Difference between revisions of "Basement"
From A complete guide to Super Metroid speedrunning
(Methods of getting through the morph tunnel) |
(→Exiting Phantoon's Room: Forgot to mention the mockball) |
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== Exiting Phantoon's Room == | == Exiting Phantoon's Room == | ||
− | Runners will do a small jump through the door transition when exiting [[Phantoon's Room]], allowing them to 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. |
Revision as of 11:15, 8 November 2018
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.