Because, while Samus runs the number of pixels per second in both versions, the European version only gives you 50 button presses to work with every second instead of 60. The game cannot be played as exactly and time is lost troughout.
That's what I remember Flatley saying earlier at least.
Wow, never see or know this before. Great trick.
So when this is only possible in the PAL Version, would it mean, that a TAS from the PAL Version would be faster? Then why not run the PAL Version, when you can save this fight?
I think it will save some time, because at this point you have a weak weapon and near no rockets for attacking (till you manipulate them from the Boss).
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run)
WIP in the moment: Tail Gator (GB)
Matty
Will be so much time get lost? Skip a complete Boss is too some time which will be saved at the other side. Has someone already try it and make a TAS from the PAL Version? Is the PAL Version so much slower that I can't skip a complete Boss?
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run)
WIP in the moment: Tail Gator (GB)
Matty
You would lose 10 frames a second of input, which would result in considerable loss over the span of a period of 30 minutes (10*60*30 = 9000 frames/150 seconds lost).
Unless the change was extremely significant in a pal version (such as Lufia II, although Estopolis II doesn't have the graphical glitches nor bugs present in the US version from what I recall), running a pal game would be unadvisable.
>You would lose 10 frames a second of input, which would result in considerable loss over the span of a period of 30 minutes (10*60*30 = 9000 frames/150 seconds lost).
No, it doesn't work like that. Just because there are less frames of input that doesn't mean that Samus moves slower (she doesn't).
However, you cannot pump your arm cannon as often (don't know what effect that has on speed), all jumps will be less precise, perhaps some other tricks are even impossible to perform.
Despite of that, I'm not too convinced that using PAL version couldn't pay off.
You can skip Torizo only because the door opens and closes after a fixed number of frames disregarding the version. It also means that you cannot fire and then do a horizontal superjump to a next room in some places only because the door won't have enough time to open when you arrive there.
Whether he can incorporate it into his run or not, it was still a cool trick.
Guybrush: "I'm selling these fine leather jackets."
Wally: "Really?"
Guybrush: "No. I 'm lying."
Wally: "In that case, I don't want one!"
Currently working on:
Nothing at the moment.
I think you are confusing the wait time before the bomb room door closes with the amount of time it takes doors to close in general. I doubt this is changed, or it would severely affect gameplay between the versions.
To me, runs of this game are so amazing to watch because of how great the movements look when done so precisely. Take away 16% of that preciseness and I would think it just wouldn't look as cool throughout. Not skipping the boss fight is about 24 seconds longer. I don't think this amount of time would be completely lost (especially in an any%), but to me, glitches that rely on the fact that European games operate at a different framerate are as dumb as using a ROM that is hacked to make that door stay open longer. Why? Because when someone sees that and says "how did they do that?" you can reply with "they used a different version of the game", and suddenly, all the coolness evaporates.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
You do, of course, realise that it's just as possible to substitute "US-American" for "European" in the above? In fact, many people here on this site *are* Europeans, so for us, so when *we* see something nifty and then find out it only works because someone used the US version of a game, then all the coolness is gone, too. Here, let me demonstrate that:
So it really works both ways, and I think the solution is to simply stick with one version of a game once you started using it - if there's an existing run for the European (PAL) version of a game (Rygar comes to mind, for example), then the next run should also use the PAL version, simply to avoid that kind of situation where you can't compare the two in a meaningful way. And if an existing run uses the NTSC version of the game, then, well, the next run should also use the NTSC version.
As for new games, we probably should all use the original (Japanese, in most cases, I assume) releases and stick with that - it's cooler that way, anyway, because most casual viewers (from outside Japan) probably won't have seen those yet. :) But that's just my opinion, of course.
EDIT: fixed grammar.
Yeah I admit that I wasn't thinking of this at the time, but you are right. (Sorry for being a typical American :\ )
To me, NTSC seems more desireable to TAS simply because 60fps is more to work with than 50, so more can be done on the frame-by-frame level. (Of course, I'm from the US, so it's what I'm used to as well) However, there are some situations such as Rygar or Super Metroid where it's exploitable in the opposite direction, so I guess it's tough to say which is "better", but I'm using (JU) for my 100% run.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
I think we ought to use U.S. ROMs whenever possible. Although text isn't usually a major component of games, English text will be readable by the greatest number of people. More people speak English as a first language than Japanese, and far more people speak English as a second language. It's as close as there is to a universal language. It's the language of this website and these forums, despite the large number of people whose mother tongue is not English. Since both the U.S. and Japan use NTSC, many games are (JU) anyway, and the major difference between a (J) and (U) is the text. Unless there's a compelling reason to use a different version, I suggest sticking with U.S.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Actually, I think that's just why we should go for the Japanese versions when possible. People [1] are already going to know the English versions of these games, but they may not get a chance to see the Japanese ones otherwise.
1. People actually watching these videos, at least. Joe Sixpack might not know even the English versions, but then, he probably wouldn't be interested in a TAS run for an obscure video game from 15 or 20 years ago, anyway. :)
They can feel free to do so! lol. I'm just saying that, both here and globally, there are more English speakers than Japanese speakers. I'd prefer to see someone kicking the snot out of a game that I've actually played, and preferably in a language that I understand. If there's a good reason to go with a (J) or even PAL ROM, be my guest. Otherwise, I think we ought to default to NTSC for fps reasons, and English for linguistic reasons.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Well let's say the door must do four frames of opening animation when shot, before it can be entered running or with a horizontal superjump. In the NTSC version, you can do it fairly easy cause while you're moving at a constant speed, door opens a bit faster (it is very noticeable in those parts where you need frame-perfect or near frame-perfect moves like doing a horizontal jump towards the door of the Wrecked Ship), while in PAL version those four frames will make you bump into it on the last one of them. [edit]BTW, I remember people at metroid2002 discussing that jump somewhere on their forum.[/edit] I assume door closing is the exact reverse process.
Well even if the main reason of your ability to escape Torizo is longer latency period before the door starts to close, roughly the same calculations apply: while Samus is moving with the same overall speed, all the fixed in-game animations and latencies act 16% slower, thus making it possible to skip or glitch through some of them.
At least that's how I think of it.
Kinda off topic, yes. I just have to share this with everyone.
But has anyone ever heard of Metroid Legacy? It's a really cool modificated version Super Metroid, like Super Demo World but for Super Metroid. ;P
It can be gotten at http://sukamax.hp.infoseek.co.jp/hackrom.html
And it's the upper right picture, the one of Norfair.
The thing is, that Super Metroid can get tired sometimes, and you might want to try something new, and this game is actually quite good (not even close to the original though.)
If you don't feel like playing the game yourself, you can download this .smv of me playing up to after bombs, it shows a small part of the game.
http://dehacked.2y.net/microstorage.php/info/755/
You'll have to patch the game yourself, that can be done with Lunar IPS, which can be found at http://fusoya.panicus.org/lips/index.html (I just hope I'm allowed to link to this site though.)
I'm sorry if everyone already knew that, but someone might not. ;D
I'm sorry if I'm not allowed to "advertise" this, which I'm not doing but reading through this post makes me feel like it could seem like I do. And if everyone already knew about this and thinks this is a dumb post, someone could always delete it. :)