The ones which require shinesparking tricks are only hard the first dozen or so times you get them. Getting those 'hard' ones to me now is just as easy as getting the ones that are sitting right out in the open. The one right before meta ridley did remain a bitch to me for a while, until I learned to hold a charge and then walk off of the ledge and fall an inch or so before shinesparking to the right. I used to think I had to space jump past all those alarm triggers, lol!
Like JaggerG, the first time I played through I got that expansion via space jump on a GBA SP. It was tricky, but not impossible. It's roughly similar to that one missile tank in fusion where the space jumping has to be precise (although the duration is much less shorter)
Yeah that one can be a bitch, sometimes i just press jump as fast as I can trying to do the smallest space jumps possible. usually takes me 3 or 4 tries though.
This talk makes me think of one of the ones on the far right of Ridley, the upper one where you have to shoot out the blocks, missile the middle block, then jump just right to break enough SB blocks to get through to the... that's not an E-tank, is it?
Yeah, the one before Meta-Ridley I always used to get via Space Jump.
I can't really think of the hardest Energy Tank besides that one, Energy Tanks in general seem to be easy for me. If we WERE talking about Missile Tanks, however, the hardest one for me would be the one in lower Ridley where you have to shoot out the blocks with wave beam + a couple missles and then jump while maintaining a speed boost. I never seem to get the timing right...
Yeah, the one before Meta-Ridley I always used to get via Space Jump.
I can't really think of the hardest Energy Tank besides that one, Energy Tanks in general seem to be easy for me. If we WERE talking about Missile Tanks, however, the hardest one for me would be the one in lower Ridley where you have to shoot out the blocks with wave beam + a couple missles and then jump while maintaining a speed boost. I never seem to get the timing right...
Yes, that one can be a pain. I tend to jump too soon on the first try or two. The one in the room below that one, however, is much harder unless you have space jump. If I could just get good enough at getting that tank w/o space jump then I could shave off some serious time because then I wouldnt have to return to Ridley's lair after chozodia.
After so many tries, I found/remembered to hold on to that last crumble block from the left, rather than the right. Once you get good enough to bother with that point, the thing I'd think would be the biggest trip-up is timing your jump onto that little four-block-or-so-long stretch in the upper-middle of the area (can't quite remember why); aside from that bit of pacing, it's mostly just a scramble to drop in ball, get outta ball, then run to the left faster that the blocks disappear. Once you're hanging from that crumble block, it's just jumping to hang on to the pillar thing. Hm... after the morph ball bit, did I use a walljump to get onto that stretch?
I usually just Power Bomb it. The Power Bomb only destroys a few of the blocks, it's fairly easy to navigate it after that.
This is just recently, however, because I haven't played in MONTHS. If I got good enough again, I would go back to just going to the left and rapidly wall-jumping.
I totally agree, but as I haven't played in about 2 years, I can't walljump effectively enough, let alone try a decent 100% run (My best time for 100% before I "retired" was 1:20:43).
My eye-hand coordination is so poor that my husband is continually astonished I play Metroid (or Zelda) games at all. I had to completely give up on the ET just after the Chozo ghost; I just can't seem to hit down quickly enough to charge the spark on the short ledges. I've pretty much accepted, after far too many attempts, that 99% is as high as I'm going to get on that game.
I should perhaps add that I had to make a rather extreme exception for myself regarding ZM. For both Super and Fusion I got 100% the first time I played them (and every time thereafter), and I'm the same way about Zelda games. I hate not getting everything. But I did want to actually finish ZM, and it wasn't going to happen if I didn't let that energy tank go. I might have had a similar problem with SM if it hadn't been possible to bomb-jump up the Etecoon shaft, since I can't manage walljumping consistently either. Fortunately, I play these games as puzzles to be solved, not physical feats; I'd rather spend time figuring out a way that works for me than kill my thumbs, wrists, etc. trying to do it the "right" way for more than a few hours. When I first played Super I thought I had to walljump up the red Brinstar shaft the first time I got there (I missed the bombable blocks in the floor somehow) and it took my arm something like a week to recover from the eight or nine hours I put in doing that. That's a bit too high a price to pay, and trying to do the ZM energy tank shinespark put quite a bit of stress on my hands and wrists too.