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mechanic and gameplay thoughts on X-Fusion

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Dec 6th, 2016
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  1. Aran;Jaeger - Today at 12:54 AM
  2. https://www.youtube.com/watch?v=GZmSOu-f_ZQ lets see (though this is an old vid even without new hud):
  3. looks like hor movement speed is about the same/unchanged
  4. charge timer seems normal
  5. some room conections and layouts are shown, on screen directly and close by rooms in mini map.
  6. graphically, a slower spinning animation, hmm not sure if i like that.
  7. I wonder what he used for the hovering save platform... might be a savestation bottom tile under it and the thing an enemy like in WS before e-tank except it lets samus run through from the side and it wiggles up and down instead of staying steady
  8. room transitions at doors seem unchanged
  9. from what I know, samus´ size is 2 tiles or less but more than 1, at least charged shots hit ground enemies while running, so no need to stop and stand like noob bridge cac.
  10. the door velocity glitch still works kappa
  11. at least 6 blocks high jumps w/o highjump presumably, so might still be the standard 8 tiles jump
  12. height.
  13. the blinking after charged shots is still there so increasing spark timer slightly could still be a thing
  14. still 16 tiles wide screen but 11 tiles high which is weird, normally it is 14 with bottom 2 blocks not shown and top 2 rows hidden by hud but hud seems smaller but screen capture might not be full screen.
  15. YouTube
  16. Metaquarius
  17. Zazabi is hungry
  18. if the save plat is an enemy, guess one could test by kagoing if thats still possible depending on size change.
  19. hmm the charged shot speed though seems like a normal pea shot or a missile. i think i have charged shots slower in mind from vanilla
  20. the x drop appears at same time as normal drops would. a bit lower than things normally spawn
  21. or well displaced to bottom right corner
  22. not sure if thats a fixed place or rng
  23. and it moves on a straight line almost to off-screen, not sure what determines the drops´ movement in fusion or here
  24. Aran;Jaeger - Today at 1:00 AM
  25. i think gravity is stronger a bit. thereßs still 3 bounces one can hear but not as high anymore
  26. so jump height might be decreased bec of lower size, corner boosting and crouch... well i guess there´s no crouching anymore? not sure
  27. higher grav will make some walljumping climb stuff harder to time i anticipate
  28. when respin strats are to be used or w/e
  29. or well no there´s still crouching
  30. but it doesnt allow for such large height difference anymore ofc to displace from where projectiles are fired from
  31. hmm the x drop seems to have a cooldown time to be collected it seems. it wiggles around in place for maybe 1 second before it starts drifting off-screen
  32. bomb timer seems normal, cant say much about cooldown between laying bombs but should be similar at least.
  33. either he let go of dash when morphing midair or if he kept speed/dash then while morphing one wont anymore continue moving sideways
  34. but instead straight down
  35. considering how fast the transition from down aim to morphing and then landing goes, the combination of gravity and how far morphing shifts samus down must be rather high
  36. hmm actually oesnt seem far different from vanilla
  37. maybe a tidbit faster than usual
  38. roll speed seems same
  39. not sure if the diag left shot was to hit the crawler or was to hint at some secret nor if the 3 early bombs were to fit the music...
  40. screen scroll plms still a thing.
  41. the 2nd bomb was super close between 2 blocks x pos wise. not sure if the explosion radius is larger or if its just 1 pixel over to the right
  42. he gets hit by the 3rd bomb when rolling back and can quickly after continue to roll. seems normal, so morphball size even though unmorphed size is smaller shoudl still be close to 14 or so pixels
  43. and ofc a missile pack for emergency case of running out of missiles in front of that red shell
  44. hm no i doubt the bomb explosion hitbox is wider since the 5th bomb doesnt destroy the remaining block, so must been a close pixel thing at 2nd bomb
  45. crouchjump has samus´ box inside 7 1/2 to 8 block rows. seems workable
  46. unmorph animation might be a bit faster?
  47. hor air momentum seems same too
  48. oh man zazabi RNG in x-fusion runs will be fun
  49. for how many jumps until it´ll open up and sink slowly. i guess JRP could tell stories about that XD
  50. lets see how many missiles...
  51. or jumps needed
  52. 3 charged shots and 45-8-12=25 missiles kill zazabi 1st phase apparently, and in general the less hp the lower the size (i guess its like botwoon consisting of some projectile enemies disappearing 1 after another), and the less parts it has the wider the jumps, the faster it sinks and the more jumps before it opens up (YAY rng getting worse)
  53. and grapple stuns it like draygon which might help tas to reduce the number of rng relevant jumps and stun it midair while ammo cooldown is running for missiles
  54. missile fire rate i´d say same or 1 or 2 frames faster
  55. looks like 3 connecting enemies/bodyparts that connect the head with tail.
  56. and 7 missiles enough to get rid of 1st of them
  57. makes it faster, jumps higher, bit more aggressive
  58. after 12 missiles and 3 charged shots 2nd tile gone
  59. 19 missiles 3 charged shots is enough for 3rd tile/bodypart
  60. lets see how many jumps inbetween each
  61. maybe there´s a set of required minimal amount of jumps after each loss of a bodypart
  62. 1 | 1 || 4 | 1 | 2 | 2 || 6 | 1 | 2 || 3 | 1 | 2 | 1 |||
  63. numbers are jumps without it opening
  64. | once means opening
  65. || liek this means it opened and lost a bodypart
  66. ||| means switch to parasite/death
  67. i have the assumption that meta is speedrunner friendly
  68. and has the rng for number of jumps between 1 and 2
  69. before it can open again
  70. at leats for the jumps outside the ones after it loses a bodypart
  71. not sure if those are set/fixed to 4,6,3
  72. lets see what else we can find hmm...
  73. lets see how much damage it does
  74. 40 (indep of how many bodyparts)(edited)
  75. and he wants to show different approaches for it. no need to go straight under it and shoot up. diag can also work, same for showing off charged shots but pea nor grapple will work. didnt test bombs though
  76. wonder if he has something added for bomb laid in that shafty tunnel of zazabi
  77. hm i wonder
  78. the x parasite spawns just like the small yellow x drops
  79. during explosion of zazabi (similar to mini kraid btw
  80. i wonder if it is coded similar/same way as x drops
  81. and if so, since drops count towards projectiles, and since projectiles have a limit and can make drops not spawn like at botwoon when there´s many bodyparts left and explosions going on in the frame the drops woud appear, some wont appear
  82. i wonder if it can happen that the x parasite wont appear and one cant get the upgrade
  83. and ie either still locked in the room which i´d assume otherwise one could go midfight before x parasite after zazabi, or continue without the thing.
