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- Aran;Jaeger - Today at 12:54 AM
- https://www.youtube.com/watch?v=GZmSOu-f_ZQ lets see (though this is an old vid even without new hud):
- looks like hor movement speed is about the same/unchanged
- charge timer seems normal
- some room conections and layouts are shown, on screen directly and close by rooms in mini map.
- graphically, a slower spinning animation, hmm not sure if i like that.
- 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
- room transitions at doors seem unchanged
- 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.
- the door velocity glitch still works kappa
- at least 6 blocks high jumps w/o highjump presumably, so might still be the standard 8 tiles jump
- height.
- the blinking after charged shots is still there so increasing spark timer slightly could still be a thing
- 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.
- YouTube
- Metaquarius
- Zazabi is hungry
- if the save plat is an enemy, guess one could test by kagoing if thats still possible depending on size change.
- 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
- the x drop appears at same time as normal drops would. a bit lower than things normally spawn
- or well displaced to bottom right corner
- not sure if thats a fixed place or rng
- and it moves on a straight line almost to off-screen, not sure what determines the drops´ movement in fusion or here
- Aran;Jaeger - Today at 1:00 AM
- i think gravity is stronger a bit. thereßs still 3 bounces one can hear but not as high anymore
- so jump height might be decreased bec of lower size, corner boosting and crouch... well i guess there´s no crouching anymore? not sure
- higher grav will make some walljumping climb stuff harder to time i anticipate
- when respin strats are to be used or w/e
- or well no there´s still crouching
- but it doesnt allow for such large height difference anymore ofc to displace from where projectiles are fired from
- 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
- bomb timer seems normal, cant say much about cooldown between laying bombs but should be similar at least.
- either he let go of dash when morphing midair or if he kept speed/dash then while morphing one wont anymore continue moving sideways
- but instead straight down
- 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
- hmm actually oesnt seem far different from vanilla
- maybe a tidbit faster than usual
- roll speed seems same
- 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...
- screen scroll plms still a thing.
- 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
- 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
- and ofc a missile pack for emergency case of running out of missiles in front of that red shell
- 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
- crouchjump has samus´ box inside 7 1/2 to 8 block rows. seems workable
- unmorph animation might be a bit faster?
- hor air momentum seems same too
- oh man zazabi RNG in x-fusion runs will be fun
- for how many jumps until it´ll open up and sink slowly. i guess JRP could tell stories about that XD
- lets see how many missiles...
- or jumps needed
- 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)
- 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
- missile fire rate i´d say same or 1 or 2 frames faster
- looks like 3 connecting enemies/bodyparts that connect the head with tail.
- and 7 missiles enough to get rid of 1st of them
- makes it faster, jumps higher, bit more aggressive
- after 12 missiles and 3 charged shots 2nd tile gone
- 19 missiles 3 charged shots is enough for 3rd tile/bodypart
- lets see how many jumps inbetween each
- maybe there´s a set of required minimal amount of jumps after each loss of a bodypart
- 1 | 1 || 4 | 1 | 2 | 2 || 6 | 1 | 2 || 3 | 1 | 2 | 1 |||
- numbers are jumps without it opening
- | once means opening
- || liek this means it opened and lost a bodypart
- ||| means switch to parasite/death
- i have the assumption that meta is speedrunner friendly
- and has the rng for number of jumps between 1 and 2
- before it can open again
- at leats for the jumps outside the ones after it loses a bodypart
- not sure if those are set/fixed to 4,6,3
- lets see what else we can find hmm...
- lets see how much damage it does
- 40 (indep of how many bodyparts)(edited)
- 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
- wonder if he has something added for bomb laid in that shafty tunnel of zazabi
- hm i wonder
- the x parasite spawns just like the small yellow x drops
- during explosion of zazabi (similar to mini kraid btw
- i wonder if it is coded similar/same way as x drops
- 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
- i wonder if it can happen that the x parasite wont appear and one cant get the upgrade
- 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.
- and it has serris´ i-frame state, and all the other parasites aswell iirc
- (after getting hit, the white blinking invuln phase)
- 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?
