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Bangaa Bishop
I got it down a few times, you actually have to be running around a bit before you start your speedbooster run (Even if you change directions, it seems to shave a little time off charging it up) and you can definitely kill that miniboss faster if you're consistent.

(talking about that brownish mechanical looking stingray type thing)
Edit history:
logitechSDAZ: 2010-09-04 03:56:38 pm
logitechSDAZ: 2010-09-04 03:56:34 pm
logitechSDAZ: 2010-09-04 03:55:59 pm
logitechSDAZ: 2010-09-04 03:55:45 pm
logitechSDAZ: 2010-09-04 03:29:55 pm
Pretty obvious, but after Environmental Test Room just run while shooting enemies and shinespark when you reach Desert Refinery to land on a higher platform.

edit: You can shinespark in Desert Refinery and skip wall jumping to activate the switch to unlock the door. Then you can shinespark again to get to the door. I think it's slower than wall jumping though.
I can confirm the shorter charge for the speed booster now that I've passed that segment of the game. I definitely noticed a difference as far as where the lights on Samus' back flare during the run in relation to the platform with the hologram computer. Still, that trick is pretty cool seeing as I had a difficult time with the crane my first time around.

Desert Refinery is the room right after the one with the crane right? If so, I was wondering if we could build up a shinespark there or not.
Quote from Prime Hunter:

Desert Refinery is the room right after the one with the crane right? If so, I was wondering if we could build up a shinespark there or not.


Yeah, I just did shinespark right after Enviromental Test Room. You run down the corridor shooting enemies, then shinespark a couple of steps after entering Desert Refinery to reach a higher platform. It saves a few seconds. In that room, there's a switch that unlocks the door. You can charge beam + run and shinespark to reach the switch and then do it again to reach the door, but doing so is actually slower than wall jumping since you can wall jump up there quickly.
blah. i came up with a solid method to skip emptying the water tank, spent a couple hours trying to pull it off, then i tried moon jump and found out there's a big invisible wall blocking all the ledges on the other side of the room. :/

oh well...
What luck, there's french fry stuck in my beard.
Maybe I'm going crazy, but it seems to me that repeatedly morphing and unmorphing while moving underwater prior to getting the Gravity Suit is faster that just running.  Maybe.
my umbrella goes directly to Bankai
Quote from Paraxade:
blah. i came up with a solid method to skip emptying the water tank, spent a couple hours trying to pull it off, then i tried moon jump and found out there's a big invisible wall blocking all the ledges on the other side of the room. :/

oh well...

that completely sucks. reminds me of the door in Fusion that doesn't open if you leave TRO early.
Not impossible
just highly unlikely
I have a feeling you should test for invisible walls before putting too much effort into ANYTHING in Other M. It's got invisible walls up the ass.
Early missile expansion in Sector 2 - normally requires gravity.  In the long room where you drop icicles to make a path to the end (the room described in the 1st post) there is a MB tunnel with an expansion in it at the far end under water.  Jump from the last icicle/platform to the left side to grab the tunnel then climb in.

There is another possible early underwater missile expansion in Sector 1 in the long room where you ride the lift.  Dropping from the lift over the opening (timing is everything!) one might be able to get into the tunnel.  I haven't tried it so someone else can claim it.

I noticed that it is possible to get all but the PB stuff in Sector 2 en route to Sector 0 by taking the MB tunnel to the left (in the main elevator room) and clearing the sector backwards.  No red doors appeared in the sector when going this way (unless there weren't red doors in this part when going forward).

What does moonjump say about the effects of taking the S2 main elevator MB tunnel early?  If the gate at the far end isn't a problem (and one can reach the tunnel without moonjump) then Wave Beam might be skippable.
I've gotten the one in Sector 2 early.  It's not really difficult to do, just annoying/time consuming.
Edit history:
SkippyJr: 2010-09-07 09:09:27 pm
It was neat to do as part of a reverse non-PB S2 cleanup on the way to S0.

Observation:  Bomb jumps and SA/SJ have a ceiling depending on your initial height for starting them.  Can the floor height be reset mid-flight using a slope than cannot be stood on?

Room:  Sector 1, a large room where when you turn of the hologram a small creature with an orb on its belly attacks.

Resolution:  Go to the left-most side of the room as you first enter, where the MB tunnel exits to the 2nd level.  You can SA/SJ on either side of the big rock to the light-colored slope to the left and then restart SA/SJ to the 2nd level.  It's easier to use the near part of the slope (which is slightly obscured).  This might be a small trick on its own.

