Attributes

  • Forgoes major game breaking glitches
  • Forgoes out of bounds
  • Aims for lowest real time / frame count
  • Abuses minor glitches and exploits
  • Takes damage to save time
  • Manipulates luck
  • Speed-Entertainment tradeoffs

Terminology

  • Energy Tank = E-Tank
  • Reserve Tank = R-Tank
  • Power Bomb = PB
  • Gravity Suit = Grav
  • Speed Booster = Speed
  • Charge Beam = Charge
  • Ice Beam = Ice
  • Wave Beam = Wave
  • Hi-Jump Boots = HJB
  • Mother Brain = MB
  • Corner Boost = C-Boost
  • Damage Boost = D-Boost
  • Shinespark = Spark
  • Crystal Flash = CF
  • RNG = Random Number Generation

Tools Used


Overview

This is a new classic Any% TAS of Super Metroid. It beats both the real time and game time of the previous Any% records by Taco & Kriole (2009) and Saturn (2011). The real time improvement is 3522 frames (58.7 seconds) whereas the game time improvement is 2 seconds, resulting in a real time of 37:39.1 and a game time of 22:36.
Many fresh optimizations were found during this run, and the run is the first to include exploits found last year such as Draygon underflow to obtain over 65k Missiles / Supers, and "bowling skip" to skip the cutscene involving the Chozo statue in Wrecked Ship before Grav.
As was the case with 13%, this was created on Lsnes, a more accurate emulator compared to snes9x v1.43 which the previous runs were created on. As a result, I lose 2-3 frames per door transition and have more lag to deal with in comparison.

Route Outline

For the purpose of performing Draygon underflow, the best boss order ended up being Phantoon -> Draygon -> Ridley -> Kraid, an order not seen before in runs. A handful of major items were able to be skipped as a result, including ones previously-thought-mandatory such as Wave and even Charge.
Similar to 13%, I grab the Brinstar R-Tank as it is required for performing bowling skip, and it serves as a replacement to one E-Tank for surviving MB's rainbow beam. The ammo choices before Wrecked Ship are the standard and obvious ones. I need two packs of each ammo type in order to perform underflow later.

Details & Improvements Per Area

Ceres -> Blue Brinstar

The same improvements that were recently made to the Any% ACE run exist here - the 1 frame improvement to the tile room of Ceres escape and the 4 frame improvement to the Construction Zone revisit.
Although not an improvement, I found a way to fall down the right side of Parlor that matches the speed of the standard left side descent.

Awakened Crateria

By having one of the rocks produced by a Skree strike Samus, thus causing Samus to blink, 1 frame of lag was removed in the door to Flyway. In this case, even though the Skree produces rocks both when it perishes and when it burrows, I had to slay it on a specific frame before it burrowed in order for one of its rocks to strike Samus in a location where c-boosts would not be missed.
Upon returning to Parlor after Bomb Torizo, the "ball pump" technique was applied to the Alcatraz tunnel and saved 2 frames, and I was able to open the door to Terminator a frame earlier.
The last pirate in Green Pirate Shaft was disposed of in order to save 20 energy.
Two Kago bugs were farmed right before the Brinstar elevator. It's surprising that this option went unnoticed for all these years, considering it only cost 12 frames to perform.

Green & Pink Brinstar

Applied a new method for collecting the R-Tank by farming enough ammo in the Main Shaft to open both red doors in succession.
A few enemies were farmed along the way to Red Brinstar to afford performing the bowling skip later.

Red Brinstar

The first d-boost in Hellway was optimized just enough to gain previously-thought-impossible subpixels, and barely reach the right door a frame earlier.
A frame was saved by perfectly centering the door leading to the first PB pack, and two more were saved by reaching it 2 frames earlier.
More impossible subpixels were obtained by optimizing the jump and d-boost right after collecting the first PB pack, thus saving a frame.

Wrecked Ship

Phantoon was dispatched 1-2 frames faster than the published Any% runs, all the while collecting more drops during the fight.
Phantoon's drops were in much more favorable locations than in previous runs, saving a whopping ~70 frames.
In the Attic, some lag was reduced during the PB explosion, and 1-2 frames were saved by performing a lower jump while double-striking the Kihunter and Atomic from below.
Slopekiller was performed above the West Ocean, but the result was equal in speed. Ball pumping in those tunnels saved 2 frames, its usual amount.
Despite all the farming and pausing involved to perform it, bowling skip saved 8-10 real time seconds. The third pause was performed to return brightness to the screen so that the audience could witness it in action (since otherwise, brightness would not have returned until obtaining Grav), which is the primary speed-entertainment trade-off of this run, costing 2-3 seconds.

Norfair

The Ice path was approached more efficiently by falling off of the elevator's edge, shooting the door open earlier, and centering the door.
A few frames were saved in the Ice section compared to Saturn's 14% Ice run.

Maridia

Better room optimizations than previous runs led to a handful of frames being saved.

Norfair

Clever strategies such as c-boosting / walljumping off of frozen enemies were implemented to save frames.

Lower Norfair

Even more spark strategies than before were used here - a spark was performed in every room from Pillars to Kihunter staircase, and a spark was performed after the steel pirates encounter to fly all the way to Ridley's Gadora instead of dealing with the enemies and acid.

Norfair Escape

The spark through the exit pillars and knockback from the Multiviola to reach the ledge barely worked without HJB.

Kraid's Lair

It turns out that it's faster to use a regular bomb instead of a PB in the first room by 2-3 frames, an improvement over Taco's Any% WIP in that regard.
Kraid's lag was reduced majorly by firing Missiles at the rocks from point-blank range, resulting in a fight that is 20-30 frames faster than the one in my 13% run.

To Tourian

The spark suit gained at Kraid was used to reach the platform below the door, high above Mt. Everest.

Tourian

All (or almost all?) of the rooms were improved compared to previous runs.
Skipping the Super Metroid with a spark was barely able to work in these conditions (Speed, no HJB, no Wave). Unfortunately, this skip was still 13 frames slower than 13%'s method (coincidental numbers), but was the only option given the conditions.

Escape

2 frames were saved compared to my 13% run.

Additional

As you would expect, the never-ending ammo obtained through Draygon underflow saved time throughout the remainder of the run.

New Techniques

Bowling Skip

By allowing the R-Tank to trigger automatically while in the Chozo statue's grasp, Samus will be freed and allowed to move freely during the cutscene (after being teleported backwards a few times).

Maridia Green Gate Mock Clip

This gate is possible to open by mockballing into a frozen enemy at low height by using the peak momentum value (3.49152) - which is present for only 1 frame - combined with a dash value of at least 1.20480. Not only is this route faster, but also conserves a Super Missile, since that is what green gates normally require.

Botwoon Skip

What happens if the game has to decide whether Samus should collide with a wall or a frozen enemy? Surprise! The frozen enemy has priority, making it possible to clip inside solid objects. Properly positioning the Zoas for performing this skip is much more difficult with only Ice.

Draygon Underflow

The game uses the same memory address for reducing ammo via CF as it does for releasing Samus from Draygon's grasp via the directional pad. Therefore, through proper spamming of directional pad inputs upon initiating a CF while in Draygon's grasp, ammunition amounts underflow, and a spark suit is gained.

Boomerang C-Boost

Same as boomerang ledgegrab, except performed while c-boosting. Not sure if this saved frames anywhere.

Boomerang D-Boost

Same as boomerang ledgegrab, except performed right before making contact with a damage source. This causes the d-boost's momentum to begin from 1.57344 (or 1.61440 if Samus had a dash value of 0.04096 prior to the d-boost) instead of the usual 1.16384 (non-spinjump) or 1.24576 (spinjump). This technique saved a frame when Samus was struck by the Rinka in the last Metroid room in Tourian.

Missing Echoes

It sometimes reduces lag to prevent Samus from gaining speed echoes. (see Speed Booster Hall and Tourian Escape Room 3)

Known & Potential Improvements

When the run was ~80% complete, Reeve and I figured out that, despite the utilization of bowling skip, Draygon underflow, et cetera, a KRDP route would still be faster than this route, although the approximate amount by which it would be faster is currently unknown.
That being said, the route showcased in this run has very little potential improvement, but I'll try to list a few:
  • Somehow manipulating Kihunters in Lower Norfair into better positions so that rolling underneath them is not necessary?
  • MB2's rainbow had a delay of 45 frames, which I'm satisfied with since I think it's lower than the delay in all currently-published runs, but it could be lower.
  • It might be possible to improve steam RNG during Tourian escape by 5-10 frames if a brute force search was performed for some time (potentially weeks).

Special Thanks

Thanks to EternisedDragon, Overfiend, Reeve, Taco, Total, previous TASers, and the speedrunning community.

feos: As I promised 3 years ago, the option to obsolete the "in-game time" run is now available. That has already happened when [1368] SNES Super Metroid by Taco & Kriole in 38:41.52 obsoleted [1075] SNES Super Metroid "ingame time" by Cpadolf in 41:02.40 by simply beating it by the IGT, and that's the case now again. The community generally approves of that scenario as well, so there's no issue with this.
Some people feel uneasy about the new glitch this run uses though: the underflow glitch that grants you a ridiculous amount of ammo. The previous runs had to manage that resource heavily, that being a part of the challenge, and now it's taken away after the point when the glitch is performed. So some expressed the wish to have "underflow glitch" and "no underflow glitch" as separate branches instead of "real time" and "in-game time". But that doesn't seem to be justified at all, firstly, because it's not that common an impression, secondly, due to lack of real arguments advocating such decision.
When two runs are published alongside each other, they should have significant difference that can be easily seen and clearly defined/explained, and the percentage of content overlap between them should be minimal. None of that has been proven to be true for "underflowed" and "underflowless" branches, as the only serious con is that the former feels less entertaining in that exact aspect of ammo management, and it's still very entertaining on its own. All the other content is conceptually the same: one has to beat the game ASAP without game breaking glitches, no other restrictions set. Moreover, as pointed out by the author: "Majority of the time saved comes from significantly better optimization and especially realtime optimization. Underflow was just berry on top of the cake." It sums up the lack of conceptual difference between these 2 suggested branches, since the greatest difference right now is in time saved due to things unrelated to "underflow".
So while this run has so much content overlap with the IGT one, it has just as much content overlap with the previous "no major glitches" branch. And in a situation when there are permanently so many branches of Super Metroid published alongside each other (which by itself isn't bad, as I said already in the thread), it becomes harder and harder to clearly differentiate between branches, so cross-branch obsoletion becomes unavoidable.
Another point that was brought up, aside from "feeling less challenging", was "feeling like a GT code". It sounds silly when you look at the technical details, but I'll explain our official take. It doesn't matter how many "cheap" resources a certain glitch can grant you. It only matters which way you access them. If you access them by entering a cheat code, you get rejected. If you access them by performing some actions that were proven to be a debug mode combination, you get rejected. If you glitch the game and enter the debug mode by corrupting memory, it's legit. This run doesn't even enter the debug mode of any kind, it just glitches a certain counter, that's all. Comparison to GT code is also invalid.
Finally, there's an argument that if "underflow" is allowed here now, all other branches will automatically demand it too, as well as the applicable Super Metroid hacks. While this seems to be true, as separating the "underflow" category doesn't look justified, I won't be setting any policies here, because the final decision can only be made when such a run is submitted and reviewed by the users and the judge.
Spikestuff: Publishi- ...dual obsoletion... Mother Brain.


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Am I reading this right and there's no serious reason to consider "no underflow" a separate category? Because no one gave a single pro.
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.
BigBoct
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I would like to see "no underflow" maintained, for a few reasons. I thought I had posted them, but let me go over them again. 1. To a casual viewer, underflow/rollover is cool for a few reasons. Bosses are sped up because you can spam Super Missiles on them, and the arbitrarily large amount of ammo the glitch gives you completely removes the need to manage it and also lessens the need for luck manipulation. 2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
Previous Name: boct1584
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boct1584 wrote:
On the one hand, I agree with Cpadolf that the new route in conjunction with the ammo rollover glitch was wonderfully entertaining. [/i]
boct1584 wrote:
2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
Try to decide :P
BigBoct
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Yeah, I'm kinda fickle. :p I'm trying to say that I feel both branches have merit.
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boct1584 wrote:
I would like to see "no underflow" maintained, for a few reasons. I thought I had posted them, but let me go over them again. 1. To a casual viewer, underflow/rollover is cool for a few reasons. Bosses are sped up because you can spam Super Missiles on them, and the arbitrarily large amount of ammo the glitch gives you completely removes the need to manage it and also lessens the need for luck manipulation. 2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
I suppose that in that sense it also diminishes the technical aspect of the run, as less work is required to make the TAS (less resource management, less luck manipulation, maybe less route planning...)
Aran_Jaeger
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Taco wrote: The real problem with Saturn's argument, the more I think about it, is that he's unable to justify IGT by itself as an interesting goal choice. By resorting to "it has a different route" or "it uses different strats" -- things that are true just by coincidence Yes, the latter may be true if the new route proves to be superior to what we currently have. Though the benefits of a more accurate and independent timer and higher move precision are still there and apply to any run regardless of route and item choice.
The In-Game Timer is objectively less accurate in regards measuring time than real-time, since the for SM available Arbitrary Code Execution allows to manipulate the IGT to any value or behavior one wants. Good luck on manipulating the real-time in any way. Even though the IGT may be emulated perfectly (on newer emulators, not snes9x 1.4), which isn't proven either, problems like this are not an issue for real-time purposes. And as mentioned before, input precision definitely needs to be higher if you want to optimize real-time as opposed to IGT, so your ''higher move precision'' statement is just false. And in regards timing independency, the higher the accuracy of emulators (or versions) the more the real-time optimizations will converge to the same aswell, not just for the IGT for which this may happen faster or earlier in regards emulation progress due to it being more lenient in regards emulation errors. Cpadolf isn't defending IGT either, even though he optimized it.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
BigBoct
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Warp wrote:
boct1584 wrote:
I would like to see "no underflow" maintained, for a few reasons. I thought I had posted them, but let me go over them again. 1. To a casual viewer, underflow/rollover is cool for a few reasons. Bosses are sped up because you can spam Super Missiles on them, and the arbitrarily large amount of ammo the glitch gives you completely removes the need to manage it and also lessens the need for luck manipulation. 2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
I suppose that in that sense it also diminishes the technical aspect of the run, as less work is required to make the TAS (less resource management, less luck manipulation, maybe less route planning...)
Exactly.
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As it's already known, it was found that the route Taco was going for is faster than the route used for this run, and it was also found that collecting 1 Super Missile pack in early game instead of 1 in Wrecked Ship (right before Torian) allows using Underflow for Taco's route in favor of skipping Plasma. Underflow would save between 20 and 30 seconds over an Underflowless run. Thing is, although this run is different from the ones in the site, the fastest route would be the same for Underflow and Underflowless, with the difference of just picking up a different Super Pack and skipping or not Plasma. Considering this situation it doesn't seem worth it to have both cats published. If TASvideos decide Underflow does no harm to the any% branch then this run should obsolete both runs in the site and a new Underflow run would obsolete this one. It will make no sense that someone goes for an Underflowless run using Taco's route to obsolete this run in the future knowing that using Underflow for the same route would be, maybe, 30 seconds faster, considering the site is already ok with Underflow. Edit: Now, if TASvideos decides to reject this run for using Underflow, then Taco's route without Underflow would obsolete both any% runs in the site when done.
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Suggested screenshot Frame 90063 http://imgur.com/a/o9F1v
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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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Link to video
I prepared an auxiliary video. I uploaded video that visualized Controller to youtube, but I stopped visualizing Super Hitbox in order to avoid more information. Unfortunately in Japan the retro game boom is over but I feel happy that my favorite game activity is still being done.
I start a text using a translation tool. I peruse and understand movie for illiteracy except Japanese.
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Just reiterating that I can't see a reason to ban underflow in vanilla Super Metroid in any%. Note that this may well be different in other games on the engine, and other categories (in particular, I'm very much in favour of banning it as part of the low% category definition). I don't think there should be a particular reason to assume that just because a glitch is allowed in one category, it should be disallowed in another. Disallowing glitches in any% is always going to be arbitrary and contentious, no matter where you draw the line. In other categories, however, you get the most entertainment from choosing a ruleset to set them apart. (I'm reminded of the "no backwards long jumps, no sequence-breaking the overworld" category in Super Mario 64, which is arbitrary but defensible as it leads to a very entertaining run that's notably different from both the any% and 100%.)
Post subject: Movie published
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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. ---- [3362] SNES Super Metroid by Sniq in 37:39.10