Emulator details

  • Emulator used: Snes9x 1.43v12 (beta 10)
  • Sync settings:
    • Use WIP 1 timing
    • Allow Left+Right / Up+Down

Details on the run

  • 100% item completion
  • Aims for lowest realtime
  • Manipulates luck
  • Takes damage to save time
  • Abuses programming errors
  • Does not abuse X-ray
Suggested screenshot: Frame# 188286

In depth about the run

This is my improvement over JXQ's 100% Super Metroid run, it is 2 minutes and 34 seconds faster than his version in realtime, or 9249 frames, and ~1 minute and 51 seconds faster ingame, or 6636 frames. Ingame clock stands at 00:36:03:43, yes I know, ouch :(
The 3 main improvements here are the torizo skip (21+ seconds) the mother brain stand up glitch (~15 seconds) and the routechange. Don't really know how much it saved though, due to trouble with comparing the routes completely, but it has 6 less doors and less backtracking, so maybe 10-15 seconds in realitime. The rest of the time is largely due to a lot of new room strategies, general optimization, and for realtime, minimizing door scrolling (without this I would actually have reached 00:35 quite easily...).
I have also made a alternative ending to this run, that removes the only pause screen, kills motherbrain without glitching, and saves the animals.
There is a excel spreadsheet formatted by hero of the day, in it are details on almost every room, some are left out due to the routechanges, and for the same reason it is not 100% accurate, but works good for room comparison and getting explanations for some of the things I do which might look a little (and in some cases maybe a lot) weird.

Information about authorship

As many probably know this started out as a team project between me and hero of the day. However, as he gained less and less time to work on the run I gained more, and in the end I did virtually all the work on the actual run, though hero still suggested ideas of improvements and new tricks, and the finial time would have been seconds higher without him. Thus he thought it would have been unfair to include him as an author of the run when submitting.

My two cents about what I presume will be the discussion about this run not having any input animation

Yes that is right, this run does not have any input animations, which I guess will gain me some no votes, but I had my reasons for not using them. I think the main reason they where so awesome in JXQ's run (besides him being an extraordinary comedian) was that the whole concept was new, it was the first run to use anything like that, naturally this run could not top that no matter what I would have animated. And since JXQ is a very funny guy I would have had little chance doing so anyway, and I think anything not as good as his work would simply be seen as redundant to the movie, and perhaps even as a bad attempt to copy his idea. Naturally I was not very eager to spend hours upon hours doing something that I predicted would be seen as mediocre, but I did actually start to add some input a bit into the run (some of which you can still see the bottom line of), and had a few thousand frames covered. It ended up in the trash bin though as I never really got very satisfied with them.
Also I hope that the main interest for most here is the run itself anyway... Oh well enough nonsensical rambling and bad arguments already.

Thanks to

Most of all hero of the day obviously, for figuring out a lot of improvements and new strategies, and it was more or less solely his work on improvements between the release of the last 100% run and the start of this one that made me do it at all.
JXQ, for making excellent runs. This would obviously not have been nearly as fast without his other runs to improve upon.
And pretty much everyone active in the Super Metroid thread during the brief times of peace (almost everyone has done something), you know who you are.

mmbossman: Impressive work. Accepting as an improvement to the published 100% movie.

