The first version of this video had sound problems and controller problems and just all sortsa problems so I decided to redo it. This video covers: -Wall jumping -Mock ball -(Basic) Short Charge -Shinesparks And I also talk a little bit about some properties of the Speed Booster itself. Even if you have no interest in sequence breaking this game, you should at least know how to wall jump. You can beat the game without ever doing it, but to play Super Metroid with any level of competency wall jumping should be second nature. And it makes the game a lot more fun too! QUICK-N-DIRTY TEXT EXPLANATION OF EACH TECHNIQUE FOR YOU LITERATE TYPES WHAT PREFER LOOKIN' OVER LISTENIN': Wall Jump - Spin jump toward a wall, then press the opposite direction and jump. Can be done infinitely and is essential for any sort of respectable Super Metroid'ing Mock Ball - First, run and spin jump. Let go of jump for a second when you reach your desired height but start holding it again right after, and hold Run the entire time. Tap down once while you're in the air to get Samus pointing at the ground, and then when you're about to touch the ground press down again (turning Samus into morph ball) and immediately roll your thumb from down to forward (also known as a quarter-circle forward motion). It's the exact same motion you use to throw fire balls as Ryu/Ken in Street Fighter. When done correctly you'll maintain your running momentum but you'll be a lil' ball. Basic Short Charge - The Speed Booster can be charged faster if you take a step at normal walking speed before you press run. We'll go over Short Charge in more detail in the Advanced Techniques guide later. Shinespark - Once Speed Booster has kicked in and Samus is all blue and after-imagey, press down on the d-pad to charge a Shinespark. Samus will start flashing white while the charge is active. While flashing, pressing Jump will cause Samus to rocket straight up into the air, destroying any Speed Blocks and most enemies stupid enough to not get out the way. You can also Shinespark horizontally by pressing Jump and then pressing Left or Right immediately after, and you can Shinespark diagonally up just by angling your gun diagonally up and pressing Jump. NOTE: Samus does take damage through the duration of the spark, and if she falls to critical health during a Shinespark the spark is aborted mid shine.