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Author Topic: Rew's Metroid Series Run!  (Read 5415 times)
Offline Rew

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« #20 on: April 28, 2011 »

@hisak: I still haven't decided if I'm getting any games on the 3DS VC. Maybe if they have a 3D feature. Other than that, I'd prefer to just play them on my TV thanks to the GBP.

Play primes on vetran! >:O

Metroid 2 pokemon Red and LA were pretty much my baby sitters when I  was a kid. LOVE LOVE LOVE LOOOOOOOOOOOOOVE this game 

Spider ball is such an awesome powerup makes up for the fact that the games is sectioned of by letting you explore every corner of each section :D And It also gave Samus her giant shoulder pads! What a game!

Yeah the final battle with the metroid queen is a very ridley esque fight, dont bother having skill just throw shit at her.

The ending is so awesome and shows how metroid can shine with story telling "show, dont tell". No dialouge, no other characters, just a samus showing compasion for a creature she was raised to kill, really touching.

I would love a remake of this game, come on Nintendo!

HAVE SOME ART

http://i.imgur.com/V5Op5.jpg

Yeah, Metroid II was a good one! It didn't disappoint (well, not that I had really high expectations going in or anything anyway). Some of the music was really cool too, especially that groovy cave theme when you're going a new route for the first time.

Both M2 and SM were very good at having well crafted emotional moments in their games without dialogue, in a "show, don't tell" sort of way--M2 with the hatching of the Metroid and leaving the planet together, then SM with the final battle against Mother Brain and everything that entailed. It makes games like Other M just look like they're trying too hard.



Alright, enough hemming and hawing, I think I'll finally be able to dive into Super Metroid tomorrow night after work. I'll be sure to write that up later this weekend.
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Offline hisak

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« #21 on: April 29, 2011 »

It makes games like Other M just look like they're trying too hard.

Other M's narrative didn't need any help making itself look bad. Silent story moments in a medium that isn't exactly filled with great writers is a great idea, imo.
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Offline Be_yourself

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« #22 on: April 29, 2011 »

I kinda like the implied story telling in those older games too.  Whilst i don't have a lot of experience with Metroid, Other M was oversaturated with dialouge and excessive adjectives.  I still thought it was good, but there was a lot of cringworthy moments. 

I've said this a million times here but one of the best story telling moments i have seen yet in a game is when you walk out of the temple of time in OoT as an adult for the first time and you see Death Mountain's omnius cloud and the desecrated yard of the ToT.  Speaks volumes without a single word or cutscene...
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Offline Rew

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« #23 on: April 30, 2011 »

@hisak: I'm almost looking forward to Other M just to see how bad the narrative really is.

@B_Y: (You sure do love the word "whilst," don't you? xD) I think that moment you described from OoT might be my single favorite moment in any video game ever. And you're right--there are no words of dialogue, and it's not even properly a cutscene. It's just an experience.



Well, it's over. So how did I do? Did I finally succeed, for the first time since the game's advent in 1994, to score the best ending in Super Metroid? Did all my planning pay off? Or did my clumsy gaming skills and frequent mistakes/backtracking finally cost me in the end? Did I actually finish in under three hours?






...












Sweet Jesus, yes I did.

But NEVER AGAIN. That was stressful as all hell. I hate how YouTubers make it look so easy too.

Yeah, there's a reason I never speedrun. I sucks all the enjoyment out of the actual playthrough, I get nervous and so make more mistakes than I usually would just leisurely taking my time. So while I'm glad I accomplished this finally, I don't see myself attempting it again!

The early part of the run went smoothly enough. Spore Spawn took a long time because I kept missing when the thing would finally open up. Thankfully I made up for it with a very quick fight against Kraid--four Super Missiles put him out of commission early. Then I journeyed to Norfair, defeated Crocomire, and experienced a very rare death in this game--I don't think I've died in this game since 1995! But I was trying to get that Energy Tank on the other side of the room from Crocomire after beating him but before getting the Grappling Beam. I overestimated my wall jump abilities and underestimated just how FAST that acid eats away your health. I only got something like three chances to jump up there, and then I was dead. Thankfully I'd saved shortly before. A second easy battle against Crocomire later, I succeeded on the next attempt.

After that it was off to the Wrecked Ship, and there Phantoon took me down to the wire. I made the mistake of using a Super Missile late in the battle, thinking it would finish him off. It didn't. So he started this insanely hard to avoid attack that lasts a nice long time before returning to his usual routine. That battle all told took me down to my very last Energy Tank. And if I'd died there...well, it had been a long time since I'd been able to save, so that would've sucked ass. The rest of Wrecked Ship went smoothly, if a little harrowing because was at such little health after the battle, at least until I finally got the next Energy Tank.

Maridia, as expected, was a monumental pain in the ass. There are so many areas that require pixel-perfect precision in order either to advance or to obtain certain items. The region is also notorious for having areas where one wrong move will mean falling down to a certain place where you have to take a lot of time to start over again. That place ate up a sizeable chunk of my time and really made me sweat. Thankfully the bosses Botwoon and Draygon are beyond easy.

I was on pins and needles as I advanced into lower Norfair. Ridley, whom I normally consider to be the hardest part of this game, really didn't give me as much trouble this time as he usually does (and certainly not as much as Phantoon did on this run). The battle was still a bit on the long side, and after he was finished off, it was a race to collect all the remaining items! I was really stupid earlier in the game (before Wrecked Ship) and made a risky backtracking trip to Brinstar and Crateria to get some items--and advanced all the way to that watery room with the invisible bridge and boulders when I realized I had to have the Gravity Suit to jump out of that water. Arrrrgggh!

But now at the end of the game, I was in a feverish race against time. Finally, in Crateria, I ended up with all 230 Missiles, 50 Super Missiles, 50 Power Bombs, 14 Energy Tanks, and 4 Reserve Tanks. At nearly two and a half hours of playing time, I had plenty of time left to storm Tourian and seal the deal. Only at this point did the game finally become leisurely.

The Metroids in this game are much easier than in the first two. There are 12 of them across four rooms. Move slowly to scroll only one on, freeze it (now that the Ice and Wave Beams are combined, you can shoot through walls and floors), then use a single Super Missile to wipe it out--and you'll likely get that Super Missile back too. The Zebetites--thanks to there only being four of them and especially that they so helpfully gave you a ledge right next to them to stand on this time--are infinitely easier here than in the original. And Mother Brain--after bosses like Phantoon and Ridley--is just a formality. I guess in-universe she's the mightiest because she would've killed Samus inevitably if it weren't for the Super Metroid's intervention.

Finally at the end, I saved my friends the Dachola and Etecoons before evacuating Planet Zebes myself.

All the rushing and stress notwithstanding, I have to say, it was quite gratifying to see the time and the best ending after all that!

Random side note: I'm such an obsessive completionist on games like this that not only do I collect every item and activating every map--I insist on filling in every square corner of the map so that it's all filled in and no areas or rooms still in the black or blue. (I do this in all the Zelda games too, of course.) Of course in a sped up run like this, I didn't have time for such frivolities. So after I finished the game this morning for my sub-three-hour run, I copied the file into the second slot, and on that second file, went back and explored every untrodden space on all the maps. I found it curiously cathartic after all of last night's running around.

Despite the fact that this was one of my less enjoyable experiences with the game, that doesn't take away from how beautiful a game this really is. The visuals remain stunning even to this day, the music is very alive and memorable. And it (just like Metroid II) accomplishes with a minimum of words what games like Other M strive and fail to capture. The baby Metroid's sacrifice for Samus against Mother Brain remains one of the best moments I've seen in a video game. That, and fundamentally--if you're not trying to rush through--this game is just flat-out fun to play!

So quite predictably my series ranking so far goes in reverse order of release date:
1. Super Metroid
2. Metroid II: Return of Samus
3. Metroid


Up next is Metroid Fusion.

I've never really had any experience with this game, except just sampling it a couple weeks ago to make sure the cartridge worked. I've picked up on bits and pieces of it, that it takes place on a space station, has six main sectors (which act as biospheres) to explore and conquer, but you're hunted by the main antagonist for much of the time, a kind of corrupted doppelganger, even though the final boss is an Omega Metroid from the second game (kind of a step down from the Queen Metroid, perhaps ). I know that--similar to the second game again--it's far more linear than the Zebes Metroid games.

I don't really have much to say on this one, but I'm sure I will after get going on it tomorrow!
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Offline hisak

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« #24 on: April 30, 2011 »

This game is so good. Well done on the speedrun! (I thought you weren't doing speedruns, I must have missed where you said that you were doing it for this game). Did you play this with a GameCube controller or a Classic Controller?

@hisak: I'm almost looking forward to Other M just to see how bad the narrative really is.

The actual plot of Other M is derivative of Fusion, but it really isn't that bad. It's the characterizations and poorly written narrations that will have you cringing.
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Offline Rew

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« #25 on: April 30, 2011 »

For the most part, I'm not doing speedruns and am ignoring end-time goals for the 2D games. I made Super Metroid the sole exception because it's the only game that in every other respect I'd completely mastered. I basically just wanted to know if I could pull it off, and it looks like I can! For Fusion and Zero Mission, though, I'm returning to a more leisurely approach and beating them when I beat them. Also for Super, I used the Classic Controller, which feels much more like a Super NES one than the GameCube's version. I will be using the GCN controller for Fusion and Zero Mission.
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Offline hupla

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« #26 on: April 30, 2011 »

Why do you know about the omega metroid?!?! Why are you being a jerk and spoiling stuff >:O
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Offline Rew

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« #27 on: April 30, 2011 »

I seriously just stumble on to these things. I wasn't trying to spoil myself. >_<

I get bored on my lunch breaks and so sometimes look at various Metroid sites. =P
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Offline Be_yourself

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« #28 on: May 01, 2011 »

whilst is a fantastic word.

