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You can open such doors with the backstab without using succubus, and without going out of bounds or anything.
Anyway, loved this run. Very entertaining and impressive how fast you managed to make it. Luck manipulation looks very smooth, bosses are quick, movement is clean and stylish, and it's nice to see a very wide variety of souls being used (all the puppet master stuff was pretty cool). Not quite on the level of awesome as you AoS 100% run, but only because of the game itself and not the effort involved. Whether it is improvable through route changes or not, it's an obvious yes.
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That's the Space/Time beam, though, not the Murder Beam, and Space/Time has always been avoided in TASes for various reasons (primarily for being a hardware glitch that behaves differently on different emulators). Also, with it you can trigger "zebes exploding" from the entrance to WS, so entering Tourian would be completely unnecessary if it was allowed (and if it worked properly on Bsnes).
Even if it was allowed though I would definitely be in the same category as X-ray because it's heavily glitched, and the reason the regular any% runs weren't obsoleted is that they aren't heavily glitched.
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I think 2-3 waves was definitely a underestimation from me, because I think it's almost impossible to get 100 energy per wave if you're not filed up on everything else or under 30HP, and there's no way of manipulating luck between waves except for wasting frames which takes even more health. I wouldn't be surprised if it took 4-5, which would be 3-400 frames slower than my old run. Maybe I'll do a test of how many waves I can get away with, though such a test would obviously be a bit unreliable due to luck.
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Actually Nintendo made way more money on the Wii because they always sold it at a profit, while Sony lost money per sold console for a long time (and had to make their money from games). Sony has basically been bleeding money for a long time now.
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Mothrayas wrote:
Okay, I've got a rather mundane question, but I haven't been able to find the answer anywhere. And I suppose it might be vaguely interesting for speedrun purposes.
How much health do(es) Somacula('s forms) have?
It's 1100 and 5000 respectively. And the health is separated between the two forms, so you can't do any overkill damage on the first form to lower the health of the second form.
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AzureLazuline wrote:
Also, I think Comicalflop is referring to the fish-heads, but it wouldn't be faster to take a hit while falling because you have more stun time when you're not on the ground, and the tops of them are solid anyway (you can stand on them, I think).
You can take damage from the top, but the invincibility time is not long enough to get to the bottom, so you have to take two hits which would slow you down later.
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Comicalflop wrote:
Anyways, I liked the fast pace of the run. I think there was one underwater part with the spiky things where you could have done it faster (rather than go left around a certain wall of spike-balls underneath you, and hit the one once you hit the floor) you could have maybe hit the one at the top so that as you have the invincibility frames you could have passed through them from the top.
Don't know if I fully understand this. Do you mean take damage from the topmost spike ball (at ~7:00), fall down and then pass through the bottom left ones while invincible? If so, as far as I remember it doesn't take any extra time to kill the spikes I kill in the run, so that shouldn't be of any benefit (also I don't have enough health anyway).
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Yeah I worked crazy hours these last days because I really needed to finish before next week. Also, somewhere around The Pinnacle the mechanics of the game started clicking a lot better for me which sped up the progress quite a bit.
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Done with Aguni. Overall things are going pretty well. Health management between Bat Company and The Pinnacle worked out about as well as I could have hoped for.
dsm
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Thanks for the encode gocha :)
Derakon: For both Balore and Puppet Master it takes a few seconds longer for the orb to appear than it takes to go to the save room.
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Dessyreqt wrote:
I'd just like to add that because he killed Draygon with the shinespark, he was able to maintain this odd property and get a second "free" shinespark which he used to escape the room outside of Draygon's.
Actually, it's a different glitch that allows him to do the second shinespark. If Draygon dies while you are in a shinespark, Samus state resets into standing position and she goes out of the shinespark, but the booster level, which isn't reset, maintains the max level as that's where it is during a shinespark, and when the booster level is maxed you can crouch to charge a new shinespark. So the first one (after the crystal flash) is pre-charged, and can be performed without crouching first, while the second one is the standard bluesuit glitch that allows you to charge a shinespark anywhere by crouching.
