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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 Embarassed )


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!
Thread title: 
heartfelt congratulations. this is a great day.

who would have thought even a few weeks ago that metroid 2 would be the only exciting forum right now.

need i say it?

GO GO GO!
Wow, congratulations. I should play this game... And watch this run... And live up to my new title...
I confirmed the time... although I get 0.13 less ;-p

Hopefully I'll have time to actually watch it tomorrow.
Time bomb set get out fast!
Awesome, carlmii!  Are the first two segments the same as in the 1:00:08 you posted earlier?  If so, I'll only need to grab segment 3, because I've already downloaded and watched that run.
Very nice job, extremely worth the download.

BTW, before the timing glitch was discovered, did anyone "falsely" break the hour barrier? Because that would be hilarious.
I got 0:58 game-time in my single-segment a while back, so it didn't even need to factor in the saving glitch. :P

And yes, the first two segments are the same zeke.
Stupid item jingles/room transition. If there weren't such suspicions about the game clock's flaws (even beyond the save glitch), we could still use single segment times, which don't include jingles/room transition, instead of real time. More like the other 2-D metroids.
I('d) like to watch (some MP3 runs)
Cool, I'll have to watch this to see what the new tricks are.

Congrats.
Awesome run, carlmmii.  Congrats!
major pwnage
I('d) like to watch (some MP3 runs)
Well I watched it, cool stuff carl 2002(?).
Very impressive, congrats again.  :o
I('d) like to watch (some MP3 runs)
Now, howsabout that 3 item run?  :o  :o  :o  :o
How's about you find me a good luck charm Wink

That's the only thing keeping me from completing it. It requires a perfect queen fight, and the odds aren't on my site (32:1 just from her pattern alone).


Edit: side... I mean.  Embarassed
I('d) like to watch (some MP3 runs)
Well whatever site you got 32:1, there's your odds.

You could try saving and stuff.
Time bomb set get out fast!
Amazing run, carlmmii.  You've officially proven me wrong about Metroid II not being that much fun to watch.  What most impresses me about your runs is the, for lack of a better word, Sessness you bring to them.  You often make a point of killing a Metroid on the "sweet spot"  (i.e. as close as possible to where you want to be next).  That's the most obvious Sess parallel, but your precision and control remind me of his runs too.

Congratulations on the milestone -- whatever fame there is to be had in the world of Metroid speedrunning now belongs to you.  Use it for evil.  EVIL!
Time bomb set get out fast!
After watching the run again, I have a couple of questions.  The first is about the route you took after the two closely-spaced save points in Segment 1.  There are basically five things you have to cover in that section: the Varia, the Spring Ball, the Metroid in the upper-left cave, the High Jump area, and the Alpha and Gamma Metroids down below.  In my run today, I experimented with different orders, and I found that it was a big help to get the Spring Ball as early as possible.  It's useful all over the place in those other areas -- without it, there are a bunch of spots where you have to Spider Ball up a wall or, worse, bomb jump.  (An example would be the tunnel leading into the top of either of the Spider Ball pipes, or the energy refill in the upper-left Alpha Metroid's cave.)  So my question is, did you consider the Spring-Ball-first option?  If so, what other considerations outweighed it?

The second question's simpler.  In the room before the first Alpha Metroid, you always use a missile on the last Hornoad.  How come?
Brilliant run! Nice control on the spider throws in the spiky tunnels, very impressive!
Quote from Zeke:
So my question is, did you consider the Spring-Ball-first option?  If so, what other considerations outweighed it?


Actually, I never did. My route was based off pure position. I don't think I even thought to consider the time saved by spider throwing in the metroid tunnels. I'll work it out on paper in class today though, along with a new 100% route. I always need something to keep me busy. :P



Quote from Zeke:
The second question's simpler.  In the room before the first Alpha Metroid, you always use a missile on the last Hornoad.  How come?


Yup. It's better to shoot it while I'm already in the air, instead of taking another jump to get to its height (or wait for it to land). Regular shots go too fast and miss it entirely that far back. A missile takes just long enough to hit it when it first appears.

Plus, precision missile shots just look cool.