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Strategy Guide Writer
Found a speed trick in the room Hall Of Eyes. If you come into the room from the lower level, perform a Ghetto Jump at the rock face just before and below the portal. You will land right in front of the portal, saving you a few seconds (certainly in light world) instead of going up and around.

Also found a speed trick in Sanctuary Fortress room Reactor Core, nothing great, but seems to help. From the bottom, if you jump onto the left container in the middle on the floor, then SJ to the left of the platform above the morph cannon, you'll land on the curved bit of metal. SJ backwards to the next platform. Saves a couple of seconds.
you should really write those up in the prime 2 section.

that way i could say andrew mills updated my site and you could brag that you updated m2k2. ;)
Strategy Guide Writer
Quote from njahnke:
you should really write those up in the prime 2 section.

that way i could say andrew mills updated my site and you could brag that you updated m2k2. ;)

I would if I had the time Nate. Updating SCU with all of these tricks just now as it is. It's taking a while, but I'm getting there...  I'll add it to M2k2 if no-one else has when I'm finished updating SCU. :D
ah, yeah, definitely can see where you're coming from there. thanks though.
For the Reactor Core, you can also just ghetto onto that railing.


Edit:  Hey, whoa, whoa, whoa...refinements?  Wtf? :x You make it sound like I discovered some shitty way of dashing, and you made it better.  Let me make this clear-all that is is an "easier" way of doing it.  You didn't make it more effective.  But still, holding down the buttons does NOT make it more effective.  If anything, less-I was able to dash a little FARTHER using lightly held buttons. 

I found, though, that locking UP does seem to make Rocket Dashes MUCH more common.  (That's a refinement).
Steady on, man, I did the writeup for that on the wiki, it wasn't any of this lot, so don't kick off at them.

In my view, if you make something easier, that means you've refined it. And if you don't like what I wrote in the wiki then change it - that's why it's a public system. I just figured that as I'd done the trick and videoed it I could spend five minutes writing it up, as nobody ever seems to update documentation on stuff in good time. I didn't scheme for two hours working out how I could shift credit from you to Scarlet or Sparky.
:( I guess I came off sounding like that, didn't I? Embarassed >_>
It's okay, really.  Not too big of a deal, once I think about it.  I see your logic-but before I was angry, and kinda only looked at it from one side.


Cool...it filtered out a...word...and said gunship instead.  I like that.  Neat.  :P

Today, I took a deeper look at skipping the Gravity Boost...First off, actually getting the key:

It appears that from the lowest stair, a good "Rocket Dash", if bent correctly, could make it to the portal ledge.  Unfortunately, I couldn't get back up the stair once I dashed off (and fell-first time, so I wasn't really prepared to bend it right). Embarassed  I tried ghettoing, and even 3bjing...which oddly enough, seems to give you MORE height than a space jump underwater.  Fact is, a 3bj isn't high enough, and there's NOTHING good to ghetto off down there.  Not by the stair, nor the ledge. Evil or Very Mad

As for Hydrodynamo Station-it looks totally impossible.  You could go up the floaty bubble thing, but you really can't go any higher than that without either the Morphball Cannon or Grav Boost, neither of which you have.  :o There seems to be only a vague possibility of a ledge on the middle thing, and that wouldn't really be too helpful anyway.  The only way I see this being done is finding some weird underwater ibj, a SW in the stair room (Yeah, right), or...lots of ledges hidden around the circumference of the room.  Like Retro would do that. Rolling Eyes Moonjump would be nice, though.


So I don't think we'll be skipping that.  Any other ideas?


I've been looking everywhere for some good speed tricks, but I haven't found anything major.  :? Bad luck, I guess.  Maybe I'll start a new run, and see if there's anything I can do to prevent backtracking.  If there's anyone that would like to make an item list for a good any%, including the areas that you'd be in, that would be helpful.  Especially for those darn Sky Temple Keys.  >_<

Hm...looks like the PB and Spider Guardians are the only ones that don't have any speed tricks/strategies.  I wonder if there are any to be found?
Power bomb guardian: stickyboost the entire time. :P
Could someone post a vid of the underwater dash jump? I'm having some trouble trying to get it going.
Maur:  lolz.  I kinda was doing that (and I should work on it too...I go too fast, so I fall a lot Embarassed  ), but I guess that's probably the only real speed trick we'll ever get out of him. :P

@DZ:  4th last post on the previous page has a vid.  If that doesn't work...dunno where you could get one.  I SWEAR I watched kip do a dash in Catacombs to get to the bomb slot early, but LeCoureur's laser hop (nice name, you think?) makes that all unnecessary.
Mills: I found a faster way (which could be combined with yours, on the right side though) in Reactor Core
http://membres.lycos.fr/zell99/mp2/zell_reactor_core.WMV

And the trick in Hall of Eyes, i never did the ghetto but i used to jump on the little "things" on the left (the pots you blow off that give you ammo and stuff) then jump in front of the portal. At least that can also be done in the dark world.
That portal is the one you go use on the way to the Sky Temple, right? (Heading to Torvus too) If so, I've been able to Ghetto off of the wall in both worlds.
Interesting, zell99...

Why is that gay?  (Vid name) o_O  It saves all the time of circling around that stupid room.  *Goes to see if it hasn't been updated*

Edit:  It's under Speed Tricks: Reactor Core. Mr. Green
I('d) like to watch (some MP3 runs)
Wow, go being at work all day and never posting anything on whatever wiki is for the site, and being yelled at for something I didn't even type (in regards to the spin jump).

zell's vid owned.
Quote from zell99:
Mills: I found a faster way (which could be combined with yours, on the right side though) in Reactor Core
http://membres.lycos.fr/zell99/mp2/zell_reactor_core.WMV

Crap, found that a couple of days ago.. gotta remember to actually record the stuff I find.

I could make a better looking video of that, though.
Now that I actually looked at it, that's the only way I've ever gone through there.
What luck, there's french fry stuck in my beard.
There's another way up?
always move fast
well, after spending a few hours in sanctuary entrance, heres what i found out:

All before ds blows up the bridge:

you can get up to the platform with the turret without spiderball.  jump on one of the many boxes (or the blue railing) and then jump to the flat portion of the ring thing where you boost accross (the one connected to the black wire). then jump on the lower part of the turret platform, and turn around. jump to one of the central, black towers. from there its a quick jump to the turret platform.

also, if you leave the room, and reload it, flying pirates are in it.  My first idea was to get to the turret platform, and then freeze and jump on a pirate, then jump over the wall to where the elevator brings you and scan the thing. however, my only basis that this would work was that you could freeze and jump on the pirate commandos.  i couldnt get the pirates into the right position, and ive heard that you cant jump off them, so i dunno...

final, with a screw attack code, i found that if you scan the thing before ds breaks the bridge, then cannons/turret dont even appear. you have to come back after getting spider, and then everything is activated. most importantly, getting the pb expansion does count as a pb, so you dont need the main one.

afaik, the most reasonable way to get to past the wall, and scan the thing, would be a jump from the main black tower. if you can somehow land on an invisible platform, or slide on the black wire and get somewhere, it could be an easyjump over. from there, it could be a quick jump over the wall.

anyway, hopefully someone can use this, and get this pb early.
Quote:
I could make a better looking video of that, though.


it would never sound better though.. and yeah quality is crap since it's a digital camera and i compressed the vid to make it smaller :P
Skipping energy controllers (skipping returning the energy)

http://www.metroid2002.com/prime2/index.php/Skipping_Energy_Controllers
lol no way
Mills, your trick in Hall of Eyes/Abandoned Base (Dark) was found by LeCoureur and posted on the first page.

Er. Right?
Strategy Guide Writer
Quote from ajbolt89:
Mills, your trick in Hall of Eyes/Abandoned Base (Dark) was found by LeCoureur and posted on the first page.

Er. Right?

He discusses it regarding the dark version of the room. I tried the same spot before in Abandoned Base yet failed to make it compared to making it in the light world. *shrugs*
What luck, there's french fry stuck in my beard.
Quote from Maur:
Skipping energy controllers (skipping returning the energy)

http://www.metroid2002.com/prime2/index.php/Skipping_Energy_Controllers


Huh, nullifying the crystal, eh?  I was trying this out earlier, but I never thought to nullify the crystal...
I didn't even realize you could stand on them anymore: I thought they made it so you couldn't after we found out in the demo...
This isn't really that interesting in itself, but it does demonstrate that some spiderball tracks are glitchy in this game.

It is possible to escape the spider guardian room by performing a DBJ up the track nearest to the fight entrance, getting stuck on a sticky bit, and finally HBJing from the sticky bit to the entrance again.

Unfortunately you cannot escape the fight, as once you hit the door, the game crashes.

Here's an xVid (http://koepi.org/ for the win32 codec, or just use VideoLAN):

EDIT: watch this video instead, it's probably clearer:
http://www.ali1548.ukshells.co.uk/escape_spider_fight_2_enc.avi

http://www.ali1548.ukshells.co.uk/escape_spider_fight_enc.avi