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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Super Metroid: Affliction - Contest Winners | |
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jman2050

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Posted on 02-04-05 06:58 AM Link | Quote
Thanks to everyone for entering. All winners posted here will appear in the credits and will receive top consideration when it comes time to being the alpha testing of Super Metroid: Affliction. Keep in mind that everything appearing here is in the words of the sender, so the idea and implementation may be changed before the final release. Without further ado, we'll state the winners, and their ideas, starting with the enemies. Well, actually I only found 5 good ones, so it wasn't too difficult to decide :

**********
Froboy on GameFaqs, through e-mail -
A spider that crawls along the ceiling and shoots webs at you. Said
webs will have the same effect as Draygon's blobs from SM. Actual
damage is caused by the spider getting directly above you and dropping
down via a webline to bite (a la Zelda II). Usually, however, it will
cause indirect damage by making you unable to dodge the other enemies
in the room.
**********

**********
Timaster (from SCU if I recall) -
Enemy: A small ball with four legs all facing in different directions,
that expands, latches on to something, contracts, shoots a coupla
spikes in various directions, and repeats
**********

**********
Siggy (not sure who he is. Will e-mail) -
Enemy:
Mechtroid - A mechanized, prototype metroid made by the space pirates
(or something to that effect). It would look roughly like a metroid,
but with like a small, spiked metal platform for claws, and like a glass
bubble on top. It would float around like a metroid. Attack-wise it
could shoot missiles (all mechs have to) from the bottom, preferably
with some sort of seeking power, or the mechtroid would have to be
really fast and just fly over top of you and fire down. I was also
considering a 5-directional (only one at a time) laser attack that
could blast out of the bubble. The missiles would still have to be its main
attack and do more damage. Defense-wise it should have slightly more
health than a regular metroid, but able to take damage while not
frozen. I figure you should use it to help keep the game focused on it's
namesake enemy, while still throwing in variety. I'm aware that without
having its energy-drain capabilities it's not a real metroid, but the
space pirates aren't that advanced. You could use it taller rooms and
have a couple fly down and just start blasting away with their
missiles.
**********

Now for the items. THe first took me a while to concede on, but I'm fairly confident I can
pull it off. Maybe not to the etent it was described, but the idea was so awesome I had to at least challenge myself, right?
The winners are:
**********
Tapitol K. Penopat (don't know his alias, will e-mail him for more info) -
I call these... The Gravity Boots. (Well, couldn't think of a better
name...)
These allow you to Speed Boost up ramped walls and go places a
Shinespark or jump couldn't. You also can shinespark off a ceiling,
etc.

A few examples of this ability/item are availible here:
http://blahersblah.250free.com/files/gravityboots.JPG

This would work since it's a new idea that can send you places where a
normal SB couldn't, and could add new kinds of puzzles, boss battles,
obstacles, etc., giving a newer feel to Speed boosting. Also, I made
it that you can only go up onto another wall if there is a ramp
connecting them to prevent Sequence Breaking, but that could be easily
changed. Also, this can increase the range of techniques that can be
done. Although you may of thought of this already before me, I'll
still try.

Thanks for looking, and I hope you think about this.

- Tapitol Koruno Penopat
**********

**********
gmaster (don't know who he is... I have to e-mail him to find out) -
"...Jet-pack manuever! You basically press up along with the jump button while on the ground to activate it. Using the arrow keys, you can move around in the air and shoot enemies up in the sky, and even have a sky stage or something where you fly around with the jetpack"
**********

And without further ado, the boss. There were some pretty good ones, but in the end one boss stood out among the rest as being well-explained, well-designed, and an overall good choice within the context of where I want to put it (which was decided after the contest began fyi) the winner is:
**********
SM_Gamer (on board.acmlm.org) -
Mecha Sidehopper

Appearance: This mechanoid-type creature will look like the giant sidehoppers in Tourian, except one of its arms and half of its head will be mechanical. It will have one glowing red eye.

Abilities: He be able to switch between ground and ceiling hopping at any time. It can also fire lasers out of its mechanical eye. It can also fire missiles out of its mechanical arm.

Intro: Samus walks into the Mecha Sidehopper's room. Blocking the door will be the Mecha Sidehopper, shut down. Samus will turn around, and the mechanical eye will turn on and the Mecha Sidehopper will fire a missile at Samus, starting the boss fight music.

Strat: To fight off the Mecha Sidehopper, shoot its mechanical arm with super missiles. As it is damaged, the mechanical arm will start to spark. Soon the arm will come off, sending sparks from it that send and electric arc that can damage Samus. It will fall to the ground if it is on the ceiling when the arm is destoryed. It will then fire lasers at Samus continuiously. The only way to destory it is to get one of the relfector enemies on the ceiling to reflect the lasers back at it. Three relfected laser will beat it.

How is this?
**********

Once again, thanks everyone. I'll have more detaisl for the six of them later on. For now,
tell me what you think of each of the ideas?

EDIT - I guess copying from notepad to acmlm isn't such a hot idea...


(edited by jman2050 on 02-05-05 02:20 AM)
Parasyte

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Posted on 02-04-05 07:34 AM Link | Quote
I'm not so sure about "mechanized" enemies, unless that's a theme you're going with. One or two mecha-baddies might stand out in a bad way.
A Jet Pack would have to replace something like Space Jump/Screw Attack combo. Even Charge Beam/Space Jump combo. Those allow for the same kind of game play... Fly above ground and kill things.
And I hate those reflector things. It's bad enough trying to dodge your own shots reflected by them. Imagine trying to dodge an enemy's shot, while attempting to make said enemy fire at a reflector in such a way that the beam reflects and does damage to it. Ouch? I guess it would be less hassle if the shots moved slow, but that would just be boring. Or maybe just one critical hit, rather than three? As interesting an idea as it is, that would just be terribly frustrating.


(edited by Parasyte on 02-04-05 03:35 AM)
(edited by Parasyte on 02-04-05 03:36 AM)
jman2050

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Posted on 02-04-05 05:16 PM Link | Quote
Indeed, and I plan to consider each of these. Like I said, these aren't my ideas, so all the details won't probably work out as they are stated. As for the mechanized enemies, you'll see that having a mechanized metroid will fit into the story. It'll be minor, but you won't think it just came out of thin air if you're paying attention...
Jigglysaint

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Posted on 02-04-05 07:38 PM Link | Quote
I like the gravity boots idea a lot. It sort of reminds me of Blaster Master, where you can move on the walls and celings, except here you don't have the option to stop unless you are charged.

Would the boots for just the speed booster, or for any time? Perhaps there could be special circumstances where you just can't walk, like snow or somthing.
Dart Zaidyer

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Posted on 02-05-05 02:34 AM Link | Quote
I couldn't help but notice you used the words "to prevent sequence breaking" all together in one sentence. I understand why the wall-run would work the way it does, though, since it would make no sense and look weird otherwise. But trust me:


When making a Metroid game, trying to prevent sequence breaking is the last thing you want to do. Seasoned Metroid players have never liked this kind of mentality in a designer. It's part of why everyone thinks Fusion sucks, because it was designed from the ground up to thwart Sequence Breaking at every possible turn, even down to the programming. (Even if you manage to do it, there's no point because the game refuses to deviate from the event path.)

You wanna know what made Zero Mission awesome? Because it's the only game so far to encourage and even reward sequence breaking. That's like Super Hyper Fanservice, because it's also a redux of the first game.
Same with Metroid Prime... Well, until they quietly added new locks for the European and Player's Choice editions, whose sole purpose is to force you to "play normal". Mark Pacini and the gang at Retro still don't get it, and he actually admitted that making it impossible to sequence break was part of the design of Metroid Echoes... Right before everyone found ways to do it despite their best efforts.

Trying to restrict shortcuts and sequence breaks is a doomed cause. If you want to add as much awesomeness to your hack as possible, (other than what you've done already,) just leave out a few barriers and the hardcore Metroid fans will take it from there.


