Starting from SRAM giving all chaos and super emeralds, and with his game-wrecking sidekick tagging along, Sonic destroys the game utterly, shattering all speed records.
This movie starts from a savestate. Specifically, it is either this savestate (Gens 11a) or this savestate (Gens 11b).
WARNING: The awesomeness of Hyper Sonic may damage your eyes or trigger seizures in susceptible people.

Game objectives

  • Emulator used: Gens 11b (but synchronizes perfectly on Gens 11a) + S3KCamhack + SolidityViewer + (partial)HitboxDisplay + LUA HUD for Genesis Sonic games
  • Ignores delays caused by bonus effects
  • Aims for fastest (primarily in-game) time
  • Takes Damage to save time
  • Abuses death
  • Abuses programming errors
  • Counts time spent dying
  • One player controls two characters
  • Starts will all Chaos and Super emeralds

Generating the savestate anchor

First of all, lets start by linking in the verification movie. This movie plays through the game normally (a good deal of it in real time), gathering all Chaos and Super emeralds and finishing the game. The latter is required so that the present movie can begin from Angel Island zone. There is an innate arbitrariness on where exactly to generate the savestate anchor for a movie; depending on where exactly it is done, you can have a more favorable random number generator, for example.
To counteract this, I developed a procedure for doing such which eliminates this arbitrariness and allows consistent generation of the savestate anchor. It has several other advantages too, which I will explain after the generation procedure:
  1. Play the verification movie until the end; make sure to go until after the last input and stop the movie. This will generate SRAM. Note: This movie, particularly the first half of it, is terribly unoptimized since I played most of it in real time.
  2. Make sure that you do a soft reset and go to the starting menu to make sure that the SRAM has been properly generated (there should be a save with all emeralds).
  3. Close Gens so that SRAM is written to disk. Then go into the SRAM directory and make a backup copy of the S3&K SRAM. We will need this shortly.
  4. Reopen Gens and the S3&K ROM, and make sure to PAUSE the emulation.
  5. Start recording a new movie; do NOT check "Record from now and make a savestate". The movie name is irrelevant; if you paid attention to the above step, emulation will be paused.
  6. Make a savestate.
  7. Advance one frame.
  8. Load the savestate you just made. These last 3 steps ensure that the movie has an empty input list.
  9. Stop the movie.
  10. Go to the SRAM directory and replace the S3&K SRAM with the 'dirty' backup copy you made in step 3.
  11. Open the movie you created in step 5. Make sure that "Clear SRAM" is UNCHECKED, and that emulation is paused.
  12. Start recording a new movie; make sure that "Record from now and make a savestate" is CHECKED. The movie name is irrelevant.
  13. Gens will prompt for the state file name; select one you will remember: this is the anchor savestate.
Applying this procedure yields the savestate anchors linked to above: for Gens 11a, for Gens 11b. Warning: Gens 11b will complain about the Gens 11a savestate, but it works; Gens 11a will crash with the Gens 11b savestate.

Advantages of the method

  1. The generated savestate anchors are all consistent. There is some slight variation, probably due to the PSG, but it does not affect synchronization of the movie.
  2. By hex-editing the savestate dependency away (change byte 0x16 of the movie from 0x5f to 0x1f) and using the "dirty" SRAM from step 3, the movie will still synchronize -- if you make sure that "Clear SRAM" is UNCHECKED when you load the movie.

Comments

Due to the use of an anchor savestate, this movie should probably go into the Starts from a saved state or SRAM section if it gets published.
If there is a glitch in the game which makes it faster, I have used it; no silly restrictions of any kind. Several levels are identical to those of the latest S3&K run; some of these (virtually all improvements in the latest installment of that run) I actually discovered while I was working on this submission.
You will notice that Tails is almost always right there when I need him; that was very hard to pull off: Hyper Sonic is so fast that Tails can barely keep up. Still, I am happy about the results.

Time table

LevelTime
Angel Island 10:35::33
Angel Island 21:06::09
Hydrocity 10:32::26
Hydrocity 2 pre-death0:05::21
Hydrocity 2 post-death0:25::24
Marble Garden 10:25::53
Marble Garden 20:35::36
Carnival Night 10:34::50
Carnival Night 20:40::24
IceCap 10:59::57
IceCap 20:00::00
Launch Base 10:32::18
Launch Base 20:26::58
Launch Base 2 cutscene0:18::06
Mushroom Hill 10:36::15
Mushroom Hill 20:30::50
Flying Battery 10:56::16
Flying Battery 21:11::21
Sandopolis 11:27::51
Sandopolis 20:48::52
Lava Reef 10:52::41
Lava Reef 20:21::42
Hidden Palace0:18::26
Sky Sanctuary0:52::25
Death Egg 10:53::16
Death Egg 21:59::23
Doomsday1:34::30[1]
Total19:42::43[2]
The table shows the in-game timer values. The value after the final colon pair 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::36. Moreover, the last time visible on-screen is 1:33::50.
[2] This is total in-game time. Which means that there are over 11 minutes (!) of level loading times, score tallies and cutscenes in the movie.

