Posts for Saturn


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Thanks Angerfist, happy new and successful year for all of you too!!
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First a happy new year to all!
Kyrsimys wrote:
Which lake is that? I think the way from Crateria to Wrecked Ship is intended to be diagonally bomb-jumped, but I just did it with Space Jump.
You also got the Space Jump before Phantoon??? This gets really really strange... >:-( PLEASE explain how you could get past the grey door in this room after you grabbed it without killing this 4 beetoms which should be te only way to make this door possible to open. I'm very confused after hearing the same about the Space Jump sequence break from the 2nd person already...
CyperNeo wrote:
i am having hard time getting high jump boots, i killed every one, then i went in got those 2 e tanks, and killed the lone enemy there, but still grey door cant get in to get hi jump boots, any hints?
Kill Crocomire.
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ventuz wrote:
About morph ball, am I expected to stand on platform there? I die there everytime I *try* to stand there, spike damaged me instead.
There is a chance to get on the platform without taking damage. You just have to jump exactly on the middle of that block.
Bob A wrote:
I'm stuck at kraid's entrance. How do i get in?
Magish's way doesn't require damage taking, but is somewhat harder to execute. You can also jump on the spikes, take damage (you can survive to get damaged one time), and then do a mid-air morph IBJ. jaysmad: It is possible to get this Missile, maybe just not the way you try. :-)
Tub wrote:
@moozooh: thanks for the hints. I noticed that the sandfalls alter your position, not your velocity, and try to press jump as long as possible anyway. But no amount of jumping or down-pressing is helping me against this conveniently placed damage source.
I think there are places where it's unavoidable to fall into sand. Just don't let yourself sink into it too much. Simply move forward and spinjump immediately after contacting the sand at the very top of it. That way you can jump out of it on the platform as seen in the pic. It's even possible to get out of the sand after sinking completely down, though for some reason this only works in this, and the room to the right of it. In any other case you get stuck once you touch the ground in such sand pits.
moozooh wrote:
Also, I have a theory regarding Saturn's sadistic intentions: his RBO run contained pretty much the same challenges, so he decided to vent his frustration in a form of a hack. :)
Haha, I didn't plan to, but it gave me very good ideas for a hard hack! :-P
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I know that. Thats why I intentionally added this door here. Allows you a nice walk back to the respawning red bug near the (in original) Gravity Suit Guard entrance. ;-) But congrats on beating Phantoon already, it sure isn't easy.
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Kyrsimys wrote:
Norfair without Varia sucked the fun out of this game for me. Once I got past it it seems that I have to go to Maridia without Gravity? If that's the case, I won't be playing this one any further. I'll have to check for alternate routes later on.
Well it's not named "Impossible" without reason. And you get enough helping platforms to pass all rooms in Maridia without much trouble.
moozooh wrote:
Phantoon is, well, WAY too difficult. Not tricky-difficult, but rather tedious-difficult, since the only weapon you can fight him with are missiles, and there are only 15 (?) of them available at that point.
The difficulty should increase with each boss, so I had to. And why only Missiles (15 is correct at this point I think), you are free to use Supers as well. :-) creaothceann: Haha, this is one of the easier rooms to pass. ;-) About completion time: I got something like 5 hours in my beta-test. Should be improveable by at least a half if playing excellent.
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Tub: I don't know all the references of the names as well, but I didn't care much either. And I think you know what to do when geting Super Missiles: Use the top exit of that room! :-P Thanks Bisqwit, your IPS works well. I will include it on my site somewhat later when I get time. And for everybody, you can (and have to anyway) use savestates. I used them all the time in my beta-tests. It shouldn't be required to use slowdown at all, but if it's too hard for somebody it's sure a way to go. Playing with Frame Advance won't be very fun, but do it if you can't pass a quest any other way.
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moozooh wrote:
Umm, yeah, I guess heading for the Brinstar map room wasn't that much of a "Master" idea... since I got trapped there due to not being able to kill the crawling creatures. >:(
Oh, indeed, DAMN IT! Thanks for the info moozooh, will remove this stupid grey door in the next update. And thanks Squ4ll-. Glad you liked the fight. :-)
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Tub wrote:
Saturn, have you ever considered the possibility that you just might have some underlying sadistic tendencies you need to face?
