Difference between revisions of "First Missile Room"
From A complete guide to Super Metroid speedrunning
(→Early Game: Strat for the mockball inputs through the door transition) |
(→Early Game: Video for mockball through the door) |
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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]] |
Revision as of 16:51, 20 May 2019
Adjacent rooms | Construction Zone | |
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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.