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So sniq found you can pause the Shine Spark Timer by releasing Charge Beam Shots. Each time you release a Charge Beam shot it pauses the Shine Spark Timer 1 frame so you can release 3 shots at most to have 183 frames to activate a Shine Spark instead of the normal 180 frames.
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Neat. Any applications for that, or is just one of those tidbits? (Asking seriously, since that can be read as being sarcastic)
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Yes, it does have applications actually. I will not disclose any more info on that though. Also can be useful for RTA as well.
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Also I don't know if this would be useful but, Overfiend found this. http://puu.sh/pgOMy.mp4 So when you land I believe and enter a transition after you shoot and jump after you will receive a full charge beam. It add 60 frames to the door transition though. This happened to me once before a long time ago while I was practicing but, I thought I just loaded a different save state. Edit: It is just a graphical glitch. The beam isn't actually charged.
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If you charge the beam for 16f (as indicated by 44 frames remaining on the infohud timer), interrupt the charge, then touch a door transition soon afterward, it will cause a large processing delay. Something to do with how the game processes the audio from the beam when this interruption occurs. Although it may appear that the beam is fully charged afterward, it's only a visual bug and not actually charged. It's just something for us to be mindful of so it can be avoided, unless there's something it can be combined with to produce a positive outcome or new exploit.
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I don't know if this is at all useful but I believe http://tasvideos.org/GameResources/SNES/SuperMetroid.html does not mention that you can charge your Charge Beam, switch to a missile (or Super Missile), fire the missile and have the game revert you back to Beam weapon after firing a single Missile or Super Missile. No need to scroll through X-Ray scrope, Power Bomb etc. to get back to Beam weapon!
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That's a neat trick, franpa, though there's also a button (Y by default) that immediately switches you from whichever special weapon you're using back to the beam.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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Invariel wrote:
That's a neat trick, franpa, though there's also a button (Y by default) that immediately switches you from whichever special weapon you're using back to the beam.
Sure, but depending on how the game works the trick I mentioned could maybe save one frame? Instead of spending an extra frame pressing Y you can simply let go of the attack button?
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It doesn´t even work the way you described it, franpa. Not sure if you either play the game somewhat regularly or still remember how it works, but if you mean selecting items such that they will be turned off automatically after first usage, then that is known for years and works by holding Cancel while selecting the item, instead of how you described it. And yes, the Game Resources page for SM on TASVideos is lacking a mass of things, even much more major stuff, and Moozooh once wanted to update it until beginning of the year 2016, but apparently he hasn´t been logged in for months, since otherwise he´d seen my personal message. On another note, Sniq´s 13% Speed-Charge TAS is already at Ridley in Norfair, so progress is done really fast even though the degree of optimization breaks through previous limits in almost every room (the new TAS is about 25 charged shots ahead of the test-TAS at Norfair Ridley, too), and he wanted to put some video in here that shows the current WIP, but it seems he hasn´t finished editing the comparison video properly yet.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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https://archive.org/details/13Wip Here is a WIP of 13% tas final version , up to ridley door (music video with doors & cutscenes removed / shortened.) I realize the audio is a bit silent but i'm too lazy to upload better one with my bad connection. Introduces 2 completely new tricks: 1: Using powerbombs in earthquake rooms clear sound queue and make doors load quicker. That saved total of 54 frames on 3 rooms where this was done. 2: Kraid lag reduction. It reduces lag if samus is blinking due to invulnerability (and morphed), thus 53 frames were saved over Taco's new any% due to less lag and optimization. Around 1500 frames saved from previous version when ridley door is reached. Turn HD on otherwise the video stays black.
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Those movements are beautiful, the use of shinespark shadows to kill things is amazing, and those damage boosts... so good. Looking forward to this being finished.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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Wow sniq its looks great so far, thanks for sharing!!! Is it really faster to boost into the door after the elevator in upper norfair?
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lxx4xNx6xxl wrote:
Is it really faster to boost into the door after the elevator in upper norfair?
It centers the screen perfectly and gives more vertical speed downwards earlier , resulting in landing 3-4 frames earlier in next room's bottom so yes it is faster
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Very interesting optimization you found then I would have never thought to even try it there. It looks slower to me at first because it seemed like you were taking more time in the first room is all. Edit: After watching again it definitely looks faster. Nice find!!!
