This was a real treat for people that like puzzles and challanges. While some bits were just over the top in execution, it really just comes down to understanding the new tiles and how they act. Different ball game. Some very nice ideas in this. Thanks for making this Acheron!
Loved it. It was completely fun and happy and arghus and jeezus and WTFOHNO and AAAACK!! Aesthetics were pretty, and the flashing backgrounds were awesome. But I cannot give all of the credit to me; Bloodsonic came over and helped me with a few moves. Joint effort ftw.
Finished in 17 minutes. Very nice use of new things and puzzles in the game... Some of the puzzles were very interesting and fun to figure out. Nice little hack for likes of us mortals.
There are some pretty tough puzzles, so I can understand not everyone loving this. I honestly started on this to take a break from Aegis, and I finished it quickly so that I could get back to Aegis. Along the way I learned some cool tricks and fun effects.
To those worried that Aegis will have this weird sort of challenge: don't. I'm not so capricious as that.
Well as I already said in #jzd, this hack is quite fun and I was impressed by your grapple blocks. The puzzles threw me for a loop, just like it threw others for a loop and has more or less encouraged me to start improving my overall skills in SM.
Edit: Finished it earlier today on my PSP. The time was 00:39. *Hopes Acheron sees this*
0:32 Bleh, I'm terrible at this... took me forever to do a lot of those tricks in succession. Couldn't finish without savestates.
Edit: Maybe I should leave real feedback. I dislike not understanding a puzzle and approaching it through trial and error which makes me do easier but still difficult maneuvers just to get back to where I was confused. I would have preferred more stops, and often when trying to figure out some of the damage puzzles I found myself dying. Was still a lot of fun to play and very frustrating. I would agree that some of the tricks are a little too precise, but many of them were a good level of difficulty.
Not sure if this was intentional or not, in one section a lot of red flashy tiles were above a few blue flashy ones, after falling onto the blue I would shoot back up through the red tiles and fall againonce I reached the top.
Annoying bug room was annoying (hate how they won't move for morph ball), other than that I had a great time rushing through. It didn't seem you took damage boosting into account, as I literally just flew through some sections. I had some planning for it though, as I saw MM playing some sections before I started.
Technically, there was another spot that annoyed me for a minute or two, but I completely skipped it with an exploit of boostball.
Did a semi-TAS whose quality could be a lot higher in hindsight, but might as well put it up anyway. Ended up with 00:03, and with all the mistakes I made that I didn't take the time or keep the savestates to fix, I could imagine a real TASer maybe getting 00:02.
Made with SNES9x 1.43 improvement 13
Edit: if anyone wants to pick out ways I could improve (Just as long as that missed jump up isn't the only thing mentioned) I would appreciate useful advice. Thank you.
Nice tricks. I did wonder how the blue zoomer(?) one was intended to be done. That one made me think too.
edited to add after posting fudge up.
Quote from Deep_Space_Observer:
Edit: if anyone wants to pick out ways I could improve (Just as long as that missed jump up isn't the only thing mentioned) I would appreciate useful advice. Thank you.
Ooh! The part around/over 10,000 frames.... The different sections of crumble blocks...
I was able to hold left (and not run) after the first ball boost and went over every block, instead of stopping and restarting... or jumping back up into the blocks.
:-/
Edit: Dang it. Okay. Now somebody tell me about not double posting.
You can get stuck here, if you wait for the blocks to respawn. It's not really a stupid inda stuck either (that you need to go way out of your way to accomplish), if you wait to time your jump, and you wait too long... dang.
Never mind. I'm an idiot. Just boostball out.
Woot 20mins! Lol. See you space cowboy... I liked that. Some parts were hard, but not frustratingly hard. I liked not knowing what to do to move on, espescially that part with all the rippers. I was there for about ten mins before I found the SA. The fuzzy blue/red blocks were nicely done, since you had to time your jumps to pass through the orange parts.
