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Seriusly I think people who votes for option B are pussies.

>_< No one said we were afraid of dying.

It still depends on the severity of A.
(user is banned)
Breathe in the Future, Breathe out the Past
I'd do it this way: Keep option A, but design areas and enemies to have a difficultly which expects certain items (although they aren't required). So the paths are open, but getting an optional item can feel really good and help a lot with harder areas. It would also add replay value, as well as TAS routes that go for optional items that can save time.
I would choose opition A because i like beating metroid games with practicly nothing
I... will play the game either way, but would prefer more of an option B. I like the freedom to play through as I like, but I think a little structure is necessary for solid gameplay.

Quote from DMantra:
I'd do it this way: Keep option A, but design areas and enemies to have a difficultly which expects certain items (although they aren't required). So the paths are open, but getting an optional item can feel really good and help a lot with harder areas. It would also add replay value, as well as TAS routes that go for optional items that can save time.


Actually, I just saw Dmantra's post, and I agree completely.
Option B.  Having some structure helps the player know that they're "on track".

If you do choose A, then at least do it as DMantra suggested.
I choose Option A. Love getting whatever items I can find and gives me the chance to replay and figure out what I missed.
Edit history:
Gaius_4: 2008-08-18 04:55:12 am
I prefer option B.  It would make me feel like I'm having to work for something...  If I get what I'm after - that is it's reward. extra_smug 

Edit: I would consider A the easier route.  If I finish a game too quickly/easily - that would considerably lower it's replay value -IMO.

Edit2: I hope I didn't misunderstand...  :-s I still say B.
I'm generally for A, but I'd also say it depends on how big the game is, how hard it is to find the final area and such. If the game is too short then A might not be a good idea, but from a quick glance at the map it seems like it will be a good deal bigger than the original SM. So I pick the first option  extra_smug
Think of Metroid 1, you needed the morph ball, bombs, missiles, ice beam and needed to defeat 2 bosses to finish the game, but that didn't exactly make the first play through too fast... not for me anyway. And about the final area, make sure you don't have a point of no return! That was one really stupid thing about SM and could potentially make the game impossible to finish (not very likely but still).
Leader of the "Council of XIII"
I'll go with Option A. I mainly agree with Crys and sleeping Seaweed's points.
Quote from Crys:
Seriusly I think people who votes for option B are pussies.


I really don't think that kind of language is necessary on a Metroid message board.

Anyhow, i'll go with option A as well.
Acclaimed Threshold
Constant Sorrows
I really appreciate the feedback, dudes and ladies.

Okay, I will probably go with Option D (for DMantra who is a genius). It seems like there is sufficient demand for Option B to warrant a possible "alternative" version though. I will have to mull this over. I think I'm inclined to release the "standard" Option D hack as official Aegis play, and provide the "structured" version as an alternative.
Leader of the "Council of XIII"
I think no matter what option we decide we'll pretty much jizz ourselves over when we finally get to play anyways ya  :-D. It is nice that you're considering alternative stuff to maximize the gameplay for your hack.
Fear Me! (Or else...)
Even if you had just released with one room completed, I personally would have probably loved it, seeing as you do so much with palette work and level design and graphics and... and... and... MUST... PLAY!!!!! AAAAAAAAAAGGGGH! khaaaan
Acclaimed Threshold
Constant Sorrows
Current "required items" route, for those who are interested, very likely it can change:

Morph Ball, PBs, Missiles, SMs, SB, SA, SJ, Grapple, Gravity, Plasma, Charge (if you don't have enough Missiles/SMs for bosses)


That of course assumes you find the ultra-secret hidden area. Barring that you need a few more. I'll be very impressed if anyone finds the secret area before the (hopeful) TAS Cpadolf has offered to produce, which I'm fairly sure will use it, but it's certainly possible.

Note, of all the items, only these have to be acquired in a set order:

Morph, Missiles
this game looks like a winner, cant wait to play it
Quote from Acheron86:
Current "required items" route, for those who are interested, very likely it can change:

Morph Ball, PBs, Missiles, SMs, SB, SA, SJ, Grapple, Gravity, Plasma, Charge (if you don't have enough Missiles/SMs for bosses)


That of course assumes you find the ultra-secret hidden area. Barring that you need a few more. I'll be very impressed if anyone finds the secret area before the (hopeful) TAS Cpadolf has offered to produce, which I'm fairly sure will use it, but it's certainly possible.

Note, of all the items, only these have to be acquired in a set order:

Morph, Missiles

I'm very interested to know how you plan to make
SJ required other than the golden chozo.


That, and, I shall find teh sekret area. It may take me forever, but I will bomb/grapple/supermissile the crap out of everything until I do!
I personally would like to see how you plan to make
Screw Attack
a required item.

Also, <lolcat>i can has demo?</lolcat>

Just kidding. I'm not that obnoxious.
red chamber dream
Quote from AutoFire:
I personally would like to see how you plan to make
Screw Attack
a required item.


Include Screw Attack walls..?
Quote from Arkarian:
Quote from AutoFire:
I personally would like to see how you plan to make
Screw Attack
a required item.


Include Screw Attack walls..?


IIRC, such specific blocks did not exist in SM. But hey, maybe Acheron programmed them in...
Acclaimed Threshold
Constant Sorrows
In the original SM there were no screw attack walls and SMILE doesn't include them. However, I do actually use screw attack "blocks" via some enemy settings and sprite changes.

The solution for requiring space jump is similar--an area you can't wall-jump up to that is blocked with screw attack blocks. Can't IBJ or shinespark up there because you can't get through if you don't SA the blocks. More people should use this technique in hacks methinks.
I don't like going back and forth already visited areas just to look for upgrades i NEED to keep advancing, when i have no clue where they could be, but i do like searching for non-required upgrades but that will help in bosses and stuff like E-Tanks, SM's etc
Screw attack blocks.... genius!
Almost happy
Quote from Acheron86:
That of course assumes you find the ultra-secret hidden area. Barring that you need a few more. I'll be very impressed if anyone finds the secret area before the (hopeful) TAS Cpadolf has offered to produce, which I'm fairly sure will use it, but it's certainly possible.


Well as long as you secretly tell me where it is, don't expect me to find it, I'm a terrible searcher <_<
Acclaimed Threshold
Constant Sorrows
Quote from Cpadolf:

Well as long as you secretly tell me where it is, don't expect me to find it, I'm a terrible searcher <_<


Haha, of course. I'm sure you and I will have to chat on IRC or something about this 'round beta-testing time, I'm very interested in what route is fastest and expect to do some homework on this myself when the time comes.
Quote from Acheron86:
In the original SM there were no screw attack walls and SMILE doesn't include them. However, I do actually use screw attack "blocks" via some enemy settings and sprite changes.


I had an idea about something like that long ago, never mentioned it before. Glad to see something like that is being put to use!