Hey, everyone! I want to take a moment to clarify a couple of things for my viewers. :) First, I believe the most likely explanation for the "third eye" is that it was created earlier in the game's development, and was originally intended to be encountered in normal gameplay. But, it wasn't known at that time exactly how the final game would play out, and it eventually "didn't make the cut." There was no need to remove it from the final game, though, since like the other eyes, it disappears after Zebes "awakens" anyway. It likely wasn't intended to be found. At least, that's my theory... Feel free to comment, Deer Force. ;) Second, this is not a “new discovery”... While I'm flattered that an article was recently written about my video, I do feel like it implies that this is some "brand new" find, which is most certainly not true (as many of my viewers are aware). It's been known about by some for MANY years... I just couldn't find a video explaining how to find it, and I felt that this was a relatively lesser-known fact among the Metroid community at large, so I made my own video. :) I enjoy creating Super Metroid videos that highlight things in the game that *many* viewers may have never seen/done before... not things that NO ONE has seen/done before. Let's be honest... in a game that’s been around for this long (and been loved by so many), VERY few things are “new” discoveries anymore. Third, I'm really sorry about the audio. :/ I'm terrible at video editing, but I'm trying to improve. I really appreciate the feedback, and I'll be sure to fix the volume for my future videos! :) Thank you so much, everyone, for all of your support!! :)
Glad you put this clarification post. I found this video from a news feed article ( probably the same one you're referring to ) that was pushed to my phone for some reason. When i read the page, it was very much written like this was a new thing. SMILE rom editing, and really old forum posts found this as far back as like mid-late 2000's LMAO maybe even before. Good videos on your channel btw! I watched a few of them last night
@@Omgitssoup Hahaha, exactly! This is far, FAR from being a brand new discovery. Maybe if this video was released 2 decades ago, and even then, probably not. 😂Honestly wish they would rephrase the article, but alas, I have no say in that. Just wanted to share this with any Metroid fans that hadn't come across it yet. :) And thanks for the kind words! :)
That was my first thought too. Lots of games have _relics_ of early-development ideas, that simply get deactivated for the final game, without being removed. In this case, like you said, the world will always _come alive_ before you get there during normal gameplay, so they didn't need to remove or even deactivate the third eye.
Thank you for acknowledging there was a problem with narration audio. Best thing I can say as a veteran to UA-cam and using Adobe Premiere/Audition for almost 10 years is to get a QUALITY pair of headphones and edit with that and trust what you hear...and make adjustments accordingly.
It's probably a leftover from older builds of the game where perhaps the early Crateria portion was perhaps a bit more open-ended or gave you bombs at a different point. Samus would enter a room with a Chozo statue only to get spotted by a security camera, then you'd have to backtrack out to find another one for an item.
Nailed it, CappnRob. At least, that's my theory as well. Honestly, I'm kind of disappointed the devs scrapped this - I think it's a really clever idea. Thanks for watching and commenting! :)
my own take is that they might have intended the statues to look at you after you take their treasures but the scanner objects respond to the universal flag of an awakened Zebes, disabling all of them. Do any other statues have this scanner?
I feel they had the path there open and if a player saw the tunnel and went back to it after morph ball they could obtain it but the devs added the bomb blocks later so they could give you missiles in a more controlled environment. It also would make more sense to have a path you cannot pass so your discovery of bombs is more impactful. The change helped the pacing for both upgrades.
I remember when I first learned about Reset Beam, I spent months playing around with it. One of the times that I reset, I did all the stuff to save and clean up the graphics etc. I wanted to see how much was different if you simply didn't activate the eye cameras. I rolled into that room and the Chozo stared at me and I nearly shit myself. It was like he was saying "You aren't supposed to be here and you know it and I know it." and I had to put the game down for a minute. I got over it though. I will never forget that sudden chill that hit me though. I had played this game so many times and discovered all the items and secrets and then it hit me with this new thing a decade later. It was awesome.
Yeah like being looked at by a camera with no idea who's watching isn't disconcerting enough, now it hits you with one in a spot you never knew about lol!
You are single-handedly bringing new light to this two decade old game and I couldn't be happier. I do have a theory on why this eye appears in this room, though. Did you go to the first room with the missiles and Chozo statue while under the effects of the tile-altering glitch? Was there another eye camera there? Because if so, the room blocked off until you have acquired bombs may very well be simply a copy of that first missile room. I could definitely see this as possibility because it would save the developers time and resources to simply reuse a room without changing any assets. The eye camera could have been left there because the devs knew it would deactivate after the planet had awakened, so there was no need to remove it in the first place. This is the theory I am going with, but I'd like to know what you think.
Hey Techno757, thank you SO much for the kind words! I'm really glad you're enjoying my videos - stay tuned. :) I like your well-thought-out theory on why the 3rd eye is there! I tested your theory this morning. Even with the tile-altering glitch active (and when Zebes was not yet awakened), there was no eye camera in the first missile room. :( Although the first missile room and the "third eye room" look quite similar, they aren't copies of each other. Pause the video at 0:53 to see the first missile room, and then 2:19 to see the "third eye room." If you look closely, there are actually multiple differences. However, I think you are absolutely spot-on when you say that this third eye was simply "left there" from earlier in the game's development, before the layout/sequence of the game was finalized. Like you said, no need to remove something that no one will see anyway - at least, without glitches. ;) Thanks again for watching and commenting! :)
I learned about this when making my romhack of Super. I saw it, assumed it was the exact same enemy, and thought cool. Didn't know it had unique behavior, might have to open up SMILE again and check out if it's actually a unique enemy or if it just has different parameters.
Hey, Wompa Stompa, thanks for watching and commenting! If you do open up SMILE to check on that, please let me know! :) I'm very curious myself. I'd guess that it's the same enemy with different parameters, but that'd be really interesting if it's considered a unique enemy.
@@GoldenChorizoCode Looking into this through my analysis of the raw code. From initial check, the enemy definition is almost identical to the ones next to the morph ball and the missile, with minor differences. The eye color is most likely just due to palette definition, being unimportant otherwise, but there are minor property differences between the three eyes that may be relevant (each of the eyes is defined twice), but with a few minor differences in properties that may cause minor differences in behavior.
@@GoldenChorizoCode Update. As stated in my previous post, the raw code has two entries for each of the three eyes, the first being in Crateria (the room this video is about), RoomID 001F, the second in the morph ball room, RoomID 010E, and the third in the Brinstar missile room behind the red door, RoomID 0110. These RoomIDs are the values used by the game code to define these rooms and also corresponds to the order in which they appear in the ROM definitions for each room. The first entry provided in both 001F and 010E are identical, while the first entry in 0110 is different by one bit, which bit I believe determines which direction the eye stalk faces. The bit is clear in 001F and 010E and set in 0110 (this bit is bit 0 of the fifteenth byte of the enemy definition, which is sixteen bytes long). The second entry provided in both 001F and 0110 are also identical while the second entry of 010E is different, again by one bit, which bit I believe determines which direction the eye faces before it closes. The bit is clear in 001F and 0110, but set in 010E (this bit is bit 0 of the thirteenth byte of the enemy definition). I modified a copy of the ROM file and made the second designation for the 0110 eye identical to the 010E definition and the eye closed facing backward, which is how I reached my conclusion about how bit 0 of the thirteenth byte of the second definition works. Unfortunately, I cannot say why this works the way it does because I haven't analyzed the enemy code, just the code and data used to make enemies and PLMs. Also, regarding the color of the eye in 001F being blue as opposed to being red in both 010E and 0110, this is almost certainly a palette issue, though exactly what causes it isn't quite clear to me. I do know that the room defines 16 palettes, each of 16 colors, but the world tiles only use the first 8 palettes. I also know that there is a palette definition in the enemy headers, but how these affect the room palette is not yet something I've been able to determine. There is only one eye object in the enemy definition section of the ROM, so whatever it is that affects the color of the eye is unknown to me at this time.
