Sonic The Hedgehog TAS by JXQ (v2)

Essentials:
This run satisfies the following criteria:
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Ignores delays caused by bonus effects
  • Emulator used: Gens 9Z
  • Suggested Screenshot:
Armed with the ability to watch Sonic's speed (and other values), I set to improve my previous run. Sonic has the paradox of accelerating faster in the air, but losing speed during his ascent. Having direct access to this value made things much simpler to optimize, and I'm surprised at how much time I was able to squeeze out of this run.
I worked on this run and my Knuckles run concurrently. The games were similar enough that doing them together helped keeped things fresh in my mind, yet different enough that it didn't get too repetitive.
I suggest watching this run first before the Knuckles run, because this run shows how the game was meant to be played before watching Knuckles break that mold.
Times:
LevelTimeFrames Improved over v1
Green Hill 10:240
Green Hill 20:1719
Green Hill 30:3111
Marble 10:44**136
Marble 20:52*47
Marble 31:12*54
Spring Yard 10:2217
Spring Yard 20:2812
Spring Yard 30:58*27
Labyrinth 10:4014
Labyrinth 20:51*69
Labyrinth 31:07*21
Star Light 10:21*24
Star Light 20:16*64
Star Light 30:43*62
Scrap Brain 10:3238
Scrap Brain 20:41**133
Scrap Brain 30:1820
Final Zone1:130
Bolded times have been improved from the previous run. A star is an improvement of one second; two stars is an improvement of two.
Altogether, 768 frames were gained in the levels. However, due to extra bonus countdowns and retarded baby seals, 122 of those frames were lost. Thus, the overall improvement is 646 frames.
General Improvements:
If Sonic is running or jumping and has velocity over 1536, his velocity will be capped at that speed if forward is pressed. Slopes give Sonic velocity beyond his "maximum" of 1536 when jumping at a decline. By seeing this in the memory viewer, I refrained from holding forward until the speed returned to it's normal maximum.
Sonic accelerates faster in the air than on the ground, but every time his jump peaks, his speed lowers temporarily. (This can be avoided by running into a ceiling during the jump) Thus it's necessary to determine the best way to accelerate to maximum speed based on the environment and current speed.
When rolling, Sonic has a speed cap of 4096 (approximately 2.5 * max running speed). If Sonic is forced into a running animation, he can run faster than this, though he will be decelerating toward his maximum running speed (since -> cannot be pressed). This technique gained a bit of time during very fast segments.
Points of Interest:
  • Green Hill 2 - New strategy to eject from the wall after bouncing off the bee just before the speed shoes. Credit to nfq.
  • Marble 1 - The two main improvements here come from using an enemy to push the block faster, and rolling through the spikes afterwards instead of jumping. This was enough early improvement to make it to the moving platform before it entered the wall.
  • Spring Yard 1 - Taking this top route allowed for less jumping.
  • Spring Yard 3 - I paused at the beginning in order to get through the first part of the level without delay. It doesn't make a difference time-wise, but it looks a lot cooler.
  • Labyrinth 1 - I was able to get inside the wall by ducking on the very left of the first rising platform. Unfortunately, there was no time-saving application to be found.
  • Labyrinth 2 - The final jump out of water is delayed because the water level is too high for Sonic to jump to full height at first.
  • Star Light 2 - New strategy to control velocity and fall through the final platforms faster. Credit to AKA.
  • Scrap Brain 1 - I really should have found this jump over the second pair of fire things when I first did this run. I tried to improve the level to get 0:31, but was unable to do so.
  • Scrap Brain 2 - My favorite level in this run :)
Thanks to:
  • Upthorn, for going above and beyond helping with Gens memory watching and even coding a special version for use in this run.
  • Xebra, for watching my progress and giving encouragement and ideas for improvement.
Enjoy the run!

adelikat: Accepting as an improvement to the current run.

adelikat: Setting this to delayed while the author attempts improvements.

Truncated: Setting back to accepted. Including the new trick would force a complete redo, which it seems isn't about to happen, but there is no reason to keep our current run instead of accepting this one.


