User Files for Sonic 3 & Knuckles

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#638051711865615419 - White Sonic in S3K TAS

White Sonic In S3K3.bk2
In 26:29.41 (95242 frames), 5647 rerecords
Game: Sonic 3 & Knuckles (Genesis)
0 views, 29 downloads
Uploaded 11/27/2022 6:39 PM by LeonidaselXD (1 files)

#638027616060682029 - Carnival Night 1 CamHack

White Sonic In S3K.gmv
In 00:00.91 (55 frames), 0 rerecords
Game: Sonic 3 & Knuckles (Genesis)
0 views, 33 downloads
Uploaded 10/30/2022 9:20 PM by Jairo Apa (1 files)
Carnival Night zone 1 camhacked

#73248627736988346 - 14 frames faster route for S3 special stage 5

s3 special 5.gmv
In 08:47.84 (31630 frames), 40222 rerecords
Game: Sonic 3 & Knuckles (Genesis)
1401 views, 197 downloads
Uploaded 8/3/2021 6:08 PM by joojamoi (3 files)

#70003590543205647 - GEN Sonic & Knuckles & Sonic 3 "Sonic, no zips"

In 28:43.51 (103278 frames), 13027 rerecords
Game: Sonic 3 & Knuckles (Genesis)
2791 views, 246 downloads
Uploaded 3/10/2021 2:45 PM by KnucklesMaster368 (4 files)
sorta restarted the project again to make more efficient use of the resources and TASes available to me. all but four of the Sonic/Sonic+Tails any% TASes have some input either pasted in or referenced here (the four that don't are 156M, 1400M, 1595M, and 2741M)
no encode this time, sorry.

#69749377997963944 - GEN Sonic & Knuckles & Sonic 3 "Sonic, no zips"

In 22:20.05 (80300 frames), 2907 rerecords
Game: Sonic 3 & Knuckles (Genesis)
2949 views, 252 downloads
Uploaded 2/27/2021 3:59 AM by KnucklesMaster368 (4 files)
An update to last week's TAS: Now it's synced up to the start of Flying Battery 1.
I'm still dedicated to putting this on BizHawk so I'm mainly resyncing the old TAS right now before putting in improvements, though some have been put in.

Note about the Userfile: it requires BizHawk 2.4.2

#69549026926965929 - GEN Sonic & Knuckles & Sonic 3 "Sonic, no zips"

In 11:11.63 (40246 frames), 162602 rerecords
Game: Sonic 3 & Knuckles (Genesis)
3037 views, 255 downloads
Uploaded 2/18/2021 3:26 AM by KnucklesMaster368 (4 files)
Reset the development of this TAS to work off a really old TAS by SprintGod that had only 1 zip in Hydrocity 1.
I'm still dedicated to putting this on BizHawk so I'm mainly resyncing the old TAS right now before putting in improvements.
Also, encode is shitty because I forgot to pass it thru VDub first. Only two levels so far I can say I have had to do basically without a pure copy paste of inputs from 331M: Marble Garden 2 and Carnival Night 2, both of which are slower than 331M.

Note about the Userfile: it requires BizHawk 2.1.1

#63404872837707951 - 122 faster route for S3&K special stage 5

s3&k special 5.gmv
In 29:00.97 (104324 frames), 40223 rerecords
Game: Sonic 3 & Knuckles (Genesis)
5000 views, 396 downloads
Uploaded 5/17/2020 10:32 AM by joojamoi (3 files)
Saves 122 frames over current published TAS ( ) on S3&K special stage 5. Route is 123 frames faster but loses 1 frame on ring bonus.
Fast forward to frame 100000.

#62475296739905601 - Sonic the Hedgehog 3 & Knuckles Showcase

In 04:24.44 (15846 frames), 306 rerecords
Game: Sonic 3 & Knuckles (Genesis)
2050 views, 427 downloads
Uploaded 4/5/2020 1:48 PM by EnderChan7 (1 files)
A Showcase of Sonic 3 & Knuckles using Debug Mode

#49065907235942714 - AIZ2 crash

In 02:28.65 (8908 frames), 201549 rerecords
Game: Sonic 3 & Knuckles (Genesis)
10474 views, 873 downloads
Uploaded 8/10/2018 4:18 PM by joojamoi (3 files)
Rather curious looking crash which seems to be caused by interrupt handlers being overwritten with more or less random garbage.
First 7200 frames are from currently published TAS. The crash happens on frame 8848.

#48787084640167542 - Blue Knuckles Attempts

In 02:58.58 (10701 frames), 1439 rerecords
Game: Sonic 3 & Knuckles (Genesis)
10435 views, 676 downloads
Uploaded 7/29/2018 2:56 AM by DDRKhat (1 files)
Credit to marzojr and aglar for their inputs (in Angel Island and Special Stage).
This input leads to a volatile state but does not successfully cause a crash (or lead into "wrong character" glitches).

#46659538698090573 - S3K - Knuckles glitchless - WIP 1

In 05:27.08 (19600 frames), 68922 rerecords
Game: Sonic 3 & Knuckles (Genesis)
11778 views, 1073 downloads
Uploaded 4/24/2018 7:23 AM by Evil_3D (6 files)
This is a work in progress of my recent new project, Knuckles glitchless.
This tool-assisted superplay movie plays the levels as it is supposed to be played, showing a more natural gameplay that prohibits major technical glitches that break the game.

Glitches banned

  • Horizontal Underflow
  • Zips
  • Slope glitch
  • Spindash trough objects
  • Glitches that affect characters gravity
  • No cliping trough Surfaces, Objects, Bridges
  • Respect the Sky boundary, no taking shortcuts trough him

Allowed tricks

  • Frame rules / Minor tricks that can save time
  • Luck Manipulation
  • shortcuts with character abilities ( gliding, climbing, badnik-monitor bounce )

Wip 1 Timetable

Angel Island 10:41'34
Angel Island 20:32'19
Hydrocity 10:36'55
Hydrocity 21:46'48
Hydrocity 2 needs to be redone because I forgot a shortcut in the first big ramps, the rest is fine.

#44787462186883189 - Sonic + Tails newgame+ Ring-attack - WIP 21

In 1:11:03.90 (255505 frames), 342721 rerecords
Game: Sonic 3 & Knuckles (Genesis)
12736 views, 1113 downloads
Uploaded 1/29/2018 11:58 PM by Evil_3D (6 files)
This is the newgame+ Ring-attack up to Sandopolis ACT 2
Sandopolis ACT 2 starts at frame 243479
Savestate for Gens-rr 11b: Here

#43984298463057588 - GEN Sonic & Knuckles & Sonic 3 "Sonic, no zips"

In 25:28.91 (91617 frames), 6952 rerecords
Game: Sonic 3 & Knuckles (Genesis)
13911 views, 814 downloads
Uploaded 12/24/2017 7:52 PM by KnucklesMaster368 (4 files)

#42659172582870843 - ST maxrings up to MHZ2 wip 15

In 57:22.99 (206314 frames), 67805 rerecords
Game: Sonic 3 & Knuckles (Genesis)
13796 views, 1153 downloads
Uploaded 10/26/2017 3:36 AM by Evil_3D (6 files)
Sonic + Tails newgame+ Rings-attack up to Mushroom Hill 2
MHZ2 start: frame 193470 In-game time: 2:48:35 Rings: 718

Save state for Gens-rr 11b: Click here

#42185670270865281 - Sandopolis 2 S+T ring attack (no screen wraps)

Sandopolis 2 S+T ring attack (no screen wraps)/Sandopolis 2 S+T ring attack (no screen wraps).gmv
In 03:39.49 (13153 frames), 16538 rerecords
Game: Sonic 3 & Knuckles (Genesis)
13762 views, 1084 downloads
Uploaded 10/4/2017 7:49 PM by kaan55 (1 files)
This is a testrun of Sandopolis 2 Sonic and Tails ring attack.
The movie requires a savestate for gens 11b
This is my first time using the userfiles so I hope this was uploaded the way I wanted it to. EDIT: It didn't. I added a link to the savestate above. I also added a link to the youtube encode below for convenience sake.

#41776512898163931 - Sonic + Tails newgame+ Ring-attack LBZ2 WIP 13

In 50:23.59 (181182 frames), 58472 rerecords
Game: Sonic 3 & Knuckles (Genesis)
13960 views, 1055 downloads
Uploaded 9/16/2017 9:35 AM by Evil_3D (6 files)
Here is the lastest WIP of the "newgame+ ring-attack" (Idk what to really call it) up to LBZ2, Sonic 3 levels are done, I will start with S&K levels now.

