(Link to video)

Attributes

  • Collects all items
  • Aims for lowest real time / frame count
  • Forgoes major game breaking glitches
  • Forgoes out of bounds
  • Forgoes memory corruption
  • Abuses minor glitches and exploits
  • Takes damage to save time
  • Manipulates luck

Terminology

  • Energy Tank = E-Tank
  • Super Missile = Super
  • X-Ray Scope = X-Ray
  • Speed Booster = Speed
  • Charge Beam = Charge
  • Plasma Beam = Plasma
  • Mother Brain = MB
  • Continuous Wall Jump = CWJ

Tools Used

Overview

The ultimate TAS of the 2D realm has finally crossed the finish line, incinerating Cpadolf's previous iteration into ashes. The total improvement is 23360 frames, or approximately 6 minutes and 28 seconds in real time, and 3 minutes and 22 seconds in game time. Of those 23360 frames, 4118 were from lag reduction.
With an extremely unconventional route, even more new techniques than before, tons of updated room strategies, and a healthy amount of lag reduction, this TAS aims to outdo my previous works in terms of optimization and entertainment.
A secondary encode is being provided with fixed graphics, thanks to the creation of a LUA script for Bizhawk by PJBoy that alters the VRAM. All Super Metroid TASes created with Bizhawk and Lsnes are compatible with each other.
More specifically, this LUA script automatically:
  • Centers misaligned doors (to prevent permanent graphical issues)
  • Allows graphics to scroll & update while using X-Ray
  • Prevents graphical errors that would occur if Samus moved faster than 16px per frame
  • Follows Samus while she is off-screen (doesn't work yet, but will soon)
Fortunately, VRAM doesn't impact a Super Metroid TAS's ability to sync.

Route Outline

Perhaps only somewhat surprising in the context of 100%, Kraid -> Ridley -> Phantoon -> Draygon was determined to be optimal, with a 'one-trip Norfair' being possible through the assistance of various X-Ray exploits, and Phantoon being handled before Draygon to acquire Gravity Suit, of course.
The route itself was produced in cooperation with EternisedDragon, and as the saying goes, "well begun is half done".
Thanks to moonfall, almost all of the items from Green/Pink Brinstar can be acquired in one pass - the one unfortunate exception being the E-Tank behind Charge (commonly referred to as the "water tank") as it's shielded by many layers of Speed blocks.
All other areas, such as Kraid's Lair, Norfair, Wrecked Ship, and Maridia are completed in one visit, with a brand-new exploit performed to access Maridia immediately after reentry into Red Brinstar.
After Maridia, the aforementioned water tank is collected before sweeping the rest of (blue) Brinstar and Crateria. MB is then promptly dethroned in a lag-free duel to the death.

New Techniques

Grapple Speedkeep

Normally, all dash (run speed) is lost whenever Grapple makes contact with a Grapple block or Grapple-able enemy. However, if you do so on the same frame when the knockback period ends, all dash will be maintained.
With careful maneuvering, it's also possible to land and continue forward movement with this prior dash maintained. (see Post Crocomire Farming Room)

Grapple Supersink

If Samus releases from a grapple swing in a manner that the starting vertical speed exceeds 6 pixels per frame, it becomes uncapped and is allowed to increase forever, similar to moonfall.
If this specific release is combined with a pixel-perfect soft unmorph ("slopekiller"), this speed can be stored while in a crouch pose. From there, turning with either or both angle buttons held will increase the speed further, eventually allowing Samus to sink through objects (16+ speed required). (see Bowling Alley & Aqueduct first visit)

Unused Doors

There are a few rooms in the game which contain unused doors / areas within their boundaries. The Plasma beach is one such area, where a door - which has the same ID as the bottom right door of that room - exists behind the door leading to the Plasma area, effectively serving as a shortcut.

Pausing to release inputs

When the game pauses, it considers all inputs to be released, making it possible to, for example, morph without needing to wait a frame before being able to press down a second time to morph. This was crucial in being able to properly soft morph during the Bowling Grapple supersink. (That's why there's a seemingly unnecessary pause there, but it was definitely necessary!)

Midair-stuck Moonfall

Certain conditions can make Samus seemingly stuck in midair, in one of her midair poses. One method for this is to freeze two enemies with the correct distance between each other, and then jump between them. Now, what happens if you moonfall between those two enemies? Well, it allows a massive amount of vertical speed to be built up without needing any falling distance beneath you.
This was originally going to be applied as part of the means to access Maridia through Red Brinstar, but a faster strategy was found, thus limiting application of this technique to the Green Pirates Shaft before Tourian, using both of the Beetoms.

Phantoon Double Super

If Phantoon is struck with a Super on the same frame he initiates movement after the first Missile volley, he won't enrage.
This trick saved nearly a second compared to the typical single Super fight - albeit still slower than an X-Plasma fight, but this obviously wasn't an option in this run.

Soft Crumbling

Performing a soft unmorph atop a crumble block (to maintain vertical speed) and then performing a frame-perfect morph when the block vanishes can save time in very specific situations. (see West Sand Hole & Blue Brinstar E-Tank Room)

Snailtool

Yards (snails) can consume the same blocks of sand that Shaktool plows through, so a Yard can be directed to tear through part of the sand before Shaktool is able to reach it, allowing a quicker escape.

Continuous CWJs

Normally, all dash is lost as soon as the jump button is released, but if Screw Attack or Space Jump are active, it's possible to perform multiple CWJs in a row without losing dash.

Sand moonturns

By initiating a moonfall right before entering a room filled with sand, Samus will sink at about double the speed during turnaround animations, which makes this much faster than the traditional morph-unmorph-ing.
And finally, all techniques and glitches applied in the Any% TAS from 2018 were also applied in this project. You can read more about those on the submission page of that run.

Improvement Breakdown

Yes, very much improved...
...placeholder

Special Thanks

  • EternisedDragon a.k.a. Aran;Jaeger for helping create this route and for reviewing my progress
  • Cakemaphoneige a.k.a. Cake5 for finding a 3 frame improvement to MB's head manipulation during the stand-up glitch
  • PJBoy for his amazing LUA script
  • Dan for various disassemblies
  • Cpadolf's previous TAS for comparison material
  • Overfiend for being my editor

feos: This run as it is is somewhat easy to judge, it's just an improvement to the existing full completion branch, coming from better routing, optimization, and new tricks. I watched them side by side to confirm this.
However, the thread proves that we're having quite some questions to be answered about Super Metroid TASing and branching in general. Those questions started appearing a few years ago, and since there was no answer that'd satisfy the whole community and get its approval, I'm going to generate it now.

Out of bounds

I watched all the recent "game end glitch" movies using this script that I found on google and tweaked a little bit. Here's what it looks like.
From reading some resources I can conclude that Super Metroid's out-of-bounds area is special if we compare this game to, say, Mega Man, which was brought in the thread a few times. In MM the map is continuous, even if only on the index level, so by leaving one room, you enter another, even if they are not meant to be near each other level design wise. In Super Metroid, a room is what is currently loaded into memory, and leaving its layout bounds brings you nowhere else than garbage area. What this garbage area will be is determined by what layout was previously loaded, and whether or not the current layout loops in memory. So you either enter a copy of the current room, or utter garbage area with garbage blocks, which in turn have a variety of garbage properties, including calling non-existent routines. What routine a block calls upon touching can be manipulated to trigger arbitrary code execution, this is what's happening in the most recent "game end glitch" branches.
Just like with the current Super Metroid trunk (or labelless branch, or no-major-glitches category), some people feel disappointed by what looks like being out of bounds in this submission. Technically the room bounds are never escaped in either movie. What looks like OOB is just scrolling glitches where the camera isn't able to follow the character's movement due to bugs. As a result, it's impossible to know where the character is actually going during such segments, and that damages entertainment.
It's worth mentioning that it would technically be allowed to visit out-of-bounds areas in all SM branches as long as that's not used to fill completion counter via memory corruption and ACE techniques. It just seems to be the most entertaining solution for the NMG branch to avoid OOB along with ACE and memory corruption. Since that branch is unvaultable, we want it to be as entertaining as possible, and the current rule set used in it makes it reasonably entertaining. For full completion, it doesn't even have to be entertaining at all to be published, but that could downgrade the movie to Vault, and the audience doesn't want that. So it's a common agreement that SM 100% should avoid all the techniques SM NMG avoids, while also collecting all items as implied.

Entertainment

Despite of having quite some complaints in the discussion thread for [3653] SNES Super Metroid by Sniq in 35:58.31, that movie's rating is overwhelmingly high. I don't have an explanation for that other than people not caring about ratings once they have expressed their position in the thread. Despite of that rating, all the same complaints are now back and vocal in this submission's discussion.
I could of course rely on the NMG branch ratings and ignore the complaints, just accepting this branch to Stars the same way that other movie was accepted. But firstly, I'd prefer to make sure the audience generally doesn't mind starring this run; secondly, there should be some agreement on how to manage glitch avoidance within SM branches; and thirdly, I can expect some more negative ratings this time, since this subject is seemingly getting more annoying to some viewers.
As I said, I watched this movie side-by-side with cpadolf's work. I tried to match all the similar areas and watch them so that the changes are the most apparent to me. After having read the thread, I expected the second half of the movie to be a complete mess where you can see neither Samus nor the level layout at all. And this expectation was completely false. Aside from very few occasions, it was clear or at least easily deducible where Samus has navigated even during X-Ray dashes. What I didn't like at all though was segments where you can't possibly understand where Samus is at the moment. This is closely tied with scrolling glitches, and it does indeed visually look like out-of-bounds navigation.

No X glitch

The situation around the previous two chapters is that people are confusing major glitches with major skip glitches. Whenever something looks like heavy corruption, it's considered a major glitch, even though we only count glitches as major skip ones if they skip major parts of the movie.
But even though we mostly separate runs with and without major skip glitches, we also can separate runs with and without heavy glitches just fine. Time difference doesn't have to be all that big, but the way gameplay looks without such a glitch is significantly different. Avoiding this glitch also results in a more human-like (although still super-human) look: the action becomes more comprehensible, and as a result, it's far easier to relate to and enjoy. Note how glitch avoidance is called out in the "no X glitch" manner: this is because it avoids glitches that are common among other branches of that game.
Okay so how do we apply this to Super Metroid branches?
It's been said a number of times that having alternative branches for each of the current ones, separated by glitch usage, doesn't make too much sense because of huge content overlap between all the potential resulting branches. For games that have two or three branches, having this difference is mostly fine. It branches either as "major skip glitch" / "no major skip glitch" / "no heavy glitches at all", or as "heavy glitches" / "no heavy glitches". But Super Metroid always has at least 4 branches published together, so any new branch is going to resemble others, and that's especially true if there are 4 fundamental, primary routes, and on top of that there are versions of them without heavy glitches. Adding a "no heavy glitches" alternative to any of the current branches is unfeasible.
Then, banning heavy glitches right in NMG or 100% makes those branches too arbitrary. We don't have enough support in the community for such a step. In addition to that, comparing speed improvements would become a hell, because the line tends to be getting thiner and thiner between visually appealing and distracting heavy glitches, all of which save time, but none of which results in a major skip. So it won't be possible to properly account for this limitation in obsoletion chains.
There's also a point to be made about really insignificant time difference in either scenario.
Anyway, camhack encodes are possible that fix the scrolling glitches. Having low-glitch branches that look exactly like alternative encodes of high-glitch branches is silly.
So as I said in this submission's thread, one's best bet is avoiding all the "bad looking" glitches in a fundamentally unvaultable branch. To be specific, the only current unvaultable branch that would suit for this limitation seems to be "low%".

Attempt to define this esoteric goal

It's worth noting that the ammo underflow glitch that was used in the previous NMG branch, can count as memory corruption. You partially change the logic controlling some address, and what would properly work in proper situation A and in proper situation B, doesn't work right in improper A-B hybrid. resulting on writing to unintended logical address those 2 situations share. But even then, whether we want to define this strictly as memory corruption or not is not that clear: all the X-Ray glitches used in this run and in NMG could arguably fit the same definition, yet they aren't avoided alongside other memory corruption techniques.
Regardless, the undeflow glitch is banned in low%, and I fully agree with this decision, because it avoids route and execution trivialization, resulting in a more entertaining movie. But how do we account for other recently applied techniques that damage entertainment?
In addition to banning the underflow glitch, I suggest banning all the scrolling glitches in the low% category. Sure, in its current form it probably doesn't have them anyway. But after all, it's the only category among the current ones where this approach is still possible (and desired).

Conclusion

Every decision made in this movie makes the most sense, and represents the most solid of the available options. Any tweak theorized by the audience would make it worse, either in terms of entertainment (the majority still likes this run), or in terms of definition solidity.
Even though this movie looks stylistically identical to the NMG branch that is starred and has great ratings, I'd like to see this run's ratings. After all, this movie inherits all the problematic aspects of [3653] SNES Super Metroid by Sniq in 35:58.31. Then there's arguably less difference between this and the current NMG than there was between the previous 100% and previous NMGs. As a result, I'd prefer having a Star related discussion separated, and well after this run gets published and gains enough post-publication feedback.
Otherwise, accepting to obsolete [2436] SNES Super Metroid "100%" by Cpadolf in 1:08:15.74 while going to Moons for now.
Spikestuff: PUB-LISH-ING

TASVideoAgent
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This topic is for the purpose of discussing #6381: Sniq's SNES Super Metroid "100%" in 1:01:47.03
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Watched the fixed-graphics version on oatsngoats's stream yesterday. Withholding my vote and further comments until the Mother Brain 2 situation is solved (dan?).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
nymx
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Incredible journey sniq. Very proud to follow along these past 2 years during this creation. So many differences over the previous version and very stunning discoveries. Absolutely yes vote!
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Do da do da, dee da do da, day dee do doh daaaaaaa...... :) (Translation: yes vote)
dan
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moozooh wrote:
Withholding my vote and further comments until the Mother Brain 2 situation is solved (dan?).
I am a little disappointed that you inserted me into this the way you did. This is Sniq's time to shine, and this thread should be about him. That being said, I am in the process of writing a program to go through all the possible attack patterns for a given MB2 fight. The program is not ready yet, I do not know when it will be, I will keep making progress on it when I can. Suppose 20 frames could be saved. My understanding from talking to Sniq is that any changes to the MB2 fight would be part of a separate submission. You should not withhold your vote or comments because of me.
EZGames69
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>700k rerecords Sniq, you are insane.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
CoolHandMike
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Awesome job! Yes
discord: CoolHandMike#0352
Challenger
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Waited for this run since after watching how amazing was that any% run, and this 100% run - half of this was expected for me, while other parts were still surprising. Yes vote! Great rerecord count.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
nymx
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dan wrote:
I am a little disappointed that you inserted me into this the way you did. This is Sniq's time to shine, and this thread should be about him.
You are right dan. Even though sniq did an amazing job, I would like to add that the collaboration between the three of you (sniq, EternisedDragon/Aran Jaeger, and yourself), for routing, was also amazing. After seeing some of the early stuff about 18 months ago...I could tell that it was going to pay off in a big way. Now that it is complete, the time cut certainly shows how much effort and knowledge went into this. Great job guys.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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I watched the fixed graphics encode, and that was amazing and fun to watch, so thanks for the great movie. Even so, I struggle with the non-fixed graphics encode, where it's all just so hard to follow, that I have no choice but to tune out. Best moments were the elevator rides.
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dan wrote:
I am a little disappointed that you inserted me into this the way you did. This is Sniq's time to shine, and this thread should be about him.
I only did so because Sniq kept deferring to you when we discussed it, but I understand your sentiment. I've been thinking about it as well, and I will post my full comments later today.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Reality is an illusion. Also holy crap, that Lower Norfair route
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Okay, so I've watched the run from the beginning, in its original form (that is, with non-fixed graphics). This was essentially my third time seeing it as I'd already known what almost every relevant room looked like from Sniq constantly supplying me with spoilers, and then there was the reveal stream. Let's start with addressing the elephant in the room—the X-Ray glitches—which isn't exactly anything new: I'd already discussed it at length in the any% submission thread, on Discord, and probably someplace else, so I won't be drawing any fancy infographics this time. Unfortunately, the 100% items category makes the issue even more complicated. For the uninitiated, the short version of the argument is that the legacy "no major glitches" categories were left for the audience that enjoys seeing the content that is skipped or otherwise bypassed in the more glitched categories; abusing the X-Ray results in glitches that are for most intents and purposes "major" and "game-breaking", but just a notch short of crossing the hard definition line, weaseling into the legacy categories basically on a technicality. I'm not the only one who's unhappy with this state of things. The G-mode glitch (the one that allows backdoor access to Lower Norfair and Maridia by dematerializing one-way obstacles) is the less contentious of the two; it looks cheap and disappoints by doing everything offscreen, but there's no arguing it makes the routing far more convenient. I'm not a big fan of it, but I can accept it having a place in a run of a legacy category. The superjump, however, is the boon and the bane of this run at the same time. The sheer amount of times it's used in this run is astounding, and in several cases—notice this, Sniq!—I would actually call it the coolest way of traversing a given room (one example that particularly stands out is getting the two items in Maridia's main street). The ability to quasi-recharge the shinespark, holding the charge through several rooms at a time, is also something SM players have craved for since before the GBA Metroid games and the Redesign hack made it a reality last decade—albeit separately from SM. But in this case it also proves to be a Faustian bargain: in exchange for the near-uninhibited travel, it makes one unable to see where Samus is traveling (since the screen is dimmed and left mostly unupdated), and it also breaks graphics in a way that badly interferes with perception and compounds over time. Most of the run is thus spent with broken graphics. They become a nuisance in Norfair, start really getting on one's nerves around the return to Red Brinstar, and turn actively aggravating after the Plasma superjump. At that point I can no longer call the onscreen action entertaining. It's just Samus wildly zipping between the VRAM junk. It becomes incredibly hard to relate to what's going on. It begs the question, "can't you just zip to the end already?" This is not the sentiment I hope for when watching a Super Metroid TAS. Now for the unequivocally good aspects of the run. I have followed its development very closely and was able to witness many cases of a given room gradually becoming more optimized. The level of outside-the-box thinking in this run makes even the current any% look trivial. New techniques have been found. Approaches that were already considered optimal have been improved further.1 Every room has been rethought from the ground up. Sniq's ability to keep in mind the dozens of strats, tricks and techs discovered over the past fifteen years of Super Metroid TASing is second to none. That's why some (most?) of my favorite parts of the run are those before the Speed Booster, such as the entire Pink Brinstar, the pre/post-X-Ray room, and the entire bubble section of Norfair. Albeit some of the later rooms that don't take advantage of the X-Ray glitches are similarly great, such as this room in Norfair or this room in Wrecked Ship. This is where Sniq's ingenuity shines the brightest; superjumping past the obstacles or traversing them offscreen makes me feel cheated out of tasting TASVideos's finest wine. The latter problem is, of course, not specific to Super Metroid. I lamented it even in games that I normally don't care about much, such as the NES Megaman games where a whole bunch of amazingly inventive glitches would disappear overnight with one huge and comparatively boring level skip. Should I accept it as part of the inevitable road towards absolute optimization? Possibly. Do I consider it a loss in terms of entertainment? Definitely. Do I feel the run entertaining? If I go by the unadulterated emulator output, it's not as entertaining as cpadolf's, sadly. It's more entertaining in multiple places, but the overall experience is irrevocably marred by glitches evidently too powerful for a legacy category. Where the previous 100% is a 10 in entertainment for me, this one is a 6.5 at best. With a heavy heart, I vote meh. Please know that I cast this vote with utmost respect and dedication to your craft. 1It's also why it didn't sit too well with me that the run was submitted with a relatively large known improvement at MB2 that harkens back to the pre-TAStudio era. It felt to me like the run's integrity was compromised in more ways than one. I apologize before Dan for forcing his hand and before Sniq for my coercive tone. I shouldn't have held my opinion hostage considering it wouldn't have changed much in the end.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Noxxa
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Amazing run!
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.
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Like moozooh I find the X-ray/spark usage troublesome for the overall entertainment value of the run, both in terms of garbled graphics and reducing variety, even though some individual uses are great. Although I get that they are functionally glitches of very different orders of magnitude, as far as perception goes the run might almost as well have used space/time beam to warp through rooms given how some rooms end up looking (unless this would actually be slower because of pauses/lag/routing). Beyond that though, the run is extremely impressive in every regard. The routing is a marvel (single trip Norfair!). Optimization and ingenuity is incredible. Building uncapped fall speed between two frozen enemies! Whatever the hell happened in the old tourian escape shaft during the escape sequence! The work that went into it is apparent in every moment. Although I think a 100% run with speed/entertainment tradeoffs in restricting some glitches would be more aesthetically pleasing (something always worth considering for non-any% categories in my opinion), I'm still happy to see my last remaining proper Super Metroid run finally go. Voting yes.
