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
  Press enter
  Brickroad19
  Chad
  metroid composite
  SaviourV