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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TASVideos Grue wrote:
om, nom, nom... want more!
HAHAHAHA oh god
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
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2202] SNES Super Metroid "low%, Ice Beam" by Saturn in 42:37.13
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This publication gained 35 rates while still being a submission. Some people may want to revise their votes, which look obviously biased.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I gotta be honest, I voted yes less because of the run, and more because I would LOVE to see a lot more "legit conditions" runs. Some TAS here are so glitched that I don't even feel like I'm watching the same game. Later: Okay... I may have been wrong, watching the run here I've come to the conclusion that this type of category - which I desperately want to exist - needs to nail down a very specific understanding of what a "glitch" is. So far I've still seen phasing through immobile enemies and I continue to see running super fast by pointing at a downward angle repeatedly - which can't possibly be an intended effect. These are glitches, no? Phased through a platform... phased through ANOTHER platform... and again (sigh)... okay so a lot of times. Wish I didn't vote yes, sorry Saturn, I can't agree even briefly that this submission is "glitch free".
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ZanasoBayncuh wrote:
Okay... I may have been wrong, watching the run here I've come to the conclusion that this type of category - which I desperately want to exist - needs to nail down a very specific understanding of what a "glitch" is. So far I've still seen phasing through immobile enemies and I continue to see running super fast by pointing at a downward angle repeatedly - which can't possibly be an intended effect. These are glitches, no?
Yes, they are. I would also be interested in seeing a fully glitchless run - partically because that would provide an exact measurement of how much time the glitches save. But it is hard to formulate a precise list of what is a glitch - what the developers intended and what they did not. How about things like moving quickly by using damage boosting, or stopping on a dime, or gravity jumps, etc.? So quite a lot of subjective judgment would be involved in such a category. On the other hand, many other categories are pretty subjective too, like those for fighting games. So I guess in practice we would find out how acceptable such a category is when somebody actually makes a submission.
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amaurea wrote:
ZanasoBayncuh wrote:
These are glitches, no?
Yes, they are.
I'm not sure it's all that clear-cut. There are things that can be done only by using superhuman timing and accuracy (at least if you want to do every single time without a miss), but that doesn't necessarily mean it's a glitch. If you hit a bullseye dead-center 100 times with 100 shots, that requires superhuman accuracy, but it's not a glitch. A glitch is a bug in the game. Some bugs can be triggered only via superhuman accuracy, but that doesn't mean everything that can be triggered only via superhuman accuracy is a glitch. The line between what can be considered a true glitch and what not can be really blurry. Also, from an entertainment point of view, is it really all that bad if a glitch that doesn't break the game or allow for any unintended shortcuts (but just allows the playable character to eg. run slightly faster) is used? Not using such a glitch is dubious from all possible points of view (entertainment, technical, and anything else.)
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Yeah, the glitches that are avoided in this run are the ones that "completely" break the game -- mostly related to the X-Ray Climb glitch used in the "glitched any%" run. The difficulty with a true glitchless run is in pinning down exactly what qualifies as a glitch. Especially since the entire game is crafted with sequence breaking in mind, which means that it is very hard to get yourself truly stuck -- thus, it's hard to abuse a specific glitch in a way that clearly says "this was not intended". For example, we can be reasonably confident that the creators of the game did not expect players to turbo-fire the aiming buttons to move faster -- but at the same time, there must be some reason why the aiming buttons move you. Surely the default would be for aiming to do nothing to your position? Is it intended that you not lose speed if you hit the ground while going through the morphing animation? That trick (the mockball / speedball trick) can be used to retain speed while in morphball form, which isn't normally possible and allows some sequence breaks. But it's handled very cleanly -- you're making a softer landing! My guess here is that they coded the morphing animation to ensure that you don't bounce when you land during it (since that would look weird) and the retaining of horizontal velocity was a side-effect that they didn't really care about one way or the other. Breaking through platforms the wrong way, using morphball to phase through kagos (stationary hive enemies), and using the Crystal Flash to get embedded in terrain are all pretty clearly glitches of some kind...but still, you're basically saying "I want someone to break this game wide open, but not in that way." Warp: note that the armpumping that allows for faster running also allows the player to skip past some barriers that normally require speedbooster -- thus, the faster movement is not completely without consequence. In particular, you can get early super missiles through that technique. However, the mockball also allows a similar effect (and is how unassisted speedrunners usually perform that particular sequence break), and I believe there's also a way to make it through using a very carefully-timed spinjump.
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Many many MANY years ago I did it a fourth way - by crouching and uncrouching with near-perfect timing.
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Awesome run. It is clear that the strats are outdated though. Would like to see an updated version if anyone is willing to make one *wink wink Saturn*
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Derakon wrote:
For example, we can be reasonably confident that the creators of the game did not expect players to turbo-fire the aiming buttons to move faster -- but at the same time, there must be some reason why the aiming buttons move you. Surely the default would be for aiming to do nothing to your position?
I'm 95% sure it's just a simple oversight by the designers, but only someone like Kejardon would know for sure.
