Difference between revisions of "Exploiting Sprite Animations"
From A complete guide to Super Metroid speedrunning
(→Uninterruptible Animations: Firing a shot) |
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− | = Interruptible Animations = | + | == Interruptible Animations == |
All of these techniques are performed while unmorphed, with the first three involving the angle buttons. | All of these techniques are performed while unmorphed, with the first three involving the angle buttons. | ||
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*[[Walljump Check]] | *[[Walljump Check]] | ||
− | + | == Uninterruptible Animations == | |
− | = Uninterruptible Animations = | ||
Any time Samus morphs, unmorphs, or turns around while unmorphed, an uninterruptible sequence of sprite changes is initiated. These have some useful applications for speedrunning. | Any time Samus morphs, unmorphs, or turns around while unmorphed, an uninterruptible sequence of sprite changes is initiated. These have some useful applications for speedrunning. | ||
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Firing a shot is also an uninterruptible animation; this is commonly used in areas where you lay a bomb, then go through a morph tunnel, and want to avoid the [[bomb jump]] effect. Applications include [[Below Spazer]], descending [[Bubble Mountain]], and destroying the statue in [[Red Kihunter Shaft]] on the way out of Lower Norfair. | Firing a shot is also an uninterruptible animation; this is commonly used in areas where you lay a bomb, then go through a morph tunnel, and want to avoid the [[bomb jump]] effect. Applications include [[Below Spazer]], descending [[Bubble Mountain]], and destroying the statue in [[Red Kihunter Shaft]] on the way out of Lower Norfair. | ||
− | = See also = | + | == See also == |
* [[General Movement]] | * [[General Movement]] | ||
* [[Hitbox Manipulation]] | * [[Hitbox Manipulation]] |
Latest revision as of 00:53, 18 May 2024
Interruptible Animations
All of these techniques are performed while unmorphed, with the first three involving the angle buttons.
Uninterruptible Animations
Any time Samus morphs, unmorphs, or turns around while unmorphed, an uninterruptible sequence of sprite changes is initiated. These have some useful applications for speedrunning.
Firing a shot is also an uninterruptible animation; this is commonly used in areas where you lay a bomb, then go through a morph tunnel, and want to avoid the bomb jump effect. Applications include Below Spazer, descending Bubble Mountain, and destroying the statue in Red Kihunter Shaft on the way out of Lower Norfair.