Hello gentlemen.
20% of your weapons are belong to Samus.
If you watched the previous progress and made a savestate later than frame 36800, you won't be able to use it, as the run has been changed from that point. I collected an extra Super Missle then (which cost 18 frames) in order to do a cool trick when entering Kraid's hideout that saved 45 frames.
I tried putting in the mockball before Spazer, and it was a frame faster, but then I always lost this frame when leaving, and two more in the next room. So no mockball.
Also, for the interested,
my route. It will only mean anything if you already know this game's layout pretty well. Also, subject to minor revision, blah blah.
My path deviates from Michael's run to fight Crocomire and collect the grappling beam and nearby items now instead of later. My calculations put this strategy overall at around 15 seconds faster than waiting and using the Plasma Beam on him later (even though the battle itself would be faster).
Two red doors I break with five Missles instead of a Super Missle - this is to save the Super Missle for Crocomire, where they will save more time than they would on the doors.
The last comparison point to MF's run for now is entering the door around frame 58400, and (to borrow lingo from Arne_The_Great) my run is 421 frames more awesome than his at that point. I'll be able to compare his run again once I get to the area with the High Jump Boots.
One of the shots at Crocomire is delayed, this is to manipulate him into not doing his wacky waving inflatable arm-flailing Croco-dance.
RAAWWWRR. I also keep him off screen while dying mostly because it causes a lot of lag. I also delay the approach to his skeleton by 15 frames in order to get two super missles.
The run also doesn't use Volume Envelope Height reading anymore, because I was sometimes getting desyncs in a couple spots of Michael's run, and that's the only option he had checked (plus, it caused problems in Smash TV). I haven't noticed any difference in sound quality.