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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JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Tub wrote:
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.
Yeah really, what do you think this game is, Metroid or something?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah but that kind of makes moozoohs and evilchens NBMB run a higher priority to the fourth place.
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Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
I vote yes, because this is a very entertaining and well made movie. As for obsoleting my run, I would prefer if it didn't, but I won't really mind too much if it does. Congrats Cpadolf. I am going to compile a list of all the tiny improvements I see in your run, in case you ever want to aim for a 23 minute run. It should be possible.
They're off to find the hero of the day...
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Hero of the day wrote:
I am going to compile a list of all the tiny improvements
Thats interesting :).
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Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Cpadolf wrote:
Yeah but that kind of makes moozoohs and evilchens NBMB run a higher priority to the fourth place.
What about a 100% run that aims for ingame time?
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
The route and items collected would be identical to JXQ's run. The only difference would be that an in-game run would use the murder beam on mother brain as well as entering the pause screen about 20 more times
They're off to find the hero of the day...
Player (105)
Joined: 1/30/2005
Posts: 564
Location: Québec, Canada
It's the first time I don't fall asleep watching a Super Metroid run. Yes vote for that. (Before I get stabbed for saying this, note that I've never played this game, and I personally think it's fairly boring to watch if you've never played it. Therefore, I always felt sleepy when watching any run of this game, TAS or not. This time however, for some reason, I didn't.) Please don't stab me.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yes knowing a game good makes a TAS of it much more entertaining, especially if you have played the game a lot but don't know about many glitches.
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Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
No, on principle that I favor realtime over ingame time, always (Hell, in theory you could make a Pokémon run with 0 ingame time, but it would be 256 hours long)
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Chamale wrote:
No, on principle that I favor realtime over ingame time, always (Hell, in theory you could make a Pokémon run with 0 real time, but it would be 256 hours long)
You do understand there are two direct contradictions in this post, right? %)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
Bisqwit wrote:
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.
These are movies of classic console games being played extraordinarily, using an emulator as a tool to overcome human limitations such as skill and reflex. © tasvideos.org :D?
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Chamale wrote:
No, on principle that I favor realtime over ingame time, always (Hell, in theory you could make a Pokémon run with 0 real time, but it would be 256 hours long)
Not that I don't accept a no, but the question that which should be awnserd with a yes no or a meh is not "Do you wan't this published" it is "Did you find this movie entertaining". So ok if you thought this was a lame movie then your no is fine but if you voted no soley because I aim for ingame time that's not very good. Besides, how do you make a run that is 256 hours long but at the same time 0 seconds? (I know that's a lame comment from my side)
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Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
I'm really sorry if this discourages you Cpadolf, but I'm going to vote no on this. Still, I suggest that the .smv gets posted and linked in the description of hero's movie so it wouldn't be a complete "waste".
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Cpadolf wrote:
but the question that which should be awnserd with a yes no or a meh is not "Do you wan't this published" it is "Did you find this movie entertaining".
It's of course true that's the question... but I think most people actually answer "Should this be published?" instead of "Did you like watching this movie?". I think if there was a poll which asked what question should be there, most people would want to be answering the "Should this be published?" question... and I think there is a good reason for that too. If there was a Super Metroid run made with the goal of going through as few as possible room transitions. It might also create an entertaining movie, with a slightly different route... and to the question "Do you find this entertaining?", everyone might answer yes, even though no one thinks it should be published, since the goal was too arbitrary, and it looks nearly the same as the any% run. That's of course an extreme example... but you get the idea. I personally think the question should be changed, and not the way people interpret it.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
kyrsimys wrote:
I'm really sorry if this discourages you Cpadolf, but I'm going to vote no on this
No this was expected for me, given the choice again a ingame run would still have been what I'd pick, I simply do it as I find most entertaining.
Baxter wrote:
I personally think the question should be changed
Yes perhaps it should be.
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Morrison
He/Him
Former player
Joined: 8/2/2006
Posts: 195
Location: USA
I know that concept demo movies are stigmatized, but perhaps this movie could be a concept demo since it has its own unique goal that sets it apart from the current any% run. A slant on SM tases, if you will. I know that some of the older SM movies aimed for fastest in-game time as well, but perhaps a finer distinction could be made. I did enjoy the movie, but I do prefer the currently published any % since it aims for fastest absolute time. Not voting.
twitch.tv/Retrogaming2084
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I think that all pre hero of the day/JXQ TASes of this game aimed for ingame time.
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P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
I reckon that 87.5 seconds saved is worth 1 insignificant pause screen and a few more door transitions. Who cares if there are more door transitions, it's still the same as comparing 2 billion to 2 billion and ten. I think this version is much more entertaining than the real-time version. IMO a direct route is better than a "goes out of her way" route. Why do you think they programed it so that the in-game timer stops during non-action scenes. It's because it doesn't matter anyway, why should it affect gameplay. Disregarding all that's said about real-time/in-game time. I'm lovin' this new route
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Here is my current list of possible improvements Cpadolf. Though some are just speculation, I predict that a 23:55 is possible. ~12770 = you can do 4 more arm pumps here. It requires an 8 frame realtime delay during the mission statement. ~16650 = I found a way to improve the moozooh jump by 10 frames. I think you used the old method of the jump. ~17775 = A seconds CWJ is possible in this room. Saves a couple frames. ~25700 = Looks like the second bomb was laid late. I could be wrong here. ~30600 = Moozooh and I have talked about using tiny mockballs on this area to gain a frame per bomb. Nice work getting the missile drop, though in your case an energy ball would have been more beneficial. ~31550 = A low boost from this enemy might save time. I never managed to get it, but it still might be possible. ~33210 = I found a new CWJ tech is possible in this room. 10 frames. ~33570 = I think the time delayed here to collect the missile is more time than it would be to just collecting 2 missiles from phantoon. ~34720 = A walljump on the left ledge will allow for more arm pumps. ~35380 = This whole area is a question mark. There is so many ways of doing this. I am not sure if the morph-demorph is saving you any time. Alternate strategies can involve going down the left side of the room. ~37670 = You can walljump off the yellow door as it is opening. I believe this saves time. ~39240 = Could have done a CWJ here, jump over the entire first platform. It saves time. ~40736 = Could have morphed, traveled to the left and shot out the remaining blocks from there. You would be closer to the ground that way. The way you did it may be faster though. ~42700 = It may be possible to get phantoon into a position where when his HP hits 0 he does not fly around before dying. This would be a big timesaver, though unconfirmed. ~44070 = I assume you figured out the power bomb was faster than a regular bomb? Did you test running from phantoon's room at full speed and landing right on the ground level instead of up by the door? ~44560 = I would have laid the bomb earlier so that you don't have the continuous rising effect of the mophball jump. Again you may have tested this, so I could be wrong here. ~46095 = A walljump on this ledge saves time I believe. ~46300 = This room can be done using 2 less missiles than you used. Doesn't save time though. Also, I believe there exists a totally new strategy for this room, but I don't know what it is. ~47270 = Missed a vital CWJ at the bottom here. ~47900 = I realize you were short on energy, but stopping here cost a good chunk of time. I would have suggested taking the big energy ball from the thing you killed in the main WS hallway. That can be collected for just 7 frames. ~54520 = Was a low boost really faster? In my movie I get much more distance with my boost. Due to the fact that the ground will be shot out anyway, gaining running speed is not necessary. Again, I could be wrong here. ~54970 = It should be faster to just land and bomb the ground instead of demorphing like I did in my first movie. ~55130 = I think one of these demorphs could have been avoided. You probably followed my movie as an example. I think it may have been faster to simply land and jump instead of demorping. ~55360 = Missed a huge timesaving damage boost here. ~55940 = A CWJ should be possible here. ~58460 = Missed a great timesaving CWJ here. I found that with enough speed this CWJ can save up to half a second. You also slowed down a lot to collect the item refill. I would have advised against that. The damage boost could have been avoided too. This room alone can save ~1 second. ~59044 = Should have CWJed here instead of the morphball technique. ~61132 = I would have continued the jump straight into the speed booster item sphere instead of landing. ~62360 = I think this entire segment could have been avoided with just using a second PB combo on botwoon. ~64390 = Like speed booster, I would have jumped straight into the item sphere. Maybe you tested this, maybe I am wrong. ~66270 = Damage boost off this enemy. I realize you may have needed his item drop though. ~67550 = Use the alternate technique for this room. I know you say you needed the Super Missile, but with proper planning it may be possible to skip his refill. ~73100 = Again, this is not a mistake, but I think with proper weapon management it would be possible to skip collecting the PB refills here. ~83700 = If you had enough energy, a shinespark might be faster here. I would not expect you to have the energy in any case, so it probably does not matter. ~85800 = You could have boosted off these blobs instead of killing them. Probably would save half a second. ~89270 = Maybe maintain the space jump all the way to the door instead of landing. ~89540 = Boost of this enemy instead of killing him. A regular bomb would have been just as fast as a power bomb here, if I recall correctly. ~kraid = To reduce lag, staying in ball form during his rising sequence is the best way. You could have dopplered the plasma beam, so that there was no waiting period for you to shoot the super missile. 15-20 frames. ~93550 = Mockball here to maintain the previous speed you accumulated. ~96200 = This is a complicated trick right here...lemme explain. If you do not press the B button on the "check" frames, you will not get blue echoes. If you avoid the blue echoes, you can fully run right into the next room without having to worry about the ground breaking below you. If you run into the next room and fire a beam before leaving the ground, you can maintain the space jump straight into the 3rd room. ~96700 = The damage boost here would have saved some time. I realize you may have needed the energy though. ~106840 = A damage boost here maybe? You need the energy, so maybe not. Ridley = You should have dopplered the first shot. I know it is a pain in the ass, but your ridley K.O. grab was improvable by about 2-3 seconds. ~117000 = Instead of morphing/demorphing, a low boost off that enemy might have been faster. ~129990 = A mockball into the lava/acid would have maintained the great speed you already had built up. ~130700 = I think it may be possible to get a further boost from that enemy. Not sure. escape = Though it would be really hard, manipulate the steam out of your way (especially the first hit).
