SUPER METROID MOVE FAQ v. 1
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released in 2002
written by mrFergo and friends [see credits]
available at www.gamefaqs.com
copyright (c) is evil
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1. Table of Contents
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1. Table of Contents
2. Introduction
3. Moves
3.1. Basic moves
3.2. Advanced moves
3.3. Die-hard moves
4. Copyright Notice
5. Credits
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2. Introduction
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The aim of this document is to present and define all moves available in
the best game of all times i.e. Super Metroid. There are more moves than
you might think, some of which were most probably not intended by the game
designers. They are all covered here in greatest scientific detail.
The moves are categorized into three groups; basic, advanced and
die-hard. Basic moves are such which are of quintessence for playing the
game, they include running, jumping, shooting etc. Advanced moves are
such moves that may not be necessary to complete the game. They are often
more complicated to perform. Die-hard moves are often really tricky to
perform and many of them were most probably not intended.
Whenever referring to a certain controller button the name of any such
are enclosed in braces - {x}. Super Metroid items (such as the varia suit)
are enclosed in brackets - [x].
The AIM of this document is to include all moves, if you belive some
move is lacking please contact me via [
[email protected]]
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3. Moves
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Below is the full list of Super Metroid moves. See respective sub-chapter
for detailed information on each move. Current move-count: 33
.: Basic moves :.
Walk
Run
Shoot
Charged beam
Jump
Spin jump
Crouch
Morph
Laying bombs
Bomb jump
Speed dash
Grapple
Space jump
Spring jump
Screw attack
.: Advanced moves :.
Wall jump
Vertical spin jump
Bomb spread
Psuedo screw attack
Beam shields
Crystal flash
Super jump
Multiple bomb jump
.: Die-hard moves :.
Psuedo screw attack wall jump
Mid-air super jump
Speed ball
Moch ball
Super gravity jump
Double bomb jump
Horizontal bomb jump
Diagonal bomb jump
Mid-air start
Hovering
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3.1. Basic moves
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Walk
Walking, the most basic of all basic moves. Press {left} or {right} and
Samus will walk (with a rather moderate speed) in respective direction.
Run
To run press {left} or {right} while holding the {run} button. Running
is approx. 70% faster than walking. Samus will reach this speed
immediately without any starting run. When running Samus can get past
vanishing blocks (the blocks that break when Samus steps on them).
Shoot
With her arm-cannon Samus can fire missiles, super missiles, different
kinds of beams and beam combos. To do either of this, make sure you got
the desired ammo selected then press the {fire} button and Samus will
fire her cannon. When standing on the ground Samus can shoot in seven
directions and in mid-air she can shoot in eight directions. To fire in
a specific direction press and hold desired such using the d-pad or the
{aim-diagonally-up} or the {aim-diagonally-down} buttons, then press the
{fire} button. The speed of beams somewhat depends on how fast Samus is
running.
Charged beam
When Samus has the [charge beam] press and hold the {fire} button,
release when Samus starts flashing to shoot a more powerful charged
beam.
Jump
To jump, push the {jump} button while standing still. Press {left}
and/or {right} to control Samus while in mid-air. The longer you hold
the {jump} button, the higher Samus will jump. If Samus has the
[high jump boots] she will jump higher yet.
Spin jump
Works much like a normal jump, but; To perform a spin jump, push the
{jump} button while holding {left} or {right}. The length of Samus' jump
depends on 1. how high she jumps, 2. with which speed she is traveling
at the time of the jump. The maximum height and length of a spin jump is
greater than that of a normal jump. If Samus shoots while spin jumping
she will stop spinning.
Crouch
To do this press {down}. Samus can still shoot while crouching but she
cannot walk or move in any other way. Samus' fire will travel closer to
the ground when crouching thus hitting enemies that may not be hit when
shooting from a standing position. To get out of a crouching position
start walking or jump or press {up}.
Morph
If Samus has the [morphing ball] she can be turned into a ball by
pressing {down} twice. When in this form Samus may move on the ground
(with a speed approx. 20% faster than walking) or in the air by pressing
{left} or {right}. To unmorph into a crouching position press {up} once.
To unmorph into a standing position press {up} twice. Samus may also
morph/unmorph in mid-air.
Laying bombs
When in ball form and if equipped with the [bombs] Samus can lay a bomb
by pressing {fire}. Samus can lay four bombs at a time. You can lay a
bomb about every 1/2 second, and they blow up after about 2.5 seconds.
The bombs doesn't hurt Samus but the may propel her into the air.
Certain blocks will break if a bomb is layed next to them. If laying a
bomb when the [power bombs] are selected in the items menu Samus will
lay a such. Power bombs can only be set one at a time.
Bomb jump
This move propells Samus, as a ball, into the air a few blocks. To do
this lay a bomb then do nothing until the bomb detonates.
Speed dash
This move requires the [speed booster]. To speed dash press {left} or
{right} while holding the {run} button. Samus will not reach max speed
immediately but must first accelerate, this takes approx. 1.6 sec. If
Samus runs into an enemy or other obstacle during this phase
acceleration will be aborted. When Samus reaches the max speed phase
she is rendered with blue "echoes". She will now travel at a speed
approx. 275% faster than walking and speed blocks and enemies that comes
in her way will be destroyed. If Samus runs out from an edge all her
speed will be lost.
Grapple
Samus can get past gaps and spikes etc by swinging over them using the
[grapple beam]. For this to work there must be a nearby grapple block
that Samus can hook unto. Aim Samus' arm-cannon at any grapple block
like when aiming to shoot, press and hold {fire}. If done successfully
Samus will now hang in the grappe block (like from a rope) until you let
go of the {fire} button. While hanging repeatedly press {left} and
{right} and Samus will swing forth and back. You may increase/decrease
the length of the grapple beam and thus the radius of the arc along
which Samus swings. This is done by pressing {down} and {up}
respectively.
Space jump
When Samus is equipped with the [space jump] she can do this by doing a
spin jump and then when in mid-air pressing the {jump} button again and
thus jumping in space. Samus can do this any number of consecutive
times. When space jumping in water or lava each new jump can be executed
immediately while under normal conditions the new jump cannot be done
before Samus has fallen some from her highest point. If she falls too
long (under any condition) the space jump will be aborted.
Spring jump
This requires the [spring ball]. When in ball form press {jump} to jump
as a ball. Aside from this it works like a normal jump.
Screw attack
If Samus is equipped with the [screw attack] she can attack enemies with
this by simply spin jumping into them. All enemies facing this dreadful
weapon will die an instant death! Also the screw attack will break
certain blocks.
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3.2. Advanced moves
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Wall jump
The almighty wall jump is done like this: spin jump towards any wall
and let Samus graze it, press the direction opposite of the wall and
press {jump}. The wall jump requires rather precise timing. A tip is to
to stay calm and not rush the button presses. Jumping forth and back
between two walls takes Samus higher and higher. Wall jumps can also be
used when only one wall is present.
Vertical spin jump
This is simply doing a spin jump straight up (hence _vertical_ spin
jump). Tap {right} and then instantly press {jump} to do this.
Bomb spread
To perform this Samus needs the [charge beam] and the [bombs]. Press and
hold {fire}, wait until Samus starts flashing then morph. Samus will now
release five bombs that spread around her. These bombs will _not_ propel
Samus into the air. The bomb spread may also be charged in order to make
the bombs bounce higher upon release. To charge hold the {down} button
after morphing, the bombs won't be released until you let go. The longer
you hold the higher the bombs will bounce.
Psuedo screw attack
With the [charge beam] equipped press and hold {fire}. When Samus starts
flashing attack an enemy by doing a spin jump into it (keep holding the
{fire} button). This move is very similar to the screw attack but it's
not as powerful, it won't break any blocks and Samus can still take
damage.
Beam shields
Using this Samus can create a protecting shield around herself. First
make sure that the [power bombs] are active and that the [charge beam]
and _one_ other beam is selected. Now press and hold {fire} until the
shield appear. Depending on which beam is used (aside of the charge
beam) the shield will look and work different.
Crystal flash
For this to work Samus' energy must not be higher than 49 (and her
reserve tanks must be empty) and she must have 10 missiles, 10 super
missiles and 11 power bombs. First select the [power bombs] then morph
and hold these buttons: {down}, {aim-diagonally-down} and
{aim-diagonally-up}. Press and hold {fire}. When the power bomb
detonates Samus' energy will start to refill.