Save state for Gens-11b is required!: Click here

#41475077960575424 - Sonic and Tails newgame+ ring-attack LBZ1 wip

In 41:45.32 (150126 frames), 48747 rerecords
Game: Sonic 3 & Knuckles (Genesis)
14122 views, 1071 downloads
Uploaded 9/2/2017 7:47 PM by Evil_3D (6 files)
This is a LBZ1 Wip showing first 2:12 minutes in-game time
Savestate for Gens 11b is required: Click here

#41116930443853757 - S3K - Knuckles 100% improved special stages

In 44:27.73 (159858 frames), 34105 rerecords
Game: Sonic 3 & Knuckles (Genesis)
14160 views, 1131 downloads
Uploaded 8/17/2017 4:40 PM by Evil_3D (6 files)
This is a improved version of my previous Knuckles 100%. Tha main improvements is thanks to joojamoi for improved the 14 special stages thanks to a new glitch to save time.
The bad side is the movie desync in some zones and I helped him in this part and luckily I improved some zones.
These are
LevelNew timeOld time
Flying Battery 21:16.301:17.04
Sandopolis 21:03.181:08.40
Lava Reef 20:42.070:44.14
Sky Sanctuary0:57.070:57.06
Sky Sactuary I lost 1 frame because Mecha Sonic has a very unfriendly attack patterns and with the new times the patters changes drastically, so when SSZ start I do micro pauses to manipulate his attack patterns. It's a shame to have lost 1 frame here, but hey, if I had not done the pauses I would have lost 10+ seconds.

#19351628431942712 - Marzojr & Aglar's Sonic 3 & Knuckles "newgame+" from SRAM

In 27:31.29 (98950 frames), 201240 rerecords
Game: Sonic 3 & Knuckles (Genesis)
20226 views, 1346 downloads
Uploaded 12/11/2014 11:42 AM by marzojr (1 files)
Hex edited version of the submission that does not have the savestate dependency; instead, it requires valid SRAM. You can either use this one or generate your own as described here.

#16955344100364339 - TAS - Sonic 3 & Knuckles - Tails - Flying Battery 1 - 46::58

In 01:29.14 (5342 frames), 640 rerecords
Game: Sonic 3 & Knuckles (Genesis)
20557 views, 1387 downloads
Uploaded 8/25/2014 1:41 PM by Tee-N-Tee (1 files)

#9847581196143226 - Knuckles Ring Run - Demo

In 05:12.16 (18706 frames), 18174 rerecords
Game: Sonic 3 & Knuckles (Genesis)
8689 views, 1179 downloads
Uploaded 10/9/2013 11:17 AM by TheYogWog (1 files)
I'm still not sure/don't remember if or what the consensus was about the validity of a ring attack-speedrun for a goal in a TAS for this game. I know the Sonic 2 "perfect bonus" run was rejected, even though it was well received, and I understand why, but S3&K doesn't even have a tangible in-game reward for collecting all the rings. I think it's questionable whether you guys would allow it, but if it was done right, and well, I don't see why not. And I believe it's a nice solution to the aspect of S3K runs zipping through much of the core content of the game, which some people don't always like, while still being less arbitrary and difficult to define than something like a glitchless run.
These are the guidelines for it that I'd propose:
-First and foremost, aims to obtain the maximum number of rings (normal + monitor) possible as Knuckles (or whatever character is selected)
-Secondly, aims to do so in the least amount of time required
-Thus, the only way the movie could be obsoleted is if somebody did another recording with either more rings regardless of time, or equal rings in less time
-Since it's a full, single segment playthrough and the only thing that ultimately matters is total rings collected by the end of the game, progress should be measured in terms of rings per zone; rings per act is an irrelevant figure, and it's also ambiguous because there are some levels (AIZ, ICZ) where certain rings overlap and can be collected in either act
-Ignores special and bonus stages, except for rare instances when it's necessary to enter and immediately exit one in order to reset a boundry, and excludes from the eligible ring count for the run any rings that can be obtained through them (RA's including giant rings and/or transformations should be a separate category for everyone, due to drastic ramifications on the overall nature of the gameplay; except maybe Sonic, since he can still use shield jumps without transforming)
-Uses glitches to get more rings, faster
-Uses in-game timing, if possible

#4013288162007150 - Sonic the Hedgehog series timer

22063 views, 1201 downloads
Uploaded 1/19/2013 5:18 PM by oneeighthundred (1 files)
This script adds a more accurate in-game timer overlay to Sonic the Hedgehog series games. It displays the subsecond time on the main clock as well as an additional display of the time it actually took to go from the timer starting to the post-stage score screen.
This includes a breakdown of frames added from lag, pausing the game, and most importantly, post-stage actions that delayed the score screen.
Works with the entire main Sonic series.