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kirbymastah: 2013-03-06 05:35:31 pm
kirbymastah: 2013-01-09 10:19:30 pm
kirbymastah: 2013-01-09 10:15:02 pm
kirbymastah: 2013-01-09 10:10:24 pm
kirbymastah: 2013-01-09 10:09:53 pm
JaggerG and I started routing out categories for racing, and it's quite interesting actually. These categories allow seemingly-useless minor breaks to shine and become actually useful in Metroid Fusion! The current categories and times (in RTA) so far are:

100 Missiles
who cares

200 Missiles
1. Biosp4rk - Something better than me
2. Kirbymastah - 49:51
3. JaggerG - 51:08
4. FreshFish - 56:35
4. Drumals - 58:20

I'll see if I can get videos of the routes up on my youtube channel, and update this post accordingly.

This also isn't an obvious probably-fail attempt to get more people to run fusion
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kirbymastah: 2013-01-09 10:13:42 pm
kirbymastah: 2013-01-09 10:12:31 pm
kirbymastah: 2013-01-09 10:12:29 pm
kirbymastah: 2013-01-09 10:12:29 pm
kirbymastah: 2013-01-09 10:11:59 pm
So I started routing out a potential 10 e-tank category for SRL races, and this is what I came up with so far:

Main Deck: 2 e-tanks before arachnus
sec1: 1 e-tank, duh
sec2: 1 e-tank before zazabi
sec4: 1 e-tank, minor detour
sec3: 1 e-tank via shinespark through hot room, 1 e-tank after BOX and 1 e-tank with 3 frame perfect jumps in a hot room, so we're done before varia suit
sec6: 1 e-tank before SA-X, and 1 e-tank near the beginning (it's best to get this on the way back, since you want to plant a bomb on first visit through this room and travel to the door while waiting for the bomb to go off)

At this point, we have 9 e-tanks. We have two options:
1. Go get ice missiles as usual, and get the e-tank right below the data room in sector 5
2. Instead of going to sector 5, backtrack to sector 1, shinespark in the room you get charge beam and get that e-tank

The fact that we're going to a different sector doesn't really make a difference, since we're done with the 10th e-tank. The charge beam room takes quite a while to get to in sector 1. However, getting ice missiles also takes a while, due to having to unlock security level 3... I think option 2 would be faster, though I'll have to time it.

At the same time, though, a 12 e-tank category would mean we'd do both options above, and also get the e-tank at the bottom of sector 3 during the emergency, now that we have varia suit and ice missiles
next is 20 pb run right??
LOL I was thinking about a 50% maybe... IDK. I want to figure out a category that makes more of the "early item" stuff actually useful, and one where sidetracking to other sectors is beneficial as well (especially since, surprisingly, many people don't think you can ever go to other sectors besides the currently intended sector)
well the 200 missile run gets pretty much every early missile tanks humanly possible without having to do meltdown
Edit history:
kirbymastah: 2013-01-13 09:39:17 am
I was bored



If there's anything wrong I said, let me know so I can annotate that <_< I'm assuming this is the same route that JaggerG and I use now.
i'm a fucking fish
Thanks for the video! Time to start practicing ;v
Shifty Leader
That M2k2 guy
notes:
-Gameboy Player's "Full" screen option stretches pixels and doesn't quite look right, no difference in gameplay though.

-Sector 1 bubbles/barrier room: shooting the bubbles before you touch you lets you get through the room and not take damage, so the vent ONLY gives you blue X.

-General morphing tip: if you're unmorphing on the ground, jump immediately after, and if you don't have to jump, shoot immediately after you jump to instant-land. It cancels the frames it takes Samus to stand and start running. It saves you a lot of energy in the lava dive if you stay morphed until you have to jump.

-Missile after Charge Beam: you can stay morphed and roll to the missile tank, and unmorph-jump to get back up. You never get hit until you get back up there, and you only get hit up there sometimes.

-Sector 2 first room: Don't kill any slugs until you get to the bottom, so the one on the top right doesn't form. Coming back through this room, you can also shoot the beam straight. The flare alone kills the slug.

-Unmorph/remorph: Does it really save time? Seems like unmorphing/remorphing costs the time it saves by not bouncing.

-Blue slug room: if you do it fast enough, you can plant the bomb on the exit before getting the missile, so you don't have to sit there until it explodes later. It reforms right after you get through it, hopefully.

-Zazabi: I personally only use one missile on the first three rounds, 2 on the last.

-Missile 85: I personally stay morphed. Don't you move slightly faster morphed? I'm not sure. You don't fall far enough to bounce, and you don't have to remorph later either. Sometimes the spikey guy is a jerk, but you can jump over it.

-Sector 4 first room: A perfectly timed jump at the very edge and you don't have to jump-extend.

-I've died against Serris's core-x in 1% runs before. Freaking physics. Also I didn't realize you can get the 2hit on the ladder up top. Cool.

-Charge beam > missiles. Much easier to hit enemies using a charge, too.

-Holy crap I didn't realize you didn't need to shinespark through that barrier at the end! Thanks a million!

-After PYR early missile spark: I fall to the left door and charge a spark in the room to the right, so I can spark left through both doors. No idea if it's faster or not.

-Shine charging tip: I noticed you aimed at the floor as you had been speed boosting. I suspect you have to hold it for a couple frames at least. To consistently charge it and save frames by standing up earlier, I do a full rotation on the dpad

-You can kill sidehoppers by shooting straight ahead. You don't have to aim at the ground, so you can kill them before you even see them.

-NOC: As Biospark noted, if you don't need to destroy the barrier using a shinespark, there's no point in shinesparking in the first room. I'm not sure if it's good to spark through the barrier on the first visit or not, since you have an excess of missiles.

-Surprise Blue X room: instead of the fastest route, you could jump and shoot out the blocks above them instead.

-Tough jumping at the top of ARC: I move slightly left as I kick off the side. I THINK it cuts a couple pixels ahead, so that jump doesn't require so much precision.

After revealing all my secrets you're totally gonna beat me in like every race! LOL gogo sub-50
Edit history:
kirbymastah: 2013-01-14 10:26:50 am
"-Zazabi: I personally only use one missile on the first three rounds, 2 on the last."

Haha I guess it's because you're used to having so few missiles from 1% and I'm so used to having so many missiles from 100% :P

"-Shine charging tip: I noticed you aimed at the floor as you had been speed boosting. I suspect you have to hold it for a couple frames at least. To consistently charge it and save frames by standing up earlier, I do a full rotation on the dpad"

Wait so let's say I'm speedboosting right, and I want to shine charge it. I press down then rotate the d-pat clockwise to end on right?
uh no? you could press down to charge it, then up to uncrouch right away. but i usually don't bother
200 Missile PB - 49:51 RTA time

Cuz why not post here. I can easily get sub-49; I would've gotten it if I didn't forget that missile tank in sector 6 <_<