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


Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| PHOSPHOTiDYL | Hacking | PB+CF Initial ASM code and Transition tables |
| sylandro | Hacking | ASM fixes, new HUD and new Run code |
| ShadowOne333 | Script Editing/Revision | Main tester and Optional hack |
| begrimed | Original Hacking | Project Base: Original hack |
| Kejardon | Original Hacking | Control Freak: Original hack |
| Scyzer | Original Hacking | Map Item Circles hack |
| dex909 | Original Hacking | Project Base's Nintedit fork |
Reviews
| Interesting patches and effects! | lexluthermiester | 2020-02-14 | Version 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? | xberzerker | 2019-05-12 | Version 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. | |||
| MASTERPIECE | exter | 2019-05-09 | Version 1.0 |
All I missed in Project Base - 7.2 (Nintendit 1.57), is contained in this hack. I recommend. | |||
| Fun, but unbalanced | Peepus | 2018-02-03 | Version 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 Exceptions | Chicken Knife | 2018-01-07 | Version 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 Version | VioletFox | 2017-12-06 | Version 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 Zebes | ShockwaveS08 | 2017-03-05 | Version 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 beginners | lastdual | 2017-01-29 | Version 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 Edition | FlamePurge | 2016-11-24 | Version 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! | thepatrickinator | 2016-11-23 | Version 1.0 |
If you want to make a speedrun of Super Metroid, then this is the hack you'll need! Good luck! | |||