Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Haha! Sounds like a funny error and a funny message Michael. Eager to see your new stuff as well.
Joined: 2/24/2005
Posts: 100
Work + girlfriend + backtracking = finish smv by 2AM desync = no smv tonight :'O( Sorry guys, won't have this ready by the time I go to bed. I finished it but on playback Phantoon spawns in a different location...
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Awwww crap. :(
Joined: 2/24/2005
Posts: 100
I COMPLETED THE RUN JUST IN TIME! Here it is guys, hope you enjoy it. I'm off to eat dinner. http://dehacked.2y.net/microstorage.php/info/28/MF_M3_Phantoon.smv
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Smooth and excellent michael. And Phantoon, I'm sure someone else will ask WTF happened there, so I'll leave it for others :P
Joined: 8/1/2004
Posts: 143
Location: Colorado
Phantoon battle....holy shit! Can't wait to see the next update now
Joined: 4/2/2005
Posts: 27
Location: Phoenix, AZ
Wow so many small improvements in movement compared to other runs ive seen of this game, very nice... especially the Phantoon battle Can't wait to see what the final time on this will be
Former player
Joined: 7/12/2004
Posts: 146
Location: Dirty South, USA.
yarbles wrote:
Phantoon battle....holy shit!
My thoughts exactly. I think his death animation was longer than the actual battle. GJ, that was just plain sick. =)
If for honesty, you want apologies, I don't sympathize.
Joined: 2/24/2005
Posts: 100
196 frames between the earliest allowable rocket hit and the super that finishes him. The user-input portion of the battle is over in 3.25 seconds :O) Does everyone now see how it works? Phantoon is stunned for a certain period of time after a rocket hit. This amount of time is less than your rate of fire. However, if you consider Samus' rate of fire as a wave you can produce a doppler effect if you run towards Phantoon. The increased frequency from Phantoon's POV is enough to keep him stunned. There is, however, one further catch. If you run or even walk towards Phantoon you will reach him before you're ready for the finishing super. To remedy this you repeatedly tap forward. This allows you to move towards him at a slower rate and send off more rockets. Luckily this reduced rate is still enough to produce the desired doppler effect.
Player (206)
Joined: 5/29/2004
Posts: 5712
Ah, I see... The trick was in keeping him stunned.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
michael flatley wrote:
196 frames between the earliest allowable rocket hit and the super that finishes him. [...] This allows you to move towards him at a slower rate and send off more rockets. Luckily this reduced rate is still enough to produce the desired doppler effect.
And I thought there was no "real life" application for physics ;-). Well done and a very cool trick. cu Fabian
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
WOW! :D I can sleep good tonight knowing how beutiful this is. :D
Post subject: Speedboost to reserve not a timesaver?
Joined: 5/4/2005
Posts: 40
Location: Sweden
I always thought that the horizontal shoulder-dash-thingie from the speedbooster room was something you saved a lot of time with (shoulder-dash to the room with 2 rockets and a reserve-tank, like the run by Samus Aran). Why won't you do that? You take that room /w Space Jump right after Lower Norfair?
xou
Joined: 4/26/2004
Posts: 118
Location: france
This run is so perfect until now and such a tease :] Im like enjoying all the new technics you introduced so much ! :] :] :]
hello world !
Joined: 2/24/2005
Posts: 100
THANK YOU ALL FOR THE POSITIVE FEEDBACK!!! This run is a large investment of the little free time I have and I only want to continue if people are entertained. Comments like these really make a difference and give me an incentive to get the run completed quickly! Gorling: If I speedboost at this point in the game I won't have enough energy for a boost coming up after Phantoon. So any time saved there is a wash. Furthermore, coming back to that room later on will prove beneficial.
Former player
Joined: 10/19/2004
Posts: 142
after every improved run I am always amazed at the flexibility and versatility of this game, and the newly discovered strategies and techniques that can only be utilized after months and months of revisions and obsoletions of older time attacks keep up the magnificent work, you've pretty much lived up to your words so far so I wouldn't want you to stop now!
Joined: 2/24/2005
Posts: 100
My favorite thing about tricking games is that there is ALWAYS room for improvement. Some game obscurities take 10+ years before surfacing despite their daily play by thousands of people. I love playing games but I truly have fun when watching and performing gaming works of art. Anyway, back to work!
Player (36)
Joined: 9/11/2004
Posts: 2630
It's outstanding. One small nitpick though, normally when turning around you have a small turn around animation. But when you are tumble jumping there is no animation, it's immediate. So here's an idea for collecting items from the Chozo Statues (because you can't seem to pick a strategy ^^;), try jumping and turning yourself around right before you hit the item as low to the ground as possible. That's all I have, aside from some item collecting questions that are more likely than not horribly misguided.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 2/24/2005
Posts: 100
I've tried it, doesn't work. If you analyze my smv closely you will see I'm on the last frame of my turnaround when I get the item. So I'm immediately able to head the other direction. If you jump you have to be fairly high off the ground to collect the item. When coming out of the jump it takes time to get your feet set on the ground. In short, jumping is actually slower...
Joined: 5/4/2005
Posts: 40
Location: Sweden
michael flatley wrote:
THANK YOU ALL FOR THE POSITIVE FEEDBACK!!! Gorling: If I speedboost at this point in the game I won't have enough energy for a boost coming up after Phantoon. So any time saved there is a wash. Furthermore, coming back to that room later on will prove beneficial.
Acctually energy wouldn't have been an issue since you get full energy when you take the tank in the hi-jump-boot-room. However, if you save time by coming back here later (I assume after lower norfair) that's what really matters.
Joined: 2/24/2005
Posts: 100
Oh, you are correct. I would have enough energy. What bugs me is the several second pause after a shinespark, though. This move would be so much more useful and would probably save time in this scenario were it not for the pause.
Joined: 3/17/2005
Posts: 67
Seriously great work. Keep it up! I really love where you try to get out of the room and get stuck in the door. So close! And it reminds me of Metroid 1. :D Additionally, I am still totally amazed by the Kraid glitch, no matter how many times I see it.
Joined: 5/4/2005
Posts: 40
Location: Sweden
any progress? when will the next update be posted? hugs and kisses, I love your work.
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
I think we all need to be very patient with this run. Given the nature of MF's speed-enhancing techinique (pressing and releasing the shoulder buttons), every segement of this run must take an excrutiatingly long time. Of course, if I'm full of crap please tell me.
Do Not Talk About Feitclub http://www.feitclub.com
Editor, Reviewer, Experienced player (978)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>Of course, if I'm full of crap please tell me. You're full of crap. :) You can bind separate buttons to autofire in the improved Snes9x. You just have to make sure it starts at the right frame.