Tool-assisted game movies
When human skills are just not enough

Submission #1483: JXQ's SNES Super Metroid "all items" in 1:10:45.02

Console: Super NES
Game name: Super Metroid
Game version: Japan/USA
ROM filename: Super Metroid (JU).smc
Branch: all items
Emulator: (unknown)
Movie length: 1:10:45.02
FrameCount: 254701
Re-record count: 125635
Author's real name:
Author's nickname: JXQ
Submitter: JXQ
Submitted at: 2007-03-15 04:15:04
Text last edited at: 2010-12-10 18:03:00
Text last edited by: feos
Download: Download (59571 bytes)
Status: published
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Author's comments and explanations:


  • Emulator used: SNES9x 1.43 v9

Note: Due to an input display bug in SNES9x v9, it is recommended, but not required, to view the run with this bug-fixed SNES9x located here. However, the run will sync correctly on the standard SNES9x v9, and v7 as well.

  • Genre: Platform
  • Items: 100%
  • Aims for fastest time
    • Takes damage to save time
    • Abuses programming errors
    • Manipulates luck

  • Suggested screenshot:

This is an improvement of 2 minutes and 25 seconds to my previous run. I never expected to get anywhere close to this much improvement.

I aimed for real time instead of game time - this means that I took efforts to reduce lag, pause screens, and door transitions, even at the cost of in-game time.

The in-game timer for this run ended at 37 minutes, 54 seconds, an improvement of 2 minutes and 1 second over my previous version.

Breakdown of improvement (rough estimates)

Ceres & Crateria (Introduction and Bomb Torizo)

  • 2 seconds saved, mostly from tiny optimizations.

Brinstar (Kraid)

  • 2 seconds saved, again just little improvements here and there throughout.

Norfair (Crocomire and item collection)

  • 2 seconds saved by optimizations in earlier item collection.
  • 6 seconds saved on Crocomire.
  • 3 seconds saved in Crocomire's area.

Wrecked Ship & Crateria (Phantoon and item collection)

  • 3 seconds saved on the way to the ship.
  • 1 second saved not getting Phantoon's refills.
  • 7 seconds saved during item collection by better strategies and better robot manipulation.
  • Changing the route to do the Gauntlet area (to the upper-left of Samus's ship) at this point to save time later.

Brinstar (item collection)

  • 19 seconds saved directly and indirectly by removal of the crystal flash.
  • 6 seconds gained by better strategies during item collection.
  • The missile in the green tube is obtained now to save time later.

Maridia (Botwoon, Draygon, and item collection)

  • 6 seconds saved on item collection before Botwoon by better strategy and more optimized play.
  • 5 seconds saved from Botwoon to Draygon from better technique and not collecting refills.
  • 11 seconds saved on item collection after Draygon by better strategy and speed management.

Norfair (Gold Torizo, Ridley, and item collection)

  • 5 seconds saved from better speed management on the way to Gold Torizo.
  • 6 seconds saved on Gold Torizo from less strict manipulation and better shooting.
  • 3 seconds saved on the route to Ridley from better strategy.
  • 1 second saved on Ridley from better manipulation and avoiding refills.
  • 10 seconds saved on remaining item collection in Norfair.

Brinstar & Crateria (Item collection)

  • 6 seconds gained from better strategies up to and skipping the green tube missile.
  • 3 seconds gained in old Brinstar from better speed management.
  • 16 seconds gained due to changing the route for the Gauntlet.

Tourian & Crateria (Mother Brain and escape)

  • 21 seconds gained from skipping the baby Metroid.
  • 2 seconds gained from various other small optimizations.

Additional Information

The basis for techniques used in this run are explained on the Super Metroid Tricks page.

Controller input animation was added with an Input Animator utility I wrote. (This utility can also be used to remove the player 2-5 input, if desired.)

As mentioned above: Due to an input display bug in SNES9x v9, it is recommended, but not required, to view the run with the bugfixed SNES9x located here. The run will sync correctly on the standard SNES9x v9, and v7 as well.

For those interested in a more detailed breakdown of the time saved, you can check the spreadsheet (HTML) I used for comparisons during the making of the run. This spreadsheet will probably answer many specific questions, so I recommend taking a look at it if you are wondering about part of the run.

If anyone is interested in improving this run, contact me if you would like either (1) a 1-player SMV with no extraneous input, or (2) a spreadsheet similar in style to this one, set up to compare a new version.

Thank You

I would like to give thanks to those involved in helping Super Metroid TASing become what it is today. This includes:

  • Michael Flatley
  • Terimakasih
  • Saturn
  • catnap
  • hero of the day
  • moozooh
  • Kejardon
  • Graveworm
  • Frenom

Though I don't know them by name, thanks also to the many people who have done and researched console speedruns for the game, as they have found many strategies which were the basis for a tool-assisted speedrun.

Thanks to Gocha for his memory watcher utility for SNES9x which saved me a lot of time.

Thanks to Upthorn, nitsuja, and Fabianx for their help in removing the input display bug from SNES9x.

Thanks to Fabian for help with ideas for controller input.

Thanks to Bisqwit for a very handy HTML conversion of the spreadsheet.

Thanks to you for watching this run!

DeHackEd: Wow, that's a lot of votes.

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