Posts for Saturn


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After long time I decided to give NES' classic Super Mario Bros 3 a go. It went surprisingly good although being so rusty in this game. I managed to pass all levels without dying, except of this damn Bowser fight, which went very unlucky the first time. >:-/ But all in all the movie is pretty good and shows many good old tricks in different levels to ease the playthrough during them when playing skill based. Enjoy!
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Clearly Snes9x for movie recording, and ZSNES for general or online playing.
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Hero now holds the 1st rank for the amount of test-smvs in my collection for Super Metroid (except my own ones). :-) But to make it clear, it's a bit slower, and also requires much more damage taking. For comparison (from the top left to the top right door of that big azid room): - JXQ's Space Jump variant: 500 frames - Hero's Shinespark variant (this one): 587 frames - My non-Space Jump/Shinespark RBO variant: 612 frames Hope this helps.
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OMG, I think he skipped the Ocean Palace entirely!! (Those don't having to lose Crono at all) He mostly leveled up in Tyrano's Lair, beating Fiona's Forest Quest to get the Green Dream (which seems to be unavoidable for his low conditions), getting all the useful items from the black chests like Swallow (which not only give much much power, but also increases Cronos Speed by whole 3 points), Wall Ring for 10+ Magic Defense, the unavoidable Vigil Hats (everything makes much sense now, since to that time, Vigil Hats can only be bought in Fiona's Shrine after you complete that quest) to protect Status like from "Confusion" etc. which Lavos casts very often, then immediately heading to End of Time, and take the Bucket to Lavos. A crazy idea but seems possible with extremely careful planning. :-) Can't wait to see the translation for more details though.
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Awesome run! I especially liked the extremely fast boss fights. Doing some crazy moves during the waiting scenes was also a good choice to increase entertainment. YES vote.
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I can only copypaste small parts of the text in the excite translator. Translating the entire URL doesn't work here as well. Dromiceius: If you have a complete translation (even sloppy), can you post a txt file of it somewhere, please?
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Thanks, the first 3 lines look like this now: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=              クロノトリガータイムアタックレポート             -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I can now see parts of the text like heros CT TAS in 4:21 and other english letters, but the japanese text is mostly written in "???? ???????" form. I guess there is no other way around for us to read that without somebody actually translating it at least roughly. Bisqwit is familiar with this game and can read a bit japanese (I think), so maybe he would be interested to do it for himself and for us?
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It's not blank when watching through FireFox. But you just can't see any letters. It looks like: "�|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|�� �@�@�@�@�@�@�@�@�@�@�@�@�@�N���m�g���K�[�^�C���A�^�b�N���|�[�g�@�@�@�@�@�@�@�@�@�@�@�@ �|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|��" for the first 3 lines. Damn, he must have used some special route and strategy to get that time. I just can't see how Hero's TAS time can be beaten any other way.
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Sir VG wrote:
I read reports (courtesy of SDA) that a Japanese player has beaten the present TAS time. http://ultimagarden.net/report/inichi_chrot_ta.txt THE END      03:49 The file is totally in Japanese though, so anybody who wants to figure out what's going on, hope you know your Kanji.
0o_o0, OMG!! In realtime, without tools??? I can't read japanese, but I really wished to in this case. :,-( Is there a video of this run available somewhere? This is just shocking!
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Ha, this is really cool! The reason you hear the sound in JXQ's one but don't see the door opening is because he opens it from behind. The room just after the door transition leading to Plasma is connected with the previous room. If you would remove that door you could simply walk into the next room without transitions. Though this next room is incomplete, so when you enter the door you get into a diffrent room which looks identical to the fake one. You can see this all through SMILE for example. Evilchens example is exactly the same case, but as you see he can just walk over the top of that room to see the back door being open. JXQ: From your "weird door.smv", did I get it right that you are at this place in your 100% v2 run already? 0_0 If thats the case, then you are once again a true TAS machine!
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Good Job Tonski, welcome to SMI's Honor list!
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Or play a game in the blind mode. ;-) I used to play Super Street Fighter 2 blind (but with sound) against weaker human opponents. It's extremely funny, mostly because you can anticipate their actions even then (typical human psyche), after doing a set of your own moves. The hardest part there is to guess on which side your fighter is faced, but if you have a fighter that can shot with a quarter turn on the D-pad it's pretty easy to find out as well.
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comicalflop wrote:
Agreed, that was fantastic. I wonder about the large number of bumping into walls in the 1st and 2nd lap, were those necessary? Saturn, from what I know some of these are known yet were never incorporated perfectly into a run/movie, but some are incredibly ambitious tricks thought up by the Huff man himself.
I think they were. After getting the long boost you are just too fast to manage this tight corners. If he want to keep the boost, he has to hit the walls with a jump during them, there is no way around, I guess. I'm glad the Huff man has such a big creativity in inventing some of this special shortcuts. I know it only too well how hard it can be to find and optimize such manuevers in Racing Games like this one. He does a very big job for sure. :-)
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Post subject: Re: WIP 7 - Ghost Valley 2 is done
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Huffers wrote:
Anyway, WIP7 is done. Ghost Valley 2 time = 29.49 non-tas record = 45.30.
Holy Shit, this is just incredible!!! Huffers, did you discover all this insane shortcuts by yourself, or are all of them already known by some SMK WR players? I have seen some of them (like the one in BC1, but what you showed in GV1, CI1 and this GV2 is something I have never seen before. Thats why I wonder.
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JXQ: The solution is so simple: If you say the more drainer are attached to you the longer the door transition, then just kill them and get PB refills (the more the better) for a faster Maridia. Killing them costs exactly 1 frame delay to lift up the gun right after landing, and after that you can start the shinespark charge immediately and still get the refills in time, as said. Result: - Fastest possible door transition - max possible PB refills (faster quests in the later progress) - fastest possible reaching of the top morphball hole with the PB pack by using the spark Not sure if there can be a reason to not use this strategy. :-) Hero: Yes, I agree then. It's just because of the refills, nothing else though. Sub-pixel managment is hard, but very well controlable nevertheless. Enemy knockbacks and enemy positions are always the same if you use the same moves in a room. Ok, the elevator randomness is probably also not manipulable, but this is a 1 frame issue. In the end of a any% run, I'm dare to say it can be optimized within a 100 frame margin towards the absolute perfection (ingame time). And regarding Ceres, I think my escape in the any% TAS with a time of 49'15 is 100% perfect by now. I spent more than a week on it alone, and even though it's more than a half year old, I still can't see any possible improvements there.
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Ok, I just checked, heros smvs and my Walljumping test there was indeed not 100% optimal. Heros one with a 13-frame interval seems to be 100% perfect, and he only got 1 frame faster with it because he didn't optimize the Shinespark. I redid the shinespark part myself and ended 3 frames faster than his perfect walljump test. But keep in mind this is without refills. In the 100% run you will badly need PBs for Maridia, and since you get whole 4 from the drainer in one there, it should be worth it IMO. So the delay would definitely be more than 10 frames with them, still.
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Then you didn't optimize the shinespark to the max. In case the above quote isn't true, could you show some proof?
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You could, but you would collect the Missile pack then.
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In order to pass the WS lake room without Grapple, Speedbooster, and without touching the Missile pack, moozooh needs to use horizontal bomb jump (not diagonal because it gains height as well, which wouldn't work because Samus would hit the roof too early and therefore forced to cancel the HBJ). He is testing this room for 1-2 weeks already (I think). If you were successful with that moozooh, I would be very interested to hear what you have to say to it, and if it's worth the big time delay HBJ requires to use it at all there.
hero of the day wrote:
Earlier in this thread I made the claim that phantoon could be 1 rounded with just 3 packs. I shouldn't have said that without proof, but now I have finished testing it and it is easily possible, check it out here. As people may or may not know, I am going to improve my current run. I estimate about 15-20 seconds of improvements (or ideas that may or may not work), but there are some issues that need addresing before I even begin. My biggest issue by far is whether or not I am going to use this 1 round phanton tech that I just posted. If you have seen my published run, you know that I only have 2 missle packs when I face phantoon. The closest pack is the one by the charge beam which requires almost no time at all to collect. The problem is that I only need 3 packs to finish the game, and this means I will have to literally jump over the missle pack on the way to the wave beam. Jumping over the missle pack is probably one of the absolute ugliest and stupidest looking things ever. I do not want the run to look stupid at that part, so the alternative is to simply collect the extra missle pack. The problem with collecting the extra missle pack is that it is not required to collect to finish the game, and it wastes 7 seconds in real time. Though I aim strictly for real time, I am tempted to make an exception here simply because it looks like shit jumping over it. Any feed back would be cool. I plan on starting the revised run in the summer, so this leaves me time to find all my mistakes. Right now I am meticulously combing through the published run looking for even the tiniest improvement. If you noticed anything at all that looked improvable, please post it.
