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Super metroid randomizer no super missiles spore spawn
Super metroid randomizer no super missiles spore spawn











super metroid randomizer no super missiles spore spawn

No ammo refill is very interesting to me. It doesn't make it punishing, but makes it hard enough to consider reloading after taking couple of avoidable hits, or turning back to grab that out of the way energy tank you'd normally get later just so the low health alarm would stop(not saying it should be disabled). The no health refill part of the hack fixes my only problem with ZM, it being too easy when played casually. I probably wasted about 10 missiles, on missing and unnecessary doors.

super metroid randomizer no super missiles spore spawn

Read More Just beat it on normal with 1 super to spare, and at least two missile packs uncollected. If someone were to fix save stations and upload a new version, I'd might even rate this 5 orbs. Recommend you try this, especially if you're not opposed to using save states. Got missiles, supers, pbs, grapple, both suits, spring ball, hi-jump, ice, wave, spazer, some etanks and reserves. Killed draygon, botwoon, crocomire, phantoon. There's also an out of bounds in maridia which killed one run for me, don't go into horizontal pipes looking for secret passages. Hud shows ammo counts after reloading, so that's another unpolished thing. There's also one other that is broken but manages to loads you into draygon's room. I've gotten up to pink brinstar, and the only properly working save station was the first one near start of the game. Unfortunately, hack lacks a lil bit of polish. I feel like I'll like it even more on 2nd playthrough when I get around to it.įeels and plays like an exploration hack, there's a lot of secrets with optional items and alternative paths that allow to progress if you've skipped an item.Įnemy damage is nerfed so you're never really in danger to die, and since ammo is infinite, all drops are health(never saw a small health either). Lots of exploration, alternate paths, open progression, some neat puzzles. I would have preferred traditional shinespark chains. Later, when there were optional puzzles that "required" spark/boost chaining it felt like an utterly broken thing, because often, instead of doing a puzzle the proper way, you could just go to the end part, build speed on like 7 tiles of flat ground and bypass most of the puzzle(also robbing you of satisfaction of managing to do it). The "mechanic" that you can prevent speed counter from resetting by spinjumping felt neat - at first. Landing from jumps always felt like samus was landing on ice. Only learned to mitigate it a tiny bit when it was strictly needed. Maybe one can get used to it, but after all this time I haven't. I'm tempted to think that more strict "obvious gating" could improve play experience.Ī lot of rooms also looked much alike(partially because gba resolution I guess), especially in huge rooms in crateria.Īs TheAnonymousUser said above, air control is terrible. As a result, I think I've spend first half of playtime just wandering around aimlessly. Map is huge, interconnected, doesn't resemble vanilla much and opens up with very few progression items.













Super metroid randomizer no super missiles spore spawn