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There is also a new timesaver d-boost on kraid lair entrance when coming back towards norfair elevator which I found. It saved 6-7 frames
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Yea that was really cool boost. I always wondered if it was possible and faster for TAS. I found my answer after seeing it in your WIP.
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In this pastebin are some thoughts and critique on the lack of provided tests and input files (for e.g. alternate room strategies or late improvements that didn´t make it into TASes anymore) outside of the final TAS product when TASes are submitted on TASVideos. This basically came up during a conversation, but the problem seems to exist for years at least for this game. I didn´t want to have to rewrite all of this in a better form, so I´d kindly ask to read through it (mostly the bottom parts, since the upper stuff just introduces into that) and understand my point: http://pastebin.com/ufG9ZuQt I´m generally against this old, obsolete-able fashion where people in the past actively kept some of their resources back/in secret, and it´d be nice if some concept of providing more than just the resulting TAS (in case there exist further resources that are deemed to be potentially useful or promising) could become a new (though I don´t know if this is done for TASes of other games in general already or not) standard for TAS submissions in general (if resources aren´t provided in posts already anyways). At least I could imagine that the TASing community as a whole would benefit from it. - - - Here is some routing analysis for 13%PB-Ice that uses the trick at Draygon where ammunition gets reduced and the time-dependent count with respect to positive direction of time pretty much continues to flow "downwards" (with negative derivative) past the value 0, where it jumps back to the maximum (the word underflow makes so much more sense from a numerical/mathematical perspective, no matter what anyone says ;P): https://cdn.discordapp.com/attachments/218520158963105792/221437313522204673/004.jpg Regarding upcoming room names, I mainly refer to this list of rooms with their corresponding names: http://deanyd.net/sm/index.php?title=List_of_Rooms One would turn Moonwalk on (for example due to the amount of movement suitless within water), Ridley cannot be done before the thing that I call Underflow happens (due to lack of ammunition), and other Powerbombs than the 2 Red Brinstar ones mentioned in the linked picture should all be way too slow to get. Route A does Wrecked Ship late, B if it works should be the fastest route (and does Phantoon early), and if route B doesn´t work, then route C which uses early Wrecked Ship remains to be compared with route A. (In PAL, by the way, after taking Varia and Ice and then the 2 PB packs, it´d also be possible to use the Red Brinstar GGG to enter Maridia from further up.) For climbing frozen enemies (such as crabs) in general, instead of doing what Saturn does in his RBO TAS (which is turning Ice off and then on again, which without Highjump obviously would need to be done much more often), one could use Ice-less Ice-SBAs, i.e. starting an Ice-SBA, then turning Ice off so that all the 4 particles individually freeze a crab only for a few frames anymore (to just stun it shortly) which allows Samus to spin-/Flatley-jump off of it once per particle without the need of menuing as long as one has particles left to time landing on the crab right after hitting it with a particle. Technically, in all cases, one could probably get Ice, then Varia and possibly the Kraid-E.T. (in this order), but I estimated that this would just be slower than vice versa. The asterisk (*) in the picture (in the NTSC case, only) for route B means that 1 part is not confirmed possible (and could thus be impossible). This part consists of climbing up the right Cacattack Alley room. In PAL, it suffices to Flatley-spinjump off of the bottom, static, frozen Cacattack to start wall-climbing. For NTSC, my suggestion would be to try it like this: Lure the ceiling Cacattack to the far right, have an Ice-SBA´s last particle prepared, with frozen bottom Cacattack and shortly