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Super Metroid YPX Redux

Started by Noxus, March 12, 2022, 12:33:07 AM

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Noxus

Super Metroid YPX Redux

This is an alternate physics version of Super Metroid YPX. You're controls will now be vanilla style, which some may prefer this way in addition to the original physics.

Almost if not all credit goes to YP for this hack, as only the physics values have been changed, as well as a few spikes as to avert sequence breaking.

Thanks for playing!  :yay:



Updated to v 1.21

DonnyDonovan

Does this impact difficulty one way or the other?  I remember this hack being pretty tough but not impossible.

Noxus

Quote from: DonnyDonovan on March 12, 2022, 04:01:13 PM
Does this impact difficulty one way or the other?  I remember this hack being pretty tough but not impossible.
Much easier, imo. Walljumps and heavy gravity were the main culprits of frustration in this hack. Not that it's not still a challenge though.

Sickwood

Wait, has the ability to do the continuous speedbooster wall jumps been removed?  I seem to remember some mandatory spots for items, etc.

LetsPlayNintendoITA

Quote from: Sickwood on March 14, 2022, 04:27:50 PM
Wait, has the ability to do the continuous speedbooster wall jumps been removed?  I seem to remember some mandatory spots for items, etc.
those are prob the stuff removed. and i guess why the [spoiler]item above ship[/spoiler] was changed? i dunno

Noxus

Quote from: Sickwood on March 14, 2022, 04:27:50 PM
Wait, has the ability to do the continuous speedbooster wall jumps been removed?  I seem to remember some mandatory spots for items, etc.
No, the continuous speedboost walljumps are still in it, and easier to pull off

Sickwood

This is much better. I remember thinking this was one of the best level designs when it came out and was like a SZM sequel, but the physics just made it a drag and after first playthrough, I had no desire to play it again. I've been playing this version for a couple hours and it's awesome this way. The speedbooster wall jumps are still finicky and annoying, but so far so good. Adding bomb jumps would have blown it wide open, so I'm glad you didn't add that (although part of me  wants them). Good job Noxus, but like you said, all credit goes to YP who made one hell of a hack.

Noxus

Quote from: Sickwood on March 15, 2022, 11:43:05 AM
This is much better. I remember thinking this was one of the best level designs when it came out and was like a SZM sequel, but the physics just made it a drag and after first playthrough, I had no desire to play it again. I've been playing this version for a couple hours and it's awesome this way. The speedbooster wall jumps are still finicky and annoying, but so far so good. Adding bomb jumps would have blown it wide open, so I'm glad you didn't add that (although part of me  wants them). Good job Noxus, but like you said, all credit goes to YP who made one hell of a hack.
Thanks Sickwood :yay: I agree, this is a great hack, I enjoyed it when I first played it but was frustrated too with the controls. I did initially put bomb jumping back in, but quickly figured out why they disabled it. At least we get spring jump early on in the game :lol:

DonnyDonovan

Everything about navigating the planet is improved with traditional physics, but, I am finding the speedboost walljumps impossible in this version.  I can't consistently gain any height whatsoever and eventually fall down and lose the boost.  Almost every time.  Not sure what I'm doing wrong.  Didn't have this issue in the original.

Noxus

#9
Quote from: DonnyDonovan on March 16, 2022, 10:40:26 PM
Everything about navigating the planet is improved with traditional physics, but, I am finding the speedboost walljumps impossible in this version.  I can't consistently gain any height whatsoever and eventually fall down and lose the boost.  Almost every time.  Not sure what I'm doing wrong.  Didn't have this issue in the original.
Thx Donny I'm glad you like it! The walljumps I have found to work best if I first gain shinespark speed, jump to the right wall (if running right), and as you're somersaulting/siding down the wall while holding right, drop like 3 or 4 blocks down, then start your walljumps. But let yourself drop a little first before starting the walljump. If you start walljump too quickly, you lose charge. Best of luck :^_^:

Sickwood

Quote from: Noxus on March 17, 2022, 12:10:59 AM
Quote from: DonnyDonovan on March 16, 2022, 10:40:26 PM
Everything about navigating the planet is improved with traditional physics, but, I am finding the speedboost walljumps impossible in this version.  I can't consistently gain any height whatsoever and eventually fall down and lose the boost.  Almost every time.  Not sure what I'm doing wrong.  Didn't have this issue in the original.
Thx Donny I'm glad you like it! The walljumps I have found to work best if I first gain shinespark speed, jump to the right wall (if running right), and as you're somersaulting/siding down the wall while holding right, drop like 3 or 4 blocks down, then start your walljumps. But let yourself drop a little first before starting the walljump. If you start walljump too quickly, you lose charge. Best of luck :^_^:

I've noticed most of the speedboost WJ puzzles seem to be setup height-wise for the first WJ to be done at the peak of the first jump and basically doing the jump right away. I agree it's annoying to reliably do them, but have been able to do them right after contact with wall by almost simultaneously hitting jump and away on d-pad at the same time. Or strangely hitting jump first and a millisecond later hitting the d-pad.  It's still doable with alternate heights, but for example Spazer, Crateria etank, getting to WS Bowling, if you do the jump right away you'll fly right into the intended speed blocks. But definitely takes a bit of trial and error.

drb

#11
I'm up to Wave Beam and I'm not sure how I feel about this yet - altering a hack's physics after the fact kinda damages the author's intent in terms of level design and difficulty.  It's ironic to me that the two points I've found so far where spikes were added to deter sequence breaks were actually doable in the original, while vanilla physics make it possible to shortcut a bunch of the intended routing/platforming for Speed and Wave.  That said, I've always considered YPX to be underrated, and I can't be too upset about a mod aimed at making a very good hack more accessible to more players, even if it's not my cup of tea.  Although, I reeeeally miss the original's fast bombs.


If anyone wants a map, this one should be pretty accurate assuming that Redux is built on top of Version 1.21 of the original.
Super Metroid ROMHack Cartography
Last added: Super Ethical Metroid | Next up: Familiar

DonnyDonovan

Managed the spazer one, working on the one near the ship.  Falling a bit first seems to help but it is still pretty touchy and inconsistent.

Noxus

Quote from: drb on March 17, 2022, 02:17:01 PM
I'm up to Wave Beam and I'm not sure how I feel about this yet - altering a hack's physics after the fact kinda damages the author's intent in terms of level design and difficulty.  It's ironic to me that the two points I've found so far where spikes were added to deter sequence breaks were actually doable in the original, while vanilla physics make it possible to shortcut a bunch of the intended routing/platforming for Speed and Wave.  That said, I've always considered YPX to be underrated, and I can't be too upset about a mod aimed at making a very good hack more accessible to more players, even if it's not my cup of tea.  Although, I reeeeally miss the original's fast bombs.


If anyone wants a map, this one should be pretty accurate assuming that Redux is built on top of Version 1.21 of the original.
I hear ya. And, also it's built off of 1.05 which was the first release. Maybe tonight I will update the 1.21 version and see if the walljumping is easier. Seems like some custom coding to be able to keep shinespark with walljumping, and so in that respect it kind of is what it is. In this one I can keep fast bombs too.

drb

Quote from: Noxus on March 17, 2022, 02:49:29 PM
I hear ya. And, also it's built off of 1.05 which was the first release. Maybe tonight I will update the 1.21 version and see if the walljumping is easier.

The original's changelogs claim that tweaks were made to make the spark+walljump mechanic more forgiving in later versions, so I would expect this to be the case if you're just forklifting vanilla physics into the original code.
Super Metroid ROMHack Cartography
Last added: Super Ethical Metroid | Next up: Familiar

Noxus

#15
Hello! YPX has been updated to v1.21, the latest of the original hack. Spark walljumping is easier, and a few new rooms not seen in the previous version. Instant bomb detonation has been kept as well. New download link is in original post. Thanks for playing :)

H A M

make a version with the original physics

H A M

Can you make a version with no intro?

DonnyDonovan

I assume the original is still available on the site to download?

DonnyDonovan

Boost wall jumping is definitely easier in this version.  A few other things were toned down as well.  I'm only about 1/3 through.  This is such a good hack and I like playing it with more forgiving physics even if it's not what the original author intended.  It's like playing Redesign with better physics, it's more fun. 

Noxus

Quote from: DonnyDonovan on March 23, 2022, 12:01:15 PM
Boost wall jumping is definitely easier in this version.  A few other things were toned down as well.  I'm only about 1/3 through.  This is such a good hack and I like playing it with more forgiving physics even if it's not what the original author intended.  It's like playing Redesign with better physics, it's more fun.
I agree! Always the option to play the original too. I think it's basically just what we're all used to, our muscle memory and generally overall just the way we play.  :^_^:

Sickwood

I hadn't checked this thread in awhile and recently finished the original version you released.  It now makes sense that some areas were different and items were moved as I had only played the 1.21 version of the original form.  I was wondering why there was a chunk of Norfair near Grapple missing, and I was only able to find 95% of the items.  Nonetheless, even in the old "modified" version, it played 900% better with Vanilla physics.  Moves up into my top 10.  In maybe 6 months, I'll give the updated 1.21 version a spin. 

Noxus

Quote from: Sickwood on March 23, 2022, 05:08:14 PM
I hadn't checked this thread in awhile and recently finished the original version you released.  It now makes sense that some areas were different and items were moved as I had only played the 1.21 version of the original form.  I was wondering why there was a chunk of Norfair near Grapple missing, and I was only able to find 95% of the items.  Nonetheless, even in the old "modified" version, it played 900% better with Vanilla physics.  Moves up into my top 10.  In maybe 6 months, I'll give the updated 1.21 version a spin.
Sounds good! I don't think you're missing a whole lot experience wise anyways, so yeah always good to wait a while in between plays  :^_^:

Bigmac9137

I like this hack so far, but for some reason I feel permanent-stuck. I am in Gorfair and just went through a part in the top right of the map. I was able to get an energy tank, but I cannot get out. It is where you use spring ball to jump through a maze with spikes. The last jump to get out, it seems impossible. I cannot get it to go up and left without hitting the spike.

https://imgur.com/a/LP0t7Dr

DonnyDonovan

Hmm.  I was able to spring ball up and time my push left so I didn't hit the spike.  I can't remember if it took a few tries or not, but not many.  Make a save state right before and keep trying I guess.  It can be done.  I'm playing the most recent version and using ZSNES.