the dachora go up the tube and off the top of the screen. If you follow the tube, it goes through to the ceiling of the room above, and then drops back down on the top left side (by the artifact). It's not a hint: it's the path the Dachora are dragged in, one that leads to their presumed death and tasty Dachora stew for the Chozo. There's no item there.
Guys, you don't have to say that you saved the child if you beat the game, it's required to beat it anyway (the door won't unlock if you don't save her anyway).
Danidub, if you want specific directions to plasma:
Get all four artifacts, and go on past the chozo statue. After the room you fight Ridley, there is an elevator in a room with several fish and a save point; it's on the left side of the room, between two seahorse-type enemies. Take that elevator up and you'll be in a Tourian-esque blue room. Go through this area and look for a place where there is acid below a thin floor. Powerbomb here, and follow this path.
What I've liked best so far about this hack is the fact I never feel comfortable with the area I'm in. It always feels so dangerous, so much more than Super Metroid ever did. It always feels like I am somewhere I really shouldn't ever be.
That being said, I'm stuck trying to figure out how to get P-Bombs, ice and spazer beams, since I think that's what is next (just got speed booster and found Dranaphen)
I didn't quite understand the story behind the game until the very end. I think it would have been better to introduce the story a bit earlier on, instead of right at the end. The artifact idea was great, kinda reminds me of Redesign. Some rooms were so beautiful I wanted to stay in there for ages (like the blue Mochtroid room before Space Jump), other rooms I just wanted to get the hell out of ASAP because they were that bad (Purple Metroid rooms). IIRC Dman said this would be a non-linear hack. Maybe it was just the path I took, but this didn't seem non-linear at all. Some necessary items were hidden too well, which I thought was bad, because it had me going all over the planet several times, never realising that what I needed was directly in front of me. I hated the fact that there was so much underwater-ness, especially when the areas are filled with enemies that can take you out with 2-3 hits. The areas were done beautifully. The mix of layers is superb, and made the hack look like completely new GFX were used, though they weren't.
It took me forever to figure out how to get Space Jump. I thought I might need gravity, so I went off in search of Gravity (and obviously never found it). I tried climbing the walls using the little snail things for ages, then I tried what you were supposed to do, and kicked myself.
Phantoon was f***ing epic. Most amazing boss I've fought in any hack. The damage FX and GFX were outstanding.
It's sad to see Dman go after all the great work he's done. And I wish him all the best for whatever path he chooses to follow
Hello again. I trust you got my maps? Anyways, I'm not back yet, just visiting family atm. Been browsing through the Eris release thread. heh.
That game crashing bug.. uhh, it must be the emulator people use. It never happened to me or my beta testers. maybe they're using znes or something. never encountered the error with snes9x. I heard redesign wasnt znes friendly either or osmething. Anyways thats not the point of this email. I read you were almost done the map! it is too early to release it, but I was wondering..
A lot of people seem to be making up names for areas. with the content I gave you, I trust you'll get the real names sorted for them with the new map? also, and this might be hard to do, but i did name each individual room. I dunno how you could squeeze that in. Perhaps just include my regional map pages alongside your map when the time comes?
I dunno. Anyways I don't have much time. Just saying hi and uhh yeah, hope you're enjoying eris! tell the community i said hi and in the short time ive been here with fam that I appreciate all the compliments, and as for the people whining about enemy damage, they can either cry me a river or just avoid them. Eris isn't made to be rushed. It's made to be cautious at all times and play with a skill seldom used in games these days. Some guy put it best. Think it was televangelist or something. Hell, you could just copy this email as a post from me. hi guys!
g2g. cheers!
And my reply:
I've finished the map and the game yesterday. What a wonderful and enjoyable game. I'd like to cut the music (keep sond effects) and play it with your music.
For the bug it is not the emulator because I've experieced it with snes9x, but Bloosonic patch (page 4) have fixed the problem. Btw I think you should put it on your first post.
The areas are included in the map but not all the rooms name. I will prepare something for that. So there will be tree versions of the map. - Light (map and legend) - Wallpaper (1680x1050) - Rooms names. Wallpaper version is done and I'm working on the others.
I think I can tell that, we are very happy that you gave us some news and hope that you will be back soon.
