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Br81zad

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Posts posted by Br81zad

  1. Gave it a 7. I was a SNES kid. I didn't have many opportunities to play the Genesis growing up, just once in awhile at a friend's house. I never have liked the 3 button boomarang. Not the feel of it, or the fact that it was so restrictive in input options. The 6 button is much better, but still not as good as the standard SNES controller.

    • Like 2
  2. 9 minutes ago, TDIRunner said:

    I've heard so much about this movie, but I've never seen it.  I would like to someday, but I don't know that I will ever get around to it.  

    It is worth a watch if you appreciate the 90's action film style. It's not one of the greatest films of all time or anything though, so don't expect that level of entertainment.

  3. 11 minutes ago, arch_8ngel said:

    I think TDIRunner and I are both pretty damn far from "casuals", both with respect to classic gaming AND with respect to 2D Metroid.

    I used to agree that Super Metroid was pretty close to a perfect implementation until I played through AM2R and realized how relatively "clunky" the controls felt.  I don't recall if you've said you've played through AM2R, or not, but I would be interested to hear your opinion on how the controls of that game aren't smoother and or don't simply "feel better".

     

    Oh, they're definitely better. I'm not sure if the additional mechanics of AM2R could feasibly be incorporated on the SNES or not, but I didn't feel the need to qualify it in my statement as "near perfect for a SNES game" lol

    Also, if you read back a couple post ago, I also said I didn't bother to learn the wall jump in the pit either. I didn't get it down until I started playing hacks. The casual comment wasn't meant as a slight. I simply meant a better map design would be to offer a positive incentive for learning it rather than holding the player hostage until they do.

     

  4. 3 hours ago, Sumez said:

    Yeah, the Super Metroid walljump is a really ingenious mechanic in the sense that when you don't know about it, pulling it off feels nearly impossible, but once you get it down it's very rare to fail it.

    I'm a big fan of secret mechanics like that in video games, and they definitely shouldn't be something you could just pick up on without knowing they are there. But I can't really think of any other games that do it as well as Super Metroid.

    And of course in that context, I would like to reiterate - yeah, that area of the map shouldn't have been there. I like that the game tries to teach you the wall jump in an incredibly subtle manner, but they could have done that without trapping you, and it would honestly have remained even more obscure.

    I agree, if I were to advise the designers today, I'd suggest an optional route for the player to use the wall jump in order to reach an energy tank. Completionists would be compelled to learn the mechanic, and casuals would be able to advance and finish the game without it (and without feeling trapped by the map).

    Worth saying though, that the game is near perfect, and the few gripes (like this one) aren't really that big of an issue.

    • Like 1
  5. I want to love it, but I can only like it. lol

    I guess I messed up by playing much later series entries before getting around to this one. That said, it's not a bad game by any means, but it just feels so sluggish and stiff to me. Like you're walking through mud the entire time with lead weights around your waist.

    • Like 1
  6. 2 hours ago, TDIRunner said:

    I don't disagree with that at all.  It should be difficult to learn, but if I haven't mastered it by now, it's not going to happen.  However, my inability to wall jump consistently doesn't take anything away from the gameplay for me.  However, it does make that pit frustrating whenever I'm doing a 100% run.  

    Also, as a young kid I remember thinking that I had soft locked the game when I fell in that pit and use the save station that some demon crazed game developer decided to put there.  That whole area is one big troll.  But even with that, I still consider Super Metroid to be as close to a perfect game as just about anything I've ever played.  

    I feel your pain, and agree with you about that area of the map. I never really learned the technique as a kid, I just used the series of ledges on the side to escape the pit. Later in life, I started trying out the various hacks for Super Metroid (just because I was hungry for more content with that game), and the wall jump is something that was commonly built into level designs. In that way it was basically an entry barrier to be overcome. I'm by no means an expert at it now, but I can do it pretty consistently if I need to.

  7. 13 minutes ago, arch_8ngel said:

    Use Zero-Mission style play control similar to AM2R 😛 (basically amounts to making the wall jump and ball-dash moves considerably less frustrating to execute in a consistent way)

    That ledge cling is clutch 😛 

    • Like 1
  8. 1 minute ago, Californication said:

    Adding to @Sumez,

    Maui Mallard on the Snes is a solid title. It's good at all the main categories: graphics, hit detection, movement, sound effects. It also has that nice end of level completion calculation so it therr is some replayability. I only played the first few levels so if it front heavy I wouldn't know.

    That game is SO close to being a great game. It's definitely good, but something about the movement just doesn't feel quite tight enough.

    The later levels definitely have some challenge to them, and the environments are all neat.

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