[Obsolete] [Theory TAS] Metroid: Zero Mission 100% Hard in 1:08:12 (47:45)
This video has been obsoleted! Please watch the new version: https://youtu.be/G9er_JuLHHI
This is a tool-assisted speedrun. For more information, see https://tasvideos.org/WelcomeToTASVideos
Created with TAStudio on Bizhawk 2.6.0
Performed on a modified Metroid: Zero Mission (U) ROM with the hex tweak 7DE0E = 04 D1 to 11 D1 to make hard mode always available
IGT: 47:45
RTA: 1:08:12
Segment times: https://pastebin.com/PBkfX7Y7
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This run features the Cool Route™
What is Cool Route™?
In hard mode, you have much less ammo than normal mode, so fighting Acid Worm early is very slow. Instead of going slow, you skip it with HBJs. Also with less ammo in mind, you skip several items in Kraid's lair to avoid both wasting ammo and clearing the rooms at a snail's pace. As in normal hundo, it's ideal to fight Imago early, so in Norfair, you want to keep a high super and missile count so that you have enough ammo to fight Imago before Ridley, which is a ~10s potential timesave. With regards to supers, we grab an extra super missile tank early (the one you space boost to in normal mode), which requires doing IDBJs from lava, in exchange for the 2 missile packs in the heated room before Wave Beam (you could potentially grab this early at the cost of ~150 HP but you're unlikely to have enough HP to survive at that time and still have the necessary ~48 HP to survive the heated room after Wave Beam).
The Route doesn't get truly Cool™ until cleanup. You grab early Power Bombs, as is the new tradition, and perform a clip at glass tube to grab the PBs there right away. Then, you get out-of-the-way PBs out-of-the-way early, head to Tourian with the help of MingLee, grab what you missed in Kraid and Norfair, grab the items below glass tube, then finish off Chozodia as normal. If you didn't get enough PB drops in cleanup (as is expected), you do door clip at intended first (alpha) PBs to grab beta PBs without using a power bomb, then finish off the game as normal.
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Why make this?
Curiosity killed the cat, but satisfaction brought it back. Wanted to know roughly how far the time can be pushed in this category with its unique tricks and routing seen in no other categories.
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Known potential improvements
Kraid fight, spring ball bomb jumps in Norfair, bomb chain room in Ridley, Tourian escape, searchlights, lots of small things (and rubs). Few places I moved left/right a little more than needed, shot a little later than needed, etc. to manipulate enemy patterns or drop RNG. Call it the human element. I did not make any attempts to manipulate Charlie or Mecha RNG. Will probably improve later.
0 round Acid Worm is potentially viable in this route, but compared to 100% normal, it's riskier because you have fewer good opportunities to get super missile and power bomb drops (e.g., no 3 big sidehopper room, no room after Hi-Jump), and worst case, you'll need to refill on your way to Mecha.
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Pretty happy with how this turned out overall. Shoutouts to john_unfil, CScottyW, and noxiousnick for their excellent hundo and hundo hard runs that served as a resource for getting through a bunch of rooms quickly. Any feedback you have, let me know here or feel free to shoot me a message.