  84. and it has serris´ i-frame state, and all the other parasites aswell iirc
  85. (after getting hit, the white blinking invuln phase)
  86. I guess shooting it causes the drops to appear, and rng from where and which type, maybe screen pos dependent or fixed places off-screen from where they spawn?
  87. x drop movement seems also complicated
  88. parasite knockback from getting damaged by missiles is like how metroids bounce away from misiles unfrozen
  89. and its general movement prolly is metroid-esce
  90. yeah movement seems to be taken from metroids, maybe a bit stronger attraction but thats it
  91. 4 missile hits to kill it
  92. pretty sure he´s shooting the thing with pea shooter not only to show they dont do damage but also that shooting it probably causes the drops to appear
  93. bec knowing how to make them appear can be crucial if charged shots cant hurt it anymore and missiles run out
  94. i´d assume charge wont hurt it in that phase
  95. colour changes like dray/phanny/botwoon aswell
  96. apparently exactly when the parasite has its i-frames, shooting it (at least missile case) lets the x drops spawn from the parasite itself rather than what otherwise happens, namely them spawning from left/right at diff heights off-screen
  97. might be fixd off-screeen spawn places though
  98. and it does 32 damage
  99. Aran;Jaeger - Today at 2:00 AM
  100. yellow x drops give 10 hp it seems, green ones 2 missiles
  101. 10 seems rather low. i wonder if there´ll be different sizes or types for a larger one
  102. low% or general challenges could become quite farm heavy then
  103. hmm either drops spawn after times randomly off-screen or hitting the x parasite and doing damage that way seems to also generate drops, not only hitting without damage
  104. seems the green ones both did spawn from the same place/ceiling or something, and almost synch
  105. might be bec of hitting parasite with missiles during i-frame phase
  106. but the x drop movement gets me
  107. not sure whats used for those
  108. and it didnt already lag is special
  109. when there were so many drops there simult
  110. wonder if/what the max/limit is for drops around in screen same time
  111. its at least 6
  112. for some reason the way drew´s drewtroids move is what these remind me of
  113. hmm maybe they move like metroids except their target´s position (mabye some fixed placed points in the room) or the drift direction is determined by rng values that they are asked for... at some rate, which would then either be relatively frequently or there is some general wobbling on top of the drift
  114. not sure if their movement is samus dependent
  115. might be though aswell
  116. or the screen´s movement but ehhh
  117. though if one slows down and lets the vid advance just a bit each time
  118. i like how the 1st and 2nd x drop meet each other, come closer to each other and drift alongside to the left
  119. like they seem to be synched in some general way, maybe there´s other parasite couples or maybe the same rng values are used for all of them or somethig like that
  120. considering that for sidehoppers in original, if they jump same frame, their jumps are the same
  121. bec they use same rng value to determine that. same concept for kago bugs
  122. imo there´s quite a bit to extract from those vids
  123. ofc things are to be changed, but some figured out details may stay
  124. and since this hack will be tased and majorly be investigated anyways.. why not check a bit more thorough through the vids
  125. hmm doesnt seem like they are trying to avoid samus. and if that were the case it´d be surely tedious to collect drops when they flee from your character
  126. but farming might become a new thing when you gotta hunt your drops and cant stay still and fast-forwards anymore XD
  127. regarding their left-right movement, they remind me also of the owtches
  128. those randomly move left and right too, except they dont move as fast and arent as "heavy" liek metroids that take some time to accelerate
  129. the owtches immed are at max speed to the left or right and down take acceleration time unlike metroids
  130. so maybe vert and hor movement are indep and each in some owtch direction switch fashion
  131. not totally independent though hmm...
  132. now things get interesting
  133. if there´s still rng as we know it
  134. and the small cycle or unliekly but maybe even the larger one
  135. and drops stay in screen forevr, but might not be the case
  136. and samus can camp at some place where it wont interact with the x drops
  137. then those should if one does fast forward, shoudl have a fixed trajectory, or could obtain such
  138. if always the same pattern of rng values is used
  139. it should loop after some time at least
  140. it also seems that the variance in position sideways is much larger than vertically for x drops
  141. i.e. they move much more left right than up down(edited)
  142. the i-frame phase takes about 3 to 4 seconds for the parasite
  143. apparently
  144. so something like short charge timer(edited)
  145. which makes sense, considering i remember serris in SM Ice Returns starting the charge timer sound when it got hit
  146. question is also if one can hit 2 missiles in 2 consecutive frames before its i-frame phase starts
  147. like in fusion iirc
  148. and the effect of grapple, if it still stalls it or if it can cancel the i-frames or if one can collect drops with grapple
  149. it might make sense to have grapple early if one can collect x drops with it considering they move around so much
  150. to make it less of a hassle
  151. and bombs arent tested on the parasite, but if i had to guess i´d say no knockback/trajectory change induced by those and wont do damage but will cause drops to spawn
  152. so that´d mean one maybe could lay bombs where the parasite spawns and move away and then start that 2nd phase to get some hits in early or idk
  153. and it seems touching new x drops (and letting soem collection animation happen where they stick to samus shortly) cancels a prev x drop´s animation immed
  154. hmm okay seems he thought about the following too
  155. since the "item" would spawn wherever the parasite is killed, if one can kill it far/partially inside a wall
  156. it might make it impossible to get the item, or hard
  157. so the item´s position changes, I guess its another enemy actually with coll detection to trigger fanfare?
