Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Super Metroid Redesign: Axeil Edition v1.4
- by Drewseph
- Index:
- i. How to play
- ii. Design Changes
- iii. Controller Input
- iv. Physics Changes
- v. Optional challenges
- vi. special thanks
- vii. version changes
- ENCOUNTER ANY BUGS?
- PM me on the Metroid Construction forums under "Drewseph"
- or
- IRC espernet channel #metconst
- ------------------------------------------------------------------
- i. HOW TO PLAY
- ------------------------------------------------------------------
- REQUIRED SKILLS: In a normal play through you will need to perform these skills to complete the game.
- - Walljump (Automatic)
- - Double Bombjump
- - Grapple Walljump
- - horizontal shine spark (run until samus glows and press down to crouch and charge. Press jump, then D-pad left/right)
- Helpful skills to keep in mind:
- - X-Ray (not really required, but will be useful)
- - Crystal Flashing, see iii. CONTROLLER INPUT (again not required but it helps)
- What you need: "Super Metroid (JU) [!].smc" ( DO NOT USE Super Metroid (E) [!].smc )
- An Emulator of your choice
- An IPS patcher. What is included is NOT the full game.
- It is a patch of only the changes made to the game!
- Download an Emulator: https://www.google.com/search?q=snes+emulator&oq=snes+emulator
- Download the Patcher: https://www.google.com/search?q=Lunar+IPS
- Download the Rom: What you thought I'd link to it here? Thats on you my friend.
- What you need to do: Run Lunar IPS and apply the patch in this folder to a clean un-headered rom.
- you can tell if a rom is headered by selecting it in the window and clicking on "properties"
- Size must be "3.00 MB (3,145,728 bytes)" Any more and its a headered rom.
- Rom is headered?: https://www.google.com/search?q=how+to+remove+the+header+of+an+snes+rom
- WHATS NEW:
- ------------------------------------------------------------------
- ii. DESIGN CHANGES
- ------------------------------------------------------------------
- Room Changes: Tourian was originally a really sloppy rush job as I had just graduated college
- and I was trying to finish the game before I would have less free time.
- I have finally implemented a design I had originally hoped for.
- Room Layout: while watching the many different playthroughs over the yearsI got to
- see where players had the most difficulties . I did my best to optimize
- the level design in many areas which gave player unintentional difficulties.
- Enemy Health: Many people complained about enemies taking too many shots to kill. I originally
- intended this to have an impact on getting more powerful beams and being able to
- kill easier. In other cases I meant for the player to use missiles as a weapon
- instead of just on doors. I lowered the health of certain enemies to take fewer
- shots. Certain enemies still have specific weaknesses. Be sure to use missiles!
- Enemies: I have added several new enemies which serve a few functions throughout the game.
- Title cards for new areas.
- Metroids: - Are just as fast as they were in redesign, but they are easier to detach.
- When a Metroid latches onto you, use bombs to shake them off.
- Each time a bomb hits them they will be stunned for a fraction of a second.
- This stun time is added together and only resets when the metroid is killed.
- - Cannot dodge when stunned.
- - Are pack hunters and will attack when another is in danger.
- - Prefer to capture aerial prey.
- - Have a telling sign when they are about to attack.
- - Packs of 3 must be killed together before a single metroid has a chance to respawn.
- Ridley: Will have less health in Norfair based on how many times you shot him at Ceres! (loses 50hp per shot)
- Express Elevators: I have installed a series of shortcuts throughout Zebes.
- You'll have to unlock doors at both ends in order to make use of them.
- This should add some relief when it comes to back tracking.
- Auto Map Changes: I changed the gfx for the map tiles to make doors more obvious where they
- Connect to surrounding rooms. This makes navigation easier and less confusing.
- in denser areas such as Norfair.
- Hint System: I replace the moonwalking feature. When this is toggled in the game settings
- the map screen will highlight certain areas of interest just in case you forget
- to return after certain upgrades.
- You can also toggle on/off ny holding the Y button while on the map screen.
- Faster Loading: Thanks to the decompression patch made available loading time for larger
- rooms moves much faster than before. I got help to speed up the fade and door
- transition speeds slightly.
- Sounds: There are a few new sound FX. Specifically morphing, placing a bomb
- new bomb explosion sounds.
- Statistics: The end game now has a stat count, which is displayed along with the item %
- Distance Travelled in kilometres (X.xxkm)
- Energy Lost
- Enemies Killed
- Shots fired (only counts shots from arm cannon)
- Doors Traversed
- ------------------------------------------------------------------
- iii. CONTROLLER INPUT
- ------------------------------------------------------------------
- Manual Scrolling: Just press and hold the item cancel button
- followed by an aim up/down button (L/R by default)
- and the screen will move up or down to show you what
- dangers are just out of sight.
