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kirbymastah: 2015-06-29 12:59:16 am
Sorta necro bump, but I found out that the Zipline Station Charlie SW is also useful for 100%. After getting the etank in the middle of the spider track, head towards the end, then use the same boost-off-spider-track method off the other end into the SW. Walk forward, then morph to fall in front of the door. Walking briefly on the skywalk for 100% saves ~4-5 seconds over taking the spider track all the way to the end then screw attacking to the door. It's funny that this saves about the same amount of time as in any%, but I guess it makes sense since you're rolling across the spider tracks for the majority of the room, rather than walking on the skywalk.
So...going on the spider track and doing this SW saves more time than the skywalk?
rocks, locks, and invisible blocks
I think he's saying doing the SW on the other side of the puzzle saves roughly the same amount of time as doing it where people do in any%, since boosting/rolling on the spider tracks is faster than walking in the skywalk (but walking in skywalk afterwards is slower than screw attacking, so it evens out?). I guess if you want the etank in any%, it's basically free.
Quote from itsPersonnal:
I think he's saying doing the SW on the other side of the puzzle saves roughly the same amount of time as doing it where people do in any%, since boosting/rolling on the spider tracks is faster than walking in the skywalk (but walking in skywalk afterwards is slower than screw attacking, so it evens out?). I guess if you want the etank in any%, it's basically free.


It's not free. The comparison is between getting etank and doing the spider track normally then SAing, vs getting the etank then going on the skywalk on the other side. I never timed either of these vs. what you do in any%.
rocks, locks, and invisible blocks
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Edit history:
kirbymastah: 2015-07-02 12:57:48 pm
kirbymastah: 2015-07-02 12:55:02 pm
kirbymastah: 2015-07-02 12:53:48 pm
kirbymastah: 2015-07-02 12:52:31 pm
On another note, I finally got around to timing the norion cleanup route.

ROUTE #1:

-Fly to Docking Hub Alpha, get MISSILE TANK via grapple swing, leave via ship

-Fly to Cargo Dock A, get MISSILE TANK there via spider ball
-Go to Cargo Hub, then Maintenance Station, get MISSILE TANK behind ice missile lock
-Go back to Cargo Hub, get MISSILE TANK in vents
-Go to Substation West, clean up West Norion, fly out from Cargo Dock B

Docking Hub Alpha missile tank can be collected before or after the main cleanup segment, doesn't matter

ROUTE #2:

-Fly to Cargo Dock A, get MISSILE TANK via spider ball, leave via ship

-Fly to Docking Hub Alpha, get MISSILE TANK via grapple swing
-Go to Cargo Hub, get MISSILE TANK in vents
-Go to Maintenance Station, get MISSILE TANK behind ice missile lock
-Go back to Cargo Hub, go to Substation West, clean up West Norion, fly out from Cargo Dock B

Cargo Dock A missile tank can be collected before or after the main cleanup segment, doesn't matter


Apparently DF and DCR have been doing route #2 the entire time (and parax's segmented draft route did too), but nobody's really timed the two routes. I always did Route #1 because taking the elevator seemed slower than boosting around...

I initially timed Route #2 to be roughly ~3 in-game seconds faster, but I actually made a mistake with my timing and mistakenly included the in-game time to select the destination for flying. Assuming this costs IGT, this means that Route #2 is actually roughly ~8-10 in-game seconds faster. This doesn't account for the fact that after the Docking Hub Alpha missile tank, you can cut straight to the elevator rather than going back to your ship, so it's even a little faster than that. Also, you take an elevator for like, half of the route difference, so there's less room for error.

This ultimately makes sense since we basically do the same thing for IGT in earlygame norion - after activating the first generator, go to Cargo Dock A, then fly to Docking Hub Alpha and go to Maintenance Station. In early norion, IIRC this saved roughly 30-40 IGT seconds but loses ~40-50 RTA seconds (I really don't remember the numbers, I just know it's a pretty significant IGT vs RTA tradeoff). The difference is less in this case because boost ball saves more time for Route #1, but I guess it isn't enough :P

TL;DR Route #2 is faster and easier than Route #1 by ~8-10 in-game seconds.


If you purely want to go RTA instead, you'd get Docking Hub Alpha's Missile Tank in early game via rolljump/SSJ, so you cut out an extra load screen, then basically follow Route #1 without flying to Docking Hub Alpha. But this is slower for IGT so meh.
So with all the new FRS stuff being found, and taking some routing inspiration from Early Elysia and some other cool stuff now that we can do early spider, we have a new Theory route for 100%!

https://docs.google.com/document/d/1eesiILU77cau-quc3swfYzR21wrDjE3RJGFoabL__F8/edit

Now it's not all good, This route requires MDB twice, LSA once, Early Spider and Early Nova.
But, it does cut out a lot of backtracking in cleanup, reduces all of Elysia to 2 main trips and a short cleanup for 3 items, Bryyo is done in 2 trips, once early on for SA, and then full cleanup of the area including Hyper Ball later, and PH flows a lot better with Early Nova.

All in all, being consistent at MDB would make this category hugely cooler, and most likely faster by a decent amount, although we can't put a number on the time difference since most of it is completely unknown. Maybe a segmented run could be a good starting point for this.
I recorded a demonstration video to show how quickly the Early Spider wallcrawl can be done.

Edit history:
rekameohs: 2015-08-07 12:50:16 am
rekameohs: 2015-08-07 12:49:15 am
Anywhere, everywhere
Hey, that's exciting stuff. On a side note, what's the Elysia route looking like for Any%? Would it be Main Docking Bay SW -> Boost -> Landing Site A SW -> Zipline Station Delta / Concourse Ventilation SW -> Unlock Landing Site B -> fly to Ghor -> MDB SW again -> unlock Landing Site A -> Screw Attack -> fly to Landing Site B -> Ship Grapple, Seekers, etc?

Or would it follow the natural route but just OOB around each of the hyper ball things as needed?

Either way, it sounds brutal...!
Actually, now that we have FRS we can do the crawl to ghor form ZSA, so the route is something like this http://pastebin.com/8zpegMEC
You shouldn't be wallcrawling to East Elysia from anywhere other than Landing Site A in runs. All the alternatives are way too far away and wallcrawling Spire Dock from Junction isn't possible.
Edit history:
MLSTRM: 2015-08-13 10:20:26 pm
So I finished a demonstration of the route, Just as a proof of concept that it all fits together and the videos are listed below

https://www.youtube.com/playlist?list=PL4FiAOFC66uXhQTO3moau2WMHse-ERkJV

I still used moonjump for MDB since I haven't learnt it properly yet, and most of the other wallcrawl segments are very low quality, but it's a start.

Overall I think this route has a lot of potential, and can probably go Sub-3. For reference my segment times, and how much I think can be improved for each one, are listed below.

Segment Name - Time - [Possible Save]
Intro (Start game to land on Elysia) - 0:30 - [0:04]
MDB 1 - 0:09 - [Not sure until I get it w/o moonjump]
Boost/Spider - 0:31 - [0:15] (Maybe even more to save, but this time save is based on how long it takes in Any% added with parax's early spider video above)
Return to MDB/Ghor - 0:18 - [0:05] (2 minutes just on FRS, and then at least 3 minutes to save on the wallcrawl, and that's a super low estimate since there are no good videos of it as yet)
MDB 2 - 0:07 - [Not sure, more moonjump]
Repair AU/Leave from LSA - 0:03 - [0:00]

[Total time save up to end of Elysia 1: 0:24]

Screw Attack - 0:06 - [0:00]
LSA/Ship Grapple - 0:33 - [0:19] (10 minutes on LSA, 9 minutes on room transition, more to save in the wallcrawl but harder to time)
East Elysia/Bomb/Spire - 0:19 - [0:00]
Helios - 0:02 - [0:00]

[Total time save up to end of Elysia 2: 0:43]

Enter Mines - 0:03 - [0:00]
Nova Beam - 0:23 - [0:15] (Quarry is Ass and I did the crawl badly, DF has a good video of it here:
X-Ray Visor - 0:03 - [0:00]
Pirate Research - 0:13 - [0:02] (Gandryda is hard and I fell in Metroid creche)
Demolition Sequence - 0:08 - [0:00] (Timesave with skyway access maybe?)

[Total Time save by end of PH: 1:00]

Bryyo Cliffside - 0:10 - [0:00]
Bryyo Thorn - 0:14 - [0:02] (Stupid bug monster in hall of golems)
Bryyo Fire - 0:06
Bryyo/PH Seeds - 0:06
Elysia Cleanup - 0:07
Valhalla Cleanup - 0:09
Norion Cleanup - 0:06
PH Cleanup - 0:04
Phaaze - 0:07

TOTAL: 4:37 [>1:00 to save]


Like I said, these time save estimates are very conservatively low.
The section from landing on Elysia to Getting Nova Beam takes 2:34 IGT, and can probably be decreased by more than half.

