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This game is awesome, guys! I'll prove it. Let's Play Super Metroid (Redesign)!

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 >
  #31  
Old 06-07-2009, 01:53 PM
Lakupo Lakupo is offline
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I was playing this a lot before I got interrupted by the whole moving thing, and haven't gotten back to it. I really should play it again... if my Wii's fan didn't break. Hrmph.

The last time I played, I got a a few areas past where you are now. A lot of the early game is giving you abilities incrementally, and then making you take each ability and stretch it to its limit. The level design may be frustrating, especially if you don't resort to save states (I might cave eventually... oh wait, I did), but it knows exactly what you can do and wants you to do it, and I'm kind of in awe of that.

Just wait until you get to Hell's Run. (there's a video on YouTube, pictures and text don't do it justice, but it's too early to link to it )
  #32  
Old 06-07-2009, 02:49 PM
Phantoon Phantoon is offline
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Hell's Run is hilarious, easily my favourite bit of the video LP. The idea of even trying it without save states fills me with blood chilling horror.
  #33  
Old 06-07-2009, 03:44 PM
VorpalEdge VorpalEdge is offline
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Quote:
Originally Posted by Phantoon View Post
Hell's Run is hilarious, easily my favourite bit of the video LP. The idea of even trying it without save states fills me with blood chilling horror.
Well, I guess I know what I'm doing for that particular update.

Also:


911? I think Parish is trying to tell me something.
  #34  
Old 06-07-2009, 04:01 PM
Stiv Stiv is offline
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Originally Posted by VorpalEdge View Post
911? I think Parish is trying to tell me something.
I know I'm never going to forget this LP.
  #35  
Old 06-07-2009, 06:24 PM
VorpalEdge VorpalEdge is offline
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Welcome back to Let's Play Super Metroid Redesign! Last time around, we collected the wall jump boots and a couple other things. This time, we're covering a lot more ground. Let's get started. We're heading back to the landing site, because from there we can start a vast trek across the unexplored wasteland.


While we're on the way up from Brinstar, we run into these guys again. I decided to show off a neat trick this time around. By applying a really-well-timed mockball on its surface, you can glitch through it and sit inside it. The game acts as though you're taking contact damage, but you never actually do. It's pretty neat, and you can do this to a few other things in the game too. The speedrun of the original game uses it in a couple places, so if you see it glitching through some sprites, you now know how it's done! Note that you can only glitch through a few select things using this, and not floors or anything like that.


We're all the way back over here now, and that morph ball passage is pretty tempting. Let's roll.


In the long horizontal passage we're heading down, we find this. Oh, if only we had bombs.


That passage opens up into a large, airy platforming challenge. There's a bunch of jumps you have to make, and for some of them (such as the second shot), you can't see the platform you're supposed to land on when you start the jump. You just have to (savestate,) launch yourself out into the void and hope for the best. Thankfully, this room is bereft of enemies.

An amusing note about that third shot - the first time I was playing the game, I couldn't figure out how to get up that ledge. I eventually resorted to crouch-jumping, but I was convinced it was bad game design. The real solution? Just move onto the slightly raised portion of the platform a couple inches left of where Samus is standing. Yes, I missed that. Seriously.


After crossing that room, you go through a connecting room into another open platforming challenge. Except - you can just drop to the floor, run right, and reach the door? What gives?

Last edited by VorpalEdge; 06-08-2009 at 02:25 AM.
  #36  
Old 06-07-2009, 06:29 PM
VorpalEdge VorpalEdge is offline
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You end up heading down a vertical pit. At the bottom is a green gate, so we're forced to continue through the door in the middle. We reach another room structured in the same manner, except now you get to walljump up a few screens' worth of real estate. Please stand aside as I cry crocodile tears for everyone who's unskilled enough that this is a challenge for them.


Wonder what this is?


Near the bottom of this room is a spike pit. We ignore it (yes, I didn't fall in it this time, I am so awesome) and continue on.


