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		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sir+Hoptat</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=Sir+Hoptat"/>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/Special:Contributions/Sir_Hoptat"/>
		<updated>2026-04-05T03:38:00Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.2</generator>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Cathedral&amp;diff=4855</id>
		<title>Cathedral</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Cathedral&amp;diff=4855"/>
				<updated>2020-11-06T00:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Cathedral Entrance]]&lt;br /&gt;
|east=[[Rising Tide]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cathedral.png|768px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CathedralSmile.png]]&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
One strategy in this room when entering from the left is to [[Bounceball|bounce]] on the first pillar, and jump over the second pillar while [[Charge Beam|charging]]. Then do a [[Pseudo Screw Attack]] over the third pillar, killing the Geruta, and land in front of the right door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iMQUsHVS3os}}&lt;br /&gt;
&lt;br /&gt;
If you have Spazer, you can alternatively farm the Geruta and the last Nova fairly efficiently, and this strat is less complex to execute.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4pm09bVRS6s}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
Sir HopTart developed a known method of jumping fully, instead of a Mockball or bounceball across the pilar when first entering, followed by doing a Kago off the Frog to get down faster. When exiting from the missles, samus does a d-boost off the enemy to get out faster, this is humanly possible, but currently not achieved by anyone at the moment. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QlNVn7fEY90}}&lt;br /&gt;
&lt;br /&gt;
An easier method of getting out without the d-boost is just jumping out of the lava then jumping out as one normally would when collecting the missles then heading towards Bubble Mountain.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ioyFKzze4qg}}&lt;br /&gt;
&lt;br /&gt;
Here Sir HopTart collects Cathedral Missles in 4 seconds a 8 frames! (as far as he knows thats the lowest documented time for collecting them.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OGYFAnbRYkc}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Norfair Missile 10]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Cathedral&amp;diff=4851</id>
		<title>Cathedral</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Cathedral&amp;diff=4851"/>
				<updated>2020-11-01T03:00:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Cathedral Entrance]]&lt;br /&gt;
|east=[[Rising Tide]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cathedral.png|768px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CathedralSmile.png]]&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
One strategy in this room when entering from the left is to [[Bounceball|bounce]] on the first pillar, and jump over the second pillar while [[Charge Beam|charging]]. Then do a [[Pseudo Screw Attack]] over the third pillar, killing the Geruta, and land in front of the right door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iMQUsHVS3os}}&lt;br /&gt;
&lt;br /&gt;
If you have Spazer, you can alternatively farm the Geruta and the last Nova fairly efficiently, and this strat is less complex to execute.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4pm09bVRS6s}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
Here Sir HopTart collects Cathedral Missles in 4 seconds a 55 frames! (as far as he knows thats the lowest documented time for collecting them.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Ha8jTz30Rz8}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Norfair Missile 10]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=User:Sir_Hoptat&amp;diff=4850</id>
		<title>User:Sir Hoptat</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=User:Sir_Hoptat&amp;diff=4850"/>
				<updated>2020-11-01T02:56:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sir HopTart&lt;br /&gt;
&lt;br /&gt;
Sir HopTart (aka Hop) started learning how to Speedrun Super Metroid on February 22nd, 2020. The first category he learned is 100% Item Collection!&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Horizontal_Speed&amp;diff=4781</id>
		<title>Horizontal Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Horizontal_Speed&amp;diff=4781"/>
				<updated>2020-09-11T18:47:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: /* Dash */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The dash value is added towards the momentum value to create the speed value. The speed value indicates how many pixels per frame Samus will move.&lt;br /&gt;
&lt;br /&gt;
Here's an example referencing information below: Assuming a dash value of 0, the horizontal speed of a normal jump on NTSC is 1.25 pixels per frame. &lt;br /&gt;
&lt;br /&gt;
An [[Arm Pumping|armpump]] will shift Samus forward one pixel.&lt;br /&gt;
&lt;br /&gt;
In summation, Samus's total speed in pixels per frame = dash value + momentum value + armpump value (if it applies - 1 if it does, 0 if it does not).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
'''NTSC'''&lt;br /&gt;
&lt;br /&gt;
The maximum dash value without [[Speed Booster]] equipped is 2.&lt;br /&gt;
&lt;br /&gt;
The maximum dash value with Speed Booster equipped is 7.&lt;br /&gt;
&lt;br /&gt;
4096 subpixels (0.0625 pixels) are added to the dash value for every frame dash is held.&lt;br /&gt;
&lt;br /&gt;
Without Speed Booster, it takes 32 frames to gain full dash amount. This is a little over 7 Tiles (No Slopes).&lt;br /&gt;
&lt;br /&gt;
With Speed Booster, it takes 112 frames to gain full dash amount. This is a little over 37 Tiles (No Slopes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PAL'''&lt;br /&gt;
&lt;br /&gt;
The maximum dash value without Speed Booster equipped is 2.26112.&lt;br /&gt;
&lt;br /&gt;
The maximum dash value with Speed Booster equipped is 8.&lt;br /&gt;
&lt;br /&gt;
5120 subpixels (0.078125 pixels) are added to the dash value for every frame dash is held.&lt;br /&gt;
&lt;br /&gt;
Without Speed Booster, it takes 31 frames to gain full dash amount.&lt;br /&gt;
&lt;br /&gt;
With Speed Booster, it takes 103 frames to gain full dash amount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Both'''&lt;br /&gt;
&lt;br /&gt;
It is possible to maintain the dash value for all types of momentum except for turnaround and moonwalk ([[Tool Assisted Speedruns|tool-assisted]] only).&lt;br /&gt;
&lt;br /&gt;
The dash value is immediately reset if Samus becomes submerged in sand, or submerged in lava with Speed Booster equipped. The dash value cannot be increased in quicksand nor with Speed Booster equipped in lava. The dash value can be increased in lava if Samus has [[Gravity Suit]] equipped without Speed Booster equipped.&lt;br /&gt;
&lt;br /&gt;
== Momentum ==&lt;br /&gt;
&lt;br /&gt;
The momentum values can be read as both the amount of pixels Samus moves per frame (assuming a dash value of 0), and as &amp;quot;pixels.subpixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The maximum amount of subpixels is 65536. You simply divide the decimal (subpixel) amount by 65536 to find the fraction of pixels involved.&lt;br /&gt;
&lt;br /&gt;
Excluding moonwalk, all of these values are different (including [[Shinespark|shinespark]]) if Samus is underwater without Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
All animations are twice as long when they take place underwater without Gravity Suit equipped.&lt;br /&gt;
&lt;br /&gt;
Momentum is forced to decrease to 0 if Samus performs a turnaround, or if Samus runs forward and then forward is released. The latter is the reason &amp;quot;[[Short Charge#Stutter Step|stuttering]]&amp;quot; works, and is the reason why, with tools, the dash amount can be increased in a shorter distance than what is humanly possible.&lt;br /&gt;
&lt;br /&gt;
Morphing and unmorphing animations ignore the momentum value and only utilize the dash value.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ramp&amp;quot; means the amount of frames the source of momentum takes to reach the amount listed in the column, which is its standard amount. Technically, all sources could have a 'minimum' amount of 0, and a variable 'maximum' amount if they have oscillating values.&lt;br /&gt;
&lt;br /&gt;
All ramp amounts assume that Samus's starting momentum is 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NTSC'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Movement !! Amount !! Ramp !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Walking || 2.49152 || 12 || This value + dash value = running speed; when momentum value bypasses 2 during the ramp-up, the momentum value will immediately jump to 2.49152&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Morphing Ball]] || 3.16384 || 5 || This value + dash value = &amp;quot;[[Mockball|mockball]]&amp;quot; speed; increases by 0.49152 per frame and upon reaching 3.49152, immediately drops to 3.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | Jump || 1.16384 || 2 || Same values apply if performing a controllable [[Spring Ball]] jump&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spinjump]] || 1.24576 || 2 || It is faster to stay in spin for as long as possible before breaking spin to perform actions (such as mockballs)&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Bomb Jump|Bomb jump]] || 3 || 16 || Dash can be applied if speed is being maintained when the bomb jump is performed&lt;br /&gt;
 |-&lt;br /&gt;
 | Falling || 1.24576 || 2 || Oscillates between 1 and 1.49152; same values apply if morphed, performing a [[Hitbox Manipulation#Downback|downback]], or performing an uncontrollable [[Spring Ball]] jump&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Damage boosting|Damage boost]] || 5.24576 || 8 || Oscillates between 5 and 5.49152; dash can be applied if speed is being maintained (&amp;quot;speedkeep&amp;quot;) when the damage boost is performed&lt;br /&gt;
 |-&lt;br /&gt;
 | Knockback || 5 || 4 || &lt;br /&gt;
 |-&lt;br /&gt;
 | Turnaround || 0.24576 || 1 || Oscillates between 0 and 0.49152&lt;br /&gt;
 |-&lt;br /&gt;
 | Moonwalk || 0.32768 || 1 || &lt;br /&gt;
 |-&lt;br /&gt;
 | [[Shinespark]] || 15 || 64 || Starts at 8, then takes 64 frames to accelerate to 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NTSC (underwater without Gravity Suit equipped)'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Movement !! Amount !! Ramp !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Walking || ? || ? || &lt;br /&gt;
 |-&lt;br /&gt;
 | [[Morphing Ball]] || 2.49152 || ? || &lt;br /&gt;
 |-&lt;br /&gt;
 | Jump || 1.16384 || ? || Same values apply if performing a controllable [[Spring Ball]] jump&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spinjump]] || 1.24576 || ? || &lt;br /&gt;
 |-&lt;br /&gt;
 | Falling || 1.24576 || ? || Same values applies if performing a [[Hitbox Manipulation#Downback|downback]] or performing an uncontrollable [[Spring Ball]] jump&lt;br /&gt;
 |-&lt;br /&gt;
 | Falling (morphed) || 1.32768 || ? || &lt;br /&gt;
 |-&lt;br /&gt;
 | [[Damage boosting|Damage boost]] || 0.32768 || ? || &lt;br /&gt;
 |-&lt;br /&gt;
 | Knockback || 5 || 4 || &lt;br /&gt;
 |-&lt;br /&gt;
 | Turnaround || 0.24576 || 1 || Oscillates between 0 and 0.49152&lt;br /&gt;
 |-&lt;br /&gt;
 | Moonwalk || 0.32768 || 1 || &lt;br /&gt;
 |-&lt;br /&gt;
 | [[Shinespark]] || 15 || 224 || Starts at 8, then takes 224 frames to accelerate to 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PAL'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Movement !! Amount !! Ramp !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Walking || 3.19456 || 15 || This value + dash value = running speed&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Morphing Ball]] || 3.58880 || 5 || This value + dash value = &amp;quot;[[Mockball|mockball]]&amp;quot; speed&lt;br /&gt;
 |-&lt;br /&gt;
 | Falling || 1.32768 || 2 || Same values apply if performing a jump, a controllable [[Spring Ball]] jump, or falling (including [[Hitbox Manipulation#Downback|downback]])&lt;br /&gt;
 |-&lt;br /&gt;
 | Falling (morphed) || 1.13056 || 2 || Same values apply if performing an uncontrollable [[Spring Ball]] jump&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spinjump]] || 1.42496 || 2 || It is faster to stay in spin for as long as possible before breaking spin to perform actions (such as mockballs)&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Bomb Jump|Bomb jump]] || 3.39168 || 17 || Dash can be applied if speed is being maintained when the bomb jump is performed&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Damage boosting|Damage boost]] || 6.29440 || 8 || Oscillates between 6 and 6.58880; dash can be applied if speed is being maintained (&amp;quot;speedkeep&amp;quot;) when the damage boost is performed&lt;br /&gt;
 |-&lt;br /&gt;
 | Turnaround || 0.29440 || 1 || Oscillates between 0 and 0.58880&lt;br /&gt;
 |-&lt;br /&gt;
 | Moonwalk || 0.39168 || 1 || &lt;br /&gt;
 |-&lt;br /&gt;
 | [[Shinespark]] || 15 || 45 || Starts at 8, then takes 45 frames to accelerate to 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
* [[Vertical Speed]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=User:Sir_Hoptat&amp;diff=4773</id>
		<title>User:Sir Hoptat</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=User:Sir_Hoptat&amp;diff=4773"/>
				<updated>2020-09-04T00:53:07Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: Created page with &amp;quot;Sir Hoptat  Sir Hoptat (aka Hoptat or Hoppy) started learning how to Speedrun Super Metroid on February 22nd, 2020. The first category he learned is 100% Item Collection!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sir Hoptat&lt;br /&gt;
&lt;br /&gt;
Sir Hoptat (aka Hoptat or Hoppy) started learning how to Speedrun Super Metroid on February 22nd, 2020. The first category he learned is 100% Item Collection!&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Pink_Brinstar_Hopper_Room&amp;diff=4719</id>
		<title>Pink Brinstar Hopper Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Pink_Brinstar_Hopper_Room&amp;diff=4719"/>
				<updated>2020-07-14T13:26:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: /* Options to open the gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Big Pink]]&lt;br /&gt;
|east=[[Hoptank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PinkBrinstarHopperRoom.png|x400px]]&lt;br /&gt;
&lt;br /&gt;
=Options to open the gate=&lt;br /&gt;
&lt;br /&gt;
The intended strategy to traverse this room from left to right to obtain the [[Energy Tank]] in the [[Hoptank Room]] is to get up to the pillar (Walljumping is sufficient even though the intention is to use [[Grappling Beam]] to get up there hence the grapple block) and shoot open the gate by using [[Wave Beam]].&lt;br /&gt;
&lt;br /&gt;
However there is a workaround that only requires a [[Super Missile]]. The idea is similiar to a normal traditional [[Gate Glitch]]. Accelerating a [[Super Missile]] fast enough relative to its position to the gate to push it through the actual gate and into the sensor to open the gate from the other side. This is obviously not intended and even for the classic [[Gate Glitch]] a special case since that is usually only possible if the sensor is on the left.&lt;br /&gt;
&lt;br /&gt;
Following are videos showing the setup for the trick and its execution. Note that there are different setups for both with and without [[Hi-Jump Boots]] and that generally speaking, performing that trick with it is easier:&lt;br /&gt;
&lt;br /&gt;
===Gate Glitch with Hi-Jump===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cykJDBBSBrc}}&lt;br /&gt;
&lt;br /&gt;
This method is arguably the easiest. As with all methods you have to allign Samus´ back with the wall which can be done by [[Moonwalk|Moonwalking]], [[Damage boosting|Damage-knockback]], [[Morphing Ball|Morphball-Turnaround]] etc. , then jump up and shoot at the right time as shown in the video. Two good visual cues people use are Samus´ center being at the upper doorframe and/or Samus´ head touching the little pink mushroom above the doorframe. Thoose same visual cues can be used for the Hi-Jumpless methods aswell even though the setup is different as shown below.&lt;br /&gt;
&lt;br /&gt;
===Gate Glitch without Hi-Jump===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CmB8neJCJ2E}}&lt;br /&gt;
&lt;br /&gt;
Intuitive indoor setup demonstrated by lildingus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2Cn27pBnql4}}&lt;br /&gt;
&lt;br /&gt;
Normalized indoor setup demonstrated by [[User:Matrick2298|matrick2298]].&lt;br /&gt;
&lt;br /&gt;
The idea behind both of theese setups is similiar to the [[Hi-Jump Boots|Hi-Jump]] setup. You still have to perfectly allign with the wall and shoot with just enough acceleration at the right spot. However due to the lack of jump height a ground setup is not possible. That is the reason why you have to jump out of the door to make up for the lack of [[Hi-Jump Boots]]. However since you still need to be pixelperfectly alligned with the wall you need to do that allignment out of a jump which is considerably more difficult, yet with enough practice can be very consistent. The first video shows how that jump is done intuitively by only slightly tapping right after the jump out of the doorframe. The second video describes in all detail how to normalize that setup with turanround jumps. Both setups have their difficultys, however method 2 is probably generaly speaking more consistent due to the normalisation.&lt;br /&gt;
&lt;br /&gt;
As the second video shows, if you have moonwalk enabled, this is the easiest way to align Samus' back against the wall.&lt;br /&gt;
&lt;br /&gt;
The timing for the shot is not different from the [[Hi-Jump Boots]] method.&lt;br /&gt;
&lt;br /&gt;
= Enemies =&lt;br /&gt;
&lt;br /&gt;
* [[Sidehopper]]&lt;br /&gt;
&lt;br /&gt;
* [[Sm. Sidehopper]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Pink_Brinstar_Hopper_Room&amp;diff=4718</id>
		<title>Pink Brinstar Hopper Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Pink_Brinstar_Hopper_Room&amp;diff=4718"/>
				<updated>2020-07-14T13:26:35Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: /* Options to open the gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Big Pink]]&lt;br /&gt;
|east=[[Hoptank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PinkBrinstarHopperRoom.png|x400px]]&lt;br /&gt;
&lt;br /&gt;
=Options to open the gate=&lt;br /&gt;
&lt;br /&gt;
The intended strategy to traverse this room from left to right to obtain the [[Energy Tank]] in the [[HopTank Room]] is to get up to the pillar (Walljumping is sufficient even though the intention is to use [[Grappling Beam]] to get up there hence the grapple block) and shoot open the gate by using [[Wave Beam]].&lt;br /&gt;
&lt;br /&gt;
However there is a workaround that only requires a [[Super Missile]]. The idea is similiar to a normal traditional [[Gate Glitch]]. Accelerating a [[Super Missile]] fast enough relative to its position to the gate to push it through the actual gate and into the sensor to open the gate from the other side. This is obviously not intended and even for the classic [[Gate Glitch]] a special case since that is usually only possible if the sensor is on the left.&lt;br /&gt;
&lt;br /&gt;
Following are videos showing the setup for the trick and its execution. Note that there are different setups for both with and without [[Hi-Jump Boots]] and that generally speaking, performing that trick with it is easier:&lt;br /&gt;
&lt;br /&gt;
===Gate Glitch with Hi-Jump===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cykJDBBSBrc}}&lt;br /&gt;
&lt;br /&gt;
This method is arguably the easiest. As with all methods you have to allign Samus´ back with the wall which can be done by [[Moonwalk|Moonwalking]], [[Damage boosting|Damage-knockback]], [[Morphing Ball|Morphball-Turnaround]] etc. , then jump up and shoot at the right time as shown in the video. Two good visual cues people use are Samus´ center being at the upper doorframe and/or Samus´ head touching the little pink mushroom above the doorframe. Thoose same visual cues can be used for the Hi-Jumpless methods aswell even though the setup is different as shown below.&lt;br /&gt;
&lt;br /&gt;
===Gate Glitch without Hi-Jump===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CmB8neJCJ2E}}&lt;br /&gt;
