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[FDS] METROID commercial

 
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90's Gamer



Joined: 27 Jun 2010
Posts: 69
Location: The Netherlands

PostPosted: Wed Apr 22, 2015 10:53 pm    Post subject: [FDS] METROID commercial Reply with quote

I've found something interesting...

METROID commercial
Check the commercial at 00:08.

A row of blocks is missing. Plus, there's a Skree and a (extra?) Zoomer (below the row of missing blocks, on the next row).

Reference:
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rbudrick
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Joined: 09 Oct 2006
Posts: 549

PostPosted: Thu Apr 23, 2015 4:45 am    Post subject: Reply with quote

Good eye. Weird place for a scree, that's for sure.

-Rob
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Kid Fenris



Joined: 17 Sep 2003
Posts: 300

PostPosted: Thu Apr 23, 2015 8:51 pm    Post subject: Reply with quote

That's neat. Looks like the commercial's version let you get closer to Kraid's lair right off the bat.

As a kid, I wondered if the Zoomers and Rippers had their names reversed in the manual, like Birdo and Ostro in Super Mario Bros. 2. The Zoomers don't really zoom, but they have big spikes that could, y'know, rip things. The Rippers don't have spikes. They just drift through the air, and that's closer to zooming than ripping.
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90's Gamer



Joined: 27 Jun 2010
Posts: 69
Location: The Netherlands

PostPosted: Fri Apr 24, 2015 12:30 pm    Post subject: Reply with quote

Indeed. My guess is that the original concept was more geared towards a directly open environment, much like The Legend of Zelda was. Also the Zoomers shown are the stronger, purple ones - in the final code...

It's unknown what would've happened (to gaming) if the concept and shown code weren't (radically) changed...

Here's a mashup I made...


I'll be checking the later stuff in the commercial later on...
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ArnoldRimmer83
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Joined: 28 Aug 2003
Posts: 540

PostPosted: Fri Apr 24, 2015 7:27 pm    Post subject: Reply with quote

At 00:20 you can see Samus using unique sprites for facing left. Originally she was supposed to have unique graphics for which direction she was facing like in the other Metroid games. Some of them still remain in the rom:

https://tcrf.net/Metroid#Unused_Samus_Tiles
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90's Gamer



Joined: 27 Jun 2010
Posts: 69
Location: The Netherlands

PostPosted: Mon Apr 27, 2015 11:29 am    Post subject: Reply with quote

Yes! Well-spotted! It all comes together.

This is also different:

Video




The final code


Maybe METROID was a more linear affair? You do need bombs to pass the passage shown in the first image.

EDIT:

Another major difference:

Video ("Purple bubble area of Norfair")


The only place where you find these "large blocks of blocks" is in the "Green bubble area" as shown here...

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Blitzwing
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Joined: 01 Nov 2003
Posts: 288
Location: las vegas

PostPosted: Tue Apr 28, 2015 12:49 am    Post subject: Reply with quote

You "can" bypass the palette swap tunnels and make that area purple if you were so inclined. (wall door glitch) but this has to be from before they decided to make the game more detailed with those hallways.
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Blitzwing
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PostPosted: Tue Apr 28, 2015 12:51 am    Post subject: Reply with quote

also freeze it at 11 seconds in, notice the bricks on the ground, thats not like that in the finished game either.
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