Super
Metroid |
Game
Frames |
Movie
Frames |
Old Run |
New
Run |
|
100% Items TAS |
Total Gain
(6636) |
Total Gain
(9249) |
Samus' Supplies |
Samus' Supplies |
|
Current
Location |
Old |
New |
Net |
Old |
New |
Net |
EN |
M |
SM |
PB |
EN |
M |
SM |
PB |
Improvement
Guide |
Room 1 |
296 |
297 |
-1 |
8890 |
8903 |
-13 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Lost
12 frames during intro for steam manipulation during the escape. Lost 1 frame
for better door entry in the next room. |
Room 2 |
419 |
418 |
2 |
9174 |
9185 |
2 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Higher
speed and better Subpixel position at the beginning to make it to the door 1
frame faster and open it 2 frames sooner. |
Room 3 |
603 |
602 |
0 |
9520 |
9531 |
0 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
|
Room 4 |
706 |
705 |
0 |
9784 |
9796 |
-1 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Shot
in the door to add a frame of lag, for steam manipulation. |
Room 5 |
801 |
800 |
0 |
10108 |
10119 |
1 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
One
frame of lag removed by using left+right instead of turning around. |
Ridley's room |
2412 |
2411 |
0 |
11883 |
11894 |
0 |
24 |
0 |
0 |
0 |
24 |
0 |
0 |
0 |
|
Room 5 |
2509 |
2508 |
0 |
12142 |
12153 |
0 |
24 |
0 |
0 |
0 |
24 |
0 |
0 |
0 |
|
Room 4 |
2612 |
2609 |
2 |
12406 |
12415 |
2 |
24 |
0 |
0 |
0 |
24 |
0 |
0 |
0 |
Higher
speed and better Subpixel position at the beginning to make it to the door 1
frame faster and open it 2 frames sooner. |
Room 3 |
2777 |
2774 |
0 |
12749 |
12758 |
0 |
24 |
0 |
0 |
0 |
24 |
0 |
0 |
0 |
|
Room 2 |
2899 |
2888 |
8 |
13035 |
13036 |
8 |
24 |
0 |
0 |
0 |
24 |
0 |
0 |
0 |
Higher
starting speed, better subpixel position, better steam, turnaround abuse at
the door. |
Room 1 |
3139 |
3126 |
2 |
15358 |
15356 |
3 |
24 |
0 |
0 |
0 |
24 |
0 |
0 |
0 |
Better
starting position, landing further in at the elevator. |
Landing Site |
4027 |
4013 |
1 |
16418 |
16414 |
2 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Better
speed manipulation to be able to use more arm pumps. |
Left and down |
4495 |
4461 |
20 |
17050 |
17026 |
20 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
New
falling strategy used here, running of the platform is necessary because
samus must be in "falling" state for it to work. |
Old escape
shaft |
4940 |
4898 |
8 |
17656 |
17624 |
8 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Still
new falling strategy. |
Old Mother
Brain room |
5190 |
5136 |
12 |
18064 |
18021 |
11 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
New
CWJ's, one frame of door lag added by shooting in the door for a faster
elevator room (+/- 0 in realtime, but +1 ingame) |
Elevator to
brinstar |
5262 |
5208 |
0 |
18342 |
18299 |
0 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
|
1. Morphing
Ball |
5855 |
5799 |
2 |
19334 |
19289 |
2 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Optimization
made it possible to unspin before landing, thus landing faster. |
Old Metroid
beginning |
6118 |
6056 |
6 |
19754 |
19703 |
6 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Higher
speed mockball, staying in mockball form longer. |
Head down |
6265 |
6196 |
7 |
20059 |
20001 |
7 |
99 |
0 |
0 |
0 |
99 |
0 |
0 |
0 |
Shooting
the first row of blocks with one shot, opening the door before rolling
through the tunnel. |
2. Missile |
6290 |
6219 |
2 |
20483 |
20423 |
2 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Lost
a little time from having lower starting speed, but gained it from using
turnaround abuse to pick up the missile. |
Leave room |
6335 |
6265 |
-1 |
20685 |
20625 |
0 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Lost
a frame due to making the mockball, this is regained and then some in the
next room. |
Up and left |
6472 |
6392 |
10 |
20995 |
20925 |
10 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Already
in mockball at the start, better climbing. |
Head towards
elevator |
7065 |
6985 |
0 |
21725 |
21655 |
0 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
|
Crateria
elevator room |
7213 |
7129 |
4 |
22085 |
22011 |
4 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Jumping
of the elevator instead of turning around. |
Old Mother
Brain room |
7436 |
7351 |
1 |
22482 |
22406 |
2 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Lost
time from having lower starting speed, gained time from optimization. |
Old escape
shaft |
8053 |
7948 |
20 |
23262 |
23166 |
20 |
99 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Jumping
up through the middle section instead of the right wall. |
Up and right |
8603 |
8490 |
8 |
23973 |
23869 |
8 |
94 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
A
few small frame optimizations. Jumping through the door is faster ingame but
slower in realtime. |
Bug filled
room |
8787 |
8672 |
2 |
24373 |
24268 |
1 |
94 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Time
lost because of optimizing the door entry for faster landing in the torizo
room, time gained from better way of opening the door. |
3. Bomb |
8837 |
8727 |
-5 |
24822 |
24722 |
-5 |
94 |
5 |
0 |
0 |
99 |
5 |
0 |
0 |
Time
lost setting up the skip. |
Torizo room |
10225 |
8770 |
1345 |
26426 |
24992 |
1334 |
99 |
5 |
0 |
0 |
99 |
0 |
0 |
0 |
Torizo
skip. More lag at the door because of using the "no turnaround abuse
turnaround abuse by unspinning" tech, which most often adds lag at doors. It saves more
time than it wastes here though. |
Bug filled
room |
10381 |
8929 |
-3 |
26754 |
25323 |
-3 |
99 |
5 |
0 |
0 |
99 |
0 |
0 |
0 |
Lower
speed at the start. |
Up and left |
10803 |
9343 |
8 |
27344 |
25905 |
8 |
99 |
5 |
0 |
0 |
99 |
0 |
0 |
0 |
Better
climbing, laying the lower bomb first through a mockball. Possibly opening
the door faster. |
4. Energy
Tank |
11062 |
9611 |
-9 |
28002 |
26572 |
-9 |
199 |
5 |
0 |
0 |
199 |
3 |
0 |
0 |
Slowed
down to recollect 5 missiles. |
Purple slant
room |
11083 |
9635 |
-3 |
28209 |
26784 |
-5 |
199 |
5 |
0 |
0 |
199 |
5 |
0 |
0 |
No
arm pumps because of avoiding running in to the door. |
Zig and zag |
11453 |
9988 |
17 |
28741 |
27299 |
17 |
139 |
5 |
0 |
0 |
139 |
5 |
0 |
0 |
Shooting
the pirates makes their hit boxes bigger, allowing for earlier damage boosts. |
Kago room |
11676 |
10209 |
2 |
29125 |
27681 |
2 |
139 |
5 |
0 |
0 |
139 |
5 |
0 |
0 |
Better
optimization. |
Elevator to
brinstar |
11746 |
10279 |
0 |
29481 |
28037 |
0 |
139 |
5 |
0 |
0 |
139 |
5 |
0 |
0 |
|
Brinstar main
street |
12380 |
10898 |
15 |
30308 |
28820 |
44 |
129 |
0 |
0 |
0 |
129 |
0 |
0 |
0 |
Took
damage from another enemy to be farther away from the door, thus making it
possible to start shooting it earlier. Gained a bunch of realtime by jumping
through the door. |
5. Super
Missile |
12709 |
11223 |
4 |
31036 |
29544 |
4 |
119 |
0 |
5 |
0 |
129 |
0 |
5 |
0 |
Lost
time at the start because to the early jump through the door, gained time by
avoiding the first damage boost. Had to do a high jump up to the ledge before
the super missile to make the screen scroll, otherwise the waver would have
been of screen and the damage boost would not have worked. |
Gate room |
12907 |
11412 |
9 |
31400 |
29898 |
10 |
109 |
0 |
4 |
0 |
124 |
3 |
4 |
0 |
Avoiding
to morph during the fall to open the door faster. |
6. Missile |
13019 |
11524 |
0 |
31911 |
30409 |
0 |
109 |
5 |
4 |
0 |
124 |
8 |
4 |
0 |
Faster
to unmorph than to keep the mockball here. |
7. Missile |
13169 |
11672 |
2 |
32460 |
30956 |
2 |
109 |
10 |
4 |
0 |
124 |
13 |
4 |
0 |
Because
of the above. |
8. Reserve
Tank |
13320 |
11823 |
0 |
33010 |
31506 |
0 |
109 |
10 |
4 |
0 |
124 |
13 |
4 |
0 |
|
Treasure room |
13394 |
11896 |
1 |
33244 |
31740 |
0 |
109 |
10 |
4 |
0 |
124 |
13 |
4 |
0 |
Better
jump from the R-tank platform. |
9. Missile |
13547 |
12046 |
3 |
33796 |
32289 |
3 |
109 |
15 |
4 |
0 |
124 |
18 |
4 |
0 |
Faster
mockball. Keeping a part of the bridge to corner boost on. |
Gate room |
13677 |
12169 |
7 |
34124 |
32610 |
7 |
109 |
15 |
4 |
0 |
124 |
18 |
4 |
0 |
Middle
landing on the bridge to gain some speed making the jump faster, no
morphball. |
Brinstar main
street |
13852 |
12342 |
2 |
34522 |
33005 |
3 |
109 |
15 |
3 |
0 |
124 |
18 |
3 |
0 |
Gained
time from not using a morphball bounce, lag removed from the door because of
better screen position. Lag added to the door transition by a shot to
manipulate the rio to drop a super missile. |
Dachora room |
14491 |
12980 |
1 |
35359 |
33842 |
0 |
109 |
10 |
3 |
0 |
124 |
13 |
4 |
0 |
Time
gained from the small mockballs between the bombs. Time lost from skipped arm
pumps to get past the rio in order to be able to get a super missile from it.
A missile was needed to get a super without having to manipulate it for even
longer. |
Large pink
room |
14983 |
13468 |
4 |
36025 |
34504 |
4 |
103 |
10 |
2 |
0 |
118 |
13 |
3 |
0 |
First
jump made to stay in spinned form, this allows a corner boost to be made.
Lower damage boost by middle landing on the pipe. Better mockball. |
Large green
room |
15519 |
13967 |
37 |
36724 |
35166 |
37 |
83 |
9 |
2 |
0 |
98 |
12 |
3 |
0 |
New
strategy all the way through the room. |
Crumble blocks |
15867 |
14309 |
6 |
37292 |
35728 |
6 |
83 |
7 |
3 |
0 |
98 |
10 |
4 |
0 |
The
weird jumping back at the start most likely did not save any time, it just
gave me a position slightly further ahead after the jump up to the bridge.
Time saved from a better jump up to the bridge. |
Red brinstar
shaft |
16269 |
14707 |
4 |
37887 |
36292 |
31 |
83 |
7 |
3 |
0 |
98 |
10 |
4 |
0 |
Ingame
time lost from the early jump through the door (which saves a bunch of
realtime, but the last little scrolling can't be removed) and jumping with a
higher speed. Time gained from a better falling, abusing morph/unmorph to
never land. |
Head right |
16402 |
14832 |
8 |
38183 |
36580 |
8 |
73 |
7 |
3 |
0 |
94 |
13 |
4 |
0 |
Higher
speed entering better damage boost. |
To spazer |
16719 |
15140 |
9 |
38697 |
37049 |
45 |
73 |
7 |
2 |
0 |
94 |
12 |
3 |
0 |
Already
on the ground at the start. Using a missile to break the block makes it
possible to start running sooner. Lost ingame time but gained a bunch of
realtime by jumping through the door to remove all scrolling. |
10. Spazer |
16815 |
15249 |
-13 |
39350 |
37715 |
-13 |
73 |
7 |
2 |
0 |
94 |
12 |
3 |
0 |
Time
lost because of the jump through the door. |
Under spazer |
17196 |
15610 |
20 |
39895 |
38240 |
20 |
73 |
7 |
3 |
0 |
89 |
12 |
4 |
0 |
Damage
boost from the spikes of the cactus. |
Maridia
tunnel |
17237 |
15651 |
0 |
40097 |
38442 |
0 |
73 |
7 |
3 |
0 |
89 |
12 |
4 |
0 |
|
Maridia tube |
17272 |
15686 |
0 |
40302 |
38647 |
0 |
73 |
7 |
3 |
0 |
89 |
12 |
4 |
0 |
|
Maridia tunnel |
17312 |
15726 |
0 |
40505 |
38851 |
-1 |
73 |
7 |
3 |
0 |
89 |
12 |
4 |
0 |
Shot
in the door to add a frame of lag, for a faster elevator room. |
Elevator to
norfair |
|
|
0 |
|
|
0 |
|
|
|
|
89 |
12 |
4 |
0 |
No
comparison possible. Ammo comparison unnecessary. |
Norfair main
street |
33799 |
16469 |
0 |
71788 |
40037 |
0 |
|
|
|
|
89 |
12 |
3 |
0 |
Shot
in the door for drop manipulation. No numbers due to a route change. |
11. Energy
Tank |
33814 |
16484 |
0 |
72202 |
40451 |
0 |
|
|
|
|
299 |
12 |
3 |
0 |
|
To hi-jump |
34054 |
16738 |
-14 |
72616 |
40880 |
-15 |
|
|
|
|
299 |
12 |
3 |
0 |
Lost
time due to having to pick up a refill from the geemer without wave, and
opening the door without wave. |
12. Hi-Jump
Boots |
34120 |
16809 |
-5 |
73081 |
41350 |
-5 |
|
|
|
|
299 |
12 |
3 |
0 |
Slower
entry speed, no wave, picking up the boots at a lower position (meaning I
reach the ground faster after the message disappears. |
Leave room |
34220 |
16906 |
3 |
73346 |
41611 |
4 |
|
|
|
|
299 |
12 |
3 |
0 |
Reaching
the floor faster, left+right at the door. |
13. Missile |
34347 |
17012 |
21 |
73872 |
42116 |
21 |
|
|
|
|
299 |
17 |
3 |
0 |
Not
placing a PB. |
Exit right |
34471 |
17207 |
-71 |
74171 |
42481 |
-66 |
|
|
|
|
299 |
17 |
3 |
0 |
Having
to place a bomb to blow the block up. Running back all the way to the wall
was faster, otherwise the mockball would have reached to short and crashed
into the pedestal. |
Norfair main
street |
|
|
0 |
|
|
0 |
|
|
|
|
299 |
17 |
5 |
0 |
All
the drops are necessary. Lowering the screen as much as possible when
entering the hot room to reduce door lag. |
Hot room #1 |
22011 |
17634 |
0 |
49163 |
43286 |
0 |
299 |
5 |
3 |
0 |
243 |
14 |
4 |
0 |
No
numbers due to a route change. Over 1 second gained in this room due to
having hijump and entering the room with a lower jump. |
14. Missile |
22256 |
17878 |
1 |
49810 |
43930 |
3 |
264 |
5 |
4 |
0 |
172 |
17 |
4 |
0 |
Time
lost here from having hijump, which makes the midair morph unavoidable. Some
time gained from the CWJ strategy anyway though. |
Hot room #2 |
22509 |
18123 |
8 |
50228 |
44361 |
-13 |
227 |
10 |
4 |
0 |
158 |
17 |
3 |
0 |
Time
gained from having hijump and skipping the damage boost. It seems that not
having varia suite in heated rooms often adds a lot of lag to the doors. So
that's the reason for a lot of door lag in the run through norfair. |
Hot room #3 |
22904 |
18537 |
-19 |
50825 |
44987 |
-29 |
190 |
10 |
4 |
0 |
174 |
17 |
1 |
0 |
Time
lost from having to pick up a bunch of refills here. |
15. Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Picked
up the missile now instead of later, takes about as long time but I needed
the health, and the missiles where good to have too. |
Bubble room |
23206 |
19185 |
0 |
51293 |
46200 |
0 |
180 |
10 |
3 |
0 |
184 |
20 |
1 |
0 |
No
numbers due to a route change. Over 1 second gained in this room due to
having hijump and entering the room with a lower jump. |
Pipe bug room |
23349 |
19366 |
-38 |
51647 |
46632 |
-78 |
180 |
12 |
3 |
0 |
224 |
19 |
2 |
0 |
Time
lost from refilling on the pipe bugs. |
To speed
booster |
23891 |
19907 |
1 |
52358 |
47362 |
-19 |
180 |
7 |
3 |
0 |
89 |
14 |
2 |
0 |
|
16. Speed
Booster |
23924 |
19940 |
0 |
52790 |
47794 |
0 |
180 |
7 |
3 |
0 |
81 |
14 |
2 |
0 |
|
Leave room |
23994 |
20009 |
1 |
53052 |
48064 |
-8 |
180 |
7 |
3 |
0 |
64 |
14 |
2 |
0 |
|
17. Missile |
24017 |
20029 |
3 |
53474 |
48483 |
3 |
180 |
12 |
3 |
0 |
59 |
19 |
2 |
0 |
Better
jump up to the missile (jumping through the door). |
Run left |
24372 |
20442 |
-58 |
54049 |
49096 |
-38 |
180 |
12 |
3 |
0 |
16 |
19 |
2 |
0 |
R-tank
recharge took time. Gained some realtime frames on the door by jumping
through it to remove scrolling lag. |
Pipe bug room |
24465 |
20628 |
-93 |
54325 |
49473 |
-101 |
175 |
12 |
3 |
0 |
70 |
19 |
2 |
0 |
Refilling
at the pipe bugs no damage boost through the door. |
Bubble room |
26295 |
21272 |
1186 |
58247 |
50287 |
3108 |
145 |
11 |
5 |
0 |
90 |
19 |
4 |
0 |
Skipping
wave till later. |
Hot gate room |
26444 |
21511 |
-90 |
58581 |
50724 |
-103 |
145 |
11 |
5 |
0 |
95 |
17 |
5 |
0 |
Pipe
bug refills and having to open the gate with a missile. |
Straight down |
26584 |
21655 |
-4 |
58879 |
51026 |
-4 |
143 |
11 |
5 |
0 |
95 |
17 |
5 |
0 |
Have
to stay spinned to avoid the enemies. So no corner boosting. |
Lava sea
horse room |
26805 |
21875 |
1 |
59283 |
51429 |
1 |
143 |
11 |
5 |
0 |
41 |
17 |
5 |
0 |
Optimized
jumps. |
Down to
Crocomire |
26849 |
21921 |
-2 |
59541 |
51691 |
-4 |
143 |
11 |
4 |
0 |
29 |
17 |
4 |
0 |
Delayed
the entrance to manipulate croco |
Crocomire |
28122 |
23151 |
43 |
60817 |
52928 |
39 |
103 |
1 |
0 |
0 |
29 |
7 |
0 |
0 |
Took
one round less to kill him, and better shooting in general I guess. Could
have done it in one round less still, but had to prolong it for drop
manipulation, it only cost a few frames. |
18. Energy
Tank |
28765 |
23493 |
301 |
61900 |
53637 |
374 |
399 |
1 |
0 |
0 |
399 |
7 |
0 |
0 |
Grabbed
the E-tank earlier to reduce lag. Doesn't save any ingame time though. |
Crocomire's
room |
30477 |
25507 |
-302 |
63839 |
55916 |
-340 |
346 |
7 |
2 |
0 |
392 |
11 |
2 |
0 |
Big
loss because of grabbing the E-tank earlier. Also lost time from not doing a
shinespark. |
To power bomb |
30611 |
25637 |
4 |
64136 |
56209 |
4 |
312 |
7 |
1 |
0 |
382 |
11 |
1 |
0 |
Gained
time from not shinesparking. If optimized shinesparking is still faster, even
though not doing so was faster than JXQ's run, but since I loose more health
doing so better luck would be needed later on, which in the end made it
slower anyway. |
19. Power
Bomb |
30637 |
25662 |
1 |
64561 |
56633 |
1 |
312 |
7 |
1 |
5 |
376 |
11 |
1 |
5 |
Higher
entry speed because of skipping the shinespark. The time gain is so small
because I grabbed the PB later in the jump, so I gain more time after
grabbing it. |
Leave room |
30694 |
25715 |
4 |
64784 |
56870 |
-14 |
312 |
7 |
1 |
5 |
363 |
11 |
1 |
5 |
Because
of grabbing the PB later, possibly better jumping afterwards too. |
Go down |
30791 |
25812 |
0 |
65044 |
57144 |
-14 |
312 |
7 |
1 |
5 |
363 |
11 |
1 |
5 |
Lag
because of entering the room farther to the right. |
Straight down |
31055 |
26068 |
8 |
65482 |
57575 |
7 |
312 |
7 |
0 |
5 |
363 |
11 |
0 |
5 |
Gained
time because of being able to fall all the way through. Even though JXQ is
faster in realtime I could not have done the room like tat, as I have to
enter the next room on the left side. The only other option would have been
to run of the edge of the ledge which would have been slower in realtime too. |
Blue suit left |
31376 |
26382 |
7 |
66025 |
58045 |
73 |
312 |
7 |
1 |
4 |
383 |
13 |
1 |
5 |
Not
using a PB and less door scrolling stood for the major part of this
improvement. But it was faster ingame too to do it this way. |
20. Grapple
Beam |
31399 |
26406 |
-1 |
66447 |
58468 |
-1 |
312 |
7 |
1 |
4 |
383 |
13 |
1 |
5 |
Lower
entry speed. |
Leave room |
31486 |
26457 |
36 |
66713 |
58701 |
33 |
312 |
7 |
1 |
4 |
383 |
13 |
1 |
5 |
Not
having to charge a shine. |
21. Missile |
31651 |
26661 |
-39 |
67277 |
59306 |
-41 |
234 |
12 |
1 |
4 |
383 |
18 |
1 |
5 |
Not
using a shinespark, time regained later. Delayed the item box for 2 frames
for luck manipulation. |
Down and up |
32020 |
26939 |
91 |
67804 |
59749 |
84 |
225 |
12 |
1 |
4 |
383 |
18 |
2 |
5 |
No
shinespark cool down. More lag at the door because of having hijump, which
made that exit impossible (passing the platform in the next room without a
middle landing. Hanging for a few frames in the door before exiting to have
higher downwards momentum and a lower starting position in the next room, it
removed some door lag. |
Door on right |
32149 |
27038 |
30 |
68108 |
60027 |
26 |
225 |
12 |
1 |
4 |
383 |
18 |
2 |
5 |
Having
Hijump saved time here. |
22. Missile |
32367 |
27260 |
-4 |
68725 |
60648 |
-4 |
154 |
17 |
1 |
4 |
240 |
23 |
2 |
5 |
Having
to shoot the bugs cost a few frames. |
Run through
acid |
32635 |
27529 |
-1 |
69168 |
61083 |
8 |
81 |
17 |
1 |
4 |
163 |
23 |
5 |
5 |
Landing
in a worse place after the pickup (result of having to kill the bugs). |
Straight up |
32814 |
27722 |
-14 |
69506 |
61434 |
-13 |
29 |
17 |
1 |
4 |
163 |
23 |
5 |
5 |
No
shinespark due to energy restrictions. |
Up and right |
32977 |
27867 |
18 |
69837 |
61744 |
21 |
29 |
17 |
1 |
4 |
163 |
23 |
5 |
5 |
Hijump,
better optimization, less scrolling at the door. |
Crocomire's
room |
33168 |
28053 |
5 |
70241 |
62106 |
42 |
29 |
17 |
1 |
4 |
163 |
23 |
5 |
5 |
Hijump.
A lot less door lag by exiting on the left side. |
Up hot cavern |
33382 |
28233 |
34 |
70626 |
62484 |
7 |
29 |
17 |
2 |
4 |
118 |
23 |
3 |
5 |
Hijump.
