Posts for hero_of_the_day

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Saturn wrote:
Do you think I'm gonna waste the Speed Booster and Space Jump powers for nothing in Kraids Lair by doing it before Draygon? Not with me. ;-)
hahaha, yea that somehow slipped my mind when I made the post. I even tested kraid's lair with the booster/spacejump/springball a few days ago to see how much faster it was, after I suggested to JXQ to do Kraid after Draygon. Then JXQ schooled me and showed me the folly of my ways.
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I apologize Dromiceius, I missed the 3 last posts on page 15, I thought the first new post was on 16 so I never looked. Thanks for the information, it certainly explains how he go so powerful. This strategy may be very boring to watch though due to the fact that it would consist of 30+ minutes of straight leveling up, but it is a very good strategy none the less and I am excited to see how much time could be saved in a new TAS.
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Thanks evilchen :) On an unrelated matter, has anyone seen this semi-tool assisted run? found here. I call this semi tool assisted mainly because it is very sloppy for our standards, but is way better than a human could normally do. I think he may end up with a time close to teri's, most likely a little bit longer. He seems to be using Saturn's any% route which is Phantoon > Kraid > Draygon > Ridley, (correct me if I am wrong). While the author certainly knows a decent amount about the game and how to make a tool assisted run, it is almost as though he has never seen any of the TASes on this site. He misses some of the most easy and known tricks that even human runners can pull off but at the same time he executes some of the more recently discovered tricks. The main thing that I am curious about is that he skipped the varia suit, this could be very interesting to see how he handles the mother brain fight without it. Maybe he knows something that no one else does.
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Saturn, I was also taking into account the amount of time gained from the damage boost in the previous room which isn't possible with the space jump method. Not that this matters anymore, with the walljump method, my shinespark idea is not good anyway.
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I gotta admit this is one insane strategy, never in a million years did I think a person could defeat lavos in a timely manner before the entire ocean palace event even took place. Any one have any idea how much leveling up he does exactly? I really want to learn more about this new strategy, and maybe make another tas some time.
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Thank you moozooh :) Here is a new technique that I developed for the huge lava filling room in lower norfair. I am not sure if it is faster than JXQ's technique, but I know that it is very very close and may be a few frames quicker. This isn't optimized at all.click away
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He could not have killed lavos during the ocean palace since that would contradict his statements about doing the underground side quest at the end of the game.
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Ok, I am dumbfounded right now. I have my doubts about the validity of this run (how did he know what the in-game timer was after lavos died?). A full translation would be very much appreciated Dromiceius. Edit: So he revived Chrono? How in the hell is this possible, that side quest alone would tack on 20 minutes. He also got the green dream, another huge side quest! Even with the faster scrolling Japanese text, his time should not have been anywhere near mine, let alone beat it by 12 minutes.
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Very nice run. The run really picked up steam during the second half, where Samus just went around collecting items and was not being told where to go next. Gotta give this one a yes vote. I liked that the comparison was made to the real time record on the SDA. It gives the general audience an idea of how this run stacks up to the best known record. If there was already a run on TASvideos, then that would be the appropriate one to compare times to. Since there isn't a previous 100% TAS, the SDA time is the next best thing.
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Some more ideas I have been tinkering with, I don't know if either one is faster than what is in JXQ's run. Something in late crateria Something in the norfair escape route
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Great run, just like the last one. The level of polish in the run is very high, and the action never stalls. Easy yes vote.
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Awesome run once again! yes vote, and very worthy of it's star.
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Sorry for the double post. I think I may have found a little time saver for anyone who fights phantoon after collecting the speedbooster. The only downside is that collecting phantoon's refills may not be as easy.movie here
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This has got to be the coolest and most useless implementation of the super short charge ever. check it out.
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Well, by perfection of Super Metroid I meant absolute frame perfection (like DK or SMB). I highly doubt this to be possible, mainly because new discoveries are likely to be found. Also the game has a lot of sub pixel positioning that can have an affect on many doors and elevators, these things can be overlooked easily (is ceres station even perfect yet?). The boss and enemy refills can never be perfect, you will have to either delay the fight to ensure better pickups or spend more time collecting the pickups because they fell into a worse position in the room. Finally, Snes9x has some lame lag issues which cause the game to lose time anyway (maybe this can be fixed eventually). Though it would be awesome to see an author with Phil's confidence submit a Super Metroid run that said "this is perfect, it cannot be beaten", that would make my day ;)
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evilchen, he will not have the speed booster at that point. If he is using the same route as in my run (I think he is). He must bomb jump over the missle pack.
