Various details
  • Emulator used: Snes9x 1.43v9
  • Sync settings: Use WIP1 timing
Detils of the run:
  • Any% item collection
  • Aims for lowest ingame time
  • Manipulates luck
  • Takes damage to save time
  • Abuses programming errors
  • Suggested screenshot:
91931 or 112962
About the movie
This is a Any% TAS of Super Metroid, the aim for the movie is lowest possible ingame time thus some realtime sacrifices are made to lower ingame time such as collecting certain items and using a route with more door entry's. The movie is 1477 frames or 24.6 seconds slower in realtime then the currently published any% run which aims for realtime but it is 5271 frames or 87.5 seconds faster in ingame time. The ingame endtime is 24:04:37 and item collection is 22%.
The reason why I choose to aim for the lowest ingame time is because in my opinion it is a little more entertaining to watch both because of the route and more variety in item use. The majority of the improvement came from the route change and the troizo skip, the rest simply comes from new strategies and optimization. It was hard to make this TAS, especially since it is my first one (aside from 3 other "test TASes" I made of this game before this) and Super Metroid is known to be quite a hard game to TAS. Without the help of other released TASes which more in depth learned me the uses of various tricks I would not have been able to make this.
There is (I think) a good chance this movie will not be accepted because I put a higher priority on ingame time then realtime but if that is the case I still hope that as many as possible will be able to enjoy it through SMV anyway.
Thanks to various persons (in no particular order)
Tonski: He was the one whos WIP's made me want to TAS this game, and he has always supported me.
Hero of the day: Have since the release of my first test TAS provided me with tips and help.
Moozooh: His two WIPs and his discovery of the torizo skip helped me alot.
JXQ: I used many strategies from his 100% run.
Saturn: Has invented many tricks which i have used, the shortest charge for an example.
Michale flately: The inventor of many tricks, the armpump and phantoon 1 round most notably.
Terimakashi: He raised the standard for SM TASes and his 00:27 TAS was what first made me interested in TASing.
Frenom: The first (from what i know) SM TASer.
Everyone (I don't know them all by name) who have produced and improved the tools that I have used, the memory watcher and all the snes9x improvements.
White Angel for having a godlike patience with me playing SM all the time.
Everyone whom I have forgotten are also Thanked, contact me if you feel that you deserve to be thanked.

Truncated: I think it is unfortunate that this movie aims for in-game time instead of real time. It cannot be published along with the current any%, because I do not think real/in-game time should be a valid differentiation between runs of the same game.
Therefore we are reinstating an old tradition at nes...tasvideos, to not publish an AVI or make a separate entry for a movie, but to link it from the current entry in emulator movie format only. Like I said to moozooh, don't think of it as a rejection, think of it as a non-publication.

Bisqwit: Setting the state to "cancelled" instead of "published" for technical and consistency reasons. It will still continue to be linked from the publication of that other movie.

