Difference between revisions of "14% GrappleChargeless"

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14% GrappleChargeless is one of the fourteen in-bounds low% categories that are currently humanly possible. A total of 14 items are picked up during the entire run and focuses on using the Grapple Beam and Power Bombs for level progression.
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14% GrappleChargeless is one of the in-bounds [[14%]] categories that have a known RTA completion. A total of 14 items are picked up during the entire run and focuses on using the Grapple Beam and Power Bombs for level progression.
  
Although the WR run utilizes [[L+R Walljumping]], it is theoretically possible to complete the run without it since Grapple Beam removes the need to breach the water pre-colosseum. However, completing the run without it would be extremely difficult since it requires long sections of underwater walljumps without Hi-Jump Boots (and on NTSC would additionally require left wall climbs).
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Although the WR run utilizes [[L+R Walljumping]], it is theoretically possible to complete the run without it since Grapple Beam removes the need to breach the water pre-colosseum. However, completing the run without it would be extremely difficult due to [[Fish Tank Climb]].
  
 
==Prerequisites==
 
==Prerequisites==
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*[[Continuous walljump]] and/or [http://www.twitch.tv/sweetnumb/v/41083555 horizontal] [https://www.youtube.com/watch?v=WJuA8TgUGpc bomb jump] over [[The Moat|the moat]]
 
*[[Continuous walljump]] and/or [http://www.twitch.tv/sweetnumb/v/41083555 horizontal] [https://www.youtube.com/watch?v=WJuA8TgUGpc bomb jump] over [[The Moat|the moat]]
 
*Enter Maridia via forgotten highway and tube gravity jump
 
*Enter Maridia via forgotten highway and tube gravity jump
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*[[Fish Tank Climb]]
 
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]
 
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]
 
*Exit Maridia via [[East Cactus Alley Room]] or left side underwater walljump w/o [[Hi-Jump Boots]]
 
*Exit Maridia via [[East Cactus Alley Room]] or left side underwater walljump w/o [[Hi-Jump Boots]]

Latest revision as of 03:51, 13 May 2022

Something
 
Super Metroid Category
14% grapplechargeless
14% grapplechargeless
WORLD RECORD
3:45:14
2:05 IGT
Full Category
World Record Holder
World Record Holder:
Kingofthehill476
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:
14%
Bosses
Major Bosses:
All
Mini-Bosses:
Boss Order:
KPDR
Glitches
No
No


14% GrappleChargeless is one of the in-bounds 14% categories that have a known RTA completion. A total of 14 items are picked up during the entire run and focuses on using the Grapple Beam and Power Bombs for level progression.

Although the WR run utilizes L+R Walljumping, it is theoretically possible to complete the run without it since Grapple Beam removes the need to breach the water pre-colosseum. However, completing the run without it would be extremely difficult due to Fish Tank Climb.

Prerequisites

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

Collected Items

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

History and Routing

EternisedDragon found a way to ascend Fish Tank RTA by getting doorstuck and spinjumping to the wall on the right. The jump height increase in PAL allows Samus to "catch" the wall on the right and walljump up the room. This is possible on NTSC, but would require left side walljumps since the reduced jump height will not reach the wall on the right. This was thought to be TAS only for a long time and this opens up 14% Grapple-Chargeless, Pb-Pb, and Grapple-Speed as theoretically humanly doable categories.

The first obstacle of the run is East Ocean, which requires meticulously timed bomb jumps or an elevator cf suit to pass. The WR run obtains a flash suit from the red tower elevator and carries it over to East Ocean to spark up to the door. The player would need to do another elevator cf and turn it into a blue suit to be used in Mt. Everest. The blue suit must be carried through forgotten highway and West Sand Hall, which poses risk since falling in the sand can lose the blue suit. An underwater Green Gate Glitch in Crab Tunnel is required to access Main Street and the tube below. When the tube is not broken, underwater physics are not present and a gravity jump can be done from the top of the tube to the ledge leading to Fish Tank. This gravity jump is the entire reason for navigating through forgotten highway in the first place. The player then ascends up Fish Tank and uses Grapple Beam to traverse Mt. Everest.

Unlike 14% Pb-Pb, the blue suit is kept in order to pass through the speed blocks in Botwoon Hallway and Botwoon Energy Tank Room. Because of grapple, the Halfie Climb Room does not require L+R climbing and Colosseum becomes significantly easier. Because of this, it would be theoretically possible to complete the run without L+R if the player can climb Fish Tank on the way to Draygon and Botwoon Energy Tank Room on the way out of Maridia. The WR run decides to shoot the Gadora and then spark out in order to have more ammo for the fight. The Draygon ammo underflow would then be completed.

Since this category is most likely run on PAL, the Draygon underflow timing is different compared to other chargeless categories. In 14% Chargeless, the Power Bomb is to be laid on the 20th frame after Draygon appears. Not having Gravity Suit changes the timing to the 18th frame after in categories such as 14% Chargelice and 14% xChargeless. These timings are on NTSC. On PAL and without Gravity Suit, the Power Bomb must be laid on the 13th frame after Draygon appears, making it harder to react in time especially if there's input lag present. This is because of the way PAL compensates for running 50fps rather than 60. Samus and enemies move faster in relation to their environment. Draygon moves faster and reaches Samus sooner, leaving less time to react with reaction-based timing.