Super Metroid (SNES) Playthrough Part 15 - Lingering Upgrades [ 1 / 2 ]
[100% Upgrades]
With most of the suit upgrades, it's a perfect time to do a clean sweep of all the upgrades remaining in Crateria and Brinstar. The upgrades will definitely help with the upcoming rematch with Ridley. The 2 Missile upgrades in the far off, top corner of Crateria, are pretty hard to get at the same time, but with careful positioning and using the Wave Beam (and ideally the Spring Ball), it can be possible; otherwise Samus will have to re-traverse the acid and spike corridors again. The Brinstar map station isn't really an upgrade, but I didn't feel right without obtaining the map data. If you recall how misleading NES Ridley's Lair was, then the seemingly laid out Energy Tank at 5:57 should look VERY FAMILIAR. Samus also encounters the Etecoons for the first time, and you'll know a species is friendly when they sing your theme music lol; and yeah, there's no reason to wall jump since Samus has the Space Jump. Samus's encounter with the friendly Dachora is brief, but at least this mother is less hostile than the Tatori.
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