- x drop movement seems also complicated
- parasite knockback from getting damaged by missiles is like how metroids bounce away from misiles unfrozen
- and its general movement prolly is metroid-esce
- yeah movement seems to be taken from metroids, maybe a bit stronger attraction but thats it
- 4 missile hits to kill it
- 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
- bec knowing how to make them appear can be crucial if charged shots cant hurt it anymore and missiles run out
- i´d assume charge wont hurt it in that phase
- colour changes like dray/phanny/botwoon aswell
- 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
- might be fixd off-screeen spawn places though
- and it does 32 damage
- Aran;Jaeger - Today at 2:00 AM
- yellow x drops give 10 hp it seems, green ones 2 missiles
- 10 seems rather low. i wonder if there´ll be different sizes or types for a larger one
- low% or general challenges could become quite farm heavy then
- 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
- seems the green ones both did spawn from the same place/ceiling or something, and almost synch
- might be bec of hitting parasite with missiles during i-frame phase
- but the x drop movement gets me
- not sure whats used for those
- and it didnt already lag is special
- when there were so many drops there simult
- wonder if/what the max/limit is for drops around in screen same time
- its at least 6
- for some reason the way drew´s drewtroids move is what these remind me of
- 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
- not sure if their movement is samus dependent
- might be though aswell
- or the screen´s movement but ehhh
- though if one slows down and lets the vid advance just a bit each time
- i like how the 1st and 2nd x drop meet each other, come closer to each other and drift alongside to the left
- 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
- considering that for sidehoppers in original, if they jump same frame, their jumps are the same
- bec they use same rng value to determine that. same concept for kago bugs
- imo there´s quite a bit to extract from those vids
- ofc things are to be changed, but some figured out details may stay
- and since this hack will be tased and majorly be investigated anyways.. why not check a bit more thorough through the vids
- 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
- but farming might become a new thing when you gotta hunt your drops and cant stay still and fast-forwards anymore XD
- regarding their left-right movement, they remind me also of the owtches
- 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
- the owtches immed are at max speed to the left or right and down take acceleration time unlike metroids
- so maybe vert and hor movement are indep and each in some owtch direction switch fashion
- not totally independent though hmm...
- now things get interesting
- if there´s still rng as we know it
- and the small cycle or unliekly but maybe even the larger one
- and drops stay in screen forevr, but might not be the case
- and samus can camp at some place where it wont interact with the x drops
- then those should if one does fast forward, shoudl have a fixed trajectory, or could obtain such
- if always the same pattern of rng values is used
- it should loop after some time at least
- it also seems that the variance in position sideways is much larger than vertically for x drops
- i.e. they move much more left right than up down(edited)
- the i-frame phase takes about 3 to 4 seconds for the parasite
- apparently
- so something like short charge timer(edited)
- which makes sense, considering i remember serris in SM Ice Returns starting the charge timer sound when it got hit
- question is also if one can hit 2 missiles in 2 consecutive frames before its i-frame phase starts
- like in fusion iirc
- 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
- it might make sense to have grapple early if one can collect x drops with it considering they move around so much
- to make it less of a hassle
- 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
- 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
- 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
- hmm okay seems he thought about the following too
- since the "item" would spawn wherever the parasite is killed, if one can kill it far/partially inside a wall
- it might make it impossible to get the item, or hard
- so the item´s position changes, I guess its another enemy actually with coll detection to trigger fanfare?
- moves like dray when dray dies, to a fixed place in screen, slowly
- Aran;Jaeger - Today at 3:00 AM
- and... collecting the item refills everything
- ok next vid...: https://www.youtube.com/watch?v=AKt4Rgvt-oY
- YouTube
- Metaquarius
- Golden Nettori
- hm thats even older, with still unchanged samus it seems
- 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
- hmm it seems the weird fusion eye door is just like SM´s eye door
- except one can finally hit more missiles before it closes YAY
- not just 1 each time
- he hits 2 in 2nd opening, thats where it is 3 in total and it dies
- and spawns the red x drop, prolly refills all as usual
- or maybe only 2 hits needed. not sure anymore
- also im not sure if the brown collision rings appear in original like when hitting soem enemy but it does nothing
- or if thats in original too, but they appear here at very least
- i dont think that happens in vanilla though
- so instead of a PLM he prolly uses some actual enemy for it
- especially since it produces an x drop, which enemies do when they die
- otherwise would need to code PLMs to do so too i guess
- which again spawns diag bottom right displaced...
- maybe thats a fixed thing
- and thats werid max ammo and hp counts after red x drop collection
- not sure if thats related to the hack in the end
- hm ok spospo spores, nothing special so far...
- but dang man those vileplumes seem quite special
- didnt just take nomnoms
- those attract samus like the yellow laser beams from axeil in tourian
- i wonder if those 2 work together somewhat sharing things
- meta and drew
- but they do damage just like nomnoms, 2 every few frames. but the rate seems a bit higher
- ohhh maybe there is no supers?
