Gingerbread Man
Paratroopa
I... now kind of want a Metroid with this esthetic
I... now kind of want a Metroid with this esthetic
I haven't tested it, but I'm pretty sure it will, although without the MSU1 soundtracks.Will it run on the snes mini emul?
I'm something of a Metroid Planets loyalist, but after seeing all the recent mentions of this port, I'm gonna give it a shot! The main draw is the lack of slowdown and multiple soundtrack options, right? What else is in there?
Been meaning to ask, did anyone sign up for the latter after Christmas? I linked it in the Direct Speculation OP lol.Clubs are being removed. RIP Metro Androids and Church of The Process. At the very least, even if we never got Clubs to the point of serving any actual purpose, I'm glad we were able to push the Metroid agenda through them.
I think we can expect some pretty major improvements to the feel and fluidity of combat in MP4. MP3 was forever ago, and FPS games have come a long way since. I'm expecting melee, some sort of parry, and maybe even stuff like being able to transition from Morph Ball directly into an attack.Does anyone think they will adapt Melee Combat + Countering TM to the new Metroid Prime 4? Other M kind of tried too. I think it's a possibility.
Dread really got me hyped for this series again.
I think only one person did! A truly enlightened individual committed to walking the path of The Process. Sadly, now that Clubs have officially been axed, I'm not sure I could even retrieve their username. I'll just take comfort in knowing they're among us. #TTPBeen meaning to ask, did anyone sign up for the latter after Christmas? I linked it in the Direct Speculation OP lol.
Excellent and thanks Hope to see you in there soon!I think only one person did! A truly enlightened individual committed to walking the path of The Process. Sadly, now that Clubs have officially been axed, I'm not sure I could even retrieve their username. I'll just take comfort in knowing they're among us.
(Also, even though I've had no time to participate yet, I did wanna tell ya you've once again done an excellent job with the Direct thread, Ghost! )
The port and Planets are similar but different, I think. Planets is a recreation of the original Metroid, a faithful one but a recreation nonetheless, whereas the port is the original Metroid without the limitations of the original hardware and some added bells and whistles. They even target different audiences -- one is for the PC, the other for people playing on real hardware / emulator. I'm glad we have both, and that the original Metroid can reach new people in 2024. Zero Mission is a fine game (indeed, I think it's the quintessential Metroid game. Give Zero Mission to a newcomer, and they'll understand what the series is about), but it took many liberties and it feels like a new game inspired by OG Metroid, rather than a proper way to experience OG Metroid.I'm something of a Metroid Planets loyalist, but after seeing all the recent mentions of this port, I'm gonna give it a shot! The main draw is the lack of slowdown and multiple soundtrack options, right? What else is in there?
*Four OST selections to choose from (3 MSU-1, the other is the OST on the 2A03 sound emulator), can back out of selection with B button, only when description window is present for the OST
*Can create 3 save files. Password system still works, however, if saving from a password it will overwrite save file #3.
*can save/restore your last known health & missile count
*in-game: L button while held, locks arm canon in last known horizontal position
*in-game: R button while held, enables missiles
*in-game: X button accesses menu, A button toggles Samus's gear/Map, Start button saves progress
*Map: in the gfx style of Super Metroid, you are able to retain where you've visited through Zebes. Blue = non visited, Pink = visited. You will also be able to save this progress, and restore it when loading your save file.
*Samus's Gear: Just like in Super Metroid, I've given the player the ability to turn off/on Samus's obtained gear. You are not allowed to turn off missiles, since they're not part of her gear register in sram. You can also save her gear configuration you've made in the menu, when you goto reload your save file.
*wave & ice beams combined
enable 8 energy tanks
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The game contains code where you're only able to hold 6 out of the 8 energy tanks located throughout Zebes. This patch makes it so you can utilize all 8 energy tanks in the game.
enable better farming v3
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The game is pretty cheap with the farming, I've made it a little easier now to obtain more health when defeating enemies.
enable 99 health
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Instead of 30, you can now start with 99 health. This will happen with creating a new save file, and it will also happen when you resume from a game over.
enable spring ball v2
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I went back and tightened up my code for this custom feature. With the A button, you're able to utilize my custom spring ball asm. With v2, you can now control her maximum vertical height with A held, once you release A, Samus will begin to descent downward. Also, her maximum height depnds on your hi-jump boots status.
