Posts for Reeve

Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Taco wrote:
Draygon is actually what's holding it up at the moment; I want to prove that the strategy I have planned will work before moving forward, since alternative strategies would probably change ammo requirements. The idea is the same as Saturn's RBO - shinesparking to the top and killing draygon with a wave SBA - but much quicker and much more complicated.
Really looking forward to this run, Taco! Best of luck figuring out what you need for making this work.
Taco wrote:
I should also note that the public WIP was improved quite a bit. I found a way to skip Kraid's etank in favor of Ridley's and still make it through Norfair/LN around 70 frames faster despite having less energy.
Damn!!! And I thought it was already as good as it could be! Great work!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
You guys have been doing such an amazing work! Congratulations and keep it up!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I'm dumb. Just realized that going through the zebetite while you setup the spark glitch is the only way to keep an extra spark for MB, as you can't jump while crouched without releasing the shinespark and you need a crouch jump for the zebetite skip if you do not intend to shinespark there.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Although that is a cool trick, it will probably be slower than using a slope spark on waver room, for example, as Samus is already in full speed. It is a shame, though, that you can't charge a shinespark in MB's room because of just a few pixels. It is possible to charge a spark running against MB's head, like in Cpadolf's 100% run, then use the metallic support MB's head is on to perform the spark glitch without wasting time, but the only benefit would probably be skipping a pause screen for 100% runs, as running against MB's head wastes a shitload of health and you don't have that much health in any% runs.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Sniq wrote:
As I said , one does not simply throw all new tricks to trashcan immediately when they get found.
That is not the case. See how the spike glitch and the stand up glitch can be useful for a no major glitches run and the slope glitch as well considering you'll probably need it to get a flash suit for the new stand up on MB. Also the method to get a flash suit out of a Cristal Flash on elevators.
Sniq wrote:
These tricks are allowed on new categories for sure. While old tases should go with definition "no XXX glitch , no XXXX glitch."
What is allowed and what is not is defined by the judges on the site, not me or forensics. We do not express the site's opinion, only our own.
Aran Jaeger wrote:
It is already decided by those that plan and develope the future TASes that the new discoveries will be included without exceptions, if TASVideos will accept them or not. We established our own much more general Super Metroid TAS collection page anyways as a home for TASes independently of TASVideo´s opinion on whether they make sense or not:
Nobody here is stopping anyone from doing whatever they want to do, and nobody said the site will not accept a run that includes whatever trick/glitch the TASer wants to use.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
This is a really nice find! Honestly, I don't know about using this in a no major glitches run. Although this is a glitch, I see it a bit like the GT code, where you just find the fastest way to trigger the code and there's no more challenge in the game. It's like an infinite ammo trick which kills any manipulation the TASer has to do for better refills. In regards of the any% run that Taco has been working, it would change from something really unique, entertaining and new to something rather boring, IMO. I think there has to be a limit for what should and what should not be allowed, when it comes to certain cathegories. This would be, in my opinion, something to include in a major glitches run.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Nice, overfiend! This is really something! I can say that it will be as good for RBO as it will be for any%, given the new findings for the new any%.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Even better!!! hehehe...
