Posts for hero_of_the_day

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Because I want to be open new tricks that I have found and I won't finish my new run any time soon, here is my old run that I was working on for Snes9x 1.51. Though watching this will spoil most of the surprises, I feel like it would be hypocritical of me not to share. Note that there are many improvements that have been found since starting this. I made a list on Cpadolf's submission, and many of those improvements can be added to this run too. When I started, I did not fully understand the CWJ either, but have since mastered it. This wip can be improved by about 2 seconds. It desyncs at the kraid energy tank (thank you so much 1.51!!). You can see how much more input I lost after that desync, not cool. here
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Cpadolf wrote:
hero of the day wrote:
The last two enemies can both be killed with a single super missile.
With only one super? But I hit both of the with the first shot and one survives anyway. In the case of the first shoot on ridley, IIRC I still had to wait a couple of frames after the cooldown reached 0 before I could hit him.
ahh yes. you are correct. Sorry about that one. I meant that they can be killed with just 1 super and 1 regular missile. I forgot if this is what you did in your run.
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for the WS attic: The last two enemies can both be killed with a single super missile. The first enemy that you shot in the room can be killed with the just power bomb alone. Infact I think he has 400 hp, so the only reason he died in your run was because the PB hit him twice. Kraid: You position your body against the leftmost wall when firing the plasma beam, that way by the time the beam hits kraid, the weapon cooldown counter has reached 0 and you can immediately fire a super missile. Same applies to ridley. Ridley: I was referring to the amount of time spent in ridley's clutches before he exploded. If you watch Saturn's RBO teaser, you will see how 2-3 seconds could easily be saved.
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Here is my current list of possible improvements Cpadolf. Though some are just speculation, I predict that a 23:55 is possible. ~12770 = you can do 4 more arm pumps here. It requires an 8 frame realtime delay during the mission statement. ~16650 = I found a way to improve the moozooh jump by 10 frames. I think you used the old method of the jump. ~17775 = A seconds CWJ is possible in this room. Saves a couple frames. ~25700 = Looks like the second bomb was laid late. I could be wrong here. ~30600 = Moozooh and I have talked about using tiny mockballs on this area to gain a frame per bomb. Nice work getting the missile drop, though in your case an energy ball would have been more beneficial. ~31550 = A low boost from this enemy might save time. I never managed to get it, but it still might be possible. ~33210 = I found a new CWJ tech is possible in this room. 10 frames. ~33570 = I think the time delayed here to collect the missile is more time than it would be to just collecting 2 missiles from phantoon. ~34720 = A walljump on the left ledge will allow for more arm pumps. ~35380 = This whole area is a question mark. There is so many ways of doing this. I am not sure if the morph-demorph is saving you any time. Alternate strategies can involve going down the left side of the room. ~37670 = You can walljump off the yellow door as it is opening. I believe this saves time. ~39240 = Could have done a CWJ here, jump over the entire first platform. It saves time. ~40736 = Could have morphed, traveled to the left and shot out the remaining blocks from there. You would be closer to the ground that way. The way you did it may be faster though. ~42700 = It may be possible to get phantoon into a position where when his HP hits 0 he does not fly around before dying. This would be a big timesaver, though unconfirmed. ~44070 = I assume you figured out the power bomb was faster than a regular bomb? Did you test running from phantoon's room at full speed and landing right on the ground level instead of up by the door? ~44560 = I would have laid the bomb earlier so that you don't have the continuous rising effect of the mophball jump. Again you may have tested this, so I could be wrong here. ~46095 = A walljump on this ledge saves time I believe. ~46300 = This room can be done using 2 less missiles than you used. Doesn't save time though. Also, I believe there exists a totally new strategy for this room, but I don't know what it is. ~47270 = Missed a vital CWJ at the bottom here. ~47900 = I realize you were short on energy, but stopping here cost a good chunk of time. I would have suggested taking the big energy ball from the thing you killed in the main WS hallway. That can be collected for just 7 frames. ~54520 = Was a low boost really faster? In my movie I get much more distance with my boost. Due to the fact that the ground will be shot out anyway, gaining running speed is not necessary. Again, I could be wrong here. ~54970 = It should be faster to just land and bomb the ground instead of demorphing like I did in my first movie. ~55130 = I think one of these demorphs could have been avoided. You probably followed my movie as an example. I think it may have been faster to simply land and jump instead of demorping. ~55360 = Missed a huge timesaving damage boost here. ~55940 = A CWJ should be possible