Lost some time at the top from not having wave and being able to open the
door early. |
23. Missile |
33657 |
28464 |
44 |
71300 |
63114 |
44 |
34 |
22 |
1 |
4 |
60 |
26 |
2 |
5 |
Hijump,
better grapple usage. |
Trough super
gate |
33696 |
28500 |
3 |
71506 |
63317 |
3 |
34 |
22 |
1 |
4 |
51 |
26 |
2 |
5 |
Higher
starting speed. |
Norfair main
street |
35117 |
29184 |
737 |
75013 |
64197 |
2627 |
499 |
27 |
3 |
3 |
51 |
26 |
3 |
5 |
No
hijump detour. |
Back in
brinstar |
17477 |
29448 |
0 |
40863 |
64619 |
0 |
73 |
7 |
0 |
0 |
51 |
26 |
0 |
5 |
Incorrect
numbers due to route change. Did a hi jump through the door to reduce lag. |
Down and up |
17754 |
29723 |
2 |
41298 |
65053 |
1 |
73 |
7 |
0 |
0 |
41 |
26 |
0 |
5 |
Time
lost by having a higher starting position, time gained due to having hijump. |
24. Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
No
comparison possible. Weird jump through door removed a lot of lag. |
Down and
right |
17914 |
30203 |
0 |
41712 |
66168 |
0 |
73 |
7 |
0 |
0 |
66 |
27 |
1 |
4 |
No
numbers. |
Mini Kraid
room |
18218 |
30397 |
110 |
42181 |
66529 |
108 |
67 |
4 |
4 |
0 |
66 |
23 |
5 |
4 |
Speed
booster. |
Eye door room |
18429 |
30563 |
45 |
42554 |
66857 |
45 |
67 |
4 |
3 |
0 |
50 |
23 |
4 |
4 |
Speed
booster. Delayed entry by a frame to reduce lag in the fight. |
Kraid |
19327 |
31452 |
9 |
43475 |
67767 |
11 |
67 |
3 |
0 |
0 |
50 |
22 |
1 |
4 |
Non
of the playing around caused any additional lag. Better optimization. |
Exit right |
19572 |
31665 |
32 |
43887 |
68153 |
26 |
72 |
9 |
1 |
0 |
50 |
22 |
1 |
4 |
Time
gained due to not picking up any refills. |
25. Varia |
19595 |
31683 |
5 |
44309 |
68570 |
5 |
72 |
9 |
1 |
0 |
50 |
22 |
1 |
4 |
Higher
entering speed. |
Leave room |
19819 |
31906 |
1 |
44693 |
68953 |
1 |
72 |
9 |
1 |
0 |
50 |
22 |
1 |
4 |
Optimization. |
Kraid's room |
19934 |
32011 |
10 |
45020 |
69231 |
49 |
72 |
9 |
1 |
0 |
50 |
22 |
1 |
4 |
Speed
booster. Exiting in that exact way caused less lag, every small difference
that was made (even morphing one frame earlier or later) always caused a lot
more, so that was my only option. |
Eye door room |
20060 |
32123 |
14 |
45310 |
69507 |
14 |
64 |
9 |
1 |
0 |
42 |
22 |
1 |
4 |
Higher
entering speed. |
Mini Kraid
room |
20348 |
32321 |
90 |
45818 |
69935 |
80 |
64 |
8 |
4 |
0 |
42 |
17 |
5 |
4 |
Speed
booster. Jumping through the door with blue suit was probably what caused the
lag, but stopping and running through it would have taken so much more time
that it would have been slower anyway. |
Up and left |
20497 |
32502 |
-32 |
46128 |
70274 |
-29 |
64 |
7 |
4 |
0 |
42 |
17 |
5 |
4 |
Charging
up a blue suit took time. |
To energy
tank |
20686 |
32609 |
82 |
46476 |
70543 |
79 |
64 |
7 |
4 |
0 |
42 |
17 |
5 |
4 |
Blue
suit saved a lot of time here. Grapple to open the door possibly saved a
frame as well. Jumping through and turning around caused a little lag, but it
was faster to do anyway, otherwise midair morph would have been needed to
grab the E-tank because of hijump. |
26. Energy
Tank |
20730 |
32657 |
-4 |
46919 |
70990 |
-4 |
299 |
5 |
4 |
0 |
499 |
14 |
5 |
4 |
Having
hijump is what slowed me down. |
Leave room |
20798 |
32723 |
2 |
47151 |
71222 |
0 |
299 |
5 |
4 |
0 |
499 |
13 |
5 |
4 |
Jumping
through the door would have been a little faster for that room, but not doing
so lets the screen scroll more in the next room and reduces lag on the next
door. |
Straight up |
20914 |
32808 |
31 |
47432 |
71465 |
38 |
299 |
5 |
5 |
0 |
499 |
15 |
5 |
4 |
Better
equipment. |
Past the
elevator |
35266 |
32968 |
0 |
75326 |
71789 |
0 |
499 |
27 |
3 |
3 |
499 |
15 |
4 |
4 |
No
numbers. |
Maridia tunnel |
35304 |
33001 |
5 |
75528 |
71987 |
4 |
499 |
27 |
3 |
3 |
499 |
15 |
4 |
4 |
Higher
entering speed. Opening the door with grapple allowed to exit with even
higher speed. |
Maridia tube |
35329 |
33024 |
2 |
75717 |
72174 |
2 |
499 |
27 |
3 |
3 |
499 |
15 |
4 |
4 |
Higher
entering speed. |
Maridia
tunnel |
35373 |
33057 |
11 |
75919 |
72370 |
6 |
499 |
27 |
3 |
3 |
499 |
15 |
4 |
4 |
Charging
the shine later. |
Under spazer |
35444 |
33106 |
22 |
76152 |
72583 |
20 |
465 |
27 |
4 |
3 |
456 |
15 |
3 |
4 |
Not
shooting the cactus, opening the door with a super. |
To the left |
35575 |
33235 |
2 |
76612 |
72880 |
163 |
432 |
27 |
4 |
3 |
425 |
15 |
3 |
4 |
Higher
entering speed, better vertical positioning. No pause screen. |
Straight up |
36188 |
33838 |
10 |
77387 |
73645 |
10 |
432 |
27 |
4 |
3 |
425 |
15 |
3 |
4 |
Various
small optimizations. |
Red spiked
room |
36350 |
33998 |
2 |
77733 |
73985 |
6 |
416 |
27 |
4 |
3 |
409 |
15 |
3 |
4 |
Better
second damage boost. |
Go down |
36509 |
34154 |
3 |
78062 |
74304 |
10 |
396 |
27 |
3 |
3 |
409 |
15 |
2 |
4 |
New
falling strategy, less door scrolling. |
27. Power
Bomb |
36669 |
34317 |
-3 |
78621 |
74866 |
-3 |
391 |
27 |
3 |
7 |
404 |
15 |
2 |
8 |
Picking
up the PB later. |
28. Missile |
36762 |
34402 |
8 |
79120 |
75357 |
8 |
391 |
32 |
3 |
7 |
404 |
20 |
2 |
8 |
Jumping
a little earlier to the missile, in order to land faster after the pickup. |
Leave room |
36957 |
34591 |
6 |
79491 |
75723 |
5 |
386 |
32 |
3 |
7 |
399 |
20 |
2 |
8 |
New
CWJ strategy. |
Up red shaft |
37225 |
34868 |
-9 |
79935 |
76174 |
-7 |
386 |
32 |
3 |
7 |
399 |
20 |
2 |
8 |
Better
optimization, but having to pick up a super missile without having wave. |
29. Power
Bomb |
37411 |
35054 |
0 |
80609 |
76850 |
-2 |
386 |
31 |
3 |
11 |
399 |
20 |
2 |
12 |
More
lag from optimizing the drops. |
Leave room |
37551 |
35187 |
7 |
80931 |
77165 |
7 |
378 |
33 |
5 |
11 |
391 |
20 |
4 |
12 |
Better
position after the pickup, better climbing, better damage boost and using
left+right at the door. |
To elevator |
38063 |
35699 |
0 |
81584 |
77818 |
0 |
378 |
33 |
5 |
11 |
391 |
20 |
4 |
12 |
Lower
position when entering, but regaining it by wall jumping. |
Crateria
elevator room |
38281 |
35915 |
2 |
81960 |
78192 |
2 |
378 |
33 |
5 |
10 |
391 |
20 |
4 |
11 |
Better
jump boost from speed booster through the door. |
Up crateria
cavern |
38626 |
36253 |
7 |
82488 |
78708 |
12 |
378 |
32 |
5 |
9 |
391 |
19 |
5 |
10 |
Better
starting speed, better climbing. Possibly faster jump through the door. |
30. Missile |
38651 |
36276 |
2 |
82912 |
79130 |
2 |
359 |
37 |
4 |
9 |
373 |
24 |
4 |
10 |
Sparking
faster. |
Missile lake |
38675 |
36301 |
-1 |
83190 |
79408 |
0 |
335 |
37 |
4 |
9 |
348 |
24 |
4 |
10 |
Slightly
lower starting speed. |
Platform jumps |
38908 |
36532 |
2 |
83636 |
79852 |
2 |
201 |
37 |
3 |
9 |
214 |
24 |
3 |
10 |
Turning
around after the spark to gain more speed before passing the door. |
Entrance |
39032 |
36657 |
-1 |
83943 |
80160 |
-1 |
201 |
37 |
3 |
9 |
214 |
24 |
3 |
10 |
Jumping
earlier and higher, this room gets a little slower but it speeds up the next
room. |
Go down |
39541 |
37177 |
-11 |
84609 |
80837 |
-11 |
201 |
37 |
2 |
9 |
214 |
24 |
2 |
10 |
No
wave makes the bottom part slower. |
Eye door room |
39853 |
37486 |
3 |
85132 |
81355 |
5 |
201 |
37 |
1 |
8 |
214 |
24 |
1 |
9 |
Slightly
faster PB placement, shooting the eye door earlier. Had to manipulate luck
fro some frames to get the right pattern. |
Phantoon |
40924 |
38531 |
26 |
86216 |
82414 |
25 |
201 |
18 |
0 |
8 |
214 |
4 |
0 |
9 |
Better
pattern to start shooting him earlier. One more frame of lag, the only way to
remove it was to be morphed for a long time which would have been boring.
None of the shooting while he appeared caused any additional lag. |
Phantoon's
room |
41994 |
39547 |
54 |
87507 |
83655 |
50 |
231 |
22 |
0 |
8 |
239 |
12 |
1 |
9 |
Gained
even more time because he was in a better position when he died, so he didn't
have to move around before starting to explode. |
Basement |
42244 |
39736 |
61 |
87933 |
84028 |
53 |
211 |
22 |
0 |
8 |
219 |
12 |
1 |
9 |
Blueball
saved a bunch of time. |
Main street |
42507 |
39983 |
16 |
88361 |
84440 |
16 |
211 |
22 |
0 |
7 |
219 |
12 |
1 |
8 |
Higher
jumping speed at the start saved some time. Better optimization. |
31. Super
Missile |
42862 |
40326 |
12 |
89140 |
85207 |
12 |
211 |
19 |
5 |
6 |
219 |
10 |
6 |
7 |
Better
to run all the way on the conveyor belt instead of making a high jump.
Jumping of the platform down to the super. |
Conveyor belt
room |
43159 |
40654 |
-31 |
89620 |
85718 |
-31 |
211 |
19 |
5 |
7 |
211 |
10 |
6 |
8 |
Landing
faster after the pickup, faster mockball, damage boost from the sparky
thingy. Had to make a higher jump of the platform in order to make the
conveyor belt glitch work (unmorphing at the right height just before landing
will nullify it's pull, making it possible to do the blueball). Lost a bunch
of time due to the blueball. |
To the left |
43356 |
40749 |
102 |
89980 |
85975 |
103 |
211 |
18 |
5 |
6 |
211 |
10 |
6 |
8 |
Gained
a bigger bunch of time due to the blueball. |
32. Super
Missile |
43388 |
40783 |
-2 |
90411 |
86408 |
-2 |
211 |
18 |
10 |
6 |
211 |
10 |
11 |
8 |
Lower
entry speed. |
Leave room |
43448 |
40835 |
8 |
90654 |
86646 |
5 |
196 |
18 |
10 |
6 |
196 |
10 |
11 |
8 |
Using
grapple beam to damage boost from farther away. |
33. Missile |
43783 |
41222 |
-52 |
91423 |
87468 |
-53 |
139 |
23 |
10 |
5 |
136 |
15 |
11 |
7 |
Gained
time from being on the floor right at the start. Used a new strategy to
remove a shinespark, lost time from it up to the missile, the time is
regained later. |
Main street |
44219 |
41555 |
103 |
92048 |
87990 |
103 |
76 |
23 |
10 |
5 |
76 |
14 |
11 |
7 |
No
spark cool down. Had to use a slightly slower strategy on the way back from
the falling platforms because they where in worse positions. Gained time from
using arm pumps on the way to the door. |
Through the
water |
44342 |
41651 |
27 |
92336 |
88251 |
27 |
76 |
23 |
10 |
5 |
76 |
14 |
11 |
7 |
Gained
time from not charging a shinespark. |
Spike room |
44427 |
41789 |
-53 |
92584 |
88552 |
-53 |
45 |
22 |
10 |
5 |
16 |
14 |
11 |
7 |
Lost
time from not doing a shinespark. |
Go up |
44780 |
42057 |
85 |
93131 |
89014 |
85 |
15 |
22 |
9 |
5 |
1 |
14 |
10 |
7 |
No
shinespark cool down. Better climbing. |
34. Energy
Tank |
44969 |
42242 |
4 |
93719 |
89598 |
4 |
599 |
22 |
9 |
5 |
599 |
14 |
10 |
7 |
CWJ |
Floating
platforms |
45182 |
42453 |
2 |
94095 |
89972 |
2 |
599 |
22 |
9 |
5 |
599 |
14 |
10 |
7 |
Better
grappling, the last swing looks a little unoptimized but pretty much every
possibility was tested there and that was the best. |
Go down |
45588 |
42804 |
55 |
94684 |
90491 |
70 |
582 |
22 |
9 |
5 |
582 |
14 |
10 |
7 |
Optimization.
Damage boost from the spark. |
Spike room |
45731 |
42975 |
-28 |
94989 |
90824 |
-28 |
522 |
22 |
9 |
5 |
552 |
13 |
10 |
7 |
Lost
time because of not being able to boost of he first spikes. |
Head right |
45867 |
43083 |
28 |
95308 |
91115 |
28 |
522 |
22 |
9 |
5 |
547 |
13 |
10 |
7 |
Damage
boost to skip water traveling. |
Straight up |
46229 |
43432 |
13 |
95827 |
91623 |
11 |
522 |
22 |
8 |
5 |
547 |
13 |
9 |
7 |
Optimization. |
Attic |
46762 |
43922 |
43 |
96642 |
92307 |
131 |
463 |
20 |
5 |
4 |
524 |
10 |
7 |
7 |
Skipping
to open both doors after killing all the enemies. Massive lag reduction from
not using a PB. |
35. Missile |
47199 |
44265 |
94 |
97479 |
93049 |
95 |
421 |
25 |
5 |
4 |
484 |
15 |
7 |
7 |
The
first robot must be shot on the exact right frames to move back as fast as
possible. Gaining just enough distance to be able to activate the conveyor
glitch instantly. If running on the exact right frame it is possible to run
straight through the robot. Fired a shot while inside him to make him go
backwards to pass through him on the way back too. Needed to take more damage
in order to be able to keep invincibility longer and run through the second
robot, a grapple forward boost of the spark was the best option and let me do
the conveyor glitch too. Needed to take more damage for the way back, and
since the spark to the far right where off at the time this damage boost was
best. |
Robot room |
47498 |
44469 |
95 |
97943 |
93418 |
95 |
406 |
25 |
5 |
4 |
469 |
15 |
7 |
7 |
Had
to wait for a few frames to be able to run through the first robot. Had to do
take damage for one more time in order to pass through the second robot, a
grapple boost was the best option. |
Attic |
47768 |
44828 |
-89 |
98502 |
94069 |
-92 |
295 |
25 |
5 |
4 |
469 |
5 |
3 |
7 |
Having
to kill everything a second time, and charge a shinespark. Running through
the door instead of jumping was faster in realtime. |
36. Missile |
48118 |
45053 |
125 |
99251 |
94693 |
125 |
295 |
30 |
5 |
4 |
353 |
10 |
3 |
7 |
Shinespark
to the missile. |
37. Missile |
48387 |
45306 |
16 |
99919 |
95345 |
16 |
295 |
35 |
4 |
4 |
353 |
15 |
2 |
7 |
Mostly
gained from having a lower positing and higher falling speed after the
pickup. |
Outside |
48779 |
45697 |
1 |
100479 |
95902 |
3 |
315 |
35 |
4 |
4 |
353 |
14 |
3 |
7 |
Optimization,
less door scrolling. |
Cavern |
48928 |
45837 |
9 |
100791 |
96204 |
10 |
330 |
34 |
4 |
4 |
348 |
13 |
4 |
7 |
Better
damage boost running all the way because of not needing to waste as many
frame manipulating the robots. |
Bridge |
48977 |
45873 |
13 |
101066 |
96467 |
12 |
330 |
34 |
4 |
4 |
348 |
13 |
4 |
7 |
Not
having to waste frames for robot manipulation. |
38. Missile |
51702 |
48562 |
36 |
104227 |
99595 |
33 |
240 |
39 |
4 |
2 |
259 |
18 |
4 |
5 |
Sparking
from a lower position, placing the PB earlier, somewhat better robot
shooting. I later found out that using the trick to keep your speed after a
spikeboost was 2 or more frames faster than a spark, however I still doubt
that it would be faster, because I would have had more health (which is a bad
thing here due to the gauntlet spark) and the robot manipulation would have
been screwed up. |
39. Reserve
Tank |
52008 |
48859 |
9 |
104932 |
100291 |
9 |
201 |
39 |
4 |
2 |
220 |
18 |
4 |
5 |
Can't
make a diagonal spark here because I would have taken damage from the spikes.
Used a trick to jump with speed but without momentum (releasing forward for a
frame there is necessary). This allowed me to get past the ledge with decent
speed, and right after pressing forward makes me regain all momentum, so a
walljump can be made without dropping to far down. |
Statue grab
room |
52430 |
49277 |
4 |
105522 |
100877 |
4 |
201 |
39 |
4 |
1 |
220 |
18 |
4 |
4 |
Better
precision at the crumble blocks. |
40. Gravity
Suit |
52452 |
49298 |
1 |
105942 |
101296 |
1 |
201 |
39 |
4 |
1 |
220 |
18 |
4 |
4 |
Odd,
I shouldn't have gained a frame here. I must have hit the sphere 1 frame
earlier it seems. |
Leave room |
52666 |
49515 |
-3 |
106410 |
101768 |
-4 |
201 |
39 |
4 |
1 |
220 |
18 |
4 |
4 |
This
time is regained later, I exit with a lower position and a higher falling
speed. |
41. Missile |
52958 |
49802 |
5 |
107101 |
102454 |
5 |
201 |
44 |
4 |
1 |
220 |
23 |
4 |
4 |
Better
position at the start. More optimized running+mockball. |
Under water |
53256 |
50100 |
0 |
107572 |
102925 |
0 |
201 |
44 |
4 |
1 |
220 |
23 |
4 |
4 |
Time
gained from unmorphing earlier, and a faster mockball. Time lost from not
having wavebeam thus not getting the door open as fast. |
Missile lake |
53325 |
50170 |
-1 |
107812 |
103166 |
-1 |
201 |
44 |
4 |
1 |
220 |
23 |
4 |
4 |
Lower
starting speed, related to the last room. |
Ki hunter room |
53444 |
50303 |
-14 |
108092 |
103462 |
-16 |
201 |
43 |
4 |
1 |
220 |
21 |
4 |
4 |
Had
to slow down a lot in order to get through the door without stopping. |
Tube room |
53464 |
50327 |
-4 |
108304 |
103676 |
-2 |
201 |
43 |
4 |
1 |
220 |
21 |
4 |
4 |
Lower
starting speed. |
Landing Site |
53967 |
50799 |
31 |
109000 |
104340 |
32 |
133 |
43 |
4 |
0 |
153 |
21 |
4 |
3 |
Lost
time in the beginning due to lower speed. Gained a lot of time by morphing
right after the spark to place the PB earlier, and running a shorter distance
to the left before running through the door (the shortest distance possible
that still gets me over to the PB in one jump. |
42. Power
Bomb |
54034 |
50868 |
-2 |
109466 |
104808 |
-2 |
121 |
43 |
4 |
5 |
141 |
21 |
4 |
8 |
Lower
starting speed. |
Leave room |
54214 |
51039 |
9 |
109842 |
105179 |
5 |
116 |
43 |
4 |
6 |
126 |
21 |
4 |
9 |
Running
of the first and second ledge instead of making one jump. Better damage
boost. |
Landing Site |
54746 |
51536 |
35 |
110591 |
105891 |
37 |
114 |
43 |
4 |
6 |
107 |
21 |
4 |
9 |
Faster
and lower jump, charging the spark from the left to the right, sparking
earlier because of having more health. |
Gauntlet part
1 |
54991 |
51772 |
9 |
111005 |
106296 |
9 |
29 |
43 |
4 |
6 |
29 |
21 |
4 |
9 |
Higher
entering speed. |
43. Energy
Tank |
55037 |
51839 |
-21 |
111450 |
106762 |
-21 |
699 |
43 |
4 |
5 |
699 |
21 |
4 |
9 |
New
strategy, time regained in the next section. |
Gauntlet part
2 |
55372 |
52139 |
35 |
111958 |
107227 |
43 |
589 |
43 |
4 |
5 |
595 |
21 |
4 |
9 |
Bomb
instead of a PB to break the block. |
44. Missile |
55557 |
52302 |
22 |
112542 |
107789 |
22 |
589 |
48 |
4 |
5 |
595 |
26 |
4 |
9 |
Better
falling through the blocks, falling instead of jumping after the last block. |
45. Missile |
55612 |
52356 |
1 |
112996 |
108242 |
1 |
589 |
53 |
4 |
5 |
595 |
31 |
4 |
9 |
Running
over the first crumble block just as it reappears made it possible to run
over it completely gaining more speed to the jump. |
Zig and zag |
56189 |
52912 |
21 |
113735 |
108960 |
21 |
584 |
50 |
4 |
5 |
590 |
26 |
4 |
9 |
Better
position after the pickup, avoiding a morph/demorph in the fall. |
Kago room |
56326 |
53050 |
-1 |
114033 |
109259 |
-1 |
584 |
50 |
4 |
5 |
590 |
26 |
4 |
9 |
No
wavebeam, couldn't get the door to open as fast because of it. |
Elevator to
brinstar |
56396 |
53118 |
2 |
114389 |
109614 |
1 |
584 |
50 |
4 |
5 |
590 |
26 |
4 |
9 |
Optimization. |
All the way
down |
57393 |
54095 |
20 |
115588 |
110768 |
45 |
584 |
50 |
5 |
4 |
590 |
26 |
5 |
8 |
New
falling strategy removes the need of morphing. Jumping through the door
removed a lot of lag. |
Drainer room |
57461 |
54180 |
-17 |
115822 |
111014 |
-12 |
580 |
50 |
5 |
4 |
590 |
22 |
5 |
10 |
Lost
time because of jumping through the door in the last room and not arm pumping
on my way through the door to gain greater speed.. Killing all the beetoms
removed some lag at the door. |
To the left |
57539 |
54258 |
0 |
116060 |
111252 |
0 |
580 |
50 |
4 |
4 |
590 |
22 |
4 |
10 |
Higher
entry speed but also lost time from having to get higher speed before the
jump in order for a timesaver in the next room to work. |
46. Super
Missile |
57554 |
54270 |
3 |
116474 |
111663 |
3 |
580 |
50 |
9 |
4 |
590 |
22 |
9 |
10 |
Gained
time from not being morphed and having higher speed. |
Leave room |
57600 |
54306 |
10 |
116679 |
111858 |
10 |
580 |
50 |
9 |
4 |
590 |
22 |
9 |
10 |
Gained
time from not having to demorph. |
47. Energy
Tank |
57612 |
54315 |
3 |
117090 |
112266 |
3 |
799 |
50 |
9 |
4 |
799 |
22 |
9 |
10 |
Not
a real time gain, I just pick up the E-tank earlier. |
Bottom room |
58000 |
54699 |
4 |
117674 |
112846 |
4 |
783 |
50 |
9 |
4 |
787 |
21 |
9 |
10 |
Better
damage boosting. |
48. Power
Bomb |
58371 |
55065 |
5 |
118444 |
113611 |
5 |
783 |
50 |
9 |
9 |
787 |
21 |
9 |
15 |
Better
walljumping. |
Etecoon room |
58557 |
55249 |
2 |
118833 |
113995 |
5 |
783 |
50 |
9 |
9 |
787 |
21 |
9 |
15 |
Exiting
without middle landing. |
Brinstar main
street |
58710 |
55398 |
4 |
119230 |
114369 |
23 |
783 |
50 |
9 |
8 |
787 |
21 |
10 |
14 |
Can
place the PB earlier. Reduced PB lag. |
Dachora room |
58939 |
55616 |
11 |
119654 |
114787 |
6 |
783 |
46 |
9 |
8 |
787 |
19 |
10 |
14 |
Mockball
instead of a big jump over the hole. |
49. Missile |
59131 |
55822 |
-14 |
120245 |
115392 |
-14 |
783 |
51 |
9 |
7 |
787 |
24 |
10 |
13 |
Picked
up the missile later. Time regained in next section. |
Through PB
blocks |
59220 |
55878 |
33 |
120550 |
115629 |
68 |
783 |
51 |
9 |
7 |
787 |
24 |
10 |
13 |
Not
having to wait as long for the PB to go off. Jumping higher through the door
reduced lag. |
50. Power
Bomb |
59390 |
56042 |
6 |
121119 |
116192 |
6 |
768 |
51 |
8 |
11 |
772 |
24 |
9 |
17 |
Low
boost of the spikes. Picking up the PB earlier. |
To the right |
59665 |
56324 |
-7 |
121578 |
116662 |
-11 |
768 |
51 |
8 |
11 |
772 |
24 |
9 |
17 |
Having
to wait longer for the gate due to not having wave. |
Crystal flash
tunnel |
60065 |
56690 |
34 |
122166 |
117214 |
36 |
768 |
51 |
7 |
10 |
772 |
24 |
8 |
16 |
Mockball
through the tunnel. I have to run back that far in order for it to work.
Crouching in the door instead of jumping through it. |
Over the
pipes |
60229 |
56855 |
-1 |
122500 |
117548 |
0 |
767 |
51 |
7 |
10 |
771 |
24 |
8 |
16 |
Lost
a frame due to not jumping through the door in the last room (it saved more
time in the other room than it wasted here though). |
51. Super
Missile |
60275 |
56901 |
0 |
122945 |
117993 |
0 |
767 |
51 |
12 |
10 |
771 |
24 |
13 |
16 |
Jumped
earlier in order to land faster after the pickup here. |
To the left |
60381 |
57004 |
3 |
123211 |
118256 |
3 |
767 |
51 |
12 |
10 |
771 |
24 |
13 |
16 |
Reason
stated above. |
Over the
pipes |
60475 |
57151 |
-53 |
123489 |
118587 |
-53 |
767 |
51 |
11 |
10 |
771 |
24 |
12 |
16 |
Took
time to charge up for a blue suit. |
Big pink room |
60712 |
57303 |
85 |
123906 |
118907 |
97 |
767 |
51 |
10 |
9 |
771 |
24 |
11 |
16 |
Don't
have to place a PB here. Jumped through the door to remove screen scrolling. |
Reverse gate
room |
61001 |
57638 |
-46 |
124359 |
119404 |
-44 |
767 |
48 |
9 |
9 |
771 |
22 |
9 |
16 |
No
wave to open the gate here. |
52. Energy
Tank |
61042 |
57682 |
-3 |
124799 |
119847 |
-3 |
899 |
48 |
9 |
9 |
899 |
22 |
9 |
16 |
Lower
entry speed. |
Leave room |
61106 |
57740 |
6 |
125019 |
120061 |
6 |
899 |
48 |
9 |
9 |
899 |
22 |
9 |
16 |
Picked
up the E-tank at a lower position. |
Reverse gate
room |
61300 |
57943 |
-9 |
125399 |
120450 |
-9 |
879 |
48 |
9 |
9 |
879 |
22 |
9 |
16 |
Better
jump up to the gate. Lost time from not having wave to open the door, getting
stuck on the door for a few frames before passing through does not matter
since height is the only important factor. |
53. Missile |
61479 |
58106 |
16 |
125977 |
121012 |
16 |
878 |
53 |
9 |
8 |
878 |
27 |
8 |
15 |
Lower
starting position, better damage boost. Picked up the missiles earlier
relative to when I placed the PB. |
54. Charge
Beam |
61689 |
58315 |
1 |
126596 |
121629 |
2 |
878 |
53 |
9 |
7 |
878 |
27 |
9 |
14 |
5
of the frames gained in the last section lost because of grabbing the missile
earlier. Did the mockball a little earlier to gain full momentum when the
block broke. Picked up the chargebeam faster. |
Down pink
passage |
62025 |
58634 |
17 |
127134 |
122124 |
43 |
878 |
53 |
8 |
7 |
878 |
27 |
8 |
14 |
Did
a mockball, jumped of the ledge instead of rolling of. Jumping through the
door removed a lot of lag. |
55. Energy
Tank |
62233 |
58850 |
-8 |
127750 |
122749 |
-9 |
999 |
53 |
8 |
7 |
999 |
27 |
8 |
14 |
Because
of the jump through the door. |
Through the
water |
62456 |
59074 |
-1 |
128163 |
123161 |
1 |
999 |
55 |
10 |
9 |
999 |
29 |
8 |
16 |
Lost
ingame time because of the morphball jump, this time is regained in the next
section. |
Up pink
passage |
62982 |
59588 |
12 |
128881 |
123867 |
12 |
999 |
55 |
10 |
8 |
999 |
29 |
8 |
15 |
A
few small timesavers on the way up. |
56. Missile |
63266 |
59846 |
26 |
129564 |
124524 |
26 |
999 |
60 |
10 |
8 |
999 |
34 |
8 |
15 |
New
strategy to get to the missile. |
Large green
room |
63740 |
60301 |
19 |
130212 |
125147 |
25 |
994 |
60 |
10 |
8 |
997 |
33 |
8 |
15 |
New
strategy on the way down, less door scrolling. |
Crumble
blocks |
63965 |
60528 |
-2 |
130656 |
125594 |
-3 |
994 |
59 |
10 |
8 |
997 |
33 |
8 |
15 |
Can't
mockball as early due to the lower jump through the door. |
Red brinstar
shaft |
64362 |
60845 |
80 |
131242 |
126083 |
97 |
994 |
59 |
10 |
8 |
996 |
33 |
8 |
15 |
New
falling strategy to never land. Skipping the shinespark. In the damage boost
I get stuck on the wall for a frame or so, this is not a mistake. It reduce
lag by making the screen scroll further down. |
To the right |
64419 |
60972 |
-70 |
131462 |
126373 |
-70 |
952 |
58 |
10 |
8 |
995 |
34 |
8 |
15 |
No
shinespark. |
Under spazer |
64549 |
61113 |
-11 |
131756 |
126678 |
-11 |
921 |
58 |
10 |
8 |
994 |
34 |
8 |
15 |
No
shinespark, but no cool down from it either. |
Maridia tunnel |
64592 |
61151 |
5 |
131959 |
126877 |
4 |
921 |
58 |
10 |
8 |
994 |
34 |
8 |
15 |
Higher
entry speed. All in all the shinespark is a few frames slower ingame, but
saves a decent chunk in realtime. |
Maridia tube |
64950 |
61493 |
16 |
132547 |
127453 |
12 |
921 |
58 |
10 |
7 |
994 |
34 |
8 |
14 |
Using
the turnaround animation cancel after charging the shine. Better climbing and
opening the door with grapple beam. The door can't be opened sooner because
you are not allowed to aim up while having a shinespark charged. |
57. Missile |
65068 |
61608 |
3 |
133064 |
127967 |
3 |
847 |
63 |
10 |
7 |
921 |
39 |
8 |
14 |
Better
starting position, jumping a frame or two before making the spark. |
Fall go right |
65392 |
61931 |
1 |
133596 |
128498 |
1 |
825 |
63 |
10 |
7 |
919 |
38 |
8 |
15 |
Another
corner boost. |
Further right |
65760 |
62288 |
11 |
134142 |
129038 |
6 |
825 |
63 |
9 |
7 |
879 |
38 |
7 |
15 |
Jumping
down farther to the left, taking a damage boost to get to the ledge. |
58. Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Different
route |
59. Energy
Tank |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Different
route |
Turtle room |
66346 |
62779 |
95 |
135723 |
130530 |
89 |
1041 |
68 |
9 |
7 |
1099 |
43 |
7 |
15 |
Big
gain from the new strategy in this room. |
Left and up |
66571 |
62972 |
32 |
136127 |
130902 |
32 |
1041 |
68 |
9 |
7 |
1099 |
43 |
7 |
15 |
Not
middle landing on the cliff, doing a CWJ through the door. |
Through
tunnel |
66679 |
63078 |
2 |
136422 |
131196 |
1 |
1041 |
68 |
9 |
7 |
1099 |
43 |
7 |
15 |
Reaching
the wall faster due to the CWJ. |
60. Super
Missile |
66823 |
63222 |
0 |
136965 |
131739 |
0 |
1041 |
68 |
14 |
7 |
1099 |
43 |
12 |
15 |
|
Leave room |
66986 |
63385 |
0 |
137315 |
132089 |
0 |
1041 |
68 |
13 |
7 |
1099 |
43 |
11 |
15 |
|
Spark up and
right |
67349 |
63744 |
4 |
137849 |
132620 |
3 |
982 |
68 |
13 |
7 |
1040 |
43 |
11 |
15 |
Getting
around the corner better while falling to unmorph one frame earlier. Better
shinespark. |
Straight up |
67499 |
63891 |
3 |
138164 |
132933 |
2 |
982 |
68 |
13 |
7 |
1040 |
43 |
11 |
15 |
Better
walljumping. Opening the door with grapple beam. |
61. Missile |
67628 |
63992 |
28 |
138692 |
133433 |
28 |
982 |
73 |
13 |
7 |
1040 |
48 |
11 |
15 |
Manipulating
the spike enemy to go down faster so that I can run past it. |
Run up and
left |
67788 |
64137 |
15 |
139038 |
133762 |
17 |
982 |
73 |
13 |
7 |
1040 |
48 |
11 |
15 |
Not
having to turn around after the pickup. Jumping later made the walljump
unnecessary and I got up faster. And could open the door faster. |
Through sand
room |
68096 |
64436 |
9 |
139513 |
134228 |
9 |
982 |
72 |
13 |
7 |
1025 |
48 |
11 |
15 |
Damage
boost of the fly. Not arm puming was the fastest option for the next room. |
62. Super
Missile |
68293 |
64628 |
5 |
140109 |
134819 |
5 |
982 |
72 |
18 |
7 |
1025 |
48 |
16 |
15 |
CWJ
saved time. Lost time from collecting the super later which is regained in
the next section. Falling all the way to the floor first was faster. |
63. Missile |
68361 |
64679 |
17 |
140576 |
135269 |
17 |
982 |
77 |
18 |
7 |
1025 |
53 |
16 |
15 |
Being
in a better situation at the start. |
Leave room |
68585 |
64898 |
5 |
140969 |
135657 |
5 |
982 |
76 |
18 |
7 |
1025 |
53 |
17 |
15 |
Lower
starting position. Better jumping on the way up. |
Down and
right |
68858 |
65163 |
8 |
141423 |
136101 |
10 |
982 |
76 |
18 |
7 |
1000 |
53 |
17 |
15 |
Arm
pumping before the mockball. Opening the door faster. |
Leave sand
area |
68975 |
65281 |
-1 |
141726 |
136394 |
10 |
982 |
76 |
18 |
7 |
1000 |
53 |
17 |
15 |
No
wavebeam lost me an ingame frame here (but I exit with higher speed so it is
regained later). Gained some realtime by exiting farther to the left. |
Fall down and
go right |
3715 |
15 |
6 |
142183 |
136845 |
6 |
982 |
76 |
17 |
7 |
1000 |
51 |
16 |
15 |
Using
a morph demorph to not avoid the middle ground. Better shot at the green
door, made a mockball. The game clock resets at 65536 frames. |
Snail room |
4049 |
350 |
-1 |
142763 |
137400 |
25 |
982 |
76 |
17 |
6 |
1000 |
50 |
16 |
14 |
Not
doing a big jump up to the roof reduced lag. Starting to move forward a
little later and skipping arm pumps also reduced lag. |
Mocktroid room |
4318 |
619 |
0 |
143263 |
137894 |
6 |
982 |
76 |
17 |
6 |
1000 |
50 |
16 |
14 |
Not
having wave slowed me down a bit. Did a better jump through the crumble
blocks and reduced lag at the door. Also manipulated botwoon to have a
pattern where he starts to move down immediately, since that makes the drops
appear faster after he dies (the drops appear when the last piece of his body
reaches the floor. |
Botwoon |
4704 |
1036 |
-31 |
143650 |
138311 |
-30 |
982 |
76 |
11 |
6 |
1000 |
50 |
8 |
14 |
No
wave PB combo forced me to use another 2 supers. |
Botwoon's
room |
5043 |
1360 |
15 |
144217 |
138860 |
18 |
958 |
82 |
13 |
8 |
1088 |
58 |
9 |
14 |
Better
exit, and botwoon dies faster due to being lower down. |
Through speed
blocks |
5259 |
1576 |
0 |
144643 |
139281 |
5 |
958 |
82 |
13 |
8 |
1088 |
53 |
9 |
14 |
Landed
faster, but lost some time from not being able to open the door as fast due
to not having wavebeam. Gained some lag frames from skipping specific arm
pumps here and there. |
Charge spark
go up |
5409 |
1726 |
0 |
144974 |
139617 |
-5 |
958 |
82 |
13 |
8 |
1088 |
53 |
9 |
14 |
Shot
in the door to manipulate a super from the mocktroid. |
Across
gauntlet |
5723 |
2035 |
5 |
145459 |
140097 |
5 |
831 |
82 |
12 |
8 |
960 |
53 |
9 |
14 |
Went
further away from the edge to be able to shot the door earlier. |
64. Missile |
5845 |
2154 |
3 |
145980 |
140615 |
3 |
831 |
87 |
12 |
8 |
960 |
58 |
9 |
14 |
Better
grappling. |
Eye door room |
6134 |
2445 |
-2 |
146503 |
141126 |
12 |
831 |
87 |
11 |
8 |
960 |
58 |
8 |
14 |
Better
grappling. Lost a few frames from running through the door but gained more
realtime frames. |
Draygon |
8054 |
4408 |
-43 |
148424 |
143091 |
-44 |
645 |
83 |
8 |
7 |
708 |
49 |
7 |
12 |
Not
actually slower, I just delayed the last shinespark to make him die faster.
Damaging him makes him stop for a moment which slows the battle down, so I
used as few shots as possible to kill him. It is possible to kill him without
using a super missile but the shinesparks has do be done in such a way that
you can't get a blue suit, and it is in fact slower since you have to make
the last spark on a non optimal frame. |
Draygon's
room |
8768 |
5065 |
57 |
149322 |
143930 |
59 |
637 |
83 |
8 |
7 |
704 |
49 |
7 |
12 |
Killed
him on the best frame so that he died as fast as possible. |
65. Space
Jump |
8847 |
5139 |
5 |
149800 |
144403 |
5 |
637 |
83 |
8 |
7 |
704 |
49 |
7 |
12 |
Small
optimizations. |
Leave room |
8929 |
5219 |
2 |
150044 |
144645 |
2 |
637 |
83 |
8 |
7 |
704 |
49 |
7 |
12 |
Small
optimizations. |
Draygon's room |