They're off to find the hero of the day...
Joined: 12/7/2005
Posts: 149
Location: Sweden
Voting yes, of course. I'd like to see it published alongside the hero's any% run. If there are too many SM tases, remove the outdated "minimalist" run instead. Practically speaking, the most recent any% routes (especially hero's) are very nearly minimalist in terms of item collection and have nearly the same spectacular tricks as a true minimalist route (not counting the Kejardon rape), without the slowness. I'm eagerly awaiting the 23-minute version.
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I have other additions to that list, too, but I'm too lazy to discuss them here. Feel free to reach me on IRC.
Fredrik wrote:
If there are too many SM tases, remove the outdated "minimalist" run instead. Practically speaking, the most recent any% routes (especially hero's) are very nearly minimalist in terms of item collection and have nearly the same spectacular tricks as a true minimalist route (not counting the Kejardon rape), without the slowness.
On a related note, I am working on a much (much) faster minimalist run using completely different route, and it's coming up pretty well.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 3/7/2006
Posts: 720
Location: UK
P.JBoy wrote:
Why do you think they programed it so that the in-game timer stops during non-action scenes. It's because it doesn't matter anyway, why should it affect gameplay.
Yeah, you're right, however, it does affect entertainment.
Voted NO for NO reason
creaothceann
He/Him
Editor
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Poll answer: Yes!
Joined: 6/26/2007
Posts: 147
I think that murderbeam should've been used to make the run more entertaining. However the difference in goals does make a significantly different run that I enjoyed watching even after watching the other three SM movies.
Skilled player (1444)
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Posts: 1468
Location: Sweden
12770 = At the time I did this part I was not even aware of that you could manipulate steam by adding non ingame time. 17775 = OK I'll say this only once since it aplies to pretty much every one of your CWJ strategies, most of them I began to realise was possible somewhear around the time I entered LN, and I simply did not have the persistance to restart that late. 25700 = I am quite sure that I laid it ASAP. 31550 = I did not manage to get it either... 33570 = Probably. 35380 = I think I tested some different strategies without succes. 37670 = Probably 40736 = Possibly 44070 = Considering the ammount of refills I was forced to pick up I would almost certanly not have been able to reach a high enough speed to mockball out, I think I tested this and besides JXQ leaves the room with 2 px/f speed which is way more then what I could have managed and he is only slightly faster then me. 44560 = Since I lay the bomb at the first possible frame (While still shooting both the first two blocks) and still have to wait a couple of frames for the leftmost blocks to crumble I can't imagine this would matter. 46300 = How? 54520 = I am quite certain that I tested this and gained on it, maybe I did some horrible frame counting blooper, if so shame on me. 55360 = Well I did miss it but anyway if I had taken it I would have gone below 30 hp at norfair (Though 15 damage could have been removed in a later room you mentioned...) 62360 = Maybe but I doubt it could have saved much time, I would have had to slow down at several other places to get sufficent ammo and botwoon would have been slower, ammo management has always been a weakness for me so I'm not surprised that it's not perfect. 66270 = Yes I belive it would have taken longer to grab a super from another enemy. 67550 = It could probably have saved time if I did it perfect, took the upper route back and grabed 3 supers in the shaft instead, or simply by better overall ammo management. 83700 = It would be pretty much impossible to have enough energy here, unless you spent an eternity grabing energy from draygon. 85800 = I needed PB drops here, I belive that it would have been almost impossible to get enough from kraid if I wouldn't have. 89270 = Another one of those silly mistakes I tend to make. Kraid = But if I dopplered the shot wouldn't it get to him faster forcing me to shoot later? 93550 = Silly misstake 96700 = I very much needed the energy. 106840 = Same as above Ridley = 2 seconds? He grabs me almost instantly, although I realise that it is possible to make him die faster after grabbing me by much experimenting but I don't think by 2 seconds... 11700 = IIRC the way I did it was faster then JXQ, if not then I might have made a stupid counting error. Lots of misstakes as I expected, but seriously I have a hard time beleving that you could do this as fast as 23:35 as Saturn claims. EDIT: Use murderbeam for entertainment ?!? IMO that is one of the most boring glitches ever, and since it would have forced me to grab spazer it is not faster either.
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