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Prometheus Spawning Grounds - version 7, beta
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Metroid (box) reviewForewordI recently bought NES Metroid for GBA. Yes, I know there are 'free' unlockable versions available in MZM/MF, but I'm not too eager to play games where the only choices I have are: Straight ahead, or right (where there is a forcefield telling me to come back later). I liked it back in the day where you were responsible for your choices in the game, but that's another issue. I'm here to review the GBA port of the original NES Metroid. I'll start with an extensive review of... the box! It pretty much sucks. Let's take a closer look at the chaos of so called 'important notices' that no one ever reads. Sorry for the crappy digicam shots, I took them in a hurry.
Conclusion The box is too littered with important notices that no one will ever bother to read them. There's no system in how stuff is placed. If they kept the important stuff in one place people might read it. Since a lot of the information is redundant, it could be compacted a lot. Sooo... ...I could not resist making my own box. The front should capture the viewer, who picks it up, and looks at the back, where the important information is. All the mumbo-jumbo the consumer doesn't care about is on the bottom of the box. The sides are just decorative. When designing a box you have to consider the three different types of customers.
The cover could use a better typeface than I had available. I didn't pick orange because it doesn't read on grey if you're colorblind. I'm pretty happy with the left margin though. I think I picked three pretty interesting screenshots with larger figures on. On screenshots this size it isn't much use showing the regular small enemies. Since I didn't want to go over the top with game gfx (from the NES btw), I added a piece of artwork, one of the best pinups I've seen out of the NES ones. ![]() ![]() ![]() ![]() ![]()
Onto the manual Well, I'll keep this short. I did shell out 230SEK (33USD), and I expected a little more. The manual is greyscale whilst the original was in color. The images are too small, and some have borders even though the backround is white. My main gripe however, is that there's no extra freatures. Some concept art, a developer foreword, anything extra like that would've been great... The Game They did a pretty good job with the emulation. Unlike the version on MZM, which I played briefly, this version has nearly undistorted sprites. It seems like they did some editing to make sure things looked good. With no second joypad available, you can now exit to the password menu by pressing up and select while paused. This also allow you to save the password, so you don't have to write it down. There's also a useful sleep menu you can bring up with L+R. On the negative side is the lack of autofire, which means it's hard to bombjump. I can't seem to be able to door climb either, but maybe I'm just getting old. When curled up into a ball, Samus jitters 2 pixels instead of 1 as in the original. Not sure if this is a tweak, but it looks a tad too bumpy. Again I have to mention the lack of extras. It would've been nice with an enemy gallery, survivial modes, random or alternative maps and other stuff. Well, that conludes this review, which has mainly been about the box. Art and screenshots used are (c) Nintendo, I hope they don't mind.
Copyright notice: Niklas Jansson, 2007. Bla bla bla. Yadda yadda yadda.
Contact: email rebus (Hint: only one is correct, and it's Diglett, cuz Diglett is like... awesome!) | ||||||||||||||||