NaN / Not a Number as mentioned around 18:00 is a "value" that has the weird property of explicitly not being equal to, greater than, or less than, any other number, or itself. It's basically "no" in numerical form. Whether that gets evaluated as Samus being "everywhere" or "nowhere" depends on how any particular check is coded, because if Samus' position is NaN, then all of a sudden she is not closer than and not farther than and not equal to anywhere.
it happens in a lot of games...like, isnt OoT's "Quick PutAway" basically a NaN? so its able to have Fire, Ice, Slingshot, Hookshot, etc "effects", just from Crouch-Stabbing your Sword...?
@@rtyuik7 NaN is a math glitch, caused by trying to do things like infinity divided by infinity, or taking the square root of a negative number ("i" isn't supported). I think the OoT glitch is more that the crouchstab just doesn't bother to set any values, so more of an oversight than an overloading the mathematics itself :)
@@arabidllama well the Crouch-Stab is its own thing-- in the N64 version, it literally Does Not have an "attack value" assigned, which is why it defaults to your 'last Swing' (swords, sticks, hammer, etc) and uses That value...thats why it can break boulders, after swinging the Megaton Hammer... what i was Asking about was specifically for Quick-PutAway...it also doesnt have a set "attack value", but thats because its not Supposed to have one-- the glitch happens when you Put Away your sword, but also Jump Attack with it on the next frame, so your "last Swing" is based on Link jump-attacking with...Nothing? but he obviously Attacked, thats why the JumpSlash animation triggered...but hes not holding anything in his hand, so what did he attack With? so the game assigns like Every damage-type to it at once (which cant be used, without Crouch-Stabbing, because otherwise your Attack would overwrite QPA's "last Swing" value and the effect would be lost...Crouch-Stabbing uses your "last Swing", so it can 'preserve' QPA)...because it has so many TYPES of damage, ZFG has used QPA to fight Phantom Ganon because it "quacks like an Arrow", which PG is weak to...but QPA also "swims like Fire" so it can melt frozen eye-switches...and if it quacks like a duck and swims like a duck, then the game assumes youve got whatever Duck you need for that particular puzzle... because of some weird Priority ruleset, not-every enemy will be able to take Every type of damage at once, but a notable exception are Iron Knuckles, which can be killed in one shot with QPA (or maybe two...either way, its a lot faster than "actually" fighting them) ...and to summarize, i THINK that QPA has so many Damage Types attached to it because its at least a similar value to NaN-- as in, a value that simultaneously exists yet doesnt exist...its existence IS non-existence...like i said, it happens because Link performs a Jump-Attack, with "nothing" in his hand...so if the game is looking for his "last attack", it could see that he Did 'attack', but it wouldnt see a Value to put (like 'Master Sword' or 'Deku Stick') for that attack...so it ends up putting ALL the values on, instead... (for the record, im trying to Clarify whether or not what im saying is the same-- im not trying to say "this IS what it is", except that its easier to Explain my question that way)
@@rtyuik7 No, QPA arises from the game reading garbage data (as OoT is wont to do). "Damage type" is a single byte with its bits used as flags, and the bad value you set damage type to through the use of QPA (16171617) just happens to have a lot of them set. EDIT: You're correct though in that damage type processing order was organized at the whimsy of an individual programmer, so whether an actor takes damage from QPA is without rhyme or reason.
I always love to see the wild stuff Low% categories do in games, weird categories force such unique methods and can lead to discoveries that maybe wouldn't be found otherwise
I feel like this should be noted, and I hope this is taken as constructive feedback rather than criticism. Miguel's commentary is fantastic, very clear and easy to follow. BashPrime's commentary frequently had little to do with this specific run, contained jokes that didn't land or weren't understood by Miguel due to language barrier, and commentary that was either outdated, or required that you had followed the scene for a *long* time. It felt like often Bash was trying to fill empty space like a GDQ commentator, when silence may have been preferable.
So if I have this right Phazon cannot be skipped because final boss X ray cannot be skipped until Phazon can be skipped (unless some magical way to kill omega pirate without xray is discovered) Wave and Missile are two rooms away from being skippable and research is in progress. Did I get everything?
there are 0 other ways to activate the entrance to impact crater. The meta ridley fight only activates if you enter the Artifact Temple with all 12 artifacts; the portal to the impact crater only appears after meta ridley is defeated. They are basically super-hard-coded and impassible flags/checks. Someone more knowledgeable could correct me, but I'm pretty sure it's as simple as that.
A lot of rooms on the far side of Magmoor are just not considered heated, for example at 51:27 notice how he takes no damage in that room, as as soon as he enters the next room its actually heated and he starts taking damage. Also, once he gets Phazon suit, that also has Varia suit properties so that fully cancels heat damage.
I didn't forget, when discord recently introduced the new names thing, they also made a change so that the discord overlay I'm using for the stream would only show the first letter of the name and ... (so like Z...) when in streamer mode. I only found out about this just before the stream and so I had to turn off streamer mode for the names to actually show up, which also turns on the notification sound. So blame discord.
Reminder that ZFG is also a Metroid channel sometimes
i heard he also plays Zelda:OoT from time to time...
The rare metroidfreakglitcha appearance is always appreciated though
Two of the best franchises
yup, he's MFG sometimes; motherfucker gamer
MFG
NaN / Not a Number as mentioned around 18:00 is a "value" that has the weird property of explicitly not being equal to, greater than, or less than, any other number, or itself. It's basically "no" in numerical form.
Whether that gets evaluated as Samus being "everywhere" or "nowhere" depends on how any particular check is coded, because if Samus' position is NaN, then all of a sudden she is not closer than and not farther than and not equal to anywhere.
it happens in a lot of games...like, isnt OoT's "Quick PutAway" basically a NaN? so its able to have Fire, Ice, Slingshot, Hookshot, etc "effects", just from Crouch-Stabbing your Sword...?
@@rtyuik7 NaN is a math glitch, caused by trying to do things like infinity divided by infinity, or taking the square root of a negative number ("i" isn't supported).
I think the OoT glitch is more that the crouchstab just doesn't bother to set any values, so more of an oversight than an overloading the mathematics itself :)
@@arabidllama well the Crouch-Stab is its own thing-- in the N64 version, it literally Does Not have an "attack value" assigned, which is why it defaults to your 'last Swing' (swords, sticks, hammer, etc) and uses That value...thats why it can break boulders, after swinging the Megaton Hammer...
what i was Asking about was specifically for Quick-PutAway...it also doesnt have a set "attack value", but thats because its not Supposed to have one-- the glitch happens when you Put Away your sword, but also Jump Attack with it on the next frame, so your "last Swing" is based on Link jump-attacking with...Nothing? but he obviously Attacked, thats why the JumpSlash animation triggered...but hes not holding anything in his hand, so what did he attack With?
so the game assigns like Every damage-type to it at once (which cant be used, without Crouch-Stabbing, because otherwise your Attack would overwrite QPA's "last Swing" value and the effect would be lost...Crouch-Stabbing uses your "last Swing", so it can 'preserve' QPA)...because it has so many TYPES of damage, ZFG has used QPA to fight Phantom Ganon because it "quacks like an Arrow", which PG is weak to...but QPA also "swims like Fire" so it can melt frozen eye-switches...and if it quacks like a duck and swims like a duck, then the game assumes youve got whatever Duck you need for that particular puzzle...
because of some weird Priority ruleset, not-every enemy will be able to take Every type of damage at once, but a notable exception are Iron Knuckles, which can be killed in one shot with QPA (or maybe two...either way, its a lot faster than "actually" fighting them)
...and to summarize, i THINK that QPA has so many Damage Types attached to it because its at least a similar value to NaN-- as in, a value that simultaneously exists yet doesnt exist...its existence IS non-existence...like i said, it happens because Link performs a Jump-Attack, with "nothing" in his hand...so if the game is looking for his "last attack", it could see that he Did 'attack', but it wouldnt see a Value to put (like 'Master Sword' or 'Deku Stick') for that attack...so it ends up putting ALL the values on, instead...
