So I've never really liked the original Metroid, which I think is a ton of obviously wonderful ideas and concepts, ultimately undone by the game itself. The controls are just far too soft and floaty, the password function is terrible, and having to slowly rebuild your health from nothing every time just sucks.
But, Zero Mission is one of my favorite games ever, fixing every single problem I have with the original.
So, when you build up the energy necessary to Shinespark, immediately roll into a ball and jump. When you do, Samus will pause for a fraction of a second soon after jumping; that is your cue to select a direction (left, right, up), and she will Shinespark, in ball form, in the direction you indicate. Remember that you can aim this into an incline, I'm sure there is at least a handful of times you have to, in order to get 100%.
But, Zero Mission is one of my favorite games ever, fixing every single problem I have with the original.
Quote:But one or two seem missing... there have been times where there's one of those blocks that gets destroyed when you sprint through it with the power run thingy. But it's like a singular block. As though you need to be a ball when you rocket through it. And there isn't any of those power receptacle thingies nearby that punt you like a pinball. As though Samus needs to initiate it. And doing the trick where you run and kneel and press a direction doesn't work either. idk maybe I just suck.
So, when you build up the energy necessary to Shinespark, immediately roll into a ball and jump. When you do, Samus will pause for a fraction of a second soon after jumping; that is your cue to select a direction (left, right, up), and she will Shinespark, in ball form, in the direction you indicate. Remember that you can aim this into an incline, I'm sure there is at least a handful of times you have to, in order to get 100%.
YOU CANNOT HIDE FOREVER
WE STAND AT THE DOOR
WE STAND AT THE DOOR