GT Superjump

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This is about getting GT Missiles by using X-Ray and a shinespark. This uses X-Mode.

For RTA purposes, this comes up in discussions since 100% is forced to go to Draygon before doing Lower Norfair due to this item: Space Jump is needed to lower the acid in Acid Statue Room. However, with this, Space Jump wouldn't be needed, so Ridley could be fought before going to Maridia. This opens up other potential boss orders.

It could also be helpful in esoteric low%-esque categories, which either need the map tiles at the bottom of Acid Statue Room or for some reason need this missile pack but don't collect Space Jump.

TAS Method

I don't know how this works.

It is here.

It looks like it charges a spark while getting a temporary blue suit, and uses this blue suit to take double knockback so it can land in time to X-Mode.

Feel free to correct this if I am wrong.

RTA Superjump Method

ShinyZeni shows this here.

Note this method requires having a shinespark suit, X-Ray selected, and Reserves set to manual.

The method for getting into X-Mode is to pause frame perfectly (so the pause screen comes up when there is 1 on the knockback timer), and to damage boost frame perfectly (this is a frame perfect switch from left to right) on the first frame possible.

If the damage boost is successful, as stated in the video, your y-pixel value with be 396.

After doing this, you then buffer Right+Jump+Dash during the unpause. After Reserves finish filling, release Jump and then turn-around. Hold left, and arm pump.

The fastest way to do this is then with a diagonal spark. If you arm pump to a good horizontal position (with the normalization below, this is 63-65 "full" arm pumps, so moving 125-130 pixels), a diagonal spark will have a two frame window. Note if you are either too far right or too far left, it becomes a one frame window so you won't necessarily miss it. The window is shifiting from the second to the first frame at this horizontal position.

So the inputs for this are to stop moving at the correct spot, hold angle up, and then hold Jump. Then release Dash in the two frame window.

You can also arm pump further, and do a vertical spark. However, this is, at best, a two frame window as well, based off my tests. So a diagonal spark seems better, since it would be faster. Maybe a vertical spark would have a larger horizontal pixel window to work, so that'd make it better.

Fake Superjump Method

Rather than doing a Superjump (which releases X-Ray during a shinespark while in X-Mode), you can instead clip through the crumble blocks. This makes the spark part "safe".

This has the same X-Mode setup as before.

After getting into X-Mode, you arm pump 66 to 87 times to the left (note these are "full" arm pumps: Press and release).

Then spark diagonally up and left (and KEEP HOLDING DASH). Wait until the spark animation ends, and DO NOT MOVE horizontally.

From here, press and hold Jump. Then press and release Down. Then release Dash. Then hold Right. Then pause and unpause to fix the screen.

You can see this in a clip here, but note it isn't that helpful since the screen is black during the part that is different.

Note since this method isn't a Superjump, then you do not have a blue suit in the end. For RTA applications, the blue suit wouldn't be that helpful. Thus, this isn't really seen as problematic.

Normalization

To normalize the setup for getting into X-Mode, you can copy the start of the aforementioned clip. This jumps into the ceiling just before the door, and holds left.

This has the following benefits:

1. Normalizes the horizontal position when GT lands on you, down to the subpixel. This will then make it the exact same number of armpumps needed every time. I don't know how important this is, but it removes a potential way the trick could fail.

2. Makes it simple to hold jump, for buffering the damage boost. This makes it so the second frame perfect input "only" has to switch from left to right frame perfectly.

In short, this is a very simple thing to do that doesn't really make it much slower. So it is probably recommended.

Left+Right

If you are, for some reason, using L+R, then the second frame perfect input becomes easier. After you begin moving left after the normalization (e.g., after pausing), start holding right as well. You will still be moving left. Then you "just" have to frame perfectly release left (if you are also buffering the jump input).

I don't know what category would be using L+R and would GT Superjump, but for completeness I write this here.