(for the record, im trying to Clarify whether or not what im saying is the same-- im not trying to say "this IS what it is", except that its easier to Explain my question that way)
@@rtyuik7 No, QPA arises from the game reading garbage data (as OoT is wont to do). "Damage type" is a single byte with its bits used as flags, and the bad value you set damage type to through the use of QPA (16171617) just happens to have a lot of them set.
EDIT: You're correct though in that damage type processing order was organized at the whimsy of an individual programmer, so whether an actor takes damage from QPA is without rhyme or reason.
I haven't even started the video yet, seeing this without context tells me I'm in for a good one
I always love to see the wild stuff Low% categories do in games, weird categories force such unique methods and can lead to discoveries that maybe wouldn't be found otherwise
I feel like this should be noted, and I hope this is taken as constructive feedback rather than criticism.
Miguel's commentary is fantastic, very clear and easy to follow.
BashPrime's commentary frequently had little to do with this specific run, contained jokes that didn't land or weren't understood by Miguel due to language barrier, and commentary that was either outdated, or required that you had followed the scene for a *long* time.
It felt like often Bash was trying to fill empty space like a GDQ commentator, when silence may have been preferable.
This is absolutely incredible! Amazing work! ^~^
Nice work, MrMiguel!
17:37 "Boneless morph ball" lmfao
So if I have this right
Phazon cannot be skipped because final boss
X ray cannot be skipped until Phazon can be skipped (unless some magical way to kill omega pirate without xray is discovered)
Wave and Missile are two rooms away from being skippable and research is in progress.
Did I get everything?
load in the cold artifact load out hot eat the artifact
-BashPrime 1:06:04
What I wanted, thanks, been long while since I watched prime
I love you, funny glitch man
Metroid pog
Metroid Pog 2: Poggers
@@xAbsolution1Metroid Pog 3: Poguption
Meteoid pog
@@kylehennkens9578 Metroid Pog 4: Pogpone
This is incredible
ZFG? Metroid? Im down
WOOOOOO
Anyone wanna explain why the Artifacts are so unskippable?
there are 0 other ways to activate the entrance to impact crater. The meta ridley fight only activates if you enter the Artifact Temple with all 12 artifacts; the portal to the impact crater only appears after meta ridley is defeated. They are basically super-hard-coded and impassible flags/checks. Someone more knowledgeable could correct me, but I'm pretty sure it's as simple as that.
@@winterlogical makes sense, thanks! So the loading zone literally doesn't exist unless you beat Ridley.
Why does Magmoor not drain his health on the return trips?
A lot of rooms on the far side of Magmoor are just not considered heated, for example at 51:27 notice how he takes no damage in that room, as as soon as he enters the next room its actually heated and he starts taking damage. Also, once he gets Phazon suit, that also has Varia suit properties so that fully cancels heat damage.
Why does the starter suit look different
It's the Fusion suit from Metroid Fusion. In the Gamecube version you could unlock it by linking Prime and Fusion with the GBA link cable.
bro forgot to turn off the mute sound effect on disc. bruh
I didn't forget, when discord recently introduced the new names thing, they also made a change so that the discord overlay I'm using for the stream would only show the first letter of the name and ... (so like Z...) when in streamer mode. I only found out about this just before the stream and so I had to turn off streamer mode for the names to actually show up, which also turns on the notification sound. So blame discord.
cool
Ohhh shiii
More metroid, you wont
doesn't work.
only works on red wii's
@@Tom_Lubeactually only works on my wii specifically
You're muted