Eventually, we reach this. This is seemingly a dead end. The acid does like 5x as much damage as it does in original Super, and murders you in a couple seconds if you happen to fall inside. That diagonal thing on the ceiling is actually not a new addition to the game either - it was present in the original game's code, although never used. Clearly we do something with it, but what?


That diagonal thing is actually a reflector. Hitting it with a missile causes it to reflect downwards and trigger the extend-o-matic hidden in the floor, which gives us a walkway. Onwards!


I honestly wouldn't have included this at all if I hadn't been watching the early parts of the other video LP (only the early parts - I wouldn't dare to deprive you guys of the fun you'll get watching me stumble around aimlessly when we reach the parts of the game I haven't played through before), but he had lots of trouble with this, so I thought it'd be worth it. What you do here is shoot those blocks out of the passage above, jump, and then morph in midair and slide gently in. Is this hard for people? I've honestly never had any trouble with midair morphs like this (the escape from the bomb torizo in the original game, on the other hand, I could only do after lots of practice and can't do at all anymore). I'm genuinely curious. :/


At the exit of the passage is this. It looks like there's another extend-o-matic in the ground, but we can't shoot through those blocks to get it, so we walljump up and head to the next room.
  #37  
Old 06-07-2009, 06:31 PM
VorpalEdge VorpalEdge is offline
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Bingo.


Drewseph decided super metroid bombs were boring and reworked the system to work like Prime bombs. See those three green dots at the top? They're indicators of how many bombs you have left to lay, and they refill pretty slowly. You can still double-bomb-jump like you could before, but I have no idea how to do anything more complex than that, even though I know there's an infinite bomb jump in this game. Guess I'll have to look that up after I beat the game and give you guys a bonus round.

So I'm playing around and AHHHHHHHHHH


wtf this thing dropped on top of me


So. The bomb torizo. It's actually completely unchanged, aside from the method of entry. It's still a pushover, and it still gives you health and missile refills every five seconds. I missed getting shots of the fight itself, but seriously - if you're curious about this thing, go start the original game up and just play for five minutes. I find it amusing that, despite completely altering the physics and every single mechanic this game runs on, Drewseph didn't bother making this fight any less of a pushover.


Even after the fight, the door at the far end of the room is still locked. Oh well, though. We've seen enough bomb blocks throughout the game to keep us busy for a looooong time.


The morph ball passage we originally took to this point is blocked off by crumble blocks, but now that we have the bombs we can extend a pathway back.

Of course, we can't extend the first pathway on the other side of the room, so there has to be something else.


And there is. We can midair morph into this passage. Not sure why the yapping maw is there, since it's completely unthreatening and you've already proven you can midair morph if you've gotten to this point. Oh well. I'm curious, though - can it grab you from inside the passage?


Yes it can. Cool.


After a double bomb jump (hereafter referred to as a dbj), you reach a crumble block that leads back to the start. But we're not done yet. See that suspicious-looking square on the left side?

Last edited by VorpalEdge; 06-07-2009 at 06:56 PM.
  #38  
Old 06-07-2009, 06:34 PM
VorpalEdge VorpalEdge is offline
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A midair morph + well-placed bomb drop gives us another missile expansion. This morph was actually kind of hard, since the ceiling is so close to the ground this time around.


And then we head left one room and drop down to find a save point.

yes please



... aw, what the heck. I can do a little more.


Interestingly enough, the wall jump boots don't show up on the status screen. I guess Drewseph didn't bother.


On the way back, there are various pits. Dropping down one of them and bombing a few blocks leads us to another missile expansion.


And now we're back in the open-air platforming sections. If you'll remember, the second room wasn't actually much of a challenge - you just ran to the door. Well, getting back is another story. You have to DBJ up a morphball passage and then make a running leap without much margin for error to get to the door.

The other room is just running this time around, though.


