Difference between revisions of "4%"
(→Resources: 4% route demo video) |
(Updating WR to Zohdin's 19:07) |
||
(6 intermediate revisions by the same user not shown) | |||
Line 2: | Line 2: | ||
|catname=4% | |catname=4% | ||
|cattype=Full Category | |cattype=Full Category | ||
− | |rtwr= | + | |rtwr=19:07 |
|gtwr=0:14 | |gtwr=0:14 | ||
− | |wrholder= | + | |wrholder=Zohdin |
− | |wrlink=https://www.youtube.com/watch?v= | + | |wrlink=https://www.youtube.com/watch?v=X0sB4Q1lI_0 |
|wrtext=Youtube Video | |wrtext=Youtube Video | ||
Line 20: | Line 20: | ||
It is possible to finish the game with an item percentage shown at the end of the credits of [[0%]] by removing items that Samus previously picked up, but that category picks up significantly more items overall. | It is possible to finish the game with an item percentage shown at the end of the credits of [[0%]] by removing items that Samus previously picked up, but that category picks up significantly more items overall. | ||
− | + | This category is defined by the number of items picked up, so all single-file [[3%]] runs qualify. | |
== Route == | == Route == | ||
Line 26: | Line 26: | ||
The route for this category is identical to the single-file route for [[3%]], except there's no need to do a Ceres Reset to remove the missiles from your inventory, so the [[Out of Bounds]] navigation at the end can be the same as [[Any% Glitched]] instead, just to set the Escape flag. | The route for this category is identical to the single-file route for [[3%]], except there's no need to do a Ceres Reset to remove the missiles from your inventory, so the [[Out of Bounds]] navigation at the end can be the same as [[Any% Glitched]] instead, just to set the Escape flag. | ||
− | For the [[doorskip|doorskips]] and ensuing [[out of bounds]] navigation, there are two methods, each of which have their own pros and cons. The method shown in the 3% tutorial uses easier out-of-bounds movement, but the out-of-bounds is normalized by starting the game from a Parlor save, so failing the doorskip and entering [[The Climb]] requires a reset. The other method, shown in the doorskip tutorial for [[Any% Glitched]], normalizes the out-of-bounds by entering [[The Climb]], so each failed attempt costs little time, but has much more difficult out-of-bounds navigation. | + | For the [[doorskip|doorskips]] and ensuing [[out of bounds]] navigation, there are two methods, each of which have their own pros and cons. The shuffler block method shown in the 3% tutorial uses easier out-of-bounds movement, but the out-of-bounds is normalized by starting the game from a Parlor save, so failing the doorskip and entering [[The Climb]] requires a reset. The other method, shown in the doorskip tutorial for [[Any% Glitched]], normalizes the out-of-bounds by entering [[The Climb]], so each failed attempt costs little time, but has much more difficult out-of-bounds navigation. |
The third doorskip, as shown in the 3% tutorial, can be replaced by an [[X-Ray Climb]], but given the lack of Super Missiles, you cannot use the standard [[Any% Glitched]] method to get stuck in the door. Instead, you must use the geemer at the bottom left of the room, since that is the only one that moves clockwise around the room, and does not move when off-screen. If you [[Normalized Movement|normalize]] your position with a series of turnarounds, that will allow you to damage boost off of the geemer and get Deep Stuck in the door. This method is significantly slower than an ideal doorskip, but it is much more consistent. | The third doorskip, as shown in the 3% tutorial, can be replaced by an [[X-Ray Climb]], but given the lack of Super Missiles, you cannot use the standard [[Any% Glitched]] method to get stuck in the door. Instead, you must use the geemer at the bottom left of the room, since that is the only one that moves clockwise around the room, and does not move when off-screen. If you [[Normalized Movement|normalize]] your position with a series of turnarounds, that will allow you to damage boost off of the geemer and get Deep Stuck in the door. This method is significantly slower than an ideal doorskip, but it is much more consistent. | ||
+ | |||
+ | [[File:FourPercentMorphJump.jpg|right|thumb|Avoid the 09(FF) block]] | ||
+ | |||
+ | If you use the Block Shuffler route and end it with an X-Ray Climb, for reasons unknown the X-Ray Climb will be able to alter the BTS value of one of the blocks you encounter in the final Out of Bounds navigation, turning it from a solid block into a bad transition block. To avoid this you must either use the jump-morph method from Total's Any% Glitched tutorial, or you must intentionally stand on one of the elevator blocks, then pause and unpause once you reach a solid block. | ||
+ | |||
+ | So the basic route outline is: | ||
+ | |||
+ | * Pick up Morph and Missiles | ||
+ | * Doorskip to [[Landing Site]], touch a transition to [[Crateria Power Bomb Room]] | ||
+ | * Pick up the Power Bomb pack | ||
+ | * Doorskip to Landing Site, touch a transition to [[Crateria Tube]] | ||
+ | * Go down to [[Red Tower]] and pick up [[X-Ray Scope]] | ||
+ | * Go back up to [[Parlor]] | ||
+ | * Doorskip or X-Ray Climb to Landing Site | ||
+ | * Activate the Escape Flag with X-Ray | ||
+ | * Enter the ship to end the run | ||
== Collected Items == | == Collected Items == | ||
Line 42: | Line 58: | ||
[[Power Bomb|Powerbombs]] are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to collect x-ray. | [[Power Bomb|Powerbombs]] are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to collect x-ray. | ||
− | [[X-Ray Scope]] is required | + | [[X-Ray Scope]] is required to set the Escape flag. |
+ | |||
+ | == Notes == | ||
+ | |||
+ | The "shuffler block" used in the old method will simply crash the game on the Switch, and it's suspected that this behavior will be the same on other Virtual Console platforms. | ||
== Resources == | == Resources == | ||
Line 49: | Line 69: | ||
*[https://www.youtube.com/watch?v=oWkXPrrQ5Lc 3% tutorial from Matrick] | *[https://www.youtube.com/watch?v=oWkXPrrQ5Lc 3% tutorial from Matrick] | ||
*[https://www.youtube.com/watch?v=4UUWVB3xMTs Zeni's Any% Glitched tutorial] teaches the newer doorskip method | *[https://www.youtube.com/watch?v=4UUWVB3xMTs Zeni's Any% Glitched tutorial] teaches the newer doorskip method | ||
− | *[https://www.youtube.com/watch?v=SbPIKIMeLcI 4% route demonstration by Chabo] | + | *[https://www.youtube.com/watch?v=SbPIKIMeLcI 4% new doorskip route demonstration by Chabo] |
+ | *[https://www.youtube.com/watch?v=jlu5kYMKG7k 4% old doorskip route demonstration by Chabo] | ||
[[Category:Full Category]] | [[Category:Full Category]] |
Latest revision as of 16:12, 8 July 2021
WORLD RECORD RECORDING
|
Category Details
|
This Low% category is the least number of item pickups that a runner can complete the game with.
It is possible to finish the game with an item percentage shown at the end of the credits of 0% by removing items that Samus previously picked up, but that category picks up significantly more items overall.
This category is defined by the number of items picked up, so all single-file 3% runs qualify.
Contents
Route
The route for this category is identical to the single-file route for 3%, except there's no need to do a Ceres Reset to remove the missiles from your inventory, so the Out of Bounds navigation at the end can be the same as Any% Glitched instead, just to set the Escape flag.
For the doorskips and ensuing out of bounds navigation, there are two methods, each of which have their own pros and cons. The shuffler block method shown in the 3% tutorial uses easier out-of-bounds movement, but the out-of-bounds is normalized by starting the game from a Parlor save, so failing the doorskip and entering The Climb requires a reset. The other method, shown in the doorskip tutorial for Any% Glitched, normalizes the out-of-bounds by entering The Climb, so each failed attempt costs little time, but has much more difficult out-of-bounds navigation.
The third doorskip, as shown in the 3% tutorial, can be replaced by an X-Ray Climb, but given the lack of Super Missiles, you cannot use the standard Any% Glitched method to get stuck in the door. Instead, you must use the geemer at the bottom left of the room, since that is the only one that moves clockwise around the room, and does not move when off-screen. If you normalize your position with a series of turnarounds, that will allow you to damage boost off of the geemer and get Deep Stuck in the door. This method is significantly slower than an ideal doorskip, but it is much more consistent.
If you use the Block Shuffler route and end it with an X-Ray Climb, for reasons unknown the X-Ray Climb will be able to alter the BTS value of one of the blocks you encounter in the final Out of Bounds navigation, turning it from a solid block into a bad transition block. To avoid this you must either use the jump-morph method from Total's Any% Glitched tutorial, or you must intentionally stand on one of the elevator blocks, then pause and unpause once you reach a solid block.
So the basic route outline is:
- Pick up Morph and Missiles
- Doorskip to Landing Site, touch a transition to Crateria Power Bomb Room
- Pick up the Power Bomb pack
- Doorskip to Landing Site, touch a transition to Crateria Tube
- Go down to Red Tower and pick up X-Ray Scope
- Go back up to Parlor
- Doorskip or X-Ray Climb to Landing Site
- Activate the Escape Flag with X-Ray
- Enter the ship to end the run
Collected Items
The items that make up 4% are the following:
Morphing Ball is required to utilize Power Bombs.
One Missile expansion is required to get inside the X-Ray Scope Room.
Powerbombs are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to collect x-ray.
X-Ray Scope is required to set the Escape flag.
Notes
The "shuffler block" used in the old method will simply crash the game on the Switch, and it's suspected that this behavior will be the same on other Virtual Console platforms.