Emulator Information
  • Snes9x 1.43v9
  • Use WIP1 Timing
  • Allow Left+Right / Up+Down
This Run Aims For
  • Any% item collection
  • Aiming for lowest realtime
  • Manipulates Luck
  • Takes damage to save time
  • Abuses programming errors
About the run itself
This run is an improvement over Hero of the Day's run by 3077 realtime frames, and 2774 ingame frames, clocking in at a time of 23 minutes and 29 seconds (23:29). The reason for the improvement is because of the higher level of optimization, and the new route. It is also to be noted that this run is about 16 seconds faster than Cpadolf's ingame oriented run.
It might be interesting to know that this run started nearly 3 years ago. The first smv was created on the 18th of February 2007. Since then it has faced about 20 restarts, and a very long downtime, due to lack of motivation. Due to all the restarts, the rerecord count might be misleading. So we decided to hexedit it and add a funny number instead. While it is hard to calculate the exact number of rerecords of all the smv's, we estimated the rerecord count to be in the early 7 digits.
The Route
The fundamental differences between the new route and the old route are as following:
  • Skips the Spazer
  • Picks up an additional Power Bomb pack
  • Fights both Ridley and Mother Brain with Power Bomb Shields
While the original idea was to skip Kraid's lair until after Ridley, we determined it slower, because of the lack of both the refills from Mini-Kraid, and the skipped Energy Tank. Also Ice Beam is skipped until after Ridley, to avoid a pause screen before him.
Other Major Improvements
All bosses but Draygon and Mother Brain were improved; on Draygon we picked up 6 more refills, and Mother Brain is slower to kill with Power Bomb shields than with the Spazer. The Bomb Torizo, Phantoon, Ridley and Kraid were improved quite a bit. At Torizo, the improved Torizo skip was applied, which saves nearly a full second over the old method. This is hard to measure, since individual skips may vary in time. Compared to Hero of the Day, 59 frames were saved. For Phantoon, we tried a different approach which proved to be very favorable. Compared to Hero of the Day, 106 frames were saved. At Kraid, a new strategy was used, which was published long ago; the idea is to shoot him while his mouth opens a tiny bit first. This makes him not close his mouth again, instead he opens it up completely. Roughly 60 frames were saved compared to Hero of the Day. Ridley was the whole reason for the new route; Power Bomb Shields do much more damage compared to the Spazer/Ice/Wave combo. Roughly 1300 frames were saved here.
Draygon and Mother Brain were the setbacks in this run; due to more refills from Draygon, we lost 76 frames. Also, Power Bomb Shields are not really designed for Mother Brain, since one of the shots is blocked by her body. Therefore, awkward jumping movement is needed for all 4 shots to hit. About 800 frames were lost here.
Other improvements are due to the higher level of optimization. Some framesaving tricks were found and used in this run. The first one is called the Subpixel Momentum Boost, short smb. The idea behind an smb is to spinjump towards a ledge and catch it while moving towards it. By doing this, you can get a little boost (half a pixel under perfect conditions, 1 pixel if using the turnaround trick Cpadolf found) which might save a frame in different places. It was used on all ledges where time could be saved, even if it did not. Later on, the perfect smb was found, which allowed smb's on all ledges, without having to optimize the starting position. The idea is to trigger a walljump at the same frame as you catch the ledge, where the walljump resets your subpixel to you highest, respectively, lowest value depending on where you are facing. Thus giving a perfect position everytime. As for Cpadolf's method, which included a little turnaround just before executing the smb, not a single application for this new smb was found. It was used once, but sadly it did not save any frames.
Another very fundamental trick is the x.04096 speed optimizations (assuming you have the Speedbooster, but no Hi-jump). This is one of the bigger framesavers as far as optimization goes. Every speed with a subpixel speed with 0.04096 gives the highest possible Y-jump speed possible. For example, jumping with a speed of 0.04096 gives a higher Y-jump speed than jumping with a speed of 1.00000. This is commonly used when you have to run for a few frames before you can jump; skipping dash for a 0.04096 speed will usually save time. Also, all other x.04096 speeds were used when climbing different shafts.
Left+Right walljumping was used in some places, where high speeds and awkward turns would ruin a normal walljump, but a inverse walljump would save time. An inverse walljump is a walljump on a ledge to the right of Samus, but the walljump is done from the left side. Sadly, this only works when facing right. This trick can also be used to trigger door-animations earlier, without adding any lag to the door transitions (it might at higher speeds).
Also, we discovered that unspinning before shinesparking gives Samus a full pixel of Y-position.
Door Transitions
This topic does indeed deserve its own header; many improvements had to be ignored due to random doorlag which made them end up either slower or equally fast (most likely changes the drops on future enemies aswell):
  • Early Norfair and the Bubble Room (3 frames)
  • Ki-Hunter room while escaping Ridley (2 frames)
  • The Sanctuary while escaping Ridley (6 frames) - False. This one was used, actually.
  • Pre-Botwoon while heading to Tourian (2 frames)
  • After the Big Metroid escape in Tourian (1 frame)
Door Transitions are very random. While they can be manipulated to an extent (such as positioning Samus to avoid scrolling doors), many improvements lead to differences in how long the door transition lasts. Now, the difference from this door might affect another door. This might work out in the favor of the player, but during the 2nd half of the game, all improvements worked against us (we kept one, since it gave us an ingame frame but no difference in realtime). We also have this theory that the droptables for most monsters (most pipebugs do not support this theory) are decided during the door transitions, which makes hex-editing much easier and gives it a higher successrate (assuming there is no differences in doorlag).
To create a perspective, a 4 frame improvement in the rising acid room in Lower Norfair ultimately gave us a 16 realtime frame lead. Sadly, the rising acid room was, since, reworked.
Special Thanks
We want to thank all the people from the Super Metroid community, such as:
  • Cpadolf
  • Evilchen
  • Frenom
  • Gocha
  • Gstick
  • Hero of the Day
  • JXQ
  • Michael Flatley
  • moozooh
  • Saturn
  • Spoofer
  • Terimakasih
  • Tonski (You two should do a run together!)
If we forgot your name, we're really sorry :(. Just poke us and we'll add your name.

