Difference between revisions of "0%"

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(X-Ray: Fill out details for this portion of the route)
(Power Bombs: Details of this portion of the run)
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=== Power Bombs ===
 
=== Power Bombs ===
  
The player should then access the other non-GT file, and perform a [[Doorskip]], a 2x frame perfect trick involving a frame perfect pause while falling down to the Parlor -> Climb vertical door, then a frame perfect position change (such as angle up or firing the beam) while falling through the door transition. When this doorskip is executed perfectly, the player should fall through the door transition itself, into the out of bounds, where they will be able to touch the newly-created 0F(44) block at a certain position to set Samus' power bomb count to 127 without increasing her maximum.
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The player should then access the other non-GT file, normalize the Out Of Bounds by entering the [[Climb]], and then perform a [[Doorskip]], a 2x frame perfect trick involving a frame perfect pause while falling down to the Parlor -> Climb vertical door, then a frame perfect position change (such as angle up or firing the beam) while falling through the door transition. When this doorskip is executed perfectly, the player should fall through the door transition itself, into the out of bounds.
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You will need to navigate to the right, going up by one tile each time you hit a new copy of the room. Ideally you can mockball across each copy, but if you accidentally mockball off of the bomb blocks, there is a chance you could jump into a bad transition block. To avoid this, you could just roll across each copy and bomb yourself up to each new level.
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Once you've wrapped the room vertically nearly twice, you'll come just above the door Sprite. Go to the far right of this level, then stand up and walk left until you stop. From here you'll do some [[Normalized Movement]] to touch the newly-created 0F(44) block at a certain position to set Samus' power bomb count to 127 without increasing her maximum.
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Do a bunny-hop left, then do four auto-spinjumps to the left. To turnaround for each auto-spinjump, you can hold Angle Up and Angle Down to avoid moving out of place if you accidentally press the dpad too long.
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Then do one auto-spinjump to the right, then do four bunny-hops to the right. Do one final bunny-hop to the left, and the Power Bomb item box will pop up. Hold an Angle button. Despite no fanfare, this lasts as long as a normal item pickup. Once that one is done, a Missile item box will pop up.
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After this is done, you'll land on a solid block. Hold jump, then hold right 10 frames later (this is the Spikesuit rhythm, or you can use a metronome at 360bpm). This will put you in Terminator with your head sticking out of the ground, and you can jump to come back in. A bad rhythm of those two button presses will leave you embedded in the floor, softlocked.
  
 
=== X-Ray ===
 
=== X-Ray ===

Revision as of 02:03, 21 October 2019

Something
 
Super Metroid Category
0%
0%
WORLD RECORD
1:46:43
0:54 IGT
Full Category
World Record Holder
World Record Holder:
UNHchabo
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:
0%
Bosses
Major Bosses:
Kraid
Mini-Bosses:
Boss Order:
None
Glitches
Yes
No


History

0%, also known as Low% Glitched, is the lowest percentage required to beat the game by any means necessary. The history of Low% Glitched can be seen on the Record Progression page, including the previous percentages that were thought to be the lowest possible such as 3% and 2%. This category relies on the item percentage shown at the end of the credits; the single-file method for 3% collects 4 items, making that the lowest number of items collected in a run.

In order to achieve the goal of 0%, Samus must utilize block 0F(44) (also known as god block), which is probably the most powerful block in the entire game. This block does a different thing depending on Samus's X position, making it very difficult to get it to do what you want. A few of the more important things that it can do are: giving Samus ammo i.e. missiles, supers, power bombs without actually increasing her max amount (causing it to not count towards item %), removing all major items except beams and reserves from Samus's "have" list meaning that they don't count towards item %, setting Samus's max for ammo to 0, as well as crash the game a few different ways. It is pretty clear to see that it allows some extraordinary item % manipulation.

For 0%, this block is created twice. Once to give Samus 127 Power Bombs while leaving her maximum at 0, and once to remove all of her major items.

