<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MinnieTrethewey</id>
		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MinnieTrethewey"/>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/Special:Contributions/MinnieTrethewey"/>
		<updated>2026-04-07T11:04:05Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.2</generator>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Template:Infobox_room&amp;diff=8037</id>
		<title>Template:Infobox room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Template:Infobox_room&amp;diff=8037"/>
				<updated>2023-11-28T03:42:31Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}{{#if:{{{nickname|}}}|&amp;lt;br /&amp;gt;''&amp;quot;{{{nickname|}}}&amp;quot;''|}}&lt;br /&gt;
|-&lt;br /&gt;
! Zone&lt;br /&gt;
| &amp;lt;includeonly&amp;gt;[[{{{zone|Unsorted}}}]]&amp;lt;/inludeonly&amp;gt;&lt;br /&gt;
|- | {{#if:{{{subzone|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Subzone&lt;br /&gt;
| {{#if:{{{subzone|}}}|[[{{{zone|Zone}}}/{{{subzone|}}}]]|}}&lt;br /&gt;
|- | {{#if:{{{subsubzone|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Subsubzone&lt;br /&gt;
| {{#if:{{{subsubzone|}}}|[[{{{zone|Zone}}}/{{{subzone|}}}/{{{subsubzone|}}}]]}}&lt;br /&gt;
|- | {{#if:{{{hazard|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Hazard&lt;br /&gt;
| {{{hazard|}}}&lt;br /&gt;
|- | {{#if:{{{utility|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Utility&lt;br /&gt;
| {{{utility|}}}&lt;br /&gt;
|- | {{#if:{{{theme|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Theme&lt;br /&gt;
| [[{{{theme|}}}]]&lt;br /&gt;
|- | {{#if:{{{visible|{{{chozo|{{{hidden|}}}}}}}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Items&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- | {{#if:{{{visible|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Visible&lt;br /&gt;
| {{{visible|}}}&lt;br /&gt;
|- | {{#if:{{{chozo|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Chozo&lt;br /&gt;
| {{{chozo|}}}&lt;br /&gt;
|- | {{#if:{{{hidden|}}}||style=&amp;quot;display:none;&amp;quot;}}&lt;br /&gt;
! Hidden&lt;br /&gt;
| {{{hidden|}}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Rooms in {{{zone|Unsorted}}}]]&lt;br /&gt;
{{#if:{{{subzone|}}}|[[Category: Rooms in {{{zone|Unsorted}}}/{{{subzone|}}}]]|}}&lt;br /&gt;
{{#if:{{{subsubzone|}}}|[[Category: Rooms in {{{zone|Unsorted}}}/{{{subzone|}}}/{{{subsubzone|}}}]]|}}&lt;br /&gt;
{{#if:{{{hazard|}}}|[[Category: {{{hazard|}}} Rooms]]|}}&lt;br /&gt;
{{#if:{{{utility|}}}|[[Category: {{{utility|}}} Rooms]]|}}&lt;br /&gt;
{{#if:{{{theme|}}}|[[Category: Rooms themed in {{{theme}}}]]|}}&lt;br /&gt;
{{#if:{{{visible|}}}|[[Category: Rooms with Visible Items]]|}}&lt;br /&gt;
{{#if:{{{chozo|}}}|[[Category: Rooms with Chozo Items]]|}}&lt;br /&gt;
{{#if:{{{hidden|}}}|[[Category: Rooms with Hidden Items]]|}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/Crocomire&amp;diff=8036</id>
		<title>Category:Rooms in Norfair/Crocomire</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/Crocomire&amp;diff=8036"/>
				<updated>2023-11-28T03:39:25Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms in [[Norfair/Crocomire|Crocomire (Upper) Norfair]].&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/West&amp;diff=8035</id>
		<title>Category:Rooms in Norfair/West</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/West&amp;diff=8035"/>
				<updated>2023-11-28T03:39:11Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms in West (Upper) Norfair.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms in [[Norfair/West|West (Upper) Norfair]].&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/East&amp;diff=8034</id>
		<title>Category:Rooms in Norfair/East</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/East&amp;diff=8034"/>
				<updated>2023-11-28T03:38:52Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms in East (Upper) Norfair.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms in [[Norfair/East|East (Upper) Norfair]].&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Lower_Norfair/West&amp;diff=8033</id>
		<title>Category:Rooms in Lower Norfair/West</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Lower_Norfair/West&amp;diff=8033"/>
				<updated>2023-11-28T03:38:30Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms in West Lower Norfair.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms in [[Lower Norfair/West|West Lower Norfair]].&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/Crocomire&amp;diff=8032</id>
		<title>Category:Rooms in Norfair/Crocomire</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Norfair/Crocomire&amp;diff=8032"/>
				<updated>2023-11-28T03:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms in Crocomire Norfair.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms in [[Norfair/Crocomire|Crocomire Norfair]].&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Lower_Norfair/East&amp;diff=8031</id>
		<title>Category:Rooms in Lower Norfair/East</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_in_Lower_Norfair/East&amp;diff=8031"/>
				<updated>2023-11-28T03:37:32Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms in East Lower Norfair.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms in [[Lower Norfair/East|East Lower Norfair]].&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Heated_Rooms&amp;diff=8030</id>
		<title>Category:Heated Rooms</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Heated_Rooms&amp;diff=8030"/>
				<updated>2023-11-28T03:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms with heat that can be mitigated by Varia or Gravity (in Vanilla).&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms with [[heat]] that can be mitigated by [[Varia]] or [[Gravity]] (in Vanilla).&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crocomire%27s_Room&amp;diff=8029</id>
		<title>Crocomire's Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crocomire%27s_Room&amp;diff=8029"/>
				<updated>2023-11-28T03:34:26Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
|utility = Boss&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|north=[[Crocomire Speedway]]&lt;br /&gt;
|west=[[Post Crocomire Farming Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CrocomiresRoom.png|x180px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Crocomire'sRoom.png|x180px]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
After Crocomire dies, runners will typically charge a shinespark and attempt to spark through the left door, in order to reach [[Post Crocomire Power Bomb Room]] the fastest possible way. This is helped by a [[wrap-around shot]] to open the left-side door while picking up the Energy Tank on the right side of the room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|t6Tmu8w9yIQ}}&lt;br /&gt;
&lt;br /&gt;
If you're doing late Crocomire, you can charge a [[Spike Suit]] on the spikes to the left of Crocomire, and then hold it until [[Red Brinstar Fireflea Room]], so that you can get to [[X-Ray Scope Room]] faster. [https://www.twitch.tv/videos/29707376 This video] demonstrates the reveal of this technique.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 2|Norfair Energy Tank 2]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crocomire]]&lt;br /&gt;
* [[Bosses]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Power_Bomb_Room&amp;diff=8028</id>
		<title>Post Crocomire Power Bomb Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Power_Bomb_Room&amp;diff=8028"/>
				<updated>2023-11-28T03:33:31Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|east=[[Post Crocomire Farming Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomirePowerBombRoom.png|x256px]] [[File:PostCrocomirePowerBombRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
For Early Crocomire routes, this room is typically where runners get their first Power Bombs.&lt;br /&gt;
&lt;br /&gt;
If you're standing on the purple blocks before you start running out of the room, you can aim down [[Hitbox Manipulation|to compress Samus' hitbox]] when you fall off the ledge in the next room, and fall to the next door without touching any other ground.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MhOMLtHwRbk}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 1|Norfair Power Bomb 1]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Shaft&amp;diff=8027</id>
		<title>Post Crocomire Shaft</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Shaft&amp;diff=8027"/>
				<updated>2023-11-28T03:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|north=[[Post Crocomire Farming Room]]&lt;br /&gt;
|west=[[Grapple Tutorial Room 3]]&lt;br /&gt;
|east=[[Post Crocomire Missile Room]]&lt;br /&gt;
|south=[[Post Crocomire Jump Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomireShaftSmile.png|x900px]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
For runners using a shinespark to climb this shaft, the black stripe in the background is a good visual cue for where to stand.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|DexTjDS1l5E}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Viola]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Missile_Room&amp;diff=8026</id>
		<title>Post Crocomire Missile Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Missile_Room&amp;diff=8026"/>
				<updated>2023-11-28T03:32:38Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Post Crocomire Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomireMissileRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomireMissileRoomSmile.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;'''Cosine Room'''&amp;quot; for the curve of the left-side tunnel.&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
=== Early Crocomire Route ===&lt;br /&gt;
&lt;br /&gt;
Damage boosting off of the spikes is the fastest way to and from the missile location.&lt;br /&gt;
&lt;br /&gt;
Runners can save time charging a shinespark on the way out of the room to climb the shaft instead of walljumping.&lt;br /&gt;
&lt;br /&gt;
If you miss the acid cycle seen here on the way back due to making a mistake, it may be faster to wait for it to go most of the way down before starting to run, both because it will allow for the shinespark, as well as reducing the need to farm to regain health lost in the acid.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|DexTjDS1l5E}}&lt;br /&gt;
&lt;br /&gt;
=== Late Crocomire Route ===&lt;br /&gt;
&lt;br /&gt;
With this route you'll have Spring Ball, which can make the way over to the missile faster since you can simply jump after you mockball under the pillar.&lt;br /&gt;
&lt;br /&gt;
Also, Gravity Suit makes the return trip far less punishing, both in terms of the acid's damage, and not being slowed down by it.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 7|Norfair Missile 7]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Gamet]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Jump_Room&amp;diff=8025</id>
		<title>Post Crocomire Jump Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Post_Crocomire_Jump_Room&amp;diff=8025"/>
				<updated>2023-11-28T03:32:07Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|north=[[Post Crocomire Shaft]]&lt;br /&gt;
|west=[[Grapple Beam Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomireJumpRoom.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomireJumpRoomSmile.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
Also known as the '''Indiana Jones Room''' due to the 100% Early Crocomire strat, as well as the '''Pantry'''.&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
===Late Crocomire===&lt;br /&gt;
&lt;br /&gt;
These two strats both involve running through the acid in order to jump up into the Grapple room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|goL8L5rGGdc}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|NV4z1YrePJQ}}&lt;br /&gt;
&lt;br /&gt;
===Early Crocomire===&lt;br /&gt;
&lt;br /&gt;
The optimal strategy is to run off of the ramp, shoot the door in mid-air, and mockball through. Then coming back, use the [[Grappling Beam]] on the Rippers to swing over to the missile pack.&lt;br /&gt;
&lt;br /&gt;
This video shows a [[Grapple Jump]] and [[damage boost]] after the first swing, as opposed to swinging from both Rippers.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|066mx4mGjTo}}&lt;br /&gt;
&lt;br /&gt;
If you're not comfortable with the Grappling strategy, an alternative is to pick up Grappling Beam, then [[short charge]] on the platform, and shinespark over to the missile.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|T79j30XJprY}}&lt;br /&gt;
&lt;br /&gt;
Another alternative is to do a running jump off the ramp up to the missile platform, then fall back down and run off the ramp a second time to the [[Grapple Beam Room]]. After getting the Grappling Beam, an appropriately-timed jump will allow for a mockball under the speed blocks and [[Mella|Mellas]], while avoiding the Rippers.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vL4bIlcPq2c}}&lt;br /&gt;
&lt;br /&gt;
== RBO ==&lt;br /&gt;
&lt;br /&gt;
Since this missile pack generally isn't taken in RBO, the alternate strategy given above is the optimal path (except with a mockball going into the [[Grapple Beam Room]]).&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
With only Speedbooster and Power Bombs, you can shinespark up to the missile platform before dropping down, wall jumping up a bit, and horizontally shinesparking to the Grappling Beam Room door. The missile platform overhangs the ramp, so both shinesparks will need to be activated mid-air.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|AyLUUrtq4dk}}&lt;br /&gt;
&lt;br /&gt;
You can use a short charge to destroy the Speed Booster blocks on the lower level without even having Power Bombs, but this will require an extremely short charge, such as a stutter-3.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7MXAFHKbpSE}}&lt;br /&gt;
&lt;br /&gt;
Without short-charging, it's possible (but very difficult) to charge a spark starting in [[Post Crocomire Missile Room]], and then spark through the blocks.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6sE8v4j9Mr0}}&lt;br /&gt;
&lt;br /&gt;
If you have Speed Booster and Hi Jump Boots but not Power Bombs, you can run along the leftmost [[Kamer]] to walljump to the [[Grapple Beam Room]] door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|oNYMIwcjVuA}}&lt;br /&gt;
&lt;br /&gt;
You can also reach either of these platforms with an Infinite [[Bomb Jump]], with no items other than Morph Ball and Bombs.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 11|Norfair Missile 11]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Ripper 2 (green)|Ripper]]&lt;br /&gt;
&lt;br /&gt;
* [[Mella]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Beam_Room&amp;diff=8024</id>
		<title>Grapple Beam Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Beam_Room&amp;diff=8024"/>
				<updated>2023-11-28T03:30:54Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
|chozo = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|east=[[Grapple Tutorial Room 1]]&amp;lt;br/&amp;gt;[[Post Crocomire Jump Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:GrappleBeamRoom.png|x1024px]] [[File:GrappleBeamRoomSmile.png|x1024px]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[Grappling Beam]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Tutorial_Room_1&amp;diff=8023</id>
		<title>Grapple Tutorial Room 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Tutorial_Room_1&amp;diff=8023"/>
				<updated>2023-11-28T03:30:30Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Grapple Beam Room]]&lt;br /&gt;
|east=[[Grapple Tutorial Room 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:GrappleTutorialRoom1.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:GrappleTutorialRoom1Smile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
You don't actually need grapple for this room, the gap is small enough to jump across.&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Tutorial_Room_2&amp;diff=8022</id>
		<title>Grapple Tutorial Room 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Tutorial_Room_2&amp;diff=8022"/>
				<updated>2023-11-28T03:30:10Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Grapple Tutorial Room 1]]&lt;br /&gt;
|east=[[Grapple Tutorial Room 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:GrappleTutorialRoom2.png|x768px]] [[File:GrappleTutorialRoom2Smile.png|x900px]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Fune]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Tutorial_Room_3&amp;diff=8021</id>
		<title>Grapple Tutorial Room 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Tutorial_Room_3&amp;diff=8021"/>
				<updated>2023-11-28T03:29:50Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Grapple Tutorial Room 2]]&lt;br /&gt;
|east=[[Post Crocomire Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:GrappleTutorialRoom3.png|x400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:GrappleTutorialRoom3Smile.png|x400px]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
Performing a [[Green Gate Glitch]] in this room allows access to the [[Grappling Beam]] location without needing to traverse [[Post Crocomire Jump Room]]. For harder difficulty randomizers, this could be in logic.&lt;br /&gt;
&lt;br /&gt;
Depending on the logic, you might be required to leave the area through this room if Morph is locked by whatever's at the Grapple location. One solution is to [[damage boost]] across the gaps.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cjXUpVLbJhg}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Puyo]]&lt;br /&gt;
* [[Gamet]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Crocomire_Save_Room&amp;diff=8020</id>
		<title>Crocomire Save Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Crocomire_Save_Room&amp;diff=8020"/>
				<updated>2023-11-28T03:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = Crocomire&lt;br /&gt;
|utility = Save&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Crocomire Speedway]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PostCrocomireSaveRoomSmile.png|x400px]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Ice_Beam_Room&amp;diff=8019</id>
		<title>Ice Beam Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Ice_Beam_Room&amp;diff=8019"/>
				<updated>2023-11-28T03:27:23Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|chozo = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Ice Beam Snake Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:IceBeamRoom.png|x256px]] [[File:IceBeamRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Frog_Savestation&amp;diff=8018</id>
		<title>Frog Savestation</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Frog_Savestation&amp;diff=8018"/>
				<updated>2023-11-28T03:26:47Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|utility = Save&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Business Center]]&lt;br /&gt;
