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Super Metroid — Speedrun

SNES · Any% · 1994

Current WR
40:56
First Known Run
~1:10:00

One of the most technically rich speedruns on the SNES, demanding mastery of mockball, wall-jumping and precise movement to finish the game in around forty-one minutes.

Super Metroid's speedrun community is among the most technically sophisticated in retro gaming. Mockball lets Samus keep her running speed when she morphs into a ball just before landing, letting runners collect items such as the early Super Missiles long before the game intends. Wall-jumping, the Speed Booster's shinespark and a host of precise movement techniques allow further sequence breaks. Memory-corrupting glitches such as the Spacetime Beam — an illegal Spazer and Plasma combination — are confined to separate glitched categories. The community runs Any%, Low% and 100% among other categories, each demanding a distinct skill set, and new skips continue to be found decades after release.

Famous Techniques:
  • Mockball — morphing just before landing from a running jump to keep full running speed in ball form
  • Spacetime Beam — an illegal Spazer and Plasma beam combination that corrupts memory, used in glitched categories
  • Crystal Flash — a recovery technique that restores energy by expending reserve missiles, used to survive low-health marathon segments
  • Infinite Bomb Jump — repeatedly detonating Morph Ball bombs to gain unlimited vertical height, bypassing normal climbing mechanics
Notable Runners:
  • Behemoth87 — longtime world-record holder who helped develop modern Any% routing
  • Zoast — active world-record holder who pushed the Any% record toward the 40-minute mark
  • Taco — top-level runner and community contributor who verified several major new skips
Key Facts:
  • Mockball lets Samus carry running speed into Morph Ball form, opening early sequence breaks
  • Glitched categories that rely on memory corruption are kept separate from the standard Any% category
  • Super Metroid has one of the most active and technically focused speedrun communities of any 16-bit game
  • Multiple major skips have been discovered after 2015, showing the game's routing is still not fully exhausted