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my umbrella goes directly to Bankai
Quote from Aegis Runestone:
Sasuke: I looked at the early item videos and I wouldn't call them early items, just fast items. I did the Missile Expansion in the Warrior's... place in Sanctuary using that same technique, but it's not an early item because you have the item required to get it.

However, I will list them here as "fast items," because they skip the long parts of getting those expansions. :) I'll also look at the SWs as well later.


i see what you mean. being starved for tricks gets us this lol.
i'm pretty sure a couple of these can be done earlier since i used a complete file when i recorded the vids.
Game Lover
I made an update to the thread for Prime 1. Also, can someone check the Spring ball bomb technique descriptions for me to see if I have the right ones?
Edit history:
Hazel: 2013-11-08 03:17:50 am
rocks, locks, and invisible blocks
I haven't read through the whole thread yet, but this caught my eye
Quote from T3:
Quote:
[Ghetto Jump]
How-to: Possibly similar to the GC version; I've only done the Ghetto Jump in Echoes, though.

ghetto jumps work similarly to the gc version except you have to lock onto something (enemy or scan point) before jumping. without doing this i'm pretty sure you don't get any ghetto effect.

Underwater ghettos do seem to require a lock on, but that isn't true at all for normal ghettos.
For example: you can get into the gathering hall SW on Trilogy without a lock on just fine.

Edit: Should I make a list of possible SWs on Trilogy?
well it's been a while since i've played trilogy but from what i remember locking on does give more height. it also might help to keep your jump more steady cause jumping physics on trilogy suck (though it might not, can't remember). some jumps might be possible without locking on but i'm pretty sure they'd be harder.

there is already a list (although incomplete) started in the main trilogy thread so i guess you could use that for reference: https://m2k2.taigaforum.com/post/metroid_prime_trilogy_thread__updated_with_version_differences_sequence_breaks.html
Game Lover
Quote from itsPersonnal:
I haven't read through the whole thread yet, but this caught my eye
Quote from T3:
Quote:
[Ghetto Jump]
How-to: Possibly similar to the GC version; I've only done the Ghetto Jump in Echoes, though.

ghetto jumps work similarly to the gc version except you have to lock onto something (enemy or scan point) before jumping. without doing this i'm pretty sure you don't get any ghetto effect.

Underwater ghettos do seem to require a lock on, but that isn't true at all for normal ghettos.
For example: you can get into the gathering hall SW on Trilogy without a lock on just fine.

Edit: Should I make a list of possible SWs on Trilogy?


I would appreciate anything you have on Secret Worlds, too. :)
Also, I did the Ghetto Jump in Trilogy version of Echoes to skip the Dark Suit. IIRC: I locked onto nothing. :P

Quote from T3:
well it's been a while since i've played trilogy but from what i remember locking on does give more height. it also might help to keep your jump more steady cause jumping physics on trilogy suck (though it might not, can't remember). some jumps might be possible without locking on but i'm pretty sure they'd be harder.

there is already a list (although incomplete) started in the main trilogy thread so i guess you could use that for reference: https://m2k2.taigaforum.com/post/metroid_prime_trilogy_thread__updated_with_version_differences_sequence_breaks.html


Really? Someone told me Lock Jumping didn't. :S I'll have to test some more.
Edit history:
Hazel: 2013-11-09 04:59:06 pm
rocks, locks, and invisible blocks
Here's this: http://www.youtube.com/playlist?list=PLP21hKZGxIlRecLFBCzL5FbmCLMBD2Pqz
So far I've got 10 videos recorded and uploaded, there are a lot more to come though.