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Been working on this for the past week or two, have gotten to the pirate homeworld.



I'd reccomend skipping to segment 10, since most of the stuff before that is Norion/stuff you've seen a million times already. The boss fights are also clearly labelled in the titles if that's all you care about.

Time is 2:22 so far, aiming for sub 3:30 as a side-goal. I bet no one will be impressed anyway if paraxade used to have a 3:13 SS run up (which I likely won't beat), but I felt like getting this up as my first real prime run with some sequence breaks and decent optimization thrown in.

On another note, I must say I'm quite dissapointed with the lack of activity on this board. I thought this summer would be a great time for people attempting all sorts of runs since nothing has been submitted to SDA and so many categories are open for grabs. No one has even SSed normal mode, and some of the 100% times look appaling compared to the any% times.

I'm going by the wiki of course http://www.metroid2002.com/prime3/index.php/Speed_Runs which doesn't include craztad's improvement on the any% normal run, so there might be some other changes I'm not aware of.
Thread title: 
no idea why this game died so suddenly and so permanently. you are basically helping counteract that by doing this run though. keep it up.
I haven't played ANY Metroid in a long time now, but those times are still my best ones as far as I remember. Last I knew that list was outdated in a few categories, but I've been a little out of the loop for a while now. My issue is that I'm entering my Senior year at college in the fall and I have a summer class I'm taking right now, which is why my time with games has been limited for most of the year up to this point.

Once I finish my 3rd playthrough of Twilight Princess soon I may jump back in the Metroid series again, but there's no guarantee of that. Even then, I don't have the ability to record and upload anything right now so it'd mainly be for my own purposes.

Edit: I seem to remember that I was planning on doing a 22% Hypermode run myself the next time I played Corruption, so even if I can't show anyone I can still put my times up like I have before for comparison purposes.
I'm glad you're at least giving metroid some consideration despite your business.

Also forgot to mention how there's no speed trick section here http://www.metroid2002.com/corruption/

I don't mind digging out all the speed tricks that we've found so far in the game (even if it means reading through every post of a 60 page topic >_>) and making vids of whatever's missing to put up on that page. At least this way all the tricks will be put up neatly in one spot, hopefully encouraging runs for the game. Haven't looked too much at the 100% route topic, but as soon as I'm done with my current run, I'll probably look to contribute to that too.

Hopefully that might revive some efforts to speedrun this awesome game. I mean, Paraxade's WIP pretty much made me **** my pants, and we need more efforts like that.
Retro did a pretty good job of sealing up this game, so there aren't any new tricks/breaks being discovered... most people have given up on looking for them AFAIK, so there's not much to discuss. Too bad, really... I don't think anyone's tried going to Thorn Jungle early yet though, I need to try that sometime.
What's the trick for early thorn jungle? I'll sure as heck try it.
Basically you'd just do early ship missiles, but when you get to Hidden Court, keep going through that one room with the spinners and wall jump whose name I can't remember instead of reentering the game.
I'm sorry but I don't follow Embarassed

Quote:
Basically you'd just do early ship missiles


...never knew about this. Are you saying there's a ship missile expansion you can get before you even get the ship upgrade?

Quote:
and wall jump whose name I can't remember instead of reentering the game.


No clue what that meant.
Edit history:
vykan12: 2008-06-16 09:36:30 pm
Just read through Craztad's entire test run topic. The speed tricks topic is just too long to go through right now, so I'll be making vids of all the timesavers based on Craztad + Paraxade's test run + the reccomended improvements, and hopefully that will get me up to date. Dunno how submitting tricks for the M2k2 page works, guess I'll ask Nate about that. I'd imagine there's some 100% tricks that aren't included in the test run topics + front page, so I might have to dig through that 68 pager after all >_>. Guess it's the price to pay for knowledge + organization.


Below is all the info I digged up that seems to be of use. Feel free to add anything I missed.

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So I'm pretty sure using the ship to get back to the 1st airdock after segment 3 would be faster.

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after playing the game, if we really want a lower time, we're gonna have to do the home menu trick, and edit it out after capturing.....  there are too many doors not just in this run, but even when I'm playing, that take forever to load, eating up 10-15 seconds sometimes.  great run, manu obvious little improvments in general, but very quick. Goodwork

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Segment 5: Besides what others have alreaddy pointed out, wouldn't it be faster to skip grapple lasso until returning for ship missiles, as the only place it's used is corrupted pool, which can also be passed with a bsjonly slightly slower, and solving the Gateway puzzle puts you by the exit to the room, causing the need for two additional crossings of the room.  Also, what was the point of grabbing the missiles in the room before grapple swing?  Missiles aren't really that badly needed, and there are several tanks throughou the game right in your way.  Same thing with the etank in Gateway.  Considering the abundance of etanks that only take a couple seconds to get and the relative lack of need for etanks on normal, why grab one of the longer ones?

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One thing I forgot to mention before is your use of single shots in hypermode instead of charge shots.  Not only do charge shots cause more damage faster, they also use less phason per damage than regular shots.

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First of all, in hidden court (or whatever it's called)why not shoot the pouring fuel gel on the way to the pedestal from the morphball tunnel, instead of before bombing the bomb slot?  And secondly, in the room after that, it's faster to ghetto up to the first pillar after knocking it down, instead of swinging across and jumping up the platforms.


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Ok paraxade so for the first segment i can tell you the improvements ive thought of. First of all that first spring ball space jump can be a rolling spring ball space jump using the corner as you roll up the hill. Second, dont roll back as far as i did to skip the ghor test thing. Third, i dont know if it is faster or not but you can do a spring ball space jump at the end of the hall and turn around in the air to head the door instead of rolling around the corner like i did near the end of the segment. And of course shoot the lights way better then i did at the beginning.

Paraxade's reply:

Actually for the SBSJ, it's faster to roll forward away from the wall you BSJ off of a bit then do the BSJ. The reason for that is rolling around there triggers the loading zone for the next room and you can reach the door as it opens (or is about to) instead of hanging around in front of the door for a second or two. I also knew about the rolling BSJ at the end of the hallway. I think it is a little bit faster, but it doesn't make much of a difference.

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Actually it is faster to get the pipe. Normally it does save the same amount of time that it costs to get it, but that was without the Gel Processing Site speed trick; pulling it off twice makes the run a bit slower and a lot harder.


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I use crash court time saver after MAP station. Craztad not. I skip one more M-expansion too. There is not much reason collect too much M-expansions. Only where you need missiles is Seeker launcher segment. I think it is good idea collect only 25-30 missiles max. Even 20 is good idea but you need collect some M-refills.

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then tjp's trick in Repair Bay A followed by more target shooting. :\

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Stuff about using checkpoints + deaths for better optimization.
http://files.filefront.com/Early+Ship+Missilesavi/;10669758;/fileinfo.html

The editing's a bit screwed up, but still watchable.
Edit history:
vykan12: 2008-06-16 10:38:41 pm
secret worlds make my head spin :P I'll try and figure that one out.

And I think I finally deciphered that weird post you made. So you're saying that you can you can use a secret world in hidden court to pass into jungle thorn airdock...? And what are the implications of both tricks, in terms of sequence breaking and time saved, assuming it works? My guess is you get the early ship missile, go to thorn jungle, take out the turret (since I believe the route would literally take you to that very room), bomb the thorn jungle shield, fly to Bryyo, do the Rundas sequence break and fly to Mogenar. Actually, that sounds like it saves tons of time :)
No, you wallcrawl from Hillside Vista to Thorn Jungle. The video I made shows how to get to Hidden Court and reenter the level from there. For early Thorn Jungle you'd just keep going. It doesn't save any time at all. Gateway alone takes 15 minutes to wallcrawl even if you know what you're doing. Besides that even if it didn't, it's still way faster to get the map the normal way and fly to Thorn Jungle instead. And the Rundas sequence break doesn't save any time because you have to get him down to 1/4 of his health remaining before it's possible.
plasma beam v.2.0
this was pretty good.  the first berzerker fight could have been a little faster, but pretty nice overall.

and yeah, this game did die fast and hard.  low replay value...
Edit history:
vykan12: 2008-06-17 03:56:52 am
Quote from Dark Phoenix:
this was pretty good.  the first berzerker fight could have been a little faster, but pretty nice overall.

and yeah, this game did die fast and hard.  low replay value...


The 'zerker fight is early. My early segments are almost embarrasingly bad, and gradually get better, so I'd reccomend you watch the run backwards lol. Also want to remind that this isn't a speedrun, so don't critique me too much on missed tricks or unoptimal fights/travelling/etc. I'll probably take the run down anyway once I start running the game seriously, but I have enormous amounts of research and practice ahead of me.

Anyway, I made it to page 32 of the speedrun topic. Talk about exhausting, only 31 more to go...
plasma beam v.2.0
it may also have been my style.  i use the mid level sensitivity and only use charged shots at the start and when he's stunned.

im definitely now interested in the final fight.
Edit history:
vykan12: 2008-06-29 07:59:14 pm
Here's a 22% final boss run, not sure which difficulty it was on.

Quote from Paraxade:
kip made some vids a while ago, they were on his filefront. Skippy linked to some mirrors earlier in the topic. The strategies I use have a couple minor differences, but for the most part they're the same.

EDIT:

Quote from SkippyJr:
phaaze.avi [32.0 MB]
dark_samus.avi [34.9 MB]
aurora1.avi [31.7 MB]
aurora2.avi [8.2 MB]
I also still have his original 2 energy tank version if someone really wants.  (I'll keep the links working for a month or so.)


It's been more than a month, but the links still work. :P


See the links obviously.
Edit history:
UchihaSasuke: 2008-06-17 01:38:28 am
my umbrella goes directly to Bankai
i think the reason the game died so fast is because no big SB was ever found. for mp1 and mp2, there were some massive SBs that completely changed the routes and increased the replay value tenfold. in mp3, the biggest i've seen is skipping hazard shield and the game even gives it to you later.
also, replaying the same old intended route is unappealing. it's more fun to run your own route like in mp1.

still, i'm surprised no one has submitted a run to SDA yet. i thought it would be like with mp2 and there would be a couple of runs up by now with the speed tricks discovered shortly after the game came out (but the funny thing is that no one has beaten the uber-old hard 22% run by kip yet. didn't that run came out 1 month after mp2 was out?)
Anywhere, everywhere
Quote from PiccoloCube:
i think the reason the game died so fast is because no big SB was ever found.
Skipping skytown berserker lord is pretty big as well as the hazard skip. The lack of a route change probably is a factor though.
plasma beam v.2.0
if there wher any major sb's i would have played this game once in the last 6 months...
the game is too linear, i cant even come up with an item skip besides HS.
Anywhere, everywhere
Okay then, I can. Energy tanks 4 and 5, which was also a pretty big sb.
plasma beam v.2.0
which are those?
Anywhere, everywhere
http://www.metroid2002.com/corruption/other_aurora_chamber_energy_cell_skip.php
New segment up thanks to tjp's help. And of course it's added to the playlist.



Now if I can get a good Gandrayda fight, I might be getting segments up faster.
Bananas GOOD, Kremlings BAD
Good job (nice 'n easy segment).
my umbrella goes directly to Bankai
by big SB i meant a SB that caused a massive route change. think of sjf in mp1 or screw attack early in mp2.

skipping the berserk lord, skipping energy cells and HS and early seekers are good SBs but they're not big enough to alter the route.