Difference between revisions of "Crocomire's Room"
From A complete guide to Super Metroid speedrunning
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| − | 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. | + | 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. |
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* [[List of Energy Tanks#Norfair 2|Norfair Energy Tank 2]] | * [[List of Energy Tanks#Norfair 2|Norfair Energy Tank 2]] | ||
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Latest revision as of 10:57, 28 July 2025
| Crocomire's Room | |||
|---|---|---|---|
| Zone | Norfair | ||
| Subzone | Norfair/Crocomire | ||
| Utility | Boss | ||
| Items |
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| Crocomire Speedway | ||
| Post Crocomire Farming Room | Adjacent rooms | |
|---|---|---|
100%
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.
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. This video demonstrates the reveal of this technique.