Part-time philosopher
I'm not sure if any of these are on the site or if anyone else has found these before I did, but here I go. Videos are coming whenever I can get them. They're not anything serious or even useful; just more of a casual screwing around type thing. Since many use a dash jump off a scan point, I assume you have the original North American version of the game.
1) Alternate method of getting that E-tank in Main Plaza without going all the way around. Requires: Space Jump. Climb the platforms that go above the door to the Ruined Nursery. Before jumping over that gap, there's a log serving as a handrail type thing. Jump on that, getting as close to the chasm as you dare. Now, dash jump off the far war wasp hive (should be out of range) and bend your jump up VERY HARD and you'll run right into the E-tank.
2) Easier (in my opinion) way to climb Frigate Crash Site. Requires: Space Jump + etc. Go over to the other side (by the ice door in the ship). Stop a few paces short of the door and turn 90º right. There's a few things sticking out of the ground; one goes higher and to the right, one is lower and to the left a little more. Climb up the left one, then move to the higher one. Turn around, facing (roughly) the ice door at the top of the room. Your goal is to jump around the things sticking out of the ship and land on a grassy hill behind the ship and well to your right. Use your first jump to go straight ahead, then on your second go a little ahead then pull right and a little back (to lower the height). If you land it, it's an easy climb to the top (just don't fall off).
3) Alternate method for crossing Fungal Hall B. Requires: Space Jump + Ice (opt) + Charge (opt) + etc. Jump up the mushrooms, making sure to get on the edge of that last, giant one. Now, look up at that Glider thingamabob or whatchamacallit. When it is coming toward you and does that one last little dip left, dash jump off of it. (Freezing it helps position it a lot; a charged shot gives you more time.) I can't remember if this requires any bending (try bending back on you second jump, if my reconstruction is accurate).
4) Morph Ball without fighting the Beetle and without Space Jump. Requires: Missiles. This is ridiculously easy to figure out and do, so I don't at all think I'm the first one who thought of this. I'm just putting it out there anyways to waste your time. If you do a dash jump off the ramp's scan point, you'll easily cross the boss fight trigger area. I think dash jumping off one of the orbs while on some ledge gets you back.
5) Ice Ruins West quick climb. Requires: Space Jump, etc. A simple yet hard-to-find ghetto off the nook in between the wall and the edge of the room (over by the stalagmite) gives you the height necessary to scale the wall.
That's it for now (2011/02/05 or 2011/02/06). I'll be adding more when my memory freshens up.
1) Alternate method of getting that E-tank in Main Plaza without going all the way around. Requires: Space Jump. Climb the platforms that go above the door to the Ruined Nursery. Before jumping over that gap, there's a log serving as a handrail type thing. Jump on that, getting as close to the chasm as you dare. Now, dash jump off the far war wasp hive (should be out of range) and bend your jump up VERY HARD and you'll run right into the E-tank.
2) Easier (in my opinion) way to climb Frigate Crash Site. Requires: Space Jump + etc. Go over to the other side (by the ice door in the ship). Stop a few paces short of the door and turn 90º right. There's a few things sticking out of the ground; one goes higher and to the right, one is lower and to the left a little more. Climb up the left one, then move to the higher one. Turn around, facing (roughly) the ice door at the top of the room. Your goal is to jump around the things sticking out of the ship and land on a grassy hill behind the ship and well to your right. Use your first jump to go straight ahead, then on your second go a little ahead then pull right and a little back (to lower the height). If you land it, it's an easy climb to the top (just don't fall off).
3) Alternate method for crossing Fungal Hall B. Requires: Space Jump + Ice (opt) + Charge (opt) + etc. Jump up the mushrooms, making sure to get on the edge of that last, giant one. Now, look up at that Glider thingamabob or whatchamacallit. When it is coming toward you and does that one last little dip left, dash jump off of it. (Freezing it helps position it a lot; a charged shot gives you more time.) I can't remember if this requires any bending (try bending back on you second jump, if my reconstruction is accurate).
4) Morph Ball without fighting the Beetle and without Space Jump. Requires: Missiles. This is ridiculously easy to figure out and do, so I don't at all think I'm the first one who thought of this. I'm just putting it out there anyways to waste your time. If you do a dash jump off the ramp's scan point, you'll easily cross the boss fight trigger area. I think dash jumping off one of the orbs while on some ledge gets you back.
5) Ice Ruins West quick climb. Requires: Space Jump, etc. A simple yet hard-to-find ghetto off the nook in between the wall and the edge of the room (over by the stalagmite) gives you the height necessary to scale the wall.
That's it for now (2011/02/05 or 2011/02/06). I'll be adding more when my memory freshens up.
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