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  • In Super Metroid, you're allowed to keep your charge even if you get hit, unlike in the other Metroid-games. Other difference between Super Metroid and the rest is that you can't carry your charge around as nicely, since you can't recharge the charge by shinesparking into a slope... in Super Metroid, the slopes just direct the shinespark, while in the others, you start running as soon as you hit one, enabling you to crouch again for a renewed charge.

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