Category Presets

Presets are pre-configured savestates that are specific to a particular category.

Presets load a room but do not load enemies for that room by default, so often a preset is named for the upcoming room or section, since enemies will load in the next room. This is also why any blue doors are already open to allow easier entry to the next room, except when Samus is facing forward as if she just arrived on the ship or is riding an elevator; in those cases the assumption is Samus couldn't have opened the doors and you want to practice opening them. In fact if Samus is actually riding an elevator at the start of a preset, simulating an entry into the room, then enemies will also be loaded into the room. However since the enemies aren't loaded with the same timing as normal, this can result in enemies being out of position compared to the vanilla game, so depending on what you want to practice, you may want to select the preset before riding the elevator.

You're also welcome to create your own custom presets. Some category presets support different routing options, or contain a Safeties and Strategies section where you can toggle on/off various options. However with Super Metroid having a wealth of strats, with seemingly each room having multiple viable strats for speedrunning, the built-in presets can only cover so much, so making custom presets is also an option. When making custom presets, we recommend periodically backing up your SaveRAM or .sram file (if practical) just in case it gets reset by accident (in particular microSD cards are known to fail on occasion and could take your custom presets with it). We do strive for backwards compatibility, so your custom presets should continue to work if you carry your SaveRAM/.sram file forward to a future update.

If you have interest in creating built-in category presets for a category we don't have presets for, it is possible with some effort. You will need to download a specific version of snes9x emulator in order to record a playthrough of the category, and then specific points during that playthrough can be chosen as the presets. If you make a mistake during the playthrough and are able to farm back up or otherwise correct the mistake quickly, that would be preferred, but it is also possible to make edits afterwards. Once the playthrough movie is recorded, it needs to be given to a Practice Hack developer to continue the process. You may need to be patient as this isn't something we do often. The playthrough method will give us a basic, continuous set of presets. If you want the category presets to have different routing options or a Safeties and Strategies section, that would need to be added manually by a Practice Hack developer. Click here for more information about creating category presets.

For categories with a Safeties and Strategies section, a description of what each option does is below. Unless otherwise stated, ammo and energy pickups give their natural inventory boost. For example, an option to collect a missile pack will give you an extra five missiles. Collecting an energy tank gives you an extra 100 energy plus a refill effect that lasts until you would normally be at or near full energy even without the energy tank pickup.

Any% KPDR Safeties and Strategies

Zeb Skip Skip

When selected, also selects HJB Missiles, Moat Missiles, Aqueduct Missiles, Aqueduct Supers

For beginner speedrunners not comfortable with the Zeb Skip at the end of the run. This is listed first since you want to start picking up extra ammo for the zebetites early on. This preset has the following pickups and changes:

  • Open Retro Brin door (-5 missiles on red door, until after Pit Room)
  • Collect Retro Brin missiles
  • Collect Early Supers missiles
  • Collect HJB missiles
  • Collect Cathedral missiles (-2 missiles on gerutas and -60 energy on lava, until after Bat Cave Revisit)
  • Collect Bubble Mountain missiles
  • Collect Speed Booster missiles
  • Collect Alpha Power Bomb missiles
  • Collect Moat missiles
  • Collect Aqueduct missiles and supers
  • Collect Precious missiles (after Draygon)
  • Collect Hotarubi missiles
  • Marks all Zebetites destroyed and removes all missiles and supers for Mother Brain 2

    Note this is not intended to be the most efficient method of Zeb Skip Skip. This route favors collecting earlier missiles since they can help with boss fights, but many other viable routes exist. In particular the Retro Brin missile pack could be dropped while Big Pink, Green Hill Zone, West Ocean, and Three Muskateers rooms all contain a missile pack that could be picked up with only a slight detour in-room. Swapping in more super packs is also an option, or the two Brin Reserve missile packs with reserve tank.

