Player (209)
Joined: 2/18/2005
Posts: 1451
Kriole wrote:
I'm sorry, I'm unsure if I may spoil. But in Ceres, there is a possible 6 frame improvement, which I and Taco will start working on soon.
This is bullshit. Maybe I would believe if it'd be 1 frame, but 6 (assuming you mean ingame-frames only), all of a sudden, is way too much to be realistic, especially in a place like Ceres.
Kriole wrote:
...what? Frame 16073.
I see now. This doesn't save anything in the end though. Oh and btw, I have another cool and never seen before, new trick for you guys: Walljumpless Wave Beam! This trick I already discovered during my old any% WIP in November 2006, allows you to jump over the huge gap before Wave Beam in one turn, easily saving more than 20 frames compared to the usual Walljump strategy everybody has used so far. I hope hero isn't past that point in his run yet, so that he can still include it. It only works without HJ-Boots though, so it wouldn't be of use in the new 100% route, unfortunately.
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
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Saturn wrote:
This trick I already discovered during my old any% WIP in November 2006, allows you to jump over the huge gap before Wave Beam in one turn, easily saving more than 20 frames compared to the usual Walljump strategy everybody has used so far. I hope hero isn't past that point in his run yet, so that he can still include it. It only works without HJ-Boots though, so it wouldn't be of use in the new 100% route, unfortunately.
Though it is quite possible that hero has also discovered this, after all he mentioned that he found a crapload of new room strategies. Also it is great that you are sharing some of your tricks now :)
Agare Bagare Kopparslagare
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
Saturn wrote:
This is bullshit. Maybe I would believe if it'd be 1 frame, but 6 (assuming you mean ingame-frames only), all of a sudden, is way too much to be realistic, especially in a place like Ceres.
I'd like to see your comment after this if the 6 frame improvement would be done. It's nice that for this short period of time that I'm having my laptop fixed everyone keeps posting awesome timesaver-smvs and I have no chance to watch them.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Player (209)
Joined: 2/18/2005
Posts: 1451
Yeah, I too think that hero might found it already. Just wanted to make that sure though, and share a new trick with you for exchange as well. Tonski: I would feel dumb obviously if that saver would really be possible. It's very unrealistic to ever happen though.
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
P.JBoy
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Location: stuck in Pandora's box HELLPP!!!
Haha, I done that trick in one of my 1st ever playthroughs of the super metroid
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Saturn wrote:
Kriole wrote:
I'm sorry, I'm unsure if I may spoil. But in Ceres, there is a possible 6 frame improvement, which I and Taco will start working on soon.
This is bullshit. Maybe I would believe if it'd be 1 frame, but 6 (assuming you mean ingame-frames only), all of a sudden, is way too much to be realistic, especially in a place like Ceres.
Hihi. You are so funny =). The potential does exist, and that will bring us up to 49'25~'27.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Saturn: Yeah not only did I know about this, JXQ also knew about this. Unfortunately he figured it out after he had finished his v2 run. It is actually a pretty simple strategy, and the only reason I did not use it in my old run was because I foolishly thought that the arm pumps would save more time than it would cost to do the walljump. I think due to laziness I never tested it back then. Luckily this time around, I am testing out as many strategies as possible and also timing them.
They're off to find the hero of the day...
Player (209)
Joined: 2/18/2005
Posts: 1451
I see. Don't know about you hero, but I'm pretty sure JXQ figured it out only after the acceleration storage trick got spoiled by moozooh. It's absolutely required in order to make this trick work. Good job you both to figure it out by yourself anyway. :-) Kriole: This is stunning to hear. The only possibility to save any frames would be in the falling roof room before the elevator to take a damage boost on a different location. If you have a theory, I may help you out to find out if it would work or not. As it stands, there is no way I can see to speed that room up anymore. All movements are as fast as they can be there already.
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
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Can't this thread discuss anything besides the fucking credit ladder for each frame saved in this game? What a waste of time.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
JXQ wrote:
Can't this thread discuss anything besides the fucking credit ladder for each frame saved in this game? What a waste of time.
Amen brother, amen. If this keeps up I will vote no on every single one, just for them all being pride movies :-/
Living Well Is The Best Revenge My Personal Page
Joined: 7/10/2007
Posts: 280
JXQ wrote:
Can't this thread discuss anything besides the fucking credit ladder for each frame saved in this game? What a waste of time.
I've been lurking in the thread for quite a while. A month ago, the trolling and flamewars really got tiresome. But in the past week, people have actually been posting new tricks and techniques. Try to see past the crap. Whatever's being said, it's getting people to post things.
