Habreno

Metroid Other M 100% routing comments

Sep 12th, 2016
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  1. MoM 100% Comparisons/Comments:
  2. Note: Our splits are radically different, so I will be breaking things up into sections based on both our splits.
  3.  
  4. Tutorial:
  5. - I think for the first time you have to fight (the spiky things), dropping a bomb cluster and then beaming the rest could be slightly faster, since then you can beam everything else and the first one or two will die to the bomb spread. It's very close regardless.
  6.  
  7. Brugg Mass:
  8. - Jumping into the charge shot for the charge beam target. Smart.
  9.  
  10. Enter Sector 1:
  11. Noticed quite a bit of improvements here over what I currently do. While this route is slightly slower than what I currently do, it makes up for it later, during Epilogue, and is faster overall.
  12. - Rapid-fire missiles via jumping is smart and faster than retargeting rapid fire.
  13. - You activate the platforms in the elevator room now, so that you can get the missile while climbing up later.
  14. - You skip the missile in the vents right before the other elevator room and get this after Phantoon with screw attack, faster than using missiles on it.
  15.  
  16. Diffusion Beam:
  17. - In the big circular room with the ramp, you can jump onto the ramp slightly earlier; I go by the pillar.
  18. - Never thought to bomb the porthole. Clever.
  19. - I'll have to look over this route and see where you end up if you backtrack to the Scrap Block room; I don't currently do that in my route and I'm not sure if using SA+PB is worth the detour. While I haven't yet seen your Sector 1 cleanup route, I have a sneaking suspicion they're radically different.
  20. -- I was correct, they are. And it is.
  21. - I think for the fight right before the Diffusion Beam fight, instead of killing the near enemy the the far, to kill the far then the near. Comparing our PB's, the latter seems a few seconds faster, but neither fight is well-optimized, so a better comparison should be made.
  22.  
  23. Hive Fight:
  24. - In the room before the outer Hive room, with the webs across the path, even though rolling is slightly faster than running, I believe it's faster to simply charge the beam while running than to roll then unmorph and charge. Though if you can charge and unmorph into a charge shot that'd be best, but I'm not sure if this works prior to PB's (I think it might).
  25. -- It does, but it's only viable for the third web, and difficult to pull off.
  26. - On the ramp climb, for the set of multiple jumps back to back (above the missile's location), you can make all of those in ball form, transforming for the long jump across instead of doing them as human. With the slope of the ramp, you also don't bounce when you land in ball form here and I believe keep all your speed.
  27. -- You keep a bit of speed.
  28.  
  29. Enter Sector 3:
  30. - You skip the underwater missile now. Acquired during cleanup as expected.
  31. - Why do you chain the sense moves rather than rolling while UW?
  32. -- I'm assuming this is fastest, but it's also very difficult to do quickly.
  33. - You can do a jump after hitting the charge target prior to the CS, for some minor optimization here.
  34. - In the next room, instead of coming to the near side and jumping across, you can cross on the far side of the platforms, saving some movement.
  35. - You can look up to trigger the exam center fight earlier? TIL!
  36. - Charge shots on Ridley's tail? Interesting.
  37.  
  38. Varia Suit:
  39. - Energy part after the save station instead of before, nice optimization.
  40. - Nice 91.
  41. - Nice strat for the slider guys. I HATE those fights, that's a nice improvement.
  42.  
  43.  
  44. Enter Sector 2:
  45. - I need to practice this boss.
  46. -- 4x charge shot, missile; repeat.
  47. -- Freeze hand, missile hand, charge shot head, charge shot head, shoot head (will shoot head once between charges)
  48. -- Freeze hand, missile hand, charge shot head, charge shot head, shoot head if necessary (will shoot head once between charges)
  49.  
  50. Speed Booster:
  51. - Interesting that you delay this missile in the water octagon room with the Fumbleye. As you state later, it is best to get this and then raise the platforms; in order to skip the jump extend I get this early and then raise the platforms, allowing me to roll around the room on following visits. I'll eventually practice this jump extend and move the missile later, but for now I'm likely to keep it where I have it.
  52. - Missile in the Seeker Door room behind the fan: I agree with getting that right there; there's no better time and the enemy set later is worse for obtaining it.
  53.  
  54. Wave Beam:
  55. - I think (because of loading) it's fastest to get the missile in the room you end up getting Wave Beam in when you first enter the room, before going into the avalanche room.
  56. - Also, wouldn't it be faster to shinespark up to the missile in the avalanche room when coming from the other room, then shinespark towards the door on the return instead of shinesparking up on the return?
  57. -- I'm certain of this.
  58.  
  59. Grapple Beam:
  60. - All these fights are showing me that I need to use charge shots less, especially in the early game.
  61. - Missiles in Slider Room- Agreed on this placement.
  62.  
  63. Ridley:
  64. - Lava Bridge- You can roll across the left side of the first set of lava without falling in. Not sure if it'd be faster to roll or boost across the side of it.
  65. - That way to climb up the revolving towers is nifty. I was always wondering if you could skip a rotation on those, thanks for showing how.
