Sonic goes hunting for the Chaos and Super Emeralds in order to truly defeat Dr. Robotnik. The powers obtained from the Chaos Emeralds make him slightly faster in general; the powers obtained from the Super Emeralds break the game so horribly it stops being funny.
Warning: The awesomeness of Hyper Sonic may hurt your eyes or trigger seizures on susceptible people.

Game objectives

  • Emulator used: Gens 11a
  • No death
  • Aims for fastest (primarily in-level) time
  • Ignores delays caused by bonus effects
  • Takes damage to save time
  • Abuses programming errors in the game (a lot)
  • Manipulates luck (a little)
  • Grabs all Chaos and Super Emeralds
  • Avoids underflowing the horizontal position (see comments, below)

Comments

After grabbing all Chaos Emeralds, most levels benefit slightly from the Super Sonic transformation: Super Sonic accelerates faster, jumps higher, has a faster spindash and a higher top speed, and this usually translates to a lower in-game time for the level.
After grabbing all Super Emeralds, almost every single level benefits from the Hyper Sonic transformation. Hyper Sonic has the most broken abilities ever: his hyper launch. This allows getting into walls and floors in places where other characters can't (although some can be replicated with Sonic and the bubble shield -- if you can find it), and wall zipping ensues.
This run uses almost all of the known glitches and abuses: the only exception is the underflowing of the horizontal coordinate; this is the technical form of saying "teleporting from the start to the end of a level" for this game. The reasoning behind it is to show more of the game, and to better showcase the abilities of Super Sonic and Hyper Sonic. The drawback is that this restriction costs dearly on a few levels in terms of time.
For the same reasons, Sonic goes solo on this run -- a fact that also costs dearly in terms of time on a few levels.
The special stages use the same input as the Knuckles 100% run by Upthorn, and are used with permission.
A few levels are similar to the existing Sonic and Sonic + Tails runs; a few levels (Hidden Palace and Sky Sanctuary) are carbon copies of the other runs.

Timetable

LevelTime
Angel Island 10:56:20
Angel Island 21:23:55
Hidrocity 10:45:27
Hidrocity 20:58:42
Marble Garden 10:39:30
Marble Garden 20:58:35
Carnival Night 10:41:24
Carnival Night 20:42:53
IceCap 11:19:34
IceCap 20:41:18
Launch Base 11:36:41
Launch Base 21:03:33
Mushroom Hill 11:02:07
Mushroom Hill 20:58:54
Flying Battery 11:20:42
Flying Battery 21:16:48
Sandopolis 11:33:57
Sandopolis 21:02:47
Lava Reef 10:57:14
Lava Reef 20:47:42
Hidden Palace0:26:52
Sky Sanctuary0:55:49
Death Egg 10:57:03
Death Egg 22:08:46
Doomsday1:34:36[1]
Total26:51:09
The table shows the in-game timer values. The value after the final colon indicates the in-game frame counter, and is restricted to the 0-59 range. It is updated every frame (except during lag frames), and increments the in-game second when resetting to zero.
[1] The Doomsday timer stops at this value; the last hit (i.e., the point where the movie ends) is at time 1:30:40. Moreover, the last time visible on-screen is 1:33(:57).

Stage by stage comments

Angel Island 1

At the end, in the crumbling platforms before the mini boss, it is possible to save 5 frames with a spindash; but these frames cost a lot more time in Act 2.

Angel Island 2

The swinging wine at 0:15:08 is left in an inconvenient position if I arrive here earlier. I decide to grab the fourth emerald here, despite the loss of time, in order to have Super Sonic as early as practical.

Marble Garden 1

There is no convenient place to lose the shield after I grab the last emerald; thus, becoming Super Sonic in this level loses more time than it is worth.

Marble Garden 2

Losing the shield at 0:23:34, however, is faster than waiting for an opportunity to go around the spiked ball. Especially since I quality for Super Sonic transformation after grabbing the 6 rings right after it. At around 0:30:00, I am slightly faster than I would be if I were to hit the red spring.

Carnival Night 2

New wall entrance at 0:20:00 allows me to skip a large section of the level then run around at very high speed right until the end, saving 26 seconds compared to the current Sonic + Tails run.

IceCap 1

Super Sonic shows up to do some snowboarding. Lots of vertical screen wrapping abuse, I reach the boss. The 3 ring monitors from the flag really speed up the next act.

IceCap 2

Super Sonic glitched transformation at 0:12:00 -- I am on the ground and manage to transform anyway! This saves a good deal of time. Sadly, it is impossible to reach the ledge at around 0:22:50 as Super Sonic, meaning I lose about 2 seconds at that point.

Launch Base 1 & 2

The fire shield I grab on the way at the start of Launch Base 1 serves only to get me faster to the first giant ring in Launch Base 2. At around 0:45:40, I go slightly higher up to have slightly more speed at 0:47:00; this way, I can glitch past an invisible wall at about 0:47:55 and kill the middle boss unhindered.

