Super metroid - 100% walkthrough - part 4 of 14

Watch Super Metroid - 100% Walkthrough - Part 4 of 14 video clip

Part 4 of 14 of my Super Metroid 100% walkthrough. This is not a speedrun and re-records were used to avoid wasting time showing mistakes.Area covered: entering Norfair - entering Crocomire battle[00:20] Early Ice BeamYou can use the mockball trick (explained in part 2) through the super missile door on the left here to get the Ice Beam early. However, I leave it till later to save time from backtracking.[00:22] Norfair mapThe Norfair map room is through the power bomb door on the left here.[02:06] Rising lava roomThis is harder than it looks but also fun. I used a re-record just before the room until I could do it without getting hit.[02:49] Wall jump to the Speed Booster and Wave BeamOpen the door here to give yourself enough room to dash and jump to the opposite wall.[05:24] Wall jump to missile and reserve tanksDash jump off this ledge and wall jump as soon as you reach the left wall. If you do it right you'll get just enough height and distance to clear the ledge above.[08:33] ShinesparkThis trick is known as shinesparking and it lets you fly using the Speed Booster. To perform a shinespark, run until the Speed Booster is active and then push down on the control cross. This will store the Speed Booster charge for a short time, during which you can push the jump button to shinespark. You will fly straight up by default but if you push and hold the direction you're facing immediately after jumping you can fly left or right and if you hold the angle up button while jumping you can fly diagonally. Note that energy is drained while in flight and the shinespark will end if you reach 30 energy.
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