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Offline Rew

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« #29 on: May 03, 2011 »

So, finally, Fusion is finished.

What a quirky little game! At least in terms of design, setting, and especially plot, it's very different from all the previous Metroid games. I'm not sure I like the idea of Samus's suit becoming such a part of her that it's basically bionically attached--and even things like her Missiles are part of her DNA makeup and somehow "organic." Weird stuff. The visuals were also a step down from Super Metroid, but then again the GBA may not be as powerful a system as the SNES was. In general I preferred SM's soundtrack too, but there were some good tunes in MF, especially the techno sounding boss theme as well as the Sector 4 (AQA) theme.

I do like how each of the six sectors had their own little design and layout theme--and I liked the twist that despite the fact they're numbered, you won't be visiting them in that order! I do wish Sector 1 felt more like the SR388 from Metroid II, but then again, I guess they wouldn't have had room to build those massive ruins that I'd loved so much from that game.

I find that out of all the three previous games, Fusion definitely shared the most in common with Metroid II. For one thing, Fusion's engine looks like a very advanced M2 engine (as opposed to an engine based on SM). The game is quite linear and basically tells you where to go next. The music is less so much confined to area but more to the circumstance of what's going on in the game itself, similarly to M2. Also, MF brings you full circle at the end like M2 by putting the game's ending at the very place where you began--in the docking bay where you haven't been since the beginning (unlike your ship in SM where you'll return numerous times). Oh, and the final boss is a giant evolved Metroid creature, just like M2.

So yeah, I knew about the Omega Metroid going into this game, which I guess was a fairly big spoiler. In my defense, after beating M2, I had looked up the individual Metroid forms on Wikitroid and unbeknown to me in this way found out the final boss of Metroid Fusion as well. I hadn't been meaning to spoil myself, though.

SA-X was an interesting antagonist. One of the things about Metroid games (and all similar games in similar genres) is that Samus winds up this super powered warrior who can obliterate even the toughest enemies with just a few shots and then continue on her way. Now for the first time we see an antagonist who can kill us just as easily as if we're some mook! Some of those chase sequences with SA-X were harrowing because of the unbelievable amounts of damage a single shot or one moment of contact with it can do! The worst was the chase in Sector 2. There's a lot of crap you have to clear out of your way to get away from SA-X, and meanwhile--even with all Energy Tanks at that time--it can wipe you out with 5-6 shots. Unreal.

Which was why I was surprised when at the end of the game, SA-X and Omega Metroid turned out to be two of the easiest bosses in the game. Nightmare--living true to its name--is of course the hardest. I think I literally could only take one more hit when I finally beat it (thankfully on my second try). Even Ridley, despite having similar attacks as in SM, was easier, but that's probably because he takes far fewer hits than in SM. Still, overall the bosses in this game were quite tough, and you'll take a pounding from them.

This game also had some devilishly cruel collectible tank placements, rivaling such devious placements in SM (like the one in Maridia that requires a vertical Shinespark from a pixel-perfect position). Getting 100% in this game will test your Speed Booster/Shinespark skills to the uttermost extent. But the worst by far were those two tanks in that room in Sector 2 that requires you to repeatedly Space Jump through those narrow passages filled with crumbling blocks. That was EVIL.

As for the plot. Here is where Nintendo starts trying too hard for Metroid to have "a point," and I think the whole spiel where Samus keeps saying the entire UNIVERSE is at risk from the X parasites is really overblowing the melodrama. I think we were supposed to be touched at the end by the computer finally acting like a reincarnation of Samus's old buddy/commanding officer Adam. And while it was somewhat touching, yet because there was no basis or background for this relationship before this game's release (Who the hell is Adam? In the first three Metroid games Samus was always on her own, as it should be), it rang somewhat hollow for me. Granted, I know Other M expands on this backstory considerably, but from everything I've heard, it's definitely not for the better.

That being said, I loved the return of the Dachoras and Etecoons! Such a tiny cameo moment in SM if you choose to rescue them, but they end up playing a pretty important role in this sequel. It's a good thing that (at least canonically) Samus freed them, and got repaid in kind.

So this is a nice game, despite some oddities that I can take or leave, and while it certainly beats out the 8-bit iterations, it can't hold a candle to its 16-bit predecessor.
1. Super Metroid
2. Metroid Fusion
3. Metroid II: Return of Samus
4. Metroid


This then brings us to Metroid: Zero Mission!

