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Bisqwit, you need to play it on Snes9x v1.43 improvement9 with the original settings. The desync most likely comes from using a different version (like Snes9x v1.43 improvement10 or higher) I guess.
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True JXQ, but I actually try to reduce lag as much as possible, as long as it doesn't affect the ingame timer, so the "in-game timer is just a way for TASers to ignore the tougher parts of optimization" sentance doesn't really fit to my case.
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JXQ, I just said my opinion (without any insult intentions).
Baxter wrote:
I will always vote for the movie which completes the game in the shortest amount of frames. If the movie is shorter in real time, I'll vote yes, if it's longer in real time, I'll vote no. I'll still vote yes if you aimed for ingame time and it's shorter in real time, but that does mean the movie is improvable in my view.
Wrong view. It's not about improving, it's actually the exact opposite. You deteriorate the quality of your run just to make door transitions (and in some cases slight lag) faster. In the end, a watcher will hardly notice the small frame delays at the few critical door transitions, but definitely will see the sloppy jumping in order to move the screen up for a shorter door transition (for example like before Speed Booster). As moozooh said, TASing is not only about lag reduction and frame count. The actual playing quality, which automatically increases entertainment in most cases, also has importance, especially in Super Metroid.
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Very nice version of SMW. Indeed more entertaining in difficult levels to see passing them without flying. I especially liked: - the walljumping and shell usage to get to otherwise unreachable places like to keys in Star World - the super entertaining juggling with shells and jump between multiple mushrooms without touching them in Donut Plains 2 (probably the highlight of the run) - Big Boo fight - great shortcut trick against Ludwig Koopa - great shell jump flying over the long pit in Forest Secret Area - very unexpected Balloon flight through walls in Valley Of Bowser 2 Voting yes of course. Good job!
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Looks great, hero! I'm glad you finally realized that the only way to show real quality in a Super Metroid run is to aim for ingame frame counter and not let yourself depend on some emulator version (that will be changed in the future anyway), which emulates the realtime frames differently, and destroys all comparison possibilities between runs. Or was it only done for Ceres that way, to just compare to JXQ? In any case, good luck for Zebes!
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Healblade wrote:
As a result, I don't think this argument is really important unless and until this run is completed and someone else makes a run on the (J) version to obsolete it.
Some uneducated people still compare 2 completely different games. IMO, the (J) version, even if it's faster, shouldn't obsolete the (U) version in any case. How many people already said that language is a very important factor and they would so much more like to see a english version of this game to be able to follow it much better? I think the best option would be to accept both runs (U and J) if that would happen, if only for seing the time differences. But I must add, that if the (U) version TAS would be already done, and somebody just copies it to make a TAS on (J) just to be faster, this would be very lame. Maybe Bisqwit should take position and tell us all his view about it, to avoid risk and unnecessary surprises when the first TAS is done.
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hero of the day wrote:
Most of the waits could have been eliminated by better energy management as well. 8 seconds is hard to gain back, don't be so quick to dismiss the possibility.
The guy knows what he is talking about. After all he managed a pretty impressive health and ammo management even in the most critical parts in his any% run. In any case, I think it would be pretty close. But then again, you have another pro point of getting a low% for this run. 10% NBMB looks more impressive than 11%, so collecting the energy tank is only worth if your absolutely top goal is pure ingame time, and not the classic and more interesting style, which I would go in any case if I would do such a run.
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Yeah, I agree with hero. Blue Brinstar will be much slower even without the need to IBJ because of the big detour. Regarding additional item collections, 10% is still the lowest possible amount in a NBMB-based Kejardon run, so I think aiming for it is still worth, no matter if it's not the lowest possible amount. On the other hand the energy tank would speed up the spike room before X-Ray, but I still wouldn't go for it to not destroy the classic low% of that run. Collecting the Ice Beam is still a interesting choice, but even though the pre X-Ray room and the Metroids will be somewhat faster, the detour for it, including the long double elevator ride to Norfair, will still be slower in the end I think. Just to share my thoughts.