  158. moves like dray when dray dies, to a fixed place in screen, slowly
  159. Aran;Jaeger - Today at 3:00 AM
  160. and... collecting the item refills everything
  161. ok next vid...: https://www.youtube.com/watch?v=AKt4Rgvt-oY
  162. YouTube
  163. Metaquarius
  164. Golden Nettori
  165. hm thats even older, with still unchanged samus it seems
  166. pbs but no supers, not sure if that makes sense in for the hack progression or especially considering the vid is so old, might be totally different by now
  167. hmm it seems the weird fusion eye door is just like SM´s eye door
  168. except one can finally hit more missiles before it closes YAY
  169. not just 1 each time
  170. he hits 2 in 2nd opening, thats where it is 3 in total and it dies
  171. and spawns the red x drop, prolly refills all as usual
  172. or maybe only 2 hits needed. not sure anymore
  173. also im not sure if the brown collision rings appear in original like when hitting soem enemy but it does nothing
  174. or if thats in original too, but they appear here at very least
  175. i dont think that happens in vanilla though
  176. so instead of a PLM he prolly uses some actual enemy for it
  177. especially since it produces an x drop, which enemies do when they die
  178. otherwise would need to code PLMs to do so too i guess
  179. which again spawns diag bottom right displaced...
  180. maybe thats a fixed thing
  181. and thats werid max ammo and hp counts after red x drop collection
  182. not sure if thats related to the hack in the end
  183. hm ok spospo spores, nothing special so far...
  184. but dang man those vileplumes seem quite special
  185. didnt just take nomnoms
  186. those attract samus like the yellow laser beams from axeil in tourian
  187. i wonder if those 2 work together somewhat sharing things
  188. meta and drew
  189. but they do damage just like nomnoms, 2 every few frames. but the rate seems a bit higher
  190. ohhh maybe there is no supers?
  191. but nah that´d be weird
  192. bec then there´d be a hole in the HUD
  193. but on the other hand side someone on forum mentioned/asked about 3 diff x drop types
  194. and he said nope he wont code a 3rd type
  195. or well no i guess thats already for pbs
  196. 1 type for hp 1 for missiles
  197. or maybe the ammo ones increase ammo generally
  198. and are missile+pb drops idk
  199. its also kinda weird to see him shooting spores and those dropping nothing
  200. a difference for once
  201. they dont spawn the larger/fat x drops
  202. i mean makes sense kind of
  203. would look odd
  204. but thats varia, so shoudl do 4 damage each time, vileplumes that is
  205. wow 22 damage with varia from spores
  206. its iirc 4 from spospo in original no varia
  207. so 44 from these no varia i guess
  208. but yeah if its a late boss, seems fair
  209. still though... those would kill one quickly in low% or something liek that
  210. and the beam collides with the spawner of the spores...
  211. either there is those air tiles that cause beam collision placed there
  212. or one can touch those too, i´d assume even more damage jesus
  213. a boss that takes pb damage, interesting
  214. must be crocomire Kappa
  215. and pb still does nothing to spores, so thats normal
  216. and the left spawner of spores, its spores drift flat diag to the right and are produced in a fixed predictable rhythm
  217. just like mb1 rinkas
  218. or maybe thats just luck but the left spawner´s spores never do anything different, so would very either very unlikely or samus x pos dependent
  219. since the right spawner´s spores there is 2 options
  220. either same slow zigzag flat angle movement to the left
  221. or some zigzag downwards
  222. like deciding sidehopper large or small jumps
  223. might be samus position dependent though
  224. and the spawners die together with the falling dying head of the golden statue, i guess to make it easier and change up the fight, instead of having the hor beams on top of falling spores
  225. and that confirms the spawners are enemies
  226. not sure what grapple and bombs would do. with spores prolly nothing, the spawners, might just collide or stun. not sure if they are killable but most likely not bec then the 1st phase would be trivial
  227. Aran;Jaeger - Today at 4:35 AM
  228. 12 Missiles, 2 pb hits, + 17 missiles, +3M, 2 pb hits, +4 M +4 M, 2 pb hits, +10 M (red), +1 M, 2 pb hits, +13 M, 1 pb hit... makes
  229. 9 pb hits and 64 missiles to let parasite appear
  230. the pb prolly did too much damage by a bit
  231. (the final one)
  232. and apparently 6 pb hits and 50 missiles for red phase
  233. and the green spazer shots from it seem to be enemies that the projectiles etc collide with
  234. he tried to hit a charged shot quite a few times but never did
  235. guess he tried to demonstarte if it does something or not
  236. 8 missiles to let 1st arm fall off the golden statue
  237. 12 Missiles and 2 pb hits for 2nd arm to let that one fall
  238. (in total, not additionally)
  239. and we´ll probably not be allowed or able to open that hack in smile to check things
  240. unless tewtal might break it or idk
  241. 20 missiles and 2 pb hits total to let chest fall
  242. or well a knee rather
  243. 27 missiles + 2 pb hits in total to let head fall
  244. 33 missiles and 4 pb hits in total for purple phase
  245. as soon as head falls, the spazer shot enemies start spawning.. in what order/pattern hmm?
  246. UDDUDUDUDUDD....
  247. (for up and down)
  248. but nevermind i´m pretty damn sure
  249. that the height at which such spazer enemy spawns is determined by samus´ y pos in the room the frame the prev shot despawns
  250. i.e. it is very suspicious that it keeps spawning exclusively only at bottom when he falls into the right pit for a while
  251. and the assumption matches with what happens aswell
  252. hm he gets double hit by 2 spores once
  253. 63 damage by green spazer enemy with varia
  254. but touching the statue itself seems to do nothing
  255. oh. also when the head falls off, the flowers start spitting the spores, since the 2 top spawners die at that time
  256. lets see that pattern
  257. ok this time def not samus x pos related
  258. Aran;Jaeger - Today at 5:01 AM
  259. hmm seems to be a constant pattern starting with the middle one the left then right and repeats, at least when samus is far enough away or not inside. otherwise the middle one can repeat once more
  260. i wonder if one somehow could super short charge down there inside 1 of the plants
  261. bec they draw samus to the center pretty hard, almost cant run against it sideways
  262. wonder if grappling the statue could delay its shots/animations a tiny bit
  263. and bombs werent tested on it
  264. not sure if the flower spores do damage, it seems no, at least no 22 hp (or large) hp jumps outside the 2 hp drain
  265. hmm and some lag phase like at mb1 to mb2 switch. I gues bec of similar room change happening. also screen is allowed to scroll. all that when parasite appears
  266. the parasite also does 63 damage
  267. and green x drops dont give pbs
  268. so im not sure where those can be restored
  269. its spazer shots do 63 too
  270. but one has spazer by that point already, i gues it´ll give plasma or something?