I've been looking forward to this remake of the original, as basically I'm gathering it's everything Metroid 1 should've been had the technology been better--with of course considerable expansions. Extra bosses, power-ups, etc. I still haven't quite decided how I'm going to approach it yet. It's possible to get a grand total of 8 endings, but I simply am not mad enough to attempt all that. I'm thinking about playing through Easy, Normal, and Hard to get at least three of the endings. Or I might just skip Easy altogether and go on to Normal and Hard. I'll definitely play through Normal in order to unlock Hard, and then complete Hard to unlock the sound test. I wonder, though, how difficult will Hard mode be on Zero Mission compared to the NES original? Perhaps those of you who've played it before can give me some idea what I'm getting myself into here.

Anyway, I have more IRL stuff to attend to, so I won't be able to start ZM until later in the week, which means I won't finish and update this thread until probably sometime next week.
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Offline hisak

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« #30 on: May 03, 2011 »

Love this game. <3 I know that some people dislike that it's so linear, but I think that it really used that aspect to its advantage. So many great scripted moments in this game.

Best part, which you mentioned above:

<a href="http://www.youtube.com/watch?v=mhxJqZLVVWU" target="_blank">http://www.youtube.com/watch?v=mhxJqZLVVWU</a>

My heart rate exploded.

Really hope that we get Dread someday, I'd love another Metroid game like this. Other M brought back some of its elements, but that was more like Fusion 0.9 rather than Fusion 2.
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Offline hupla

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« #31 on: May 04, 2011 »

Oh Rew Fusion isnt about the a One hundred precent run,  its about the

*Takes off glasses*

1 precent run.

Only game in the series that lets you skip all but ONE optional item. This is the way we seperate the men from the boys. You like shooting missles to hurt bosses? Tough shit you only have 10. You couldnt handle serriases attack patteren? Deal with it he two hits you.

Nothing is more frustrating than killing a tough boss and having the core-x kill you. Nothing is worse than beating Yakuza(spiderboss) and forgeting to save before having to escape the SA-X. This run killed me, but I did.

Now whats even craizer is the theoretical 0 percent run. In the PYR sector there is a missle tank before the first fight with BOX that the game forces you to get. BUT if you can carry a shine spark far enough through a room you can side bost through the X-barrier. Now on a gameboy this is imposible because you can only carry one for 7-frames but if you use cheats to keep your shinespark you can do it.
Heres a video showing it off.
<a href="http://www.youtube.com/watch?v=w5feOl19cR8" target="_blank">http://www.youtube.com/watch?v=w5feOl19cR8</a>
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Offline Rew

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« #32 on: May 10, 2011 »

@hisak: I too am hoping for a Metroid: Dread one of these days. It seems like the WiiWare would be a nice place for Samus to return to her 2D roots. (And that vid brings back some horrid memories!)

@hups: Ah yes, the 1% Fusion and 15% Zero Mission runs. I don't know what I'd do with myself. Especially against Serris in Fusion. You have to have practically Jedi reflexes to either dodge or--God forbid--hit that thing's face during the split second you can actually see it before it collides with you. And that's when it's NOT speed boosting across the room like the bloody Millennium Falcon!

Impressive video too: I can safely say I will never attempt that.



So at long last, I've finished Zero Mission. And what a great game this was!

At first I was toying with the thought of playing all three difficulties: Easy, Normal, and Hard. But there was really no point in going through Easy, since nothing is unlocked thereby, so I skipped it and played Normal mode, followed by Hard. That, and the game was pretty much a breeze (for the most part!) on Normal anyway. Hard was quite a different story, so I'll give you a kind of rundown of contrasts in this post. Having never played Easy, I'll give you what I speculate to be the equivalent in that mode. While those will be exaggerations, they may not be by much.

So much like the original, we start in that iconic location in blue rocky Brinstar. Already the gameplay is an improvement over the NES version and even Fusion (well, except for the lack of a Power Grip, which you don't get until later). I was obsessive about wanting that Charge Beam as soon as I could get it, so I would reset every time that giant worm bonus boss would escape before I could kill it. This was trickier on Hard since you only have 2 Missiles at that point (versus 5 in Normal), so I had to farm for one more Missile during the battle from the projectiles it shed. I suspect on Easy, by contrast, it hangs from the ceiling with a target painted on its open eyeball saying, "Let 'er rip!"

Anyway, whereas Fusion had those convenient recharge stations in each sector, this game has Chozo statues where you recharge all health and ammo. Why Metroid games didn't do this before I have no idea. Also, there are Save Rooms EVERYWHERE in this game. You have no excuse for dying and getting sent back particularly far! (With 2 exceptions on Hard, which I'll get to later.) It seems like every other room is a Save. So as if the worm bonus boss weren't enough, we get another worm-like boss in Norfair (I think?) that's grossly easy. Even on Hard--where, it should be noted, the only thing that stays the same from Normal is that all enemies and bosses take the same number of hits in both modes--the only twist is that you run out of Missiles before being able to kill it. And all that means is going to the edge of the room to shoot up the projectiles it shoots at you for ammo. That's on Hard mode. On Easy, it probably just sprouts flowers for you to give to your loved one or something.

