Super Metroid – 100% Walkthrough – Part 2 of 14

Part 2 of 14 of my Super Metroid 100% walkthrough. Played in real time on Snes9x v1.43 rerecording with rerecords used to optimize video length. Area Covered & Items Acquired • Crateria: Energy Tank x2, Missile x3 • Brinstar: Reserve Tank x1, Missile x5, Super Missile x1, Charge Beam [00:21] Detour for missiles and energy tank I spend some time going back down to to the old Mother Brain and Brinstar areas to pick up three more missile tanks and an energy tank. Having these early on is extremely helpful if you’re a beginner at the game. [01:54] Bomb jumping Bomb jumping is all about timing your button presses just right to propel yourself up through the air with multiple bombs. If you’re not good at it, don’t worry; this is the only place I use it in the walkthrough. You can also get this energy tank by waiting for one the Geemers to crawl onto the ceiling and then damage boosting off it. Shoot the block the tank is in when the Geemer gets near, then jump straight up into the Geemer’s side as it crawls over the tank. [05:10] Mockball This trick is called a mockball. It lets you keep your dashing speed while in ball form, which lets you pass under closing gates without the Speed Booster. To perform it, dash, jump, push down once while in mid air, then push down again and hold in the direction you’re traveling just before landing. Also make sure you hold in the jump button from the time you push down until you morph or else you’ll lose your momentum. Using it here lets you

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