Posts for Megafrost

Experienced Forum User, Published Author, Former player
Joined: 7/15/2004
Posts: 124
*pokes KMFDManic* I'm not Giga.
Experienced Forum User, Published Author, Former player
Joined: 7/15/2004
Posts: 124
There was a glitch I activated once. While inside level 2, I hopped out of my vehicle to enter the structure leading to the boss. I don't know how I did it, but somehow I ended up going through the left wall, finding myself in that large vertical room with the blocks blocking the way to level 3, and(most unfortunately) high in the air. Unfortunately, I don't remember the glitch well enough to make an attempt to reproduce it. But I'm assuming you must be outside the vehicle to reproduce it, making it almost useless.
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Paused has asked for an update, so the movie file has been updated. No new savestates, but the file continues until I reach Mega Core-X.
Experienced Forum User, Published Author, Former player
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I couldn't Dual Fire my weapons, because the hardware limit on my keyboard.
There are ways to get around this problem. My preferred method is to set different buttons to the same keyboard command, but maybe SNES9X has an option to turn on Turbo-X.
Experienced Forum User, Published Author, Former player
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Ever tried killing Elecman with just the mega buster? You don't know what you're talking about.
Experienced Forum User, Published Author, Former player
Joined: 7/15/2004
Posts: 124
Small update. The movie file in the link now goes to the entrance of Sector 3 (PYR).
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I took a break for a while so that I could take my finals at school. I was planning on posting the update when I was entering Sector 3 (PYR), but I may as well put up what I have now. http://www.kraftfam.org/~david/fusion0percent.zip I am just after the Serris fight. Savestate 4 leads to the navigation room just before Sector 4 (AQA).
Experienced Forum User, Published Author, Former player
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papajones wrote:
It would be intresting if we knew exactly how many missiles or shots we need to kill a boss. This would far optimize the path by not picking up neccecerry missile packs as we have 100% accuracy.
Well, the bosses that require the most missiles are Nettori and Nightmare(face mask off). If anybody is up for checking these bosses, then go for it. I'm not concerned with how many missiles these bosses take at the moment. And keep in mind that the trick used to skip the "unskippable" missile tank should probably be used in an any% run. Not for the 100% run though, because the missile expansion will disappear.
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I decided to take a look at the Blaster Master comments there. Stuck on the level 5 boss?!? I don't see how that can be possible...the lobster is a push-over if you have full gun power. It's still quite do-able if your only gun upgrade is the long range. The parts of the game I consider to be hard are the level 3 boss and level 8.
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Blaster Master certainly isn't unbeatable. I beat it once before on an emulator(no savestates or cheats). Died twice on that run; I know one of the deaths was an intentional suicide because I did this little experiment in level 5 and became separated from my car, but I can't remember the other place I died...maybe against the final boss?
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The way I interpeted the submission text, a hard mode no-kill run is possible but wouldn't be very fluid. To that I say...a hard mode no-kill run is much more impressive than a normal mode no-kill run even if it is slower.
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The real shock value comes from comparing the video to your own records and saying, "Holy shit, it beats me by 10 whole seconds?" But some of the harder tracks would probably be really impressive to watch.
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I've updated the link again. Savestate 3 will bring you to the end of the computer conversation just before the bombs. The movie file fixes a mistake I made in Sector 1 (SRX). At the end of the movie file, I am just about to enter Sector 4 (AQA). I didn't see any way to make the delay just before the jumping plant boss unnoticeable, unfortunately. On the bright side, it could not have wasted fewer jumps.
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I could've sworn I had posted this earlier... The zip file above has been updated. The movie file stops just before I enter Sector 2 (TRO). The second savestate in the zip file should skip to the battle with Arachnus. I am about 24-25 seconds faster than my trial run.
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I needed to back away from him so that when I jumped over his attacks, my angled shots would still hit him. Jumping that way was the only way to do so without slowing down my fire. I also didn't want to start the battle from further back. I don't remember the reasons for that, though.
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I'm sure people want to know how my run is progressing. I've currently defeated Arachnus and obtained the morph ball. You can find the current movie file here. The zip file should contain a savestate to skip the long, boring intro. Any comments? EDIT: Just a note...I'm using the american version.
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I think it would be better to set off the alarm. Going an entire 2 seconds slower will likely have people asking, "Why?" If there HAS to be a video that pulls off the 100% stealth stunt, it probably shouldn't be the any% item collection run. I have a question: Is it impossible to manipulate luck so that the pirate turns around sooner?