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Ahh, so Kej meant avoiding excessive damage to Samus, and not to the Metroids then? If so then yeah, you have to keep Samus at least at 30+ energy to not trigger the health only drops. Once you get below 30, you have to get +50 in order to disable the health only trigger again. And apparently Metroids indeed drop only one item when being killed by Powerbombs. This sucks of course, since you require at least 3 PBs to kill a Metroid, and thus get forced to damage/kill at least 3 Metroids in the same time including all 3 to drop a PB after that. Indeed a very hard task which will require alot of precise luck manipulation. Best of luck for this though. PS: And yes evilchen, only Missiles and Supers will make Metroids drop multiple items. But for that you need Ice Beam anyway, so it's out of choice.
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Looks really good so far, evilchen. Especially the pass of the Spike room before X-Ray was interesting to see. Also a pretty good energy management overall. Keep up the good work, we all will be interested to see the final run and it's completion time. :-)
Kejardon wrote:
Oh, and you MUST avoid excessive damage, or else you'll trigger energy only drops.
New to me. Could you please explain more exactly what you mean by that and also why this is like that? I have a similar problem in Redesign where I only get health drops if not having max Energy or Missiles, so maybe the problem in SMR might be somehow related to what you just said? Any help would be greatly appreciated.
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Yeah RPGs have usually by far the best soundtracks of any games. I agree with moozooh that Chrono Trigger and FF6/3(US) have very good, if not the best soundtracks overall. From top of my mind, my single favourites are: - Chrono Trigger - Too Far Away Times (probably best) - Chrono Trigger - Forest Theme - Chrono Trigger - Ocean Palace - Chrono Trigger - Epilogue - Chrono Trigger - Magus Theme - Chrono Trigger - Belthasar Theme - Chrono Trigger - 1000 AD Theme (both, Towns and Field) - Chrono Trigger - Schala Theme - Terranigma - Underworld Theme - Terranigma - Sea Port Theme - Terranigma - Grecliff - Terranigma - Elles Theme - Terranigma - Crysta - FF6 - Phantom Forest - FF6 - Terras Theme - FF6 - Celes Theme - FF6 - Espers Theme - Secret Of Evermore - Hall Of Collosia (First/Main Part) - Secret Of Evermore - Puppet Show - Secret Of Evermore - Ending/Credits Theme - Secret Of Evermore - Queen Bluegarden Theme - Secret Of Evermore - Lonely Ebon Keep Theme - Secret Of Mana - Dark Continent - Secret Of Mana - Sorrow Theme - Secret Of Mana - Mana Field - Secret Of Mana - Flammies Theme - Seiken Densetsu 3 - Innocent Theme - Seiken Densetsu 3 - Sacrifice Part 3
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Really cool game. First try I got +83. :-P 2nd try I got -18 including a +16 drop out. If you like golf games, I recommend to try the classic mini golf: http://www.zipperfish.com/games/sports-skill-games/mini-golf/ Got a score of 37 out of 48 there, which is -11 actually.
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Thanks guys. I have watched your 0:44 run in 2005, Fredrik. I think it was the run which motivated me to do my own 0:44 that time. :-) And you indeed seem to have much room for improvement with your skill. I'm sure you can get around 0:40 with some practise and better boss-strategies. But yeah, going by the time tradition, you should pull off a 0:36 run this year. Go for it! :-P
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Just compared heros and Kejs list, and could find 1 error in each of them: If you want ignore the enemy multipliers and go by the most common damage values (which is true damage multiplied by 2 at most enemies), then a Super Jump does 300 a frame, not 150. Draygon is a exception, because he has a multiplier of 1 to Super Jumps, but I just tested and confirm that on all other enemies it does 300. Kejs list has a error too: Bombs do not 30 but 15 (with common multipliers 30 and not 60). Also the game recognizes 21 types of different damages (21st being a unknown one though), so I would highly recommend to order same damage types in one section like Kej did in his list, in order to being more detailed. Example already mentioned by Kej: Speed Echos is same damage type as uncharged Wave/Plasma, just with a much higher damage rate, or all charged shots (no matter what Beams are equipped for it) are same damage type like Hyper, Murderbeam or Charged PB-combos (except of Ice-Shield).
