Difference between revisions of "Metal Pirates Room"
From A complete guide to Super Metroid speedrunning
(The block sets on the floor marking the "home areas" for each pirate) |
(→Any% PRKD: Adding Twocat's video for the shinespark) |
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==Any% PRKD== | ==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. | 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. | ||
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+ | {{#ev:youtube|US3e-v_6zIQ}} | ||
==Any% KPDR== | ==Any% KPDR== | ||
Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice. | Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice. |
Revision as of 10:34, 31 October 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% 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.
Any% KPDR
Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice.