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	<id>https://wiki.metroidprime.run/index.php?action=history&amp;feed=atom&amp;title=Screw_Attack</id>
	<title>Screw Attack - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.metroidprime.run/index.php?action=history&amp;feed=atom&amp;title=Screw_Attack"/>
	<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;action=history"/>
	<updated>2026-05-06T03:41:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=2428&amp;oldid=prev</id>
		<title>HeadshotTAS at 18:43, 14 September 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=2428&amp;oldid=prev"/>
		<updated>2021-09-14T18:43:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:43, 14 September 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Glitched Animation===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Glitched Animation===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack bugs when Samus enters the Screw Attack sequence directly after an [[Instant Morph/Unmorph|Instant Unmorph]]. Instead of showing the normal animation, Samus will instead have a glitched animation and will not be spinning while in the sequence. As a result, Samus will take longer to transition out of Screw Attack when the sequence is over.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack bugs when Samus enters the Screw Attack sequence directly after an [[Instant Morph/Unmorph|Instant Unmorph]]. Instead of showing the normal animation, Samus will instead have a glitched animation and will not be spinning while in the sequence. As a result, Samus will take longer to transition out of Screw Attack when the sequence is over.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{#ev:youtube|https://www.youtube.com/watch?v=FkvlyDN4ASs}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TODO: Video&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Instant SA Unmorph====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Instant SA Unmorph====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If Samus gets the above glitched animation, then she can unmorph from Screw Attack early, without needing to touch the ground. This can happen when the first B press after the Instant Unmorph occurs while Samus is in Jumpstate 2.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If Samus gets the above glitched animation, then she can unmorph from Screw Attack early, without needing to touch the ground. This can happen when the first B press after the Instant Unmorph occurs while Samus is in Jumpstate 2.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key my_wiki:diff:1.41:old-1894:rev-2428:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1894&amp;oldid=prev</id>
		<title>HeadshotTAS at 21:07, 13 March 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1894&amp;oldid=prev"/>
		<updated>2021-03-13T21:07:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:07, 13 March 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Overview==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Overview==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the player needs to have pressed B at least 2 times, and on the third B press&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, be &lt;/del&gt;in the air &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;moving forward&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/del&gt;If currently using the [[Charge Beam]], the number of required B presses increases to 5 times, which is useful in wallcrawls&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/del&gt;Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&#039;s atmosphere is reduced while in Screw Attack.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following conditions have to be met:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* The &lt;/ins&gt;player needs to have pressed B at least 2 times, and on the third B press&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** Be &lt;/ins&gt;in the air&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** Be looking horizontally (i.e. not upwards or downwards)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** Be &lt;/ins&gt;moving forward&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &lt;/ins&gt;If currently using the [[Charge Beam]], the number of required B presses increases to 5 times, which is useful in wallcrawls&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&#039;s atmosphere is reduced while in Screw Attack.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Screw Attack Unmorph==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Screw Attack Unmorph==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;TODO: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Description&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When Samus finishes the Screw Attack sequence, she will &quot;unmorph&quot; back into first-person, similarly to what happens when Samus is unmorphing from Morph Ball. The unmorph sequence has some properties that can affect movement.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===Glitched Animation===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Screw Attack bugs when Samus enters the Screw Attack sequence directly after an [[Instant Morph/Unmorph|Instant Unmorph]]. Instead of showing the normal animation, Samus will instead have a glitched animation and will not be spinning while in the sequence. As a result, Samus will take longer to transition out of Screw Attack when the sequence is over.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;TODO: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Video&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;====Instant SA Unmorph====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If Samus gets the above glitched animation, then she can unmorph from Screw Attack early, without needing to touch the ground. This can happen when the first B press after the Instant Unmorph occurs while Samus is in Jumpstate 2.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{#ev:youtube|https://www.youtube.com/watch?v=6Jq2-VWYXXo}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This can also happen when Samus bonks onto a wall, provided that wall is within a short distance of Samus.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{#ev:youtube|https://www.youtube.com/watch?v=9fRhF9MZvO0}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{#ev:youtube|https://www.youtube.com/watch?v=9fRhF9MZvO0}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For a [[Tool-Assisted Speedruns|TAS]], this invites the possibility of using SA as the final part of a complex bomb jump sequence in order to gain a lot of height. See, for example, this video where this is applied on [[Crossroads]] as an alternative method to the existing SW.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{#ev:youtube|https://www.youtube.com/watch?v=o3KTeEL7ebo}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{#ev:youtube|https://www.youtube.com/watch?v=o3KTeEL7ebo}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l20&quot;&gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 36:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The behavior of Screw Attack changes when Samus doesn&amp;#039;t have the [[Space Jump Boots]]. Because the game doesn&amp;#039;t expect you to get Screw Attack without Space Jump, its mechanics are far more difficult to utilize.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The behavior of Screw Attack changes when Samus doesn&amp;#039;t have the [[Space Jump Boots]]. Because the game doesn&amp;#039;t expect you to get Screw Attack without Space Jump, its mechanics are far more difficult to utilize.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===The Z-Axis===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===The Z-Axis===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Z-Axis is a variable that the game uses to determine the range at which Samus can perform one of the five Screw Attacks. Note that this is not to be confused with Samus&#039; own Z-Axis, which is independent of the Z-Axis that Screw Attack uses to function. When one of the game&#039;s regions is loaded, this value is set to zero. Normally, the Z-Axis automatically updates whenever Samus performs a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Screw Attack&lt;/del&gt;, but if playing NSJ, this value cannot be updated by the player. If Samus is too far below the Z-Axis, she will almost immediately cancel her Screw Attack before the player has the chance to perform a Screw Attack at all. The behavior is slightly different if she is above the Z-Axis, in which case she won&#039;t be able to perform a Screw Attack, but the Screw Attack sequence won&#039;t be immediately cancelled.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Z-Axis is a variable that the game uses to determine the range at which Samus can perform one of the five Screw Attacks. Note that this is not to be confused with Samus&#039; own Z-Axis, which is independent of the Z-Axis that Screw Attack uses to function. When one of the game&#039;s regions is loaded, this value is set to zero. Normally, the Z-Axis automatically updates whenever Samus performs a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Space Jump&lt;/ins&gt;, but if playing NSJ, this value cannot be updated by the player. If Samus is too far below the Z-Axis, she will almost immediately cancel her Screw Attack before the player has the chance to perform a Screw Attack at all. The behavior is slightly different if she is above the Z-Axis, in which case she won&#039;t be able to perform a Screw Attack, but the Screw Attack sequence won&#039;t be immediately cancelled.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack Walls can be used to update the Z-Axis even without Space Jump. It&amp;#039;s easier to update the Z-axis to a higher value since Samus doesn&amp;#039;t immediately cancel Screw Attack at higher values, but updating it to a lower value is also possible. This is used in Sanctum Access in order to climb the room without Space Jump, as the Z-axis in the [[Sky Temple]] is below the map by default.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack Walls can be used to update the Z-Axis even without Space Jump. It&amp;#039;s easier to update the Z-axis to a higher value since Samus doesn&amp;#039;t immediately cancel Screw Attack at higher values, but updating it to a lower value is also possible. This is used in Sanctum Access in order to climb the room without Space Jump, as the Z-axis in the [[Sky Temple]] is below the map by default.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Glitched HUD==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If Samus enters a [[Terminal Fall]] trigger, then performs a Screw Attack on the frame before her position gets changed, Samus will have a glitched HUD. The HUD is the same as the HUD that displays while in Morph Ball, but it will look incorrect because it is displaying in first-person. The HUD will return to normal if Samus performs another Screw Attack or if she takes an elevator. The only known behavioral difference of this HUD is that switching to [[Dark Visor]] will crash the game.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TODO: Add image or video demonstrating the glitched HUD&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1890&amp;oldid=prev</id>
