alright, i might be a little picky here but I tend to be a perfectionist and even little stuff sticks out to me, so bleh. I also know the game fairly well but not nearly on the level that the really serious runners do, especially not the PC version, so I probably missed some stuff that should be mentioned; hopefully nothing is outright wrong though.
-You generally need more optimized movement, less random jumping/rolling all over the place and more lining up with the best angle possible so that you're moving as fast as possible, and smoothly navigating rooms and around obstacles. Line yourself up with the best angle from point A to point B. I'm not gonna point out every single place where this is an issue but you should be able to see what I mean if you watch.
Segment 1: -Target shooting can be done a few seconds faster (both sets), reference one of the runs on SDA to see what I mean. -On the second set of targets it seemed like you were moving all over the place. I'd either be standing still or moving closer to the force field (where you need to be going next) but you were running backwards. :s -After the second set of targets you should get a better angle to the pathway so you can be moving toward it in the morphing animation. -Not sure whether it would save time but in the third room with the dead Parasite Queen you might be able to turn around and dash off the parasite on the ground. Or if that fails you could see if just staying morphed is faster. -The dash off the pirate at the end would've been unnecessary even if you hadn't missed it. -Don't skip the cutscene in the elevator, the cutscene doesn't add to the game timer and watching it puts you closer to the hologram than skipping it. -Stay pressed against the wall where the door is going to be when the elevator reaches the bottom. -Killing the turret at 2:16 was pointless. -In Biohazard Containment there's a huge timesaver involving bomb jumping up the computer that you missed. http://www.metroid2002.com/speed_tricks_biohazard_containment_dbjm.php -The turret kill at 2:47 was pointless too, but since you could charge up while waiting for the door to load and you need to be unmorphed anyway, if done well it probably only costs half a second or a second or so, so keep doing it if it makes things easier. -You had some trouble rolling into the elevator in the same room. -Could possibly consider turning before morphing at 3:21 so you can be rolling toward the hologram while in the morphing animation. Not really any better if you're still going to get knocked back by the turrets though. -You can also split the segment there if you want to, doesn't cost any time for reasons that I don't know, from what I've heard. -You should try to roll into the Parasite Queen cutscene, get a bit of speed going up to the door so you don't get stuck on the lip. -It's harder but a lot faster to manually aim at PQ so you don't need to scan first. -Time your jumps better in the hallways after PQ and the last hallway before you get back outside, you get stuck on stuff on the ceiling several times. -Try to get a better dash off the pirate in the room after the elevator so you can end up closer to the debris ramp and then turn to get a second dash.
Segment 2: -There is a much faster way to do SJF with a combat dash, can't find a vid on m2k2 but I'm pretty sure it's in the PAL speedrun on SDA. -As soon as you're in position for the dash, you should dash. There was no point in standing on the ship for a few seconds doing nothing. -Once you land on the ledge you should start jumping and moving backwards toward the door to Alcove while turning to face the direction you're going in (or the door).
Segment 3: -Should turn better at the beginning so you're going straight toward the door rather than in a wide arc around it. -Looks like you dashed into the wall. -Try L-jumping through Tallon Canyon and only locking onto the Zoomer when you're about to do the dash. -Not sure if you were trying to dash in the hallway before the elevator, and I'm not sure whether the record speedruns do but it seems to me like there's barely any room in there to get anything, probably better to just jump right through it and ignore the zoomers. -In the room after the elevator you missed a dash off a beetle. -You missed the ghetto jump for the early missile expansion. -There's no reason to get the early energy tank, it's very far out of the way and doesn't help. -Don't skip the cutscene after morph ball in Ruined Shrine. The cutscene doesn't count on the timer and it's faster to go through it than around it. -The dash in Main Plaza could've probably carried you straight to the tree if it had been executed better. -The dash in Ruined Fountain is unnecessary, there's not a very good angle for it and even if there was you'd need to wait for the door load. -The dash in Aboretum seemed pointless too, but not 100% sure of that. -You missed a jump in Gathering Hall and fell in the acid water. Keep in mind that pressing R in midair locks the direction you're moving in, don't press it if you aren't moving in the right direction. -Could've probably ignored the first set of Shriekbats in the room before Watery Hall. -Watery Hall had a lot of mistakes. First, you missed a jump, second scan the runic symbol behind the door before shooting the mushrooms, you get some time to turn around for it before the door opens. Doing it the way you did wastes time because you have to shoot the mushrooms, turn around to scan the first symbol, then turn around again to scan the second one when you could just scan the first one, turn, missile, scan. Try to learn to time your scans better so you don't stop before you're done scanning. You jumped a bit too high on the way to charge beam. The return trip back to the beginning was relatively smooth though. -Don't save here, there's a speed trick by turning left and jumping up some things on the wall to scale the room on the way to get bombs very quickly. By saving you miss out on that trick and probably lose a good 10 or so seconds alone just from making the trip to the save station and back out, especially if you're going to be saving again after bombs/before Flaaghra..
That's most of the specific stuff, but you should go watch the PAL speedrun on SDA as well before you try another run. It's under similar limitations (most specifically, the lack of ability to scan dash) so it'll probably give you a lot of strategies in terms of the fastest way to clear most of the rooms in the game without scan dashes. I haven't watched it personally because I've never played the PAL or PC version, but if it does something that conflicts with something I said you should listen to the run first.
Ah looking back I see what you mean. Although I can't seem to figure out the bomb jump in the bio-hazard containment, it's always a trick that eludes me. (plus I have to use a TBJ to get onto the pipe.)
I'll re-start the run with everything you pointed out in mind.
big thing i noticed was the mess up on grabbing the early missile expansion. there's actually nothing special about this jump - it's not a ghetto jump or anything. just hold l and don't jump until you're at the highest standable point of the halfpipe and you should never have a problem.
Ah alright I always did it thinking it was a ghetto jump. XD And btw for those that were wondering I grabbed the early energy tank 'cause I was going to get it anyway in my run. (after coming back from Magmoor for the Early Ice Beam.) so I decided to grab it ahead of time.
Looking at it now though that may cost me some time.
well, if you were planning on going that route anyway then it's even worse that you went out of your way for it when you would've been right there later. :/
Most runs typically go to the Tallon Overworld elevator to make their way back around to Chozo Ruins for Ice though, not sure if PC differences matter there
Well what I'm planning is SPF/SJF/Early Missiles/Early Morph Ball/Charge Beam/Bombs/Varia Suit/Early Wild/Magmoor with the artifact that's at the beginning/Early Strength/Boost Ball/Wave Beam/Ice Beam/Early Power Bombs/back track to PM/Early X-ray, and Chozo/Early Grapple/Early Plasma Beam/MQA, and B/OP/Super Missiles/Theremal Visor/Spider Ball/rest of artifacts/MR/IC, and finally MP.
That's pretty much what I have planned so far, unless there's a faster route that I'm missing.
don't see why you need super missiles or spider ball. actually, it may be smart to somehow pick up spider earlier so that you can go main pbs -> grapple - > plasma
Well I don't want to fight Thardus unless I have the Plasma Beam since it'd make the fight a whole lot faster. And you know now that I think about it getting the SM would be a waste of time.
Yes it is all that's needed is a IBJ which is still in there. I've gotten close, but haven't completed it though. (the closest I got was near the entrance, but then fell due to bad timing of the bomb.)