9129 |
5416 |
3 |
150465 |
145066 |
0 |
637 |
83 |
8 |
7 |
704 |
49 |
7 |
12 |
Longer
jumps to reach the top in one jump less. Using left+right to be able to jump
out of the room instead of running. |
Straight up |
9272 |
5557 |
2 |
150784 |
145383 |
2 |
637 |
83 |
8 |
7 |
704 |
49 |
7 |
12 |
Better
starting position. Using the middle platform when getting up. |
Across
gauntlet |
9572 |
5841 |
16 |
151260 |
145839 |
20 |
513 |
83 |
8 |
7 |
587 |
47 |
7 |
12 |
Jumping
straight forward instead of walljumping up. |
Down and left |
9743 |
6013 |
-1 |
151606 |
146182 |
3 |
513 |
79 |
8 |
7 |
587 |
44 |
7 |
12 |
Reduced
lag in the fall. Lost a frame from jumping later (this reduced lag in the
last room). |
66. Energy
Tank |
9902 |
6172 |
0 |
152164 |
146740 |
0 |
1199 |
79 |
8 |
7 |
1199 |
44 |
7 |
12 |
|
Fall down sand
pit |
9990 |
6260 |
0 |
152421 |
147010 |
-13 |
1184 |
79 |
8 |
7 |
1184 |
44 |
7 |
12 |
Entered
farther to the left for a faster next section, and to manipulate the upcoming
spike bug by the additional lag. |
Fall down
more |
10079 |
6346 |
3 |
152673 |
147256 |
6 |
1184 |
79 |
8 |
7 |
1184 |
44 |
7 |
12 |
|
To the left |
10273 |
6514 |
26 |
153052 |
147605 |
30 |
1184 |
79 |
8 |
7 |
1184 |
44 |
7 |
12 |
Not
relevant numbers due to route change. |
Snail room |
11039 |
6813 |
0 |
154779 |
148069 |
0 |
1167 |
79 |
8 |
7 |
1184 |
44 |
7 |
12 |
No
numbers due to route change. |
Fall through
sand |
11279 |
7050 |
3 |
155179 |
148466 |
3 |
1165 |
83 |
13 |
7 |
1199 |
43 |
7 |
12 |
Better
entry, don't have to move around as much. |
67. Missile |
11441 |
7201 |
11 |
155740 |
149016 |
11 |
1165 |
88 |
13 |
7 |
1199 |
48 |
7 |
12 |
Already
unmoprhed at the beginning, better jumping. |
68. Power
Bomb |
11695 |
7452 |
3 |
156393 |
149666 |
3 |
1165 |
88 |
13 |
12 |
1199 |
48 |
7 |
17 |
Better
jumping. |
Treasure room |
11872 |
7628 |
1 |
156732 |
150005 |
0 |
1165 |
88 |
13 |
12 |
1199 |
48 |
7 |
17 |
Fell
down better through the sand. |
Baby Draygon
room |
12016 |
7770 |
2 |
157047 |
150318 |
2 |
1140 |
88 |
13 |
12 |
1174 |
48 |
7 |
17 |
Better
damage boost. |
Up grapple
block |
12493 |
8219 |
28 |
157692 |
150935 |
28 |
1140 |
88 |
13 |
12 |
1159 |
48 |
7 |
17 |
Better
walljumping, damage boost of a bug. |
Sand crawler
room |
14836 |
10562 |
0 |
160281 |
153516 |
8 |
1110 |
85 |
13 |
11 |
1099 |
47 |
6 |
16 |
Placing
the PB up in the corner and laying still in that spot removed some lag. |
69. Spring
Ball |
15241 |
10963 |
4 |
161085 |
154316 |
4 |
1110 |
85 |
13 |
11 |
1099 |
47 |
6 |
16 |
Faster
entering speed, possibly better bombing, possibly faster springball
collection. |
Leave room |
15526 |
11239 |
9 |
161537 |
154759 |
9 |
1110 |
85 |
13 |
11 |
1099 |
47 |
6 |
16 |
Morphing
instantly after getting the springball. More optimized jumps. |
Sand crawler
room |
15712 |
11425 |
0 |
161892 |
155114 |
0 |
1110 |
85 |
13 |
11 |
1069 |
46 |
6 |
16 |
|
Down and left |
15838 |
11550 |
1 |
162189 |
155410 |
1 |
1080 |
84 |
13 |
11 |
1069 |
45 |
6 |
16 |
Unmorphing
closer to the ground. |
Head left
more |
15874 |
11586 |
0 |
162392 |
155611 |
2 |
1059 |
84 |
12 |
11 |
1150 |
45 |
5 |
16 |
|
Baby Draygon
room |
16028 |
11739 |
1 |
162711 |
155929 |
1 |
1006 |
84 |
12 |
11 |
997 |
45 |
5 |
16 |
Moving
away from the door shortly to pass with some momentum. |
Go up |
16191 |
11899 |
3 |
163039 |
156254 |
3 |
1006 |
84 |
11 |
11 |
997 |
45 |
4 |
16 |
Better
jumping. |
Huge maridian
tube |
16415 |
12123 |
0 |
163449 |
156664 |
0 |
1006 |
84 |
11 |
11 |
997 |
45 |
4 |
16 |
|
Sand room |
16841 |
12536 |
13 |
164055 |
157252 |
18 |
1006 |
82 |
13 |
11 |
997 |
42 |
5 |
16 |
Mainly
the walljump at the end to skip having to get all the ay to the rightmost
wall. Better jump to reduce door lag. |
Up and right |
17033 |
12728 |
0 |
164413 |
157610 |
0 |
1006 |
81 |
13 |
11 |
997 |
41 |
5 |
16 |
Improved
the first half of the room by a frame but lost it in the second half due to
not having wavebeam. |
Egg room |
17084 |
12791 |
-12 |
164631 |
157840 |
-12 |
991 |
80 |
13 |
11 |
982 |
40 |
5 |
16 |
New
strategy, saves time in the next section. |
70. Plasma
Beam |
17239 |
12932 |
14 |
165185 |
158380 |
14 |
991 |
80 |
13 |
11 |
982 |
40 |
5 |
16 |
Had
to morph to avoid the ledge, it was still faster than to go slower. Using
springball to get up the ledge was slower. |
Pirate room |
17620 |
13296 |
17 |
165760 |
158927 |
28 |
991 |
80 |
13 |
11 |
942 |
40 |
5 |
16 |
Some
small optimizations, making a lower jump over the gap and shooting the wall
pirate on the way up, and the damage boost (which also reduced door scrolling
lag). Lost some time from not having wave though. |
Egg room |
17661 |
13338 |
-1 |
165967 |
159135 |
-1 |
991 |
80 |
13 |
11 |
942 |
40 |
5 |
16 |
Regained
in the next room. Made a jump from farther away. |
Down and left |
17831 |
13506 |
2 |
166347 |
159513 |
2 |
991 |
80 |
13 |
11 |
942 |
40 |
5 |
16 |
|
To the bottom
and right |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
No
comparison due to route change. |
Sand bug room |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
No
comparison due to route change. |
Cactus room |
18315 |
14006 |
-16 |
167695 |
160533 |
328 |
988 |
80 |
14 |
11 |
942 |
40 |
5 |
16 |
Gained
a lot of realtime and lost a little ingame time due to the route change. |
To the right |
18723 |
14401 |
13 |
168274 |
161099 |
13 |
973 |
80 |
16 |
11 |
927 |
40 |
6 |
16 |
Some
small optimizations, and a much better exit that saves a lot of time in the
next section. |
Fall down and
go left |
18845 |
14500 |
23 |
168570 |
161370 |
25 |
973 |
80 |
16 |
11 |
927 |
40 |
6 |
16 |
|
Down the sand
pit |
18986 |
14632 |
9 |
168872 |
161668 |
4 |
973 |
80 |
16 |
11 |
927 |
40 |
6 |
16 |
Intentionally
added some lag here, to manipulate the spike bug. Made a earlier and higher
jump to get down the sandpit. |
Fall more |
19072 |
14722 |
-4 |
169120 |
161924 |
-8 |
973 |
80 |
16 |
11 |
927 |
40 |
6 |
16 |
Added
more lag for manipulation of the spike bug. |
To the left |
19220 |
14891 |
-21 |
169449 |
162274 |
-21 |
973 |
80 |
16 |
11 |
927 |
40 |
6 |
16 |
Numbers
not relevant due to a route change. |
71. Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
No
comparison due to a route change. |
72. Super
Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
No
comparison due to a route change. |
Snail room |
19621 |
15596 |
0 |
170016 |
163935 |
0 |
973 |
80 |
16 |
11 |
927 |
45 |
11 |
16 |
No
numbers due to a route change. |
Fall more |
19861 |
15831 |
5 |
170417 |
164330 |
6 |
971 |
80 |
16 |
11 |
927 |
45 |
11 |
17 |
Better
starting position, no damage boost needed. |
73. Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Due
to grabbing the items in reverse order comparison is better made for the
whole room. |
74. Reserve
Tank |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Due
to grabbing the items in reverse order comparison is better made for the
whole room. |
Treasure room |
20515 |
16481 |
4 |
172037 |
165940 |
10 |
971 |
85 |
16 |
11 |
927 |
50 |
11 |
17 |
Fully
unmorphed at the start, some small
optimization. Lost some time from not having wave. |
Baby Draygon
room |
20723 |
16683 |
6 |
172409 |
166306 |
6 |
921 |
85 |
16 |
11 |
877 |
50 |
11 |
17 |
Better
second damage boost. |
Go left |
20764 |
16726 |
-2 |
172614 |
166513 |
-2 |
921 |
85 |
16 |
11 |
877 |
50 |
11 |
17 |
Lost
some time to set up another strategy in the next room. |
Down and left |
20907 |
16863 |
6 |
172995 |
166877 |
17 |
941 |
85 |
16 |
12 |
877 |
50 |
10 |
17 |
Did
a mockball at the start and shot a super missile to avoid getting hit by the
crabs. The grapple strategy I used was a little slower than some other
options ingame but put the screen at a better position. So it was faster
anyway due to reduced lag. |
Super gate
room |
21224 |
17174 |
6 |
173474 |
167350 |
6 |
941 |
85 |
15 |
12 |
877 |
50 |
9 |
17 |
Used
grapple to open the door. |
Elevator to
norfair |
22486 |
17245 |
1191 |
176097 |
167665 |
2308 |
941 |
90 |
14 |
11 |
877 |
50 |
9 |
17 |
No
detour to kraids lair. |
First door on
left |
23047 |
17804 |
2 |
176860 |
168426 |
2 |
941 |
90 |
13 |
11 |
877 |
50 |
8 |
17 |
Small
optimizations. |
Under speed
gates |
23172 |
17925 |
4 |
177151 |
168710 |
7 |
941 |
90 |
13 |
11 |
877 |
50 |
8 |
17 |
Avoiding
to get blue suit to run all the way through the room. |
Further left |
23228 |
17980 |
1 |
177372 |
168930 |
1 |
941 |
90 |
13 |
11 |
877 |
50 |
8 |
17 |
Due
to not having jumped yet at this point. |
Up towards
ice beam |
23400 |
18145 |
7 |
177708 |
169258 |
8 |
936 |
89 |
13 |
11 |
872 |
49 |
8 |
17 |
Better
jumping, better damage boost. |
75. Ice Beam |
23430 |
18174 |
1 |
178137 |
169686 |
1 |
936 |
89 |
13 |
11 |
872 |
49 |
8 |
17 |
Higher
entering speed. |
Leave room |
23477 |
18215 |
6 |
178349 |
169892 |
6 |
936 |
89 |
13 |
11 |
872 |
49 |
8 |
17 |
Opening
the door with grapple beam. |
Back down |
23670 |
18404 |
4 |
178708 |
170247 |
4 |
936 |
89 |
13 |
11 |
872 |
49 |
8 |
17 |
Lower
starting speed. Used springball instead of bouncing on the last ledge on the
way down. It was faster. |
Back right |
23789 |
18521 |
2 |
179002 |
170539 |
2 |
936 |
88 |
13 |
11 |
872 |
49 |
8 |
17 |
Jumped
at a higher speed. |
PB through
floor |
24103 |
18826 |
9 |
179504 |
171026 |
15 |
936 |
81 |
13 |
10 |
872 |
45 |
8 |
16 |
Hovered
over the PB blocks to have full speed when going down. Found a way to open
the door faster so that no speed or arm pumps had to be lost. Reduced some
lag both at the enemies and from the PB. |
76. Missile |
24128 |
18851 |
0 |
179928 |
171450 |
0 |
936 |
86 |
13 |
10 |
872 |
50 |
8 |
16 |
|
Down crumble
blocks |
24305 |
19028 |
0 |
180288 |
171810 |
0 |
936 |
86 |
13 |
10 |
872 |
50 |
8 |
16 |
Had
to use another strategy here because of not having a wide beam and therefore
I had to make a higher jump to the missile. All in all there where no loss or
gain. |
Speed right |
24656 |
19378 |
1 |
180817 |
172344 |
-5 |
936 |
86 |
13 |
10 |
872 |
50 |
8 |
16 |
Had
to do the end of the room like that because of not having wavebeam. The extra
lag was unavoidable. |
Speed right
more |
24824 |
19523 |
23 |
181146 |
172650 |
23 |
936 |
86 |
13 |
10 |
872 |
50 |
8 |
16 |
Mockball
at the start. Didn't have to charge up for a shinespark. |
Energy refill
room |
24865 |
19559 |
5 |
181351 |
172850 |
5 |
917 |
86 |
13 |
10 |
872 |
50 |
8 |
16 |
Didn't
have to charge up for a shinespark. |
Grapple
points |
25035 |
19759 |
-30 |
181689 |
173218 |
-30 |
846 |
86 |
13 |
10 |
872 |
50 |
8 |
16 |
No
shinespark. |
Past blue
gate |
25286 |
19995 |
15 |
182122 |
173632 |
19 |
846 |
86 |
85 |
9 |
872 |
49 |
8 |
15 |
Higher
entering speed (means skipping the shinespark is faster in the end).
