PB Maze Skip Comparisonitspersonaltoo2026-09-23 | PB Maze Skip Comparisonergonomic TAS setupitspersonaltoo2024-02-21 | ...Activate Bomb Slot and Unmorphitspersonaltoo2024-02-15 | neat lmao I wonder if this can be useful anywhere.Super Missiles without falling down Attemptitspersonaltoo2024-01-20 | There's so much setup time it's likely not even worth it even if it is possible. Funny game.Remain Morphed through cutscene that normally unmorphs Samusitspersonaltoo2024-01-20 | If there's an enemy in the way of the position the cutscene moves you to, it will trigger a reposition but it will interrupt the unmorph that normally takes place. At least, I think that's what's going on.Wild Ghosts Timing (Super Missile/Thermal vs 2016 Any% TAS with only Charge)itspersonaltoo2024-01-19 | The 2016 TAS is probably not super optimal but the timesave is very much no matter how you look at itObservatory Ideaitspersonaltoo2024-01-18 | I have a few theories on how to make this work but I won't be able to test them out because I gotta go to work soon.
theory1: take damage after the cutscene via pirate shooting me, to get more speed towards the ledge
theory 2: trigger the upper-pirate death cutscene using plasma burn so it happens after the super missile cutscene and removes the "super missile acquired" text box, giving me full control at the start of my space jump
theory3: I could potentially freeze the pirate that jumps down at you in the start of the room (if I can keep it frozen...) and then I would be able to land on it as a platform to bounce to the doorMain Plaza Ledge Ghettoitspersonaltoo2024-01-07 | honestly not that bad this could be used in like seggy or somethingCharge Beam to Zoid WIPitspersonaltoo2024-01-07 | vid not made for kidsWatery Hall Dash Optimizations - Version2 Tidbititspersonaltoo2024-01-01 | ...Grapple Beamu visual bugitspersonaltoo2023-12-28 | Whiskers has a video of this, and it's been known in Echoes for long time. But I've never seen this setup before. It actually has nothing to do with ACB, this still happens without skipping the cutscene.Thermal Visor Heistitspersonaltoo2023-12-27 | ...Wallcrawling from Research Lab Aether Towards Research Coreitspersonaltoo2023-12-27 | I have many ideas for how to clean up and speed up the movement. I'm just documenting that this is possible at all. I had no idea.VERSION2 w.i.p. Chozo to Charge Beam (Cutscenes Removed)itspersonaltoo2023-12-25 | Merry Christmas. I finally made progress on this game again.Aether Speed Conservation Demoitspersonaltoo2023-12-25 | ...Aether Speed Conservation Improvementitspersonaltoo2023-12-24 | o wowKeeping previous room unoccluded with WTRitspersonaltoo2023-12-22 | I'm not sure why this could be useful but here's something interesting I never considered really. You can achieve this easily while wallcrawling if you simply transition a door without opening it, but it can be done inbounds using WTR, effectively doing the same thing. Rooms don't occlude automatically upon transition, but rather when the door closes. Anyway I thought I should document this.stop going out of bounds to solve all your problems.itspersonaltoo2023-12-17 | okay gdvertigo, make a setup.Attempt and rescuing Barbed War Waspitspersonaltoo2023-12-10 | I don't know... maybe it is possible but the position required is too precise for me to get. The wasp moves around A LOT in the time between the cutscene starting and the burnt hive appearing. It's all RNG and the slightest alteration will have the wasp act completely differently. This is the best ending position I was able to get after testing for a long time.
What's going on here is the trigger to kill all the wasps does not extend up to the very top middle of the room, so getting the wasp up there during the cutscene can prevent it from being killed. But the burnt hive object seems to then get the wasp stuck and it can't move or be of any use...Funny Watery Hall scan routeitspersonaltoo2023-12-06 | ...ZIP into wallrunitspersonaltoo2023-11-29 | It seems that if the two walls allow gravity transfer then you will just start wallrunning after building enough speed. Kind of sad, because you can't build MORE speed (I think), but still pretty cool in it's own right.Zainy Instant Propulsion (Z.I.P.)itspersonaltoo2023-11-28 | OkayAnother Oneitspersonaltoo2023-11-28 | ...Another ZIP to studyitspersonaltoo2023-11-28 | This time I will actually figure out why it happens...Negative to Positive speed conversion on Robotitspersonaltoo2023-11-27 | Big things happening.WJ Check1 Skip Comparisonitspersonaltoo2023-11-25 | Unfortunate.A practical niche for push spindash storageitspersonaltoo2023-11-25 | Okay so I was trying to think of places where push spindash storage (youtube.com/watch?v=44hv9HOm-lU) can be useful... And I actually found a scenario. In this instance, I want to charge a spindash when I land from the slingshot vine. Because of the layout of the collision, and my destination after the spindash, there are only two factors I need to consider: 1. How early I land (how early I begin charging Spindash) 2. How much speed I have on the frame the spindash beings charging
Where or how I land after the vine doesn't matter because I have way more than enough time to reach the corner of the platform no matter how I do it. Because of this, I can use push storage plus a homing attack to land on the railing. The homing attack gives me a lot of burst speed, so I will have a higher speed when the spindash begins charging, and therefore, I will not have to charge it as long.
In this specific scenario, I actually can't cross the gap here with spindash hover unless I am standing on the railing. So it all works out very well.
