Posts for Oddity

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Joined: 8/1/2004
Posts: 178
Always bypass Dark Kakariko's fence, dunno if it's useful. Hit up+left on Dpad for one frame (also doable in real-time), basically while dashing at the same time. I also found a handful of improvements for real-time runs, but that's that.
<^>v AB X LR s
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Btw, I tested "Wak's/Tompa's" Swamp-to-Desert route, myself, many times, also using the second light-world map, in order to come to the conclusion that the route, in the above smv, is better, even with wobbling turned off. So, the second-light-world-map fact shouldn't bug anyone. It's to be debated, though, which one is safer for real-time; I think Wak's is, due to the first slope near the desert and its complete randomness. Below is some more information about the swamp. Walking diagonally in thick grass goes: 1px (both directions) 1px (both directions) 1px (both directions) 1px (one direction), 1px (other direction) 1px (both directions) 1px (both directions) 1px (both directions) "ZERO" PIXELS. Rinse and repeat. This is another reason why the above smv's route is better, because there are patches of grass, on the second swamp screen, that aren't thick. Then, I had a hell of a time manipulating actually walking diagonally through the thick grass that follows it, however. I don't even know what I did there, but it resulted in a good spot for the third swamp screen---for manipulating the first slope near the desert, perhaps even the subsequent slope. Now, walking vertically or horizontally through thick grass goes: 1px 1px 1px 2px This probably then repeats; though there are strange occurrences with 0px, I think. more weird physics: Dashing in the water on the first swamp screen loses about 10 frames. I haven't tested water-dashing's exact pixel physics. Subsequently: walking diagonally southwest in the swamp screen nearest to Link's house, to avoid the water, is too slow to ultimately be beneficial. more weird physics: Dashing between horizontal rows of thick grass causes Link to be slower, ultimately. You will notice the grassy animation surrounding his feet, when this happens. And I found it best to not touch anything in any room that you need to travel diagonally within. I realized that when I needed one less frame to enter the desert palace's cannonball room for the balls to not hurt me. Although, it all depends on what objects they are. Nothing to do about it but test endlessly.
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version: "snes9x rerecording 1.43 v17 svn123" The smv is real-time and isn't all that important except to me / doesn't show anything new. In fact, after I did it, I saw that it was used in your TAS, just with wobbling. Interesting about the rolling spikes place, and even more so about the painted room. I love the concept of chasing-/dashing-after the Cane block's explosion, let alone the fact that it might be the fastest way [edit: besides sword beam] -- since the fireball will hit the switch before you arrive at the acted-upon raised ground, leaving you room to dash even farther left. However, there could be multiple overlooked aspects that could have it not make a difference, such as the animation-time for exploding the block leaving you having to be a sitting duck regardless, and then afterward being able to merely wobble leftward the remainder of the way. My next bet, in the crystals-room sequence, would be to place a Cane block below the middle-crystal. Then wobble upward until Link is on top of the lowered ground -- unless you can't dash on top of lowered-ground-that-becomes-raised-ground. (Or, if you're doing it real-time, dash upward to the point where dashing becomes beneficial, if it even does.) Explode the block. Then dash upwards for the remainder. edit: I and someone else figured out a different Swamp path when going to the Desert Palace. I made this smv (read the comment) to show it off; most of it I had to figure out, such as the asininely random behavior that occurs when riding down the two leftmost Swamp slopes, the ones nearest to the desert but not at the desert yet. ... There's a total of 801 frames: from the moment the screen starts transitioning to the Swamp, i.e. below Link's House (i.e. whenever the asterisk shows up on that one counter display of the emulator) -- to the moment that the asterisk appears at the end of the Swamp nearest to the desert. I assume that said frame count would be / is faster than Tompa's published one, (unless I am not yet aware of very minor currently un-utilized tactics) -- and is even faster if I had enabled wobbling. No matter how much I tried Wak's/Tompa's I'd always get a lower count by the end of the two slopes. Though maybe I was getting really unlucky; it's surprising that I even managed to get this alternate route's frame count to be the same on two far apart hours of the morning (the first time not having had recorded).
