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Master Double Jumping in Super Metroid: Techniques, Glitches, and Movement Tips

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Mastering the Vertical Game: A Deep Dive into Jumping in Super Metroid

You are taking on Zebes as Samus Aran in Super Metroid? Great choice! But Zebes is not easy. It’s a treacherous, alien-filled obstacle course. To succeed, you must master jumping. Forget easy hops. This requires precision platforming, leaps, and using every trick possible to survive.

Jumping in Super Metroid isn’t just about moving between points. It’s a key part of the game that unlocks secrets and helps you avoid enemies. It also makes you feel powerful. Whether you are a pro or a beginner, knowing Samus’s jumping skills is important. This is your guide to becoming a jump master in Super Metroid. We will cover every jump, glitch, and technique, transforming you from a Zebesian novice to a vertical expert.

Double Jump: Your Gateway to Advanced Movement

First, let’s discuss the essential movement in Metroidvania: the Double Jump. Initially, Samus can only perform one unimpressive jump. However, the Double Jump ability awaits, and it changes the game.

How to Get the Double Jump Ability

The pressing question: how do you acquire this upgrade? It’s not just given away. You must explore Maridia, the underwater area of Zebes. You seek the Space Jump Boots. These are Samus’s high-performance shoes that allow her to jump twice!

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After navigating Maridia’s watery maze and defeating the Draygon boss (which is challenging), the Space Jump Boots will be yours. The effort is worth it. Those previously unreachable ledges now become easy. Zebes opens up vertically.

Mastering the Double Springball Jump

You have the Double Jump now. Great! But don’t stop there. Super Metroid encourages pushing limits, and the Double Springball Jump is advanced but rewarding.

Let’s clarify. The Spring Ball lets Samus jump while in Morph Ball form. Combine it with the Double Jump for a very versatile move.

Jaychalke Gaming shows in their YouTube tutorial on Double Springball Jumping that it depends on timing and skill. Here’s how:

  1. Transform into Morph Ball form.
  2. Start a Spring Ball jump (hit jump while in ball form).
  3. At the peak of your jump, immediately press jump again.
  4. Double-tap down on the D-pad quickly.

It sounds complex, but it takes practice. The result is impressive vertical movement in ball form. As Jaychal remarks, “Just jump at the same time and double tap down.” It’s a niche skill but one that looks cool and can help in tricky spots.

Learning the Double Springball Jump: A Step-by-Step Guide

Are you ready to learn this technique? Jaychalke Gaming provides valuable tips for mastering the Double Springball Jump. Their suggestion? “Let’s begin learning the double spring ball jump. Let’s unequip our spring ball.”

Wait, taking off the Spring Ball to practice? Smart! This lets you focus on timing without actually jumping. Work on your rhythm with the jump button and double-tap down until it’s consistent. After practicing, re-equip, and see what happens!

Location, Location, Location: Where to Find the Double Jump

We hinted before, but let’s be clear: the Double Jump ability (Space Jump Boots) is in Maridia. It’s on the eastern side, and you must defeat Draygon first. If you’re struggling to jump in Super Metroid, head to Maridia. Be ready for underwater challenges and an electrifying boss fight.

Beyond the Double Jump: Expanding Your Aerial Arsenal

While the Double Jump is incredible, Super Metroid’s jumping mechanics are more varied. Samus can use several aerial techniques, with each one requiring skill and practice.

Super Jump: Speed and Verticality Unleashed

Need to travel large distances quickly? Or launch yourself high? Use the Super Jump. This technique involves the Speed Booster, turning Samus into a powerful projectile.

Executing the Super Jump: Speed Booster + Down + Jump

The Super Jump involves three steps, and when done right, it’s effective:

  1. Activate Speed Booster: Run straight for a bit. When Samus moves fast, she creates sonic waves.
  2. Charge Shinespark: While boosting, press and hold Down. Samus will stop and flash, showing she’s charged a Shinespark.
  3. Release the Fury: While flashing, press the Jump Button. Samus will perform a powerful Super Jump.

You need precise timing between charging Shinespark and jumping. If you are too slow, the charge goes away. If you are too fast, it will just be a regular jump. Practice makes perfect, and once mastered, you’ll fly through rooms and break Speed Booster blocks.

Super Jump “Cheat”? More Like Super Technique!

You may hear about a “super jump cheat” in some games. But in Super Metroid, the Super Jump is not a cheat; it’s a key mechanic linked to the Speed Booster. IGN’s GTA 5 super jump cheat video is unrelated. In this game, skill and timing matter. Mastering the Super Jump is a sign of skill.