Idea:  Now do it with bombs, as a quick way to get through the room on the first visit (skip blasting the hive and the tunnel).  Bomb jump up to the slope, reset the floor, and continue the bomb jump to the 2nd level.  I am unable to do a bomb jump with that low a slope for the bomb stack.  Anyone else want to try?

Look for more places where a bomb jump re-flooring might work with SA/SJ too!
Edit history:
Aruki: 2010-09-07 11:30:28 pm
Aruki: 2010-09-07 11:29:47 pm
Quote from SkippyJr:
Observation:  Bomb jumps and SA/SJ have a ceiling depending on your initial height for starting them.  Can the floor height be reset mid-flight using a slope than cannot be stood on?


That's actually something I was trying in the sector 1 grapple room, but I was having a hard time starting the bomb jump. Couldn't get it and eventually gave up. What I was doing was jumping and morphing in midair, then dropping a bomb, landing back on the ground, then jumping up again and using the bomb to propel me onto the slope, which allows you to stay on for longer and makes it easier to start a bomb jump. I think the problem I had with it there was that the sector 1 room's slope is just a small nook in the wall, so I ended up hitting a ceiling. Could be wrong tho.

Also note that the height ceiling seems to depend on what room you're in too. Again in said grapple room, if you come in from the other side you can bomb jump up ridiculously high - it goes about as high as the max height of a jump + space jump. I tried to abuse this to trick the game by starting a bomb jump in one room and bomb jumping through a door into a different one, but it didn't seem to work.
Edit history:
logitechSDAZ: 2010-09-09 12:35:50 am
Here's a small Biosphere trick. I think this is faster than the normal way by a few seconds. Normally you have to go underwater a bit, shoot the 2nd switch, then resurface before jumping from platform to platform.

If you had a charge shot ready it might not be faster since you can hold a charge between view changes.  Now if you could do that for the next one it'd definitely be faster.
Edit history:
logitechSDAZ: 2010-09-09 01:11:41 am
Quote from KingBroly:
If you had a charge shot ready it might not be faster since you can hold a charge between view changes.  Now if you could do that for the next one it'd definitely be faster.


Well, skipping that first switch in the video doesn't save any time. The 2nd switch is skipped though, and even having a full charge shot ready, this is a little faster. With the 2nd switch, you have to go underwater and shoot it, then resurface before jumping on the platforms. This skips that.
I wish you showed it off then, but I doubt it'd be much different from the first one.  I know that would be much faster without a second guess.
ANKOKU
Okay, that room goes thusly when done regularly:
Jump across platforms to cross that jump.
Hit the panel to make the water rise.
Make the jump, hit the panel on the underside of the other platforms to lower the water again.
Make your way across this set of platforms and perform the wall jump when the water is down.

With this "skip" the pattern is as follows:
Jump across platforms to cross that jump.
Make the bomb jump.
Make your way across this next set of platforms and perform the wall jump since the water is down.
Edit history:
logitechSDAZ: 2010-09-11 12:00:12 am
Yeah, skipping the 1st switch automatically skips the 2nd. So just bomb jump up to the platform, shoot 3rd switch, wall jump. I should have shown that part but I stopped recording when I made the jump. In a speedrun you'd have to do the bomb jump while avoiding getting hit by one of the puffers, which is possible.

edit: faster cryosphere puzzle skip

Did you quickly turn and face away from the platform right before you fired the charged shot?  I couldn't really see because that pillar/cable thingy was in the way.
Edit history:
Prime Hunter: 2010-09-11 12:24:24 am
So did you just flip around and fire a charge beam in mid air in that one? Cool.
Quote from Prime Hunter:
So did you just flip around and fire a charge beam in mid air in that one? Cool.


The timing is difficult. A split second too soon or late when firing the charge shot and you won't make it. I've had better success with bomb jumping.
Not impossible
just highly unlikely
Is is probably, like, super obvious, but in case anyone doesn't know, the charge for your beam and for super missiles is the same. This means you can sensemove yourself an instant charge, flip to first person, and immediately launch a super. It's quite awkward holding 1 and B at the same time, but still very helpful for the likes of Ridley and Nightmare.
ANKOKU
That indeed would speed things up. I'll have to get used to firing missiles with my left hand though.
Swapping hands to hold 1 and B would just be too weird.
I think I might be a bit paranoid, but I'd like someone else to check this out.  Can you move while going straight up with the Shinespark?  On a couple of occassions tonights I swear I was able to tilt Samus into where she was going when going straight up.

I doubt it'll do anything, but it's worth a shot.
I like turtles.
I hate how the Speed Booster got the shaft in this game with all the low walls they added into otherwise straight tunnels just so the Speed Booster couldn't be used unless they wanted it to be.