  271. seems like it can shoot its projectiles in the usual 8 directions
  272. there is either a minimal required cooldown or rng involved for when a x drop will spawn off the parasite if some samus projectile collides with it(edited)
  273. grapple stuns the thing again
  274. 4 missiles kill it
  275. And... as expected
  276. since he surely uses beetom AI or enemies or some part for the x drops
  277. and when a charged shot is fired, samus blinks
  278. the combination of both (collecting drop and firing charged shot) creates the fake bluesuit effect which is quickly gone though
  279. its unclear if charged shots can hurt it
  280. but only hitting it in the eye when its already charging a shot seems to damage it
  281. and well yeah apparnetly gives plasma >_>
  282. nice that one can also leave the room without getting plasma
  283. oh man i can already see it coming
  284. dem low% attempts that randomly get rekt by the dead parasite as item moving into samus and accidentially touching them XD
  285. ohh!
  286. apparently collecting the item doesnt regenerate everything
  287. so i´d assume same did hold for zazabi´s item, so that´d explain the weird max counts for that case
  288. it either normalizes stuff/rounds up or it adds: 2 e-tanks and 44 missiles, no pbs
  289. assuming the max values arent weird, the red x drop adds: 71 hp and 13 missiles, and maybe pbs
  290. next one: https://www.youtube.com/watch?v=soepCT4qx2M
  291. YouTube
  292. Metaquarius
  293. Gravity-defying BOX
  294. seems walljumps have much higher sideways speed than in vanilla and bec of higher grav are lower
  295. might even have highjump here bec i´d assume zazabi before box
  296. looks like still 4 magic pose correlated frames for charging sparks, maybe 5, but rather the 4th animation cycle needs to end completely
  297. slope-recharging is nice bonus
  298. fall speed seems to be similarly capped as in vanilla though
  299. if he really demonstartes or wants this recharging for the box fight to do something and if this something possibly is useful, i can see resets over missing those slope-recharges
  300. well yeah it damages box. not sure how much it does
  301. dem missile trajectories doe
  302. i guess one could turn off gravity in the water
  303. and do the spark suitless in there
  304. might allow for more contact frames during spark for more damage
  305. apparently cant slope re-charge sparks in there
  306. and charging sparks hmm...
  307. takes him quite precisely 2 screens to charge the spark up there
  308. so in box´s room it´d be 4 tiles short
  309. BUT there is a thing
  310. unless changed
  311. namely starting to run with grav a tiny bit, and continuing in suitless mode
  312. which cuts the distance super short in vanilla
  313. if that works still there, there might be fun things and rng regarding box jumping into or hitting samus while setting a spark up with pauses or not
  314. could become an rng game a bit
  315. and if box is at ceiling or ground might make differences
  316. also OH MAN...
  317. well depends on if he changed/fixed that
  318. if bomb grapple hanging is still a thing then the pre box room has lots of g-blocks close to doors
  319. very similar to pre col room
  320. might allow to apply grapple teleportation through the left doors
  321. sparks definitely accelerate sideways. one can check the spark echoe distances to samus early on and late during spark
  322. and super missiles seem to exist
  323. considering nettori might not be damage-able with charged shots which he though didnt manage to show off in the prev vid
  324. low% might be determined by bosses like nettori
  325. bec there´s also no x drops before statue is gone
  326. but that´d mean rip if ammo is gone
  327. so I guess charged shots still can damage the statue
  328. I´d estimate 5 to 7 hits with a spark being possible the way he does it, which might very well be max
  329. looks like box doesnt move while getting hit either
  330. but when box jumps its body might be wider, not sure
  331. but it looks like it can contract and extend itself
  332. hmm... i see not much of a chance for d-boosts. this d-boost here is like a mix of vanilla and redesign, where redesign d-boosts are pretty useless if you wanna go far sideways
  333. shooting its missiles is possible like shooting gt´s super. possibly same/similar code used
  334. and wow box missiles can accelerate to speeds that look way beyond 15 pixels per frame O_o
  335. it maybe can shoot em through walls/doors
  336. at least from far left to right or vice versa
  337. regarding its attacks: a sidehop towards samus; missiles, ramming/charging at samus, switching between ceiling and bottom; . am also not sure if box will always go to the ground at beginning. it either spawns at ceiling or midair and then lands.
  338. it appears to be much wider hit-box ( :wink: ) size wise in the damaged phase, and it seems it never tries to ram samus when its on the ceiling (for apparent reasons)
  339. and box´s jumps when it is on the ceiling appear to be 1/3 "higher" (i.e. lower, towards the ground, i.e. stronger) than its jump height on ground, which makes sense bec the jump height from the ground applied to ceiling case might not even reach samus anymore. but still morphing should keep samus safe from ceiling jumps
  340. there surely must be either some bonking and bouncing back from walls or a some limit x positions for where box can and cant jump towards smaus anymore, to prevent it jumping oob/off-screen
  341. due to the jumps from ceiling being larger and wider than from ground, it´s position can shift a bit left and right, compared to the initial situatin
  342. I also wonder if pseudo-screw attack will be a thing (also for the above boss fights)
  343. hp drain when the broken box is in water, (even with grav!) seems to be 1 damage per frame or maybe per 2 frames
  344. apparently also no x drops available during fight
  345. skipping charge seems like a no go for low% already
  346. otherwise way ammo needed or w/e
  347. Aran;Jaeger - Today at 6:00 AM
  348. 12 charged shots, 4 supers, 5 to 7 spark hits reach the broken box phase
  349. it seems 19 charged shots and 15 supers and 5 to 7 spark hits kill box and let the parasite appear
  350. and grapple blocks on the sides... if one goes low%, either spacejump, tas ibj or grapple or walljumps and respin (not really though) i guess
  351. and pbs dont hurt it, it seems
  352. pseudo screw either doesnt exist or doesnt hurt it either
  353. sparks drain hp still 1 per frame it looks like
  354. touching box does 30 (also for broken phase)(edited)
  355. its missile 20
  356. and give i-frames at least and arent like onions
  357. i gues the damage values at beginnign are rather calm bec of the hp drain afterwards and how people can handle that
  358. oh interesting. the shells blink even before the parasite is killed. he either messed up the kill count value or its some intentional detail
  359. those parasites take about 2 times as long charging their beams to fire them
  360. box might give screwattack? he has grav speed, spacejump, spazer already and plasma by nettori...