I discovered this fella back when I was a teenager in the early 2000's! I remember opening the game up with a level editor to see what it was, and discovering it was in fact the same eyes as the ones we actually see. Great video!
Im 32 years old and I've been a primary lifelong metroid fan , but I've discovered special effects and features like the var beam many others and this is why I can play this game over and over, I've played and beaten every metroid game but 2 but this is my most often played metroid game but its like wine it gets better over time , I enjoyed the video and this will inspire people.
Incredible, I never heard about this before! And what a beautifully made video, very clear. I wonder what more cut content will be found by passionate players like you in the future
Just discovered your channel and subscribed. I love the Metroid series, but I never actually thought about gliches and such, so this is all new discovery for me, and I'm loving it! It's so interesting to think that a game as old as this still has a lot os things hidden.
I agree, DennisV1! Spacetime is my favorite glitched beam - so many things you can do with it. But, I also love how Murder Beam makes (Norfair) Ridley's tail light on fire. 😂
@@GoldenChorizoCode I agree haha, it also becomes such an easy fight with the murder beam xD Spacetime beam is my favourite as well, specially because it can be used to escape the last save station of the game I wish there was someone who could do an in depth analysis of the glitched beams, going into ram to see what values it changes and all that stuff, it would be so interesting!
This video randomly got recommended to me, and I just want to thank you for making this. It was a very interesting and informative video, and I’m very glad youtube recommended this to me.
Wow, years later and we're still finding new stuff are we? My favorite part about this is that you did this all on original hardware, cheers to you man!
The most probable reason the eye is facing left is that they had 1 eye sprite made, probably left facing. They mirrored that to make the first (right facing) eye, and didn't bother with the "third" because it was always going to be hidden from view.
The palette and orientation changes could be part of the effort to conceal the eye behind the statue, to maintain the illusion of the Chozo staring you down. Considering the inaccessibility of the eye during normal play, I assume it was just a level designer having a giggle. Still... it could also have been the first substantial (yet covert) hint toward the true villain of the Metroid-Chozo Cycle, who wouldn't be revealed until the "jumpscare file" that loads in Samus Returns once you have all the Chozo memories, and who appears to be running the show in Dread. The true pirate high command, who is never described even in their subordinates' logs.... Seriously man, awesome video. Always thrilled over secrets, especially in Metroid. Great presentation, LOVE the rhythm you narrate with. Hope you keep enjoying making these videos, because I will keep enjoying them. 💕
Hey, Igzorn Buelle! I completely agree with you. By far the most likely explanation is that this "third eye" was created earlier in the game's development, before it was known how the final game would play out. I assume the devs (good ol' Deer Force...) decided that there was no need to remove the eye later in development, since it'll disappear after the planet awakens anyway. Or, maybe they just forgot about it lol. :)
I've never played a single Metroid game before Metroid Dread (growing up my first console was at the very latter end of Genesis/beginning of Saturn so I missed out on SNES). But since I started playing Dread I've looked into Metroid stuff. These games look seriously awesome! I can't believe I've missed out on them and am excited to play them sometime soon!
Wow, I thought I knew a lot about Super Metroid, but your videos are so interesting because I never knew any of this stuff! Just subscribed, keep up with the videos and you'll grow big!
Hey again, Matthew, thanks so much for the kind words! I really do appreciate it. Thanks for subscribing as well! Stay tuned - there's more to come. :)
I'm an OG Super Metroid player, and I'm appreciating the videos you're putting out a lot. I know most things, but I see your knowledge is a little deeper than mine, so I'll ask :) Do you know of a way to get out of tourian, after the saveroom of death, without actually battling motherbrain and activating the escape sequence? I remember pulling it off on wii VC (with some VAR Beam shenanigans, deactivating door collision to get back into the grey doors) but I could never do it on original hardware. Maybe a well placed x-ray climb could do it?
Hey, Ace Humpty! Thanks for the kind words - glad you're enjoying my videos! To answer your question, I know of 3 main ways to escape Tourian after the "save room of death." 2 of the 3 methods utilize the Spacetime Beam (the "VAR" beam with all beams equipped, except for Wave), while the 3rd utilizes X-ray climbing and out-of-bounds navigation. The 2 Spacetime methods do NOT activate the escape sequence at all. However, one of them does require you to beat the FIRST phase of Mother Brain (when she's just a head sitting in a tank). The other one involves back-tracking through Tourian by glitching through the grey/locked doors, which it sounds like you've done before. The X-ray method does technically activate the escape sequence, but the 3-minute "countdown timer" is NOT activated, because you don't kill Mother Brain. It is then possible to "escape the escape sequence" using more X-ray climbing and out-of-bounds navigation, and if you want to, you can even turn off "escape mode" altogether using the X-ray scope while out-of-bounds to modify the game's memory. The X-ray method does result in graphical glitches, but these can be resolved by saving and resetting the game. All 3 of the methods above are doable on console. Let me know which one(s), if any, you'd like me to explain in more detail!
@@GoldenChorizoCode that's really nice to know! I know about the "break out of escape sequence" method but I didn't think of turning the sequence off via memory manipulation, that's neat. I wonder how much x-ray climbing must be endured to reach the block you wanna trigger 😂 looks like the method I mentioned would be the easiest way of doing it. But man, that second door was tough to break through. Very curious about how it can be pulled off on console. Thanks alot for the speedy answer btw
@@acehumpty8603 No problem! Yeah, the "escape the escape" technique is used in RAMBO/RBMBO speedruns, which are really fun to watch. If you haven't seen Zoast's RAMBO World Record speedrun (you can find it on UA-cam), I'd highly recommend it. :) I actually have a video that demonstrates the X-ray memory manipulation you're talking about: ua-cam.com/video/qeQDPi2LcLk/v-deo.html. There's not too much X-ray climbing involved, but there is a good deal of out-of-bounds navigation lol. I explain it all in the video's description, if you're interested. If you'd like, I can upload a video of me escaping Tourian in "reverse" with Spacetime (on console, because that's all I have lol). I've done it a bunch of times, so it wouldn't take long.
@@GoldenChorizoCode oh yeah, I've seen zoast run pretty much every category, but indeed RAMBO is probably the most interesting one. I'd love a video of the reverse tourian thing, if you don't mind making it, and I'm sure others would like it too! Also I already consumed all of your content, keep it up ;)
@@acehumpty8603 The video is uploaded. :) ua-cam.com/video/nAX3_wrCqb4/v-deo.html If you have any questions about it, just leave a comment over there! It's not a true "tutorial" since I didn't actually explain anything, but if you're experienced with using Spacetime, then it should be mostly self-explanatory. Happy to go into more detail, though. Hope you (and others) enjoy! (Btw, on the topic of Zoast, did you see that he absolutely shattered the RBO world record last night? I luckily saw it live, and it was insane. He got "Taco Tank", if you're familiar with that trick, on the first try. 😂)
Very interesting. Easily in my Top 5 fav games of all time keeps getting more and more interesting. I remember back in 97 playing this for the first time. I had my older stepbrother beat Kraid for the first time for me.
