

Many of these are shown in the demo when you turn on the game and don't 
press any buttons.
	-  Spin-Jump
	To perform a spin-jump, simply jump while running.  The spin-jump 
	allows you to jump a little higher and farther than a normal jump.
	 Spin-jumps are also the only way you can jump while holding onto 
	a super-charge without losing it (see "Super-Jump").
	 Spin-jumping also allows you to use the Space Jump and Screw 
	Attack (when equipped), and is essential to wall-jumping. 
	-  Wall-Jump
	AKA Triangle Jump (what kind of name is that?!).  It's very 
	simple: spin-jump against a wall, push in the opposite direction, then 
	press Jump to jump off the wall.  Note that this must be done 
	rather quickly, and the 'push' and 'jump' must be one right after the 
	other (NOT at the same time), otherwise you'll mess up.  It is a 
	useful skill to have; many areas that call for use of the Space Jump or 
	Grappling Beam can be passed by an practiced wall-jumper, and can 
	sometimes save you a little time. 
	-  Charge Attack
	Charge your Beam, and then spin-jump; Samus will flash green.
	 This attack can damage certain enemies; if you destroy an enemy 
	with it, you will not take any damage.  (Foxhound calls this the 
	"pseudo-Screw Attack".)  The only differences between this and a 
	Screw Attack are: a) the Charge Attack does a fixed amount of damage, 
	whereas the Screw Attack (if it damages an enemy) is an instant kill; 
	and b) if you do damage an enemy with the Charge Attack, you'll lose 
	the charge (except in special cases, like Phantoon's fireballs). 
	-  Bomb tricks
	There are several tricks you can do once you obtain the Bombs, besides 
	blow up blocks and damage enemies: 
	
		-  Bomb-Jump
		When you drop a bomb, it bounces Samus upward about two blocks' 
		worth.  This basic bomb-jump is used throughout the game, 
		until you acquire the Spring Ball. 
		-  Turbo-Jump
		A bomb-jump of two or more jumps, achieved by repeatedly 
		dropping bombs.  According to the Player's Guide, 
		having a Turbo Controller (a SNES controller with a turbo fire 
		option) makes it easier to do Turbo-Jumps, but I've never tried 
		it. 
		Insectoid's Tip:
		
		-  There are more complicated and difficult types of 
		bomb-jumps you can try—horizontal and diagonal, for 
		example, as well as several glitches—but I'm afraid most 
		of them are beyond my skill, and will not be covered in this 
		guide.  (None of them are required to beat the game.)
 
		
		- Five-Bomb Drop
		If you charge your Beam and then morph, a spread of five Bombs 
		is released.  Not particularly useful. 
	
	-  Power Bomb Tricks
	You can also do some tricks once you get Power Bombs: 
	
		-  Special Charge Beam Attacks
		If you have Power Bombs and at least one other Beam besides the 
		Charge Beam, you can perform this neat trick.  Select your 
		Power Bombs, and equip the Charge Beam and ONLY ONE other Beam.
		 Charge your Beam, and a Power Bomb will be used to create 
		a special attack.  The type, range, and damage of the 
		attack depends on the beam you select along with the Charge 
		Beam.  The Ice Beam has the weakest effect (it makes a 
		sort of ice shield around Samus), and the Plasma Beam has the 
		strongest (an attack that spirals out from Samus, affecting all 
		nearby enemies). 
		-  Crystal Flash
		Here's a neat trick for when you're running low on energy (less 
		than 30 units, with empty tanks and no reserves), and have a 
		certain number of items (at least 10 Missiles and 10 Super 
		Missiles, and at least 11 Power Bombs).  Drop a Power 
		Bomb, and while rolled up, quickly hold L, R, 
		Fire, and Down before it goes off.  If you 
		do it right, Samus will suddenly glow brightly (silhouetting 
		her with her suit off!), and your energy will be restored to 
		maximum, not including Reserve Tanks. 
	
	-  Super-Jump
	Foxhound calls this "shinesparking" (which is a cool name).  After 
	collecting the Speed Booster, you can reach super-speed when holding 
	the Dash button and running.  If you press Down 
	while at super-speed, you'll store the energy (super-charge), allowing 
	you to move freely with the charge for several seconds before it 
	dissipates.  If you press Jump within this timeframe, you 
	will take off at high speed in the desired direction:
	
		-  Vertical – Press Jump; no direction 
		needed.
 
		-  Horizontal – Press Jump and immediately 
		tap Left or Right.
 
		-  Diagonal – Angle up in either direction, 
		then press Jump.
 
	
	Take care, though; Super-Jumping drains Samus's energy the longer you 
	speed through the air. 
	Insectoid's Tip:
	
	-  It is possible to reach super-speed in a shorter distance 
	than normal; to do this, start running, and THEN press the Dash 
	button (instead of the other way around).  This is very useful 
	when you don't have a lot of room to run (such as the high cliff 
	overlooking Samus's ship, or the bottom of the Tourian escape shaft).
	
 
 Index
 
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