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Anywhere, everywhere
iirc it doesn't matter when you shoot the door, it will load the room when you get close to it.

And you got the other Main Plaza missile, not the one in the halfpipe. Is that any faster?

Also, why did you get the missile in Gathering hall. Is it for the ice spreader or do you just want more missiles?
always move fast
yeah, rooms load when you get within a certain distance from the door.  both main plaza missiles take essentially the exact same amount of time, but i like this one more and its easier, so thats that.  i get the gh missile for ice spreader.  youd want 40 missiles for prime (4 shots, two wave and two ice forms), so youd want (probably) 45 missiles total.  then you can refill during/after ridley some and before prime to get enough.
Segment 3 was very, very good. Everything that kip missed, you had... I loved the dash to leave Watery Hall quicker, never seen that before. Is that standard in runs these days? kip's is the latest one I've watched so I'm not 100% on what was "new" in yours.  :(

Do you know which route you've settled on yet? I'm still pondering it as best as I can...

How much time does the ice spreader stand to save in the Prime battle?
Anywhere, everywhere
Quote from LeCoureur103:
How much time does the ice spreader stand to save in the Prime battle?
Sparky said about 40 secs.

About the missiles, I would pick up every one that kip got except the main plaza switch, plus gathering hall, root cave, the room before the first elite pirate (the one where you shoot the box), and fungal hall b. That gives 40 missiles; if you want 45, add the one behind the ship.
always move fast
main plaza (5)
watery hall access (10)
gathering hall (15)
eplodey box room (20)
root cave (25)
life grove tunnel (30)
atop frigate crash site (35)
metroid quarantine a (40)
fungal hall b (45) good call here, never thought about that one

is what i have planned.

and i think im going with my original route, i really dont think is would be faster, and i also dont feel like checking it out yet, as the difference would be minimal anyway.  there is quite a few 'new' things in the third segment from kips run, but the watery hall dash was in my 100% run, think thats it though.
Only one of those I might reconsider would be Life Grove Tunnel. That seems like the longest one and I'm sure there's a shorter one somewhere...
always move fast
life grove takes such a long time to load, that by the time you get the missile, you hardly lose any time (if any at all). =)
I was looking earlier today at entering Phazon Elite's room from the back which requires climbing the shaft with two spinning electricity wheel things... When going for Warrior, entering the back way would, from entering Main Quarry to the Phazon Elite's breaking out cutscene, save 18 seconds MINUS however long it would take to climb the shaft (so maybe 5 or 6 seconds total). I found a number of ledges in the shaft and I'm confident I can find a way up it... Would you be interested sparky?
I took the liberty and compared your segment 3 with kips segment 3. The differences I think are is that when you scan dash, you instantly get the item (Charge Beam and Morph Ball) immediately without walking a few meters forward + you scan dash a bit faster.
Strategy Guide Writer
That was some fantastic playing there Sparky. The Watery Hall exit was sweet and the incinerator drone battle tactic was pretty nice as well. But it's the next segment I'm REALLY looking forward to. :D

Oh, btw: Thanks for editing out all of the unnesacery cutscene guff. Much appreciated. :D
When going from Lifegiver to World, which route were you planning to take? I would assume just cutting through the Ruins, but I did a little test and found that leaving the Ruins and climbing the Frigate Crash Site might be a few seconds faster. You should test too as my runs were far from optimized  Wink
always move fast
yeah, i also looked for a way up that tube.  i can get from the bottom to 1/2 up, and from 3/4 to the top, but not form 1/2 to 3/4...  and good thinking with the artifact, i take a lookie when i get there.
Yep, same with me-- bottom to 1/2, 3/4 to top. Shoot, maybe there's not a way.

But the other tube is more important anyway... being able to get back out of the Mines from the front would SIGNIFICANTLY alter the route, for the better I'm sure. I've found a couple of ledges that are too high to reach from the ground, but I had killed all the bombus. I'm sure if there's a way up, you'll have to use them somehow.

So anyone who wants to help the run/future runs, find a way up that bombu tube!
Have you guys tried bsj to reach 3/4 from 1/2? it provides much height and might be help us getting to the top of the room. Though, I don't know if the ledges you found are large enough and if there are instant unmorph areas around. :|

If I can get to 1/2, I will try it.
always move fast
yeah, the platforms are very small, so no bsj allowed.
Using kip's run I timed what Early Sun would save; I figure it should be about a minute.

The difference in route comes at the end, starting at Magmoor Workstation after finishing the mines. In the standard route you go through Phendrana backwards, get Sun, and head to the Tallon elevator. In an early Sun route, you would go straight from Magmoor Workstation to the Tallon elevator, but lose the time doing IS right after Wave.

kip took about 1:01 from Workstation to the Tallon elevator. From Workstation->Sun->Elevator he took about 2:59 (not counting item collection at the back of Phendrana, which you could just do right after leaving the Mines for the first time in the non-ibbf route, or before/after the first mines trip in the ibbf route; either way there is a minor time loss compared to a later Sun route).

So the difference between 2:59 and 1:01 is 1:58. Subtract the estimated IS time, about a minute, and you get time savings of :58.
You would move Strength to right after Boost/Wave and lose a little bit of time on that since you couldn't pb down into Fiery Shores.

Whether Ice Spreader would be worth it or not would depend on how long it takes to get from the Tallon elevator to Shore Tunnel and back. If it is longer than the 40 seconds that Ice Spreader should save in the Prime battle, then you would avoid it I guess.

So yeah that's my analysis of it all  extra_smug
always move fast
infinite speed takes ~1:03 once you start spinning.  calculate the time needed to get ready, plus time cost for being unable to boost between wave room and the elevator, and you have another considerable chunk of time, probably around 30 seconds i'd say.  so i guess the difference between routes would be a few seconds at most, one way or another.

thanks for checking those times though. =)
I didn't know you couldn't boost and I didn't know how long it would take to set up. So I guess early Sun really ISN'T worth it under any circumstances!
Quote from bartendorsparky:
plus time cost for being unable to boost between wave room and the elevator
Well, actually, you can, but they have to be short, inconsecutive boosts that let the momentum die in-between to avoid setting IS off.  Of course, in Prime 1 there's not as much risk of freezing the game with IS, so with some energy loss from enemy contact you may be able to use some full power ones.
Any news Sparky?

Edit: Thanks Arc.
red chamber dream
He's in France, so I doubt he'll be on the forum until he gets back. I belive that he did say that he was going to be playing a lot of Prime while he was there, though.
always move fast
on the contrary, i haven't touched prime since i left.  i leave again for a few weeks in a few days though, but hopefully i can get a segment or two in before then...