Joined: 7/2/2007
Posts: 3960
I was just playing through the boss rush hack, and I discovered something interesting: you can pseudo-screw attack Gold Torizo before he finishes his "stand up and turn golden" intro animation; it'll play the hit sound effect and he'll immediately turn gold. I don't know if it does any damage though. If it does, any run that fights him could get some free damage this way...not that fighting him takes especially long regardless.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/12/2009
Posts: 748
Location: Brazil
I tried what you mentioned, Derakon, and it works agains GT in the original game too. But i don't know if it has any other effect than just changing GT's color early. Maybe it makes him to be vulnerable sooner than he was supposed to, but i didn't check it.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Regarding an idea i posted some time ago (actually Quietus from m2k2 idea), i tried to make a smv for visualization. The smv i'm posting is around 50 frames faster than the strategy used in the current 100% run, but it's not optimized at all, so it could be around 1 second faster. Problem here is health management, as the shinespark costs around 60 health points. Also you loose the oportunity to get some super drops. I don't know if this strategy causes any differences in the next two rooms. smv
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
That RBO Saturn posted has totally redefined the term "rape time" to me. I also couldn't tell the last time I was so entertained by a TAS run, I actually started to feel sorry for the bosses in this game. What an amazing run, now if you excuse me I have a jaw to pick up from the floor. Oh and that new any% route idea sounds fantastic entertainment wise, if it would be faster too the run would be a gem to watch.
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Nice find Reeve. I think you posted that before though.
My name is Forensics.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
I've been thinking about starting to work on the 100% run. Currently I am trying to find the optimal way to do the green brinstar super missile area. I found a strategy that would give Samus 5 missile going into the super missile room after spending 5 missiles to open the red door. It involves killing the wallcrawlers and refilling. This would eliminate the backtracking normally found in the run. Though I am worried that it may be slower. I would like to hear ideas on how to improve it. Here is the smv. You will need to fast forward to green brinstar. The smv is just a modified version of the published 100% run. http://dehacked.2y.net/microstorage.php/info/1273927924/missile_refill_idea.smv
They're off to find the hero of the day...
Joined: 11/26/2010
Posts: 454
Location: New York, US
Damn you hero making us have to fast-forward through all that. LOL. Moving on, THAT WAS FUCKING SICK!!! I don't know if it was faster or not then the original way but, it was a very sick very smart idea to say the least!!! I can't wait for this run, I'm so glad your starting to think about working on it!!! Are you gonna form a Dream Team. Best starting 5 ever right here. Hero, Cpadolf, Taco, Kriole and Saturn!!!!!!
My name is Forensics.
Joined: 5/12/2009
Posts: 748
Location: Brazil
I had the same idea before, but found it unfeasible, so i didn't mention it. Reason is, a perfect strategy for both in-game and realtime would be to have 5 more missiles when entering the First super missile room, go straight to the pink door, clean the reserve tank area and go for the super missile, then fall on the bridge and get the missile pack under it, then proceed to the exit. Now, if you make a smv with this strategy and then compare with the strategy reentering the room, the difference will probably be just around 30 frames or maybe less. So, if you want to be faster than this, you would have to find a way to refill all missiles without wasting more than this difference between both strategies, and honestly i don't think it's possible. The fastest strategy for realtme would be the one used by Cpadolf in his old 100% run, which is less than one second slower than the fastest possible in-game time stragegy. The only other way i see it working is if it was possible to get the missile pack under the bridge and still pass the gates without reentering the room, but it seems it's not possible, ufortunately. It's cool that you decided to start the run, but unfortunately i think this back track is unavoidable if you're going for in-game time. Though i don't think it really hurts that much, considering the run will be greatly entertaining.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Yea Cpadolf's strategy is probably the best strategy for both ingame and real time. Its probably not worth the second of ingame time you save for entering another door transition for TAS now that I think about it. Your idea was awesome though, I'm glad you posted it!!! Honestly when it comes to this situation its cliche but, if its not broke don't fix it. The run definitely should be meant for ingame but, there is no hurt in saving real time here and there as well. Edit: Also to add to that a little. We go Cpadolfs or I should really say JXQ's way on console. Even though its faster for us I think we would still go that way if it was slightly slower because it looks cooler anyway.
My name is Forensics.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Well, considering this will be an in-game time run, the back track have to be there. The reason is, if you're going for in-game time, sacrifices have to be made for that, and if reentering the door saves one second, it could be arbitrary to avoid reentering the room. You wouldn't be legitimely going for in-game time, and wouldn't be going for realtime too. You have to choose a goal. I honestly think this run should be going for in-game time while optimizing realtime too, for example, if you're not going to loose in-game time, you can optimize door scrolling and stuffs like that. But one thing that should be avoided for saving just little time is pausing the game. I thought about one pause screen that could save some frames, but you would have to pause the game twice for enabling and disabling speedbooster, and the gains will probably be just a few frames, so i don't think it's worth pausing the game and breaking the action for that.
