(Link to video)

Attributes

  • Aims for lowest real time / frame count
  • Takes damage to save time
  • Abuses programming errors
  • Executes arbitrary code
  • Skips all items

New notes

This is an improvement of 903 frames over the previous TAS through the following optimizations:
  • Improved Ceres in-game-time-wise by one frame
  • Improved Green Pirate shaft by 15 frames through better room entry after OoB
  • Improved Lower Mushrooms room by 4 frames with a new d-boost strategy (saves time in 0% conditions)
  • Improved Green Brinstar Doorskip by 885 frames. Discovered a new method to move further backwards per pause (first 8 pauses) during Green Brinstar doorskip, which reduced number of pauses by 5. This was performed by moonwalking on frame 1, switching to forwards on frame 2, holding angle to stop on frame 3. Total distance moved backwards = 53248 subpixels (normal moonwalk = 32768 subpixels)
  • One frame was lost due to collision frame rule during last unpause of Doorskip

Old Notes

Overview

0% has finally landed onto planet Earth after much waiting, and unexpectedly, it crushed all the framecounts Super Metroid had witnessed up to this point!
This is a 231 frame improvement over the currently-published TAS, a TAS which was recently proven not to actually work as intended on original hardware. Not only should this TAS work as intended, but it is also faster and uses less items. What more could you ask for?
This improvement became possible through moonfall's property of uncapping falling speed, thus allowing for Samus to clip straight through the PB floor below Green Brinstar's elevator, along with an ACE method I developed for the OoB area afterward.
Without any items, moonwalking is the only way to move, bit by bit during each pause-unpause, through leftward door transitions towards an OoB area. The only door inside the Green Brinstar elevator room which does not have a solid wall behind it is at the very bottom, thus it is used.
The OoB area contains a useful block which executes code depending on Samus's previous X-axis position (7E0B10), which is what primarily gets abused through my ACE method.
Everything outlined above is explained in greater detail below!

New glitches and techniques

Moonfall

By moonwalking then pressing jump (frame 1: < or > + X, frame 2: A), instead of performing a jump, Samus will perform a turnaround animation right before performing the jump.
This particular jump will not have a value assigned to its vertical direction (7E0B36), causing its Y-speed value to underflow. Normally, Samus's falling speed is capped at ~5 pixels per frame, but by performing this jump, her speed will be uncapped.
Therefore, by performing a moonfall, it is possible to acquire a large amount of falling speed, which can be used to pass through entire tiles. A standard tile is 16 pixels by 16 pixels.

Moonwalk Doorskip

Not only is it possible to pass through doors corresponding to vertical transitions, which happens in the room known as the Parlor (and has been present in the multiple ACE TASes up to this point), it is possible to do the same with doors corresponding to horizontal transitions.
Unfortunately, performing such a skip is not possible with only one pause-unpause. Instead, it has to be performed using multiple pause-unpauses, moving a half-pixel backwards on a single specific frame each time via moonwalk.
The reason these skips work is because there is a specific frame during the unpause fade-in where Samus will not have normal constraints applied, such as those related to her energy (allowing her to survive indefinitely at zero by chaining pauses together appropriately, which was performed in a previous TAS) and room transitions.

Route

Crateria

Right off the bat, things take an interesting turn within the second room of Crateria. Usually, the player would head straight down multiple rooms to acquire Morphing Ball and Missiles, but by using an OoB transition block directly below the room itself, this sequence is skipped.
By performing this skip, Samus is placed at the top of the next room, which luckily contains another handy transition block. This transition block places Samus within a copy of the green pirates' shaft, to the right of the original room, due to her X/Y coordinates at the time of transitioning.
Copies of rooms do not contain enemies (only the original room does), and Samus interacts slightly differently with such rooms. In this case, in order to open the door leading to the next room, the shot has to spawn far enough left for it to register upon the door.
Because of the copy room's properties, Samus is placed one tile above the ground after the transition, so jumping through allows her to land earlier, and also helped adjust the screen position.
Due to lacking Morphing Ball, the optimal strategy involving morphing through the Kago hives is not possible.

Green Brinstar

After arriving here without any items, you might think there cannot possibly be any further progress to be made, but that isn't the case.
By performing a moonfall near the edge of the elevator platform, Samus can perform many turnaround animations to maintain and build additional falling speed, until enough has been built to pass through the PB floor at the bottom of the (first half of the) room.
An additional moonfall is performed after passing through this flooring, weaving through the floating platforms accordingly.
Upon landing at the bottom, I jump towards the door and pause-unpause so that Samus will turn around and land on a specific frame (mentioned earlier, in the moonwalk doorskip explanation) without activating the transition, allowing her to start from a position ~2.5 pixels inside the transition blocks.
From this point, I perform many pause-unpauses along with frame-perfect moonwalks until I have maneuvered Samus outside of the transition blocks and into the OoB area, where the real fun can begin.

ACE method

I found two methods during the development of this TAS, the one used within being the fastest of them all.
Part of the setup occurs as early as the final pause-unpause, during the moonwalk doorskip. During this, I am holding inputs which produce the values 6C 93 within 7E05E1-7E05E2, as these store the values of the previous buttons pressed during the pause menu.
7E05E3 is already at value 00, which is exactly what I need here, as the 3 bytes I need together are 6C 93 00 which translates to JMP $0093.
Now, upon entering the OoB area in Green Brinstar, I head towards a 0F 44 block, which, upon making contact, executes things depending on what Samus's X position was on the previous frame.
There are multiple copies of this block within the OoB area, but none of them are located at X position 7E05E1, which is required for my pause menu manipulation.
Fortunately, making contact with the block at roughly $15 X position with an appropriate X speed makes it possible to have the block shuffle room data... thus creating a completely new 0F 44 block, right at X position $05E1!
After accomplishing the above, the trek towards that X position begins. Upon completing the trek and making contact with the block at $05E1, the block jumps to the contents within $05E1 (6C 93 00).
Now, we are at $93, which translates to "buttons pressed on previous frame". Cleverly, I hold the buttons which produce $421A, to start executing from controller registers.
With only three controllers available at this point due to one being used as part of the setup up to this point, I had difficulty loading the ending, but my dear programmer friend Total figured out a minimum byte combination for loading the ending straight from the ROM.
The entire ACE setup consists of the following code:
  • JMP $0093 - Jumps to contents of 7E0093
  • JSL $A2AD20 - Loads ending sequence
  • RTS - Return To Subroutine (required to prevent the game from crashing)

Special Thanks

  • Total, Taco, and Dan for assisting in the development of ACE methods.
  • Aran;Jaeger for leading me into discovering moonfall.

Noxxa: Judging.
Noxxa: Another month, another complete destruction of the game Super Metroid by Sniq. Accepting as an improvement to the published movie.
Spikestuff: Publishing.

TASVideoAgent
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This topic is for the purpose of discussing #5856: Sniq's SNES Super Metroid "game end glitch 0%" in 06:50.81
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Memory
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Days since Super Metroid was last crushed: 0 It's been a little over a month since your last 0% TAS and you've beaten it already??? Wow. Yes vote!
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
nymx
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Amazing!! YES YES YES SUB 7!
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
ViGadeomes
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OMG ! YES VOTE !!! TASbot team : let's go again for AGDQ 2018 ^^'
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all we need now is hundo.
effort on the first draft means less effort on any draft thereafter - some loser
Spikestuff
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Doesn't put his hand up in being shocked an improvement came through. You know. When you're mainly the soul Publisher to a single game you can notice something. For instance. Everytime I deal with Super Metroid, and I place the TAS information from Zebes I have to push the subs to appear later to one of the previous movies that's there as a template. I reckon-- unless it did get patched up, that pre-Zebes is hiding a minor improvement. Here's the Yes. Here's the shotgun for Publication.
WebNations/Sabih wrote:
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I've always wondered this but why does it play a modified item acquisition song after you get behind the door?
"I think we can put our differences behind us... for science, you monster."
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As you can see from this image, the elevator room and the room containing the Etecoons are both actually the same room. Even though they are primarily separated by doors, you can access the elevator room from the Etecoons' room through a hidden tunnel above their position that doesn't involve a transition. In the run, once Samus passes the left-most pixel of the original room as a result of falling OoB, the game considers Samus to be near them, thus causing them to sing.
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Wooow, another improvement! 0% done faster! Yes :D
GJTASer2018
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Did anyone mention yet it's sub 7-minutes? That's reason enough for a Yes vote! :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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Overfiendvip wrote:
As you can see from this image, the elevator room and the room containing the Etecoons are both actually the same room. Even though they are primarily separated by doors, you can access the elevator room from the Etecoons' room through a hidden tunnel above their position that doesn't involve a transition. In the run, once Samus passes the left-most pixel of the original room as a result of falling OoB, the game considers Samus to be near them, thus causing them to sing.
Wow. Thank you for the detailed explanation! I didn't even know those creatures existed. I played this game when I was a child and have only watched speedruns of it since then. They're super cute. :-P
"I think we can put our differences behind us... for science, you monster."
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I'd say this movie is a good candidate for next TASbot showing if it can be console verified.
BigBoct
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dwangoAC has actually tried to verify it on a Analogue SuperNT reproduction console. I don't know if he succeeded yet. Check out his Twitch. https://www.twitch.tv/dwangoac
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Now we need 100% improvement and then Sniq can be canonized.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
fsvgm777
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boct1584 wrote:
dwangoAC has actually tried to verify it on a Analogue SuperNT reproduction console.
Yeah, no. The Analogue Super NT is still an emulator (albeit one that runs on hardware instead of software, due to it being an FPGA). Please do not call it a "reproduction console" when it isn't one. See this thread and these two articles by byuu. In fact, byuu's first article I linked to mentions the following:
Of course, [higan]'s not perfect. And neither is the Super Nt. You see, the Super Nt is not a real SNES. It is not a perfect transistor-level replication of the original hardware.
(emphasis mine)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
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Wow, Sniq, won't you stop destroying the game? That is enough pain. I'm evil too, and I'm voting yes.
I still learn more about English. https://www.youtube.com/user/McBobX100
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3654] SNES Super Metroid "game end glitch" by Sniq in 06:50.81
Joined: 1/13/2007
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now do NES metroid 0% :) (kidding i know that's impossible... or is it?)