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AngerFist wrote:
Kriole, not that it matters much but your version might be a few frames slower because you had to fire at them, thus creating extra lag?
I don't think we're gonna bother regardless; we're aiming for ingame time so a few realtime frames isnt really worth the ton of extra work. There is however some other stuff I want to check out, I'm thinking maybe 2-3 frames can be saved if we're lucky (yay). Als, if anyone could solve this: Pie Taco had the idea, just started messing around with it. If it's somehow possible to land on the crumble block for more than one frame, a lot of cool new possibilities would open up. I use 1.43 v17, I hear there are issues when trying to load non-reset smv's created in v17 in other versions.
Joined: 11/26/2010
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Wow that would be an incredible find if its possible!!!
My name is 4N6/Forensics.
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It would be great if GT had any attack that could reach Samus at that height.
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Eye Of The Beholder wrote:
It would be great if GT had any attack that could reach Samus at that height.
That's an interesting thought Reeve!!! If this was possible it would certainly make a 100% RBO faster because of less backtracking. Other then a 100% RBO I wouldn't see any use for it at all. Very cool find though hope you guys figure out a way to get up there. The 100% RBO is definitely something I'd like to see. Judging from Kriole's You-Tube Channel it seems like a possible project they might pick up afterwords. Fingers Crossed!!!
My name is 4N6/Forensics.
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I think it would be usefull in a regular 100% run. It seems to me that it would be faster than waiting for the lava to go down!
Tub
Joined: 6/25/2005
Posts: 1377
huh, that's odd. I tried doing exactly that in Metroid: Super Zero Mission to get the last item, but found [url=http://m2k2.taigaforum.com /post/are_these_glitches_new2.html]this post by Kejardon[/url]:
Crystal flash in mid-air: I'm pretty sure there's a check to make sure Samus isn't moving, either, but I don't remember one for Samus being on the ground. It might be possible with a frame perfect trick to get a crystal flash in mid-air. I'd have to check. I don't see what use it would be though. There'd be air beneath you, and so you'd simply fall instead of getting through a ceiling.
..so I stopped trying. :/
m00
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Joined: 2/18/2005
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lxx4xNx6xxl: The other projects to that time were Any%s for Redesign and original.
Kriole wrote:
Als, if anyone could solve this: Pie Taco had the idea, just started messing around with it. If it's somehow possible to land on the crumble block for more than one frame, a lot of cool new possibilities would open up.
Solved Requires Grapple though, which for some reason boosts you up there unlike anything else I could find after a few tries. This tech also works on solid blocks btw.
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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That's strange... What version of the emulator are you using? I tried watching it using Snes9x 1.43 v17 and you just died after the second pause screen. Btw, nice to know you're working on an any% run for Redesing and Original. I mean, your any% run from the Redesing version is already great, so you're working on an improvement, right? Edit: Ok, it worked in v15. Maybe a settings issue. Great Work, Saturn. It doesn't seem much usefull on a RBO, but maybe in 100% runs... Edit 2: hum... Iirc that damn statue can only be activated to have acces for that missile after getting the Space Jump, right? So now a route that cleans all Norfair before going to Maridia... but iirc you had to use the space Jump to reach the right place to activate the Cristal Flash animation.
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Holy Shit!!! Your the fuckin` man Saturn!!! Props to Taco and Kriole for the idea. I love the Grapple Beam!!! It has so many cool properties and now it has even more uses!!!
My name is 4N6/Forensics.
P.JBoy
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Very nice Saturn. Why on Earth does using Grapple cause that to happen?
Tub
Joined: 6/25/2005
Posts: 1377
Eye Of The Beholder wrote:
Edit 2: hum... Iirc that damn statue can only be activated to have acces for that missile after getting the Space Jump, right? So now a route that cleans all Norfair before going to Maridia... but iirc you had to use the space Jump to reach the right place to activate the Crystal Flash animation.
It looks like it would be possible with a walljump instead, but the "no horizontal movement"-requirement makes this somewhat tricky.
m00
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That's really cool. If it's possible to reach the needed position in time with Wall Jumps, then there's still hope and a Norfair clean up before going to Maridia would be possible. The only issue is the backtrack in the map to get the grapple. After getting the Speed Booster (100% run) they would have to come back for Crocomire and the clean up of his area, leave crocs area going up to get the Missile, clean up the Hi-Jump area, go up for the Ice Beam and enter the passage going to the Tower missile, then go straight to Lower Norfair. Well, it would still be a big time saver both for in-game and realtime, also there would be less backtrack in the run. I'm looking forward for what the next runs will be. Edit: It seems there would be losses by having to go for Kraid first without the Speed Booster, but to minimize the losses a trip to Red Brinstar earlier PB could save some time, and the Bubble room PB shortcut could be used and the PB pack could be usefull against Ridley too. Also losses by not having the Plasma for Ridley and less supers and Space Jump or Springball for some rooms...
