Actually, forget it, it doesn't matter. I'll just go look for a giant brain and shoot it.
Are these guys metroids? I'm guessing no, but some of them drop health pick ups when I kill them. Which is lucky because Samus doesn't even start off with full health. I dunno, maybe she has a cold or something.
If this is anything like Zelda II, then if I had gone the other way I'd have probably fought my way through ten rooms before realising I needed this thing to open a door somehow. Then I'd get to travel all the way back to look for it! Through all the newly respawned enemies I'd just killed.
Though I can't actually attack while ducked, so I should probably get out of this hole before that creature blocks the exit.
How the hell does a animal evolve to dive and explode when they see something moving? I would have thought that any creature born with that trait would remove themselves from the gene pool pretty quickly.
Okay, so far I've learned this much about the place:
- This isn't just a cave filled with stone and metal ruins. There's advanced (probably ancient) technology down here and the power is still on.
- Whoever built this place actually thought that gun activated doors was a good idea. This was all created by a civilization of lunatics. I should be cautious.
This thing has a really weird movement pattern. I tried shooting at it for a bit, but I think it'd be better if I just ran.
Well I've learned something else about the people who built this place. They could either fly or they could really jump, because these steps must be around 4 meters apart. Fortunately Samus can really jump too. She even somersaults in the air a few times each jump for no reason. Plus she has full control of her movement in while airborne, so it's easier to get around than in Castlevania.
It wouldn't be so bad if these enemies would drop health more often. I'm not desperately short of health, but at least it would make me feel like there was a point to this journey. A little reward for my efforts.
I should stop and check the map to see how far up this shaft goes...
Uh, the NES pad only has four buttons and none of them are bringing up a map. Or even a menu. Does this seriously not have a map?
At least I've got another door to check out... in a while. I'm going to go do some BASE jumping instead and see what's at down at the bottom.
I mean this place is HUGE... and I only get one life? And no saves? Harsh!
Now I get to go back to that shaft again and pick up where I left off. Wherever that was. Maybe I'm supposed to be drawing my own map on graph paper as I go.
I'm hesitant to jump off this ledge, because I know that little bastard is only hovering around down there because he's too dumb to fly around the floor. If I leap off then there's nothing left stopping him from diving right at me and I'm too dumb to avoid him.
Oh, bullets don't work again red doors, huh? I wonder whether I need to find a key or a switch for it, or if is this more of a rocket launcher type of deal. Maybe it'll just open by itself later once I've killed a boss.
Either way there's nothing left for me to try here. Time to go back across the room again. Back past the birds.
I don't mind enemies respawning every time I walk off screen, because it means I've got a renewable source of health pick ups. But I need to kill them first, and they're stubbornly refusing to be in the way of my bullets.
And knowing my luck this thing won't even drop anything. Which is a shame because this low health warning beeping noise is getting on my nerves now.
ONE RESTART LATER.
Yeah I think this is probably lava. Because Samus just lost all her health and died again.
But it turns out that the power up I grabbed lets me switch my arm gun to a missile launcher! I only get five shots with it, but enemies have started dropping missile ammo so that's fine.
I'm tempted to go find that red door and see if I can get through with a missile, but nah.
Of course it wouldn't have been nice if they'd managed to make enemies stand out from the background without making the background entirely featureless and black, but this works.
I'm not sure I even want to start again now. I really can't be arsed to go jumping around those shafts any more, and I'm not sure I'll even be able to find this place again.
BUT I START AGAIN ANYWAY.
Checkpoints are a wondrous thing. Well... they're better than nothing anyway. Save points would have been nice. Or even just saves.
Actually, the game has been pretty good so far at mixing things up and throwing different obstacles at me. And not a single insta-kill bottomless pit (yet)!
...and Samus is dead again. Final score: two missile pick-ups and a morph ball.
I actually kinda like this game, despite the flaws, the difficulty, and the... limited graphics. But there are two things that just kill it for me:
- No map. None that I've found anyway. It means I have to either memorise the layout of this maze and all the locations I'll need to return to, or draw up my own map. And it's probably not much fun to constantly have to pause the game to draw in the next area. Or to keep track of how many screens you've travelled when the levels scroll with the player.
- Being thrown back to the area entrance on death. The game doesn't even have lives! Sure I keep all my stuff, but I still have to replay all the areas I previously travelled through to get back to the room I died at, and that's not that easy because as I mentioned earlier... no map!
Plus I'd have to hang around and grind enemies to refill my health each time, else I'd just be asking to be killed.
Metroid II: Return of Samus (Game Boy)
Super Metroid (SNES)