After raiding Brinstar and Norfair (and part of Crateria--it was nice they included that in this game, and I was fond of the Chozo Ruins you keep coming across during the game), it was down to the region creatively named Kraid in order to fight, well, Kraid. The battle went well enough in Normal, even if it kind of took a while since I kept falling off the platforms and would have to get up. On Hard, I surprised myself by actually dying on the big brute, not knowing he was dealing so much damage. (Oh Hard mode, how I love thee!) On my second attempt, I absolutely aced him--using a more aggressive approach, I kept pounding Missiles into him, and that sucker died in seconds; I didn't even need to refill my ammo. Meanwhile in Easy mode, Kraid challenges you not to a duel of claws and missiles but a hot dog eating contest. This is the only part of Easy mode that's sufficiently challenging since Kraid is a fat fuck and you can only win an eating contest against him with cheat codes. Anyway, moving on.

After clearing out Kraid and returning to Norfair, it was time to go to the lair known as Ridley, home to a dragon by the same name. On the way there, you come across a series of not one, not two, but three mini-boss battles all in a row. That sounds challenging, and it would be, if all three weren't piss-easy. The two larvae present no challenge at all, and you would have to try to actually be damaged by them. Then the next phase a few rooms later (oh, and did I mention there are Save Rooms between all these battles? because yeah) is yet another pollen-projectile plant based mini-boss in the vein of Spore Spawn from SM and Nettori from MF. And it goes down just as easily. Then after that is the angry hornet boss known as Imago. Just go into Morph Ball mode, let it go over you, and then run behind it firing missiles into its sphincter, I mean, stinger. Not even on Hard mode was there any variation of challenge on these three. I mean, I almost ran out of missiles against Imago, but that was it. And that's just Normal and Hard, where you activate the Imago battle by trampling its baby eggs, infuriating it into battle. On Easy mode, Imago flies down to apologize profusely for putting its eggs inconveniently in your path before offering its ass to your missile launcher as a peace offering.

Progressing deeper into Ridley's lair (a far cry from Lower Norfair in SM, I might add, but to be fair this is a remake of Metroid 1, not 3), I come across Ridley himself, who continues his GBA tradition of being terribly nerfed compared to his godlike strength in Super Metroid. Seriously, just run under him and fire Super Missiles and normal Missiles up his ass hole, and he goes down in less than a minute. On Hard mode, I didn't even run out of Missiles--I just stood in the corner of the room, aimed up, and fired at him like there was no tomorrow. I almost died, but the point was even on Hard I survived a fairly even exchange of blows against a main antagonist. Still, it's kind of cool how in the beginning there's that cutscene of him swooping down into the room all iconic-like (despite the other lamentable GBA tradition of having Ridley scream like a schoolgirl--seriously, what the hell is up with that?). Of course, in Easy mode, he swoops down into the room to offer Samus tea and biscuits. And he traveled a good long way to deliver these treats as well, I might add.

Both main guardians defeated, and my arsenal as packed as I can make it, it's off to Tourian. Here the difference between Normal and Hard is probably as pronounced as it is in the entire game. On Normal, it's your customary run through a Metroid infested area. Lure one on, freeze it, then missile it to death. I did find these Metroids seemed to unfreeze a good bit faster than in previous games, though. Still I made it through with not much problem. Hard was a different story altogether. There the usual strategy of moving slowly so as to lure only one Metroid at a time doesn't apply. Because those fuckers are EVERYWHERE on Hard. I mean, there are times when you trigger 2 or even 3 all at the same time, all to come rushing at you at warp speed to gang-rape your ass. Thankfully there are Save Rooms all throughout Tourian because in Hard, you need them! This is contrasted with Easy where there's only one Metroid, and it latches onto you just long enough to give you the Hyper Beam from Super Metroid for the rest of the game.

Then there's Mother Brain herself. The Zebetites in her room are tons easier than in the original by far, almost as easy in Super (that last one was a bit tricky, however). And--I didn't find this out until after my Normal run--once all Zebetites are destroyed, you can retreat into the previous room to refill health/ammo and save. This is much needed because Mother Brain is fucking hard, even on Normal mode--it's not as easy as it was in Super! Thankfully it wasn't as hard as in the NES version, but only because you didn't have to freeze a Rinka just to get out of the lava if you fell in. But it's still going to be easy to fall into the lava, don't get me wrong. Oh, and MB fires brain waves at you now. Great. Thankfully, I learned during my Hard run that there is a (relatively) safe spot in the top corner where you can cheese the fight a little bit. Of course, there's no need for cheesing in good ol' Easy mode. Because instead of attacking you with brain waves, Rinkas, and turrets, Mother Brain will attack you with parental nagging and questions about why you never call her anymore, etc. before finally telling you you're grounded for a month.

