Difference between revisions of "Minimal item combinations analysis"

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=== Minimal Item combinations analysis: (last update: 05.05.2018) ===
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=== Minimal Item combinations analysis: (last update: 23.07.2019) ===
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An important update to this section is missing, due to the new possibility of killing the 3rd Zebetite by hitting the bottom part of the 2nd Zebetite with a dopplering approach while it already has 0 hp, allowing to effectively reduce ammo needed for the cases in which the Zebetites cannot be skipped. Furthermore, by combining Chainsaw-Beam powerbombs with a Superjump (using X-Ray shortly after the powerbomb was layed) to delete the beam cooldown so that no single Missile needs to be added to kill a Zebetite (TODO: movie file that demonstrates this).
  
 
In the following, certain minimal item combinations are investigated. In this case ''minimal item combinations'' refers to item combinations which are for tool-assisted superplay sufficient to beat the game without GT-Code, Out of Bounds or Spazer+Plasma beam combinations, but in such a way that if even just a single arbitrary item of a given combination is taken away, the game cannot be beaten anymore in this manner with the remaining items of a given collection. In the following, those minimal item combinations are looked at that contain at least either Varia, Gravity or at least one R.-Tank (such that no extreme, optimal hellruns using Pause Abuse in Lower Norfair are necessary to be investigated), ordered by 3 distinctions:
 
In the following, certain minimal item combinations are investigated. In this case ''minimal item combinations'' refers to item combinations which are for tool-assisted superplay sufficient to beat the game without GT-Code, Out of Bounds or Spazer+Plasma beam combinations, but in such a way that if even just a single arbitrary item of a given combination is taken away, the game cannot be beaten anymore in this manner with the remaining items of a given collection. In the following, those minimal item combinations are looked at that contain at least either Varia, Gravity or at least one R.-Tank (such that no extreme, optimal hellruns using Pause Abuse in Lower Norfair are necessary to be investigated), ordered by 3 distinctions:

Revision as of 19:54, 23 July 2019

Minimal Item combinations analysis: (last update: 23.07.2019)

An important update to this section is missing, due to the new possibility of killing the 3rd Zebetite by hitting the bottom part of the 2nd Zebetite with a dopplering approach while it already has 0 hp, allowing to effectively reduce ammo needed for the cases in which the Zebetites cannot be skipped. Furthermore, by combining Chainsaw-Beam powerbombs with a Superjump (using X-Ray shortly after the powerbomb was layed) to delete the beam cooldown so that no single Missile needs to be added to kill a Zebetite (TODO: movie file that demonstrates this).

In the following, certain minimal item combinations are investigated. In this case minimal item combinations refers to item combinations which are for tool-assisted superplay sufficient to beat the game without GT-Code, Out of Bounds or Spazer+Plasma beam combinations, but in such a way that if even just a single arbitrary item of a given combination is taken away, the game cannot be beaten anymore in this manner with the remaining items of a given collection. In the following, those minimal item combinations are looked at that contain at least either Varia, Gravity or at least one R.-Tank (such that no extreme, optimal hellruns using Pause Abuse in Lower Norfair are necessary to be investigated), ordered by 3 distinctions:

  • Inclusion of Gravity (I.), or exclusion of Gravity (II.)
  • Inclusion of Charge (1.), or exclusion of Charge (2.)
  • Inclusion of Varia (a.), or exclusion of Varia (b.).

(to-be-deleted interim reminder info:

[Core = (Interior, Varia, Charge) = (E2, 1*E-Tank, Varia, Charge)]

[Interior = (E2, 1*E-Tank)]

[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB)])

Categories that include Gravity, Charge, and Varia

http://deanyd.net/sm/index.php?title=All_I.1.a.-Options

Categories that include Gravity and Charge, but not Varia

http://deanyd.net/sm/index.php?title=All_I.1.b.-Options

Categories that include Gravity and Varia, but not Charge

http://deanyd.net/sm/index.php?title=All_I.2.a.-Options

Categories that include Gravity, but neither Charge nor Varia

https://wiki.supermetroid.run/All_I.2.b.-Options

Categories that include Charge and Varia, but not Gravity

https://wiki.supermetroid.run/All_II.1.a.-Options

Categories that include Charge but neither Gravity nor Varia

http://deanyd.net/sm/index.php?title=All_II.1.b.-Options

Categories that include Varia, but neither Gravity nor Charge

http://deanyd.net/sm/index.php?title=All_II.2.a.-Options

Categories that neither include Gravity nor Charge nor Varia

http://deanyd.net/sm/index.php?title=All_II.2.b.-Options