13% Chargeless

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Super Metroid Category
13% chargeless
13% chargeless
WORLD RECORD
2:26:58
1:18 IGT
Full Category
World Record Holder
World Record Holder:
bobbob
WORLD RECORD RECORDING

Category Details

Timing
Start Timer:
On Start Game
Stop Timer:
Entering Ship Animation
Location
Begin At:
Ceres Station
End At:
End of Zebes Escape
Collection
Percentage:
13%
Items:
Bosses
Major Bosses:
All
Mini-Bosses:
Boss Order:
KPDR
Glitches
No
No


13% Chargeless is one of the in-bounds 13% category that has been completed RTA. A total of 13 items are picked up during the entire run. This is currently the only 13% category that has been completed without L+R Walljumping, although it is made significantly easier with L+R Walljumping.

Prerequisites

To finish this run, you need to know how to:


Collected Items

Morphball.png Bombs.png Varia.png Etank.png Reserver.png Reserver.png Missiles.png Missiles.png Supermissiles.png Supermissiles.png Powerbomb.png Powerbomb.png Powerbomb.png

Route

This category is too new to have a well-defined route. However, it is fairly limited, and thus the route is fairly set-in-stone anyway.

First, collect Morph, Alpha Missiles, Bombs, Terminator Energy Tank, Early Supers, Brinstar Reserve.

Go kill Kraid and get Varia.

Go to Norfair and get the second Reserve Tank.

Climb Red Tower, and get the two Power Bomb Packs.

Cross the Moat (getting the second Missile Pack), either with CWJ or Horizontal Bomb Jump.

Defeat Phantoon, and get the second Super Pack.

Go back to Landing Site, and get the third Power Bomb Pack.

Go back to Red Tower, and save before Elevator CF attempts (with CF energy and full ammo). Note that it may be faster to get a different Super Pack (e.g., SpoSpo Supers) and get an Elevator CF suit before going to kill Phantoon, but the category is quite far from needing such optimizations.

Carry the Elevator CF through to East Ocean. Note if you are using L+R Walljumping, you can instead get through East Ocean by walljumping off of a Kamer and then horizontal bomb jumping. However, these route notes are assuming we are avoiding L+R Walljumping.

Spark to get through East Ocean. To get far enough along the bottom, either use a couple fish boosts or do some short single-wall underwater walljumping (on left walls).

Get through to the Maridia Elevator save, with full ammo and CF energy and save.

Get an Elevator CF suit.

Carry this through to West Sand Hall, being mindful to get Energy full (excluding Reserves) and keeping Super count high.

Perform the West Sand Hall damage boost (like done in 12%) to get through this hallway.

Continue on, to the crab hallway with the gate. If you are not full yet, farm to full Energy and Power Bombs.

Now perform a suitless gate glitch with a stored shinespark. This is done by morphing/unmorphing to then be able to shoot angle up after the unmorph. A simple setup to have a good pixel/subpixel is: press against the gate, turn around on the ground, jump and turn-around in the air (TODO: double check this is right).

Now use the intact tube to gravity jump up to Fish Tank.

Perform Fish Tank Climb (with a stored shinespark, nbd).

Perform the Everest Slopespark. The current RTA setup does this by:

  • Making sure you have Energy such that a single crab hit would put you at 0, and your Reserves are full. Have Reserves set to Manual.
  • Priming the crab. The crab used is the tenth enemy, and we want it to have vertical pixel position 867. There are two positions that work, so this is a two frame window. Note that the position 867.49152 has been tested more thoroughly, but both with vertical position 867 have been tested. The relevant RAM addresses are: 7E11BE and 7E11C0 (for pixel and subpixel position of the enemy).
  • Underwater walljump (far enough left that the crab is on screen), and get to the right (without ever putting the crab on screen.
  • Once you are all the way to the right, on the ledge above the door to the right (so not ALL the way), moonwalk to the left very slowly until you have moved left without moving down (so you are no longer on the slope).
  • Jump (this sets vertical subpixel to 65535, RAM address 7E0AFC, in case you somehow got a bad vertical subpixel).
  • Keep jump held, and move the right against the wall (after landing).
  • Turn-around spin jump to the left and keeping holding left).
  • Pause, when walking past a plant cue (dependent on input lag). The goal is for the knockback timer (RAM address 7E18AA) to have 1 when the pause menu comes up. It is frame perfect.
  • Damage boost as early as you can (while running into the crab the whole time. This is a frame perfect switch from left to right. The horizontal position should read 974.55551 (RAM addresses 7E0AF6 and 7E0AF8 for pixel/subpixel).
  • Set Reserves to Automatic, and unpause.
  • When Reserves finish filling, jump to initiate a shinespark (you shouldn't be holding anything after unpausing). This is a frame perfect jump. If you got it right, Samus will stay floating in the air as she do with slopesparks.
  • Pause/unpause to fix the screen.
  • Remember to spark angled up.

Carry this spark to the Below Botwoon Energy Tank Room to farm up Supers (and whatever other ammo you need).

Perform a Crystal Spark to get a blue suit. Then use the Zoa to farm to full again.

Use the blue suit to get to Botwoon. Don't miss that much, since no Charge Beam.

Continue carrying the blue suit to Halfie Climb Room, and spark up. Cross Colosseum (don't fall) and finally save.

Underflow at Draygon. This is standard, but note you shouldn't convert the spark to blue since you can't unpause with blue suit (as no Speed Booster).

Spark up Precious, and gravity jump into bomb jump to get up Colosseum. Yes, this works with permagoop speed. Save and reset to get rid of permagoop.

Cross Colosseum.

Getting up in Botwoon Energy Tank Room, the easiest method is to do underwater walljumping since we already had to do that before. So just do that. On the one hand, you have to be pretty fast due to the Zoa coming to get you. On the other hand, they might boost you up so you can downgrab the ledge.

Save in Aqueduct, then damage boost West Sand Hall again.

Finally head towards Lower Norfair. Do the bootless lava dive (have Reserves set to Manual, probably). Go through Lower Norfair, tearing apart everything with your nigh infinite ammo.

Head over to Tourian (remembering to NOT save at the ship, since that will ruin your ammo). Enter with at least 12 power bombs, but probably more for safety.

Power bomb kill the metroids. Stashio skip if you feel like it, but not like it's making or breaking the run. Save, and then tear through the Zebetites and Mother Brain. Escape as normal.