- but nah that´d be weird
- bec then there´d be a hole in the HUD
- but on the other hand side someone on forum mentioned/asked about 3 diff x drop types
- and he said nope he wont code a 3rd type
- or well no i guess thats already for pbs
- 1 type for hp 1 for missiles
- or maybe the ammo ones increase ammo generally
- and are missile+pb drops idk
- its also kinda weird to see him shooting spores and those dropping nothing
- a difference for once
- they dont spawn the larger/fat x drops
- i mean makes sense kind of
- would look odd
- but thats varia, so shoudl do 4 damage each time, vileplumes that is
- wow 22 damage with varia from spores
- its iirc 4 from spospo in original no varia
- so 44 from these no varia i guess
- but yeah if its a late boss, seems fair
- still though... those would kill one quickly in low% or something liek that
- and the beam collides with the spawner of the spores...
- either there is those air tiles that cause beam collision placed there
- or one can touch those too, i´d assume even more damage jesus
- a boss that takes pb damage, interesting
- must be crocomire Kappa
- and pb still does nothing to spores, so thats normal
- and the left spawner of spores, its spores drift flat diag to the right and are produced in a fixed predictable rhythm
- just like mb1 rinkas
- 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
- since the right spawner´s spores there is 2 options
- either same slow zigzag flat angle movement to the left
- or some zigzag downwards
- like deciding sidehopper large or small jumps
- might be samus position dependent though
- 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
- and that confirms the spawners are enemies
- 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
- Aran;Jaeger - Today at 4:35 AM
- 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
- 9 pb hits and 64 missiles to let parasite appear
- the pb prolly did too much damage by a bit
- (the final one)
- and apparently 6 pb hits and 50 missiles for red phase
- and the green spazer shots from it seem to be enemies that the projectiles etc collide with
- he tried to hit a charged shot quite a few times but never did
- guess he tried to demonstarte if it does something or not
- 8 missiles to let 1st arm fall off the golden statue
- 12 Missiles and 2 pb hits for 2nd arm to let that one fall
- (in total, not additionally)
- and we´ll probably not be allowed or able to open that hack in smile to check things
- unless tewtal might break it or idk
- 20 missiles and 2 pb hits total to let chest fall
- or well a knee rather
- 27 missiles + 2 pb hits in total to let head fall
- 33 missiles and 4 pb hits in total for purple phase
- as soon as head falls, the spazer shot enemies start spawning.. in what order/pattern hmm?
- UDDUDUDUDUDD....
- (for up and down)
- but nevermind i´m pretty damn sure
- that the height at which such spazer enemy spawns is determined by samus´ y pos in the room the frame the prev shot despawns
- i.e. it is very suspicious that it keeps spawning exclusively only at bottom when he falls into the right pit for a while
- and the assumption matches with what happens aswell
- hm he gets double hit by 2 spores once
- 63 damage by green spazer enemy with varia
- but touching the statue itself seems to do nothing
- oh. also when the head falls off, the flowers start spitting the spores, since the 2 top spawners die at that time
- lets see that pattern
- ok this time def not samus x pos related
- Aran;Jaeger - Today at 5:01 AM
- 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
- i wonder if one somehow could super short charge down there inside 1 of the plants
- bec they draw samus to the center pretty hard, almost cant run against it sideways
- wonder if grappling the statue could delay its shots/animations a tiny bit
- and bombs werent tested on it
- 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
- 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
- the parasite also does 63 damage
- and green x drops dont give pbs
- so im not sure where those can be restored
- its spazer shots do 63 too
- but one has spazer by that point already, i gues it´ll give plasma or something?
- seems like it can shoot its projectiles in the usual 8 directions
- 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)
- grapple stuns the thing again
- 4 missiles kill it
- And... as expected
- since he surely uses beetom AI or enemies or some part for the x drops
- and when a charged shot is fired, samus blinks
- the combination of both (collecting drop and firing charged shot) creates the fake bluesuit effect which is quickly gone though
- its unclear if charged shots can hurt it
- but only hitting it in the eye when its already charging a shot seems to damage it
- and well yeah apparnetly gives plasma >_>
- nice that one can also leave the room without getting plasma
- oh man i can already see it coming
- dem low% attempts that randomly get rekt by the dead parasite as item moving into samus and accidentially touching them XD
- ohh!
- apparently collecting the item doesnt regenerate everything
- so i´d assume same did hold for zazabi´s item, so that´d explain the weird max counts for that case
- it either normalizes stuff/rounds up or it adds: 2 e-tanks and 44 missiles, no pbs
- assuming the max values arent weird, the red x drop adds: 71 hp and 13 missiles, and maybe pbs
- next one: https://www.youtube.com/watch?v=soepCT4qx2M
- YouTube
- Metaquarius
- Gravity-defying BOX
- seems walljumps have much higher sideways speed than in vanilla and bec of higher grav are lower
- might even have highjump here bec i´d assume zazabi before box
- looks like still 4 magic pose correlated frames for charging sparks, maybe 5, but rather the 4th animation cycle needs to end completely
- slope-recharging is nice bonus
- fall speed seems to be similarly capped as in vanilla though
- 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
- well yeah it damages box. not sure how much it does
- dem missile trajectories doe
- i guess one could turn off gravity in the water
- and do the spark suitless in there
- might allow for more contact frames during spark for more damage
- apparently cant slope re-charge sparks in there
- and charging sparks hmm...