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Earlier in this thread I made the claim that phantoon could be 1 rounded with just 3 packs. I shouldn't have said that without proof, but now I have finished testing it and it is easily possible, check it out here. As people may or may not know, I am going to improve my current run. I estimate about 15-20 seconds of improvements (or ideas that may or may not work), but there are some issues that need addresing before I even begin. My biggest issue by far is whether or not I am going to use this 1 round phanton tech that I just posted. If you have seen my published run, you know that I only have 2 missle packs when I face phantoon. The closest pack is the one by the charge beam which requires almost no time at all to collect. The problem is that I only need 3 packs to finish the game, and this means I will have to literally jump over the missle pack on the way to the wave beam. Jumping over the missle pack is probably one of the absolute ugliest and stupidest looking things ever. I do not want the run to look stupid at that part, so the alternative is to simply collect the extra missle pack. The problem with collecting the extra missle pack is that it is not required to collect to finish the game, and it wastes 7 seconds in real time. Though I aim strictly for real time, I am tempted to make an exception here simply because it looks like shit jumping over it. Any feed back would be cool. I plan on starting the revised run in the summer, so this leaves me time to find all my mistakes. Right now I am meticulously combing through the published run looking for even the tiniest improvement. If you noticed anything at all that looked improvable, please post it.
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For those who are curious, I have made 2 different smv files showing the difference between the walljump and the shinespark. The walljump was 1 frame faster than the shinespark. shinespark vs. walljump. What people don't realize is that the shinespark requires a 3 second cooldown period and the charge up period waste about 2 seconds also. Also, I don't think any author should be compared to another. Everyone works at a different pace. I for one would rather pump a run out quickly then make a revised version later on, because there will be inevitable discoveries that would make the run obsolete anyway. JXQ's 100% run is a prime example. Even though it is very tightly optimized, there have been so many recent discoveries that it could be obsoleted by a much sloppier run. This however is not the fault of the author, because he or she does not know at the time of such discoveries. Super Metroid is the type of game that will never be perfect anyway (and I really mean never).
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I have been looking forward to this run for so long, and it certianly did not disappoint! The level of optimization is clear, and it looks like much thought was put into making as much action as possible. I was so surprised to see how many new ideas had been implemented. Great job FractalFusion and Graveworm. Maybe it is time that Mega Man X2 finally got it's star back ;) Interestingly this run has precisely 3 less rerecords than my Super Metroid run, that is insanely close :)
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Since everyone is sharing their photos now, a couple pictures of me can be found on my homepage.
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Well thank you JXQ. That seems easy enough to implement. Time for me to start up on a revised run. I already finished the first level and found that the game has a strict frame rule. When I attacked the guard towers I watched their HP on memory watch (I did this on the published run too, but failed to notice). To my surprise it did not matter when their HP hit zero, the destruction animation was set to a fixed interval. What does this mean? Well it means that the characters do not have to be overlapped nearly as much as I originally thought, since there is no reason to lower the HP so fast. As a result the run looks much better.
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I assume he means holding L or R and then compensating for the turn by holding the opposite direction on the dpad. I wonder how he came to the conclusion that it was 22% faster. I am probably wrong, but it seemed about the same speed to me.
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Care to explain in more detail? Maybe post a quick smv showing one of the levels being done quicker? Don't just make statements and not back them up.
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Simply amazing! At first I thought a run of time trial would be great, but I now believe this all cup run will provide much more variety. The use of the blue shell was brilliant. I eagerly await this run to be finished, you seem like the right man for the job comicalflop. Good luck finishing this large project.
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You're Welcome jaysmad. Once you get the hang of it, you will soon realize how much easier this feature can make any TAS. After you have found all the useful memory addresses for a game, you should use gocha's snes9x memory watch tool which refreshes instantaneously (Snes9x has a lag of 1-2 frames). gocha has a post on this forum where you can download the program. As for RPGs and finding critical hits, I do not believe this can be calculated using any single memory address (though it may depend on the game). It is my assumption that the random variables that can create a critical hit are pulled from various memory addresses and as such the only way to create a critical hit is through trial and error.
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