I've always ignored Metroid: Zero Mission because I assumed it was just the original Metroid with better graphics. All this talk of it being Super Metroidified is making me think I need to give it a closer look.
I've always ignored Metroid: Zero Mission because I assumed it was just the original Metroid with better graphics. All this talk of it being Super Metroidified is making me think I need to give it a closer look.
I've always ignored Metroid: Zero Mission because I assumed it was just the original Metroid with better graphics. All this talk of it being Super Metroidified is making me think I need to give it a closer look.
Holy crap man you're missin' out. Zero Mission.. it's like.. the only similarities to the archaic Metroid are the general setting and generalized location of big areas. There are a lot of nods to the original but man, ZM is leaps and bounds beyond Metroid. I think it's probably my second favorite game behind Super, or maybe equal. Everything is improved, significantly, even the gameplay. Love it.
I've always ignored Metroid: Zero Mission because I assumed it was just the original Metroid with better graphics. All this talk of it being Super Metroidified is making me think I need to give it a closer look.
You should, it's great. And much better than Fusion. I don't consider the level design to be that consistent; it occasionally suffers from being a remake, and some of the boss encounters are tedious, but otherwise it's, er, [strike]NOT AS GOOD AS SUPER METROID[/strike] a fantastic game.
Cherrn on
All creature will die and all the things will be broken. That's the law of samurai.
Super Metroid, Zero Mission, Fusion, and Prime are all games that are worth playing for Metroid fans. They're also all very different (though Fusion and ZM are similar). If there are any on this list you haven't played, they're still a ton of fun, and they've all aged very well.
I would recommend all Metroids except Hunters and the original (which you might be able to tolerate, or you might not). Otherwise, you really, really can't go wrong.
I also hear that pinball game is pretty good!
Cherrn on
All creature will die and all the things will be broken. That's the law of samurai.
I've always ignored Metroid: Zero Mission because I assumed it was just the original Metroid with better graphics. All this talk of it being Super Metroidified is making me think I need to give it a closer look.
It's probably the closest game to Super Metroid we'll ever get.
sethsez on
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TL DRNot at all confident in his reflexive opinions of thingsRegistered Userregular
edited June 2009
They just need to follow the story as told in the original comics for the NES games and the ones that appeared in Nintendo Power for Super Metroid.
Seriously.
TL DR on
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TL DRNot at all confident in his reflexive opinions of thingsRegistered Userregular
Zero Mission is the only Metroid game and one of the few games that I replay over and over and over again from begining to end. Love that game so much.
Yes, Team Ninja are the ones who made those games, but the lead developer, Itagaki, departed Namco last year on not so friendly terms and he took a bunch of his team with him. The Team Ninja of today is not the Team Ninja of years past.
That being said, Ninja Gaiden was one of my favorite games of the original XBox. The gameplay was smooth and the animations were fluid and seamless. Hopefully their animators and graphical department can pump out some sweet shit for this new Metroid.
Not just Itagaki left. He took the majority of the various art, design, and programming leads with him.
Sorry to beat a dead horse, but I didn't see anyone correct this. And the thread, quite naturally, grew fast.
Team Ninja was a studio within Tecmo, not Namco. Tecmo produced, for example, Fatal Frame.
There was a new article on 1UP just before the new Metroid was announced at E3, about Itagaki (the old head of Team Ninja), one of his deputies (weird word for it, I know), basically explaining they'd rounded approximately 44 guys together from various other teams (including guys who'd worked on VF, apparently). I guess that's what they'd been doing since Itagaki and Co. gave Tecmo the finger, stuck their feet through monitors, and left.
(Just to elaborate, I'm on Itagaki's side on this.)
I'm quite curious to see if/how this will be reflected on how this game comes out. Then again, this is a new Metroid game, not a new Ninja Gaiden game, so I don't see this being much of a problem.
Super Metroid had flaws? Are you sure you were playing Super Metroid, and not Super Huff Glue Liar ?
Walljumping controls were awkward.
Plus selecting missiles sucked. And I don't know how the hell people figured out how to get into Meridia without a guide. I sure didn't.
I guess if you're astute enough, you'd be able to figure it out since I think there's a broken glass tunnel somewhere else kind of nearby. Lord knows my 13-year-old self wasn't nearly that observant, though.
And wall jumping, really? It is nowhere near impossible, it doesn't require any more sense of timing than, say, executing combos in a fighting game. I could do that shit flawlessly after a bit of experimentation.
And it's weird to compare it to Zero Mission's walljumping, which was simultaneously hard and useless.
And wall jumping, really? It is nowhere near impossible, it doesn't require any more sense of timing than, say, executing combos in a fighting game. I could do that shit flawlessly after a bit of experimentation.
And it's weird to compare it to Zero Mission's walljumping, which was simultaneously hard and useless.
I think you must have been playing a bizarro world Zero Mission.
Brainiac 8Don't call me Shirley...Registered Userregular
edited June 2009
My only issue with Fusion was that one energy tank I just can't ever get. It requires a super dash, with a quick jump up and super dash the other way in a new room and a super jumping into the cieling.
And wall jumping, really? It is nowhere near impossible, it doesn't require any more sense of timing than, say, executing combos in a fighting game. I could do that shit flawlessly after a bit of experimentation.
And it's weird to compare it to Zero Mission's walljumping, which was simultaneously hard and useless.
I think you must have been playing a bizarro world Zero Mission.
I guess
I can ascend long vertical shafts in SM easily; I've never had issues with it once I learned how. I don't have a file to check Zero Mission, but I recall the height gain being negligible and speed of falling meaning you needed damn pitch-perfect timing. Looking at Fusion, it seems to just catapult you away from the wall.
I find it funny people are using how easy wall jumping as a point of contention between whether Super Metroid or Zero Mission is better while ignoring one other key difference between how wall jumping works in both games aside from their execution. Yes, wall jumping in Super Metroid is more difficult to pull off than in Fusion or Zero Mission, but wall jumps in Super Metroid are also much more flexible since you can use them all the way up a single wall, allowing you to get into a lot more areas you'd need this or that power up to access otherwise. In Fusion and Zero Mission wall jumps push you far enough away from a wall that you pretty much need two walls in order to game the same kind of height you can get in Super Metroid.
Fusion does indeed give you a sizable boost off of the wall, but I'm easily able to scale single walls in Zero Mission. I have terrible hand-eye coordination: this can't be that hard.
Zero Mission was awesome enough that I bought Fusion. Fusion was almost as good. Because of the fun I had with ZM and then Fusion I bought the Castlevania Double Pack. I enjoyed it with furiosity. The GBA certainly had a lot of quality titles.
RichardTauber on
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Forever Zefirocloaked in the midnight glory of an event horizonRegistered Userregular
Super Metroid had flaws? Are you sure you were playing Super Metroid, and not Super Huff Glue Liar ?
Walljumping controls were awkward.
Plus selecting missiles sucked. And I don't know how the hell people figured out how to get into Meridia without a guide. I sure didn't.
I guess if you're astute enough, you'd be able to figure it out since I think there's a broken glass tunnel somewhere else kind of nearby. Lord knows my 13-year-old self wasn't nearly that observant, though.
I noticed there was a broken one. Also, I used the scanner.
Also also, wall-jumping in Super Metroid is so easy.
Forever Zefiro on
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It's entirely possible (and fairly simple) to wall-jump up a vertical wall in Zero Mission. I do it all the time; in fact the way I get through one room in Chozodia without the suit requires it.
Super Metroid had flaws? Are you sure you were playing Super Metroid, and not Super Huff Glue Liar ?
Walljumping controls were awkward.
Plus selecting missiles sucked. And I don't know how the hell people figured out how to get into Meridia without a guide. I sure didn't.
I guess if you're astute enough, you'd be able to figure it out since I think there's a broken glass tunnel somewhere else kind of nearby. Lord knows my 13-year-old self wasn't nearly that observant, though.
Thats the way I figured out, and it felt so much more satisfying than reading some guide or having the game pointing clues.
It really should be like the prime games, with hints but ones that you can turn off. Zero mission was flawed in that regard. The kind of clues Super Metroid gives are also much, MUCH better. They don't hammer you with them in the head, they are presented subtly and elegantly and you just need to look at the enviroment.
Metroid: Fusion was the first entry in the series that I played, and having then gone back and played Super Metroid, I can say this with confidence: Fusion does not limit you to nearly the extent that people imply that it does. The thing about Super Metroid is that whole areas of the map will be locked out to you unless you have a particular bit of equipment. For the first-time player (and that is very important, so I'll say it again: for the first-time player), some speed-running tricks are simply impossible. I seem to recall a shaft somewhere in the early game of Super Metroid where there are tons of the shelled dudes that float back and forth. Once you fall down that shaft, you're not getting back up until you have the Ice Beam to freeze those guys into platforms. Yeah, maybe you could wall-hop or bomb-jump back up, if you're willing to deal with Samus's floatiness or the incredibly demanding timing to do so, all the way up the entire shaft. But your first time, that's a one-way road. And Super Metroid is full of those. You can sequence-break if you're determined, but there's a fairly clear order that you're supposed to follow, and will probably fall into without even realizing it. Fusion simply canonizes that behavior. And while you may only have one area to explore at any given time, you're going to go well off the beaten path without any real assistance several times before you're handed the next sector. Sometimes it sounds like people are claiming that Fusion is just Contra with a Metroid skin. It's really not; you're just controlled a little bit more explicitly than in previous iterations. You're still bombing everything. You're still trying to figure out how to get that Missile expansion. You're still trying to get the next major upgrade. It's still Metroid, god damn it, and it's a good Metroid game. If Other M is going to be Fusion-like, I have no complaints.
Kupi on
My favorite musical instrument is the air-raid siren.
Also Fusion takes place on a spacestation. For them to not have accurate plans of the place would be a little silly, don't you think? They just tell you were to go next, actually getting there requires the normal Metroid daring do.
But Kupi, you yourself admit that it is possible to break out of Super Metroid's intended path provided you have the knowhow/skill/time/whatever. That's the difference. Fusion gives the determined/"expert" player no such option. It certainly isn't Contra: Metroid Edition (and I don't think anyone intended to portray it as such), but it does limit the flexibility of someone who is replaying the game for the n'th time. In any case, the devs learned their lesson on that front with Zero Mission.
Well, you could skip all but like two of the statues...but that requires already being familiar with the map so you know alternate paths that bypass them.
I think there's ONE real sequence break possible in Fusion. And if you pull it off the game gives you a message saying something like "Only the best players will ever see this" or something.
Both Super Metroid and Metroid Fusion may have paths you're supposed to follow, but Fusion is pretty explicit about locking you out of given areas. Super Metroid feels almost entirely freeform, even though it's not. It feels like you COULD go anywhere if you're smart enough, but Fusion doesn't.
You should Honky, your a bad person for having not. I replayed it just recently and got a lot of fun out of it.
I've been slacking on my game completions lately. I haven't even beaten Valkyria Chronicles. Also I don't think I've beat Super Metroid if you can believe that.
I own it on the Virtual Console though, so once I get through finals I have 10 weeks of no school (but work, and a wife) I can probably remedy this.
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Steam ID : rwb36, Twitter : Werezompire,
More like Fusionized...
which is AWESOME!
Holy crap man you're missin' out. Zero Mission.. it's like.. the only similarities to the archaic Metroid are the general setting and generalized location of big areas. There are a lot of nods to the original but man, ZM is leaps and bounds beyond Metroid. I think it's probably my second favorite game behind Super, or maybe equal. Everything is improved, significantly, even the gameplay. Love it.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
You should, it's great. And much better than Fusion. I don't consider the level design to be that consistent; it occasionally suffers from being a remake, and some of the boss encounters are tedious, but otherwise it's, er, [strike]NOT AS GOOD AS SUPER METROID[/strike] a fantastic game.
I also hear that pinball game is pretty good!
It's probably the closest game to Super Metroid we'll ever get.
Seriously.
Super Metroid had flaws? Are you sure you were playing Super Metroid, and not Super Huff Glue Liar ?
Walljumping controls were awkward.
I need to get ahold of Metroid: Zero Missions and play through it again.
Plus we get the Metroid Prime Trilogy in August....I'm in Metroid heaven.
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Sorry to beat a dead horse, but I didn't see anyone correct this. And the thread, quite naturally, grew fast.
Team Ninja was a studio within Tecmo, not Namco. Tecmo produced, for example, Fatal Frame.
There was a new article on 1UP just before the new Metroid was announced at E3, about Itagaki (the old head of Team Ninja), one of his deputies (weird word for it, I know), basically explaining they'd rounded approximately 44 guys together from various other teams (including guys who'd worked on VF, apparently). I guess that's what they'd been doing since Itagaki and Co. gave Tecmo the finger, stuck their feet through monitors, and left.
(Just to elaborate, I'm on Itagaki's side on this.)
I'm quite curious to see if/how this will be reflected on how this game comes out. Then again, this is a new Metroid game, not a new Ninja Gaiden game, so I don't see this being much of a problem.
Plus selecting missiles sucked. And I don't know how the hell people figured out how to get into Meridia without a guide. I sure didn't.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I guess if you're astute enough, you'd be able to figure it out since I think there's a broken glass tunnel somewhere else kind of nearby. Lord knows my 13-year-old self wasn't nearly that observant, though.
I think you must have been playing a bizarro world Zero Mission.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
It's stupid and hard to do. :x
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http://www.fallout3nexus.com/downloads/file.php?id=16534
Fusion made it sound like he was a mentor for her, and that she ultimately fell in love with him.
I'm looking forward to them showing her past. Maybe they'll show the invasion and slaughter of the Chozo.
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I can ascend long vertical shafts in SM easily; I've never had issues with it once I learned how. I don't have a file to check Zero Mission, but I recall the height gain being negligible and speed of falling meaning you needed damn pitch-perfect timing. Looking at Fusion, it seems to just catapult you away from the wall.
I noticed there was a broken one. Also, I used the scanner.
Also also, wall-jumping in Super Metroid is so easy.
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Adam isn't dead, his consciousness seems to be integrated into her ship's computer.
3DS Friend Code: 0404-6826-4588 PM if you add.
Exactly, we could watch it build up and then he "dies" and she moves on with here life.
I look forward to watching the burnt feathers fly.
I wager two e-peen points that we see some Ridley vore action and then a later bit of vore porn within a week.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Thats the way I figured out, and it felt so much more satisfying than reading some guide or having the game pointing clues.
It really should be like the prime games, with hints but ones that you can turn off. Zero mission was flawed in that regard. The kind of clues Super Metroid gives are also much, MUCH better. They don't hammer you with them in the head, they are presented subtly and elegantly and you just need to look at the enviroment.
Also Fusion takes place on a spacestation. For them to not have accurate plans of the place would be a little silly, don't you think? They just tell you were to go next, actually getting there requires the normal Metroid daring do.
Fusion never bothered me, cause that was the way the game was designed to be.
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Both Super Metroid and Metroid Fusion may have paths you're supposed to follow, but Fusion is pretty explicit about locking you out of given areas. Super Metroid feels almost entirely freeform, even though it's not. It feels like you COULD go anywhere if you're smart enough, but Fusion doesn't.
I love both, but that's how it seems to me.
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That game is designed for low item runs and speed runs.
But seriously I never beat fusion.
You should Honky, your a bad person for having not. I replayed it just recently and got a lot of fun out of it.
PS2
FF X replay
PS3
God of War 1&2 HD
Rachet and Clank Future
MGS 4
Prince of Persia
360
Bayonetta
Fable 3
DS
FF: 4 heroes of light
I've been slacking on my game completions lately. I haven't even beaten Valkyria Chronicles. Also I don't think I've beat Super Metroid if you can believe that.
I own it on the Virtual Console though, so once I get through finals I have 10 weeks of no school (but work, and a wife) I can probably remedy this.