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Author Topic: Super Metroid Beta Analysis  (Read 12280 times)

CrAzY

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Super Metroid Beta Analysis
« on: July 01, 2014, 10:40:03 PM »

Hello everyone! I would like to present you with something I put together in a couple of weeks. It is a compilation of images & a text document that looks at all of the differences I have noticed between any earlier versions of SM that are available to view compared to the final (There is also a section at the end detailing things I have noticed in the retail release using SMILE, that I am sure will be quickly corrected.)

I hope that anyone can provide more insight into pre-release elements of Super Metroid, either through the games coding, or "new" pictures/videos.
I also hope to be corrected in any of the things I have stated in this document, so that it can be updated. The formatting is not ideal, as I threw it together in Notepad++ in 1280x1024, but hopefully you can persevere.

https://www.dropbox.com/s/kyveswd6h4mk31p/SM%20Beta%20Info.rar?dl=1

Always being a big fan of SMILE, I decided to throw together my own hack that attempts to recreate a combination of Beta elements the best that I can. (All WIP)
(click to show/hide)

Thanks for this wonderful site. It has every resource a Super Metroid lover could ever want.

If you would like the document by itself, here is a link.
https://www.dropbox.com/s/o48u3eegotu99w7/SM%20Beta%20Info.rtf?dl=1

or open this spoiler tag. . .
(click to show/hide)
« Last Edit: November 01, 2016, 12:53:34 PM by CrAzY »
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Vismund Cygnus

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Re: Super Metroid Beta Analysis
« Reply #1 on: July 01, 2014, 10:49:02 PM »

If your browser supports the text and whatnot, this page might be of some use to you. Also seems to have a couple of pictures that you don't have in your collection.
Interesting collection of stuff, I'll be sure to have a better read through of this in the future.
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #2 on: July 01, 2014, 10:54:35 PM »

Wow! I am not going to lie, I have never seen those images before! Well, the top one appears to be one of the cropped/half covered images I have of the Statue room, but it is awesome to see all of it! & that second image showing an earlier design of the room at the bottom right of the red Brinstar shaft... Awesome!

Always liked your level design, by the way. Thanks for the fast reply.
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begrimed

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Re: Super Metroid Beta Analysis
« Reply #3 on: July 01, 2014, 11:15:36 PM »

Wow, I didn't know there was even this much info about the beta version out there. Thanks for posting this up. Would be cool if a beta ROM surfaced, or the original software they used to edit the game, haha.
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Re: Super Metroid Beta Analysis
« Reply #4 on: July 02, 2014, 10:02:14 AM »

TCRF always proves to be a good source of beta content too.
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #5 on: July 02, 2014, 09:31:57 PM »

I have to disagree with that. I love tcrf & have viewed too many articles on it, but you must note some things about their article on Super Metroid. It doesn't focus at all on beta material besides what's in the retail ROM. Second of all, some of the things it states are wrong. It says that the "Reflect" enemy is loaded into only one room, while it appears to be two (Lower Norfair vertical chasm before Ridley & the Energy Tank room after Kraid.) I am sure a fair number of people have noticed a ton of oddities through hacking apart SM already, but not truly documented it all as maybe they weren't as interested in unused stuff/old screenshots, & speculating.

Working at updating the document all around, & including the pictures showed to us by Vismund.
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FPzero

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Re: Super Metroid Beta Analysis
« Reply #6 on: July 02, 2014, 09:46:51 PM »

Funny enough, I was the guy that put together the first draft of the Super Metroid page there.  I'll agree though, my findings were not related to beta content at all since that hadn't been my focus.  Additionally, I didn't know how to scour the rom for unused data outside of what was accessible through SMILE so the page was mostly just documenting what was already known about the rom to at least start the page for the game.  I documented the Debug room, unused sprites, unused palettes and the unused norfair room.