  66. - Clever little grappling beam trick in the big lava room.
  67. - Delaying the Ridley expansions until post-fight is a nice optimization. Efficiency of movement.
  68.  
  69. Seeker Missiles:
  70. - Agreed on getting the underground missile (on the plateau) en route there; it is definitely optimal location.
  71.  
  72. Nightmare I:
  73. - For the missile above the speedbooster ramp, I screw attack to that instead of trying to boost to it, as not getting it there really kills your time (next best place is during Epilogue, as the speedbooster there isn't as useful as post-Sector 0).
  74. - I screw attack to kill the beast in the long hall (with the two missiles in the ceiling and the PB door) so that he won't interrupt the speedbooster in the return trip.
  75. -- Getting this during Epilogue, with PB's, is faster. I still think screw attacking the beast is useful to get a booster (else you get interrupted)
  76. - I can't really tell if you're just being faster or if your Wii loads slower, but you're getting a lot more [Loading...] than I am. Just started noticing this now, since I nearly never have that come up in the trek to Nightmare I.
  77. - Clever doing a shinespark up to skip a couple climbs. I assume this doesn't reach the third floor?
  78. -- It does not.
  79.  
  80. - Nightmare Fight: You did Super-Super-Missile (From your reaction, this was supposed to have been a third super), then Super-Super-Super, then a Super to finish. I do Super-Missile-Super-Super, Super-Super, Missile. Note that you can flip the final Super and Missile and it won't make a difference (if a 2-round fight is actually impossible, see next sentence). Aside from being one less super, it also opens up the theoretical possibility of doing a Super+Missile on Nightmare's face simultaneously to finish the fight in two phases rather than three, or possibly making a Missile hit his face while the gravity orb is active (perhaps while Nightmare charges you?)
  81. -- Two cycle is possible. Super-Missile-Super-Super in Round 1, then Super, Super and rapid-fire a Missile gets the kill. If the missile goes off before the super hits Nightmare, you should get it.
  82.  
  83. - As I've already killed the beast in the long hall, I get the two missiles in the long hall now, as the next time I'm here is with PB's, and I will want the PB door that trip, which precludes a good speedbooster setup.
  84. -- After looking this over, this is slower. You can set up the PB so that it blows up the box at the end and the PB door.
  85.  
  86. MB:
  87. - No invincibility frames: YUP, second your thoughts on that!
  88. - Once again, jumping for a charge target. Clever again.
  89. - Nice Queen fight.
  90. - Painful death, the trolling was real. I always figure if I don't get it right off the bat that I'm going to be trolled to hell.
  91.  
  92. Main Sector:
  93. - Yup, as I expected, you save a fair bit of time here.
  94.  
  95. Sector 2 Cleanup:
  96. - I notice you've already cleared out the ice by the air vent earlier. You can actually just shinespark up and the shinespark will get rid of the ice here. Dropping the PB there is probably the best solution to that circumstance and actually may end up being fastest overall; I'd need to look into it further.
  97. -- Yup.
  98. - Nice camera glitch with the climbing platform. That must have been fun to deal with.
  99. - Clever PB strat for the Fumbleye/crawlies in tubes. Also nice to know you can space jump up to that missile from below, good time save there too.
  100. - In general, I need to release my PB's much earlier than I do.
  101.  
  102. Sector 3 Cleanup:
  103. - Firstly, agreed on 2-3-1 order; with Sector 1 being in line with the door to the end fight it is indeed optimal to finish here. Shame the path from Sector 1 to Sector 3 is not available; that would have been very optimal.
  104. - In the room with the Super Missile door and the PB door, I believe optimal is to drop a PB, kill the Debesharian (sp), and super the door while waiting on the PB door to open. (PB door, Super door, missile behind PB door, Console behind Super door, energy part)
  105. - OOB Chance: Nope, that's the room not fully loaded; surprised you didn't hit a [Loading...] prompt (I almost always do)
  106. - Interesting taking that route back. Rough timings suggest it's about 23 seconds faster than my return route.
  107.  
  108. Sector 1 Cleanup:
  109. - As I expected, this is a *radically* different cleanup route.
  110. - So it's supposed to be Far Sector 1, then Biosphere Facility/whatever the hell it's called?
  111. - UW Missile via SA, of course.
  112. - Clever shinespark to skip the platforms puzzle.
  113. - Speaking of shinesparks, the next missile you can spark to instead of screw attacking. I always forget to do this.
  114. - Good to know you can, in fact, get the super off and delay the fall long enough to be able to possibly grapple beam. Doing it like that does end up making the speedbooster missile during cleanup faster.
  115. - Shinespark up and then screw attack over to the energy part. Clever.
  116. - Missile behind super door, then back down through porthole.
  117. - Scrap Block is faster with PB/SA.
  118. - Back through that tunnel, smart exit.
  119.  
  120. Phantoon/Escape:
  121. - Opening PB against Phantoon for damage, clever.
  122. - Damn, screw attack does a hella lot of damage.
  123. - And yup, final missile via screw attack.
  124. - Good run!
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