Super Metroid (SNES) Playthrough Part 12 - Maridia [ 2 / 4 ]

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Super Metroid
Game:
Category:
Let's Play
Duration: 8:44
854 views
2


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I have no idea why I had Samus Grapple to the doorway above, when Speed Boosting was a much easier, faster approach and avoids running into those stupid snail-like creatures called Yards. The Mochtroids caught me off-guard first time around and I actually thought they WERE Metroids; they do drain Samus' health except don't latch on. Grappling is completely over the top along the way to the Space Jump upgrade, my fingers get insanely tired from constantly swinging and latching on, especially that DAMN single hook at 6:08, the Mochtroids in the same rooms with the grappling obstacles really make the experience much worse. Botwoon moves pretty quickly later on, but he is a pretty simple miniboss, one suggestion is to use Charge Beam shots when he increases speed since Missiles are difficult to hit him at this speed. The problem comes later with Draygon. First time playing I had no CLUE about the grappling beam trick. Otherwise, this guy is an absolute ASSHOLE. The MOST annoying attack he can inflict is the one where he grabs Samus from behind and continually spins her around and attacking her with his tail. THERE IS NO WAY TO GET OUT OF THIS HOLD, Samus is doomed until the bastard releases her which could be NEVER. Oh and when he does, he can very easily restrain Samus AGAIN. This guy is also extremely hard to hit with Missiles, his only vulnerable spot is his belly and that is rarely open to attack.

Oh yes... WTH HIT SAMUS AT 5:54 AND AGAIN AT 6:12???! Same damn thing AGAIN happening again like back in NES Norfair.




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snes
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samus
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draygon
ridley
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maridia
botwoon
miniboss
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