Posts for kirbymastah

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Joined: 7/6/2012
Posts: 84
Route 99 Act 1 A+S would almost definitely be faster even for TAS. Flight itself isn't particularly useful in Act 1, and there are 2-3 spots where hammering springs saves significant time. Most of the top IL times use this team, mine included.
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Was testing out best ending requirements for the advance series, and I realized that in sonic advance 2, unlocking tiny chao garden is on a different flag from completion of the game with a character. I assumed this would be the case for sonic advance 3, and took a look. Resetting during credits does NOT register as beating Altar Emerald. However, the moment you see eggman's "Collect the Chaos Emeralds!" cutscene is when that flag is set (this is also the case in sonic advance 2; in order to access true area 53, you must have seen this post-credits cutscene at least once). So we don't need to actually unlock sound test nor boss time attack at all in order to access Nonaggression. This was an oversight on basically everyone's part; I think we all (understandably) assumed that the sound test and boss attack modes all were the same flag as completing altar emerald, but that wasn't the case.
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[quote="Sniq"]I'd be interested of making any% tas of this game, but I have a few questions. 1 USA version (slower text but has ledgegrab clip glitch) or JPN version (has faster text but no ledgegrab clip glitch) 2 real or igt? 3 emulator? 4 useful ram addresses / lua scripts? 5 estimated number of optimal energy tanks / missile ammunition for any%?[/quote] 1. US Version, ledgegrab clip makes it more interesting 2. If you're using US version, you should just go by IGT IMO. The JP version would be significantly faster for RTA and text changes wouldn't make the run any more/less interesting from a viewer standpoint. So I'm basically saying either US+IGT, or JP+RTA 3. I believe dragonfangs used bizhawk for his zero mission TAS 4. no idea, poke biosp4rk/dragonfangs. I know dragonfangs has a script to display stuff for bizhawk? 5. Having energy allows you to use damage-boosting strats to speed some fights up significantly (in particular, BOX), but an etank costs around 2 seconds. The sector 6 etank barely costs time, but that's after BOX...
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Joined: 7/6/2012
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I think a big part of it is the fact that certain springs send you flying even without amy's hammer. That particular spring in twinkle snow 2 happens to be below some path swappers, so I guess they're not triggered properly if you're off screen? There's a similar spring in the bottom-right corner of ocean base 2, and 2 of those springs in chaos angel 1 as well. I haven't gotten anything to work with them though. If there's a way to visually see where path swappers are though, that would be a massive help... Also my console route isn't entirely applicable to the TAS since it focuses purely for RTA (the TAS optimizes IGT per stage) P I imagine the TAS would swap to A+S just for twinkle snow 2 since T+S is faster for the other TS acts anyways.
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The RNG Seed should be exactly the same between US and JP. But yeah there are some weird differences. As ruadath said, the enemy stats are generally higher for JP, but you also have x3 weapon effectiveness (it's x2 in US). Other differences include Caellach moving in JP (he's stationary in US and stays on a fort), and eirika Ch16 sage NOT dropping a purge tome in JP (he does in US).
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Another possibility is sec5 to sec3 meltdown, but the connecting tunnel is way too far away, let alone basically impossible to do. And add on to the fact that you'd need to stop by a nav room, which locks you from re-entering sec5... yeah
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I have no experience TAS-ing, but I can try to offer ideas that might be useful in hundo. We basically just need ice missiles and some sort of corner with an enemy near it, right? EDIT I'm wondering if you could possibly skip elevators in between sectors by taking those sector shortcuts (you'd still have to stop at the nav rooms though...). I can't think of any that could possibly be useful after getting ice missiles though, and i don't think there are any enemies you can freeze to get out of those in-between tunnels to get through those SA blocks...
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I'm assuming nothing happens if you manipulate the wave beam core-x to go out of bounds?
