Overview

Details
Route Comparisons


Sheet 1: Details

S.Metroid 100% Total Improvement* 8315 Game Improvement* 7055 Difference v1 Ammo v2 Ammo Notes
Room v1 Enter v1 Exit v1 Game v2 Frame v2 Exit v2 Game Frame Door Game M SM PB EN M SM PB EN Improvements
Ceres Station
Room 1 8433 8735 301 8433 8729 296 6 0 5 0 0 0 99 0 0 0 99 Jump at beginning, low-boosting 1.21
Room 2 8896 9020 425 8890 9013 419 1 0 1 0 0 0 99 0 0 0 99 Optimized sub-pixel: Landed at ~433.5 so run through past 492
Room 3 9181 9367 611 9174 9358 603 2 0 2 0 0 0 99 0 0 0 99 Low-boosting
Room 4 9529 9633 715 9520 9623 706 1 0 1 0 0 0 99 0 0 0 99 Optimized sub-pixel: Landed at ~433.5 so run through past 492
Room 5 9794 9890 811 9784 9879 801 1 (3) 1 0 0 0 99 0 0 0 99 Jump backwards at door
Ridley 10116 11728 2423 10108 11719 2412 1 0 1 0 0 0 24 0 0 0 24 Optimized sub-pixel position when waiting
Room 5 11892 11989 2520 11883 11980 2509 0 0 0 0 0 0 24 0 0 0 24 Optimized sub-pixel: Run to left door hitting < 21 a frame earlier (was done inadvertantly in the previous run) 1.22
Room 4 12151 12255 2624 12142 12245 2612 1 0 1 0 0 0 24 0 0 0 24 Optimized sub-pixel: Run to left door hitting < 21 a frame earlier
Room 3 12416 12582 2790 12406 12571 2777 1 0 1 0 0 0 24 0 0 0 24 Optimized sub-pixel: Run to left door hitting < 21 a frame earlier
Room 2 12760 12882 2912 12749 12871 2899 0 2 0 0 0 0 24 0 0 0 24 Different boost - hit steam near the end of the room
Room 1 13048 13288 3152 13035 13275 3139 0 0 0 0 0 0 24 0 0 0 24 Ending time of 49.01
Crateria
First Room 15371 16259 4039 15358 16246 4026 0 (1) 0 0 0 0 99 0 0 0 99

Inside Cavern 16430 16900 4509 16418 16886 4494 2 0 2 0 0 0 99 0 0 0 99 Low-boosting, different shooting position
Old Escape Shaft 17064 17516 4961 17050 17495 4939 7 0 7 0 0 0 99 0 0 0 99 Low-boosting
Old MB Room 17677 17928 5212 17656 17906 5189 1 0 1 0 0 0 99 0 0 0 99 Better control of speed while jumping. I don't use more arm pumps than I have to in order to get maximum jumping speed.
Elevator to Brinstar 18086 18158 5284 18064 18136 5261 0 (2) 0 0 0 0 99 0 0 0 99

Brinstar
1. Morphing Ball 18364 18958 5878 18344 18935 5854 3 0 1 0 0 0 99 0 0 0 99 Don't wall jump after morph ball 1.25
Metroid 1 Beginning 19357 19619 6140 19334 19597 6117 (1) 0 (1) 0 0 0 99 0 0 0 99 Phantom frame gained in previous section
Old Kraid Entrance 19776 19930 6294 19754 19901 6264 7 0 7 0 0 0 99 0 0 0 99 Jumping over platform and shooting down through all the blocks
2. Missiles 20088 20114 6320 20059 20084 6289 1 0 1 5 0 0 99 5 0 0 99 Mid-air turnaround was not faster after next room 1.26
Exit Missile Room 20513 20557 6364 20483 20528 6334 (1) (2) (1) 5 0 0 99 5 0 0 99 Extra arm pump delayed shot by 1 frame
Exit Kraid Entrance 20712 20851 6503 20685 20822 6471 2 0 2 5 0 0 99 5 0 0 99 Further to the left when shooting last 3 blocks
Elevator to Crateria 21024 21618 7097 20995 21588 7064 1 0 1 5 0 0 99 5 0 0 99

Crateria
Exit Elevator Room 21755 21903 7245 21725 21873 7212 0 0 0 5 0 0 99 5 0 0 99

Old MB Room 22115 22343 7473 22085 22308 7435 5 (1) 5 5 0 0 99 5 0 0 89 Longer first jump 1.27
Old Escape Shaft 22516 23143 8100 22482 23099 8052 10 0 10 5 0 0 99 5 0 0 99 Better walljumping
Inside Cavern 23306 23859 8653 23262 23812 8602 3 0 3 5 0 0 99 5 0 0 94 Better walljumping, unmorphing at beginning of fall to use low-boosting
Toward Chozo 24020 24205 8838 23973 24157 8786 1 (1) 1 0 0 0 99 0 0 0 94

3. Bombs 24420 24469 8887 24373 24423 8836 (1) 0 (1) 0 0 0 99 0 0 0 94

Chozo Statue 24868 25902 9922 24822 25818 9833 38 0 38 1 0 0 99 0 0 0 99 Manipulate first attack to jump backwards to get missiles earlier
Exit Bomb Room
26295 10313
26211 10224 0 4 0 5 0 0 99 5 0 0 99 Couldn't get subpixel together with 5 missiles
Exit Bomb passage 26514 26670 10469 26426 26582 10380 0 0 0 5 0 0 99 5 0 0 99

In cavern, bomb left 26842 27271 10898 26754 27176 10802 7 0 7 5 0 0 99 5 0 0 99 Better walljumping, bombing the wall twice to run through it
4. Energy Tank 27439 27698 11157 27344 27603 11061 0 0 0 5 0 0 199 5 0 0 199

Speed passage 28097 28120 11180 28002 28023 11082 2 0 2 5 0 0 199 5 0 0 199 Shot flying enemy once before tank so it could be killed afterward, so there was no need to delay running speed to miss it
Zig-zag passage 28306 28677 11551 28209 28579 11452 1 0 1 5 0 0 139 5 0 0 139 Last damage boost was lower (apparently I did low-boosting in v1 without exactly understanding it yet, no wonder I hated this room so much)
To Brinstar Elevator 28839 29062 11774 28741 28964 11675 0 0 0 5 0 0 139 5 0 0 139

Down to new Brinstar 29223 29293 11844 29125 29195 11745 0 0 0 5 0 0 139 5 0 0 139

Brinstar
Red door on right 29579 30218 12483 29481 30115 12379 5 3 5 0 0 0 129 0 0 0 129 Initial jump, low-boosting 2.1
5. Super Missiles 30414 30753 12822 30308 30637 12708 10 0 10 0 5 0 119 0 5 0 119 Arm pumping immediately worked, better initial hit off of enemy
To treasure room 31152 31350 13020 31036 31234 12906 0 0 0 0 4 0 109 0 4 0 109

6. Missiles 31516 31631 13135 31400 31512 13018 3 0 3 5 4 0 109 5 4 0 109 Faster mockball
7. Missiles 32030 32183 13288 31911 32061 13168 3 0 3 10 4 0 109 10 4 0 109 Result of previous mockball
8. Reserve Tank 32582 32739 13445 32460 32611 13319 6 0 6 10 4 0 109 10 4 0 109 Better turn-around with morph ball, faster mockball, turnaround jump hitbox abuse
Leave treasure room 33138 33210 13517 33010 33084 13393 (2) 0 (2) 10 4 0 109 10 4 0 109 2 out of 3 frames gained from turnaround hitbox abuse were not kept by the end of the room
9. Missiles 33370 33522 13669 33244 33397 13546 (1) 0 (1) 15 4 0 109 15 4 0 109

Leave gate room 33921 34052 13800 33796 33926 13676 1 0 1 15 4 0 109 15 4 0 109

Exit to bottom right 34250 34426 13976 34124 34299 13851 1 2 1 15 3 0 109 15 3 0 109
2.2
Pink passage, bomb right 34651 35294 14619 34522 35161 14490 4 (1) 4 10 3 0 109 10 3 0 109 better shooting technique at the door, and stopping ona dime instead of jumping
More pink, bottom right 35491 35984 15112 35359 35851 14982 1 3 1 10 2 0 103 10 2 0 103 Better corner cut on first jump
Green mockball room 36161 36696 15647 36025 36561 15518 (1) 5 (1) 9 2 0 83 9 2 0 83 I don't know
Green crumble room 36864 37212 15995 36724 37072 15866 0 0 0 7 3 0 83 7 3 0 83

Orange room 37432 37849 16412 37292 37694 16268 15 0 15 7 3 0 83 7 3 0 83 Bomb floor instead of running around it. Low-boosting 2.3
Jump water room 38042 38176 16546 37887 38020 16401 1 0 1 7 3 0 73 7 3 0 73 Faster jump speed from previous room
Up to Spazer 38339 38657 16864 38183 38500 16718 1 (4) 1 7 2 0 73 7 2 0 73 Better walljumping, mockball
10. Spazer 38851 38889 16902 38698 38734 16755 2 0 1 7 2 0 73 7 2 0 73

Exit Spazer 39288 39347 16961 39133 39192 16814 0 0 0 7 2 0 73 7 2 0 73

To the right 39505 39888 17344 39350 39731 17195 2 0 2 7 3 0 73 7 3 0 73 Low-boost, land on second platform faster
Maridia room 40052 40093 17385 39895 39936 17236 0 0 0 7 3 0 73 7 3 0 73

Maridia tube 40254 40289 17420 40097 40132 17271 0 0 0 7 3 0 73 7 3 0 73

Maridia room 40459 40499 17460 40302 40342 17311 0 0 0 7 3 0 73 7 3 0 73

To Kraid 40662 40826 17624 40505 40670 17476 (1) (5) (1) 7 0 0 73 7 0 0 73 Weird door stuff. Went with game time for next room in this case because it otherwise looked sloppy.
Jump in ceiling door 41014 41293 17903 40863 41140 17753 2 0 2 7 0 0 73 7 0 0 73 Better starting position
Shoot floor 41451 41613 18064 41298 41459 17913 1 7 1 7 0 0 73 7 0 0 73 Subpixel when entering door
Fake Kraid room 41873 42190 18381 41712 42016 18217 13 0 13 4 4 0 67 4 4 0 67 Different spike boost, and arm pumped at end of room
Kraid boss door 42355 42568 18594 42181 42392 18428 2 0 2 4 3 0 67 4 3 0 67 Didn't arm pump at beginning of room (3 frames gained from previous room were lost), but better door entering gained those back and one more
Kraid 42730 43672 19491 42554 43475 19327 21 0 (2) 3 0 0 67 3 0 0 67 Shoot later to avoid lag. Seven frames sacrified for better refills
To the right
43929 19743
43724 19571 8 0 8 11 1 0 77 9 1 0 72 Not as many missiles, but just enough for Crocomire
11. Varia Suit 44092 44118 19769 43887 43910 19594 3 0 3 11 1 0 77 9 1 0 72 Better turn-around jump animation
Exit Varia room 44517 44743 19995 44309 44533 19818 2 0 2 11 1 0 77 9 1 0 72 Faster jump speed from Varia platform 2.6
Exit Kraid's room 44903 45019 20111 44693 44808 19933 1 (2) 1 11 1 0 77 9 1 0 72

To left 45229 45358 20240 45020 45146 20059 3 0 3 11 1 0 69 9 1 0 64 Demorph and run to hit spikes farther to the left
Exit fake Kraid room 45522 45809 20527 45310 45598 20347 (1) 2 (1) 10 4 0 69 8 4 0 64

More exiting 46031 46183 20677 45818 45971 20496 (1) 0 1 9 4 0 69 7 4 0 64 More lag than before, but an extra walljump
Energy Tank detour 46340 46531 20868 46128 46317 20685 2 1 2 9 4 0 69 7 4 0 64 Better speed/arm-pumping when running at the door
12. Energy Tank 46691 46735 20912 46476 46520 20729 0 0 0 7 4 0 299 5 4 0 299

Exit Etank room 47134 47205 20983 46919 46987 20797 3 0 3 7 4 0 299 5 4 0 299 Was able to turn around earlier when getting energy tank
Back to Kraid entrance 47369 47484 21098 47151 47267 20913 (1) 1 (1) 7 5 0 299 5 5 0 299 Stupid super missile manipulation
Elevator to norfair 47650 47865 21313 47432 47646 21127 1 (1) 1 7 4 0 299 5 4 0 299 Better mockballing
Norfair
First door on right 48143 48708 21878 47925 48491 21693 (1) 4 (1) 7 4 0 299 5 4 0 299 Jumping in this room allows faster descent in the next room - sacrifice 5 frames to gain 13 in the next room 2.7
Through hot room 48905 49240 22212 48684 48994 22010 25 2 17 7 3 0 299 5 3 0 299 Low-boosting, more precise walljumping and bomb climbing
13. Missiles 49411 49661 22462 49163 49411 22255 2 0 5 12 4 0 256 10 4 0 264 Faster jumping, better jump speed into the lava
Second hot room 50060 50323 22725 49810 50061 22506 12 0 12 12 4 0 216 10 4 0 227 Better control of stopping speed, was able to demorph faster
Rising lava room 50488 50894 23131 50226 50623 22903 9 4 9 12 4 0 204 10 4 0 190 One more damage boost, continuous walljump 2.8
Green bubble room 51101 51407 23437 50826 51128 23205 4 0 4 12 3 0 194 10 3 0 180 Better walljumping
Up to speed room 51572 51702 23565 51293 51440 23348 (17) 38 (15) 14 3 0 194 12 3 0 180 Worse luck on enemy to get missile, and more optimized for real time, so scrolling the screen up before entering the door
Speed room 51948 52489 24106 51648 52189 23890 0 1 (1) 9 3 0 194 7 3 0 180 Slower starting speed
14. Speed Booster 52659 52692 24139 52358 52391 23923 0 0 0 9 3 0 194 7 3 0 180

Exit to speed room 53091 53162 24210 52790 52860 23993 1 5 1 9 3 0 194 7 3 0 180 Faster speed when jumping
15. Missiles 53359 53386 24237 53052 53075 24016 4 0 4 14 3 0 194 12 3 0 180 Jumped earlier, used up-corner speed stalling
Run to the left 53785 54150 24602 53474 53829 24371 10 0 10 14 3 0 194 12 3 0 180 Combination of not jumping as high, and low-boosting
Down to bubble room 54380 54474 24691 54059 54151 24464 2 (2) (4) 14 3 0 189 12 3 0 175 Previous room wait until lava fills before fading, and I could gain 1 game frame if I sacrificed 5 real frames, but decided against it
Green bubble room 54646 54753 24798 54325 54433 24572 (1) 0 (1) 14 3 0 189 12 3 0 175 Different landing position
To moving platforms 54940 55116 24971 54620 54799 24749 (3) (5) (4) 14 2 0 164 7 3 0 150 Got better damage boost position. Used five missiles here instead of next room, which cost 14 frames
16. Missiles 55331 55495 25135 55019 55179 24909 4 0 4 19 2 0 164 12 3 0 150 Try short charge if energy used is ~60 or less. Mid air morph ball on first jump.
To Wave beam 55894 56072 25313 55578 55729 25060 27 (2) 27 14 2 0 164 12 2 0 150 Use Super Missile here instead of previous room
17. Wave Beam 56241 56281 25353 55900 55930 25090 10 0 10 14 2 0 164 12 2 0 150 Higher speed running into the room
Exit wave beam 56680 56743 25416 56329 56393 25154 (1) 0 (1) 14 2 0 164 12 2 0 150 Higher speed means slower turnaround
Back out top door 56925 57262 25753 56575 56912 25491 0 0 0 14 2 0 159 12 2 0 145
2.9
To bubble room 57451 57621 25923 57101 57272 25657 (1) 0 4 12 2 0 159 11 2 0 145 Opened door earlier with wave beam, used one less missile
Green bubble room 57789 58427 26561 57440 58077 26294 1 0 1 12 5 0 159 11 5 0 145

Shoot floor and gate 58597 58747 26710 58247 58397 26443 0 0 0 12 5 0 159 11 5 0 145

Fall through door 58931 59074 26853 58581 58721 26583 3 0 3 12 5 0 157 11 5 0 143 Low-boosting
To the left 59232 59454 27074 58879 59100 26803 1 0 1 12 5 0 157 11 5 0 143

Down thru Green door 59637 59684 27121 59283 59327 26848 3 (1) 2 12 4 0 157 11 4 0 143 Started running earlier when stopping to fire missile
Crocomire 59897 61529 28751 59541 60817 28122 356 0 356 2 0 0 137 1 0 0 103 Shooting multiple missiles each time he opens his mouth. Was able to avoid the second "HI I'M CROCOMIRE" reintroduction wave
18. Energy Tank
62050 29246
61501 28764 (163) 0 (147) 2 0 0 399 1 0 0 399 This loss is a wash because I am waiting for Crocomire to swim to the left
Exit Crocomire room 62449 64311 31102 61900 63615 30476 147 (1) 144 8 2 0 331 7 2 0 346 Needed 2 Super Missiles in refill. Sacrified three frames to have optimal energy for shinespark later.
To the Power Bombs 64534 64668 31236 63839 63973 30610 0 0 0 8 1 0 297 7 1 0 312
2.10
19. Power Bombs 64831 64857 31262 64136 64162 30636 0 0 0 8 1 5 297 7 1 5 312

Exit Power bomb room 65256 65313 31319 64561 64618 30693 0 0 0 8 1 5 297 7 1 5 312

Down to nearby door 65479 65577 31417 64784 64881 30790 1 46 1 8 0 5 297 7 0 5 312 Entered door at different position to gain lots real-time over a small amount of game-time
Fall down 65786 66044 31675 65044 65308 31054 (6) 1 (6) 8 0 5 297 7 0 5 312 Lost time due to previous door transition, gained 1 frame from low-boosting
PB & speed left 66219 66608 31998 65482 65867 31375 4 0 2 8 0 4 297 7 1 4 312

20. Grappling Beam 66766 66790 32022 66025 66048 31398 1 0 1 8 0 4 297 7 1 4 312

Exit grapple room 67189 67257 32090 66447 66534 31485 (19) (1) (19) 8 0 4 297 7 1 4 312 Shorter charge will save time in the next room
21. Missiles 67435 67643 32298 66713 66878 31650 43 0 43 13 0 4 219 12 1 4 234 Saved time from short charge in previous room, and better walljumping. Could be done 2 frames faster, but energy is messed up for upcoming shinespark
Back to the entrance 68042 68412 32668 67277 67646 32019 1 51 1 13 0 4 210 12 1 4 225

into moving lava room 68621 68727 32774 67804 67933 32148 (23) 1 (23) 13 0 4 210 12 1 4 225

22. Missiles 68903 69130 33001 68108 68326 32366 9 0 9 18 0 4 138 17 1 4 154 Better damage boosting off of spikes
Exit moving lava 69529 69803 33275 68725 68993 32634 6 (10) 6 18 0 4 66 17 1 4 81 Better damage boosting off of spikes, and running out instead of jumping
Up the passage 69968 70227 33534 69168 69347 32813 80 0 80 18 0 4 66 17 1 4 29 Extra shinespark
Back to crocomire 70386 70549 33697 69506 69669 32976 0 0 0 18 0 4 66 17 1 4 29

Up through crocomire 70717 70908 33888 69837 70028 33167 0 (1) 0 18 0 4 66 17 1 4 29

