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Move List by mrFergo

Version: 0.1 | Updated: 04/28/02

 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 :.
      Charged beam
      Spin jump
      Laying bombs
      Bomb jump
      Speed dash
      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

 3.1. Basic moves

   Walking, the most basic of all basic moves. Press {left} or {right} and
   Samus will walk (with a rather moderate speed) in respective direction.

   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).

   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

 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

   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.

   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}.

   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.

   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}

 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

 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

 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;

   Press enter
   metroid composite

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