Cabeliot
Smart but Stupid!
I love every change in this overhaul so far. Found a few things that could be oversights.
- ERZ1 left path is ENTIRELY impossible without spring ball or morph ball, and cannot be traversed in reverse to escape if you touch the checkpoint after the lasers. She cannot swap gravity in the following section properly because she is too tall.
- Using Plasma Beam on the piranha enemies in DSZ forces them to float out of the water sometimes.
- Because Samus's beam fires in front of her, firing straight down is impossible as it will be misalligned. This also means she can shoot through thin walls uncontested.
- Inficlimbing walls with the spider ball is possible due to unmorphing and remorphing allowing her to use it again. The delay is the only issue, but using a wall jump bomb gives her the height she needs. This is barely an issue because its so complicated and IBJ'ing exists anyway.
- Metal Sonic's health seems to underflow if you hit 20 spazer projectiles, 2 bombs, 2 plasma shots, one charged plasma shot and a hyper beam shot. He no longer could be killed.
- Shooting the CEZ3 Boss in a certain way with the hyper beam dislocates them. I have a picture.
- Burning a beam weapon out prevents you from firing missiles until you change weapons.
- Exiting the gunship when in reverse gravity (changed while in the gunship) causes weird animation glitches.
- Entering morph ball in reverse gravity causes Samus to pop off the ground a bit.
- Screw Attack is unaffected in distance by scaling.
- Samus moves unexpectedly fast in 2D, accelerating faster than normal.
- Although Samus's explosives can break touch FOF's like in the beginning of the right path in DSZ2, only the blast can. The projectiles will phase through unaffected.
- Walking into walls weirdly can sometimes kill Samus. She seems to get crushed.
- Hi-Jump and Gravity Suit combined create interesting interactions when leaving water early in the jump.
- Morph Ball can squeeze into the gap that you're supposed to shrink into in ERZ2
- You can wall jump off the ground.
- Getting hit in the air and using space jump to escape knockback gives you back your screw attack, meaning you get much further.
I have a few suggestions tho
- Allow us to force-enable the... special ending...
- Give us a password system to give us the exact upgrades we had before?
- Allow us to disable custom button usage in order to use other mods that might take those? There's no point where you have to use them anymore, and I'm thankful for that.
- Allow us to turn on the triumphant music whenever we want without hunting down the song manually.
- Let us hold spin to not bounce in morph ball, maybe at the cost of speed?
- If we get max energy tanks, give us a reserve tank with the next tank that stores future energy tanks as one-time-use energy packs?
- Make a noise when enemies reflect projectiles. Getting hit with a projectile I couldn't see because I was in 3rd person and its hard to tell whether the projectile is aimed at you or the other direction in an emergency is kinda annoying.
- Replace the special beam weapon of the power beam with a recursive explosive missile to differentiate it from the other 2 missile-related attacks?
- Diagonal-down shinesparking? Hold jump to shinespark up, jump and forward for diagonal-up, forward for forward, spin for down, spin and forward for diagonal down? I know you usually can't shinespark down in the games, but it'd be convenient a lot of the time in SRB2.
- Give us some way to unprime a super missile without firing a normal missile?
I've enjoyed the new update a LOT, and it honestly has rejuvenated my hype for 2.2 to romp around even more new maps with Samus. Keep up the good work!
- ERZ1 left path is ENTIRELY impossible without spring ball or morph ball, and cannot be traversed in reverse to escape if you touch the checkpoint after the lasers. She cannot swap gravity in the following section properly because she is too tall.
- Using Plasma Beam on the piranha enemies in DSZ forces them to float out of the water sometimes.
- Because Samus's beam fires in front of her, firing straight down is impossible as it will be misalligned. This also means she can shoot through thin walls uncontested.
- Inficlimbing walls with the spider ball is possible due to unmorphing and remorphing allowing her to use it again. The delay is the only issue, but using a wall jump bomb gives her the height she needs. This is barely an issue because its so complicated and IBJ'ing exists anyway.
- Metal Sonic's health seems to underflow if you hit 20 spazer projectiles, 2 bombs, 2 plasma shots, one charged plasma shot and a hyper beam shot. He no longer could be killed.
- Shooting the CEZ3 Boss in a certain way with the hyper beam dislocates them. I have a picture.
- Burning a beam weapon out prevents you from firing missiles until you change weapons.
- Exiting the gunship when in reverse gravity (changed while in the gunship) causes weird animation glitches.
- Entering morph ball in reverse gravity causes Samus to pop off the ground a bit.
- Screw Attack is unaffected in distance by scaling.
- Samus moves unexpectedly fast in 2D, accelerating faster than normal.
- Although Samus's explosives can break touch FOF's like in the beginning of the right path in DSZ2, only the blast can. The projectiles will phase through unaffected.
- Walking into walls weirdly can sometimes kill Samus. She seems to get crushed.
- Hi-Jump and Gravity Suit combined create interesting interactions when leaving water early in the jump.
- Morph Ball can squeeze into the gap that you're supposed to shrink into in ERZ2
- You can wall jump off the ground.
- Getting hit in the air and using space jump to escape knockback gives you back your screw attack, meaning you get much further.
I have a few suggestions tho
- Allow us to force-enable the... special ending...
- Give us a password system to give us the exact upgrades we had before?
- Allow us to disable custom button usage in order to use other mods that might take those? There's no point where you have to use them anymore, and I'm thankful for that.
- Allow us to turn on the triumphant music whenever we want without hunting down the song manually.
- Let us hold spin to not bounce in morph ball, maybe at the cost of speed?
- If we get max energy tanks, give us a reserve tank with the next tank that stores future energy tanks as one-time-use energy packs?
- Make a noise when enemies reflect projectiles. Getting hit with a projectile I couldn't see because I was in 3rd person and its hard to tell whether the projectile is aimed at you or the other direction in an emergency is kinda annoying.
- Replace the special beam weapon of the power beam with a recursive explosive missile to differentiate it from the other 2 missile-related attacks?
- Diagonal-down shinesparking? Hold jump to shinespark up, jump and forward for diagonal-up, forward for forward, spin for down, spin and forward for diagonal down? I know you usually can't shinespark down in the games, but it'd be convenient a lot of the time in SRB2.
- Give us some way to unprime a super missile without firing a normal missile?
I've enjoyed the new update a LOT, and it honestly has rejuvenated my hype for 2.2 to romp around even more new maps with Samus. Keep up the good work!
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