Posts for Kejardon

Experienced Forum User
Joined: 8/9/2004
Posts: 123
andymac wrote:
Both Xkeeper and upthorn are overestimating games. It would be completely unheard of to move at 4000 units per frame. Generally, programmers don't need that degree of precision. unless you want to measure the radius of a virtual atom, your character's speed will rarely exceed 100, except in games where the speed is generally high, or there are a wide range of speeds. For example racing games or grand theft auto. In GTA, your character's speed would rarely exceed 100 whereas in a vehicle, it may do.
... huh. Samus's speed in Super Metroid is generally around 200,000 of the smallest units per frame. Although the lowest byte is NEVER directly used by speed, but even if you ignored that you'd measure it as around 1000 units per frame (with a maximum of around 4000). Why would games NOT use that kind of precision when it's easily possible? :/
Work on an exponential system, the characteristics of these games is that there is no overflow and that the further away you get from the origin, the less precision you have. Basically If you have a glitch that allows you to travel further away from the map than normally expected, your character will begin to spasm and expand/contract and generally asplode. This is extremely common in games. I have seen this in GTA-SA, SM64, COD4 and countless others. Back to grand theft auto, The precision is six significant figures.
I'm speechless. I know that even commercial games occasionally get away with horrible programming flaws, but for such an easily avoided flaw to be common? o_O Why would you even use an exponential value for a character's position?
badly programmed my fucking ass.
Common / popular is not mutually exclusive with bad.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
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Joined: 8/9/2004
Posts: 123
upthorn wrote:
Let's take a hypothetical example where there's a game where your max speed is 6 pixels per frame, but it uses the pythagorean method to calculate your speed on two separate axes, given one total speed value. Let us say that when going straight forward, you get 6 pixels per frame forward, but when going 3 degrees to the left of forward, you get 6 pixels per frame forward, and 1/3rd pixel per frame left due to rounding error. If your goal is a straight line forward from the starting point, the result will be that you reach the goal in the same time period, but you'll be a few pixels further to the left when you collide with it.
Keep in mind that the position of a character is most likely stored as X/Y/Z. How often is your goal at the same exact X or Y coordinate as where you're starting? Although most 3D games are likely to have several decimal places of accuracy one way or another specifically to avoid this sort of bug, and early 3D games that don't probably don't give you enough control in your direction to abuse the rounding in your favor either. I don't see many games at all getting much out of this idea, to be honest. Then again, I have a habit of over-estimating programing in games.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Aqfaq wrote:
* How about the playaround movie, which has the freedom to show various tricks that are not seen in the speed-movies? What extra would it offer?
There are a *lot* of glitchy / silly things you can show off (Metroids running away from Samus is one I like. :) ) It would be interesting to try to plan for because it's impossible to show off *all* the odd things at once. Like the plethora of glitches related to Mother Brain. And then there's the sheer volume of oddities to show off, you're bound to forget a number of them.
Aqfaq wrote:
* Has anyone attempted a pacifist run? What is the lowest theoretical kill count?
I've actually thought about this at one point. XD You *have* to kill some metroids. You might be able to skip a few rooms of them, but at least 5 of them are simply impassible without killing. Oh, and the first room of space pirates, you have to kill them. I don't think it would be interesting at all though, just a variation on the 6% run.
Aqfaq wrote:
* Also, a no-damage run would be quite different from the current categories, because all of them use damage boost strategies very extensively. Right?
It's been done actually, by Goofyman on M2K2 IIRC. Except Mother Brain's laser hit for damage, since that was unavoidable at the time the run was made.
Aqfaq wrote:
* A missile-only run / no beam weapons run? Is it possible? If not, what is the least amount of beam shots needed?
This has been mentioned too... you just need it at the start as far as I know. I think it was 6 shots? ... no. 5 to get morph ball, 4 to get missiles, so 9 total. From there on you can get refills from pirates, skip the bomb torizo, and rely on bombs till you get an appreciable cache of missiles. But then Mother Brain zaps your arsenal away except for a small number of missiles.
