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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Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I eagerly await submissions for: - 100% ingame time runs (of course there has to be two, one using this glitch and one without) - 100% real time run using the glitch - A glitched (NBMB) ingame timer run - A new low 14% (or is it 10% now?) run This was not a serious response. Just a very sarcastic one.
Living Well Is The Best Revenge My Personal Page
Player (121)
Joined: 2/11/2007
Posts: 1522
Just wanted to add that after watching this that this is my favorite SM run :) I've never really been a big fan... this was sweet though. Congrats Cpadolf, hero, Kejardon and whoever else helped with this craziness!
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
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
YES big yes! love that an actual any% run is available!
Has never colored a dinosaur.
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
You pre-saved Samus' whereabouts (Norfair and Tourian) to straighten up the glitches, right? What would happen if Samus used the x-ray scope at Mother Brain's area while that place was still glitched out?
Joined: 7/1/2008
Posts: 272
the first problem i see here is that this run is marketed as both a low% and an any% run. low% =/= any% in every case. low% completes the run with the bare minumum of resources. any% completes the run with a number between, and not including, the minimum and the maximum. when an low% is faster than an any%, only then is the any% obsolete. but when the any% is faster, the low% exists as a seperate category. now while these definitions above would seem that this run obsoletes three runs, the exception here is that this is heavily glitched. so all runs are able to coexist. so the only issue i see here is whether the 14% should stay as a "low%, nonglitched", or if this "6%, glitched" run should obsolete it. both sides have posited relevant claims. and my words above back the "keep" option. however, i'm still somewhat divided on the issue. it isn't as black and white as 16 Stars vs. 1/0 Stars. but what i'm trying to get across here is that this should be the only argument. both any% runs should not be in any danger, as this run differs from them so much. awesome run, by the way.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Perhaps, we just make it obsolete whatever categories it currently obsoletes (in the same way Princess-only run of SMB2 once obsoleted any-fastest run). Later, if a low% movie is made that is longer than this run but has lower %, it could be branched again. So, this movie would obsolete http://tasvideos.org/1073M.html , http://tasvideos.org/260M.html and http://tasvideos.org/1075M.html , but not http://tasvideos.org/817M.html . 1073M: any%, real. Also this movie's goals. 260M: low%, real. Not this movie's goal, but this movie beats it in this category nevertheless (lower collection percent, and faster than any other attempt on that percent). 1075M: any%, ingame. Not this movie's goal, but this movie beats it in this category nevertheless (smaller ingame time). 817M: 100%, real. This movie does not accomplish 100%, so cannot obsolete. Arguments against: 1073M: Final boss is skipped, lower entertainment density. 260M: Not this movie's goal. 1075M: Not this movie's goal. The final boss is still seen in the 100% movie. For those looking that experience. If the 100% movie is eventually changed to skip the final boss, then the issue becomes different. At that point, it might make sense to make some kind of sightseeing movie. As for the "not this movie's goal" question, that is resolved by paying attention to the fact that this movie will not be called "any%, ingame" or "low%". It is still a "any%, real" movie. It just happens to obsolete the movies for those other branches by accomplishing their goals better than they do, despite not specifically aiming for that particular goal.
Joined: 5/21/2008
Posts: 32
The other Any% real speedrun show boss sequence, item collection, selected path, and all sorts of fun wankery (like mocking Crocomire as he leaps up from the lava) set it so far apart from the 'Doortrick' speedrun that this does I don't see how it could possibly obsolete it. Entertainment and speed are the two keywords here, and in a lesser game I could see the point being made, but Super Metroid is a fantastic game and I love having a bunch of different videos of TAS of it. Speak honestly - if we knew about the save-file garbage data and the X-Ray in a door shifting trick in the early days of TASing, wouldn't we still have an Any%, Low%, and 100% speedruns? I vote that it stays as it is, but we give it a new name for how crazy-different it is, much like the 'glitched' Zelda 3. EDIT: Personally I'd say each movie should fall under "Boss skip/not boss skip" with this trick and go from there.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
Is low%, real time the same as any% real time with this glitch, or can items be further skipped costing time? Does it seem like going out of bounds will speed anything up in the 100% run?
Joined: 10/1/2007
Posts: 52
Great run guys. I was sort of hoping for your 100% run, but I enjoyed watching this. Definitely the pre-xray room and the big metroid room were the two highlights of this run for me. Its a shame that what may look simple in real-time can be extremely frustrating and time consuming in frame advance.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Kirkq wrote:
Is low%, real time the same as any% real time with this glitch, or can items be further skipped costing time?
No, getting additional items will not speed this run up, nor is it possible to skip more at the moment.
Kirkq wrote:
Does it seem like going out of bounds will speed anything up in the 100% run?
Might be possible for in-game, but likely not for realtime (I don't really see how several additional room transitions + death cutscene + saving/loading cutscenes + intro screen + x-raying up the wall will turn out any faster than just fighting MB with all beams).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
moozooh wrote:
Might be possible for in-game, but likely not for realtime (I don't really see how several additional room transitions + death cutscene + saving/loading cutscenes + intro screen + x-raying up the wall will turn out any faster than just fighting MB with all beams).
That's being narrow minded, we don't do that here. Here we try to find how else we can apply glitches, as opposed to the single location where we first saw it. The X-Ray stuff for an example might be used as a shortcut to reaching the bottom of large rooms.
