Comments on: The Anatomy of Super Metroid | 12 | Enter the Draygon http://www.anatomyofgames.com/2014/02/12/the-anatomy-of-super-metroid-12-enter-the-draygon/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: COtheLegend http://www.anatomyofgames.com/2014/02/12/the-anatomy-of-super-metroid-12-enter-the-draygon/#comment-343 Thu, 13 Feb 2014 16:07:38 +0000 http://2-dimensions.com/?p=9998#comment-343 One other observation about the room leading to Draygon’s lair: You will probably hesitate for a moment upon seeing the floor lined with spikes. However, you may notice the spikes aren’t moving, like other sets of spikes in the game. This may be your tip off that something’s up. Or, if you acquired the X-Ray Scope, you can take a moment to scope out this seemingly impassable area.

I think the only other spikes in the game that don’t move are in the deactivated Wrecked Ship. However, those spikes are still deadly.

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By: Warlock http://www.anatomyofgames.com/2014/02/12/the-anatomy-of-super-metroid-12-enter-the-draygon/#comment-342 Thu, 13 Feb 2014 14:57:35 +0000 http://2-dimensions.com/?p=9998#comment-342 Looking at those boxes again, they kind of look like cargo boxes floating to the top of the room (thanks to everything being underwater).

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By: Thomas Happ http://www.anatomyofgames.com/2014/02/12/the-anatomy-of-super-metroid-12-enter-the-draygon/#comment-341 Thu, 13 Feb 2014 04:35:45 +0000 http://2-dimensions.com/?p=9998#comment-341 One day, when writing analysis of video games becomes as “legit” as literary analysis, you’re going to get an honorary PhD for these. Or you should.

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