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Amazing find, sniq!!! It not only saves a huge chunk of time for any% but probably any cathegory that collects Speed Booster! It's a good thing Taco took a break from the run he was doing, although this could probably be included without any problems given the trick is done in the end of the run. Again, great job!!!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Be my guest. Edit: Btw, I forgot to mention. The glitch doesn't seem to work if Haggar is on top of the dustbin, so you have to use Cody.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Hi, £e Nécroyeur! There's a glitch in Final Fight, 3rd stage, right before fighting the Andores, that could maybe be useful in a two players run. If you stand with one character on top of the dustbin that contains food while the other triggers the cutscene where the Andore grabs one of the characters, you have an interesting glitch. I'm posting 3 movie files: ffight3rdstageNormal: Just for comparison, this is how this part was supposed to be. ffight3rdstageGlitchedSlow: If Haggar is standing too close to the door, the cutscene actually takes longer than it was supposed to. ffight3rdstageGlitchedFast: Now, if Haggar is further to the right the cutscene is interrupted over 3 seconds earlier. Cody has to be in such a position when he lands on the dustbin that when he jumps to the left he get's trapped in something like an invisible wall, so he just can't go to the left. Final Fight 3rd Stage Cutscene Glitch
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Didn't know about Samus teleporting back to the Statue's hand, but there's enough time to reach the door without a shinespark. It's a really cool trick and thanks for the research you've been doing on this game! LN Statue Stuff
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I guess the harder difficulty will be accepted instead of the normal difficulty.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for testing the LN stuff, Sniq. Not sure if it would work, but the idea was to reach LN suitless with exactly the needed amount of health to survive up to the statue's hand, then use the pause trick to enable the reserve tank + gravity suit, proceed to GT's room, collect the Missile pack, activate GT and Cristal Flash to recover all the health (unless it's enough to get bombed with health after his death) while in the activation cutscene. Probably worth investigating if it would save time over the reverse path the current 100% run takes. Edit: Btw, the problem I see with the gravity statue glitch is that you would have to waste all the health you have before reaching the statue, and after performing the trick you will not have enough health for both the Shinespark from the ship to the PB room in Crateria Mainstreet area and the shinespark through the gauntlet. I'm not sure how it will be possible to make all this work, but it would be pretty cool to see this trick in a run.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I wonder if it works the same way for that Statue in LN right before Gold Torizo. If it works and depending on how much time it would save it could be interesting to test some ideas.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I see. Good luck!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
lol... That was awesome, sniq! I always wondered if it wouldn't be possible to take that passage the way you did! Now I wonder how that could be implemented...
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Hi, £e Nécroyeur! Just curious, are you still working on a TAS for this game?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I liked the video, but it's very unfortunate that there are no other glitches like the Guile x Zangief. That was awesome!!! Other than that I felt like the video was more like a show off of many great combos, but just combos.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Well, I'm more concerned about the backtracks. I agree that to overcome all obstacles in different ways is cool, but backtracks are always backtracks, which is you travelling through the same rooms more than once. The good thing is, if the smv went for Kraid just to collect his Energy Tank, it can be worked out by collecting the Energy Tank in Blue Brinstar, right after the 1st Missile pack (same way the RBO does) and/or the Reserve Tank close to 1st Super Missile. So that backtrack is not needed. Well, if the blue suit has to be used this run would definitely be one of a kind, with suitless Norfair, blue suit all the way to Mt. Doom and other cool stuff. The 14% routes speed/ice both looks more like an any% run with power restrictions. Another difference between both is that this one don't get Gravity Suit, so Samus has to go trough Maridia suitless.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Ok, I got it now. Damn!!! What a shame you need blue suit!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
That's a great achievement!!! Congratulations, guys!
Aran Jaeger wrote:
Suitless Slopespark (using BlueSuit from the only known source available, Varia, to cancel invulnerability frames, in order to get a second set of invulnerability frames to have enough time to start the spark in the same frame as when the knockback frames run out): 13% Speedbooster
I watched the smv and when you say you used a blue suit from the only know source avaliable, you mean when the smv was made, right? I mean, unless I'm missing something, you can use the slope spark or spike glitch known today to easily get a stored spark which would eliminate: 1 - The need of the huge backtrack for Varia 2 - The need of suitless Norfair: You can get Varia right after defeating Kraid. 3 - The slow pace with Blue Suit: With the spike/slope spark you can hold the run button all the way. 4 - Entering Maridia from the back door: By beeing able to hold the run button you can build up more speed which allow you to make a highter jump. That would probably allow you to gravity jump from the noob tube all the way to the upper ledge of the Maridia mainstreet area. All this would save an enormous amount of time. It's a shame, though, that you need a reserve tank, maybe something is still waiting to be discovered.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Damn! This is one of those circunstances where I love to be proven wrong! If it works with any beam, then it would be really helpful in a certain place! Really nice to see you back, Taco!!! Edit: Yup, it works with Wave, but it seems it will not help in the place I wanted.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Any frozen enemy or object that you can get inside its hitbox, works as a "slope" to get a flash suit, but you need another enemy to knock Samus back.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
That's really interesting, Sniq!!! I particularly liked the one you used to get the Super Missile in Maridia mainstreet area.