Stage by stage comments

Hydrocity 1

The extended zip on this level causes Sonic to be far ahead of the camera; this causes the game to delete the walk-on-water object. By avoiding the creation of new objects, the mini-boss gets loaded in that same slot. On transition to Hydrocity 2 (when the score tally starts), Hydrocity 2 deletes the mini-boss, replacing it again with Hydrocity 2's walk-on-water object. Since the last function of the mini-boss was to unlock the camera, it stays locked and causes Sonic to die much faster than in the latest S3&K run. I literally stumbled into this trick, and HHS later explained it; it seems impossible to replicate it with regular Sonic.

Hydrocity 2, Marble Garden 2, Flying Battery 1, Flying Battery 2, Lava Reef 2

All those levels are identical to the latest S3&K run. I had actually found those improvements while working on the present run and back-ported those improvements.

Carnival Night 1, Sky Sanctuary, final Death Egg 2 boss

The only levels with wholesale lifting of input from the latest S3&K run. Credit goes to Nitsuja for them.

Launch Base 2

A few minutes after the submission had been accepted for publication, Mr_Sweed sent me a video showing an improvement of 10 seconds for Launch Base 2 over the submission, and about 32 seconds faster than the latest S3&K run; that improvement turned out to be suboptimal by about 5 seconds. Splicing the improvement made the following cutscene longer by 15 frames, and nothing I did made any difference. The resulting luck differences also ended up costing me 2 frames until the last hit in Doomsday, although the level timer still stops at the same value.

Sandopolis 1

Annoying timed objects force me to go topside. Without losing time, only Hyper Sonic can get there, and only with the help of Tails. The way I do it, I actually gain time from it.

Hidden Palace

This features a 44-improvement on the fight versus Knuckles. I only had the idea for this improvement after the latest S3&K run was already published, sadly. I managed to land 15 hits on Robotnik in this level too, and needed every last one to get Tails in the right spot.

Death Egg 1

This level features a slightly different route than the 100% S3&K Sonic run; this is because I gain enough frames from Tails and improved precision that there is a light bridge closing the 100% S3&K Sonic run route. If I wait for the bridge to disappear, I lose almost everything I gained this far; the new route allows me to keep most of it.

Doomsday

It is actually possible to collect all rings in this level. This ends up being 22 frames slower, because the level is not a fixed-length autoscroller.

Other comments

Thanks goes to Nitsuja and Upthorn for their Sonic runs, Orkal for his glitch videos, HHS for his explanation of the Hydrocity transition glitch and you for watching. Also, thanks to Mr_Sweed for the Launch Base 2 improvement.
Suggested screenshot: frame 2064.

Flygon: Added YouTube module, note that when MisterEpic's HD encode is made, the module should probably be replaced.
Truncated: Submission file has been replaced with an improved version, 13 frames faster. Marzojr will update the submission text to describe the changes.
marzojr: Updated text with the new times
OmnipotentEntity: A little update, Mister Epic had some issues with encoding this in HD, so I'm doing a little experiment, :) I'll be handling publication of this movie if it is accepted.
Nach: I'm accepting this with the same remarks as #2812: MUGG's GB Super Mario Land "hard mode" in 12:14.77. Publishers please remember to mark the game as 'impure', and copy the note from [1607] GB Super Mario Land "hard mode" by MUGG in 12:14.77.
OmnipotentEntity: Setting to publication underway.
FractalFusion: Setting to delayed as the author is made aware of an improvement in one of the stages.
Truncated: Submission file has again been replaced with an updated version. This one is just above 15 seconds faster, thanks to the suggestion of a yet unnamed contributor. marzojr to spill the beans.
marzojr: Updated text explaining new improvement
adelikat: Accepting for publication.
Nahoc: replaced removed YT module by a new one.


