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lxx4xNx6xxl: 2011-11-06 04:18:23 pm
My name is 4N6/Forensics.
Yea all you need to do is find a visual for it. It also can help to crouch and or morph to see if your standing in the correct spot. Whatever can help really. I suggest practicing it on the emulator just to get a visual and feel first. I'm glad you like it though!!!
Edit history:
lxx4xNx6xxl: 2011-11-07 06:21:21 am
lxx4xNx6xxl: 2011-11-07 06:19:13 am
My name is 4N6/Forensics.
Well its a lot harder on PAL do to the Shine Spark timer. I did manage to do it but, it took a lot of re-records to find it. Your probably gonna have to practice the shit out of this to find consistency. I myself still need to practice it more for NTSC. Also on PAL the Gunk is incredibly aggressive for some reason.
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Behemoth: 2011-11-07 02:18:18 pm
Nice stuff. I've given them both a whirl but no luck just yet on either of them, but about the emulators; I can't actually use them at all because the controls are all fucked. Somehow the USB adapter thinks my classic controller is broken when I check the buttons on devices. but the controller is completely fine on console. Also the emulator itself seems to listen to what the adapter is saying, ie broken, and so Samus looks down diagonally constantly with no way of returning it back. I've tried re downloading the emulators but that doesn't help. Might have to buy another controller or another adapter. Not sure which, might just buy both...
I had the same problem with my adapter. I don't know if the problem is the controller or the adapter, but i know the problem is in one of them. My adapter suports two controllers and i have two, interesting is that the problem happens only with one of the ports and using one of the controllers. If i use my second controller in the port that has (or not) a problem, it works fine and if i use the controller that is presenting the problem in the other port it works fine too. Have to say that it's a pain in the ass, cause the controller that presents the problem is my best and smother one, and unfortunatelly it doesn't work the same way in the second port of the adapter.
Edit history:
lxx4xNx6xxl: 2011-11-11 09:19:03 am
lxx4xNx6xxl: 2011-11-11 09:18:23 am
lxx4xNx6xxl: 2011-11-11 09:16:48 am
lxx4xNx6xxl: 2011-11-11 09:14:24 am
lxx4xNx6xxl: 2011-11-11 08:53:58 am
lxx4xNx6xxl: 2011-11-11 08:53:25 am
lxx4xNx6xxl: 2011-11-11 08:51:29 am
lxx4xNx6xxl: 2011-11-11 08:46:39 am
lxx4xNx6xxl: 2011-11-11 08:46:08 am
lxx4xNx6xxl: 2011-11-11 08:45:23 am
lxx4xNx6xxl: 2011-11-11 08:40:48 am
My name is 4N6/Forensics.
Well that sucks Behemoth. You might have to delete you configuration file and input your buttons again. Also you might have to recalibrate your controller or uninstall and reinstall the device driver. Also if your controller is on Hatswitch you need to switch it to Digital instead in your control panel when you calibrate it. Hopefully this helps!!!

Also I found a way to 2 Round Draygon with out any Super Missiles at all. Again this was done on the Snes9x 1.43 v17.

I'll post one for NTSC later as well. Pretty much the same thing though.

Also I thought it might speed up the Ridley fight to Power Wave Combo him first and then pound him with Super Missiles after. I'm pretty sure we could get about 6 to 8 Supers Missiles off afterwords like normal. Still have to test this though. If so it will speed up the fight a lot and save 1 Super Missile as well. So it would be 1 Power Wave in the beginning followed by 28 Super Missiles total. I don't think it will be too difficult either.
Long time no post in here eh !. don't worry super is still very much alive.

I had chat with Reeve earlier about the game and when I'm done with my other runs I'll return to this game and nail those son of a bitch runs. They'll be one more run added to that list. The low% segmented...

