Difference between revisions of "Metal Pirates Room"
From A complete guide to Super Metroid speedrunning
(→Any% PRKD: Adding Twocat's video for the shinespark) |
(Put KPDR strat before PRKD strat to more clearly show shinespark strat isn't optimal for KPDR) |
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The Metal Pirates will each make themselves vulnerable if Samus is on the set of three square blocks that the pirate centers its movement around. The best way to handle this changes depending on the category. | The Metal Pirates will each make themselves vulnerable if Samus is on the set of three square blocks that the pirate centers its movement around. The best way to handle this changes depending on the category. | ||
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+ | ==Any% KPDR== | ||
+ | Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice. | ||
==Any% PRKD== | ==Any% PRKD== | ||
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{{#ev:youtube|US3e-v_6zIQ}} | {{#ev:youtube|US3e-v_6zIQ}} | ||
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Revision as of 02:14, 9 November 2018
Plowerhouse Room | Adjacent rooms | Wasteland |
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The Metal Pirates will each make themselves vulnerable if Samus is on the set of three square blocks that the pirate centers its movement around. The best way to handle this changes depending on the category.
Any% KPDR
Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice.
Any% PRKD
Since this category doesn't have Plasma and wants to preserve Super Missiles for the Ridley fight, the optimal strategy involves a shinespark to kill each pirate.