Could Grapple also be used in the same way Saturn made it earlier in the thread, on the Golden Torizo trap bridge, to give Samus a small nudge when she's inside the block?
Unfortunatelly the grapple would only be usefull to speedup the transition through the ceiling. It only works after Samus is already inside the block. In the GT room case, Samus was inside the block already.
There's a possible improvement in Maridia. Take a look in the smv to visualize the room i'm talking about.
In the smv i reach a certain spot faster, but it can be much more if you use the morph and unmorph trick through the sandpit while manipulating the floating creatures. It should be easier to manipulate them shooting with the wave beam through the wall. You could for example shoot the one close to the exit, in the left side, while morph and unmorphing, so it keeps close to Samus and can reach her faster while the screen is fading.
Edit: Regarding the going through ceiling trick, it's very strange to me that you jump from the same spot/height and can't go through the ceiling, so the only difference i found is that when jumping from a frozen enemy, you have no momentum. Unless there's a difference between crouch jumping from solid block and floating.
Joined: 11/14/2005
Posts: 1058
Location: United States
I never considered that damage boost in the sand pit before. I assumed the sand wouldn't allow for a full speed damage boost. Seeing as it is possible, I cannot see how it wouldn't save time. Nice find man!
Regarding that Green Brinstar Yellow door when doing the Brinstar Clean up, i did a smv just to have something to visualize. Iirc this smv i'm posting is 4 frames slower than Cp's run when Samus reaches the Missile Pack, but maybe you guys can do this option faster. This is the best i could do. When i tried Cp's way to reach the green pipe, i reached the Missile pack 2 frames slower than the one i'm posting, though i was probably doing something wrong there.
smv
I managed to get it to be 2 frames slower than my 100% run, but it's not fully optimized, so there might be another frame to save, so it could be a good strategy (and if it's equally fast to the alternative it at least looks better imo).
smv
Very cool! You'll have to try and see if you can pass the ledge with a morphball and try to land in the needed spot to get the run up for the jump and reach the bug pipe area. You have to land a power bomb anyway so just see what is faster, but having entertainment as a goal, 1 or 2 frames could be sacrificed as a trade off. Though hopefully you don't need to sacrifice any time. I'm glad the power bomb can be placed with maybe no loss at all.
Had an idea for the Attic Room and we have to see if it's faster than the speedkeeping option.
I'm posting the smv of it and have in mind that it's just the idea.
smv
Edit: My idea at first was to use that backward speed through all the room, but when Samus fly over the hub i land close, the hub has no sparks for another damage and the one in the ceiling is too far to reach with the grapple. If you guys manage to make it works this way it would be pretty cool.
Can't find the smv but I have a faint memory of testing that, and managing to get all the way to the other side, and it being slower. It's worth looking into more though.
Strange, the smv link is normal for me. Maybe a problem with microstorage.
Here is an encode:
http://youtu.be/qXAPWckz1Vs
I don't know if the speed can be kept through the room with backward boosts, but even if not, a quick test suggests that this strategy would be a bit more than 1 second faster than the old way, though i don't know if faster than the speedkeeping trick. From where i land you would have to proceed with the old strategy of charging the blue suit.
No problem.
If a greater speed than the speed in the smv before jumping is possible, than you could have backward speed enough to be high enough to reach the upper hub with grapple to keep the speed. As the echoes still kill the enemies even with backward boost, it would be interesting to see if you can land over the last hub in the ground and close to the door in the right.
Btw, just a quick question. The shinespark causes damage in Draygon, but does just echoes cause anything to him?
Also, when playing around in Draygon's room, in a certain momment i damage boost from that eletric stuff right above the space jump room door and then i used grapple to connect to the hub and samus stayed connected in the air, but not in a normal position, she was just standing aiming down like she was floating.
Another thing i didn't know and it's probably useless, but if you connect to the hub when Draygon apears or even before he apears he is frozen and keep stopped in the screen without moving. Unfortunatelly you can't shoot while conected with the hub or he would die really fast.
Joined: 11/14/2005
Posts: 1058
Location: United States
That new WS attic strategy looks amazing. How the heck do you keep finding all these new strategies? I spent days looking for ways to improve that attic. Awesome work as usual :D
Also nice improvement on the green brinstar strategy, Kriole. Now there is no reason not to use this in the new run.
Oh wow that's a pretty silly miss I made there. I think the part leading up to the damageboost might be improvable too because there were a lot of variables I didn't test there.
Anyway, I threw together a quick test of the attic room, and managed to get it to actually be faster this time (about 20 frames I think). I think the problem I had last time I tested it was that me speed was too low so I had to do a lot of extra damage boosts to get all the way to the end without reaching the ground. This isn't really optimized either, if possible it could be faster to go even further back to get up to full speed before the jump, and the damageboosting in general needs a lot more testing. A problem is energy, as that might get pretty tight before the gauntlet, but it is possible to manipulate two big E's for refilling.
smv
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Holy mother of Christopher Nolan! That was brutally sick adolf. The wait for a new 100% run is too much :(
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
Nice improvement, Kriole!
Hero: Dude, i think i'm having luck finding this stuffs. I just watch the run and try to see new possibilities.
Great smv, Cp. It seems if you had just a little bit more of height/speed, Samus would reach the hub in the ground for a damage boost instead of using the one in the ceiling.
Edit: Also, considering the door will be a blinking gray, it will open faster and you can armpump more, if that will make any difference.
Edit2: I imagine it's a known improvement landing the power bomb on the ground instead of in the air after picking up the Reserve Tank in the Bubble Room area. It was 23 frames faster iirc in a test i did and i think i remember seeing Saturn doing it. The question is, when going for the Brinstar clean up, when you arrive in green brinstar, can you jump/fall from the elevator and go all the way down to the ground? Maybe jumping/falling from the left side...
It could be faster to land a power bomb on the ground there too.
It should not be possible to get all the way to the bottom without stopping at some point or morphing/demorphing.
Did another test of the WS attic, comparing it to my 100% run and managed to improve it by another 20 frames or so (almost 2 seconds faster than my old run). Still not fully optimized (didn't really look at all at the entry of the room for example), however I had some problems getting it to work with an even higher speed than I reached here, as the delay to reach that speed meant that the Ki-huter at the end was too far away to both kill it and get a good damageboost. That might be fixable with more careful positioning though. It would be great if it was possible to skip the last extra damageboost, or land higher on the stairs.
smv
You've probably already thought of this, but is it possible to save that speed booster for long enough to use it after you've gotten the missile you're trying to reach?
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential.
Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
You've probably already thought of this, but is it possible to save that speed booster for long enough to use it after you've gotten the missile you're trying to reach?
You can't use it for a shinespark as there's no way to charge it. Also, the room with the robots takes too long for that anyway.
Eye Of The Beholder:
Yes, exactly like that!
Joined: 11/26/2010
Posts: 454
Location: New York, US
WOW Cpadolf just WOW!!! That's an incredibly sick optimization, keep up the good work!!!
Also nice job Reeve once you think everything is found you find something new for us to chew on!!!
...however I had some problems getting it to work with an even higher speed than I reached here, as the delay to reach that speed meant that the Ki-huter at the end was too far away to both kill it and get a good damageboost.
Can you shoot a missile or the beam right after the jump to hit the Ki-hunter for it to stop for some frames to give Samus time to reach him, or is the ki-hunter too far to reach even shooting him (maybe twice)?
Thanks Forensics!