About: Shinespark   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Shinespark is performed by activating the Speed Booster, crouching, and then jumping. When jumping, Samus can choose to aim the Shinespark in one of five directions; these directions are left, diagonal up-left, up, diagonal up-right, and right. The process must not be interrupted if the Shinespark is to be performed successfully. Once she has stored a charge by crouching, Samus may stand up and move around as usual with the exception of jumping normally, which will activate the Shinespark. This may be avoided by performing a Spin Jump, which does not activate the technique. While Samus cannot fire any beams while doing a Shinespark, a charged beam can be maintained during a Shinespark in Metroid: Zero Mission.

AttributesValues
rdfs:label
  • Shinespark
  • Shinespark
rdfs:comment
  • Kategorie:Stub 250px|thumb|Shinespark in Metroid Fusion Der Shinespark ist eine Spezialfähigkeit in einigen Metroid-Spielen. In Super Metroid, Metroid Fusion und Metroid: Zero Mission ist der Shinespark keine offizielle Fähgkeit. In Super Metroid erklärt der Dakora, welcher sich in einem optionalen Bereich von Brinstar aufhält, den Shinespark, welcher dort Jet-Sprung heißt. In Metroid Fusion und Metroid: Zero Mission hingegen gibt es keine Erklärung und um einige versteckte Gegenstände erhalten zu können ist man gezwungen, sich diese Fähigkeit selbst anzueignen.
  • The Shinespark is performed by activating the Speed Booster, crouching, and then jumping. When jumping, Samus can choose to aim the Shinespark in one of five directions; these directions are left, diagonal up-left, up, diagonal up-right, and right. The process must not be interrupted if the Shinespark is to be performed successfully. Once she has stored a charge by crouching, Samus may stand up and move around as usual with the exception of jumping normally, which will activate the Shinespark. This may be avoided by performing a Spin Jump, which does not activate the technique. While Samus cannot fire any beams while doing a Shinespark, a charged beam can be maintained during a Shinespark in Metroid: Zero Mission.
dcterms:subject
dbkwik:metroid/pro...iPageUsesTemplate
dbkwik:de.metroid/...iPageUsesTemplate
abstract
  • The Shinespark is performed by activating the Speed Booster, crouching, and then jumping. When jumping, Samus can choose to aim the Shinespark in one of five directions; these directions are left, diagonal up-left, up, diagonal up-right, and right. The process must not be interrupted if the Shinespark is to be performed successfully. Once she has stored a charge by crouching, Samus may stand up and move around as usual with the exception of jumping normally, which will activate the Shinespark. This may be avoided by performing a Spin Jump, which does not activate the technique. While Samus cannot fire any beams while doing a Shinespark, a charged beam can be maintained during a Shinespark in Metroid: Zero Mission. Samus can also Shinespark in mid-spin jump. In order to do this, she must store a Speed Booster charge as usual. After spin jumping into the air, she must look up, down, or fire a beam to stop the spin. Once she has stopped spinning, attempting to jump again will activate the Shinespark; again, the Shinespark can fly in any of the five previously mentioned directions. If a Shinespark is performed horizontally against a slope in Metroid Fusion or Metroid: Zero Mission, Samus will begin to run along the slope at full speed (in Super Metroid this is not possible; Samus will simply continue flying by sliding across the slope). This feature debuted in Metroid Fusion and is key in performing multiple Shinesparks in a row. Metroid: Zero Mission introduced the Ballspark, which is basically the same technique but performed in Morph Ball form. Once again, hitting a sloped edge while using the Ballspark will cause Samus to continue at high speeds until she collides with a flat surface. Pressing down once this has occurred will store a charge for another Ballspark. The Morph Ball launchers introduced in the same game allow Samus to instantly activate a Ballspark. A very complicated series of Shinesparks can be attempted in Metroid Fusion to see the Secret Message. It is one of the very few sequence breaks in that game. Another complex series of Shinesparks and Ballsparks can be used in Metroid: Zero Mission to obtain the Super Missiles much earlier than normal. In Super Metroid, performing a Shinespark decreases Samus' energy very quickly, thereby rendering the Shinespark feature useless when Samus has only 29 energy left. If Samus runs low on energy in mid-Shinespark, she will act as if she had collided with a wall; this will also occur if she tries to activate another Shinespark before regaining any energy. Additionally, the end of a Shinespark in Super Metroid releases a shockwave perpendicular to Samus' trajectory a few seconds after she impacts something; this shockwave takes the form of "afterimages" of Samus. On contact, the shockwave deals damage comparable to that of the Shinespark itself, but it does not always affect enemies vulnerable to the Shinespark. Occasionally, the Shinespark tends to angle differently than normal, often to hit an unaware, nearby enemy. Metroid games after Super Metroid do not feature either of these aspects of the Shinespark. The Samus Screen in Metroid: Other M shows the Shinespark listed underneath the Speed Booster as a secondary ability. The Shinespark is performed by building up a Speed Booster charge and then jumping in a direction. In this iteration, the move is more of a long jump than a continuous boost. The 59th issue of Nintendo Power, which contained previews for Super Metroid, referred to the Shinespark as the "Speed Booster Blast", because Nintendo had not yet given it an official name.
  • Kategorie:Stub 250px|thumb|Shinespark in Metroid Fusion Der Shinespark ist eine Spezialfähigkeit in einigen Metroid-Spielen. In Super Metroid, Metroid Fusion und Metroid: Zero Mission ist der Shinespark keine offizielle Fähgkeit. In Super Metroid erklärt der Dakora, welcher sich in einem optionalen Bereich von Brinstar aufhält, den Shinespark, welcher dort Jet-Sprung heißt. In Metroid Fusion und Metroid: Zero Mission hingegen gibt es keine Erklärung und um einige versteckte Gegenstände erhalten zu können ist man gezwungen, sich diese Fähigkeit selbst anzueignen. Für die Ausführung eines Shinesparks müssen zuerst die Speed Booster aktiviert werden. Daraufhin muss Samus sich ducken. Springt sie nun ohne Salto, so kann der Shinespark in eine mehr oder weniger beliebige Richtung erfolgen. In Metroid: Other M wird der Shinespark erklärt. Dort reicht es, den Speed Booster aktiviert zu haben und dann kurz die Sprung-Taste gedrückt zu halten, woraufhin Samus einen schnellen, aber weiten Sprung macht.
is Upgrades of
is Weakness of
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software