Reached the first Omega metroid last night and got my ass handed to me, repeatedly...
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)
I can't even get in the door yet, but I know where you're talking about. I'm in the Industrial Complex currently, so I have a ways to go before I catch up to where you're at in the game.
Edit: Just to confirm, you are talking about the hidden door near the Golden Temple, correct?
Reached the first Omega metroid last night and got my ass handed to me, repeatedly...
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)
I can't even get in the door yet, but I know where you're talking about. I'm in the Industrial Complex currently, so I have a ways to go before I catch up to where you're at in the game.
Ha, yeah, I've never been so disappointed back-tracking for a secret.
I get the super-missles and go back to the door... to be thwarted by the powerbomb wall.
I go back with the power bomb to be thwarted by the additional dash-wall.
I had dash already, but I wouldn't say advanced shinespark use is my strong suit.
I've managed to get all of the shinespark secrets that involve vertical launches.
I've managed to get all but this one of the horizontal launches (including one late-game that involves dropping into a ball, while charged, and using ball-shine-spark with spring ball to blast sideways into a narrow gap)
But this one really confounds me...
The distance from the charge-up platform to the Super Missle door is enough that it takes probably two or three pumps of space jupm.
And I can't seem to dash-jump and land in a way that lets me charge (I'll lose my dash-charge immediately on landing, it seems)
But the power bomb wall regenerates so it has to be blasted WHILE you are already charged.
And the dash barrier is down and around a corner, so it it's definitely not a straight blast through the door in the first place
Maybe some kind of dash-jump off the platform and through the door that results in managing to charge the shinespark on landing is the only way to do it, since that seems like the only way I'd keep enough charge-time left while still engaging the power bomb and letting it explode.
EDIT: not in the golden temple, no. This is in the upper-right-corner of the Industrial Complex.
It is a super missle door that you will encounter before you have access to Super Missiles.
The Golden Temple has a Power Bomb door (that is a bit of work to find in the first place) and the Grey Door that you won't be able to open until much later (with that wierd device on the same screen).
Reached the first Omega metroid last night and got my ass handed to me, repeatedly...
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)
I can't even get in the door yet, but I know where you're talking about. I'm in the Industrial Complex currently, so I have a ways to go before I catch up to where you're at in the game.
Ha, yeah, I've never been so disappointed back-tracking for a secret.
I get the super-missles and go back to the door... to be thwarted by the powerbomb wall.
I go back with the power bomb to be thwarted by the additional dash-wall.
I had dash already, but I wouldn't say advanced shinespark use is my strong suit.
I've managed to get all of the shinespark secrets that involve vertical launches.
I've managed to get all but this one of the horizontal launches (including one late-game that involves dropping into a ball, while charged, and using ball-shine-spark with spring ball to blast sideways into a narrow gap)
But this one really confounds me...
The distance from the charge-up platform to the Super Missle door is enough that it takes probably two or three pumps of space jupm.
And I can't seem to dash-jump and land in a way that lets me charge (I'll lose my dash-charge immediately on landing, it seems)
But the power bomb wall regenerates so it has to be blasted WHILE you are already charged.
And the dash barrier is down and around a corner, so it it's definitely not a straight blast through the door in the first place
Maybe some kind of dash-jump off the platform and through the door that results in managing to charge the shinespark on landing is the only way to do it, since that seems like the only way I'd keep enough charge-time left while still engaging the power bomb and letting it explode.
EDIT: not in the golden temple, no. This is in the upper-right-corner of the Industrial Complex.
It is a super missle door that you will encounter before you have access to Super Missiles.
The Golden Temple has a Power Bomb door (that is a bit of work to find in the first place) and the Grey Door that you won't be able to open until much later (with that wierd device on the same screen).
Forgive me if I give away too much...
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
You're not giving away too much, IMO, since I'd rather not beat my head against a brickwall trying the impossible.
How do you recharge your shinespark? I've never been familiar with that technique.
If you shinespark horizontally into a slope, you will start running again and from there you can recharge.
There are some areas in Metroid Fusion and Metroid Zero Mission where you need to carry a shinespark like this several times in a row to get to a powerup. AM2R was a lot more lenient in that regard.
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
You're not giving away too much, IMO, since I'd rather not beat my head against a brickwall trying the impossible.
How do you recharge your shinespark? I've never been familiar with that technique.
If you shinespark horizontally into a slope, you will start running again and from there you can recharge.
There are some areas in Metroid Fusion and Metroid Zero Mission where you need to carry a shinespark like this several times in a row to get to a powerup. AM2R was a lot more lenient in that regard.
OK, so it only works if I've used shinespark horizontally first?
I never used the technique in Fusion or Zero Mission, since I more played those for the main plot/game-experience, rather than with completionism in mind.
(didn't own them at a time in my life where I replayed things as heavily as the classics)
But AM2R, I'm pretty close to managing a 100% on my first run through, so it would annoy me to skip something like that power bomb...
If you shinespark horizontally into a slope, you will start running again and from there you can recharge.
There are some areas in Metroid Fusion and Metroid Zero Mission where you need to carry a shinespark like this several times in a row to get to a powerup. AM2R was a lot more lenient in that regard.
OK, so it only works if I've used shinespark horizontally first?
I never used the technique in Fusion or Zero Mission, since I more played those for the main plot/game-experience, rather than with completionism in mind.
(didn't own them at a time in my life where I replayed things as heavily as the classics)
But AM2R, I'm pretty close to managing a 100% on my first run through, so it would annoy me to skip something like that power bomb...
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
So, I got that one with no trouble...and killed the first Omega metroid (realized I am playing V1 of the game and the omegas are much tougher than v1.1)
But, realized I had an unexplored grey door in the lower right of the golden temple...
Revisited that to find what appears to be a huge series of shinespark obstacles.
Did you pull that one off, arnpoly?
EDIT: so I finally managed to do that one, and the toughest sequence was actually after the first few dash points...
Made 100% in just under 6 hours on my first play-through.
The queen was a great fight, not sure what people's complaints were about it being too easy.
She definitely ate me alive the first time I got there, while I figured out where to stand and how to deal with the spores.
The pure Metroids were quite a bit tougher than the original game, as well, since the ice beam had a shorter life, and they are just faster and more aggressive, by far than Metroid 2 on the GB.
Anyway, turned out to be a great game.
I'd have to replay Super Metroid to decide whether this was actually better, or not, but I feel like it solved any of the play-control complaints I had with Super Metroid, with respect to where special moves were required, etc.
Definitely superior to the two GBA titles, and to the GB namesake, and the NES game, of course.
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
So, I got that one with no trouble...and killed the first Omega metroid (realized I am playing V1 of the game and the omegas are much tougher than v1.1)
But, realized I had an unexplored grey door in the lower right of the golden temple...
Revisited that to find what appears to be a huge series of shinespark obstacles.
Did you pull that one off, arnpoly?
EDIT: so I finally managed to do that one, and the toughest sequence was actually after the first few dash points...
Made 100% in just under 6 hours on my first play-through.
The queen was a great fight, not sure what people's complaints were about it being too easy.
She definitely ate me alive the first time I got there, while I figured out where to stand and how to deal with the spores.
The pure Metroids were quite a bit tougher than the original game, as well, since the ice beam had a shorter life, and they are just faster and more aggressive, by far than Metroid 2 on the GB.
Anyway, turned out to be a great game.
I'd have to replay Super Metroid to decide whether this was actually better, or not, but I feel like it solved any of the play-control complaints I had with Super Metroid, with respect to where special moves were required, etc.
Definitely superior to the two GBA titles, and to the GB namesake, and the NES game, of course.
Well done!
I am pretty sure I did that shinespark puzzle you were talking about.
I should probably go back sometime and try to get the last three items I'm missing, but there's no indication where they might be that I can see so it would be a lot of running around.
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
So, I got that one with no trouble...and killed the first Omega metroid (realized I am playing V1 of the game and the omegas are much tougher than v1.1)
But, realized I had an unexplored grey door in the lower right of the golden temple...