Route

GT Code and PB Setup

The beginning up to the "Climb" is basically the same. Once the bombs are collected, the save station is used in Parlor, and a file is copied over from the save to another file. From there, the player will obtain GT Code on one of the files and return to Landing Site. If you're going for an optimized run you can use Spacetime to wrongwarp all the way to Crateria, as with Any% GT Code, and can even forgo copying the save file, but due to the Spacetime Reset effects you can't do this if you want to be able to save at the ship and reset if you make a mistake during the out of bounds navigation.

In the Landing Site -> Parlor door transition, you must activate a shinespark on the same frame you walljump-check the door in order to become stuck in the right Parlor door. After X-Ray climbing, you must navigate out of bounds to the location where you will do the X-Ray manipulation.

Depending on how crisp your X-Ray climbs are, there could be transition blocks on the ground in between the end of the climb and the next platform you need to stand on. So Space Jumping left at the height that Samus is visible through this room is the safest strat. When the room is fully scrolled to the left, there will be a hole between two platforms around the middle of the hump coming down from the ceiling on the left side of the screen. Stand on the platform just to the right of this hole, and there should be only a few pixels of Samus' feet visible.

Auto-spinjump to the left, pause to re-enable morph, and morph. Hold left, then hold jump to Spring Ball Jump after falling off the edge. A rhythm between half a second and a second should work. You should land so that you're visible on the right side of the screen, up against a wall on your left. Unmorph, face right, and auto-spinjump left against the wall.

In the next few segments of navigation, the biggest hazard will be walljump-checking transition blocks. When you're in spin you will want to be neutral on the dpad as much as possible, and you will need to break spin before moving away from being directly next to transition blocks.

Continue Space Jumping up that wall until you hit your head on a solid block. Move left to avoid it, then a few blocks above that block, move right to the wall above it. Space Jump up that wall, also until you hit your head on a solid block. Break spin on way up to hit the block again, and move right onto the platform.

Keep moving until you're back on screen, centered under the hump coming from the ceiling. Do a stationary space jump up, then after two wraps of the screen, break spin as you near the top of the screen, then move slightly left onto that platform.

Next you need to get in the right position for the X-Ray activation. When facing right, crouching, and aiming up, 2 of the pixels at the end of Samus' gun will be visible, and 3 pixels will be obscured by the rock ceiling.

Stand up, activate X-Ray, and hold down. After several seconds, part of the screen will start flashing, and you can disable X-Ray. Tap right, and fall to the ground.

Move right until you run into solid blocks, then do an X-Ray turn from right to left. This will change a few of the blocks nearby to make the further navigation safe, but if you use X-Ray for too long, you will undo the changes to the blocks we want to use.

Morph and roll right for a few seconds, then run right until you're off-screen; you'll hit a block shortly after. Hop up on that block, then run right and charge a shinespark. A 2-tap will likely stop in the right spot. Release the spark up from a crouched position, from the left side of the middle terrace.

After this, you must kill Samus without entering the ship area. The fastest method is using the acid in Crateria Super Room. If the ship area is ever accidentally entered, it will completely erase any previous out of bounds manipulation, so it is important that the player knows how to, and when not to, enter the ship area in this run.

After successfully modifying data and exiting the out of bounds, the player has to kill themselves instead of saving a/o resetting because resetting the game, or simply causing the intro scene to play, will change what the out of bounds contains. The menu after dying also has to be taken cautiously, because accidentally showing the intro scene there, like previously stated, will ruin the previous manipulation. If you're using multiple save files, you must select "Yes" to continue, but then press B to back out to the menu before selecting the other file. A single save file is easier, since you can simply select "Yes" and continue from the Parlor save.

Power Bombs

The player should then access the other non-GT file, normalize the Out Of Bounds by entering the Climb, and then perform a Doorskip, a 2x frame perfect trick involving a frame perfect pause while falling down to the Parlor -> Climb vertical door, then a frame perfect position change (such as angle up or firing the beam) while falling through the door transition. When this doorskip is executed perfectly, the player should fall through the door transition itself, into the out of bounds.

You will need to navigate to the right, going up by one tile each time you hit a new copy of the room. Ideally you can mockball across each copy, but if you accidentally mockball off of the bomb blocks, there is a chance you could jump into a bad transition block. To avoid this, you could just roll across each copy and bomb yourself up to each new level.

Once you've wrapped the room vertically nearly twice, you'll come just above the door Sprite. Go to the far right of this level, then stand up and walk left until you stop. From here you'll do some Normalized Movement to touch the newly-created 0F(44) block at a certain position to set Samus' power bomb count to 127 without increasing her maximum.

Do a bunny-hop left, then do four auto-spinjumps to the left. To turnaround for each auto-spinjump, you can hold Angle Up and Angle Down to avoid moving out of place if you accidentally press the dpad too long.

Then do one auto-spinjump to the right, then do four bunny-hops to the right. Do one final bunny-hop to the left, and the Power Bomb item box will pop up. Hold an Angle button. Despite no fanfare, this lasts as long as a normal item pickup. Once that one is done, a Missile item box will pop up.

After this is done, you'll land on a solid block. Hold jump, then hold right 10 frames later (this is the Spikesuit rhythm, or you can use a metronome at 360bpm). This will put you in Terminator with your head sticking out of the ground, and you can jump to come back in. A bad rhythm of those two button presses will leave you embedded in the floor, softlocked.

X-Ray

After navigating back in-bounds, you need to enter The Climb in order to place a transition block to Landing Site in Parlor. Do another doorskip in Parlor, fall to the ground, and mockball to the right. Wrap around the screen once, stopping just to the right of the platform in the center of the screen. Infinite Bomb Jump up, just over 2 full warps of the screen. After the second time you pass the platform in the middle of the screen, the platform you want to land on will be just to the left, about a tile and a half above that.

Move left until you're straddling the boundary between the rightmost block of the center platform, and the bar that makes up the middle. Jump straight up into a door transition to Landing Site, and hold Jump and Right as the room loads.

You will end up on top of the room, same as when you finish the X-Ray Climb in Any% Glitched. You want to hit the door transition to Crateria Tube, where you'll come back in-bounds. This will usually happen if you hit the door directly below you at the very top, as seen with the GT Spacetime route. You can do this by either doing the "left then right" movements as with GT Spacetime, or you might have better luck by aligning to the right wall, and either morphing, rolling left until you hear yourself roll off the edge then hold right; or by pressing Shot and Left at the same time, and holding left starting on the fourth shot.

From here you go down and collect X-Ray Scope in a similar manner to a 0 e-tank route for Any% Glitched.

However, you cannot collect any Power Bomb drops until after leaving the X-Ray area, because this will cause you to lose all of your Power Bombs. After this point you can continue if you accidentally pick up a drop, although ideally you will still want to avoid them. You will want to open the door in Red Brinstar Elevator Room on the way down, both for this reason, as well as to be more time-efficient.

Artificial Varia

Next, after saving in Parlor and resetting, another doorskip is required from Parlor to Landing Site, in order to create and use the block that will give the artificial Varia Suit.

Now that you have X-Ray, each of the doorskips for the rest of this run can be replaced with an X-Ray Climb in Landing Site, but due to the lack of Supers will need to be the slow setup from 3%, rather than the faster setup from Any% Glitched.

Once out of bounds in Landing Site, you'll need to navigate through four full copies of the room, and partway through the fifth. Stop one platform above the morph tunnel, and move right so you're against the wall.

Activate X-Ray and hold down until the screen starts flashing, then tap up and down until you're right on the boundary between flashing and not flashing. Holding up for 4 beats at 240bpm should put you at the right setup before turning it off. This X-Ray activation builds a "floor" of solid blocks for the next X-Ray setup, and positions the transition blocks for when you go back to Parlor.

