That disturbs me internally. There is a Boyardee product that is basically Spaghetti-Os by another name, if memory serves. I seem to remember preferring them as a kid.
Thank you for using the music of the game instead of some generic tunes and also changing the tracks; this made watching the video more enjoyable apart from learning about this glitches.
@Dana White's double chin Nope, lots of video game channels use chiptune for background music and they dont get in trouble, see Scott the Woz and gillythekid.
Listening to this while i work, and it's quite good my man 👌 even not seeing the visuals. I like vids like this (and i also saw one of your other vids) so there is a very nonzero chance that I'll watch it at home too!
As the original discoverer of the ISP beam glitch, I initially sent a teaser Polaroid of a 107% run to Nintendo Power in the mid-1990s. They actually liked the photography of a different Polaroid and used it as an example of how to take a quality pic in the May 1995 issue. I also recorded some of it on a VHS tape years before unveiling the glitch to my website later in the 1990s. My initial use of the exploit was done in the the first long vertical section you encounter early in the game, left of the ship, heading down toward the old Brinstar, but while still in Crateria, rather than the spot you initiate it from in the video. It actually works in nearly any long vertical section in the game, but it is most ideal to be near a door so you can hopefully avoid crashing the game.
Hell yeah bro, I remember that time you did that one thing that was so cool, and I was like "holy shit did he do that??" and my friends were like "yes dude, he did it". And I will never forget their reaction to it because what you did was so crazy it was like the wildest thing that stuff has ever happened to things and stuff happened things and yeah!
@@youraveragejoe2 Bro, are you questioning this guy who changed the way the world views Metroid glitches? This guy right here is the BRO that did it first before anyone. Hell man, he did it before the game was made bruh. And he never wanted any recognition for his precognition intuition... this dude is hella bro brah, he's the guy that did the coolest thing that stuff could do. Proof?! Pffft... the proof is in the pudding, and the pudding is in the Jello, and the Jello is in the fridge.... where it is not nearly as cool as this damn man. Shiiiiiiiit biiiiiiitch, you's a Stan this guy is the glitch man with the Polaroid cam flim flam drim dram, take some dramamine cuz you sleepin if you didnt read that mid-1990's Nintendo Power page 18b upper-right corner caption to the picture that dominated the media for 8 months straight!!! This guy broke the bank before the bank could break a blank check made out to David "Metroid Glitch Mania" Wonn. YEAH!
@@misterturkturkle And the game neeeeeeever gives you the control inputs to do it hahahaahah unless it was in the manual somewhere, then screw us for continual renting hahahaha
The reason why only the left-gate glitch can be exploited (but not the right ones) is related to Samus own pixels. Unlike the vast majority of games, she has different animations (and pixels) when facing left or right. That's because they made it so that her weapon, which is right-handed, will be so even when she's turned left. Since her right arm is "behind" her frame when facing left, the glitch is possible.
> ''The reason why only the left-gate glitch can be exploited (but not the right ones) is related to Samus own pixels. Since her right arm is "behind" her frame when facing left, the glitch is possible.'' This is false, and the following explains why and corrects this. In fact, if Samus' cannon sprite or all of Samus' sprite were redrawn (as it actually has been done for Samus e.g. for using different Samus sprites using Artheau's so-called ''SpriteSomething'' releases on GitHub), it wouldn't make a difference in this regard. As opposed to this, fact is that the relative horizontal distance between Samus (in terms of the position of her 10 pixels wide body-box) and the spawn point of Samus' Missile-, Super Missile-, and Beam-projectiles has simply (for whatever reason, but possibly as mistake or for testing purposes by the developers without setting the value back to normal) been set to be larger for when Samus faces leftwards in the diagonally aiming upwards pose compared to when she faces rightwards and aims diagonally up (which holds when she is standing or crouching on the ground, aswell as midair), which can easily be seen/confirmed if one uses frame-advance on emulator, stands still and fires a projectile up-leftwards and compares where the projectile sprite appears with where it appears if one fires up-rightwards (but one could also compare the respective memory address values for the position of the projectile, instead). Furthermore, part of Samus' horizontal movement speed in the moment of firing such a projectile adds to the horizontal relative distance between Samus and where the projectile will spawn (i.e. it makes the projectile spawn further ahead), and if the Super Missile due to sufficient horizontal movement speed of Samus in the air is caused to spawn far enough past the gate pole, then it can hit the gate's button, and that is what makes this method possible. On this note, projectiles fired this way also don't only spawn a few pixels further left but also a few pixels higher up in relation to Samus' position when the projectile is fired.
I believe the "murder beam" holds onto Ridley's tail -- and inflicts continuous damage -- because the point on the end of the tail has a mechanic to "catch" Samus and pull her closer. That same mechanic will catch the "murder beam" block and (since it doesn't have a period of invincibility like Samus does) hold it until it kills him. Just my programmer's brain coming up with a possible explanation. :)
I've never seen anyone mentioning this fun little detail/glitch I found when I was a kid. Basically, if you fire a charged beam and swap your selected beams before it disappears, the beam's graphic/palette changes. For instance, your charged Plasma+Ice beam can turn into a pink array of regular beams. This also works on charged power bomb attacks
Really good explanations! The mockball (mocking or copying the run speed in the morphball, which I agree is a weird name) seems to be difficult mostly because it's hard to explain. Speedrunners use this trick so often it becomes second nature, so when they try to use words to describe it they miss important details. When I mockball, I release the run button completely and hold the JUMP button down. After you jump into the air, you'll stay in the running speed without holding the run button down. So I run and jump and release the run button, then press down, then exactly when I hit the ground press down and make the "hadouken" motion. The whole time you're rolling in the mockball at high speed, you can hold the jump button down but have the run button released. (Just disable springball if you have that collected) I'm not a speedrunner myself, but I play a lot of randomizers. After a little practice, I can do the mockball very reliably even though I'm not particularly skilled.
Speedrunner here. The murder beam doesn't effect a single tile, but the entire column at it, above it, and below it. With mother mother brain fight, if you stand directly under her head when she's standing at the back, the beam will keep pushing her back and damaging her nonstop. It can also be used against Kraid, Draygon, Botwoon, Crocomire (with some luring), but is absolutely useless against spore spawn because damage has to pass through the sides, due to the design of it's programming. The murder beam in terms of "strength" is basically a charged powerbomb. The reason it attaches to ridley's tail is because his tail is made of blocks, not "enemy sprites". But because they aren't normally destructible, the murder beam tile/column gets stuck. Fun fact: the hyper beam has the exact strength as a full charged plasma beam. If you use a game genie to give it to yourself from the start, it won't kill a majority of the bosses in one hit, but both can put crocomire in a permanent damage/walkback animation after you hit him once with anything else (it's an in-game flag). Any time he tries to open his mouth, he immediately takes more damage, basically one-shotting him. The reason it does "so much" to mother brain is purely because of programming cinematics. EXTRA FUN FACT: If you take the blue suit all the way to mother brain, and even if you used the time/space beam (you called it the reset glitch) to gain literally 300 energy tanks, if you shinespark into mother brain's legs you get stuck and can watch all those tanks disappear in a second. It's guaranteed death because you can't stop even if you turn off speed booster. No use, it's just fun.
I have one complaint, thats all, there would be no point in skipping spore spawn with crystal flash because you need power bombs, which you get way after defeating him, meaning that if you want to pull this off you would need to go back here once you get powerbombs, you would already have super missiles if you did the mochball trick, so the only purpose would be to get a super missile expansion which is not really needed unless you are going for 100% Great video though, thanks for the great info man! I actually learnt the mochball from this video. you really helped me get a start to speedrunning this game.
The last boss in this game gave me nightmares for about a year as a child and convinced me monsters could come up through the floor in my bedroom. All because my mother had me skip school one day and I watched her play this game when I was 5.
hahahaha... hilarious 😄😄😄 Yeah, this game is so cinematic... I never thought it could be genuinely scary to a 5 year old, but it makes sense. As for me, a teenager, I was more like "wow, cool" when I played it.
The mock ball is also useful for obtaining the ice beam early, as it also uses a shutter gate for checking if you have speed booster or not. And an addendum to the green gate glitch, there is a room in Pink Brinstar that usually requires the wave beam to pass a blue gate and find an energy tank, but there is a specific position on the far left side of the room where firing a super missile diagonally upward will clip through the blue gate, and open it. It's useful to reduce the backtracking in a 100% run, and also very useful for randomizer runs.
Dude. I have been playing Super Metroid since it came out, and have played it through it countless times. I always did so on my own terms, no FAQS, etc. Consequently, I had no idea that you could use the grapple shot to shock yourself and the boss at the same time. Mind = blown to learn a new, legitmate tactic in a 25 year old game. The glitches were cool too, but that was my major take away, lol.
I learned that strategy completely by accident during one of my playthroughs - I got caught and was flailing on the buttons when I kinda by chance equipped the grapple and shot it straight ahead. It caught on the turret and damaged the boss, and I was all, "huh!".
I mean... It's something that you really have to distrust the boundaries of games back then to figure out. It's like "yeah, he grabbed me, what am I supposed to do? Maybe I can grapple to the wall and free myself?"
I can't remember how I first discovered that method, either, but it's the only one I use against Draygon now. Draygon is far and away my least favorite boss in Super Metroid specifically because of her grab. I always kind of thought it was a strange decision on Nintendo's part to make Draygon's grip completely unbreakable by any means outside of using the grapple beam to kill her. A close second for least favorites is Phantoon. Unlike Draygon, Phantoon is actually a fun boss to fight. The only tough bit, really, is dodging his blue fire waves without taking a hit.
@@R3SerialDreams2 Spamming directional inputs to wiggle out of Draygon's grip will let you get free. I think it takes 50 direction presses (but the same direction twice doesn't count), but I'd have to look it up. Grapple electrocution is my go-to, but in Randomizer, my favorite is when I can get Charge, Plasma, and X-Ray and use "Microwave". Fire a charged Plasma shot, and then use X-Ray to negate its i-frames, allowing it to take damage multiple times from the same shot. You can even kill Draygon in a single shot with this, if you're fast enough on restarting X-Ray each time to keep the beam inside its belly.
With the Reset Glitch, you can go further by returning to your ship and saving. If you reload the game and start from that file, you’ll begin the intro and Ceres Station with all items you’ve collected and the glitched sprites will disappear!
Yeah, I've been messing around with the reset glitch quite alot, very easy to do though it does seem to work a bit differently in the various versions of the game, with different rooms being preferred, doing it in the wrong room will always crash the game. But I've done it on both NTSC roms and PAL consoles and once it's set up there seems to be no negative side effects, you even get special misaligned graphics for every E-tank you grab once above the limit that properly display in game or from the save file selection screen. One important thing to note about that glitch is that when you save the game after activating it the game progress will reset you back to Ceres station once the save is then loaded, one really cool thing you can do there is powerbomb the doors because for some weird reason the can be destroyed, weirder still is that there's a special sprite used for the broken doors.
