Super Metroid (SNES) Playthrough Part 09 - The Wrecked Ship [ 1 / 2 ]
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First odd discontinuity in terms of spikes in games, apparently in Super Metroid, they don't hurt you if they aren't moving; which makes absolutely no sense, they are still spikes. I know Nintendo de-confirmed this, but I still think this downed ship is the same ship with the Ridley Robot that Samus destroyed at the end of Metroid: Zero Mission; feels more than just coincidence. The location is just way too similar, even with the exclusion of the Chozodia region, and fits quite a lot of trademarks aside from the immense difference in the size of the ship's interior. Phantoon can be pretty annoying and difficult to fight if you make the wrong moves. One thing that I never understood until recently was that hitting it with Super Missiles causes Phantoon to station itself high up and continually sweeps a huge circle of... "ghostly" flames I guess, which is near impossible to avoid; when he actually stops, I don't know. Therefore, the best approach is to fire normal Missiles. A strange deviation, but I guess it does serve as a way to slow down Samus rather than allow her to simply pound every single boss with Super Missiles to beat them quickly.
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