Any% Hard Mode: Difference between revisions
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The optimal route for Any% Hard is unlike Any% Easy & Normal to go to Kraid first, collecting a lot of ammo and to take down Ridley later. | The optimal route for Any% Hard is unlike Any% Easy & Normal to go to Kraid first, collecting a lot of ammo and to take down Ridley later. | ||
Due to the nature of Zero Mission´s hardmode, ammo and health management gets especially important. | Due to the nature of Zero Mission´s hardmode, ammo and health management gets especially important. | ||
Each E-Tank is only worth of an extra 50hp, each missile tank are only 2 additional missiles. Super Missile Tanks only increase your limit by just 1 instead of 2. | Each E-Tank is only worth of an extra 50hp, each missile tank are only 2 additional missiles. Super Missile Tanks and Power Bomb Tanks only increase your limit by just 1 instead of 2. | ||
Also, there are some other minor changes like different enemies, more enemies and other placements of the enemies. | |||
In the Mother Ship and Chozodia are also some Save Rooms forever locked and cannot be accessed to save and refill. | |||
This category requires you to do: | This category requires you to do: |
Revision as of 20:44, 24 October 2020
The optimal route for Any% Hard is unlike Any% Easy & Normal to go to Kraid first, collecting a lot of ammo and to take down Ridley later. Due to the nature of Zero Mission´s hardmode, ammo and health management gets especially important. Each E-Tank is only worth of an extra 50hp, each missile tank are only 2 additional missiles. Super Missile Tanks and Power Bomb Tanks only increase your limit by just 1 instead of 2. Also, there are some other minor changes like different enemies, more enemies and other placements of the enemies. In the Mother Ship and Chozodia are also some Save Rooms forever locked and cannot be accessed to save and refill.
This category requires you to do:
* Horizontal Bomb Jumps OR Diagonal Bomb Jumps * Shinesparks * Wall Jumps
Brinstar
Brinstar is always known for it´s quick and challenging plattforming. Try to climb up the tower. There you now have the option to do a quick detour for the Long Beam, which requires some tricky a fast shooting and morph ball trick to leave the area. When you are back at the main route, follow it until you get your first missile and fight the Charge Worm. It is recommended to get the Charge Beam early to make your plattforming a lot easier and more consistent.
The Hive Room is also a troublesome room because of how randomly the bugs can behave. The most optimal strat of dboosting into the hives to stay on top of the room is not considered RTA viable because it has such a low chance of success, so the most common strat you will see is to run underneath the hives and lure the bugs after you, then loop back around to destroy the hives before the bugs come back. At this point, you will only have a maximum of 4 missiles (your first pillar missile and the missle tank from the hive room itself.
Kraid
Placeholder, haha.
Brinstar
placeholder again lol
Norfair
Hello its me