I'd love to see you add your beta findings to the page once you've compiled them further and feel free to make further corrections.
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #7 on: July 02, 2014, 10:33:22 PM »

Don't get me wrong, I love what was posted on that site. The main thing that I didn't document for the retail section of my findings were unused sprites, palettes, the debug room because that page & others have done a great job of it already, but I am more focused on level design differences. The tcrf page did show me things I hadn't seen (such as the "game crashing" screen that shows a hud with the debug font, & one of the older variations of the energy symbol. That was the first time I saw it in good quality.)  I should include that too.
People say that the blackened red criteria tileset was used for the darkening of a fire flea room (such as the hallway before X-ray), but I also think it would be good enough for the Planet Zebes blowing up sequence, & that maybe the escape from Tourian had multiple routes if it indeed was originally located near Brinstar.
The problem with my "findings" is that they are total guesses. They are based off video/picture differences, but still complete guesses.

One thing tcrf doesn't have is sprites of that strange "pacman" growth that loads with Mother Brain. Some YouTube video originally showed it to me, I should try & find that too.
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Lunaria

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Re: Super Metroid Beta Analysis
« Reply #8 on: July 05, 2014, 05:29:07 PM »

I'm pretty sure I added some stuff to that page too fifo. :V
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JAM

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Re: Super Metroid Beta Analysis
« Reply #9 on: July 05, 2014, 08:00:47 PM »

Awesome! This left appendix on the Brinstar map should lead to statues room prorably. Or the firefly room of red Brinstar.

I stared to write my own article, so this topic is a best place to add my stuff.



I've found something interesting. Again. But now it's just indirect evidences. Looks like, there was one more item, partly programmed, but lately removed from the game. The code in pose transition $37 and $38. In SMILE it's marked like "Mid-Air morph (unused)", but actually, it's more like a normal morphball, while $35 and $36 were used to mid-air morphing. In the game, the whole code of pose transition $37 and $38 is never executed.

Evidences:
1. The code itself.
Look at the code at 8F804:
Code: [Select]
LDA $09A2
BIT #$0000
BNE $32
BIT #$0002
BIT #$0000. What the hell? BRA $32 will never happen. There definitely was something (but not zero value) lately zeroed. Same code appears 3 more times.
As for the meaning of code, it's like "if you have ?????? item, go branch and do ??????? (buggy in the final version). Else, morph into the ball". You may say that value $0002 is used by Spring Ball. Yes, but in beta it was used by Morphing Ball. Traces are in Morphing Ball item (Chozo ball form and hidden in scenery).

So, there was something planned be to take priority over Morphing Ball or Spring Ball. I think, it's Spider Ball. Think about it. If there was planned Spider Ball, then you shouldn't jump when pressing the Jump button. Instead of it you should held on the wall while pressing it.


2. Place for tilemap.
Look at Equipment disassembly doc by Kej.
Quote
BFF6 - C007 : Tilemap for oSPEED BOOSTER
C008 - C011 : Tilemap for oHYPER
C012 - C019 : Unused, I think (look like they belong with oHYPER, but only 5 tiles are used)
There are 8 usused bytes (4 tiles). Why? I guess, the was one more item with it's tilemap located at 14008..14019. 9 tiles exactly. Later, the item was removed and it's tilemap was replaced with Hyper Beam which was programmed later.


3. "Masked" tiles.
There are also traces of cleaning something in the pause screen GFX. Look at GFX at $1B0000. I'll help you.



As you see, unused tiles are drawn as striked tile numbers. Under "SAMUS" there are 5 unused tiles. Numbers are 4A, 4B, 4D, 4E, 4F and these tiles are 14A, 14B, 14D, 14E and 14F in pause screen GFX table.
Now, look to the left.
51, 51, [used], [used], ...
60, [used], [used], 51, 51, 51, ...

5 tiles of "51". Only one is at it's place. If I had to draw something but later remove it, I'd just copy unused tile over it. So, at least 4 tiles were used for something. Possibly, removed item.


4. GT code evidence.
As you may know, GT code gives you all items and beams except Screw Attack (I guess, because it's in the next room), but also gives you item with value 0010. There are not such item in the game anymore and it's not count in percentage when collected, but I guess, there was something.

So, I guess, there was an item doing something when pressing down in crouch form on the ground, NOT morphing into the ball. It's possibly can be the item allowing you to crawl, like in Zero Mission without Suit, but IMO, it was Spider Ball.

If there was another item, then the ammo and energy quantity was different to get 100%.

And... more evidences.


5. Place 5 Reserve Tanks in the hack. Collect them. Now press start to call the pause screen. See that? 5th rectange is at right place. And it's not because this is the position of "last closing" tile. Because "last closing" tile is have it's position too. I mean, to draw 5 rectangles, 6 tiles are needed. And there is 6 tiles have their position coded.

If move digits somewhere you'll see that.

All that I modified to get this pic is a Reserve Energy position.

And now, let's look at Equipment disassembly doc by Kej one more time.
Code: [Select]
LDA $C1D6, Y ; X position of each box
TAX
LDY $C1E2    ; Y position of boxes
Now, look at $141D6 ($82:C1D6)
{18 00} {20 00} {28 00} {30 00} {38 00} {40 00} {60 00}
Last one is Y position (at C1E2). In original game {40 00} is not used if you have collected 4 Reserve Tanks. It's reserved for 5th Reserve Tank because it's position is defined.

Max energy in total is 1999 (like 2k - 1), which is more logical than 1899 and the ammo quantity should be 220, 50, 50 then.


6. Long Beam evidence.
If read and understand Equipment disassembly doc by Kej, there are a traces of 6 beams in the menu. There is a code drawing 6 beam line tiles instead of 5 and a code of clearing 6 lines.

Locations: $121BC, $121B7
There are a CPX #$000C operator, but to draw 5 beams, there should be CPX #$000A instead. Change $0C to $0A and nothing will be changed. Change to $08 and Plasma will not be drawn anymore.


7. One more.
After all we have simply look at this picture again.



See the gap between SUPPLY and BEAM frames? That's where Long Beam supposed to be.


8. Different menu size trace.
And again, Equipment disassembly doc by Kej.
Look at $134C5 and at the comment left by Kej.
Code: [Select]
CPX #$000A   ;  BUG, should be C. Can't access Screw Attack without Spring Ball or Boots
In other places there are the CPX #$000C operator. So, there is a something they forgot to change. There is a code to hangle 5 items (instead of 6). Now, the SUIT and MISC frames are actually works like a one frame. Why there are 5 items instead of 6? I'll suppose that MISC frame have a separated code from SUIT frames and it had one more item. Spider Ball.





So, after all I can suppose that:
1. There was (or planned) a Spider Ball.
2. There was (or planned) a Long Beam.
3. There were 5 Reserve Tanks which would change the amount of ammo. If suppose that Spider Ball also should be there, then the rest ammo will be 220, 50, 50. That's what is needed to get 100%.


I'll write more if I'll find or remember something.



As for TCRF's Super Metroid article, it covers about 10% of unused stuff currently.

EDIT: As for the red Crateria, you have no idea how RED it could be.

Used a palette blend (don't remember it's number). And it was used on blue Crateria tileset.
« Last Edit: July 05, 2014, 08:29:03 PM by JAM »
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #10 on: July 06, 2014, 04:45:06 AM »

Haha, I had a feeling that JAM's reply would be a good one, but damn, he came with guns blazing this time. Still working at updating the document, removing extreme assumptions & updating others as well as adding more. One interesting thing I have noticed just recently is that the Super Metroid Hand-drawn Developer map (included in the file above) actually has some tell tale signs of earlier design ideas (look at the Kraid hallway, the face made out of tiles is in the same spot as it is in the early build, & it looks like the image showed to us by Vismund with the early bottom right Red Brinstar room is present in the dev map). Currently scouring the dev map for anything that sticks out.

Like how you (JAM) assumes that the old area at the bottom left Brinstar shaft could have led to the statue room or the xray/fireflea room. I assume the same thing in my document. Maybe even leading to the energy recharge station at the bottom of the Red Brinstar shaft? So many possibilities.

Also, your Long Beam findings based off the coding are confirmed by one beta equipment screen included above. Could the GT code be trying to give you Long Beam?
« Last Edit: July 06, 2014, 05:15:20 AM by CrAzY »
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Lunaria

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Re: Super Metroid Beta Analysis
« Reply #11 on: July 06, 2014, 08:59:03 AM »

IIRC, Jathys wrote his own custom beam that would slowly fall towards the ground before getting his version of long beam. (At least I think it was Jathys...) You should look into that, since that might be great for this hack. (Since beams going away into thin air is kind of meh.)
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JAM

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Re: Super Metroid Beta Analysis
« Reply #12 on: July 06, 2014, 06:52:26 PM »

Haha, I had a feeling that JAM's reply would be a good one, but damn, he came with guns blazing this time.
Thank you also for all job you did. =) I never saw so much pictures from that archive. I tried to get more info about Super Metroid about 10 years ago and all I found is famous 6 pictures from Nintendo Power magazine.

Like how you (JAM) assumes that the old area at the bottom left Brinstar shaft could have led to the statue room or the xray/fireflea room. I assume the same thing in my document. Maybe even leading to the energy recharge station at the bottom of the Red Brinstar shaft? So many possibilities.
Well, I think I was wrong about the butterfly room.
I have 2 answers for now. Both says that the enter was somewhere in Brinstar.


Number 1.
Look at the game manual. I'll upload it.

We all clearly see where the enter is. From the shaft of brown Brinstar (part where are spores on the BG). And that left appendix is prorably exit, not enter.

Also, manual says that the new Tourian is located deeper than the old one.
Quote
Tourian is the control center for the Zebesian space pirates and the Mother Brain. The original Tourian was located just below the surface. After Samus Aran annihilated the forces of Zebes the first time, this new Tourian was build in a more secure area.

But in the final version, if we place both Tourian on the same map, we'll get this.




Blue: new Tourian
Red: now it's a part of Crateria (escape shaft room).
Green: old Tourian.

New Tourian isn't deeper, that's for sure.


Number 2.
Look at final version of game.

I've got at least 4 proofs based on the statue room and the room before it.

1. Tileset used for it. No comments.

2. These 2 rooms are located in the Brinstar cluster of the rooms. 7A5ED and 7A66A. Rooms in the whole ROM are splited into clusters. I mean, there is Crateria cluster (from 791F8 to 799xx), Brinstar cluster etc. Only these 2 room are placed in the "wrong" cluster.

3. These 2 rooms are having the wrong Room Indexes. Crateria rooms are having indexes from $00 to $1F. Brinstar rooms -- from $00 to $37. These 2 rooms have indexes $30 and $33. And rooms with such indexed are missing in the Brinstar.

4. Specially for these 2 rooms, the "flash orange" effect of FX1 was added to Crateria FX1's glow list. It does exactly what does the same effect in the Brinstar.

5. Try to join maps of all areas together drawing only existing sectors. You will not be able to do it. Tourian's position will not let you to join the maps together. That's why there are very long elevators on every map of Super Metroid. Relocate Tourian under left part of Brinstar, and you'll join the maps without problems.

So, the second version, the enter to Tourian was from red Brinstar (basing on tileset).

Prorably, it was reallocated twice! It may be originally planned as the manual says. Then it was relocated to the red Brinstar. Then it was relocated to where it is now.

Also, your Long Beam findings based off the coding are confirmed by one beta equipment screen included above. Could the GT code be trying to give you Long Beam?
Nope, it's not trying to give you the Long Beam. It gives you the $100F combination. 1000 bit is for Charge Beam, 4 bits from 0 to 8 -- for all other Beam.

Although, looking at your screens of early version where the Long Beam was located where the Charge Beam is, I can suppose that originally there was no Charge Beam and only Long one. Then there are both beams planned. Then they got rid of Long Beam.


As for the item, generally, to make the item fully works, we need:
1. The code for the item itself.
2. The item PLM (that gives you this item after touching).
3. Item PLM graphics.
4. Message when collecting the item.
5. The code in equipment menu to show/select/deselect the item.
6. Graphics for the equipment menu.
7. The code to count item in percentage when finish the game.
8. The code to enable this item using GT code.

Long Beam is having number 6 and traces of 5 from this list.
Spider Ball is having number 8 and traces of 1, 5 and 6.


What also could I add? 2 things.

About
Quote
©1993 Nintendo
Version 0.1A
string.

This string is still there. Unused, modified, but still in the ROM.
I can say for sure, they modifing it during the progress of making the game. Until the final version was released. So, the game have this string instead (as I said, unused):
Quote
©1994 Nintendo
Version 2.00
It's located at 60626 if you're curious. =)
To get it on screen, use these hex tweaks:

$5A0E3:
03 81 change to 26 86

$5A0E9:
Do the same.

And last one. I clearly remember the teaser of SNES made in 1990's which I saw on TV at that time. There were the short excerpts from a few games. Super Metroid was one of them. And you know what I saw? Samus at Ceres fighting Ridley with Charge Beam.

I can search later for that trailer and give you a link.

I have one idea about it. Like you're starting at Ceres having some items from the start, but then in the end of Ridley fight, you'll lose all of them. Like they did for Prime.

Just imagine, Ridley flies away and then accelerates from the far point towards the screen and... nothing. Just were just pushed. No damage, no item loss. I think, it was the point where Samus could lost her items.


EDIT: Aha! I knew it!
Look at your picture number 17. 5 rectangles in the SUPPLY frame.


« Last Edit: July 06, 2014, 07:16:37 PM by JAM »
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Dessyreqt

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Re: Super Metroid Beta Analysis
« Reply #13 on: July 06, 2014, 07:30:15 PM »

It doesn't actually say that new Tourian is in a deeper location, just that it's more secure. That is, instead of two statues, blocking the way, there are now four. Oh and you can't just freeze an enemy to bypass the statues, you have to tap into deep and mysterious powers (namely the x-ray scope or space/time beam.)
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Crashtour99

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Re: Super Metroid Beta Analysis
« Reply #14 on: July 07, 2014, 04:31:54 AM »

Just to add in a few things:

If you read through my physics table document in the collab thread you'll see that there are unused values for running acceleration in liquids.  In the same document I added a routine that restores functioning to these values, though the feel is kinda strange.  They could probably use some tweaking to get it right.
Also, in the same document the first of the movement momentum tables is truncated by 2 entries, or rather overlaps the following table by 2 entries.  I suspect that at some point there were a few additions, so that first momentum table got moved back but they forgot to adjust the other tables as well.

Also, while doing a bunch of disassembly on the item PLMs I discovered what looked like a broken PLM.  From what was left of it, it looks like it was designed to be placed under an item PLM (covering the item pedestal) and would change the graphic of the pedestal.  If you look in the CRE graphics you'll see 2 item pedestals, one that is lit up and one that looks normal.  I'm pretty sure that it was planned to have the pedestals flash along with the items before they were collected.

Lastly, relating to a spider ball in SM.  If you look at the morph ball gfx in the ROM you'll see what appear to be "squashed" morph ball sprites.  I haven't looked into the animation info regarding these gfx, but it's very possible that they were intended to be used with another morph upgrade of some kind.
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JAM

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Re: Super Metroid Beta Analysis
« Reply #15 on: July 10, 2014, 12:03:09 AM »

Also, while doing a bunch of disassembly on the item PLMs I discovered what looked like a broken PLM.  From what was left of it, it looks like it was designed to be placed under an item PLM (covering the item pedestal) and would change the graphic of the pedestal.  If you look in the CRE graphics you'll see 2 item pedestals, one that is lit up and one that looks normal.  I'm pretty sure that it was planned to have the pedestals flash along with the items before they were collected.
The "highlighted" one is used in original game when a Power Bombs is on a pedestal.

Lastly, relating to a spider ball in SM.  If you look at the morph ball gfx in the ROM you'll see what appear to be "squashed" morph ball sprites.  I haven't looked into the animation info regarding these gfx, but it's very possible that they were intended to be used with another morph upgrade of some kind.
Alright, let's call it "Unknown Ball" then.

I saw these sprites too. It could be feature like a spindash in Sonic 2 (or Boost Ball in Prime). Or an item, allowing to do a spinning jump into ball form and lay a bombs there.

I wish we can make an interview with devs of Super Metroid, like that did the members of Sonic hacking community for Sonic 2.
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #16 on: July 16, 2014, 09:46:56 PM »

Finished updating the document as well as adding a couple new photos that I stumbled across, as well as the images pointed out by Vismund.

The link in the first post now leads to the updated version.

Fixed up a lot of things, & also went through the hand drawn Super Metroid Developer's Map & marked every area that appears to contain differences.

Also included some more speculation about the the fifth Reserve Tank in the game, & have pretty much concluded that it was originally down near the Morphball (or at least, obtainable before "waking up" Zebes.) After JAM pointed the fifth one out, I discovered that one of the images I included that seemed to contain no differences had one after all. Samus did indeed have an early Reserve Tank because we can see a small energy pickup off of killing the first Space Pirate in the game.

That being said, I scoured the internet for hours using an array of terms that could yield any beta content, but it seems that after this final sweep, not much more is out there. Hope to be proven wrong, again, though! I also searched for all of the Super Metroid commercials/ads to see if I could find Samus with the Charge Beam at Ceres (mentioned by JAM), but no dice.

The only place I see more info coming from is foreign magazines/websites or if anyone managed to capture any footage of it at the 1994 CES where it was shown off (only a couple months before release, but might still have something.)

Anyway, enjoy!
« Last Edit: July 17, 2014, 12:35:47 AM by CrAzY »
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snibsnib

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Re: Super Metroid Beta Analysis
« Reply #17 on: July 17, 2014, 01:25:34 AM »

I was scouring youtube and I found this. Looks like a metroid in Maridia :). Or maybe its just an early design of a mocktroid.
Skip to 15:25

There's also a whole bunch of beta footage at 9:55
« Last Edit: July 17, 2014, 01:49:44 AM by snibsnib »
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #18 on: July 17, 2014, 02:30:09 AM »

What the hell? Can't believe I missed that. The video has already been linked/documented/screen-shotted in my document above, but I guess I naively assumed that when Super Metroid was done that it was the end of the Super Nintendo "block" in the showcase.

Great catch! Very strange looking level design, & a Metroid in Maridia, very strange. Mocktroid success?

Will screen shot that clip & update the document with sources/info. Totally cool! Thought our glimpse into the 0.1a version of SM had come to an end.

I totally love you for pointing that out. Watch after the Metroid in Maridia. A ripper is in the same room as spore spawn! Wtf! Notice it's location, as it flies right in the path to hit Samus when she is morph balled in the safe areas, would have been a more challenging battle! Also seems that the core of Spore Spawn (his weak spot) disappears when killed.

Also, the the energy symbol changes from the arrow to the underlined point when it shows the Spore Spawn clip. That, mixed with the fact that the location of Samus on the mini-map doesn't match up with the map shown earlier in the video seems to suggest that these are two different builds. Was spore Spawn moved that much? So much care for something all speed runners skip ;]
« Last Edit: July 17, 2014, 04:09:03 AM by CrAzY »
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snibsnib

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Re: Super Metroid Beta Analysis
« Reply #19 on: July 17, 2014, 02:43:10 AM »

Haha, Glad I could help. I also noticed a ripper in the spawn spore fight a bit further on.

