Can't tell if posting in this topic is a good idea or not... stuff like this always feels very unnecessary.
Metroid game design has been on my mind the past few years; over the summer in 2007 I beat Metroid 2, Super Metroid, and Metroid Fusion. It's a really strong series with a lot to say about game design, and I'm mostly registering here to seek help in understanding what exactly they say about design.
Also, best of luck with getting this forum software out there. I like what I've seen so far.
It's a really strong series with a lot to say about game design, and I'm mostly registering here to seek help in understanding what exactly they say about design.
It's a really strong series with a lot to say about game design, and I'm mostly registering here to seek help in understanding what exactly they say about design.
Thanks for the link, that is some interesting material I'll have to read through later (on my way out the door right now). Nah, I didn't mean specifically sequence breaking; there's a lot more to the design of Metroid games than that, but it's certainly part of the design. I don't really know Super Metroid or any Zelda game well enough to go around breakin' sequences, but I'd argue it is intended by game designers; Super Metroid especially reeks of it.
Yeah I'm Chozoid, like AndehX said, I'm not an expert, sequence breaker, speed unner, hacker etc., I'm just a Metroid fan. I have beaten Metroid: Zero Mission, and from there the original Metroid (via cheats :p ), Fusion, and Prime. I own Super Metroid via the Virtual Console but haven't beate it. I have MP Trilogy, and I'm in the process of beating MP2.