The aesthetic of this channel is great I love the classic style voice over with the sound of the SNES controller taps in the background and how it feels like it's recorded with a camera pointed at the screen lol. I see you using speedrun techniques do you have any runs I don't see any on this channel.
Hey, Benjamin, thanks for watching and commenting! To clarify, though, this isn't actually a new finding. Just relatively lesser-known among the community. :)
@@benjaminpruess2529 That's exactly why I uploaded it - for all the Metroid fans that haven't seen it yet. :) Sorry, I'm just clarifying that because of an article that was recently written that made it sound like I was the first person to find this. 😂 Thanks so much though. :)
There should be a Reset Glitch speedrun race. Everyone preps the same Reset Glitch file, and then tries to collect every item again and beat every boss as quickly as possible.
I love how this game is almost 30 years old and people are still taking it apart and having fun with it... Need to go fish out my SNES and find a CRT tv on Clist..
Obscure hidden knowledge on video games like this are some of my favorite stuff to watch, definitely gonna follow your channel. Also any chance your gonna cover other Metriod games? Maybe even the prime games?
Makes you wonder what kinds of ideas were originally tied to these surveillance cameras. With how everyone knows Super Metroid, it's an indicator that Samus isn't alone on Planet Zebes, but the Space Pirates only appearing after the second cam spotted you is weirdly arbitrary, when the first one should be enough.
Maybe the Space Pirates start moving when the first camera spots you, but they took long enough for you to find the second one, so they tracked your position. After they find you, the cameras turn off... Just an idea.
Theres an area where you can use the spacetime beam in the top left area of the first area that activates similar graphical issues and its really consistent. It also showed the eye and the chozo statue at the same time. You have to fly to reach it, its down a little from the sky barrier, and to the right of the uppermosr wall. Use savestates or your game may crash. Suspend points work too. The spacetime beam works by overloading the games memory, effectively deleting progression flags from their places stored on the game's map. They are deleted in a 8/6 chunk i think. It starts with the map square above samus as the bottom left corner. The reason why you use it in the area you do is to avoid corrupting the games map. The only texture it corrupts is the UI Because either its texture is stored there or something, im not entirely sure. But i figured "why not use it at the top of the map" and it worked. I discovered this, and if you want me to post a video somewhere i will.
Hey, Derpy doge, that's really interesting! Thank you for sharing. :) Would absolutely watch this (and definitely try it myself) if you choose to post a video.
@@fractalfalco3964 Nice, thank you! Just wondering, are you playing on an SNES console or no? I've tried this like 10 times on my console and I can't get it to not crash. :/
@@GoldenChorizoCode No, I am playing on nintendo switch snes collection. The savestates or restore points are very helpful. The area has to be kinda precise.
Aw man, what a great subtle scare that ultimately went unused. If they had let you get there before the Torizo, it would have made for a little extra suspense, I think.
Right?! I really wish this had been included in the final game. :'( Another thing I'm sad the devs didn't put in the final game is the enemy "Stoke", which was basically a mini-Crocomire. It's so cute... ua-cam.com/video/eHZ8d6IpsnI/v-deo.html
This is a super cool bit of behind the scenes stuff here. Question, is the camera blue because of the graphical glitch you performed? Are the other cameras down the elevator blue as well when under the effects of the glitch?
This is down right amazing. My salute~ to you for all this hard work. The only thing i can think of, this was more of a fail safe eye that is linked to trigger 1st or 2nd eye and start the triggers of the ship "awakening" if the other eyes somehow or way did not trigger. However, most likey that room was copy and pasted from 1 of the other rooms with the eyes (or vice versa) and they put a chozo statue over it to cover it up. If it was late in game develoment and had that eye as part of the triggers in the code to cause events or other trigger effects, back tracking and redoing all that would of cost time and money. A simple cover up over 20+ years
@@whirl3690 I agree with you - it's very unlikely to be a coincidence, since it's lined up perfectly. You can even see that, unlike the other 2 eyes, the "third eye" isn't actually mounted directly on the wall. It's kind of "floating" in the perfect position behind the Chozo. I'm sad that the devs ended up cutting this from the final game - I think it was a really clever idea. I suspect the devs created this earlier in development when it was going to be possible to enter this room prior to Zebes awakening. But alas, I guess they changed their minds. Thank you for the kind words, @Jason Stults, and for sharing your theory. :)
There is a reason why this series is the defining game of this genre and still is to this day. If this game doesn’t get GOTY or at least second place that’s greatly disrespectful.
I suspect that in the original version of the planet awakening, this was supposed to act as the justification for bomb torizo waking up, but that was scrapped later because people might not even go in that room and the room made was made inaccessible so that nobody thought about why the bomb torizo wakes up without the eye seeing you. If that makes sense
Kickass video, I never knew about the third eye. I do agree with yer thoughts on it in the comments here though, probably a scrapped “trap” Great stuff man
It really fascinates me how people are able to find such glitches and hacks for games. Even watching things like those TAS speed runs...how do they figure this stuff out? Nice vid.
Twp years ago I was playing Super Metroid Arcade hack and I got to the third eye room before collecting morph ball. And then the statue started shining on me. Now I finally know how that happened. Thanks!
The way it perfectly lines up with the Chozo statue's eye looks like it might have been initially placed to be a Chozo "detector". Since Samus's power suit is Chozo origin it would have triggered this beacon and enabled all the artifacts. I can easily imagine that particular feature confusing play testers and Deer Force decided to repurpose that functionality as a space pirate alert beacon instead.
My personal theory is that all the eyes are there to detect DNA, and once it scans Chozo DNA, it will "open up" the world. As for the one in the statue, it might lock up the item if it detects anything other than Chozo DNA so nothing could steal any Chozo artifacts. You don't normally reach any Chozo statues before being detected, so maybe in-universe these "eyes" are in ALL Chozo statues. With the one in the Chozo Statue, it might be to detect
Is it possible this was originally where the torizo boss fight would happen and it was going to look at you with the camera before waking up and attacking?
Did you use a CRT filter or record off an older TV? Because I love that slight color bleed giving a nostalgic look :) Also, great video! Never knew there was a 3rd eye 👁
Hey Chorizo I know this video is 8 months old however i was making a rom hack and figured out if you get morphing ball early without the lights finding samus (ex: placing morph ball in the starting crateria room) the eyes will work the same way they did in the video I thought i'd share this since it was sorta interesting. Scared me so bad when it happened
Have you been 100% everywhere in the game after activating the time glitch? Even in the upper right corner and mid left (crossing the wall) at Samus’s space ship parking in Crateria? Is there any other way known to activate the Var beam?
what happens if you reset the game 100% with zebes "turned off" and proceed to brinstar via the normal path? There are no enemies in the planet at all?
Third eye? I didn't even know there was a second eye and I've played Super Metroid at least 5 or 6 times in the last few years. I must've always left that second missile pack until later in the game.
Well I must say I am genuinely impressed. I am not as current on new Super Metroid discoveries as I would like to be, but I still consider myself an expert in the field. This is the first I ever heard of this hidden eye and I will have to check that out for myself. I will obviously also check out what additional content you have on the game. Maybe there is stuff I can help out with in Metroid. I need a good excuse to get back Zebes. Regardless I really enjoyed the video. Thank you for sharing.
8:37 1. it's blue because the color palette of the whole segment changed 2. it turns around because it's the same eye as the other one, it's an eye that looks to the left by default and the stem is another sprite I would say. Ok I double checked and you can't see the other ones closing, also either the first or this one got the mirroring false or correct lol 🤷🏼♀️ ooor the first frame sprites are wrong. Some has to investigate.
Around 1:46 to 2:04 , I noticed the interface for the missiles , super bomb , grappling hook ,etc didn't glitch up, did you use the space time beam for that part?
I did! There are 2 main ways (of which I'm aware) to fix the glitching of the interface. First, after firing Spacetime beam, you can save and reset the game. Then, you'll have to re-watch the game's intro, go back to Ceres Station, and your regular Missiles will be taken away (that's what I did in the video). Alternatively, after firing the beam, you can save and then kill Samus. When the "Game Over" menu pops up, select "Yes" to continue, and then the game will re-load at the save station with the interface fixed. :) Keep in mind, though, if you use the second method, you'll still have to watch the intro/go back to Ceres/lose your Missiles whenever you eventually reset the game.
That's really cool! I wonder if they originally intended you to go to that room after Morph Ball/Bombs and see that statue as what sets off the Space Pirates. Or maybe a dev was messing around and wanted to see what that would look like. lol
For some odd reason the Space Time Beam can cause different effects to Zebes depending either the emulator or the console you use? I remember accidentally blowing up Zebes on various older ones.
Really interesting ! I have to wonder if the blue color means it was not a Space Pirate's eye and was either meant to come from a benevolent third party on the planet or meant to be an old Chozo statue. Iwhich case maybe we were meant to meet a living Chozo in Super, similarly to Quiet Robe ? Also quite a neat trick to make it look like the camera was coming from the eye, too bad they ended up not using it, even if for something else (could totally have been a thing behind some wall/screen/statue of something else on the derelict ship).
Probably blue because each scene can only have so many colors for it's theme and this scene is different from the other two. This area is primarily blue so each asset borrows from blue. The others are in purple.
It'd be cool if they had added in a permanent eye camera enemy or just made the third eye an exception so when you tried to get that Missile you'd be in for a little scare.
There's a glitch in the orginal Metroid. In on of the elevator rooms you can wiggle down through the floor where the elevator descends. There, there's a door. As a child I have spent hours to get that door open, but I couldn't. I didn't know what a glitch was at that time. I was so desperate to try to get that door open I wrote Nintendo Power. They told me that the door can't be open, because it doesn't supposed to be there.
How weird... I wonder if the developers knew about the glitch that let's you reset the game with your gear... or if the eye they left in the chozo is just something they put in because they knew no one could get to it... could be an Easter egg about samus being watched by the chozo... intetesting.
Hey TOADmemer, thank you so much for commenting and subscribing! Glad you enjoyed my video. :) One thing I've learned about SM is that there is ALWAYS more to learn lol.
I don't know how you figured out how to do all this stuff as I've beaten this game several times and never thought about doing anything but then again I always beat the game the proper way that they want you to beat the game, but who would actually look for a third eye? I mean only find it out by doing exactly what you just did it seems like. And why would that third eye ever need to be there? It's like they planned on it being there and then forgot one month when they realize there was no way of ever getting to it by any normal means. Perhaps the color of it and its other properties are an old model of the eye before they did the finalized version down in Brinstar.
I love that we're making a bigger deal over the third eye over Samus's time and space beam. You're telling me you built a time machine out of a powersuit??
A little fan theory for behind the difference in the eyes, Mother Brain was created by the Chozo, perhaps the Chozo also made the eye cameras and Mother Brain modeled her own systems after preexisting technology in order to monitor for intruders? The real reason is probably just boring though.
The last eye pretty sure they changed it into a Chozo at the last minute. They just deactivated the eye and put the Chozo statue instead but the plan was to put the eye in the first place.
Hey, everyone! I want to take a moment to clarify a couple of things for my viewers. :)
First, I believe the most likely explanation for the "third eye" is that it was created earlier in the game's development, and was originally intended to be encountered in normal gameplay. But, it wasn't known at that time exactly how the final game would play out, and it eventually "didn't make the cut." There was no need to remove it from the final game, though, since like the other eyes, it disappears after Zebes "awakens" anyway. It likely wasn't intended to be found. At least, that's my theory... Feel free to comment, Deer Force. ;)
Second, this is not a “new discovery”... While I'm flattered that an article was recently written about my video, I do feel like it implies that this is some "brand new" find, which is most certainly not true (as many of my viewers are aware). It's been known about by some for MANY years... I just couldn't find a video explaining how to find it, and I felt that this was a relatively lesser-known fact among the Metroid community at large, so I made my own video. :)
I enjoy creating Super Metroid videos that highlight things in the game that *many* viewers may have never seen/done before... not things that NO ONE has seen/done before. Let's be honest... in a game that’s been around for this long (and been loved by so many), VERY few things are “new” discoveries anymore.
Third, I'm really sorry about the audio. :/ I'm terrible at video editing, but I'm trying to improve. I really appreciate the feedback, and I'll be sure to fix the volume for my future videos! :)
Thank you so much, everyone, for all of your support!! :)
Glad you put this clarification post. I found this video from a news feed article ( probably the same one you're referring to ) that was pushed to my phone for some reason. When i read the page, it was very much written like this was a new thing. SMILE rom editing, and really old forum posts found this as far back as like mid-late 2000's LMAO maybe even before. Good videos on your channel btw! I watched a few of them last night
@@Omgitssoup Hahaha, exactly! This is far, FAR from being a brand new discovery. Maybe if this video was released 2 decades ago, and even then, probably not. 😂Honestly wish they would rephrase the article, but alas, I have no say in that. Just wanted to share this with any Metroid fans that hadn't come across it yet. :) And thanks for the kind words! :)
Question, do you know in what New development is deer force working on? Thanks.
That was my first thought too. Lots of games have _relics_ of early-development ideas, that simply get deactivated for the final game, without being removed. In this case, like you said, the world will always _come alive_ before you get there during normal gameplay, so they didn't need to remove or even deactivate the third eye.
Thank you for acknowledging there was a problem with narration audio. Best thing I can say as a veteran to UA-cam and using Adobe Premiere/Audition for almost 10 years is to get a QUALITY pair of headphones and edit with that and trust what you hear...and make adjustments accordingly.
All I learned is that Samus can activate a time machine in her arm at any moment she wants
I will never understand how people find this stuff. It's mind boggling.
That's phenomenal. Can't believe I'm still learning new things about my favorite game!
Same
same here man... this game is such a rich source of mysteries and curiosities. let's see what dread has to hide us from...
@@CarlosAlbertoAndres One dreads to ponder….
Did you see the new trailer for Metroid yet?
