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Rolling through that gap brings you to a room in which a grotesque face contains a door forward, which you can now reach with ease thanks to the High Jump Boots. Eventually, you’ll have to uncover the hidden passage in the elevator room to Norfair, a single block that can be cleared away with a Super Missile. You still can’t do anything to the glass tube through Maridia. If you missed the Spazer on the way down, you’ll quite likely uncover it here (possibly, and mistakenly, thinking it’s a path forward). This gives you a tiny handful of screens to pick through in search of a way forward.

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That free fall you took to get to where you are now was essentially a one-way fall. If you head back the way you came, you’ll find yourself at the bottom of the eastern shaft, which is essentially a dead end unless you’re really amazing with bomb jumps - it lacks a single platform for several screens up, dotted only with drifting Rippers. Your options in Brinstar prove to be rather limited, however. Unfortunately, the High Jump Boots don’t help you bypass any of the obstacles blocking off the side passages here in Norfair, so there’s nothing to be done but retreat meekly from this area and return to Brinstar. Once again, once you drop down into the left area here, you can’t actually leave this room without collecting the boots as the dividing wall is too high to be leapt from the left side under Samus’ normal steam.

What explorer worth her salt wouldn’t check that out?Īnd at the bottom of the shaft is this handy little gem, which enables Samus to jump much higher than usual. After all, once you get into the hidden areas, you’ll find a hole in the wall leading further away from the main shaft. Now, you can simply kill all the creatures here by making a circuit of the secret passages and return to the central shaft, but that would be dumb. You can even see one crawling around down there, to coax you into bombing the floor and accessing the hidden passage. You can’t unlock the door until you kill all the enemies in this room, but those enemies are tucked away on the other side of the floor. There’s a second valuable item in here as well, hidden away - but since the door locks behind you, you’re goaded into finding it. You can collect an energy tank at the bottom of the shaft you still won’t have enough health to get past the inferno room, but it never hurts to improve your survivability.
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And the room opposite this cavern within the central entry shaft of Norfair features a series of descending gates that, as in the first crumbling platform room in Brinstar, you can’t simply dash past.ĭon’t worry, though, Norfair isn’t quite the dead end that first impressions might suggest. The health loss doesn’t happen so fast that you can’t immediately turn around and shrug it off, but it is rapid enough that you can’t realistically make it through the area before your health reserves run out. The large cavern through the first door on the right begins draining your health as soon as you step into the chamber. You’ll find the first of these rooms immediately upon entering Norfair. But sometimes heat affects the air as well, and a number of rooms in Norfair are filled with a shimmering heat that saps Samus’ health even if she steers clear of magma. There are more intense pools of magma deeper into the planet, however - semi-transparent liquid rock that no defense can counteract. This time around, that can be counteracted by acquiring the Varia suit. At the basic level, you have magma that drains Samus’ health when she steps into it. There are different intensity levels for the heat and magma in Super Metroid. Rather than obfuscating the path forward, it instead makes use of the area’s proximity to the molten areas of the planet to put the concept of heat to work against Samus. Here, Norfair impedes progress in a less oblique fashion.
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The trick to Norfair in the previous game was that it was crammed full of hidden breakable blocks the required obsessive searching in order to advance further into the sequence - a dense and unintuitive approach to design. Super Metroid makes the fire zone Norfair a much more elaborate and varied locale than it was in the original Metroid.
