Getting past that red pirate to speed boost through the wall? Well..
Also, getting the Plasma Beam will be *annoying* if you don't have another item.
You can open that door there, get as close as to the pirate as you can. Get hurt, and abuse the invincibility time to charge up a speed boost. Worked for me.
Re: The Super Metroid Legacy Discussion thread
Posted: 18 Nov 2009, 22:16
by FPzero
I know you've already recorded tomorrow's part by now so hopefully you've realized this. There's nothing more that you can do in that section of Maridia currently. Killing Draygon made a door open in the eastern side of Maridia which you can't access from west Maridia. From here you need to return to Crateria and begin exploring it. Now that you have Power Bombs and Gravity Suit, you can continue exploring this area in full.
Re: The Super Metroid Legacy Discussion thread
Posted: 19 Nov 2009, 15:33
by Kristian
I just realized now that the tileset in Crateria is the same one SNN used in Keytastrophe forest stages.
Honestly can't believe I didn't notice that until now.
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 10:12
by Daze
I have to say, I'm liking that turtle. Chills, watches the kids, spins around destroying walls (and occasionally space-borne bounty hunters). I can respect that.
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 14:56
by flameofdoubt
At least in my opinion, the sand and the Bulls (the enemies in the sand with stalks and immunity to beam weapons, that also look like the puffers from metroid prime) are the most annoying aspects of the game (with Tourian's rinkas coming as a close second i suppose), but both of them are confined only to this area of maridia, so once you're out you'll not have to deal with them again.
Also i'm learning new things, i never knew you could bomb or pseudo-screw-attack (shake-spark) them, so i'm learning new things here.
Also "grrrrrrr" at the map16 shenanigans. That stuff might be allowed in SMW but there is no precedent for powerbomb-block doors in metroid! That's like doing a mario hack and secretly putting in super metroid's walljump, and expecting the player to figure out that's what they have to do.
Just to let you know there is an item that will make it so you can get that reserve tank (the one i was expecting you to get in the room after draygon, i thought it was quite the cop out when you just got an energy tank), but there is no item to combat the effect of sand, so "ooOooOooOooh" mysteriousness and ambiguousness.
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 14:57
by StarkMaximum
I thought the Map16 door was funny, at least since raocow seemed to find it out really quick.
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 16:02
by Kristian
StarkMaximum wrote:I thought the Map16 door was funny
Same here.
Also, did anyone else notice at the end raocow said, 'This is raocow playing Super Mario World Legacy adventure...'
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 16:55
by kilon
quicksand. Ah, what a pleasant thing that is in videogames.
That map 16 door was clever, but when you haven't played a mario hack, you might never find out.
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 17:18
by FPzero
It's too bad that you didn't explore Crateria more thoroughly before coming here because there was an (optional) upgrade that would probably be of use. You should find it once you're done with Maridia and before going to anywhere else.
Also, I'm amazed that you figured out the fake door so fast. I didn't and ended up cheating by looking in SMILE to figure out what its deal was. :(
Re: The Super Metroid Legacy Discussion thread
Posted: 20 Nov 2009, 20:43
by HarmfulGravemind
Kristian wrote:
StarkMaximum wrote:did anyone else notice at the end raocow said, 'This is raocow playing Super Mario World Legacy adventure...'
yes! that was hilarious xD
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 13:45
by kilon
Oh you.
That's why we like you. Always trying to overcomplicate things. even when it is virtually impossible to do so.
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 14:06
by Booo95
I think you were trying to diagonal shine spark.
You gotta press down while you are charged, hold whatever the hell button you have assigned to angle up(I think the default is R, and I don't think you changed that), and press jump. You can do it sideways but jumping and then quickly pressing left or right.
Just be thankful that you aren't playing Zero Mission with all of its crazy shine spark puzzles.
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 15:03
by Paragraph
I think the actual shinesparking is quite easy, once you've figured out the secret - that you can change the direction you're going to blast off to by pressing it in that half second Samus is hovering there after you pressed the jump button - the problem with Zero Mission was always the timing, as Speed Booster means, well, speed.
By the way, couldn't you have gotten that Reserve Tank by just walljumping up?
On that subject, also gotta praise you for figuring out how to do it; I'm able to consistently walljump in Zero Mission, but Super's controls are so sluggish in comparison that it's an absolute nightmare. I'm so glad you're almost never expected to do it in the original.
And I love that you're showing it off every now and then, too :D . Just because you CAN.
Simon
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 15:24
by Supernova
The tiny turtles are so awesomely cute haha
And i really like your new attempt at playing Super Metroid, your first try was painful to watch sometimes but now that you found fun in it, the videos have some kind of flow and it's really nice watching you. Especially since I'd never ever play that game myself, I'm more the Mario kind of person. Reminds me of how I just sat there when I was a kid and watched my brother play some games I didn't want to play myself, some games are just fun to watch.
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 16:26
by Booo95
Paragraph wrote:By the way, couldn't you have gotten that Reserve Tank by just walljumping up?
