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So, I've been working on a different 14 % category for a while, and it turned out to be possible.

This run replaces gravity suit with X ray scope, which means you have to do Maridia without High jumps boots and gravity suit.

Anyway, I was able to finish the run without the use of save states. I still had to use save stations though because of how hard this run is.

Here's a recorded video of it: http://www.twitch.tv/kottpower/c/2205162

The run is obviously terrible and has A LOT of deaths and stupid mistakes, so it could probably be improved by at least 2 hours I think. What made this run possible in real time is the fact that you can skip the first half of maridia (watch 36:00 in the video).

I don't know if there's any TAS:ers around here, but if so, could you please tell if there's any way of entering Tourian through x ray climbing NON-TAS under low % conditions?

I'm swedish, so sorry for my poor english.
Thread title: 
Almost happy
I'm interested, how does that skip work? I was under the impression that you could only trigger door transitions do directly connected rooms.

Anyway, the tourian entry should be doable without tool assistance. It might be impossible to get stuck far enough into the door though as it requires insane reflexes. If it isn't possible to get stuck far enough in, you need to have enough ammo to make a crystal flash because there's a small bump you can't pass otherwise. Other than that part, I don't think there's anything that's super hard about the skip, it's only insanely tedious as I'd imagine it would take 20+ minutes to do the entire climb unassisted. You also have to bombjump 4 screens upwards or something, doing walljumps up instead of bomb jumps should be very hard because of the diagonal bomb jump required at the end, and there's also some door triggers hanging around near the elevator that's easy to bump into. It might be possible to get stuck far enough in if you have speedbooster, though the timing might still be too hard, but that would bring down the percentage further than doing a crystal flash.

I think the metroids are the bigger problem under low% conditions, except if you allow yourself to pick up icebeam.
Quote from Cpadolf:
I'm interested, how does that skip work? I was under the impression that you could only trigger door transitions do directly connected rooms.


Yeah, I was under the same impression, but it seems like this particular room is an exception for some reason. Maybe you could look into it and find out how that works since you have a lot more knowledge on the game than I have. I have some knowledge of how x ray climbing works, but it's still fairly limited i'd say.

Also, me and another SM runner have been messing around with the Tourian entrance climb before, and we've had no success with it. The problem seems to be, as you mentioned, that you cannot get stuck far enough into the door.

If you're able to come up with something that could potentially improve this low % run, let me know.

/Kottpower
Almost happy
Well as I said though, as long as you can get stuck in the door at all you can get all the way up as long as you can do a Crystal Flash. It does take more items but it's still lower than 14%.
Quote from Cpadolf:
Well as I said though, as long as you can get stuck in the door at all you can get all the way up as long as you can do a Crystal Flash. It does take more items but it's still lower than 14%.


But you would have to skip mother brain with that save corruption thing you did in your TAS? Can you do that on console without any tools?
Almost happy
It should be possible. A bit hard to navigate in MB's room though, and also not being killed by the rinkas while climbing which will take a lot longer non-TAS. Actually, navigating through the room might be the easiest part, the rinkas and actually getting into the door are probably harder.
Edit history:
P.JMan: 2013-04-30 01:50:34 pm
I like Big Butts and I can not lie
I made a video making the out of room travel clear (took a bit of effort), it might not be the same transition block kottpower used but it has the same outcome.


The cyan blocks are door transition blocks, the red blocks are solid, the green are slopes, the purple are unknowns (effectively air).

The first (red) number inside of each block is its basic tile property (00 for air, 01 for slopes, 08 for solids etc.), the second number is like a parameter to the property of the block, in the case of doors, it's which slot of door data to use.

The room with the OoR travel only has two doors, corresponding with 00 and 01, anything else should either not work or load garbage data (usually crashing the game), although 03 seems to just be unresponsive.

The value here is 0xF2, which the game converts to 0x72 (114) because it's over 0x7F, which just happens to to point to the list of door slots of [that room through the door to the left of where you come out]. Actually, it points to half-way between the pointer to the data for the first door in that room, and the second, but it just so happens that the pointer to the first door is 98 A4 and to the second door is A4 A4, meaning the random door transition block gets its pointer as such: 98 A4 A4 A4, which is extremely lucky on two separate accounts.
Edit history:
Aran;Jaeger: 2016-01-17 04:10:21 pm
Aran;Jaeger: 2015-09-14 02:53:05 pm
Aran;Jaeger: 2015-08-30 01:07:50 pm
Aran;Jaeger: 2015-08-11 09:36:15 pm
Aran;Jaeger: 2015-03-19 10:35:33 am
Aran;Jaeger: 2014-10-18 10:07:38 am
Aran;Jaeger: 2014-10-18 10:00:08 am
Aran;Jaeger: 2014-09-01 02:59:46 pm
Aran;Jaeger: 2014-09-01 09:33:48 am
Aran;Jaeger: 2014-08-30 04:15:43 pm
Aran;Jaeger: 2014-08-29 09:01:22 pm
Edited:
Since this thread at least mentions "new types of low% runs", I thought I maybe should put this here:

Low% Categories:

All different 14%(PAL) Categories (without Out of Bounds, Spazer+Plasma):
[The set of all low% categories for NTSC can be found here: https://m2k2.taigaforum.com/post/13_is_now_a_reality.html ]

[Core = (Interior, Varia, Charge) = (E2, E-Tank, Varia, Charge) ]
[Interior = (E2, E-Tank) ]
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB) ]
[ "E" stands for (basic) Equipment, and I abbreviate it since those items are needed quite often.]

Gravity-Speed:
(Core+1*M+1*SM, Gravity, Speed, 2*E-Tank) ;
(Core+2*SM, Gravity, Speed, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 1*E-Tank, R-Tank) ;
(Core+2*SM, Gravity, Speed, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 2*R-Tank) ;
(Core+2*SM, Gravity, Speed, 2*R-Tank)

Gravity-Ice:
(Core+1*M+1*SM, Gravity, Ice, 2*E-Tank) ;
(Core+2*SM, Gravity, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Gravity, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 2*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*R-Tank)

X-Ice:
(Core+1*M+1*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, X-Ray, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 2*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*R-Tank)

HighJump-Ice-PAL:
(Core+1*M+1*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 1*E-Tank, R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)

Gravity-Powerbomb:
(Core+1*M+1*SM+1*PB, Gravity, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 2*R-Tank)

Ice-Powerbomb:
(Core+1*M+1*SM+1*PB, Ice, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 2*R-Tank)

Speed-Powerbomb:
(Core+1*M+1*SM+1*PB, Speed, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 2*R-Tank)

Edit: Actually, maybe this list is wrong/incomplete because of the potential of "reserve-mode" that I found the same day as writing this <_<
(but without that glitch, I am pretty sure it is correct) (which it wasn´t)
2.Edit: So, at least those options have to be added:

X-Speed:
(Core+1*M+1*SM, X-Ray, Speed, 1*E-Tank, R-Tank) ;
(Core+2*SM, X-Ray, Speed, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, X-Ray, Speed, 2*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 2*R-Tank)

X-PB:
(Core+1*M+1*SM+1*PB, X-Ray, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+1*PB, X-Ray, 2*R-Tank)

3.Edit: A new Blue-Suit method has been discovered by me, which causes the existence of even more 14% categories:

Ice-Speed:
(Core+1*M+1*SM, Speed, Ice, 2*E-Tank) ;
(Core+2*SM, Speed, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 2*R-Tank) ;
(Core+2*SM, Speed, Ice, 2*R-Tank)

Speed-Grapple:
(Core+1*M+1*SM, Speed, Grapple, 2*E-Tank) ;
(Core+2*SM, Speed, Grapple, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 2*R-Tank) ;
(Core+2*SM, Speed, Grapple, 2*R-Tank)

4.Edit: There are now 12  13 different 14% categories, since Sniqwc3 found an elevator-FlashSuit method and due to Tewtal´s Slope-Spark FlashSuit method:

Powerbomb-Powerbomb:
(Core+1*M+1*SM+2*PB, 2*E-Tank) ;
(Core+1*M+1*SM+2*PB, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+2*PB, 2*R-Tank)

HighJump-Speed(PAL):
(Core+1*M+1*SM, Gravity, Speed, 2*E-Tank) ;
(Core+2*SM, Gravity, Speed, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 1*E-Tank, R-Tank) ;
(Core+2*SM, Gravity, Speed, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 2*R-Tank) ;
(Core+2*SM, Gravity, Speed, 2*R-Tank)

5. Edit: Sniq found an application for G-Mode in Everest room, that makes 14%(PAL)X-Missile and 14%(PAL)X-SuperMissile real:

X-Missile:
(Core+2*M+1*SM, X-Ray, 2*R-Tank) ;
(Core+1*M+2*SM, X-Ray, 2*R-Tank)

X-SuperMissile:
(Core+1*M+2*SM, X-Ray, 2*R-Tank)

edited Edit: Oh, and here a little explanation for what one would have to do in each case of those 14%(PAL)categories:
Gravity-Speed and Gravity-Ice can be found at Deer Tier (http://deertier.com/),
X-Ice without Out of Bounds can be found in an older stream-video from kottpower (http://www.twitch.tv/kottpower/profile),
HighJump-Ice-PAL has been done by tewtal and can be found in his twitch channel (http://www.twitch.tv/tewtal)
and that´s it [pretty much] for the humanly doable 14% categories. 14%Ice-Speed (IceBoost(er)) can probably be found as a category on DeerTier aswell in the future, since it is humanly doable.
Another edit: 14%HighJump-Speed(PAL) might (depending on the feasibility of the Slope-Spark FlashSuit method at Maridian beach area for humans) be humanly possible aswell, and if so, it would need to be added to DeerTier, too (it is doable and got added).

Now, for the TAS-only categories:
Without loss of generality, we can assume that Kraid and Phantoon are already dead, if we want to.
The general remaining obstacles are:
Maridia: Getting into Maridian mountain room (1), Climbing up that mountain (2), pre-Botwoon-room (3), getting to Draygon (4),
escaping pre-Draygon-room and the rest of Maridia (5)
Norfair: Getting past the Lavapit at the entrance to Lower Norfair (6)
Tourian: Getting past the Zebetites (7)

For (1), (4) and (6), there exist (at least for TAS) general solutions that can be used in each of those categories:
(1): Go to eastern WS ocean; climb out of the water using one-wall-walljump-climbing (which is still feasible for TAS without HighJump even in NTSC); get past ocean using horizontal IBJ. (and maybe sinking during the IBJ. at some points, too); in the left sandy room at the bottom of Maridia travel horizontally using horizontal IBJ. between bright sand and falling sand (even in NTSC possible); green-gate-glitch; "Gravitation"-jump using air in non-destroyed-glass-tank room to get onto a platform in the room above; walljump-check to trigger transition into pre-turtle-room at a high position with respect to the door (similar to the setup for X-Ray-Climb) to get stuck in the shell at the other side in standing position and in order to be high enough to make it possible to reach the wall for climbing, using a Flatley-turnaround and to climb up into Maridian mountain room.
[Since this is a relatively long route that is used for some of the categories, I gave it a name, namely "spiral-path", since the rough route when starting at the elevator leading to Norfair looks like a spiral.]

(4): Starting after Botwoon, simply use under-water-walljump-climbing multiple times to get to Draygon (of course I am talking about TAS-conditions here).

(6): Sniqwc3´s method is even doable for humans in NTSC:
http://www.twitch.tv/sniqwc3/c/4487695

(2), (3), (5), (7) remains:
Gravity-Powerbomb:
(2): Clear.
(3): powerbomb-drop-manipulation for a Ceiling-Crystal-Flash to break the crumble-block-platform.
(5): Clear.
(7): (double-)powerbomb-drop-manipulation during Draygon-fight for a CF and getting grabbed by Draygon to gain Shinespark-Suit, then travel all the way down to Tourian to use the Shinespark-Zebetite-Skip method.

Ice-Powerbomb:
(2): Climbing the mountain using frozen crabs and super missiles.
(3): Ceiling-CF.
(5): Shsp.-Suit at Draygon, getting grabbed by Draygon to get on platform next to the door and kill Draygon there, then escape with the free shinespark.
(7): Ice-Zebetite-skip method.

Speedbooster-Powerbomb:
(2): Varia-Blue-Suit method, then travel along the spiral-path (which is still possible even with Blue-Suit), use shinespark to get onto the mountain.
(3): Ceiling-CF.
(5): Shsp.-Suit at Draygon, getting grabbed by Draygon to get on platform next to the door and kill Draygon there, then escape with the free shinespark.
(7): Shinespark-Zebetite-Skip method.

X-Ray-Speedbooster:
(2): Create Blue-Suit via Reserve-Mode Blue-Suit method (that is why a R-Tank is needed), travel along the spiral-path with Blue-Suit and use the shinespark to get onto the mountain.
(3): Use Reserve-Mode force-stand method in pre-Botwoon-room to get through the crumble-block-platform.
(5): Kill Draygon while being next to the upper door, then escape using X-Ray-Climb.
(7): Create Blue-Suit again, the same way as before, for Shinespark-Zebetite-Skip method.

X-Ray-Powerbomb:
(2): Create Shinespark-Suit with minimal items using the reserve-mode Shsp.-Suit method, switch Shsp.-Suit to Blue-Suit using Crystal-Spark involving the free shinespark given by Shsp.-Suit, travel along the spiral-path and use the shinespark to get onto the mountain.
(3): Use Reserve-Mode force-stand method in pre-Botwoon-room to get through the crumble-block-platform.
(5): Kill Draygon while being next to the upper door, then escape using X-Ray-Climb.
(7): Create Blue-Suit again, the same way as before, for Shinespark-Zebetite-Skip method.

Speedbooster-Grapple:
(2): Underwater-Climbing to reach grapple-able creatures and/or Grapple-blocks to get onto the mountain while keeping Blue-Suit that was obtained via the improved Varia-Blue-Suit method.
(3): Snail-Climb, walking through Speedbooster-blocks in pre-Botwoon room and post-Botwoon room, Underwater-Climb in Colloseum room and its previous room while still keeping the Blue-Suit.
(5): Draygon carries Samus to the platform next to the upper door, Draygon is then killed from up there, and a shinespark is used to escape pre-Draygon room.
(7): One has Speedbooster, hence the Shinespark-Zebetite-Skip method can be used.

Powerbomb-Powerbomb:
(2): Mount Everest can be climbed using the shinespark from a previously generated FlashSuit using Sniqwc3´s elevator-FlashSuit method.
(3): Ceiling-CF to get past pre-Botwoon room.
(5): FlashSuit via getting grabbed by Draygon during a Crystal Flash can be used to escape pre-Draygon room with a shinespark.
(7): Zebetites can be skipped using a shinespark from a previously generated FlashSuit using Sniqwc3´s elevator-FlashSuit method.

HighJump-Speedbooster(PAL):
(2): One travels with FlashSuit to Everest to simply shinespark up that mountain.
(3): One climbs with HighJump up to the Maridian beach area to generate another FlashSuit via Slope-Spark there and carries it to pre-Botwoon room.
(5): One kills Draygon from above and escapes pre-Draygon room via suitless 1-Wall-Climb, which is possible only in PAL.
(7): One uses the Shinespark-Zebetite-Skip method.

X-Missile & X-SuperMissile:
Both options necessarily take 2 R-Tanks and 1 E-Tank before getting to Everest where 1 crab is lured to the left door to get direct G-Mode in Mainstreet room and have enough health there to survive a hit from the moving crab there to exit the immobile state to go back to Everest and lure the crab up again, and then align Samus to the blue-shell while using X-Ray to get into it a little when G-Mode is exited, to open the shell well-timed while getting hit by the crab (and Samus needs to survive that hit), to start X-Mode to travel past Everest. And in order to skip Botwoon´s E-Tank, a worm is lured towards Botwoon´s room with 4 reserve energy to get G-Mode in Botwoon´s room and let the worm´s knockback allow Samus to exit the immobile state to go back to the E-Tank room in which one can get through the E-Tank then without collecting it, exit G-Mode still without collecting it, and then continue.
Edit history:
Aran;Jaeger: 2016-01-17 04:14:39 pm
Aran;Jaeger: 2015-09-14 02:54:23 pm
Aran;Jaeger: 2015-08-11 09:37:47 pm
Aran;Jaeger: 2015-03-19 10:40:08 am
Aran;Jaeger: 2015-03-19 10:39:48 am
Edited:
So, this improved Blue-Suit method involving Varia causes 2 more options that TAS has to beat the game inbounds with 14%(PAL) (updated details can be read in my above edited post), namely Ice-Speed and Speed-grapple which makes in total 11 + 1 + 1 + 2 (due to Sniqwc3´s elevator-FlashSuit method and Tewtal´s Slope-Spark FlashSuit method, and Everest X-Mode) options for TAS (in PAL) now: