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Samus performing three successive Bomb Jumps in Victory Techniques for Metroid

The Turbo Bomb[1], also known to fans as the Infinite Bomb Jump (IBJ) technique, is a Sequence Breaking Bomb Jump found in Metroid II: Return of Samus, Super Metroid, Metroid: Zero Mission, Metroid: Samus Returns and Metroid Dread which allows Samus Aran to gain a virtually infinite amount of height using Morph Ball Bombs.

Until Samus acquires the Gravity Suit, she cannot perform infinite Bomb Jumps underwater due to the inherent liquid resistance, though there are glitches in Metroid: Samus Returns and Dread that bypass this. Although Metroid Fusion's bombs are similar to the ones in the other 2D titles, this game's bomb explosions are more delayed and they will not trigger a Bomb Jump in midair, making the Turbo Bomb impossible both in and outside water. This is to prevent Sequence Breaking.

Performance[]

To do an Infinite Bomb Jump, Samus Aran must start by placing a Bomb on the ground. Right before that first bomb explodes, she must place another one. As Samus falls down from the explosion of the first bomb, the second one should be about to explode. Samus must then place a third bomb as she is about to hit the second bomb. She must continue this pattern as long as needed to gain additional height.

Less specifically, the easiest way to perform the IBJ technique is not to think of it as deploying Bombs in a certain sequence, but to simply think of it as deploying Bombs in equal intervals based on their detonation times. In other words, an IBJ is carried out by laying 3 bombs within a certain amount of time. A common method is to deploy the first Bomb as the starter, the second Bomb in the middle of the detonation "countdown", and the third Bomb immediately once the first has detonated; in this method, the third bomb is simply a timekeeper for the purpose of keeping a steady tempo, which is extremely important when performing this technique.

The difficulty in performing the IBJ lies in timing. Should the set tempo (set by the laying of the very first bomb) be off by even a millisecond, the technique will fail.

Samus can also propel herself diagonally. This is far more difficult to perform, but allows for even greater use of this technique, such as in the Interior Lake in Super Metroid. Generally the control pad is almost constantly held in the opposite direction of travel desired, as to allow Samus to reach each Bomb, going a little further each time. In Metroid: Other M, diagonal propulsion is possible unlike the Turbo Bombs done for height. Using this technique, it is possible to reach areas in the games featuring it that would normally require other means, and collect items earlier than intended.

Another method of Infinite Bomb Jumping is known as the Horizontal Bomb Jump, which is similar in concept to the Diagonal Bomb Jump, but is more difficult as even more precise timing is needed, as to not gain any height while bomb jumping. The most notable instance of this is in Metroid: Zero Mission to Horizontal Bomb Jump across a room with acid in Kraid's Lair, which allows Samus to reach Kraid without activating the power or fighting the Acid Worm, effectively skipping it.

Samus can also perform the Turbo Bomb using the Cross Bombs in Metroid Dread. Because these propel Samus much farther than standard Bombs, the timing for repeated Bomb Jumps is much less strict with them.

Official data[]

Super Metroid Nintendo Player's Guide[]

TURBO BOMB TECHNIQUE (pg. 9)
Even though this page deals with what Samus can do before she has any special Items, we just had to mention this extra-special technique! After getting the Morphing Ball and Bomb Items, Samus can boost herself higher than she can jump by using the Turbo Bomb technique. By Morphing and repeatedly setting Bombs, each successive blast will boost Samus higher. A Turbo Controller will help you immensely!

Trivia[]

External links[]

  • A Turbo Bomb tutorial video: [1]

References[]


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