You know they're updating Onyxia to be a level 80 raid for the next patch? I'm wondering if they're going to try to add in some sort of new storyline or if they're just going to make her stronger.
I hear she's going to deep breath more often.
I really dislike that Blizzard has been fixing all the glitches you could use to get where you shouldn't be. Last time I played, they had finally fixed wall jumping and that broke pretty much every exploit I knew about. As far as I know, fear is the only way to get to some of these places now.
They also said the original Fiery Avenger quest was never found. And during Kunark or Velious they were like, "Yeah, there's still around 1000 undiscovered quests." Considering the community and developers at the time, I'm willing to bet the quests were just crazy broken.
I remember the hidden areas in EQ original. There was a single room with animated gif cubes as walls. This was used for a "jail" if you were bad by GMs. I also remember there was an Island for GMs as well.
The only one I remember is the one upstairs in HHK, I think by where the gambling tables are. You just walk through a wall to a hidden area. I used to hang out in there during my PKing sprees.
I always liked the cat room. Dev must've been like "Well, there's going to be a part of the zone where people really shouldn't see... I know, I'll put pictures of my cat."
That reminds me, in Earth and beyond, in the [asian race] stations, there was a wall you could walk through, and it would lead you to a disco.
One of the Natural Selection maps has one of those too. It had a pre-game lobby sort of space, and if you pushed into a certain wall, you entered a dance room.
You know they're updating Onyxia to be a level 80 raid for the next patch? I'm wondering if they're going to try to add in some sort of new storyline or if they're just going to make her stronger.
I hear she's going to deep breath more often.
DOT the crap out of her and she wont deep breath
Stand where the deep breath dosent hit (on the sides of the room from where shes oriented) and it dosent matter how many times she breathes. The insanity behind trying to figure out the mechanics of an attack to prevent it when you can just continually avoid it Bewilders and enrages me everytime I had to do that fight with someone unfamiliar with the strategy that our guild used.
Oh this thread reminded me of the old school raiding days. While not "hidden" per se the Krull blade in Onys lair always was good for a chuckle in vent.
You know they're updating Onyxia to be a level 80 raid for the next patch? I'm wondering if they're going to try to add in some sort of new storyline or if they're just going to make her stronger.
I hear she's going to deep breath more often.
DOT the crap out of her and she wont deep breath
Stand where the deep breath dosent hit (on the sides of the room from where shes oriented) and it dosent matter how many times she breathes. The insanity behind trying to figure out the mechanics of an attack to prevent it when you can just continually avoid it Bewilders and enrages me everytime I had to do that fight with someone unfamiliar with the strategy that our guild used.
Yeah it the Dot thing never seemed to work because we always seemed to get at least a couple deep breaths. It was just comical when the officers went off because there was not enough DOTs on her. It never seemed to work for me but then again I was always on the wall when she decided to blast the room.
I wonder if an exploration-based sandbox game would be possible? That is, one with no overarching story and tons of hidden content. DLCs could periodically add new areas and alter pre-existing ones.
Hexmage-PA on
0
IceBurnerIt's cold and there are penguins.Registered Userregular
edited September 2009
Devil May Cry and Resident Evil 4 both share a song. In DMC the track "Curse of the Bloody Puppets" features the same synth instrument playing the same mournful notes as the RE4 song called "Serenity" (plays in safe rooms, especially with the merchant).
The link? Devil May Cry began as a possibility for RE4, in fact I believe it was the first concept for it publicly discussed. There was even an interview in a printed gaming magazine (I forget which now), which had Shinji Mikami commenting something along the lines of "Resident Evil 4 will be different than what you're used to. Your character will be a monster themselves and have special powers." This was obviously made before Devil May Cry was rejected as RE4 and spun off into its own game.
Later concepts were actually seen, and more similar to the final RE4. This included the "drapes blowing in the wind" and "fog" videos for versions that were later scrapped. The version below retains a heavier occult theme carried over from RE4's days as Devil May Cry. You can still see a DMC-style evil-spirit-sealing-the-door in action. Other trailers for this version depict Leon battling ghosts, with frequent use of scares more appropriate to Silent Hill or Fatal Frame.