Mushroom Hill 1 & 2

Lots and lots of emerald grabbing. In act 1, grabbing the second emerald determines the rest of the way -- all other paths to the end are slower. I grab the fire shield and ring monitors after the boss to speed up act 2. In act 2, I lose the shield at around 0:36:30 so I can turn into Hyper Sonic as quickly as possible; since I would have to wait for the giant ring to form anyway, I lose no time in the process. At 0:44:14, I hyper launch into the ground for a large speed boost.

Flying Battery 1

Lots of ring grabbing at the start for earlier Hyper Sonic; the fire shield is very useful at this start too.

Flying Battery 2

Using the anti-gravity glitch to get inside the ground, I zip right until about 0:14:00, where I cancel the glitch. Hyper Sonic makes short work of the level then. I lose the rings on purpose after the boss is killed to make for a faster score tally.

Sandopolis 1

At about 0:16:00, I loiter around a bit: the next timed object is in the way however fast I get to it. The ring monitor and fire shield monitor are grabbed to manipulate the placement of timed objects in the next act.

Lava Reef 1

A bit of loitering at 0:14:40 to wait for the rings. After that, the shield is lost. The ring monitor and fire shield after the boss are essential to the next act; I push myself into the ground to gain a large speed boost at the start of the level.

Lava Reef 2

At 0:20:27, the fire shield loses its usefulness and I drop it. At about 0:33:00, I take the way around because the timed objects are in a very bad position. I then skip the boss, which would be about 2 minutes of dull, repetitive gameplay.

Hidden Palace & Sky Sanctuary

Basically identical to SprintGod's Sonic solo run. But with all emeralds in the former, and some luck manipulation in the latter to get the boss to use the same attack pattern.

Death Egg 1

This is the fastest route to Hyper Sonic. The level is broken after that, and the boss is a breeze.

Death Egg 2

Again, fastest route to Hyper Sonic. Staying in the ceiling is faster than being on the ground in the mid boss; hyper launch from anywhere hits the shield and makes a noise. The egg robo is identical to SprintGod's.

The Doomsday

Both bosses are incredibly annoying: they are liable to desynch on any changes to earlier levels due to differences in the RNG. The first boss is easy to abuse as his missiles move strangely when you are moving around the screen: you can cause a hit much faster simply by moving appropriately. I had to delay a couple hits in the second because a 1 frame delay in the hit caused a much faster recovery time. Last hit happens with only 13 frames of Hyper Sonic left on the clock.

Other comments

You may want to download and use this LUA HUD for Genesis Sonic games. It has a lot of useful information for a TAS, including a jump predictor for Sonic and for Tails (in Sonic + Tails games).
I want to thank Nitsuja, Upthorn and SprintGod, without which this run would not be possible. Orkal also helped indirectly with a couple tricks in his S3&K glitch videos.

What could be improved

It might be possible to improve Doomsday by a few frames in the mid-boss fight, but it isn't easy.
Switching to Sonic+Tails would save a lot of time, as would eliminating the "avoids underflowing the horizontal position" restriction. Also, allowing death as a shortcut would save some time in a couple of levels. I am not aware of any other improvements that don't require these changes.
Suggested screenshot:

mmbossman: Replaced the submission file with one which better conforms with goals at the request of the author; please note that Lava Reef zone has changed. If you believe this will change your vote, please rewatch.

adelikat: Popular vote wins. I accept this submission (as a new category for this game).

Raiscan: Encoding. What should the new category be called, though?

