your friends? Just putting dirt in there eyes? I'm sad now. I'm just a friendly person. Nothing more and nothing less. //Regards DMTM
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Okay, let’s start with the facts. 1. The WIP was inspired by Qwerty’s last published TAS. The publishing here was not the primary goal — the primary goal was showing Qwerty that together with others (not particularly with me and feeuzz) would result in making a better run. 2. The WIP was started by me and feeuzz. At that moment noone else knew about it. 3. 80-90% of the input in this run is mine (I hope this doesn’t look false?) 4. The run includes a bunch of 3-rd party input parts, which are listed in the description 5. DMTM’s part is not [significally] longer than Aglar’s marzojr’s or TheYogWog’s — all of them fit into a few seconds 6. This run abuses glitches found by DMTM (as well as the ones found by other people) 7. I could never let DMTM know about my WIP, at all 8. I used DMTM’s input in FBZ1 simply because I was unable to enter the wall faster, but since I was making my run in hurry, the speed was my primary goal, and I probably didn’t try hard enough. 9. Obviously, if I knew what it would turn to, I would do the zip completely myself. 10. It’s up to you to consider me a bastard, as got4n says, but the truth is: I am ashame to see my name where the name of DMTM is present. And, obviously, I do not want to bring him to «players» world with me. I even apologize about unblocking him in my Skype (in fact, marzojr and Aglar also banned him for his harassment). 11. I really do not care if got4n and DMTM beat me, but let them do it in their own project, not mine! I will not participate there and will not beg for co-authorship even if they copy-paste 10 times more than I did. 12. Despite everything said, I appreciate DMTM’s contribution into the run — otherwise I wouldn’t thank him in the submission text at all. But my opinion is that it does not worth co-authorship. Qwerty’s co-authorship is also under question, but in fact, his run helped me a lot more — I often used his strategies where I could not find anything better; also his run was a reference — thanks to it, I knew what times I should reach at worst. But I do not enjoy when people decide something for me in my projects. Imagine that everytime when you use the shunting-yard_algorithm (or even the library, which implements it) in your program, someone blames you for not listing Edsger Dijkstra in the «about» window. 13. The main fact: I will prefer this run unpublished than me being luck-manipulated
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6437
Location: The land down under.
Mr_Sweed wrote:
I truly wanted this run to be published.: =/
Why? Oh I know because you want to publish this. I think I understand where WST is coming from. He has been annoyed and been demanded to put someone else in who did <1/20 of actual input (to me anything above 1/20 is worth crediting unless it optimized intro then no). If someone is worth to credit really they have to do a lot of work to earn it. DMTM did nothing for the entirety like marzojr I guess acting your age doesn't really exist. A "Thanks To" (as stated in submission) is something to commemorate help the small ones for TAS input and the large ones for actual discovery. Patience, communication and teamwork is what truely makes this a fully fledged TAS between 3 not 5. (Because I F5)
Mr_Sweed wrote:
To hurt a nice guy with not mutch friends IRL to communicate with?
WELCOME TO THE INTERNET. NOTHING IS FAIR OR RIGHT Quick Question how many frames did DMTM help you in and same for marzojr (Since I F5'ed Twice) So yea... Right since I'm encoding I'm going back to sleep and disable internet (the only way I heard about this is called my phone).
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
I have never harassment anyone in my entire life!
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
I'm truly sorry if it was like that!!! :'(
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
What I see now is that WST is pissed by Mr_Sweed/DMTM's actions. What's so disturbing about them, he just asked for credits? I know from members of the Sonic TAS community that it's just the way he acts, claiming authorship on everything, pissing off people, doing absurd stuff. I experienced it as well when I tried to teach him how to encode. Now let's get back to the co-authorship issue for a while. - If a person actively participates in the process of TAS creation, he is a co-author. - If a person contributed some notable portions to the run, he is a co-author. - If a person was considered by the author as a major contributor to the project, he may be added as a co-author per real author's will. #3983: MESHUGGAH & feos's NES Battletoads "Glitched" in 00:56.76 #3825: STBM & iongravirei's GC Billy Hatcher and the Giant Egg "All Levels" in 2:38:33.47 - If a person has made a run that was partially used to make the new one by someone, the previous author is credited per real author's will. [1656] Genesis Sonic 3 & Knuckles by nitsuja, upthorn & marzojr in 29:51.20 http://tasvideos.org/forum/viewtopic.php?t=14440 - If someone's artistic decisions were directly copypasted, the author of the original input deserves a credit (this is still case by case). http://tasvideos.org/forum/viewtopic.php?t=13699 - There's no copyright on a trick - There's no copyright on a glitch - There's no copyright on a strategy - There's no copyright on the fastest known input. The last item deserves details. If there's only a certain macro that can proceed the fastest way, no one owns this input. It's just considered optimal, and anyone is free to use it. However, if the gameplay allowed various kinds of moving around during that section, all being equally fast, if someone's "style of moving around" was copypasted, it will deserve a credit (as said above). I'd also add about framewars and other group improvements. If a user submits a movie, it is then common in terms of reusing tricks and starts, so if someone improves a bit and also submits it, the original author does not need a credit. This way there may be (say) 5+ submissions with nearly similar input, all having different authors, and no one demanding his authorship on the tricks used in all those runs. On the other hand, if several authors improve each other before submitting the result, they all deserve credits: [2406] NES Kirby's Adventure "game end glitch" by MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor & illayaya in 00:35.91 [2062] N64 Super Mario 64 "70 stars, no Backwards Long Jump" by Jesus, Kaylee, MICKEY_Vis11189, MoltovM, Nahoc, snark, sonicpacker, ToT, CeeSammerZ, coin2884, Eru, Goronem, Mokkori, Nekuran, Nothing693 & pasta in 42:58.52 As we can see, as long as DMTM's input was not improved, and was considered optimal, if it was copied, it does not mean he is a co-author. It's just the fastest path. If his input contained some important playaround features that were copypasted, he can arguably be considered a co-author. Now to personal stuff again. The way DMTM/Mr_sweed acted was 100% unethical. What's worse is what his actions resulted into: a great TAS made by others (first submission, hype) gets cancelled just due to being upset. And yes, that's just the way DMTM acts all the time. There existed the Xkeeper's issue where he was pissing people off here and there. He got banned because it's not what TASers and staff need to deal with to see him contributing. DMTM's contributions are nothing comparing to what Xkeeper contributed to emulation community overall. And now we see a great TAS cancelled because of him. I say: WST, please get it back to the bench, and leave the original (2) authors only. And if DMTM does something like that once more, he must be banned.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Okay. But I do not remove Qwerty, since this submission seems to have hurted him a bit. As I’ve said, this run was fully based on Qwerty’s run — actually, most of the time I had 2 running Gens instances, in one of which I had Qwerty’s TAS. The goal was not to discredit Qwerty, but to show him that next time he’d better not to hide his WIP — me, feeuzz, marzojr, Aglar, LTRP (and even DMTM) — all the other Sonic TASers could contribute at least by reviewing his run for probable improvements.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Thank you!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
WST. You did hurt me aswell. :(
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
People can change. I have change. I'm so sorry. :'(
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Promise by adelikat's smelly wicked tushy that you have changed!
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
I have. Angerfist. I have! :'( All this due to personal angry on my other friend IRL. I can be a totally different person. Promise that. I have changed!
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Mr_Sweed is very kind. Believe him. I have him in Skype, he's very kind
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand