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		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FreyasSpirit</id>
		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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		<updated>2026-04-07T02:24:09Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Three_Musketeers%27_Room&amp;diff=4935</id>
		<title>Three Musketeers' Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Three_Musketeers%27_Room&amp;diff=4935"/>
				<updated>2021-01-29T11:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: formatting fixes from the previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Single Chamber]]&lt;br /&gt;
|east=[[Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThreeMuskateersRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
The missile pack in this room is sometimes called the &amp;quot;FrankerZ Missiles&amp;quot; after the global Twitch emote, due to the shape of that section of the room.&lt;br /&gt;
&lt;br /&gt;
If one of the Kihunters is sitting in one of the tile-wide holes between the levels, it may help to take damage from the previous Kihunter, then use the iframes to jump through the next one. This happens somewhat often with the third Kihunter.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|K7-91DPYDq4}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
In the first part of the room, you can get a somewhat precise Space Jump through the pillars, then mockball through the morph tunnel.&lt;br /&gt;
&lt;br /&gt;
You can use [[Plasma Beam]] to &amp;quot;hitbox&amp;quot; through the Kihunters without taking damage.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2B4Cdf_pudc}}&lt;br /&gt;
&lt;br /&gt;
If you have too little health to take this risk, two charge shots, or one double-hit from a charge shot, will kill them. On the plus side, this also significantly reduces lag in the room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-z_kg5QTqzA}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
This strat is one of the possible ways to dodge the Kihunters, by baiting the first two upwards before rolling underneath them.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5yuBK0YFulA}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_EGxYxBNjZs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following flowchart of fixes refers to the manipulation from mitchell's 41:55 above at 25 minutes, 30 seconds&lt;br /&gt;
&lt;br /&gt;
problem: first kihunter is too far to the left&lt;br /&gt;
&lt;br /&gt;
- long term solution: pause after unmorphing for a bit&lt;br /&gt;
&lt;br /&gt;
- backup if you get to this point: ???&lt;br /&gt;
&lt;br /&gt;
problem: second kihunter is too far to the left&lt;br /&gt;
&lt;br /&gt;
- long term solution: pause after unmorphing for a bit&lt;br /&gt;
&lt;br /&gt;
- backup if you get to this point: do a walljump on the far right and alcatraz over the kihunter&lt;br /&gt;
&lt;br /&gt;
problem: second kihunter is too far to the right&lt;br /&gt;
&lt;br /&gt;
- long term solution: go faster after unmorphing&lt;br /&gt;
&lt;br /&gt;
- other long term soultion: wait a bit more before jumping over the first kihunter&lt;br /&gt;
&lt;br /&gt;
- backup if you get to this point: do a walljump on the far right and alcatraz over the kihunter&lt;br /&gt;
&lt;br /&gt;
problem: third kihunter is too far to the left&lt;br /&gt;
&lt;br /&gt;
- long term solution: jump over the first kihunter faster&lt;br /&gt;
&lt;br /&gt;
- backup if you get to this point: alcatraz or running jump -&amp;gt; morph over it&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Norfair Missile 15]]&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Three_Musketeers%27_Room&amp;diff=4934</id>
		<title>Three Musketeers' Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Three_Musketeers%27_Room&amp;diff=4934"/>
				<updated>2021-01-29T11:28:45Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: adds flowchart for fixing mistakes in the prkd kihunter dodges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Single Chamber]]&lt;br /&gt;
|east=[[Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThreeMuskateersRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
The missile pack in this room is sometimes called the &amp;quot;FrankerZ Missiles&amp;quot; after the global Twitch emote, due to the shape of that section of the room.&lt;br /&gt;
&lt;br /&gt;
If one of the Kihunters is sitting in one of the tile-wide holes between the levels, it may help to take damage from the previous Kihunter, then use the iframes to jump through the next one. This happens somewhat often with the third Kihunter.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|K7-91DPYDq4}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
In the first part of the room, you can get a somewhat precise Space Jump through the pillars, then mockball through the morph tunnel.&lt;br /&gt;
&lt;br /&gt;
You can use [[Plasma Beam]] to &amp;quot;hitbox&amp;quot; through the Kihunters without taking damage.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2B4Cdf_pudc}}&lt;br /&gt;
&lt;br /&gt;
If you have too little health to take this risk, two charge shots, or one double-hit from a charge shot, will kill them. On the plus side, this also significantly reduces lag in the room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-z_kg5QTqzA}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
This strat is one of the possible ways to dodge the Kihunters, by baiting the first two upwards before rolling underneath them.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5yuBK0YFulA}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_EGxYxBNjZs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following flowchart of fixes refers to the manipulation from mitchell's 41:55 above at 25 minutes, 30 seconds&lt;br /&gt;
&lt;br /&gt;
problem: first kihunter is too far to the left&lt;br /&gt;
long term solution: pause after unmorphing for a bit&lt;br /&gt;
backup if you get to this point: ???&lt;br /&gt;
&lt;br /&gt;
problem: second kihunter is too far to the left&lt;br /&gt;
long term solution: pause after unmorphing for a bit&lt;br /&gt;
backup if you get to this point: do a walljump on the far right and alcatraz over the kihunter&lt;br /&gt;
&lt;br /&gt;
problem: second kihunter is too far to the right&lt;br /&gt;
long term solution: go faster after unmorphing&lt;br /&gt;
other long term soultion: wait a bit more before jumping over the first kihunter&lt;br /&gt;
backup if you get to this point: do a walljump on the far right and alcatraz over the kihunter&lt;br /&gt;
&lt;br /&gt;
problem: third kihunter is too far to the left&lt;br /&gt;
long term solution: jump over the first kihunter faster&lt;br /&gt;
backup if you get to this point: alcatraz or running jump -&amp;gt; morph over it&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Norfair Missile 15]]&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Short_Charge&amp;diff=4924</id>
		<title>Short Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Short_Charge&amp;diff=4924"/>
				<updated>2021-01-17T06:39:09Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: stutter 4tap rhythm -&amp;gt; 4tap rhythm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Short charging''' is the manipulation of the way the [[Speed Booster]] functions to attain [[Blue Suit Glitch|blue suit]] in a shorter distance than normal, or compared to [[Quick charging|quick charging]].&lt;br /&gt;
&lt;br /&gt;
== Speed Boost Counter ==&lt;br /&gt;
The speed boost counter is what determines when you attain blue suit. When the counter reaches &amp;quot;4&amp;quot;, you will attain blue suit. It's that simple.&lt;br /&gt;
&lt;br /&gt;
The speed boost counter is separate from momentum. For every frame you are on the ground while holding dash and a direction, your momentum will increase. &lt;br /&gt;
The speed boost counter will increment when dash is held while Samus's legs are in the following position (typically referred to as the &amp;quot;magic frame&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MagicFrame.png]]&lt;br /&gt;
&lt;br /&gt;
== Stutter Step ==&lt;br /&gt;
You can release the direction you are using for a moment before pressing Dash. One method for timing this is using the word &amp;quot;lollipop.&amp;quot; The &amp;quot;lo&amp;quot; is pressing the direction for the first time, the &amp;quot;li&amp;quot; is pressing the direction for the second time, and the &amp;quot;pop&amp;quot; is pressing dash.&lt;br /&gt;
&lt;br /&gt;
== Tapping ==&lt;br /&gt;
In addition to stutter stepping, you can tap dash only when the magic frame is happening. To be explicit, the sequence for humans should be:&lt;br /&gt;
* Press dash&lt;br /&gt;
* As short of a time you are comfortable with&lt;br /&gt;
* Magic frame happens&lt;br /&gt;
* As short of a time you are comfortable with&lt;br /&gt;
* Release dash&lt;br /&gt;
&lt;br /&gt;
If executed correctly, your speed counter will increase at the usual speed, but your momentum will increase much slower because it is only increasing while you are holding dash.&lt;br /&gt;
&lt;br /&gt;
Combining these techniques can give many different patterns of short charges with varying distance and ease. You should figure out which pattern works best for you for each situation.&lt;br /&gt;
&lt;br /&gt;
You can reference the short charge pattern you are using by referring to the number of times you press dash during it and whether or not a stutter is involved. For example, if you perform a stutter and tap dash three times total during the pattern, it would be referred to as a &amp;quot;stutter three tap&amp;quot; or &amp;quot;stutter 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Beyond four dash taps is impractical because you only need four taps for the speed boost counter to reach &amp;quot;4&amp;quot; and thereby attain blue suit.&lt;br /&gt;
&lt;br /&gt;
Short charge can be achieved using a tempo between 153-160bpm, by pressing forward at the start of the bar, and tapping dash on each successive beat. For example: 1. hold forward 2. tap dash 3. hold dash (2 tap) or 1. hold forward 2. tap dash 3. tap dash 4. hold dash (3 tap). Pressing down at the first beat of the next bar will charge a shinespark. See the tutorial by Truemoss for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 tap rhythm:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JwJc2wT4VUc}}&lt;br /&gt;
&lt;br /&gt;
An example of a &amp;quot;stutter 3&amp;quot; short charge:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mVwgAgbUXUg}}&lt;br /&gt;
&lt;br /&gt;
An example of a short charge being performed to swiftly obtain the [[Missile]] pack in [[Main Street]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2YMcKrONGFA}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=TtEH1sP2HW4 Kojakt] - A Stutter 3-Tap Explanation.&lt;br /&gt;
* [https://www.twitch.tv/videos/48762519 Sweetnumb] - Stutter short charge tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/49551262 Dbx] - Super Short Charge tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/31745081 Charles_Black] - Short Charging with stutters and without&lt;br /&gt;
* [https://www.twitch.tv/videos/294743895 ShinyZeni] - Short Charge/Stuttering tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/187292725 TrueMoss] - Short Charge tutorial&lt;br /&gt;
* [https://www.youtube.com/watch?v=VGJHzCjxjV8 Oatsngoats] - Short Charge/Stuttering tutorial&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Quick charge]]&lt;br /&gt;
* [[Shinespark]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.twitch.tv/danstwitch/c/3091392 Danstwitch's demonstration]&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#ChargingShinesparkInShorterDistance TASVideos description]&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Short_Charge&amp;diff=4869</id>
		<title>Short Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Short_Charge&amp;diff=4869"/>
				<updated>2020-11-18T03:04:55Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: added 4tap rhythm video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Short charging''' is the manipulation of the way the [[Speed Booster]] functions to attain [[Blue Suit Glitch|blue suit]] in a shorter distance than normal, or compared to [[Quick charging|quick charging]].&lt;br /&gt;
&lt;br /&gt;
== Speed Boost Counter ==&lt;br /&gt;
The speed boost counter is what determines when you attain blue suit. When the counter reaches &amp;quot;4&amp;quot;, you will attain blue suit. It's that simple.&lt;br /&gt;
&lt;br /&gt;
The speed boost counter is separate from momentum. For every frame you are on the ground while holding dash and a direction, your momentum will increase. &lt;br /&gt;
The speed boost counter will increment when dash is held while Samus's legs are in the following position (typically referred to as the &amp;quot;magic frame&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MagicFrame.png]]&lt;br /&gt;
&lt;br /&gt;
== Stutter Step ==&lt;br /&gt;
You can release the direction you are using for a moment before pressing Dash. One method for timing this is using the word &amp;quot;lollipop.&amp;quot; The &amp;quot;lo&amp;quot; is pressing the direction for the first time, the &amp;quot;li&amp;quot; is pressing the direction for the second time, and the &amp;quot;pop&amp;quot; is pressing dash.&lt;br /&gt;
&lt;br /&gt;
== Tapping ==&lt;br /&gt;
In addition to stutter stepping, you can tap dash only when the magic frame is happening. To be explicit, the sequence for humans should be:&lt;br /&gt;
* Press dash&lt;br /&gt;
* As short of a time you are comfortable with&lt;br /&gt;
* Magic frame happens&lt;br /&gt;
* As short of a time you are comfortable with&lt;br /&gt;
* Release dash&lt;br /&gt;
&lt;br /&gt;
If executed correctly, your speed counter will increase at the usual speed, but your momentum will increase much slower because it is only increasing while you are holding dash.&lt;br /&gt;
&lt;br /&gt;
Combining these techniques can give many different patterns of short charges with varying distance and ease. You should figure out which pattern works best for you for each situation.&lt;br /&gt;
&lt;br /&gt;
You can reference the short charge pattern you are using by referring to the number of times you press dash during it and whether or not a stutter is involved. For example, if you perform a stutter and tap dash three times total during the pattern, it would be referred to as a &amp;quot;stutter three tap&amp;quot; or &amp;quot;stutter 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Beyond four dash taps is impractical because you only need four taps for the speed boost counter to reach &amp;quot;4&amp;quot; and thereby attain blue suit.&lt;br /&gt;
&lt;br /&gt;
Short charge can be achieved using a tempo between 153-160bpm, by pressing forward at the start of the bar, and tapping dash on each successive beat. For example: 1. hold forward 2. tap dash 3. hold dash (2 tap) or 1. hold forward 2. tap dash 3. tap dash 4. hold dash (3 tap). Pressing down at the first beat of the next bar will charge a shinespark. See the tutorial by Truemoss for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stutter 4 rhythm:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JwJc2wT4VUc}}&lt;br /&gt;
&lt;br /&gt;
An example of a &amp;quot;stutter 3&amp;quot; short charge:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mVwgAgbUXUg}}&lt;br /&gt;
&lt;br /&gt;
An example of a short charge being performed to swiftly obtain the [[Missile]] pack in [[Main Street]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2YMcKrONGFA}}&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=TtEH1sP2HW4 Kojakt] - A Stutter 3-Tap Explanation.&lt;br /&gt;
* [https://www.twitch.tv/videos/48762519 Sweetnumb] - Stutter short charge tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/49551262 Dbx] - Super Short Charge tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/31745081 Charles_Black] - Short Charging with stutters and without&lt;br /&gt;
* [https://www.twitch.tv/videos/294743895 ShinyZeni] - Short Charge/Stuttering tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/187292725 TrueMoss] - Short Charge tutorial&lt;br /&gt;
* [https://www.youtube.com/watch?v=VGJHzCjxjV8 Oatsngoats] - Short Charge/Stuttering tutorial&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Quick charge]]&lt;br /&gt;
* [[Shinespark]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.twitch.tv/danstwitch/c/3091392 Danstwitch's demonstration]&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#ChargingShinesparkInShorterDistance TASVideos description]&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Wasteland&amp;diff=4616</id>
		<title>Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Wasteland&amp;diff=4616"/>
				<updated>2020-04-09T07:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: add dessgeega rng manip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|north=[[Red Kihunter Shaft]]&lt;br /&gt;
|west=[[Metal Pirates Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:WastelandSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
Like all rooms containing hopper or hopper-like enemies (the [[Dessgeega|Dessgeegas]]), the RNG value gets set to a fixed value in the door transition, and then starts cycling as normal. So if your movement through the room is consistent enough to bring the Dessgeegas on screen on the same frame each time, their movement patterns will be the same.&lt;br /&gt;
&lt;br /&gt;
If you enter this room with no Power Bombs, your odds of getting one by killing all four Dessgeegas is about 7.6%.&lt;br /&gt;
&lt;br /&gt;
== All Categories ==&lt;br /&gt;
&lt;br /&gt;
=== Entering ===&lt;br /&gt;
&lt;br /&gt;
Dessgeega rng manipulation - by laying bombs in the same position every time, you can get the second dessgeega to jump high every time.  This allows you to roll under both of them without taking any damage.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_rsLKqXGD40}}&lt;br /&gt;
&lt;br /&gt;
The earliest that you can lay a Power Bomb and have it destroy enough blocks to allow you down is the second &amp;quot;flower&amp;quot; texture on the floor.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|u27M9SkSvt4}}&lt;br /&gt;
&lt;br /&gt;
If you want to get through the lower part of this room with no health cost, you'll need to wait for the [[Kzan|Kzans]] to drop down in turn. Once the first Kzan starts rising back up, you can hold left against it without taking any damage, in order to drop down as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BQYr07EzEOY}}&lt;br /&gt;
&lt;br /&gt;
You can speed up this room by [[kagoing]] through the [[Kzan|Kzans]]. The first kago saves the most time, so many runners will be content with waiting for the second Kzan to drop.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0aezmlaEpWQ}}&lt;br /&gt;
&lt;br /&gt;
If you can kago during the iframes from the wall spikes, you will only take 15 damage instead of 50.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rNnolcbZ9jk}}&lt;br /&gt;
&lt;br /&gt;
If you can kago through both Kzans that will save additional time. One setup will use two sets of wall spikes to generate the iframes necessary, and this setup also happens to [[Aligning Doors|fix the door transition]], so that you don't need to jump through it to fix it.&lt;br /&gt;
&lt;br /&gt;
If you bomb the blocks efficiently and simply roll left out of the morph tunnel, you can get through taking at most one hit, from the third Dessgeega, if you miss the window for the RNG manipulation (see the video description for details on the manipulation). This is less efficient than mockballing through or using the Plasma hitbox, but it is fairly safe.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BQrB5MoLqUg}}&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Exiting ===&lt;br /&gt;
&lt;br /&gt;
The optimal strat for any route of Any% is to walljump into the top-left corner underneath the second Kzan, and lay a power bomb against the ceiling. As the Kzan drops down, run right and jump up, and lodge yourself between the statue and the 1-tile thick ceiling of Power Bomb blocks that remain, similar to the ceiling clip in [[Wrecked Ship Main Shaft]]. As a Dessgeega comes overhead, clip through the ceiling and damage boost off of it. Then use the i-frames to short-charge a [[speedball]], allowing you to go through both sets of bomb blocks on the right. Open the door, jump through it, and morph, so you can lay a bomb early in the next room.&lt;br /&gt;
&lt;br /&gt;
For Any% KPDR, if you're not consistent with the ceiling clip, you can go to the right side of the Kzans' track, and then lay a power bomb in mid air high enough to destroy all of the Power Bomb blocks. Then you can fire a charged shot upwards in case the first Dessgeega is there, fire a second charged shot right to kill two of the Dessgeegas, and fire a third charged shot right, just before you start the [[short charge]] for the speedball.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5v-X4nymtGc}}&lt;br /&gt;
&lt;br /&gt;
If you're inconsistent with the speedball, then you'd likely be faster taking a hit from the Dessgeegas and just getting to the right side of the room as fast as possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZzYV6Qgn4Nw}}&lt;br /&gt;
&lt;br /&gt;
== Low% Ice ==&lt;br /&gt;
&lt;br /&gt;
This video discusses the variation of the clip strat available for Low% Ice:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2FqK_fPAeqw}}&lt;br /&gt;
&lt;br /&gt;
== GT Classic ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|khc45VhNAKk}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 2|Norfair Power Bomb 2]] aka [[Power Bomb of shame]]&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=KPDR_Room_Strategies&amp;diff=3167</id>
		<title>KPDR Room Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=KPDR_Room_Strategies&amp;diff=3167"/>
				<updated>2018-11-11T07:45:35Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: Adds room strategies (without timings) for KPDR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose ==&lt;br /&gt;
This page exists as a compendium of room strategies for any% KPDR.  The goal is to create a full list of possible strategies which are humanly doable for each room as well as the time difference between them.  Ideally, each strategy will have a video to go with it.  Time estimates are done on a best effort basis and should be updated if you have a better estimate.&lt;br /&gt;
&lt;br /&gt;
Strategies which are typically impractical for runs such as the TAS jump in Amphitheatre will be under a separate “Usually impractical in runs” section of the room.&lt;br /&gt;
&lt;br /&gt;
== Ceres 1 ==&lt;br /&gt;
* Moonfall with a turnaround on the ground&lt;br /&gt;
* Hold right+a while coming down the elevator to do a short jump (6f slower)&lt;br /&gt;
* Running right then jumping off the first platform (?f slower)&lt;br /&gt;
&lt;br /&gt;
TAS does a turnaround while in spinjump pose to set up the moonfall, saving the frames of turnaround animation while on the ground.&lt;br /&gt;
&lt;br /&gt;
== Ceres 2 ==&lt;br /&gt;
* Do a short hop while holding L/R to magnet feet onto the the platform&lt;br /&gt;
&lt;br /&gt;
== Ceres 3 ==&lt;br /&gt;
* Jump before running off each ledge so you have downwards momentum when you pass the ledge&lt;br /&gt;
&lt;br /&gt;
== Ceres 4 ==&lt;br /&gt;
== Ceres 5 ==&lt;br /&gt;
== Ceres ridley ==&lt;br /&gt;
Hit Ridley’s tail 5 times (15 damage each).  When exiting, stand to the right of the door so you can build up momentum before entering the door.&lt;br /&gt;
&lt;br /&gt;
== Ceres 5 ==&lt;br /&gt;
== Ceres 4 ==&lt;br /&gt;
== Ceres 3 ==&lt;br /&gt;
This room uses slopes not used anywhere outside of Ceres which can cause magnet feet (being on two slopes at a time for 75%*75% = 56% horizontal speed rather than 75%.  Run up the stairs if you feel lucky or do a short jump up the stairs for consistency.&lt;br /&gt;
&lt;br /&gt;
== Ceres 2 ==&lt;br /&gt;
* Tile boost&lt;br /&gt;
* Do a short hop and run through the room (?f slower)&lt;br /&gt;
&lt;br /&gt;
Depending on steam rng, you may have to jump earlier.  If you see steam just before the platform as the room loads, you can run up to the platform.  Otherwise, you have to jump earlier to avoid getting hit by that steam.&lt;br /&gt;
&lt;br /&gt;
== Ceres 1 ==&lt;br /&gt;
Jump through the door in the previous room to enter at a higher position.  Do one walljump on the right to get to the middle platform then jump up the platforms on the right.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
Run to the left and through the door.  Don’t armpump off downwards slopes or you can fall off.&lt;br /&gt;
&lt;br /&gt;
== Parlor ==&lt;br /&gt;
Top half:&lt;br /&gt;
* Moonfall&lt;br /&gt;
* No moonfall (15f slower)&lt;br /&gt;
&lt;br /&gt;
Bottom half:&lt;br /&gt;
* Downback&lt;br /&gt;
* Non-downback (?f slower)&lt;br /&gt;
&lt;br /&gt;
The non downback method is a useful strategy when learning the game.&lt;br /&gt;
&lt;br /&gt;
== Climb ==&lt;br /&gt;
* Moonfall (weave)&lt;br /&gt;
* Moonfall (non-weave) (~10-20?f slower)&lt;br /&gt;
* Non moonfall (~4 seconds slower)&lt;br /&gt;
&lt;br /&gt;
== Pit room ==&lt;br /&gt;
* With ledgegrabs&lt;br /&gt;
* Without ledgegrabs (?f slower)&lt;br /&gt;
* Downgrabs (?f slower)&lt;br /&gt;
&lt;br /&gt;
The jumps are way more forgiving if you don’t go for ledgegrabs&lt;br /&gt;
&lt;br /&gt;
== Elevator room ==&lt;br /&gt;
You must have no horizontal momentum to be able to use an elevator.  Hold L/R to [[Stop on a Dime]] for every elevator.&lt;br /&gt;
&lt;br /&gt;
== Morph ball room ==&lt;br /&gt;
* Shoot the block after morph while falling [behemoth]&lt;br /&gt;
* Crouch to shoot the block after morph (~10f slower) [zoast]&lt;br /&gt;
&lt;br /&gt;
== Construction zone ==&lt;br /&gt;
* Crouch, shoot out the blocks, morph and do a downback while falling and shooting [zoast]&lt;br /&gt;
* Do a short hop then shoot out the blocks on the right and shoot down while falling (?f slower) [behemoth]&lt;br /&gt;
* Crouch, shoot out the blocks, morph, and roll down to the bottom (~20f slower)&lt;br /&gt;
&lt;br /&gt;
Shooting the blocks while falling is needed if angle down is not bound and is a choice some top runners who have angle down bound.  Staying in morph the entire fall is a very practical strat for people learning the game.  Jumping into this room is faster if you are doing a crouch and shoot strategy.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs:&lt;br /&gt;
* TAS shoots out the blocks to fall faster.  Humans can do a similar strat, but this is impractical for runs.&lt;br /&gt;
&lt;br /&gt;
== First missile room ==&lt;br /&gt;
You can pick up the missile with a turnaround on the ground or a walljump check.&lt;br /&gt;
&lt;br /&gt;
Mockball as you exit this room.&lt;br /&gt;
&lt;br /&gt;
== Construction zone ==&lt;br /&gt;
Stand on the far left side of the first row of destroyable blocks.  Shoot up, jump and morph.&lt;br /&gt;
&lt;br /&gt;
== Morph ball room ==&lt;br /&gt;
Run off the platform, then jump onto the elevator.&lt;br /&gt;
&lt;br /&gt;
== Pit room ==&lt;br /&gt;
* Dboost off the first laser [oats]&lt;br /&gt;
* Shoot left immediately when entering and jump to the first platform.  Jump, shoot right, then continue left (without a dboost) (?f slower)&lt;br /&gt;
* Shoot up immediately while entering the room (?f slower) [behemoth]&lt;br /&gt;
&lt;br /&gt;
Shooting up and shooting left are approximately the same speed so this is a stylistic choice.&lt;br /&gt;
&lt;br /&gt;
== Climb ==&lt;br /&gt;
Most of the room:&lt;br /&gt;
* Walljump climb [oats]&lt;br /&gt;
* Legdegrab (just_defend/behemoth climb) (?f slower) [behemoth]&lt;br /&gt;
&lt;br /&gt;
Exit:&lt;br /&gt;
* Quick exit - static climb [zoast/behemoth]&lt;br /&gt;
* Normal exit (?f slower) [oats]&lt;br /&gt;
&lt;br /&gt;
Both the walljump and ledgegrab climbs can be done with or without the quick exit.&lt;br /&gt;
&lt;br /&gt;
== Parlor ==&lt;br /&gt;
Bottom - there are a variety of ways up this room through a combination of walljumps and ledgegrabs.  All are approximately the same speed.  Choose whichever you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
Top - do a series of walljumps and ledgegrabs to get to the top&lt;br /&gt;
&lt;br /&gt;
When mockballing, spend as little time in the air as you comfortably can because you move faster on the ground than in the air.&lt;br /&gt;
&lt;br /&gt;
Unmorph immediately once you start falling [zoast?] or when you reach the bottom since fallspeed resets when you unmorph [behemoth/oats].&lt;br /&gt;
&lt;br /&gt;
== Flyway ==&lt;br /&gt;
* Jump, shoot 2 missiles, shoot 3 angled down&lt;br /&gt;
* Shoot 5 missiles when standing next to the door (?f slower)&lt;br /&gt;
&lt;br /&gt;
Shooting missiles earlier will save time, but is also tricky when learning the run.  Start with shooting missiles in front of the door and switch to shooting them earlier when you are comfortable with it.&lt;br /&gt;
&lt;br /&gt;
== Bomb torizo ==&lt;br /&gt;
* 5 pea shooter shots -&amp;gt; 7 missiles&lt;br /&gt;
* Double safe spot (10 pea shoooter shots -&amp;gt; 6 missiles) (~2? seconds slower) https://youtu.be/1yhi4dEZ6as?t=2668 &lt;br /&gt;
&lt;br /&gt;
The double safe spot strategy is significantly easier and is recommended when learning the game.  &lt;br /&gt;
&lt;br /&gt;
== Flyway ==&lt;br /&gt;
Land on the platform at the end of this room as early as possible&lt;br /&gt;
&lt;br /&gt;
== Alcatraz ==&lt;br /&gt;
Alcatraz&lt;br /&gt;
* Right side alcatraz [most players]&lt;br /&gt;
* Left side alcatraz (?f slower) [twocat/static]&lt;br /&gt;
&lt;br /&gt;
Most people choose a left side alcatraz.&lt;br /&gt;
&lt;br /&gt;
To avoid getting pushed up by the bomb, you can either jump and morph or shoot as the bomb is going off.  Both are approximately the same speed.&lt;br /&gt;
&lt;br /&gt;
== Terminator ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Armpump down the slope&lt;br /&gt;
* Enter the room at full runspeed (at least 6 tiles) then hold L, shot, and left until you have killed three geemers (?f slower)&lt;br /&gt;
&lt;br /&gt;
The setup to enter the room is way easier and almost everyone does that rather than armpumping.  You can armpump everywhere in the room except for the tile directly after each mushroom.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Kill the two wavers with missiles and open the door with your beam&lt;br /&gt;
* Run through the room spamming your beam, hit the waver, and exit (~20f slower)&lt;br /&gt;
&lt;br /&gt;
Not using missiles and pausing to pick up a drop will be necessary if you don’t enter the room at full missiles.  Hitting a waver after the etank is not a problem, you won’t need the extra 10hp.&lt;br /&gt;
&lt;br /&gt;
== Green Pirate Shaft ==&lt;br /&gt;
Run through every pirate, taking damage as needed and using iframes to go through other pirates.  Killing pirates with missiles is possible, but not recommended because it’s slower and harder when combined with having to farm for missiles later.  Killing pirates and farming for missiles is useful to learn as a backup strat.&lt;br /&gt;
&lt;br /&gt;
TAS dboosts off the pirates, but this is not practical for humans.&lt;br /&gt;
&lt;br /&gt;
== Mushroom Kingdom ==&lt;br /&gt;
Armpump through the room, do shorthops over both kagos without hitting the mushrooms.&lt;br /&gt;
&lt;br /&gt;
== Green brinstar main shaft ==&lt;br /&gt;
Run off the ledge, shoot two beamshots down, then open the door.&lt;br /&gt;
* Shoot the door while falling&lt;br /&gt;
* Land then open the door (?f slower)&lt;br /&gt;
&lt;br /&gt;
Shooting while falling is not recommended until you have practiced that strat extensively.&lt;br /&gt;
&lt;br /&gt;
== Early supers room ==&lt;br /&gt;
Mockballing with a lower jump height is slightly faster.  Unmorph while half under the gate, hold R, and shoot.  Walljump up to early supers.&lt;br /&gt;
&lt;br /&gt;
Depending on your timing, the wavers will be in different locations.  Dboosting off wavers or just jumping then holding left are both options.  Dboosting saves surprisingly little time (~10f?)&lt;br /&gt;
&lt;br /&gt;
Hold down while picking up supers and fastfall through the two blocks (turnaround animations are longer when fastfalling).&lt;br /&gt;
&lt;br /&gt;
== Green brinstar main shaft ==&lt;br /&gt;
Jump down the left side, shoot the door and run through.&lt;br /&gt;
&lt;br /&gt;
== Dachora pit ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Kago through the zeela and mockball&lt;br /&gt;
* Shoot the rio and do a short hop over it into a mockball (?f slower)&lt;br /&gt;
* Do a full jump over the rio into a mockball (?f slower)&lt;br /&gt;
&lt;br /&gt;
Kagoing through the zeela allows you to jump through the door into the room, getting you a better door transition.  Shooting the rio allows you to do a shorter jump over it, saving time because you spend less time in the air.  &lt;br /&gt;
&lt;br /&gt;
Farming the rio&lt;br /&gt;
* Don’t lay a bomb until after laying the first bomb to break blocks [zoast]&lt;br /&gt;
* Roll back and forth 2 times, once after laying the first two bombs [oats] (?f slower)&lt;br /&gt;
* Roll back once after the first bomb [behemoth] (?f slower)&lt;br /&gt;
&lt;br /&gt;
Not farming the rio is a perfectly ok option.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Shoot the door and mockball&lt;br /&gt;
* Shoot the door and armpump&lt;br /&gt;
&lt;br /&gt;
Both are acceptable options, armpumping is slightly faster (frames) with very fast mashing, mockball is slightly faster otherwise.&lt;br /&gt;
&lt;br /&gt;
Full jump over the rio into a mockball then not farming the rio is recommended for someone learning the game since spending less time in the air will only save frames.&lt;br /&gt;
&lt;br /&gt;
== Big pink ==&lt;br /&gt;
Roll or armpump through the entrance depending on how you entered the room.  Roll or jump off the ledge.&lt;br /&gt;
&lt;br /&gt;
Downback section&lt;br /&gt;
* Downback&lt;br /&gt;
* Don’t downback (?f slower)&lt;br /&gt;
&lt;br /&gt;
Downbacking is definitely faster, but not downbacking is ok if you have not learned downbacks yet.&lt;br /&gt;
&lt;br /&gt;
After the downback&lt;br /&gt;
* Land on the first platform and soft unmorph, run left and jump before the farmpoint&lt;br /&gt;
* Fall all the way and run under the rio (?f slower)&lt;br /&gt;
&lt;br /&gt;
Grab the missiles (this is slightly faster with a walljump check) and lay a bomb to enter charge beam.&lt;br /&gt;
&lt;br /&gt;
Charge unmorph&lt;br /&gt;
* Fall to the bottom, soft unmorph, shoot charge, and jump up to charge&lt;br /&gt;
* Unmorph in midair, shoot charge, and land one above the bottom (?f slower)&lt;br /&gt;
&lt;br /&gt;
Charge exit&lt;br /&gt;
* Up in two&lt;br /&gt;
* Up in three (?f slower)&lt;br /&gt;
&lt;br /&gt;
Up in two requires jumping at the last frame which is hard to get, but free to go for in every run.&lt;br /&gt;
&lt;br /&gt;
Charge exit (part 2)&lt;br /&gt;
* Morph after your head hits the ceiling after the last walljump&lt;br /&gt;
* Morph before your head hits the ceiling after the last walljump (?f slower)&lt;br /&gt;
&lt;br /&gt;
This comparison is here since morphing after your head hits the ceiling is a subtle thing which is easy to not know to do.  Morphing while rising will result in a full jump height, losing time in many places.&lt;br /&gt;
&lt;br /&gt;
Big Pink exit&lt;br /&gt;
* Jump, downgrab, jump, morph&lt;br /&gt;
* Jump, morph, go into the hole (?f slower)&lt;br /&gt;
&lt;br /&gt;
Doing two separate jumps is faster, but mechanically intense.  Doing two jumps will not be faster without significant mastery of many movement mechanics so a single jump is definitely recommended for your first 100-200 hours of speedrunning this game.&lt;br /&gt;
&lt;br /&gt;
== Green hill zone ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Jump off and mockball&lt;br /&gt;
* Run right without jumping (?f slower)&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Dboost off the bug&lt;br /&gt;
* Run to the right without dboosting off the bug (?f slower)&lt;br /&gt;
&lt;br /&gt;
Jump through the door as low as possible to fix the door transition.  &lt;br /&gt;
&lt;br /&gt;
== Noob bridge ==&lt;br /&gt;
Enter the room with a full charge.  Kill the first cac and grab the super.  Run across the bridge, with a charged shot.  Release the charged shot angled down at the end of the bridge to kill the cac for a super.  Shoot the door while falling and mockball out of the room.&lt;br /&gt;
&lt;br /&gt;
== Red tower ==&lt;br /&gt;
Lay a bomb as early as possible.  Unmorph, downback, and shoot to get past the section next to xray.  Fall down the left side, shoot the door and jump into it at the right height to fix the door transition.&lt;br /&gt;
&lt;br /&gt;
== Bat room ==&lt;br /&gt;
* Particle dboost&lt;br /&gt;
* Dboost off the bat&lt;br /&gt;
&lt;br /&gt;
Both are approximately the same speed.&lt;br /&gt;
&lt;br /&gt;
== Below spazer ==&lt;br /&gt;
* Charge your shot while moving forward&lt;br /&gt;
* Shoot a charged shot before moving forward (?f slower)&lt;br /&gt;
&lt;br /&gt;
Collect the cac drop and exit through the door.&lt;br /&gt;
&lt;br /&gt;
== Maridia tunnels (combined) ==&lt;br /&gt;
For each room with a door, hold a (partially or full) charged shot going through the door.  Do not hold shot once through the door.  Alternatively, don’t hold any charge going through the door and hold shot through the door.  This allows you to shoot as early as possible going into the room.&lt;br /&gt;
&lt;br /&gt;
== Warehouse entrance ==&lt;br /&gt;
* Crouch quick entry [oats]&lt;br /&gt;
* Jumping quick entry (?f slower) [static]&lt;br /&gt;
* No quick entry [hundo map strat]&lt;br /&gt;
&lt;br /&gt;
Crouch quick entry is slightly faster.  Do not do quick entry if you don’t have 5 supers going into this room.&lt;br /&gt;
&lt;br /&gt;
== Warehouse zeela room ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Turnaround kago into a softmorph [antinomy]&lt;br /&gt;
* Morph kago into a bounce (?f slower)&lt;br /&gt;
* No kago&lt;br /&gt;
&lt;br /&gt;
Unmorph while holding L/R to shoot the door while crouched.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Walljump&lt;br /&gt;
* Jump and expand hitbox (exit spinjump pose) (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Party zone ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Shoot the kihunter then the block without jumping&lt;br /&gt;
* Jump over the kihunter (?f slower)&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Downback&lt;br /&gt;
* No downback (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Kraid hallway ==&lt;br /&gt;
Shoot three missiles at the three pirates then kill minikraid with a super or 2 missiles if you have 0 or 1 supers (you want to exit the room with 5.&lt;br /&gt;
&lt;br /&gt;
* Run through minikraid’s missiles, tanking them [jack]&lt;br /&gt;
* Jump over minikraid’s missiles (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Kraid gedora ==&lt;br /&gt;
* Jump and dboost from the second pillar [jack]&lt;br /&gt;
* Jump and dboost from the bigger platform (?f slower)&lt;br /&gt;
&lt;br /&gt;
Shoot the gedora as early as possible.  Enter the door with a walljump check to save a frame or two.&lt;br /&gt;
&lt;br /&gt;
== Kraid ==&lt;br /&gt;
* 2 missile quick kill&lt;br /&gt;
* Charged shot + 4 supers quick kill (?f slower)&lt;br /&gt;
&lt;br /&gt;
Stay morphed for as long as possible for lag reduction.  Once drops appear, run through them, jumping once then shoot the door to exit.&lt;br /&gt;
&lt;br /&gt;
== Varia ==&lt;br /&gt;
Exit&lt;br /&gt;
* Shoot then shorthop&lt;br /&gt;
* Hold left+jump during the fanfare (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Kraid ==&lt;br /&gt;
These rooms are combied because the strat chosen in Kraid affects the gedora room greatly.&lt;br /&gt;
&lt;br /&gt;
Kraid&lt;br /&gt;
Jump&lt;br /&gt;
* Short hop in Kraid&lt;br /&gt;
* Big jump in Kraid to fix the door transition&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Mockball&lt;br /&gt;
* No mockball&lt;br /&gt;
&lt;br /&gt;
The higher you jump, the better the door transition you will get.&lt;br /&gt;
&lt;br /&gt;
== Kraid gedora ==&lt;br /&gt;
If you mockballed, unmorph, gapskip, then dboost out [jack]&lt;br /&gt;
&lt;br /&gt;
If you ran through the door, jump to the platform, then dboost out.&lt;br /&gt;
&lt;br /&gt;
Dboosting high [link to galamoz movement tutorial on dboosting] is needed to dboost all the way to the last platform.&lt;br /&gt;
&lt;br /&gt;
== Kraid hallway ==&lt;br /&gt;
Kill minikraid with 2 missiles or a super (2 missiles if you have &amp;lt;2 supers).  Kill the pirates with missiles, open the door with a beam shot.  Jump through the door to correctly position the kihunters in the next room.&lt;br /&gt;
&lt;br /&gt;
== Party zone ==&lt;br /&gt;
* Walljump, shoot the door, jump and set up a mockball in the next room [jack]&lt;br /&gt;
* Walljump, run left, shoot the door while running and fall down (?f slower)&lt;br /&gt;
&lt;br /&gt;
Attempting to shoot out the door is difficult, but free to go for.&lt;br /&gt;
&lt;br /&gt;
If you miss the jump into the room or miss the first walljump, the kihunters will be out of position.  Morph after your walljump to get out more easily if this happens.&lt;br /&gt;
&lt;br /&gt;
== Warehouse zeela room (no etank) ==&lt;br /&gt;
Picking up the warehouse etank is recommended until you have at least a sub 50 pb.&lt;br /&gt;
&lt;br /&gt;
Hit the zeela and get hit onto the platform.  Use the iframes to exit without killing the any zeelas [jack]&lt;br /&gt;
&lt;br /&gt;
== Warehouse zeela room ==&lt;br /&gt;
Shoot the door and run through.  Flashing item select (hold item cancel then hit item select) on missiles can make the next room easier.&lt;br /&gt;
&lt;br /&gt;
== Warehouse etank ==&lt;br /&gt;
Shoot a missile up to kill the beetoms.  Jump through the door with as much runspeed as you can to set up the next room.  This will lose some time in this room, but make up for it in the next room.&lt;br /&gt;
&lt;br /&gt;
== Warehouse zeela room ==&lt;br /&gt;
Walljump off the far right wall, jump up, shoot the door and exit.&lt;br /&gt;
&lt;br /&gt;
* Exit without farming&lt;br /&gt;
* Farm the two zeelas above the door (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Warehouse entrance ==&lt;br /&gt;
* Shoot a super and mockball out&lt;br /&gt;
* Exit without a mockball (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Business center ==&lt;br /&gt;
Jump off the elevator to save a few frames&lt;br /&gt;
&lt;br /&gt;
* Optimal fall (unmorph, downback, hit no platforms) [jack]&lt;br /&gt;
* Soft unmorph on platform next to ice, spinjump fall down (~20f slower)&lt;br /&gt;
* Fall the entire way down in ball form (?f slower)&lt;br /&gt;
&lt;br /&gt;
The optimal fall is very input heavy and one of the other falls is recommended for someone learning the game.&lt;br /&gt;
&lt;br /&gt;
== Hi jump e tank ==&lt;br /&gt;
Start holding charge when you enter the room so you have a change to kill the nova.  Angle down during the jump because you do not charge while in spinjump pose.  Alternatively, use a missile to kill the nova.&lt;br /&gt;
&lt;br /&gt;
Picking up the etank on the way in is recommended to increase the chance you get an ammo drop from the nova.&lt;br /&gt;
&lt;br /&gt;
Killing the nova&lt;br /&gt;
* Quickdrop, immediately shoot down, then open the door&lt;br /&gt;
* Shoot a charged shot while falling (?f slower)&lt;br /&gt;
* Land, crouch, and shoot the nova (?f slower)&lt;br /&gt;
&lt;br /&gt;
Falling&lt;br /&gt;
* Unmorph as soon as you start falling then softmorph&lt;br /&gt;
* Stay in ball the whole time (?f slower)&lt;br /&gt;
&lt;br /&gt;
Unmorph, shoot the door, and jump through it to exit.&lt;br /&gt;
&lt;br /&gt;
Note: skipping hijump missiles is an advanced strategy which makes ammo management much tricker until wave and is not covered here.&lt;br /&gt;
&lt;br /&gt;
== Hi jump ==&lt;br /&gt;
* Jump, shoot both blocks out without losing momentum [jack]&lt;br /&gt;
* Hit the wall and shoot down (?f slower)&lt;br /&gt;
* Crouch, shoot twice (?f slower)&lt;br /&gt;
&lt;br /&gt;
Jump out the door.&lt;br /&gt;
&lt;br /&gt;
== Hi jump e tank ==&lt;br /&gt;
Ledgegrab twice, roll under, pick up missiles, bomb the block to exit, shoot the door.&lt;br /&gt;
&lt;br /&gt;
Jump through the door to set up walljumps in the next room, run through the door to set up ledgegrabs.&lt;br /&gt;
&lt;br /&gt;
== Business center ==&lt;br /&gt;
* Walljumps [jack]&lt;br /&gt;
* Ledgegrabs (?f slower) [topsy]&lt;br /&gt;
&lt;br /&gt;
Jump through the door as low as possible to set up the best door transition.&lt;br /&gt;
&lt;br /&gt;
== Cathedral entrance ==&lt;br /&gt;
Kill the two dessgeegas.  One missile and one beamshot will kill them, but using two missiles is a good beginner strategy.  Pseudoscrewing the first desgeega then mockballing under the second is a good backup if you have no missiles.&lt;br /&gt;
&lt;br /&gt;
Downgrab the last platform to get the best door transition possible.&lt;br /&gt;
&lt;br /&gt;
== Cathedral ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Mockball on the pillar&lt;br /&gt;
* Jump to the pillar and run off (?f slower)&lt;br /&gt;
&lt;br /&gt;
Pseudo screw through the geruta (ideally, you will miss the geruta and pseudo screw through the nova) then shoot the nova with a missile, open the door and exit.&lt;br /&gt;
&lt;br /&gt;
== Rising tide ==&lt;br /&gt;
* Upper route [zoast]&lt;br /&gt;
* Mockball and roll under (?f slower)&lt;br /&gt;
&lt;br /&gt;
Jump up, shoot the door, and exit after the lava starts to slow you down.&lt;br /&gt;
&lt;br /&gt;
The upper route is significantly more difficult and not recommended for people learning the game.&lt;br /&gt;
&lt;br /&gt;
== Bubble mountain ==&lt;br /&gt;
Killing the cac&lt;br /&gt;
* Shoot the cac with a charged shot before jumping [jack]&lt;br /&gt;
* Shoot the cac with a missile after your walljump (?f slower) [most people]&lt;br /&gt;
* Pseudo screw the cac (?f slower)&lt;br /&gt;
&lt;br /&gt;
To walljump while holding a charged shot, release shot once you are in spinjump pose and do not hit shot again until you are ready to fire.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Shoot a super over the waver then dboost off the waver&lt;br /&gt;
* Kill the waver, open the door, and jump over (?f slower)&lt;br /&gt;
&lt;br /&gt;
Dboosting off the waver is difficult and not recommended for people starting to learn the game.&lt;br /&gt;
&lt;br /&gt;
== Bat cave ==&lt;br /&gt;
Hold angle up and shoot immediately upon entering the room&lt;br /&gt;
&lt;br /&gt;
* Shoot, run forward + shot, gapskip, jump into the hole&lt;br /&gt;
* Shoot, crouch, shoot, run forward, jump into the hole (?f slower)&lt;br /&gt;
&lt;br /&gt;
This room is very mechanically intense.  Shooting the bat then crouching and shooting out the hole is a beginner friendly strategy.&lt;br /&gt;
&lt;br /&gt;
Jumping through the door while exiting fixes the door transition and saves frames despite it not looking aesthetically pleasing.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs&lt;br /&gt;
* Uppercut [oats + sweetnumb 2p1c video]&lt;br /&gt;
&lt;br /&gt;
== Speed booster hallway ==&lt;br /&gt;
Mockballing is an option if you are not able to armpump fast.&lt;br /&gt;
&lt;br /&gt;
Done optimally, using regular missiles on the door, with a stutter loses about 10f.&lt;br /&gt;
&lt;br /&gt;
== Speed booster ==&lt;br /&gt;
Typical item collection [show tas video to demonstrate an optimal jump]&lt;br /&gt;
&lt;br /&gt;
== Speed booster hallway ==&lt;br /&gt;
Shoot the door open just as you reach the top plateau.  Jumping through the door to fix the door transition is an option if you feel confident you can hit the bugs in the next room.&lt;br /&gt;
&lt;br /&gt;
== Bat cave ==&lt;br /&gt;
Run right into the bugs with speed echoes (or shoot them if you jumped through the door).&lt;br /&gt;
&lt;br /&gt;
* Dboost off the bat&lt;br /&gt;
* Exit without a dboost (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Bubble mountain ==&lt;br /&gt;
Short hop, fall, open the door, and run through.&lt;br /&gt;
&lt;br /&gt;
== Single chamber ==&lt;br /&gt;
* Short hop over the edge, kill the alcoon with a missile&lt;br /&gt;
* Run off the ledge, downback, kill the alcoon (?f slower)&lt;br /&gt;
&lt;br /&gt;
If you plan to open the door with regular missiles (?f slower), also kill the viola for lag reduction.  Doing a gapskip rather than a jump may give a better door transition.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs&lt;br /&gt;
* Dboost low off the viola (?f faster)&lt;br /&gt;
&lt;br /&gt;
