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Tiny Diggers – An iPad Construction Truck Game for Kids Age 2-5

February 20, 2012 – 12:39 pm | 3 Comments

Tiny Diggers has just been released on the iPad and soon the Mac computer. Here’s the details on this fun, educational game from TouchTilt Games.
Tiny Diggers Delivers Learning With Construction Trucks For Kids on the …

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Home » Gameboy, WTF?

What am I doing wrong?

Submitted by on June 3, 2007 – 10:15 pm5 Comments

perspective-wall.png
OK, so maybe you guys can help me, I’m pretty annoyed here. I’m trying to do a wall jump in Metroid Fusion and can’t really get it to work right. I can spring off one wall but have yet to successfully spring off the opposing wall right after. It doesn’t matter if I’m doing the left wall or right wall first, I can only do whichever one of them I hit first, and that only maybe one time in six.

I’ve beaten the game in the past so I know you don’t need to use it to beat the game, which is fortunate, but I need it to get 100% completion I think, and even if I don’t it would be nice if I could pull it off.

I understand how it’s supposed to work, and how I’m supposed to do it, but it’s just not happening for me. Everywhere I look online seems to imply it’s not too hard, so I must be doing something wrong. Any tips? Anyone else have this problem?

  • John H.

    All 2D platformer players eventually reach the point where they’re asked to do wall jumps, and they all have trouble with it at first. It doesn’t help that each game that has them has slightly different timing, but once you get it down into your muscle memory it becomes much easier.

    It’s been a while since I played Fusion, but the Metroid wall jump system, if I remember correctly, depends on doing a somersault into a wall, so when you strike it Samus changes to a one-hand-on-wall pose. The idea is to push away and jump at the moment you get that.

    This may not be helpful, but the timing in Metroid games, I believe, is a little slow. You don’t want to push away and jump the moment you touch the wall, but a split second after. The timing is a little loose actually, so it’s not hard to do once you get the “center” of the timing down right; if you have the impression that you’re supposed to jump before the game wants you to, then you’ll only perform the jump if you’re doing it -wrong-.

  • http://www.aeropause.com Stephen

    Thanks John, I’ll give that a try. I wish it were more like Ninja Gaiden, which lets you stick to the wall indefinitely and is actually easy to do by accident, or even Mega Man X or Zero, which sticks you to the wall and you slide slowly down. In Fusion, Samus only interacts with the wall if you press the button and push away at the right moment, otherwise she keeps somersaulting and drops to the floor. Makes the whole thing a pain.

  • http://spyder.wordpress.com Andrew Herron

    I think the trick is to do it at the peak of her jump or just after. Youtube has a video you can learn from :)

    http://youtube.com/watch?v=-A2R0knMd4I

    I think the basic trick is to not hit jump until you see the spinning stop and become the touching-wall pose. It’s been a while since I played fusion though.

  • http://www.aeropause.com Stephen

    The problem is that Samus does not change to the wall cling frame until you’ve properly executed the wall jump. So the spinning does not stop until after you’ve actually succeeded. I’ve been trying to do a wall spring near the peak, either just before, at, or after, and it doesn’t seem to make it any more reliable for me.

  • TheBrain

    I also had trouble wall jumping in a Metroid game, but I think it was Super Metroid. I don’t even remember what my problem was, but eventually I was able to do it every time. Eventually timing the direction on the dpad in conjunction with the jump button will click for you.