|east=[[Frog Speedway]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:FrogSavestationSmile.png]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
In a race, this save room provides the ability to start somewhere other than the beginning in case of a death, while having minimal cost. Although any dangerous portions of the run will have Save Stations closer to them, routes of this category run directly through this room either 2 or 3 times: before going up Red Tower to fight Phantoon, optionally on the way down to Lower Norfair to fight Ridley, and on the way back to the surface to fight Mother Brain.&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Frog_Speedway&amp;diff=8017</id>
		<title>Frog Speedway</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Frog_Speedway&amp;diff=8017"/>
				<updated>2023-11-28T03:26:25Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Frog Savestation]]&lt;br /&gt;
|east=[[Upper Norfair Farming Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:FrogSpeedwaySmile.png|x200px]]&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
sniq released [https://puu.sh/CvsCT/7757bb4f62.mp4 this video] showing that it's possible to traverse this room right-to-left without [[Speed Booster]]. Fire angled shots at the ceiling while holding left against the first Speed Booster block, and you can simply walk through. The combination of [[Wave Beam]] and [[Spazer]] works well, although [[Wave Beam]] and [[Plasma Beam]] will also work.&lt;br /&gt;
&lt;br /&gt;
The current theory is that this works because 8x1 rooms have odd properties that allow these shots to cause the inbounds ceiling to trigger respawning PLMs. After all of the available slots for the respawning blocks are used up, Samus won't interact with other blocks until those blocks start respawning.&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Bubble_Mountain&amp;diff=8016</id>
		<title>Bubble Mountain</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Bubble_Mountain&amp;diff=8016"/>
				<updated>2023-11-28T03:25:54Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Green Bubbles Missile Room]]&amp;lt;br/&amp;gt;[[Bubble Mountain Save Room]]&amp;lt;br/&amp;gt;[[Rising Tide]]&amp;lt;br/&amp;gt;[[Upper Norfair Farming Room]]&lt;br /&gt;
|east=[[Bat Cave]]&amp;lt;br/&amp;gt;[[Single Chamber]]&lt;br /&gt;
|south=[[Purple Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:BubbleMountain.png|x800px]] [[File:BubbleMountainSmile.png|x800px]]&lt;br /&gt;
&lt;br /&gt;
Stationed here, the most evil mini-boss of the game. King Cacatac and his machine gun!&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Left Side Climb ===&lt;br /&gt;
&lt;br /&gt;
The left side ascent for KPDR involves a running jump across into wall jumps. Getting up and over cleanly is an important part of speed runs, due to the time loss incurred by falling down.&lt;br /&gt;
&lt;br /&gt;
==== Cac Snipe ====&lt;br /&gt;
&lt;br /&gt;
The Cac Snipe strat uses a charged angle shot to kill King Cac and leaves the drop for collection after wall jumping up.&lt;br /&gt;
&lt;br /&gt;
Starting the charge in the previous room is helpful, as it allows for fully charged spin jumps after entry. It is also important to run and jump immediately after firing your beam so that the shot remains on-screen the entire time.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3SvPtSiG-Jw}}&lt;br /&gt;
&lt;br /&gt;
==== Pseudoscrew ====&lt;br /&gt;
&lt;br /&gt;
The Pseudoscrew strat involves charging a shot fully before making the jump across from the save room door. Like any pseudoscrew, it is necessary to release the shot input in order to remain spinning after a wall jump.&lt;br /&gt;
&lt;br /&gt;
NOTE: While a pseudoscrew provides immunity from projectiles and destroys weaker enemies, unspinning briefly after a wall jump can leave Samus vulnerable. Wall jumping low and spinning high over the top is a safer play.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MTF2MbN5iYM}}&lt;br /&gt;
&lt;br /&gt;
=== Right Side Climb ===&lt;br /&gt;
&lt;br /&gt;
The standard ascent goes up the left side, but the right side is slightly faster. It's much more difficult, but in PRKD this is helped by Ice Beam allowing you to backup by freezing the [[Waver]] to use as a platform.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|s_xb62kW6KQ}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|NxqpPuclFnI}}&lt;br /&gt;
&lt;br /&gt;
=== Revisits ===&lt;br /&gt;
&lt;br /&gt;
==== Leaving Bat Cave to Single Chamber ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9YttcbQQwkE}}&lt;br /&gt;
&lt;br /&gt;
Aim down fixes the transition but the bottom waver near the Last Norfair Missile of 100% causes extra lag, so it isn't advised.&lt;br /&gt;
&lt;br /&gt;
==== After Wave Beam (KPDR) ====&lt;br /&gt;
&lt;br /&gt;
Entering with a charged beam, a single shot is used to kill King Cac and collect the drop before falling into the morph maze below. This strat can also be performed with a moonfall or a much more difficult bomb spread.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7HpIgSfzD2k}}&lt;br /&gt;
&lt;br /&gt;
==== Final Visit (KPDR) ====&lt;br /&gt;
&lt;br /&gt;
Returning from Lower Norfair this time, a power bomb is used to avoid travelling through the morph ball maze. This introduces lag, which can be reduced or eliminated by killing wavers on the way down. There are 2-farm and 3-farm variants, depending on where the power bomb is placed and how the bottom Sova is killed.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|NVNHgdZ4fYM}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
[https://streamable.com/gm1sy This strat] will kill King Cac so he can't knock you down.&lt;br /&gt;
&lt;br /&gt;
This variation can give you an extra drop:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|lZUndopOKOQ}}&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
Without Hi-Jump, the easiest way to climb Bubble Mountain is a running jump from the [[Bubble Mountain Save Room]]. Note that if you have Speed Booster, it should be turned off so that you get maximum jump height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_u8TX5Izpi0}}&lt;br /&gt;
&lt;br /&gt;
To get to the [[Green Bubbles Missile Room]], the fastest method from the [[Bat Cave]] is a damage boost from the waver.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_DXy7fglqDg}}&lt;br /&gt;
&lt;br /&gt;
You can also do an Infinite [[Bomb Jump]], or a [[Walljump#Delayed Walljump|delayed walljump]], as shown here.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-CZtvJPF5E}}&lt;br /&gt;
&lt;br /&gt;
Technically it's also possible to jump from the right side to the left, but the window for this jump is small, so it's likely TAS-only.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pyHTOCY8qEM}}&lt;br /&gt;
&lt;br /&gt;
== Handling King Cac ==&lt;br /&gt;
&lt;br /&gt;
There are various methods for dealing with King Cacatac when ascending Bubble Mountain. Because the time loss for falling down is significant, some precautions may be necessary to avoid being knocked down.&lt;br /&gt;
&lt;br /&gt;
# '''Kill The Pest!'''&lt;br /&gt;
## Use a beam from the left side platform, such as the diagonal hero shot shown in the [[Bubble_Mountain#Cac_Snipe|Cac Snipe]] strat&lt;br /&gt;
## Shoot a missile on the way up from the final wall jump&lt;br /&gt;
# '''Morph''' - On the final wall jump, morph and hold right, so that any damage knocks Samus up to safety rather than back down to the bottom&lt;br /&gt;
# '''Pseudoscrew''' - Charge a shot fully before wall jumping, as used in the [[Bubble_Mountain#Pseudoscrew|Pseudoscrew]] strat above&lt;br /&gt;
NOTES:&lt;br /&gt;
* '''CAC PUFFS''' - Watch for a &amp;quot;puff&amp;quot; visual. If King Cac puffs up, it may be necessary to perform additional wall jumps to avoid taking a spike hit&lt;br /&gt;
* '''CONGESTION''' - The speed of the entry &amp;amp; climb can make a notable difference in where wavers are located. Certain timings can lead to &amp;quot;congestion&amp;quot; between King Cac, waver(s), and spike projectiles, which can make the ascension difficult to complete without falling back down&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 2|Norfair Missile 2]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hi_Jump_Boots_Room&amp;diff=8015</id>
		<title>Hi Jump Boots Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hi_Jump_Boots_Room&amp;diff=8015"/>
				<updated>2023-11-28T03:25:19Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|chozo = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|east=[[Hi Jump Energy Tank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HiJumpBootsRoom.png|x256px]] [[File:HiJumpBootsRoomSmile.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
Both sets of shot blocks can be destroyed with a single shot, but without Spazer this shot is very precise. One slower but more consistent method is to jump against the blocks and shoot up or down to break both at the same time.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|G43Dbih-Lxg}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
After collecting the item, you will want to jump into the door transition so that you can go up to collect the missile pack (unless you're only collecting 15 missiles).&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