Spazer

Collecting Spazer provides another option for killing and farming enemies, so the following adjustments are made:

  • +1 missile cac below Spazer
  • +1 missile mini-kraid pirates (see below note)
  • +2 missiles pre-cathedral desgeegas
  • +1 missile king cac
  • Above missile buffs reset after Bat Cave Revisit farm (assume less time spent farming)
  • +20 energy hellway farm (resets at next energy refill)

    Note that collecting Spazer costs one super for the green door. To offset this, it assumed only one super will be used for Kraid entrance instead of three, so you end up with an extra super available for killing mini-kraid pirates. From there supers max out after killing mini-kraid, same as without Spazer.

Hi-Jump First

When selected, also selects Kraid E-Tank, HJB Missiles, Early Ice

For beginner speedrunners not comfortable with the Kraid entrance walljump. It also uses missiles instead of a super on the red door to Hi-Jump Boots, so it has +1 super -5 missiles during Upper Norfair until the farm after Bat Cave Revisit.

Kraid E-Tank

Considered by many not as a safety, but as a timesave; it is difficult to actually save time skipping this energy tank. This option also applies -1 missile for killing the beetoms (reset after Bat Cave Revisit). The energy refill effect lasts until HJB E-Tank is collected (or until re-entering Upper Norfair if Hi-Jump First).

HJB Missiles

Often collected for 20/10 loadouts, with moat missiles being the other 20/10 option (or collect both for 25/10 MB1 ammo). This option comes with a -2 missile penalty after the Phantoon fight, which isn't cleared until after Draygon.

Grapple

When selected, also selects Ocean Fly Skip

For beginner speedrunners not confortable crossing moat, or perhaps for the extra health. This option kills Croc, gives Grapple, Croc power bombs, and Croc E-Tank. There is no energy refill effect since Samus is already at full health entering frog speedway. Grapple does give a +38 energy buff for skipping moat spark and a +87 energy buff for skipping ocean spark, which when combined with Ocean Fly Skip and Healthsaver Spark allows Samus to keep all her energy. This energy buff is reduced by 80 energy after Phantoon under the assumption the fight will be more difficult.

Early Ice

Not compatible with Southern Route

Collect Ice Beam on the first visit to Upper Norfair instead on the return trip. It costs one super to open the green door. The super is recovered going up the Caterpillars room, but costs 20 energy due to farming a super from a cac instead of energy. This cost is cleared after the Phantoon fight (assumed more energy recovered during the fight).

Alpha Spark Skip

Enable this option to gain 60 energy entering red tower (resets at next energy refill).

Save Yellow Door PB

Enable this option to gain 1 power bomb by not opening the yellow door from Crateria Kihunters back to Red Brinstar. This is cleared upon returning to Red Brinstar.

Moat Missiles

Often collected for 20/10 loadouts, with HJB missiles being the other 20/10 option (or collect both for 25/10 MB1 ammo). This option comes with a -2 missile penalty after the Phantoon fight, which isn't cleared until after Draygon.

Ocean Fly Skip

Enable this option to gain 15 energy starting at Ocean Spark (resets at next energy refill).

Healthsaver Spark

When selected, also selects Ocean Fly Skip

Enable this option to gain 35 energy entering Wrecked Ship (reduced to 15 energy after Phantoon and resets at next energy refill). Note that Healthsaver Spark requires Ocean Fly Skip, so effectively you get a +50 energy buff for Phantoon, dropping to +30 after Phantoon.

Phantoon X-Factor

This option causes Spazer and Ice Beam to be unequipped prior to Phantoon, with Spazer never being re-equipped and Ice Beam being re-equipped when entering Lower Norfair. This option does nothing if neither Spazer or Ice Beam are collected.

Sloaters Refill

This option also applies -1 super for opening the green door (reset after Botwoon). The energy refill effect lasts until the next energy tank collection (either Mama Turtle E-Tank or Botwoon E-Tank).

Mama Turtle E-Tank

This option also applies -5 missiles for opening the red door (reset after Botwoon). The energy refill effect lasts until Botwoon E-Tank is collected.

Crab Supers

Adds crab supers with no other adjustments.

Botwoon X-Factor

This option causes Spazer and Ice Beam to be unequipped prior to Crab Shaft (during Mt. Everest spark), with Spazer never being re-equipped and Ice Beam being re-equipped when entering Lower Norfair. This option does nothing if neither Spazer or Ice Beam are collected.

Aqueduct Missiles

Adds aqueduct missiles with no other adjustments.

Aqueduct Supers

Adds aqueduct supers with no other adjustments.

Halfie Savings

Enable this option to gain 70 energy in the Colosseum. The energy bonus drops to +64 energy after Plasma Beam, then drops to +34 energy after Metal Pirates, and resets at the next energy refill or after Tourian Metroids.

Safer Draygon

Enable this option to gain 40 energy after Draygon. The energy bonus resets after Metal Pirates.

Whomple Savings

Enable this option to gain 112 energy on the reverse trip through the Colosseum. The energy bonus drops to +106 energy after Plasma Beam, then drops to +76 energy after Metal Pirates, and resets at the next energy refill or after Tourian Metroids.

Plasma Spark Skip

Enable this option to gain 43 energy entering Plasma Climb. The energy bonus resets at the next energy refill or after Tourian Metroids.

Southern Route

Not compatible with Early Ice

This option only controls whether Northern Route or Southern Route presets appear in the menu.

Screw Attack

When selected, also selects Blue Pillars

This option sets the acid as cleared, Golden Torizo defeated and gives Screw Attack. If a speedrunner really did this they might also collect the super pack (and possibly the missile pack). However by leaving those off, this option could also be used by speedrunners who intend to gate glitch just to get the Screw Attack.

Blue Pillars

Not compatible with Slow Pillars

Enable this option to gain 74 energy entering Worst Room In The Game. The energy bonus drops to +54 energy entering Amphitheatre and drops again to +14 energy entering Wasteland due to skipping farms, and resets at the next energy refill or after Tourian Metroids.

Slow Pillars

Not compatible with Blue Pillars

Enable this option to take a -2 power bombs penalty entering Worst Room In The Game. This penalty is reduced to -1 entering wasteland due to replacing a power bomb with bomb spread, and the penalty resets entering Ridley.

Fireflea E-Tank

The energy refill effect lasts until Ridley E-Tank or after Tourian Metroids.

Ridley E-Tank

The energy refill effect lasts until after Tourian Metroids.

Any% Phantoon First Safeties and Strategies

Brinstar Reserve

Costs one super to open the red door towards the reserve tank, which is not reset until after Phantoon. It also costs 20 energy for the extra damage boosting through the Early Supers room. This energy is replenished through farming in the Dachora room, along with +3 missiles and +5 energy added to reserves. The +3 missile buff is reset after Phantoon, but also +40 energy is added to reserves after Phantoon (+45 total). An additional 25 energy is added to reserves after Tourian Metroids, bringing the final total in reserves to 70 energy.

Early Supers Missiles

Adds the missile pack in Early Supers room with no other adjustments.

Right Side Supers

Adds the Wrecked Ship right-side supers with no other adjustments.

PKRD

Routes Kraid before Ridley. Typically paired with the Kraid E-Tank to provide additional safety in Lower Norfair. Upon entering Upper Norfair, in addition to having Kraid killed and collecting Varia, Samus will have an extra 16 energy, 1 missile, 1 super, and 1 power bomb (also collecting Kraid E-Tank will give more energy and power bombs). The energy adjustment resets after collecting HJB E-Tank. The extra missile and super reset after Bat Cave Revisit. The extra power bombs are reset after farming in Kronic Boost room.