- takes him quite precisely 2 screens to charge the spark up there
- so in box´s room it´d be 4 tiles short
- BUT there is a thing
- unless changed
- namely starting to run with grav a tiny bit, and continuing in suitless mode
- which cuts the distance super short in vanilla
- 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
- could become an rng game a bit
- and if box is at ceiling or ground might make differences
- also OH MAN...
- well depends on if he changed/fixed that
- if bomb grapple hanging is still a thing then the pre box room has lots of g-blocks close to doors
- very similar to pre col room
- might allow to apply grapple teleportation through the left doors
- sparks definitely accelerate sideways. one can check the spark echoe distances to samus early on and late during spark
- and super missiles seem to exist
- considering nettori might not be damage-able with charged shots which he though didnt manage to show off in the prev vid
- low% might be determined by bosses like nettori
- bec there´s also no x drops before statue is gone
- but that´d mean rip if ammo is gone
- so I guess charged shots still can damage the statue
- I´d estimate 5 to 7 hits with a spark being possible the way he does it, which might very well be max
- looks like box doesnt move while getting hit either
- but when box jumps its body might be wider, not sure
- but it looks like it can contract and extend itself
- 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
- shooting its missiles is possible like shooting gt´s super. possibly same/similar code used
- and wow box missiles can accelerate to speeds that look way beyond 15 pixels per frame O_o
- it maybe can shoot em through walls/doors
- at least from far left to right or vice versa
- 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.
- 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)
- 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
- 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
- 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
- I also wonder if pseudo-screw attack will be a thing (also for the above boss fights)
- hp drain when the broken box is in water, (even with grav!) seems to be 1 damage per frame or maybe per 2 frames
- apparently also no x drops available during fight
- skipping charge seems like a no go for low% already
- otherwise way ammo needed or w/e
- Aran;Jaeger - Today at 6:00 AM
- 12 charged shots, 4 supers, 5 to 7 spark hits reach the broken box phase
- it seems 19 charged shots and 15 supers and 5 to 7 spark hits kill box and let the parasite appear
- 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
- and pbs dont hurt it, it seems
- pseudo screw either doesnt exist or doesnt hurt it either
- sparks drain hp still 1 per frame it looks like
- touching box does 30 (also for broken phase)(edited)
- its missile 20
- and give i-frames at least and arent like onions
- i gues the damage values at beginnign are rather calm bec of the hp drain afterwards and how people can handle that
- oh interesting. the shells blink even before the parasite is killed. he either messed up the kill count value or its some intentional detail
- those parasites take about 2 times as long charging their beams to fire them
- box might give screwattack? he has grav speed, spacejump, spazer already and plasma by nettori...
- https://www.youtube.com/watch?v=YO-x7j5RyGc lets see
- YouTube
- Metaquarius
- SA-X-Ray
- hmm weird... i guess samus´ position at least for those zeela x drops does attract/influence their trajectories
- but there might be diff kinds, at least differences to the ones from parasites
- also.. the box sizes for the x drops are super small
- 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
- at least there´s still acceleration when running as shown in the prev box vid, and not constant speed like in fusion
- freaking 272 damage suitless from SAX´ beam
- nice
- hmm and highjump seems to allow 9 blocks jump height or something like that
- spinjump even
- also now I know who SAX is in reality.... it is......
- KOJAKT!!!!
- it wastes supers at blue doors so it must be him(edited)
- I wonder what it´d do if one opens the door beforehand
- or delayed/while its shoting it
- or if oher shot types would open the door aswell like her beam
- he also doesnt show the full situation in 2nd case, maybe there´s something further above that he doesnt have or wanna provide yet
- like the chasing started before the vid´s 2nd part shows up
- 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
- also wonder if SAX just vanished in 2nd scene or jumps oob/off-screen or w/e
- hm yeah i´m starting to think it doesnt actually have collision detection w.r.t. solid grounds/blocks
- and just can move through like refill bugs etc
- which might lead to weird situations/bugs where it is seemingly moving through floors or walls if things go wrong
- in 3rd case it seems it ignores the shell/door too
- 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
- with how sophisticated SAX gets and her AI "learning"...