Emokidrants95 I suppose. Being forced to a linear progression through a Metroid game goes completely against what they are all about though. Have an AI tell you where to go next every 10-15 minutes, or explore wherever you want at you own pace with the ability to sequence break at any time with various learned techniques? Look no further than the speed running categories. Fusion has 1% and 100%. Super has dozens, and Zero mission has over a half dozen. Once you play through Fusion, that’s it. There is no point to do it again. Nothing will change on subsequent play throughs.
Out of all the glitches you showed, what I found the most interesting was the non-glitch - the Crystal Flash. I had no idea that you could do such a thing and it's a legit ability too. Just when I thought I knew everything there was to know, you get me with this. Oh and all the glitches were pretty damn impressive - I had no clue about any of those either. Especially that last one...crazy. How do people figure these out?
@@R3SerialDreams2 Yeah, however the demo will only show it on a cart with a save file that has cleared the game. Missing from this video is also GT code. Holding all face buttons when entering Golden Torizon grants most major items and a ton of minor items.
8:53 I've been playing an item rando lately and learned that there is an easier way to perform mockball. I use the door as an input buffer so the execution is less tight. Just need to make sure you don't hit your head on the door on the way in.
The pirate's Ghost Ship really creeped me out. The way the boss just flies at you suddenly made me nearly piss myself. Like Chrono Trigger, the game isn't really long, but is made to high quality standards - in the perfect range of start to finish, keeping you from getting bored. Not free of frustration, though!
This is gonna be one of those "actually..." posts, but bear with it. Just wanted to add some detail to the explanations and some accuracy, as well as other interesting things. Hopefully it's interesting and even helpful for some people, maybe to the maker of this video himself as well. But first I want to thank for an interesting and well presented video. The list of glitches is cool and pretty important to speedruns too. I would've maybe included spring ball jump in liquids as one of the interesting tricks/glitches, because it can open up a lot of areas without gravity suit and is very easy to perform. However it's not very practical in vanilla game. And on the other hand touching spacetime beam with murder beam, which for the longest time was the main way of completing any% glitched and is super interesting, while also easy to perform (just hard to get lucky not to crash if you're playing on original snes. Emulator versions don't crash, for example virtual console). Then there's moonfall that revolutionized some categories and is also very easy to perform. The only thing I'd ask was to make it 4:3 instead of stretched 16:9. So here starts the boring list: Zeb skip actually works so that the game tries to line up the hitboxes against each other, not because it tries to put samus on top of the rinka. This is why you have to freeze it before it moves even a pixel, because it pulls you inside the wall. On green gate glitch the super missile's travelling speed is high enough combined with your position (as well as your momentum since for this you need to be standing apart from the gate and move towards it) to clip to the other side of the gate. About crystal flash and spore spawn skip it's probably worth noting that it's not likely that you will have necessary ammo for crystal flash when spore spawn is relevant, making the camera trick the normal way in practical uses. However there are some useful applications of crystal flash clipping, like in Maridia with item restrictions, getting to botwoon or spring ball. The mock ball is actually very lenient, there's plenty of frames before ground touch that keep the speed. There's also way better setups for the early supers mock ball. It becomes trivial, practically free, if you run before the door in the previous room and jump into the room, or if you run just slightly on the platform and perform the mock ball before crumble blocks. Draygon in itself has a lot of interesting glitches and blue suit too. The cool part about blue suit at Draygon's lair is that you can turn it into spike suit or flash suit, depending on which term you prefer, by unmoprhing and standing up when you take damage from one of the side turret frames (just be aware that it is a double frame perfect input, so it will take time. There exists a great tutorial about the frames by galamoz on youtube). Flash suit allows Samus to run and activate the spark by pressing up or R mid air. Or pressing jump and sideways on ground. All the usual ways to activate it, that is. Draygon, blue suit/flash suit and crystal flash also can be all tied together with interrupting a crystal flash by Draygon grab, giving Samus flash suit, that you can turn into blue suit. A common way to escape Draygon's lair suitless is by grapple jump, spring ball jump, then either x-ray climb or sparking up. Tying many of the topics of the video once again to this single area. Pressing the dash button is not necessary in any part of the X-ray climb though. The setup for Draygon's lair doorstuck should be easy after a couple of tries, I highly recommend checking foosda's RBO tutorial for grapple climb and then this for the doorstuck setup ruclips.net/video/peqVYX9s534/видео.html if you want to try it for yourself. If people are interested in the glitches, there's a whole public wikia for speedrunning/all the possible data you could want from Super Metroid right here: wiki.supermetroid.run/Main_Page . Just be warned, there's also a huge pile of academic writings about research in Super Metroid that are in no way organized and that include a lot of unused glitches/mechanics in the game. There's also links to communities where you can ask your questions and plenty of tutorials on youtube, for all of the tricks on this video for example, and the wikia also has a trick video tutorial database. If you ever find writings or content made by Eternised Dragon about this game, you can be sure it's as accurate as it gets, as well as rather unique. Matrick and foosda on youtube have created quite a few videos about this game, mainly learning material and strategies, as well as many others. Hopefully this brings some additional value and maybe helps someone :)
I was gonna say all this, glad you did first. I was particularly miffed when OP said "speedrunners don't use blue suit" because ... Yeah of course they do. Spike suit is preferable, but even w blue it's faster for reverse-halfy room to shinespark back. And in a category like RBO it's basically a requirement to escape Draygon. Aaaalso, this list really ought to include GT Code, considering devs built it in but it was discovered so many years later, and w GGG it is a great way to play! A newer piece of tech maybe worth adding would be moonfall, esp with the overflow fall glitch that lets you clip thru green brin and get powerbombs stupid early.
I’m disappointed that “standup glitch” didn’t make the cut since it is popular in the randomizer and done in the 100% speedruns. It allows a player to shoot charge shots at mother brain during the period that the metroid is healing Samus.
It was a top 10 list so some had to be left out. We didn't get to see a few classics like reverse Tourian escape, Spike suit, Standup Glitch, Golden Torizo debug mode, Moon Fall, Etecoon Rain Fall, Speedless Frog Speedway, Crocomire and Gauntlet wrap arounds ect. This game is a classic and still has more stuff found the more it's played. It's so good.
9:01 I hate to be that person who goes and contradicts you, but I wanted to let you know that the difficulty you seemed to be having with mockball was because you were trying to do it on *top* of the crumble bridge itself, which does make the trick a lot more difficult. If the mockball is done on the stable ground *before* the crumble blocks, the trick is a LOT more lenient on timing. The way it is used typically, the player jumps before the door transition from the room on the left, and that will give them plenty of speed and height to land on the ground before the bridge, and by doing a sort of "hadouken" quarter-circle forward motion on the dpad as you land, you can slide right under the gates. Coming from someone who plays a lot of Super Metroid randomizer and multiworld, I can understand taking my words with some salt as it's easy for me to say something's easy if it's easy for me, but while some tricks in super metroid are fairly difficult, as long as you know the right way, mockball can be easier than you might expect.
Thanks for the tip. I've been stuck in the metroid/Zelda randomizer for hours trying to find where to go and I kept avoiding this area because I thought it would take me a long time to pull off. I may just give it a try now.
And holy shit you were right. Once I got the timing of jumping thru the door correctly I did it in like 5 tries. Thanks again. Hopefully this area progresses me further.
My favorite video game of all time! I spent countless hours playing this game in '94 and loved every minute of it. Most of these are new to me, as well. Thanks so much for the great video!!
If been playing that game since the day it came out I never knew that you could do all of this the music brings back some good memories from when I was a kid thank you very much for the great video
I find the mock ball for super missiles to be a bit easier if you run and jump from outside the room. You basically want to start the jump right as you enter the door and you can hold the run and jump buttons throughout the mock ball (assuming you don't have spring ball or high jump boots on). (I suck at short jump mock ball). As an added note, the way I learned it, the mach ball is where you do the glitch with speed boost to keep blue status as a ball, and mock ball is when you just keep regular running speed as a ball.
I was trying Mach Ball near the crashed phantom ship when I was younger once, and somehow, accidentally enabled the reset glitch, which also sent me all the way back to the Ceres station. It was in one of the lumpy connector tunnels that you enter from the left, and I remember doing it more than once. I'll have to see if I can replicate it again.
The exact locations available for the Reset glitch can vary based on what emulator, console, and possibly even game copy you're using. I remember SNES9X didn't allow the beam to activate "escape Zebes" mode, but ZSNES allowed me to activate both the reset glitch AND escape Zebes mode. Depended on where I fired the beam and exactly what method I used to fire it.
Incredible video and showed just the content instead of filler after filler. Also, thanks for not screaming or talking overly energetic (this becomes exhausting after a while when youtubers do that). You're a true Metroid geek (like most of your viewers) which made this enjoyable to watch.
the mach ball is actually slightly faster than running. iirc, it has to do with the physics engine. something about the momentum values of regular samus vs ball samus and also the speed values, or something like that. speedrunners will use the mach ball basically whenever possible(until the speed booster) because it saves time overall. also, i very quickly learned it, whereas i have yet to master the zeb skip and kqk. something that helped me, and may help others here, at that last frame, where you have to press down and right at almost the same time, do a quarter circle like you would for a hadouken.
My friend and I stumbled upon the green door glitch when playing back in 94, trying to get the grapple beam without knowing what we were stu.blimg on. On a subsequent playthrough, we thought you needed the grapple beam to get the grapple beam because we couldn't solve the intended speed booster puzzle.
You know when you are doing something in a game and them something crazy happens ? You usually don't know wtf did you did to make that happen, but some people do remember in detail and they start to play around with the new scenario, and that's how glichs are born.
Some people with an understanding of how video games typically work in relation to numerical values will try to force a game to do bizarre things by trying to "ram" values through in order to produce results that were not intended by the programmers, or that the programmers did not want being a part of typical gameplay due to balancing dynamics.
someone probably was trying to equip all beams at once and was probably fidgeting with it for a while. fired it and realized the game froze didnt do much with it. or it was a speedrunner that did it and then proceeded to experiment around then realized it reset the game. this can also be done during the escape sequence which will allow you to do a full NG+ from the research station ceras rather than it just resetting everything from that transition
You say mockball is really hard to pull off, but oddly enough, it's the only glitch I can perform up to now xD Can't seem to get the timing right on the quick Kraid kill (need practice I guess) and these green gates really don't cooperate with me whenever I wanna open them from the wrong side. Still, nice video! :)
The introduction is great, your explanation on ROM based console games is simple and to-the-point. It's a reminder that quality games are complete before they ship out, unlike dam near every game nowadays that are released unfinished and depend on patches from the internet.
