Difference between revisions of "Low% for SM. hacks"
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All items on the way are forced upon Samus and are needed to get to the ending, hence Low% = 34% is the unique (humanly doable) low%-solution. | All items on the way are forced upon Samus and are needed to get to the ending, hence Low% = 34% is the unique (humanly doable) low%-solution. | ||
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+ | SM. So Little Garden: 3% (or possibly 4%) | ||
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+ | For TAS the Low% completion of this hack should consist of 1 Missile pack, Ice Beam, Charge Beam, and possibly together with Morphball aswell. Missiles are needed to get access to access to most rooms on the map, and in particular to get Ice Beam which allows in the savestation room closest to Ridley to drop a Viola to the ground and have it crawl the right wall up where one can climb it by repeated quick and short freezes to Jump off of it and switching Ice Beam off between the jumps to allow the Viola to continue moving up, and at the top a diagonal left-upwards Ice Beam shot allows to hit the block that opens up a whole chain of blocks, by jumping against the ceiling and shooting through it at the right time. Charge Beam then allows to actually kill Ridley. Now regarding the need for Morphball, in the in the game so-called Cliff Bagu room the need for Morphball depends on if it is possible in a TAS setting to let how ever many Violas drop to the floor and crawl up the right wall and have Samus climb up with them and let Violas drop from the overhanging ceiling to jump off of them while other Violas continue alongside the surface to then have Samus jump back to them to get to the top right door. If this is possible (which it likely and expectedly is, given how many Violas are available that move with the right orientation with respect to surfaces), then Morphball isn't needed, but otherwise Morphball could solve this problem. |
Latest revision as of 21:26, 2 February 2020
Hack-breaking analysis and low% analysis for hacks (inbounds without major glitches): [This here is in its early stages and further results in here may come for certain hacks at some point in the future. It might also be useful for Low% attempts at SparkConst, namely to see what item-combinations a corresponding low% run/playthrough could consist of.]
First of all, a list of hacks that do not have a proper ending with the Outro that can be reached, and hence will at least temporarily be ignored (although one could for these kinds of hacks also try to figure out what options exist to get to certain places):
Overhaul:
-
Full Hacks:
SM. Ceribris (Version 6.21)
SM. Super Mega-Metroid X-2
-
Mini Hacks:
SM. Arena 7
SM. Dark World
SM. Few Room Hack
SM. Lunar Pull
SM. Mindfuck
SM. Perspective
SM. Phantom
SM. Platinum Hexadecimal
SM. Playground
SM. Ridley´s Revenge (Tyjet66)
SM. Screwed and Chopped
SM. Sil [demo]
SM. Shadow
SM. Puzzle
SM. Marathon
SM. Nocturn
SM. Vacation
SM. Arena
SM. Arena 2
SM. Battle
SM. Samus Returns
SM. Tubes
SM. Titanic Ceres Arena
SM. Enemy Scroll
-
Demo Hacks:
SM. Apocalypse
SM. Cider [Demo]
SM. Eternity [Demo]
SM. Event Horizon [demo]
SM. Fear [Demo]
SM. Rainbow City [Demo]
SM. Retaliation [Demo]
SM. ∑++ [Demo]
SM. Volta [demo]
SM. X – Chapter 1: Investigation [demo]
-
Christmas Contest Hacks:
SM. A Super Metroid Christmas
SM. Christmas Metroid
-
Halloween Contest Hacks:
SM. KT JDDD Halloween
-
One Week Contest Hack(s):
-
The Hacking Exhibitionist Contest Hacks:
-
Winter Solstice Contest Hacks:
-
Summer Fun Contest Hacks:
-
Mini Contest Tournament Hacks:
-
Half Hacks:
SM. Hard Mode Crazy (JAM)
SM. Warfare
SM. Special Metroid 3
SM. Hiper Metroid
SM. Zeon
SM. Bicho
SM. Kaizo
SM. Maridia
-
One Room Hacks:
SM. Avenger´s Hack
SM. Avenger´s Hack 2
SM. Confinement
SM. Enigma
SM. Escape (devonodev)
SM. Ridley´s Challenge
SM. Landing Site Abuse
SM. Legend of Doom
SM. Maze
SM. One Room Hack
SM. Speedbooster Practice
SM. Starburst
SM. Super Made in Metroid – Attack of the Rinkas
SM. TAS Practice
SM. Torture Hack
SM. Ultimate Challenge
SM. Yonpi Ks One Room-TR
-
Other Hacks:
SM. Insanity
SM. Rebirth v.0
SM. Opus 1
SM. Training Camp v.7.0
SM. Unknown
-
Remaining One Room Hacks:
SM. The Technique Trainer:
(Ball, Springball, Varia, Speed, 1*PB) = 5% = Low% is the unique low%-solution, and humanly doable.
Uniqueness follows, since even if one clips through the ceiling of the tunnel right at Varia which would be the only way to avoid Speedbooster, then in both directions one would have to collect at least 2 more items (that are different from the key items one already has to have at that point).
- Ball is needed for a 1-tunnel right at the beginning
- Springball is placed into the only (narrow) path/tunnel that is accessible, hence it is needed
- It is not possible to push Samus through walls with Grapple before Varia, and Varia is within the only available way, hence Varia is needed
- Speedbooster is needed in order to proceed at the only remaining path that allows Samus to beat the game without collecting 2 more items after Varia is collected
- 1*PB is needed since a powerbomb needs to be layed to trigger the ending
SM. Permastuck Practic:
(Ball, X-Ray, 1*SM, 1*PB) = 4% = Low% is the unique (and humanly doable) low%-solution.
- Ball is in Samus´´only available way
- X-Ray is needed for a force-stand to get past the ceiling and 1*SM and 1*PB are needed to destroy blocks near the blocks that induce the Outro
SM. Evacuation:
(Speed) = 1% = Low% is the unique (humanly doable) low%- (and max%-)solution.
- Speedbooster is the only accessible item and needed to get past the speed-blocks
SM. Permastuck Practic 2:
(1*SM) = 1% = Low%, is the unique (humanly doable) low%- (and max%-)solution
- 1*SM is all one can collect and is needed to destroy the SuperMissile blocks before the blocks that induce the ending
SM. Challenge (Webber1900):
(Ball, Bomb, Missile-item, SuperMissile-item, Speed, Wave, SpaceJump, HighJump, Grapple, E-Tank-item, R-Tank-item, 1*PB) is the unique (humanly doable) low%-solution.
- Ball is needed to get through thin tunnels, Bomb for bomb-blocks in the only available path
- Missiles are needed to get past a red shell (and the item provides 250 Missiles) and SuperMissiles are needed to destroy blocks aswell
- Speedbooster is needed to get past speed-blocks, Wave for a blue gate and SpaceJump, HighJump, the E-Tank-item aswell as the R-Tank-item are within Samus´ only available path
- Grapple is needed for a grapple-block and 1*PB is needed to escape after defeating Mother Brain
Mini Contest Tournament Hacks:
SM. Adams Hack:
(Speed) = 1% = Low% is the unique (humanly doable) low%-solution.
- since one cannot get through slope blocks or small tunnels without sufficient speed or items, at least 1 item is needed, and all other accessible items alone would not suffice to get to the ending, but with Speedbooster one can charge a shinespark near the tunnel to the left, get some running speed using the speed-keep after turnarounds and landing on the ground, jump diagonally high to a specific place at the ceiling where only 1 horizontal ceiling-slope hinders Samus to get past the ceiling and starts a shinespark as close to this slope as possible to gte through there
SM. Retro Dust:
(Ball, Bombs) = 2% = Low% is the unique (humanly doable) low%-solution.
- Ball is needed for small tunnels and Bombs to break through some blocks
SM. Vismund Presents: Spikes!!:
() = 0% = Low% is the (obviously) unique (humanly doable) low%-solution.
SM. Celestriaus III [very hard]:
(Ball, Springball, SpaceJump, Speed) and (Ball, Bomb, Springball, Speed) is the complete set of low%-solutions, and Low% = 4%. These are probably not humanly doable, but if one adds SpaceJump to the second option, the resulting combination should be humanly doable.
- Ball is always needed due to small tunnels and Springball is needed since the only path leads through this item, but Bombs are not needed, since TAS can Pause Abuse to skip those by rolling on the spikes where the horizontal gate poles at the beginning are
- Speedbooster is needed to get past the speed-blocks near the end, either together with energy and a shinespark which would mean that Bombs have to be collected, or without energy//shinespark (and in this case, the spikes can be avoided using TAS-IBJ. methods), but together with SpaceJump to use the re-spin ability and temporary BlueSuit to get through the speed-blocks
Halloween Contest Hacks:
SM. Hallow Eve:
All items except the green refill capsules (which do not count for the resulting %) are forced upon Samus within the only available path to the ending, hence Low% = 24% is the unique (humanly doable) low%-solution.
SM. Sam&Phazar´s Halloween Hack:
(Ball) = 1% = Low% is the unique (humanly doable) low%-solution.
- Ball is needed to get through a small tunnel leading to the ending (and one can get past a spikewall with a diagonal jump turned into ballform)
SM. Hauntroid:
All items on the way are forced upon Samus and are needed to get to the ending, hence Low% = 34% is the unique (humanly doable) low%-solution.
- - -
SM. So Little Garden: 3% (or possibly 4%)
For TAS the Low% completion of this hack should consist of 1 Missile pack, Ice Beam, Charge Beam, and possibly together with Morphball aswell. Missiles are needed to get access to access to most rooms on the map, and in particular to get Ice Beam which allows in the savestation room closest to Ridley to drop a Viola to the ground and have it crawl the right wall up where one can climb it by repeated quick and short freezes to Jump off of it and switching Ice Beam off between the jumps to allow the Viola to continue moving up, and at the top a diagonal left-upwards Ice Beam shot allows to hit the block that opens up a whole chain of blocks, by jumping against the ceiling and shooting through it at the right time. Charge Beam then allows to actually kill Ridley. Now regarding the need for Morphball, in the in the game so-called Cliff Bagu room the need for Morphball depends on if it is possible in a TAS setting to let how ever many Violas drop to the floor and crawl up the right wall and have Samus climb up with them and let Violas drop from the overhanging ceiling to jump off of them while other Violas continue alongside the surface to then have Samus jump back to them to get to the top right door. If this is possible (which it likely and expectedly is, given how many Violas are available that move with the right orientation with respect to surfaces), then Morphball isn't needed, but otherwise Morphball could solve this problem.