"I know! Let's put in a move whose ammunition requirements are so absurdly specific and whose use is so narrow that no one will ever be in a situation in which it would come in handy, make the input more arcane and complicated than most actual cheat codes of that era, make it the one optional move (unless you count bomb jumping) that does not have any sort of demonstration from local critters, and then make it look really cool in attract mode and make it a key plot point in the Nintendo Power comic!"
It says something that, of all the techniques Super Metroid invented, Shinesparking became a series mainstay and was even enhanced (no more energy loss, the diagonal slope rule, Ballsparking), wall jumping came back but in a nerfed form because it was too useful otherwise (like how the Spider Ball became "*on applicable preordained Spider Ball Tracks only" when jumping to the Prime series--it just would have been too impossibly game-breaking if they hadn't done that), and the Crystal Flash never showed up again, in any other game, at all, ever, because ... eh, well, they can't all be winners.
no subject
Date: 2013-05-25 05:17 pm (UTC)It says something that, of all the techniques Super Metroid invented, Shinesparking became a series mainstay and was even enhanced (no more energy loss, the diagonal slope rule, Ballsparking), wall jumping came back but in a nerfed form because it was too useful otherwise (like how the Spider Ball became "*on applicable preordained Spider Ball Tracks only" when jumping to the Prime series--it just would have been too impossibly game-breaking if they hadn't done that), and the Crystal Flash never showed up again, in any other game, at all, ever, because ... eh, well, they can't all be winners.