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Magellos:
registered on 2007-12-29 10:35:14 pm.
 
Gender: male
Location: Columbus, Ohio
Edit history:
Magellos: 2008-01-25 11:23:49 pm
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We magi are a slippery folk...
Hey all! To start off, I'd like to say that I love this site and I've been coming here since I got my first Metroid game (Metroid Prime, 0-00) back in Christmas '03. Thanks for the great site and I hope it keeps going strong! I just downloaded Super Metroid onto my Wii, and while in Maridia, I noticed a seemingly useless glitch involving shinesparking quicksand. I'm sure someone else has found it before me, but I'm just making sure.

Anyway, onto the glitch:
Exactly 6 squares down from where you get the Plasma Beam in Maridia (straight room with an energy tank and quicksand, you can shinespark to the other side), you can lose energy just by shinesparking through the quicksand. For any reason this would be useful, I have
6 Energy Tanks
2 Reserve Tanks
90 Missiles
20 Super Missiles
10 Power Bombs
Varia, Gravity, Morph Ball, Bomb, Hi-Jump, Speed Booster (and Charge, Ice, Wave, Spazer, Grapple, X-Ray)

When I did this glitch, I had full energy and started on the left side of the room. I ran to the right, building up a shine, saved it, and shinesparked to the right while partially in the quicksand. I slowly moved through the quicksand (a few frames forward per second) and quickly lost energy until I got to 29. The shine abruptly stopped, I did not die, and the Reserve Tanks did not kick in.

With minimal gear:
6 Energy Tanks (again full)
No Reserve Tanks (2 full on manual)
Gravity Suit
Speed Booster

Same result, double checked. I'm curious to figure out why this happens. I don't know why unequipping the random upgrades (such as the Varia Suit) would make a difference, but I decided to do it anyway. So, thoughts?

EDIT: Thanks for the explanation. Oh, and the parts of the glitch are virtually stopping and losing energy in a harmless substance.
Thread title: 
CaptainCanada:
registered on 2007-09-19 10:46:02 pm.
 
What part of this is a glitch? The shinespark is supposed to end when you hit 29 energy.
Kejardon:
registered on 2004-12-07 07:21:36 pm.
 
Gender: male
Embarrasing Fact: Power suit made by lowest bidder
It's known. And there's no known use for it, aside from maybe a relatively quick drain of health so you can crystal flash.
Various blocks or liquids will set Samus's horizontal speed to 0, so the only movement Samus gets in the liquid is due to momentum. Or maybe it's the other way around.
Super jump only uses Samus's speed. Or momentum. Whichever.
Anyways, as a result of this, the only motion from superjumping in those situations is from the acceleration of Samus's super jump, which is a pretty measly value.
detonator300:
registered on 2007-12-07 08:12:32 am.
 
Gender: male
Location: Finland
Are you ready for some underwear music?
Quote from CaptainCanada:

The shinespark is supposed to end when you hit 29 energy.

Really? I didn't know that. :o