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The Spacetime Beam, also known as the Reset Beam, is a beam used in Super Metroid to cause a glitch that will reset the game. This is not a soft reset of the game's software, or a hard reset of the console itself; instead it "resets" the save file and causes all bosses to respawn and all upgrades to be reset, as well as all doors that were a different color than blue. This beam can also be used to escape Zebes before Samus defeats the Mother Brain. This will crash the game if done incorrectly.
To use this beam, Samus must not equip the Wave Beam and she must have the other 4 beams all equipped. To get past the fact that the Spazer Beam and the Plasma Beam cannot be equipped at the same time, Samus must equip the Spazer Beam first. Afterwards, the player must go to a boot upgrade, then tap left and A at the same time. If done correctly the Plasma Beam should be equipped with the letters VAR next to it.
This should only be used in a fairly large room, and the game will lag for a short period after firing, so it is advised to stand as close as possible to a door. (Note: If this is performed in a small room, the room's ground hit detection will disappear, and Samus will fall through the ground, soft-locking the game) After that, Samus fires the beam once, and leaving the room will complete the reset. Before activating the beam, the player must make sure their means to exit the room are open because they cannot open doors with the Space Time Beam. It is noted that the display at the top of the screen will go erratic and become covered in many orange squares, and this is normal behavior for this beam. Note: The orange squares stated above will disappear if the game is saved and reset. The player will know the glitch has worked when the game goes back to normal speed.
To return to Ceres Space Colony, the game must be saved at Samus' ship after the Space Time Beam is activated. Reset the game fully, and return to the safe file that was reset. The game will not take Samus back to the ship in Crateria, but will instead replay the intro (curiously, when Samus jumps back to the platform before Mother Brain she'll be fully colored rather than monochrome like the rest of the scene) and place Samus back in the space colony with all of her upgrades, except for her Missiles (This is because certain room states will change after Missiles are acquired, so the game sets Samus's Missile count to 0 to ensure it plays properly). It is considerably more difficult to return to Zebes at this time, because Ridley will only be "defeated" when Samus hits him a certain amount of times, or drops below 30 Energy, which is difficult because many Energy Tanks have likely been acquired as well as the Gravity Suit (The Gravity suit also cannot be taken off at this time as pausing is disabled in the Colony) Interestingly enough, the Doors in the Colony are technically enemies, and can be destroyed with the use of Power Bombs.
Once the colony explodes, the ship will return to Zebes, which is now almost fully reset. Note: If Power Bombs have been acquired at this point, rain will not be falling at the landing site, due to room state triggers. If the Bomb Torizo's room is re-entered, the fight will start automatically, as Bombs have already been acquired. Entering the room where Mother Brain's tank was after Missiles have been re-acquired, the room states for after the intro will activate, causing enemies to spawn and the proper Crateria music to play. Note: Some pickups will not spawn if this trigger has not been activated, due to it normally being impossible to reach them otherwise.
Acquiring a Major Upgrade a second time will not do anything, but re-acquiring past collected Missile, Super Missile, Power Bomb, Energy, and Reserve tanks will allow the player to go over the maximum number of each upgrade. The game's programming works perfectly fine with these extra tanks on a game-play standpoint, but not on a visual standpoint. Extra Energy Tanks will not appear above the normal 14 within the actual game, but still work. Extra Reserve Tanks will appear within the Samus Screen, and do not look abnormal until 6 or more are collected. Having more than 999 Missiles, 99 Super Missiles, or 99 Power Bombs will cause glitches in the numbering while they are above that range, but will return to normal once they drop below their place value limit. Recollecting items will also allow for a completion percentage of over 100% as the game's programming simply adds 1% to the count every time an item is collected.
To leave Zebes early Samus must use the beam in the room where Samus' ship is and then enter the ship. Using the beam causes the usual slowdown; Samus' ship also experiences graphical glitches, and the background glitches as the ship climbs. After the ship leaves Zebes the cut scene where Zebes explodes plays normally.
|Sequence Breaking|| Arm pumping • Block Shifting Glitch • Door Jump • Early Ice Beam • Early Super Missiles • Ghetto Jump |
Infinite Speed • Mockball • Roll Jump • Zebetite Glitch
|Weapons||Chainsaw Beam • Murder Beam • Rapid Fire Missiles • Shadow Freezing|
|Easy Upgrades||Golden Torizo code • Spacetime Beam|
|Game-Ending||Pyrosphere door glitch • Artifact of Warrior • Main Research • Mine Lift|
|Miscellaneous||Blue Suit glitch • Secret World • Name glitch • Visor cutscene glitch|