Revisited that to find what appears to be a huge series of shinespark obstacles.
Did you pull that one off, arnpoly?
EDIT: so I finally managed to do that one, and the toughest sequence was actually after the first few dash points...
Made 100% in just under 6 hours on my first play-through.
The queen was a great fight, not sure what people's complaints were about it being too easy.
She definitely ate me alive the first time I got there, while I figured out where to stand and how to deal with the spores.
The pure Metroids were quite a bit tougher than the original game, as well, since the ice beam had a shorter life, and they are just faster and more aggressive, by far than Metroid 2 on the GB.
Anyway, turned out to be a great game.
I'd have to replay Super Metroid to decide whether this was actually better, or not, but I feel like it solved any of the play-control complaints I had with Super Metroid, with respect to where special moves were required, etc.
Definitely superior to the two GBA titles, and to the GB namesake, and the NES game, of course.
Well done!
I am pretty sure I did that shinespark puzzle you were talking about.
I should probably go back sometime and try to get the last three items I'm missing, but there's no indication where they might be that I can see so it would be a lot of running around.
I will give you the clue that only one unmarked item exists and it is clearly visible on a screen you have to pass through.
Otherwise, you have circle markers on your map, or you didn't hit all of the grey doors, or you just need to go spend some power bombs in the vicinity of blank spots on the map...
From what I've played of this so far its brilliant. Sad that Nintendo wouldn't do something like this officially, but I guess they have their reasons. But I miss 2D Metroid games dearly.
"Zelda Maker" with the focus being on dungeon design would be a lot more practical.
Metroid requires an exhaustive design of a fairly large game world that most people aren't going to have the patience to get through.
Mario Maker works because SMB levels are short and attainable to create in a fairly short period of time.
I personally have no doubt that both of them are coming. You see people hacking games, you shut down those sites, you do it yourself. It's happened once, it's just a matter of time before the other two follow. IMO.
"Zelda Maker" with the focus being on dungeon design would be a lot more practical.
Metroid requires an exhaustive design of a fairly large game world that most people aren't going to have the patience to get through.
Mario Maker works because SMB levels are short and attainable to create in a fairly short period of time.
I personally have no doubt that both of them are coming. You see people hacking games, you shut down those sites, you do it yourself. It's happened once, it's just a matter of time before the other two follow. IMO.
I'm not sure that you're really considering the leap between what it takes to make an enjoyable stand-alone SMB level and what it takes to make an interesting Zelda dungeon, or even tougher, an interesting world in Metroid.
They're not even in the same realm of feasibility.
Personally I don't think a Metroid maker would be that appealing.
Like already mentioned it makes sense for SMB because of the short "course" level design. But with a Metroid game you're basically talking about a huge open world.
Who knows they may do it anyway, I just don't see how it could work.
Nintendo is just simply protecting their IP to prevent future precedence when someone really does try to steal their licenses. I don't blame them. Just wish they'd give 2d Metroid more love.
Nintendo is just simply protecting their IP to prevent future precedence when someone really does try to steal their licenses. I don't blame them. Just wish they'd give 2d Metroid more love.
I think many are thankful that Nintendo waited long enough for the game to be released, since they could have easily squashed it at any point in the last 10 years it was being developed.
(similar to how that Chrono Trigger fan game was stopped before it was released)
So at least we all still got access to the game.
It just means the developer can't safely update the game further, at this point.
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I played almost through the entire thing on version 1.0 with not a single bug.
Finished up the last 5 or so metroids on version 1.1
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I've gotten 100% on V1.0 and I didn't encounter any bugs, at all.
The Omega metroids on V1.0 are supposedly quite a bit tougher than V1.1, but once you figure them out, they are do-able.
(you still need to recharge between each fight, though... because they are tough)
The only thing "missing" in V1.0 that is in V1.1 is that there is an extra transport tube that becomes accessible in the final area in the later build.
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I've gotten 100% on V1.0 and I didn't encounter any bugs, at all.
