Posts for InsaneFirebat

InsaneFirebat
He/Him
Experienced Forum User
Joined: 11/13/2016
Posts: 6
Location: Athens, GA
As a fan of the PAL version, it pleases me to see it come out on top for once. I appreciate the work you two put into it. Also very happy to see a new ACE trigger. Very exciting.
InsaneFirebat
He/Him
Experienced Forum User
Joined: 11/13/2016
Posts: 6
Location: Athens, GA
DecafGrub47393 wrote:
How did you standup glitch with Varia on?
By activating a shinespark. Shinesparks take control away from the player until the crash animation ends, then gives control back to the player.
InsaneFirebat
He/Him
Experienced Forum User
Joined: 11/13/2016
Posts: 6
Location: Athens, GA
Chanoyu wrote:
If you don't mind my asking, could you elaborate on why glitching through a locked door (at 23:59) is considered In Bounds? It seems unintuitive to me.
Out of Bounds is defined on the wiki as leaving the room's boundaries (most people consider the tiles shown when a room is loaded in the editor as in-bounds and anything outside of those tiles is out-of-bounds) and causing the minimap to point to a blank tile. https://wiki.supermetroid.run/Out_of_Bounds
InsaneFirebat
He/Him
Experienced Forum User
Joined: 11/13/2016
Posts: 6
Location: Athens, GA
Habreno wrote:
When you're actively taking precautions with your glitching so that you can say "I didn't technically go OOB doing X" that's a bit much, don't you think?
I don't think there are any "precautions" to take in this situation. The super jumps are aimed and stopped in a way that lets Samus land sooner and head toward the next door. It's not like a TAS is going to be careless and accidentally go out of bounds. I wouldn't bother saying it's "technically not OoB" either. The illusion of going out of bounds is just a bug with screen scrolling. That happens to runners in RTA as well, but no one seriously considered banning ice clip just because it sometimes looks like the player went OoB. Edit: ninja'd by Taco xD
InsaneFirebat
He/Him
Experienced Forum User
Joined: 11/13/2016
Posts: 6
Location: Athens, GA
Thank you for this amazing TAS and all your contributions to Super Metroid. Your work here is mind blowing and I don't know how you're going to top it. Looking forward to your next work of art. Also looking forward to the submission notes. There's so much to learn about here. The extra encode with graphics fixes is a nice touch. Thank you for that as well.
InsaneFirebat
He/Him
Experienced Forum User
Joined: 11/13/2016
Posts: 6
Location: Athens, GA
My opinion is that real time is far superior for Super Metroid timing. It requires much more knowledge and experience to optimize, and provides a faster time overall. Entertainment value is subjective to the viewer, so I don't see how that supports game time optimization. I'd rather not see lag and downtime from item pickups when it's more efficient to skip them, but that's just me. Underflow (that's what I call it) seems to be most of the conflict here, but I think it's a big part of the entertainment value. I don't think it's any worse than pausing at zero energy to skip bowling or storing a shinespark to use later. I'd sooner be looking into that grey door skip. Saying underflow is like GT Code seems silly to me. The two tricks are nothing alike in execution or usage. Thanks for creating this amazing TAS, Sniq. I really appreciate all the different techniques you've put into optimizing your runs. I hope there's still enough room for improvement to keep you interested! Add one YES vote from me. I've never been given an option to vote on this site.