See this is what I meant during all those arguments about Other M where I said that a new sidescrolling adventure Metroid game would be 100000x better than any FPS or whatever the hell Other M was. The games being linear and roughly as difficult as petting a sleeping cat didn't detract from it at all when I ran through the Pirate ship at the end in Zero Mission and went 'OMFG this tube hallway looks like the one running through Maridia in Super'
Making me nostalgic for Super Metroid is a 10/10 experience. Why can't Nintendo just make a new 2Dish Metroid
oh man remember when you first discovered Maridia? Best zone in any game ever
oh **** someone who agrees with me about maridia? lower norfair tends to get the most attention but maridia is my favorite area in super metroid, maybe my favorite in any metroid game
I love Maridia because when I was young, it blew my mind. It still sort of does. How many games before or since had a whole area that you basically have to break the logic of the game to reach (Mario never dug a hole into those sewer levels).
And it's so atmospheric, and I recall it having the most secrets while exploring. Just so many little things about Maridia
Also this topic is now my Super Metroid nostalgic topic
Remember the first time Crocomire burst through that wall as a skeleton for you? How many other games would do that? Such a little thing, like having a nonstandard entrance into Maridia, but it's stuff like that which makes the game
super metroid was great about turning conventions on their head like that. like, beat a boss and get an item? how about get an item, the door locks, and then the statue that holds items turns into a boss?
Speaking of little things, the optional way to defeat that one boss was such a nice touch. Played through the game again just to try and pull that off!
-- Tebow to Jests? http://24.media.tumblr.com/tumblr_m19b15IB731qzdb47o1_400.png
Remember when you first made it to the Wrecked Ship?
You need so many items to even reach it, and you only get them one at a time, but the road to it is there right from the beginning, just to the right. Taunting you. Making you wonder if, with this item, you can finally reach it. Nope! Back into the caverns. Then you finally get there and it's this derelict ruin without much to do.
Then you kill Phantoon and it ****ing turns on
EDIT: why did I say just to the left because when Samus faces the screen it's to her left what is wrong with me. Fixed
EDIT: why did I say just to the left because when Samus faces the screen it's to her left what is wrong with me. Fixed
that's another way SM tricks you, 99% of platformers you go right, the intro level ceres space station you go right, you get to zebes and...you must go left.
I think SM controls better, jumping physics are much more fun than the GBA games. the only thing fusion/ZM changed that I really liked was the addition of grabbing ledges
You can completely ignore those statues' directions, you know
From: Liquid Wind | #011 EDIT: why did I say just to the left because when Samus faces the screen it's to her left what is wrong with me. Fixed
that's another way SM tricks you, 99% of platformers you go right, the intro level ceres space station you go right, you get to zebes and...you must go left.
Super Metroid might be the single best game for using level design and gameplay as a teaching tool rather than constantly telling you what everything does and how to do everything like modern gaming does.
I'm probably misremembering Super's controls because my Wii and my SNES both broke and I can't figure out ROMs to save my life, and I just replayed Fusion/ZM in three days, but I'd say Fusion controlled waaay better than Zero Mission.
ZM did make that morph ball bomb jumping way easier though. I could never quite master the timing in Super but in ZM it was like I just had to click click click naturally and 9 times out of 10 it worked
From: Liquid Wind | #026 and didn't fusion/ZM have this obnoxious thing where L or R was to arm missiles? I want to aim both up and down using triggers, wtf is that
Also this is waaaaaaaay better than having to equip missiles
-- _foolmo_ 'he says listen to my story this maybe are last chance' - ertyu quoting Tidus
you people are crazy, you don't need to use missiles on most enemies, tapping a button a few times every now and then >>>> aiming in the wrong direction by default because the game literally doesn't have a dedicated input for it
SM's system works for SM because there's the Xray visor and grapple hook as well. If you're going to have a cycling inventory, you might as well put missiles in there as well. It would be stupid to put a cycling inventory in ZM that would just have missiles and super missiles.
-- _foolmo_ 'Oh please, if foolmo made that analogy you'd think it was picture perfect' - Biolizard28
R was for missiles. Just L would aim up, holding L and then tapping down would switch it to aim down. Works better for me than having to cycle through 5 different weapons just to switch from one kind of missile to another in the heat of battle.
I meant the controls/physics overall being the same, not the walljumps. Not being able to infinite walljump was what I meant by it being worse
-- SuperNiceDog is a vicious breed and should be banned from further Guru contests.