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Mega Flare
This may be common knowledge, but while watching a run of SM I noticed that the Samus sprites show her gun on her right arm when facing both directions. Older games like that usually scrimp on sprite drawings and just mirror the sprite when it changes direction from right to left.

It's the little things that count.
Thread title: 
Her gun is always on her right arm.  I don't see what's the problem.  Do you want them to mirror the sprite?
Mega Flare
Quote from NarcoLeptic:
Her gun is always on her right arm.  I don't see what's the problem.  Do you want them to mirror the sprite?


There's no problem. I like the fact that the sprite was not mirrored. My point is that generally, SNES-era and earlier games did not have another sprite for the opposite direction, it was simply mirrored. That just shows the detail the SM team put into the game.
What luck, there's french fry stuck in my beard.
Lesson learned--Super Metroid sprites kick much ass.  Indeed they do.
Detaled work and hard effort put into the Metroid game, nother new here. :)
lvl 28 Magic Leper
...You wouldn't believe how long it would have took me to notice that if I wasn't told just now.
Quote from Vertigo:
...You wouldn't believe how long it would have took me to notice that if I wasn't told just now.

Same here...  Embarassed
I noticed this ages ago, but that's just me apparently.
I('d) like to watch (some MP3 runs)
I think I noticed, but I don't remember. *shrug*

Wow, I'm a Metroid Prime now.

Whatta dork.  Exclamation  Arrow  Idea  Question  Exclamation
Mega Flare
Quote from Vertigo:
...You wouldn't believe how long it would have took me to notice that if I wasn't told just now.


Don't worry about it. It's one of those background things you don't really notice unless it's specifically pointed out to you. The reason I even made this topic is because a friend of mine pointed out how Link in the original LOZ "always has his shield facing Death Mountain." He was more creative, thinking about how it might ward off Ganon or something. Then I went and said something about the sprite being mirrored, and he said the same thing: "I wouldn't have thought of that if you hadn't have said something." And that is correct, most people don't see things like that... I'm just a geek, is all.
PAGE BREAKER
Ready and willing.
Quote from Daniel, Lord Bahamut:
The reason I even made this topic is because a friend of mine pointed out how Link in the original LOZ "always has his shield facing Death Mountain."


I belive Nintendo tried to get away with that about LttP.
Quote from Yoshi348:
Quote from Daniel, Lord Bahamut:
The reason I even made this topic is because a friend of mine pointed out how Link in the original LOZ "always has his shield facing Death Mountain."


I belive Nintendo tried to get away with that about LttP.

Yeah. It made for funky sword-spins. Part-way through the spin he'd switch hands, then back again, real quick.
Nintendo make awsome sprites! :)  :)  :)
I saw that first time I played it. But then again, I guess pixel artists have a more analyzing view on 2D game graphics... It IS something I'd love to work with one day, after all.

In all, Super Metroid is the best looking 2D game I've ever seen. It shows just how amazing the SNES really was. They could churn out enough power of it to allow them to have several versions of Samus, with several hues on the highlights/shadows depending on ambient lighting. Noticed that? In Maridia, everything has a bluer tint than otherwise. In dark rooms, Samus looks even more of a dark blue, and her visor and suit-lights flash vaugely. Also, there's the semi-transparent layers all over the game, both in Norfair with the awesome heat effects and the lovely lava, and the fog in old Tourian. Take those stuff, add the AMAZING amount of animation frames they gave Samus, plus enemies, plus ambient creatures that scurry around now and then.. And you have a masterpiece.

Just the fact that you see Samus breathe when standing still is amazing, even for today's graphics. Subtle pixel-shifting, varying highlights, things like that, are _incredibly_ difficult to get right. And the nice thing: If you do it right, regular gamers will never even think about it because it looks so natural.
Quote from Rox:
And the nice thing: If you do it right, regular gamers will never even think about it because it looks so natural.


Yeah, like me: I noticed a lot of the things in Super early on if I recall, but I guess it looked so real (At the time :D) compared to other games that you don't think about it. Anyway, it's one of those great touches that adds to the masterpiece that is Super Metroid.