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05-04-22 07:00:50 PM
Jul - Gaming - Metroid: SR388 New poll - New thread - New reply
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Shadic
Alakadoof?
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Posted on 04-30-08 07:33:38 PM Link | Quote
ReiNi
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Posted on 04-30-08 08:10:12 PM Link | Quote
Wafflcakes go here.
----------------------------
Shinesparking and walljumping were moves intended for 100% completion only you know. That's why they are teached in secret rooms.

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FPzero
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Posted on 04-30-08 08:51:56 PM Link | Quote
Well, in all honesty, probably most of the people that will be playing are people who really know these tricks well. I've been hanging around them too much I guess. It's rather commonplace on m2k2.

Well, I don't think I've made any areas that require walljumping yet, though you may find it easier at times (like in the original) to do so. As for shinesparking, yes, you'll have to do it. I've already implemented the area when you need it. Just be glad that there is no way to carry a shine around a room like rooms in Fusion and Zero Mission. If you charge it, you'll be using it right there. And don't worry I'm not going to make short charging necessary when shinesparking comes into play.

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Xeo
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Posted on 05-01-08 10:04:00 AM Link | Quote
Xenesis

Roy Koopa
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Posted on 05-01-08 01:33:08 PM Link | Quote
Eh, there's nothing really wrong with requiring a shinespark in a room, a small section of walljumping (Super Metroid itself had a few rooms like this, although it taught you the techniques).

I'm just talking about annoying crap like that Shinespark in MZM you have to hold through like four rooms and screw attack like three walls to get an item pack, or esoteric glitches like the mockball (which I still haven't figured out how to do to this day, despite available instructions).

Really, the way that Shinesparking and Walljumping was used in Super Metroid really is a good example of how it should be used. As far as bomb jumping goes, short-ish isn't too tedious and you can usually fluke your way up it without knowledge of the timing.
FPzero
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Posted on 10-29-08 06:38:59 PM (last edited by Viarra at 10-29-08 03:39 PM) Link | Quote
Originally posted by Xeo
Though, it's just the whole "This room is impossible, you'll die if you don't do this perfectly" or like "spikes instantlly kill now" - the trial and error kind of setup I've seen in lot of Super Metroid hacks that just, in the end kind of make them annoying to play. I'm all for more of a challenge and all, but eh.

I hate things like that myself. Spikes are a cheap method of "increasing" difficulty in my opinion. I haven't used them yet. They'll be in there, but in natural ways like in the original, not haphazardly placed for lulz.


5-month later edit due to double-post restrictions:

Yes, a big bump, but I've got stuff to add.

The official website for this project was launched last month.
http://www.metroidsr388.com/

Also, a tech demo is on the way very soon.

There are forums up, on which you'll find me there as a moderator. There's also a blog on the site, along with links to other smaller teasers that Von Richter has released.

Also worth mentioning, the game is not a remake of Metroid 2.

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DigitalBasic
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Posted on 10-29-08 09:16:43 PM Link | Quote
This looks very interesting. I hardly played Metroid 2, but the first song you heard coming out of the ship was imprinted in my brain. So glad they remixed it for this.

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Jul - Gaming - Metroid: SR388 New poll - New thread - New reply


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