Metroid II, Prime Get New Speed Run Records
PrinceBrightstar writes "Both the Metroid Prime pure speed run and the Metroid II 100% completion speed record have been shattered by Zoidi and Brightstar (myself) respectively. The Metroid Prime (GameCube) pure speed record is now 1hr 17mins, and the Metroid II (GameBoy) 100% is now set at 1hr 12mins, with further decreases planned - these records were recorded into video form and no emulators were used." We've previously covered Metroid Prime 'speed runs', which are an extension of classic Quake speed runs.
No, actually it was the editor trying to explain what platforms the games were on who goofed. Doh. My apologies to the submitter, it's fixed now.
100% is just getting every item... pretty simple :-) Since the weapons respawn and are in different places, we just decided that you have to get each one once.
As for a complete map, check GameFAQs, I just submitted once recently.
Speed Demos Archive - Lots of speed runs!
Recorded with emulators using thousands of save states and slow motion too.
Everything at SDA is on the real game.
Speed Demos Archive - Lots of speed runs!
Considering I personally have beaten Super Metroid in less than 1 hour with roughly 60% completion, its not hard to imagine some hardcore gamer out there getting 100%, with an extra half hour. (Unless you do a bare minimum run through, you will get at LEAST 30% completion rate. As it stands the lowest is 15% so 30% isn't that much more.)
Not only that, there are reports and entire FAQs dedicated to bare MINIMUM runs (theres even a report for a 1% run through in Metroid Fusion!) Naturally this were made on the emulator so they wouldn't count, but the fact that they CAN BE DONE remains.
Well, the record for 100% in Super Metroid in 0:58. Straight speed is 0:38. Check my post history, I recently posted links.
Super Metroid has been done with 14% items.
The one by the japanese player who did the 11 minute run admitted that they were faked by going frame by frame through an emulator.
Repeat each segment of course. This is how it works in-game too. There's a constant raging debate over which save points to visit, and which to skip. The more you visit the more you break up the run into more perfectable pieces. However visiting a save point takes time as well, so you really shouldn't do it too often.
Why would a video recording be more reliable as evidence? Really, what would prevent a cheater from recording on an emulator and then creating a video from that (through his TV or whatever)?
Your chances of catching a cheater are in fact greater when dealing with emulator input recordings, since you can analyze the exact input and, judging from reaction times and various oddities, to some degree determine the likelihood of slowmotion being used. Then there's visual analysis, of course. A skilled player can often tell when there's something superhuman going on. I know that a few cheaters on the Doom speedrunning scene have been caught this way.
In the end, the safest way is knowing the person. And trust me, there's no reason the guy who set these records would have cheated. He's made tons of recordings, each containing mistakes and occasionally improving his time slightly. I doubt a cheater would go through that.
On the other hand, if I saw a flawless run...
The removed item is the Speed Booster, which you in fact don't need to access Draygon. By freezing a Mochtroid and jumping on it in the right moment, it is possible to pass through the block above it. Another glitch in the collision detection has been found that makes it possible to skip the Zebetites (but it doesn't change the amount of missiles needed, since you could always reload, and the amount required to beat Mother Brain is the same).
This is easy to fake in a video mind you, since Gravity and Varia/Gravity look identical)
Well, you'd record picking it up, wouldn't you?
Metroid Prime wasn't designed for you to be able to get major items out of order. The only way to do it is by taking advantage of glitches in the game.
One example is bomb jumping - you can't just keep dropping bombs. After setting 3 off, you have to wait for the 3 bombs to regen before you can set more. But there's a glitch along the lines of pausing after setting off the first one, which lets you get 5 off in a short time. It lets you bomb jump slightly higher, and lets you reach the areas that were supposed to be just out of reach of bomb jumping. In the PAL version, some of those ledges were made slightly higher so that this trick wouldn't work.
The other major glitch is in wall design. Most of the walls have rocky surfaces. A lot of them unintentionally had polygons meet in such a way that if you jumped perfectly onto a certain part, you could stand there and then jump again to reach things you shouldn't be able to. A few of those polygons may have been altered in the PAL version to prevent those jumps.
Sorry. I checked the recording again, the other difference is that he only uses 10/10 missiles/super missiles.
He means that it's an extension of SDA... used to be all about Quake but now it's expanding. Of course Quake wasn't the first speed run game ... even on the internet, I think that would have to be Doom.
Speed Demos Archive - Lots of speed runs!
The fastest GoldenEye 007 videos add up to around 1 hour 18 minutes.
For Perfect Dark they add to something less than 1:40.
Of course, these are the collaborative work of many, many different gamers... but we've been working on those times for six years, and we use WAY more tricks. Enjoy.
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