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Alter`s Metroid II 100% in 0:55 (ingame timer) / 206969 frames

There is no previous run of Metroid II published.
This run aims for the fastest time with 100% item completion, including optional and unneccesary items (such as the springball, all beams and energy tanks.).
The emulator used is VisualBoyAdvance 1.7.2 rerecording v19.3. The run starts from power up.

The game

Not as popular as Super Metroid or the GBA games, Metroid II is still a game liked by many for it`s unique atmosphere and the famous Metroid game play. Many things are similar to other Metroid incarnations, while others differ (weapon acquisition, physics...). I loved the game as a kid, so I decided to try my first TAS with this.

Techniques used

First of all, the "Select-glitch" (A glitch that allows the player to open unintended paths by pressing select at certain frames) has not been used. No programming errors are abused, however I am not sure if some of the techniques are actually intended by the programmers, or are glitches (see below).

The Morphball

As opposed to the first submitted version, rolling instead of walking is only used until I obtain the Varia suit. Running with the suit is as fast as rolling, obsoleting rolling for a good part of the game. Thanks to moozooh for finding this out.
So this is all only valid until acquisition of the Varia suit:
The most important item for speeding the game`s completion up in Metroid II is the morphball. It is the fastest way of horizontal movement (walking [without the Varia suit as we now know ><], jumping and the spiderball all being slower, in that order), so whenever possible (or feasible) horizontal movement is done with the morphball.
The morphball has several drawbacks:
  • The main weapon cannot be used
  • Morphing into a ball takes one to two frames
  • Falling more than 1 block causes the ball to bounce, resulting in slower movement (which can be cicumventet by unmorphing for one frame)
This is still valid fot the whole game:
Another property of the morphball unique to Metroid II (compared to other Mertrooid games of course) is mid-air-unmorph-jumping(tm). When leaving the ball form while jumping or falling, Samus can start a jump for a few frames, just as if she was standing on solid ground (spinning is not possible however). This allows for some interesting movement. This might be a glitch rather than an intended feature.

Jumping

As jumping is a rather slow type of horizontal movement (but the fastest vertical) it is avoided as much as possible. That means, all jumps take place in an as short time as possible, which is not easy in this game. Before Samus passes half her maximum jump height, the jumping movement can be canceled by releasing the jump button. But if she passed half maximum height, she will execute a jump at maximum height, which takes time if in horizontal movement.
Several techniques are used to avoid that:
  • Kneeling before a jump reduces maximum height
  • Using the morphball in various ways (jumping, falling, spiderball) before a jump
  • Taking damage to gain height before the actual jump
By moving horizontally for one frame, and then jump without holding any direction, Samus immediately rises up some pixels, saving a few frames on almost every Jump and a lot of time overall. This, again, might be a glitch.

Cutting corners

By jumping at the very end of a ledge at the right frame, Samus can cut almost any corner, making her fall at maximum speed immediately. This is used extensively to cut airtime and thus move faster overall. This is likely to be a glitch.

Taking damage

Just like the mid-air-unmorph-jump when Samus takes damage from any souce but acid, she will be able to jump without being on the ground (and be repelled away from the source of damage before that, pushed upwards). This is used whenever possible and feasible while moving upwards. This might also be a glitch.
Every time an energy tank is collected Samus`s health is fully replenished, which makes collecting health from enemies unnecessary (still happens sometimes, but at random).

Weapons

Hardly any enemies except the obligatory Metroids are killed in this run, so weapons aren`t used much. I kill some enemies when it's not slowing me down, but most go unharmed. By far the most used weapon is the missile, necessary for killing Metroids.

Route changes

I use the acid dive sequence break, allowing to save a lot of time that would be needed to backtrack. I skip some refill stations. Still, nothing spectacular here, but there might be no better route without resorting to the select bug.

Tools

Apart from the rerecord VBA version I used Maximus`s TAS Movie Editor to splice together the final movie. Mad props to him.

Notes and thanks

This is the second version of my run, and if I may say so myself, a much improved version. I'm still new though, so as last time: Please criticize away.
Thanks to fellow Metroid II TASer Cardboard & moozooh for testing and commenting, as well as everybody else following the topic.

adelikat: Accepting for publication alongside with the any% run.


Post subject: #1480: Alter's GB Metroid II - Return of Samus in 57:29.48
Former player
Joined: 2/12/2007
Posts: 105
This is an automatically posted message for discussing submission: #1480: Alter's GB Metroid II - Return of Samus in 57:29.48 See details at: <a href="http://tasvideos.org/1480S.html">http://tasvideos.org/1480S.html</a> Submission status: decision: rejected Last edited by: Truncated
The submission message follows: <blockquote class="quote"><h3><a name="AlterSMetroidIi 100In 0 55IngameTimer 206969Frames"></a>Alter`s Metroid II 100% in 0:55 (ingame timer) / 206969 frames</h3><div class="deeper"> There is no previous run of Metroid II published. <p/>This run aims for the fastest time with 100% item completion, including optional and unneccesary items (such as the springball, all beams and energy tanks.). <p/>The emulator used is VisualBoyAdvance 1.7.2 rerecording v19.3. The run starts from power up. </div><h3><a name="Game"></a>The game</h3><div class="deeper"> Not as popular as Super Metroid or the GBA games, Metroid II is still a game liked by many for it`s unique atmosphere and the famous Metroid game play. Many things are similar to other Metroid incarnations, while others differ (weapon acquisition, physics...). I loved the game as a kid, so I decided to try my first TAS with this. </div><h3><a name="TechniquesUsed"></a>Techniques used</h3><div class="deeper"> First of all, the "Select-glitch" (A glitch that allows the player to open unintended paths by pressing select at certain frames) has not been used. No programming errors are abused, however I am not sure if some of the techniques are actually intended by the programmers, or are glitches (see below). </div><h3><a name="Morphball"></a>The Morphball</h3><div class="deeper"> As opposed to the first submitted version, rolling instead of walking is only used until I obtain the Varia suit. Running with the suit is as fast as rolling, obsoleting rolling for a good part of the game. Thanks to moozooh for finding this out. <p/>So this is all only valid until acquisition of the Varia suit: <p/>The most important item for speeding the game`s completion up in Metroid II is the morphball. It is the fastest way of horizontal movement (walking [without the Varia suit as we now know ><], jumping and the spiderball all being slower, in that order), so whenever possible (or feasible) horizontal movement is done with the morphball. <p/>The morphball has several drawbacks: <ul><li> The main weapon cannot be used </li><li> Morphing into a ball takes one to two frames </li><li> Falling more than 1 block causes the ball to bounce, resulting in slower movement (which can be cicumventet by unmorphing for one frame) </li></ul><p/>This is still valid fot the whole game: <p/>Another property of the morphball unique to Metroid II (compared to other Mertrooid games of course) is mid-air-unmorph-jumping(tm). When leaving the ball form while jumping or falling, Samus can start a jump for a few frames, just as if she was standing on solid ground (spinning is not possible however). This allows for some interesting movement. This might be a glitch rather than an intended feature. </div><h3><a name="Jumping"></a>Jumping</h3><div class="deeper"> As jumping is a rather slow type of horizontal movement (but the fastest vertical) it is avoided as much as possible. That means, all jumps take place in an as short time as possible, which is not easy in this game. Before Samus passes half her maximum jump height, the jumping movement can be canceled by releasing the jump button. But if she passed half maximum height, she will execute a jump at maximum height, which takes time if in horizontal movement. <p/>Several techniques are used to avoid that: <ul><li> Kneeling before a jump reduces maximum height </li><li> Using the morphball in various ways (jumping, falling, spiderball) before a jump </li><li> Taking damage to gain height before the actual jump </li></ul><p/>By moving horizontally for one frame, and then jump without holding any direction, Samus immediately rises up some pixels, saving a few frames on almost every Jump and a lot of time overall. This, again, might be a glitch. </div><h3><a name="CuttingCorners"></a>Cutting corners</h3><div class="deeper"> By jumping at the very end of a ledge at the right frame, Samus can cut almost any corner, making her fall at maximum speed immediately. This is used extensively to cut airtime and thus move faster overall. This is likely to be a glitch. </div><h3><a name="TakingDamage"></a>Taking damage</h3><div class="deeper"> Just like the mid-air-unmorph-jump when Samus takes damage from any souce but acid, she will be able to jump without being on the ground (and be repelled away from the source of damage before that, pushed upwards). This is used whenever possible and feasible while moving upwards. This might also be a glitch. <p/>Every time an energy tank is collected Samus`s health is fully replenished, which makes collecting health from enemies unnecessary (still happens sometimes, but at random). </div><h3><a name="Weapons"></a>Weapons</h3><div class="deeper"> Hardly any enemies except the obligatory Metroids are killed in this run, so weapons aren`t used much. I kill some enemies when it's not slowing me down, but most go unharmed. By far the most used weapon is the missile, necessary for killing Metroids. </div><h3><a name="RouteChanges"></a>Route changes</h3><div class="deeper"> I use the acid dive sequence break, allowing to save a lot of time that would be needed to backtrack. I skip some refill stations. Still, nothing spectacular here, but there might be no better route without resorting to the select bug. </div><h3><a name="Tools"></a>Tools</h3><div class="deeper"> Apart from the rerecord VBA version I used Maximus`s TAS Movie Editor to splice together the final movie. Mad props to him. </div><h3><a name="NotesAndThanks"></a>Notes and thanks</h3><div class="deeper"> This is the second version of my run, and if I may say so myself, a much improved version. I'm still new though, so as last time: Please criticize away. <p/>Thanks to fellow Metroid II TASer Cardboard & moozooh for testing and commenting, as well as everybody else following the topic. <p/>
<p/><a href="http://tasvideos.org/Adelikat.html">adelikat</a>: Accepting for publication alongside with the any% run. <p/>
<p/><a href="http://tasvideos.org/Truncated.html">Truncated</a>: De-accepted in favor of <a href="http://tasvideos.org/1552S.html">1552S</a>. </div></blockquote>
Note: When writing something that affects the processing of this movie, please edit the submission instead of posting at the forum.
Active player (325)
Joined: 2/23/2005
Posts: 786
Watched it all the way through, enjoyed every minute of it. Yes vote. I'm sure there are still some ways to improve, but it's great as it is. My only real gripe is that you missed picking up a lot of the beams, but you opted to pick up only "one of each" of them at the weapon tower. In my opinion, you should either pick them all up or only the necessary ones (Unless they count for the % total)
Former player
Joined: 1/29/2007
Posts: 116
There is no %-count in the game itself, so it's up to interpretation whether picking up the beams counts towards 100%. I decided they do and picked them up towards the end because it's faster. Could be done differently for added entertainment, but would slow the run.
Joined: 5/13/2006
Posts: 283
Personally, I think if he's not going to actually use the beams, then he shouldn't have to bother picking them up more than once. Yes vote, though I must admit there were periods that were awfully repetitive and I can definitely see Mehs or even Nos.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Joined: 1/23/2006
Posts: 352
Location: Germany
I think other people would like this but personally I'll have to vote no on the "Did you like watching this" question because I was bored almost the entire time.
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I'm voting yes, pretty much as expected. While I still see lots of improvements, it's still solid, and has quite a neat entertainment value. The way you handled the Gamma when you were running really low on HP towards the end of the game was just hilarious. Also, about the beam pickup at the end of the game was soooo female. "No, I don't like the color, get me another one" Awesome. Edit: Hooooly hell at the Queen. Hahaha.
KRocketneo wrote:
Is anyone doing the any% run.
I am.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
aw heeeel yeah ... good job man. Didn't start fast forwarding till around frame 150000 :P I remember hating this game when I was a kid, so seeing it finished this quickly made me smile. Excellent work Alter. Throw my yes on the pile.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I give this a yes vote too. I liked it. Much better run compared with your first run so good work Alter.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 8/3/2004
Posts: 380
Location: Finland
Well, I found it to be fairly entertaining, provided that if you don't know the game by heart you get a map of the game area. Yes-vote.
"Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home." ( Pratchett & Gaiman: Good Omens )
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
Whoa, that was fast. Was it only just last week you posted your first run?
Why, oh, why do I even <i>try</i> to understand my own species?
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
What Cardboard said. This run is entertaining and of publishable quality now, so I naturally vote yes. I'm pretty sure it can be improved by about 60—80 seconds, though. Notable improvements would include the use of spider throw, killing several metroids during the screen transition (would save about 5—10 seconds alone), more intensive jumping and taking damage optimization and more intensive alpha/gamma fights optimization.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Great run. Everything seemed very optimized with the exception of the Metroid battles. For me, 100% item runs are especially enjoyable to watch. This is a clear yes vote, even if it can be improved a tiny bit.
They're off to find the hero of the day...
