Something else that sometimes came in handy for me was the ice beam shield. (Turn off all beams but ice, select power bombs, charge up.) It's a line of defense against sudden Metroid attacks, and it's also useful when you get caught -- it won't freeze the Metroid while it's grabbing you, but it usually will as soon as you get free, preventing it from grabbing you again. The shield won't last as long this way, though; it sometimes registers a hit against the Metroid while it's still holding you.
Finally completed this for the first time, 9:14 59.7% animals saved Excellent game, and countless changes i was discovering even until the end! I must say that this is a masterpiece, i fully respect the whole redesign team and must thank you sincerely for this. Thee is just so much to say about this that has probably already been said so, Good job Drew!!!
I think I started playing SMR back in like... '06, '07 maybe? I don't remember how far I got--I distinctly remember cursing you for the speed booster escape, though. I decided to upgrade to v2.1 and start over a few days ago, and I'm currently in the middle of Hell's Run, on my way back to Brinstar with the Ice Beam.
I'm curious, did you ever consider maybe reducing the heat damage by one or two points per second? Probably would've saved a whole lot of aggravation from a number of folks. Just an academic point; I know it's not gonna happen.
Also: I suck at this game. Granted, I'm not as bad as like... Axeil. But damn, do I get killed a lot.
Oddly enough, I never had a problem with the wall jumping though.
The trip -to- the Ice Beam took me... eh... eight state reloads, I think? Divided roughly between the first half and the second half. Hopefully I'll be able to get back to the elevator with less trouble.
I thought about playing this on my Wii, but decided it was probably a bad idea (considering all I've got for emulators is a GC controller), so it stays on the PC with SNES9X.
Hell's run does exactly what it was supposed to do - provide you with a technical challenge early on. I can't see the difference between dying a number of times doing the Hell's run, and losing a number of lives playing any particular Mario level. Once you actually get a reasonably good run in each direction, you usually escape with more health than you'd think. It seems at first like it's going to go to the wire, but it never does. You even have time for a few minor errors. In my opinion, the early Grapple Beam sections are much worse, as one mistake is almost a guaranteed death.
I'm estimating that it took me a combined total of 2 hours doing the hell's run to get to the point where I don't need save states anymore. Not creating a save state at the beginning makes it more exciting somehow. If I do happen to mess up, there's always the save station at the top of the norfair elevator. I usually make it every time since I have it completely down now. I usually get to the save/ammo room with 10-12 energy left. The next parts of the hells run are too easy to mention.
Watching Drew's speedrun makes me wish I could figure out the IBJ to get up to the Varia Suit. Honestly, I hate ice beam antics. Freezing the rippers in the right spot so that I can get up there is harder for me than getting the Ice Beam in the first place.
You only need to freeze one ripper - the bottom one - near the right-hand side to get in there. You can just stand on him, jump, and mid-air morph into the pipe. If you're determined to IBJ, then [noembed][url=[/noembed] may help.
I'll probably have better luck with a mid-air morph (though that'll probably take me a couple tries still). Though I should probably learn how to IBJ regardless; I don't think I've ever been able to pull it off.
Well, the IBJ timing is different in this hack, so it'll be different again from what you are used to trying. Mid-air mophing is very easy: Just jump, and press down twice.
Yeah, I know how to do it (I've gotten -this- far haven't I?). I just have a tendency to flub up the timing so I wind up morphing too early or too late.
Yeah, I know how to do it (I've gotten -this- far haven't I?). I just have a tendency to flub up the timing so I wind up morphing too early or too late.
I suggest using a d-pad for quick morphing ( if you aren't already )
Yeah, I know how to do it (I've gotten -this- far haven't I?). I just have a tendency to flub up the timing so I wind up morphing too early or too late.
I've never had a problem doing mid-air morphs, and I learned from Redesign.
Quote from Opium:
I suggest using a d-pad for quick morphing ( if you aren't already )
I use keyboard and I haven't struggled getting the timing down, I guess it just takes practice.
Dualshock2 is the Playstation 2 controller, and it's admirably suited to playing SNES games. The D-pad's not quite as good as a traditional D-pad, but the extra shoulder buttons more than make up for that.
I don't use fast forward. I like to pretend I'm playing on a console. >_> I try not to use save states too much either.
As for the layout, I've got dash on L1, aim up/down on R1/R2, and item cancel on circle. And yes, I'm using the d-pad. Analog sticks never work out too well for 2D platformers.
Picked up the Varia Suit (god damn I hate that room), and am now wandering around in upper Norfair trying to remember where to go. Tried for that energy tank near the beginning of Hell's Run, but I never could quite figure out how to bomb my way up that maze.
That's some tricky DBJing... The timing for it is like Metroid Prime on the first two bombs, but the third bomb has to be delayed slightly--maybe 1/4 to 1/3 of a second... difficult to do without slowdown.
That's some tricky DBJing... The timing for it is like Metroid Prime on the first two bombs, but the third bomb has to be delayed slightly--maybe 1/4 to 1/3 of a second... difficult to do without slowdown.
I've played probably 100+ hours of Redesign and still I fail at DBJ like 95% of the time.