SPACE TIME GUIDE by OverfiendVIP = Introduction = any% GT involves completing the game as fast as possible while utilizing the Golden Torizo code. ("GT" within the moniker of a category essentially means "uses Golden Torizo code"; usage is mandatory) The Golden Torizo code provides Samus with 53% of items, which includes 100 Missiles, 20 Super Missiles, 20 Power Bombs, 7 Energy Tanks, 3 Reserve Tanks, and all major items except Screw Attack. Since this includes every beam in the game, this allows the player to utilize a combination of beams (Charge/Ice/Spazer/Plasma) known as "space time beam" to massively corrupt memory, including memory where the data for the current room is stored, essentially replacing the room with garbage data. Space time beam is applied, in conjunction with other weaponry, to create transitions out of this garbage data that can swiftly and safely transport Samus through entire rooms. For a brief period of time, this category used to be the fastest method of completing the game, until it was discovered that you could use the X-Ray Scope in a similar manner to corrupt memory - specifically, memory that tells the game whether the escape is triggered or not. That category is known as any% glitched. This category is still relatively close in terms of completion time to any% glitched, and simply achieves the same result in a different manner. = Route = The route is basically the same as 14% Ice up to Power Bombs. The only difference up to that point in terms of items is that you do not take Charge Beam. The Red Tower climb might be difficult if you are used to performing it with some other form of beam, such as Charge, Wave, and/or Ice, since you will not have any of those to perform it with. Compared to a charged shot, the shot will travel faster, requiring you to walljump faster up the climb so that the shot may connect with the destructible block. Either that or you will want to first walljump up the climb in order to break the block, fall down, then walljump back up to complete the climb. [https://archive.org/download/AnyGT/red%20tower.mp4 Example] After obtaining Power Bombs, head to Kraid through the standard Red Brinstar path. Since you have Power Bombs, you can attempt a strategy involving performing a kagoball through the first Space Pirate to mochball through half of the Minikraid hallway, killing the Space Pirates with a Power Bomb in the process, and finishing Minikraid off with a Super Missile like normal. If you are fast enough, you can still jump over Minikraid's spikes while landing the Super Missile. Otherwise, you can simply take out the Space Pirates with regular Missiles (or Supers, depending on your ammo count and Kraid strategy), or you can shoot the first Space Pirate to interrupt his attack in order to jump over the first two Space Pirates and lay a Power Bomb without the kagoball. Obliterate Kraid and obtain the Varia Suit. [https://archive.org/download/AnyGT/minikraid%20kagoball.mp4 Example] After obtaining Varia Suit, head to Hi-Jump Boots. You can opt to grab Kraid's Energy Tank and/or the Energy Tank before Hi-Jump Boots if you require them to survive the upcoming areas. Since you have Power Bombs here, you can wait to open the door until after obtaining Hi-Jump Boots. When coming back through the room, taking the path below the Missile pack, you can lay a Power Bomb after walljumping up the vertical shaft, damaging through the Geemer. The Power Bomb should also hit the destructible blocks, creating a smoother exit. Afterward, head to Bubble Mountain similar to any%. Use the save station next to that location if you must. Take a detour south through the Power Bomb blocks to Lower Norfair. Be sure to refill your health and ammo (primarily Super Missiles) in the room to the right of the tall purple room. In the Magdollite room, immediately fire a Missile upon entering to take out the Multiviola, as it will make whatever movement you perform afterward much easier. Next comes perhaps the most difficult series of inputs to perform in this run, simply because if you miss a walljump and/or are struck by a fireball, it's probably game over. It is possible to only need one Energy Tank (with Varia Suit and Hi-Jump Boots of course) for this room; assuming you enter with 199 HP, optimal movement can leave you with over 50 HP left, meaning there is very little room for error. For traversing the lava pool the optimal way, align Samus with the edge of the horizontal platform above the door and run towards the open door. After taking approximately two steps forward, jump and hold jump. After the transition, hold down. With proper timing, you should have entered the lava pool without losing any momentum. From there, morph and hold left during the dive until you reach the far left Namihe. Jump on top of the Namihe, making sure to avoid any fireballs in the way. Walljump off of the Namihe above and let your momentum carry you to the right wall below the final Namihe. Walljump in place until an opportune time (when there isn't a fireball in the way) to walljump off of the final Namihe. Alternatively, you can skip walljumping off the final Namihe if you are comfortable doing so. Use your momentum to hit the final walljump off of the side of the top left platform near Ridley's maw. [https://archive.org/download/AnyGT/lava%20dive%20optimal.mp4 Example] If you were not successful in executing the above before entering the lava room, there are a few in-room backup strategies you can perform that have similar results, that basically involve simply performing short hops facing down before entering the lava then carrying on the appropriate remaining steps. [https://archive.org/download/AnyGT/lava%20dive%20backup.mp4 Example] Use the save station before taking the elevator if you must. After the elevator ride, head right into the pre-pillar room, then Power Bomb through to the bottom left door. Up next is a finicky trick known as the Green Gate Glitch. It involves firing a Super Missile in a manner that allows it to strike the gate's switch from the other side, and only works on gates where the switch is on the left side. Since you only have a maximum of five chances to activate the switch, consistency is vital in executing this trick. To perform the Green Gate Glitch, stand at least a pixel behind the gate, aiming up+left, and jump. Immediately after jumping, press left, then immediately fire a Super Missile. With proper timing, the gate should open. There are various methods that can work. [https://archive.org/download/AnyGT/ggg%20I.mp4 Example I] [https://archive.org/download/AnyGT/ggg%20II.mp4 Example II] [https://archive.org/download/AnyGT/ggg%20III.mp4 Example III] Try to damage boost off of the Rippers if you can, or Power Bomb them if you want to be safe. Bomb your way down to Screw Attack. Here is where you will execute the wondrous Golden Torizo code, or GT Code for short. To execute the GT Code, press and hold all four "face buttons" (A/B/X/Y), and only those four buttons, as you enter Golden Torizo's chamber. The game only checks for the inputs of this code on the [https://ia902308.us.archive.org/0/items/AnyGT/GtCodeExecuteFrame.png 26th frame of horizontal door transition movement]. This provides you with plenty of time during the transition to set up the code. This also means that there is no risk of accidentally firing the beam after the transition since there is no need to be holding any of the buttons for that long. Once inside the chamber, open the item menu and unequip Wave Beam, otherwise the game will crash immediately upon the shoot button being pressed. == Space Timewarp #1 - Golden Torizo == '''Explanation''' Charge space time. While charging, equip Super Missiles. Face left and perform a medium-sized jump. While descending, fire a Super Missile when Samus's cannon is aligned with the two square blocks above the door. When performed correctly, the game should stabilize after a Super Missile vibration effect, with Samus seemingly standing in midair. Morph and roll to the right. This should warp you into the Screw Attack room. [https://archive.org/download/AnyGT/gt%20skip.mp4 Example] '''Error Correction''' If you appear to have taken damage during the space time effect and are not warped, morph, roll to the right, and spring. There is a chance that the game will warp you into the Golden Torizo lava statue room's bottom right door without being stuck. From there, you can attempt the skip again. [https://archive.org/download/AnyGT/gt%20skip%20backup.mp4 Example] ---- == Space Timewarp #2 - Screw Attack == '''Explanation''' Charge space time. While charging, equip Missiles. Stand on top of the Chozo statue and face left. Line Samus's front toe to be halfway between the Chozo statue's egg and head. You can also use the rounded decoration above the Chozo statue's head to achieve this positioning. Once positioned, jump, aim down, and fire a Missile after Samus has reached peak height/hit the decoration above her. Hold left or right during the transitions. This should warp you into the pre-pillar room. [https://archive.org/download/AnyGT/screw%20skip.mp4 Example] If you do not hold left or right during the transitions, you will become stuck in an out of bounds area. '''Error Correction''' If you are warped back into the Screw Attack room, but are not visible, try jumping once then holding right and firing a non-beam projectile. The door to the right might open (meaning you were in an out of bounds version of that room), allowing you to exit the room and appear again. From there, you can attempt the skip again, or simply traverse the room. [https://archive.org/download/AnyGT/screw%20skip%20backup%20III.mp4 Example] If you aren't warped immediately after performing this, but instead appear to be inside the Chozo statue itself, jump. Hold left or right through the transition like normal, assuming you connected with it. This may lead to the following: If you are warped to the correct destination, but do not appear visible, fire space time facing left. There is a chance that the game will warp you either a) back into the pre-pillar room from the top left door, or b) into the Golden Torizo lava statue room from the top right door. [https://archive.org/download/AnyGT/screw%20skip%20backup%20II.mp4 Example A] [https://archive.org/download/AnyGT/screw%20skip%20backup%20I.mp4 Example B] ---- == Space Timewarp #3 - Pre-pillar == '''Explanation''' Charge space time. While charging, equip Missiles. Stand next to the left door. Fire a Missile while aiming up+left then immediately turn around to the right. This should warp you into the elevator room. [https://archive.org/download/AnyGT/prepillar%20warp.mp4 Example] The main quirk to this particular space time is to not be standing on the ground before firing the Missile. The turning around motion is a reliable way to have Samus above the ground before the space time fully processes. If you are standing on the ground when you fire, it is guaranteed to crash. An alternative method to this is to be standing on the ground in the same position, but perform a short hop right before firing; however, if you are too high in the air when firing, it will also crash. You want to try to be just above the ground, and no higher than the center of the door, when you fire using this method. [https://archive.org/download/AnyGT/prepillar%20warp%20alt.mp4 Example] ---- Head back up via the elevator. Enter the lava dive room. == Space Timewarp #4 - Lava Dive == '''Explanation''' Charge space time. While charging, equip Missiles. Stand next to the edge of the platform before the lava. Fall directly into the lava, as close to the platform as possible. (turn around once you have moved off the platform) While falling into the lava and once Samus has fully entered the lava, fire a Missile directly upward. This should warp you into an out of bounds version of the Magdollite room. Jump to the left and fire a non-beam projectile to the left. This should open the out of bounds door leading to the next room. [https://archive.org/download/AnyGT/dive%20skip.mp4 Example] An alternative method to this involves using part of the ceiling above the lava to acquire the proper position, then timing the Missile during the fall appropriately. [https://archive.org/download/AnyGT/dive%20skip%20alt.mp4 Example] It may help to have game audio enabled (and perhaps turned up) for the Magdollite room - the game sets you in a pit, and due to how slopes function out of bounds, in can be difficult to exit the pit without auditory information. '''Error Correction''' If you appear to have taken damage during the space time effect, are not warped, and appear to fall down, try jumping back up into the position that would appear to work if it were normally performed on-screen and firing another Missile. There is a chance that the game will warp you as intended. [https://archive.org/download/AnyGT/dive%20skip%20backup%20I.mp4 Example] Alternatively, you can morph and spring/roll towards the right side. There is a chance that the game will warp you into the next room, where you can perform a backup warp. [https://archive.org/download/AnyGT/dive%20skip%20backup%20II.mp4 Example] ---- == Space Timewarp #5 - Purple == '''Explanation''' Charge space time. While charging, equip Missiles. Stand on the right side of the first (bottom) center platform. Run off the left side of the platform. Right before colliding with the left wall, fire a Missile up+left. This should warp you in front of the bottom left door in the next room. (which leads to the save station hallway) [https://archive.org/download/AnyGT/purple%20warp.mp4 Example] An alternative method to this, found by Twocat, skips usage of the center block formation altogether. [https://archive.org/download/AnyGT/purple%20warp%20alt.mp4 Example] Since this particular space timewarp saves less than four seconds compared to optimal movement, and is one of the easier ones to execute improperly and/or have crash, take caution before attempting it in runs. (especially console runs) '''Error Correction''' If you appear to have not warped, but still appear to be near the area where you typically would warp, you can attempt to reach a similar positioning by jumping back to it, or as close to it as possible, then firing again. If you appear to have warped properly, but instead fall out of bounds or are stuck in the objects below the door, I currently do not know what you can do to correct this error, assuming there even is a way to. Sorry. ---- Head to the save station hallway directly to the left. == Space Timewarp #6 - Save Hall == '''Explanation''' Charge space time. While charging, equip Missiles. Line up with the right side of the closest background pillar. Jump. Right after hitting the ceiling, fire a Missile directly upward. This should warp you into an out of bounds version of the save station room. Jump to the left and fire a non-beam projectile to the left. This should open the out of bounds door leading to the next room. [https://archive.org/download/AnyGT/save%20hall%20warp.mp4 Example] This is by far, in my opinion and excluding #7 (which you shouldn't ever fail outside of random console crashes), the easiest space time to execute properly. There's plenty of room in which to execute it, and even if you don't execute it properly, it's quite easy to randomly run into a similar transition. '''Error Correction''' If you appear to have not warped, and appear instead to have fallen slightly below the normal warping point, simply walk and fall down to the left. You should warp like normal. [https://archive.org/download/AnyGT/save%20hall%20warp%20backup.mp4 Example] ---- Head back up via the elevator. Head left until you reach the room before Spazer Beam. Super Missiles are the most efficient projectile for opening doors in this area as they can prevent unintentional collisions. == Space Timewarp #7 - Red Lake == '''Explanation''' Charge space time. While charging, equip Missiles. Face the door you entered from and fire a Missile. This should warp you to the left side of the next room. Jump/move to the left and fire a non-beam projectile to the left. This should open the out of bounds door leading to the next room. Remember that you have to jump through it since it's slightly higher than ground level. [https://archive.org/download/AnyGT/red%20lake%20warp.mp4 Example] Do not fire the Missile as you are running into the door as there is a chance you will crash. Wait until you are stationary in the proper position before firing. ---- == Space Timewarp #8 - Red Tower == Unlike all other warps, this only involves firing the beam itself. Positioning in performing this warp is especially crucial. '''Standard Method''' Align Samus's cannon directly in front of the right background pillar, which is touching the red clay in the background. Fire space time. This should place Samus in a damaged position before warping you to the elevator room in-bounds, directly in front of the Hellway yellow entry door. [https://archive.org/download/AnyGT/red%20tower%20warp.mp4 Example] The primary position for this particular warp is approximately three pixels in length, so there is some leniency in where you can stand. Due to how this space time functions, there are other locations which may work. '''Elevator Drop Method''' Align Samus's cannon directly behind the right edge of the right background pillar, which is touching the red clay in the background. Perform a short hop and immediately fire space time after leaving the ground. This should place Samus in a crouched position before warping you to the elevator room out of bounds. [https://archive.org/download/AnyGT/red%20tower%20warp%20alt.mp4 Example] Being out of bounds allows you to drop down into the elevator trigger by holding right and aligning Samus with the line between the right side of the destructible blocks and the red clay. Wait about a second after the transition before holding right, otherwise you might connect with a door transition in the air instead. You can enter the elevator trigger while in Morph Ball, allowing you to immediately Power Bomb the yellow door in the room above. This method saves at least three seconds compared to Standard Method, if not more depending on how much time you normally spend traversing the elevator room. It also eliminates the danger of being interrupted by Cacatacs. That being said, it is easy to lose potential time attempting to set up the positioning for this warp compared to the other method, so ensure that you have a solid grasp on executing this method before attempting it in runs. '''Error Correction''' If you appear to have not warped, you can attempt to move around the area, whether by jumping, crouching, turning, or morphing until you are able to hit a transition. I would suggest turning around first, as you are more likely to hit a transition that way that, at the very least, does not cause you to become stuck. If you appear to have warped to the Hellway, but appear to be stuck in the left wall, fire space time to the left. There is a chance that the game will warp you properly. If you appear to have warped back into Red Tower, but are not visible, try jumping once. If the screen appears to drop slightly, hold right and fire a non-beam projectile. The door to the right might open (meaning you were in an out of bounds version of that room), allowing you to exit the room and appear again. [https://archive.org/download/AnyGT/red%20tower%20warp%20backup.mp4 Example] If you appear to have warped back into Red Tower, but are not visible and appear to have dropped down part of the tower, you are more than likely in an out of bounds version of the room and under the climb. You can attempt to climb back up, using Grapple Beam to break the destructible block and open the top right door. ---- After making your way up the elevator in whatever manner you've chosen, enter the pre-moat room for one final space time. == Space Timewarp #9 - Escape Trigger == There are many ways, depending on which platform you are playing on, to trigger the escape. These three methods are listed either because of their consistency, their potential speed, and/or due to other methods not working on certain platforms. '''Standard Method''' Climb to the top section of the room. Align Samus against the longest piece of the ceiling that is extending down, then turn around to face left. Charge space time. While charging (do not let go of the fire button until the map screen has appeared), open the item menu and unequip every beam except for Charge Beam. Exit the pause screen while holding the fire button. While aiming up+left, unleash the charge once the game screen has reappeared. This should cause Samus to fall multiple screens before being damaged backwards into a