here. ~58460 = Missed a great timesaving CWJ here. I found that with enough speed this CWJ can save up to half a second. You also slowed down a lot to collect the item refill. I would have advised against that. The damage boost could have been avoided too. This room alone can save ~1 second. ~59044 = Should have CWJed here instead of the morphball technique. ~61132 = I would have continued the jump straight into the speed booster item sphere instead of landing. ~62360 = I think this entire segment could have been avoided with just using a second PB combo on botwoon. ~64390 = Like speed booster, I would have jumped straight into the item sphere. Maybe you tested this, maybe I am wrong. ~66270 = Damage boost off this enemy. I realize you may have needed his item drop though. ~67550 = Use the alternate technique for this room. I know you say you needed the Super Missile, but with proper planning it may be possible to skip his refill. ~73100 = Again, this is not a mistake, but I think with proper weapon management it would be possible to skip collecting the PB refills here. ~83700 = If you had enough energy, a shinespark might be faster here. I would not expect you to have the energy in any case, so it probably does not matter. ~85800 = You could have boosted off these blobs instead of killing them. Probably would save half a second. ~89270 = Maybe maintain the space jump all the way to the door instead of landing. ~89540 = Boost of this enemy instead of killing him. A regular bomb would have been just as fast as a power bomb here, if I recall correctly. ~kraid = To reduce lag, staying in ball form during his rising sequence is the best way. You could have dopplered the plasma beam, so that there was no waiting period for you to shoot the super missile. 15-20 frames. ~93550 = Mockball here to maintain the previous speed you accumulated. ~96200 = This is a complicated trick right here...lemme explain. If you do not press the B button on the "check" frames, you will not get blue echoes. If you avoid the blue echoes, you can fully run right into the next room without having to worry about the ground breaking below you. If you run into the next room and fire a beam before leaving the ground, you can maintain the space jump straight into the 3rd room. ~96700 = The damage boost here would have saved some time. I realize you may have needed the energy though. ~106840 = A damage boost here maybe? You need the energy, so maybe not. Ridley = You should have dopplered the first shot. I know it is a pain in the ass, but your ridley K.O. grab was improvable by about 2-3 seconds. ~117000 = Instead of morphing/demorphing, a low boost off that enemy might have been faster. ~129990 = A mockball into the lava/acid would have maintained the great speed you already had built up. ~130700 = I think it may be possible to get a further boost from that enemy. Not sure. escape = Though it would be really hard, manipulate the steam out of your way (especially the first hit).
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The route and items collected would be identical to JXQ's run. The only difference would be that an in-game run would use the murder beam on mother brain as well as entering the pause screen about 20 more times
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I vote yes, because this is a very entertaining and well made movie. As for obsoleting my run, I would prefer if it didn't, but I won't really mind too much if it does. Congrats Cpadolf. I am going to compile a list of all the tiny improvements I see in your run, in case you ever want to aim for a 23 minute run. It should be possible.
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@Moozooh & others, when I make a new realtime oriented run, how will you know if it is more optimal than this? Without a set standard there is no logical means for comparison. I do consider this more optimal than my run. We just don't know exactly how much more it actually is.
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This is an excellent and well optimized run, though I have mixed feelings. Normally I am happy to see my runs get obsoleted, but this one has different goals and is actually slower on the realtime count. Obsoleting my run really isn't an issue, the main issue is that in-game clock becomes the new standard at this website.
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At first I calculated that the wave beam combo only saved 60 frames in the botwoon battle. I would be willing to sacrifice 60 in-game frames in order to remove a pause screen visit. The draygon battle presents another challenge. I would have to hit him with 3 supers and a shinespark during the first round, I have a feeling that it could be done in the same amount of time. The last thing to consider is the shinespark crash animation trick. JXQ never used this trick in his run, and I think it might save a solid second on the landing site shinespark. If it turns out to save enough real time, it would be worth pausing to disable the spazer beam. A final alternative is to collect the spazer beam last. This would automatically deequip the plasma beam. Luckily, I would just re-enable the plasma beam when I go to the pause menu in tourian. The second pause screen visit can be avoided also, but that one really costs alot of in-game time and only saves ~50 frames of real time. Cutting out the pause screens would make a 36 insanely difficult unless a bunch more tricks are found.
