Difference between revisions of "First Missile Room"
From A complete guide to Super Metroid speedrunning
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+ | {{Infobox room | ||
+ | |zone = Brinstar | ||
+ | |subzone = Blue | ||
+ | |theme = Item Room | ||
+ | |chozo = 1 | ||
+ | }} | ||
{{Adjacent rooms | {{Adjacent rooms | ||
|east=[[Construction Zone]] | |east=[[Construction Zone]] | ||
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[[File:FirstMissileRoom.png|x300px]] | [[File:FirstMissileRoom.png|x300px]] | ||
+ | |||
+ | == Early Game == | ||
+ | |||
+ | If you can manage a turnaround as you grab the missile, then you can hold the Shot button during the item fanfare, and you will fire a shot as soon as play resumes. Otherwise you'll need to fire the shot after Samus is done turning around. | ||
+ | |||
+ | Optimally you should do a short-hop mockball after Samus has reached full run speed, which will take about half the room's width. | ||
+ | |||
+ | {{#ev:youtube|hFKjhizwpUc}} | ||
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+ | If you're not consistent at this short-hop mockball, you can use the door transition to your advantage: do a short hop and aim down into the door transition, then you can do the down-into-right inputs when the room loads. | ||
+ | |||
+ | {{#ev:youtube|HMWB6a-Zcmk}} | ||
== Items == | == Items == | ||
* [[List of Missiles#Brinstar 1|Brinstar Missile 1]] | * [[List of Missiles#Brinstar 1|Brinstar Missile 1]] |
Latest revision as of 07:48, 26 November 2023
First Missile Room | |||
---|---|---|---|
Zone | Brinstar | ||
Subzone | Brinstar/Blue | ||
Theme | Item Room | ||
Items |
|
Adjacent rooms | Construction Zone | |
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Early Game
If you can manage a turnaround as you grab the missile, then you can hold the Shot button during the item fanfare, and you will fire a shot as soon as play resumes. Otherwise you'll need to fire the shot after Samus is done turning around.
Optimally you should do a short-hop mockball after Samus has reached full run speed, which will take about half the room's width.
If you're not consistent at this short-hop mockball, you can use the door transition to your advantage: do a short hop and aim down into the door transition, then you can do the down-into-right inputs when the room loads.