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Aiming at an angle doesn't make you move faster per se, it just pushes Samus forward by a single pixel every time her arm cannon changes position. By doing it at 30 Hz you're effectively adding 1 px/frame to your movement speed, even though the game still considers Samus to be running at her usual speed. It could also be (and actually is) used in realtime runs as well, just not exactly as effective. I have no idea what stood behind that design decision, but it seems very likely that stopping on a dime is another of its side-effects.
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creaothceann wrote:
Derakon wrote:
For example, we can be reasonably confident that the creators of the game did not expect players to turbo-fire the aiming buttons to move faster -- but at the same time, there must be some reason why the aiming buttons move you. Surely the default would be for aiming to do nothing to your position?
I'm 95% sure it's just a simple oversight by the designers, but only someone like Kejardon would know for sure.
The game stores Samus's position in memory. That value is, as I understand it, incremented / decremented when you aim while running. It requires specific action by the game to make that modification, so someone thought it was needed. I do think that the devs probably didn't consider the implications of someone turboing the aim buttons to "run faster", but we can't call every unintended consequence of the code-as-written a "glitch". Most of the time such things are just emergent behavior.
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I feel like for something to be a glitch it has to go outside the normal, expected game mechanics. Otherwise something can just be called a trick or an abuse of game mechanics. Turboing the aim buttons to move faster, or stopping on a dime, or the mockball trick, are all really just taking advantage of existing game mechanics that a normal player could potentially encounter. When you abuse the game mechanics, even if you skip major parts of the game, you are still playing within the game's abstraction, and it is essentially still the same game, just with different speed/movement or a different sequence of events or whatever. A glitch becomes a glitch when you are doing something outside of the assumptions placed on the game world. Even though the game program happily continues, the abstract world the player lives in is changed. A trick is a better way of playing the game, but a glitch is a new way of playing it. Just my two cents, anyway. This is definitely a tricky topic and I'm sure other people will have totally different views.
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Was it necessary to obsolete the completely unrelated ingame any% with this run, despite it following one of the most traditional goals of lowest game clock completion in legit/glitchless conditions? I thought there was a Vault section that apparently exists for TAS-records where this run would exactly fit in, if not anywhere else.
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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Saturn wrote:
Was it necessary to obsolete the completely unrelated ingame any% with this run, despite it following one of the most traditional goals of lowest game clock completion in legit/glitchless conditions? I thought there was a Vault section that apparently exists for TAS-records where this run would exactly fit in, if not anywhere else.
I believe it was mentioned in the forums that it's in game real time for vault records. Brb, off to find that post. Edit: Here
adelikat wrote:
Out of 1000 currently published movies, there's been 3 in-game timer any% runs that I know of, Super Metroid and 2 Punchout games. I think it is safe to assume realtime. Should it ever come up, we could maybe make an exception.
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I see, thanks. Too bad, as the gameclock completion is the primary source for time measurement for most of the Super Metroid speedrunner, thus surely more familiar to the potential watcher than a time that can vary solely to different emulation behavior.
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'm an idiot, it wasn't intended, sorry. Err, looks like I can't undo the misobsoletion myself. EDIT: looks fixed now. Phew.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Err, looks like I can't undo the misobsoletion myself.
Fixed.
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feos wrote:
I'm an idiot, it wasn't intended, sorry. Err, looks like I can't undo the misobsoletion myself. EDIT: looks fixed now. Phew.
Oh great. What's next? An ingame/real time version of each and every branch of popular metroid games?
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Of course. After all, it's
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natt wrote:
Of course. After all, it's
Oh of course, it's because its a popular game. I'm sure this applies to not-as-popular games too. Oh wait.
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You are trying to find hypocrisy by linking an example of the "old system" vs the new one. In this new system, the Moon category is not restricted on category choice. The acceptance of this movie is a precedent setting example of this. However, the Moon requirement demands audience approval. So yeah, if there is 50 categories for SM because the audience loves every one of them, fine, they get published. If the audience does not like them, they don't. That probably means popular games get more categories. To be clear, if you take issue with that, then you are taking issue with the submission viewing audience, not the judges decisions.
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This is getting more tangential, but I, for one, really don't appreciate the need to bash popular games for their large(r) amount of TAS categories when your beef is with the low amount of categories for less popular games. So, instead of pushing for better awareness of these less popular games and generally being helpful and a good sport, people rather tend to become scornful and envious, their message becoming akin to, "I have suffered for my preference, why mustn't you?" And people who have beef with popular games just because they're popular, I don't understand them whatsoever. God forbid having fun.
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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adelikat wrote:
However, the Moon requirement demands audience approval. So yeah, if there is 50 categories for SM because the audience loves every one of them, fine, they get published. If the audience does not like them, they don't. That probably means popular games get more categories. To be clear, if you take issue with that, then you are taking issue with the submission viewing audience, not the judges decisions.
I have no comment except for if there ever happens to be like 50 categories for SM or any other game, I wish TASer's good luck optimizing every one of them. :P
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jlun2 wrote:
I have no comment except for if there ever happens to be like 50 categories for SM or any other game, I wish TASer's good luck optimizing every one of them. :P
Ironically, Super Metroid is so well-understood that the standards for an "optimal" run are waaaaay tighter than they are for most games.
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