EDIT: Sorry. Didnt read the end of your post
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #20 on: July 17, 2014, 04:03:46 AM »

&now I finally found some CES 1994 footage. It doesn't show much, but it shows that they were still finalizing enemy placement less than 2 months from release! Will update with that + sources as well, but first I am going to scour for more CES clips, as it appears to have been playable to the public (thought it was a private demo until now!)
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Crashtour99

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Re: Super Metroid Beta Analysis
« Reply #21 on: July 17, 2014, 04:57:35 AM »

I find it funny how closely Grime's repallet of Maridia in PB 0.7 resembles that beta Maridia room with the metroid...
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JAM

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Re: Super Metroid Beta Analysis
« Reply #22 on: July 17, 2014, 05:29:02 AM »

Finished updating the document as well as adding a couple new photos that I stumbled across, as well as the images pointed out by Vismund.
Great. =) Could you please also post the document separately?

As for the 5th Reserve Tank, it may be located in the first Brinstar room. Or there can be another explanation: in the beta, energy balls still appearing even if you r health is full (liek it was in Metroid 1).


I also searched for all of the Super Metroid commercials/ads to see if I could find Samus with the Charge Beam at Ceres (mentioned by JAM), but no dice.
Alright. I'll find that TV show and give you a link later.



I'll add more stuff. Open the ROM using Hex Editor at the very beginning of bank $B4. $1A0000. And you'll see the room ID and its enemy allowed. From final version (not beta), but the IDs could tell about the beta area names.

Example:
$1A0000:
[FF FF] SF1_10 _ [BF D3 : 01 00] [FF D6 : 02 00] [3F D8 : 03 00] [FF FF]
The word $FFFF is separator.
SF1_10 is "room 10 in Surfance area". Now, using your docs and pic I know that SF is surface.

As for other areas:
BL = Brinstar;
NO = Norfair;
NP = Another name for Wrecked Ship. No Problem? =) We could only guess how was it named.
ML = Maridia;
TS = Tourian. Why TS? Tourian Station?
CL = Ceres.
TT = Test [Debug room]
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Hawntah

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Re: Super Metroid Beta Analysis
« Reply #23 on: July 17, 2014, 06:15:59 AM »

NP = Another name for Wrecked Ship. No Problem? =) We could only guess how was it named.
Apparently, nanpasen (難破船) means shipwreck in Japanese. Also, TS for Tourian could be because there is no "tu" sound in Japanese, only "tsu". Similarly, Brinstar, Maridia and Ceres are probably BL, ML and CL instead of BR, MR and CR because they don't have separate L and R sounds, causing much hilarity and confusion when transcribing words into English (shamefur dispray, anyone?).

Of course, I don't actually speak Japanese so I could be completely wrong.
« Last Edit: July 17, 2014, 06:34:36 AM by Hawntah »
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CrAzY

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Re: Super Metroid Beta Analysis
« Reply #24 on: July 17, 2014, 10:31:54 PM »

Great. =) Could you please also post the document separately?

As for the 5th Reserve Tank, it may be located in the first Brinstar room. Or there can be another explanation: in the beta, energy balls still appearing even if you r health is full (liek it was in Metroid 1).

No problem. Check the first post for the updated package, as well as the document available separately for download or directly to view from this thread.

Also, yeah, by the Reserve Tank being in Crateria, I kind of count the Morph Ball rooms as being in Crateria, even though I know they aren't. Guess I should update that for later.
Also added your speculation to the document (that you might still get energy drops when at full health.)

Quote from: JAM
Alright. I'll find that TV show and give you a link later.

Thank you! Wish you luck in finding it.

& that is pretty interesting stuff about the area names. I love when beta screen shots can clear up mysteries in the retail (surface area.)

Not sure what is the reason for the strange area name abbreviations. . . .
Hawntah's hypothesis seems pretty reasonable, especially the Japanese Wrecked Ship name. As for the others, I am not so sure.

Edit: seems I went too far with certain assumptions about the hexagonal map. Updating yet again & adding a pointless wrecked ship difference as well.

& JAM, what's up with those two weird beams you show off in the first page of your Spazer/Plasma Mix thread? You state they were left over?
« Last Edit: July 18, 2014, 04:52:13 AM by CrAzY »
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