Posts for amh


amh
Experienced Forum User
Joined: 3/6/2016
Posts: 4
Great TAS again, Sniq. I particularly enjoyed Bubble Mountain after speed booster and Lower Norfair sparks. I can understand people new to SM being puzzled by some door transitions and lag fixes, but I find their optimization another point of SM TASes to be appreciated, like the morph exiting Construction Zone emerging as a new strat early game. I must say though, comparing old emulators with current ones in terms of accuracy seems far fetched. There probably will be improvements in 10 years, but the gap will be minute if compared to what has been accomplished in that front. Also, for sure real time TASes will be improvable in the future, as even in game TASes have been (or can be) improved again and again, independent of emulators. I'd also like to voice that Underflow surprised me as it played a smaller role than I thought it would on this run, its acquisition serving as fun substitute for the lack of super missiles management later on. I'm not sure if that would be true for other categories, specially low%. I hope to see more SM this year.
Post subject: dynamic difficulty timer
amh
Experienced Forum User
Joined: 3/6/2016
Posts: 4
Hello. I'd like to ask if there is recorded somewhere the amount of time required for each threshold of bosses' orange HP? As I understand it (and I might be completely wrong), dynamic difficulty means after x amount of time used to deplete the yellow HP bar of a certain phase, a multiple of 10% of damage will be dealt to the orange bar. So I imagine the timings for each 10% are fixed at least within a certain boss and a certain phase. Or maybe it works differently?
amh
Experienced Forum User
Joined: 3/6/2016
Posts: 4
Even though I have the "You can vote in polls in this forum" at the bottom, I really can't. I assume we would need a certain number of posts before being allowed to vote. Next time, perhaps.
amh
Experienced Forum User
Joined: 3/6/2016
Posts: 4
1) When runners went from executing the Colosseum spark across half of the room (Halfie) to the full room, people started calling it Full Halfie because it's a good name for the trick and because people can easily understand its meaning. I guess you could also call it " charged Shinespark with precise wall jumps in the previous room to spark the whole length of Colosseum", because those are words with meaning. Underflow is just a name for the trick. It might've been a mistake at first, but now everyone calls it that way and everyone understands what it standards for. 2) We can take two routes here. First, we could apply your argument against every other major glitch that is restricted - because those would also "be more in-line with the idea of a TAS, regardless of the content that it trivializes" and "because errors in the programming are being taken advantage of". So in this case, we would be watching a 0% run that finishes the game in 10 mins or so by triggering the escape and ignoring every boss. On the second route, we agree that we want to watch a "run" (running around, killing bosses, getting items, etc.) and restrictions must be made to accommodate for that. I invite you to imagine GT Code didn't actually give Samus +53% items at the end screen, but worked as it does otherwise. Would that glitch (or code) make for an interesting "run"? Would watch Samus kill Kraid, rush to GT and breeze through the game one shooting bosses make for a good low% run? I think that run is better without it and Underflow, although very different technically from GT Code, does provide the same feel of "rush this glitch and the run is over".