Merry Christmas!
  • Emulator used: Snes9x 1.43 v13/v17
  • Aims for ingame time
  • Takes damage to save time
This is a Reverse Boss Order (RBO) TAS of Super Metroid. As the name implies, we aim to kill the four main bosses (excluding Mother Brain, who must be fought last) in reverse order as quickly as possible. This presents a unique challenge; as the varia and gravity suits are guarded by Kraid and Phantoon respectively, all of Norfair and Maridia must be traversed with Samus' standard power suit.

Crateria and Blue Brinstar

The first changes in this run come as early as Blue Brinstar; a really cool CWJ was applied to an opening door in the Morph Ball room, allowing us to keep our speed in the next room. This also gave us some extra falling speed.
We were also able to collect the Blue Brinstar energy tank extremely early with a precise, zero-momentum jump followed by a CWJ. As we were in the room anyway, we also collected the missile tank. We estimate that this saved roughly 1000 frames.
Due to using some missiles in Blue Brinstar, we collected three extra refills on the way to Bombs; one in the OMBR, one in the OTES and one in the Crateria Main Street. They are all easy to access and cost only 1-2 frames.

Green / Pink Brinstar

The extra missile tank makes this area much smoother than before, allowing us to avoid revisiting the early super missile room. We also CWJed from the last gate to reach the missile door much faster than usual.
We skip the Charge Beam until after collecting Power Bombs. It's slightly faster this way and is easily compensated by our surplus of missiles.
After acquiring Power Bombs, we immediately return to collect some necessary items for Norfair. Killing Crocomire and collecting his energy tank later allows us to completely avoid the Etecoon area.

Norfair

And thus begin the Hellruns. Energy management is pivotal here and you cannot neglect ammo management either. We had 2 things in mind here - Crocomire and Lower Norfair, and preparation had to start very early. We got some energy in our Reserve Tanks given that this was undoubtedly a good time to do so.
Hi-jump comes with some interesting properties: jumping with a speed of n.61440 instead of (n+1),0000 generally gives a higher vertical speed (I say generally because it doesnt always reset, how else would it progress to higher values), this was abused whenever it would save time.
While there is nothing new to the Hellrun, we applied a minor change to the Bubble room, by changing it from a upward CWJ to a normal CWJ. It was not only faster but also much smoother. The Skrees were fairly kind to us. Skrees have a 1% chance to drop Big Energy balls, and getting two of them was very lucky. On the way back we change it up by adding another Skree refill for just a handful of frames, which we actually desperately needed instead of waiting for another pipebug round.
We used a Power Bomb Shield to avoid additional rounds on Crocomire. The CWJ on Crocomire's dying body was just to gain enough distance to make the warp around shot open the door on the far left side of the room. And we also had just enough energy to survive it all (1 more frame spent in a heated room and we would've died).
We used the acid dive after the E-tank plus the refills from Crocomire to optimize the amount of energy we had in our Reserve Tank.
A different approach was used in the lava lake before Lower Norfair to avoid one of the pause screens (avoiding all pause screens was one of our goals while making this run).