  361. https://www.youtube.com/watch?v=YO-x7j5RyGc lets see
  362. YouTube
  363. Metaquarius
  364. SA-X-Ray
  365. hmm weird... i guess samus´ position at least for those zeela x drops does attract/influence their trajectories
  366. but there might be diff kinds, at least differences to the ones from parasites
  367. also.. the box sizes for the x drops are super small
  368. in SM one already collects drops from quite some distance, and here i can see samus walking through some of them and not getting them even though she could
  369. at least there´s still acceleration when running as shown in the prev box vid, and not constant speed like in fusion
  370. freaking 272 damage suitless from SAX´ beam
  371. nice
  372. hmm and highjump seems to allow 9 blocks jump height or something like that
  373. spinjump even
  374. also now I know who SAX is in reality.... it is......
  375. KOJAKT!!!!
  376. it wastes supers at blue doors so it must be him(edited)
  377. I wonder what it´d do if one opens the door beforehand
  378. or delayed/while its shoting it
  379. or if oher shot types would open the door aswell like her beam
  380. he also doesnt show the full situation in 2nd case, maybe there´s something further above that he doesnt have or wanna provide yet
  381. like the chasing started before the vid´s 2nd part shows up
  382. must be some height trigger i think like other enemies have it (pirates and triggering their shots etc) which triggers SAX chasing samus even though she didnt find samus by scanning
  383. also wonder if SAX just vanished in 2nd scene or jumps oob/off-screen or w/e
  384. hm yeah i´m starting to think it doesnt actually have collision detection w.r.t. solid grounds/blocks
  385. and just can move through like refill bugs etc
  386. which might lead to weird situations/bugs where it is seemingly moving through floors or walls if things go wrong
  387. in 3rd case it seems it ignores the shell/door too
  388. hm so those were all rather small scale, and early (regarding items samus has in those) meetings, with onyl 1 SAX and it having varia not grav yet, and prolly not the fancy moves that it has lateron, so there seems to be an evolutionary process in time
  389. with how sophisticated SAX gets and her AI "learning"...
  390. i guess SAX just gets more and more salty never being able to catch/find samus
  391. Kojakt*
  392. and after a while, kojakt brings his friends in gravity suits to help him Kappa
  393. their fire rate is rather quick and their beams have fat boxes mang
  394. so the 3rd chasing seems to have started in a prev room already too
  395. hmm well now the quesiton is if those SAX have some general AI or room adapted one with cues and so on
  396. bec they even do walljumps...
  397. and have screw, no suit for samus yet. wonder if thats insta kill
  398. he doesnt show off yet how much touching them does
  399. and seems he designed the room just such that he can show off the walljump, spinjumps over diff high hurdles and morphing through a tunnel
  400. and an overhang to clear for the SAX aswell
  401. so yeah i get the point, meta
  402. or no its spacejumps, not walljumps
  403. 136 from a grav SAX beam shot... with varia? if thats varia, its not so distinguishable from suitless but should be varia bec of expected heated area and damage correlated to that
  404. or well ok. its mostly yellow, not blue. guess thats fair enough
  405. also wonder if bluesuit would kill box...
  406. or if flashsuit via spikes is still a thing
  407. 4th scene also starts in prev room...
  408. situation for 5th one (which shows how the thing starts for once) seems strange
  409. i guess thats just from quickmet testing with full e-tanks even though no suit (anymore maybe???)
  410. its prolly just quickmet though
  411. considering he made a bunch of those and level design isnt quite finished
  412. so he might not know or be sure about what one should have in each case
  413. hmmm... in this 5th case
  414. well either the ceiling matters, or they can move through ceilings anyways
  415. but i guess there is some SAX (the early 2) that can move through blocks
  416. and others that cant
  417. so if those 2 grav screw SAX guys from the ceiling
  418. cant move through blocks otherwise, combine that with pbs not always clearing all blocks out
  419. see blue brin hundo at e-tank
  420. then there might be remnants of pb blocks in the ceiling
  421. but i guess never so many that it´d hinder thier movement, at most if they are too dumb to avoid the remaining blocks
  422. if one can get past the wall w/o a pb, might be interesting to see what´d happen, but i dont see a way to do so either
  423. hmm with the quickmet ammo+items for samus, he might just want to additionally and independently show off other things that he already finished
  424. like screwattack in the 5th scenario
  425. 272 damage again by grav SAX beam, suitless.
  426. but freeze-able
  427. could be fun to kago into an SAX to troll it XD
  428. or well...
  429. to freeze it midair or something for clipping oob etc
  430. sounds more relevant
  431. if thats still possible with samus´ new size
  432. but if they dont react to cf/pbs
  433. and if cf still a thing
  434. could cf on top of frozen sax might be hard to set up though
  435. or charge spark and extend a crouchjump with a spark to go through eiling
  436. might still be possible even if normal clip doesnt work anymore, nor x-ray i fear
  437. and samus screw saving her from getting hit. nice that its not useless
  438. i wonder if that d-boost off the right varia sax was a speed-kept one
  439. i´d not expect it to go so far from what i saw before
  440. they seem to have i-frames aswell, and a knockback animation
  441. what enemies have such like this?
  442. dont think there´s anything outside the wonky unfrozen vanilla metroids
  443. and really seems they interact with solid blocks
  444. 6th doesnt start from beginning either and i guess it there for the people not having noticed before in part 3 i think that SAX can crawl
  445. and not just crawl/roll but also springball jump or that might rather be timed and hardcoded
  446. those might not interact with solid blocks not sure yet
  447. 136 with varia contact damage again...
  448. seems their shots and bodies do same damage
  449. Aran;Jaeger - Today at 7:00 AM
  450. wonder if he tested turning off ice shortly after freezing them
  451. or well... its the super that freezes them now >__>
  452. well seems to have advantages and disadvantages
  453. disad: clip stuff might not work with weak enemies if they insta die unless the usual first freeze then die rule holds
  454. adv: lots of enemies will freeze 1st super shot bec its supposed to deal quite some damage
  455. and allows to freeze enemies behidn walls even w/o wave possibly
  456. if supers still accel as usual
  457. disadvantage: if you really are used to kill not freeze or want to actually deal damage with supers
  458. it wont do so if it freezes bec of the super
  459. hmm their behavior on slopes seems tiny bit wonky, at least 1 varia sax went a bit visually into the floor at the slopes... not sure if thats a danger for a bug
  460. imagining freezing it at proper times repeatedly and letting it avoid/ignore some block collisions not sure
  461. i guess ice supers really will save samus/the player a few times
  462. seems like best weapon against their high fire rate+fat beam box +not touching chasing enemy
  463. bec they stun them a bit
  464. and seems their AI updates regarding samus´ position maybe every half second or so, maybe every second
  465. and reacts/does stuff according to those old coordinates of samus
  466. and the sax guys really like to waste supers..
