Well, Mr. Potter and S_E were getting after Nate to update the Echoes section of the main site. And now XtraX has gotten a few glitches together for the Zero Mission section... So I'll jump on the bandwagon and *Bothers Nate to update the Fusion section* You even said it yourself, once Nate...
So here's what we've got for the update.
[url]www.metroid2002.com/bartendorsparky/fusion_epb.avi[/url]
First and foremost would be when Sparky got the second early Power Bomb in ARC. Boost down just to the slope right before the Speed Booster blocks. Jump up to the Bomb blocks, speedily Morph and plant a Bomb to destroy the first Bomb block. Unmorph and fall down to the slope. If you hit the ledge above, it'll cost you too much time and you'll lose the spark. Spark three times into the slope, recharging your shine each time. After the third, jump back up to the Bomb blocks. Grab hold of the ledge and pull yourself in. The block will reform on top of you and crumble away. Lay a Bomb for the next block. Roll through, unmorph, and shinespark into the Power Bomb X barrier. The rest is simply Jumpballing off the pit blocks.
http://www.metroid2002.com/ekarderif/boiler1.avi
http://www.metroid2002.com/ekarderif/boiler3.avi
http://www.metroid2002.com/ekarderif/boiler4.avi
These three videos detail getting to the boiler room early. Using a jump extend, Ekarderif managed to walljump his way all the way up to the ledge where you would normally require the Ice Missiles to freeze and climb the Funes. The first video details the actual performance of the trick. The second video details what's up there; the important part is the boss door is there and can be killed early. The third video details the fact that the bossdoor does not respawn for the Meltdown. Therefore, taking away a random factor of the game for a time-critical area. SDA has a part in the Prime section for the fastest Frigate Escape time. If they had a Fusion one with fastest Meltdown time, this trick would be used every time.
[url]www.metroid2002.com/bartendorsparky/fusion_eet.avi[/url]
Alternative video:
An early Energy tank in ARC, thanks to Sparky. If you go too fast for the jump extends for the Early Energy Tank, you won't make it far enough. If you go for the walljump method, you'll need pixel-perfection to nail the walljump so you don't bump your head on the overhanging ledge above the door.
[url]www.metroid2002.com/bartendorsparky/fusion_emt.avi[/url]
An early Missile Tank in ARC. Also thanks to Sparky. Charge a shine along the bottom portion of the room, then use the shinespark to pass through the second portion. After killing the floating enemy thing, just use a single wall jump (No tricks needed) to reach the Missile Tank. Should be worth mentioning that the walljump for the Missile has to be a pixel-perfect walljump.
[url]www.metroid2002.com/bartendorsparky/fusion_esa-x.avi[/url]
Details how to get back to the Operations Deck after rescuing Dachora and the Etecoons, not having to wait for the Power Bombs. Useless, but a trick is a trick nonetheless. Charge a shine the same way for the first early Power Bomb but instead of turning around, run into the save room. Do a falling shinespark charge on the save station, then spark into the side of it to charge your shine again. From there, it's just quick wall jumps and sparking past the X barrier.
Sidehoppers discover secret worlds:
It's a Fusion version of this trick, discovered by P.JBoy (The Fusion version was discovered by P.JBoy).
And the stand on water glitch: video
However, this was mentioned on the Nsider forums, so I have no idea who to give credit to. But the vid credit goes to Dragonfangs.
Alternate ARC route Credit: mightypoo007
Kamek managed to borg and nab an early Energy and Missile tanks in lower right PYR, using a shinespark and frame-perfect jumps. Hopefully, some like W_D or Sparky can verify these can be done without borging. Kameks early tanks:
Part 1 (The Shinespark) Part 2 (The tanks)
A gunship load of videos from The Dark Knight.
[url]www.metroid2002.com/thedarkknight/fusionstuff.zip[/url]
-The first video is a 100% speedrun trick in lower-right TRO (Next to Zazbi's room) where he carries a shinespark through the entire room, saving time equal to the amount of time it takes to charge the Speed Booster.
-The second video is a little bit of Space Boosting done to shave two or three seconds off a speedrunner's time.
-The third video is a novelity video, but fun to do nonetheless. He activates the Speedbooster in the room before the restricted lab, sparks back and hits the ledge near the door, crouches to regain the shine, goes into the next room, shoots up four times to open the ceiling, sparks twice in the save room to recharge his shine, then jumps up to the next ledge and enters the next room where he jumps, shoots, and sparks into the giant slope. From there he walks into BOX's room and Shinesparks him.
-The early Power Bomb trick is a self-explanitory video, but requires pixel perfection to pull off.
-The Escape trick is Sace Boosting in the room where you fought the SA-X to save a few seconds.
-The Meltdown Shinespark requires pixel and frame perfection to charge the shine.
-Space Boosting in the rooms near the Main Deck's elevator will save a few seconds.
-And the last video is just the X being stupid. Happens at random.
If there's anything that you guys feel worthy of being added to the list to bug Nate with, post about it. I'll edit it into this first post here.
Quote from njahnke:
and an update to the fusion section.
So here's what we've got for the update.
