Well, my progress was very slow in the last time. I just couldn't find the needed time to continue the run as I did in the last month because of a much more busy life now. I'm still in Brinstar and have alot of problems to clear which require too much testing. I can't say how the progress will continue but one thing I can say for sure: I definitely won't give up the run just because of the problems and the slow and hard progress (if someone worries about that).
I will really try to find some time in the next weekends (during the week it's very unlikely) to record some more parts. I'm sorry that I can't do it faster currently.
I won't release the smv until the run is complete to not spoil the tension and the surprises of the complete run. However the next teaser-vid will be released when I defeat Ridley for which it will take some time though.
My progress is the same as it has been. I haven't restarted back up on this run yet, but I should very soon.
I'm not sure about WIPs, but I'm leaning toward not releasing any. I feel like it would put extra demand on me to finish the movie (even if it's just me thinking that) and it could affect quality tradeoff for how quick I can complete this project.
Saturn, your name rearranged is TAS-run. And so it is written :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Well that's good to hear! Of course, I've been worried a bit (Michael's run was tested so thoroughly and restarted so frequently it was almost an inevitable publish, but the work froze on a 1/3, which was disappointing at the very least), but actually I believe in you and your ability to complete this daring project, so take all the time you need, just don't forget to inform us about any significant progress you make. :)
Yeah, I know. Actually, the question was for JXQ. :)
It's a pity next vid will be released only when you defeat Ridley though (that part will take, well, MUCH time to optimize).
Hmm, why do you think like that? You can take any time you need anyway, as noone forces you to do otherwise, but WIPs will be some kind of documents of your progress, and they will allow us to compare some parts of your run with that of Teri and Michael (which of course will be an interesting thing to do). It's up to you to decide though, but I think the majority of us the interested people will enjoy following your work by regularly watching the WIPs. (Megafrost's Fusion run is the most recent example that comes on my mind.)
ARGH! ‰(
Wow indeed! Cool accident, I have never noticed that before. :-)
There might indeed be something true about it. Knowing how this sucks when you are a watcher and wait for such runs I will do my best to avoid that to not disappoint myself and the fans of the run.
I know. Let's see, if I can manage to get some interesting parts before Ridley and the lenght would be worth a WIP, then maybe I will release one before Ridley too. The only downside is that the most tension would be stored in lower norfair which I thought adding at the end of a teaser would make it very good. Otherwise I would have to add the lower norfair at the beginning of another teaser which wouldn't be a good order althought it shouldn't matter that much of course. I will decide which WIP-release option is better when I return to Norfair again.
Couldn't find the answer in this thread, so..
Saturn, how did you get the idea for a suitless rbo run? And most of all, why are you so sure it's possible? Has it been done before?
I guess not. I think those few who have done a RBO (which automaticaly results in a suitless run) mostly played it without recording a movie.
I picked a RBO run to make something new on this game because a) there is no movie of such run available and b) because of the tension and hardness that can't be reached by any other form of a run to show the absolute limits of this game that are only possible with a TAS. :-)
To anyone who isn't aware, I'm doing this project myself, since Michael has abandoned it.
Currently I have 10% item collection (just past the Spazer) and I'm 4 seconds ahead of his run. The most noticeable change is a different strategy in the Torizo fight, which ended up being about 35 frames faster. Otherwise I'm just gaining a few frames in each room from more precise playing and a few minor techniques that weren't implemented before. I also have one more Super Missle.
Here's my progress, for anyone interested.
Big thanks go out to Graveworm, who has helped me learn this game very well. I'll try to post my progress every 10% or so.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
I see you didn't hex-edit you know what, did it desync, or is there any other reason?
And also, is it not faster to use "mockball" in the room before Spazer?
It's also very fun to watch the first parts of this movie. :P
I can't really take any credit for that though, I don't feel like I've done anything for you, so you might as well skip that part.
Edit: Using a "mockball" while waiting for the bomb to blast when bombing the first wall wouldn't have been faster?
Did the monsters in the room after that generate lag?
Why didn't you use shoulder button pump from the beginning in the room where you get the first super missiles, is it not faster?
Answers:
Hex-edit worked..ish, but affected randomness in the Torizo battle badly enough that it wasn't worth it.
Using mockball when waiting for the bomb to blast when bombing the first wall - the one in Crateria? - is not faster, because it's such a short distance to travel in ball form and because there isn't much time to get speed for the mockball. I don't think those enemies in the next room caused lag, but I did do that room 2 frames faster than MF, so perhaps they did. I just thought it was cool to shoot them all.
To shoulder pump under those gates at the beginning of Brinstar, you have to start shoulder pumping on a certain frame, otherwise the gates stop you or slow you down (the third gate will slow you down regardless). That's why I wait a few frames before starting it.
The room before spazer...which room do you mean? I tried mockball in the first room after the vertical drop room, and it was slower, and in the room with the green door to Spazer, it's slower because you have to open the door and you can't do that in ball form.
And whether you think you deserve it or not, you're getting thanks. :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
If you watch the movie I posted 10 pages back or something like that, I believe I started shoulder pumping the frame I started running in the room where the first super missiles are collected, and I also "mockball" in the room before you pick up the spazer.
I havn't watched that movie ever, and I havn't compared anything, so I really wouldn't know.
Good to see you working on this. :)
Question: in the space station, corridor with stairs on both sides, you jump up the stairs when you go right, but just run up them when you go left. What is the reason for this inconsistency?
In the second room? On the way to Ridley, I jump because I have to land (which resets speed) and I have to wait for the door to open (by resetting my speed). I killed both birds with my stone of doom. On the way back, I timed the hit by the steam to land in a position where the door already started opening, so I just ran up through the door. Jumping here wouldn't have helped because I didn't already have speed behind me (after landing).
If this isn't the room you meant, please specify.
Actually, could I ask for frame counts on questions from now on from everyone? It would make question-asking much easier for me. Thanks!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
I told you would get the frames, but as I did so I realized i had mixed things up.
There are two long rooms with stairs on the way to Ridley, first one is 8900-9020, second one is 9530-9700, but they are not identical. One has a bump in the middle (in this room you jump up the stairs), one does not (in this room you run up the stairs). I'm guessing the bump in the floor makes the difference, because you have to jump anyway.
Sorry about that.
The run looks great so far, nice work JXQ! I like most the new strategy to kill the Torizo even faster, too bad I was to lazy to test this myself before. :-(
Also the part where you get your first Super Missile and the Reserve Tank was very optimized as you laid the bombs even with a bit more distance of the blocks but still blow them off. Keep it up man!
Just a side note: If you use a perfect mockball to roll through the small shaft right before the green door which leads to the Spazer you will be exactly 1 frame faster than using the normal method you and Michael used. I tested this part very thoroughly and could confirm that in many tries.
I must not be doing it correctly there, because that second block you have to shoot after the bomb goes off throws off normal mockballing strategies. I'll go back and test this some more, though, thanks!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Just check my first teaser-vid of the RBO run. It completely shows how to pass this room till Spazer. After you laid the bomb you have to jump as much left as possible to gain the best momentum. Kneel down and wait for the bomb to explode. Then shoot the block and start running at the first possible frame. Use the mockball move at the latest possible frame before hitting the wall. Doing correctly you save a frame. :-)
EDIT: And no, the mockball isn't cancelled or something. It's just not as fast as you expect but over this distance it is still worth.
I see now. What I wonder is how you got into the Brinstar gate room with 5 missles... (appropriate boggled text face).
I'll add in that mockball, I also changed another strategy at the end of this progress that has gained 27 frames, which I'll post when I hit 20%.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
I just grabbed the Missiles below the crumble blocks and re-entered the room again. Due to calculations this route is about 50-60 frames faster in the in-game time but you lose around 300 frames for re-entering the room because of the door animation which I don't care since I only aim for in-game.
Hmm, sounds interesting how you can gain full 27 frames just like that by using another strategy. I will look forward to the next WIP. :-)