Haha. I don't intent to at least. ;-) All I do is to make that thing hard and challenging.
moozooh wrote:
So I've stuck after killing the Torizo. My intuition tells me that I have to IBJ in the outdoor area, but I can't do that in realtime. :\
Comon moozooh, this is one of the easiest parts. If you already have troubles here I really fear how you will solve the next quest! :-) Why making it so complicated when you can just walljump out of the left shaft, as it's always intended to be? As said, with this hack you may automatically become a top player, because it will force you to practise and put the laziness of the "comfortable" way down.
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Post subject: New Hack for Masters!!! Super Metroid Impossible (HACK)
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Feel the Limit! Download Super Metroid Impossible v1.5 now! ROM required to patch: Super Metroid (JU).smc You can use Fusoya's Lunar IPS to apply the patch with the ROM This hack will bring Super Metroid (and even general video-gaming) into a absolute, never experienced before, new level of difficulty. Everybody who thinks Super Metroid is easy, will find the perfect solution with this hack. Most rooms are designed to be harder to pass, the entire route is changed to make you feel like literally going through hell, and the Bosses are so hard, that you will only get a minimal chance to win! This hack will rather crush you hopelessly down, or make you a absolute master in Super Metroid! It will require you to execute all the hardest possible moves in order to pass different rooms, such as: - Very fast Wall-Jumping skills - Mid-Air Morph Bomb Jumping and Diagonal Bomb Jumping - Bomb Jumping with Mid-Air Demorph + Shooting + continuing BJ - Very flat Mockball or Speed Mockball - Short Charge - Very fast reflexes in all different situations and much more. Furthermore you will require much knowledge of general moves such as crouch-jump with slipping over a high platform, and of course the acting of bosses or various enemies. Although this hack is designed to be on the absolute limit between "Possible and Impossible", as the name already says, I beta-tested everything in the game to make sure that everything is possible to execute in realtime. It will just require insane amount of skill, which without alot of practise only the absolute experts would have. If somebody indeed manages to beat this hack, there is still a challenge left. Try to get 100% of all items! Some secret rooms will be extremely hard to find. Those who can reach both goals, deserve without a doubt a honor for being one of the best and most creative Super Metroid players of all time! Of course without the help of some people I never could make this hack: I want to thank Kejardon, he helped me so many times and gave me countless of useful codes to fix various glitches or change different enemy-AI's to make them more aggressive and stronger, but also for many general hints on how the game works and which possibilities are available in hacking. I can say for sure that at least 15% of the total changes (or 99% of coding changes) are entirely from Kej, thank you for such a big support man! I also want to thank Jathys for his helpful support and especially for the awesome Super Metroid Editor "SMILE". Without it, nobody could hack Super Metroid on such a level! And finally thanks to Drewseph, he was the first person to explain me the advanced SMILE functions when I had no clue. It was a very useful knowledge for the most work I did on this hack. And lastly, this hack has been thoroughly tested, but if somebody still finds some bugs, irregular glitches or freezings in the game, please let me know. PM or email me to Saturn- AT hotmail DOT com. I will fix them as soon as possible. If you have any questions regarding the hack (if geting stuck for example) feel free to ask here. There are surely many more "surprises" waiting for you, so I hope you enjoy the hack! Super Metroid Impossible Honor List for: Game Completion: 1. BlueGlass 2. Lance Uppercut 3. Rothlenar 4. catnap222 5. Squ4ll- 6. ICheatAtGolf 7. ducknerd (100%, animals saved) 8. Bob A 9. Anima Zero 10. Tonski 11. soulhunger 12. Max 13. Cpadolf 14. Kidgoku 15. Sneaky Paradox 16. Foxhound3857 17. Rob 18. greyfox8888 19. TheCheruben 20. evilchen 21. JaggerG 22. Swilo 23. P.JMan (first person to get 100%) 24. Buster 25. Blarrrg (100%, animals saved, Let's Play Style) 26. Bolognab 27. DMantra 28. devonodev 29. SapphireRyoko 30. funkyotown 31. BeholdMyStrength (Let's Play Style) 32. rd7979 (animals saved) 33. Greenspectre 34. Mercury Adept 35. rob.fortin 36. juicemousezero 37. gunnargumpert Special Accomplishments: Savestateless game completion by Lance Uppercut Fastest TAS: Cpadolf's any%, finished in 0:49 (Video file)
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This already looks much better and tighter than the previous run. Hero's improvement may still be worth to implent, but other than that I have no reason to not vote YES. If you decide to redo it later, it would be great, if not, oh well. Nobody is (or will be) perfect from the very beginning.