Nach: Amazing run, accepting.

adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3585)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
http://www.mininova.org/tor/3082590 Here is an alternate torrent download from our mininova account.
It's hard to look this good. My TAS projects
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
adelikat wrote:
http://www.mininova.org/tor/3082590 Here is an alternate torrent download from our mininova account.
You sure you wanna be affiliated with a website which distributes massive amount of illegal downloads?
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
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
AngerFist wrote:
adelikat wrote:
http://www.mininova.org/tor/3082590 Here is an alternate torrent download from our mininova account.
You sure you wanna be affiliated with a website which distributes massive amount of illegal downloads?
What other torrent site would you prefer?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Raiscan wrote:
What other torrent site would you prefer?
It doesnt really matter what I think. Just think of the direction this action can cause. We've sofar stayed legal and this is a huge dump towards the other side. There must be other "legal" sites and even if there arent any, what is stopping us from uploading here, youtube, mediafire, or archive like we've always done before? Eh.. its this administrations call, do whatever you want with it.
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
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I have a question regarding the route. Has the difference in time been tested between getting the energy tank outside the speed booster room and getting the energy tank by Ridley? I realize getting the energy tank by Ridley means you can shinespark through the next room, but it does mean time wasted just waiting until the doors can be opened, and going into the next room, and then scaling the wall, instead of just shooting and jumping up by the speed booster.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Nach wrote:
I have a question regarding the route. Has the difference in time been tested between getting the energy tank outside the speed booster room and getting the energy tank by Ridley? I realize getting the energy tank by Ridley means you can shinespark through the next room, but it does mean time wasted just waiting until the doors can be opened, and going into the next room, and then scaling the wall, instead of just shooting and jumping up by the speed booster.
While it is a good idea, sadly the energy tank outside of the speedbooster is a missile pack =/
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
It is? I must've not played this game in a while. I remember there being an energy tank there.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Post subject: OmnipotentEntity
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I was out of the internet for a few days and didn't realize this was submitted. But what is genuinely pleasing is that you submitted it on my birthday. Seriously, could I get a better present from TASVideos? Unlikely. I am grateful. :) I am a bit jaded by this point, but some moments were jawdroppers even for me. I was especially surprised at the thing you did at 20:31 in the .avi, because I didn't even know that was possible. Awesome. A note to Omni: you should probably have let Saturn have his way with the encode, because, frankly, video quality deserved better (especially considering this movie was to have rating this high). And that ugly scanline that is a Snes9x 1.43 bug didn't even have to be there, either, and Saturn pointed that out as well. I won't ask the file to be replaced, but keep this in mind.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (223)
Joined: 10/17/2005
Posts: 399
Just watched the run. And my god was I amazed. The level of optimization has grown ridiculously high. And fortunately there aren't even any ugly or annoying glitches that trivialize the gameplay. It still looks very clean and smooth. A very entertaining run, I really really liked it.
<adelikat> I've been quoted with worse
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Super Metroid isn't really my cup of tea, but I really enjoyed watching this. I managed to find hero of the day's lua script that turboes through door transitions and item acquirement, and I modified it to also turbo through elevator scenes and the scene where that statue picks you up in your ball form. With this script it only took 22min 10sec to watch this run. :) Here's the script if anyone's interested: (I know that it looks ugly, but it works for this run, it won't work for the other SM runs though)
a=0