And now that we have the bombs, we can get this energy tank. Do note that this energy tank is directly on your path, and there is no excuse for missing it. Forgive my yelling, but having a certain amount of energy tanks is required later on in the game, and thus this one is required. And yes, for those who know what I'm talking about, I'll be apologizing for that design decision.


yes please

  #39  
Old 06-07-2009, 06:44 PM
Brickroad Brickroad is offline
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Torizo is as far as I made it when I played. Whether or not drewseph changed any of Torizo's properties, the fight IS way harder; you have to deal with uneven floor and obstacles, and the boss seems to not go into his powerup-producing attack nearly as often (which might be a function of him having way more space to move around in).

It's probably my mistake for flinging myself at the boss just like I would in the original game, but its drewseph's for not putting a save point anywhere near the boss room. If I didn't have to trek back through those annoying perfect-jump-required rooms (which are huge, boring, and completely empty) I might have been willing to repeat the Torizo fight until I learned it.
  #40  
Old 06-07-2009, 06:48 PM
VorpalEdge VorpalEdge is offline
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Quote:
Originally Posted by Brickroad View Post
It's probably my mistake for flinging myself at the boss just like I would in the original game, but its drewseph's for not putting a save point anywhere near the boss room.
Quote:
Torizo honestly felt just like usual to me. Maybe he had more health or something... actually, now that I think of it, he probably did, since I'm pretty sure he took more than 5 missiles this time around. But still, I guess I got really lucky, because I only got hit once or twice and he used the shootable-for-energy/missiles-rock attack like 5 times.
  #41  
Old 06-07-2009, 07:40 PM
SlimJimm SlimJimm is offline
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For myself (someone not super good at Super Metroid) mid-air morphballs arent too hard, but trying to do it at the very height of a jump IS hard. I mean i need the empty space in the middle of the wall, not at the very top corner.
  #42  
Old 06-07-2009, 09:49 PM
Zaidyer Zaidyer is offline
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One-wall walljumping isn't exactly impossible in this hack, but you have to have godlike mastery of the technique and lightning-quick reflexes to pull it off.


There used to be spikes on the floor here, effectively acting as a big, giant "don't go here" signal to any rational player. Be glad they were removed.


This reflector used to be embedded in the wall just far enough to look like it was a wall that had glitched out and started glowing on the outer edge. When I first got to this room, I was so stuck I actually resorted to a suicide swim: Jump over the lava, run over to the opposite side, crouch-jump, and aim down/arm-pump to make Samus's hit-detection juuuust small enough to touch the ledge and land safely. It nearly killed me.


Most people don't realize the Torizo statues are programmed to shoot item balls whenever you stand on their foot directly in front of them. You could abuse that trick in this fight if you're having trouble, but there's a better way.

Every boss in Redesign has a new, secret weakness to an item you normally wouldn't expect to use against them.
To save us all a little time and about 87 screenshots' worth of death and mayhem, here's all the weaknesses I can remember:
Torizo is weak to Bombs
Phantoon is weak to Wave Buster (Select Power Bombs, charge the Wave Beam. Super Missiles may also work, if you can stand the Flame Whip punisher.)
Draygon is weak to Bombs
Gold Torizo is weak to combo'd Beams (Wave+Spazer I think, maybe Wave+Spazer+Ice)
Ridley is weak to Charge Attack (Charge up+Somersault with Screw Attack turned off)


Abuse these weaknesses and your boss fights will be a piece of cake.

Last edited by Zaidyer; 06-07-2009 at 11:29 PM.
  #43  
Old 06-07-2009, 10:38 PM
VorpalEdge VorpalEdge is offline
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Please post more often. I love your insight (although putting spikes on that floor in Brinstar would have been a giant "secret hidden over here" sign to me, personally).

Please spoiler those weaknesses out, though. I want to fight bosses the normal way to see if there's anything new, and if you spoil them out now I'll forget what's weak to what by the time I get to them. Thanks.
  #44  
Old 06-08-2009, 08:58 AM
Kirin Kirin is offline
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This LP is pretty great. Since I didn't chime in before when you asked about the format, I vote for at *least* as many map shots as you've been doing, if not more. I know it doesn't do a lot for some people, but i like following along the route on the map. It's easy enough to see what you've been doing when you're exploring new areas and filling them in, though if you have to do some particularly weird back-tracking it might be helpful to draw a line on a map or something.