Aqfaq wrote:
* 100% kills run: kill every enemy in the game at least once while completing the game as fast as possible? This would require a very different item planning than seen in any of the other movies, right? And it would be a very action-packed run, I assume?
This one I've never heard suggested. A number of enemies can't be killed though. Hmm. Might be interesting. Of course, none of those would be published. :P
pirate_sephiroth wrote:
After observing this thread, I presume you already know that Super Metroid is an anagram of More Stupider.
That might explain the plethora of programming oddities that would make a good playaround run. :P
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Skipping the mini bosses has precedent: Crocomire and Golden Torizo are entirely skippable without any kind of glitches or even oversights (unless easy walljumps and powerbombs count as oversights), and are both often skipped in ordinary speed runs. Even though it requires glitches to skip the Bomb Torizo and Spore Spawn, it's not all that remarkable. Not interested in joining the argument, but felt that deserved to be mentioned.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Saturn wrote:
Yeah Kej, the 0,0000323% chance was what you calculated me back in 2006 when I got 11 Supers from 12 in my old RBO run on the first attempt
Ahhhh.... but that's still off by a factor of 100.
Saturn wrote:
And of course the seconds and frames still exist, it's just that most people (like you, as you stated) won't care about them when watching the video anyway.
Will you quit putting words into my mouth? I don't care much about the time, but I said most people here do. Every frame of time, whether the game displays it or not.
Vykan12 wrote:
I really have to wonder, if you’re trying to manipulate a random number generator, wouldn’t it be far more constructive to locate memory addresses and find the most efficient way to burn the RNs until you get the desired result versus weeks of trial and error?
Unfortunately, not really. Super Metroid's RNG has two steps: The first step is triggered every game frame, I think, and the second step is triggered every time the RNG is called (generally, every time a random number is used + 1 per real-time frame minus lag frames). I'd have to research that first step, and even if it works in sync with the second step the fact you have two independent steps affecting the seed drastically complicates the RNG.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Saturn wrote:
Manipulating 10 out of 10 Supers from the Elite Pirates without entering the pause screen is a chance of "~0.0000323 %" according to Kejardon, which he should know best of us.
Umm. The actual chance is (100/256)^10 or 0.00827%. It looks like you have (100/256)^11 / 100. Further, since it's two independent set of drops, you can treat it as two 0.909% chances.
Saturn wrote:
Not using the few new techs I was aware of doesn't mean I sabotaged anything. I already said that I think the old techs look cooler anyway, so this stylistic choices only add up to the entertainment level of the run. And since I still got the lowest possible completion time, it doesn't matter much anyway.
While I would like a run that didn't worry so much about speed and showed off instead, that's not the focus for this site. Even if only the minutes show at the end screen it's not as though the seconds and frames don't exist.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Oh hey I was mentioned a page ago. I guess I ought to put in my 2c then. ;>_>
Saturn wrote:
What I meant with editing was the video (aka. AVI) file. It could be done without much effort, but the video wouldn't be legit that way, even though the result would look 100% the same like making another smv from scratch.
Except as you just said, everything afterward would change because of the RNG. Maybe it would be faster. Maybe it would be slower. But it almost certainly wouldn't be the same.
Saturn wrote:
Oh, and you can of course ask Kejardon as well. I informed him immediately after discovering that trick.
IIRC, Saturn asked me if I had any ideas for making the wall jump work, I asked him if he tried turning around in mid-air as that lowers Samus's hit box immediately after a wall jump. He did that and it worked. Also it seems silly to me that everyone is anxious to claim discoveries for tricks. The tricks have always been there - it's not like it's impossible for someone who doesn't know of it to find it.
Saturn wrote:
Saturn chose not to use this trick because he did not want to spoil it for his any% run. There are quite a few other time savers he intentionally left out of this run for the same reason.
... This seems really stupid. In order to make a later run look better, you sabotage your current run? If you're going to do that, why bother finishing and publishing the current run? At the very least, put it in and just wait to publish it until your any% is done.
Everyone wrote:
There should be more runs for Super Metroid
Everyone Else wrote:
No, there are too many runs for Super Metroid
x_x when people take a website too seriously... Not voting though. I'm a lot more interested in entertainment than speed, so honestly half the movies here really aren't that interesting to me. I'm here more for the analysis and breaking of games. :P
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
It's actually a matter of how far you run. The echoes are supposed to be catching up to Samus, but the glitch is that they start out waaay behind. The way sprites work is that their position loops every 512 pixels, and so an echo, when trying to catch up from way off screen to Samus, will be visible for a screen, invisible the next, visible the next, etc., until it reaches Samus. Apparently it was assumed that echoes will never be more than a screen away from the visible screen.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Wow it is a huge pain to debug stuff without a debugger... Geiger's debugger won't play movies made in ninjutsu's snes9x, so I am currently using PAR codes to write in-game debug checks viewable with ninjutsu's memory watcher. x_x I finally determined that something is causing the index for the load at 9085C3 to be too large. The catch is is that index is supposed to be Samus's speed counter (the thing that makes Samus blue when it hits 4). It looks like Samus's speed counter is jumping from 3 to 5, but then being reset to 4 before the frame ends. The catch to that is that I don't know of any way the speed counter can jump from 3 to 5, so I'm inclined to think something else is corrupting the value between the LDA $0B3E and TAX. Then I finally realized that there's a JSL to a sound routine when blue suit starts that leaves a garbage value in A replacing the value of $0B3E (seriously. It's RIGHT THERE BEFORE the TAX. It's GUARANTEED to mess the value up when you hit blue suit speed. How did this glaring fact get past whoever programmed this?). Soooo. Typically that usually leaves a 0 in place of the index, which is relatively harmless. It does the same thing (extra frames in that foot-down pose), but it only lasts 3 frames instead of the 129 frames in your video. Somehow, you had to have had 5 things in the sound queue for miscellaneous sounds (this is the garbage value that gets used instead of Samus's speed counter) waiting to be played. ::edit:: a bit of clarification. The tables are set up to be used with an index from 0 to 4 - the full range of Samus's speed counter. Even if the index of 0 is used, the 'garbage' data is still applicable data, and the only noticeable difference is a 3-frame delay where there's supposed to be a 1-frame delay. When 5 is used though, you get more... interesting garbage data (I don't even know what RAM offset 7E0303 is supposed to be used for, let alone what to expect it to be. In this case it ended up being 129). ::/edit:: And I'd like to assume that the clicking sounds from Beetoms draining your health were stacking up and call the case solved. As for effects of the glitch... You get a garbage value for the animation delay as you've seen. You also get a garbage value in the low byte of Samus's speed counter (generally only the high-byte is important, it is typically 00 - 04, 04 = blue suit speed. In fact blue suit speed is 0402 or 0401). The low byte counts *down* instead of up though... when the low byte reaches 0 the high byte may go up by 1 and the low byte is reset. If the garbage value put in is 00 however, Samus's speed counter will decrease the next time the animation loops, and you will have to run through 256 animation loops before Samus's speed counter high byte will increase again. Or you can just stop running to clear the counter and start running fresh. This drop is NOT an expected, programmed drop though, and so it doesn't properly clear blue-suit status. Hence the confused echoes and blue suit graphics that disappear in the next room. Sooo unfortunately there really doesn't look like there's any use for the glitch, but it's an interesting find (and also a chance to laugh at how ridiculous Nintendo's code can be).
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Wait, is this an actual glitch? It looked like you just changed Samus's animation delay with a code or something before recording (Though I know heat + speed booster + no varia or grav will mess with the animation but haven't looked into it). And the echoes are stupid, but that's old news. Anyways nothing interesting happens in the smv, everything interesting happened before it so I can't debug anything.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
evilchen wrote:
what is that thing iam killing? maybe its a question for kej maybe not :D! a hidden enemy? or more ?
