Difference between revisions of "Statues Hallway"

From A complete guide to Super Metroid speedrunning
Jump to: navigation, search
(Adding mockball practice video)
(Late Game: Avoid checking the door in KPDR)
(One intermediate revision by the same user not shown)
Line 11: Line 11:
  
 
{{#ev:youtube|mfXhkx2hgig}}
 
{{#ev:youtube|mfXhkx2hgig}}
 +
 +
== 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.
 +
 +
{{#ev:youtube|_wxRzhTCdK4}}

Revision as of 15:41, 17 May 2019

   
Green Pirates Shaft Adjacent rooms Statues Room
   

StatuesHallway.png

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.