Upon reaching Frog Speedway, PKRD assumes extra farming will be done and grants +60 energy, +6 missiles, +5 supers, and +1 power bomb. However this isn't equivalent to what you get from doing Kraid after Ridley, which is +89 energy, +5 missiles, +5 supers, and +2 power bombs. Thus upon revisiting the Maridia tube, the final adjustments are -29 energy, +1 missile, and -1 power bomb. The missile buff is reset after Botwoon, and the energy and power bomb costs are reset after Tourian Metroids.

HJB Missiles

Adds the missile pack in Hi Jump Boots E-Tank room with no other adjustments.

Wave Missiles

Adds the missile pack in Double Chamber room with no other adjustments.

Varia + Gravity Jump

When selected, also selects PKRD

Enable this option to gain 60 energy after lava dive (resets after Ridley).

Ridley Beam Fight

Enable this option to keep Ice and Spazer equipped when entering Lower Norfair. This option also assumes a power bomb farm was skipped so it enters Ridley with one fewer power bomb. Both conditions reset after Ridley.

Slow Pillars

Enable this option to take a -2 power bombs penalty entering Worst Room In The Game. This penalty is reduced to -1 entering wasteland due to replacing a power bomb with bomb spread, and the penalty resets entering Ridley. This options also gains 40 energy entering Worst Room In The Game assuming some energy saved by not shinesparking (resets after Ridley).

Fireflea E-Tank

At least one E-Tank is required (Fireflea, Ridley, Kraid, Botwoon)

The energy refill effect lasts until after the Ridley fight.

Ridley E-Tank

At least one E-Tank is required (Fireflea, Ridley, Kraid, Botwoon)

The energy refill effect lasts until after Botwoon.

Kraid E-Tank

At least one E-Tank is required (Fireflea, Ridley, Kraid, Botwoon)

If PKRD is selected, collecting Kraid E-Tank also gives a +2 power bomb buff due to farming beetoms. The energy refill effect lasts until HJB E-Tank is collected, and the power bomb buff drops to +1 after pre-cathedral and is cleared after Kronic Boost farm. This comes with a -80 energy penalty after Ridley with presumption some extra energy is used there, with the penalty reduced to -40 energy after Botwoon (reset after Tourian Metroids).

If PKRD is not selected, there is no power bomb buff since power bombs are already full. The energy refill effect lasts until Botwoon, and is then replaced by a +40 energy buff (reset after Tourian Metroids). If Botwoon E-Tank is also selected, then energy values between Botwoon E-Tank and Tourian Metroids may appear higher than expected.

Mt. Everest Spark Skip

Not compatible with Kraid E-Tank (unless PKRD is selected), nor Botwoon E-Tank

Enable this option to gain 59 energy starting at Maridia Crab Shaft (reset after Tourian Metroids).

Botwoon E-Tank

At least one E-Tank is required (Fireflea, Ridley, Kraid, Botwoon)

The energy refill effect lasts until Tourian Metroids. Selecting Botwoon E-Tank assumes an aggressive Draygon, and thus skipping Botwoon E-Tank will give +40 energy buff leaving Draygon. If Kraid E-Tank is also selected and PKRD is not selected, then energy values between Botwoon E-Tank and Tourian Metroids may appear higher than expected.

Halfie Savings

Enable this option to gain 70 energy in the Colosseum (reset after Tourian Metroids).

Space Jump

Space Jump gives a +45 energy buff for the return trip through Colosseum (reset after Tourian Metroids), which when combined with Reverse Spark Skip allows Samus to keep all her energy.

Reverse Spark Skip

Enable this option to gain 67 energy on the reverse trip through the Colosseum (reset after Tourian Metroids).

100% Map Completion Safeties and Strategies

Spazer

Collect Spazer when visiting the room. This results in a pause during Forgotten Highway Elevator to unequip Spazer so that X-Factor strats may be used in Maridia. While unequipping Spazer, Varia is also unequipped to aid with Tourian and standup glitch later on.