This is a TAS that beats Sonic Unleashed Wii in 2:56:19.96 (2:07:48.03 Standard RTA Timing, w/o Cutscenes).
(During and soon after the movie has been completed, there's been multiple new skips and strats found where it can easily make this TAS obsolete. An updated TAS is currently being made.)
To sync this run:
- Dual Core and Idle Skipping: Off
- System Language: Japanese
- Controller: Classic Controller (For most of the run, classic controller is used, however, frames 384168 to 385762 is where the nunchuk is used so it is extremely required to switch them during the Colossus phase for Dark Gaia. Frame 384167 is when you'll want to swap to the nunchuk (When the last prompt for the Colossus fight guide is about to clear) and Frame 385762 is where you'll want to swap back to classic (Before the countdown in Sonic's phase).)
- HLE recompiler audio
Game objectives:
- Aims to beat the game
- Manipulates luck
- Takes damage to save time
- Heavy glitch abuse
Final time:
- According to standard RTA timing (without cutscenes): 2:07:48.033
- According to frames count (with loading times): 2:56:19.967
Before anything else, I'd like to give a special thanks to these people for helping or giving me ideas through the making of this TAS:
Tech and glitches commonly used in this run:
Sonic the Hedgehog (Day)
- Boost
- Boosting is very much required to go fast in day stages. It gives Sonic a burst of speed for a few seconds. This is used through the entirety of the day stages.
- Slide
- While sliding is intentionally used to fit through small gaps while not losing all of Sonic's speed, it is abused throughout every day stage (excluding bosses). This gives Sonic extra speed for 2/3 frames when RSG isn't active.
- Quickstep
- This is tech that is also abused throughout every day stage. This conserves Sonic's speed when boosting or sliding and resets after every 6 frames that it's performed. It can also cancel some speed caps.
- Stomp
- While stomping is intentionally used to break objects underneath Sonic, it can also be used to make Sonic hover in midair (normally the y speed when falling (without RSG) is -40.00 the most, however if a stomp is performed, then Sonic can glide with the y speed of -30.00 minimum).
- Break
- Although it may not look like much, breaking is very useful for canceling a boost and making a sharp drift.
- Drift
- Drifts are very useful to day stages, especially when it's just a small turn. If a drift is performed long enough, a drift bonus will fill half of a boost gauge.
- RSG
- By simply jumping off of a rail before it ends, the speed caps that Sonic has are removed (This only works on rails in 2D sections).
- RSG3D
- While RSG is active, if Sonic performs a 5 frame jump while transitioning into a 3D section, he can keep the RSG movement in 3D.
- QSS
- There are 3 variants to this:
| QuickStep Spam | QuickStep Slide | QuickStomp Slide
|
|---|
| By quickstepping every 5 frames, Sonic is able to keep his xz speed for those number of frames. This is especially useful during a boost/after a slide. | After RSG3D is active, Sonic is now able to perform quickstep slides. By pressing the slide button and quickstepping in either direction, Sonic can build up speed even if he runs out of boost. | When RSG is active, Sonic can slide, hop and stomp repeatedly to gain speed. While this is accessible during RSG3D, this is more useful in 2D sections of day stages.
|
Sonic the Werehog (Night)
- Dash
- Dashing is gonna be used in every night stage for this TAS as it gives off 12.00 xz speed.
- Leap
- While dashing, Sonic can perform a leap by jumping. Doing this gives Sonic 9 xz speed, however if the analog stick is held at an angle of 14 or 50 (according to the Classic Controller TAS Input), Sonic's leap gets increased to 12.49 xz speed.
- Overhead
- By double jumping and pressing the special attack button the next frame after the double jump, Sonic can keep his upwards momentum and reach ledges that a normal double jump wouldn't be able to get to.
- Corner jumping
- By making Sonic jump on tilted walls and moving the analog stick around, Sonic is able to jump from the tilted wall. This is very useful to skip some fights or collect a gaia key in Cool Edge Night Act 3.
- Infinite double jumping
- By pressing and holding R on the classic controller until Sonic starts to reach for a horizontal pole/ledge then his jump resets letting him perform an infinite amount of jumps.
- Slingshot
- While Sonic's leap is capped at 12.49, his speed can be increased by letting go of a pole 4 frames (iirc) when he grabs onto it while holding neutral.
- RNG Manipulation
- There are multiple ways to manipulate enemy RNG such as making Sonic dash, attack, and/or guard. By moving the analog stick in a direction at certain points, it can cause most of the enemies to fly off the direction that's being held.
Authors notes:
As much as I would like to add details about each stage in this TAS, I've been stressing over this for a while and because of this, I'm likely gonna keep this as the final product of the submission text. Sorry for those who were interested in reading the IL details of the TAS. All I can say for now is that I had a very fun time making this TAS, especially with new routes and optimizations for some stages. I hope you guys will enjoy the Any% TAS v2 when it's finished! ✌️
nymx: Claiming for judging.
nymx: Apparently there is a problem on my end. I am no longer able to use Dolphin. I've tried for weeks and I can't figure out what the problem is. Leaving this for someone else to do.
Tegron: An incredible movie that uses various strategies, glitches and RNG manipulation to complete the game as fast as possible, however, this TAS is 5 minutes slower than this
RTA run including cutscenes, but because the USB speeds up loading times in Wii games, my more accurate example of comparison is this
RTA, which was beaten by over 9 minutes using original disc and over 22 minutes faster than the
RTA WR without cutscenes, it’s incredible.
Accepting to Standard
r3gamerz: Processing... This will take a while.