I wonder if an exploration-based sandbox game would be possible? That is, one with no overarching story and tons of hidden content. DLCs could periodically add new areas and alter pre-existing ones.
Also, why would they have an unused version of the WEAPON room with Aerith's Theme playing, when she's never involved in that location?
Beware of unused/debug rooms. Stuff like music and background can merely appear because the resource ID used to point to something else and they didn't need to correct it since it was unused anyway, or because they just threw together existing resources to test something.
chevluh on
0
LasbrookIt takes a lot to make a stewWhen it comes to me and youRegistered Userregular
Actually DMC wasn't really scrapped as much as they saw some bugs in Onimusha one day that let you air juggle enemies and what not and went "Hell yes, screw making an RE game".
You know they're updating Onyxia to be a level 80 raid for the next patch? I'm wondering if they're going to try to add in some sort of new storyline or if they're just going to make her stronger.
I hear she's going to deep breath more often.
DOT the crap out of her and she wont deep breath
Stand where the deep breath dosent hit (on the sides of the room from where shes oriented) and it dosent matter how many times she breathes. The insanity behind trying to figure out the mechanics of an attack to prevent it when you can just continually avoid it Bewilders and enrages me everytime I had to do that fight with someone unfamiliar with the strategy that our guild used.
Yeah it the Dot thing never seemed to work because we always seemed to get at least a couple deep breaths. It was just comical when the officers went off because there was not enough DOTs on her. It never seemed to work for me but then again I was always on the wall when she decided to blast the room.
The inane shit that people would try to post as legitimate reasons for deep breaths?
"well if two players are still, and then one crosses the z axis of players y, that signals her to do a deep breath"
"noones allowed to move"
"you can move but only side to side"
"its ok to move when she fireballs"
"its ok to move when she isnt fireballing"
"dps has to stay above 231.8 while shes in the air"
"you have to have x amount of dots"
Basically intermix any combination of bullshit and that was given as a strategy to stop deep breaths given ad hoc.
Sort of related fake hidden content:
Also on the krull blade, im guessing you told people it was in the egg pit to get them killed? We did that behind the 3rd to last boss in MC. Theres a giant wall behind the boss, with a hole in it filled with lava oriented going up the wall. We would tell new people that it was a portal/would trigger a cut scene/ easter egg to see the final boss, and that they should go trigger it. So after we kill the boss every so often you would see someone just kind of run up to this hole for no reason and die (it was lava, it killed you), and then lots and lots of laughing on vent and swearing from the victims.
There was an anniversary video released by the EQ1 devs about their game. They claim that over 3,000 items still to this day have not been found/looted.
I'd be willing to bet that most of the "unlooted items" in EQ are from the first couple of days of Kunark, which was the first expansion. Two or three days after the expansion was released, they did a complete slash & burn on loot tables and took tons of items out of circulation. Most of it was weird stuff like daggers without class restrictions (so you could have a cleric poking away at things with a knife, if you wanted, though you'd never get any piercing skill from it)
When they released Planes of Power a few years later, the dev team had changed or forgotten this, so one of the newbie quests from the very first zone of the new expansion required the player to hand in an item that had only dropped for 2 days and then been removed from the game. I can't recall whether they changed the quest or put the item back in loot tables when it was pointed out.
You know they're updating Onyxia to be a level 80 raid for the next patch? I'm wondering if they're going to try to add in some sort of new storyline or if they're just going to make her stronger.
I hear she's going to deep breath more often.
DOT the crap out of her and she wont deep breath
Stand where the deep breath dosent hit (on the sides of the room from where shes oriented) and it dosent matter how many times she breathes. The insanity behind trying to figure out the mechanics of an attack to prevent it when you can just continually avoid it Bewilders and enrages me everytime I had to do that fight with someone unfamiliar with the strategy that our guild used.