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I have considered it comicalflop, though I have doubts that it would be anytime soon. I agree with all the reasons that moozooh presented, especially the one about style. JXQ did such an excellent job stylistically, it would be hard to top. JXQ's run is also incredibly well optimized, and the only improvements will come from new techniques, not optimizations. Though there is now a plethora of new techniques, I am not sure if it is enough to warrant a new run just yet.
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Here is another good potential timesaver for the 100% run. I have no idea how it works though :P It seems like entering the room on different frames may play a part in how the sand crab goes below the surface. In JXQ's run, the crab is clearly in the way and this causes him to jump over and mockball. Now here is a way to avoid the crab altogether. here we go
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That is a great discovery you made at the end of time, and yeah that is much more exciting than watching boring text. It is pretty cool that you were able to figure out the patterns for the acids and alkalines. This one fight is such a significant improvement over mine. I am looking forward to seeing what new strategies you have made for those upcoming bosses. Does this mean you will keep the same nizbel strategy?
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It should save minimally 40 frames of waiting for the PB to go off, and any additional time it takes for the explosion to reach the PB blocks. A 100% run has the luxury of using the spring ball to lay the bomb. edit: I am not sure what you mean by there not being enough room to morphjump. It works just fine with the highjump equiped. Frame1-A Frame2-A+Down Frame3-A+Down Frame4-A Frame5-A+Down Frame12-X to lay powerbomb at the top
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thanks for the answer kejardon. I had a feeling that it wouldn't work anyway. It's too bad, it would have allowed for a nice smooth transition from the mophball tunnel into the next room. Cpadolf, would you mind telling how many frames you saved by using that technique I just posted. I haven't made any optimized tests of it so I am unsure just how much can be gained.
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oh silly chalame :) I was just saying effort could be put towards finding large improvements instead of microscopic ones. I am not exactly sure how you related that to quantum computers, but then again, you are you.
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139 frames = 2.317 seconds. Good run. Though I have said it before and I will say it again, it really is pointless to shave off a couple seconds when we all know a 0 star run will eventually be made. Anywho, voting yes.
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that is the result of me using the time/space beam. I did that to reset all the bosses in order to test out new strategies and stuff. It doesn't affect the gameplay in any way other than the garbled mess on the status bar.
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round 2 for 100% techs. This time I am showing off one of the biggest timesavers left untapped. damn nice gain right here another potential gain right here There are even more techs I am developing at the moment, as well as ones that I haven't posted yet. Still don't believe a 36 is possible? ;) Now if Kejardon answers the question I posted earlier, we might have another great timesaver on our hands.
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hey Kejardon, I figured you might have an answer for this. Do you know if it is possible to open this door from this area using the wrap around shot technique? I guess it would be worth hearing if it is at all possible before testing every single pixel position for myself.
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I have restarted, but haven't made much progress. I am still at ceres. To be honest, I might just wait until a bug fixed version of 1.51 is released and then record it on that instead. I am not really in much of a rush to get it done, so I have just been lookin around for more potential timesavers in my run.
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I've come up with couple more timesavers for the 100% run. here here here Hey Cpadolf, how goes the progress of your run? I am looking forward to watching it.
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well worth it I would say, it looked effin amazing.
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Great run. I really enjoyed the jumping matching the timing of the music. Nicely done AnS & Randil.
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I love seeing pigs get blown up. yes vote.
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great job again. Really great improvements you have made with the Dragon Tank and Guardian battle. Would it be possible to get just 1 more critical hit from chrono in the guardian battle? It would save some time preventing the "bits revival" animation. It seems like it might be possible to escape from guardia castle without having the conversation with marle. A quick test by myself revealed that the trigger for the conversation can vary, just like the one with mom and the candy lady. I will investigate this some more. Keep up the excellent work! edit: Couple questions, Do you plan on making the entire run a test run, then starting over to make a final run? Did you find my memory watch file to be of any use?
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