Lower Norfair

The lack of Super Missiles forced us to use some different strategies concerning the sanctuary. First of all we used a Power Bomb Shield to refill a Super Missile from a Golden Pirate. This took quite some time to achieve, since framerules and lack of knowledge when it comes to Super Metroid RNG made it hard to determine when the Super Missile would drop. In the end more lag wouldn't cut it; the Super kept dropping on the same ingame frame. We then cut back on the lag as much as possible to get the Super drop on that exact frame. This Super would then save a lot of time on the wallmonster in the sanctuary.
We also used a different strategy in the sanctuary which not only gave us an additional Power Bomb, but also saved a lot of time by not having to land on the spikes again; spiking on the first possible frame allows you to keep your speed when spiking, giving you a lot more distance. With enough speed built up you can reach the platform and still get the last Power Bomb drop.
We needed 22/10/25 for Ridley, and the rooms just prior to Ridley were the perfect place to refill. This is also a good place to show what Grapple can really do. Also note the first application of a Grapple animation cancel; holding the fire button while triggering an animation causes the Grapple to stay extended for the entire animation. Canceling Grapple into an animation also avoids the position reset that occurs when you kill an enemy. This was abused a lot, in Maridia especially, (where animations are much longer) to save single frames.
We used the rooms before Ridley again to refill in preparation for the Maridia CF during Draygon. Power Bombs are fairly rare to get in Maridia, so getting them here is optimal. In the revisit of this room it looks like we miss a refill with the Grapple Beam, while in reality we are getting the refill right under it. While Power Bombs are rare, they weren't worth the delay it took to get this particular refill.
The Kago room used the reverse crumble glitch, with some very careful Dessgeega manipulation which allowed us to avoid damage altogether. The room after that used a very nice mockball which was possible thanks to a zero-momentum jump, which ultimately saved about 9 frames. Also showcasing a very nice momentum spike morphball bombjump to gain a frame; when you first start rolling as a morphball, your momentum increases from 0.49152 to 1.32768, 2.16384, 3.00000, 3.49152 and finally receeding back to a 3.16384. Since momentum and speed is added to the morphball bombjump, catching the morphball bomb when the momentum is at 3.49152 gives the highest speed, and allows us to lay the morphball bomb a frame earlier while still clearing the ledge.
Exiting LN with 10 or less energy to be able to die from one hit by a Waver.

Norfair

Back in the Bubble Room, not only do we need energy but we also need to get rid of our reserve tank for the Draygon CF. The best solution is to trigger it during the Power Bomb explosion, since the timer for the Power Bomb still counts down during the refill sequence saving some time.

Maridia

Momentum is gained at 1/12th rate while running underwater, but it instantly maxes out when jumping. This makes optimizing underwater segments a little bit weird.
This is the place where Grapple is ment to save all the time it costs to collect it plus a lot more. Avoiding the wallcrawl with the Pincer in Mount Doom and avoiding the Underwater Walljumps before Botwoon save a ridiculous amount of time.
We managed to avoid the crouch just before the Mocktroid freeze before Botwoon. This required some very good Mocktroid positioning, who thankfally do not act differently due to RNG.
The mocktroid bridge was very tricky. Not only getting the Mocktroids in the right position, but also avoiding to fall in between them while charging the shinespark. We eventually managed to make it all align, which resulted in one of the coolest speedtricks ever. We also managed to save 1-2 frames on the shinespark itself, by unspinning 1 frame before sparking (this gives you a free pixel in vertical position) allowing us to spark a frame earlier.
Draygon was very tricky. We had trouble deciding on a strategy, most revolved around killing him with the grapple - it's undoubtedly the fastest but costs a lot of energy, which we desperately need for both Mother Brain and all the shinesparks in both Wrecked Ship and Red Brinstar before and after Kraid. We eventually went with a strategy which required very little effort and even ended up being faster than the other strategies we had in mind; instead of using Grapple we use an early CF to give us a free shinespark, which we then use to finish off Draygon which in turn gives us a bluesuit. By using the lower right turret to trigger a morph/unmorph Grapple glitch we can exit the room without being grabbed by Draygon, which saves a ton of time.
The bluesuit is used to exit the eyedoor room, since it's impossible to clear the last ledge just where the water meets the air.
The corridor leading to the Wrecked Ship elevator is a perfect place to squeeze in a lot of refills for practically no cost of time. We still need quite a lot of energy for Mother Brain and the shinesparks later on.

Wrecked Ship

We managed to freeze and collide with one of the Choots, not only does it save time, it also gives us a free refill and allows us to avoid the 80 damage you would normally take from the Choot that comes just after that.
Unlike the other bosses, Phantoon is terribly straightforward.
We skipped the shinespark during the Wrecked Ship exit which cost us 11 frames but saved around 140 energy.

Kraid's Lair

Kraid was very clutch. We just barely managed to make the charged shot connect in his first mouth opening. This triggered the improved Kraid fight, but with a little visual inaccuracy: it looks like Kraid's mouth is closed, but in reality it's still open. Shooting his face with a missile finishes him off.
By leaving his room with 10 Super Missile we get 80 energy from Mini-Kraid, another big step in our plan of skipping the Kraid E-tank.

