ViPeR Posted July 23, 2007 Posted July 23, 2007 I know the plot was altered for the European (and then Japanese) versions. Don't know about difficulty. Hmm not sure where I read about it. Might have to get it anyway at some point EDIT: According to Wikipedia the Euro version had some glitches fixed and items moved to prevent people getting them when they weren't supposed to.
Zelda_Rulez Posted July 23, 2007 Posted July 23, 2007 That reminds me of the sequence breaking that you could do in the first game. They really limited the possibilities of doing that in part 2. I loved getting the Space Jump boots immediately after landing on Tallon IV and getting the Plasma Beam early. It added a lot of replay value to me. Does anyone else hope MP3 will be like that as well, instead of them limiting us by placing artificial barriers everywhere, like they did in 2.
Blue_Ninja0 Posted July 23, 2007 Posted July 23, 2007 That reminds me of the sequence breaking that you could do in the first game. They really limited the possibilities of doing that in part 2. I loved getting the Space Jump boots immediately after landing on Tallon IV and getting the Plasma Beam early. It added a lot of replay value to me. Does anyone else hope MP3 will be like that as well, instead of them limiting us by placing artificial barriers everywhere, like they did in 2. Sequence breaking can completely screw up a game. I would never do it, at least on my first playthrough. I'm pretty sure the sequence breaking in prime 1 was not intended by the programmers at all, but that's obvious.
Zell Posted July 23, 2007 Posted July 23, 2007 Sequence breaking can completely screw up a game. I would never do it, at least on my first playthrough.I'm pretty sure the sequence breaking in prime 1 was not intended by the programmers at all, but that's obvious. I find sequence breaking to be an excellent way to extend the games lifespan. Too bad the programmers took some of the glictches out of the PAL version of Prime 1, I was so annoyed when I couldn't get the space jump right at the start.
Zelda_Rulez Posted July 23, 2007 Posted July 23, 2007 You can still do that in the Pal version, except if you have the player's choice one.
Patch Posted July 23, 2007 Posted July 23, 2007 Yep, to get the Space Jump early, you need to be able to lock on to an object in front of the ship to perform a dash-jump (I forget the exact term used amongst sequence-breakers) from on top of the ship onto an otherwise unreachable ledge to your right. It's quite easy to do, provided you have that object to lock on to. In the US version, you could use an environmental object in the same room. For the PAL version, they removed the object, but you could still do it by locking onto an enemy in another room. I assume for the Player's Choice version, they removed the enemy. I don't know why the developers are so fussy about stopping people from doing it. As has been said, it definitely extends the life of the game.
DCK Posted July 23, 2007 Posted July 23, 2007 Don't know why it bothers them either. Metroid Prime 2 was stripped from sequence breaking almost completely, and I have no doubt MP3 will be even worse.
Zechs Merquise Posted July 23, 2007 Posted July 23, 2007 Personally I don't know why anyone would want to sequence break. The whole game is messed up if you do, it's great going through unravelling things in the way it was meant. I'm more concerned about whether this hyper mode will be rubbish!
Sméagol Posted July 23, 2007 Posted July 23, 2007 People here haven't played Metroid Zero Mission, the improper way :P. I'm not that hardcore that I want to get through a game a second playthrough using the most challenging sequence breaks, but I did enjoy fooling aroung with it in Zero Mission (like facing Ridley with I believe just 1,5 energy tank, and 3 supermissiles, and without a variasuit . The hardest hting I've ever done in a Metroid game..). For those who don't know, the developpers decided to tweak the levels for certain sequence breaks (perhaps after discovering it was still a popular thing among Metroid fans in Fusion, which didn't have any intentional sequence breaks?). If you ever questioned the reason why certain blocks are where they are in this game, it's for a sequence break (or speedrun optimalization). It's really fun to discover these things.. I'm not using glitches to sequence break, but it would be fun if they designed the levels im MP3 with this in mind. Allthough I imagine this would be a lot harder to do in 3D.
Retro_Link Posted July 23, 2007 Posted July 23, 2007 Personally I don't know why anyone would want to sequence break. The whole game is messed up if you do, it's great going through unravelling things in the way it was meant. I'm more concerned about whether this hyper mode will be rubbish! Sequence breaking the whole game can mess it up yes, but being able to get your abilities at the start on a second playthrough is much better. Have you never played a game that teaches you moves as you progress, completed the game, gone to play it again and been really frustrated that your abilities and freedom are so limited and everything is so slow again! This happened in Banjo Kazooie for example. Games like Resi 4 get it perfect by allowing you to use all your items for the second playthrough, making the second time feel more like a new experience as you can tackle things differently!
DCK Posted July 23, 2007 Posted July 23, 2007 For those who don't know, the developpers decided to tweak the levels for certain sequence breaks (perhaps after discovering it was still a popular thing among Metroid fans in Fusion, which didn't have any intentional sequence breaks?). Fusion had one sequence break, and it's remarked by Adam, too, if you pull it off. It's incredibly hard to do though, I tried and just couldn't do it. It's a long time back, but involves holding a wavedash for a very long time and thereby getting the Diffusion Missiles earlier.
