Difference between revisions of "Statues Hallway"
From A complete guide to Super Metroid speedrunning
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(→Late Game: Avoid checking the door in KPDR) |
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== Late Game == | == Late Game == | ||
− | On the way to [[Statues Room]] at the end of the game, if you have Speed Booster you can fire a shot to open the door as you pass the third light on the ground, and then you can either do a full jump midway between the third and fourth lights, or a small jump at the fifth light. | + | On the way to [[Statues Room]] at the end of the game, if you have Speed Booster you can fire a shot to open the door as you pass the third light on the ground, and then you can either do a full jump midway between the third and fourth lights, or a small jump at the fifth light. For Any% KPDR you want to avoid doorchecking, because it will add [[processing]] time to the door transition if you do so with Space Jump. |
{{#ev:youtube|_wxRzhTCdK4}} | {{#ev:youtube|_wxRzhTCdK4}} |
Revision as of 15:41, 17 May 2019
Green Pirates Shaft | Adjacent rooms | Statues Room |
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Practice
This room is ideal to practice the Mockball, since unlike the first mockball that runners usually learn in Early Supers Room it has a flat floor, a high ceiling, and doesn't have a door transition in the middle of the jump.
Late Game
On the way to Statues Room at the end of the game, if you have Speed Booster you can fire a shot to open the door as you pass the third light on the ground, and then you can either do a full jump midway between the third and fourth lights, or a small jump at the fifth light. For Any% KPDR you want to avoid doorchecking, because it will add processing time to the door transition if you do so with Space Jump.