Joined: 11/21/2007
Posts: 94
Location: United States
Kriole wrote:
Saturn wrote:
Kriole wrote:
I'm sorry, I'm unsure if I may spoil. But in Ceres, there is a possible 6 frame improvement, which I and Taco will start working on soon.
This is bullshit. Maybe I would believe if it'd be 1 frame, but 6 (assuming you mean ingame-frames only), all of a sudden, is way too much to be realistic, especially in a place like Ceres.
Hihi. You are so funny =). The potential does exist, and that will bring us up to 49'25~'27.
are you serious Kriole? that would be ... awsome.
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
Fano wrote:
are you serious Kriole? that would be ... awsome.
Of course I am serious :p
Joined: 8/1/2004
Posts: 178
In terms of obtaining faster speeds/more optimization, perhaps the everlasting truth is:
Genius wrote:
The concept that surpasses that of 'one individual working on optimal improvement' (no matter how smart they are) is 'people observing other works to 100% avoid overlooking their own mistakes'.
<^>v AB X LR s
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
^Amen to that.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I just found a really weird turn around glitch, it's good for absolutely nothing other than looking amazingly hilarious... AMAZING!!!
Agare Bagare Kopparslagare
Joined: 11/21/2007
Posts: 94
Location: United States
cool
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 (209)
Joined: 2/18/2005
Posts: 1451
Really cool find, Cpadolf. That was very unexpected to see. ;-) Too bad it isn't of any use other than in waiting scenes. Nice find anyway! Btw, anbody who plans to fight Botwoon with Hi-Jump Boots, here a direct rip of my old any% WIP to demonstrate how to exit him as fast as theoretical possible. This strategy is around 10 frames faster than JXQ's 100% v2 one: http://www.freewebs.com/saturnsmovies/SM%20%2D%20Fastest%20Botwoon%20exit%20with%20HJ%2DBoots.rar Enjoy!
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
Cpadolf wrote:
I just found a really weird turn around glitch, it's good for absolutely nothing other than looking amazingly hilarious... AMAZING!!!
I take we can expect this during Draygon waiting period in you SM:I TAS.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Kriole wrote:
I take we can expect this during Draygon waiting period in you SM:I TAS.
Perhaps if it works underwater :) Also if it does that means you can turn around from facing right to left much much faster than you normaly can (only works from right to left, somehow the game always puts you facing left after cancelling the turnaround animation)
Saturn wrote:
Btw, anbody who plans to fight Botwoon with Hi-Jump Boots, here a direct rip of my old any% WIP to demonstrate how to exit him as fast as theoretical possible. This strategy is around 10 frames faster than JXQ's 100% v2 one:
Nice, I just started a new any% TAS aiming for sub 23:50 completition so this will likely come to use. BTW mind checking how fast it is compared to my 00:24 TAS in that room? IIRC I was several frames faster than JXQ there as well.
Agare Bagare Kopparslagare
Player (209)
Joined: 2/18/2005
Posts: 1451
Cpadolf wrote:
BTW mind checking how fast it is compared to my 00:24 TAS in that room? IIRC I was several frames faster than JXQ there as well.
You were faster to exit Botwoons room, but overall you were even 1 frame slower than JXQ at the time of entering the door before the Mochtroid shaft, because you landed much later on the main ground. I just compared all of our times carefully, and you are actually 9 frames (while JXQ was 8) slower than what I did in the shown any% WIP demo. The key is to completely skip the platform with the door, and directly jump into the next rooms main ground to get blue suit sooner, and thus skipping less arm pumps before running into the quicksand.
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
Skilled player (1431)
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Posts: 1468
Location: Sweden
Yeah the reason I did not jump of the platform earlier was to gain a PB, so I would have been faster than JXQ otherwise (I think)
Agare Bagare Kopparslagare
Player (209)
Joined: 2/18/2005
Posts: 1451
Yeah, that PB refill slowed you down by around 2-4 frames I think. The morphball jump through the upper block can also be done a bit faster by optimizing the subpixel position, as shown. Also my Botwoon refills were pretty bad as well, only getting 2 Supers, and even not having full energy after the fight (288 instead of the full 299). Although it's only 11 points, it could still slow you down a bit later, as it would require you to eventually get one more health refill in order to have enough energy for LN. When you reach him in your new run, you should definitely try to get full energy after the fight already.
moozooh on 2008-01-22 wrote:
On that note, I'm getting sick of wasting so much time on nothing. :| I promise to return to TASing this week.
More than a week has passed already. How's the progress?
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:
The morphball jump through the upper block can also be done a bit faster by optimizing the subpixel position, as shown.
Yes, we can see that very clearly in your AVI.
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I was busy with work all previous week (not even being at home almost the entire weekend, actually), so I had to postpone it to this weekend instead.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.