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I read about the secret conversation you get if you reach a Navigation room after defeating Nightmare without collecting the Diffusion upgrade. I found out what made that possible, and I'm not skilled enough to do it. But I want to know what that conversation is about! Is there a video anywhere of this hidden message? If not, can someone at least give me the dialogue of whats being said?
Thread title: 
http://www.metroid2002.com/daveb/Secret%20message.zip

vba 1.6a
Thank you but um...how do I play this?  Embarassed
...with vba 1.6a, of course.
It's an emulator movie. You need an emulator and a Fusion ROM to play it. You probably need a GBA BIOS too. I'm afraid we're unable to give those out over the forum, though.
Damn...is there any way to convert it to like an mpeg or something? Or if not, can someone give me the script of what happens? Thanks.
PAGE BREAKER
Ready and willing.
Quote from Millenian Warrior:
Damn...is there any way to convert it to like an mpeg or something? Or if not, can someone give me the script of what happens? Thanks.


One of the FAQs on GameFAQs has the script.
I've got a question- HOW do you get there w/o the diffusion? I haven't seen anyone mention it anywere, and all the routes seem to be blocked off one way or another.
Not impossible
just highly unlikely
And you do it like this.
Thank you, Toozin!
Quote from nitetrain8:
I've got a question- HOW do you get there w/o the diffusion? I haven't seen anyone mention it anywere, and all the routes seem to be blocked off one way or another.

http://www.metroid2002.com/alternate_secret_message_method.avi

you'll need DivX to view that.
In that last room, instead of shooting the enemies and shinesparking through the wall, would it be possible to just keep running and jump through it?
Shocked cool. I never knew about any of this. Must be the first time Shinespark is mentioned by name in a Metroid game!
Quote from skynes:
Shocked cool. I never knew about any of this. Must be the first time Shinespark is mentioned by name in a Metroid game!

So far, it's the only time its mentioned by name. In fact, before this no-one even knew it had a name.
I just called a dash jump...

I gotta try and pull that off and see this convo...
It's a cool coversation. I like how [spoiler]they treat Samus like the uber-warrior that she is.[/spoiler]
.....how is that a spoiler? And when do they do that?  It seemed more like an inside joke between the creatiors and the player than an actual part of the story to me.  Well, meh
It's not a spoiler, he's just kinda stuck on the spoiler tag thing.  >_>
is the daughter of Cluemaster, and a recurring character in Robin's title
Quote from Dark_T_Zeratul:
In that last room, instead of shooting the enemies and shinesparking through the wall, would it be possible to just keep running and jump through it?


No, not that I'm aware of. On the final slope that you normally charge on, there is a small step that you cannot run up just before the door. So, you're forced to charge before you enter that door, and there's no place after that to resume running.
I got a 404 when I pressed that link :(
hey i just realised that this might actually be a hint that they encourage sequence breaking! Probably one of the beta testers found it but they didn't bother making it impossible. The things they changed in MP to prevent sequene breaks in the PAL version where rather obvious IMHO. i mean that bombjump over the arbotorium gate didn't even need 5 bombs
Cook of the Sea
Quote from fractic:
hey i just realised that this might actually be a hint that they encourage sequence breaking! Probably one of the beta testers found it but they didn't bother making it impossible. The things they changed in MP to prevent sequene breaks in the PAL version where rather obvious IMHO. i mean that bombjump over the arbotorium gate didn't even need 5 bombs


Well,

This is proven in Zero Mission where the developers program in sequence breaks that allow you to comeplete the game without even collecting all the upgrades.  You know, those missile blocks that take you around the Screw Attack and Power Bomb blocks in Chozodia.  And they put in a vertical shaft running the entire height of Norfair to let you skip the Wave Beam and Speed Booster. 


I'm now trying to get the Secret Message myself.  I can solidly get to the room where you start to go up, and I've mananged to get as far as hitting the second ramp.  I keep forgetting to start charging my beam before jumping up to the second to last ramp.  I'm really confident in my boost-hold-Shinespark-hold techniques, having gotten 100% in Zero Mission, so now all I'm really contending with is getting used to Fusion's jump physics again.  They are very different from Zero Mission's... 

P.S.  I don't use a Power Bomb to get through those blocks next to the first ramp.  I use regular Bombs.  Usually the fish that a PBomb is meant to take out isn't in a position to block you anyway, and you try so many times to do it that you'd quickly run out.  [/spoiler]
Shifty Leader
That M2k2 guy
I never thought about using a power bomb there. I always sparked into him a second or two after I layed the bomb, so that he would be dead and out of the way and the red super fish would also be out of the way no matter where he starts or moves (I think there are four possibilities).
Shifty Leader
That M2k2 guy
Haha, it seems I have an easier method (for me, anyways):

Right...like it said, start there, and dash left. Shine on top of the bombable floor. Morph and place a bomb. Wait until the Seahorse dealy is in your path to the right, and spark right through him and shine when you hit the ramp. By now the red super fish is out of the way if he was before. Drop down (careful, if you go too far right you may get hit by him) and spark through him. hit the ground runnin' and to the next room and shine just before the edge (roughly). Spin jump and shoot the door and walk in. Drop to the second step and spark right. shine before you fall off of the step and lose the shiny! If the fish went right, shoot him, if he went left, he should already be dead. Shoot the door and spark up the ramp and through the door. YIPES! HARD PART! Umm...for safety, you should go forward a bit and spark left and shine again. Spin jump up and land on the tip of the ledge! Otherwise, 50-50 chance of getting hit! If he's right on top of you, blast upwards. If not, hold R and take it out. Spark right and shine for good luck and take out that other fish...okay, one more spark and shine if you're hesitant. Now, spin jump left and when you're directly above the ledge (in the air, hopefully at the top of your jump), morph and lay a power bomb. This should take out the upper deck. Land, spark left, shine once you hit the ramp, and repeat to make sure the next level's clear. Here's the one I disagree with most. It says not to go here, probably because it's HARD to time right, but there is a ramp you can spark and shine on (with a LOT of practice, it becomes second nature almost). You have to fit into the middle (lowest) spot perfectly. Spark riight and almost RIGHT AWAY shine again. Jump left and at the TOP OF YOUR JUMP morph and lay a power bomb. Now HURRY back to the middle (lowest) point there and spark & shine perfectly again. Walk left all the way until you're against the step and do it again to make sure that new shooter guy and his ouchies (as Sess so delicately named them) are gone. The rest is easier, but don't relax yet, or you'll get overconfident and screw up BAD. Jump to the next level and spark right up the ramp and shine. Here, I believe, is a good place for a power bomb. Go back to the edge (to avoid possible ouchies), spark right and shine. I'm hoping the bomb already went off. Just in case, spin jump and lay yet another and final power bomb high as can be. This should take out all but one fish. go back to the edge, spark right and shine. Jump to the top. DON'T CELEBRATE YET! No, the fish probably won't even go near you, but you got other matters to attend to. Spark left and shine. Shoot the door and start charging. Jump onto the step and walk through. When it starts the room change, release the shot. When the room appears, you will automatically fire and take out the last fish to worry about. The other one won't get you, don't worry. Go in, and just a tad down the slope. No need to spin jump, now. Just spark up and left. You'll get at LEAST the top two blocks. Now, just get through to the Nav room as if you just lowered the water level. No biggie.


With this way and a LOT of practice, I can do it almost every time. Maybe five times out of eight. This was the way I found before looking it up. I was so proud, I did it every run after that.  :)