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It's cool, got through in 3 tries. Only issue that stops a five is that I don't see many varied uses of the rock, only the same pinballs. If there were things like jumping from one rock to another while it's bouncing. or dropping a rock off with momentum then getting it back, kinda like a kaizo, I'd bump this up to an easy five. Still though, it's great. enjoyed it a lot
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This is probably the simplest thing I've ever done for something relating to maps (yes, this is even easier than making a level header). Works like a dream!
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In terms of visual and audio quality, as well as the gameplay changes, it's all fantastic. Where this really struggles is the level design. Just like the original mod, this mod's level design struggles immensely with stage readability.

There are so many points in this campaign where I've just been completely lost as to what to do, the special stages have it the worst. The forest maze and lava special stages are genuinely hair-pullingly annoying. THe lava one especially forces you to make do-or-die leaps of faith or play super quickly whent he level design really is not clearly conveying what it wants you to do, or where to go. I never even figured out what the wheels you can activate were doing. THere's just no feedback to the player or any indication.

When a stage's entire gimmick is "follow the arrow on the ground" or the signposts have to actively point you in the direction of progress, that's a sign of a fundamental flaw with the level design.

Honestly, the new special stages should be scrapped entirely, I don't understand the scoring, and none of them so far have really been fun to play. Please, just give us back the simple "collect the rings" stages I beg you. I want to get my emerald and get out not spend 20 minutes in a single stage and then be kicked out because i ran out of continues.

Overall this mod is impressive, it's given me a ton of nostalgia over the original mod, but just like the original mod, frustrates the hell out of me. It's better in a lot of ways, but worse in some others.
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An amazing cup all round. The guy I know as the maker of Funky Fortress and the rest of the original Draft Tracks did not disappoint.

The secret additional map not mentioned on the page as of writing is absolutely fantastic being on a whole other level of fun. It's really tough, but worth giving a go at it. I posted a guide in the discussions tab if anyone wants to try it out by unlocking it.
https://mb.srb2.org/threads/draft-tracks-ring-racing-edition.43932/post-683109

The one glaring issue though was figuring out how to unlock that track. There was a whole ARG behind it that had to be solved and the puzzle design isn't that great as a game. It's possible that if the participants and I better spent our time those days, the ARG might not have stung so much, but I think better puzzle design would have been better regardless.

The puzzles themselves get a 2/5 for trying and almost giving a fun little hunt, but failed due to the ultimate let downs and over exertion trying to solve it.
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I have never had anything to do with phantasy star online before.. and still don't. So I have no idea how well anything is ported over from the original, what adjustments have been made, etc.. that didn't stop me from enjoying this addon a lot though.
Combat takes some getting used to, but it gives a more tactical feeling, along with the satifaction of building up a big chain for big damage, it's pretty great. dodging is useful, both in mobility and avoiding attacks and allows for some clutch moments, but luckily not the end-all-be-all tool for every situation, positioning is still important, so it overall manages to have a good mix of both. I also like how the npcs scattered around the hub have something different to say after every mission.
And multiplayer, I only got to play with one other person, but the experience for that has been positive as well. you get to keep your own gear, can share items and overall feels pretty synergistic. and multiplayer support is just always fun.

There are some things i'd like to critique though. To start with something minor, the Jump Pads early on feel like a relic of development, given how we not only never see them again after the early missions, but also see them replaced with springs later on.
The coffee shop felt rather... useless, until i was pretty late into the game. i never found materials for it and the gear would've been outdated pretty quickly anyway. Having a limited inventory of 60 also feels a bit redundant, because consumable items are stacked and have their own limits anyway, so it's kinda just for gear you find. And I know we could have more space, the storage exists after all. The fact you can just send anything at any time there anyway makes it less of a consideration on what to bring, but just an inconvenience to bring more items to sell.
The length of the Missions also blows up a looooot later. From beating a mission in 10 minutes at first to later on get an S-Rank after almost passing the 1 hour mark in a mission.
A bigger point for me would be how poorly some things are explained. And if there's a place in the game that explains it, i have no idea where that's supposed to be. for example, elements. weapons, some skills and even armor can have elements and enemies have elemental weaknesses as well. But for a long time, i wondered if it even did anything. Testing the same attack on 2 different enemies didn't feel any different, despite one of them being supposed to be weak to it. Did i do extra damage, does it have an extra effect, do the elements even work?.. They do, but i didn't really feel it until i went all in with elemental damage. And the elements on the armor are even less transparent, because.. what kinda damage do the enemies even deal? how do i know? do most of them even deal any? Is it even supposed to be a damage reduction? And besides the elements, the game fails to explain other minor things like the how technique-based weapons allow you the freedom to choose for yourself what attacks build chain and which ones break it. my coop parter also didn't know about a lot of things, until i told him, like how units work, how you can quick-switch weapons with the corresponding weapon buttons (doing it via the manu is pretty clunky after all), that you can level up your weapon proficiencies or that you can buy new skills at the shop.
Lastly.. there's a bunch of endgame gear to grind and unlock, but.. for what? there's no endgame to speak of. nothing feels like it was meant for this equipment, even though max level is where you really start unlocking all your possibilities, all the variety and some extra rare gear. but you can beat everything in the game with much less. so what's the point in even grinding anyway, particulary the last few levels don't feel like they're really meant for fun repeat play. i guess the Arena kinda fulfills that, but it's limited and not enough, especially since it's pretty much the same every time and lacks the usual stage gameplay. No cool post-game stages, enemies or bosses for my shiny gear. But i suppose, it all boils down to.. i just want more.
I know the negative section is a bit longer, but don't let it fool you, the issues are overall relatively minor compared to how this is has been a very fun experience for me, it's a great Addon with lots of effort behind it. I had a lot of fun with it and am certainly looking forward for more!
Lat'
Lat'
Thanks for the insightful review!

