(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
09-28-24 06:54 PM
Acmlm's Board - I3 Archive - - Posts by Glenn the Great
User Post
Glenn the Great
Newcomer


 





Since: 08-21-06

Last post: 6613 days
Last view: 6613 days
Posted on 08-21-06 04:58 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Hello. I decided to register and post here because I found this wonderful hack, and I have some things to say about it.

This hack is amazing work, and I've been having a lot of fun with it these past 2 days. You could not imagine how excited I was to start playing this. I've been a fan of Metroid since the beginning, and this hack showed a lot of promise. For all the great things I can say about it, this game has a few mortal problems. When I say mortal, I mean I cannot keep playing this in its current state. These two problems are like gigantic blemishes on an otherwise priceless and perfect treasure.

These two problems are the wall jumping and the Norfair run.

I am not criticizing your decision to require wall jumping as a necessary skill for completion, nor am I criticizing the concept of a Norfair run. What I am criticizing is the over-the-top execution of both of these.

I am asking you to please listen to me and make the changes I will describe, because I seriously want to enjoy the rest of this game, and I'll be missing out on one of the greatest 2D experiences ever if things are left like they are.

Wall-jump boots are a nice idea, I'll admit that. It was a clever idea to make use of a technique that was largely optional and ignored in the original game. The more ways you can force the player to have to find a new item in order to progress, the better. What I suggest you do is rework some of the rooms that require a very tall wall-jump. Make your wall-jump shafts shorter. You should never have to pull off more than 3 or 4 (at the most) consecutive wall jumps to get up a shaft. Find a nice balance where wall jumps *are required to proceed*, but the number of consecutive jumps are *kept to a minimum*. In some parts of the game, you do this quite nicely. I don't mind doing 2 or 3 walljumps to get through a room. What is inexcuseable, however, is that shaft in Crateria that requires you to execute what is it, 20 wall-jumps to get out? I was almost fed up with the game at that point. I eventually succeeded, but now I have to face the grim reality that I will have to go up that shaft again when I get around to opening all the green doors that are over that way.

I have mixed feelings on the Norfair run. Part of me thinks it could have gone well were wall jumps not added to the mix. The other part of me wants to see the Norfair run done away with because veterans of the 2D Metroid games have been trained by the precedent set by the official games where you are never required to go into hot areas until you are able to obtain the Varia Suit. When I opened up the path to Norfair, I stayed out of there because I had been trained by Nintendo's games to find a Varia suit first. It would have never occurred to me that I had to do an impossibly hard run through there. I did attempt an initial run through the zone before I knew that I had to, only to be turned away by my failure. I figured if it was that tough to get through there, then it wasn't intended for me to do it in the first place. I had to look for help to find where to go next, and have thus ruined the experience by having to look up a solution when I resolved not to. If it were any other way I'd have been stuck near Kraid's area until I got fed up and quit.

Now that I've actually typed this out, I think I want the Norfair run axed. I know what you should do though. Make the Ice Beam be the reward for killing Kraid. There is currently no reward, and it would be a great idea. Get it, then escape that part of Brinstar with it, get the Varia, then come back to Norfair.

So to sum it up, make the wall-jump shafts much shorter, and make Kraid guard the Ice Beam. Just do those two things and I will come back and play, and will surely enjoy.

I don't think you should be adverse to making changes in your hack, since it is healthy for a game designer to release a product, get feedback, and modify it appropriately. This is the exact method used by Valve Software with Half-Life.

While you are making a new version, here is something that needs fixing. A few rooms before Kraid, in the water, there is a missile tank expansion (the one that gives you 10 missiles). There is no dot on the map to accompany it. All items should have a corresponding dot on the map in keeping with Metroid precedent.

Okay, that's everything. I really hope you do these things because I don't want to cheat your hack, and I desperately want to get further in this game. From what I've seen, I think you have some amazing things in store after the Norfair run. I will be keeping on eye on this project.
Glenn the Great
Newcomer


 





Since: 08-21-06

Last post: 6613 days
Last view: 6613 days
Posted on 08-21-06 06:08 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Alright, thanks for telling me this. I'm now going to proceed to cheat your hack.
Acmlm's Board - I3 Archive - - Posts by Glenn the Great


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.005 seconds; used 350.45 kB (max 427.64 kB)