History UnwinnableByMistake / Metroid

12th Jan '14 1:02:18 PM DarthVenom
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** In addition, what makes this somewhat frustrating is that power bombs are scarce at best on Hard mode, so it's easy to run into this while doing a final item-sweep and not realize it until it's too late. You'll either have to get lucky with the pickups or go out your way to a Chozo statue or Mothership/Chozodia save station to refill.

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** In addition, what makes this somewhat frustrating is that power bombs are scarce at best on Hard mode, so it's easy to run into this while doing a final item-sweep and not realize it until it's too late. You'll either have to get lucky with the pickups or go out your way to a Chozo statue or Mothership/Chozodia save station to refill.
refill. And the Space Pirates (the only enemies you encounter in this section) drop next to zero pickups whatsoever.
12th Jan '14 1:00:51 PM DarthVenom
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*In Metroid: Zero Mission, it is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require power bombs to destroy. On your way to get one of the power bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there would be a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two power bombs in tow. If you don't, well...
**In addition, what makes this somewhat frustrating is that power bombs are scarce at best on Hard mode, so it's easy to run into this while doing a final item-sweep and not realize it until it's too late. You'll either have to get lucky with the pickups or go out your way to a Chozo statue or Mothership/Chozodia save station to refill.
3rd Sep '13 10:47:22 AM Bisected8
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* ''SuperMetroid'' could be made unwinnable this way: With a little bit of SequenceBreaking it is possible to acquire the Gravity Suit early, and ultimately reach Tourian without ever collecting the Varia suit. The catch is that each Suit cuts damage by half (both suits = 1/4 damage) ... but this is a moot point if the player is [[NoDamageRun especially adept at avoiding damage]]. Most [[HeartContainer Energy Tank]] upgrades are optional, and Tourian's final SavePoint is located beyond the PointOfNoReturn. The problem? Without the Varia Suit[[note]]And, for some reason, this ''one'' check ''only'' looks for the Varia Suit[[/note]], Mother Brain's unavoidable Hyper Beam attack inflicts a whopping ''600 points damage'', and if you don't have enough E-tanks to survive one Hyper Beam, the final plot event (where the baby Metroid [[BigDamnHeroes rushes in to save Samus]]) never triggers...since you died before it could take place.

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* ''SuperMetroid'' ''VideoGame/SuperMetroid'' could be made unwinnable this way: With a little bit of SequenceBreaking it is possible to acquire the Gravity Suit early, and ultimately reach Tourian without ever collecting the Varia suit. The catch is that each Suit cuts damage by half (both suits = 1/4 damage) ... but this is a moot point if the player is [[NoDamageRun especially adept at avoiding damage]]. Most [[HeartContainer Energy Tank]] upgrades are optional, and Tourian's final SavePoint is located beyond the PointOfNoReturn. The problem? Without the Varia Suit[[note]]And, for some reason, this ''one'' check ''only'' looks for the Varia Suit[[/note]], Mother Brain's unavoidable Hyper Beam attack inflicts a whopping ''600 points damage'', and if you don't have enough E-tanks to survive one Hyper Beam, the final plot event (where the baby Metroid [[BigDamnHeroes rushes in to save Samus]]) never triggers...since you died before it could take place.
5th Aug '13 2:01:45 PM Willbyr
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* ''SuperMetroid'' could be made unwinnable this way: With a little bit of SequenceBreaking it is possible to acquire the Gravity Suit early, and ultimately reach Tourian without ever collecting the Varia suit. The catch is that each Suit cuts damage by half (both suits = 1/4 damage) ... but this is a moot point if the player is [[NoDamageRun especially adept at avoiding damage]]. Most [[HeartContainer Energy Tank]] upgrades are optional, and Tourian's final SavePoint is located beyond the PointOfNoReturn. The problem? Without the Varia Suit[[hottip:*:And, for some reason, this ''one'' check ''only'' looks for the Varia Suit]], Mother Brain's unavoidable Hyper Beam attack inflicts a whopping ''600 points damage'', and if you don't have enough E-tanks to survive one Hyper Beam, the final plot event (where the baby Metroid [[BigDamnHeroes rushes in to save Samus]]) never triggers...since you died before it could take place.

to:

* ''SuperMetroid'' could be made unwinnable this way: With a little bit of SequenceBreaking it is possible to acquire the Gravity Suit early, and ultimately reach Tourian without ever collecting the Varia suit. The catch is that each Suit cuts damage by half (both suits = 1/4 damage) ... but this is a moot point if the player is [[NoDamageRun especially adept at avoiding damage]]. Most [[HeartContainer Energy Tank]] upgrades are optional, and Tourian's final SavePoint is located beyond the PointOfNoReturn. The problem? Without the Varia Suit[[hottip:*:And, Suit[[note]]And, for some reason, this ''one'' check ''only'' looks for the Varia Suit]], Suit[[/note]], Mother Brain's unavoidable Hyper Beam attack inflicts a whopping ''600 points damage'', and if you don't have enough E-tanks to survive one Hyper Beam, the final plot event (where the baby Metroid [[BigDamnHeroes rushes in to save Samus]]) never triggers...since you died before it could take place.


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5th Jan '13 11:08:36 AM Rondomi
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** A player who is very adept at maneuvering Samus before she gets her mobility upgrades (like the Gravity Suit) can find themselves stuck in certain spots with no way out. While the game tries very hard to prevent this with the appropriate obstacles, it is very possible to enter later rooms of the aquatic area Maridia with enough bomb-jumping and wall-jumping. A player needs to be careful when doing this, since there is a room or two with quicksand. The sand usually just pulls Samus down to the bottom of the pit the longer she goes without jumping- all the player needs to do is jump up the sand. However, being underwater reduces Samus' mobility (without the above Gravity Suit). Being in quicksand further reduces her mobility. As long as she has the Gravity Suit (which should have been obtained by that point), she can nullify the underwater movement restriction and get out of the sand with a little bit of jumping. But without the suit, she suffers twice the movement penalty, sinking down faster than she can jump up, effectively making it impossible for Samus to ever escape this watery grave. There is no way out.

