Emulator sync settings:

  • Use wip1 timing

Movie goals:

  • Aim for fastest real time
  • Use no saves
  • Manipulate luck
  • Take damage to save time

About this movie:

This movie is 20,354 frames faster than the currently published any% run, or a little more than 5 and a half minutes. The in-game timer is 2 minutes faster, but that was not a primary goal of mine. The majority of this gain came from a few different factors. The new route alone helped to shave off a few minutes. The arm pumping saved at least a minute or so. Overall better playing and optimization probably saved another minute. I also made great effort to avoid the pause menu and collecting unnecessary items. Not so surprisingly this run follows a similar route as the 14% run, but with the addition of 4 extra items which saved a ton of time by comparison.
Most Super Metroid runs aim for the lowest in-game timer, while this run instead aims for the lowest real time. Due to the fact that I am favoring real time, I have made some unorthodox route choices. These choices keep the flow of the game moving and reduce the amount of items and door transitions down to the near minimum.
Making this run became exponentially easier as I moved along. My knowledge of the game has increased vastly and my playing ability has increased as well. I had a lot of fun making the route and seeing how much faster I could be than the current run. Needless to say I am happy with the results. The run could not have been possible without the help of many people. So I will list the people who helped me in any way during the making of this run.

Huge thanks to the following people (In alphabetical order):

Bisqwit – For nesvideos and the nesvideos forum, without which this run would not exist.
DeHacked – For his micro-storage system which hosted my movie files.
Evilchen – Supplied with a short wip of a run he was working on, and gave support during the making of this movie.
Gocha – For the awesome Snes9x memory watch tool.
JXQ – For his 100% run which set the standard for this game way higher than I thought imaginable. His run was the only run I had to compare times to, and this lead to an overall higher quality of my run. He was also kind enough to give advice and answer all my dumb questions.
Michael Flatley – The man who invented the arm pump! This single trick of his saves countless seconds in any Super Metroid Run. He is also responsible for the Phantoon 1 round kill, which I implemented in my run as a 2 round kill.
moozooh – Another great Super Metroid TASer. He helped motivate me to start my run. He also supplied me with gocha’s Snes9x memory watch tool and his own ini file that contained all the useful memory addresses in Super Metroid. He gave me much support throughout the run and answered many of my questions as well.
nitsuja – The great coder responsible for the Snes9x improvements.
OgreSlayer – Supplied a useful trick, and gave general support throughout the project.
saturn – He has invented countless tricks for this game. In my run I implement his super short charge technique on many occasions, and I also use his amazing Draygon battle strategy. He has given me much support along the way too and answered the many questions that I had during the making of this run.
terimakasih – He set the standard for Super Metroid TASes. Without his movies, I do not think I would have been as interested in doing this run. I used many of the tricks from his 14% run in this run.
And thanks to all the people on the forum that gave support to me during the making of this run.

DeHackEd: Wow. People seem to like it, and anything that empties the stack is a good thing for me.

jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Awesome screenshot :) The way you passed through the gate before getting the ice beam... Awesome!!!
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Just thought I'd throw my yes vote in there. Strangely, I know every Metroid pretty well except this one so I found it difficult to appreciate to the level you guys did, however, I know a well made movie when I see it. Voting yes because - - No obvious errors. - Entertaining run (although I still prefer the 100%, but that's just me).
Former player
Joined: 8/17/2004
Posts: 377
This is one of the times where I wish that 'Very Yes' was an option. Voting yes. This run surprised me a few times and left me wondering quite a bit 'just HOW will he get through this next part?' I was also damn surprised to see you Shinespark past the baby metroid. I must not be keeping up with new Super Metroid tricks, I didn't even know that could be done. Bravo.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Thank you everyone for your kind words. These comments make all the painstaking work worth it. For the record I did not discover the baby metroid skip, and I do not know who did. JXQ was the one who showed me the trick though. And saturn, that seems like a pretty good screen shot idea.
They're off to find the hero of the day...
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I "discovered" the baby Metroid skip a few weeks ago, but it's just another useful application of Saturn/Catnap's shortcharge. if you are a memeber. please give some creds. ;) Anyway, I can only echo the praise up to this point about this run. It was far overdue, and I voted yes.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I was thoroughly entertained, and the route seemed extremely well planned. I was also very impressed by your health management: "Hmm, he's almost out of health. Oh look, energy tank." It's also a huge time improvement over the last any% run. Voting yes :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Player (209)
Joined: 2/18/2005
Posts: 1451
The baby metroid shinespark skip was obvious after the shortest charge got known. I never talked about it though, (was planned to be a surprise tech in RBO) but JXQ already found it out by himself then. Althought it can't be done with catnaps (slightly longer) short charge, I'm pretty sure he also found it after the shortest charge got public.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 2/12/2006
Posts: 432
the run is very impressive for reasons others have already pointed out. obvious yes vote. though, i have a few questions. when you jump down from some place, why do you aim in order to cancel the spin jump? at 82500 after you lay the power bomb, why don't you jump in order to gain momentum? and on the last shinespark jump in the escape, why do you pause instead of holding up to start immediatly?
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
When a power bomb explodes, I try to keep all movement to a minimum to minimize the extreme lag. Jumping higher would mean the power bomb would spend more time on the screen and would negate the few frames gained by building momentum. The spin jump is always canceled so that I can use corner boosting to push samus down closer to the ground by one frame. I paused for a couple frames during the escape sequence shinespark because the timing of the room kept causing samus to hit the blue platform directly above her head. I cannot explain how or why she is able to pass though it otherwise. I bet a couple frames could be saved here at most.
They're off to find the hero of the day...
Joined: 5/13/2006
Posts: 283
Whoamg yes! o_O
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I feel like watch this run a couple of more times tonight. Sadly I won't. But I will throw in my star-yes-vote. :D
Player (36)
Joined: 9/11/2004
Posts: 2623
You forgot the three super missile trick to get into Kraid's Lair, I double checked and weapons management didn't seem to be an issue as you never dropped to below 2 Supers in Kraid's Lair and you had 5 or 6 when you faced Kraid. Otherwise, I was very, very impressed by the health management and weapons management. But I really think a possibility for a :24 is still out there. Anyway, yes, it's better than the last, and the last was damn good. EDIT: And the baby metroid skip was damn cool, I thought it creepy that the baby metroid almost outran the shine spark, this is not a metroid you want to f@#* with.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Just to clarify, I do believe this movie should be published. But I didn't enjoy watching it.
Perma-banned
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
OmnipotentEntity wrote:
You forgot the three super missile trick to get into Kraid's Lair, I double checked and weapons management didn't seem to be an issue as you never dropped to below 2 Supers in Kraid's Lair and you had 5 or 6 when you faced Kraid.
In fact I did not forget about this trick but made a conscious decision not to use it. I talked with JXQ and when I found out how much time it saved, it was far less than the amount of time it would take for me to collect 2 super missles somewhere else. The super missle stock always needs to be high in my run, no matter what. I need to have 6 supers for the guardian pirates right before ridley, and there are 8 doors in norfair that require a super missle each. Oh and 24 in-game is certainly possible with a different route, but the real time clock will skyrocket if I were to aim for in-game time.
They're off to find the hero of the day...
Active player (277)
Joined: 5/29/2004
Posts: 5712
Xkeeper wrote:
Just to clarify, I do believe this movie should be published. But I didn't enjoy watching it.
Aw, now I want the old question back. :( I'm never happy.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I like Saturn's screenshot, but figured I'd throw my 2 cents in too :)
Joined: 8/27/2006
Posts: 883
Amazingly amazing ! That's the run that I have the most enjoy since I look at this site, about a year from now :) Very very very good job, that's definitely a star vote ! It leave me speechless :)
Joined: 2/12/2006
Posts: 432
hero of the day wrote:
Oh and 24 in-game is certainly possible with a different route, but the real time clock will skyrocket if I were to aim for in-game time.
also, it's theoretically possible to find a faster route that's even slower in in-game time. thus, that comparison was probably inapropriate.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
not sure exactly what you mean, but my route is the fastest one thats aims for real time. I made ABSOLUTELY no effort to lower the in-game clock, therefore my statement is perfectly valid. In fact I made many in-game clock sacrifices to lower the real time clock as much as possible. If you want an example; saturn's super metroid run will be around 23-24 minutes on the in-game clock, but will be at least 2 minutes slower in real time. Hope that clears everything up.
They're off to find the hero of the day...
Joined: 2/12/2006
Posts: 432
i figured my last post wouldn't be very comprehensible. basically what i was trying to say is that whoever made that comment about that time being impossible probably wasn't going about it the right way.
Player (36)
Joined: 9/11/2004
Posts: 2623
I didn't realize that this was a real time only run.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 11/13/2006
Posts: 87
Location: California, USA
It's one in the morning, I got school in about 7 hours. Now I can't sleep. God damn you ^_^
If you see me posting, I'm most likely being a douche. <small>Working on: not ever coming here again</small>
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Time to change that nick to "hero of the month" man. Awesome.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I get a desynch at the very beginning with every rom I've tried. It seems the most common one is Super Metroid (JU) [!], and I haven't been able to find the one specified in the submission page ANYWHERE. Even my usual source which has never failed me for old games doesn't have it... is there a patch, or is this specific version just hard to find? Or are all of you such huge Metroid heads that you've all dumped it yourself?
Living Well Is The Best Revenge My Personal Page
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Super metroid (JU)[!] Your welcome:)