Metroid Zero Mission 100% Improvement by Dragonfangs

Game objectives

  • Emulator used: Visual Boy Advance: VBA-RR v24 svn461
  • 100% Item collection
  • Aims for fastest time
  • Manipulates Luck
  • Takes damage to save time

Comments

This is an improvement to cpadolf's 100% TAS, beating it by 38 seconds (2,296 frames), 32 seconds on the ingame timer. A large part of this (29 realtime seconds, 17 ingame seconds) is because of a few route changes during the item cleanup after getting Power Bombs, but it's also because of higher optimization, faster room strategies and better ammo management throughout the run. This run is made on a newer emulator than the published run, beacuse of emulator differences every room transition takes 1-2 frames longer and the screen explaining a newly picked up item (not expansions) is a few frames slower as well.

Area by area comments

I decided against activating stereo this run, if we're aiming for realtime let's do it for real.
Total time difference: -85

Brinstar/Kraid

There's not much noticably different in the start of the run. Faster Hive room and Barrier bugs in Brinstar, but overall I lost more time from new emulator lag than I gained from improvements. At the end of Kraid I perform some unspin magic to save time over the shinespark we usually do. Similar to what the any% does with power grip, I shoot away pairs of blocks in the pillar of breakable blocks so that I can exit spin inside the space. Samus's 'standing' air pose is taller than spinning and can't fit in the 2 block space so she lands instantly, allowing me to jump again.
Total Time difference: -47

Norfair/Crateria

After Power Grip things get a bit more interesting. I leave the missile tank under the Crateria-Norfair elevator and the tank to the right of Hi-Jump for cleanup, made possible with the new route. I also leave a Super and Missile tank in the middle of norfair, the lack of Supers slows down a few fights later on, but not enough to offset the time gain from the route. In the big heated room right after Hi-Jump I take some time to bomb a few blocks, these are specifically bomb blocks dispersed among a bunch of shootable blocks. While the shootable blocks respawn, the bomb blocks do not. Destroying them now lets me run through this room unhindered, activating speed booster even, when I come back in cleanup.
Route Time difference: -5750
Total Time difference without Route change: -8 (lag is screwing me over ^^)

Ridley/Path to Tourian

There's not terribly much different in Ridley either, a new Shinespark right after Imago saves ~2 seconds, and there are tiny improvements in almost every room, but they are barely visible.
Total Time difference without Route change: -134

Tourian

This place sucks.
There is so much RNG going on here, Metroid spawn times are random, based on when their spawn point gets on the screen. Drops are based on both when the Metroid dies and WHERE it dies, so freezing it at different spots will produce different results, and though Metroid movement is based on Samus's position it is still hard to predict. I did manage to save time here with less maximum supers than the old run.
Total Time difference without Route change: -137

Suitless

Lots of tiny improvements here too, one in particular is pretty big and looks weird unless you understand what's going on. When I get detected the second time, at the eye beams, right after the crawl tunnel with crumble blocks, there's a pirate that's supposed to see you as you fall down and refresh the alarm. I manage to get a shot off at him before he can see me, I then do a short wall jump to stay out of sight until the shot hits him. Because I manipulate the Pirate running after me to crawl much further behind me than intended, no Pirate has actually seen me pretty much since I entered the room, and the alarm shuts off after you've stayed hidden for about 7 seconds. The alternative, and what all previous runs have done, is to enter a Save room later on to shut the alarm off instantly. By not having to do that, I saved a small bit of ingame time but more importantly, 2 room transitions.
Against the Chozo Ghost, if you shoot the image of yourself you take damage, but it also gives you a new (random) timer for the glyph to appear. This new timer is generally a lot shorter than the ones you get when you actually hit it, to the point where taking damage intentionally can speed up a glyph by seconds. You only have enough health to do this once though, unless you get a health refill at a save station.
Total Time difference without Route change: -242

Chozodia

This where stuff gets a bit wild, I do a shinespark under a closing emergency gate. What happens is that I turn off the alarm by killing all the enemies in the room where I store the spark, then enter the next room morphed. This puts me low enough for the Pirate to not see me and so I can reach the bottom of the shaft undetected. When I shinespark to the right, the Pirate in the next room sees me, starting the alarm and pulling the gate down, but the shinespark is fast enough to get past it before it shuts completely. You'd normally have to kill all the pirates in the room (one more spawns in the door if the alarm is running when you enter) and then wait for the gate to open.
I also leave a Super Missile tank for later and take a hidden tunnel to the right instead. This saves time mostly because a transition that does not involve a door is significantly shorter.
I start using Charge beam more around here too, there are two main reasons for this, found recently in the ZM running community. Charge Beam attracts Bombus, and while being attracted they can't shoot their annoying lightning attack. And Charge Beam for some reason reaches slightly further off screen than an uncharged beam, so whenever I want to hit something slightly off-screen, charge beam helps.
The item refill is 100% mandatory, Pirate never drop anything and Bombus never drop any Rare Drops (Supers or Power Bombs). You need at least 2 Power Bombs just to get past the glass tube. Since it is mandatory, any ammo you used will cost more time here. I managed to save 12 frames with better ammo management alone.
And then the new route stuff starts, by getting a shinespark in the glass tube right before it breaks I can get the E-tank that we used to get coming back to the Pirate ship. This lets me come back through the ruins later on, a route which has far less doors and more short transitions. This saves about 13 seconds of realtime but only a second of ingame time. After grabbing the items we would have grabbed on the way back, the route goes back to normal for now.
Getting a vital Power Bomb drop from one of the enemies after glass tube lets me do a space boost to the missile and then blow away the power bomb blocks to get a new speed booster the intended way, which is faster than the long Shinespark chain the old run does.
Total Time difference without Route change: -420

Cleanup

Nothing new really happens until Acid Worm, where I show off an instance of the scroll glitch. At certain areas, the camera cannot travel past a point until a specific block is broken. This is to prevent to camera from showing secret areas. But if you know which block it is and specifically don't destroy it the camera can't follow Samus and strange graphical artifacts with screen looping can happen. These are a lot more pronounced later on in Norfair. In this case it's one of the rightmost bomb blocks, screw attacking along the left side avoids it easily.
After grabbing the power bomb in Norfair other part of the new route starts, going to the right and grabbing the super and missile that I left earlier. Doing this with space jump is a lot faster. The second instance of the scroll glitch is shown off here, this time it's the breakable blocks above the speed blocks that stops the camera. I also do a subpixel-perfect freeze to use an enemy as a platform instead of waiting for a block to respawn so I can get a speed booster out.
I then start going east through norfair. I get another Power Bomb drop from a Giant Sidehopper and I now have more than I can find good uses for, which is a rare predicament to be in I have to admit. Because of destroying the bomb blocks earlier I can get a speed booster for a ballspark through a couple of bomb blocks.
After grabbing the remaining missile tanks I left behind in Norfair I take the elevator to Crateria where the routes almost converge again for about half a room. I take the left path up to the top room so that I can get a shinespark for the missile tank on the right. We would normally grab this when going back out of Chozodia to grab the two super tanks and the Energy Tank that I already collected. The new route won't leave Chozodia again and so we need to grab this now.
I do the Gate Shinespark once more, this time without being in ball. Both methods are equally fast, I just wanted to show them both off.
And the routes converge again at last.
Total Time difference: -2199 (36.5 seconds)

Pirate Ship

A Shinespark is apparently faster than a missile, who knew?
Mecha Ridley gets some major stat boosts once you get up to 100%. The only thing that really matters for a speedrun is that his health almost triples. Using a power bomb to open the door means it opens during the text box, which is important because doors don't open immediately. By doing this I can be closer to the door when I lose control of Samus since I don't have to worry about running into it when I gain control back.
I use my last power bomb at the end for a small graphical glitch that changes the background color. There was no real way to use that for time-saving purposes anywhere.