Springball jumping of the ledge to gain some falling speed, reduced some PB
lag. |
Acid dive |
25639 |
20346 |
2 |
182639 |
174147 |
2 |
796 |
86 |
85 |
9 |
822 |
49 |
8 |
15 |
Better
jumping up to the ledge. Shot in the door to get a better elevator room. |
Elevator to
lower norfair |
25714 |
20421 |
0 |
182983 |
174491 |
0 |
796 |
86 |
85 |
9 |
822 |
49 |
8 |
15 |
|
Go left |
26454 |
21124 |
37 |
183904 |
175377 |
35 |
796 |
86 |
85 |
9 |
805 |
49 |
8 |
15 |
Not
running to the right to charge up a blue suit. Mockballing through the lava. |
Statue grab
room |
27800 |
22473 |
-3 |
185543 |
177018 |
-2 |
766 |
86 |
85 |
7 |
775 |
49 |
8 |
13 |
Some
small optimizations, but lower starting speed. |
77. Missile |
27845 |
22518 |
0 |
185987 |
177462 |
0 |
766 |
91 |
85 |
7 |
775 |
54 |
8 |
13 |
Grabbed
it at a better position which speeds me up later. |
78. Super
Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Comparison
made for the entire rest of the room on one line, because of picking up the
Super at different times and lag. |
Golden Torizo |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Same |
Leave room |
29292 |
24197 |
-232 |
188080 |
179752 |
-197 |
766 |
94 |
30 |
6 |
720 |
58 |
34 |
12 |
Lost
a bunch of time from not having wave. The torizo takes some more hits to
kill. Reduced a bunch of lag from the PB though. |
79. Screw
Attack |
29313 |
24221 |
-3 |
188500 |
180175 |
-3 |
766 |
94 |
30 |
6 |
720 |
58 |
34 |
12 |
Lost
time from having to middle land in between. Related to the gain in the next
section. |
Straight up |
29498 |
24383 |
23 |
188930 |
180555 |
50 |
726 |
94 |
30 |
6 |
720 |
58 |
34 |
12 |
Gained
time from not shinesparking. Also a bunch of realtime gained from less door
scrolling (related to the spark skip). |
Through super
gate |
29717 |
24602 |
0 |
189313 |
180938 |
0 |
726 |
94 |
29 |
6 |
720 |
57 |
33 |
12 |
|
Still going
right |
29747 |
24627 |
5 |
189514 |
181134 |
5 |
726 |
94 |
29 |
6 |
720 |
57 |
33 |
12 |
Opening
the door with grapple beam made it possible to jump through without morphing,
and with a lot higher speed. |
Through the
pillars |
29913 |
24764 |
29 |
189870 |
181460 |
30 |
726 |
94 |
29 |
6 |
720 |
57 |
33 |
12 |
Higher
speed, not being morphed. Not having wave made the door entry a little slow. |
To the top of
the room |
30250 |
25088 |
13 |
190437 |
181958 |
69 |
726 |
94 |
29 |
6 |
720 |
57 |
33 |
12 |
Better
jumping, made a high jump at the door (two high jumps really) to avoid a lot
of scrolling lag. |
80. Missile |
30423 |
25263 |
-2 |
191009 |
182532 |
-2 |
726 |
99 |
29 |
6 |
720 |
62 |
33 |
12 |
Lost
some time because of the entry. Gained some from little optimizations. |
Go back |
30582 |
25416 |
6 |
191366 |
182851 |
38 |
726 |
99 |
29 |
6 |
720 |
62 |
33 |
12 |
Small
optimizations on the way back. Jumping through the door saved a lot of
realtime and saves more time in the next section. |
First door on
right |
30706 |
25535 |
5 |
191703 |
183183 |
5 |
676 |
99 |
29 |
6 |
720 |
62 |
33 |
12 |
Because
of jumping through the door in the last room. |
Acid rising
room |
31123 |
25942 |
10 |
192354 |
183796 |
38 |
676 |
99 |
29 |
6 |
720 |
62 |
33 |
12 |
Not
walljumping on the way up to the first platform to keep the horizontal speed
constant. Not making a big jump at the last pirate but instead using grapple
to open the door. Jumping through it to reduce lag. |
All the way
down |
31905 |
26690 |
34 |
193460 |
184800 |
102 |
676 |
99 |
29 |
4 |
720 |
62 |
33 |
10 |
Better
falling at the start, reducing a lot of PB lag. |
81. Power Bomb |
32358 |
27166 |
-23 |
194377 |
185675 |
42 |
676 |
99 |
29 |
7 |
705 |
62 |
33 |
14 |
Lost
ingame time from skipping a PB, but gained almost the double in realtime. |
Kago through
spikes |
32661 |
27468 |
1 |
194895 |
186178 |
15 |
626 |
99 |
29 |
7 |
640 |
62 |
33 |
14 |
Damage
boosting through the door reduced some scrolling lag. |
Pirate elites |
33052 |
27822 |
37 |
195452 |
186698 |
37 |
736 |
99 |
31 |
7 |
675 |
64 |
34 |
14 |
New
strategy. Had to use a Super to open the door fast enough. |
Heading left |
33160 |
27934 |
-4 |
195732 |
186981 |
-3 |
736 |
99 |
31 |
7 |
675 |
64 |
34 |
14 |
Lower
speed. |
Eye door room |
33348 |
28126 |
-4 |
196144 |
187399 |
-6 |
733 |
99 |
30 |
7 |
672 |
63 |
33 |
14 |
Lower
speed. |
Ridley |
34221 |
28973 |
26 |
197017 |
188247 |
25 |
663 |
99 |
3 |
7 |
603 |
63 |
4 |
14 |
Using
supers all the way through the fight (except for the first shot where it is
not slower at all to use a charged shot). Delayed the last shot for a
slightly faster grab. |
Ridley's Room |
34805 |
29487 |
70 |
197785 |
188934 |
81 |
668 |
99 |
4 |
7 |
608 |
68 |
4 |
15 |
Much
faster grab. Entered the door at a higher position to reduce lag. |
82. Energy
Tank |
34822 |
29508 |
-4 |
198201 |
189354 |
-4 |
1299 |
99 |
4 |
7 |
1299 |
68 |
4 |
15 |
Because
of entering at a higher position. |
Leave room |
34977 |
29667 |
-4 |
198519 |
189676 |
-4 |
1299 |
99 |
4 |
7 |
1299 |
68 |
4 |
15 |
Charged
farther from the door to gain greater speed (and greater height in the jump).
Time is regained in the next section. |
Up and out |
35069 |
29729 |
30 |
198829 |
189957 |
29 |
1280 |
99 |
4 |
7 |
1296 |
68 |
4 |
15 |
Jumping
straight to the door. |
Go right |
35223 |
29888 |
-5 |
199151 |
190284 |
-5 |
1226 |
99 |
4 |
7 |
1237 |
68 |
4 |
15 |
Lower
starting speed. |
Go right
again |
35390 |
30036 |
19 |
199486 |
190616 |
3 |
1190 |
99 |
4 |
7 |
1201 |
68 |
4 |
15 |
Unavoidable
lag from the charged shot (which was needed to open the door fast enough).
Jumped straight through the door instead of middle landing. |
Go right past
elites |
35519 |
30157 |
8 |
199806 |
190926 |
10 |
1190 |
99 |
4 |
7 |
1201 |
66 |
4 |
15 |
Higher
entry speed, not midair morphing. |
Up through
spikes |
36159 |
30716 |
81 |
200670 |
191710 |
80 |
1190 |
99 |
4 |
6 |
1201 |
66 |
4 |
14 |
Better
spingball climbing, placing the PB earlier and glitching through the blocks.
Faster mockball, different strategy at the door, got through it a little
slower but with better speed, so it saves time in the next section. |
Up and to the
right |
36746 |
31284 |
19 |
201521 |
192538 |
23 |
1190 |
99 |
3 |
5 |
1201 |
66 |
4 |
13 |
Starting
with higher speed, better climbing. Lost a frame (but actually gained a few
in realtime due to less lag) from not having wave to open the door. Could
have broken the first bomb block with regular bomb before the PB got there,
it saved 7 or so frames ingame but more lag was caused and in the end it was
slower. |
83. Energy
Tank |
37090 |
31629 |
-1 |
202264 |
193282 |
-1 |
1399 |
101 |
3 |
5 |
1399 |
66 |
4 |
13 |
The
improvements in the next section where dependent of this delay, so it is not
a real loss. |
All the way up
and left |
37686 |
32206 |
19 |
203028 |
194027 |
19 |
1398 |
101 |
3 |
5 |
1398 |
66 |
4 |
13 |
Better
damage boost, possibly better enemy placement. Better jumping and opening the
door with grapple beam. |
84. Missile |
37893 |
32403 |
10 |
203634 |
194623 |
10 |
1398 |
105 |
3 |
5 |
1398 |
70 |
4 |
13 |
Higher
starting speed, new strategy removed the need to break the upper block with
screwattack. |
Down through
floor |
38306 |
32714 |
102 |
204203 |
195090 |
102 |
1398 |
105 |
3 |
5 |
1398 |
69 |
4 |
13 |
New
strategy saved a lot of time, and some minor optimizations after it saved the
rest. Lost some time from not having wave for the block though. |
85. Power Bomb |
38352 |
32761 |
-1 |
204648 |
195536 |
-1 |
1398 |
105 |
3 |
10 |
1398 |
69 |
4 |
18 |
Could
have picked up the PB faster, but it would not have been faster to do so in
the end. |
Leave room |
38443 |
32847 |
5 |
204916 |
195799 |
5 |
1398 |
105 |
3 |
10 |
1398 |
69 |
4 |
18 |
Because
of picking up the PB later, and some optimization at the crumble blocks. |
Head left
again |
38536 |
32939 |
1 |
205177 |
196059 |
1 |
1398 |
105 |
3 |
10 |
1398 |
69 |
4 |
18 |
Opening
the door with grapple beam. |
Up and left |
38654 |
33043 |
14 |
205480 |
196348 |
14 |
1398 |
105 |
3 |
10 |
1398 |
69 |
4 |
18 |
Higher
entering speed, managed to reach the upper platform without middle landing at
all. |
86. Missile |
38986 |
33374 |
1 |
206233 |
197086 |
15 |
1398 |
110 |
3 |
10 |
1398 |
73 |
4 |
18 |
Faster
jumping speed at the start, using a missile to break the block instead of
plasma to reduce lag. Used a new strategy, saves more ingame time in the next
section. Using arm pumps in the last section and here which forces me to jump
with lower speed actually does not waste time, since the mockball at the end
can't be done with any higher speed than what I get. Could have done a
mockball into the tunnel to the missile, but it wasn't faster. |
Up and left |
39270 |
33632 |
26 |
206753 |
197591 |
15 |
1397 |
110 |
3 |
10 |
1398 |
73 |
4 |
18 |
Better
position at the start, more optimized jumping. Inevitably gained some lag frames due to not having
wavebeam (which forced me to do multiple shots at the blocks. |
Through the
pillars |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Could
have jumped with a little higher speed, but I slowed down just enough to be
able to pass by the ball enemy without crashing into it. Comparison not
possible. |
87. Missile |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Could
have shot the gate and morphed later to reach the middle ground faster, but
that would just have left me waiting for the gate to open completely. |
Toward wave
beam |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
|
88. Wave Beam |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
|
Leave room |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
|
Left past blue
gate |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Could
have morphed earlier but it would have caused more door lag. |
Up and left |
39760 |
34906 |
-784 |
207450 |
200608 |
-2320 |
1385 |
109 |
3 |
10 |
1386 |
76 |
2 |
18 |
Wavebeam
detour |
Bubble room |
39906 |
35055 |
-3 |
207764 |
200925 |
-3 |
1385 |
109 |
3 |
10 |
1386 |
75 |
2 |
18 |
Better
jumping at the beginning, and faster grappling. Lost time from not arm
pumping before the door which saves time in the next room. |
89. Missile |
39948 |
35093 |
4 |
208205 |
201362 |
4 |
1385 |
114 |
3 |
10 |
1386 |
80 |
2 |
18 |
Higher
entering speed. |
Go left into
passage |
40075 |
35213 |
7 |
208499 |
201650 |
6 |
1385 |
114 |
3 |
10 |
1386 |
80 |
2 |
18 |
Higher
speed. Spring jumping over the ledge instead of rolling of it. Morphing close
to the ground was faster even though I had to wait a little for the door. |
90. Reserve
Tank |
40200 |
35338 |
0 |
209023 |
202174 |
0 |
1385 |
114 |
3 |
10 |
1386 |
80 |
2 |
18 |
Higher
entering speed, but picked up the R-tank in a way that wastes a little time
in this section but saves some in the next one. |
91. Missile |
40241 |
35381 |
-2 |
209463 |
202616 |
-2 |
1385 |
119 |
3 |
10 |
1386 |
85 |
3 |
18 |
Lost
a little time because I jumped later with higher speed, time regained later. |
Leave room |
40369 |
35504 |
5 |
209763 |
202903 |
13 |
1385 |
119 |
3 |
10 |
1386 |
87 |
3 |
18 |
Having
killed lava horse 1 and 2 on the way to the R-tank lag frames where saved
from not having to kill them with the beam. |
Back out right |
40495 |
35631 |
-1 |
210062 |
203205 |
-3 |
1385 |
119 |
3 |
10 |
1376 |
87 |
3 |
18 |
To
make the damage boost take me far enough in the next room some setup time was
necessary (using acceleration storage and manipulating the flying enemy for 1
frame to make it do the right dive and not be frozen. |
Bubble room |
41168 |
35925 |
379 |
211357 |
203702 |
798 |
1376 |
126 |
3 |
9 |
1376 |
86 |
3 |
17 |
No
detour for the missile. Placing the PB closer to the ground is faster in
realtime but slower ingame, morphing instantly is also faster in realtime,
and shooting the geemer with a missile. Aimed down for a frame or two before
reaching the ground to reduce door lag. |
Head left |
41260 |
36017 |
0 |
211615 |
203960 |
0 |
1376 |
126 |
3 |
9 |
1376 |
86 |
3 |
17 |
|
Through speed
blocks |
41460 |
36217 |
0 |
211976 |
204321 |
0 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
|
Past save
station |
41494 |
36252 |
-1 |
212175 |
204520 |
0 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Left
with a better position, saves time in the next room. |
Elevator to
brinstar |
42119 |
36876 |
1 |
212995 |
205340 |
0 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Better
starting position. |
Go left |
42267 |
37020 |
4 |
213309 |
205650 |
4 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Grapple
to open the door. Jumping of the elevator was not faster. |
Maridia
tunnel |
42305 |
37055 |
3 |
213513 |
205850 |
4 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Grapple
to open the door. |
Maridia tube |
42352 |
37101 |
1 |
213724 |
206060 |
1 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Higher
entering speed. |
Maridia
tunnel |
42391 |
37140 |
0 |
213921 |
206257 |
0 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
|
Under spazer |
42478 |
37225 |
2 |
214170 |
206504 |
2 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Higher
entering speed. |
Go left more |
42581 |
37330 |
-2 |
214441 |
206779 |
-4 |
1376 |
126 |
3 |
9 |
1376 |
85 |
3 |
17 |
Higher
entering speed. Lost time running through the door, this is regained because
of the new strategy in the next room. |
Up red shaft |
42923 |
37639 |
33 |
214981 |
207288 |
31 |
1376 |
126 |
3 |
8 |
1376 |
85 |
3 |
16 |
New
climbing strategy used here. |
Through
x-ray gauntlet |
43441 |
38125 |
32 |
215668 |
207936 |
39 |
1269 |
126 |
2 |
8 |
1329 |
85 |
2 |
16 |
The
first part, before reaching the second spike ground should not be possible to
do faster. Taking the damage boost from the waver even one frame earlier
makes it impossible to reach the ledge, because of its position. And not
taking that damage boost but jumping over is slower. In the second part I use
a trick that allows you to keep previous acquired speed. It can only be done
after a morphball bounce (which is why I jump so high), and seemingly only
when raking damage from spikes (otherwise I would have used it in some other
places). I could have morphed earlier but it would have caused more lag at
the door. |
92. X-Ray
Scope |
43594 |
38240 |
38 |
216220 |
208450 |
38 |
1269 |
126 |
2 |
7 |
1329 |
85 |
2 |
15 |
Managed
to keep all speed up in the tunnel by very precise positioning. He PB is used
to raise the first tube, and since it is off-screen the whole time it causes
absolutely no lag. |
Leave room |
43917 |
38560 |
3 |
216718 |
208943 |
5 |
1269 |
126 |
2 |
7 |
1329 |
85 |
2 |
15 |
Used
screwattack to break the block after the X-ray, to save some lag frames. |
Go back out
right |
44176 |
38827 |
-8 |
217153 |
209380 |
-2 |
1127 |
126 |
2 |
7 |
1187 |
85 |
2 |
15 |
Not
shooting before sparking saved some realtime, also sacrificed some time by
making an early jump through the door, which saves time in the next room. |
Up red shaft |
44423 |
39056 |
18 |
217639 |
209844 |
22 |
1127 |
126 |
2 |
6 |
1187 |
85 |
2 |
14 |
Placing
the PB closer to the wall saved a bunch of time, I also reduced some PB lag
and optimized the climbing. Didn't find any good way to lessen the door
scrolling lag. |
Over crumble
blocks |
44664 |
39297 |
0 |
218054 |
210259 |
0 |
1127 |
125 |
3 |
6 |
1187 |
84 |
3 |
14 |
|
Large green
room |
45003 |
39636 |
0 |
218625 |
210826 |
4 |
1127 |
125 |
3 |
5 |
1187 |
84 |
3 |
13 |
Started
charging up a blue suit already in this room to save time in the next. Didn't
jump through the door so no scrolling lag. |
93. Power
Bomb |
45147 |
39748 |
32 |
219168 |
211337 |
32 |
1127 |
125 |
3 |
10 |
1187 |
84 |
3 |
18 |
Don't
need to take time to charge up a blue suit here. |
Going right |
45481 |
40083 |
-1 |
219690 |
211855 |
4 |
1127 |
125 |
3 |
9 |
1187 |
84 |
3 |
17 |
Lower
speed after the pickup lost me some time, but jumping with higher speed at
the end made up for it. |
Keep going
right |
45517 |
40115 |
4 |
219890 |
212051 |
4 |
1127 |
125 |
2 |
9 |
1186 |
84 |
2 |
17 |
Managed
to do a mockball without taking a damage boost from the bug. |
94. Energy
Tank |
45607 |
40199 |
6 |
220379 |
212534 |
6 |
1499 |
125 |
2 |
8 |
1499 |
84 |
2 |
16 |
Higher
entry speed. |
Up tiny
passage and left |
45888 |
40471 |
9 |
220866 |
212981 |
40 |
1499 |
125 |
2 |
8 |
1499 |
83 |
2 |
16 |
Some
time possibly gained from PB lag, the rest was gained from running past the
first block with higher speed, jumping with higher speed, better walljumping,
and jumping through the door to remove scrolling lag. |
Invisible
floor |
45998 |
40583 |
-2 |
221136 |
213253 |
-2 |
1499 |
125 |
2 |
8 |
1499 |
83 |
2 |
16 |
Lower
entering speed. |
95. Missile |
46016 |
40601 |
0 |
221553 |
213670 |
0 |
1499 |
130 |
2 |
8 |
1499 |
88 |
2 |
16 |
|
96. Missile |
46042 |
40627 |
0 |
221978 |
214095 |
0 |
1499 |
135 |
2 |
8 |
1499 |
93 |
2 |
16 |
|
Leave room |
46110 |
40694 |
1 |
222207 |
214318 |
6 |
1499 |
135 |
2 |
8 |
1499 |
93 |
2 |
16 |
Better
starting position, not jumping through the door saved realtime. |
Invisible
floor |
46210 |
40790 |
4 |
222471 |
214578 |
4 |
1499 |
135 |
1 |
8 |
1499 |
93 |
1 |
16 |
Better
jump up to the ledge, better jump out of the room and using left+right at the
door. |
97. Missile |
46431 |
40991 |
20 |
223091 |
215178 |
20 |
1499 |
140 |
1 |
7 |
1499 |
98 |
1 |
15 |
Not
middle landing on the floor. |
Back out left |
46560 |
41110 |
10 |
223400 |
215478 |
9 |
1499 |
140 |
1 |
7 |
1499 |
97 |
1 |
15 |
Running
longer before jumping out of the room. |
Keep going
left |
46593 |
41138 |
5 |
223604 |
215677 |
5 |
1499 |
140 |
1 |
7 |
1499 |
97 |
0 |
15 |
Higher
entry speed, did a mockball. |
Elevator to
crateria |
47146 |
41679 |
12 |
224297 |
216358 |
12 |
1499 |
140 |
1 |
7 |
1499 |
97 |
0 |
15 |
Higher
entry speed. |
Go left |
47295 |
41825 |
3 |
224606 |
216664 |
3 |
1499 |
140 |
1 |
7 |
1499 |
97 |
0 |
15 |
Opening
the door with grapple beam. |
98. Missile |
47608 |
42118 |
20 |
225318 |
217356 |
20 |
1499 |
145 |
1 |
7 |
1499 |
102 |
0 |
15 |
Avoided
some bumps when going down to the missile by morphing. |
Old Mother
Brain room |
47716 |
42223 |
3 |
225601 |
217636 |
3 |
1499 |
145 |
1 |
7 |
1499 |
104 |
0 |
15 |
Better
starting positing, optimized climbing. |
Secret passage |
47995 |
42493 |
9 |
226057 |
218083 |
9 |
1499 |
145 |
1 |
6 |
1499 |
104 |
0 |
14 |
Better
starting position, better climbing. Other than that I don't really know. |
99. Super
Missile |
48327 |
42833 |
-8 |
226788 |
218822 |
-8 |
1371 |
145 |
6 |
6 |
1371 |
104 |
5 |
14 |
Lost
some time from picking it up differently. |
Exit left |
48580 |
43082 |
4 |
227220 |
219245 |
9 |
1341 |
145 |
6 |
6 |
1341 |
104 |
5 |
14 |
Abusing
the glitch to keep your speed at the spikes again. I need to take damage like
that the first time in order to be able to bounce on the spikes in the way
down, and after that I can unmorph and keep all speed. I also keep the
booster level, which makes a bluesuit charge possible. This is the reason for
the stutter charge at the begining and it slows me down some here. |
Up to cavern |
48755 |
43160 |
97 |
227559 |
219493 |
91 |
1341 |
145 |
6 |
5 |
1341 |
104 |
5 |
14 |
Blueball
through the block :D |
Door on left |
48846 |
43254 |
-3 |
227839 |
219753 |
20 |
1341 |
145 |
6 |
5 |
1341 |
104 |
5 |
14 |
Jumped
through he door for reduced lag. Had higher vertical speed when entering, so
that saved a frame or so. |
Through bomb
passage |
49067 |
43478 |
-3 |
228236 |
220154 |
-4 |
1341 |
145 |
6 |
4 |
1341 |
104 |
5 |
13 |
Lower
entering speed. |
100. Missile |
49092 |
43502 |
1 |
228660 |
220577 |
1 |
1341 |
150 |
6 |
4 |
1341 |
109 |
5 |
13 |
Higher
entering speed. |
Leave room |
49140 |
43541 |
9 |
228865 |
220773 |
9 |
1341 |
150 |
6 |
4 |
1341 |
109 |
5 |
13 |
Opening
the door with grapple beam. |
Back out right |
49271 |
43673 |
-1 |
229171 |
221080 |
-1 |
1341 |
150 |
6 |
4 |
1341 |
109 |
5 |
13 |
Lower
entering speed, but using left+righ at the door regained some of it. |
All the way
up and left |
49550 |
43929 |
23 |
229619 |
221505 |
23 |
1341 |
150 |
6 |
4 |
1341 |
108 |
5 |
13 |
Higher
entering vertical speed, saved a lot of time by using grapple to open the
door, which made a high jump through the blocks unecessary. |
Down slant
room |
49715 |
44091 |
3 |
229958 |
221839 |
5 |
1341 |
150 |
6 |
4 |
1341 |
108 |
4 |
13 |
Saved
some realtime by skipping aa few armpumps herea and there. And because of
opening the door earlier with a super I could mockball at a better spot (the
mockball saves realtime at the door compared to running through). |
Zig and zag |
50060 |
44430 |
6 |
230467 |
222342 |
6 |
1341 |
145 |
5 |
4 |
1341 |
110 |
5 |
13 |
Springball
jump of the ledge instead of rolling over it. |
Run right |
50236 |
44605 |
1 |
230818 |
222677 |
16 |
1341 |
145 |
5 |
4 |
1341 |
110 |
5 |
13 |
Apparently
gained a load of realime by entering the door without unspinning. |
Statue room |
53146 |
47514 |
1 |
233979 |
225838 |
0 |
1341 |
21 |
5 |
4 |
1341 |
32 |
5 |
13 |
|
Head down and
left |
53726 |
48093 |
1 |
234726 |
226579 |
6 |
1341 |
21 |
5 |
4 |
1341 |
31 |
5 |
13 |
Better
jjump to the ledge, not jumping through the door reduced lag. |
Metroid room
1 |
54011 |
48377 |
1 |
235177 |
227028 |
2 |
1371 |
27 |
6 |
5 |
1406 |
33 |
8 |
14 |
Dunno
really, probably shooting the door a little faster. |
Metroid room 2 |
54137 |
48495 |
8 |
235491 |
227317 |
25 |
1371 |
29 |
5 |
6 |
1406 |
33 |
6 |
14 |
New
strategy here, going down the right side. A lot of realtime gained by the
jump through the door. |
Metroid room 3 |
54405 |
48768 |
-5 |
235923 |
227754 |
-5 |
1411 |
35 |
9 |
8 |
1486 |
37 |
11 |
15 |
Lost
some time from the slower entrance, gained some from not armpumping before
the jump. |
Metroid room
4 |
54633 |
48979 |
17 |
236361 |
228177 |
15 |
1431 |
37 |
13 |
8 |
1499 |
43 |
13 |
16 |
Passing
the ledge with the morphball instead of unmorphing midair. Slight slowdown at
the first metroid (unmorph a frame earlier to be able to kill it without
stopping). Even though I didn't need all the supers, it was still fastest (or
at least equally fast) to run ontop of the door instead of jumping down. |
Sand room 1 |
54744 |
49150 |
-60 |
236633 |
228515 |
-66 |
1401 |
37 |
13 |
8 |
1469 |
43 |
13 |
16 |
Charging
up for a shinespark. |
Sand room 2 |
54840 |
49205 |
41 |
236891 |
228732 |
41 |
1401 |
37 |
13 |
8 |
1427 |
41 |
12 |
16 |
Shinespark. |
Baby Metroid
room |
56027 |
50352 |
40 |
238300 |
230100 |
41 |
1297 |
20 |
13 |
8 |
1318 |
40 |
12 |
16 |
Shinepsark
at the begining, and a faster shinespark out of the room (and tunraround
cancell afte charging the shine). |
Sand room 3 |
56208 |
50535 |
-2 |
238655 |
230456 |
-1 |
1294 |
20 |
12 |
8 |
1314 |
40 |
11 |
16 |
Lower
entrypoint and dopplering the super missile to open the door one frame
earlier. Lost a frame by using acceleration storage before the door, which
saves time in the nex room. |
Eye door room |
56556 |
50888 |
-5 |
239163 |
230968 |
-4 |
1294 |
20 |
11 |
8 |
1314 |
40 |
10 |
16 |
Lost
some time by entering the door in a way that saves time in the next room.
Gained time by having higher speed. |
Straight down |
56689 |
51004 |
17 |
239659 |
231451 |
13 |
1294 |
20 |
10 |
8 |
1314 |
40 |
9 |
16 |
Lost
some time due to having to de equip both suits. Gained time from a much
better entrance in the last room. |
Mother Brain
(in tube) |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
I
think my zebite skip was faster because I stood right at the edge, allowing
me to shoot a little earlier to freeze the rinka. Springballed with higher
speed, and removed a bunch of lag from the MB fight by standing at the
pedistal the whole time. Saving the time comparison for after the whole
fight. |
Mother Brain
(bipedal) |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
|
Mother Brain
(hyper) |
|
|
0 |
|
|
0 |
|
|
|
|
|
|
|
|
Glitchy
glitych |
Exit room |
67932 |
61367 |
880 |
251257 |
242111 |
938 |
1499 |
0 |
0 |
0 |
1489 |
0 |
0 |
0 |
|
Escape room 1 |
68017 |
61459 |
-7 |
251520 |
242357 |
17 |
1499 |
0 |
0 |
0 |
1489 |
0 |
0 |
0 |
Oddly
enough it was actually faster to not armpump at all here, due to lag. |
Escape room 2 |
68108 |
61550 |
0 |
251776 |
242613 |
0 |
1499 |
0 |
0 |
0 |
1489 |
0 |
0 |
0 |
|
Escape room 3 |
68453 |
61829 |
66 |
252310 |
243064 |
83 |
1470 |
0 |
0 |
0 |
1489 |
0 |
0 |
0 |
New
strategy, better jump through the door. |
Escape room 4 |
69375 |
62764 |
-13 |
253429 |
244201 |
-18 |
1470 |
0 |
0 |
0 |
1489 |
0 |
0 |
0 |
Due
to the new strategy in the last room and not having screwattack I had to do a
slow spacejump up to the first platform, and had to stop that low to not
crash into the pirates beam. Gained time later from better jumping. |
Straight up |
69674 |
63062 |
1 |
253903 |
244675 |
0 |
1327 |
0 |
0 |
0 |
1346 |
0 |
0 |
0 |
|
Through
cavern |
70138 |
63495 |
31 |
254562 |
245305 |
29 |
1327 |
0 |
0 |
0 |
1346 |
0 |
0 |
0 |
Slightly
better jumping, much better damageboosting. |
Profit!! |
70268 |
63632 |
-7 |
254701 |
245452 |
-8 |
1327 |
0 |
0 |
0 |
1346 |
0 |
0 |
0 |
Lower
entering speed, gained some time from not having to skip any armpumps. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|