One of Kraid's flying claws, IIRC.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
RT-55J wrote:
IIRC Bisqwit once said that using a quantum computer would only square root the time of brute forcing a TAS compared to a conventional computer or something.
... a) You need to specify units, sqrt time doesn't make sense. Chances are, you meant there will be sqrt(original number of tries). Which would have a great effect on complex systems, and a not-so-great effect on simple systems (surprise). b) sqrt is a relatively significant reduction in amount of work to do. 'Only'? :P It's not really relevant though, because quantum computing is currently too slow and AFAIK it's not likely to get a big enough boost in speed any time soon for a quantum BisqBot to outspeed a conventional BisqBot. And it certainly won't be cheap enough for anyone here to buy for TASing til several years later. My money's on conventional computing getting obscenely good at parallel processing before then anyways. Someone's gotta be working on computers with one or two powerful processors and like 20 simpler processors by now - properly programmed that sort of thing could be monstrously fast and still reasonable to build, I think. Sorry if all that's been said already in other threads too, I don't remember any of them atm.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
KDR_11k wrote:
Seems to me like the game tries to get code for the beam handling but the combination causes an invalid pointer that goes who knows where, not much different from out of bounds glitches, the minus world or item replacement.
Yes, and the software tries to do illegal hardware stuff while it's at that invalid pointer. The out of bounds glitch just interprets the wrong data as the room level, which isn't illegal at all to the SNES
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
... There's a semi-detailed explanation here. Your idea is kinda correct, except as far as blocking/requiring a path goes. Super Metroid has a list of doors for every room, and then door blocks that implement one of those doors. In the statue room, the door block used comes from the actual elevator - Samus's Y position 'loops' after 16 screens, at least as far as blocks are concerned. In Mother Brain's room, there isn't a door block to implement the door leading past Mother Brain. So it has to be created by other data, and then Samus has to actually reach it.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
NameSpoofer wrote:
Cpadolf, if your trying to complete the game as fast as possible, then what is wrong with space/time beam and x-ray climb?
For a heavily glitched run, I wouldn't argue against x-ray climb. However, the space/time beam is hardware-related glitchery. It's something more along the lines of beating an NES game really quick by having the cartridge a bit loose, so it's not all loaded correctly (there's probably an actual example of that somewhere or other). In Super Metroid it's triggered by software instead of hardware, but it's still an illegal hardware operation.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Derakon wrote:
I don't think you can reasonably argue that the programmers intended for you to be able to roll at high speed in morphball form, however, given that your speed is sharply capped unless you perform a very precise set of motions (which also include negating the normal bounce from morphball form).
Right, just like bomb jumping. That's clearly unintentional, you aren't supposed to be able to bomb jump as high as you want. Oh wait, it's in the demos. XD I should fess up a bit though. The mockball has no code explicitly handling it, but there's also no code it actually *breaks*. It exists nicely within the game engine. Although, there are tons of small things that, if you changed them just slightly, would make mockball impossible. Comparatively, a simple bomb jump from the ground actually is slightly glitchy, as seen from the fact you can spring jump from the height of a bomb jump occasionally (The glitch is that Samus's pose and movement type is not updated till the height of the bomb jump). I like to think that some programmer at Nintendo actually found the mockball relatively early on, then carefully programmed the engine as time went on to keep it working. :D The point I want to make is it's basically impossible to say if the mockball is unintentional or not. You can't objectively decide what's glitched and what isn't. For that and other reasons, I still say that this run shouldn't be separated as 'Glitched', it should be separated as 'Uses secret worlds' or whatever equivalent there is.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
pilif wrote:
The mockball is based on a glitch
I demand proof of this.
pilif wrote:
from a logical and technical standpoint, this one should be replacing the older (non-100%) ones.