- i guess SAX just gets more and more salty never being able to catch/find samus
- Kojakt*
- and after a while, kojakt brings his friends in gravity suits to help him Kappa
- their fire rate is rather quick and their beams have fat boxes mang
- so the 3rd chasing seems to have started in a prev room already too
- hmm well now the quesiton is if those SAX have some general AI or room adapted one with cues and so on
- bec they even do walljumps...
- and have screw, no suit for samus yet. wonder if thats insta kill
- he doesnt show off yet how much touching them does
- 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
- and an overhang to clear for the SAX aswell
- so yeah i get the point, meta
- or no its spacejumps, not walljumps
- 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
- or well ok. its mostly yellow, not blue. guess thats fair enough
- also wonder if bluesuit would kill box...
- or if flashsuit via spikes is still a thing
- 4th scene also starts in prev room...
- situation for 5th one (which shows how the thing starts for once) seems strange
- i guess thats just from quickmet testing with full e-tanks even though no suit (anymore maybe???)
- its prolly just quickmet though
- considering he made a bunch of those and level design isnt quite finished
- so he might not know or be sure about what one should have in each case
- hmmm... in this 5th case
- well either the ceiling matters, or they can move through ceilings anyways
- but i guess there is some SAX (the early 2) that can move through blocks
- and others that cant
- so if those 2 grav screw SAX guys from the ceiling
- cant move through blocks otherwise, combine that with pbs not always clearing all blocks out
- see blue brin hundo at e-tank
- then there might be remnants of pb blocks in the ceiling
- but i guess never so many that it´d hinder thier movement, at most if they are too dumb to avoid the remaining blocks
- 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
- hmm with the quickmet ammo+items for samus, he might just want to additionally and independently show off other things that he already finished
- like screwattack in the 5th scenario
- 272 damage again by grav SAX beam, suitless.
- but freeze-able
- could be fun to kago into an SAX to troll it XD
- or well...
- to freeze it midair or something for clipping oob etc
- sounds more relevant
- if thats still possible with samus´ new size
- but if they dont react to cf/pbs
- and if cf still a thing
- could cf on top of frozen sax might be hard to set up though
- or charge spark and extend a crouchjump with a spark to go through eiling
- might still be possible even if normal clip doesnt work anymore, nor x-ray i fear
- and samus screw saving her from getting hit. nice that its not useless
- i wonder if that d-boost off the right varia sax was a speed-kept one
- i´d not expect it to go so far from what i saw before
- they seem to have i-frames aswell, and a knockback animation
- what enemies have such like this?
- dont think there´s anything outside the wonky unfrozen vanilla metroids
- and really seems they interact with solid blocks
- 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
- and not just crawl/roll but also springball jump or that might rather be timed and hardcoded
- those might not interact with solid blocks not sure yet
- 136 with varia contact damage again...
- seems their shots and bodies do same damage
- Aran;Jaeger - Today at 7:00 AM
- wonder if he tested turning off ice shortly after freezing them
- or well... its the super that freezes them now >__>
- well seems to have advantages and disadvantages
- disad: clip stuff might not work with weak enemies if they insta die unless the usual first freeze then die rule holds
- adv: lots of enemies will freeze 1st super shot bec its supposed to deal quite some damage
- and allows to freeze enemies behidn walls even w/o wave possibly
- if supers still accel as usual
- disadvantage: if you really are used to kill not freeze or want to actually deal damage with supers
- it wont do so if it freezes bec of the super
- 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
- imagining freezing it at proper times repeatedly and letting it avoid/ignore some block collisions not sure
- i guess ice supers really will save samus/the player a few times
- seems like best weapon against their high fire rate+fat beam box +not touching chasing enemy
- bec they stun them a bit
- and seems their AI updates regarding samus´ position maybe every half second or so, maybe every second
- and reacts/does stuff according to those old coordinates of samus
- and the sax guys really like to waste supers..
- 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
- they seem to not fire supers otherwise
- might lead to a crash or bug when samus interacts with the super or some samus projectile/grapple/bomb/..
- now showing off SAX speedbooster even. stuff is getting srs bznz
- even when sax runs past slopes, so that works too apparently
- hmm.. getting stuck in ceiling at hor spark attempt
- thats a thing possible in SM too but not as likely to do unintentionally
- i guess he didnt quite adapt samus box during sparks
- which might make such annoying ceiling stuck during spark happen more likely
- could mess up strats/runs
- or it was a diag spark >_>
- OH!
- i didnt even notice this at the box fight. my gosh i´m a scrub and gotta grow me sharper eyes...
- there´s no spark crash echoes anymore RIP
- or.. it is his 30 fps yt vid Kappa
- wonder if messing with speedrunning SAX via grapple can mess shit up
- guess thats it for now. will continue later with this i think: https://www.youtube.com/watch?v=tH9Yw-dm20g
- 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
- 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?
