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Infinite Bomb Jump: Difference between revisions
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*''[[Metroid Fusion]]'' | *''[[Metroid Fusion]]'' | ||
*''[[Metroid: Zero Mission]]'' | *''[[Metroid: Zero Mission]]'' | ||
*''[[Metroid Dread]]'' | |||
|firstgame=''[[Metroid II: The Return of Samus]]'' | |firstgame=''[[Metroid II: The Return of Samus]]'' | ||
|users=[[Samus Aran]] | |users=[[Samus Aran]] |
Latest revision as of 02:54, 24 May 2022
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The Bomb Jump, commonly referred to as the Infinite Bomb Jump is a technique usable in all 2D games except for the first one. It involves timing the setting of bombs so that the Bomb Jumps continuously propel Samus upward. The timing differs between the games. This technique was not intended to be in Metroid II: The Return of Samus, but the developers were aware of it in Metroid Zero Mission. The evidence for this is that there are a number of areas in Metroid Zero Mission that have no use except as a path for Sequence Breaks with the Bomb Jump. For example, one of the areas is located to the left of Samus Aran's Gunship in Crateria. Its only purpose is to serve as a way around the Speed Booster blocks using the Bomb Jump. Another piece of evidence is that the technique is mentioned on the official site[1]. It is very hard to do this technique without watching a demonstration of the timing. In Super Metroid and Metroid: Zero Mission, it's possible to use two bombs at once. This is called a Double Infinite Bomb Jump.
Gallery[edit | edit source]
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Samus pointing to one of the areas in Crateria.
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The same area