What follows is the usual escape sequence, which seems a bit easier than in the NES original, except you do have the Crateria portion afterward, and hopefully you know to Speed Boost through those blocks at the end of the cave leading back to your ship. So Mother Brain's defeated, and Samus has successfully escaped Zebes in a Metroid 1 remake. Operation successful, see you next mission, right?

NOT SO FAST, MY FRIEND!

Samus flies right into a Space Pirate ambush (after having conveniently just removed her Power Suit) and is shot back down to Zebes, admittedly now in a different region. So, caught with her pants down both figuratively and almost literally, Samus has to infiltrate the Space Pirate fucking Mother Ship armed with little better than a squirt gun. Thus begins what is easily the most annoying segment in the game (maybe even the whole series), the "stealth" mission to infiltrate the ship, then Chozodia, to pass the trial and gain a new Power Suit. I put the word "stealth" in quotes because there are too many times where you'll have no choice but to cross paths with Pirates who immediately chase you. They also fire at you and can even follow you into different rooms! Thankfully there are Save Room checkpoints where you can not only save your progress but which also completely heal you every time. This is much needed because those Space Pirates do an entire Energy Tank of damage per hit--in Normal mode. In Hard mode, you have only 3 hits until you're dead between Save Rooms. Oh, and did I mention that Hard mode closed off not one but two Save Rooms in this region? And there's absolutely no way to get power-ups between Save Rooms? Because yeah, you can't. In Hard, you've got to be fast, accurate with every jump, and you even need a little blind luck in one or two spots--or you will die. That whole part of the game dwarfs any pursuit sequence with SA-X in Fusion!

In Easy mode, on the other hand, upon spotting Samus, the Space Pirates immediately lead her in a triumphal procession to her next destination, complete with a royal dais, and politely wait outside the dressing room as she changes into her new Power Suit.

So what is your destination in this strange new place called Chozodia? You have to make it to this distant, hidden corner of the map to face a strange mini-boss from Samus's past, a Chozo guardian who requires you to pass this test before obtaining the Power Suit. It's a bit tricky but nothing that can't be outlasted on Normal mode. On Hard, I was lucky to beat it my first time because I was down to one last hit but got fortunate on that fourth and final shot. Oh, but once you get the Power Suit--which is actually a new and legendary Power Suit, not the one you've been wearing--that's when it's time to kick ass! Assuming you got the 3 unknown items earlier in the game, you now have the Plasma Beam, Space Jump, and Gravity Suit. After running around practically in her underwear, Samus is now a walking--and flying--beacon of death. You hear the grandest version of the "Item Acquisition" fanfare when you get it, followed by an epic remix of the original Brinstar theme--complete with drums--as you reemerge and can now deal sweet Plasma-flavored REVENGE to all those bloody Space Pirates that have been hounding you all this time by one-shotting them or, hell, just Screw Attacking them to atoms. It's got to be my favorite part of the game--heck, maybe even of the whole series (except for the Super Metroid's sacrifice in SM of course). On Hard, they still do a whole Energy Tank's worth of damage even with the Gravity Suit, so you can still only afford 7 hits. Yet it remains a vast improvement.

So that brings us to the true final boss of the game, the so-called "Mecha Ridley". (Despite being the final boss, he has no official name. Ergh.) It's a robotic Ridley that's far harder than the flesh-and-blood version ever was. But that's because I play these games to 100% completion, and Zero Mission has a special surprise by for those who 100% this game by tripling the final boss's defensive power and offensive attacks. Even on Normal mode, I kept dying on it because of that friggin' claw taking away so many Energy Tanks. Super Missiles are what guided me through that battle. On Hard, I had to be especially careful--the claw attack alone can kill with just 3 successful swipes, even with all Energy Tanks. The first half I played it safe by crouching underneath the claw attack and space jumping between the fireballs since they conveniently land in only two places. I used normal Missiles to batter away and finally shatter the glass around the boss's "heart." Then came the second phase where Mecha Ridley switches from fireballs to lasers, which are less predictable, and sometimes he threw in missiles--which were good for ammo and could be Screw Attacked. I then used Super Missiles on its weak point from then on, but because my aim sucks and it's such a tiny target that's easily blocked, I still ran out. When the boss was in the red and almost dead, I got one final Super Missile refill from its projectiles and destroyed it.

No need for such theatrics in Easy mode, of course. Not only does the boss not triple in strength on 100% runs, I'm pretty sure, but it probably just gives Samus the keys to the escape vehicle and tells her to drive carefully and return it in one piece please.