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.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
When you come off your high horse (and only then), be sure to go and check how much time it takes to get into the wall and climb it somewhere where it's actually useful. So far only one such place has been confirmed: the gravity suit room break-in. This particular glitch has been known for ages, mind you. The MB skip warp requires a very elaborate setup I described up there, there is another way to trigger it, but it's even longer. I mean, sure, test it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Well, when it comes to doing 100%, there is no reason to go into Tourian at all, you can trigger the end game sequence in Corneria after you get 100%, but that's besides the point. I'm sure someone one day will find something else clever to do with the glitches exploited here.
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.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
moozooh wrote:
Might be possible for in-game, but likely not for realtime (I don't really see how several additional room transitions + death cutscene + saving/loading cutscenes + intro screen + x-raying up the wall will turn out any faster than just fighting MB with all beams).
It's at least a minute faster in realtime, probably 1:30. Ingame it's ~2:40-2:50 faster. We will fight motherbrain in the 100% run, as we do not want to skip that part, but we will also probably make a alternate smv which uses the in realtime slow way of activating the glitch, just to see what ingame time could be reached (00:33 could be possible as I was able to get 00:35:05 in a testrun starting from JXQ's 100% run). Maybe even a third smv will be made using space/timebeam, just so that it has been done.
Agare Bagare Kopparslagare
Joined: 8/7/2006
Posts: 344
Nach wrote:
...Corneria...
Uh... Crateria? Or is this now a Starfox thread. :O
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
ShadowWraith wrote:
Nach wrote:
...Corneria...
Uh... Crateria? Or is this now a Starfox thread. :O
Yeah sorry, got my video game locations mixed up 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.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Bisqwit wrote:
So, this movie would obsolete http://tasvideos.org/1073M.html , http://tasvideos.org/260M.html and http://tasvideos.org/1075M.html
I'm not so sure that would be such a great idea. The supermetroid runs are enormously popular, and basically dropping them all out would probably not be a praised move. I still can't understand what's so wrong in having a glitched and "non-glitched" (by some proper definition of the word) version of the any% run. Other games have them too.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
There would be no problem, but the trouble is (as I understand it) that the ones it looks to obsolete are not actually "non-glitched" so calling them that would be wrong. In order to justify them not being obsoleted, a really strange and arbitrary list of allowable glitches would have to be drawn up. This might be kind of lame for the obvious reasons, so we shouldn't lower our standards by retro-activly re-defining the rules of a published run. oddly reminiscent of the 16-star mario 64 situation, that it makes for entertaining runs, but defining the goals makes it sound too arbitrary.
Has never colored a dinosaur.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
You really only need to make one restriction, no out of bounds traveling/no X-ray climbing/no major skips/whatever you would want to call it, and this whole run becomes completely impossible, and the other any% runs becomes legit.
Agare Bagare Kopparslagare
Joined: 4/3/2005
Posts: 575
Location: Spain
If there are to be kept for entertainment purposes, they should be remade, IMHO. I know for the Super Metroid thread that many "entertainment for speed" trades were done on the last "any% in-game time" run. Right now, what's on the "any% real time" run that cannot be found on the "100% items" run (which also has a wonderfully animated input)?
No.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Twelvepack wrote:
In order to justify them not being obsoleted, a really strange and arbitrary list of allowable glitches would have to be drawn up.
It hasn't been a problem with Zelda:ALttP nor Rygar. Why should it be a problem in this case? Sure, in those two examples the rules are, strictly speaking, also "arbitrary", but IMO not so much. They make sense and allow for two enjoyable versions of the run.
Joined: 7/1/2008
Posts: 272
Bisqwit wrote:
It is still a "any%, real" movie. It just happens to obsolete the movies for those other branches by accomplishing their goals better than they do, despite not specifically aiming for that particular goal.
it's not an any% by definition, as it collects the lowest possible amount of items. i do see what you mean though; that this could obsolete the any% altogether if a glitched any% run were to be made. i think i've made up my mind where i stand on this. i believe this run should just be called "glitched" and nothing else. and it shouldn't obsolete any of the three runs in jeopardy, because they are not glitched to the same extremity. like how Castlevania: Circle of the Moon and Aria of Sorrow have glitched runs and nonglitched runs.
Joined: 1/23/2006
Posts: 352
Location: Germany
How about "kills the 5 main bosses"? Seems like a valid goal to me unless we can break the fights so much that "killed" is not possible to define.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
There are a bunch of runs of this site that are categorized as "glitched". Contra 3, Alttp, Yoshi's Island, to name a few. I think we can all agree that the glitches used in this run are enough to warrant a separate publication as a "glitched" run. Technically it should not obsolete the 14% run, because that run does not abuse game breaking glitches. I am however not opposed to seeing this obsolete the 14% run, because I do not believe that the 14% item restriction makes for an entertaining movie. The route is almost identical my any% run with the exception that a couple beams are not collected. I also think that the 100% run should not use game breaking glitches either, despite the huge amount of time they might save. If it helps to alleviate any fear of "too many super metroid runs!", it should be known that Taco and Kriole are now working on a new any% run. This new run should theoretically obsolete both my run and Cpadolf's run. They will be aiming for real time, but at the same time will also manage to tie the in-game run's in-game time. Two movies obsolete for the price of one.
They're off to find the hero of the day...
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Warp wrote:
It hasn't been a problem with Zelda:ALttP nor Rygar. Why should it be a problem in this case? Sure, in those two examples the rules are, strictly speaking, also "arbitrary", but IMO not so much. They make sense and allow for two enjoyable versions of the run.
"glitchless" sounds less arbitrary then what would be needed to make the current runs qualify. The problem is you would need to define a list of allowable glitches, and a list of banned ones. Or go with the all bosses idea, though some of the same out of bounds movement may still help for that.
Has never colored a dinosaur.
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