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Good sleep. I'll get back to work too, but when i get home i`ll try to see if it`s woth or not the route i sugested, who knows, maybe the gain worths the risk. Keep finding goodies Giga, see you.
professional chin scratcher
Yep see ya all later. I shall try and find some stuff
Edit history:
Giganotabehemoth87: 2010-04-26 05:24:15 am
Giganotabehemoth87: 2010-04-26 05:23:53 am
Giganotabehemoth87: 2010-04-26 05:21:15 am
Giganotabehemoth87: 2010-04-26 05:18:56 am
Giganotabehemoth87: 2010-04-26 05:17:20 am
Giganotabehemoth87: 2010-04-26 05:16:29 am
professional chin scratcher
Here is the pre maridia shinespark done in two versions. The standard version which is the easiest and safest to pull off but is slower. And then there is the better improved version which is much harder to pull off but would save more time. Both versions work on PAL and NTSC but of course are much harder on PAL. The super short charging is easier done on PAL though, but that isn't really the issue here. One problem with these tricks is your going to miss a super missle drop from the cacti which you might need for the maridia battles ahead, but that's up to the runner to decide at the time whether they need one or not. Another thing that would make this hard is waiting for your health to be restored from the pop up that tells you. This would interfere with all your short charging and and charging your beam and whatnot. But shouldn't be too much of a problem

Just remembered that on a 100% run you won't need to go into the room to replenish health so this trick is a any% trick only.

The better version costs around 80 health because you start shinesparking from further back but the safer one costs only about 60 health.

As I'm on PAL I would only stick to the basic version of the trick as it's safer but you NTSC runners might opt for the better version because the door opens quicker.

snes9xw-improvement9 emulator and they were done on the NTSC rom.
Super Secret Area - Dead Ahead!
Regarding no Hi-Jump: The first room you enter is no trouble, and it is indeed the bubble room that gives you grief, along with escaping the Wave exit.  You can exit through the lower door, which only adds a second or so on, but is definitely less risky than trying to wall-jump past ol' spitter-head.  Overall, I can't see it saving time.  I actually recorded a movie ages ago, which displays the first room traversal.  The main point to note is that by doing a crouching double bomb-jump, you waste nearly no time in getting up to the ledge.
Quote from Quietus:
Regarding no Hi-Jump: The first room you enter is no trouble, and it is indeed the bubble room that gives you grief, along with escaping the Wave exit.  You can exit through the lower door, which only adds a second or so on, but is definitely less risky than trying to wall-jump past ol' spitter-head.  Overall, I can't see it saving time.  I actually recorded a movie ages ago, which displays the first room traversal.  The main point to note is that by doing a crouching double bomb-jump, you waste nearly no time in getting up to the ledge.


Very nice trick, you didn't need to land the others two bombs, very nice!!!
Regarding if is or not the better option, i'll try to record now a movie and compare to the other i've made to see if it's worth. One thing i'm sure, it's risky but not that hard. And talking about risk, if you're trying to beat a 31 min run, i think you have no option.
Super Secret Area - Dead Ahead!
I'm also posting this, as I recall a recent conversation in which it was mentioned that a mid-air spark in the landing site (into the gauntlet) is quicker than falling to the ledge and then sparking in.  It was noted that while this was true, it is often difficult to time, and therefore not worth the risk, but...

I've found that if you just watch the background, there's a fairly distinctive dark band of sky, and if you don't try and time your spark, and just go strictly with a visual cue, it takes very little practice to nail the timing with this method.

I've attached a picture.  Yellow arrows show the band itself; pink shows the normal course; and pale blue shows the suggested method.  You'll see that the band I mentioned directs you straight into the gauntlet.

professional chin scratcher
I actually did a mid air shinespark in my 100% run. But I simply activated it just before samus touches the top of the big rock. I still jumped off the top ledge.

Nice pic though btw
Super Secret Area - Dead Ahead!
But if you get enough speed after charging the spark, you then leave the ledge with more speed, so you won't even see the ledge, as you will have passed it.
professional chin scratcher
But both the rock and the cloud are lined up the same and when your spin jumping off you going the same speed if you move forward as down
Super Secret Area - Dead Ahead!
They are only lined up the same once you're level with it, as it scrolls at a different speed to the 'land', but what I'm saying is that if you have more speed when you jump off the top ledge, you will be too far across to the left to see the big rock, so you can't use it as a visual cue, in which case the band might be the better option.
professional chin scratcher
Yea this true as sometimes using the rock as a guideline to activate mid air shinespark can mess up coz sometimes you land accidently. But both ways arnt quicker slower I'm sure?