- lots of new graphics... lets hope actual hitbox sizes still fir roughly the visual size of things
- and water drops from z-fac in here. nice
- and HUD shows max ammo values.
- which are a bit odd numbers. there´ve been a few times now where those numbers weren´t multiples of 5.
- 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
- and if there stil would be 230 missiles now with ice that´d be OP
- so I guess the amount is rather like the supers count in vanilla, maybe a bit higher
- and rip mini map
- sometimes useful to see nearby savepoint
- but if rooms are unique enough one can remember things
- he got varia and wave and some stuff before spospo... either skippable again or later bec more advanced
- and 23 pbs. that might been more than at netorri
- likely just quickmetting though
- and just giving him stuff
- either he has highjump too in that vid or jump height is increased
- the spores fall/sink much faster, about twice as spospo´s it seems
- 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
- Aran;Jaeger - Today at 6:02 PM
- seems it generally goes 8 shaped once again, and can stop at certain places:
- at top for 1 beam shot together with spikes
- then bottom for hor beam shot after closing 1 more time, or short waiting phase followed by ramming
- or top with 3 beams and a shift/jump in the 8 pattern.
- 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)
- actully it seems it can open up top right and left, bottom right and left (and center left right)(edited)
- hmm seems it can open up every half of an 8-cycle but doesnt need to
- nope seems each quarter parts of the 8 cycle are an option, maybe not the 1st one though
- so after half of a cycle, 3/4 or 4/4
- and sometimes at center height
- 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
- and speeds up in red phase
- brown phase was too short to detect specialities abou it
- hmm and it then can open up at 3/4 and 5/4 of a cycle in red phase
- and it looks like missiles give a bit of a knockback to the parasite when hitting without damage?
- even more so if it damages
- and of course he opens up the shell by angling and not a spinjump to show the item XD
- https://www.youtube.com/watch?v=7kjwg_Nv50g next one
- YouTube
- Metaquarius
- Reserve-X
- I wonder what that "H" in the HUD to the left is (yeah it surely sands for hud...)
- wasnt there in spikespawn vid
- crabs spitting rocks like skrees, kind of
- those reserve x will be random and weird to find.
- considering those are items aswell, people will search a bit for hundo
- not sure if douping or getting them multiple times might be possible
- but yeah adds another dimension to items: they arent all expected to just be at fixed tile places but can be hidden in enemies...
- and all there is is a bunch of enemies stacked close together for a bunch of x drops
- so all such places are candidates for such items
- 8 damage by crab-skreee rock with grav
- 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
- with supers >_>
- i guess its not even the fact that there are so many x drops
- but just killing certain specific enemies causes the golden guy to appear
- 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
- or collecting such r-tank same time as transitioning, if possible to get them twice
- and now the x drops can reform back into enemies
- sounds like enemy manip to reposition them and rng. lets hope its not much relevant for runs or something
- 16 damage by golden crab contact
- hmm and not just that
- but x drops can take over the green "normal" crabs to turn them into colourful ones
- wonder if the number of drops in total then reduces. it probably does
- so rip a drop if that happens, bec killing the other crab surely will only produce 1 x drop
- depending on into what the enemies can turn into afterwards...
- like a ripper into a geemer or something
- some traversal puzzles/options seem to be available
- unless its just a palette change
- collecting drop same time as it takes over an enemy might be something to check
- or killing said enemy same time
- nteresting!
- there´s a yellow x drop giving 30hp this time
- instead of 10. will they all look the same but do diff amount of hp?
- might be 2 drop types for hp afterall
- might be an enemy dependent number too
- dat mini kraid explosion type doe
- https://www.youtube.com/watch?v=EfbbpJ2-Ids alrighty
- YouTube
- Metaquarius
- Angry Fire Croco
- invisible croc´s awakening triggered by ramming it... not sure if one could damage/shoot him beforehand for an advantage
- also laying bombs at where samus is crouched and get knocked while taking control of box might be a thing
- or starting a spark from crouch during that
- wonder if box would to damage if one kagos into it
- and either ramming croc instantly cancels the box control state
- or he releases it just in time, or its just for that initial bonk
- hm nope, seems one can keep control after ramming croc witha box
- dodging the (croc scream induced?) lava tide could get complicated
- also one enters from the left. there´s no spikewall or anything
- so wonder what´ll happen if one just lets croc go to the far left
- might be impossible though bec box needs some space aswell
- 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)
- croc shouldnt be able to reach far left side
- wonder if one could jump out of the lava onto far left platform with box
- maybe to reach higher grounds and get some hidden hundo item in the ceiling :open_mouth: Kappa
- left sid eof the room is like a bottle neck. croc would get stuck for sure
- or if one can push smaus through the left door somehow usig box control
- no grapple/(bombs)/pbs to play around here
- 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
- croc spitting eggs like gt, roughly
- they look similar to the red x drops
- might be needed to refill stuff even?
