Submission #3655: BioSpark's GBA Metroid Fusion "100%" in 1:35:19.30

Console Game Boy Advance Emulator VBA
Game Version USA Frame Count 343158
ROM Filename 0690 - Metroid Fusion (U).gba Frame Rate 60
Branch 100% Rerecord Count 143141
Unknown Authors BioSpark
Game Metroid Fusion
Submitted by BioSpark on 7/10/2012 6:18:36 AM

Submission Comments
  • VBA-RR v23.5
  • Aims for fastest time
  • Collects 100% of the items
  • Takes damage to save time
  • Abuses programming errors in the game
  • Manipulates luck
This is the third version of my Metroid Fusion 100% TAS. My testing was much more rigorous and I looked for creative solutions. The in-game completion time is 55 minutes and 28 seconds. This beats the previous version's in-game time by 3030 frames or 47 seconds (an in-game second is 64 frames). Because I aimed for in-game time, I opted to pause the game in order to manipulate luck, as the in-game timer does not run on the pause screen. I placed most of the pauses right before door transitions, so as not to detract from the flow of the run. One thing I've learned: shinesparks are slow. This run features several less shinesparks than the previous. The reason for this is that shinesparks have a delay both while Samus is "charging" it and once she has hit something.

Notes by Section

Main Deck/Arachnus

  • Not much is different here. Before Arachnus, I pause in order to get a faster eye door, which hopefully isn't too distracting.

Sector 1

  • After fixing each atmospheric stabilizer, the doors are on a timer until they open. Apparently, the lag from opening and closing the pause screen reduces this timer.
  • There is a slight route change. In the third atmospheric stabilizer room, it is faster to skip the missile tank and grab it (much) later in the game.

Sector 2/Zazabi

  • Not much different here aside from general optimization.

Sector 4/Serris

  • There are a few new room strategies, but otherwise just general optimization.

Sector 3/BOX

  • Faster BOX fight, other small improvements.

Sector 6/Mega-X

  • There are two less shinesparks here. Both were slower before.
  • I would have had bad luck on Mega-X, so I had to briefly pause.

Sector 5

  • For the missile tank right after getting ice missiles, I used a clever strategy to climb the room faster.

Sector 3/Meltdown

  • General optimization, along with a creative new way to get to the eye door.

Main Deck

  • I collect an early powerbomb tank, just like last time.

Sector 5

  • I collect another early powerbomb tank along with a missile tank as part of a faster route change.
  • There are a few new room strategies after getting powerbombs.
  • Yes, I pass through the ripper. Frozen enemies have strange properties.
  • I grab a missile tank on the way out instead of later. This allows me to run straight through the room with the speedbooster twice later in the run.

Main Deck/Yakuza

  • I had Yakuza grab me as high as possible, so I don't think the fight can be improved.

Sector 2/Nettori

  • Several improvements here and there.

Sector 5/Nightmare

  • Thanks to P.JBoy for telling me how Nightmare behaves. This time, I was able to kill Nightmare exactly where it needed to be.

Sector 4

  • General optimization, and a new strategy to grab the powerbomb expansion before leaving Sector 4 (one less powerbomb is used).

Sector 6/BOX II

  • The BOX II fight is faster, thanks to taking damage and standing inside of it.

Sector 1/Ridley

  • A few new room strategies, and more efficient use of the charge beam on Ridley.

Cleanup

  • In Sector 1, I collect the missile tank that I skipped from the beginning of the run. I don't use a shinespark to go up the vertical shaft next to the save room, because I would have to go far out of my way to charge it up.
  • I somehow didn't realize that there's a faster route to get back to the first room of Sector 2. It ended up saving four seconds.
  • Once again, I use one less shinespark in the beginning of Sector 6.
  • I found a new strategy for the tanks when I first enter Sector 3.

Final Bosses

  • All three forms of the SA-X are faster. The first two forms are faster due to a new strategy, while the core-x is faster due to better positioning.
  • The Omega Metroid is killed with vertical shots instead of diagonal shots, which prevents it from making any swipes and saves about a second.
I hope you all enjoy the run. If you have any questions, don't hesitate to ask me. I'll improve the 0% run ... eventually.
Suggested screenshot: Frame 68984

turska: Judging.

turska: Accepting for publication as an improvement to the published movie.

Brandon: Publication underway.

natt: Brandon's been quite busy with other stuff recently, and gave me the go-ahead to finish this one off

Last Edited by natt on 8/1/2012 4:32:45 PM
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