History GoddamnedBats / Metroid

16th Dec '12 8:01:36 AM dancnbna
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** Then there's the Triclops (and their PaletteSwap versions in ''Echoes'', the Mechlops). They're immune to pretty much everything except bombs. They will also leave you alone. That is, until you go into Morph Ball form. If you wander too close to one (which is deceptively far away), they'll grab you and chuck you into the nearest lava pit. And of course, they're all over the place in the Morph Ball-only areas of Magmoor Caverns. You have to carefully drop bombs in front of them so that they'll grab the bomb instead of you. At least there's no lava in ''Echoes''.
28th Nov '12 7:26:40 PM MisterKerr
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** The scarabs in the Chozo Ruins are basically the planetside version of Parasites that nearly cross over into [[DemonicSpiders Demonic Spider]] territory early in the game, as they can chew up an entire energy tank if you're not careful and blunder into them, at a point where one energy tank is all you've got.
26th Nov '12 10:41:51 PM MisterKerr
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* Zoomers, Geemers, and their equivalents, especially in the original ''{{Metroid}}''. They are impossible to kill on the floor unless you have the wave beam or spend the time trying to bomb them, and they crawl around all those platforms in the vertical rooms, often knocking you off if you mis-time a jump. And they are ''everywhere''.
28th Jun '12 9:30:16 AM DiscoTam
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** ''MetroidPrime 2: Echoes'' has the Darkling Pirate Commandos, spiritual successors to the Chozo Ghosts with the exact same 'invisible warping' motif and a lot more firepower (dark energy beams that mess with your visor and blinding EMP grenades). Fortunately, the Dark Visor is much easier to use then the X-Ray Visor, all weapons hurt them (particularly the Light Beam and the two-shot Entangler/Missile), they only come in packs of two until you get the Dark Visor and they give up and leave if you're still alive after about two or three minutes. An enemy that could have been dangerous made mostly an annoyance.
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** ''MetroidPrime 2: Echoes'' has the Darkling Pirate Commandos, spiritual successors to the Chozo Ghosts with the exact same 'invisible warping' motif and a lot more firepower (dark energy beams that mess with your visor and blinding EMP grenades). Fortunately, the Dark Visor is much easier to use then than the X-Ray Visor, all weapons hurt them (particularly the Light Beam and the two-shot Entangler/Missile), they only come in packs of two until you get the Dark Visor and they give up and leave if you're still alive after about two or three minutes. An enemy that could have been dangerous made mostly an annoyance.
27th May '12 5:38:15 PM BlackYoshi
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** Metroids in general. In the 2d games they are difficult enemies that you only encounter near the end. In the ''Prime'' series, they're Goddamned Bats. They can be killed rather easily (at least after obtaining Ice Beam or Power Bombs), but attack by latching into your face and blocking your vision, forcing you to go to morphball mode just to get them off. Also, they tend to lurk in dark places and attack from behind, their screech is [[HellIsThatNoise hell]], and there are several times when there are metroids behind a forcefield and you ''know'' that sooner or later you have to cut the power and be forced to fight them in the dark. *** Fission Metroids in ''Prime''. It's bad enough that that they split in two when you shoot them enough or hit them with bombs three times, and the two parts are only vulnerable to one type of beam, but not the same beam. But when you encounter one, it's during a platforming segment, so when it charges, it'll either knock you off the platform you're standing on, knock you off-course if you were in the middle of a jump, or cause you to panic and risk falling down as you try to bomb it off you. It also respawns after you kill it, and when you get half-way up the room, the game goes "here, have another" and now you have 2-4 Metroids charging at you. And they show up in greater numbers in the Trilogy edition, and in new places too. And in ''MetroidPrime 3'', the buggers can ''[[IntangibleMan become intangible]]''. Luckily you eventually get the power to kill them in one shot.\\
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** Metroids in general. In the 2d games they are difficult enemies that you only encounter near the end. In the ''Prime'' series, they're Goddamned Bats. They can be killed rather easily (at least after obtaining Ice Beam or Power Bombs), but attack by latching into your face and blocking your vision, forcing you to go to morphball mode just to get them off. Also, they tend to lurk in dark places and attack from behind, their screech is [[HellIsThatNoise hell]], and there are several times when there are metroids behind a forcefield and you ''know'' that sooner or later you have to cut the power and be forced to fight them in the dark. dark. You can at least worry about them less if you have the Thermal Visor... *** Fission Metroids in ''Prime''. It's bad enough that that they split in two when you shoot them enough or hit them with bombs three times, and the two parts are only vulnerable to one type of beam, but not the same beam. But when you encounter one, it's during a platforming segment, so when it charges, it'll either knock you off the platform you're standing on, knock you off-course if you were in the middle of a jump, or cause you to panic and risk falling down as you try to bomb it off you. It also respawns after you kill it, and when you get half-way up the room, the game goes "here, have another" and now you have 2-4 Metroids charging at you. And they show up in greater numbers in the Trilogy edition, and in new places too. And in ''MetroidPrime 3'', the buggers can ''[[IntangibleMan become intangible]]''. Luckily you eventually get the power to kill them in one shot.shot, with a single Power Bomb.\\

** Another annoyance from Prime 2 that don't know when to quit are Rezbits. They love to move around spastically, block all incoming attacks pretty much the instant you try to make a charged shot, and if you ignore them they'll inevitably [[InterfaceScrew knock your suit offline]]. They also break lock-on constantly if you do try to fight them and are frequently found in areas with tricky platforming. Nobody likes Rezbits.
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** Another annoyance from Prime 2 that don't know when to quit are Rezbits. They love to move around spastically, block all incoming attacks pretty much the instant you try to make a charged shot, and if you ignore them they'll inevitably [[InterfaceScrew knock your suit offline]].offline]], but you're given which buttons to press to reboot. They also break lock-on constantly if you do try to fight them and are frequently found in areas with tricky platforming. Nobody likes Rezbits.
5th May '12 7:37:33 AM SeptimusHeap
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Sinkhole of a subjective trope. Opinions don't go in main pages
** Elsewhere in ''Prime'', we have Chozo Ghosts, which have earned a very ''special'' place in Chozo Hell for their teleporting tactics, their invisibility to everything but X-ray imaging, their invincibility to everything but the cheesy default beam, their refusal to appear in any number smaller than three, and their visor-screwing, charge-killing lightning attacks. Their nasty habit of dousing the lights and shrieking like demented fangirls [[AccidentalNightmareFuel doesn't help either.]]
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** Elsewhere in ''Prime'', we have Chozo Ghosts, which have earned a very ''special'' place in Chozo Hell for their teleporting tactics, their invisibility to everything but X-ray imaging, their invincibility to everything but the cheesy default beam, their refusal to appear in any number smaller than three, and their visor-screwing, charge-killing lightning attacks. Their nasty habit of dousing the lights and shrieking like demented fangirls [[AccidentalNightmareFuel doesn't help either.]]
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