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Leniency
Boss proficiency
Tech and notable strats

canHeatRun
Navigating heated rooms without immunity to heat damage.

150 strats


canMidAirMorph
The ability to enter Morph Ball while in the air, where the vertical space or time in which Samus needs to morph is moderately constrained. There can be an expectation to Morph quickly as well, usually following a jump from the ground. In air physics this includes jumping and morphing in a 4 tile high space, into a morph tunnel that is not at the top of that space. In water physics this includes jumping and morphing in a 3 tile high space (Samus takes up 2.625 tiles when standing).

Dependencies: canTrivialMidAirMorph

27 strats


canWalljump
Jump off walls, as taught by the Etecoons.

165 strats


canUseFrozenEnemies
Can use Ice Beam to freeze enemies in nontrivial situations, such as to use as a platform or to wall jump off of. This may require removing Plasma Beam in order to prevent freezing and then killing the enemy with a single shot.

Dependencies: canTrivialUseFrozenEnemies, canUseEnemies

35 strats


canShinespark
The ability to use the Speed Booster to store a shinecharge, then fly in a direction until an obstacle is hit or Samus gets down to 29 energy. This is done by gaining enough speed that Samus turns blue, pressing down to gain a shinecharge, then pressing jump after Samus has come to a stop. Holding angle-up while pressing jump will cause Samus to shinespark diagonally instead of vertically.

228 strats

Notable strats

Let the Snails (Yards) dig through the sand and follow them. They will not dig while off screen or while Samus is facing them, even while morphed.

1 strat

canSuitlessMaridia
Navigating underwater without Gravity. This is not required for falling down a submerged room or for simple underwater platforming, such as where missing a jump does not leave Samus stuck somewhere.

160 strats


canSpaceJumpWaterBounce
Using Space Jump to bounce along the water line. It can be used to escape the water with a wall jump, or to get onto low platforms just above the water level.

Dependencies: canSuitlessMaridia

16 strats


canDisableEquipment
Collecting equipment can make movement more difficult in certain situations. Speedbooster without HiJump will reduce Samus' jump height when running and turning Speedbooster off will enable her to jump normally while running. Disabling HiJump will give more time to perform a mid-air morph. Disabling Gravity will allow Samus to float farther in water, or jump slower for a mid-air morph. Beams may need to be disabled to control how enemies are killed (i.e. Remove plasma for canUseFrozenEnemies, or remove ice to effeciently use heat room farm points).

25 strats


canDownGrab
The ability to aim down to reduce Samus' hitbox to reach higher ledges. Commonly paired with a Crouch Jump.

59 strats


canCrouchJump
The ability to crouch before jumping to reach higher ledges. Commonly paired with a down-grab or a mid-air Spring Ball jump.

56 strats


canGravityJump
Turning off Gravity Suit right after the start of an underwater jump to achieve a much higher jump. Can be performed in water, lava, or acid.

Dependencies: canDisableEquipment

30 strats


canSpringBallJumpMidAir
It is possible to use Spring Ball while mid-air, if Samus is still climbing upwards. This gives an additional jump, allowing her to go higher. This can be done by morphing in mid-air, then quickly turning on Spring Ball while still climbing upwards, and then jumping again. This is often done most easily by buffering the Spring Ball jump: while unpausing after turning on Spring Ball, press and hold jump starting anytime after the pause menu has finished fading out (i.e. while the screen is black). This is often combined with a crouch jump to gain a bit more height.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canDisableEquipment

167 strats


canCarefulJump
Executing a jump that requires somewhat precise or unintuitive movement.

210 strats


canPreciseWalljump
A wall jump that needs to be performed at a fairly precise spot in order to yield the desired result.

33 strats


canConsecutiveWalljump
Climbing a wall with three or more consecutive wall jumps without a mistake.

46 strats


canBombHorizontally
Place a single bomb then move Samus to the side to be boosted horizontally from the explosion. This is typically used as a way to cross gaps or to reposition at the end of an IBJ. Press forward while in the air to carry the momentum farther. Since it only uses one bomb, it can be executed with a Power Bomb or a bomb. It is not assumed by this tech, but it is possible to move forward just before the explosion in order to gain more horizontal momentum.

11 strats


canIBJ
Infinite Bomb Jump (IBJ) uses consecutive bomb jumps to gain height indefinitely. To start and continue an IBJ, place a bomb as the previous one is exploding. The vertical speed with which Samus moves is controlled by how high or how low each bomb is placed relative to the previous one. The speed of the IBJ ranges from moving fairly fast with high bombs, to no movement or even losing height with low bomb placements.

144 strats


canNeutralDamageBoost
Using the small vertical knockback from taking enemy damage, while not holding any directional inputs, to assist Samus in her movement.

Dependencies: canUseEnemies

13 strats


canPseudoScrew
The ability to spinjump with Charge beam stored. Pseudo screw gives Samus some protection from projecitles and enemies. It will damage enemies who are vulnerable to this attack and Samus will only take damage if the enemy takes damage and is not killed.

33 strats


canHorizontalShinespark
The ability to shinespark horizontally from the ground. This can be achieved by starting without horizontal momentum and pressing jump and then forward while still holding jump (or repressing jump). These inputs can be done in rapid succession or with a short delay. Shinesparking in water can be done the same way, but requires a slightly longer delay between the jump and forward presses. If needing to spark near ground level, avoid being crouched when pressing jump, as crouch jumping will boost Samus vertically and result in a higher position for the spark.

Dependencies: canShinespark

33 strats


canShinechargeMovement
The ability to perform simple movement with a shinespark charge timer running to get into position to shinespark. This reposition may be necessary to avoid obstacles, conserve energy, etc. After moving, be sure to wait for Samus to come to a complete stop before pressing jump to spark, because if Samus has horizontal momentum then jumping will cause Samus to spin jump instead of sparking.

Dependencies: canShinespark

86 strats


canAwakenZebes
Understanding game behavior related to how the planet is awakened. The planet is awakened by unlocking any gray door locked by killing enemies in the room (not including bosses or minibosses). Pit Room, Baby Kraid Room, Metal Pirates Room, and Plasma Room are the places where this can be done in the randomizer. Awakening the planet causes enemies to spawn in Parlor, Climb, Morph Ball Room, Construction Zone, and Blue Brinstar Energy Tank Room. It also causes the item in the left side of Morph Ball Room and in The Final Missile to spawn. The item and enemies in Pit Room do not spawn until entering with Morph and Missiles collected, regardless of whether the planet is awake. If the quality-of-life option 'All items spawn from start' is enabled, as it is by default, then the items will already be spawned anyway, but awakening the planet can still matter because of its effects on enemies.

6 strats

Notable strats

Have Samus shoot the shot block revealing the item and then quickly get hit by an enemy at the peak of her jump in order to reach the item. No directional inputs should be held while getting hit by the enemy in order to have a neutral boost and reach the item. This is traditionally done with the swooping Reo; after a few failed tries, it may help to reset the room to reposition it. The global Geemer may be easier to use, although it takes longer to get there; jump as it starts moving horizontally again while it is 3 tiles away from the item.

1 strat


Wall jump on the top half of the Geega pipe, then on the overhang.

1 strat


Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. It is possible to freeze or kill the Fune with a Super or Power Bomb to make things easier.

2 strats


Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling.

2 strats


Use Charge and Wave to kill Botwoon from the right, through the wall.

1 strat


Fight Botwoon without Gravity suit. The left corner can be used to avoid most attacks and may be worth using even in the opening of the fight for safety.

1 strat


Kill Draygon by grappling to the top left turret. Number of Draygon hits varies; 5 hits are assumed, which is close to a worst-case scenario.

1 strat

canSuitlessLavaDive
Navigating deep lava without lava immunity, or deep acid. This isn't required for entering shallow lava or acid in which Samus can easily jump out of.

19 strats


canSunkenTileWideWallClimb
Using two walls spaced 1 tile apart to climb upward underwater. Samus will not be able to move away from the wall while wall jumping and so will be able to continuously gain height with fast jump presses.

Dependencies: canConsecutiveWalljump, canSuitlessMaridia

3 strats


canCrossRoomJumpIntoWater
Using the momentum from jumping through a doorway from normal to water physics.

Dependencies: canSuitlessMaridia

79 strats


canPlayInSand
The ability to control Samus while under the effects of sand physics. This includes the ability to perform a clean jump from the top of sand, to platform while impeded by sandfalls, and to escape from a sand floor in water with Gravity. This also allows using a sandfall to escape a sand floor with HiJump, and using Bombs to escape a 1-tile deep sand pit, and to cross on top of sand with no items, by spin jumping from the surface and canceling spin before landing. This does not include simply falling through sand or touching a negligible sandfall or using Spring Ball to avoid interacting with the sand.

52 strats


canManageReserves
The ability to manage reserve energy efficiently, including the following techniques: 1) Avoiding wasted energy from reserves overfilling into regular energy, either manually or automatically, 2) Preventing a double enemy hit by having only a small amount of reserve energy when auto refilling, 3) Manually refilling from reserves during a shinespark to prevent the spark from ending early due to low energy.

5 strats


canMoonwalk
This is an option that can be turned on in the special setting mode after selecting a save file. It is required for some tech.

4 strats


canResetFallSpeed
Using unmorph as a way to reset fall speed.

7 strats


canWallJumpInstantMorph
The ability to mid-air morph immediately out of a wall jump. After the wall jump, continue holding jump in order to only need to press down a single time to morph. This is typically used in places where the morph neededs to be done quickly in order to have relatively precise positioning.

Dependencies: canMidAirMorph, canTrivialMidAirMorph

9 strats


canLateralMidAirMorph
Performing the same input as a mockball, but in mid-air, in order to maintain forward momentum while morphing in mid-air.

Dependencies: canMidAirMorph, canTrivialMidAirMorph

18 strats


canSpringBallBounce
Using a lateral mid-air morph to bounce off a surface with Spring Ball while retaining previous momentum.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canLateralMidAirMorph

14 strats


canMockball
Maintaining running speed while morphed, by holding jump and down (to crouch) during a lateral jump, then morphing as Samus hits the ground while holding jump and transition from holding down to holding forward. Sometimes referred to as a Machball.

Dependencies: canMidAirMorph, canTrivialMidAirMorph

20 strats


canTwoTileSqueeze
Taking advantage of the smaller hitbox of spinjump and down-aim to squeeze through two-tile gaps. Aiming down while jumping into a two-tile gap will allow Samus to stand up.

5 strats


canPreciseGrapple
The ability to precisely aim at grapple points while moving quickly, and precise control of Samus' speed and trajectory when releasing from a grapplable object.

Dependencies: canUseGrapple

9 strats


canMorphTurnaround
The ability to use Morph to turn around without moving horizontally. This is typically used to back into a corner without Moonwalk.

6 strats


canUseIFrames
Take damage to gain invulnerability frames so that Samus can run through enemies and on spike floors or wall jump from a spike wall. Enemies and their projectiles provide 95 i-frames, while spikes and thorns provide 60.

Dependencies: canCarefulJump

49 strats


canTrickySpringBallJump
A precise, mid-air spring ball jump. This includes those with a relatively tight pause, jump, and morph, in order to spring ball jump just above shallow water. And those which require the jump input to be pressed near the peak of the jump, which cannot be done by buffering the jump out of the pause menu. To do this, pause as early as possible before jumping and morphing in order to have as much visibility as possible after equipping Spring Ball to time the second jump. This can also be used out of a Spring Wall or from a spin jump, in order to gain more horizontal distance before triggering the second jump. This, along with a crouch jump, is also needed in order to perform a maximum height spring ball jump. Maximum height jumps primarily have underwater applications, as it enables Samus to barely make it up 7 tiles vertically.

Dependencies: canMidAirMorph, canSpringBallJumpMidAir, canTrivialMidAirMorph, canDisableEquipment

54 strats


canDelayedWalljump
A precise wall jump that needs to done as late as possible by moving away from the wall in order for Samus to start the jump as far from the wall as possible.

Dependencies: canPreciseWalljump

5 strats


canStaggeredWalljump
Controlling wall jump height and positioning to dodge enemies or to wait for something.

Dependencies: canConsecutiveWalljump

12 strats


canJumpIntoIBJ
The ability to start an IBJ from a jump or a spring ball jump. It is most often used in strats that need Samus to IBJ up faster or to avoid something near the ground.

Dependencies: canIBJ

40 strats


canPowerBombMidIBJ
The ability to place a single Power Bomb while climbing during an IBJ, and then switch back to Bombs to continuing the climb without falling. This is often used to break a block that respawns where breaking it before the IBJ would be too slow, or to break a block in a heated environment that is too high to reach from the ground and a second IBJ would waste Energy.

Dependencies: canIBJ

4 strats


canSnailClimb
The ability to repeatedly manipulate Yards (snails) and use them as platforms. The snail is damaging when out of its shell so Samus must face the center of the snail to cause it to hide. The snail climb consists of Samus jumping away from the snail as it becomes active, then turning around to return to the snail and resposition for the next jump. Standing on the edge of the snail and turning around underwater does carry the risk of falling off. Spring Ball can bounce on an active snail (only one bounce when underwater without HiJump). Snails can be used as single use platforms without it being considered a snail climb.

Dependencies: canUseEnemies

2 strats


canHorizontalDamageBoost
Using the knockback from taking enemy damage to give Samus a large movement boost by holding the jump and backwards buttons. By changing the timing of the directional input, the way that Samus is knocked back can be changed and has situational uses. Holding forward will knock Samus backwards and down. Holding jump but delaying the back button delays the horizontal damage boost to gain some neutral boost first. Very quickly releasing back and pressing forward will give a forward boost.

Dependencies: canNeutralDamageBoost, canUseEnemies

19 strats


canMochtroidIceClimb
Using a frozen Mochtroid to climb upwards, by continually jumping as it thaws and refreezing it higher.

Dependencies: canTrivialUseFrozenEnemies, canUseEnemies, canUseFrozenEnemies

3 strats


canTrickyUseFrozenEnemies
The ability to use Ice Beam to freeze enemies in especially precise positionings. If supers are available, they can be used to knock wall crawlers off walls and freeze them mid air.

Dependencies: canTrivialUseFrozenEnemies, canUseEnemies, canUseFrozenEnemies

64 strats


canDodgeWhileShooting
The ability to run from, jump over, or duck under attacks that do not require precise avoidance movements while shooting the enemy.

153 strats


canHitbox
The ability to move through some enemies undamaged by timing a hit on them. This can be done with a Plasma shot, a well timed Power Bomb explosion, or a normal shot against Metal Pirates.

20 strats


canOffScreenSuperShot
The ability to shoot a Super at a precise location to hit an offscreen inanimate target, e.g. a Super block.

2 strats


canGateGlitch
The ability to open a left-facing blue or green gate from the right, using Missiles or Supers.

12 strats


canHeroShot
The ability to follow a shot to prevent it from despawning before hitting its target. This may include aiming between enemies or waiting for the shot to travel some distance before following it.

5 strats


canMidairShinespark
The ability to jump and shinespark mid-air: vertically, diagonally, or horizontally. From a spin jump, a shinespark wind-up is triggered by releasing either forward or jump (or both) and pressing either up or angle-up. The wind-up' is a brief period during which the player can control the direction of the spark. During the wind-up, if jump is pressed together with up, angle-up, or forward, Samus will immediately spark up, diagonally, or horizontally, respectively. If the wind-up expires, Samus will default to a vertical spark. If jump is held when activating the wind-up by pressing up or angle-up, then the wind-up is effectively skipped as the spark activates immediately. For a mid-air horizontal spark (the trickiest case), the sequence is to spin-jump, release jump, tap up or angle-up to activate the wind-up, then press forward and jump to spark; it is also possible to hold forward the entire time; either way, the important points are to be sure to release jump before activating the wind-up, and be sure to release up/angle-up (pressing forward instead) before repressing jump to activate the spark. The wind-up period is fairly lenient, so the timing of the jump input after the up/angle doesn't need to be rushed. Note that mid-air shinesparks can't be performed from a fall, only from a jump.

Dependencies: canHorizontalShinespark, canShinespark

96 strats


canUseSpeedEchoes
Using the Samus echoes that are emitted after a shinespark bonk as a weapon to kill enemies.

Dependencies: canShinespark

4 strats


canWaterShineCharge
Starting from an air environment, run into water and charge a spark in the water. This is typically done while crossing a door transition from a room with air physics to a room with water. This is easy to do; the tech just represents knowledge that it is possible.

Dependencies: canSuitlessMaridia

19 strats


canXRayWaitForIFrames
Use X-Ray to pause time until invulnerability frames are finished. Combine with Plasma Beam to repeatedly damage enemies with one fired shot, called Microwave. If used while inside an enemy projectile or thorns, i-frames will be restarted but no damage will be taken.

6 strats


canXRayStandUp
Force Samus to stand up from a crouching position by canceling the use of the X-Ray Scope while turning around.

2 strats


canCeilingClip
Basic variant of jumping into a two block high space and performing the actions needed to clip up through a one-tile-thick ceiling.

1 strat


canXRayCeilingClip
Setting up an enemy positioning to perform a ceiling clip, typically with a frozen enemy. Jump and Morph onto the enemy, perform an X-Ray standup, and then jump through. The enemy positioning will require approximately 1.5 to 2 tiles between the enemy and the ceiling. Just enough to unmorph while on top of it.

Dependencies: canXRayStandUp, canCeilingClip

7 strats


canCameraManip
The ability to scroll the camera to bring enemies or projectiles on or off camera. Most enemes become inactive while off camera, and most projectiles cease to exist. This can be done by jumping in place; changing Samus' hitbox with aim down will scroll the camera lower. By running back and forth the camera will scroll horizontally; Moonwalk can be used to camera scroll without travelling as far.

16 strats


canHyperGateShot
Can shoot blue & green gates from either side using Hyper Beam during the escape. This is easy to do; this tech just represents knowing it can be done. This is based on a randomizer patch applied on all settings (as in the vanilla game it isn't possible to open green gates using Hyper Beam.)
Notable strats

Wall jump up and midair morph to get out without needing to break the bomb blocks to the right.

1 strat


From an open doorway or adjacent room, run, jump, lateral midair morph on the way down, then bounce off the pedestal to get to the other side.

2 strats


The Crumble Block does not respawn, so it's possible to grab the items and go back up without breaking the Power Bomb blocks.

1 strat


Mockball to roll over the crumble blocks without falling down, and under the gate before it closes.

1 strat


Jump and freeze the Beetom at a precise location in order to jump through the crumble blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up. Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm.

1 strat


The Crumble Block next to the Power Bomb Blocks does not respawn, so it's possible to enter from this door, grab the items, and return without breaking the Power Bomb blocks.

1 strat


Break the bomb blocks then shoot a super into the morph tunnel to break the super block off screen. Requires pixel precision, although there are several pixels that work. The camera must be fully scrolled to the right, which may require going far left and back.

1 strat


This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

1 strat


Wall jump between the Rippers. Either shoot the block, fall, and quickly climb again, or shoot from the bottom and follow Samus's shot up the tower.

1 strat


Crossing between the topmost doors by damage boosting using a Waver.

2 strats


Farm before, during, and after the gate glitch in order to open the gate without wasting ammo or Energy.

1 strat


Spark left through the speed blocks, then run to the right and back to get speed to go through the rest.

3 strats


Jump and aim down to lower the camera so the middle platform Sova starts moving. Then freeze it by aiming down, shoot the shot block, and use the Sova as a stable platform.

1 strat


The crumble blocks do not respawn, so it is possible to enter from the right, obtain the left item and return, without needing to break the bomb blocks.

1 strat


Use a bomb explosion to jump horizontally over the GT crumble blocks.

2 strats


Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work.

1 strat


Clip into the Maridia Tube from above without needing to break the tube. This can be done with morph by unmorphing under the sloped tiles on the right, or with canTunnelCrawl by wedging Samus under them with a precise low jump and then performing a tunnel crawl.

1 strat


Shooting downwards while falling against the right wall, or while on the top right ledge in order to reveal the right item and then grab it.

3 strats


Stand on the appropriate pixel for shooting diagonally through the wall and use the microwave trick to defeat Botwoon. Using angle up, it is where Samus' front foot is on the seam in the floor. There is not proper spacing for landing an angle down shot and xraying. Waiting for Botwoon to peak their head through the wall works too but is less safe.

1 strat


With Space Jump alone, it is possible to jump to the water line and bounce on the surface. This requires a moderately precise Space Jump to start the Space Jump and then a wall jump to escape the water.

1 strat


Jump to the water surface at low tide, then Space Jump on the waterline. The timing of the initial jump is much more lenient with a single wall jump just below the waterline.

1 strat


Freeze a Puyo at the correct height for clipping through the tile high ceiling, with Gravity Suit equipped. With Morph and X-Ray, freeze the Puyo at standing-shot height and then jump on top of it with a spinjump before morphing, unmorphing, and using X-Ray to standup and clip. Otherwise, freeze it on the first frame of it's jump animation for the right height.

1 strat


Shinespark diagonally into the lower Rinka Spawner while holding down, spamming jump, then pressing forward, in order to glitch through the first Mother Brain Zebetites during Samus' i-frames. The remaining Zebetites will not spawn.

2 strats


Glitch through the Mother Brain Zebetites by using a frozen Rinka and i-frames. Freeze the Rinka at its spawn location, then spinjump or Down-Back onto it after acquiring i-frames to clip inside of the Zebetite, then jump through. Note that Zebetites cause i-frames but deal no damage. With Ice+Wave, the Rinka can be frozen from above. With Ice+Plasma, Samus must crouch while freezing the Rinka from below.

1 strat


Navigate the room in reverse by killing or distracting the right side pirates and manipulating or dodging the left side pirates during the shaft climb. The acid starts rising when Samus is at the bottom of the long climb. The right-side pirates can be killed while going down to prevent having to dodge their lasers during the climb. Alternatively, jump and force the pirates to shoot just before starting to climb.

1 strat

canPrepareForNextRoom
The ability to know which room is coming next and use that information to enter the room in a specific way. This could be achieved from remembering which rooms Samus has been to, using the map to figure out which room is coming next, etc.

109 strats


canEscapeSand
The ability to escape from the bottom of a sand pit in water without Gravity Suit. This means escaping 1-tile deep pits with a sandfall overtop without HiJump but with the help of the solid ledge or a frozen enemy. This also applies to escaping deeper sand pits with HiJump but no sandfall. This does not include deep sand pits with a sandfall or 1-tile sand pits with no sandfall. This is done by holding down and then crouch jumping to become unstuck, then transitioning to another action to ascend through the sand.

Dependencies: canPlayInSand, canDownGrab, canCrouchJump, canSuitlessMaridia

4 strats


canDownBack
Holding the direction buttons down and then also backwards in order to move forwards, while in the correct falling state.

19 strats


canMoonfall
Jumping off a ledge while moonwalking to fall with an uncapped speed.

Dependencies: canMoonwalk

3 strats


can4HighMidAirMorph
A mid-air morph that has to be done in a 4-tile-high space, into a morph tunnel at the top of the space. It's a lot more precise than with more room. Turn off HiJump before attempting this. Most applications of this tech are in places where wall jump instant morphing is not possible.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canDisableEquipment

16 strats


canSpeedball
Maintain the SpeedBooster effect while rolling as a Morph Ball in order to destroy bomb blocks in Morph tunnels. A Speedball involves performing a Mockball at faster speeds and additionally it will help to be able to perform short jumps to reduce the amount of space needed. A Speedball can also be used with SpringBall as a way to jump with temporary blue state while maintaining Samus' momentum.

Dependencies: canMidAirMorph, canCarefulJump, canTrivialMidAirMorph, canMockball

34 strats


canBounceBall
Using Morph to retain momentum when transitioning to water physics.

10 strats


canTunnelCrawl
Moving along a 2-tile-high passage while standing up by repeatedly spin-jumping and then pressing down. The tech comes with softlock risks without Morph Ball or a way to wiggle to the right with canTurnaroundAimCancel With X-Ray, it may be easier to wiggle with canXRayTurnaround.

Dependencies: canTwoTileSqueeze

4 strats


canMomentumConservingTurnaround
Uses the uninteruptable frames of turning around in order to continue moving after hitting a solid object. Can be used to make it through an opening door, or barely just past a ledge. It is often beneficial to be in a downward pose when hitting the ceiling, in order to shrink Samus' hitbox to delay contact.

22 strats


canQuickDrop
Using a momentum conserving turnaround on a crumble block, an opening doorshell, or any other breaking block, to preserve Samus' momentum. This is often used when traversing with a shinecharge, or to quickly fall through a crumble block and jump back through it before it re-forms.

Dependencies: canMomentumConservingTurnaround

4 strats


canMidairWiggle
Turning around quickly so as to manipulate game physics. For using Screw Attack to break blocks and to shrink Samus' hitbox following a wall jump, and for maneuvering sharply underwater.

9 strats


canGrappleJump
Using Grapple to propel Samus upwards, then continuously morphing/unmorphing/jumping in mid-air to climb upwards. Shoot Grapple again when done climbing to end the effect of the Grapple Jump and regain control of Samus after the final jump. The window for morphing and jumping is much more lenient with HiJump. This is most often a series of crouch jumps, but it is possible to stand and spinjump on each Grapple Jump.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canUseGrapple

2 strats


canFlatleyJump
Positioning Samus at the very edge of a platform, facing away, then turning around and jumping to initiate the jump from a position that is off the platform (and slightly below it). Sometimes referred to as a corner jump.

Dependencies: canCarefulJump, canTurnaroundSpinJump, canTrickyJump

7 strats


canStationarySpinJump
Spin jumping with no horizontal movement by quickly pressing and releasing forward and then immediately pressing jump (after stopping). Doing this while holding run produces a spin jump with very low horizontal speed.

5 strats


canSpringwall
A mid-air Spring Ball jump that starts with a wall jump to gain more height. It often benefits from the momentum change when equipping Spring Ball while morphed and moving horizontally after a WallJump.

Dependencies: canTrickySpringBallJump, canSpringBallJumpMidAir, canWallJumpInstantMorph, canMidAirMorph, canTrivialMidAirMorph, canDisableEquipment

18 strats


canCrumbleJump
The ability to jump off of a crumble block while it crumbles. A straight jump may employ the small amount of jump buffering the game offers, but a spinjump can only use the time before the crumble block breaks.

13 strats


canTrickyJump
Executing a jump that requires very precise timing.

Dependencies: canCarefulJump

527 strats


canJumpIntoRespawningBlock
The ability to time a jump up into a respawning block so that Samus gets stuck in it and can jump up again. The bottom of Samus' hitbox must be completely in the respawning block or she will fall out. Because of this, it is typically required to aim down or morph to stay in the block.

4 strats


canBombAboveIBJ
The ability to break blocks above Samus while maintaining an ongoing IBJ without falling.

Dependencies: canIBJ

5 strats


canSandIBJ
The ability to start an IBJ from sand. Jumping from the top of sand into an IBJ takes more precision than a standard jump into IBJ. Escaping a shallow sand fall does not require this tech, but there is a section of Maridia's West Sand Hall which would use a Sand IBJ.

Dependencies: canPlayInSand, canIBJ, canJumpIntoIBJ

4 strats


canSpringBallBombJump
After gaining some height with a single bomb explosion from the ground, use Spring Ball to jump higher. Usable only when Samus' vertical speed is 0 (at the max height gained by the bomb).

22 strats


canBombJumpWaterEscape
From a submerged platform, setting up a single bomb jump above the water line to propel Samus up and out of the water.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canSuitlessMaridia

7 strats


canManipulateMellas
The ability to manipulate bug enemies that moves in a diving pattern (Mella, Mellow, or Menu). These enemies inch upwards or downwards with each dive, so making it dive repeatedly until it is at the proper height to execute a strat.

Dependencies: canUseEnemies

2 strats


canSamusEaterStandUp
The ability to gain a shinecharge in place while captured by a Samus Eater. This is done by landing in the Samus Eater while moving forward. Note that Samus maintains control of most of her abilities while captured by a Samus Eater.

Dependencies: canUseEnemies

3 strats


canKago
Clipping through an enemy by performing an uninterruptible animation while coming into contact with them. These animations include morphing, unmorphing, or performing a turnaround.

Dependencies: canUseEnemies

8 strats


canMetroidAvoid
Being proficient at avoiding metroids, and knowing where they are in the room. Metroids will charge towards Samus but keep their momentum if they miss. Shooting a metroid will stop it in place and knock it back slightly. Rinkas exist in all metroid rooms, so this tech also includes the ability to avoid Rinkas while in a Metroid room.

54 strats


canWalljumpWithCharge
The ability to store charge beam and continue wall jumping. This is done by releasing the shoot button when trying to walljump, otherwise Samus will stop spinning. This can be used to store a charge shot or to pseudo screw through enemy projectiles.

Dependencies: canPseudoScrew

6 strats


canAutoCancelWeapon
The ability to set a HUD equipment item (Missile, Super, Power Bomb, Grapple, XRay Scope) to be single use. Doing this allows for a fast beam shot following the item use, or can reduce button input complexity. The button combination is 'Item Select' + 'Item Cancel' pressed together.

2 strats


canShinechargeMovementComplex
The ability to make multiple movement actions with a shinespark charge timer running to get into position to shinespark. This reposition may be necessary to avoid obstacles, conserve energy, etc.

Dependencies: canHorizontalShinespark, canShinespark, canMidairShinespark, canShinechargeMovement

544 strats


canBlueSpaceJump
Using SpaceJump to carry SpeedBooster's blue suit into some destructible blocks that couldn't be reached by simply running and jumping.

17 strats


canTemporaryBlue
The ability to maintain a temporary blue state through any of the following methods: 1. Gaining a shinecharge while holding an angle button, and continuing to hold angle, 2. Entering a speedball and unmorphing while holding an angle button, 3. Sliding off a ledge while gaining a shinecharge, 4. Running, gaining blue speed, jumping into a mid-air morph, and unmorphing.

21 strats


canStutterWaterShineCharge
Performing a canWaterShineCharge in a shorter runway by using a stutter that is greatly extended by the water slowdown. Perform a stutter shortly before entering water, typically through a door transition, by briefly releasing and then repressing forward before, but as close to, the transition as possible while continuing the dash. This carries the stutter into the water where Samus will run in place while building the shinecharge, Allowing Samus to enter the water with little momentum. After entering the water, dash should be held the entire time. With Gravity Suit it is possible to do this without leaving water, with or without a room transition, by removing the suit just after stuttering. The same technique is applicable with acid.

Dependencies: canWaterShineCharge, canSuitlessMaridia

38 strats


canXRayTurnaround
Using X-Ray to turn around in place without changing pixel position. Alternating X-Ray turnarounds with regular turnarounds enables movement in either direction even while crouched. This allows Samus to wiggle through two-tile tall passages, but only if the crouch originated from standing or unmorphing (not spinjumping).

15 strats


canPartialFloorClip
While standing upright in a two-tile gap between solid tiles, jump in such a way as to clip a pixel into the below floor as a setup to another tech. This is done by, in quick succession: jumping, aiming down, and then pressing forward.

7 strats


canCrystalFlash
Performing a Crystal Flash (CF). Initiating the Crystal Flash requires energy at 50 or lower, empty Reserve energy, 1 Power Bomb to initiate, and holding L+R+Shoot+Down with no other inputs. A Crystal Flash will refill 1500 energy at the cost of 10 Missiles, 10 Supers, and 10 Power Bombs. The Crystal Flash will also put Samus in a standing position even if she is in a Morph tunnel.

462 strats


canTurnaroundAimCancel
Canceling an aim angle while crouching and turning around, to wiggle to the right.

6 strats

Notable strats

Diagonal shinespark up the climb to break the bomb blocks to the morph tunnels on the right. For the top block, spark from a crouch.

9 strats


The bomb blocks can be broken by spinjumping with Screw attack and holding right, if moonfall makes Samus clip through the platform. Use the small blue platform 2nd from the top on the right side.

1 strat


Starting near the right runway, run through the bomb block passage, then jump right after exiting. Using HiJump and space jump, Samus is able to elevate enough to break through the bomb blocks blocking the Gauntlet entrance.

1 strat


Jump towards the yapping maw before it is on screen so it moves up. Quickly move it off camera so it will be `frozen` in place. Shortcharge like normal. If the Yapping Maw is returning to its hole, it will usually not grab Samus.

1 strat


Freeze the right-most ramp Choot in a way where Samus can climb on top of it and use Space Jump to escape the water. Use a turn around to avoid knockback when making contact with the Choot to better time the use of Ice. Freeze the Choot as far to the right (on its lowest swoop), but this method is less precise than the alternatives. If Samus is inside the Choot when it is frozen, she can continuing moving freely. Jump on top either in spinjump or in Morph Ball Use XRay to standup, clipping partially into the above slope. Use a flately jump to fall out of the wall while still keeping enough height to spacejump on top of the water and escape.

1 strat


Get to the right of the Choot on the rightmost platform. Spin jump up to the right, break spin while aligned with the wall, then freeze the Choot and stand on it while it is midair to the right of the stalagmite. Jump from the Choot to the water line and space jump at the water line to the Kamer platform.

1 strat


Crouch jump down grab to get over the first two pillars. For the third pillar, crouch jump to time a damage boost on the Skultera. Right after taking damage, switch to a down grab to land on top of the pillar. This is made easier by taking the damage boost while Morphed.

1 strat


Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Freeze the bug at the correct height, such that it will move and be able to hit Samus while in the morph tunnel. While in the first two-tile tall region, shoot and refreeze the bug. Then go to the second two-tile region and shoot the block. Return and lure the bug such that it hits Samus and boosts her up and onto the ledge to escape. Be careful not to despawn the enemy by moving it off camera, except while it is frozen. This strat is a one-shot try and failure is a softlock.

1 strat


Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Shoot the block with Wave or while crouching with Spazer before luring the bug. Quickly lure the bug then use a mockball on the 4 tile floor before the tunnel. This strat is a one-shot try and failure is a softlock.

1 strat


Freeze a bug three tiles to the right of the morph tunnel entrance, directly under the tile where ceiling is higher. Jump onto the bug, crouch, and jump up. The bug must be at a very precise pixel height unless using XRay and Morph. Note that although the ceiling here is 3 tiles thick, only the bottom tile is solid; the other two are slopes pushing Samus up, allowing the trick to be done.

1 strat


A single very precise jump into the bomb blocks can break both sets of blocks with screw attack. Obtaining the item requires morph, so this strat has no soft lock risk. Alternatively, tunnel crawl through to break both blocks with multiple, less precise jumps.

1 strat


Patiently and carefully lure the Beetoms to get them stuck under the platforms. Afterwards, a farm can be used to gain energy. Then jump into the thorns to get invulnerability frames and run through, while luring the Beetoms under the platforms to use the farms.

2 strats


Crystal Flash in the morph tunnel to force a standup, making it possible to shoot the super block from the left while it's on-screen.

1 strat


Shinesparking horizontally into the wall will trigger the elevator as Samus's echos hit it.

3 strats


The elevator can be raised by clipping a shot into the floor, shot while falling with the right amount of vertical speed. This can be done with a Missile, Super, or charged Spazer or Plasma shot, a well positioned angle Spazer shot while crouched, or an or Ice SBA.

1 strat


Start the elevator ride by using Screw Attack or Pseudo Screw in the hole. Kago the elevator to fall back in and hit the elevator again. This is much easier while the elevator is still rising, but can still be done with Morph afterwards. Unless HiJump is owned, this will need to be done once more to get high enough to get to the blue gate.

1 strat


Perform the crystal flash all the way to the left, against the crumble blocks to prevent the elevator on the right from blocking you in. Simply jump after performing the crystal flash to jump through the floor.

1 strat


Jump from the top right door with speed to break the bomb blocks. Time a precise shot during the jump to clear the shot block. Note: Spazer can trivially break the shot block by shooting forward before jumping.

1 strat


If you wait long enough, a Waver will arrive. After it turns around to go back to the right, damage boost off of it, then follow it. Continue to hit it to get i-frames to avoid taking damage from any spikes. The amount of Waver hits can be reduced by running ahead on the spikes and taking damage from a second Waver instead of following the first Waver.

