Details

  • Visual Boy Advance 1.7.2 re-recording v20
  • Aims for fastest time
  • Collects all items
  • Takes damage to save time
  • Abuses programming errors in the game
  • Manipulates luck

About the run

This is an improvement of 2142 frames, or just under 36 seconds, over Dragonfangs currently published movie. The improvements comes mainly from greater optimization in movement, and some from better ammo management. Some also comes from aiming for realtime instead of ingame time, this essentially means that I sometimes have to optimize door transitions to scroll less, avoid some lag, and taking a Super Missile and a missile earlier in Norfair to avoid two extra door transitions during the cleanup. I had hoped to improve the run more, but Dragonfangs run turned out to be very solid, especially as far as room strategies goes.

Notes copy-pasted from the old run

  • Exiting a spin jump will still keep your vertical momentum unless you shoot.
  • If exiting a spin jump without shooting and while rising, you'll still rise for a frame regardless if you hold jump or not, if you then press jump again you'll start spinning again and still rise. I can't actually remember ever using this for time saving purposes.
  • Exiting a spin jump positioned the right way under a ledge, you'll get pushed down a bit, and since you don't lose any vertical momentum by exiting a spin jump you can save a bit of time.
  • Doing the "corner boost" at a certain place in Chozodia made a part of the room load incorrectly. But it's just a visual glitch and can't be used for anything.
  • The horizontal movement of all of Samus's projectiles are related to Samus's movement, so if you move in the same direction of a missile it will move faster to keep itself away from Samus, avoiding a doppler effect. This same technique can be used to "curve" shots by shooting diagonally and then moving sideways.
  • If multiple projectiles hits an enemy, all of them will do damage. This is only really useful against the Brinstar Worm/Charge Beamst/Boss right after missiles that drop the charge beam.
  • Shooting while turning around cancels the entire turnaround animation, speeding up a turn by quite a bit.
  • Starting a spin and shooting at the same time makes the shot appear at the bottom of Samus's sprite instead of at the arm cannon.
  • Morphing and shooting at the same time fires the projectile at the back of the Morph ball sprite.
  • After the Chozo ghost battle it usually locks you in place before transforming you to your full suit. But if you turn around during a certain time frame of about 4 frames you can move freely again and the rest of that scene still plays out the same. If there happens to be any stun pistol shots left on the screen when the you've got the suit for real, they'll turn into garbled plasma sprites.
  • Power Grip is usually way faster than other forms of vertical movement(shinespark excluded) because there is only a single frame without upwards movement.
  • There is a "sticky walls" effect when spin jumping. In other words, if you touch a wall while spinjumping and then try to move away from it, you accelerate way slower than you would if you haven't touched anything. Most likely there to make wall jumping easier.
  • Space Jump removes the ability to Wall jump, which would've been faster if there's a wall nearby. But at the same time, Space Jump removes the sticky walls effect.
  • Ingame time still runs during the "Item get!" popup.
  • Mother Brain will usually only take 5 missiles or a super before closing its eye to charge a beam. But there is a short amount of time right after a beam is fired where she'll accept damage anyway.
  • Bosses in this game die too fast :P
  • The frame you start spinning will always be the same velocity as the frame right before it. This can be used to maintain running velocity for an extra frame when you run of an edge. In addition to this, releasing the direction you're running at the right time will cause Samus to slowly decelerate instead of immediately slowing down to normal aerial velocity. These two can be used in conjunction. To produce the best result, you should release the direction right when you leave the edge then hold nothing for 2 or 3 frames, then spin.
  • During the first frame of the aerial turnaround animation, Samus will continue to rise regardless if you're holding the jump button or not. This can be used to go from a straight jump to a spinning jump without stopping in midair.

Thanks to

Huge thanks to Dragonfangs for his previous submissions, which helped greatly in the making of the run, as well as pointing out that it would be faster in realtime to pick up the stuff in the "scroll-glitch room" before the cleanup after getting your suit back. Thanks to P.JBoy for helping me to get the GBA memory watcher to work on my computer (there was some weird error I couldn't figure out). And thanks to various people for poking me to get the run done :p

Baxter: Very good optimizations, accepted as an improvement to the published movie.
OmnipotentEntity: Encoding.

Joined: 11/2/2009
Posts: 2
Location: Oulu
yeah its was nice 1 indeed vote YES
Real.. Are you Sure
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
That was a great improvement indeed...except I can't even remember a scent of the previous run, yes vote. :P
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
mklip2001 wrote:
PJ Boy, do you think there's a chance that you'd want to team up with someone like cpadolf to finish a 9% run? That kind of run would be amazing, even on Normal mode.
Gee, I dunno. I think I would actually go along with something like that; that would most definitely keep the optimisation levels high, as well as keeping perseverance up. I don't think I'll ever be able to match the boss fights I managed to pull-off in the one I done 3 years ago though
Skilled player (1432)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
P.JBoy wrote:
I don't think I'll ever be able to match the boss fights I managed to pull-off in the one I done 3 years ago though
Because of luck?
Agare Bagare Kopparslagare
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Well, it was specifically Ridley and the Metroids. Ridley was good because of the awkward ways I had to get the pick-ups because of where I shot the fireballs, it just made the fight more intense. The Metroids were good because of how you're almost firing constantly, you have to shoot many Metroids at the same time, whilst firing at Rinkas; having to get those Rinkas in the right place at the right time; and in the final room where you have to use the Metroids as platforms to get back up the room. The flow of it all is just great, and I know if I do it again it'll be completely different, better perhaps, who knows
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
One of the best runs got better. Thank you!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Excellent run. It both entertained me and reminded me of why I love to hate this game.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Superb run! Even the boring areas are made entertaining, with all the excessive shooting and twitching. Everything in this run has that nice Cpadolf smoothness to it :D Great job dude. Also it seems you are now a Judge, congrats man!
They're off to find the hero of the day...
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Yeah, any improvement is going to be pretty impressive. I'm just glad you also went to the trouble of making any waiting period something worth watching. Easy Yes vote.
hi nitrodon streamline: cyn-chine
Joined: 9/7/2005
Posts: 143
Location: Las Vegas, Nevada, USA
Voting yes, but I'm somehwat disappointed that the suitless sequence didn't have perfect stealth. I would consider that a speed/entertainment tradeoff.
This guy are sick.
Tub
Joined: 6/25/2005
Posts: 1377
Perfect Stealth is slow. You often have to wait for enemies to pass or turn around. Any speedrun or TAS will raise the alarm a couple of times, always in the same places.
m00
Publisher
Joined: 4/23/2009
Posts: 1283
Very nice run. Encoding. Should be up tomorrow
Publisher
Joined: 4/23/2009
Posts: 1283
Here is the encode: http://www.archive.org/download/CpadolfsGbaMetroidZeroMissionIn10108.0/Cpadolf-Mzm100.mkv http://www.archive.org/download/CpadolfsGbaMetroidZeroMissionIn10108.0/Cpadolf-Mzm100.mp4 http://www.mediafire.com/download.php?y2lmztzwd3m Edit: Posted file is not muxed with "no_simpleblocks" (thanks Raiscan for the tip), reuploading a fixed version shortly. Edit 2: Link updated. Will post also to mediafire (if possible) Edit 3: File too big to upload to mediafire =( Edit 4: The posted encode still has problems in VLC, so I've posted a MP4 version as well.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14889
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1380] GBA Metroid: Zero Mission "100%" by Cpadolf in 1:01:08.00