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Super Metroid: GBA Style!

Original game : Super Metroid

Platform : SNES

Author : ShadowOne333

Release date : 22 November 2016

Category : Improvement

Patch version : 1.0

Modifications : G, S, T, P, O

Downloads : 12922

ROM Information

Name: Super Metroid (Japan, USA) (En,Ja).sfc
CRC32: D63ED5F8
MD5: 21F3E98DF4780EE1C667B84E57D88675
SHA-1: DA957F0D63D14CB441D215462904C4fA8519C613
SHA-256: 12B77C4BC9C1832CEE8881244659065EE1D84C70C3D29E6EAF92E6798CC2CA72

Hack description

NOTE: THIS PATCH HAS NOW BECOME OBSOLETE. SUPER METROID REDUX IS NOW THE HACK THAT SUCCEEDS IT.

Super Metroid: GBA Style! is a hack of Super Metroid which main goal was to be able to combine the Project Base and Control Freak hacks into a single, fully functional hack. Additionally, this hack aims to make the gameplay experience of Super Metroid as closely as possible to that to Metroid Zero Mission and Metroid Fusion in both controls and physics.

To perform the special Charge+Beam combos, tap the button assigned to Run when the charge is full and you have the appropriate Beam selected!

The original base hacks for this project were:

*Control Freak

*Project Base - 7.2 (Nintendit 1.57), using the Super Metroid (JU) [!] [h] [2015].ips patch for making the patch changes Gameplay-only related:


From those two, almost all of the changes have been carried over from their respective base projects:

*Missile doors now require only 1 missile shot to be opened like in Zero Mission / Fusion, instead of the original 5 from Super Metroid.

From Control Freak:

*Run is now toggleable between Run and Walk.
*Moonwalk has been deleted, and the setting is now used to toggle Auto Run.
*Aim Up is now the only aim button, 'Aimlock'. Holding it will make Samus aim at a certain angle, and aim higher or lower if you tap up or down.
*Samus also has the ability to run and aim straight up at the same time now by using Aim-Lock + Up, you can go back to diagonal aiming by pressing Down while still holding Aim-Lock.
*Select Item is still used to select missiles, super missiles or the grapple beam. It no longer selects X-ray nor Power Bombs; X-Ray now has its own button and Power Bomb is highlighted automatically when in Morph Ball and pressing Brandish. Beams can still be used at any time, even when missiles and super missiles are selected.
*Item cancel has also been removed, as it now activates the x-ray scope.
*Aim Down has become Brandish, which, when held, will toggle between Beams and the item currently selected. This is somewhat... abusable.
*Powerbomb attacks are also now easy to control, just tap Brandish when you want to trigger them while in Morph Ball.
*Spinjump controls have also been improved a bit - Walljumping should be a bit easier on a d-pad, and Samus will fire in the direction you're pressing instead of just forward, if you press fire.
*The controls are configurable to ANY combination. Aim is not limited to L and R.


From Project Base:

*General movement is less inhibited, with many new tricks made possible
*Heavier physics to closely resemble that of the GBA games
*Faster elevators, doors, room transitions and item-collection sequences
*Bug fixes and polish applied whenever possible
*RESPIN – press jump at any time during a normal fall to resume spinning
*BOMB SKIP – hold down to avoid bomb jumping
*QUICK MORPH – hold X-Ray + press down to instantly morph while in air.
*DEMORPH JUMP – until Spring Ball is equipped, holding run allows spin-jumping straight out of ball form
*SPEED BALL – with Spring Ball equipped, Samus gains the ability to run at full speed as a ball
*SPIN FALL – hold jump as you fall from a ledge to flip automatically
*Beam travelling and firing speeds adjusted, auto-fire speed increased
*Charge beam draws energy and ammo drops from enemies toward you, also charges slightly faster
*Speed Booster has become a major power-up with several huge limitations removed
*Horizontal shinesparks can be exited into a full-speed run when Samus touches a slope
*Space Jump no longer stops working after you've fallen too far
*Missiles and super missiles can be fired faster
*Super missiles can be fired straight down while in the air to propel Samus upward
*X-Ray Scope speed increased
*Bomb timer shortened
*Underwater wall jumping and bomb jumping enabled
*Running speed no longer resets after jumping or falling

Additionally, sylandro made new ASM code:

*New HUD changes: Missiles selected will be highlighted in GREEN. If you press Select, Super Missiles will be in GREEN while normal missiles will appear in grey. Pressing Select again will highlight the Grapple Beam in GREEN. Only when the Brandish button is pressed, the selected item will change its icon to YELLOW.
The same applies for Power Bombs, they will always be highlighted in green, and only when Brandish is selected they will be YELLOW.

*New Run code: sylandro made a new Run ASM code to make the Running of Samus much more similar to that of Zero Mission and Fusion. If you have Auto-Run enabled, Samus will now wait some time until she starts gaining up speed into Boost, similar to the following entries on the franchise.
This new code is available in the Super Metroid - GBA Style (New Run).ips patch, while the other one will have the original Speed Boost and Run gameplay of the original Super Metroid.

Screenshots

Contributions

ContributorType of contributionDescription
PHOSPHOTiDYLHackingPB+CF Initial ASM code and Transition tables
sylandroHackingASM fixes, new HUD and new Run code
ShadowOne333Script Editing/RevisionMain tester and Optional hack
begrimedOriginal HackingProject Base: Original hack
KejardonOriginal HackingControl Freak: Original hack
ScyzerOriginal HackingMap Item Circles hack
dex909Original HackingProject Base's Nintedit fork

Reviews

Interesting patches and effects!lexluthermiester2020-02-14Version 1.0

The new patches included with this project make big difference in the overall functionality of the resulting game. Good fun!

