Emulator details

  • Emulator used: Snes9x 1.43v12(beta 10)
  • Sync settings: Use WIP1 timing
  • Allow Left+Right Up+Down
Note: A emulator with reset record capabilities is necessary to have when watching this run

Details of the run

  • Any% item collection
  • Low% item collection
  • No bosses fought
  • Aims for lowest realtime
  • Manipulates luck
  • Takes damage to save time
  • Abuses programming errors
  • Uses death as a shortcut
  • Is a rape

About the run

This is a completely new run which aims for the absolutely lowest realtime, aims to fight no bosses and it also finishes with the absolutely lowest possible number of items, 6. The run in general has been made possible by Kejardon, who discovered both the early tourian break in (though not as early as in this run) and the Motherbrain skip. You can read about his discovery in http://forum.metroid2002.com/index.php/topic,6016.0.html this thread, he has a big explanation on page 2, so go and read it. Entering Tourian without the speedbooster nor enough ammo for a CF was discovered by hero of the day, the mockball has a very big "boomerang" effect when turning around and then immediately turning back again which made him think that it was possible to use in order to get Samus lodged far enough into the door for the skip to work, and it evidently did. Note that any weird actions before entering a door, or entering a door in a seemingly suboptimal way is done to reduce door lag.
The run is completed in 00:12:35 ingame and in 22:01 in realtime (79271 frames). And you might want to fast forward the X-ray climbing when going in to tourian, it is about 3,5-4 minutes long.
Suggested Screenshot: 62065

Thanks to

Kejardon for discovering the glitches to make the run possible. gstick for a making a testrun (10%) which was used as a reference in tourian.
And the rest. moozooh, Tonski, catnap222 Saturn, Kriole, Taco, JXQ, evilchen, namespoofer, Terimakasih, Michael Flatley, Frenom and possibly someone else I forgot.

Bisqwit: Creating AVI. Delaying the acception for the benefit of those who dislike quick publications.

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Senior Moderator
Joined: 8/4/2005
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MattyXB wrote:
- No predefined saves He has Saved.
The word predefined there is for a reason, and the reason is that the movie didn't start from a saved (in-game or otherwise) state. It saved during the course of the movie, which is by no means predefined.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
P.JBoy
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Posts: 850
Location: stuck in Pandora's box HELLPP!!!
MattyXB wrote:
A small error in the discribtion text. - No predefined saves He has Saved.
The save is not predefined, it is defined during the course of the movie, predefined would mean that the movie started using a save
Editor, Active player (296)
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Posts: 7469
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mmbossman wrote:
I thought I had changed it from "No predefined saves" to "N/A", however after refreshing my browser, it didn't show the change. Now it does, however. So if I somehow tried and failed, my apologies for taking credit.
So did the publication erroneously have a category implying use of predefined saves or the lack thereof? Because you know, it should have a category "no predefined saves". It starts a new game with "no data". No saves have been predefined, prior to the movie, and used during the movie. (Saves created during the movie are not relevant.) And since this is one of the games where that is an actual possibility, that category should be shown. Contrary to, say, Super Mario Bros 1, where it's not even possible to have a predefined save from which to start the game.
Experienced player (822)
Joined: 11/18/2006
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Neither the option "Starts from a predefined save" nor "No predefined saves" really fits this movie, which is why I changed it to N/A. Was I mistaken? EDIT:
Bisqwit wrote:
And since this is one of the games where that is an actual possibility, that category should be shown. Contrary to, say, Super Mario Bros 1, where it's not even possible to have a predefined save from which to start the game.
Ah, I unaware that was the logic behind that option. However, if this is the case, I can think of many other similar movies (> 75% of the N64 publications, for example) that are not labeled as such. I'll just step back...
Living Well Is The Best Revenge My Personal Page
Player (24)
Joined: 4/23/2005
Posts: 435
Location: Germany
Oh, sorry. I mix it with an ingame save. But a great glitch movie.
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run) WIP in the moment: Tail Gator (GB) Matty
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
AngerFist wrote:
Wouldnt the best screenshot be when Samus is in the elevator after performing the x-ray glitch?
That was the one I suggested in the submission text at least...
Agare Bagare Kopparslagare
Joined: 6/26/2007
Posts: 147
I'm also in favor of obsoleting the current low% run. The current any% runs should also be changed to have "Does not use death as a shortcut"
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
zdude255 wrote:
The current any% runs should also be changed to have "Does not use death as a shortcut"
That is only if using death as a shortut would actually save time, which isn't applicable in any of the Any% movies to my knowledge.
Perma-banned
Skilled player (1431)
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Posts: 1468
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Well this run kinda uses death as a shortcut, as it is the fastest way in realtime to make the MB skip possible. However it does not make much sense to mark the other any% runs with "does not use death as a shortcut" as it is possible to skip MB anyway, it only takes ~2:30 longer in realtime.
Agare Bagare Kopparslagare
jaysmad
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Wow!!! Where the hell was i when this came out? It must be good if it is already published. I'll watch this now but knowing you guys made this... Ill probably vote yes :) Edit:1W.T.F. Edit:2
Titus Kwok wrote:
When I saw Kejardon's run, I immediately thought "someone needs to do that in a TAS!
Same here! But i wish one day they will find a faster way to glitch through the floor.. Im sure they will :P I find it sad that all the bosses are spared. Especially, Mother Brain since shes the heart of this operation.
Joined: 7/24/2007
Posts: 74
One of the greatest TAS tricks I've seen. Great job.
Joined: 9/24/2007
Posts: 13
That was a awesome TAS. I look forward to seeing how far this trick can go in the future. One of the most entertaining TAS's I've seen.
Joined: 8/9/2004
Posts: 123
Xkeeper wrote:
zdude255 wrote:
The current any% runs should also be changed to have "Does not use death as a shortcut"
That is only if using death as a shortut would actually save time, which isn't applicable in any of the Any% movies to my knowledge.
... "Uses death as a shortcut" is technically true, but the meaning is much different than what is typically meant by that statement. Dieing does not get Samus to a place that's useful, it goes to a game mode that is useful (so you can load the other save in Tourian). Death is used as a shortcut in a way that is outside of the normal game engine's expectations. It's something like the Arkanoid movie where a death is caused during the demo to 'continue' at a later level. IMO, it's debatable to even put the tag onto this movie. But it doesn't make sense at all to put "Does not use death as a shortcut" on other Super Metroid runs, since dieing in Super Metroid doesn't save any progress.
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
Joined: 1/17/2008
Posts: 133
Xkeeper wrote:
^ this
Joined: 1/23/2006
Posts: 352
Location: Germany
This would probably benefit from an emulator hack showing the off-screen parts Samus navigates like that Sonic Advance run...
Joined: 8/9/2004
Posts: 123
Nope, it wouldn't really. The graphics above and below the room are garbage. There's not really any relationship between a tile's graphic and what the tile really is. Worse yet, even though the entire room is loaded in RAM at any moment, only the graphics for blocks on screen are loaded. The graphics just off the edge are loaded as the screen scrolls in that direction (you can actually observe this while going up with a debug code that disables the status bar) The only way to really see what sort of environment Samus is traveling around in is to open up a savestate of the room in a tilemap viewer that's configured for Super Metroid. Which isn't too difficult, actually, TileView from here is what I use (and I also run it inside of DOSBox so it's windowed and doesn't eat up my CPU. <_<). Run it with tmv savestate.zst -g 10003 and it will go straight to the tilemap. Press u to switch to 2-bytes per block, then use [ and ] to adjust the width to the room's width. From there, you can largely just figure out which color is which type of block - pressing 2 will show you the actual hex for each block (technically it's misaligned a byte though, but the colors are much better misaligned so they mainly depend on block type rather than block graphic). Motion down and right of the room both work more or less as you'd expect (you can follow that with TileView fairly easily). Motion up and left works differently though - going left 1 screen is the same as going right 255 screens, and going down 1 screen is the same as going up 15 screens. Also, blocks loop after going down 16 screens, or going right 256 screens. Then there's a bit more trickery to it, but I'm not going to go that in-depth here. For this movie though, it's not really worth the work. In the statue room, it's just a ton of solid blocks Samus x-rays through, and then a mostly empty area Samus bomb jumps up - this is pretty typical of small rooms with no secrets or slopes. In Mother Brain's room, there's a wall to the right, a kinda empty column Samus x-rays into, then a ton of junk to the left Samus has to morphball through that leads to a second empty column with a raised 'hill' in the center of it. There's a few ledges up and to the right, the door transition is hidden amongst the junk on the second ledge. This is all actually junk left over from the title screen. I don't think I ever looked at what it's actually for though. Small disclaimer: This is all from ooold memory, I might've gotten a few details wrong. I think I've pre-emptively answered just about every question on the topic now. I probably should have stopped at the first sentence though. >_<
kwinse wrote:
Kejardon wrote:
Kriole wrote:
Samus is damaged by a Rinka in the opening.
That's a script action; no damage. ... it just dawned on me I know way too much about SM.
It took THAT to make you realize?
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Mitjitsu
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mmbossman wrote:
I'm still in favor of obsoleting the low 14% movie. Not only does no one care about it (as evidenced by the fact that it hasn't been updated since the end of 2004), but it really doesn't show anything that a combination of the other 3 runs don't already have (or will have when they get updated). Also, having a low %, low glitched %, real time, in game time, and 100% run is just becoming a little ridiculous.
Thats pretty much what I was going to say. EDIT: Watched the run, it was a breath of fresh air, yes vote.
Joined: 12/16/2005
Posts: 69
Amazing run. As I haven't been keeping track of M2K2 lately I really didn't see this coming. At first, I felt like it shouldn't obsolete any run, with the resetting and all that. However, if the 14% doesn't really show anything the other runs don't (or won't) show as stated in posts earlier, I feel it should be obsoleted, as it isn't the lowest %age anymore, and doesn't show of anything particulary special, either.
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Um, please stop. 14% run (especially the in-game speed route) actually has a good amount of nice tricks not shown, and not even having a chance to be shown, in any other run. The reason it hasn't been updated yet is that working on it is less interesting and gratifying than the any% and 100%, hence why they were updated way more often. However, I admit that I have unwillingly hoarded the category for myself by constantly keeping everyone think I've been working on my run, while most of the time it wasn't really so; obviously, I did test things every now and then, and went on with the test run past the public WIPs, but it was a few days' worth of work stretched over a year or so. NameSpoofer is also working on his own version of 14% at the moment. He's doing well, and I support him. So I ask you to stop saying things you don't know, or otherwise don't want to acknowledge.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Tub
Joined: 6/25/2005
Posts: 1377
jaysmad wrote:
I find it sad that all the bosses are spared. Especially, Mother Brain since shes the heart of this operation.
Well, except for the part where samus blows up the whole planet. Why she usually bothers with the bosses before laying that cute little armageddon device is beyond me. again, I'm in favor of obsoleting the low% run for now. If a more up-to-date successor appears, we can still reinstate a non-glitched low% category.
m00
Joined: 9/26/2007
Posts: 55
Location: Michigan
jaysmad wrote:
I find it sad that all the bosses are spared. Especially, Mother Brain since shes the heart of this operation.
Dude, the planet blew up. I'd rather be vaporized instantly after three minutes of sirens then be shot to death with cigarette filter sized explosives. They got off easy. [edit]Sorry Tub, it's 7am on a Monday morning and I'm drunk. =)[/edit] Everyone else is throwing in their opinions so why not me? I do not feel that this should obsolete the existing 14% movie on the grounds that this one breaks the game in a much more severe manner. Plus the boss fights are so entertaining to watch. Maybe aside from the concept demo/other page there should be another one where only-tas-possible or outright gameraping glitches aren't allowed. More natural path if you will; challenging the game on it's own terms while still having a whole row of savestate keys and frame by frame. Rampant categorism is a problem that will occur with games as complex as Super Metroid. Just wait until SOTN is emulated as conveniently as FCEU allows. O_o
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moozooh wrote:
14% run (especially the in-game speed route) actually has a good amount of nice tricks not shown, and not even having a chance to be shown, in any other run.
Many, many other games have interesting things to show off, that their current runs don't show, but that doesn't mean they require an additional run to be published here. I don't see why Super Metroid should receive more special treatment than it already has.
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I find it sad that all the bosses are spared. Especially, Mother Brain
You do know the planet kinda explodes and kills everything on it right? EDIT:
Well, except for the part where samus blows up the whole planet. Why she usually bothers with the bosses before laying that cute little armageddon device is beyond me.
Oops.
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mmbossman wrote:
Many, many other games have interesting things to show off, that their current runs don't show, but that doesn't mean they require an additional run to be published here.
Which has precisely nothing to do with your original qualm, cited: "Not only does no one care about it […], but it really doesn't show anything that a combination of the other 3 runs don't already have (or will have when they get updated)", which was the uneducated misconception I addressed in my previous post. The whole publishing category discourse (aka. bullshit) appeared already after (or because?) this run was submitted, partially thanks to the so far unanimous decision of not obsoleting the ingame any% — while what I said about 14% has taken place regardless of when, how, and for what purpose any of the runs are released or obsoleted. Hope you get my point. Also, while I'm on track, number of categories is by no means a way to appraise entertainment. As in, a run type doesn't magically lose its appeal after the category slots have been filled. So judging the entertainment value (and technical prowess exhibited in achieving it) is what should take precedence, not the "whether it fits the bill". This doesn't apply to you in particular.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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