Post subject: That new Super Metroid speedrun on SDA
Joined: 8/9/2004
Posts: 139
Location: Washington State
The player (satoru 'hotarubi' suzuki) pulls off 32min SINGLE SEGMENT... they said they took two weeks to varify and makes sure it wasn't a TAS but it sure looks like one... I've never seem a human play that well. too good to be true.
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From ten minutes ago: <moozooh> holy adorable shit, i'm going to fall out of my chair just by looking at this. what the FUCK HAS HAPPENED. <moozooh> http://speeddemosarchive.com/SuperMetroid.html#any <moozooh> it's OMG OMG OMG WHAT <moozooh> i knew we were all hoping for a 00:35 run, but 00:32?! Downloading it now at full speed. %D EDIT: BTW, shouldn't it go in the speedruns forum or at least in SNES games?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Tub
Joined: 6/25/2005
Posts: 1377
# Best time: 0:36 by Anonymous runner #2 on 15.06.04. # Best Single-segment time: 0:38 by Anonymous runner #2 on 23.04.04. yeah, that's some improvement. downloading now.
m00
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HAHAHAHA HE SAVES THE ANIMALS!!111
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (206)
Joined: 2/18/2005
Posts: 1451
No! I can't wait to see this shit! 13% already...
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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Joined: 8/24/2004
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Location: Sweden
One of the best speed runs I ever watched. Damn impressive.
Post subject: Re: That new Super Metroid speedrun on SDA
Joined: 3/25/2005
Posts: 23
Ersatz wrote:
too good to be true.
The description talks about the arm pump dash... doesn't that require single frame accuracy? How could you arm pump 30 times per second on a real controller in real time?
Post subject: Re: That new Super Metroid speedrun on SDA
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Torgen wrote:
The description talks about the arm pump dash... doesn't that require single frame accuracy? How could you arm pump 30 times per second on a real controller in real time?
Ok, seriously. Why does everyone seem to think that? What is it about the trick that makes you think that?
Post subject: Re: That new Super Metroid speedrun on SDA
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Torgen wrote:
The description talks about the arm pump dash... doesn't that require single frame accuracy? How could you arm pump 30 times per second on a real controller in real time?
1. Arm pumping doesn't have to be frame perfect. Even pressing and releasing L or R for one (single!) time gives you one frame of advantage with the other things being equal. He did it a couple hundred times, which saved him a few seconds. 2. He didn't do it 30 times per second, that's obvious.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
creaothceann
He/Him
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°o°
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Joined: 9/20/2006
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Location: Singapore
I just thought some of the jumps were too precise, makes it look almost TASed, especially at the speeds it was being played at. Still too unbelievable, though the shoulder pumping part doesn't look too robotic, since the rate of pumping wasn't so constant all around... still that would have probably given him carpel tunnel or something having to press it so frequently for 30 minutes :S If it was indeed legit, then I can only imagine the immense stress going through it, and perhaps the disappointment when he finally gave up and went on to rescue the animals lol. But then again, how did he know 31 wasn't attainable, since the game timer can't be seen... he couldn't have watch memories too right?
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
Tub
Joined: 6/25/2005
Posts: 1377
a standard clock would help. There isn't too much fluctuation in the difference between real time and ingame-time if you stick to the same route.
m00
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Joined: 9/20/2006
Posts: 287
Location: Singapore
Tub wrote:
a standard clock would help. There isn't too much fluctuation in the difference between real time and ingame-time if you stick to the same route.
I don't quite get what you mean. Most obviously, the movie file I downloaded was 58 minutes long, assuming that 10 minutes were taken up by the credits and intro (which I am sure is an overestimate), then the remaining 48 minutes would be the real time of the run... but the in-game clock only reflects 32 minutes. In this sense, I would think its hard to actually know accurately whether the game would be rounding up or down your time isn't it? Maybe I am not getting what you mean, care to explain further?
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
Player (206)
Joined: 2/18/2005
Posts: 1451
As long as he takes the same route there is always the same delay while going through doors or picking up items, so Tub is absolutely right here. You just have to play it multiple times (which he surely did before pulling of this speedrun wonder) to get the exact difference between ingame and realtime. By using a clock that shows at least up to seconds it would be no problem to determine the ingame time pretty exactly. Regarding this run: Just watched it. One of the greatest Speedruns and playing skills I have ever seen! Phantastic job by Hotarubi and a probably unbeatable record for a good while!
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
Tub
Joined: 6/25/2005
Posts: 1377
say, some of your test-runs turned out this way: 50m30s real-time got a 0:36 ingame 50m20s real-time got a 0:35 ingame since the amount of real-time that's not counted towards game-time (intro, screen-transitions, menu visits) doesn't change much if you stick to your route, you'll now know that you need to finish in about 46 minutes, 20 seconds real time to reach 0:31 ingame. If you're at the point where you have to decide if you're going to rescue the animals and see 46m40s on your clock, you might as well go for the critters and save them from JXQ's horrible fantasies.
m00
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Joined: 9/20/2006
Posts: 287
Location: Singapore
Ah I see... never thought of it that way. Cool!
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
How did he get blue suit at the beginning of the Draygon battle?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (206)
Joined: 2/18/2005
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JXQ wrote:
How did he get blue suit at the beginning of the Draygon battle?
I guess only Kejardon can answer this question.
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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Joined: 4/16/2004
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Location: Finland
I'm having a hard time believing completely that it was not a TAS. Does anyone know what methods the people at SDA used to determine it's not a TAS?
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Joined: 2/18/2005
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Kyrsimys wrote:
I'm having a hard time believing completely that it was not a TAS. Does anyone know what methods the people at SDA used to determine it's not a TAS?
Well, at first the picture is much different than from emulated runs. Then, the game sound is also somewhat different, and lastly you can notice far less lag during a Power Bomb explosion than on emulated runs which are known to have more lag in general compared to consoles. There are sure more methods used on SDA which I don't know though.
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
xou
Joined: 4/26/2004
Posts: 118
Location: france
Woow, Im gonna watch this FOR SURE The last non-tas SM speedrun I watched was red scarlet's. Too bad the download is SO long for high quality... I think I'll set a mirror for it when Im done D/Ling.
hello world !
Joined: 7/30/2006
Posts: 11
Location: Québec, Canada
Download really shouldn't be that long, just make sure you select the dreamhosters.com mirror and not archive.org. :P
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Joined: 8/12/2004
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Location: Alberta, Canada
Saturn wrote:
Well, at first the picture is much different than from emulated runs. Then, the game sound is also somewhat different...
Those are hardly methods you can use to make a decision. You can tweak the colors using the computer, and then display it on a TV and record it with a VCR. The VCR will mangle the color, quality and sound further. As for the 'SDA method' I doubt that there is one; it's probably just the Super Metroids runners judgement. I don't know what kind of method you could possible have.
Joined: 5/13/2006
Posts: 283
BoltR wrote:
Those are hardly methods you can use to make a decision. You can tweak the colors using the computer, and then display it on a TV and record it with a VCR. The VCR will mangle the color, quality and sound further.
But will a DVD player mangle the quality like that, which is what was used to capture this run?
SDA wrote:
Thanks to Nate for transferring from DVD.
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Joined: 1/31/2005
Posts: 95
All you'd need would be some component cables and a source of electrical interference. That said, I personally think this run is real...