Since the Screw Attack cancels the invincibility time after a damage boost immediately, it's impossible to pass the 2nd platform without delay and taking additional 50 HP damage from it. The tech in this run solves the problem by providing a nearly same fast alternative with the help of the early Power Bomb placement / ghost through platforms combo, while also saving 35 HP by taking spike damage instead.
This was one of the more time-consuming parts of the run, as I focused to show the full potential of the
"Stand Up Glitch". Compared to that introduction demo, which more or less set the standard for later TASes so far, the MB battle in this run is more than 6,5 seconds faster.
Enjoy!
DarkKobold: Claimed.
feos: Emdedded YouTube HD encode.
Saturn: No need to delete the original, specially for YouTube optimized video from the submission.
DarkKobold: Alright, time to judge this.
First off, as a result of this discussion, it is pretty clear that this is an intentional debug code, and not the result of a memory glitch. Thus, it will be judged as such. Nitsuja came up with a good list of games that use passwords/input codes and the reasons why
here. Note that, similar to that thread, none of the codes used power-up the character as the sole action. The closest is Biker Mice From Mars. However, it could easily be argued that a full movie of BMFM would not be acceptable, due to the length of time required to reach that power-up, and thus the code was used out of necessity. (Also note that none of those listed are actually in the Concept Demo Section. The concept demo section contains only 3 types of movies - hacked ROMs, movies that start from Savestates, and movies that start from non-blank SRAM.)
Super Metroid, however, is not like the movies listed in Nitsuja's post. In fact, collecting the power-ups is considered an interesting enough goal on its own, that a 100% collection of said power-ups movie is published. Since there is no justifiable reason with which to use this code, it goes against the type of movie we aim for here.
The reason for rules such as "Play at hardest difficulty" and "Don't use cheat codes" is that we want the TASer's character to be at the highest disadvantage, as opposed to an "Arm to the Teeth Code" which essentially removes the "difficulty" in collecting items. Thus, I am rejecting this for using a cheat code.
A final note: The only reason for which many people have given that this be published is that it is entertaining. However, Super Metroid is almost unique in its gameplay, as it is extremely non-linear, to the point that there are nearly infinite variations in the routes available to complete the game. In fact, this is so prevalent, that the SM community has created names for various routes that add challenge. (See RBO, suitless, 14% Ice Beam Route, 14% Speed Booster Route, this "GT code route," and more that I'm sure I'm not even aware of.) My point being, is that a highly optimized version of nearly any route through Super Metroid being called a new 'category' would garner a large amount of people saying "this run is very entertaining." SM makes for entertaining TASes. That much can't be argued. That doesn't mean that every route through the game should be published here.
We have 3 published movies of Super Metroid here, that cover the scope of rational TASes. One TAS breaks the game down, through SRAM corruption. Another TAS finds the fastest route through the game, without fundamentally breaking the game. A final TAS demonstrates the entire game by collecting all items, and defeating all bosses. I think it would take a pretty good reason beyond "it is entertaining" to have a different category published, or else we will be inundated with Super Metroid categories.