Joined: 6/4/2009
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However, there is something that really bugs me. This shouldn't be called "newgame+", as that description was kind of specific for another game, just like the aforementioned Super Mario Land run is labeled as "hard mode" even though they are the same in the underlying concept. This should definitely get the "second quest" flag on the publication page, but as for the branch name, I'd avoid "newgame+" in favour of something more Sonic-specific such as "Hyper Sonic" or something along those lines.
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Yes, I think the New Game+ TAS should to obsolete the 100% TAS really. That puzzles are boring.
Joined: 7/2/2007
Posts: 3960
Noob Irdoh wrote:
However, there is something that really bugs me. This shouldn't be called "newgame+", as that description was kind of specific for another game...
"New game+" has become a generalized term for playing a game through again but with benefits from your previous playthrough. It happens that Chronotrigger created the term, but it's been co-opted. I don't have a problem with it being re-used here.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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BUMP: I made a pretty. Unfortunately, this pretty needs to be redone because it seems that marzojr found an improvement, but until then, pretty. http://www.youtube.com/watch?v=HAcSmVCnyss http://www.youtube.com/watch?v=AQRrFuGl8x0 http://www.youtube.com/watch?v=vjwk8G7-iKM I'd release the original file; however, it's not going to be the final encode, so I'll hold off. Link to video
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I really enjoyed this. It was suprising how many new strategies and paths were enabled by Super Sonic, as opposed to just running through the non-Super run faster.
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
I like your encoder screen, omni. It is adorable. :3~ protip: not sarcasm
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Post subject: Re: #2802: marzojr's Genesis Sonic 3 & Knuckles "newgame+"
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
TASVideoAgent wrote:
<a>OmnipotentEntity</a>: A little update, Mister Epic had some issues with encoding this in HD, so I'm doing a little experiment, :) I'll be handling publication of this movie if it is accepted.
I saw your 3x2x encode on Youtube, no offense, but I hope you're making a 320x224 version as well, for those amongst us who aren't fans of HD and prefer original resolutions.
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I intend to distribute the torrent as the standard version. The highdef is for streaming sites.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
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obviously I'm giving this a yes vote, but I thought I should say I'm in favor of this obsoleting the 100% movie.
BigBoct
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Posts: 1692
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I disagree with this version obsoleting the 100%, because that also doubles as a low-glitch run because it does not abuse the horizontal underflow glitch; this run does. Waiting on an encode of the latest update to watch.
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Functionally the 100% run is not anywhere near "low-glitch", though. Okay, so horizontal underflows aren't used; that doesn't stop Sonic from going through just about any wall he feels like. If you want a low-glitch run, go watch SprintGod's run instead. About the worst you can say for it glitch-wise is that Sonic runs over the top of the screen for about a second at one point.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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<OmnipotentEntity> DrNach, adelikat, wanted to let you know, sorry I've been scarce lately, I'm preparing for a move, I'll be offline for the most part of the next two days, I won't be able to get the sonic encode done (for the publish.) if you want to reassign that's fine, <OmnipotentEntity> the high def encode is finished. <OmnipotentEntity> and I just need to publish to youtubes. <Grunt> Omni, post a note to that effect in the thread. <Grunt> Encoders will swarm over it if necessary. <_<
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I would gladly be up to encode this, using Flygon's parameters and whatnot to provide you guys the highest quality possible, but first I want to know if my encode would have a chance to be published, or if I would be wasting my processor power again, since I have this feeling that the staff doesn't like me.
BigBoct
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Derakon wrote:
If you want a low-glitch run, go watch SprintGod's run instead.
I do that often, and in fact have argued that said movie should be removed from the S3&K obsoletion chain and republished because the movies that obsoleted it are not low-glitch.
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@Noob: We don't publish highdef videos on the site, if you want to encode a standard def publication of reasonable quality and are willing to create the screenshot, torrent file, etc. Then I'll publish it for you.
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Screenshot is ready since page 1:
Noob Irdoh wrote:
Here is screenshot 2064 as suggested by marzojr: (11743 bytes)
As for the encode, since this is a long movie which would take quite a lot of time to be encoded, I prefer to wait for a green light from an admin before I start. (and yes, I meant SD, I don't do HD, since I don't like HD)
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I checked the Launch Base 2 improvement and it was amazing. What level? I don't see any level.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Why didn't this obsolete the 100% run? Sonic 3 is seeming to have a ton of branches now.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
BigBoct
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So far, we have...
  • Sonic and Tails any%
  • Sonic 100%
  • Sonic and Tails NG+
  • Knuckles 100%
I don't think it's oversaturated yet, considering that each run brings something unique to the table.
Previous Name: boct1584
BigBoct
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Playing the GMV in Gens11b with the corresponding savestate, the movie desyncs in Carvinal Night 2; Sonic falls back down the upper ziptube after Knuckles. I'm using the EPX+ renderer; could that be causing a problem?
Previous Name: boct1584
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1617] Genesis Sonic 3 & Knuckles "newgame+" by marzojr in 31:16.15
NitroGenesis
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What? Is this right? I don't know.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
GabCM
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I've deleted the YouTube link, since it linked to the playlist I've deleted.
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Both archive links dont work.
mklip2001
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I edited the front page to include the links to the savestates that Marzojr used in the submission comments. It seemed like an important thing to make available to people to run the movie (especially since there are two links, depending on your emulator version). If these links turn out unnecessary, then another editor can delete them.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.