Experienced Forum User, Published Author, Former player
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I've taken a look at it. The movie file I downloaded played entered Tenguman's level. I'm going to give a few comments. The Coldman fight: When you hit Coldman, he is invulnerable for about 120 frames. The Mega Buster takes 120 frames to fully charge. Even if the cloud is there, it is still possible to hit Coldman as soon as possible with a fully charged every time he is vulnerable. When moving forward, spend as little time in the air as possible. Spend as much time sliding as possible, until such time when you must jump to change platforms. Try to avoid going backwards. If an enemy is in your way, either kill it and be gone with it, or get hit by it and go through. There is more to the Ice Wall than meets the eye. It can be used as a platform...there are lots of room where this can speed things up tremendously. Even better...put the Ice Wall halfway into the wall and jump on it. It will break almost immediately(allowing you to use another wall sooner), but there is a one-frame window when you can stand on it...and that is all you need. Try not to conserve ammo with this thing, although you do need 3 shots for Burnerman. You asked me about the glitch with the Ice Wall...it's not spectacular, but it can speed things up a bit. If the Ice Wall forms on top of you, it will warp you in a direction until you are out of it. This is mainly useful when you are making a horizontal jump. It also has a far better use in Pirate Man's level in the room with all the floating spikes; after entering, form an ice wall just off the first platform and have it warp you right into the spikes and make sure you're facing left. This will get you onto the platform quicker. The later parts of the time attack are considerably better than earlier parts, but there is still a lot of room for improvement. Keep on practicing. As they say...practice makes perfect. EDIT: You asked me if there were any cases of the ice wall "glitch" in Gigafrost's Forte video. I don't think there is. Because Forte travels through the air quickly, he is already long gone by the time the wall has formed. Thus, Forte gets no use out of warping since it is slower to wait for the wall to form.
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I'm noticing a lot of cases where you fall some distance while in morph ball and bounce off the ground. Is it faster to stay in the ball and bounce than to unmorph(and possibly morph again)?
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I was thinking about that for a while. But there's just one problem: I don't have the ROM, and I don't know how to find it. But maybe Gigafrost would be able to help me out. I'll bug him sooner or later. There are actually a lot more improvements I can make than it looks like. There are quite a few optimizations to make, maybe some better luck manipulation, and of course that missile to skip.
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Posts: 124
This gets a definite yes vote from me. :)
Experienced Forum User, Published Author, Former player
Joined: 7/15/2004
Posts: 124
You can speed up the text in some of the conversations with Dr. Light. I know for sure that the conversation right after the robot museum can be skipped. This is the only problem I noticed with the run. Everything else was great.
Experienced Forum User, Published Author, Former player
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I never thought of it that way. Then again, there were a whole lot of things that always slipped my mind...
Experienced Forum User, Published Author, Former player
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Normally, there is a vine blocking the path to the data room. It's vulnerable to super missiles, but of course I do not have those yet. However, it is also vulnerable to a shinespark. It is possible to charge one and use it on the vine, but using it on the vine is difficult and not humanly possible, since you have to scale a shaft very quickly, go through the door, then run off the ledge and activate the spark. The margin of error is very small, possibly non-existant. It is certainly not humanly possible. By skipping the missile tank, it allows me to finish with 0% of the items. This trick should be useful in the any% run...I'm sure there's a missile tank somewhere that is better to pick up than the "unskippable" one. EDIT: BoltR, I'll think about that for a bit. Even if I lose 20 frames, it doesn't affect my in-game time. It might even change luck for me in a favorable way.
Experienced Forum User, Published Author, Former player
Joined: 7/15/2004
Posts: 124
If you haven't seen the trial run I made, you can find it here. The trial run collects 1% of the items. My next version will skip that one item. I'm sure people will want to see any% and 100% runs, but I'm leaving those for other people at the moment(mainly because I'm bad at planning routes). I'm putting up some information here for those of you interested in making a run:
Note: After using a weapon, you must wait a certain amount of frames before you can fire again. This applies even if you use a different weapon afterwards. Charging the beam weapon does not apply to this wait. Refer to the list below: Beam weapon - 6 frames Charged beam weapon - 2 frames after releasing Normal missile - 8 frames Super missile - 13 frames Ice missile - 14 frames Diffusion missile - 15 frames (even when uncharged) Bombs - 6 frames Power bombs - 4 frames When turning around, you finish turning slightly faster if you shoot the beam one frame after you press the opposite direction. When falling, it is slower to morph into a ball as you hit the floor unless you needed to be in a morph ball for something. Be sure to test that it isn't faster to turn into the morph ball at the last frame. When speed booster is active, you must hold down for 2 frames to kneel. If you need to change your position, press up for one frame afterwards so that Samus gets up from the kneel. If you need to jump, press left or right for at least one frame before you do. While speed boosting, you can jump into the air without going into a flip. This allows you to kneel upon landing on the ground and keep the charge. While running, let go of every key for one frame. Press A on the next frame. Hold down A and forward afterwards to continue boosting through the air. When you grab a ledge, it is faster to jump onto the ledge than it is to pull yourself up unless you are in the water without gravity suit. When fighting the jumping plant in Sector 2 (TRO), it cannot waste fewer than 3 jumps. Luck cannot be manipulated *during* the battle; you must manipulate it before you see the core-X. When space-jumping, you must fall for 13 frames before you can jump again. I still do not know how long to hold down A for the fastest space jump. When running to the edge of a platform and going down is more important than going forward, jump for one frame before you run off the edge. Do this as soon as you can. It takes exactly 64 frames to fully charge the charge beam. After killing Serris, go left unless you're collecting 100% of the items.