Metroid Zero Mission 100% by Dragonfangs
  • Visual Boy Advance 1.7.2 re-recording v20
  • Aims for fastest time
  • Collects all items
  • Takes damage to save time
  • Abuses programming errors in the game
  • Manipulates luck
So here we are again, Metroid Zero Mission, this time including everything.
Sometime after I exited Kraid, I was told of a way to keep running velocity for slightly longer after running of an edge, I underestimated the time it would save and decided against redoing everything I had done so far. I still use this after Kraid, though there is only a tiny difference visually. The time saved from using this earlier would've been anywhere from 20 frames to a full second. The loss is still not a big deal, but I regret not listening to people who told me to redo.
You might notice that I never actually pick up the Varia suit. This is because when you get your fully powered suit, the game adds Varia to your inventory if you don't have it already (which stupidly makes it one of the required items).
This run mainly aims for the ingame timer. This doesn't really make a difference in most cases, but some of the routes I take might be slower in real time due to extra room transitions, depending on the situation I might ignore lag as well. The final timer reads 42:28. By comparison, the best unassisted record at SpeedDemosArchive has a time of 56:11.
I end the input about a second later than necessary just to get a frame count of 222,222.

Notes copy-pasted from the previous run

  • Exiting a spin jump will still keep your vertical momentum unless you shoot.
  • If exiting a spin jump without shooting and while rising, you'll still rise for a frame regardless if you hold jump or not, if you then press jump again you'll start spinning again and still rise. I can't actually remember ever using this for time saving purposes.
  • Exiting a spin jump positioned the right way under a ledge, you'll get pushed down a bit, and since you don't lose any vertical momentum by exiting a spin jump you can save a bit of time.
  • Doing the "corner boost" at a certain place in Chozodia made a part of the room load incorrectly. But it's just a visual glitch and can't be used for anything.
  • The horizontal movement of all of Samus's projectiles are related to Samus's movement, so if you move in the same direction of a missile it will move faster to keep itself away from Samus, avoiding a doppler effect. This same technique can be used to "curve" shots by shooting diagonally and then moving sideways.
  • If multiple projectiles hits an enemy, all of them will do damage. This is only really useful against the Brinstar Worm/Charge Beamst/Boss right after missiles that drop the charge beam.
  • Shooting while turning around cancels the entire turnaround animation, speeding up a turn by quite a bit.
  • Starting a spin and shooting at the same time makes the shot appear at the bottom of Samus's sprite instead of at the arm cannon.
  • Morphing and shooting at the same time fires the projectile at the back of the Morph ball sprite.
  • After the Chozo ghost battle it usually locks you in place before transforming you to your full suit. But if you turn around during a certain time frame of about 4 frames you can move freely again and the rest of that scene still plays out the same. If there happens to be any stun pistol shots left on the screen when the you've got the suit for real, they'll turn into garbled plasma sprites.
  • Power Grip is usually way faster than other forms of vertical movement(shinespark excluded) because there is only a single frame without upwards movement.
  • There is a "sticky walls" effect when spin jumping. In other words, if you touch a wall while spinjumping and then try to move away from it, you accelerate way slower than you would if you haven't touched anything. Most likely there to make wall jumping easier.
  • Space Jump removes the ability to Wall jump, which would've been faster if there's a wall nearby. But at the same time, Space Jump removes the sticky walls effect.
  • Ingame time still runs during the "Item get!" popup.
  • Mother Brain will usually only take 5 missiles or a super before closing its eye to charge a beam. But there is a short amount of time right after a beam is fired where she'll accept damage anyway.
  • Bosses in this game die too fast :P

New stuff

  • The frame you start spinning will always be the same velocity as the frame right before it. This can be used to maintain running velocity for an extra frame when you run of an edge. In addition to this, releasing the direction you're running at the right time will cause Samus to slowly decelerate instead of immediately slowing down to normal aerial velocity. These two can be used in conjunction. To produce the best result, you should release the direction right when you leave the edge then hold nothing for 2 or 3 frames, then spin.
  • During the first frame of the aerial turnaround animation, Samus will continue to rise regardless if you're holding the jump button or not. This can be used to go from a straight jump to a spinning jump without stopping in midair.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also replaced the ROM name.
  • You indicated Metroid Zero Mission (U).vbm
  • I updated it to Metroid Zero Mission (U).gba

Bisqwit: The audience feedback is good for this movie. Although it is a 100% movie, it is not that much longer than the any% movie -- only twice as long, so question may be whether it has merit enough to be published. I think the answer is yes, and I'm accepting this submission for publication :)

TASVideoAgent
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This topic is for the purpose of discussing #1726: Dragonfangs's GBA Metroid Zero Mission "100%" in 1:01:43.70
Chamale
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You shouldn't make a movie longer for the sake of having an entertaining frame count.
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Holy crap, I thought the run was amazing until the full-suit phase, but after it it became FUCKING INCREDIBLE. 10 in entertainment, that's for sure. Btw, does the powerbomb shockwave expand faster than spaceboosting?
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Good work.
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Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 5/13/2006
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This run is full of win. Excellent work. I like how you worry about not saving time using a minor trick, and then artificially lengthen the movie file anyways. :P
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Joined: 11/28/2006
Posts: 16
...Wow. That ROCKED. For the entire movie. The sense of speed throughout the entire thing was awesome, and I liked how you essentially spammed bullets and stuff during waiting times, and just generally killed lots and lots of enemies. It helped keep it entertaining throught. I also liked how you made all those annoying puzzles seem like cake, and some of the shinespark sequences were incredible. It was awesome seeing that claw-grabber dude die before he could let go of the roof. Heck, I liked how basically none of the bosses could really get off any attacks. ...You know what? The only part I can think of that seemed less-than-perfect or that I didn't like was the fact that you had to use that save point to recharge your pb's. I mean, it was probably quicker than finding an enemy and getting it to drop some, but it still seemed kind of off. But hey, a whole 2 seconds of "meh" during an hour-long movie that's otherwise a complete mind-blower is still really really good. :) Bet you can't guess what I voted. :P Edit: I also liked the one part (around frame 185000?) where you glitched up the room graphics. Also, as a side note, I did not press the turbo button once for this movie. :)
JXQ
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Posts: 3132
I see the two items I never found when playing this, I think. One was around 185500...there's a graphic glitch where Samus rewraps the screen. Any idea why this happen? (The other was the diagonal-morphball-shinespark in Crateria to get power bombs. Didn't know you could angle upward with that!)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
upthorn
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I'm in the middle of watching this, and I just noticed that at one point you take the elevator down to ridley's lair, then immediately go up again. Why is this?
How fleeting are all human passions compared with the massive continuity of ducks.
P.JBoy
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Because you have to go down the Ridley elevator to make the just killed boss dissappear, letting you fight the next mini-boss (who actually is the same mini-boss)
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Woohoo, a 100% run! Pure oozing awesomeness from beginning to end, I'd give this a 10 in entertainment. Great work and thanks for doing this!
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moozooh wrote:
Btw, does the powerbomb shockwave expand faster than spaceboosting?
Well as demonstrated sometime right after leaving the mothership, the shockwave expands about at the speed of a shinespark(192), which is faster than speed boosting(160).
JXQ wrote:
I see the two items I never found when playing this, I think. One was around 185500...there's a graphic glitch where Samus rewraps the screen. Any idea why this happen?
Probably due to do shinesparking through one of them zones that don't start scrolling until you reach the very edge.
upthorn wrote:
I'm in the middle of watching this, and I just noticed that at one point you take the elevator down to ridley's lair, then immediately go up again. Why is this?
What pj said, the giant fly boss thing won't appear until I've been down in Ridley someway. It would probably look less forced if I did the boss on the way back out but I needed the supers I got from him.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
Tompa
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Nice Nice nice! Time to watch! One question first: Why is the sound changed in the beginning? And why not pick game C afterwards...?
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Sound is changed because mono sucks. And game C has to slowly scroll up to the top after being selected.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
P.JBoy
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I have seen some of his wips before and liked what I saw. Voting yes. Great work as always. Edit: PJs screenshot is really neat. More specifically, this one: http://i56.photobucket.com/albums/g178/ybab321/MetroidZeroMissionU_05.png
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
Tompa
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Well this run antisucked a lot. It's an easy no no vote for this piece of hit. Edit: That scroll glitch exist in Super Metroid as well, the same way.
P.JBoy
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I can't wait to see what screenshots BisqBot makes out of this
upthorn
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Dragonfangs wrote:
upthorn wrote:
I'm in the middle of watching this, and I just noticed that at one point you take the elevator down to ridley's lair, then immediately go up again. Why is this?
What pj said, the giant fly boss thing won't appear until I've been down in Ridley someway. It would probably look less forced if I did the boss on the way back out but I needed the supers I got from him.
Well I figured the part about needing to trigger some sort of flag by going down, I just wasn't clear on why you went right back up, instead of accomplishing stuff there and fighting the boss on the way back -- especially because right after coming back up on the elevator, you go back down into ridley's lair, via a different route. Now it's clear that you needed the super missiles, and since I have no more questions, and the rest of the run was awesome, I'm voting yes. I still suspect there may be a route improvement there, though. Also I'd like to point this out as the sort of thing that looks weird enough to warrant a mention in the submission text, so you don't get people asking about it.
How fleeting are all human passions compared with the massive continuity of ducks.
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Deffinite yes vote. No doubt the best GBA run to date.
Agare Bagare Kopparslagare
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this was absolutely great awesome wonderful.
<adelikat> tony hawk is porn for me <Comicalflop>my mom is hot
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Knowing how much work went into previous runs of MZM and knowing how they turned out, and then watching this. Great job.
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I knew this would get my yes as soon as Charge Beamst didn't even get the chance to have a chance at continuing to exist. Also liked how you collected the last energy tank.
This guy are sick.
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There's just too many really astounding places in this run to just express gratitude for each one. It'd take all day.
Tub
Joined: 6/25/2005
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This is the run I've been waiting for for years. Will watch it a couple of times, then vote something along the lines of 'yes'.
m00
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Good job. Hopefully Metroid Fusion 100% will look just as good. :o