&lt;br /&gt;
Intuitive indoor setup demonstrated by lildingus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2Cn27pBnql4}}&lt;br /&gt;
&lt;br /&gt;
Normalized indoor setup demonstrated by [[User:Matrick2298|matrick2298]].&lt;br /&gt;
&lt;br /&gt;
The idea behind both of theese setups is similiar to the [[Hi-Jump Boots|Hi-Jump]] setup. You still have to perfectly allign with the wall and shoot with just enough acceleration at the right spot. However due to the lack of jump height a ground setup is not possible. That is the reason why you have to jump out of the door to make up for the lack of [[Hi-Jump Boots]]. However since you still need to be pixelperfectly alligned with the wall you need to do that allignment out of a jump which is considerably more difficult, yet with enough practice can be very consistent. The first video shows how that jump is done intuitively by only slightly tapping right after the jump out of the doorframe. The second video describes in all detail how to normalize that setup with turanround jumps. Both setups have their difficultys, however method 2 is probably generaly speaking more consistent due to the normalisation.&lt;br /&gt;
&lt;br /&gt;
As the second video shows, if you have moonwalk enabled, this is the easiest way to align Samus' back against the wall.&lt;br /&gt;
&lt;br /&gt;
The timing for the shot is not different from the [[Hi-Jump Boots]] method.&lt;br /&gt;
&lt;br /&gt;
= Enemies =&lt;br /&gt;
&lt;br /&gt;
* [[Sidehopper]]&lt;br /&gt;
&lt;br /&gt;
* [[Sm. Sidehopper]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=List_of_Energy_Tanks&amp;diff=4669</id>
		<title>List of Energy Tanks</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=List_of_Energy_Tanks&amp;diff=4669"/>
				<updated>2020-06-09T19:35:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Crateria ==&lt;br /&gt;
&lt;br /&gt;
{{Item|title=Crateria 1|image=EnergyTankCrateria1.png|location=[[Terminator Room]]}}&lt;br /&gt;
{{Item|title=Crateria 2|image=EnergyTankCrateria2.png|location=[[Gauntlet Energy Tank Room]]}}&lt;br /&gt;
&lt;br /&gt;
== Brinstar ==&lt;br /&gt;
&lt;br /&gt;
{{Item|title=Brinstar 1|image=EnergyTankBrinstar1.png|location=[[Warehouse Energy Tank Room]]}}&lt;br /&gt;
{{Item|title=Brinstar 2|image=EnergyTankBrinstar2.png|location=[[Etecoon Energy Tank Room]]}}&lt;br /&gt;
{{Item|title=Brinstar 3|image=EnergyTankBrinstar3.png|location=[[Blue Brinstar Energy Tank Room]]}}&lt;br /&gt;
{{Item|title=Brinstar 4|image=EnergyTankBrinstar4.png|location=[[Hoptank Room]]}}&lt;br /&gt;
{{Item|title=Brinstar 5|image=EnergyTankBrinstar5.png|location=[[Waterway Energy Tank Room]]}}&lt;br /&gt;
&lt;br /&gt;
== Norfair ==&lt;br /&gt;
&lt;br /&gt;
{{Item|title=Norfair 1|image=EnergyTankNorfair1.png|location=[[Hi Jump Energy Tank Room]]}}&lt;br /&gt;
{{Item|title=Norfair 2|image=EnergyTankNorfair2.png|location=[[Crocomire's Room]]}}&lt;br /&gt;
{{Item|title=Norfair 3|image=EnergyTankNorfair3.png|location=[[Lower Norfair Fireflea Room]]}}&lt;br /&gt;
{{Item|title=Norfair 4|image=EnergyTankNorfair4.png|location=[[Ridley Tank Room]]}}&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship ==&lt;br /&gt;
&lt;br /&gt;
{{Item|title=Wrecked Ship 1|image=EnergyTankWreckedShip1.png|location=[[Wrecked Ship Energy Tank Room]]}}&lt;br /&gt;
&lt;br /&gt;
== Maridia ==&lt;br /&gt;
&lt;br /&gt;
{{Item|title=Maridia 1|image=EnergyTankMaridia1.png|location=[[Botwoon Energy Tank Room]]}}&lt;br /&gt;
{{Item|title=Maridia 2|image=EnergyTankMaridia2.png|location=[[Mama Turtle Room]]}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Energy Tank]]&lt;br /&gt;
* [[List of Reserve Tanks]]&lt;br /&gt;
* [[100%]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://metroid.retropixel.net/games/metroid3/items5.php Energy Tank locations on Metroid Recon]&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=List_of_rooms&amp;diff=4666</id>
		<title>List of rooms</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=List_of_rooms&amp;diff=4666"/>
				<updated>2020-06-09T01:30:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: /* Pink */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ceres Station=&lt;br /&gt;
(these are placeholder names)&lt;br /&gt;
*[[Ceres Elevator Room]]&lt;br /&gt;
*[[Falling Tile Room]]&lt;br /&gt;
*[[Magnet Stairs Room]]&lt;br /&gt;
*[[Dead Scientist Room]]&lt;br /&gt;
*[[58 Escape]]&lt;br /&gt;
*[[Ceres Ridley's Room]]&lt;br /&gt;
&lt;br /&gt;
=Crateria=&lt;br /&gt;
*[[Lake]] aka [[The Moat]]&lt;br /&gt;
==West of the Lake==&lt;br /&gt;
*[[Landing Site]]&lt;br /&gt;
*[[Crateria Tube]]&lt;br /&gt;
*[[Parlor and Alcatraz]]&lt;br /&gt;
*[[Climb]]&lt;br /&gt;
*[[Pit Room]]&lt;br /&gt;
*[[Flyway]]&lt;br /&gt;
*[[Pre-Map Flyway]]&lt;br /&gt;
*[[Crateria Map Room]]&lt;br /&gt;
*[[Crateria Save Room]]&lt;br /&gt;
*[[The Final Missile]]&lt;br /&gt;
*[[Final Missile Bombway]]&lt;br /&gt;
*[[Bomb Torizo Room]]&lt;br /&gt;
*[[Terminator Room]]&lt;br /&gt;
*[[Green Pirates Shaft]]&lt;br /&gt;
*[[Lower Mushrooms]]&lt;br /&gt;
*[[Green Brinstar Elevator Room]]&lt;br /&gt;
*[[Crateria Kihunter Room]]&lt;br /&gt;
*[[Red Brinstar Elevator Room]]&lt;br /&gt;
*[[Statues Hallway]]&lt;br /&gt;
*[[Statues Room]]&lt;br /&gt;
*[[Crateria Power Bomb Room]]&lt;br /&gt;
*[[Crateria Super Room]]&lt;br /&gt;
===Gauntlet===&lt;br /&gt;
*[[Gauntlet Entrance]]&lt;br /&gt;
*[[Gauntlet Energy Tank Room]]&lt;br /&gt;
&lt;br /&gt;
==East of the Lake==&lt;br /&gt;
*[[West Ocean]]&lt;br /&gt;
*[[Bowling Alley Path]]&lt;br /&gt;
===Forgotten Highway===&lt;br /&gt;
*[[East Ocean]]&lt;br /&gt;
*[[Forgotten Highway Kago Room]]&lt;br /&gt;
*[[Crab Maze]]&lt;br /&gt;
*[[Forgotten Highway Elevator]]&lt;br /&gt;
=Brinstar=&lt;br /&gt;
== Blue ==&lt;br /&gt;
* [[Morph Ball Room]]&lt;br /&gt;
* [[Construction Zone]]&lt;br /&gt;
* [[First Missile Room]]&lt;br /&gt;
* [[Blue Brinstar Energy Tank Room]]&lt;br /&gt;
* [[Blue Brinstar Boulder Room]]&lt;br /&gt;
* [[Blue Brinstar Double Missile Room]]&lt;br /&gt;
&lt;br /&gt;
==Green==&lt;br /&gt;
===West===&lt;br /&gt;
&lt;br /&gt;
* [[Green Brinstar Main Shaft]]&lt;br /&gt;
* [[Early Supers Room]]&lt;br /&gt;
* [[Brinstar Reserve Tank Room]]&lt;br /&gt;
* [[Brinstar Pre-Map Room]]&lt;br /&gt;
* [[Brinstar Map Room]]&lt;br /&gt;
* [[Green Brinstar Fireflea Room]]&lt;br /&gt;
* [[Green Brinstar Beetom Room]]&lt;br /&gt;
* [[Etecoon Energy Tank Room]]&lt;br /&gt;
* [[Etecoon Super Room]]&lt;br /&gt;
* [[Etecoon Room]]&lt;br /&gt;
&lt;br /&gt;
===East===&lt;br /&gt;
*[[Green Hill Zone]]&lt;br /&gt;
*[[Noob Bridge]] aka [[A Bridge Too Far]]&lt;br /&gt;
*[[Spore Spawn Kihunter Room]]&lt;br /&gt;
*[[Spore Spawn Room]]&lt;br /&gt;
&lt;br /&gt;
== Pink ==&lt;br /&gt;
&lt;br /&gt;
* [[Dachora Room]]&lt;br /&gt;
* [[Big Pink]]&lt;br /&gt;
* [[Pink Brinstar Power Bomb Room]]&lt;br /&gt;
* [[Pink Brinstar Hopper Room]]&lt;br /&gt;
* [[Hoptank Room]]&lt;br /&gt;
* [[Spore Spawn Super Room]]&lt;br /&gt;
* [[Spore Spawn Farming Room]]&lt;br /&gt;
* [[Waterway Energy Tank Room]]&lt;br /&gt;
&lt;br /&gt;
== Red ==&lt;br /&gt;
* [[Red Tower]]&lt;br /&gt;
* [[Red Brinstar Fireflea Room]]&lt;br /&gt;
* [[X-Ray Scope Room]]&lt;br /&gt;
* [[Bat Room]]&lt;br /&gt;
* [[Below Spazer]]&lt;br /&gt;
* [[Spazer Room]]&lt;br /&gt;
* [[West Tunnel]] (actually part of Maridia)&lt;br /&gt;
* [[East Tunnel]] (actually part of Maridia)&lt;br /&gt;
* [[Hellway]]&lt;br /&gt;
* [[Caterpillar Room]]&lt;br /&gt;
* [[Alpha Power Bomb Room]]&lt;br /&gt;
* [[Beta Power Bomb Room]]&lt;br /&gt;
&lt;br /&gt;
== Warehouse ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Kraid's Lair'''.&lt;br /&gt;
&lt;br /&gt;
* [[Warehouse Entrance]]&lt;br /&gt;
* [[Warehouse Zeela Room]]&lt;br /&gt;
* [[Warehouse Energy Tank Room]]&lt;br /&gt;
* [[Warehouse Kihunter Room]]&lt;br /&gt;
* [[Baby Kraid Room]]&lt;br /&gt;
* [[Kraid Eye Door Room]]&lt;br /&gt;
* [[Kraid Room]]&lt;br /&gt;
* [[Varia Suit Room]]&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
== Upper ==&lt;br /&gt;
* [[Business Center]]&lt;br /&gt;
* [[Norfair Map Room]]&lt;br /&gt;
* [[Hi Jump Energy Tank Room]]&lt;br /&gt;
* [[Hi Jump Boots Room]]&lt;br /&gt;
* [[Cathedral Entrance]]&lt;br /&gt;
* [[Cathedral]]&lt;br /&gt;
* [[Rising Tide]]&lt;br /&gt;
* [[Frog Speedway]]&lt;br /&gt;
* [[Upper Norfair Farming Room]]&lt;br /&gt;
* [[Purple Shaft]]&lt;br /&gt;
* [[Purple Farming Room]]&lt;br /&gt;
* [[Frog Savestation]]&lt;br /&gt;
&lt;br /&gt;
=== Green Bubbles ===&lt;br /&gt;
&lt;br /&gt;
* [[Bubble Mountain]]&lt;br /&gt;
* [[Green Bubbles Missile Room]]&lt;br /&gt;
* [[Norfair Reserve Tank Room]]&lt;br /&gt;
* [[Bat Cave]]&lt;br /&gt;
* [[Speed Booster Hall]]&lt;br /&gt;
* [[Speed Booster Room]]&lt;br /&gt;
&lt;br /&gt;
=== Wave Beam Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Single Chamber]]&lt;br /&gt;
* [[Double Chamber]]&lt;br /&gt;
* [[Wave Beam Room]]&lt;br /&gt;
&lt;br /&gt;
=== Ice Beam Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam Gate Room]]&lt;br /&gt;
* [[Ice Beam Acid Room]]&lt;br /&gt;
* [[Ice Beam Snake Room]]&lt;br /&gt;
* [[Ice Beam Room]]&lt;br /&gt;
* [[Ice Beam Tutorial Room]]&lt;br /&gt;
* [[Crumble Shaft]]&lt;br /&gt;
&lt;br /&gt;
=== Lower Entrance ===&lt;br /&gt;
&lt;br /&gt;
* [[Spiky Acid Snakes Tunnel]]&lt;br /&gt;
* [[Kronic Boost Room]]&lt;br /&gt;
* [[Magdollite Tunnel]]&lt;br /&gt;
* [[Lava Dive Room]]&lt;br /&gt;
* [[Volcano Room]]&lt;br /&gt;
* [[Spiky Platforms Tunnel]]&lt;br /&gt;
&lt;br /&gt;
=== Crocomire Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Red Pirate Shaft]]&lt;br /&gt;
* [[Acid Snakes Tunnel]]&lt;br /&gt;
* [[Crocomire Speedway]]&lt;br /&gt;
* [[Crocomire Escape]]&lt;br /&gt;
* [[Crocomire's Room]]&lt;br /&gt;
* [[Post Crocomire Farming Room]]&lt;br /&gt;
* [[Post Crocomire Power Bomb Room]]&lt;br /&gt;
* [[Post Crocomire Shaft]]&lt;br /&gt;
* [[Post Crocomire Missile Room]]&lt;br /&gt;
* [[Post Crocomire Jump Room]]&lt;br /&gt;
* [[Grapple Beam Room]]&lt;br /&gt;
* [[Grapple Tutorial Room 1]]&lt;br /&gt;
* [[Grapple Tutorial Room 2]]&lt;br /&gt;
* [[Grapple Tutorial Room 3]]&lt;br /&gt;
* [[Crocomire Save Room]]&lt;br /&gt;
&lt;br /&gt;
== Lower ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Ridley's Lair'''.&lt;br /&gt;
&lt;br /&gt;
* [[Main Hall]]&lt;br /&gt;
* [[Fast Pillars Setup Room]]&lt;br /&gt;
* [[Pillar Room]]&lt;br /&gt;
* [[The Worst Room In The Game]]&lt;br /&gt;
* [[Amphitheatre]]&lt;br /&gt;
* [[Red Kihunter Shaft]]&lt;br /&gt;
* [[Wasteland]]&lt;br /&gt;
* [[Metal Pirates Room]]&lt;br /&gt;
* [[Plowerhouse Room]]&lt;br /&gt;
* [[Lower Norfair Farming Room]]&lt;br /&gt;
* [[Ridley's Room]]&lt;br /&gt;
* [[Ridley Tank Room]]&lt;br /&gt;
* [[Mickey Mouse Room]]&lt;br /&gt;
&lt;br /&gt;
=== Escape ===&lt;br /&gt;
&lt;br /&gt;
* [[Lower Norfair Fireflea Room]]&lt;br /&gt;
* [[Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
* [[Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
* [[Three Musketeers' Room]]&lt;br /&gt;
&lt;br /&gt;
=== Golden Torizo Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Acid Statue Room]]&lt;br /&gt;
* [[Golden Torizo's Room]]&lt;br /&gt;
* [[Screw Attack Room]]&lt;br /&gt;
* [[Golden Torizo Energy Recharge]]&lt;br /&gt;
* [[Fast Ripper Room]]&lt;br /&gt;
&lt;br /&gt;
= Wrecked Ship =&lt;br /&gt;
* [[Wrecked Ship Entrance]]&lt;br /&gt;
* [[Wrecked Ship Main Shaft]]&lt;br /&gt;
* [[Basement]]&lt;br /&gt;
* [[Wrecked Ship Map Room]]&lt;br /&gt;
* [[Phantoon's Room]]&lt;br /&gt;
* [[Wrecked Ship West Super Room]]&lt;br /&gt;
* [[Attic]]&lt;br /&gt;
* [[Bowling Alley]]&lt;br /&gt;
* [[Gravity Suit Room]]&lt;br /&gt;
* [[Wrecked Ship East Super Room]]&lt;br /&gt;
* [[Sponge Bath]]&lt;br /&gt;
* [[Spiky Death Room]]&lt;br /&gt;
* [[Electric Death Room]]&lt;br /&gt;
* [[Wrecked Ship Energy Tank Room]]&lt;br /&gt;
* [[Assembly Line]]&lt;br /&gt;
* [[Wrecked Ship Save Room]]&lt;br /&gt;
&lt;br /&gt;
= Maridia =&lt;br /&gt;
&lt;br /&gt;
== West ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Lower Maridia'''.&lt;br /&gt;
&lt;br /&gt;
* [[West Glass Tube Tunnel]]&lt;br /&gt;
* [[Glass Tunnel]]&lt;br /&gt;
* [[Glass Tunnel Save Room]]&lt;br /&gt;
* [[Main Street]]&lt;br /&gt;
* [[Fish Tank]]&lt;br /&gt;
* [[Mt. Everest]]&lt;br /&gt;
* [[Crab Shaft]]&lt;br /&gt;
* [[Crab Tunnel]]&lt;br /&gt;
* [[Red Fish Room]]&lt;br /&gt;
* [[Mama Turtle Room]]&lt;br /&gt;
* [[Pseudo Plasma Spark Room]]&lt;br /&gt;
* [[Northwest Maridia Bug Room]]&lt;br /&gt;
* [[Watering Hole]]&lt;br /&gt;
&lt;br /&gt;
== East ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Upper Maridia'''.&lt;br /&gt;
&lt;br /&gt;
* [[Aqueduct Save Room]]&lt;br /&gt;
* [[Aqueduct]]&lt;br /&gt;
* [[Botwoon Hallway]]&lt;br /&gt;
* [[Botwoon's Room]]&lt;br /&gt;
* [[Botwoon Energy Tank Room]]&lt;br /&gt;
* [[Halfie Climb Room]]&lt;br /&gt;
* [[Maridia Missile Refill Room]]&lt;br /&gt;
* [[Colosseum]]&lt;br /&gt;
* [[Draygon Save Room]]&lt;br /&gt;
* [[Maridia Health Refill Room]]&lt;br /&gt;
* [[The Precious Room]]&lt;br /&gt;
* [[Draygon's Room]]&lt;br /&gt;
* [[Space Jump Room]]&lt;br /&gt;
* [[West Cactus Alley Room]]&lt;br /&gt;
* [[East Cactus Alley Room]]&lt;br /&gt;
* [[Plasma Spark Room]]&lt;br /&gt;
* [[Oasis]]&lt;br /&gt;
* [[West Sand Hall]]&lt;br /&gt;
* [[Boyon Gate Hall]]&lt;br /&gt;
* [[Crab Hole]]&lt;br /&gt;
* [[West Sand Hall Tunnel]]&lt;br /&gt;
* [[Maridia Map Room]]&lt;br /&gt;
* [[Botwoon Quicksand Room]]&lt;br /&gt;
* [[Below Botwoon Energy Tank]]&lt;br /&gt;
* [[West Aqueduct Quicksand Room]]&lt;br /&gt;
* [[East Aqueduct Quicksand Room]]&lt;br /&gt;
* [[East Sand Hole]]&lt;br /&gt;
* [[West Sand Hole]]&lt;br /&gt;
* [[East Sand Hall]]&lt;br /&gt;
* [[Bug Sand Hole]]&lt;br /&gt;
* [[Plasma Beach Quicksand Room]]&lt;br /&gt;
* [[Butterfly Room]]&lt;br /&gt;
* [[Thread The Needle Room]]&lt;br /&gt;
* [[Maridia Elevator Room]]&lt;br /&gt;
* [[Forgotten Highway Save Room]]&lt;br /&gt;
&lt;br /&gt;
=== Plasma Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Climb]] aka [[Kassiuz Room]]&lt;br /&gt;
* [[Plasma Tutorial Room]]&lt;br /&gt;
* [[Plasma Room]]&lt;br /&gt;
&lt;br /&gt;
=== Spring Ball Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Pants Room]]&lt;br /&gt;
* [[East Pants Room]]&lt;br /&gt;
* [[Shaktool Room]]&lt;br /&gt;
* [[Spring Ball Room]]&lt;br /&gt;
&lt;br /&gt;
= Tourian =&lt;br /&gt;
* [[Tourian First Room]]&lt;br /&gt;
* [[Upper Tourian Save Room]]&lt;br /&gt;
* [[Metroid Room 1]]&lt;br /&gt;
* [[Metroid Room 2]]&lt;br /&gt;
* [[Metroid Room 3]]&lt;br /&gt;
* [[Metroid Room 4]]&lt;br /&gt;
* [[Blue Hopper Room]]&lt;br /&gt;
* [[Dust Torizo Room]]&lt;br /&gt;
* [[Big Boy Room]]&lt;br /&gt;
* [[Seaweed Room]]&lt;br /&gt;
* [[Tourian Recharge Room]]&lt;br /&gt;
* [[Tourian Eye Door Room]]&lt;br /&gt;
* [[Rinka Shaft]]&lt;br /&gt;
* [[Lower Tourian Save Room]]&lt;br /&gt;
* [[Mother Brain Room]]&lt;br /&gt;
* [[Tourian Escape Room 1]]&lt;br /&gt;
* [[Tourian Escape Room 2]]&lt;br /&gt;
* [[Tourian Escape Room 3]]&lt;br /&gt;
* [[Tourian Escape Room 4]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Pink_Brinstar_Hopper_Room&amp;diff=4665</id>
		<title>Pink Brinstar Hopper Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Pink_Brinstar_Hopper_Room&amp;diff=4665"/>
				<updated>2020-06-09T01:29:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: changed name from Hopper Energy Tank Room to Hoptank Room&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Big Pink]]&lt;br /&gt;
|east=[[Hoptank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PinkBrinstarHopperRoom.png|x400px]]&lt;br /&gt;
&lt;br /&gt;
=Options to open the gate=&lt;br /&gt;
&lt;br /&gt;
The intended strategy to traverse this room from left to right to obtain the [[Energy Tank]] in the [[Hopper Energy Tank Room]] is to get up to the pillar (Walljumping is sufficient even though the intention is to use [[Grappling Beam]] to get up there hence the grapple block) and shoot open the gate by using [[Wave Beam]].&lt;br /&gt;
&lt;br /&gt;
However there is a workaround that only requires a [[Super Missile]]. The idea is similiar to a normal traditional [[Gate Glitch]]. Accelerating a [[Super Missile]] fast enough relative to its position to the gate to push it through the actual gate and into the sensor to open the gate from the other side. This is obviously not intended and even for the classic [[Gate Glitch]] a special case since that is usually only possible if the sensor is on the left.&lt;br /&gt;
&lt;br /&gt;
Following are videos showing the setup for the trick and its execution. Note that there are different setups for both with and without [[Hi-Jump Boots]] and that generally speaking, performing that trick with it is easier:&lt;br /&gt;
&lt;br /&gt;
===Gate Glitch with Hi-Jump===&lt;br /&gt;
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{{#ev:youtube|cykJDBBSBrc}}&lt;br /&gt;
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This method is arguably the easiest. As with all methods you have to allign Samus´ back with the wall which can be done by [[Moonwalk|Moonwalking]], [[Damage boosting|Damage-knockback]], [[Morphing Ball|Morphball-Turnaround]] etc. , then jump up and shoot at the right time as shown in the video. Two good visual cues people use are Samus´ center being at the upper doorframe and/or Samus´ head touching the little pink mushroom above the doorframe. Thoose same visual cues can be used for the Hi-Jumpless methods aswell even though the setup is different as shown below.&lt;br /&gt;
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===Gate Glitch without Hi-Jump===&lt;br /&gt;
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{{#ev:youtube|CmB8neJCJ2E}}&lt;br /&gt;
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Intuitive indoor setup demonstrated by lildingus.&lt;br /&gt;
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{{#ev:youtube|2Cn27pBnql4}}&lt;br /&gt;
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Normalized indoor setup demonstrated by [[User:Matrick2298|matrick2298]].&lt;br /&gt;
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The idea behind both of theese setups is similiar to the [[Hi-Jump Boots|Hi-Jump]] setup. You still have to perfectly allign with the wall and shoot with just enough acceleration at the right spot. However due to the lack of jump height a ground setup is not possible. That is the reason why you have to jump out of the door to make up for the lack of [[Hi-Jump Boots]]. However since you still need to be pixelperfectly alligned with the wall you need to do that allignment out of a jump which is considerably more difficult, yet with enough practice can be very consistent. The first video shows how that jump is done intuitively by only slightly tapping right after the jump out of the doorframe. The second video describes in all detail how to normalize that setup with turanround jumps. Both setups have their difficultys, however method 2 is probably generaly speaking more consistent due to the normalisation.&lt;br /&gt;
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As the second video shows, if you have moonwalk enabled, this is the easiest way to align Samus' back against the wall.&lt;br /&gt;
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The timing for the shot is not different from the [[Hi-Jump Boots]] method.&lt;br /&gt;
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= Enemies =&lt;br /&gt;
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* [[Sidehopper]]&lt;br /&gt;
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* [[Sm. Sidehopper]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hoptank_Room&amp;diff=4663</id>
		<title>Hoptank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hoptank_Room&amp;diff=4663"/>
				<updated>2020-06-09T01:28:20Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: Sir Hoptat moved page Hopper Energy Tank Room to Hoptank Room: just a name change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Pink Brinstar Hopper Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:HopperEnergyTankRoom.png|x300px]]&lt;br /&gt;
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== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Brinstar Energy Tank 4]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Hopper_Energy_Tank_Room&amp;diff=4664</id>
		<title>Hopper Energy Tank Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Hopper_Energy_Tank_Room&amp;diff=4664"/>
				<updated>2020-06-09T01:28:20Z</updated>
		
		<summary type="html">&lt;p&gt;Sir Hoptat: Sir Hoptat moved page Hopper Energy Tank Room to Hoptank Room: just a name change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hoptank Room]]&lt;/div&gt;</summary>
		<author><name>Sir Hoptat</name></author>	</entry>

	</feed>