If you're very familiar with the previous run, you might want to to watch the new run before reading about it for surprises.
  • Emulator used: Gens 11a + Camhack + SolidityViewer + (partial)HitboxDisplay + LUA HUD for Genesis Sonic games (I recommend using a normal emulator when watching it for the first time)
  • Aims for fastest ingame time
  • Takes damage to save time
  • Controls 2 players
  • Abuses programming errors
  • Manipulates Luck
  • Contains Speed/entertainment tradeoffs
One thing was clear to me after finishing the "Sonic 1" run - I would never TAS another Sonic game again. And what happened? I TASed another Sonic game. It started at the very end of my last project when I was bored and just felt like trying to shave off some frames in the first level of this game. After saving a handful of those I still wasn't motivated to take on the run as a whole, then I found a timesaver of half a second at the end of the level - still not motivated, but then after another half a second timesaver at the middle of the level that pushed the time down another ingame second I did start to consider taking it after all. 4 months later the total ingame improvement became 3956 frames (65.93 seconds) with the following breakdowns.

Timetable (the times are correctly read as minutes:seconds::frames)

ActNew timeOld timeFrames savedTotal frames saved
Emerald Hill 10:15::340:16::426868
Emerald Hill 20:33::310:33::39876
Chemical Plant 10:16::330:16::501793
Chemical Plant 20:31::590:32::4647140
Aquatic Ruin 10:12::500:16::30220360
Aquatic Ruin 20:27::160:30::09173533
Casino Night 10:19::320:23::35243776
Casino Night 20:44::540:47::50176952
Hill Top 10:24::250:27::101651117
Hill Top 20:38::320:43::443121429
Mystic Cave 10:22::120:23::19671496
Mystic Cave 20:32::110:35::141831679
Oil Ocean 10:16::420:20::322301909
Oil Ocean 20:29::200:30::09491958
Metropolis 10:31::160:32::26702028
Metropolis 20:12::230:13::36732101
Metropolis 30:32::380:59::4116233724
Sky Chase2:05::572:05::5703724
Wing Fortress1:30::081:33::452173941
Death Egg0:40::300:40::45153956
  • New total time: 11:38::23
  • Old total time: 12:44::19

Level-by-level details

Emerald Hill 1

Main improvements came from 2 maneuvers. The first one was jumping to the spring board after taking the shoes, which required some subpixel positioning before that box in order to work. The second was about gaining slightly more speed and different positioning at the loops which allowed me to run through the springboard, then by positioning yourself correctly (this is off camera) you could run up the hills that would normally launch you into the air.

Emerald Hill 2

A small improvement here, despite taking 2 different routes than last time - since they were almost identical in terms of speed.

Chemical Plant 1

This act was basically my only previous experience with the game, spending around 10 hours here learning about the physics in this game and ultimately made a run where most of it was used in the previous TAS. This time around, with much more experience, I brought some extra touch to this act by doing many things slightly better than last time.

Chemical Plant 2

Around 35 frames were saved by getting a higher horizontal speed when jumping to the platforms that goes in circles. Some extra nitpicking brought the time down 1 ingame second.

Aquatic Ruin 1

Using Tails at the beginning, then used the new loop zip found by skychase.

Aquatic Ruin 2

Used the zip found by skychase and Felipe.

Casino Night 1

Used the zip discovered by GlitchMan resulting in a 4 seconds improvement.

Casino Night 2

Lots of changes throughout the level. Much time was gained by spindashing into the loops, something you might've seen in Felipe's Perfect Bonus run (I found it independently of him though), which also allowed for a route change early on. Tails' behavior after losing control over him was extremely weird:). At the end I choosed, like in the previous run, to hit the capsule with Tails', losing 10 ingame frames. It could be seen as both "real time"-saver (which proved to be very important later on in the run) and a speed/entertainment tradeoff.

Hill Top 1

Much time was saved by better movement in the beginning, then I found a way to extend the zip a bit. It's not too far away that I could've zipped even further but in order to even extend it as much as I did some rather extreme positioning had to be done so there was hardly any room to do things differently.

Hill Top 2

Slightly better gameplay in the beginning saved me some frames after the rising-lava room. I was then fooling around with different way to improve the next part, when I unexpectedly found a way to cut more than 4 seconds off that section. Some new maneuvering at the last springboards also saved a decent amount of frames. The boss fight was just as fast as in the previous run even though Tails didn't take damage like before.

Mystic Cave 1

Some better precision up until around half of the act. Then I found a faster route for Sonic that saved almost 1 second.

Mystic Cave 2

30 frames saved before the boss, then I used GlitchMan's trick to have Tails' dealing hits to it earlier than supposed.

Oil Ocean 1

The only reason for this big improvement is building up more speed by better slope jumps, and then keeping that speed much longer. Sonic is not far away from staying ahead of the screen all the way until the end.

Oil Ocean 2

Not much to say here. All savings came from just going crazy in the oil.

Metropolis 1

Smoother gameplay through the first part of the level lead to me saving 46 frames before the crusher zip, then the new way of scrolling down screen took care of most of the other frames.

Metropolis 2

Went down the same platform but zipped at a different place.

Metropolis 3

Used the zip discovered by GlitchMan to get through the left side of the screen and got to the boss 26,5 seconds earlier than in the previous run. Then I saved 32 frames at the boss which was mostly due to Tails taking damage early.

Sky Chase

Autoscroller - not my favorite thing to TAS. Just did what felt was best at the moment, and of course preserved the the nice little maneuvers at the middle of the act.

Wing Fortress

3 frames saved up until taking damage at the propeller. This time at the appearing/disappearing platforms I needed to do a short pause to make them appear at the right time. At the second to last booster I utilized a glitch which sets Sonic in a state where he, among other things - such as not being able to spindsh under normal circumstances, reacts with a slope in such a way that if helands on a slope with a certain angle, then he'll keep moving in that angle until he jumps. To learn more about the glitch, read this post plus the two below. I was also wrong about one thing, it did save time using a spindash at the place I mentioned. In the boss fight, I needed to spindash to the left at the beginning since otherwise Sonic would be too high up to be able to deliver the final blow.

Death Egg

1 frame gained between the bosses by better positioning. And finally defeated Robotnik 16 frames faster. 2 frames where lost after that, tough, since the boss was higher up when being defeated and the end sequence isn't triggered until he's still on the floor - but I can give that away, I'm just glad it's over.

Thanks to

The authors to the previous run: FuzZerd and Sonikkustar, great run that I learned much from.
marzojr for his LUA HUD script containing lots of useful stuff, especially the jump predictor which I can say for sure both made the run better and cut the time it took to create by many weeks. He also shared useful behind-the-scene info about the game making it more obvious how to handle certain parts, and he helped with various other stuff throughout the making of the run.
GlitchMan for his username-prefix discoveries.
Quietust and Nitsuja for making the first two TASes of this game, which definitely have been helpful for the later runs.
Upthorn for finding the route in EH1 that was used in the previous run.
werster for finding out that it was possible to defeat the WF boss using the slope glitch.
Felipe and skychase for finding 2 different zips in ARZ

feos: HD encode with CamHack (2 screens) and selective blending. Check it out. Thanks Nanogyth!

adelikat: Replacing submission file on behalf of the author. Improvements were as follows:
Aquaric Ruin 1 was improved by 176 ingame frames. Aquatic Ruin 2 was improved by 146 ingame frames. Wing Fortress was improved by 159 ingame frames.
All this resulted in a ingame improvement of 481 frames and an input file which became 421 frames faster.

Mukki: Judging...
Mukki: Fantastic improvement. Easily accepted.

Guga: Processing...


marzojr
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feos wrote:
Where I can get the source code? Where is that option there?
Here is the source. The options you want are in the "hackdefs.h" file; uncomment this line:
//#define SONICCAMHACK // enables camhack (see Sonic offscreen) in sonic games, and hitbox/solidity display
There are two other uncommented lines that disable hitbox and solidity display, so by only uncommenting the line I told you you get the camhack without them. Also, S2 is selected by default (you need to compile a different version for each game). Then compile it; there are instructions somewhere.
Marzo Junior
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marzojr wrote:
feos wrote:
Where I can get the source code? Where is that option there?
Here is the source. The options you want are in the "hackdefs.h" file; uncomment this line:
//#define SONICCAMHACK // enables camhack (see Sonic offscreen) in sonic games, and hitbox/solidity display
There are two other uncommented lines that disable hitbox and solidity display, so by only uncommenting the line I told you you get the camhack without them. Also, S2 is selected by default (you need to compile a different version for each game). Then compile it; there are instructions somewhere.
Thanks, compiled succesfully. Dumping the camhacked avi.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Simply amazing. I didn't imagine the previous run was so improvable, but you found an incredible amount of new tricks and shortcuts. I enjoyed most of the playarounds at the end of each act and liked the detailed submission text. Thank you for making this awesome TAS, Aglar. I have created a poll with my suggested screenshots.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
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A new way to beat the Wing Fortress was found, check the Sonic 2 thread for reference. If no one finds a faster strategy to do this, I'll update the submission with that file (after adding the final zone).
feos wrote:
Only Aglar can improve this now.
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Holding back the encode then.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I did not know that Aglar had done this project. But I must say that this impressive. Also, I can to see some of my ideas in this film, I think the project: Sonic 2 "Perfect Bonus" was not so in vain as I believed. Even, bothers me a bit is the abuse of zips in MTZ2 and 3, but I enjoy what they do Sonic and Tails as they await the score to finish a level. They seem to be attracted to emotionally jajaja and shock that Tails received in MCZ1 c: I vote YES EDIT: I had not noticed, you have copied me a movement in SCZ, Aglar.
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Ok, I thought I would do a quick update of the run. Now it turns out this will not be the case, so I ask for this submission to be delayed for now.
Felipe wrote:
EDIT: I had not noticed, you have copied me a movement in SCZ, Aglar.
No, I did that zone without looking at any of the previous takes on it, except for the popular moves in the middle part that was used in the previous any% run.
feos wrote:
Only Aglar can improve this now.
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damn, I'm getting dizzy; it's too quick. of course, that means it's a yes
Player (52)
Joined: 4/10/2009
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so many changes I never would have thought of. Yes vote.
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wowwoow Aglar thanks, You have me given a lot of spirit for future TAS that I planned to do, but for that I must wait until that Sonic 2 Heroes edition, is completely finished.
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Wow! One of the fastest Sonic TASes I had ever seen! Yes vote.
Blah Blah Blah... Why I'm writing this?
Joined: 11/28/2010
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Easy yes vote. :D
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This is the updated run, I'm kindly asking someone to update the current attachment with this one: http://dehacked.2y.net/microstorage.php/info/1755818392/Sonic%20the%20Hedgehog%202%20%28JUE%29%20%5B%21%5DTAS_175160_Aglar.gmv The improvements can be seen in Aquatic Ruin 1 and 2, and in Wing Fortress.
feos wrote:
Only Aglar can improve this now.
skychase
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Flawless run, pure speed, entertaining, yes vote. ^^
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The improvements are amazing. I liked seeing the black flames when you go into space in WFZ. And very good use of zips at ARZ could analyze their plays to use in what I'm doing. More and more surprising what can be done. (Y)
WST
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This is so damn awesome that I can describe it only in my native language. Obvious yes vote. However, only one thing that disappoints me is that the dancing part of SCZ looks a little fuzzy being compared with one made by Sonikkustar. Also you jump when he looks up/down :) So I still love the previous run. But yes, here are many other nice parts in the level ends, including how you manipulate animals.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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Aglar: since the submission hasn't yet been replaced with a new file, I would recommend that you PM an admin or publisher judge in order to do so.
Marzo Junior
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Yeah, I guess so. Earlier it has worked fine announcing it in the thread and submission text but I guess people are getting tired of Sonic runs and don't check these pages anymore :/
feos wrote:
Only Aglar can improve this now.
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People Judges rather are tired of 9000 submissions in the que since the April first I guess. LOL now it looks like Judges aren' people, haha, sorry guys XD
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Personman
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After the first two stages I was planning to write a comment about how you could do more with the down time at the end of stages, but then it was like you took my advice before I even posted it! The later ones were great :) Still, it remains me dream to do more ambitious storytelling with this kind of TAS. Imagine if there was a multi-act story played out piece by piece in the ending scenes, maybe with a script in the submission comments or youtube overlays (though of course it should be understandable from action alone). Or what if you spelled out a large capital letter in jump paths in each ending, which taken together spell a short message? There are so many possibilities! Anyway, this is not criticism, merely inspiration. This is an excellent run and I vote yes on it.
A warb degombs the brangy. Your gitch zanks and leils the warb.
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It's nice to see this run in 2 point of view. Also congratulations to Aglar to be accepted your movie, I liked the 2 view modes, one know what happens when Sonic is off-screen.
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I was amused when Eggman's shuttle hit Sonic and Sonic broke to pieces; nice timing with glitches, there.
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. ---- [2037] Genesis Sonic the Hedgehog 2 by Aglar in 17:51.60
WST
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What was the purpose of a short pause in ARZ2 (on final countdown)? To keep synchronization after remaking that level or what?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)