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1:33:32.57 Real-time World Record run below, by Masa, a friend of MCR -- another, previous record holder. It might give some ideas.* p.1 http://www.nicovideo.jp/watch/sm10298602 p.2 http://dic.nicovideo.jp/v/sm10298722 (Register for that site, using one of these, I guess.) Warning: weird videos. (Apparently it isn't typical for them to record their runs.) And he's far from optimal, despite it being the current world record. *I know I've been working on some potentially faster stuff [though I know jack squat about luck manipulation, and TASing in general, apart from amateur musings with Frame Advance, and general gameplay/knowledge of games' contents]. For instance, even regarding a TAS improvement: wouldn't it be best to hit the "crystal switch", in the second-to-last crystal switch room in Turtle Rock? That way you don't have to hit the south crystal right when entering the huge "crystal switch room" -- that's right before Trinexx. The previous crystal switch room, the one with the "roller" thing that hurts you -- you're already facing the direction of the crystal switch. ... It's a very very minimal potential improvement, but hey. [As for real-time run ideas -- that I've been looking at solely for LttP, and that this world record doesn't do -- PM me, or point me to a more relevant thread, if you'd like them. (Here's a real-time recording that I made, of lighting the Lanmola's torches, that I never see anyone remember to have tested it as being the fastest/safest real-time method.) Maybe even request TAS ideas from me, which I'll be continuing to work heavily on, I assume -- within reasonable free time, that is.] Here's a silly thing I made, which might be effective? The middle and beginning areas might not have to be followed exactly, since I just realized some mistakes. I'm sure that there are more clever places of placing the Cane's blocks! Anyway, the general strategy of dashing the whole way has been on my mind. How about (inferred from the above-linked picture) --- placing a block at the north end of the right-most lavender color (which indicates walking, by the way), exploding the block, and then dashing to the left towards it! Then place another block next to the middle crystal, start dashing north, stop dashing, explode the block, and finally finish dashing all the way to the north to the door? It's all speculation until smv's are made (as I've been realizing). edit for below: Will do.
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arflech wrote:
I found the real problem: My right speaker is very weak:(
I went through all of Live A Live without understanding that something like that was the source of my sound problem -- namely, using an L/R male wire: with one of the prongs being black, instead of white -- since I assumed it would act as a white, considering it was paired with a red. (Worst technical flub of my entire life; 'cuz I'm not exactly dumb when it comes to much more complex fixes. ...Tho, apparently I am, when it comes to posting... on-topic messages.) But anyway, moral: mono sound is of Satan.
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The XRay room thing is wow. Don't think I've ever seen a broken shinespark charge-up like that; No other applications for it?
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maybe he was using a weird ROM, or something else, as people are suggesting, and just forgot about it, making people wrongly associate that you can open it with the normal ROM. maybe.
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Odd how my sibling started up this game on Wii, then I find this. I'm vaguely interested in this run now! Played it myself beforehand, too.
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pirate_sephiroth wrote:
Dude, what a DUMB ending!
I thought the ending was incredible. I hadn't seen this game's alternate endings in so long (I barely remember the one in the run), and I thought this one fit the atmosphere of such a peculiar TAS glitch-fest very nicely. I sat through the whole thing.
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Derakon wrote:
Edit: oh, yeah, another random thing I noticed: when you have the Hyper Beam, if you morph while firing, sometimes you'll make a partial bomb spread (typically I only get two bombs centered on Samus, so it's not really much of a "spread"). I assume this means that Samus is temporarily considered to have a charged shot ready whenever she fires the Hyper Beam. Something to do while waiting for the self-destruct to start, I guess...
could be fun to watch if it happens in rapid succession
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Randomly found the Saturn SoE run on the Tube without coming here first. I'm almost positive that the desert teleport is part of the game and not a glitch. I would say that yeeears ago I found/read about it, but then I might be making up memories! The forest maze lasted way longer than I remember, considering how optimized this run is compared to the snail pace at which I would travel and stumble. I was even hoping that a second secret would be shown unaware to me.
