Minimal item combinations analysis
Contents
- 1 Minimal Item combinations analysis: (last update: 25.07.2019)
- 2 Categories that include Gravity, Charge, and Varia
- 3 Categories that include Gravity and Charge, but not Varia
- 4 Categories that include Gravity and Varia, but not Charge
- 5 Categories that include Gravity, but neither Charge nor Varia
- 6 Categories that include Charge and Varia, but not Gravity
- 7 Categories that include Charge but neither Gravity nor Varia
- 8 Categories that include Varia, but neither Gravity nor Charge
- 9 Categories that neither include Gravity nor Charge nor Varia
Minimal Item combinations analysis: (last update: 25.07.2019)
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 particular, killing the 3rd Zebetite in the process of overkilling the 2nd Zebetite (barely) allows ammunition-wise to get past the Zebetites and Mother Brain's phase 1 with 5 Missiles and 20 Super Missiles total, by using 5 Missiles and 2 Super Missiles in the 1st and 4th Zebetite, and killing the 2nd Zebetite using exactly 3 Super Missiles and (at least) 2 Missiles in a way so that the last projectile can be dopplered in before the lower part of the 2nd Zebetite despawns (meaning the 2nd last projectile is not a Super Missile). This leaves Samus with 5 Missiles and 13 Super Missiles which suffices to get past MB1.
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