Here are the areas names:
FROZEN SUMMITS (Planet Surface) ERIS STATION (Sister Station of Ceres) -Central Eris Station -Excavation Site -Coolant Plant RESERVOIRS (Central Planet Caverns) PHAZON HOLLOWS (The Great Hive Tree) PHAZON GARDENS (The Fungal Jungle) MARBLE SHRINE(The Western Ruins) SACRED GROUNDS (Remnants of Society) ETHOS (The Church) DRANAPHEN (The Snow Region) COBALT MOUNTAIN (The Crystal Caves) THE ABYSS (Depths of Eris) ZIOBELIA (The Swamp) CHOZODIAN SHRINE (The Hidden Ruins)
First run was just under 5 hours with item collection 86%
The best I could muster was: - all e.tanks - 46 missiles - 22 s.missiles - 28 p.bombs
I didn't go back through and refinish on my second run, but I think that's close to 90%
Thoughts:
Very enjoyable hack that was very densely packed with goodness. Environment appearance was very well done, I especially liked the glowing underwater area. I'll never get tired of the speed booster alteration for maintaining speed after jumping. You created some interesting areas to use this feature (pink metroid e-tank room). Not beyond anyone's skill level, but nice and challenging. Incredible hack Dman.
What I've liked best so far about this hack is the fact I never feel comfortable with the area I'm in. It always feels so dangerous, so much more than Super Metroid ever did. It always feels like I am somewhere I really shouldn't ever be.
That being said, I'm stuck trying to figure out how to get P-Bombs, ice and spazer beams, since I think that's what is next (just got speed booster and found Dranaphen)
A couple of very minor bugs I've found, just really tiny things to clean up in case a new version of the IPS is released to fix the escape music bug:
-There are enemies embedded in the ceiling, for some reason, in the two-room segment with space pirates that flashes red, the one connected via arrows on the map. If you jump into the ceiling you can get hit by them (though you have to do so without evasion), and power-bombing will kill them and leave items in the ceiling for you.
-The one-way, vertical door from the super-mario-esque tube room with space pirates to the large outdoors snowy region with the shuttle platforms near the upper-right corner of the map starts out grey to the player, as it should, and is only supposed to turn blue once you enter it from the other side and unlock that shortcut. In my playing, coming up from the optional PB down below it, it would sometimes turn blue for me even though I hadn't unlocked it yet. I couldn't actually get through it, just a mildly confusing graphics bug.
And just a third minor thing:
-In the Map Room message, is there any reason not to put in apostrophes? Size limit or something? :)
These are all very minor issues, and I only mention them on the off chance that if a '1.1' version is coming now that DMantra seems to be getting internet back, if they can be fixed quickly and easily, all the better.
Quote from dmantra, via danidub:
and as for the people whining about enemy damage, they can either cry me a river or just avoid them. Eris isn't made to be rushed. It's made to be cautious at all times and play with a skill seldom used in games these days. Some guy put it best. Think it was televangelist or something.
Aww tell dmantra I <3 him too and his work is a masterpiece.
the dachora go up the tube and off the top of the screen. If you follow the tube, it goes through to the ceiling of the room above, and then drops back down on the top left side (by the artifact). It's not a hint: it's the path the Dachora are dragged in, one that leads to their presumed death and tasty Dachora stew for the Chozo. There's no item there.
Oh, you're right! The first time I went through there, I must have glanced away quickly and missed the (pretty hilarious) image of them getting sucked rapidly up into the pipe. Thanks for explaining that. :)
By the way! The penultimate symbol to me, of everything that's so very, very right and wonderful with this hack, is...
The Spring Ball sequence. I'd passed through the room leading to Spring Ball the first time and thought, "Huh, that's odd! Enemies in glass enclosures that can die if you kill them, but they don't attack and you can't hit them except with a power bomb." Then I saw that there were water-flows you could fall through, for the first time... and my mind went, "Hey! If something is *there*, there's probably a reason for it. I wonder if there's a passage hidden behind one of these water-flows... and sure enough, there was. And then I found myself a grey door -- which in this hack, I'd realized by this point, means "kill all the enemies", not "you need to beat a boss first" (Sole exception: Gold Torizo). And it clicked! As I power-bombed the enemies one by one, I had that incredible feeling of having figured it out, and that feeling crested perfectly as the last one died and the door unlocked -- the designer was on the same page as myself, and every aspect of his creation served a carefully crafted purpose. The fact that the reward was worth having, with a custom mini-boss fight that kicked my ass the first couple of tries, only made it that much sweeter.
Using that same logic -- if you find something, make a purpose out of it and use it to your advantage -- has gotten me stuck in multiple hacks now, where I've sequence-broken without realizing it because the designer wasn't sufficiently cognizant of his own creation. Dmantra's hack is in a class by itself on that score -- or in a class of two along with Redesign, perhaps (figuring out the logic behind Redesign's hell run was delicious fun as well). Here's hoping other designers do the same, or otherwise get testers who can help them reach that standard.