Emulator Information
  • Snes9x 1.43v9
  • Use WIP1 Timing
  • Allow Left+Right / Up+Down
This Run Aims For
  • Any% item collection
  • Aiming for lowest realtime
  • Manipulates Luck
  • Takes damage to save time
  • Abuses programming errors
About the run itself
This run is an improvement over Hero of the Day's run by 3077 realtime frames, and 2774 ingame frames, clocking in at a time of 23 minutes and 29 seconds (23:29). The reason for the improvement is because of the higher level of optimization, and the new route. It is also to be noted that this run is about 16 seconds faster than Cpadolf's ingame oriented run.
It might be interesting to know that this run started nearly 3 years ago. The first smv was created on the 18th of February 2007. Since then it has faced about 20 restarts, and a very long downtime, due to lack of motivation. Due to all the restarts, the rerecord count might be misleading. So we decided to hexedit it and add a funny number instead. While it is hard to calculate the exact number of rerecords of all the smv's, we estimated the rerecord count to be in the early 7 digits.
The Route
The fundamental differences between the new route and the old route are as following:
  • Skips the Spazer
  • Picks up an additional Power Bomb pack
  • Fights both Ridley and Mother Brain with Power Bomb Shields
While the original idea was to skip Kraid's lair until after Ridley, we determined it slower, because of the lack of both the refills from Mini-Kraid, and the skipped Energy Tank. Also Ice Beam is skipped until after Ridley, to avoid a pause screen before him.
Other Major Improvements
All bosses but Draygon and Mother Brain were improved; on Draygon we picked up 6 more refills, and Mother Brain is slower to kill with Power Bomb shields than with the Spazer. The Bomb Torizo, Phantoon, Ridley and Kraid were improved quite a bit. At Torizo, the improved Torizo skip was applied, which saves nearly a full second over the old method. This is hard to measure, since individual skips may vary in time. Compared to Hero of the Day, 59 frames were saved. For Phantoon, we tried a different approach which proved to be very favorable. Compared to Hero of the Day, 106 frames were saved. At Kraid, a new strategy was used, which was published long ago; the idea is to shoot him while his mouth opens a tiny bit first. This makes him not close his mouth again, instead he opens it up completely. Roughly 60 frames were saved compared to Hero of the Day. Ridley was the whole reason for the new route; Power Bomb Shields do much more damage compared to the Spazer/Ice/Wave combo. Roughly 1300 frames were saved here.
Draygon and Mother Brain were the setbacks in this run; due to more refills from Draygon, we lost 76 frames. Also, Power Bomb Shields are not really designed for Mother Brain, since one of the shots is blocked by her body. Therefore, awkward jumping movement is needed for all 4 shots to hit. About 800 frames were lost here.
Other improvements are due to the higher level of optimization. Some framesaving tricks were found and used in this run. The first one is called the Subpixel Momentum Boost, short smb. The idea behind an smb is to spinjump towards a ledge and catch it while moving towards it. By doing this, you can get a little boost (half a pixel under perfect conditions, 1 pixel if using the turnaround trick Cpadolf found) which might save a frame in different places. It was used on all ledges where time could be saved, even if it did not. Later on, the perfect smb was found, which allowed smb's on all ledges, without having to optimize the starting position. The idea is to trigger a walljump at the same frame as you catch the ledge, where the walljump resets your subpixel to you highest, respectively, lowest value depending on where you are facing. Thus giving a perfect position everytime. As for Cpadolf's method, which included a little turnaround just before executing the smb, not a single application for this new smb was found. It was used once, but sadly it did not save any frames.
Another very fundamental trick is the x.04096 speed optimizations (assuming you have the Speedbooster, but no Hi-jump). This is one of the bigger framesavers as far as optimization goes. Every speed with a subpixel speed with 0.04096 gives the highest possible Y-jump speed possible. For example, jumping with a speed of 0.04096 gives a higher Y-jump speed than jumping with a speed of 1.00000. This is commonly used when you have to run for a few frames before you can jump; skipping dash for a 0.04096 speed will usually save time. Also, all other x.04096 speeds were used when climbing different shafts.
Left+Right walljumping was used in some places, where high speeds and awkward turns would ruin a normal walljump, but a inverse walljump would save time. An inverse walljump is a walljump on a ledge to the right of Samus, but the walljump is done from the left side. Sadly, this only works when facing right. This trick can also be used to trigger door-animations earlier, without adding any lag to the door transitions (it might at higher speeds).
Also, we discovered that unspinning before shinesparking gives Samus a full pixel of Y-position.
Door Transitions
This topic does indeed deserve its own header; many improvements had to be ignored due to random doorlag which made them end up either slower or equally fast (most likely changes the drops on future enemies aswell):
  • Early Norfair and the Bubble Room (3 frames)
  • Ki-Hunter room while escaping Ridley (2 frames)
  • The Sanctuary while escaping Ridley (6 frames) - False. This one was used, actually.
  • Pre-Botwoon while heading to Tourian (2 frames)
  • After the Big Metroid escape in Tourian (1 frame)
Door Transitions are very random. While they can be manipulated to an extent (such as positioning Samus to avoid scrolling doors), many improvements lead to differences in how long the door transition lasts. Now, the difference from this door might affect another door. This might work out in the favor of the player, but during the 2nd half of the game, all improvements worked against us (we kept one, since it gave us an ingame frame but no difference in realtime). We also have this theory that the droptables for most monsters (most pipebugs do not support this theory) are decided during the door transitions, which makes hex-editing much easier and gives it a higher successrate (assuming there is no differences in doorlag).