Tourian

Our plan here is to get atleast 15/10/XX and 740 energy. We were a bit worried but it clearly worked out in our favor.
The Big Metroid skip is very weird. He behaves similarly to Mocktroids (touch his hitbox and he immediately changes his trajectory), but is still subject to RNG. After a ton of work we finally managed to get an excellent skip. Note that it is possible to freeze the Big Metroid with the Grapple, but it delays the fadeout by a very long time, making it worse than useless since the Big Metroid can still move during the fadeout.
Mother Brain looks fairly similar to most other runs. We tried to center the camera as much as possible after the glass phase, since the game still runs during the time it takes for the camera to center on the room.
The escape has always been awkward thanks to difference in luck. With the help of lag and transitional doorlag we changed the steam patterns to our favor.

DarkKobold: Judging.
feos: Encoded HD.

DarkKobold: Derakon's, Tub's and Hero of the Day's posts made this decision much easier. Thank you.
In short, this movie provides a different enough challenge and content from the currently published runs. This movie is much like [1868] SNES Super Mario World "no powerups, maximum exits" by PangaeaPanga in 1:18:23.22, which shows off techniques that can really only be pulled off via TASing. Thus, I am accepting this new category.
As far as obsoleting a movie, I consulted with Hero of the Day. From what he said, the any% in-game (which is currently the most similar run) will be obsoleted by the next any% real-time. Thus, for a more natural and reasonable chain of obsoletion, this movie will not obsolete any other Super Metroid category.
It will, however, obsolete Combatribes. Because seriously, F that movie.
KIDDING! KIDDING!
ledauphinbenoit:Processing the new movie file posted in the discussion thread. Someone with privileges should replace the movie file...


Player (89)
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I believe Derakon and DrJones make very sound arguments in favor of this run. Additionally I would like to just give a quick rundown on how I feel of each of the 9 unique super metroid submissions and why this run should be published: 1. any% glitched - This run shows the game taken to the absolute extreme. It completes the game as quickly as possible without any restrictions. I see this as a completely legitimate category and seems rights at home with many of the other TASes featured on this site. 2. 100% items - Like the run above, I see this also as a legit category. It completes the game as quickly as possible while collecting every single item, as kept track of by the game itself. Many runs on this site also feature a "100%" category. 3 & 4. any% "non glitched" ingame & realtime - This is where the problems start to begin, because now we have 2 runs with the same goal. These runs complete the game as fast as possible using almost identical routes without the use of glitches. This is a legit category as seen by almost every run on the entire site. The issue is that now Super Metroid is a unique game on the website because it has 2 runs with almost the same goal. I think that one of these runs can be removed in order to save space. Personally I would like to see the optimizations of the ingame run put into a new realtime run, which would lead to a 22 ingame time and thus satisfy both categories in a single movie again. 5 & 6. low % "speed booster" & "ice beam" runs - These runs are really not needed on this site. The routes presented in these are almost identical to the any% runs, with the exception being that a couple beams are not collected. All this does is lead to much slower bosses fights along an identical path to the any% runs. They show off almost nothing unique to their respective runs that are not seen in any of the above mentioned runs. 7. any% "PAL" run - This category is just stupid and barely worth mentioning. It offers nothing over the any% (JU) run. It also had tricks purposefully excluded in it by the author. 8. GT Code run - This uses a debug code which breaks the rules of the site. Additionally, most of the run looks just like the 100% run. The only exceptions here is that you have the plasma beam for draygon and botwoon. Not nearly enough here to justify it's own category. 9. This RBO run - It offers something truly unique. The route presented here is nothing like any of the 3 legit categories. It presents a challenge that a professional human player would struggle to complete in twice the length of time. The TAS shows off tricks that will never be presented in any of the other categories and shows off many of the quirks in the game's programming. The way I see fit, the game has 3 legit categories, and room for a 4th category as long as it presents something unique and entertaining to watch. Having 4 categories for a game should not be a problem if all 4 categories are so truly unique from one another and are all entertaining at the same time.
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I agree with most of you. - there is no harm in having more than 4 branches. - even if there is harm in having more than 4 branches, this submission isn't the one that should pay for it, but one of the in-game and real-time. - but really there is no harm in having more than 4 branches.
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moozooh wrote:
DarkKobold wrote:
It is a bad thing, for this movie, as it is difficult to once again accept a 5th category for Super Metroid. Understand, that the decision on this movie is far from being made. Thus far, the argument hasn't really occurred, and the main argument is that "This movie is awesome." However, all Super Metroid Submissions by skilled SM tasers are awesome.
I do hope you see the inherent controversy in these two paragraphs: it's "difficult to accept" an additional movie because everything that goes for it is "being awesome". I dunno, it just seems funny to me that the reason for difficulty is that of all things. We don't want awesome things on the site? Too much awesome is a bad thing? Uhh, what's the logic here? :D
You totally ignored the second part of the quote, which is ironically still included. "all Super Metroid Submissions by skilled SM tasers are awesome." A 17% run would be awesome. A 36% run would be awesome. A 69% (heh, heh) run would be awesome. All of the runs hero of the day listed were considered awesome, and had good feedback. So yes, I do want a limit on the "awesome." I'd rather not see a run for each percentage point or route possible through Super Metroid.
moozooh wrote:
But let's try looking at this from the opposite perspective as well: what exactly will be compromised, harmed, or otherwise wronged by accepting this movie without having to remove any content from the site? Thus far, the argument hasn't really occurred, and the main argument is that "Having too many categories is a bad thing." The site has progressed so much during the last few years and you are clinging to the worst of the atavisms as if it were something good to begin with. It was an arbitrary rule that has outlived its purpose many years ago. I look forward to the day when we drop the burden of arbitrary constraints that make little sense, if any.
boct1584 wrote:
DarkKobold, can you explain to us all why you feel that the number of categories for any given game needs to be restricted?
I see three arguments against multiple categories: The first is the obvious slippery slope argument. Given that any route through Super Metroid could be considered entertaining, where do we draw the line? This is not a Super Metroid fansite, nor should it be. Perhaps the concept is dated, but the site was predicated on having the best quality, most up-to-date runs on the site. The more branches to a game, the less likely it is for each branch to get a movie that uses the most recent tricks and findings. Thus, if we accepted all 9 SM categories, then over time, the majority would be woefully out of date. The end result is a muddy mess of movies, with the user not sure which is the best quality. Finally, many users have complained over the years that the site focuses far too much on popular games, and less popular games get ignored. As a judge, I see accepting numerous, or unlimited categories of a popular game working to reinforce that issue.
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I don't think anyone is suggesting to publish all 9 submissions. In fact, like I pointed out, 5 of them are pretty much useless as they are nearly identical to the 3 legit categories. This run isn't like the any%, 100%, or glitched run in any way at all. It stands completely on it's own. If there can only be 4 branches (which seems to be will of the judges), then this should replace one of the any% runs. The any% runs are almost identical in every way, and one of them could easily be removed.
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I'm not even a particular fan of Super Metroid nor do I understand a lot of the details of the various runs. However, all the Super Metroid runs are sufficiently distinct even to my untrained eyes, and they're all exciting as hell. Add as many of them as you like, as long as they continue being great, and are different from the others. Which this present one absolutely is. Yes vote.
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DarkKobold wrote:
boct1584 wrote:
DarkKobold, can you explain to us all why you feel that the number of categories for any given game needs to be restricted?
I see three arguments against multiple categories: The first is the obvious slippery slope argument. Given that any route through Super Metroid could be considered entertaining, where do we draw the line? This is not a Super Metroid fansite, nor should it be.
I don't think anyone said that. I do kinda see your point, though. But as Derakon and hero of the day have both pointed out, a "Reverse Boss Order" run is a well-defined category, and it brings a lot of new material to the table by never collecting either suit. (Which also makes it a "Suitless" run, but that's just nitpicking.)
Perhaps the concept is dated, but the site was predicated on having the best quality, most up-to-date runs on the site. The more branches to a game, the less likely it is for each branch to get a movie that uses the most recent tricks and findings. Thus, if we accepted all 9 SM categories, then over time, the majority would be woefully out of date. The end result is a muddy mess of movies, with the user not sure which is the best quality.
Having seen hero of the day's arguments against the "low-glitch low%" runs, I have to agree with him and you on that; the 14% category is obsolete, as it does not offer much that the any% runs do not, and does not beat the game as fast as the "glitched" runs. When movies become outdated, they can always be obsoleted by movies from different branches. This was done when hero of the day's Chrono Trigger any% was obsoleted by inichi's glitched run. I believe adelikat also toyed with the idea of having the GrueBot obsolete outdated movies, although I don't remember what the outcome of that discussion was.
Finally, many users have complained over the years that the site focuses far too much on popular games, and less popular games get ignored. As a judge, I see accepting numerous, or unlimited categories of a popular game working to reinforce that issue.
I don't agree with this at all. Just because a popular game gets a lot of runs does not mean that there's no room for a lot of runs of a less popular game; the runs just have to be up to our quality standards. It just depends on whether or not people actually have the time and/or the inclination to go out and DO them. Super Metroid, because of the nature of the gameplay, lends itself to a large number of different challenge runs. And as I said previously, the goals of this run are well-defined: "Beat the four main bosses in reverse order."
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Tub
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I completely agree with hero's list and assessment. Of all the categories, RBO is the one that offers the most radical change, and is thus the best one in terms of unusual routes, new tricks and the unique challenges of being suitless. It's a simple goal definition that has been popular even for unassisted runners (IIRC both red scarlet and hotarubi did an RBO) simply because it's SM on Hard Mode. Most of all, it makes for an exciting, unique run. Neither GT code nor PAL roms nor unglitched low% nor timing changes could offer much that hadn't been seen in the runs already published at the time. This one can.
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Incidentally, there is a defined in-game boss order, even if you ignore the obviously intended route that the world design encourages. When you go to the statue room (right before taking the elevator down to Tourian and the endgame), the statues "burn out" in the nominally-intended order -- Kraid, Phantoon, Draygon, Ridley. I know nobody asked this, but I still thought it was worth pointing out.
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Derakon wrote:
Incidentally, there is a defined in-game boss order, even if you ignore the obviously intended route that the world design encourages. When you go to the statue room (right before taking the elevator down to Tourian and the endgame), the statues "burn out" in the nominally-intended order -- Kraid, Phantoon, Draygon, Ridley. I know nobody asked this, but I still thought it was worth pointing out.
To add to this, each bosses HP increases incrementally as the game progresses. This implies a very much intended order by the programmers.