Super jump
When using this tech Samus dashes through the air leaving utter mayhem
in her path. To do this speed dash until the blue echoes appear, press
{down}. Samus will now be flashing for about 3 seconds, during this time
press {jump} and immediately thereafter press _one_ of these directions:
up, left, right, diagonally up. If done correctly Samus will perform a
super jump in the given direction. Note that super jumping will actually
drain Samus' energy.
Multiple bomb jump
This is the art of climbing further and further up into the air by
repeatedly using bomb jumps. To do this lay a bomb. Precisely before the
bomb detonates lay a second bomb (this requires exact timing). The first
bomb will propel Samus into the air, when she falls back lay a third
bomb slightly above the second bomb. The second bomb will now explode
and push Samus up again. Once Samus gets of the ground it's not so
difficult and by repeating this process over and over she'll be able
reach (in theory) any height.
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3.3. Die-hard moves
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Psuedo screw attack wall jump
Normally Samus will stop spinning after one wall jump if she is charged
with the psuedo screw attack. To avoid this charge up, do a wall jump
but before hitting the wall let go of the {fire} button. Samus can now
wall jump any number of consecutive times and still have all the
properties of the psuedo screw attack.
Mid-air super jump
Like the super jump but in mid-air. Start out like a regular super jump;
speed dash until the blue echoes appear, press {down} and do a spin
jump. Now press diagonally down in order to break the spin jump, press
{jump} and immediately press desired direction, Samus will do a super
jump starting in mid-air.
Speed ball
Speed balling is speed dashing in ball form. With the [speed booster]
equipped run until reaching maximum velocity then do a spin jump. When
Samus has reached the desired height press and hold {jump}, she will now
start falling from the jump. Now tap {down} and wait until Samus is just
above the ground, press {down} again and roll your thumb to (and hold)
{left} or {right} (whichever direction Samus is traveling in). This last
phase must indeed be done _right_ before Samus touches the ground and it
must be done _very_ swiftly. If done too early Samus will bounce and
loose her speed.
Mock ball
Mock balling is running in ball form. This is performed exactly like the
speed ball but without the [speed booster].
Super gravity jump
This only works in water or lava and requires the [gravity suit]. To do
this press {pause} and just before the screen fades do a spin jump.
Unequip the gravity suit, make sure you hold the {jump} button and exit
the pause-screen. Samus will now do a jump much higher than normal.
Double bomb jump
Start out like a multiple bomb jump but set the third bomb at the height
of the first bomb blast, the second bomb (on the ground) will push Samus
to the height of the third. Now lay a fourth bomb before the third
explodes and sends you even higher. Repeat to reach any height. This
technique is much harder than the multiple BJ since precise timing is
necessary at all times, but (obviously) it makes the climbing much
faster.
Horizontal bomb jump
Lay a bomb, then move a pixel or two in either direction. Lay bomb #2
just before the first one explodes. Immedietly after the bomb explodes,
hold left until you're directly over the second bomb. Tap right, lay
bomb #3 just before bomb #2 explodes, and repeat. This is VERY tricky.
Diagonal bomb jump
Start out like the HBJ (above) but after the first bomb explodes lay
bomb #3 at the height of your jump. Again, wait until you're directly
over bomb #2. Now tap right, and lay a fourth bomb just before bomb #3
explodes, then immediatly hold left again. Basically, it's the
Horizontal bomb jump + Double bomb jump.
Mid-air start (more describing name anyone?)
Enables Samus to start a bomb jump in mid-air. Do a normal jump straight
up, morph and lay a bomb before reaching the height of the jump. As
Samus falls back lay a bomb slightly above the first bomb and so forth.
The tricky thing with this move is to set the first bomb at the right
height so that it sends Samus up when it explodes.
Hovering (when bomb jumping)
This means; stay at the same height for an extended period of time when
bomb jumping. This is achieved by setting bomb after bomb at the exact
same position.
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4. Copyright Notice
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"If creativity is a field, copyright is the fence."
- John Oswald
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5. Credits
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Tack sa mycket;
Kejardon
HotShot
ZephiR
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Chad
metroid composite
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