With the semi-final round over the final challenge now looms on the horizon and it’s time for the last challenge in Season 2 to be announced. Get read because the final challenge for Old-Schooled will be a Metroid real-time attack race between Ryan and Jaydie with the winner taking home the title of Old-Schooled Season 2 Champion. Since this is is a big challenge the rules for it are very detailed. Below you will find the detailed rules for this speed run race and some reference material to help you prepare for your final challenge. Good luck.
Final Round Challenge
Super Metroid (SNES)
This challenge will be a real-time attack race between both players as they try to complete the game from beginning to end. For this challenge we will be trying to conform to the Super Metroid speed running community rules as much as possible. Many of the rules and terms may be referenced at the Super Metroid Speed Running Wiki. Terms will be linked to there whenever possible.
- Players must defeat all Bosses and Minibosses to include Ridley (Ceres Station), Bomb Torizo, Spore Spawn, Kraid, Crocomire, Phantoon, Botwoon, Draygon, Golden Torizo, Ridley, and Mother Brain.
- Players may have any percentage level of completion baring the above condition.
- No major glitches as elaborated in the glitches section below.
- Real time attack in a race format as elaborated in the timing section below.
- You may save the animals at your discretion.
Following the spirit of the Old-Schooled competition major glitches are not allowed. Glitches that are not allowed include, but are not limited to the following.
- Out of Bounds Glitches
- Wrong warps
- Code Injection/Arbitrary Code Execution
- Golden Torizo Code
- Murder Beam
- Space time Beam
- Chainsaw Beam
- X-Ray Climb
The following advanced techniques and glitches are expressly allowed.
- All standard intended in game techniques such as Wall Jump, Bomb Jump, Shine spark, Crystal Flash, Moonwalk, etc.
- Movement techniques such as Arm Pumping, Damage Boosting, Moonfall, Mockball, Quick Charging, and Short charge.
- Minor glitches such as Wrap-around Shoot, Gravity Jump, Hero Shot, Blue Suit Glitch, Yellow Suit Glitch, Gate Glitch, and Standup Glitch.
Timing will be in a real-time attack format in a race setting between both players that allows for players to take breaks. We will be following the Timing Guidelines from the Metroid Speedrun Wiki for Full Categories. There will be some minor changes due to the nature of the event and to allow for players to take breaks. There is also to be expected some slight delay in time starting/stopping due to human error from your judge starting and stopping the on screen timer used for the match. For the day of the challenge we will follow the below procedure to ensure the best timing possible.
- Players will setup and be asked if they want Moonwalk on for their save file. Text will be set to English.
- Players will start the game and watch the intro and continue until Samus becomes controllable in the Ceres Station elevator and then reset the game.
- Players will wait with the missile pointer on start game menu option.
- The judge will initiate a 3 count to all players to start the game on the count of 3.
- The judge will start the timer on the first frame after the missile pointer dissapears
- The judge will end a player’s timer on the first frame where Samus faces forward when entering her gunship while escaping Zebes.
- Players each have an independent clock. The player who logs the fastest time will be the winner. The clock is used to determine a winner instead of which player finishes first to allow players to take breaks as outlined below.
Breaks / Time Outs
Players are allowed to take breaks during their run. A player’s time while on break doesn’t count against their run time. To take a break a player should do the following.
- Pause the game.
- Set the controller down and remove their hands from the controller.
- Tell the judge they are requesting a time out. At this time the judge will stop that player’s time clock. Players should specifically use the phrase “Time out” to avoid confusion. The judge may refuse a time out if the player’s hands are still touching the controller.
- When returning players perform steps in reverse order. Telling the judge they are ending their time out using the phrase “Time in”. This will start the clock. Afterwards players may touch the controller again and resume the game.