beforehand gained invulnerability frames such that a started Flatley-spinjump to the right allows Samus to go through the ceiling Cacattack without knockback, and the remaining Ice-SBA shall freeze the ceiling Cacattack immediately afterwards (so that one doesn´t need to freeze it manually which would lead to breaking out of spin, and freezing it that far to the right initially wouldn´t allow to move through it), then Samus while still rising a bit during the spinjump shall align to the frozen Cacattack to gain more height quickly and at the latest possible point in time, one should move away from the ceiling Cacattack to hope that the remaining upwards speed allows Samus to "catch/grab" the wall to start wall-climbing. If this doesn´t work, then I guess this part is impossible and route B cannot be used. One probably only wants to underflow Missiles and Super Missiles, but not Powerbombs, since those will not work/explode as long as their count exceeds 65536/2 from what I know (except that Kejardon said that there should still exist a few values above 65536/2 that allow layed Powerbombs to explode). And the free spark gained via the Underflow needs to be used to escape pre-Draygon room. In case A, after Draygon, I estimated that it wouldn´t make sense to go to Phantoon and then to Ridley, just to then go back up again, due to backtracking, so this option is left out. Regarding the "fastest way to Tourian", there would be the Red Brinstar route, Blue Brinstar route, and Green Brinstar route available (but I didn´t bother estimating which one is the fastest in this scenario). Regarding the "fastest way to Norfair", there would be the route including the Maridian Tube, the route through Snail-room and the bottom sand room, aswell as a route through Botwoon and pre-Botwoon room and Everest room available. In the last 2 cases, one could also pick up the Botwoon-E.T. meanwhile. In case B, Botwoon though will still be alive. In Lower Norfair, even though one could use Ice to clip through the ceiling in Mickey Mouse room (after luring 1 certain Multiviola 4 times back to the right side so it can travel upwards), it should be faster to go through the Pillars room and WRITG. Otherwise, within Norfair, the path towards and away from Ridley should be clear. For Tourian, Ice for Metroids and the extreme amounts of Missiles/Super Missiles for Mother Brain´s room can be used.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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I'm no hardcore SM player (so this post is probably all for naught). (And the strategy I'm about to entail I'm guessing has already been thought of, but maybe not to death?) But I watched some of Sniq's WIP again! This time with a little brighter mind, so I was really appreciating the whole sequence of ideas thought through, especially in LN. Though I got to thinking: When shinesparking the enemies in LN to get rid of Power Bomb lag, is it faster, in the first place, to even use a PB? Maybe an ingenious multi-bomb/gravity-bomb drop (probably impossible, now that I think of it, outside of, of course, the very first bomb drop... though maybe that's sufficient enough??) can save some drudgery, by only needing to lay a bomb twice vs. thrice. Obviously a very very basic idea, though I can't ignore it considering the following: Cost of current strategy: shinespark charge-up time shinespark animation/echoes time 1 Power Bomb Power Bomb animation time (i.e. pretty much null? and it is part of the 'time save idea' of using a PB instead of regular bombs). Not sure how hard it is to get down there with the enemies still in the way. Nor how much time is costed by charging up for gravity bombs in the first place (probably can't make use of it besides the very first block being bombed). Just seems like it's actually not that big of a deal/"loss" to use regular bombs, considering all the details having gone into making a Power Bomb less lagged. (I made up the term gravity bomb, not sure of its real name.) Maybe the room lags too much with the enemies there regardless. Oh, I also forgot the 2nd PB, I'm pretty smart. But maybe even THAT isn't needed. Alright I'm stretching it now, but I might as well keep this post here for laughs, as usual.
