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The Spider Ball is a special power-up for the Morph Ball, featured in Metroid II: Return of Samus, its remake Metroid: Samus Returns, Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption. It is also used as an attack by Samus in Metroid Prime: Federation Force.
Description[]
In Metroid II, the Spider Ball is one of the most important upgrades to exploration. It allows Samus to adhere to walls and ceilings when in Morph Ball form, thus allowing her to reach nearly anywhere in the game. However, if Samus is attacked, including from spikes that are lined on some surfaces, the Spider Ball will be canceled and she will be dislodged.
The Spider Ball is acquired in Metroid Prime by defeating Thardus, in Metroid Prime 2: Echoes by defeating the Spider Guardian, and in Corruption in the Powerworks on SkyTown. In these games, the Spider Ball allows the Morph Ball to cling to magnetically conductive ground areas, via electromagnetic capabilities. Normally, it is used to climb specially adapted railing called Spider Ball Tracks. If a Morph Ball Bomb is deployed, the Morph Ball will make a vertical "hop" as if on regular ground, disconnecting her from the rail for a second. If the Boost Ball is used (only in the later two Prime games), she will leap in the opposite direction from the track, often with enough power to shatter thick glass.
The Spider Ball is often used to gain access to hidden areas with a Missile Expansion, Energy Tank, or similar upgrades. Early, simpler upgrades might be a straight shot to the prize, but many involving the Spider Ball require the player to go through complicated puzzles, including the use of Bomb Jumps, Boost Ball leaps, and dropping from one track to another or grabbing onto a side track while falling. There have been a few bosses that required use of the Spider Ball to defeat, notably the Power Bomb Guardian, the Emperor Ing, the Quadraxis, and the Caretaker Class Drone.
In Samus Returns, in addition to spikes there are slippery surfaces that cannot be traversed through using the Spider Ball, thus acting as barriers that impede the Spider Ball and making its use for exploration more limited. Also, unique to this game, planting a Power Bomb while using the Spider Ball will initiate the Power Bomb Cannon move, which is similar to the Ballspark in Metroid: Zero Mission. Although it is depicted here as being able to attach to almost any surface, Spider Ball Tracks do make a brief appearance during the Diggernaut boss battle in which Samus must use the Spider Ball on the Tracks located on the Diggernaut's drill arms to reach a Bomb Slot inside, which destroys each arm. These Spider Ball Tracks rotate, forcing Samus to wait until they line up to access the next track. As a result, the Diggernaut battle is somewhat reminiscent of bosses in the Metroid Prime series.
Appearance[]
In Metroid Prime, the Spider Ball greatly alters Samus's Morph Ball appearance. A large dent covers both sides of the Morph Ball and glows with the same color as the core. Transparent glass covers the dent and retains the Morph Ball's roundness. Electricity can be seen in these when attached to a Spider Ball track. Oddly enough, when the Fusion Suit mode is activated, the Spider Ball does not appear on the Fusion Suit's Morph Ball form as it would regularly, though it still allows Samus to climb magnetic surfaces.
In Metroid Prime 2: Echoes, Samus acquires the upgrade while in the Dark Suit. The only change is that the red orbs on the sides are enlarged. It is unknown how, or if, the Light Suit is affected, as the suit has no similarities to the previous one. At the beginning of the game (prior to losing her power-ups), if Samus looks through her inventory to her morph ball modes, it shows that she has the Spider Ball ability at that time. However, it shows a picture of the Dark Suit morph ball even though she was wearing the Varia Suit.
In both Metroid Prime 3: Corruption and Metroid II: Return of Samus, the Morph Ball's appearance is not changed.
In the Prime series, a small band of energy connects Samus to the magnetic rail when activated. This bond is easily broken by the Morph Ball Bombs and Boost Ball.
In Metroid Prime: Federation Force, Samus uses the Spider Ball during the battle against her. The chamber she is fought in has multiple Spider Ball Tracks on the ceiling and walls which she uses in a pattern intended to avoid attacks to her core. After some time, she will roll to the center of the ceiling and drop, creating a massive shockwave when she lands. She will also lay Bombs in her final phase.
Official data[]
Metroid II: Return of Samus manual[]
- Spider Ball
- "When Samus has assumed the ball shape, she can activate the Spider Ball by pressing down on the Control Pad. This “sticky ball”, gives her the power to move across the walls and ceiling unhindered by gravity. To maneuver, use the Control Pad. To return to the regular ball, press the A Button."
Metroid II: Return of Samus Virtual Console manual[]
- Spider Ball
- "After attaining the Spider Ball, press [Control Pad (Down)] while curled into a ball to become a sticky ball that can attach to surfaces. After sticking, move along floors, walls, and ceilings with [Control Pad]. Press [A] to stay in ball shape but stop sticking to things."
Nintendo Power Volume 31[]
- SPIDER BALL
- "When you activate the Spider Ball, you'll be able to defy gravity and roll along walls and ceilings."
Nintendo Power Volume 37[]
- STICKY BUSINESS
- "The Spider Ball is at the bottom of a long, narrow chamber. After you fire on the casing to release the Ball and then touch it, you'll be able to stick to walls and ceilings. This is a must-have item in many of the planet's caverns."
Official Metroid Prime website[]
Weapon Effect: N/A
Weapon Range: N/A
Weapon Potential: Non-Lethal
"The Spider Ball allows Samus to take advantage of special Spider Ball Tracks while in Morph Ball form. With the Spider Ball, Samus can cling to these surfaces and roll over obstacles, across walls and even upside down. The Morph Ball Bomb can be used to trigger a Bomb Jump while Samus is attached to a Spider Ball Track."
Metroid Prime flash[]
"Magnetic tracks are located around Tallon IV, often leading to secret areas and useful items. Acquire the Spider Ball power-up to travel along these tracks. Hold/release the R button to attach/detach."
Metroid Prime manual[]
- THE SPIDER BALL
- "Once Samus finds the Spider Ball, she can magnetically attach herself in Morph Ball mode to specific magnetic tracks that run throughout Tallon IV's environment. To activate the magnet, simply press and hold the R Button. The Morph Ball will stay fixed to the track as long as you hold the R Button—tilt the Control Stick to move along the track and release the R Button when you wish to drop off the track. You can propel yourself upward by laying Bombs while attached to a track."
Metroid Prime and Metroid Fusion: Prima's Official Strategy Guide[]
- Spider Ball
- "Scattered around the world you'll find yellow and black magnetic rails that run up walls, across ceiling, and even around pillars. Once you have the Spider Ball upgrade, you can attach to such rails by holding [R]. While attached to a magnetic rail, you can roll along without fear of falling unless you're shot by or come in contact with an enemy. Use the Spider Ball to reach otherwise unreachable areas."
Metroid Prime: The Official Nintendo Player's Guide[]
- SPIDER BALL
- "You'll see magnetic strips called Spider Ball Tracks almost as soon as you begin the game, but their use won't become clear until you acquire the Spider Ball. With the Spider Ball, Samus can cling to certain surfaces and roll over obstacles, across walls and even upside-down."
Metroid Prime Official Strategy Guide[]
- SPIDER BALL
- "The Spider Ball allows the Morph Ball form to move along the many magnetic rails that run throughout the seven worlds. Follow the magnetic rails to explore new areas. The Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a rail. There are many Missile Upgrades and Energy Tanks that are only available to you once the Spider Ball upgrade is in your hands. See the walkthrough for the details on where to use the Spider Ball upgrade."
Metroid Prime Official Perfect Guide[]
- The Morph Ball
- "With the SPIDER BALL ability, which you'll also find later in the game, you'll be able to roll up as a Morph Ball and travel on magnetized surfaces--primarily, the magnetic tracks you'll spot running throughout various areas of the game world. Hold the R Button to cling to a track and keep it held to keep clinging; you won't fall off as long as you continue holding down the R Button. Let go when you want to drop."
Inventory data[]
Spider Ball
The Spider Ball allows you to move the Morph Ball along magnetic rails.
Press and hold / to activate the Spider Ball ability.
Follow the magnetic rails to explore new areas.
The Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a rail.
You can use the Boost ability to rapidly propel the Spider Ball away from magnetic rails.*
Metroid Prime 2: Echoes manual[]
- THE SPIDER BALL
- "Once Samus finds the Spider Ball, she can attach herself to specific magnetic tracks. To activate the magnet, simply press and hold the R Button. The Morph Ball will stay fixed to the track as long as you hold the R Button—tilt the Control Stick to move and release the R Button when you wish to drop off. You can propel upward by laying Bombs when attached, or launch out by using the Boost Ball function."
Metroid Prime 2: Echoes: The Official Nintendo Player's Guide[]
- Spider Ball
- "The Spider Ball (activated by holding the R Button) gives you the ability to stick to Spider Ball Tracks, which will let you travel up walls and ceilings. While on a track, you can use the Boost Ball to leap off, or drop a bomb to propel yourself upward. If you need to reach a second track that's below you, release R for a split second, then press it again when you're near the lower track."
Metroid Prime 3: Corruption Premiere Edition[]
- Spider Ball
- Location: Elysia, SkyTown West
- Room: Powerworks
- "The Spider Ball allows the Morphball to move along magnetic rails. While next to a magnetic rail, press and hold [Z] to activate the Spider Ball ability. Follow the magnetic rails to explore new areas. The Morphball bomb can be used to trigger a bomb-jump while you're attached to a rail. You can also use the Boost Ball ability to rapidly propel the Spider Ball away from magnetic rails.
CAUTION: While attached to a Spider Ball Track, exercise extreme caution when using a Morphball bomb or the Boost Ball--if you choose the wrong option, you could go flying off the track. Study the orientation of the track and direction you need to travel. Morphball bombs are useful for jumping vertically while the Boost Ball works best for moving horizontally."
Metroid Prime/Metroid Prime 2: Echoes acquisition message[]
"Spider Ball acquired!
Press and hold [R]/[Z] when in Morph Ball mode to attach to Spider Ball tracks.
Additional data downloaded to Inventory Screen. Press [START]/[2] to access the Inventory Screen."
Metroid Prime 3: Corruption acquisition message[]
"Armorsuit upgrade acquired. Spider Ball online.
Press and hold [Z] when in Morph Ball mode to attach to Spider Ball tracks.
Additional data downloaded to Inventory Screen."
Metroid Prime Trilogy manual[]
Metroid Prime[]
- Spider Ball
- "After you have obtained the Spider Ball ability, press and hold the Z Button to magnetically attach the Morph Ball to certain magnetic tracks. Tilt the Control Stick to move along the tracks."
Metroid Prime 2: Echoes/Metroid Prime 3: Corruption[]
- Spider Ball
- "After you have obtained the Spider Ball ability, press and hold the Z Button to magnetically attach the Morph Ball to certain magnetic tracks. Tilt the Control Stick to move along the tracks. Let go of the Z Button to release the Morph Ball from the tracks. Also, you can launch off the tracks using the Boost Ball ability."
Metroid Prime Trilogy: Prima Official Game Guide[]
- Spider Ball
- "The Spider Ball allows the Morph Ball to move along magnetic rails called Spider Ball Tracks. While next to a magnetic rail, press and hold [Z] to activate the Spider Ball ability, and grab on. Follow the magnetic rails to explore new areas. Bomb-jump while you're attached to a rail to leap upward, or quickly release [Z] and reengage to drop to a lower track. You can also use the Boost Ball ability to rapidly propel the Spider Ball away from magnetic rails, leaping gaps and the like."
Metroid Prime 2: Echoes hint system[]
"Missing gear detected.
Chozo origin confirmed.
Recover missing gear."
* This sentence is included in Echoes, which otherwise features the exact same entry.
Metroid: Samus Returns Samus Screen data[]
"The Spider Ball can stick to and move along walls and ceilings. While in Morph Ball form, hold [L] to activate."
Metroid: Samus Returns Official Guide[]
- HOW TO PLAY - ADVANCED TECHNIQUES (p. 9)
- MIDAIR SPIDER BALL
- "This is one of the trickier techniques in the game, but it's also one of the most useful. While Space Jumping near a wall, quickly double-tap Down on the Circle Pad to roll Samus into her Morph Ball. Immediately hold the Circle Pad toward the wall while pressing the L button to Spider Ball onto the wall before hitting the ground. It's a tough combination of buttons that takes some practice, but it's handy for cutting down climb time when trying to reach a Morph Ball passage, a Bomb Block, or anything the Space Jump can't get you to."
- THE ARMORY - MORPH BALL UPGRADES (p. 13)
- SPIDER BALL
- "It becomes clear early on that one of the Morph Ball's biggest weaknesses is its lack of verticality. This upgrade fixes that. While using the Spider Ball, Samus can roll up walls and across ceilings effortlessly--albeit, a little on the slow side. With this upgrade in hand, there are really only two things that can keep her from going anywhere she wants: slick yellow goo-covered walls and natural spike formations that bungle of her path. Beyond those, the sky the very nearly the limit."
- WALKTHROUGH - AREA 1 (p. 49)
- USING THE SPIDER BALL
- "The Spider Ball gives you the ability to scale most surfaces while in Morph Ball form. Roll up to a wall and hold the R button to attach to the wall. This ability grants you access to a slew of new item upgrades and paths that were previously unreachable."
Development notes[]
In terms of gameplay, the limitation to magnetic tracks in the Prime series was likely made to balance out the fact that being able to climb any 3D wall would easily break the game, potentially leading to a great amount of glitches, Sequence Breaking, etc.
Andy O'Neil engineered the Spider Ball in the Prime series.[1]
Trivia[]
- In Corruption, the Spider Ball is the only item held within the hands of a Chozo Statue. In the entire Prime series, this and the Artifact of Strength are the only items to be found in such way.
- In Metroid Prime, it is possible for Samus to acquire the Gravity Suit or Phazon Suit before the Spider Ball. However, in doing so, her Morph Ball's appearance will resemble that of her original Power Suit.
- The Spider Ball can cling to virtually any surface in Metroid II: Return of Samus despite the lack of magnetic tracks, which are used in other games. This is due to the fact that a sticky film surrounding the Morph Ball is what gives it its clinging ability, whereas the Prime version is magnetic in nature.
- The Spider Ball in Metroid: Samus Returns resembles its Return of Samus incarnation, though it gains a few limitations such as slipping on slippery walls and being impeded by crystal spikes. Additionally, it can also be used on Spider Ball Tracks found on the drill arms of the Diggernaut which are used to reach a Bomb Slot on each arm that allows Samus to destroy them. Additionally, Samus must use the Spider Ball to cling to the Diggernaut's head to Bomb three weak points. As a result the battle with Diggernaut somewhat resembles Samus' battle with Quadraxis. The concept art also depicted terrain spikes surrounding the Morph Ball, explaining its ability to climb non-magnetic walls.
- While the Spider Ball is active in Return of Samus, Samus will take significantly more damage from purple liquid.
- The Spider Ball does not appear in Metroid Prime Hunters. However, Spire's Dialanche form has a climbing ability similar to the Metroid II Spider Ball.
- In Echoes, the Spider Ball is necessary to defeat the Power Bomb Guardian, the "Caretaker" Class Drone, Quadraxis, and the Emperor Ing.
Gallery[]
References[]
- ^ (2022, January 26). Episode 21 – Jack Mathews (Ex Retro Studios) [Podcast]. Shinesparkers. Shinesparkers. Archived from the original on June 18, 2022. (starts at 48:12)
Morph Ball |
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Morph Ball | Bombs Spring Ball | Spider Ball | Power Bombs | Cross Bomb Boost Ball | Force Ball | Hyper Ball Death Ball | Deathalt See also: Template:Alt-Form. |
Power Suit movement systems | |
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Thrusters | Screw Attack • Gravity Boost • Speed Booster • SenseMove |
Boots | High Jump Boots • Space Jump • Jump Boots • Space Jump Boots • Spin Boost |
Morph Ball | Spring Ball • Spider Ball • Boost Ball |
Arm Cannon | Grapple Beam • Spider Magnet |