![]() To me, when I look back at the time I spent playing it, I'd call it flawed rather than perfect, and I don't really understand why somebody would say it's perfect and doesn't need any changes. So it's not like I don't like the genre, and apparently it's not even that I don't like Metroid games, it's just Super Metroid in particular that I apparently don't like. Played through to completion (at least once) a whole bunch of the Igavania games, and I even picked up Metroid Prime Remastered and I've been greatly enjoying that. The thing is, I've played though other similar games and enjoyed them. Eventually I just stopped playing because why force yourself to finish a game you don't like? Looking it up, I was most of the way through the game (I remember I had finished the crashed ship). At some point it wasn't just fun any more, and I felt like I was just going through the motions because it's supposed to be this amazing perfect game, but to me it felt flawed at best. I spent most of the time playing the game trying to figure out what/where I was supposed to do/go next while frustration only grew. Bosses are bullet sponges (as seen in this very gif). Wall jumping is a mandatory mechanic, and yet it's extremely difficult to pull off (nearly impossible for me). I found the game needlessly finicky and obtuse. I tried to play it (for the first time, and the only Metroid game I had then played for any significant amount of time) a few years ago. (Entrances, colour-coded doors, item circles/dots, etc). Main items like beams, suits, and the first main Missile/Super Missile/Power Bomb items still play the long-normal fanfare (similar to Zero Mission / Fusion)Ĭombined DC’s Map Patch with Scyzer’s Item Circles code to create a meticulously completely revamped Map system to be more in-line or similar to what is seen in both Zero Mission / Fusion. Power Bombs reveal hidden tiles (like in Zero Mission / Fusion)įanfare music for normal expansion tanks (Missiles, Super Missiles, Power Bombs, Energy and Reserve Tanks) now use a special SFX when grabbed which is shorter, to allow for a more fluid play session. They now refill your entire weapons’ stack (Missiles, Super Missiles, Power Bombs) upon touching them with the message “Weapons Reload Completed.” (similar to Zero Mission / Fusion) ![]() Missile Stations have now been changed to Recharge Stations. Now the game only plays that scene the first time you go through it, sets a correct flag, and the Super Metroid and its two adjacent rooms will play the normal Tourian theme AFTER the cutscene has already happened (shoutouts to Smiley, PJBoy and the people from the Metroid Construction Discord for the help)Ĭharge Beam combos can be triggered by fully charging your beam with the beam of choice, and then pressing SelectĬrystal Flash is still enabled like in the original gameĮlevator Speed has been increased to double the speed of the original in Super Metroid Unlock Tourian patch has been completely fixed, so it doesn’t play the Super Metroid eating the side-hopper cutscene every time you go through that room on Tourian. Screw Attack now destroys frozen enemies (by Adamf) Message boxes can be skipped by pressing a button Special Demo sequences that depict useful tricks and abilities (from SM Turbo) Normal and Hard mode can be toggled within the “Difficulty Settings” before selecting a save file (NOTE: The difficulty change can ONLY be enabled when starting a New Game, by Sylandro) (Like faster door transitions and speeds, instant Bomb explosion by holding Down on the D-Pad, Game time and Item percentage can now be seen in the Pause menu, etc). For more details on the full changelog from GBA Style which is included on Redux, visit GBA Style’s release page on RH.net.Ī lot of features from Project Base 0.7.3 have been implemented. All of the improvements/changes made for Super Metroid: GBA Style are present here with a more refined touch, minus the mandatory Heavy Physics (which are now an optional patch).
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