I agree about Metroid 2DX. I've always wondered why they didn't bring Metroid to the N64. Perhaps what they ultimately wanted to do would have required more power, and thus they waited for the GCN with the Prime series.
Still, I could totally see a Metroid64 game that made use of the jumper pack or something.
So far there has never been any word on Metroid 64, not from Nintendo Power or prototype collectors or Nintendo themselves. They probably just never thought to make a Metroid 64, like how they haven't thought to make a new F-Zero in the past 10 years.
I don't think Metroid was ever meant for N64, but I remember reading an article in EGM a long time ago, that first mentioned Nintendo working on a FPS Metroid game(Prime) that at the time was specifically being readied for a future console. This was back in the late 90's when the 64 was still going strong, and we didn't have any official Gamecube announcements yet. The article was just a tiny blurb in the corner of a page, I think it might've had a single screenshot of a prototype. I specifically remember this for two reasons: 1.) I was excited about new Metroid, and instantly bummed that it wouldn't be on the then current console. 2.) Thinking how weird Metroid would be in first-person, and instantly mentally comparing it to Turok and Perfect Dark.
So, Nintendo was working on Metroid in the 64 days, but there was no way the 64 could handle it. Of course, this is all just from memory, so I could be pretty mistaken as to actually when the article was published.
I agree about Metroid 2DX. I've always wondered why they didn't bring Metroid to the N64. Perhaps what they ultimately wanted to do would have required more power, and thus they waited for the GCN with the Prime series.
Still, I could totally see a Metroid64 game that made use of the jumper pack or something.
So far there has never been any word on Metroid 64, not from Nintendo Power or prototype collectors or Nintendo themselves. They probably just never thought to make a Metroid 64, like how they haven't thought to make a new F-Zero in the past 10 years.
I don't think Metroid was ever meant for N64, but I remember reading an article in EGM a long time ago, that first mentioned Nintendo working on a FPS Metroid game(Prime) that at the time was specifically being readied for a future console. This was back in the late 90's when the 64 was still going strong, and we didn't have any official Gamecube announcements yet. The article was just a tiny blurb in the corner of a page, I think it might've had a single screenshot of a prototype. I specifically remember this for two reasons: 1.) I was excited about new Metroid, and instantly bummed that it wouldn't be on the then current console. 2.) Thinking how weird Metroid would be in first-person, and instantly mentally comparing it to Turok and Perfect Dark.
So, Nintendo was working on Metroid in the 64 days, but there was no way the 64 could handle it. Of course, this is all just from memory, so I could be pretty mistaken as to actually when the article was published.
^This is in line with what I had assumed to be the case (not you misinterpreting/misremembering article; Nintendo working on Metroid during the 64's lifespan, but not releasing for said console due to hardware limitations).
Amazing, on one hand we have Sega hiring fan devs to make new games in their most well know franchise, and on the other we have Nintendo... well...... just being Nintendo. Removing this combined with the removal of the NP archive just makes me want to stop supporting Nintendo altogether.
Wait! What? *checks bookmark* Awww...seriously? Seriously, Nintendo? WTF? Argh!!! It's starting to feel like Marvel all over again. Yeesh...
Nintendo has always been very protective of their IPs, but it makes you wonder why this particular romhack?
It's not even a romhack, but built from the ground up using Game Maker and C#. More of a non-profit fan game for PC.
Either way, graphic assets, characters, are Nintendo's IPs, and with the crazy popularity of this game it would only be a matter of time when it's taken down.
It's like you said, Nintendo's always been protective of thier IPs, and yes they have every right to. It's still kinda funny that Sega is the exact opposite of this as of late, I mean, they've got Stealth and Taxman (2 Sonic rom hackers) working on the new Sonic Mania game.
Nintendo has always been very protective of their IPs, but it makes you wonder why this particular romhack?
It's not even a romhack, but built from the ground up using Game Maker and C#. More of a non-profit fan game for PC.
I doubt there's any C# in there, GameMaker is not exactly known for its C# compatibility. (He does mention on the site that he has learned C# programming, but I think that's unrelated.)
As for Nintendo taking it down, hopefully nobody is surprised by this at this point. It's what they do, it's what they HAVE to do. It doesn't matter anyways, they can never take it down completely.
