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

Submission #7223: Reseren's GBA Metroid Fusion "100%" in 1:34:43.23

Console: Game Boy Advance
Game name: Metroid Fusion
Game version: USA
ROM filename: Metroid Fusion (USA, Australia).gba
Branch: 100%
Emulator: BizHawk 2.3.0
Movie length: 1:34:43.23
FrameCount: 339445
Re-record count: 95726
Author's real name: Quentin Q.
Author's nickname: Reseren
Submitter: Reseren
Submitted at: 2021-10-04 00:02:05
Text last edited at: 2021-10-07 14:12:01
Text last edited by: Spikestuff
Download: Download (192122 bytes)
Status: published
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Author's comments and explanations:
Emulator used is BizHawk 2.3.0 with mGBA core.

This is a 100% TAS which improves upon Biospark's TAS. Biospark's TAS uses VBA, which is faster than Bizhawk by about 1 second for every minute. Therefore, this updated TAS is about 2 minutes and 10 seconds faster. The majority of this time save is an improved cleanup route which saves ~50 seconds, exiting through Sector 2 to the Reactor rather than going up the long Main Deck elevator. The rest of the time saves are from out-of-bounds tricks, small movement optimizations, and RTA strats. Just like the Any% TAS, RTA is prioritized and jumping through doors happens frequently to speed up transitions.

Game Mechanics/Tricks

Out of Bounds
If Samus morphs, cancels the morph, and then jumps, she will get moved into an adjacent wall, provided there is a ceiling block above. While in a wall, you can move around while spring-balling (although only upward). This lets us zip around rooms much faster than usual as well as bypass walls. This is most easily done using a frozen enemy or a crumble block.

Door Fixes
Jumping through some doors saves time by reducing door scroll time. This saves real time but loses in-game time.

Luck Manipulation
Room patterns depend on the frame at which you enter the room, so extra frames have to be added to obtain more favorable enemy positions, eyedoor randomness, etc. Because items are picked up so frequently in 100%, extra frames can be added during the item acquisition to subtly change eyedoor RNG and enemy patterns. Of course, this is not always possible, and therefore these extra frames are spread out across room movement as best as possible to not make it obvious.

Other game mechanics can be found on the Metroid Fusion resource page: http://tasvideos.org/GameResources/GBx/MetroidFusion.html

Comments/Improvements by Section

Main Deck

Sector 1

Sector 2

Sector 4

Sector 3

Sector 6

Sector 5

Emergency in Sector 3

Animals and Sector 5 Revisit


Sector 2 and Nettori

Sector 5/Nightmare

Lower Sector 4

Sector 6/XBOX

Sector 1/Ridley



Overall, very happy with the quality of the TAS. Eventually I will make a memory corruption TAS (which thankfully is much shorter).

Also, use frame 5549 as a screenshot for the TAS.

Memory: Claiming for judging

Memory: Great work on implementing the new skips and tricks into the 100% run! I loved to see what was possible with zipping in this category.

Accepting to obsolete [2086] GBA Metroid Fusion (USA) "100%" by BioSpark in 1:35:19.3.

Spikestuff: Publishing.

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