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http://www.planetquake.com/sda/other/supermetroid.html

Also Smokey got a 0:36 any but that's not as important :P. Radix, where are you to sticky this?
Thread title: 
Ack, you beat me to that. I was going to yell about this.
What luck, there's french fry stuck in my beard.
Downloading it as we speak.

Er, type.  Or something like that.
Last call for the Radix, we need you ASAP to stickie this. Last call for Radix.
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Ready and willing.
Hi, I'm Radix.  :P
[idiot]Wow Radix, Your name is the same name as Yoshi's. So is your avatar![/idiot]
I('d) like to watch (some MP3 runs)
Smokey's :36 is just as neat, if not cooler than his :56 or my :55.

Watch them all and stuff.  :o
Yay. More stuff for my new computer.
Mmmmm... I do love 100% runs.  Especially when I have been working on one of my own for this game ;)
I('d) like to watch (some MP3 runs)
Well, hopefully you will see something new that can help you out.  :o
dude, i'd better download it right away<i>!</i>

good job, scarlet!
I('d) like to watch (some MP3 runs)
Is it 'new title' worthy? >.>
unless you're talking about 'the mockball mistress' i dunno. ;P
I('d) like to watch (some MP3 runs)
Yeah, seems to be the nick going around for some reason. <.<
I finished watching it. It was very good, but now I have some questions. (I haven't played SM much so bare/bear with me).

What is your success rate with the mockball? You do that a lot in your run. I assume it's rather high.

Can you keep a charged shinespark after getting hit? I thought I saw that happen in the crashed frigate.

Why did you skip that energy tank near the High Jump boots the first time?

What's the deal with turning Spazer on and off during the Phantoon fight?

How do you do the spike jump?

Just a comment here: I think the Crocomire dance thing was hilarious. It's little things like that that make runs more interesting.
Just looking at the first segment I see that this is really good. I'm downloading the rest right now.

Mockball isn't really as hard as it may seem, after a few tries I did my first one (third or fourth try), and now I have a success rate of over 50%. I'd expect a speedrunner to have an even higher success rate (an SM speedrunner, to be more precise.)
As for the others, you'll have to wait a bit more for those answers.
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Ready and willing.
Quote from ShadowJedi:
Just looking at the first segment I see that this is really good. I'm downloading the rest right now.


Although I haven't seen the run yet, Ceres station is nothing compared to the crap she pulled in her old 100%, and I'd expect this to be even better.
I('d) like to watch (some MP3 runs)
Heya.

What is your success rate with the mockball? You do that a lot in your run. I assume it's rather high.

I don't want to give out the number I attempted (some people know, but it's more fun for other ppl to count  :o ), but I missed 3 of them, and took out 2 or 3, and forgot about one.

Can you keep a charged shinespark after getting hit? I thought I saw that happen in the crashed frigate.

Yeah, it stays until the time runs out or you use it.

Why did you skip that energy tank near the High Jump boots the first time?

So I could pick it up near the end of Norfair, so I'd have max energy again so I could skip the energy refill room in Brinstar so I could still have enough energy to do that spark directly to the Wrecked Ship and for the Phantoon fight.  It seemed to work out good.

What's the deal with turning Spazer on and off during the Phantoon fight?

The old way of fighting Phantoon (Charge+Wave+Ice+Spazer) takes 4 rounds.  The method I use only takes 3.

How do you do the spike jump?

I and other people have done them on accident for years and years, I just use them on purpose now.  :o

To do them, simply have your back facing the way you want to get launched, then get hit, and hold the direction your back is facing on the d-pad.

Just a comment here: I think the Crocomire dance thing was hilarious. It's little things like that that make runs more interesting.

Thanks, but I totally messed that up...I was supposed to get behind Crocomire, like I had done in every other attempt at the segment but that.  I did record getting behind him properly after that part on the tape..so maybe Nate can sometime put it in a 'weird stuff' section, I guess.

Glad y'all like it..this vid took longer than all the others I've done combined (I finished all the other ones I've done in a day or day and a half).
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Ready and willing.
I've got a question... in part 2, what is the reasoning behind taking off the hi-jump boots from before the speed booster to after the grapple skip missle spike pit thingy? I would guess shorter hops would make those little hops on the platforms faster, but then you would blow it all on the extra wall jumping to get over there... maybe you'd hit your head, but then I don't remember you having to take off the boots on your old speed run.
I('d) like to watch (some MP3 runs)
Quote from Yoshi348:
I've got a question... in part 2, what is the reasoning behind taking off the hi-jump boots from before the speed booster to after the grapple skip missle spike pit thingy? I would guess shorter hops would make those little hops on the platforms faster, but then you would blow it all on the extra wall jumping to get over there... maybe you'd hit your head, but then I don't remember you having to take off the boots on your old speed run.


It's a more convenient place to turn it off there, and I guess you don't really need to take off the Hi-Jump Boots to get through that stupid room before Wave Beam, and I think Smokey made the jump to the door fine with them on, but I jump too high to the door with Hi-Jump on, and also can do the jump after I get the Wave Beam to those fake spikes easier with the boots off, so that's why.

After seeing Smokey's vid, I smacked myself for taking them off in the turtle-thing's room; he just walks off and goes right to the Missile..didn't know you could do that.  :o
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Ready and willing.
Are you talking past part 2? Because I haven't gotten there yet... just posted when I saw what you did. I'll watch the rest tommorow after I actually get some sleep.
I('d) like to watch (some MP3 runs)
Yeah, was just talking about a time I take off Hi-Jump that there really was no point afterall.  :o
Quote from RS Bulleta:
What's the deal with turning Spazer on and off during the Phantoon fight?

The old way of fighting Phantoon (Charge+Wave+Ice+Spazer) takes 4 rounds.  The method I use only takes 3.

How do you do the spike jump?

I and other people have done them on accident for years and years, I just use them on purpose now.  :o

To do them, simply have your back facing the way you want to get launched, then get hit, and hold the direction your back is facing on the d-pad.


Argh, I look here, and I don't see a post. So I decide to try and figure these out myself (playing on an emulator with less than 40% of the original speed, just for fun) (I will try to get the game some time when I have money for it, I need all metroid games, except M2), and when I have, I see an answer is already there. Feels kinda stupid..


Anyway, I just beat Phantoon, and was gonna say why you switched the Spazer of and on (I noticed that one charged shot with all beams end the round, while it takes 3 missiles, so I did 2 missiles 1 charge rounds...)

I also noticed why you switched the boots off, and other stuff... Anyway, I think I can beat SM in 45 minutes using slowdown and save states, the only problem is that I'm at Phantoon after 3 hours :).

Now, to skip Croco, and beat up Ridley.
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Ready and willing.
How does turning Spazer off help the beam, anyway? Or are you not sure? And what the heck is the deal with setting up the Spazer+Plasma at Ridely... I didn't really see it do anything...
The Spazer+Plasma is a really good way to make the battle shorter, and turning Spazer off causes Phantoon to say "damageable" for a while longer, allowing more damage per round.