Posts for Saturn


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Nice techs, but...
hero of the day wrote:
http://dehacked.2y.net/microstorage.php/info/603799561/gravitystatue.smv Tech 1 - Super Quick Gravity Statue This tech uses the speed preservation trick in combination with the forward damage boost tech. This is a damn fine looking tech.
...this will unfortunately not be of use in a 100% run, because the position of the robots on the way to the Reserve Tank will be much worse if not using the traditional shinespark here, resulting in a bigger delay to clear the passage either way. There are still good news though. You can save ~13 frames by using my GravityKagoTech, which offers a optimal combination of the early PB placement, as well as closer position to the morphball hole once you fall off the statue's hand.
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I didn't check, but I doubt it would help. Either way, I'm fine with the way it worked out.
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I tried that with larger groups as well. For example in the red switched gate room, where there were 7 at once, or in the 4th Metroid room with 5 at once, and I couldn't get more than 3 Supers in any of them, even with the pause screen. The reason I settled at lower amounts there was because it either changed the refill drops of the next Metroid rooms to be much worse, or required a serious in-game time delay. I also aimed to delay the pause screen as long as possible, in the hope to maybe get better luck that might allow to skip it entirely, but it just wasn't enough. In 2nd last Metroid room, the 3 Supers out of the first 6 Metroids were already a great and lucky feat for not using the pause screen, so I just tried to continue from there on no matter what. Even though the final pause screen turned out to be so long, I think it's still better than multiple shorter ones because of less interruptions in the end.
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New WIP is finally out after a lot of testing and reworking: http://www.youtube.com/watch?v=BxT2NuSNHD0 Featuring some tricky Metroid bundle techs with extreme luck manipulation, as well as an optimal MB fight with the powerful 4-hit PB Wave combo. Enjoy!
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I recommend to stick to 1.43+. Not only do you avoid a risk to experience annoying desyncs, it's emulation is also more accurate to the real SNES during door transitions, as JXQ proved a couple of years ago. That, and the direct realtime comparison to the previous run would also be possible, which is a good thing.
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Experienced Forum User, Published Author, Player (209)
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Experienced Forum User, Published Author, Player (209)
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I highly recommend to not use the X-Ray glitch. A 100% is there to show everything the game has to offer, and skipping major and one of the most entertaining parts of it does just the opposite. Good luck on the new run, guys.
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Great run! I appreciate the dedication and the amount of work you put to finish this completely new TAS category never done before, regardless on whether it's faster or not. You proved to have excellent analyzing skill and creativity, as many of the strategies were only applicable in this run form, due to the unique conditions. My highlight is definitely the part between getting the Gravity Suit and Ridley. The way you managed to get through the Norfair/LN section with just one E-Tank after being completely depleted from WS, is impressive. It also shows what a huge advantage the normal charged beam has over the very uncomfortable Ice Beam to get many refills with almost no delays, and without being forced to use Missiles or pseudo-screw attacks. Game completion is a 29:22, so I guess it's safe to say that 0:28 won't be possible with the speed route. Thanks for clearing that question up and more or less confirm my estimations about it. :-) Good job on this truly original run. Going to make a HQ AVI, just gimme a few days.
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To contribute right there: Secret of Evermore - Glitchless any% speedrun in 2:36 (unassisted, single-segmented) (Recorded on Snes9x v1.43+ - copy-paste into browser if clicking doesn't work) This is a recent run for a category that was neither seriously speedrunned, nor TASed before. It doesn't use the Atlas Glitch or any major sequence breaks, and goes through the game the intended, natural way. I did 3 other attempts before, each with different strategies, and by polishing them, managed to save almost 50 minutes with this final one, which I think is now close to optimal strategy wise. Did a couple of smaller mistakes typical for single-segmented runs, but overall it's a solid performance I'm satisfied with. The run is also available in a high quality AVI here: http://www.archive.org/details/SecretOfEvermore_2.36_SS_glitchless_Saturn For more details about it, check the description there. Enjoy!
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Post subject: Secret of Evermore (SNES)
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Time to open up a speedrun section for Secret of Evermore. Rules: * No savestates, slowdowns, or turbo buttons * Time measurement is in realtime from starting the game, till the moment you kill Carltron's Robot (final boss) * For segmented runs, a in-game save is required, and the delays between saves/reloads must be added * Using the Atlas Glitch, or major breaks with the help of the dog's random sniffing tech to bypass sequence triggers belong to the glitched category * For 100% completion, you have to get at least one of every item-, equipment-, trade good-, charm-, and all alchemy formulas / Horace's Call Bead upgrades * If possible, record a movie file on a stable emulator and post it here as a proof Good luck.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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Nope, I guess because the hit- and evade rates only go up until 99%, regardless how much you level up the formula in normal conditions. Although you still get 65000+ values on them after the restart, it seems to always end up with the opposite effect, resulting that you miss absolutely every hit, while the "true" evade rate stays the same, with casual enemy-attacks still going through. To my experience, only Atlas and Defend can be of benefit with that glitch.
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If you ever wondered on how exactly to execute the Atlas glitch, then this video is for you: http://www.youtube.com/watch?v=dLKN4_3Y27E
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Alright, I pass then. Good luck.
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Experienced Forum User, Published Author, Player (209)
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I would prefer to use an as realistic count as possible for clarification purposes, but the Power Rangers should let us know what they prefer. My suggestion would be a simple "1000000+" one, as the exact count is not known. As for tool-assisted presentation, it would be a new and unusual term, so probably not a good idea unless everyone agrees.
