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The run looks great as usual! The most surprise for me is that you progress so fast with still such a awesome quality. :-)
One thing I want to say though: After a quick-test I calculated that in your case (100% and crocomire first), geting the High Jump Boots immediately after coming to Norfair is definitely faster at the end because the double-detour is around 4,5 seconds but you save even more time during all the rooms you did without HJ boots. For example you lose around 1,5 seconds alone on the first room where you have to use a bomb-jump or around 1 sec in the big green-bubble room which leads to Speed Booster or Wave Beam etc. There are many rooms where you have to jump up that save a couple of frames which in total is about 1 sec faster than the non early HJ Boots route. However I don't think it's that much of a difference during this long part and geting the HJ Boots later on the way looks more rational at least.
Also I understand that you aim for fastest possible real-time but keeping Crocomire offscreen whie he gets roasted takes a great moment of this game away, another disadvantage if aiming for real-time.
Anyway I look forward to the next WIP and one thing I can say for sure now is that the Ridley-fight is a pain to optimize (after trying it in testings of the RBO run) and it's just awesome how well Teri could do it in his any% run.
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Of course it's out of question that this one should be replaced by a full run when one is actually done.
Althought White Land 1 would probably be more entertaining to watch I picked Mute City 1 simply because it's the most popular track in this game which if I'm not mistaken has by far the most WR attempts and therefor a very solid WR time (on console). This was the only reason I picked this track because I wanted to break this solid time and make a good TAS WR-time.
I would suggest to accept this movie (because it's actually extremely high quality which took me more than a week to reach) as long as there is no full run and just obsolete it when one is done.
But I'm also ok if it gets rejected anyway.
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For me the most important thing in entertainment (at least in a fighting game) is variation. If you repeat a combo more times during a run (which you are forced with Vega because he don't have a big repertoire) it's not that interesting. Also each of the 24 fights should be as much unique as possible in the progress etc.
As a fighting-games expert you should know it yourself best, Shakespeare.
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Well, I aim exactly for the opposite here, but still try to show nice parts. I ensure that the parts seen in the teasers are not the only best parts and of course I try to keep the high quality through the entire run not only for the teaser-parts. :-)
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Extremely nice movie. Very cool tricks and thoroughly alot of entertainment! I enjoyed the many cool glitches mostly the endless mid-air roll in "Mine Cart Madness" right after you die with one Donkey Kong. Wouldn't it be possible to use this endless roll trick on the "Trick Track Trek" and the "Tanked Up Trouble" stage to save many seconds here by simply skip the long waits on the moving platform-machine?
Other than that this movie is extremely fast and well planned out and deserves only a great YES vote! Well done Arne.
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Physically this can't be true. A real WIP shows everything from beginning which remains unchanged in the final run, a teaser shows only parts of the run so the other parts can only be seen in a complete run for the first time which leaves many things open.
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I don't think a Vega Run would be that entertaining. He has cool and fast moves along with the walljump, but his combo-possibilities are very limited so IMO the fights would get repetitive after a while.
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I'm about to finish the last accurate Lower Norfair testings and it seems that it will be more harder than I thought first. I will calculate how many items I should pick up so it will be just enough to win against Ridley in the limited time without having more items than absolutely required. After the testings I will continue the serious recording with a safer feeling. It will still take some time but I think the next WIP should be done soon if everything goes well.
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Awesome WIP! I like the part right before entering Kraids lair where you shoot all 3 Super Missile Blocks to keep max speed, also the room where you get Kraids energy tank is great improved and especially the first heat room where you use a wall-bombjump combo to get up even faster. Great tricks here and there and I look forward for the next WIP! Keep it up man!
It depends on the distance of the mockball part. To use a mockball you have to sacrifice a couple of frames to gain the needed momentum which I guess was more than starting a normal morph ball immediately here. If the shaft would be longer the mockball would probably be faster.
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Awesome Run! Extremely fast boss-fights, great move-tricks (especially with the use of the Speed Booster) and a absolutely perfect playthrough give only one choice to vote: A big YES!
Great Job Megafrost.
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I just grabbed the Missiles below the crumble blocks and re-entered the room again. Due to calculations this route is about 50-60 frames faster in the in-game time but you lose around 300 frames for re-entering the room because of the door animation which I don't care since I only aim for in-game.
Hmm, sounds interesting how you can gain full 27 frames just like that by using another strategy. I will look forward to the next WIP. :-)
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Just check my first teaser-vid of the RBO run. It completely shows how to pass this room till Spazer. After you laid the bomb you have to jump as much left as possible to gain the best momentum. Kneel down and wait for the bomb to explode. Then shoot the block and start running at the first possible frame. Use the mockball move at the latest possible frame before hitting the wall. Doing correctly you save a frame. :-)
EDIT: And no, the mockball isn't cancelled or something. It's just not as fast as you expect but over this distance it is still worth.
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The run looks great so far, nice work JXQ! I like most the new strategy to kill the Torizo even faster, too bad I was to lazy to test this myself before. :-(
Also the part where you get your first Super Missile and the Reserve Tank was very optimized as you laid the bombs even with a bit more distance of the blocks but still blow them off. Keep it up man!
Just a side note: If you use a perfect mockball to roll through the small shaft right before the green door which leads to the Spazer you will be exactly 1 frame faster than using the normal method you and Michael used. I tested this part very thoroughly and could confirm that in many tries.
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Wow, a true Top 5 SMK player wants to make a TAS using his deepest experience that none of us (or at least 99% of us) have about this game? This is indeed almost a TAS Dream come true! Thanks to Angerfist for introducing this all!
Zodd:
I wish you the best of luck on your attempt (if you really make one) and don't hesitate to ask everything you wish to know to get full support of us.
Use the latest Snes9x-improvement9 version available here.
Also be sure to check the "Using Emulator Tools Page" to learn all features you can use to make a perfect TAS.
I would also use as many glitches/shortcuts as possible at least one time to show variety in the run (expect the stupid one-lap-gain glitch in Koopa Beach or Vanilla Lake by jumping in the water as it's boring and not entertaining at all).
I think a TAS of such a experienced player will be very interesting and I'm looking forward to your progress!
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Better late than never, thank you! Glad you like the movie.
The killing myself is required to get the Atlas-Glitch to work because I had to restart the game and there is no way I can do it without dying.
The teamwork was one of the hardest things to optimize in this game because of the many different possibilities. And the trick with the generators was very useful (when you have Atlas-Power at least) as in my conditions it saves more than a minute compared to the normal method because the boy couldn't reach them himself to do heavy damage.
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I guess not. I think those few who have done a RBO (which automaticaly results in a suitless run) mostly played it without recording a movie.
I picked a RBO run to make something new on this game because a) there is no movie of such run available and b) because of the tension and hardness that can't be reached by any other form of a run to show the absolute limits of this game that are only possible with a TAS. :-)
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Wow indeed! Cool accident, I have never noticed that before. :-)
There might indeed be something true about it. Knowing how this sucks when you are a watcher and wait for such runs I will do my best to avoid that to not disappoint myself and the fans of the run.
I know. Let's see, if I can manage to get some interesting parts before Ridley and the lenght would be worth a WIP, then maybe I will release one before Ridley too. The only downside is that the most tension would be stored in lower norfair which I thought adding at the end of a teaser would make it very good. Otherwise I would have to add the lower norfair at the beginning of another teaser which wouldn't be a good order althought it shouldn't matter that much of course. I will decide which WIP-release option is better when I return to Norfair again.
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Well, my progress was very slow in the last time. I just couldn't find the needed time to continue the run as I did in the last month because of a much more busy life now. I'm still in Brinstar and have alot of problems to clear which require too much testing. I can't say how the progress will continue but one thing I can say for sure: I definitely won't give up the run just because of the problems and the slow and hard progress (if someone worries about that).
I will really try to find some time in the next weekends (during the week it's very unlikely) to record some more parts. I'm sorry that I can't do it faster currently.
I won't release the smv until the run is complete to not spoil the tension and the surprises of the complete run. However the next teaser-vid will be released when I defeat Ridley for which it will take some time though.
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This is written in the Mario Kart Guide at least, however I'm not sure if its true. I think the best way to find out is to use nitsujas speedometer trick.
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This is a great idea with the virtual speedometer, thanks nitsuja. Also thanks for the SRAM and the hints.
I'm not sure if I will do a TAS of Mario Kart soon as Super Metroid is currently my main project but as a break I could start one maybe in some weeks.
But if someone want to see a example on how to play Mario Kart in realtime to see some useful tricks and strategies check the Mario Kart Movie on http://www.freewebs.com/saturnsmovies/snes9xmovies.htm in the skill-based section. It's a pure skill-based run in which I won all 4 cups in a row on 100cc pretty clear.
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I'm also thinking of doing a TAS for this game in the next time maybe as I know it pretty well too.
However there is one question: Should we make a exception for this game and use a SRAM save-file ONLY to have the 150cc mode enabled because without one you can only play on 100cc and this is slower and surely not that entertaining and hard.