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Joined: 7/6/2012
Posts: 84
Fortranm wrote:
http://metroid.wikia.com/wiki/Hard_Mode
In Hard mode, enemies usually have twice the usual health and their attacks do 1.5x their normal amount of damage.
Metroid: Other M is currently the only Metroid game with a Hard Mode difficulty that does not increase enemy health.
Enemies have double health too. It has been a while since I tried to play MF hard mode, but I kinda remember the enemies are tougher than in normal mode. I might be wrong though. I actually think MF is a better choice for hard mode runs than MZM. The bosses in current MF 0% runs die rather fast due to all the mandatory beam updates the player get, while in MZM 9% runs, the boss fights already look very complicated since the player is short on both expansions and updates. Doing 0% on hard mode might also make any% look more different if the latter is done on normal mode.
Not that I'm blaming you, but game-specific wikis unrelated to speedrunning tend to have very inaccurate information. For example, two pikmin wiki pages say that purple pikmin attack more slowly than red/blue/yellow, and white pikmin attack more quickly. Why it says this, I have no idea rofl.
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andypanther wrote:
BioSpark wrote:
Also, hard mode isn't available from power on.
I really wish this community would start to get over this. If people want to start from SRAM and provide a verification movie, where's the problem? 0% hard mode would be like the coolest way to show off this game, imagine how crazy this concept would seem for someone who only played it casually!
It wouldn't be as interesting as you'd think. Hard mode changes how much energy/missiles/pbs you get per expansion (which doesn't matter in 0%), and you take double damage i think (which doesn't matter much for TAS anyways, outside of like the BOX fights). Pretty sure enemy hp and damage you deal are still the same. ...not that I'm disagreeing/agreeing with starting from power on. Just pointing out :P
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ZX497 wrote:
Link to video
Could you do this in these spots that could potentially save time in a TAS? -After blowing up restricted sector and going up elevator. The room with the rippers and e-tank -After getting SA, the two vertical pirate shafts you normally space jump up in sector 1 This is pretty awesome, even if it's TAS-only. Great find!
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Dashjump wrote:
About CT3, I know that Kirby used Knuckles+Tails for the stage to pass through a certain part without needing to fly, but I feel that it doesn't make up for the two areas where Sonic can get boost mode (the beginning, and the part with the speed shoes). Either way, Tails definitely has to be the partner, a +Sonic team probably doesn't have as much potential in that stage.
I never really timed it, but i'm sure S+T is faster than K+T. Main reason I use K+T is not only just avoiding to fly, but also because it's safer if I fail to squeeze past those spikes after the speed shoes. It's also safer to get into the next ball machine after that IMO. But IDK, who knows :P also rofl sunset hill boss... -___-'' EDIT: This is a really really really long shot of being worth it, but how would A+T work out for CT3? Would there be a few spots where her midair jump would help save time? There aren't many springs to take advantage of, unfortunately. I also sorta wonder if the ball machines function differently since Amy can't roll at will (probably not) I'm 99.9999% sure this is not worth it, especially cuz A+T can't spindash, but... wejlafkwejfklwjfklae? For C+T on CT3 (ha ha...), I don't think that would be worth over boost mode. The only use for this would be being able to grab the speed shoes with Cheese. I think it'd have a chance of being faster than S+T if Cream could fly like normal, but she gets a dumb umbrella :(
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BioSpark wrote:
Another useless glitch: Link to video Setup: Freeze an enemy, then use the diffusion flakes to refreeze it immediately after it unfreezes. If you run off at the exact frame it is refrozen, you'll stay in the air. You can also stay in the air by refreezing (with diffusion flakes) and killing it on the exact same frame. ZX, you may want to see if something similar exists in ZM. Edit: it works with normal ice missiles too, but you have to use the second method, since it's impossible to freeze it while running off of it afaik.
Does it work similarly to what I found on accident here? https://www.youtube.com/watch?v=YKkkOMYNOtE IIRC dragonfangs said this worked by killing a frozen enemy the frame you land on it, but there wasn't really any application for it.
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Dashjump wrote:
Timings so far: Ocean Base 3 - 0:50.53 (T+S) Ocean Base 1 - 0:45.07 (K+T) Ocean Base 2 - 1:14.13 (S+T) This will be the first (and I hope the only) zone which I use 4 different teams, one for each act and the boss. Kind of a bummer because this is also the most inconveniently structured zone overworld...
Dat team diversity :O
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I'm pretty sure how far the sunset hill boss gets knocked back is random with each hit so yeah it's really obnoxious to fight him... You probably already know about my special stage ILs, but in case you didn't, it's on my IL playlist - https://www.youtube.com/playlist?list=PL3pBMjeS6rYhtATXYSp6sMrRoZuNBzOJV For Special Stage 3, I have no idea if it's possible to get a 269 or not; there's a ring I miss when bopping the second black bomb, but I've never been able to get that. Perhaps you can find out a way to do that? Special Stage 4 could probably be improved in my IL, but I've never been able to get those rings I missed. Special Stage 5 should be maxed at 275 Special Stage 6, 234 is possible Special Stage 7, eff this
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Dashjump wrote:
@kirbymastah: it doesn't save that much time, I'm afraid. The idea is to scroll the screen higher so Gmel kinda "drops" quicker. Anyway, the time savings from that alone is very minimal compared to your positioning (and the boss's positioning) after the last hit. Hence why it took me way over 2 hours to perfect the Route 99 boss, haha :P @Paused: Yeah, I'm already using a 100% game completed snapshot to map out the important keys. As I'm typing this I've already completed Sunset Hill 1 and 2 (both stages each have timings of 30.XX). About the movie objectives, I'll be following nitsuja's same goals, which are:
Goals In order of highest to lowest priority, the goals were: beat all levels from a new game without playing any level twice fastest (sum of) in-level times fastest time
And of course, with a 100% completion on top of that list!
If I were you, I'd probably finish TAS'ing a level that needs Sonic in the lead to unlock a character. In other words, don't forget :P
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Dashjump wrote:
I only managed to save 3 frames from nitsuja's run of the same boss, due to discovering a trick where jumping higher into the G-mel boss arena makes him spawn earlier.
Took me forever to figure out how quartz and RPGnutter got 0:58 in the route 99 boss... Jumping before the gemerl fight seemed to save like 0.5 seconds as opposed to just running into the fight. I suspect this is the case for all gemerl fights, but I always jumped to accelerate in the other fights so it was never an issue outside of route 99 boss. So how do you plan on timing this run? I mentioned this in a youtube comment but I might as well bring it up here. Nitsuja's any% TAS prioritized clearing each level with the fastest in-game time, which encouraged a bit more team diversity, so it'd be nice if you followed that. However, there's a good chunk of content outside the main acts, so I don't think that method of timing is really the best idea in the world.
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Nice IL TAS's, DashJump. For reference, those team selections are already known and implemented in TSC ILs, and also some runs I do. For reference you can watch my ILs: https://www.youtube.com/playlist?list=PL3pBMjeS6rYhtATXYSp6sMrRoZuNBzOJV Werster has a set of ILs too, which I learned off of: https://www.youtube.com/playlist?list=PLKdCHbtiZdhDpMCXisUDPj48dX6aaE1vn Also, for Ocean Base 3, have you considered using cheese for the speed shoes? I do that in real time runs and it's consistent, but I'm not sure if there's a way to use cheese while maintaining boost mode. Also, unrelated, but it'd be great if you could somehow replicate this and figure out why/how this happens: https://www.youtube.com/watch?v=6Gpzeugs6fM I can imagine that it would be faster for chaos angel 2. Good luck!
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Hm I don't disagree with your idea of using a pre-completed file to accomplish 100%; it'd also encourage more team diversity (i.e. requiring more exploration and/or power-based teams), though I'm not entirely familiar with chao placements and strats. It'd also be cool to see the TAS ringcounts for the autoscrolling minigames ;) ( This is all i've managed for ring attacks on console but i'm lazy to do the last 2 )
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Maria suggested i post this here. I was practicing for the amy race at SGDQ on my GBA SP on the plane, and I clipped out of bounds in angel island 2. I had Amy with speedshoes. She grabbed the pulley, then hopped off, aerial hammer'd the chameleon and bounced off, then touched the upper lip of the tunnel, roughly where the red circle is: [URL=http://s1308.photobucket.com/user/kirbymastah/media/Untitled_zpsycbk4xbv.png.html][/URL] Amy then curled into a ball and zipped down a bit then got stuck in a wall. She was permanently stuck in a "lean against the right wall" animation and I couldn't do anything else. I don't have a vid since this was on my actual GBA, but if someone wants to mess around with this, feel free to do so.
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Paused wrote:
Not mine but; Link to video Not super relevant, as a full game run can't have Amy at that point, but doesn't hurt to have it in the thread.
I always thought about if K+A would be faster for this stage. This makes me want to mess around with this for console IL purposes, potentially using a different team in an all-stages speed run... Speaking of which, I sorta made a miscellaneous category called All Stages (approved on speedrun.com by werster/zeupar) - http://pastebin.com/cNGHh3uk tl;dr starting with a completed file, beat every stage & boss in time trial mode (main game for altar emerald & nonaggression). IGT would be used. This would encourage more team diversity and not make swapping teams a factor in team selection. Granted, the current TAS sorta does this, but not all characters are unlocked at the start, so someone could try TASing this if they want to. Though the TAS would probably end up using T+S for half the stages anyways...
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Anty-Lemon wrote:
kirbymastah wrote:
ohey that's my video It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
The problem is it wouldn't really be very impressive. Even TAS can't do much about getting around both games going in opposite directions about 1/3 of the time. Also, as biospark said, mzm 100% is shorter than fusion any%; you'd spend a lot of time just screwing around in one game for the other to catch up. The video I put up was a for-fun challenge i did. It wouldn't really be impressive as a TAS-watch.
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Toothache wrote:
https://www.youtube.com/watch?v=o6fS2EeBLfQ Multi-game input TASes are nothing new, but didn't think it could work for Metroid games, until finding this. Would love to see a TAS of this Metroid Zero Mission + Fusion run.
ohey that's my video It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
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Qwerty6000 wrote:
Hello Everyone I'm was thinking about to TAS Sonic Advance 100% with Sonic+Tails and i did, it took me a few days to collect 3 Chaos Emerald. Here is WIP-1 And here is the Time Table: Neo Green Hill Zone Act 1: 0:14.60 (Enter Special Stage 1: 0:11.52) Neo Green Hill Zone Act 2: 0:29.15 Secret Base Zone Act 1: 0:18.97 Secret Base Zone Act 2: 0:47.23 (Enter Special Stage 2: 0:15.52) Casino Paradise Zone Act 1: 0:17.68 (Enter Special Stage 3: 0:06.42) Casino Paradise Zone Act 2: 0:34.67 (Improveable) Enjoy this TAS
Clearing the game 100% means you need to beat the game with all 4 characters, get the 7 chaos emeralds (any character) then beat X zone with sonic again. You can't access moon zone without having beaten the game with all 4 characters
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So SB737 showed me this today - https://www.youtube.com/watch?v=6Gpzeugs6fM I messed around on emulator but I haven't been able to replicate that glitch at all (trying Amy+Knux for now). It'd be great if someone more experienced could look into this, since it would easily make chaos angel 2 (and maybe a few other levels) much faster, especially if it works with Sonic+Knux. I'm not sure how much horizontal speed is required to pull it off. It seems like you need to glide at the perfect subpixel such that knuckles doesn't land on the floor nor the rail landing box, while amy hits the boost pad at the same time?