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A '''Secret World''' is a location that is not within the games normal guidelines. These areas were first found in ''[[Metroid (game)|Metroid]]'', using the [[Glitches in Metroid|Door Glitch]]. Areas were discovered using this glitch that were not connected to other areas, but were still there. Players called these areas Secret Worlds, and the name stuck. Later in ''[[Metroid II: The Return of Samus]]'', use of the [[Glitches in Metroid II: Return of Samus|Select Glitch]] allowed players to leave the normal areas and enter new places. These areas were not programmed to be interacted with at all, and are filled with glitch pieces of sprites. These areas were also called Secret Areas.
A '''Secret World''' is a location that is not within a game's normal guidelines. These areas were first found in ''[[Metroid (game)|Metroid]]'' using the [[Glitches in Metroid|Door Glitch]]. Areas were discovered using this glitch that were not connected to other areas but existed nonetheless. Players called these areas Secret Worlds, and the name stuck. In ''[[Metroid II: The Return of Samus]]'', use of the [[Glitches in Metroid II: Return of Samus|Select Glitch]] allows players to leave the normal areas and enter new places. These areas are not programmed to be interacted with at all and are filled with glitch pieces of sprites. These areas are called Secret Areas.


In the ''[[Metroid Prime (series)|Metroid Prime Games]]'', players found ways to leave rooms through holes. Outside of the area, players encounter a void from which they can look in on the area from where they came. They can move forward back, left right, but cannot jump. If a player goes into the [[Morph Ball]], they will fall endlessly. Despite the obvious differences between them all, each of these areas were called Secret Worlds.
In the ''[[Metroid Prime (series)|Metroid Prime games]]'', players can leave rooms through holes. Outside of the area, players encounter a void from which they can look in on the area from whence they came. They can move forward back, left, and right, but they cannot jump. If a player makes [[Samus Aran|Samus]] become the [[Morph Ball]], Samus will fall endlessly. Despite the obvious differences between them all, each of these areas are called Secret Worlds.


In ''Echoes'', an enemy called the [[Airthorn]] can be scanned in a Secret World that would not otherwise have a logbook entry.
In ''Echoes'', an enemy called the [[Airthorn]] (an enemy which would otherwise not have a [[Logbook]] entry) can be scanned in a Secret World.
==See Also==
==See Also==
*[[List of Rooms with Secret Worlds]]
*[[List of Rooms with Secret Worlds]]

Latest revision as of 00:15, 31 July 2011

Secret World
Secret World.png

A Secret World in Metroid II: Return of Samus

Game(s)
Landscape

Varies

Neighboring Areas

Varies

A Secret World is a location that is not within a game's normal guidelines. These areas were first found in Metroid using the Door Glitch. Areas were discovered using this glitch that were not connected to other areas but existed nonetheless. Players called these areas Secret Worlds, and the name stuck. In Metroid II: The Return of Samus, use of the Select Glitch allows players to leave the normal areas and enter new places. These areas are not programmed to be interacted with at all and are filled with glitch pieces of sprites. These areas are called Secret Areas.

In the Metroid Prime games, players can leave rooms through holes. Outside of the area, players encounter a void from which they can look in on the area from whence they came. They can move forward back, left, and right, but they cannot jump. If a player makes Samus become the Morph Ball, Samus will fall endlessly. Despite the obvious differences between them all, each of these areas are called Secret Worlds.

In Echoes, an enemy called the Airthorn (an enemy which would otherwise not have a Logbook entry) can be scanned in a Secret World.

See Also[edit | edit source]

External Links[edit | edit source]