PERFECT!!! wait... no backflip?xberzerker2019-05-12Version 1.0

Man i'm in the super metroid fever again and just found this version after being in love with control freak's and begrimed's versions for so long. this is a good fusion of both worlds. maybe the best version considering no map changes. So sad backflip was removed, my latest fastest route was counting on it. Guess you guys should document backflip removal since it should be on PB 0.7.2 used.

MASTERPIECEexter2019-05-09Version 1.0

All I missed in Project Base - 7.2 (Nintendit 1.57), is contained in this hack. I recommend.

Fun, but unbalancedPeepus2018-02-03Version 1.0

I thought I'd fall in love with this hack since I prefer the speed and control of the GBA games. While it does match those games in that regard (and is quite fun to play with these new physics) I feel that it makes some parts of the game too easy and others more difficult.

The increased rate of fire allows you to mow enemies down early on, and the Space Jump is very exploitable-in the vertical shaft after Mother Brain you can just rapidly tap jump to bypass every platform.

On the flipside, the increased speed makes timing wall-jumps more difficult, and sections with small platforms are harder to land on. In the GBA games you could grab onto ledges to counter this, but here you end up over-shooting your landings.

I did love the enhanced HUD and remapped buttons for selecting weapons! I would love to have this as a standalone patch.

One minor complaint would be that a few of the sound effects were changed. They sound fine, but I didn't see the need for them.

Overall it's fun to play Super Metroid with these revamped controls, but I think I'll stick to the original game.

Great with ExceptionsChicken Knife2018-01-07Version 1.0

This is a great version of Super Metroid. It keeps a lot of the best stuff from Project Base while going back to the traditional map layout, which is superior for all but speed runners and sequence breakers. The choices were smart. For instance, the jerky sped up elevators were removed but the smooth and beneficial faster door transitions were kept.

In order for this hack to be perfect, I would ask for the following:

Incorporate the option of Project Base's modified beam graphics. Not only are they slightly more pleasing to the eye but they involve less animation. With the higher rate of fire, the traditional beam graphics lead to lots of slowdown that wasn't present in the original game. The project base beams seem to avoid this.

Second, while the original's physics were too floaty, I would like an optional patch to adjust this to the "in between" physics that come with stock Project Base. While these heavy physics match up well with AM2R and Zero Mission, they feel a little off at times within the context of Super Metroid. Granted, this is less of an issue than the beam graphics.

Quibbles aside, this is my preferred way to play Super Metroid. Thanks for the great hack!

Definitive VersionVioletFox2017-12-06Version 1.0

This makes the game control pretty much the same as the later metroid games. It really makes the game so much more fun to replay. After metroid fusion came out, I still liked super metroid, but the controls just were not as good anymore to me. I'm finding myself playing super metroid better than I ever have before. I've never wall climbed on a single sided wall so effortless before in super metroid. My only 'complaint' is the doors on the main map are not shown any different than before. I still end up forgetting which doors I can currently unlock and doors that are one-way only.

Metroid: The Fall of ZebesShockwaveS082017-03-05Version 1.0

I've been keeping tabs on this ROM hack on Metroid Construction, and I'm very much looking forward to further enhancements in subsequent releases.

The ZM-style autorun does take some getting used to, but it frees up one of the face buttons when mapped to SELECT for more important functions.

The heavier physics feel just right, not too floaty, not too restricting.

The new subweapon selection and brandishing system makes the overall gameplay feel fast and fluid, just like ZM/Fusion.

Overall, I highly recommend this hack for those who prefer vanilla SM and want to bring the somewhat-clunky controls to modern standards.

Clear Time - 02:38 Item Collection Rate - 88%

Great, but not for beginnerslastdual2017-01-29Version 1.0

With two great improvements combined, this might just be the best way to experience Super Metroid! My only reservation is that the heavier physics are a bit *too* heavy. The faster jump speed demands a level of precision well beyond the original game, which won't be a problem for veterans, but makes it harder to recommend to first timers (or those who have gotten a little rusty). The original game's jumping is quite floaty, but a less dramatic speed change would be optimal.

Super Metroid: Definitive EditionFlamePurge2016-11-24Version 1.0

You jump faster. You land faster. You only have to toggle between Missiles, Super Missiles, and the Grapple Beam. Power Bombs are automatically selected for you when you Morph. You can map controls in any way you want. Charge Beam drawing items toward you is extremely handy. Easier Bomb Jumping. The best part: skippable item finding fanfare. The new Brandish button is so much more useful than the original way of having to select an item, then press Item Cancel when you want your beam again.

I think the only downside to any of this is that due aiming being combined into one button via Aim Lock, speedrunning would be a bit slower due to not being able to alternate Aim Up and Aim Down while sprinting.

That aside, this is the absolute best way to play Super Metroid. It doesn't change the graphics, maps, or music, though sound effects are altered. (In particular, the new "Samus landing from a jump" sound effect is jarring, but I got used to it.)

Give Super Metroid: GBA Style! a try-it'll make your day, guaranteed.

Perfect for a Super Metroid speedrun!thepatrickinator2016-11-23Version 1.0

If you want to make a speedrun of Super Metroid, then this is the hack you'll need! Good luck!