Reeve showed me exactly how to do the CWJ for the lake, seeing as it's going to be segmented it's worth getting this down instead of the bomb jump. In my countless attempts in the past I found this trick to be virtually impossible and now I know why. Indeed I can confirm there is only 1 frame given to do the wall jump on PAL compared to the NTSC 2 frames (although that might work out to be around the same level of difficulty given NTSC 60 frames a second). I also found out (now this is the important bit) that depending where you start the run up in the previous room, it's possible to NOT get a the CWJ at all even with the wall jump check animation there. Samus will simply refuse to do one at all. I confirmed this with frame advance. So I started the run up exactly where Reeve showed in his smv and the CWJ works. I'm not sure why this happens to be honest.
Anyway with all this in mind I finally feel confident with the trick and I can get it about 40% of the time after doing the correct jump for the check animation. So the door jump prior to it is around a further 40 - 50% success, so really we are looking at about 20% success rate for the trick overall, which is good enough for me. You have to press jump just after the black box completely disappears, which sounds obvious but when you get the feel down it's a very noticeable gap between the box completely gone and the jump press. Me and reeve will probably optimize the shit out of this run someday after I make an initial realtime TAS for you to look at. Yeah I know about the SS low%, but I'm glad I never submitted that because to me it's quite ugly and Reeve agrees, haha. This particular run to me is like 100% where as it's quite long and many very difficult things to do in it, so segmented would benefit it the most and I look forward to absolutely beating the shit out of SS low%.
Edit history:
Reeve: 2012-02-28 11:38:01 pm
Hum... i don't remember saying your run was ugly, iirc, i said it was less than a shitty work. XD

Kidding, of course. I think the run was pretty good, but felt you could do better and i'm glad you realised that too, though i imagine how stressful low% runs can be.
lol less than shitty work = pretty bad, but agree.

Low% aint too bad, and segmented will be really helpful for it. Oh btw I tried the CWJ on console and got it twice, in the space of about 20 minutes playing, and that's starting from the Red brinstar save, so it's perfectly feasible (but we knew that anyway). It is very tricky though of course. Has there been any other console runs that have used a CWJ yet ?
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Reeve: 2012-02-29 01:38:36 pm
Reeve: 2012-02-29 01:38:20 pm
Cool you managed to get the trick to work on console, and you didn't even practiced it that much. It will probably get better.

I don't think a CWJ was ever used in a console run, at least not a recorded one.
Edit history:
lxx4xNx6xxl: 2012-03-07 12:58:12 pm
lxx4xNx6xxl: 2012-03-07 12:57:31 pm
lxx4xNx6xxl: 2012-03-07 12:57:05 pm
lxx4xNx6xxl: 2012-03-07 12:56:26 pm
lxx4xNx6xxl: 2012-03-07 12:55:10 pm
lxx4xNx6xxl: 2012-03-07 12:54:36 pm
My name is 4N6/Forensics.
Honestly the 14% Run isn't really exciting enough to segment. I say why even bother though its really up to you if you plan on doing it. You have my support either way.

I wish 15% was considered the low% standard because it would make for a more interesting run, but unfortunately that's not the case. Also I think you should submit your 14% Single Segmented Run to SDA as well as your Any% Run.

Anyway yea the CWJ there is actually pretty easy to be honest. You have to just make sure you jump late and you have to do the wall jump earlier then you might think. I've gotten it like 6-7 times in a row before just to see if I can get some sort of consistency with it. Honestly you can develop a feel for it which is a really good thing. Because fucking DBJ across the lake its way harder and way more inconsistent for me.

I guess a segmented run could be kind of interesting because we could probably help and develop some faster strategies for you but, that's about the only excitement that comes from it. Again I support your decision either way.
Well I'd have to disagree slightly with the unexciting point there. But I know what you mean though as there's not an awful lot of Samus activity going on other than simply surviving. But I think there will still plenty of things to warrant a segmented run. Torizo skip, CWJ and good Phantoon battle (needs to be looked at to see what we can do there), Botwoon make sure all supers connect, good Draygon battle, Good Ridley, Possibly Metroid skip but I can't remember if it actually saves much time on Low% since it takes a lot longer and you still need to go into the recharge station iirc, and finally a good Mother brain. So I think there's plenty of reason to segment. The main reason for segmented imo is to get the best time possible, because I just have a hunch that my SS 0:48 isn't too special. Admittedly my goal a few years back was to have segmented and single segment runs of all three categories on SDA but now I look at it a bit more strategically and optimally/less hassle. I'm thinking any% being so short is the only run worth going single segment and aiming for the ultimate best time; 100%: I may still do that SS one day but it's not like I can obsolete my 0:48... and low% is a bit similar and I really think if it's segmented properly would be untouchable if attempted with an SS. So yeah I really am not going to submit those runs now. My mind set these days is quality over quantity.

I'd certainly look forward to optmising the run someday. I mean look how far the 100% came along compared to before I started that run. Reeve was just on fire finding stuff for that lol. I feel the same can happen for low%, if to less extent perhaps.
Edit history:
lxx4xNx6xxl: 2012-03-07 02:29:14 pm
lxx4xNx6xxl: 2012-03-07 02:28:15 pm
My name is 4N6/Forensics.
Well honestly SS runs are always more praised then segmented runs. So give the people on SDA a treat and submit them. Cause the runs are very good. Also you should also submit your 100% SS as well. I watched it again not long ago and it was better then I once remember. Plus I want some damn High Quality videos to keep as reference Behemoth.

Anyway Speaking of Phantoon I've almost 1 Rounded I a while ago. I have a method to 2 Round him but, honestly it will require a lot of luck in low% because of Missile Drops. I hold run when I Stutter Step on him because its easier but, you can do it without a holding run. Anyway the key is to push missile let go of your D-Pad then missile him and repeat. Its got a feel to it once you get use to it. Also when hes cutting back let him get mid-screen for some reason it works better when your a little closer to him. I definitely think you can 3 Round him consistently without using the Super Missile method. That is as long as you get missile drops from his flames. I honestly spam the missiles and just time my forward press accordingly. The most Missiles I've gotten off on him was 18 and a Super. 2 Missiles away, So Close!!!
Super Secret Area - Dead Ahead!
I'm not sure where the idea of a 15% run comes from?  There's no 14% run either.  There's just low%, which means getting the lowest percentage possible, so 15% would not fall under any category.

Anyway, I agree with Behemoth, in that it's a very valid category, and a worthwhile run.  All of those tricks and tactics from any% and 100% pretty much go out the window, as safety / health play such a big part.  One hit at the wrong time can screw up an entire run (aimed more at SS).
My name is 4N6/Forensics.
I believe the 15% Run was originally the lowest thought possible at the time. Then they found out that it was possible to shave an Item off and thus the 14% run was created as the lowest non-glitched run possible.

In a Segmented run you can definitely save minutes over a Single Segment run. I just don't find the 14% entertaining at all but, I do and will support Behemoth either way.

Also does anybody know how to get the ingame timer to show up while playing on the Emulator? I would love to know cause it would make testing things a lot easier.
Super Secret Area - Dead Ahead!
Are you talking about the frames display?  If so, it's usually just , or . keys. (Can't remember, as I have my keys reconfigured.)

If you're on about the actual Super Metroid game time, I expect it'd require some lua script or another.  It might be worth asking over at TASvideos for that, as they no doubt tinker with it a lot more.
To show the in-game time on screen i watch memory. I saved the a file where, when i load it, it shows the minutes, seconds and frames. If anyone wants to take a look, i'm attaching the file. You have to put the file in the folder "Cheats" (inside the emulator's folder). Load the game, go to "Tools", "RAM search (Old)...", "Load Watches" and select the file i'm attaching. I use Snes9x 1.43 v17. Try and see how it works, then see if it works for the later versions. After loading the file, if don't want the in-game time on screen anymore, folow the above steps again, bus instead of selecting "Load Watches", select "Clear Watches".
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