== Double chamber ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Run through the door and jump to the second platform&lt;br /&gt;
* Jump through the door in the previous room (best door transition) and directly to the first platform (about the same time?) [twocat]&lt;br /&gt;
&lt;br /&gt;
Running through the door is recommended as you are learning the game.&lt;br /&gt;
&lt;br /&gt;
Attempt to shoot the gate open as you jump off the second platform.  If you miss, shoot it as you land on the last moving platform. Get as much runspeed as possible, jump, then walljump up to wave.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Open the door with supers&lt;br /&gt;
* Open the door with regular missiles (?f slower)&lt;br /&gt;
&lt;br /&gt;
If you have only one super, it is recommended you use that here rather than opening the door into the double chamber.&lt;br /&gt;
&lt;br /&gt;
== Wave ==&lt;br /&gt;
[link to TAS video to show optimal collection]&lt;br /&gt;
&lt;br /&gt;
Get full runspeed as you leave the room to set up a jump in the next room.&lt;br /&gt;
&lt;br /&gt;
== Double chamber ==&lt;br /&gt;
Do a full jump left.&lt;br /&gt;
&lt;br /&gt;
* Kago through the crumble blocks&lt;br /&gt;
* Fall through the crumble blocks without a kago (20?f slower)&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Shoot the door open before jumping&lt;br /&gt;
* Jump at the end of the second hump and shoot the door open after (?f slower) [jack]&lt;br /&gt;
* Jump later (?f slower) [red scarlet]&lt;br /&gt;
&lt;br /&gt;
If you get too much runspeed, you may not jump high enough.  There is a backup where you walljump off the namihe then the platform if you don’t get enough height.&lt;br /&gt;
&lt;br /&gt;
== Single chamber ==&lt;br /&gt;
* Open the door with an uncharged wave shot [jack]&lt;br /&gt;
* Two missile door open (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Bubble mountain ==&lt;br /&gt;
* Moonfall + bomb spread [antinomy]&lt;br /&gt;
* Moonfall off the ledge without a bomb spread (?f slower)&lt;br /&gt;
* Jump off the ledge (?f slower) [jack]&lt;br /&gt;
&lt;br /&gt;
Jumping off the ledge without moonfalling is recommended for people learning the game.  Spamming shot down then angled down shots will kill the first nova.&lt;br /&gt;
&lt;br /&gt;
== Farming room ==&lt;br /&gt;
Spend as little time in the air as possible.&lt;br /&gt;
&lt;br /&gt;
== Frogway + Save room ==&lt;br /&gt;
Shoot twice to create a larger window for opening the door.  Do a small hop through the door to jump through the save point to the other side.&lt;br /&gt;
&lt;br /&gt;
== Business center ==&lt;br /&gt;
* No farm [jack]&lt;br /&gt;
* No farm walljumps [Z after ridley] &lt;br /&gt;
* 2 farm (?f slower)&lt;br /&gt;
* 3 farm with walljump before the third nova (?f slower)&lt;br /&gt;
* 3 farm without walljump before the third nova (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Maridia tunnels (combined) ==&lt;br /&gt;
Hold left+shot coming up the elevator and hit dash soon after you start to move.  Release dash at the start of the first tunnel room to avoid bonking the door.  Shoot and stop on a dime immediately after entering the third room to get maximum run speed going into below spazer.&lt;br /&gt;
&lt;br /&gt;
This is not going to cover alpha spark.&lt;br /&gt;
&lt;br /&gt;
== Below spazer ==&lt;br /&gt;
Shoot, jump, shoot, collect the drop, jump to the tile left of the maw, and exit.  Hold angle up through the door to shoot the bat immediately upon entering the next room.&lt;br /&gt;
&lt;br /&gt;
== Bat room ==&lt;br /&gt;
Shoot the bat as soon as you enter then dboost off the particle.  The optimal exit is to walljump check the door while moving up to set up the fastest walljump in the next room, but this is difficult.&lt;br /&gt;
&lt;br /&gt;
== Red tower ==&lt;br /&gt;
Walljump up the red tower then do a running jump into walljump to get past the bottom segment.&lt;br /&gt;
&lt;br /&gt;
Top of the red tower&lt;br /&gt;
* Downgrab [jack]&lt;br /&gt;
* Hero shot (~2s slower)&lt;br /&gt;
&lt;br /&gt;
There are two options to get the hero shot past the fourth ripper&lt;br /&gt;
* Get the ripper on the screen early enough that it has time to move out of the way (2 fast walljumps)&lt;br /&gt;
* Get the shot past the ripper before it spawns (two slow walljumps or a running jump and no walljumps until you hear the blocks break)&lt;br /&gt;
&lt;br /&gt;
With spazer, getting the hero shot past the fourth ripper before it spawns is required.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs&lt;br /&gt;
* Running jump into angle down to avoid the walljump just below xray&lt;br /&gt;
&lt;br /&gt;
== Hellway ==&lt;br /&gt;
Shoot immediately upon entering for an extra farm.  Dboost low off the first set of spikes (dboosting high can send you into the upper vileplume).  Dboost off the right spike of the last upper vileplume.&lt;br /&gt;
&lt;br /&gt;
== Caterpiller room ==&lt;br /&gt;
* Stay in ball and fall down the right side [jack]&lt;br /&gt;
* Spinjump off the left side and go to the right side of the next platform [static]&lt;br /&gt;
&lt;br /&gt;
The static strat is fast and easy enough that it should be the default most new runners learn.&lt;br /&gt;
&lt;br /&gt;
== Alpha power bombs ==&lt;br /&gt;
Dboost off the first set of enemies, collect pb’s and dboost back.&lt;br /&gt;
&lt;br /&gt;
Line up against the door as it opens, hold dash and run through then release dash going through the door to get the perfect jump height for the next room.&lt;br /&gt;
&lt;br /&gt;
== Caterpiller room ==&lt;br /&gt;
With the right amount of runspeed from the room before (standing against the door, holding dash until going through the door then not holding dash), samus will jump straight to the second platform.  With the right amount of runspeed, it is possible to jump up two more platforms as well (or jump to each platform).&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Shoot up, jump, shoot the right cac twice, lay a pb, jump, shoot the upper cac [jack]&lt;br /&gt;
* Lay a pb near the door, jump up and farm the cac and shoot the upper cac (?f slower)&lt;br /&gt;
* Lay a power bomb at the bottom and farm a catepillar (?f slower)&lt;br /&gt;
&lt;br /&gt;
It’s best to kill the second cac after picking up the drop from the first to get health if you are at 4 supers going into the room.&lt;br /&gt;
&lt;br /&gt;
== Elevator room ==&lt;br /&gt;
Lay a pb at the ceiling and jump through the door as early as possible.  This is faster than laying the pb at the bottom of the room because it reduces lag.&lt;br /&gt;
&lt;br /&gt;
== Crateria kihunter room + Moat ==&lt;br /&gt;
Bottom&lt;br /&gt;
* 1 farm - pseudo screw one crab then lay a pb [jack]&lt;br /&gt;
* 2 farm - lay a pb and collect both farms (?f slower)&lt;br /&gt;
&lt;br /&gt;
After a 2 farm, shoot up while running off the platform to open the shotblock as early as possible [link oats/sweetnumb’s tutorial]&lt;br /&gt;
&lt;br /&gt;
Shinespark charge&lt;br /&gt;
* Shortcharge into a gapskip [jack]&lt;br /&gt;
* Wait for the block to respawn for an easier shortcharge (?f slower)&lt;br /&gt;
&lt;br /&gt;
Waiting for the block to respawn is recommended when learning the game.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Oceanfly/missile fly [[West_Ocean#Ocean_Fly]]&lt;br /&gt;
* Spark in this room across the moat and charge a second spark for the ocean (1-2s slower)&lt;br /&gt;
&lt;br /&gt;
Not going for Ocean fly is recommend when learning the game.  Sparking in the moat is a health preservation strategy.&lt;br /&gt;
&lt;br /&gt;
== West ocean ==&lt;br /&gt;
Intentionally bonking the wall near gravity is a health preservation strategy.&lt;br /&gt;
&lt;br /&gt;
At the platform after the first set of grapple blocks, there is a 45 degree block followed by a single (rather than two) square block.  This means that sparking too low has a small risk of bonking at that platform.&lt;br /&gt;
&lt;br /&gt;
== WS entrance ==&lt;br /&gt;
Shoot the door open as speed echoes first appear.&lt;br /&gt;
&lt;br /&gt;
== WS main shaft ==&lt;br /&gt;
Shoot down after going past the ledge above the shot blocks.  Shoot down then right while going past the next ledge then optionally shoot angled down.  To shoot out the last blocks, unmorph then optionally downback (or just hold right+angle down) and shoot.  It is possible to make it down without bonking without downbacking.&lt;br /&gt;
&lt;br /&gt;
== WS basement ==&lt;br /&gt;
* Speedball [jack]&lt;br /&gt;
* No speedball (20?f slower)&lt;br /&gt;
&lt;br /&gt;
The speedball is only faster once stutter 3’s short charges are mastered.&lt;br /&gt;
&lt;br /&gt;
== Phantoon ==&lt;br /&gt;
* “Proper” xfactor + doppler [jack]&lt;br /&gt;
* Dopplers (?f slower) [behemoth]&lt;br /&gt;
* Hybrid xfactors (?f slower) [popplars]&lt;br /&gt;
&lt;br /&gt;
Phantoon will open its eye after 1, 6, or 11 seconds (fast/mid/slow) and will go left or right.  There is a pattern for round 1 and for all future rounds for a total of 6 eye open positions in round 1 and 6 in future rounds.  It is very helpful to memorize these.  Expect to take significantly more more damage and have more deaths at phantoon until you memorize the eye open positions.&lt;br /&gt;
&lt;br /&gt;
Do a running jump out of phantoon to set up a mockball.&lt;br /&gt;
&lt;br /&gt;
== WS basement ==&lt;br /&gt;
Mockball, jump over the robot, jump to the platform, and jump through the door.&lt;br /&gt;
&lt;br /&gt;
Jump through the door as far to the right as possible for the best door transition.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs&lt;br /&gt;
* Dboost off the atomic (~30f faster)&lt;br /&gt;
&lt;br /&gt;
This consumes 20hp which makes it usually impractical for runs.&lt;br /&gt;
&lt;br /&gt;
== WS main shaft ==&lt;br /&gt;
* Static strat (avoid the need for a bomb to push you upwards) [jack]&lt;br /&gt;
* Shoot up, shoot straight at the height of the jump, lay a bomb, shoot angled up, morph (?f slower)&lt;br /&gt;
* Shoot all blocks out then lay a bomb (?f slower)&lt;br /&gt;
&lt;br /&gt;
Shooting all blocks out before laying a bomb is the least mechanically demanding strategy in this room.&lt;br /&gt;
&lt;br /&gt;
== WS left supers ==&lt;br /&gt;
Run into the room, hold shot to preserve speed while running off the ledge, angle down to compress samus’ hitbox over the first spark, and jump to supers.&lt;br /&gt;
&lt;br /&gt;
* Shoot the door then pick up supers and dboost off the ceiling spark [Z]&lt;br /&gt;
* Dboost without opening the door first (?f slower) [jack]&lt;br /&gt;
* Jump to the door without a dboost (?f slower)&lt;br /&gt;
&lt;br /&gt;
Shooting the door open before dboosting has a very tight timing.&lt;br /&gt;
&lt;br /&gt;
== WS main shaft ==&lt;br /&gt;
The ledgegrabs here are tricky, but become easier as general sm mechanics improve.&lt;br /&gt;
&lt;br /&gt;
* Run through the atomic&lt;br /&gt;
* Charged shot + missile to kill the atomic (?f slower) [jack]&lt;br /&gt;
* Kill the atomic with 3 missiles (?f slower)&lt;br /&gt;
* Roll under the atomic (?f slower)&lt;br /&gt;
&lt;br /&gt;
Jump through the door running right to set up an attic spark [topsy]&lt;br /&gt;
Jump through the door running left to set up a speedkeep attic [jack]&lt;br /&gt;
&lt;br /&gt;
== WS attic  ==&lt;br /&gt;
* Attic spark [topsy]&lt;br /&gt;
* Speedkeep attic (?f slower) [jack]&lt;br /&gt;
&lt;br /&gt;
Despite being slightly slower, the speedkeep attic saves about 75 health, making it good for 3tank runs.  Descriptions of both exist below.&lt;br /&gt;
&lt;br /&gt;
For attic spark, mockball under the kihunter, lay a power bomb.  Unmorph while holding L/R to shoot the atomic (a missile will give a little lag reduction).  Run to the left to charge a spark then spark at the right height.&lt;br /&gt;
&lt;br /&gt;
For the speedkeep attic, shoot a missile then super to kill the first kihunter (optional: shoot the atomic to the left with a missile).  Do a stutter 3 and jump with speed echoes to kill the next kihunter and atomic.  Shoot a charged shot or super to kill the atomic then jump and mockball.  Hold L or R when unmorphing from the mockball to maintain speed echoes.  Jump to kill the last kihunter and atomic.&lt;br /&gt;
&lt;br /&gt;
== West ocean ==&lt;br /&gt;
Jump down the first hole.  Run to the left, jump over the pit, and shoot the blocks out at the right time.  Softmorph in the hole.  After unmorphing, shoot angled down then straight to kill the bug and go through the door.&lt;br /&gt;
&lt;br /&gt;
== Bowling path ==&lt;br /&gt;
* Pseudo screw through the first waver then dboost off the second&lt;br /&gt;
* Hold shot going through the door, dboost off the first waver and collect the drop [jack]&lt;br /&gt;
* Farm more than one drop (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Bowling alley  ==&lt;br /&gt;
* Bowling spark&lt;br /&gt;
* Jump through the spikes (~3s slower)&lt;br /&gt;
&lt;br /&gt;
Bowling spark will optimally end with hitting the chozo to end the spark early while also being high enough to land on the chozo’s hand without hitting the ground.&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
Be careful not to run through gravity without collecting it!&lt;br /&gt;
&lt;br /&gt;
Moonfall out of this room to save additional frames in the next room.&lt;br /&gt;
&lt;br /&gt;
== West ocean ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Moonfall&lt;br /&gt;
* Non-moonfall (?f slower)&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Jump directly to the top ledge [jack]&lt;br /&gt;
* Run under the last platform of the ocean and do two jumps (?f slower) [Z]&lt;br /&gt;
&lt;br /&gt;
Shoot the door as early as possible and get as much runspeed as possible into the moat to set up the moatball.&lt;br /&gt;
&lt;br /&gt;
== Moat ==&lt;br /&gt;
* Moat bounceball [jack]&lt;br /&gt;
* Moatball [Z]&lt;br /&gt;
* Jump over the moat without moatball (?f slower)&lt;br /&gt;
* Fall into the moat and go under the pillar (?f slower)&lt;br /&gt;
&lt;br /&gt;
Jumping over the moat is best regardless of whether the moatball is missed or not.&lt;br /&gt;
&lt;br /&gt;
== Crateria kihunter room ==&lt;br /&gt;
Jump under the kihunter (without moatball) or roll under and soft unmorph (with moatball).  Shoot out the shotblocks.  &lt;br /&gt;
&lt;br /&gt;
Farm&lt;br /&gt;
* Shoot a charged then uncharged shot to farm one crab [jack]&lt;br /&gt;
* Pseudo screw to farm one crab (?f slower)&lt;br /&gt;
* Pseudo screw then 2 missile to farm 2 crabs (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Caterpiller room ==&lt;br /&gt;
Run/jump off the elevator platform then morph and unmorph to avoid bonking.&lt;br /&gt;
&lt;br /&gt;
* No farm&lt;br /&gt;
* 1 farm (~1s slower)&lt;br /&gt;
* 2 farm (~2s slower)&lt;br /&gt;
&lt;br /&gt;
== Hellway ==&lt;br /&gt;
Dboost off the first set of ceiling spikes then the right spike of the second to last upper vileplume.&lt;br /&gt;
&lt;br /&gt;
== Red tower ==&lt;br /&gt;
Moonfall at the top of the red tower saves ?f.  &lt;br /&gt;
&lt;br /&gt;
Without moonfall, it is possible to fall down the right or left side of the section with the rippers.  Unmorph to avoid bonking and bomb out the platform.  Unmorph, shoot, and downback, fall down the left side of the lower rippers and jump through the door at the right height to get the optimal door transition.&lt;br /&gt;
&lt;br /&gt;
== Bat room ==&lt;br /&gt;
* Bat dboost [jack]&lt;br /&gt;
* Particle dboost&lt;br /&gt;
* Mockball (~40f slower)&lt;br /&gt;
&lt;br /&gt;
== Below spazer ==&lt;br /&gt;
Shoot, jump to the last platform above water, shoot, jump to the middle, shoot the door, jump end and run through.&lt;br /&gt;
&lt;br /&gt;
== Glass tunnel ==&lt;br /&gt;
The tube will break when you make your first input after the pb animation has gone on for sufficiently long.&lt;br /&gt;
&lt;br /&gt;
Jump to the first platform, shoot up, then do two walljumps to exit [jack].&lt;br /&gt;
&lt;br /&gt;
There are a variety of options in this room, all approximately the same speed so more testing will need to be done on running jumps to figure out what the optimal strategy here is.&lt;br /&gt;
&lt;br /&gt;
== Main street ==&lt;br /&gt;
Do two walljumps to get up to the ledge.  Shoot the door while running forwards.  Jump on the last frame before the door transition to get the optimal jump into the next room.&lt;br /&gt;
&lt;br /&gt;
== Fish tank ==&lt;br /&gt;
Jump up to the first ledge&lt;br /&gt;
&lt;br /&gt;
* Do two walljumps, expand your hitbox to go through the middle of the door for the best door transition&lt;br /&gt;
* Do two walljumps then walljump off the wall to the right of the door (?f slower door transition)&lt;br /&gt;
&lt;br /&gt;
== Mt. everest ==&lt;br /&gt;
Run to the right, charge a spark, and diagonal spark to the top right of the room.&lt;br /&gt;
&lt;br /&gt;
The optimal spark charge is a non stutter “half” tap - pressing run eariler than a normal one tap.  The goal is to get speed echoes exactly when reaching the position to spark from.  Getting speed echoes early means run could have been held for longer, getting into position faster.&lt;br /&gt;
&lt;br /&gt;
For the low health no spark backup (~2.5s slower), do a running jump from the middle platform then a walljump to get up to the next ledge.  Do another walljump to get up to the top right [this really needs a video]&lt;br /&gt;
&lt;br /&gt;
== Crab shaft ==&lt;br /&gt;
Shoot angled down immediately when entering this room.  Fall down the hole, run, jump, shoot a super, mockball, and select pb’s before exiting.&lt;br /&gt;
&lt;br /&gt;
Doing this room optimally is incredibly difficult and the backup strats are straightforward and not too much slower.&lt;br /&gt;
&lt;br /&gt;
== Aqueduct ==&lt;br /&gt;
Lay a pb when entering the room, stay in morph or do quickdrops as the pb explodes to fall to the bottom.  Walljump up, shoot the door, and jump into the door in spinjump pose to set up a walljump in the next room.&lt;br /&gt;
&lt;br /&gt;
== Botwoon hallway ==&lt;br /&gt;
Walljump up, shoot (shooting while on the ground will ensure the bottom block of the three gets broken), choose the spot to land based on what type of shortcharge you plan to do.  &lt;br /&gt;
&lt;br /&gt;
* Jump through the door with speed echoes&lt;br /&gt;
* Land and run through the door (?f slower)&lt;br /&gt;
&lt;br /&gt;
Jumping through the door is very difficult and not something to attempt while learning the game.&lt;br /&gt;
&lt;br /&gt;
== Botwoon ==&lt;br /&gt;
There are two options to set up the xfactor - running across the room for timing or timing the charge with the music [link to oats/sweetnumb’s tutorial]&lt;br /&gt;
&lt;br /&gt;
Botwoon has four patterns in round 1 and the only real way to consistently be able to shoot 6 supers is to memorize and learn to recognize these patterns [link to video with botwoon’s 4 patterns]&lt;br /&gt;
&lt;br /&gt;
== Botwoon e tank ==&lt;br /&gt;
Jump the sand starts to set up the mockball.  Kill the puyos with missiles (or shoot them while running in to set up beamshot kills).&lt;br /&gt;
&lt;br /&gt;
== Halfie climb ==&lt;br /&gt;
* Full halfie&lt;br /&gt;
* Halfie (~6s slower)&lt;br /&gt;
* Running jump + no halfie (~7s slower)&lt;br /&gt;
&lt;br /&gt;
Not going for the halfie when learning the game is recommended.  The halfie only saves about a second and leaves you with less hp going into draygon.&lt;br /&gt;
&lt;br /&gt;
== Colloseum (no halfie) ==&lt;br /&gt;
Jump over the first pit and mockball.  Walljump up the first ledge.  Do a running jump over the spike and walljump up the next ledge.  Dboost high off the spikes above the 2x2 grapple block to the top of the other 2x2 grapple block.  Jump from there into a single walljump, run off the ledge, and open the door.&lt;br /&gt;
&lt;br /&gt;
== Pre draygon ==&lt;br /&gt;
* Moonfall&lt;br /&gt;
* Non-moonfall (?f slower)&lt;br /&gt;
&lt;br /&gt;
Shooting angled down while falling will save ?f over shooting after landing.&lt;br /&gt;
&lt;br /&gt;
Shorthop while holding down during the gedora death animation to cut ~5f off the door transition.&lt;br /&gt;
&lt;br /&gt;
== Draygon ==&lt;br /&gt;
* Two spark [behemoth]&lt;br /&gt;
* Three spark (?f slower) [jack]&lt;br /&gt;
&lt;br /&gt;
When first learning the game, it’s common to have 20 supers and to kill draygon by shooting supers at her.&lt;br /&gt;
&lt;br /&gt;
Getting a spikesuit saves ~5s.  Getting a bluesuit only saves ~2.5s and getting a bluesuit is often overprioritized, costing runners time.&lt;br /&gt;
&lt;br /&gt;
== Space Jump ==&lt;br /&gt;
[link tas video for optimal jump]&lt;br /&gt;
&lt;br /&gt;
== Draygon ==&lt;br /&gt;
With a bluesuit, armpumping here is incredibly important.&lt;br /&gt;
&lt;br /&gt;
== Pre draygon ==&lt;br /&gt;
Jump up ¯\_(ツ)_/¯&lt;br /&gt;
&lt;br /&gt;
== Colloseum ==&lt;br /&gt;
Bluesuit: charge the bluesuit on the top platform of the previous room then do a spacejump at the waterline and spark at the top of the jump.  For more safety, hold the bluesuit until at the top of the colloseum.&lt;br /&gt;
&lt;br /&gt;
Spikesuit: same as with a bluesuit charged in the previous room&lt;br /&gt;
&lt;br /&gt;
Non bluesuit:&lt;br /&gt;
* Whomple jump&lt;br /&gt;
* Non whomple jump (~1s slower)&lt;br /&gt;
&lt;br /&gt;
To do the whomple jump, get runspeed from the previous room, do a spacejump at the waterline and keep runspeed through the entire room.  The easier non whomple strat is to get to the top of the room, get runspeed then spacejump across.  Going for the whomple jump is free so is always worth going for.&lt;br /&gt;
&lt;br /&gt;
== Halfie climb ==&lt;br /&gt;
* Kill both mocktroids&lt;br /&gt;
* Kill one mocktroid (?f slower) [jack]&lt;br /&gt;
* Kill no mocktroids (?f slower)&lt;br /&gt;
&lt;br /&gt;
Killing mocktroids is a very minor lag reduction strat.  If you don’t kill the first mocktroid, make sure not to shoot the door until there is only one mocktroid on screen or there will be more lag.&lt;br /&gt;
&lt;br /&gt;
Hold shot after opening the door to start a charge for the next room.&lt;br /&gt;
&lt;br /&gt;
== Cactus alley  1 ==&lt;br /&gt;
* 2 farm [jack]&lt;br /&gt;
* 3 farm (~1s slower)&lt;br /&gt;
* 4 farm (?f slower)&lt;br /&gt;
&lt;br /&gt;
For 2 farm, go into the room holding a charge.  Do two spacejumps and unspin to finish charging to shoot the bottommost cac and fall directly to that platform.  Shoot another charged shot to kill the last cac and exit the room.&lt;br /&gt;
&lt;br /&gt;
For three farms, land on the far right platform, kill the first cac, run to the left, shoot a charged shot at the bottom cac while falling, collect the drop, spacejump to the left, kill the last cac and exit the room.&lt;br /&gt;
&lt;br /&gt;
Only 4 supers are needed exiting cac alley 2 and there is another cac to farm there so a 4farm should only be used when in healthbomb range.&lt;br /&gt;
&lt;br /&gt;
Jump through the door for the best door transition.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Spacejump at the waterline [jack]&lt;br /&gt;
* Walljump (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Cactus alley 2 ==&lt;br /&gt;
Jump over the ledge (jumped through the last door for best door transition), shoot down to kill the middle cac.  Run off the ledge with the correct amount of runspeed and hold down to enter angling down pose to fall through the door with the best door transition. [jack]&lt;br /&gt;
&lt;br /&gt;
== Butterfly room ==&lt;br /&gt;
Get runspeed and jump through the room.&lt;br /&gt;
&lt;br /&gt;
== Plasma spark room ==&lt;br /&gt;
* Jump to the left of the topmost fish [jack]&lt;br /&gt;
* Jump far to the platform to the right of the topmost fish and jump to right part of the island.  Gain full runspeed and walljump up (?f slower) [freyas]&lt;br /&gt;
&lt;br /&gt;
Making it to the left of the fish is very mechanically intense and is not recommended for people first learning the game.&lt;br /&gt;
&lt;br /&gt;
== Kassiuz Room ==&lt;br /&gt;
Entry&lt;br /&gt;
* Jump to the platforms without shooting [jack]&lt;br /&gt;
* Angle up going into the room and shoot two beamshots to kill the first choot [antinomy]&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Walljump up the right side [jack]&lt;br /&gt;
* Walljump up the leftside and dboost off the topmost choot (?f slower) [hotarubi]&lt;br /&gt;
&lt;br /&gt;
== Plasma tutorial ==&lt;br /&gt;
* No farm&lt;br /&gt;
* Farm (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Plasma ==&lt;br /&gt;
Jump into the room and morph.  Lay a pb in the middle of the room to hit each wall pirate once.&lt;br /&gt;
&lt;br /&gt;
* Antinomy plasma [antinomy]&lt;br /&gt;
* Hundo map plasma (?f slower) [Z]&lt;br /&gt;
&lt;br /&gt;
Plasma is a very tricky room to do optimally.  Variants of the hundo map plasma without the dboost are beginner friendly.&lt;br /&gt;
&lt;br /&gt;
== Plasma tutorial ==&lt;br /&gt;
Farm the puyo pyramid and run through the room.&lt;br /&gt;
&lt;br /&gt;
== Kassiuz Room ==&lt;br /&gt;
Fall.  Landing the optimal distance from the door will give you more runspeed through the door.&lt;br /&gt;
&lt;br /&gt;
== Plasma spark room ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Spacejump for height [jack]&lt;br /&gt;
* Walljump for height (?f slower)&lt;br /&gt;
&lt;br /&gt;
Walljumping for height is more natural and easier, but a bit slower.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Shoot the door while running&lt;br /&gt;
* Shoot the door aiming directly down (?f slower)&lt;br /&gt;
&lt;br /&gt;
Enter the toilet bowl in angle down pose to optimally set up the next room.&lt;br /&gt;
&lt;br /&gt;
== Oasis ==&lt;br /&gt;
* Softmorph at the top and roll to the bomb block [jack]&lt;br /&gt;
* Bounce to the bottom (?f slower)&lt;br /&gt;
* Run off the first platform then soft morph on the second platform (~30f slower)&lt;br /&gt;
&lt;br /&gt;
Break the right bomb blocks, open the door and hold a charge going into the next room.&lt;br /&gt;
&lt;br /&gt;
== West sand hall ==&lt;br /&gt;
Shoot a charged shot after entering to kill the first evir.  Spacejump through the room.&lt;br /&gt;
&lt;br /&gt;
== Crab hole ==&lt;br /&gt;
* Jump through the room and roll into the hole from the right side after shooting crabs [jack]&lt;br /&gt;
* Jump over the hole, shooting down, then enter the hole from the left (?f slower) [oats/sweetnumb tutorial]&lt;br /&gt;
* Hold angle down entering the room to stop, shoot, then roll into the hole (?f slower)&lt;br /&gt;
&lt;br /&gt;
Stopping then shooting the crabs is a very consistent and beginner friendly way to do this room.&lt;br /&gt;
&lt;br /&gt;
== East tunnel ==&lt;br /&gt;
* Full runspeed spacejump&lt;br /&gt;
* Less than full runspeed spacejump (?f slower)&lt;br /&gt;
&lt;br /&gt;
Timing for the first spacejump is much less tight without full runspeed.&lt;br /&gt;
&lt;br /&gt;
== Business center ==&lt;br /&gt;
Morph then unmorph to avoid bonking the platform.&lt;br /&gt;
&lt;br /&gt;
== Ice gate room + Ice acid room ==&lt;br /&gt;
* Blueless ice gate + spacejump through the acid room [jack]&lt;br /&gt;
* Speed bounceball through the door + jump through the end of the acid room (?f slower) [Z]&lt;br /&gt;
&lt;br /&gt;
Going for blueless ice gate room is risky and costs 15? seconds if missed.  Jumping and speed bounceballing through the door is recommended when learning the game.&lt;br /&gt;
&lt;br /&gt;
Jump through the door when exiting the acid room.&lt;br /&gt;
&lt;br /&gt;
== Ice snake room ==&lt;br /&gt;
Mash down when entering with a jump to morph into the hole.  Shoot the bugs to set up a dboost.  Doing this room without a dboost is ?f slower, but much easier and a solid backup if the dboost is missed.&lt;br /&gt;
&lt;br /&gt;
== Ice room ==&lt;br /&gt;
Don’t hold immediately after turning around to not bonk the door.  Jump through the door at the end to set up a mockball.&lt;br /&gt;
&lt;br /&gt;
== Ice snake room ==&lt;br /&gt;
Spacejump mockball.  Don’t bonk the door to get more runspeed.  Exit the room with a partially charged shot to shoot immediately in the next room.&lt;br /&gt;
&lt;br /&gt;
== Ice acid room ==&lt;br /&gt;
Mockball to exit the room.&lt;br /&gt;
&lt;br /&gt;
Only lower route will be covered.  Lower route is more beginner friendly since the nutella refill exists and is also slightly (~1s) faster when done optimally.&lt;br /&gt;
&lt;br /&gt;
== Ice gate room ==&lt;br /&gt;
Lay a pb immediately.  Run through the enemies below (shooting creates lag).  Optionally farm a pb off the first dessgeega (~15f slower) so you can go for the kronic boost without being fast pillars committed.&lt;br /&gt;
&lt;br /&gt;
== Croc crumble shaft ==&lt;br /&gt;
* Jump through the door and quickdrop through [Z]&lt;br /&gt;
* Moonball [antinomy]&lt;br /&gt;
* Run off the platforms and fall (~20f? slower)&lt;br /&gt;
&lt;br /&gt;
Running off the platform is by far the easiest method and not much slower.  Moonball can be done by walljump checking the door in the previous room or by holding L/R when entering the room then doing a forward moonfall.&lt;br /&gt;
&lt;br /&gt;
== Croc speedway ==&lt;br /&gt;
Run through the room.  Shoot the door at the door when running through the last set of speed blocks.  Spacejump through the door.&lt;br /&gt;
&lt;br /&gt;
== Acid snakes tunnel ==&lt;br /&gt;
Spacejump through.  Get as much runspeed as possible when going through the door if you do not plan to take the nutella refill. If you do plan to take the nutella refill, spacejump to the door.&lt;br /&gt;
&lt;br /&gt;
== Nutella refill ==&lt;br /&gt;
Taking this refill loses about 5s with optimal spacejumps or about 2.5s if you miss the jump into this room.&lt;br /&gt;
&lt;br /&gt;
== Norfair yapping maw room ==&lt;br /&gt;
Spacejump through the room&lt;br /&gt;
&lt;br /&gt;
== Kronic boost room ==&lt;br /&gt;
* Kronic boost&lt;br /&gt;
* No kronic boost (~2s? slower)&lt;br /&gt;
&lt;br /&gt;
The timesave from the Kronic boost is in the lavadive room.&lt;br /&gt;
&lt;br /&gt;
== Lava dive ==&lt;br /&gt;
* Kronic boost&lt;br /&gt;
* Dboost off the namihe (~1s slower)&lt;br /&gt;
* No dboost (~2s slower)&lt;br /&gt;
&lt;br /&gt;
Without a dboost running off the platforms and pseudo screwing about the same speed (within frames of each other).&lt;br /&gt;
&lt;br /&gt;
Jump through the door when exiting to land on the elevator.&lt;br /&gt;
&lt;br /&gt;
== LN main hallway ==&lt;br /&gt;
Run to the right and spacejump.  Mockball/bounceball through the door or run through the door with a charge for the lag reduction fast pillars setup.&lt;br /&gt;
&lt;br /&gt;
== Fast pillars setup ==&lt;br /&gt;
* Kill 2 pirates with a charged shot and grab the drop [jack]&lt;br /&gt;
* No lag reduction (?f slower)&lt;br /&gt;
&lt;br /&gt;
Exit with a shortcharge for fast pillars setup or run through the door if you plan to destroy the pillars with power bombs.&lt;br /&gt;
&lt;br /&gt;
== Pillar room ==&lt;br /&gt;
* Fast pillars (top shelf)&lt;br /&gt;
* Fast pillars (no top shelf) (20?f slower)&lt;br /&gt;
* Blue pillars (60f? slower)&lt;br /&gt;
* Destroy pillars with pb’s (?f slower)&lt;br /&gt;
&lt;br /&gt;
Blue pillars only loses about 40f over no top shelf making this an inefficient place to spend health in LN when entering with low health.&lt;br /&gt;
&lt;br /&gt;
== WRITG ==&lt;br /&gt;
Bottom&lt;br /&gt;
* Lag reduction (shoot up, kill the top right pirate) [jack]&lt;br /&gt;
* Freeze the top right pirate [antinomy]&lt;br /&gt;
* No lag reduction&lt;br /&gt;
* Kill all the pirates (?f slower)&lt;br /&gt;
&lt;br /&gt;
Killing all the pirates is the safest strat when learning the game.  More detailed timing information is needed for the different strats.&lt;br /&gt;
&lt;br /&gt;
Top&lt;br /&gt;
* 3 ledgegrab [jack]&lt;br /&gt;
* Running jump [twocat]&lt;br /&gt;
* Walljump [behemoth]&lt;br /&gt;
&lt;br /&gt;
All of these strats should be about the same speed.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Jump and morph over the pirate&lt;br /&gt;
* Kill the pirate (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Amphitheatre ==&lt;br /&gt;
Do a series of spacejumps to lose height.  The ceilings in the terrain make a good marker for where to spacejump.  After crossing the bottom of the overhang, do a walljump, then two spacejumps to get up.  Do a running jump to get to the middle platform and jump over the last pirate [Z]&lt;br /&gt;
&lt;br /&gt;
Falling then doing a walljump off the left side at the right height is ?f slower, but another option for doing this room.&lt;br /&gt;
&lt;br /&gt;
Falling to the floor is ?s slower.&lt;br /&gt;
&lt;br /&gt;
Hold a charged shot angled down to shoot immediately on entering the next room.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs&lt;br /&gt;
* TAS jump - this is a frameperfect jump which saves ?f&lt;br /&gt;
&lt;br /&gt;
== Red kihunter shaft ==&lt;br /&gt;
Shoot an angled down shot immediately upon entering.  Fall in the hole, do a downback, and shoot down.  Shoot a charged shot down (and far enough to the right) to hit the second kihunter twice and the third kihunter once.  Shoot another charged shot to kill the last kihunter.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Lay a pb to destroy the bomb blocks&lt;br /&gt;
* Do a bomb spread next to the pillar (?f slower)&lt;br /&gt;
&lt;br /&gt;
If fast pillars was missed, a bomb spread is necessary to avoid running out of pb’s.&lt;br /&gt;
&lt;br /&gt;
== Wasteland ==&lt;br /&gt;
* Hitbox through two dessgeegas, jump, then lay the pb with only one dessgeega on screen for lag reduction [jack]&lt;br /&gt;
* Hitbox the first dessgeega, then do a short hop mockball and lay the pb above the second flower tile.&lt;br /&gt;
* Roll under the first dessgeega (hope for good rng for a big hop) and lay the pb above the second flower tile [ov]&lt;br /&gt;
&lt;br /&gt;
Rolling under the tiles is a surprisingly good strat and mechanically challenging to beat.  As of this writing, 4th place any% ov just rolls under the dessgeegas.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Double kago through the platforms (50 damage)&lt;br /&gt;
* Kago through both platforms with spike damage (30 damage) (?f slower)&lt;br /&gt;
* Kago through the first platform with spike damage only (15 damage) (?f slower)&lt;br /&gt;
* Do not kago through the platform (?f slower)&lt;br /&gt;
&lt;br /&gt;
Not kagoing at all is the safest option for someone learning the game because it preserves health.&lt;br /&gt;
&lt;br /&gt;
== Metal pirates room ==&lt;br /&gt;
Entry&lt;br /&gt;
* Kickless entry [antinomy]&lt;br /&gt;
* Entry with kick (10?f slower)&lt;br /&gt;
&lt;br /&gt;
Shoot twice to make the pirate not kick.&lt;br /&gt;
&lt;br /&gt;
Killing the pirates&lt;br /&gt;
* Trigger both pirates then hit the first twice and second once with the first charged shot [antinomy]&lt;br /&gt;
* Trigger one pirate at a time, kill them with horizontal shots at ground level (2s slower) [kipp]&lt;br /&gt;
* Trigger one pirate at a time, kill by jumping then shooting down (4s slower)&lt;br /&gt;
&lt;br /&gt;
The fastest strat here is difficult, but the others should be accessible to people learning the game.&lt;br /&gt;
&lt;br /&gt;
== Plowerhouse room ==&lt;br /&gt;
* Plowerhouse (33 damage) [jack]&lt;br /&gt;
* Run through the bottom of the room and jump out at the end (40? damage, ?f slower)&lt;br /&gt;
* Spacejump over the top of the room (0 damage, ?f slower)&lt;br /&gt;
&lt;br /&gt;
Most of the time gained/lost is in the next room.&lt;br /&gt;
&lt;br /&gt;
== LN farming room ==&lt;br /&gt;
Spacejump through the room and shoot out the gedora.&lt;br /&gt;
&lt;br /&gt;
== Ridley ==&lt;br /&gt;
Too complicated to cover here.&lt;br /&gt;
&lt;br /&gt;
== LN farming room ==&lt;br /&gt;
Get runspeed on the 2 wide pillar because that has a gap on each side, giving ~4 effective tiles for runspeed [link gala’s movement tutorial]&lt;br /&gt;
&lt;br /&gt;
Opening the door with a missile instead of a beamshot saves a frame or two of lag.  Dboost off the viola to enter the next room with iframes if you do not plan to spacejump over the next room.&lt;br /&gt;
&lt;br /&gt;
== Plowerhouse room ==&lt;br /&gt;
* Reverse plowerhouse (33 damage) [jack]&lt;br /&gt;
* Run through the acid without doing reverse plowerhouse (40? damage, ?f slower)&lt;br /&gt;
* Spacejump over the room (0 damage, ?f slower)&lt;br /&gt;
&lt;br /&gt;
== Metal pirates room ==&lt;br /&gt;
Without reverse plowerhouse, shoot the first pirate while running through it to not take damage then jump just before the second pirate, shoot the door, and jump through the door.&lt;br /&gt;
&lt;br /&gt;
== Wasteland ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Clip through the pb blocks [behemoth]&lt;br /&gt;
* Don’t clip through the pb blocks (?f slower) [ov]&lt;br /&gt;
&lt;br /&gt;
Clipping through the blocks is only helpful when combined with a speedball exit.&lt;br /&gt;
&lt;br /&gt;
Exit&lt;br /&gt;
* Speedball [jack]&lt;br /&gt;
* No speedball (?f slower)&lt;br /&gt;
&lt;br /&gt;
Roll right, bounce off the spike or flame, unmorph, shoot up (ideally while crouched) and jump through the door.&lt;br /&gt;
&lt;br /&gt;
== Red kihunter shaft ==&lt;br /&gt;
Morph out of the jump through the door.&lt;br /&gt;
&lt;br /&gt;
* Pb to break the blocks&lt;br /&gt;
* No pb (?f slower)&lt;br /&gt;
&lt;br /&gt;
Kill/hitbox through the kihunters and jump through the door.&lt;br /&gt;
&lt;br /&gt;
== LN fireflea room ==&lt;br /&gt;
Do a series of ledgegrabs while holding a pseudo screw and a walljump off the second to last fune.  This room is mechanically difficult to do optimally, especially the last ledgegrab which must be tight to not get hit by the last fune.&lt;br /&gt;
&lt;br /&gt;
Shoot a beamshot and let go of dash at the same time to run through the door without bonking.&lt;br /&gt;
&lt;br /&gt;
== LN springball maze room ==&lt;br /&gt;
Spacejump through the room and up to the second ledge.  Jump through the door when exiting.&lt;br /&gt;
&lt;br /&gt;
== Three musketeers ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Spacejump through [jack]&lt;br /&gt;
* Non spacejump strat (?f slower)&lt;br /&gt;
&lt;br /&gt;
3 musketeers&lt;br /&gt;
* Hitbox/dboost off the kihunters (50 damage optimally)&lt;br /&gt;
* Kill the kihunters (?f slower) [jack]&lt;br /&gt;
&lt;br /&gt;
With Jack’s strat of killing all three with two shots, it’s difficult to justify not killing the kihunters without very high health.&lt;br /&gt;
&lt;br /&gt;
== Single chamber ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Quickdrops&lt;br /&gt;
* No quickdrops (?f slower)&lt;br /&gt;
&lt;br /&gt;
Walls&lt;br /&gt;
* Regular bombs&lt;br /&gt;
* Power bomb (?f slower)&lt;br /&gt;
&lt;br /&gt;
Using a power bomb creates a lot of lag so is not recommended unless you are having trouble laying bombs in the right spot.  If you go fast enough with the regular bomb strat, you will get a nice dboost off the viola when exiting.&lt;br /&gt;
&lt;br /&gt;
== Bubble mountain ==&lt;br /&gt;
Farm the cac, lay a pb, and exit.&lt;br /&gt;
&lt;br /&gt;
== Frogway ==&lt;br /&gt;
Shooting twice will result in missing the door less often.&lt;br /&gt;
&lt;br /&gt;
== Business center ==&lt;br /&gt;
See the previous trip up the business center for strats.  Farming is not recommended since you have ice now.&lt;br /&gt;
&lt;br /&gt;
== Warehouse entrance + East tunnel ==&lt;br /&gt;
Wait a second to hold dash after shooting the door to avoid bonking.  Do the same in the tunnel.  Jump while exiting the tunnel to set up a spacejump in the next room.&lt;br /&gt;
&lt;br /&gt;
== Glass tunnel ==&lt;br /&gt;
Spacejump up.  With enough runspeed from the previous room, a single spacejump is enough to get up to the top platform.&lt;br /&gt;
&lt;br /&gt;
== Main street ==&lt;br /&gt;
Spacejump up, jump through the door to set up a spacejump in the next room.&lt;br /&gt;
&lt;br /&gt;
== Fish tank ==&lt;br /&gt;
Spacejump, land on the ledge, shoot the door, and spacejump up.  Exit the room through the center of the door for the best door transition.&lt;br /&gt;
&lt;br /&gt;
== Mt. everest ==&lt;br /&gt;
Spacejump up.  Jump through the door on the left side for the best door transition.&lt;br /&gt;
&lt;br /&gt;
== Sephyfish room ==&lt;br /&gt;
Spacejump at the waterline then walljump.  The optimal exit is soft unmorphing, shooting, running off the ledge, holding down while falling to compress samus’ hitbox to make it over the gap, selecting supers, and holding angle up through the door to set up a shot in the next room. [jack]&lt;br /&gt;
&lt;br /&gt;
== Caterpiller room ==&lt;br /&gt;
Hold angle up when entering the room and spam shot to shoot the gate as soon as you enter.  Mockball then walljump off the platform to exit. [jack]&lt;br /&gt;
&lt;br /&gt;
== Crateria kihunter room ==&lt;br /&gt;
Do a series of ledgegrabs to get up.  Shoot the door on the first piece of elevated terrain after going through the hole.  Shooting the kihunter with a missile will help guarantee samus does not run into a frozen kihunter.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
Shoot the door while underneath the last overhang.&lt;br /&gt;
&lt;br /&gt;
== Parlor ==&lt;br /&gt;
Do two full spacejumps then speedball through the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
== Terminator ==&lt;br /&gt;
* Shoot then mockball out [jack]&lt;br /&gt;
* Hold a charge shot, do a running jump, let go of shot, and shoot the door open after landing (?f slower)&lt;br /&gt;
&lt;br /&gt;
Setting up a shot to go off after landing is a very easy and consistent strat.&lt;br /&gt;
&lt;br /&gt;
== Green Pirate Shaft ==&lt;br /&gt;
Shoot the pirates while going down.  Collecting every drop is ?f slower and an option.&lt;br /&gt;
&lt;br /&gt;
== Statues hallway ==&lt;br /&gt;
Shoot the door open while running past the third beacon.&lt;br /&gt;
&lt;br /&gt;
== Statues room ==&lt;br /&gt;
* Moonfall exit&lt;br /&gt;
* Non-moonfall exit (?f slower)&lt;br /&gt;
&lt;br /&gt;
Get as much fallspeed as possible while falling through the vanishing blocks.&lt;br /&gt;
&lt;br /&gt;
== Tourian elevator ==&lt;br /&gt;
* Spinjump into the acid&lt;br /&gt;
* Run off the platform and downback (?f slower)&lt;br /&gt;
&lt;br /&gt;
Running off the platform and downbacking is a very consistent method for this room.&lt;br /&gt;
&lt;br /&gt;
== Metroid room 1 ==&lt;br /&gt;
Optimal strats&lt;br /&gt;
* Kill individually&lt;br /&gt;
* Group the metroids (?f slower)&lt;br /&gt;
&lt;br /&gt;
Other strats&lt;br /&gt;
* Stop in the acid to shoot the second and third metroids (?f slower)&lt;br /&gt;
* Go over the platforms while killing the metroids (?f slower)&lt;br /&gt;
&lt;br /&gt;
The metroid rooms are very difficult mechanically and almost everyone uses easier strats here when learning the game.&lt;br /&gt;
&lt;br /&gt;
== Metroid room 2 ==&lt;br /&gt;
* Softmorph, roll to the right and freeze the metroids by the door [jack]&lt;br /&gt;
* Run to the bottom left of the room and group the metroids there (30?f slower)&lt;br /&gt;
&lt;br /&gt;
Running to the bottom left is much less difficult than grouping the metroids by the door.&lt;br /&gt;
&lt;br /&gt;
== Metroid room 3 ==&lt;br /&gt;
Jump up to the ledge, shoot a beamshoot then a super to kill the first metroid.  While running forward, shoot another beamshot then a super.  Ideally, shoot the last metroid while in the air and jump through its drops. [jack]&lt;br /&gt;
&lt;br /&gt;
Grouping is another option but is ?f slower.  &lt;br /&gt;
&lt;br /&gt;
== Metroid room 4 ==&lt;br /&gt;
Run off the second platform and softmorph in the corner.  Unmorph over the door and group the three metroids.&lt;br /&gt;
&lt;br /&gt;
Killing the metroids with regular missiles will help set up a dboost off a rinka when exiting which will save health in the next room.&lt;br /&gt;
&lt;br /&gt;
== Blue hopper room ==&lt;br /&gt;
* Rinka dboost&lt;br /&gt;
* Hopper dboost&lt;br /&gt;
* No dboost (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Dust torizo room ==&lt;br /&gt;
Shoot the torizo and the door with the same shot.  Shooting twice will create lag.&lt;br /&gt;
&lt;br /&gt;
== Baby skip room ==&lt;br /&gt;
Spacejump across the room to the cutscene.&lt;br /&gt;
&lt;br /&gt;
* Baby skip&lt;br /&gt;
* No baby skip (~20s slower)&lt;br /&gt;
&lt;br /&gt;
Without baby skip, get grabbed immediately for an optimal exit.  A missed babyskip can lose over 30 seconds.&lt;br /&gt;
&lt;br /&gt;
== Seaweed room ==&lt;br /&gt;
Shoot down and open the door with a super.  Go left to the health refill if needed.&lt;br /&gt;
&lt;br /&gt;
After getting a health refill, stop on a dime when entering the room and shoot.  Shooting while moving forward will result in a beamshot going over the bottom set of seaweed.&lt;br /&gt;
&lt;br /&gt;
== Gedora room ==&lt;br /&gt;
Spacejump across the room and shoot the gedora.  Moonfalling out of the room will save ?f.&lt;br /&gt;
&lt;br /&gt;
== Rinka shaft ==&lt;br /&gt;
Shooting the door while falling will save ?f.&lt;br /&gt;
&lt;br /&gt;
== Mother brain's room ==&lt;br /&gt;
Zeb skip&lt;br /&gt;
* Downback zeb skip&lt;br /&gt;
* Spinjump zeb skip (?f slower)&lt;br /&gt;
&lt;br /&gt;
Third zeb&lt;br /&gt;
* Spacejump through the third zeb&lt;br /&gt;
* Land on the third zeb (?f slower)&lt;br /&gt;
&lt;br /&gt;
There are so many different strats for mb1 that it makes more sense to link videos rather than try and describe it.&lt;br /&gt;
[jack]&lt;br /&gt;
[zoast]&lt;br /&gt;
[behemoth]&lt;br /&gt;
&lt;br /&gt;
MB3&lt;br /&gt;
* 4 shots per jump method&lt;br /&gt;
* 3 shots per jump method (?f slower)&lt;br /&gt;
* Noob corner (~2s slower)&lt;br /&gt;
&lt;br /&gt;
Standing in the corner and angling up is a good strat.&lt;br /&gt;
&lt;br /&gt;
== Escape room 1 ==&lt;br /&gt;
When over the door, tap right for 1f.  Going back right after going too far left will result in a bad door transition, but stopping horizontal momentum immediately after being over the door will give a good door transition.&lt;br /&gt;
&lt;br /&gt;
Optionally morp through the door to set up a downback in the next room.&lt;br /&gt;
&lt;br /&gt;
== Escape room 2 ==&lt;br /&gt;
* Downback&lt;br /&gt;
* Non downback (?f slower)&lt;br /&gt;
&lt;br /&gt;
== Escape room 3 ==&lt;br /&gt;
Hold shot then angle down after running off the ledge to maintain momentum.&lt;br /&gt;
&lt;br /&gt;
== Escape room 4 ==&lt;br /&gt;
Entrance&lt;br /&gt;
* Spinjump through the door and walljump up to the top left platform [jack]&lt;br /&gt;
* Spinjump through the door and walljump to the middle platform (?f slower)&lt;br /&gt;
* Run through the door without a jump (?f slower)&lt;br /&gt;
&lt;br /&gt;
Moonfall&lt;br /&gt;
* Moonfall&lt;br /&gt;
* Non moonfall (~1s slower)&lt;br /&gt;
&lt;br /&gt;
Walljumping and ledgegrabbing up are approximately the same speed.&lt;br /&gt;
&lt;br /&gt;
== Climb ==&lt;br /&gt;
* Behemoth spark&lt;br /&gt;
* Right side spark (?f slower)&lt;br /&gt;
&lt;br /&gt;
To clip through the platform at the top, start a diagonal spark while crouched.&lt;br /&gt;
&lt;br /&gt;
Impractical for runs&lt;br /&gt;
* Left side spark (?f faster)&lt;br /&gt;
&lt;br /&gt;
== Parlor ==&lt;br /&gt;
Many possible strategies [link jack/behemoth’s]&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
Hope for good steam rng!&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2799</id>
		<title>Any%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2799"/>
				<updated>2018-07-23T01:23:18Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: added kraid etank to safeties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=any%&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=41:19&lt;br /&gt;
|gtwr=0:28&lt;br /&gt;
|wrholder=zoast&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/235172190&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=Various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Any% is the most popular category for Super Metroid. As indicated above, this category involves defeating all major bosses as fast as possible without the use of out of bounds, the [[Golden Torizo Code|Golden Torizo code]], or the [[Spacetime Beam|Space Time Beam]].&lt;br /&gt;
&lt;br /&gt;
All any% runs should start by using a 0:00 file that has skipped the intro. You can create such a file by letting the intro play, then resetting once Samus has landed in Ceres Station. See the [[Timing]] page for information about when the run starts and ends.&lt;br /&gt;
&lt;br /&gt;
The PRKD ([[Phantoon]], [[Ridley]], [[Kraid]], [[Draygon]]) route is faster than the KPDR (Kraid, Phantoon, Draygon, Ridley) route by roughly two minutes in real time (and is slower by a similar amount in game time in comparison); however, it is similar in difficulty to [[14%]], and is not recommended to begin with. Many experienced players would not recommend that you use the PRKD route until you have at least achieved a time below 50 minutes in the category with the KPDR route, as the KPDR route is considered a much easier route to survive in.&lt;br /&gt;
&lt;br /&gt;
A PKRD (Phantoon, Kraid, Ridley, Draygon) route is considered a safer alternative to PRKD that is only roughly 12 seconds slower. With the PRKD route, the purpose of visiting Kraid's Lair after Lower Norfair is not only because it is faster to take care of with Speed Booster equipped than without, but because it (in particular, [[Mini-Kraid]]) serves as a great way to refill Super Missiles. For these reasons, in the PKRD route, compared to the PRKD route, about six seconds are lost due to the lack of Speed Booster for Kraid's Lair, and another six seconds are lost (potentially more or less due to the variability of drops) due to having to find some other means to acquire Super Missiles after Ridley. The obvious benefit of defeating Kraid before Ridley is that you will have Varia Suit, which will significantly reduce the amount of energy required to gravitation jump into Lower Norfair. You will also consistently have more Super Missiles entering Norfair, which will make drops less of an issue on the path to Ridley, and will have the option to acquire Kraid's Energy Tank, which will allow you to have three Energy Tanks for Lower Norfair, and potentially skip later Energy Tanks such as Ridley's and Botwoon's.&lt;br /&gt;
&lt;br /&gt;
The information below includes a basic outline of how to progress through each route, and as such, is likely missing many details. If you are interested in learning this category, it is recommended that you instead watch one of the tutorials listed at the bottom of the page, as well as observe plenty of speedruns to get an idea of how you should move through rooms.&lt;br /&gt;
&lt;br /&gt;
=Routes=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
'''Safeties'''&lt;br /&gt;
&lt;br /&gt;
Below is a list of extra items you can pick up for additional safeties and advice for when to skip it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Item&lt;br /&gt;
|Time to get (seconds, approx)&lt;br /&gt;
|When to skip it&lt;br /&gt;
|-&lt;br /&gt;
|Early Ice&lt;br /&gt;
|5&lt;br /&gt;
|When you can climb the red tower and xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Spazer&lt;br /&gt;
|27&lt;br /&gt;
|When you can xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Kraid etank&lt;br /&gt;
|15&lt;br /&gt;
|You probably won't pb without Kraid etank until you're well into sub 50 territory&lt;br /&gt;
|-&lt;br /&gt;
|Ridley etank&lt;br /&gt;
|12.5&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Fireflea etank (before Ridley)&lt;br /&gt;
|26&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Crab Supers&lt;br /&gt;
|22&lt;br /&gt;
|When you can xfactor botwoon, draygon&lt;br /&gt;
|-&lt;br /&gt;
|Aqueduct missiles + supers&lt;br /&gt;
|31&lt;br /&gt;
|When you can zeb skip (slightly faster than crab supers if you can consistently skip missiles)&lt;br /&gt;
|-&lt;br /&gt;
|Wrecked Ship right supers&lt;br /&gt;
|35&lt;br /&gt;
|When you can zeb skip (crab supers are faster)&lt;br /&gt;
|-&lt;br /&gt;
|Moat missiles&lt;br /&gt;
|6.5&lt;br /&gt;
|When you feel confident with ammo at Mother Brain 1&lt;br /&gt;
|-&lt;br /&gt;
|Wave missiles&lt;br /&gt;
|5&lt;br /&gt;
|When going for a world record :)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar &amp;amp; Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, head down and go right through the door. Go through the next door.&lt;br /&gt;
&lt;br /&gt;
From here you can continue forward, or climb up and collect [[Spazer]]. Collecting the [[Spazer]] will make the run easier in general, as you will require fewer shots to defeat many enemies. Either way, continue to the right until you get to the elevator room, but don't go down it. Instead use a [[Super Missile]] on the wall to the right and use the morph ball to get through it. Perform a [[Walljump]] to get up into Kraid's lair. Proceed through the lair until you get to [[Kraid]]. Defeat him, and collect the [[Varia Suit]]. Collect [[Energy Tank (Kraid)]] on the way back to the elevator. Go down the elevator to Norfair.&lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]] and kill the [[Sova]] before it goes off screen. Open the flashing door, but go left and down to collect the [[Hi-Jump Boots]]. Climb back up and collect the [[Missile (Hi-Jump Boots)]] on the way out of the room. Climb up the next room and go through the second door on the right. Continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door. You can collect [[Missile (Speed Booster)]] here to help with Tourian later in the game, but it is optional. Go through the door and collect the [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]]. Return to the large bubble room, then head down through the morph ball maze and through the door to the left. Continue left until you get back to the room with the elevator.&lt;br /&gt;
&lt;br /&gt;
At this point you can collect the [[Ice Beam]]. Collecting it later will save about ten seconds of real-time, but make the run harder. For a newer player, it is recommended to get it at this point. If you are delaying [[Ice Beam]], simply go up the elevator. If not, climb up and go through the third room on the left. Continue through the next two door, then climb up and pass through the morph ball tunnel and go through the door to get the [[Ice Beam]]. Return to the elevator and go up it.&lt;br /&gt;
&lt;br /&gt;
Head left through six doors. If you have less than 300 health, take the energy refill to the left. Climb up the shaft and go through the door on the right at the very top. Go right through the next door, then go down through the floor and open the green door on the left. Collect the [[Power Bomb (Alpha)]] and go back through the door on the right. Climb back up the room. The door on the right contains a [[Save Station]]. Go up the elevator.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right. Run to the left, turn around, then charge a [[Shinespark]] and use it to go through the right door. In the next room you will get [[Missile (Moat)]] unless you went too high with the [[Shinespark]]. If you missed it you can collect it on your way back later. &lt;br /&gt;
&lt;br /&gt;
Now you can either go through the next room by using another [[Shinespark]] or by jumping/walljumping to conserve some health. If you decide to jump through it, consider un-equipping [[Hi-Jump Boots]] so you won't have to time your jumps and walljumps. When you reach the right side shoot a [[Super Missile]] and continue into the Wrecked Ship. Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Maridia'''&lt;br /&gt;
&lt;br /&gt;
Take the second door to the left (that you also previously opened with a [[Power Bomb]]) and keep going to the left until you reach a shaft. Go all the way down and then progress to the right. You will eventually reach a room that looks like a glass tube surrounded by water, place a [[Power Bomb]] to break it. Downwards you will find another [[Save Station]]. Use the door above to reach Maridia.&lt;br /&gt;
&lt;br /&gt;
Use a [[Walljump]] to reach the second door to the right. In the next room head straight up through another door using more walljumps. If you then [[Walljump]] on the wall to the left you will be able to see an enemy enter a secret morph ball maze. In there you can collect the optional [[Super Missile (Main Street)]]. It helps with [[Draygon]] and Tourian consistency but is not recommended if you can/will [[Shinespark]] [[Draygon]]. If you collect the [[Super Missile]], then go back out of the morph ball maze. &lt;br /&gt;
&lt;br /&gt;
Now you will charge a [[Shinespark]] and use it to go diagonally to the right. Open the door to the right. Shoot the destructible blocks on the floor, go down and through the green door to the right. In the next room you place a [[Power Bomb]] to go down and then make use of walljumps to reach the upper left door and enter it. Shoot at destructible walls to the right and keep going right until you get &amp;quot;stuck&amp;quot;. You then want to run along the floor from left to right so that the [[Speed Booster]] kicks in and let's you through the rest of the walls. Then shoot and exit through the door leading to [[Botwoon]]. After [[Botwoon]] is defeated, go right.&lt;br /&gt;
&lt;br /&gt;
In the next room you can collect an optional [[Energy Tank (Botwoon)]] by going through the morph ball maze above the first pool of quicksand. It helps with surviving [[Draygon]], [[Ridley]] and [[Mother Brain]]. If you collect the [[Energy Tank]] go back out of to the left of the maze. Either way, speed boost your way to the right until you reach the last pool of quicksand stand in it and shoot to restock on ammo and health. When you are done with that, continue through the door on the right. [[Walljump]] on the right wall and exit the top right door. &lt;br /&gt;
&lt;br /&gt;
Make your way through this room by jumping and walljumping. When you reach it's end you can take the upper green door to a [[Save Station]] to make a safety save. Go down the lower red door, jump down through the spikes, kill the eye guarding the left door and enter it. Prepare to face [[Draygon]] and some measly turrets. The turrets can each be destroyed with three regular missiles before [[Draygon]] appears. After you defeat [[Draygon]], go through the door to the left and collect [[Space Jump]]. &lt;br /&gt;
&lt;br /&gt;
Head back to the [[Colosseum|long room]] next to the [[Save Station]], go through the door on the left side. Take the first door to the left (it was grey before and could not be opened). Keep on going until you reach another door at the of this room. Use space jumping and/or walljumping to reach the door. Go down and left to exit the next room. Then through another door to the left.&lt;br /&gt;
&lt;br /&gt;
Go left and then upwards until you reach a Y-section, take the right path and continue upwards to another Y-section, pick the left path. [[Space Jump]] and/or [[Walljump]] to go upwards and head through the door to the right. Make your way up and exit through the door to the right. Exit another door to the right. The pirates in this room cannot be destroyed until you have collected the [[Plasma Beam]], so go down and right until you've found it. After that dispatch of all enemies to unlock the door and go back up to the big room you came from. &lt;br /&gt;
&lt;br /&gt;
Now jump up to the top. Go left and then down and left until you reach a green door leading downwards. Go through it and enjoy the ride. When you reach the other end of the pipe use a [[Power Bomb]] and take the left exit. Keep heading left until you find a room with another broken glass pipe. Use Morph ball to go down below the platform in the middle of that room. Go through the door to the left and keep heading left until you reach a gate with a green box. Use a [[Super Missile]] to open it and head down through the second to last pit and then go right and take the elevator back down to Norfair. &lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
If you delayed [[Ice Beam]], get it as described earlier and return to the shaft. Take the door at the bottom right. Go through three additional doors to the right then take one downwards. Go all the way down and take the second door to the right and exit that room through the door to the right. Go down and place a [[Power Bomb]] to open the door to the left and travel into a room with a lava pit. [[Space Jump]] up to the door in the upper left corner of this room and exit the room. The next door contains a [[Save Station]]. Take the elevator down to Lower Norfair.&lt;br /&gt;
&lt;br /&gt;
First go right and exit this room, then place a [[Power Bomb]] and go down and take the door on the right. The [[Pillars]] to the right can be destroyed with power bombs, try to place them so that they take out as many [[Pillars]] as possible and exit the door on the other side as quickly as you can. In the next room make use of walljumps/space jumps and place a [[Power Bomb]] next to the ceiling, go up through it and spinjump into the upper right door. In this massive room you would want to go down and forwards until you pass the big stalactite and then [[Space Jump]] straight up through the room. When you reach the top, take the door to the right.&lt;br /&gt;
&lt;br /&gt;
Optionally you can continue to the right, go through the wall to the right and then head down to grab the [[Energy Tank (Lower Norfair Fireflea Room)]] to help survive [[Ridley]] and [[Mother Brain]]. This is a pretty big time waster so it's not recommended unless you can't finish without it.&lt;br /&gt;
&lt;br /&gt;
Either way head down by shooting the blocks on the floor and drop down to the next room. Midway on the way down to the right there is another [[Save Station]]. Go all the way down the shaft and bomb your way into the morph ball passage. Go through it until you reach it's end, use a [[Power Bomb]] to open the door and clear the last block at the same time. After that you go through another morph ball passage to the left. If you are out of power bombs at this point you can [[bomb]] the block in the down left corner and collect [[Power Bomb of shame]], but only if you are completely empty on them. Use a [[Power Bomb]] to clear the blocks between the two statues, make your way to the bottom and go through the door to the left. &lt;br /&gt;
&lt;br /&gt;
Defeat the [[Metal Pirates Room|steel pirates]], then pass through three more doors to the left. Defeat [[Ridley]], open the door on your left. In this room shoot the block under the door you came through and collect [[Energy Tank (Ridley)]]. Now head all the way back up to the vertical room next to the last [[Save Station]] and go back to the top, this time take the door to the right. In the next room make it to the top and go through the left wall, open the hidden door behind it. Now go through the door to the upper right and follow this path until you reach a room with green bubble tiles on the ceiling. &lt;br /&gt;
&lt;br /&gt;
Go to the left to reach [[Bubble Mountain]] and head for the lower left door but don't go through it. Instead place a [[Power Bomb]], go down and take the left door. Go left until you reach the room after the [[Save Station]], head up and take the Elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Brinstar, Maridia &amp;amp; Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
Go into the room with the broken tube and go back up into Maridia. Take the same way as you did the first time but when you reach the big room where you used [[Shinespark]] to get to the upper right, [[Space Jump]] and [[Wall Jump]] up through the room and take the door at the top middle. Now go up to the top, take the morph ball passage to the left, open the door, open the green gate and go into red Brinstar through another morph ball passage. Take the elevator up to Crateria.&lt;br /&gt;
&lt;br /&gt;
Go up through the door and take the door to the top left. Now go all the way to the left through three doors. Go down and take two doors to the right. Wait for all the statues to turn grey, then go down and take the elevator down to Tourian.&lt;br /&gt;
&lt;br /&gt;
'''Tourian &amp;amp; The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown Metroid from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, wall jump up the shaft and go right through the door. Go through the next door.  Head down then go left to collect the [[Power Bomb]].  Go back right and head all the way up the next room and ride the elevator up (using [[Power Bomb]] to open the left-hand door on the way up).&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right.  Go to the right, performing a [[continuous walljump]] to cross [[The Moat|the moat]], collection the [[Missile]] in the process.  Continue to the right, with proper jumping you can make it to the [[Super Missile]] door and continue into the wrecked ship.&lt;br /&gt;
&lt;br /&gt;
Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Norfair'''&lt;br /&gt;
&lt;br /&gt;
Go down and go through the second door on the left (same room previously opened with a [[Power Bomb]] on the way up).  Continue left through this room, and then make your way all the way down the red shaft, running and jumping through the right door at the bottom.  Continue through this room, and then immediately head up and right through the [[Super Missile]] door in order to collect [[Spazer]] (allows for faster [[Ridley]] and [[Mother Brain]] fights).&lt;br /&gt;
&lt;br /&gt;
Note:  Alternate path to getting [[Spazer]].  It is possible to skip [[Spazer]], but for it to be a viable time-saving strat, extensive X-Factors must be used on [[Ridley]] and [[Mother Brain]], and is highly advised-against.&lt;br /&gt;
&lt;br /&gt;
Exit [[Spazer]] room, and go down and to the right. Continue right through straight corridor, destroying the Maridia Tube with a [[Power Bomb]] on the way.  Continue right, and go down the elevator into [[Norfair]].&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]], then go left and down to collect the [[Hi-Jump Boots]].  Exit room, going immediately down, and walljump up the narrow shaft, laying a [[Power Bomb]] near the top.  This kills the [[Sova]] and destroys the bomb blocks, allowing you to escape through the flashing door.  Go up and open the [[Super Missile]] door on the top-left.  Do a mockball to get under the gates, then go up and right to get [[Ice Beam]].  Leave ice room, then go back down to right.  Continue through room, and freeze the green platforms in order to get enough distance to mockball through the next room and beat the closing gate.&lt;br /&gt;
&lt;br /&gt;
Note: The order that [[Ice Beam]] and [[Hi-Jump Boots]] are collected is up to personal preference.  If done ideally, however, going to [[Hi-Jump Boots]] first is thought to be the fastest route.&lt;br /&gt;
&lt;br /&gt;
Entering from the top right door in the [[Business Center]], continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door.  Go through the door and collect the [[Speed Booster]].  From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]].  Enter the lower-left blue door from the room before [[Wave Beam]], and continue down to the lower right door.&lt;br /&gt;
&lt;br /&gt;
Keep following this path until it diverges, and take the lower route, opening the [[Power Bomb]] door towards [[Lower Norfair]].  One can either do a [[Shinespark]] (known here as &amp;quot;[[Lava Dive Room#Lava Spark|Lava Spark]]&amp;quot;) or a [[Gravity Jump]] to get past the lava into [[Lower Norfair]].  Take the elevator to descend into [[Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
'''Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Maridia'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Tourian and The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown [[Metroid]] from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
[[Beginners Route|UNHchabo]] - A route designed for a first run, only using techniques learned during a casual run. No mockballs, Zeb Skip, or horizontal shinesparks.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/go1den/v/49000977 Golden] - Tailored for green Super Metroid players, teaching basic techniques and safer strategies.&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/mishrak109/v/69192497 Mishrak] - Focuses less on bosses and advanced strategies in favor of compact and essential information for anybody to complete an any% run.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/zoasty/v/46317411 Zoast] - Attempts to explain most possible strategies for all rooms, primarily focusing on what's optimal.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SA9JK6IE24g Sweetnumb &amp;amp; Oatsngoats] - Similar to the above, with both players combining their knowledge to explain it all.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Oatsngoats - [http://www.twitch.tv/oatsngoats/v/40042594 Part 1] covers up to Ridley and [http://www.twitch.tv/oatsngoats/v/43080073 Part 2] covers everything after Ridley.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/ZzdihKmM Overfiendvip] - Game time route outline. (PDKR/PRKD)&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/cSstZpDq Overfiendvip] - [[Yellow_Suit_Glitch#Draygon_.2ACF|Draygon Underflow]] route concept. (PDKR)&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2798</id>
		<title>Any%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2798"/>
				<updated>2018-07-23T00:47:43Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: /* KPDR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=any%&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=41:19&lt;br /&gt;
|gtwr=0:28&lt;br /&gt;
|wrholder=zoast&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/235172190&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=Various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Any% is the most popular category for Super Metroid. As indicated above, this category involves defeating all major bosses as fast as possible without the use of out of bounds, the [[Golden Torizo Code|Golden Torizo code]], or the [[Spacetime Beam|Space Time Beam]].&lt;br /&gt;
&lt;br /&gt;
All any% runs should start by using a 0:00 file that has skipped the intro. You can create such a file by letting the intro play, then resetting once Samus has landed in Ceres Station. See the [[Timing]] page for information about when the run starts and ends.&lt;br /&gt;
&lt;br /&gt;
The PRKD ([[Phantoon]], [[Ridley]], [[Kraid]], [[Draygon]]) route is faster than the KPDR (Kraid, Phantoon, Draygon, Ridley) route by roughly two minutes in real time (and is slower by a similar amount in game time in comparison); however, it is similar in difficulty to [[14%]], and is not recommended to begin with. Many experienced players would not recommend that you use the PRKD route until you have at least achieved a time below 50 minutes in the category with the KPDR route, as the KPDR route is considered a much easier route to survive in.&lt;br /&gt;
&lt;br /&gt;
A PKRD (Phantoon, Kraid, Ridley, Draygon) route is considered a safer alternative to PRKD that is only roughly 12 seconds slower. With the PRKD route, the purpose of visiting Kraid's Lair after Lower Norfair is not only because it is faster to take care of with Speed Booster equipped than without, but because it (in particular, [[Mini-Kraid]]) serves as a great way to refill Super Missiles. For these reasons, in the PKRD route, compared to the PRKD route, about six seconds are lost due to the lack of Speed Booster for Kraid's Lair, and another six seconds are lost (potentially more or less due to the variability of drops) due to having to find some other means to acquire Super Missiles after Ridley. The obvious benefit of defeating Kraid before Ridley is that you will have Varia Suit, which will significantly reduce the amount of energy required to gravitation jump into Lower Norfair. You will also consistently have more Super Missiles entering Norfair, which will make drops less of an issue on the path to Ridley, and will have the option to acquire Kraid's Energy Tank, which will allow you to have three Energy Tanks for Lower Norfair, and potentially skip later Energy Tanks such as Ridley's and Botwoon's.&lt;br /&gt;
&lt;br /&gt;
The information below includes a basic outline of how to progress through each route, and as such, is likely missing many details. If you are interested in learning this category, it is recommended that you instead watch one of the tutorials listed at the bottom of the page, as well as observe plenty of speedruns to get an idea of how you should move through rooms.&lt;br /&gt;
&lt;br /&gt;
=Routes=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
'''Safeties'''&lt;br /&gt;
&lt;br /&gt;
Below is a list of extra items you can pick up for additional safeties and advice for when to skip it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Item&lt;br /&gt;
|Time to get (seconds, approx)&lt;br /&gt;
|When to skip it&lt;br /&gt;
|-&lt;br /&gt;
|Early Ice&lt;br /&gt;
|5&lt;br /&gt;
|When you can climb the red tower and xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Spazer&lt;br /&gt;
|27&lt;br /&gt;
|When you can xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Ridley etank&lt;br /&gt;
|12.5&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Fireflea etank (before Ridley)&lt;br /&gt;
|26&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Crab Supers&lt;br /&gt;
|22&lt;br /&gt;
|When you can xfactor botwoon, draygon&lt;br /&gt;
|-&lt;br /&gt;
|Aqueduct missiles + supers&lt;br /&gt;
|31&lt;br /&gt;
|When you can zeb skip (slightly faster than crab supers if you can consistently skip missiles)&lt;br /&gt;
|-&lt;br /&gt;
|Wrecked Ship right supers&lt;br /&gt;
|35&lt;br /&gt;
|When you can zeb skip (crab supers are faster)&lt;br /&gt;
|-&lt;br /&gt;
|Moat missiles&lt;br /&gt;
|6.5&lt;br /&gt;
|When you feel confident with ammo at Mother Brain 1&lt;br /&gt;
|-&lt;br /&gt;
|Wave missiles&lt;br /&gt;
|5&lt;br /&gt;
|When going for a world record :)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar &amp;amp; Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, head down and go right through the door. Go through the next door.&lt;br /&gt;
&lt;br /&gt;
From here you can continue forward, or climb up and collect [[Spazer]]. Collecting the [[Spazer]] will make the run easier in general, as you will require fewer shots to defeat many enemies. Either way, continue to the right until you get to the elevator room, but don't go down it. Instead use a [[Super Missile]] on the wall to the right and use the morph ball to get through it. Perform a [[Walljump]] to get up into Kraid's lair. Proceed through the lair until you get to [[Kraid]]. Defeat him, and collect the [[Varia Suit]]. Collect [[Energy Tank (Kraid)]] on the way back to the elevator. Go down the elevator to Norfair.&lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]] and kill the [[Sova]] before it goes off screen. Open the flashing door, but go left and down to collect the [[Hi-Jump Boots]]. Climb back up and collect the [[Missile (Hi-Jump Boots)]] on the way out of the room. Climb up the next room and go through the second door on the right. Continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door. You can collect [[Missile (Speed Booster)]] here to help with Tourian later in the game, but it is optional. Go through the door and collect the [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]]. Return to the large bubble room, then head down through the morph ball maze and through the door to the left. Continue left until you get back to the room with the elevator.&lt;br /&gt;
&lt;br /&gt;
At this point you can collect the [[Ice Beam]]. Collecting it later will save about ten seconds of real-time, but make the run harder. For a newer player, it is recommended to get it at this point. If you are delaying [[Ice Beam]], simply go up the elevator. If not, climb up and go through the third room on the left. Continue through the next two door, then climb up and pass through the morph ball tunnel and go through the door to get the [[Ice Beam]]. Return to the elevator and go up it.&lt;br /&gt;
&lt;br /&gt;
Head left through six doors. If you have less than 300 health, take the energy refill to the left. Climb up the shaft and go through the door on the right at the very top. Go right through the next door, then go down through the floor and open the green door on the left. Collect the [[Power Bomb (Alpha)]] and go back through the door on the right. Climb back up the room. The door on the right contains a [[Save Station]]. Go up the elevator.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right. Run to the left, turn around, then charge a [[Shinespark]] and use it to go through the right door. In the next room you will get [[Missile (Moat)]] unless you went too high with the [[Shinespark]]. If you missed it you can collect it on your way back later. &lt;br /&gt;
&lt;br /&gt;
Now you can either go through the next room by using another [[Shinespark]] or by jumping/walljumping to conserve some health. If you decide to jump through it, consider un-equipping [[Hi-Jump Boots]] so you won't have to time your jumps and walljumps. When you reach the right side shoot a [[Super Missile]] and continue into the Wrecked Ship. Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Maridia'''&lt;br /&gt;
&lt;br /&gt;
Take the second door to the left (that you also previously opened with a [[Power Bomb]]) and keep going to the left until you reach a shaft. Go all the way down and then progress to the right. You will eventually reach a room that looks like a glass tube surrounded by water, place a [[Power Bomb]] to break it. Downwards you will find another [[Save Station]]. Use the door above to reach Maridia.&lt;br /&gt;
&lt;br /&gt;
Use a [[Walljump]] to reach the second door to the right. In the next room head straight up through another door using more walljumps. If you then [[Walljump]] on the wall to the left you will be able to see an enemy enter a secret morph ball maze. In there you can collect the optional [[Super Missile (Main Street)]]. It helps with [[Draygon]] and Tourian consistency but is not recommended if you can/will [[Shinespark]] [[Draygon]]. If you collect the [[Super Missile]], then go back out of the morph ball maze. &lt;br /&gt;
&lt;br /&gt;
Now you will charge a [[Shinespark]] and use it to go diagonally to the right. Open the door to the right. Shoot the destructible blocks on the floor, go down and through the green door to the right. In the next room you place a [[Power Bomb]] to go down and then make use of walljumps to reach the upper left door and enter it. Shoot at destructible walls to the right and keep going right until you get &amp;quot;stuck&amp;quot;. You then want to run along the floor from left to right so that the [[Speed Booster]] kicks in and let's you through the rest of the walls. Then shoot and exit through the door leading to [[Botwoon]]. After [[Botwoon]] is defeated, go right.&lt;br /&gt;
&lt;br /&gt;
In the next room you can collect an optional [[Energy Tank (Botwoon)]] by going through the morph ball maze above the first pool of quicksand. It helps with surviving [[Draygon]], [[Ridley]] and [[Mother Brain]]. If you collect the [[Energy Tank]] go back out of to the left of the maze. Either way, speed boost your way to the right until you reach the last pool of quicksand stand in it and shoot to restock on ammo and health. When you are done with that, continue through the door on the right. [[Walljump]] on the right wall and exit the top right door. &lt;br /&gt;
&lt;br /&gt;
Make your way through this room by jumping and walljumping. When you reach it's end you can take the upper green door to a [[Save Station]] to make a safety save. Go down the lower red door, jump down through the spikes, kill the eye guarding the left door and enter it. Prepare to face [[Draygon]] and some measly turrets. The turrets can each be destroyed with three regular missiles before [[Draygon]] appears. After you defeat [[Draygon]], go through the door to the left and collect [[Space Jump]]. &lt;br /&gt;
&lt;br /&gt;
Head back to the [[Colosseum|long room]] next to the [[Save Station]], go through the door on the left side. Take the first door to the left (it was grey before and could not be opened). Keep on going until you reach another door at the of this room. Use space jumping and/or walljumping to reach the door. Go down and left to exit the next room. Then through another door to the left.&lt;br /&gt;
&lt;br /&gt;
Go left and then upwards until you reach a Y-section, take the right path and continue upwards to another Y-section, pick the left path. [[Space Jump]] and/or [[Walljump]] to go upwards and head through the door to the right. Make your way up and exit through the door to the right. Exit another door to the right. The pirates in this room cannot be destroyed until you have collected the [[Plasma Beam]], so go down and right until you've found it. After that dispatch of all enemies to unlock the door and go back up to the big room you came from. &lt;br /&gt;
&lt;br /&gt;
Now jump up to the top. Go left and then down and left until you reach a green door leading downwards. Go through it and enjoy the ride. When you reach the other end of the pipe use a [[Power Bomb]] and take the left exit. Keep heading left until you find a room with another broken glass pipe. Use Morph ball to go down below the platform in the middle of that room. Go through the door to the left and keep heading left until you reach a gate with a green box. Use a [[Super Missile]] to open it and head down through the second to last pit and then go right and take the elevator back down to Norfair. &lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
If you delayed [[Ice Beam]], get it as described earlier and return to the shaft. Take the door at the bottom right. Go through three additional doors to the right then take one downwards. Go all the way down and take the second door to the right and exit that room through the door to the right. Go down and place a [[Power Bomb]] to open the door to the left and travel into a room with a lava pit. [[Space Jump]] up to the door in the upper left corner of this room and exit the room. The next door contains a [[Save Station]]. Take the elevator down to Lower Norfair.&lt;br /&gt;
&lt;br /&gt;
First go right and exit this room, then place a [[Power Bomb]] and go down and take the door on the right. The [[Pillars]] to the right can be destroyed with power bombs, try to place them so that they take out as many [[Pillars]] as possible and exit the door on the other side as quickly as you can. In the next room make use of walljumps/space jumps and place a [[Power Bomb]] next to the ceiling, go up through it and spinjump into the upper right door. In this massive room you would want to go down and forwards until you pass the big stalactite and then [[Space Jump]] straight up through the room. When you reach the top, take the door to the right.&lt;br /&gt;
&lt;br /&gt;
Optionally you can continue to the right, go through the wall to the right and then head down to grab the [[Energy Tank (Lower Norfair Fireflea Room)]] to help survive [[Ridley]] and [[Mother Brain]]. This is a pretty big time waster so it's not recommended unless you can't finish without it.&lt;br /&gt;
&lt;br /&gt;
Either way head down by shooting the blocks on the floor and drop down to the next room. Midway on the way down to the right there is another [[Save Station]]. Go all the way down the shaft and bomb your way into the morph ball passage. Go through it until you reach it's end, use a [[Power Bomb]] to open the door and clear the last block at the same time. After that you go through another morph ball passage to the left. If you are out of power bombs at this point you can [[bomb]] the block in the down left corner and collect [[Power Bomb of shame]], but only if you are completely empty on them. Use a [[Power Bomb]] to clear the blocks between the two statues, make your way to the bottom and go through the door to the left. &lt;br /&gt;
&lt;br /&gt;
Defeat the [[Metal Pirates Room|steel pirates]], then pass through three more doors to the left. Defeat [[Ridley]], open the door on your left. In this room shoot the block under the door you came through and collect [[Energy Tank (Ridley)]]. Now head all the way back up to the vertical room next to the last [[Save Station]] and go back to the top, this time take the door to the right. In the next room make it to the top and go through the left wall, open the hidden door behind it. Now go through the door to the upper right and follow this path until you reach a room with green bubble tiles on the ceiling. &lt;br /&gt;
&lt;br /&gt;
Go to the left to reach [[Bubble Mountain]] and head for the lower left door but don't go through it. Instead place a [[Power Bomb]], go down and take the left door. Go left until you reach the room after the [[Save Station]], head up and take the Elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Brinstar, Maridia &amp;amp; Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
Go into the room with the broken tube and go back up into Maridia. Take the same way as you did the first time but when you reach the big room where you used [[Shinespark]] to get to the upper right, [[Space Jump]] and [[Wall Jump]] up through the room and take the door at the top middle. Now go up to the top, take the morph ball passage to the left, open the door, open the green gate and go into red Brinstar through another morph ball passage. Take the elevator up to Crateria.&lt;br /&gt;
&lt;br /&gt;
Go up through the door and take the door to the top left. Now go all the way to the left through three doors. Go down and take two doors to the right. Wait for all the statues to turn grey, then go down and take the elevator down to Tourian.&lt;br /&gt;
&lt;br /&gt;
'''Tourian &amp;amp; The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown Metroid from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, wall jump up the shaft and go right through the door. Go through the next door.  Head down then go left to collect the [[Power Bomb]].  Go back right and head all the way up the next room and ride the elevator up (using [[Power Bomb]] to open the left-hand door on the way up).&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right.  Go to the right, performing a [[continuous walljump]] to cross [[The Moat|the moat]], collection the [[Missile]] in the process.  Continue to the right, with proper jumping you can make it to the [[Super Missile]] door and continue into the wrecked ship.&lt;br /&gt;
&lt;br /&gt;
Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Norfair'''&lt;br /&gt;
&lt;br /&gt;
Go down and go through the second door on the left (same room previously opened with a [[Power Bomb]] on the way up).  Continue left through this room, and then make your way all the way down the red shaft, running and jumping through the right door at the bottom.  Continue through this room, and then immediately head up and right through the [[Super Missile]] door in order to collect [[Spazer]] (allows for faster [[Ridley]] and [[Mother Brain]] fights).&lt;br /&gt;
&lt;br /&gt;
Note:  Alternate path to getting [[Spazer]].  It is possible to skip [[Spazer]], but for it to be a viable time-saving strat, extensive X-Factors must be used on [[Ridley]] and [[Mother Brain]], and is highly advised-against.&lt;br /&gt;
&lt;br /&gt;
Exit [[Spazer]] room, and go down and to the right. Continue right through straight corridor, destroying the Maridia Tube with a [[Power Bomb]] on the way.  Continue right, and go down the elevator into [[Norfair]].&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]], then go left and down to collect the [[Hi-Jump Boots]].  Exit room, going immediately down, and walljump up the narrow shaft, laying a [[Power Bomb]] near the top.  This kills the [[Sova]] and destroys the bomb blocks, allowing you to escape through the flashing door.  Go up and open the [[Super Missile]] door on the top-left.  Do a mockball to get under the gates, then go up and right to get [[Ice Beam]].  Leave ice room, then go back down to right.  Continue through room, and freeze the green platforms in order to get enough distance to mockball through the next room and beat the closing gate.&lt;br /&gt;
&lt;br /&gt;
Note: The order that [[Ice Beam]] and [[Hi-Jump Boots]] are collected is up to personal preference.  If done ideally, however, going to [[Hi-Jump Boots]] first is thought to be the fastest route.&lt;br /&gt;
&lt;br /&gt;
Entering from the top right door in the [[Business Center]], continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door.  Go through the door and collect the [[Speed Booster]].  From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]].  Enter the lower-left blue door from the room before [[Wave Beam]], and continue down to the lower right door.&lt;br /&gt;
&lt;br /&gt;
Keep following this path until it diverges, and take the lower route, opening the [[Power Bomb]] door towards [[Lower Norfair]].  One can either do a [[Shinespark]] (known here as &amp;quot;[[Lava Dive Room#Lava Spark|Lava Spark]]&amp;quot;) or a [[Gravity Jump]] to get past the lava into [[Lower Norfair]].  Take the elevator to descend into [[Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
'''Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Maridia'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Tourian and The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown [[Metroid]] from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
[[Beginners Route|UNHchabo]] - A route designed for a first run, only using techniques learned during a casual run. No mockballs, Zeb Skip, or horizontal shinesparks.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/go1den/v/49000977 Golden] - Tailored for green Super Metroid players, teaching basic techniques and safer strategies.&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/mishrak109/v/69192497 Mishrak] - Focuses less on bosses and advanced strategies in favor of compact and essential information for anybody to complete an any% run.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/zoasty/v/46317411 Zoast] - Attempts to explain most possible strategies for all rooms, primarily focusing on what's optimal.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SA9JK6IE24g Sweetnumb &amp;amp; Oatsngoats] - Similar to the above, with both players combining their knowledge to explain it all.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Oatsngoats - [http://www.twitch.tv/oatsngoats/v/40042594 Part 1] covers up to Ridley and [http://www.twitch.tv/oatsngoats/v/43080073 Part 2] covers everything after Ridley.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/ZzdihKmM Overfiendvip] - Game time route outline. (PDKR/PRKD)&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/cSstZpDq Overfiendvip] - [[Yellow_Suit_Glitch#Draygon_.2ACF|Draygon Underflow]] route concept. (PDKR)&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2797</id>
		<title>Any%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2797"/>
				<updated>2018-07-23T00:37:14Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: /* KPDR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=any%&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=41:19&lt;br /&gt;
|gtwr=0:28&lt;br /&gt;
|wrholder=zoast&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/235172190&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=Various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Any% is the most popular category for Super Metroid. As indicated above, this category involves defeating all major bosses as fast as possible without the use of out of bounds, the [[Golden Torizo Code|Golden Torizo code]], or the [[Spacetime Beam|Space Time Beam]].&lt;br /&gt;
&lt;br /&gt;
All any% runs should start by using a 0:00 file that has skipped the intro. You can create such a file by letting the intro play, then resetting once Samus has landed in Ceres Station. See the [[Timing]] page for information about when the run starts and ends.&lt;br /&gt;
&lt;br /&gt;
The PRKD ([[Phantoon]], [[Ridley]], [[Kraid]], [[Draygon]]) route is faster than the KPDR (Kraid, Phantoon, Draygon, Ridley) route by roughly two minutes in real time (and is slower by a similar amount in game time in comparison); however, it is similar in difficulty to [[14%]], and is not recommended to begin with. Many experienced players would not recommend that you use the PRKD route until you have at least achieved a time below 50 minutes in the category with the KPDR route, as the KPDR route is considered a much easier route to survive in.&lt;br /&gt;
&lt;br /&gt;
A PKRD (Phantoon, Kraid, Ridley, Draygon) route is considered a safer alternative to PRKD that is only roughly 12 seconds slower. With the PRKD route, the purpose of visiting Kraid's Lair after Lower Norfair is not only because it is faster to take care of with Speed Booster equipped than without, but because it (in particular, [[Mini-Kraid]]) serves as a great way to refill Super Missiles. For these reasons, in the PKRD route, compared to the PRKD route, about six seconds are lost due to the lack of Speed Booster for Kraid's Lair, and another six seconds are lost (potentially more or less due to the variability of drops) due to having to find some other means to acquire Super Missiles after Ridley. The obvious benefit of defeating Kraid before Ridley is that you will have Varia Suit, which will significantly reduce the amount of energy required to gravitation jump into Lower Norfair. You will also consistently have more Super Missiles entering Norfair, which will make drops less of an issue on the path to Ridley, and will have the option to acquire Kraid's Energy Tank, which will allow you to have three Energy Tanks for Lower Norfair, and potentially skip later Energy Tanks such as Ridley's and Botwoon's.&lt;br /&gt;
&lt;br /&gt;
The information below includes a basic outline of how to progress through each route, and as such, is likely missing many details. If you are interested in learning this category, it is recommended that you instead watch one of the tutorials listed at the bottom of the page, as well as observe plenty of speedruns to get an idea of how you should move through rooms.&lt;br /&gt;
&lt;br /&gt;
=Routes=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
'''Safeties'''&lt;br /&gt;
&lt;br /&gt;
Below is a list of extra items you can pick up for additional safeties and advice for when to skip it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Item&lt;br /&gt;
|Time to get (seconds, approx)&lt;br /&gt;
|When to skip it&lt;br /&gt;
|-&lt;br /&gt;
|Early Ice&lt;br /&gt;
|5&lt;br /&gt;
|When you can climb the red tower and xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Spazer&lt;br /&gt;
|27&lt;br /&gt;
|When you can xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Ridley etank&lt;br /&gt;
|12.5&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Fireflea etank (before Ridley)&lt;br /&gt;
|26&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Crab Supers&lt;br /&gt;
|22&lt;br /&gt;
|When you can xfactor botwoon, draygon&lt;br /&gt;
|-&lt;br /&gt;
|Aqueduct missiles + supers&lt;br /&gt;
|31&lt;br /&gt;
|When you can zeb skip (crab supers are faster)&lt;br /&gt;
|-&lt;br /&gt;
|Wrecked Ship right supers&lt;br /&gt;
|35&lt;br /&gt;
|When you can zeb skip (crab supers are faster)&lt;br /&gt;
|-&lt;br /&gt;
|Moat missiles&lt;br /&gt;
|6.5&lt;br /&gt;
|When you feel confident with ammo at Mother Brain 1&lt;br /&gt;
|-&lt;br /&gt;
|Wave missiles&lt;br /&gt;
|5&lt;br /&gt;
|When going for a world record :)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar &amp;amp; Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, head down and go right through the door. Go through the next door.&lt;br /&gt;
&lt;br /&gt;
From here you can continue forward, or climb up and collect [[Spazer]]. Collecting the [[Spazer]] will make the run easier in general, as you will require fewer shots to defeat many enemies. Either way, continue to the right until you get to the elevator room, but don't go down it. Instead use a [[Super Missile]] on the wall to the right and use the morph ball to get through it. Perform a [[Walljump]] to get up into Kraid's lair. Proceed through the lair until you get to [[Kraid]]. Defeat him, and collect the [[Varia Suit]]. Collect [[Energy Tank (Kraid)]] on the way back to the elevator. Go down the elevator to Norfair.&lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]] and kill the [[Sova]] before it goes off screen. Open the flashing door, but go left and down to collect the [[Hi-Jump Boots]]. Climb back up and collect the [[Missile (Hi-Jump Boots)]] on the way out of the room. Climb up the next room and go through the second door on the right. Continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door. You can collect [[Missile (Speed Booster)]] here to help with Tourian later in the game, but it is optional. Go through the door and collect the [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]]. Return to the large bubble room, then head down through the morph ball maze and through the door to the left. Continue left until you get back to the room with the elevator.&lt;br /&gt;
&lt;br /&gt;
At this point you can collect the [[Ice Beam]]. Collecting it later will save about ten seconds of real-time, but make the run harder. For a newer player, it is recommended to get it at this point. If you are delaying [[Ice Beam]], simply go up the elevator. If not, climb up and go through the third room on the left. Continue through the next two door, then climb up and pass through the morph ball tunnel and go through the door to get the [[Ice Beam]]. Return to the elevator and go up it.&lt;br /&gt;
&lt;br /&gt;
Head left through six doors. If you have less than 300 health, take the energy refill to the left. Climb up the shaft and go through the door on the right at the very top. Go right through the next door, then go down through the floor and open the green door on the left. Collect the [[Power Bomb (Alpha)]] and go back through the door on the right. Climb back up the room. The door on the right contains a [[Save Station]]. Go up the elevator.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right. Run to the left, turn around, then charge a [[Shinespark]] and use it to go through the right door. In the next room you will get [[Missile (Moat)]] unless you went too high with the [[Shinespark]]. If you missed it you can collect it on your way back later. &lt;br /&gt;
&lt;br /&gt;
Now you can either go through the next room by using another [[Shinespark]] or by jumping/walljumping to conserve some health. If you decide to jump through it, consider un-equipping [[Hi-Jump Boots]] so you won't have to time your jumps and walljumps. When you reach the right side shoot a [[Super Missile]] and continue into the Wrecked Ship. Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Maridia'''&lt;br /&gt;
&lt;br /&gt;
Take the second door to the left (that you also previously opened with a [[Power Bomb]]) and keep going to the left until you reach a shaft. Go all the way down and then progress to the right. You will eventually reach a room that looks like a glass tube surrounded by water, place a [[Power Bomb]] to break it. Downwards you will find another [[Save Station]]. Use the door above to reach Maridia.&lt;br /&gt;
&lt;br /&gt;
Use a [[Walljump]] to reach the second door to the right. In the next room head straight up through another door using more walljumps. If you then [[Walljump]] on the wall to the left you will be able to see an enemy enter a secret morph ball maze. In there you can collect the optional [[Super Missile (Main Street)]]. It helps with [[Draygon]] and Tourian consistency but is not recommended if you can/will [[Shinespark]] [[Draygon]]. If you collect the [[Super Missile]], then go back out of the morph ball maze. &lt;br /&gt;
&lt;br /&gt;
Now you will charge a [[Shinespark]] and use it to go diagonally to the right. Open the door to the right. Shoot the destructible blocks on the floor, go down and through the green door to the right. In the next room you place a [[Power Bomb]] to go down and then make use of walljumps to reach the upper left door and enter it. Shoot at destructible walls to the right and keep going right until you get &amp;quot;stuck&amp;quot;. You then want to run along the floor from left to right so that the [[Speed Booster]] kicks in and let's you through the rest of the walls. Then shoot and exit through the door leading to [[Botwoon]]. After [[Botwoon]] is defeated, go right.&lt;br /&gt;
&lt;br /&gt;
In the next room you can collect an optional [[Energy Tank (Botwoon)]] by going through the morph ball maze above the first pool of quicksand. It helps with surviving [[Draygon]], [[Ridley]] and [[Mother Brain]]. If you collect the [[Energy Tank]] go back out of to the left of the maze. Either way, speed boost your way to the right until you reach the last pool of quicksand stand in it and shoot to restock on ammo and health. When you are done with that, continue through the door on the right. [[Walljump]] on the right wall and exit the top right door. &lt;br /&gt;
&lt;br /&gt;
Make your way through this room by jumping and walljumping. When you reach it's end you can take the upper green door to a [[Save Station]] to make a safety save. Go down the lower red door, jump down through the spikes, kill the eye guarding the left door and enter it. Prepare to face [[Draygon]] and some measly turrets. The turrets can each be destroyed with three regular missiles before [[Draygon]] appears. After you defeat [[Draygon]], go through the door to the left and collect [[Space Jump]]. &lt;br /&gt;
&lt;br /&gt;
Head back to the [[Colosseum|long room]] next to the [[Save Station]], go through the door on the left side. Take the first door to the left (it was grey before and could not be opened). Keep on going until you reach another door at the of this room. Use space jumping and/or walljumping to reach the door. Go down and left to exit the next room. Then through another door to the left.&lt;br /&gt;
&lt;br /&gt;
Go left and then upwards until you reach a Y-section, take the right path and continue upwards to another Y-section, pick the left path. [[Space Jump]] and/or [[Walljump]] to go upwards and head through the door to the right. Make your way up and exit through the door to the right. Exit another door to the right. The pirates in this room cannot be destroyed until you have collected the [[Plasma Beam]], so go down and right until you've found it. After that dispatch of all enemies to unlock the door and go back up to the big room you came from. &lt;br /&gt;
&lt;br /&gt;
Now jump up to the top. Go left and then down and left until you reach a green door leading downwards. Go through it and enjoy the ride. When you reach the other end of the pipe use a [[Power Bomb]] and take the left exit. Keep heading left until you find a room with another broken glass pipe. Use Morph ball to go down below the platform in the middle of that room. Go through the door to the left and keep heading left until you reach a gate with a green box. Use a [[Super Missile]] to open it and head down through the second to last pit and then go right and take the elevator back down to Norfair. &lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
If you delayed [[Ice Beam]], get it as described earlier and return to the shaft. Take the door at the bottom right. Go through three additional doors to the right then take one downwards. Go all the way down and take the second door to the right and exit that room through the door to the right. Go down and place a [[Power Bomb]] to open the door to the left and travel into a room with a lava pit. [[Space Jump]] up to the door in the upper left corner of this room and exit the room. The next door contains a [[Save Station]]. Take the elevator down to Lower Norfair.&lt;br /&gt;
&lt;br /&gt;
First go right and exit this room, then place a [[Power Bomb]] and go down and take the door on the right. The [[Pillars]] to the right can be destroyed with power bombs, try to place them so that they take out as many [[Pillars]] as possible and exit the door on the other side as quickly as you can. In the next room make use of walljumps/space jumps and place a [[Power Bomb]] next to the ceiling, go up through it and spinjump into the upper right door. In this massive room you would want to go down and forwards until you pass the big stalactite and then [[Space Jump]] straight up through the room. When you reach the top, take the door to the right.&lt;br /&gt;
&lt;br /&gt;
Optionally you can continue to the right, go through the wall to the right and then head down to grab the [[Energy Tank (Lower Norfair Fireflea Room)]] to help survive [[Ridley]] and [[Mother Brain]]. This is a pretty big time waster so it's not recommended unless you can't finish without it.&lt;br /&gt;
&lt;br /&gt;
Either way head down by shooting the blocks on the floor and drop down to the next room. Midway on the way down to the right there is another [[Save Station]]. Go all the way down the shaft and bomb your way into the morph ball passage. Go through it until you reach it's end, use a [[Power Bomb]] to open the door and clear the last block at the same time. After that you go through another morph ball passage to the left. If you are out of power bombs at this point you can [[bomb]] the block in the down left corner and collect [[Power Bomb of shame]], but only if you are completely empty on them. Use a [[Power Bomb]] to clear the blocks between the two statues, make your way to the bottom and go through the door to the left. &lt;br /&gt;
&lt;br /&gt;
Defeat the [[Metal Pirates Room|steel pirates]], then pass through three more doors to the left. Defeat [[Ridley]], open the door on your left. In this room shoot the block under the door you came through and collect [[Energy Tank (Ridley)]]. Now head all the way back up to the vertical room next to the last [[Save Station]] and go back to the top, this time take the door to the right. In the next room make it to the top and go through the left wall, open the hidden door behind it. Now go through the door to the upper right and follow this path until you reach a room with green bubble tiles on the ceiling. &lt;br /&gt;
&lt;br /&gt;
Go to the left to reach [[Bubble Mountain]] and head for the lower left door but don't go through it. Instead place a [[Power Bomb]], go down and take the left door. Go left until you reach the room after the [[Save Station]], head up and take the Elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Brinstar, Maridia &amp;amp; Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
Go into the room with the broken tube and go back up into Maridia. Take the same way as you did the first time but when you reach the big room where you used [[Shinespark]] to get to the upper right, [[Space Jump]] and [[Wall Jump]] up through the room and take the door at the top middle. Now go up to the top, take the morph ball passage to the left, open the door, open the green gate and go into red Brinstar through another morph ball passage. Take the elevator up to Crateria.&lt;br /&gt;
&lt;br /&gt;
Go up through the door and take the door to the top left. Now go all the way to the left through three doors. Go down and take two doors to the right. Wait for all the statues to turn grey, then go down and take the elevator down to Tourian.&lt;br /&gt;
&lt;br /&gt;
'''Tourian &amp;amp; The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown Metroid from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, wall jump up the shaft and go right through the door. Go through the next door.  Head down then go left to collect the [[Power Bomb]].  Go back right and head all the way up the next room and ride the elevator up (using [[Power Bomb]] to open the left-hand door on the way up).&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right.  Go to the right, performing a [[continuous walljump]] to cross [[The Moat|the moat]], collection the [[Missile]] in the process.  Continue to the right, with proper jumping you can make it to the [[Super Missile]] door and continue into the wrecked ship.&lt;br /&gt;
&lt;br /&gt;
Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Norfair'''&lt;br /&gt;
&lt;br /&gt;
Go down and go through the second door on the left (same room previously opened with a [[Power Bomb]] on the way up).  Continue left through this room, and then make your way all the way down the red shaft, running and jumping through the right door at the bottom.  Continue through this room, and then immediately head up and right through the [[Super Missile]] door in order to collect [[Spazer]] (allows for faster [[Ridley]] and [[Mother Brain]] fights).&lt;br /&gt;
&lt;br /&gt;
Note:  Alternate path to getting [[Spazer]].  It is possible to skip [[Spazer]], but for it to be a viable time-saving strat, extensive X-Factors must be used on [[Ridley]] and [[Mother Brain]], and is highly advised-against.&lt;br /&gt;
&lt;br /&gt;
Exit [[Spazer]] room, and go down and to the right. Continue right through straight corridor, destroying the Maridia Tube with a [[Power Bomb]] on the way.  Continue right, and go down the elevator into [[Norfair]].&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]], then go left and down to collect the [[Hi-Jump Boots]].  Exit room, going immediately down, and walljump up the narrow shaft, laying a [[Power Bomb]] near the top.  This kills the [[Sova]] and destroys the bomb blocks, allowing you to escape through the flashing door.  Go up and open the [[Super Missile]] door on the top-left.  Do a mockball to get under the gates, then go up and right to get [[Ice Beam]].  Leave ice room, then go back down to right.  Continue through room, and freeze the green platforms in order to get enough distance to mockball through the next room and beat the closing gate.&lt;br /&gt;
&lt;br /&gt;
Note: The order that [[Ice Beam]] and [[Hi-Jump Boots]] are collected is up to personal preference.  If done ideally, however, going to [[Hi-Jump Boots]] first is thought to be the fastest route.&lt;br /&gt;
&lt;br /&gt;
Entering from the top right door in the [[Business Center]], continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door.  Go through the door and collect the [[Speed Booster]].  From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]].  Enter the lower-left blue door from the room before [[Wave Beam]], and continue down to the lower right door.&lt;br /&gt;
&lt;br /&gt;
Keep following this path until it diverges, and take the lower route, opening the [[Power Bomb]] door towards [[Lower Norfair]].  One can either do a [[Shinespark]] (known here as &amp;quot;[[Lava Dive Room#Lava Spark|Lava Spark]]&amp;quot;) or a [[Gravity Jump]] to get past the lava into [[Lower Norfair]].  Take the elevator to descend into [[Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
'''Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Maridia'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Tourian and The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown [[Metroid]] from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
[[Beginners Route|UNHchabo]] - A route designed for a first run, only using techniques learned during a casual run. No mockballs, Zeb Skip, or horizontal shinesparks.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/go1den/v/49000977 Golden] - Tailored for green Super Metroid players, teaching basic techniques and safer strategies.&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/mishrak109/v/69192497 Mishrak] - Focuses less on bosses and advanced strategies in favor of compact and essential information for anybody to complete an any% run.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/zoasty/v/46317411 Zoast] - Attempts to explain most possible strategies for all rooms, primarily focusing on what's optimal.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SA9JK6IE24g Sweetnumb &amp;amp; Oatsngoats] - Similar to the above, with both players combining their knowledge to explain it all.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Oatsngoats - [http://www.twitch.tv/oatsngoats/v/40042594 Part 1] covers up to Ridley and [http://www.twitch.tv/oatsngoats/v/43080073 Part 2] covers everything after Ridley.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/ZzdihKmM Overfiendvip] - Game time route outline. (PDKR/PRKD)&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/cSstZpDq Overfiendvip] - [[Yellow_Suit_Glitch#Draygon_.2ACF|Draygon Underflow]] route concept. (PDKR)&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2796</id>
		<title>Any%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Any%25&amp;diff=2796"/>
				<updated>2018-07-23T00:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: Added KPDR safeties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=any%&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=41:19&lt;br /&gt;
|gtwr=0:28&lt;br /&gt;
|wrholder=zoast&lt;br /&gt;
|wrlink=https://www.twitch.tv/videos/235172190&lt;br /&gt;
|wrtext=Twitch Highlight&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=Various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Any% is the most popular category for Super Metroid. As indicated above, this category involves defeating all major bosses as fast as possible without the use of out of bounds, the [[Golden Torizo Code|Golden Torizo code]], or the [[Spacetime Beam|Space Time Beam]].&lt;br /&gt;
&lt;br /&gt;
All any% runs should start by using a 0:00 file that has skipped the intro. You can create such a file by letting the intro play, then resetting once Samus has landed in Ceres Station. See the [[Timing]] page for information about when the run starts and ends.&lt;br /&gt;
&lt;br /&gt;
The PRKD ([[Phantoon]], [[Ridley]], [[Kraid]], [[Draygon]]) route is faster than the KPDR (Kraid, Phantoon, Draygon, Ridley) route by roughly two minutes in real time (and is slower by a similar amount in game time in comparison); however, it is similar in difficulty to [[14%]], and is not recommended to begin with. Many experienced players would not recommend that you use the PRKD route until you have at least achieved a time below 50 minutes in the category with the KPDR route, as the KPDR route is considered a much easier route to survive in.&lt;br /&gt;
&lt;br /&gt;
A PKRD (Phantoon, Kraid, Ridley, Draygon) route is considered a safer alternative to PRKD that is only roughly 12 seconds slower. With the PRKD route, the purpose of visiting Kraid's Lair after Lower Norfair is not only because it is faster to take care of with Speed Booster equipped than without, but because it (in particular, [[Mini-Kraid]]) serves as a great way to refill Super Missiles. For these reasons, in the PKRD route, compared to the PRKD route, about six seconds are lost due to the lack of Speed Booster for Kraid's Lair, and another six seconds are lost (potentially more or less due to the variability of drops) due to having to find some other means to acquire Super Missiles after Ridley. The obvious benefit of defeating Kraid before Ridley is that you will have Varia Suit, which will significantly reduce the amount of energy required to gravitation jump into Lower Norfair. You will also consistently have more Super Missiles entering Norfair, which will make drops less of an issue on the path to Ridley, and will have the option to acquire Kraid's Energy Tank, which will allow you to have three Energy Tanks for Lower Norfair, and potentially skip later Energy Tanks such as Ridley's and Botwoon's.&lt;br /&gt;
&lt;br /&gt;
The information below includes a basic outline of how to progress through each route, and as such, is likely missing many details. If you are interested in learning this category, it is recommended that you instead watch one of the tutorials listed at the bottom of the page, as well as observe plenty of speedruns to get an idea of how you should move through rooms.&lt;br /&gt;
&lt;br /&gt;
=Routes=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
'''Safeties'''&lt;br /&gt;
&lt;br /&gt;
Below is a list of extra items you can pick up for additional safeties and advice for when to skip it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Item&lt;br /&gt;
|Time to get (seconds, approx)&lt;br /&gt;
|When to skip it&lt;br /&gt;
|-&lt;br /&gt;
|Early Ice&lt;br /&gt;
|5&lt;br /&gt;
|When you can climb the red tower and xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Spazer&lt;br /&gt;
|27&lt;br /&gt;
|When you can xfactor phantoon, botwoon, and draygon&lt;br /&gt;
|-&lt;br /&gt;
|Ridley etank&lt;br /&gt;
|12.5&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Fireflea etank (before Ridley)&lt;br /&gt;
|26&lt;br /&gt;
|When you feel comfortable with lower health&lt;br /&gt;
|-&lt;br /&gt;
|Crab Supers&lt;br /&gt;
|22&lt;br /&gt;
|When you can xfactor botwoon, draygon&lt;br /&gt;
|-&lt;br /&gt;
|Aqueduct missiles + supers&lt;br /&gt;
|31&lt;br /&gt;
|When you can zeb skip (crab supers are faster)&lt;br /&gt;
|-&lt;br /&gt;
|Wrecked Ship right supers&lt;br /&gt;
|40&lt;br /&gt;
|When you can zeb skip (crab supers are faster)&lt;br /&gt;
|-&lt;br /&gt;
|Moat missiles&lt;br /&gt;
|6.5&lt;br /&gt;
|When you feel confident with ammo at Mother Brain 1&lt;br /&gt;
|-&lt;br /&gt;
|Wave missiles&lt;br /&gt;
|5&lt;br /&gt;
|When going for a world record :)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar &amp;amp; Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, head down and go right through the door. Go through the next door.&lt;br /&gt;
&lt;br /&gt;
From here you can continue forward, or climb up and collect [[Spazer]]. Collecting the [[Spazer]] will make the run easier in general, as you will require fewer shots to defeat many enemies. Either way, continue to the right until you get to the elevator room, but don't go down it. Instead use a [[Super Missile]] on the wall to the right and use the morph ball to get through it. Perform a [[Walljump]] to get up into Kraid's lair. Proceed through the lair until you get to [[Kraid]]. Defeat him, and collect the [[Varia Suit]]. Collect [[Energy Tank (Kraid)]] on the way back to the elevator. Go down the elevator to Norfair.&lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]] and kill the [[Sova]] before it goes off screen. Open the flashing door, but go left and down to collect the [[Hi-Jump Boots]]. Climb back up and collect the [[Missile (Hi-Jump Boots)]] on the way out of the room. Climb up the next room and go through the second door on the right. Continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door. You can collect [[Missile (Speed Booster)]] here to help with Tourian later in the game, but it is optional. Go through the door and collect the [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]]. Return to the large bubble room, then head down through the morph ball maze and through the door to the left. Continue left until you get back to the room with the elevator.&lt;br /&gt;
&lt;br /&gt;
At this point you can collect the [[Ice Beam]]. Collecting it later will save about ten seconds of real-time, but make the run harder. For a newer player, it is recommended to get it at this point. If you are delaying [[Ice Beam]], simply go up the elevator. If not, climb up and go through the third room on the left. Continue through the next two door, then climb up and pass through the morph ball tunnel and go through the door to get the [[Ice Beam]]. Return to the elevator and go up it.&lt;br /&gt;
&lt;br /&gt;
Head left through six doors. If you have less than 300 health, take the energy refill to the left. Climb up the shaft and go through the door on the right at the very top. Go right through the next door, then go down through the floor and open the green door on the left. Collect the [[Power Bomb (Alpha)]] and go back through the door on the right. Climb back up the room. The door on the right contains a [[Save Station]]. Go up the elevator.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right. Run to the left, turn around, then charge a [[Shinespark]] and use it to go through the right door. In the next room you will get [[Missile (Moat)]] unless you went too high with the [[Shinespark]]. If you missed it you can collect it on your way back later. &lt;br /&gt;
&lt;br /&gt;
Now you can either go through the next room by using another [[Shinespark]] or by jumping/walljumping to conserve some health. If you decide to jump through it, consider un-equipping [[Hi-Jump Boots]] so you won't have to time your jumps and walljumps. When you reach the right side shoot a [[Super Missile]] and continue into the Wrecked Ship. Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Maridia'''&lt;br /&gt;
&lt;br /&gt;
Take the second door to the left (that you also previously opened with a [[Power Bomb]]) and keep going to the left until you reach a shaft. Go all the way down and then progress to the right. You will eventually reach a room that looks like a glass tube surrounded by water, place a [[Power Bomb]] to break it. Downwards you will find another [[Save Station]]. Use the door above to reach Maridia.&lt;br /&gt;
&lt;br /&gt;
Use a [[Walljump]] to reach the second door to the right. In the next room head straight up through another door using more walljumps. If you then [[Walljump]] on the wall to the left you will be able to see an enemy enter a secret morph ball maze. In there you can collect the optional [[Super Missile (Main Street)]]. It helps with [[Draygon]] and Tourian consistency but is not recommended if you can/will [[Shinespark]] [[Draygon]]. If you collect the [[Super Missile]], then go back out of the morph ball maze. &lt;br /&gt;
&lt;br /&gt;
Now you will charge a [[Shinespark]] and use it to go diagonally to the right. Open the door to the right. Shoot the destructible blocks on the floor, go down and through the green door to the right. In the next room you place a [[Power Bomb]] to go down and then make use of walljumps to reach the upper left door and enter it. Shoot at destructible walls to the right and keep going right until you get &amp;quot;stuck&amp;quot;. You then want to run along the floor from left to right so that the [[Speed Booster]] kicks in and let's you through the rest of the walls. Then shoot and exit through the door leading to [[Botwoon]]. After [[Botwoon]] is defeated, go right.&lt;br /&gt;
&lt;br /&gt;
In the next room you can collect an optional [[Energy Tank (Botwoon)]] by going through the morph ball maze above the first pool of quicksand. It helps with surviving [[Draygon]], [[Ridley]] and [[Mother Brain]]. If you collect the [[Energy Tank]] go back out of to the left of the maze. Either way, speed boost your way to the right until you reach the last pool of quicksand stand in it and shoot to restock on ammo and health. When you are done with that, continue through the door on the right. [[Walljump]] on the right wall and exit the top right door. &lt;br /&gt;
&lt;br /&gt;
Make your way through this room by jumping and walljumping. When you reach it's end you can take the upper green door to a [[Save Station]] to make a safety save. Go down the lower red door, jump down through the spikes, kill the eye guarding the left door and enter it. Prepare to face [[Draygon]] and some measly turrets. The turrets can each be destroyed with three regular missiles before [[Draygon]] appears. After you defeat [[Draygon]], go through the door to the left and collect [[Space Jump]]. &lt;br /&gt;
&lt;br /&gt;
Head back to the [[Colosseum|long room]] next to the [[Save Station]], go through the door on the left side. Take the first door to the left (it was grey before and could not be opened). Keep on going until you reach another door at the of this room. Use space jumping and/or walljumping to reach the door. Go down and left to exit the next room. Then through another door to the left.&lt;br /&gt;
&lt;br /&gt;
Go left and then upwards until you reach a Y-section, take the right path and continue upwards to another Y-section, pick the left path. [[Space Jump]] and/or [[Walljump]] to go upwards and head through the door to the right. Make your way up and exit through the door to the right. Exit another door to the right. The pirates in this room cannot be destroyed until you have collected the [[Plasma Beam]], so go down and right until you've found it. After that dispatch of all enemies to unlock the door and go back up to the big room you came from. &lt;br /&gt;
&lt;br /&gt;
Now jump up to the top. Go left and then down and left until you reach a green door leading downwards. Go through it and enjoy the ride. When you reach the other end of the pipe use a [[Power Bomb]] and take the left exit. Keep heading left until you find a room with another broken glass pipe. Use Morph ball to go down below the platform in the middle of that room. Go through the door to the left and keep heading left until you reach a gate with a green box. Use a [[Super Missile]] to open it and head down through the second to last pit and then go right and take the elevator back down to Norfair. &lt;br /&gt;
&lt;br /&gt;
'''Norfair &amp;amp; Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
If you delayed [[Ice Beam]], get it as described earlier and return to the shaft. Take the door at the bottom right. Go through three additional doors to the right then take one downwards. Go all the way down and take the second door to the right and exit that room through the door to the right. Go down and place a [[Power Bomb]] to open the door to the left and travel into a room with a lava pit. [[Space Jump]] up to the door in the upper left corner of this room and exit the room. The next door contains a [[Save Station]]. Take the elevator down to Lower Norfair.&lt;br /&gt;
&lt;br /&gt;
First go right and exit this room, then place a [[Power Bomb]] and go down and take the door on the right. The [[Pillars]] to the right can be destroyed with power bombs, try to place them so that they take out as many [[Pillars]] as possible and exit the door on the other side as quickly as you can. In the next room make use of walljumps/space jumps and place a [[Power Bomb]] next to the ceiling, go up through it and spinjump into the upper right door. In this massive room you would want to go down and forwards until you pass the big stalactite and then [[Space Jump]] straight up through the room. When you reach the top, take the door to the right.&lt;br /&gt;
&lt;br /&gt;
Optionally you can continue to the right, go through the wall to the right and then head down to grab the [[Energy Tank (Lower Norfair Fireflea Room)]] to help survive [[Ridley]] and [[Mother Brain]]. This is a pretty big time waster so it's not recommended unless you can't finish without it.&lt;br /&gt;
&lt;br /&gt;
Either way head down by shooting the blocks on the floor and drop down to the next room. Midway on the way down to the right there is another [[Save Station]]. Go all the way down the shaft and bomb your way into the morph ball passage. Go through it until you reach it's end, use a [[Power Bomb]] to open the door and clear the last block at the same time. After that you go through another morph ball passage to the left. If you are out of power bombs at this point you can [[bomb]] the block in the down left corner and collect [[Power Bomb of shame]], but only if you are completely empty on them. Use a [[Power Bomb]] to clear the blocks between the two statues, make your way to the bottom and go through the door to the left. &lt;br /&gt;
&lt;br /&gt;
Defeat the [[Metal Pirates Room|steel pirates]], then pass through three more doors to the left. Defeat [[Ridley]], open the door on your left. In this room shoot the block under the door you came through and collect [[Energy Tank (Ridley)]]. Now head all the way back up to the vertical room next to the last [[Save Station]] and go back to the top, this time take the door to the right. In the next room make it to the top and go through the left wall, open the hidden door behind it. Now go through the door to the upper right and follow this path until you reach a room with green bubble tiles on the ceiling. &lt;br /&gt;
&lt;br /&gt;
Go to the left to reach [[Bubble Mountain]] and head for the lower left door but don't go through it. Instead place a [[Power Bomb]], go down and take the left door. Go left until you reach the room after the [[Save Station]], head up and take the Elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Brinstar, Maridia &amp;amp; Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
Go into the room with the broken tube and go back up into Maridia. Take the same way as you did the first time but when you reach the big room where you used [[Shinespark]] to get to the upper right, [[Space Jump]] and [[Wall Jump]] up through the room and take the door at the top middle. Now go up to the top, take the morph ball passage to the left, open the door, open the green gate and go into red Brinstar through another morph ball passage. Take the elevator up to Crateria.&lt;br /&gt;
&lt;br /&gt;
Go up through the door and take the door to the top left. Now go all the way to the left through three doors. Go down and take two doors to the right. Wait for all the statues to turn grey, then go down and take the elevator down to Tourian.&lt;br /&gt;
&lt;br /&gt;
'''Tourian &amp;amp; The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown Metroid from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Complete Ceres Station.&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Blue Brinstar'''&lt;br /&gt;
&lt;br /&gt;
From the landing area, head left into the next room, then travel down into the shaft. In the shaft, fall down the right side. Go through the door, and past that room into the next one. Go into the next room and take the elevator down to Brinstar.&lt;br /&gt;
&lt;br /&gt;
From the elevator, go left and collect the [[Morphing Ball]]. Then head right through the door and down through the blocks. Go left through the door and collect [[Missile (Awakening)]]. Return to the elevator and go up. Don't use any missiles until you encounter the first red door of the route.&lt;br /&gt;
&lt;br /&gt;
Go left through the door and through the next door. Climb up the shaft and go up the door. Climb up and go right, rolling into a ball to get into the small passage. Fall down and go right through the door. Open the next door with missiles, then go through and collect the [[Bomb]]. Fight the [[Bomb Torizo]]. Leave that room and go through the next door. Climb up, preferably by doing the [[Alcatraz escape]], then head left through the bombable wall. Go through the next door. Run down this room and collect [[Energy Tank (Terminator)]]. Go through the next door and go down and left through the door. Go through the next door and down the elevator to Brinstar.&lt;br /&gt;
&lt;br /&gt;
'''Green/Pink/Red Brinstar'''&lt;br /&gt;
&lt;br /&gt;
Fall down and open the first door on the right, but don't go through. Do a running jump into that room, perform a [[Mockball]] and collect the [[Early Super Missile]]. Head down from the [[Super Missile]] and leave the room. Fall down and open the next door on the right. Continue through that room into the next one. Head down and [[Bomb]] the block. While the [[Bomb]] is going off, head left and collect [[Missile (Charge Beam)]]. Then go through where the block was and collect the [[Charge Beam]]. Head up from the [[Charge Beam]] and right through the green door. Head down through this room and straight through the next one. When you get to red Brinstar, wall jump up the shaft and go right through the door. Go through the next door.  Head down then go left to collect the [[Power Bomb]].  Go back right and head all the way up the next room and ride the elevator up (using [[Power Bomb]] to open the left-hand door on the way up).&lt;br /&gt;
&lt;br /&gt;
'''Crateria &amp;amp; Wrecked Ship'''&lt;br /&gt;
&lt;br /&gt;
Use a [[Power Bomb]] and exit the elevator room and use another one to open it from the other side. Go up, destroy the blocks above and then place another [[Power Bomb]] so that you open the door to the right.  Go to the right, performing a [[continuous walljump]] to cross [[The Moat|the moat]], collection the [[Missile]] in the process.  Continue to the right, with proper jumping you can make it to the [[Super Missile]] door and continue into the wrecked ship.&lt;br /&gt;
&lt;br /&gt;
Make your way to the bottom, morph and [[Bomb]] the block in the narrow passage to the right. Kill the eye guarding the entrance to [[Phantoon]]. Defeat him and then go back up until you reach a morph ball maze, open the door to the left and collect [[Super Missile (Wrecked Ship West)]]. Exit through the door you came. &lt;br /&gt;
&lt;br /&gt;
Continue upwards and go through the door at the top. Kill all enemies in the next room and take the exit to the left. Now head left until you find another morph ball maze. Shoot the part that's blocking your way into the tunnel, then follow it and go right until you reach a room full of spikes. Here you will run and jump as far as you can, land in the spikes and repeat until you reach the Chozo Statue. Morph into his hand and wait for it to take you down through the spikes. Go through the door to the left when you regain control of Samus. Collect the [[Gravity Suit]] and then continue through the door on the left. Keep going left and make it back to the elevator room that you previously opened with a [[Power Bomb]]. Use the elevator to go back down to Brinstar. &lt;br /&gt;
&lt;br /&gt;
'''Red Brinstar &amp;amp; Norfair'''&lt;br /&gt;
&lt;br /&gt;
Go down and go through the second door on the left (same room previously opened with a [[Power Bomb]] on the way up).  Continue left through this room, and then make your way all the way down the red shaft, running and jumping through the right door at the bottom.  Continue through this room, and then immediately head up and right through the [[Super Missile]] door in order to collect [[Spazer]] (allows for faster [[Ridley]] and [[Mother Brain]] fights).&lt;br /&gt;
&lt;br /&gt;
Note:  Alternate path to getting [[Spazer]].  It is possible to skip [[Spazer]], but for it to be a viable time-saving strat, extensive X-Factors must be used on [[Ridley]] and [[Mother Brain]], and is highly advised-against.&lt;br /&gt;
&lt;br /&gt;
Exit [[Spazer]] room, and go down and to the right. Continue right through straight corridor, destroying the Maridia Tube with a [[Power Bomb]] on the way.  Continue right, and go down the elevator into [[Norfair]].&lt;br /&gt;
&lt;br /&gt;
Head down and open the third door on the left. In this room, collect [[Energy Tank (Hi-Jump Boots)]], then go left and down to collect the [[Hi-Jump Boots]].  Exit room, going immediately down, and walljump up the narrow shaft, laying a [[Power Bomb]] near the top.  This kills the [[Sova]] and destroys the bomb blocks, allowing you to escape through the flashing door.  Go up and open the [[Super Missile]] door on the top-left.  Do a mockball to get under the gates, then go up and right to get [[Ice Beam]].  Leave ice room, then go back down to right.  Continue through room, and freeze the green platforms in order to get enough distance to mockball through the next room and beat the closing gate.&lt;br /&gt;
&lt;br /&gt;
Note: The order that [[Ice Beam]] and [[Hi-Jump Boots]] are collected is up to personal preference.  If done ideally, however, going to [[Hi-Jump Boots]] first is thought to be the fastest route.&lt;br /&gt;
&lt;br /&gt;
Entering from the top right door in the [[Business Center]], continue to the right until you get to a large bubble room. Perform a [[Walljump]] to get to the top of the room on the right side, and enter the top right door. Go up here and right through the door.  Go through the door and collect the [[Speed Booster]].  From the [[Speed Booster]], head back into the large bubble room and take the second door down on the right. Go down this room and go in the first door on the right. Jump across the platforms shoot the gate, then collect the [[Missile (Wave Beam)]] on the way to the right. Perform a [[Walljump]] to get to the door and go through it to collect the [[Wave Beam]].  Enter the lower-left blue door from the room before [[Wave Beam]], and continue down to the lower right door.&lt;br /&gt;
&lt;br /&gt;
Keep following this path until it diverges, and take the lower route, opening the [[Power Bomb]] door towards [[Lower Norfair]].  One can either do a [[Shinespark]] (known here as &amp;quot;[[Lava Dive Room#Lava Spark|Lava Spark]]&amp;quot;) or a [[Gravity Jump]] to get past the lava into [[Lower Norfair]].  Take the elevator to descend into [[Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
'''Lower Norfair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Kraid's Lair'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Maridia'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Crateria (to G4)'''&lt;br /&gt;
&lt;br /&gt;
''Under Construction''&lt;br /&gt;
&lt;br /&gt;
'''Tourian and The Escape'''&lt;br /&gt;
&lt;br /&gt;
The door to the right leads to a [[Save Station]]. Take the other door to continue. In the next couple of rooms, kill all the [[Metroid|Metroids]] to progress until you reach an area cover in sand. Head left until you reach the now grown [[Metroid]] from the beginning of the game. When it has drained all your health, continue left and head down left to replenish your health. Go back out and then through the door to the right. At the end of this room, kill the eye and exit through the door. The next room to the left contains another [[Save Station]]. Take the second door to the left and use the [[Zebetite Glitch]], go all the way to the left and then defeat [[Mother Brain]]. &lt;br /&gt;
&lt;br /&gt;
Exit through the opening to the left, go down through the door, take the next door to the right. Now run along the bottom floor and use a [[Shine Spark]] to reach the door in the upper right. In the next room, go all the way up, then follow the path taking you back down again. [[Wall Jump]] to the top using the left wall. Run to the right until you reach the shaft and make it up to the top (you can use a [[Shinespark]] to reach it quickly), exit the room. Then go up to the top, take the door to the right, then run and jump into your ship. THE END.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
==KPDR==&lt;br /&gt;
&lt;br /&gt;
[[Beginners Route|UNHchabo]] - A route designed for a first run, only using techniques learned during a casual run. No mockballs, Zeb Skip, or horizontal shinesparks.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/go1den/v/49000977 Golden] - Tailored for green Super Metroid players, teaching basic techniques and safer strategies.&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/mishrak109/v/69192497 Mishrak] - Focuses less on bosses and advanced strategies in favor of compact and essential information for anybody to complete an any% run.&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/zoasty/v/46317411 Zoast] - Attempts to explain most possible strategies for all rooms, primarily focusing on what's optimal.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SA9JK6IE24g Sweetnumb &amp;amp; Oatsngoats] - Similar to the above, with both players combining their knowledge to explain it all.&lt;br /&gt;
&lt;br /&gt;
==PRKD==&lt;br /&gt;
&lt;br /&gt;
Oatsngoats - [http://www.twitch.tv/oatsngoats/v/40042594 Part 1] covers up to Ridley and [http://www.twitch.tv/oatsngoats/v/43080073 Part 2] covers everything after Ridley.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/ZzdihKmM Overfiendvip] - Game time route outline. (PDKR/PRKD)&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/cSstZpDq Overfiendvip] - [[Yellow_Suit_Glitch#Draygon_.2ACF|Draygon Underflow]] route concept. (PDKR)&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Tutorials&amp;diff=2373</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Tutorials&amp;diff=2373"/>
				<updated>2018-04-04T05:24:55Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: /* KPDR (Kraid, Phantoon, Draygon, Ridley) (a.k.a. &amp;quot;old route&amp;quot;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Categories with multiple tutorials will have them listed starting with ones more tailored towards new runners.&lt;br /&gt;
&lt;br /&gt;
==[[Any%]]==&lt;br /&gt;
&lt;br /&gt;
===KPDR (Kraid, Phantoon, Draygon, Ridley) (a.k.a. &amp;quot;old route&amp;quot;)===&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/mishrak109/v/69192497 Mishrak109]&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/168638200 Galamoz]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SA9JK6IE24g Sweetnumb &amp;amp; Oatsngoats]&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/zoasty/v/46317411 Zoast]&lt;br /&gt;
&lt;br /&gt;
===PRKD (Phantoon, Ridley, Kraid, Draygon) (a.k.a. &amp;quot;new route&amp;quot;)===&lt;br /&gt;
&lt;br /&gt;
Oatsngoats - [https://www.twitch.tv/oatsngoats/v/40042594 P1] [https://www.twitch.tv/oatsngoats/v/43080073 P2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IGT (In Game Time)===&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/ZzdihKmM Overfiendvip (PDKR/PRKD)]&lt;br /&gt;
&lt;br /&gt;
==[[100%]]==&lt;br /&gt;
&lt;br /&gt;
===Early Crocomire===&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/wildanaconda69/v/47182416 WildAnaconda69]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FQd70ixaT6A Sweetnumb &amp;amp; WildAnaconda69]&lt;br /&gt;
&lt;br /&gt;
==[[RBO|Reverse Boss Order]]==&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/foosda/v/41525804 Foosda]&lt;br /&gt;
&lt;br /&gt;
==[[Any% Glitched]]==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7w2JpDtfNRg&amp;amp;hd=1 Total]&lt;br /&gt;
&lt;br /&gt;
==[[14% Ice]]==&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/zoasty/v/46737316 Zoast] (Beginning can also be applied to Any% PRKD)&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/qT8TUxKS Overfiendvip] (Post-2014 changes to the route)&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=2326</id>
		<title>Mockball</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mockball&amp;diff=2326"/>
				<updated>2018-02-20T23:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;FreyasSpirit: Adds an example of momentum during mockballs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mockball''', which has various alternative spellings (&amp;quot;machball&amp;quot;, &amp;quot;mochball&amp;quot;, et cetera), is an extremely important technique for speedrunning, primarily because it allows for [[Super Missile|Super Missiles]] to be acquired without needing to defeat [[Spore Spawn]]. The only requirement to performing a mockball is having Morphing Ball active.&lt;br /&gt;
&lt;br /&gt;
The easiest method for performing the mockball is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
A more difficult method that allows you to control your jump height is the following:&lt;br /&gt;
&lt;br /&gt;
* Start running (hold the dash button and a direction on the directional pad) in the direction you desire (holding dash after this step is optional)&lt;br /&gt;
* Press and hold the jump button&lt;br /&gt;
* Release jump at the desired height&lt;br /&gt;
* Press and hold jump again&lt;br /&gt;
* Release the direction&lt;br /&gt;
* Tap down on the directional pad (Samus should now be facing directly downwards)&lt;br /&gt;
* Tap down again, just before you hit the ground (Samus should perform a &amp;quot;soft morph&amp;quot; on the ground)&lt;br /&gt;
* Press and hold left or right (whichever of these directions you are traveling in, from the first step) immediately afterward&lt;br /&gt;
&lt;br /&gt;
Some information to keep in mind when attempting to perform a mockball:&lt;br /&gt;
&lt;br /&gt;
* If you are holding jump when breaking out of a [[spinjump]] and aim down, your momentum will stay the same&lt;br /&gt;
* &amp;quot;'''Soft morph'''&amp;quot; means to morph on the ground in a manner where Samus does not bounce, which is a requirement of all mockballs&lt;br /&gt;
* &amp;quot;'''Hard morph'''&amp;quot; means to morph on the ground in a manner where Samus bounces, which will reset Samus's momentum, and happens if you morph too early when attempting a mockball (simply put - if you see Samus bounce when attempting a mockball, then you morphed too early)&lt;br /&gt;
* The quarter-circle motion to shift your thumb from down to left or right is often likened to a &amp;quot;hadouken&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A demonstration of the mockball during its most important and common usage in speedruns:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
The '''speedball''' is a variation of the mockball. A speedball is any mockball where Samus is [[Blue Suit Glitch|blue]] from [[Speed Booster]].&lt;br /&gt;
&lt;br /&gt;
A benefit of the speedball is that it can destroy any block that normally requires [[Bomb|Bombs]], saving time in rooms such as [[Wasteland]] and [[Basement]].&lt;br /&gt;
&lt;br /&gt;
A speedball is required to generate a [[Blue Suit Glitch#Temporary|temporary blue suit]].&lt;br /&gt;
&lt;br /&gt;
During a mockball, speed temporarily drops to 0 then temporarily increases above the steady state speed.  Here is an example from the mockball into alcatraz from sniq's [https://youtu.be/TnyBIPR0pc8?t=391 any% tas].&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
23550: 2.49k (running)&lt;br /&gt;
23551: 1.24k (jumping)&lt;br /&gt;
23552: 1.16k (jumping)&lt;br /&gt;
23553: 1.16k (jumping)&lt;br /&gt;
23554: 1.16k (jumping)&lt;br /&gt;
23555: 1.16k (jumping)&lt;br /&gt;
23556: 1.16k (morph animation started)&lt;br /&gt;
23557: 1.16k (morph animation started)&lt;br /&gt;
23558: 1.16k (morph animation)&lt;br /&gt;
23559: 1.16k (morph animation)&lt;br /&gt;
23560: 1.16k (morph animation)&lt;br /&gt;
23561: 1.16k (morph animation)&lt;br /&gt;
23562: 0.49k (first frame as ball)&lt;br /&gt;
23563: 0.16k&lt;br /&gt;
23564: 0&lt;br /&gt;
23565: 0.49k&lt;br /&gt;
23566: 1.32k&lt;br /&gt;
23567: 2.16k&lt;br /&gt;
23568: 3&lt;br /&gt;
23567: 5.49k&lt;br /&gt;
23567: 5.16k23568: 4.49k (starting to fall)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Sprite Animations#Uninterruptible Animations|Uninterruptible Animations]]&lt;br /&gt;
* [[Morphball bounce|Bounceball]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphing Ball Tricks]]&lt;/div&gt;</summary>
		<author><name>FreyasSpirit</name></author>	</entry>

	</feed>