Emulator details

  • Emulator used
    • Snes9x 1.43v12(beta 10)
  • Sync settings
    • Use WIP1 timing
    • Allow Left+Right Up+Down
    • Fake Mute desync workaround

Run Specifics

  • Any% item collection
  • Aims for fastest time
  • Manipulates luck
  • Takes damage to save time
  • Abuses programming errors

About the run

This is my first venture back into TASing after an extended period of inactivity, brought on by schoolwork and an addiction to the Starcraft progaming scene. I've always been very drawn to TASing Super Metroid, but the original has at this point reached a level where it's essentially all work and no play (which makes me a dull boy), so the prospect of running an incredibly well made hack, where there was still a lot of room for experimentation was very intriguing. Hoandjzj's previously submitted run then pushed me over the edge to the point where I felt I had to make a run, whether it got published or not, and the summer holidays allowed me to do so.
This is an improvement of 15147 frames over the previous run submitted by Hoandjzj, achieved by updating the route to not include X-ray or Power Bombs, as well as implementing a substantial amount of new tricks and general optimizations (I'd say that it's about 11000 frames for the route and 4000 frames for optimization). The new ingame completion time is 11:57, and the item collection percentage is 11.

About the hack

The IPS patch can be found here. The ROM needs to be unheadered (3072KB, not 3073KB).
This Review speaks many kind words towards the hack, and is worth reading if you are interested in the hack.
Differences in mechanics:
There are a couple of notable differences in mechanics from the original. You are allowed to re-enter spinning mode in mid air, which helps a lot at times, allowing you to walljump up places you would otherwise not have be able to, or turning around faster in mid air (when not spinning this takes several frames, compared to the instant turnaround while you are spinning). Cool-downs for weapons has also changed, the normal beam going from 15 frames to 6, and normal missiles going from 10 to 6. The cool-down for your beam is also dependent of what beam you have equipped. Ice beam, which is the only one I pick up, increases to cool-down to 20 frames.
The speedbooster is the most notable change. To begin with shinespark does not drain any energy, and more importantly, if you hit a slope while shinesparking, you can start running again, which in turn lets you chain shinesparks, and maintain incredibly high speeds.
The re-entering running mode function also has a glitch, or rather an oversight in how it is programed which can be abused. The way it is intended to work is that it takes you back down to the normal max running speed when you start running again (5px/frame speed + 2.75px/frame "momentum" (momentum being a secondary speed value with different, usually fixed, values for different kinds of movement)), but if you only press dash for one frame to start running, you will keep the speed that the shinespark had at the moment (it oscillates between 8-9px/frame), and also regain the normal ground running momentum of 2.75px/frame (when you shinespark your momentum is 0px/frame), plus the 1px/frame you gain from armpumping. This makes you max running speed significantly higher than it is supposed to be. (this makes so much sense in my head, why is it impossible to write it down in a coherent way!)
There are another two notable things about the speedbooster. One feature which was probably not intended, and one glitch that has an unexpected application.
The glitch is that you can become stuck in an infinite shinespark, as the game can, for whatever reason, sometimes fail to notice that you hit a wall. When this happens, you'd normally have to enter the menu and un-equip speedbooster (or in the case of a TAS, simply avoid it). But in the case of Draygon (or Meta Ridley, as he's supposed to be here), you can use it to kill him in one round by simply getting stuck in a shinespark on the wall he appears at. As soon as he touches you, all of his precious health is drained in about half a second, and because his death resets the state Samus is in you conveniently get unstuck as soon as he dies.
The (presumably) unintended feature of speedbooster is that you get a 14 frame spark timer after you re-enter running mode after a shinespark, which lets you do another shinespark without crouching down to charge. This is most notably used after I return from norfair. Seeing the result of it makes me sad that there are not slopes everywhere. And for the record, the reason I think it is unintended is that this 14 frame timer exists in the original game as well (it automatically goes to 14 when you shinespark), but you can't use it for anything there.
The sequence break:
The name of this section could refer to the run as a whole, since pretty much nothing is done in sequence (I stay on route for a grand total of a minute and a half, in realtime, or up to the point where I morph through a broken down robot, which you are supposed to destroy with Charge Beam). But more specifically it is the sequence break in the pirate ship that is the center piece of the run, and the main difference between the three runs of the hack that has been sumbitted. The first run did what you are supposed to do (although of course, not in the way or order that you are supposed to do it). The second run used X-ray to glitch through a ceiling at two spots, thus removing the need to release all security locks that guard the different parts of the pirate ship, and the final boss. This run instead manages to do the same skip without X-ray by freezing an enemy in a very specific vertical position, which makes it possible to glitch through the ceiling anyway. This shortens down the route considerably, since you no longer need to take a long detour to Tourian for the X-ray, nor do you need to grab any Power Bombs, which where only explicitly necessary to get X-ray in the previous run.

Special thanks

  • SB, the author of the hack, for making a incredibly fun and well made game
  • Hoandjzj for making a great run to have as a frame of reference, as well as a clever improvement to the final boss
  • Kriole for hunting down some missed frames here and there
  • Everyone who has contributed to the discussion in the forum thread for the hack, and for the original
  • Not me. God damn I'm horrible at making a coherent and well structured submission text

Nach: Judging.
sgrunt: Replaced the submission file with a 75 frame faster version at the request of the author.

Nach: I got into this run thinking to myself: "Oh great, Metroid Zero Mission in Super Metroid's clothing to an extent, we already have the real deal, who needs this?"
Well, I'm happy to say that my preconception was completely shattered. While some of the graphics are from MZM, and many areas I easily recognized as being ripped straight out of MZM, so much was fresh material. This seems like a well made hack, and many parts of the run showed me what an awesome game I'm missing out on. Only downside is that the run flew through the game so quickly not much of it got a chance to be shown off properly, if at all.
I applaud how you exploited existing Super Metroid glitches, and further found ways to push the new physics engine to all new heights (speeds). Hack is great, run is entertaining and well played, positive audience review. Accepting.
DarkKobold: From [1651] SNES Super Metroid: MockingBird Station by Hoandjzj in 31:00.42 -
mmbossman: While I'm in no particular hurry to have a Super Metroid hack published, enough people seem to find this one entertaining to warrant acceptance. However, both Nach and I were less than impressed with the overall level design and "polish" of the hack, so I would suggest that a future run of a more impressive hack should probably obsolete this run. Anyway, congrats to the author for the first accepted Super Metroid hack on TASvideos
Thus, I'm adding to this decision that it should obsolete the previous SM hack.

Brandon: Publication underway.


Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
Ouch, I wouldn't like to be raped like this game. The whole TAS is amazing, but the end part really made me giggle and dance on my chair. Amazing work.
Joined: 5/12/2009
Posts: 748
Location: Brazil
The Screen shot is very good, like: Wtf??? Why is she Shinesparking there??? Great choice!
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Waiting on MisterEpic to modify my script so that it uses TASBlend, which I hear would be the best solution to this problem.
All the best, Brandon Evans
Joined: 1/9/2011
Posts: 31
Samus goes to planet Zebes to destroy the Mother Brain, putzes around for a while, and then leaves without destroying the Mother Brain. Mission Completed Successfully!
jaysmad
Other
Experienced player (932)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Big YES! I hope this makes it. I like the pic Brandon. May be a bit of a spoiler but still... Epic!
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
jaysmad wrote:
Big YES! I hope this makes it. I like the pic Brandon. May be a bit of a spoiler but still... Epic!
I always go with the author / audience before my own opinion, and I think cpadolf provided a good one. I'm glad you like it man. :) Also, what are your thoughts on the HD encode, anyway? MisterEpic still hasn't posted any progress, and if it's relatively acceptable, maybe we should just publish it with what we currently have.
All the best, Brandon Evans
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
I thought this was a bit slow to start with, but the end made up for it, and the fact that the sequence is being broken is obvious even to someone who knows nothing of the hack. Yes vote.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Brandon wrote:
jaysmad wrote:
Big YES! I hope this makes it. I like the pic Brandon. May be a bit of a spoiler but still... Epic!
I always go with the author / audience before my own opinion, and I think cpadolf provided a good one. I'm glad you like it man. :) Also, what are your thoughts on the HD encode, anyway? MisterEpic still hasn't posted any progress, and if it's relatively acceptable, maybe we should just publish it with what we currently have.
Personally I don't care much since the download is still of great quality. Don't know what others think about it though, or what the site standards are about the quality of videos linked from sites like youtube.
Agare Bagare Kopparslagare
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
I was about to vote meh because I wasn't liking this very much, but the last minutes alone made me change my mind, so I voted yes. This is one of those cases that is a perfect example of why watching the whole movie is mandatory.
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
TASBlend is in the hybrid encode script now, Brandon. ;) http://tasvideos.org/EncodingGuide/HybridEncodeScript.html
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
My test. Let me know what you think.
All the best, Brandon Evans
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Looks pretty flawless to me.
Agare Bagare Kopparslagare
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Your approval is good enough for me. Will publish shortly.
All the best, Brandon Evans
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15584
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1853] SNES Metroid Super ZeroMission by Cpadolf in 20:43.28
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
This is supposed to obsolete Mockingbird.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
NitroGenesis wrote:
This is supposed to obsolete Mockingbird.
Set.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
OK, I know very little about these hacks, but how does one obsolete the other exactly? I'm genuinely curious.
All the best, Brandon Evans
Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
Judge guidelines wrote:
Keep the number of different branches per game minimal. A run for a proposed new branch for a game should offer compelling differences relative to previously published runs of that game.
Judge guidelines wrote:
Too many hacks of the same game engine causes the same issues as too many categories of the same game.
Joined: 7/2/2007
Posts: 3960
It's basically an arbitrary rule to keep us from having one game with an active hacking community taking over the hacks/demos section of the site. Eventually perhaps we'll get a "lesser publication" status that will allow us to publish good runs that don't strongly differentiate themselves from existing runs, but that would require a lot of software work and I don't think everyone's agreed that it's necessarily a good idea.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Tub
Joined: 6/25/2005
Posts: 1377
As a patchwork, we might introduce a SuperMetroidHacks page on the wiki, listing all submissions and publications on different hacks, along with a link to the IPS. A few good runs were rejected or obsoleted simply for technical reasons, but they don't deserve to be forgotten. Collecting them in one place and linking that on the published SM hack runs might do the trick.
m00
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Should we add something into the movie's page to describe this "one hack per game" rule? Currently, it looks like a 20min movie obsoleted a 31min movie of a different game. I'd write such a description, but I'm not sure if one is appropriate or necessary here. Perhaps we could add the old disclaimer of "We do not accept all hacks... please read our Rules..." that we used to use, slightly modified.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
So...the link to the download page is dead. However, I still have the version required to sync this TAS (even I thought I'd lost it, even though I disctinctly remembered watching it 11 years ago). Here's a link to the IPS patch. Apply to an unheadered (JU) ROM.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.