Very nice smv. Though you are forced to wait a couple more frames at the Phantoon fight to firstly shot down the blue lights for refills and only then start the doppler-attack. Not sure if it would save more time compared to a 4 Missile-pack variant, because this additional Missiles not only save some time in the fight itself by starting the Phantoon killing immediately, but also some more time in the rest of the run. In your case I would still pick 3-packs and one round him, then just jump over the one right before Wave Beam. It wouldn't look that bad I think, and the one-round kill should make up for the 400 frames long item-screen delay of the additional Missile-pack IMO.
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I already mentioned it somewhere, the Shinespark is exactly 20 frames faster compared to Walljumping IF taking the last Power Bomb refills from the Drainer enemies in both cases. You can start shortcharging immediately after landing on the final platform and still get the refills in time that way. If you make Walljumps you need to wait a bit more before starting to run into the next room. But even without this refills the shinespark is at least 10 frames faster if looking into my test results. Pretty minor but still useful time saver. :-)
hero of the day wrote:
Super Metroid is the type of game that will never be perfect anyway (and I really mean never).
Wrong. Except of the item refills and Boss refill drops that affect the next parts of the run slightly, I think it's very well possible to make a perfect run in this game. It just requires alot of patience, very good knowledge of the game mechanics and time (speaking of in-game time obviously, realtime is a harder task of course).
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I will try to upload a AVI tomorrow. And thanks everybody for the nice comments. As moozooh said, I aim for sub 1:00 hour with our newest route. :-) EDIT: YouTube Video of "WIP 2" for now EDIT 2: Argh, probably needs to wait for a couple of hours before it gets up there...
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Wow AngerFist, didn't thought you are such a cool gentleman. :-) And hero seems to be the 2nd Schwarzenegger. Nice biceps! ;-)
comicalflop wrote:
Saturn has a pic of him in his personal webpage. it has a slight resemblance to Bisqwit actually. (not completely, but same hair, facial figure, physique, etc.)
Not sure about it! :-P
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A Runnelid wrote:
Toad / Koopa do not have the slowest top speed. Yoshi / Princess do.
0_0 This is a scan from my original Super Mario Kart Guide-Book which was included with the game when I bought it. Do you want to say they fooled ALL people who bought this game (at least in Germany) with wrong Driver-Statistics??? I really don't get it now. >:-/
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Huffers wrote:
Choco Lake 1 is done. Time = 28.28, Non-TAS record = 41.71 I've cut this WIP so it starts from a savestate (for ease of viewing), but the actual run requires the version of snes9x modified to record/play resets. I'm sure you'll all be disappointed to hear that I couldn't get the "driving in little circles" glitch to work on this track :'(
Not at all! I very much prefer to see such, simply mind blowing, laps you just showed in this WIP. This is not Super Mario Kart anymore, this is Super Crazy Kart man! You impress more and more with each WIP Huffers, thank you for that! Regarding Drivers, changing them would make a much more entertaining TAS IMO. The couple of frames you lose shouldn't matter at all if you make much more variety that way. Maybe you should ask a expert which driver is preferable for which cup though. Koopa seems to have better or longer long boosts, very good control in the corners, but for that he has the slowest top speed of all (along with Toad who is equally to Koopa in all driving skills). I doubt its a disadvantage though, because you use his strong long boosts all the time anyway.
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Just want to point out that SMI v1.4 is out now. Fixed some stucking glitches, corrected some design mistakes, and added a brand new mockball skill-test/quest for Green Brinstar. It should have been implented from the very beginning, but for some reason I just missed this idea somehow. The update is recommended and shouldn't cause problems if using any savestates from older versions on it.
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