Nintendo has always been very protective of their IPs, but it makes you wonder why this particular romhack?
It's not even a romhack, but built from the ground up using Game Maker and C#. More of a non-profit fan game for PC.
I doubt there's any C# in there, GameMaker is not exactly known for its C# compatibility. (He does mention on the site that he has learned C# programming, but I think that's unrelated.)
As for Nintendo taking it down, hopefully nobody is surprised by this at this point. It's what they do, it's what they HAVE to do. It doesn't matter anyways, they can never take it down completely.
After re-reading the blog, you may be right, so I stand corrected on the C# thing. I also agree that once it's on the internet, even if removed, it can never be gone completely.
I would go as far as to suggest that whoever made the Metriod 2 remake use the knowledge from that and come up with their own legally safe IP. Who knows, as much love as this fan project has shown, they could even go as far as get some financial support for it.
It's different enough from the GB game that he could probably just change the graphics and name re-release it. Of course it wouldn't hurt for him to mix the map up a little also.
Game is fucking sweet. I highly recommend everyone play through it. Not too long either. New areas too!
Yes! Got a chance to play it yesterday and its quite fantastic! Couldn't put it down, actually. It felt very nostalgic and very fresh at the same time. It was probably the best time I've had playing Metroid since the SNES.
I would so throw some monies at this to get a physical release IndieBOX style *sigh* No chance in hell that happening at least not "legally" but damn I've not had this much fun with a Metroid game in a very long time. It is VERY well done.
Just beat it! Took me about 6 hours 15 minutes, and I have to say, it pretty much felt like an official Metroid game to me. It's seriously that good! I can only hope that the creator will perhaps consider remaking Super Metroid as well, that would be so neat! Considering how long it took to finish this Remake though, chances are that we'd be looking at around at least a few years before something like that would get finished. Bah!
Finally getting around to playing this one and it is INCREDIBLE.
1) it is awesome to play the major plot of Metroid 2 without the claustrophobia of the giant character sprite on the smaller background. I had forgotten how bad that was until a few months back I replayed the original Metroid 2 on a larger screen.
2) I don't explicitly recall how Space Jump worked in Metroid 2 vs the other games in the series, but being able to space jump out of a freefall is AWESOME. I seem to recall the space jump being a move where once you lose it, you're falling all the way down... to have it be more forgiving makes the game control much more pleasant.
3) The metroid battles are MUCH harder than the original game, and that is only on Normal difficulty.
They take more hits. They are faster. They are way "smarter" (dodging missiles and guarding their soft spots).
I'm expecting the Queen battle to be more intense than ever.
4) Expanding the weapon and move set to the Super Metroid arsenal is a big improvement that lends to a lot more exploration than the original Metroid 2 could offer. (that is the only gripe i have against Metroid 2 other than the cramped screen -- the original game is too linear for a Metroid game)
I'm about 3 hours in at 60% completion in "The Tower".
This game is a MUST PLAY for any fan of Metroid.
It places higher than the GBA Metroids, IMO, and contends solidly with Super Metroid.
Finally getting around to playing this one and it is INCREDIBLE.
1) it is awesome to play the major plot of Metroid 2 without the claustrophobia of the giant character sprite on the smaller background. I had forgotten how bad that was until a few months back I replayed the original Metroid 2 on a larger screen.
2) I don't explicitly recall how Space Jump worked in Metroid 2 vs the other games in the series, but being able to space jump out of a freefall is AWESOME. I seem to recall the space jump being a move where once you lose it, you're falling all the way down... to have it be more forgiving makes the game control much more pleasant.
3) The metroid battles are MUCH harder than the original game, and that is only on Normal difficulty.
They take more hits. They are faster. They are way "smarter" (dodging missiles and guarding their soft spots).
I'm expecting the Queen battle to be more intense than ever.
4) Expanding the weapon and move set to the Super Metroid arsenal is a big improvement that lends to a lot more exploration than the original Metroid 2 could offer. (that is the only gripe i have against Metroid 2 other than the cramped screen -- the original game is too linear for a Metroid game)
I'm about 3 hours in at 60% completion in "The Tower".
This game is a MUST PLAY for any fan of Metroid.
