Design doc brings ton of information, concept art on rejected “Metroid 1.5”
Move List:
• Arm Smash: A simple arm strike onto the head of an opponent in an up and down or side-to-side motion. Motion is dependant on
• Elbow smash: Similar to the Maui-Thai style of fighting, Samus now has the ability to cause a devastating blow with a diagonal elbow smash. She will be able to strike in a diagonal upward or downward motion.
• The right hook: A standard right hook punch, can be used in conjunction with a weapon for “smash and blast” action.
• Crash Drill: A charge button, 360 degree spin attack used when enemies are rushing from all sides, knocking enemies back and away from her and allowing time to fire of a few rounds from a beam weapon.
Power-up System (and its cruel trick)
Some Ideas Regarding the power-up system; through out the ship there are stat-bot stations that were initially used by the robotic crew to programmatically “learn” new things for different tasks. Samus, or any other bounty hunter for that matter, can hack into the stat-bot and use it to gain new abilities. However, whenever a Bounty Hunter learns a new ability, the Bounty Hunters genetic information gets downloaded to the Ship’s AI, which in turn will send it to the grow tanks for the developing species.
In essence, once the player realizes that its own information is being used to create this species, the player may opt to not use the stat-bots, knowing that their own innate abilities will be used against them. In a way, it creates its own balancing act and allows dynamic interaction with the enemies and the game world, and also adds a bit of customization. Types of stats/skills could include;
• Cloaking
• Self Destruct Method
• Wall walk
• Ceiling hug
• Camo-skin
• Infrared vision
In addition, Bounty hunters innate abilities once downloaded, could be used by other bounty hunters. For Example, once Samus Genetic Information is learned, Aliens and Bounty Hunter alike could learn to Morph ball and bomb skill set. All this can boil down to perhaps having an end boss become an EVIL SAMUS. Much like fighting yourself in the old Sega Genesis Game, Budokan, and of course, Metroid Fusion…
Single Player/Multi Player Mission Design:
Extract the Criminal!!
Overview:
Samus has received a mission to go an extract a dangerous criminal and return him/her back to the federation, dead or alive. The catch is that this enemy is hiding out at a spaceport, (Think Mos Isley) in one of the bars/nightclubs with heavy backup. (Bodyguards) Samus will not only have to stealthily track and capture the criminal, but also kill off the bodyguards, and keep civilian casualties as low as possible. The feel of this mission should be 1 part “Metal Gear Solid”, 1 part “Boba Fett” action, and 1 part Hong Kong Cinema.
Location:
The location of the spaceport could be either on a planet in a sectioned off part of a city or alternatively, within a space station. The nightclub/bar would have one main room, and several smaller rooms adjoining it. The main room is multi-level with banisters running around the balcony. On the 2nd and 3rd floors, of the nightclub, there are also bridges that cris-cross above the bar. Below are several illustrations of the nightclub, and surrounding areas. In addition, a cut-away revealing the pipe system within the walls of the building.
In addition to the multi-leveled main bar there are thee adjacent rooms, (dance floors?) a small exterior space outside the nightclub, and within the walls of the building, is a network of pipes that are large enough to allow morphball travel. Samus would be able to use the morphball to travel through these pipes, as an alternative way to gain access to other rooms of the nightclub, without walking through the front door.