  467. in i think 7th case i wonder if one can open the shell manually and if it´ll then shoot the super at samus instead of hitting shell
  468. they seem to not fire supers otherwise
  469. might lead to a crash or bug when samus interacts with the super or some samus projectile/grapple/bomb/..
  470. now showing off SAX speedbooster even. stuff is getting srs bznz
  471. even when sax runs past slopes, so that works too apparently
  472. hmm.. getting stuck in ceiling at hor spark attempt
  473. thats a thing possible in SM too but not as likely to do unintentionally
  474. i guess he didnt quite adapt samus box during sparks
  475. which might make such annoying ceiling stuck during spark happen more likely
  476. could mess up strats/runs
  477. or it was a diag spark >_>
  478. OH!
  479. i didnt even notice this at the box fight. my gosh i´m a scrub and gotta grow me sharper eyes...
  480. there´s no spark crash echoes anymore RIP
  481. or.. it is his 30 fps yt vid Kappa
  482. wonder if messing with speedrunning SAX via grapple can mess shit up
  483. guess thats it for now. will continue later with this i think: https://www.youtube.com/watch?v=tH9Yw-dm20g
  484. hm ok at that vid I guess he decided there wont be any supers in his hack but just missiles (with the ice upgrade) and pbs? at least HUD lets it seems like that
  485. wonder if the samus visor part of the HUD far top right is just for funsies or will actually do something. might be some indicator symbol for when there is an SAX?
  486. lots of new graphics... lets hope actual hitbox sizes still fir roughly the visual size of things
  487. and water drops from z-fac in here. nice
  488. and HUD shows max ammo values.
  489. which are a bit odd numbers. there´ve been a few times now where those numbers weren´t multiples of 5.
  490. maybe he adapted the number of missiles to the fact that there´s no supers and that the missiles are now the powerful weapon with their ice effect
  491. and if there stil would be 230 missiles now with ice that´d be OP
  492. so I guess the amount is rather like the supers count in vanilla, maybe a bit higher
  493. and rip mini map
  494. sometimes useful to see nearby savepoint
  495. but if rooms are unique enough one can remember things
  496. he got varia and wave and some stuff before spospo... either skippable again or later bec more advanced
  497. and 23 pbs. that might been more than at netorri
  498. likely just quickmetting though
  499. and just giving him stuff
  500. either he has highjump too in that vid or jump height is increased
  501. the spores fall/sink much faster, about twice as spospo´s it seems
  502. well walljumps go much more sideways and gravity seemed stronger in previous vids, like half or 1/3 of the difference between vanilla towards redesign
  503. Aran;Jaeger - Today at 6:02 PM
  504. seems it generally goes 8 shaped once again, and can stop at certain places:
  505. at top for 1 beam shot together with spikes
  506. then bottom for hor beam shot after closing 1 more time, or short waiting phase followed by ramming
  507. or top with 3 beams and a shift/jump in the 8 pattern.
  508. mid-height to just wait and bait for an attack (and i guess one wants to get as many of these for quick opportunities to hit it, but not sure what the cooldown times are for it stopping a next time and doing some attack)
  509. actully it seems it can open up top right and left, bottom right and left (and center left right)(edited)
  510. hmm seems it can open up every half of an 8-cycle but doesnt need to
  511. nope seems each quarter parts of the 8 cycle are an option, maybe not the 1st one though
  512. so after half of a cycle, 3/4 or 4/4
  513. and sometimes at center height
  514. i gues one should anticipate it to open after a half cycle and if that doesnt happen it always seems to be after 3/4. so mostly it opens up in the corners and cycles through the 4 corners
  515. and speeds up in red phase
  516. brown phase was too short to detect specialities abou it
  517. hmm and it then can open up at 3/4 and 5/4 of a cycle in red phase
  518. and it looks like missiles give a bit of a knockback to the parasite when hitting without damage?
  519. even more so if it damages
  520. and of course he opens up the shell by angling and not a spinjump to show the item XD
  521. https://www.youtube.com/watch?v=7kjwg_Nv50g next one
  522. YouTube
  523. Metaquarius
  524. Reserve-X
  525. I wonder what that "H" in the HUD to the left is (yeah it surely sands for hud...)
  526. wasnt there in spikespawn vid
  527. crabs spitting rocks like skrees, kind of
  528. those reserve x will be random and weird to find.
  529. considering those are items aswell, people will search a bit for hundo
  530. not sure if douping or getting them multiple times might be possible
  531. but yeah adds another dimension to items: they arent all expected to just be at fixed tile places but can be hidden in enemies...
  532. and all there is is a bunch of enemies stacked close together for a bunch of x drops
  533. so all such places are candidates for such items
  534. 8 damage by crab-skreee rock with grav
  535. considering he had ice missiles coded by then bec its part in the prev SAX vid (unless he just published them in vice versa order), and samus having grav and stuff here already. seems crabs cant be frozen
  536. with supers >_>
  537. i guess its not even the fact that there are so many x drops
  538. but just killing certain specific enemies causes the golden guy to appear
  539. so YAY we´ll hunt all the enemies for hundo and lets hope there´s no such golden enemies stuck in walls/ceilings/off-screen and are unused but can be gotten for 5 r-tansk anyways kappa
  540. or collecting such r-tank same time as transitioning, if possible to get them twice
  541. and now the x drops can reform back into enemies
  542. sounds like enemy manip to reposition them and rng. lets hope its not much relevant for runs or something
  543. 16 damage by golden crab contact
  544. hmm and not just that
  545. but x drops can take over the green "normal" crabs to turn them into colourful ones
  546. wonder if the number of drops in total then reduces. it probably does
  547. so rip a drop if that happens, bec killing the other crab surely will only produce 1 x drop
  548. depending on into what the enemies can turn into afterwards...
  549. like a ripper into a geemer or something
  550. some traversal puzzles/options seem to be available
  551. unless its just a palette change
  552. collecting drop same time as it takes over an enemy might be something to check
  553. or killing said enemy same time
  554. nteresting!
