Comments on: The Anatomy of Metroid: II. Shafted http://www.anatomyofgames.com/2013/04/27/the-anatomy-of-metroid-ii-shafted/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: Vega http://www.anatomyofgames.com/2013/04/27/the-anatomy-of-metroid-ii-shafted/#comment-1617 Sun, 28 Apr 2013 12:15:50 +0000 http://telebunny.net/toastyblog/?p=7716#comment-1617 Nice formatting! The only thing that could have improved it would be if the flow of text and the movement of Samus through this room could go in the same direction, but you’d have to flip either the text or the image to do that. See if you can do it in a future article!

This article makes me wonder the minimum number of changes needed to make Metroid accessible. For example, should this room have been reduced to one third of its original height, but with enemies that do three times as much damage and health pellets that replenish three times as much?

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By: Chicago Frank http://www.anatomyofgames.com/2013/04/27/the-anatomy-of-metroid-ii-shafted/#comment-1616 Sun, 28 Apr 2013 02:24:40 +0000 http://telebunny.net/toastyblog/?p=7716#comment-1616 Metroid always filled me with fear: the fear of not knowing where to go next, or how to get the needed weapons/items/powerups; the fear of constantly thinking you were going to die or get lost or fall into lava/acid. The music played a key role in that, because after the initial awesomeness of the beginning it starts taking a more sinister and ambient sound approach. Metroid 2 did the same thing.

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By: LBD "Nytetrayn" http://www.anatomyofgames.com/2013/04/27/the-anatomy-of-metroid-ii-shafted/#comment-1615 Sun, 28 Apr 2013 02:14:49 +0000 http://telebunny.net/toastyblog/?p=7716#comment-1615 Ah, the shaft… never one of my favorite parts, but certainly memorable.

I can’t wait to see how you fit this layout into the book version. 😉

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