* Tests - The raw footage I recorded of each game.
* Physics - Cut together edits of each test so you can get a rough feel for the difference.
Editing program used was Movie Maker because I am ignorant/cheap/lazy/an idiot/a faggot/take your pick.


~~~Areas Used~~~
Metroid Fusion: Sector 4 (AQA). After the Serris fight, you have to get to a console to lower the water level so the exposed power lines stop electrically charging the water. I run my tests in the one map square room to the right of the console room.

Metroid Zero Mission: Kraid's Lair. After you kill Kraid, you use the Speed Booster to leave his room. I run my tests in the hallway you boost through in his room.

Super Metroid: One room to the right from the Landing Site in Crateria.


~~~Method of Acquiring Data~~~
I record the game running like normal, then do repeated runs through a room with each different speed Samus can move at.
I then figure out how long it takes her to run through the room (see Metroid Rooms.png or any of the videos) starting from the very first frame of movement in the room to the very last frame.
I went frame-by-frame on this to find it. Took awhile.


~~~Tests Done~~~
Walking in Fusion/ZM: Shoot door open, hold right, record the jaunt through the room. Turns into a run a few steps in.

Walking in Super: Don't hold the run button while testing.

Running in Fusion/ZM: Held right, but ran against the door a few before shooting it open while still holding right. Ensures I'm at top running speed in the testing room.
Running in Super: Held the run buttong while testing so as to be at top running speed in the testing room. SPEED BOOSTER IS DISABLED HERE.

Speed Boosting: I make sure I'm boosting before I hit the testing room.

Shinesparking: I do a horizontal shinespark into the testing room. Unfortunately for Fusion/ZM I have to hit a door/block. I doubt it's much different aside a scant few ms though. For ZM's I had to do it in reverse because the tunnel was so narrow (see the Test footage).

Ballsparking (ZM only): I do a horizontal ballspark into the testing room. I hit a block for this as well. See above note about Shinesparking.


~~~Times (in milliseconds)~~~
Fusion|Zero Mission|Super|
------|------------|-----|-------
 102  |    120     | 121 |Walking (into a Run for Fusion/ZM)
------|------------|-----|-------
 100  |    114     |  67 |Running
------|------------|-----|-------
  61  |     67     |  34 |Speedbooster
------|------------|-----|-------
  44  |     69     |  27 |Shinespark
------|------------|-----|-------
 N/A  |     55     | N/A |Ballspark
---------------------------------

~~~My Analysis/Conclusions/Whatever~~~
Fusion and ZM have some slight physics (still no momentum though) to them afterall. I am pleasantly surprised.
Super is the fastest like I thought. Which means if you know what you're doing, you can maneuver in Super much quicker than in the other two. Especially what with momentum mattering and all.
Ballspark too fast for ZM apparently. If only it got more use.
The ZM Speedbooster & Shinespark are most probably the same speed with the difference there being in hitting a block vs. running into it. In short, I'm blaming myself there.

If you think Super is slow and/or clunky, get fucked. You're fine to still dislike the game though.
...I swear I'm not autistic. Was just really bored.



-This was all done on August 27th 2013 by Systemeth