*opens fire*
As promised, here are a few tips and observations from mastering MB's advanced missions in single-player *shoutout to Metroid Killer above*. First of all a short foreword: mastering any MB mission comes at a tweak in the rules - you need to reach the mission's primary objective, and on top of that you have to satisfy the mastery condition. Keep that in mind as a few missions might give you the wrong impression that the mastery condition overrides the original objective - that is never the case.
Also, as Samus' gunship used in NintendoLand happens to be my all-time favorite gunship in the entire Metroid franchise, I do have a heavy bias toward the air assault missions. /disclaimer
MB's advanced missions are mission 21 through 30. Perhaps it's my luck, or psyche oddities, but the odd-numbered missions from the set were not much of an issue to master - I never had an issue quickly devising a winning tactics for those. The even-numbered missions, on the other hand, were something entirely different..
Mission #22 Unidentified Enemy Object
Mastering condition: don't pick up any bonus objects.
Well, as most would be well aware by now, the 'unidentified object' is Ice Ridley. Mr. Ridley features exactly 3 forms in this encounter, each one bringing in a new attack to Ridley's arsenal, which overall encompasses:
- tail harpoon (yes, I just made up the name): fast, near-range attack, but with a somewhat prolonged hint phase (during which Ridley prepares, giving you visual clues of what is to follow).
- ice barrage: slow, far-range freezing attack (no damage incurred, just freezing)
- ice beam: fast, far-range freezing attack (no damage, just freezing)
- carpet bombing: exactly what it reads
- missile volcano: slow, far-range missile barrage, where each individual missile has limited homing abilities; missiles are destructible.
- chasing claw: a mid-range attack during which Ridley's left/right hand detaches and chases you to an impact. Active until the damage point on the palm of the hand is destroyed.
- ice ball: slow, far-range projectile attack; projectile is indestructible.
Form One is really trivial to get done with - circling around the level's central rocky formation will usually suffice to shoot down all damage points on the enemy. The stalactites and stalactones are usually perfect cover from the ice-beam attack, or any other of the fast attacks. Watch out not to get hit by a heart bonus, the lot of which get scattered when the form's final damage point is destroyed.
Form Two is where the true spiel starts - it introduces two flying zebesians, and along with those the necessity of robust tactics. Here's one: go underground in the cavers and take the flying zebesians one by one - they are easily lured-in by an attack, and then resurface for a one-on-one with Ridley. In this form Ridley uses the carpet bombing a lot - avoid spending much time in the cavities of the central rocky formation for risk of touching some of the bonus objects that periodically re-materialize there.
Form Three introduces four flying zebesians which can be dealt with in the same manner as their earlier siblings. It is also the 'all-out' form of Ridley where it uses all attacks from its arsenal. Avoid taking the one-on-one end-spiel to the caverns - the chasing-claw attack is very dangerous there, as your dash maneuvers are very limited in the narrow corridors. Best tactics for me has proven to be the high-altitude 'under-ceiling' maneuvering, as that way you make sure to stay away from any bonus objects which you might otherwise collide with easily while piloting in reverse, which you'll do a lot.
Ok, that about covers this mission. Just have patience as chances are you will accidentally pick up a bonus object or two before you finally manage to master this mission.
To be continued.