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Very nice work on the Super Metroid Tricks page, moozooh. Providing smv demos to almost every trick is a great idea. I'm also willing to contribute some of them if it's required. For now I can suggest the Temporary Blue Suit glitch demo to get the Maridia mainstreet Missile in a NBMB run, since I think it's a interesting glitch, but didn't see it mentioned anywhere in the Tricks Page yet: http://dehacked.2y.net/microstorage.php/info/2753/Temporary_Blue_Suit.smv Hero, here is the damage list that Kejardon provided once: 0. Normal beam : 10 1. Wave beam : 25 2. Ice beam : 15 3. Ice/Wave beam : 30 4. Spazer beam : 20 5. Wave/Spazer beam : 35 6. Ice/Spazer beam : 30 7. Wave/Ice/Spazer beam : 50 8. Plasma beam : 75 9. Wave/Plasma beam / Speed Echoes : 125 / 2,048 10. Ice/Plasma beam : 100 11. Wave/Ice/Plasma beam : 150 12. Missiles : 50 13. Super Missiles : 150 14. Bombs / Space/Time Beam : 30 / 45 per 1/3 of second 15. Power Bombs : 100, can hit twice 16. Speed Running : 250 a frame 17. Super Jump : 150 a frame 18. Screw Attack : 1,000 a frame 19. ALL Charge beams / Hyper Beam / Special Beams / Murder Beam : 3x beam combo / 500 / 150 (45 for ice) / 100 20. Psuedo Screw Attack : 100 21. Unknown Note that this values are the clean ones without any multipliers. Since most enemies have a damage multiplier of 2, you have to double most damages in order to get the result you will finally see in the memory adress while playing the game. However in special cases, sometimes enemies have a multiplier 1 (standard damage won't change) or 4 to some special damage types (like Ridley has to Super Missiles which do 600 instead of the usual 300 on him), so I think it's best to leave the original damage values and just mention the fact about the multipliers of enemies which increase the actual damage.
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It's unbelieveable, but I just pulled off a 0:39 run out of nowhere and broke the 40 min barrier the first time ever!!! Super Metroid - unassisted SS any% in 0:39 It's even a very low 0:39 (39,26 to be exact). I still can't believe how I managed to get such a crazy time, having only a 0:42 as the second best attempt. 0_o The most crazy thing is, I was (and still am) slightly drunk while doing this run. Maybe this got me to risk much more than I would usually do, and therefore I executed plenty of time saving tricks, which luckily went pretty successfull most of the time. I somehow felt like playing myself into a rush with alot of self-confidence to try new things all the time. Because of that, I guess from now on, I should only do speedruns when being in slight drunk-mode. :P I especially tried to improve Boss fights, as Tonski once suggested me, and attempted a 3 round Phantoon kill the first time. Although it didn't work out yet, all the other Bosses went pretty good IMO. Other than that I managed to execute almost all the other tricky moves pretty well, including the WS gravity statue shine, pillar shine, WS big enemy room shine, and other tricks. I'm pretty sure this time will be my best attempt for a long time now, since with my current skill I see no way to improve it any more. Enjoy!
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I think RBO should have it's own category, and not interact with any kind of NBMB run. It's a totally different and special concept, and as moozooh said, heavily oriented to entertainment, which is always good. Regarding the low% problem, I agree that the 14% one should be recognized as the official low% run, because it's the only legit one.
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Thanks for your interest, blitzag. P.JBoy is right, I'm still in Maridia optimizing my way to Botwoon. But because it's a pain to do suitless underwater, I decided to work on a Super Metroid Redesign TAS for the moment. Don't worry about the RBO though, I will definitely pick it up once again in the future, it will just take some time to find enough motivation to start working on it again.
