Former player
Joined: 6/3/2008
Posts: 136
Location: US
What? This? That wasn't very difficult to find. :(
Trained by Cpadolf. Mission: To Perfect. Hero says: Yeah bro, I almost went super saiyan once My SM-RBO Current Project(s): 1)I don't TAS anymore! Pay me!
Player (36)
Joined: 9/11/2004
Posts: 2631
NameSpoofer wrote:
What? This? That wasn't very difficult to find. :(
That's the one, again, this was a long time ago (right when Redesign first launched) and I haven't been keeping up, so I didn't know if it had been made public, so I'd rather do the honorable thing and defer to my instructions than simply assume that it had been made public.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 6/3/2008
Posts: 136
Location: US
OmnipotentEntity wrote:
NameSpoofer wrote:
What? This? That wasn't very difficult to find. :(
That's the one, again, this was a long time ago (right when Redesign first launched) and I haven't been keeping up, so I didn't know if it had been made public, so I'd rather do the honorable thing and defer to my instructions than simply assume that it had been made public.
Ohhhh you honest friend you! Completely understandable either way.
Trained by Cpadolf. Mission: To Perfect. Hero says: Yeah bro, I almost went super saiyan once My SM-RBO Current Project(s): 1)I don't TAS anymore! Pay me!
Player (36)
Joined: 9/11/2004
Posts: 2631
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
moozooh-jump in Redesign? This is seriously begging for optimization. K.
Joined: 10/2/2006
Posts: 52
OmnipotentEntity wrote:
The rub is, Drew asked me not to release the map....
DOH someone already posted it, either way I'm fine with it also I don't hate you. ^_^
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Kriole wrote:
moozooh-jump in Redesign?
Ha, that was cool. Quite an upgrade on moozooh jump, though.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (206)
Joined: 2/18/2005
Posts: 1451
Not a new WIP yet, but here is a never seen before, older, continuation of WIP 6 that uses the traditional route through the Lost Caverns, on which I worked before discovering the "Phantoon Skip" sequence break: http://www.youtube.com/watch?v=iOdkqjpN_II Featuring an improved Phantoon quick-kill with a shinespark, along with optimal energy management. Enjoy!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 7/2/2007
Posts: 3960
Man, this TAS is going to be an orgy of shinesparking when it's done, isn't it? Impressive as the Phantoon kill was, I think my favorite bit was the jump to the Gravity Suit. Physics doesn't work that way!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
When talking about hacks and re-designs, does anybody know if there is a remake of Metroid (NES) for the SNES?
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
Metroid X Metroid Deluxe Those are the two I found at M2K2 at least, but there are others I'm just too lazy to find them right now.
Joined: 7/2/2007
Posts: 3960
Those are hacks of Metroid on the NES. Highness wanted to know if there was basically a Zero Mission using Super Metroid's engine. I know of two that are being made, but neither is complete yet (working titles are Metroid Oldschool and Metroid Super Mission).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
Oh... I guess I stopped reading after (NES) =P. My bad. Great "WIP" btw, Saturn! I always love the way you take the Gravity Suit.
Player (206)
Joined: 2/18/2005
Posts: 1451
New WIP is finally out after a lot of testing and reworking: http://www.youtube.com/watch?v=BxT2NuSNHD0 Featuring some tricky Metroid bundle techs with extreme luck manipulation, as well as an optimal MB fight with the powerful 4-hit PB Wave combo. Enjoy!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 7/2/2007
Posts: 3960
Ahh, yes, the unnecessarily-long escape sequence. What was the purpose of the pause in Tourian where you just wandered the map around a bit?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Thanks for the new segment! It's nice to see the redesign metroids being effortlessly outmaneuvered and treated like harmless kittens instead of the monsters they were when I encountered them. Too bad you needed that huge pause for luck manipulation, though - that did not look good. But if you're aiming for in-game time, then I guess that's a good way to manipulate with minimal frame loss. When I play back the final smv (which I'm hoping to see in the workbench soon) I'll make sure to display only in-game frames, since redesign, even more so than regular Super Metroid suffers from having the blazingly fast action broken up by non-ingame frames like door transitions and pause screens. Anyway, keep up the good work!
Joined: 8/14/2008
Posts: 2
Glad to see the update. The pause does kinda break up the pace, but it is otherwise really well done.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Looks amazing as always, some very interesting strategies as well due to the complexity of the metroid rooms. The ending will be a little anticlimactic though, the escape really gets pretty dull due to not having any uppgrades to speed things up. Also, I too wonder what that long pause was about. The length of it seems a little extreme for luck manipulation, especially considering that you never had to slow down that much for any of the other metroids (as far as I could see).
Agare Bagare Kopparslagare
Joined: 7/2/2007
Posts: 3960
From the YouTube comments:
Saturn on YouTube wrote:
It's for luck manipulation to get 3 Super Missile refills out of the next kill. It turned out way harder than expected, hence the long delay. ... Yep, it's luck manipulation. I really tried to avoid it, but there was no other way to get enough Supers back without significantly delaying the in-game time.
So I guess the pause is at least in part because you're aiming for in-game time instead of realtime.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well, couldn't the wait potentially been reduced greatly by doing that sort of luck manipulation when you killed a larger group of metroid (I think you had 6 on you once). Maybe you tried that, I dunno.
Agare Bagare Kopparslagare
Player (206)
Joined: 2/18/2005
Posts: 1451
I tried that with larger groups as well. For example in the red switched gate room, where there were 7 at once, or in the 4th Metroid room with 5 at once, and I couldn't get more than 3 Supers in any of them, even with the pause screen. The reason I settled at lower amounts there was because it either changed the refill drops of the next Metroid rooms to be much worse, or required a serious in-game time delay. I also aimed to delay the pause screen as long as possible, in the hope to maybe get better luck that might allow to skip it entirely, but it just wasn't enough. In 2nd last Metroid room, the 3 Supers out of the first 6 Metroids were already a great and lucky feat for not using the pause screen, so I just tried to continue from there on no matter what. Even though the final pause screen turned out to be so long, I think it's still better than multiple shorter ones because of less interruptions in the end.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Did you check if it was possible to shuffle RNG by rapidfiring Grapple Beam? I just realized that it might have some merit.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (206)
Joined: 2/18/2005
Posts: 1451
I didn't check, but I doubt it would help. Either way, I'm fine with the way it worked out.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 5/12/2009
Posts: 748
Location: Brazil
Hey Saturn, how are you doing? Haven't seen you around, is everything fine? Hope you haven't quit Super Metroid. By the way, how is going your TAS? C ya!
Joined: 10/2/2006
Posts: 52
Its been a long time since a word has been said. where is Saturn? has he vanished?