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Not much but in Sanctuary Temple, you have to grapple around to make your way on top of that big structure and from there you can grapple to the energy controller. Well if you just stand on the leftmost structure, L-lock up and jump towards the first grapple point that leads to the energy controller, you can grapple there, then the next and get to the door without going all the way around. Saves maybe 10 seconds, and even more if you dont kill the Quads and they keep knocking you down like me.

edit: You can also SJ on the Quadraxis leg against the right wall and from there SJ on the right structure. Once there just go on normally.

edit2: you could also get on the little right platform just under the energy controller door. stand on the box, look up left to the door, SJ back, grapple and get in the door... I think thats the fastest way to do it since you can boost across the room, but the first is pretty fast too.
Quote from zell99:
Not much but in Sanctuary Temple, you have to grapple around to make your way on top of that big structure and from there you can grapple to the energy controller. Well if you just stand on the leftmost structure, L-lock up and jump towards the first grapple point that leads to the energy controller, you can grapple there, then the next and get to the door without going all the way around. Saves maybe 10 seconds, and even more if you dont kill the Quads and they keep knocking you down like me.


I think I did that once actually, first time in that room.
The best solution I found for the 2nd color puzzle is c-c-c-a-a-d-d. Its just theory though I havent tested it, and there is probably a faster way to do it.
Some boss stuff:

Bomb Guardian (is that his name?)

Once he's transformed into dark mode, I'm pretty sure the optimum time to kill him on Normal is in 3 rounds. Just use three fully charged Power Beam shots, plus 5 pea shots before one of the charged shots.

Emperor Ing First Form:

Well based on my experiences with Hard mode, and going on the assumption that he has twice as much health as on Normal, it should be possible to take out his first form (on Normal) in just one round. In one round on Hard, several charged Light shots took over half of his health.

Emperor Ing Second Form: I don't know if anyone ever tried, but Power Bombs do a pretty good job of blowing up the little weak spots on his shell. Mucho quicker than normal bombs.
lol no way
Kip posted the first one earlier. :p
Why, so he did! I distinctly recall picking up the term "pea shots" from a recent post of kip's, and I thought it would be fun to use in a post of my own... Little did I realize it was from the same post that I just copied. Oh the irony.

Edit: Now I can't personally confirm this, but for Command Center (the big room inside the pirates' base in Agon with the dark portal):

Supposedly, if you unmorph immediately after leaving the tunnel under the floor, then the big gate won't close on the other side of the room. This would let you pass over the whole "go to the top of the room and see Dark Samus and scan that one thing to open the gate back up" scenario. I see this as a good thing.
lol no way
Demo only. I tried it a lot, no success. Maybe someone else can confirm it, but I'm pretty sure it's a no go.
always move fast
empy first form:
      four super missiles kill the core in one round, on both normal, and hard.

alpha blogg:
      hit it with a charge shot, so he charges.  dodge it, and he will hit a wall and be stunned for awhile.  hit him with another charge, and he will dash again. super missile him, then dodge and it'll hit another wall. charge again, and repeat till dead.
Wait... you mean instead of using the annihilator on the core, that 4 supers is all that it takes??? NOW I find this out...  Evil or Very Mad

Edit: Not that it's anyones fault...  Embarassed
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Ready and willing.
Quote from LeCoureur103:
Emperor Ing Second Form: I don't know if anyone ever tried, but Power Bombs do a pretty good job of blowing up the little weak spots on his shell. Mucho quicker than normal bombs.


I did that. But those little weak spots aren't really weak spots. The thing you have to do is hit those tentacles, I think. However, the PBs are still much eaiser to use because they last so long.
Quote from bartendorsparky:
alpha blogg:
      hit it with a charge shot, so he charges.  dodge it, and he will hit a wall and be stunned for awhile.  hit him with another charge, and he will dash again. super missile him, then dodge and it'll hit another wall. charge again, and repeat till dead.


I thought this was known...I posted it a while back.  Lemme find it.