Ayway, good stuff! I'm glad you're playing it and not me, though.
  #45  
Old 06-09-2009, 12:10 AM
VorpalEdge VorpalEdge is offline
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Ok, this update is going to be huge, so I'm going to condense everything and reorder a couple things. Since this update is basically a collect-a-thon, I'm going to order the expansions and stuff I collect in spatial order, i.e. where they are on the map - not the order I got them in. This should be simpler for all involved, since I cover pretty much the entire map in this update. Kirin also gets his wish, as there's no way to make this update comprehensible without lots of maps. So let's get to it.

Last update, we got the bombs. And, if you remember, there's a shitton of places we can use them in. The first, and perhaps choicest, is down here in Brinstar. If you'll remember from a previous update, this place appeared to lead towards Maridia, so of course we'll head here first.


Bomb up into the lip of the pipe, and...


Hmm. Troubling. I can't get up there and - oh god what did i land in


fuuuuck oh hey what's that in the wall


Sweet. Just one question - how the hell do I get out?


Apparently I, uh... can't.

I can't get both the height and the horizontal velocity required to jump out. Most of my attempts end up like the second shot there. I can't jump out from the bottom, and while I can get the height from the top of the slope on the right side of the room, I can't get that height to the left side without running down and losing said height. Damage boosting from the spikes on the right wall over to the left doesn't work either, unless you can somehow boost up+left and not just left.


Yeah, I really hate to say it, but I have to stop and go elsewhere. Sucks. No sequence breaking for me.


Also, on the way in, I tried taking on the noob bridge again. It turns out, I lied earlier - you can pull a original-style jump-across-repeatedly tack to get across without the run button. It's just much, much harder.


Now that we have the bombs, we can come all the way back to Spore Spawn's room and get this annoying little thing. Behind door number three is...


Soo... the deathtrap wouldn't have been a sequence break even if I did get the super expansion there and got out? Drewseph is an evil genius. He dangles a sequence break right in front of our noses, pulls the carrot away when we snap at it, and then gives us this. Hell.

Anyways, it's time to get a bunch of upgrades and shit, now that we have (2) supers and bombs. Let's start with Brinstar, since we're there already.
  #46  
Old 06-09-2009, 12:12 AM
VorpalEdge VorpalEdge is offline
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Map key:
Green line = green door/super missiles required
Blue line = bomb block/bombs required

Location A was the deathtrap, and B was the Spore Spawn super missile pack. Let's go to D.


Sweet. Of course, back in the previous room...


oh shit

After a couple deaths (because seriously, they do damage equal to the difference you see between that last shot and this next one) and a good dodging sequence, I make it over to the other side and...


Now to C.


And now we have one more max super missile. Off to Crateria!



Let's go do G first.


It's a quick bomb through an obvious wall, and requires no supers.


Same with E, which is just a quick bomb through a hole in the floor.
  #47  
Old 06-09-2009, 12:17 AM
VorpalEdge VorpalEdge is offline
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B, hidden behind a kago blocking a niche in the wall, is also obvious. Also note that you can't unmorph in that morph ball tunnel for some reason, even if you have the head space. Of course, the passage B is in goes on for a lot longer. Near the end, you can see this if you bomb the right spot on the ceiling.


I knew to check around because C makes it painfully obvious there's a vertical shinespark portion nearby.



And, of course, also down that route is a passage to Maridia, which we'll head down now.


We've got two doors. Let's pick the left one first, for a change.


Well, that was a wash. Let's go ARGH crab get away from me why can't I kill you


I nearly died.

Down the other path is:


Aside from noting that it also has the gold statue room music, I don't think I need to say any more. I wish the statue didn't hold Samus for like a minute before spitting that message out, though. I wonder if that chozo thing on the map for Crateria is a guardian?

Anyways, after leaving Maridia, I died randomly (yes, this is happening a lot).