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Wow, that is truly an amazing improvement! Obvious yes vote of course. The optimization level is incredible, and the ammo/health management probably couldn't be done better than that. The huge amount of work put into luck manipulation, and planning to the smallest detail is clearly noticable and makes this run one of the best and most polished on this site for sure. The tricks used were also great, and I especially liked the strat in the first LN elevator room. It's also good to see that you guys not only used my improved Reverse Kago Tech to break through the 2nd spike platform even without the HJ-Boots (for those who wonder about the smv, I shared it with Spoofer for his 14% SB run in July), but even managed to improve the 1st bomb boost so much that it allows to pass it without additional damage. Well done. Btw, you can save 3 frames in the gravity statue room by avoiding the unspin before the damage boost, as it only loses horizontal momentum in this case. Here a demo with copied input from my old any% for clarification. The different jump approach is same fast and doesn't matter here. Regarding bosses, all of them were great and, except Ridley, innovative, but my highlight was Phantoon. Although the strategy in itself is no other than the one from my any%, the way you managed to execute it with only 2 Missile packs and without any drawbacks or slowdowns at all, is very impressive. Draygon was also handled very well, keeping the weak beam, and the pretty big amount of refills you collected during the fight in mind. Since you guys proved to be creative and capable to develop effective strategies in difficult situations like this on your own, I feel like I should give something back to you, and everybody who is interested, as a reward for this nice work as well. And what would be better than releasing never before seen demos of this 2 bosses from my old any% for the first time? :-) Phantoon 1-Round Kill for Any% runs Draygon Quickest Kill with many refills Oh, and I would also be willing to encode a max quality AVI of this run with the usual glitched line fix as well. Any wishes/suggestions of what to put into the rerecord count section?
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Not a new WIP yet, but here is a never seen before, older, continuation of WIP 6 that uses the traditional route through the Lost Caverns, on which I worked before discovering the "Phantoon Skip" sequence break: http://www.youtube.com/watch?v=iOdkqjpN_II Featuring an improved Phantoon quick-kill with a shinespark, along with optimal energy management. Enjoy!
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Impressive. Good job guys.
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I see. Didn't consider the difficulty to even get that starting position at first.
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hero of the day wrote:
The only problem is that I don't think I can get 2,000+ damage with a spark being used in the center of the room.
You can. Draygon's position doesn't matter, only Samus' before the spark. If you start the shinespark close enough to him, you can get up to 2250 damage, which is only 150 less than the max possible when Draygon is close to the wall due to the additional crash abuse (but therefore saves you 40 HP of damage from Draygon's body). Even if you manage to speed up the 1-rounder some more, it would only be applicable to a 100% due to the needed Grapple, and even there, being forced to waste a ton of ammo with the additional 00 restrictions to PBs and the other Missile-type will certainly make you end up slower anyway, as you will require all Supers for a significantly faster Ridley kill.
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Experienced Forum User, Published Author, Player (209)
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Nice find, hero. Just compared it, and it's unfortunately still a bit slower than my 2-round shinespark strategy in the end. But it's still great to see Draygon can be 1-rounded legally, as I didn't exect it to ever be possible without Plasma and X-Ray. Good job man!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Experienced Forum User, Published Author, Player (209)
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Amazing job, Gromba. This is probably the most useful bruteforcing we will ever have for this game. Good luck trying to shorten Cpadolf's version even more with the additonal dash input. As for the PAL version, just took a look on it, and it seems to have a unusually fast running animation after reaching the 3rd speed level, which is what allowed to shorten the overall charge distance immensely compared to the NTSC version. With it, you can even get a charge for the shinespark towards X-Ray, something that most likely won't be possible on NTSC without freezing the drainer to extend the platform length there.
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Hero: The reason for the slightly slower fight was Spoofer's setup at the beginning, since it required a additional flame shot, and didn't use the first Missile to save some cooldown time for the next shot. That way we were forced to hit his eye a bit later than Kriole for the first time, and only that delayed the fight in the end. The finishing move had nothing to do with it. :-)
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It should be mentioned that this is a slightly improved version of the 1-pack 1-rounder, starting with only 4 Missiles instead of 5, and still ending up with one Missile left after the last shot. Probably the most you can pull out refill wise.
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Experienced Forum User, Published Author, Player (209)
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Guys, Gromba's screenshot clearly shows that the Super of that video was shot clearly below the switch as well. How can you expect that it can ever trigger it when the vertical position simply doesn't match? The Super can only hit a block in the direction it was shot, and never something above or below it. My assumption he used a acceleration cheat to shoot the Super through the upper 2 blocks is herewith wrong as well. Most rational explanation now, if no video editing was used, seems to be that he simply hacked the switch data into the air block just below it. On another note, here are 2 further tricks I developed/performed long time ago, which are now available as a video for those who are interested : Lower Norfair Walljump (2007) Temporary Blue Suit (2006) Check the descriptions for further detailed information. Enjoy!
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Experienced Forum User, Published Author, Player (209)
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Yes, I think it's a fake once again. Your smv- and picture-demonstrations, Spoofer, all had the Supers vertical postion being slightly below the switch when it explodes, and as long as this is the case, there is technically no way to hit it, regardless of how close it looks visually. The explosion simply comes from the single gate block that is below the switch. And as mentioned before, all that screen scrolling stuff with the shinespark has zero influence on the Super's, nor the gate block's behaviour. The Super is either there and registers a collision regardless of the screen's position, or gets offscreen and disappears. As for how he did the trick, probably by just using a cheat code to speed the Super up so much that it actually went through the upper 2 blocks that are before the switch. No video editing required that way, while making it look more legit in the same time.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun