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MPzoid: 2008-06-28 11:13:05 am
Quote from bartendorsparky:
welcome back zoid.


thanks :)

Quote from bartendorsparky:
i'm almost positive mqa missile how i did in my test run is faster than the missile in fungal hall access even with the new dash, but of course i could be wrong.
 

yeah i'm not sure, but i think the plasma door in fungal hall access takes some time to open anyway so i think you wouldn't lose any time by collecting that missile under the mushroom.

Quote from bartendorsparky:
also, :58 idrone would most likely drive you insane if dj's tests/extrapolations are accurate.


so what do you think would be the time to go for? idrone in 1:00?

Quote from bartendorsparky:
in the run im doing now im toying with expanding the segments a bunch to see how easier/harder it is to still go fast.  if it turns about to be possible to go fast even with a fair amount of mistakes, i think 1:01 and beyond are definitely gonna follow suit.


yeah i was thinking that too. i thought it would be better to make the run in 13 or 14 segments.

Quote from rekameohs:
About the missiles, I would pick up every one that kip got except the main plaza switch


yeah that's what i was thinking too, the main plaza switch.

Quote from rekameohs:
Fungal Hall B- since you go here to ghetto up anyways, you only lose a fraction of a second here.


well but don't you have to do the dash with the metroid when you're on top of the mushroom to get to the next mushroom? that would be faster than the ghetto jump, and since you don't have to do the ghetto jump that missile would be pointless and you would lose time by collecting it.

that's the segmentation and the route i have in plan therefore:

segment 1: frigate (expected time: 0:04)

segment 2: space jump first (expected time: 0:05)

segment 3: switch to the other missile on that ledge above by climbing to the tree and then dashing off the tree to the missile. then morph ball, charge beam, missile in watery hall access, morph ball bombs, missile in gathering hall (you wouldn't really lose time by collection that missile if you plan to save in gathering hall save station because the save station door takes a while to open anyway so you could collect the missile in the meantime). (expected time: 0:10)

segment 4: flaahgra, early wild (if you are very lucky you can get a crazy fast ghost battle by shooting them without letting them go (expected time: 0:14)

segment 5: artifact of nature, in monitor station this time using the alternate method with the puffer dash and then climbing onto the pipe and using the second puffer dash to get onto the bridge right in front of the door. this should be used this time instead of climbing the walls. boost, wave, missile under the bridge in transport tunnel B, lifegiver,(in furnace spider ball track using ghetto jump method), at chozo ghost in hall of the elders you can save a lot of time again, ice beam, save at reflecting pool. (expected time: 0:25) (after you kill the ghost in hall of the elders i just don't know what's faster: would it be faster to skip the whole morph ball activating stuff and do the 3bj like i did in my 1:03 or would it be faster to climb up to the 3 morph ball slots above the statue during the battle and as soon as the ghost is killed lay a bomb in the wave slot just so i can get warped right in front of the statue by the cut scene? what's faster?)

segment 6: main quarry using the new dash method that sparky used in his test run, in waste disposal using that helpful trick to boost across the gap that craztad showed in his video on youtube, missile in elite control access (the one where you shoot the box and kill the pirates), kill the invisible drone with some extra missiles, and being very lucky with the maze. (expected time: 0:28)

segment 7: plasma (in geo core i think it would be faster to use the ghetto jump that smilingjack13 discovered instead of using the bsj that sparky did in his test run) (expected time: 0:31)

segment 8: do the frigate crash site dash, get missile in overgrown cavern right after frigate crash site, save in save station at reflecting pool. (expected time: 0:32)

segment 9: world, missile in live grove tunnel, x-ray, chozo artifact, warrior, save in central dynamo. (expected time: 0:38)

segment 10: using the new dash method in mqa that sparky discovered recently, collecting the missile in fungal hall access (the total amount of missiles from that point would be 40), kill op with two plasma and one power bomb, newborn, get the freebie energy tank in phazon processing center access, save in magmoor caverns at elevator to phendrana drifts. (expected time: 0:46)

segment 11: artifact of elders (then using the 3bj to get out of the crashed tower again like sparky did in his test run), thermal visor, artifact of spirit, save in magmoor caverns again at same place (right before thardus dash) (expected time: 0:50)

