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
Posts: 5769
Location: Away
Twelvepack wrote:
The real trouble is that it isn't listed as obsoleting anything... this seems like the worst thing that could be done.
the horror the horror the horror!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
5 runs for one game? Jesus, its not that much fun to watch.
Has never colored a dinosaur.
Skilled player (1430)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
For some it is, and most likely at least one category will be obsoleted by this run sooner or later.
Agare Bagare Kopparslagare
Player (120)
Joined: 2/11/2007
Posts: 1522
There's a bunch of movies for games that are "fun to watch for some" but have never been published at all. Which is not to say that there can't be 5 SM movies, only that that is not a good argument given existing precedents.
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Skilled player (1430)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I was not arguing for the continued existence of 5 Super Metroid categories, just stating the obvious.
Agare Bagare Kopparslagare
Post subject: Problem Playing From The SMV file
Joined: 7/7/2008
Posts: 2
While playing the movie file in the emulator, after Samus gets the Super Missile in Brinstar, and she enters the save room, the Start/Status/Map screen comes up, and you can see the key presses, but it still stays on that screen, and doesn't exit from there. I'm playing it on both the [JU] and [U] versions, and it messes up in the same place. Any help in correcting this¿
Post subject: Re: Problem Playing From The SMV file
Joined: 2/1/2008
Posts: 347
damzino wrote:
While playing the movie file in the emulator, after Samus gets the Super Missile in Brinstar, and she enters the save room, the Start/Status/Map screen comes up, and you can see the key presses, but it still stays on that screen, and doesn't exit from there. I'm playing it on both the [JU] and [U] versions, and it messes up in the same place. Any help in correcting this¿
Use Snes9x rerecording 1.43+ v10, not v9. In v10, the recording can utilize a soft reset of the game (the equivalent of pushing the reset button on the console), which is used right after the save point you mention. I don't know why it's used, but it has something to do with the massive X-ray beam glitch you'll see later. EDIT: Actually, after reading the thread from Metroid 2002, the save then reset thing had to do with the Mother Brain skip (same goes for the death).
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 7/7/2008
Posts: 2
Good Lord!! It worked after I got the updated lator. I watched it twice, that was awesome. I never knew the NES Metroid door glitch was in there. Damn, I liked watching that.
Joined: 1/14/2005
Posts: 216
About this SM obsoletion issue, since I never actually said anything, my position is summed up by herooftheday and alden. I'm not a fan of preferential treatment (real or perceived, this is what hurts or would hurt the site most), and I feel not obsoleting the 14% category would clearly demonstrate that, but it's not a big deal either way. The only thing I think is important is that visitors (most of whom only watch AVIs) are able to access runs that they would like to watch.
Twelvepack wrote:
I see the logic in it, but to me it is far more reasonable to list any% if time was the main objective. If low% is distinct from that, it may deserve its own category, but this is no longer the case.
I'm not disagreeing, I just want to understand what you're saying. So if someone sets out to make a low% as an objective, and unwittingly ends up producing something faster than the existing any%, then it should be listed as low% since that was the objective? And the same movie, only with the pre-hand knowledge that it will be faster, should be listed as any%? As a tangent, I think there's an inherent, fundamental difference in philosophy. TAS's are more engineered, and (unassisted) speedruns are more performed, so you can go by objectives/goals for TAS's, whereas the only reasonable thing to do with speedruns is to go by the results. For example, we don't have "death abuse" per se anymore, simply "includes deaths." The reason is that we can't measure intent, only results. Otherwise the situation could happen where someone would like to suicide as fast as possible, say to refill ammo, but has to make it look accidental? On the other hand, a TAS would never have this problem since every death is obviously intentional.
"I think happiness is just being able to loaf without stress." http://speeddemosarchive.com/
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Enhasa wrote:
As a tangent, I think there's an inherent, fundamental difference in philosophy. TAS's are more engineered, and (unassisted) speedruns are more performed, so you can go by objectives/goals for TAS's, whereas the only reasonable thing to do with speedruns is to go by the results.
this is the whole point. This accounts for the difference between SDA and what needs to happen here. In a tas, low% category should only exist if its not the same as any%.
Has never colored a dinosaur.
Joined: 7/10/2008
Posts: 1
neat run! edit: also here's an interesting bit of information: kejardon and I were on ZSNES netplaying when we discovered the x-ray climb. he was showing me his arsenal of neat tricks (he doesn't post a lot of them because most are eye-candy), one of which was him going through a transition and wall jumping/getting stuck in the door. later on, we were at crocomire, and he was describing to me why that energy tank wasn't obtainable; even if it was, he described the problem with exiting the room (since we were trying to improve upon the NBMB run thus being unable to kill crocomire). he showed me that crocomire charges you actually INTO the spikes on the left wall before backing off a little bit. when stuck in the spikes, i figured out that we could climb up by the crouch x-ray stand method, something he told me that he thought about but never tried because he thought it wouldn't work. soon, we found out that using the door trap glitch from early, we could climb the wall of any room practically (given it had to be a door facing rightward), and he proceeded to explain to me how the BTS system works in Super Metroid; the secret worlds in SM if you will. it's pretty darn interesting, but rather complicated, so i'll just say in simple terms: when you climb high enough, you'll enter "rooms" scattered with random (sort of) tiles and random (sort of) room transitions, but usually conforming to the tile boundaries of either the room you're in or surrounding rooms. e.g. in this run, while in the statue room, samus climbed up through the ceiling (appearing at the bottom) many times. the first time you see samus appear at the bottom, if you looked at the map, it would say you're in the room above the statue room, and so on. also, you may be wondering why the speed runners saved in veg. brinstar and reloaded? that's because it changes the out of room data (the BTS data outside the statue room), so that there will be an elevator transition leading to tourian that samus can use. finally, kej and I originally tried this the first night (after many, many other things like skipping croc and getting the grap, kraid's e-tank, etc.etc. that night was a blast)! the only problem we encountered is that there wasn't an elevator transition anywhere we climbed. how did we know this? kej had a program that showed the BTS data of the rooms we were in, and color coded/numbered them to show us what kind of tiles were in the "secret worlds". kej. knew that different BTS data was loaded depending on where you come from (brinstar save room, norfair save room, etc.), but we ended up calling it a night after kej posted everything on metroid2002's forums. so, tldr: kej. is my hero, and this run is a piece of history for all metroid fans. :) congratulations cpadolf and hero of the day!
Banned User
Joined: 12/23/2004
Posts: 1850
Wow, I would love to be able to watch a glitchout session like that. Sounds like you had a lot of fun :)
Perma-banned
Post subject: It's been a while now
Experienced player (821)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Has any formal decision been made as to whether there should continue to be 5 runs for this game?
Living Well Is The Best Revenge My Personal Page
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