All in all it's still going to take a huge amount of work to get better times out of this route, but it's really cool, has some really neat tricks and wacky outcomes, and hopefully will be getting some good RTAs soon!


EDIT:
So I did some timing, and the full details will be hidden, but basically outside of Elysia, this route is 17 minutes faster or so, and I'm working on timing elysia differences still since speed-optimised wallcrawls don't really exist as yet for most segments. The point is, the route should still be faster with mediocre wallcrawling and allowing for time to be lost on attempting SWs like MDB and LSA.
Norion, Valhalla, Phaaze, Olympus all the same.

Bryyo:
Swing+map as normal
Old First Trip 35:30
Old Cleanup ~27:00
OLD TOTAL: 1:02

New Cliffside Trip 13:21
New Thorn Trip 17:13
New Fire Trip 7:49
New Ice Trip 8:42
NEW TOTAL: 47:05

Seed is same (maybe 5s faster from SA/Nova)
TOTAL TIME SAVE: ~15m

Elysia:
Time lost: MDB over Inbounds
Steamlord to Boost as normal
Insert 6 minutes of Spider
AU decon as normal
Time lost: Grabbing missile early (30s)
Time lost: Wallcrawl over ZSA/MDA/MDB inbounds
Time lost: MDB over Inbounds
go to LSA as normal
Time lost: LSA->East over Inbounds
Time lost: Grabbing Concourse Ventilation
Time lost: Grabbing Gearworks
Rest of Elysia as normal
Trip 1 difference:

Second trip
Time gain: Not grabbing spider inbounds
Same until grabbing Hoverplat Missile
Time gain: Hoverplat<->Steambot barracks missile
Time gain: No East Elysia cleanup (~5m)
Trip 2 difference:

TOTAL TIME DIFFERENCE: ???

Pirate Homeworld:
Trip to X-Ray: Same

Research same until access
Time loss: Grab access missile - 40s
Travel to gandryda same
Time gain: Travel to ship and back - 1:58
Time gain: Backtrack for access missile - 1:05
Rest is same
Total: Gain 2:23

Enter Mines: 22s lost
Mines:???

Cleanup same

TOTAL TIME GAIN: 2:00 + nova crawl

TOTAL TIME DIFFERENCE: ??
So it's been 9 days since I made that post, and I've made considerable improvements towards some segments since then, as well as doing an RTA of the route from landing on Pirate command before X-Ray. That RTA was 2:04, and in terms of IGT was the same as my segments (1:33 total), which at least proves to me there's around 4 IGT minutes to improve upon at least based on mistakes I made in each independently.
I also realised it's a few seconds faster to activate the return boost cannon in Skybridge Hera on the trip back from boost instead of leaving it until cleanup, so that's a slight inconsistency between segments done.

The improved segments with the new IGT are listed below, and as before all current fastest segments are included in the youtube playlist above.

Segment 3 (Boost/Spider): 0:31->0:19
Segment 4 (Return to MDB/Ghor): 0:18->0:10
Segment 8 (LSA/East Elysia 1): 0:33->0:11
Segment 9 (East Elysia/Spire): 0:19->0:17
Segment 12 (Nova): 0:23->0:10
Total Time save since first segment set: 0:57
(I wanted to get this to an hour before posting, but I'm going on holiday for a week so now seemed like a good time)


Currently I'm still working on the 4 main wallcrawl segments outside of MDB (Boost/Spider, Ghor, LSA>Ship Grapple, Nova Beam), to get them consistent enough for me to be happy attempting them in RTA runs, and I've started to work on MDB, so once I have that down (which could take a long time), I'll be ready to start attempting full runs of the category with this route. While I don't think I'll be getting good times straight away, hopefully this segmented practice will make it a lot easier to get there than it could be.
Sorry, I don't want to be rude, it's just sheer curiosity. Usually, when a Metroid come out, it doesn't take more than a few month to get a first 100% legit speedrun to get officially recognised. It has been 8 years since Corruption came out.

Is it something specific to the game? Does the managing of the Pahazon gauge and hyper mode offer so much possibility that it's hard to figure the optimal way? Or was it just a lack of interest for the game?

