Minimal button press numbers analysis
- 1 Minimal button press numbers analysis
- 2 Distinction between 2 definitions (static and adaptive button press definition)
- 3 Buttons that (individually, but not necessarily in combination) never need to be pressed to beat the game normally
- 4 Minimal number of Jump action presses
- 5 Minimal number of Dash action presses
- 6 Minimal number of Cancel action presses
- 7 Minimal number of Angle Down action presses
- 8 Minimal number of Angle Up action presses
- 9 Minimal number of Start action/button presses
- 10 Minimal number of Shot action presses
- 11 Minimal number of Up action/button presses
- 12 Minimal number of Down action/button presses
- 13 Minimal number of Left action/button presses
- 14 Minimal number of Right action/button presses
On the Controller Setting Mode screen (which can be reached with just inputs on Start or A together with Down or Up) any basic action listed there can be remapped to another button without having to use the button even just once that initially was assigned to a given basic action. Note though that Crystal Flashes require both shoulder buttons in any case, independent on if one tried to remap their initially assigned action or not.
- static button press definition:
In this case one is counting the number of button presses that happen throughout a playthrough of the game for any fixed button on the controller. Pressing a button will refer to this notion.
- adaptive button press definition (or action usage definition):
In this case one is counting for a fixed/chosen action the number of button presses on the controller that have in the moment of the button press exactly this action assigned to them, for any fixed basic action (among Up, Down, Left, Right, Select, Start, Cancel, Shot, Jump, Dash, Angle Up, Angle Down). Pressing an action will refer to this notion.
Note that for the buttons Up, Down, Left, Right, Start, their initially assigned action cannot be changed (under normal circumstances other than Arbitrary Code Execution), so that the 2 ways of counting coincide for these cases.
The initial default mapping between buttons and actions is as follows:
- Up button = Up
- Down button = Down
- Left button = Left
- Right button = Right
- Select button = Select
- Start button = Start
- A = Jump
- B = Dash
- X = Shot
- Y = Cancel
- L = Angle Down
- R = Angle Up
Buttons that (individually, but not necessarily in combination) never need to be pressed to beat the game normally
- A = 0 (due to the indirect button action remapping method via the Controller Setting Mode menu).
- B = 0 (due to the indirect button action remapping method via the Controller Setting Mode menu).
- Y = 0 (due to the indirect button action remapping method via the Controller Setting Mode menu).
- L = 0 (due to the indirect button action remapping method via the Controller Setting Mode menu).
- R = 0 (due to the indirect button action remapping method via the Controller Setting Mode menu).
- Start button = 0 (since one can just advance through menus with A presses and Start isn't needed once for advancing during gameplay).
- X = 0 (due to the indirect button action remapping method via the Controller Setting Mode menu).
Minimal number of Jump action presses
- Jump = 1 (one just presses the action with some button once and then from there keeps on holding the button at least up to around Bombs that allow IBJ, in order to travel around using automatic turnaround spinjumps).
Minimal number of Dash action presses
- Dash = 0 (since the game can be beaten Dashless by getting past the so-called Noob-Bridge and e.g. originally by using a ceiling Crystal Flash to get to Botwoon).
Minimal number of Cancel action presses
- Cancel = 0 (since one can just always cycle through all HUD icons using a button that is assigned to the Select action).
Minimal number of Angle Down action presses
- Angle Down = 0 (since one can just always aim diagonally using directional button input combinations).
Minimal number of Angle Up action presses
- Angle Up = 0 (since one can just always aim diagonally using directional button input combinations).
- Start (button) = 0 (since one can just advance through menus with A presses and Start isn't needed once for advancing during gameplay).
Minimal number of Shot action presses
- Shot = ?. For this, there's the following Moonwalk Angle Shot method ( https://www.youtube.com/watch?v=dy4sVuHw2W8&feature=youtu.be ), aswell as using Cancel presses while holding a Shot button in order to fire uncharged beam shots that can help reducing this count.
- Up (button) = 2 (for 2 elevator rides: Back from Blue Brinstar to Crateria, and back from Norfair to Brinstar. For a final elevator ride back to Crateria from either Brinstar or Maridia, certainly a Superjump (which doesn't involve Up-presses) allows to trigger the elevator ride (which however only works if the last elevator ride direction was upwards to not be softlocked in an infinite elevator ride); note that with Out of Bounds & major glitches one possibly could reduce this count further and maybe even to 0).
- Down (button) = ?. There's an estimate on this of around 20 to 30 presses (using G-Mode knockback-morphing as method to avoid having to press Down in order to morph, aswell as using midair turnaround morphing as means to morph with just 1 Down input).
- Left (button) = 1 (with Right+Left; but without major glitch abuse). Right presses force Samus to roll rightwards even if Left is held, and while standing, with Right one will rapidly turn around and can walk, run and even spinjump (or do running jumps or super short charges) in any direction (and continue in that direction once one has Spacejump). By pausing and unpausing during a rightwards spinjump from ground, one can do walljumps and inverse walljumps on walls on the right side aswell as climb onto short overhangs reaching out to the left from higher up at walls on the right of Samus. IBJ can be done on either side of straight walls, and on left walls during IBJ one can unmorph and hold Left+Right in order to get knocked about 3 to 4 tiles rightwards from there. Elevators downwards can easily be triggered by spamming Down inputs while standing with rapid turnarounds on them, and for riding an elevator upwards, one can alternate between Down and Up inputs for triggering the elevator after a crouch. The Bowling Chozo hand grab can still be triggered even though it is a bit tricky to land at the right spot on the hand when coming and rolling off from the top of the statue. Horizontal shinesparks can be started upon landing on ground aswell. And enough ammunition for Mother Brain's room can be collected aswell easily. But apparently while one's midair in ballform, one cannot switch the direction one's moving, so it seems Ice Beam might not be accessible, which however isn't a major problem. Bow spinjumps where one's initially spinjumping rightwards and then releases Right to continue leftwards is possible, but not vice versa it seems, but items in the equipment screen can still be turned off and on again.
- Right (button) = ?.