Difference between revisions of "First Missile Room"
From A complete guide to Super Metroid speedrunning
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+ | {{Infobox room | ||
+ | |zone = Brinstar | ||
+ | |subzone = Blue | ||
+ | |chozo = 1 | ||
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{{Adjacent rooms | {{Adjacent rooms | ||
|east=[[Construction Zone]] | |east=[[Construction Zone]] | ||
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* [[List of Missiles#Brinstar 1|Brinstar Missile 1]] | * [[List of Missiles#Brinstar 1|Brinstar Missile 1]] | ||
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Revision as of 07:45, 26 November 2023
First Missile Room | |||
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Zone | Brinstar | ||
Subzone | Brinstar/Blue | ||
Items |
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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.