• Small miscalculation of time in the youtube video, I counted that 1 second was exactly 60 frames.

Details

  • Emulator used: BizHawk 1.4.1
  • 100% item collection
  • Aims for lowest ingame time
  • Manipulates luck
  • Takes damage to save time
  • Abuses programming errors
This is a new 100% run for Super Metroid that aims for ingame time, in that regard it beats the old one by 4425 frames, and finishes with a new final time of 00:34 as opposed to the last ones 00:36. In realtime it is 697 frames slower, partly due to aiming for ingame time but also in large part because of the more accurate emulation. It should be noted that this run would have beat the old one in realtime as well if made on the obsoleted emulator that was used for the last run. The run has been in the works in planning stages for years, with new tricks and strategies being constantly researched, in particular from about 1.5 years ago and forward. The run itself was started a little more than 3 months ago and has been worked on very intensively throughout that time. The improvements come from tons of minor optimizations, new strategies, a slightly altered route as well as aiming for ingame time.
I chose to aim for ingame time because in my opinion it is a more entertaining goal to watch. In particular optimizing door transitions for realtime often looks very ugly and can break the pace of the run. Seeing as this is a 100% run and therefore mainly exists to be entertaining as opposed to beat the game in the fastest imaginable time, I thought this was a reasonable tradeoff. An effort is still made to optimize realtime by minimizing lag and such wherever it doesn't affect ingame time.
This run employs a slightly altered route compared to the last one, which was originally chosen for being faster ingame but ended up saving enough time that it might be faster in realtime as well despite adding a few door transitions. Chargebeam and Wavebeam are picked up much earlier in the run, which makes possible several time saving tricks throughout the run, as well as enabling a bunch of minor improvements. It also allows many more drops to be collected without delay which is crucial for the Lower Norfair part of the run.
As a small aside/interesting note, this run uses every single item and hidden technique at some point for timesaving purposes, unless you count the individual PB combos, which I think is the first run to do so.

Suggested Screenshots

I tried to choose screenshots that contained situations unique to this particular run. The frame numbers of the screenshots are in order of appearance: 53663, 95700, 95818, 129201, 145618, 148705, 184017, 184240.

Thanks to

Huge thanks to Eye of the Beholder and Hero of the Day for helping me throughout the making of the run with feedback, suggestions and support, as well as discovering countless strategies in the planning stages.
Saturn's RBO, his ingame run and his GT Code run all helped me greatly when making my run, setting a standard of optimizations that I was rarely able to exceed. In particular I should thank him for the wave pattern on Draygon in his ingame run and his manipulation on MB while the baby metroid is attacking her in his RBO, which I ended up basically copying as particularly the latter one didn't have logical way to approach optimization of that I could, and his result appeared pretty much perfect and saved me countless hours of blind testing.
Taco and Kriole originally intended to work on the run with me but backed out for a number of reasons, still they did provide some help during the hell run in norfair, and their runs have also contributed many tricks and discoveries that were useful in the making of this run.
4N6 should also be mentioned as he provided a handful of suggestions for strategies that could be used in the run, and the rest of the Super Metroid community should of course also be thanked.

Noxxa: Judging.
Noxxa: Great improvement. Accepting as an improvement to the currently published movie.
feos: Grabbing...


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Well the encodes I checked where the ones on YouTube and bittorrent. Some of them had subtitles at the landing and some at Ceres, but I don't think any of them had them at both places.
Agare Bagare Kopparslagare
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A bunch of our movies have been reencoded as of late, which I have not been checking. This is the first time I downloaded an encode right after publication and saw it missing, and I've been watching Super Metroid encodes for years now.
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All SM encodes I did had subtitles at the first gameplay room.
Rules wrote:
The subtitles should appear within the movie once gameplay has started, while not blocking any relevant parts of gameplay.
Nach wrote:
Which violates our rules.
So you are telling me that entering the first gameplay room (Ceres it is called?) is an automated cutscene?
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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As an experienced Super Metroid player, I'd say that all of Ceres (the space station, including the fight against Ridley) is effectively a tutorial/cutscene zone. There's no enemies, no choices in the path, no interesting gameplay. There's a good reason why practically every ROM hack skips Ceres these days. That said, I can definitely understand why someone not experienced with Super Metroid would think that the gameplay starts with Ceres, and in a way they're right.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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feos wrote:
All SM encodes I did had subtitles at the first gameplay room.
Your past mistakes don't justify you making mistakes.
feos wrote:
The subtitles should appear within the movie once gameplay has started, while not blocking any relevant parts of gameplay.
Please read the rules in full:
If a run has multiple fully independent segments, there should be subtitles near the beginning of each of them. As an example, Super Metroid which has Ceres Station and Planet Zebes segments, subtitles should appear close to the start of both of those. This only applies to games which feature an often ignored intro level or similar. In order to determine the need for additional subtitles, use your judgment to decide if realistically people who have only seen the latter segment(s) of a game would believe they've seen all the necessary gameplay. For very long runs, it is also advisable to add more subtitles throughout.
feos wrote:
So you are telling me that entering the first gameplay room (Ceres it is called?) is an automated cutscene?
It's whatever it is.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Whoa, Nach, you almost sound angry. You appear to be right, but surely it isn't that big of a deal. Feos, much thanks for the encode without the door transitions and the item dialogs. Amazing how much time exlucding these saves when you're playing at the speed of TAS. Wonder if it's possibly to pause the music during transitions as well, as having the music skip around did get on my nerves for a little while. Not sure if one can exercise that much control over the game's behavior through LUA scripts, though.
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Okay, they should have been put in the beginning of the first level. I'm curious who will reencode all 8 of them now.
AllBogs wrote:
Wonder if it's possibly to pause the music during transitions as well, as having the music skip around did get on my nerves for a little while. Not sure if one can exercise that much control over the game's behavior through LUA scripts, though.
It is perfectly possible, but not easy at all. Requires good hacking skill. You may try requesting it in SM thread.
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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Modifying the music might potentially cause a desync; depends on how the music is played. It's a lot different from just fast-forwarding the movie playback, that's for sure.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I received two additional complaints about the recent publication. 1) The fonts used look a big jagged. 2) File size: 2008-09: AVI file via BitTorrent (size: 158.23 MB, length: 1:12:25) 2013-08: MKV file via BitTorrent (size: 200.00 MB, length: 1:12:19) With better technology 5 years later, 50 MB larger doesn't make much sense...
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My encode (with settings from http://tasvideos.org/EncodingGuide/HybridEncodeScript.html#Commands): Размер потока : 146 Мбайт (73%) Библиотека кодирования : x264 core 124 r2197 69a0443 Настройки программы : cabac=1 / ref=16 / deblock=1:0:0 / analyse=0x3:0x133 / me=tesa / subme=11 / psy=1 / psy_rd=1.00:0.00 / mixed_ref=1 / me_range=64 / chroma_me=1 / trellis=2 / 8x8dct=1 / cqm=0 / deadzone=21,11 / fast_pskip=0 / chroma_qp_offset=-2 / threads=3 / sliced_threads=0 / nr=0 / decimate=0 / interlaced=0 / bluray_compat=0 / constrained_intra=0 / bframes=16 / b_pyramid=2 / b_adapt=2 / b_bias=0 / direct=3 / weightb=1 / open_gop=0 / weightp=2 / keyint=600 / keyint_min=60 / scenecut=40 / intra_refresh=0 / rc_lookahead=250 / rc=crf / mbtree=1 / crf=20.0 / qcomp=0.60 / qpmin=0 / qpmax=69 / qpstep=4 / ip_ratio=1.40 / aq=1:1.00 Saturn's encode (with who knows what settings): Размер потока : 119 Мбайт (75%) Библиотека кодирования : x264 core 44 svn-452 Настройки программы : cabac=1 / ref=16 / deblock=1:-1:-1 / analyse=0x3:0x133 / me=umh / subme=6 / brdo=1 / mixed_ref=1 / me_range=64 / chroma_me=1 / trellis=1 / 8x8dct=1 / cqm=0 / chroma_qp_offset=0 / slices=1 / nr=0 / bframes=2 / b_pyramid=0 / b_adapt=1 / b_bias=0 / direct=2 / wpredb=1 / bime=1 / keyint=250 / keyint_min=25 / scenecut=40 / rc=2pass / bitrate=230 / ratetol=1.0 / rceq='blurCplx^(1-qComp)' / qcomp=0.60 / qpmin=10 / qpmax=51 / qpstep=4 / cplxblur=20.0 / qblur=0.5 / ip_ratio=1.40 / pb_ratio=1.30
The fonts used look a big jagged.
What does it mean? Thread #13094: FreeSub (custom subtitles plugin by natt)
With better technology 5 years later, 50 MB larger doesn't make much sense...
The exact same settings I used here saved 50 MB from previous SK3 encode, so I have no idea what you are trying to say.
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.
Joined: 7/2/2007
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How's the quality of the 2008 encode? We used to compress things incredibly heavily just to keep the filesize down (e.g. the first Streets of Rage 2 video is a blurry mess). Quality encodes are going to be bigger; there's a limit to how much compression can help you.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Amazing improvement to an already very optimized run. Lots of new tricks and route changes which together ensured the as expected tough to get 0:34. Also a good decision to aim for ingame time, as that allows comparability to the other runs despite of different emulators. Good job on an overall great and entertaining run. A late yes vote.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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feos wrote:
The fonts used look a big jagged.
What does it mean?
The text is a bit blurry? Hard to read. Edit - Begin: <Ilari> The font is bit bleh too. <Ilari> Might be because it is so small sized and not antialiased. :Edit - End
feos wrote:
With better technology 5 years later, 50 MB larger doesn't make much sense...
The exact same settings I used here saved 50 MB from previous SK3 encode, so I have no idea what you are trying to say.
The file size is 50 MB larger, the question is why. I notice the audio stream is ~20MB larger than before and now accounts for 25% of the file size as opposed to 18%.
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Blurry?! Not antialiased, yes. Because it is a bitmap font!
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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feos wrote:
Blurry?!
That is the comment I received. I personally think it's fine though.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Settings for audio stream are taken once again from http://tasvideos.org/EncodingGuide/HybridEncodeScript.html#Commands where they were put by the senior publisher. I agree with using q2 instead of q0.5 which just killed the sound. As for video, my personal settings are even tighter that the ones at the wiki. I use
--merange 64
instead of 24. BTW, back when natt made that edit, it was a standard to encode with
--me umh --merange 64 --subme 10
which then was changed by me to be
--me tesa --merange 24 --subme 11
because that saves a LOT of size.
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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feos wrote:
Settings for audio stream are taken once again from http://tasvideos.org/EncodingGuide/HybridEncodeScript.html#Commands where they were put by the senior publisher. I agree with using q2 instead of q0.5 which just killed the sound.
While it's awesome that we have a script which can do a good job on practically everything, I hope it is apparent that tweaks on a per game/run basis can sometimes produce better results than a generic script.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Spikestuff
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feos everyone's main issue is that you placed it at the wrong time. Also for me it was not blurry it was fine.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Spikestuff wrote:
feos everyone's main issue is that you placed it at the wrong time.
It was placed at the right time, but also missing at the right time.
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This should have the tag "Aims for in-game time instead of real-time", because as of now this is only explained in the submission text.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Spikestuff
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Nach wrote:
Spikestuff wrote:
feos everyone's main issue is that you placed it at the wrong time.
It was placed at the right time, but also missing at the right time.
All: Magical Feos:
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Well, given that choice, it's pretty easy. The one that isn't Comic Sans is superior. :p
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Late to the party, but this was pretty phenomenal. I usually can't stand to watch runs this long, but it held my interest the entire time. :D
Aran_Jaeger
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Hmm, two things I wanted to mention in here... 1. I guess my strategy for Shaktool room (if one would optimize it) [https://www.youtube.com/watch?v=fkN67MtFGq4] could save some little time additionally, but I do not know how RNG would turn out and affect the run afterwards. 2. I think at the time when this great TAS was done, it was not known that the in-game-timer stops as long as Samus has 00 (E-Tank-)energy (which I think Cpadolf discovered during the any%glitched ACE run that used GT-Code) which could be combined with Pause Abuse during almost the whole run in order to shave a rather huge chunk of in-game-time off, I assume. But of course, I am aware that this would not be an entertaining run anymore if done that way and it would be much longer in real-time. So, I was thinking that I at least wanted to find useful strategies and a suitable route for such a Pause Abuse TAS for the 100% category and the any%in-game-time category since I am interested in the theoretical/mathematical optimum, and maybe even make TASes for those (which would then probably very unoptimized I guess).
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)