Basically, you just constantly pause and unpause, over and over, and over and over, until you run into some refills, then repeat as soon as your energy drops to 0. I don't remember if it works as intended after a door transition, but even with that, I think it would actually look horrible. :|
Woah what the hell! :D I never knew that something like this was in the game, Samus in pretty much invincible there. This adds my wait for the Kejardon-run even more. Nice one Saturn!
<Deign> .dice 1d1999191023443691
<BisqBot> Deign rolls a blackhole and destroys the planet.
What's wrong with the pause screen abuse?
IMHO that glitch fits quite well into a run that's already glitched beyond recognition. It's not like you need to get to lower norfair with it, I'd deem it acceptable.
Wow, that pause screen glitch is really surprising.
I have to wonder, would it be possible to use this to survive Mother Brain's hyper beam with less than three energy tanks? Could it technically be possible, using this, to make a run that collects no energy tanks, and still defeat Mother Brain? Granted, I know this is a pretty arbitrary category, and not having energy tanks would hurt the run in speed (restricting shinesparking, etc), but I'm mostly curious to see if it's at least possible...
It looks lame and takes way too much time, those are about the only two reasons — but they are also the strongest.
I've already discussed it with Hero; apparently, while using the pause screen in an already fubared run would probably be a good ideological choice, I, as one of the authors of the movie, choose not to use it — just because I don't like it and don't want to see it in the run I'm making. The other author, as you see, doesn't want to use it either. So be it. :)
Besides, I really don't think you'd be happy watching a run that has 1/3 of its length spent on screen transitions (unavoidable) and another 1/3 spent on repeated out-of-room shenanigans and pause screens (partly avoidable).
Also, cocks.
Actually that is pretty much the run I want to see. This run is screwed up to the point that beyond the surprise it's hard for me to see how it could be made entertaining regardless. I'm not making the run, though, so it hardly matters one way or another what I think about it.
it's too late to change your run in progress anyway, so I don't mind your choice (actually, agree with it). There's just this thing about low% and item/speed-tradeoffs that doesn't quite mix.
moozooh wrote:
Besides, I really don't think you'd be happy watching a run that has 1/3 of its length spent on screen transitions (unavoidable) and another 1/3 spent on repeated out-of-room shenanigans and pause screens (partly avoidable).
yes, I would. You've lost the impatient viewer who demands non-stop action anyway when you spend two weeks bomb jumping into tourian - those viewers are better off watching the any% or 100% runs. A kejardon run derives it's entertainment value from other things, mainly the novelty value and the display of some game-breaking glitches. It's these kinds of runs I can show to my friends - on speedruns they'll go "oh, well, he's kinda fast, meh", but with glitch-runs, they'll keep watching.
IMHO using the pause glitch isn't just the right ideological choice, but also the right choice for a good TAS. Glitches all the way, baby!
So, let's happily disagree. I'm still looking forward to your run :)
Also, in soviet russia, cocks suck you.
oh wow. I never managed to pause the game twice in a row without Samus dieing - I assumed that the check for death came before the check for pausing. Apparently I just missed the frame ~50 times or so instead. >_>
I thought that glitch would only manage to delay death for a second or two, not cheat it indefinitely until you get a health pickup. It's actually kinda disappointing.
But used in moderation, I think it can still look good.
JXQ: I've lost count.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage.
... it just dawned on me I know way too much about SM.
Normal 14% ("legit" run), and glitched 7% ("kejardon" run) with x-ray and pause abuse.
Actually, since 7% is now also technically NBMB, I would likely find it fair if a future run — maybe I will make it in the not very soon future, maybe someone else will — obsolete our NBMB in case it will be published. Out of any%-oriented NBMB and low%-oriented NBMB, the latter is definitely more fubared, and thus more fitting for a separate glitched category — it's just that we don't want to make it low%, instead aiming for a faster time without having to confront any bosses.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
I don't think there's any problem with using pause screen abuse as death prevention, so long as you keep in mind that it is slower than, y'know, having health.
That is to say, so long as it is only used where it is faster (realtime) than getting an extra pickup or refill, I don't think it would significantly decrease entertainment of a run.
How fleeting are all human passions compared with the massive continuity of ducks.
That is to say, so long as it is only used where it is faster (realtime) than getting an extra pickup or refill, I don't think it would significantly decrease entertainment of a run.
The problem with that is that you don't have to use it unless you skip two energy tanks (one directly on your way, one in just about 15 seconds away from the actual route). If you do skip them, there is no way to avoid pausing and thus making huge realtime sacrifices. If you don't, you don't need to pause, either. Thus, skipping them only make sense if you want to lower your item percentage. There is no real choice there apart from the initial goal choice.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Wonderful trick. Thanks for the recording, Saturn. I don't think it looks so bad, since there's still action during the fadeout/fadein. I wouldn't mind a run that uses it extensively, if the goal it achieves is crazy enough.
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Would pausing (not all the way, just before the map screen) just before going though a door reduce the time taken to fadeout the screen; thus saving real-time
Would pausing (not all the way, just before the map screen) just before going though a door reduce the time taken to fadeout the screen; thus saving real-time
Just tested and no unfortunately not :( , it would have been so great to save 20-30 frames at each door
Would pausing (not all the way, just before the map screen) just before going though a door reduce the time taken to fadeout the screen; thus saving real-time
wow smart thought haha really good!
sad it does not work (according to my believes and cp's test) :(