		<title>HeadshotTAS at 20:44, 12 March 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1890&amp;oldid=prev"/>
		<updated>2021-03-12T20:44:21Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:44, 12 March 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot;&gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In the original release of Metroid Prime 2: Echoes, the hitbox that the game uses for Screw Attack is the same as the hitbox of the [[Morph Ball]]. Consequently, this means that in any Morph Ball tunnel that Samus can fit through, she will be able to go out of bounds once the game goes back into first person mode and changes her hitbox. This can also be done in certain tight spaces, such as the one in [[Dynamo Works]]. This was patched in the [[Metroid Prime Trilogy|Trilogy]] release of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In the original release of Metroid Prime 2: Echoes, the hitbox that the game uses for Screw Attack is the same as the hitbox of the [[Morph Ball]]. Consequently, this means that in any Morph Ball tunnel that Samus can fit through, she will be able to go out of bounds once the game goes back into first person mode and changes her hitbox. This can also be done in certain tight spaces, such as the one in [[Dynamo Works]]. This was patched in the [[Metroid Prime Trilogy|Trilogy]] release of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Screw Attack Unmorph==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TODO: Description&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{#ev:youtube|https://www.youtube.com/watch?v=9fRhF9MZvO0}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{#ev:youtube|https://www.youtube.com/watch?v=o3KTeEL7ebo}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Screw Attack Without Space Jump==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Screw Attack Without Space Jump==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot;&gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 22:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Z-Axis is a variable that the game uses to determine the range at which Samus can perform one of the five Screw Attacks. Note that this is not to be confused with Samus&amp;#039; own Z-Axis, which is independent of the Z-Axis that Screw Attack uses to function. When one of the game&amp;#039;s regions is loaded, this value is set to zero. Normally, the Z-Axis automatically updates whenever Samus performs a Screw Attack, but if playing NSJ, this value cannot be updated by the player. If Samus is too far below the Z-Axis, she will almost immediately cancel her Screw Attack before the player has the chance to perform a Screw Attack at all. The behavior is slightly different if she is above the Z-Axis, in which case she won&amp;#039;t be able to perform a Screw Attack, but the Screw Attack sequence won&amp;#039;t be immediately cancelled.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The Z-Axis is a variable that the game uses to determine the range at which Samus can perform one of the five Screw Attacks. Note that this is not to be confused with Samus&amp;#039; own Z-Axis, which is independent of the Z-Axis that Screw Attack uses to function. When one of the game&amp;#039;s regions is loaded, this value is set to zero. Normally, the Z-Axis automatically updates whenever Samus performs a Screw Attack, but if playing NSJ, this value cannot be updated by the player. If Samus is too far below the Z-Axis, she will almost immediately cancel her Screw Attack before the player has the chance to perform a Screw Attack at all. The behavior is slightly different if she is above the Z-Axis, in which case she won&amp;#039;t be able to perform a Screw Attack, but the Screw Attack sequence won&amp;#039;t be immediately cancelled.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack Walls can be used to update the Z-Axis even without Space Jump. It&#039;s easier to update the Z-axis to a higher value since Samus doesn&#039;t immediately cancel Screw Attack at higher values, but updating it to a lower value is also possible. This is used in Sanctum Access in order to climb the room without Space Jump, as the Z-axis in [[Sky Temple &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grounds&lt;/del&gt;]] is below the map by default.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack Walls can be used to update the Z-Axis even without Space Jump. It&#039;s easier to update the Z-axis to a higher value since Samus doesn&#039;t immediately cancel Screw Attack at higher values, but updating it to a lower value is also possible. This is used in Sanctum Access in order to climb the room without Space Jump, as the Z-axis in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;[[Sky Temple]] is below the map by default.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1724&amp;oldid=prev</id>
		<title>HeadshotTAS at 02:42, 6 February 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1724&amp;oldid=prev"/>
		<updated>2021-02-06T02:42:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:42, 6 February 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Overview==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Overview==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the player needs to have pressed B at least 2 times, and on the third B press, be in the air and moving forward. If currently using the [[Charge Beam]], the number of required B presses increases to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6 &lt;/del&gt;times, which is useful in wallcrawls. Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&#039;s atmosphere is reduced while in Screw Attack.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the player needs to have pressed B at least 2 times, and on the third B press, be in the air and moving forward. If currently using the [[Charge Beam]], the number of required B presses increases to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5 &lt;/ins&gt;times, which is useful in wallcrawls. Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&#039;s atmosphere is reduced while in Screw Attack.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1722&amp;oldid=prev</id>
		<title>HeadshotTAS at 02:20, 6 February 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1722&amp;oldid=prev"/>
		<updated>2021-02-06T02:20:51Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:20, 6 February 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Overview==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Overview==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the player needs to have pressed B at least 2 times, and on the third B press, be in the air and moving forward. Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&#039;s atmosphere is reduced while in Screw Attack.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the player needs to have pressed B at least 2 times, and on the third B press, be in the air and moving forward&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If currently using the [[Charge Beam]], the number of required B presses increases to 6 times, which is useful in wallcrawls&lt;/ins&gt;. Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&#039;s atmosphere is reduced while in Screw Attack.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1613&amp;oldid=prev</id>
		<title>HeadshotTAS at 00:15, 21 December 2020</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1613&amp;oldid=prev"/>
		<updated>2020-12-21T00:15:52Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:15, 21 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l8&quot;&gt;Line 8:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack does 36 damage per frame in Metroid Prime 2: Echoes. Certain bosses, including every [[Dark Samus]] fight and the first and third phases of [[Emperor Ing]] are vulnerable to Screw Attack, leading to major timesaves in speedruns. Certain objects can also be damaged or destroyed with Screw Attack that aren&#039;t obvious, such as the light crystal in [[Crypt]], the crystal-activated &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doors &lt;/del&gt;in [[Main Reactor&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] and [[Security Station B&lt;/del&gt;]], as well as the rubble in [[Main Gyro Chamber]]. It can also be used to destroy every seeker door in Metroid Prime 2, leading to development of seeker skip.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Screw Attack does 36 damage per frame in Metroid Prime 2: Echoes. Certain bosses, including every [[Dark Samus]] fight and the first and third phases of [[Emperor Ing]] are vulnerable to Screw Attack, leading to major timesaves in speedruns. Certain objects can also be damaged or destroyed with Screw Attack that aren&#039;t obvious, such as the light crystal in [[Crypt]], the crystal-activated &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;door &lt;/ins&gt;in [[Main Reactor]], as well as the rubble in [[Main Gyro Chamber]]. It can also be used to destroy every seeker door in Metroid Prime 2, leading to development of seeker skip.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In the original release of Metroid Prime 2: Echoes, the hitbox that the game uses for Screw Attack is the same as the hitbox of the [[Morph Ball]]. Consequently, this means that in any Morph Ball tunnel that Samus can fit through, she will be able to go out of bounds once the game goes back into first person mode and changes her hitbox. This can also be done in certain tight spaces, such as the one in [[Dynamo Works]]. This was patched in the [[Metroid Prime Trilogy|Trilogy]] release of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In the original release of Metroid Prime 2: Echoes, the hitbox that the game uses for Screw Attack is the same as the hitbox of the [[Morph Ball]]. Consequently, this means that in any Morph Ball tunnel that Samus can fit through, she will be able to go out of bounds once the game goes back into first person mode and changes her hitbox. This can also be done in certain tight spaces, such as the one in [[Dynamo Works]]. This was patched in the [[Metroid Prime Trilogy|Trilogy]] release of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1271&amp;oldid=prev</id>
		<title>HeadshotTAS: Created page with &quot;&#039;&#039;&#039;Screw Attack&#039;&#039;&#039; is an item in Metroid Prime 2: Echoes and Metroid Prime 3: Corruption. Its appearance in Echoes is the first appearance of Screw Attack in a 3D Metr...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Screw_Attack&amp;diff=1271&amp;oldid=prev"/>