<^>v AB X LR s
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Yes, there is a few options: (1): Using a spark up there to kill Ki-Hunters (for future powerbomb lag reduction) or not. The more powerbombs used, the more the shinespark could help reducing lag (since it reduces the number of off-screen moving enemies in the room), and the shinespark allows to get 2 manipulated additional drops which also has some weight, but skipping the shinespark allows skipping the otherwise required short charge pattern in the previous room to enter the Ki-Hunter room a bit earlier and to get to the bottom of the Ki-Hunter room earlier. But 1 powerbomb has to be used anyways to open the yellow shell. The diagonal amphitheatre spark will leave Samus with 29 health, plus a 20 hp drop from the by the spark killed yellow pirate. So this is the initial state that cannot be changed unless one would refill more Reserve energy manually to let Samus bonk the ceiling and end up with more E-Tank energy (but less energy in total), but would locally be slower and would cost important Reserve energy of which he needs all of it later in Maridia (for the spark in Everest room), and if the Reserves don´t stay full (or wouldn´t be filled yet), then he´d need to refill them somehow later in Lower Norfair for which he needs filled E-Tank energy in the first place, instead of being able to trade E-Tank energy for faster room strategies in all of Norfair (since his Reserves need to be full in Maridia, but he needs low E-Tank energy in Everest room anyways). The Ki-Hunter room spark allows him to get another 20 hp drop and 1 powerbomb drop on the way down. Then 16 damage is taken at the hot steam in the Desgeega room to quickly get to the tunnel and use the invincibility frames for a short mockball started on spikes. Then he gets another fast, crucial 20 hp drop from the last Desgeega (73 hp at that point) to be able to quickly skip through both spike-platforms and not having to wait for either of them, for which 2 spike-hits are required. He has 13 hp left afterwards, which means no 20 hp drop could be skipped (if one wants to keep the Reserves intact), and at most, the 1 powerbomb drop could be changed to a 20 hp drop, which then would mean he´d have 0 powerbombs after the spike-platforms (if he keeps the 2 powerbombs strategy for the Ki-Hunter room) and would need to farm even 1 more Viola in pre-Ridley room which is quite a time-loss. Not using a spark in the Ki-Hunter room would prevent both, the 20 hp drop and the powerbomb drop, so the spark will be kept. (2): Using 2 powerbombs for the tunnel; Or using a bombspread + 1 bomb to destroy 2 bomb-blocks + 1 more bomb-block and adding 1 powerbomb for the final bomb-block plus opening the yellow shell. Using only 1 powerbomb in combination with a bombspread beforehand would allow to skip collecting the slowest of the collected powerbomb drops from a Viola in the pre-Ridley room, which actually might be a viable option, but it would be close to the current strategy. I told Sniq about this alternative to the 2 powerbombs strategy in Ki-Hunter room, but at that point, he didn´t go back to test this option anymore. The TAS is currently past Botwoon and roughly 2 minutes and 20 seconds ahead (8193 frames ahead) of the Test-TAS.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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I estimate this new strange thing is worth double-posting for. Suggested names for it might be perma- or rapidfire-(spark-)echoe technique/mechanic. So, Overfiendvip observed this strange effect initially and mentioned it to Sniq who couldnt't test it, so I researched its properties somewhat and seem to have found the requirements/criterias for producing and keeping it. SNES9X 1.53 (version 7) movie for demonstration: https://cdn.discordapp.com/attachments/98929157894836224/232334554399113218/quickmet_landing_site_perma-echoes_1.smv And here is an mp4 by Overfiendvip that shows the effect (with a spikespark, but a normal spark would do the same): http://puu.sh/rvvq1.mp4 Basically, if one manages to keep a shinespark crash-echoe long enough from despawning (by letting it traverse a large portion of the screen and using its large size to keep it in the screen), then after despawning, it will respawn at Samus and will move onwards the same direction as before and continues doing so over and over until the first time the echoe (as projectile) manages to despawn fast enough in relation to the frame when it spawned, in which case the effect is cancelled. Interesting sidenote in regards to this might also be that the movement of the projectile can be influenced by Samus' movement which will be added to its permanent drift speed, which might allow to shift it around or keep it in the screen (potentially with Moonwalk to keep the screen away or a spark to let the echoe quickly travel against its drift direction) to let it hit some object that isn't as close to a potential place where the effect can be kept infinitely, and it is not just a graphical effect, but a real spark-echoe that interacts with enemies (and as somewhat known, it deals 4096 damage to enemies vulnerable to it, for every contact-frame, which is an insane amount considering this trick allows to cast a shower of attacks upon foes, so this might have applications in special cases and or hack TASes, since it can be an extremely powerful attack). Regarding the stability properties and combinations with other mechanics (at least among the so far tested things): Starting an SBA or Crystal Flash, or shooting with beams or Grapple, or laying (power-)bombs or X-Raying all