Jump to content
Sign in to follow this  
StanJr

Stuck in Super Metroid!

Recommended Posts

Ok, this is the first time I have ever played this amazing amazing game. And wow, its like my fav for the SNES.

 

But I am stuck. I just beat Crocomire in Norfair and I am desperately trying to get the grapple beam, but I cannot make the jump. Beneath Crocomire's lair there is a room in which you must speed boost run and then jump to the left over the lava to get to the grapple beam room, but no matter how many times I try I cannot make the jump. I go far right, charge up and run, then squat at the end of the ramp and jump holding the right shoulder button so that I go diagonally left. But every time I just plow into the ceiling nowhere near the left door and fall into the lava.

 

What am I doing wrong? Tips? All the FAQ guides just say "do it" like its the easiest thing in the world.

Share this post


Link to post
Share on other sites
Ok, this is the first time I have ever played this amazing amazing game. And wow, its like my fav for the SNES.

Lucky you! I would love to be able to experience a game like that again for the first time.

 

Unfortunately, I can't be of any help to you. I haven't played Super Metroid in a over a decade, so I'm pretty fuzzy on the details.

Share this post


Link to post
Share on other sites

Yeah I don't recall any time I had to do a horizontal jump left or right using the charge. You must be trying to do something prematurely...

Share this post


Link to post
Share on other sites
Yeah I don't recall any time I had to do a horizontal jump left or right using the charge. You must be trying to do something prematurely...

That would be my guess as well. Too many years have passed... I think it's about time to dig out the cartridge again.

 

On a completely different note, a few weeks ago I picked up and played through both Metroid Fusion and Metroid Zero for the Gameboy Advance. Both games were very good, but Metroid Zero tromped all over Fusion, IMO. :)

Share this post


Link to post
Share on other sites
Ok, this is the first time I have ever played this amazing amazing game. And wow, its like my fav for the SNES.

 

But I am stuck. I just beat Crocomire in Norfair and I am desperately trying to get the grapple beam, but I cannot make the jump. Beneath Crocomire's lair there is a room in which you must speed boost run and then jump to the left over the lava to get to the grapple beam room, but no matter how many times I try I cannot make the jump. I go far right, charge up and run, then squat at the end of the ramp and jump holding the right shoulder button so that I go diagonally left. But every time I just plow into the ceiling nowhere near the left door and fall into the lava.

 

What am I doing wrong? Tips? All the FAQ guides just say "do it" like its the easiest thing in the world.

It IS the easiest thing in the world, when you know how: Do not use the ShineSpark manoeuver to launch yourself diagonally. Instead, just gather speed by running from right to left, and when you step on the tilted ramp, press and hold the jump button while holding LEFT on the D-Pad. You'll make a huge jump all the way to the door at the opposite side of the room.

Share this post


Link to post
Share on other sites

that did it! Now I am on my way to more good times!! Thanks!

Share this post


Link to post
Share on other sites

this was the first game i ever beat. amazing gam, the euphoria you feel after completeing a boss is unmatchable

Share this post


Link to post
Share on other sites

I should play this game again. I played it for the first time in college about 9 years ago and I was disappointed at how easy it was. Wasn't too impressed. Maybe I should give it another whirl.

Share this post


Link to post
Share on other sites

You know what's funny about Super Metroid.. is I bought my copy in Japan since I was vacationing there when it was JUST RELEASED. You know how much it cost? About 9 bucks!

 

The game wasn't even out for 2 months or so and it was already cut to 9 friggin bucks. Just goes to show how much the japs didn't really care for the game.

Share this post


Link to post
Share on other sites

I would love to see Super Metroid released for the GBA or DS, a la Link to the Past (or perhaps the Super Mario Advance series, although I'd prefer if they didn't mess with the original). I am really surprised they haven't done so already! (Especially considering that this year is the 20th anniversary of the original Metroid, you'd think there would be some Metroid anniversary mania going on!)

 

I don't have an SNES, and considering the prices that the console and many games (especially Super Metroid) are still selling for, I probably WON'T be getting one anytime soon. But it just seems like Super Metroid on GBA is a no-brainer, so where is it???

Share this post


Link to post
Share on other sites

I thought one thing keeping Super Metroid away was 2 fewer buttons on the GBA? Been a while since I've played it on the SNES so I don't remember the controls. Would make for a good title on the DS though.

Share this post


Link to post
Share on other sites

Well, I beat it last night, and WOW. This may be one of my favorite SNES games ever. Incredible. The perfect blend of what made the original Metroid so great and the updates and advantages of the more powerful SNES. Wonderful!

 

I only got 66% completion though, so it looks like I'll have a chance to play it again to find the other 34%!!

 

But for now, its off to experience Super Mario RPG for the first time!

Share this post


Link to post
Share on other sites
I thought one thing keeping Super Metroid away was 2 fewer buttons on the GBA? Been a while since I've played it on the SNES so I don't remember the controls. Would make for a good title on the DS though.

Ah, I hadn't considered that. Does the SNES have shoulder buttons? (If not, the GBA could use those in place of the other 2 SNES buttons.)

 

Certainly would work on the DS though!

Share this post


Link to post
Share on other sites
I thought one thing keeping Super Metroid away was 2 fewer buttons on the GBA? Been a while since I've played it on the SNES so I don't remember the controls. Would make for a good title on the DS though.

Super Metroid would be more at home on the DS than the GBA, for three main reasons:

 

1) Both DS screens are 192x256 pixels, which corresponds exactly with the dimensions of the screen in the Super-NES game if you take away the black status bar at the top of the screen. This means there would be no loss of picture if a straight port was made.

 

2) The DS has all the buttons needed.

 

3) The touch-sensitive nature of the bottom screen would fit Super Metroid wonderfully: Think how nice it would be to switch between weapons by pressing on the icons with the tip of your finger, instead of the clumsy SELECT button method in the Super-NES game! Also, the bottom screen could display the map and the status screen while the top screen would remain free of all distracting icons. (Of course, if you want to have the energy and missile meters displayed on the top screen, it could be done via the options menu.)

 

I often think about how they could add improvements to Super Metroid in a DS version. I believe the best option would be to have the original game, mostly unchanged to satisfy the purists who believe Super Metroid is perfect like it is, and then have an alternate version of the game which would be unlocked after finishing the original game, much like the second quest in the original Legend of Zelda. This alternate version would have power-ups and suit upgrades placed in different locations, and as a result, you'd have to visit the areas of Zebes in a completely different order! That would certainly add some replay value for those who already know the map of Zebes by heart (like me!).

Share this post


Link to post
Share on other sites

Perhaps it corresponds exactly that Nintendo should make a "souped-up" version of Super Metroid for the DS like they did with Zero Mission for the GBA? I want it!

Share this post


Link to post
Share on other sites

Ahh, I remeber when I first went through this game. Early '98. I had just quit my crappy job at the pawn shop and started at a used game store (which I LOVED for the first year there). I had bought the game at the pawn shop for 5 bucks, but was working so many hours there, I didn't have time to go through it. I was working FAR fewer hours at the game store, so I started it up. Ahh, playing Super Metroid and listening to my new Fight cd. Good times. It still ranks as one of my favorite all-time games, and always will. Now, here's hoping that we'll get one more Metroid game on the GameCube before Nintendo stops supporting it.

Share this post


Link to post
Share on other sites
How is the Gameboy Metroid game?

 

Metroid II return of Samus is pretty good for a Metroid game. It's more of a linear game as compared to super metroid and metroid(I) than an explorer. I liked it. :)

Share this post


Link to post
Share on other sites
Super Metroid would be more at home on the DS than the GBA, for three main reasons:

 

1) Both DS screens are 192x256 pixels, which corresponds exactly with the dimensions of the screen in the Super-NES game if you take away the black status bar at the top of the screen. This means there would be no loss of picture if a straight port was made.

 

2) The DS has all the buttons needed.

 

3) The touch-sensitive nature of the bottom screen would fit Super Metroid wonderfully: Think how nice it would be to switch between weapons by pressing on the icons with the tip of your finger, instead of the clumsy SELECT button method in the Super-NES game! Also, the bottom screen could display the map and the status screen while the top screen would remain free of all distracting icons. (Of course, if you want to have the energy and missile meters displayed on the top screen, it could be done via the options menu.)

Point 1 is mistaken, unless you reversed the DS screen numbers. SNES displays are 256*224, so the DS is too wide.

 

Point 3... Just because you CAN move a HUD item doesn't mean you should. I agree with the touchscreen item activation, particularly since SM had so many items to cycle through.

But health and weapons counts should be overlaid onto the game area. Doing it like in the original and Primes would be better, though. Have it floating in the corner of the gameplay area.

 

I often think about how they could add improvements to Super Metroid in a DS version. I believe the best option would be to have the original game, mostly unchanged to satisfy the purists who believe Super Metroid is perfect like it is, and then have an alternate version of the game which would be unlocked after finishing the original game, much like the second quest in the original Legend of Zelda. This alternate version would have power-ups and suit upgrades placed in different locations, and as a result, you'd have to visit the areas of Zebes in a completely different order! That would certainly add some replay value for those who already know the map of Zebes by heart (like me!).

A remake version with upgraded visuals and tweaked gameplay would be nice too. There's a few issues in Super that, while not major, CAN be fixed.

 

1. Dash button. Serves no real purpose other than increase the # of buttons you mash at once. One of the few things the GBA games got right was eliminating it.

 

2. Missile/super missile and power bomb should be double-duty options. You can't fire missiles in ball mode, or power bombs while standing, so there's no need for a dedicated PB option on the selector. Again, one of the few things the GBA games got right.

 

 

Beyond that... meh.

Super Metroid WAS pretty good to start with. The re-arranged map is a good idea.

 

But DON'T let the GBA Metroid team do this one. The GBA team has proven they don't understand what makes Metroid great, and they have no respect for established continuity(Hell, Zero Mission breaks Prime, and that's positively recent).

 

How is the Gameboy Metroid game?

Very good.

It's quite linear, but the way the game is constructed it doesn't feel like it. It's a good example of leading you without making you feel like you're being lead around. Pity the Fusion team never played it.

Share this post


Link to post
Share on other sites
Point 1 is mistaken, unless you reversed the DS screen numbers. SNES displays are 256*224, so the DS is too wide.

Oops! I meant to say 256x192, not 192x256. Sorry, my mistake.

 

Point 3... Just because you CAN move a HUD item doesn't mean you should. I agree with the touchscreen item activation, particularly since SM had so many items to cycle through. But health and weapons counts should be overlaid onto the game area. Doing it like in the original and Primes would be better, though. Have it floating in the corner of the gameplay area.

I agree, but I figure some players might find it more immersive to have no icons or meters at all on the top screen. Like I said before, this could be configured in the options menu (which unlike the original game, would be accessible at any time during the game, not just before you start a game; it's one of SM's silly quirks that the player can't change the button assignments in mid-game).

 

But DON'T let the GBA Metroid team do this one. The GBA team has proven they don't understand what makes Metroid great, and they have no respect for established continuity(Hell, Zero Mission breaks Prime, and that's positively recent).

How does it break Prime's continuity? And what exactly makes you say they don't understand what makes Metroid great? I assume you're mostly referring to Fusion... If yes, then I'd say they learned from their mistakes with Zero Mission, wouldn't you say?

Share this post


Link to post
Share on other sites

Fusion is weak in terms of its Metroid feel, but I think Zero Mission is superb. I'm not sure how it breaks the story line of the other games; I guess I don't really care that much about continuity between games in the "Metroid Universe," as long as the games themselves are good.

Share this post


Link to post
Share on other sites

Yeah I think continuity is negligible.. especially as far as videogames go. They're games, not really stories... so who cares :P

Share this post


Link to post
Share on other sites

I personally found Fusion to be extremely enjoyable. Nothing matched the intensity of hearing a door open behind you, knowing it was the SA-X, and knowing that it could kill you handily if it caught you. Great game.

Share this post


Link to post
Share on other sites
I personally found Fusion to be extremely enjoyable. Nothing matched the intensity of hearing a door open behind you, knowing it was the SA-X, and knowing that it could kill you handily if it caught you. Great game.

 

 

Yeah, I think I might be the only person who preferred Fusion to Zero Mission. ZM was just too short and too easy, but then again, it was basically the original Metroid, so I suppose I should have expected that.

 

I also think some of the Fusion factor was that I hadn't played a new Metroid game in something like six years when I first played Fusion, and ANYTHING would have been awesome. I agree about the leading-you-around factor, of course, but the game overall was pretty much outstanding IMO. Not as good as Super Metroid, which is easily in the top ten games ever made category.

Share this post


Link to post
Share on other sites

After you have done playing it Stan, check out what other people did:

 

http://speeddemosarchive.com/demo.pl?SuperMetroid_SS_038

 

Again only after you have finished. Super Metroid is one of my favorite games too, and this guy puts everyone to shame. The most amazing thing I ever saw. Just shows what a better standard is. Europe downloads a lot faster.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...