		<updated>2020-10-13T19:38:26Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Screw Attack&amp;#039;&amp;#039;&amp;#039; is an item in &lt;a href=&quot;/wiki/Metroid_Prime_2:_Echoes&quot; title=&quot;Metroid Prime 2: Echoes&quot;&gt;Metroid Prime 2: Echoes&lt;/a&gt; and &lt;a href=&quot;/wiki/Metroid_Prime_3:_Corruption&quot; title=&quot;Metroid Prime 3: Corruption&quot;&gt;Metroid Prime 3: Corruption&lt;/a&gt;. Its appearance in Echoes is the first appearance of Screw Attack in a 3D Metr...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Screw Attack&amp;#039;&amp;#039;&amp;#039; is an item in [[Metroid Prime 2: Echoes]] and [[Metroid Prime 3: Corruption]]. Its appearance in Echoes is the first appearance of Screw Attack in a 3D Metroid game and it allows Samus to cross large horizontal gaps using up to five individual Screw Attacks at a time. It also has damaging properties, with many enemies and even certain bosses in Echoes being vulnerable to the attack.&lt;br /&gt;
&lt;br /&gt;
In Metroid Prime 2: Echoes, Screw Attack is a required item for beating the game due to the Screw Attack Walls that are needed to climb the room [[Sanctum Access]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mechanically, Screw Attack in the Prime games is less versatile than in its 2D counterparts, at the tradeoff of it being more powerful. In order to activate Screw Attack, the player needs to have pressed B at least 2 times, and on the third B press, be in the air and moving forward. Once in Screw Attack, the player has limited control over Samus wherein turning the analog stick right or left will move Samus towards that direction when doing one of the Screw Attacks. The player has an upward of five uses of Screw Attacks, after which Samus is forced to fall. The quicker a Screw Attack is performed, the less distance she moves overall, at the tradeoff of having more speed. The slower a Screw Attack is performed, the more horizontal distance is crossed, at the tradeoff of having lesser speed. Thus, optimal Screw Attack movement depends on the tradeoff between how much distance you cross and how fast you&amp;#039;re going while in the Screw Attack sequence. Additionally, damage taken from Dark Aether&amp;#039;s atmosphere is reduced while in Screw Attack.&lt;br /&gt;
&lt;br /&gt;
At the end of the Screw Attack sequence, Samus will fall. This happens if the player presses B too quickly, has exhausted all five of their jumps, or bonks on a wall. It is important to note that Samus will &amp;#039;&amp;#039;not&amp;#039;&amp;#039; transition out of the Screw Attack sequence until she lands on a standable spot. If Samus never lands on a standable spot, the game will be effectively softlocked, forcing the player to reset. This means that if Samus falls and is out of bounds, she can easily fall below the bottom of the room and keep falling indefinitely. The same effect can also occur if Samus lands on a piece of collision out of bounds that is not standable.&lt;br /&gt;
&lt;br /&gt;
Screw Attack does 36 damage per frame in Metroid Prime 2: Echoes. Certain bosses, including every [[Dark Samus]] fight and the first and third phases of [[Emperor Ing]] are vulnerable to Screw Attack, leading to major timesaves in speedruns. Certain objects can also be damaged or destroyed with Screw Attack that aren&amp;#039;t obvious, such as the light crystal in [[Crypt]], the crystal-activated doors in [[Main Reactor]] and [[Security Station B]], as well as the rubble in [[Main Gyro Chamber]]. It can also be used to destroy every seeker door in Metroid Prime 2, leading to development of seeker skip.&lt;br /&gt;
&lt;br /&gt;
In the original release of Metroid Prime 2: Echoes, the hitbox that the game uses for Screw Attack is the same as the hitbox of the [[Morph Ball]]. Consequently, this means that in any Morph Ball tunnel that Samus can fit through, she will be able to go out of bounds once the game goes back into first person mode and changes her hitbox. This can also be done in certain tight spaces, such as the one in [[Dynamo Works]]. This was patched in the [[Metroid Prime Trilogy|Trilogy]] release of the game.&lt;br /&gt;
&lt;br /&gt;
==Screw Attack Without Space Jump==&lt;br /&gt;
The behavior of Screw Attack changes when Samus doesn&amp;#039;t have the [[Space Jump Boots]]. Because the game doesn&amp;#039;t expect you to get Screw Attack without Space Jump, its mechanics are far more difficult to utilize.&lt;br /&gt;
===The Z-Axis===&lt;br /&gt;
The Z-Axis is a variable that the game uses to determine the range at which Samus can perform one of the five Screw Attacks. Note that this is not to be confused with Samus&amp;#039; own Z-Axis, which is independent of the Z-Axis that Screw Attack uses to function. When one of the game&amp;#039;s regions is loaded, this value is set to zero. Normally, the Z-Axis automatically updates whenever Samus performs a Screw Attack, but if playing NSJ, this value cannot be updated by the player. If Samus is too far below the Z-Axis, she will almost immediately cancel her Screw Attack before the player has the chance to perform a Screw Attack at all. The behavior is slightly different if she is above the Z-Axis, in which case she won&amp;#039;t be able to perform a Screw Attack, but the Screw Attack sequence won&amp;#039;t be immediately cancelled. &lt;br /&gt;
&lt;br /&gt;
Screw Attack Walls can be used to update the Z-Axis even without Space Jump. It&amp;#039;s easier to update the Z-axis to a higher value since Samus doesn&amp;#039;t immediately cancel Screw Attack at higher values, but updating it to a lower value is also possible. This is used in Sanctum Access in order to climb the room without Space Jump, as the Z-axis in [[Sky Temple Grounds]] is below the map by default.&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
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