But i spose yea if your moving down at the same speed but across then you getting to the gauntlet ealier.
Super Secret Area - Dead Ahead!
Yes, looking at it logically, whichever way you do it, you're falling to the correct level, and then sparking, so gaining whatever horizontal distance you can while you're falling only serves to help.
professional chin scratcher
yep falling the same speed but saving time for having crossed the sky some more
Quietus is right! This is what i used to know if i was or not at the right position in my savestate run. After shinesparking i realised that there were two lines of dark clouds that was forming some king of path, so i just had to line up Samus in the center of that two lines and i'd have no problem. But when you're falling it's quite hard to do it, although this is the best way to go. Oh, i'm almost finished with the route i mentioned, found a way to go out of the pre-wave beam room without having to walljump on the head on the wall.
Edit history:
Giganotabehemoth87: 2010-04-26 09:01:55 am
Giganotabehemoth87: 2010-04-26 09:01:46 am
Giganotabehemoth87: 2010-04-26 08:55:18 am
professional chin scratcher
yea I understand that falling shinespark thing. My logic was a bit failed back there LOL sorry. It has recovered.

Good I was wondering about the pre wave beam room.

I'm gonna watch your super metroid stardust speed run quietus sometime soon. I saw a bit of it on your channel !

Funnily enough I actually randomly clicked on that part and saw the fight. It was briliant strategy of using the power-wave combo o nhim. he was down in a flash !
Super Secret Area - Dead Ahead!
Being a speedrunner, you'll appreciate retries, so I hope you like my Spore Spawn fight, as it killed 90% of my runs.
Edit history:
Reeve: 2010-04-26 09:55:25 am
Reeve: 2010-04-26 09:55:04 am
Reeve: 2010-04-26 09:54:48 am
Reeve: 2010-04-26 09:54:30 am
I'm done with the calculations and in the end the normal route proved to be at least 4 seconds faster (console run) and safer to go. Anyway, here is the smv till the gates room that leads to the ice beam. I used as a base my 100% speed run smv, so you'll have to fast forward to get there faster.
attachment:
Edit history:
lxx4xNx6xxl: 2010-04-26 10:14:22 am
lxx4xNx6xxl: 2010-04-26 10:13:52 am
lxx4xNx6xxl: 2010-04-26 10:13:35 am
My name is 4N6/Forensics.
Yea its been explained on my You-Tube Page about jumping of the ledge and Shine Sparking. I also explained that it is more dangerous in a run but, it does save time. Also for some reason there is less lag in the next room when Shine Sparking through. BTW Quietus the picture you posted is flawless, that is exactly where I Shine Spark from.

Anyway Reeve I had a feeling it was slower. Its also much harder to pull off but, I'm glad you tested it anyway.
Edit history:
Giganotabehemoth87: 2010-04-26 10:33:49 am
Giganotabehemoth87: 2010-04-26 10:25:47 am
professional chin scratcher
Very well optimised rooms in norfair for that route. I knew it had to be slower as well but by only 4 seconds !. I was expecting it to be around 10 seconds but due to your optimisation you got it down to 4. I noticed when you made the big leap in the bubble room the flying thing didn't swoop down at you like it does on PAL. It seems those creatures in that room are differently positioned on NTSC. Like they are in loads of room throughout the game.

And lxx4xNx6xxl. Are you awake allready ?! LOL

Yea the ramp room is killer on PAL. Made worse by me not having aim down so I have to hold angle down on the d pad during the door transition at the top. Mock balling might be a good idea there though. As when you get hit you keep bouncing down at full speed. I'll try it.

[edit] nope, mock balling in that room is a bad idea on PAL.
Super Secret Area - Dead Ahead!
The worst room for me as far as enemy placement is concerned is always the long ramp just after the bombs.  I'm just getting ready to shoot, and I run straight into one of them. Sad
Edit history:
lxx4xNx6xxl: 2010-04-26 10:29:02 am
My name is 4N6/Forensics.
Yep I got good sleep though. I just needed a little bit of sleep because I have things to do today.

Also Quietus do you play NTSC or PAL?

I have a trick for that room on NTSC if that's the version you play.
Super Secret Area - Dead Ahead!
I play NTSC on emu, but PAL on cart.

Are you talking about a new trick, or the wraparound thing?  What I mentioned above is for after the wraparound + short charge.
My name is 4N6/Forensics.
I'm talking about the large room after the bombs.
professional chin scratcher
The big ramp room with the mushrooms
Super Secret Area - Dead Ahead!
Ah, OK.  Too many posts to keep track of. teach

Well, if I ever dig out one of my SNESs, then it'd be PAL, but 99.9% of the time, it'd be NTSC, in which case my tactic is always the same.  Run down the slope, shooting two of the crawlie things (first - on the mushroom - just for timing, second for removal), and then morph (mockball if I can) for the ET and through the door.