The Omega metroids on V1.0 are supposedly quite a bit tougher than V1.1, but once you figure them out, they are do-able.
(you still need to recharge between each fight, though... because they are tough)
The only thing "missing" in V1.0 that is in V1.1 is that there is an extra transport tube that becomes accessible in the final area in the later build.
Ok thanks. I'll need to figure out where to grab the 1.1 version.
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I've gotten 100% on V1.0 and I didn't encounter any bugs, at all.
The Omega metroids on V1.0 are supposedly quite a bit tougher than V1.1, but once you figure them out, they are do-able.
(you still need to recharge between each fight, though... because they are tough)
The only thing "missing" in V1.0 that is in V1.1 is that there is an extra transport tube that becomes accessible in the final area in the later build.
Ok thanks. I'll need to figure out where to grab the 1.1 version.
I'm not sure I'd want to play a version, now, that had nerfed Omegas.
The queen is supposedly slightly harder in the V1.1, but I don't know by how much, and it's a long enough battle anyway (4 phases) that I don't think making it tougher would add much enjoyment.
If he'd gotten around to making two of the mid-game bosses more challenging, the update would be worth it, but as it stands, I wouldn't sweat it about which version you end up with.
To those of you that have played through this amazing game, can someone help me figure out how to get the item circled in this screenshot? Starting to think the game is bugged (v1.0):
To those of you that have played through this amazing game, can someone help me figure out how to get the item circled in this screenshot? Starting to think the game is bugged (v1.0):
It isn't a bug, it is just frustratingly well hidden in a way that you can't bomb reveal.
It was the last item I found, I think.
Basically you need to make sure that you spring ball and spiderball EVERYWHERE on that screen. There is a hidden nook above one of the mid screentunnels that holds a missile upgrade.
To those of you that have played through this amazing game, can someone help me figure out how to get the item circled in this screenshot? Starting to think the game is bugged (v1.0):
It isn't a bug, it is just frustratingly well hidden in a way that you can't bomb reveal.
It was the last item I found, I think.
Basically you need to make sure that you spring ball and spiderball EVERYWHERE on that screen. There is a hidden nook above one of the mid screentunnels that holds a missile upgrade.
OK thanks for the tip. Glad to know is not a bug, I'll have to search more thoroughly.
Amazing game by the way. I'm at 83% and sad that I'm nearing the end. I've already logged around 8 hours though. Not sure how some of you guys competed it 100% in 6 hours. I do tend to only play an hour or so a night and usually have to re-familiarize myself with the area and what I'm doing at the start of each play session which probably wastes time.
OK thanks for the tip. Glad to know is not a bug, I'll have to search more thoroughly. Amazing game by the way. I'm at 83% and sad that I'm nearing the end. I've already logged around 8 hours though. Not sure how some of you guys competed it 100% in 6 hours. I do tend to only play an hour or so a night and usually have to re-familiarize myself with the area and what I'm doing at the start of each play session which probably wastes time.
I played A TON of Metroid 2 as a kid, to the point that I could beat that game in 2 hours, consistently.
And I've replayed Metroid 2 within the last 6 months, so the general layout of the game and Metroid locations were fresh in my mind.
So 6 hours was me taking in the scenery and making sure I found everything.
Comments
Originally posted by: arch_8ngel
Reached the first Omega metroid last night and got my ass handed to me, repeatedly...
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)
I can't even get in the door yet, but I know where you're talking about. I'm in the Industrial Complex currently, so I have a ways to go before I catch up to where you're at in the game.
Edit: Just to confirm, you are talking about the hidden door near the Golden Temple, correct?
Originally posted by: Br81zad
Originally posted by: arch_8ngel
Reached the first Omega metroid last night and got my ass handed to me, repeatedly...
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)
I can't even get in the door yet, but I know where you're talking about. I'm in the Industrial Complex currently, so I have a ways to go before I catch up to where you're at in the game.
Ha, yeah, I've never been so disappointed back-tracking for a secret.
I get the super-missles and go back to the door... to be thwarted by the powerbomb wall.
