Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Watched the latest WIP. Awesome work mate. :D
Joined: 8/3/2004
Posts: 325
Check the 100% run thread cause i think GraveWorm had JXQ's escape beaten
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Note that I am not at the escape yet. I'm at the third room on the way to Ridley. I will definately try to beat or atleast match GW's escape.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 9/29/2005
Posts: 460
I had beaten JXQ's escape in January. (With 49.03, but remember Saturn had 48.99 even before that.) And it's possible to beat JXQ's "up to Ridley" part of Ceres station by at least 6 frames. Ceres station is lots of fun.
Former player
Joined: 9/1/2005
Posts: 803
Graveworm wrote:
I had beaten JXQ's escape in January. (With 49.03, but remember Saturn had 48.99 even before that.) And it's possible to beat JXQ's "up to Ridley" part of Ceres station by at least 6 frames. Ceres station is lots of fun.
Out of curiosity, is that with or without the arm pumping (that you beat his time)?
Former player
Joined: 9/29/2005
Posts: 460
With, I believe it would be impossible to beat it without.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Well I'm currently at the escape portion of Ceres. So far I'm 2 frames faster than JXQ up until Ridley. I tried to get more frames off but I couldn't. The escape obviously can be improved though, so I'll be spending a lot of time on that.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Although I was gonna wait until I was done with the escape to post my progress, Heres my current progress. I just want opinions on what I did "messing around" while waiting for Ridley. It's not a huge deal, but I don't want to keep it if people think it looks bad.
Working on: Command and Conquer PSX Nod Campaign
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
LOL! Your last move before Ridley appeared was very entertaining, I think you should keep it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 9/29/2005
Posts: 460
It's possible to get to Ridley at least 4 frames faster than that, however it's not worth it unless you can find a way to improve it further, because you'll be forced to wait anyway. Getting a time like mine in the escape is not hard, but I don't know if I can improve it, there's not many ways to improve it since optimizing 4/5 rooms is really easy.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Hey JXQ, are you still waiting for ideas or you've already proceeded to the next part?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I'm past this already, but I was able to make it look kind of cool. But still I'd appreciate ideas for waiting periods, as I still have a couple left.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
OgreSlayeR made some funny twitching move in his WIP, right before Ridley appeared. I think this can be used to a certain extent. The idea of rapidly changing movements (270 degree arm waving, turnarounds, pseudo moon walk, various twitching and other frame precise moves) is somewhat uncultivated, I think.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Thanks to the gang on IRC for finally helping me figure out what uncultivated means :) I think the reason I've been avoiding the use of frame-precise moves is because so much of the run uses the shoulder pump, which is frame-precise in itself (and kind of strange looking), so during bosses and waiting periods, I try to make the play look the other way. I will see what I can come up with though. I agree that OgreSlayeR's sliding move was pretty neat to watch.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
JXQ wrote:
Thanks to the gang on IRC for finally helping me figure out what uncultivated means :)
I meant underdeveloped. :D Damn English! Arrr!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I decided to add more sliding to the waiting period cause it so cool! Break it down! I'm gonna leave it at that and work on the escape. :P
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I having trouble with the randomness concerning the timer. Mainly in the hallway room after Ridley's room. Leaving Ridley's room at 00'59"85 gets you 00'58"21 in the hallway room. In JXQ's movie he leave Ridley's room at 00'59"83 and ends up getting 00'58"22 in the hallway room due to the randomness concerning the game timer. Is it possible to get 00'58"22 in that room leaving Ridley's room at "85? I tried playing ahead a few rooms seeing if I'd get the time back but I didn't. I guess this question is for Graveworm really.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 9/29/2005
Posts: 460
It is possible to leave the first room in the escape at 59.85 and get 57.22 in the next room, yes. The timer isn't really important, it's more what frame you reach the elevator. (Even though a high escape time does look really cool.)
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
is there any specific way to get "22? Or do I have to be lucky or something? Edit: Note I am aiming for frame time rather than game time. I wouldn't mind sacrificing some frame time for the Ceres timer though. I just like how it looks. I might say screw it though. Edit2: Yeah screw it, I actually want to progress and we aim for frames on this site anyway.
Working on: Command and Conquer PSX Nod Campaign
Joined: 11/15/2004
Posts: 804
Location: Canada
Except for Mike Tyson's Punch-out. As long as you can justify the choice, do whatever seems best.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Does anyone know details about glitching through Zebetites? I've seen it done two different ways - Teri's run takes 10 damage from a fireball, while Jecy's 100% run takes 0 damage from a frozen fireball (or at least it appears that way). I did some testing a few days ago, and I can't even get the trick to work, let alone figure out which is faster and how much energy to stockpile in my reserve tanks. I should watch some of the older Super Metroid runs here. If anyone has info for me, it'd be much appreciated. Also - I have 100% items collected now. Barring any disasters (game or otherwise), I should be done with this within a week.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 12/7/2005
Posts: 149
Location: Sweden
JXQ wrote:
Does anyone know details about glitching through Zebetites? I've seen it done two different ways - Teri's run takes 10 damage from a fireball, while Jecy's 100% run takes 0 damage from a frozen fireball (or at least it appears that way). I did some testing a few days ago, and I can't even get the trick to work, let alone figure out which is faster and how much energy to stockpile in my reserve tanks. I should watch some of the older Super Metroid runs here. If anyone has info for me, it'd be much appreciated.
Here's a description.
Player (206)
Joined: 2/18/2005
Posts: 1451
You are insane JXQ! :-) He just collected 100% items, defeated Ridley and passed the pain called lower norfair just like that in this amount of time? Almost inhuman! To your question, Kejardon explained exactly how it works on Metroid2002:
Kejardon wrote:
Glitching through the Zebetite with the ice beam: First off, screw attack must be de-equipped. Freeze the bottom Rinka before it moves. Now you need some invincibility time. You can spin jump onto the Rinka and get hurt for 0 damage, so it's free invincibility time. After you're invincible, you need to spin jump onto the Rinka again. Then just jump and hold left. For some reason, low spin jumps seem to work best. The reason this works: The collision detection detects the frozen Rinka before it bothers to detect the wall, so Samus is placed on top of the Rinka, slightly inside the wall and Zebetite. Normally, the Zebetite will hurt Samus and push her away, because Samus is now in the Zebetite's hitbox. This is why you need to be invincible. Once you're inside the Zebetite, the game no longer blocks Samus from moving around inside of it, so you're able to simply jump right through it before the invincibility runs out. Screw attack must be de-equipped, because you lose your invincibility time when you use the Screw attack.
I hope this clears everything up for you, good luck.
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: 3/25/2005
Posts: 23
Here I go again... Does it do anything useful if you shinespark Ridley? I assume you'd need to get him to interrupt a crystal flash to get the charge, since I doubt you have enough room to build up the charge normally even with slow running.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I just finished Ceres and am currently 175 frames faster than Teri's run. I'll release a WIP at the first missile set as the escape is boring and brings nothing new.
Working on: Command and Conquer PSX Nod Campaign