Yeah it the Dot thing never seemed to work because we always seemed to get at least a couple deep breaths. It was just comical when the officers went off because there was not enough DOTs on her. It never seemed to work for me but then again I was always on the wall when she decided to blast the room.
The inane shit that people would try to post as legitimate reasons for deep breaths?
"well if two players are still, and then one crosses the z axis of players y, that signals her to do a deep breath"
"noones allowed to move"
"you can move but only side to side"
"its ok to move when she fireballs"
"its ok to move when she isnt fireballing"
"dps has to stay above 231.8 while shes in the air"
"you have to have x amount of dots"
Basically intermix any combination of bullshit and that was given as a strategy to stop deep breaths given ad hoc.
Sort of related fake hidden content:
Also on the krull blade, im guessing you told people it was in the egg pit to get them killed? We did that behind the 3rd to last boss in MC. Theres a giant wall behind the boss, with a hole in it filled with lava oriented going up the wall. We would tell new people that it was a portal/would trigger a cut scene/ easter egg to see the final boss, and that they should go trigger it. So after we kill the boss every so often you would see someone just kind of run up to this hole for no reason and die (it was lava, it killed you), and then lots and lots of laughing on vent and swearing from the victims.
Heh, my guild did the same thing. The rune shaped crack behind Golemagg. "Alright, eveyone who has not been here before: you need to run up into that glowing rune on the wall in order to become attuned for Ragnaros. You will not be able to do the boss otherwise, so we need you all to get this done quickly so we can move on."
On the subject of cut content: its rumored that Schala in Chrono Trigger was supposed to be a playable character at some point. The game's code contains spots for two more characters, and leftovers such as broken party dialogue pointed to Schala as being one of these characters. Other things were cut such as Singing Mountain (the music for this area was included on the song track but the area itself didn't make it into the game) and I believe an area from 2300 AD.
In KOTOR I there was a cut level, (IIRC, a third sublevel in the swoop gang base), which you could access via the console.
The original Starcraft had two extra Terran missions included in the game files in the cd, which were cut when Blizzard decided each episode would be 10 missions long.
The Jade Empire gamefiles have descriptions for quite a few extra martial styles which were cut, in different states of development. Very few are playable, like the Monkey Paw style used by one enemy in the game arena.
There are also the things that are in demos but don't make into the final game, like the levels in the Half Life Uplink demo or the Gunfire Chronicles one. The Jedi Outcast demo was a standalone mission developed for E3 IIRC, and was not included in the final game.
In City of Heroes, long before they revamped the Faultline area it was a relatively barren hazard zone that almost nobody went to. It was way across a very long zone, and was a pain to navigate in if you had Super Speed as a travel power, since there were lots of deep chasms to fall down into. And at the very end of it was an area set aside supposedly for a supergroup-only trial zone. They were intending to make it a 'defend the dam' fightfest of some sort, but it never was implemented.
However, at one point in the early game, someone figured out an exploit that allowed team members with Teleport Friend to be able to teleport their friends behind the war walls separating the various game zones. Most of the areas outside the wall were just empty space, but in Faultline the trial zone area was fully done. I actually got to fly around that area once (mostly just empty water, though the four platforms visible on the old CoH maps were there). Kind of neat, and now probably doesn't exist at all since they did the zone revamp.
They also had the old dance club and monkey fight club in Talos Island and Sharkshead, before they just kind of merged them into Pocket D. Not entirely sure if that counts as 'cut' content, though, since they did pretty much keep the main points of interest of both places through the merge.
Anyone else remember the stunt park in the N64 version of San Francisco RUSH? Spent hours messing around with that...
Cameron_Talley on
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3DS Friend Code: 0404-6826-4588 PM if you add.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited September 2009
Anyone remember/play Top Skate in the arcade?
There were the obvious hidden characters like the surfer dude and the bodyboarder chick (wearing nothing but a rash guard and bikini bottoms) but there was also a hidden stunt level (the game was a racing/trick type with checkpoints and constant forward movement).
