SUPER METROID MOVE FAQ v. 1 =========================================================================== released in 2002 written by mrFergo and friends [see credits] available at www.gamefaqs.com copyright (c) is evil =========================================================================== 1. Table of Contents =========================================================================== 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 =========================================================================== 2. Introduction =========================================================================== 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 [q_xyz_q@yahoo.co.uk] =========================================================================== 3. Moves =========================================================================== 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 =========================================================================== 3.1. Basic moves =========================================================================== 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. =========================================================================== 3.2. Advanced moves =========================================================================== 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. =========================================================================== 3.3. Die-hard moves =========================================================================== 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. =========================================================================== 4. Copyright Notice =========================================================================== "If creativity is a field, copyright is the fence." - John Oswald =========================================================================== 5. Credits =========================================================================== Tack sa mycket; Kejardon HotShot ZephiR Press enter Brickroad19 Chad metroid composite SaviourV