"Okay, so you've walked across a gap with an X-ray. What next, are you going to Lower Norfair via the exit?" "Well... that's _one way_ to get into Lower Norfair, I suppose..." "Are you really doing this at four hp- well now you have one hp." "...Are you doing this _backwards?"_
Never in my wildest dreams would I have thought Super Metroid TAS's could get to this level; Reserve mode glitch, moon falling, and X mode have changed everything.
9:03 wait, what's going on here...w-wait what-HAHAHAHA 19:38 - 20:00 ............... I don't even...what the actual fuck just happened!? Then right after that, 20:37 - 21:00 .................... OK. Out of bounds glitching and then casually traversing lower Norfair, backwards, with 1 HP............. LOL 22:05 - 22:20 Shinespark + X-ray Scope = ????????????? 24:32 - 24:50 Hm......... Right. More Shinespark + X-ray shenanigans 25:56 I was like wait....... How is he gonna get through the crumble blocks..? Ah, of course. X-ray Shinespark. LOL 26:28 Uhm........... What's gonna happen here? Something is gonna happen-OH my god okay. Talk about going through lower Norfair COMPLETELY backwards. I don't even see the point in continuing to comment any more timestamps after he got the Grapple Beam, this run is just INSANE. 31:53 speaks for itself. LOL. At this point, the entire run is a highlight reel in itself. Great job.
There is a lot of stuff here I don't understand. Maybe I should wait for the notes to be up. 20:46 I am guessing some sort of death glitch? 26:30 you super jump somehow through the ceiling? Also all those strange xray glitches.. 31:53 nice... 32:15 another jump through a ceiling... 32:40 another crazy jump 32:50 Xray to stop the super jump? ok 38:40 That's wild using the menu somehow too? 39:28 weird how the doors sometimes get out of alignment on transitions. 41:35 Instead of using the super jump right immediately would it be better to may be open the door first? Then use the xray - superjump - xray cancel? That way you might be able to avoid having the downtime where samus is stuck in the wall? If I am understanding how that works right... 55:02 Looks like you get stuck on that ledge...Is there no other way of doing that? 56:00 Like the bombs exploding along with the statue eyes 1:10:35 lol Crazy. +1
20:46 : This is an application of Grey/God Mode, in short ''G-Mode'', and while Samus gets close to dying in the setup, it isn't related to Samus' death but instead related to how the behavior of the environment of a room can change after simultaneous Reserve Tank trigger and X-Ray activation together with well-timed deactivation of X-Ray. If I remember correctly, there should be an explanation on this in the submission thread from the recent SM Any% TAS on TASVideos for this, aswell as for Superjumps like the one at 26:30.31:53 : It was necessary that the last ''normal'' elevator ride was upwards (instead of downwards) for this elevator skip to work (aswell as the other elevator skip later on), because otherwise Samus would get stuck in an infinite loop within the elevator shaft switching between the 2 rooms all the time. I think some bit flag is the determining factor there.32:40 : Yes, this particular Superjump is chained into a delayed damage-boost by morphing while flying up, and unmorphing through a ripper that will provide 5 knockback frames to be able to initiate the damage-boost a bit later after Samus has passed the ripper already.38:40 : The menu was only involved in this because of how tight the timing was to morph immediately after releasing Grapple and start with initial fall speed that is past the usual fall speed cap, to then line Samus in crouch up on ground with a frame- and pixel-perfect soft unmorph to store the fall speed and continue building it up with crouched angled turnarounds until Samus clips through the floor. Pausing allowed to morph barely fast enough by creating non-gameplay frames inbetween the 2 gameplay frames in which Down is pressed to first make Samus aim down and then make her morph, because otherwise there wouldn't have been enough time to do so. So the pausing basically created a frame gap between 2 Down presses to make the game interpret them as 2 presses and not as 1 merged press.39:28 : This is caused by PJBoy's lua script that fixes the graphics for in-room actions but as side-effect broke some transition tubes, which still seems like a worthwhile trade-off.41:35 : In theory, yes, but Samus' projectiles despawn offscreen at some distance to the range that is visible on screen, and the door is 2 scrolls (16 tiles by 16 tiles large map squares) above the spot where the Super Missile pack is located, which is too far away for a shot from down there.55:02 : He is intentionally stopping the Springballjumps there as soon as possible, i.e. as soon as the longer floor leading to the door is reached, in order to be able to start a short charge (of which the length then anyways can be adapted with Dash presses and armpumps) as soon as possible, since this will determine how soon Samus can spark through the later, major portion of the next room.