Top of next passage 71120 71339 34107 70241 70455 33381 5 0 5 18 1 4 66 17 2 4 29 Better climbing strategy
23. Missiles 71510 71753 34350 70626 70901 33656 (32) 0 (32) 23 2 4 66 22 1 4 34 Lost time shooting green gate differently
Through green gate 72152 72228 34426 71300 71339 33695 37 3 37 23 2 4 66 22 1 4 34 Total gain of five frames from shooting green gate earlier
Up and left 72398 72503 34531 71506 71609 33798 2 0 2 23 1 4 66 22 1 4 34 Earlier super missile manipulation
24. Energy Tank 72682 72700 34549 71788 71803 33813 3 0 3 23 1 4 499 22 1 4 499 I have no idea how I gained 3 frames here
to Hi-Jump room 73099 73345 34795 72202 72442 34053 6 1 6 23 2 4 499 22 2 4 499 Test morphing to ball when landing instead of bouncing
25. Hi-Jump Boots 73520 73586 34861 72616 72682 34119 0 0 0 23 2 4 499 22 2 4 499 Try to mockball on top platform to shoes
Exit Hi-Jump room 73985 74087 34963 73081 73181 34219 2 1 2 23 2 4 499 22 2 4 499

26. Missiles 74253 74382 35092 73346 73474 34347 1 1 1 28 2 3 499 27 2 3 499

Exit treasure room 74781 74927 35234 73872 74004 34470 14 1 19 28 2 3 499 27 2 3 499 mockball had just enough speed to get over the divet
Elevator to Brinstar 75095 75736 35875 74171 74817 35116 (5) 0 (5) 28 3 3 499 27 3 3 499 More time spent manipulating Super Missile drop
Brinstar
To the left 75932 76082 36025 75013 75162 35265 1 1 1 28 3 3 499 27 3 3 499 Optimized subpixel 2.11
Maridia room 76247 76285 36063 75326 75364 35303 0 1 0 28 3 3 499 27 3 3 499

Maridia tube 76450 76477 36090 75528 75553 35328 2 0 2 28 3 3 499 27 3 3 499

Maridia room 76641 76678 36127 75717 75761 35372 (7) (1) (7) 28 3 3 499 27 3 3 499 Charged up shinespark earlier, had to regain speed
Under Spazer 76835 76922 36214 75919 75990 35443 16 0 16 28 4 3 464 27 4 3 463 Better speed before shinespark
To the left again 77084 77215 36345 76152 76442 35574 (159) 0 0 28 4 3 432 27 4 3 432 Lose time here switching to wave beam earlier
Up the orange passage 77385 77999 36959 76612 77225 36187 1 0 1 28 4 3 432 27 4 3 432 It's possible to use the wave beam to destroy the block above before jumping, like in hero of the day's any% run, but it does not save time with hi-jump boots. Three frames were sacrificed for better running speed in the next room
Through spiked room 78161 78345 37143 77387 77549 36349 22 (4) 22 28 4 3 408 27 4 3 416 One less damage boost needed to cross the room
Bottom of orange #2 78525 78682 37300 77733 77892 36508 (2) (1) (2) 28 3 3 388 27 3 3 396 Better entrance speed, less arm pumping on exit
27. Power Bombs 78851 79018 37467 78062 78222 36668 7 0 7 28 3 7 383 27 3 7 391 More speed when entering to place power bomb at better time
28. Missiles 79417 79517 37561 78621 78721 36762 0 0 0 33 3 7 383 32 3 7 391

Exit room 79916 80115 37760 79120 79314 36956 5 0 5 33 3 7 378 32 3 7 386 Better damage boost
Up to green door 80292 80559 38027 79491 79759 37224 (1) (2) (1) 33 3 7 378 32 3 7 386

29. Power Bombs 80733 81004 38222 79935 80210 37410 (4) 0 9 33 3 11 378 31 3 11 386 Was possible to shoot enemies with missiles so the power bomb would kill them faster, reducing lag, but this gave bad Super Missile luck and more time can be saved later with an extra Super Missile
Exit room 81403 81545 38364 80609 80749 37550 2 (2) 2 33 5 11 370 33 5 11 378

Elevator up to Crateria 81725 82237 38876 80931 81443 38062 0 0 0 33 5 11 370 33 5 11 378

Crateria
Up through orange door 82378 82599 39097 81584 81802 38280 3 0 3 33 5 10 370 32 5 10 378
2.12
charge shinespark 82757 83247 39553 81960 82326 38625 124 0 111 34 5 9 370 32 4 9 378 Short-charge used at earlier and better time
30. Missiles 83409 83451 39595 82488 82513 38650 17 0 17 39 5 9 361 37 4 9 359 Used extra Super Missile here
Exit missile room 83850 83877 39622 82912 82936 38674 3 0 3 39 5 9 334 37 4 9 335

Weeeeeeeeeee 84131 84364 39855 83190 83423 38907 0 0 0 39 4 9 200 37 3 9 201

Wrecked Ship
Entrance 84577 84698 39976 83636 83760 39031 (3) 0 (3) 39 4 9 200 37 3 9 201 Did an extra jump to save time in the next room
Down to bottom 84881 85398 40493 83943 84452 39540 8 0 8 39 3 9 200 37 2 9 201 More low-boosting, better jump testing 2.13
To the boss 85555 85878 40809 84609 84927 39852 5 (1) 4 39 2 8 200 37 1 8 201 Mockball for a couple more frames to shoot door
Phantoon 86082 87162 41877 85132 86216 40924 (4) 0 (4) 18 1 8 200 18 0 8 201 Slightly worse luck on falling blue fire 2.14
Exit Phantoon
88295 42990
87301 41993 48 0 44 26 4 10 300 22 0 8 231 Don't need Super Missiles, or as much energy as last time
Back up 88501 88754 43242 87507 87757 42243 3 18 2 26 4 9 280 22 0 8 211 Not using a power bomb here is faster 2.15
Door to the right 88948 89209 43501 87933 88198 42506 (4) 0 (4) 26 4 8 280 22 0 7 211 Time lost due to entering the room differently from gaining time in previous room
31. Super Missiles 89372 89752 43857 88361 88741 42861 0 0 1 24 9 7 280 19 5 6 211 It's possible to mockball through the passage the power bomb creates, but this requires more set up, which takes away a shot on the second robot, making the next segment about 10 frames slower as a result 2.17
Exit robot room 90151 90456 44162 89140 89437 43158 8 0 8 24 9 8 280 19 5 7 211 Better shooting of the second robot made it fall faster
To the left 90639 90840 44362 89620 89818 43355 3 0 3 23 9 7 280 18 5 6 211 Used grappling hook to open door sooner and get faster mockball
32. Super Missiles 91002 91034 44394 89980 90012 43387 0 0 0 23 14 7 280 18 10 6 211

Exit 91433 91493 44454 90411 90471 43447 0 0 0 23 14 7 265 18 10 6 196

33. Missiles 91676 92047 44789 90654 91024 43782 1 0 0 28 14 6 208 23 10 5 139 It's possible to short-charge before rolling under the wall, and get to the missiles 16 frames sooner, and lose only 10 of those frames on the way back. However this costs 13 energy, and phantoon drops were not friendly for this situation.
Into water 92446 92887 45230 91423 91859 44218 5 0 5 28 14 6 144 23 10 5 76 Better damage boosting
To moving platforms 93076 93201 45355 92048 92171 44341 2 (1) 2 28 14 6 144 23 10 5 76 Shooting earlier allowed for better speed manipulation
Past moving platforms 93365 93451 45441 92336 92421 44426 1 0 1 27 14 6 113 22 10 5 45 Slightly slower speed actually allowed for a better outcome
Up to water room 93614 93968 45795 92584 92937 44779 1 0 1 27 13 6 83 22 9 5 15

34. Energy Tank 94162 94350 45983 93131 93319 44967 0 0 0 27 13 6 599 22 9 5 599 Although possible to get the E-tank three frames faster, it makes the grapple back slower overall
Exit water room 94749 94969 46203 93718 93932 45181 6 0 6 27 13 6 599 22 9 5 599 Better subpixel when grappling back
Backwards 95132 95542 46613 94095 94501 45587 4 (7) 4 27 13 6 584 22 9 5 582 Different jumping technique in the water
Exit moving platforms 95718 95899 46794 94684 94827 45730 38 0 38 27 13 6 554 22 9 5 522 Extra spike boost 2.18
Exit water 96061 96190 46923 94989 95125 45866 (7) 0 (7) 27 13 6 554 22 9 5 522 Running speed not as high from previous room
To the top 96373 96748 47298 95308 95670 46228 13 2 13 27 12 6 554 22 8 5 522 Faster climbing, shooting door earlier
Clear enemies, go right 96907 97662 47971 95827 96448 46761 134 0 140 27 11 5 388 20 5 4 463 Alternative idea to first pass through killing the enemies
35. Missiles 97856 98372 48483 96642 97080 47198 78 0 75 32 11 5 342 25 5 4 421 Shooting the robot slower allows his movement to become faster overall 2.19
Exit robot room 98771 99084 48796 97479 97778 47497 14 0 14 32 11 5 327 25 5 4 406 Shooting the robot slower allows his movement to become faster overall
Exit ship 99249 99517 49064 97943 98213 47767 (2) 1 (2) 32 11 5 216 25 5 4 295

36. Missiles 99807 100165 49423 98502 98852 48117 8 1 9 37 11 5 216 30 5 4 295 Morphball bounce avoided the need for two jumps 2.20
37. Missiles 100565 100836 49694 99251 99520 48386 2 0 2 42 10 5 216 35 4 4 295 Unmorph and remorph instead of just bouncing
Enter water 101235 101633 50092 99919 100311 48778 6 1 6 42 11 5 216 35 4 4 315