Tub
Joined: 6/25/2005
Posts: 1377
What would you gain from doing Norfair before Maridia? The current 100% run's route is: speedbooster -> crocomire/grapple -> wrecked ship -> maridia -> norfair, so you'll only switch the last two. Doing so means: Norfair without plasma, fewer super missiles and without space jump. Do you know any Screw Attack tricks that would speed up Maridia? Skipping the statue before GT doesn't seem faster, either. You skip the cutscene, but you take a detour and add a Crystal Flash (including ammo farming). The any% does maridia last, because it doesn't need to pick up maridia's items and can easily leave through maridia's upper exit. A 100% run won't have that option, you'll end up near the glass pipe anyway. Switching Norfair and Maridia doesn't seem to have any impact on the route (besides switching those two), but would make Norfair slower. Did I miss anything?
m00
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Tub wrote:
What would you gain from doing Norfair before Maridia?
Hummm... Maybe i'm overestimating this trick... So the only gain from a clean up in one trip to Norfair would be the two elevators transition, right? Also, maybe you could do the CF while GT is dying, so the in-game time costs would be less as you'd have to wait for the door to open anyway. Iirc each elevator transition costs 08 seconds and 30 frames x 2 = 17 seconds, also one or two more seconds by not having to go for the elevator... almost 20 seconds in-game time by not having to go for Norfair again. Maybe the gains are not enough to save time, though, as the trip to Lower Norfair would be slower.
BigBoct
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Can someone describe what I should be seeing there? All that happens for me is that Saturn commits suicide-by-ramming. EDIT: Okay, looking at the one Kriole posted, it's a way to glitch up to the left-hand door of the Golden Torizo room. I still can't get Saturn's SMV to sync, though. Using v17.
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Use Snes9x 1.43 v15 to play the movie. For some reason, in v17 the run descync and Samus dies. Or there's some kind of setting we should use that i'm not aware of.
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boct1584 wrote:
Can someone describe what I should be seeing there? All that happens for me is that Saturn commits suicide-by-ramming.
I'm getting the same problem. Seems the thing's desyncing, but I have no clue how to fix it.
BigBoct
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Where can I find v15? It's not available on the Google Code repository.
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P.JBoy
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v13 on the Google Code repository is fine
Tub
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Heh.. I was just looking for different applications of the CF trick when my mind went to the maridia tube. It's only 1 block high, right? If you glitched through that, would there be water on the other side? ..then I remembered that somewhere during the crystal flash, you're bound to drop a power bomb. Drat! :( I found only one place besides GT, but this one will be difficult: gravity without phantoon and xray: Things needed for this to work:
  • The required rooms are all working without killing phantoon. They should be, but you never know.
  • The door leads to the expected room. (The bridge you travel through appears to be a different room, because it has an extra enemy, so who knows?)
  • You can somehow time a CF up there. Space Jump or wall jumps won't help since you can't re-spin after unmorphing, and there's no ground near you. If this is possible at all, it'll have to be done as part of a very tricky IBJ sequence.
Considering that this has been possible with xray for ages, I'm not sure it's worth it. Unless someone considers glitching through a 1-block floor to be less "glitchy" than xray-climbing behind a closed door. Even if possible, it's useless in any% and low% (no grapple, not enough ammo) and 100% (need to kill phantoon and clear WS anyway). It might be useful in an RBO, if you relabel it as "reverse boss order except for phantoon who is totally skipped and we didn't feel like doing Kraid either because we don't need varia any more". Meh.
m00
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Iirc, the gravity suit will only apears after killing Phantoon... if you manage to go there before killing him, the Gravity Suit will not be there.
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None of those rooms are active until after you beat Phantoon. In particular the gravity suit won't show up.
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22 Samuses frolic around Zebes: Link to video This is a comparison of all the Super Metroid submissions at TASVideos (except one which was rightly rejected for poor techincal quality). It also includes the RBO wip by Kriole, Taco and Herooftheday. It it interesting to see just how big an improvement Super Metroid has had through the years. The newest run gains 200 frames or so per room vs. the oldest one, for example.
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That was nuts. Thanks for making it. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.