There was the sand fall there pushing him down. He could have done it against the other wall but it would have taken forever. It'd be more convenient to just wait until the
space jump
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 17:41
by Paragraph
Booo95 wrote:There was the sand fall there pushing him down.
Ah, must have forgotten about that property of sand. Though that might have been active on my part, I freaking hate those sand pits.
He could have done it against the other wall but it would have taken forever. It'd be more convenient to just wait until the
space jump
That's my solution to about any remotely complicated puzzle in Metroid games, but I can be lazy, raocow has to suffer and work for our entertainment! Just kidding, you're doing great just by picking up the hack again ^^.
By the way, what is map16 anyway?
Simon
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 19:33
by AirPump
Supernova wrote:The tiny turtles are so awesomely cute haha
They looked exactly like Buzzy Beetles to me. Perhaps that's a subtle reference to Mario.
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 22:06
by flameofdoubt
Map16 is basically changing blocks so they do one thing but look like something else.
I shall attempt a simple and understandable guide to shinesparking in super metroid!:
This can get very confusing because most people will tell you how they do it in metroid zero mission. However, metroid zero mission uses all the same inputs as super metroid, but in a completely different order.
While you're flashing, stand completely and utterly still, not pressing any buttons, and while uncrouched. Make sure you're facing the direction you want to go! You can't do it backwards in this game.
Now, when in position, facing the right direction, with no buttons pressed, press, and hold, the jump button. (This is important, if you're pressing any directions it won't work and you'll just jump normally)
You now have about two seconds from when you start pressing jump to decide which direction you want to go in.
If you leave the d-pad and everything else alone you will go straight up.
If you press only in the direction you are facing you will go horizontally.
If you press only the "angle-up" shoulder button, you will go diagonally (but not perfectly diagonally at 45 degrees, so practice to find out what angle it uses)
If you're interested in how this differs from other metroid games, read below, but it's not important:
In super metroid the shinespark fires as soon as you select a direction, whereas in the other games no matter which direction you choose it will do the full "charging in the air" animation before firing. Plus, to do a diagonal shinespark in the other games you hold the diagonal button while you press and hold jump and nothing else. Also in the other games you can shinespark backwards.
Incidentally raocow, it may interest you to know that super metroid is one of the very few metroid games in which you can wall jump against a single wall. (it can be a little annoying but it's great for getting up the sides of things when there isn't another handy wall.) You could probably get that reserve tank early with single wall walljumping (if you did it against the tiny bit of wall on the left that isn't inside sand). The trick is to press back towards the wall as soon as you jump from the wall, so that you can walljump again very quickly and with a decent amount of height gained. Other games took this away, forcing the walljump to push you a certain distance from the wall before you could go back towards it again.
Re: The Super Metroid Legacy Discussion thread
Posted: 21 Nov 2009, 23:43
by Classtoise
Can we PLEASE stop with the unnecessary spoilers? Not Flameofdoubts post, as he spoiler'd it because it was a wall of text. But stuff like "Oh raocow you need
missiles
for the red door!"
He has no manual.
He's never played Super Metroid.
Forcing him to go through completely blind in a game like Mario that he knows well is one thing. Or like Untitled Story where it will teach him all he needs to know either at the site or in the game. But Metroid Legacy is a game that expects you to know how to wall jump or know that you get the X-Ray Visor to see any special blocks, or the Space Jump to jump infinitely or that the Mock Screw Attack kills enemies that are otherwise immune.
Spoil "raocow, about that room...
there is a super missile expansion hidden inside the Chozo statue"
Indeed, the key is to not rush and come to a complete stop before doing the sinespark. Then, it's just a matter of pressing jump and immediately afterwards pressing left or right to do a horizontal shinespark, or pressing the jump and diagonal button (R?) to do a diagonal shinespark. Just make sure you're completely still first, and it should be fine.
Re: The Super Metroid Legacy Discussion thread
Posted: 22 Nov 2009, 13:13
by Yonowaaru
Just gotta say, you stopped right before a major upgrade.
Not gonna tell you what it is, but it has to do with the ball and you're gonna like it, so perhaps you can already guess =).
Re: The Super Metroid Legacy Discussion thread
Posted: 22 Nov 2009, 14:09
by kilon
This seemed like a very good and productive episode. I have no idea how far you are in the game, but now that you have renewed interest, I am even looking more forward to this than towards Mushroom Meltdown.
Re: The Super Metroid Legacy Discussion thread
Posted: 22 Nov 2009, 20:24
by Classtoise
Yonowaaru wrote:Just gotta say, you stopped right before a major upgrade.
Not gonna tell you what it is, but it has to do with the ball and you're gonna like it, so perhaps you can already guess =).
So it's either the X-Ray Visor or the Space Jump. Likely the Space Jump as you can Ball Jump with it.
Re: The Super Metroid Legacy Discussion thread
Posted: 22 Nov 2009, 22:33
by Booo95
No, jumping in Morphball form is the Spring Ball. Unless the guy changed that in the hack.