I go back with the power bomb to be thwarted by the additional dash-wall.
I had dash already, but I wouldn't say advanced shinespark use is my strong suit.
I've managed to get all of the shinespark secrets that involve vertical launches.
I've managed to get all but this one of the horizontal launches (including one late-game that involves dropping into a ball, while charged, and using ball-shine-spark with spring ball to blast sideways into a narrow gap)
But this one really confounds me...
The distance from the charge-up platform to the Super Missle door is enough that it takes probably two or three pumps of space jupm.
And I can't seem to dash-jump and land in a way that lets me charge (I'll lose my dash-charge immediately on landing, it seems)
But the power bomb wall regenerates so it has to be blasted WHILE you are already charged.
And the dash barrier is down and around a corner, so it it's definitely not a straight blast through the door in the first place
Maybe some kind of dash-jump off the platform and through the door that results in managing to charge the shinespark on landing is the only way to do it, since that seems like the only way I'd keep enough charge-time left while still engaging the power bomb and letting it explode.
EDIT: not in the golden temple, no. This is in the upper-right-corner of the Industrial Complex.
It is a super missle door that you will encounter before you have access to Super Missiles.
The Golden Temple has a Power Bomb door (that is a bit of work to find in the first place) and the Grey Door that you won't be able to open until much later (with that wierd device on the same screen).
Reached the first Omega metroid last night and got my ass handed to me, repeatedly...
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)
I can't even get in the door yet, but I know where you're talking about. I'm in the Industrial Complex currently, so I have a ways to go before I catch up to where you're at in the game.
Ha, yeah, I've never been so disappointed back-tracking for a secret.
I get the super-missles and go back to the door... to be thwarted by the powerbomb wall.
I go back with the power bomb to be thwarted by the additional dash-wall.
I had dash already, but I wouldn't say advanced shinespark use is my strong suit.
I've managed to get all of the shinespark secrets that involve vertical launches.
I've managed to get all but this one of the horizontal launches (including one late-game that involves dropping into a ball, while charged, and using ball-shine-spark with spring ball to blast sideways into a narrow gap)
But this one really confounds me...
The distance from the charge-up platform to the Super Missle door is enough that it takes probably two or three pumps of space jupm.
And I can't seem to dash-jump and land in a way that lets me charge (I'll lose my dash-charge immediately on landing, it seems)
But the power bomb wall regenerates so it has to be blasted WHILE you are already charged.
And the dash barrier is down and around a corner, so it it's definitely not a straight blast through the door in the first place
Maybe some kind of dash-jump off the platform and through the door that results in managing to charge the shinespark on landing is the only way to do it, since that seems like the only way I'd keep enough charge-time left while still engaging the power bomb and letting it explode.
EDIT: not in the golden temple, no. This is in the upper-right-corner of the Industrial Complex.
It is a super missle door that you will encounter before you have access to Super Missiles.
The Golden Temple has a Power Bomb door (that is a bit of work to find in the first place) and the Grey Door that you won't be able to open until much later (with that wierd device on the same screen).
Forgive me if I give away too much...
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
Forgive me if I give away too much...
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
You're not giving away too much, IMO, since I'd rather not beat my head against a brickwall trying the impossible.
How do you recharge your shinespark? I've never been familiar with that technique.
EDIT: did a google search that turned up an AM2R move list, so it sounds like I just have to "tap down" while already charged?
Is that infinitely repeatable? Is that move even available in the other canonical Metroid games with shinespark as a feature?
Forgive me if I give away too much...
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
You're not giving away too much, IMO, since I'd rather not beat my head against a brickwall trying the impossible.
How do you recharge your shinespark? I've never been familiar with that technique.
If you shinespark horizontally into a slope, you will start running again and from there you can recharge.
There are some areas in Metroid Fusion and Metroid Zero Mission where you need to carry a shinespark like this several times in a row to get to a powerup. AM2R was a lot more lenient in that regard.
Forgive me if I give away too much...
There is a technique to recharge your shinespark ... that's what you need to do there.
