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![]() TONIGHT. YOU.
I almost always miss out on the Spring Ball in serious speed runs.
I love this game to death. I disagree about the jumps being floaty, too. I never did like Metroid Zero Mission's speedy speedy jumps.
Also, if you didn't like Metroid NES, Zero Mission more or less makes that game obsolete.
Also, ENGAGE RIDLEY MOTHER FUCKER
edited 13th Dec '10 9:58:05 PM by Schitzo I'LL PAINT MY HOUSE WIT YO BRAHD
edited 14th Dec '10 7:07:34 AM by arromdee ![]() Vikings.
I never played it, sadly, but doesn't the prime series have a scan feature?
You keep losing because you are too destructible. Be the opposite of that.
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Yes, and it's easily one of the best parts of the series.
Also, played Super Metroid a couple of months back. It was pretty fun, and I loved how much emphasis was placed on exploration, even though I normally like more linear titles.
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edited 14th Dec '10 7:17:00 AM by MrW ![]() El Cid
They were in the manuals. The first Metroid had all the enemies' names in there.
The Role-Playing Jew - reviews and thoughts, served up with ice cream.
edited 14th Dec '10 1:56:43 PM by MrW ![]() Self-loathing
I recently played through Super Metroid, not really intending on beating it in time. I tried to get 100%, but gave up on two. At the end, I had 98% and only about 2-5 minutes above the best ending, and I had goofed off a little. So if I look up those last expansions I could actually acheive this.
I liked that the Prime games allowed you to take your time for the best ending. Understandable, given that the special endings are a lot more significant and Sequel Hook-ish than the "alternate" endings of the others.
The EYE is protecting Exor!!
Egg Run Sequel
![]() Truttle
edited 14th Dec '10 2:52:54 PM by Turtle (´・ω・`)
![]() Truttle
It's a little easier if you wait until you see Samus facing away from the wall. There's a larger gap than in the GBA games between the time you press away from the wall and the time you're meant to hit the jump button. Of course, it's still hard to pull off consistently.
edited 14th Dec '10 3:00:06 PM by Turtle (´・ω・`)
![]() edited 14th Dec '10 3:09:41 PM by Eschaton ![]() Truttle
I liked Fusion a lot. The linearity wasn't such a bad thing for a change of pace, but Nintendo seems to have gotten this strange notion that every game (except Zero Mission) after it should be as linear. I'm afraid that Zero Mission will end up being the last hurrah that they put out as a sort of apology to longtime fans of the series - "Sorry, but we're taking it in a different direction, enjoy your last nonlinear Metroid game."
Super is great that way. There's a pretty clear intended order, but for those who want to break the game beyond reason can do so. Back when they made the game and let the fans decide how they want to play it.
So, uh... how about that Mockball?
(´・ω・`)
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I like using the Grapple Beam on Crocomire. Such odd results. Once I went inside him somehow, and his tongue came out.
The EYE is protecting Exor!!
Egg Run Sequel
![]() L'Affinité
I played Super as a kid, and was scared when Torizo broke out of the Chozo statue. It was quite appropriate, in retrospect—I was used to M1's Chozo statues just giving me stuff, and not locking me in and attacking me, of course!
Years later I beat Super, after watching a few speed runs of it. Unlike with ZM, I didn't try to follow the 100% run, and I ended up with about sixty-something or seventy-something percent.
You should try grappling, plasma-beaming, and finally power-bombing Crocomire. (Poor Crocomire...)
I think that Super is amazingly designed. However, the controls of the GBA games are better; I'm not a fan of floaty jumping at all. Also, there are a few quirks of Super that got fixed in the GBA games, such as a few inconsistencies in the way blocks were presented, and Samus being annoyingly 3 blocks tall, and the existence of a run button (even if it made for funny noob jokes). The rechargeable and redesigned shinespark, along with a better method of hinting at hidden items (i.e. away from the "make the player bomb every wall" method) were also improved.
That said, Super will forever remain a classic, being one of the two games that really ushered in the metroidvania genre. Dare I even say that the many glitches made the game better—that it wasn't just a game with two mostly-similar-apart-from-fanservice endings and speedrunning and packratting capabilities, but the game's exploration aspect was itself meta-explorable, by exploiting glitches left and right. And then there are the numerous romhacks that this game has spawned...
And finally, the atmospherics are top-notch. And so is the soundtrack—ambient, sometimes creepy, but always apt. Yamamoto and Hamano created a soundtrack that is both memorable AND ambient—not an easy feat. The graphics are drawn beautifully to create an alien but rich and diverse play environment. Just two more reasons why this game is such a classic.
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I love Super Metroid simply because it continued exaggerating the elements that made the series awesome.
Atmosphere, exploration, bosses, and that awesome item jingle.
![]() A-HYUK!
The map was the single greatest thing about the game.
If the first two games had had one, I might not have ragequit them both.
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![]() TONIGHT. YOU.
Return of Samus at least was tolerable, because most of the environments weren't downright identical.
I'LL PAINT MY HOUSE WIT YO BRAHD
![]() ![]() A-HYUK!
Ouch.
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This post was thumped by the Eldritch Flyswatter of Horror
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