Joined: 10/30/2011
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Location: Auckland, New Zealand
Eye Of The Beholder wrote:
Well, considering this will be an in-game time run, the back track have to be there. The reason is, if you're going for in-game time, sacrifices have to be made for that, and if reentering the door saves one second, it could be arbitrary to avoid reentering the room. You wouldn't be legitimely going for in-game time, and wouldn't be going for realtime too. You have to choose a goal. I honestly think this run should be going for in-game time while optimizing realtime too, for example, if you're not going to loose in-game time, you can optimize door scrolling and stuffs like that. But one thing that should be avoided for saving just little time is pausing the game. I thought about one pause screen that could save some frames, but you would have to pause the game twice for enabling and disabling speedbooster, and the gains will probably be just a few frames, so i don't think it's worth pausing the game and breaking the action for that.
As one of the viewers I think this idea is the best option to go.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Also quick question Hero. After reverse gate mockball coming out of the treasure room. Can you continuous wall jump off that door on the exit?
My name is Forensics.
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Joined: 8/4/2005
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You mean when exiting into the main street? What would be the point?
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 11/26/2010
Posts: 454
Location: New York, US
moozooh wrote:
You mean when exiting into the main street? What would be the point?
What? I'm not sure what you mean by the main street? I was asking if a CWJ in the door after the Treasure Room in Green Brinstar would clear the platform that you jump off of in the room leading to Pink Brinstar? If so would it be faster?
My name is Forensics.
Joined: 5/12/2009
Posts: 748
Location: Brazil
It's only possible to CWJ from a door that is in the right side of the screen.
Joined: 11/26/2010
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That's right I completely forgot thanks for reminding me reeve.
My name is Forensics.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Here is a video snuffilmz made of most of the 100% tricks found so far. http://www.mediafire.com/?333kafocs8f9rtc If there are any you want to add or remove please post them because hes gonna redo it anyway.
My name is Forensics.
P.JBoy
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Location: stuck in Pandora's box HELLPP!!!
*mind blown* Those were all just wonderful, a ton of fun to watch
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Joined: 11/14/2005
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Location: United States
Very cool compilation video. Its a great idea to have all the available tricks presented in one easy to view video. A few tricks I noticed were missing: early xray via shinespark xray on elite pirates blue ball exit when heading towards gravity suit after getting the reserve tank can anyone think of any others?
They're off to find the hero of the day...
Joined: 11/26/2010
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Location: New York, US
Yea I couldn't find those. If you have them could you please post them?
My name is Forensics.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
I think saturn's gt code run includes the new pirate strategy. As for the other ones, I will try to see if I still have them, though I thought they were posted on this thread somewhere.
They're off to find the hero of the day...
Joined: 5/12/2009
Posts: 748
Location: Brazil
xrayspark Edit: The video is really cool, though i think you should use the "final" version of the strategies. For example the Gauntlet Wrap around version that Cpadolf posted. Also, there's the shinespark over the small lakes before the gravity statues room. Also the charged morphball trick to clean the blocks behind the statue, which is the fastest strategy for in-game time so far. I'll try to compile the best versions i have of each trick/strategy here, maybe it could help for a even better video. Edit2: Here is a compilation of the tricks and strategies i think can be usefull in the new 100% run. TAS tricks compilation
Joined: 11/26/2010
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Location: New York, US
Thanks Reeve, I really appreciate it!!!
My name is Forensics.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Posted Edit: Oh yeah, forgot to join the trick i mentioned: smv Edit2: And here is the GT Cristal Flash trick smv Also, if you guys are really going to make a video, it could be interesting to put each trick in order, i mean, put them in the order they're going to be executed in the run.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Thanks again Reeve!!! Yea anything you guys got feel free to post and create them if need be because I don't feel like searching for and sifting through smv's!!! Also I thought of an optimization before entering the GT room but, I'm not sure if it would be faster. I'm sure the thought has crossed your minds before but, I'll say it anyway. After Shooting the Green Gate open Short Charge and Temporary Blue Suit through the blocks in the next room to grab the Screw Attack. Again this has probably been thought of but, just in case it hasn't I figured I should say it anyway. Edit: Yea Reeve that's a great idea organizing them like that. Once all the .smv Files you guys want are posted I'll organize them that way. This way it has a nice flowing feel of how the run will look.
My name is Forensics.