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Joined: 5/29/2004
Posts: 757
CtrlAltDestroy wrote:
Here's proof that we haven't seen the end of Metroid glitching yet... http://dehacked.2y.net/microstorage.php/info/5380/effing_bizarre.fcm
o.O WTF? Wow... that fcm is definitely named quite aptly... I'm at a loss for words.. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Lol ummm... where'd she go? That is really weird, especially how your health continues to recharge the whole time you're in the acid.
Living Well Is The Best Revenge My Personal Page
Active player (328)
Joined: 2/23/2005
Posts: 786
especially how your health continues to recharge the whole time you're in the acid.
That part is called NARPASSWORD. I'm referring to the scrolling glitch.
Banned User
Joined: 5/11/2004
Posts: 1049
This is nothing new to me; you simply can't make anything happen out of those tricks that will save time. I challenge you to prove me wrong though.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
CtrlAltDestroy wrote:
I'm referring to the scrolling glitch.
The scrolling glitch isn't that weird. Every door in the game (sans item rooms) switches the scrolling mode between horizontal and vertical.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Banned User
Joined: 5/11/2004
Posts: 1049
The purple door doesn't either, It was when I realized this I understood why they made a purple door, because red and orange both wouldn't work. I just realized this but the blue door to the zeebeties doesn't switch it either, that's odd, this I don't understand.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (328)
Joined: 2/23/2005
Posts: 786
There are a few doors that don't switch from horizontal to vertical. I think the scrolling operates on a data table, not just switching back and forth.
Former player
Joined: 7/12/2004
Posts: 146
Location: Dirty South, USA.
On a 100% run, is it necessary to pick up the extra 2 Energy Tanks and the 2nd Ice Beam?
If for honesty, you want apologies, I don't sympathize.
Banned User
Joined: 5/11/2004
Posts: 1049
Extra two energy tanks, what do you mean? All energy tanks must be picked up. I think both icebeams must be picked up, since they are both items on the map. Any chance you'll make another metroid run Zoizite?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Zoizite wrote:
On a 100% run, is it necessary to pick up the extra 2 Energy Tanks and the 2nd Ice Beam?
For the sake of comparison, just follow the precedent you set in your previous run.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Former player
Joined: 7/12/2004
Posts: 146
Location: Dirty South, USA.
I should've said this, but I'm asking because 100% runs of Metroid 2 don't seem to pick up duplicate/extra items. If it weren't necessary to pick them up, there is a decent chance of having a very different route. It would require heavy testing, though.
Spider-Waffle wrote:
Any chance you'll make another metroid run Zoizite?
I'm heavily considering yet another attempt on a 100% run. It's overdue for an update. HotD's run piqued my interest again and I haven't had much to do lately. I've done a few rooms already, and managed to improve the strategy yet again for the 3rd room. It would also allow me to use some of the new techniques I've learned since my last published run. Almost forgot: Are there any other shortcuts you have found besides the one going from the NW dead end to Screw Attack area? I've tried most of the ideas I had already, and none of them worked out.
If for honesty, you want apologies, I don't sympathize.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Zoizite wrote:
100% runs of Metroid 2 don't seem to pick up duplicate/extra items.
Metroid 2 doesn't have an in-game perentage counter, so he just doesn't pick them up.
Banned User
Joined: 5/11/2004
Posts: 1049
I dont' consider the new metroid 2 run to 100% because it doesn't pick up every item on the map. Which ice beam were you thinking of skipping? The only way I see this saves time is by skipping the norfair icebeam and just getting the 2 missile packs and leaving that row. Well actually that's not true, you could probably skip the brinstar one and just do like 20 bomb boosts in a row to get up that collumn, I'm pretty damn sure that's possible. There's three downward door glitches I know about that havn't been used before. The one in Norfair to go from the top left column on the bottom left column, I think this is the one you were thinking about. Then there's another in Norfair. After the screw attack, go all the way down that column then you can to the row below. And the third is in brinstar, you can go from the ice beam column to the row with the lone missile pack, right next to the elevator. This one I don't see a use for for saving time unfortunately.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Zoizite wrote:
I should've said this, but I'm asking because 100% runs of Metroid 2 don't seem to pick up duplicate/extra items. If it weren't necessary to pick them up, there is a decent chance of having a very different route. It would require heavy testing, though.
The Metroid 2 run picks up both extra E-Tanks but each beam only once, which is what the SDA run did.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Former player
Joined: 7/12/2004
Posts: 146
Location: Dirty South, USA.