enable better spin jump velocity
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When walking, Samus has a horizontal velocity set at 18, but when she performs a spin jump it gets dropped down to 12, slowing the horizontal scroll of the screen. This patch makes it so her spin jump velocity, is the same as her running velocity.
enable powerful icewave
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I've made it so when you have the ice/wave beams on at the same time, it becomes a 1 hit kill weapon, wanted to have something close to the power the plasma beam deals in Super Metroid. *note, I've hard coded this to NOT work against Kraid/Ridley, it deals the original -1hp per hit with the weapon.
enable improved bomb drop
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You are no longer limited to dropping bombs, when Samus's vertical velocity is at 00, you can now drop bombs at any height.
I actually wasn't talking about Hollow Knight's badges, rather the kind of stuff you pick up in games with more RPG mechanics. I just watched a friend play through Tevi, and it had countless badges just like that. It's basically Paper Mario's badge system, but by the end of the game your BP numbers in the high hundreds, it's functional but pretty ridiculous and it seems like you usually need to rely on synergy to get anything particularly meaningful out of them. Castlevania does the same sort of thing with its equipment, to a slightly less exaggerated extent (a lot of it just seems outright useless compared to what you already have, especially in SotN, rather than being ridiculously specific in its benefits).
If it's optional abilities that you're after though, I should point out that this is yet again something Super Metroid already solved and the rest of the series forgot about. In addition to being the last Metroid to really introduce a large number of new abilities, a surprising number of them, including all of the beam upgrades besides Ice, are completely optional. Sure, you can skip things like the Grapple Beam if you know special techniques, but what I mean is that there's a whole assortment of items that were never actually part of the intended path to begin with, and I believe it's the last Metroid to do that to any real extent. Prime had those novelty beam combos for a while, but these are all legitimately really useful and practical things.
Hello, the TEVI player in question. As someone with less experience in Metroidvania I'm not sure how strong my opinion can weigh in, but I can definitely declare a few things I feel as definite. TEVI's Sigil system is indeed if Paper Mario's Badge system was taken to its logical extreme, there are I believe about 200+ of these things, and it kind of works? Its far from ideal but I actually do kind of like the act of finding them, as collecting these things is fun, and having so many means that you really never know what you'll get next, it could be something niche, trash, or otherwise weird but you can also find really good ones or funny synergies depending on how you stack up.This is a very reductive way to view badges. All of them change the game significantly and none of them are as situational. From length and speed of your attack, different spells, length of heal/charge, different HP values. Things you describe are more akin to looter shooter upgrades, and nothing in that game gives any meaningless percentage. Maybe there's one or two I'm forgetting, but that's out of, what, 30?
I only brought up Hollow Knight because it's one Vania everyone's played, I don't believe badges are what will revitalize Metroid.
Instead, I want, indeed, straightforward upgrades, except ones that matter, and not 50 missiles. At a certain point missile upgrades become meaningless collectible that you grab just for percentage's sake, not unlike seeking out a shiny in an open-world game for no reason other than to get a message "25/25 collected!"
maybe for Metroid Prime 4, Retro Studios should take a inspiration for Metroid Dread, add the tradicional Missile Expansion that add 5 Missile to you, and the +Missile Expansion now adding 50 to your arsenal, energy parts(4/5) that when collected add a new Energy TankI was thinking that maybe missile upgrades could add 25 each and should be in more prominent places so that casual players wouldn't miss them. Hell, Prime already kinda does that. There's one near Incinerator Drone, one in the morph ball tube leading to Tallon's Crashed Ship... This is also why they are a little weird, as game can give out some like candy but then there are some that are hidden in absolutely devious places that you find, and for those to give you only 5 missiles kinda hurts. And considering you'll likely encounter harder ones later it'll only mean they will matter less to you.
Ship Missiles, unless Prime 4 is in developement hell, was definitely a one-and-done thing that was supposed to play a bigger role. I'd be interested to see a Prime 3 rerelease since I've played that one the least (and completed it maybe twice). After being somewhat disappointed in world design of Prime, I wonder how 3's holds up. The only thing I remember about flying back and forth is how hilarious it was to hear Samus' jingle again and again. Its triumphant nature gets really silly once you see Samus emerge for the 50th time.