doesn't cancel the effect. The effect seems to stay infinitely in a static case where Samus isn't moved around (or at least after fast-forwarding for a while, the effect did stay). Pausing, switching icons on the HUD, switching any items in the equipment screen (including Speedbooster) doesn't cancel the effect either. Entering a new room seems to not allow even just a single echoe to occur in the next room anymore (as expected from any projectile), and cancels the effect. I assume there is some memory address that simulates or behaves like a timer that starts at some nonzero initial value when the echoe spawns and decreases and reaches 0 at some point. If it reaches 0 before the echoe despawns/goes far enough off-screen, the game seems to not delete the projectile or prevent it from respawning, and otherwise it will do so (similarly to the spikespark case that produces a flashsuit, where one has to wait until some timer runs out). The rapidfire-echoe might aswell allow for a shorter next spark crash-animation, which I haven't tested yet. Edit: If the spark crash echoe that is fired to the right side (the asymmetry is probably due to projectile indexing that the game does) is in the constantly respawning state, then activating an SBA will cause it to get stuck in the place that it is when the SBA is started, and allows to shorten the next spark crash animation in the same room at any different place. The hitbox is then not active anymore (i.e. cannot damage enemies anymore) after it gets stuck in place (so in that case it is just graphical remnants). Other known places where such spark-echoes can get stuck is at Draygon and the Ninja Pirates. So far, I haven't managed to create a rapidfire-echoe for a horizontal spark (and thus vertically moving echoes), but diagonal and vertical sparks can work, but then again, the screen is just 14 tiles high but 16 tiles wide and the top 2 block rows are behind the HUD. Even though the actual in-screen area that keeps projectiles from despawning seems to be larger than what one sees on screen, it might be a rectangle but might not be a square. And the spark echoes (in general) keep moving while reserves refill. Funfact: It seems this happened to Namespoofer long ago, but he didn't notice it or pay attention to it: https://www.youtube.com/watch?v=JgR7cQuyUOA 2nd edit: Since spark-echoes continue moving during a Reserve refill (provided those projectiles did spawn before the refill starts), it is possible to let 1 rapidfire-echoe appear at places where they normally cannot: For example in the case of sparking diagonally at a corner in the ceiling of the room/screen to eject a spark-echoe towards the screen's center while Samus has 00 health and Pause Abuse is done (with well-timed pausing in relation to when the spark's crash-animation ends), and having manual Reserve energy that shall be switched to ''Auto'' to let the Reserves kick in shortly after the spark's crash-echoes spawned, if the refill just takes so long until the echoe towards the screen's center is about to despawn, then Samus will stay up there in the air close to the ceiling to allow another echoe to spawn whereas otherwise Samus would fall down and cannot (in general room-structure cases) jump back up quickly enough afterwards to be at the same place that allows such rapidfire-echoe to spawn. Alternatively to the general Pause Abuse option, a heated room or acid/lava/enemy/enemy-projectile could also be used depending on what a room can provide, in order to do this.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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Here is an mp4 demonstrating a faster method for the 100% TAS branch to get to Springball using some idea of which Reeve suggested to Sniq to test it, since apparently it had been tested by Kriole (and maybe others, I'd assume Cpadolf) before but failed by a few subpixels. Sniq managed to make it work for NTSC using the speed-keep knowledge when bombs are involved in the Grapple-hanging procedure: http://puu.sh/sPmzM/f2c1245300.mp4
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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Incredible that new stuff is still being found!!!
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Funny that two suggestions that didn't make it into Cp's TAS because they were not faster or not possible are now improvements for a possible new 100% run. 1: Diagonal shinespark in amphitheatre: It was possible, but there was no spark glitch to store a shinespark at the time and make it faster. Iirc it was around 4 frames slower than the strategy used in the TAS. 2: Clip through SpringBall ceiling using Grapple Swing: Everything was tested right at the time by Cp and Kriole, but to make it through the ceiling the jumping speed was just not enough. The glitch found by sniq made possible to store enough dash to add to the jump and make the trick to work. Edit: This is the attempt by kriole edited to include the bomb that will allow keeping the needed dash to clip the ceiling. http://dehacked.2y.net/microstorage.php/info/766401149/MaridiaGrappleClip.smv Not sure how good this would be for realtime, but for in-game time it would definitely save quite a good chunk of time.
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I'm not too familiar with SM. Exactly what does this skip?
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Posts: 748
Location: Brazil
This just skip a climbing that you need to do, as you can see in the video below. It's more benefitial for in-game time, I guess, but it may also save something for realtime. https://youtu.be/SWqIZbZZeQQ?t=2594