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No, I think you remembered it wrong. I was asking if I should use shooting as a substitute to "half-pumping", but then I realized it could be done by breaking the "holding L/not holding L" cycle, which gives you an overall boost of 2 pixels, by other means (such as introducing R there somewhere, or jumping on the next frame after pressing L). I'm still going to shoot in situations where no other options are present.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
Oh, I did remember wrong it seems. My bad. Now that you're here has there been any progress on your run/your and evilchen's run?
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Joined: 6/9/2006
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the run is still alive and iam trying new things everyday for it.. maybe if moozooh and me find time again to work on it together it will go on faster again
Joined: 11/21/2007
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Location: United States
does anyone have the smv's that hero posted here? It would be very helpful if I get a hold of them. mainly the Red Brinstar shinespark. is it faster than the way JXQ does it?
Current TAS Project: SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Joined: 6/9/2006
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Location: Mettmann
go test it :) i dont remember which you mean but you might allways test those "is that faster than this" by doing both by your own i say that because jxq and saturn had a battle about "is that faster than this" iirc :D
Joined: 11/21/2007
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well I found this on youtube, and followed the like to here, and couldn't get the smv's. I was wondering if anyone still had them. and I wanted to know if the shinespark up Red Brinstar was faster than walljumping up it. if no one knows, I'll test it.
Current TAS Project: SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Player (88)
Joined: 11/14/2005
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it has been a very long time, but I recall it to be very slightly faster (I no longer have the smvs file). The spark has no practical use in the 100% run though, because energy is low and must be used on other more important sparks.
They're off to find the hero of the day...
Joined: 11/21/2007
Posts: 94
Location: United States
yeah, but in my console type run (a run that uses the route the console speedrunners use), I could probably use it.
Current TAS Project: SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
If I remember right, the shinespark there is only faster if you don't have hi-jump and if you're doing a TAS based on Hotarubi's any% route, you do. EDIT: By the way are you really 100% going through the same route? Like picking hi-jump before speed boost?
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Joined: 11/21/2007
Posts: 94
Location: United States
yeah. and picking up 4 E-Tanks. just wanted to see how fast the route could be in a TAS (but knowing me, it probably will be able to be improved a lot more *rolls eyes*).
Current TAS Project: SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I'd say that 00:24 is the limit as long as you're only bound by the route and not by tricks, 00:23 might be possible. The console route is not that much slower after all. Also you should take the maridia route to tourian, hotarubi made a mistake by taking the other one and the "true" console route would be through there.
Agare Bagare Kopparslagare
Joined: 1/11/2007
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Location: Finland, Lieksa
Fano don't get your hopes up on 00:23 though, I think it'd require some serious optimization.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Skilled player (1431)
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Well naturally, 00:23 is already impossible by far from the point where he is now. 00:25 is a good goal.
Agare Bagare Kopparslagare
Joined: 11/21/2007
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Location: United States
I'm actually hoping for sub 30, but I guess hoping for sub 27 is ok.
Current TAS Project: SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
I managed something weird today. I managed to skip torizo but facing left. I still pressed right but I got stuck so late that samus did not have time to turn around. Does not save any time whatsoever though.
Senior Moderator
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Yeah, I think Fano reported that in the m2k2 TAS thread some time ago. It happens if you let go of jump at a certain point, but I have no idea what logic makes Samus touch the door trigger in this case. IIRC, it was even a bit slower due to longer fall in the next room or something like that, though.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (209)
Joined: 2/18/2005
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moozooh wrote:
Yeah, I think Fano reported that in the m2k2 TAS thread some time ago. It happens if you let go of jump at a certain point, but I have no idea what logic makes Samus touch the door trigger in this case. IIRC, it was even a bit slower due to longer fall in the next room or something like that, though.
It's same fast as already said on IRC. You lose 1 frame in Torizos room during the exit, but save it back in the next room due to skipping the turn around animation.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Saturn wrote:
moozooh wrote:
Yeah, I think Fano reported that in the m2k2 TAS thread some time ago. It happens if you let go of jump at a certain point, but I have no idea what logic makes Samus touch the door trigger in this case. IIRC, it was even a bit slower due to longer fall in the next room or something like that, though.
It's same fast as already said on IRC. You lose 1 frame in Torizos room during the exit, but save it back in the next room due to skipping the turn around animation.
I actually gained 1 frame I think. I exited at the same moment as all other transitions, but I did not need to turn around.
Skilled player (1431)
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Yes but hero discovered that you could exit one frame earlier then usual if you released forward for a frame after changing direction to the right or something like that. And since that should not work for exiting facing to the left there is no gain.
Agare Bagare Kopparslagare
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I actually dumped all my current projects and started a serious one. I started a RBO which will use hotd's route, slightly modified; picking up one of the pink brinstar tank and skipping crocomire. The WIP can be found here Now it is up to anyone giving a crap to check out what I do during the Torizo skip. It's kinda innovative.