The timing is too tight to get through the way you are trying to do it.
You're not giving away too much, IMO, since I'd rather not beat my head against a brickwall trying the impossible.
How do you recharge your shinespark? I've never been familiar with that technique.
If you shinespark horizontally into a slope, you will start running again and from there you can recharge.
There are some areas in Metroid Fusion and Metroid Zero Mission where you need to carry a shinespark like this several times in a row to get to a powerup. AM2R was a lot more lenient in that regard.
OK, so it only works if I've used shinespark horizontally first?
I never used the technique in Fusion or Zero Mission, since I more played those for the main plot/game-experience, rather than with completionism in mind.
(didn't own them at a time in my life where I replayed things as heavily as the classics)
But AM2R, I'm pretty close to managing a 100% on my first run through, so it would annoy me to skip something like that power bomb...
If you shinespark horizontally into a slope, you will start running again and from there you can recharge.
There are some areas in Metroid Fusion and Metroid Zero Mission where you need to carry a shinespark like this several times in a row to get to a powerup. AM2R was a lot more lenient in that regard.
OK, so it only works if I've used shinespark horizontally first?
I never used the technique in Fusion or Zero Mission, since I more played those for the main plot/game-experience, rather than with completionism in mind.
(didn't own them at a time in my life where I replayed things as heavily as the classics)
But AM2R, I'm pretty close to managing a 100% on my first run through, so it would annoy me to skip something like that power bomb...
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
So, I got that one with no trouble...and killed the first Omega metroid (realized I am playing V1 of the game and the omegas are much tougher than v1.1)
But, realized I had an unexplored grey door in the lower right of the golden temple...
Revisited that to find what appears to be a huge series of shinespark obstacles.
Did you pull that one off, arnpoly?
EDIT: so I finally managed to do that one, and the toughest sequence was actually after the first few dash points...
Made 100% in just under 6 hours on my first play-through.
The queen was a great fight, not sure what people's complaints were about it being too easy.
She definitely ate me alive the first time I got there, while I figured out where to stand and how to deal with the spores.
The pure Metroids were quite a bit tougher than the original game, as well, since the ice beam had a shorter life, and they are just faster and more aggressive, by far than Metroid 2 on the GB.
Anyway, turned out to be a great game.
I'd have to replay Super Metroid to decide whether this was actually better, or not, but I feel like it solved any of the play-control complaints I had with Super Metroid, with respect to where special moves were required, etc.
Definitely superior to the two GBA titles, and to the GB namesake, and the NES game, of course.
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
So, I got that one with no trouble...and killed the first Omega metroid (realized I am playing V1 of the game and the omegas are much tougher than v1.1)
But, realized I had an unexplored grey door in the lower right of the golden temple...
Revisited that to find what appears to be a huge series of shinespark obstacles.
Did you pull that one off, arnpoly?
EDIT: so I finally managed to do that one, and the toughest sequence was actually after the first few dash points...
Made 100% in just under 6 hours on my first play-through.
The queen was a great fight, not sure what people's complaints were about it being too easy.
She definitely ate me alive the first time I got there, while I figured out where to stand and how to deal with the spores.
The pure Metroids were quite a bit tougher than the original game, as well, since the ice beam had a shorter life, and they are just faster and more aggressive, by far than Metroid 2 on the GB.
Anyway, turned out to be a great game.
I'd have to replay Super Metroid to decide whether this was actually better, or not, but I feel like it solved any of the play-control complaints I had with Super Metroid, with respect to where special moves were required, etc.
Definitely superior to the two GBA titles, and to the GB namesake, and the NES game, of course.
Well done!
I am pretty sure I did that shinespark puzzle you were talking about.
I should probably go back sometime and try to get the last three items I'm missing, but there's no indication where they might be that I can see so it would be a lot of running around.
Yes, you have to use up the shinespark you start with and then start a new one when you resume running on the ground. It should make sense when you try it for yourself.
I finished with 97% and I have no clue where the remaining items are. But for me that's really good for just one playthrough.
Makes sense, I just didn't even know that it was possible. (and I don't think I've ever shine-sparked into a slope before, actually)
So, I got that one with no trouble...and killed the first Omega metroid (realized I am playing V1 of the game and the omegas are much tougher than v1.1)
But, realized I had an unexplored grey door in the lower right of the golden temple...
Revisited that to find what appears to be a huge series of shinespark obstacles.
Did you pull that one off, arnpoly?
EDIT: so I finally managed to do that one, and the toughest sequence was actually after the first few dash points...
Made 100% in just under 6 hours on my first play-through.
The queen was a great fight, not sure what people's complaints were about it being too easy.
She definitely ate me alive the first time I got there, while I figured out where to stand and how to deal with the spores.
The pure Metroids were quite a bit tougher than the original game, as well, since the ice beam had a shorter life, and they are just faster and more aggressive, by far than Metroid 2 on the GB.
Anyway, turned out to be a great game.
I'd have to replay Super Metroid to decide whether this was actually better, or not, but I feel like it solved any of the play-control complaints I had with Super Metroid, with respect to where special moves were required, etc.
Definitely superior to the two GBA titles, and to the GB namesake, and the NES game, of course.
Well done!
I am pretty sure I did that shinespark puzzle you were talking about.
I should probably go back sometime and try to get the last three items I'm missing, but there's no indication where they might be that I can see so it would be a lot of running around.
I will give you the clue that only one unmarked item exists and it is clearly visible on a screen you have to pass through.
Otherwise, you have circle markers on your map, or you didn't hit all of the grey doors, or you just need to go spend some power bombs in the vicinity of blank spots on the map...
Good luck.
I guess they have their reasons.
Metroid Maker.
I guess they have their reasons.
Metroid Maker.
That'd be neat, as long as it's offered on the 3DS and not just Wii-U.
I guess they have their reasons.
Metroid Maker.
That'd be neat, as long as it's offered on the 3DS and not just Wii-U.
"Zelda Maker" with the focus being on dungeon design would be a lot more practical.
Metroid requires an exhaustive design of a fairly large game world that most people aren't going to have the patience to get through.
Mario Maker works because SMB levels are short and attainable to create in a fairly short period of time.
"Zelda Maker" with the focus being on dungeon design would be a lot more practical.
Metroid requires an exhaustive design of a fairly large game world that most people aren't going to have the patience to get through.
Mario Maker works because SMB levels are short and attainable to create in a fairly short period of time.
I personally have no doubt that both of them are coming. You see people hacking games, you shut down those sites, you do it yourself. It's happened once, it's just a matter of time before the other two follow. IMO.
"Zelda Maker" with the focus being on dungeon design would be a lot more practical.
Metroid requires an exhaustive design of a fairly large game world that most people aren't going to have the patience to get through.
Mario Maker works because SMB levels are short and attainable to create in a fairly short period of time.
I personally have no doubt that both of them are coming. You see people hacking games, you shut down those sites, you do it yourself. It's happened once, it's just a matter of time before the other two follow. IMO.
I'm not sure that you're really considering the leap between what it takes to make an enjoyable stand-alone SMB level and what it takes to make an interesting Zelda dungeon, or even tougher, an interesting world in Metroid.
They're not even in the same realm of feasibility.
Like already mentioned it makes sense for SMB because of the short "course" level design. But with a Metroid game you're basically talking about a huge open world.
Who knows they may do it anyway, I just don't see how it could work.
Nintendo is just simply protecting their IP to prevent future precedence when someone really does try to steal their licenses. I don't blame them. Just wish they'd give 2d Metroid more love.
Nintendo is just simply protecting their IP to prevent future precedence when someone really does try to steal their licenses. I don't blame them. Just wish they'd give 2d Metroid more love.
I think many are thankful that Nintendo waited long enough for the game to be released, since they could have easily squashed it at any point in the last 10 years it was being developed.
(similar to how that Chrono Trigger fan game was stopped before it was released)
So at least we all still got access to the game.
It just means the developer can't safely update the game further, at this point.
