1 2
6 7 8
13 14
Senior Moderator
Joined: 8/4/2005
Posts: 5775
Location: Away
As fast as what? It was the only option available as the rios don't freeze.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
I think he meant hypothetically, freezing the rios would be a lot faster (and harder to optimize) hypothetically
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
Due to popular request (not really) I'll do this one more time. Aiming for realtime now. So it's Ridley first because I think the time gained from skipping the 20-or-so-seconds cutscene after kraid outweighs the time gained from speed booster and much more friendly expansion route in kraid first. First WIP (after bombs) is up: http://dehacked.2y.net/microstorage.php/info/999285368/dfangs-mzm-anyv2-bombswip.vbm Currently 547 realtime frames (about 9 seconds) or 8 seconds 5 frames on the ingame timer ahead of the current published any%.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Tub
Joined: 6/25/2005
Posts: 1377
I'm neither popular nor would I dare to request anything, but I'm looking forward to it :) 8 to 9 seconds on that part looked incredible, then I noticed most of that resulted from the faster worm kill and a skipped missile pack. Still, your movement looks more optimized, did you count how many frames you got from that?
m00
Senior Moderator
Joined: 8/4/2005
Posts: 5775
Location: Away
Well, most of the improvement came from skipping a missile expansion and one-rounding Charge Beamst, the rest looked about as slick as in the 100% run, actually even better. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
I would love to see a new TAS of a GBA Metroid game done. I support you Dragonfangs, keep it up =)
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Looking good, dfangs! Qlex, you're in luck, because I'm working on both fusion tases, mostly the 100%. But, right now I'm more worried about my unassisted fusion runs, so I hope you're interested in those!
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
I'm interested in all of those so yes, I'm in luck. I'm looking forward to it. I'll take a look at the new wip.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Does this have any potential to be faster if well optimized? http://dehacked.2y.net/microstorage.php/info/887594400/Bomb%20jump.vbm
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
New WIP, woo: http://dehacked.2y.net/microstorage.php/info/883607733/MZM-Dfangs-anyv2-40kWIP.vbm Nothing really new or interesting yet, it's basically Boltr's old run with tricks you've already seen in my two other runs, increased precision, less missiles and no lag. Though I tried something new for the Ridley fight. It's a bit slower in-game(I think) but avoids a ton of the lag from the fireballs so it ends up just 7 realtime frames slower than the Kraid first, where I had one more super to use.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
Yeah, I found it to be cool actually. The rest sure is classic, but it looked a little bit faster. Good job, keep it up!
Skilled player (1443)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I have been thinking about trying to TAS this game, and what I had in mind was to improve the 100% run. But since this topic has been down for so long I feel that I must first ask if someone is already working on it (seems possible). If not, then aside from the stuff in the new any% run has there been any more timesavers or tricks found for this run?
Agare Bagare Kopparslagare
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
Well I'm not working on anything currently, I don't have the time anymore. And as far as know, nobody else is either. About improvements, I've had a few in mind since the last was published but none of them worked out in the end. So yeah, anything that's been found since then should be in the new any%. And know that I'll be more than happy to give feedback and/or advice about the run once you start working on it.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Skilled player (1443)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Would the main route change if I decided to aim for realtime, or would it just be small stuff like not running through more doors to gain speedboost?
Agare Bagare Kopparslagare
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
The only things I can think of is maybe getting Ice beam before going to Ridley and getting that one Super in Norfair the first time through instead of during the cleanup. I remember both of those being close to what was actually done (a few seconds), and I only tested for in-game time.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Skilled player (1443)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Dragonfangs wrote:
maybe getting Ice beam before going to Ridley and getting that one Super in Norfair the first time through instead of during the cleanup.
Well there shouldn't really be any difference for realtime and ingame time for that change should it? I mean you go through the same amount of doors either way right? The only difference is that after Ridley you are slightly closer to it. And that super, do you mean the one with the scrolling glitch? It seems that you benefit a lot from having spacejump there...
Agare Bagare Kopparslagare
Active player (377)
Joined: 6/5/2006
Posts: 188
Location: Malmö, Sweden
Yeah sorry, I left way too much to assumption there. By Ice Beam before Ridley I meant Ice Beam - Hidden Shaft - Ridley - Shinespark to Screw Attack - second half of Hot Norfair - Hi-Jump on the way back up. This would leave you a bit under-equipped in Ridley, but definitely manageable. And unless I'm counting wrong (which is quite likely actually, there are a lot of doors to consider here :P) this would result in 4 less doors but 3 extra area-switches that aren't doors (which are way faster than doors are). And unless I'm missing something you do skip two door transitions by getting that super (the one with the scrolling glitch yes) early, as well as the added bonus of having two extra supers for Ridley(maybe) and Tourian. The Space Jump does save time there, but not as much as it looks like, it IS much more entertaining to watch however. I don't know if any of this will actually be faster, just throwing it out there.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Joined: 7/18/2007
Posts: 109
Senior Moderator
Joined: 8/4/2005
Posts: 5775
Location: Away
Unfortunately, no, this isn't good. At the first statue, you are already 75 frames behind the published any%. By the time you reach the first missile expansion, you lose another 73 frames. Even P.JBoy's three year old WIP is 108 frames faster at this point, and that's not considering the fact that you didn't shoot destructible blocks in the morphball passage two rooms before Charge beam. As harsh as it may sound, by the time you catch up to that WIP, you'll be minutes behind. I suggest reviewing the published any% as well as PJ's old 9% WIP, before you continue.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 5/2/2008
Posts: 65
Considering there are already two MZM runs on the site, I doubt there will be more than one low% category, and I think that one should definitely be EU 9% Hard.
Joined: 7/2/2007
Posts: 3960
What's special about the EU version compared to the NA version?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 7/18/2007
Posts: 109
oh well, it was worth a shot. =P anywhoooo, EU version can get as low as 9% versus 10% in the NA version.
Joined: 5/2/2008
Posts: 65
Derakon wrote:
What's special about the EU version compared to the NA version?
http://www.metroid2002.com/0/version_differences_9_percent_hard.php
Joined: 7/18/2007
Posts: 109
how am i 75 frames behind at the first statue? thats wierd
1 2
6 7 8
13 14