Super Metroid - Zebes Escape 2'21"00 (FIRST EVER 2'21"XX World Record)
Автор: ShinyZeni
Загружено: 23 мая 2023 г.
Просмотров: 2 116 просмотров
Sorry I did this offline, I had a 15 minute break for work and it happened LOL.
It's over. It's finally over. I can't believe it.
HUGE THANK YOU AND CREDIT TO AREALCUTIE FOR INSPIRING ME TO IMPROVE MY ESCAPE SO MUCH, AND TO SNIQ FOR INFORMING ME OF A COUPLE OF FRAME SAVERS AS WELL!!
Remaining timesaves for anybody that wants to torture themselves:
Mother Brain Room:
-1 frame can be saved entering the first door (yes, this affects the timer)
1st Escape Room:
-Better arm pumps could save an IGT frame here probably
-Best IGT Exiting this room that I've had: 2'58"50 (this run was 2'58"45)
2nd Escape Room:
-As far as I know, this room was "perfect" in this run.
-Best IGT Exiting this room that I've had: 2'56"90 (this run was 2'58"87)
3rd Escape Room:
-Blue Bomber can have a higher jump speed but it makes the door harder to open in time. This run used tech that I thought up by myself (it was already in TAS but I didn't know that) that I call "Forbidden Tech" which involves doing a downback while rising up after shooting the door to move forward while aiming down, to bonk the door shell as it opens. After bonking the door shell, you want to continue aiming down until the door is open enough that you won't land on it, and then you want to re-expand your hitbox to land earlier, and jump out of the room. I landed on the door in this run, losing a little time.
-Best IGT Exiting this room that I've had: 2'52"11 (this run was 2'52"04, but it was mid door height exit which is pretty good still)
-Best RTA Time exiting this room that I've had: 4.46 (this run was 4.52)
4th Escape Room (Leodox Room)
-Just assume time can be saved on pretty much every section of this room, it's very hard.
-Specifically, the ledge grab after the downgrab while jumping back up the room was slow/bad (I jumped too high).
-Best IGT Exiting this room that I've had: 2'37"06 (this run was 2'36"87)
-Best RTA Time exiting this room that I've had: 15.00 with 2 lag frames (this run was 15.25 with 13 lag frames)
5th Escape Room (Climb)
-This room has a few different shinesparks you can do.
-This run does the slowest shinespark (crouched angle up spark), but it is executed as quickly as I have ever done it in a run
-Previous WR accidentally did a standing angle up shinespark, which bonks the last ledge at the top instead of going all the way to the ceiling. That strat is about 10f faster than a crouched angle up shinespark, but requires a frame perfect jump out of the room.
-There is also the option to do an upward shinespark on the left side of the room. I don't recall if that is frame perfect but it's a very short window. Technically some frames faster, but also would require a different parlor strat. I personally recommend the standing angle up shinespark if somebody is aiming to semi-consistently save time in this room.
-Best IGT Exiting this room that I've had: 2'31"86 (this run was 2'31"61)
6th Escape Room (Parlor)
-Assume some frames can be saved on the ledge grabs on the way up. Specifically the ledge grab at the very top was a little slow.
-This run had the God-steam Pattern I've been grinding so hard for.
-Best IGT Exiting this room that I've had: 2'23"51 (this run was 2'23"36)
-Best RTA Time Exiting this room that I've had: 8.05 (this run was 8.15)
7th Escape Room (Ship Room)
-This run was "perfect" as far as the strat I go for here.
-Some IGT frames could be saved with a later jump onto the ship, but visual cues become less and less reliable the closer you are to the ship, I have found.
-This run had the frame perfect down-press on the ship resulting in Samus Echoes
-Best IGT Ship Entry that I've had: 2'21"00 (this run is the first ever 2'21"XX in a full escape run!!!)
THANK YOU SO MUCH FOR EVERYONE WHO WATCHED AND SUPPORTED THIS GRIND!!!
-- Watch live at / shinyzeni
Support me on Patreon! / shinyzeni

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