Super Metroid 14% (aka. glitchless/legit Low%) TAS v1.1 by Saturn

Recorded on Snes9x 1.43-improvement9 (but works on future versions of the Snes9x 1.43 series just fine as well)

Sync Settings

  • WIP 1 Timing: ON
  • Left+Right/Up+Down: OFF
  • Volume Envelope Height Reading: OFF
  • Fake Mute desync workaround: ON
  • Sync samples with sound CPU: ON

Attributes of this run

  • 14% mode (beats the game with the least amount of items possible in legal conditions)
  • aims for fastest possible time, both, real- and ingame time wise
  • takes damage to save time
  • very high luck manipulation (especially to get optimal refills)
  • abuses glitches (but not the major out of room ones the 6% TAS does)
  • Genre: Platformer
  • Total Frames: 153428
Addendum by Bisqwit: "legal conditions" as defined here: Forum/Posts/184660 and Forum/Posts/184775 according to the author.
Suggested screenshot:

About the Game

Super Metroid is a classic platformer with many advanced techniques and a very fine, subpixel-based move engine. The story is about a bounty hunter called Samus who has the goal to explore a foreign planet called Zebes to find and destroy Mother Brain, the evil leader of the galaxy who is breeding a mighty species called Metroids to abuse them for her own benefits. During the journey you will find alot of items such as new ammo, energy tanks, special upgrades that speed you up or allow to pass certain areas you would normally not be able to, and making your character strong enough to be ready for the upcoming showdown against Mother Brain.
Despite being 14 years old by now, it is considered as one of the best games ever made, and is still played by many people on a regular basis. Due to the many different move techniques, a high variety through the new upgrades, and alot of route possibilities, this game is a very common target for many types of speedruns and playthroughs.

Moviemaking & Comments

As promised in the Super Metroid thread, here is my first version of a 14% TAS. I mainly recorded it between July 19, 2007 and January 1 2008 (v1.0), with a small improvement added during the big Metroid escape in July 2008 (v1.1). It's a huge improvement to the previous run, beating it by gigantic 30517 frames (or ~8,5 minutes) of realtime, and achieving a record-time completion of 0:27 minutes on the game clock (or 27:59 to be more exactly), which is definitely the limit for a glitchless 14% run. On top of that I managed to avoid the pause screen / menu entrance completely except to execute the unavoidable Gravity Jump, getting a optimal realtime as well while making the run more entertaining to watch due to less interruptions.
During the making of the run I managed to develop some really cool techs never done before, most noticeably the "WS-Lake horizontal bomb jump" without collecting the Missile pack, and also many new strategies at bosses (especially on Ridley and Draygon) to still beat them very quickly, even with the very limited conditions in ammo and equipment. Finally the run uses a fully optimized route to avoid backtracking as much as possible.
All in all, the quality of the run is very high, and it's only improvable by at most 15 seconds in the early parts of the run (the late ones are pretty much flawless with a few tiny exceptions worth of single frames only). Ammo and energy management is excellent over the entire run, and in fact, the refill drops are so good in this one that I doubt they could be reproduced without sacrificing realtime by entering the menu to manipulate them, which would in any case result in possible slowdowns to compensate that.
Seeing that the 14% category got kind of obsoleted by the 6% NBMB one (although they can't really be compared to each other), I don't expect this to be published, despite the huge and ground breaking improvement. My intention with this submission is to just contribute a unique run that sets a eternal ingame completion record to this site for the many people who want to see it, especially for those who have problems downloading large video files due to slow connections. It's definitely not less entertaining than the 6% NBMB TAS overall, so maybe it's worth to at least include this submission to the description of it without necessary publishing, like it was done a couple of times before. There is also a concept demo section for runs that aim for special goals like this one, so it would eventually fit there as well.

Ice VS Speed

In a 14% run, you must either take the Ice Beam, or Speed Booster. Both items, as different as they are, have the same purpose: They are required to get past the pre-Botwoon room and through the Zebetites in Tourian. I collected the Ice Beam in this run because my tests have confirmed that it is at least 75 ingame seconds (and even more realtime sec) faster in the end, despite of the slower running speed and the missing shinesparks. The reason is that Ice Beam does 50% more damage than the normal beam you have to use when picking up Speed Booster, and therefore speeds up boss battles with much HP alot. In fact, the Mother Brain fight alone already compensates the entire losses of the lacking Speed Booster, with additional big time saver at Ridley and the Metroids (which you would have to slowly PB otherwise).

Thanks

  • Terimakasih -- for his previous 0:35 run. He used a nearly same route, which helped alot in the decision to pick Ice over Speed Booster, giving me a pretty accurate estimation before even starting this run that the former will be a faster choice especially due to early Wrecked Ship.
  • Cpadolf -- for his new technique to escape the big Metroid even faster. It was the key to get the 0:27 time in this run.
  • Hero of the Day -- for his any% v1 in 0:25 run. It was of great help to me when comparing the Speed Booster gains and allowed me to estimate the rough completion time of this run already back at Ridley.
  • Moozooh -- for the Torizo Skip, and for motivating me to start this run parallelly to his own 14% one that would use the Speed Booster route. I actually hoped he would finish his one so that we would have TASes for both routes and a better comparison between them, but unfortunately it didn't want to happen.
And everybody else who has contributed something useful for SM-TASing.

Notes

For those interested, this run is also available on YouTube.
Enjoy!

mmbossman: I’m rejecting this run for the following reasons:
Primary reason - Quoting the Judge Guidelines: ‘’Keep the number of different branches per a game minimal.’’ This run is an attempt to resurrect a movie branch that is now obsolete, as there is already a true low% Super Metroid run published, and I see no need to resurrect a dead category. Considering that the previous 14% run was left unimproved for 4 years, while multiple other Super Metroid runs were improved (and added) several times, it shows that there is a lack of interest in the Super Metroid TAS community in this category, which can likely be correlated to a lower interest in this category from the TASvideos community in general. When compared to the three currently published "non-glitched" runs, this movie provides very little additional entertainment value for viewers who do not closely follow Super Metroid techniques and tricks.
Secondary reason - The goals of this run, along with the execution of those goals, are nebulous. The author has stated an obvious preference towards ‘’maximally optimized subpixel position’’ techniques in the latter half of his run, while rationalizing intentionally missed techniques in the first half of the run by saying they ‘’add up to the entertainment level of the run’’. I am not against entertainment tradeoffs at the expense of speed, however those exceptions should be made clear in the submission text, not explained away afterward (and especially not in the passive aggressive manner shown by the author). Additionally, very little attempt is made in the submission text to define what makes a run ‘’legit’’ in the authors mind, and the issue is further clouded by admitting to abusing other glitches. This lack of clear goals is the second reason this submission is rejected.

Saturn:
Dear mmbossman, the goals of this run are as clear as they can be: Completing the game with the minimal amount of items without skipping bosses and use major glitches. The explanation of "legal conditions" wasn't stated in the submission text because I expected it to be a obvious thing to anybody who knows at least a bit about Super Metroid (since those who don't, wouldn't even care to watch this run). Besides, it was explained in the discussion tread here, or here. You apparently still fail to realize that the 6% run you labeled as "true low%" skips 90% of the game and all bosses, so it can't be put into the classic low% category this run represents, that exists for almost any game.
Also, the clear majority of people have stated that they enjoyed the run and think the category is good. I'm not sure if ignoring all this people and just go by your own biased opinion is a good thing, especially for the TAS community as a whole, which because of that will miss a very unique and entertaining quality run that would only enrich this site due to the many people who would definitely be interested to see it. Too bad.

mmbossman: For my rebuttal to Saturn's complaints, see the following links: Link 1 Link 2 Link 3 Link 4

Saturn:
Since we're at it, mmbossman forgot Link 5, for a clear and detailed explanation to his "multiple goal problem". Didn't seem to arrive yet, but hey, it's not too late.

