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| Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! | |
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Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Sun Sep 17, 2017 1:16 am | |
| NOTE: This is an alternative to my other Metroid suggestion. That one is much more complex and ambitious, involving every stage in the Metroid's life cycle. It's unique, weird, and entirely impractical for actual implementation, but I still love it. If you're interested in that, it can be found in a spoiler tag at the bottom of this.The Metroids are the titular threat of the Metroid series. They are a species of parasitic predators, genetically engineered by the Chozo to combat an even deadlier species of parasites known as the X. Metroids suck the Life Energy from their victims, leaving only a grey husk behind. Both the Galactic Federation and the Space Pirates have sought to utilize the Metroids, and Samus Aran has encountered and battled them multiple times, in multiple, widely varied forms. Metroids only exist “naturally” on the planet SR388. On this planet, they have a life cycle that spans multiple forms, but Metroids lose this metamorphosis when they adapt to the atmosphere of other planets. The iconic Metroid is actually only the first stage. The Stages are: Larval, Alpha, Gamma, Zeta, and Omega, with a few extremely rare Metroids possessing the gene that allows them to evolve into a Queen. The Omega Metroid is the most formidable form a standard Metroid can achieve, being a bulky, durable, powerful monster. Metroid as a series is fairly light on characters that can be put into Smash. Samus, Zero Suit Samus, Ridley, and Sylux are the obvious candidates, with the former three in Crusade already, but the series contains very few 'characters' at all, let alone significant, recurring characters. The Metroids, however, are as significant and recurring as it gets. The series is named after them, after all. They'd give deserved representation to a fantastic series, and they provide the potential for very unique gameplay. To top it all off, Metroid just made a triumphant comeback with the spectacular Metroid: Samus Returns for 3DS. This reimagining of Metroid II features the entire life cycle, and gave me most of the material I use in these movesets. I also included as much as I could from AM2R, the renowned fan-remake of the same game. Jab/Combo: The Omega Metroid slashes forward three times, then lunges forward a few steps, chomping and gnashing with its mouth. Blue electricity crackles between its teeth. Side Tilt: The Omega Metroid rams its head forward very fast, traveling a short distance. Up Tilt: The Omega Metroid rears its head swiftly and bites upwards with a mouth full of green, acidic plasma. Down Tilt: The Omega Metroid slams its tail down to the ground, creating a small kinetic shockwave. Forward Smash: The Omega Metroid fires a beam of red fire straight at the ground ahead of it, then lifts its head, moving the beam forward a ways. The beam does high damage and knockback. The beam travels farther, and the Omega Metroid moves the beam forward faster, if the attack was charged longer. Up Smash: The Omega Metroid lowers its head for a moment, then raises it and breathes a large spray of highly damaging fire in an overhead arc. Down Smash: The Omega Metroid lowers its body to the ground and charges up with blue electricity, sending fast pulses traveling left and right. The length and range of the pulses depend on how long the attack was charged for. Neutral Special: The Omega Metroid spews six acidic balls of green plasma at the ground. The balls slowly bounce around the stage, doing no knockback but mild damage. They last for about 6 seconds, and can be destroyed easily with any projectile attack, but not a direct physical one. Side Special: The Omega Metroid tosses its head and swings a short whip of blue electricity in an upwards arc from its mouth. Down Special: The Omega Metroid fires a beam of red fire straight down, igniting the entire top of the platform it's standing on. The fire does no knockback, but quickly accumulates damage and is great for controlling the field. The Omega Metroid can hold the beam for 10 seconds, or the fire will dissipate after a few seconds if the beam is stopped. Up Special/Recovery: The Omega Metroid crouches and leaps up. It slams away any opponents it hits in the air and gains bit of extra height, as well. Neutral Air: The Omega Metroid swings a claw backhanded. Forward Air: The Omega Metroid breaths a short spray of acidic plasma. Backward Air: The Omega Metroid swings its tail upwards. Up Air: The Omega Metroid swings its head upwards. Down Air: The Omega Metroid spits a sphere of blue electricity straight down that either deals minor damage to an opponent, or very briefly electrifies a platform in the same way as the Down Special. Grab: The Omega Metroid lunges forward and latches onto the upper half of an opponent with its leech-like mouth. Forward Throw: The Omega Metroid fires a quick burst of red fire, launching the opponent away. Backward Throw: The Omega Metroid tosses the opponent over its body. Up Throw: The Omega Metroid throws the opponent upwards. Down Throw: The Omega Metroid pins the opponent down and fires a quick burst of red fire. Pummel: The Omega Metroid drains the Life Energy from the opponent, restoring some of its own Damage %. Dash: The Omega Metroid sprints forward, ramming with its head. Jumping: The Omega Metroid has only two, very heavy jumps. Taunt: The Omega Metroid throws its arms back and roars. Final Smash: Queen Metroid The Omega Metroid leaps onto a rock ledge that sticks out of the edge of the screen and evolves into the Queen Metroid. This form is massive, immobile, and indestructible, though projectile attacks can still cause some damage if they land in the Queen Metroid's mouth. The head can be tilted to aim the attacks. Jab/Tilts: The Queen Metroid fires a stream of red fire that extends indefinitely and does massive damage. Can be held. Forward Smash: The Queen Metroid rockets its head forward on its extendable neck to bite and slam opponents. Up/Down Smash: The Queen Metroid fires a large ball of fire. Neutral/Side Special: The Queen Metroid spews balls of acidic plasma that float and bounce quickly. Up/Down Special: The Queen Metroid sprays balls of acidic plasma that lands along the platforms.
After 10 seconds, Samus, in Morph-Ball/Spider-Ball form, rolls along the Queen's back and falls into its mouth. She moves into its nucleus-stomach and lays a Power Bomb. Just before the Bomb explodes, the Queen launches an egg onto the closest platform. The Power Bomb explosion fills the screen, doing huge damage to all opponents and completely incinerating the Queen and her rock ledge. The egg survives, hatches, and goes through the complete Metroid life cycle in a couple seconds, ending as a new Omega Metroid. - Original Metroid Suggestion:
The Metroids are the titular threat of the Metroid series. They are a species of parasitic predators, genetically engineered by the Chozo to combat an even deadlier species of parasites known as the X. Metroids suck the Life Energy from their victims, leaving only a grey husk behind. Both the Galactic Federation and the Space Pirates have sought to utilize the Metroids, and Samus Aran has encountered and battled them multiple times, in multiple, widely varied forms. Metroids only exist “naturally” on the planet SR388. On this planet, they have a life cycle that spans multiple forms, but Metroids lose this metamorphosis when they adapt to the atmosphere of other planets. The iconic Metroid is actually only the first stage. The Stages are: Larval, Alpha, Gamma, Zeta, and Omega, with a few extremely rare Metroids possessing the gene that allows them to evolve into a Queen. Metroid as a series is fairly light on characters that can be put into Smash. Samus, Zero Suit Samus, Ridley, and Sylux are the obvious candidates, with the former three in Crusade already, but the series contains very few 'characters' at all, let alone significant, recurring characters. The Metroids, however, are as significant and recurring as it gets. The series is named after them, after all. They'd give deserved representation to a fantastic series, and they provide the potential for very unique gameplay. To top it all off, Metroid just made a triumphant comeback with the spectacular Metroid: Samus Returns for 3DS. This reimagining of Metroid II features the entire life cycle, and gave me most of the material I use in these movesets. I also included as much as I could from AM2R, the renowned fan-remake of the same game. Altogether, this is a commemoration of Metroid as a series and a proposal of a very unique character for Crusade. With the Metroid, I went for a playstyle that evolves, just as the Metroids do, but retains certain aspects as it grows. Overall, the Metroid's playstyle starts off emphasizing cumulative damage and field control, and grows to become more about high damage output. I realize that implementing this would likely be a nightmare, and learning a character whose moveset changes four times would be difficult, to say the least. Still, I really like the idea, and I think this is the most creative way a Metroid could be implemented into Smash. Maybe later I'll do an Omega Metroid moveset that combines abilities and attacks from the whole life cycle, and present it as an alternative to this. Gimmick: The Metroid changes drastically throughout the fight, starting very similar to Kirby and ending very similar to Bowser. The Grab is central to the Metroid's playstyle. Rather than merely pummel an opponent, the Metroid drains their Life Energy. This heals 2% of the Metroid's damage percentage every second, but it also steadily fills up a bar beneath its icon. The Metroid can also fill the bar by just attacking opponents, but this is a much, much slower method. However, mixing up attacks and Grabs can fill the bar quite quickly. Once the bar is full, the Metroid can metamorphosis into its next stage, once it's over solid ground, via the Neutral Special. With each evolution, the Metroid becomes stronger and more durable, at the cost of increasingly reduced mobility, larger hitboxes, and the Life Energy bar taking longer and longer to fill up. You do not start over as a Larval Metroid when you die. You respawn at whatever stage you were at, with your Life Energy bar unaltered. You only return to the first form after the Final Smash. - Larval Metroid:
Larval: the iconic Metroid. Floats a foot or so off the ground. About the size of Kirby. Only capable of using Tilts and slamming into enemies, as well as draining their Life Energy via Grab. Smashes, Specials, and Air-Tilts result in the same attack as Tilt, with the exception of Up Special. This stage is the weakest, doing the least damage and taking the most, but also the most agile. The Larval Metroid is capable of 'jumping' up to seven times (think Kirby). Jab/Combo: The Metroid swings its body forward in an arc twice, then peppers the opponent with jabs from its teeth. Side Tilt: The Metroid slams forward. Up Tilt: The Metroid slams upward. Down Tilt: The Metroid slams onto the ground, teeth splayed out, creating a small kinetic shockwave. Neutral Special: The Metroid flies high up rapidly. Grab: The Metroid lunges forward and latches onto the upper half of the opponent. Pummel: The Metroid drains the Life Energy from the opponent. Throws: The Metroid leaps away, sending the opponent reeling a foot or so. Dash: The Metroid flies forward fast. Jumping: The Metroid has 7 floaty jumps. Taunt: The Metroid squeaks and flares its teeth.
- Alpha Metroid:
Alpha: still airborne, this form has armor plating on its back. Attacks that land there do less damage, but the exposed core is still vulnerable. About 150% the size of the Larval Metroid. This form gains the use of unique Smashes and Air-Tilts, and its regular Tilts are enhanced. It can 'jump' 5 times. Jab/Combo: The Metroid swings its body forward in an arc twice, but with greater reach, afterwards jabbing with its three tusks. Side Tilt: The Metroid rams forward with blue electricity crackling around its body. Up Tilt: The Metroid flies up a few feet, spinning like Samus' Screw Attack. Down Tilt: The Metroid drops down and grabs the ground with its underdeveloped legs, creating a very small, blue, electric shockwave and causing damage to any opponent that touches its electrified back. Forward Smash: The Metroid charges up with blue electricity and speeds forward through the air. Up Smash: The Metroid charges up with blue electricity and speeds upwards. It's still in control of its movement when the attack ends. Down Smash: The Metroid fires a spike of blue electricity straight down, sending a pulse of electricity traveling left and right. The pulses are about as long as Mario is tall. Neutral Air: The Metroid lets out a short-range pulse of electricity. Forward Air: The Metroid swings its tusks in a short, horizontal arc. Backward Air: The Metroid juts backwards quickly. Up Air: The Metroid turns its tusks upwards and jabs with them. Down Air: The Metroid turns its tusks downwards and jabs with them. Grab: The Metroid lunges forward and latches onto the upper half of the opponent. Pummel: The Metroid drains the Life Energy from the opponent. Throws: The Metroid leaps away, sending the opponent reeling a foot or so. Dash: The Metroid flies forward fast, but slower than in the previous form. Jumping: The Metroid has 5, slightly heavier jumps. Taunt: The Metroid screes and flares its tusks.
- Gamma Metroid:
Gamma: this stage grants the Metroid full-fledged legs, which it stands upon. About twice the size of the Alpha Metroid. It's still capable of flight, to a degree, being able to float and 'jump' 3 times. It can now use Specials, and certain moves begin to change more drastically. Jab/Combo: The Metroid swipes forward with its forelegs twice, then aggressively bites forward multiple times. Side Tilt: The Metroid jumps forward, snapping its teeth, with orange electricity crackling between its teeth and tusks. Up Tilt: The Metroid rears its head swiftly and bites upwards. Down Tilt: The Metroid slams its nucleus-underbelly onto the ground, creating a larger, orange, electric shockwave. Forward Smash: The Metroid tosses its head and fires a short whip of orange electricity in an upwards arc. Up Smash: The Metroid charges with orange electricity and spirals up a short distance. Down Smash: The Metroid fires a spike of orange electricity straight down, sending out larger, more damaging pulses. Neutral Special: The Metroid charges up for a second and covers itself in orange electricity. This buff lasts for 10 seconds, or until the Metroid is hit 3 times. While the buff is active, the Metroid's attacks are enhanced, and any contact, including hits, does extremely minor damage to opponents (2% or so, with no knockback). Side Special: The Metroid charges up a beam of orange electricity, then fires it straight forward. It travels to the end of the screen, does medium damage, and lasts for few seconds. The beam does no knockback once its fired, but does knock back any opponents hit by it as it's traveling. Down Special: The Metroid charges up and latches onto the ground, electrifying the entire platform it's on. The electricity does no knockback, and little damage, but it can be held for up to 10 seconds. High potential for accumulated damage, and great for controlling the field, but leaves the Metroid vulnerable to attack, as the startup and ending animations take a second, and the Metroid is immobile while electrifying the platform. Up Special/Recovery: The Metroid leaps up, shifts its legs to a horizontal position, and floats. It can stay floating for only 6 seconds, and will drop if hit, but it can move horizontally in this state, and can still jump another two times. Neutral Air: The Metroid releases a small pulse of orange electricity. Forward Air: The Metroid bites forward. Backward Air: The Metroid stabs with its hind legs. Up Air: The Metroid throws its back upwards. Down Air: The Metroid drops a sphere of orange electricity straight down that either deals minor damage to an opponent, or very briefly electrifies a platform in the same way as the Down Special. Grab: The Metroid lunges forward and latches onto the upper half of an opponent. Pummel: The Metroid drains the Life Energy from the opponent. Throws: The Metroid tosses the opponent away and hops backwards. Dash: The Metroid turns its legs into a horizontal position and glides forward. Jumping: The Metroid has 3, fairly heavy jumps. Taunt: The Metroid stomps its legs for a second and shrieks.
- Zeta Metroid:
Zeta: this is the point where the Metroid ceases to be a flying organism, and comes to heavily resemble the Xenomorphs from the Alien franchise, which inspired many elements of Metroid. The Zeta can only jump twice, like any normal character. A bit smaller than Ridley. Many of its attacks change significantly with this form. This form is also much faster than previous forms. Jab/Combo: The Metroid slashes forward twice, then swings its tail around in a circle. Side Tilt: The Metroid rams its head forward very fast, traveling a short distance. Up Tilt: The Metroid swipes upwards, sending out a sharp kinetic wave.. Down Tilt: The Metroid swipes forward along the ground with a claw while whipping its tail back and forth behind it. Forward Smash: The Metroid lowers itself to the ground and breaths a medium- range stream of fire forward. The length and intensity depend on how long the attack was charged. Up Smash: The Metroid whips its tail very swiftly in an arc over its body. Down Smash: The Metroid spits a ball of fire straight down at the ground. The ball splits into two small bursts of flame that travel a short distance to either side of the Metroid and do considerable damage. Neutral Special: The Metroid spits 6 acidic balls of green plasma at the ground. The balls slowly bounce around the stage, doing no knockback but mild damage. They last for about 7 seconds, and can be destroyed easily with any projectile attack, but not a direct physical one. Side Special: The Metroid crouches, then leaps forward, claws outstretched. The first opponent it hits gets slashed repeatedly for a moment before the Metroid jumps back. No recovery if it sends the Metroid off a ledge. Down Special: The Metroid spews green, acidic plasma, turning its head in a 180° arc so the acid covers the ground below and to either side for a medium distance. The acid functions the same as the Gamma Metroid's Down Special, but is more localized, does high damage, and lasts on its own for about 8 seconds. Up Special/Recovery: The Metroid leaps high up. If it hits an opponent, it grabs them momentarily and leaps off of them in the same direction it came at them from. Like a significantly less aggressive/damaging Falcon Dive. The Metroid falls helplessly if it doesn't hit an opponent by the apex of the leap. Neutral Air: The Metroid slashes forward. Forward Air: The Metroid breaths a short spray of acidic plasma. Backward Air: The Metroid whips its tail. Up Air: The Metroid snaps its jaw upwards. Down Air: The Metroid breathes fire downward. Grab: The Metroid lunges forward and latches onto the upper half of an opponent. Pummel: The Metroid drains the Life Energy from the opponent. Throws: The Metroid tosses the opponent away and hops backwards. Dash: The Metroid goes from running on its hind legs, hunched over, to sprinting on all fours. Jumping: The Metroid has two, lighter jumps. Taunt: The Metroid screams and waves its head.
- Omega Metroid:
Omega: the final stage of nearly all Metroids of SR388. Larger than Bowser, this form is a heavy bruiser, with exponentially increased damage output compared to the first form. Like the Zeta, it can only jump twice, and its jumps are much shorter. Jab/Combo: The Metroid slashes forward three times, then lunges forward a few steps, chomping and gnashing with its mouth. Side Tilt: The Metroid swings a claw forward, sending out a sharp kinetic wave. Up Tilt: The Metroid slashes hard in an upward arc. Down Tilt: The Metroid drops to all fours and chomps directly in front of itself. Forward Smash: The Metroid lunges forward very fast with its head down, traveling a short distance and doing heavy damage. Up Smash: The Metroid lowers its head for a moment, then raises it and breathes a large spray of highly damaging fire in an arc. Down Smash: The Metroid slams its tail down, sending out short kinetic shockwaves and doing a large amount of damage with the tail itself. Neutral Special: The Metroid fires a beam of red fire that travels to the end of the screen. It does heavy knockback if it hits an opponent while first traveling to the edge, but none afterwards. Does high damage and can be aimed, but moves slowly. Can be held for up to five seconds, and stops if the Metroid is hit. Side Special: The Metroid fires a beam of red fire straight at the ground ahead of it, then slowly lifts its head, moving the beam forward a ways. The beam does more damage and knockback than the Neutral Special. Down Special: The Metroid fires a beam of red fire straight down, igniting the top of the platform it's standing on. The Metroid can hold the beam for 10 seconds, or the fire will dissipate after a few seconds if the beam is stopped. Does even more damage than the Zeta Metroid's acid. Up Special/Recovery: The Metroid crouches and leaps up, slamming away any opponents it hits. Neutral Air: The Metroid chomps forward. Forward Air: The Metroid swings a claw backhanded. Backward Air: The Metroid swings its tail upwards. Up Air: The Metroid swings its head upwards. Down Air: The Metroid fires a brief beam of red fire straight down to the ground. Grab: The Metroid lunges forward and latches onto the upper half of an opponent. Pummel: The Metroid drains the Life Energy from the opponent. Throws: The Metroid tosses the opponent away and hops backwards. Dash: The Metroid sprints forward, ramming with its head. Jumping: The Metroid has only two, very heavy jumps. Taunt: The Metroid throws its arms back and roars.
- Final Smash:
Final Smash: Queen Metroid The Metroid continues to build up Life Energy in its Omega form. Once the bar fills up, the Metroid automatically leaps onto a rock ledge (that sticks out of the edge of the screen) and evolves into the Queen Metroid. This form is massive, immobile, and indestructible, though projectile attacks can still cause some damage if they land in the Queen Metroid's mouth. The head can be tilted to aim the attacks. Jab/Tilts: The Queen Metroid fires a stream of red fire that extends indefinitely and does massive damage. Can be held. Forward Smash: The Queen Metroid rockets its head forward on its extendable neck to bite and slam opponents. Up/Down Smash: The Queen Metroid fires a large ball of fire. Neutral/Side Special: The Queen Metroid spews balls of acidic plasma that float and bounce quickly. Up/Down Special: The Queen Metroid sprays balls of acidic plasma that lands along the platforms. After 10 seconds, Samus, in Morph-Ball/Spider-Ball form, rolls along the Queen's back and falls into its mouth. She moves into its nucleus-stomach and lays a Power Bomb. Just before the Bomb explodes, the Queen launches an egg onto the closest platform. The Power Bomb explosion fills the screen, doing huge damage to all opponents and completely incinerating the Queen and her rock ledge. The egg survives, and a Larval Metroid hatches out of it, starting the cycle over again.
Last edited by Naughty Ottsel on Fri Apr 06, 2018 9:22 pm; edited 5 times in total |
| | | OmegaSteve777 Level 8 CPU
1750
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Sun Sep 17, 2017 10:51 am | |
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| | | Broke The Screeen Level 3 CPU
77 N/A
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Sun Sep 17, 2017 11:18 am | |
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| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Sun Sep 17, 2017 2:54 pm | |
| Hella useful feedback guys.
Look, I know it's pretty out there, but humour me, at least. |
| | | Triforceriku Level 3 CPU
51 TriforcerikuX
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Sun Sep 17, 2017 5:42 pm | |
| I like the idea of a character that has a cycle of power as the battle goes on, but i feel like the constant transformations for the Metroid would be a bit difficult to implement, not to mention a MASSIVE hassle in terms of spriting |
| | | crazybark Level 4 CPU
236 crazybark
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Tue Sep 19, 2017 2:47 pm | |
| sounds very interesting.i thought id dislike this but im intrigued. any plans on expanding the moveset? |
| | | OmegaSteve777 Level 8 CPU
1750
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Tue Sep 19, 2017 4:14 pm | |
| - Naughty Ottsel wrote:
- Hella useful feedback guys.
Look, I know it's pretty out there, but humour me, at least. Okay here's my deal. Cool idea but two major problems. 1. Too much effort to sprite. (It's like spriting five characters almost). 2. Sounds like one of those characters that you'd say as a joke. It's kinda sad that most characters that I see nowadays are presented really well, but too out there to have me really say "yes please." |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Tue Sep 19, 2017 8:10 pm | |
| - crazybark wrote:
- sounds very interesting.i thought id dislike this but im intrigued. any plans on expanding the moveset?
I have, like, the equivalent of four movesets in this one suggestion. What more could you possibly want from me. - OmegaSteve777 wrote:
- Okay here's my deal.
Cool idea but two major problems. 1. Too much effort to sprite. (It's like spriting five characters almost). 2. Sounds like one of those characters that you'd say as a joke.
It's kinda sad that most characters that I see nowadays are presented really well, but too out there to have me really say "yes please." Yeah, it's really impractical. I've put together a suggestion for just the Omega Metroid that combines parts of all these movesets, so I think I'll stuff this suggestion into a spoiler tag, and replace it with that. I know the idea of just the Metroid for Smash sounds jokey, but I tried to make it seem as much like a legit possible character as I could. Glad I could make the idea seem cool. Honestly, I think part of the reason most movesets now are 'out there' is 'cause we've more or less exhausted the list of characters that have even a smidgen of reason to be in Smash, and then some. Nearly everyone that's left that has any right to be suggested is obscure or weird (or waiting on confirmation that a more appropriate character will be in Crusade), and needs something unique to make it stand out. Plus, the whole forum is massively slowed down compared to how it was when I first joined. Really is a shame, but I'd like to imagine it's mostly to do with the long wait for the next version. Anyways, I'll repurpose this into an Omega Metroid suggestion, so it's actually a feasible character. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! Tue Sep 19, 2017 8:36 pm | |
| Okay, the Metroid is now the Omega Metroid. |
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| Subject: Re: Omega Metroid (Metroid) Discussion: This Mutation Is Huge; Its Power, Incredible! | |
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