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J-SNAKE: 2009-07-10 02:11:12 pm
thats me
Quote from Quietus:
Super Metroid wouldn't have been so easy to sequence break in.  Seems pretty straightforward.

Super Metroids control- and movement-system is approximately a big bug/glitch itself which TASers are using to "masturbate" over.
It was just ignorantly designed, they didnt want to care soo much about it. I can tell on an educational level even some ugly things causing unnecessarily inconsistence and still some blind freaks will take me for stupid. I can give you a demonstration, if you want to.

Quote from arkarian:
alternate routes are good whether the developers knew about them or not.

Then skipping mother brain would be best for some of you.
Thread title: 
Super Secret Area - Dead Ahead!
Quote from J-SNAKE:
Super Metroids control- and movement-system is approximately a big bug/glitch itself


Many, myself included, would disagree.  The game has some of the most fluid controls / movement I've ever experienced.  It has its bugs and quirks, like every other game, but they are far from 'teh horrorz' that you keep mentioning every five minutes.

Also, I doubt that TASers would get excited / upset over any controls for a game, since they're playing one frame at a time, which controls do what are all but irrelevant.

Lastly, I'd like to ask what made you decide to make Super Metroid 2 (or whatever you're calling it)?  If you felt the controls and everything were so bad in the original, then it must have ruined a lot of the enjoyment of the game, so what possessed you to want to make a sequel? Eh?
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thats me
Quote from Quietus:
Lastly, I'd like to ask what made you decide to make Super Metroid 2 (or whatever you're calling it)?  If you felt the controls and everything were so bad in the original, then it must have ruined a lot of the enjoyment of the game, so what possessed you to want to make a sequel? Eh?

The thing is I see so much astounding unrevealed potential in this series. I want to design the game to its full potential. Today we have powerfull hardware and input-devices like the 360-controller, providing sophisticated and deep gameplay-design-possibilities which are just pure heaven to be experienced. I am making a metroid-like but original game but I want to port it to the metroid-form in addition since I think metroid deserves it more than a prime-prequel or anything else what came out after SM.
I see it like some discoveries in math, there were people like Euler who discovered some things just for fun but they could not know what potential they will reveal in future, rising to own subject of science.
I am someone who sees the same with Super Metroid, it was a great start for snes and shows me its roots at least on a surficial layer, but I discovered what astounding unrevealed potential it has and now I am building my own science about how to advance great gameplay.       
once GameFAQs, now Twitch
Quote from J-SNAKE:
Today we have powerfull hardware and input-devices like the 360-controller, providing sophisticated and deep gameplay-design-possibilities which are just pure heaven to be experienced.


Sarcasm aside, a number of reasons have been put forth as to why Blazblue might be selling more on the PS3. The Xbox 360's ridiculously Godawful D-Pad is one such explanation, as is Blazblue's implementation of PSP remote play on the PS3 version.
As long as your game ain't a fighter, champ.
If SixAxis worked, that'd give even more depth to gameplay.
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Edit history:
J-SNAKE: 2009-07-17 09:13:54 am
thats me
Quote from TheGreenManalishi:
If SixAxis worked, that'd give even more depth to gameplay.

Potentially yes, of course, if you manage to design it intuitivly and the game is using its potential, and I am not joking. The question is just how much depth or what kind of depth is required, something like 360-pad gives you much possibilities already in a 2D-game, snes-pad would have big difficulties if you dont use it to its full potential (just see how **-controls turned out).

Quote from TJF588:
Quote from J-SNAKE:
Today we have powerfull hardware and input-devices like the 360-controller, providing sophisticated and deep gameplay-design-possibilities which are just pure heaven to be experienced.


Sarcasm aside, a number of reasons have been put forth as to why Blazblue might be selling more on the PS3. The Xbox 360's ridiculously Godawful D-Pad is one such explanation, as is Blazblue's implementation of PSP remote play on the PS3 version.
As long as your game ain't a fighter, champ.

Yeah, I am pretty aware of that, and I have to be. If you ignore the triggers, the ps3 pad is dominating clearly, lying more ergonomically in the hand, having also a much better D-pad. Fortunately I dont need the d-pad for navigation-concerns, it just serves the purpose of guick weapon-selection and such, similar to Prime. The triggers can be greatly used for a more analog jet-power-adjustment in real-time, for example. For a street-fighter the 360-pad is horrible, in a 3D-shooter you need often to adjust your thums to the analog sticks, but in something like 2d-shooter the simultaneous use of 2 thumbsticks is not required over a longer period of time so resetting your thumbsticks can work just naturally.
And since I am going to use the 360-controller to its full potential for my requirements, including also the triggers, it can even dominate the advantages of the ps3-pad.