Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I take it that he just as any person used to watch Super Metroid runs and WIP's fast froward through these thus making them only ~.5 second delays in the action.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well as much as I'd like to have this category prevail I would ultimately rather have a glitched out absolutely lowest time possible run to get that spot. It might be less entertaining but it fills a IMO better purpose.
Also very much thank you bisqwit for publishing this.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
SWEET :)
This came out of nowhere to me. A really nice surprise.
I guess the NBMB can obsolete this later as it will finish at a faster ingame time, thus we would not need yet another category.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well to some extent you would be able to get lower game times with heavy pause abusing. First of all in any room where you have to do some kind of luckmanipulation (usually for item drops) you could pause and wait until the wanted result happens at the first frame possible. (granted that it is not needed to be done right in the beginning of the room since pausing takes a second or so from pressing start to the game clock stopping) That could at best save maybe a second or so in total at the cost of some additional minutes of realtime. Then there are a lot of rooms where it is beneficial to change your equipment, mostly it is de-equipping hi-jump for some faster room strategies or de-equipping gravity suit in a couple of underwater rooms. That could save maybe another second at the cost of a minute or so.
Some bosses (to my knowledge only phantoon and botwoon) only dies every 10-20 frames or so, that could also be manipulated into happening at the best possible time with pausing.
There is also a possible route change that could be done by abusing pause to induce semi immortality, norfair could be done before both WS and Kraid surviving the heat without any refilling by pausing constantly. This would make WS significantly faster while still having the benefit of doing kraid after maridia. Because of additional backtracking I'm not sure this is faster in the end though but would add some minutes of realtime.
Also before anyone asks, the reason I (or any sane person) choose not to do this is basically the same reason that the current realtime oriented route is not optimal for realtime. The abuses needed to do it in the fastest possible ways are ugly and boring.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
The first time I did a TAS was several years ago when I was actively speedrunning Super Metroid, with the help of savestates but no slowdowns (I had not found that function on Zsnes at the time) I was able to beat the World record by a craptastic 1 minute. However at this time I did not even know the quick buttons for save and load so every time I had to do so I opened the menu of the emulator at did it from there, very uncomfortable. The first time I recorded something was a year or so later when I had found slowdown, but since Zsnes did not have a rerecord function I simply ended up making zmv's of single rooms and recording them with fraps and putting them together into a movie. So it still sucked. I did both these things before I saw mormitos SMB3 TAS (Which was the first TAS I saw though I did not know it at the time)
Also I massively abused luck for just about every RPG I ever played on a emulator.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Ha, that's really really funny, very creative of you :)
Anyway, in your RBO are you aiming strictly for realtime or are you optimizing door entrys for ingame time? If you do the former the zebes part is improvable by at least 8 frames, when leaving from the missile room you could be fully morphed which saves 2 frames (but might cost you one at the elavator, it did for me) and when entering the pre torizo room you could gain 10 frames at the cost of at most 3 ingame frames for a 7 frame gain .(I or we (hero and I) aim for optimizing door entries for ingame time though so I didn't do that)Thought it might be worth to say if you wanted to aim soley for realtime.
Also thought I might ask, does anyone know if the door timer for the torizo room oscilates all the time or just start when you enter the room? I think the latter which is sad because otherwise that room would have been improvable by 1 frame.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Botwoon escape has to be delayed by x frames otherwise he won't be dead when you later return to the room (the middle wall has to be completely blown up before the room state changes I think)).
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
lols on you for using hero of the day :P
Anyway I liked it, the music timing for the last MB battle was just so lucky, and awesome. The big drawback of the movie is not being 60fps, but I can't make a 60fps movie myself so I should not complain :)
That's because he used a lua script that makes the game fastforward automatically on those parts.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
What he means is probably that the main reason my run is longer are more door transitions, and that he like me fast-forwards through them (and all other blank frames like item pickups and elevators)
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
AFAIK that decision was made the second I submitted the run and has never really been questioned. (with the exception of the argument of having it as a concept demo)
Huh, I never noticed... OH WAIT :/
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Speaking of that, this is a place where you lose some time, each time you turnaround you do so normaly which is a loss of I believe 6 frames, you can turn around fully while only having the chargecounter stand still for 1 frame. I think I did this in both my latest versions of the any%.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
It works, as I knew it would, but only at painfully slow speeds, the best I have got was 0.12288 and even that required a decent subpixel position.
Here is the smv.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Oh I just understood why, wave PB spam. Though are there that many pickups close to the route? Well I guess you have thought it through. Also considering the missile count I presume you will go strictly for realtime?
Yeah I was just poking fun at the fact that no one that has begun working on a RBO has ever finished maridia. From what I heard Saturn was close but found some improvement restarted and stopped working on it. I really hope you sit this one through.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I would not call over a full second subtle to save this early over a 6-7th generation run. I appreciate that you chose to to do a RBO instead though, more entertaining.
So you mean 15 Supers 15 PB's and 30 missiles or 15 missiles 15 super and 30 PB's? I don't really get it if you mean the latter.
Yeah and then you quit and we'll never ever see maridia... Ever.