Metroid: Zero Mission (GBA) Playthrough Part 05 - Super Missiles & Screw Attack
[Hard Mode, 100% Upgrades]
Getting the Super Missiles in Brinstar is considered sequence breaking as it is acquired after defeating the mini-boss, Imago at 14:30, but the method of getting it, IS the normal way of retrieving it, so technically, it isn't really sequence breaking in a sense. Imago himself isn't very hard, but he can be a bit of a challenge to lock on to attack. The Winged Ripper during Imago's Larvae phase is remarkably similar looking to the Parabeetles in Super Mario Bros. 3 and New Super Mario Bros. Wii. It cannot be killed with the Screw Attack.
Getting the Screw Attack is sequence breaking for certain, and is well worth the effort (which wasn't a lot). Like the Ice Beam, this is a great upgrade to have available, decimate nearly any enemy in a single attack, including those large Baritutes and annoying Rippers.
The tank puzzle at 7:04 is probably one the most difficult ones to do, ESPECIALLY with the Screw Attack in possession.
I forgot the extent in which the Wave Beam assists in Zero Mission because there aren't any gate shutters like in Super Metroid or Metroid Fusion. It does however, make Samus' standard beam shots stronger. The Wave Beam also appears to have acquired some of the traits of the Spazer/ Wide Beam.
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