![]() The stage has many features, such as what appears to be confetti raining down on the battlefield at the start of each round that only lasts for a few seconds, as well as several enemies that go about their regular business, such as a Reo that flies around the stage in an M-shaped formation and the Zebs that rise out the pipe and alternate in flying either left or right. ![]() Using sprites of one of the rooms in Upper Brinstar taken from Super Metroid, NeoKamek's version of the stage has the room in the background while combatants fight on a platform in the foreground that uses its tileset. 'Brinstar - The Jungle Floor' from Super Metroid The stage has no vertical camera movement, so characters that have multiple air jumps or a Super Jump will vanish off the top of the screen should they go high enough. Like in the source game, there is a single blue door to the far right of the stage, though the part of the room with the Morph Ball is not included in the sprites, so characters will hit the leftmost horizontal boundary at the point just before the Morph Ball would be viewable. HeeJun184's Metroid - Start Area uses sprites of room where Samus starts her infiltration of Zebes taken from the original Metroid for the NES/Famicom, albeit without any of the Zoomer or Skree enemies that one would normally expect to encounter in the room the lack of enemies leaves the sole animated elements as the two statues on top of the two pillars to the left of the stage's starting position, which have the internal parts of the statues pulsate red, despite them not being animated in the source game.
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