What make it so difficult for Corruption to get a 100% speedrun?
What do you mean by "official"?
Speed demo archive is still only having an any% run. It's the official homapage for "legit" speedrun, isn't it. And the 2002 site itself, on its corruption page, still doesn't link to any speedrun, unlike the other MEtroid game, then again, I don't know if the site still get updated outside of the forum.
I like turtles.
Try here: http://www.speedrun.com/mp3#100
SDA has played a lot less of a role in speedrunning as a whole more recently then before. A large number of runners don't bother submitting to sda for various reasons. As for main metroid2002.com site updates, they're pretty much nonexistent.

Additionally mp3 is a lot longer than the other games and is run a lot less often because it isn't very well liked game to run.

A 100% single segment run was submitted to sda, but was rejected due to the amount of mistakes made in it.
Edit history:
GUIGUI: 2015-09-22 04:32:53 pm
Quote from Turtle:

Hard and normal mode can't be filtered from each other or are there sitll only normal mode run? Never mind, found it.
Quote from TheMG2:
SDA has played a lot less of a role in speedrunning as a whole more recently then before. A large number of runners don't bother submitting to sda for various reasons. As for main metroid2002.com site updates, they're pretty much nonexistent.

Additionally mp3 is a lot longer than the other games and is run a lot less often because it isn't very well liked game to run.

A 100% single segment run was submitted to sda, but was rejected due to the amount of mistakes made in it.

Well, that's a bit sad. Are their strict identification measuresthe reason, they have lost their primary positions?
Edit history:
TheMG2: 2015-09-22 04:52:17 pm
For most metroid games nowadays, normal is the only difficulty ran. Hard 100% is non-existent and hard any% is only really respected for Zero Mission (and technically other m). Hard low% is considered in a bunch of metroids though.

A large part of it is the amount of time that it takes from a run getting submitted to a run getting on the site. At it's worst, it could take a year to end up on the site. By that time, the run was largely out of date. It's getting better, but there is still room for improvement.

The medium in which speedrunning had previously taken form is different now. Previously emphasis was on a final video, nowadays, runs are frequently streamed on twitch and speedrunning is focused on that. Youtube is now the primary place for recorded runs. This emphasis on streaming has also led to a decline in number of segmented runs.

A large number of people feel they don't need SDA to have their runs recognized and that is just a thing.

Other people have problems with sda staff, rules, etc. as well. Nowadays, rules for games tend to be more determined by individual communities. If they run into conflicts with SDA staff, even if a solution could be reached through further discussion, it tends to just leave a bad taste in their mouth and they won't submit.

SDA still receives an increasing amount of runs of various games, it's just the percentage of runs being submitted out of total runs made that has decreased. Notably popular games for running tend to be submitted less.

EDIT: Keep in mind SDA never really declared itself as the official anything. They just happened to serve a similar role to that for a number of years. They probably didn't want to declare themselves as the official anything out of distaste for certain other sites that do.
Edit history:
GUIGUI: 2015-09-22 04:50:58 pm
Okay, thanks a lot for the answer and sorry for my initial ignorance.
One last thing tough, for the original Corruption game on speedrun.com, there is no distinction made between Single Segment and segmented run:
http://www.speedrun.com/mp3#100
But for the Corruption game from the Metroid Prime trilogy page, the re is a sort of Single Segment/Segmented classification
http://www.speedrun.com/mpt#Corruption_100
Does the "Single Segment" classification only appear ifthere is one?
I think the segmented thing is on MPT because an MPT leaderboard mod added it. No mods for the others have added it to theirs.

Personally I don't even use speedrun.com for prime leaderboards, I use this for most primes: http://bombch.us/_jo
Thanks again.
One last thing, tough.
Quote from TheMG2:
(...)
The medium in which speedrunning had previously taken form is different now. Previously emphasis was on a final video, nowadays, runs are frequently streamed on twitch and speedrunning is focused on that. Youtube is now the primary place for recorded runs. This emphasis on streaming has also led to a decline in number of segmented runs.

(...)

Is it the reason, the Segmented and Single Segment Leaderboards look exaclty the same? with just one name added for some reason with nothing much else in it?
Edit history:
TheMG2: 2015-09-22 05:19:48 pm
It's largely that.

EDIT: Segmented runs take a while, and single segment runs are a (potentially) quick way to demonstrate improvement. They also aren't really considered interesting to watch live while they're being made by most viewers. They're very much a "final product" sort of thing, and speedrunning has moved away from that.