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One improvement I though of the first time I watched the run is when you are heading back from kraid, you use a PB to blow up the bomb block in the other end of the room but you can actually do a mockball with momentum gathered from the previous room and it is only ~8 ingame frames slower. And I believe that a PB causes more than 8 frames of lag.
Also why did you not use a mockball on the platform when going in to WS as you do when you head out? I thought that was confirmed to be faster, or was the two strategies equally fast?
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They all do, but with the exception of one glitch that sucks much fun out of the runs, other games such as The Adventure of Link has both a non glitched and a glitched run and I see no reason not to have it the same way for Super Metroid.
I think this is a bad decision, the NBMB will not aim for lowest% actually, yes it will be lower than the 14% the current one has but to reach the absolute low% you would have to use a glitch which induces semi-immortality at the cost of minutes and minutes of realtime (the glitch is that if pausing at the first frame possible again and again the trigger for samus death will not have time to start) and this will never be used because it sucks. The 14% low is the limit without significant gamebreakers and that I think is enough to give it it's own category.
I'd say it is because it is grossly outdated, the mistakes and inoptimizations in the run are no less visible than those in a run by a speedrunner.
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Well there is concept demos, (personally I don't have anything against my run going up there) otherwise I don't see this getting published alongside the realtime run, the fourth category should go to the glitched out NBMB run which finishes the game in the fastest time possible and skips all bosses.
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No, there is nonthing to decide, this movie has already won even before it was submitted, there was never any question as to which would be published.
It does for everyone it seems, except the speedrunners =/
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NBMB means "no boss/mini boss" and indeed there has been a way found by Kejardon to skip even motherbrain. Also this brings the lowest possible item% down to 7, though it requires another very boring glitch no one will use. (pausing repeatedly makes you unable to die, but takes extreme amounts of realtime to do)
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I used the same trick in my run, (I have know of it for some tme but just figured out when it worked while doing the any%) though I don't think I ever needed to shoot before using it.
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Finally :)
Fantastic improvement, easy yes vote. I won't bother to sit down and dissect the run though, to much work. Maybe I'll do it later.
Anyway, great improvement on a great movie for a great game. Grrrrreat.
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I could have done a low% but moozooh is going to, might take a while though since he is also working on another Super Metroid run atm that has higher priority.
However as said before I am about to start a 100% run which I will work on together with another TASer (not mentioning any names here, if he wishes to tell people he will, I don't have to say it for him)
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Hero mentioned it as a possible improvement, also JXQ took the damageboost I think. Therefore I checked it but it was not faster.
Both morphing/unmorphing and taking the damageboost kill your momentum, with morph/unmorph though you can take another corner boost and morphing I think puts samus further down than just falling (as there are places where a morph with a unmorph at the end can actually be faster than to just fall down.)
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Actually more like 44, compared to my any% at least. moozooh supposedly had already improved that by 2 frames in the NBMB though so 42 frames. Still an epic improvement. Unless some new trick is discovered after you are done with this I doubt anyone will bother to try and improve it for a long time.
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Also I think it does bring some entertainment from the level of glitching, the breaking in to tourian and skipping motherbrain by abusing a save station practically screams "stop raping me".
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I have been doing that. Anyway I got it but only with a 9 frame jump so far. Surprisingly though it only saved 36 frames. (although it is maybe not directly comparable, I used my any% run and started from my entry there, and that entry might not be optimal if doing the room this way)
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Well at this point I think that lacking a trick that saves ~1.5 seconds is enough to consider a run at least somewhat outdated.
I'm fiddling around some in the room to try and make it even faster, so far I have been able to bring the jump down to holding for 5 frames but for some reason I don't get enough momentum at the pickup to put me far enough away from the torizo when landing thus lacking 1 pixel to make it through the door.
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Hah, that's truly awesome, my TAS took exactly two days to get obsoleted :)
Also it actually makes very much sense, I wonder why no one has though of it before.
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I sure hope you didn't take it that way... It's still one of the greatest runs on the site.
I just don't hope that I have to say that things I did not find that hard to be hard just to make you feel better.
Also I naturally would not call anything I have done or will do to be perfect since I don't think it is or will ever be.
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Still, as I said I found about 20 frames in the escape alone, none of which really came from hard optimization, just ~10 came from improving simple jumps by a frame each.
And I also found some relatively easy room strategies he missed while doing the any%. Like shooting the door early in the ridley E-tank room and not middle landing on the door platform in the acid dip room that came right after but instead jumping straight through the door by releasing dash for a few frames.
Anyway We'll see how the rest turns out once the run is started.
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While I knew I was slower than you here (by comparing to JXQ's videos as you had) I was not able to get the strategy in your video to be faster. No matter how I did the jump I ended up at the floor on the other room at least 1 frame slower, I also did not have to skip any armpumps either. I think you where faster here only because the morphball jump in the begining.
Nope, I tested this in my last any% run and I tested it again here, no matter how I took the damageboost I ended up on the floor slower.
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Though I got it to something like 21 seconds IIRC. I measured how long it took for JXQ to get through the pre-torizo room the torizo and back and how long it took for me, I think the difference was something like 21.7 seconds. Taking in to account the loss in the diagonal room it is still over 21 seconds. Or else I'm missing something.
Yes I noted you changed your technical rating on his movie from 8 to 7 some time ago ;)
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Though I found 20 or so frames just in the escape which I took as one of his more optimized parts. Still Any big improvements without different room strategies is not easy.
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Yes though hero's upcoming run will be something like 1:30 faster than this so...
I will use a realtime oriented route (though the route might be the fasters ingame route too, but I'm not 100% sure on that) but I might end up optimizing door-entries for ingame time (not sure yet) since 00:36 is very tantalizing and sub 70 minutes realtime will be achieved anyway.