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The Memory Card .34: Learning to wall jump photo

Tutorials in videogames are very strange things. They are obviously important — as players need to learn how to play somehow outside of reading their dust-covered instruction booklets — but they always seem so out of place in the context of the videogame world.

For example: Why is that random signpost in the village telling my character to hold down “A” to perform a charged sword attack? Did that NPC really just suggest I sort the items in my inventory screen to make things easier to navigate? How do these signs/characters know these things and why the heck are they talking about them? It makes no sense!

Sometimes, though, tutorials are implemented in brilliant ways; never more so than in Super Metroid for the Super Nintendo Entertainment System.

Do you want to know how all videogame tutorials should be handled? Hit the jump to find out.

The Set-Up

I’ve said it before and I will say it again: Super Metroid is in an epic, three-way battle for my #1 favorite game of all time. Along with other contenders The Legend of Zelda: A Link to the Past and Final Fantasy VI, it is one of the few games in my life that I would call perfect.

In the game, you play as bounty hunter Samus Aran as she returns to the setting of the original Metroid, Planet Zebes, in the hopes of retrieving a baby Metroid that was stolen from the Ceres Space Colony. Since this is the third time Super Metroid has been featured on The Memory Card (yup, that’s right: the third time), you can go back to the two other posts (here and here) to check out more of the backstory.

Super Metroid is one of a dying breed of games that doesn’t offer a tutorial of any kind once you hit the start button. When the game begins, Samus is thrown into the action immediately. It isn’t until later in the game when one of the most clever, wonderfully subtle tutorials in videogames makes an appearance.

As her adventure takes her all over many different sections of Zebes, Samus obtains a plethora of special items and learns a multitude of new techniques. Each of these items and techniques usually comes in the form of some type of collectible. Once this collectible is picked up, Samus is rewarded with some new power, be it an upgrade to her weapon or a stronger suit.

At one point in the game, Samus’s journey takes her to a room containing a giant vertical corridor. Since no platforms are sticking out of the smooth wall, there is no traditional way for Samus to climb the long tower. Even her many upgrades won’t help her – the corridor is just too tall.

This seemingly insurmountable obstacle offers a true challenge for the skilled Samus and happens to be when the next Memory Card occurs: learning to wall jump.

The Moment

Right before Samus gives up and tries to locate another way around this obstacle (of which there is none), she notices a friendly group of fuzzy aliens moving around in the background of the room. Before she even has a chance to react, the little creatures (referred to as Etecoons) run forward and bound up the corridor, jumping back and forth between each wall.

After watching the intelligent Etecoons perform the move a few more times, the player is forced to think: Could this same technique be used to get Samus up the high passage as well?

Up to this point in the game, all of Samus’s new moves had been earned by picking up an item. No “wall jump” item had been retrieved, so what is Samus supposed to do?

By paying close attention to what the native Etecoons are doing, the player can actually mimic the moves with Samus and get her safely up the passage. All it takes is to jump against the wall, quickly press the opposite direction in accordance with the jump button, and watch as Samus launches herself in the other direction.

The traditional move is used in many other games, but the way it is introduced to Samus is what is revolutionary.

By using this technique over and over again, she can scale the wall and continue on with her adventure. Although it sounds simple, it really isn’t; not only is the wall jump hard to perform, it has to be performed numerous times in a row to make it to the top successfully.

You can watch Samus perform the tricky wall jump right here:

The Impact

Now, to most people, this may seem like such a throwaway moment that has no real significance whatsoever. But that is really not the case at all.

One thing that is so neat about the wall jump in Super Metroid is that Samus actually possesses it the entire time. Once the game starts up she can technically perform it anywhere she wants. The thing is, the move is tough to perform and would most likely not be executed by accident had the player possessed no prior knowledge that the technique existed.

I will never forget the first time I got to this section of the game. I definitely figured out I needed to jump up the wall, but I truly thought I needed to find something to give me the power to do it. I backtracked as much as I could, but since Samus is pretty much stuck in this small section of the game until she climbs the vertical tower, I almost had to give up and restart the game, sure there was something important I had missed.

When I discovered I could wall jump by just following the pattern of the Etecoons, I was blown away. Not because of the move itself, mind you, but by how I learned it.

Up to this point, videogames would require you to either read the instruction manual to learn all the main character’s moves or have the player read a random on-screen prompt. Super Metroid changed all this.

Think about it: Super Metroid is a game for the Super Nintendo, an awesome console, but one lacking in technology when compared to the monsters of today. In the game, the designers chose to include a wall jump as one of Samus’s normal moves. And to teach the player to use this, they wouldn’t include it in the instruction manual or have the player read a random computer screen explaining the technique. No, the designers made a creative choice to add some friendly alien creatures (native to the planet) in the background and show Samus (and, in turn, the player) how to perform the move. With no text. No dialogue. Nothing. The entire sequence is just a series of visual cues that the player doesn’t even really have to watch. It all happens in the background as the Etecoons are basically just playing around. They aren’t technically teaching Samus the move; Samus more or less just picks it up through observation of the living environment. It is pretty impressive when you really stop and think about it.

Even more impressive, the same technique is used again later in the game when Samus is required to learn a new jumping skill. You can watch that right here:

Can you imagine how cool it would be if all games implemented this seemingly simple mechanic? What if Link had to learn all his moves by watching people in the village perform them rather than the game holding your hand and showing you how to do everything? Sure, it would be a challenge to implement things like this, but wouldn’t it just make the game so much better? Hell, it worked for Super Metroid, right?

Samus learning to wall jump may be small when compared to a lot of the other moments I have experienced in videogames over the years, but it is one that I will most definitely never forget. It also is another one of the numerous reasons that Super Metroid is such a masterpiece and one of my favorite games of all time.

The Memory Card Save Files

.01 - .20 (Season 1)
.21: Crono's final act (Chrono Trigger)
.22: Ganon's tower (The Legend of Zelda: Ocarina of Time)
.23: It was all a dream? (Super Mario Bros. 2)
.24: The assimilation of Kerrigan (StarCraft)
.25: A McCloud family reunion (Star Fox 64)
.26: The return of Rydia (Final Fantasy IV)
.27: The battle with the Hydra (God of War)
.28: Fight for Marian's love! (Double Dragon)
.29: The Hunter attacks (Half-Life 2: Episode 2)
.30: The Phantom Train (Final Fantasy VI)
.31: The end of The End (Metal Gear Solid 3: Snake Eater)
.32: In Tentacle We Trust (Day of the Tentacle)
.33: Peach dances with TEC (Paper Mario: The Thousand-Year Door)


Continue: More The Memory Card stories





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46 comments | showing # 1 to 46

Scary Womanizing Pig Mask's Avatar
Scary Womanizing Pig Mask at 05/08/2008 17:36
I loved the little helper critters. I always make a point of saving them before Zebes explodes each time I beat Super Metroid
fetusmilk's Avatar
fetusmilk at 05/08/2008 17:37
what about the special move that fills your health? by using up missiles and bombs by pressing some weird combo.
Holyetheline's Avatar
Holyetheline at 05/08/2008 17:38
It's definitely a nice touch how Super Metroid pulled off the wall jump and special jump. I remember trying so hard to get that jump down, it was so rewarding when I finally did.
bleep's Avatar
bleep at 05/08/2008 17:42
yeah I remember that part of the game.
Unfortunately I think if this manner of teaching techniques was more prevalent in games there would be a portion of the gaming audience that might not catch on as fast. But it definitely a different type of learning than just following the steps 1, 2, 3
more innovative and more fun at the same time because there is a sense of accomplishment after the fact much more so than if you were just taught the moves.
Blake's Avatar
Blake at 05/08/2008 17:50
I've only played Super Metroid on the VC, but I kind of liked this part.

Hey, did you go and save the little Critters from dying at the end of the game, Chad?
king3vbo's Avatar
king3vbo at 05/08/2008 17:52
Ahh the "special jump", or as I call it, The Dachora Jump
OPTIMUS PRIME's Avatar
OPTIMUS PRIME at 05/08/2008 17:54
I totally did not get this "tutorial" when I first played through the game. It took me forever to figure out that I was supposed to wall jump.
Dexter345's Avatar
Dexter345 at 05/08/2008 18:07
I think my favorite part is that you possess the ability throughout the whole game, but are never explicitly told. It's really brilliant.
Chad Concelmo's Avatar
Chad Concelmo at 05/08/2008 18:07
@Blake,
I always try my best. :)
Artix Lumin's Avatar
Artix Lumin at 05/08/2008 18:10
I alway tried to save them when the game ended. Those guys were awesome.
Xelotath's Avatar
Xelotath at 05/08/2008 18:14
That was an awesome part, mastering the wall jump at the end was so rewarding. I can't find a flaw to Super Metroid and it's why it's my #2 game of all time.(Chrono Trigger = #1) Super Metroid had a huge impact on me at the time and every time I replay it I remember so much good memories.
Puppy Licks's Avatar
Puppy Licks at 05/08/2008 18:17
Man it took me FOREVER to figure out that I had to duck to super jump like that ostrich/bird like thingy. I was so relieved when I finally made it work too.
s0lesurviv0r's Avatar
s0lesurviv0r at 05/08/2008 18:17
I remember being so confused by those critters when I first played Super Metroid. It would be great if more games introduced tutorials like this.
dontstaylong's Avatar
dontstaylong at 05/08/2008 18:18
as always, a fantastic article.

i didn't get to play super metroid until it came out on the vc, and when i got to that part i was pretty much frothing with frustration until i realized you could wall jump. everything you just described in that article is spot on.

i still haven't finished the damn thing though. i need to just read a game guide - i'm stuck in maridia. ugh.
BA Chieftain's Avatar
BA Chieftain at 05/08/2008 18:21
It's moments like this that make The Memory Card my favorite d-toid feature.

I feel like there are entire generations that will miss out on what makes these games of the past awesome and not just the "retro-hip" style our culture seems to be embracing. I played Super Metroid for the first time only 2 years ago, and I was still completely moved by the entire game experience because of how carefully crafted each part of the game is.
Def JM's Avatar
Def JM at 05/08/2008 18:34
This is by the far my favorite memeory card. Thank you, and Im with you on the three way tie of all time games though.
ArrestedDeveloper's Avatar
ArrestedDeveloper at 05/08/2008 18:35
I can't believe I actually remember that song the little creatures sing when they demonstrate the wall jump.
SolidRay's Avatar
SolidRay at 05/08/2008 18:40
I think ultimately, "useless" things like this make for great games. Instead of going the conventional route, it's the little details and the programmers' "wouldn't it be cool..." moments that make a game unique.
The-Excel's Avatar
The-Excel at 05/08/2008 18:41
Had I no prior experience to the technique if I played it, I wouldn't have paid much attention to the fact that anything they could do, I could do too. After the initial perplexity, I would have just shot them and marked it on my paper map under places to go when I find a new ability.
LionheartAce's Avatar
LionheartAce at 05/08/2008 18:55
There will never be another like it. *cry* that's what makes me sad. I love this game.
naia-the-gamer's Avatar
naia-the-gamer at 05/08/2008 18:58
I recently discovered this little secret. I managed to play through Super Metroid multiple times without ever saving the creatures and discovering this "tutorial." Zero had to show me. I'm wondering if I discovered that by accident, because I still remember being able to do that.

Sigh... Super Metroid was such a great game.
Edco's Avatar
Edco at 05/08/2008 18:59
A magical moment. Most all of Super Metroid's upgrades were given great gameplay introductions, in that they were to be used immediately in order to progress. Others were just good at making you replay prior aresa, which was essential in the level design. "What are those little spaces all over the place? What's this upgrade going to be--?? OH, MORPHBALL."
Justin Villasenor's Avatar
Justin Villasenor at 05/08/2008 19:09
@fetusmilk

Dude, I know exactly what you're talking about. There was an issue of Nintendo Power that told what items you need and the button combination to activate it, but no matter how many times I tried it would never work. :(
Das Inchworm's Avatar
Das Inchworm at 05/08/2008 19:26
i stayed there for like 10 minutes before i noticed them.
Palidi's Avatar
Palidi at 05/08/2008 19:52
I remember that I couldnt ever perform the wall jump properly when I tried it. My first playthrough(after restarting from getting stuck down there) was entirely without being able to perform the wall jump.
happyorangeman's Avatar
happyorangeman at 05/08/2008 21:02
Those were the two parts I got stuck at for HOURS. I thought that I had forgot something and I was stuck there forever. I felt a little stupid when I found out what to do. Nice one Chad.
TurboHyperFighting's Avatar
TurboHyperFighting at 05/08/2008 21:17
@Palidi:

HA! I hear ya man! I got stuck there and thought I'd bugged the game up. So I made another game and avoided that area for as long as possible, until my friend taught me how to do the jump correctly. It took me FOR-EH-VER to get it right.

I remember I was so upset about being stuck down there that I actually tried to bombjump all the way to the top. I came real close to the top, too. BOY was I pissed. I mean, throw-the-controller pissed.
catsithx's Avatar
catsithx at 05/08/2008 21:49
I scream and yell at why I could go up and futher till my freind told me about thoses little creatures.. Then I realized it was something like strider wall jump from the nes, but a bit differnt.
Bluefusion's Avatar
Bluefusion at 05/08/2008 22:05
Wait..wait.. you can save the animals at the end of the game?

On a second note, it was always a real pain to get into the morph ball to get the missile expansion at the top of the tunnel.
Audio Video's Avatar
Audio Video at 05/08/2008 22:10
Man, the first time I played through this game I had no idea what the deal with that shaft was. Like some other people probably did, I just ended up resetting when I got stuck at that part since it was the only way out. Plus, I tried shooting the little guys but it didn't do anything.

I did figure out the speed-boost jump by myself, probably after seeing that bird do it.
Samit Sarkar's Avatar
Samit Sarkar at 05/08/2008 22:56
Chad, I’ve (sadly) never played this game, but what you described is absolutely ingenious game design. Great column, as always!
Qalamari's Avatar
Qalamari at 05/08/2008 23:26
Good one. I don't want to spoil anything, but this is related to my favorite part of the end of Metroid 4.
vonrichter's Avatar
vonrichter at 05/08/2008 23:40
What's interesting about the walljump in SM is that it's completely unnecessary, but if you know it, it renders the grapple beam essentially pointless. It's always faster to simply walljump than to mess around with the grapple.
A New Challenger's Avatar
A New Challenger at 05/09/2008 02:55
Actually, there are some parts where the wall jump can't get you because of ledges, but these may be optional.

I actually learned to wall jump after getting stuck with the jumping ostrich and trying everything to break free. I happened to notice Samus had a couple new frames of animation while jumping near a wall, and I figured it out.

I like that these moves made it into Zero Mission :)
exodus1925's Avatar
exodus1925 at 05/09/2008 05:07
I am so glad that I bought this on VC
Demtor's Avatar
Demtor at 05/09/2008 07:44
Mr. Concelmo, you have outdone yourself with this one sir. *applauds* Masterfully written for a masterpiece of a game. Its like you put to word form my thoughts exactly when it comes to Super Metroid, its scary. GET OUT OF MY HEAD!

My love for this game goes back to my summer days of my SNES addiction. 1994 back in the old neighborhood, where the basement lighting is dark and the air con feels sooooo good. My Dad actually forced me go outside and play with my friends from time to time, haha. Between my trusty SNES and my crazy friends it was the best summer of my life really. Ahhh, to be a 5th grader again.

I too did the same as a few people, frantically tried to bomb my way to the top. Or try and open the door with some special beam equip options. It took me quite awhile to figure out what those little guys where doing. In fact I remember wall jumping by accident once and was like, "WTF was that?" Then it hit me and that "AAhhhhhh HAH!" feeling was in full effect. I could always get the first jump off right but never the second. Spent A LOT of time stuck in that little corridor. When I finally made it to the top I gave thanks to the gaming gods and sacrificed an Atari controller. These were good days my friends, good days.
HiDefLoMein's Avatar
HiDefLoMein at 05/09/2008 07:56
There was also one audio clue that this was supposed to help you - the song these little guys sang before they started jumping. If you listen to it closely, it's the same fanfare that plays whenever you pick up a weapon or suit upgrade (from the first game).
razerangel's Avatar
razerangel at 05/09/2008 09:09
nice memory card as usual chad!
Mxyzptlk's Avatar
Mxyzptlk at 05/09/2008 10:01
God, why haven't I downloaded this game on the VC yet?
Kyoden's Avatar
Kyoden at 05/09/2008 11:33
I always remember being frustrated by getting the timing right on the button preses...
morkuma's Avatar
morkuma at 05/09/2008 12:01
@Mxyzptlk. i was thinking the exact same thing
Chad Concelmo's Avatar
Chad Concelmo at 05/09/2008 13:08
@ArrestedDeveloper,
That's because you are AWESOME! :)
SWE3tMadness's Avatar
SWE3tMadness at 05/09/2008 14:56
Wow. I've seen this done before, but I never really considered this moment that important until now. I agree, it would be really awesome if more games employed more visual cues like this to teach you techniques.

The only downside is that while it may show you that a move can be done, some people may have trouble figuring out the controls needed to execute it, so this would only be useful when the controls are relatively simple and/or intuitive
KyleGamgee's Avatar
KyleGamgee at 05/10/2008 15:00
Great write-up Chad. <3 Super Metriod.
CoRnJuLiOx's Avatar
CoRnJuLiOx at 02/19/2009 19:45
I hated that part of the game. Hated it. Not because it wasn't cool, but because it was so damn tough to get the wall-jump right. I guess that being forced to do it helped you master the technique, though.
q-pa's Avatar
q-pa at 06/21/2009 23:21
I only think that tutorials have become even *more* hit-you-over-the-head stupid in the time since then. They really need to learn...
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