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Then you didn't execute the mockball correctly. You must be able to roll (without jumping) on the ground at full speed without losing it for more than 1 frame. You apparently just morphed to a ball in air while falling, but WITHOUT contacting the ground during the morph progress. This isn't a mockball but a falling mid-air speed-morphball, in which jumping with height control isn't possible.
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DeFender1031 wrote:
i need to make jumps not full height AFTER being in mockball for a while AND going full speed. JXQ does it at time=1:05:10 in his run, i just want to know howto do it.
Saturn wrote:
Same thing happens with Spring Ball btw, which is again avoidable by using the mockball first, and then make the Spring Ball jumps.
Thats what he did in 1:05:10, using a mockball first and THEN do the jumps. Apparently you don't know how to execute a mockball: You have to morph into a ball just before touching the ground, but in order to do that without losing the entire speed you have to press the jump button INBETWEEN the morph ball progress which requires you to press down 2x. So for mockball it's like "Down" ---> "Jump" ---> "Down", all while being in midair and during a falling position before the ground. After that hold forward all the time and you can use the Springball jumps at any high you want. If you still don't get it, just watch JXQ's smv file of this run with enabled Input, so that you can see what buttons he pressed. Enabling of "Input display" in Snes9x is with the "," key by default.
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Post subject: Re: jumping in mockball
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DeFender1031 wrote:
i can't figure out how to jump to a lower height when in mockball at full speed. I press jump for two frames and i go up as high as can. I know there's a way to jump lower because JXQ did it in his run. Can someone explain what i'm doing wrong?
Thats the jumping bug in Super Metroid. In order to avoid it, just gain the high you need first without morphing during it, and AFTER releasing the jump button do the morph. Same thing happens with Spring Ball btw, which is again avoidable by using the mockball first, and then make the Spring Ball jumps.
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Simply amazing! I think it's now a fully compatible alternative to use on this site for SNES movies. Thanks alot ZSNES guys, for such a big release!
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JXQ: Without HJ Boots, the fastest way to walljump up depends mostly on the distance you have to do walljump. Different but correct intervals often result in a same fast speed in the end. Generally it's recommended to keep at least a 10 frame interval between releasing and pressing the jump button again, and around 15 frames for max interval. Test the different intervals between the walljumps so that you can spread them evenly between the needed part in order to get the best result.
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Simply amazing! Thanks for posting it, moozooh. Now I see the main error I did, this stupid brown bug I forgot to damage boost. Actually I never thought doing that would be faster compared to the normal jump, so I didn't bother to test it. Ending up even 20 frames faster, is just crazy! The run looks excellent so far, so hopefully you can manage this Kago thing soon, so you can continue on Brinstar. Great work so far, looking forward for more progress!
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More than 4 seconds actually. Draygon is the only boss who is vulnerable to Super Jumps. A Super Jump does 150 points damage per frame on Draygon. With optimal position (like in the movie) you can hit him for 15 frames that way, which is 2250 damage per jump (4500 for both). The other 1500 were taken out with a 900 damage Wave-PB charge and 600 from 2 Super Missiles. Not sure if this is the most optimal way, but I didn't bother to test more exactly for now.
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I just thought to upload this smvs for Mr. Relentless for his upcoming 100% v2 run, in case he doesn't know how exactly to execute the following: Missile mockball at full speed (after Gravity Suit) Draygon 2-round kill They aren't 100% optimized but you get the idea.
