Right, it was this smv.
Lol, this makes me die inside a little. The only trick directly associated with my name has gone on the garbage pile of TAS history. :D
And stop robbing me of ways to improve your WIP, you meanies. :<
Super Metroid - the only game where half a dozen people will yell at you for posting an improvement :D
it may only be two frames, but it still looks incredibly smooth. Good job!
Joined: 11/14/2005
Posts: 1058
Location: United States
okay, so now there are 4 different ways to activate the momentum trick:
1. Demorph in mid air
2. After a shinespark
3. Fall off a ledge without jumping
and now
4. After using the grapple beam to kill an enemy
How many more ways can we find?
Also we should start thinking of a name for this trick. I suggest "down back trick" because those are the buttons required for it to work.
Joined: 11/14/2005
Posts: 1058
Location: United States
falling state would include jumping down, which obviously does not work.
edit:
maybe I misunderstood. How about we just look for various ways to enter the "falling state"
Joined: 11/14/2005
Posts: 1058
Location: United States
cool, is that all of them?
I wonder if we can ever find a way to activate it without having to lose downward momentum. That would be an excellent timesaver, and make the moozooh jump usable again :D
I can't think of any other ways you haven't yet listed.
And unfortunately, Samus only enters this state as a result of losing vertical momentum in one or another way (which is the reason taking damage if abusing a turnaround animation doesn't change anything).
Lol.
Ok, in order of usefulness, here is the list of actions leading to falling state:
1. Running/falling off a ledge.
2. Unmorphing in mid-air.
3. Taking a damage boost (with or without knockback, as long as it is an interruption to the previous state).
4. Exiting a shinespark.
5. Exiting a "grappled" state.
6. Having the ground disappear (no turnaround abuse).
7. Getting grabbed and released by an enemy (useless in speedruns).
Maybe I'll get around to updating the trick page today, if I overcome my laziness.
Yeah, I was aware of his smv. My method doesn't require the Springball though, and is still somewhat faster because you waste much less time in the air by intentionally cancelling the jump to ghost through the last blocks with immediate landing instead.
And yeah, the Blue Suit Fall is a pretty good timesaver here as well, though only worth to use when comming out of the sand fall room the 2nd time (not right after collecting the Missiles).
On another note, how is the progress of your runs guys? Everybody has been quite about it for a while now.
Hero and I are optimizing the jumping part in the shaft after grapplebeam.
Time comparison between ours and JXQ's run is not possible at this point, but we have found a big plethora of new room strategies and are gaining time at a steady rate.
Joined: 11/21/2007
Posts: 94
Location: United States
I'm createing a route for a low% SMR run (I 'm putting the 100% on hold) which I should be done with soon (the low% route obviously). how bout you Saturn? getting WIP5 done or working on another TAS?
Current TAS Project:
SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Cpadolf:
Wow, this is some serious progress already! Now that you guys passed the most critical Norfair part (suitless) how many seconds did you (roughly) lose refilling in total? Also, was stopping at the pipe before Speed Booster avoidable?
Fano:
Too busy to work on any runs at the moment. SMR WIP5 will hopefully be done soon.
Dunno really, we refilled at pipe bugs 3 times, once on the way to speedbooster (No not avoidable, possibly would have been with sacrifices that would have made it slower in the end) which I think cost about a second, once after speedbooster, should have cost about a second too and once before the bluegate to crocmire which should have cost between 1 and 2 seconds and refilling the R-tank ingame cost 100 frames. Then there are other small losses here and there because of needing to refill from enemies. Since the gain from not having to backtrack to kraid for the PB is ~14 seconds and a second or two are gained from having speedbooster at kraid (not to talk about the realtime gains from skipping door transitions) this route is definitely noticeably faster.
Cool. As for the Speed Booster at Kraids area, I think it saves not 2 but ~5-6 seconds in total if used well. Thats what my very crappy quick-test showed at least. :-)
Sure you don't mean with speedbooster+spacejump? We can't skip kraid until after Maridia since we need that E-tank now. Also some time is lost entering the area since we start of in the middle of the room.
Anyway if the gain would really be that much that is insanely great news.
I think I tested it without Space Jump. What I'm sure about is that you gain at least 100 frames in the mini Kraid room in both directions, so thats already 3,5 sec. The area exit and the traveling back through Kraid's room after Varia will together sure save close to one more second as well.
Joined: 11/14/2005
Posts: 1058
Location: United States
Saturn,
I see your maridia demo was slightly different than catnap's. I appreciate you sharing it with us. By the way, we can give a pretty accurate estimate on how much time the varialess norfair route saved. 12-14 ingame seconds will be the net gain, with an absurd real time gain on top of that. Seems I wasn't crazy after all when I thought of doing norfair varialess ;)
Sorry, we are not planning on WIPing at all until we are finished.
Though to be fair without the last routechange it would have saved max 3-4 seconds. If that even.