Last edited by VorpalEdge; 06-09-2009 at 12:58 AM.
  #48  
Old 06-09-2009, 12:23 AM
VorpalEdge VorpalEdge is offline
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Did you see that? Did you see what killed me?

Let's try this again.


I feel like I'm playing Unlimited Saga. BOULDER! dead. Those things do serious damage (I had more than 17 health - at least an etank and a half, I think). Yes, I still like the game, even with its incredibly stupid moments.

I noted F on the map just because it was a new area, even if we can't do anything there yet.


You get here by jumping behind the chozo statue that held the first missile pack and rolling through a tunnel.

And, finally, we can do something at A that will hopefully let us collect loot later.


Shooting that green gate opens a door on the other side, which we can't get to yet. Or, if we can, I don't know how. I checked a couple spots on the floor above and to the right with bombs, but I expect we get it from somewhere else.

And now let's head over to the other side of Crateria.


There's only a couple things here, as you can see.

A took me a while to find, but I did find it, since I couldn't believe that two green doors would wall off a place with absolutely nothing in it. So I checked around, and...


After getting the bright idea of bomb jumping off the kago to check for spots higher up in the wall (the first time through this room, I killed it), I discovered the wall was fake, and got this missile pack. This is notable because I got 10 missiles from this pack, not just 2.

B has shit there, but I can't get to it yet.


This power bomb is held within a maze similar to the one in Crateria east of the wrecked ship - except, this time, it's not empty and something fucking exists in it (I seriously spent like 20 minutes combing that maze with the xray scope in the original before giving up and deciding that, yes, it was there for show). Crumble blocks indicate a devious maze the likes of which I've never seen. I'm kind of glad I can't get in it now, since I doubt I could figure it out without the xray.

Anyways, that's it for the roundup. Let's go back, save at the entrance of Brinstar, and get ready for our next trek into unknown areas.


Specifically, we're going through this door. And do note - that empty pedestial? That held our first energy tank, and there is no excuse for missing it. This is the last time I'll have to say that, thankfully.

Until next update.

Last edited by VorpalEdge; 06-09-2009 at 12:54 AM.
  #49  
Old 06-09-2009, 12:43 AM
Brickroad Brickroad is offline
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Quote:
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Seriously, this game isn't "Super Metroid Redesign" so much as it is "Metroid Prime 2D".
  #50  
Old 06-09-2009, 01:12 AM
Rosencrantz Rosencrantz is offline
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You know, I'm sure there are lots of Metroid fans who could design a fun 2D Metroid game without crazy problems or unnecessary difficulty. Even just hacking Super Metroid and redesigning it would be fine, but I imagine it must be difficult as hell, because this is the only significant remake that I've heard about.

Let me tell you, if creating your own Metroidvania was easy I would have done it by now...
  #51  
Old 06-09-2009, 06:31 AM
mr_bungle700 mr_bungle700 is offline
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What is this, Spelunky?

(The numerous deaths say, "Yes!")

This LP is super fun though. A lot more fun THAN THE GAME IS OOOH ZING
  #52  
Old 06-10-2009, 09:32 PM
VorpalEdge VorpalEdge is offline
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This update was composed while listening to all of the Metroid Metal tracks on shuffle. The Prime Downed Frigate track is pretty nice, if you're wondering, and highly recommended!

We're picking up where we left off, staring at a green door in Brinstar. Let's see what deviousness awaits us on the other side.


The room opens out below us. The passage on the top left is where we came from, and the top right is locked by a grey door, in case you're wondering.


Near the top left, I encounter a sidehopper and dispatch it. And then I encounter another. And another. Goddamnit, there's a spawn point. Let's go hide behind that door.


Is there some trick to this?


Well, the item ball reforms in the chozo statue's hand. This puzzles me, as I feel like it's indicating that I'm missing something. The ball's empty now, since I got the missile expansion (which gave me 10 missiles instead of 2, by the way), but... heh. The only abnormalities I can notice are the bomb blocks in the lower-right corner.


It seems this place is more complex than it appears, and it shows no signs of stopping. That purple door eats 25 missiles before opening, by the way.