To go point by point...
-Yes, jump pads are relics of v1.x, however, I didn't change the level design of these earlier maps as there was nothing inherently wrong with them and remaking them would've taken time that was better spent making on the new stuff.

- The café shop lets you exchange rare weapons from the fields for the weapon types of your choices and eventually fuse all of them into a stronger weapon. It also has exchanges that act as a pity system for rare drops in hard mode.
Also worth knowing that you can get items to "limit break" weapons from the café which boost their stats closer to the strongest weapons, which lets you keep using the ones you like the Potentials of.

-Inventory space is more of a holdover from how things are in the source material rather than specific consideration being put into it. I don't actually have anything more to add to it but it's maybe something that'll be taken a look at eventually.

-Mission length is intentionally much higher starting with the ver.2 content. Missions before then were very easy to complete without putting much thought into bringing anything, whereas the longer ones means players prepare a bit more and also make use of telepipes every now and then. 7-2 is of course intentionally the longest mission.

-Weapon / Armour element is indeed not explained anywhere and kind of relies on general gaming tropes of "hit weakness for more damage". Every enemy does actually deal elemental damage, the element being the opposite of their main weakness (Fire <-> Ice, Elec <-> Earth, Light <-> Dark), and matching armour element with enemy attacks' will reduce damage.
With that said, I'll look into adding ways to tell which element dealt damage to the player as well as some extra visual flair when hitting enemy weaknesses.
Overall, I'd like to add some tutorial missions to explain both basics and advanced concepts with more numbers at some point but it unfortunately isn't in the cards yet.


- The lack of postgame is something that is being adressed in the next update which will add a new difficulty level to all missions (and new non-story missions) where strong equipment and mechanical skill is *expected* of the player.
Right now, it's true that equipment (especially 10 and 11-star rarity gear) outscales the difficulty curve set by late hard mode.
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Literally one of the highest quality mods for SRB2 out there. All of the characters are fun to play and really easy to understand.
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This addon is pretty good if paired with Adventure Sonic

(Also extra message)
If SRB2 had Micheal Bay for the explosions Lol
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Fantastic work! Simple as that. I love the new version of Burning Bone Zone as well.

The only qualm I have is that there is no good reason I should try to get a plus record for the cup considering how hard the Special Stage is. I absolutely love it for Special Mode, but unless you have a cool cinematic cut-scene or really any super reward for beating the stage in a real GP, I don't see it being worth grinding for.
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Just 100% completed this mod and honestly it's pretty good. Namely because unlike DoomGuy who can't even get past a castle bridge jump in Castle Eggman, Samus actually feels like she was designed for SRB2. But my god are the flaws numerous.
For starters the tutorials literally just clutter the screen and don't bugger off until you actually do what they tell you. Why couldn't they just leave if you did nothing after a set amount of time?!
For some reason at a certain point the game the lock-on feature disabled itself which meant I had to re-enable it which was really jarring.
The lock-on itself wasn't all that accurate anyway. During the fight against the omega metroid (Which BTW nagivating the pre-boss arenas are a pain in the butt) the charged shots kept missing the boss unless I jumped before shooting it which made 0 sense.
Suit colors for some reason don't save when you change them which means if you wanted to make the suits look like they were from Metroid Fusion? Too bad! You had to re-adjust them everytime you stopped playing! (Though if a later update added in the fusion suit which made it deal more damage and shoot ice missiles but you take more damage as a compromise it would make the fusion suit colorscheme pointless)
Item RNG doesn't sound like the worst idea on paper but the problem is that it's completley wack in some cases. Espicially since sometimes you can end up with upgrades like hyper bombs and super missiles BEFORE YOU EVEN LEFT GREENFLOWER ZONE!
And the 2 bonus upgrades you can get can be extremely annoying to get espicially when one requires bomb jumping at a level so absurd that it feels like it was made for the kaizo players while the other has the timing so strict it might as well be non-existent! The item radar while useful, it's given so late that it might as well not be there. The fact it carries through to other save files doesn't save it.
That one scene during Arid Canyon zone before the boss however... MY GOD what the hell was going through your mind when you made it?! Yes I'm aware there is something that lets you turn it off but once you played the zone once the disclaimer just doesn't pop up! Can you imagine someone who got to that zone and actually threw up from seeing Fang dead and bloody on the floor?!
By far the worst offender for me however was that shooting the blaster and missiles were binded to the opposite sides of the mouse. For whatever reason the blaser's controls were inverted from what I am used to when it comes to first person shooters since the missiles were on M1 and the blaster was on M2. Which meant I either had to swap my fingers on the mouse and risk getting carpel tunnel or re-bind the mouse keys so it makes sense and risk forgetting to re-set the mouse back to the original settings when I am done with the mod!
Golden Shine
Golden Shine
SRB2's 2.2.14 update broke some of Samus' features (it broke a billion mods in general.), so a hotfix update will be coming eventually to resolve those. I imagine the color and lock-on issues had something to do with that.

