GAMING

The Map Logic of Metroidvanias

Gaming · 10 questions

The map logic of Metroidvanias: ability gates and traversal mechanics in specific games.

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  1. In Super Metroid, which weapon opens red doors?

    1. Missiles
    2. Wave Beam
    3. Ice Beam
    4. Charge Beam
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    A) Missiles

  2. In Super Metroid, which ability lets the character pass through low tunnels?

    1. Space Jump
    2. Morph Ball
    3. Grapple Beam
    4. Speed Booster
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    B) Morph Ball

  3. In Super Metroid, which suit upgrade first protects against heat damage?

    1. Zero Suit
    2. Power Suit
    3. Gravity Suit
    4. Varia Suit
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    D) Varia Suit

  4. In Hollow Knight, which ability lets the player cling to and jump off walls?

    1. Monarch Wings
    2. Isma's Tear
    3. Mantis Claw
    4. Crystal Heart
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    C) Mantis Claw

  5. In Hollow Knight, which ability allows a second jump in midair?

    1. Desolate Dive
    2. Monarch Wings
    3. Crystal Heart
    4. Mantis Claw
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    B) Monarch Wings

  1. In Hollow Knight, which item lets the player swim safely in acid?

    1. Isma's Tear
    2. Dream Nail
    3. Mantis Claw
    4. King's Brand
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    A) Isma's Tear

  2. In Hollow Knight, which ability can be charged for long-distance horizontal travel?

    1. Monarch Wings
    2. Mantis Claw
    3. Shade Cloak
    4. Crystal Heart
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    D) Crystal Heart

  3. In Metroid Dread, which ability lets the player cling to blue magnetic surfaces?

    1. Pulse Radar
    2. Flash Shift
    3. Spider Magnet
    4. Phantom Cloak
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    C) Spider Magnet

  4. In Metroid Dread, which upgrade can pull open blue magnetic covers?

    1. Flash Shift
    2. Phantom Cloak
    3. Grapple Beam
    4. Spider Magnet
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    C) Grapple Beam

  5. In Ori and the Blind Forest, which ability launches Ori away from a nearby target?

    1. Wall Jump
    2. Charge Flame
    3. Stomp
    4. Bash
    Show the answer

    D) Bash

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