- hm i could imagine players crouching to dodge the space pirate quadruple laser and unintentionally taking over control of box(edited)
- ok at least charged shots do damage
- hmm normally enemies dont interfere with each other when they touch
- must be own code again
- so there might be ways to trick this new collision detection between box and croc
- i guess thats partially the reason why croc never goes leftwards
- bec walking into/through box might cause issues
- quite far knockback from those electric balls
- thats unusual. its not the normal knockback frames nor knockback animation, unless holding forwards to get diag backwards knockback pulls samus that far
- and he used the savestation electricity effect when getting hit by those
- might allow for some fake bluesuit effects aswell
- like metroids and beetoms or x drops at the nettori vid when firing charged shots
- would also be interesting to see if croc still is 1 tile short height wise and one can roll past him
- lets see room size and compare
- hmm ceiling seems to not have a fixed height
- 8 tiles high tunnel
- same as original
- except here there is a higher ceiling at few points too
- Aran;Jaeger - Today at 7:02 PM
- room seems 6 to 7 screens long
- (at least at 6th screen the lava pit starts)
- seems similar to original
- hm 5 missile hits and 8 (also much smaller than in original) steps backwards
- 2 missiles 4 steps
- 4 missiles 6 steps
- is it always 2 additional steps for free?
- i guess could make sense
- allowing to do croc in more rounds for less ammo but taking more attacks from croc that way bec more often stop and go
- 2 missiles 1 charged shot 6 steps
- charged might count as 2 again
- hmm then croc did some 2 steps by himself after spitting stuff
- 4 missiles 6 steps
- not sure if croc is damage-able while its charging so hard that it loses its colour (grey phase)
- seems one cant
- so thats a waiting phase one might get by rng or is fixed for 2 of such attacks the very leats?
- but the electric balls are just like normal croc spitting from vanilla, at least their pattern but lower number and fatter boxes
- 8 free steps after grey mode
- 6 for lava tide attack
- i guess its survival mode after a first phase
- and at certain amount of steps the fight´s pace changes
- then only 4 more free steps after 2nd grey mode
- 6 again for electrix balls
- then 2
- seems to be RNG once more
- between multiples of 2 steps, since step sizes are much smaller than in vanilla
- 2/4/6
- or he just doesnt like to go back anymore at some point, and only does 2 of them each
- like an intensification of the fight
- then a final 6 steps to croc´s death
- so 17 missiles 1 charged shot seems enough
- provided croc automatically does the rest at about half into the fight
- but also doesnt go back unless samus or screen is close enough to croc for reasons
- would be funny if one could do the missile part then go left and wait until croc killed himself
- outside of the maybe bec of something like that required bonk against croc to initiate the death animation
- pirate laser does 10 suitl.
- seems reasonable since handling to stay out of lava is important bec that seems to drain hp quickly
- croc´s claw 10 aswell
- croc eggs 10
- electric ball 26(edited)
- hm i wonder if he´ll give a penalty for staying away from croc often/long
- like in vanills croc will advance
- which seems to not be an option here
- maybe something else might happen idk
- jump height in lava doesnt seem too bad, so falling into croc´s pit together with him should be survivable
- hmm but he still hits croc late with 2 charged shots
- and jumping against croc with box seems to damage him aswell?
- guess he wont go back quite on his own then
- answers a few questions
- https://www.youtube.com/watch?v=dGFgUPYyZjk 2 vids remaining
- YouTube
- Metaquarius
- Ghost in a skull
- 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
- but it seems its triggered via distance, but is cloe to already touching the thing
- counterclock wise phanny flames
- seems like it consists of 3 or so bodyparts
- err 4
- I wonder whats going on with the screen there. he moves right screen goes left
- prolly bec of ghost spawning left and forcing this?
- might be a cue one should use to know where it will appear
- wow a boss that can be damaged by pea shots and its not the 1st boss :open_mouth:
- 4 uncharged shot 3 charged shots 12 missiles to kill it and let parasite appear
- has even less than in croc fight
- but would be strange if this one comes first
- looks like onyl 2 missiles this time to kill the parasite
- 20 damage from claws
- would mean death in 5 hits
- weird 10 damage by claws this time
- guess he either touched phanny and claw same time
- or multiple claw parts
- or they ignore i-frames
- and the sunrise surprise flame spreading pattern except for single flames each and counterclock aswell
- for death animation
- weird this time the yellow x drop gives 20, neither 10 nor 30
- and looks the same
- 16 damage does the parasite
- 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
- aswell as charged claw attacks not sure if those do more or are just a different croc surprise attack approach to hit samus
- that attack reaches rather far(edited)
- if one is at end of screen or close already, might be undodgeable
- on the other hand side if it cant do this anymore if one is close to screen end
- then abusing this fact and staying close to the end would always trigger a predictable normal claw attack
- wonder if it can be killed while it is doing some claw attack
- https://www.youtube.com/watch?v=XD_wU8P8ZxA and the final one....
