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UNHchabo

Super Metroid 12% notes

Aug 5th, 2020 (edited)
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  1. These notes were based on Sniq's 12% hitbox video:
  2. https://www.youtube.com/watch?v=pROD5Ago4EE
  3.  
  4. And are also a companion to my own hitbox video:
  5. https://www.youtube.com/watch?v=J3uexv4Eke0
  6.  
  7. Morph - 1
  8. Missiles - 2
  9. Save, load, doorskip to PBs (method shown in 3%/4% runs) - 3
  10. Terminator e-tank - 4
  11. Early Supers - 5
  12. Brinstar Reserve - 6 (or substitute with Kraid Tank)
  13. Etecoon Supers - 7
  14. Etecoon e-tank - 8
  15. Farm beetoms on the way out
  16. Spore spawn supers - 9
  17. Charge - 10
  18. X-ray - 11
  19. Kraid, Varia - 12
  20. Use Nova for ball boost up Pre-Cathedral. Sniq's walljump method is tough, Reserve double-hit. PB jump combined with a Reserve hit is easier.
  21. Doorstuck in Single Chamber, turn off morph, X-climb to the ceiling
  22. Run right, the 10th full time samus is mid-screen, jump
  23. This should put you next to the second bomb pillar
  24. Walljump over it, jump over the short pillars, you'll be under the crumble blocks
  25. Walljump over the wall left of the crumble blocks, fall down next to the door
  26. If the screen scrolled right at all, probably want to run back and forth to fix the scroll before going through the door
  27. Open it, walk to the door, get back in-bounds
  28. Alternative setup: x-ray climb MOST of the way up, WALK to the right, then only hold dash once you want to clip through the ceiling down to the door. Downside: do it wrong and softlock.
  29. Go fight Ridley
  30. Kihunter shaft, unmorph, wait for the bomb blocks to respawn, and do an x-ray forced stand
  31. Need to farm at least one Alcoon to get through the bomb pillars
  32. Nova can ball-boost you up the top-left of Pre-Cathedral. Low Ice walljumps are faster though.
  33. Landing Site OOB has to have been in memory to clear out crash blocks. If it hasn't been, save, reset, and play the intro.
  34. Mockball past the ice gates, down crumble shaft into Croc Speedway, then go back up. Farm mini-desgeegas for PBs.
  35. Right of Main Street, open the green gate, close it and move into it
  36. Turn off morph, X-climb up
  37. Scroll left until the left door is on screen, line up with the crest of the hill just to the right of the door
  38. Autospinjump left, keep walljumping up
  39. Run left for a long time, jumping over solid blocks you run into
  40. After you run into water, run right until you wrap once, and Samus' head is at the middle of the screen when you jump
  41. Move left until Samus is halfway on the left edge of the screen
  42. Bunny-hop left, you should land on a platform
  43. Bunny-hop right, land on top of the sloped block
  44. Tap left until you drop to the shorter part of the block
  45. Move right into the corner
  46. Walljump off the left side of the block a few tiles above you, then hold right
  47. Should enter into a transition to Cac Alley
  48. Enter post-Botwoon room, farm, turn off morph, then X-climb up Halfie Climb Room
  49. Be careful to x-ray in one direction, with the wall on your left when you pass doors, and the wall on your right otherwise
  50. After the third time past the door, you can safely x-climb in both directions
  51. Run right, jumping the two times you drop down through a non-solid block
  52. The third time you drop, you should be at the door to Colosseum, open it, go through back inbounds, then back into Halfie Climb
  53. Get doorstuck in Colosseum, x-climb out of bounds
  54. Run right, you'll drop down around the time the camera fully scrolls right
  55. Turn off charge
  56. Move right until aiming the x-ray straight down puts it just past the start of the save-door ledge
  57. Crouch and uncrouch, which should move you up a few pixels
  58. Hold shoot and right (with no Dash) for 28 shots
  59. X-ray turn left, and buffer movement left with x-ray until the scope beam goes wider
  60. Run left for a second, then right, fall next to the save room door. Super it open
  61. Farm supers from mocktroids, missile the eye door open. Super the turrets.
  62. After enough damage to Draygon, get carried to the top-right and put in 59 dpad inputs
  63. At the top, get ungrabbed and finish Dray off
  64. X-climb out of Precious Room
  65. X-climb up Colosseum
  66. Save and reset
  67. X-climb up Colosseum
  68. Fall left into the "hole" of non-solid blocks, run left until you transition
  69. Spawn in the ceiling of Halfie Climb, jump on top of the ceiling
  70. Walk left until you fall off (the 0,0 position sound will happen)
  71. Hold right briefly against the wall, then let go before you hit the door
  72. Land, hold right then left, let go
  73. Land, hold left then right
  74. Land, hold left then right
  75. Spawn on the left side of a Post-Botwoon copy. Jump right a few times, land in the quicksand, transition inbounds
  76. From Aqueduct, go in the left sandpit. Need to be careful when jumping on top of the right-side sand
  77. In West Sand Hole, overshoot the transition, then inch right into the hole, once you start sinking further hold left so you transition at the far left
