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.