<_< An observer can understand what mockball, armpumping, and glitching past the zebetites is doing. Secret worlds and warping past rooms completely defies game logic and makes no sense to an observer. Another significant difference is that the previous runs don't skip any major spots of the game. The path to Tourian is blocked by the boss statue, and passing Mother Brain is required to blow up Zebes, so killing those 5 are clear objectives of the game. This run skips *all* of those. All the runs abusing glitches is not relevant (again, since the glitches in Super Metroid are ubiquitous and ambiguous). So it won't help at all to label any or all of them as glitched. A true non-glitch run probably wouldn't even be applicable because of arguments of what counts and what doesn't. Now stop misusing logic. >:|
MiraiGen wrote:
The X-Ray Scoping glitch should be a separate category and it shouldn't be labelled as a % run at all. Let's be honest - him copying the save file to generate garbage data for Tourian was a minor trick at best and really only necessary because of the FIRST glitch. X-Ray Scoping in Doors is a separate bug and should be treated that way.
'a minor trick'? ;_; Incidentally, I skipped Mother Brain before I skipped the statues to Tourian. Skipping the statues is by no means necessary for skipping Mother Brain, it's just a big plus because it means a completed NBMB run. There are also other ways of getting out of the room. Originally I actually used the murder beam (NOT THE SPACE/TIME BEAM), spring ball, and a crystal flash to get outside of Mother Brain's room, years ago before the x-ray trick was found.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
1. Yes, No 2. X-ray scope is used to pass through solid blocks. As soon as the blocks are cleared, bomb jumping is used.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Nearly 5 years ago, the same time when we were trying to figure out a way to skip that Zebetite to manage a 14% run: <Ultima> it's really simple though <Ultima> just crystal flash and then power bomb <Ultima> in a room with the 'dark' effect <deskjockey_> dark room + (cf + pbomb) = lights on <deskjockey_> dark room + (cf + many pbombs) = whoa <deskjockey_> dark room + ((cf + many pbombs) + cf) = chaos
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Table / lookup overflow would be the main glitch - technically, no buffers are overflowed. There's no uninitialized variables - the variables used for the glitch are set up in the title screen and in Brinstar. I guess you could call it uncleared variables that are carried over. The data under the statue room is actually BTS data, followed by background data (which is typically nothing but air). BTS data is used to further define stuff like crumble blocks, slopes, shootable blocks, doors, items, etc. For solid blocks and air it's generally 00, which is just air. 2 saves are used to load that firefly room in Brinstar, which is a necessary part of the setup for skipping Mother Brain. isoteric is not a word. You're looking for esoteric. :P
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Nope, it wouldn't really. The graphics above and below the room are garbage. There's not really any relationship between a tile's graphic and what the tile really is. Worse yet, even though the entire room is loaded in RAM at any moment, only the graphics for blocks on screen are loaded. The graphics just off the edge are loaded as the screen scrolls in that direction (you can actually observe this while going up with a debug code that disables the status bar) The only way to really see what sort of environment Samus is traveling around in is to open up a savestate of the room in a tilemap viewer that's configured for Super Metroid. Which isn't too difficult, actually, TileView from here is what I use (and I also run it inside of DOSBox so it's windowed and doesn't eat up my CPU. <_<). Run it with tmv savestate.zst -g 10003 and it will go straight to the tilemap. Press u to switch to 2-bytes per block, then use [ and ] to adjust the width to the room's width. From there, you can largely just figure out which color is which type of block - pressing 2 will show you the actual hex for each block (technically it's misaligned a byte though, but the colors are much better misaligned so they mainly depend on block type rather than block graphic). Motion down and right of the room both work more or less as you'd expect (you can follow that with TileView fairly easily). Motion up and left works differently though - going left 1 screen is the same as going right 255 screens, and going down 1 screen is the same as going up 15 screens. Also, blocks loop after going down 16 screens, or going right 256 screens. Then there's a bit more trickery to it, but I'm not going to go that in-depth here. For this movie though, it's not really worth the work. In the statue room, it's just a ton of solid blocks Samus x-rays through, and then a mostly empty area Samus bomb jumps up - this is pretty typical of small rooms with no secrets or slopes. In Mother Brain's room, there's a wall to the right, a kinda empty column Samus x-rays into, then a ton of junk to the left Samus has to morphball through that leads to a second empty column with a raised 'hill' in the center of it. There's a few ledges up and to the right, the door transition is hidden amongst the junk on the second ledge. This is all actually junk left over from the title screen. I don't think I ever looked at what it's actually for though. Small disclaimer: This is all from ooold memory, I might've gotten a few details wrong. I think I've pre-emptively answered just about every question on the topic now. I probably should have stopped at the first sentence though. >_<
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Xkeeper wrote:
zdude255 wrote:
The current any% runs should also be changed to have "Does not use death as a shortcut"
That is only if using death as a shortut would actually save time, which isn't applicable in any of the Any% movies to my knowledge.