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I played almost through the entire thing on version 1.0 with not a single bug.
Finished up the last 5 or so metroids on version 1.1
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I've gotten 100% on V1.0 and I didn't encounter any bugs, at all.
The Omega metroids on V1.0 are supposedly quite a bit tougher than V1.1, but once you figure them out, they are do-able.
(you still need to recharge between each fight, though... because they are tough)
The only thing "missing" in V1.0 that is in V1.1 is that there is an extra transport tube that becomes accessible in the final area in the later build.
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I've gotten 100% on V1.0 and I didn't encounter any bugs, at all.
The Omega metroids on V1.0 are supposedly quite a bit tougher than V1.1, but once you figure them out, they are do-able.
(you still need to recharge between each fight, though... because they are tough)
The only thing "missing" in V1.0 that is in V1.1 is that there is an extra transport tube that becomes accessible in the final area in the later build.
Ok thanks. I'll need to figure out where to grab the 1.1 version.
For those of you that have already played through it, would you say its relatively stable in its current release version? Any notable bugs or other issues?
I've gotten 100% on V1.0 and I didn't encounter any bugs, at all.
The Omega metroids on V1.0 are supposedly quite a bit tougher than V1.1, but once you figure them out, they are do-able.
(you still need to recharge between each fight, though... because they are tough)
The only thing "missing" in V1.0 that is in V1.1 is that there is an extra transport tube that becomes accessible in the final area in the later build.
Ok thanks. I'll need to figure out where to grab the 1.1 version.
I'm not sure I'd want to play a version, now, that had nerfed Omegas.
The queen is supposedly slightly harder in the V1.1, but I don't know by how much, and it's a long enough battle anyway (4 phases) that I don't think making it tougher would add much enjoyment.
If he'd gotten around to making two of the mid-game bosses more challenging, the update would be worth it, but as it stands, I wouldn't sweat it about which version you end up with.
I'll just stick to 1.0 for my first playthrough.
Link because potential spoilers:
http://imgur.com/a/4NnIl
To those of you that have played through this amazing game, can someone help me figure out how to get the item circled in this screenshot? Starting to think the game is bugged (v1.0):
Link because potential spoilers:
http://imgur.com/a/4NnIl...
It isn't a bug, it is just frustratingly well hidden in a way that you can't bomb reveal.
It was the last item I found, I think.
Basically you need to make sure that you spring ball and spiderball EVERYWHERE on that screen. There is a hidden nook above one of the mid screentunnels that holds a missile upgrade.
To those of you that have played through this amazing game, can someone help me figure out how to get the item circled in this screenshot? Starting to think the game is bugged (v1.0):
Link because potential spoilers:
http://imgur.com/a/4NnIl
It isn't a bug, it is just frustratingly well hidden in a way that you can't bomb reveal.
It was the last item I found, I think.
Basically you need to make sure that you spring ball and spiderball EVERYWHERE on that screen. There is a hidden nook above one of the mid screentunnels that holds a missile upgrade.
OK thanks for the tip. Glad to know is not a bug, I'll have to search more thoroughly.
Amazing game by the way. I'm at 83% and sad that I'm nearing the end. I've already logged around 8 hours though. Not sure how some of you guys competed it 100% in 6 hours. I do tend to only play an hour or so a night and usually have to re-familiarize myself with the area and what I'm doing at the start of each play session which probably wastes time.
OK thanks for the tip. Glad to know is not a bug, I'll have to search more thoroughly. Amazing game by the way. I'm at 83% and sad that I'm nearing the end. I've already logged around 8 hours though. Not sure how some of you guys competed it 100% in 6 hours. I do tend to only play an hour or so a night and usually have to re-familiarize myself with the area and what I'm doing at the start of each play session which probably wastes time.
I played A TON of Metroid 2 as a kid, to the point that I could beat that game in 2 hours, consistently.
And I've replayed Metroid 2 within the last 6 months, so the general layout of the game and Metroid locations were fresh in my mind.
So 6 hours was me taking in the scenery and making sure I found everything.