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** A player who is very adept at maneuvering Samus before she gets her mobility upgrades (like the Gravity Suit) can find themselves stuck in certain spots with no way out. While the game tries very hard to prevent this with the appropriate obstacles, it is very possible to enter later rooms of the aquatic area Maridia with enough bomb-jumping and wall-jumping. A player needs to be careful when doing this, since there is a room or two with quicksand. The sand usually just pulls Samus down to the bottom of the pit the longer she goes without jumping- all the player needs to do is jump up the sand. However, being underwater reduces Samus' mobility (without the above Gravity Suit). Being in quicksand further reduces her mobility. As long as she has the Gravity Suit (which should have been obtained by that point), she can nullify the underwater movement restriction and get out of the sand with a little bit of jumping. But without the suit, she suffers twice the movement penalty, sinking down faster than she can jump up, effectively making it impossible for Samus to ever escape this watery grave. There Without the Hi-Jump Boots, there is no way out.
29th Dec '12 10:23:02 AM ChaosKnux
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*Not even the original Metroid is safe. If you are careless, you can bomb through the bridge to Tourian, and the lava/acid under neath makes it impossible to jump back up before whatever block you destroyed respawns.
4th Dec '12 2:54:59 PM petrie911
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** The same applies to collecting the Artifact of Lifegiver after returning to the room where you fight Flaahgra
*** The Wii "Trilogy" re-release uses the original Metroid Prime version as a base. Even though some elements from later versions (such as Fission Metroids in Omega Pirate's room) were added in, it retains this bug. Oops.

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** The same applies to collecting the Artifact of Lifegiver after returning to the room where you fight Flaahgra
***
The Wii "Trilogy" re-release uses the original Metroid Prime version as a base. Even though some elements from later versions (such as Fission Metroids in Omega Pirate's room) were added in, it retains this bug. Oops.
29th Nov '12 2:55:47 PM Ajiryn
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Added DiffLines:

** A player who is very adept at maneuvering Samus before she gets her mobility upgrades (like the Gravity Suit) can find themselves stuck in certain spots with no way out. While the game tries very hard to prevent this with the appropriate obstacles, it is very possible to enter later rooms of the aquatic area Maridia with enough bomb-jumping and wall-jumping. A player needs to be careful when doing this, since there is a room or two with quicksand. The sand usually just pulls Samus down to the bottom of the pit the longer she goes without jumping- all the player needs to do is jump up the sand. However, being underwater reduces Samus' mobility (without the above Gravity Suit). Being in quicksand further reduces her mobility. As long as she has the Gravity Suit (which should have been obtained by that point), she can nullify the underwater movement restriction and get out of the sand with a little bit of jumping. But without the suit, she suffers twice the movement penalty, sinking down faster than she can jump up, effectively making it impossible for Samus to ever escape this watery grave. There is no way out.
17th Sep '12 2:13:38 PM Kadorhal
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* ''[[MetroidPrime Metroid Prime 2]]'' includes a number of rooms that have several switches that must be shot in order to progress. If the player triggers some of the switches and then leaves the room, the game becomes unwinnable (or some items become [[LostForever inaccessible,]] depending on which room) because the game resets the counter but does not reactivate the switches.

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* ''[[MetroidPrime ''[[VideoGame/MetroidPrime Metroid Prime 2]]'' includes a number of rooms that have several switches that must be shot in order to progress. If the player triggers some of the switches and then leaves the room, the game becomes unwinnable (or some items become [[LostForever inaccessible,]] depending on which room) because the game resets the counter but does not reactivate the switches.



* The first ''MetroidPrime'' game had a similar Unwinnable bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If you're careless enough to leave the room without collecting the artifact, then it will never return.

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* The first ''MetroidPrime'' ''Metroid Prime'' game had a similar Unwinnable bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If you're careless enough to leave the room without collecting the artifact, then it will never return.



*** The Wii "Trilogy" re-release uses the original Metroid Prime version as a base. Even though some elements from later versions (such as Fusion Metroids in Omega Pirate's room) were added in, it retains this bug. Oops.

to:

*** The Wii "Trilogy" re-release uses the original Metroid Prime version as a base. Even though some elements from later versions (such as Fusion Fission Metroids in Omega Pirate's room) were added in, it retains this bug. Oops.Oops.
* ''Metroid Prime 3'' has {{sequence break|ing}}s that allow you to get the Spider Ball earlier than you're supposed to. However, if you then use this to get the Hazard Shield before beating Gandrayda, you're stuck - the Hazard Shield is replaced by a missile expansion which you can't pick up, and as such the enemies that are supposed to break open a window for you to escape afterwards never spawn.
15th Jun '12 7:38:03 AM dainbramage
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** The Wii "Trilogy" re-release uses the original Metroid Prime version as a base. Even though some elements from later versions (such as Fusion Metroids in Omega Pirate's room) were added in, it retains this bug. Oops.

to:

** The same applies to collecting the Artifact of Lifegiver after returning to the room where you fight Flaahgra
***
The Wii "Trilogy" re-release uses the original Metroid Prime version as a base. Even though some elements from later versions (such as Fusion Metroids in Omega Pirate's room) were added in, it retains this bug. Oops.
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