Walljump up two screens to the top of that wall, then you'll want to phase into the side of the wall such that you're standing two tiles below the floor. Out of bounds tiles have a strange property that Samus can move through them as long as her head isn't blocked. The easiest setup for this is to run as far right as you can on that ceiling (you will see the side of the ship), then run left and start firing at the same time. In between the 7th and 8th shots, start running right. If you got this right, you will start falling before you reach the right side.

When you start falling, hold left. Being too far right as you fall can cause another type of block to be created instead of the Varia block.

Now you need to do some Normalized Movement. Once you're on the ground and against the left wall, perform two turnaround-remorph bombjumps, then mid-air turn to the left.

X-Ray down until the screen starts flashing, then go left to the wall. Perform a turnaround bombjump without a remorph to the right, then autospinjump to the left. Fire a shot, and you should get Varia Suit.

After the suit acquisition cutscene is done, tap right and Samus will fall. After she lands, run left, and she'll be next to a copy of the ledge coming out from Crateria Power Bomb Room. Jump left until you see her come on the right side of the screen, then run right until she stops. You'll be at a new copy of the area you used X-Ray for. Climb the wall and get inside it as before, except don't hold left as you fall or you'll run into blocks that will crash the game. Instead, repeatedly tap left as you fall. Once you hit the ground go all the way left to the wall, then walk right (without Dash) until you hit a door transition to Parlor.

You will be in the ground underneath a copy of the left side of the room. X-Ray Climb out of the ground (including turning off Morph), and then navigate through the slope blocks into the door to Terminator.

It's possible to spawn directly underneath the door blocks, in which case you'll either be sent to Terminator, or Landing Site. If you're sent to Landing Site, *immediately* hold right until you stop moving, then tap left until you fall. This will put you back after the long fall in the normal out of bounds navigation. However, you will have touched an elevator block, so you'll need to pause and pause before hitting another door transition.

Once you're back in-bounds, save and reset, then doorskip again to go down Red Tower into Norfair.

Item Removal

Pick up Hi-Jump Boots, save and reset, then get stuck in the door of Cathedral Entrance, where you'll X-Ray Climb up, navigate to the spot where you will create the 0F(44) block, and touch it to remove all major items.

Ceres Reset

Navigate back up to Parlor, save, and do another doorskip or X-Ray Climb to Landing Site. However, since your inventory doesn't contain any items anymore, you can't turn off Morph for the X-Ray Climb, and you can't turn off Hi-Jump Boots for the doorskip. This means the setup for either trick will be different than normal.

In order to reset to Ceres and remove the missiles, you will need to use the method shown in the 3% tutorial.

Collected Items

The items that make up 0% are the following:

Morphball.png Missiles.png Bombs.png Powerbomb.png Varia.png Xray.png


Morphing Ball is required to 'awaken' the planet and utilize Power Bombs.

Similarly to above, one Missile expansion is also required to awaken the planet. Because all missiles are deleted in the end, there is no limit to the number that are allowed to be collected if one so desires.

Bombs are required to do a lot of the out of bounds necessary to make 0% possible.

Powerbombs are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to collect x-ray.

Varia Suit is required in order to resist heat damage during the key out of bounds navigation. It is worth noting that Varia is not collected in the traditional way, but is rather created in the out of bounds area of landing site and collected that way.

X-Ray Scope is required as it is an integral part of most of the out of bounds navigation, allowing Samus to x-climb into the out of bounds areas of certain rooms but also to modify the BTS of blocks and create whatever blocks are necessary.

Tutorial

Matrick created a LOTAD (Low Optimization Tool Assisted Demonstration) with commentary, that you can find here.

Chabo has a run with the hitbox viewer that uses safe strats here.

Category page under construction.