text
stringlengths
0
213
========================
E. Jump Upgrades [JUMPY]
========================
Samus begins the game with significant jumping ability--she can easily jump
twice her height. She can also spin jump early on, but the spin jump isn't
useful early on in the game. Later upgrades make the spin jump VERY useful.
HI-JUMP BOOTS
-------------
This item allows Samus to jump twice as high as she could previously. While
this doesn't seem like a useful upgrade in the face of the Spider Ball, there
are a couple cases in the third city where these make a big difference. This
higher jump also allows Samus to ascend more quickly.
SPACE JUMP
----------
Nintendo could easily have messed this move up, so that it would have required
pinpoint accuracy to get right, which I don't have. As it is, it *does*
require some sense of timing to get right.
If you've had to deal with the Space Jump in Super Metroid, Metroid Fusion, or
Metroid Zero Mission, or the Screw Attack in Metroid Prime 2: Echoes, you'll
have some idea how this move works. Basically, you perform a spinning jump,
then at the peak of the jump, you quickly release and press the jump button
again. Unlike in Metroid Prime 2, you can easily change the direction of your
jump in midair. You can continue to do this for as long as you want, or at
least as long as you can keep it up. Do not try to simply rapid-fire the jump
button; this does not work.
SCREW ATTACK
------------
This is quite possibly the most devastating weapon in the game. Basically,
whenever Samus spin-jumps, virtually any enemy she touches will instantly die.
This of course does not work on Metroids (and I suspect Arachnus is also
immune), but it will temporarily deflect a Zeta or Omega charging at her.
=========================
F. Suit Upgrade [NEWSUIT]
=========================
Samus's suit protects her from dangers that would be instantly lethal to most
normal people. Effective as it is, she can make her suit much more efficient
partway through the game.
VARIA SUIT
----------
This item, once you acquire it, will constantly be in effect. Damage done to
Samus will be cut in half (rounding down). It will not protect her very much
from the acid, however, so don't try to shortcut her through it!
******************************************
* VIII. SPECIAL TRICKS/GLITCHES [TRICKY] *
******************************************
For those trying for lower-percentage runs, or for speedruns, there are several
elements to take advantage of in this game. Some appear to be intentional,
while others are clearly not intended. I will list as many as I can here;
obviously I'm going to miss some, so if you see one that I've missed, please
make sure to contact me.
Infinite Bomb Jump
------------------
The granddaddy of them all. It was extremely difficult to pull off a proper
infinite bomb jump in Metroid 1, but in this game, it's far easier to perform.
To do it, you have to get some idea of how long before the bomb goes off. Once
you get that, just follow these steps:
1. Lay a bomb.
2. Halfway before the first bomb explodes, lay another bomb. (This will be
less than a second after the first.
3. Just as the first bomb explodes, lay another bomb.
4. As each bomb explodes, lay another bomb.
You should slowly climb straight up on a chain of explosions. This allows you
to skip some upgrades like the Spider Ball, Space Jump, or Hi-Jump Boots. It
takes a bit of practice, but once you get the timing down, you'll be able to
IBJ just about anywhere with enough space.
Spin Jump Straight Up/Slow Fall
-------------------------------
From a standing position, quickly tap one side, and just as you release it,
jump. If done correctly, you'll begin a Spin Jump...but you'll go straight up
instead of to one side! This can be useful for Space Jumping up narrow shafts.
If you press Up on the D-Pad while you are performing such a jump, you'll cause
your jump to go into slow motion until you let go (or until Samus stops
spinning).
Flinch Jumping / Damage-Jump Glitch
-----------------------------------