Posts for Saturn


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Kyrsimys wrote:
I'm having a hard time believing completely that it was not a TAS. Does anyone know what methods the people at SDA used to determine it's not a TAS?
Well, at first the picture is much different than from emulated runs. Then, the game sound is also somewhat different, and lastly you can notice far less lag during a Power Bomb explosion than on emulated runs which are known to have more lag in general compared to consoles. There are sure more methods used on SDA which I don't know though.
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JXQ wrote:
How did he get blue suit at the beginning of the Draygon battle?
I guess only Kejardon can answer this question.
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As long as he takes the same route there is always the same delay while going through doors or picking up items, so Tub is absolutely right here. You just have to play it multiple times (which he surely did before pulling of this speedrun wonder) to get the exact difference between ingame and realtime. By using a clock that shows at least up to seconds it would be no problem to determine the ingame time pretty exactly. Regarding this run: Just watched it. One of the greatest Speedruns and playing skills I have ever seen! Phantastic job by Hotarubi and a probably unbeatable record for a good while!
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No! I can't wait to see this shit! 13% already...
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WTF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I can't even express how I feel now. 0:32??????? Am I dreaming or what??? Downloading immediately man.
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anubis wrote:
Barring any new glitches discovered, I think there are a few runs we could assume to be 100% perfect.
There are sure some runs that look absolutely perfect already, but unless you TAS them yourself very careful and optimized you can't really judge them correctly. The only run I can say for sure that is technically 100% (or at least 99,99%) perfect is Genistos Chip 'n Dale - Rescue Rangers 1-player TAS. I would be extremely surprised if somebody could improve it by more than 10 frames during the entire run. With this run (which obsoleted my - already considered perfect run) Genisto really surprised me and showed that he is a true and absolutely deserved "Ninja". I also consider my Chrono Trigger "New Game+" TAS to be absolutely frame perfect. I really doubt one can save more than 5 frames during the entire TAS. Only possible but minimal frame saver here would be by entering one letter in each of Cronos and Marles name to save time during the few text dialogues which I intentionally skipped though, to not destroy the names.
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Zurreco wrote:
Except that you can do early Super Missiles even faster with the arm pumping.
Only in TAS.
Warp wrote:
Saturn wrote:
My favourite glitches I am aware of: - Murder Beam (Super Metroid)
I honestly don't understand what's so "cool" about this glitch. Ok, it might have some cool factor for someone who has *played* the game through, then sees instructions for this glitch somewhere and then plays the end again using it. However, for a viewer this glitch is just horrible. The original "story" in the end battle, when played in the usual way, is quite clear and easy to see even to someone who has never played the game. However, when this glitch is used the story becomes completely destroyed and the whole end battle ends up filled with visual artifacts (because of the snes engine not being able to draw all the sprites), causing the end battle to be completely confusing. With the glitch not only is the main boss heavily artifacted, with large pieces appearing and reappearing, the storywise important part of the metroid coming in and helping the hero(ine) is completely destroyed because the sprites never even appear on screen due to the heavy sprite engine artifacts. In other words, when the glitch is used, the end battle becomes very confusing, full of visual artifacts, the story gets completely destroyed and the viewer just can't know what is happening. The end battle becomes visually and storywise destroyed. And what is worse: Using the glitch doesn't make the run faster! I just can't understand what's so "cool" about this.
Thats exactly why it's a great glitch. I mean the more the game screws up by using it, the more heavy (heavy=great for me) is the glitch. It doesn't have to look beautiful IMO. I especially like about it the automatic damage effect that also allows other cool tricks to do like passing through walls/grey doors if using in rooms with freezable respawning enemies which for example increases NBMB (no Boss/Mini Boss) by at least 2% that way.
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Zurreco wrote:
Can someone explain to me why Mockball is considered a 'great glitch'? It's not that entertaining or useful, and I can't really understand why it's being compared to things like Blue Suit or the Murder Beam.
Not useful you say? It's actually of even more use than Murder Beam if going for fastest completion time because it allows you to get the early Super Missile and does allow you to skip Spore Spawn (probably the longest Boss fight after Mother) to easily save a min or something.
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My favourite glitches I am aware of: - Space-Time Beam (Super Metroid) - Murder Beam (Super Metroid) - Pass through walls glitch (Zelda, Link to the Past) - Desert Warp glitch (Secret of Evermore) - Warp glitch in Space Station (Duck Tales) - Secret Worlds (Metroid 2) - Various clone glitches (Donkey Kong Country)
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Regarding Snes9x: 1. Sound channels enabling/disabling 2. Save/Load of the memory watches 3. Allowance to select 2 games in the same time, seting the starting frame for both seperately and dual encode them side by side for comparisons 4. Perfectly working Net-Play support (like ZSNES already have) Thats all I could think of currently.
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Saturn wrote:
The song in the Speed Demo2.avi is a trance-rave mix of the Terminator 2 theme.