Wall Jump: The Art of Vertical Ascent

Narrow corridors and high walls are no issue for the Wall Jump. This allows Samus to bounce off walls to gain height and navigate difficult sections. Think of it as using walls as trampolines.

Consistency is Key: Mastering the Wall Jump

The Wall Jump may feel tricky at first, but practice makes you consistent like a Zebesian ninja. Timing and direction are key.

How to Execute a Wall Jump: A Step-by-Step Guide

Yeatle’s HOW TO MASTER THE WALLJUMP tutorial gives great advice. Here’s what to do:

  1. Approach Diagonally: Don’t run straight at it—approach at an angle.
  2. Jump at the Wall: Move towards the wall when jumping.
  3. Press Away from the Wall: As Samus touches the wall, press the D-pad away from it.
  4. Jump Again: Right after pressing away, hit Jump again. Samus should bounce off and gain height.

The Wall Jump Wikitroid page highlights importance of the diagonal approach and pressing away from the wall. It’s about rhythm: approach, jump towards it, press away, then jump again. Start with simple vertical walls to get used to it.

Bomb Jump: Explosive Verticality (and Sequence Breaking!)

Need to reach even higher? Or bypass obstacles? The Bomb Jump is your explosive answer. Using Morph Ball Bombs lets you rise upward, achieving incredible heights.

Unlocking Bomb Jump Potential

The Bomb Jump is basic: while in Morph Ball form, place a bomb to shoot upwards. Then lay another bomb at peak height for another lift. Continue this until satisfied.

Infinite Bomb Jump (IBJ) / Turbo Bomb: Glitching to Godhood

Things get interesting with the Infinite Bomb Jump (IBJ), also called the Turbo Bomb. This is a game-breaking glitch, ideal for sequence breakers and glitch fans. KarmaJolt’s “The Infinite Bomb Jump technique in Super Metroid” YouTube video shows it in action.

The IBJ lets you gain infinite vertical height using Morph Ball Bombs. This is a beautiful glitch that enables you to skip entire game sections. It requires timing and bomb placement in Morph Ball form. KarmaJolt states, “Today I’d like to show you the infinite bomb jump technique in super metroid…” You must ensure your path is clear.

Mastering the IBJ isn’t for everyone. It takes pixel-perfect timing and a lot of patience. For those seeking ultimate sequence-breaking power, it’s the holy grail of Super Metroid glitches.

Hi-Jump: Elevated Leaps Made Effortless

Want higher jumps without fancy techniques? The Hi-Jump Boots are the solution. This upgrade raises Samus’s base jump height and opens up new areas.

Acquiring the Hi-Jump Upgrade

The Hi-Jump Boots are straightforward. The Metroid: Zero Mission Official Nintendo Player’s Guide says, “When you get a new pair of shoes–in the form of the Hi-Jump upgrade–you’ll be able to jump higher and reach tall ledges.” You can also hop in Morph Ball form.

They lack the flash of the Space Jump or the glitchiness of the IBJ. However, Hi-Jump Boots are reliable and simplify exploration. They are usually found in Norfair in Super Metroid, but their location may vary across the Metroid series.

Space Jump: Continuous Aerial Freedom

The Space Jump Boots allow for continuous jumps in mid-air, essentially granting limited flight along with the Double Jump. Their power lies in Space Jumping.

Unlocking the Space Jump’s Potential

The Super Metroid manual best describes it: “With the Space Jump Boots, Samus can jump continuously in the air and fly through open areas.” Press the jump button just after Samus peaks in a somersault jump.

Timing is crucial. After a jump and during Samus’s somersault, hit the Jump Button again. Proper timing lets you chain jumps together indefinitely, “flying” through the air. Practice leads to a fluid and liberating experience with Space Jumping.

Spring Ball Jump: Bouncing in Ball Form

The basic Spring Ball Jump is worth revisiting, even after discussing the Double Springball Jump. The Spring Ball allows Samus to jump while in Morph Ball form.

Basic Spring Ball Maneuvering

Activating the Spring Ball is easy: Equip it in the pause menu. When equipped, press the Jump Button while in Morph Ball to perform a Spring Ball Jump. It’s low but important for navigating tight spaces.

A tip from player guides notes, “If you turn on Spring Ball while rising in Morph Ball, you can jump as soon as you unpause.” This quick jump helps reach otherwise inaccessible places.

Spin Jump: Aerial Directional Control

The Spin Jump allows horizontal movement with more control than a standard jump. Samus can spin in mid-air for better directional control.

Executing the Spin Jump

To perform a Spin Jump, as guides advise, “press the Jump button while holding the Circle Pad left or right. Samus begins spinning in the air.” In Super Metroid, hold left or right on the D-pad while jumping.

This maneuver isn’t the most agile, but it’s essential for moving left or right while airborne before getting the Space Jump. It’s crucial for precise landings and trajectory adjustments.

Acquiring the Spin Jump Technique

The Spin Jump isn’t an item; it’s an ability Samus starts with. You just need to know how to activate it! From the start of your Super Metroid journey, utilize the Spin Jump effectively.

Dash Jump: Speed Booster Enhanced Jumps

The Dash Jump utilizes the Speed Booster differently than the Super Jump. It enables long-distance jumps, useful for clearing gaps.

Performing the Dash Jump: Speed, Charge, and Leap

Performing the Dash Jump requires a sequence of actions detailed in guides:

  1. Activate Speed Booster: Run straight until Samus hits top speed and sees speed lines.
  2. Charge the Dash: Hold the run button (default ‘B’) and press Down. Samus will glow blue with “echoes.”
  3. Jump and Direction: While charged, press the Jump Button and a directional button to launch into a Dash Jump.

Precision is vital! The GameFAQs forum on “The Running Dash Jump” offers insights from seasoned players.

Glitches and Exploits: Bending Zebes to Your Will

Super Metroid has glitches and exploits. Some are for fun; others, like the Infinite Bomb Jump, can shift gameplay. Here are some notable jump-related glitches.

Double Jump Glitch: More Like… “Extra” Jump Glitch?

The “Double Jump Glitch” term is misleading in Super Metroid. It doesn’t grant an extra jump like you might expect. Instead, it exploits mechanics for unexpected outcomes, often seen in other games. PMA PRO’s “How to DOUBLE JUMP Glitch in Gorilla Tag!” YouTube video covers this.

In Super Metroid, true “double jumping” comes from Space Jump Boots. There are no reports of a glitch granting unintended double jumps like Gorilla Tag. Yet, breaking sequences and exploiting mechanics are part of Super Metroid’s appeal.

Gravity Jump Glitch: Defying Physics (Temporarily)

KarmaJolt uncovers another glitch: the Gravity Jump. Their “The Gravity Jump in Super Metroid” YouTube short showcases this odd phenomenon.

The Gravity Jump glitch involves pausing at a specific moment. KarmaJolt notes, “This trick is called the gravity jump. I’ll pause just before gameplay fades.” The result? Samus appears to jump with reduced gravity, floating much higher than usual.

This visually striking glitch has limited practical uses, but it reveals Super Metroid’s mechanics depth and player creativity to discover hidden quirks.

General Movement & Controls: The Foundation of Jumping Mastery

Before executing advanced jumps and glitches, you must grasp basic controls and movement in Super Metroid. It forms the basis of your jumping prowess.

Commands in Super Metroid: Modernized Control Schemes

Control schemes vary by platform…

and player preference. A common “modernized” scheme looks like this:

  • B Button: Jump
  • A Button: Dash (Speed Booster activation)
  • Y Button: Shoot
  • X Button: Cycle Weapons
  • Select Button: Cancel Weapon Selection
  • R Button: Angle Aim Up
  • L Button: Angle Aim Down
  • D-Pad: Movement and Aiming Angles

Understanding these commands helps with movement and jumps. Experiment with control schemes to find what feels comfortable for you.

Aiming with Precision: Angles and D-Pad Control

Aiming in Super Metroid is about shooting enemies and precise platforming. As ShinyZeni shows in their “Super Metroid – Speedrun Basics & General Movement” YouTube video, “Let’s move Samus. Like most 2D Platformers, you control Samus by walking with the d-pad. You can use D-pad angles to aim Samus’s arm cannon up or down, but…” it isn’t only for combat. Diagonal inputs allow aiming Samus’s cannon while affecting her movement and jump trajectory.

Mastering diagonal movement is key for wall jumps, precise landings, and platforming challenges.

Running Fast: Setting Up Speed Booster Jumps

Running fast in Super Metroid is essential. It activates the Speed Booster for Super Jumps and Dash Jumps. According to the Super Metroid Players’ Guide, “To reach top speed, you need a fair run-up, hold down [B], and press the pad in an appropriate direction.”

A clear runway is a must. Obstacles, enemies, or terrain changes can interrupt your run-up. Learn to identify running paths and clear the way for those jumps.

Jumping Higher: It’s All About Upgrades

Want to jump higher in Super Metroid? The answer is upgrades! The Hi-Jump Boots and Space Jump Boots enhance Samus’s jumps. There is no secret combination or technique to jump higher without these upgrades. Seek out power-ups!

Fast Fall: Controlled Descent

Sometimes, you need to descend quickly. Fast Falling is the solution. It isn’t strictly a “jump,” but crucial for vertical control.

Oso Gaming’s “Super Metroid Guide – Moonfall” YouTube short (titled “Moonfall”) shows Fast Falling. The visual demonstration shows Samus rapidly descending.

Fast Falling activates when you press Down on the D-pad mid-air. It allows quicker descents and precise landings, especially in vertical areas or avoiding enemies.

Moonwalk: Backwards is the New Forwards

For style points, there’s the Moonwalk in Super Metroid. Amber Core’s “Super Metroid’s secret mechanic (how to Moonwalk)” YouTube video reveals this mechanic.

The Moonwalk happens by “pressing L or R while turning around and jumping, releasing whichever directional button you pressed.” Start a turn, jump, then release the input to glide backwards in mid-air. It’s not essential but a cool trick to show off.

Related Items/Abilities: Powering Up Your Jumps

Samus’s jumping skills aren’t just reliant on her abilities. Certain items and upgrades enhance her jumps.

Speed Booster: The Engine for Super Jumps and Dash Jumps

The Speed Booster drives the Super Jump and Dash Jump. To activate it, you need a straight run-up. It’s indicated by Samus’s speed and sonic boom effects.

Remember, “Activate Speed Booster to run fast. When at full speed and in the area to jump, press Down. Samus will flash. Press Jump for Super Jump.” It’s key for impressive movements.

Morph Ball: Essential for Bomb Jumps and Spring Ball Jumps

The Morph Ball helps access tight spaces but also is key for Bomb Jumps and Spring Ball Jumps. Transforming into a ball expands Samus’s movement options.

Power Bombs: Not Directly Jump-Related, But…

Power Bombs clear large enemy areas and destroy specific obstacles. They aren’t directly related to jumps, but by clearing paths, they reveal hidden areas for advanced jumps. Power Bombs do open yellow doors in Super Metroid, which is about puzzle-solving.

Spring Ball: Jumping in Ball Form

The Spring Ball allows jumping while in Morph Ball form. It’s essential for accessing areas and performing Double Springball Jumps. “To Spring Ball jump in Super Metroid?” Equip Spring Ball and press Jump while balled up!

Comparison with Other Games/Context: Jumping Across Universes

Jumping is critical in many games. Let’s compare Super Metroid’s jumping mechanics with those in other games.

Double Jumping on Water? Game Logic vs. Reality

Bob Reese’s “HOW TO DOUBLE JUMP ON WATER! ” YouTube short humorously misnomers double jumping on water. Instead, it’s a parkour maneuver where someone jumps from a ledge, lands briefly on water, then jumps again.

Double Jump with Cyberware: Cyberpunk 2077 Tech

In Cyberpunk 2077, “Double Jump is the exclusive ability of the ‘Reinforced Tendons’ Legs Cyberware.” This parallels Super Metroid’s Space Jump Boots. Both are upgrades allowing double jumps, enhancing movement. Cyberware adds a technological twist to classic mechanics.

Instant Double Jump: Speed and Responsiveness

BlueSirius Gaming’s “[SSBU] Instant Double Jump” YouTube video discusses double jumping in Super Smash Bros. Ultimate (SSBU). It focuses on speed of the double jump input. In SSBU, “You can double-tap a jump button or use triggers for extra jumps.” It’s fast with combo-oriented gameplay, contrasting Super Metroid’s exploration focus.

Starting a Double Jump: Figure Skating vs. Gaming

Next Edge Tutorials’ “Steps To Learn A Double Lutz Jump – Off The Ice | Figure Skating” YouTube video discusses figure skating and is unrelated to video games! Double Lutz jumps involve complex techniques, far removed from controller presses.

Double Jump Kick: Martial Arts Acrobatics

W1 Taekwondo’s “Kick Like A Pro #10: Double Jump Round House | Taekwondo Tutorial” YouTube video shows a Taekwondo technique,

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