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Acmlm's Board - I3 Archive - - Posts by Josh
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Josh
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Since: 09-30-06

Last post: 6424 days
Last view: 6424 days
Posted on 09-30-06 04:26 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Just finished Super Metroid Redesign for the first time. Truly exceptional. Drewseph, you have created a marvelous experience, on par with the best "professional" games I've played, and far exceeding most. Definitely in the top ten games I've ever played. Thank you for the time you've put into it.

I played on ZSNES for GNU/Linux, compiled from latest CVS (as of 9/20/2006) so that it would work with Redesign.

I've tried to avoid spoiling anything in my comments below, because everyone should experience this game for themselves; the only potentially spoily bits (comments on the escape, and a question) use black-on-black to avoid spoiling people. Drewseph, if you want me to edit anything out or make more things black-on-black, I will.

I particularly liked:

  • The item placement. You managed to place items such that you feel like you never have them when you *want* them, but you always have them when you *need* them.

  • "Hell's Run", the run through Norfair for the Ice Beam before you have the Varia Suit. Feels a bit like a No-Boss/Mini-Boss (NBMB) run on the original (which I've done in emulation, and have almost finished doing on the console), but as a natural part of the game, with tight-but-not-too-tight margins. In general, I like how you punctuated the big adventure-game explorations with epic boss battles and fun action sequences.

  • Room layout. The original Super Metroid, while wonderfully expansive and immersive, still felt somewhat "boxy" in room layout; with a few notable exceptions (like the big room in Brinstar near Spore Spawn), the rooms felt like "rooms". For example, the Craterian Gauntlet just feels like a bunch of obstacles in a linear room. You've made creative use of both dimensions simultaneously, connected areas (I hesitate to even call them "rooms") with a variety of means, and constructed morph-ball mazes better than those in Metroid Prime 1 and 2 (even despite their three dimensions to work with). Your Maridia really feels like a vast cavernous ocean; your Norfair feels rather like fiery torment caves, your Crateria feels craggy, and your Brinstar really comes alive.

  • The "Beam Combo", and the fact that you can't use more than charge and one beam without it. This makes you think about your beam more, and use an appropriate beam for the situation, rather than just treating each new beam like an ability that you always leave on. This, together with increasing average enemies somewhat in strength, makes regular enemies something more than just cannon fodder throughout the game, at least up until you get the Screw Attack (and by then you have other problems to deal with).

  • The escape sequence. To avoid spoiling people regarding what to expect, I'll put the following comments as black-on-black, so select them to see. "What the heck happened to all my gear? Oh, that beam must have really *hurt*. Twenty-five minutes; uh-oh! Whoa, dead end! Hey, wait a minute, a tunnel! Climb, climb, *gasp*, *puff*, *wheeze*. Hot foot, hot foot! Oh no, *water*?! Whoa, cave-ins! Oh, *more* water; no wonder he made Crateria flood earlier! Holy crud, my ship *moved*?! (pick up jaw)"



Completion screenshots attached: escape time left at ship before rescuing Dachola and the Etecoons (12:10 left), escape time left at ship after rescuing them (9:01 left), their ship escaping (the horizontal purple line to the right of the ring-like part of the late Zebes), completion time (11:23), item collection percentage (100.6%). Potentially spoily question in black-on-black: does the .6% come from the strategically placed 10-missle pack during a time you don't have missles and need them?

Full disclosure: I found all of the statues and items on my own, except that after reaching 298/30/30, I did use a map to find the last 2-missile upgrade, by marking off the ones I'd already collected. Turned out to reside beneath a super missile block in an otherwise unremarkable floor, which I probably would have found by the "X-ray every square inch of Zebes" approach.

[Edited because I realized that another part of my post talked about the escape in a potentially spoily way, so I made it black-on-black as well.]

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(edited by Josh on 09-30-06 03:52 AM)
Josh
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Since: 09-30-06

Last post: 6424 days
Last view: 6424 days
Posted on 09-30-06 06:37 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by Drewseph
Excelent review! although I would love to know what you didn't like as well =)


Very little, but if you insist:


  • Getting used to you blocking off almost all opportunities to sequence-break the major items, and resigning myself to just obtaining a few energy tanks and weapon capacity upgrades earlier than I suspect you intended, or differently. I did find the "early screw attack" shinespark method someone posted rather interesting, and I may have to try that at some point; however, screw attack just makes things easier, it doesn't really open anything up.
    Spoiler:
    I may have to try and see if you can bomb-jump up to the Varia Suit, as well, but I don't really *want* to skip Hell's Run

  • Getting used to not wall-jumping everywhere, which somewhat goes with the above. I understand why you did it (blocking off wall-jumping sequence-breaks would require lots of gratuitous ledges and barriers which would detract from the game), and I don't actually think you should change it, it just took some getting used to compared to Super Metroid. If you had had a spare spot for a collectible, I think that universal wall-jump boots ("wall-grip boots" or similar) some time before space jump would have made things interesting, but I obviously don't think you should redesign that now.

  • I really enjoyed the Lost Caverns, but one thing that made it much harder to figure out the pattern:
    Spoiler:
    IIRC, after you make the correct first move, the second move goes in the same direction, making the indicators identical. Or something like that.



Oh, that reminds me: I had tons of fun with shinespark charging in this game, thanks for that. For example, I suspect you didn't actually intend someone to break the barrier around the Super Missle item near the Crateria/Brinstar elevator by charging in Brinstar and carrying the charge up the elevator.

I also really loved the multiple sizes of ammo packs.

Originally posted by Drewseph
your compliments mean alot ot me, and I put all the energy into this hack for players like you to enjoy =)


Out of curiosity, by the way, why not add yourself to the game credits, and/or modify the title screen?

Originally posted by Drewseph
also, I fixed the 100.6% bug the other day (shhhh, it was a uber secret update!) what happend was the perminently destroyed pb blocks use a plm to never come back. the power bomb next to charge beam has a barrier, that barrier had index of 95 00, when it should have been 95 01. the block uses the item bit array and so because the final % check looks at $00-$AF I had to change it


see, that powerbomb actually counted as 2 items accidently 1 for blowing up the block, another for actually getting it. but thats been fixed.


Ah, that makes perfect sense. I really enjoyed the break-and-stay-broken blocks in this game, particularly when you involved them in puzzles, such as when you need to approach something from one side and later come back from the other side, or when you can break some speed-booster blocks that stay broken to give you a halfway-point for a long shinespark-charge adventure.


Originally posted by Drewseph

Also I want you to know about the water in crateria.
Spoiler:
I didn't put that there because of losing everything to mb, well, I sorta did. but the mai reason is because it is storming on zebes, and as you noticed, it was night time for a very long time, all while still storming out. but when morning comes, the storm is over. but wheres all that rain water? it builds up in the lower portions of the exterior areas.



Right;
Spoiler:
I actually caught the in-character reason for the water, I just didn't realize until the escape that it had an important gameplay reason as well.
Oh, and I didn't know about the [ spoiler ] tag, thanks; I had used
Josh
Newcomer


 





Since: 09-30-06

Last post: 6424 days
Last view: 6424 days
Posted on 10-09-06 07:07 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Drewseph: I just remembered one bug I forgot to mention before: In Crocomire's room, on the far right, the map square shows a dot indicating the presence of an item, but no such item seems to exist in that area. (Had 100.6% as I mentioned, and didn't have to collect anything from there, and also checked that whole square with X-ray, power bombs, and plain bombs.)

Also, one other small thing I wondered about: why such a long recovery time after Super Missiles? Did you specifically want to get rid of the Kraid Quick-Kill glitch, or did you want to slow down the player's salvos to avoid using up the smaller supply too fast, or did you just want to make things a bit harder?
Josh
Newcomer


 





Since: 09-30-06

Last post: 6424 days
Last view: 6424 days
Posted on 10-18-06 05:05 AM, in Secret of Mana Editor Link
Looks really impressive.

If you'd consider open-sourcing it, I would gladly help to get it running on Mono, which would let it run on GNU/Linux, Mac OS X, and other Unix-like platforms, as well as providing an alternate way of running it on Windows. You might also find MonoDevelop useful.

Also, regarding sound libraries: you might try the C# bindings for GStreamer (which should work on all platforms), or PortAudio (which definitely had C# bindings at one point, though I don't know about their current status).
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