Super Metroid, alternate improved RTA-doable R-Mode FlashSuit 10 powerbombs-cap setup

Super Metroid, alternate improved RTA-doable R-Mode FlashSuit 10 powerbombs-cap setup

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Published on ● Video Link: https://www.youtube.com/watch?v=_rwcTYvPcAQ



Super Metroid
Game:
Duration: 0:21
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5


The previous setup, while technically possible but depending more on getting good RNG had a problem with skewed odds for the drops, since my Missile and Super Missile caps were higher, meaning that compared to the situation where the ammo caps are at 10 Missiles, 10 Super Missiles, and 10 powerbombs, the chances of getting health drops (which are unwanted due to having to get a powerbomb drop which will not happen in health bomb range) while staying at 50 or less health for the CF. Now, the scenario in this setup is equivalent to the minimal ammo caps condition (with just 15 Missiles instead of 10, but it doesn't matter since it's only relevant if the Missile count is maxed out or not). For this setup, one preferably wants to have 30 health so that getting one 20 hp drop alongside the wanted powerbomb drop will still not ruin it, but staying within 30 hp to 45 hp (in case of a small hp drop) is fine, too. One wants to jump up so the 5 refill bugs spread vertically high enough to not get into Samus' way. And a bomb can be layed rather leniently high up and should kill 3 of the refill bugs. The 3 bugs will almost always drop heath or a powerbomb (and hence will not respawn at the spot below which will make them add 1 more collected drop each to deal with for the CF). If the top refill bug isn't hit by the bomb, since the bugs fly sideways in order from top downwards, it will have a noticable headstart over the bottom bug, so that the powerbomb explosion can catch the bottom bug while the top bug will respawn and give Samus 1 drop (which one wants to be a powerbomb drop). If the top 3 bugs are killed with the bomb, then the timing between the 2 remaining bugs will be closer, so hitting the middle 3 bugs with the bomb is preferred. One can unmorph and remorph for earlier laying of the powerbomb, and while it isn't needed, one should not wait too long or the remaining 2 bugs will give Samus a drop each (which can be problematic if one of them gives 20 hp while not having exactly 30 hp which barely anymore allows to stay at 0 hp or below after 20 hp drop is colected, and still being able to get a powerbomb drop outside of health bomb range). With exactly 30 hp one wants to lay the powerbomb later so one can get 2 drops. In the setup, I had 0 E-Tanks, but also tested it with 1 E-Tank, and even if 4 drops prevent all except 1 bug from respawning to deal damage, the CF didn't make it far enough to filling some energy into the Reserve, and Samus dies, so 0 E-Tanks might be a limit for this setup. Other than this, if one wants to retry the setup quickly, one can farm a powerbomb back and use the lava to adapt the hp, and then there's 1 more thing that can desynchronize the timing at which the bugs fly sideways, namely when a bug despawns by getting offscreen, before it could fly sideways, then it will fly sideways earlier the next time, so one wants to make them fly high up and fly sideways away in their desynchronized order once to resynchronize them for another attempt. The video starts already with R-Mode being triggered for the room.

Aran;Jaeger







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Super Metroid



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