Chaosv1: Encoding... Saturn's already encoded this one, checking and publishing


Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Warp wrote:
I would like to watch this, but I can't: 1) I have no idea what "Super Metroid.swc" is. 2) I tried with some JU smc files, and it always desynced after about a minute. Is the 1.43v12 (beta 10) requirement strict and could it cause this? (I only have 1.43+ v11 (beta15) for linux.)
Oops, I accidentally wrote the wrong ROM name, I updated it with the correct one now. I'm pretty sure version differences in the emulators does not cause desyncs so I think that it is the ROM that is causing your problems.
Agare Bagare Kopparslagare
Joined: 4/3/2005
Posts: 575
Location: Spain
I would vote NO because JXQ's input animation was the sole reason I could stand watching a 100% items run for one hour, but I won't vote something I'm not going to watch. I know that mimicking JXQ's work wouldn't look original, but I don't understand why it's okay to reuse optimization moves, but not entertainment feats, in an improvement of a movie.
No.
Joined: 7/1/2008
Posts: 272
i agree with adolf's reasons for not doing the input stuff. it feels better as a one time thing, and would feel like stealing JXQ's work. i also think the input can actually be quite distracting from the gameplay. about the run itself, which is what really matters here, superb. screwing up the final boss sequence was really nice. and putting off the Wave Beam till the end was a very smart route choice, and didn't really impact anything prior like Botwoon and Ridley. very Yes.
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Satoryu wrote:
i agree with adolf's reasons for not doing the input stuff. it feels better as a one time thing, and would feel like stealing JXQ's work. i also think the input can actually be quite distracting from the gameplay. about the run itself, which is what really matters here, superb.
I agree with all this. Great improvement, voting yes!
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
You dont often feel a huge satisfaction when you wake up, and suddenly notice that one of your top 5 favorite runs has been improved. I could notice the minor and the big improvements (such as the Mother Brain trick). I also would like to acknowledge your TASing style, I think its cool :) Honored to vote yes.
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
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
Yes vote. I always knew there would be a way to get that annoying missile upgrade near Kraid (the one that requires powerbombs) without backtracking. However, I still think that a true 100% run would rescue the critters at the end during the escape sequence!
Post subject: Re: #2079: cpadolf's SNES Super Metroid in 1:08:10.87
Joined: 5/9/2005
Posts: 752
NesVideoAgent wrote:
I was going to add a version of the run that completes the game without using pausescreens, not using the MB glitch, and saving the animals. But due to some annoying obstacles towards the end I got delayed and my motivation for a second version faded. However if there is demand for it I will still amke it, but in a few days if so
I would appreciate this if it is not too much trouble.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Cpadolf wrote:
Oops, I accidentally wrote the wrong ROM name, I updated it with the correct one now. I'm pretty sure version differences in the emulators does not cause desyncs so I think that it is the ROM that is causing your problems.
I still don't really know what Super Metroid (JU) [!].swc is. I tried it with Super Metroid (JU) [!].smc, but it desyncs after about a minute in. Is "swc" just a typo, or is it really a different rom format? Or maybe the emulator version does make a difference...
Joined: 10/15/2007
Posts: 685
JXQ's run will always have a special place in my heart, but I won't let the lack of input animation sway my opinion on what is otherwise a notable improvement. The amount of effort put into this is readily apparent, and you've made good use of the techniques discovered between the submission of the previous 100% and this one. I could not, in good conscience, vote no. So, I'll cast my yes vote after I hit the submit button, and watch it again.
Kirby said so, so it must be true. ( >'.')>
Joined: 8/23/2008
Posts: 417
Warp wrote:
I still don't really know what Super Metroid (JU) [!].swc is. I tried it with Super Metroid (JU) [!].smc, but it desyncs after about a minute in. Is "swc" just a typo, or is it really a different rom format? Or maybe the emulator version does make a difference...
It's .smc, he just wrote it wrong. I had no problems emulating with a headered (3,073KBs) ROM but the unheadered (3,072KBs) ROM does not work. There's versions of both floating about on the internets so you'll want to make sure you have the headered version. Plenty of applications can add/remove headers (SMILE is what I use but I know there's others) to ROMs, but I imagine you know this by now good sir.
I will not use self-reference in my signature.
Joined: 6/5/2005
Posts: 139
I give this a yes vote. Awesome optimization and improvements over JXQ's already tight run. Also, thank you for not putting a "colors a (blank)" reference in your submission text :P
I like stuff...
Joined: 7/16/2006
Posts: 635
Acheron86 wrote:
Warp wrote:
I still don't really know what Super Metroid (JU) [!].swc is. I tried it with Super Metroid (JU) [!].smc, but it desyncs after about a minute in. Is "swc" just a typo, or is it really a different rom format? Or maybe the emulator version does make a difference...
It's .smc, he just wrote it wrong. I had no problems emulating with a headered (3,073KBs) ROM but the unheadered (3,072KBs) ROM does not work. There's versions of both floating about on the internets so you'll want to make sure you have the headered version. Plenty of applications can add/remove headers (SMILE is what I use but I know there's others) to ROMs, but I imagine you know this by now good sir.
Funny, I used the unheadered ROM and it synced fine. I'm using 1.43+ v12, BTW; not sure if that makes a difference. Anyways, I voted yes. Don't care about input animation, and it was very well optimized. Seems like an obvious yes.
Joined: 8/23/2008
Posts: 417
petrie911 wrote:
Funny, I used the unheadered ROM and it synced fine. I'm using 1.43+ v12, BTW; not sure if that makes a difference.
Figures, it wouldn't work with my ROM until I re-headered it (I hate working on headered ROMs). There is a bad dump of SM floating around the internet as well, pretending to be a good one [!] but I've had trouble with it in the past too. I don't think this is the case though because I assume Warp has probably watched SM .smv content before. Will have to look into this. Wish I could read the breakdown file but it's a spreadsheet and I've not put office on this machine. Ah well.
I will not use self-reference in my signature.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Acheron86 wrote:
Wish I could read the breakdown file but it's a spreadsheet and I've not put office on this machine. Ah well.
Now available in html format, http://www.mediafire.com/?gidmda1ymqi
They're off to find the hero of the day...
Joined: 8/23/2008
Posts: 417
hero of the day wrote:
Now available in html format, http://www.mediafire.com/?gidmda1ymqi
My hero! Thanks.
I will not use self-reference in my signature.
Tub
Joined: 6/25/2005
Posts: 1377
The input animations were funny once, maybe twice, but I ended up watching JXQs run without input afterwards. I don't really mind that they're missing, they were a nice gimmick, but IMHO in no way required to make 100% SM runs entertaining. A great run with easily visible improvements (compared to all the tiny ones you can only appreciate after reading the spreadsheet), a new route with very tight energy management (although you made it tight on purpose, didn't you? ;)), fresh boss tactics, funny antics as usual, and you actually tried using those missiles you had to pick up anyway. Too bad there was no way to include the improved red brinstar shaft descent in a 100% route. Thanks to cpadolf for running, and thanks to everyone who contributed tricks. I'll go watch it again now :) Oh, and I voted something, too.
m00
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Cool shooting for nothing, for entertainment, for "yes" vote. Cool.
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Wow, nice job. I'd better hurry up and finish my fusion 100% now.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
I've posted this somewhere before, but here is the lua script to skip all the cut scenes (items,doors,intro). It also fixes the little flicker at the top of the screen.
a=0

