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.


Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
This game has a lot more depth to it compared to the original. Will we need a separate category for every character? I would have thought Captain Falcon would been the fastest character to beat the game with.
Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Nice platforming with a mix of well varied and crazy fights...strong yes from me! Found this run very entertaining.
Skilled player (1738)
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Mitjitsu wrote:
This game has a lot more depth to it compared to the original. Will we need a separate category for every character? I would have thought Captain Falcon would been the fastest character to beat the game with.
Well, are the other characters more entertaining? The vault doesn't accept anything but fastest any% and 100%.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Smash TASes are normally massively controversial. This one's an easy Yes for entertainment, though, and sounds like it has a decent chance of being a TAS world record as well. I'm not sure who the fastest character is. It does seem reasonable that Samus might be, though, given how quickly she can move using glitches.
Joined: 6/19/2005
Posts: 180
Incredibly well-played. I wasn't expecting some of the techniques used there. The fights were interesting, the adventure sections were fast and fun to watch, and even the Icicle Mountain autoscroller was entertaining; I was looking forward to how that worked, but not only did you pull off the level itself with entertainment, you also managed to set up for an easy kill on both the Ice Climbers. Also, taking advantage of using items in the right situations made everything much more fun. Using the pair of Freezies for the Ice Climbers, the 'lucky' Moltres drop in Pokemon Stadium, the shell on Battlefield... Excellent use of items and resources altogether. Easy yes vote from me. Even easier when I saw you decide to ace the shooter section of the credits.
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Extremely impressive! Very well-made, and you have a tremendous eye for entertainment. I look forward to your future work!
Player (13)
Joined: 6/17/2006
Posts: 506
First thing I did was to compare this movie to SuperDoodleMan's Adventure video back from 2006, which at the time used Action Replay to have a frame advance ability and make a segmented run of Melee's Adventure mode on Very Hard: Link to video Much to my surprise, while the in-game times are overall faster here, the times of many individual stages are significantly slower: - Stage 1-2: +3.68s - Stage 4-1: +5.41s - Stage 4-2: +3.99s - Stage 5-1: +3.53s - Stage 6.1: +2.83s - Stage 6.2: +5.24s - Stage 8-2: +1.89s - Stage 9: +9.19s So that's a total of 35.76 seconds lost when combining the bad stages. Sure, a different character was used which may balance things out overall, and there's the possibility of worse luck due to the lack of segments, but I have a hard time believing that this movie is optimal considering this. I may be completely wrong, but that's my impression. In any case, I think that's enough evidence to verify the optimization of this movie. Also, why play during the credits? Pretty sure any% movies are supposed to end as soon as possible according to the rules. I believe useless input it should be cut from the end of the submission.
Skilled player (1738)
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SmashManiac wrote:
First thing I did was to compare this movie to SuperDoodleMan's Adventure video back from 2006, which at the time used Action Replay to have a frame advance ability and make a segmented run of Melee's Adventure mode on Very Hard: http://www.youtube.com/watch?v=zJr8nCgm1H8 Much to my surprise, while the in-game times are overall faster here, the times of many individual stages are significantly slower: - Stage 1-2: +3.68s - Stage 4-1: +5.41s - Stage 4-2: +3.99s - Stage 5-1: +3.53s - Stage 6.1: +2.83s - Stage 6.2: +5.24s - Stage 8-2: +1.89s - Stage 9: +9.19s So that's a total of 35.76 seconds lost when combining the bad stages. Sure, a different character was used which may balance things out overall, and there's the possibility of worse luck due to the lack of segments, but I have a hard time believing that this movie is optimal considering this. I may be completely wrong, but that's my impression. In any case, I think that's enough evidence to verify the optimization of this movie. Also, why play during the credits? Pretty sure any% movies are supposed to end as soon as possible according to the rules. I believe useless input it should be cut from the end of the submission.
You know, given the site's history of Smash Brothers submissions, I think aiming for fastest time regardless of anything isn't exactly preferred.
Joined: 5/13/2009
Posts: 141
I was a bit apprehensive when I saw it was a smash TAS, but man this blew me away. I was very happy to see others felt the same way. Yes vote.
Player (236)
Joined: 11/17/2013
Posts: 9
SmashManiac wrote:
First thing I did was to compare this movie to SuperDoodleMan's Adventure video back from 2006, which at the time used Action Replay to have a frame advance ability and make a segmented run of Melee's Adventure mode on Very Hard: http://www.youtube.com/watch?v=zJr8nCgm1H8 Much to my surprise, while the in-game times are overall faster here, the times of many individual stages are significantly slower: - Stage 1-2: +3.68s - Stage 4-1: +5.41s - Stage 4-2: +3.99s - Stage 5-1: +3.53s - Stage 6.1: +2.83s - Stage 6.2: +5.24s - Stage 8-2: +1.89s - Stage 9: +9.19s So that's a total of 35.76 seconds lost when combining the bad stages. Sure, a different character was used which may balance things out overall, and there's the possibility of worse luck due to the lack of segments, but I have a hard time believing that this movie is optimal considering this. I may be completely wrong, but that's my impression. In any case, I think that's enough evidence to verify the optimization of this movie. Also, why play during the credits? Pretty sure any% movies are supposed to end as soon as possible according to the rules. I believe useless input it should be cut from the end of the submission.
Dont forget the stages where I outspeed him: Stage 1-1: -3.4 Stage 2-2: -3.55 Stage 3-1: -4.41 Stage 3-2: -1.65 Stage 5-2: -5.56 Stage 5-3: -7.39 Stage 7: -23.52 Stage 8-1: -11.38 Stage 10: -6.5 Stage 11-1: -9.5 Stage 12-1: -1.03 Stage 12-2: -23.77 Even if we leave out the huge differences to account for the fact that he wasn't going for time, that's still -42.99, which comes out to -7.23 overall. Samus and Fox are different characters with different movesets who excel in different situations. Recent TASes have gotten the Escape from Brinstar stage down to 6 seconds for Fox. Perfectly optimized Samus will never be able to beat that. Likewise Fox will never be able to beat Samus' time against the cars on the Grand Prix stage. It's all about the tradeoffs from using one character over the other. Very rarely will you ever see a character outperform another in every aspect of the game. Even Pichu has some advantages over Pikachu. As for the credits, I see where you're coming from, but I disagree with removing it from publication. The audience is going to have to sit through the credits anyway, might as well entertain them. It doesn't affect the time of the run in any way. And I'm not sure, but I believe this exception has been made before. Correct me if I'm wrong. On that note, if the admins want a trimmed version of the input file to prove that the game does complete by itself after frame 31,364, I can provide that.
Glitcher
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Joined: 3/24/2007
Posts: 216
Location: London, U.K.
Normally I find fighting TAS runs to be very boring because they lack the entertainment value of more focused combo videos. However this came as a fun surprise with all the tricks you used to get your opponents out of the ring early. Nicely played!
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3931
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(writing from phone) Kirby amazing mirror tases also play during credits. And it may be true this tas loses time here and there but i can easily ignore it. Ssbm has more potential for interesting tases though. Imagine 4 player tases with items
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Joined: 5/31/2004
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Very entertaining; yes vote!
Spikestuff
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MUGG wrote:
Kirby amazing mirror tases also play during credits.
Yup even this. Oh vote? yes.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 10/1/2013
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SmashManiac wrote:
First thing I did was to compare this movie to SuperDoodleMan's Adventure video back from 2006, which at the time used Action Replay to have a frame advance ability and make a segmented run of Melee's Adventure mode on Very Hard
Keep in mind that AR gives illegal frame advantages. This is the basis of the Ice Climbers HRC "scandal". In essence, with the same input on AR and Dolphin, the AR had 3 (IIRC) more frames to do stuff with a 10.00 timer.
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Joined: 5/1/2010
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Fishaman P wrote:
SmashManiac wrote:
First thing I did was to compare this movie to SuperDoodleMan's Adventure video back from 2006, which at the time used Action Replay to have a frame advance ability and make a segmented run of Melee's Adventure mode on Very Hard
Keep in mind that AR gives illegal frame advantages. This is the basis of the Ice Climbers HRC "scandal".
Mere fact that SuperDoodleMan uses Fox whereas numerics uses Samus renders per-level comparisons invalid. But of course, AR might give even more reasons for it to be invalid. Whole-game comparison is valid regardless of character difference (but might be invalid for other reasons), and when it comes to whole game, numerics does beat SuperDoodleMan's time. Genuine sub-optimality would be doing level faster using Samus, or doing the whole game faster using any character.
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Ilari wrote:
Mere fact that SuperDoodleMan uses Fox whereas numerics uses Samus renders per-level comparisons invalid. But of course, AR might give even more reasons for it to be invalid. Whole-game comparison is valid regardless of character difference (but might be invalid for other reasons), and when it comes to whole game, numerics does beat SuperDoodleMan's time. Genuine sub-optimality would be doing level faster using Samus, or doing the whole game faster using any character.
http://tasvideos.org/Mugg/SSBM.html
AR = Action Replay, a cheat device. This means the TAS was created using SSBM's development mode, which has a frame-by-frame mode built in. However, this mode ignores move decay, meaning attacks always deal the same amount of damage and knockback. Due to this problem, TASes made with Dolphin are prefered and sometimes replace AR videos even if they are slower or worse.
Thanks MUGG!
Player (37)
Joined: 2/16/2012
Posts: 282
Another thing to note with the Adventure video is that it was segmented and crowd-sourced, in a way. The consecutive clips likely came from different people on not only different versions, but different playthroughs. Thus any of the optimization in this TAS for per-frame manipulation of RNG is not taken into account whatsoever when we were making Adventure.
GoddessMaria
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Simply amazing! I was thoroughly entertained all throughout! Yes Vote!
Current projects: failing at life
Joined: 1/17/2008
Posts: 133
As a guy who has seen way too many ssbm videos using fox, this is a refreshing change. This movie has huge value even if you can do the whole thing faster with other characters.
Active player (347)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
I will definitely throw my yes vote into the ring. Extremely impressive work!
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Joined: 3/4/2013
Posts: 8
Wow, nice combos! Definite yes vote on my part!
Glitcher
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theenglishman wrote:
I will definitely throw my yes vote into the ring. Extremely impressive work!
No, no, you got it wrong. You're supposed to throw them out of the ring.
Editor, Player (44)
Joined: 7/11/2010
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Glitcher wrote:
theenglishman wrote:
I will definitely throw my yes vote into the ring. Extremely impressive work!
No, no, you got it wrong. You're supposed to throw them out of the ring.
Just throw it hard enough that it knocks one of the No votes out (or at least puts on some decent damage) :-)
Warepire
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ais523 wrote:
Glitcher wrote:
theenglishman wrote:
I will definitely throw my yes vote into the ring. Extremely impressive work!
No, no, you got it wrong. You're supposed to throw them out of the ring.
Just throw it hard enough that it knocks one of the No votes out (or at least puts on some decent damage) :-)
I think it worked, the No-votes counter says '0'.