Top Norfair path during cleanup is ~6 seconds faster ingame from the route alone. So if you feel the extra supers or less refills let you gain that time back, go for it.
Cheers for taking the time to test this, man. Guess the top-route would be better for racing and such, and the bottom-route would work better with AWS at least.
Also, why do all the routes have to be so close to each other time-wise, when there's a ton of stuff done entirely differently? lol.
so...if you had 5 etanks in norfair and could get the super early in addition to using the "top route" without refilling, would that be faster than getting it late?
You mean, just doing Early Super in Norfair, and then getting the hot room items, plus the worm corridor E-tank on first pass? So, basically just doing the old Early Super route? No, I don't think it'd save time, considering it's roughly ~15 seconds slower grabbing the missile early compared to late, and there'd be no mitigating factors to that route, except for having 2 extra Supers.
I'm probably being dense, but what are the mitigating factors in the other scenario? cleaning up along the bottom of norfair is slower than cleaning up along the top of norfair, so how can getting the super early + using the lower cleanup save time while getting the super early + using the upper cleanup loses time? I might be overlooking something obvious, but it's late, haha.
I just tested running from the Norfair PB to the Brinstar door using both the clean-up routes, skipping all the items you would actually collect on those routes, and just moving from point A to point B seems to be equally fast for both top and bottom paths.
The mitigating factors I talked about on the other scenario are as follows:
- Being able to delay the worm-room E-tank, thus saving time charging the speed boost there. - Getting the hot-room items marginally quicker (maybe around 1 sec?) thanks to Gravity Suit and Space Jump.
Basically, what I'm saying is, why would you pick the top route for the clean-up, if you already got the early super? The path isn't shorter than the bottom.
I think I was misinterpreting the numbers you used earlier when comparing the routes. There's certainly been a lot of data to get one's head around in the last few days!
Haha, yeah there's a lot of new routes and times. The "6 seconds faster" I mentioned earlier take into account that it's slower to get that super early.
Dude, I know. When just looking at the numbers right now, I think even with the added firepower from the 2 extra Supers, the top clean-up would be optimally like 3 seconds faster for non AWS routes, but I'm not even sure about that anymore, lol. This routing stuff is hard work, and there's so many things to consider :/
Dude, I know. When just looking at the numbers right now, I think even with the added firepower from the 2 extra Supers, the top clean-up would be optimally like 3 seconds faster for non AWS routes, but I'm not even sure about that anymore, lol. This routing stuff is hard work, and there's so many things to consider :/
TBH, I'm really glad this game's finally getting some attention, but at the same time, I'm really hesitant to start practicing anything until all the route possibilities have been timed out. Just feels like a bit of a waste practicing something that could very well be obsoleted tomorrow
Exactly, DD. I'm with you entirely. I should just get a PB with the current route and when the time saved is finally figured out, that's when I might bother trying the new route. ;p
Alright, so, since there hasn't been anything added yet today, I'll just drop this here then.
It's for the top-route clean-up, and would save about a second compared to Ball Sparking. I can see dropping the long room Space Boosts from a run, since they save so little, and are basically run-killers if you fail them, but for this one there's just no excuse.
So here's today's thing, some extra Power Bomb uses.
Running out of stuff to share, and it's not like I have a backlog of them, haha.
Some of these are pretty much worthless, namely the bomb-block maze one. If you place it right, it does break the blocks it needs to break, but it can also screw you over. Also, you gotta be really fast or you're actually losing time... which I think happened in this video too. There's another location for the Power Bomb which is a little faster, but even less reliable.
in spidey's 53:56 he uses a PB in the geemer room after the ball maze, but places it a little earlier (as soon as he morphs, basically). it doesn't reach the tank that way but your beam should do that anyway.
Other notable uses: killing the red pirate after finishing the escape park (saves probably no time whatsoever), opening the door early after mecha ridley (saves about 0.1 seconds, but adds significant swag)
Well assuming you take upper norfair cleanup, you should have an extra power bomb already, which should by default, be used for the room by hi-jump. If you're doing lower norfair cleanup, then you don't need to go through that room, so you have an extra power bomb to mess with, without any drops.
I'd probably say the next best use is the ball maze with the red geemers, but you obviously don't want to put it too early or else you can't ledge grab into the maze in the first place for a while <_<
Yeah, those seem good to me too. I am curious about the last one, though... turning around to shoot the red pirate is kinda slow, and even though that enables you to get the early Shinespark charge, the charge actually doesn't save that much time considering the spark start-up time, and cause you'd have to morph before the tight opening. Not to mention, if you're travelling through the next room at top speed, it's a little trickier to shoot the first red pirate without him seeing you.