Joined: 3/25/2005
Posts: 23
So he's not like a wall for stopping the shinespark? That's certainly strange. Now I want to see Samus spark down his throat even more :P
Joined: 12/7/2005
Posts: 149
Location: Sweden
JXQ wrote:
If you shinespark into Crocomire's stomach, you lose energy at a ridiculous rate and die almost instantly. Didn't try his mouth though.
Huh? I've double-checked to be sure I didn't remember it wrong, and I can't get that to happen. It doesn't matter if i superjump into his stomach or his mouth -- neither Samus nor Crocomire takes any damage.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Strange, I tried to record it and it didn't work for me either. Maybe it's some specific condition that got it to work last time I tried it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I updated at 40% but didn't post - either no one noticed or posted about it. How sneaky of me. Anyway, major update - 51%. Progress ends after breaking the glass to Maridia. Same link as always 97600: It is faster to shinespark into the top-right room and push the first robot backwards than to stop at the door and glitch through the first robot. 104800: Pushing the first robot into the pit gives the second robot time to move left enough to make it a slower strategy. 108000: No matter what I tried, I wasn't able to mockball at full speed into this passage. 115100 and on: I tried quite a few different combinations of losing energy in this room and the last room with the giant enemies. The rate of losing energy in this green room is faster (50 energy lost per 51 frames vs. 80 energy lost per 96 frames), so I took just enough hits in the later room to give my mobility enough time to get through the room. I also can't use the spike boosting here because then the enemies won't suck away my energy. 126300: I didn't use much arm pumping in order to manipulate some extra power bombs here. 128300: Agh I could not get the enemy knockback to work the same way as the first time through. Chances are I'll be redoing these last few rooms, I just wanted to get an update out since it's been awhile. This segment had a lot of complex rooms to deal with. I welcome any suggestions, as it's very possible I missed an idea. At the end of comparison, I'm 886 frames ahead of MF's run.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
JXQ wrote:
Anyway, major update - 51%. Progress ends after breaking the glass to Maridia. Same link as always
STOP! :)
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 12/7/2005
Posts: 149
Location: Sweden
Many really cool tricks there.
Former player
Joined: 11/13/2005
Posts: 1587
Hey! JXQ is the Man on a prowl ;) Keep up the good work.
Player (206)
Joined: 2/18/2005
Posts: 1451
Just awesome, finaly parts of the run no one did before with the new tricks. The wreecked ship part was extremely good and the most stunning thing was probably this shinesparking in the top right room with this great distance Missile shot and still be able to open the door fast enough to go through. And again a insane fast progress man, its almost unbelievable at this quality. Keep it up!
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
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Totally wicked stuff. o_0 It was fast even at the 85% speed. I'm afraid to think what could be the improvement if there was a published 100% run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 8/3/2004
Posts: 325
SNES Super Metroid (JPN/USA) in 51:06 by T.S. (aka. Terimakasih). this is one moozooh =p
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
The movie is looking outstanding JXQ, keep up the great work! The way you lowered your energy for the crystal flash seemed very efficient, but I was wondering if it is at all possible to circumvent the crystal flash altogether. I was thinking that if you fired a super missile before entering the little alcove and somehow got Samus to keep up with the missile, it would be possible to break the barrier. Say for example you run from the very left of the screen, build up a shinespark, jump, fire a supermissle, and then mockball into the small alcove; the screen would scroll over far enough and fast enough to register the missile as a hit. Of course I don’t know much about the physics of this game so I could be wrong.
They're off to find the hero of the day...
Player (206)
Joined: 2/18/2005
Posts: 1451
A very interesting theory hero which should be tested someday. The problem of this is that the screen moves to the right only if you are almost at the Super M. Block yourself and the Super Missile is just too fast to rech it in time so I highly doubt it would be possible even with a fast mockball because you still need some acceleration to gain the speed here. But I would be glad if I'm wrong.
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
Joined: 1/23/2006
Posts: 352
Location: Germany
This could really use savestates at the end of the previous segment...
Joined: 1/3/2006
Posts: 3
Saturn wrote:
A very interesting theory hero which should be tested someday. The problem of this is that the screen moves to the right only if you are almost at the Super M. Block yourself and the Super Missile is just too fast to rech it in time so I highly doubt it would be possible even with a fast mockball because you still need some acceleration to gain the speed here. But I would be glad if I'm wrong.
It's possible, Saturn. I have seen it done in a movie before.
Former player
Joined: 9/1/2005
Posts: 803
KDR_11k wrote:
This could really use savestates at the end of the previous segment...
this is why you watch with the frame counter enabled and savestate at a convenient location. eg. near the end of the current movie. this way there isn't any waiting around, and you dont get stuck with a savestate that you have to rename and such. in regards to the wip, all i have to say is 'wtf?' that's just crazy stuff JXQ. crazy.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Thanks for the comments, everyone! I tried quite a bit of getting around the Crystal Flash, but with no success. It sure would make weapons management easier in the coming segments. I also figure that everyone can make individual savestates themselves, so that they can pick up the movie where they want to, instead of my savestate pick, or just use Tab to fast-forward. Also, less to download that way.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 8/1/2004
Posts: 178
What's the technique/glitch used to become flashing at the expense of way less distance? Reverse arm pumping? =P And ooobviously the best thing so far was in the top room of the wrecked ship with the two grey doors, with the Phantoon fight coming in second.
<^>v AB X LR s
Joined: 1/23/2006
Posts: 352
Location: Germany
No, pushing dash only on the frames where the game checks for it (every fifth or so), Samus won't move as fast as if she's dashing but the game will still think she's dashed the proper distance.
Joined: 4/16/2005
Posts: 251
I liked how you entered march commands during the chozo carrying scene. (L - R - L - R....). Question: Why did you turn off the spazer at the end? It can't be because only wave beam looks so cool. Does it reduce lag?
Joined: 8/3/2004
Posts: 380
Location: Finland
Oh man, once again great work JXQ.
"Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home." ( Pratchett & Gaiman: Good Omens )
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
That room at the top of the Wrecked Ship was almost an accident; I was trying to get something to open the door after I hit it, like the door on the left side, but the beam was too slow and the Super Missles were way too fast. I never knew that regular Missles kept gaining speed like that! Gorash: I try to do things like that a lot during waiting sequences. A special treat for those who watch the run with controller input turned on!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 6/14/2004
Posts: 646
Gorash wrote:
Question: Why did you turn off the spazer at the end? It can't be because only wave beam looks so cool. Does it reduce lag?
If I had to guess, it's to prevent needing to go into the menu to do a power bomb charge combo later on.
I like my "thank you"s in monetary form.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Whoops, missed that question. NrgSpoon is right; charge combo against Botwoon.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 4/16/2005
Posts: 251
Ah thanks.
Former player
Joined: 9/29/2005
Posts: 460
About skipping the Crystal flash technique, I sent JXQ a movie of trying this a while ago, it would seem I was somewhere around 2-5 frames away from success, it's hard to say. But it might just be possible to do it changing a couple of things, though I'm not sure if it's worth it or not. I've never gotten around testing.
KDR_11k wrote:
No, pushing dash only on the frames where the game checks for it (every fifth or so), Samus won't move as fast as if she's dashing but the game will still think she's dashed the proper distance.
If anyone's interested, the fastest way to build up a speed booster in a small area is pressing "dash" 25, 50, 70 and 85 frames after moving, you may sit down on the same frame as you're pressing "dash" the fourth time. By the way, I win.