jakoliath

Metroid: Zero Mission Map Completion Notes

Sep 28th, 2022 (edited)
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  1. GENERAL NOTES
  2. -------------
  3. -Items: All majors, 4 energy tanks, 40 missiles, 8 super missiles, 12 power bombs (36%)
  4. -Far from perfect, wanted to showcase some researched strats and find a more optimal ammo loadout
  5. -I did not manipulate enemy/boss patterns, only drops
  6. -You can do only 3 energy tanks before Tourian (need 215 energy minimum to survive all the heated rooms) but you are beholden to drops between the Ridley fight and caterpillars; one less e-tank would also make 2-hit early PBs required if doing gate clip
  7. -Could maybe skip 1 missile tank (guarantees farm required before Acid Worm, already a decent possibility with this loadout)
  8. -Zeb skip with Wave Beam sucks
  9. -Late Acid Worm might be viable but drop luck becomes even more important in cleanup, not sure if faster
  10. -Any and all door bonks intended to induce rage
  11. -Let me know if there's anything big I missed or maybe didn't consider
  12.  
  13. --------------
  14. TIMINGS/STRATS
  15. --------------
  16. -Bottom of Ridley pipe room Strats (skipping missile)
  17. --Running across is slowest
  18. --Shinesparking across is faster than running by ~24f
  19. --Ballsparking across is faster than running by ~56f
  20.  
  21. -Speedway -> Right shaft Strats (skipping e-tank)
  22. --Running across is slowest
  23. --Shinesparking across is faster than running by ~16f
  24. --Ballsparking across is faster than running by ~28f
  25. --Safety: Grabbing the e-tank is 206f slower than ballsparking
  26.  
  27. -Imago
  28. --Seems to crash into the brush after a set duration following death, grabbing its map tiles right after it dies is faster than grabbing them after getting the supers
  29.  
  30. -Imago to Elevator Strats
  31. --Shinesparking from save room to elevator room (w/o crash/bonks) loses ~34f
  32.  
  33. -Heated Rooms Damage Taken:
  34. --Below Screw: 60 HP
  35. --Double Missile: 110 HP
  36. --Wave Tutorial: 44 HP
  37.  
  38. -Gold Shaft to Tourian Strats
  39. --Walljumping up is slower than a vertical spark by ~22 frames
  40.  
  41. -Brinstar Sidehopper Room
  42. --Sparking to the right is faster than not sparking by ~28 frames
  43.  
  44. -Ruins Entrance Tile Strats
  45. --8f faster to go get top-left tile by going landing -> top platforms, rather than grabbing the tile -> middle platforms.
  46. --~50f faster to grab the tiles going bottom to top than top to bottom (in large part due to lag)
  47.  
  48. -Big Atomics Room Strats
  49. --Normal movement (L to R): 472f (bad atomic RNG)
  50. --Early Cleanup (L to R): 484f
  51. --Late Cleanup (R to L): 473f
  52. --Late Cleanup can save ~11 + (~20)f = 32f on early cleanup due to being able to run on the ground more (probably?)
  53.  
  54. -Wrecked Ship Bomb Chain Maze Strats
  55. --Going through the maze is fastest
  56. --Getting top-right tile and bailing right is slowest (+78 frames)
  57. --Getting top-right tile and bailing left is less slow (+28 frames)
  58.  
  59. -Crateria Entrance to Landing Site
  60. --MingLee: ~1471f
  61. --No MingLee, Sparkless Ocean: ~1586f (+115 frames)
  62.  
  63. -Landing Site, Early vs. Late PB Tiles
  64. --Escape time difference:
  65. ---(Late) Landing Site w/o PB tiles: 250f
  66. ---(Early) Landing Site w/ PB tiles: 502f (+252f)
  67. --Cleanup difference (up to Tourian elevator entrance):
  68. ---Late 1718f / Early 1722f
  69. -Similar enough to consider them equivalent IMO
  70.  
  71. -HJB Hint
  72. --Getting the tiles late provides more opportunities to farm for PBs (if not refilling)
  73.  
  74. -Acid Falls
  75. --Soft morphing on the floor and going right is about 14f slower than using the platforms
  76.  
  77. -Norfair East Big Room
  78. --Space Boost saves ~88 frames
  79.  
  80. -Crateria Spaceboost
  81. --If you skipped MingLee (+115f), you don't have to lay a PB to do the spaceboost (-87f over laying a PB after going up the elevator, putting you at ~28f lost)
  82. --Not doing Crateria spaceboost loses ~228f
  83.  
  84. -Alpha PBs top tile
  85. --Better to get on the way out to reduce lag
  86.  
  87. -PB management
  88. --Chart: https://i.imgur.com/2KrA8z1.png
  89. --Never PB going into HJB room from the back
  90. --Never PB in the room before alpha PBs
  91. --Best case you can skip 2 PB tanks, worst case you skip none and lose 5 additional seconds (see chart)
  92.  
  93. TIME COSTS TO GRAB PB TANKS
  94. ---------------------------
  95. -Lava PBs:
  96. --Grab: 879f / Skip 723f (+156f)
  97. -Crateria Connector PBs:
  98. --Grab: 629f / Skip 415f (+214f)
  99. -Glass Tube PBs
  100. --Grab 884f / Skip 708f (+176f)
  101. -Ootw PBs
  102. --Grab 1056f / Skip 824f (+232f)
  103. -Beta PBs
  104. --Grab 513f / Skip 304f (+209f)
  105.  
  106. TIMESAVES FROM POWER BOMB UTILIZATION
  107. -------------------------------------
  108. -Entering HJB from the back
  109. --No PB: 374f / PB: 326f (-48f)
  110. -Chozo Ruins Shaft Supers (next to FUNgineer jump room)
  111. --No PB: 225f (-36f) / PB: 261f
  112. -Helpful Pirates Room
  113. --No PB: 750f / PB: 566f (-184f)
  114. -Entering Alpha PBs
  115. --No PB: 334f / PB: 266f (-68f)
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