TASVideoAgent
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This topic is for the purpose of discussing #1383: JXQ's Genesis Sonic the Hedgehog in 18:17.48
Former player
Joined: 6/15/2005
Posts: 1711
JXQ, What's it like being a god amongst men? Curious, Fabian
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 11/13/2005
Posts: 1587
I think AKA needs to pay JXQ some money.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Two fucking Sonic runs?? How the fuck did you manage to work on them on such a short notice? *will watch now* Edit: Meh, its a JXQ run so no need to write how good and what a fine run this is :) Voted yes of course.
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
mrz
Former player
Joined: 8/24/2006
Posts: 119
Location: New York City
Getting ready to watch this, its going to be a obvious yes vote anyway.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Well, another "concept demo". :P
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Where the hell did these come from? Will watch asap. Very impressed by the improvements alone and can't wait to see where they came from. I'd have to say that if JXQ continues to produce work like this he will be in contention for ninja status very soon.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
If SM 100% comes out of nowhere like this too soon, he should be a Ninja for sure.
Working on: Command and Conquer PSX Nod Campaign
Mitjitsu
He/Him
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Joined: 4/24/2006
Posts: 2997
I'm glad I got bored and scrapped this some time ago since my improvements were so feeble but I'll watch the run just now.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Excellent work, and an excellent improvement to the previous run as well. Total domination.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
upthorn
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Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Solid improvement to an already solid run. What more can be said besides "yes"?
How fleeting are all human passions compared with the massive continuity of ducks.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Utmost precision and planning/timing. You get my yes vote for being entertaining, Great work. On to the Other Run Now!
adelikat
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Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Awsome job. This run is much improved fromt the previous. Easy yes vote.
It's hard to look this good. My TAS projects
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
I enjoyed the previous run, and I enjoyed watching how you've improved it even more. Nice work!
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Phil wrote:
Well, another "concept demo". :P
Wrong thread. You want the other run JXQ submitted at the same time.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 1/22/2006
Posts: 31
That Labyrinth 3 Hell Run still gives me the creeps! For some reason, I didn't catch all of the improvements made...some were obvious (Marble & Spring Yard), but the others didn't. Either way, I had some good fun with this. Yes vote for you.
Joined: 5/15/2006
Posts: 102
JXQness! ;) Great...simply great!! Outstanding improvement. Yes² to this.
Joined: 12/28/2004
Posts: 210
First its megaman week then its sonic week (well more knuckles). Any guesses on whats next? Yes vote btw.
Mitjitsu
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Posts: 2997
I've actually watched this twice. Once to enjoy and twice to spot the improvements, I'll comment on each stage. Green Hill: I belive there are now 4 TASes that have achived 24 seconds all with the exact same frame number, I've been able to get about half a frame ahead before the loop. but the alingment always seems to be wrong to get the proper loop jump, even though I'm convined that its somehow possible to sqeeze a frame off that stage Green Hill 2: A 3 frame improvement over mine, and yes I noticed that you don't jump from the stone in order to reach the bouncer like I did. Green Hill 3: How you managed that much improvement was a mystery to me Marble 1: How you tackled this stage seems to have simalar logic to the Labyrinth stages, you waited and then cleared obstacles at an earlier time but with a much higher speed as opposed to the old get there as quick as you can and then delay movements in order to pass a moving obstacle Marble 2: This as well as Scrap Brain 2 seemed to have benifited from a memory viewer Marble 3: Again I don't know how you manged that improvement Spring 1: Less jumping I see Spring 2: Seemed different, but I wouldn't have expected the improvements to have given you that much of a gain Spring 3: Delay at the start was clever although you're still forced to wait at the end and yet again its another how was that much improvement obtained Labyrinth 1 : Its a shame that zipping is useless, but as I though sub 40 is not possible Labyrinth 2: I was quite proud of the execution I did on this level, but like I said with Marble delaying and running seemed to help. Labyrinth 3: Well done you made it out alive Star Light 1: This again seems like it benifited from a memory viewer Star Light 2: Did the improvement come solely from the mini jump that got you extra rev? I guess you've solved the mystery of how that magic move works at the end, you very nearly got 15 seconds. Did you execute the trick at the end quicker than me. Star Light 3: Again benifited from a memory viewer Scrap Brain 1: I think I can be forgived for not finding that improvement with the zipping glitch because I didn't have a memory viewer back then. Scrap Brain 2: I think from a TASing point of view this stage deserves a star purely for being able to bypass the saws without taking damage Scrap Brain 3: woot you knocked another 15 frames off that stage This is actually the first time I've ever voted for any of the authors movies and do you really have to guess what I just voted.
Skilled player (1826)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Good stuff, this here. Easy Yes vote. Great job mr JXQ! :)
Player (208)
Joined: 6/21/2006
Posts: 20
Location: Nara, Japan
I almost became carsickness. Fastest run, great job!
Post subject: Re: #1383: JXQ's Genesis Sonic the Hedgehog in 18:17
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
NesVideoAgent wrote:
Labyrinth 1 - I was able to get inside the wall by ducking on the very left of the first rising platform. Unfortunately,
Unfortunately what? And can we please have an all-Chaos-Emeralds run accepted next?
Why, oh, why do I even <i>try</i> to understand my own species?
Post subject: Re: #1383: JXQ's Genesis Sonic the Hedgehog in 18:17
Mitjitsu
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Posts: 2997
N. Harmonik wrote:
Unfortunately what? And can we <b>please</b> have an all-Chaos-Emeralds run accepted next?
The chances of that happening are very bleak. EDIT: Would the sonic spin dash hack be an acceptable run.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
AKA there's an easter egg in the Knuckles hack that can make the chaos emerald run more worthwhile. Check the forum linked to in that submission text for details. Anyway, here's a short summary of some more improvements: Marble 2: Better speed control at the beginning to get to the first button, more jumping into ceilings (to preserve speed), and on the middle overground segment with getting jumping speed from slopes. Marble 3: Much of the improvement here is from the different jumping on the falling weights. Spring Yard 2: Better beginning, speed control near the end. Spring Yard 3: Mostly from a speed boost by jumping on a decline after the spring after the speed shoes. Labyrinth 1: Whoops, I'll have to edit my submission later. The zipping was possible but it either ended in death or getting stuck. A couple examples are posted in the Sonic thread in the Genesis section of the forums. Labyrinth 2: Mostly from different jumping on the moving platforms at the end. Star Light Zone: Memory viewing was a big help with maximizing speed here. Star Light 2: I tried doing more jumps on the first loops to get more speed but it either made the long jump not possible, or messed up subpixel positioning for the second half of the level. There are probably still a few frames of improvement to find, though. Scrap Brain 1: The zipping wasn't improved, but the second fire jump was.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 4/17/2004
Posts: 275
WHAT DO YOU MEAN, TWO TASES *ahem* Wow, this was pretty entertaining. Loved the stuff that you did during the "acts completed" section. Easy yes vote.