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Behemoth:
registered on 2010-05-27 10:37:18 am.
 
Gender: male
Location: England
Da hell wid you :)
Just been trying out Snuffits Pirate strategy before Ridley. It's really consistent when you finally get the feel down for the intricate movements. Just posting the smv of what I'll be doing which is the same except I'll be doing the little jump and shoots on the pirates for consistency because I don't need to worry about speed in the next rooms. I run in the lava and jump out. I tried doing some spring ball shit in the next rooms but alas the doors stop me no matter what I do with this speed.

Also the left door in the pirate room can be opened from the ground if you get a lucky shot, I'd like to find a way of getting it every time from the floor to eliminate and potential door kisses. Luckily blinking doors open much faster than regular doors so it helps out a lot of if i have to open it with a diagonal shot.

attachment:
lxx4xNx6xxl:
registered on 2010-02-28 02:57:33 am.
 
Gender: male
Location: New York
Edit history:
lxx4xNx6xxl: 2012-01-17 07:52:23 am
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My name is 4N6/Forensics.
I found a sure way to get the slow beam every time in the first metroid room. The key is you start menu + down then up to stop your speed then you can turn on your ice beam on or whatnot. Then hit start to exit the start menu then immediately hold forward and shoot to get the perfect slow beam every time.

This was done on the SNES9x v1.53.
Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-01-23 05:41:39 am
Reeve: 2012-01-23 03:40:58 am
Reeve: 2012-01-23 03:33:57 am
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Hello guys! I was testing the Big Turtle room in Maridia to see if i could find something for realtime that could be faster than the usual strategy and i managed to find a strat that is at least half second faster. It can actually be 50 frames faster, almost one second. But that could be hard. The problem with this strat is it's maybe too hard for Console. The strategy consists in entering the room in full speed and then jump to the right wall, like Cpadolf in his 100% run, quickly shoot up and walljump to the missile. Then you keep walljumping to the top. Then comes the tricky part, you have to make samus "kiss" the wall with a spinjump and then press left for only one frame before Samus lands, so she will just turn around to face left and won't fall. Doing that will allow Samus to get enough run-up to jump and reach the E.T platform. Take a look in the smv for better understanding. I'm posting two smvs, one with the usual strategy and the other with the new strat.

I didn't test it on PAL, but given that Samus jumps higher, it might be possible too.

Edit: I did a quick test and it seems it won't work on PAL. For some reason Samus can't get enough run-up, it seems she has less room for running than in the NTSC version.

Edit 2: Btw, in the smv i posted about the new strat, i managed to reach the E.T without having to walljump from the grapple block, that's pretty rare and made it faster (50 frames), but even if you had to walljump, it would be around half second faster.
lxx4xNx6xxl:
registered on 2010-02-28 02:57:33 am.
 
Gender: male
Location: New York
Edit history:
lxx4xNx6xxl: 2012-01-24 08:20:00 am
lxx4xNx6xxl: 2012-01-24 08:19:35 am
lxx4xNx6xxl: 2012-01-24 08:19:09 am
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My name is 4N6/Forensics.
Funny we tried this on console a while ago. Unfortunately it was very inconsistent for console conditions. Its just so much safer and easier the old way.
F-Bomb:
registered on 2011-02-07 07:45:21 pm.
 
Gender: male
Location: Australia
Edit history:
F-Bomb: 2012-01-25 06:07:54 am
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The Bomb that says it all .!..
Hi all, I've just been playing around with SnUfFiT86's WS attic strat, and even though they aren't as polished as his in general execution or on the exit from the room, I think I've come up with some fairly useful variations which don't involve weapon switching (which gets confusing for me). Let me know what you think.

The main problem I can see is that you may incur too much damage for the 2 shinesparks before the Grav Suit.

Snes9x 1.52
Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
I think i missed this strat by Snuffit... where is it? For this room i only remember the Shinespark.
lxx4xNx6xxl:
registered on 2010-02-28 02:57:33 am.
 
Gender: male
Location: New York
Edit history:
lxx4xNx6xxl: 2012-01-30 09:12:54 am
lxx4xNx6xxl: 2012-01-30 09:12:04 am
lxx4xNx6xxl: 2012-01-25 09:24:46 am
lxx4xNx6xxl: 2012-01-25 09:22:26 am
lxx4xNx6xxl: 2012-01-25 09:19:52 am
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My name is 4N6/Forensics.
Quote from lxx4xNx6xxl:
The TASers kill those enemies without even scrolling the far left side of the room honestly there's really no need to Wrap Around there because we can shoot that door anyway because of the strategies we have for it. Its faster for us to Speedball and unmorph in the door.

