This is an improvement of 268 frames (4.5 seconds) over Zoizite's old low% run (from 2004). 64 frames of this is due to not using a password, for an effective in-game improvement of 204 frames (3.4 seconds).
Many of the tricks and strategies new to this run were first used in TAS form by Lord Tom in his any% and 100% runs.

Game objectives

  • Emulator used: FCEUX 2.1.2
  • Aims for fastest time
  • Collects one item
  • Takes damage to save time
  • Uses a game restart sequence
  • Abuses programming errors in the game
  • Manipulates luck
  • Uses no passwords
  • Colours two dinosaurs (and one disembodied brain)

Comments

This is a low% run, which collects only the Maru Mari. In the absence of bombs and an ice beam, the only way to gain entrance to Tourian is by killing the minibosses, which also grants 150 missiles - more than enough to handle the Zebetites and Mother Brain.
As with the old low% run, I target Ridley first. Although it's been discovered that Kraid is accessible without missiles (see the any% run for an illustration of this), it is faster to navigate the hideout with missiles, and also significantly faster to get to Tourian from the entrance to Kraid's hideout than the entrance to Norfair.
For those unaware, pushing Up+A on the second controller while the game is paused sends you to the password screen which normally follows a game over, from where the game continues in its current state from the last elevator used; this saves significant amounts of time in this run (and other runs).
The other significant time saver is the door glitch. It is possible to stand in a door as it closes, causing Samus to become stuck in the doorway; in this state, morphing and unmorphing repeatedly causes Samus to ascend quickly inside the wall. When in a vertical room, passing the top of the screen this way wraps Samus around to the screen below, out of sight; however the screen does not follow completely, and in order to exit through any doors Samus needs to get back on to to the screen. Apart from this run, this glitch is used in the old low% run and the any% run.
There are two reasons I decided to create this run - Metroid is a game that I enjoy seeing played, and the present low% run is very old and suboptimal (as a matter of fact, it's a run from 2004, which I view collectively as having a bounty of sorts on them).

Stage by stage comments

Brinstar, round 1

The first improvement comes as early as the third room, using a strategy similar to the 100% run. Destroying the first two Skrees (such that they don't drop items - this is important later) causes another Skree closer to the tunnel to appear, and a Zoomer which normally appears in or near the tunnel to not appear, so there's no need to wait for it as with the old run.
There's a very brief delay exiting that room to manipulate subpixel position and allow the jump past the second Ripper in the vertical shaft. By sheer coincidence, this bit of manipulation caused the Zoomers on the left side of the shaft to be in position to manipulate item drops from them, which I decided to make use of for later damage boosting.

Norfair

The most notable snippet here is the door glitch, used to access the lower half of the far right vertical shaft and so reach the entrance to Ridley's hideout without needing bombs.
Leaving the second room, I get hit by an off-screen enemy. I was unable to manipulate this enemy to disappear.

Ridley

Unlike Norfar, off the start I have more favorable enemy positions, allowing greater speed through the first room. I don't need to manipulate a drop from the Zebbo in the vertical shaft because I already have an extra 5 energy units from earlier.
Annoyingly, in the Multiviola room, the second set of Multiviolas after the hallway spawned two Multiviolas instead of one, so I can't kill the one from atop the pillar as in the previous run. The strategy I use instead still lets me get the energy drop and nimbly avoid the second Multiviola.
Ridley, as expected, is a pushover.

Brinstar, round 2

Here's the second use of the door glitch, using Lord Tom's improved jumping strategy from the any% run.

Kraid

Testing revealed that taking the conventional route to Kraid (with the benefit of missiles obtained from Ridley) is somewhat faster than use of the door glitch as illustrated in the any% run (on the order of 100 frames). I had initially expected the door glitch to be faster, but it wasn't. (Go figure.)
Kraid is rather uncooperative, but some deft maneuvering allows for a quicker Kraid fight than the old run (and it looks more impressive, too).

Brinstar, round 3

It's nearly impossible not to get item drops at this point. This is a sticking point in the first horizontal room in the segment - because one of the first two Skrees will drop an item, the Zoomer near the tunnel will appear. Fortunately, killing the Skrees causes it to be moving away from the tunnel rather than into it, so there's no need to wait for it again.
Also, optimising jumping is annoying.