[url]www.metroid2002.com/bartendorsparky/fusion_epb.avi[/url]
First and foremost would be when Sparky got the second early Power Bomb in ARC. Boost down just to the slope right before the Speed Booster blocks. Jump up to the Bomb blocks, speedily Morph and plant a Bomb to destroy the first Bomb block. Unmorph and fall down to the slope. If you hit the ledge above, it'll cost you too much time and you'll lose the spark. Spark three times into the slope, recharging your shine each time. After the third, jump back up to the Bomb blocks. Grab hold of the ledge and pull yourself in. The block will reform on top of you and crumble away. Lay a Bomb for the next block. Roll through, unmorph, and shinespark into the Power Bomb X barrier. The rest is simply Jumpballing off the pit blocks.
http://www.metroid2002.com/ekarderif/boiler1.avi
http://www.metroid2002.com/ekarderif/boiler3.avi
http://www.metroid2002.com/ekarderif/boiler4.avi
These three videos detail getting to the boiler room early. Using a jump extend, Ekarderif managed to walljump his way all the way up to the ledge where you would normally require the Ice Missiles to freeze and climb the Funes. The first video details the actual performance of the trick. The second video details what's up there; the important part is the boss door is there and can be killed early. The third video details the fact that the bossdoor does not respawn for the Meltdown. Therefore, taking away a random factor of the game for a time-critical area. SDA has a part in the Prime section for the fastest Frigate Escape time. If they had a Fusion one with fastest Meltdown time, this trick would be used every time.
[url]www.metroid2002.com/bartendorsparky/fusion_eet.avi[/url]
Alternative video:
An early Energy tank in ARC, thanks to Sparky. If you go too fast for the jump extends for the Early Energy Tank, you won't make it far enough. If you go for the walljump method, you'll need pixel-perfection to nail the walljump so you don't bump your head on the overhanging ledge above the door.
[url]www.metroid2002.com/bartendorsparky/fusion_emt.avi[/url]
An early Missile Tank in ARC. Also thanks to Sparky. Charge a shine along the bottom portion of the room, then use the shinespark to pass through the second portion. After killing the floating enemy thing, just use a single wall jump (No tricks needed) to reach the Missile Tank. Should be worth mentioning that the walljump for the Missile has to be a pixel-perfect walljump.
[url]www.metroid2002.com/bartendorsparky/fusion_esa-x.avi[/url]
Details how to get back to the Operations Deck after rescuing Dachora and the Etecoons, not having to wait for the Power Bombs. Useless, but a trick is a trick nonetheless. Charge a shine the same way for the first early Power Bomb but instead of turning around, run into the save room. Do a falling shinespark charge on the save station, then spark into the side of it to charge your shine again. From there, it's just quick wall jumps and sparking past the X barrier.
Sidehoppers discover secret worlds:
It's a Fusion version of this trick, discovered by P.JBoy (The Fusion version was discovered by P.JBoy).
Quote from Ekarderif:
The missile hatch at the very beginning doesn't like close attacks too much...
http://www.metroid2002.com/ekarderif/missilehatch.avi
http://www.metroid2002.com/ekarderif/missilehatch.avi
And the stand on water glitch: video
However, this was mentioned on the Nsider forums, so I have no idea who to give credit to. But the vid credit goes to Dragonfangs.
Alternate ARC route Credit: mightypoo007
Kamek managed to borg and nab an early Energy and Missile tanks in lower right PYR, using a shinespark and frame-perfect jumps. Hopefully, some like W_D or Sparky can verify these can be done without borging. Kameks early tanks:
Part 1 (The Shinespark) Part 2 (The tanks)
Quote:
http://www.metroid2002.com/deathnoble/FusionStuff/PerfectFightSAX.vbm
Yes, it is Euro version. Bite me, I play the Euro version and am proud of it. >_>
A simple and no-damage way of fighting all three SA-X forms at the end of the game. Could be added to these SA-X tricks especially since it's a simple no-damage method that requires nothing fancy. But it is kinda slow, as you don't get flare damage in there...
Yes, it is Euro version. Bite me, I play the Euro version and am proud of it. >_>
A simple and no-damage way of fighting all three SA-X forms at the end of the game. Could be added to these SA-X tricks especially since it's a simple no-damage method that requires nothing fancy. But it is kinda slow, as you don't get flare damage in there...
A gunship load of videos from The Dark Knight.
[url]www.metroid2002.com/thedarkknight/fusionstuff.zip[/url]
-The first video is a 100% speedrun trick in lower-right TRO (Next to Zazbi's room) where he carries a shinespark through the entire room, saving time equal to the amount of time it takes to charge the Speed Booster.
-The second video is a little bit of Space Boosting done to shave two or three seconds off a speedrunner's time.
-The third video is a novelity video, but fun to do nonetheless. He activates the Speedbooster in the room before the restricted lab, sparks back and hits the ledge near the door, crouches to regain the shine, goes into the next room, shoots up four times to open the ceiling, sparks twice in the save room to recharge his shine, then jumps up to the next ledge and enters the next room where he jumps, shoots, and sparks into the giant slope. From there he walks into BOX's room and Shinesparks him.
-The early Power Bomb trick is a self-explanitory video, but requires pixel perfection to pull off.
-The Escape trick is Sace Boosting in the room where you fought the SA-X to save a few seconds.
-The Meltdown Shinespark requires pixel and frame perfection to charge the shine.
-Space Boosting in the rooms near the Main Deck's elevator will save a few seconds.
-And the last video is just the X being stupid. Happens at random.
If there's anything that you guys feel worthy of being added to the list to bug Nate with, post about it. I'll edit it into this first post here.
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