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Quote from SirAileron:
I had tried out a lot of those tricks in Saturn's WIP runs, and one of the only ones I actually (almost) managed was the getting to Draygon early, but when I got to the top of the sand-fall, there were event blocks in the way... Is that something that was added in the later patches of Redesign, or did you trigger some particular event that I missed somewhere? >_>


watch 4:05 - 4:10 and you'll see what triggered it
Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow Arrow

any less arrows and it would be insulting. any more, and I'd look like soap On A Rope. xD
amazing. can't wait to see you manage the escape. also, I'd like to see your final time. like Drew said, such a cliffhanger!
godspeed, saturn.
Edit history:
SirAileron: 2009-05-01 11:49:06 pm
Scrutinous Bastard
Quote from Sigfriedxx:
watch 4:05 - 4:10 and you'll see what triggered it

I'd passed that point already by the time I got there... and even though it's open now, I've already beaten Botswoon, so I can't say much for sure. =_=
there's a special quake which clears dragons blocks, but you have to meet certain requirements first
Scrutinous Bastard
Ah well, it's certainly implemented well. It solved itself on its own without my knowledge. xD

I may figure it out on a later run.
Normally it clears only after beating botwoon.  whenever you see a quake, a barrier is being cleared
Scrutinous Bastard
So basically there are two sets of requirements, you're saying?
case 1:  clears after beating botwoon

case 2:  sequence break.  you must meet certain criteria to trigger the quake in norfair to clear the barrier to access draygon early
Saturn that is some crazy stuff. For some reason TAS runs on Redesign seem so much faster than on the original. Maybe because of the modified physics? I don't know...very impressive nonetheless!  Applause
The physics certainly make redesign play faster.  Other things that speed the game up are that screw attack increases your horizontal velocity when you jump, and also there is the ability to recharge a shinespark by sparking into a slope.
Trained by Cpadolf. Mission: To Perfect.
Saturn, what was the purpose of charging a shinespark just before the Draygon fight in WIP7?
I believe he keeps the spark throughout the fight in order to use the spark to instantly gain max speed at the end of the fight so that he can use the momentum to gain enough height in the jump back up to the entrance of the room.
Right, I mentioned it in the YouTube comments of WIP 7 as well. Without a charge, there is no other way to reach the top left door of that room other than through slow bomb jumping, as the walls there don't allow you to walljump off of them. And if I would IBJ right after killing Draygon, I would miss the very important item drops, which in the end definitely save much more time than getting the charge before the fight.
Not a new WIP yet, but here is a never seen before, older, continuation of WIP 6 that uses the traditional route through the Lost Caverns, on which I worked before discovering the "Phantoon Skip" sequence break:



Featuring an improved Phantoon quick-kill with a shinespark, along with optimal energy management.

Enjoy!
Super Secret Area - Dead Ahead!
I reckon Phantoon just suicided, before he could get killed.  He just didn't see the point in trying.  I also still love the Gravity Suit room. aiwebs_011
Abandon All Hope !!
I also still love the Gravity Suit room.[2]always
Ok, right to the end of 2009, here's a new WIP:



Featuring some tricky Metroid bundle techs with extreme luck manipulation, as well as an optimal MB fight with the powerful 4-hit PB Wave combo.

Enjoy!
What'd you say?
What was with laying an extra bomb while killing metroids? I love this run, almost done!
From 2:16 to 2:28, was it done just for luck manipulation? Anyway, nicely done tas!
Quote from Tyjet66:
What was with laying an extra bomb while killing metroids?

It's a small trick to reduce the cooldown timer, so that you can fire the next shot earlier. Works in the original game as well, but only of use in Redesign, saving ~10 frames after a normal beam, and even ~40 frames after a Super Missile shot on cost of mobility. Since you have to wait for the final blow after freezing a Metroid anyway, it works out perfectly in most cases.

Quote from aigamerDS:
From 2:16 to 2:28, was it done just for luck manipulation?

Yes.
Eschews avatars
Very impressive finale! I'm certain the pause was well-justified, and the escape is so far mind-blowing.
I finally have great news - my Redesign project is finished!

Here's the final WIP:


Featuring the latter part of the Zebes Escape, with many little yet tricky techs in various rooms, as well as solid steam manipulation.

Game completion is a 0:50.

Enjoy!
Super Secret Area - Dead Ahead!
Great job, Saturn.  Nice to see this finally finished.  Now we just need you to do the same for the 100%.  Mwahahaha! Twisted Evil
I like Big Butts and I can not lie
Astounding, great to see the completed run Saturn!