I first played this game in about 1997 and it took me till about 2001 to fully explore and finally complete. Laugh if you like but bare in mind this was the pre internet era. The amount of secrets this game holds for a game made in 1994 is absolutely mind-boggling. I'll never be able to reach the speed running peak some seasoned Metroid gamers can reach, but it just shows how far you can push this extraordinary game to it's limits. The game is an absolutely incredible work of art that's perfect to play to this day.
the blue suit is absolutely used in speed runs to save time going back through the large room with the metroids. that shine spark is a valuable time saver right there
Not any more, they get blue suit and while the boss is still dieing they get spike suit(very spicific and confusing) it’s like the blue suit but you can use the run button
@@paradoxiem510 reverse halfie with blue suit is still a time saver. Getting a flash suit is double frame perfect trick and will lose the time you gain if you don't get it fast enough. Which is why it's mainly done by top runners who attempt it a couple of times and settle on blue if they didn't get it.
Blue suit real name: ice suit Ice suit desc: Shinespark is always ready, can kill enemies by walking into them, and is completely invulnerable to enemy attacks
@@seaside503 Literally nobody has ever called it an ice suit before. It's blue suit. Why try and change something that's been used for the last 25 years or so?
I remember using Brickroad's guide years ago. It's a lot of fun to do things out of order with these glitches. I once used the reset glitch multiple times in one playthrough and glitched out my Super Missile and Power Bomb counters by obtaining over 100 of each.
I remember being younger and repeatedly trying to raise my Missiles to the maximum limit with this glitch. Had I known the maximum was 65535, I'd never have tried it lol
You did miss one key detail about the reset glitch. If you perform the glitch, save and reset, you'll start the game again, back on Ceres station. You'll have everything except for standard missile tanks.
@James Gravil No, he's scripted to fly away once he takes enough damage. What's also interesting about starting off at Ceres Station is that power bombs destroy the electric doors for some reason.
@@DaAmazinStaplr Those doors are really yellow (power bomb) doors with different graphics and opening triggers. Any kind of door in this game, I believe, has to be "openable" by some type of ammo, even if it's not supposed to be done; except dark metal doors, which are really just walls disguised with door sprites, swapped over in RAM.
I randomly stumbled across your channel today and I’m glad I did. I watched your videos on my three favorite games of all time, this one, symphony of the night, and aLttP. I can honestly say that I love these games and seeing how you handle them it seems that you do as well.
Have you noticed that, while aiming up on the air, if you turn around, the front facing Samus looks like Metroid: Return of Samus artwork? I think i saw that art before, in the 16-bit era.
Ah, finally a video where I knew all of the glitches, and have even performed many of them myself. I have only pulled off the Mock Ball a couple of times, but I'll never forget the first time I used the Reset Glitch AKA the Space/Time Beam for that New Game Plus experience. I remember hearing at the time of discovery that it could also be performed somewhere else, I want to say in the big room leading to the wrecked ship, to make the game think you're in the final escape sequence and from there return to your ship for what is essentially a credits warp, but I never personally tried that.
Super Metriod is my favorite game on the SNES of all time. I still have a cartridge copy till this day. I will be buried with this game fo sho. But I am blown away with these glitches, I've never seen them until this video. Absolutely amazing video
You should watch a ShinyZeni's world record reverse boss order (RBO) speedrun, if you haven't seen these glitches before. It will honestly blow your mind if you know the game well enough to remember the intended boss order and upgrades. He uses some tricks (moonfall and moondance in particular) that were only discovered within the last few years, and finishes the game in under an hour!
Got my European copy but I'm playing it on a North American hardware clone XD everything moves at normal speed except for Samus, who moves faster. I feel like this is the best way to play it.
the new game + glitch was really interesting, and its one of those glitches that accidentally adds additional gameplay features that are literally just more fun for the player. great video!
The way my dad taught me to use MochBall was normal jump through the door when I enter the room aim down, press down again to morphball, and hope it worked.
I am glad to see you cover actual glitches in this instead of just speedrun tech. (Machball is debateable as there is actual code for it in the ROM, but I won't argue the inclusion.) I do wish you had done a little more research into the Zebetite skip though. There are four different methods of it, and the one you cover is the only one that requires Screw Attack be turned off. This isn't a how-to video so it isn't a huge deal, but since you do explain how to perform the glitches I think that's a gap worth mentioning. Otherwise this was one of the more enjoyable videos on the subject I've seen
Failboat was playing Super Metroid (on the Switch with nintendo online) and was messing with corruptions. After he escaped the research lab and Samus's gunship landed on the planet, Samus came out of the ship, but then went right back in. It then showed the mission success screen and then the credits.
Another cool thing about the reset glitch, you can save it. After peforming the glitch, go straight back to your ship and save the game. Reset the console / emulator and load the file. The intro sequence will play again only with Samus using the items you already collected. For some reason, your missile count gets reset to 0, but all of the other items including super missiles and power bombs remain.
I actually saw an explanation for the missile reset somewhere, maybe on Brickroad's file? Anyways, the game "spawns" 5 missiles or however many Sammas uses in the opening cinematic, and then counts her firing them at Mother Brain in the cinematic as "using them" ala playing the actual game. As such, the missile count is reset to that exact number as the cinematic starts, so you always get exactly 0 missiles to start the new game with.
1:56 looks more difficult than it really is lol... I used to play the hell out of Metroid zero mission. never speed run or anything. Just bored as a kid. I remember beating it on hard mode. I would be able to fire a super missiles in to Mecharidley's core orb thing on the way up and the way down while doing short jumps. Beating him in seconds, and yet some how I would ALWAYS DIE to the elite space pirates guarding the (sperm looking) ships in the bay. They're obviously the real final bosses of Zero Mission. Anyways I played again years later. I laughed as I entered into Mecharidley's room. Haha, this will be easy. I then proceeded to do everything wrong. Jumped way too high, firing both my missles on the way up and missing both times above and below. I tried again and wasted two or three super missiles. I slow down and just start firing one at a time on the way down during the slowest part of the fall with shorter jumps. I get a few in then run out and had to finish him off with regular missiles., on normal mode lol... that was humbling to say the least.
@@snbeast9545 He took me a lot of tries on Hard Mode. I think if I ever get back to playing that game on Hard Mode again, I'm going to try to get more energy tanks. I think I only had 249 energy.
I ended up trying the Reset Beam/Spacetime Beam in other rooms, and found a couple where, instead of reversing time, you step into a room that has the timebomb triggered, enabling you to quickly end the game. I think one I ended up finding was the hallway before the bomb upgrade. Since there wasn't a lot of room, the surrounding area ended up being difficult to navigate, falling through the floor/ceiling, but I passed through the left door eventually.
I remember this too, I spent so much time exploring how the Space-Time beam worked. On some emulators like SNES9X, you can't even do this at all; only the reset glitch will activate. But on emulators you CAN enter "Escape Zebes" mode in and perform the reset glitch, whichever you prefer, there are even some areas where, depending on how you fire the beam, you can trigger either effect from the same location. The garbage on top of the screen will reflect the effect, whether it's green or orange. Sadly, it's not reliable; that color coding is different, as is the firing method corresponding to the result, depending on what location you choose.
Something I've done with the Reset Glitch is made it so I spawn right back at Ceres Station but with all my upgrades. So really if pulled off right, the Reset Glitch is like an unintended New Game +.
Something that should be stated about the Reset Glitch (aka Spacetime Beam): If you save after performing it and reload, the opening cutscene will play, which will remove all of your Missiles. The reason is that the opening cutscene has a segment with Samus firing missiles at Mother Brain; this segment does so by setting your Missile count to some low number, having the Missiles be shot, then setting the Missile capacity back to zero so you wouldn't start a normal game with Missiles. As such, all the Missiles you collect and have will be lost on save and reset.
You can gather as many as you want, actually. The counter overloads at 65536, dropping back to zero if you get another past 65535. I wonder, if there's a way to code into the game (like cheats on an emulator) during the intro cutscenes, and skip over the missile firing part before it's shown, could you avoid losing missiles? They can technically be considered permanent if you're using save states on an emulator, but not legitimately permanent (which is what I'm sure you're saying). And if anyone thinks saving the game after changing reset mode to escape mode will work, well...heheh, nope!!! *Laughs in broken save file*
I seriously don't know why Super Metroid had to go and use two different hex values for its missiles. I can't see how making the maximum number 65535 helped anything; it just wasted a value.
that healing thing is so cool when my dad bought this for me back in 1995 the guy at the game store wrote down the code buttons to push for it to work. I never knew u had to have less than 50 health. Plus not to mention my dad didn't take me with him since it was a surprise so i never learned it until years later. super Metroid Secret of evermore and Illusion of Gaia were all classics.
The intro changes slightly after you beat the game and shows a demo of the "crystal flash" technique being used to heal Samus. It took me a long while to figure out how to do the wall jump. I thought back to how the speed booster is used to affect jumping, and having to specifically press a direction to mimic the bird. From there I realized I had to push in the opposite direction a split second later upon contacting the wall, etc. It's very unforgiving of input error and only a single brief clue as to what inputs are needed. Definitely wouldn't be done that way nowadays.
Re; the mockball: funfact, the distance you can be above the ground before morphing is equal to the difference in Samus height when crouching versus standing (ie; If Samus is about 2 blocks tall when crouching and 2.75 blocks tall when standing, so you have to be less than 0.75 blocks above the ground when you morphball). Also, the jump button needs to be held down for most of the jump. That aside, good stuff... never knew those details about the 25-some screen space-time beam.
"this game never recieved a content patch" - ahh those were the days....a complete game at the time of purchase....that was made the way it was to be made and not changed due to politics or broken data
Biggest missed glitches - 1 - Short/Quick Charge - There are two different variants of this, with the two names, but both essentially allow you to get Speed Booster in areas where you don't normally have the room to do so by selectively pressing the run button in sequence, because the game only checks the counter to build run speed on certain frames of Samus' run animation. This is a heavily-used speedrun glitch as well, and in my mind, at least more significant than the Kraid quick kill. 2 - X-Ray Beam - Because you normally can't acquire the Plasma beam before fighting Phantoon, Botwoon and Draygon, those bosses are not properly programmed to take damage from it. If you can somehow acquire Plasma, Charge, and X-Ray, you can obliterate them in one shot if performed correctly. Charge and fire a Plasma shot, and have X-Ray selected, then spam the run button to activate the x-ray repeatedly. The boss will take charge plasma damage on every frame, and die in short order. Even if done poorly, these bosses will die in 2 shots. Again, not normally possible, but you can use it against Phantoon if doing a Reverse Boss Order playthrough/speedrun, and it can be used during randomizer runs as well if you get those 3 items early. 3 - Stand-Up Glitch - By carefully controlling where your health is at by taking damage/taking off armor/etc. just before and just after Mother Brain's first rainbow beam attack, you can summon the baby Metroid to your aid before she uses the shot a second time and thus avoid being paralyzed. Since you retain control of Samus, you can continue to hit her with charged shots while the baby is restoring your health. Other comments have mentioned this one as well. What other majorly-used/high-use glitches can the rest of you think of?
