This is a playthrough of Adventure Mode in Super Smash Bros. Melee using Samus. The last frame necessary to beat the game is 31,364 (8 min 42.73 sec), but for entertainment purposes I played through the credits as well.

Game Objectives:

  • Emulator used: Dolphin r7719
  • Plays on the hardest difficulty (Very Hard)
  • Contains speed/entertainment tradeoffs
  • Takes damage to save time

Goals:

  • Make a run that is entertaining to both the TAS crowd (who value creative optimization strategies) and the Smash crowd (who value style).
  • The run must be acceptable for publication on this site (that is: beats all existing records, contains no obvious optimization flaws, etc).
  • KOs should involve a high degree of variety. Use items and stage hazards whenever possible.
  • Entertainment tradeoffs are only acceptable if the optimum solution is boring. Nobody wants to watch Samus down tilt everything in a team battle.
  • Optimal play. That is, if I'm going to perform a certain combo, it should not be possible to do it faster.
This run was made on Dolphin r7719, so that is the only version of Dolphin which plays it correctly. The only setting that should matter is the memory card. Dolphin defaults to a memory card in Slot A, so to run this you'll need to go to Config -> Gamecube and set Slot A to <Nothing>.

Techniques used in this run

Competitive players will likely already know all of this. This section is for everybody else, although it helps to at least be familiar with the game.

L-canceling

Pressing L just before landing after using an aerial attack will half the landing lag, allowing you to act earlier.

Waveland / Wavedash

If you air dodge into the ground at an angle, you get a useful slide. Waveland refers to the technique in general, and Wavedash refers to the specific case when used immediately after a jump. Samus is one of the few characters whose wavedash speed is actually faster than her run speed on average, so this is used quite a bit. Wavelanding also speeds up the process of jumping onto platforms, especially when ledge canceled.

Ledge Cancel

If you slide into the ledge (for example after a wavedash or landing after an aerial), any remaining lag will be immediately canceled and you'll either fall off the edge or enter the topple animation depending on your direction and input. This is extremely useful as is allows for movement and combos that would otherwise be impossible. Frame precise ledge canceling can often allow for combos that aren't possible in real time.

Directional Influence (DI) / Smash DI (SDI)

After getting hit and sent flying, DI allows you to slightly alter your trajectory by holding the control stick perpendicular to the path. During the frames where the character is frozen after getting hit (the freeze frames are most noticeable on electric moves like Samus' charge shot), SDI gives you a small teleport by tapping the control stick. Precise DI and SDI can be used to abuse getting hit, but I only got 3 chances to use it in this run (once on the Mushroom Kingdom stage and twice in the Grand Prix stage).

Pivoting

The turnaround animation can be canceled by any attack.

Samus specific techniques

Grapple Cancel

Samus can break a grapple if something gets between her and the point where the grapple connects to the wall. This lets her keep her momentum. This is mostly used in the Escape from Brinstar stage.

Extended Grapple

During the opening frames of a grab or a Z-air, Samus can change her grab to use the extended version. The extended grab is 3x as long as the normal grab and homes in on enemies if you hold L, but requires you to press A to actually grab something.

Bomb dash aka Daughter Dash

After using a bomb, Samus enters Morph Bomb mode. While on the ground, pressing one direction then immediately pressing the other will give her a momentary speed boost that lasts a single frame. This can be repeated several times, and is generally the fastest way to move while in Morph Bomb mode. More importantly, it leads to a pair of glitches called the Super Wavedash and Aerial Super Wavedash which give Samus the fastest horizontal movement in the game over long distances.

Super Wavedash

This is caused by performing a Bomb dash on the very last frame of the attack. The momentary speed boost is only supposed to last a single frame, but since Samus is no longer in morph bomb mode on the next frame, she gets to keep it. This gives her a massive speed boost that lets her quickly cover long distances.
To maximize average moving speed from a Super Wavedash, Samus should jump immediately before bombing so that she gets to the ground faster. Once on the ground, Samus can use Bomb dashes to get some extra distance before the actual Super Wavedash. Samus can get even more distance out of a the technique by grabbing on the earliest possible frame. Unfortunately her grab is laggy, so this is only used when doing so would get her to the end of the level.

Aerial Super Wavedash

This is similar to the normal Super Wavedash, except instead of performing the Bomb dash on the last frame of the move, you do it while next to a ledge. Similar to the way Samus gets to keep the boost if she transitions to normal standing physics, she also gets to keep the boost if she transitions to aerial morph bomb physics. Unfortunately Samus can only keep the boost while she's in morph bomb mode, so it's important to do this as early as possible in the attack.
Of course if she gets to the ground before she leaves bomb mode, there's nothing stopping her from doing a normal Super Wavedash as well.

Stage Comments

Kongo Jungle

Pt 2: There are 4 characters that can make Giant DK suicide without ever having to move. Samus is not one of them. There's a 3 frame window to wavedash towards him that will cause him to aerial before he jumps.

Underground Maze

Pt 1: Luck manipulating this was frustrating because the first 30 or so frames give the same result.

Green Greens

Pt 3: There's more AI manipulation in the Giant Kirby segment than you might expect. There's 4 points where being off by 1 or 2 frames will cause him to make a different decision. All in all there's maybe 5 total frames of allowable error to get this to work.

Corneria

Pt 1: Good times trying to get the laser to hit Fox and not Samus.
Pt 2: Normally it's not possible to powershield that quickly, but I get around that by jump canceling the shield and wavedashing into the ledge. That makes it possible to powershield two things within 8 frames. Also got a nice frame to end the fight on.

Pokemon Stadium

Pikachus everywhere. Got 6 kills off that Moltres, which is more than I could have gotten off of a Lugia.

Grand Prix

Pt 1: Mathematically optimized the timing between Super Wavedashes.

Onett

The combo on the first Ness doesn't work if you end the Captain Falcon battle 1 frame later. Thanks to the RNG elements of AI decision making, he ends up doing an aerial before he gets hit, which positions him to get out of the 2nd forward air too early. Go figure.

Icicle Mountain

This was fun to make. And yes, both Popos are hit on the same frame and die on the same frame.

Battlefield

Pt 1: The floaty physics here made it difficult to move around the platforms, given that Samus is already a floaty character. I got around this by using ledge canceled Z-airs.
Pt 2: This method to take out Metal Mario was borrowed from brasterd073's TAS, except he also had to deal with Luigi so props to him.

Final Destination

Pt 2: Giga Bowser was nightmarish thanks to his obnoxious super armor. I was able to use it against him by bombing him at the end of his rolls. I ended up redoing this battle a couple times to get a version I was happy with.

Credits

This was done by a program directly on the input file (Dolphin doesn't have Lua support). As such this segment accounts for approximately 0 rerecords. If you think it's hard to see the target moving, just know that once upon a time it was even harder to see. I spent a decent chunk of time trying to adjust it to be easier to see. At one point I gave up and just did a version that got all the names on high speed, but thankfully people told me they liked the slower version better.
Note: The post-Giga Bowser cutscenes and slow credits don't affect the time of the run. The last frame of input required to beat the game is the frame I press Start after the Giga Bowser stage (frame 31,364). I could have ended the input file there, but for entertainment purposes I did the credits as well.
Special thanks to the guys at the RIT Smash club, for getting me back into competitive smash. This run wouldn't have happened otherwise.

Nahoc: claimed for judging!
Ilari: Changed length 08:38.3 -> 10:23.483
Nahoc: This TAS is awesome. It's a great compromise between "pure speed" and only a play-around. It makes Samus look like a very speedy character and entertains the viewer to the maximum. Like the published N64 TAS, if one would like to obsolete this movie, they would need to create a more entertaining TAS while keeping it fast paced, using any character.
Anyway, I'm glad to accept this movie for publication. Viewers' response has been really positive. Congratulations, numerics!
RGamma: Publishing...
Nach: Promoting to star tier.

