Super Metroid: A More Differenter Zebes is a half (maybe even mini since it's so short) hack that I've been working on the last couple of weeks after using smile for the first time. So no, there aren't any interesting asm changes, it's really just route and palettes. Have you ever noticed how red the original game was? Speaking of routes, there are three of them. You choose within the first, probably 5 minutes which path you take, affecting items that can be collected, bosses that can be fought, areas reached etc. Two of the paths are very similar and one is somewhat shorter than the rest.
-Rough percentages of the three are 65%, 53%, and 66% (margin of error probably 1-2%, maybe people could post full completions?)
(turns out they were downright wrong)
-It's for headered.
-The only part that I'm not satisfied with is a maridia palette, you'll probably know it when you see it. As far as I can tell it isn't editable in smile.
Note: this was not meant to be hard, maybe only a little more so than the original game. The skills required are very light since most of the rooms were left the same. I think there is a single mockball and a single ibj (that isn't even required) depending on the route. There may be one tricky wall jump. The only tester was myself, I don't think there are any major errors.
Disclaimer: You should probably use save states if you aren't being careful with ammo. Since design decisions went along the lines of "Did i get stuck?" and if I did, "What's the smallest fix I can make?" There are probably plenty of areas to get stuck in until you pick up a morph ball and it's very easy to run out of pbs and get stuck between walls. Most bosses remain unchanged as well. At this time I don't have any original ideas for them and the last thing I wanted to make was some sort of super endurance test. The bosses that have changed are all optional.
It was very red...(hope the palettes aren't scarring)
Edit: Version 1.3 (Fixes: Alternate entrance to Maridia fixed?)
Known issue: Can get stuck in maridia without morphball, can get yourself stuck if you don't bring enough ammo
-
(turns out they were downright wrong)
-It's for headered.
-The only part that I'm not satisfied with is a maridia palette, you'll probably know it when you see it. As far as I can tell it isn't editable in smile.
Note: this was not meant to be hard, maybe only a little more so than the original game. The skills required are very light since most of the rooms were left the same. I think there is a single mockball and a single ibj (that isn't even required) depending on the route. There may be one tricky wall jump. The only tester was myself, I don't think there are any major errors.
Disclaimer: You should probably use save states if you aren't being careful with ammo. Since design decisions went along the lines of "Did i get stuck?" and if I did, "What's the smallest fix I can make?" There are probably plenty of areas to get stuck in until you pick up a morph ball and it's very easy to run out of pbs and get stuck between walls. Most bosses remain unchanged as well. At this time I don't have any original ideas for them and the last thing I wanted to make was some sort of super endurance test. The bosses that have changed are all optional.
It was very red...(hope the palettes aren't scarring)
Edit: Version 1.3 (Fixes: Alternate entrance to Maridia fixed?)
Known issue: Can get stuck in maridia without morphball, can get yourself stuck if you don't bring enough ammo
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