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Spider-Waffle wrote:
It puts the run in a different category, the current 100% doesn't use up+A.
Will Bisqwit be willing to create yet another category of Metroid speedruns, though? There's already quite a bunch.
JXQ
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I think using up+A should obsolete the other run, even if it didn't use it (as long as it doesn't slack off). If using up+A is allowed, then it should be used in a TAS where applicable to save time. There's no need for a different category simply because someone chose not to use a certain timesaver. (There's no SMB2(USA) without up+down, as a good example)
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Ya there's quite a bit of categories, but the way I see there should be up+A and continuous for each. up+A isn't allowed at SDA and don't think twingalaxies either so it's a big difference.
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But there are too many categories already!
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JXQ
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Spider-Waffle wrote:
up+A isn't allowed at SDA and don't think twingalaxies either so it's a big difference.
What does it matter what SDA and TG classify as a glitch or not? This site doesn't go by the same rules as either of those. That's like publishing a seperate Mega Man 2 run that doesn't use the items to zip through the walls.
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Well, Bisqwit already said that I can use Up+A, so no need to argue about that. But I need help with luck manipulation now. I can't do the 3rd room quickly enough :(
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Up+A didn't split the Zelda movies did it?
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Boco wrote:
Up+A didn't split the Zelda movies did it?
It's mentioned in the Zelda booklet, though, so it's hard to argue that it's not a regular part of the game. Not sure if it's mentioned for Metroid.
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Sounds like you want to use up+A. I believe Z's route up to when he enters norfair is ideal. Another option I investegated was up+A after varia, do kraid's, then go to norfair. I believe it's about 4 seconds slower though. After getting ice beam and going up, you can jump out from the fake quicksand by morphing to ball, unmorphing right away (this bring samus up litte bit) then jump out instead of waiting on the block to boost you out. Also, you may very well be able to door glitch down after varia faster than bombing your way down.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Thanks for the tips Spider-Waffle ;) But I'm still stuck at the third room because of some luck manipulation :(
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does the up+A trick work the same as in Zelda?
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Up+A will and should obsolete, as long as the play quality isn't utter crap. =) As I said before, many pages ago in this thread, Up+A should chop a very good chunk of time. (10+ minutes?) Here's the route I had planned for v2 of the 100%. I hadn't planned out the route through Kraid's lair, and some things may be better with what SW found. http://www.jx3.net/tdg/Zoi/metroid/Metroid2.jpg (Please don't kill my clan's bandwidth, it's slow enough as it is. =) )
Spider-Waffle wrote:
After getting ice beam and going up, you can jump out from the fake quicksand by morphing to ball, unmorphing right away (this bring samus up litte bit) then jump out instead of waiting on the block to boost you out.
Nice find. Edit: After watching the .fcm. -Kill the Zoomer on the door in the first room. It sets up favorable spawns in the next few rooms. This should solve your problems with the zoomer at the end of the 3rd room. -Don't run into the door in the second room. Stop forward momentum for a few frames the frame after you shoot the door. You lose frames having to start walking from full stop. -Using up to unmorph is ugly, I prefer jump. (simple style opinion) =)
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Thanks Zoizite, I'll continue my work tonight. The map will really help and I'll take a look if there are any better options.
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You sure you want to get both Ice Beams first and then be stuck with wave attack?
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Spider-Waffle wrote:
You sure you want to get both Ice Beams first and then be stuck with wave attack?
So I'll change the route so that I get Wave Beam first and then the second Ice Beam?
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That's what I was thinking but it might be worth it to get both ice first. I just don't know how much time it would cost by not having ice beam for the rest of the game. Norfair is most complicated part, there's so many ways to do it which all seem pretty similar for time.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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And it would be too slow to get ice beam a third time, right?
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Bag of Magic Food wrote:
And it would be too slow to get ice beam a third time, right?
Well, you'd had to finish the whole game and start over again from the beginning so I think it's bit too slow.
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You can get ice beam three times, how?
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Wait, can you re-collect an ice beam, or do the beams stay gone forever?
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Bag of Magic Food wrote:
Wait, can you re-collect an ice beam, or do the beams stay gone forever?
It's been a while since I played Metroid on my NES, but IIRC, they stay. :) (Do correct me if I'm wrong, though)
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Yeah, someone should check... Do you think it's different in Metroid 2?
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Bag of Magic Food wrote:
Yeah, someone should check... Do you think it's different in Metroid 2?
Who, me? No idea, I never played that. :)
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Well Boco just told me she's pretty sure you can't re-collect beams, so never mind.
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Why do you need the Ice beam? I'm pretty sure having wave beam's power would prove quite advantageous. Metroids aren't a problem, and you shouldn't be needing a refill to finish Mother Brain. The extra missles is why I chose to do the 5 MP/Ice Beam ASAP instead of saving it for the way out. Also, on the way out, it would just be backtracking, since Up+A will put you at the elevator. I was pretty sure that beams could be re-collected, also.
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