So far, I consider this the definitive version to watch this badass TAS. It's only fun if you get to see the full coordination of Sonic and Tails, and I love the zoomed-out view, getting to see the full scope of where rings are in the level, and which ones haven't been collected yet.
This is kind of a "debug" overlay, hence why it also has all of the hidden routine counters printed - I used them to determine when to draw the background plane. I am planning on making it more obvious when I finish the encoder.
Those 42 rings they had to leave behind on Angel Island will never not bother me. Made up for it though with the satisfaction of seeing Sonic grab the enormous group of rings in Hydrocity 1. Fantastic TAS!
You could always tell that the levels in 3&K were massive when you played, but it's surprising just how tightly packed they are too. Seeing the bit in Hydrocity Act 2 at 10:35 especially made me realize that they really made the most of the space they had, because in my mind the fan elevators and the section on the right were extremely far apart but in actuality they were less than a screen away. Incredible run and a great technical showcase of 3&K's levels as a whole!
I look forward to the day when Atlas encodes become easy enough to make that they become a standard secondary encode on TASVideos. This really makes you appreciate how much detail goes into a run like this being able to see everything.
They won't. It's a lot of work to get everything to run smoothly just for one game, and this effort doesn't scale well to other games. Not to mention that the level format has been reverse-engineered before me, and I did not have to sink time into figuring out how the game draws things. That said, I'll put a lot more time into making encoders for other games if I can get enough traction for people to financially support me. It is just a hobby as of right now, and things that I can earn money with have priority.
Tails is such a broken lil shit I love him the absolute teamwork throughout this entire game play was awesome to watch My new Sonic and Tails canon lol Just snapping reality in half like a twig
1:08:24 That little fraction of transformation time made it possible for the Rings to not be consumed, and also, to not get hit by the Mini-Boss, it's just... PERFECTION.
Oh hey, it's the man himself. I'm glad it's up to your standards! I'm planning of making more of these, notably the Sonic Advance series (since it's basically impossible to tell what is happening) and SMW. Perhaps I'll even remake the SMB3 atlas, with every stage as polished as the first few.
It’s cool seeing how the stages actually load but can we talk about the sheer co-op fuckery going on in this video. Sonic and tails are basically a complete unit and it is crazy just seeing how fast it is. I actually didn’t know emulators could receive inputs for both controllers at this rate. Tas speed runs are so underrated and while human speedrunning is impressive; the sheer power of frame perfect inputs should be recognized and popularized
@@TerraKnight27 true. I wasn't thinking about content and space to fit in the cartridge, but you're right. I was thinking about time constraints (you covered that too).👍🏿
So massive that some levels, such as Marble Garden Zone, have their layout designed to abuse the level wrap that characters do when crossing the Y coordinate of the map, giving the illusion of being even taller.
*Me at **12:55**:* Oh no! He left one behind! *Me at **14:30**:* ...well, son of a bitch. Also, I never realized until now just how _stupid_ an amount of Special Stage rings MGZ1 has. You could theoretically get all seven Emeralds in that act alone and still have a ring to spare.
You'd be surprised, but it really wasn't that much work; most of the work was done by people who have documented the internals of the game and made the disassembly of it. It sped up the production of the video immensely since I didn't have to figure everything out myself
@@Selicre oh that makes sense. Definitely grateful for the effort put in by those people in years past. Anyhow this was insanely fun to watch, thanks for putting it together
12:54 Looks one ring has been missed.... I was so axious wondering when he would go back there and pick it up but he didn't after all 🤣. Relieve my discomfort please.
It honestly screams potential here. It would fit perfectly for sonic. Lord knows there's enough sonic team to go around for something like this. Hell, you could even have a chaos fight that's to *scale* doing something like this.
This is cool! I like how you can see most of the act being zoomed out. I use my knowledge of the bonus stages to get even more rings. I can finish 18 out of the 24 acts with 999 rings
The bubble shield bounces off the solid collision tiles, without letting sonic touch the harm object - this is also not reliable, and sometimes you do get hurt. Same thing happens with the Death Egg hurt objects which overlap collision. Not sure why they didn't just hardcode those mappings to hurt you.
Missing one ring in the second act of carnival night 24:10, right after the start of the level in the upper left corner by the time pipe. - 1 one ring. Also, I don't quite understand why it took so long to mess around in the second act of Angel Island, with Tails? All the same, it is impossible to collect absolutely all rings there, but spending 5-10 seconds on 1-3 rings is not quite a TAS style anymore. P.S. I think you can still do the attack of the rings with the hyper sonic, when he gets 50 rings immediately turns and collects the rest, it will be even faster.
1. we don't missed any ring 2. Tails is grabbing rings inside the death boundary 3. Maybe, but would you like to hear the same music in loop and having seizures for the hyper flash? It's a 1:30hs movie. Thats why we chossed the normal form.
@@evil_3d754 As for the music of hyper sonic - I agree to listen to a looped melody is not pleasant. But in the sonic version it is complete, there is no looping hyper sonic melody and in the settings you can make it so that when you activate the crystals of chaos - the music of the stage is accelerated, as when taking accelerating boots. In any case, an excellent walkthrough of the legendary game. sonic 3 complete - there are many possibilities to customize the game.
This is quite the Beautiful Immersion Breaking Zoom Out! it gives more Apreciation on how each Zone is programed to keep up with Sonic's speed any why Sonic 3 is so great Especialy as a TAS!! (although it is a shame the backround had to be ommited due to it) it also shows what Tails is up to "off screen"
It's because the setup I used to do this was janky as hell. I have since switched to directly piping raw frames to ffmpeg, making it much less error-prone.
It's taken me and three goes through this to realise how much trickery there is with the final boss in Death Egg 2 and Doomsday. I'm guessing that it's to do with per-scanline sprite limitations or raw processing grunt in some other way, but is the idea is to draw the "moving" parts of the boss over the background, and then use small camera changes to create the illusion of movement?
The way it works is that the background is drawn on the same layer as the floor, and it's then split with an IRQ to make the two scroll independantly. Due to the fact that the boss is absurdly large, it's drawn on the foreground layer (which happens to be visible in this encode, but at the wrong spot).
No clue, unfortunately, some kind of pattern load cue bug that made the game transfer way more data that it should have. I haven't had the time to debug it.
Oh wow, that was fast, heh. Thanks for the quick response! Figured it was probably PLCs or some such going berserk, yeah. Doesn't look like it did much beyond corrupting Tails (briefly), the HUD, and the rings, though, so that's fortunate, at least. Either way, an impressive encode for an impressive run! This is really neat, seeing how things work behind the scenes, especially the level transitions and whatnot. Here's a (hopefully brief) question about the encode, apologies if you've answered this elsewhere - what do the SERC, TERC, and LPROP labels next to the zone ID stand for? Something to do with background or stage events?
@@Qtheman3456 I think SERC stands for screen routine event counter, and TERC for terrain event routine counter, and LPROP is level property. I don't exactly know what they're actually doing, I just used them to display the other background plane at certain moments (like, for example, the CN1 boss or the IC1 snow collapse). Feel free to ask questions! I like answering them. This video is something I'm really proud of.
Ahh, looks like that's it! I went to google to see what I could find, and it brought me to Sonic Retro's RAM hacking guide for S3K. At a (very) quick glance, it seems like the routine event counters and level property counter/flag/thing are just used to keep track of all sorts of events throughout the game - things like AIZ1's intro, the flying ship at the end of AIZ2, the crushing wall at the start of HCZ2, CNZ1's boss and ICZ1's avalanche... I don't see much of a pattern to it at a glance, though. Still, pretty neat! Cheers! ^^
The same thing can happen in Marble Garden zone act 1, just when you land with Tails carrying sonic at the very beginning on the platform which leads to the lightning shield room. It damages the rings texture for the whole act
You mean where you can clip into the terrain? That happens because the barrel ceases to be solid when offscreen, which a well-timed spindash achieves. Note that there's a much easier way to clip into knuckles' paths, detailed in ORKAL's glitches and oversights video on the zone.
Screen event routine counter, trigger event routine counter, level property, and rings in world/monitors/giant rings. The former three are used to determine when to draw Plane B as if it was a part of the level.
This runs tries to grab every ring possible, but some rings are unreachable. Like the 42 rings left on Angel Island Zone act 2: as you see, you can glitch Tails over walls to grab some of the rings on the Knuckles' area in some zones. However, many rings can't be collected, because Tails doesn't have the time to collect all rings before respanws closer to Sonic. Only as Knuckles you can be able to grab all the Angel Island Zone's rings.
I am pretty sure it's collected at around 14:27; watch the ring counters. The "W" counter is incremented as soon as the ring gets magnetized to Sonic's shield. Unfortunately, I still haven't been able to split the camera at this point, so Sonic went out of frame.
Seeing the absolute lengths you have to go to just to get all the rings, I can see why they scrapped the perfect bonus that Sonic 1 and 2 had for finding all of the free-floating rings in a stage. Even in a theoretically-perfect run, it still takes over 5 minutes to get all of them in Sandopolis Act 1!
It uses the S3&K map engine, so the only _real_ issue to get it to work would probably be the bankswitching. I wonder if the cart registers get saved like SRAM does.
Can you explain the ring counter you have? I’ve paused the video at 5:53 and am curious as to the various numbers. What is the “W” count? What does the 271:306 mean?
The first number is the ring counter as it appears in the HUD; W is regular in-world rings, M is the rings you get from monitors, and G is the special stage rings. (I don't actually remember what G stands for lol) As for 271:306 - 271 is the current number of rings, and 306 is the total amount of detected rings, as reported by the ring manager. (Note: there are some rings unaccounted for, such as rings spawned by the object manager [likely placed by mistake], and rings from other objects)
I have though of something which would be helpful, give some indication of where the camera is, at least if sonic is off-screen. It was pretty confusing that sonic would sometimes stop and wait until I realized he was waiting for the camera to catch up.
@@S3Kglitches There wasn't any need to do so; I simply took the current state of the game and rendered it as the game would normally. I _definitely_ didn't draw all of this by hand, hah.
Also who remembers Jazz Jackrabit 2? because thats what comes to mind when it comes to really zoomed out high speed platformers that we dont really get to see these days tho there is a certain Online Multiplayer Castlevania comes to mind at least you can change the zoom in that to an extent inwards
This is so cool to watch
Frist reply
Im surprised there arent more replies
Is this a bot playing s3&k? cause if so, thas epic
Hello tetra
@@mickhithemouse
Hello Mr Sonic
It’s nice to see how everything loads.
Cert!!
Hola!
So far, I consider this the definitive version to watch this badass TAS. It's only fun if you get to see the full coordination of Sonic and Tails, and I love the zoomed-out view, getting to see the full scope of where rings are in the level, and which ones haven't been collected yet.
Kinda reminds of both Atlas Videos, and Knuckles Chaotix.
Now if only a "No Charmy abuse" category existed for that game.
Hey, where is the Sonic Pocket Adventure TAS atlas I orded?
Sonic and talis
33:20
*_WOAH!_*
I had no idea in all my years of playing Sonic 3 & Knuckles that there was a second ring stash higher up!
Hyper Sonic appearing for literally less than a second is one of the most flex things ever
Took me until CN2 to realize the counts next to the Ring Counter were representing collected Rings, Monitors, and Goal Rings, nice touch!
This is kind of a "debug" overlay, hence why it also has all of the hidden routine counters printed - I used them to determine when to draw the background plane. I am planning on making it more obvious when I finish the encoder.
Those 42 rings they had to leave behind on Angel Island will never not bother me. Made up for it though with the satisfaction of seeing Sonic grab the enormous group of rings in Hydrocity 1. Fantastic TAS!
So what about marble garden 1?
Marble Garden 1 frustrated me in an entirely different way when they somehow managed 1036 rings, but the game didn't bother to count them all!
@@JontyLevine ah ok
The coordination on this makes it seem like an actual tag team Sonic and Tails adventure.
You could always tell that the levels in 3&K were massive when you played, but it's surprising just how tightly packed they are too. Seeing the bit in Hydrocity Act 2 at 10:35 especially made me realize that they really made the most of the space they had, because in my mind the fan elevators and the section on the right were extremely far apart but in actuality they were less than a screen away. Incredible run and a great technical showcase of 3&K's levels as a whole!
Geez, Marble Garden 1 has a lot of Giant Rings.
S/O to the level designers; their work is incredible 🔥
F
It's incredible how they designed such big, sprawling levels considering how little of them you can see on screen at a time
level designer*
Sonic speedruns are so much more entertaining when you can actually tell what's going on.
W = Standalone Rings.
M = 10 Ring Monitors.
G = Giant Rings.
Thanks
This is insanely fascinating.