  78. Neutral on dpad as the room loads, holding Jump.
  79. Float down a little, then hold left once a particle hits you, like a dboost rhythm
  80. Jump to the second pillar
  81. Use an Evir particle while you're at the peak of a jump to boost from the second pillar to the first floating block
  82. The jump should be a Crouch-jump 6 beats from the last particle hit
  83. Land on the floating block, use run speed to jump to the second floating block
  84. Jump on the right side of the column of water before the next pillar, unspin
  85. Spinjump left as you land
  86. Spinjump from the pillar to the sand before the longer platform
  87. Falling in the sand from here is fine -- roll/jump to the platform, then do a crouch-jump to get out
  88. Save below the tube, reset
  89. X-climb using the green gate
  90. After getting past the ceiling, walk right til you stop
  91. Crouchjump-downgrab on top of the block
  92. Line up facing left so your front foot is touching the gate, and the back foot is visible
  93. Crouchjump-morph-unmorph to expand into a transition block to Pseudo Plasma Spark Room
  94. On the eighth notes of the music, it can be crouch-jump on 1, quick morph, and unmorph on 3.
  95. The hitbox expansion needs to be as Samus is still technically morphed, then unmorphs after the transition. Maybe oscillator collision as to whether it works?
  96. Turn off morph
  97. X-ray climb a door's height above the door. Jump out, then morph, roll right.
  98. Hop over 3 small blocks in front of you
  99. Hop on a 4th small block, morph, and roll right
  100. PB jump over the next block
  101. Face left, autospinjump right into the gap, the roll right
  102. Hop through the next gap
  103. 5 more small blocks to jump over
  104. After the fifth, you're even with the wall sprite
  105. Hold right to transition
  106. Turn off morph
  107. X-ray climb out of the ground in Plasma Spark Room
  108. Go up and around to the Forgotten Highway sand room door
  109. Do not get grabbed by the yapping maw
  110. Get to the Save Room, save and reset to fix the graphics
  111. Farm PBs from Kagos
  112. In East Ocean, fall straight down to avoid the pancake, jump over the first fish pit
  113. Ball boost using the second fish. Crouch jump when the fish is centered over the large dark coral piece in the background
  114. Jump over the third fish. Can jump from there to the scaffolding, or go around.
  115. PB jump over the pit with the third pancake
  116. -Stand near the left edge, lay the PB fully above the water
  117. After Phantoon, airball over the Moat missile, or go under for safety. Need to have two PBs leaving phantoon to do this.
  118. Sniq's video goes down to Green Brinstar Elevator Room, then back up. Alternative is to go down to The Climb, and go back up. Either way, then head to G4
  119. Climb setup has more solid blocks in the way, but is likely faster overall. Green Brin setup is pretty clean.
  120. Farm kagos to enter Tourian at full
  121. Save? Loading a save here will have tons of uninitialized blocks, so we may want to rely on a Ship save with a Green Brin trip each time we load.
  122. Get doorstuck in the first Tourian door, X-climb up
  123. Disable Charge
  124. Run right til you fall, go until you're at the ground below the door
  125. Run left and shoot, spinjump on the 4th shot, walljump up, keep running right
  126. Repeat this again
  127. Repeat this again, but don't just run right once you're on top
  128. Line up horizontally with the tile in front of the door, jump a bit to the right, hit the transition from the right
  129. One setup for this: bunny hop right, then bunny hop left
  130. Kill Room 2 metroids with Power Bombs. This route relies on a PB drop from them. :/ The 8% route that x-climbed Room 4 is probably not possible because we can't IBJ to the transition
  131. Get doorstuck, X-climb up Room 3
  132. Run right til you fall, jump and go right until you're just above the door sprite
  133. Walljump around it
  134. Repeat this again
  135. Third door will have exposed transition blocks, need to jump clear over them
  136. One setup if you used the Climb normalization: drop to the floor below the door. Bunny hop right, bunny hop left, bunny hop right twice.
  137. Setup for the Green Brin normalization: bunny hop left, then jump and tap right until you land on the platform. Then bunny hop right.
  138. Fourth door has no overhang. Jump on top of the edge, then walk into the transition
  139. Morph and PBs selected helps, kill the Room 4 Metroids
  140. If using a Reserve Tank, it must be FULL by the time you exit the Blue Hopper Room
  141. Optionally can Super the eye door
  142. X-climb in MB's room -- one additional instance after Samus' feet are no longer visible below the ceiling
  143. Stutter-walk left until you're past the zebetite, then run left to fall
  144. This zeb skip is very difficult, because you can't take more than 4 hits from Rinkas, your iframes run out while x-ray is active, taking a rinka hit while standing will knock you out of the wall, and the beam's cooldown is affected by xray
  145. Kill MB, win game
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