Special Thanks

I have to thank cpadolf for creating the previous run, without it I never would've realized exactly how far you can go with optimizing movement in this engine.
Another huge thanks to the Zero Mission speedrunning community: Dragondarch, Kirbymastah, Spidey Widey, Thomas, Sam, JaggerG, ImOutOfRamen, Mobiusman and especially Zx497. All of which had plenty of ideas and feedback about the run.
I'd also like to thank everyone who tuned in to my stream when I was doing work. It helpt me keep focus through the less interesting parts of the run.

Noxxa: Judging.
Noxxa: While the viewers generally seem to prefer stereo sound, I don't see it as something worth rejecting runs over. I do recommend picking stereo sound for any future runs (time lost selecting it will not be counted for judging, as it does not slow down gameplay). Accepting as an improvement to the published run.
feos: Grabbing underway...


TASVideoAgent
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This topic is for the purpose of discussing #4069: Dragonfangs's GBA Metroid: Zero Mission "100%" in 1:00:46.28
Spikestuff
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Firstly... SUCK IT FEOS! Secondly... SHOTGUN FINAL! Thirdly... Will watch to screw sleep schedule (Watching few AGDQ + SGDQ) Edit: Liked the run. Also nice improvement... very tired now, think I had 1-2 hours of sleep.
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Post subject: My 'pinion
JXQ
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The run is of high quality and will certainly be published, but I disagree with the decision to forego stereo sound. To me, it is no different than a TAS of a PC game which doesn't use the highest-end graphics options. So I am throwing a meaningless 'No' vote on the pile. Why do games on consoles that support stereo sound which also physically contain their own speakers even have the option to use monaural?
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Post subject: Re: My 'pinion
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JXQ wrote:
I disagree with the decision to forego stereo sound. To me, it is no different than a TAS of a PC game which doesn't use the highest-end graphics options. So I am throwing a meaningless 'No' vote on the pile.
I agree with this. The mere frames it takes to turn it on doesn't slow down the game-play portion of the run in the slightest which is the primary thing we take into account when judging the length of a run. Turning it off solely ruins the run's overall overall sound quality for no real gain.
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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I reckon an encode which would enable stereo sound would instantly desync this run right? :-( I also disagree with the author's choice of not enabling stereo sound. Will watch this later.
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
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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
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Haha, every run I've done before this has gotten comments saying that turning stereo sound on is weird and pointless. There's no pleasing everybody I guess. It can't be changed retroactively, time spent in the menus affect luck the same way it does everywhere else. I'd have to redo everything.
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I highly anticipated the movie, and you certainly did not disappoint. The precision and attention to detail stuck out throughout the entire movie, and there were a ton of small little highlights that made the run special, especially towards the item cleanup. The shinesparks chains and speed boost space jumps were a treat as well. Great watch and an amazing improvement to the existing run. Yes vote.
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While Stereo is better, mono doesn't subtract that much from the value and enjoyment in the game to warrant the movie not being a star, imo--especially considering that it would affect luck manip, according to the author. As to JXQ's PC analogy, I'd say the diff in graphics affects the value of the run much much more than diff in sound. Unless you have a nice sound system (which you may have in your room as you watch this), then that'd be closer to on par. Yes vote.
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KwyjiboPrime wrote:
it would affect luck manip, according to the author.
It would affect luck manip to the extent that it's not an easy hex edit. Not that turning off stereo somehow makes the game easier to get good results.
KwyjiboPrime wrote:
As to JXQ's PC analogy, I'd say the diff in graphics affects the value of the run much much more than diff in sound. Unless you have a nice sound system (which you may have in your room as you watch this), then that'd be closer to on par.
Or perhaps some of us have much better hearing than we have proper eyesight.
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.
mklip2001
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I was still quite entertained despite sound choices. I'm glad to see you've managed to regain the record on your favorite run, Dragonfangs! This looked very smooth. My favorite improvements: * I noticed that we finally have a run that remembered about the screw-attack blocks outside the lift between Brinstar and Norfair :-) * The route changes with suitless Samus were pretty noticeable. It's amazing nobody thought of those before. * The way you handled the breaking glass tunnel was really clever. Out of curiosity, would it be possible to make a separate movie file that selects Stereo sound but then waits in the menu long enough to get the RNG state the same as this run? Hopefully, that would mean the run could be copied without desync. I wouldn't recommend that file for publication, but maybe it's a nice alternative to provide for people who have issues with the sound. (I don't personally care too much, since I never really liked the music of this game anyway.) JXQ: You asked why a system with built-in speakers would even give an option to pick Mono sound. Would it use less power to use Mono? For handheld systems, battery life is pretty important, so maybe the option was put in for nitpicky people about power usage. Another consideration is that maybe Stereo could cause the game to lag more often, but I don't really know if that's the case.
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.
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Nach wrote:
KwyjiboPrime wrote:
As to JXQ's PC analogy, I'd say the diff in graphics affects the value of the run much much more than diff in sound. Unless you have a nice sound system (which you may have in your room as you watch this), then that'd be closer to on par.
Or perhaps some of us have much better hearing than we have proper eyesight.
Haha, when I watch YT vids, I lean forward and squint a little at 240p/360p instead of making it bigger or full screen w/ higher res.
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Dragonfangs wrote:
Haha, every run I've done before this has gotten comments saying that turning stereo sound on is weird and pointless. There's no pleasing everybody I guess. It can't be changed retroactively, time spent in the menus affect luck the same way it does everywhere else. I'd have to redo everything.
Don't change it for the next run. Chances are, if you do, there would be complaints about not only being weird and pointless, but also a waste of frames. In fact, the latter was of one of the main reason that the OoT runs now use the (J) version instead of the (U) version. >.>
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jlun2 wrote:
Don't change it for the next run. Chances are, if you do, there would be complaints about not only being weird and pointless, but also a waste of frames.
And judges do not take into account such silliness when judging. If the gameplay shows improvement, then it's an improvement. Menu time is factored out when comparing runs for speed (unless there's a good reason not to).
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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Nach wrote:
And judges do not take into account such silliness when judging. If the gameplay shows improvement, then it's an improvement. Menu time is factored out when comparing runs for speed (unless there's a good reason not to).
I know, but it won't stop people from complaining :P
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Both the GBA and Headphone modes are stereo, all that's different is one of the modes uses a filter/lacks a filter to make it sound decent through the GBA speakers as opposed to proper/decent speakers. It simply lets you toggle adjustments to the balance and/or a filter to ensure the sounds are clear using your speakers of choice. Same with Metroid Fusion. You can test it by positioning yourself so a wall is near the left edge of the display and shoot it, the impact sound will be to the left, repeat the test but with a wall to your right and it will sound like it impacted to the right! Regardless of that setting! Alternatively the setting doesn't work 100% in emulators and it really is a stereo/mono setting, the differences in audio output being a bug from borked emulation.
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Maybe a cheat code can be used for the encode to enable stereo? Either changing the sound settings or the RNG.
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If you really want stereo, maybe it's possible to cycle the RNG value until it's equal to where it would be for the current run in mono. Unless the sheer act of being in stereo makes some RNG cycles trigger twice.
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Sir_VG
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Meh, it's GBA. Not like the audio capabilities was that great anyways.
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creaothceann
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Metroid Zero Mission stores the stereo setting in its SRAM file, so I hacked the .vbm file (changing the byte at offset $14 to $02) to let it play from reset and SRAM. Unfortunately the movie desyncs. Maybe the amount of lag is different, or the RNG is changed.
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I guess Spikestuff isn't encoding this? EDIT: Okay, I am then.
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Post subject: Anger's desperation
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Well that was quite awesome to see. Great work as always. You know what? You have been tasing Zero Mission and Fusion for many years. I dare you to tas Metroid Other M! Don't say no just yet! Think about it: it's pretty much 2d all the way so you wouldn't need to optimize 3d movements. At least try it, please say 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
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Finally watched the run. Amazing work. Yes vote.
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Excellent run. Voting Yes on that alone, but I also support your decision to skip Stereo. The audio trade off is negligible in the name of saving frames.
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This small Codebreaker cheat code should set stereo just fine: 33000004 0001
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Annnnnnnnnnnnnd once again P.JBoy saves the day :)
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