Even though I hadn't finished my reallife work yet, I decided to whip up a short WIP yesterday, granted is was already underway by that moment (I was near the end of the diagonal room). It's only about 99 seconds long, but it shows one of the highlights of the run and some usual crazy optimization stuff. :)
Enjoy:
WIP #2: Bombs → Super Missiles.
So far it's ~21.1 sec faster than JXQ's 100% run and ~22.2 sec faster than Hero's any% v1 by the ingame timer.
Moments that might be interesting and other comments:
• I redid Torizo room door entry, hence why it is included in the WIP;
• 400—1000: guess what. :P Exit can be improved by 5 frames (Hero found a somewhat better strategy that helps in the next room);
• 2200—2400: quite probably the most optimal way to refill now that there's no refill-happy Torizo fight. For the record, I tried to kill both wavers with one missile and succeeded, but it was about half a second slower than the current method;
• 4800—4900: this door makes me feel a warm fuzziness of flawless accomplishment. The last shot was dopplered, I got absolutely perfect subpixel position (65535), and what's most important, I got to demonstrate my new secret way of increasing and storing acceleration (which will most likely help me set a new record for Ceres escape time when I get around to it);
• 5840: I wish I could reach that refill. Unfortunately, I moved too fast so the waver didn't have a chance of getting further to the left before I killed it.
Next WIP will likely show my route in Red Brinstar. I haven't decided if it will be the last public WIP yet, though.
[EDIT]
Alright, while we're at it, I decided to do some more today and continued the run to Red Brinstar. Not much by itself, but makes WIP 2 about as long as WIP 1.
Updated WIP:
WIP #2.1: Bombs → Red Brinstar.
By its end, it's ~22.9 sec faster than Hero's v1. Comparison to JXQ's run is no longer applicable as we have different item set now.
Comments:
• 6550: Rio is frozen in place allowing for a lower jump. One of those obvious things everyone loves to overlook so much;
• 6700—6900: this strategy came from Hero of the day. Even though I might not need this refill until the next etank, I still decided to include it because it's awesome;
• 7750—7800: entering mockball at higher speed is slower than optimizing horizontal position in accordance to mockball's momentum variation pattern;
• 8500: this shot actually serves a purpose since for some reason I decided to shoot instead of doing an additional pump. I'll likely remove it in the final version.
[EDIT2]
Link fixed. >_>