It places higher than the GBA Metroids, IMO, and contends solidly with Super Metroid.
Anyone have luck mapping a SNES controller to work with this?
I boot it up, it recognizes that a joypad is connected, and that's it. I try using the keyboard to do it manually, but all I can do is select/deselect each function with the [z] button on the keyboard....
I'm trying to fight Arachnus right now using the Xbox 360 pad, and the damn thing is so mushy that I pop out of the morph ball unintentionally. (which is really fucking things up)
Anyone have luck mapping a SNES controller to work with this?
I boot it up, it recognizes that a joypad is connected, and that's it. I try using the keyboard to do it manually, but all I can do is select/deselect each function with the [z] button on the keyboard....
I'm trying to fight Arachnus right now using the Xbox 360 pad, and the damn thing is so mushy that I pop out of the morph ball unintentionally. (which is really fucking things up)
I've been using the Logitech F710, so it "just works" when I have set in X-input mode.
(which is what you're seeing with your Xbox 360 pad)
Can you run a keyboard mapper for your SNES stick, so that it simply over-maps the appropriate keyboard inputs?
EDIT: nm - I see that you resolved it by switching input ports.
(I wouldn't be surprised if the multi-port adapter breaks out a single controller-worth of X-input parameters into two separate controllers, and that P2 simply had the stuff you needed access to by default)
The game is impressive, I must say. Beautifully executed
I really like being able to toggle in and out of the spider-ball with the shoulder button. Makes it easy to jump-morph-stick to walls that would otherwise be tricky to reach.
I look forward to playing it some more over the weekend.
Alright...pretty please with sugar on top and ice cream in the middle, can I get a safe download link (dropbox/mega/google drive?) for the game PMed to me?
Comments
I agree about Metroid 2DX. I've always wondered why they didn't bring Metroid to the N64. Perhaps what they ultimately wanted to do would have required more power, and thus they waited for the GCN with the Prime series.
Still, I could totally see a Metroid64 game that made use of the jumper pack or something.
So far there has never been any word on Metroid 64, not from Nintendo Power or prototype collectors or Nintendo themselves. They probably just never thought to make a Metroid 64, like how they haven't thought to make a new F-Zero in the past 10 years.
I don't think Metroid was ever meant for N64, but I remember reading an article in EGM a long time ago, that first mentioned Nintendo working on a FPS Metroid game(Prime) that at the time was specifically being readied for a future console. This was back in the late 90's when the 64 was still going strong, and we didn't have any official Gamecube announcements yet. The article was just a tiny blurb in the corner of a page, I think it might've had a single screenshot of a prototype. I specifically remember this for two reasons: 1.) I was excited about new Metroid, and instantly bummed that it wouldn't be on the then current console. 2.) Thinking how weird Metroid would be in first-person, and instantly mentally comparing it to Turok and Perfect Dark.
So, Nintendo was working on Metroid in the 64 days, but there was no way the 64 could handle it. Of course, this is all just from memory, so I could be pretty mistaken as to actually when the article was published.
I agree about Metroid 2DX. I've always wondered why they didn't bring Metroid to the N64. Perhaps what they ultimately wanted to do would have required more power, and thus they waited for the GCN with the Prime series.
Still, I could totally see a Metroid64 game that made use of the jumper pack or something.
So far there has never been any word on Metroid 64, not from Nintendo Power or prototype collectors or Nintendo themselves. They probably just never thought to make a Metroid 64, like how they haven't thought to make a new F-Zero in the past 10 years.
I don't think Metroid was ever meant for N64, but I remember reading an article in EGM a long time ago, that first mentioned Nintendo working on a FPS Metroid game(Prime) that at the time was specifically being readied for a future console. This was back in the late 90's when the 64 was still going strong, and we didn't have any official Gamecube announcements yet. The article was just a tiny blurb in the corner of a page, I think it might've had a single screenshot of a prototype. I specifically remember this for two reasons: 1.) I was excited about new Metroid, and instantly bummed that it wouldn't be on the then current console. 2.) Thinking how weird Metroid would be in first-person, and instantly mentally comparing it to Turok and Perfect Dark.
So, Nintendo was working on Metroid in the 64 days, but there was no way the 64 could handle it. Of course, this is all just from memory, so I could be pretty mistaken as to actually when the article was published.
^This is in line with what I had assumed to be the case (not you misinterpreting/misremembering article; Nintendo working on Metroid during the 64's lifespan, but not releasing for said console due to hardware limitations).
Amazing, on one hand we have Sega hiring fan devs to make new games in their most well know franchise, and on the other we have Nintendo... well...... just being Nintendo. Removing this combined with the removal of the NP archive just makes me want to stop supporting Nintendo altogether.
Wait! What? *checks bookmark* Awww...seriously? Seriously, Nintendo? WTF? Argh!!! It's starting to feel like Marvel all over again. Yeesh...
Nintendo has always been very protective of their IPs, but it makes you wonder why this particular romhack?
It's not even a romhack, but built from the ground up using Game Maker and C#. More of a non-profit fan game for PC.
Either way, graphic assets, characters, are Nintendo's IPs, and with the crazy popularity of this game it would only be a matter of time when it's taken down.
It's like you said, Nintendo's always been protective of thier IPs, and yes they have every right to. It's still kinda funny that Sega is the exact opposite of this as of late, I mean, they've got Stealth and Taxman (2 Sonic rom hackers) working on the new Sonic Mania game.
Nintendo has always been very protective of their IPs, but it makes you wonder why this particular romhack?
It's not even a romhack, but built from the ground up using Game Maker and C#. More of a non-profit fan game for PC.
I doubt there's any C# in there, GameMaker is not exactly known for its C# compatibility. (He does mention on the site that he has learned C# programming, but I think that's unrelated.)
As for Nintendo taking it down, hopefully nobody is surprised by this at this point. It's what they do, it's what they HAVE to do. It doesn't matter anyways, they can never take it down completely.
Nintendo has always been very protective of their IPs, but it makes you wonder why this particular romhack?
It's not even a romhack, but built from the ground up using Game Maker and C#. More of a non-profit fan game for PC.
I doubt there's any C# in there, GameMaker is not exactly known for its C# compatibility. (He does mention on the site that he has learned C# programming, but I think that's unrelated.)
As for Nintendo taking it down, hopefully nobody is surprised by this at this point. It's what they do, it's what they HAVE to do. It doesn't matter anyways, they can never take it down completely.
After re-reading the blog, you may be right, so I stand corrected on the C# thing. I also agree that once it's on the internet, even if removed, it can never be gone completely.
I would go as far as to suggest that whoever made the Metriod 2 remake use the knowledge from that and come up with their own legally safe IP. Who knows, as much love as this fan project has shown, they could even go as far as get some financial support for it.
Game is fucking sweet. I highly recommend everyone play through it. Not too long either. New areas too!
Yes! Got a chance to play it yesterday and its quite fantastic! Couldn't put it down, actually. It felt very nostalgic and very fresh at the same time. It was probably the best time I've had playing Metroid since the SNES.
If you're a Metroid fan, you MUST play this.
Originally posted by: Br81zad
To those who have finished the game, about how long did it take to complete?
I got about 4:38, keep in mind, I had played the GB version long before.
The outcome is something that wouldn't have passed Nintendo censorship but is so bloody satisfying!
1) it is awesome to play the major plot of Metroid 2 without the claustrophobia of the giant character sprite on the smaller background. I had forgotten how bad that was until a few months back I replayed the original Metroid 2 on a larger screen.
2) I don't explicitly recall how Space Jump worked in Metroid 2 vs the other games in the series, but being able to space jump out of a freefall is AWESOME. I seem to recall the space jump being a move where once you lose it, you're falling all the way down... to have it be more forgiving makes the game control much more pleasant.
3) The metroid battles are MUCH harder than the original game, and that is only on Normal difficulty.
They take more hits. They are faster. They are way "smarter" (dodging missiles and guarding their soft spots).
I'm expecting the Queen battle to be more intense than ever.
4) Expanding the weapon and move set to the Super Metroid arsenal is a big improvement that lends to a lot more exploration than the original Metroid 2 could offer. (that is the only gripe i have against Metroid 2 other than the cramped screen -- the original game is too linear for a Metroid game)
I'm about 3 hours in at 60% completion in "The Tower".
This game is a MUST PLAY for any fan of Metroid.
It places higher than the GBA Metroids, IMO, and contends solidly with Super Metroid.
Originally posted by: arch_8ngel
Finally getting around to playing this one and it is INCREDIBLE.
1) it is awesome to play the major plot of Metroid 2 without the claustrophobia of the giant character sprite on the smaller background. I had forgotten how bad that was until a few months back I replayed the original Metroid 2 on a larger screen.
2) I don't explicitly recall how Space Jump worked in Metroid 2 vs the other games in the series, but being able to space jump out of a freefall is AWESOME. I seem to recall the space jump being a move where once you lose it, you're falling all the way down... to have it be more forgiving makes the game control much more pleasant.
3) The metroid battles are MUCH harder than the original game, and that is only on Normal difficulty.
They take more hits. They are faster. They are way "smarter" (dodging missiles and guarding their soft spots).
I'm expecting the Queen battle to be more intense than ever.
4) Expanding the weapon and move set to the Super Metroid arsenal is a big improvement that lends to a lot more exploration than the original Metroid 2 could offer. (that is the only gripe i have against Metroid 2 other than the cramped screen -- the original game is too linear for a Metroid game)
I'm about 3 hours in at 60% completion in "The Tower".
This game is a MUST PLAY for any fan of Metroid.
It places higher than the GBA Metroids, IMO, and contends solidly with Super Metroid.
End the final fight with a power bomb, remember.
Originally posted by: Thunderblaze16
End the final fight with a power bomb, remember.
I'm planning on it.
I don't have any power bombs, yet, but I'm hoping I get some soon, since I know I've seen the symbols around to open up alternate passageways.
I boot it up, it recognizes that a joypad is connected, and that's it. I try using the keyboard to do it manually, but all I can do is select/deselect each function with the [z] button on the keyboard....
I'm trying to fight Arachnus right now using the Xbox 360 pad, and the damn thing is so mushy that I pop out of the morph ball unintentionally. (which is really fucking things up)
I have no idea why, but it does. Works perfectly fine now.
(Beat Arachnus on the first try with the superior SNES controller )
Anyone have luck mapping a SNES controller to work with this?
I boot it up, it recognizes that a joypad is connected, and that's it. I try using the keyboard to do it manually, but all I can do is select/deselect each function with the [z] button on the keyboard....
I'm trying to fight Arachnus right now using the Xbox 360 pad, and the damn thing is so mushy that I pop out of the morph ball unintentionally. (which is really fucking things up)
I've been using the Logitech F710, so it "just works" when I have set in X-input mode.
(which is what you're seeing with your Xbox 360 pad)
Can you run a keyboard mapper for your SNES stick, so that it simply over-maps the appropriate keyboard inputs?
EDIT: nm - I see that you resolved it by switching input ports.
(I wouldn't be surprised if the multi-port adapter breaks out a single controller-worth of X-input parameters into two separate controllers, and that P2 simply had the stuff you needed access to by default)
Is there still a SAFE link to download this from? All the ones I find have been taken down or are fishy sites...
I doubt it. From what I've read most people are torrenting it now to get a copy.
If you ask really nicely, somebody who already has it might be willing and able to share it with you, though.
Those Zeta's are beasts, though at least they can't fly in this game.
FINALLY have the power bombs, so the whole world is about to open up a little bit more, in terms of being able to snag hidden items and passageways.
I really like being able to toggle in and out of the spider-ball with the shoulder button. Makes it easy to jump-morph-stick to walls that would otherwise be tricky to reach.
I look forward to playing it some more over the weekend.
Looks like I need to backtrack and round up a few of the super missiles that I've missed.
Also, any tips on getting the power bomb upgrade that is in the upper-right corner of one of the early levels?
It involves:
1) a super missile door to the room
2) a power-bomb wall within the room
3) a dash-breakable wall within the room
I'm guessing it involves pre-opening the door, pre-selecting power bombs, and then using the exterior platform to charge up the shinespark.
Then some how space jumping through the door, dropping a power bomb immediately, and then ball-shine-sparking through the dash barrier.
Am I on the right track, or is there an easier way?
I can't seem to get the timing to work, since my shinespark charge wears off too quickly. (though it's much more generous than Super Metroid)