Posts for Kriole

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Experienced Forum User, Published Author, Experienced player (860)
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Cpadolf wrote:
BTW what route are you planning to use?
We are gonna start with Ridley (!), then go draygon phantoon kraid then finally motherbrain.
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Highness wrote:
Very beautiful so far, Kriole. Keep it up.
Thank you, though please keep in mind that Taco and I are working on this together, so the credit will be split equally in every way ;]. We will keep it up indeed~
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moozooh wrote:
Another surprise was Crateria mainstreet where you used mockball to plant the first bomb, then unmorph to plant the second. How much faster is that?
2 frames faster.
moozooh wrote:
Overall, excellent WIP.
Cheers.
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Time to WIP our RBO =). Weeee! Compared to Cpadolf, we are 177 frames ahead (the comparison is fair since no difference has yet occured, Brinstar being 59 frames faster). Minor improvements everywhere, find them for yourself. Have fun. EDIT: Almost forgot, we switched back to 1.43~ so don't try it in 1.51 =)
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Saturn wrote:
Kriole wrote:
with improvements in mind/planned out for every single one of them.
That's what I mean. Empty thoughts. Otherwise how about showing a at least 1-frame improvement demo for rooms like for example the landing one or my new OTES climb strategy with your subpixel fix already included instead, when you say that they were already planned out and truly achieved? Seems like it won't work out well after all, wouldn't it? ;-)
We are talking about Brinstar here, not Crateria. I'm having difficulties elaborating without offending you, so I am gonna go ahead and stop right here. Have fun.
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Cpadolf wrote:
Also did that diagonal room timesaver you mentioned work out?
Not yet, no. This is what we had in mind, the problem is positioning. No position yet made it work. Feel free to prove us wrong.
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Cpadolf wrote:
Also I actually found a place where the "faster turning to the left in crouch position glitch" is useful :p
Allow me to feed your ego: That was awesome.
Saturn wrote:
Taco and Kriole also did good progress until Torizo (which is coincidentally the point where my TAS demo stopped to which they referred all the time), but since then we didn't hear any news on further progress for a while now.
True. We ran out of things to compare to, so we are standing here completely paralyzed in shock. What should we do, oh great one? Bless us with your smv. It was "good" progress since the improvements were pinpointed and already planned ahead, all we had to do was to apply them consequently. It was WIPed directly at Torizo since we wanted to see your humiliation when we yet again take something from your "perfect"-folder and rip it into shreds. Also, our progress is crippled because more and more improvements were discovered, and we are at the moment in our 7th restart. We are in Brinstar, with all rooms planned ahead (probably), with improvements in mind/planned out for every single one of them.
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Took the liberty to improve the red brinstar pre-PB timesaver by 1 frame. Get it here. Have fun.
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hero of the day wrote:
Seems like a stupid quirk in the game's programming. Anyone have an explanation for this?
I think it's because they want to limit the height of a jump at full speed, so that it doesn't become wtfdood-high when you reach 7.0. Running for 1 frame and jumping without high-jump is so rediculously low =p.
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moozooh wrote:
Have you managed to improve upon Cpadolf's version?
We improved it by 3 frames, but the new discovery might save another 2-5 frames.
Cpadolf wrote:
Kriole wrote:
Already finished with the diagonal room, but due to a recent discovery we may have to redo it once again.
What discovery? I'm very interested in this becuase of all the time I have put into this room.
It's no real discovery, just something in the environment which can be abused to shoot the first geemer without skipping so many armpump.
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Cpadolf wrote:
Also weird save taco, very unexpected results from just not turning around. Also get to the diagonal room already!! I wanna see what you can do there :)
Already finished with the diagonal room, but due to a recent discovery we may have to redo it once again.
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hero of the day wrote:
Taco, that red brinstar is about the same speed as this, except this one doesn't lose a missile or take damage. I am pretty sure you knew about this before anyway. What is the benefit of using the other method?
You shot the wyrm with a super missile, doubt that was planned though. Think you dont have to kill the wyrm to allow the trick to work. IIRC, Taco said both were equally fast.
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Crateria has been improved once again, this time before the OTES. The moozooh jump was obsoleted with the trick that Hero was kind enough to show us earlier (the powerrangers were unfortunately already well aware of that trick ;/). moozooh jump obsoletion It is due to the momentum trick (this seriously need a handy name) that is applied to reach the door faster. 2 frames saved.
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Hey every1 lol we did it again omg gogo powerrangers here it is the true meaning of life is pie 2 frames saved kk this post be very serious cat
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Twelvepack wrote:
The run I saw looked more like someone played it by hand, and used re-records to execute the glitches. The overall quality of play was not even up to time runner standards of precision.
That's very right indeed. It is halfassisted, no slowdown and savestates only IIRC.
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Saturn wrote:
It's amazing that there are indeed people who seem to not get what I mean with "perfect" and with "100%" regarding my RPG walkthroughs.