Enter entrance 101802 101951 50240 100479 100628 48927 0 (1) (1) 42 12 5 231 34 4 4 330 Paused slightly to get extra energy refills
Enter ship 102113 102156 50283 100791 100840 48976 (6) 2 (6) 42 12 5 231 34 4 4 330 Delays for robot manipulation
Statue Grab 102384 102578 50478 101066 101263 49174 (3) 0 (3) 42 12 5 141 34 4 4 240 Delays for robot manipulation
38. Missiles
105058 52944
103828 51701 (85) 0 (61) 47 12 3 131 39 4 2 240 Used slower strategy to knock robots onto the spikes to gain more time on the way back
39. Reserve Tank 105457 105804 53264 104227 104533 52007 41 0 14 47 12 3 91 39 4 2 201 Had greater speed when getting the missile
Into Gravity room 106203 106727 53785 104932 105356 52429 100 0 99 47 12 2 91 39 4 1 201 Robots on the spikes allowed for speeding through the wall
40. Gravity Suit 106893 106913 53805 105522 105543 52450 (1) 0 (1) 47 12 2 91 39 4 1 201
2.21
Exit Gravity Suit 107312 107530 54023 105942 106157 52665 3 1 3 47 12 2 91 39 4 1 201

41. Missiles 107784 108149 54388 106410 106702 52957 73 0 73 52 12 2 91 44 4 1 201 Speedmockball to the missiles
Into water room 108548 108840 54680 107101 107399 53255 (6) 0 (6) 52 12 2 91 44 4 1 201 Had to turn around after getting the missiles instead of before
Into shinespark charge 109013 109081 54748 107572 107641 53324 (1) (2) (1) 52 12 2 91 44 4 1 201

Into tube 109250 109368 54866 107812 107931 53443 (1) 4 (1) 51 12 2 91 44 4 1 201 Slowed down here to get one last chunk of energy
Exit tube 109533 109553 54886 108092 108112 53463 0 (1) 0 51 12 2 91 43 4 1 201 Started out slower
Top-right door 232663 233138 54312 108304 108813 53966 (34) 1 (30)



43 4 0 133 This is not a direct comparison, but ends with the same door transition. One comes from the right side, the other from the left much later
97. Power Bombs 233326 233386 54372 109000 109067 54033 (7) 0 (7)



43 4 5 121

Exit 233785 233977 54564 109466 109646 54213 12 0 12



43 4 6 116

Into the Gauntlet 234173 234507 54898 109842 110374 54745 (198) (3) (198)



43 4 6 114 Different strategy is needed, and a spark must be charged
Weeeeeeeeeee 234721 234926 55100 110591 110842 54990 (46) 3 (43)



43 4 6 29 Slower with a shinespark instead of springmockspringball
98. Energy Tank 235092 235153 55161 111005 111051 55036 15 0 15



43 4 5 699

Into next room 235552 235993 55598 111450 111793 55371 98 3 102



43 4 5 589 Another short-charge
99. Missiles 236161 236335 55772 111958 112143 55556 (11) 0 (11)



48 4 5 589 Entered with slower beginning speed 2.23
100. Missiles 236734 236792 55830 112542 112597 55611 3
3



53 4 5 589

Beginning 109744 109958 55100 109744 109744 53463 214 223 214 51 12 2 91



This room no longer traveled - it has been replaced by row 211
In cavern, go left 110181 110416 55335 109744




51 12 2 91



This room is traveled later (but isn't directly comparable) - see row 477
Speed left 110584 110753 55502





51 12 2 91



This room is traveled later - see row 478
Zig-zag passage 110925 111301 55878 112997 113573 56188 (200) 0 (201) 51 12 2 76 50 4 5 584 This is not a direct comparison, but ends with the same door transition. One starts from the normal door, the other starts from the second missile pack at the end of the gauntlet. This is not a double count of row 489, since this room is traversed twice in both routes
Left again 111463 111600 56015 113735 113872 56325 0 0 0 51 12 2 76 50 4 5 584

Elevator to brinstar 111761 111831 56085 114033 114103 56395 0 0 0 51 12 2 76 50 4 5 584

Brinstar
through the floor 112117 113134 57093 114389 115398 57392 8 0 11 51 14 1 76 50 5 4 582 Low-boosting, better jump off elevator
kill crawlers 113324 113415 57184 115588 115656 57460 23 (4) 23 50 14 4 70 50 5 4 580 No need to pause for extra power bombs
Old Hideout II 113577 113654 57261 115822 115900 57538 (1) 0 (1) 50 13 4 70 50 4 4 580

42. Super Missiles 113814 113830 57277 116060 116075 57553 1 0 1 50 18 4 70 50 9 4 580

Exit room 114229 114275 57323 116474 116520 57599 0 0 0 50 18 4 70 50 9 4 580

43. Energy Tank 114434 114441 57330 116679 116691 57611 (5) 0 (5) 50 18 4 699 50 9 4 799 Loss is irrelevant, energy tank is caught during different part of jump
Lose energy room 114840 115698 58021 117090 117478 57999 470 0 303 49 20 9 439 50 9 4 783 No pause screen, no need to lose energy, so lots more spike boosting
44. Power Bombs 115894 116266 58393 117674 118045 58370 1 0 1 49 20 14 439 50 9 9 783 Short charging is three frames slower - seriously
To the left 116665 116853 58581 118444 118630 58556 2 2 2 49 20 14 429 50 9 9 783

Into pink room 117058 117241 58746 118833 119012 58711 4 (15) 10 49 20 13 429 50 9 8 783 Better entrance, faster jump to last platform, no need to start short charge
Through pink room 117444 117730 59032 119230 119459 58938 57 (9) 59 51 20 13 308 46 9 8 783 Shinespark wasn't needed, but the awkward screen scrolling doesn't seem to allow for one continuous run and/or mockball through to the next room
45. Missiles 117916 118196 59312 119654 119846 59130 88 0 88 56 20 12 270 51 9 7 783 Used grappling hook instead of shinespark
Into secret room 118595 118700 59399 120245 120369 59219 (19) (4) (2) 56 20 12 270 51 9 7 783 Bomb laid a bit later in relation to missile grab
46. Power Bombs 118877 119152 59674 120550 120720 59389 105 0 105 56 19 16 50 51 8 11 768

Back to normal room 119551 119818 59936 121119 121395 59664 (9) 0 (13) 56 19 16 50 51 8 11 768 Lost because bomb was grabbed earlier in relation to explosion
Crystal Flash room 120001 120879 60749 121578 122003 60064 453 0 413 46 9 4 699 51 7 10 768 Skip Crystal Flash, jump into door to save time landing in the next room 2.24
Backwards spore spawn 121042 121224 60931 122166 122330 60228 18 (1) 18 46 8 4 699 51 7 10 767 Landing earlier, using enemy damage to start running earlier
47. Super Missiles 121393 121461 60999 122500 122546 60274 22 0 22 46 13 4 699 51 12 10 767 No shinespark charge, so jumping to the super missile is faster
Exit room 121860 121910 61049 122945 123051 60380 (56) 1 (56) 46 12 4 661 51 12 10 767 Slower because no shinespark is used
Left again 122071 122217 61195 123211 123305 60474 52 0 52 46 11 4 612 51 11 10 767 Faster because no shinespark cooldown is present
Back out, then up 122401 122644 61429 123489 123733 60711 (1) 5 (3) 46 10 3 612 51 10 9 767 Entering door higher for shorter transition
Kill enemies, gate 122813 123109 61725 123897 124196 61000 (3) 0 7 45 9 3 612 51 10 9 767 I don't have a clue what happened here
48. Energy Tank 123272 123313 61766 124359 124400 61041 0 0 0 45 9 3 799 48 9 9 899

Exit room 123712 123778 61832 124799 124863 61105 2 0 2 45 9 3 799 48 9 9 899

Back to main pink room 123934 124131 62029 125019 125213 61299 3 8 3 45 9 3 719 48 9 9 879

49. Missiles 124325 124686 62219 125399 125578 61478 182 0 11 50 9 2 718 53 9 8 878 Gained real time back because I already switched to wave beam earlier
50. Charge Beam 125085 125313 62435 125977 126197 61688 8 0 6 50 9 1 718 53 9 7 878 Due to limited lag and the circumstances of getting an item, it was faster to place the bomb closer
Behind Charge Beam 125712 126050 62760 126596 126939 62024 (5) 0 (11) 50 8 1 718 53 8 7 878 Some lag from before the Charge beam was moved to after
51. Energy Tank 126245 126477 62986 127134 127351 62232 15 0 18 50 8 1 899 53 8 7 999 More arm-pumping since ammo isn't as much of a concern
Exit room 126876 127121 63231 127750 127974 62456 21 (2) 21 52 8 5 899 55 10 9 999 Didn't charge to start shinespark
To green passage 127307 127948 63850 128162 128698 62981 105 (5) 94 52 8 3 862 55 10 8 999 Didn't use shinespark, which allowed mockball and saved 20 frames or so, also jumped through the ceiling to save the rest
52. Missiles (didn't get) 128126

128881 129165 63265






60 10 8 999 Getting these missiles now will allow for a longer speedmockspringball on the way back
To green crumbles
128641 64365 129564 130038 63739 (642) 11 (243) 52 8 3 857 60 10 8 994 Getting the missiles caused slowdown
To orange passage 128826 129067 64606 130212 130437 63964 16 0 16 51 9 3 857 59 10 8 994 Slightly lower speed allows keeping speedmockball through the door
To water 129286 129722 65040 130656 131053 64361 39 4 37 51 9 2 857 59 10 8 994 Speed through the floor, shoot floor early with wave beam. Lost some of that time charging a shinespark
To under spazer 129915 130052 65177 131242 131299 64418 80 5 80 51 9 2 855 58 10 8 952 Charged up shinespark in previous room
To Maridia 130220 130394 65351 131462 131592 64548 44 0 44 51 10 2 854 58 10 8 921 Continuing the shinespark
Maridia
Maridia room 130558 130603 65393 131756 131799 64591 2 0 (1) 51 10 2 854 58 10 8 921 Slower speed to start with
Tube, break, go up 130763 131084 181 131959 132317 -586 (37) 0 (35) 51 10 1 854 58 10 7 921 Charged shinespark now while waiting for power bomb to explode (Actual game time is 64949) 2.25
53. Missiles 131314 131522 389 132547 132665 -468 90 0 90 56 10 2 780 63 10 7 847 Short-charged in previous room (Actual game time is 65067)
Fall and go right 131921 132277 745 133064 133388 -144 32 (28) 32 56 10 2 757 63 10 7 825 Didn't charge shinespark (Actual game time is 65391)
To turtle room 132457 132858 1146 133596 133964 223 33 (3) 34 56 9 2 718 63 9 7 825 Walljumps instead of shinespark
54. Energy Tank 133034 133180 1292 134143 134286 367 3 0 2 56 9 2 999 63 9 7 1099 Better walljumping
55. Missiles 133579 133768 1481 134685 134874 556 0 0 0 61 9 2 991 68 9 7 1091

Exit turtle room 134167 134427 1741 135273 135526 809 7 0 7 61 9 2 991 68 9 7 1041 Damage boost off of turtle
Up through passage 134624 134876 1993 135723 135948 1034 27 20 27 61 9 2 951 68 9 7 1041 Avoided shinespark. It was possible to enter the door without a walljump with a mid-air morph, but this ended up being a bit slower in the next room overall
Into left wall 135075 135190 2108 136127 136235 1142 7 13 7 61 9 2 951 68 9 7 1041 Mid-air morph still allowed entry into the wall
56. Super Missiles 135390 135622 2304 136422 136566 1286 88 0 52 61 14 1 951 68 14 7 1041 No need for power bomb here
Exit 136021 136210 2469 136965 137128 1449 26 0 2 61 14 2 951 68 13 7 1041 Less lag from no power bomb
Shinespark up-right 136397 136773 2843 137315 137678 1812 13 0 11 61 14 2 891 68 13 7 982 Better low boosting after shinespark
Up into sand room 136944 137094 2993 137849 137999 1962 0 11 0 61 14 2 891 68 13 7 982

57. Missiles 137270 137372 3095 138164 138293 2091 (27) 0 (27) 66 14 2 891 73 13 7 982 Bad luck with the sinking shell type enemy
Farther up 137771 137923 3247 138692 138852 2251 (8) (1) (8) 66 14 2 891 73 13 7 982 Had to turn around after unmorphing
Into next room 138108 138429 3568 139038 139346 2559 13 0 13 66 14 2 891 72 13 7 982 Ran off platform after unmorphing, better walljump
58. Super Missiles 138596 138805 3777 139513 139710 2756 12 0 12 66 19 2 891 72 18 7 982 Morphball bounce to avoid reaccelerating
59. Missiles 139204 139283 3856 140109 140171 2818 17 0 17 71 19 2 891 77 18 7 982 Closer to right edge to get to missile faster
Exit room 139682 139925 4099 140570 140800 3048 13 0 13 71 20 2 891 76 18 7 982 Ran over platform edges instead of jumping
Exit to sand room 140094 140382 4387 140969 141242 3321 15 1 15 71 20 2 891 76 18 7 982 Walljump near bottom, longer mockball bounce
Back to pink passage 140564 140685 4508 141423 141540 3438 4 2 4 71 20 2 891 76 18 7 982 Morph and unmorph
Down and to right 140873 141153 4788 141726 142002 3714 4 0 4 71 19 2 891 76 17 7 982 Low-boosting
New music 141334 141762 5126 142183 142599 4048 12 8 4 71 19 1 891 76 17 6 982 Not spin-jumping reduced lag, and better jump into door
Speed right 141934 142205 5397 142763 143032 4317 2 5 2 71 19 1 891 76 17 6 982 Morph and unmorph allowed for placement further left before running without losing time
Botwoon 142441 142828 5784 143263 143650 4704 0 0 0 71 13 0 891 76 11 5 982
2.26
Exit botwoon
143176 6130
143990 5042 8 0 8 75 18 2 951 82 13 8 958 Took damage to run through exploding worm carcass and clear wall sooner and faster
Quicksand room 143403 143628 6346 144217 144442 5258 0 0 0 75 18 2 951 82 13 8 958

Up passage 143829 143981 6498 144643 144793 5408 2 0 2 75 18 2 951 82 13 8 958 More optimized walljumping
Shinespark right 144162 144477 6813 144974 145288 5722 1 0 1 75 17 2 823 82 12 8 831

60. Missiles 144648 144783 6948 145459 145581 5844 13 0 13 80 17 2 823 82 12 8 831 Used grapple beam instead of first jump
To Draygon 145182 145481 7247 145980 146269 6133 10 0 10 80 16 2 823 82 11 8 831 Earlier jump down to the bottom
Draygon 145715 147791 9323 146503 148424 8054 155 0 155 82 5 0 736 83 8 7 645 Better shinesparking
Into treasure room
148593 10123
149139 8767 87 14 87 82 5 0 736 83 8 7 637 Ignored refills
61. Space Jump 148790 148870 10203 149322 149401 8846 1 0 1 82 5 0 736 83 8 7 637
2.27
Exit 149269 149358 10292 149800 149882 8928 7 0 7 82 5 0 736 83 8 7 637 Didn't do high jump, stayed on ground more to arm pump
Exit again 149520 149723 10495 150044 150244 9128 3 2 3 82 5 0 736 83 8 7 637 Landed earlier to arm pump more
Charge blue suit 149946 150091 10640 150465 150608 9271 2 0 2 82 5 0 736 83 8 7 637 Better wall/space jumping
Shinespark left 150267 150568 10941 150784 151084 9571 1 (4) 1 82 5 0 612 83 8 7 513 Low boosting after spark
back to quicksand 150740 150889 11079 151260 151435 9742 (26) 1 (33) 82 5 0 612 79 8 7 513 Used missiles to reduce lag, and started from right side to get higher speed
62. Energy Tank 151061 151268 11286 151606 151765 9901 48 0 48 82 5 0 1099 79 8 7 1199

Fall in sand 151667 151756 11375 152164 152252 9989 1 (5) 1 82 5 0 1099 79 8 7 1199 Use orange worm to start damage boost
Down 151920 152014 11468 152421 152511 10078 4 (2) 4 82 5 0 1099 79 8 7 1199 Damage boost to the left before starting to morph
To the left 152174 152377 11671 152673 152867 10272 9 (4) 9 82 5 0 1099 78 8 7 1199 Several strategies tried, including keeping the damage boost into this room, but the original prevailed
63. Missiles 152558 152805 11918 153052 153269 10489 30 0 30 87 5 0 1077 83 8 7 1167 Sparked diagonally to reduce time spent falling afterwards
64. Super Missiles 153204 153293 12007 153668 153764 10585 (7) 0 (7) 87 10 0 1077 83 13 7 1167 Worse starting position relative to previous missile
Fall into right sand 153692 154141 12456 154163 154616 11038 (4) 51 (4) 87 10 0 1077 83 13 7 1167 Sank in sand farther left for better door transition and less movement in sand
Down 154355 154609 12710 154779 155019 11278 14 0 14 87 10 0 1075 83 13 7 1165 Started more toward middle
65. Missiles 154769 154939 12880 155179 155341 11440 8 0 8 92 10 0 1075 88 13 7 1165 Better jumping out of sand and walljumping
66. Power Bombs 155338 155587 13129 155740 155994 11694 (5) 0 (5) 92 10 5 1075 88 13 12 1165 Got missile on the way up instead of down
Sink in sand 155986 156182 13325 156393 156570 11871 19 (5) 19 92 10 5 1075 88 13 12 1165 Morph ball after falling in sand
To the right 156339 156483 13469 156732 156876 12015 0 0 0 92 10 5 1050 88 13 12 1140

Up and around 156654 157134 13949 157047 157524 12492 3 0 3 92 10 5 1050 88 13 12 1140 Slightly better walljumping and lowboosting
Slow creature 157302 159744 16295 157692 160109 14835 25 (1) 3 92 10 4 1050 85 13 11 1110 Less lag during the power bomb, though I'm not sure on this one. Also made a major aesthetic improvement
67. Spring Ball 159915 160325 16705 160281 160686 15240 5 0 5 92 10 4 1050 85 13 11 1110 Faster entrance, better bombing
Exit room 160724 161021 17002 161085 161370 15525 12 2 12 92 10 4 1050 85 13 11 1110 Opened door on the way in, so exit was faster
Exit creature room 161190 161350 17161 161537 161723 15711 (26) 0 (27) 92 10 4 1050 85 13 11 1110 Charged shinespark and got a damage boost instead 2.28
Exit optional door 161519 161644 17286 161892 162018 15837 (1) 0 (1) 92 10 4 1050 84 13 11 1110 Slower running speed when entering, but fell through blocks faster
Left again 161815 161886 17357 162189 162225 15873 35 (2) 35 92 10 4 1050 84 12 11 1110 Super Missile + shinespark
Space jump left in sand 162051 162273 17579 162392 162546 16027 68 (1) 68 92 10 4 1050 84 12 11 1006 Weeeeeeeeeeee
Up through tube 162438 162596 17737 162712 162874 16190 (4) (4) (5) 92 9 4 1050 84 11 11 1006 Less speed entering the room
Through the tube!! 162757 162982 17962 163039 163263 16414 1 (2) 1 92 9 4 1050 84 11 11 1006

Into plasma door 163166 163597 18393 163449 163875 16840 5 0 5 89 10 4 1050 83 13 11 1006 Better walljumping and handling the area where falling
Up through passage 163778 163978 18593 164056 164247 17032 9 (2) 8 88 10 4 1050 81 13 11 1006 Better walljumping
Intro room 164142 164201 18652 164413 164464 17083 8 0 8 88 10 4 1035 80 13 11 991 Better damage boosting
68. Plasma Beam 164368 164525 18809 164631 164786 17238 2 0 2 88 10 4 1035 80 13 11 991 Faster speed when falling, and low-boosting
Exit plasma room 164924 165323 19208 165185 165566 17619 18 2 18 88 10 4 1035 80 13 11 991 Getting the beam differently, I hate this room
Exit intro room 165519 165593 19282 165760 165801 17660 33 (2) 33 90 10 8 1040 80 13 11 991 No pausing for refills
Fall down room 165757 165927 19452 165967 166137 17830 0 2 0 90 10 8 1040 80 13 11 991

