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/vr/ - Retro Games

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>> No.5204242 [View]
File: 19 KB, 256x224, Super Metroid Z-Factor_00004.png [View same] [iqdb] [saucenao] [google]
5204242

>>5204181
Yep, speedballing was indeed the trick. Nailed it!
Seemed kind of daunting at first - speedboost through the right side door, jump over a pretty long chasm with a platform in the middle, to land on a pretty short ledge before the slope and the overhang before it - but it turned out easier than I thought it was going to be.

Quite cool hack so far by the way! Still wouldn't play this one from a flash cart on a real SNES though, as the creator seems to have had a massive boner for crumble block obstacles and sometimes downright CB trolling, as well as using one-way routes which can take ages to go around to get ot the room before them again. Plus retrying parts like getting this missile pack would have been an absolute pain in the ass without save states.
Navigation's occasionally been a bit of a bitch too, with crucial routes and power-ups hidden in such ways and without any clues that you'd expect the odd missile or power bomb expansions to be tucked away.
Some really cool and innovative level design techniques here and there too, like somehow making crumble blocks that prevent enemies but not you from passing through, though a couple of times those have been used in those aforementioned sources of frustration as well...
>can't figure out where to go next
>scour every room in the area where you're locked in with the X-ray scope
>crumble blocks... "guess I can't go through those"
>turns out you can and should through *those* CBs...

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