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Yeah but the best sequence breaks are the ones where you really do something that wasn't intended to be possible at all, like in the phase where they designed the game they were sure something like this wouldn't be possible in any way. Torizo Skip, early Nettori and early LN break-in for the win.
red chamber dream
sure, i agree. but that's no reason to arbitrarily decide that zero mission is "stupid" just because the developers included "intentional breaks".
once GameFAQs, now Twitch
I could imagine someone getting a mental image of a developer baby-cooing and patting a player on the head after finding one of their oh-so-clever alternate routes, then shunning that for the eye-twitching jaw-drop of a developer when their game gets broken from what they thought they allowed.
my umbrella goes directly to Bankai
today's nintendo is not the same it was 10-15 years ago.
they might have approved SBs or let them be back then but now they're much more stiff when it comes to that.
One shall stand, one shall ball.
Nintendo hates glitches! Fucking douchebags mirite!

shut up.
Fusion is my favorite metroid game.

I have never beaten super.
my umbrella goes directly to Bankai
Quote from tomatobob:
Nintendo hates glitches! Fucking douchebags mirite!

shut up.


wat
letting the SBs alone meant they did less bug check back then. now they have big testing teams to fix all of this.
if they had these teams back then, SM and the others wouldn't be so open either.
red chamber dream
honestly i don't think they put much effort into making sm unbreakable. to this day i can't figure out what the intended route is, or if there even is one.
Super Secret Area - Dead Ahead!
There is probably a whole list of people as sad as myself that could list the entire game's intended order, but there isn't any point.  You see, it's now illegal to not get the early Super Missiles in Brinstar, so you risk your freedom if you perform an intended route.  Steer clear, I tells ya!!! Shocked
(user is banned)
thats me
Quote from UchihaSasuke:
Quote from tomatobob:
Nintendo hates glitches! Fucking douchebags mirite!

shut up.


wat
letting the SBs alone meant they did less bug check back then. now they have big testing teams to fix all of this.
if they had these teams back then, SM and the others wouldn't be so open either.

Are you sure you know what you are talking about here?
Super Secret Area - Dead Ahead!
It makes perfect sense to me.  He's saying that bug-testing is more thorough nowadays, and that if they tested to the same standard back then, Super Metroid wouldn't have been so easy to sequence break in.  Seems pretty straightforward.
red chamber dream
Quote from Quietus:
There is probably a whole list of people as sad as myself that could list the entire game's intended order, but there isn't any point.


the problem with that is the developers clearly knew about the walljump and must have known it could be used to get stuff early. i'm very sure they knew about varia before hi-jump— how could they have not? it's one of the easiest and most obvious "breaks" in the game.
i honestly don't think they really cared back then. it was a different mindset, i think, more "well if players can do this to have fun, then great" than "this is a bug is must be fixed".
Quote from UchihaSasuke:
Quote from tomatobob:
Nintendo hates glitches! Fucking douchebags mirite!

shut up.


wat
letting the SBs alone meant they did less bug check back then. now they have big testing teams to fix all of this.
if they had these teams back then, SM and the others wouldn't be so open either.

Though that'll probably change during the next few years. I already heard of forced patches for PS3 and 360 games.

Gamers will probably end up doing the testing in the future. It's already like that in online games from companies like Blizzard.
(user is banned)
thats me
Quote from Ryu:
Gamers will probably end up doing the testing in the future.

This can take on a bad effect on the contrary.
Quote from J-SNAKE:
Quote from Ryu:
Gamers will probably end up doing the testing in the future.

This can take on a bad effect on the contrary.

This is bad.
Quote from Quietus:
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?


Opium says:
Let's not ruin another topic with this pointless argument between J-Snake and the rest of the world about SM's controls.

PS - I love Fusion ! grin new
I love Fusion too.  I started the series with Metroid 2, and later SM blew me away at the time. 

And though I'd be quick to call SM one of the best games ever, I personally prefer Fusion and Zero Mission over SM.  I've just replayed them much more, and can't single out a particular reason.  Maybe I like the controls better.  Maybe it's that they're on my handheld, which is just easier to play more often.  Also, Fusion in particular also seems more colorful (literally), bigger and has more bosses, and the first few times the narrative was really compelling, despite restricting my freedom.
Jagger ftw
I love fusion because I think am soo good at it yet I've never sub hour:)