RT-55J wrote:
Zoizite wrote:
I should've said this, but I'm asking because 100% runs of Metroid 2 don't seem to pick up duplicate/extra items. If it weren't necessary to pick them up, there is a decent chance of having a very different route. It would require heavy testing, though.
The Metroid 2 run picks up both extra E-Tanks but each beam only once, which is what the SDA run did.
I guess I missed it the first time I watched it. I watched it again and he does pick up the extra Energy Tanks.
If for honesty, you want apologies, I don't sympathize.
Banned User
Joined: 5/11/2004
Posts: 1049
C'mon Z do a run. any% would be quick and you could prolly beat it by 3 seconds or more. Or 100% would be great too, but that's like 5 times longer and more dense with hard to optimized parts.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Post subject: NES "100%" Metroid (USA) in 41:43.33 by AP (aka. Zoizite).
Joined: 4/27/2006
Posts: 25
Location: Florida
Hi, I apologize if this has been covered but this topic is way to long to search through. I can't seem to get the .fmv for the run called NES "100%" Metroid (USA) in 41:43.33 by AP (aka. Zoizite) to work. The run is fine until just after getting the ice beam. At this point Samus can't get out of the shaft leading back to the main area. I have the latest version of Famtasia and the lastest version of the .fmv. I am using the exact rom listed on the submission page. Is this a known issue? And can anyone help me see this run?
Post subject: Re: NES "100%" Metroid (USA) in 41:43.33 by AP (aka. Zoizite
Joined: 1/18/2006
Posts: 78
Location: Norway
rollingface wrote:
Hi, I apologize if this has been covered but this topic is way to long to search through. I can't seem to get the .fmv for the run called NES "100%" Metroid (USA) in 41:43.33 by AP (aka. Zoizite) to work. The run is fine until just after getting the ice beam. At this point Samus can't get out of the shaft leading back to the main area. I have the latest version of Famtasia and the lastest version of the .fmv. I am using the exact rom listed on the submission page. Is this a known issue? And can anyone help me see this run?
you should download the .avi instead.
Post subject: Re: NES "100%" Metroid (USA) in 41:43.33 by AP (aka. Zoizite
Joined: 4/27/2006
Posts: 25
Location: Florida
sargon wrote:
rollingface wrote:
Hi, I apologize if this has been covered but this topic is way to long to search through. I can't seem to get the .fmv for the run called NES "100%" Metroid (USA) in 41:43.33 by AP (aka. Zoizite) to work. The run is fine until just after getting the ice beam. At this point Samus can't get out of the shaft leading back to the main area. I have the latest version of Famtasia and the lastest version of the .fmv. I am using the exact rom listed on the submission page. Is this a known issue? And can anyone help me see this run?
you should download the .avi instead.
I appreciate the suggestion, but I would really like to find a vaild .fmv if that is possible.
Joined: 11/16/2006
Posts: 66
Is anyone working on improving the current 100% run? If not I would like to, but I need some suggestions as to where big improvements would come from.
Banned User
Joined: 5/11/2004
Posts: 1049
No one is working on it that was made public at least. There's some new tricks in norfair which make a better route. Many seconds of improvement would come from minor optimizations, such as reducing lag by manipulating enemy behavior and spawns. There's also several little tricks you can do to cut frames through-out the run.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (328)
Joined: 2/23/2005
Posts: 786
Judging from this experiment, I think it might be possible to kill Kraid without having to jump over his missiles. http://dehacked.2y.net/microstorage.php/info/1006019314/kraidfight.fcm
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
That's cool. I am not sure what you did differently, but it seems like Kraid's starting position is determined by what frame you enter his room. Is that right? This would be a pretty good timesaver for the run. Sometime in the future I might be motivated to make a 2nd run, since there is another potential timesaver in the first vertical shaft.
They're off to find the hero of the day...
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Joined: 2/23/2005
Posts: 786
Here's what I think is happening: Kraid's stomach missiles will block your shots, but you can get some shots in on him between the missiles while falling for the first time. Those will freeze Kraid, and while he's frozen, his missiles actually become vulnerable to be stunned. If they are stunned, Kraid will walk forward and leave his missiles behind, allowing you to shoot and damage him. If you keep Kraid stunned, the missiles will stay stunned. Unfortunately, even though I thought I was stunning him constantly, he threw a missile at me and I died. There's got to be some way around that.
Active player (328)
Joined: 2/23/2005
Posts: 786
Found Kraid's HP: 040B. He apparently starts out with 96 HP. (60 in hex). My movie gets his HP down to 44 (2C in hex) before he fires the missile that kills me.
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