Like yourself.
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Cpadolf wrote:
Anyway, in your RBO are you aiming strictly for realtime or are you optimizing door entrys for ingame time?
I think we settled that we will go strictly for ingame time. And we are going to do it with the new 1.51 version.
Cpadolf wrote:
Also thought I might ask, does anyone know if the door timer for the torizo room oscilates all the time or just start when you enter the room? I think the latter which is sad because otherwise that room would have been improvable by 1 frame.
IIRC, the timer reads 1 about 50% through the transition and changes to 2 when it is finished. So it can't be manipulated
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hero of the day wrote:
On an unrelated matter, has anyone seen this semi-tool assisted run? found here.
Haha! =D That's my run! Just found this post :] The emulator I used didn't have slowdown, so the thing I did to slow the game down was to crank up all the settings so that my computer couldn't handle it anymore. The game was slowed down to approx 35% speed. Savestates is the wrong word... uhm... roomstates. Well frankly, I was recording AVI's instead of SMV's so rerecords was no option. So I had to redo every room once I loaded a state, and do it in 1 go. Thus the high amount of mistakes I just let go since I didn't have the motivation to redo, and the fact that I was very unused to slowdown in itself. I was a regular speedrunner. Also, I did not have turbobuttons, so I was just randomly mashing 'L'. As for the 'copycat' part. All the tricks that I showed in that run (mockballing, phantoon first for instance) were found by myself while grinding speedruns (for anyone that gives a crap, I stopped speedrunning when the timer showed 00:35), just to find later that someone had already done it. When I uploaded the segments with those tricks I thought they'd get 100000 comments, which would go something like this: "OMG SEQUENCE BREAK!!!1111" Unfortunately that was not the case. I had never seen a TAS before, except Saturn's RBO, which I thought were so superduper I actually thought they were fake at first (>_>). The reason for why I did that run, was mostly because I just had found the Phantoon first thing, and I wanted someone to know. I had nowhere to go but to YouTube, since it was there where I saw Saturn's RBO WIP's.
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P.JBoy wrote:
And would a CWJ on that little platform just above the middle of the noob tube help in getting to get to the wall quicker
CWJing does not increase speed. It increases distance and height. Although it might save time ultimately, thanks to increased vertical positioning. Definately worth testing.
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hero of the day wrote:
Collecting the boots would require 2 extra door transitions (4 technically, but obtaining the e-tank here would eliminate the need to collect ridley's e-tank). That right there is 5 seconds, plus the item fanfare is another 7. Additional time is lost on the actual travel towards the boots, maybe 3-4 seconds. The boots do increase vertical climbing, but no where near 15 seconds is saved. I would estimate that in my run, the boots would save 5 seconds max.
Picking up the Hi-jump boots costs about 2500 frames. It saves about 2000 frames.
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I wonder if people would have the same opinion of they would be unaware if the ingame finish time or the realtime finish. It's like showing someone 2 segments of Ceres, one finishing in 49'14 and the other one finishing with 49'22, but the latter involves intro screen delays (inevitably slower, realtime wise), then ask the person which one he/she thought was the fastest. I personally don't care what finish time it is, it could be 50 minutes long, as long as it keeps me interested and entertained, with a fast pace and precise movements.
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Cpadolf wrote:
Speaking of that, this is a place where you lose some time, each time you turnaround you do so normaly which is a loss of I believe 6 frames, you can turn around fully while only having the chargecounter stand still for 1 frame. I think I did this in both my latest versions of the any%.
I hope this is not directed at me, taken that I do what I can to avoid turnaround delays in my RBO. I do turnaround pretty often, but everytime I do, I do a canceled turnaround costing 1 frame only.
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Lord Tom wrote:
I like your at times minimalist style in fighting bosses, e.g. when you stand on the same x coordinate for the entire 1st half of the Ridley battle.
I think that was mostly to save time not triggering turnaround animations. But impressive nonetheless.
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Fano wrote:
I've been looking at how Kriole did dual CWJ's, and I still don't know how to do it. but,
    1) he had speed booster blue suit 2) he was doing it in sandfalls 3) he was going right 4) he did his first CWJ without releaseing forward 5) he didn't hold dash/run/whatever after his first CWJ
and thats it (I think). I've tried 3 + 4 + 5 at the same time but that didn't work. but, I will contuine looking into it.
Taco states that it was due to the Screw Attack.
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Cpadolf wrote:
Kriole wrote:
We are doing 15/15/30 ammowise
So you mean 15 Supers 15 PB's and 30 missiles or 15 missiles 15 super and 30 PB's? I don't really get it if you mean the latter.
The latter.
Cpadolf wrote:
Kriole wrote:
finally ending with a superoptimized LN.
Yeah and then you quit and we'll never ever see maridia... Ever.
w00t? Portions of our LN will be directly copied into our real run, saving countless of days. Maridia will come... eventually.
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