- Release L/R Buttons while keeping the cancel button pressed will
- Lock the camera until released or when the player moves.
- Auto Walljumping: Simply spin jump against a walljump surface while
- holding down the jump button. Press away from
- the wall and Samus will walljump.
- Auto Morphing: Many complaints were made about the difficulty of mid-air morphing
- into a morphball passage. I took the liberty to allow most of the
- required passages automatically morph Samus under the condition that
- she is moving UP and pressing the d-pad in the direction of the hole.
- Auto Space Jump: The original Super Metorid calculated whether you could or couldn't space jump
- by checking your fall speed and comparing it to a minimum and maximum velocity.
- Redesign removed the maximum velocity so you can never miss the window and always
- jump again when in the air. However due to the fall speed, if you were to press
- jump slightly too early you'd find yourself falling way to far while you reacted
- by letting go of the jump button and pressing jump a second time. This meant you
- fell so far that you found yourself at the bottom of where you wanted to go.
- Hold Jump: Samus will automatically space jump after falling half the distance of
- her jump height based on the peak of her last jump.
- Shine Sparking: All you need to do now is tap the jump button to initiate the
- wind-up animation. During this animation press ONE of the following buttons
- Up on D-pad: Vertical shinespark (Super Jump)
- Left on D-pad: Horizontal shinespark left (only when facing left)
- Right on D-pad: Horizontal shinespark right (only when facing right)
- Aim up (R default): Diagonal shinespark in the direction player is facing.
- Smashing into a wall or ceiling has also has less of a cooldown before falling.
- Vertical shinesparks also have "assist" windows which will now align samus
- so that she lines up with certain narrow openings.
- Spark Charging: Boosting into a slope only requires pressing the direction Samus is
- moving on the d-pad. When she hits the slope 2 things can happen:
- D-pad LEFT/RIGHT ONLY: Samus will run and crouch automatically
- recharging her charge for a new shinespark.
- D-pad LEFT/RIGHT + Run Button: Samus will continue running at speedboost speeds.
- Crystal Flash: When low on energy you can recharge your energy by dropping a powerbomb.
- Press AND HOLD DOWN the Shoot Button while it explodes until after the flash:
- Requirements:
- 5 Missiles
- 5 Super Missiles
- 6 Powerbombs (one needed to start the process)
- NOTE: You cannot perform this while in a room with active metroids due to a
- graphical glitch to samus' glowing palette. If you kill them, then you can CF
- X-Ray Scope: Instead of holding the run button you now have to hold the Shoot button.
- The scope will not work if holding the Run Button, or when moving.
- Simply stand still and shoot while X-ray is selected.
- ------------------------------------------------------------------
- iv. PHYSICS CHANGES
- ------------------------------------------------------------------
- Grapple Swinging: Samus gets a horizontal boost on releasing the grapple based based on how
- fast she is swinging. She also gets a vertical boost upward.
- In the original Redesign Samus fell like a rock when releasing grapple.
- Speeds: Samus now moves faster horizontally in air, covering more distance
- at lower speeds. I also increased run speed in water w/o gravity suit.
- Jump Height: In the Super Metorid when you ran with the speed booster equipped
- the game had a different way of calculating samus' jump speed.
- This could result in the player actually having a lower maximum
- jump height if tha player jumped too soon. I rewrote the routine
- to add vertical speeds with a fraction of her horizontal speed
- to give a more accurate boost to her jump height.
- In short the player now always has a fixed minimum jump height
- Floaty Fall: Samus has a gradual increase in falling speed instead of hitting
- terminal velocity immediately like in the original Redesign.
- Morphball still falls like a rock.
- D-Pad Release: Releasing the d-pad while moving through the air
- will cause Samus to slowly decelerate instead of stopping
- instantly.
- Morphing Ball: Morphball now rolls only when moving, and has momentum to its roll.
- Be careful when you start gaining real speed that you stop in time.
- Bouncing from a fall no longer removes your speed.
- Morph/Demorph: Morphing and demorphing now have a sexy glow and sound effect!
- I also made the morphball use a totally different palette which uses more colors
- rather than the original 4.
- Bomb Jumping: Bombs are now easier to time for bomb-jumping multiple times.
- Horizontal bomb-jumps are also easier. I modified the movement
- so Samus is no longer unable to move side to side
- while moving upward from a bomb jump.
- Quicksand: This was especially bad in Redesign because of the increased gravity.