After collecting the item, run off of the end of the pillar, and [[downback]] through the door transition, so you can [[mockball]] when you hit the floor in the next room. A downback is not necessary if Samus lands on the left edge of the pillar for extra running distance. You only need to hold down (to compress Samus' hitbox) if horizontal speed is sufficient.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[Hi-Jump Boots]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8014</id>
		<title>Hi Jump Energy Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hi_Jump_Energy_Tank_Room&amp;diff=8014"/>
				<updated>2023-11-28T03:24:43Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|visible = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Hi Jump Boots Room]]&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HiJumpEnergyTankRoom.png|x500px]] [[File:HiJumpEnergyTankRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
KPDR runners will usually take this missile pack unless they're only collecting 15 missiles. The best method is to kill the [[Sova]] before it goes down the hole, then open the door before going down yourself. Then after collecting Hi-Jump Boots, go up and collect the missile, and open the door, which is unlocked because of the first pass through the room.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
PRKD runners will usually skip this missile pack, so they will ignore the door on the way in, then take the lower route on the way back up, using a Power Bomb to kill the Sova and destroy the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
This is a common room to get softlocked in. If you come in without a way to destroy bomb blocks, and enter the [[Hi Jump Boots Room]], you will be softlocked if none of those items can destroy bomb blocks. The path you came in is blocked by crumble blocks which will have respawned on re-entering the room.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Norfair Energy Tank 1]]&lt;br /&gt;
* [[List of Missiles#Norfair 1|Norfair Missile 1]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sova]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Norfair_Map_Room&amp;diff=8013</id>
		<title>Norfair Map Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Norfair_Map_Room&amp;diff=8013"/>
				<updated>2023-11-28T03:24:09Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|utility = Map&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|east=[[Business Center]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:NorfairMapRoom.png|x256px]] [[File:NorfairMapRoomSmile.jpeg|x256px]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Business_Center&amp;diff=8012</id>
		<title>Business Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Business_Center&amp;diff=8012"/>
				<updated>2023-11-28T03:23:40Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|utility = Elevator&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|north=Elevator to [[Warehouse Entrance]]&lt;br /&gt;
|west=[[Ice Beam Gate Room]]&amp;lt;br/&amp;gt;[[Norfair Map Room]]&amp;lt;br/&amp;gt;[[Hi Jump Energy Tank Room]]&lt;br /&gt;
|east=[[Cathedral Entrance]]&amp;lt;br/&amp;gt;[[Frog Savestation]]&amp;lt;br/&amp;gt;[[Crocomire Escape]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:NorfairMainShaft.png|x1792px]] [[File:BusinessCenter.jpeg|x1792px]]&lt;br /&gt;
&lt;br /&gt;
== Early Game ==&lt;br /&gt;
&lt;br /&gt;
Almost every category gets [[Hi-Jump Boots]] immediately upon entering Norfair. There are several ways to get to the bottom of the room, the fastest use downbacks to avoid most of the platforms.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|UYQ7fP0odJE}}&lt;br /&gt;
&lt;br /&gt;
This one is slightly slower, but easier.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RLnWyIMzhWY}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
If your route gets Early Ice, then on the way to Lower Norfair you can go directly to [[Frog Speedway]] from the elevator. This method allows you to build run speed into the save room, while also [[Aligning Doors|fixing the door]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JYsOSZ57lic}}&lt;br /&gt;
&lt;br /&gt;
On the way out after visiting Lower Norfair, this strat uses a [[Hero Shot]] to freeze both middle Novas and make sure they're out of the way when going up the left side.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OwmYyJBxNvQ}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sova]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Main_Hall&amp;diff=8011</id>
		<title>Main Hall</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Main_Hall&amp;diff=8011"/>
				<updated>2023-11-28T03:19:21Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|utility = Elevator&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|north=Elevator to [[Lower Norfair Elevator]]&lt;br /&gt;
|west=[[Acid Statue Room]]&lt;br /&gt;
|east=[[Fast Pillars Setup Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:MainHall.png|x280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MainHallSmile.png|x280px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
Run to the right, and start space jumping when you hit the end of the platform. Fire a shot to open the door, and hold it through the transition. You can use a charged shot to kill one of more of the pirates in the next room, reducing power bomb lag.&lt;br /&gt;
&lt;br /&gt;
The ideal strat is to do this in three large jumps, which will allow you to have a fully-charged shot by the time you hit the door. Four smaller jumps is easier, but you might need to wait after entering the next room before you fire the shot.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|S6soQ8wPV7Q}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
One option for this room, the [https://clips.twitch.tv/SpoopyWiseDiamondPeanutButterJellyTime &amp;quot;Flame Dancer&amp;quot;], airballs over the first flame, under the second, [[Kagoing|kago]]-unmorphs on the [[Dragon]], then Space Jumps through the next room.&lt;br /&gt;
&lt;br /&gt;
While that exact strat is difficult to pull off, if you intentionally airball into the first flame, that can still leave you near the Dragon, and you can open the door and Space Jump through it anyway.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KiQlSfebUcE}}&lt;br /&gt;
&lt;br /&gt;
You can go to the right from the elevator in order to short charge left, which allows the Speed Booster's blue to protect you from the jets of fire as you Space Jump to the left side door. From there, you can shoot the door and morph in mid-air, so you can use Spring Ball to hop over the acid lake in the next room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WpkV6A9ga9c}}&lt;br /&gt;
&lt;br /&gt;
Previously, a commonly recommended beginner's strat for this room was a variation of this where you use the Blue state to get to the door, then open and jump through. However, this strat tends to be about the same speed as most backup strats for the Flame Dancer.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ibclroEfkyo}}&lt;br /&gt;
&lt;br /&gt;
One option that's extremely difficult is shown here, similar to the Flame Dancer strat above, but it's likely not viable for RTA runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hqxm5UVnMZ8}}&lt;br /&gt;
&lt;br /&gt;
Two other difficult strats that Space Jump under the flames, either with a [https://clips.twitch.tv/HealthyLitigiousHyenaM4xHeh top mockball] or [https://clips.twitch.tv/SmokySparklingPonyStinkyCheese acid mockball].&lt;br /&gt;
&lt;br /&gt;
[[Category:Elevator Rooms]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Fast_Pillars_Setup_Room&amp;diff=8010</id>
		<title>Fast Pillars Setup Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Fast_Pillars_Setup_Room&amp;diff=8010"/>
				<updated>2023-11-28T03:18:50Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Main Hall]]&amp;lt;br/&amp;gt;[[Fast Ripper Room]]&lt;br /&gt;
|east=[[Mickey Mouse Room]]&amp;lt;br/&amp;gt;[[Pillar Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:FastPillarsSetupRoom.png|x768px]] [[File:FastPillarsSetupRoomSmile.png|x1024px]]&lt;br /&gt;
&lt;br /&gt;
==Various Categories==&lt;br /&gt;
[http://tasvideos.org/5291S.html As described in the Low% TAS notes], entering this room from [[Main Hall]] while airborne will cause the room to load 10-20 frames faster, due to the pirate firing while the room is still brightening.&lt;br /&gt;
&lt;br /&gt;
==Any% KPDR==&lt;br /&gt;
Entering this room with a Plasma shot charged, you can kill one or more pirates to significantly reduce lag when the Power Bomb goes off. The lag for the various methods is explored below.&lt;br /&gt;
&lt;br /&gt;
===Room Lag===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strat&lt;br /&gt;
! Lag Frames&lt;br /&gt;
|-&lt;br /&gt;
| Power Bomb&lt;br /&gt;
| 60-78&lt;br /&gt;
|-&lt;br /&gt;
| Freeze one pirate&lt;br /&gt;
| 43-48&lt;br /&gt;
|-&lt;br /&gt;
| Kill one pirate&lt;br /&gt;
| 13-22&lt;br /&gt;
|-&lt;br /&gt;
| Kill one pirate, freeze one pirate&lt;br /&gt;
| 9-13&lt;br /&gt;
|-&lt;br /&gt;
| Kill both pirates&lt;br /&gt;
| 0-6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kill both pirates&amp;quot; method is the fastest optimally, but this may depend on execution, due to this method requiring a jump before firing the shot:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LmZkKW_OtiY}}&lt;br /&gt;
{{#ev:youtube|eT69TiPfeo4}}&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Pillar_Room&amp;diff=8009</id>
		<title>Pillar Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Pillar_Room&amp;diff=8009"/>
				<updated>2023-11-28T03:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Fast Pillars Setup Room]]&lt;br /&gt;
|east=[[The Worst Room In The Game]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PillarRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PillarRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Any%==&lt;br /&gt;
There are four common strategies used in this room:&lt;br /&gt;
* Fast Pillars: Charging a shinespark starting in the previous room, and sparking through the pillars&lt;br /&gt;
* Blue Suit Pillars: Charging the speedbooster starting in the previous room, and Space Jumping with blue suit through the pillars&lt;br /&gt;
* Slow Pillars: Charging a shinespark starting [[Fast Ripper Room|two rooms back]], and sparking through the pillars&lt;br /&gt;
* PB Pillars: Using two Power Bombs to destroy the bomb blocks on the pillars&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|U0vg2r_tgrM}}&lt;br /&gt;
&lt;br /&gt;
As seen in this comparison video, Fast Pillars is the fastest method, but it does come at the cost of about 75 health. Less if you start the spark closer to the first pillar, but that costs time. The Blue Suit method is the only one that costs no health, either from sparking or from the acid.&lt;br /&gt;
&lt;br /&gt;
If you fail to charge a &amp;quot;top shelf&amp;quot; spark, and instead need to drop down before jumping to activate the spark, then Fast Pillars is still the fastest method, but that does cost about a second, while only saving about 6 hp.&lt;br /&gt;
&lt;br /&gt;
Runners who use the PB Pillars method will need to activate the Power Bombs as close to the pillars as possible, in order to make sure they only use two. Then they must use regular bombs on the bomb blocks at the bottom of [[Red Kihunter Shaft]], in order to avoid needing to pick up the &amp;quot;Power Bombs of Shame&amp;quot; in [[Wasteland]].&lt;br /&gt;
&lt;br /&gt;
== GT Classic / 100% ==&lt;br /&gt;
{{#ev:youtube|Wv_pWomdbYc}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Puromi]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=The_Worst_Room_In_The_Game&amp;diff=8008</id>
		<title>The Worst Room In The Game</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=The_Worst_Room_In_The_Game&amp;diff=8008"/>
				<updated>2023-11-28T03:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Mickey Mouse Room]]&amp;lt;br/&amp;gt;[[Pillar Room]]&lt;br /&gt;
|east=[[Amphitheatre]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TheWorstRoomInTheGame.png|x1024px]] [[File:TheWorstRoomInTheGameSmile.png|x1024px]]&lt;br /&gt;
&lt;br /&gt;
Also known as '''WRITG''', which is the acronym for &amp;quot;Worst Room In The Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Getting past the ledge with the bomb blocks requires a [[Delayed Walljump]]. Without Hi-Jump Boots, this jump is believed to be both pixel-perfect and frame-perfect. It's named the Hypo Jump, after the runner who [https://www.twitch.tv/videos/48987538 first demonstrated it].&lt;br /&gt;
&lt;br /&gt;
== Low% Ice ==&lt;br /&gt;
&lt;br /&gt;
The most common strat lays a power bomb, then uses a missile, a super missile, and a charge shot to get the top pirate low on hp. Then you charge a shot, walljump up, freeze the pirate in mid-air and land on it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|AYK7LREbLI8}}&lt;br /&gt;
&lt;br /&gt;
This strat is slightly faster, and saves a super, though laying the bomb is fairly precise.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bpHHraqiLyE}}&lt;br /&gt;
&lt;br /&gt;
A slower strat, suitable for just finishing a run, would be to kill all of the pirates and Infinite Bomb Jump up.&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
When exiting this room, a small jump through the door will leave it [[Aligning Doors|misaligned]], but could save time in the next room by allowing fewer Space Jumps on the descent.&lt;br /&gt;
&lt;br /&gt;
The fastest strat fires an angled charge shot to the right to freeze the top pirate, then lays a power bomb, and Space Jumps up.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|aCfhgHinqXM}}&lt;br /&gt;
&lt;br /&gt;
An easier strat used by most runners is to fire a charged shot upwards such that it only hits the left-hand pirate once, then stand on top of it, shoot the right-hand pirate, lay a Power Bomb, and jump up. The upward shot has a somewhat narrow window of where you can stand such that the pirate will be hit, but only once.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0Ju0RAbSO9A}}&lt;br /&gt;
&lt;br /&gt;
Another strat that's easier than that is to fire an angled shot that hits both of the bottom pirates, and freezes the middle pirate. This video also shows a slightly slower alternative to the &amp;quot;Ball Over the Head&amp;quot;, firing a [[Hero Shot]] to kill the top pirate.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gpDi2UVM5uQ}}&lt;br /&gt;
&lt;br /&gt;
Beginners can simply kill all of the pirates in the way. Horizontal charged shots will usually kill the pirates in a single shot.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Lhvlr4_Bn2A}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
Jump up, lay a Power Bomb at the peak of the jump, then jump back up and use the i-frames from the Power Bomb to do a delayed walljump through the top pirate to the platform above.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QHbRGMBLvag}}&lt;br /&gt;
&lt;br /&gt;
This video shows some backup strategies if you miss one or more of the walljumps involved:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gfmEDDmSvn4}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
With Space Jump and Screw Attack, this room is relatively straightforward. Remember that Screw Attack is inactive during wall jump frames, and just don't forget to go to the [[Mickey Mouse Room]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uFhDuN_5Lms}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Hellway]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Amphitheatre&amp;diff=8007</id>
		<title>Amphitheatre</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Amphitheatre&amp;diff=8007"/>
				<updated>2023-11-28T03:16:49Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[The Worst Room In The Game]]&lt;br /&gt;
|east=[[Red Kihunter Shaft]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Amphitheatre.png|525px]] [[File:AmpitheatreSmile.png|512px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR/[[100%]] ==&lt;br /&gt;
&lt;br /&gt;
You want to enter this room in a spinjump, so that you can do a descending Space Jump until you're past the lowest stalactite, then start Space Jumping up towards the top platform.&lt;br /&gt;
&lt;br /&gt;
The more you can descend on each Space Jump the faster it will be, but this must be balanced against dropping far enough that you lose the Space Jump state and just fall to the floor, which costs significant time.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|25tcNX4s-XU}}&lt;br /&gt;
&lt;br /&gt;
Advanced strats can incorporate [[walljumps]] off of the lower stalactites, which will reset the Space Jump state.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C3q9m7NrqeY}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD/[[RBO]] ==&lt;br /&gt;
&lt;br /&gt;
Enter this room by running through the door transition, then [[downback]] until you reach the bottom, just past the bottom-middle pirate. Climb up until you're on the top floating platform of the set that goes up-left, [[walljump]] off of the top floating platform, over the top pirate, shoot the door open, and hold an angle-down shot through the door transition. Optionally, short-charge a shinespark so that you can kill two pirates in the next room.&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Red_Kihunter_Shaft&amp;diff=8006</id>
		<title>Red Kihunter Shaft</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Red_Kihunter_Shaft&amp;diff=8006"/>
				<updated>2023-11-28T03:16:37Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Amphitheatre]]&lt;br /&gt;
|east=[[Lower Norfair Fireflea Room]]&amp;lt;br/&amp;gt;[[Red Kihunter Shaft Save Room]]&lt;br /&gt;
|south=[[Wasteland]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:RedKeyhunterShaft.png|x768px]] [[File:RedKeyhunterShaftSmile.png|x768px]]&lt;br /&gt;
&lt;br /&gt;
== All Categories ==&lt;br /&gt;
&lt;br /&gt;
It is possible to clear two of the three [[bomb]] blocks at the bottom of the shaft with a [[Bomb Spread]] from the ledge just to the left. For categories that only pick up one Power Bomb pack, this is necessary if you used Power Bombs in the [[Pillar Room]], because you will need one more in [[Wasteland]] to avoid picking up the &amp;quot;Power Bombs of Shame&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CaKu-SzpiNM}}&lt;br /&gt;
&lt;br /&gt;
On the way to Ridley, the earliest you can lay the last power bomb is when the blue line in the screenshot reaches the left edge of the screen as you're moving right. Any earlier and the yellow door will not open.&lt;br /&gt;
&lt;br /&gt;
[[File:RedKihunterPBLine.png|x300px|right]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uJyTbhp_ksU}}&lt;br /&gt;
&lt;br /&gt;
If you use a Power Bomb on the way out to destroy the bomb blocks, the earliest you can lay it is just before the right edge of the screen hits the middle of the door to Wasteland.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gmYNJ7FYb8A}}&lt;br /&gt;
&lt;br /&gt;
With [[Hi-Jump Boots]], you can [[downgrab]] the top ledge. Jumping through the door transition [[Aligning Doors|fixes it]] and allows you to get to the platform in the next room quicker, but if you jump late enough to just be starting the spin jump during the door transition, that will add [[processing]] lag.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yS_rCI-42-w}}&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
At the start of the room, the fastest way down is to fire an angle-down shot as soon as you enter, then fall into the hole and [[downback]] through the hidden section while firing a shot downwards.&lt;br /&gt;
&lt;br /&gt;
With Plasma, you can &amp;quot;hitbox&amp;quot; through the Kihunters by hitting them with a shot as you run through them. You can also use two charge shots (or one double-hit) to kill them, which reduces lag when the Power Bomb goes off.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mMtKl_P_vz0}}&lt;br /&gt;
&lt;br /&gt;
When doing the lag reduction strategy, if you only hear two Kihunter screeches from firing the downward shot (usually if you fire too early/too far left), then you'll want to hitbox through the last Kihunter with a charge shot, then fire another charge shot from below as you're falling, which will kill it with minimal timeloss.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6hZ3_3UZVGc}}&lt;br /&gt;
&lt;br /&gt;
If you can't consistently get the downback, you can still get essentially the same Kihunter pattern if you [[Stop on a Dime]] with Angle Down and fire a stationary shot as soon as you enter the room, then move through the room efficiently enough.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qIbjdTLhub0}}&lt;br /&gt;
&lt;br /&gt;
On the way back up you can use a Power Bomb if you have enough to afford it, you can &amp;quot;hitbox&amp;quot; any of the Kihunters that are in the way, then do a downgrab at the top.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|f8nV1HE0cyk}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
You can use a shinespark to kill two of the Kihunters, reducing lag in a similar manner to the KPDR strat listed above, and setting up the timing to easily avoid the third enemy.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|chNsRhIk-ww}}&lt;br /&gt;
&lt;br /&gt;
On the way back up, this method will manipulate the Kihunters so that they're out of your way as you ascend the room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|x06_VZZ6ToQ}}&lt;br /&gt;
&lt;br /&gt;
This manipulation method is more difficult, but faster.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o_9H1uwYi4s}}&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Wasteland&amp;diff=8005</id>
		<title>Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Wasteland&amp;diff=8005"/>
				<updated>2023-11-28T03:16:22Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&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. This strat was [https://www.youtube.com/watch?v=JEiNPOkO9UE first demonstrated by Dbx].&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>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Metal_Pirates_Room&amp;diff=8004</id>
		<title>Metal Pirates Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Metal_Pirates_Room&amp;diff=8004"/>
				<updated>2023-11-28T03:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Plowerhouse Room]]&lt;br /&gt;
|east=[[Wasteland]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:MetalPiratesRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MetalPiratesRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
The Metal Pirates will each make themselves vulnerable if Samus is on the set of three square blocks that the pirate centers its movement around. The best way to handle this changes depending on the category.&lt;br /&gt;
&lt;br /&gt;
Although the pirates turn gold when they're vulnerable, the sprite change does not always match up perfectly with the vulnerability. So sometimes a pirate might bounce a shot while it's still gold.&lt;br /&gt;
&lt;br /&gt;
The pirates are also vulnerable for a brief window after they shoot their projectiles, but relying on this is unlikely to be viable for humans.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RCUT1WK0-es}}&lt;br /&gt;
&lt;br /&gt;
==Any% KPDR==&lt;br /&gt;
&lt;br /&gt;
Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice. &lt;br /&gt;
&lt;br /&gt;
When you leave the room for the [[Plowerhouse Room]], it's advantageous to have a shot charged in order to freeze the first [[Holtz]] in the next room. Angle up if you're on the ground, or shoot it straight if you're airborne.&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
&lt;br /&gt;
You can take each pirate one at a time, staying on their center of movement. The pirates are also vulnerable to uncharged Plasma shots, so you may find a charged shot plus three uncharged shots to be more convenient for this strat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iR25zppSOPE}}&lt;br /&gt;
&lt;br /&gt;
=== Intermediate ===&lt;br /&gt;
&lt;br /&gt;
You can wait for the first pirate to jump, and then fire a shot that hits twice while manipulating the second pirate into its jump.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2DypkRqUW6g}}&lt;br /&gt;
&lt;br /&gt;
With this strat, you don't have enough time to charge the beam to freeze the Holtz in the next room, so one option is to get a [[Kagoing|kago]] or downwards [[dboost]] to set up for the run through the acid.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2RO42hhyE2Y}}&lt;br /&gt;
&lt;br /&gt;
=== Optimal ===&lt;br /&gt;
&lt;br /&gt;
The fastest method of killing the pirates is to manipulate both pirates into attacking, then use a single charge shot to hit one pirate twice and the other once, then use another charge shot to both finish off the remaining pirate, and open the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1eVFch_UBl0}}&lt;br /&gt;
&lt;br /&gt;
==100%/GT Classic==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|acMNTIFIwSo}}&lt;br /&gt;
&lt;br /&gt;
The optimal KPDR strat is used here, along with a Space Jump into Springball strat through the next two rooms.&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/0b8WNTF2 Pastebin explaining this video]&lt;br /&gt;
&lt;br /&gt;
==Any% PRKD==&lt;br /&gt;
Since this category doesn't have Plasma and wants to preserve Super Missiles for the Ridley fight, the optimal strategy involves a shinespark to kill each pirate.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|US3e-v_6zIQ}}&lt;br /&gt;
&lt;br /&gt;
==Low% Ice==&lt;br /&gt;
&lt;br /&gt;
This category and others that do not collect Speedbooster use three Super Missiles for each pirate.&lt;br /&gt;
&lt;br /&gt;
Two double hits are possible and at least one can be done consistently, making the ammo required for the room equal to 4 or 5 Supers. This technique also saves time, on average, in pre-Ridley farm, since less Super drops are needed.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7tY6zt65G7Y}}&lt;br /&gt;
&lt;br /&gt;
==Exiting the Room==&lt;br /&gt;
&lt;br /&gt;
On the way out of the room, most categories simply run through at least one of the pirates, shooting them as you go through them to avoid damage. This works for these pirates even without using [[Plasma Beam]] to &amp;quot;hitbox&amp;quot; them.&lt;br /&gt;
&lt;br /&gt;
If you morph through the transition to [[Wasteland]], this might allow you to go through the door faster by making your hitbox smaller, both because you have less chance of bonking the door before it's fully open, and because you can get more run speed and jump later.&lt;br /&gt;
&lt;br /&gt;
If you're doing the Reverse Plowerhouse, you can Space Jump right before each pirate -- this manipulates them into a pattern that allows the sound queues to be empty when you hit the door. The right side pirate will usually spin jump anyway, but if you can avoid the left side pirate spinning, that can significantly reduce door [[processing]] time.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0HaUBZDHWKw}}&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
*[[Space Pirate (fighting)]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Plowerhouse_Room&amp;diff=8003</id>
		<title>Plowerhouse Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Plowerhouse_Room&amp;diff=8003"/>
				<updated>2023-11-28T03:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Lower Norfair Farming Room]]&lt;br /&gt;
|east=[[Metal Pirates Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PlowerhouseRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PlowerhouseRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
The Plowerhouse involves shooting the door open before making a Space Jump through the door that narrowly avoids the [[Holtz]], and allows you to keep the speed into the next room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rSGho9eZTTg}}&lt;br /&gt;
&lt;br /&gt;
You can do the same in the reverse direction.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0HaUBZDHWKw}}&lt;br /&gt;
&lt;br /&gt;
Both Plowerhouse jumps are easier if you do some amount of tapping on the Dash button, at the expense of speed during the Space Jumps. If you get a Blue Suit off of these taps, that will make it so you can jump through the Holtzes, but this will add a significant amount of lag.&lt;br /&gt;
&lt;br /&gt;
Both jumps are also easier if you try to jump low, narrowly avoiding the platforms. The two most common ways of failing the trick are both from jumping too high: either hitting the Holtz from the first jump being too high, or bonking the ceiling before the door from the second jump being too high.&lt;br /&gt;
&lt;br /&gt;
In terms of the history of the strat, Dbx demonstrates the &amp;quot;no blue&amp;quot; variation in [https://www.youtube.com/watch?v=sN8pfAvFebs this video], presumably a Speed Booster blue version was used before that.&lt;br /&gt;
&lt;br /&gt;
If you're not consistent at the Plowerhouse, you're better off just running through the acid and doing a downgrab or ledgegrab onto the final platform.&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
On the way in, the most common strategies build up the Speed Booster in the [[Metal Pirates Room]] to destroy the first [[Holtz]] with the Blue Suit state, then run the rest of the way through the acid. The 1-tap strategy is slightly faster, but significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RrhtV1qYxPY}}&lt;br /&gt;
&lt;br /&gt;
On the way out, there are several different strategies outlined in the video below; the Blue strat is the slowest among the strats that run through the acid, but it is significantly easier to execute than the downgrab or the mockball.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rWf0qMfH-4o}}&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Farming_Room&amp;diff=8002</id>
		<title>Lower Norfair Farming Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Farming_Room&amp;diff=8002"/>
				<updated>2023-11-28T03:14:32Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Ridley's Room]]&lt;br /&gt;
|east=[[Plowerhouse Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:LowerNorfairFarmingRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:LowerNorfairFarmingRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
== Any% KPDR ==&lt;br /&gt;
&lt;br /&gt;
On the way out, you should use as much of the two-tile-wide island just right of the Gadora (Eye Door) as you can to gain speed, then Space Jump to the right (the island gives more room to build up run speed than the two-tile-wide sections of the floor below the door). As you approach the last floating pillar with [[Viola|Violas]] surrounding it, you can press Shot and Jump to fire a shot opening the door, then damage boost off of the Viola. This will give you enough invulnerability to avoid taking damage from the first [[Holtz]] in the next room.&lt;br /&gt;
&lt;br /&gt;
Firing a beam shot to open the door could introduce lag, so you can use a missile instead to avoid this.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zyFAWHoPOpE}}&lt;br /&gt;
&lt;br /&gt;
To get out of Lower Norfair you need at least one Power Bomb for [[Wasteland]], and preferably two more for [[Red Kihunter Shaft]] and [[Bubble Mountain]]. If you don't have enough, you can farm the first two [[Viola|Violas]] with minimal timeloss, and still get the [[dboost]] off of the last one.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QSlUKStY_p8}}&lt;br /&gt;
&lt;br /&gt;
== Any% PRKD ==&lt;br /&gt;
&lt;br /&gt;
On the way in, you can farm several of the enemies in this room for drops fairly efficiently. The [[Zebbo|Zebbos]] will almost always drop either a Big Energy or a Super, and the [[Viola|Violas]] will almost always drop a Power Bomb.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|nmB2KCxgRNQ}}&lt;br /&gt;
&lt;br /&gt;
On the way out, you can do a similarly efficient farm as well.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|GGd4CeSpcuE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cigLG24f7Jg}}&lt;br /&gt;
&lt;br /&gt;
== Low% Speed ==&lt;br /&gt;
&lt;br /&gt;
This strat takes advantage of the exploit that causes all enemies to be hit when a respawning enemy is killed with a [[Power Bomb]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dX6-BQTrb5g}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Zebbo]]&lt;br /&gt;
* [[Viola]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Ridley%27s_Room&amp;diff=8001</id>
		<title>Ridley's Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Ridley%27s_Room&amp;diff=8001"/>
				<updated>2023-11-28T03:13:21Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|utility = Boss&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Ridley Tank Room]]&lt;br /&gt;
|east=[[Lower Norfair Farming Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:RidleysRoom.png|x512px]] [[File:RidleysRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Ridley]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Ridley_Tank_Room&amp;diff=8000</id>
		<title>Ridley Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Ridley_Tank_Room&amp;diff=8000"/>
				<updated>2023-11-28T03:12:59Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|hidden = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|east=[[Ridley's Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:RidleyTankRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
Higher-level runners will often skip this e-tank in PB attempts, instead relying on Ridley's drops to get them out of Lower Norfair.&lt;br /&gt;
&lt;br /&gt;
In a race environment however, this e-tank can be valuable. A runner who's taking their time in the Lower Norfair escape in order to survive might waste more time than if they had taken the e-tank, and then just taken the hits from the Kihunters along the way.&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
If you jump from this room through [[Ridley's Room]], that can save some time over walljumping up from the Ridley's platform.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mzMH6ARiYXs}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 4|Norfair Energy Tank 4]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Mickey_Mouse_Room&amp;diff=7999</id>
		<title>Mickey Mouse Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Mickey_Mouse_Room&amp;diff=7999"/>
				<updated>2023-11-28T03:12:33Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Fast Pillars Setup Room]]&lt;br /&gt;
|east=[[The Worst Room In The Game]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:MickeyMouseRoom.png|x512px]] - [[File:MickeyMouseRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
Due to the crumble blocks, you'll need to come in from the top door to collect the missile. Shoot the shot block, use Screw Attack on the far left side to destroy the bomb block, then morph in and collect the missile. Coming out, be sure not to fall through the crumble blocks, and exit back through the top door.&lt;br /&gt;
&lt;br /&gt;
If you do fall down, the bottom door will unlock after five enemies are killed:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BjzilG_-ux4}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 13|Norfair Missile 13]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Three_Musketeers%27_Room&amp;diff=7998</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=7998"/>
				<updated>2023-11-28T03:11:13Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&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>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Fireflea_Room&amp;diff=7997</id>
		<title>Lower Norfair Fireflea Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Fireflea_Room&amp;diff=7997"/>
				<updated>2023-11-28T03:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Lower Norfair Spring Ball Maze Room]]&amp;lt;br/&amp;gt;[[Red Kihunter Shaft]]&lt;br /&gt;
|east=[[Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:LowerNorfairFirefleaRoom.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
The false wall at the top of the room shows as if it was solid with the [[X-Ray Scope]], so some players doing blind playthroughs trust that the wall is solid, and end up exiting Lower Norfair through the elevator, which requires diving into the acid in [[Amphitheatre]]. Some in the community have speculated that the wall was transparent with X-Ray during the design and playtest stages, but then they added the Firefleas late in development. The two visual effects don't work properly together, and as a result the wall looks solid.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|L3T8aNYT6oE}}&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
If you have a beam charged as you move through this room, that will allow you to [[pseudo-screw]] through all of the flames, and then into the final [[Boulder]] to destroy it.&lt;br /&gt;
&lt;br /&gt;
If you [[downgrab]] the ledge before the final boulder, that will avoid bringing the last [[Fune]] on screen early, giving you enough time to get up in time to avoid its flame.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I1WYZqSjdJU}}&lt;br /&gt;
&lt;br /&gt;
An easier but slower strat dodges the flames and boulders, and freezes the final Fune when you're directly below it.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 3|Norfair Energy Tank 3]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Spring_Ball_Maze_Room&amp;diff=7996</id>
		<title>Lower Norfair Spring Ball Maze Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Spring_Ball_Maze_Room&amp;diff=7996"/>
				<updated>2023-11-28T03:08:06Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Three Musketeers' Room]]&lt;br /&gt;
|east=[[Lower Norfair Fireflea Room]]&lt;br /&gt;
|south=[[Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:LowerNorfairSpringBallMazeRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
A common strat for this room is to short-charge on the upper platform, do a speedball into a springball jump that grabs the missiles on the way up, and destroys the first set of blocks in the maze. Sometimes runners can even get the second set of blocks.&lt;br /&gt;
&lt;br /&gt;
The strat was demonstrated by Hotarubi in this video, and subsequently called the &amp;quot;Hotarubi Special&amp;quot; by Seancass. Until this video was rediscovered, there was a misconception that he didn't invent the strat, because the strat wasn't in his 100% run.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|wZN-ILGyJsI}}&lt;br /&gt;
&lt;br /&gt;
Out of the [[Record Progression#100% Items|World Records for the category]], the first to successfully get the strat on the first set of blocks was Zoast's 1:19:23, then the first to get both set of blocks was Kottpower's 1:17:47.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it's also common to Screw Attack the first set of blocks, and simply bomb the next set.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 14|Norfair Missile 14]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Escape_Power_Bomb_Room&amp;diff=7995</id>
		<title>Lower Norfair Escape Power Bomb Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Lower_Norfair_Escape_Power_Bomb_Room&amp;diff=7995"/>
				<updated>2023-11-28T03:06:55Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = East&lt;br /&gt;
|visible = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|north=[[Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
|west=[[Lower Norfair Fireflea Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:LowerNorfairEscapePowerBombRoom.png|x256px]] [[File:LowerNorfairEscapePowerBombRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 3|Norfair Power Bomb 3]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Golden_Torizo%27s_Room&amp;diff=7994</id>
		<title>Golden Torizo's Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Golden_Torizo%27s_Room&amp;diff=7994"/>
				<updated>2023-11-28T03:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
|utility = Boss&lt;br /&gt;
|visible = 1&lt;br /&gt;
|hidden = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Acid Statue Room]]&lt;br /&gt;
|east=[[Screw Attack Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:GoldenTorizosRoom.png|x512px]] [[File:GoldenTorizosRoomSmile.png|x512px]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
=== Theoretical ===&lt;br /&gt;
&lt;br /&gt;
Because the statue in [[Acid Statue Room|the previous room]] requires Space Jump to activate, that generally limits this missile pack to being collected after Draygon is defeated.&lt;br /&gt;
&lt;br /&gt;
The [http://tasvideos.org/2436M.html previous 100% TAS] used a mid-air [[Crystal Flash]] to clip through the crumble blocks, which is unlikely to ever be human-viable.&lt;br /&gt;
&lt;br /&gt;
The Superjump setup in [http://tasvideos.org/4010M.html the latest TAS] is not viable for humans, but there is another way to do it. While technically viable, this setup is still extremely difficult, as explained [https://www.twitch.tv/videos/658922496 in this video].&lt;br /&gt;
&lt;br /&gt;
=== Practical ===&lt;br /&gt;
&lt;br /&gt;
Space jumps are the fastest way to cross the crumble blocks, but a safer method is to hold jump and bounce across in [[spring ball]] form.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7TUbuSoI-6U}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Norfair 1|Norfair Super Missile 1]]&lt;br /&gt;
* [[List of Missiles#Norfair 12|Norfair Missile 12]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Golden Torizo]]&lt;br /&gt;
* [[GT Code]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Acid_Statue_Room&amp;diff=7993</id>
		<title>Acid Statue Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Acid_Statue_Room&amp;diff=7993"/>
				<updated>2023-11-28T03:02:17Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|east=[[Main Hall]]&amp;lt;br/&amp;gt;[[Golden Torizo's Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:AcidStatueRoomSmile.png|x500px]]&lt;br /&gt;
&lt;br /&gt;
The statue in this room requires Space Jump to activate, and as a result Space Jump is required in order to pick up the Missile location in [[Golden Torizo's Room]]. See that room's page for details.&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
Falling down to the tunnel, you can line yourself up with the right side of the left side pillar. You can then lay a power bomb as you enter the tunnel, and it will destroy the bomb blocks.&lt;br /&gt;
&lt;br /&gt;
This strat jumps low to the first pillar, then does a high [[dboost]] across the rest. This video shows running through the door, but some runners may find it easier and more consistent to jump through the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0KyVuASqhOg}}&lt;br /&gt;
&lt;br /&gt;
One other way to get through the bottom portion of this room is shown below. One advantage of this is this and other ball-boost strats is that holding jump allows very safe crossing of the crumble blocks compared with Space Jumping across.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ScEzmqjKEP4}}&lt;br /&gt;
&lt;br /&gt;
Even without a ball-boost through the door, you can simply morph and roll into the room for a slower, but safer, crossing.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7TUbuSoI-6U}}&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Screw_Attack_Room&amp;diff=7992</id>
		<title>Screw Attack Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Screw_Attack_Room&amp;diff=7992"/>
				<updated>2023-11-28T03:01:25Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|chozo = 1&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Golden Torizo's Room]]&lt;br /&gt;
|east=[[Fast Ripper Room]]&amp;lt;br/&amp;gt;[[Golden Torizo Energy Recharge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:ScrewAttackRoomSmile.png|x768px]]&lt;br /&gt;
&lt;br /&gt;
== GT Classic ==&lt;br /&gt;
Shinesparking up the room is an easy and consistent way to clear the room in reverse after grabbing [[Screw Attack]]. Walljumping up the wall can be faster but risks breaking too many blocks with screw attack and falling back down. A clean ledge grab at the top will save more time on [[Door Processing]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iuGsr1lLtFg}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[Screw Attack]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Fast_Ripper_Room&amp;diff=7991</id>
		<title>Fast Ripper Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Fast_Ripper_Room&amp;diff=7991"/>
				<updated>2023-11-28T03:00:48Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Screw Attack Room]]&lt;br /&gt;
|east=[[Fast Pillars Setup Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:FastRipperRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:FastRipperRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
== GT Classic ==&lt;br /&gt;
&lt;br /&gt;
If you're worried about falling in the acid after performing the [[Green Gate Glitch]], you can lay a [[Power Bomb]] or take an intentional hit from a [[Ripper 2 (red)|Red Ripper]] for temporary invulnerability. You can then jump across the platforms without fear of being knocked back.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Ripper 2 (red)]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Green Gate Glitch]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Golden_Torizo_Energy_Recharge&amp;diff=7990</id>
		<title>Golden Torizo Energy Recharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Golden_Torizo_Energy_Recharge&amp;diff=7990"/>
				<updated>2023-11-28T03:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|utility = Refill&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Screw Attack Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:GoldenTorizoHealthRechargeSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Energy Refill Rooms]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Fast_Ripper_Room&amp;diff=7989</id>
		<title>Fast Ripper Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Fast_Ripper_Room&amp;diff=7989"/>
				<updated>2023-11-28T02:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox room&lt;br /&gt;
|zone = Lower Norfair&lt;br /&gt;
|subzone = West&lt;br /&gt;
|hazard = Heated&lt;br /&gt;
}}&lt;br /&gt;
{{Adjacent rooms&lt;br /&gt;
|west=[[Screw Attack Room]]&lt;br /&gt;
|east=[[Fast Pillars Setup Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:FastRipperRoom.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
[[File:FastRipperRoomSmile.png|x256px]]&lt;br /&gt;
&lt;br /&gt;
== GT Classic ==&lt;br /&gt;
&lt;br /&gt;
If you're worried about falling in the acid after performing the [[Green Gate Glitch]], you can lay a [[Power Bomb]] or take an intentional hit from a [[Ripper 2 (red)|Red Ripper]] for temporary invulnerability. You can then jump across the platforms without fear of being knocked back.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Ripper 2 (red)]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Green Gate Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Lower Norfair]]&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Rooms_with_Items&amp;diff=7987</id>
		<title>Category:Rooms with Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Rooms_with_Items&amp;diff=7987"/>
				<updated>2023-11-26T23:04:48Z</updated>
		
		<summary type="html">&lt;p&gt;MinnieTrethewey: Created page with &amp;quot;Rooms with Items.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms with Items.&lt;/div&gt;</summary>
		<author><name>MinnieTrethewey</name></author>	</entry>

	</feed>