After going through a short room, we get here.


This looks one-way.


Maybe not. Let's go -


wait what


The map just ate me.

Down the passage I'm running down in that last shot is a tempting room.
  #53  
Old 06-10-2009, 09:33 PM
VorpalEdge VorpalEdge is offline
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I bomb out the floor and explore further.


I reach the bottom, but I can't jump high enough to make it to the etank. It looks like it's possible with the ice beam, though.

Anyways, since there's nowhere else to go, I continue down the pit I nearly fell down after being eaten by the map-pipe-thingy.


After I hit bottom, I head right and go through an invisible wall. I end up back in pre-mapped territory. Methinks I just took a long detour.


I open the blue gate and continue. Of course, I clear out all of the blocks instead of just the bottom row. I mean, what if I need to speed boost down this hallway? It's insurance, man.


That blue door hiding in the top of the previous screens isn't noteworthy. There's nothing there but a few pipe creatures and a jump I need the hi-jump to make. Looks like the detour was one-way.


Continuing forwards, I reach a series of waterlogged passages. Eventually they split up, forming a sort of triangle shape (it'll be clearer when I post a map at the end). The bottom segment of the triangle is waterlogged, and has two giant sidehoppers waiting as traps for when you can't move quickly. I died twice, once on each one. :P


The top parts of the triangle transition back to green algae brinstar. There's a green door at the top.


And the right side is blocked. So the green door it is.


Ah, this tileset. You know, I never considered Kraid's lair in the original part of Brinstar. It's always been separate from the main areas for me. This time around, though, I don't think I'll have any such qualms.


ha ha you got stuck in the ceiling
  #54  
Old 06-10-2009, 09:34 PM
VorpalEdge VorpalEdge is offline
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There is a morph ball passage that tempts you with a super, but you can't get it. You either come back with power bombs to open a yellow gate, or you come in from the other side. Knowing this hack, it is of course from the other side.

Continuing up the room, these crazy red protrusions in the wall demand shooting.


And I get 10 extra missiles.


This is our map so far. Hopefully you guys can see what I meant by "triangle room" now.


The next room, and the only place we can go, gives us our first ki-hunter. Thankfully, they drop to 2 missiles and don't do nearly as much damage as the other new enemies we've been seeing. If you wanted to, you could easily jump across that pit, but on the other side is nothing but a red door blocked off by power bomb blocks. So we're going down.


Drewseph's really telegraphing the ice beam. It can't be far now.


This seems like a good place to stop in the meantime.

Lastly, I hate to say this, but the rate of updates is going to decrease from now on. I'm heading back home for almost a week tomorrow, and while I have two updates planned out and will release them periodically during said trip, I'm also nearing the end of the bits I've played before. Plus, I want to try some other things and sequence break a bit at tempting spots, which will require learning to infinite bomb jump, so that will take some time, and I won't be able to start trying until I get back. No guarantees on if I succeed or not, but I'll put time in it.

On the flip side, you guys will get to watch me stumble around! Finally, the true Redesign experience in screenshot form.

Enjoy.

Last edited by VorpalEdge; 06-10-2009 at 11:51 PM.
  #55  
Old 06-11-2009, 08:22 AM
SpoonyBardOL SpoonyBardOL is online now
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Well I WILL say, thanks for reminding me of Metroid Metal. I didn't know there were new tracks there, I totally missed the Frigate track, as well as Torvus Bog and Bryyo. Much obliged.
  #56  
Old 06-13-2009, 09:57 PM
VorpalEdge VorpalEdge is offline
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Last we left off, we were exploring cool new parts of Brinstar. Today, we continue. Onwards!

Remember that door last update left us standing in front of? Let's go through it.


We have pipes. Lots and lots of pipes. Does this mean we're close to the Pipe Boots? we use those to get the wood beam


Anyways, we bomb into the topmost of the two pipes on the right. This is tricky, since that block there is destructable. The lower one doesn't lead anywhere. Up next is a series of morph ball tunnels with lots of obstacles, but bombing everywhere gets us through it easily.


