Not really. This is the timeline of events:
2005 — Michael Flatley has started his 100% TAS (abandoned it later);
2005 — Saturn has started an any% TAS, later turned into the RBO;
2006 — JXQ has started (and finished) his version of the 100% TAS;
2006 — Saturn has started working on a new any% in addition to the RBO;
2007 — JXQ has started 100% v2;
2007 — Hero of the day has started his version of the any% (note that Saturn is still working on his runs).
Actually, they're only that huge if you bruteforce the movie as a whole. However, if you split it in short sections (say, separate stages or arbitrary frame ranges with partly predefined ending frame goals), it would be nothing for such a computer. Actually, it is already feasible now, but still requires a lot of time and manual work setting up the goals and general strategies. I'd really wish for such a run to be created, though, and LoZ, as suggested by xebra, seems like a good candidate.
EDIT: On the other hand, that would reduce the possible timespan of a given section to a few seconds at most… Well, there's still something to hope for. :D
I agree with Warp on all accounts regarding the first five parts (haven't watched the sixth yet). Also, whatever was the reason to change the name, it either failed, or wasn't relevant enough to change the initial disposition towards this movie. To me, it's still Rocky VI.
I'd really wish someone to reconsider such rules, cause painting the whole image in one single hue and changing it from level to level looks really, really awful. >_<
EDIT: Btw, voted yes.
So this basically is a dumbed down version of DKC 3. Well, it was rather fast and nominally interesting to make me vote yes, but before that, I want to ask one thing: is it possible to turn off the SGB mode? Constantly changing hues have almost given me a achromatopsy, not to mention that they fucked up the contrast quite a bit: bananas looking like some tentacles protruding from the earth, black monsters and Dixie blending with some of the walls weren't really a pleasant sight. :\
Yes and no. I had to redo a couple of rooms, including the kago refill, which I wasn't very enthusiastic about (that's why it took so much time), since I had to skip taking damage in the last room of Crateria. All in all I lost 10 frames (one of them due to elevator randomness) and then won 3 frames back in the second room of Brinstar due to better optimization. Now I'm in the third, where I need to refill.
I also keep a little progress blog at my page here. I post everything that doesn't deserve a personal post on the forum on that page.
It works in the original game, too: if you'll look at it closely, you'll see that Samus is being "ejected" prior to jump, as if she was jumping from mid-air (it is the thing that allows jumping through one-tile ceilings). It looks a little buggy, but it works to a certain extent — the gain is about half a tile or so (also works underwater).
In SMR, it looks clean, and is a fully acknowledged feature which allows somewhat substantial height gain — basically, a bug turned into a feature.
A solid wall and a pool of acid, that's all.
Frame Advance key = "pause + increment a frame". To deactivate it, logically, you have to unpause. And yes, laughing_gas is absolutely right, slowdown is useless in serious TASing these days.
Sure they don't. Some of the regular enemies don't, either. Bosses are only vulnerable to charged shots and missiles (some of them are also vulnerable to P-bombs, and Torizo is vulnerable to everything).
No, you don't. The entrance is to the left of the crumble block pad just under the door on the left wall. By the door, I mean the exit from the room with two giant sidehoppers inside.
Umm, that doesn't make much sense: with the identical timing, the game wouldn't round the centiseconds differently on the same frame. Either there's randomness involved (which I'm counting on), or adelikat has indeed lost one frame.
Yes, according to my rough estimations, you probably won't ever be needing to get any refills that aren't already on your way after that point, unless a shortage of super missiles at Mother Brain's second form would cost more time than manipulating the Golden Torizo to drop them.
So apparently, Saturn's contribution to Super Metroid runs is already as big as Michael Flatley's.
Come to think of it:
• super short charge — saves more than a minute in 100% and a considerable amount in any% (and it's a great trick by itself);
• skipping the Spore Spawn pack Crystal Flash — saves about half a minute in a 100% considering that no HP should be drained and no ammo should be refilled;
• killing Draygon in two rounds saving 4 seconds;
• one-rounding Phantoon with 4 missile packs faster than JXQ did with 8;
• single-wall underwater walljumping;
• demonstrating such thing as killing a pirate guardian in lower Norfair using a speed echo and getting 6 super missile refills from him at the same time (sick!);
• numerous other local speed tricks.
Saturn for Super Metroid = Nitsuja for Sonic.
The controls also matter. So far keyboard + mouse (+ free look) is the optimal solution for me. I can look everywhere unhindered, I can change my field of view to, say, 130 degrees and see more than I would have seen in real life. The difference is greater than it may seem. The fact that we can move freely in real life has something with the fact that we can do the same in a video game, provided the controls are appropriate.