Wave Beam actually. It is underwater with a couple of skeleton fishes swimming around, Wave Beam to the left and a re-charge room to the right. (Re-charge room is just some bugs, not an actual station.)
Well, that is where you have to go. You need to follow that path and eventually it will take you to an elevator. You have some underwater rooms and stunts you have to do to get to the elevator though, mainly in a room involving Rinkas. Once down there you have reached "Norfair." You got charge already, so you've been down there obviously. I remember two doors you can take, one that goes to the left and one that goes down. I don't remember which one to take but I think one way will be a dead-end leaving the other door the only solution.
I just finished it in a little over 5 hours with 44% item collection. Despite my rigorous search for items I did not find the gravity so it must be cleverly hidden.
I commend you on the difficulty - it wasn't too hard but with the high dmg taking enemies and some tricky bosses, it made it very enjoyable.
I'll attempt for 50% but I'm skeptical of the chances of this occurring. It has lasted this long already!
Just thought I would be random for a sec. Dunno how I missed this hack before, but anyway. I went to A-kon 20 in Dallas, TX last weekend and my brother and I were taking the train, and the station we parked at was the "Mockingbird Station". I still don't know how I missed this hack, time to play it! lol.
I recently started to play this hack, nice so far. I do hope that there isn't anything neccesary in this room. Because everytime I go there it goes like this.
I recently started to play this hack, nice so far. I do hope that there isn't anything neccesary in this room. Because everytime I go there it goes like this.
Hmmm, that's strange. I wonder why no one else ran into that sort of crash. I'll look into it later, but it makes me think it might be your rom? I don't have snes9x to check you .smv right now, so if someone wants to explain what it is they might be saving me some effort.
Hmmm, that's strange. I wonder why no one else ran into that sort of crash. I'll look into it later, but it makes me think it might be your rom? I don't have snes9x to check you .smv right now, so if someone wants to explain what it is they might be saving me some effort.
I guess it may be the rom, not 100% sure which version I picked. But it should have been the same that I used for every other SM hack I've played, I'll restart and try again.
What I do in the smv is that I take this missile pack, runs up to the ship and saves the game and then run back to the missiles, and I can take them once more. It's the same thing with this missile door. Shooting it, go to the ship and save, go back and the pink barrier is there once again.
Weird. I'd be curious if that worked for anything gamebreaking, though I'm not sure what that would be. That takes a fair amount of work for such a small benefit, so whatever. Good find though.
This time I made sure that I had the Super Metroid (JU)[!].smc rom, but it starts off with graphic glitches and when I select a game file the game crashes. Is there another version that I'm supposed to use for this hack? I have never had any problems patching before.
This time I made sure that I had the Super Metroid (JU)[!].smc rom, but it starts off with graphic glitches and when I select a game file the game crashes. Is there another version that I'm supposed to use for this hack? I have never had any problems patching before.
That error sounds like it could be a headered rom with a headerless patch. Make sure you're patching an unheadered rom (3072kb).
Alright, I got it to work now. And apparently, the bug with the missile packs isn't working now. So I presume it was only because of the bad rom. I believe that the door will stay the same as well.
2:16, 41% item collection. Never did find Gravity (edit: or X-ray). And that time is a horrible lie; I used savestates heavily while exploring to cut down on the tedium of "Whoops, no, I didn't want to go to this area after all."
On the whole, a nice change of pace and reasonably challenging, but not without its flaws.
The limited tilesets were interesting at first, but they made it very hard to remember which places lead where, since everywhere looks the same. Combining that with the fact that you have to go back and forth across the entire station several times (since getting a powerup unlocks a path on the opposite end) made for some annoying "I thought the next way was in this area, but I guess I was entirely wrong." Some areas, like the long spikefloor / baby turtle room and the room with the rising lava and near-invincible zoomers, had to be passed through far, far too many times. The station could have done with some alternate routes.
Likewise, the doorcaps were an interesting idea, but because they didn't give any clues as to which door was opened, sometimes they became frustrating. For the most part, though, they worked; I think it's mainly the three you need to clear to get to Phantoon that were such a pain.
Please don't ever use conveyor belts in bossfights again. They're a hateful, hateful thing.
Likewise, I don't really see what the point was of making the player do the "crouch jump, aim down, slip onto platform" maneuver. It didn't really seem to add anything to the platforming, beyond making it more annoying.
On the flipside, I quite enjoyed the path to grapple. Horizontal bombjumping doesn't get used at all often.
I had to abuse savestates in every bossfight except for Botwoon and Crocomire. For Bomb Torizo, it's that damned conveyor belt plus the fact that the spikes do insane damage. For Ridley, it's the lack of Gravity Suit for extra defense and the inability to see what he's doing half the time (in regular Super Metroid, I spend most of the fight airborne right where you put the ceiling). For Phantoon, it's the massive contact damage he deals combined with the practical impossibility of dodging him.
I don't really get why you left all those powerbomb doors and blocks in the game. I eventually gave up on trying to keep mental track of them all, which was just as well. Generally, though, the player is trying to remember all of the little roadblocks they've encountered, so they know where to go next after getting a powerup. Putting fake roadblocks in the game interferes with that process.
I didn't find the escape shinespark to be too difficult. Once I figured out that I couldn't clear it with one jump, I realized there was room to get shinespark speed while holding a charge.
I think my favorite overall change was the increased shooting rate when you have the ice beam. Pew pew! Plain ice beam is normally such a puny weapon; it was nice to get a boost out of it.
Incidentally, a general hint for fighting bosses when underequipped (not specific to this hack): if you unequip bombs, then you can charge a shot and keep it charged while morphballing. This can be very useful for the Torizo bosses in particular, since you can roll underneath them. Just be careful that GT doesn't sit on you.
I'm having similar problems to a lot of people. Using the unheadered rom, 3072kb, exact file size is 3,145,728 bytes. JU version. I'm getting a bad checksum when I patch the ROM, and watching the intro demo gives some weird stuff and segues into a glitched room that turns over the controls to me, despite it being the intro demo.
I'm having similar problems to a lot of people. Using the unheadered rom, 3072kb, exact file size is 3,145,728 bytes. JU version. I'm getting a bad checksum when I patch the ROM, and watching the intro demo gives some weird stuff and segues into a glitched room that turns over the controls to me, despite it being the intro demo.
If you're getting to the debug room, that was intentional. If it's somewhere else I have no idea.