TASVideoAgent
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Hey guys, I'm new to this so let me know if I missed anything. I'm sure there's something. Also I'm not sure where it got the 08:38.3 number from. The input file is 10:23.48, and the last frame of input necessary to beat the game is 08:42.73. Thanks!
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Wow... Just wow.... I was honestly surprised that this Adventure mode TAS was different than what I'd expected. Usually, I just see Fox/Captain Falcon picked then run right for justice. I'm glad you chose Samus; that part with her sliding around in Icicle Mountain was highly entertaining :D Yes vote, and I agree with shooting the targets at the credits given how it's difficult to pull off in real time. :o
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The most pleasantly unexpected TAS I can remember - this was hugely entertaining, looked superhuman, and proof that a TAS does not have to be a broken glitchfest to impress me. I didn't have to think twice about slapping a big fat yes vote on this one. Worthy of a star, before anybody else mentions it. And yes, play on through the credits if they allow it; I hope the makers of the first SMG2 TAS, whenever it gets made, make the same decision. Just one question, since it's years since I played this: given how you muck about on icicle mountain, i presume it's an autoscroller; however, when you move to the top of the screen it definitely scrolls upwards faster. How does this stage work again? I'm sure I'll kick myself when I find out the answer.
Joined: 2/28/2009
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i have never been more pleasantly surprised at a TAS than when i watched this one. every single part besides the bit of downtime during the autoscroller was super entertaining. definitely one of the best TAS's i've ever watched, yes vote & congrats!
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numerics wrote:
Hey guys, I'm new to this so let me know if I missed anything. I'm sure there's something. Also I'm not sure where it got the 08:38.3 number from. The input file is 10:23.48, and the last frame of input necessary to beat the game is 08:42.73.
- I can't find the source code for Dolphin r7719 (obtaining the sources would be needed to dump the video properly). - The movie length counting for .dtm (Dolphin Movies) is busted. Edit: Edited the submission to have proper length.
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thatguy wrote:
Just one question, since it's years since I played this: given how you muck about on icicle mountain, i presume it's an autoscroller; however, when you move to the top of the screen it definitely scrolls upwards faster. How does this stage work again? I'm sure I'll kick myself when I find out the answer.
I'd always assumed that the fight with Nana and Popo started after you'd climbed a certain amount of the mountain, but given that numeric faffs about instead, I'm guessing it's just on a timer. Actually the way that level works is that the level itself is falling slowly, while the camera is fixed! This is mostly noticeable in how it affects your jumps. After awhile it speeds up and a single jump gives you massive airtime because the ground keeps falling away from you. Presumably when you get towards the top of the screen the level scrolls faster to keep you "onscreen". For my part, easy yes vote. Nice work, numerics! I could have hoped for more playing about with items, but I imagine they're really hard to manipulate, especially on Very Hard.
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Thanks for the positive responses!
thatguy wrote:
Just one question, since it's years since I played this: given how you muck about on icicle mountain, i presume it's an autoscroller; however, when you move to the top of the screen it definitely scrolls upwards faster. How does this stage work again? I'm sure I'll kick myself when I find out the answer.
Derakon wrote:
I'd always assumed that the fight with Nana and Popo started after you'd climbed a certain amount of the mountain, but given that numeric faffs about instead, I'm guessing it's just on a timer.
Yup, they spawn on a timer. When I first started this run I thought it was determined by distance covered too, but after I told a friend, he said otherwise and went home and confirmed it was a timer. And then I went home and confirmed it was a timer. There's a couple other TAS's on youtube, and the Popos always spawn at around the 3:08 mark.
Derakon wrote:
I could have hoped for more playing about with items, but I imagine they're really hard to manipulate, especially on Very Hard.
I went into this with every intention of using items all the time, but they just don't spawn often on Very Hard. The timing is scripted (although the actual item and its location are manipulable), so there was nothing that could be done to get more.
Ilari wrote:
- I can't find the source code for Dolphin r7719 (obtaining the sources would be needed to dump the video properly).
This particular game desyncs constantly in the most recent versions of the emulator. My research told me that r7719 was the latest stable version that worked for this game, which is why I went with it. I ended up writing a program to brute force the a/v sync, manually adjusting the frame dumps after the fact. Worst case scenario, I can get a high quality dump and send that to somebody for encoding. I assume it would be preferred for the emulator to do it, though. I don't know if the source code for this particular version is publicly available.
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Good stuff! Samus is probably the most interesting character to use for Adventure Mode because her sheer amount of varied options. I'm thoroughly impressed.
Patashu
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This TAS is so great. I feel like I'd have to get a slow motion replay to figure out everything that's g oing on :)
