Author Topic: Metroid Fusion Control Issue  (Read 3159 times)

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Offline mouse_clicker

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Metroid Fusion Control Issue
« on: June 18, 2003, 08:18:08 PM »
Well, it's not really an issue, persay, as much as it is a little nuance that's kind of annoying. Why do each of your missile and bomb upgrades automatically replace your old ones? I didn't see any problem with the way Super Metroid had things set up, that is pressing Select to toggle between missiles, super missiles, bombs, and power bombs. Seeing as the Select button isn't even used in Metroid Fusion, what was the problem in reusing the same feature? It's just a little something that was slightly offputting that I was wondering about.
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Offline PIAC

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RE: Metroid Fusion Control Issue
« Reply #1 on: June 18, 2003, 08:23:09 PM »
yeah i was wondering the same thing actually, it does seem rather strange, i didn't like having to hold R to shoot missiles, but i grew used to it, but the controlls could have been handled a little differently (well tbh they were handled differently, they shouldn't have been rehandled at all )

Offline rpglover

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Metroid Fusion Control Issue
« Reply #2 on: June 19, 2003, 05:19:11 AM »
if i recall there only were 3 missile upgrades and the power bombs
i think the missile upgrades were super missiles, the ice missiles, and the diffusion missiles
the bombs didnt bother me too much- i like how that was already set to the r button to lay them
i like the way they did it in fusion- i really dont know how it could work any other way
if they did it the super metroid way they would need to place different power ups for each of the different missiles
that means there would be 4 power ups- missiles, super missiles, ice missiles, and diffusion missiles
it worked fine with super, but the way fusion is i dont think it would work
super metroid was about conserving your missiles untill bosses or unlockable doors
in fusion, you needed them to defeat common enemies
i guess the reason they did it was because you needed the missiles more often in the game than in super metroid
and as such the just put it on a singular button
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Offline mouse_clicker

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Metroid Fusion Control Issue
« Reply #3 on: June 19, 2003, 10:49:03 AM »
Why would you need seperate refills for each missile? They have recharge rooms that restock your missiles, power bombs, and refill all your energy without the need for seperate stations. Why can't one station refill all 3 missile types, power bombs, and energy? Or better yet, do it like Super Metroid did- have a recharge room just for energy and a recharge room just for ammo. That would make the game quite a bit more difficult.
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Offline rpglover

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Metroid Fusion Control Issue
« Reply #4 on: June 19, 2003, 02:12:53 PM »
sorry i wasnt too clear... what i meant was that if you remember super metroid there were different pick ups for missiles-
there was a regular missile pick up, a super missile pick up, and a power bomb pick up- and as such they were chosen seperately (by pressing select)
by the end of super metriod you could have 255 regular missiles, 55 super missiles, and 55 power bombs
in fusion there is only 1 missile pick up which works for all missiles
hopefully that clears up what i was saying...
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Offline mouse_clicker

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Metroid Fusion Control Issue
« Reply #5 on: June 19, 2003, 07:20:56 PM »
Oh, you mean the refills left behind by enemies, not in the refill stations. I see how that would affect what you were saying about the basic gameplay differences between Metroid Fusion and Super Metroid. Even so I think having super missiles and missiles seperate, among other upgrades, would heighten the intensity of common battles, rather than just aiming and firing. It would add a bit of strategy. I also liked the missile conservation from Super Metroid better, since, again, it forced you to attack intelligently while in Fusion you simply attacked.
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Offline Gibdo Master

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Metroid Fusion Control Issue
« Reply #6 on: June 19, 2003, 11:08:42 PM »
Frankly I found having to toggle through everything in Super a little annoying. It makes better sense that when you get a better upgrade that it replaces the older version. The only reason why they didn't do that in Super is so that they could limit the amount of power bombs and super missiles you had so you wouldn't become too powerful.

My only complaint with Fusion is the idea that you had to hold the R button down in order to fire missiles. They should have had it set up as on off thing. Press the R button once to activate missiles or power bombs, press it again to deactivate them. It would have made things easier especially with bosses since you wouldn't have to hold the R button down the whole time you fight them. The only real problem with doing it that way is that you could forget you had your missiles or power bomb activated and end up wasting them when you wanted the beam or regular bombs. However I found myself getting pissed off when shooting a boss only to realize that I was shooting the beam instead of missiles because my finger slipped off the R button or I wasn't holding it down hard enough so again I think the on off thing would be better in the end.

EDIT: I forgot about the diffusion missiles and having to charge the missiles to use it. The above control setup could still work its just that instead of holding the R button to charge the missile you would hold the B button down (like you would to charge the beam) when the missiles are activated.
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Offline Syl

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RE: Metroid Fusion Control Issue
« Reply #7 on: June 25, 2003, 03:04:07 PM »
I dislike how ALL missiles upgrade into Super Missiles, It seemed to limit their usefulness.
In Super Metroid, you had to be careful about using Super Missiles, because they were very scarce and about 5x more powerful than just about anything else in the game, in Metroid Fusion, they aren't nearly as powerful, and you an insane number of them....

I really disliked the whole freeze/diffusion thing entirely, but.... thats just me.
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