while true do

	if memory.readbyte(0x7e198e) == 128 then
	gui.drawbox(0,0,255,31,"#000000")
end

b=memory.readbyte(0x7E1842)
if a~=b then
snes9x.speedmode("normal")
else snes9x.speedmode("turbo")
end
a=b

	snes9x.frameadvance()
end
They're off to find the hero of the day...
Experienced player (614)
Joined: 4/24/2005
Posts: 612
That was just the best! Very cool and very entertaining run. That lua script makes it even more insane. I also see you're a fellow wobbler. I'll leave it at that. Yes vote. (Why do my posts all seem so boring, generic, and like a robot? Oh well, something to work on...)
Emulator Coder, Former player
Joined: 8/12/2007
Posts: 102
Excellent run, and thanks to hero for posting the script.
Joined: 10/15/2007
Posts: 685
I just wish the script could be altered to only activate turbo mode for item gets and not doorways. :/ Oh well, I have a turbo button when I feel impatient.
Kirby said so, so it must be true. ( >'.')>
Joined: 7/26/2006
Posts: 1215
I'm posting from the afterlife to say that I vote yes. You see, I made the mistake of watching this movie with the lua script and my head exploded. Now I realize that there is a point to door transitions and item pickup pauses: to give your brain a rest from the mindfuckingly fast action the rest of the game provides. Don't make the same mistake I did, guys.
Player (199)
Joined: 4/6/2008
Posts: 23
Location: Nara, Japan
This is a pretty awesome run! :) If I had a vote, I would vote yes certainly. BTW, I found this weird trick some days ago. I had thought of uses of it since then. And I came up with this idea while I was watching this run. I succeeded in improving more 22 frames than this run. However, there's a few lack of optimization, maybe.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
gstick wrote:
BTW, I found this weird trick some days ago. I had thought of uses of it since then. And I came up with this idea while I was watching this run. I succeeded in improving more 22 frames than this run. However, there's a few lack of optimization, maybe.
Holy crap, that was really surprising.
Acheron86 wrote:
It's .smc, he just wrote it wrong.
No it IS .swc, almost all my ROMs are .smc but for some reason the version of the SM ROM that I have used for all my runs is a .swc file. No idea what the difference is.
Tub wrote:
(although you made it tight on purpose, didn't you? ;))
Only once. The acid dip before the crocmire E-tank could have been done while having 5 or so hp left.
Agare Bagare Kopparslagare