Zechs Merquise Posted July 23, 2007 Posted July 23, 2007 Sequence breaking the whole game can mess it up yes, but being able to get your abilities at the start on a second playthrough is much better. Have you never played a game that teaches you moves as you progress, completed the game, gone to play it again and been really frustrated that your abilities and freedom are so limited and everything is so slow again! This happened in Banjo Kazooie for example. Games like Resi 4 get it perfect by allowing you to use all your items for the second playthrough, making the second time feel more like a new experience as you can tackle things differently! Yeah, actually I do see your point, with games liek Resident Evil it's fun, I loved going back with the hand cannon and handing out some pain! But Resident Evil 4 is structured very differently to Metroid.
Retro_Link Posted July 23, 2007 Posted July 23, 2007 Yeah, actually I do see your point, with games liek Resident Evil it's fun, I loved going back with the hand cannon and handing out some pain! But Resident Evil 4 is structured very differently to Metroid. Yeah but no matter how a game is structured, it's so frustrating starting a second playthrough on many games and having everything you'd gotten used to and got great at using throughout the game taken away!
Sméagol Posted July 23, 2007 Posted July 23, 2007 Fusion had one sequence break, and it's remarked by Adam, too, if you pull it off. It's incredibly hard to do though, I tried and just couldn't do it. It's a long time back, but involves holding a wavedash for a very long time and thereby getting the Diffusion Missiles earlier. Ah yes, I forgot, but I wouldn't know where to start that one.. I've read the walkthrough, and it just makes my head hurt . I have some patience when it comes to bomb-jumping, but to buffer so many spinesharks? Like I said, it makes my head hurt . I didn't think you made a real advancement though? Didn't you have to go back and still get the, ehh, cce missiles I believe?
DCK Posted July 23, 2007 Posted July 23, 2007 You can find it here: http://ie.youtube.com/watch?v=N025nnrcGrc You're right though, it doesn't get you anywhere. You're such a Metroid ace if you pull it off though
Zelda_Rulez Posted July 24, 2007 Posted July 24, 2007 Metroid Prime 2 had one sequence break I actually used on my first playthrough. I was almost at the Quadraxis boss and I needed one more key to get through the door to him. I couldn't find it and then just did this, I even did in on my first try. I never even got that key later on. Video: http://www.metroid2002.com/echoes/other_ing_hive_keys_skip.php
Fanelia Posted July 24, 2007 Posted July 24, 2007 in prime 3 you won't have to hunt down all your items and arms like in the previous two games. rare stated that they did that twice already and that you now start of with your suit intact.
Fanelia Posted July 24, 2007 Posted July 24, 2007 so what do you get? what is the basic "suit" for samus? which visors etc.
LazyBoy Posted July 24, 2007 Posted July 24, 2007 Probably just your basic combat and scan visors, power beam, morph ball and bomb.
Zelda_Rulez Posted July 24, 2007 Posted July 24, 2007 And they probably won't let you start with 255 missiles as well.
EchoDesiato Posted July 24, 2007 Posted July 24, 2007 in prime 3 you won't have to hunt down all your items and arms like in the previous two games. rare stated that they did that twice already and that you now start of with your suit intact. I wouldn't trust Rare, they're with Microsoft and don't have anything to do with Metroid. Now, if Retro Studios would've said that, then I'd believe it.
Fanelia Posted July 24, 2007 Posted July 24, 2007 yeah, retro, that's what i said. you know, r-something. ouch
Dante Posted July 25, 2007 Posted July 25, 2007 Nintendo Power Metroid Prime 3 Info: “Another major improvement over the previous game is that the re-traversal aspects are now more tightly integrated into the adventure. In Echoes, being forced to hoof back to an area that you’d already explored often felt arbitrary; like it was something you had to do just because it was a Metroid game. Corruption does a far better job of giving those return trips a purpose, and often introduces some new element to keep things fresh. Your first journey to a large temple on Bryyo, for instance, is relatively quiet, and allows you to focus on simply reaching your destination. When you return later to deactive an underground shield generator, however, you’ll find that space pirates have discovered the temple and set up a mobile command post, making your second trek more combat-intensive.” - Steve Thomason, Nintendo Power editor. “In the first six hours of the game (which is only 19% according to the in-game progress tracker), We’ve already faced off against five baddies, and all of them have been extremely well designed. They offer just the right amount of challenge, and in true series fashion force you to perfect using your various abilities in tandem. Taking down one of these goliaths always brings a great sense of accomplishment.” - Steve Thomason, Nintendo Power editor “Best of all, none of this comes at the expense of complexity or ingenuity. As a matter of fact, these might be the most mind-bending puzzles in the series, and many of them force you to think outside the Metroid box. Corruption doesn’t throw away the rule book, but it certainly adds new chapters.” - Steve Thomason, Nintendo Power editor
Blue_Ninja0 Posted July 25, 2007 Posted July 25, 2007 You can find it here: http://ie.youtube.com/watch?v=N025nnrcGrc You're right though, it doesn't get you anywhere. You're such a Metroid ace if you pull it off though Man, that was great! I knew about this sequence break but i didn't know that Nintendo prepared a message for the ones that could do it, specially since it's not a very obvious one at all, nor easy.
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