Don't get me wrong... I think what you're doing here is going to rock. I'm just asking you to be careful not to choke off the freedom Metroid is known for.


(edited by Dart Zaidyer on 02-04-05 10:45 PM)
jman2050

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Posted on 02-05-05 03:34 AM Link | Quote
I understand what you're trying to say Dart, but...

" Keep in mind that everything appearing here is in the words of the sender, so

the idea and implementation may be changed before the final release."

Please read before responding XD
KATW

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Posted on 02-05-05 06:10 AM Link | Quote
Eh, sequence breaking is one thing.(Fun)

Backtracking is another. Seriously, without sequence breaking in Metroid Prime, I backtracked through half the game to find most things that were required.(Prime 2 did a much better job at limiting this)

Im not saying that Im against backtracking. Heck no, backtracking is good. I like blasting apart things with my new weapon in the area Ive just been on. I like going back to an area for another round and weapon. Im just saying some games go overboard with it. So keep the backtracking to a fair amount, no traveling across the planet, but make sure I see a place more than once.

And on the topic of sequence breaking, if you want to allow a sequence break, make sure you will have to try 3 times as hard to get whatever you want to get. (IE: Not having super missiles, and going past enemies that take 1 super missile, but 10 missiles) but making sure what you are aiming for is worth it as well. (IE: Ice beam from said scenario, freeze stuff early.) Sequence breaking should come at SOME price
Timaster
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Posted on 02-05-05 06:47 AM Link | Quote
I'm afraid the Borghopper, though a good idea, would look pretty funky.

Also, Froboy's spider thing... no. It's just a spider. That's not exactly original or new. A new look, same thing, I think is a good idea, though. Maybe... another mech? Drops a latching device, and maybe plants a little bomb instead of biting? I don't know where you're headed, but Earth creatures in Metroid is a bad idea.
SM_Gamer

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Posted on 02-05-05 07:56 AM Link | Quote
Might as well comment on the winning ideas.

Spider enemy: Nice enemy, but could use more direct ways of attacking.

Ball with Legs enemy: Another good enemy. Seems to be best placed in a verticle room.

Gravity Boots: Really cool idea! An item with tons of puzzle ideas.

Jetpack: Good item. Not really much to say.

Mecha-Sidehopper Boss: Excellent boss idea. I probably could of come up with that. Wait a second. I DID COME UP WITH THAT! Silly me...

Well anyways, nice ideas from all the winners(including myself). Hope this comes out to be an excellent game, seeing that I'll be alpha testing it.
jman2050

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Posted on 02-09-05 05:27 PM Link | Quote

" Keep in mind that everything appearing here is in the words of the sender, so

the idea and implementation may be changed before the final release."

I agree Timaster, which is why I said what I said above. Why can't people just pay attention to the posts they are responding too
BlackDays

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Posted on 02-18-05 03:38 AM Link | Quote
A jet pack in a metroid game? You'll need some pretty fantastic puzzles for that item in order for it not to be out of place and cliche.

Gravity boots - I like the idea a lot. A billion different puzzles are possible with this item.

Enemies sound good, although not very original. Mechanical versions of enemies that already exist bother me and aren't very metroid-esque.
jman2050

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Posted on 02-25-05 12:50 AM Link | Quote
Don't worry about the setting of each item. I've taken it into account.

On another note, whoever sent me the idea for the mechtroid needs to speak up, because Yahoo stupidly thought the e-mail was spam and deleted it. He's the only person left I need to contact about beta testing...
E-Slayer
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Posted on 02-26-05 05:20 AM Link | Quote
Erm, I'm here, I posted my email on the gamefaqs post.
Draconis Kenjishiya

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Posted on 03-03-05 03:04 PM Link | Quote
All the mechanical enemies, heh. You should make the Wrecked Ship look like the Sancuary Fortress or something

*kicks himself* See all the cool contests you miss when you don't visit often! BAD DRAC!
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