I've tried crystal flashing outside the boss door, returning to farm to 30 super missiles, and fighting Ridley. I've not been able to get direct hits on all of them, but shooting fewer projectiles allows for more acrobatics.
That sounds like the idea. There's almost no way that you'll land all 30 Supers, so you should remember that if you're always gonna miss some, the more you have to start with, then the more you'll land after the misses. (<-- Does that even make sense?)
The beginning of the fight should always be the same, where you hit for as much damage in a short span, almost disregarding your health. With a good pattern, for example, you could open with about 4-5 Supers while he climbs the left-hand side. If you get four in, he'll already be down to 15,600. Since you can esentially do this part every time, and without getting hit, this is his starting point. From this point, landing only 20 of your remaining 25 Supers means he'll be left with 3,600. This is where I'd recommend spamming normal Missiles at him. With 100 of them, as you said above, you only need to hit him with 36 to drop his health to zero. At this point you want to drop a Power Bomb in the middle of the screen, and he'll grab you and die. This can sometimes be a pain to get right, as sometimes he'll just ignore the Bomb and fly away, but it'll save a tonne of health avoiding his ramming attacks.
The only other suggestion I can make is to count hits, so that you know your markers. 4 early Supers + 20 of your remaining ones + 30 or more Missiles = Lay a Power Bomb. It becomes easier with practice. Oh, and avoid the tail.
There's a room in Maridia, that's near the save point before Botwoon, it contains both a missile expansion and a powerbomb expansion, and is acessible by falling through a sandfall, it's the one with the norfair-like falling rocks, and, how do I get out of it?
Underneath where the power bomb is sitting in the sand is the exit. just let yourself sink in there and you'll find it.
The area of sand you used to come into this room there is another area of sand further on that will take you to a near identical room in design which has a reserve tank and a missile. To get out of that one the exit is in the left part of the sand on the ground.
It's easy to remember: As you come into the big room in Maridia, where you sink through the floor as you described, there are two entrances there. If you fall in the right-hand one, then the exit is on the right-hand side, and if you enter the left-hand one, then it's on the left.
Eh, I just got the Speed Booster. I noticed I should've had the Charge Beam by now. What I want to know is that if I go the game regularly from now on, would there be a sot I could not clear without Charge Beam before I happen to come the place where it can be found? And overall, where is it because I'm lazy? :P
Lol, I got the game to VC finally, and then I fail like this xD I have been getting few early expansions with basic walljumps, but otherwise (I think) done the game normally.
I don't believe that there are any parts where charge beam is absolutely required. For what it's worth, it's at the bottom of the huge pink brinstar room. Backtrack a little and pick it up on your way back up to the wrecked ship, because it definitely does come in handy,
I think it's worth to go back and pick up the Charge Beam because if you find yourself without Ammo (Missiles and Supers) in a boss fight, you can kill him/her with charged shots, but if you don't have it, you'll find problems to refill your ammo during the fight. At Bosses Like Ridley, Botwoon and Mother Brain, iirc, there's no way to refill your ammo during the fight, so the only way to kill them without ammo is Charged Shots.
i started playing this game again but i can't do a mockball to get early super missiles. i've done everything like the site says and i haven't got a single one yet. i must be missing something or just suck hard at the game (damn controls lol) can someone help me there? i want to get some SBs here and failing one of the easiest tricks is discouraging.
1. Start off at the end of the ledge leading to the room where you want to do a mockball. 2. Run right up to the door and do a spin-jump (while holding B) just before entering (you might not actually see Samus doing one, but you should hear its familiar "whoosh" sound at least once). 3. Keep holding A and the D-pad to the right in the next room as Samus slowly gets near the ledge where you want to mockball. 4. When you're right above the ledge tap down on the D-pad while keeping A and right pressed (or let go of it for a a few frames if your left thumb is quick enough). 5. A fraction of a second before you make contact with the ledge press down again to morph into a ball while keeping A and right pressed.
I can't really get anymore specific than that, I'm afraid. Just keep practicing and eventually you'll get it.
You may be releasing Down on the D-Pad before your next jump press or your not holding jump when you mockball. I think it might be the first though. You'll get the feel of it again just keep practicing.
Well, you don't have to hold right or left (depending on which direction you're mockballing) while you're in midair, but definitely have it pressed just before you hit the ground, otherwise you won't go anywhere.
Spin jump into a wall, then push the control stick to move away from the wall. You will see samus' sprite change to a stance where she looks like she's ready to kick away from the wall. At that moment, press jump again. Rinse and repeat.
This video kinda sucks, but may still be helpful. He says that you have to push jump and push away from the wall at the same time, which isn't really true. You can push away from the wall first, and then quickly press jump - it doesn't have to be simultaneous.
EDIT: UGH! I just watched the whole video and this guy is stupid and just plain incorrect.
knowing about that turning detail helped. i made the wall jump but i still need lots of practice. fun fact: i was doing better with single wall jump than regular ones.
The thing about the SM wall jump is that it's not as lenient with the timing of your button presses. On the actual jump off the wall, you have press the D-pad in the direction opposite of the wall first, and then press the jump button. I know for a fact that on the GBA games, you could easily get way with pressing a side button and the jump button together when you do a wall jump, but SM won't let you cut corners like that.
It's not really about being more forgiving, but more about learning that there IS a timing. In ZM and such it's pretty much a case of pressing away from the wall and the jump button, whereas is SM you have to press away from the wall - to enter the correct position - and THEN press jump. As you learn to do it, you'll soon find that they are ALMOST simultaneous, but there's a slight gap.
As for mockballing, it should be noted that you also do not have to hold the jump button for the whole trick, but only to get you off the ground, and then as you hit the ground to morph. This is how you do the mockball from a very small jump.
Yeah, people who have played the GBA Metroids before SM often have trouble adjusting to the older controls. This was my case back when I first played the game 2007, but instead complaining about them, I got used to them and SM quickly became my favorite game of all time.
That's 'cause on those games you can only jump off of the top parts of ledges whereas in SM you could jump off any tile of a wall or ledge. That's one of the many reasons I like SM over those games.