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That's not what happened at Draygon though, because he doesn't have gravity suit and can therefore not charge up a shinespark by running at all. It is done by letting Draygon catch you while performing a Crystal Flash. While doing a crystal flash your shinespark timer oscilates between 5 and 1 (for whatever reason), and when it's finished it goes back to 0. Having Draygon catch you breaks the crystal flash unnaturally, so the spark timer never goes back to 0 but keeps oscillating until a shinespark has been performed (or, I assume, until you charge another one), this essentially gives you one free shinespark that can be preformed at any time without any charging up.
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boct1584 wrote:
On the run: Holy mother, this was AWESOME. How exactly did you manage to kill Draygon and get to the door with only one spark? It looked to me like you did it by grazing him.
He had already hurt him a lot with PB combos and missiles, so he didn't have much HP at the end. The shinespark itself didn't actually do too much damage, but there were some PB combo projectiles that trailed behind just after he hit draygon with the shinespark that killed him (this is necessary, as killing him with the shinespark itself would break the shinespark before reaching the ledge).
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Eye Of The Beholder wrote:
I was wondering about that bomb spread in Maridia as well, but it seems it was just playaround, as it didn't change anything. I was confused thinking it had a purpose due to the pause screen right before the bomb spread, but then i realized it was to disable ice to make the frozen crab to unfreeze and move.
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Very nice improvement. The headhunter strategy definitely looks better, and I noticed a few places where the movement seemed cleaner and quicker overall. Smart handling of the unavoidable damage on Graham as well.
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Well this was certainly an unexpected and awesome birthday present :P
The new route is very good, my only problem with it is that parts of maridia aren't as entertaining (no mocktroid bridge in particular), and that there is several pause screens. But that doesn't bother me too much. It's all around a expertly planned out run, full of clever strategies and meticulous optimizations. I had no idea you would get pushed up like that when walljumping against the fish in Maridia, I had to watch that several times to be sure that my eyes didn't deceive me. Also, the way you ended Draygon is definitely the new "coolest thing that ever happened in Super Metroid"
One question, what did the bomb spread at Mt. Doom do?
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You have to fully land properly in order for the backdown trick to work. This is because it only works while you are in a "falling" state, which can be achieved by running of the edge of a platform, unmoprhing midair etc. From a normal jump though, it will not work, and turning around without landing won't change that.
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I tested it for a while but I didn't ever get that close to getting high enough. I actually got closer by doing a regular jump at the highest speed I could from the bottom of the room, but was still about 1 block too low.
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Tseralith wrote:
You've probably already thought of this, but is it possible to save that speed booster for long enough to use it after you've gotten the missile you're trying to reach?
You can't use it for a shinespark as there's no way to charge it. Also, the room with the robots takes too long for that anyway.
Eye Of The Beholder:
Yes, exactly like that!
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It should not be possible to get all the way to the bottom without stopping at some point or morphing/demorphing.
Did another test of the WS attic, comparing it to my 100% run and managed to improve it by another 20 frames or so (almost 2 seconds faster than my old run). Still not fully optimized (didn't really look at all at the entry of the room for example), however I had some problems getting it to work with an even higher speed than I reached here, as the delay to reach that speed meant that the Ki-huter at the end was too far away to both kill it and get a good damageboost. That might be fixable with more careful positioning though. It would be great if it was possible to skip the last extra damageboost, or land higher on the stairs.
smv
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That began from SRAM too.
EDIT: Sweet, finally got it to synch all the way after creating a verifier movie. Got 2 extra frames of lag at the start from the new SRAM, and for some reason one frame at the end and the beginning of the Puppet Master fight, as well as losing one frame of lag when switching to Alucard the first time. All that was fixable by just editing the input file though as it did not affect the RNG.