Metroid Prime/General Speed Tricks: Difference between revisions

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[[Category:Metroid Prime]]
== Movement & Jumping (Fastest to Slowest) ==
== Movement & Jumping (Fastest to Slowest) ==
Movement is the #1 priority in Metroid Prime. However, the movement is so complex that it can be difficult to optimize. Knowing what is fast and what isn't is essential. From fastest to slowest, here are the options of movement.
Movement is the #1 priority in Metroid Prime. However, the movement is so complex that it can be difficult to optimize. Knowing what is fast and what isn't is essential. From fastest to slowest, here are the options of movement.

Revision as of 16:36, 22 September 2020

Movement & Jumping (Fastest to Slowest)

Movement is the #1 priority in Metroid Prime. However, the movement is so complex that it can be difficult to optimize. Knowing what is fast and what isn't is essential. From fastest to slowest, here are the options of movement.

Boost Ball

When there is a lot of horizontal distance to cover on a relatively flat surface, this is optimal. This includes most "access tunnels". To optimize boosting you should know that by holding the stick towards the direction you are going the game will try to slow you down to normal rolling speed. This means that after 1 or 2 boosts you should let go of the stick to reach higher speeds. This is especially important in long Morph Ball tunnels such as South Quarantine Tunnel. Here's an example of "Access Tunnel" type room movement:

Dashing

Dashing is the second fastest way to get from Point A to Point B. It is important to note that when you let go of B is when your dash starts; in general, you want to tap B as fast as possible. In order to do a dash, you need to be locked on to something (it can either be an enemy or a scan target) and then move towards the side. Tap B for as little as possible, then after about 7 frames (generally speaking), you release L and the control stick if you are not bending the dash. You should never hold the direction you're flying in because you will go slower as you're making Samus face forwards which puts a speed cap in place.

R-Jumping

R-Jumps are a faster method of jumping. It does not matter when you press R in the air, just as long as it is before your Space Jump. How you press the R button is just personal preference. The gist of it is when you press R midair, the next time you press L, your speed will get locked. When you press and hold L, then Space Jump, then release L, you can keep gaining speed, as when you space jump, you lose some speed. Ideally, you want to be turning sideways to maximize the speed you get by holding in between right and up-right (same with left and up-left). Once you are fully sideways, just hold straight up. These videos demonstrate how to do R-Jumps and how they work:

Morph Ball

Rolling is faster than L-jumping and walking, but slower than dashing, boosting and R-Jumping. When rolling you want to avoid hitting walls, but still cut the corners tightly to reduce traveling distance. You should not use Morph Ball when rolling up hills unless you boost. You should use it on flat ground and going down hills.

L-Jumping

L-Jumping is the most basic form of movement. During a normal jump, you decelerate for 13 frames, then accelerate. Applying this knowledge, you want to jump and hold L for 13 frames, then release L to gain speed. You can go even faster if you turn sideways during your jump.

Holding L

In general, you just want to hold L. You have a lower speed when holding L, but you move further than walking.

Walking

Walking has a higher speed without holding L, but you do not move as far. Here is a comparison video for some of the movement techniques.

Key (ranked by highest speed):

4. Walking (Top Left)       3. Holding L (Top Right)
2. L Jumping (Bottom Left)  1. Morph Ball (Bottom Right)

Movement Tricks

Morph Ball

  • Bomb Jump
  • Bomb Space Jump
  • Instant Unmorph
  • Bouncing: Rolling into walls can sometimes cause the Morph Ball to bounce off the ground, Boosting as you bounce will add extra height. This trick is useful in 100% during Early Newborn. Bouncing to collect the Artifact saves health and is very lenient.

Other

  • Slope Jump
  • Out of Bounds
  • Bunny Hopping: Holding L and R and pressing B as you come in contact with the ground will maintain your speed. To maintain all your speed you have to jump on the exact frame you land, however if you are a few frames late you can still maintain most of your momentum. Hopping on slopes can change your direction and speed. Hopping on downwards slopes will cause you to gain extra speed, but less height. For upwards slopes the opposite is the case. Combine this with R-Jumping and dashing to get insane amounts of speed.