Other: Floaty JumpDiscovered by
Odylg, Master ZED
- After the discovery of the floaty jump glitch in Metroid Prime 2: Echoes, it was found that it is also possible to activate similarly glitched air physics in Metroid Prime. As in Echoes, the key to enabling floaty jump lies in having Samus immersed in some form of water when a state change occurs. It is currently possible to produce the glitch in the Chozo Ruins by abusing the acid-to-water transition that occurs after beating Flaahgra, and in Magmoor Caverns by exploiting the cooling of the lava that takes place during the solution of the Magmoor Workstation energy tank puzzle. Unlike in Echoes, both cases require abuse of secret worlds, and are only possible on the original north american version of the game. Touching water or taking an elevator will permanently invalidate the glitch.
- In a nutshell, the Ruins floaty jump is granted by defeating Flaahgra, then, without leaving the Chozo Ruins, entering a secret world; making contact with a body of water while in the secret world; and finally returning to the map. Since there is a secret world in Sunchamber, where the Flaahgra battle occurs, this room is where the glitch is traditionally exploited, although it can be performed in any other room in the Ruins that has a secret world and contains water (such as Gathering Hall), provided no elevators have been used since Flaahgra's defeat and the game has not been reloaded from a save. We will deal with the Sunchamber method here. It should be noted that this method will work whether or not you elect to collect the Varia suit after beating Flaahgra. You will need to be in possession of space jump by this point.
- Beat Flaahgra using the standard mirror-flipping method for rounds one to three and the non-mirror-flipping "genius" method for round four, so that all four mirrors remain in the "on" position. Leave the map as per the Sunchamber secret world instructions. Immerse Samus in the newly cleaned water from below the map, and then return to the level. Getting back into the level can be done in a number of ways: slowly "floating" back up to a suitable height and then dropping through the hole in the ceiling; climbing Sunchamber from the outside and then dropping through the hole in the ceiling; or wallcrawling two rooms away and then "door warping" back into the map. This final method is probably the easiest, so it is the one that we will discuss here, and is also the method depicted in the above left video.
- Once Samus has taken a bath, she will acquire floaty jump while still in the secret world. This can be used to our advantage. Approach the door that is blocked by vines and then load the next room (Sunchamber Access) by space jumping so Samus's head hits the underside of the steps in front of it. Jumping from within a secret world is something of a hit-and-miss affair, and you will most likely need to press B several times before it works. You will be able to tell whether the next room is loaded or not by firing power beam shots into the space where the room should be. If the shots are stopped by an invisible wall, the room has been loaded and you may proceed. If not, you will need to repeat the space jump and then test for the room's presence once more. You need to do this step correctly - otherwise the game will most likely crash when the next stage is attempted.
- Move so that the vine door is edge-on as you view it and space jump onto the top of it. Look down and shoot the door so it loses its blue colour. Strafe right so Samus comes into contact with the invisible wall of Sunchamber Access and jump. If done correctly, the graphics of Sunchamber Access will appear. Drop back onto the door and shoot it again so both halves have now lost their blue colour. The next step is to free Sunchamber from the Gamecube's memory, which is done by jumping straight up and then manoeuvring so that you fall past the door on its Sunchamber Access side. When performed correctly, Sunchamber disappears and the background will turn black. If Sunchamber Access disappears instead of Sunchamber, you will need to repeat the space jump / strafe procedure and try again from there, making sure that you fall down towards the Sunchamber Access side of the door.
- You will now be back below the level. Space jump back up onto the door as before, and from there jump onto the roof of Sunchamber Access. You ought to find that you can walk along the roof of this room normally. Continue until you are standing in mid-air beyond the far door, that is the one that leads to Sunchamber Lobby. Morph and fall until you are level with the back of this door, and then unmorph. It is best to do this in stages, as if you stay morphed for too long you will fall below the map and not be able to get back up. You should now be standing in mid-air facing the back of the door that connects Sunchamber Access to Sunchamber Lobby. Walk up to the back of the door, shoot it, and wait for the Gamecube to load Sunchamber Lobby around Samus. When it does so, you should be back in the map. Finally, you will need to reset the game's room pointers by walking briefly into Sunchamber Access and then back into Sunchamber Lobby to fix up the game's internal state. You now have floaty jump and can continue playing as you wish. Be careful not to fall in the water when coming back through Arboretum, though, as this will strip you of your floaty jump attribute.
- As mentioned above, it is also possible to acquire floaty jump in Magmoor Workstation. Unlike the Chozo Ruins floaty jump, this glitch may be activated at any point in the game, provided the wave beam conduits that form the energy tank puzzle have not yet been activated. This method is shown in the above right video, and outlined below.
- You will need to enter the Magmoor Workstation secret world using your preferred method. Kill either two or all three of the flying pirates, depending on whether you plan on keeping one alive as a combat dash point - although it is probably easier to waste all three and use the pickup scan-dash method instead. Activate the purple and green power conduits using wave beam shots, and then dash into the secret world as per the Magmoor Workstation secret world instructions. Stand in the lava near the blue power conduit and shoot it with the wave beam. A cutscene will activate, the lava will cool and solidify, and Samus will be granted floaty jump. This time, getting back into the map is probably most easily done simply by scaling the walls of the room from the outside and then dropping back through the hole in the roof - one method of doing this is shown in the video. Be very careful that you do not fall into the lava when you drop back in, however, as this will rob you of your floaty jump attribute.
- The main use to which Prime floaty jump has been put is the discovery of more secret worlds. It also makes possible the collection of various early expansions and facilitates a free-form infinite bomb jump, which may be seen in the Transport to Chozo Ruins North secret world.