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I feel like a lot of good points have been made. I guess I'll throw my hat in the ring and focus on an important reason to publish this... Nobody could do this run in real-time using this route. It isn't even remotely possible. I doubt it's possible even using every e-tank obtainable before fighting Ridley without radically changing the route used. Norfair and Maridia both exemplify the sheer impossible-ness of this route. Note almost every other category is completable on console using routes close to the ones in the published/submitted TASes. A few tricks in any given run may not be doable or may require extra pickups, but for the most part they require little change in the gameplay. I believe even the any% glitched was theoretically doable (maybe even actually done? I remember someone working on it) on console. RBO is by far the hardest challenge you can throw at this game--it is Super Metroid's hard mode. That alone should make it worth consideration for publishing. There are many other points to be made but others have made them more articulately than I could. I do agree that some categories we have now are not worth keeping; I'd be glad to see this replace one.
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I seem to recall reading somewhere that someone was working on a segmented RBO "speed"run (more to just complete it at all than for actual speed, though of course they were an accomplished speedrunner), but they got discouraged when Saturn posted his original RBO TAS WIP. This is all vague recollections though. Grabbing more E-tanks and ammo (if only for Crystal Flashing) might well make the run possible in realtime. Maridia would be a real slog though.
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Edit: Whoops.
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Er, wrong topic?
Previous Name: boct1584
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Anyway, definite yes vote. Very cool tricks. This was pretty fascinating.
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This will be somewhat harsh; bear with me.
DarkKobold wrote:
You totally ignored the second part of the quote, which is ironically still included. "all Super Metroid Submissions by skilled SM tasers are awesome." A 17% run would be awesome. A 36% run would be awesome. A 69% (heh, heh) run would be awesome. All of the runs hero of the day listed were considered awesome, and had good feedback. So yes, I do want a limit on the "awesome." I'd rather not see a run for each percentage point or route possible through Super Metroid.
This argument is full of holes that still don't make sense, I rate it 6.0/1.5. Firstly, if the runs were considered awesome, that's for a reason; the reason is them being awesome. Then, Super Metroid has been a very contested game here, which eventually lead to the amount of optimization most games are yet to see even in theory. Each of those awesome runs took the authors many months to bring them up to standard, and I'm talking months by skilled SM TASers. You're basing your point on something people are never going to do anyway.
DarkKobold wrote:
I see three arguments against multiple categories: The first is the obvious slippery slope argument. Given that any route through Super Metroid could be considered entertaining, where do we draw the line? This is not a Super Metroid fansite, nor should it be. Perhaps the concept is dated, but the site was predicated on having the best quality, most up-to-date runs on the site. The more branches to a game, the less likely it is for each branch to get a movie that uses the most recent tricks and findings. Thus, if we accepted all 9 SM categories, then over time, the majority would be woefully out of date. The end result is a muddy mess of movies, with the user not sure which is the best quality.
You need to have something better than slippery slopes if you want to keep making good decisions in life, and on this site in particular. They are recognized as a fallacy for a reason. Fallacy means something that doesn't hold; something that is false. But this particular quote presents something that is even worse, that is, failure to analyze things and put them into perspective. I'll elaborate. 1. You evidently don't realize how optimized the recent runs are. Try improving any run that isn't Saturn's Ice Beam 14% (the one that had tricks excluded), and tell me when you manage to gain your first second. Chances are, you won't manage to get that far. The runs are nothing close to "woefully out of date", and won't be until many relevant new tricks are found. Which, as time goes, is progressively harder to do; there was approximately one relevant trick introduced since the two year old T&K's any%; that trick was what Maridia here was based upon in this run. You should kinda know this if you claim this movie for judgment. You could do your own research; you're a scientist after all. 2. Keeping in mind the above, Super Metroid has become completely inaccessible to newcomers. By keeping branches closer to the minimum you keep possible improvements closer to the minimum. After the experienced TASers leave the scene, who will keep the runs up to date, you? How will you encourage newcomers to TAS this game? How will you keep the flow of new runs coming? Let's hear your plan. I want to reiterate once expressed point that being improvable is, in perspective, a good thing for the site: it keeps the potential for new versions and possibly even greater improvements that wouldn't have been made if a movie was considered flawless. Only best of the best may even consider tackling flawless movies. Most don't bother. The worst thing you can have at TASVideos is players not bothering. I would also like to point out that Saturn, despite all the scorn associated with him, actually helps pushing this game further, and I applaud him for trying something that isn't as conventional as the rest. That is what you should want—you should want more unconventional stuff on the site; template thinking doesn't do a good job of keeping people excited, and on TASVideos we're kinda supposed to think outside the box—not forcefully shove things into the box. 3. The Super Metroid fansite argument. Probably the most hilarious—er, fallacious one, as less than 1% of published movies on the site are Super Metroid. In fact, it would be less than 1% even if all nine categories would be published. There are currently 809 games featured on the site that aren't Super Metroid. Rating this argument 7.0/0.0. Super Metroid runs are being produced, despite the obvious effort involved, because that's what players want. They are watched because that's what the audience wants. You can't change one or the other, you can either adapt to both or not; now guess which one makes sense to do.
DarkKobold wrote:
