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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Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
for the WS attic: The last two enemies can both be killed with a single super missile. The first enemy that you shot in the room can be killed with the just power bomb alone. Infact I think he has 400 hp, so the only reason he died in your run was because the PB hit him twice. Kraid: You position your body against the leftmost wall when firing the plasma beam, that way by the time the beam hits kraid, the weapon cooldown counter has reached 0 and you can immediately fire a super missile. Same applies to ridley. Ridley: I was referring to the amount of time spent in ridley's clutches before he exploded. If you watch Saturn's RBO teaser, you will see how 2-3 seconds could easily be saved.
They're off to find the hero of the day...
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
hero of the day wrote:
The last two enemies can both be killed with a single super missile.
With only one super? But I hit both of the with the first shot and one survives anyway. In the case of the first shoot on ridley, IIRC I still had to wait a couple of frames after the cooldown reached 0 before I could hit him.
Agare Bagare Kopparslagare
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Voted no. Real-time is the point of this website, which is why we do frame counts for movies.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Cpadolf wrote:
hero of the day wrote:
The last two enemies can both be killed with a single super missile.
With only one super? But I hit both of the with the first shot and one survives anyway. In the case of the first shoot on ridley, IIRC I still had to wait a couple of frames after the cooldown reached 0 before I could hit him.
ahh yes. you are correct. Sorry about that one. I meant that they can be killed with just 1 super and 1 regular missile. I forgot if this is what you did in your run.
They're off to find the hero of the day...
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
DarkKobold wrote:
Real-time is the point of this website
I thought the whole point of this website is to slow the game down to frame by frame speed to create perfection. Real-time play is for SDA (notice the amazing rhyme
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
moozooh wrote:
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? %)
Mistake. Fixed.
Joined: 12/28/2004
Posts: 210
This was a very confusing decision but I did indeed enjoy watching the video. Yes vote.
Joined: 7/29/2004
Posts: 136
Location: Temple City, CA
The movie was entertaining for a majority of the time, is of a high quality, and was certainly speedy. For all these things I would vote yes. The movie had a few moments that had me going "wow, this just feels slow for some reason" and I knew in advance that it wasn't going for in-game time, which I feel is the most important. For these things I would vote no. Overall, I'm voting meh.
"How can you prove you exist? Maybe we don't exist..." -Vivi Ornitier (Final Fantasy IX)
Joined: 3/18/2006
Posts: 81
Location: Finland
Congratulations CPadolf for your first and very well done submission =) I think that new route was very refreshing and enjoyable experience and it looked smooth. I like SM TASes so much that I think that there should be both IGT (in-game time) and RT (real time) categories, but I understand that this could make number of SM TASes rather big if every run (lowest %, any%, 100%) has two different versions. Personally I'll keep both (Hero's and CPadolf's) runs in my "TAS library" and think that those both are unique runs. I'll vote Yes. But IMO RT speed is more important than IGT. P.S. Is Varia suit necessary to complete the game when you have gravity suit?
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Without Varia MB's "Rainbow beam" does 700 damage.
Agare Bagare Kopparslagare
Joined: 3/18/2006
Posts: 81
Location: Finland
Ouch! That's a problem... But that satisfied my curiosity so I'm bit "wiser" now =)
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Personally I have never understood the attention some people pay to the in-game time of this game. Who cares? The only thing I look towards in such a video is a completion which is as short as possible. I don't care what some number reads in the game, I only care how long the movie is. Why should I care about anything else? What if someone submits a 2-hour movie of this game which, according to the in-game clock, completes the game 2 seconds faster than the previous publication? Should it be accepted? The answer is naturally "no". It should definitely not be accepted. So if a movie which is over 1 hour longer than the currently published movie is not acceptable, why would a movie which is 25 seconds longer be acceptable?
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well that is probably the best and most solid argument agains publication for this movie and I won't argue against it , and yes you can save a couple of seconds by using an extensive amount of pause screens. The reason why I did not do this is because even though I give realtime less priority I wanted to make a movie which would not look like crap, that I could say was perhaps my highest priority.
Agare Bagare Kopparslagare
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Cpadolf wrote:
given the choice again a ingame run would still have been what I'd pick, I simply do it as I find most entertaining.
Are you planning on making another version? And if so... are you sure you would pick ingame time again? I think even a lot of the yes voters would like real time better...
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Warp wrote:
So if a movie which is over 1 hour longer than the currently published movie is not acceptable, why would a movie which is 25 seconds longer be acceptable?
Even though this argument by itself has a flaw, let me present you with the fact that different emulators (for instance, Snes9x 1.5 vs. Snes9x 1.43) emulate non-ingame time functions, like fadeout lag, differently. Thus, as a result, the more optimized movie, whether it aims fo RT or IGT, might in fact be longer in the actual frame count. Should it be accepted? I would like you to answer that question — if not now, then at least when Phil and AngerFist submit their Super Castlevania IV improvement, which is pretty much destined to be longer (yet more optimized) than the currently published movie: at 1:15 in the run, 25 frames are saved by in-game time, yet 19 are lost in realtime frames due to uncontrollable fadeout lag. At that point, the realtime frame count is what becomes "some number", that you probably should, at least generally, not care about.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Baxter wrote:
Are you planning on making another version? And if so... are you sure you would pick ingame time again?
I have no plans for now to make another version as of now. If I would ever do another run though I had choosen ingame time again, I simply find the route more entertaining and to me that matters most even if it would not be published. Besides Hero of the day is working on a new realtime run for this game and when he is done I doubt that it will be in need of improvement for some time. Would I make a 100% run for example (I won't) I would have gone for realtime because ingame vs realtime in a 100% run the route is the same but simply adds a lot of pause screens if going for ingame time.
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Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Just watched your run. I gotta say, Im very impressed how well you performed given the fact that Super Metroid is one of the hardest games to TAS. Its even more remarkable that this is your first tas project (at least, that I know of). So you get 5+ for your fine effort. I will refrain getting involved into the in-game vs real-time debate so I wont vote.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
moozooh wrote:
I would like you to answer that question — if not now, then at least when Phil and AngerFist submit their Super Castlevania IV improvement, which is pretty much destined to be longer (yet more optimized) than the currently published movie: at 1:15 in the run, 25 frames are saved by in-game time, yet 19 are lost in realtime frames due to uncontrollable fadeout lag. At that point, the realtime frame count is what becomes "some number", that you probably should, at least generally, not care about.
Are those fadeout lags caused by inaccurate emulation? In other words, is it an emulation bug? If they are not an emulation bug but in fact an accurate simulation of how the original console works, and the emulation was buggy in the previous published movie, then I suppose it's ok for the newer submission to be accepted on this ground. Of course it's an interesting question what happens if it *is* an emulation bug which didn't exist in the previous published movie... Anyways, is this related to this supermetroid run?
Senior Moderator
Joined: 8/4/2005
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Warp wrote:
Anyways, is this related to this supermetroid run?
Directly, no. It illustrates my argument of you substituting one arbitrary number with another, slightly more "official" arbitrary number.
Warp wrote:
Of course it's an interesting question what happens if it *is* an emulation bug which didn't exist in the previous published movie...
Apparently, it might be.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
While they are differences between real and ingame time, I would be strongly against having two any% published under those catagories. Choose one or the other.
Joined: 1/11/2007
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Location: Finland, Lieksa
54770 - Corner boost?
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Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
If I would have done that even with the morph/demorph I would have landed on the platform, apparently morphing/demorphing was not the fastest option anyway so in that case it would have worked.
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Experienced player (612)
Joined: 4/24/2005
Posts: 612
That was really entertaining, Cpadolf. Neat concept of ingame time over real time since it puts TASing to the test at Speedrunning, or something like that. I liked some of the stuff you did during the waiting periods like that wobbling Space Jump, that looked cool. Overall, it was a lot of stuff going on which didn't suck so I'll vote yes.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
Just watched you run and... WOW... you... you manage to get out from the bomb-dudes room without fighting it(haha always forgets his name). Always thought it was only doneable with the european version. Nice going. :) Some errors here and there.. but hey.. look at my last(or first, lol) submission, you gonna have a nice time laughing. ;) Both Hero of the days run and your run are really nice runs. I like them both. But you showed atleast me something that I have never seen with the U/J version. I really like this new guy. Super Metroid as a first submission.. hard game and your aiming high.. and what a movie afterwards.. geesh.. Contratulations and welcome in the family:) yes vote. and thanks for mention me in your submission.. ;)
Wheeeehaaa.. Yaaayy..
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah thanks, but you should thank moozooh for the torizo (bomb dude) skip :)
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