I look forward to the day when Atlas encodes become easy enough to make that they become a standard secondary encode on TASVideos. This really makes you appreciate how much detail goes into a run like this being able to see everything.
They won't. It's a lot of work to get everything to run smoothly just for one game, and this effort doesn't scale well to other games. Not to mention that the level format has been reverse-engineered before me, and I did not have to sink time into figuring out how the game draws things.
That said, I'll put a lot more time into making encoders for other games if I can get enough traction for people to financially support me. It is just a hobby as of right now, and things that I can earn money with have priority.
@@Selicre Unfortunately, I know you're right. But a man can dream.
Maybe in 2050.
@@Selicre Angel Island 2*
Tails is such a broken lil shit
I love him
the absolute teamwork throughout this entire game play was awesome to watch
My new Sonic and Tails canon lol
Just snapping reality in half like a twig
Abusing the immortality in perfe perfection.
It feels good to see everything onscreen instead of off screen.
1:08:24 That little fraction of transformation time made it possible for the Rings to not be consumed, and also, to not get hit by the Mini-Boss, it's just...
PERFECTION.
Nicely done! I'm always happy to see others push the atlas idea further than I could.
Oh hey, it's the man himself. I'm glad it's up to your standards! I'm planning of making more of these, notably the Sonic Advance series (since it's basically impossible to tell what is happening) and SMW. Perhaps I'll even remake the SMB3 atlas, with every stage as polished as the first few.
@@Selicre Cool, looking forward to seeing how they come out!
Watching tails pick up rings 'off screen' this way is fantastic
Time - Zone - Time (Act 2) - Sonic 3 part
0:16 - Angel Island - 2:19
6:55 - Hydrocity - 9:56
12:45 - Marble Garden - 16:35
20:40 - Carnival Night - 24:06
27:51 - Ice Cap - 31:35
34:02 - Launch Base - 38:09
Time - Zone - Time (Act 2) - Sonic & Knuckles part
44:09 - Mushroom Hill - 47:07
50:00 - Flying Battery - 53:10
56:30 - Sandopolis - 1:02:21
1:05:24 - Lava Reef - 1:08:56
1:14:16 - Hidden Palace
1:15:09 - Sky Sanctuary
1:17:47 - Death Egg - 1:20:40
1:24:22 - Doomsday
1:27:05 (Credits)
@sonic the hedgehog gamings You're welcome, the video description could use it because of the new time feature
@sonic the hedgehog gamings sonic 3
Rom
@@barta27 what?
It’s cool seeing how the stages actually load but can we talk about the sheer co-op fuckery going on in this video. Sonic and tails are basically a complete unit and it is crazy just seeing how fast it is. I actually didn’t know emulators could receive inputs for both controllers at this rate. Tas speed runs are so underrated and while human speedrunning is impressive; the sheer power of frame perfect inputs should be recognized and popularized
Holy ____
The stages are massive
No wonder the game had to be cut in half! God bless and Jesus loves you bro.
sonic 3 and knuckles could actually fit on a 4 mb cartridge, but
- 2 mb cartridges are cheaper to make
- they had to release the game on time
@@TerraKnight27 true. I wasn't thinking about content and space to fit in the cartridge, but you're right. I was thinking about time constraints (you covered that too).👍🏿
So massive that some levels, such as Marble Garden Zone, have their layout designed to abuse the level wrap that characters do when crossing the Y coordinate of the map, giving the illusion of being even taller.
Yeah this game was peak Sonic the Hedgehog. We never reached this level since. Not even Mania as good as that game is.
Now I've seen it *all*
Seeing everything that happened behind the scenes while Sonic and Tails just speedrun through the courses. It's just so beautiful!
I've watched a lot of TAS videos but this ended up being more entertaining than I anticipated. Great work
*Me at **12:55**:* Oh no! He left one behind!
*Me at **14:30**:* ...well, son of a bitch.
Also, I never realized until now just how _stupid_ an amount of Special Stage rings MGZ1 has. You could theoretically get all seven Emeralds in that act alone and still have a ring to spare.
Dang, this is a facinating way to learn more about what's going on behind the scenes with this game!
Wow... Frankly just amazing. Can't imagine the work that's gone into this.
You'd be surprised, but it really wasn't that much work; most of the work was done by people who have documented the internals of the game and made the disassembly of it. It sped up the production of the video immensely since I didn't have to figure everything out myself
@@Selicre oh that makes sense. Definitely grateful for the effort put in by those people in years past. Anyhow this was insanely fun to watch, thanks for putting it together
12:54 Looks one ring has been missed.... I was so axious wondering when he would go back there and pick it up but he didn't after all 🤣. Relieve my discomfort please.
i havent been this entranced and entertained by a TAS or Speedrun in YEARS. im only sorry im so late to the party like always.
Notice that the TAS dashes to the beat in 1:01:54
12:45 - Marble Garden 1
That's an epic way to give this excellent classic a whole new look!
There's a serious charm to watching this game played this zoomed out. I've love to play like a co-op puzzle platformer at this scale.
I might actually end up modding blastem or genplus-gx and making this thing playable. It's definitely fast enough for that.
Castlevania: Harmony of Despair… if it wasn’t delisted, apparently.
It looks a little like Jazz Jackrabbit 2, with the camera being far away 😝
So Sonic 3 left out the perfect ring bonus too? But this is madly insane to watch! Like polishing the gem of Sonic 3 all together!
The way it's zoomed out, it reminds me of Castlevania: Harmony of Despair. Except MUCH MORE zippy.
It honestly screams potential here. It would fit perfectly for sonic. Lord knows there's enough sonic team to go around for something like this. Hell, you could even have a chaos fight that's to *scale* doing something like this.
This is so amazing to watch, I've never seen this version of the game before! This is like a dream come true that I never even knew I had!
This is cool! I like how you can see most of the act being zoomed out. I use my knowledge of the bonus stages to get even more rings. I can finish 18 out of the 24 acts with 999 rings
Ok
Blast Processing can't keep up with this TAS's speed.
wtf, and i liked
Wdym by that?
idk
It's amazing to really see how expansive these levels in this game actually are, and this is running on a SEGA Genesis!
Llevo jugando este juego por 7 años y de no ser por este atlas no hubiera descubierto tantos secretos...
This is still my favorite game of all time.
This is how a film of sonic 3&K would be with all these sonic&tails movements.
It so crazy being able to see the stage map like this.
This is the coolest Sonic video I've ever seen
Huh? You can bounce off spikes using a bubble shield? Was that always a feature or are the spikes not loaded for Sonic here? ( Hydrocity 2 12:00 )
The bubble shield bounces off the solid collision tiles, without letting sonic touch the harm object - this is also not reliable, and sometimes you do get hurt. Same thing happens with the Death Egg hurt objects which overlap collision. Not sure why they didn't just hardcode those mappings to hurt you.
@@Selicre Ah! I understand now.Thank you for explaining!
Watched all the way through, very cool way to see the game. Almost like a behind the scenes of Sonic 3 and Knuckles.
Missing one ring in the second act of carnival night 24:10, right after the start of the level in the upper left corner by the time pipe. - 1 one ring.
Also, I don't quite understand why it took so long to mess around in the second act of Angel Island, with Tails? All the same, it is impossible to collect absolutely all rings there, but spending 5-10 seconds on 1-3 rings is not quite a TAS style anymore.
P.S. I think you can still do the attack of the rings with the hyper sonic, when he gets 50 rings immediately turns and collects the rest, it will be even faster.
1. we don't missed any ring
2. Tails is grabbing rings inside the death boundary
3. Maybe, but would you like to hear the same music in loop and having seizures for the hyper flash? It's a 1:30hs movie. Thats why we chossed the normal form.
@@evil_3d754
As for the music of hyper sonic - I agree to listen to a looped melody is not pleasant. But in the sonic version it is complete, there is no looping hyper sonic melody and in the settings you can make it so that when you activate the crystals of chaos - the music of the stage is accelerated, as when taking accelerating boots.
In any case, an excellent walkthrough of the legendary game.
sonic 3 complete - there are many possibilities to customize the game.
1:01:54 Nice)
This is quite the Beautiful Immersion Breaking Zoom Out! it gives more Apreciation on how each Zone is programed to keep up with Sonic's speed any why Sonic 3 is so great Especialy as a TAS!! (although it is a shame the backround had to be ommited due to it) it also shows what Tails is up to "off screen"
Sonic & Tails at there pinnacle this is what I call team work
This is so cool it almost reminds me of new super mario bros wii how sonic and tails work together and the stage is zoomed out
I had no idea you get teleported back and forth during the flying battery cutscene in angel island and during the forest chase too.
I understand nothing but this is so cool
1:10 1:11 1:12 1:13 1:14 1:15
0:00
19:50 Not sure what happened but the screen flickers to a single frame of Hydrocity Act 1 as Sonic is rolling down the slope.
It's because the setup I used to do this was janky as hell. I have since switched to directly piping raw frames to ffmpeg, making it much less error-prone.
thats a marble garden 2 timestamp
This was really FUN to watch! Always hoped on a great ring attack. Awesome moves and I loved the act 5 part 2 start!
pretty much the coolest video ive seen on YT
It's taken me and three goes through this to realise how much trickery there is with the final boss in Death Egg 2 and Doomsday.
I'm guessing that it's to do with per-scanline sprite limitations or raw processing grunt in some other way, but is the idea is to draw the "moving" parts of the boss over the background, and then use small camera changes to create the illusion of movement?
The way it works is that the background is drawn on the same layer as the floor, and it's then split with an IRQ to make the two scroll independantly. Due to the fact that the boss is absurdly large, it's drawn on the foreground layer (which happens to be visible in this encode, but at the wrong spot).
55:16 Whoa, what happened there? Any idea why having Tails fly Sonic into the spring made VRAM explode like that?
No clue, unfortunately, some kind of pattern load cue bug that made the game transfer way more data that it should have. I haven't had the time to debug it.
Oh wow, that was fast, heh. Thanks for the quick response!
Figured it was probably PLCs or some such going berserk, yeah. Doesn't look like it did much beyond corrupting Tails (briefly), the HUD, and the rings, though, so that's fortunate, at least.
Either way, an impressive encode for an impressive run! This is really neat, seeing how things work behind the scenes, especially the level transitions and whatnot. Here's a (hopefully brief) question about the encode, apologies if you've answered this elsewhere - what do the SERC, TERC, and LPROP labels next to the zone ID stand for? Something to do with background or stage events?
@@Qtheman3456 I think SERC stands for screen routine event counter, and TERC for terrain event routine counter, and LPROP is level property. I don't exactly know what they're actually doing, I just used them to display the other background plane at certain moments (like, for example, the CN1 boss or the IC1 snow collapse).
Feel free to ask questions! I like answering them. This video is something I'm really proud of.
Ahh, looks like that's it! I went to google to see what I could find, and it brought me to Sonic Retro's RAM hacking guide for S3K. At a (very) quick glance, it seems like the routine event counters and level property counter/flag/thing are just used to keep track of all sorts of events throughout the game - things like AIZ1's intro, the flying ship at the end of AIZ2, the crushing wall at the start of HCZ2, CNZ1's boss and ICZ1's avalanche... I don't see much of a pattern to it at a glance, though. Still, pretty neat!
Cheers! ^^
The same thing can happen in Marble Garden zone act 1, just when you land with Tails carrying sonic at the very beginning on the platform which leads to the lightning shield room. It damages the rings texture for the whole act
WOAH! In Marble Garden Zone Act 1 it has MANY rings!
26:28
I would like to know how to do that glitch.
It is amazing to know that with only sonic you can go the routes of Knuckles.
I tried to use the gravity glitch in S3 Air but it is not possible
You mean where you can clip into the terrain? That happens because the barrel ceases to be solid when offscreen, which a well-timed spindash achieves. Note that there's a much easier way to clip into knuckles' paths, detailed in ORKAL's glitches and oversights video on the zone.
So, what do all the stats above mean? SERC? TERC? LPROP? W? M? G?
Screen event routine counter, trigger event routine counter, level property, and rings in world/monitors/giant rings. The former three are used to determine when to draw Plane B as if it was a part of the level.
So cool! Collect rings from Knuckles area too!
This runs tries to grab every ring possible, but some rings are unreachable. Like the 42 rings left on Angel Island Zone act 2: as you see, you can glitch Tails over walls to grab some of the rings on the Knuckles' area in some zones. However, many rings can't be collected, because Tails doesn't have the time to collect all rings before respanws closer to Sonic. Only as Knuckles you can be able to grab all the Angel Island Zone's rings.
0:50 WOAHHH WHERE THE HELL DID THAT GIGANTIC SPIN DASH LAUNCH COME FROM
Sonic clipped into the terrain by going too fast. This isn't a spindash, it's a zip.
I can't do this all day, it's a legend team playing
12:54 there is one ring left on that slope, can anyone explain how it's got, I can't catch it
I am pretty sure it's collected at around 14:27; watch the ring counters. The "W" counter is incremented as soon as the ring gets magnetized to Sonic's shield. Unfortunately, I still haven't been able to split the camera at this point, so Sonic went out of frame.
@@Selicre oh wow, great catch I think that's it!
Seeing the absolute lengths you have to go to just to get all the rings, I can see why they scrapped the perfect bonus that Sonic 1 and 2 had for finding all of the free-floating rings in a stage. Even in a theoretically-perfect run, it still takes over 5 minutes to get all of them in Sandopolis Act 1!
Just imagine playing Sonic delta 40mb with this Atlas map!
It uses the S3&K map engine, so the only _real_ issue to get it to work would probably be the bankswitching. I wonder if the cart registers get saved like SRAM does.
Bruh. You can literally see how the entire game handles the stages
I used to know everything in Sonic 3,but I've never seen this one!
My favorite game of all time! Cool prospective of it. :D
You missed a ring in Marble Garden at 12:54
Howling at tails being clipped into the knuckles version of Angel Island 2 to smuggle illegal rings.
Wow so good
Bro how is this guy so good
It's a tas (Tool-Assisted Speedrun) Have you ever heard one?
Can you explain the ring counter you have? I’ve paused the video at 5:53 and am curious as to the various numbers. What is the “W” count? What does the 271:306 mean?
The first number is the ring counter as it appears in the HUD; W is regular in-world rings, M is the rings you get from monitors, and G is the special stage rings. (I don't actually remember what G stands for lol) As for 271:306 - 271 is the current number of rings, and 306 is the total amount of detected rings, as reported by the ring manager.
(Note: there are some rings unaccounted for, such as rings spawned by the object manager [likely placed by mistake], and rings from other objects)
@@Selicre Ah okay. Thank you.
@@Selicre Coming back a year later and it just struck me, G for Giant rings.
@@kerbe3 oh, yeah, that would certainly make sense.
Missed rings at 5:35 on the bottom left.
Those rings can not be obtained as they're below the death boundary.
1:27:07 UN AVIÓN QUE PASA POR UN ÁRBOL
Usually Tails doesn't help, and it's a pain to have around. Somehow, you managed to make him useful with Sonic. Well done! LOL!
I love this! Wish I could see more TAS like this
I have though of something which would be helpful, give some indication of where the camera is, at least if sonic is off-screen. It was pretty confusing that sonic would sometimes stop and wait until I realized he was waiting for the camera to catch up.
That is, in fact, coming soon.
This feels like playing Castlevania Harmony of Despair by the amount of zoom out of this gameplay
All my questions was answered in this video😮🎉
This is mind boggling!!
It really feels like you get a peek behind the curtain at how the game functions in this video.
man, you are amazing
holy crap what???? I am SO glad I found this
ok but ICZ being zone 5 and FBZ being zone 4 as in the old scrapped level order makes me want to know more about the prototypes :v
1:08:26 that finishing blow holy heck! that was pizzazz!!
2:44 Tails out of camera, but still loaded.
Unloading of objects is up to the objects themselves; Tails will never despawn (although the game will move him to bogus coords if he's respawning)
@@Selicre Interesting to know, also, who figured all the exact behavior when the levels are switching? Some serious analysis there
@@S3Kglitches There wasn't any need to do so; I simply took the current state of the game and rendered it as the game would normally. I _definitely_ didn't draw all of this by hand, hah.
@@Selicre yeah I noticed your interesting level exploring script later hehe
With the camera zoomed out, the game starts to look like a fan game.
this is so cool
You know, this looks like a Sonic Harmony of despair or something
Also who remembers Jazz Jackrabit 2? because thats what comes to mind when it comes to really zoomed out high speed platformers that we dont really get to see these days tho there is a certain Online Multiplayer Castlevania comes to mind at least you can change the zoom in that to an extent inwards
If only 3D Sonic levels were this huge they wouldn't be over in 1 minute lol
rolling up behind knuckles in mushroom hill act 2 is literally the funniest thing in this game
Because of the camera position, this is just Sonic 3 if it was Terraria