Well, if you pressed forward on the board after you selected the night/advance course and your character during the board unlock/level load, you would unlock a hidden stunt level at the bottom of the opening ramp. Provided you ollie at just the right time through a hole in a fence.
I assume he was replaced by the big-ass Pirate? Forget his name ... anyways, the fight probably would've have been really similar I imagine.
The Omega pirate was already in the game when they cut Kraid, he would have had his own arena and would presumably be guarding a different powerup (maybe even the cut spin attack) or an artifact.
I wonder if an exploration-based sandbox game would be possible? That is, one with no overarching story and tons of hidden content. DLCs could periodically add new areas and alter pre-existing ones.
I wonder if an exploration-based sandbox game would be possible? That is, one with no overarching story and tons of hidden content. DLCs could periodically add new areas and alter pre-existing ones.
I wonder if an exploration-based sandbox game would be possible? That is, one with no overarching story and tons of hidden content. DLCs could periodically add new areas and alter pre-existing ones.
...Elder scrolls games?
Perhaps, but they have a story.
Some people would disagree :P
They'd be objectively incorrect but free to voice their complaints on the story itself.
Heh, my guild did the same thing. The rune shaped crack behind Golemagg. "Alright, eveyone who has not been here before: you need to run up into that glowing rune on the wall in order to become attuned for Ragnaros. You will not be able to do the boss otherwise, so we need you all to get this done quickly so we can move on."
We just told them they had to go look for the lava beavers. It actually worked multiple times with multiple newbies.
This isnt nearly as good as some of the other things posted here, but back when I was younger my cousin had Deer Hunter 2 for his PC. Shit game, very boring. But one day while looking through the files on the CD, we found an audio file from the players hunter saying something along the lines of, "ok, I'm seeing bigfoot here." It changed the game for us, going from a boring hunting game, to an endless search for bigfoot.
I assume he was replaced by the big-ass Pirate? Forget his name ... anyways, the fight probably would've have been really similar I imagine.
The Omega pirate was already in the game when they cut Kraid, he would have had his own arena and would presumably be guarding a different powerup (maybe even the cut spin attack) or an artifact.
Huh, is there much of a story behind cutting the Screw Attack from MP1? How far into development was it cut?
Cowbomb on
0
MongerI got the ham stink.Dallas, TXRegistered Userregular
Heh, my guild did the same thing. The rune shaped crack behind Golemagg. "Alright, eveyone who has not been here before: you need to run up into that glowing rune on the wall in order to become attuned for Ragnaros. You will not be able to do the boss otherwise, so we need you all to get this done quickly so we can move on."
We just told them they had to go look for the lava beavers. It actually worked multiple times with multiple newbies.
I assume he was replaced by the big-ass Pirate? Forget his name ... anyways, the fight probably would've have been really similar I imagine.
The Omega pirate was already in the game when they cut Kraid, he would have had his own arena and would presumably be guarding a different powerup (maybe even the cut spin attack) or an artifact.
Huh, is there much of a story behind cutting the Screw Attack from MP1? How far into development was it cut?
For that matter, how would the Screw Attack even work in a first person view? Would you just see some flashing lights and go through a breakable wall?
I assume he was replaced by the big-ass Pirate? Forget his name ... anyways, the fight probably would've have been really similar I imagine.
The Omega pirate was already in the game when they cut Kraid, he would have had his own arena and would presumably be guarding a different powerup (maybe even the cut spin attack) or an artifact.
Huh, is there much of a story behind cutting the Screw Attack from MP1? How far into development was it cut?
For that matter, how would the Screw Attack even work in a first person view? Would you just see some flashing lights and go through a breakable wall?
The Screw Attack was in the later Prime games, you went into third person for it.
Command and Conquer: Tiberian Sun (and RA2, actually) has in its data files some unit art from previous C&C games, it also has several vehicles from earlier C&C games (the GDI Humvee, Light and Medium tanks) updated with 3d models rather than the 2d sprites they had used in earlier games. Whether they were mocked up in 3d as a prototyping of the voxel system or cut in favor of newer vehicles I don't know.
Nice for modders though, since the models are in there and ready. Just need to create an art entry for them.
Arrath on
0
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Command and Conquer: Tiberian Sun (and RA2, actually) has in its data files some unit art from previous C&C games, it also has several vehicles from earlier C&C games (the GDI Humvee, Light and Medium tanks) updated with 3d models rather than the 2d sprites they had used in earlier games. Whether they were mocked up in 3d as a prototyping of the voxel system or cut in favor of newer vehicles I don't know.
Nice for modders though, since the models are in there and ready. Just need to create an art entry for them.
Well, IIRC there were a couple of missions were you encountered "older' troops and you fought them in TS. I think it was on the GDI side of things.
I assume he was replaced by the big-ass Pirate? Forget his name ... anyways, the fight probably would've have been really similar I imagine.
The Omega pirate was already in the game when they cut Kraid, he would have had his own arena and would presumably be guarding a different powerup (maybe even the cut spin attack) or an artifact.
Huh, is there much of a story behind cutting the Screw Attack from MP1? How far into development was it cut?
For that matter, how would the Screw Attack even work in a first person view? Would you just see some flashing lights and go through a breakable wall?
The Screw Attack was in the later Prime games, you went into third person for it.
Worked in Corruption (was it in Echoes too? I forget) just as well as the Morph Ball worked in all three.
MetroidZoid on
Steam
3DS FC: 4699-5714-8940 Playing Pokemon, add me! Ho, SATAN!
I assume he was replaced by the big-ass Pirate? Forget his name ... anyways, the fight probably would've have been really similar I imagine.
The Omega pirate was already in the game when they cut Kraid, he would have had his own arena and would presumably be guarding a different powerup (maybe even the cut spin attack) or an artifact.
Huh, is there much of a story behind cutting the Screw Attack from MP1? How far into development was it cut?
Kraid was actually dropped at the very end of development, his area and boss fight were functionally complete, but there wasn't enough time to left before release to finish it. The fight wouldn't have been much like the Omega pirate at all, As Kraid would likely have been imobile and damaging him would have involved somehow removing his helmet to attack his head.
As for the Screw attack, I've got no clue, Presumably one of the developers mentioned it as a planned feature somewere, but I can't find anything more concrete than this vauge mention: http://metroid.wikia.com/wiki/Meta_Kraid
I did find something iteresting while looking though,
Official concept art of adult link for Wind Waker.
I still remember how I felt when I found that. I was looking for keys the old-fashioned way as I didn't have any reasonable way to get to an FAQ or strategy guide when I first got the game, and I drove along the entire side of that hill/mountain. Just as I was about to drive back up the hill thinking nothing was there, that's when I see a tiny piece of brown from the entrance that didn't belong with the rest of the green in the hill. I just kept driving toward it until I could finally see it clearly, and I was all like "WHOA!".
Just how acurate is the game's San Francisco compared to actual San Francisco (ignoring crazy jumps and secret shortcuts, of course)? Does anyone know?
Posts
They also said the original Fiery Avenger quest was never found. And during Kunark or Velious they were like, "Yeah, there's still around 1000 undiscovered quests." Considering the community and developers at the time, I'm willing to bet the quests were just crazy broken.
I always liked the cat room. Dev must've been like "Well, there's going to be a part of the zone where people really shouldn't see... I know, I'll put pictures of my cat."
One of the Natural Selection maps has one of those too. It had a pre-game lobby sort of space, and if you pushed into a certain wall, you entered a dance room.
Stand where the deep breath dosent hit (on the sides of the room from where shes oriented) and it dosent matter how many times she breathes. The insanity behind trying to figure out the mechanics of an attack to prevent it when you can just continually avoid it Bewilders and enrages me everytime I had to do that fight with someone unfamiliar with the strategy that our guild used.
Yeah it the Dot thing never seemed to work because we always seemed to get at least a couple deep breaths. It was just comical when the officers went off because there was not enough DOTs on her. It never seemed to work for me but then again I was always on the wall when she decided to blast the room.
The link? Devil May Cry began as a possibility for RE4, in fact I believe it was the first concept for it publicly discussed. There was even an interview in a printed gaming magazine (I forget which now), which had Shinji Mikami commenting something along the lines of "Resident Evil 4 will be different than what you're used to. Your character will be a monster themselves and have special powers." This was obviously made before Devil May Cry was rejected as RE4 and spun off into its own game.
Curse of the Bloody Puppets
Serenity
Later concepts were actually seen, and more similar to the final RE4. This included the "drapes blowing in the wind" and "fog" videos for versions that were later scrapped. The version below retains a heavier occult theme carried over from RE4's days as Devil May Cry. You can still see a DMC-style evil-spirit-sealing-the-door in action. Other trailers for this version depict Leon battling ghosts, with frequent use of scares more appropriate to Silent Hill or Fatal Frame.
Occult RE4 Beta
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
...Elder scrolls games?
Beware of unused/debug rooms. Stuff like music and background can merely appear because the resource ID used to point to something else and they didn't need to correct it since it was unused anyway, or because they just threw together existing resources to test something.
Actually DMC wasn't really scrapped as much as they saw some bugs in Onimusha one day that let you air juggle enemies and what not and went "Hell yes, screw making an RE game".
Didn't know that about the music tho.
Steam
The inane shit that people would try to post as legitimate reasons for deep breaths?
"well if two players are still, and then one crosses the z axis of players y, that signals her to do a deep breath"
"noones allowed to move"
"you can move but only side to side"
"its ok to move when she fireballs"
"its ok to move when she isnt fireballing"
"dps has to stay above 231.8 while shes in the air"
"you have to have x amount of dots"
Basically intermix any combination of bullshit and that was given as a strategy to stop deep breaths given ad hoc.
Sort of related fake hidden content:
Also on the krull blade, im guessing you told people it was in the egg pit to get them killed? We did that behind the 3rd to last boss in MC. Theres a giant wall behind the boss, with a hole in it filled with lava oriented going up the wall. We would tell new people that it was a portal/would trigger a cut scene/ easter egg to see the final boss, and that they should go trigger it. So after we kill the boss every so often you would see someone just kind of run up to this hole for no reason and die (it was lava, it killed you), and then lots and lots of laughing on vent and swearing from the victims.
When they released Planes of Power a few years later, the dev team had changed or forgotten this, so one of the newbie quests from the very first zone of the new expansion required the player to hand in an item that had only dropped for 2 days and then been removed from the game. I can't recall whether they changed the quest or put the item back in loot tables when it was pointed out.
Heh, my guild did the same thing. The rune shaped crack behind Golemagg. "Alright, eveyone who has not been here before: you need to run up into that glowing rune on the wall in order to become attuned for Ragnaros. You will not be able to do the boss otherwise, so we need you all to get this done quickly so we can move on."
On the subject of cut content: its rumored that Schala in Chrono Trigger was supposed to be a playable character at some point. The game's code contains spots for two more characters, and leftovers such as broken party dialogue pointed to Schala as being one of these characters. Other things were cut such as Singing Mountain (the music for this area was included on the song track but the area itself didn't make it into the game) and I believe an area from 2300 AD.
The original Starcraft had two extra Terran missions included in the game files in the cd, which were cut when Blizzard decided each episode would be 10 missions long.
The Jade Empire gamefiles have descriptions for quite a few extra martial styles which were cut, in different states of development. Very few are playable, like the Monkey Paw style used by one enemy in the game arena.
There are also the things that are in demos but don't make into the final game, like the levels in the Half Life Uplink demo or the Gunfire Chronicles one. The Jedi Outcast demo was a standalone mission developed for E3 IIRC, and was not included in the final game.
However, at one point in the early game, someone figured out an exploit that allowed team members with Teleport Friend to be able to teleport their friends behind the war walls separating the various game zones. Most of the areas outside the wall were just empty space, but in Faultline the trial zone area was fully done. I actually got to fly around that area once (mostly just empty water, though the four platforms visible on the old CoH maps were there). Kind of neat, and now probably doesn't exist at all since they did the zone revamp.
They also had the old dance club and monkey fight club in Talos Island and Sharkshead, before they just kind of merged them into Pocket D. Not entirely sure if that counts as 'cut' content, though, since they did pretty much keep the main points of interest of both places through the merge.
He was going to show up in the Phazon mines, but got cut due to time constraints.
3DS FC: 4699-5714-8940 Playing Pokemon, add me! Ho, SATAN!
3DS Friend Code: 0404-6826-4588 PM if you add.
There were the obvious hidden characters like the surfer dude and the bodyboarder chick (wearing nothing but a rash guard and bikini bottoms) but there was also a hidden stunt level (the game was a racing/trick type with checkpoints and constant forward movement).
Well, if you pressed forward on the board after you selected the night/advance course and your character during the board unlock/level load, you would unlock a hidden stunt level at the bottom of the opening ramp. Provided you ollie at just the right time through a hole in a fence.
Some people would disagree :P
They'd be objectively incorrect but free to voice their complaints on the story itself.
White FC: 0819 3350 1787
We just told them they had to go look for the lava beavers. It actually worked multiple times with multiple newbies.
This isnt nearly as good as some of the other things posted here, but back when I was younger my cousin had Deer Hunter 2 for his PC. Shit game, very boring. But one day while looking through the files on the CD, we found an audio file from the players hunter saying something along the lines of, "ok, I'm seeing bigfoot here." It changed the game for us, going from a boring hunting game, to an endless search for bigfoot.
Never found the bastard, either.
Huh, is there much of a story behind cutting the Screw Attack from MP1? How far into development was it cut?
Oh, human race. You never change.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
For that matter, how would the Screw Attack even work in a first person view? Would you just see some flashing lights and go through a breakable wall?
The Screw Attack was in the later Prime games, you went into third person for it.
Nice for modders though, since the models are in there and ready. Just need to create an art entry for them.
Well, IIRC there were a couple of missions were you encountered "older' troops and you fought them in TS. I think it was on the GDI side of things.
It's used at some point, though I forget when at the moment.
Worked in Corruption (was it in Echoes too? I forget) just as well as the Morph Ball worked in all three.
3DS FC: 4699-5714-8940 Playing Pokemon, add me! Ho, SATAN!
As for the Screw attack, I've got no clue, Presumably one of the developers mentioned it as a planned feature somewere, but I can't find anything more concrete than this vauge mention: http://metroid.wikia.com/wiki/Meta_Kraid
I did find something iteresting while looking though,
Official concept art of adult link for Wind Waker.
Yeah, is was in Echoes as well. I seem to remember it enabled some rather interesting sequence/game breaking in Echoes.
Its used when Naming chocobos
Yup.
http://www.youtube.com/watch?v=TDQw8WKMErM
I still remember how I felt when I found that. I was looking for keys the old-fashioned way as I didn't have any reasonable way to get to an FAQ or strategy guide when I first got the game, and I drove along the entire side of that hill/mountain. Just as I was about to drive back up the hill thinking nothing was there, that's when I see a tiny piece of brown from the entrance that didn't belong with the rest of the green in the hill. I just kept driving toward it until I could finally see it clearly, and I was all like "WHOA!".
Just how acurate is the game's San Francisco compared to actual San Francisco (ignoring crazy jumps and secret shortcuts, of course)? Does anyone know?
I WILL NOT BE DOING 3DS FOR NWC THREAD. SOMEONE ELSE WILL HAVE TO TAKE OVER.
Spoiler contains Friend Codes. Won't you be my friend?
More Friend Codes!
Mario Kart Wii: 3136-6982-0286 Tetris Party: 2364 1569 4310
Guitar Hero: Metallica: 1032 7229 7191
TATSUNOKO VS CAPCOM: 1935-2070-9123
Nintendo DS:
Worms: Open Warfare 2: 1418-7870-1606 Space Bust-a-Move: 017398 403043
Scribblenauts: 1290-7509-5558