segment 12: doing thardus dash, get artifact of sun, in magmoor caverns get artifact of strength, then get ice spreader. (now i don't know what's faster: would it be faster to go backwards and leave the room and go to monitor station again and then go to the ice spreader (like i did in my hard 1:15) or would it be faster to lay a power bomb and drop down to the room with the power bomb expansion (but don't collect the pb expansion) and then go backwards to the glass bridge and get the ice spreader?) , then go to ship and save there before ridley. (expected time: 0:54)

segment 13: get artifact of truth, do the ridley fly-by skip, kill ridley (get some missile refills during the battle), then go to impact crater and save. (expected time: 0:56)

segment 14: get some missile refills from those lumigeks, do the bsj in phazon core to get up onto the wall without having to climb to the left side of the wall, then leave phazon core without going to the missile refill station (missile refill station would take too much time so it's important to get enough refills from the lumigeks and the ridley battle) and then go to metroid prime, then be very lucky and get the perfect first form battle with a lot of ice spreader shots, and get the perfect second form battle. (expected time: 1:01)

so that would be 14 segments. is that ok?
Edit history:
Gu3st: 2008-06-28 11:35:19 am
Jagger ftw
hmm why not make seg 2 and 3 combine? the landing time is extra, and sjf is easy.

You might want to make a backup of before flaghharr and also maybe a save at main quarry when getting warrior on the way to op

because they are trying to get pb before flaghara via sw (Although IIRC its not allowed), and am trying the climbing research access.

and If you can no saving from phendrana 2 to phendrana 1, that will shave off like 20-30 second, and also if you do what sparky did no saving before op, it would probably shave off time too.

less saving = less time
Quote from Gu3st:
hmm why not make seg 2 and 3 combine? the landing time is extra, and sjf is easy.


The ship is right in the way, so saving there costs no time. It's one less thing to do in this segment.

Quote:
Although IIRC its not allowed


SDA changed the rules to allow out of bounds tricks a couple months ago.
always move fast
in my run now it'll be 5 segments.  frigate -> after plasma -> before ridley -> after ridley -> end.  this way, the only savbe you lose any time at all is after ridley, because you would stop at the ship for refills anyway.  the theory of course is that the time saved not saving makes it easier to go faster.  if it actually is not too hard to go 1:02 compared to with 16 segments, then it would therefore also be easier to improve more probably  as for specific tricks i pretty much agree with you all over.  jacks' geo is better, but way harder, and afaik the 3bj in hote is faster

edit: missile wise, i think getting the ones i got in my other run, minus the one in gathering hall is the way to go.  using the alternate mqa method to collect to missile, you also save a pb that you can use against op, saving even more time.
What about making a segment just before the incinerator drone? That fight is so luck-dependent it might offset the time needed to make a segment break. Thoughts?
always move fast
getting a 1:10 (the standard in runs currently) and not saving would be like getting a 1:02 (iirc the lowest ever recorded is 1:03) and saving.  theoretically, as you approach the minute, each second gets approx. exponentially harder to get.  chozo ghosts is another thing though.  i'm trying to record a 'perfect' battle for timing purposes, but it is insanely difficult.  depending on how much time that saves though, it may very well be worth it to save... currently, at least.
Hmm… So if saving there costs about 8 seconds, the most feasible way would be to get something like 1:04-1:05 ID fight without saving, I guess?
always move fast
well i actually just made that number up.  however, assuming you don't collect the gh missile, i think that save takes even longer.  but yeah, you get the point.
Sparkys testrun segment 5:

At the very beginning, would you be able to save a second to scan dash to the left from one of those vampires or is the path too narrow?
At 0:53, I am 99.99% sure that a scan dash should be faster rather than morphing and then delivering the first hit.
At 3.16, is there absolutely no scanning object around so you could scan dash towards the door?

Segment 6:

At 0:05, possible to scan dash from the enemy on the ground?
At 0:47, it should be possible to scan dash from the enemy to the left.
At 9:00, scan dash from one of those enemies.
At 10:00, cant you stand closer or stand on the statue and fire wave beams? Also, you know how to kill chozo ghosts much quicker.

Segment 7:

At 1:10, speed boost downwards.
At 1:33, scan dash into the hologram.

Segment 8:

At 3:08, can you scan dash from the dragon enemy?

Will continue tomorrow to further examine the rest of the segments.
Edit history:
iowa: 2008-06-29 09:48:19 am
Quote:
segment 3: At 3.16, is there absolutely no scanning object around so you could scan dash towards the door?


iirc although the room is huge there's absolutely nothing unless one of the ghosts drops a power up when he dies, and it would take some insane luck for it to be at the right spot. besides, insane luck is necessary for an optimal chozo ghosts fight in the first place so it's probably not worth it.

Quote:
segment 7 At 1:10, speed boost downwards.


sometimes you can just boost through the water without even having to fall down which saves a few seconds. seems quite random though, we would need to find a way to do it consistently.
Search for more scan dashes continues. Here is one possible new scan dash.

Segment 10 of Sparkys testrun:

At 4:16, you could probably do a minor scan dash.

Segment 11:

At 1:45 and onwards, would it be possible to scan dash once more from another metroid? Preferably from some of the ones at the beginning.
At 5:40ish, I am pretty sure a scan dash from that metroid will work.
At 5:42, same thing.
always move fast


only the first dash is new, saves about 2 seconds though.  missiling the last form makes it a billion times easier (it doesn't slash you in the air), but takes a bit of time.


edit:  alright, i'm trying to get plasma beam just after varia suit (don't need ice beam afaik) via a wallcrawl from burning trail.  i can get up to the room with ice spreader (can only do monitor station with a float atm though), but when i try to load the next room the game freezes.  i don't know much about secret worlds, but is it possible that a room cannot be traversed in a secret world?  or is there something i can do to dump monitor station more?  i do the standard door open thing, but it is still physically loaded i know even if you can't see it.  any ideas?
always move fast
on a different note, i just wallcrawled from omega research to dynamo access.  took lots of time but i bet the method could be refined, doubt it'll ever be very quick though.  it at least confirms that it is possible to wallcrawl past vertical doors.  i'll try to get a video up soonish.
Quote from bartendorsparky:
edit:  alright, i'm trying to get plasma beam just after varia suit (don't need ice beam afaik) via a wallcrawl from burning trail.  i can get up to the room with ice spreader (can only do monitor station with a float atm though), but when i try to load the next room the game freezes.  i don't know much about secret worlds, but is it possible that a room cannot be traversed in a secret world?  or is there something i can do to dump monitor station more?  i do the standard door open thing, but it is still physically loaded i know even if you can't see it.  any ideas?


It's not possible to wallcrawl through Shore Tunnel AFAIK. You can still get through there if you wallcrawl through the room with the Artifact of Strength though.
always move fast
oh awesome, i'll try that later tonight.  looks like that'd definitely require a float though, since monitor station is bowl shaped.  thanks for telling me that.


EDIT: alright, so right now i'm standing in geo core, sw state, without ice or wave beam.  from what i understand, you can collect plasma beam by morphing through the ceiling or doorwarping, and since geo's roof is low, enter a sw over near the spider ball blocks.  i've never done this so this is just from what i remember hearing.  unfortunately, i have to leave soon and don't have time to float up and confirm it.  however, i think the only float absolutely required would be in monitor station, unless something cool is found there.  atm, it appears you can get plasma without ice or wave and get out safely, but it'll have to wait awhile to be confirmed.
Strategy Guide Writer
Quote from bartendorsparky:
oh awesome, i'll try that later tonight.  looks like that'd definitely require a float though, since monitor station is bowl shaped.  thanks for telling me that.


EDIT: alright, so right now i'm standing in geo core, sw state, without ice or wave beam.  from what i understand, you can collect plasma beam by morphing through the ceiling or doorwarping, and since geo's roof is low, enter a sw over near the spider ball blocks.  i've never done this so this is just from what i remember hearing.  unfortunately, i have to leave soon and don't have time to float up and confirm it.  however, i think the only float absolutely required would be in monitor station, unless something cool is found there.  atm, it appears you can get plasma without ice or wave and get out safely, but it'll have to wait awhile to be confirmed.

As I mentioned before, be careful of getting near the back of the Geo Door at the top (leading to the room holding Plasma) when trying to secretise the room. Having said that, are the 2 doors in Geo both Wave beam doors or not? Would make it difficult getting back out again if they were! ;)
Anywhere, everywhere
Quote from Andrew Mills:
Having said that, are the 2 doors in Geo both Wave beam doors or not?
They are, or at least, you'll have to pass one eventually going either way.
Jagger ftw
IIRC nate said wall crawl from burning trails to geo has been done. so maybe you just need to unload the rooms before loading the next one (which cause freezing).

but what happends after you get plasma? the roof isn't raised...
I could be wrong, but I was under the impression they were ice doors leading to plasma and out again.

Gu3st makes a good point, would using that door put you straight in a secret world going out again because the ceiling is still low? The room hasn't been reloaded at all, so the state will be the same. On the other hand, you could either be stuck above the roof or fall through it. SW physics being as strange as they are.
what?! i know nothing about swing in magmoor.
always move fast
afaik when you enter geo after getting plasma you are above the ceiling.  from here you head over to the spider blocks and jump into a secret world.  i can't imagine the wave doors being a problem, as after all i had to pass two of them to get to geo core.
Jagger ftw
Apparently I couldn't find the topic, so it will count as IDRC (I didn't remember correctly)
kyupi+yakisoba=win
Wow, its nice to see zoid around. Homework has kind of taken me over at the moment but im trying to follow everything. So have we for the moment given up on a new route unless this plasma beam through secret worlds works out in a speedy way. And as for the search for new dashes comes up i got a slew of them as soon as i can find an internet connection faster than 14kbs. I will just make a vid of all of them and throw it into one vid. One i was just thinking about while watching sparky's flaaghra clip is would it be possible to dash to the first bomb slot instead of shooting and rolling. The downfall would be that you have to deal with the stupid timing of flaaghra's attacks through the next three dashes instead of the last two.

Sparky you said you were maybe doing a 3 to 4 segment run to see how it would work out. It probably doesn't mean anything but last year i did a 5 segment 22% run that came out to 1:17. I didn't think anything of it cause the current 22% is out of date anyways. But maybe small number of segments is the way to go. I will go ahead and do a test run with you guys just i will make mine 6-7 segments. Im pretty sure i can get around a 1:03 with patience. In the end i still think frigate will get split up and early sj will be its own segment. From that point though who knows.

And for sparky's segment seven at around 1:10 i believe angerfist said boost down. If you roll the control stick right you can boost over the gap fairly consistently or at least i can. I think it must have something to do with the ball trying to move into the wall that gives you a little traction for the hop needed.
yea good to see things moving a little bit, been away for a week.
craztad did you ever beat prime second round without thermal?
btw that plasma before wave/ice is not clearly not meant to be for a speed route... takes floating and a VERY long wallcrawl to accomplish but a very nice untried sequence break, gj sparky.

i've been making some videos but one of my discs got eaten and i've been redoing them, should have some stuff for y'all to see soon. a lot of speed stuff to consider, very high level but definitely some payoff. also some random other tricks, glitches, interesting stuff that maybe hasn't been seen.

glad to hear about a new testrun from sparky and maybe some competition from zoid. the low-save idea is interesting but don't go overboard. if you absolutely want to stick with low saves go ahead but at LEAST use the one by reflecting pool right before going for World. it's literally less than a second to use and you'll obviously make that up afterwords.

re: the waste disposal boost, yeah in the old sparky testrun boosting down would've been better but imo it's ALWAYS more beneficial to at least TRY to boost across. even if you don't make it you'll still fastfall because there are no up-jets on the other side ;p and on the subject of waste disposal i don't think the testrun method of bombing up at the end is faster; imo you should just boost all the way to the far wall and bomb from there, in the testrun it's a slow roll onto that tiny ledge and boosting is probably just better. wow that was wordy.
always move fast
atm i'm playing around with plasma before ice, via workstation wallcrawl.  it takes very very little time over the normal method, maybe like a minute to 90 seconds tops, and opens up lots of possibilities.  i have one route maybe slightly faster, but it's a very loose estimate, it's very close i think.  don't have anything mindblowing yet though...