Hill Top 1

## Glitchless

Difficulty:

* Safe: 0/10
* Optimal: 0/10
* Glitched: 0/10

### Safe

* Start with a very fast 1-tap spindash and jump to clear the ramp. Land on the cable platform and spindash - if you spindash from the platform above a spike enemy will spawn right where you land, and you have no rings...
* After spindashing into the S-tube, start holding left as you approach the ramp and hit the gap. If you get it just perfect you can land on the right hand side of the ball in the seesaw, but more often than not you should fall to the left hand side and jump over it. If you land on the right you should make a small jump onto the platform moving up and down in the lava (which is roughly in a vertical line with the rightmost ring in the set of nine up above). This platform will be at its highest point if the stage has gone well so far. Alternatively you can do a small jump to the other side of the seesaw, then as you walk off tap left then piano roll a jump on the platform below.
* After getting up on the correct floor, spindash and jump into the corridor roof in order to trigger the earthquake as soon as possible.
* In the ideal case, the third door in the underground section closes behind you just as the clock ticks to 0:30. Wait for the platforms underneath you to move upwards a little bit. If you stand still in the same position as the video, as the "earthquake platform" comes up underneath you Sonic will run on the spot, once this happens you can jump into the gap onto the rock and be safe. If you got to the third door by 0:30, jump in this hallway and roll off the platform in the lava, which should be at the top of its cycle, and you should roll through the gap without touching the lava at all. If you have no rings at this point, there are three at the end of this hallway, you can reach them by doing a 6-tap in the hallway then cancel your roll as you won't have enough height to reach them otherwise. If you're not confident in the speed you can simply do a jump at the right time to reach them.

### Advanced

* As shown in this video, it's possible to get a super high bounce off the first seesaw here, such that you skip the second one and go to the platform above. This actually has to do with your actions at the start: if you can get Tails to jump straight up like this, he'll fall in the pit trying to follow you and not have enough time to respawn. The game still stores his speed in memory, however, until he drops out of his flying state when returning. When Sonic hits the seesaw, the game actually checks **both** characters' speeds, and uses the higher one to determine how far to throw the ball up. This saves two seconds if you can pull it off. This is why you should not spindash on the first seesaw just in case since a spindash will be stored in the air and thus you have to burn it on the ground before the spring in order to not accidentally spindash off the platform later.

## Glitched

40 Seconds

* Land on the next cable platform, and start running off it as you go through anywhere between the first and the third ring, facing left as you land in the lava to ensure you get knocked back to the right. As the platform falls it takes you with it in your invincibility time. The zip is possible to do between the following frames:

* A tiny tap to the left to get some pixels between Sonic and the right wall before falling through the lava will increase the chance of getting a good zip where you don't have to bounce on the spring in order to proceed.
* The most common and consistent methods of timing the zip is as soon as the bottom of the lava passes between "RINGS" and "TIME" or when the right rectangle hits the top of the screen (left picture).