- The only real way to escape it was to spam the jump button and L/R.
- I fixed the quicksand so it can be escaped with and without gravitysuit
- with a few jumps.
- Sandfalls: If you are in water, than you are unaffected, save for the slight push downward
- If you are out of the water and in a sandfall, you can only spacejump one time.
- You have to land before you can space jump again.
- Spark Charge: Shine sparking horizontal into a slope no longer requires holding down the run button.
- Samus will begin walking at a slower speed for a few steps before losing booster
- use this time to press down to initiate the charge again.
- Liquid Behavior:
- Liquid Enter: Added liquid resistance. Samus loses most of her speed on hitting
- a liquid without gravity suit. She also has a much lower terminal velocity
- depending on the liquid she is in, and will fall slower.
- Liquid Exit: Jumping out of water in Redesign was impossible due to the gravity
- difference in water and air. Samus now gets a boost based on her
- vertical speed on reaching the surface.
- Lava Damage: Damage from being in lava is now based on your depth in the liquid.
- When near the surface you take a much slower drain than if you were
- 30 tiles under the surface.
- Acid Damage: Acid is super corrosive and will weaken suit integrity very fast!
- STAY OUT OF ACID. Samus needs to stay out of acid for a few seconds before re-entry.
- ------------------------------------------------------------------
- v. NEW (OPTIONAL) CHALLENGES
- ------------------------------------------------------------------
- Hell's Run: This was once required to beat Redesign, but thanks to my wife (her major
- was in game design), we worked out a design which utilizes Hell's run as a
- benefit to speedrunners. Now players have a choice:
- Option 1) Go kill Kraid and get varia in an unlocked room.
- But they have to trek through underwater puzzles and a maze.
- Option 2) Survive Hell's run and get ice beam, and enter through the
- back door of the varia chamber and unlock a short-cut
- bypassing the water rooms.
- The challenges listed below should only be done after
- you are familiar with the changes in Axeil Edition since
- they really change the difficulty of the game.
- Skip Walljump: If Samus manages to avoid "detection" after claiming missiles and morphball
- then a passage in the landing site will let your return to your ship.
- You can then head over to get bombs.
- Early Powerbombs: There is a powerbomb expansion directly behind the first missile pack.
- If you manage to pass through the proper security trigger then you can
- return and collect this expansion. However, if you are "detected"
- you cannot ever get this powerbomb until you have powerbombs.
- The gatekeeper will IMMEDIATLEY grant access to Tourian if you collect this expansion!
- The Challenge:
- Bombs and Walljump boots are inaccessible during this challenge.
- Use hard saves at designated stations, since there is a possibility you
- will get permanently stuck. Use caution when entering morphball passages.
- This Challenge will require advanced techniques
- No Tool Assistance is required. Hint system is disabled.
- ------------------------------------------------------------------
- vi. SECIAL THANKS
- ------------------------------------------------------------------
- A few of the big changes in redesign could not have been done without the feedback and guidance
- of those more experienced with ASM. Axeil edition also uses a few patches which should be credited.
- Axeil: Without you and your suffering I would not have been motivated to complete this version. Thank you!
- Black_Falcon: Flash for morphing/demorphing. Patch for morphball animations.
- Cardweaver: Helping with HTML for the site.
- DSO: Sound optimization patch and helped redirect room for new sounds.
- ASM help. Bug fixes & testing.
- GF_Kennon: Provided a space for the website, as well as an incredible form of dedicated modders!
- Grime: Adjusted enemy speeds for Pirates and Skree's. Fixes for Luquid surface colors
- JAM: Adding Walljump Boots and game time/item collection % to the Inventory screen.
- Kejardon: Adjusted Gate PLM speeds, and making short gates for Morphball passages. ASM lessons.
- Decompression speeds patch.
- MathOnNapkins: Provided feedback for Ending Talley code. Fixed shine sparking in lava.
- Thanks for the disassembler, it saved me many times!
- PJBoy: Altered Minimap calculations, helped with learning ASM as well as taking
- advantage of existing SM routines.
- Scyzer: Provided the Zebetite patch, Ammo station Patch, Spark charge when not holding run.
- Acid damage timer, and damage boost changes.
- Testers: Grime, Quctis, TheAnonymousUser, Zeran, Elminster, Hitaka
- Everyone who has played: you've helped provide wonderful feedback both positive and horribly negative.
- but I want to listen to that negativity and see what I can do to improve on it!
- ------------------------------------------------------------------
- vii. VERSION CHANGES
- ------------------------------------------------------------------
- 1.4
- - Metorid AI fixes all around
- - Metroids outside feeding pit no longer dodge
- - Fixed an issue where rolling into a bomb didn't register. now it does resulting in easier detach of Metroids.
- - Metroids detatch when you fall into acid.
- - Increased the time delay for a re-spawning metorid when outside the feeding pit
- This gives you extra time to kill 3 metroids in the room
- - Fixed a bug where the screen shakes when landing.
- 1.3
- - Updated read me to explain Metroid Strategies
- - Fixed a room in maridia which was air, when it should have had water
- - Increased speed of Guardians
- - Made a Guardians or path to guardians more visible
- - Acid now kills samus within 5 seconds. (before was 3 seconds, with 14 full tanks)
- now it takes 5 seconds to die when submerged in acid regardless of number of tanks.
- Got 2 tanks? 5 tanks? 14 tanks? 5 seconds to get out.
- - Fixed Death beam Sound.
- - Changed many Uber doors in Tourian to 5 missile doors. Doors leading to an important room will remain Uber.
- - Increased morphball roll speed without Hi Jump slightly. (1/4) any faster and the animation doesn't match roll speed well.
- - Adjusted acceleration of fall speed when not morphed
- - Removed bomb spread due to a glitch as a result from bomb timer and limiter code.
- - Made Metroids detach with a minimum of one second stun.
- - Fixed Crystal flash refill bug.
- - Lowered required fall speed for space jump while in air. Speeds remain the same in sand falls while out of water.
- - Fixed a tile bug causing the player to get stuck in a wall.
- 1.21
- - Fix a bug in Tourian where a room was, in error, setting enemies to clear to 30 instead of 4
- resulting in an almost endless wave of metroids.
- 1.2
- - Removed time penalty for wrong Screw attack puzzle input. Instead if you enter the wrong combo a Buzzing occurs
- and deactivates the switches.
- - Fixed glitch with lights not appearing when switch is triggered in the SA puzzle.
- - Added hints for guardians once you beat Ridley
- - Adjusted Morphball maze in norfair near crocomire, above the two dynamo's.
- - Removed need to spark charge for the east norfair guardian.
- - Removed platforms in guardians room because of an exploit which was confusing players for being the solution.
- - Removed metroids response to powerbombs when playing a normal game and NOT the EPB challenge. Powerbombs reset stun time and were confusing
- players making them think they were supposed to powerbomb metroids to get them off. bombs were always the weakness and stun the metroids
- for a few frames for each bomb hitting a latched metroid. This stun time stacks until the metroid is dead or powerbombed, when it is reset.
- EPB changes it so PB's stun the metroid for max stun time.
- - Fixed jumping in sand falls without gravity, was over wrtiting codes with codes.
- - Fixed vertical door detection in Tourian.
- - misc. tile fixes
- 1.1
- - Changed camera scroll to hopefully prevent or minimize OOB deaths by accident. might have cause other camera related wonky-ness, let me know if you notice any
- - Swapped position of 4 energy tanks with the place of certain super missile packs in order for more access to energy tanks
- (Included item index values so 100% unaffected, however you might find items spawned in places you already collected from)
- - Added save stations before Botwoon and Tourian
- - Ridley HP and damage adjusted, before Ceres shots adjusted vulnerabilities, now it reduces his HP by $32 for every hit you landed.
- - Removed the lock in before Ridley and GT in case the player is under equipped and can no longer get trapped. Added ammo station before GT.
- - Metroids outside the feeding pit freeze for longer and have a higher stun cap.
- - Changed several diapers.
- - Fixed Speedbooster blue suit glitch from crouching and holding R. or so I think. let me know if this continues
- - Adjusted air spike invincibility timer to last longer underwater without gravity. and reduced the damage dealt. result is easier getting out of spike pits under water.
- - Removed spike pits in west crateria.
- - Fixed dying off screen to not cause death on reloading.
- - Fed baby
- - Narrowed hold in Maridia sandfalls leading to draygon to prevent frequent falls to the water below
- resulting in backtracking.
- - Adjusted Lost Caverns clue
- - Tweaked Auto Space jump.
- - Adjusted Morphball maze in east Crateria
- - Fixed permastuck for EPBC in west norfair
- - Adjusted Powerbomb maze near crocomire
- - Fixed phantoons defeated location on map
- - Lowered grapple swing speed boost when letting go.
- - Fixed some hint system icons that never went away.
- might be more, PM me screens when encountered.
- - Misc Tile changes.
- - Crystal flash now restores 799 energy. changed input requirement to only holding shoot
- - Adjusted Hi Jump hint location
- - slightly lowered time to charge a beam.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement