Current Events > Super Metroid walkthroughs assume you're a master at the game.

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dameon_reaper
03/31/23 10:36:48 AM
#1:


I swear, I can't tell you how many times I'm sitting here trying to figure out what I may have missed and decided to check out a walkthrough and...they're wall jumping so easily. Kinda wish they'd go in the intended order. I got a headache trying to wall jump a place I could just come to later. I know its longer but damn I'm tired of dying.
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masterpug53
03/31/23 12:05:07 PM
#2:


I'm so bad at wall-jumping in Super that I simply have never developed any interest in using it to sequence break. Bomb jumping too.

I guess I'm fortunate that having the player's guide + enough repetition as a kid has permanently imprinted the ability to remember how to get 100% items (usually under the 3hr mark as well).

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dameon_reaper
03/31/23 12:21:46 PM
#3:


masterpug53 posted...
I'm so bad at wall-jumping in Super that I simply have never developed any interest in using it to sequence break. Bomb jumping too.

I guess I'm fortunate that having the player's guide + enough repetition as a kid has permanently imprinted the ability to remember how to get 100% items (usually under the 3hr mark as well).

I'm new to the game. I was running it until I started getting a throbbing headache. At one point, everything just opened up too much and I got lost. I realized I kept on passing some of the spots I was supposed to get through and then I saw someone getting the wave beam but their way about it was just wall jumping. Another did the same. Then I found out you could grapple beam your way across.

Then found out that they didn't get that beam yet...nor the ice beam. Pretty much bypassed a lot and here I am, trying my best to practice on spikes and kept dying. If you're going to run a walkthrough, shouldn't you do things in sequence? If its a speedrun, just say you're trying to speedrun.
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manhookcardoor
03/31/23 2:08:52 PM
#4:


Gaming confession: I have never waited until I got the grappling beam before getting the wave beam. Not even once.

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Hayame_Zero
03/31/23 2:10:29 PM
#5:


Wall-jumping pissed me off so much as a kid, I ragequit the game and never touched it again for like a decade.

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Damn_Underscore
03/31/23 2:10:30 PM
#6:


You cant really expect walkthroughs to explain in detail how to wall jump every single time

Wall jumping in Super Metroid is just poorly designed

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kelemvor
03/31/23 2:36:53 PM
#7:


Isn't there an area in Super Metroid where you can fall down a hole with no way out unless you wall jump? The game kind of brute forces you to learn how. IIRC there is a little alien that jumps and shows you what you are supposed to do.
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masterpug53
03/31/23 2:42:04 PM
#8:


kelemvor posted...
Isn't there an area in Super Metroid where you can fall down a hole with no way out unless you wall jump? The game kind of brute forces you to learn how. IIRC there is a little alien that jumps and shows you what you are supposed to do.

Yes, but you only have to do something like 2-3 wall jump reps to make it out of the trap, which is tough but feasible for even someone like me who sucks at wall-jumping in Super. If you're really good at it you can get an ammo upgrade (can't remember which) at the top of the shaft, otherwise you just come back later with the Space Jump.

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MorganTJ
03/31/23 2:47:02 PM
#9:


Im great at wall jumping, not so great at bomb jumping.
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catfan2008
03/31/23 2:48:59 PM
#10:


Which area is that?
I remember playing it was I was a kid and I was too stupid to realize the high jump boots gave me more air if I held jump so I tried for hours bomb jumping

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masterpug53
03/31/23 2:59:30 PM
#11:


catfan2008 posted...
Which area is that?
I remember playing it was I was a kid and I was too stupid to realize the high jump boots gave me more air if I held jump so I tried for hours bomb jumping

Brinstar upper area. In the first vertical hub room after you get off the elevator from Crateria, you can power bomb the bottom floor and then go through the door on the lower-left. In the next room the game tempts you at the far end with a too-easy Energy Tank, but there's an invisible pit just before it. After falling down and making your way through a spike-filled room you get to the shaft where the three little aliens teach you how to wall-jump.

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kirbymuncher
03/31/23 3:05:35 PM
#12:


they don't really teach you how, they just sorta do it and hope you luck into the button combo

curious what walkthrough you're looking at TC since walkthroughs having sequence breaking is a little weird

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Lairen
03/31/23 3:08:46 PM
#13:


I could not wall jump at all when i first played the game and dreaded the green monkey thing area as it took me forever to get out.

Now im decent at it but i still go a normal path through the game and only sequence break if light wall jumping is involved.

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dameon_reaper
03/31/23 7:30:04 PM
#14:


Damn_Underscore posted...
You cant really expect walkthroughs to explain in detail how to wall jump every single time

Wall jumping in Super Metroid is just poorly designed

That's not my point. I'm saying that instead of going through the intended route, they chose a way that's hard to pull off. For instance, I was checking out a video and they went and got the wave beam and I'm just like "????" and then I ended up just going on my own. I eventually made it to Maridia. Wall jumping is too hard. I've practiced and can only do it a little.

masterpug53 posted...
Brinstar upper area. In the first vertical hub room after you get off the elevator from Crateria, you can power bomb the bottom floor and then go through the door on the lower-left. In the next room the game tempts you at the far end with a too-easy Energy Tank, but there's an invisible pit just before it. After falling down and making your way through a spike-filled room you get to the shaft where the three little aliens teach you how to wall-jump.


yeah I was a bit annoyed by it but I was at least able to pull it off. By luck. There was also no large amount of spikes under my feet constantly killing me while I try to do it so at least I didn't have to worry about a time limit or dying.

kirbymuncher posted...
they don't really teach you how, they just sorta do it and hope you luck into the button combo

curious what walkthrough you're looking at TC since walkthroughs having sequence breaking is a little weird


I can't find the specific video but it was on youtube. I saw a couple of videos that both bypassed the grappling beam. lol

Thankfully after I got the grappling beam, I haven't needed help at all. Especially with the x-ray visor. Which I didn't expect to be as useful as it has been.
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Disengaged
03/31/23 7:59:49 PM
#15:


Literally never understood the issue people had with this.

You jump towards the wall, touch the wall, press away from the wall, and jump. There's even a frame of animation showing you you can do it.

Removing this made wall jumping so boring, unengaging and automatic.


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BakonBitz
03/31/23 8:19:25 PM
#16:


This is why when I do video walkthroughs I try not to do sequence breaks no matter how easy I may find them. It's how I'll approach Super Metroid when I get to that point.

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manhookcardoor
03/31/23 8:20:38 PM
#17:


For some reason I thought TC meant text walkthroughs and was confused.

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PerseusRad
03/31/23 8:22:47 PM
#18:


If wall jumping is an intended mechanic, is it really considered sequence breaking? I really havent played much of that game.

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manhookcardoor
03/31/23 8:23:37 PM
#19:


PerseusRad posted...
If wall jumping is an intended mechanic, is it really considered sequence breaking? I really havent played much of that game.
If you do it before you get the powerbombs then yeah

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BakonBitz
03/31/23 8:24:17 PM
#20:


PerseusRad posted...
If wall jumping is an intended mechanic, is it really considered sequence breaking? I really havent played much of that game.
It's an intended mechanic, but said mechanic can be used in really difficult ways to pull off sequence breaks. It's also just generally the game with the hardest one to perform because of its timing.

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#21
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Strider102
03/31/23 9:04:14 PM
#22:


I still to this day cannot consistently wall jump.

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#23
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kirbymuncher
03/31/23 9:12:09 PM
#24:


PerseusRad posted...
If wall jumping is an intended mechanic, is it really considered sequence breaking? I really havent played much of that game.
it's kinda difficult, never really tutorialized, and is never required at any point to beat the game.

It's not the kind of sequence breaking the devs didn't know about, but it's definitely deviating from what is otherwise a pretty clear order of item collection

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Disengaged
03/31/23 9:15:57 PM
#25:


PerseusRad posted...
If wall jumping is an intended mechanic, is it really considered sequence breaking? I really havent played much of that game.

Yeah, they nerfed it in several spots for the pal release, they didn't catch how bad it could be exploited.


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loafy013
03/31/23 9:21:52 PM
#26:


Disengaged posted...
You jump towards the wall, touch the wall, press away from the wall, and jump.
And that is where I always messed up. Spent many years playing Batman on the NES, where just hitting jump while touching the wall gave you the wall jump. Was reinforced by Megaman X. So hitting away from the wall was an extra step that I always forgot about when it came to Super Metroid.

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dameon_reaper
04/01/23 3:21:32 PM
#27:


Disengaged posted...
Literally never understood the issue people had with this.

You jump towards the wall, touch the wall, press away from the wall, and jump. There's even a frame of animation showing you you can do it.

Removing this made wall jumping so boring, unengaging and automatic.

Oh man, I didn't think of that /sarcasm

PerseusRad posted...
If wall jumping is an intended mechanic, is it really considered sequence breaking? I really havent played much of that game.

Well, I'd say so since the intended skill to get across was clearly the grappling beam(because of the ceiling) The only reason I had issue with this was because they used the wave beam to get through a locked area that could only have been unlocked by using the wave beam...to go get a grappling beam which was necessary for hte wave beam.

So the video was just nonsense. Instead of going the correct route to get the grappling beam, I had to go look elsewhere but thought it was strange that a walkthrough video was telling me to do shit that wasn't for beginners.(which I am.)
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kirbymuncher
04/02/23 9:30:57 AM
#28:


loafy013 posted...
And that is where I always messed up. Spent many years playing Batman on the NES, where just hitting jump while touching the wall gave you the wall jump. Was reinforced by Megaman X. So hitting away from the wall was an extra step that I always forgot about when it came to Super Metroid.
it's extremely unintuitive and very few games do it like this so no surprise really

Although imo the part that really makes walljumping hard is that you have to be spinning, which means if you accidentally tap up/down at all you unspin and have to fall all the way back down and start from the bottom

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Gwynevere
04/02/23 9:44:52 AM
#29:


kirbymuncher posted...
Although imo the part that really makes walljumping hard is that you have to be spinning, which means if you accidentally tap up/down at all you unspin and have to fall all the way back down and start from the bottom
I always forget spin restart isn't a thing in vanilla super

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Kim_Seong-a
04/02/23 9:49:35 AM
#30:


I like Super Metroid's wall jump. It's actually super forgiving and really intuitive for climbing irregular terrain,since she "sticks" to the wall for a bit, giving the camera time to recenter and for the player to plan the next jump.

The first time I got up that one shaft without the freeze beam I felt like a god.

I think the only major sequence break I can't do with some practice is getting into Ridley's lair early. Tried to do a RBO run but got hard stuck trying to get through that lava pit without the gravity suit lol. But really, Super Metroid's tricks are actually pretty easy to do with only a bit of practice, made even easier with save states >_>

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dameon_reaper
04/02/23 3:27:05 PM
#31:


kirbymuncher posted...
it's extremely unintuitive and very few games do it like this so no surprise really

Although imo the part that really makes walljumping hard is that you have to be spinning, which means if you accidentally tap up/down at all you unspin and have to fall all the way back down and start from the bottom

Yeah, I had that issue where most of the time I wasn't spinning but it didn't help that I was panicking the whole time because of the spikes.

Kim_Seong-a posted...
I like Super Metroid's wall jump. It's actually super forgiving and really intuitive for climbing irregular terrain,since she "sticks" to the wall for a bit, giving the camera time to recenter and for the player to plan the next jump.


I honestly have never stuck to the wall so I don't know what that means. I've tried a lot and maybe she sticks for a half second but never enough that I'm like "cool, now to move this other way" every time I try to change direction, I fuck up lol
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