This is an improvement to my previous atempt at fastest ingame time, it is by the games clock 19.37 seconds or 1162 frames faster so the clock is finally down to 00:23 :)
Much of the improvement comes from better ammo/energy management (I think 5-6 seconds) and more Continuous wall jumps which can be implemented at many more places than I originally thought, several seconds came from that as well. The rest is just better room strategies and better general optimization.
Thanks to various persons (in no particular order):
Hero of the day, Tonski, Saturn, Kriole, Taco, moozooh, JXQ, evilchen, Terimakashi, Michael Flatly, Frenom, gocha And the creators of Snes9x and it's improvements whom I don't know by name. You should know why you are mentioned and if you want to have me write something specifically say so.
Bisqwit: I realize this is another pandora's box, but producing entertaining movies is one of the major goals of this site, and this movie seems to have been deemed entertaining by the audience. As this category of movie has popped in from time to time, I will therefore proceed to accept this movie for publication alongside the aims-for-realtime movie. Bisqwit: Processing.
AFAIK that decision was made the second I submitted the run and has never really been questioned. (with the exception of the argument of having it as a concept demo)
Huh, I never noticed... OH WAIT :/
<Comicalflop> ferret: no, it's over saturn acting like an asshole again and telling us what we're supposed to think is entertaining
<Comicalflop> well, fine, they can be pissed off at me. whatever
<DK64_MASTER> Comicalflop, and how has that been different
<DK64_MASTER> he's been doing this for the past year or so
<Comicalflop> because he gets on my nerves all the time and I just want to snap his nexk
<Comicalflop> *neck
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I feel weird siding with Comicalflop, but I think I want to go with no.
I don't think that there is enough of a difference to make the real time run and the game time run worth publishing side by side, and I think that real time is more impressive to watch.
Now, here's the bigger point. I can't agree with having both of these movies published anymore... they're just too similar!
I must admit there's some truth in this. If you watch one movie and then immediately the other, they indeed look very similar. It's like they are doing the same things, just in a slightly different order. Disregarding the order in which the rooms are visited, otherwise it feels like there are only quite minor differences (like one run not getting a weapon the other does). These differences don't feel like big enough to make the movies look all that different...
If you think standing in a corner shooting a charged beam towards a boss for almost a full minute longer is more entertaining than showing off more crazy moves in additional rooms instead, while still ending up with a faster ingame completion timer at the end, then you probably don't understand what entertainment is.
Joined: 11/21/2007
Posts: 94
Location: United States
I think Cpadolf's run is more entertaining. mabey it just seems faster. who really watches door transisions? I don't. Cpadolf's run is olny 4 secounds slower real-time, but it seems much faster than hero's. but people are entilted to their own opinion.
Current TAS Project:
SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Is this an argument for or against this run? Doesn't a run that aims for realtime have more door transitions? What do you mean by that you don't watch them?
Fano wrote:
Cpadolf's run is olny 4 secounds slower real-time
Yeah, 4 seconds slower than the current publication... but about 90 seconds slower than Hero's submission. (Not trying to argue (at least with this post) for one run or the other... but you obviously shouldn't compare to the published run.)
Is this an argument for or against this run? Doesn't a run that aims for realtime have more door transitions? What do you mean by that you don't watch them?
What he means is probably that the main reason my run is longer are more door transitions, and that he like me fast-forwards through them (and all other blank frames like item pickups and elevators)
Does picking up more items and sitting through more fanfares make it more entertaining too?
Depends on how much attention you pay to them. I too simply fast-forward through this scenes anyway, but even without, it's not a serious issue to me. Of course it can be different for you though.
Comicalflop:
I didn't try to overwrite your opinion or anyting, and it also doesn't have something to do with my one here, it's just a obvious case that this route is more entertaining for reasons stated before. Nobody who knows SM well enough can deny that. Of course, if one pays too much attention on door transitons or item pickup screens rather than the run itself (which is probably your case since you stated to not be much into SM), then he might think otherwise, but I just assumed that most people don't care too much about them.
I wonder if people would have the same opinion of they would be unaware if the ingame finish time or the realtime finish. It's like showing someone 2 segments of Ceres, one finishing in 49'14 and the other one finishing with 49'22, but the latter involves intro screen delays (inevitably slower, realtime wise), then ask the person which one he/she thought was the fastest.
I personally don't care what finish time it is, it could be 50 minutes long, as long as it keeps me interested and entertained, with a fast pace and precise movements.
it's just a obvious case that this route is more entertaining for reasons stated before. Nobody who knows SM well enough can deny that.
I find real-time route more entertaining than the in-game route, though I can watch both without being bored. I guess I don't know SM well enough, right?
Your language that "promotes" this in-game timer bullshit is slanted as hell; I can go the other way just as easily. Why watch a run that extends the length of play and increases the number and duration of completely actionless sequences just to make a number at the end of the game read differently? It's obviously inferior and makes no sense. Pretty easy, eh?
Also, justifying it by saying you shouldn't pay attention to the boring parts is dumb as hell. Every run would kick ass if we just skipped all that parts that didn't. Of course, by your definition of "perfect", I'm not too surprised at your idiocy when defining things. You are such a unique flavor of stupid.
So, get your bitchfest in now, while you still have false hope of giving this one game a special timing rule. At least cpadolf sees the big picture.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 5/25/2007
Posts: 399
Location: New England
As stated by others above, and avoiding any controversies, an outstanding run. My personal stylistic fave is when you space jump along the surface of some lava on one screen. Bravo!
0:23 is impressive to see. I amateurishly speed-ran this game for a month or so in '98 and at the time thought my 1:12 was REALLY hot stuff!
Now, at the risk of being flamed for sheer SM ignorance, it seems (just eyeballing it) that the high jump boots allow significantly faster vertical corridor negotiation due to the higher initial impulse speed. Does anyone know how close, in the aggregate, such a speed increase goes toward offsetting the realtime cost of obtaining them? Obviously this is more relevant to Hero's run, since the in-game timer cost looks negligible...
Joined: 11/14/2005
Posts: 1058
Location: United States
Collecting the boots would require 2 extra door transitions (4 technically, but obtaining the e-tank here would eliminate the need to collect ridley's e-tank). That right there is 5 seconds, plus the item fanfare is another 7. Additional time is lost on the actual travel towards the boots, maybe 3-4 seconds. The boots do increase vertical climbing, but no where near 15 seconds is saved. I would estimate that in my run, the boots would save 5 seconds max.
The door transition time and item fanfare time is only relevant in a realtime-oriented run, which this is not. In your run, however, it's entirely relevant.