Super Mario Bros. Crossover/Characters/Samus Aran
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Samus Aran is a character in Super Mario Bros. Crossover. She originally appeared in the Metroid games. Along with SOPHIA III, she was the first character to have limited missiles. Super Mario Bros. Crossover lets the cat out of the bag that Samus is a girl.
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Controls
- Pressing the Left or Right buttons will cause Samus to move left or right.
- Pressing the Jump button will cause Samus to jump. While holding Left or Right, pressing the Jump button will cause Samus to flip while jumping.
- While Samus is in the air, pressing the Down button will cause her to morph into a ball.
- Note that this does not work if the Classic Samus cheat is turned on.
- While Samus is in the air, pressing the Down button will cause her to morph into a ball.
- Pressing the Down button will cause Samus to crouch. While Samus is crouching, pressing the Down button will cause her to morph into a ball.
- While the Classic Samus cheat is turned on, pressing the Down button will cause Samus to morph into a ball.
- Pressing the Attack button will cause Samus to shoot her stun gun.
- Pressing Up + Attack will cause Samus to shoot her stun gun upwards.
- While morphed into a ball, pressing the Attack button will cause Samus to drop a bomb.
- Pressing the Special button will cause Samus to shoot a missile.
- While the Classic Samus cheat is turned on, pressing the Select button will causes Samus to equip Missiles (this changes her color), and she can fire Missiles using Attack.
- Pressing the Select button again will unequip the Missiles.
Power-Ups
| Beam |
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| Mushroom |
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| Missiles |
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| Ice Beam |
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| Wave Beam |
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| Screw Attack |
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| Varia Suit |
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| Starman |
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Skins Currently in the Game
- Samus Aran (NES, from Metroid)
- Samus Aran (SNES, custom by Ryuza, based on Samus from Super Metroid)
- Samus Aran (GB, from Metroid 2: Return of Samus)
- Samus Aran (No Suit) (NES, from Metroid)
- Zero Suit Samus (NES, custom by sbq92, based on Samus from Metroid)
- Dark Samus (SNES, custom by Ryuza, based on Samus from Metroid Prime 2)
- Pit (NES, from Kid Icarus)
Upcoming
- Samus Aran (NES, Sharp X1-style edit of Samus from Metroid)
- Samus Aran (NES, Atari-style edit of Samus from Metroid)
Skin Differences
- Samus Aran (SNES), Samus Aran (GB), Dark Samus (SNES)
- Different shot height when crouching
- Pit
- Different shot height
- Can move and jump while crouching
- Can't move while aiming up
Samus Aran Specific Tips
- With Samus, you can get to any height by bomb jumping. To bomb jump, lay a bomb, then lay another right before the first one explodes.
- You can bomb jump diagonally, if you move slightly to the left or right while bombing.
- You can "spider ball" on ceilings by bomb jumping horizontally; mastering this can be tricky.
- If you hit an invisible block while bomb jumping, it will not be triggered until your bomb hits it.
- You can unmorph in the middle of a bomb jump and shoot stuff; mastering this can be tricky.
- Set a bomb immediately when descending from peak of jump, then jump again for extra height.
- You can bomb jump from left to right to left to right (or vice versa) and so forth.
- Don't try to use the Screw Attack on grounded enemies, it will cancel before you hit them.
- On amphibious Cheep Cheep levels, continuously move and shoot up. This will prevent most Cheep Cheeps from hitting you on their way down.
- Choose wisely which beam you want to use: Wave Beam or Freeze Beam?
- The Wave Beam allows Samus to do maximum damage and its wave motion is effective against swarms of enemies.
- The Freeze Beam is not as powerful as the Wave Beam, but is used to strategically get way through levels by changing enemies into platforms.
Original Game
Samus Aran is from Metroid for the NES.
Differences From Metroid
- In Super Mario Bros. Crossover while performing a jump from a running start (sommersaulting) letting go of the left/right key in midair will halt Samus's horizontal momentum. In the original game Samus's running jump mechanics are similiar to Bills. In other words Samus should keep on moving horizontally unless she collides with terrain, changes direction in midair, or falls to the same horizontal level she started the jump from, in which case she uncoils herself and starts falling normally.