Edit: Maybe I should leave real feedback. I dislike not understanding a puzzle and approaching it through trial and error which makes me do easier but still difficult maneuvers just to get back to where I was confused. I would have preferred more stops, and often when trying to figure out some of the damage puzzles I found myself dying. Was still a lot of fun to play and very frustrating. I would agree that some of the tricks are a little too precise, but many of them were a good level of difficulty.
I do appreciate good criticism. I suppose having each challenging part be separated (so you only have to clear it once) would have worked out better. Something to keep in mind for my next mini-hack.
Quote from Xaggoth:
Not sure if this was intentional or not, in one section a lot of red flashy tiles were above a few blue flashy ones, after falling onto the blue I would shoot back up through the red tiles and fall againonce I reached the top.
This is just a quirk of those tiles, and as long as you weren't getting stuck, I'd say "enjoy the ride."
Quote from squishy_ichigo:
How long did it take to make this awesome silly mini-hack I wonder?
I started on it the same day I posted the screenshot in the Hacks thread, which was some time last week. The tileset only took an hour or two, and that's including messing with FX stuff I'd never used before. The level design took me a couple days on and off, maybe a room every half-hour or so. If I'd put more time into it, the quality might've been higher, but I was itching to get back to Aegis.
Quote from Deep_Space_Observer:
Annoying bug room was annoying (hate how they won't move for morph ball), other than that I had a great time rushing through. It didn't seem you took damage boosting into account, as I literally just flew through some sections. I had some planning for it though, as I saw MM playing some sections before I started.
Technically, there was another spot that annoyed me for a minute or two, but I completely skipped it with an exploit of boostball.
The room with the Yards (I call it the "unoptimizable room" because I doubt any TAS could master it) is love or hate. It was a lot harder than it used to be, but I didn't want it to be so fun it was un-fun; I also didn't want to make it so easy that you didn't think about it. I feel like I found a good balance, but your mileage may vary.
I realized damage boosting could be used and I figured that's fine. This is one thing Aegis and Exia have in common; they're not designed to prohibit use of the fun little quirks in the game engine. (Of course, Aegis doesn't have massive glowing radioactive energy fields... yet)
I don't know how you "exploited" boost ball though.
Quote from Gaius_4:
0:27 :-/ Ooh! The part around/over 10,000 frames.... The different sections of crumble blocks...
I was able to hold left (and not run) after the first ball boost and went over every block, instead of stopping and restarting... or jumping back up into the blocks.
:-/
Yes, this bug pops up randomly. I could not get it to show up consistently in testing. Sometimes the boost ball boosts for as long as you want it to, and sometimes it works normally. The boost ball crumble puzzle is the only place it's really helpful, and that one is probably the most annoying one there, so I don't blame anyone who cheats out of it.
Also note that this can't really be used without slowing down the game a lot, because to "store the momentum" properly you'll have to press left and right alternatively very fast. Also, sadly, you can't go this fast forever. When pressing left and then right alternatively you build up some extreme momentum (though you don't ever actually go as fast as it says, around 15 px/frame seems to be the limit, when in air at least), and when you then start holding one direction you shoot away in the opposite one, with the momentum slowly lowering. But apparently you can't build up the momentum to more than ~81 px/frame, so you can't make infinite dashes.
Since I'm using boost ball in Aegis, this should make for an interesting eventual TAS. My original anticipated route had boost ball gathered rather late, but maybe the time it can save will make it worth the early trip to its location... hmm.
Guess I better finish the hack so that we can turn theory into fact.
Another :20 finish. Since I suck at grappling beam mechanics, I greatly enjoyed every part that didn't involve them ^^ It was really exciting to have a new item to play with, too.
Yeah... That floor sinking could potentially end up being pretty sweet :)
EDIT: Btw, is springball collected before Boost Ball in any case?
In almost every case you will have Spring Ball first (bundled with HJ). Considering where boost and HJ are located, you'd almost definitely not be on a speed run route of any type if you got boost first.