Difference between revisions of "No Refills Low% analysis"

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[TODO: Find complete set of optimal solutions for TAS and for humans.]
 
[TODO: Find complete set of optimal solutions for TAS and for humans.]
  
[Sidenote: NoRefills-Max% is actually 100% and easily humanly doable.]
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Sidenote: NoRefills-Max% is actually 100% and easily humanly doable.
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== Concrete route approaches for playthroughs ==
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NTSC/PAL 22% approach (without Crystal Flash) using Moonwalk:
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Ball (0,0,0) -> 1.Missile (5,0,0) -> Bombs (0,0,0) -> last100%Missile (5,0,0) -> early SM (0,5,0) -> Etecoon-SM (0,8,0) -> Etecoon-PB (0,8,5) -> Charge (0,8,4) -> RedTower (past Noob-Bridge) (0,6,4) -> Phantoon (0,3,2) -> left WS-SM (0,8,2) -> right WS-SM (0,13,2) -> Varia (0,11,2) -> Kraid-ET (0,11,2) -> Gravity (0,10,2) -> Ice (0,9,2) -> LNF (0,7,1) -> Ridley-PB (via Mickey-Clip) (0,7,5) -> Ridley (0,5,4) -> Ridley-ET (0,5,4) -> Mainstreet-SM (0,10,2) -> Beach-SM (0,15,2) -> Snail-SM (0,19,1) -> Draygon (0,17,1) -> G4 (0,16,1) -> Gauntlet-ET (0,16,1) -> leftGauntlet-M. (5,16,1) -> rightGauntlet-M. (10,16,1) -> Big Metroid room (10,12,1) -> MB-Room (10,9,1) -> Ship.
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Slightly easier routing of the above approach:
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Ball (0,0,0) -> 1.Missile (5,0,0) -> Bombs (0,0,0) -> last100%Missile (5,0,0) -> early SM (0,5,0) -> Charge (0,4,0) -> Etecoon-SM (0,8,0) -> Etecoon-PB (0,8,5) -> RedTower (past Noob-Bridge) (0,6,4) -> Varia (0,4,4) -> Kraid-ET (0,4,4) -> Phantoon (0,0,2) -> left WS-SM (0,5,2) -> right WS-SM (0,10,2) -> Gravity (0,10,2) -> Ice (0,9,2) -> LNF (0,7,1) -> Ridley-PB (via Mickey-Clip) (0,7,5) -> Ridley (0,5,4) -> Ridley-ET (0,5,4) -> Mainstreet-SM (0,10,2) -> Beach-SM (0,15,2) -> Snail-SM (0,19,1) -> Draygon (0,17,1) -> G4 (0,16,1) -> Gauntlet-ET (0,16,1) -> leftGauntlet-M. (5,16,1) -> rightGauntlet-M. (10,16,1) -> Big Metroid room (10,12,1) -> MB-Room (10,9,1) -> Ship.
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 +
 
 +
Another PAL 22% approach (without Crystal Flash) using MoonWalk:
 +
 
 +
Ball (0,0,0) -> 1.Missile (5,0,0) -> Bombs (0,0,0) -> last100%Missile (5,0,0) -> early SM (0,5,0) -> Etecoon-SM (direct Moonfall) (0,9,0) -> Etecoon-PB (0,9,5) -> BlueBrinstar-PB (0,9,8) -> Charge (0,9,8) -> Phantoon (via Landing Site) (0,5,7) -> left WS-SM (0,10,7) -> right WS-SM (0,15,7) -> Gravity (0,15,7) -> Red Tower (via Blue Brinstar) (0,14,6) -> Varia (0,12,6) -> Kraid-ET (0,12,6) -> Ice (0,10,6) -> LNF (0,8,5) -> Ridley (via Mickey-Clip) (0,6,3) -> Ridley-ET (0,6,3) -> Mainstreet-SM (0,11,1) -> Beach-SM (0,16,1) -> Snail-SM (0,20,0) -> Draygon (0,18,0) -> G4 (via Forgotten Highway) (0,17,0) -> Gauntlet-ET (0,17,0) -> leftGauntlet-M. (5,17,0) -> rightGauntlet-M. (10,17,0) -> Big Metroid room (10,13,0) -> MB-Room (10,10,0) -> Ship.
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 +
== Playthrough planning: ==
 +
 
 +
Moonwalk needs to be turned on, but should probably be turned off once it isn't needed anymore.
 +
 
 +
Etecoon Beetoms are preferably to be dodged and especially Phantoon with 42 charged shots without taking flame drops after Moat-HIBJ will be rough (preferably if possible one should survive with 61+ HP for Bowling but CIBJ could be done either way), so this would mean 14 rounds of 3 hits against Phantoon starting from a far left Phantoon 2nd phase spawn each time, with 199 HP where getting hit means 20 damage every time, so one could get hit 9 times at most which should be doable; then Mini-Kraid.
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One might need to check how much damage is taken at Mickey-Mouse room Ice-Clip, since Ridley follows soon afterwards! 160 damage from 1st Desgeega is to be expected, and a Multiviola does 12 damage. Ridley afterwards requires 200 charged Ice shots (except 1 free powerbomb that could be used for 200 damage; since at Wasteland exit, with diagonal bombjump out of the tunnel, the firesteam does only 5 damage, and the first Plowerhouse Holtzes can be dodged by just running off the doorway). And Draygon needs 67 charged Ice shots without getting hit much, and while dodging 3 active Turrets.
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Big Metroid skip is needed aswell, and some finetuned Metroid kills using only 1 Super per room.

Revision as of 03:09, 23 July 2018

NoRefills-Low% analysis (for PAL and NTSC, inbounds, without SpaceTime-beam):

Definition:

It is not allowed to collect any kinds of drops and no refill-stations nor the ship are allowed to be used, such that the only ammunition is given directly by collecting items. The only exception is at the very end by obtaining health via the big Metroid during the fight against MotherBrain. Crystal Flashes are allowed (but I doubt they will be helpful in the end).

A rough estimate gives an upper bound of 23% for PAL (for TAS) and 14% is a general lower bound, but further optimization and reasoning still needs to be done.

Constraints to generate a better lower bound for the necessary number of items (for TAS):

5 Missiles are needed at least to open Bomb Torizo´s door

5 Missiles are needed at least to open the door for either early SuperMissiles or Sporespawn´s SuperMissiles

1 projectile is needed for entering the pre-golden-statues-room

1 projectile is needed to enter Dachora´s room

1 projectile is needed for the Charge-room door at the bottom right side

1 projectile is needed for the door on the right side in Noob-Bridge-room

2 projectiles are needed for the SuperMissile block at the entrance to Kraid´s Lair

1 projectile is needed for Kraid´s Eye-door

1 projectile is needed for Phantoon´s Eye-door

1 projectile is needed for either the left entrance-door to Wrecked Ship or Ice is needed, so it would be needed for either the entrance-door to Ice-beam´s area or for the entrance-door to Speedbooster´s area (or for Crystal Flash...)

1 projectile is needed for the door leading to pre-Draygon-room

1 projectile is needed for Draygon´s Eye-door

1 projectile is needed for the door leading to the ninja-pirate´s room

18 projectiles are needed for killing MotherBrain 1

1 projectile is needed for the door leading to MotherBrain´s Eye-door room

1 projectile is needed for MotherBrain´s Eye-door

Summing all of this up, we get already 10 Missiles and 31 SuperMissiles neglecting potential ammunition for zebetites and potential ammunition to get the SuperMissile packs. Hence at least 2 Missile packs and ammunition that corresponds to 7 SuperMissile packs is needed. Comparing this to what can at most be gotten in any 14%category, the difference of packs is at least 5, hence a lower bound for NoRefills-Low% is (14+5)%=19% (for both versions).

If any Crystal Flashes were used, then at least 5 more items would be needed (for 10 Missiles, 10 SuperMissiles and at least 5 more powerbombs, considering one has at most 10 powerbombs in a low%category and has to use 1 powerbomb for entering the lavapit, 1 for entering Ridley-PB-room aswell as 2 for the statue in that room) which would lead to 24%.

Now, in order to prove that no CF can be included in an optimal NoRefills-Low% option, one shall find explicit routes for upper bounds of number of items needed.

[TODO: Find complete set of optimal solutions for TAS and for humans.]

Sidenote: NoRefills-Max% is actually 100% and easily humanly doable.

Concrete route approaches for playthroughs

NTSC/PAL 22% approach (without Crystal Flash) using Moonwalk:

Ball (0,0,0) -> 1.Missile (5,0,0) -> Bombs (0,0,0) -> last100%Missile (5,0,0) -> early SM (0,5,0) -> Etecoon-SM (0,8,0) -> Etecoon-PB (0,8,5) -> Charge (0,8,4) -> RedTower (past Noob-Bridge) (0,6,4) -> Phantoon (0,3,2) -> left WS-SM (0,8,2) -> right WS-SM (0,13,2) -> Varia (0,11,2) -> Kraid-ET (0,11,2) -> Gravity (0,10,2) -> Ice (0,9,2) -> LNF (0,7,1) -> Ridley-PB (via Mickey-Clip) (0,7,5) -> Ridley (0,5,4) -> Ridley-ET (0,5,4) -> Mainstreet-SM (0,10,2) -> Beach-SM (0,15,2) -> Snail-SM (0,19,1) -> Draygon (0,17,1) -> G4 (0,16,1) -> Gauntlet-ET (0,16,1) -> leftGauntlet-M. (5,16,1) -> rightGauntlet-M. (10,16,1) -> Big Metroid room (10,12,1) -> MB-Room (10,9,1) -> Ship.


Slightly easier routing of the above approach:

Ball (0,0,0) -> 1.Missile (5,0,0) -> Bombs (0,0,0) -> last100%Missile (5,0,0) -> early SM (0,5,0) -> Charge (0,4,0) -> Etecoon-SM (0,8,0) -> Etecoon-PB (0,8,5) -> RedTower (past Noob-Bridge) (0,6,4) -> Varia (0,4,4) -> Kraid-ET (0,4,4) -> Phantoon (0,0,2) -> left WS-SM (0,5,2) -> right WS-SM (0,10,2) -> Gravity (0,10,2) -> Ice (0,9,2) -> LNF (0,7,1) -> Ridley-PB (via Mickey-Clip) (0,7,5) -> Ridley (0,5,4) -> Ridley-ET (0,5,4) -> Mainstreet-SM (0,10,2) -> Beach-SM (0,15,2) -> Snail-SM (0,19,1) -> Draygon (0,17,1) -> G4 (0,16,1) -> Gauntlet-ET (0,16,1) -> leftGauntlet-M. (5,16,1) -> rightGauntlet-M. (10,16,1) -> Big Metroid room (10,12,1) -> MB-Room (10,9,1) -> Ship.


Another PAL 22% approach (without Crystal Flash) using MoonWalk:

Ball (0,0,0) -> 1.Missile (5,0,0) -> Bombs (0,0,0) -> last100%Missile (5,0,0) -> early SM (0,5,0) -> Etecoon-SM (direct Moonfall) (0,9,0) -> Etecoon-PB (0,9,5) -> BlueBrinstar-PB (0,9,8) -> Charge (0,9,8) -> Phantoon (via Landing Site) (0,5,7) -> left WS-SM (0,10,7) -> right WS-SM (0,15,7) -> Gravity (0,15,7) -> Red Tower (via Blue Brinstar) (0,14,6) -> Varia (0,12,6) -> Kraid-ET (0,12,6) -> Ice (0,10,6) -> LNF (0,8,5) -> Ridley (via Mickey-Clip) (0,6,3) -> Ridley-ET (0,6,3) -> Mainstreet-SM (0,11,1) -> Beach-SM (0,16,1) -> Snail-SM (0,20,0) -> Draygon (0,18,0) -> G4 (via Forgotten Highway) (0,17,0) -> Gauntlet-ET (0,17,0) -> leftGauntlet-M. (5,17,0) -> rightGauntlet-M. (10,17,0) -> Big Metroid room (10,13,0) -> MB-Room (10,10,0) -> Ship.

Playthrough planning:

Moonwalk needs to be turned on, but should probably be turned off once it isn't needed anymore.

Etecoon Beetoms are preferably to be dodged and especially Phantoon with 42 charged shots without taking flame drops after Moat-HIBJ will be rough (preferably if possible one should survive with 61+ HP for Bowling but CIBJ could be done either way), so this would mean 14 rounds of 3 hits against Phantoon starting from a far left Phantoon 2nd phase spawn each time, with 199 HP where getting hit means 20 damage every time, so one could get hit 9 times at most which should be doable; then Mini-Kraid.

One might need to check how much damage is taken at Mickey-Mouse room Ice-Clip, since Ridley follows soon afterwards! 160 damage from 1st Desgeega is to be expected, and a Multiviola does 12 damage. Ridley afterwards requires 200 charged Ice shots (except 1 free powerbomb that could be used for 200 damage; since at Wasteland exit, with diagonal bombjump out of the tunnel, the firesteam does only 5 damage, and the first Plowerhouse Holtzes can be dodged by just running off the doorway). And Draygon needs 67 charged Ice shots without getting hit much, and while dodging 3 active Turrets.

Big Metroid skip is needed aswell, and some finetuned Metroid kills using only 1 Super per room.