Fall and go right 166139 166365 19678 166347 166572 18055 1 2 1 90 10 9 1040 80 14 11 991

Fall into sand 166574 166611 19715 166779 166812 18088 4 (5) 4 90 10 9 1040 80 14 11 991 Better entrance into sand
down 166770 166860 19805 166976 167065 18177 1 1 1 90 10 9 1037 80 14 11 988

Enter right blinking door 167015 167073 19863 167219 167278 18236 (1) 0 (1) 90 10 9 1037 80 14 11 988

Up into door 167238 167339 19964 167443 167521 18314 23 0 23 90 11 9 1037 80 14 11 988 No pausing for super missile refills
Purple spiked room 167513 167983 20434 167695 168103 18722 62 0 62 90 14 9 1022 80 16 11 973 Better end jump kept momentum into next room
Fall and go left 168154 168259 20539 168274 168397 18844 (18) (1) (17) 90 14 9 1022 80 16 11 973 Started farther back to get greater speed in the next room 3.1
Sink in sand again 168431 168596 20704 168570 168711 18985 24 0 24 90 14 9 1022 80 16 11 973 Faster falling through sand
down 168757 168848 20792 168872 168960 19071 3 0 2 90 14 9 1022 80 16 11 973

To the left again 169008 169156 20940 169120 169268 19219 0 0 0 90 14 9 1022 80 16 11 973

Sink in other sand 169337 169735 21336 169449 169852 19620 (5) 51 (5) 90 14 9 1022 80 16 11 973

down 169950 170200 21585 170016 170256 19860 10 (1) 9 90 14 11 1020 80 16 11 973 Better position, less need to enemy boost
69. Reserve Tank 170360 170663 21888 170417 170717 20158 3 0 5 90 14 11 1020 80 16 11 973 Mid-air morph up to morph ball passage
70. Missiles 171062 171139 21965 171116 171194 20236 (1) 0 (1) 95 14 11 1020 85 16 11 973

Fall in sand 171538 171830 22257 171593 171871 20514 14 (3) 14 95 14 11 1020 85 16 11 973 unmorph in air to lessen bounce, better descent into sand
Exit to the left 171993 172238 22502 172037 172245 20722 37 0 37 95 14 11 995 85 16 11 921 Extra damage boost
Left again 172402 172442 22542 172409 172450 20763 (1) 0 (1) 95 14 11 995 85 16 11 921

Through floor, then left 172606 172756 22692 172614 172757 20906 7 (5) 7 95 14 13 995 85 16 12 941 Better bounce as morph ball
Above tube, go left, fall 172989 173329 23032 172995 173312 21223 23 0 23 95 13 13 995 85 15 12 941 Speedmockball under green gate 3.2
Right into Kraid area 173491 173633 23174 173474 173608 21357 8 (6) 8 95 12 13 995 85 14 12 941 Faster running speed due to waiting for previous door to open
Further into area 173809 174087 23452 173790 174068 21635 0 (6) 0 95 12 13 995 85 15 12 941

71. Missiles 174245 174532 23716 174232 174484 21887 35 0 12 100 12 12 1015 90 15 11 941 Better spot to drop power bomb
Exit area 174931 175180 23965 174883 175074 22078 58 0 58 100 15 12 1020 90 15 12 941 Avoid taking time for Super Missile refills
Exit again 175333 175572 24204 175227 175457 22297 9 (10) 20 102 15 12 1020 90 15 11 941 Used power bomb instead of mockball
Elevator to norfair 175733 175930 24401 175628 175816 22485 9 0 9 102 14 12 1020 90 14 11 941 Jumped earlier to land faster in this room
Norfair
Enter first door on left 176211 176771 24961 176097 176658 23046 (1) 0 (1) 102 13 12 1020 90 13 11 941

Speed under gates 176973 177098 25086 176860 176985 23171 0 0 0 102 13 12 1020 90 13 11 941

Moving platforms 177264 177320 25142 177151 177207 23227 0 0 0 102 13 12 1020 90 13 11 941

Up to Ice Beam 177485 177681 25338 177372 177545 23399 23 0 24 102 14 12 1020 90 13 11 941 Damage boost to the door
72. Ice Beam 177844 177873 25367 177708 177738 23429 (1) 0 (1) 102 14 12 1020 89 13 11 936

Exit room 178272 178321 25416 178137 178184 23476 2 0 2 102 14 12 1020 89 13 11 936

Exit passage 178486 178678 25608 178349 178542 23669 (1) 0 (1) 102 14 12 1020 89 13 11 936 Faster exiting speed
Exit moving platforms 178844 178984 25748 178708 178827 23788 21 0 21 102 14 12 1020 88 13 11 936 Speedmockball'd over a longer area
Bomb under 179159 179511 26059 179002 179334 24102 20 0 (3) 102 14 11 1020 81 13 10 936 Used missiles to reduce lag, which caused the need to slow down a bit since the door couldn't be opened as early
73. Missiles 179681 179706 26084 179504 179529 24127 0 0 0 107 14 11 1020 86 13 10 936

Fall down crumble plats 180105 180280 26259 179928 180105 24304 (2) 10 (2) 107 14 11 1020 86 13 10 936 Landed in the door better which will gain time in the next room
Run to the right 180473 180848 26631 180288 180646 24655 17 7 21 107 14 11 1020 86 13 10 936 Started with faster speed
Again to the right 181026 181142 26746 180817 180985 24823 (52) 0 (53) 107 14 11 1020 86 13 10 936 Charged up shinespark
Energy refill room 181303 181351 26794 181146 181187 24864 7 0 7 107 14 11 1020 86 13 10 917

Over lava and spikes 181515 181815 27094 181351 181521 25034 130 0 130 107 14 11 1020 86 13 10 846 Shinespark across the lava (using spikes as damage boosts was not faster)
To Deep norfair entrance 181983 182265 27344 181689 181953 25285 18 0 (1) 106 14 10 1020 85 13 9 846 Less speed when entering, but reduced lag
Big lava room 182434 182823 27733 182122 182475 25638 36 (1) 36 106 14 10 970 85 13 9 796 Earlier and better placed damage boost
Elevator to Deep Norfair 182986 183061 27808 182639 182714 25713 0 0 0 106 14 10 970 85 13 9 796

Run to the left 183330 184071 28549 182983 183724 26453 0 0 1 106 14 10 970 85 13 9 796

Statue grab 184251 184474 28716 183904 184096 26609 31 0 11 106 14 9 947 85 13 8 796 Didn't fall in lava, and was able to get into statue's hand from underneath
Into Torizo room
185711 29926
185311 27799 22 5 20 106 14 8 917 85 13 7 766 Better damage boost
74. Missiles 185948 185993 29971 185543 185588 27844 0 0 0 111 14 8 917 90 13 6 766

Golden Torizo 186392 187828 31336 185987 187520 28904 (97) 0 305 111 36 7 922 90 18 6 766

75. Super Missiles
188018 31515
187520 28904 190 399 179 111 41 7 922 90 26 6 766 Didn't need as many super missiles, and also was able to do more double hits
Exit Torizo room 188417 188640 31736 187520 187915 29291 (172) (1) (166) 111 41 7 922 94 30 6 766 The timing here is messed up since I got the super missile before the fight
76. Screw Attack 188804 188845 31777 188080 188101 29312 20 0 20 111 41 7 922 94 30 6 766

To the top 189244 189427 31960 188500 188685 29497 (2) 1 (2) 111 41 7 882 94 29 6 726 Turnaround animation happened after getting the screw attack
Through the rippers 189673 189922 32209 188930 189149 29716 30 0 30 111 40 7 882 94 29 6 726 Hit the gate earlier to allow faster speed buildup 3.3
One screen room 190086 190120 32243 189313 189343 29746 4 12 4 111 40 7 882 94 29 6 726 Speedmockspringball was used instead of shinesparking to get through the door faster
Though the columns 190303 190483 32423 189514 189693 29912 1 (10) 14 111 40 7 802 94 29 6 726

Through top wall 190650 190993 32766 189870 190207 30249 6 (10) 6 111 40 7 802 94 29 6 726 Better climbing
77. Missiles 191213 191388 32941 190437 190610 30422 2 0 2 116 40 7 802 99 29 6 726 Used mockball speed
Back to column 191787 191976 33130 191009 191168 30581 30 (25) 30 116 40 7 802 99 29 6 726 Space jumped after getting missile
Into large lava fill room 192149 192270 33250 191366 191492 30705 (5) 2 (4) 116 40 7 802 99 29 6 676 Extra running speed for next room
Escape lava room 192483 192983 33750 191703 192120 31122 83 (14) 83 116 40 7 802 99 29 6 676 Walljump at bottom of stalactite instead of space jumping
Down through floor 193203 194145 34538 192354 193282 31904 14 0 6 116 40 5 802 99 29 4 676 Try Missiles on lower blocks
78. Power Bombs 194323 194840 34990 193460 193978 32357 (1) 0 (1) 116 40 8 802 99 29 7 676