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Some parts of it looks a bit unoptimized and I think the Ruins 2 route can be significantly improved, but it was enjoyable to watch. Yes vote and publication-worthy imo.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Meh. I had fun watching it, but a lot of it really doesn't look optimized. I don't know too much about speedrunning this game, but very frequently when watching I thought to myself, "that could be done a few frames faster"- particularily some of the metroid battles which could likely be done a few seconds faster. I realize for the Alpha's and Beta's, they get pushed around a lot when you shoot them making rapid fire harder- but with rerecords you'll know where they end up, and should be able to pursue, or at least time a jump so you can still be at the right height when firing soon as possible to score a hit. For the fledgling metroids near the end, with the exception of the last one, you'd stopped to kill them... wouldn't it have been possible to shoot them while jumping over them, and firing a few missiles backwards at them while moving along? I'm willing to bet this could be improved by at least a minute overall, and for that and a lot of little mistakes that seemed to stand out to me, I can't vote yes. But, it was fun to watch so I can't vote no either. Middle ground for me, I suppose.
Former player
Joined: 9/24/2004
Posts: 177
I voted meh. While the general movement seemed clean and optimized enough (with maybe a couple of minor exceptions here and there), the Metroid battles (which probably should be the highlight of any Metroid 2 movie) felt like they were exceptionally unoptimized, sluggish, and inefficient, with it looking like you wasted whole seconds on some of them dashing too far in, not hitting Metroids as soon as you could (and wasting opportunities to hit Metroids), not manipulating Metroids (or yourself) into advantageous positions, and so on. I think the movie could probably use one more (and much more thorough) optimization job before it's publish-worthy.
Former player
Joined: 1/29/2007
Posts: 116
On the Metroid battles: If for example you shoot an Alpha, and he then dodges upwards, of course I rewinded, and jumped to get in position for the next shot. Problem is, if you do that, they will not go upwards, but downwards/left/right instead :/ I know what you guys mean, but as far as I know so far not very much can be done about it. If we manage to find better techniques for killing them I will include them in another version.
and I think the Ruins 2 route can be significantly improved
How? I am certainly interested in route changes! Maybe you can post them in the Gameboy forum?
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Voted Yes. Also, I think beams shouldn't count in a 100% run, since they act like in NES Metroid (they don't make the beam increasingly more powerful, but rather replace Samus' current beam with the newly collected one. Also, if I remember well, you could get the different beams over and over). In other words, IMO, you should just go for the Ice Beam and skip the others.
pdk
Player (52)
Joined: 1/6/2007
Posts: 68
i'd rather it have been an any% run (m2 doesn't have all the cool stuff that super and fusion have to mess with when moving between items) but that's something for another day so yes
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
pdk wrote:
i'd rather it have been an any% run (m2 doesn't have all the cool stuff that super and fusion have to mess with when moving between items) but that's something for another day so yes
Cardboard is working on an any%. The good (?) thing for Metroid 2 100% is that you need to fight all the metroids in any case — so getting all the items won't slow the run down considerably, as they're all on the way. I can say for sure than even a very good any% will hardly go below 45 minutes, while a fully optimized 100% could end at about 55-56 — the time difference surely isn't that big, while the content difference is.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Voting yes if only because it was interesting to watch, albeit this game isn't very entertaining...
Perma-banned
Former player
Joined: 2/12/2007
Posts: 105
Oh, you didn't use the Spider Ball Throw technique because the Spider Ball Throw is faster than jumping. Oh, you attack the omega metroid in the front will do normal damage, attacking from the back will do triple damage.
Former player
Joined: 4/6/2006
Posts: 462
Oh, you used rerecords. Oh, frame advance too.
Former player
Joined: 1/29/2007
Posts: 116
erokky wrote:
Oh, you used rerecords. Oh, frame advance too.
God, finally someone realized it ^^
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I voted yes. This game is surprisingly entertaining for me to watch. I should play through the color version some day.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Recca
He/Him
Former player
Joined: 3/18/2007
Posts: 20
Location: Sweden
This movie really were nice. Funny to see the game also as I'm never gonna play it myself I think :P Good job!
Kodachi no Hans - Hans i Dungen [Baka Rangers]