Finally, many users have complained over the years that the site focuses far too much on popular games, and less popular games get ignored.
Well, then don't ignore less popular games, duh! What you're proposing is essentially ignoring something else instead, while nobody asked you—or anybody else for that matter—to ignore anything. Don't look for things to ignore! (My god, I don't believe I have to spell this out, this is funny and sad at the same time.) If you want to solve this problem, encourage people to try new games (I remember the idea of making a TAS tutorial application floating around a couple years ago, maybe it should be considered once again?). Do some motivational work. Limiting the amount of categories has never solved this problem; it only introduced more problems. Finally, I find it very strange that you formulate solutions negatively: through limitation, restriction, prohibition, and so on. Are you such a negative man or anything? Your field of education should point you to the fact that these things don't work remotely as well as the positivist approach, and a good portion of the time they don't work at all.
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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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moozooh wrote:
...Are you such a negative man or anything? ...
Came expecting this. What I got was far stranger. Edit:
moozooh wrote:
...In fact, it would be less than 1% even if all nine categories would be published. There are currently 809 games featured on the site that aren't Super Metroid...
Also, *cough*.
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Dear God. How in the world were they able to play with death like that? And that situation occured several times in a row! I think the whole sense of HP management is packed in this screenshot.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'm honored to vote yes. This was an immaculate run. It felt like watching a movie, where the heroine a few times was close to die and I shouted NOOO! Grab some health candy ffs! :) And now, I hope this team helps Cpadolf improving his 100% run. Well done gents!
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
Noxxa
They/Them
Moderator, Expert player (4125)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
This is one of the best TASes I've seen in a long time. Very nice management of energy, and very nice route. It's fun to see the game cleared without the benefits of either the Varia or the Gravity suit. Clear yes vote.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
moozooh: That was an excellent post, and I wholeheartedly agree with every point!
Joined: 11/26/2010
Posts: 454
Location: New York, US
I don't see the harm at all in popular games having multiple categories at all. Super Metriod is one of the top ten Greatest GAMES OF ALL TIME!!!!! Seriously I don't find any enjoyment in watching a TAS of a bad game. This game was great before glitches were found. Now the game is in a league of its own as far as complexity in the amount of glitches which gave the game even more depth and made it even greater. Arguably the greatest game ever made. Alright its the greatest game ever made (at least in my opinion)!!!! As a speed runner of this game I truly appreciate every TAS of it. Not only are TAS' of this game extremely entertaining but, they've also helped me understand the game more and made me say "I wonder if I can do that on console?". There are many reasons why I think this TAS should be published. First off its the most difficult challenge in the game. You may say then why not just a Suitless Run (That might be very entertaining actually) isn't that the same difficulty? The thing that separates a RBO from a Suitless Run is you can't power Samus up with the Plasma Beam making Ridley a very formidable boss. Thus making it the most difficult run in the game. I think it should be published because not only is it entertaining but, it uses tricks and even areas that you don't normally see in a run, which is awesome!!!!!! This run was amazing and you guys did such a great job in making it!!! I really appreciate you guys taking the time and effort in making it, thank you!!! I hope there are more collaborative efforts like this in the future. I hope the next project is the 100% and every Super Metroid TASer gets in on it. I could say more but, I'm lazy. So thank you again and I hope TAS Videos publishes this run because it has TAS of the year written all over it!!!!!!!!
My name is Forensics.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
A question to anyone involved with the run. Did you *know* beforehand that the door at Crocomire could be opened with a wrap-around shot, and if so how (never quite got how and when that glitch works and not)?
Agare Bagare Kopparslagare
Joined: 11/26/2010
Posts: 454
Location: New York, US
I knew it before hand actually. I just tried it one day because I was looking for possible uses for Wrap Around Glitches on console and was like oh that's interesting. I never shared it though because I didn't think it would be useful for TASers. Now, I wonder it they knew it before hand or not. There is another one you can do that Quietus from Metroid2002 found in Blue Brinstar after the invisible bridge that's really cool. Could be cool to do in a 100% but, its not necessary for TASing though.
My name is Forensics.
Tub
Joined: 6/25/2005
Posts: 1377
One point that some people missed: RBO *has* been done on console, for example here: http://www.archive.org/details/Hotarubi_SuperMetroid_RBO_54 He's picking up a lot more items (46% instead of 33%) and taking twice the time (0:54 instead of 0:27) though, but he is doing the bosses in reverse order and he skips all the suits.
m00
Jungon
He/Him
Player (50)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
Voted Yes too \o\ When I was starting to watch, I was thinking, isn't Lower Norfair that place where you lose HP quickly without the suits and nearly complete set of items, and all? I wasn't even thinking about Maridia being underwater yet, ... this run is too incredible XDDD even the grappling beam is used in favour xP
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D