transition, placing Samus halfway in the floor of the next room. [https://archive.org/download/AnyGT/escape%20trigger.mp4 Example] Most commonly used method for triggering the escape in runs. Taking out the right Kihunter is recommended. Works on all platforms. '''VC Method''' Climb to the top section of the room. Place Samus in a crouching position slightly to the left of the location of the 2x2 destructible block. Charge space time. While charging (do not let go of the fire button until the map screen has appeared), open the item menu and unequip every beam except for Charge Beam. Exit the pause screen while holding the fire button. While aiming up+left, unleash the charge once the game screen has reappeared. After firing, wait about half a second, then hold right. This should cause Samus to fall multiple screens into a transition, placing Samus halfway in the floor of the next room. [https://archive.org/download/AnyGT/escape%20trigger%20vc.mp4 Example] Virtual Console is unique in that the first method that was discovered to trigger the escape (not listed here), as well as Door Method, do not work. It also appears that the escape is not able to be triggered unless you release the shot while aiming up+left. Many methods that work on other platforms will warp you properly through the rooms, but will not trigger the escape, on Virtual Console. Due to the amount of setup time typically required to execute the Standard Method (which works on Virtual Console), a faster method that would work on Virtual Console was sought out, and this method was found. The positioning is quite lenient and you don't really have to worry about enemies. (You can take out the Kihunters if you are wary, but it shouldn't be necessary) The game also stabilizes immediately (i.e. doesn't enter a slow motion state) and you can basically hold right during most of the fall to land on the transition. This method saves at least six seconds compared to Standard Method, if not more depending on how much time you would spend in your setup and/or killing enemies. Works on all platforms. '''Door Method''' While on top of the yellow door, align Samus's forward toe with the left of center (or third) vertical line behind the shell of the door, then turn around and place Samus in a crouching position. Charge space time. While charging (do not let go of the fire button until the map screen has appeared), open the item menu and unequip every beam except for Charge Beam. Exit the pause screen while holding the fire button. While aiming down+left, unleash the charge once the game screen has reappeared. This should cause Samus to fall multiple screens until landing on a surface in the middle of the screen. Short hop slightly to the left to hit a transition. This should warp you into an out of bounds version of the next room. Hold left to enter the Gunship area. [https://archive.org/download/AnyGT/escape%20trigger%20door.mp4 Example] Currently the quickest method to execute by far. This method saves at least ten seconds compared to Standard Method, if not more depending on how much time you spend in your setup and/or killing enemies. Confirmed to work on higan and lsnes, but does not work on every emulator or Virtual Console. (as previously explained, it warps exactly the same, but does not trigger the escape for whatever reason) Not entirely confirmed to work on console. It may have a higher crash rate than other methods. If you have an actual console and Super Metroid cart, and an interest in this category, please test this method first. ---- If you managed to successfully trigger the escape, demolish the blocks before the Gunship and enter it. Congratulations on completing this category. = PAL = All of the warps used in this category (should) work exactly the same on PAL. The escape triggers work close to the same, as "VC Method" is exactly the same and "Standard Method" requires Samus to move forward a block's distance to fall into the transition as opposed to being knocked back into it after the fall. "Door method" on lsnes is similar but involves firing the shot while aiming up+left from the same position while standing instead, then Samus will fall and take two hits knocking her back into a transition. [https://archive.org/download/AnyGT/escape%20trigger%20pal.mp4 Standard Method] PAL is able to complete the lava dive without Hi-Jump Boots; however, it will require stronger execution from the player in order to survive with only one Energy Tank. It can be difficult to not lose momentum before or when entering the pool, and landing the walljump after transitioning from the top left Namihe to underneath the top right Namihe can be especially difficult. [https://archive.org/download/AnyGT/lava%20dive%20pal.mp4 Example] Even though PAL is able to skip both the Bomb Torizo and Hi-Jump Boots, saving close to a minute, PAL loses more than that amount over time compared to NTSC due to the difference in frame rate. Additionally, common NTSC strategies such as "Terminator" do not directly work on PAL, although there are potential alternatives that exist for rooms with altered enemy patterns. PAL has reduced lag during Kraid and during the Power Bomb explosion in Pre-pillar.