ShinyZeni

Giggles Hundo

Dec 22nd, 2018
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  1. Giggles Hundo:
  2.  
  3. CERES
  4.  
  5. Ceres Stair room (pre Ridley) - Your jumps were pretty wide here. Not a huge deal but you could probably save a handful of frames with a more conscious effort to jump as low/close as you can. Also, first jump; spin. Second jump; aim down. I can’t tell you *exactly* why this is faster (at least for me) but I have a hunch it’s because Samus is able to achieve a higher run speed before the first jump than she is before the second.
  6.  
  7.  
  8. Ceres Stair room (after Ridley) - You are welcome to keep jumping these stairs, but I recommend watching my video on it and trying running them. You may be surprised how much time can be saved on the timer by running the stairs. That being said, sometimes it can screw up the door transition, which would be fixed by jumping at least one set. So if you don’t care about the Ceres escape timer time, feel free to keep jumping, since it’s more or less the same RTA.
  9.  
  10.  
  11. Tile room - I used to do exactly what you do here (jump at the top of the stairs onto the platform in the middle). If you see the steam come out early enough (or if you feel like YOLOing), running down the stairs and then doing a big jump with the intent of (hopefully) d-boosting off a tile in the middle seems to give me the best results.
  12.  
  13.  
  14. CRATERIA
  15.  
  16. Parlor (before climb) - your jump is a little wide again but not too bad. The bigger time loss here is how long you take to do the moonfall off the top platform. I realize you’re probably worried about bonking, but you sort of are doing the “worst” possible movement right here. You’re doing a spin jump down (instead of aim down) and then landing facing left, so to moonfall you have to turn around (which takes 7 frames, but you can technically start the moonfall before that is done I think) and then walk back and jump off. If you’re going to stay in spin, it would be a lot better to turn before you land (no turn around animation). Alternatively you can tighten up the jump down through the gap by performing an aim down, and then do a “quick turn moonfall”. I don’t know what else to call it but if you watch my runs I try to do it here, or if you watch Zoast do the Tourian moonfall after the eye door he usually does it too.
  17.  
  18. After the moonfall you can save a couple frames by going off the left side of the platform you land on instead of the right, but it requires a double downback and is really hard. What you’re doing here is totally fine.
  19.  
  20.  
  21. Climb - Try out the Behemoth weave. You don’t have to go for it in runs necessarily but you might find it’s easier than you think, and it does save some time.
  22.  
  23.  
  24. Pit room - Great job not falling in the pits. Next step is doing smaller jumps between the platforms if you want to save time here.
  25.  
  26.  
  27. Morph Ball - after collecting, shoot the shot block from the platform you landed on, then step off and perform a soft morph out. This is faster than either wall jumping over the platform, landing, and shooting it out, or landing on the platform, walking off, crouching shooting, then morphing and rolling out. I find it pretty easy, too.
  28.  
  29.  
  30. Construction Zone - Learn the downback here rather than just falling all the way down as morph and bouncing.
  31.  
  32.  
  33. First Missiles - May as well try turning before collecting the missiles. Very minor frame save. Nbd if you don’t want to go for it. —Nice mockball out! (Okay I actually didn’t think I was gonna get that mockball…)
  34.  
  35.  
  36. Construction Zone (again) - Get in the habit of turning before you unmorph here to jump up. It’s another “no turn around animation” thing. It also makes the spinjump a lot easier to get (you missed it here). And it can really help you in a few other spots in the run as well. For more details on how to do this room refer to my highlight “Let’s Talk SM with Zeni Episode 1” or whatever I called it. I’ll be posting it to Youtube eventually in a slightly edited format, as well.
  37.  
  38. NO TAS TANK WTF shinyzRage
  39.  
  40.  
  41. Reverse Pit Room - Nice job here as well. Next step would be going for the d-boost, which I also cover in that video.
  42.  
  43.  
  44. Wall jump climb for life FUNgineer
  45.  
  46.  
  47. Parlor (after Climb) - Your ledge grabs here are REALLLLY loose. No offense. You probably lost a couple seconds here just to inefficient platforming/ledge grabs even though you took the fastest route up. Also idk if you know this but taking damage from that skree is really slow and really bad Kappa
  48.  
