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Edit history:
Axel Ryman: 2010-08-30 08:22:47 pm
We all scream for Eyes Cream
Ok so...this game is basically like Fusion only with 100x more saving(Seriously the game forces a Navigation Booth on you every few rooms). Enemies can easily be dispatched by jumping on them and blasting them. Oh and cutscenes are unskippable(Joy...)


So far I just got into Sector 2 after getting the Varia Suit. I see no form of sequence breaking. Good thing hoping for missile drops is nonexistant now.

Edit: Almost forgot. Since you can get insta-full charge for your Charge Beam by dodging enemies, abusing that is going to happen.
Thread title:  
Direct Assault!
You can skip cutscenes after finishing the game once, but it looks like they're added to the timer anyway.

100% items unlocks Hard mode. Enemies and damage don't change but there are no pickups at all (forced 0%) and you can't play after the story (there's a second ending and secret boss on Normal).
Edit history:
UchihaSasuke: 2010-09-02 01:42:12 am
UchihaSasuke: 2010-08-31 12:30:07 am
UchihaSasuke: 2010-08-31 12:29:50 am
UchihaSasuke: 2010-08-31 12:29:27 am
UchihaSasuke: 2010-08-31 12:29:16 am
Stand: Devil's Call in your Heart
the cutscenes count towards the timer even if you skip them. that really sucks.
Quote from Axel Ryman:
I see no form of sequence breaking.


I don't see why people expect there to be tons of glitches and breaks right off the bat. I saw tons of spots throughout the game where skipping things seemed plausible since there's a lot of backtracking and detours. Just a matter of finding techniques to be able to actually pull them off.
Retired
Gonna say it now; Morph Ball + Bombs.  They did some pretty good invisible wall checks to counter shine spark abuse through doorways and other areas, but I am sure they overlooked stuff.  I think people might think it's less vulnerable to serious sequence breaking because except for the Diffusion Beam and Multiple Missile shot (forget name), you do not earn upgrades, they're authorized by the story, which seems to be scripted (even some areas load differently when you go back later).  But yea, it's a matter of time before useful stuff is found.  Anyway, had fun playing it, pretty short for first playthrough, though, IMO with 2+ hours of cutscenes factored in (clocked in at second ending at 7hrs 41mins @ 42% item collection).
Every place on the ship is completely interconnected though, it's not like Corruption where it is absolutely impossible to get somewhere until you've completed x event; a lot of the item unlocks happen the first time you reach a certain area so it's just a matter of getting to said area early, just like it would be if you were actually collecting them (tho wouldn't be the case with every item, like seekers and space jump; too bad, space jump early would break so much shit).

Bomb jumps are tricky. IBJ doesn't work because the game caps the amount of height you can get from it to the point where you could get higher by just jumping normally. We need a way to either remove the cap or a way to use it for horizontal distance instead - either would be enormously helpful in a ton of spots.
Edit history:
UchihaSasuke: 2010-09-01 01:12:57 am
Stand: Devil's Call in your Heart
good to see that bomb jumping has an actual limit and it wasn't just me sucking at it.
Retired
Quote from Paraxade:
Every place on the ship is completely interconnected though, it's not like Corruption where it is absolutely impossible to get somewhere until you've completed x event; a lot of the item unlocks happen the first time you reach a certain area so it's just a matter of getting to said area early, just like it would be if you were actually collecting them (tho wouldn't be the case with every item, like seekers and space jump; too bad, space jump early would break so much shit).


But it appears that even if you reach a room that normally triggers Adam authorizing a weapon "earlier" than you should, it will not work.  Example: Grapple Beam.  That room is normal until a certain scripted event tells the game to load an altered version of that room (flooded with lava and Anthony about to be hurled to his death).  I think you're gonna need to find shortcuts to the script trigger events in addition to shortcuts to the authorization spots.
aren't you able to go to that room earlier than that though? I imagine it'd be possible for items that unlock the first time you reach the room, eg speed booster or ice beam.
Retired
Quote from Paraxade:
aren't you able to go to that room earlier than that though? I imagine it'd be possible for items that unlock the first time you reach the room, eg speed booster or ice beam.


Yes, you can go to that room (Grapple Beam) one earlier, but it doesn't do you any good.  The only way the grapple beam is unlocked is by scanning the grapple beam hook when Andy is about to be thrown into the lava and Adam comes on and authorizes the use of the grapple beam.  And as I said, that room doesn't have those conditions until other stuff is triggered first.  Obviously somebody could possibly figure out how to trick all this or something, but I'm just going on how it is designed.
Edit history:
Paraxade: 2010-09-01 06:49:01 pm
i know, the second sentence wasn't talking about grapple beam. :/ my point is there's no point for it to have a different state set for items that unlock in rooms the first time you enter them - as in upgrades like speed booster and ice beam seem plausible to collect early, because you aren't able to access those rooms until you're supposed to get the item, and space jump and grapple beam don't.

for grapple beam you're actually intended to pass through that room long before you actually get grapple, so of course it makes no sense for it to have the unlock grapple state set early.
I found something at the end of the game, but I imagine some of you already figured this out. 
when you fight the 3 enemies at the very last fight of the game, if you hit the first one away with a missile, you can immediately target MB to end the game.
  It's not much, but it will save some time.
Stand: Devil's Call in your Heart
Quote from KingBroly:
I found something at the end of the game, but I imagine some of you already figured this out. 
when you fight the 3 enemies at the very last fight of the game, if you hit the first one away with a missile, you can immediately target MB to end the game.
  It's not much, but it will save some time.


that's how i did it when i did it sucessfully the first time. i was even like "WTF?" because i did it so fast accidentally.
Direct Assault!
A minor trick, when spin jumping you can stop spinning by firing a normal shot. Then if you press jump again Samus will move a little bit forward as she starts spinning. Do it fast enough and you can gain a little bit of horizontal distance. Maybe using charge shots (push Samus backwards) and changing directions could give more distance.

I used it in Sector 2 to skip dropping the last icicle in that room where you have to cross a water pool while fighting those enemies who fire purple balls. It's not much, but faster than firing a missile.

Still in Sector 2, in the room where the bridge breaks and you later return with the speedbooster to cross the gap, there's a morph ball tunnel that takes you back up. You can jump off in the open part of the tunnel, which looks close to the other side of the gap in the map. The door is green so you could proceed that way if you manage to jump.
Edit history:
KingBroly: 2010-09-02 03:57:04 pm
KingBroly: 2010-09-02 09:40:15 am
I think I've seen what you're talking about, but with Morph Ball mode instead of firing a shot.  It seemed like Samus jumped again (ala NES Metroid bomb jumping, but very minor).

EDIT:  Found a youtube video.  This might open up some possibilities.
^ that's my video lol. only posted it on m2k2... IBJ lets you get a little bit of extra distance than you can with a normal jump but its still not helpful for height. I was able to get to the second half of one puzzle in biosphere (the one with the raising/lowering water) without raising the water level but it's useless because the last switch doesn't work and you can't walljump up.
How far can you go with that?  I have an idea of where to use it, but there's probably a locked door to stop you.
Retired
Quote from tri-Ace Fanboy:
I used it in Sector 2 to skip dropping the last icicle in that room where you have to cross a water pool while fighting those enemies who fire purple balls. It's not much, but faster than firing a missile.


You don't even have to do that.  I made that jump normally...I didn't even realize it until third play through that you could shoot down that icicle at the end (just thought it was the first one).
How would an
Escape Run be counted?  The whole segment, boss fight included or just what is left on the clock?  You can't save after fighting the boss, either.  If it's just what's left on the clock, I'd guess 2:35 might be possible.
Not far at all. It's only slightly better than a normal jump. Enough to be able to pull off a few jumps that are otherwise impossible, but nothing too special.
Direct Assault!
That bomb jump might let you skip raising the platforms in the first room with water in Sector 2.

Also it looks like there's a fatal glitch in Sector 3: http://www.gamefaqs.com/boards/960554-metroid-other-m/56227536
Edit history:
Paraxade: 2010-09-03 08:35:23 am
^ you can. made a video of it last night actually, was going to upload in the morning -



Strange sector 3 glitch... never happened to me thankfully.

Gonna try to see if I can make it from the open morph ball tunnel to the other side of the broken bridge as well. It certainly looks possible...
Edit history:
KingBroly: 2010-09-03 12:36:33 pm
I've never had the Sector 3 glitch happen to me, but I have a theory as to why it happens.

At one of the Sector elevator rooms there's a vent on the left side of the room that you can't normally reach with a jump, but it appears to be open almost all the way through the game.  It might be possible to get in it.

EDIT:  Now that I look at it again, the bomb jumping looks sorta similar to Zero Mission, at least from a timing point of view.


Dead end for now because a few rooms later you end up in another room that requires Shinespark ( http://img709.imageshack.us/img709/3121/speedboosterroom.png ) but it's a good start.
Unless you got an Accel part early, I'm not exactly seeing the benefit of that trick, no matter how cool it is.

I've mainly been focusing my efforts on the
Escape Sequence.  I think 2:35:XX on the clock at the end is possible without a major break, but a couple of things to keep in mind:  #1 - Jumps slow you down, #2 - The second door never opens before 4:51 remaining on the clock, as it always gets stuck with Now Loading until then.  I keep getting a high 2:32 to low 2:33 left on the clock, but that was with using one of shots to stun a pirate, but it doesn't seem like skipping it makes it go any faster.