We seem to have fallen down yet another ice beam shaft. Geez, I thought I got to stop saying that in the third update. Anyways, let's jump up to that green door (from the platform just offscreen, that you can't see) and check it out.


I hate these things. The rate of fire for supers was drastically reduced in this game, too - you can only fire them once per second or something ridiculous like that now, so spamming them won't clear this thing out before it has the chance to hit me.


And we're right back here. Score! Of course, I'm going to lose that super getting back through the giant sidehopper, but it's the thought that counts.


A cool curiosity - this hacked power bomb gate is, well, hacked. Your fire goes straight through it. Try harder, drewseph! no please don't i want to have kids someday


Backtracking to the pipe maze, heading down drops us through yet another pit.

That passage near the top right leads to...

Thank you kindly.

Now let's head through the second part of the pipe maze.

We have two route choices. One heads down, the other heads left. We're heading left first.
  #57  
Old 06-13-2009, 09:59 PM
VorpalEdge VorpalEdge is offline
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We've come full circle. That gray door leads to the Norfair elevator, which is blocked. However, on the minimap, you can just make out the triangle room from the last update on the upper-left. The door leading back is currently out-of-reach, but it's there. The upper-right part of the room is where we came in, and the lower-right has a green gate blocking it off.


The other branch of the pipe maze takes us to... the room directly adjacent to the green gate? What the hell?


It gets worse, though. That obvious-looking block in the ceiling?


Yeah. It doesn't hold an upgrade or anything, just provides an alternate route around the green gate. Which is completely not necessary, because there are 20 already. I don't... I don't even know, man. Someone make sure I'm not stoned.


The water room itself is pretty silly, too. There's a difficult route near the top that involves spikes, small platforms, and yapping maws, but you can just drop to the bottom and jump across. Plus, if you take the bottom route, you find the most obvious missile expansion in the history of gaming, which gives you +10 missiles for some inexplicable reason. I feel like I'm being fattened up before the slaughter.

There's probably a second upgrade along the top route, but I don't feel like checking before I get the Gravity Suit and Xray, because it'd just be annoying.


The one place we have left to go is a second water room. Like the first, it has a platforming section involving yapping maws near the top, and a (relatively) benign underroute. Except this time, you have to take the top.


I have no fucking clue how I didn't get a shot of the platforming section itself - I'd go back and get one right now, but I'm away from my copy of the game and everything. Sorry. I will rectify this on Wednesday, in a special bonus look-at-the-crap-I-had-to-go-through update. The gist, however, goes like this: You have to jump across platforms in a manner similar to that pic. However, yapping maws are spaced between them. If they grab you, you'll be delighted to learn that the platforms they're stationed on are crumble-blocks, so you fall down onto the spikes below and have to retry.

So yeah, wonky underwater physics platforming combined with hunter-killers.

This section is made much easier by noticing that holding up in mid-jump completely kills your horizontal velocity, making it easy for you to land on platforms and not overshoot them completely like I was doing at first. You can avoid the maws by being sure to not trigger them until you jump, so they lock on to a spot you've already vacated - or jump if you do it accidentally. Crossing the room is not hard once you know what you're doing... just stupid.


At the end is this. That last platform in the water is just barely in the water. Redesign's physics suck, however, and so jumping straight up is not enough to break free of water's cold embrace. Instead, you have to be spin-jumping, which somehow gives you extra vertical height?

And then you magically gain speed equal to your normal jumping speed as soon as you exit the water, so you have no chance to realign if you realize you're going to miss the platform and fall back into the water.

And there's a yapping maw under the platform, so you have to dodge that too.

Yeah.
  #58  
Old 06-13-2009, 10:01 PM
VorpalEdge VorpalEdge is offline
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The next room has lots and lots of vagina-flowers.


It also has a side door leading to a room with a single vagina-flower. Clearly there's something around here, so I jump in and... wtf it's eating me, it's not fake! That would be too obvious for this game. As I do what I normally do and flail around in panic, I shoot the wall in front of me and... hey, what's this?