So after the final boss, well, it just wouldn't be Metroid without yet another escape sequence, wouldn't it? This one was a bit more harrowing, though. You're given 5 minutes to escape in Normal, which is plenty of time, and 3 in Hard, which is sufficient, but you can't dillydally or make too many mistakes. (You're given 7 minutes in Easy. Basically you have time for a small nap before evacuating the ship at your leisure.) Passing through room after room isn't too tough if you keep on top of the attacking Space Pirates, destroying them as you run--especially in Hard as they'll still deal heavy damage. On Hard mode, realizing I had less time, I decided to get fancy and get a Speed Boost on that one long platform with the robot, then did a chain of Shinesparks up the ramps in the next room and used a Morph Ball horizontal Shinespark all the way across two large rooms almost to the end. It was fucking sweet that I was able to pull that off--and on my first try at that--because I really suck at Shinesparking normally.

Then there are those two black Space Pirates at the end who takes tons of hits each to kill (beam only, no Missiles work). On both runs I attempted this trick to lure them to the top and pummel them as they got stuck in a pattern--and both times they just came up to my level and almost killed me before I luckily shot them both down. I was really lucky with that on Hard Mode since I was almost taken down to my final hit and had earlier gotten some pixel-perfect luck with other Space Pirates during this sequence, destroying one or two a frame before I would've been damaged by it.

Have I mentioned how much I miss the Space Pirates from SM? God, those things were easy. Even the silver/gold ninja ones right outside Ridley's room. These ZM Pirates were rough.

So Samus hijacks a ship and escapes as the Mother Ship explodes, and for some reason there's no ambush this time. I guess they all went to the Mother Ship after Samus crashed? We don't know. And unlike the beginning of the game as well as the interlude after Tourian, we don't get any exposition from Samus or anything. She just flies away and it's credits time. I would've liked at least something, especially since the previous GBA game of Fusion made an attempt to wrap everything up at the end (and possibly set up a sequel that we now know will never happen) with some exposition on Samus's part. I feel like Zero Mission could've really used something like that, especially with this being Samus's legendary first mission and all that, particularly with how it had almost ended in disaster for her. Oh well.

So yes, I'm glad to say I've beaten this game 100% on both Normal and Hard modes. It kind of sucks you get the same ending for both, but there it is. And 100% isn't an easy accomplishment in this game because ZM continues the Fusion tradition of having devilish item placement. There were a couple Missile Tanks requiring Samus to roll in Morph Ball form over a crumbling block, immediately extend back up and fire Missiles at a block above. Maybe it's because I was using a GameCube controller, but I have a hard time getting Samus to stand up from Morph Ball mode in any swift amount of time. Still, I think the worst one was that one tank (I think in Ridley's lair?) where you have to run into the room, shoot through one bunch of blocks, then another--and fire a Missile at the second one because of a missile block in it--all while building up speed to use your Speed Booster to jump through an extremely narrow corridor of speed blocks, at the end of which is your prize. That one was ruddy insane! The worst of the bunch, I'd say. Still, practice makes perfect, and I did it all twice for each item--Normal and Hard.

Oh, and for the humor impaired, it should be noted, I've never played Easy before. All my little comments throughout this post on Easy mode were for entertainment purposes only. Don't seriously go into the Kraid battle on Easy mode expecting there to be hot dogs. Or I will throw things at you.

Anyway, as you can tell from this post, I had a lot of fun with this game! Visually, this game has some of the best graphics I've ever seen on a GBA game. I don't know if it's quite to Super Metroid level, but I was very, very impressed--more so than I was with Fusion. The soundtrack is also an improvement on Fusion. The remixed tunes from Metroid 1 all sound great, and the most improved entry here goes to Norfair, which in the original had a dull, forgettable melody. It's much more memorable, haunting, and beautiful in this game, and I even found myself humming it once or twice when I was out at a contra dance on Saturday night. Granted, it still doesn't quite compare to the majesty of Super Metroid's Lower Norfair theme, but what does?

So this is a wonderful game that improves on the original in every way and gives us Metroid 1 as it should've been, complete with a little backstory too. It's almost as good as Super, which is saying a hell of a lot, and there are even some things I like about this one even more than SM. The current rankings now look like this:
1. Super Metroid
2. Metroid: Zero Mission
3. Metroid Fusion
4. Metroid II: Return of Samus
5. Metroid


What do we have next? Why it's none other than Metroid Prime!

Yes indeed, a long awaited game that alone is spoken of by fans in the same breath as Super Metroid. I feel like at this point I've only just begun the marathon, that all those 2D games were a warm-up and now I'm hitting the much acclaimed (and sometimes maligned) Prime series. Truth be told, I have much trepidation. I tested out all four of the Prime games (including Hunters), and I wasn't comfortable with the controls on any of them. Prime 1 was the only one where I ventured to fight enemies and even the intro boss. That intro boss--who should be easy as pie--almost killed me, and then afterward I actually did die in the escape sequence. And not from running out of time either!

As such, it was very tempting to play at least the first two Prime games on Normal difficulty (which in the Prime Trilogy for Wii--which is the version I'm using--is the easy mode). But I've decided to be a champion and play them all on Veteran (or the real normal mode). I doubt I'm going to play the Hypermode (or hard) difficulty, though, since in Trilogy there's nothing to unlock by doing so for MP1 and 2, and this is going to take me enough time as it is. For Prime 3, however, there are things to unlock in both Normal/Veteran and Hypermode, so that's the only Prime game I'll play through twice in order to obtain everything. Expect lots of rants at that time.

The main thing about me and my completionist nature with regard to these games is going to be scanning. I'm going to want every scan of every object, enemy, etc.--and on one playthrough. So--at the risk of "ruining" the games--I'm going to catalog everything that can be scanned, especially the missable stuff, to make sure I don't miss any.

Anyway, I actually have a lot going on right now IRL, so it'll be a while before I even get started on Metroid Prime--I may not even be able to get to it this week. I'll let you all know when I do. Until then, keep it real. And for god-sakes, call your mother every once in a while before she grounds you. No hot dogs for a month. Tea and biscuits maybe, though. Okay, I'm going to stop now.
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Offline Maladroit Thief

Hey guys, NANC Here!
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« #33 on: May 10, 2011 »

Cool bro I read most of it and think it is pretty awesome
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Offline hisak

Sage of Shadow
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« #34 on: May 10, 2011 »

@hisak: I too am hoping for a Metroid: Dread one of these days. It seems like the WiiWare would be a nice place for Samus to return to her 2D roots. (And that vid brings back some horrid memories!)

WiiWare? No no no, make it a 3DS game.

Never played Zero Mission so I don't have a lot to say about it. Hopefully it ends up on 3DS Virtual Console someday.

Have fun with Metroid Prime, my favorite Gamecube game. <3 If you have a lot of trouble with the controls, you can always try the Gamecube version. They're a bit less intuitive, but I think they're more beginner-friendly.
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Offline hupla

Shut up!
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I got cartoons to watch!


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« #35 on: May 14, 2011 »

Zero mission is very cool but kinda holds your hand abit, always telling you where to go and such. I hate it for giving us Zero suit but I think its more Brawls fault that its so popular.

There are indeed a TON of minibosses but did you know that one very special one was cut? Crocomire from Super Metroid fame was going to be in the game but cut for unknown reasons!

Deffintly reccomend this to someone new to the metroid series, and have them skip the original
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Offline hisak

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« #36 on: May 14, 2011 »

Zero mission is very cool but kinda holds your hand abit, always telling you where to go and such.

I had heard that it was better in this respect than Fusion? I didn't really mind it in Fusion so I doubt that I would mind it in this game.

Crocomire would have been cool, but not as cool as Kraid in Metroid Prime.
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Offline hupla

Shut up!
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I got cartoons to watch!


Posts: 4,217


« #37 on: May 15, 2011 »

Zero mission is very cool but kinda holds your hand abit, always telling you where to go and such.

I had heard that it was better in this respect than Fusion? I didn't really mind it in Fusion so I doubt that I would mind it in this game.
Its a bit more vauge then fusion, mostly because you dont have someone telling you. Instead you have a magic beam of light show you.
Crocomire would have been cool, but not as cool as Kraid in Metroid Prime.
Bitch im the one who talks about unused content in metroid games.
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Offline Rew

The Hylian Grammarian
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Subjecting innocents to Vogon poetry since 1980.


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« #38 on: May 16, 2011 »

Thanks, Thief!

@hisak: Right, 3DS. I meant that, of course. Unfortunately, I haven't heard they're planning to release GBA games for the VC.

@hupla: Zero Suit Samus was a gameplay mechanic in ZM to add extra challenge. Irritating or not, I can at least understand. In Brawl, however, it was just gratuitous fan-service. That they included characters like her and not Mega Man still doesn't sit well with me, even three years later. And yes, Crocomire would've been awesome! I also wish Kraid would be in Prime. A huge 3D version of that battle would be insane.



Alright, so I'm FINALLY going to begin Metroid Prime tomorrow night. Wish me luck!

It'll actually take me longer than usual due to the fact that I'm going to be at a retreat all weekend, giving me zero play time. Add to that the fact I still work full-time during the week, and Prime is going to take me a very long time indeed.
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Offline hisak

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« #39 on: May 16, 2011 »

@hisak: Right, 3DS. I meant that, of course. Unfortunately, I haven't heard they're planning to release GBA games for the VC.

They haven't announced any plans yet but that doesn't rule them out. It's definitely possible.

By my estimate Prime and Echoes are the two longest games in the series so it'll be a while before we get another post from you. But they're SO good. :D
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