Difference between revisions of "Max% No Powerbombs analysis"

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=== Max%-No-Powerbombs analysis (inbounds, without Spazer+Plasma beam combinations): (last update: 02.12.2023) ===
+
First, note this page is about no major glitches conditions.
  
The maximum for PAL and NTSC (with the help of Taco's left-side Green Gate Glitch at the gate to the right of the glass tube) with tool-assistance is: 80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options for TAS).
+
=== Max% No Powerbombs analysis (last update: 02.12.2023) ===
  
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items (under both RTA and TAS conditions).
+
The maximum for PAL and NTSC is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options).
 +
 
 +
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions:  Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:
 +
 
 +
* 80% (RTA, no softlock, power bomb packs cannot be collected)
 +
 
 +
* 81% (RTA, end in softlock, power bomb packs cannot be collected)
 +
 
 +
* 82% (TAS, no softlock, power bomb packs cannot be collected)
 +
 
 +
* 83% (TAS, end in softlock, power bomb packs cannot be collected)
 +
 
 +
* 85% (RTA, NTSC, no softlock, power bomb packs allowed)
 +
 
 +
* 87% (RTA, NTSC, end in softlock, power bomb packs allowed)
 +
 
 +
* 87% (RTA, PAL, no softlock, power bomb packs allowed)
 +
 
 +
* 88% (RTA, PAL, end in softlock, power bomb packs allowed)
 +
 
 +
* 89% (TAS, no softlock, power bomb packs allowed)
 +
 
 +
* 90% (TAS, end in softlock, power bomb packs allowed)
  
 
The items that can be collected are listed below. They are flagged as follows:
 
The items that can be collected are listed below. They are flagged as follows:
  
* TAS:  Only proven in TAS conditions, i.e., has never been replicated RTA.
+
* TAS:  Only proven in TAS conditions, i.e., have never been replicated RTA.
  
 
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.
 
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.
 +
 +
Additionally, items that require more finesse have a brief description of how they can be collected.
  
 
== Crateria: ==
 
== Crateria: ==
  
* Bombs
+
* [[Bomb|Bombs]]
  
* Gauntlet-E.-Tank
+
* [[List of Energy Tanks#Crateria 2|Gauntlet Energy Tank]]
  
* Crateria-mushroom-path-E.-Tank
+
* [[List of Energy Tanks#Crateria 1|Terminator Energy Tank]]
  
* left Gauntlet-Missile
+
* [[List of Missiles#Crateria 7|Left Gauntlet Missiles]]
  
* right Gauntlet-Missile
+
* [[List of Missiles#Crateria 8|Right Gauntlet Missiles]]
  
* Moat-Missile
+
* [[List of Missiles#Crateria 1|Omega Missiles]]
  
* upper Ocean-Missile
+
* [[List of Missiles#Crateria 3|Old Mother Brain Missiles]]
  
* middle Ocean-Missile
+
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).
  
* lower Ocean-Missile
+
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.
  
* Parlor-tunnel-Missile
+
* [[List of Missiles#Crateria 2|Moat Missiles]]
  
* old-MB-room-Missile
+
* [[List of Missiles#Crateria 4|West Ocean Missiles in the Sky]]
 +
 
 +
* [[List of Missiles#Crateria 5|West Ocean Maze Missiles]]
 +
 
 +
* [[List of Missiles#Crateria 6|West Ocean Drowned Missiles]]
  
 
== Brinstar: ==
 
== Brinstar: ==
  
* Ball
+
* [[Morphing Ball|Morph Ball]]
  
* Charge
+
* [[Charge Beam]]
  
* Spazer
+
* [[Spazer]]
  
* Varia
+
* [[Varia Suit]]
  
* Brinstar-R-Tank
+
* [[List of Reserve Tanks#Brinstar|Brinstar Reserve Tank]]
  
* Blue-Brinstar-E.-Tank
+
* [[List of Energy Tanks#Brinstar 3|Blue Brinstar Energy Tank]]
  
* Kraid-E.-Tank
+
* [[List of Energy Tanks#Brinstar 1|Kraid Energy Tank]]
  
* right Charge-room-E.-Tank (TAS)
+
* [[List of Super Missiles#Brinstar 2|Early Supers]]
  
* Etecoon-E.-Tank
+
* [[List of Super Missiles#Brinstar 1|Spore Spawn Supers]]
  
* early SuperMissile
+
* [[List of Missiles#Brinstar 1|Alpha Missiles]]
  
* SporeSpawn-SuperMissile
+
* [[List of Missiles#Brinstar 2|Beta Missiles]]
  
* Etecoon-SuperMissile
+
* [[List of Missiles#Brinstar 3|Missiles below Early Supers]]
  
* 1.Missiles
+
* [[List of Missiles#Brinstar 7|Missiles behind Brinstar Reserve]]
  
* Blue-Brinstar-E.-Tank-Missile
+
* [[List of Missiles#Brinstar 8|Missiles behind Missiles behind Brinstar Reserve]]
  
* left Top-Blue-Brinstar-Missile
+
* [[List of Missiles#Brinstar 4|Big Pink Top Missiles]]
  
* right Top-Blue-Brinstar-Missile
+
* [[List of Missiles#Brinstar 5|Big Pink Bottom Missiles]]
  
* early-SuperMissile-Missile
+
* [[List of Missiles#Brinstar 6|Green Tube Missiles]]
  
* left Brinstar-R.-Tank-Missile
+
The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.
  
* right Brinstar-R.-Tank-Missile
+
* [[List of Energy Tanks#Brinstar 2|Etecoons Energy Tank]]
  
* upper Charge-room-Missile
+
* [[List of Super Missiles#Brinstar 3|Etecoons Supers]]
  
* lower Charge-room-Missile
+
The two Billy Mays items may be collected by performing an [https://www.youtube.com/watch?v=3MKlG4573-g extended ice clip and sparking up]. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.
  
* Waterway-E.-Tank (Softlock)
+
* [[List of Missiles#Brinstar 9|Billy Mays Visible Missiles]]
  
* Brinstar-blue-gate-Missile
+
* [[List of Missiles#Brinstar 10|Billy Mays Hidden Missiles]]
 +
 
 +
The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.
 +
 
 +
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]] (TAS)
 +
 
 +
The Waterway Energy Tank may be collected by [[Grapple Supersink|supersinking]] past the power bomb block. This has been replicated RTA. However, escape is impossible.
 +
 
 +
* [[List of Energy Tanks#Brinstar 4|Waterway Energy Tank]] (Softlock)
  
 
== Norfair: ==
 
== Norfair: ==
  
* Ice
+
* [[Ice Beam]]
  
* Wave
+
* [[Wave Beam]]
  
* Highjump
+
* [[Hi-Jump Boots]]
  
* Speedbooster
+
* [[Speed Booster]]
  
* Grapple
+
* [[Grappling Beam]]
  
* Screw Attack
+
* [[List of Reserve Tanks#Norfair|Norfair Reserve Tank]]
  
* Norfair-R.-Tank
+
* [[List of Energy Tanks#Norfair 1|Hi-Jump Energy Tank]]
  
* HighJump-E.-Tank
+
* [[List of Energy Tanks#Norfair 2|Crocomire Energy Tank]]
  
* Crocomire-E.-Tank
+
* [[List of Missiles#Norfair 1|Hi-Jump Missiles]]
  
* Fireflea-E.-Tank
+
* [[List of Missiles#Norfair 10|Cathedral Missiles]]
  
* GT-SuperMissile
+
* [[List of Missiles#Norfair 2|Bubble Mountain Missiles]]
  
* GT-Missile (TAS)
+
* [[List of Missiles#Norfair 4|Green Bubbles Missiles]]
  
* HighJump-Missile
+
* [[List of Missiles#Norfair 5|Norfair Reserve Missiles]]
  
* upper Norfair-path-Missile
+
* [[List of Missiles#Norfair 3|Speed Booster Missiles]]
  
* Bubble-Room-Missile
+
* [[List of Missiles#Norfair 9|Wave Missiles]]
  
* Norfair-pre-R.-Tank-room-Missile
+
* [[List of Missiles#Norfair 12|Cosine Missiles]]
  
* Norfair-R.-Tank-Missile
+
* [[List of Missiles#Norfair 12|Indiana Jones Missiles]]
  
* Speedbooster-Missile
+
* [[List of Missiles#Norfair 12|Crocomire Escape Missiles]]
  
* Wave-Missile
+
* [[List of Missiles#Norfair 6|Crumble Shaft Missiles]] (by coming up through [[Crocomire Speedway]])
  
* Crocomire-shaft-Missile
+
Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it [https://vimeo.com/806984919 has been done RTA on NTSC].
  
* Grapple-Missile
+
* [[Screw Attack]]
  
* Crocomire-return-path-Missile
+
* [[List of Energy Tanks#Norfair 3|Firefleas Energy Tank]]
  
* left Norfair-Missile
+
* [[List of Super Missiles#Norfair|Golden Torizo Supers]]
  
* Mickey-Mouse-Missile
+
* [[List of Missiles#Norfair 13|Mickey Mouse Missiles]]
  
* 1st-LNF-Exit-Missile
+
* [[List of Missiles#Norfair 14|Hotarubi Missiles]]
  
* 2nd-LNF-Exit-Missile
+
* [[List of Missiles#Norfair 15|Three Musketeers Missiles]]
 +
 
 +
GT Missiles are more elusive. Via a [https://www.youtube.com/watch?v=3Bvc-wAYw3k moonjump] it is possible to collect. It can also be collected with a "slopespark" by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).
 +
 
 +
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]] (TAS)
  
 
== Wrecked Ship: ==
 
== Wrecked Ship: ==
  
* Gravity
+
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).
  
* WS-R.-Tank (Softlock, TAS)
+
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.
  
* WS-E.-Tank
+
* [[Gravity Suit]]
  
* left WS-SuperMissile
+
* [[List of Energy Tanks#Wrecked Ship|Wrecked Ship Energy Tank]]
  
* right WS-SuperMissile
+
* [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship Left Supers]]
  
* WS-R.-Tank-Missile
+
* [[List of Super Missiles#Wrecked Ship 2|Wrecked Ship Right Supers]]
  
* WS-shaft-Missile
+
* [[List of Missiles#Wrecked Ship 3|Gravity Missiles]]
  
* right WS-Missile
+
* [[List of Missiles#Wrecked Ship 1|Spooky Missiles]]
 +
 
 +
* [[List of Missiles#Wrecked Ship 2|Attic Missiles]]
 +
 
 +
Via some ice moonfall shenangians, one can carry vertical fall speed into the top of [[Bowling Alley]] and fall on top of the Reserve. However, escape is impossible.
 +
 
 +
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]] (Softlock)
  
 
== Maridia: ==
 
== Maridia: ==
  
* Plasma
+
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).
 +
 
 +
After in Maridia, to get past the power bomb blocks in [[Aqueduct]] one could perform [https://vimeo.com/735864254 Butterfly Skip] and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in [[Crab Shaft]] could work.
 +
 
 +
* [[Plasma Beam]]
  
* Spacejump
+
* [[Space Jump]]
  
* Maridia-R.-Tank
+
* [[List of Reserve Tanks#Maridia|Maridia Reserve]]
  
* left Maridia-Beach-Missile
+
* [[List of Missiles#Maridia 5|Watering Hole Missiles]]
  
* right Maridia-Beach-Missile
+
* [[List of Missiles#Maridia 4|False Wall Missiles]]
  
* Maridia-R.-Tank-Missile
+
* [[List of Missiles#Maridia 7|West Sand Hole Missiles]]
  
* Maridia-Powerbomb-Missile
+
* [[List of Missiles#Maridia 6|East Sand Hole Missiles]]
  
* Mainstreet-Missile
+
* [[List of Missiles#Maridia 1|Main Street Missiles]]
  
* Turtle-Missile
+
* [[List of Missiles#Maridia 8|Mama Turtle Missiles]]
  
* Snail-Room-Missile
+
* [[List of Missiles#Maridia 2|Aqueduct Missiles]]
  
* Draygon-Missile
+
* [[List of Missiles#Maridia 3|Precious Missiles]]
  
* Maridia-Beach-SuperMissile
+
* [[List of Super Missiles#Maridia 3|Watering Hole Supers]]
  
* Mainstreet-SuperMissile
+
* [[List of Super Missiles#Maridia 1|Crab Supers]]
  
* Snail-Room-SuperMissile
+
* [[List of Super Missiles#Maridia 2|Aqueduct Supers]]
  
* Turtle-E.-Tank
+
* [[List of Energy Tanks#Maridia 2|Mama Turtle Energy Tank]]
  
* Botwoon-E.-Tank
+
* [[List of Energy Tanks#Maridia 1|Botwoon Energy Tank]]
  
 
== Items that cannot be collected: ==
 
== Items that cannot be collected: ==
  
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected: Alpha Power Bombs, Beta Power Bombs, Etecoons Power Bombs, Mission Impossible Power Bombs, Crocomire Power Bombs, Jail Power Bombs, and Maridia Power Bombs.
+
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:
 +
 
 +
* [[List of Power Bombs#Brinstar 1|Alpha Power Bombs]] (under RTA conditions, coming here is a softlock on NTSC)
 +
 
 +
* [[List of Power Bombs#Brinstar 2|Beta Power Bombs]] (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)
 +
 
 +
* [[List of Power Bombs#Brinstar 4|Etecoons Power Bombs]] (escape via an ice clip)
 +
 
 +
* [[List of Power Bombs#Brinstar 5|Mission Impossible Power Bombs]] (an ice clip with either Wave or [https://vimeo.com/807526377 Spazer] can collect this; there are also other options)
 +
 
 +
* [[List of Power Bombs#Norfair 1|Crocomire Power Bombs]]
 +
 
 +
* [[List of Power Bombs#Norfair 3|Jail Power Bombs]] (this requires the Ice and Grapple moondance to get into Lower Norfair)
 +
 
 +
* [[List of Power Bombs#Maridia|Maridia Power Bombs]] (this requires a crazy gate glitch to get into Maridia)
  
 
The following cannot be collected:
 
The following cannot be collected:
  
* X-Ray (due to the powerbomb door in the way: the power bomb blocks can be avoided)
+
* [[X-Ray Scope]] (due to the powerbomb door in the way: the power bomb blocks can be avoided)
  
* Springball (due to a powerbomb block wall in Shaktool's room)
+
* [[Spring Ball]] (due to a powerbomb block wall in Shaktool's room)
  
* Ridley-E.-Tank (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)
+
* [[List of Energy Tanks#Norfair 4|Ridley Energy Tank]] (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)
  
* Crateria-SuperMissile (because of a yellow and a grey door blocking the room off, and X-Ray-Climb not being an option without X-Ray)
+
* [[List of Super Missiles#Crateria|Crateria Supers]] (because of a yellow and a grey door blocking the room off)
  
* early PB-Missile (since it is behind a powerbomb block wall in Red Brinstar)
+
* [[List of Missiles#Brinstar 11|Missiles behind Alpha Power Bombs]] (since it is behind a powerbomb block wall in Red Brinstar)
  
* Kraid-Missile (because it is behind a powerbomb block wall)
+
* [[List of Missiles#Brinstar 12|Kraid Missiles]] (because it is behind a powerbomb block wall)
  
* Retro Brinstar Power Bombs (due to a power bomb door on the left and power bomb blocks on the right)
+
* [[List of Power Bombs#Brinstar 3|Blue Brinstar Power Bombs]] (due to a power bomb door on the left and power bomb blocks on the right)
  
* Crateria Power Bombs (due to a power bomb door)
+
* [[List of Power Bombs#Crateria|Crateria Power Bombs]] (due to a power bomb door)
  
* Power Bombs of Shame (due to the power bomb door at the bottom of Red Kihunter Shaft)
+
* [[List of Power Bombs#Norfair 2|Power Bombs of Shame]] (due to the power bomb door at the bottom of Red Kihunter Shaft)
  
 
The following have not been replicated RTA:
 
The following have not been replicated RTA:
  
* Pink Brinstar Wavegate Energy Tank:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.
+
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]]:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.
  
* GT Missile:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.
+
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]]:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.
  
 
The following lead to a softlock if collected (and thus in a run, only one may be collected):
 
The following lead to a softlock if collected (and thus in a run, only one may be collected):
  
* Waterway Energy Tank:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.
+
* [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]]:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.
 +
 
 +
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]]:  Although ice moonfall shenanigans may be performed to fall onto the Reserve Tank from above, escaping requires power bombs.
 +
 
 +
==Beating the game with minimal power bombs==
 +
 
 +
As a final remark, people may want to round out this category by beating the game while using the smallest number of power bombs (perhaps a more satisfying ending). The only thing stopping the game from being beaten is Ridley.
 +
 
 +
There are two obstacles, with one of them occurring twice:  The yellow door at the bottom of [[Red Kihunter Shaft]], and the statue in [[Wasteland]] going both directions.
 +
 
 +
Under both RTA and TAS conditions, the yellow door in Red Kihunter Shaft cannot be avoided. Thus, at least one power bomb is required.
 +
 
 +
Under TAS conditions, the statue in Wasteland can be gotten past going down:  This is done with an ice moonfall setup. This is TAS-only, as it requires frame perfect re-freezes of the [[Dessgeega]].
 +
 
 +
Theoretically, the statue could be avoided going up with an [[X-Ray Climb]]. Collecting X-Ray only needs a single power bomb, and thus this is an equivalent number of power bombs used. Having X-Ray would make many of the earlier strats much easier:  In particular, entering Maridia and Lower Norfair could be done with [[G-Mode]] instead.
 +
 