To create a perspective, a 4 frame improvement in the rising acid room in Lower Norfair ultimately gave us a 16 realtime frame lead. Sadly, the rising acid room was, since, reworked.
Special Thanks
We want to thank all the people from the Super Metroid community, such as:
  • Cpadolf
  • Evilchen
  • Frenom
  • Gocha
  • Gstick
  • Hero of the Day
  • JXQ
  • Michael Flatley
  • moozooh
  • Saturn
  • Spoofer
  • Terimakasih
  • Tonski (You two should do a run together!)
If we forgot your name, we're really sorry :(. Just poke us and we'll add your name.

Nach: Amazing run, accepting.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
This topic is for the purpose of discussing #2429: Taco, Kriole's SNES Super Metroid "any%" in 38:41.52
Post subject: Re: #2429: Power Rangers's SNES Super Metroid in 38:41.52
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
NesVideoAgent wrote:
(Power Rangers = Taco and Kriole) We hope submitting under this account creates no annoying complications.
What complications? Submitting under false names is going cause complications not prevent them. O_o
It's hard to look this good. My TAS projects
Joined: 8/27/2006
Posts: 883
Well creating a secondary account for submitting might cause problems with the rules. Pretty much like the rule that states that there should only be one account per person.
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
It's a yes vote from me. But why call yourselves the Power Rangers? I mean, back when Cpadolf and Hero of the Day submitted a movie created by both of them, did they give themselves a team name? No they didn't! ^_^
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Co-authored runs are routine here. And in no cases do they need to create a new account.
It's hard to look this good. My TAS projects
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I agree, there is no need for a separate account for this team submission. I would suggest the authors correct this themselves, before I or another admin correct it for them.
Living Well Is The Best Revenge My Personal Page
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Lots of noticeable improvements. I'm impressed.
p0rtal_0f_rain wrote:
It's a yes vote from me. But why call yourselves the Power Rangers?
Probably because the name Rescue Rangers wasn't "cool enough" for them.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (80)
Joined: 7/7/2008
Posts: 873
Location: Utah
It boggles my mind why they did it, good tas though. Could they easily change to their regular name, or can the judges do that too?
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
*Yawn* This movie was 4 frames behind my glitched any% run after the Torizo, voting no. Joking aside though, it's about damn time the run got finished :p And this is some fine work here. The optimization shines through very clearly, the new route is definitely more entertaining than the last, there is plenty of new interesting room strategies, and really good effort was put in during the waiting sequences. So I vote yes and will give it a 9/9 or something along those lines when it is published.
Agare Bagare Kopparslagare
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Captain Forehead wrote:
It boggles my mind why they did it
We did it for the poops and giggles :( I changed it to Taco and Kriole.
Joined: 4/25/2004
Posts: 498
GO GO POWUH RAYNJUUUUUHS Downloading now, expecting awesomeness :D
Joined: 8/7/2006
Posts: 344
Voted yes, thoroughly entertaining work guys.
Expert player (2574)
Joined: 12/23/2007
Posts: 831
Well, I'm shocked. Voted yes.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Who voted no?
Agare Bagare Kopparslagare
Joined: 5/2/2009
Posts: 656
wait this run will obsolete both runs?
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
Experienced player (870)
Joined: 11/26/2007
Posts: 400
Location: Sueeden
Cpadolf wrote:
Who voted no?
I guess it's just some random Super Metroid hater, or someone who accidently pressed no (then again, they would have mentioned that). But who cares, a no vote without a post is just useless anyways =P.
OmegaWatcher wrote:
wait this run will obsolete both runs?
We believe so. While this run aims for realtime, it's still just an 'Any%'. The route is very ingame favorable (meaning, if there would be an ingame category, it would use this route but optimize doors for ingame time).
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Krole wrote:
But who cares, a no vote without a post is just useless anyways =P.
Yeah, but I'm just curious :)
Agare Bagare Kopparslagare
Former player
Joined: 9/29/2005
Posts: 460
Enjoyed watching, but I'm in a hurry to move again, voting later.
Tub
Joined: 6/25/2005
Posts: 1377
blonde bikini chick in the ending sequence = yes vote. I'm always amazed how many new tricks and strategies fit in a 15 year old heavily tas'ed game.
m00
Joined: 10/15/2007
Posts: 685
Improvements to this never fail to amaze me. Yes vote given.
Kirby said so, so it must be true. ( >'.')>
Joined: 8/27/2006
Posts: 883
Any chance for an encode on youtube or something ?
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Wow... I have to admit, I always wondered what the Spazer beam was useful for in a TAS, so it was nice to see it skipped. I noticed the walljump in the second room of Norfair, the one that caused a lot of controversy with Saturn's run. Also, I love that you were able to make the 5-bomb spread useful, and the fight against the metal pirates before Ridley was spectacular. With the route changes and the ammo/health management, it's clear that you guys tested lots of stuff and know the game inside and out. Yes vote.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
ZeXr0 wrote:
Any chance for an encode on youtube or something ?
If no one is interested in uploading it i will on my youtube channel, should i wait it to be accepted? Anyway, voted a yes, i was amazed by the improvements done, good work.
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
Rolanmen1 wrote:
If no one is interested in uploading it i will on my youtube channel, should i wait it to be accepted?
No, just wait for someone to encode it and send it to you.
i imgur com/QiCaaH8 png
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
arflech wrote:
Rolanmen1 wrote:
If no one is interested in uploading it i will on my youtube channel, should i wait it to be accepted?
No, just wait for someone to encode it and send it to you.
Do i necessarily need someone to encode it for me? (Just asking). Since i can encode it myself and put it on HQ on Youtube.