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Sorry for the double post again but i made it to GT in 1.5 without using a crystal flash... i was reading over old posts :)

It was in real time, but i did use savestates, not very rapidly however.

EDIT

CLEAR TIME
05:39

YOUR RATE FOR COLLECTING ITEMS IS:
92%

I'm personally happy with that :) now to look for the other items...
Still havent snagged those snail / green tube missiles. Guess ill look back at how to grab the tube ones now. (edit again: bloody hell, those tube missiles were difficult to get. I can't say the ceiling breakthroughs are easiest for me to pull off...)
Congrats.

Once again you emphasize to do something about the avoidance of CF before GT, good reminder.
I had a total of 10 energy tanks and 4 reserve tanks, but i realise the reason that i managed to make it is because i save stated at the start of each room prior to entering lower norfair a (i started at the bubble room), and tried several times through each room to reduce the amount of energy lost.

By the time i got into the room with the blue ball things (outside the lava pit), i was only just losing my first etank. getting past the swooping bird things outside GT room was a pain in real time :P but once you learn the patter it isnt too bad.

i suggest, instead of taking out another energy tank, putting in something else to somehow reduce your hp a bit, not sure how you could do this...

You could put a block across the hole at the bottom of the lava pit. the time used to blow it away would be enough to make me need to use a crystal flash. make it nice and obvious though, like the one guarding spazar. The suspense in LN doesnt really leave room for frantic searching.

God damn, where am i supposed to charge up a speed boost in the snail missile area? Is there even enough room to charge a super short charge there? grrr! 4 missile tanks, 1 super and the x-ray left. Any help anybody?
where the frick are these 3 missile packs im missing! argh i cant havent even sighted them.

3 normals, snail super, and xray is all i need. damnit!

Edit:

I don't know why but i started using mochtroids to attempt to ice beam glitch through the roof in the big room before draygon in an attempt to find the x-ray... this is taking a while...
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One technique I found that is helpful for finding those last items is checking a map of the original game (go to gamefaqs.com) and visiting the rooms that contained an item in the original one. With only two exceptions thus far (the turtle room and the very large room in crateria) there exist the same number of items in each room in Impossible as in the original. You'll have to search a bit harder for some of them though, especially in Upper Norfair!

Oh, and how did you get those tube missiles? I've tried a lot of ceiling glitching with the ice beam, but with no luck. In your post, that sounds like how you did it.
Quote from Rob:
Also, just to help you out with your super short charge practice, you can't really base it on rhythm as every time you press dash at the right time, the time between each frame decreases (to make it look like samus is running faster).


Well, I can. Experience in band class helps.

You have to think triplet 32nd notes, so there is 12 of those every quarter note (assuming 1 quarter note = 60 clicks/beats per second, in which case a triplet 32nd note occurs every 5 clicks/beats in that second; equivalent to 5 frames out of 60).

So it runs down to 5 triplet 32nd notes before the first breakpoint, another 5 before the 2nd one, 4 for the 3rd, and 3 for the last one. I forgot exactly how many frames are required to charge (85, right?).

I will post pics shortly.
I like Big Butts and I can not lie
Saturn, is x-ray in any of these rooms?


7B5D5
7B656
7B698
Smart way to get more information, P.JMan. But to be honest, I don't want to spoil it yet.

I will give another kind of hint though:
The X-Ray is NOT in Kraid's Lair (starting from the giant head to the right of the Norfair elevator).


Hope this helps.
Quote from Saturn:
I will give another kind of hint though:
The X-Ray is NOT in Kraid's Lair (starting from the giant head to the right of the Norfair elevator).


Hope this helps.


According to my logic, it never would have been there in the first place. But thanks!

Ok, I've got the pics for the Hotarubi Short Charge. However, I must say it has been quite difficult for me to make them as specific as possible. The best I can manage right now is giving a general idea of where the breakpoint is at. But, the easy one to figure out is knowing where to start.

Here's where I start in the room before Botwoon.


The red box tells you the general area in which to hit the breakpoint (I like to use the surroundings as help). Where Samus is standing is probably very close to the breakpoint, but the exact location must be done using frame by frame advance, and I don't use snes9x. I will think about trying that later on snes9x.

Here's the first breakpoint spot. Remember, this is a general location.


Here's the second breakpoint spot.


Third breakpoint spot.


Final breakpoint spot. This one is tricky for me to find. Take note that when you press down you will be a little passed where Samus stands in this pic. You might have to press the run button earlier than what you see in the pic.


I hope this helps. When you start to see Samus's legs move faster, that's your sign that you're getting close. Usually, what you should do is make a save state at the starting spot, and then start practicing! Good luck!
Thanks for your help before, CymicX.

Alas, I'm stuck again.  I just got super missiles after Crocmire, but I can't quite make the jump to the green gate blocking the way out.  I always fall just short and end up in the water.

Is there a way to either jump slightly further or a trick to timing a last-second wall jump (without getting wet)?
Spoo:
If you're at the place I'm thinking you are, then you have to time your jumping so that the water is low when you walljump on the other side. It's possible.

Rothlenar:
I think that if you're god enough you can start loading speed boost from that place you had your "final breakpoint spot". If you start loading from there and succeed the speed boost begins just frames before Samus touches them speed blocks. I think I'm right, I've done it on PAL version. :) Although on PAL it's possible to load the boost in shorter distance if I recall correct. I used strutter walk too though.

On the other hand, I don't see the hard point on doing super short charge on realtime. If people aren't lazy enough they go and try it about 1-2 hours and luckily get it that fast. I had real fun when I learned super short charge and horizontal and diagonal shinesparks from air all by myself. :P It was just fun, I spent hours in front of TV on a cold winter night. JXQ from TASvideos gave me the idea of super short charge, but I learned it all by myself.

So go out there and practice 2 hours. After that come here again.
I'll start trying that Super Short Charge in the morning. grin new
And it'll be tougher since I use the NTSC version. :P
Cool. Learn strutter walking too, that makes the distance a bit shorter too.

NTSC has more frames per second, and that allows more precise moves. I think the super short charge might be a bit easier on NTSC. PAL version allows it to be done in shorter distance though.
I like Big Butts and I can not lie
Quote from Saturn:
Smart way to get more information, P.JMan. But to be honest, I don't want to spoil it yet.

I will give another kind of hint though:
The X-Ray is NOT in Kraid's Lair (starting from the giant head to the right of the Norfair elevator).


Hope this helps.

Is that a yes then aiwebs_017
ducknerd:

The ceiling directly beneath the tube missile is where you want to be. There's 2 parts to the ceiling, one part hangs down one tile lower then the rest of the ceiling. The tile you need to break through is exactly the second tile from the right side of where the lower part begins.

you need to freeze the hopper pretty accurately. I can't explain it properly, but bassically, he needs to be frozen enough so that when you spin jump onto him normall you would be forced to duck. Instead though, spin jump up to him, and then aim downwards right before landing. If it's done correctly your head will be through the roof, either standing or ducking, and you can jump up through the roof.


I'm not the best at explaining this so if someone else wants to, go for it.

Wow, what a long spoiler!

I can agree though, i have reasonably good rhythm (experience playing instruments) so a super short charge isnt too difficult for me to charge. The main hint i have for it is simple watch when samus' arm is behind her, because the tile you want to dash on comes straight after she swings her arm back.

Where do i charge a speed boost for the damn snail room supers though!?!? I'm in the missile area in that room and don't know where there is enough room to perform even a super short charge.

Is there some technique I'm not sure of?
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Tripartite post. I feel organized.

1. Thanks for the help on the tube missile, rob, but
which hopper do I freeze? The one that's already there won't go high enough and both the upside-down ones I lure up there aren't at the right elevation in the right spot.


2. rob: That missile area actually is where you are supposed to charge up. It is at least theoretically possible. If you have version 1.4 or lower, you can glitch through the crumble blocks as explained about a page ago.

3. Saturn: Did you have to add any PLMs (ie colored doors, items, recharge stations, scroll zones) to the room where the xray now is?
Quote from P.JMan:
Is that a yes then aiwebs_017

Is that a question or a statement

Aside the grammar joke, it can be a yes, but it can also be a no. :)

Quote from ducknerd:
Did you have to add any PLMs (ie colored doors, items, recharge stations, scroll zones) to the room where the xray now is?

Maybe.
The answer would most likely confuse you even more, so better not causing unnecessary misunderstandings, I guess.
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Ohhh, I see the potential ambiguity. Let me rephrase that. Did you, when creating this hack, ever change a PLM set to "Unknown" into an item?
Smart smart. Is there a way to answer that without spoiling too much? I fear not, since in both cases this would give a good clue to almost any room. :)
ducknerd: I'll do my best to explain this

Enter the room from the left. Drop down a few floors, i'd suggest quicksaving on the floor just before the one you want to breakthrough the roof on. (the one with the first hopper on it).

Anyway, as you drop down, the hopper will jump at you. If it does a little jump, reload your quicksave or re-enter the room (plainly because it's too much of a hastle waiting for it to do the right jump in the right spot). If it does a big jump, freeze it in the peak of his jump. you want to freeze it when he's towards the left side of the tile you're breaking through. this should be perfect height for you to break through, if not, wait for him to unfreeze and refreeze him when he's moved a TINY TINY bit. keep trying ;)


If you've ever done an ice 14% run of super metroid, you would be forced to learn how to use this trick. That's where i learnt it from, once you get the hang of it it isn't too difficult.

Anyway, back to my issue...

See my problem is...



That little stand that the missile pack was on stops me from charging a super short charge. I only get 3 of the break point frames before im stopped in my tracks. I've even used slowdown.

Is there some other technique for charging it even quicker?
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For the first segment of the charge, there is a move you can use called the stutter walk. It is done by repeatedly and very quickly tapping the direction you are moving in, creating... well, a stuttering effect. If properly executed, the game can register you as constantly walking and thus shorten your charge distance slightly. However, I believe it can only be used on the first charge segment. The other thing of note is that you may crouch for a spark the instant you hit the fourth breakpoint. I wish you luck; I don't think anyone has gotten those supers the intentional way in realtime.
Quote from Rob:
See my problem is...


It appears to me that you wouldn't be able to do it there even with frame advance, which means you have to charge elsewhere, THEN go into that spot of the room.

Another way would be to use temporary blue suit, assuming there is a way to carry it there.
moozooh, that picture is deceiving, because that left wall is actually not solid. There is enough room to load a charge in that space, but it does require slowdown/frame advance. People here now seem to think how the heck is that shortest charge made. I have not tried it myself and I have no clue how to do it, I just know it is the way to go in that spot.

Rob, getting those tube missiles are a little harder than glitching through a pipe in a 14% ice run. That one is way too easy to do, this one requires many tries.

Guys, stop teasing Saturn with your questions, he is not going to give any more big pointers regarding the x-ray  :P  (well, you can always try of course)
Ok, i finally managed to get the snail supers with slow down stutter walking. Turns out stutter walking super short charge is actually quite easy to perform with practice.

I know the tube missiles are harder than the 14% ice run, but the same theory applies.

All i need is x-ray and 3 missile packs. I can't find the missile packs, i've got all the items that were in their original rooms.
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Make absolutely sure. Check upper Norfair and the big craterian room; those gave me lots of trouble, but I'm now at 98%.