<^>v AB X LR s
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I'm in the same boat, having played the game a ton back in the day, almost religiously. I'd definitely watch this.
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*reads your post again after watching* Oh, so it DID improve after some time passed. At some point while it was playing, I was really enjoying the movie with how optimized it seemed to be. It was nice to see the unpowered wrecked ship in all its glory. There was another specific event I especially noticed, but now I can't recall what. What was the time obtained in the other recent RBO movie? I'm sure you had a reason, but it was very odd seeing that only one of the missile expansions was obtained in the secret area early on.
<^>v AB X LR s
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When coming out of that hidden area with the knee-high water (that slows you down a lot without the gravity suit), could you have used the high ground path again, to gain a shinespark, or would it be slower? I'm still watching the run.
<^>v AB X LR s
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Posts: 178
This time, I didn't see an attack/needless abrasiveness toward moozooh. Only a reminder.
<^>v AB X LR s
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Joined: 8/1/2004
Posts: 178
any progress on this?
<^>v AB X LR s
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I don't understand, but it sounds like the best thing ever. No really, THE BEST THING EVER. The world needs to do this with everything. Where there's a will there's a way kinda' stuff.
<^>v AB X LR s
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^INTERESTING yeah: what about killing phantoon and then "sequence breaking" into the gravity room to skip the scene
<^>v AB X LR s
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Posts: 178
1 frame is barely bringing a thread to life. I kid!! ...or do I?
<^>v AB X LR s
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because super metroid rocks and that is being ruined by someone with exact opposite philosophies as the majority of this secluded world
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The best achievement Saturn could do right now instead of making people not care about his posts, is to stop all his other runs and work hard on an up-to-date SM run---a run of which he possibly mentioned in his last post. Though personally, I'd like to see him do it after a couple other runs are finished (RBO? 100%?); after all, that's how the most improvements are made, along with individual ideas of course. (Can't tell him what to do, obviously, but it would technically be the best option for his TAS reputation that he cares about so much.)
<^>v AB X LR s
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hero of the day wrote:
I am also a bit disappointed to hear that Saturn lied to moozooh about something as petty as a microscopic room strategy. Who the hell is going to notice a 1 frame saving mockball? The casual viewer sure doesn't give a shit. Seasoned vets of the game might notice, but that audience consists of about 10 people. Seems like a stupid thing to lie about.
That's what I was going to say but might've sounded stupid from me. Anyway all this stuff is just stupid.
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okaygo, you sound more like a troll than he does (he does?). But that might be because I have no idea what you're talking about; I've never seen you around before. Not saying you aren't legit, though. Anyway, sounds interesting, given that the Internet isn't just a big lie.
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Cpadolf wrote:
Really... I mean, there where just so much... I dunno... sigh. It's insane, on so many levels it is insane. I feel the 100% run is getting old already...
me, just before i entered this thread: (7:56:05 PM) me: i am so fucen pumped for next SM 100% (7:56:19 PM) me: then creatorll pry create a revision some year so ya and rbo good 2. ill watch later
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Saturn leveled up! He has learned: Flame. No longer the sole victim of Flame, he can create it against others! Even if it isn't flaming (it probably is) [no wait, it isn't, since Saturn is so super obviously a Robot with no emotions] {heed this advice well}, it sure isn't fun; sure glad I'm reading this thread! It seems he's trying to get a point across, but it's not going over very well. Leveling up must have decreased Tact: a useful trait that allows everyone to have fun while getting across points for any TASer's betterment! Luckily I poured all my stats into Psychosocial Intelligence.
<^>v AB X LR s
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