@@YamesuTankosi I'm glad they dialed it back to its 2D roots. I was not a fan on the 3D aesthetic
It's probably a leftover from older builds of the game where perhaps the early Crateria portion was perhaps a bit more open-ended or gave you bombs at a different point. Samus would enter a room with a Chozo statue only to get spotted by a security camera, then you'd have to backtrack out to find another one for an item.
Nailed it, CappnRob. At least, that's my theory as well. Honestly, I'm kind of disappointed the devs scrapped this - I think it's a really clever idea. Thanks for watching and commenting! :)
Tbh when I saw the Third Eye when messing around with the reset glitch I thought that there was meant to be a new game+
my own take is that they might have intended the statues to look at you after you take their treasures but the scanner objects respond to the universal flag of an awakened Zebes, disabling all of them. Do any other statues have this scanner?
I feel they had the path there open and if a player saw the tunnel and went back to it after morph ball they could obtain it but the devs added the bomb blocks later so they could give you missiles in a more controlled environment. It also would make more sense to have a path you cannot pass so your discovery of bombs is more impactful. The change helped the pacing for both upgrades.
@@GoldenChorizoCode Maybe the day they'll make the Super Metroid remake we'll have an extended version of Planet Zebes's awakening...
I remember when I first learned about Reset Beam, I spent months playing around with it. One of the times that I reset, I did all the stuff to save and clean up the graphics etc. I wanted to see how much was different if you simply didn't activate the eye cameras. I rolled into that room and the Chozo stared at me and I nearly shit myself. It was like he was saying "You aren't supposed to be here and you know it and I know it." and I had to put the game down for a minute. I got over it though.
I will never forget that sudden chill that hit me though. I had played this game so many times and discovered all the items and secrets and then it hit me with this new thing a decade later. It was awesome.
Yeah like being looked at by a camera with no idea who's watching isn't disconcerting enough, now it hits you with one in a spot you never knew about lol!
Always neat when people stumble across 'artifacts' like this left behind in the code
Nice Panel de Pon pfp
The attention to detail in this game... wayyyy ahead of its time
You are single-handedly bringing new light to this two decade old game and I couldn't be happier. I do have a theory on why this eye appears in this room, though. Did you go to the first room with the missiles and Chozo statue while under the effects of the tile-altering glitch? Was there another eye camera there? Because if so, the room blocked off until you have acquired bombs may very well be simply a copy of that first missile room. I could definitely see this as possibility because it would save the developers time and resources to simply reuse a room without changing any assets. The eye camera could have been left there because the devs knew it would deactivate after the planet had awakened, so there was no need to remove it in the first place. This is the theory I am going with, but I'd like to know what you think.
Hey Techno757, thank you SO much for the kind words! I'm really glad you're enjoying my videos - stay tuned. :)
I like your well-thought-out theory on why the 3rd eye is there! I tested your theory this morning. Even with the tile-altering glitch active (and when Zebes was not yet awakened), there was no eye camera in the first missile room. :( Although the first missile room and the "third eye room" look quite similar, they aren't copies of each other. Pause the video at 0:53 to see the first missile room, and then 2:19 to see the "third eye room." If you look closely, there are actually multiple differences.
However, I think you are absolutely spot-on when you say that this third eye was simply "left there" from earlier in the game's development, before the layout/sequence of the game was finalized. Like you said, no need to remove something that no one will see anyway - at least, without glitches. ;)
Thanks again for watching and commenting! :)
It's closer to 3 decades old now
Very true... makes me feel so old. :/
Single handedly bringing “new light”. Get it? Bc like the eye cameras have light
@@GoldenChorizoCode a planet cant awaken but i guesd the facility did
new discoveries still being made. This game is the definition of masterpiece
Really cool discovery. I always thought there would be more of those cameras hidden around in the game when i first played it
Absolutely insane, I recently just beat this game and it blew my mind that you can glitch out the graphics and find this little secret. Magnificent!
I learned about this when making my romhack of Super. I saw it, assumed it was the exact same enemy, and thought cool. Didn't know it had unique behavior, might have to open up SMILE again and check out if it's actually a unique enemy or if it just has different parameters.
Hey, Wompa Stompa, thanks for watching and commenting! If you do open up SMILE to check on that, please let me know! :) I'm very curious myself. I'd guess that it's the same enemy with different parameters, but that'd be really interesting if it's considered a unique enemy.
@@GoldenChorizoCode Update video?!?!
@@GoldenChorizoCode Looking into this through my analysis of the raw code. From initial check, the enemy definition is almost identical to the ones next to the morph ball and the missile, with minor differences. The eye color is most likely just due to palette definition, being unimportant otherwise, but there are minor property differences between the three eyes that may be relevant (each of the eyes is defined twice), but with a few minor differences in properties that may cause minor differences in behavior.
@@GoldenChorizoCode Update. As stated in my previous post, the raw code has two entries for each of the three eyes, the first being in Crateria (the room this video is about), RoomID 001F, the second in the morph ball room, RoomID 010E, and the third in the Brinstar missile room behind the red door, RoomID 0110. These RoomIDs are the values used by the game code to define these rooms and also corresponds to the order in which they appear in the ROM definitions for each room.
The first entry provided in both 001F and 010E are identical, while the first entry in 0110 is different by one bit, which bit I believe determines which direction the eye stalk faces. The bit is clear in 001F and 010E and set in 0110 (this bit is bit 0 of the fifteenth byte of the enemy definition, which is sixteen bytes long).
The second entry provided in both 001F and 0110 are also identical while the second entry of 010E is different, again by one bit, which bit I believe determines which direction the eye faces before it closes. The bit is clear in 001F and 0110, but set in 010E (this bit is bit 0 of the thirteenth byte of the enemy definition).
I modified a copy of the ROM file and made the second designation for the 0110 eye identical to the 010E definition and the eye closed facing backward, which is how I reached my conclusion about how bit 0 of the thirteenth byte of the second definition works. Unfortunately, I cannot say why this works the way it does because I haven't analyzed the enemy code, just the code and data used to make enemies and PLMs.
Also, regarding the color of the eye in 001F being blue as opposed to being red in both 010E and 0110, this is almost certainly a palette issue, though exactly what causes it isn't quite clear to me. I do know that the room defines 16 palettes, each of 16 colors, but the world tiles only use the first 8 palettes. I also know that there is a palette definition in the enemy headers, but how these affect the room palette is not yet something I've been able to determine. There is only one eye object in the enemy definition section of the ROM, so whatever it is that affects the color of the eye is unknown to me at this time.
Thanks for the update!
I discovered this fella back when I was a teenager in the early 2000's! I remember opening the game up with a level editor to see what it was, and discovering it was in fact the same eyes as the ones we actually see. Great video!
Im 32 years old and I've been a primary lifelong metroid fan , but I've discovered special effects and features like the var beam many others and this is why I can play this game over and over, I've played and beaten every metroid game but 2 but this is my most often played metroid game but its like wine it gets better over time , I enjoyed the video and this will inspire people.
If ur not interested in playing the Gameboy version of metroid 2 then I highly suggest AM2R
Incredible, I never heard about this before! And what a beautifully made video, very clear. I wonder what more cut content will be found by passionate players like you in the future
That's really cool. As much as I play it, I would have never even noticed the other 2 eyes disappear.