  49.  
  50. Bombs - Learn the new BT strat. Not only is the positioning free, it’s also faster. Details in that same video I referenced.
  51.  
  52.  
  53. Obligatory right side Alcatraz comment.
  54.  
  55.  
  56. Unmorph after you bomb the parlor blocks going into terminator sooner. You’re losing frames by rolling so far in, and as was made apparent here you’re not really avoiding falling off the slope either. Bomb. Roll. UNMORPH NAO NOT LATER. Run. Shoot. (Bonk if you want). Door.
  57.  
  58.  
  59. The strat you did in terminator worked out because that’s more or less the strat if you don’t bonk the door. It’s not 100% consistent but yes, you want to hold angle down as you enter/exit the door (rather than later like in the bonk strat) and be holding shoot the whole time.
  60.  
  61.  
  62.  
  63. GREEN/PINK BRINSTAR
  64.  
  65.  
  66. Green Brinstar Shaft - Don’t run off the elevator here, do the buffered spin jump (you should do this on Ceres too) and weave through the enemies, or shoot the one on the way down the way you did here. Just don’t run off. Also you can try learning the angle down missiles strat for the first pink door. It’s kind of hard, but I have faith you could learn how to get at least 1 in consistently.
  67.  
  68. We’ve already talked about Early Supers a lot.
  69.  
  70. Reserve/Missiles - Instead of running off here, do a short hop mockball if you can. Also, jump across the gap after collecting the reserve instead of falling and jumping back up. It’s a small thing but it does make a difference.
  71.  
  72. Nice reverse mockball
  73.  
  74. —Missing the Kago Mockball; you comment “just once I’d like to get that”. At least you’re still going for it. If you don’t go for it you don’t get practice and thus you don’t ever get it. Keep trying.
  75.  
  76. Another small thing, if you’re not going to do the golden mockball then don’t jump and shoot. Briefly stop before the door and then keep running through.
  77.  
  78. Coming out of charge this is another situation like what I referred to in Construction Zone. Turn before unmorph, then walk forward (this will make samus stand up out of the crouch) and do the spinjump ledge grab that way.
  79.  
  80.  
  81. RED BRINSTAR
  82.  
  83. (Side note - consider learning early alpha PBs. If one efficiently, it is faster since the discovery of moonfall. This would also prepare you for PRKD, and RBO if you chose not to do Moondance)
  84.  
  85. Do a quick drop turn through the bomb blocks instead of rolling off and down through.
  86.  
  87. Unclear if you were going for the moonfall through the rippers or not right here. It is faster. I would recommend it. It’s also really swaggy. At the same time it’s a little weird/hard to do.
  88.  
  89. Obligatory particle boost comment.
  90.  
  91. 4 Wall jumps up to spazer is consistently faster than 3 for me, and generally avoids what happened here (you air balled and lost a lot of time waiting to land before you could bomb the block.)
  92.  
  93. TRIGGERED. SHINYZRAGE. WTF. LEARN THE FAST KRAID ENTRANCE. DID YOU SEE HOW YOU ALMOST WENT DOWN THAT ELEVATOR? DID YOU SEE? THAT COULD BE COMPLETELY AVOIDED IF YOU WOULD STOP BEING A GRANDMA AND SLOWLY BENDING OVER TO SHOOT THE BOTTOM BLOCK, BEFORE CRAWLING THROUGH THE HOLE AND STANDING UP ON THE OTHER SIDE, JUST TO TURN AROUND AND REPOSITION (INSTEAD OF MOONWALKING MIGHT I ADD) TO MAKE SURE YOU HAD *JUST* ENOUGH SPACE TO BARELY MAKE THE WALL JUMP TO GET ACROSS THE GAP. (To do this, select supers before you enter the room (after opening the door with spazer, this is easily accomplished by holding a shot through the tube room and then releasing during the transition.) Then after you enter the room, quickly crouch and shoot your first super (this isn’t a full on down press, just an “angle down” on the d-pad is enough to make samus briefly stop and shoot the super on the lower spot without really stopping to crouch.) then shoot the middle block as you run forward, and the top block as you run through. BUT ZENI you say. HOW THE SHINYZRAGE DO I DO ALL OF THAT WITH OUR CONTROL SCHEME!? I’ll tell you. PIANO GRIP MUH FRIEND. You won’t be able to easily reach R though, so shoot that top Super Block with an angle up press on the d-pad. Then after you run through, perform the most speedy majestic spin jump of your life (but don’t hold jump the whole time or you’ll bonk) and save literally 3 hours on this single room alone and achieve World Record. You’re welcome.
