Emulator details

  • Emulator used
    • Snes9x 1.43v12(beta 10)
  • Sync settings
    • Use WIP1 timing
    • Allow Left+Right Up+Down
    • Fake Mute desync workaround

Run Specifics

  • Any% item collection
  • Aims for fastest time
  • Manipulates luck
  • Takes damage to save time
  • Abuses programming errors

About the run

This is my first venture back into TASing after an extended period of inactivity, brought on by schoolwork and an addiction to the Starcraft progaming scene. I've always been very drawn to TASing Super Metroid, but the original has at this point reached a level where it's essentially all work and no play (which makes me a dull boy), so the prospect of running an incredibly well made hack, where there was still a lot of room for experimentation was very intriguing. Hoandjzj's previously submitted run then pushed me over the edge to the point where I felt I had to make a run, whether it got published or not, and the summer holidays allowed me to do so.
This is an improvement of 15147 frames over the previous run submitted by Hoandjzj, achieved by updating the route to not include X-ray or Power Bombs, as well as implementing a substantial amount of new tricks and general optimizations (I'd say that it's about 11000 frames for the route and 4000 frames for optimization). The new ingame completion time is 11:57, and the item collection percentage is 11.

About the hack

The IPS patch can be found here. The ROM needs to be unheadered (3072KB, not 3073KB).
This Review speaks many kind words towards the hack, and is worth reading if you are interested in the hack.
Differences in mechanics:
There are a couple of notable differences in mechanics from the original. You are allowed to re-enter spinning mode in mid air, which helps a lot at times, allowing you to walljump up places you would otherwise not have be able to, or turning around faster in mid air (when not spinning this takes several frames, compared to the instant turnaround while you are spinning). Cool-downs for weapons has also changed, the normal beam going from 15 frames to 6, and normal missiles going from 10 to 6. The cool-down for your beam is also dependent of what beam you have equipped. Ice beam, which is the only one I pick up, increases to cool-down to 20 frames.
The speedbooster is the most notable change. To begin with shinespark does not drain any energy, and more importantly, if you hit a slope while shinesparking, you can start running again, which in turn lets you chain shinesparks, and maintain incredibly high speeds.
The re-entering running mode function also has a glitch, or rather an oversight in how it is programed which can be abused. The way it is intended to work is that it takes you back down to the normal max running speed when you start running again (5px/frame speed + 2.75px/frame "momentum" (momentum being a secondary speed value with different, usually fixed, values for different kinds of movement)), but if you only press dash for one frame to start running, you will keep the speed that the shinespark had at the moment (it oscillates between 8-9px/frame), and also regain the normal ground running momentum of 2.75px/frame (when you shinespark your momentum is 0px/frame), plus the 1px/frame you gain from armpumping. This makes you max running speed significantly higher than it is supposed to be. (this makes so much sense in my head, why is it impossible to write it down in a coherent way!)
There are another two notable things about the speedbooster. One feature which was probably not intended, and one glitch that has an unexpected application.
The glitch is that you can become stuck in an infinite shinespark, as the game can, for whatever reason, sometimes fail to notice that you hit a wall. When this happens, you'd normally have to enter the menu and un-equip speedbooster (or in the case of a TAS, simply avoid it). But in the case of Draygon (or Meta Ridley, as he's supposed to be here), you can use it to kill him in one round by simply getting stuck in a shinespark on the wall he appears at. As soon as he touches you, all of his precious health is drained in about half a second, and because his death resets the state Samus is in you conveniently get unstuck as soon as he dies.
The (presumably) unintended feature of speedbooster is that you get a 14 frame spark timer after you re-enter running mode after a shinespark, which lets you do another shinespark without crouching down to charge. This is most notably used after I return from norfair. Seeing the result of it makes me sad that there are not slopes everywhere. And for the record, the reason I think it is unintended is that this 14 frame timer exists in the original game as well (it automatically goes to 14 when you shinespark), but you can't use it for anything there.
The sequence break:
The name of this section could refer to the run as a whole, since pretty much nothing is done in sequence (I stay on route for a grand total of a minute and a half, in realtime, or up to the point where I morph through a broken down robot, which you are supposed to destroy with Charge Beam). But more specifically it is the sequence break in the pirate ship that is the center piece of the run, and the main difference between the three runs of the hack that has been sumbitted. The first run did what you are supposed to do (although of course, not in the way or order that you are supposed to do it). The second run used X-ray to glitch through a ceiling at two spots, thus removing the need to release all security locks that guard the different parts of the pirate ship, and the final boss. This run instead manages to do the same skip without X-ray by freezing an enemy in a very specific vertical position, which makes it possible to glitch through the ceiling anyway. This shortens down the route considerably, since you no longer need to take a long detour to Tourian for the X-ray, nor do you need to grab any Power Bombs, which where only explicitly necessary to get X-ray in the previous run.

