Final official completion time: 0:59:49
get it at SDA
Those segment times are obtained going from the initial appearance frame to the frame containing "Completed" when saving (for segment 3, it's the first non-moving frame of the fade out). Total comes out to 59:49.44, which rounds down. (not like it really matters, but I'm sure Radix would care )
The main driving force for completing this run was the discovery brightstar made with the "Spider Throw" technique. Using this, it was possible to shave nearly a minute off the time even when the time to get the spring ball is factored in. Very useful trick which resulted in quite a few new techniques for getting around.
This is also my first completed run split up into sections, so it was a unique experience for me. I had expected the most grueling sections to be the first two, because I had to make sure they were up to snuff before I made the decision to save. Turned out I was wrong... Even though they needed to be wicked fast, section 1 was hardly anything different than my normal speed runs, and section 2 was short enough that it was fairly easy to crank out (minimal spider throws, so very few new techniques to practice... plus, I just got damn lucky with missile pickups that time).
Section 3 was actually the hardest, mainly because of the randomness of the fights, which took up most of the "variable" time. The 2nd zeta only falls for the speed trap 1/5th of the time it seems, and "plan B" (which I had to use) usually is much slower, but a little more reliable. The 3rd zeta doesn't always want to play right. And the omega fights always seem to have that one part where you know you can't recover. And then there's the new spider throw techniques in the omega lair, which although is damn cool to pull off, requires some precision jump height (equivalent to the 2.5-block normal jump).
In all actuality, I had no idea I did so well during the omega fights, and I think that's the only reason I was able to finish off the run. Every time I did well before, I'd start losing concentration (like in the section after the omega lair when I did the spring-unmorph-double space jump, instead of a straight double space jump which I've never deviated from... ever).
I guess the good thing about the excitement is that it allowed me to jitter-mash better than I ever could before. The last metroids were down for the count in less than a second each, and the queen fight was near perfect.
Even though I'm ecstatic with this run, I know it's very possible to improve upon. Of course, the platforming can be cleaned up (missed jump here, missed morph there), but knowing that this run was achieved using a technique discovered only in recent months makes me suspicious of just what else might be possible, but not yet discovered.
All I can say is, it's about damn time that this title went sub-hour!
get it at SDA
Those segment times are obtained going from the initial appearance frame to the frame containing "Completed" when saving (for segment 3, it's the first non-moving frame of the fade out). Total comes out to 59:49.44, which rounds down. (not like it really matters, but I'm sure Radix would care )
The main driving force for completing this run was the discovery brightstar made with the "Spider Throw" technique. Using this, it was possible to shave nearly a minute off the time even when the time to get the spring ball is factored in. Very useful trick which resulted in quite a few new techniques for getting around.
This is also my first completed run split up into sections, so it was a unique experience for me. I had expected the most grueling sections to be the first two, because I had to make sure they were up to snuff before I made the decision to save. Turned out I was wrong... Even though they needed to be wicked fast, section 1 was hardly anything different than my normal speed runs, and section 2 was short enough that it was fairly easy to crank out (minimal spider throws, so very few new techniques to practice... plus, I just got damn lucky with missile pickups that time).
Section 3 was actually the hardest, mainly because of the randomness of the fights, which took up most of the "variable" time. The 2nd zeta only falls for the speed trap 1/5th of the time it seems, and "plan B" (which I had to use) usually is much slower, but a little more reliable. The 3rd zeta doesn't always want to play right. And the omega fights always seem to have that one part where you know you can't recover. And then there's the new spider throw techniques in the omega lair, which although is damn cool to pull off, requires some precision jump height (equivalent to the 2.5-block normal jump).
In all actuality, I had no idea I did so well during the omega fights, and I think that's the only reason I was able to finish off the run. Every time I did well before, I'd start losing concentration (like in the section after the omega lair when I did the spring-unmorph-double space jump, instead of a straight double space jump which I've never deviated from... ever).
I guess the good thing about the excitement is that it allowed me to jitter-mash better than I ever could before. The last metroids were down for the count in less than a second each, and the queen fight was near perfect.
Even though I'm ecstatic with this run, I know it's very possible to improve upon. Of course, the platforming can be cleaned up (missed jump here, missed morph there), but knowing that this run was achieved using a technique discovered only in recent months makes me suspicious of just what else might be possible, but not yet discovered.
All I can say is, it's about damn time that this title went sub-hour!
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