Here is my brothers You-Tube Video of the WS Attic Speed Keeping plus another video that proved to be about 15 frames faster then the original method done with a perfect Shine Spark followed by a Corner Hug after. For the old method of Shine Sparking if you don't get a Corner Hug you lose about a whole second.


Yea its just easier to time when unmorphing with jump its no faster or slower just comfort.

The only other area we use Speed Keeping in is the Spike Room before the X-Ray Scope.


That's cause I posted it. Here's the You-Tube videos of the 2 new strategies and explanations for you. You've been spending too much time on TASvideos J/K!!! I probably have been though but, its fun talking about 100% there!!!

Just so you know if you miss that Speed Keep its still 45 frames faster then Shine Sparking. About 120 frames faster if you hit the Speed Keep.
lxx4xNx6xxl:
registered on 2010-02-28 02:57:33 am.
 
Gender: male
Location: New York
My name is 4N6/Forensics.
I found I nice site that sells new SNES Controllers. The only problem is there pretty expensive.

http://www.gamebaz.com/?a=i&i=70800
http://www.gamebaz.com/?a=i&i=33961
http://www.gamebaz.com/?a=i&i=2647
Dessyreqt:
registered on 2006-06-14 12:24:41 pm.
 
Location: You know... around...
Edit history:
Dessyreqt: 2012-02-07 03:14:55 pm
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I figure I may as well post this here.



This is a guide to the racing route that most of us currently use on SRL. These are realtime races, so the route is based on realtime, which means avoiding the Springball clip (too unreliable for most of us) and trying to keep pause screens to a minimum. Having an extra etank for WS is definitely a bonus, but not too important as most of us can survive it no problem.

I took almost all the boss kills from Forensics, and a lot of the springball tricks were pulled from/inspired by Snuffit. I also looked for new damage boosts along the way, and was happy to find a couple in bubble mountain after grabbing the Norfair reserve.

Anyway, I know this route's not the "fastest" route, but it can hold its own (it's extremely similar to the current fastest route, and should pull ahead in realtime if the springball clip is missed once.) Hopefully you guys find some new tricks that you like and can use. And hopefully, some of you will be encouraged to come over to SRL and race 100% with us!

Comments/criticisms welcome. I already know Ceres can be improved (it's slower than Forensics' segment,) Bomb Torizo had a few too many pauses, and I know there are a few damage boosts elsewhere that I didn't think of or test that may be faster. Also, I probably should have frozen the goo things on the way to the Crateria Super. Anyway, hope you enjoy the video!
Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-02-08 07:27:04 am
Reeve: 2012-02-08 07:23:59 am
Reeve: 2012-02-08 07:23:03 am
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That's a good run, Dessyreqt, though i didn't watch the entire run. One thing i have to say, if you're going for grapple first, to avoid that 3 seconds door transition for the freeze glitch to the spring ball (maybe more if you miss the trick), you should make the Grapple area faster, mainly not landing to shoot the pinky door that you'll enter last to get a misile pack and using a Super Short Charge to get the Missile Pack in the far up right of the Grapple. Getting that Missile pack and going down to get speed to get to the grapple room make you loose too much time, making the usuall route almost better considering you could pull off the freeze glitch in the first try and considering the gains from going to crocs area with Plasma, Space Jump and Spring Ball.

In another note, the TAS route change in Pinky Brinstar, collecting the PB and jumping back through the crumble block is possible in realtime but too damn hard to even consider. The hard part is only the Crumble block trick, if someone could pull it off consistently, the new route would save around 4 seconds. I'm posting the smv for you guys to watch. The smv was around 5 seconds faster, but i'm taking off 1 second for maybe better optimization in some rooms.

Edit: Btw, I tested a jump instead of a shinespark to the missile pack before entering the pb pack room and it's around 10 frames faster. Anyway, i'd say the number is still the same, around 4 seconds faster.
Quietus:
registered on 2008-09-13 07:03:27 pm.
 
Gender: male
Super Secret Area - Dead Ahead!
When leaving the Missile room in the top right-hand corner of the Wrecked Ship, there's easily enough space (especially including the treadmill) to charge a spark, and spark through the 'attic', rather than running and jumping.
Dessyreqt:
registered on 2006-06-14 12:24:41 pm.
 
Location: You know... around...
Reeve: are you talking about charging a short charge after grabbing grapple? I actually didn't think that was something doable by humans, but I'll look into it. If you mean shinesparking up from the bottom, that's slower than just walljumping up. If you're talking about something else, could you post an SMV?

Anyway, the purpose of going grapple early isn't to avoid the door transition in the springball glitch, as even with that, the glitch is faster realtime if done the first time. However, under race conditions, springball glitch is too unreliable (I had about a 70% success rate,) and can easily cost a race if not executed perfectly. There have been several times where a racer would get stuck on the glitch, trying ten times before success. It's just really finicky sometimes and in a setting where resetting or reloading isn't an option, it's not a great strat.

I will say that the later part of the run is the better part, as I spent a little while trying to find new (to me, at least) damage boosts and springball tricks. I'd like some criticisms on these parts as well, to know if I missed out some better, simpler solutions. Also, the latter half of the run is just better optimized, in my opinion.

Quietus: I don't know if this is directed at me, but I simply used Snuffit's new strat as he reported it saved frames. And by my own testing, it has. However, I didn't consider doing a short charge from the robots room and sparking through the middle of the attic. I'll look at doing this as well.

Thanks to the both of you for your input. I now have a few more things on my list to test.

Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-02-08 09:57:58 pm
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Dessyreqt: Yeah, i was talking about a shinespark after the Grapple. Anyway, i'm attaching a smv for better visualization. The Super Short Charge can be better executed, so the space needed will be shorter and you'll be closer to the wall for the walljump. I didn't watch your entire run yet, but i will. I noticed you used a supershort charge to get the Maridia main street missile, so you'll have no problem to make it work after grapple, the only problem i can see is the door transition, but with some practice you'll make it with no problem.

Edit: Ops... I accidentally deleted the Grapple Shinespark.smv. I'll post it again as soon as i get home.

I'm attaching the last 100% run i did too with savestates. Although it goes through a different route, most of the tricks used are the best known. There is a few exceptions for example the attic rooms tricks posted Snuffit and Forensics latelly. I'm specially proud of the Torizo Fight in this one. There's somme time i don't play, but i used to get the torizo fast kill a lot!
Dessyreqt:
registered on 2006-06-14 12:24:41 pm.
 
Location: You know... around...
I'm actually a bit embarrassed to say that I've known of your 42:34 run for some time and just didn't bother carefully reviewing it before creating my own. I'll definitely take a closer look before creating v2 of my run.
Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-02-10 06:33:24 am
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Here is the Grapple Shinespark.

Dude, I really think you should consider watching the last run i did again and try to add some new tricks that were posted recently. I noticed you used some new tricks in your run, but in some rooms you used what i would call bad strategies. I will point two that i think are too slow:

Always collect the Super Missile From Golden Torizo room before starting the fight, after the fight you took too long time collecting what i think that were supers, that you didn't even need, given that after the fight against Ridley you still had nine and yet you collected Ridley's drops and ended up with 13. So the long delay in Golden Torizo room was not justified.

After collecting the Missile Pack in that heart shapped area, you damage boosted from the pirate to the Big Lava rising room and went all the way to the ground. That's too slow as you take too much time to go all the way up. The usual and faster strategy is to space jump from the previous room and the space jump up.

I have to say i really liked the way you got to the Ice Beam area, though you could have unmorphed right before the three orange crabs, quickly shoot the door to the Ice Beam room and get a damage boost from the upper one to get to the room faster.

I also liked the mockball in Blue Brinstar when comming back to the elevator.

Something you should consider is to use a hero shot to get the early Power Bomb in Red Brinstar area, so you could save some time getting the missile pack in kraid's area, using a power bomb to destroy the block in the room outside the Hi-Jump room next to the missile pack and going through the power bomb shortcut in Bubble Room after getting the Wave Beam.

Iirc this route saves around 5 seconds for the in-game time route, but i think it would save one second less in the route you're taking.

Also, there are new tricks found by TASers that could be possible to use in realtime runs, like using grapple to enter the space jump room, after defeating Draygon, in full speed.
Quietus:
registered on 2008-09-13 07:03:27 pm.
 
Gender: male
Super Secret Area - Dead Ahead!
While some of your points are valid, Reeve, Dessyreqt isn't specifically speedrunning, but rather racing, so strategies need to be fast, but safe.  If he can't reliably get the hero shot, then his wall-jumping twice method is the better option.
Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-02-10 03:28:55 pm
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I understand, but regarding the hero shot, it would be a route change, in the later part, when heading to Wrecked Ship he would still have to walljump up to shoot the block because he would have Spazer and would have to pause the game to unequip it, so for a realtime run it wouldn't be interesting. Anyway, the hero shot is actually very easy, the key is just to jump high enough when reaching the platform that you have to shoot from to make the second flyer to move, then is piece of cake. Also, in his run he used so many risky strategies (for example the fast walljump up to activate the shinespark in the big mocktroids room in Maridia) that i thought his goals in a savestated run was just to point the possibilities.
Dessyreqt:
registered on 2006-06-14 12:24:41 pm.
 
Location: You know... around...
Edit history:
Dessyreqt: 2012-02-11 03:47:54 pm
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In my testing with the hero shot (including all relevant rooms like the high-jump room, bubble mountain, kraid's lair, etc.) I found it was ~87 frames slower realtime to get a perfect hero shot with perfect damage boosts than to just get Kraid's missile after Maridia. So no, I don't think it saves time, and it's generally harder to boot. Yes, I CAN hero shot, and I do quite frequently in bingo and in puzzle races, but my testing has shown me that it's the slower overall route. So I don't.

EDIT: with regards GT and super missile consumption: I have plenty of time while GT is exploding to grab the super and get to where I need to be. I collect the supers not only for Ridley, but for Tourian. Same with what Ridley drops. Even then, I would have liked to have 9 supers for Mother Brain, and not 7, but it didn't turn out too bad. I felt spending the second or two to collect those power ups would be faster than firing missiles at MB (and as long as I collected at least 2 supers per second while collecting pickups, I'm pretty sure I'm right.)
Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-02-12 02:42:06 am
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In regards to the hero shot, i remember testing it and it was around 5 seconds faster considering the in-game time route. If i didn't test it wrong, the difference between the route you're taking and the route behemoth used in his 100% run is that you already have Power Bomb when you reach the Red Brinstar PB pack room, so you can land a Power Bomb earlier to break the wall. But the power bomb doesn't take 5 seconds to be activated, so i'm pretty sure (again, if i didn't test anything wrong) that it would save at least 3 seconds. Also, going early to the Red Brinstar Power Bomb pack would add four door transitions, but would eliminate four door transitions too, the ones you need to get to Kraid's Missile pack, so these 3 seconds gain would be in-game time/realtime.

I'll take a closer look to this route once i have time.

Also, of course this is a risky route, but we're talking about possibilities, aren't we?
lxx4xNx6xxl:
registered on 2010-02-28 02:57:33 am.
 
Gender: male
Location: New York
Edit history:
lxx4xNx6xxl: 2012-02-13 11:08:33 pm
lxx4xNx6xxl: 2012-02-13 11:05:30 pm
lxx4xNx6xxl: 2012-02-13 11:04:26 pm
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My name is 4N6/Forensics.
I like that Blue Brinstar strat in the clean up area. Its actually not as hard as I thought it would be.

Also I found another way to Super Short Charge. It might be easier for some people. I found it really interesting honestly.

Explanation: Hold run and Tap forward let go of run and let go of forward a couple frames after. Then hold forward and each time Samus pulls her arm back tap run up to three times.

Also this was done on the Snes9xv1.53.
attachment:
lxx4xNx6xxl:
registered on 2010-02-28 02:57:33 am.
 
Gender: male
Location: New York
Edit history:
lxx4xNx6xxl: 2012-02-14 06:27:10 am
lxx4xNx6xxl: 2012-02-14 06:26:56 am
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My name is 4N6/Forensics.
Holy Shit!!! I just got Maridia Main Street with a 2 step stutter and 2 run presses. I obviously don't recommend it because its not easy to do.

Also the stutter step is longer then you might think Dessyreqt. Maybe that's why you have trouble stutter stepping. I really let this one go because that's the only way I could get it.

With the other method I posted above you don't have to hold forward as long which might help you as well. Tell me if it helps at all.
Dessyreqt:
registered on 2006-06-14 12:24:41 pm.
 
Location: You know... around...
Are you talking about the shot-mockball in the blocks room?

As for the short charge, I'll have to look into that. The stutter being longer than I expect may cause some of my difficulty. I probably get that charge every third race or so. I'll have to watch your movies sometime when I'm not at work. :P
F-Bomb:
registered on 2011-02-07 07:45:21 pm.
 
Gender: male
Location: Australia
The Bomb that says it all .!..
I've been trying to do the speedbooster mockball trick on the way to Springball after beating Draygon, and this is what I keep doing. (attached). What am I doing wrong.

Also I have found that, there is no need for the stutter step when doing the maridia main street shinespark. I was lead to believe that the stutter step was needed. But I actually find it easier without (I managed to pull it off 6 times in a row, when with the stutter step I get it about one in 20).

Reeve:
registered on 2009-05-18 06:33:58 pm.
 
Gender: male
Location: Brasil
Edit history:
Reeve: 2012-02-19 04:44:32 pm
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It would be better if you post one of your attempts, so we can analyze the smv and see what you're doing wrong.

The best way of doing it, in my opinion, is presing jump to unmorph in the right spot, and the hold up. If you unmorph in the right spot and keep holding up all the time, Samus won't touch the left wall and will keep the echoes all the way down. Though if Samus touches the left wall, she will loose the echoes and you'll get trapped like in the image you posted.
F-Bomb:
registered on 2011-02-07 07:45:21 pm.
 
Gender: male
Location: Australia
The Bomb that says it all .!..
Reeve, here are a couple of attempts at it. I think I'm unmorphing too late. But I don't understand how you can push jump to unmorph. when you have to be holding jump to moch/speedball.

Snes9x 1.52