  555. there´s a yellow x drop giving 30hp this time
  556. instead of 10. will they all look the same but do diff amount of hp?
  557. might be 2 drop types for hp afterall
  558. might be an enemy dependent number too
  559. dat mini kraid explosion type doe
  560. https://www.youtube.com/watch?v=EfbbpJ2-Ids alrighty
  561. YouTube
  562. Metaquarius
  563. Angry Fire Croco
  564. invisible croc´s awakening triggered by ramming it... not sure if one could damage/shoot him beforehand for an advantage
  565. also laying bombs at where samus is crouched and get knocked while taking control of box might be a thing
  566. or starting a spark from crouch during that
  567. wonder if box would to damage if one kagos into it
  568. and either ramming croc instantly cancels the box control state
  569. or he releases it just in time, or its just for that initial bonk
  570. hm nope, seems one can keep control after ramming croc witha box
  571. dodging the (croc scream induced?) lava tide could get complicated
  572. also one enters from the left. there´s no spikewall or anything
  573. so wonder what´ll happen if one just lets croc go to the far left
  574. might be impossible though bec box needs some space aswell
  575. so unless croc can walk through box or one can jump into/through croc with the box (maybe by triggering the jump forwards and cancelling control over the box midjump if possible)
  576. croc shouldnt be able to reach far left side
  577. wonder if one could jump out of the lava onto far left platform with box
  578. maybe to reach higher grounds and get some hidden hundo item in the ceiling :open_mouth: Kappa
  579. left sid eof the room is like a bottle neck. croc would get stuck for sure
  580. or if one can push smaus through the left door somehow usig box control
  581. no grapple/(bombs)/pbs to play around here
  582. i have the feelling lava drains hp faster suitl than in vanilla? especially considering the lava drain like this is in vanilla coupled with heat damage and still seems not quite as fast as here, unless the new numbers and how they change/are displayed are tricking me
  583. croc spitting eggs like gt, roughly
  584. they look similar to the red x drops
  585. might be needed to refill stuff even?
  586. hm i could imagine players crouching to dodge the space pirate quadruple laser and unintentionally taking over control of box(edited)
  587. ok at least charged shots do damage
  588. hmm normally enemies dont interfere with each other when they touch
  589. must be own code again
  590. so there might be ways to trick this new collision detection between box and croc
  591. i guess thats partially the reason why croc never goes leftwards
  592. bec walking into/through box might cause issues
  593. quite far knockback from those electric balls
  594. thats unusual. its not the normal knockback frames nor knockback animation, unless holding forwards to get diag backwards knockback pulls samus that far
  595. and he used the savestation electricity effect when getting hit by those
  596. might allow for some fake bluesuit effects aswell
  597. like metroids and beetoms or x drops at the nettori vid when firing charged shots
  598. would also be interesting to see if croc still is 1 tile short height wise and one can roll past him
  599. lets see room size and compare
  600. hmm ceiling seems to not have a fixed height
  601. 8 tiles high tunnel
  602. same as original
  603. except here there is a higher ceiling at few points too
  604. Aran;Jaeger - Today at 7:02 PM
  605. room seems 6 to 7 screens long
  606. (at least at 6th screen the lava pit starts)
  607. seems similar to original
  608. hm 5 missile hits and 8 (also much smaller than in original) steps backwards
  609. 2 missiles 4 steps
  610. 4 missiles 6 steps
  611. is it always 2 additional steps for free?
  612. i guess could make sense
  613. allowing to do croc in more rounds for less ammo but taking more attacks from croc that way bec more often stop and go
  614. 2 missiles 1 charged shot 6 steps
  615. charged might count as 2 again
  616. hmm then croc did some 2 steps by himself after spitting stuff
  617. 4 missiles 6 steps
  618. not sure if croc is damage-able while its charging so hard that it loses its colour (grey phase)
  619. seems one cant
  620. so thats a waiting phase one might get by rng or is fixed for 2 of such attacks the very leats?
  621. but the electric balls are just like normal croc spitting from vanilla, at least their pattern but lower number and fatter boxes
  622. 8 free steps after grey mode
  623. 6 for lava tide attack
  624. i guess its survival mode after a first phase
  625. and at certain amount of steps the fight´s pace changes
  626. then only 4 more free steps after 2nd grey mode
  627. 6 again for electrix balls
  628. then 2
  629. seems to be RNG once more
  630. between multiples of 2 steps, since step sizes are much smaller than in vanilla
  631. 2/4/6
  632. or he just doesnt like to go back anymore at some point, and only does 2 of them each
  633. like an intensification of the fight
  634. then a final 6 steps to croc´s death
  635. so 17 missiles 1 charged shot seems enough
  636. provided croc automatically does the rest at about half into the fight
  637. but also doesnt go back unless samus or screen is close enough to croc for reasons
  638. would be funny if one could do the missile part then go left and wait until croc killed himself
  639. outside of the maybe bec of something like that required bonk against croc to initiate the death animation
  640. pirate laser does 10 suitl.
  641. seems reasonable since handling to stay out of lava is important bec that seems to drain hp quickly
  642. croc´s claw 10 aswell
  643. croc eggs 10
  644. electric ball 26(edited)
  645. hm i wonder if he´ll give a penalty for staying away from croc often/long
  646. like in vanills croc will advance
  647. which seems to not be an option here
  648. maybe something else might happen idk
  649. jump height in lava doesnt seem too bad, so falling into croc´s pit together with him should be survivable
  650. hmm but he still hits croc late with 2 charged shots
  651. and jumping against croc with box seems to damage him aswell?
  652. guess he wont go back quite on his own then
  653. answers a few questions
  654. https://www.youtube.com/watch?v=dGFgUPYyZjk 2 vids remaining
  655. YouTube
  656. Metaquarius
  657. Ghost in a skull
  658. oh well if triggering the awakening here (for 10 hp) is mandatory, then that means min required damage is increased and might depend on how early on one can get suits
  659. but it seems its triggered via distance, but is cloe to already touching the thing
  660. counterclock wise phanny flames
  661. seems like it consists of 3 or so bodyparts
  662. err 4
  663. I wonder whats going on with the screen there. he moves right screen goes left
  664. prolly bec of ghost spawning left and forcing this?
  665. might be a cue one should use to know where it will appear
  666. wow a boss that can be damaged by pea shots and its not the 1st boss :open_mouth:
  667. 4 uncharged shot 3 charged shots 12 missiles to kill it and let parasite appear
  668. has even less than in croc fight
  669. but would be strange if this one comes first
  670. looks like onyl 2 missiles this time to kill the parasite
  671. 20 damage from claws
  672. would mean death in 5 hits
  673. weird 10 damage by claws this time
  674. guess he either touched phanny and claw same time
  675. or multiple claw parts
  676. or they ignore i-frames
  677. and the sunrise surprise flame spreading pattern except for single flames each and counterclock aswell
  678. for death animation
  679. weird this time the yellow x drop gives 20, neither 10 nor 30
  680. and looks the same
  681. 16 damage does the parasite
  682. phanny claw pattern seems to be a x distance triggered stop, and possible side switches with teleports and "comebacks" from far to the side of the room
  683. aswell as charged claw attacks not sure if those do more or are just a different croc surprise attack approach to hit samus
  684. that attack reaches rather far(edited)
  685. if one is at end of screen or close already, might be undodgeable
  686. on the other hand side if it cant do this anymore if one is close to screen end
  687. then abusing this fact and staying close to the end would always trigger a predictable normal claw attack
  688. wonder if it can be killed while it is doing some claw attack
  689. https://www.youtube.com/watch?v=XD_wU8P8ZxA and the final one....
  690. oh man this will be complicated
  691. entering via a crumble...
  692. i see ceiling CF coming into play to avoid the item or the path ahead, possibly
  693. there might not be a CF anymore though, due to fusion and ammo system and x drops
  694. and the SBA ammo switch function
  695. seems like the floor is mostly bright sand but also has some slopes?
  696. wonder if some slope-recharge sparking is intended
  697. not from inside the place but carrying it from outside
  698. collecting the green x drop causes the draygon triger?
  699. wonder if they´d stay in screen forever or could reform into some enemy
  700. this time dray from the right, and seems to face left all the time
  701. if he can grab samus, this might be related to the crumble entrance to the right
  702. to keep samus left
  703. 34 damage with grav
  704. oh man and it moves freaking fast
  705. suitless dray fight will be rough
  706. dray likes to play pong
  707. x pos dependent green tripling laser attack. alternates between upper and lower gun each time it seems
  708. and for samus beign to the right....
  709. not sure if when the bottom claw opens if thats when he could grab you
  710. err no seems like a wide beam shield shot
  711. doing 20 damage(edited)
  712. again far left and right hovering. not much up´n down. adapted to the screen sizes
  713. just like SM did too
  714. mirrored extended sine curves for beams on its back
  715. Aran;Jaeger - Today at 8:00 PM
  716. seems like an y pos dependent trigger for the missiles on dray´s back, like if samus comes too close
  717. and either some dray hp dependent change of the attacks from his back, or it can generally fire missiles diagonally aswell
  718. i guess its the former
  719. bec now the missiles are synched in pairs and shoot all the time, instead of being triggered
  720. and no trigger needed anymore bec of also diag going missiles anyways
  721. together with the left nd right + slight up down movement that keeps samus a bit in check
  722. hp dependent serris-like enraged states
  723. hmm this time the head opens for gunk, and a higher rate and same trajectory for all
  724. and they still slow samus down.
  725. farming stuff from dray could get tedious in low%/any%
  726. not sure if he can spit gunk early on already
  727. and he probably kept dray far down and not let him go up towards the grey shell or crumble block to prevent possible clips through shell or crumble
  728. hm and places to the sides at the walls to stand on. well that increases the fighting options
  729. #camper strats
  730. except camping isnt likely to do much
  731. but weird. the HUD doesnt show grapple anymore
  732. surely he should have that by then
  733. wonder about x-ray. but probably isnt a thing anymore
  734. or has different function
  735. grapple isnt taken out either
  736. he even changed its colour/graphics for this
  737. or maybe the far right symbol isnt a samus helmet but grapple hook?
  738. seems a bit squeezed though
  739. wonder how many bodyparts dray has. must be more than....
  740. 6
  741. also looks like the direction the gunk is fired at aims at samus. so you rather bec of gravity and gunk falling down wanna be high up in the air
  742. and killing gunk with pbs again doesnt produce x drops....
  743. hmm shots and hits would be hard to count for dray, bec of the ice effect spreading like plasma SBA
  744. guess i´ll leave that out then
  745. also dray and projectiles going towards him arent always in screen
  746. green beam does 10
  747. also tricky clever thing to let dray shoot the un-separated green beam to off-screen area
  748. and then let 2 of the split beam parts come back from there
  749. "out of nowhere"
  750. if one doesnt pay attention
  751. 20 damage by a dray missile
  752. 10 by green beam from dray´s back
  753. which ignoes i-frames
  754. so green beams might generally do so
  755. seems he intentionally gets hit by diferent stuff
  756. and intentionally jumps to trigger dray´s missile shots
  757. at least dray still invuln to pbs
  758. gunk this time sucks hp. 3 at a time
  759. pretty sure dray grab doent exist anymore
  760. doesnt even try to grab
  761. and the claw cannon has a diff function aswell already
  762. 3 damage rate is about...
  763. 21 damae total. 7 hits, takes about 2 to 3 seconds
  764. getting hit by a full stream of these could do quite a lot of damage
  765. i guess thats fair enough since the tail slaps are taken out for this
  766. it seems if dray´s back comes too close to samus at least at similar height, he wont do the sined green beam shots anymore that ignore i-frames
  767. seems fair aswell
  768. considering dray anyways rams the right wall to squeeze samus
  769. if one stays there
  770. generally looks like staying far up in the air and knowing how to fire and respin might be a good strat
  771. a less lazy/more button heavy approach
  772. or maybe not when dray is close to samus but when his x position is far enough to the right his back wont produce green sine beams anymore
  773. seems when dray´s body is in rampage mode he still does 34
  774. am pretty sure if there´d be a way to stay up the crumble aftr triggered fight
  775. one could just spam stuff down there
  776. 3 ice missiles to kill the parasite
  777. woah the item is different now and replenishes everything apparently
  778. as opposed to maxing out missiles and adding 200 hp
  779. even with an own animation for it
  780. he better makes sure the animation is cancelled to not have ones own stuff replenished 24/7
  781. ok thats it
  782. - - -
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