Tourian

This is simultaneously one of the most entertaining parts of the run (along with the first part of the Kraid fight - in a low% run you don't have the means to kill the Metroids, so one simply has to dodge them as best as one can) and the most aggravating. Where one is incapable of killing the Metroids, the biggest factor affecting speed is lag due to the huge number of sprites on the screen; lag management is therefore key.
93 missiles are required to complete Tourian without killing any Metroids - 20 for the doors, 40 for the Zebetites (8 * 5), and 33 for Mother Brain (1 to break the tank tank + 32). I enter with 96 - the three extra missiles go towards Metroid dodging.
Directly entering the second room caused an unfavorable Rinka pattern - that is, Samus would die immediately upon entering the room. The input immediately before is to manipulate the Rinkas into a pattern that is avoidable (this took a while when creating it).
Mother Brain quickly becomes an ex-brain. The door glitch consistently failed to work correctly for whatever reason, though I come up with a just-about-as-fast alternative, and the time on the escape shaft is 865. (I guess this means I get a "meh" vote from Lord Tom...)

Other comments

Suggested screenshot: frame 38000:
It just wouldn't be right for an encoder to submit a run without an accompanying encode. Therefore, you can download the encode from archive.org here (Another version of the encode calling it a low% run in the subtitles is here
Occasionally the run will desync during the second horizontal room in Norfair (the room after the first door glitch). If Samus gets hit by a Nova and ends up at 15 energy, you are about to see her jump into the lava in frustration of that jump not going as it should have and should try watching the run again.
The listed re-record count is probably slightly low; there were several instances where I edited the input directly and didn't always remember to update the counter afterwards.
There's probably the odd frame that can be shaved here and there, but Metroid is notoriously hexing/splicing-unfriendly and it would be a huge headache to try to do so outside of the context of a new run.
I'd like to offer my thanks to Lord Tom, Zoizite, and Arc for their past Metroid runs, which were a huge help as a reference for the creation of this run, and to you, the TASVideos community, for taking the time to read these comments and watch the run.
Enjoy!

Nach: Nice improvements to an existing run. Accepting.