Skilled player (1431)
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Nice move switching to a RBO TAS, to me it is much more interesting than your other projects, because well Gravy I knew barely nothing about and SM:I I'm working on myself. (as is tonski) I liked that CWJ in Crateria before the big diagonal room, it's slower ofcourse but looks really nice. I would have nothing against more small speed/entertainment trade offs. Oh and seeing as you have dumped it I heard you was up till Draygon in SM:I so I wonder if you could send that smv to me if it's not to much trouble. I'll leave the torizo skip to someone else but I'm quite certain that fano mentioned that before.
Agare Bagare Kopparslagare
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Well, that Torizo skip was 2 frames slower than the one I did in NBMB WIP, and in total you lost about 70+ frames up to the diagonal room in Crateria, but nevertheless, it's of good quality. I must commend you for the early Super Missiles room: you were the third person (after Saturn and myself) to independently discover the no-scroll trick that lets you avoid all the enemies beside the first waver. I was very surprised you didn't take the missile tank there, though, since it's apparently much faster to take than the second missile tank in the treasure room with the r-tank. What was the reason for that? Also, I suggest redoing the room you stopped the smv at, since there's a considerably faster strategy for it (at least 10 frames faster).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (209)
Joined: 2/18/2005
Posts: 1451
Nice and entertaining WIP Kriole. The CWJ before the bomb blocks looks really cool even though slightly slower. I also see that you found a trick I discovered during my any% TAS in mid 2006 in the Super Missile room to shot the Waver and avoid the knockback. This saves 10 important energy points without any slowdowns at all. Only downside is that Samus is offscreen for a while, but that doesn't matter much. Good job on spoiling that. ;-) Btw, do you aim for real or ingame time? If the latter, then you did a small mistake. Before getting the Supers it's around 50 frames faster to first get the crumble Missile pack, exit and re-enter the room to collect the Reserve Tank (and the Missiles if necessary) and finally the Super with immediate falling and exiting through the left door. Even if you do it like in your WIP (realtime route), the crumble Missile is probably still worth a take, as it's hardly more than a sec delay when coming from the right. The way you did it isn't a bad choice either though. Regarding Torizo, Cpadolf is right. You indeed can exit one frame faster than you did by using the release turn around. Both strategies are indeed exactly same fast in the end. Hopefully you will have the patience to pull this difficult project off till the end, as I'm sure it will turn out great when it's done. Good luck! EDIT: Posted before seeing moozooh's post.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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Location: United States
Lookin good Kriole. I am happy to see that you are not just copying other people's input, but rather trying things on your own and showing off some great intuition. This Wip has nice stylistic choices and overall good optimization. Keep it up :) As for the route, I think you pretty much have it down. I can only suggest that you maybe skip a few of the missiles tanks that I outlined in my route. The only reason I thought that many tanks were needed was because I thought it saved a good amount of time on the ridley battle. I think Saturn mentioned that the best form of attack in that battle is the wave/pb combo, so maybe a few tanks can be skipped. The torizo exit looks cool, but I am pretty sure it is slightly slower. I think I managed to exit the room like that a few months ago, before I found the most optimal way of doing it. You can refer to Cpadolf's submission to see it.
They're off to find the hero of the day...
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
moozooh wrote:
Well, that Torizo skip was 2 frames slower than the one I did in NBMB WIP, and in total you lost about 70+ frames up to the diagonal room in Crateria
Bah =/. Well I take comparing myself to you is a bit rash.
moozooh wrote:
I was very surprised you didn't take the missile tank there, though, since it's apparently much faster to take than the second missile tank in the treasure room with the r-tank. What was the reason for that?
No particular reason at all. I did not figure that I needed to take that crumble pack if I want to leave by taking the upper route, but it felt like it would be slower. Obviously, I was proven wrong.
moozooh wrote:
Also, I suggest redoing the room you stopped the smv at, since there's a considerably faster strategy for it (at least 10 frames faster).
Rest assured, I never intended to do that room that way. It's redone the way hero discovered/invented.
Saturn wrote:
Regarding Torizo, Cpadolf is right. You indeed can exit one frame faster than you did by using the release turn around. Both strategies are indeed exactly same fast in the end.
I figured if you exit the room in it's lowest possible position and sitting facing to the left, you'd avoid unnecessary airtime in the next room.
Saturn wrote:
Hopefully you will have the patience to pull this difficult project off till the end, as I'm sure it will turn out great when it's done. Good luck!
This is the first project I have actually taken serious. I mean, taking a look at Ceres; I first improved it from 47'73 to 48'87 and finally to 49'05. And this is the first TAS I'm actually content with. And considering I have dumped all my other projects, this should finish rather quickly. I am at the moment at the first PBombs in red brinstar.