To Guardians 195239 195605 35327 194377 194706 32660 37 4 34 116 39 8 752 99 28 7 626 Used morph ball to fall through smaller spaces
Exit Guardians 195798 196211 35738 194895 195288 33051 20 0 20 118 44 8 832 99 31 7 736 It's possible to reverse the strategy and kill the guardian closer to the door last, but this makes for a slower speed when exiting and ultimately a loss
Hideout II style 196375 196488 35851 195452 195560 33159 5 (2) 5 118 44 8 832 99 31 7 736 Faster speed
Room before Ridley 196658 196860 36052 195732 195921 33347 13 0 13 118 43 8 832 99 30 7 733 Faster speed, better door entry
Ridley 197083 197951 36921 196144 197017 34221 (5) 0 (5) 118 16 8 762 99 3 7 663 Last super missile was shot from farther away - didn't affect final time of Ridley exploding
Into Room
198628 37594
197607 34804 87 (1) 90 120 19 12 802 99 4 7 668 Manipulated Ridley to die faster after hitting zero energy
79. Energy Tank 198805 198837 37626 197785 197802 34821 15 0 15 120 19 12 1199 99 4 7 1299 No need to open door immediately before getting energy tank
Exit Room 199236 199263 37653 198201 198356 34976 (128) 0 (128) 120 19 12 1199 99 4 7 1299 Charged short shinespark
Exit Ridley room 199426 199565 37792 198519 198611 35068 47 7 47 120 19 12 1199 99 4 7 1280 Zoom
Exit entrance room 199790 200097 38097 198829 198983 35222 153 0 151 120 19 12 1199 99 4 7 1226 Zoom again
Exit Hideout II 200265 200435 38267 199151 199318 35389 3 5 3 120 19 12 1148 99 4 7 1190 Didn't charge shinespark
Exit Guardians 200608 200765 38424 199486 199615 35518 28 30 28 120 19 12 1091 99 4 7 1190 Ran through guardians by shooting them instead of sparking
Jump through spikes 200986 201679 39068 199806 200499 36158 0 0 4 120 19 11 991 99 4 6 1190 Kept jumping speed longer during power bomb explosion
Back up, then right 201850 202524 39666 200670 201322 36745 22 (10) 11 120 19 10 991 99 4 5 1190 Mockball at beginning, and better jumping around corners
80. Energy Tank 202713 203057 40010 201521 201865 37089 0 0 0 120 18 10 1299 101 3 5 1399
3.4
Through left wall 203456 204121 40675 202264 202860 37685 69 0 69 120 18 10 1298 101 3 5 1398 Using frozen enemies as platforms
81. Missiles 204289 204519 40905 203028 203235 37892 23 0 23 125 18 10 1298 105 3 5 1398 Stayed on ground from previous room to gain more speed
Down through door 204918 205345 41332 203634 204047 38305 14 0 14 125 18 10 1298 105 3 5 1398 Space jumped after getting missile, avoided morphball bounce on first crumble block
82. Power Bombs 205501 205549 41380 204203 204249 38351 2 0 2 125 18 15 1298 105 3 10 1398

Exit room 205948 206040 41472 204648 204739 38442 1 0 1 125 18 15 1298 105 3 10 1398

Through left wall again 206217 206311 41566 204916 205009 38535 1 0 1 125 18 15 1298 105 3 10 1398

Up and left now 206479 206602 41689 205177 205295 38653 5 7 5 125 18 15 1298 105 3 10 1398 Faster entrance speed
83. Missiles 206794 207288 42089 205480 205834 38985 140 0 68 130 18 14 1298 110 3 10 1398 Use screw attack instead of power bomb
Exit to Norfair 207687 208021 42397 206233 206522 39269 45 (1) 24 130 18 14 1298 110 3 10 1397 Crumble away the side pillars to leave the area faster
Exit into bubble room 208251 208781 42927 206753 207243 39759 40 (24) 40 128 18 14 1299 109 3 10 1385

Top left door 208964 209112 43074 207450 207597 39905 1 3 1 128 18 14 1299 109 3 10 1385

84. Missiles 209282 209325 43117 207764 207806 39947 1 0 1 133 18 14 1299 114 3 10 1385

Secret room on left 209724 209859 43252 208205 208332 40074 8 0 8 133 18 14 1299 114 3 10 1385 Mockball after getting missiles
85. Reserve Tank 210026 210155 43381 208499 208624 40199 4 0 4 133 18 14 1299 114 3 10 1385 Faster jumping speed
86. Missiles 210554 210598 43425 209023 209065 40241 2 0 2 138 18 14 1299 119 3 10 1385

Exit room 210997 211173 43601 209464 209599 40368 41 0 49 137 20 14 1299 119 3 10 1385 Didn't pause for refills
Exit to bubble room 211337 211463 43727 209763 209889 40494 0 (1) 0 137 20 14 1299 119 3 10 1385

87. Missiles 211635 211897 43989 210062 210319 40751 5 0 5 142 20 14 1297 124 3 10 1381 Better damage boosts
Lower left exit 212296 212785 44432 210718 211183 41167 24 0 27 142 20 13 1294 126 3 10 1376 Faster climbing, small mockball, better descent, pretty much everything
To left speed room 212959 213052 44525 211357 211449 41259 1 1 1 142 20 13 1294 126 3 9 1376

Speed left 213219 213419 44725 211615 211815 41459 0 0 0 142 20 13 1294 126 3 9 1376

Through save room 213580 213616 44761 211976 212010 41493 2 0 2 142 20 13 1294 126 3 9 1376 Turnaround when exiting door
Elevator to Brinstar 213781 214418 45398 212175 212800 42118 12 0 12 142 20 13 1294 126 3 9 1376 Better walljumping and selecting which platforms to take
Brinstar
To the left 214613 214761 45546 212995 213143 42266 0 0 0 142 20 13 1294 126 3 9 1376
3.5
Maridia room 214927 214965 45584 213309 213347 42304 0 0 0 142 20 13 1294 126 3 9 1376

Maridia busted tube 215131 215186 45639 213513 213560 42351 8 0 8 142 20 13 1294 126 3 9 1376

Maridia room 215350 215428 45717 213724 213763 42390 39 0 39 142 20 13 1294 126 3 9 1376 Didn't charge up shinespark
Under Spazer 215586 215677 45808 213921 214008 42477 4 0 4 142 20 13 1258 126 3 9 1376 Space jumped through room
To the left again 215839 215973 45942 214170 214273 42580 31 0 31 142 20 13 1226 126 3 9 1376 mockballed through room
Up passage, to X-ray 216141 216512 46309 214441 214814 42941 (2) (6) 6 142 20 12 1226 126 3 8 1376 Better walljumping, earlier power bomb
Through X-ray room 216689 217284 46904 214997 215503 43440 89 (4) 96 142 19 12 1226 126 2 8 1269 Damage boosting and grappling hook
88. X-Ray Scope 217445 217603 47062 215668 215821 43593 5 0 5 142 19 12 1226 126 2 7 1269 Use power bomb to open wall earlier
Exit room 218002 218296 47356 216220 216545 43916 (31) 0 (29) 142 19 12 1226 126 2 7 1269 Charged up shinespark
Exit X-Ray room 218469 218914 47801 216718 216985 44175 178 0 186 142 19 11 1226 126 2 7 1127 Weeeeeeeee
Up, into green room 219082 219355 48068 217153 217405 44422 21 (5) 20 142 19 11 1226 126 2 6 1127 Walljump instead of spacejump
Speed over crumbles 219584 219834 48318 217639 217880 44663 9 0 9 141 20 11 1226 125 3 6 1127 Landed earlier from door, and faster speed leaving room
Speedmockspringball! 220008 221040 48948 218054 218401 45002 685 3 291 146 20 10 1226 125 3 5 1127 No need to stop for the missile, and slightly faster speed 3.6
89. Power Bombs 221264 221411 49095 218622 218769 45146 0 0 3 146 20 15 1226 125 3 10 1127 Started from farther left, but more lag must have happened
Through old Brinstar 221810 222183 49443 219168 219529 45480 12 (1) 14 146 20 14 1226 125 3 9 1127 Better mockball drop
Through Kraid entrance 222343 222405 49505 219690 219726 45516 26 9 26 146 19 14 1226 125 2 9 1127 Kept space jump through this room
90. Energy Tank 222578 222685 49612 219890 219980 45606 17 0 17 144 19 13 1399 125 2 8 1499 Mockball bounced to the spot needed for the bomb, and was able to shoot it in mid-air and get it on the same jump
Speed up, to the left 223084 223402 49924 220379 220670 45887 27 (1) 31 144 19 13 1356 125 2 8 1499

Invisible floor room 223597 223728 50055 220866 220976 45997 21 0 21 144 19 13 1356 125 2 8 1499 Better running speed to enter the room with
91. Missiles 223888 223905 50072 221136 221154 46015 (1) 0 (1) 149 19 13 1356 130 2 8 1499

92. Missiles 224304 224333 50101 221553 221579 46041 3 0 3 154 19 13 1356 135 2 8 1499

Exit room 224732 224802 50171 221978 222046 46109 2 0 2 154 19 13 1356 135 2 8 1499

Exit invisible floor room 224958 225089 50302 222202 222307 46209 26 0 31 154 19 13 1346 135 1 8 1499 Super Missiles destroy these rocks
93. Missiles 225253 225469 50518 222471 222692 46430 (5) 0 (5) 159 19 12 1346 140 1 7 1499 Longer to land from previous room than before
Back to Kraid entrance 225868 226016 50653 223091 223233 46559 6 1 6 159 19 12 1346 140 1 7 1499 Didn't get blue suit
Back to Old Brinstar 226184 226240 50709 223400 223433 46592 23 0 23 159 19 12 1346 140 1 7 1499 Kept space jump
Elevator to Crateria 226411 227024 51322 223604 224157 47145 60 0 60 159 19 12 1346 140 1 7 1499 Didn't charge shinespark
Crateria
To old Mbrain room 227164 227311 51469 224297 224446 47294 (2) 0 (2) 159 19 12 1343 140 1 7 1499 No shinespark used 3.7
94. Missiles 227471 227775 51773 224606 224919 47607 (9) 0 (9) 166 19 12 1283 145 1 7 1499 No shinespark used, but space jump sped up the descent to the missile
To escape shaft 228174 228283 51882 225318 225426 47715 1 0 1 166 19 12 1283 145 1 7 1499

Secret passage to right 228458 228735 52158 225601 225881 47994 (3) 0 (3) 166 19 11 1283 145 1 6 1499 Different timing of door transition
95. Super Missiles 228911 229243 52490 226057 226389 48326 0 0 0 166 24 11 1155 145 6 6 1371