Just discovered your channel and subscribed. I love the Metroid series, but I never actually thought about gliches and such, so this is all new discovery for me, and I'm loving it! It's so interesting to think that a game as old as this still has a lot os things hidden.
Glad to see the space time beam is getting more exposure, glitched beams in this game are really fun to mess with
I agree, DennisV1! Spacetime is my favorite glitched beam - so many things you can do with it. But, I also love how Murder Beam makes (Norfair) Ridley's tail light on fire. 😂
@@GoldenChorizoCode I agree haha, it also becomes such an easy fight with the murder beam xD
Spacetime beam is my favourite as well, specially because it can be used to escape the last save station of the game
I wish there was someone who could do an in depth analysis of the glitched beams, going into ram to see what values it changes and all that stuff, it would be so interesting!
This us awesome man, subscribed! Just goes to show that really we don't know everything about a game and stuff is always left to find! Great work!
Hey Dean Paul, thanks for the sub and the kind words! There's more to come. :)
This channel is like Pannenkoek but for Metroid, and I love it
Interesting. I always believe those ‘eye’ cameras were hinting at Samus to use the X-Ray visor.
This video randomly got recommended to me, and I just want to thank you for making this. It was a very interesting and informative video, and I’m very glad youtube recommended this to me.
You definitely deserve more subs, this is really dedicated work.
Wow, years later and we're still finding new stuff are we? My favorite part about this is that you did this all on original hardware, cheers to you man!
Great work with the explanation! This is so obscure and nerdy! I love it!
The most probable reason the eye is facing left is that they had 1 eye sprite made, probably left facing. They mirrored that to make the first (right facing) eye, and didn't bother with the "third" because it was always going to be hidden from view.
Wow that's really in-depth find. Super Metroid remains my #1 Metroid game. Such a solid game all these years!
This is so cool! I never knew they left a prototype eye design on the final build of the game! Thank you for showing me this!
Crazy. Almost 30+ years later, still learning new stuff about this game.
The palette and orientation changes could be part of the effort to conceal the eye behind the statue, to maintain the illusion of the Chozo staring you down. Considering the inaccessibility of the eye during normal play, I assume it was just a level designer having a giggle. Still... it could also have been the first substantial (yet covert) hint toward the true villain of the Metroid-Chozo Cycle, who wouldn't be revealed until the "jumpscare file" that loads in Samus Returns once you have all the Chozo memories, and who appears to be running the show in Dread. The true pirate high command, who is never described even in their subordinates' logs....
Seriously man, awesome video. Always thrilled over secrets, especially in Metroid. Great presentation, LOVE the rhythm you narrate with. Hope you keep enjoying making these videos, because I will keep enjoying them. 💕
well looks like cut contend for me (maybe a trigger that was removed from the final game)
Hey, Igzorn Buelle! I completely agree with you. By far the most likely explanation is that this "third eye" was created earlier in the game's development, before it was known how the final game would play out. I assume the devs (good ol' Deer Force...) decided that there was no need to remove the eye later in development, since it'll disappear after the planet awakens anyway. Or, maybe they just forgot about it lol. :)
It's also possible that it was placed there for testing, considering it's way closer than the other two from starting point
I've never played a single Metroid game before Metroid Dread (growing up my first console was at the very latter end of Genesis/beginning of Saturn so I missed out on SNES). But since I started playing Dread I've looked into Metroid stuff. These games look seriously awesome! I can't believe I've missed out on them and am excited to play them sometime soon!
Ohhh, you're in for a treat, angry zergling... All the Metroid games are awesome. :) My personal favorite is Super Metroid, if that's not obvious. ;)
What a cool find!
Glad the algorithm recommended this.
Keep up the good work!
Wow, I thought I knew a lot about Super Metroid, but your videos are so interesting because I never knew any of this stuff! Just subscribed, keep up with the videos and you'll grow big!
Hey again, Matthew, thanks so much for the kind words! I really do appreciate it. Thanks for subscribing as well! Stay tuned - there's more to come. :)
Simply fantastic! This is why super metroif is the best metroid game of all time. So many secrets and things to do on that game
I'm an OG Super Metroid player, and I'm appreciating the videos you're putting out a lot. I know most things, but I see your knowledge is a little deeper than mine, so I'll ask :) Do you know of a way to get out of tourian, after the saveroom of death, without actually battling motherbrain and activating the escape sequence? I remember pulling it off on wii VC (with some VAR Beam shenanigans, deactivating door collision to get back into the grey doors) but I could never do it on original hardware. Maybe a well placed x-ray climb could do it?
Hey, Ace Humpty! Thanks for the kind words - glad you're enjoying my videos!
To answer your question, I know of 3 main ways to escape Tourian after the "save room of death." 2 of the 3 methods utilize the Spacetime Beam (the "VAR" beam with all beams equipped, except for Wave), while the 3rd utilizes X-ray climbing and out-of-bounds navigation. The 2 Spacetime methods do NOT activate the escape sequence at all. However, one of them does require you to beat the FIRST phase of Mother Brain (when she's just a head sitting in a tank). The other one involves back-tracking through Tourian by glitching through the grey/locked doors, which it sounds like you've done before. The X-ray method does technically activate the escape sequence, but the 3-minute "countdown timer" is NOT activated, because you don't kill Mother Brain. It is then possible to "escape the escape sequence" using more X-ray climbing and out-of-bounds navigation, and if you want to, you can even turn off "escape mode" altogether using the X-ray scope while out-of-bounds to modify the game's memory. The X-ray method does result in graphical glitches, but these can be resolved by saving and resetting the game.
All 3 of the methods above are doable on console. Let me know which one(s), if any, you'd like me to explain in more detail!
@@GoldenChorizoCode that's really nice to know! I know about the "break out of escape sequence" method but I didn't think of turning the sequence off via memory manipulation, that's neat. I wonder how much x-ray climbing must be endured to reach the block you wanna trigger 😂 looks like the method I mentioned would be the easiest way of doing it. But man, that second door was tough to break through. Very curious about how it can be pulled off on console. Thanks alot for the speedy answer btw
@@acehumpty8603 No problem! Yeah, the "escape the escape" technique is used in RAMBO/RBMBO speedruns, which are really fun to watch. If you haven't seen Zoast's RAMBO World Record speedrun (you can find it on UA-cam), I'd highly recommend it. :)
I actually have a video that demonstrates the X-ray memory manipulation you're talking about: ua-cam.com/video/qeQDPi2LcLk/v-deo.html. There's not too much X-ray climbing involved, but there is a good deal of out-of-bounds navigation lol. I explain it all in the video's description, if you're interested.
If you'd like, I can upload a video of me escaping Tourian in "reverse" with Spacetime (on console, because that's all I have lol). I've done it a bunch of times, so it wouldn't take long.
@@GoldenChorizoCode oh yeah, I've seen zoast run pretty much every category, but indeed RAMBO is probably the most interesting one. I'd love a video of the reverse tourian thing, if you don't mind making it, and I'm sure others would like it too! Also I already consumed all of your content, keep it up ;)
@@acehumpty8603 The video is uploaded. :) ua-cam.com/video/nAX3_wrCqb4/v-deo.html
If you have any questions about it, just leave a comment over there! It's not a true "tutorial" since I didn't actually explain anything, but if you're experienced with using Spacetime, then it should be mostly self-explanatory. Happy to go into more detail, though. Hope you (and others) enjoy!
