The Boost Jump is a technique that can be performed with the Boost Ball in Metroid Prime 2: Echoes and Metroid Prime 3: Corruption, but not the original Metroid Prime. In the environment, certain Spider Ball Tracks are spaced far apart, often over long chasms. Samus must traverse the track to its end, charge the Boost Ball, and then she will launch forward at the adjacent track. This ability, of course, does not come into use until Samus acquires the Spider Ball.
The Boost Jump's first required use is in the Sanctuary Entrance after Dark Samus destroys the bridge. However, Samus can use the Boost Jump in the Reactor Core before encountering her doppelgänger at the bridge, to acquire an Energy Tank.
Aside from navigation, the Boost Jump technique is used in combat and item collection. It is used in the Caretaker Class Drone fight to destroy each of its power cores, and against the Quadraxis to launch onto its exposed Head Module and set Morph Ball Bombs. In Echoes, the Boost Jump is required to collect the second Ing Hive Temple Key, and in Corruption, a Missile Expansion in Powerworks.
Official data[]
Onscreen tutorials[]
- Metroid Prime 2: Echoes
- "The Boost ability can propel the Spider Ball away from the magnetic rails."
- Metroid Prime 3: Corruption
- "Use the Boost ability to rapidly propel the Spider Ball away from magnetic rails."
| Special Actions | |
|---|---|
| Suit | Moon Walk • Spin Jump Attack • Wall Jump • Spin Jump • Crystal Flash • Shinespark • SenseMove Counter Attack • Search View • Strafe/Dash • Slide (Slide Jump) • Parkour |
| Arm Cannon | Special Charge Beam Attacks • Headshot • Lock-on • Welding • Overblast • Lethal Strike • Concentration Precision Aiming • Free Aim • Melee Counter |
| Morph Ball | Bomb Jump • Bomb-Trick • Five-Bomb Drop • Turbo Bomb • Ball Spark • Boost Jump • Boost Charge Spider Boost • Tower Jump |
| See also | Super Smash Bros. moves • Glitches • Sequence Breaking |