AM2R 1.1.2 Normal 100% No skips in 1:11:53 RTA 1:02:16 IGT
Got this yesterday, I think this is the first time that I feel satisfied with a run, never expected to get it so soon after a week of derusting.
1:10 RTA miiiiiight be possible but that would be a serious grind which I'm probably going to burnout forever from this game. Maybe I will get 1:01 IGT, who knows.
A bunch of time was saved thanks to:
* Better execution and consistency.
* Better understanding of certain bosses, the autodoc minigame (thanks to the progress on the Any% TAS) and the 1 tile rule of the speed booster, (Samus tends to stick to the ground instead of falling and losing the boost, works always with the speed ball) which is useful mostly for the waterfalls.
* Gaining more vertical speed by mixing walljumps with the jump and shoot tech.
* The discovery of the zips. (Already happened in any% but it was time for 100% since the WR was outdated and almost 2 years old). Underwater zips have a 3-frame window but Walljump/Door zips have a 2-frame window and sometimes they are frame perfect depending on the destroyable wall or door.
* New strats and a route change due to the zip in the golden temple forcing me to get the items during cleanup.
* Implemented doubles on Alphas and a Gamma, they can get hit twice before dodging again, thanks to EODTex for finding the cause of that bug. Timings ended up not being that hard.
* Moonwalking to avoid knockback: this was really useful to avoid the tons of hits from the alpha squad which made the strat more consistent.
* Bounce cancel: Activating/deactivating spider ball for a frame before landing cancels the bounce animation of the morphball (bounce gets stored) so it's like Samus never fell grom a high place. This prevents losing the speed boost while in morphball mode.
* Speedrunning randomizer on Fusion mode with Extreme metroids actually helped to get confident against the metroids in the Genetic labs.
Run breakdown:
*Godly start with 3rd try GT zip, great Arachnus, slight mistakes in the complex, bad last complex gamma, bad 3rd Gamma fight in BG3, bad 2nd A4 Gamma fight which forced me to refill, good Tester fight, failed 3-room spark before screw attack EMP ball, failed long shinespark to screw attack, two zips in Zeta room, implemented new super missile strat in complex EMP ball, failed Thoth zip, failed 2 supers on genesis fight, failed vertical store but got the long shinespark on the way to Guardian items, failed spark to super missile in GT speed booster Puzzle, failed usual strat in Dual Gammas but a good backup, beaten Serris in 2 cycles, got the long shinespark chain on the way to the final alpha but slow Omega, bad 2nd nest omega, no nest speedball, slow 3rd omega, failed continuous speed boost in 3rd room of the waterfalls, a bit slow final A2 EMP ball, tiny mistakes in the gen labs, failed queen spark, bad queen fight that had no zips which lead to bad refills, got the ships spark 2.0
Видео AM2R 1.1.2 Normal 100% No skips in 1:11:53 RTA 1:02:16 IGT канала DruidVorse
1:10 RTA miiiiiight be possible but that would be a serious grind which I'm probably going to burnout forever from this game. Maybe I will get 1:01 IGT, who knows.
A bunch of time was saved thanks to:
* Better execution and consistency.
* Better understanding of certain bosses, the autodoc minigame (thanks to the progress on the Any% TAS) and the 1 tile rule of the speed booster, (Samus tends to stick to the ground instead of falling and losing the boost, works always with the speed ball) which is useful mostly for the waterfalls.
* Gaining more vertical speed by mixing walljumps with the jump and shoot tech.
* The discovery of the zips. (Already happened in any% but it was time for 100% since the WR was outdated and almost 2 years old). Underwater zips have a 3-frame window but Walljump/Door zips have a 2-frame window and sometimes they are frame perfect depending on the destroyable wall or door.
* New strats and a route change due to the zip in the golden temple forcing me to get the items during cleanup.
* Implemented doubles on Alphas and a Gamma, they can get hit twice before dodging again, thanks to EODTex for finding the cause of that bug. Timings ended up not being that hard.
* Moonwalking to avoid knockback: this was really useful to avoid the tons of hits from the alpha squad which made the strat more consistent.
* Bounce cancel: Activating/deactivating spider ball for a frame before landing cancels the bounce animation of the morphball (bounce gets stored) so it's like Samus never fell grom a high place. This prevents losing the speed boost while in morphball mode.
* Speedrunning randomizer on Fusion mode with Extreme metroids actually helped to get confident against the metroids in the Genetic labs.
Run breakdown:
*Godly start with 3rd try GT zip, great Arachnus, slight mistakes in the complex, bad last complex gamma, bad 3rd Gamma fight in BG3, bad 2nd A4 Gamma fight which forced me to refill, good Tester fight, failed 3-room spark before screw attack EMP ball, failed long shinespark to screw attack, two zips in Zeta room, implemented new super missile strat in complex EMP ball, failed Thoth zip, failed 2 supers on genesis fight, failed vertical store but got the long shinespark on the way to Guardian items, failed spark to super missile in GT speed booster Puzzle, failed usual strat in Dual Gammas but a good backup, beaten Serris in 2 cycles, got the long shinespark chain on the way to the final alpha but slow Omega, bad 2nd nest omega, no nest speedball, slow 3rd omega, failed continuous speed boost in 3rd room of the waterfalls, a bit slow final A2 EMP ball, tiny mistakes in the gen labs, failed queen spark, bad queen fight that had no zips which lead to bad refills, got the ships spark 2.0
Видео AM2R 1.1.2 Normal 100% No skips in 1:11:53 RTA 1:02:16 IGT канала DruidVorse
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