iirc, m177's fastest ghost fight in 21% was 20 seconds slower than Miles's segmented run
That means you lose about 30 seconds doing this, and Charge takes around 42 seconds to collect in Chozo first trip. So uhhh, with really good ghosts this saves like 10 seconds.
Oh you also get the watery hall missile when you IS charge, so this route doesn't have any less missiles at the end. Also I guess this makes the magmoor PB wallcrawl really not worth it. If you're looking to do something stupid to save a few seconds, this is much less effort than wallcrawling magmoor.
miles's segmented was ~50 seconds, mine was ~1:18, so it's a 28 second difference. I started timing when the ghosts first rise out of the flower, and ended when the cut scene played. Neither of our fights are perfect, but it's safe to say mine has more room for improvement.
Without charge you want to ideally shoot 9 times per second, which isn't really the easiest thing to do for such a long period of time. Also, an ideal fight would consist of one ghost at a time using their charge attack, disappearing, and then another one showing up immediately afterwards, also using it's charge attack. You'd want that cycle to continue until they're all dead. In actual play, it's rare for all the ghosts to excessively use their charge attack, but it was the only time I could ever manage to get good fights. Most of the decent fights I got where in the 1:26-1:35 range. Most of the time I'd get fights in the 1:40+ range. Only once did I manage to get one below 1:20.
I can definitely see someone saving a lot more time over my best fight, but it would be very hard. It took me a very long time to get a fight as good as I did. There might also be a better way to manipulate the ghosts at the start. Also important to note shooting ghosts while they're invisible can make them appear sooner.
figured out a slightly consistent way of clipping through the wall. hopefully someone can build off of this.
1. turn perpendicular to the front of the glider. your view should be 90 degrees from the very front (not the edges since those are diagonal). 2. stand as close to the front of the glider as possible. 3. stand about 2/3 of the way down the wing. you want to be as far down as possible without getting knocked off when you hit the wall. 4. wait until the glider brings you into the wall and then immediately hold straight right to clip. you should be making contact with the wall before the glider starts turning.
i've gotten this a total of 1 time on console so far. someone make this more consistent please.
Not really, there's a relatively small window it works on, it's not a couple frames, maybe more like 1-2 seconds (right when the glider starts to turn I believe). Aside from that it seems to just be a matter of positioning and maybe facing angle? I don't really understand it myself, but I did noticed that clipping from that savestate without morphing required an extremely precise angle and morphing made it work basically every time.
Ok so I just found another secret world in Biotech Research Area 1. I don't have video of it due to capture card problems and I can't seem to replicate it. I morphed in the corner of this thing http://imgur.com/C5iXWp5 (I was searching for IS) and i just sorta rolled out of bounds. I'm posting this in the speed tricks topic because this will make the frigate wallcrawl MUCH more viable.
why does everyone think IS on the frigate would be useful? it wouldn't.
that wall you "rolled through" is completely solid, the only way I see this having worked is just simply being repositioned on the other side of the wall. when you morphed in the tight space between the walls and the game noticed and said "hey, you shouldn't be here" as it normally does when you morph in weird tight collision. judging by the shape of the collision here. I'm not really sure how you could have done that though, from my understanding of the whole getting repositioned mechanic, it doesn't really work with flat parallel walls unless you're at the edge of them. I don't know, I guess just mess with it more and be sure to record this time.
Nowhere did I state that I thought the IS on frigate was useful. Not sure where that came from. But that same corner gave me a camera glitch similar to this one:
I'm still trying to re-create the sw btw. Been trying for 40 minutes and haven't made much progress.
EDIT: Reminder that I had to go OoB to get the camera glitch shown above.
huh, so the game did just reposition you on the other side of the wall... I wonder what's exactly required to make that happen, maybe this could be implemented elsewhere. also, I could probably find a setup for this on dolphin, assuming the only thing required is that exact position and there's nothing else to take into account. I guess I'll go do that.
edit: I got it within a minute and then dolphin desynced playing it back. haven't been able to get it again in half an hour and I don't care to get it again frankly. I want to find a setup, not blindly morph at a wall with a low framerate. if someone wants me to find a setup, they can do it on dolphin and send me the recording to analyze.
1. stand as far forward as possible and face the wall 2. turn very, very slightly to the right. you can use the line on the wall as a reference for how much to turn. when moving from the left corner to the right corner your cursor will pass over the line. you want your cursor to be only barely on the left side of the line when standing in the left corner. 3. stand in the left corner and hold forward. as soon as you touch the right corner morph.
so basically, angle slightly to the right, hold forward, and morph the moment you hit the corner.
here are coordinates that work, got them using T3's setup. I have absolutely no idea why being in this position makes the game forget there's a wall beside you and just place you on the other side of it... but yeah. facing angle doesn't effect anything by the way.
Z doesn't matter obviously since the floor is always going to be that height, and X and Y have very little room for error. X value of 92.99333191 to 92.99334717 works Y value of -217.2942963 to -217.2943115 works
so I guess there's a box on the floor about 0.00001526 x 0.0000152 to stand in for this to work <_<
the lightest analog input you can do moves at about 0.00025 units per frame so um... uh oh (I should probably specify this is without a wall, you can move less distance rubbing a wall)