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@Solon:
marzojr wrote:
mike89 wrote:
And if we want to get technical about it, you actually underflowed the horizontal position at the start of Lava Reef 2. Whoops!
Hehe, so someone *did* notice it :-)
Just going off of what was said here. If this does prove to be true, the best solution I can think of is to hex in a version of the act in question without the underflow present. That way the goals will remain intact, and this run will have a much greater chance of being published.
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marzojr
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mmbossman wrote:
Just going off of what was said here. If this does prove to be true, the best solution I can think of is to hex in a version of the act in question without the underflow present. That way the goals will remain intact, and this run will have a much greater chance of being published.
The hex-edited version is ready (available here). Should I PM it to one of the admins, and if so who would be the best to send to?
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Updated the submission file; thanks for being so quick about it marzojr!
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I've seen this run twice, so feel less inclined to watch again... What was changed?
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marzojr
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True wrote:
I've seen this run twice, so feel less inclined to watch again... What was changed?
Very little: there was a horizontal position underflow at the very beginning of Lava Reef 1 which was removed. The run is identical up to the point where the fire shield monitor pushes Sonic into the ground, at the end of Lava Reef 1, and it is identical after I finish manipulating Sonic's position at the start of Lava Reef 2 (about 0:00:45 or so in in-game time, IIRC).
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That was a horizontal underflow? Certainly didn't look like it. I feel silly now.
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upthorn
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With the help of this lua script nitsuja wrote to remove boring things like special stages, score tally, and the super sonic music, I have finally watched this (with the great help of . While there are a few route choices I'm unsure of (mostly having to do with the collection of giant rings), the quality of play is certainly up to site standards. Furthemore, collection of all emeralds, and lack of tails certainly distinguishes it from the currently published sonic run, and sonic's moveset and level differences significantly differentiate it from the published all emeralds knuckles run. The goal choice is not arbitrary, it limits him to the set of tricks that was used in SprintGod's widely lauded S3K TAS (with three exceptions, two of which are each only applicable to a single level). Stylistically, it's a little bit lackluster, but hardly to the point that it should impede publication (as my own past submissions demonstrate). I see no compelling reason not to vote yes.
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"The goal choice is not arbitrary, it limits him to the set of tricks that was used in SprintGod's widely lauded S3K TAS (with three exceptions, two of which are each only applicable to a single level). " Obviously, "using only tricks used in this obsoleted movie" was a clear and pretty standard goal that I totally missed. Sorry for the hindrance, then.
No.
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You haven't heard the number of people calling for its republication as a third category. (Seriously, starting months before this run was even proposed)
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I followed the WIPs and very much enjoyed the finished product. Voted Yes. Good work!
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Yes voted (I FINALLY watched the run), I loved the result.
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upthorn wrote:
With the help of this lua script nitsuja wrote to remove boring things like special stages, score tally, and the super sonic music, I have finally watched this
Any chance that the lua script could be modified to also include hyper sonic screen flashing? :)
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Raiscan wrote:
upthorn wrote:
With the help of this lua script nitsuja wrote to remove boring things like special stages, score tally, and the super sonic music, I have finally watched this
Any chance that the lua script could be modified to also include hyper sonic screen flashing? :)
I can't believe that I watched the whole movie without tthe help of the script to remove those boring things. I need to rewatch it again with an improved lua script in order to vote for it. And I demand this movie be published using that script.
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klmz wrote:
And I demand this movie be published using that script.
I like the idea to remove the content that's identical with the Knuckles run. It would have been cooler to just allow starting from sram then though.
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Kuwaga wrote:
It would have been cooler to just allow starting from sram then though.
This, no matter how much you try to make special stages awesome... It. Just. Doesn't. Work.
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klmz wrote:
And I demand this movie be published using that script.
Sure, maybe an additional .mkv can be encoded that does this, and tacked on with the publication like the Sonic Advance 1 page... but the main published movie should still be the original in its entirety, because as we all know, if the main movie is different in any way from how the game really behaves, you're going to run into trouble with people claiming it's cheating. On the subject of watching it... I dunno. I think the only parts that I seriously enjoyed was Hyper Sonic (even with the flashing). Up until then, I felt like it was better in some regards to the Knuckles run (due to new strategies) yet inferior to the any% because of the lack of Tails. And it took a very long time to get to the interesting Hyper Sonic. And the goals are immensely arbitrary. So... I give it a meh, I suppose.
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upthorn
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Raiscan wrote:
upthorn wrote:
With the help of this lua script nitsuja wrote to remove boring things like special stages, score tally, and the super sonic music, I have finally watched this
Any chance that the lua script could be modified to also include hyper sonic screen flashing? :)
ٍSo, it turns out the reason the screen flashes is to cover up a really disgusting graphical error with the first four frames of the sparks that I really can't see the cause of. REPOST EDIT: Found and fixed it this script will cancel the screen flashes without causing a graphical error.
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The hook is there, but something still felt missing from this. It was probably related to the no horozontal underflow - not doing that's okay, yeah, cool, but doing all the other zip glitches like vertical screen wrapping just seems hypocritical. It's like a solution that aims to please both sides (those who want to see all, and those who want to see nothing), but really just pisses both off. Alongside annoying blue sphere segments, of course (don't give me that script garbage, because that's exactly what it is - the music changing thing is nice, but the way the skipping over was done is somehow more annoying than the actual thing itself. That's another issue, though... There are a few glitches that make it okay, such as the glitchy snowboard riding, but honestly, most of the time it felt like a horribly old and rotting house that had a few renovations done without fixing the whole thing up.
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Great run, I vote yes, for sure, but, I agree with people, another run from savestate would be good, with Hyper Sonic in all levels, with all glitch. Yes vote for now, please make new movie too.
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Is there an encode yet? Thanks
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Thereisnospoon wrote:
Is there an encode yet? Thanks
I started last night and this morning I've realised that I accidentally used exhaustive motion estimation. As such it probably won't be ready until this evening or tomorrow.
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great, thanks
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I've done an encode, but it's still not at the quality that I want. I'll wait until a decision is made on this before I use more of my time on it but until then, I've made a torrent for you all :) Sonic 3 & Knuckles by marzojr /w uninteresting bits removed "Uninteresting bits" are score tally, emerald acquisition and level loading. Sonic off screen IS included, as it's nice to know what's actually going on in a run like this. Also thanks to the sensational Upthorn this encode also has the hyper sonic flash removed. Enjoy. Edit: I'd also like to express my thanks to those whom have stuck around to seed a large-ish file such as this. Your assistance is greatly appreciated :)
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I seem to remember that you can do the hyper-sonic boost during the Doomsday zone as well. Am I misremembering? If you can, I guess it can be used to reach the boss 2nd form faster.
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You boost a small bit when you hit one of the buttons, and the run spams A and B back-to-back. Far as I know, you can't boost like you can in the normal sidescrolling levels.
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