So, here it is, the 101% TAS for Super Metroid - GBA Edition. I'm going to explain some things.
About the Game and this run
Super Metroid - GBA Edition is a ROM Hack of Metroid: Zero Mission that remakes the level design of Super Metroid (essentially, the inverse of Metroid Super Zero Mission), but the Super Metroid engine is very different for the engine of Zero Mission, thus, this TAS and The Current Super Metroid 100% TAS are very different, despite them having essentially the same level design, which is pretty cool.
This run plays the 101% category, which means that you have to collect every upgrade in the game. Saving the animals is not required.
Game Version
Warning: This run only works on the 4.0 version of this hack, for a various number of reasons that I'm going to explain:
- The bomb wall in Crateria that is used to block the player from progressing until they get the bomb upgrade only takes one bomb to destroy, in previous versions, it takes two bombs.
- The Space Pirates in the vertical room after the diagonal room in Crateria, and in the hallway that leads to Kraid (The Boss) are green, in other versions, the Space Pirates are red, which also means they have less health.
- Only the 4.0 version has 101th item, that being the Super Missile Pack behind the Super Missile wall in Maridia, which makes 101% possible to achieve.
- The fact that the run was done on the 4.0 version.
Unique things about this run
- In this hack, Samus moves horizontally at 15 units per frame, which is faster compared to Base Zero Mission, where it is 12 units per frame.
- This Hack features Crocomire, who is an unused boss in Zero Mission, though, he dies in two fully charged, fully powered beam shots, and he disappears when the first shot hits him, for some reason (Probably due to the fact that he is originally unused), and he also displays glitchy graphics after I collected the E-Tanks in his room.
- Mua is the only boss fight that is skipped, due to the fact that the Zip Lines weren't activated.
- By jumping in a specific position, you can grab an edge of the glass pipe and climb it, skipping the need to use a power bomb.
- The 101th item ads a whopping 5 minutes to this run, due to the fact that for it to be possible to be collected, it requires every single Super Missile Pack up to that point, and this would not actually be much of an issue, if it wasn't for the Super Missile Pack in Blue Brinstar that requires the Screw Attack, which is only obtainable in Ridley (The Location), if it wasn't for that item, around 3 minutes would be cut from that time frame.
Suggested Screenshot
Frame 135710
nymx: Claiming for judging.
I thougth this was a very good game to TAS. It kept me interested, since I am a big fan of the SNES Super Metroid game. They main part of the layouts stay true to the original, but with the Zero Mission style. Additionally, I'm glad to hear the original NES soundtrack with some updates. Additionally, I like how the game has some new editions to the existing Super Metroid layouts, where it was nice to see some hidden pathways as alternate ways to getting to some of the common areas.
It is obvious that you are quite familiar with the mechanics. I saw many spots that were extremely impressive. The only thing that I'm disappointed by is the lack of any response from our community. I was sure that this game would have struct up quite a conversation.
Well, it goes without saying...I'm accepting this run with great enthusiasm.
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