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TASVideoAgent
They/Them
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This topic is for the purpose of discussing #1686: Cpadolf's SNES Super Metroid "any%, in-game" in 41:22.47
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
I liked it, although I wished you could've got sub-24. Fortunately there weren't as many pause screens as I expected.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 3/15/2007
Posts: 131
Which is more important, generally, real time, or in-game time?
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Hina98 wrote:
Which is more important, generally, real time, or in-game time?
In-game time for those who want to compare with human-only playing performances. I hold real time more important.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Generally on the site I think that realtime are favoured, IMO depending on the game ingame time is just as improtant, in this specific game ingame time and realtime creates 2 vastly different runs so I think both are important.
Agare Bagare Kopparslagare
Joined: 6/9/2006
Posts: 614
Location: Mettmann
that was very very............. different cpadolf! nice job nice job! did you test all thís routes/item takes or did you know they were faster? btw yes vote!
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I knew (or Hero/Saturn knew). The route has been tested against teris and is slightly faster, and all the items collected are quite obvious, no out of the way items. EDIT: The only iffy part is however to get spazer or not, It is in the end pretty much equally fast but only if you use murderbeam which is lame.
Agare Bagare Kopparslagare
Joined: 1/11/2007
Posts: 279
Location: Finland, Lieksa
A sure yes vote! This is the TAS I've been waiting for the most, and it didn't disappoint me not one second. Very good job CPadolf, congrats. Of course, few CWJ's would've made the run cooler. ;)
<Deign> .dice 1d1999191023443691 <BisqBot> Deign rolls a blackhole and destroys the planet.
Tub
Joined: 6/25/2005
Posts: 1377
I enjoyed watching it, so I'll have to vote yes. I'm not sure it should obsolete hero's run though. You saved 87.5 ingame seconds while adding 112 seconds of door transition crap, including the pretty ugly luck manipulation screen after phantoon. Not sure I like that. If you had reached 23.xx that would be an easy choice, but 24.xx could have been achieved with less boring realtime sacrifices - hero's 25:32 (?) minus 22 seconds torizo skip is already close to that goal. so what do those movies have to offer to the average viewer for entertainment? novelity value of hero's realtime route (compared to regular playthroughs or regular speedruns): - WS early - lower norfair before Maridia - skipping the plasma beam - using short charge and emergency stop in unexpected situations - heavy ammo and item restrictions novelity value of this ingame time route: - WS early, 1 round phantoon - Torizo skip - Plasma vs. Kraid - skipping the spazer - faster ridley and MB battles (samus looked bored during MB's second phase) - a completion time of 24 minutes (did I miss something?) If this was implemented it'd be an option to publish both alongside each other. Right now I consider hero's run to be more entertaining and thus I don't think it should be obsoleted.
m00
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Mandatory read for everyone asking about timing: http://tasvideos.org/SuperMetroidTricks.html#mechanics_of_the_in_game_timer_ Notes on this run: 1. I liked it. Good thing you've managed to avoid losing comparably big amounts of time on manipulation and such. (EDIT: Well, yeah, except that Phantoon pause screen. I was so used to fastforwarding through the dying scenes that I accidentally overlooked it, lol.) I'll be voting yes, and I think it should replace Hero's run on grounds on being somewhat more optimized (there are some really noticeable mistakes, though, but it was expected) and containing more up-to-date strategies, Torizo skip being one of them. A more optimized run, be it realtime- or ingame-oriented, should obsolete it in the future. 2. The completion time is 24:04'22. Which means a non-glitched any%, no matter what timer it's going to be aiming for, won't go below 23 unless something major happens. Getting 23:xx without Torizo skip also seems unrealistic, as there is little to no way this run contains more than 10-12 seconds of mistakes, let alone ~24 required to pull it off. 3. This route sets a good compromise between ingame and reatime oriented goals since it skips pause screens completely, setting realtime length very close to Hero's run, which should help realtime-oriented runs loving people derive more pleasure from it. Personally, I think the run was very enjoyable. Congratulations on this achievement, Cpadolf. I was glad to help you reach it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah, people think differently. IMO the door transitions are so short and unoticeable that they do not anoy me at all, the pause screen where very unfortunate, I have made another run with this route that used 0 pause screens... Yeah, I excpected that I would miss things, I'm not experiensed enough yet. But could you please note the most most obvious ones? BTW If this run does not contain more then 10-12 seconds worth of misstakes it has exeeded what I thought I could do...
Agare Bagare Kopparslagare
Joined: 6/9/2006
Posts: 614
Location: Mettmann
Cpadolf wrote:
murderbeam which is lame.
i love murderbeam
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
This is an excellent and well optimized run, though I have mixed feelings. Normally I am happy to see my runs get obsoleted, but this one has different goals and is actually slower on the realtime count. Obsoleting my run really isn't an issue, the main issue is that in-game clock becomes the new standard at this website.
They're off to find the hero of the day...
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Joined: 8/4/2005
Posts: 5770
Location: Away
hero of the day wrote:
Obsoleting my run really isn't an issue, the main issue is that in-game clock becomes the new standard at this website.
I still fail to see how it becomes a new standard at this website just because a new movie is oriented at ingame time, just as all the runs preceding yours were. The current Fusion and MZM runs are also oriented for ingame time, does that mean standards are changing? No. A more optimized run wins, that should be it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I enjoyed this run. Phantoon battle = sex in a basket.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
@Moozooh & others, when I make a new realtime oriented run, how will you know if it is more optimal than this? Without a set standard there is no logical means for comparison. I do consider this more optimal than my run. We just don't know exactly how much more it actually is.
They're off to find the hero of the day...
Joined: 3/7/2006
Posts: 720
Location: UK
Just watched - I'm not too sure what to vote. I didn't enjoy the pause screen at Phantoon, and some errors (I think, I'm not too well-versed in SM tricks) practically punched me in the face. The mother brain fight looked very uninteresting, too. :) Yeah, made up my mind; I'd rather see real-time frames improved. This was certainly less entertaining. Sorry, but I have to vote no.
Voted NO for NO reason
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
hero of the day wrote:
when I make a new realtime oriented run, how will you know if it is more optimal than this? Without a set standard there is no logical means for comparison.
It will be measured by the in-room (not strictly in-game) performance. Comparing door transitions is for the most part pointless since different emulators emulate them differently. When we compare our WIPs, how do we know one is more optimal than the other? It's not particularly hard to see when a player loses in-game time because they sacrifice it for frame count, and when it is the other way around. On a larger scale, it's sufficient to say that both the current routes (this and your updated one) are planned optimally (until proven otherwise, which I don't see happening soon), so the only thing worth comparing now is small scale performance. The same situations appear when a movie gets obsoleted by another which sets different goals, like different difficulty setting, or taking damage. Happens all the time. It still comes down to "more optimal vs. less optimal".
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 6/15/2005
Posts: 1711
Sweet run, voting yes. I prefer real time over in-game time. I have no problem with multiple categories and such when there's a good reason for it though, and my opinion is that's what we're looking at here. Edit: If that's not an option, I vote hero's run stays.
Zoey Ridin' High <Fabian_> I prett much never drunk
Senior Moderator
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Yeah, unfortunately, until Tub's idea is implemented… yadda yadda. :(
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Very nice run, especially as a first time submission. I am however a very strong supporter of real time, and not ingame time, so I'll refrain from voting.
Former player
Joined: 6/15/2005
Posts: 1711
Well it's not like it's COMPLETELY IMPOSSIBLE at this moment right? There are plenty of games with more than one run. Super Metroid comes to mind.
Zoey Ridin' High <Fabian_> I prett much never drunk
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Well, the most I see happening in this case is mentioning the other goal-oriented submission in the published movie's text. At this point the administration is against publishing two any% runs aside each other.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 6/15/2005
Posts: 1711
moozooh wrote:
Well, the most I see happening in this case is mentioning the other goal-oriented submission in the published movie's text. At this point the administration is against publishing two any% runs aside each other.
Let's hope the administration is able to choose that option anyway then.
Zoey Ridin' High <Fabian_> I prett much never drunk
Tub
Joined: 6/25/2005
Posts: 1377
it's very unlikely that you'll see four different Super Metroid runs (or 4 movies of any other game) on the movie listing at the same time. Most games are allowed only two.
m00
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