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Wow, this is a a SSBM TAS that is both fast and entertaining! I was definitely not expecting that. There were many highlights throughout the run and I have to agree with the previous comments, Samus was the perfect choice for this. And she's my favorite character in SSBM ^^ Strong yes vote from me and also a suggested screenshot: The frame on Onett where you diagonally grapple the last Ness from a distance.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Ilari, is this what you're looking for? Great TAS, numerics! I loved every stage! Samus was definitely the best character to use, and I liked the decision to shoot the credits at the end. Big yes vote! I agree with thatguy too; when this is published, I think it should be starred.
Noxxa
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Well done run. Very entertaining. Definitely one of the best SSBM TASes I have seen. Yes vote.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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I normally don't find Smash Bros games very entertaining, but this TAS was just that, very entertaining. Yes vote.
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Strong yes vote! Well done man. Please keep tasing GC and/or Wii games :P
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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I am not sure if it really is the hardest mode if the unlocked characters affect the gameplay. But this is quite clearly great.
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It was absolutely impressive and fun from start to finish. I looooove that game and that run ^^
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CoolKirby wrote:
Ilari, is this what you're looking for?
Er, the hell... That commit does not appear to be on any branch. Fortunately, googlecode has snapshot links (at least if one does some URL editing).
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Ilari wrote:
CoolKirby wrote:
Ilari, is this what you're looking for?
Er, the hell... That commit does not appear to be on any branch. Fortunately, googlecode has snapshot links (at least if one does some URL editing).
I don't have the game iso atm, but does the run at least sync on the official.latest releases? I've read that GC emulation has stabilized quite a bit, so maybe it would work?
Post subject: Re: #4116: numerics's GC Super Smash Bros. Melee in 08:38.3
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TASVideoAgent wrote:
At one point I gave up and just did a version that got all the names on high speed
I would definitely like to see this! Okay, so the TAS you linked for the Metal Mario strat showed me. I thought he hit 182, and you hit 172. What's up with that? Anyway, as a competitive Melee player, I found this very entertaining. I'm not sure if it's applicable for the Vault, though. Also, you said you aimed for time first. What's up with the Ice Climbers stage then?
Post subject: Re: #4116: numerics's GC Super Smash Bros. Melee in 08:38.3
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Fishaman P wrote:
Also, you said you aimed for time first. What's up with the Ice Climbers stage then?
ICs spawn at a fixed point in time and are not dependent on distance traveled. Great TAS, I really enjoyed it. I feel like I remember a glitch from a long time ago that allowed Samus to superjump similar to Link in v1.0, but it may have had other components to it (items, specific terrain). I will see if I can find the video; it may help the escape if conditions permit. Also, there's a smash club at RIT? I'll have to point my brother there ;)
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henke37 wrote:
I am not sure if it really is the hardest mode if the unlocked characters affect the gameplay. But this is quite clearly great.
Most of the changes you get from having everything unlocked are trivial. The only thing I could see affecting the difficulty would be having to fight Metal Luigi along with Metal Mario. Everything else is just "substitute this character for this other character you've unlocked," and even that doesn't happen very often. You also get a couple more names in the credits, but that shouldn't matter for the overall run.
jlun2 wrote:
Ilari wrote:
CoolKirby wrote:
Ilari, is this what you're looking for?
Er, the hell... That commit does not appear to be on any branch. Fortunately, googlecode has snapshot links (at least if one does some URL editing).
I don't have the game iso atm, but does the run at least sync on the official.latest releases? I've read that GC emulation has stabilized quite a bit, so maybe it would work?
I wouldn't be surprised if they came out with a version that played this game correctly since I started the run, but I doubt it would play the input file correctly. I remember reading somewhere that the core changed often between releases for the earlier versions.
Fishaman P wrote:
TASVideoAgent wrote:
At one point I gave up and just did a version that got all the names on high speed
I would definitely like to see this! Okay, so the TAS you linked for the Metal Mario strat showed me. I thought he hit 182, and you hit 172. What's up with that? Anyway, as a competitive Melee player, I found this very entertaining. I'm not sure if it's applicable for the Vault, though. Also, you said you aimed for time first. What's up with the Ice Climbers stage then?
Some names don't show up until you've unlocked content, i.e. you wont get Marth's voice actor until you've unlocked Marth. I can guarantee you I hit all of them, I spent more time on the credits than on any other segment. The ICs spawn on a timer. No matter what you do they're always going to appear at the 3:08 mark. The best you can do is be prepared to hit them on frame 1.
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Given that this TAS aims at the fastest time I think not that it is necessary to play through the credit. Rather in a playaround. And also maybe specify that it is the "Adventure mode". It is just my opinion that does not prevent that we have a beautiful work of art there! Yes vote!
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wow 32 YES! YES! 33 with mine
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand