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		<title>Minimal button sets analysis - Revision history</title>
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		<title>Aran;Jaeger: See previous summary</title>
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				<updated>2017-01-18T05:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;See previous summary&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Minimal sets of used buttons analysis (for PAL and NTSC, inbounds, without SpaceTime-beam [or GT-Code which already needs Dash and Cancel]) [as a generalization of the &amp;quot;No-Dash-Button&amp;quot; category]: (unfinished)&lt;br /&gt;
&lt;br /&gt;
The set of all (2) button-sets which (theoretically) allow for beating the game and that are minimal with respect to subsets is given by {(Left, Right, Down, Up, Jump, Shot, Select)}*{(Dash), (L, R)}=&lt;br /&gt;
{(Left, Right, Down, Up, Jump, Shot, Select, Dash), (Left, Right, Down, Up, Jump, Shot, Select, L, R)}.&lt;br /&gt;
&lt;br /&gt;
One can easily check that TAS can get across the so-called &amp;quot;Noob-Bridge&amp;quot; even without the use of Dash, by ledge-grabbing onto one crumble-block after another. The Ice-beam though cannot be collected if neither L nor R nor the Dash button is allowed to be used at any time. And without Ice, one cannot use the Botwoon-skip route and one cannot get past the pre-Botwoon room since that would need either a Ceiling-CF., or an Ice-ceiling-clip, or X-Ray (for R.-Mode), or speed echoes, or a shinespark. Thus, the above mentioned button combinations are indeed the only minimal options.&lt;br /&gt;
&lt;br /&gt;
In both cases, Max% is 100% (which is even humanly doable).&lt;br /&gt;
&lt;br /&gt;
TODO: Provide visualization videos for the Max% options.&lt;br /&gt;
&lt;br /&gt;
Set of all Low% options for the case that L and R are added:&lt;br /&gt;
&lt;br /&gt;
[Core = (Interior, Varia, Charge) = (E2, 1*E-Tank, Varia, Charge)]&lt;br /&gt;
&lt;br /&gt;
[Interior = (E2, 1*E-Tank)]&lt;br /&gt;
&lt;br /&gt;
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB)]&lt;br /&gt;
&lt;br /&gt;
Gravity-Powerbomb:&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM+1*PB, Gravity, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM+1*PB, Gravity, 1*E-Tank, 1*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM+1*PB, Gravity, 2*R-Tank)&lt;br /&gt;
&lt;br /&gt;
And this option (with all its sub-categories) is the only one, since&lt;br /&gt;
&lt;br /&gt;
(i) all 14% categories that use Speedbooster need Dash to start running for Echoes.&lt;br /&gt;
&lt;br /&gt;
(ii) all 14% categories that use X-Ray need Dash to use it.&lt;br /&gt;
&lt;br /&gt;
(iii) One cannot enter the temporary Blue-Suit state without Speedbooster, Blue-Suit needs Shinespark-Suit if one does not have Speedbooster, Shinespark-Suit needs a Crystal Flash, and for this, one needs at least 10 powerbombs.&lt;br /&gt;
&lt;br /&gt;
(iv) Hypothesis: One cannot collect Ice if one neither can use Dash nor a Shinespark can be used (without major-glitches).&lt;br /&gt;
&lt;br /&gt;
Thus, only 14%Gravity-PB and 14%Ice-PB would remain, but in the latter case, due to the hypothesis, one would have to obtain Shinespark-Suit in order to get to Ice, and in this case, the Shinespark-Suit could only be gotten at Draygon to whom one can only get using Ice in this category, which leaves us only with 14%Gravity-PB, which is a valid option for TAS.&lt;br /&gt;
&lt;br /&gt;
Set of all Low% options for the case that Dash is added:&lt;br /&gt;
&lt;br /&gt;
[Core = (Interior, Varia, Charge) = (E2, 1*E-Tank, Varia, Charge)]&lt;br /&gt;
&lt;br /&gt;
[Interior = (E2, 1*E-Tank)]&lt;br /&gt;
&lt;br /&gt;
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB)]&lt;br /&gt;
&lt;br /&gt;
Gravity-Ice:&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, Gravity, Ice, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, Gravity, Ice, 2*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, Gravity, Ice, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, Gravity, Ice, 2*R-Tank)&lt;br /&gt;
&lt;br /&gt;
X-Ice:&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, X-Ray, Ice, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, X-Ray, Ice, 2*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, X-Ray, Ice, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, X-Ray, Ice, 2*R-Tank)&lt;br /&gt;
&lt;br /&gt;
HighJump-Ice-PAL:&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, HighJump, Ice, 2*E-Tank; PAL) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, HighJump, Ice, 2*E-Tank; PAL) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)&lt;br /&gt;
&lt;br /&gt;
Ice-Speed:&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, Speed, Ice, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, Speed, Ice, 2*E-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, Speed, Ice, 1*E-Tank, R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, Speed, Ice, 1*E-Tank, R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+1*M+1*SM, Speed, Ice, 2*R-Tank) ;&lt;br /&gt;
&lt;br /&gt;
(Core+2*SM, Speed, Ice, 2*R-Tank)&lt;br /&gt;
&lt;br /&gt;
In all 14% categories that do not use Ice, a diagonal shinespark for the Zebetite-Skip is necessary, which requires the R button, and all categories that include &amp;quot;PB&amp;quot; require a Crystal Flash and hence L and R. This leaves us with 14%X-Ice, 14%HighJump-Ice(PAL), 14%Gravity-Ice, 14%Ice-Speed, which are all valid options.&lt;/div&gt;</summary>
		<author><name>Aran;Jaeger</name></author>	</entry>

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