<- 1  -   of 38 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
Quote from Samus's boyfriend:
Um, I got the X-Ray scope using the ice-beam to freeze the enemies and jump on top of them. I didn't use the bomb-jump at all because I sucked at it. This was way more harder for me then that guy because I couldn't use the bomb-jump and I didn't get hit by the enemies, making it do less damage then the spikes.
The exact method isn't the point, the point was - it's been done before. Wink
METROID. IS. AWESOME!
Oh. Oh and if I hadn't mentioned it before, I did it using an emulator on a laptop. Which considerably made it even harder. I feel so sad I didn't mention that.
Quote from Samus's boyfriend:
Which considerably made it even harder.
http://tasvideos.org/ would disagree with you there. Wink
Edit history:
Gaius_4: 2010-07-08 02:43:28 am
Some, Most, A lot of people are more accustomed to using a control pad rather than arrow keys/keyboard.  I blame it on the console manufacturing industry.
Quote from Gaius_4:
Some, Most, A lot of people are more accustomed to using a control pad rather than arrow keys/keyboard.  I blame it on the console manufacturing industry.
That's not what I was trying to get across. I'll agree without any hesitation that using a controller in certain games is far more comfortable. What I meant was - TAS-ing means taking complete control using a combination of Frame Advancing and State Saving. Two forms of control not accessible on a console.
METROID. IS. AWESOME!
Frame Advancing and State Saving may help but I think using an emulator is harder than using the SNES or whatever station, Super Metroid was on.
Quote from Samus's boyfriend:
Frame Advancing and State Saving may help but I think using an emulator is harder than using the SNES or whatever station, Super Metroid was on.
You have your opinion, I'll have mine.
Little question about this section that's starting to piss me off a bit. On the tourian escape when you re enter crateria and into the crateria shaft and you shinespark up (I do the diagonal shinesparks because it's quicker than lining yourself up at the wall) I'd like to know what the reason for sometimes crashing into the ledge sticking out of the wall?.

Most times as we know, we pass straight through it. But lately I've been having a lot of bad luck and crashing into the ledge. I use the right hand wall because it seems more reliable to pass through it (the left one has a higher chance of crashing into it for some reason). Also I play on PAL which may or may not have something to do with it. Twice now I've hit this damn ledge and it's practically ruined my runs. Don't get me wrong I pass through it more times than I don't. It's just that I hate things like this that I have no control over.
Super Secret Area - Dead Ahead!
From what I understand the Shinespark stops when the top of her sprite hits any ceiling, and it sounds like this is happening for whatever reason.  What's probably happening is something weird with the solidity of the block, as it's only a half tile.  Since you're travelling diagonally, it sounds like Samus's sprite is hitting the edge of the next tile, in the wall, causing you to stop.  It's much safer to spark straight up.  You can run into the room, charge the spark, run again, spin-jump, and then spark upward to save a little time running right across the room into the door for alignment.
Edit history:
Behemoth: 2010-07-21 03:49:01 pm
I agree it's probabaly something to do with the solidity of the block. I guess the better question would be why do we pass through it at all? lol. When I do the diagonal shinesparks and crash into it I'm not hitting the tile in the wall because samus stops at the ledge still. The thing is I sometimes still crash into it even though I do straight up shinesparks. It's so very random. Hitting the ledge on a certain frame perhaps ?. Doesn't sound very feasible for something like this but I honestly can't think of any real reason why the game would sometimes allow you to pass and other times not. And I swear I'm not doing anything different with my execution of the shinespark. Diagonal or vertical. Maybe the game makes the ledge oscillate between solid (not passable) and passable for some stupid programming reason.
I was having a similar problem with stopping during a diagonal shinespark in Maridia.  It's the room that's E/NE of main street.  Sometimes I would stop when I hit the wall, sometimes I didn't - and I couldn't figure out what I was doing differently each time. Eventually I realized that using the Justin Bailey sprite increased the number of times that I ended up stopping, so I guess that the sprite is different in size/shape in terms of whether or not she stops?  It almost never happens to me when using the original sprite.
Super Secret Area - Dead Ahead!
I'm fairly sure it's not to do with the block's solidity altering.  The shaft you go down at the start of the game, the shaft you climb after collecting Morph and Missiles, and the shaft exploding during the escape are three separate rooms that look the same.  The blocks during the escape version can be destroyed, whereas the others can't.

As for the sprite size, I think this is coincidence.  I have seen no record of anybody hacking hitbox sizes.
I don't think the fact that they are different rooms makes any difference. Also I think those escape blocks can be destroyed in all three versions of the room IIRC. The only way to test the room for the bombless trip would be to do the reset glitch and then try and bomb those blocks.

Anyway I think I've come up with a consistant way to avoid crashing into that ledge and that is to do a straight up shinespark but from the ground. The lining up isn't as bad as I made it out to be in my first post about this. Just run up to the wall and hold up immediately followed by jump. That seems to get through the ledge more often than not. The jumping at the wall to line up seem to have a higher chance of crashing...bizzarly. Fuck this game is weird !
Embarrasing Fact: Power suit made by lowest bidder
The block is only 8 pixels thick. Samus's full speed is 15 pixels per frame (which is achieved basically instantly vertically for super jumps. Hooray for having a rate of acceleration). The game only checks Samus's border when checking collisions. Thus, there is a 6 pixel window for completely MISSING the block by going through it too fast.
The key is where you are when you start the shinespark. IIRC a diagonal shinespark has the same exact speed as a vertical + horizontal spark. Standing (not crouching) will give you a good starting position.
Edit history:
Behemoth: 2010-07-22 01:59:51 pm
holy shit ! that actually works. If you go against the wall and crouch and shinespark up you hit the ledge everytime. If you stand and unleash shinespark, you go through it. And you can see the difference of acceleration between the two types as well. Which I never noticed before.

Thanks Kejarden !

Strangley though, crouched diagonal shinesparks quite often go through it as well but only sometimes hit it. This might have something to do with the corner of the ledge and being wedged into it. A certain postion on the ground where you unleash perhaps ?

[edit] also standing diagonals can crash into it as well. which is pretty bizzare, which suggests to me that crashing by a diagonal is a different reason to crashing from verticals
Embarrasing Fact: Power suit made by lowest bidder
I must be wrong about the diagonal shinespark having the same speeds then. The physics are exactly the same - in fact a diagonal shinespark is coded literally by doing a horizontal shinespark then doing a vertical shinespark (which is why only vertical collisions stop the shinespark).
Edit history:
Behemoth: 2010-07-22 02:28:14 pm
yeah. So if a standing diagonal has a tendancy to crash here, that must mean that it's slower than a standing vertical, which always makes it through. Well anycase, from now I'll be doing standing verticals so that I always go through it. wether you crash from a diagonal must be dependable where you unleash then. possibly further back for a greater distance to enable higher speed to make it through ?
Embarrasing Fact: Power suit made by lowest bidder
Uh.
I'm testing it right now, and it's pretty consistent. As I'd expect it to be, seeing as your speed curve should be the same every single time. Vertical motion is completely independent of horizontal motion.
Standing diagonal is always making it to the top. Crouching diagonal is even going through the block on the top of the room.
What do you mean standing diagonal has a tendency to crash?
Edit history:
Behemoth: 2010-07-22 04:16:56 pm
Diagonals are consistant don't get me wrong and I used to do them all the time. When I say standing diagonal I mean standing up straight and triggering shinespark like verticals. As standing up verticals makes it through everytime I was expecting diagonals to do the same but they don't always. I just like total consistancy. I used to do diagonals all the time but now that I'm having bad luck with them I'm now gonna stop doing them.

Its funny that you mention the top ledge because on PAL it makes it through the top ledge by default and hits the ceiling. I noticed NTSC that samus usually crashes into it
Embarrasing Fact: Power suit made by lowest bidder
Quote from Kejardon:
Standing diagonal is always making it to the top.

Quote from Behemoth:
As standing up verticals makes it through everytime I was expecting diagonals to do the same but they don't always.

There is a discrepancy here and it's bugging me. There's no luck involved - if I do a standing diagonal I make it to the top.
Edit history:
Behemoth: 2010-07-22 04:25:29 pm
Standing diagonals are very consistant. But they do have a very small chance of crashing into that ledge. I hope it's not another PAL, NTSC thing.

I do wonder if pressing R while running and triggering shinespark very quickly might have something to do with it
Edit history:
Kejardon: 2010-07-22 04:28:19 pm
Embarrasing Fact: Power suit made by lowest bidder
You're triggering shinespark while running? You can't do that. You'll spinjump instead and trigger shinespark a frame later at best. >_>
heheh no I mean stopping on a dime but triggering shinespark as she's stopping so to speak
Edit history:
Kejardon: 2010-07-22 04:29:57 pm
Embarrasing Fact: Power suit made by lowest bidder
Still counts as running. Till you're actually STOPPED (and in a stopped pose - 0 speed still doesn't count as stopped), you'll spinjump instead.
Edit history:
Behemoth: 2010-07-22 04:35:36 pm
Behemoth: 2010-07-22 04:34:51 pm
Basically I'm running, hit and hold R and spilt second after (maybe less than 3 frames after) I trigger diagonal shinespark.

just by doing this I've managed to consistantly crash into this ledge now about 5 times in a row. This could probably only be a PAL thing anyway