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The almost one year old run is finally available on AVI! http://www.archive.org/details/TerranigmaAnyPercentBySaturn Big thanks to Fortune for capturing it. Enjoy! Also regarding another run, you can see my 100% run on Google Video! http://video.google.de/videosearch?q=terranigma Greatest thing: It isn't even required to download the entire 12 hours AVI. Simply move the playback bar to any part of the vid and Google Video will automatically find and start downloading it from this position allowing you to see it immediately. :-)
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qFox wrote:
You can try a 100% run muncher :)
Good idea indeed! Would love to see how one can handle the many tricky routes/power uses that are required in order to get 100%. Competing with JXQ by improving the any% is surely another option but you will go through hell to manage this since JXQ is known as one of the best and fastest TAS'er around here. :-)
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Awesome Run! I especially liked the boss fights and the use of the doppler effect by geting as far away of a boss as possible allowing to start shoting a few frames earlier and saving some time though the next shots. Also the strategies to get the UFO back by a double enemiy mix look very consistent and clean (I especially liked the one where you use the Karaoke Boss and another regular enemy). And generally the run looks very clean and the movements pretty optimized so there is no other choice (unless you are retarded) than voting YES which I do herewith! Great Job JXQ!
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JXQ wrote:
My motivation has been absent for a couple months. But when Kirbymuncher submitted his first run of this game, it got me thinking and wanting to try things with the game I was on-again, off-again with. But honestly, I don't really have a good excuse for what I'm about to say, except that my motivation was back and I was excited about that. Since I had a few free days, I've finished this run. I haven't mentioned it because I didn't expect to actually go anywhere with it. Yesterday I was on World 2, and today I was suddenly done. I even considered just not submitting the run, but I think that that would be worse when looking at the big picture. Kirbymuncher, I hope that you are not upset, as this was not my intent at all. I can tell you are dedicated to this project and you have definitely improved since your first submission. My run is surely not flawless and if you were interested in improving it, I would have no problems with that, and I could give you the information from my run (specifically, I have an Excel file containing the times of each room's exit so you could compare an improvement run to mine). Anyway, if anyone is upset, I really am sorry. But hopefully this isn't the big deal I'm thinking it is. Edit: You can find the submission here.
WTF!!! You just finish a entire run in just 2 days??? Typical JXQ again... this is not normal man! Gonna check it out. :-) PS: Thanks Kirbymuncher for discovering the UFO glitch, great job!
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Here is a windows version of v1.5: http://www.snes9x.com/phpbb2/viewtopic.php?t=2831 Great job of nitsuja as usual for converting it to a windows port which wasn't available for this version before. Only problem is most (if not all) snes9x movies from previous versions on this site won't playback on this one because it has a different movie format.
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Wow, what a crazy glitch you got there! Very nice run and a big time improvement. YES!
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Thanks for the nice comments guys!
XtraX wrote:
Be sure that, if you have enough supply of items, crystal flash while mother brain's hyper beam hits Samus to break the law, pwn the drew and save some (most likely not much) time by free served Shinespark. And skip untasty 10-pack-Missiles in the escape along the way with your new infinite supply of Super Missiles, too. It sure is fun to play around with it ^^
Very interesting. I tried this out in v1.0 (from a old savestate at MB) by starting a CF just before MBs 3-Tank Beam and as Drew said nothing happened. Samus just died :-) Maybe you can make a small smv to show how exactly to do this? If this works it will definitely save a couple of seconds.
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OK, so I decided to continue Redesign some more because I got bored of both the RBO and the any% run at the moment. I started a 2nd version of the run as the first (although pretty optimized already) was more a test TAS. This one is a serious attempt. I'm up till the Walljump Boots now and saved 505 ingame frames or 441 realtime frames compared to v1 at this point. Highlight is surely Spore Spawn! Recorded on Redesign v2.0 Final version (Headered if this makes a difference): http://dehacked.2y.net/microstorage.php/info/2200/SMR_v2.0_-_TAS_Saturn.smv Enjoy!
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I'm not fixed on one character but I like Lara Croft, Samus Aran, Zangief (for the coolest fighter) or Sabin Figaro from Final Fantasy 6 / 3 US. There are sure some other but I can't remember them all. And I agree, Kefka wins the prize for the biggest bastard of all evil characters. :-)
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I enjoy reading Bag's posts. They are not always useful but always funny in some sense. He brings entertainment to this forum which I think is a great thing. :-)
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JXQ wrote:
New Donut Secret House - 43 frames slower! + the best Big Boo fight ever
...which is the reason I checked this smv. And WOW, this was indeed the best Big Boo Fight ever. I almost slept away infront of the screen! :p Also the re-record count is extremely high.
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Well JXQ, are you sure v2 is worth all the effort if you can't improve the in-game timer? I dare to say it's possible at least. Maybe by analyzing the route which could be faster in-game on costs of realtime like defeating Crocomire with Plasma and geting Springball with the Ice Beam glitch etc. After the Grapple Beam for example you would save much more frames if Space Jumping to the Missile in the big room instead of sacrificing time to charge a shinespark and then sacrificing more time by waiting for the cooldown after the shinespark crash. Though if aiming for realtime again I doubt it's possible to get 0:38.
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Thanks for the hint Fredrik. I should indeed backup all the files on a disk or a floppy once in a while. :-)
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Just defeated Torizo. I managed to save 68 frames compared to JXQs 100% run through the fight by manipulating him to throw the refills immediately at the beginning and managing to get all 5 Missiles back during the fight without any delay which saved some more frames on the exit. In total I could save around 140 frames after the fight.
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