Difference between revisions of "First Missile Room"

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(Early Game: Strat for the mockball inputs through the door transition)
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{{Infobox room
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|zone = Brinstar
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|subzone = Blue
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|theme = Item Room
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|chozo = 1
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}}
 
{{Adjacent rooms
 
{{Adjacent rooms
 
|east=[[Construction Zone]]
 
|east=[[Construction Zone]]
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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.
 
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.
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{{#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
Subsubzone
Hazard
Utility
Theme Item Room
Items
Visible
Chozo 1
Hidden


   
Adjacent rooms Construction Zone
   

FirstMissileRoom.png

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.

Items