View previous topic :: View next topic |
Author |
Message |
90's Gamer
Joined: 27 Jun 2010 Posts: 69 Location: The Netherlands
|
Posted: Wed Apr 22, 2015 10:53 pm Post subject: [FDS] METROID commercial |
|
|
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:
|
|
Back to top |
|
|
rbudrick not rubrdick
Joined: 09 Oct 2006 Posts: 549
|
Posted: Thu Apr 23, 2015 4:45 am Post subject: |
|
|
Good eye. Weird place for a scree, that's for sure.
-Rob |
|
Back to top |
|
|
Kid Fenris
Joined: 17 Sep 2003 Posts: 300
|
Posted: Thu Apr 23, 2015 8:51 pm Post subject: |
|
|
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. |
|
Back to top |
|
|
90's Gamer
Joined: 27 Jun 2010 Posts: 69 Location: The Netherlands
|
Posted: Fri Apr 24, 2015 12:30 pm Post subject: |
|
|
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... |
|
Back to top |
|
|
ArnoldRimmer83 Staff
Joined: 28 Aug 2003 Posts: 540
|
Posted: Fri Apr 24, 2015 7:27 pm Post subject: |
|
|
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 |
|
Back to top |
|
|
90's Gamer
Joined: 27 Jun 2010 Posts: 69 Location: The Netherlands
|
Posted: Mon Apr 27, 2015 11:29 am Post subject: |
|
|
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...
|
|
Back to top |
|
|
Blitzwing Staff
Joined: 01 Nov 2003 Posts: 288 Location: las vegas
|
Posted: Tue Apr 28, 2015 12:49 am Post subject: |
|
|
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. |
|
Back to top |
|
|
Blitzwing Staff
Joined: 01 Nov 2003 Posts: 288 Location: las vegas
|
Posted: Tue Apr 28, 2015 12:51 am Post subject: |
|
|
also freeze it at 11 seconds in, notice the bricks on the ground, thats not like that in the finished game either. |
|
Back to top |
|
|
|