You can turn off tutorials if you wish. For most players it's a necessity, so it's on by default. A big problem in previous versions was people never experimenting with mechanics, either due to ammo stingyness or tunnel vision, and then not knowing how to use said mechanics when they really mattered.

The idea for the 1st Bonus Item is to teach players that launching off walls with the boost ball resets the Spider Ball's refills the meter, but I guess you could stubbornly bombjump the whole thing. Just like how the 2nd one teaches Super Metroid's Mach Ball trick. The third bonus item, the Scan Visor, exists very late because it'd be really boring if players were encouraged to blindly chase every blip on their radar to exhaust every monitor in every map. People overexploring GFZ and THZ and getting OP early is already an issue as-is.

You can swap the fire buttons, btw. It's in the gunship's settings.
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When me and my siblings got this mod, this was insanely overpowered and we had a rule on not playing it and genuinely looking back on this. HOLY PEAKAMOLY this was insanely fun and was really cool too!
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This and the original S3 AIR mod have now gotten me addicted to the floofball. I had to get the SCD mod and the S1 Rom Hack just to sate how much more of this derpy Eevee I wanted. Cute, derpy, fluffy, and powerful as hell when used the right way. Heck, I even learned that you managed to accidentally port the Spike Parry part of the Insta-shield to SRB2 (remember, the spike parry was introduced in Mania as a bug, but kept in Origins as a feature while also giving the old works back). The super form is a bit busted (as in powerful), and I like how you decided that Eevee stops turning yellow when going super and actually becomes a shiny Eevee in that godly form (and the hyper easter egg also works when a certain cheat is active). Really, this dude needs to be given the love he deserves. And besides, Tails has a LOT of explaining to do to Sonic about this fluffball replacing the blue blur back on Angel Island... Who knew a small fluffball could be so powerful? YOU, duh!
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Nice to see an NES styled mod for this game! Love the inclusion of having voicelines from Alan Young. The one thing i'd add (not that i'm telling you to, just personal preference) is the voiceline from Ducktales Remastered where he says "it's like running from the IRS!" But overall, good mod!
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i cant use this as srb2k doesnt le t me do a time attack and i have no friends with complex mods and this is one for some reason and yeah. Seems awesome though
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I loved the add-on but my only problem is a small one but the same is that when you are in a boss fight and you are the noise and it grabs a life it doesn't disappear from the stage it is still there, also when you grab an enemy and (I don't know how it happens but it bugs) sometimes the enemy stays on top of me even if I had already let go and it keeps hitting me but I love it I haven't been able to find any pizza tower character in srb2 that I would have liked as much as this one.
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Love it! I want to play the original SO MUCH now. I might just make my own SRB2 Gamemaker (8.1) engine! (for the shiggles)
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I never thought I would find such a challenging mod, I think this is really fun and i am just speechless. This is the only mod I have ever rated 5 stars.
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Well, I have only one thing to say about the mod...

It sure is a BIG MOD!!! :D

Yeah, I mean look here, he's not too happy to be in the game and everyone who calls him a 1x1 lego piece, or bigger than an monster truck... or even shaped like a ferris wheel at all. Now he's gonna ban everyone who gets in his way!

Instead of outstanding, I called it "Fatstanding". And don't try to get banned by him!
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Who's that Pokemon? (IT'S PIKACHU!)

It's PIKACHU! (YAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
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I Love this mod! It's like a combination of Pizza Tower and ANTONBLAST. now i wish i could make this message less then 100 Letters but i can't. The Mod is still good though
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It's perfect in almost every way. The only way it could ever be better is if Heavy was one of his rivals. You know, for the reference.
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