Oh.  On SCU.  Nm, then.  *Whistles*


Anyway, I was trying Command Center the other day-I inched towards the opening, and the oddest thing happened.  The Morph Ball suddenly JUMPED forward, and popped out of the tunnel, as if I'd suddenly slammed up on the control stick (while I sat and di nothing).  Quite weird to watch.  It was like the game saying "hurry up already, stupid!".  So I don't think that works anymore. :P

Someone should go find the fastest way for the Boost Guardian-I'd say charged light shots are the best.  Also that when he crashes into a pole, he instantly turns into goop.  I remember in the last few phases, he'll start boosting if you hit him with one round of bombs (so he does 3 rounds of boosting without going normal).  I think I laid a bomb, let the "counter" refill, then laid three quickly.  They all hit him, so that might be looked into.  Unless it was some weird glitch. >_>
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Ready and willing.
Somewhat on that note, once I got caught in a little dip or something when jumping too a ledge once... sort of got wedged into it. I couldn't move because it was in sliding mode (like when you're trying to jump on most scenery). But then, I just suddenly popped back up onto the ledge.

That probably is completely pointless. But oh well.
If anyone's interested, I have a couple ideas for some big time-savers.

The first is... Great Bridge? The room is in Torvus, you pass through twice on the way to the Super Missiles, and the second time you come out on a ledge with a panel that activates a morph ball cannon. My idea is to just get up on that ledge with the panel, on your FIRST pass through the room. It is just barely out of reach of a 3bjm and a ghetto jump. I've looked all over for an invisible ledge to put you higher up so you could space jump to the ledge, but no dice. If someone can get up to the ledge, I will <3 you forever.

My second idea is in Dynamo Works(?). You know how after you beat the Spider Guardian, there's that not-so-secret passage with the missile expansion, that drops you out on the other side of the room near the portal? The idea here is to mid air morph into that hole and enter the Spider Guardian from the back. The hole isn't really that high, and there's even stuff you can ghetto against for more height. I tried a couple of times but I'm just not very good at MAM's at all. To be honest, I have no idea what the game would do if you entered the Spider Guardian from behind. That's why it's fun! Someone with AR should probably try to float up into the hole before having fought the Guardian, just to make sure the hole is even open before the fight...
I('d) like to watch (some MP3 runs)
Quote from on page 1, Red Scarlet:
On another note, in Hall of Combat Mastery, you can do a ghetto jump into a midair unmorph to get over the spider ball track in front of the door to the elevator going up to the Dynamo.  Not sure if it saves time, though.

I also was trying to get into the Spider Guardian's room backwards via Dynamo Works by the elevator (right where that midair morph over the track in HOCM would land you), but it won't let me in.  :(
In Gathering Hall (go random MP name stealing), there's a missile which you normally use a power bomb to get down to a half pipe, then another one to drain the water or something, then you boost up to a track on both sides of the room to get to the bomb slot on that side.

Near the end of the puzzle on each side are some fans with a piece of track, well if you get on the top ledge (going to Hydrodynamo), you can land on them with screw attack, although it's hard not to "kick jump" off something and fall instead. But it should let you avoid using 2 power bombs, draining the water or whatever, and using the half pipe twice.

edit: also, you don't have to go on that ledge that comes out..just jump on the bomb slot and screw attack right to the missile (courtesy of Scarlet).
Quote:
I also was trying to get into the Spider Guardian's room backwards via Dynamo Works by the elevator (right where that midair morph over the track in HOCM would land you), but it won't let me in.


Well... uh.... maybe you're just not good enough!

<_<

>_>

*run away*
I('d) like to watch (some MP3 runs)
Also, after you get the Boost Ball, when going for that key, get in where the key is, and don't fall out.  You can unmorph in the cranny, and then space jump out and over to the door, instead of falling and going up the half pipe again.

I asked Bladegash since he has an AR, but he says no codes like floaty bomb jumps or anything have been made yet.  :(

Here's something else: DON'T do the first rotating colors puzzle in Main Gyrochamber, and then save.  The puzzle will not 'finish' until you use that 2nd bomb slot to shut the outer ring off.

I just did the puzzle and saved, and when I reset, I had to do the puzzle over again and then do the 2nd bomb slot.

kip said he didn't know about it, so just in case..when you are done scanning those Luminoth translator doors, when they go down a little bit, you can jump up and over them.  You don't need to wait for them to be all the way down.
Geez, kip...

>_>

I'd think at least you would have found that.
:P j/k, we all miss stuff.

Also, all of those doors in the beginning-you can roll under them as soon as you fit.  Just in case anyone didn't know. Wink


Anyway, it's a shame, really-there is NO moonjump code yet! :x Grar.  I'd be floating everywhere if there was.
always move fast
well, im sure we all know aj's sj guardian trick, and those who have tried it know its ungodly difficult. well, some more fiddling led me to a stress free way of doing it:

http://www.metroid2002.com/bartendorsparky/mp2/easy_quick_sj_guardian.avi
Sparky, I am in awe of what you just did there.  Shocked
I('d) like to watch (some MP3 runs)
Yeah, that very much made that part way easier.

It's not a "speed trick" per se, but I noticed that while going for the Beam Ammo in Watch Station, on those automatically moving parts, there's an easy way to know when to bomb.

As you're going across, you'll see two red 'poles' near the end..use your bomb when you pass those, and you'll make it up to the next part just fine.  Makes that part a lot easier when you don't fall 6 times.
Scarlet, I  have been doing that since day one  Laughing

It occurs to me that none of you people are sleeping right now, when it is in fact nearly 1 a.m.
I('d) like to watch (some MP3 runs)
Doh, I never noticed and just hoped I bombed it right.

Hmm, something else for now in Watch Station.

After getting the Beam Ammo, I went back to the left, and at the start of the spider track there, I used a bomb and held right, and landed near the start of the puzzle.  So for now, maybe getting the Beam Ammo first, then using a bomb will save time instead of doing the bomb slot first, then going all the way back to the spider track.

Lecoureur, go on irc sometime.. ^^

Edit: "landed near the start of the puzzle" = I landed like 1 track to the right of where the cannon shoots you to.  So it's pretty nice.

Edit 2: It's REALLY annoying to do, but in Hive Gyro Chamber, just go to the save, and then jump up to the bullseye and grab the key there, and then fall off the track and hit forward, and you should attach to the brown orb.  From there, you can go around a little bit and boost from the brown orb to the door going to Quadraxis..it's tricky but better than falling down..

You can also Screw Attack those Ing Cache guys...but it doesn't work if they're invisible.

Kip noted that a single PB will outright kill Ingsmashers..they evaporate!

Edit 3:  Hmm, weird bug.  In Transit Tunnel South, when going up to the 2nd bomb slot, do NOT try to boost up to the slot after bomb #2.  It like kills the 'watery' effect on bombs in there, so you gain no height from them.  I somehow got it to go back with boosts, but leaving the water part works to.  But anyway, yeah don't try boosting up to that bomb slot.  Strange.

Edit 4: Well, messing around in Torvus Plaza, I've found a reliable (just don't ask Nate) way to get to the Energy Tank faster..skipping probably 95% of the puzzle.

Go up the half pipe, and attach like normal.  Get to the end of the first part of track and hold right, then hold B just enough for it to register as a 'boost', and let go of B and R.  You should boost to the end of the 2nd part of track.  If you're careful, you can do a boost here across the "ground" to where the 3rd track starts.

Then on the 3rd part of track, hold up at the end and do about a halfway boost (not full power, but a little more than the first boost) and you should boost right onto the thing the flower is on. 

Now, you can either Screw Attack to the Energy Tank (like I got on tape from the start now), or do a double jump backwards to the ball cannon and be sent over there.  I'm not sure if it's faster to Screw Attack or use the cannon, so I videotaped both ways so maybe someone can time.
Here's just a goofy little trick that probably only saves a few seconds in the long run:  when going for the Sky Temple Key in Battleground, you can pretty much ignore the majority of the invisible platforms.  Instead of using them, go to the door that has two Ingclaws on the left and one on the right.  Jump on the one to the right, and from there jump to a platform that has one of those goofy Ing blade thingies, and from there you can jump jump on one moving platform and jump straight to the ledge with the key on it, thus bypassing most of those blasted moving platforms.
In Dark Arena Tunnel, on the way to boost, it's possible to roll almost to the end before falling; to the highest level of the ground before the end. Instead of 2 or 3 bombs to get up, it only takes 1 if you get this far... but it only saves like 2 seconds compared to falling to the next highest level. I've only done it once so far, but there's probably a certain direction to hold that helps. Rolling across the whole thing would obviously save the most time, if that's possible.

http://www.metroid2002.com/kip/dark_arena_tunnel.avi