Skill is playing the game properly, the way it was intended to be played, efficiently. breaking good times without the aid of Glitches, as they are holes is the program the developers and testers overlooked.
Far from a complete definition, or an accurate one for that matter.
According to that, players are limited to what the programmers designed and accommodated for. So no one's allowed to be creative, come up with any new solutions, because these people set absolute limits of mastery and anyone who manages to do anything more than these people decree is a dirty cheater because they're thinking too much.
You've also left yourself in the position of having to figure out what it takes for something to be classified as a glitch, which is necessary before a conclusive list of what would and wouldn't be allowed is assembled.
For example, in Pyramid Cave, there's a way of avoiding the first hourglass door altogether, and it saves about 5 seconds. This ability was certainly not put in intentionally, but if I showed you a video employing it, would you dismiss it as a cheat?
In a whopping 12 stages, it's possible to find the lost Chao without using a Mystic Melody. Only 2 of these can be reasonably thought of as possibly foreseen by the designers. As for the other 10, how legitimate do you see them?
The reason games like this have so much potential is because there is room for innovation all over the place. The programmers did not make a list of admissible techniques the moment the game was created, thereby declaring themselves indelible masters of this game based on nothing more than fiat, but instead made a 3-D free-range game that allowed the players to figure out just what could be done...and undoubtedly, much of it couldn't possibly have been known beforehand.
When you see timesavers like mine, they're extensions of this policy.
An example of using Skill in a game is Sonic adventure, repeatingly using action makes you go faster as sonic, it's not a glitch cause some of the times require you to use the technique. Compare that to finding a corner you can walk through that finds you at the end of the stage.
Nothing "requires" that, and "legitimate" and "required" do not you hand-in-hand. For example, Knuckles' Sunglasses are a completely superfluous item, and you do not need it at any point in the game. However, you can hardly blame someone for using them.
If a corner that lands you at the end of the level isn't allowed, what about one that manages to just skip one straightaway in the stage? Or two? How big is a shortcut allowed to be?
you're right hunting stages are dependant on luck, but at the same time there is a way to get the emeralds skillfully. I usually break the level into down into areas, check each one looking for a signal.
This only takes you so far.
You could describe my gameplan as a form of that "areas plan", but with 2 areas: "closest piece" and "too far". By the time you get this low, you HAVE to shoot only for the closest locations of all, or else there is no way you can get all 3 and beat the record. For example, most Security Hall layouts can be cleared in under a minute, but only a very few can be done in 16 seconds. If you have sparse pieces, there's no way you can beat the record...so why try? Restart and hope the new layout is more conducive!
using a glitch I found in Sonic CD i could get times of 0:00:00 in time attack.
That's not a glitch. That's Debug mode, and its effects are invariably shut out of topics like this for separate reasons.