 +
Thus, for RTA the minimum number of power bombs is 3, and for TAS the minimum number of power bombs is 2. This adds the following items:
 +
 
 +
* X-Ray:  This is collected with a single power bomb used (X-Ray climbing in [[Red Tower]] on the escape to get past the power bomb blocks), and then an X-Ray climb is done in [[Wasteland]] to avoid this power bomb use.
 +
 
 +
* Power Bombs of Shame:  This is collected on the way to Ridley.
 +
 
 +
* Ridley Energy Tank:  This is collected after Ridley.
 +
 
 +
* Crateria Power Bombs:  Using a very deep stuck, achieved with momentum mirroring with Speed Booster. This would be quite difficult RTA.
 +
 
 +
* Wrecked Ship Reserve:  This can be escaped with a superjump. Note the entry hasn't been replicated RTA, to my knowledge.
 +
 
 +
* Golden Torizo Missiles (RTA):  With X-Ray, the GT superjump could be done RTA.
 +
 
 +
Additionally, Alpha and Beta Power Bombs would no longer be a softlock under RTA conditions on NTSC.
 +
 
 +
I personally have thought about this less, so a couple things to potentially check:
 +
 
 +
* Kraid Missiles:  Can these be collected? I have tried G-mode stuff to no avail, but maybe I missed something.
 +
 
 +
* Wasteland statue:  Can this be passed by going upwards on TAS, e.g., with moonjump shenanigans? The ceiling is 3 tiles thick, so I suspect it cannot.
 +
 
 +
But assuming the analysis to be correct, this increases the percentage to:
 +
 
 +
* 93% (RTA);
 +
 
 +
* 94% (TAS).
  
* Wrecked Ship Reserve Tank:  Although an ice moonfall may be performed in Attic and a slopekiller allows carrying this to then fall onto the Reserve Tank from above, escaping requires power bombs. Note this has not been replicated RTA (to my knowledge at the time of writing this), but there is no reason it shouldn't be possible.
+
Note every single remaining item acts independently requiring a single power bomb. So 100% needs 8 power bombs for TAS, and 10 power bombs RTA.
  
 
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==
 
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==
Line 235: Line 341:
 
https://www.youtube.com/watch?v=0IrTCLSmkTs
 
https://www.youtube.com/watch?v=0IrTCLSmkTs
  
== TODO: Creation of a demonstration movie file for (1) in the PAL case, and for (2) in NTSC and PAL case. ==
+
== TODO: Creation of a demonstration(s) for (1) TAS case, and for (2) RTA case. ==

Latest revision as of 21:12, 3 December 2023

First, note this page is about no major glitches conditions.

Max% No Powerbombs analysis (last update: 02.12.2023)

The maximum for PAL and NTSC is: 80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options).

This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions: Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:

  • 80% (RTA, no softlock, power bomb packs cannot be collected)
  • 81% (RTA, end in softlock, power bomb packs cannot be collected)
  • 82% (TAS, no softlock, power bomb packs cannot be collected)
  • 83% (TAS, end in softlock, power bomb packs cannot be collected)
  • 85% (RTA, NTSC, no softlock, power bomb packs allowed)
  • 87% (RTA, NTSC, end in softlock, power bomb packs allowed)
  • 87% (RTA, PAL, no softlock, power bomb packs allowed)
  • 88% (RTA, PAL, end in softlock, power bomb packs allowed)
  • 89% (TAS, no softlock, power bomb packs allowed)
  • 90% (TAS, end in softlock, power bomb packs allowed)

The items that can be collected are listed below. They are flagged as follows:

  • TAS: Only proven in TAS conditions, i.e., have never been replicated RTA.
  • Softlock: Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.

Additionally, items that require more finesse have a brief description of how they can be collected.

Crateria:

The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the bottom gate into Maridia, using Ice, Wave, Hi-Jump, and Supers. Under TAS conditions, there are other options. On PAL, only Ice is needed (even for RTA conditions).

After getting into Maridia, one can proceed through West Sand Hall (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.

Brinstar:

The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.

The two Billy Mays items may be collected by performing an extended ice clip and sparking up. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.

The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.

The Waterway Energy Tank may be collected by supersinking past the power bomb block. This has been replicated RTA. However, escape is impossible.

Norfair:

Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it has been done RTA on NTSC.

GT Missiles are more elusive. Via a moonjump it is possible to collect. It can also be collected with a "slopespark" by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).

Wrecked Ship:

The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the bottom gate into Maridia, using Ice, Wave, Hi-Jump, and Supers. Under TAS conditions, there are other options. On PAL, only Ice is needed (even for RTA conditions).

After getting into Maridia, one can proceed through West Sand Hall (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.

Via some ice moonfall shenangians, one can carry vertical fall speed into the top of Bowling Alley and fall on top of the Reserve. However, escape is impossible.

Maridia:

The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the bottom gate into Maridia, using Ice, Wave, Hi-Jump, and Supers. Under TAS conditions, there are other options. On PAL, only Ice is needed (even for RTA conditions).

After in Maridia, to get past the power bomb blocks in Aqueduct one could perform Butterfly Skip and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in Crab Shaft could work.

Items that cannot be collected:

First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:

  • Beta Power Bombs (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)
  • Jail Power Bombs (this requires the Ice and Grapple moondance to get into Lower Norfair)

The following cannot be collected:

  • X-Ray Scope (due to the powerbomb door in the way: the power bomb blocks can be avoided)
  • Spring Ball (due to a powerbomb block wall in Shaktool's room)
  • Ridley Energy Tank (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)
  • Crateria Supers (because of a yellow and a grey door blocking the room off)

The following have not been replicated RTA:

  • Wavegate Energy Tank: This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.
  • Golden Torizo Missiles: TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.

The following lead to a softlock if collected (and thus in a run, only one may be collected):

  • Waterway Energy Tank: Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.
  • Wrecked Ship Reserve: Although ice moonfall shenanigans may be performed to fall onto the Reserve Tank from above, escaping requires power bombs.

Beating the game with minimal power bombs

As a final remark, people may want to round out this category by beating the game while using the smallest number of power bombs (perhaps a more satisfying ending). The only thing stopping the game from being beaten is Ridley.

There are two obstacles, with one of them occurring twice: The yellow door at the bottom of Red Kihunter Shaft, and the statue in Wasteland going both directions.

Under both RTA and TAS conditions, the yellow door in Red Kihunter Shaft cannot be avoided. Thus, at least one power bomb is required.

Under TAS conditions, the statue in Wasteland can be gotten past going down: This is done with an ice moonfall setup. This is TAS-only, as it requires frame perfect re-freezes of the Dessgeega.

Theoretically, the statue could be avoided going up with an X-Ray Climb. Collecting X-Ray only needs a single power bomb, and thus this is an equivalent number of power bombs used. Having X-Ray would make many of the earlier strats much easier: In particular, entering Maridia and Lower Norfair could be done with G-Mode instead.

Thus, for RTA the minimum number of power bombs is 3, and for TAS the minimum number of power bombs is 2. This adds the following items:

  • X-Ray: This is collected with a single power bomb used (X-Ray climbing in Red Tower on the escape to get past the power bomb blocks), and then an X-Ray climb is done in Wasteland to avoid this power bomb use.
  • Power Bombs of Shame: This is collected on the way to Ridley.
  • Ridley Energy Tank: This is collected after Ridley.
  • Crateria Power Bombs: Using a very deep stuck, achieved with momentum mirroring with Speed Booster. This would be quite difficult RTA.
  • Wrecked Ship Reserve: This can be escaped with a superjump. Note the entry hasn't been replicated RTA, to my knowledge.
  • Golden Torizo Missiles (RTA): With X-Ray, the GT superjump could be done RTA.

Additionally, Alpha and Beta Power Bombs would no longer be a softlock under RTA conditions on NTSC.

I personally have thought about this less, so a couple things to potentially check:

  • Kraid Missiles: Can these be collected? I have tried G-mode stuff to no avail, but maybe I missed something.
  • Wasteland statue: Can this be passed by going upwards on TAS, e.g., with moonjump shenanigans? The ceiling is 3 tiles thick, so I suspect it cannot.

But assuming the analysis to be correct, this increases the percentage to:

  • 93% (RTA);
  • 94% (TAS).

Note every single remaining item acts independently requiring a single power bomb. So 100% needs 8 power bombs for TAS, and 10 power bombs RTA.

For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult.

Demonstration videos for the PAL case with 72 collected items:

https://www.youtube.com/watch?v=xyIfiSHc9Dg

https://www.youtube.com/watch?v=vi2rVhhGx9w

https://www.youtube.com/watch?v=0IrTCLSmkTs

TODO: Creation of a demonstration(s) for (1) TAS case, and for (2) RTA case.