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Alter`s Metroid II 100% in 0:55 (ingame timer) / 206969 frames

There is no previous run of Metroid II published.
This run aims for the fastest time with 100% item completion, including optional and unneccesary items (such as the springball, all beams and energy tanks.).
The emulator used is VisualBoyAdvance 1.7.2 rerecording v19.3. The run starts from power up.

The game

Not as popular as Super Metroid or the GBA games, Metroid II is still a game liked by many for it`s unique atmosphere and the famous Metroid game play. Many things are similar to other Metroid incarnations, while others differ (weapon acquisition, physics...). I loved the game as a kid, so I decided to try my first TAS with this.

Techniques used

First of all, the "Select-glitch" (A glitch that allows the player to open unintended paths by pressing select at certain frames) has not been used. No programming errors are abused, however I am not sure if some of the techniques are actually intended by the programmers, or are glitches (see below).

The Morphball

As opposed to the first submitted version, rolling instead of walking is only used until I obtain the Varia suit. Running with the suit is as fast as rolling, obsoleting rolling for a good part of the game. Thanks to moozooh for finding this out.
So this is all only valid until acquisition of the Varia suit:
The most important item for speeding the game`s completion up in Metroid II is the morphball. It is the fastest way of horizontal movement (walking [without the Varia suit as we now know ><], jumping and the spiderball all being slower, in that order), so whenever possible (or feasible) horizontal movement is done with the morphball.
The morphball has several drawbacks:
  • The main weapon cannot be used
  • Morphing into a ball takes one to two frames
  • Falling more than 1 block causes the ball to bounce, resulting in slower movement (which can be cicumventet by unmorphing for one frame)
This is still valid fot the whole game:
Another property of the morphball unique to Metroid II (compared to other Mertrooid games of course) is mid-air-unmorph-jumping(tm). When leaving the ball form while jumping or falling, Samus can start a jump for a few frames, just as if she was standing on solid ground (spinning is not possible however). This allows for some interesting movement. This might be a glitch rather than an intended feature.

Jumping

As jumping is a rather slow type of horizontal movement (but the fastest vertical) it is avoided as much as possible. That means, all jumps take place in an as short time as possible, which is not easy in this game. Before Samus passes half her maximum jump height, the jumping movement can be canceled by releasing the jump button. But if she passed half maximum height, she will execute a jump at maximum height, which takes time if in horizontal movement.
Several techniques are used to avoid that:
  • Kneeling before a jump reduces maximum height
  • Using the morphball in various ways (jumping, falling, spiderball) before a jump
  • Taking damage to gain height before the actual jump
By moving horizontally for one frame, and then jump without holding any direction, Samus immediately rises up some pixels, saving a few frames on almost every Jump and a lot of time overall. This, again, might be a glitch.

Cutting corners

By jumping at the very end of a ledge at the right frame, Samus can cut almost any corner, making her fall at maximum speed immediately. This is used extensively to cut airtime and thus move faster overall. This is likely to be a glitch.

Taking damage

Just like the mid-air-unmorph-jump when Samus takes damage from any souce but acid, she will be able to jump without being on the ground (and be repelled away from the source of damage before that, pushed upwards). This is used whenever possible and feasible while moving upwards. This might also be a glitch.
Every time an energy tank is collected Samus`s health is fully replenished, which makes collecting health from enemies unnecessary (still happens sometimes, but at random).

Weapons

Hardly any enemies except the obligatory Metroids are killed in this run, so weapons aren`t used much. I kill some enemies when it's not slowing me down, but most go unharmed. By far the most used weapon is the missile, necessary for killing Metroids.

Route changes

I use the acid dive sequence break, allowing to save a lot of time that would be needed to backtrack. I skip some refill stations. Still, nothing spectacular here, but there might be no better route without resorting to the select bug.

Tools

Apart from the rerecord VBA version I used Maximus`s TAS Movie Editor to splice together the final movie. Mad props to him.

Notes and thanks

This is the second version of my run, and if I may say so myself, a much improved version. I'm still new though, so as last time: Please criticize away.
Thanks to fellow Metroid II TASer Cardboard & moozooh for testing and commenting, as well as everybody else following the topic.

adelikat: Accepting for publication alongside with the any% run.



Player (206)
Joined: 2/18/2005
Posts: 1451
"Hey Alter, alles klar?" :-P Very nice run! I especially liked the damage taking continuous mid-air jumping, and how you fought the last 4 or 5 Metroids (the ones that require around 30 Missiles to kill) by pushing them with the Screw Attack in a position so that you can shot them many times in a row. Also it was weird to hear the Screw Attack sound on some jumps althought Samus wasn't even doing a Spin-Jump. :-) I enjoyed watching this run and remembering old times while playing this game myself, and except the very random and hard to optimize first Metroid fights which might be slightly improveable, I couldn't see any mistakes at all. YES vote of course, and respect for doing such a good TAS on your 2nd attempt already, Alter!
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
Experienced player (828)
Joined: 11/18/2006
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After seeing Cardboard's run it felt to me like this one could be improved, but I'm not sure by how much. I know there's at least a few seconds from manipulating metroids closer to doors to prevent the explosion animation. Any estimates by people who know the game a little better than me?
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My estimation: at least 2 minutes (probably up to 3). At least a minute is to be gained from all Metroid fights, and about a minute from things like Spider throw and other possible optimizations.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 1/29/2007
Posts: 116
I agree with moozooh. Spiderthrowing alone (which we unfortunately "discovered" too late :/) should save a lot of that time, and Metroids can always be improved.
Skilled player (1605)
Joined: 6/11/2006
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Indeed it can be improved, but it nevertheless worth published, because it is too hard to make Metroid-fights really good, and would take forever to redo them all just because it "seems improvable". Me and herooftheday has a few ideas of things that might make Queen-fight faster, among other stuff.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced player (828)
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I agree with you that it is still of publishable quality, since a run of this game has been long overdue (and now we get two very well done ones). However I will bet that it may be published only to be obsoleted a short time later because of the few new tricks.
Living Well Is The Best Revenge My Personal Page
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Well, yeah, 2 and even 3 minutes of improvement isn't really much for an hour long movie anyway. Though if the Queen fight can be improved, it's probably better to update the file while there's a possibility to do so (not like it would take long to redo that last part, it's really easy).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 8/13/2005
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Location: Canada
I sure hadn't played this game for a while. I enjoyed this movie and voted yes, too bad about the majority of the soundtrack though.
Joined: 3/29/2005
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so is this getting posted or scraped?
Active player (328)
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Well, since you just bumped it back up to the top of the queue, it's going to take a couple months longer.
Banned User
Joined: 5/11/2004
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Does the door glitch work for this game?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (328)
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There are no doors in Metroid 2 except for missile hatches.
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What about blocks that can apear around you, or can you freeze enemies?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Spider-Waffle wrote:
What about blocks that can apear around you, or can you freeze enemies?
Blocks won't work because they damage and eject Samus, but freezing enemies might do, although they will still try to eject Samus out of their hitbox.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Banned User
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In metroid you can stay in the blocks if there's something next to them to bump against. It takes two frozen enemies in the right position to get stuck into an out cropping wall. I've done this in metroid.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Spider-Waffle wrote:
It takes two frozen enemies in the right position to get stuck into an out cropping wall. I've done this in metroid.
There are less enemies in MII, especially near reappearing blocks… Two freezable enemies that would chase you to a wall I don't remember seeing, either. I'm not sure there is such a place anywhere in the game, but if there is, it might be worth a shot.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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What about the zoomers? the guys that crawl on walls?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (328)
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If we're talking about weird warping glitches here, I'd much rather just like to see someone do a Select glitch run. ;)
Former player
Joined: 1/29/2007
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Canceled. You'll see why very soon ;) Oh crap, I just saw this was accepted now? I hope nobody put work into that already? Should I not cancel it?
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Alter wrote:
Oh crap, I just saw this was accepted now? I hope nobody put work into that already? Should I not cancel it?
AFAIK, no-one is encoding it yet, so it's safe to cancel now.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Why does it show that KRocketNeo posted the initial, automatic posting? Did KRN hijack NesVideoAgent or something?
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mmbossman wrote:
Why does it show that KRocketNeo posted the initial, automatic posting? Did KRN hijack NesVideoAgent or something?
Looks like somebody accidentally deleted the first post.
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Alter wrote:
mmbossman wrote:
Why does it show that KRocketNeo posted the initial, automatic posting? Did KRN hijack NesVideoAgent or something?
Looks like somebody accidentally deleted the first post.
It may sometimes happen when the server crashes. Apologies to involved parties.