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Rawrgh.
Hey, Archlord Pie here. You may or may not remember a Game Maker remake of Metroid 1 that I started working on over a year ago. Since then, through working on that and another GM project, I realized that I'm much better at coming up with ideas than I am at actually developing games to use them in, so if anyone wants to try to pull this one off, be my guest.

The concept is simple: Samus saves an overrun Federation world from an army of n00bs (this is not a joke, I assure you!) in a game that's basically a hybrid of Super, Fusion, Zero Mission, and a little bit of Metroid 2. The mechanics are Fusion's (meaning no single wall jump or IBJ), the upgrades are standard Metroid fare save one or two exceptions, and the bosses... well, you'll see in a bit.

Game overview:
-Start on a research station orbiting a planet which has yet to be named. Samus does one lap around the facility and is about to leave when something explodes. Samus does another lap around the facility but sees the wall that blew up and goes through the hole. Climb the shaft, then at the top Ridley shows up. Cue SM-prologue-style fight. After that, Samus leaves and lands on the planet.
-First area: Wayteria (there's a reason for the names). Explore. Minor twist: The first required item is an Energy Tank. Another path leads to a machine that looks like a ZM Map Station, but it sucks 100 health out of you when you activate it (that's what the Energy Tank is for). Giving it your energy unlocks the door behind it, leading to an elevator.
-Elevator leads to Ninestar. Go left, get the Morph Ball.
-Go right, climb the shaft, go right through the tunnel. Climb the next shaft, go right, find another energy machine, activate it with 100 energy. There's a Save Station beyond this door. Keep going, go to the bottom of the shaft, Missile Tank is in the next room.
-There's another energy machine nearby, but it requires 200 energy. Backtrack to Wayteria, find the missile door, open it to get Bombs. Backtrack to the second really tall shaft in Ninestar, go to the bottom, open the missile door, get an Energy Tank in the next room. Take the elevator in the next room.
-Elevator leads to Warfair. One of the doors on the left in the first really tall shaft leads to a room with the High Jump (all the doors on the right lead to superheated rooms).
-Backtrack to Ninestar, find the Long Beam at the top of the first tall shaft and the Varia Suit in the same spot you'd find it in Metroid 1 (Ninestar is basically a stripped-down M1 Brinstar).
-Backtrack to Warfair. Pick up the Speed Booster at the end of a long hallway on the right of the main shaft. Enter another room on the right and use the Speed Booster to get another Energy tank. The next room has the Giant Core X from Fusion (the one that gives you the Varia in Fusion). Kill it for Super Missiles. Continue to the next room to find the statue of the 4 bosses from Super. Lay bombs on all 4 eyes (doesn't need to be perfect; it counts as long as part of the explosion hits the eyes) to open the door on the right. Door leads to a room with powerups all over the place that disappear when you get close (one of the Super Missiles is real, however). Three exits on the right in this room, all of which lead to identical hallways. The middle one has a false wall at the back leading to Phantoon, who yields the Jump Ball.
-Backtrack to the hallway where the Speed Booster was found, use the Jump Ball to access an alcove with an Energy Tank in it.

I'll finish later; gotta go get stuff done.
Thread title: 
Rawrgh.
Continued...

-The last remaining door on the right in the main shaft leads to an elevator. Elevator leads to Mecha Warfair, where you get a missile tank, an energy tank, and fight that eyeball monster from Fusion for the Spazer Beam.
-Backtrack to your ship to refill everything, getting whatever expansions on the way. Go right, open the Super Missile door, follow the path to an elevator, which leads to a wrecked underwater version of the research station from the start of the game. After getting through the sunken station, the Gravity Suit is there along with another elevator.
-Elevator leads to Scaridia, which is divided into 3 sections. The first one is themed like Maridia from Super Metroid. Due right of the elevator is a room with the Charge Beam in it.
-One door in the big room is guarded by an energy machine that takes 700 energy. Instead of going in there, go right and follow the path to a Save Station, then take the elevator in there to section 2 of Scaridia: An underwater replica of Ridley's Hideout from Metroid 1. Expansions, an Energy Tank, and a battle with Mecha Ridley from Zero Mission are found here. Beating Mecha Ridley awards the Midair Spin, an item that lets Samus start spinning in midair. Optional, but fun.
-Backtrack to section 1's Save Station. Go right, climb the shaft, and follow the path to a frozen cave where you fight Rundas for the Ice Beam. Go back to the shaft and take the lower exit then follow the path to an energy machine that requires 500 energy. Inside is an elevator leading to section 3 of Scaridia: A horribly garbled version of Sector 1 from Fusion, complete with the Beam Core X and atmospheric stabilizer things that spawn Metroids instead of X. After clearing all those out and grabbing an Energy Tank in the process, a door opens to a replica of the Zebetite room from Metroid 1. The Mother Brain tank at the end of it explodes with only one missile, revealing a bigger room behind it. After scaling it, the player gets the Plasma Beam (Prime 1/3 style, meaning fire instead of passes through enemies). The next room has an elevator that leads to a different part of Mecha Warfair.
-Three Energy Tanks, assorted missiles, and boss battles with Draygon, Metroid Prime (the spider, not the core), and Crocomire are next on the list. Both alternative exits to Mecha Warfair are blocked by either a Power Bomb door or a glass tube that requires a Power Bomb to break, so backtrack ALL THE WAY to the ship. (Optionally, that 700-energy machine leads to a few more missiles and a battle with Fusion's Mother Root for the Wave Beam, which also acts like the one from the Prime series.)
-Go to Warfair and find that 1000-energy machine. 10 energy tanks are available at this point, and having all of them full grants the player access to the first Power Bomb pack.
-Backtrack to Ninestar and go back to the region where the first missile was obtained. A statue can be cleared away with a Power Bomb, leading to a Power Bomb expansion and an elevator.
-Elevator leads to the n00b caverns, a linear tunnel containing nothing but a battle with Kraid for the Grapple Beam.
-Backtrack to Warfair, go to the bottom of the main shaft, and open the Power Bomb door. Inside is a battle with the spider from Fusion, but with the added caveat of having to use the Grapple Beam to pull his weak point out of his mouth during the first phase. Reward is the Space Jump.
-Go to Mecha Warfair, use Power Bombs to blow open the tube, go to the Power Bomb door and open it. Take the elevator inside.
-Elevator leads to Bourian. Follow the path, blow open another glass tube at one point, take the alternate route that opens to wind up in another Zebetite room. The Mother Brain tank here also explodes with one missile, but Dinosaur Mother Brain falls from the sky and attacks. After beating it, escape. Ridley attacks right before the player gets to the elevator to Wayteria and must be killed.
-Elevator goes to Wayteria, follow the path to escape.

-Samus reports "Mission Complete", but the Federation says "Mission not complete" and sends her back to find the real headquarters.
-Aside from various upgrades to collect (mostly Power Bombs), one more area opens up: A Power Bomb door at the top of the landing site. Inside is an elevator.
-Elevator leads to Noobzodia. The first tower is completely abandoned sans an Energy Tank, but taking the elevator in the lower-right corner leads to a hallway full of n00bs that transform into spirits that behave just like X parasites but will kill Samus upon contact. At the top of the first tower is an elevator, leading to a Sky Temple lookalike. Following the path leads to a room with the Chozo Test Ghost from Zero Mission. Passing the test grants the Wood Beam (beam can now pass through enemies as well as damage n00bs in their normal solid form), Pipe Boots (grants access to the various pipes strewn throughout Noobzodia), and Screw Attack (just like normal, can shred any n00bs that attempt to infect Samus).
-The rest of the game is hunting down the 30-something n00b Generals hiding all over Noobzodia. These come in four exciting, predictable flavors: Alpha, Gamma, Zeta, and Omega. Killing all of them opens a door in the upper-right corner of the map, which leads to a pipe which in turn leads to another Sky Temple lookalike. At the top of this one is an energy machine that eats 1500 energy (5 energy tanks are hidden in Noobzodia, bringing the total to 15). Through the door is the Ubernoob, the final boss. Kill it, escape, end the game. (Also of note in Noobzodia is an optional upgrade called the Phase Beam, which lets the beam pass through walls).

If anyone's interested in this, say something. I already have the most important parts of the level design finished and on paper, so it's just a matter of translating that into a Game Maker game (since I'm fairly certain it isn't possible to rip stuff from the Fusion and Super ROMs and stick it in the Zero Mission ROM...).