Bisqwit starts concentrating on a new spell.
Bisqwit holds up a diamond and whispers the magic words "herää".
Pieces of #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13 surface from various positions in the ground
and come together forming a living submission!
Eww! The pieces stink like grue excrement ― hardly surprising,
considering the circumstances in which they were deposited.
Bisqwit starts concentrating on a new spell.
Bisqwit empties a bag of fairy dust at #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13 and sings "wunderbaum, wunderbaum".
The foul smell of #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13 is neutralized!
Submission 2136 has been resurrected from the dead.

Bisqwit: Decision: Submission postponed until a time we can have arbitrary goal movies without making the site unmanageable.

adelikat: Decision: rejected until a time we can have arbitrary goal movies without making the site unmanageable

Nach: Since the above has now come to fruition, accepting.
feos: Processing.......

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upthorn
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Why was this brought back?! Edit: The run was rejected on sound basis the first time around, that it is back on the workbench only gives all of the same people a chance to rehash all their arguements. And these arguements were not particularly constructive the first time around. Edit 2: I don't believe I ever watched this run, so weigh my opinion with that in mind. However, the reason that I never watched this run is relevant, and so I will state it here: With the wave of super metroid runs that hit starting with JXQ's 100% v2, I grew sick and tired of watching this game. Given time I'm sure that will no longer be the case, but I would argue that, if anything, we have too many Super Metroid movies published right now, rather than too few.
How fleeting are all human passions compared with the massive continuity of ducks.
Sir_VG
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I know the concern that this isn't the lowest possible % for TASing anymore, but the reason I'd rather see this over the 6% (current low%)? The scope of 14% is a hell of a lot more entertaining then watching somebody use the X-Ray glitch and slowly scroll up while flashing the X-Ray beam left, then right, then left, then right, then left, then right, then...you get the point. The 6% run is BORING. This site is not only about speed, but ENTERTAINMENT! Let's not forget this people. That's what makes this type of low% so much different then, say, the Super Mario 64 low% change from 16 stars to 1 star to 0 stars. It's still entertaining at 0 stars, just shorter. I'd rather see this run on the site and the 6% run obsoleted. Sorry to those that don't agree with me, but this is my opinion. YES to this, gone to 6%. Though I'm willing to compromise and have both up and change 6% to a glitch run.
Taking over the world, one game at a time. Currently TASing: Nothing
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Sir VG wrote:
I'd rather see this run on the site and the 6% run obsoleted.
I disagree. The 6% run is the "official" record for completion of the game as fast as possible using any means available, and thus should be preserved. There's nothing wrong with it. Do you think that eg. the Guinness Book of Records discards records if they are "too boring"? No, even though, after all, also it exists basically for entertainment (there's little practical value to the book other than that). What IMO should be removed is the distinction between real-time and in-game time. I suggested new categories in a previous post. The number of categories wouldn't be increased from the current.
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Sir VG wrote:
I know the concern that this isn't the lowest possible % for TASing anymore, but the reason I'd rather see this over the 6% (current low%)? The scope of 14% is a hell of a lot more entertaining then watching somebody use the X-Ray glitch and slowly scroll up while flashing the X-Ray beam left, then right, then left, then right, then left, then right, then...you get the point.
In the case of obsoleting a category with another unrelated category based solely on the entertainment factor, a 14% run is a far cry from the best addition that could be made for this game. Also, in the updated any% run the direction of the X-ray beam never changes :)
Sir VG wrote:
The 6% run is BORING. This site is not only about speed, but ENTERTAINMENT! Let's not forget this people.
It has a 8.4 entertainment score... So you can definitely not call it objectively boring, therefore it's stupid to obsolete it based on personally thinking that another run is more entertaining.
Sir VG wrote:
Though I'm willing to compromise and have both up and change 6% to a glitch run.
It already IS a glitched run, and labeled as such. Finally, save for games where the goal doesn't make any good sense, not having a run trying to complete the game as fast as possible (especially for a game that through time has been so popular to speedrun) is pretty stupid. Man, I don't like defending my own runs. You always sound like such an asshole.
Agare Bagare Kopparslagare
Joined: 8/23/2008
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A lot of people have an overriding need for static categorization. That's basically the argument that's being had (re-had?) here. I still see no reason not to have a variety of runs for every game, as long as they don't suck. The more passionate fans of a particular game or series will likely enjoy the diversity, and those who don't care are hardly hurt by the existence of 4+ runs. Of course, most games don't call for more than one or two runs, because there just isn't a lot of difference between them. You have too many runs for a game when there's little discernable change between run A and run B or run C or run D. Each published run should be obviously different in scope and flow. With that standard, the 14% would probably be a candidate for publication, because it is drastically different from the current low%. The 6% abuses major programming errors and skips all bosses and basically all goals; the 14% beats all required bosses, does not abuse major errors in programming, and fulfills the game's major goals. Moreover, you see a completely different style, path, and approach to the game in a 14% run than you do in the 6% or the any% runs. A lot of people are referencing the Mario 64 16-star run as precedent. The problem with that argument is that you can see those same 16 stars gathered in other published runs, and they make up the vast majority of the run. There is very little different (maybe 5% of the total run? probably less) between a 16-star run and the other runs in terms of new tricks or game play. That's hardly a fair comparison. Ultimately, it's the call of the guys in charge. Be the best source for a variety of runs? Or stick with the (mostly) clear categorization that is already in place, be a little pickier, for the sake of structure and keeping things small. There's nothing explicitly "bad" about either approach, it's just a question of what TASvideos' purpose. I find more fun in the variety, myself, and others seem to prefer the structure, so it's not a debate easily solved with democracy (and "let's take a giant vote on how to do everything!" is an idea that scares me). It is nice to be able to throw in your voice, and I do hope everyone's opinion is taken in consideration, but ultimately someone has to be disappointed, and someone else has to make the call on who to disappoint. C'est la vie.
I will not use self-reference in my signature.
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Using the same argument, there is very little difference in terms of tricks or gameplay between this and the real-time or in-game run. I've watched all three. I'm familiar with Super Metroid. They look the same.
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Since the judges are asking for more input, I'll restate my point of view. On the up side: — decent production quality; — popular and well-known primary goal conditions corresponding with an earlier run published here; — nice entertainment value despite the handicap. On the down side: — a horrible mishmash of goals and speed/entertainment tradeoffs that exclude each other; — purposefully omitted tricks, which I personally find obnoxious. I didn't count the amount of categories and the author being a royal douchebag about this whole ordeal, but that negatively contributes to the chances of this run being published. For the record, I vote meh to the new submission question.
Warp wrote:
Personally I don't find the idea of a non-glitched minimum-% run an absolutely abhorrent idea. I think we could have these Super Metroid categories: 1) Fastest completion, period. (As it happens, this is also the lowest-% completion.) 2) Fastest completion without using the save corruption glitch. 3) Lowest-% completion without using the save corruption glitch (AFAIK this would be the 14% completion). 4) 100% completion. Would still be 4 categories like now, but with a lot more variety.
Actually, I kind of agree with this. The new realtime any% that is (supposedly) in the works is supposed to obsolete both any% runs due to the near-identical route and very close in-game completion time, anyway. That will make the amount of categories 4 as you say, although for the time being it might as well be 5 (it's not like it would hurt anybody).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 7/1/2008
Posts: 272
having multiple categories for a run never struck me as a problem. if they're unique enough, there's really no reason why they shouldn't be here. the site provides entertainment, and the runs would (should) be entertaining despite being of the same game. there is such a thing as too much, but it's certainly not 5. the amount of categories Metroid Prime has (13?), now that's ridiculous. having said that, while i did enjoy watching run, it unfortunately is a little too similar to both any% runs. i also agree with moozooh's complaint about omitting tricks. if it's faster, use it. i also say "meh" to publishing it. if an improvement were to be made, one that solely focuses on getting the best time with 14% completion, that would have a better chance of being a yes. even moreso if this new any% does in fact unite the real time and game time categories.
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Acheron86 wrote:
A lot of people have an overriding need for static categorization. That's basically the argument that's being had (re-had?) here. I still see no reason not to have a variety of runs for every game, as long as they don't suck.
Thats sort of the entire way this site works. If we didn't have categories, then nothing would ever be obsoleted. As much as Bisqwit intended this site to be a machinma site, it turned into a competition site. When klmz discovered the flag pole glitch in Super Mario 1, it could have been considered a different run from all previous iterations of the video, and therefore not obsoleted the older run. The same rings true for any glitch/alteration/etc to a run. This site would be overloaded with silly movies, and no way to separate the wheat from the chaff.
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.
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DarkKobold wrote:
When klmz discovered the flag pole glitch in Super Mario 1, it could have been considered a different run from all previous iterations of the video, and therefore not obsoleted the older run.
I think that the key point is how much different the run becomes compared to the "non-glitched" run. The flag pole glitch in SMB1 makes the movie only extremely slightly different from the run which doesn't use it. Other than that, the runs would be completely identical (probably over 99% of the contents would be the same). Thus there's definitely not enough variation to warrant a different category, no matter how much you try to stretch the definition. Now, if a run of some game abuses a glitch which allows it to complete the game 10 times faster than the non-glitched version, that is a huge difference and certainly at the very least warrants considering creating two categories. This is quite especially so if the glitched version can be considered significantly less entertaining than the non-glitched one (again, something which certainly does not apply to SMB1). In the case of this "low-%, non-glitched" Super Metroid run the main question would be whether it's different and entertaining enough compared to the others to warrant its own category.
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Warp wrote:
I think that the key point is how much different the run becomes compared to the "non-glitched" run. The flag pole glitch in SMB1 makes the movie only extremely slightly different from the run which doesn't use it.
I realize this - I was simply demonstrating the need for categories, as oppose to 'accepting and adding every new (different) movie.' It was to demonstrate a point. That is all.
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.
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Bisqwit: I want to sincerely thank you for respecting the voice of the audience and giving this run a second chance.
OmnipotentEntity wrote:
There's one or two neat tricks that don't appear, such as the lake missle skip, but those would be better shown off on Saturn's Youtube Channel. I don't feel that it's worth 100MB to download the movie file for just that.
There is more than that, such as the completely different strategies at some bosses, the totally different big Metroid skip, or many tricks you won't see anywhere else due to the general equipment-restrictions over the entire run. To everybody who complains about omitting tricks, please note that there were other ones used instead, which IMO were more entertaining to see overall. It's basicly just a slight speed/entertainment trade-off, and it doesn't cause any difference in the game clock completion time anyway. There is also a nice benefit in the old Tourian escape shaft that way, since it has to be passed 2 times over the run, each of them showing a different approach: the classic walljump strategy at the beginning, and the new platform jumping method at the end, which greatly increases variety for almost no cost of speed. And in response to everybody who thinks the 14% run has poor/arbitrary goals, if you look objectively on it, you'll see that they are not different than in a 100%. Both runs go out of the "fastest time" way to either collect as many or as few items as possible in order to complete the game, and both don't use the OOR/OOB glitch to accomplish that. Because of that, the 6%, even though it's by the number the true low%, doesn't interfere with this 3 main categories (100%/any%/low%), since it uses game-breaking glitches combined with SRAM corruption/manipulation, as OmegaWatcher noticed very well, that have a category of it's own on this site. Furthermore, if going by the logic that the 6% obsoletes the 14% run, shouldn't it obsolete both of the "legit" any% runs as well, being clearly faster in both, real- and ingame time? It doesn't. Why? Because the legit any% runs are just much more entertaining to watch, as they don't skip most of the game and every single boss. Same should go, at least if you want to be objectively fair, for the 14%. For those who might not know the 14% category very well, please check this old 14% run from 2003 for an example. It's a popular, and one of the oldest run forms that exist for this game. That means that many people will undeniable be interested to see it taken to it's limits, knowing that the SM-community (which will be a big part of the people who would watch that run) is pretty large by itself. In the end, we should weight which decision causes more benefits than it does damage, to satisfy the majority of people. If we reject it, the only benefit would be one less category for the site, but therefore people will miss the chance to see a TAS version of this popular run-form, that also might attract those who look for more than just any% and 100% runs to the site. Is this loss worth it as a whole?
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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I didn't know the 6% run uses SRAM corruption. What kind of SRAM corruption is it? I can't find the relevant information in the submission texts of both this and the 6% run. I might reconsider my vote after all.
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MUGG wrote:
I didn't know the 6% run uses SRAM corruption.
As far as I know, it doesn't.
Agare Bagare Kopparslagare
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I'll have to agree with all the right reasons that mmbossman explained previously, about the fact that there are too many SM runs being published. It does create an overwhelming sense of confusion on my part and it's hard for me to keep track of certain restrictions in every TAS attempt. No matter what restrictions or handicaps that Samus is placed on, all runs lead to one thing: the same TAS techniques. Samus is not meant to have so many restrictions or even to streak through the game naked. Leave it to the professionals, who can determine what does make common sense in games like this. My vote: not "Yes" nor "Meh."
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p0rtal_0f_rain wrote:
Samus is not meant to have so many restrictions or even to streak through the game naked. Leave it to the professionals, who can determine what does make common sense in games like this.
Are you being sarcastic? I mean, most Metroid 1 runs uses that password to take off Samus suit, so it's kinda funny you bring this up... And...care to explain what do you mean by professionals? [edit] ...I think I just got trolled...
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
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Those that know everything about the game inside-out and spends countless hours and re-records playing this game more and comparing to others. Some players do show great leadership, common sense, and hard work for this game - and that's what I do respect the most. I consider Cpadolf and hero of the day my top 2 SM professionals, but anyone else could see my opinion differently.
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So, everyone must disregard anyone's opinion because someone is "professional" in Super Metroid?
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
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Yes, I am your god and you must bow to my will.
Agare Bagare Kopparslagare
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p0rtal_0f_rain wrote:
Samus is not meant to have so many restrictions or even to streak through the game naked. Leave it to the professionals, who can determine what does make common sense in games like this.
By your logic, Saturn is the one that should dictate all the rules, just because he has been TASing Super Metroid since before, like, everyone else even thought of it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Referring to this post. http://tasvideos.org/forum/p/202299#202299 Decision: Submission postponed until a time we can have arbitrary goal movies without making the site unmanageable. Congratulations Saturn, you got your special treatment. Rationale components for the decision: ― TASVideos strives to publish entertainment. This movie is entertainment, so why not publish it? ― Super Metroid has a potentially infinite number of challenges which can be speedrun and which produce entertaining movies. Do we want to publish them all? More importantly, who wants to watch them all? ― Our site guidelines warn against making millions of categories for the same game. ― I don't want politics (i.e. rules) to get in the way of entertainment. As such, I want this movie some day to be "published" on this site, but I just cannot ignore politics either. This decision marks the submission with a never-used-before decision essentially meaning "not right now". If, some day, we change the site to allow for arbitrary goal movies to be published, for example in a manner not entirely different from the old "concept demos", this submission can be handled in that section, but for now, it is outside our scope. I realize this is not a perfect decision either, and not one without repercussions. But such is the tradeoff when one makes mistakes like this. That said, I'll go further away now. Ps: This is not a SuperMetroidVideos, or MegaManVideos or WhatEverGameNameVideos. In my little world, the audience of this site primarily consists of people who enjoy games in general, but are not familiar of subcultures of any particular game. As much or little as my presence will still continue here, I will continue to ignore any and all "but this is a common challenge that all the speedrunners of $game enjoy and know about" sort of arguments. From now on (and in the past as well), you will have to explain any game-specific subculture jargon and knowledge that you use in a submission message, in the submission message, as if you talked to people who have never heard of it before.
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Not everyone, just anyone. I don't care who disregards, it's beyond the way I see things. Understood! :)
omegawatcher wrote:
So, everyone must disregard anyone's opinion because someone is "professional" in Super Metroid?
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Bisqwit wrote:
If, some day, we change the site to allow for arbitrary goal movies to be published, for example in a manner not entirely different from the old "concept demos", this submission can be handled in that section, but for now, it is outside our scope.
Nice decision, Bisqwit. Although I'd question the arbitrariness of this goal, I believe this would be a nice touch. But, in reality, I believe the old (dead?) "concept demos" already IS the right place to arbitrary movies. After all, a "small%" IS a different concept. I read, some time ago, someone questioning the criteria used by concept demos, maintaining the Chrono Trigger's New Game + in this criteria while maintaining the "small only" Super Mario World run, as well as the "walkaton" SMB movie. I propose a reformulation in the "concept demos"... concept. Shouldn't be the "trashcan" of Nesvideos, but a place for different ideas that derivate too much from the other movies. The definition about which movie should and what shouldn't be there would be hard, but in my opinion would worth it. [edit] Saturn, please stop.
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Joined: 8/9/2004
Posts: 123
Cpadolf wrote:
Yes, I am your god and you must bow to my will.
moozooh wrote:
By your logic, Saturn is the one that should dictate all the rules, just because he has been TASing Super Metroid since before, like, everyone else even thought of it.
:'( *ahem* anyways. Glitch details. The 6% run doesn't do any particular glitches that are interesting in and of themselves. It's a combination of several glitches and several normal things happening at the same time. The main glitch in question is probably the warp-past-MotherBrain... I'll go over that. There's the wall-jump-off-of-door to land inside the door in the next room. Then x-ray wall climbing to get outside of the room. When Samus is outside of the room the block lookup routines continue to try to function with Samus's current position to see what she's running into, even though the data they're looking at has NOTHING to do with the actual room. It's just a table index overflow, which overflows into RAM that hasn't been cleared since it was last used by the title screen for decompressing graphics. Then a bit of garbage data is read as a door, which again works with an unusual position to find what room to go to. Again, table index overflow into uncleared RAM that was last used by the background tilemap in the Brinstar room Samus died in. No RAM or SRAM is actually corrupted, and the SRAM does not directly do anything interesting (it's only necessary as a passageway to get from one spot in the game to another). The closest thing to corruption is actually the mis-aligned scroll routine which starts writing tiles to the wrong spots in VRAM, and VRAM is only graphical. What's particularly strange about the run is that what happens makes no sense unless you understand the game's engine, and it is basically a warp instead of a normal room transition. If you want some kind of established difference between this run and the 6% run, the best difference would be 'Uses warps'. Personally I think there should be a separate attribute of 'Breaks game logic' or something - stuff not like buggy collision detection or broken algorithms or tables, but stuff like spawning items or instantly ending levels/battles/the game or warping in a game without warps (such as in the 6% run). Stuff that if an unexpecting viewer sees they don't just go 'Oh, that was a glitch', but 'Wait what just happened'. As for which movies to put up on this site, that's a silly argument that I'm not up for taking part in.
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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