But... this strat is unfortunately slightly slower than an alternative strat that clips inside the wall.Magma Pool to Arboretum crawlitspersonaltoo2023-08-24 | Not optimized yet, but I think I'll probably keep this general movement.PCanyon improvementitspersonaltoo2023-08-19 | Because this enters the room slower, I saved .6 seconds objective time, and .7 seconds 'room time'. So, it's really a .6s improvement over the previous upload. I don't want to redo the second half of the room because it's annoying so I'm satisfied with this.Leaving PCanyon Comparisonitspersonaltoo2023-08-19 | Looks like Boosting just sucks because of how long it takes to morph. ALSO I don't know why the aspect ratio is so messed up. The video just stretches itself went added to vegas even though it's 4:3. I don't get it.PCanyon 10.450s TASitspersonaltoo2023-08-19 | Phendrana Canyon Room IL. I should be able to stack damage boost off the second ice guy to collect Boost much faster, but lining it up was annoying and I'm impatient. The movement to leave the room might also be improvable, since I didn't test many other ideas. I want to improve this obviously, but I'm posting so there's something to compare to...double damage boostingitspersonaltoo2023-08-18 | 60 speed from 2 pirates lmaoDamage dash across MQB pit NSJitspersonaltoo2023-08-18 | Idea for low% or NSJ TASRGBJ to the peg in HOTE NSJitspersonaltoo2023-08-15 | From bomb jump testing I did in June.6.6 height, 11.89 distance bomb jump NSJitspersonaltoo2023-08-15 | This is from June when I was testing for the absolutely limit of max distance bomb jumps that also have considerable height. I'm just posting in case someone finds it interesting.Using Boost Ball for the Phazon Infusion Chamber SWitspersonaltoo2023-07-03 | Ty mrmiguel and justindm for finding everything TAS documentation videoidea for scanshot optimizationsitspersonaltoo2023-05-29 | Scan shots are really coolTAS: Unsolved Sun Tower climb in 14.683s (Room IL)itspersonaltoo2023-05-29 | This was fun. I recently got recommended Edzan's TAS of this room and I wanted to beat it. Originally my main focus was in saving time on the gate skip...but because my method ended up using an unmorph, I looked at climbing the whole room without remorphing.
Since the war wasp is needed at the top of the room, I decided to ride it the entire way up. I am thinking, however, that it would actually be faster to scale the spider blocks most of the way up, because I think the war wasp ascends faster when Samus is not riding it.
This was a rough test, I want to continue to improve this room and see if I can bring the time down a couple more seconds.Crossway R jump the other wayitspersonaltoo2023-03-27 | had to bunny hop once but still kinda coolBunny hop course in 13.69itspersonaltoo2023-03-26 | I'm going to call this tech collision redirection. You can essentially use ledge to bunny hop in a "straight" line by redirecting Samus' trajectory via hitting the collision. This method is only possible with Space Jump, but the same principle could be applied to a flat wall rather than a ledge.Bunny hop course in 15.81itspersonaltoo2023-03-26 | I wanted to post this one to show the progression of optimizing this course, but also specifically to demonstrate the bunny hop without pressing R+L in order to bend backwards and stay on the course. A lot of speed is lost in doing this, but the amount you can redirect your momentum is quite substantial and potentially could be worth the sacrifice in speed in some cases.S-curve bunny hop motifitspersonaltoo2023-03-24 | sacrificing some speed but having more control over the path of the jump. This could be useful particularly for navigating tight roomsfairly optimized NSJ bunnyhopsitspersonaltoo2023-03-24 | Using TASinput for once in my life. You can squeeze a lot more speed out of jumps by using perfect angles...(Remaster) Floaty Unmorphitspersonaltoo2023-02-13 | ...Strange Occluded Enemy Behavioritspersonaltoo2023-01-22 | So, with enemies that are comprised of multiple collision polygons, the ploygons appear to continue on the path they were moving with the velocity they possessed on the frame the room "paused" all enemies. This "pausing" is a feature of occluded rooms that's been known for a while, but the polygons floating away isn't something I've seen documented before. Thanks to Primewatch2 we can easily see what's happening, and also that they instantly return to where they should be upon making the room visible again.PBBB extended wallcrawl vs inbounds magma poolitspersonaltoo2023-01-16 | bigger timesave than I expected. I wanted to document this to show off the ceiling warp on the inbounds vide + the cool scan dash I used on the drop. Into the strat graveyard they go...Ceiling Warp/Ghost State Rambleitspersonaltoo2023-01-13 | At 11:20, this is literally what happens in every single SA SW inside of the PAB in Metroid Prime 2, so I was totally wrong there because I wasn't thinking about that game, I was thinking about Prime 1. Also thing I forgot to mention: Ghost State only works when unmorphed. There's also a clear and obvious distinction between the front face and back face of collision which I forgot to even mention lmao whoops.Flickbomb 3BSJ Max heightitspersonaltoo2023-01-06 | Height at the frame of IU is 7.027. A regular 3BSJ caps at ~6.683. I might have lost a tiny bit of height from friction against the wall. It's hard to tell. There are a lot of moving parts to this kind of trick so it's not very easy to balance everything.
The height required for TTTOS SW is 14.828. SJ following BSJ is ~+7.843. So this should be enough to do TTTOS with 3 bombs instead of 4, if the IU is possible.rollcompareitspersonaltoo2023-01-06 | So it's a pretty weak effect, but you can save frames by rolling with analog stick angles outside of the cardinal directions. I exit the dock 2 frames sooner, but also with a fair bit more speed. More speed entering the next room just means more timesave. Honestly though, TASes hardly ever spend time in morphball, so it's pretty insignificant.Corruption Dash into Instant Morphitspersonaltoo2023-01-06 | Movement option that would surely save time in a TAS. (Especially prior to collecting Boost Ball, I would imagine).Corruption DamageDashitspersonaltoo2023-01-06 | Same idea as in Echoes. You use damage to interrupt the strafe and maintain some speed. Unlike Echoes, there's no way to retain speed in Prime 3, so you begin to slow down once the damage recoil ends.