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Viking
Precursor
...an entirely new generation of players getting tripped up by the noob bridge!



Bonus:



You can probably find more at whatever place those are from (I just had them linked to me in IRC). Things we can expect this new generation to get stuck at as well: Walljumping, shinesparking, noob tube.

(oh and yeah Super Metroid is on the e-shop now for those of you with fancy Wii Us)
Thread title: 
Ahh, bless those days when we thought 'his' name was Metroid Very Happy
he is metroid ... what are you talking about?
yeah but i thought...
Super Secret Area - Dead Ahead!
Don't forget the super missile wall blocking the way to Kraid. aiwebs_004
What'd you say?
This is great! If you come across more gold like this, please continue to share!
Viking
Precursor
I didn't think that was a place to get stuck at

It's like people don't look at what they pick up
Ta'kaya as "Teyla the Demiphoenix"
"John, where does Metroid keep all of his missiles?"
*John facepalms at his younger brother's question*
I like Big Butts and I can not lie
Now wait 12 years and see if they find the GT code
Ta'kaya as "Teyla the Demiphoenix"
GT? Gametime?
Quote from Kitsune_Phoenix:
GT? Gametime?

Golden Torizo.
Super Secret Area - Dead Ahead!
Quote from KennyMan666:
It's like people don't look at what they pick up
This is exactly what it is.  Players nowadays don't want to learn, read, explore, or practice.  They want everything NOW!
Ta'kaya as "Teyla the Demiphoenix"
Speaking of practice, the reason I got so good at Zero Mission and Fusion, was because I always "reenacted" boss battles in the empty rooms. I even went as far as finding new ways to damage Samus to keep the imaginary boss battles interesting.
Quote from Quietus:
Quote from KennyMan666:
It's like people don't look at what they pick up
This is exactly what it is.  Players nowadays don't want to learn, read, explore, or practice.  They want everything NOW!

Or even experiment with their equipment or controller, either. I admit, I've been guilty of not checking what buttons do in a game before and it's gotten me stuck, but this was an SNES game. For the most part things should be pretty simple to figure out. Otherwise, that's what in-game tutorials and manuals are for. Which Super more or less provides whenever you pickup most items. Brick wall
Anywhere, everywhere
Quote from Quietus:
Don't forget the super missile wall blocking the way to Kraid. aiwebs_004

In retrospect, that part's pretty messed up.
Yeah I was gonna say, that is pretty cruel game design really. of course we take this sort of thing for granted now because our brains are, i guess you could say 'metroid trained', we know to leave no stone unturned. But for a newcomer that just isn't something you'd think of.

Actually come to think of it i remember back in the day what stumped me for much longer was the damn crack in the floor which actually leads to baby kraid/kraid.
There are quite a few places that can stump newer players if they aren't familiar with how Metroid works. I'm afraid for the moments when the intended path is on the clear opposite side of Zebes and there's little indication to go back there, such as Crocomire's area.  Guess it also depends on whether people find the map stations and notice the hints present in the maps themselves.

You know, it's kind of odd to think of people playing the original Super the same way veterans tackle a new SM hack. Granted we have that "Metroid Training" Behemoth just mentioned, but there's still a lot of similarities to the two if you stop to think about it a bit since I've gotten stuck plenty of times when the path hasn't been entirely obvious. Maybe I shouldn't be so hard on the newbies in that case...
Super Secret Area - Dead Ahead!
There are a few more images here.

Also, if you check page three, there's a cool cartoon (Y CAN'T METROID CRAWL?), which will no doubt be doing the rounds soon enough.
What'd you say?
I figure this fits in here:


Note: Hack makers could really make use of this.
That youtube video strongly reminds me of metroid fusion honestly. Though the navigation rooms tell you where to go get upgrades, the level design in fusion are similarly done to the point where you're supposed to use an upgrade you just got in subtle ways.

It's just unfortunate that nowadays it's evident that from the super metroid miiverse images, new players don't even bother to try out items they just got :/
Ta'kaya as "Teyla the Demiphoenix"
When I first played Metroid Fusion, I was like "this game is so cool!" However, I racked up 2 hours of playtime too scared of the Eye Door in front of the first boss to do anything. Then my uncle, whom had played Super Metroid a hundred times, grabbed my gameboy and showed me that I was supposed to use missiles.

Then I played Zero Mission. The first thing I did? I went right, and I came across the first chozo statue. However, I couldn't get through, but then my mind flashed back to the aftermath of the Arachnus bossfight, and I was like "Oh crap... do I need to fight a boss?"

I then went left, and discovered the morphball.
Two years later, I was giving my uncle a visit and checked out his copy of Super Metroid. My mind instantly turned to "go get the morphball, kid!"
Those screen shots depict the exact reason why games today have become so dumbed down. Nobody wants to make a hard game anymore because of the general knowledge and patience level of the age group its intended for. I remember picking up super metroid and getting so lost and so confused and so many points in time where I would just reset and try again because of how good it was. Internet was dial up only and took up way too much time money and phone time for my parents to let me cry to it every time I got stuck so I had to persevere and now, some 15 years later, this game is still one of my favorites ever because of the nostalgic value it holds and I can remember each frustration and each dark ominous room scaring me at 2 am and talking about it with my friends at school. These kids today playing this game will experience none of that
Ta'kaya as "Teyla the Demiphoenix"
I will admit that they could've at least updated the item descriptions when you picked stuff up before they re-released it. When you get the morphball, it just shows a picture of Samus standing, an arrow, and then Samus in ball form. Instead, they could've just made the text say "double-tap down to take ball form and gain access to narrow passageways", sorta like in Fusion and Zero Mission. And when you get the Missiles, it doesn't tell you how to select the missile, it just says to select it and then press X to fire. How I would've done it: "Press Select to equip, press X to fire. Press Y to switch back to your beam."
Super Secret Area - Dead Ahead!
In fairness, they shouldn't have to.  Most downloads will likely be from existing players, for nostalgic reasons.  If new players can't even be bothered to press each button to find out what it does (assuming they've already missed it in the menus), they're beyond help.