(Btw, on the topic of Zoast, did you see that he absolutely shattered the RBO world record last night? I luckily saw it live, and it was insane. He got "Taco Tank", if you're familiar with that trick, on the first try. 😂)
Very interesting. Easily in my Top 5 fav games of all time keeps getting more and more interesting. I remember back in 97 playing this for the first time. I had my older stepbrother beat Kraid for the first time for me.
The aesthetic of this channel is great I love the classic style voice over with the sound of the SNES controller taps in the background and how it feels like it's recorded with a camera pointed at the screen lol. I see you using speedrun techniques do you have any runs I don't see any on this channel.
The beauty of UA-cam and fans is that you never know when a fan will find something new on a game that you love even years after its release.
Hey, Benjamin, thanks for watching and commenting! To clarify, though, this isn't actually a new finding. Just relatively lesser-known among the community. :)
@@GoldenChorizoCode thanks for the clarification but it’s new to me. Thank you for uploading it I’m the first place.
@@benjaminpruess2529 That's exactly why I uploaded it - for all the Metroid fans that haven't seen it yet. :) Sorry, I'm just clarifying that because of an article that was recently written that made it sound like I was the first person to find this. 😂 Thanks so much though. :)
There should be a Reset Glitch speedrun race. Everyone preps the same Reset Glitch file, and then tries to collect every item again and beat every boss as quickly as possible.
I love how this game is almost 30 years old and people are still taking it apart and having fun with it... Need to go fish out my SNES and find a CRT tv on Clist..
I always wondered as a kid why this extra scanner is here :-D Discovered it while playing with action replay codes and it always was odd.
That’s amazing. I would have never known that was there if it were for people finding ways to glitch the game and uncover its hidden secrets.
This is so much fun! Thank you for documenting this.
I wouldn't call this an Easter egg because I doubt it was intentional, more like a development leftover.
Still extremely interesting
Hey, MaddoScientisto, I'm glad you found it interesting! And I agree. :)
Obscure hidden knowledge on video games like this are some of my favorite stuff to watch, definitely gonna follow your channel. Also any chance your gonna cover other Metriod games? Maybe even the prime games?
Thanks for making this video, I discovered this about a month ago and I’m glad more and more people can now find this secret
Makes you wonder what kinds of ideas were originally tied to these surveillance cameras.
With how everyone knows Super Metroid, it's an indicator that Samus isn't alone on Planet Zebes, but the Space Pirates only appearing after the second cam spotted you is weirdly arbitrary, when the first one should be enough.
Maybe the Space Pirates start moving when the first camera spots you, but they took long enough for you to find the second one, so they tracked your position. After they find you, the cameras turn off... Just an idea.
5:33 I think the reason its blue and it turns around is because its an unfinished leftover of the game.
Theres an area where you can use the spacetime beam in the top left area of the first area that activates similar graphical issues and its really consistent. It also showed the eye and the chozo statue at the same time.
You have to fly to reach it, its down a little from the sky barrier, and to the right of the uppermosr wall. Use savestates or your game may crash.
Suspend points work too. The spacetime beam works by overloading the games memory, effectively deleting progression flags from their places stored on the game's map. They are deleted in a 8/6 chunk i think. It starts with the map square above samus as the bottom left corner. The reason why you use it in the area you do is to avoid corrupting the games map. The only texture it corrupts is the UI
Because either its texture is stored there or something, im not entirely sure. But i figured "why not use it at the top of the map" and it worked. I discovered this, and if you want me to post a video somewhere i will.
Hey, Derpy doge, that's really interesting! Thank you for sharing. :) Would absolutely watch this (and definitely try it myself) if you choose to post a video.
@@GoldenChorizoCode thanks, man!
@@GoldenChorizoCode Alright so i made the video heres the link:
ua-cam.com/users/shortsiFOs0iUP36k?feature=share
Also its my first video :D
@@fractalfalco3964 Nice, thank you! Just wondering, are you playing on an SNES console or no? I've tried this like 10 times on my console and I can't get it to not crash. :/
@@GoldenChorizoCode No, I am playing on nintendo switch snes collection. The savestates or restore points are very helpful.
The area has to be kinda precise.
I frigging love the Warp Beam. Well freaking done
Aw man, what a great subtle scare that ultimately went unused. If they had let you get there before the Torizo, it would have made for a little extra suspense, I think.
Right?! I really wish this had been included in the final game. :'( Another thing I'm sad the devs didn't put in the final game is the enemy "Stoke", which was basically a mini-Crocomire. It's so cute... ua-cam.com/video/eHZ8d6IpsnI/v-deo.html
After watching this video, suddenly I want to replay Super Metroid for old times sake.
U got my sub 100 never seen this metroid fact in all of youtube was hella interesting
This is a super cool bit of behind the scenes stuff here. Question, is the camera blue because of the graphical glitch you performed? Are the other cameras down the elevator blue as well when under the effects of the glitch?
This is down right amazing. My salute~ to you for all this hard work. The only thing i can think of, this was more of a fail safe eye that is linked to trigger 1st or 2nd eye and start the triggers of the ship "awakening" if the other eyes somehow or way did not trigger. However, most likey that room was copy and pasted from 1 of the other rooms with the eyes (or vice versa) and they put a chozo statue over it to cover it up. If it was late in game develoment and had that eye as part of the triggers in the code to cause events or other trigger effects, back tracking and redoing all that would of cost time and money. A simple cover up over 20+ years
I doubt it was pasted with a statue put over it, it's unlikely to be a coincidence that the beam seems to come directly from the eyes of the statue.
@@whirl3690 I agree with you - it's very unlikely to be a coincidence, since it's lined up perfectly. You can even see that, unlike the other 2 eyes, the "third eye" isn't actually mounted directly on the wall. It's kind of "floating" in the perfect position behind the Chozo. I'm sad that the devs ended up cutting this from the final game - I think it was a really clever idea. I suspect the devs created this earlier in development when it was going to be possible to enter this room prior to Zebes awakening. But alas, I guess they changed their minds.
Thank you for the kind words, @Jason Stults, and for sharing your theory. :)
There is a reason why this series is the defining game of this genre and still is to this day. If this game doesn’t get GOTY or at least second place that’s greatly disrespectful.
I suspect that in the original version of the planet awakening, this was supposed to act as the justification for bomb torizo waking up, but that was scrapped later because people might not even go in that room and the room made was made inaccessible so that nobody thought about why the bomb torizo wakes up without the eye seeing you. If that makes sense
Wow, we keep learning new stuff about this amazing game! Awesome video, I will be trying this at somepoint.
Kickass video, I never knew about the third eye. I do agree with yer thoughts on it in the comments here though, probably a scrapped “trap”
Great stuff man
I never was going to know it. Amazing video :)
It really fascinates me how people are able to find such glitches and hacks for games. Even watching things like those TAS speed runs...how do they figure this stuff out? Nice vid.
Came to see how Samus achieved enlightenment, but walked away with something much better.
Twp years ago I was playing Super Metroid Arcade hack and I got to the third eye room before collecting morph ball. And then the statue started shining on me. Now I finally know how that happened. Thanks!
No problem, Jindřich Martínek. :) Thanks for watching and commenting! Btw, Super Metroid Arcade is awesome.
The way it perfectly lines up with the Chozo statue's eye looks like it might have been initially placed to be a Chozo "detector". Since Samus's power suit is Chozo origin it would have triggered this beacon and enabled all the artifacts. I can easily imagine that particular feature confusing play testers and Deer Force decided to repurpose that functionality as a space pirate alert beacon instead.
Very interesting, and it just looks like I need to watch all of your other videos too.
It seems like the Chozo ultimately didn't trust Samus as their chosen "hero", they kept an eye on her just in case she did something weird...
My personal theory is that all the eyes are there to detect DNA, and once it scans Chozo DNA, it will "open up" the world.
As for the one in the statue, it might lock up the item if it detects anything other than Chozo DNA so nothing could steal any Chozo artifacts. You don't normally reach any Chozo statues before being detected, so maybe in-universe these "eyes" are in ALL Chozo statues.
With the one in the Chozo Statue, it might be to detect
I guess you opened your third eye. **groan** Yeah, I'll see myself out.
ayy lmao
Your 3rd eye must be open to figure this shit out. Blows my mind how people figure this all out.
Is it possible this was originally where the torizo boss fight would happen and it was going to look at you with the camera before waking up and attacking?
Super metroid is one of the best games made for the snes! It is better than the new metroid dread fo sho
Did you use a CRT filter or record off an older TV? Because I love that slight color bleed giving a nostalgic look :)
Also, great video! Never knew there was a 3rd eye 👁
Hey Chorizo I know this video is 8 months old however i was making a rom hack and figured out if you get morphing ball early without the lights finding samus (ex: placing morph ball in the starting crateria room) the eyes will work the same way they did in the video I thought i'd share this since it was sorta interesting. Scared me so bad when it happened
Excellent video my dude 👌
Have you been 100% everywhere in the game after activating the time glitch? Even in the upper right corner and mid left (crossing the wall) at Samus’s space ship parking in Crateria? Is there any other way known to activate the Var beam?
what happens if you reset the game 100% with zebes "turned off" and proceed to brinstar via the normal path? There are no enemies in the planet at all?
Third eye? I didn't even know there was a second eye and I've played Super Metroid at least 5 or 6 times in the last few years. I must've always left that second missile pack until later in the game.
Well I must say I am genuinely impressed. I am not as current on new Super Metroid discoveries as I would like to be, but I still consider myself an expert in the field. This is the first I ever heard of this hidden eye and I will have to check that out for myself.
I will obviously also check out what additional content you have on the game. Maybe there is stuff I can help out with in Metroid. I need a good excuse to get back Zebes.
Regardless I really enjoyed the video. Thank you for sharing.
8:37 1. it's blue because the color palette of the whole segment changed
2. it turns around because it's the same eye as the other one, it's an eye that looks to the left by default and the stem is another sprite I would say.
Ok I double checked and you can't see the other ones closing, also either the first or this one got the mirroring false or correct lol 🤷🏼♀️ ooor the first frame sprites are wrong. Some has to investigate.
Around 1:46 to 2:04 , I noticed the interface for the missiles , super bomb , grappling hook ,etc didn't glitch up, did you use the space time beam for that part?
I did! There are 2 main ways (of which I'm aware) to fix the glitching of the interface. First, after firing Spacetime beam, you can save and reset the game. Then, you'll have to re-watch the game's intro, go back to Ceres Station, and your regular Missiles will be taken away (that's what I did in the video). Alternatively, after firing the beam, you can save and then kill Samus. When the "Game Over" menu pops up, select "Yes" to continue, and then the game will re-load at the save station with the interface fixed. :) Keep in mind, though, if you use the second method, you'll still have to watch the intro/go back to Ceres/lose your Missiles whenever you eventually reset the game.
@@GoldenChorizoCode ahhh that makes a lot more sense, thanks for clearing it up, your content is gold 😀
@@IJIEKracing Thanks so much, Crank Delmar! :) And no problem!
That's really cool! I wonder if they originally intended you to go to that room after Morph Ball/Bombs and see that statue as what sets off the Space Pirates.
Or maybe a dev was messing around and wanted to see what that would look like. lol
Never knew this was a thing. Very interesting.
Sometimes youtube algorithm just nails it. Awesome content man
Hey, thanks so much, Felipe! :) Really appreciate that!
For some odd reason the Space Time Beam can cause different effects to Zebes depending either the emulator or the console you use? I remember accidentally blowing up Zebes on various older ones.
Really interesting ! I have to wonder if the blue color means it was not a Space Pirate's eye and was either meant to come from a benevolent third party on the planet or meant to be an old Chozo statue. Iwhich case maybe we were meant to meet a living Chozo in Super, similarly to Quiet Robe ?
Also quite a neat trick to make it look like the camera was coming from the eye, too bad they ended up not using it, even if for something else (could totally have been a thing behind some wall/screen/statue of something else on the derelict ship).
Probably blue because each scene can only have so many colors for it's theme and this scene is different from the other two.
This area is primarily blue so each asset borrows from blue. The others are in purple.
It'd be cool if they had added in a permanent eye camera enemy or just made the third eye an exception so when you tried to get that Missile you'd be in for a little scare.
There's a glitch in the orginal Metroid. In on of the elevator rooms you can wiggle down through the floor where the elevator descends. There, there's a door. As a child I have spent hours to get that door open, but I couldn't. I didn't know what a glitch was at that time. I was so desperate to try to get that door open I wrote Nintendo Power. They told me that the door can't be open, because it doesn't supposed to be there.
How weird... I wonder if the developers knew about the glitch that let's you reset the game with your gear... or if the eye they left in the chozo is just something they put in because they knew no one could get to it... could be an Easter egg about samus being watched by the chozo... intetesting.
I literally speedrun this game and have never seen this lmao thats great you found it and shed light on it
Subbed btw
Hey TOADmemer, thank you so much for commenting and subscribing! Glad you enjoyed my video. :) One thing I've learned about SM is that there is ALWAYS more to learn lol.
I don't know how you figured out how to do all this stuff as I've beaten this game several times and never thought about doing anything but then again I always beat the game the proper way that they want you to beat the game, but who would actually look for a third eye? I mean only find it out by doing exactly what you just did it seems like. And why would that third eye ever need to be there? It's like they planned on it being there and then forgot one month when they realize there was no way of ever getting to it by any normal means.
Perhaps the color of it and its other properties are an old model of the eye before they did the finalized version down in Brinstar.
Makes me want to play this game all over again.
This is so amazing what the heck
Devs definitely put this Easter egg in
Perhaps this chozo statue was going to be the chorizo and have it stare at you before you grab the bombs.
I love that we're making a bigger deal over the third eye over Samus's time and space beam. You're telling me you built a time machine out of a powersuit??
A little fan theory for behind the difference in the eyes, Mother Brain was created by the Chozo, perhaps the Chozo also made the eye cameras and Mother Brain modeled her own systems after preexisting technology in order to monitor for intruders? The real reason is probably just boring though.
The last eye pretty sure they changed it into a Chozo at the last minute. They just deactivated the eye and put the Chozo statue instead but the plan was to put the eye in the first place.
Really interesting stuff. Was a fun watch
This is nightmare fuel! Just crazy!