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Great run! It's clearly visible that cardboard has alot of experience in TASing this game. The boss battles were awesomely tight optimized, and the last explosion animation very smartly avoided by abusing the screen change. Also it seems that you managed to optimize damage boost and jumping precision while going up rooms even more than in the previous submission. It looked very entertaining on top of that. Also the energy and Missile management is just top, by being able to finish the queen with exactly 0 Missiles left. :-) Obvious YES vote, what else can I say! Great and especially fast job Cardboard!
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Tub: 1. As moozooh said, Norfairs maze Energy Tank will be badly required to refill energy when I return back. It's not required until then anyway, since 3 tanks are just enough so far. I will of course pick it up later. 2. About the Super at the Missile gate, it's simple. Drew changed some item refill drops of various enemies to only drop health until it's full, and therefore I wouldn't be able to get ammo refills at all if not having max energy. However, and thanks god to this, you can still get ammo refills, even without having full energy, if you have full Missiles. At the pipe bugs right after the long spark after Ice Beam, I need to refill ALL Supers and Power Bombs for the east Norfair quest, to not get in heavy ammo problems later. If I would use a Missile on the gate like you say, I wouldn't have them full anymore, and those I would need to wait at least one additional round at the pipe bugs, to first get Missiles, and only then being able to get Supers and PB refills. Same reason was why I used 5 Missiles at the red door to the right of the Norfair elevator to save this one Super for the gate later, since I could recharge my Missile to full after it anyway (at station). In the end it's much faster if you can skip one refill round at this pipe bugs, so it was worth. Sorry for writing abit complicated, it's just the only way to understand why I did that. Moozooh: I'm still careful with any completion time prognoses, but yeah, it looks not bad at least. :-) Also nice page, thanks for puting work into it to create it. It sure will be of use.
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Thanks! Tonski: It should be a surprise. I don't want to spoil anything from the future parts. You will see when it's done. :-)
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Ok, after long time WIP 4 is finally done! http://dehacked.2y.net/microstorage.php/info/5622/Saturn_-_SMR_WIP4.smv http://www.youtube.com/watch?v=PwK2cPEptMA This is the first WIP with having Speed Booster already. I hope you know what this means. ;-) Getting the last 2 Beams (Wave and Ice) and early Screw Attack to speed the spinjumps up by alot more. Disarmed the first Guardian at east Norfair. Once again, absolutely perfect ammo and energy management! Enjoy!
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nitsuja wrote:
However, I haven't heard of anyone getting a desync when recording a SuperScope or SNES Mouse game. Perhaps simply turning on the Super Scope before recording a 1-player movie in 1.51 would eliminate desync...
Probably, but I guess it would also make the smv size bigger and the recording structure more complex. Of course I don't know anything about it, but it's just a logical thought.
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Naitsir wrote:
EDIT2: If anybody is interested, here is how i did it: http://dehacked.2y.net/microstorage.php/info/5590/space%20jump.smv
Wow, really nice find! Even if the shot timing is still critical, it will make it much easier even on console that way. :-) Congratulations! I don't mind if the Space Jump can be gotten early that way, and don't intend to fix that, as it's almost useless in Maridia anyway.
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Fabian, that was because, when I made that quote, I didn't consider the midair turn-around abuse when grabbing a item, because I never thought you can land quickly enough to start running towards the door immediately. I underestimated the gravity after high jumps that make it possible nevertheless. Without the mentioned turnaround animation, my statement is still perfectly valid, because michael flatley was far away of managing the escape although he got it optimal in his WIP, just without the additional turnaround. After moozooh convinced me that you can save slightly more pixels towards the door with turnaround, I immediately believed it's possible. Everybody who has IRC logs of our talk about it can see that. And again, I ask to not blame me for things I have never said...
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