  94.  
  95. Nice door check into warehouse btw
  96.  
  97. I am dreading figuring out how to do that stupid vertical door efficiently. I’m guessing it’ll be something like holding L and R while rolling through the tunnel, unmorphing and shooting without standing up, then crouch jumping through and… ugh idk. I DON’T KNOW. WDITG right there dude.
  98.  
  99. (If you grabbed Alpha PBs, you should grab the missile pack here)
  100.  
  101. For the d-boost before the Kraid eye door, stop and turn a little earlier. This will allow you to shoot the door earlier, which will make the eye disappear earlier, which will allow you to open the door earlier… You get the idea.
  102.  
  103.  
  104. NORFAIR
  105.  
  106. I don’t remember for sure, but I think you might be better off shooting the first nova with an angle down spazer shot as you come off the elevator (running left off, then immediately right), and then doing a downback to collect the drop from the nova and still not bonking any platforms on the way down. This may not work. I really don’t quite remember.
  107.  
  108. (If you grabbed Alpha PBs, don’t worry about opening the door after killing the Nova before dropping down to get High Jump, just lay a Power Bomb on the way out instead.)
  109.  
  110. Consider learning top strat for Rising Tide. It’s a little harder but not by much and you struggled with the “free” morph ball strat anyway. If you’re gonna go for the morph ball strat, there’s a better version where you attempt to kago through that first hopper guy into a mockball. It’s technically the fastest strat, but RNG dependent.
  111.  
  112. Try to learn the d-boost off the waver (or the cac) for Bubble Mountain. I’m not going to recommend right side here since you don’t have ice yet, but because of that you should definitely boost across the gap before the super door instead of trying to do the jump. This will take awhile for me to get used to as well, since I’ve been collecting the farm from that waver for over a year at this point.
  113.  
  114. Consider the no-stop Strat for bat cave since neither health nor ammo are an issue in 100%. Run through the door with angle up and missiles selected, fire 2 missiles immediately upon entry and then gap skip the first gap. Alternatively, if you want to continue doing the stop-crouch method, auto-cancel a single missile going in, fire that and then immediately fire your spazer shot. The auto-cancel missile will eliminate cool down (so you don’t have to wait to fire the spazer) allowing you to run forward and gap skip, then run underneath the particles and jump up into the space.
  115.  
  116. Also I don’t know if you did this intentionally or not, but if you jump higher up initially in bat cave (after you first go through the ceiling) it will fix the door transition compared to not doing so, which makes just running through faster than jumping to fix the door (you ran through, and it was good-ish)).
  117.  
  118. On the way down to wave (through the room with the ground-dragon-seahorse-rude-guys) try learning the d-boost off the …. uh… whatever those ball guys are called. It’s faster, the i-frames eliminate lag so you don’t have to worry about killing stuff as much, you have plenty of health to spare, and it’s swag as FFFFFshinyzRage.
  119.  
  120. Try learning the super-downgrab for the entry into wave beam
  121.  
  122. For both Speed and Wave collections, during the door transition hold shoot, then jump before releasing and collect the item. For Speed, don’t attempt a wall jump check to grab the item, but try to collect the item while still in spinjump (before landing) and then hold left (to turn) during the fanfare. For wave, do attempt the wall jump check. Both of these situations will cause samus to auto fire a beam to open the door upon landing, and then you can just focus on your platforming to get out of these awkward rooms.
  123.  
  124. For wave specifically, doing the run off-downgrab in the gap is fine. But if you really want to save frames, try doing a short hop across the gap so you land on the platform that you run out of the door from, skipping the small gap at the bottom entirely.
  125.  
  126. Not sure if you ran off after wave on purpose, but a jump across to the far left is definitely more optimal than falling through the middle. If you ran off for comfort reasons, then *definitely* do the strat I just mentioned for the wave exit, since there’s no risk of you not getting in proper position to make the jump)
  127.  
  128. (If you grabbed Alpha PBs, you can skip the slow strat through bubble mountain on the way back, and just go down through the PB blocks on the left instead.)
  129.  
  130. l;ShifdPSdg;SIOAjfLASjDSEAEAAARLYCROOOOC shinyzRage
  131.  
  132. Going into (EAWETRLPEIHAESG CROCKlfalskdfh;SLAegisl;dFJ) get as much run speed as you can while holding L through the door. Instead of stopping and firing the super, just run forward. You should bonk the floating platform in the middle, even aiming down. Once you do, fire the super and do a quick drop through the door instead.
  133.  
  134. LOOK AT THIS FREAKING CROC FIGHT. OOOH I DON’T HAVE PLASMA SO I CAN’T JUST ONE SHOT THE FOOL. THIS IS FREAKING HUNDO DUDE. YOUR ONCE CHANCE TO SEND THAT D-BAG WHERE HE BELONGS WITH A SINGLE SHOT (we’re not counting dumb meme categories here). I mean WTTTTTFFFF DUDE!?)
  135.  
  136. If you INSIST on fighting croc this way… copy my RBO strat. It’s the fastest I’ve found. Including some weird Charge Swag thing that Static was looking into at one point.
  137.  
  138. NO SPIKESUIT FOR X-RAY SDLIHGSL:Gh:LSDKgjsl;FKDJDLS:KFGJSSHINYZrage
  139.  
  140. Uuuuuuuuhhhhhhh why did you open that door and then not even go in and go down instead? I guess technically I would need to time it to be sure but it’s fairly likely you lost time doing that. At least the way you did it lol.
  141.  
  142. For Grapple, you don’t actually need to run back to get the jump across. Copy my RBO strat. It’s a no-stutter 1 tap.
  143.  
  144. If you don’t speedball into Grapple John might kill you in your sleep.
  145.  
  146. I DON’T CARE IF YOU’VE BEEN SCREWING UP THE D-BOOST FOR THE MISSILES AFTER GRAPPLE GIGGLES. GO BIG OR GO HOME DUDE. Safety is for hobos.
  147.  
  148. Also I don’t recall for sure but I don’t think the shinespark up the shaft saves any time.
  149.  
  150. On your way back out of Crocs lair, the way you jumped through the door gave you an awful door transition. You can avoid this by stopping a little earlier and then jumping through the door to the left.
  151.  
  152.  
  153. TO THE WRECKED SHIP
  154.  
  155. “Gonna have to forego alpha spark my health is not pretty” - One more reason not to do the spark back up the grapple shaft.
  156.  
  157. You just disabled Spazer. Presumably for Phantoon….
  158.  
  159. 1. Don’t do this. Learn to doppler.
  160. 2. If you’re going to do this, pause and do it during your shinespark across ocean to WS. Don’t stop dead in the middle of a room when you could be moving to do it.
  161. 3. Don’t do this. Learn to doppler.
  162. 4. Learn Robot Flush. I can already tell you’re not gonna go for it. FUNgineer.
  163.  
  164. On your way down to Alpha PBs (if you don’t do the early strat) jump through the door and fire wave on your way down. This is faster than running through and firing wave/running off the gap, which is faster than stopping and firing way (what you just did) and then running off and falling through the gap.
  165.  
  166. Your fall down to the door uses a good strat but it’s not best. You’re better off doing either a small spinjump down instead of the soft morph (spinjump off left, weave right, move back left), or doing the soft morph and weaving down on the right side, but that’s way more risky.
  167.  
  168. I think there’s a jump morph going to Alpha PBs you can do if you already have Power Bombs, where you can lay it earlier so you don’t have to wait after the item collection to get through the wall.
  169.  
  170. Good strat for the Beta PBs, but try to tighten up your execution of it.
  171.  
  172. FfSDGSFRICKEN. OCEAN. FLY.
  173.  
  174. Let me tell you a story young padowan.
  175.  
  176. When I was approximately the size of a scrawny adolescent male, this thing called “speed running” suddenly splashed onto the scene. I downloaded the Super Metroid Speedruns of the time from Speed Demos Archive. I bought the Metroid In Motion DVDs from Samus.co.uk. I watched these runs over. And over. And over. And the coolest trick that existed back then was ocean fly.
  177.  
  178. I loved it so much. So incredibly much, in fact, that I pulled out my original cartridge. I plugged my Super Nintendo into my very tiny Mono CRT that my parents had purchased as surplus post the 2002 Olympic Games in Salt Lake City. I played through the game up to this point, keep in mind back then runs were segmented so they stopped to save at the Red Brinstar Elevator save station. I saved there, as the World Record of the time did, and I learned Ocean fly. I couldn’t figure out how they were charging their shinespark so early, so I charged it from the room before. When I missed, I would have to go back across the water, and set it up again. Hours. HOURS of attempts. Over days. No save states. No fancy practice roms. Me. My Super Metroid cartridge. My Super Nintendo. THAT’S HOW I LEARNED OCEAN FLY.
  179.  
  180. “But Zeni” you say “I did Ocean Fl-“ NAY. YOU DID THE FAKE ONE. TRUE MEN SAVE THE EXTRA 3 SECONDS OR WHATEVER IT IS AND SPARK ACROSS THE MOAT.
  181.  
  182. Your next PB better have (or attempt) the true ocean fly….. or else FUNgineer
  183.  
  184.  
  185. IN THE WRECKED SHIP
  186.  
  187. Based on my timing (it’s been months though), using a Power Bomb to enter Phantoon is just as fast as the speedball, and much easier. Speedball is more swag of course. I would recommend testing this for yourself. I’m going to retest it soon.
  188.  
  189. 1. Learn to doppler.
  190. 2. Don’t do the x-factor strat.
  191. 3. Learn to doppler.
  192. 4. Learn Robot Flush FUNgineer
  193.  
  194. There’s a better strat to get up through the morph ball space after Phantoon. I believe the top tier KPDR runners do it, and I know Static had a video on it. I can’t explain it because I’ve never done it, but essentially you only clear the right side and top blocks with wave, and then you jump morph up into it, then you lay the Power Bomb.
  195.  
  196. There’s a very cool (and very hard) quick clear strat for attic that uses a barrage of missiles. I would look into it and at least *start* practicing it. It will greatly improve your ability to perform fast inputs, and likely your familiarity with piano grip (I had to use piano to do it)
  197.  
  198. EITHER YOU LEARN ROBOT FLUSH, OR YOU DO THE SHORT CHARGE ACROSS BOWLING. NO EXCUSES shinyzRage
  199.  
  200.  
  201. LEAVING WRECKED SHIP
  202.  
  203. There’s a really cool jump morph into the hole down to get ocean missiles. I definitely recommend finding and learning it.
  204.  
  205. You can also do a jump mockball back across moat. If you time your shot correctly to open the door from further back, and then hold a shot through the door, you can release it and it will automatically open the door on the left side of moat as you jump across. I think technically a bounce ball is optimal, but both are awesome.
  206.  
  207. When you open the door to get Crateria PBs with your power bomb, run back to the left, then run right and get speed booster as you jump through the door, if you do it right, you can make it all the way through the room. There are a few methods, but no matter what you should be doing one of them. This room is slow and sucks without boosting through it.
  208.  
  209. Then d-boost back across it using the spikes hanging down from the ceiling.
  210.  
  211. SIDE NOTE: HOW THE FFFSHIFSDNYZRAGE IS YOUR TIME THIS GOOD WITHOUT USING ALL THESE GOOD STRATS!? SUB 1:20 IS LIKE FREE FOR YOU.
  212.  
  213. Interesting setup for that door wrap. It’s really hard to get with wave. You know what makes it NOT hard to get? SPAZER. #learntodoppler #learnrobotflush #stoptheepidemic
  214.  
  215. Obligatory learn sex master spark even though I’ve never even come close to getting it in a run.
  216.  
  217. I know it’s scary, but learn the timing and get more comfortable with the quick drop turns for the double missiles.
  218.  
  219.  
  220. GREEN BRINSTAR AGAIN
  221.  
  222. Learn the green shaft moonfall. It’s super swag, not that hard once you figure it out, and saves chunk of time.
  223.  
  224. Try to get more comfortable with the Pink Brinstar PBs. You spent a lot of time being scared of the hoppers and lining up your Super Missile shot. Nice mIssion impossible though.
  225.  
  226. I would recommend learning the short charge into the wave gate room. Either that or figure out a better way to clear those hoppers.
  227.  
  228. LSKDJGISDDO YOU EVEN WATCH MY RUNS/VIDEOS!? HOW MANY TIMES HAVE I EXPLAINED THE SPOSPO SUPERS ENTRANCE, AND YET YOU STILL RUN ALLLLL THE WAY TO THE LEFT AND THEN ALLLLL THE WAY BACK TO SET IT UP. WTF. W. T. Actual. 6TH LETTER OF THE ALPHABET.
  229.  
  230. When entering the room after you get through the super block, don’t door check. Just do a crouch on your way through the door. This is most optimal, as confirmed by Sniq who TAS’d it. When you door check, you have to wait for Samus to land, which wastes a lot of time in the next room. If you *are* going to door check, you need to do it a hell of a lot lower than that, so you can immediately flip around and land with an angle down in the next room. I think even then though you might risk running off the slope.
  231.  
  232. After waterway, don’t shinespark up. It’s slower :(
  233.  
  234. If you wanna get good at something I still haven’t, learn the charge escape jump clip, instead of using a bomb or PB for it.
  235.  
  236. Also, blockbuster. (Speedball back into Red Brinstar)
  237.  
  238.  
  239. MARIDIA
  240.  
  241. Learn the maridia Main Street short charge (the 3-4 tap. I believe in you FUNgineer)
  242.  
  243.  
  244. I’m not saying it’s easy, but there’s a speed jump you can do coming out of mama turtle that is faster than the shinespark.
  245.  
  246. There’s also a swag wall jump morph you can do into crab supers from the right side. Either way right side is probably a couple frames faster since that’s the side you enter the door from.
  247.  
  248. Going to sandy maridia double, I think you can d-boost off one of the “hi I’m satan bat here to do 9001 damage to you”s. There’s also a morph you can do that oats does that is really hard.
  249.  
  250. Down grab the first gap going in to the double item room iirc
  251.  
  252. You’re shooting waaaaaaaaay too late for the Draygon X factor, fyi
  253.  
  254. Learn spike suit. Especially for hundo it’s worth. Blue suit saves hardly any time over optimal space jump for reverse colosseum. (Also LATE CROCCCCIKJLHKL;HLKHCJTRSRTSHINYZRAGE)
  255.  
  256. It’s hard, but I highly recommend learning the swag strat for the aqueduct missiles and supers, if you fail it you can just do the backup you did in this run. Also, you want to collect these after springball, or you can’t do the swag strat.
  257.  
  258. NO ICE CLIP BGHCJRSEATREYDGTFHJGKLJLKBVHJGDUSRTYS (even though they take like the same amount of time LUL)
  259.  
  260. Going to plasma… right side is faster. WE TALKED. ABOUT. THIS.
  261.  
  262. We also talked about better plasma room strats.. >.>
  263.  
  264. Do a moonfall back down Kassiuz room. It may look the sameish but it fixes the door transition. Definitely worth.
  265.  
  266. YAY OUT OF MARIDIA. Is that as relieving for you as it always was for me?
  267.  
  268.  
  269. THE SLOW KRAID ENTRANCE AGAIN DAMN IT STOP IT YOU’RE KILLING ME
  270.  
  271. (You shouldn’t even be coming back here but just in case you decide to keep skipping early Alpha PBs…..)
  272.  
  273. THE ONLY WAY I WOULD FORGIVE YOU IS IF YOU WENT FOR THE SPEEDBALL. AND YOU DIDN’T. THAT’S. IT. shinyzRageULTRAINSTINCTSS5!J!!!!!!!!!
  274.  
  275.  
  276.  
  277. —
  278.  
  279. NORFAIR (again)
  280.  
  281.  
  282. I know it’s scary. Take a deep breath. Relax. And stop shinesparking into the missile below Ice.
  283.  
  284. Also don’t pump on your way down the croc speedway FeelsBadMan. Nice execution of those space jumps though, afterwards.
  285.  
  286. WOW NOT EVEN DOING GGG AND CRYSTAL FLASH OR G-MODE GT MISSILES COLLECTION WTF MAN (jk).
  287.  
  288. When you get to the LN elevator at the bottom, and you run right, it looks like you’re doing too much of a short charge on your way back left. You don’t want to do too many taps or you end up slow and missing the strat the way you did here.
  289.  
  290. There are definitely better strats for the GT entrance, but I don’t know them exactly off the top of my head. Jack recently posted some on Discord/Youtube somewhere.
  291.  
  292. Shinesparking up after screw attack is slower than just space jumping, FYI. You just want to time your exit from the GT room from the far left for the speed collecting Screw attack in the next room, not for a spark.
  293.  
  294. You may be better off without the shinespark through pillars as well, but I don’t recall for sure. Need to time this. Space Jump + Screw Attack = OP though.
  295.  
  296. Giggles.
  297.  
  298. ….GIGGLES.
  299.  
  300. WHY ARE YOU NOT KILLING THOSE KIHUNTERS.
  301.  
  302. KILL THE KIHUNTERS.
  303.  
  304. THIS LAG IS ATROCIOUS.
  305.  
  306. That’s it. I’m done. That’s the end. No more feedback.
  307.  
  308. There’s a better Ninja Pirates strat with Plasma that kills both basically at the same time. Learn it FUNgineer.
  309.  
  310. ALSO GET SOME FRIGGIN SPEED TO TAKE ADVANTAGE OF THE INCREDIBLY EASY AND AWESOME PLOWERHOUSE YOU CAN DO WITH SPACE JUMP AND SCREW ATTACK. WTF MAN. shinyzRage
  311.  
  312. Jump back up the shaft on your way out of Ridley, through Wasteland. You have about 892y739852 Energy by now. Don’t be scared of bonking the spikes. Waiting for those platforms is suuuuper slow.
  313.  
  314. I think you can also springball Kago up through the top one.
  315.  
  316. You can freeze a fireflea in the fireflea tank room so that you land on it after the d-boost. It saves some time since you don’t have to wait for samus to fall down onto the spikes and then jump all the way back up.
  317.  
  318. Get a feel for what you need to do going into the room after firefleas to avoid bonking the door and to avoid falling off the slope. Either of those is going to cost you a ton of time in that room, and this is the only category where you have to do it twice. It’s well worth your time to get a rock solid consistent strat for it.
  319.  
  320. WOW ARE YOU KIDDING ME. YOU SPLICED YOUR PB? Kappa
  321.  
  322. There’s a speedball for retro brinstar PBs you should learn. Also one for construction zone :)
  323.  
  324. And you weren’t too quiet, no idea what the issue with that douche in chat was.
  325.  
  326. Don’t shinespark up the shaft back by the e-tank either, just do screw attack wall jumps. You can guarantee breaking through the block if you turn around before the top. You can also do a door wrap on your way down to the missiles, so you don’t have to open the door on the left on your way out.
  327.  
  328. Learn the terminator speedball FUNgineer
  329.  
  330. Stop turning off Screw Attack for Tourian ResidentSleeper. If it’s for Grouping Metroid Reasons, learn the better strats! They may be the hardest in the game, but they’re also the funnest. If it’s for Zeb Skip reasons…. You know how I feel about that FUNgineer.
  331.  
  332. IT WAS FOR ZEB SKIP (and probably Metroid grouping) REASONS. GIGGLES. DO YOU REALIZE WHAT THIS MEANS!?!!?!@R?fe,;gl’ndsi;ahogpu89yasuELW’Q
  333. R;D/W
  334.  
  335. Seriously sub 1:20 is like free for you if you implement some of this stuff.. JUST DOOO IT.
  336.  
  337. Be careful not to Space jump in the very top right corner while waiting for the baby to come back (for standup glitch) it can force crouch samus in the wall and I’m pretty sure that’s GG. Not sure if it’s pixel perfect but I think it’s related to where the wall closed off.
  338.  
  339. And your escape movement needs help, but was mostly the right idea.
  340.  
  341. AND THAT’S IT. Sorry I got lazy at the end. I didn’t even separate the different areas. I’m tired okay?
  342.  
  343. Now if you don’t implement literally everything in this I’m going to probably do nothing about it at all but YOU will be missing out. SO JUST DO IT.
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