1 2
12 13 14 15 16
Fortranm
He/Him
Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
Would a hard mode 0%/any% run on JPN or CHN version look a lot different from their normal mode counterpart, considering the fact that respawn clipping is impossible?
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
Well I suppose it would, by why would you want to do a TAS that DOESN'T have this new and interesting glitch?
effort on the first draft means less effort on any draft thereafter - some loser
Fortranm
He/Him
Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
I just felt that doing any% on normal mode and doing 0% on hard mode would make more sense, since the first one aims at absolute fastness and the second one aims at absolute difficulty. The bosses in current 0% runs still die rather fast due to the fact that you get all the updates. Just saying. :P
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
The Japanese and Chinese version would be missing some new time savers. Also, hard mode isn't available from power on.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
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!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Editor, Expert player (2088)
Joined: 8/25/2013
Posts: 1200
andypanther wrote:
BioSpark wrote:
Also, hard mode isn't available from power on.
I really wish this community would start to get over this.
One person stating a fact = entire community against SRAM, even though tons of movies require/already use it. You're reading too much into it.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 7/6/2012
Posts: 84
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
Memory
She/Her
Site Admin, Skilled player (1551)
Joined: 3/20/2014
Posts: 1765
Location: Dumpster
Apparently with Hard Mode you also gain back less energy and missiles from X if m2k2 is correct. I don't know how much of a difference that would even make though. Zero Mission would be a good choice to do on hard mode from my understanding, not so much Fusion.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I see, so hard mode would mostly be a novelty thing. Regarding SRAM: I'm sorry if it came off as rude, it's just that I kept seeing people bring up the issue when talking about various games lately. It frustrates me when ideas for TASes are immediately answered with "but it starts from SRAM", as if that would automatically be a bad thing.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Fortranm
He/Him
Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
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.
Joined: 10/8/2013
Posts: 126
Did a quick test of the first boss on Hard-mode, it has exactly as much HP as on Normal. 15 missiles (or rather, 14 missiles and 5 beam shots, cause that's as many missiles you get on hard up to that point). Enemies do seems to deal ~1.5x damage. So, yeah there wouldn't be much difference between normal and hard I feel. EDIT: Also, recovery amounts of the X-parasites are 10 hp per yellow and 2 missiles per green. So, normal numbers.
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Recovery amounts are only different in easy mode. Hard mode would be virtually identical to normal mode. Only BOX and Mega-X would be slightly different.
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.
Joined: 10/8/2013
Posts: 126
Link to video Something neat you can do with the BOX shutter clip. Very slow, though, so this isn't gonna be helpful. One thing I noticed just now, is that you can actually go OoB to recharge your shinespark. If you spark to a side while out of bounds (even if just clipped inside one block on the floor), you get one frame of running which is enough to get a recharge... so maybe there's some opportunities for creative shinesparks.
Joined: 7/6/2012
Posts: 84
I'm assuming nothing happens if you manipulate the wave beam core-x to go out of bounds?
Joined: 10/8/2013
Posts: 126
I don't think you can get it out of bounds. The Core-X is bound by the room just the same, it can't just fly out of there. Also, I'm not even 100% sure you can destroy BOX while staying OoB, at least I haven't managed to hit it with anything.
Joined: 10/8/2013
Posts: 126
Link to video Stumbled upon a fairly versatile method of ice clipping. Basically any ceiling corner will do, as long as it's not in a "stair" formation (so the ceiling ends after just one block). There were some spots I passed by where this could also be useful, after the SA-X encounter in Sector 5. They require some timing and testing, tho, and I figured one vid is enough of a demo about this. Btw, as sort of a funny note, the game actually has a perfectly set up tutorial spot for this. Right before Zazabi, there is an E-tank and a Kihunter cocoon. That Kihunter cocoon is at a perfect height for this, and acts exactly like a frozen enemy would. https://www.dropbox.com/s/5agy11kgu988bfe/CornerIceClip.vbm?dl=0 Movie file (VBA-RR v24). Also, taking a hit isn't necessary. It is a bit faster, tho. EDIT: Oh yeah, skipping the Nettori eye door is also possible. But again, needs timing, the set up for that one takes a bit and TAS eyedoors are really fast anyway. Also apparently a "stair formation" ceiling also works. As in, in this very area, the Kihunter that is trapped in the vines can also be used for this clip using his original position.
Memory
She/Her
Site Admin, Skilled player (1551)
Joined: 3/20/2014
Posts: 1765
Location: Dumpster
Sector 4? I think you typo'd.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Joined: 10/8/2013
Posts: 126
I did typo! Thank you. Sector 5.
Joined: 10/8/2013
Posts: 126
Nice, dude. So much stuff already, you work fast :P Link to video Here's the eyedoor skip to Nettori. Again, not sure if worth it but definitely worth a timing. I think you might be able to traverse the whole distance as a ball instead of unmorphed like I did, which should be a bit faster (compared to this) due to just general OoB movement as a ball. And I guess you'd wanna start the Nettori fight morphed? EDIT: Looking at some earlier TAS', this does seem like it's slower due to the setup time. Didn't manage to use the first Kihunter for this, despite best efforts to manipulate a proper dive out of him. Always a pixel too low or pixel too far from the wall :P
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
It's definitely slower. My 100% TAS spends about 5 seconds in that room, your vid spends about 7. Edit: Got another couple. http://www.youtube.com/watch?v=dSZvqoEs8y4 http://www.youtube.com/watch?v=IEjm09C4Cjs Edit 2: Missed an obvious one. http://www.youtube.com/watch?v=-Ln1a-SX8zQ Edit 3: And another. http://www.youtube.com/watch?v=T2LgkYOuFuw
Joined: 5/12/2009
Posts: 748
Location: Brazil
You guys have been doing such an amazing work! Congratulations and keep it up!
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
I think it's safe to say that 100% will have to be rerouted. There's a lot of potential for getting items early or at a different time than usual. I was only looking for clips that apply to 0% but I'm sure there are other ones that apply to 100%.
Joined: 10/8/2013
Posts: 126
EDIT: Overlooked something obvious, so here's an update. I don't like adding arbitrary restrictions, but what can you do :P EDIT2: Overlooked another obvious thing (the Security Lock pad actually entirely eats up your shinespark no matter what). So uhh, yeah just get a spark there or something I guess, lol. Oh, yeah, chrono is not allowed. EDIT3: Finally all fixed up.
1 2
12 13 14 15 16