Post by Boo Destroyer on Apr 27, 2009 16:18:47 GMT -5
METROID PRIME LEGACY (cont.)
Here are a bit more details of this game. Okay, so you may know about all of these, but descriptions are included to keep it real.
(Reminder: each post for these games starts off with a basic overview of it and another, if applicable, gets more in-depth with the rest of it. Kinda like getting into (moreso, piecing together) more parts/systems of the human body, follow? So when I do something like this for some games, use the first post about it as a reference point)
PLANETS/AREAS
The first four areas are very expansive and split up into a many places, but the last four are smaller with only a few areas to explore. After their first encounter, the other bounty hunters tend to pop up in places on different planets. You can travel between each of them from your gunship.
Frigate Orpheon
The Space Pirates' main base of operations. It doesn't get downed after the first visit and there are many other places in it to explore this time.
Zebes
The good old home of sub-areas Brinstar, Norfair, and so on. All the action here takes place below the surface of the planet.
Tallon IV
Home of the Chozo Ruins and other familiar places. There's a Galactic Federation base here somewhere.
Aether
Homeworld of the peaceful Luminoth. No Dark Aether invasion here, but guess who's on the loose now...
Arcterra
A simple ice planet where one of two of the strongest Space Pirate strongholds lies.
Alinos
A simple lava planet where the other Space Pirate stronghold is located.
Ingra
A new planet inhabited by the vengeful Ing. Instead of darkness, the Ing are beings of poison. The atmosphere of Ingra is highly poisonous and dangerous to outsiders. Ing often seek to wreak havoc on other planets. They have no mercy for even the Space Pirates!
Galactic Federation Space Station
Invaded by Space Pirates!? No doubt...Federation Troopers can help you out here in combat, so try not to gun down any of them. Once you've saved this place from these goons, it'll become nothing short of a safe haven afterward.
ITEMS
These are all the items in this game.
BEAM WEAPONS
Samus's most commonly used weapon of choice. Need I say more?
Power Beam
The most basic beam weapon of them all! Fires simple rapid shots and can be charged for stronger shots.
Ice Beam
Fires one shot at a time that freezes most enemies upon impact, especially when charged. It even cools down any heat-related mechanisms if need be.
Wave Beam
Fires a trio of electrical shots at enemies. When charged, it will paralyze them temporarily. It even brings power to any mechanisms with the proper wiring.
Plasma Beam
The most powerful beam by far. Fires blasts of fiery energy at enemies, deadlier when charged. It even heats up...any mechanisms that need heating up.
MISSILES
A secondary weapon:
Missile
The basic type of missile. Deals a fair amount of damage on enemies.
Super Missile
Back from Super Metroid, this upgraded missile is far stronger than the normal missile and deals greater explosions.
Seeker Missile
When the missiles are activated you can track up to five targets to lock onto them and fire a cluster of these missiles all at once.
VISORS
Of course, there's the usual Combat Visor and Scan Visor, along with others:
Command Visor
Issue commands to your gunship, like launching an airstrike on certain places.
Thermal Visor
Samus can detect the presence of heat. Very useful when looking for hidden things in some areas.
X-Ray Visor
Will allow Samus to see through any (peculiar) walls and detect any invisible targets.
Echo Visor
Allows Samus to detect the presence of sound, especially anything that uses sound-controlled lock systems.
MORPH BALL SYSTEMS
How can you forget this for Samus?
Bomb
The typical Morph Ball weapon. Up to three can be planted at a time and can be used for slight jumps.
Boost Ball
Allows the Morph Ball to get a quick boost to plow through enemies and get around obstacles like half-pipes.
Spider Ball
Allows the Morph Ball to cling to Spider Ball Tracks and move along them.
Spring Ball
THIS one in a Prime game?! This will allow you to jump somewhat high as a Morph Ball without the aid of a bomb.
Power Bomb
A much stronger version of the bomb that can destroy almost any enemy with ease.
SUIT ATTACHMENTS
I was initially going to find a way to implement most of the suits into this game, but now, instead of getting different suits for certain movement and defense mechanisms, the standard Varia Suit remains intact but uses several different add-ons. You can use only one part at a time, but you can determine which ones you want to use in your ship:
Temperature Resistance System
Allows Samus to withstand the most extreme of temperatures, be it hot or cold.
Enhanced Life Support System
Allows Samus to withstand toxic atmospheres (like on the planet Ingra) and walking through any other hazardous substances.
Gravity Booster
Allows for a temporary midair or underwater boost.
Deflector Shield
Bounces back most projectiles, but melee attacks can get through.
Phazon Reserve
This contraption allows Samus to go into Hyper-Mode. Works just like it did in Prime 3.
GRAPPLE BEAM
Another staple in many Metroid games, this item allows Samus to swing from grapple points to other areas. Other upgrades to it include:
Grapple Voltage
Allows Samus to use the Grapple Beam to provide energy to or drain it from certain machines.
Grapple Lasso
Samus uses it to brings out-of-reach items over to her and disarm shield barriers from certain things.
HUNTER WEAPONS
These are all the weapons that the other hunters use. All of these run on a special kind of ammo:
Battlehammer
Fires shells that explode upon impact.
Volt Driver
Fires bouncing orbs of electricity that can paralyze foes on the spot upon impact.
Judicator
Fires a laser that bounces around the walls a lot, but when charged, it can freeze enemies.
Shock Coil
An electric chain-like projectile that can drain the life out of foes.
Magmaul
Fires rocks of molten lava that can cause enemies to burn.
Imperialist
A long-range laser that works like a sniper rifle. When aiming, you'll be able to zoom in and even go invisible.
OTHER ITEMS
A bunch of other items that don't fit anywhere else:
Space Jump Boots
Allows for one additional jump in midair.
Screw Attack
Another staple of the series, this works just like it did in Prime 2.
Speed Booster
Direct from Super Metroid, this allows Samus to dash at the highest speed possible (shown in 3rd-person mode), even breaking down certain walls if need be.
EXPANSIONS
Energy Tank
Ups your energy capacity by 100 each. The maximum of these is 14.
Missile Expansion
Ups your missile capacity by 5 each. The maximum missile capacity is 250.
Power Bomb Expansion
Ups your power bomb capacity by 1 each. The maximum power bomb capacity is 10.
Hunter Weapon Ammo Expansion
Ups your hunter weapon ammo capacity by 50. The maximum hunter weapon ammo capacity is 500.
WHO'S THAT LAST MYSTERIOUS HUNTER?
Tibor: The strongest Chozo warrior ever known, genetically revived by means of an ancient Chozo fossil depicting him. Fully revived and escaped from his experimentation to bring him back to life, he now seeks to find a hidden power to revive to entire Chozo race. Tibor uses two weapons, the fire blade (on his right arm) and the ice blade (on his left). He has absolutely no means of ranged combat, but his speed makes up for his close-quarters combat adeptness, giving him a chance to get right in at his prey with ease. You'd have to be quite an expert at this kind of weaponry if you want to use Tibor well in multiplayer mode.
Stemmed from the thought: What die-hard Metroid fan hasn't wanted to see a living, breathing Chozo right in the flesh?
(Hey, you know how often Nintendo strives for simplicity, right?)
Here are a bit more details of this game. Okay, so you may know about all of these, but descriptions are included to keep it real.
(Reminder: each post for these games starts off with a basic overview of it and another, if applicable, gets more in-depth with the rest of it. Kinda like getting into (moreso, piecing together) more parts/systems of the human body, follow? So when I do something like this for some games, use the first post about it as a reference point)
PLANETS/AREAS
The first four areas are very expansive and split up into a many places, but the last four are smaller with only a few areas to explore. After their first encounter, the other bounty hunters tend to pop up in places on different planets. You can travel between each of them from your gunship.
Frigate Orpheon
The Space Pirates' main base of operations. It doesn't get downed after the first visit and there are many other places in it to explore this time.
Zebes
The good old home of sub-areas Brinstar, Norfair, and so on. All the action here takes place below the surface of the planet.
Tallon IV
Home of the Chozo Ruins and other familiar places. There's a Galactic Federation base here somewhere.
Aether
Homeworld of the peaceful Luminoth. No Dark Aether invasion here, but guess who's on the loose now...
Arcterra
A simple ice planet where one of two of the strongest Space Pirate strongholds lies.
Alinos
A simple lava planet where the other Space Pirate stronghold is located.
Ingra
A new planet inhabited by the vengeful Ing. Instead of darkness, the Ing are beings of poison. The atmosphere of Ingra is highly poisonous and dangerous to outsiders. Ing often seek to wreak havoc on other planets. They have no mercy for even the Space Pirates!
Galactic Federation Space Station
Invaded by Space Pirates!? No doubt...Federation Troopers can help you out here in combat, so try not to gun down any of them. Once you've saved this place from these goons, it'll become nothing short of a safe haven afterward.
ITEMS
These are all the items in this game.
BEAM WEAPONS
Samus's most commonly used weapon of choice. Need I say more?
Power Beam
The most basic beam weapon of them all! Fires simple rapid shots and can be charged for stronger shots.
Ice Beam
Fires one shot at a time that freezes most enemies upon impact, especially when charged. It even cools down any heat-related mechanisms if need be.
Wave Beam
Fires a trio of electrical shots at enemies. When charged, it will paralyze them temporarily. It even brings power to any mechanisms with the proper wiring.
Plasma Beam
The most powerful beam by far. Fires blasts of fiery energy at enemies, deadlier when charged. It even heats up...any mechanisms that need heating up.
MISSILES
A secondary weapon:
Missile
The basic type of missile. Deals a fair amount of damage on enemies.
Super Missile
Back from Super Metroid, this upgraded missile is far stronger than the normal missile and deals greater explosions.
Seeker Missile
When the missiles are activated you can track up to five targets to lock onto them and fire a cluster of these missiles all at once.
VISORS
Of course, there's the usual Combat Visor and Scan Visor, along with others:
Command Visor
Issue commands to your gunship, like launching an airstrike on certain places.
Thermal Visor
Samus can detect the presence of heat. Very useful when looking for hidden things in some areas.
X-Ray Visor
Will allow Samus to see through any (peculiar) walls and detect any invisible targets.
Echo Visor
Allows Samus to detect the presence of sound, especially anything that uses sound-controlled lock systems.
MORPH BALL SYSTEMS
How can you forget this for Samus?
Bomb
The typical Morph Ball weapon. Up to three can be planted at a time and can be used for slight jumps.
Boost Ball
Allows the Morph Ball to get a quick boost to plow through enemies and get around obstacles like half-pipes.
Spider Ball
Allows the Morph Ball to cling to Spider Ball Tracks and move along them.
Spring Ball
THIS one in a Prime game?! This will allow you to jump somewhat high as a Morph Ball without the aid of a bomb.
Power Bomb
A much stronger version of the bomb that can destroy almost any enemy with ease.
SUIT ATTACHMENTS
I was initially going to find a way to implement most of the suits into this game, but now, instead of getting different suits for certain movement and defense mechanisms, the standard Varia Suit remains intact but uses several different add-ons. You can use only one part at a time, but you can determine which ones you want to use in your ship:
Temperature Resistance System
Allows Samus to withstand the most extreme of temperatures, be it hot or cold.
Enhanced Life Support System
Allows Samus to withstand toxic atmospheres (like on the planet Ingra) and walking through any other hazardous substances.
Gravity Booster
Allows for a temporary midair or underwater boost.
Deflector Shield
Bounces back most projectiles, but melee attacks can get through.
Phazon Reserve
This contraption allows Samus to go into Hyper-Mode. Works just like it did in Prime 3.
GRAPPLE BEAM
Another staple in many Metroid games, this item allows Samus to swing from grapple points to other areas. Other upgrades to it include:
Grapple Voltage
Allows Samus to use the Grapple Beam to provide energy to or drain it from certain machines.
Grapple Lasso
Samus uses it to brings out-of-reach items over to her and disarm shield barriers from certain things.
HUNTER WEAPONS
These are all the weapons that the other hunters use. All of these run on a special kind of ammo:
Battlehammer
Fires shells that explode upon impact.
Volt Driver
Fires bouncing orbs of electricity that can paralyze foes on the spot upon impact.
Judicator
Fires a laser that bounces around the walls a lot, but when charged, it can freeze enemies.
Shock Coil
An electric chain-like projectile that can drain the life out of foes.
Magmaul
Fires rocks of molten lava that can cause enemies to burn.
Imperialist
A long-range laser that works like a sniper rifle. When aiming, you'll be able to zoom in and even go invisible.
OTHER ITEMS
A bunch of other items that don't fit anywhere else:
Space Jump Boots
Allows for one additional jump in midair.
Screw Attack
Another staple of the series, this works just like it did in Prime 2.
Speed Booster
Direct from Super Metroid, this allows Samus to dash at the highest speed possible (shown in 3rd-person mode), even breaking down certain walls if need be.
EXPANSIONS
Energy Tank
Ups your energy capacity by 100 each. The maximum of these is 14.
Missile Expansion
Ups your missile capacity by 5 each. The maximum missile capacity is 250.
Power Bomb Expansion
Ups your power bomb capacity by 1 each. The maximum power bomb capacity is 10.
Hunter Weapon Ammo Expansion
Ups your hunter weapon ammo capacity by 50. The maximum hunter weapon ammo capacity is 500.
WHO'S THAT LAST MYSTERIOUS HUNTER?
Tibor: The strongest Chozo warrior ever known, genetically revived by means of an ancient Chozo fossil depicting him. Fully revived and escaped from his experimentation to bring him back to life, he now seeks to find a hidden power to revive to entire Chozo race. Tibor uses two weapons, the fire blade (on his right arm) and the ice blade (on his left). He has absolutely no means of ranged combat, but his speed makes up for his close-quarters combat adeptness, giving him a chance to get right in at his prey with ease. You'd have to be quite an expert at this kind of weaponry if you want to use Tibor well in multiplayer mode.
Stemmed from the thought: What die-hard Metroid fan hasn't wanted to see a living, breathing Chozo right in the flesh?
(Hey, you know how often Nintendo strives for simplicity, right?)