Posts for cynicmusic

Experienced Forum User
Joined: 4/23/2006
Posts: 4
CrazyTerabyte wrote:
cynicmusic wrote:
http://sonic.tcpmusic.com/content/CPZ_01_Rings.avi (H.264 AVI @ 35MB)
I'm on Gentoo Linux, with latest stable mplayer (version 1.0.20060415), and I could not reproduce this video. The sound worked, but it showed "no video". The same with Xine (although it complained about some error). I'm used to play all other videos from this site, and all of them work nice. This is the only one which does not work. (now I must restart X in 16 bit color to run modified gens under wine to be able to watch the video)
Sorry about that! It appears that mplayer only supports the VSS H.264 codec on Windows. Not to mention the .dll's are not even included in their primary codec pack. This encode using a different codec should work: http://sonic.tcpmusic.com/content/CP1.avi
Experienced Forum User
Joined: 4/23/2006
Posts: 4
I'm working on a short series of perfect/speed runs in Sonic 2. To keep things interesting, they're not strictly time attack, but rather a hybrid set of rules based around the route for each level. The best levels for rings I think are CP1, CP2, AR1, MC1, and Wing Fortress so I am trying to compile a list of tricks for those maps. CPZ1 (335 rings in 2:47) http://sonic.tcpmusic.com/content/CPZ_01_Rings.avi (H.264 AVI @ 35MB) http://sonic.tcpmusic.com/content/cpz1rings.gmv (GENS movie) AIMS FOR THIS RUN (in order of priority): - grab all rings - exploit switching points between ramp/loop layers - minimize backtracking - preserve momentum (instead of always using spindash) - fastest time
Experienced Forum User
Joined: 4/23/2006
Posts: 4
xebra wrote:
finding the best loop and slope jumps.
Yeah I seem to do well at finding them when playing in slow motion (25%) and realtime as well, but it's hard to replicate the same moves frame-by-frame. I'm still trying to figure out exactly how the physics of slopes work and what buttons do what and how long to hold them for. Im working on CPZ currently some of the things I'm having difficulty with - how to maintain faster than max speed - what to tap/hold on the d-pad (forward, down) when jumping off the downward slope of a ramp. - what to tap/hold on the d-pad (forward, down) when landing - if jump height (holding jump button) affects the forward momentum when jumping off the downward slope of a ramp - how to go from rolling to running without jumping
Post subject: Optimizing Sonic Movement (s1 and s2)
Experienced Forum User
Joined: 4/23/2006
Posts: 4
What are some general strategies for making sonic speed runs? I currently play at 25% speed and use frame advance for losing momentum (air/ground), stop, change direction, crouch, and spin dash. I feel that my frame-by-frame key sequences are not optimal -- I sometimes overcorrect on a stop or jump too high becuase sonic reacts a few frames after the input. I am just wondering how the pros do it and what settings are best to execute various manuevers in the fastest possible frame count.