Exit secret passage 229642 229910 52758 226788 227041 48579 15 (5) 15 166 24 11 1140 145 6 6 1341 More damage boosting across spikes
Up to cavern 230084 230269 52943 227220 227395 48754 10 0 10 166 24 10 1140 145 6 5 1341 Unmorphed earlier to shoot door faster
Left to missile room 230433 230537 53047 227559 227650 48845 13 (2) 13 166 24 10 1140 145 6 5 1341 Better ascent, landing instead of walljumping, and didn't mockball immediately
Roll to the left 230724 230963 53267 227839 228076 49066 2 0 (1) 166 24 9 1140 145 6 4 1341 Spent time morphing in this room
96. Missiles 231123 231148 53292 228236 228261 49091 0 0 0 171 24 9 1140 150 6 4 1341

Exit 231547 231596 53341 228660 228708 49139 1 1 1 171 24 9 1140 150 6 4 1341

Exit right 231754 231893 53480 228865 228996 49270 8 0 8 171 24 9 1140 150 6 4 1341 Faster speed before mockballing
To top-left 232067 232426 53839 229171 229450 49549 80 68 80



150 6 4 1341 This is not a direct comparison - time is gained here because the area to the right does not need to be traversed, since the Gauntlet has been cleaned out already
Speed left 110584 110753 55502 229619 229782 49710 6
6



150 6 4 1341

Up to outside 232067 232426 53839





169 24 9 1140





Top-right door 232663 233138 54312





169 24 8 1062





97. Power Bombs 233326 233386 54372





169 24 13 1062





Exit 233785 233977 54564





169 24 16 1062





Into the Gauntlet 234173 234507 54898





169 24 16 1062





Speedmockspringball! 234721 234926 55100





169 24 16 1062





98. Energy Tank 235092 235153 55161





169 24 15 1499





Into next room 235552 235993 55598





168 24 15 1489





99. Missiles 236161 236335 55772





173 24 15 1489





100. Missiles 236734 236792 55830





178 24 15 1489





Zig-Zag Into Tourian 237191 237754 56393 229958 230303 50059 218 5 214 173 23 15 1489 145 5 4 1341 This is not a direct comparison - one starts from the normal door and the other starts from the missile at the end of the gauntlet. Note that this is not a double-count of row 223, because this area is traversed twice in both routes.
Into Statue room 237923 238099 56569 230467 230643 50235 0 (13) 0 173 23 15 1489 145 5 4 1341

Elevator to Tourian 238261 241172 59480 230818 233728 53145 1 0 1 173 23 15 1489 21 5 4 1341 Extra missiles put to good use, and better low boosting 3.9
Tourian
Room 1 241423 242008 60065 233979 234559 53725 5 (1) 5 173 23 15 1489 21 5 4 1298 Avoided morphball
Metroid Room 1 242174 242463 60350 234726 235013 54010 2 0 0 175 23 17 1488 27 6 5 1371

Metroid Room 2 242627 242760 60481 235177 235305 54136 5 18 5 175 22 17 1488 29 5 6 1371

Metroid Room 3 242964 243234 60749 235491 235762 54404 (1) 0 0 185 24 19 1499 35 9 8 1411

Metroid Room 4 243395 243606 60956 235923 236155 54632 (21) 5 (21) 189 23 19 1499 37 13 8 1431 Different door way entry, and slight changes to get better super missile drops
Sand Room 1 243817 243950 61089 236361 236472 54743 22 4 22 189 23 19 1469 37 13 8 1431 Better entrace from previous room
Sand Room 2 244115 244212 61186 236633 236729 54839 1 (1) 1 189 23 19 1469 37 13 8 1431

Baby Metroid room 244374 246933 63277 236892 238078 56026 1373 (13) 904 188 23 19 301 20 13 8 1297 Baby Metroid skip <3
Sand Room 3 247142 247253 63388 238300 238481 56207 (70) 7 (70) 188 22 19 301 20 12 8 1294 Had to recover from shinespark
Eye Door 247434 247794 63748 238655 239003 56555 12 (1) 12 188 21 19 301 20 11 8 1294 Used mockball for a portion of the room, and entered door better
To Mother Brain 247953 248078 63873 239163 239462 56688 (174) 1 (8) 188 20 19 301 20 10 8 1294 Paused to disable screw attack, and started slightly higher up from previous door
Glass Case 248276 248997 64527 239659 240323 57304 57 0 38 175 12 19 301 11 1 8 1284 Used one more super missile, got closer for the last hit
Mother Brain
251410 1360
242759 -5836 (23) 0 0 175 0 19 301 11 1 8 1269 Real time is 59699 - more lag from pre-fight stunts
Mother Brain (for real)
258450 8347
249811 1153 (12) 0 (2) 100 0 0 1499 11 1 8 1239

To the escape
259786 9643
251093 2395 54 0 54 100 0 0 1499 0 0 0 1499 Mother brain was more to the left on the final hit, putting her into death animation faster
Escape 1 259950 260057 9729 251257 251364 2480 0 5 1 100 0 0 1499 0 0 0 1499

Escape 2 260218 260309 9820 251520 251611 2571 0 3 0 100 0 0 1499 0 0 0 1499

Escape 3 260477 260826 10169 251776 252121 2916 4 (12) 4 100 0 0 1470 0 0 0 1470 Shinesparked closer to door
Escape 4 261003 261929 11090 252310 253240 3838 (4) 9 (1) 100 0 0 1470 0 0 0 1470 Entered door earlier, so more time spent I this room, but still improved walljumping
Weeeeeeeeeee 262127 262428 11389 253429 253730 4137 0 (1) 0 100 0 0 1327 0 0 0 1327

Through cavern 262600 263070 11859 253903 254367 4601 6 5 6 100 0 0 1327 0 0 0 1327 Better walljumping
All finished! 263270 263412 12650 254562 254700 5387 4
5 100 0 0 1327 0 0 0 1327 Final time - 2.21.26




















* Note that these totals are not completely accurate due to route changes from v1 to v2.



















Sheet 2: Route Comparisons

Route Comparisons
From To Method 1 Method 2 Time 1 Time 2
Crocomire early vs. Crocomire later
Exiting Norfair bubble room at the bottom-left. Entering room near Hi-Jump boots. Fighting Crocomire, the area below, and his nearby missile. A straight run to the left. 14076 1022
Standing on the platform next to the door headed toward the Ice Beam. Leaving Norfair via elevator to Brinstar. Runs under the gates, collects the Ice Beam, and returns to the Norfair elevator. Just gets on the elevator. 71 2923
Entering the Wrecked Ship Energy Tank room. Exiting the Wrecked Ship Energy Tank room. Uses the Grapple Beam. Doesn't have the Grapple Beam. 1001 1122
Entering the room with Draygon's Missile. Entering Draygon's room. Uses the Grapple Beam. Doesn't have the Grapple Beam. 1004 1119
Entering the room to the left of the metal creature that guards the Spring Ball. Entering the room of the metal creature that guards the Spring Ball. Uses the Grapple Beam, and takes the high route. Uses the Ice Beam, and enters the extra door. 651 515
Entering the door toward the Ice Beam. Entering the door to the right above Crocomire. Acquires the Ice Beam, crumble block Missile, and runs down the slope. Already has the Ice Beam, but gets the crumble block missile, then fights Crocomire with the Plasma Beam, clears out his area, gets his Missile, and proceeds to the right. 3609 14699
Method 1 was measured from my first run, and was improved by six seconds on Crocomire alone. Method 2 was done separately, and could be improved by 4-5 seconds most likely, which does not make up for the 15+ second deficit. Early Crocomire is surprisingly faster for real-time. It may even be marginally faster for game time, though this is much more uncertain from these tests, mostly because of an extra door transition while getting the Spring Ball with Ice Beam. 20412 21400






Gauntlet early vs. Gauntlet later
Entering the top room of the Wrecked Ship. Exiting the room with the Gravity Suit. A shinespark will have to be avoided somewhere. Played as was in v1, with all five shinesparks. 9882 9882
Entering Crateria room with Samus's ship from the right side. Entering the room to the left of the zig-zag room toward Brinstar elevator. Gets the power bombs and items in the Gauntlet. Continues to the left toward Green Brinstar, much like at the beginning of the game. 1628 5493
Exiting the Missile room above the old escape shaft. Entering the passage to Tourian. Gauntlet is done, so proceeds toward Green Brinstar and enter to Tourian. Climbs and heads right, gets the power bombs and clears out the Gauntlet, heads down to Tourian. 5781 1325
Early Gauntlet looks to save a good deal of time over getting it at the end like in my first run. There will be places in the Wrecked Ship that need adjustments to assure that enough energy is kept, but this can mostly be done without losing any time. This is why the time for the wrecked ship for both routes was estimated to be equal. 17291 16700






Early Power Bomb vs. Kraid Missile Later
Entering the Orange shaft in Brinstar for the first time. Exiting to the right at the bottom of the Orange shaft. Goes up first, gets the power bomb and missile, then returns. Goes right to the door. 4429 622
Entering Kraid's missile room. Exiting Kraid's missile room. Gets the missile before exiting. Goes right to the door. 1100 319
Entering the Norfair bubble room after collecting the Wave Beam. Exiting the Norfair bubble room on the bottom left. Has Power Bombs, and can take a shortcut, but must manipulate one more Super Missile. Goes through the long tunnel with bombs, but gets two Super Missiles while doing so. 638 805
Exiting the spiked room to the right of the top of the orange shaft in Brinstar. Entering the room above this one (with the power bombs under the floor). Goes right to the door. Gets the power bomb and missile below first. 150 2210
Entering the Brinstar elevator down to Norfair room. Taking the elevator down o Norfair. Goes down the elevator. Detours into Kraid's lair to get the missiles. 683 2445
Tests done for early power bombs are most likely improvable by a couple seconds, but most likely cannot make up for the slower progress made during the area getting the early power bombs. 7000 6401