I think we can expect some pretty major improvements to the feel and fluidity of combat in MP4. MP3 was forever ago, and FPS games have come a long way since. I'm expecting melee, some sort of parry, and maybe even stuff like being able to transition from Morph Ball directly into an attack.
I think only one person did! A truly enlightened individual committed to walking the path of The Process. Sadly, now that Clubs have officially been axed, I'm not sure I could even retrieve their username. I'll just take comfort in knowing they're among us. #TTP
(Also, even though I've had no time to participate yet, I did wanna tell ya you've once again done an excellent job with the Direct thread, Ghost! )
I liked the beam combos tbh. They felt like unique power-ups that were for those that went out of their way to explore every nook and cranny. I have no clue whether they are useless or not though, but it sure felt badass to take down Metroid Prime with a flamethrower.
I loved the beam combos! My favorite was the wavebuster, which was not a required upgrade but was really fun to use. I never even got the flamethrower in my original playthrough, but went back later and tracked it down. I'm all in favor of optional upgrades.I liked the beam combos tbh. They felt like unique power-ups that were for those that went out of their way to explore every nook and cranny. I have no clue whether they are useless or not though, but it sure felt badass to take down Metroid Prime with a flamethrower.
Back before Dread was confirmed, I once daydreamed about a theoretical Metroid 5 having a boss fight against either a ghost or a nightmare vision of Ridley. It was the only way I could imagine him coming back because he is DEAD-dead.Ridley is too iconic for him to rest for long, especially after appearing in Smash. He'll find a way back, even if it's as a literal ghost, like Phantoon lol
Found it odd how the end of the arc didn't have ridley but they put in kraid anywayRidley is too iconic for him to rest for long, especially after appearing in Smash. He'll find a way back, even if it's as a literal ghost, like Phantoon lol
Kraid has been a big request from fans for decades, so that I get, even if it didn't make much sense.Found it odd how the end of the arc didn't have ridley but they put in kraid anyway
I love Ridley and I think it's part of Metroid's charm to find excuses to bring him back. Like The Master in Doctor Who. Every now and then you might take a bit of a break from him, but he'll always be back eventually. And I like it that way.Ridley is too iconic for him to rest for long, especially after appearing in Smash. He'll find a way back, even if it's as a literal ghost, like Phantoon lol
That’s what he wants you to thinkRidley is super, super dead in 2D.
So is Shadow the Hedgehog but they literally just plugged in a scene in the endings of one of the older games where it was revealed he was just one of many clones in hibernation, so when one dies another can be released.Ridley is super, super dead in 2D. It’s okay to have a famous antagonist that stays dead, Samus has found bigger fish to fry. Meta Ridley will be in Prime for a bit though I’d reckon.
Agreed. I just don’t think he’s needed is all I meant. Of course he could come back but that’s not very interesting. I would accept a finished Mecha Ridley by whatever is left of the space pirates but I don’t know if they’re still around in 2DIt's cheesy as hell
I love Ridley and I think it's part of Metroid's charm to find excuses to bring him back. Like The Master in Doctor Who. Every now and then you might take a bit of a break from him, but he'll always be back eventually. And I like it that way.
It made sense after working him into Samus Returns that they went with Kraid instead for Dread, I support it. But I look forward to Ridley's next appearance, which I personally hope is in Prime 4. Even if the "2D" series goes light on the Ridley from now on, I like my Prime to be Ridley heavy.
Any postgame thoughts to share?This is the Metroid thread I was looking for, so I'm going to repost here:
Hey Retro and Nintendo, I have finished my replay of Metroid Prime by way of the Remaster.
What now?
Sure! The game still holds up extremely well, which I expected. It has been a really long time since I last played it, so it wasn't the smoothest of playthroughs, because while I remembered the first half of the game pretty well, I went too fast and never picked up charge beam, which meant I couldn't use super missiles to progress after Research Core. I later on had a similar screw-up when I forgot to pick up the artifact in Life Grove, which led to another unnecessarily lengthy backtrack.Any postgame thoughts to share?
Holy shit, this is too perfect Maybe we should just consider the thread officially done now?
This thread hasn't even begun to peakHoly shit, this is too perfect Maybe we should just consider the thread officially done now?
When it’s peaked…you’ll know itThis thread hasn't even begun to peak
lets predict Metroid Prime 4 campaing lenght: is MP4 gonna have a 12 or 20h campaing(i leaning more toward a 20h campaing)