- oh man this will be complicated
- entering via a crumble...
- i see ceiling CF coming into play to avoid the item or the path ahead, possibly
- there might not be a CF anymore though, due to fusion and ammo system and x drops
- and the SBA ammo switch function
- seems like the floor is mostly bright sand but also has some slopes?
- wonder if some slope-recharge sparking is intended
- not from inside the place but carrying it from outside
- collecting the green x drop causes the draygon triger?
- wonder if they´d stay in screen forever or could reform into some enemy
- this time dray from the right, and seems to face left all the time
- if he can grab samus, this might be related to the crumble entrance to the right
- to keep samus left
- 34 damage with grav
- oh man and it moves freaking fast
- suitless dray fight will be rough
- dray likes to play pong
- x pos dependent green tripling laser attack. alternates between upper and lower gun each time it seems
- and for samus beign to the right....
- not sure if when the bottom claw opens if thats when he could grab you
- err no seems like a wide beam shield shot
- doing 20 damage(edited)
- again far left and right hovering. not much up´n down. adapted to the screen sizes
- just like SM did too
- mirrored extended sine curves for beams on its back
- Aran;Jaeger - Today at 8:00 PM
- seems like an y pos dependent trigger for the missiles on dray´s back, like if samus comes too close
- and either some dray hp dependent change of the attacks from his back, or it can generally fire missiles diagonally aswell
- i guess its the former
- bec now the missiles are synched in pairs and shoot all the time, instead of being triggered
- and no trigger needed anymore bec of also diag going missiles anyways
- together with the left nd right + slight up down movement that keeps samus a bit in check
- hp dependent serris-like enraged states
- hmm this time the head opens for gunk, and a higher rate and same trajectory for all
- and they still slow samus down.
- farming stuff from dray could get tedious in low%/any%
- not sure if he can spit gunk early on already
- 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
- hm and places to the sides at the walls to stand on. well that increases the fighting options
- #camper strats
- except camping isnt likely to do much
- but weird. the HUD doesnt show grapple anymore
- surely he should have that by then
- wonder about x-ray. but probably isnt a thing anymore
- or has different function
- grapple isnt taken out either
- he even changed its colour/graphics for this
- or maybe the far right symbol isnt a samus helmet but grapple hook?
- seems a bit squeezed though
- wonder how many bodyparts dray has. must be more than....
- 6
- 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
- and killing gunk with pbs again doesnt produce x drops....
- hmm shots and hits would be hard to count for dray, bec of the ice effect spreading like plasma SBA
- guess i´ll leave that out then
- also dray and projectiles going towards him arent always in screen
- green beam does 10
- also tricky clever thing to let dray shoot the un-separated green beam to off-screen area
- and then let 2 of the split beam parts come back from there
- "out of nowhere"
- if one doesnt pay attention
- 20 damage by a dray missile
- 10 by green beam from dray´s back
- which ignoes i-frames
- so green beams might generally do so
- seems he intentionally gets hit by diferent stuff
- and intentionally jumps to trigger dray´s missile shots
- at least dray still invuln to pbs
- gunk this time sucks hp. 3 at a time
- pretty sure dray grab doent exist anymore
- doesnt even try to grab
- and the claw cannon has a diff function aswell already
- 3 damage rate is about...
- 21 damae total. 7 hits, takes about 2 to 3 seconds
- getting hit by a full stream of these could do quite a lot of damage
- i guess thats fair enough since the tail slaps are taken out for this
- 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
- seems fair aswell
- considering dray anyways rams the right wall to squeeze samus
- if one stays there
- generally looks like staying far up in the air and knowing how to fire and respin might be a good strat
- a less lazy/more button heavy approach
- 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
- seems when dray´s body is in rampage mode he still does 34
- am pretty sure if there´d be a way to stay up the crumble aftr triggered fight
- one could just spam stuff down there
- 3 ice missiles to kill the parasite
- woah the item is different now and replenishes everything apparently
- as opposed to maxing out missiles and adding 200 hp
- even with an own animation for it
- he better makes sure the animation is cancelled to not have ones own stuff replenished 24/7
- ok thats it
- - - -
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