- VBA-RR v23.5
- Aims for fastest time
- Collects 100% of the items
- Takes damage to save time
- Abuses programming errors in the game
- Manipulates luck
This is the third version of my Metroid Fusion 100% TAS. My testing was much more rigorous and I looked for creative solutions. The in-game completion time is 55 minutes and 28 seconds. This beats the previous version's in-game time by 3030 frames or 47 seconds (an in-game second is 64 frames). Because I aimed for in-game time, I opted to pause the game in order to manipulate luck, as the in-game timer does not run on the pause screen. I placed most of the pauses right before door transitions, so as not to detract from the flow of the run. One thing I've learned: shinesparks are slow. This run features several less shinesparks than the previous. The reason for this is that shinesparks have a delay both while Samus is "charging" it and once she has hit something.
Notes by Section
- Not much is different here. Before Arachnus, I pause in order to get a faster eye door, which hopefully isn't too distracting.
- After fixing each atmospheric stabilizer, the doors are on a timer until they open. Apparently, the lag from opening and closing the pause screen reduces this timer.
- There is a slight route change. In the third atmospheric stabilizer room, it is faster to skip the missile tank and grab it (much) later in the game.
- Not much different here aside from general optimization.
- There are a few new room strategies, but otherwise just general optimization.
- Faster BOX fight, other small improvements.
- There are two less shinesparks here. Both were slower before.
- I would have had bad luck on Mega-X, so I had to briefly pause.
- For the missile tank right after getting ice missiles, I used a clever strategy to climb the room faster.
- General optimization, along with a creative new way to get to the eye door.
- I collect an early powerbomb tank, just like last time.
- I collect another early powerbomb tank along with a missile tank as part of a faster route change.
- There are a few new room strategies after getting powerbombs.
- Yes, I pass through the ripper. Frozen enemies have strange properties.
- I grab a missile tank on the way out instead of later. This allows me to run straight through the room with the speedbooster twice later in the run.
- I had Yakuza grab me as high as possible, so I don't think the fight can be improved.
- Several improvements here and there.
- Thanks to P.JBoy for telling me how Nightmare behaves. This time, I was able to kill Nightmare exactly where it needed to be.
- General optimization, and a new strategy to grab the powerbomb expansion before leaving Sector 4 (one less powerbomb is used).
Sector 6/BOX II
- The BOX II fight is faster, thanks to taking damage and standing inside of it.
- A few new room strategies, and more efficient use of the charge beam on Ridley.
- In Sector 1, I collect the missile tank that I skipped from the beginning of the run. I don't use a shinespark to go up the vertical shaft next to the save room, because I would have to go far out of my way to charge it up.
- I somehow didn't realize that there's a faster route to get back to the first room of Sector 2. It ended up saving four seconds.
- Once again, I use one less shinespark in the beginning of Sector 6.
- I found a new strategy for the tanks when I first enter Sector 3.
- All three forms of the SA-X are faster. The first two forms are faster due to a new strategy, while the core-x is faster due to better positioning.
- The Omega Metroid is killed with vertical shots instead of diagonal shots, which prevents it from making any swipes and saves about a second.
I hope you all enjoy the run. If you have any questions, don't hesitate to ask me. I'll improve the 0% run ... eventually.
Suggested screenshot: Frame 68984
turska: Accepting for publication as an improvement to the published movie.
Brandon: Publication underway.
natt: Brandon's been quite busy with other stuff recently, and gave me the go-ahead to finish this one off