Difference between revisions of "Basement"
From A complete guide to Super Metroid speedrunning
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+ | {{Infobox room | ||
+ | |zone = Wrecked Ship | ||
+ | |theme = Wrecked Ship | ||
+ | |hazard = Powered | ||
+ | }} | ||
{{Adjacent rooms | {{Adjacent rooms | ||
|north=[[Wrecked Ship Main Shaft]] | |north=[[Wrecked Ship Main Shaft]] | ||
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Runners will do a small jump through the door transition when exiting [[Phantoon's Room]], allowing them to mockball on the floor and set the bomb in the tunnel as soon as possible. | Runners will do a small jump through the door transition when exiting [[Phantoon's Room]], allowing them to mockball on the floor and set the bomb in the tunnel as soon as possible. | ||
− | [[ | + | == See also == |
+ | |||
+ | * [[Gadora]] |
Latest revision as of 06:14, 13 January 2024
Basement | |
---|---|
Zone | Wrecked Ship |
Hazard | Powered |
Theme | Wrecked Ship |
Wrecked Ship Main Shaft | ||
Wrecked Ship Map Room | Adjacent rooms | Phantoon's Room |
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Entering Phantoon's Room
In Any% KPDR and 100%, runners will often fall off the left side of the platform, then perform a short charge into a short-hop speedball, jumping over the workrobot.
In other categories, or for runners who are inconsistent with the above method, the most common method is to jump off the right edge of the platform, and bounceball on the robot.
Exiting Phantoon's Room
Runners will do a small jump through the door transition when exiting Phantoon's Room, allowing them to mockball on the floor and set the bomb in the tunnel as soon as possible.