Does my palette really do? :-0
I tried to avoid that effect in particular, so I made the colors less bright. I take it it didn't work? Should I tweak it some more?
I have tweaked this palette a bit to make the colors more soft and inobtrusive (and hopefully reduce some H.264 color smearing). I think it suits the "dark and damp cave" atmosphere of SR388 a bit better.
This is the palette I'm using:
Examples:
(In case the server is slow, here's the whole pack.)
The only downside to such coloring is these graphical oddities with Queen Metroid (since she's technically a part of the background):
Palette code:
This was a nice movie, voting yes. I liked the optimized usage of volteccer.
The game itself is nice, too. It isn't too colorful but it has nice stylish effects in some parts (some of these cause lag, though). I also liked some music themes (like those in Thailand stage).
Alright, so this movie shows:
1) four characters with disgusting faces;
2) seizure-inducing "Congratulations!" sign;
3) awesome message at the end.
'Tis a yes vote!
The precision will be lost anyway due to difference in friction. A perfect driver wouldn't have the same result on highway and on ice, and the difference would only increase with the complexity of a track.
No, because SMR's physics allow for perfectly precise controls, while a vehicle designed for driving on highway doesn't have the capabilities of driving on ice (and thus doesn't allow for perfectly precise controls). -1 for you!
[EDIT]
<moozooh> i just think that in some cases you're projecting your personal problems on the design features.
<JXQ> that's what reviewing a game is about
<JXQ> it's my perspective
<moozooh> and with that in mind, taking your time to write criticism where it's not only useless, but also uncalled for. why reminding everyone that you can't accomodate to SMR's physics each time the topic comes on surface?
<moozooh> it would obviously spawn some discussion, because you're doing it on the forum, and forum is there to discuss.
<moozooh> if it's not done to discuss, why bringing it up and waiting for others to disagree?
<JXQ> my initial reason this time was to point out that the controls are indeed faithful to metroid prime, even from my perspective, and even though 2-d and 3-d are quite different, I still get the same feel. But you feel the need to rush in and love the game every time I talk bad about it
<moozooh> lol
<moozooh> i haven't played metroid prime so i can't compare, but let's call a spade a spade. the controls in SMR are *as* precise as in the original game, it's just that momentum and vertical acceleration values are altered.
<moozooh> which makes the controls harder -- not less precise.
<moozooh> i don't argue it's harder because it inarguably is.
That said, yes, I'm being of the opinion that a difficulty setting or just general difficulty issues aren't the game's problem only because there are people unable to cope with it — there'll always be such people. And being harder in that case isn't the same as being imprecise.
[EDIT2]
Btw, for the purposes of TASing, SMR's movement system actually allows for even greater precision than SM's — for instance, it's easily possible to manipulate the subpixel positions up to the ranges of 1/128 of a pixel, unlike SM's typical 1/16 (not that it's a great difference, but while we're at that…), not to mention numerous tricks with voluntary somersaulting.
Well, that is inarguably true. But then again, it comes down to one's reflex limitations and other abilities, so the problem is present here — although not with the game, but rather with your personal inability to control it (as, for example, being unable to drive on highway is the driver's problem, not the vehicle's).
The "problem" here isn't really a problem. Ice beam is good against Norfair enemies, but sucks against Maridians, so it's balanced. It's an intended design feature, similar to how, say, a certain movement speed shouldn't be named a problem only because it's incovenient for you to move at that speed, rather than slower/faster. It's purposefully designed that way, and there is an alternative for those who don't like it, so I think it's good as it is.
Also, the character control in SMR is actually good (that is, it's rather precise as long as you come to certain level of understanding of its physical laws), especially with the speed-enhancing items. I would expect something worse from such a change, but it only took me a few hours to fully accomodate to it. Since I know you haven't got that far when playing it, you most likely haven't really experienced the control features of the latter 2/3 of the game.
Yeah, by doing what Kejardon did. Generally, running through certain rooms in certain order will throw some junk into memory. Whether that junk is useful and how to use it, though, requires extensive knowledge of the memory map and the game engine, which none of us except Kej possess.
Evidently, dying and returning to the main menu threw even more junk, some of which helped skipping MB.
By the way, Kejardon, can you shed some more light on the nature of space/time beam and the reasons it fucks up the game that much? How can such a simple thing do that much various effects, all of which mess up everything so badly?
Gravity increase was actually "retconned" from Prime, where the pirate data stated that Zebes's total mass (and thus its gravitational force) is nearly equivalent to that of Tallon IV.
Also, I'm surprised people aren't noticing other cameos and references to the Metroid games, such as Prime's Magmoor bomb maze and the aforementioned bomb counter, Ridley lair from NES Metroid, and all that.
Also, the gravity in Fusion is retarded, but I doubt there's anyone who doesn't know it (after all, the whole motion system is slow and rigid as hell there).
Nabbing Plasma underwater while suitless is going to take half an hour, I think. It's possible, but it's really retarded.
Also, to answer Saturn's question: I'll stick with a proper 14% run. I know it's not the lowest percent possible (just as proper any% is far from being fastest possible), but at least it will be cool on is own and entertaining enough to watch to live up to other recently published SM runs. :)
I'm terribly happy you're back in business, Nitsuja — the site just isn't complete without you submitting groundbreaking stuff out of nowhere. :)
Yes vote.
The reason I wouldn't want this idea is that I wouldn't be able to monitor the memory from both emulators, like this (snapshot from November, I think).
I mean, the difference may be high statistically, but not, well, conceptually. The point being that the 11-exit run still has 9+ on entertainment scale, which means it's really very entertaining.