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Tub wrote:
Saturn wrote:
Only exception is, if this 100 frames would allow you to get a whole minute better time on the display.
so your suggestion is to do the run without the trick, then check the timer, then redo the run if needed? ;)
No! :-) It was just a thought. I am to 99,9% sure this with the display won't happen, and so my suggestion is to not use the air shooting unless absolutely necessary, because of the reasons statet above. moozooh: First, the 2 frames input lag in Snes9x is absolutely irrelevant. Obviously just press all the needed buttons 2 frames before actually making the needed move, and you will get everything in time just like if it wouldn't have any lag. Now let me explain how exactly the arm-pumping is working: Everytime you press L, (I will ignore the input lag here) Samus lowers her arm, which boosts her slightly forward (1 pixel according to moozooh). And each time you release L, Samus puts her arm back to normal again, which again boosts her slightly forward. So as you see, you get not 1 but 2 boosts during one pump. Thats also the reason why alternating the pumps like L, R, L, R, L, R etc... won't double the speed of the pumps, because if doing so, you just replace the "release" boost with the R/aim up one. So here is a alternate solution for you: If you require to boost for just 1 pixel (which you planned to do with the cannon shot) and you will be 1 pixel too early or 1 pixel too late if doing the arm pumps instead, just add in a R/aim up pump during your pumps before (like L, release, L, release, L, R, release, L, release etc...). That way you will be 1 pixel ahead (just like of the cannon shot) after you stop the last L/aim down pump. :-)
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I can't imagine to do TASes without a gamepad. As JXQ already said, the limit of 3 button presses at the same time is just too small. And this "hold button" keys are too complicated and cause unnecessary work.
Tub wrote:
JXQ wrote:
With Super Metroid, I could press a direction, L, B, A, X and still use my pinky for frame advance, which is what I normally use. Of course, I'm using more than one thumb to press these, so I might be misunderstand something about your question. Super Metroid is one of the tougher games to keep button presses straight, though.
I'm talking about the right hand buttons - A,B,X,Y on SNES, Square, Triangle, X and O on a psx, etc.. four buttons, one thumb. It's ok in Final Fantasy, where one button at a time is enough. But with anything else, I'm in trouble.
It's actually easy. Just use your pinky for frame advance, and with the right thump you can manage up to 3 presses in the same time. If it gets too difficult, I sometimes include my right index finger into the 4 buttons handling. It isn't very comfortable but it works well if absolutely necessary. Regarding Super Metroid, I get along with only the right thump pretty well in 99% of all cases anyway.
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moozooh wrote:
There's a serious speed/entertainment question that I wanted to ask. Due to the specifics of Samus's movement, it is sometimes advisable to make a horizontal beam shot instead of doing an arm pump (you'd understand why if you were more informed on the micromanagement in this game). Most of the time, it would save me less than a single frame. In any case, the difference in speed is hardly noticeable but it still helps in certain situations. However, it may have a negative impact on the entertainment (periodically shooting the air in a TAS is hardly understandable unless it is done for luck manipulation means). Thus, the options are: 1) use it every time I need to, which could save me 50—100 frames in the end; 2) use it only in absolute necessity. So, what does everyone think of it?
Very strange. I never noticed a beam shot could be of use anywhere. Care to explain what exactly and where it is useful? And if this will even save just 100 frames after 1,5 realtime hours, I wouldn't recommend to use it. Shooting the air just looks stupid and gets repetitive after a short while. Only exception is, if this 100 frames would allow you to get a whole minute better time on the display. I hardly doubt it will make a difference though (unless you are extremely unlucky). Other than that, I'm very much looking forward for the next WIP! :-)
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Thank you for finally doing a TAS for this game! The run uses smart shortcuts and looks pretty well optimized overall. I especially liked the BIG shortcut in 3/1. I didn't see any major mistakes, though this run can sure be improved by a couple of seconds. The game choice was a good one and it's a quick and entertaining playthrough, so overall I still vote YES for this 1st TAS version. Good job!
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Simply brilliant! Perfect use of many different characters, great combos all the time, much variety, and really stunning fatalities and other endings. This is the best MK TAS I've seen so far, so a big YES vote from me! You are a true fighting game expert who has a good sense for variety and entertainment in such games. Very good job man, keep doing what you're doing!
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Well, what can I say here... YES vote of course. Nothing really new in this run, but I liked the new Boss fight shows during the waiting (Big Boos under the blocks one was especially cool). I also liked the input playing to the music - typical for JXQs runs :-) All in all a very nice job guys!
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If I knew that the energy would be too low to go anywhere else, I wouldn't risk to save anyway. :-P
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