I was considering playing through Super Metroid Redesign, so I started searching for the patch again, and I came across the Let's Play Super Metroid Redesign project.
To be honest, I'm kinda relieved to just watch it, the commentary is pretty funny sometimes, and it's interesting to see someone else play and slowly improve. So check it out if you like Metroid, if any of you are familiar with SMR, you will be aware that some parts do get repetitive, but like I said, it's cool to see them get the hang of it and start kicking ass.Cocopuffs and I had a pretty long debate over the health in Twinsen just now, I'll try to sum it up:Currently, bushes drop clovers of health about 10% of the time, whether you need it or not.What I'd prefer is that the bushes always drop health if you have been hurt.Cocopuffs would prefer having set bushes that leave a clover once, whether you need it or not.The idea behind my solution, is that it allows different styles of play, simply- stock up on health, or don't.This would be good for bosses, have one bush in the room that you can always rely on, you just have to wait for it to grow back.Say you're versing the boss, and he's kicking your ass. You just figured out how to beat him, but you're too low on health to risk attacking him. So you can focus on avoiding his attacks, collect some health and then fight back.Cocopuffs doesn't like this because he feels it makes the game too easy overall, and removes a lot of the challenge for those who aren't worried about every enemy, and don't feel they need to stock up on health.I can see where he's coming from, that the skilled players will be rather annoyed that some noob has managed to finish the same game as them.He believes those players will feel less rewarded, or perhaps cheated that their efforts went by unappreciated.I really don't think that's the issue.. As much as I want the game to be challenging, I want it to be accessible more.I want to leave the challenge up to the player, there are already several options presented to you in the game, you don't have to run, you don't have to string together combos, you don't even have to kill enemies… This is just one more option.I think decisions like this should be left up to the player.Even if they may not be as good as some others, but they want to kill everything, to try and string together some combos - they can, and they can feel safe in knowing the health is always there for them.And on the other hand, if you really want to challenge yourself, just don't stop and chop down bushes if you're low on health, unless of course you think you need it.I know Cocopuffs is gonna hate reading through this, and to be fair I probably have explained my solution better here than on MSN.So, leave a comment and let us know what you'd prefer. BYAAH!
Figure I might as well post my side of my side, instead of you hearing my side from Taka, even though he did a decent job explaining it.
I say if you play it safe, kill enemies from a distance, let them come to you, you won't be hurt often at all. There will be (should be) enough health scattered around the level to make it so if you're playing safe health is not an issue. But as a downside to playing like this, you won't get points from trying to link together combos, and will end up with a lower score. But you can still beat the main game.On the other hand, if you're after a higher score, you can play the game dangerously by trying to link combos together. In which case you will get hurt more often, and will probably die more often. If you find this is too hard, you can always play it safe any time, it's not like there's too paths set in stone.Of course, the pro to playing dangerously is that you get a higher score, and with that some extras here and there.Both of you make good points.
Whenever I play some kind of stage based game a particular boss might be deviously difficult, requiring several world restarts, but once I finally figure out how to beat the said boss I feel exhilarated.My siblings, on the other hand, would rather load the game over and over (Super Nintendo Emulator save/load states) to jump right back into the fight.However, if there isn't an option to load/save the game they will keep at the stage until they beat it and they also feel great once they finally take down the boss.So unless its a family trait of strong-will (a nice way of saying stubborn [GRIN]), I think Cocopuffs' way is best… It makes the bosses extra challenging and I think it makes the game even more exciting is trying to stay alive with a few hit points left while at the same time trying to finish off the boss.Hope that'll come in use… now to go download you game and see what it's about =pTwistyWristyhttp://ft.mirror.waffleimages.com/files/19/19fc1d709940c189b612265d703fb1b39b0c9fcb.jpg
What. The. Fuck. (NSFW or children, or women, or men, or OAPs, or aliens, or transgender xenomorphic toads)I like the dificulty of the game already, but the health would be nice.
I think I like Cocopuff's method better.
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Tried the game, very interesting, beautiful graphics and decent gameplay. My only complaint was that the man seemed to move too slowly.TwistyWristyI go with TakaM
I'd say increase the drop rate if you're low on health, else keep it at 10%.