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The bomb system of Metroid 2 has two main features.

First of all is the extremely long length of time it takes for a bomb to explode. The only real implication here lies with any sort of sustained (or "infinite") mid-air bomb jumping: as Samus will have risen and fallen in less time than it takes for a bomb to explode, a Super Metroid-esque type of sustained bomb jump using a single bomb at a time is not possible. Rather, Samus must be juggled in mid-air with no less than three bombs at a time. To do so, three bombs are laid, evenly-spaced, in the time it takes for a single bomb to explode. In timeline form, it would look rather like this:

bomb 1.................bomb 2................. bomb 3 as bomb 1 explodes

The second feature of Metroid 2's bombs is the massive area that an explosion affects; this fact has far-reaching implications for bomb jumping, of types both simple AND sustained.

First, it means that the speed of an upward sustained bomb jump can be controlled. In a rising infinite bomb jump, the bombs are laid on the way down, before the next explosion. The bombs can be laid immediately before the next explosion, within a couple of frames, to rise slowly; the bombs can be laid perhaps a quarter of a second before the next explosion to ascend much more quickly.

Second, the wide explosion range means that hovering and sustained bomb jumping downwards are very forgiving, much moreso than in Super Metroid. Super Metroid had a margin of error of only a couple of frames to perform hovering or downward bomb jumping, whereas Metroid 2 has, again, the possibility of nearly a quarter of a second to lay the next bomb. Hovering and moving downwards are achieved by laying the next bomb AFTER the explosion rather than before it as in an upward sustained bomb jump. Hovering requires the bomb to be laid almost immediately after the explosion, while the bomb must be laid some time after the explosion in order to move downward.

Third, diagonal bomb jumping is also quite lenient. In the case of going diagonally UPWARDS, it is possible that Samus won't even be making contact with the bomb at all but will be affected by the explosion. Diagonal jumping upwards is very easy to learn, however, moving diagonally downwards is somewhat more difficult to perform; both downward and lateral motion have to be accounted for at all times, no small feat.

As for non-sustained bomb jumps, there are indeed many different types. Remember that an unmorph jump can (and should) be added onto all of them. With these, it's possible that the only places an IBJ would be necessary in a 3-Item Game would be 1) the giant room before the Queen 2) the outside of the planet at the end of the game 3) reaching the Gamma through that ceiling passage in the weird tunnels of the third ruins 4) reaching the Zeta by the Screw Attack in the fourth ruins.

1. DBJ - Standard Metroid fare. No explanation is needed.

2. 3BJ - This works exactly as it does in Metroid Prime et al. Instead of one bomb laid at the height of the first ascent, two are laid rapidly together; when the two bombs are reached during the second ascent, they work together to give an extra boost.

3. 2BJ - This type of bomb jump only uses one ascent. Two bombs are laid rapidly together on the ground; the first one explodes, sending Samus upward, then the second bomb hits before Samus is out of range. This effectively gains one block of height, which is enough to make it useful in many cases and also faster than all other bomb jumps.

4. HBJ - (H = "high") This is basically the highest non-sustained bomb jump. The first three bombs are identical to a DBJ. The difference comes after the second explosion; on the way up to the third bomb, a fourth bomb is laid roughly one block off the ground. A fifth bomb is laid exactly where the third bomb is, exactly as the third bomb explodes. The third bomb sends Samus up to standard DBJ height, whereupon the sixth and final bomb is laid. At this point, Samus falls back to the ground, where the fourth bomb sends her up to the fifth, the fifth sends her to the sixth, and the sixth sends her to the highest point of all. When coupled with an unmorph jump, the HBJ gives sufficient height to reach the Alpha Metroid by the Spider Ball, without using the Spider Ball and without entering a sustained bomb jump. It is also useful in several other 3-Item Game cases, including reaching the hidden ceiling passage on the way to the three Alpha Metroids near the first ruins area. (NOTE: In theory, the HBJ could be turned into an sustained upward bomb jump by simply repeating the pattern in mid-air. However, this is made impossible by the fact that bombs disappear if they move off-screen for even a second. )

5. SBJ and variants - (S = "Spring Ball) If the Spring Ball enters the picture, new bomb jumps are made available. The simplest of them is the sequence: spring->lay bomb at highest point->fall and spring again->get hit by bomb. Instead of a single bomb, two can be laid rapidly together at the highest point of the spring to create a sort of mid-air 2BJ. A second alternative gives an extra block or two of height: spring->lay bomb a block or two off ground->lay bomb at height of spring->fall and spring again->hit by bomb 1 on way up-> be ABOVE bomb 2 when it hits to gain that extra height.

6. FIBJ - (FI = "Fast Infinite") There *is* a faster type of sustained upward bomb jump, but it is unpredictable and difficult to do with consistency. When successful, the rate of ascent is perhaps two or three times that of the standard IBJ. To get this move started, lay one bomb on the ground. When that bomb is around three-fourths on its way to exploding, lay two more bombs rapidly together. Continue pressing B at a quick and constant rhythm, and it is possible that a bizarre pattern of moving upwards will appear and continue for a while. Doubtless there is a rhythm that will assure success with this bomb jump, but it is as of now unknown.

Incidentally, the following things are pretty much useless: hovering, downward bomb jumping, horizontal bomb jumping, SBJ. No real application except for being sort of cool.
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Ready and willing.
*wochbet*
Dammit, now I don't have any excuse to not do a 3-item game... your explanation of the HBJ is the best I've seen and allowed me to actually perform the technique. :X
Armor Guardian
Now only if I knew my way around in this game...
Quote from LeCoureur103:
Incidentally, the following things are pretty much useless: hovering, downward bomb jumping, horizontal bomb jumping, SBJ. No real application except for being sort of cool.


For any speed run, you'll use an SBJ once if you want to shave 6+ seconds in ruins 3.

If collecting the missile refill, use an SBJ to get back up to the side of the building.

If not collecting the missile refill, use a DSBJ off the rock ledge to gain the distance needed to make the jump to the side of the building.