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Over the years I have grown less and less fond of overly glitched speedruns (both real-time and tool-assisted). It depends on the game, of course (Megaman 1 and 2 are still really cool), but in general, I have found overuse of glitches to bypass things more and more boring and uninteresting. The more it breaks the game and deviates from normal gameplay, and the more time the run spends in "glitched mode", the less interesting. (This is why I can't even watch eg. most 2016 Doom speedruns. They are just boring.) I suppose I have simply lost that marvel about games being broken, and would be more interested in games being actually played "normally" but superhumanly. There are only so many times I can watch a game being utterly broken before it gets old and tired. The first 20 minutes of this run were interesting to watch. Then... well, it has already been discussed above.
JXQ
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I loved this run and had no trouble following what was going on. I didn't find the graphical oddities distracting enough to be bothersome. Now, maybe this is because I watched the fixed graphics run first, or because I know this game's map and TASing techniques better than I know most any other game, but whatever the cause, that's my stance. From a standpoint of "technical appreciation", I kind of understand concerns about the introduction of a powerful technique obsoleting the need for a lot of smaller and maybe trickier optimizations, but I also don't think this technique just makes the game simple to TAS. There seems to be a wide breadth to the new tricks here, which require their own optimization that is different, but to me, technically impressive all the same (and more often than not, more impressive to me from a non-technical perspective). And I also like the idea artistically of the game's graphics getting a little more screwed up as the run goes on. It's like a visual indication that the game is buckling under the pressure of the TAS. --- Notes as I watched the non-fixed version:
  • The bowling room was slightly confusing to me at the beginning, probably because it's using a technique I don't understand to fall through the floor initially, but I figured out what was going on as items were collected.
  • In the pre-spring-ball room, the fixed-graphics version does make much cleared what happens at the end (which was just silly clever).
  • "Swinging into a door via grapple nearby" before and after Draygon was so fun to see.
  • The final escape is too good, and I think even better on the non-fixed graphics version. It adds to the chaos of the planet at that point. Perfect ending to the run.
(Edit: Turns out the "list" markup doesn't work well with the "spoiler" markup. You gotta spoiler each individual list entry.)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Noxxa
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I only watched the non-fixed graphics version, and I actually liked how the game's graphics ended up breaking down over time. Maybe I'm too used to Mega Man TASes where that level of glitching is commonplace, but I did not find it annoying at all.
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.
EZGames69
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Joined: 5/29/2017
Posts: 2701
Location: Michigan
I feel like some of the complaints of the broken graphics are based not wanting the “greatest game of all time” to look like a buggy mess. Im not saying that everyone who dislikes the graphic bugs hates it for that exact reason, but there are times when I feel like it is the case, especially when the any% tas was submitted.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Wobmiar
She/Her
Player (75)
Joined: 10/20/2015
Posts: 171
I loved watching it, super entertaining :) Yes vote
I like colors
Experienced player (542)
Joined: 11/18/2011
Posts: 245
Location: Morocco
Someone to convert it to BizHawk.
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
EZGames69
He/They
Expert player, Publisher, Reviewer (3941)
Joined: 5/29/2017
Posts: 2701
Location: Michigan
Why do we need to convert it to bizhawk?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
GamesFan2000
He/Him
Joined: 1/4/2019
Posts: 75
Location: Canada
Welcome to this episode of F***ING SUPER METROID IN HALF! Today: Sniq uses the new glitches and techniques found in recent years to obliterate the 100% category. Take my yes vote and, as the late George Carlin once said: GET THE F*** OUTTA HERE!
Joined: 5/23/2014
Posts: 162
No vote. Impressive from a technical perspective, but the constant graphical glitching is even worse than in Any% (where I already made my opinion clear) and heavily detracts from what would be a great run otherwise.
EZGames69
He/They
Expert player, Publisher, Reviewer (3941)
Joined: 5/29/2017
Posts: 2701
Location: Michigan
Habreno wrote:
No vote. Impressive from a technical perspective, but the constant graphical glitching is even worse than in Any% (where I already made my opinion clear) and heavily detracts from what would be a great run otherwise.
Uhh, you DO realize there is a graphic fix encode that DOESNT show the vomit that you dislike right?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing