
- SUPER METROID RANDOMIZER ARE THERE HIGH JUMP HOW TO
- SUPER METROID RANDOMIZER ARE THERE HIGH JUMP FULL
I've lost count of how many locked event doors I've seen in Super Metroid Redesign with no visible means of unlocking them-clearing the room did nothing, so I can only assume they're plot-related somehow. The real Super Metroid only used event doors for Zelda-style clear-the-room deals, where the doors would be locked until you killed every enemy in a room, at which point they would unlock. I understand you want there to be a certain sequence in a game like this, but there are less blatant ways-I mean, make it a Power Bomb door or something if you really want me to not be able to go through it yet it's not like you get Power Bombs before you're about 80% done with the game anyway. I never liked event doors-there's just something incredibly heavy-handed about the magical grey doors that literally cannot be opened by any means at all until they are activated by the plot, at which point they can be opened with anything. It might have worked better if the instructions were a bit more clear-doing something once I actually know what to do is the easy slightly-easier part (God damned wall jump shafts D:)-but I just can't handle the leaps of logic and disregard for clearly established Metroid tradition to figure out what the game wants me to do in all of these ridiculous moments. Super Metroid Redesign: Quit whining, go faster.

Case in point:Įvery other Metroid game ever: if you take extreme damage over time just from being in a room, it's because the room is too hot for you to be in without the Varia suit, you moron. This game seems to base puzzles around taking the extremely clear "you should not be here yet" signs that have been well-established by every other Metroid game ever and disregarding them, instead expecting you to suck it up and just be awesome somehow. Paired with everything else, though, it's just more damning examples of this game's nonsense. Actually, like the wall jump, I honestly could have accepted that as legitimate if there had been some sort of warning (so I wouldn't just be stuck there wondering what to do and assuming the shaft was just a one-way passage on the way back out or something, because the game hadn't made it clear that it seriously expects you to be able to Morph Ball jump up into the shaft like that) and if the execution were better. And literally five seconds after that (just keep watching :D) we're treated to a jump-while-rolling-into-Morph-Ball trick which, like the wall jump, was an optional thing you could do to show off or sequence break in Super Metroid but is apparently required now. But oh no, it turns out you actually shoot a missile (and it has to be a missile) at the thing, which reflects the missile which makes a drawbridge appear out of absolutely God damned nowhere.
SUPER METROID RANDOMIZER ARE THERE HIGH JUMP FULL
That's not the best part, though! Naturally, when I got to a room with an impassable gap full of killer acid (the kind the Gravity Suit gleefully ignores, which was integral to progressing in Ridley's Lair in the original Super Metroid, just for the record) and a diagonal glowing thing of some sort what the hell is that that's never been in a Metroid game before, I naturally assumed it was a dead end and I'd get something cool if I came back later, you know, with the Gravity Suit.

All this much overkill brings to the table is just making it more and more inevitable that you'll screw up one of the jumps, probably near the very top of the shaft, just so you can fall all the way back down thanks to hyper-gravity and have to try again from the beginning again and again and oh my God, I don't care if it's a ROM hack and therefore you're fully aware that everyone's playing it on an emulator savestates should never be required to pass anything.
SUPER METROID RANDOMIZER ARE THERE HIGH JUMP HOW TO
Making the player go up that ridiculously long a chasm to proceed, though? I would still have gotten the "you need to be cool enough to know how to wall jump to proceed" message in a shaft half that size. Wall jumping is a bitch now with the new physics, but it can be done, I guess. Turning the wall jump into an actual part-of-the-main-game legitimate mechanic (you need a powerup to do it, and even then it doesn't work on some surfaces?) Fair enough.

IBJ, midair springball jump, and other advanced techniques are requiredĪn Item Randomizer program for the Super Metroid Romhack called Hyper Metroid.Altering the physics to make you heavier and fall faster to be more like Metroid Prime than the significantly floatier Super Metroid? Sure, that's actually an interesting idea.

Morphing Ball may spawn in both Norfair and Crateria.ĭifferent algorithm for increased randomization Certain item combinations for hellruns / gravity suit hellruns may not be possible.Ĭertain deep suitless underwater sections may not be possible without High Jump Boots and Springball.