1 strat


Come in shinecharged (or shinecharging) from the top left door. With missiles selected, position Samus roughly in the horizontal center of the room. Crouch, aim up, then in very quick succession, shoot a missile upwards then spark up. If done correctly, Samus will pass the Missile, break the bomb block platforms, then be passed by the Missile which will break the shot blocks at the top.

2 strats


Climb the top of Red Tower with just Space Jump. This can be done by dodging the Rippers and shooting the block as Samus is going upward, so she goes through the block as it breaks. HiJump or killing the Rippers can help but are not required. If the Rippers are killed, this can instead be done by shooting the block while falling right as it goes off screen, then using well-timed short space jumps to go up as rapidly as possible before the block respawns.

1 strat


Charge a spark, then break the shot blocks, drop through, and spark out the bottom right door.

1 strat


Perform a very tight Spring Ball jump from the Save room door runway, starting from either a crouch or spin jump, then use Grapple to barely reach the ceiling blocks.

1 strat


A tricky, delayed walljump makes it possible to climb to top right in-room, with nothing.

1 strat


Guide the morph tunnel Sova on top of the shot blocks by keeping it on camera. Move the camera away once it is on top of the shot blocks. It will not move while off camera. Stand directly below the OffCamera Sova and fire up and jump to break the shot blocks. Either lower its health while guiding it, or as it begins to fall, there is time. As it falls, shoot again to freeze it at the right height. As a backup, the same Sova can be frozen on the left wall, dropped from the shot blocks again, or frozen on the right wall.

1 strat


Charge a spark along the bottom of the room and use it to spark through the right side door. Requires opening the door and shutter first.

2 strats


This strat is only usable right to left. This room has many offscreen shot blocks. Shooting enough of them with wave + spazer or wave + plasma allows you to pass through the speed blocks. There is just enough time to pass through all of the Speed blocks before they become solid again.

1 strat


Climb through the Lava by walljumping off of the Namihes with HiJump. This can be done by jumping from the left side Namihes to the hanging ceiling in the center of the room and climbing further from there. By Spring Ball jumping after the Namihe walljump, it is possible to avoid the center structure and conserve some energy.

2 strats


Do a series of mid-air SpringBall jumps to bring the Geruta over, then freeze it and step on it.

1 strat


Break the speed blocks by jumping over the gap with blue speed and continuing through the room with a speedball.

1 strat


Place a Power Bomb to break the Power Bomb blocks and the bomb blocks, without killing the global Sova. Wait 30-50 seconds for the Sova to get into position to be used as a platform.

1 strat


Lead a Gamet up through the water and freeze it to cross the first moat. Freeze the Gamet before it starts moving left. Wait for it to thaw and fly over the second moat where it can be frozen again.

1 strat


Use the moving platform (Kamer) to elevate the Gamets.

1 strat


Charge a spark to the right, then come back, run and jump, and perform a shinespark (horizontally or diagonally) to reach the ledge.

1 strat


Gravity makes it possible to charge a spark in the acid in order to break the speed blocks.

1 strat


Freeze the Mella at a precise location in order to jump through the crumble block, then wall jump up the long channel and mid air morph to get out. The Mella pixel positioning window is larger and higher with Morph and an X-Ray Stand Up.

1 strat


One vertical spark is needed to open up the breakable blocks on the right ceiling. Then, a second horizontal spark is performed where those blocks were cleared to reveal the item.

2 strats


The ability to get into the safe spot in the Golden Torizo fight, where Samus can attack while being safe from GT's standard attacks. To get into the safe spot near the door: Stand on the left side of the floor pillar for GT to jump back. Then stand to the right of the nearby background pillar. Shoot Golden Torizo by facing right and firing up. Farm drops by turning around to face left and firing up with no wide beams equipped.

8 strats


Jump on the crumble blocks to reach the Missile item location at the risk of falling through.

2 strats


Run through the doorway with enough momentum to break the bomb blocks with Screw.

3 strats


Run in the adjacent room and jump through the door, to place a Bomb to break the obstacle.

1 strat


Dive into the acid and get to the doorway high on the left wall. Note that you can wall jump climb in acid without gravity.

9 strats


Avoid killing the Firefleas and instead freeze them as a way accross the spikes. It helps to freeze them low, closer to the spikes.

2 strats


Perform the crystal flash all the way against the left wall of the accessible tunnel, then jump through the ceiling.

1 strat


Jump and Morph with a speedball to enter the morph tunnel and then use SpringBall to break the bomb blocks.

1 strat


Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them.

3 strats


Place the Power Bombs as forward as possible in order to only need to use two. This makes it more likely to fall in the acid.

2 strats


When coming from the Save room door, the first KiHunter can be baited by jumping into the door then walking left. The second KiHunter can be jumped past by waiting for the right timing, if it is in the way. Wait for the top KiHunter to exit the corridor and wait just below so that it will bonk the wall when it attempts to swoop, then jump past. It is possible the second and third KiHunters group up in the middle which may not be possible to pass without taking damage.

2 strats


Fight Ridley without immunity to heat damage.

1 strat


Jump with some run speed to place the power bomb high enough to break the bomb blocks. During the explosion, jump through the left wall pirate and precisely walljump to reach the upper area.

1 strat


Freeze the pirates to use as platforms to get up through the bomb blocks. Note that the pirates' hitboxes are larger than they seem.

1 strat


Wait for the top one to pass by. Jump down when the lower two are by the left wall and jump over them when they swoop.

1 strat


Break the shot blocks with Power Beam by first rolling into the morph tunnel to unlock camera scroll for this room. The blocks can now be cleared from the left side by shooting and quickly scrolling the camera to the right a small amount. A shot from crouch will reach the bottom block by following the shot as a ball, or wave beam works from the stairs. Screw Attack is still needed to clear the bomb blocks.

1 strat


Position the Bull with beam shots before jumping into it.

1 strat


Crystal flash to force a standup then spin jump up then morph to bypass the dead robot. Use Coverns to damage down if necessary. Note that if the Covern spawns on Samus while crystal flashing, it will deal large amounts of damage. To avoid this, it is recommended to kill the Covern and leave its drop, then quickly get in the morph tunnel and CF.

1 strat


Jump into the top left door from the nearby ledge using one of Gravity, HiJump, or SpringBall. This requires a very precise jump from the very edge of the ledge and risks falling into the Bottom-Left pit which may be difficult to climb back from.

3 strats


Enter on the left side of the door while aiming down and freeze the fish immediately.

1 strat


Morph and unmorph before reaching the transition, and then drift to the ledge. Enter the room as far right as possible.

1 strat


Wall jump in the room above, on the right wall of the doorway, immdiately before the door transition. Failure will likely result in a soft lock. To get to the ledge: If the room above has normal physics, hold right in this room. If the room above has water physics, shoot to break spin while holding right in this room.

1 strat


Snail Climb without movement items by better coordinating the movements of both the snail and Samus.

3 strats


Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise. Morph can be used to help get onto the Snail and get off without taking a hit if it is in the wrong location. This clip can be used to get to the middle left door and the items in the top right of the room.

2 strats


Quickly move next to the first set of speed blocks at the left end of the hole. Shoot a Wave shot, then just before it goes off screen, horizontally spark to the left to get through all the shot and speed blocks. A spin jump may be used to move horizontally into place much quicker.

2 strats


Stand on a particular two pixels to the right of the dividing wall and fight Botwoon using charge beam shots. Using angle down the spot is where Samus' front toe touches the wall. Using angle up, it is where Samus' front foot is on the seam in the floor.

2 strats


Initiate a Shinespark 1 tile below the ceiling to cross all of the room. Shinesparking too high or too low will crash and Samus will likely fall into the sand.

2 strats


Climb the frozen crabs Suitless without the help of SpringBall jumps or HiJump.

4 strats


Wall jump back and forth up the shaft. It's a really long climb.

1 strat


Charge a shinespark in the bottom of the room, then Gravity jump up in order to shinespark out of the right door.

1 strat


Fight Draygon without gravity, but with Morph.

1 strat


Shinecharge in-room, then horizontally spark through Draygon multiple times. It takes 3 Shinesparks if that is the only source of damage onto Draygon. Be careful of taking damage at the end of a Shinespark when near walls and on the killing Shinespark.

1 strat


Kill Draygon by grappling to a bottom turret as you get grabbed. Avoids taking all the hits from Draygon.

1 strat


Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack.

2 strats


Cross the room with nothing while avoiding the enemies. Juke the Yapping Maw after entering and kill the Zoa to clear a path over the sand.

2 strats


Wait inside the door frame for a Zoa to rise out of the sand, then use it to cross the room.

2 strats


With a fast enough jump into the room it is possible to cross over the water and land in the opposite door by morphing before reaching the ceiling.

4 strats


Kill all the Zoas and don't pick up their drops. If the door is unlocked, stand in the doorframe and jump across the room. Otherwise, jump across the sand, starting 1.5 tiles away from the sandfall. Hold jump and forward the whole time. Samus will dip into the sand, but still make it to the other side.

2 strats


Freeze one of the Menus (bugs) in a position where you can use it to get into the morph passage. One of the easier methods is with a damage boost. Stand in the water, take a hit for positioning, and freeze the bug near but left of Samus. Then morph on top and damage boost into the morph tunnel as it unfreezes.

1 strat


Use the Skultera to get onto the top right platform. There are two distinct ways to get up using the top Skultera. 1. Freeze it at the bottom of its path to the left. Crouch jump and down grab to get onto it. The positioning is very precise. 2. Freeze it about a half-tile from the right wall and very quickly stationary spin jump and quickly walljump mash to get up before it thaws. This may be easier by jumping away from the wall, towards the fish, to gain height faster.

1 strat


Preselect Grapple and be ready to use it when entering the room. Release up or angle up before release grapple so the shinespark does not activate instantly. Use the windup frames for a shinespark to extend the duration timer.

2 strats


Gets above the grapple block by doing a well-positioned and well-timed Gravity jump following a good jump off the sand. It is also possible to do this off of a wall jump on the side immediately followed by a gravity jump. Break spin before touching the sand, and then spinjump to get a good jump off of the sand. Breaking spin after jumping from the sand will remove horizontal momentum, or a stationary spinjump can help.

1 strat


Use a flatley turnaround jump to get Samus inside the gap during a spinjump. Samus must jump from the left side platform.

1 strat


Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks.

1 strat


Spin jump into the room with Screw Attack, holding left through the transition to land near the door. Do a turn-around spin jump to the right, bonking the ceiling and overhang and then falling straight down. Then run and spin jump to the right through the Hoppers, to make it to the door without taking damage.

1 strat


Use at least 4 tiles of runway to gain speed, running through the transition. Hold down during and after the transition in order to aim down and squeeze under the Hopper. Then immediately run to the right to make it to the door without taking damage.

1 strat


Kill the two Metroids with Power Bombs while avoiding damage.

1 strat


Buffer a spinjump towards the door to jump over the top metroid and land on the middle platform. Metroids can be knocked with Beam shots to clear a path.

1 strat


Group the Metroids by descending the room. Then Kill all three Metroids with Power Bombs while avoiding damage.

1 strat


Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. It is possible to climb faster by releasing jump early, rather than doing full-height jumps, in order to be able to Space Jump again more quickly.

1 strat

canSpaceJumpWaterEscape
Using HiJump to escape the waterline during a Space Jump Water Bounce.

Dependencies: canSpaceJumpWaterBounce, canSuitlessMaridia

13 strats


canSandfallBounce
Breaking the sand line while exiting a sandfall at the same time can be used as a way to gain an irregular amount of height.

Dependencies: canPlayInSand, canSuitlessMaridia


canPauseAbuse
The ability to pause in order to avoid death while reaching 0 Energy. Energy must be obtained before the unpause fade-in finishes, either by picking up an Energy drop or refilling with Reserve Energy.

Dependencies: canCarefulJump, canUseIFrames, canManageReserves

58 strats


can3HighWallMidAirMorph
Getting up into a morph passage from a 3-tile-high space by mid-air morphing off of a wall jump. This is easier from an opposite wall. After the wall jump, continue holding jump in order to only need to press down a single time to morph.

Dependencies: canMidAirMorph, canWallJumpInstantMorph, canTrivialMidAirMorph, canDisableEquipment, canPreciseWalljump

8 strats


canRJump
A technique for mid-air morphing in a 3-tile-high space in air physics, or a 2-tile-high space in water physics. The key point is that pausing can be used to morph much faster than double pressing down. "R" means holding angle aim before the first down press so Samus has a smaller hitbox for slightly more space to work with. 1) Hold angle aim (up or down) and down while in a crouching position. 2) Pause and jump as late as possible. 3) Release all inputs during the pause screen. 4) Hold jump and down and forward after the pause screen clears but before game control resumes.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canDisableEquipment

8 strats


canTrickySpringBallBounce
Performing spring ball bounces in tricky situations, such as precisely platforming while bouncing to keep blue speed.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canSpringBallBounce, canLateralMidAirMorph

22 strats


canStationaryLateralMidAirMorph
While performing a stationary vertical jump and after the first down press, Morph with down and forward being pressed on the same frame (neither before the other). Doing this immediately gives a noticable horizontal speed boost. This is most useful underwater where acceleration is slower.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canLateralMidAirMorph

17 strats


canMomentumConservingMorph
Uses the uninteruptable frames of morphing or unmorphing in order to continue moving up after hitting a solid object above. This can be used to make it barely just past a ledge. The same technique can also be used to temporarily glide along a ceiling to extend a jump horizontally.

13 strats


canGrappleTeleport
Exiting a door transition while grappled, in order to initiate a teleport in the next room. The position to which Samus teleports corresponds to the position of the grapple block in the first room. The corresponding position in the destination room (counting tiles from the top-left corner of the room) must have a block to which Samus can remain grappled (e.g. a solid block would work but air would not); otherwise the teleport will not occur.

Dependencies: canUseGrapple

122 strats


canDoubleSpringBallJumpMidAir
Using a mid-air Spring Ball jump twice during a single jump to gain even more height. This consists of a tight variant of mid-air Spring Ball jump, then turning off Spring Ball, then a second mid-air Spring Ball jump all while still climbing upwards. This is typically used underwater with HiJump, but it is technically possible in lava without HiJump or to perform more than two Spring Ball jumps in acid.

Dependencies: canMidAirMorph, canTrickySpringBallJump, canSpringBallJumpMidAir, canTrivialMidAirMorph, canDisableEquipment

15 strats


canSpringFling
The ability to gain extra distance merely by turning Springball on or off. When equipping or unequipping Springball while Morphed, Samus' speed is reset. If rising (and not in liquid physics), the horizontal speed is set to full roll speed. If falling, the vertical speed is set to zero and horizontal speed is reset unless SpeedBooster is equipped.

Dependencies: canDisableEquipment

31 strats


canTrickyDashJump
Using Speed Booster and jumping with a precise runway length in order to jump higher than with a slightly shorter or longer run. This works because of the extreme non-linearity of the speed to jump height ratio, when Speed Booster is active.

Dependencies: canCarefulJump, canTrickyJump

94 strats


canCWJ
A continuous wall jump (CWJ) consists of a wall jump without turning around. It can be done by spinjumping forward and then wall jump off a solid object to retain all forward momentum. The more speed Samus has, the smaller the frame window for the CWJ. A slow CWJ uses a wall or ledge near the initial jump point, while a fast CWJ will wall jump using the opposite side of a more distant platform.

Dependencies: canCarefulJump, canTrickyJump

2 strats


canFastWalljumpClimb
Climbing a wall with consecutive wall jumps very quickly, e.g. for setting up a full halfie.

Dependencies: canConsecutiveWalljump

18 strats


canUnmorphBombBoost
A tech that involves mid-air morphing to place a bomb or Power Bomb, then mid-air unmorphing to briefly hover above the bomb, in order to use the bomb blast to go just a bit higher than max jump height.

Dependencies: canResetFallSpeed

6 strats


canWallJumpBombBoost
The ability to accurately place a bomb or Power Bomb in mid-air following a wall jump, then using that bomb explosion to propel Samus forward. There is a timing component where the bomb is placed while rising then hit while falling, and a momentum component for maximizing horizontal distance.

Dependencies: canMidAirMorph, canTrivialMidAirMorph, canWallJumpInstantMorph

4 strats


canHBJ
A Horizontal Bomb Jump (HBJ) uses three bombs to execute. Place a bomb to get boosted horizontally; place a second bomb immediately as Samus is propelled. Place a third bomb, mid-air, as far horizontally as possible while still being able to return and get propelled by the second and then third bombs.

Dependencies: canBombHorizontally

6 strats


canDoubleBombJump
The ability to place a second bomb near the top of a bomb boost during an IBJ in order to ascend much faster.

Dependencies: canIBJ

17 strats


canStaggeredIBJ
The ability to change the bomb placement timing in order control the speed with which you gain height. This is typically used to avoid an enemy moving in Samus' path above.

Dependencies: canIBJ

5 strats


canBabyMetroidAvoid
The ability to skip the Baby Metroid health drain. The Baby Metroid skip has three parts: The first jump, repeated jumps over the baby while clearing the vines, and the final jump into the transition. The classic skip, with this tech, assumes HiJump, Wave Beam, and Morph Ball. Speed Booster can help, but only changes the first jump.

Dependencies: canCarefulJump, canDodgeWhileShooting, canTrickyJump

2 strats


canFarmWhileShooting
The ability to actively kill enemies to spawn drops and collect them while racing a timer. There is a low chance that the required drop(s) will not spawn. This does not apply to easy farm bugs, like Gamets.

Dependencies: canDodgeWhileShooting

9 strats


canTrickyDodgeEnemies
The ability to dodge enemies requiring highly precise or unintuitive avoidance movements.

25 strats


canEnemyExtendRunway
The ability to use an enemy to extend the length of a runway. This is typically set up with a frozen wall-crawler, but can include other frozen enemies or Snails, Trippers, etc. The enemy can be up to 3 pixels higher than the adjacent runway and still have benefits. At 3 pixels above the runway, Samus can run off of the enemy and not lose speed, which is often useful for cross-room speedy jumps and jumps into water. At 2 pixels above, single-stutter shortcharges often fail and multi-stutters are unreliable. At 1 pixel above, multi-stutters are fairly reliable. A pixel-perfect positioning is necessary when using an enemy to bridge a gap, where Samus needs to run onto and off of the frozen enemy. If the enemy is even 1 pixel lower than the runway, it cannot be used.

Dependencies: canUseEnemies

85 strats


canShinechargeMovementTricky
The ability to make precise and potentially unintuitive movement actions with a shinespark charge timer running to get into position to shinespark. A common example is using the shinespark wind-up period to wait for a hero shot to open an off-camera door.

Dependencies: canHorizontalShinespark, canShinechargeMovement, canShinespark, canShinechargeMovementComplex, canMidairShinespark

195 strats


canControlShinesparkEnd
The ability to control where a shinespark ends, by starting with a certain amount of energy.

Dependencies: canShinespark

11 strats


canSlowShortCharge
The ability to control Samus' run speed while shortcharging by releasing run after achieving blue. Being able to 4 tap is expected as that brings out the most value from this tech.

9 strats


canPreciseSpaceJump
Carefully controlling the height and timing of Space Jump in order to carry momentum, and possibly blue speed, across substantial distances to specific locations.

46 strats


canChainTemporaryBlue
The ability to move while maintaining Temporary Blue. This can be done by jumping, releasing angle, then doing a mid-air morph on the descent, using mockball inputs. Afterwards, hold angle again while soft unmorphing and continue to hold angle after landing. Hold forward the entire time while morphed after the mockball inputs to prevent losing Temporary Blue. It is possible to use this alongside canXRayTurnaround to change directions during a Temporary Blue chain.

Dependencies: canTemporaryBlue, canMidAirMorph, canTrivialMidAirMorph, canLateralMidAirMorph

220 strats


canXRayClimb
Repeatedly using X-Ray's forced standup trick to climb up through in-bound walls. This requires Samus to be partially clipped into the wall to begin climbing, which is often set up by getting stuck in a closing door. The simplest setup is getting stuck in a right facing door in order to climb the left wall of a room. To do this, enter this room from the room to the left with a stationary spinjump moving away to touch the transition with momentum that will get you stuck in the destination door. X-Ray climbs can also be setup by allowing solid blocks to reform on Samus, or by clipping into a wall by some other means.

Dependencies: canXRayStandUp

44 strats


canRightSideDoorStuck
Getting stuck in a right side (left facing) door. Starting from the room to the right, perform a dashing stationary spinjump into a doorcheck. Then, as Samus arrives in the desired room, hold down to automatically fall forward into the closing door. This requires the doorway in the room to the right to not be underwater. This is typically used to start an X-Ray Climb.

Dependencies: canStationarySpinJump


canPreciseCeilingClip
Setting up an enemy positioning to perform a very precise ceiling clip, typically with a frozen enemy. The enemy positioning will require a 2-3 pixel precision range, several pixels lower than what is possible with an X-Ray standup. A crouch jump is then required to clip through.

Dependencies: canUseEnemies, canCeilingClip

9 strats


canBombIntoCrystalFlashClip
Setting up a Crystal Flash in a 3 tile high space with bombs to clip into the above tile. This requires bombing once to place the power bomb against the ceiling, then bombing again to position Samus for the Crystal Flash. This trick has a 2 frame window. If below crumble blocks, hold down to break them. Usually only useful when the crumble blocks do not respawn. If below a single solid tile, Grapple can be used immediately when the Crystal Flash finishes to place Samus above it.

Dependencies: canCrystalFlash, canCeilingClip

3 strats


can10PowerBombCrystalFlash
Setting up a Crystal Flash with only a 10 Power Bomb capacity, by picking up a Power Bomb in between placing the first Power Bomb and activating the Crystal Flash.

Dependencies: canCrystalFlash

12 strats


canUsePowerBombLag
The ability to take advantage of the lag during a Power Bomb explosion in order to execute precise movement more easily.

1 strat

Notable strats

Use the runway near the top right door to jump towards the top left bomb blocks and break them using the blue speed from SpeedBooster. This can be done using the full runway, with a one-tap shortcharge, where the tap is at the top of the lowest slope, and the jump is at the top of the last slope. Alternatively, a controlled release of the jump button works in place of the shortcharge, where the bottom of the thick dark line in the background at the top of the room works as a visual cue. Aiming down or morphing before hitting the wall can help make the jump slightly less precise.

2 strats


This strat is fairly precise. All jumps should be as small as possible. Using at least one-tap short charge, jump off the ledge and descend as much as possible while keeping space jump active. Once approaching the wall, be sure to jump again to continue through all of the bomb blocks. If HiJump is available, it is much easier to use the blue space jump strat from the ground.

1 strat


Walk off the ledge (rather than running off), aim down, and shoot. Depending on your momentum coming in, if Zebes is awake you may need to shoot down twice, once to kill the Geemer and once to open the door. Press forward against the floating platform to make it through the door.

1 strat


This is a series of precise space jumps that clears a path through the room while avoiding the solid walls.

4 strats


Enter the room while building a shinespark and use it on the lowest part of the ramp to diagonally spark up and out of the water. Use very low jump height space jumps to carry momentum to the far side of the submerged ramp. Both Choots must be killed. Using Screw Attack: stay a little bit high in the water so that it remains active for the second Choot. Using Plasma or ammo: kill the first Choot while running down the middle platform, and the second while gliding above it after spacejumping through the water. Then shinespark up and use SpaceJump to reach the door.

1 strat


Find the Choot that is closest to the surface of the water, crouch jump under it and damage boost onto the dry platform to the left.

1 strat


Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Must be quick enough to shoot the shot block first. Requires a mockball on the 4 tile floor before the tunnel. This strat is a one-shot try and failure is a softlock.

1 strat


Preopen the door and shotblock, then go back and charge a shinespark. Springball through the short morphball tunnel to just have enough time to shinespark out the door.

1 strat


Use walljumps to climb from the ocean floor up to the gravity suit room door.

1 strat


Spacejump out of the water then use walljumps up to the gravity suit room door.

1 strat


Stand in the pit and freeze the Beetoms by shooting up. Keep them all separated and equally spaced apart to maximize the length of the runway. Freeze the Beetoms that aren't currently in use to avoid them from attaching to Samus and stacking together.

2 strats


Run from left to right to gain a shinecharge, then immediately moonfall down the shaft. There is just barely enough time to shoot the door open (if not already open) and spark out.

1 strat


It's a long Wiggle, but you can see the item before going in too far. Spin jumping directly into the tube will disable X-Ray, so enter aiming down to standup first.

2 strats


Build up some run speed and then extend the Grapple Beam through the Blue Gate, while jumping, to open it from the wrong side.

1 strat


Break the "Spore Spawn Skip" bomb blocks (from the left) using only speed. Either by jump morphing into them, or by falling and bouncing through them with Temporary Blue.

2 strats


Quickly jump and precisely shoot the super block and in the same motion take out the bomb blocks with a speedball.

1 strat


Shinecharge towards the top right door. Then turn around for a fast mockball after jumping the bug pipe.

1 strat


Raise a Zeb to be just below the crumble blocks and blindly freeze it to set up an ice clip to reach the Power Bomb room exit door. Get a bug from the pipe to spawn facing left and freeze it while moving to the ledge below the Hopper room door. While crouched, a spazer or wave beam shot will shoot through the floor in front of Samus. The bug must be frozen at a height between where Samus is crouched and where she is standing. Once frozen, somehow track how long until the freeze effect expires, and when the bug will reach the crumble blocks. If the bug is off camera when not frozen, it will despawn. Refreeze the Zeb below the crumble blocks and ice clip up to reach the door.

1 strat


Quickly wall jump up the right wall and shinespark up to barely get above the speed blocks without any tanks.

1 strat


To minimize damage from the Hoppers, get stuck in the door relatively high and move quickly. Climb up somewhat less than 1 screen, until Samus' head appears between 1 and 3 tiles below the door. Then perform a turn-around spin jump to the right to get on top of the Grapple block.

1 strat


Perform a quick-drop through the Crumble block, and grab the item. During the item message box, buffer the inputs to turn around to the right and jump. Perform a wall jump by briefly releasing and repressing jump (while continuing to hold right) after hitting the respawning crumble block, to clip up through it.

1 strat


Cross the gaps by freezing multiple enemies or by refreezing a Waver while standing on it. Be careful running on frozen enemies. Freeze the final Waver high and walljump up, or wait for the second Waver to come back.

1 strat


A precise strat that involves crossing both gaps by dboosting off Wavers. The Wavers are also used for iframes to avoid taking damage from any spikes.

1 strat


Jump from the safe spot on the spikey stairs and use the momentum change from equipping SpringBall to move closer to the door's platform. Then SpringBall jump to reach the door.

1 strat


Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump. Cross the room by Jumping atop the spikes. Taking enemy damage can be used to reduce some spike damage. The final jump can either be made by jumping from the bottommost spike stair or from the safe stair. Setup run speed atop the spike stair by holding forward to be pushed backward. The safe stair jump is much harder, but can be made without every pixel of runway.

1 strat


Requires switching between single and double IBJs. While Doubles are not techincally necessary, they make the strat more bearable.

1 strat


Starting on the right ledge at the bottom of Red Tower, wall jump just below the middle plant, just above the top ripper. Place two bombs out of the wall jump landing on the first bomb and getting boosted by both. While rising, place two more bombs for a second HBJ. Colliding with the side of the ledge after the third bomb can help.

1 strat


Generate a charge on the left side and carry it through the morph tunnel and out the right door.

1 strat


Break the shot block, then gain a shinecharge while sliding off the ledge, down toward the bottom right door.

1 strat


A very low horizontal speed is needed to drop down and break the block without hitting the corner to the left or the block above the bomb block. Or with Temporary Blue, Samus can bounce into the bomb block.

1 strat


Wait for the global Sova to begin climbing the wall below the right side door. Jump into it just before it reaches the ledge that the door is on to gain height through a neutral damage boost. The jump can be either a difficult walljump or a crouch jump combined with a type of Bomb and the refill effect of Reserve tanks. Maniputlating the camera can help normalizing the timing of the jump.

1 strat


This is a precise strat which requires maximum run speed. Perform a spin jump right next to the left wall. Shoot the block as Samus is about to leap through it, and land next to the door. A down grab makes this a little easier.

1 strat


This is a precise strat which requires maximum run speed. Jump when passing under the floating platform and barely avoid hitting the rightmost wall. Wall jump on the horizontal spire near to the door.

1 strat


Position Samus into the bottom right corner, using invulnerability frames run then jump while on the crumble blocks. It is possible to use a damage boost on the Ripper to save energy and position Samus into the corner.

1 strat


Store the shinespark on the last possible pixels of runway. Quickly drop to the nearby namihe and damage boost using its flame. Hold the damage boost until just before being below the above platform and spark upwards

1 strat


Double springball jump out of a walljump starting from the top of the left wall Namihe.

1 strat


Use the bottommost right side namihe to generate a flame and walk with it to the bottommost left namihe head Use a turnaround animation as Samus is hit by the flame to cancel out knockback frames. While invulnerability frames are active, walljump up the spikes either 2 or 3 times and jump accross to catch the middle wall and climb from there.

1 strat


Dash jump from the door to the second ledge. Jump forward, morph, and place a Power Bomb on the ceiling between the second and third ledges. Press right as Samus begins falling. After falling for 1-2 blocks, unmorph. This will place Samus precisely in the path of a Dragon fireball to damage boost left. Samus can land on the lower item block, just before the block is destroyed in the Power Bomb explosion.

3 strats


While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Delay the damage boost from the spikes slightly in order to rise above the lava before moving.

2 strats


Delay the damage boost from the spikes slightly in order to rise above the lava before moving.

2 strats


Uses a bomb boost at the end of a mid-air SpringBall jump. Also requires a crouchjump and downgrab to complete the maneuver. A spring fling can help add some lenience to the bomb placement and unmorph timing; it requires pausing early, before jumping, in order to be able to initiate another pause immediately before placing a Power Bomb.

1 strat


Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze.

1 strat


Spark left through the speed blocks with low energy, so that the spark stops before the first Pirate. Then use a sequence of pause abuses with reserves to cross the room. This can be done with a single Reserve Tank (no Energy Tanks), from any of the three doors on the right side of the room.

3 strats


Crouch jump and let the Sova move into Samus from the right, to get a upward boost, then hold left to boost horizontally to the ledge. Then crouch jump from the slope on the left, and morph into a neutral damage boost.

1 strat


Place a Power Bomb to break the Power Bomb blocks and the bomb blocks, without killing the global Sova. Wait 30-50 seconds for the Sova to get into position. Crouch jump, morph, and hold right against the wall, hitting the Sova from below while near the peak of Samus's jump. Continue holding right to pass through the Sova and onto the ledge above.

1 strat


Unmorph with the right timing to damage boost using the Boyon who is closest to the Morph tunnel in order to avoid taking any lava damage.

1 strat


1- Stand near the farm point, on the edge of where you make Gamets spawn. 2- Wait for the water position to be high. 3- Move to make the Gamets spawn. Moonwalk is useful here. 4- Quickly climb up to the last ledge before the door. 5- Run, jump, dboost off a Gamet. 6- Dboost a second time off the Gamet to cross the second moat.

1 strat


Doesn't require opening the bottom right door. Just using the available space and jumping late enough. It does require killing the Gamets and leaving the drops there so they don't kill your momentum.

1 strat


Involves grappling off several Rippers, where falling may lead to a soft lock.

2 strats


The blocks can be broken if you can generate a blue suit using the previous room's runway, and carry it to the blocks by slowing floating down with Space Jump.

1 strat


Store a shinespark near the left door and use the remaining runway to jump as far as possible to the right. Once near the acid platforms, Shinespark diagonally to reach the item location.

1 strat


A particularly precise springwall. Aim the walljump at the bottom of the second sloped wall fixture, where it looks like you cant jump off of. Optimize pause timing, use an instant morph, and get a max height springball jump. A delayed wall jump helps.

1 strat


Use an unmorph bomb boost at the end of a mid-air SpringBall jump. Also requires a crouchjump and downgrab to complete the maneuver. A spring fling can help add some lenience to the bomb placement and unmorph timing; it requires pausing early before jumping, in order to be able to initiate another pause immediately before placing a Power Bomb.

1 strat


Midway through the fight, use a Crystal Flash to refill Samus' energy. Crystal Flashing while standing in the safe spot at GT's feet is safe.

1 strat


A paricularly precise mid-air morph can get up and over the Fune without damage. Stand a half tile away from the Fune when jump morphing for a higher ceiling. It's a 2.5 tile high mid air morph. It can be performed similar to how a 2 or 3 tile high morph is performed.

1 strat


Manipulate the Three KiHunters to avoid all of them when entering the room from the Save room door. Stop on a dime on entry for positioning, because it is precise. Wait 1 second then Morph and roll left, past the swooping kihunter. Quickly jump to the higher level and run into the left wall. Wait there for half a second; it helps to jump into the wall. The 2 KiHunters should be grouped above Samus and out of the way.

2 strats


Avoid the bottom pirates and jump high enough to break the bomb blocks with a power bomb. During the explosion, climb the right wall passing through any pirates and use a movement item to reach the top.

1 strat


Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Quickly move to the right side and walljump up to the right height to power bomb out the bomb blocks, double hitting the top wall pirate. Wait for the full power bomb effect to end and wall jump once on the right wall and hit top pirate with 1 missile and 1 super. Jump and shoot the top pirate with a charge+ice shot. Hold a charge and walljump up the left wall and freeze the top pirate when it jumps across. Use the pirate to jump to the higher area.

1 strat


Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Wait briefly on the left side of the center platform, then jump and shoot 4 missiles at the top pirate. Walljump up the left wall such that the lower pirates are on screen long enough to jump accross to the left. Place a Bomb on the left wall to hit the top pirate when it jumps over, followed by a power bomb. Unmorph precisely below the middle pirate so both top pirates will jump back to the right, and begin charging Ice. Walljump up the left wall with charge held and freeze the top pirate when it jumps over and use it to reach the upper region.

1 strat


Break the Power Bomb statue leaving 1 row of blocks. Partially clip between the Power Bomb blocks and the solid tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Damage boost to the right and use i-frames to run through all of the enemies.

2 strats


Roll under the Dessgeegas until all three move off camera and stop chasing Samus. Roll directly from the Morph tunnel, past the first Dessgeega. Stop and let it jump left of Samus, then move it off camera on the next jump. Back away from the Left ground hopper then roll under it. Lastly, manipulate the ceiling hopper off camera if it has followed Samus this far.

1 strat


Climb up about half a screen. If Phantoon is dead, the last part of the climb should be done carefully to avoid triggering collision with the spikes: Do not press forward or turn-around except while X-Ray is active. For each X-ray stand-up, release the turn-around input quickly to make sure that it is not still held after X-Ray deactivates. Once Samus is high enough, unequip X-Ray, jump up (from either standing or crouch) to clip past the spikes, and land, taking a single spike hit. Then use the i-frames from the spike hit to run and jump to the left to make it to the door. Samus is high enough after the top of her arm cannon first becomes visible at the bottom of the screen; or up to 3 additional climbs can be performed after that point. In case of an accidental spike collision, it is possible to recover: Unless Samus climbed higher than needed, she will still be stuck in the wall, will take a single spike hit, and be able to continue climbing. With Grapple it is possible to swing on the Grapple blocks, avoiding all spike damage. Spike damage can also be avoided with Space Jump, by doing a stationary turn-around spin jump, which is very precise.

1 strat


Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround or morph timing which slides along the ceiling. Samus must also stay near a side of the center hole to reach the Morph tunnels.

19 strats


Use a super to knock off a crab and freeze it mid-air. Then get on that crab, possibly using a door ledge Freeze a second crab on the edge of the hole above.

1 strat


Freeze one crab on the lip of the overhead opening and another on the edge of a doors platform then springballjump up. Use a Stationary Lateral Mid-Air Morph to gain enough jump height without bonking the ceiling. It is possible with a crouch jump to not need the second crab.

1 strat


Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it. A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast.

1 strat


The tricky part is getting to the ledge below the missiles. There are two ways to do this: 1. Stand on a frozen crab with a frozen fish at the lowest height of its cycle to the right. Further to the right is better as long as it can be stood upon without the ledge above. Perform a stationary lateral midair morph into a max height spring ball jump to get onto the fish before it thaws. Press against the fish for the maximum amount of time possible while moving upwards in order to gain more height in order to get on top of it. 2. Freeze the global crab on the right wall, get onto it and up and onto the frozen fish before it thaws. Be careful not to fall through the crab. A fail will require Samus to reset the room, or wait a very long time in order for the crab to circle the room. Using a Super may make the crab fall on a floating platform, and it still takes more than a minute to return. Note that it is possible to turn off ice beam to immediately thaw any frozen enemies; this can help get the crab and fish in a good cycle with each other.

1 strat


Crouch on the lowest stair, then shinespark horizontally to bonk at the top corner of the grapple block. Down grab to get onto it.

1 strat


Use a Space Jump water bounce followed by a tight mid-air morph, to get a mid-air Spring Ball jump out of the water.

1 strat


Gain blue speed by running right-to-left on the 20-tile runway below the items. Then use Space Jump to carry it across the top of the room to break the bomb blocks. To cross the room most easily, blue speed can be gained with low momentum by pressing pause, running a few tiles, stuttering just before the pause hits, disabling Gravity suit, continuing to run left, then re-enabling Gravity suit before jumping. Alternatively, a regular shortcharge can be used in combination with either HiJump or a precise amount of extra run speed ($2.0 or $2.1), to cross the room at higher speed.

1 strat


Cross the room by using the Mochtroids as frozen platforms. Some Mochtroids need to be led into the water either from the previous section of room or from jumping high in the current section. Mochtroids are most stable to climb when they are against a wall.

2 strats


With HiJump, perform a mid-air spring ball jump into an IBJ to escape the water. This can be done at the left, the center, and right side of the room. Use a spring fling to delay Samus' initial descent in order to get the IBJ started.

2 strats


Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it.

1 strat


Performing a grapple jump off of a Draygon turret. Usually done by bouncing off the wall for momentum.

1 strat


Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more. Start the IBJ as far left as possible. The furthest right is just right of the waterfall. Turning around, carefully, is one way to lose forward momentum and begin the IBJ. At the top of the IBJ bomb to the left and unmorph to reset fall speed.

1 strat


Use the bomb boost as Samus is going through the doorway, then spring ball after breaking the water, then ibj or use an unmorph bomb boost.

1 strat


Perform the spring ball jump near max height. Place the first bomb after the spring ball jump; just above the water line. Press pause just after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in.

1 strat


HiJump with a good jump from the sand can reach the Solid Rock Maze region. Use the sandfall if Samus gets stuck in the sand. Perform several wall jumps to climb up to the water level, then precise wall jumps to break free.

1 strat


Jump off of the crumble blocks consecutively while placing a bomb on the water line and convert that into an IBJ to climb to the dry morph tunnel.

1 strat


Charge a spark below towards the right then run back and jump up and spark out of the left door.

1 strat


Freeze the Puyo at the start of its jump animation, on the right frame.

1 strat


Stand at an effective distance of approximately 20 tiles from the door. Run through the door, and jump any time after the transition, holding jump through the entire room to make it to the other side. Samus will go over the Evirs, so there is no need for blue speed.

2 strats


Enter with enough run speed to jump (after the transition) across the full room using one SpringBall Jump. When exiting the first Sandfall, Samus will be rising still. That is the time to Springball jump.

2 strats


Gain a speedball in the other room, and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce anywhere on the platform in front of the door, clearing the whole room at once. If needed, blue speed will destroy any Evirs along the way and allow bouncing on the sand at the end to make it onto the ledge.

1 strat


Gain run speed using between 19 and 33 tiles in the other room, and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce near the end of the platform in front of the door, clearing the whole room at once. Samus will go over the Evirs, so there is no need for blue speed.

1 strat


Gain run speed using between 19 and 33 tiles in the other room, and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce near the end of the platform in front of the door, clearing the whole room at once. Samus will go over the Evirs, so there is no need for blue speed.

1 strat


On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the springball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible.

1 strat


Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Depending on the setup, this may have collision oscillation, making only a 50% success when done correctly.

4 strats


Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. Without Gravity, this requires greater caution as the water will slow Samus down and increase the risk of taking damage from a snail. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed, gained by dashing for at least one frame while in air physics. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks.

1 strat


Perform a canSunkenTileWideWallClimb to get to the water surface, then use space jump at the water surface. Then either use space jump when the water is low then a spring ball jump to escape, or space jump when the water is high into a tight midair morph.

1 strat


Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock and jumping from the top of sand may be required. Timing a Spring Ball jump to counteract the push of a sandfall requires a more precise jump timing.

1 strat


Enter with at least 1 tile of run speed from an air room, with Speedbooster unequipped. Jump from near the end of the runway (though a jump from 1-2 tiles away from the end can still work). Press pause while crossing the narrow first sandfall, then perform a lateral mid-air morph after exiting the sandfall. Equip both Spring Ball and Speed Booster, and perform a mid-air Spring Ball jump at somewhere close to the maximum height. Unequip Spring Ball while descending through the wide second sidefall.

1 strat


Run into the room using between 11 and 12 tiles of runway in the other room (extra run speed between $2.D and $3.1). Jump somewhat soon after entering the room, and land on the pillar just past the last Evir. To get a controlled landing, it can help to turn around while still in spin, then break spin to stop instantly.

1 strat


Freeze the Evir quickly before it descends and use it to get to the platforms. Getting a good jump while on the right side of the floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar.

1 strat


Avoid the Baby Metroid by jumping over it many times in order to clear a path through the seaweed.

1 strat


Enter through the far left side of the door. Wait for the top hopper to move right to start running. Run under the right Hopper and jump over the left Hopper to avoid all damage. Jump when Samus reaches the leftmost lump in the ground to avoid the left hopper. It helps to keep the camera scrolled to the right.

1 strat


Time Samus' movement carefully to roll underneath a Blue Hopper and also race it to the far door. Enter the room morphed and let the hoppers jump against the wall a couple of times. After the lower hopper has long enough time between jumps, roll under and run to the door.

1 strat


Enter the room from the left door, morph, and wait at the left wall. After 6 hops, the bottom Hopper will do three big hops in a row. Roll under the Hopper while it does the third of those three big hops. Quickly unmorph and run to the right side of the room. If successful, both Hoppers will remain off-camera, so you can safely Crystal Flash.

1 strat


Aim a Rinka to travel horizontally across the top of the room and use it to damage boost between the two floating platforms.

2 strats


Group all of the Metroids by hitting the first Rinka with a Power Bomb. Once grouped, use two more Power Bombs to finish them off.

1 strat


Avoid all of the Rinkas and Metroids with minimal equipment and taking no damage. Depending on room entry, it may be necessary to shoot to delay the bottom metroid. Being able to lead the bottom two metroids into favourable positions so that they can be jumped over, while still avoiding every Rinka, is key.

2 strats


Avoid all of the Rinkas and Metroids with no equipment and taking no damage. One way to do this is to bait the top Rinkas to fire upwards, and then carefully spinjump around each corner as the Metroid below passes by.

1 strat


Take out the lower two Metroids with Power Bombs while avoiding damage. Then Kill the remaining one with three more Power Bombs.

1 strat

canBePatient
Executing a strat that requires waiting or doing the same thing over and over again for a substantial amount of time, potentially more than 1.5 minutes, even with good execution.

116 strats


canSandBombBoost
Sit on the very edge of a sand pit that is flush with the ground and place a bomb. Time walking into the sand so that Samus sinks slightly into the sand when the bomb explodes. When the explosion propels Samus above the sand line, jump and aim down simulataneously to gain extra jump height. Jumping too early will likely sink into the sand while jumping late only does not gain the full jump height.

Dependencies: canPlayInSand, canSuitlessMaridia

2 strats


canSandGrappleBoost
Sink very slightly into a sand pit with an enemy nearby, close to the sand line. Jump while firing grapple and aim down as soon as Grapple hits the enemy. This will allow Samus to jump higher than with just a normal jump.

Dependencies: canUseGrapple, canPlayInSand, canSuitlessMaridia

1 strat


canReserveDoubleDamageBoost
The ability to pause abuse through fatal damage and then use the refill time of a Reserve Tank to take another damage boost. The timing of contact with the enemy, and the pause to enable Reserves are very precise because the amount of height gained is not much. Reserves must begin set to Manual and Samus' energy should reach zero with the next enemy hit. Returning from the pause screen with Reserves on auto will instantly trigger a refill followed by a second enemy hit. Then the screen will remain dark until another pause occurs.

Dependencies: canCarefulJump, canPauseAbuse, canUseEnemies, canUseIFrames, canManageReserves, canNeutralDamageBoost

3 strats


canPreciseReserveRefill
The ability to use Reserves to manually refill to an exact value. To refill by one, select the Reserve Tank and press up on the same frame (right or down can instead be used if Samus has items in those locations). To do this again without unpausing is requires a down and up input on consecutive frames, which is unreasonable. Alternatively, if Samus has items on the right column, pressing down and right on consecutive frames works. This can be useful for getting exact Reserve Energy for setting up G-Mode, or to pause abuse multiple times with minimal Energy loss.

Dependencies: canManageReserves

48 strats


canEnemyStuckMoonfall
The ability to use two enemies spaced the appropriate vertical distance apart so that Samus can Moonfall and become 'trapped' between them. The uncapped fall speed will continue increasing while 'trapped'. After enough time has passed, Samus can escape with enough fall speed to clip through a solid floor tile. It may be necessary to change Samus' hitbox while falling to clip through the solid tile. This is most commonly performed with the help of Ice Beam but can work with non damaging enemies such as snails.

Dependencies: canMoonwalk, canMoonfall

5 strats


canCrouchGateClip
Using a spinjump and down-aim to clip into a closing gate, allowing Samus to walk through the gate.

Dependencies: canTwoTileSqueeze

3 strats


canOffScreenMovement
The ability to perform non-trivial movement while Samus is off-camera. This does not include movement where visual feedback is unimportant, such as simply falling down or holding a single direction.

72 strats


canGrappleBombHang
Receiving a boost from a Bomb or Power Bomb while grappled, to enter a 'glitched grapple hanging' state. Among other things, this state gives a way to trigger a door transition while still grappled. The game may lag heavily in this state: if lag persists, it can sometimes be alleviated by changing the inputs held.

Dependencies: canUseGrapple

15 strats


canUnmorphGrappleHang
Entering a 'glitched grapple hanging' using a precisely timed unmorph, without the use of Bombs or Power Bombs. The positioning required to make this work is very specific; normalized setups are described in individual strats. In every case, Grapple is used at the end of the unmorph animation (a 2-frame window) to get Samus stuck grappling in a standing position. By doing this while pressed against a Grapple block and grappling at the very top of it, Samus can get clipped inside a Grapple block by a pixel (or sometimes two, for a block on the left); In this case, Samus will remain standing after releasing Grapple; jumping (to force crouch) and firing an angled grapple shot will then result in glitched grapple hanging.

Dependencies: canUseGrapple

12 strats


canInsaneJump
Executing a jump that requires extremely precise timing, in the vicinity of frame-perfect precision.

Dependencies: canCarefulJump, canTrickyJump

219 strats


canInsaneWalljump
A wall jump with extreme precision, in the vicinity of pixel and frame perfect precision. These jumps are typically delayed wall jumps.

Dependencies: canDelayedWalljump, canPreciseWalljump

18 strats


canUnderwaterWalljump
The ability to gain height by walljumping underwater against a single wall. The movement requires using the unintuitive behaviour of turning around in water in order to return Samus to a walljump position. Each walljump provides very little height gain so they must be performed very quickly to make progress. This tech assumes Samus has HiJump and only expects gaining about 1 tile of height through consecutive walljumping.

Dependencies: canMidairWiggle, canConsecutiveWalljump, canSuitlessMaridia

13 strats


canDiagonalBombJump
The ability to IBJ with backspin which results in an IBJ with diagonal movement.

Dependencies: canIBJ

13 strats


canWallIceClip
Collision will prioritize frozen enemies before walls which allows Samus to clip 1 pixel into a wall if an enemy is there. This can be used to get Samus into position to X-Ray Climb. Additionally, enemies that fly through walls may be repeatedly frozen to advance 1 pixel at a time to eventually push Samus through a wall or touch a door transition.

Dependencies: canTrivialUseFrozenEnemies, canUseEnemies, canUseFrozenEnemies, canTrickyUseFrozenEnemies

7 strats


canCrazyCrabClimb
Repeatedly freezing a crab to climb up an uneven wall, using no other support. These climbs often require high precision when jumping around ledges: too many pixels in any direction and Samus may fall off or clip through the crab. This includes only tricky versions of crab climbs and may include manipulating global and non-global crabs, multiple at a time, and freezing crabs in mid-air.

Dependencies: canTrivialUseFrozenEnemies, canUseEnemies, canUseFrozenEnemies, canTrickyUseFrozenEnemies

9 strats


canTrickyEnemyExtendRunway
The ability to use tricky enemy setups to extend the length of a runway. This includes the use of unintuitive or particularly precise setups or the use of multiple enemies with non-trivial setups.

Dependencies: canEnemyExtendRunway, canUseEnemies

38 strats


canGrappleClip
Using Grapple on an enemy or grapple block to clip into walls and other surfaces.

9 strats


canShinesparkDeepStuck
Activating a shinespark to get deep stuck in a door. This is done by shooting open the door and spin-jumping towards it with a shine charge, then pressing angle up to activate a shinespark on the same frame as getting a wall jump check by moving away from the transition tiles. While going through the transition, hold jump and angle up.

Dependencies: canHorizontalShinespark, canShinespark, canMidairShinespark

12 strats


canSpeedKeep
The ability to retain the Dash counter and momentum by frame perfectly unmorphing before taking damage from spikes. It is necessary to bounce while in Morph Ball, either by falling or by taking damage, to set the correct fall state for a SpeedKeep. This allows for charging a Shinespark or Temporary Blue using a shorter runway if there is a stretch of spikes available. It is also possible to use multiple SpeedKeeps to build up the Dash counter without travelling much distance in a room by applying canChainTemporaryBlue movements.

Dependencies: canCarefulJump, canUseIFrames, canBounceBall

3 strats


canPauseRemorphTemporaryBlue
The ability to continue chaining temporary blue after mid-air unmorphing. This is done by pausing while aiming down, then pressing down during the unpause black screen to buffer a morph. Coming out of the pause, roll from down into forward before the morph animation finishes. Alternatively, press diagonally down-forward during the black screen to buffer a stationary lateral morph.

Dependencies: canTemporaryBlue, canMidAirMorph, canTrivialMidAirMorph, canChainTemporaryBlue, canLateralMidAirMorph

26 strats


canXRayCancelShinecharge
Using X-Ray to cancel a shinecharge to avoid having to wait for the 180-frame shinecharge timer to expire. This allows moving more quickly after gaining temporary blue.

19 strats


canRightSideDoorStuckFromWater
When the adjacent room is underwater it is not possible to gain dash state for the stationary spinjump. Instead, an extremely precise jump is required followed by aiming down to shrink Samus' hitbox. From a full height jump, there are two frames which can touch the transition at the correct height. After entering the next room, hold forward then one frame later aim down. Turning off HiJump may help as it changes which frames work for the trick.

Dependencies: canCarefulJump, canRightSideDoorStuck, canStationarySpinJump, canTrickyJump


canXMode
Ability to enter X-Mode using spikes by unmorphing frame perfectly before knockback ends with X-Ray ready to activate. This can be used to charge a shinespark or to slowly move forward by armpumping. Walking into a solid tile while in X-Mode will crash the game.

22 strats


canEnterRMode
Ability to enter R-mode. Have some energy in reserves (set to Auto), take damage while going through a door, use X-Ray while entering the next room, and release X-Ray after reserves have finished filling.

Dependencies: canUseEnemies

7 strats


canEnterGMode
Ability to enter G-mode starting with low reserve energy. Have 4 or fewer energy in reserves (set to Auto), take damage while going through a door, use X-Ray while entering the next room, and release X-Ray before reserves have finished filling (a 4-frame window when starting with 4 reserve energy). This can be used for many things, including overloading PLMs to move through solid tiles, setting up a deep doorstuck, and triggering Artificial Morph if canArtificialMorph is enabled.

Dependencies: canPreciseReserveRefill, canUseEnemies, canEnterRMode, canManageReserves

959 strats


canEnterGModeImmobile
Ability to enter G-mode starting with high reserve energy, resulting in Samus being immobilized. Have 5 or more energy in reserves (set to Auto), take damage while going through a door, use X-Ray while entering the next room, and release X-ray immediately before reserves finish filling (a 3-frame window when starting with 12 or more reserve energy, a much larger frame window if you have between 5 and 11). Samus will be unable to move until getting hit by an enemy (or until canceling G-mode by using X-Ray).

Dependencies: canPreciseReserveRefill, canUseEnemies, canEnterGMode, canEnterRMode, canManageReserves


canArtificialMorph
Ability to obtain artificial morph with G-mode. For low-energy G-mode setups, turn around after reserves finish filling but before knockback frames expire (a 4-frame window when entering G-mode with 4 reserve energy). For high-energy (immobile) setups, instead turn around while taking knockback from the enemy that returns control to Samus (a 5-frame window) This results in Samus entering a morph ball state without needing to have collected or equipped Morph.

Dependencies: canPreciseReserveRefill, canUseEnemies, canEnterGMode, canEnterRMode, canManageReserves

10 strats


canUpwardGModeSetup
Ability to setup an R-mode or G-mode through an upward door. Samus needs to be in a standing or walking position with no vertical speed on the first frame in the next room, while taking damage through the transition. This is typically done by using an enemy as a platform beneath the door and instantly standing up by pressing forward while crouched. Getting Samus into the crouch position can usually be down by spinjumping (beneath the transition tiles) then aiming down to stand on the enemy. Unmorphing when on top of the enemy will also put Samus in a crouch.

Dependencies: canEnterRMode, canUseEnemies

9 strats


canHighPixelCeilingClip
Setting up an enemy positioning to perform a pixel precise ceiling clip, typically with a frozen enemy. This requires a 20 pixel gap between the enemy and ceiling, the same number of pixels as Samus' hitbox when in the aim down pose. To get on top of the enemy, either perform a very precise down grab onto it, down back onto it after unmorphing, or use a neutral damage boost to remain inside of the enemy then jump and aim down to land on it. If Samus is not standing, press forward or up to stand, then jump through. There are few examples where this is necessary, which include: extremely tight spaces where an enemy cannot be positioned lower for an easier clip, underwater without Gravity, or in many locations while preserving a flash suit.

Dependencies: canUseEnemies, canDownGrab, canCarefulJump, canTrickyJump, canCeilingClip

11 strats


canJumpIntoCrystalFlashClip
Setting up a Crystal Flash by jumping and morphing. Once to place the Power Bomb, then again to activate the Crystal Flash. This trick has a 1 frame window. If below crumble blocks, hold down to break them. Usually only useful when the crumble blocks do not respawn. If below a single solid tile, Grapple can be used to place Samus above it. To do this, select Grapple as Samus' energy refills then hold down and mash shoot, the earlier the better.

Dependencies: canCrystalFlash, canCeilingClip

14 strats


canDeepTransition
The ability to trigger a door transition deeper than normal, resulting in a more distant spawn position in the next room. There are many possible ways that this could be achieved; this tech includes two methods: 1) performing a well-aligned horizontal shinespark; starting 1 or 2 pixels from the door is an example position that works; 2) using an unpause where the fade-in ends exactly on the frame when the transition would trigger, delaying the transition by a frame. For the shinespark version, about one third of positions will work, with working positions occuring in periodic windows that are each approximately two pixels wide, separated by bad windows that are approximately 4 pixels wide. The unpause version refers to a buffered technique of standing at a specific distance from the door, pausing, and then unpausing while holding forward and run. When starting facing the door, the position is approximately a 3-pixel window, at a distance of a 6-tile closed-end runway, with possible variations due to slopes. When starting facing away from the door (doing a turnaround while unpausing), the position is approximately a 2-pixel window, at a distance of about 3.7 tiles.

4 strats


canSkipDoorLock
The ability to trigger a door transition without opening a door lock in front of it. Specific techniques for achieving this are covered in other tech.

746 strats

Notable strats

A long Temporary Blue chain with x-ray turnarounds to climb up and destroy the bomb blocks blocking the morph tunnels.

3 strats


Tight movement is needed to enter with a shinecharge, carry it through the morph tunnel, and spark out the right door in time.

1 strat


Become doorstuck in the bottom right door, use a Crystal Flash to continue X-Ray climbing past the slope above the door. Start by climbing until the slope pushed Samus down. Then auto-spinjump towards the door, and Morph to perform the Crystal Flash. Finally, continue X-Ray climbing to the top door. Climb up 3 screens.

1 strat


Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze it just after it starts climbing the bomb blocks. Spin-jump above it, which will put Samus into a forced crouch where X-Ray cannot be used. Use Grapple to kill a second Geemer, restoring the ability to use X-Ray. Use X-Ray to stand up, then jump up through the ceiling.

1 strat


Use R-Mode to get a blue suit to cross the room and get the item, or to leave the right shinecharged. In R-Mode, fill your Reserves at the farm. Damage down again so that Samus is within 1 Zebbo hit from triggering Reserves. Gain a shinecharge in-room without gaining more energy. It is possible to time the despawn of a drop with the acid if no ammo is owned. Shinespark vertically, such that a Zebbo can hit Samus in the wind-up to cause a reserve trigger, giving a blue suit. It is then fine to farm the Zebbos again.

4 strats


Use SpeedBooster to break the runway Bomb block and then to shinespark across the room, saving Power Bombs. One Power Bomb is still needed to break the tunnel block. The shinespark timer is very tight and breaking the runway block while storing the Shinespark is required as it saves movement frames.

1 strat


Use a temporary blue chain to reach the center of the room, breaking the bomb blocks along the way. Then use the newly cleared runway to set up a second temporary blue chain to cross the rest of the room.

2 strats


Position both Beetoms above the shot block for an 'Enemy Stuck Moonfall' to clip through the floor below, bypassing the morph tunnel. 1) Attach a Beetom and freeze it off of Samus while standing on the shot block. 2) Attach the other Beetom and freeze it off of Samus while standing on the first Beetom. 3) Let the bottom Beetom unfreeze and then refreeze it once it touches the ground. 4) Destroy the shot block and refresh Ice on both Beetoms. 5) Moonfall between the Beetoms until Samus clips downward, while holding a button to automatically change animation pose (Angle-aim or Up)

1 strat


Walljump up the elevator room walls without Gravity suit. Space Jump helps once the waterline is reached.

1 strat


Freeze two Choots to significantly increase the length of the runway. Freeze each near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem. Standing between two Choots then precisely timing a crouched angle shot can help with the timing. A buffered X-Ray shot may also help.

4 strats


Enter the room while building a shinespark and use it on the lowest part of the ramp to diagonally spark up and out of the water. The timing and positioning for the Shinespark are very precise, and there are no extra frames on the Shinespark timer to work with. Carry the shinespark to the bottom of the ramp either with a bounce ball which takes damage from the Choot, with a late mockball that does not have time to decellerate, or with very precise spacejumps. Then shinespark up and use SpaceJump to reach the door.

2 strats


Build up run speed and then use controlled springball bounces to cross the ocean to the far right ledge, and then use SpaceJump to reach the door. Mockball down the submerged ramp and begin SpringBall bouncing under water using the platforms. Disable SpringBall after the final jump once Samus starts falling again as a way to gain extra speed.

1 strat


Standing from the rightmost platform, jump to the right of the stalagmite. Perform a midair wiggle to get to the left to the stalagmite, then precisely wall jump off of it. Then perform a frame perfect space jump at the water line to bounce on the water over to the Kamer platform.

1 strat


Hold angle-up, jump, bonk the ceiling, and use Grapple just before landing. Moonwalk into the transition on the same frame that the Grapple Beam reaches the Grapple block. Continue holding Grapple through the door transition to initiate a teleport in the next room.

1 strat


Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get above the Zeb. Using Ice, lure the Zeb to the same height as one of the doors to the right, then chase and use it for the setup. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not.

2 strats


Enter the bridge using a deep-stuck X-ray climb from below or high fall speed from above. The doors do not connect to the same locations as Homing Geemer Room. They connect to the same locations as the bottom-left and bottom-right doors of the room. This can be used to bypass a lock on those doors or to exit with a longer runway.

3 strats


Grapple on the Ripper to get inside the wall under the door. Do a Crystal Flash to force a standup. X-Ray climb up to the door transition.

1 strat


To overload the PLMs, place a PB precisely to the right of the bottom of the second overhang above the door to the Moat. This is at the max jump height without HiJump. Placing the PB higher or lower will not overload the PLMs without many PBs.

1 strat


The eye scanners are particularly annoying while in g-mode. They scan Samus with bright flashing lights which remain for a further distance. This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake.

2 strats


Gain a shinecharge using the runway at the bottom of the room. Perform a series of fast walljumps to reach the top of the room and spark out.

1 strat


Gain a shinecharge on the long, lower platform in the screen above, then carry it left and down. Use crumble quick drops, land on the floor at the bottom, spin jump left into the doorway, and activate the spark. The required movement here is very precise, as the 180 shinecharge frames is only barely enough.

1 strat


Spawn a Zeb then run and do a very small spin jump to clip into the first gate before the Zeb reaches you. Do a damage boost off of the Zeb while inside the first gate to get enough speed to clip into the next gate. It is also possible to clip into the gates by aiming down while in the spin jump.

1 strat


Perform a tunnel crawl through the Etecoon morph tunnel thorns. Perform one jump per thorn hit. Note that because of the thorn damage, getting into the tunnel is a bit more tricky.

2 strats


Slowly move through the thorns by alternating between X-Ray turnarounds and normal turnarounds. Maintain i-frames by using X-Ray whenever a thorn would deal damage.

2 strats


Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult.

1 strat


It's a long Tunnel Crawl, so there's a heavy softlock risk.

2 strats


After teleporting, extend the Grapple, and swing back and forth to fix the camera and then to gain momentum. A precisely timed release of Grapple will allow Samus to fling onto the ledge on the right.

1 strat


Freeze a Zeb inside of the crumble blocks below the entrance to the Power Bomb room and use it to get stuck inside the crumble blocks, breaking them. Repeatedly freeze a left facing Zeb from the enemy spawner lower in the room. Freeze it close to the right side of the crumble block so that Samus will attach to the enemy when rolling into it. Finally, jump with Bombs or SpringBall to break the crumble block.

1 strat


Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles to the Power Bomb room exit door. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. Once it is up there, the bee will become stuck and the room will need to be reset. But if the Reo does not fit in the hole, it is possible to just wait near the ledge for another slow hover to try again. With this strat, there is at most a two-frame window in which the Reo can be frozen. One frame (setup dependent) may let Samus crouch jump through the block; the next frame Samus can use Morph and X-Ray to clip through.

1 strat


Gain a shinecharge by running right-to-left, either using the short runway (with unbroken Super block) or an extended runway by taking a spike hit. Then spin jump for some height but not too much, aim down, break the Super block, and turn around to quick drop through the crumble block. During the item message box, buffer the inputs to turn around to the right and jump. Once under the crumble block (the left part of it), press up while still holding jump, to immediately activate the spark and make it up in time.

1 strat


Perform a quick-drop through the Crumble block, and grab the item. During the item message box, buffer the inputs to turn around to the right and jump. Break spin just before you would hit the respawning crumble block, in order to clip up through it. Then perform a crumble jump to make it out.

1 strat


Build up to full run speed and speedball towards the left door. With a little luck, Samus will accelerate through the slope tiles and pass under the door.

1 strat


Exit the previous room with Samus in a standing pose (while grappled). After teleporting, hold left while releasing Grapple to stay standing (not being forced into a crouch). Then jump to clip out of the floor.

1 strat


Freeze the left-most Zeb while it is rising and is 1 pixel too low from making a flat runway. When it is close to thawing, run into the thorns to the left and hold left to avoid a vertical damage boost, then refreeze the Zeb as it crosses. It will now be 1 pixel higher. Freeze the Zeb again once it is in the perfect position to bridge the gap, which has a 2-3 pixel range.

1 strat


Gain R-mode while entering the room. Use the respawning bugs to refill reserve energy. Get grabbed by the Beetom and carry it to the 4-tile high gap one screen above the bottom-left door. Position Samus one pixel to the right of being against the wall. Jump and aim down, reaching the ceiling at the same time that reserves are triggered. This will force Samus to stand up, briefly clipping into the wall above. Immediately freeze the Beetom inside the wall, by buffering a shot during the reserve trigger. Use a Ripper to get knocked back onto the frozen Beetom. This will clip Samus one pixel left into the wall, making it possible to X-ray climb. X-ray climb up 2 screens.

4 strats


Freeze the Beetom and use it as a platform to climb the room without wall jumps. This can be done with well-timed Flatley jumps on top of the frozen Beetom, by turning around and spin jumping just as it unfreezes. This can be made easier (at the cost of some additional Beetom hits) with a pause-buffer method: Press pause, and begin a turn-around just before the pause hits; unequip Ice to immediately unfreeze the Beetom; unpause and press jump quickly after control resumes, but without buffering the input. For the top two jumps, it is possible to reduce the risk of damage by freezing the Beetom against the wall: in case of a failure due to an early (e.g. buffered) jump, the Beetom may stay stuck wiggling in the wall, and then it can be refrozen without needing to take damage to reposition it.

1 strat


After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right.

1 strat


Freeze multiple Beetoms to extend the runway. Continually refreeze the ones that are in a good position while manipulating the rest. This assumes three extra tiles of runway, which can be accomplished with two perfectly placed Beetoms, three adjacent ones, or four which are partially overlapping.

1 strat


Back up against the wall of the single-tile ledge. Run forward, perform a single arm pump, and jump on the last possible frame. Aim down just before reaching the platform. The arm pump can be performed by pressing shot, or by pressing an angle button (but not releasing it until after the jump).

1 strat


Freeze two Zeelas, one on the left wall below the top door platform, and one on the right wall between 1 and 2 tiles lower, both moving downward; Kill the third Zeela. Go to the bottom of the room, unequip ice to thaw the Zeelas, synchronizing their movement. Freeze the right Zeela after it turns past the single-tile ledge, with its top level with or slightly above the ledge; then freeze the left Zeela just before it turns the corner above. Quickly moonfall between them, and shoot the bottom Zeela (or slide past its edge) just before it thaws. If successful, Samus will clip down through two tiles and end up crouching. Press forward to stand, then perform another moonfall to clip down further. Use Morph or Grapple to become unstuck from the floor.

2 strats


Use a Sm. Dessgeega to collect a Power Bomb, to be able to perform a Crystal Flash with a capacity of only 10 Power Bombs. Normalized whole-room movement can be used to manipulate the Sm. Dessgeegas, to be able to do this strat reliably without heat protection. For details, see the individual strats, as the specific technique depends on whether entering from the left or right side of the room.

2 strats


Use a very well timed and precise walljump into morph to hit the global Sova so that the damage bonks Samus up to the door ledge. Aim for the lowest part of slope looking wall tile, where it does not look possible to make contact with a walljump, and fully delay the jump. To try again, the Sova loops to the left side wall. Or a Super can knock it off the wall to climb the right side again.

1 strat


Jump into the spike pit, hitting the Ripper to avoid spike damage. Climb the left wall while avoiding falling onto the spikes or through the crumble blocks. The ledge is the same size of that in writg.

1 strat


Gain a specifc amount of speed by running from a standstill, starting slightly more than 3 tiles from the edge of the Ridley statue jaw. Jump on the last possible frame (second-to-last frame may also work, depending on subpixels). If successful, Samus will avoid bonking the wall and will land directly in front of the Namihe.

1 strat


Begin on top of the lower left Namihe Jump into a double IBJ with such timing that Samus passes above the fired flame and such a way that there is no horizontal speed. A forward jump with run not held will work. Begin diagonal bomb jumping once past the start of the 2nd spike group from the top.

1 strat


Enter from the right door and spin jump onto the first ledge while barely landing on the ledge in order to prevent getting the Geruta on camera. Walk against the left wall and jump to trigger the Geruta. It should now be moving leftwards. Stand on the next platform against the right wall and shoot the Geruta to get it one shot away from being frozen. After a few swoops, it will come down; either freeze it or tank a hit. Then go up and stand on the corner and freeze it when it is in position. The Geruta will be stuck below and keep swooping, so if Energy permits, Samus will have several attempts.

2 strats


This can be a very long fight if Crocomire is stingy with the farming phases. Farming requires careful dodging in order to minimize energy drops. Delay grabbing all of the drops until necessary to reduce the chance of running out of ammo.

1 strat


After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right.

1 strat


Jump directly from the top door's ramp, through the pirates, to the far bottom left of the acid filled room. Begin running from the top of the second slope and jump at the bottom of the third slope, bonking the large stalagtite in the ceiling. Kill the first pirate with Screw Attack (or ahead of time with Charge+Plasma), and pass through the second pirate using a charged plasma shot. Alternatively, with a very low speed shortcharge, blue speed can kill both pirates. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits.

2 strats


In the previous room, avoid triggering the transition too deeply (position 238), otherwise Samus ends up stuck too far right in the wall. After teleporting, Samus should be standing inside the wall. Wait a moment for the acid to lower, then retract Grapple by pressing up, which will pull Samus left and down. Hold left, and release Grapple while still holding left. Perform a turn-around spin jump (to the right). Then morph and roll out to the left.

1 strat


Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and either place a Power Bomb the Fune or use Spring Ball to jump over it. Exit G-Mode, and jump repeatedly to fix the camera.

4 strats


Guide the bottom right Multiviola from the bottom of the room all the way to the crumble blocks and use it to ice clip through. The Multiviola will bounce around the bottom area 4 times before it is able to pass through the shot block. The door to the left cannot be opened and the respawning shot blocks needs to be removed at the right time. Avoid damage by freezing the Multiviola, or letting it go off camera while setting up for the next step. The Ice Clip can jump through the crumble blocks and then break or clip again through the bomb blocks. Or clip directly into the morph tunnel leading to the Missile location.

7 strats


Carry Temporary Blue through the top door to break the left side of the bomb blocks. There is a small frame window where Samus can soft unmorph on the crumble blocks and jump again while retaining temporary blue.

1 strat


Spinjump off a crumble block with just a tiny amount of run speed. That gives just enough height to be able to walljump out.

1 strat


Jump and mid-air morph off a crumble block to begin the IBJ. Use double bomb jumps to make it up quickly before the shot block respawns.

1 strat


The grapple teleport skips past the Kihunters. With good semi-blind movement, this makes it possible to reach the top with minimal heat damage.

1 strat


Ignore the Yellow Pirates by walljumping up the left side to start a diagonal bomb jump from the wall, including a power bomb to clear the bomb blocks. Two quick walljumps upon entering the room can position Samus to get the left pirate to jump to the right and jump over the right pirate's lazer attack. Jump up the left wall and begin bomb jumping starting with a power bomb.

1 strat


Climb Writg while avoiding wall pirates and Namihe flames. Immediately climb above the Namihe flames and wait for the wall pirate to jump across into Samus. Once the pirate starts going up, resume X-Ray climbing. This is a Two screen X-Ray climb. Watch for enemies when fixing the camera after the climb.

1 strat


Break the bomb blocks in The Worst Room In The Game with extremely precise walljumps. Either with a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks.

1 strat


Read the movements of the Kihunters and jump over or roll under them as appropriate. Changing platforms is the hardest part: jumping extra high and morphing works sometimes, other times jump short and roll under.

1 strat


Break the Power Bomb statue leaving 1 row of blocks. Partially clip between the Power Bomb blocks and the solid tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Aim down after jumping in order to fully boost over the solid statue. Damage boost to the right and use i-frames to run through all of the enemies.

2 strats


In R-Mode, kill the Coverns until there is Energy in Samus's Reserves. Get into the Morph tunnel and go to the far left. Wait for Coverns to damage Samus down until Reserves trigger, forcing a stand up and enabling her to escape. Note that it is required to break the bomb block above the Morph tunnel as well, in order to clip out.

1 strat


Use a stuck moonfall inside two frozen Atomics to clip two tiles into the floor. Face right, then do a turn-around spin jump to the left to break the bomb block using Screw Attack.

2 strats


Walk toward the wall to cause a Covern to spawn inside it. Jump and shoot down to freeze it. Run against the wall to clip inside it. Perform a turnaround spin jump to the right, then immediately turn back to the left, to break the bomb block with Screw Attack.

1 strat


Freeze a crab at a very precise position in order to clip through the center Morph tunnel without a way to see. Use a frozen crab on the opposite wall in order to better time the crab being used for clipping and as a way to climb on top of it. Ice Beam on its own has a high chance of hitting a wall instead of the crab; straight vertical shots can help. Gravity has a 2 pixel clip window while Suitless there is only 1 pixel up higher which requires a precise down grab to get onto the crab.

1 strat


This is particularly precise, and requires subpixel precision.

1 strat


Climbing all of the room with only HiJump and Underwater Walljumps.

3 strats


Overload the speed blocks. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Overloading the PLMs can be done by placing many bombs against the bottom of the speed blocks, or by placing 2 PBs on the flat tiles two ledges above the item, to the left of the morph tunnel item.

14 strats


Using HiJump or SpringBallJumpMidAir and ice to freeze a crab and climb the right side of the room. Requires precise platforming to climb around protruding ledges while carefully manipulating and freezing crabs.

4 strats


Cross the room from right to left by using Spring Ball to bounce on the first Grapple block platform. This is easier if Speed Booster is unequipped. One or more spring flings can then be used to make it across the room.

5 strats


PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall.

6 strats


Perform a speedball or an uncontrolled bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock.

4 strats


Reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down.

5 strats


Climb up 1 screen. Aim to end this XRay climb when Samus is visually near but not above the top of the left side door. Fall out of the wall by turning to the right, from a crouch if possible. This XRay climb has a window of 4 crouches, but with a way to break bomb blocks it can be ended earlier.

1 strat


Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A springball rolling jump can be used to get past it.

1 strat


Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

1 strat


Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the top right door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

1 strat


Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

1 strat


Bring a crab to the top part of the room by using a Super or a crab climb. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Without Morph and X-Ray, Samus must shoot the Super while the crab is on a block next to the door, not on the door itself.

1 strat


When the Cacatac on the ground fires a spike, perform a springball Jump to break the waterline and then hit the spike for extra height.

1 strat


Jump off the sand and use Underwater Walljumps to enter the maze leading to the Power Bomb location.

1 strat


By using the sandfall physics, it is possible to springballjump to the Maridia Power Bomb location without Gravity or HiJump. This requires a very precise spinjump into the sandfall which also exits the sandfall, after being pushed down, with more height than a regular jump. It is very easy to fall into the sand and be unable to escape.

1 strat


Repeatedly freeze the Zoas to slowly push Samus into the wall and through the locked doorway.

1 strat


Use Space jumps or Spring Ball bounces to carry blue speed across the room. Then chain temporary blue into the next room. It helps to enter with a relatively low amount of run speed, using a 4-tap.

2 strats


Freeze both Zebs in order to significantly extend the length of the runway. Requires a pixel-perfect freeze in order to run onto and off of the frozen Zebs.

1 strat


Positioning the Puyo requires it to perform a big jump then start falling with a frame perfect freeze. One possible setup stands on the left tile of the right side and lets the puyo jump up taking a contact hit. Then so long as the puyo isn't on the very edge, it will do a big jump. Clip onto the puyo by doing an aim down jump and switching to a forward diagonal at the right time.

1 strat


Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce on the platform in front of the door, then bounce on the second-to-last pillar.

1 strat


Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and aiming down before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform.

1 strat


The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile while suitless is very precise. From the sand, turnaround spinjump towards the right. Turn towards the sandfall about when you're level with the platform. Turn right and shoot as soon as you enter the sandfall. And try to land right next to the transition.

1 strat


If entering from the sandfall above, come in at the far left of the transition, with either a spin-jump or i-frames, to avoid the Evir shot; land on the right side of the pillar to the left, being careful to not bring left Evir on camera. If coming from the right side of the room, then moonwalk on the center pillar to scroll the camera as far right as possible, to avoid getting hit by an Evir shot; alternatively, jump slightly to the left and freeze the Evir, then return back to the center pillar before jumping across the sand. Freeze the right Evir and jump onto it. Quickly move left and fire an angle-down shot to freeze the left Evir before it descends too far. Jump onto the left Evir, back up to the right side of it to maximize space to build momentum, and jump to the left onto the sand and then onto the ledge. If Samus does not quite get enough height to make it onto the ledge, then break spin, turn around to the right, land on the sand again, and do a turnaround spin-jump to the left. If the Evirs descend too far, it is possible to use a Power Bomb to bring them back up again, but caution is needed to avoid killing the first Evir, and it is difficult to avoid getting shot.

1 strat


From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Jump on the sand to the right while freezing the Evir as high as possible. Refreeze the Evir so it is a slightly higher platform than the right pillar. Perform a spring ball jump with a stationary lateral mid-air morph from the left side of the current platform to get onto the Evir. Use a running jump off of the Evir. As a backup, it may be possible to make the Evir rise again by hitting it with a PB - place the PB in the air to avoid double hitting and killing it.

1 strat


Wait the water tide to reach its peak, then crouch jump into a spring ball jump into an IBJ. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. When close to the top, perform a spring ball jump to reach the ledge; release jump as soon as Samus is high enough to clear the ledge, in order to avoid taking a Menu hit.

1 strat


The Snails will dig through the sand without showing any visual difference. Each block they pass through gets closer to overloading PLMs. In order to PB the left wall before PLMs are overloaded, it is necessary to only allow one snail to dig, either by bombing one or by facing one to prevent movement until it is off screen. If using mobile g-mode, it is easiest to get past the bottom one and prevent it from digging. If using immobile g-mode, it is easiest to have whichever one hits Samus go off screen. In the morph tunnel, it is important to place the PB as far right as possible, while still hitting the PB blocks, otherwise the Snails will have overloaded the PLMs and the blocks won't break. The green stone changes one tile earlier than the PB wall, and can be a good visual cue to place the PB. After using the PB, exit the sand, leave G-Mode, and wait for Shaktool. Note that the Snails will not dig while off screen or while Samus is facing them, even while she is morphed.

1 strat


Run into the room using exactly 20 tiles of runway (with an open end) in the other room, or up to 11 pixels more or 1 pixel less (getting extra run speed $4.5 or $4.6). Jump toward the end of the runway, quickly aim down, and then morph when close to the ceiling. Land on the last pillar, turning around to the left (while still morphed) to instantly cancel Samus' horizontal speed if needed.

1 strat


Time a bomb to hit Samus when she is morphed, 1 pixel into the sand, inside a sandfall, and moving horizontally. There is a setup using a Sand IBJ to rise up the sandfall from the floor and Sandfall Bounce with the correct timing. An alternate setup places the bomb before entering the sand and jumps into it with a very fast jump morph, using HiJump.

1 strat


Run into the room with an exact amount of speed, by using 7.5 tiles of runway or up to 4 pixels more (getting extra run speed exactly $2.3). After entering the room, jump from the last tile or two of runway, perform a lateral mid-air morph, and land on the pillar just past the last Evir.

1 strat


In the other room, gain run speed using at least 36 tiles (extra run speed at least $6.4), and Space Jump low through the door. Land on the block just past the last Evir.

1 strat


From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Freeze the right Evir, then jump on the sand to the right while shooting ice over the first Evir to also freeze the second. Freezing the first Evir very high up would also work. As a backup, it may be possible to make them rise again by hitting them with a PB - place the PB in the air to avoid double hitting and killing them.

1 strat


Use the projectile from a fully submerged Evir to boost Samus into the sandfall, providing just enough height to make the first and hardest jump. Time the projectile to hit Samus when at the maximum height from a jump. The hit must be on the right side of Samus and with no inputs held, but also hold forward during the damage knockback to move through the sandfall. Getting a good jump while on the right side of the next floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar.

1 strat


After entering with R-mode, perform a Crystal Flash to fully refill at some point before the rainbow beam attack. An R-Mode forced stand-up will happen during the rainbow beam attack, slightly reducing the damage taken which allows surviving with one fewer tank than normal.

1 strat


After entering with R-mode, perform a Crystal Flash to fully refill at some point before the rainbow beam attack. When Mother Brain is about to do the rainbow beam attack, set up a 'light pillar': this is done by using X-Ray, deselecting X-Ray while continuing to hold dash, then briefly releasing dash for one or two frames before repressing dash. During the rainbow beam attack, release dash while the auto-reserve refill is happening.

1 strat


Gain a shinecharge by running right-to-left at the bottom of the room, performing a stutter just before the acid reaches Samus' feet. Use spin jumps to minimize damage from the acid, and spark diagonally (to the left) mid-air to make it up the shaft.

1 strat


Clear the right side Space Pirates and then race the rising acid by bomb jumping.

1 strat

canBeVeryPatient
Executing a strat that requires waiting or doing the same thing over and over again for a long time, potentially more than 3 minutes, even with good execution.

Dependencies: canBePatient

108 strats


canMoondance
The ability to perform moonfalls a substantial number of times (176) in a row in order to sink through a solid floor. Moondancing requires becoming partially trapped so that the moonfall ends in a crouch state where pressing forward returns Samus to a stand without losing the built up vertical speed. Samus can become trapped inside of solid tiles or frozen enemies for the purposes of moondancing. This tech assumes the enemy can be frozen again without it being killed and without a frame perfect refreeze. The moondance speed value setup area does not necessarily need to be the same as where the clip is performed. But the speed will be reset if Samus falls, jumps, stands up with the Up button, or takes damage. In some situations it is important to stop one moonfall before clipping into the floor, at 175 moonfalls. The solid floor can be many tiles below Samus in which case it may also be necessary to change Samus' hitbox while falling. After 175 moonfalls, Samus' stored vertical speed is $FFE6.F400, while after 176, it is $FFE6.D800.

Dependencies: canMoonwalk, canBePatient, canMoonfall

27 strats


canExtendedMoondance
Continue the moondance an additional 146 times to clip an additional tile into the floor when clipping. Every moonfall will clip Samus 1 tile into the ground and Grapple must be used to return to a standing position. A frozen enemy will need to be repositioned to a lower height at the point when Samus begins clipping into the floor with every moonfall. The final clip may involve clipping into a floor, and from there moonfall clipping again to sink through a total of up to 4 solid tiles. After 145 additional moonfalls, Samus' stored vertical speed is $FFD6.FC00, while after 146, it is $FFD6.E000.

Dependencies: canMoonwalk, canBePatient, canBeVeryPatient, canMoondance, canMoonfall

24 strats


canFreeFallClip
The ability to fall with enough speed to clip through solid tiles without a normalized setup. This can be initiated with either a Moonfall or a Grapple bounce.

17 strats


canTrickyGrappleJump
The ability to Grapple Jump while also performing difficult movements. 1) Aiming a Grapple Fling with a precise angle. 2) Morphing and unmorphing very quickly without the slowdown of water physics. 3) Positioning the Grapple Jump with a Mid-Air Wiggle at high speeds. 4) Performing actions between individual Grapple Jumps, such as arm pumping.

Dependencies: canMidAirMorph, canGrappleJump, canTrivialMidAirMorph, canUseGrapple

6 strats


canBombGrappleJump
Simultaneously use Grapple Beam to kill an enemy and detonate a bomb on Samus to gain the ability to jump for one frame. By jumping first and performing this trick in the air, Samus gets a second jump. This is most useful underwater to reach higher ledges. This trick is effectively double frame perfect and kills the enemy requiring either a room reset, or a respawning enemy.

Dependencies: canMidAirMorph, canUseEnemies, canCarefulJump, canTrivialMidAirMorph, canTrickyJump, canUseGrapple

3 strats


canUnderwaterBombIntoSpringBallJump
Use the tiny amount of height gain from an underwater Bomb explosion to re-equip Springball and perform a Springball jump. This is most often used to get a second SpringBall jump when underwater without HiJump. Bombs are required since Power Bombs will prevent pausing.

Dependencies: canTrickySpringBallJump, canSpringBallJumpMidAir, canJumpIntoIBJ, canIBJ, canMidAirMorph, canTrivialMidAirMorph, canDisableEquipment, canSuitlessMaridia

3 strats


canLongUnderwaterWalljump
The ability to gain height by walljumping underwater against a single wall. This tech assumes Samus has HiJump and expects gaining more than 1 tile of height through consecutive walljumping.

Dependencies: canSuitlessMaridia, canMidairWiggle, canUnderwaterWalljump, canConsecutiveWalljump

3 strats


canCeilingBombJump
The ability to IBJ at the ceiling and place bombs at a steady rhythm while slowly moving horizontally.

Dependencies: canBombAboveIBJ, canIBJ

25 strats


canLongChainTemporaryBlue
The ability to move across large distances while maintaining Temporary Blue.

Dependencies: canTemporaryBlue, canMidAirMorph, canTrivialMidAirMorph, canChainTemporaryBlue, canLateralMidAirMorph

180 strats


canDownwardGModeSetup
Ability to setup an R-mode or G-mode through a downward door. Samus needs to be in a standing or walking position with no vertical speed on the first frame in the next room, while taking damage through the transition. This is typically done using quicksand, clipping into the floor, or using a thawing frozen wall crawler.

Dependencies: canEnterRMode, canUseEnemies

2 strats

Notable strats

Enter the room with a very specific run speed to jump from the door, avoid the ceiling, and land a speedball perfectly in the tunnel to break the Bomb block.

1 strat


Using only the short runway and spike pit, use one or more SpeedKeeps to Speedball towards the item location. This requires either a very short shortcharge, or a second SpeedKeep in the spikes which also resets Samus' run speed with a crouch jump before spike i-frames expire.

1 strat


Wall jump up 9 times, placing a PB at the top. Only works in direct g-mode with the item still uncollected.

1 strat


Ascend with a long IBJ, then ceiling bomb jump against the speed blocks to overload the PLMs. Falling is very unforgiving. Note that the boyons can be killed with bombs.

1 strat


Use the runway near the Power Bomb room door to jump to the left, morphing as Samus begins descending, to bounce through the Bomb blocks. Any time while bouncing, hold an angle button and unmorph to gain temporary blue; then chain it to reach the door with temporary blue. The jump can be set up by using the full runway with a one-tap shortcharge, with the tap being at the top of the lowest slope.

1 strat


Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Hold right against the bomb blocks, take damage from the Geemer, jump, aim-down, and shoot the Geemer shortly before landing. Samus should end up standing on the ground with the Geemer frozen on the wall with a 4-8 pixel gap between it and the ground (overlapping Samus' hitbox). Facing the bomb blocks and pressed against them, jump while holding down (but not crouched) and then hold forward (or forward and down) 5 frames later to break the aim-down pose. If successful, Samus will clip up through the ceiling. This can be attempted several times before the Geemer thaws.

1 strat


Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual. Crouch jump at a very precise time and mid-air morph to contact the Geemer at the peak of the jump, pressing pause to be in the fade-out while getting hit and reaching 0 energy. Set reserves to auto, unpause, and hold left. While reserves are auto-refilling, Samus' i-frames will run out, allowing Samus to be hit by the Geemer again and be boosted high enough to reach the ledge. The screen will be black, which can be fixed by pausing and unpausing again.

1 strat


Freeze a Geemer on the right of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip past the floating platform below, past the door shell, and into the transition. This setup is highly precise; if you do not have the right speed you may land on the platform below or the door shell. Falling with too much speed can also cause Samus to go out of bounds.

1 strat


Freeze a Geemer on the bottom of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip into the tile left of the door. Press up to get out of crouch and lose the stored vertical speed (so that X-Ray works). Then turn-around, open the door, and go into the door transition as the third Geemer hits you. Falling off the frozen Geemers requires relatively high precision: This setup is a 4 frame window, not too far left, so you can get to the door transition, not too far right such that you enter the transition when falling.

1 strat


Shoot out only the lower 2 shot blocks on the side Samus will be climbing. Grab a Beetom and use Morph to pixel align the Beetom with the edge of the wall. While facing right. Xray stand up for height and shoot to freeze. Angle down shot to be safe. Continue refreezing during the next steps. Grab the other Beetom and stand close, but not too close, to the first. Do a small jump, but not too low, and do an angle down shot the frame before Samus lands. This second beetom needs to be exactly 1 pixel below the first. Refreeze the first before testing the positioning. Jump onto your beetom, walk into the wall, and start xray Climbing. Climb up 2.5 screens and then fire upwards to clear shot blocks. Continue climbing and finish by walking away from the crumble blocks.

1 strat


Pick up a Beetom and bring it up to the centered platform below the crumble blocks. Freeze it at about head height where Samus can move around inside its sprite, and use it to Moondance. Refreeze the Beetom regularly to keep it in place. Once the clip begins, hold down to shrink Samus' hitbox so that she can fall through the Solid tile next to the power bomb block. The shot block needs to be cleared in advance.

1 strat


Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

4 strats


Freeze the two Scisers to set up a moonfall between them, and aim down. Hold left to move to the right at the correct time, which will set up an automatic turn-around, allowing Samus to clip past the floating platform below, past the door shell, and through the transition. The amount of speed required is highly precise.

1 strat


Using an exact runway size of 7 tiles; use extremely precise, controlled springball bounces to cross the ocean. 7 tiles of runspeed can freely be achieved by requipping SpeedBooster after reaching the max normal run speed. Mockball down the submerged ramp and begin SpringBall bouncing either above the water, or under water using the platforms. The final SpringBall bounce must be on the left edge of the rightmost underwater platform. While the bounce is occuring, setup a mid-air SpringBall Jump to escape the water and reach the door.

1 strat


Watch the lowest Tripper move until it reaches the left side wall and then move it off camera. Move to the Zeb Spawner and freeze the bug as it is rising and facing left. Travel through the Morph tunnel and wait above the Zeb. Once it rises to about halfway up the floating platform, let it start moving left. Freeze the Zeb and the Tripper above the Super Block and perform the Enemy Stuck Moonfall. Move off after building enough fall speed and aim down to clip through the Super block.

1 strat


Triple frame perfect dashing stationary spinjump into delayed CWJ and precise hitbox manipulation.

1 strat


Keep the two Geemers on screen while moving to the right side of the room. Freeze the second Geemer as it exits the Morph Tunnel, with the Crumble block. Use a Super Missile to knock the first Geemer down and freeze it at the pixel perfect height. Become stuck in the wall after using Grapple to kill the frozen Geemer as it walks through Samus, firing to the left. This re-enables XRay climbing.

1 strat


After teleporting, swing back and forth to fix the camera. Swing to the right by soft-bouncing against the door followed by fully extending the Grapple Beam. Release grapple low, but not too low, to get enough momentum while also leaving enough space to gain more height with a grapple jump to reach the ledge. Holding jump just before releasing Grapple may help prevent losing momentum.

1 strat


Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door

1 strat


Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles to the Power Bomb room exit door. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. Once it is up there, the bee will become stuck and the room will need to be reset. But if the Reo does not fit in the hole, it is possible to just wait near the ledge for another slow hover to try again. With this setup, there is a one-frame window in which the Reo can be frozen. Without a precise setup, there is typically no way to clip through without Morph and X-Ray.

1 strat


Break exactly the lower-middle-right and top-right Bomb Blocks, leaving the upper-middle-right and bottommost Blocks intact. Clear all enemies before starting. Unmorph while on the top block to begin the Moondance. Exactly 145 moonfalls after clipping into the bottom block (321 total), wiggle out to the left. The next moonfall will clip Samus down two tiles. Finally use Screw Attack or SpeedBooster to break the Bomb blocks.

3 strats


Use a Reo (Bee) and a Zeela to perform an 'Enemy Stuck Moonfall', clipping Samus through the Speed blocks. Break the Bomb blocks to bring enemies over to the Speed blocks. Have a Reo wait off camera while the Zeela walks onto the Speed blocks, then freeze the Bee just above Samus' head. Try to freeze both enemies near the same time and start the moonfall as quickly as possible.

1 strat


Using Speed Booster, run through and break the bomb wall to free the global Zeela. Break the speed blocks just before the Zeela gets to them in order for it to go down to the bottom half of the room. The speed blocks respawn very quickly, so this requires very precise timing. Normally, it takes the Zeela a minimum of 2 minutes to setup, but a super can make it fall down the shaft, saving 30 seconds. It may be easiest to knock the Zeela from the ceiling directly into the hole, saving another 30 seconds: Shoot a well-timed Super diagonally at the ground just before breaking the speed blocks.

1 strat


Bring the Beetom close to the door and begin Moondancing. Stop after exactly 175 moonfalls, so as not to fall through the floor. Freeze the Beetom inside the door frame and Moondance such that Samus does not fall through the floor and does not touch the door transition.

1 strat


Use SpeedBooster to construct a structure for Moondancing that has 1 chest height block and 1 head height block to the right of it and no other Speed blocks. Crystal Flash below the lower block, exactly pixel aligned with its right side, to standup and then begin Moondancing. After Samus sinks through the bottom tile, it is possible to use Grapple to return to a crouch and wiggle right and then Turn-Around Aim Cancel to escape to the right. Without Grapple, count to 174 Moonfalls and delicately Moonfall so as to remain crouched and then wiggle to the right. Finally, use SpeedBooster if needed to break the remaining Speed blocks and reach the door.

4 strats


BounceBall into the Lava, Unmorphing with good timing to sink faster and drift effeciently towards the bottom right Namihe. Walljump at about eye height (4 pixel window) to gain enough height to reach the center portion of ceiling. While rising, wiggle to shrink Samus' hitbox. Some walljump positions will not need to wiggle, when walljumping far away from the Namihe. Jumping, from the wall, around the next lowest overhang is very precise and taking any extra time to position will increase the amount of lava damage being taken. It may help to disable HiJump for this part. Then Walljump again to exit the Lava and reach the left ledge.

1 strat


Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain i-frames and then very quickly walljump up the spikes and across to the right side wall.

1 strat


Build up 34 tiles worth of run speed and jump into the door on the last frame. Hold angle up through the transition but also aim down to duck below the ceiling until Samus is past it. Fire the Super Missile frame perfectly to open the gate.

1 strat


Use SpeedBooster to construct a structure for Moondancing that has 2 top blocks intact, 2 middle blocks removed, and the bottom left block intact but the bottom right block removed. Clear the other unused Speed blocks and enemies. Crystal Flash inside the middle hole to standup and then begin Moondancing. After Samus sinks through the bottom tile, it is possible to wiggle right and then Turn-Around Aim Cancel to escape to the right.

2 strats


Perform a long diagonal bomb jump from the left door to the solid platforms above the acid.

2 strats


Killing Golden Torizo only with missiles using enemy state manipulation to get missiles to connect. This can be done by rolling under GT, triggering the sit attack, and then shooting missiles during the stand up animation. By pushing GT to the door and rolling into the door during a jump back, the sit can reliably be manipulated. But this setup is subpixel dependant and harder to setup again if GT moves unexpectidly. Use of the safe spot is expected. Keep missiles below 31 to control the fight. This fight takes multiple minutes. (A cheeky Missile can hit GT the moment it becomes active)

1 strat


Position Samus in the doorway a few pixels from the edge. Dashing stationary spinjump into a delayed CWJ and hopefully catch the upper ledge with a walljump.

1 strat


Stand next to the Crumble Blocks and jump into a Crystal Flash Clip to briefly clip into the ceiling above those blocks. Hold down exiting the Crystal Flash to shrink Samus' hitbox and on the next frame press forward to move above the Crumble blocks. Holding down and mashing forward sometimes works, or X-Ray can be used at the end of the Crystal Flash to more easily time the inputs.

1 strat


Cross the room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid.

4 strats


On room entry, place a Power Bomb to kill the Atomic and land on the Workrobot. Wait for the Workrobot to move across the room until it meets with a second robot. Depending on where the robots meet, either roll off and quickly roll under the Atomic, stay on for a second to try to lure the Atomic left a bit, or use a Power Bomb to kill it. Be careful not to hit any of the invisible, stationary lasers, and don't place any Power Bombs too close to the right wall or it will hit the bomb block and it will no longer be passable. Quickly use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them before the Atomic hits Samus.

1 strat


Use SpeedBooster to construct a structure for Moondancing that has 2 top blocks intact, 2 middle blocks removed, and the bottom left block intact but the bottom right block removed. Crystal Flash inside the middle hole to standup and then begin Moondancing. After Samus sinks through the bottom tile, it is possible to wiggle right and then Turn-Around Aim Cancel to escape to the right.

3 strats


Kago into the worker robot and start running away from the wall until the bomb blocks are broken with SpeedBooster. The short charge taps are extremely precise because gaining too much run speed and Samus will exit the robot.

1 strat


Swing to the right, shoot open the door above, and grapple jump through it.

1 strat


Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform.

2 strats


Requires a runway of at least 18 tiles in the adjacent room. Ride up the right wall just above the doorway, then turnaround before and after hitting the platform following the doorway slope. Continue up the rest of the way to reach the door.

1 strat


Climbing from the middle right door to the top with only three supers and ice. Requires very precise platforming to climb around protruding ledges while carefully manipulating and freezing crabs. Requires patience while waiting for the global crab.

2 strats


Climbing from the very bottom to the top of the room with only ice. Requires very precise platforming to climb around protruding ledges while carefully manipulating and freezing crabs. Requires a lot of patience while waiting for the global crab.

2 strats


Perform a running stationary spinjump from a precise spot, then a CWJ with slightly more speed off the wall one tile further out. This makes it possible to just barely walljump off the grapple block.

1 strat


Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster) Requires very precise platforming to climb around protruding ledges while carefully manipulating and freezing crabs. Requires luring 3 crabs; the third crab is from the morph tunnel to the left. Use a super to knock off and freeze a crab midair twice in the climb.

2 strats


A harder version of 'Right Crab Climb with Only 2 Supers' Requires extremely precise platforming to climb around protruding ledges while carefully manipulating and freezing crabs. Climbing the right side of the room with only one super and ice. (A trickier version than that used in 14% Icebooster) Requires only luring 2 crabs. Only one crab and no supers are useable for the second half of the climb.

2 strats


Gain a shinecharge on the ledge near the top-left door. This is a very short runway, making it an exceptionally difficult short-charge.

3 strats


In the other room, use 6 runway tiles to gain an extra run speed of exactly $1.D, with Speed Booster unequipped. Jump into a lateral mid-air morph and touch the door transition while descending close to the ground. Hold jump to do an uncontrolled bounce immediately after the transition. Pause as Samus passes under the first ceiling Grapple block. Equip Speed Booster and unequip Spring Ball, to get a spring fling. Pause again and re-equip Spring Ball to get a second spring fling. Continue holding jump to bounce on both Grapple platforms with uncontrolled bounces; Samus must bounce on the left edge of the first platform in order to just barely make the bounce on the right edge of the second platform. Perform one more spring fling, by unequipping Spring Ball as Samus begins to descend. Samus should make it into the nook below the right door; A Flatley jump into mid-air spring ball jump will get Samus up to the door.

1 strat


Run and jump up through the door using SpeedBooster in the room below. Bonk the door frame as you pass through the transition, to cancel your horizontal momentum. You need a vertical speed of exactly 7.8800 when passing through the transition, which requires the jump to be frame perfect. After the transition, as you reach the wall, begin holding right. Begin holding angle up at any time before approaching the door (and you can continue holding it until the end of the strat). As you approach the door (an 8-frame window), while holding angle up, release right for exactly one frame. This will put Samus into a pose aiming diagonally up and to the right. Immediately fire a shot to open the door (within the same 8-frame window); if successful, you will just barely clear the grapple block and pass through the door. Several things can cause you to bonk the grapple block: 1) entering the room with too much vertical speed, 2) not pressing against the wall as you come up, 3) releasing right for more than one frame, 4) releasing right too early. As an alternative to releasing right for one frame, you can instead press shot for one frame: if successful, Samus' pose will change to aiming diagonally without a shot being fired; if shot is pressed for more than one frame, then a shot will be fired horizontally, and the cooldown will prevent you from firing diagonally in time.

1 strat


Jump into a mid-air morph, lay a Bomb, unmorph, use grapple to kill a Sciser, to be able to get a second jump mid-air.

1 strat


Escape the water using a well-timed Space Jump water bounce followed by a frame-perfect Space jump just above the water, at a specific time when the tide is descending.

1 strat


Use two snails to perform an 'Enemy Stuck Moonfall' to bypass the bomb blocks above the middle left door. Position one snail on the above door shell, and the second above the corner of pipe below Samus will clip through the lower snail, taking damage, then continue through a segment of pipe where the crumble blocks can be reached. Facing both snails during the moonfall while positioning Samus for the clip can be precise Depending on the exact heights of the snails, it may be necessary to pose change while clipping.

1 strat


Lure a Puyo close to the sand and use it to Bomb-Grapple-Jump up to the Morph Ball maze. It helps to predict the jump pattern of the enemy.

1 strat


Lure a Puyo close to the sand to use for a Sand Grapple Boost. As it is close to entering the sand, land on the sand and crouch. Very quickly after crouching shoot the grapple and jump. As soon as the Puyo is killed aim down to escape the sand. If the timings don't work out just right, too much height is lost to the sand. Crouching in sand is also a high softlock risk.

1 strat


Cross the room by using the spikes as platforms to stay out of the water. Requires some very difficult jumps and excellent control over spike damage knockback.

2 strats


Perform a moonfall with stored fall speed to clip into the air space between the grapple blocks and the wall. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

1 strat


Bring a crab to the top part of the room by using a Super or a crab climb. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work.

1 strat


This requires multiple HBJ to get over spike pits. The first one, by the right door, must be started at the top of an IBJ.

1 strat


Reach the left side item using a single bomb explosion barely reach it. Use HiJump to reach the water line and then use a Bomb Jump Water Escape motion to Bomb jump out of the water. Do not Morph until fully out of the water to place the Bomb with the correct height. And do not place the Bomb at the max possible height, but a little lower where it will bounce Samus higher.

1 strat


Walljump up and instant morph with exact timing and positioning so as to enter the Power Bomb location through the maze's exit.

1 strat


Grapple to the top Grapple in the top-left corner of the room. Hold left while waiting for the grapple wall jump check to expire, then quickly morph. While falling, unmorph to reset fall speed and then quickly morph again. unmorph at a precise time (typically a 2-frame window) then use Grapple immediately (another 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again.

1 strat


Perform a moonfall with stored fall speed to clip into the air space below the door at node 1. Land, then grapple the nearest block and release. Samus will fall into the door transition, bypassing any lock that may be on the door.

1 strat


Enter with G-mode direct, back up to exactly 8 pixels away from the door transition, and activate X-ray to get very deep stuck in the door. Climb up a little less than 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Perform the spin-jump when Samus' feet are between about 0.5 and 2 tiles below the bottom of the door.

1 strat


Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door. Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise. A downback helps by shrinking Samus' hitbox.

1 strat


Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening.

2 strats


Use the grapple block to initiate a Grapple Jump to climb up to the higher level and above the water line. Aiming the Grapple Jump to line up with the one tile hole is difficult and Samus is moving at high speeds. Escaping the water without Gravity is also difficult as Samus must be standing at the water line when jumping for the next part of the grapple jump. A Grapple Jump can be a spin jump by running briefly before jumping and that can be used to begin Walljumping or Space Jumping.

2 strats


Run into the room using exactly 20 tiles of runway (with closed ends) in the other room, or up to 6 pixels more (getting extra run speed exactly $4.4). Jump on the last possible frame, and aim down as Samus approaches the overhang, to avoid bonking it. If successful, Samus will land on the last pillar.

1 strat


Avoid the Baby Metroid with no items at all. Jump over it many times in order to clear a path through the seaweed. With a counter clockwise setup, stand as close to the transition as possible while allowing the Baby to circle Samus. Then jump towards the transition and touch it with a walljump check. A clockwise setup is more difficult to clear the seaweed, but can jump directly into the transition.

1 strat


Align with the wall below the door while facing left. Hold dash, turn around, start running and arm pump once. Jump from the rightmost 'X' in the background. Release forward at some point while airborne, but repress it again before the CWJ. Immediately after the CWJ, shoot the Metroid to avoid getting grabbed.

1 strat


Carefully clear a path through the seaweed in order to chain temporary blue up or down the room.

3 strats

canBeExtremelyPatient
Executing a strat that requires waiting or doing the same thing over and over again for a very long time, potentially more than 6 minutes, even with good execution.

Dependencies: canBePatient, canBeVeryPatient

8 strats


canUnderwaterWalljumpBreakFree
The ability to underwater wall jump against a single wall and break the water line with HiJump but without Space Jump.

Dependencies: canUnderwaterWalljump, canMidairWiggle, canConsecutiveWalljump, canSuitlessMaridia

6 strats


canLongCeilingBombJump
The ability to ceiling bomb jump over a distance of two screens or more.

Dependencies: canCeilingBombJump, canBombAboveIBJ, canIBJ

22 strats

Notable strats

Using IBJ to get from to bottom to the top of Climb without unmorphing. Precise timing and enemy manipulations are required to reach the top without taking a hit.

2 strats


Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map.

1 strat


Enter with direct G-Mode artificial morph, and perform a Crystal Flash to refill reserve energy. Do this all the way to the left, to prevent the Geemer from being destroyed by the lingering light orb. Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Either way, after the Geemer comes down into Alcatraz, shoot a Super to knock it off the ledge to make it bypass the light orb. Damage down until one Geemer hit away from running out of energy. If Samus has at least one Energy Tank, it will take longer to damage down, in which case an additional Super can be used to knock the Geemer onto the floating platform, to allow unlimited time for damaging down. A final Super can be used to knock the Geemer off the floating platform. Set reserves to manual, stand next to the bomb blocks, and wait for the Geemer to approach. Just before taking a hit, press pause. During the fade-out, hold forward to land quickly after knockback. At a precise moment just before the pause hits, jump and aim down; the aim-down can be buffered before jumping, e.g. by rolling from forward to down through a diagonal input. Set reserves to auto, then unpause while continuing to hold jump. If successful, the forced stand-up will occur close to the ceiling and while Samus still has upward momentum, allowing Samus to clip through.

1 strat


Moonfall on the Green Brinstar Elevator Platform to build up enough speed to fall through the Power Bomb Blocks below. Moonfall so as to stay on the platform, break spin, and turnaround between 70 and 76 times total. Turns cannot be too fast or too slow. When falling, avoid the platform in the center of the room by falling towards the right. Clip through the bottom right platform by turning around at the correct time. Then hold down to clip through the Power Bomb Blocks.

1 strat


Prepare an extended Moondance and wait for SporeSpawn to move to a side. In quick succession, Moonfall, turn left, and turn right while holding a spin break button to clip down into the fight arena.

1 strat


Setup a Moondance such that Samus will fall through 2 tiles Moonfall towards the door, aim down while falling, and turn around twice.

1 strat


This is a very long ceiling bomb jump.

4 strats


This is a very long ceiling bomb jump.

1 strat


Position 2 Scisers so that they can each be used for a Bomb-Grapple-Jump, back to back. This gives a total of 3 jumps to climb from the bottom of the room up to one of the lower peaks. In the likely event of failure, the room will need to be reset and the crabs repositioned for the next attempt.

1 strat


Wait for the one pattern (bottom->right) where Botwoon's head passes through the dividing barrier briefly and fire a Super Missile. This takes a long time, averaging one Super per minute.

1 strat


1) Crouch jump and then SpringBall jump. 2) Bomb-Grapple-Jump using the distant Cacatac who is above the water. 3) SpringBall jump again just as Samus exits the water.

1 strat

Key item priority
Filler items

Map
End game
Faster transitions
Samus control
Tweaks to unintuitive vanilla behavior
Other