One time I found a glitch in Kraid's room I don't know what happened but what I did was, I spring ball jumped to the top left corner leaving a one block gap between me and the wall and at the top of my jump I set a power bomb. I jumped again to see the power bomb kill invisible creature that wasn't there. I found this on the SNES remake, the small one with no game console that Nintendo released.
Are you sure it was an invisible creature? It might have been one of Kraid's launched claws, with sprite disappearance due to the overload in the room. IIRC I've seen that in his room, but I can't be certain at this point. It's been a while since I last fought Kraid, and sprite overload was one thing I was never looking too closely for in there anyway.
Not sure how well known this is, but there is also a glitch that causes Samus' sprite to get messed up if you get hit by a bomb while hanging off a grapple block.
Saw it a long time ago. Can't remember for sure but doesn't she appear to be in her jump / fall state while an extra arm is still reaching out of her head to hold onto the grapple block?
I remember as a kid while I were watching the demo screen, on extremely rare occasion as it have never happened again, the game glitched and the area were titled a little to the right so that Samus could enter the door during the demo screen as it were auto playing. After the door transition, the music changed to what you hear normally in the game and I could control Samus and move around. I couldn't press start to look at the map or Samus equipment screen however. Good times... sadly I did not record it on VHS as I was unexpected.
I wish the original devs would weigh in on the mockball. Lots of people call it out as a glitch. I've even seen debate on speedrunning forums that it should be disallowed in certain categories of speedruns. However, I've always been of the opinion that it was an intended mechanic. Its activation is very skill based and what it makes Samus do (maintain her sprinting speed while rolled into a ball) makes physical sense. It just seems in keeping with other undocumented abilities the devs gave Samus, like the wall jump, shinespark, infinite bomb jumping, Crystal Flash, etc.
My favourite has to be the Murder Beam glitch and man, thank you for the reset glitch! And i think i have discovered a new glitch. If it isn’t already discovered, i would like to call it: the earthquake glitch. So you need to preform the VAR Glitch the same way you do the reset glitch, unequip the plasma beam, back out fo the menu, and do the VAR Glitch again without adding the beam. Don’t charge up and fire as the game will actually crash if you do. Instead, fire a normal shot and if the screen shakes and samus falls through the ground, you got it working.
Minor graphical glitch: Equip the Charge Beam & 1 other beam, select Power Bombs, and charge a shot. This will fire off a unique combo attack for that Beam...but if you switch weapons right as it goes off, the graphics for the shot get goofed up. Like I said, minor glitch.
@@stevenmills6502 No, but I'll check it out. For me, the 3D (first person) versions of Metroid just didn't have the same character. I much prefer the 2D platformers.
One fun thing about the reset glitch is that you can repeat it endlessly. I remember doing that a decade ago so many times that my energy tanks on the load screen were 5 rows. Each row had one extra tank than the last row
Glad I stuck around for “top 24 screens” visual/explanation!! I’m a former game journalist, and Super Metroid is one of my favorites of all time. I picked up a mint copy in Japan for ~$8 back in 2008 or so. It has a few changes, and is mostly in English.
@@PhobiaSoft Wow, it’s that much?! I have no concept of what retro games cost these days, especially since I moved to Japan 5 years ago and sold most of my collection 3 years ago.
I got into it many years ago and started trying to help everyone who had questions about it XD whenever I saw the common "my game crashes when I do it here!" complaint, I always have a solution :) it's one of the best times I had playing Super Metroid when I got bored sometimes with the main gameplay.
I wish there were a Super Metroid romhack that made some of these glitches into "canon" parts of the game, turning many of them into upgrades you can acquire (in story terms by damaging/glitching Samus' suit or something). Even having the Reset Glitch be an alternate ending/story path by doing something equivalent to SotN's inverted castle, with upgraded bosses, new music, and a new final boss.
@@brianmoore3489 Uh dude I've gotten an item percentage of 376% before. The game just tosses 1% onto your total for every item collected, no matter what it is and how many. I bet you could even go above 999% and have the hundreds digit glitch out.
I remember one specific room where you can use the var beam to start early end game countdown without going to tourian, go straight back to the ship and you're done. I forgot which room is it though.
James Gravil absolutely agree - I would say there is notable combat, but your point still stands. Metroid combat, to me, has always been gun the bosses with the heaviest offensive you have - especially Metroid 2. This is where Axiom Verge excels. Contra-style guns, strategic bosses, bionic commando grapflorming, and Metroid isolation/exploration. I think Axiom Verge is the best in the genre.
I need to say something with the Reset Glitch which is that if you save the game with the Glitch already done and exit the game you will return to the Space Colony (Was it?) Well the first place where you appear and where you fight with Ridley and he almost kills you and take the metroid larva well then you will appear and with all the improvements although I think they take away the normal missiles I'm not sure and a couple more failures with this being in the space colony before time, such as using the X-Ray and other things but that's all
ur kidding right?! they rebooted the MP4 because they didnt think what they had was good enough for us. on top of that they have other metroid things in developement. with a high probability of the other project being a Super Metroid HD remake.
@MegaFelicks Half assed bosses? Are we talking about the same game? Bc Proteus Ridley was the best Ridley fight in any 2D Metroid game hands down. Also, it's one hour of cutscenes spread through out the whole game, it's not a big deal at all
That's interesting about blue suit. I didn't know you could short charge on Draygon using the slimes, so I never bothered trying to get blue suit before. I didn't know it had any use other than giving you shine spark since that's all I see runners really use it for. Learned something new today.
lildingus are you the same “lildingus” that’s a mod in Behe’s stream? Anyway, I’ve asked both Feral and Behe about Samus’s position when doing KQK, and they’ve both said it’s not pixel perfect but there is an approximately 3/4 pixel window in which you must stand. After reading your comment I went to the SM wiki and it says nothing about being in a specific position, only “choose a favourable location”. So why do I see all runners position themselves in the same place? Where Samus’s foot is just barely over the ledge? Why do you never see people stand by the door, for example? I’m confused now. I’ve just checked 3 of Zoast’s runs too, and he shuffles himself into exactly the same position, foot just barely over the ledge. So why do they all do this if it’s not required? To reduce lag maybe?
@@stevenmills6502 no problem, it wasn't that hard to agree. This video (which i randomly stumbled upon) flooded me with memories from my early teen years. I miss those days.
I’ve found it’s easier to do the mock ball for the early super missiles by starting the jump in the other room. Run and jump through the door. As Samus transitions the room, release every button except jump. When she enters the room hold down, then tap down and roll your thumb to the right direction button to the right as you touch the ground. I’ve found this makes the mock ball easier to pull off.
During the production of this video, I learned that Spaghettios are a product of Cambell's Soup company, and not Chef Boyardee.
Please make devil may cry 3
That disturbs me internally. There is a Boyardee product that is basically Spaghetti-Os by another name, if memory serves. I seem to remember preferring them as a kid.
that should be a snapple cap
lol
Formerly Franco-American. Bought later by Campbell's.
Thank you for using the music of the game instead of some generic tunes and also changing the tracks; this made watching the video more enjoyable apart from learning about this glitches.
@Dana White's double chin Nope, lots of video game channels use chiptune for background music and they dont get in trouble, see Scott the Woz and gillythekid.
@Dana White's double chin Nintendo seems to be cool with people using a lot of stuff this old
You're that hung up about what background music is being used? You must be a weirdo
Listening to this while i work, and it's quite good my man 👌 even not seeing the visuals. I like vids like this (and i also saw one of your other vids) so there is a very nonzero chance that I'll watch it at home too!
As the original discoverer of the ISP beam glitch, I initially sent a teaser Polaroid of a 107% run to Nintendo Power in the mid-1990s. They actually liked the photography of a different Polaroid and used it as an example of how to take a quality pic in the May 1995 issue. I also recorded some of it on a VHS tape years before unveiling the glitch to my website later in the 1990s.
My initial use of the exploit was done in the the first long vertical section you encounter early in the game, left of the ship, heading down toward the old Brinstar, but while still in Crateria, rather than the spot you initiate it from in the video. It actually works in nearly any long vertical section in the game, but it is most ideal to be near a door so you can hopefully avoid crashing the game.
I fucking remember your incredible glitch FAQ! You taught me that Chrono Trigger can completed without rescuing Robo, lmfao! Happy new year, btw!
Hell yeah bro, I remember that time you did that one thing that was so cool, and I was like "holy shit did he do that??" and my friends were like "yes dude, he did it". And I will never forget their reaction to it because what you did was so crazy it was like the wildest thing that stuff has ever happened to things and stuff happened things and yeah!
@@dredwick 🤦♂️
Give us the proof or it didn't happen.
@@youraveragejoe2 Bro, are you questioning this guy who changed the way the world views Metroid glitches? This guy right here is the BRO that did it first before anyone. Hell man, he did it before the game was made bruh. And he never wanted any recognition for his precognition intuition... this dude is hella bro brah, he's the guy that did the coolest thing that stuff could do. Proof?! Pffft... the proof is in the pudding, and the pudding is in the Jello, and the Jello is in the fridge.... where it is not nearly as cool as this damn man. Shiiiiiiiit biiiiiiitch, you's a Stan this guy is the glitch man with the Polaroid cam flim flam drim dram, take some dramamine cuz you sleepin if you didnt read that mid-1990's Nintendo Power page 18b upper-right corner caption to the picture that dominated the media for 8 months straight!!! This guy broke the bank before the bank could break a blank check made out to David "Metroid Glitch Mania" Wonn. YEAH!
I just learn after 20 years, that you can heal using ammo.
That blow my mind.
Can't do it on my MP5 Player, too many button presses dammit XD
Um.... the game shows samus doing it on a demo screen if you just sit at the title for a little bit
@@misterturkturkle And the game neeeeeeever gives you the control inputs to do it hahahaahah unless it was in the manual somewhere, then screw us for continual renting hahahaha
Me too
You never let the game show a demonstration before? Let the game run and never press a button and you'll eventually see Samus charging up her lifebar.
The reason why only the left-gate glitch can be exploited (but not the right ones) is related to Samus own pixels. Unlike the vast majority of games, she has different animations (and pixels) when facing left or right. That's because they made it so that her weapon, which is right-handed, will be so even when she's turned left. Since her right arm is "behind" her frame when facing left, the glitch is possible.
> ''The reason why only the left-gate glitch can be exploited (but not the right ones) is related to Samus own pixels. Since her right arm is "behind" her frame when facing left, the glitch is possible.''
This is false, and the following explains why and corrects this. In fact, if Samus' cannon sprite or all of Samus' sprite were redrawn (as it actually has been done for Samus e.g. for using different Samus sprites using Artheau's so-called ''SpriteSomething'' releases on GitHub), it wouldn't make a difference in this regard. As opposed to this, fact is that the relative horizontal distance between Samus (in terms of the position of her 10 pixels wide body-box) and the spawn point of Samus' Missile-, Super Missile-, and Beam-projectiles has simply (for whatever reason, but possibly as mistake or for testing purposes by the developers without setting the value back to normal) been set to be larger for when Samus faces leftwards in the diagonally aiming upwards pose compared to when she faces rightwards and aims diagonally up (which holds when she is standing or crouching on the ground, aswell as midair), which can easily be seen/confirmed if one uses frame-advance on emulator, stands still and fires a projectile up-leftwards and compares where the projectile sprite appears with where it appears if one fires up-rightwards (but one could also compare the respective memory address values for the position of the projectile, instead). Furthermore, part of Samus' horizontal movement speed in the moment of firing such a projectile adds to the horizontal relative distance between Samus and where the projectile will spawn (i.e. it makes the projectile spawn further ahead), and if the Super Missile due to sufficient horizontal movement speed of Samus in the air is caused to spawn far enough past the gate pole, then it can hit the gate's button, and that is what makes this method possible. On this note, projectiles fired this way also don't only spawn a few pixels further left but also a few pixels higher up in relation to Samus' position when the projectile is fired.
I believe the "murder beam" holds onto Ridley's tail -- and inflicts continuous damage -- because the point on the end of the tail has a mechanic to "catch" Samus and pull her closer. That same mechanic will catch the "murder beam" block and (since it doesn't have a period of invincibility like Samus does) hold it until it kills him.
Just my programmer's brain coming up with a possible explanation. :)
That atchaly makes a lot of sense I don't know how this is the only time i've ever seen an explanation about this before
I've never seen anyone mentioning this fun little detail/glitch I found when I was a kid. Basically, if you fire a charged beam and swap your selected beams before it disappears, the beam's graphic/palette changes. For instance, your charged Plasma+Ice beam can turn into a pink array of regular beams. This also works on charged power bomb attacks
Really good explanations!
The mockball (mocking or copying the run speed in the morphball, which I agree is a weird name) seems to be difficult mostly because it's hard to explain. Speedrunners use this trick so often it becomes second nature, so when they try to use words to describe it they miss important details. When I mockball, I release the run button completely and hold the JUMP button down. After you jump into the air, you'll stay in the running speed without holding the run button down. So I run and jump and release the run button, then press down, then exactly when I hit the ground press down and make the "hadouken" motion. The whole time you're rolling in the mockball at high speed, you can hold the jump button down but have the run button released. (Just disable springball if you have that collected)
I'm not a speedrunner myself, but I play a lot of randomizers. After a little practice, I can do the mockball very reliably even though I'm not particularly skilled.
Speedrunner here. The murder beam doesn't effect a single tile, but the entire column at it, above it, and below it. With mother mother brain fight, if you stand directly under her head when she's standing at the back, the beam will keep pushing her back and damaging her nonstop.
It can also be used against Kraid, Draygon, Botwoon, Crocomire (with some luring), but is absolutely useless against spore spawn because damage has to pass through the sides, due to the design of it's programming.
The murder beam in terms of "strength" is basically a charged powerbomb. The reason it attaches to ridley's tail is because his tail is made of blocks, not "enemy sprites". But because they aren't normally destructible, the murder beam tile/column gets stuck.
Fun fact: the hyper beam has the exact strength as a full charged plasma beam. If you use a game genie to give it to yourself from the start, it won't kill a majority of the bosses in one hit, but both can put crocomire in a permanent damage/walkback animation after you hit him once with anything else (it's an in-game flag). Any time he tries to open his mouth, he immediately takes more damage, basically one-shotting him.
The reason it does "so much" to mother brain is purely because of programming cinematics.
EXTRA FUN FACT: If you take the blue suit all the way to mother brain, and even if you used the time/space beam (you called it the reset glitch) to gain literally 300 energy tanks, if you shinespark into mother brain's legs you get stuck and can watch all those tanks disappear in a second. It's guaranteed death because you can't stop even if you turn off speed booster. No use, it's just fun.
Any videos about the extreme fun fact?
I have one complaint, thats all, there would be no point in skipping spore spawn with crystal flash because you need power bombs, which you get way after defeating him, meaning that if you want to pull this off you would need to go back here once you get powerbombs, you would already have super missiles if you did the mochball trick, so the only purpose would be to get a super missile expansion which is not really needed unless you are going for 100%
Great video though, thanks for the great info man!
I actually learnt the mochball from this video.
you really helped me get a start to speedrunning this game.
I'd guess the value is for randomizers when they could have powerbombs before super missiles and also need to check every location for key items
Mach ball can easily be performed going through door transitions giving you a chance to buffer the down input going through the door.
I was just about to post this reply...the video is from 2019 so cut it some slack. lol
I have also found that once you transition, letting go of the run button but holding the jump button made the trick work almost every time for me.
The last boss in this game gave me nightmares for about a year as a child and convinced me monsters could come up through the floor in my bedroom. All because my mother had me skip school one day and I watched her play this game when I was 5.
You were lucky, imagine that happening but with the SA-X instead ._.
hahahaha... hilarious 😄😄😄
Yeah, this game is so cinematic... I never thought it could be genuinely scary to a 5 year old, but it makes sense. As for me, a teenager, I was more like "wow, cool" when I played it.
It's cool that your mom played video games
Honestly, I think I would have been more traumatized by Crocomire's death scene if I'd seen it at age 5. :)
Holy shit yeah
The mock ball is also useful for obtaining the ice beam early, as it also uses a shutter gate for checking if you have speed booster or not.
And an addendum to the green gate glitch, there is a room in Pink Brinstar that usually requires the wave beam to pass a blue gate and find an energy tank, but there is a specific position on the far left side of the room where firing a super missile diagonally upward will clip through the blue gate, and open it. It's useful to reduce the backtracking in a 100% run, and also very useful for randomizer runs.
Dude. I have been playing Super Metroid since it came out, and have played it through it countless times. I always did so on my own terms, no FAQS, etc. Consequently, I had no idea that you could use the grapple shot to shock yourself and the boss at the same time. Mind = blown to learn a new, legitmate tactic in a 25 year old game. The glitches were cool too, but that was my major take away, lol.
I learned that strategy completely by accident during one of my playthroughs - I got caught and was flailing on the buttons when I kinda by chance equipped the grapple and shot it straight ahead. It caught on the turret and damaged the boss, and I was all, "huh!".
I mean... It's something that you really have to distrust the boundaries of games back then to figure out. It's like "yeah, he grabbed me, what am I supposed to do? Maybe I can grapple to the wall and free myself?"
I can't remember how I first discovered that method, either, but it's the only one I use against Draygon now.
Draygon is far and away my least favorite boss in Super Metroid specifically because of her grab. I always kind of thought it was a strange decision on Nintendo's part to make Draygon's grip completely unbreakable by any means outside of using the grapple beam to kill her.
A close second for least favorites is Phantoon.
Unlike Draygon, Phantoon is actually a fun boss to fight.
The only tough bit, really, is dodging his blue fire waves without taking a hit.
@@R3SerialDreams2 Spamming directional inputs to wiggle out of Draygon's grip will let you get free. I think it takes 50 direction presses (but the same direction twice doesn't count), but I'd have to look it up. Grapple electrocution is my go-to, but in Randomizer, my favorite is when I can get Charge, Plasma, and X-Ray and use "Microwave". Fire a charged Plasma shot, and then use X-Ray to negate its i-frames, allowing it to take damage multiple times from the same shot. You can even kill Draygon in a single shot with this, if you're fast enough on restarting X-Ray each time to keep the beam inside its belly.
@@R3SerialDreams2 It was in the manual for the game if you got the players guide version.
*Sees him aiming towards the green gate from the other side*
Me: There's no way
With the Reset Glitch, you can go further by returning to your ship and saving. If you reload the game and start from that file, you’ll begin the intro and Ceres Station with all items you’ve collected and the glitched sprites will disappear!
loved doing that to give a full NG+ feeling, then just wrecking ridley in seconds was satisfying and even sequence breaking everything
Yeah, I've been messing around with the reset glitch quite alot, very easy to do though it does seem to work a bit differently in the various versions of the game, with different rooms being preferred, doing it in the wrong room will always crash the game. But I've done it on both NTSC roms and PAL consoles and once it's set up there seems to be no negative side effects, you even get special misaligned graphics for every E-tank you grab once above the limit that properly display in game or from the save file selection screen.
One important thing to note about that glitch is that when you save the game after activating it the game progress will reset you back to Ceres station once the save is then loaded, one really cool thing you can do there is powerbomb the doors because for some weird reason the can be destroyed, weirder still is that there's a special sprite used for the broken doors.
The best metroid of all
Neo Eddy yeah lol
Zero Mission?
Neo Eddy I have no idea how anyone could play every Metroid game and think that Fusion is the best.
@@davidcole2913 Personal preference.
Emokidrants95 I suppose. Being forced to a linear progression through a Metroid game goes completely against what they are all about though.
Have an AI tell you where to go next every 10-15 minutes, or explore wherever you want at you own pace with the ability to sequence break at any time with various learned techniques?
Look no further than the speed running categories. Fusion has 1% and 100%. Super has dozens, and Zero mission has over a half dozen.
Once you play through Fusion, that’s it. There is no point to do it again. Nothing will change on subsequent play throughs.
Out of all the glitches you showed, what I found the most interesting was the non-glitch - the Crystal Flash. I had no idea that you could do such a thing and it's a legit ability too. Just when I thought I knew everything there was to know, you get me with this. Oh and all the glitches were pretty damn impressive - I had no clue about any of those either. Especially that last one...crazy. How do people figure these out?
I mean, one of the in-game demos shows Samus doing it, though.
It’s shown in the attract mode, but I was never able to figure out how to pull it off as a kid.
@@DavidRomigJr that's what I said?
@@R3SerialDreams2 Yeah, however the demo will only show it on a cart with a save file that has cleared the game.
Missing from this video is also GT code. Holding all face buttons when entering Golden Torizon grants most major items and a ton of minor items.
the x ray climb almost feels like a successor to the morph-unmorph wallclimbing from the first game, though much slower
8:53 I've been playing an item rando lately and learned that there is an easier way to perform mockball. I use the door as an input buffer so the execution is less tight. Just need to make sure you don't hit your head on the door on the way in.
6:00
“It can also be used to skip Sporespawn, the first mini boss in the game”
*grey torizo has left the chat*
Still the greatest game of all time. That music still gives me goosebumps.
@phaedruslive: Go to (www.vgmpf.com/Wiki/index.php) and you can download a copy of the soundtrack for this and other games as mp3s.
You're welcome. :)
@@blindarcher1651 Thanks
The pirate's Ghost Ship really creeped me out. The way the boss just flies at you suddenly made me nearly piss myself. Like Chrono Trigger, the game isn't really long, but is made to high quality standards - in the perfect range of start to finish, keeping you from getting bored. Not free of frustration, though!
@@eschcal9839 As a kid, maridia music and wrecked ship's ghosts (not phantoon) would scare the shit outa me
This is gonna be one of those "actually..." posts, but bear with it. Just wanted to add some detail to the explanations and some accuracy, as well as other interesting things. Hopefully it's interesting and even helpful for some people, maybe to the maker of this video himself as well.
But first I want to thank for an interesting and well presented video. The list of glitches is cool and pretty important to speedruns too. I would've maybe included spring ball jump in liquids as one of the interesting tricks/glitches, because it can open up a lot of areas without gravity suit and is very easy to perform. However it's not very practical in vanilla game. And on the other hand touching spacetime beam with murder beam, which for the longest time was the main way of completing any% glitched and is super interesting, while also easy to perform (just hard to get lucky not to crash if you're playing on original snes. Emulator versions don't crash, for example virtual console). Then there's moonfall that revolutionized some categories and is also very easy to perform. The only thing I'd ask was to make it 4:3 instead of stretched 16:9.
So here starts the boring list: Zeb skip actually works so that the game tries to line up the hitboxes against each other, not because it tries to put samus on top of the rinka. This is why you have to freeze it before it moves even a pixel, because it pulls you inside the wall.
On green gate glitch the super missile's travelling speed is high enough combined with your position (as well as your momentum since for this you need to be standing apart from the gate and move towards it) to clip to the other side of the gate.
About crystal flash and spore spawn skip it's probably worth noting that it's not likely that you will have necessary ammo for crystal flash when spore spawn is relevant, making the camera trick the normal way in practical uses. However there are some useful applications of crystal flash clipping, like in Maridia with item restrictions, getting to botwoon or spring ball.
The mock ball is actually very lenient, there's plenty of frames before ground touch that keep the speed. There's also way better setups for the early supers mock ball. It becomes trivial, practically free, if you run before the door in the previous room and jump into the room, or if you run just slightly on the platform and perform the mock ball before crumble blocks.
Draygon in itself has a lot of interesting glitches and blue suit too. The cool part about blue suit at Draygon's lair is that you can turn it into spike suit or flash suit, depending on which term you prefer, by unmoprhing and standing up when you take damage from one of the side turret frames (just be aware that it is a double frame perfect input, so it will take time. There exists a great tutorial about the frames by galamoz on youtube). Flash suit allows Samus to run and activate the spark by pressing up or R mid air. Or pressing jump and sideways on ground. All the usual ways to activate it, that is. Draygon, blue suit/flash suit and crystal flash also can be all tied together with interrupting a crystal flash by Draygon grab, giving Samus flash suit, that you can turn into blue suit. A common way to escape Draygon's lair suitless is by grapple jump, spring ball jump, then either x-ray climb or sparking up. Tying many of the topics of the video once again to this single area. Pressing the dash button is not necessary in any part of the X-ray climb though. The setup for Draygon's lair doorstuck should be easy after a couple of tries, I highly recommend checking foosda's RBO tutorial for grapple climb and then this for the doorstuck setup ruclips.net/video/peqVYX9s534/видео.html if you want to try it for yourself.
If people are interested in the glitches, there's a whole public wikia for speedrunning/all the possible data you could want from Super Metroid right here: wiki.supermetroid.run/Main_Page . Just be warned, there's also a huge pile of academic writings about research in Super Metroid that are in no way organized and that include a lot of unused glitches/mechanics in the game. There's also links to communities where you can ask your questions and plenty of tutorials on youtube, for all of the tricks on this video for example, and the wikia also has a trick video tutorial database. If you ever find writings or content made by Eternised Dragon about this game, you can be sure it's as accurate as it gets, as well as rather unique. Matrick and foosda on youtube have created quite a few videos about this game, mainly learning material and strategies, as well as many others.
Hopefully this brings some additional value and maybe helps someone :)
I was gonna say all this, glad you did first. I was particularly miffed when OP said "speedrunners don't use blue suit" because ... Yeah of course they do. Spike suit is preferable, but even w blue it's faster for reverse-halfy room to shinespark back. And in a category like RBO it's basically a requirement to escape Draygon.
Aaaalso, this list really ought to include GT Code, considering devs built it in but it was discovered so many years later, and w GGG it is a great way to play!
A newer piece of tech maybe worth adding would be moonfall, esp with the overflow fall glitch that lets you clip thru green brin and get powerbombs stupid early.
Yuppi tl;dr
Damn son did you write a comment or a book
Gay
I’m disappointed that “standup glitch” didn’t make the cut since it is popular in the randomizer and done in the 100% speedruns. It allows a player to shoot charge shots at mother brain during the period that the metroid is healing Samus.
Ya, standup glitch and baby skip would be good on this list.
It was a top 10 list so some had to be left out. We didn't get to see a few classics like reverse Tourian escape, Spike suit, Standup Glitch, Golden Torizo debug mode, Moon Fall, Etecoon Rain Fall, Speedless Frog Speedway, Crocomire and Gauntlet wrap arounds ect.
This game is a classic and still has more stuff found the more it's played. It's so good.
9:01 I hate to be that person who goes and contradicts you, but I wanted to let you know that the difficulty you seemed to be having with mockball was because you were trying to do it on *top* of the crumble bridge itself, which does make the trick a lot more difficult. If the mockball is done on the stable ground *before* the crumble blocks, the trick is a LOT more lenient on timing. The way it is used typically, the player jumps before the door transition from the room on the left, and that will give them plenty of speed and height to land on the ground before the bridge, and by doing a sort of "hadouken" quarter-circle forward motion on the dpad as you land, you can slide right under the gates.
Coming from someone who plays a lot of Super Metroid randomizer and multiworld, I can understand taking my words with some salt as it's easy for me to say something's easy if it's easy for me, but while some tricks in super metroid are fairly difficult, as long as you know the right way, mockball can be easier than you might expect.
Thanks for the tip!
Thanks for the tip. I've been stuck in the metroid/Zelda randomizer for hours trying to find where to go and I kept avoiding this area because I thought it would take me a long time to pull off. I may just give it a try now.
And holy shit you were right. Once I got the timing of jumping thru the door correctly I did it in like 5 tries. Thanks again. Hopefully this area progresses me further.
My favorite video game of all time! I spent countless hours playing this game in '94 and loved every minute of it. Most of these are new to me, as well. Thanks so much for the great video!!
If been playing that game since the day it came out I never knew that you could do all of this the music brings back some good memories from when I was a kid thank you very much for the great video
What an awesome video. Never had glitches and exploits explained so well!
I find the mock ball for super missiles to be a bit easier if you run and jump from outside the room. You basically want to start the jump right as you enter the door and you can hold the run and jump buttons throughout the mock ball (assuming you don't have spring ball or high jump boots on). (I suck at short jump mock ball). As an added note, the way I learned it, the mach ball is where you do the glitch with speed boost to keep blue status as a ball, and mock ball is when you just keep regular running speed as a ball.
I was trying Mach Ball near the crashed phantom ship when I was younger once, and somehow, accidentally enabled the reset glitch, which also sent me all the way back to the Ceres station. It was in one of the lumpy connector tunnels that you enter from the left, and I remember doing it more than once. I'll have to see if I can replicate it again.
The exact locations available for the Reset glitch can vary based on what emulator, console, and possibly even game copy you're using. I remember SNES9X didn't allow the beam to activate "escape Zebes" mode, but ZSNES allowed me to activate both the reset glitch AND escape Zebes mode. Depended on where I fired the beam and exactly what method I used to fire it.
Incredible video and showed just the content instead of filler after filler. Also, thanks for not screaming or talking overly energetic (this becomes exhausting after a while when youtubers do that).
You're a true Metroid geek (like most of your viewers) which made this enjoyable to watch.
the mach ball is actually slightly faster than running. iirc, it has to do with the physics engine. something about the momentum values of regular samus vs ball samus and also the speed values, or something like that. speedrunners will use the mach ball basically whenever possible(until the speed booster) because it saves time overall. also, i very quickly learned it, whereas i have yet to master the zeb skip and kqk. something that helped me, and may help others here, at that last frame, where you have to press down and right at almost the same time, do a quarter circle like you would for a hadouken.
My friend and I stumbled upon the green door glitch when playing back in 94, trying to get the grapple beam without knowing what we were stu.blimg on.
On a subsequent playthrough, we thought you needed the grapple beam to get the grapple beam because we couldn't solve the intended speed booster puzzle.
I really don't even understand how people discover things like that final glitch, but that is awesome.
You know when you are doing something in a game and them something crazy happens ? You usually don't know wtf did you did to make that happen, but some people do remember in detail and they start to play around with the new scenario, and that's how glichs are born.
Some people with an understanding of how video games typically work in relation to numerical values will try to force a game to do bizarre things by trying to "ram" values through in order to produce results that were not intended by the programmers, or that the programmers did not want being a part of typical gameplay due to balancing dynamics.
someone probably was trying to equip all beams at once and was probably fidgeting with it for a while. fired it and realized the game froze didnt do much with it. or it was a speedrunner that did it and then proceeded to experiment around then realized it reset the game. this can also be done during the escape sequence which will allow you to do a full NG+ from the research station ceras rather than it just resetting everything from that transition
You say mockball is really hard to pull off, but oddly enough, it's the only glitch I can perform up to now xD Can't seem to get the timing right on the quick Kraid kill (need practice I guess) and these green gates really don't cooperate with me whenever I wanna open them from the wrong side. Still, nice video! :)
The introduction is great, your explanation on ROM based console games is simple and to-the-point. It's a reminder that quality games are complete before they ship out, unlike dam near every game nowadays that are released unfinished and depend on patches from the internet.
I first played this game in about 1997 and it took me till about 2001 to fully explore and finally complete. Laugh if you like but bare in mind this was the pre internet era. The amount of secrets this game holds for a game made in 1994 is absolutely mind-boggling. I'll never be able to reach the speed running peak some seasoned Metroid gamers can reach, but it just shows how far you can push this extraordinary game to it's limits. The game is an absolutely incredible work of art that's perfect to play to this day.
the blue suit is absolutely used in speed runs to save time going back through the large room with the metroids. that shine spark is a valuable time saver right there
Not any more, they get blue suit and while the boss is still dieing they get spike suit(very spicific and confusing) it’s like the blue suit but you can use the run button
@@paradoxiem510 reverse halfie with blue suit is still a time saver. Getting a flash suit is double frame perfect trick and will lose the time you gain if you don't get it fast enough. Which is why it's mainly done by top runners who attempt it a couple of times and settle on blue if they didn't get it.
Blue suit real name: ice suit
Ice suit desc: Shinespark is always ready, can kill enemies by walking into them, and is completely invulnerable to enemy attacks
@@seaside503 Literally nobody has ever called it an ice suit before. It's blue suit. Why try and change something that's been used for the last 25 years or so?
@@leerobbo92 Because i had literally nothing else to name it
I remember using Brickroad's guide years ago. It's a lot of fun to do things out of order with these glitches. I once used the reset glitch multiple times in one playthrough and glitched out my Super Missile and Power Bomb counters by obtaining over 100 of each.
@MegaFelicks Sure, as long as you don't collect any more Missiles afterwards lmao
I remember being younger and repeatedly trying to raise my Missiles to the maximum limit with this glitch. Had I known the maximum was 65535, I'd never have tried it lol
How to kill Ridley:
Step 1: Break the laws of physics
Step 2: Light him on fire
I see metroid I click it's just that simple 😄
#MeToo butt not in that way
You did miss one key detail about the reset glitch.
If you perform the glitch, save and reset, you'll start the game again, back on Ceres station. You'll have everything except for standard missile tanks.
@James Gravil No, he's scripted to fly away once he takes enough damage.
What's also interesting about starting off at Ceres Station is that power bombs destroy the electric doors for some reason.
DaAmazinStaplr Destroy as in glitching up the graphics or actually blowing up the doors as of it was an intended mechanic?
KellsKats Blowing up the doors as an intended mechanic. It’s a weird one to have
@@DaAmazinStaplr Those doors are really yellow (power bomb) doors with different graphics and opening triggers. Any kind of door in this game, I believe, has to be "openable" by some type of ammo, even if it's not supposed to be done; except dark metal doors, which are really just walls disguised with door sprites, swapped over in RAM.
I randomly stumbled across your channel today and I’m glad I did. I watched your videos on my three favorite games of all time, this one, symphony of the night, and aLttP. I can honestly say that I love these games and seeing how you handle them it seems that you do as well.
Have you noticed that, while aiming up on the air, if you turn around, the front facing Samus looks like Metroid: Return of Samus artwork? I think i saw that art before, in the 16-bit era.
Ah, finally a video where I knew all of the glitches, and have even performed many of them myself. I have only pulled off the Mock Ball a couple of times, but I'll never forget the first time I used the Reset Glitch AKA the Space/Time Beam for that New Game Plus experience. I remember hearing at the time of discovery that it could also be performed somewhere else, I want to say in the big room leading to the wrecked ship, to make the game think you're in the final escape sequence and from there return to your ship for what is essentially a credits warp, but I never personally tried that.
Super Metriod is my favorite game on the SNES of all time. I still have a cartridge copy till this day. I will be buried with this game fo sho. But I am blown away with these glitches, I've never seen them until this video. Absolutely amazing video
You should watch a ShinyZeni's world record reverse boss order (RBO) speedrun, if you haven't seen these glitches before. It will honestly blow your mind if you know the game well enough to remember the intended boss order and upgrades. He uses some tricks (moonfall and moondance in particular) that were only discovered within the last few years, and finishes the game in under an hour!
Got my European copy but I'm playing it on a North American hardware clone XD everything moves at normal speed except for Samus, who moves faster. I feel like this is the best way to play it.
the new game + glitch was really interesting, and its one of those glitches that accidentally adds additional gameplay features that are literally just more fun for the player. great video!
Digging this compilation! Always love learning more about the favorite SNES game. Cheers!
The way my dad taught me to use MochBall was normal jump through the door when I enter the room aim down, press down again to morphball, and hope it worked.
Thank you for calling those spaghettio’s! I’ve been calling those round things that since ‘94!
Yep lol
I personnally call them onion rings, but that's more of a matter of taste ;)
Rinka
I called them Oreos. I think I meant to say Spaghetti-O's though.
Spajettyoohses
Dude... your videos are absolutely amazing. I just subbed. Now its time to binge watch your channel like its Netflix.
Awesome.
I'm not the only person who calls those things Spaghetti-O's. Seriously, that's what I've called them since I was a punk playing Metroid 1.
I never really called them anything, I didn't know what to name them XD somehow spaghettio's didn't come to mind
I called them nuclear cheerios
I am glad to see you cover actual glitches in this instead of just speedrun tech. (Machball is debateable as there is actual code for it in the ROM, but I won't argue the inclusion.)
I do wish you had done a little more research into the Zebetite skip though. There are four different methods of it, and the one you cover is the only one that requires Screw Attack be turned off. This isn't a how-to video so it isn't a huge deal, but since you do explain how to perform the glitches I think that's a gap worth mentioning. Otherwise this was one of the more enjoyable videos on the subject I've seen
Failboat was playing Super Metroid (on the Switch with nintendo online) and was messing with corruptions. After he escaped the research lab and Samus's gunship landed on the planet, Samus came out of the ship, but then went right back in. It then showed the mission success screen and then the credits.
Another cool thing about the reset glitch, you can save it. After peforming the glitch, go straight back to your ship and save the game. Reset the console / emulator and load the file. The intro sequence will play again only with Samus using the items you already collected. For some reason, your missile count gets reset to 0, but all of the other items including super missiles and power bombs remain.
I actually saw an explanation for the missile reset somewhere, maybe on Brickroad's file? Anyways, the game "spawns" 5 missiles or however many Sammas uses in the opening cinematic, and then counts her firing them at Mother Brain in the cinematic as "using them" ala playing the actual game. As such, the missile count is reset to that exact number as the cinematic starts, so you always get exactly 0 missiles to start the new game with.
That Mach Ball was Impressive!
Soooo many consol ports cant handle it
I dont thinkbit works on snes on switch
@@zagreen7109 It does. I've done it recently.
That last one is like a New Game -! I say that because it is not a new game plus. You can collect more of everything, which shouldn't be possible
1:56 looks more difficult than it really is lol...
I used to play the hell out of Metroid zero mission. never speed run or anything. Just bored as a kid. I remember beating it on hard mode. I would be able to fire a super missiles in to Mecharidley's core orb thing on the way up and the way down while doing short jumps. Beating him in seconds, and yet some how I would ALWAYS DIE to the elite space pirates guarding the (sperm looking) ships in the bay. They're obviously the real final bosses of Zero Mission.
Anyways I played again years later. I laughed as I entered into Mecharidley's room. Haha, this will be easy. I then proceeded to do everything wrong. Jumped way too high, firing both my missles on the way up and missing both times above and below. I tried again and wasted two or three super missiles. I slow down and just start firing one at a time on the way down during the slowest part of the fall with shorter jumps. I get a few in then run out and had to finish him off with regular missiles., on normal mode lol... that was humbling to say the least.
Keep playing until you regain the skill you had as a youngster. Don't ever let that inner kid vanish :)
Mecha Ridley is easy in Normal Mode, but absolutely painful in Hard Mode, especially if you're fighting the 100% buffed version.
@@snbeast9545 He took me a lot of tries on Hard Mode. I think if I ever get back to playing that game on Hard Mode again, I'm going to try to get more energy tanks. I think I only had 249 energy.
I ended up trying the Reset Beam/Spacetime Beam in other rooms, and found a couple where, instead of reversing time, you step into a room that has the timebomb triggered, enabling you to quickly end the game. I think one I ended up finding was the hallway before the bomb upgrade. Since there wasn't a lot of room, the surrounding area ended up being difficult to navigate, falling through the floor/ceiling, but I passed through the left door eventually.
I remember this too, I spent so much time exploring how the Space-Time beam worked.
On some emulators like SNES9X, you can't even do this at all; only the reset glitch will activate. But on emulators you CAN enter "Escape Zebes" mode in and perform the reset glitch, whichever you prefer, there are even some areas where, depending on how you fire the beam, you can trigger either effect from the same location. The garbage on top of the screen will reflect the effect, whether it's green or orange. Sadly, it's not reliable; that color coding is different, as is the firing method corresponding to the result, depending on what location you choose.
Something I've done with the Reset Glitch is made it so I spawn right back at Ceres Station but with all my upgrades. So really if pulled off right, the Reset Glitch is like an unintended New Game +.
I've always done the glitch in the metroid 1 escape room right beside the one mentioned in the video, then if you save it starts at the beginning.
Something that should be stated about the Reset Glitch (aka Spacetime Beam): If you save after performing it and reload, the opening cutscene will play, which will remove all of your Missiles. The reason is that the opening cutscene has a segment with Samus firing missiles at Mother Brain; this segment does so by setting your Missile count to some low number, having the Missiles be shot, then setting the Missile capacity back to zero so you wouldn't start a normal game with Missiles. As such, all the Missiles you collect and have will be lost on save and reset.
You can gather as many as you want, actually. The counter overloads at 65536, dropping back to zero if you get another past 65535.
I wonder, if there's a way to code into the game (like cheats on an emulator) during the intro cutscenes, and skip over the missile firing part before it's shown, could you avoid losing missiles?
They can technically be considered permanent if you're using save states on an emulator, but not legitimately permanent (which is what I'm sure you're saying). And if anyone thinks saving the game after changing reset mode to escape mode will work, well...heheh, nope!!!
*Laughs in broken save file*
I seriously don't know why Super Metroid had to go and use two different hex values for its missiles. I can't see how making the maximum number 65535 helped anything; it just wasted a value.
that healing thing is so cool when my dad bought this for me back in 1995 the guy at the game store wrote down the code buttons to push for it to work.
I never knew u had to have less than 50 health.
Plus not to mention my dad didn't take me with him since it was a surprise so i never learned it until years later.
super Metroid Secret of evermore and Illusion of Gaia were all classics.
The intro changes slightly after you beat the game and shows a demo of the "crystal flash" technique being used to heal Samus.
It took me a long while to figure out how to do the wall jump. I thought back to how the speed booster is used to affect jumping, and having to specifically press a direction to mimic the bird. From there I realized I had to push in the opposite direction a split second later upon contacting the wall, etc. It's very unforgiving of input error and only a single brief clue as to what inputs are needed. Definitely wouldn't be done that way nowadays.
Re; the mockball: funfact, the distance you can be above the ground before morphing is equal to the difference in Samus height when crouching versus standing (ie; If Samus is about 2 blocks tall when crouching and 2.75 blocks tall when standing, so you have to be less than 0.75 blocks above the ground when you morphball). Also, the jump button needs to be held down for most of the jump.
That aside, good stuff... never knew those details about the 25-some screen space-time beam.
The X-ray climb reminds me of that old Metroid trick of using the morph ball to climb in basically the same way.
17:24 **Lands on planet to see it already exploding**
Samus: "Aight, I'ma head out."
**Leaves without any further explanation**
“Spore spawn, the first mini boss in the game”
Torizo: Am I a joke to you?
edit: ok yeah it’s not living statue I just didn’t know the name
Torizo
Yep it is Torizo and not living statue
"this game never recieved a content patch" - ahh those were the days....a complete game at the time of purchase....that was made the way it was to be made and not changed due to politics or broken data
Cool, I'm glad youtube recommended me this video, I love Super Metroid stuff
PROVE IT .
Get on knees and BLOW that cartridge.
Biggest missed glitches -
1 - Short/Quick Charge - There are two different variants of this, with the two names, but both essentially allow you to get Speed Booster in areas where you don't normally have the room to do so by selectively pressing the run button in sequence, because the game only checks the counter to build run speed on certain frames of Samus' run animation. This is a heavily-used speedrun glitch as well, and in my mind, at least more significant than the Kraid quick kill.
2 - X-Ray Beam - Because you normally can't acquire the Plasma beam before fighting Phantoon, Botwoon and Draygon, those bosses are not properly programmed to take damage from it. If you can somehow acquire Plasma, Charge, and X-Ray, you can obliterate them in one shot if performed correctly. Charge and fire a Plasma shot, and have X-Ray selected, then spam the run button to activate the x-ray repeatedly. The boss will take charge plasma damage on every frame, and die in short order. Even if done poorly, these bosses will die in 2 shots. Again, not normally possible, but you can use it against Phantoon if doing a Reverse Boss Order playthrough/speedrun, and it can be used during randomizer runs as well if you get those 3 items early.
3 - Stand-Up Glitch - By carefully controlling where your health is at by taking damage/taking off armor/etc. just before and just after Mother Brain's first rainbow beam attack, you can summon the baby Metroid to your aid before she uses the shot a second time and thus avoid being paralyzed. Since you retain control of Samus, you can continue to hit her with charged shots while the baby is restoring your health. Other comments have mentioned this one as well.
What other majorly-used/high-use glitches can the rest of you think of?
Loved that game. Even my dad would be playing it when I got home from school in the 90s and he never played video games haha
Someone has to save the galaxy while you were at school.
One time I found a glitch in Kraid's room I don't know what happened but what I did was, I spring ball jumped to the top left corner leaving a one block gap between me and the wall and at the top of my jump I set a power bomb. I jumped again to see the power bomb kill invisible creature that wasn't there. I found this on the SNES remake, the small one with no game console that Nintendo released.
Are you sure it was an invisible creature? It might have been one of Kraid's launched claws, with sprite disappearance due to the overload in the room. IIRC I've seen that in his room, but I can't be certain at this point. It's been a while since I last fought Kraid, and sprite overload was one thing I was never looking too closely for in there anyway.
@@Bro-cx2jc Huh, cool.
Not sure how well known this is, but there is also a glitch that causes Samus' sprite to get messed up if you get hit by a bomb while hanging off a grapple block.
Saw it a long time ago. Can't remember for sure but doesn't she appear to be in her jump / fall state while an extra arm is still reaching out of her head to hold onto the grapple block?
I remember as a kid while I were watching the demo screen, on extremely rare occasion as it have never happened again, the game glitched and the area were titled a little to the right so that Samus could enter the door during the demo screen as it were auto playing.
After the door transition, the music changed to what you hear normally in the game and I could control Samus and move around. I couldn't press start to look at the map or Samus equipment screen however.
Good times... sadly I did not record it on VHS as I was unexpected.
FINALLY, man. God, I've been waiting for a new video from you since your Bloodborne video
I wish the original devs would weigh in on the mockball. Lots of people call it out as a glitch. I've even seen debate on speedrunning forums that it should be disallowed in certain categories of speedruns. However, I've always been of the opinion that it was an intended mechanic. Its activation is very skill based and what it makes Samus do (maintain her sprinting speed while rolled into a ball) makes physical sense. It just seems in keeping with other undocumented abilities the devs gave Samus, like the wall jump, shinespark, infinite bomb jumping, Crystal Flash, etc.
As most people here, I’ve been playing this game for 20 years and I never knew you could do any of the things that are on this video 🤯🤯🤯🤯🤯🤯🤯🤯
Get The Power....
My favourite has to be the Murder Beam glitch and man, thank you for the reset glitch! And i think i have discovered a new glitch. If it isn’t already discovered, i would like to call it: the earthquake glitch. So you need to preform the VAR Glitch the same way you do the reset glitch, unequip the plasma beam, back out fo the menu, and do the VAR Glitch again without adding the beam. Don’t charge up and fire as the game will actually crash if you do. Instead, fire a normal shot and if the screen shakes and samus falls through the ground, you got it working.
oh my god he's back
Minor graphical glitch: Equip the Charge Beam & 1 other beam, select Power Bombs, and charge a shot. This will fire off a unique combo attack for that Beam...but if you switch weapons right as it goes off, the graphics for the shot get goofed up.
Like I said, minor glitch.
I like doing this with glitch beams.
Super Metroid is one of the greatest games of all time.
No doubt.
The new teaser for prime 4 looks like an ice cream sundae.
Did You watch
Cowboy Pocket Tommorow ?
@@stevenmills6502 No, but I'll check it out. For me, the 3D (first person) versions of Metroid just didn't have the same character. I much prefer the 2D platformers.
One fun thing about the reset glitch is that you can repeat it endlessly.
I remember doing that a decade ago so many times that my energy tanks on the load screen were 5 rows. Each row had one extra tank than the last row
I remember making it my goal to farm so many tanks that they'd hit the edge and wrap to the other side
This is great, but please don't stretch to 16:9! The morph ball is not the morph oval.
Still, what a great video.
Glad I stuck around for “top 24 screens” visual/explanation!!
I’m a former game journalist, and Super Metroid is one of my favorites of all time.
I picked up a mint copy in Japan for ~$8 back in 2008 or so. It has a few changes, and is mostly in English.
I'm jealous! SM is one of a few retro games I love that I have never owned physically, but its hard to justify the $200+ that it goes for today.
@@PhobiaSoft Wow, it’s that much?!
I have no concept of what retro games cost these days, especially since I moved to Japan 5 years ago and sold most of my collection 3 years ago.
the reset glitch is the most broken I've seen a game since the exploration glitch in zelda link to the past
I got into it many years ago and started trying to help everyone who had questions about it XD whenever I saw the common "my game crashes when I do it here!" complaint, I always have a solution :) it's one of the best times I had playing Super Metroid when I got bored sometimes with the main gameplay.
@@Bro-cx2jc i know the game is like childhood
I wish there were a Super Metroid romhack that made some of these glitches into "canon" parts of the game, turning many of them into upgrades you can acquire (in story terms by damaging/glitching Samus' suit or something). Even having the Reset Glitch be an alternate ending/story path by doing something equivalent to SotN's inverted castle, with upgraded bosses, new music, and a new final boss.
When you finish the game with all items collected twice, does it give you a 200% rate?
I don't think it would, since the reason you can get the items again is because the game thinks you don't have them
Yes, it will give you a collection percentage over 100%.
@@jeffman3 I guess I will give it a try then. :P
@@brianmoore3489 Uh dude I've gotten an item percentage of 376% before. The game just tosses 1% onto your total for every item collected, no matter what it is and how many. I bet you could even go above 999% and have the hundreds digit glitch out.
@@Bro-cx2jc huh. . .who woulda thought?
I remember one specific room where you can use the var beam to start early end game countdown without going to tourian, go straight back to the ship and you're done. I forgot which room is it though.
The thing I like about Metroid is how you have to explore and find stuff.
Your comment reads like a Norm McDonald line
@James Gravil Yeah you're right. There's no combat or platforming or anything else.
@James Gravil I was making a joke. I understood what you meant.
@James Gravil That's all right, I should have been clearer about it
James Gravil absolutely agree - I would say there is notable combat, but your point still stands.
Metroid combat, to me, has always been gun the bosses with the heaviest offensive you have - especially Metroid 2.
This is where Axiom Verge excels. Contra-style guns, strategic bosses, bionic commando grapflorming, and Metroid isolation/exploration.
I think Axiom Verge is the best in the genre.
The reset glitch has gotta be one of my favorite glitches ever. I used to spend so much time doing “ng+” playthroughs
"If you have access to a copy of Super Metroid, you can likely perform these yourself,"
Everyone with Nintendo Switch Online:
I think they patched the beam glitches outta switch online they won't work for me.
Time for one of those backups to check out on emulator
@@iqueda1420 It worked for me
@@iqueda1420 old I know but I can confirm all the beam glitches work. Including time space!
I need to say something with the Reset Glitch which is that if you save the game with the Glitch already done and exit the game you will return to the Space Colony (Was it?) Well the first place where you appear and where you fight with Ridley and he almost kills you and take the metroid larva well then you will appear and with all the improvements although I think they take away the normal missiles I'm not sure and a couple more failures with this being in the space colony before time, such as using the X-Ray and other things but that's all
Best game Nintendo ever made. Too bad they dont show enough love to Metroid.
ur kidding right?! they rebooted the MP4 because they didnt think what they had was good enough for us. on top of that they have other metroid things in developement. with a high probability of the other project being a Super Metroid HD remake.
@@rytramprophet843 So a bunch of useless speculation? It's going to take quite a lot to make up for the past decade of pure neglect.
@MegaFelicks Half assed bosses? Are we talking about the same game? Bc Proteus Ridley was the best Ridley fight in any 2D Metroid game hands down. Also, it's one hour of cutscenes spread through out the whole game, it's not a big deal at all
That's interesting about blue suit. I didn't know you could short charge on Draygon using the slimes, so I never bothered trying to get blue suit before. I didn't know it had any use other than giving you shine spark since that's all I see runners really use it for. Learned something new today.
You should mention that you need to be standing in a specific position for the Kraid Quick Kill.
you dont
lildingus are you the same “lildingus” that’s a mod in Behe’s stream?
Anyway, I’ve asked both Feral and Behe about Samus’s position when doing KQK, and they’ve both said it’s not pixel perfect but there is an approximately 3/4 pixel window in which you must stand. After reading your comment I went to the SM wiki and it says nothing about being in a specific position, only “choose a favourable location”. So why do I see all runners position themselves in the same place? Where Samus’s foot is just barely over the ledge? Why do you never see people stand by the door, for example? I’m confused now. I’ve just checked 3 of Zoast’s runs too, and he shuffles himself into exactly the same position, foot just barely over the ledge. So why do they all do this if it’s not required? To reduce lag maybe?
@@dept-7443 yeah the lag reduction is down to pixels but the qk itself can be done from as far back as the door, just need good timing
lildingus ahh, thanks for the info.
Only one of the KQK methods requires specific positioning, and even then there are many different spots to choose from.
Once you've done Machball as a means to get early items in Super Metroid, you can't undo it and NOT use Machball....it's just too friggin cool xD haha
I wish I knew some of these glitches 25 years ago, I'm not sure how I got here, but I enjoyed the nostalgia.
It's not gay if it's cheese(!)
same, i can't believe i forgot about this game as it was my favorite in the mid 90's
@@eugeneosborn9551 thank you for agreeing with me!
@@stevenmills6502 no problem, it wasn't that hard to agree. This video (which i randomly stumbled upon) flooded me with memories from my early teen years. I miss those days.
@@eugeneosborn9551
A dog is a man's best friend.
3:02 I KNEW I COULDN’T BE THE ONLY ONE WHO REFERRED TO THEM AS SPAGHETTIOS LMAO 😂
Please put the game footage in 4:3, the way god intended
ye shall be smited
I’ve found it’s easier to do the mock ball for the early super missiles by starting the jump in the other room. Run and jump through the door. As Samus transitions the room, release every button except jump. When she enters the room hold down, then tap down and roll your thumb to the right direction button to the right as you touch the ground. I’ve found this makes the mock ball easier to pull off.