Difference between revisions of "First Missile Room"
From A complete guide to Super Metroid speedrunning
(Adding video and analysis) |
m |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{Infobox room | ||
+ | |zone = Brinstar | ||
+ | |subzone = Blue | ||
+ | |theme = Item Room | ||
+ | |chozo = 1 | ||
+ | }} | ||
{{Adjacent rooms | {{Adjacent rooms | ||
|east=[[Construction Zone]] | |east=[[Construction Zone]] | ||
Line 12: | Line 18: | ||
{{#ev:youtube|hFKjhizwpUc}} | {{#ev:youtube|hFKjhizwpUc}} | ||
+ | |||
+ | 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 | |
---|---|---|
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.