while true do

mf=movie.framecount()

if mf>1 and mf<8562 then turboer=1 
elseif mf>13188 and mf<15985 then turboer=1
elseif mf>18025 and mf<18742 then turboer=1
elseif mf>21048 and mf<21748 then turboer=1
elseif mf>27672 and mf<28469 then turboer=1
elseif mf>36002 and mf<36684 then turboer=1
elseif mf>47675 and mf<49612 then turboer=1
elseif mf>51986 and mf<52743 then turboer=1
elseif mf>62382 and mf<63174 then turboer=1
elseif mf>72899 and mf<73654 then turboer=1
elseif mf>93923 and mf<94682 then turboer=1
elseif mf>108104 and mf<108786 then turboer=1
elseif mf>114470 and mf<115222 then turboer=1

else turboer=0 end


if turboer==1 then snes9x.speedmode("turbo") else

       if memory.readbyte(0x7e198e) == 128 then
       gui.drawbox(0,0,255,31,"#000000")
    end

    b=memory.readbyte(0x7E1842)
    if a~=b then
    snes9x.speedmode("normal")
    else snes9x.speedmode("turbo")
    end
    a=b

end

  snes9x.frameadvance()
end


I'll give this one high ratings, in particular on the technical aspect, but also entertainment wise.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Since this movie has a bogus rerecord count, could some admin please zero the count in the database so that it doesn't mess up the movie statistics page? (It doesn't have to be zeroed in the movie file, just in the database, as the movie statistics page reads the value from the latter.) Of course given how long it has taken for the bogus rerecord count of Bonk's Revenge to have been zeroed (it still isn't, regardless of my repeated pleas), I'm not expecting this one will be either. If such bogus rerecord counts are not zeroed in the database as a matter of "we don't really care" admin policy, maybe it would be better to just remove the rerecord stats from the movie statistics page because the bogus entries are messing them up. Those stats can be simply commented out by any editor, so I could do it myself.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
If I set it to zero what happens exactly? Does it get listed in least rerecords per second?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Nach wrote:
If I set it to zero what happens exactly? Does it get listed in least rerecords per second?
The routine which generates the rerecord statistics list specifically ignores movies with zero rerecords, for this exact purpose (if I remember correctly; it has been quite many years since I wrote it, but I remember some past movies having their rerecord count zeroed because of this). In other words, a value of zero means "unknown amount of rerecords" and gets ignored.
Skilled player (1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
In that case it would probably also make sense to do the same for the two (as far as I know there are only two) movies whose major bulk of rerecords comes from bot usage. http://tasvideos.org/1227M.html http://tasvideos.org/1338M.html
Agare Bagare Kopparslagare
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Sorry for the delay, it's been taken care of. Edit: Although despite setting it to 0, the statistics seem to be showing the old values...
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
DAMN!!! Taco a la Kriole are the best! Definite star, if not five. Lets just say, it was delicious :P The bomb shower was breath taking. I was like... -WTF!!! desync??? Oh! and i just loved the Kraid battle.
Tub
Joined: 6/25/2005
Posts: 1377
oh, about the kraid battle: hugging him sure looks bold, but why is it faster? You forfeit the doppler effect to fire the first missile early. Being further right during the kill seems useful to reach the door faster, but then again it takes a while for the door to open anyway. Now I don't doubt your ability at TASing.. could you please explain why your strategy is faster?
m00
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Nach wrote:
Sorry for the delay, it's been taken care of. Edit: Although despite setting it to 0, the statistics seem to be showing the old values...
The script is getting the 6 (for Bonk's Revenge) and 1337 (for this movie) from somewhere. IIRC it gets all of its data from the MySQL database and nowhere else. Are you sure you modified the correct entries? Is the script reading from the correct database (are there more than one)? I went ahead and commented out the rerecording stats from the movie statistics page, until the issue is resolved. It can be easily uncommented.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Wow, I didn't notice this publication until now. TACO AND KRIOLE, I LOVE YOU GUYS. There, now I'm going to download and watch it! Edit: I'm impressed, of course. Need to watch again. Loved having the power bombs as a countdown on Ridley and MB.
Experienced player (859)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Tub wrote:
Could you please explain why your strategy is faster?
Sure. If you check regular Kraid battles, just when Kraid is shot for the first time, you can see him open his mouth slightly, then close again, and reopen in about a second. This was probably added just for the looks or something. Weirdly, in this little 'state', it still counts as if his mouth is 'open', thus making him vurnerable to damage. Initially we thought this would only save the time of firing a missile/super missile, but Kraid reacted in a very weird way when he was shot during this 'state'; instead of reclosing his mouth to reopen in roughly a second, he went on to open it completely. That's the idea behind the improved kraid fight. I haven't checked, but it might be faster than the plasma beam version aswell.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Ok, the rerecords have now been properly reset in the database, so I restored the rerecording stats in the movie statistics page.
Joined: 2/18/2007
Posts: 63
Location: New York City
This is pretty much all I have to say on the matter:
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Oh, how did I let another Super Metroid submission pass me by unnoticed? This will not do; I'll have to make up for it with another comparison video: Part 1: http://www.youtube.com/watch?v=0y0-73n5BE8 Part 2: http://www.youtube.com/watch?v=97crP9jsb5w Part 3: http://www.youtube.com/watch?v=h92PXmRZ2l0 The movies it is being compared to are: Purple: Cpadolf's in-game oriented any% v2 Red: Herooftheday's realtime oriented any% v2 Blue: Cpadolf's in-game oriented any% v1 Green: Herooftheday's realtime oriented any% v1 Gray: Namespoofer's non-glitched speedboster low% As usual, only in-game frames are displayed and used for sync, and the runs are re-synced at room entry to ease comparison. The numbers at the top of the screen display how many in-game frames behind a movie is compared to the current submission. This number makes most sense when the routes are similar.
Joined: 2/18/2007
Posts: 63
Location: New York City
Hmm, judging from that youtube video, namespoofer could work together with Taco and Kriole and save at least 50 frames. Obviously it's not that simple though. EDIT: Wow mother brain is a frame eating monster :O
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
scwizard wrote:
Hmm, judging from that youtube video, namespoofer could work together with Taco and Kriole and save at least 50 frames. Obviously it's not that simple though.
No, it isn't quite that simple. The sort of time one is trying to minimize makes a big difference. The video I linked to above used in-game time for timing, and here Namespoofer gains consistently on Taco and Kriole for as long as their routes coincide. For example, by the time they take the elevator up from the power bomb area, Namespoofer is 21 in-game frames ahead. But if you instead use realtime for timing, the situation is quite the opposite, and by the time they reach the same elevator, Taco and Kriole are 92 realtime frames ahead. I mostly prefer to watch movies with only in-game frames in them, since that means cutting out boring room tranxitions and item aquisition screens, which really break up the action. Therefore, I also think it makes sense to use these frames for timing. But I could easily produce a variant of the movie with real frames for timing if people want to see that. Or you could just use the comparison script, and see how it looks yourself. So far, I know that atleast one other person has gotten it to work, as I discovered through a video on niconico.