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Old 06-05-2005, 03:23 PM   #22
Dai Grepher
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I asked that no one post until I had completed my presentation. Please respect my requests in the future.


This shows the damage limit of the bomb, and the reach of the blast. As you can see, the explosion only reached to the end of the hallway right before the Mother Brain's chambers. However, that blast reached all the way up the corridor beside Mother Brain and scorched the cavern walls of Crateria above. Somehow this blast, perhaps from multiple bombs, did not destroy the elevator, even though it is destroyed in Super Metroid.


This image shows that Tourain has been left unscathed by the blast. The dead pirates show a lack of control over the Metroids prior to the blast.


This comparison shows that in the battle that took place in Metroid 1 had Samus fire at Mother Brain through a broken Zeebetite (regenerating shield), sometimes having to use it as a platform in order to dodge counter fire.


This shows that the Bomb in Zero Mission did not destroy the area beneath the brain pod, while the area beneath the pod in Super Metroid looks as the rest of the chamber does.

I may have wandered from the original point, but I think it is better if I post every picture before presenting the main argument. These pictures will serve as points of reference to the maps that I have made.



This first map is one of two possible maps.

First we must notice the green line that runs vertically. Follow point 1 (where the Morphing Ball is, no picture available) to point 2 (first picture presented).
This is where the first two pictures show us that Samus is being launched upward. As we know this ability only sends Samus in a straight line. Therefore we can conclude that this elevator leads in a straight and unobstructed line vertically up to Crateria (point number 4). Also note that point 4 has "Brinstar" below it. This points back down to the starting point.
I began with the connection between Brinstar and Crateria, and then I worked Tourain (marked in light blue) into this structure using other facts, which I discuss later.

This gives us a basis on which to construct the rest of Zebes as it is the only definite path and connection point.

From here we can see 5 and 6 as being the cavern that is near the Chozo room of Super Metroid. We take that path up through the boulder (Power Bomb) and we can see the door that leads to the landing site.
If we take the opposite direction of that we come to a downward path. The bottom of this path, at point 7, is where a Zero Mission/Super Metroid connection falls apart.

First of all there is no door on the floor like there is in Super Metroid. Granted, it could have been installed at a later time, and if it was, it seems that the long shaft of Tourain runs right up into the bottom of Crateria's downward path matching Super Metroid. There is a problem with this though. The elevator of Tourain that leads to Crateria must travel a substantial distance. As we can see by the map, the distance between Tourain and Crateria is very short. How could an elevator ride that long fit into such a small distance?
Add to this the fact that this same elevator does not reach the bottom of the downward path, but instead to the left of it in the next room. Super Metroid shows that the bottom of Crateria's path is directly above the exit of Tourain, and there is an elevator there that sends passengers upward.

Now you may be asking what lead me to believe that Tourain is structured this way in relation to Crateria. The logic is flawless. Remember point number 3? This is the elevator shaft that leads upward from Brinstar to old Tourain in Super Metroid. At the top is a room, and on the other side of that room's door is Mother Brain's chambers. When I placed the Tourain map I made sure to line the outside of the chamber with the shaft from Brinstar. When I did this I found that Tourain actually fit the structure of the walls of Brinstar perfectly at the bottom, right side, and below the Chozo that held the Long Beam.

If this does line up, then why isn't the shaft seen in Tourain right before entering the Mother Brain's chambers? The answer must be that the map is not confined to a two dimensional plain, but actually moves in the third dimension. That shaft, if this map is the correct one, must be in front of or behind the hallway of Tourain.
I admit this is possible, because this is how I was able to determine Tourain's placement to Crateria and Brinstar. If the Tourain in Zero Mission is to be the one we see in Super Metroid, then it must be structured as I have depicted in this map.

Now that we know that this is the only possible structure, I can now point out why even this structure is impossible, thus proving this Tourain is not the one seen in Super Metroid.
Notice the red circles that I have made. These point out overlaps in the maps, or inconsistencies.
The first is the relation between the Tourain exit and Crateria. Like I said before, the elevator shaft is misaligned with Crateria's floor, which Super Metroid shows that they should be perfectly aligned. Moreover, the distance between the two should be short, but the game portrays it as lengthy.
The second problem is with the entrance to Tourain from Brinstar (the path that is blocked by the Kraid and Ridley statues). As you can see, the elevator going down is completely off course with the shaft that receives the passenger from Brinstar. That path also intersects with Tourain.

From this I can conclude that this map is inaccurate. There is no possible way for this map to fit this game or Super Metroid. Therefore I present the map that I believe is accurate.



Like before, the connection between Brinstar and Crateria is definite. From here, only the connections between Tourain's entrance and Brinstar, and Tourain's exit and Crateria's cavern floor need to be established.
This simple map shows only two minor concerns, and that is the path of the elevator shafts. This is because of Tourain's structure. The two elevators are closer together than the shafts of Crateria and Brinstar. So I placed Tourain in the middle and gave each shaft equal amount of distance to cover in order to match up with the shafts of the other two areas.
This matches up with point 8 being an elevator that covers a longer distance, and it allows Brinstar to flow into the third dimension to reach Tourain without intersecting other areas.

Of course you know this means that the Tourain we see in Zero Mission is not the one we see in Super Metroid, and just in case this evidence is not enough to convince you, or you feel like waving the inconsistent structure off to poor design by the programmers, then please read the following evidence.

1. The Brain Pod:
In Zero Mission, as we see by the picture above that I posted, the brain pod that Mother Brain once resided was destroyed. It was not destroyed like it was in Metroid 1 though. In Zero Mission we see that the pod has been torn apart, twisted, and punctured. It looks like metallic Swiss cheese. Compare that to the pod we see in Super Metroid. In Super Metroid the pod still has shards of glass, and the floor of the platform is flat.

2. The Zeebetites: The regenerative shields that Samus must destroy in order to reach Mother Brain are also important to this issue. In Zero Mission there were four, but in Super Metroid there are five. That is the same number as those that she must destroy in Metroid 1.
Add to this the fact that Samus must use the last destroyed Zeebetite as a platform or must fire through it, while in Zero Mission she does not.

3. Under the Pod: In Zero Mission the room beneath the brain pod is unscathed, while in Super Metroid it is as destroyed as the rest of old Tourain. That is only possible if another bomb went off. The only time that could have been was in Metroid 1!

These are too crucial to the story to blame on laziness.

4. The Structure of Crateria and Tourain: After the bomb goes off, Crateria and Tourain are left unaltered except in the areas that I pointed out. The altering of the landscape from Zero Mission to Super Metroid is only possible if another bomb went off, and gave the pirates a reason to rebuild. That explosion could have only come from Metroid 1, which took place after Zero Mission.

5. Point 11 shows that the pirates were not able to control the Metroid force, where as in Metroid 1 they were able to control and contain them because their numbers were not as large.

There you have factual evidence that Zero Mission cannot possibly be a remake of Metroid 1, and that Metroid 1 must exist in order for Super Metroid to exist. I do realize that simply proving this theory wrong does not make mine correct. Therefore I will dedicate my next post to proving that my theory is correct.

[ June 05, 2005, 04:02 PM: Message edited by: Dai Grepher ]
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