it says something about your tas when ocean fly is the least impressive shinespark in it also that attic strat may be my favorite part of the whole video
Haven't finished watching yet, but I think you missed an opportunity to use another super jump before getting the croc missles in front of the green gate. Doing a diagonal speed boost into the door using the cactus for the damage boost. EDIT: Can you not super jump through and back from spring ball?
Why does the player sometimes let off extra power bombs before leaving a room? For instance, this happens in the Etecoon room. My guess was that it improves the game's handling when the graphics are glitched (which this video isn't showing).
It is frame perfect in the moment Phantoon switches from staying in place to starting the movement. If one hits in that 1 frame, then the Super Missile will not make Phantoon disappear.
entertainment : 10/10
technique: 10/10
time: 10/10
10/10 tas speedrun
Concordo
"Okay, so you've walked across a gap with an X-ray. What next, are you going to Lower Norfair via the exit?"
"Well... that's _one way_ to get into Lower Norfair, I suppose..."
"Are you really doing this at four hp- well now you have one hp."
"...Are you doing this _backwards?"_
Never in my wildest dreams would I have thought Super Metroid TAS's could get to this level; Reserve mode glitch, moon falling, and X mode have changed everything.
Programmers: Let's make Samus immobile while she's using X-Ray!
Samus: Let's not....
I've busted out laughing at least 3 times so far, only half way in. This is a good one.
Same lol
Best TAS ever made in all históry of tás. Master piece
@ 31:03 I had to re-watch this a dozen times 👏wow 👏
This is for sure one of the crowning achievements of humanity.
My favourite part of 100% is actually getting to see the varia suit 😂
My cheeks are sore from smiling too much.
Ok, that GT fight is my favourite ever.
GT: "Rawwrarr"
Samus: *NOPE*
Most amazing thing I’ve seen in my entire life
2:23: Ceres
4:17: Zebes
It was about time someone came up with a better time than Cpadolf
All that... and you still didn't find a way to skip shaktool...
good job sniq
that attic too 😍
The power that all the enemies and bosses of metroid have is not even up to the ankles of the power that samus has when using TAS
indeed when samus uses TAS he is completely invincible
34:43 Dj Samus playing live ,
before killing phantoon in less than 5 seconds
Didn't save his buddies during the escape sequence 0/10
that xray room 👌👌👌
9:03 what the literal sh- OK nm I was only 9 minutes in and didn't realize this entire tas is bonkers and that was nothing
Of course there's no entertainment value to this TAS - I don't even know what I'm looking at half the time.
Masterful work, Sniq.
wow ! man I don't know how long did you take to make this but god this is entertaining !
I remember doing lower Norfair JUST LIKE THIS.
9:03 wait, what's going on here...w-wait what-HAHAHAHA
19:38 - 20:00 ............... I don't even...what the actual fuck just happened!? Then right after that, 20:37 - 21:00 .................... OK. Out of bounds glitching and then casually traversing lower Norfair, backwards, with 1 HP............. LOL
22:05 - 22:20 Shinespark + X-ray Scope = ?????????????
24:32 - 24:50 Hm......... Right. More Shinespark + X-ray shenanigans
25:56 I was like wait....... How is he gonna get through the crumble blocks..? Ah, of course. X-ray Shinespark. LOL
26:28 Uhm........... What's gonna happen here? Something is gonna happen-OH my god okay. Talk about going through lower Norfair COMPLETELY backwards.
I don't even see the point in continuing to comment any more timestamps after he got the Grapple Beam, this run is just INSANE. 31:53 speaks for itself. LOL. At this point, the entire run is a highlight reel in itself. Great job.
34:43 LMAO
There is a lot of stuff here I don't understand. Maybe I should wait for the notes to be up.
20:46 I am guessing some sort of death glitch?
26:30 you super jump somehow through the ceiling?
Also all those strange xray glitches..
31:53
nice...
32:15 another jump through a ceiling...
32:40 another crazy jump
32:50 Xray to stop the super jump? ok
38:40 That's wild using the menu somehow too?
39:28 weird how the doors sometimes get out of alignment on transitions.
41:35 Instead of using the super jump right immediately would it be better to may be open the door first? Then use the xray - superjump - xray cancel? That way you might be able to avoid having the downtime where samus is stuck in the wall? If I am understanding how that works right...
55:02 Looks like you get stuck on that ledge...Is there no other way of doing that?
56:00 Like the bombs exploding along with the statue eyes
1:10:35 lol
Crazy. +1
20:46 : This is an application of Grey/God Mode, in short ''G-Mode'', and while Samus gets close to dying in the setup, it isn't related to Samus' death but instead related to how the behavior of the environment of a room can change after simultaneous Reserve Tank trigger and X-Ray activation together with well-timed deactivation of X-Ray. If I remember correctly, there should be an explanation on this in the submission thread from the recent SM Any% TAS on TASVideos for this, aswell as for Superjumps like the one at 26:30.31:53 : It was necessary that the last ''normal'' elevator ride was upwards (instead of downwards) for this elevator skip to work (aswell as the other elevator skip later on), because otherwise Samus would get stuck in an infinite loop within the elevator shaft switching between the 2 rooms all the time. I think some bit flag is the determining factor there.32:40 : Yes, this particular Superjump is chained into a delayed damage-boost by morphing while flying up, and unmorphing through a ripper that will provide 5 knockback frames to be able to initiate the damage-boost a bit later after Samus has passed the ripper already.38:40 : The menu was only involved in this because of how tight the timing was to morph immediately after releasing Grapple and start with initial fall speed that is past the usual fall speed cap, to then line Samus in crouch up on ground with a frame- and pixel-perfect soft unmorph to store the fall speed and continue building it up with crouched angled turnarounds until Samus clips through the floor. Pausing allowed to morph barely fast enough by creating non-gameplay frames inbetween the 2 gameplay frames in which Down is pressed to first make Samus aim down and then make her morph, because otherwise there wouldn't have been enough time to do so. So the pausing basically created a frame gap between 2 Down presses to make the game interpret them as 2 presses and not as 1 merged press.39:28 : This is caused by PJBoy's lua script that fixes the graphics for in-room actions but as side-effect broke some transition tubes, which still seems like a worthwhile trade-off.41:35 : In theory, yes, but Samus' projectiles despawn offscreen at some distance to the range that is visible on screen, and the door is 2 scrolls (16 tiles by 16 tiles large map squares) above the spot where the Super Missile pack is located, which is too far away for a shot from down there.55:02 : He is intentionally stopping the Springballjumps there as soon as possible, i.e. as soon as the longer floor leading to the door is reached, in order to be able to start a short charge (of which the length then anyways can be adapted with Dash presses and armpumps) as soon as possible, since this will determine how soon Samus can spark through the later, major portion of the next room.
@@eternisedDragon7 nice explanation :) or explanations
@@eternisedDragon7 Damn you know this game well. Thanks for the explanations!
I watched this on oatsngoats’ stream
it says something about your tas when ocean fly is the least impressive shinespark in it
also that attic strat may be my favorite part of the whole video
Not even in half of speedrun, and data already starts corrupting
Haven't finished watching yet, but I think you missed an opportunity to use another super jump before getting the croc missles in front of the green gate. Doing a diagonal speed boost into the door using the cactus for the damage boost.
EDIT: Can you not super jump through and back from spring ball?
Almost Sub hour RTA though.
holy
Can you do castlevania sotn?
Is it just my connection, or do the frame rates keep jumping after he does the glitches?
In the next video we see Samus ascend to heaven and kill God
How to play Samus Aran?
Why does the player sometimes let off extra power bombs before leaving a room? For instance, this happens in the Etecoon room. My guess was that it improves the game's handling when the graphics are glitched (which this video isn't showing).
I think that it's related to the sound queue, PBs reduce lag.
Maybe it's his signature.
My guess is to kill offscreen enemies.
How does the super in the middle of the Phantoon Doppler work?
It is frame perfect in the moment Phantoon switches from staying in place to starting the movement. If one hits in that 1 frame, then the Super Missile will not make Phantoon disappear.
How are you?
You didn't save the animals :(