Special thanks

  • SB, the author of the hack, for making a incredibly fun and well made game
  • Hoandjzj for making a great run to have as a frame of reference, as well as a clever improvement to the final boss
  • Kriole for hunting down some missed frames here and there
  • Everyone who has contributed to the discussion in the forum thread for the hack, and for the original
  • Not me. God damn I'm horrible at making a coherent and well structured submission text

Nach: Judging.
sgrunt: Replaced the submission file with a 75 frame faster version at the request of the author.

Nach: I got into this run thinking to myself: "Oh great, Metroid Zero Mission in Super Metroid's clothing to an extent, we already have the real deal, who needs this?"
Well, I'm happy to say that my preconception was completely shattered. While some of the graphics are from MZM, and many areas I easily recognized as being ripped straight out of MZM, so much was fresh material. This seems like a well made hack, and many parts of the run showed me what an awesome game I'm missing out on. Only downside is that the run flew through the game so quickly not much of it got a chance to be shown off properly, if at all.
I applaud how you exploited existing Super Metroid glitches, and further found ways to push the new physics engine to all new heights (speeds). Hack is great, run is entertaining and well played, positive audience review. Accepting.
DarkKobold: From [1651] SNES Super Metroid: MockingBird Station by Hoandjzj in 31:00.42 -
mmbossman: While I'm in no particular hurry to have a Super Metroid hack published, enough people seem to find this one entertaining to warrant acceptance. However, both Nach and I were less than impressed with the overall level design and "polish" of the hack, so I would suggest that a future run of a more impressive hack should probably obsolete this run. Anyway, congrats to the author for the first accepted Super Metroid hack on TASvideos
Thus, I'm adding to this decision that it should obsolete the previous SM hack.

Brandon: Publication underway.


TASVideoAgent
They/Them
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Posts: 15558
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This topic is for the purpose of discussing #3228: Cpadolf's SNES Metroid Super ZeroMission in 20:43.28
GabCM
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Joined: 5/5/2009
Posts: 901
Location: QC, Canada
I'll encode this. I'll be busy tomorrow and I'll be off for a week starting Friday. So I think it would be better to leave this submission for another encoder.
Skilled player (1443)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
The IPS patch can be found here. The ROM needs to be unheadered (3072KB, not 3073KB). Was going to edit that into the submission but couldn't find the button to edit the submission... a problem which I've not had before.
Agare Bagare Kopparslagare
sgrunt
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Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
The submission editing issue is a site bug which should be fixed shortly. (More correctly, it's already been fixed but nobody has been around to move it over to the main site.) is now live.
Experienced player (869)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
You forgot to mention the speedbooster trick that allows you to surpass the speed limit. I'm pretty sure the high speed is the reason as to why the graphics are all messed up, no? Anyways, really stronk run, bro. Have a hell yes vote.
sgrunt
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Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Apparently, the revamped speed booster lets you move so quickly you break the universe. Without major glitching. This is sufficiently impressive to warrant a yes on its own, without mentioning the much greater degree of polish this run has relative to its predecessor in the queue.
Tub
Joined: 6/25/2005
Posts: 1377
sequence breaks... check. hell's run... check. speed booster action... double check. boss fights... uh.. I think there was ONE, but I blinked and missed it. As usual, this run skips even more of the interesting stuff, but the remaining run is certainly worth watching. I believe it's interesting even to those that haven't played the hack. Thus, yes vote on publishing and replacing mockingbird. Well done to cpadolf, hoandjzj and kriole! I'd like to see an explanation about the glitching at the end though. It starts right when leaving draygon's room, so it can't be just the speed booster?
m00
Skilled player (1443)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Kriole wrote:
You forgot to mention the speedbooster trick that allows you to surpass the speed limit. I'm pretty sure the high speed is the reason as to why the graphics are all messed up, no?
Oh yeah, I see I didn't really specify that. I added a section for it now. It's not the reason the graphics get glitched towards the end though. That's due to the camera not following me properly in the 4th (I think) room of the escape sequence. I leave the room before it catches up, which makes the horizontal scroll mess up a bit. Or something (it's the same glitch that happens in the glitched any% run). Interestingly, the graphical glitching only occurs when I move to the left. Which is didn't notice until now. I guess technically that is because of the really high speed I have, but only in that one instance, The graphical glitches in all the other rooms after that would have been there even if I moved with normal speed.
Agare Bagare Kopparslagare
Joined: 11/26/2010
Posts: 454
Location: New York, US
This TAS was nothing short of amazing!!! I hope it gets published, well done!!! :D Yes Vote!!!
My name is Forensics.
Joined: 7/2/2007
Posts: 3960
Beautiful. The Speed Booster is very aptly named this time around. Thanks for making the run, and welcome back!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Hoandjzj
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Experienced player (613)
Joined: 4/6/2010
Posts: 240
Awesome work Cpadolf :D:D:D I hope this will be published!
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I actually didn't finish watching Hoandjzj's run, since it was cancelled when I was about a third of the way through it. I've never played this hack before, but it looks very interesting and fun and a lot like Metroid Zero Mission (which it should). I also really enjoyed the movie, especially traveling through the lava and using the speed booster to go really fast up slopes and through large rooms. It didn't have one part which wasn't entertaining, unlike the MockingBird Station run. Therefore, I believe this submission should obsolete that run. And yes vote, of course.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Very good run! Yes vote for sure!
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I am speechless. The ROM must feel violated after what you did to it. This is honestly one of the rare times that I feel compelled to watch the movie again just to fully appreciate it. I recommend watching the movie with the following script. It's a variation of this, but I changed "turbo" with "nothrottle" because I actually found the run too fast paced with the doors/items being completely skipped. Download Turbo.lua
Language: lua

while true do istop = memory.readbyte(0x7E0009) dstop = memory.readbyte(0x7E05F5) estop = memory.readbyte(0x7E0E18) -- Items, Doors, Elevators if istop+dstop+estop > 0 then snes9x.speedmode("nothrottle") else if istop+dstop+estop < 1 then snes9x.speedmode("normal") end end snes9x.frameadvance() end
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I'm an idiot. I've been stuck trying to get the to Chozodia for like a week, and here that icon I thought was a bomb block was a missile gate trigger. Anyway, great run, strong yes vote.
Previous Name: boct1584
Joined: 1/10/2010
Posts: 59
I still hold that this is one of the best hacks ever made, and certainly the best Super Metroid hack. A great run, with plenty of polish. Easy yes vote.
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2108
Oh God, what did you do to the poor game at the end?
GabCM
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Posts: 901
Location: QC, Canada
I'll make a new encode based on this improvement.
Joined: 7/2/2007
Posts: 3960
Vykan12 wrote:
I am speechless. The ROM must feel violated after what you did to it. This is honestly one of the rare times that I feel compelled to watch the movie again just to fully appreciate it.
The weird thing is that this is a pretty low-glitch run. Here's the glitches I can think of: * Phasing through the ceiling to get to Draygon (uses a well-known glitch that's often used in the original game to quickly get to Spring Ball) * The graphical glitchout in the end, which doesn't actually affect gameplay any. * Whatever was going on with the grapple beam just prior to first getting super missiles; never seen anything like that before. But it could be replaced by careful jumps (doable in realtime, even), so this doesn't really count. * The Draygon quick-kill using the speedbooster stuck glitch (otherwise replaced by normal short-charge speedbooster mayhem, but requiring two or three passes instead of just one). * And of course arm pumping, short booster charge, phasing through stationary enemies with the morphball, etc. but those are all practically ancient history now. The hack author put a lot of sequence breaks into the game. The one that really breaks things wide open is getting powerbombs from Norfair; normally you're supposed to get them only after defeating Mother Brain, which requires beating Kraid and Ridley too.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
It's not the glitching that impressed me, the pace of the run just felt overwhelmingly fast. I tried watching Taco and Kriole's any% run after to see if I just had SM fever, but I found that boring in comparison, probably because I've seen regular SM TASed like 20 times.
Tub
Joined: 6/25/2005
Posts: 1377
Derakon wrote:
* Whatever was going on with the grapple beam just prior to first getting super missiles; never seen anything like that before. But it could be replaced by careful jumps (doable in realtime, even), so this doesn't really count.
That bridge is a one-way street. You cannot stand on it, you will fall through. When approaching from below, it's solid though. Grapple is one way to avoid falling through. The other option would be to bomb-jump over, but that's slow. You're supposed to shinespark over, but that defeats the purpose of sequence breaking. I'm trying to remember a place in the original game that had these kind of blocks, but can't come up with any.. are they an addition to the hack, or maybe some unused remnants from the original?
Derakon wrote:
The hack author put a lot of sequence breaks into the game. The one that really breaks things wide open is getting powerbombs from Norfair; normally you're supposed to get them only after defeating Mother Brain, which requires beating Kraid and Ridley too.
Yeah, as it turns out those are a nice red herring :)
m00
Joined: 7/2/2007
Posts: 3960
Ahh, I hadn't realized the bridge was made out of one-way blocks. I don't think those explicitly exist in the original game (they cause discontinuous motion when you jump up on top of them, IIRC, which seems inelegant), but they might also be an emergent behavior of half-height blocks with certain edge settings. I know I've seen a hack that used one-way blocks facing down (i.e. could fall through but not jump up) in a zigzagged pattern, as a way to create a barrier you would need spacejump to bypass.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
mklip2001
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Location: Georgia, USA
Incredible. I loved Hoandjzj's runs, but this is even better. I am fully in favor of publishing this as our main representative of an SM hack, obsoleting the Super Metroid Mockingbird run.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Hoandjzj
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I'm sorry, but is this faster?!
Joined: 11/26/2010
Posts: 454
Location: New York, US
Hoandjzj wrote:
I'm sorry, but is this faster?!
It actually might be!!! Its something that requires frame testing though. It would make sense if it was because he/she's landing in his/her death spot and is swooping down at you instead of dieing then falling to his/her death spot. It also might be no difference at all.
My name is Forensics.