SNES · Any% · 1994
One of the most technically rich speedruns on the SNES, demanding mastery of mockball, the spacetime beam glitch, and wall-jumping to cut the game to under forty-one minutes.
Super Metroid's speedrun community is among the most technically sophisticated in retro gaming. The mockball technique — discovered by accident in the early 2000s — allows Samus to retain Speed Booster momentum while morphing into a ball, enabling access to areas designed to be reached only after acquiring the Hi-Jump Boots. Combined with the spacetime beam, which freezes certain enemies that can then be used as platforms, runners can sequence-break through significant portions of the game. The community is divided into Any% (which allows early credits warp), Low%, and 100% categories, each demanding a distinct skill set. Super Metroid's physics engine and the game's intricate map design make new skips a recurring discovery even decades after release.