TASVideoAgent
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This topic is for the purpose of discussing #2482: sgrunt's NES Metroid "low%" in 11:45.45
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At 2:41, could you have shot the door a few frames sooner?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Well, I watched it, and enjoyed it. I'm not an expert when it comes to Metroid 1, but I didn't see anything that was obviously improvable. Nach: Samus's beam has a hilariously short range. It looks to me like that's about as far away as he could have been while still hitting the door.
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Ah,what can i say?YES vote ;)
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arflech
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Aktan, you must have an insanely powerful computer to be able to encode the run in a couple hours; I remember when I encoded Lord Tom's 100% run it took about a day for all the steps to fully churn through (then again it was also 3 times as long).
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Also voting yes. Congratulations on your first (?) submission. I hope this also obsoletes the 1-item run (no disrespect to the runner).
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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arflech wrote:
Aktan, you must have an insanely powerful computer to be able to encode the run in a couple hours; I remember when I encoded Lord Tom's 100% run it took about a day for all the steps to fully churn through (then again it was also 3 times as long).
I wish! My computer is very slow. It would usually take 6+ hours on a 30 min video. Easy to encode stuff like NES games are the exception.
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I watched it and enjoyed it, however having worked on a 100% run for a while, this seemed somewhat unoptimized. Particularly the climb up the first shaft. It just didn't seem to have the quality movement that the two runs by Lord Tom did. However, it is an improvement, and I don't have any specific critcisms, only general ones, so I think this should be published. But... This is one case where I don't think a quick acceptance should have been granted. For one, the quality issue. For another, there have been several conversations regarding whether we need 4 metroid runs and whether a new publication should result in a double obsoletion. So before this gets rushed to the front page, let's have some discussion about it a bit more.
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sgrunt
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Everything is lined up for this to be published, but I would also strongly prefer that more discussion takes place before that happens. I'm inspired by the positive response, but I also don't think things have been picked apart quite enough yet.
Nach wrote:
At 2:41, could you have shot the door a few frames sooner?
Although it may not look like it to the untrained eye (as Derakon said, the stock beam has a very short range), every door shot is done as soon as possible.
mmbossman wrote:
[...]having worked on a 100% run for a while, this seemed somewhat unoptimized[....]It just didn't seem to have the quality movement that the two runs by Lord Tom did.
If the run doesn't look 100% optimised, it can be attributed partly due to my own inexperience, partly due to manipulation in a couple of very specific instances, and partly because of the highly unforgiving nature of splicing improvements into the run - for the effort that it would take, it would probably be easier to start from scratch (and I do encourage others to give this a shot if they're not completely happy with the result). Thanks again for the positive response, everyone!
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Good job! This is a good run for a first submission, and it's definitely an improvement. It was cool to see that you can shoot the Ridley statue with a missile to raise the bridge... I didn't know missiles worked on those. I'm a little surprised that this movie from 2004 had so little of an improvement though... maybe that's because the route didn't really change this time. It would be cool if you got 867 on the final escape too, now that we know it's supposed to be possible. At least, if this gets figured out in the near future, only the very end of the movie needs to be changed, so there shouldn't be any need for obnoxious hex-editing. As for obsoletion, I am definitely in favor of this movie obsoleting the previous 1-item run and also the no-bosses run. The no-bosses run really doesn't have anything that the other runs don't:
  • It's not the low% run (this movie is the low% run, and maybe it should be published as such).
  • It doesn't fight the bosses, which are generally entertaining.
  • It doesn't play harder areas before Tourian (like this movie does), so the early play is not as impressive.
  • It features some Metroid dodging, but nowhere near as much as in this movie.
  • And the big issue: It needs to beat Tourian by farming Metroids for missiles to get past Zebetites, which throws off the pace of the movie. I mean, 30 missiles isn't even enough to kill Mother Brain in one go, so that battle has to be interrupted for more missile collection!
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.
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So i watched this, it was cool, i saw while ago a low run, i cant tell at all whats the difference, ill pass on to experts and trow in yes for improvement
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Samus is pretty ballsy. yes vote
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I also think this should result in a double elimination, for the reasons mklip2001 pointed out, along with the fact that the no minibosses run is basically an extended concept demo.
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The big thing the no-minibosses run shows off is that it's possible to beat the game by skipping the minibosses. If you've played Metroid before, you probably know about that already; it's one of the best-publicized skips (right up there with the door glitch), and if you haven't, then the movie doesn't make its noteworthiness apparent in watching, since the entirety of the gameplay except for one room is basically identical to normal Metroid TASing. I'm inclined to say that that one room (the bridge room) is not enough to save the no-minibosses run from being "obsoleted" (really unpublished).
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Dwedit
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It desyncs in the room before Ridley. Samus walks into the lava and dies. But that happened when I used the "New PPU" in FCEUX.
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Dwedit wrote:
It desyncs in the room before Ridley. Samus walks into the lava and dies. But that happened when I used the "New PPU" in FCEUX.
Yep, this was mention in the submission text, though I have not experienced it nor did I use the "New PPU"
sgrunt
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Aktan wrote:
Dwedit wrote:
It desyncs in the room before Ridley. Samus walks into the lava and dies. But that happened when I used the "New PPU" in FCEUX.
Yep, this was mention in the submission text, though I have not experienced it nor did I use the "New PPU"
That's a different location than the desync I noticed on my own. Did you try the old PPU?
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It played fine with the old PPU.
Lord_Tom
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Unfortunately, I cannot watch this right now. I'm glad to see the attempt made, though, especially as a first submission! As I've said before, I feel the no-mini-bosses run should also be obsoleted by an improvement to the 1-item run. Will have more to say once I watch it! Work sucks! EDIT: This run does an impressive job executing many new techniques, but loses frames in many places due to unoptimized platforming (e.g. jumping across gaps 1 block wide instead of morph-unmorphing). I also feel that many more energy containers could have been manipulated to avoid delays, especially in Ridley's lair. Still a good overall run, still an improvement, but regretfully, a meh from me. Oh, and it looks like the reason the Tourian escape is slow is that Samus is caught standing when she goes through the door. Entering while spinning preserves momentum. Sgrunt, definitely feel free to PM me (and this probably goes for most players with published runs) or post on the forums if you're having trouble matching the performance of an existing run. Often it's something obscure, but simple, that the previous author will be more than happy to share! ;)
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. ---- [1413] NES Metroid "low%" by sgrunt in 11:45.45
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A very entertaining run. There are a few spots where I felt either movements weren't perfect or there was some additional lag that could have been avoided. Not exactly sure though. Yes vote from me, but I still think this run might be improvable by a few seconds.
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How is this low percentage when you collect 150 missiles? That's a lot of missiles.
put yourself in my rocketpack if that poochie is one outrageous dude