To facilitate grabbing it, these spikes are fake and do no damage. And now we have the last of the three required energy tanks. This one, unlike the first two, was off the beaten path (and honestly hard to find on my own, I had to look this one up my first time through and I honestly didn't remember where in the room it was this time around), but it's not skippable like the others, so it's not in an obvious location.

Which makes it worse for Drewseph's evil purposes, really. (said evil purposes appear as soon as next update!)


One unremarkable room after the vagina-flowers and... well, guess I know why I was being fattened up. One boss coming up!


One of the things that I think Redesign does better than Super is that it puts the Space Pirates in more places than just fucking two or three. They're all over Crateria in both games, but moreso in this one and Kraid has more than a token guard. I assume Tourian and Lower Norfair are a lot more evil, too. I mean, seriously. As far as I'm concerned, original Super doesn't even have space pirates - just a couple ninjas and the bosses. Those stupid things that appear in Crateria don't count as pirates when they die in one shot.


MiniKraid is back, of course. He also fires his shit a lot more frequently, and takes like three supers to the face before dying. I tried catching the former in shots, but it didn't work out.


rechargin' mah health


No eye door.


are you ready to RUMBLEEEEEEEEEEEE
  #59  
Old 06-13-2009, 10:03 PM
VorpalEdge VorpalEdge is offline
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I tried quickshotting him but missed the timing. It's been a while.


And so he stands up. Something to note in this fight is that, since you don't have the hi-jump yet, that blue overhang over the door is positioned perfectly to walljump up to the platforms, where we can continue shooting poor Kraid IN THE FACE


Kraid doesn't like being shot in the face, though. Like miniKraid, he fires his shit a lot more frequently. His fingernails are more annoying than Death's scythes in some of the Castlevanias I've played - one of them hit me in that shot, which is why you don't see Samus, since she was flashing - and I'm about to get knocked back to the other side of the room by his belly-button explosion spike.


That won't stop me from shooting him in the face, though. Despite his increased attack rate, he doesn't actually do more damage, and since you get here with more etanks in this game than you do normally in Super, this fight is actually easier. Poor Kraid! His eyes flash angrily whenever I shoot him, but then he controls it like a good man, and simply yells at me. And Samus, being the douchebag she is, shoots him again! What a tool. The space pirates are just misunderstood misanthropes.

If only Ueda was a co-producer of SM, along with Yokoi. I'm going to go drool over the very thought right now.


win. And our new upgrade is...


wait what


uhhhhhhh


Yes. That's right. Our reward is the privilege of being able to save.

God damn it.

I'll spare you the pain I felt and fast-forwards you to what Kraid's death unlocked, since it's kind of hard to find.


Remember this door? This is the door to the elevator to Norfair. It's flashing now, except you can't see it in the pic because it was in the gray part of the flash.


Well, let's end for now.

But really, we don't have the Varia yet. Are we really supposed to be going into Norfair already? Maybe we're just going through non-heated parts.

next update: Why three energy tanks were required, also known as: hell yeah, it's on
  #60  
Old 06-13-2009, 10:58 PM
Zaidyer Zaidyer is offline
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No Demon Doors in this hack, sir. The purple door replaces them all. Of all the cheap tricks in this hack, purple doors are one of the most unimaginative and boring.
You're supposed to waste five Super Missiles on these things, but even in early betas, these things would take 25 missiles as a mercy alternative.


This is the moment where Drewseph's motive for this hack becomes painfully clear: Your reward is a clue. Yes, that's right. Your reward is intentionally, literally seeing this right here. This is where it gets official: Clues are more important than anything else in Redesign, ever.
Hopefully, you'll remember to return once you have Power Bombs and Gravity. I sure didn't.


If you didn't find those two energy tanks earlier, they would be in this room on those pedestals. Which sort of defeats the point of hiding them in the first place, because if you get them from this room they won't be in those other rooms. Anyway, the fact that they'd be here at all is another anvilicious clue for the segment to come...
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