... "Uses death as a shortcut" is technically true, but the meaning is much different than what is typically meant by that statement. Dieing does not get Samus to a place that's useful, it goes to a game mode that is useful (so you can load the other save in Tourian). Death is used as a shortcut in a way that is outside of the normal game engine's expectations. It's something like the Arkanoid movie where a death is caused during the demo to 'continue' at a later level. IMO, it's debatable to even put the tag onto this movie. But it doesn't make sense at all to put "Does not use death as a shortcut" on other Super Metroid runs, since dieing in Super Metroid doesn't save any progress.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
That was a super jump echo. :P The rest of it was standard out of room fare. Also, my memory seems a bit off. It's the plasma beam that disables Crocomire's push wall, not power bombs.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Post subject: Re: #2022: Cpadolf & hero of the day's SNES Super Metroid in
Experienced Forum User
Joined: 8/9/2004
Posts: 123
NesVideoAgent wrote:
Super Metroid ... Details of the run
    ... Uses death as a shortcut
Of all the things, I think this just made my day. 14% requires nothing more than some collision detection bugs. These runs are going through secret worlds and crazy game manipulations. It's a drastically different ballpark. You can't really say 'No glitches' in Super Metroid because of how ubiquitous and ambiguous they all are (Do you have to *avoid* arm pumping? Should mockball count? Skipping Torizo is more a flaw in level design...), so even glitching through the zebetites hardly raises a response. But this run is unarguably in glitch territory. And the two runs are entertaining for largely different reasons.
Soulrivers wrote:
I'm disappointed you didn't just warp to the ending sequence. What's next really? That the first escape sequence actually turns into the final one? Stunning.
Probably not Ceres escape, but it *is* theoretically possible to warp between unconnected rooms (no such warps found so far), or even to a room generated from garbage data (none that run so far). Super Metroid is pointer-oriented, and it's not too hard to get bad data into some of those pointers. But to be realistic, that's even more of a wild goose chase than trying to skip Mother Brain. Although that worked out, so maybe I'll look into those other rooms sometime. I honestly wouldn't bet on it working out though.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Experienced Forum User
Joined: 8/9/2004
Posts: 123
Cpadolf wrote:
A new way to acquire bluesuit, very useless, and very pleasing.
I can't come up with the right words to convey what was going on in my mind when I read this at first. But I'd probably be obligated to hate you forever if it were actually useful. If you don't know, I've literally spent entire days searching for an alternate blue suit. I have no idea how much time total I've spent looking for one.
Cpadolf wrote:
And a dead end glitch, it seems to work only if the statue has already sunk, and it occurs if you try to trigger the elevator doing anything but a normal jump (bombjumping might get you through too, I dunno).
Haven't looked into it, but from what I know I'm betting it depends on Samus's pixel position. Over 00 = infinite loop, FF or less = good. So bomb jumping is probably fine too. Not sure why the statue matters though...
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?