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Ice Metal 1: Uninstall [Ver: 1.4.2]

Started by Lunaria, August 21, 2010, 06:40:37 PM

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twipley

Oh, so I could get into steamfair now? I may just never have yet tried jumping into lava. I own both suits, which I apparently never cognized.  :blush:

Spoilerish description of places I've yet been unable to reach (all related to speed blocks):

[spoiler]There are overall four places (if I am not forgetting one, but I do not think so) that are annoying me. Three in Maridia (Deep Ice), and one in the Mega Ball room, although the latter one may have to be solved from below, if I am judging from the ground blocks. The room in Crateria, full of "giant hammer popsicles," as I like to call them (which may of course have been inspired by some elements from the Super Mario Bros. game, but anyway), just before the room where you get dropped into water, in which you cross your first energy tank (at the left) but still are unable to reach it, has now been solved. It required nice puzzle-solving skills. :)

Some things have been driving me mad, as the Super Missile power-up in the monkeys' room, and the big statue in the room where mini-Kraids must be fought, but I am moving on to other things as for now, as I think there may be nothing to do with those. Also, please do not tell me more about those, as those duly are part of the "mystery" container part in my own mind. ;)

The three unaccessible Deep Ice places are the last room before taking the elevator up to fight the giant (ouch!) squid, a still-standing speed-blocks Chozo statue farther right, and still, even farther right, an unaccessible area, just before entering a Norfair-type area. Without mentioning the place in which there are many layers of speed blocks in the ground, but even charging glitches would not fix that one.
[/spoiler]

Please do not tell me any spoilers. You are telling me glitch abuse is uncalled for in this creation of yours, so I am not going to make use of any, but am going to get back to those places and work some more on them, now that I am feeling assured that my mind is what should be put to contribution.

My apologies for having doubted the common-sense reality of not having to learn glitch-abuse abilities in the first place.  :blush:

DonnyDonovan

Not that my opinion matters at all, but I am with Quietus in that a hack requiring a quick-charge shinespark (as opposed to a short charge) is not, IMO, "glitch abuse" in any real sense.  It's one of the most accessible, easy tricks in the game.  It's barely more advanced than simple wall jumping.

Things like mockball are where it gets more dicey.  I personally don't like hacks that force you to crystal flash to survive (I have to reassign keys, it's a pain, it just bugs me), but, again, it's all up to the creator.  We're lucky that there are a wide variety of hacks that require a wide variety of skills.

twipley

Quote from: DonnyDonovan on December 21, 2010, 12:20:34 PMWe're lucky that there are a wide variety of hacks that require a wide variety of skills.
You're right on that.

I wouldn't want to sound to "anal" about all that. While I prefer hacks not forcing one to perform unshown-in-game tricks, at a more fundamental level what I wanted to know is whether I should make use of that trick to move on in that game. In other words, I wanted to be in the same wave length than the creator. ;)

twipley

I am adding one more area I am having troubles with speed blocks. It thus totals to five. I am feeling like I am missing some way to destroy speed blocks using the new mega-ball power-up. I have tried everything in those five areas... to no avail.

The only things I am now missing are a few energy tanks, one reserve tank, and the screw attack -- but, I do know where lies the latter. :)))

Lunaria

Quote from: twipley on December 21, 2010, 05:22:48 PM
I am adding one more area I am having troubles with speed blocks. It thus totals to five. I am feeling like I am missing some way to destroy speed blocks using the new mega-ball power-up. I have tried everything in those five areas... to no avail.
The boost ball function only gives you movement speed, not the block breaking effect that speed booster have.

Quote[spoiler]
Some things have been driving me mad, as the Super Missile power-up in the monkeys' room, and the big statue in the room where mini-Kraids must be fought, but I am moving on to other things as for now, as I think there may be nothing to do with those. Also, please do not tell me more about those, as those duly are part of the "mystery" container part in my own mind. ;)

The three unaccessible Deep Ice places are the last room before taking the elevator up to fight the giant (ouch!) squid, a still-standing speed-blocks Chozo statue farther right, and still, even farther right, an unaccessible area, just before entering a Norfair-type area. Without mentioning the place in which there are many layers of speed blocks in the ground, but even charging glitches would not fix that one.[/spoiler]

1. [spoiler]The super missile in that room is just for the looks and is an inside joke, it's not a real powerup.[/spoiler]

2. [spoiler]The statue in the mini-kraid room does not guard anything other then eye-candy.[/spoiler]

3. [spoiler]I'm unsure where this speed block statue you mention is, there is one but it's above the elevator room on the map, not to the right of it. If that's the one you're referring to you would have to run in the area above it to charge up a shine spark, then drop down and fire the shinepspark of right into the statue.[/spoiler]

4. [spoiler]If you're referring to the sewers in between deep ice and steamfair, then everything in there can be done with some tricky shinesparks. However, there are no upgrades in those areas, they are just there for the fun of it.[/spoiler]

5. [spoiler]Below the speed booster blocks that are stacked downwards is something, but you will have to pull off a not well known move to get it. I suggest not bothering with it unless you really know what to do.[/spoiler]

twipley

#280
Thanks for the replies.

[spoiler]God, I lost so much time with that mini-Kraid room Chozo statue! :)

What about, just before taking the elevator leading to the "giant squid," there is a room to the left. Two "grasping snakes" are fixed to the roof. A missile tank lies at the left, at the other side of a speed-blocks wall. I know there is a hole for the ball to the right of that room, but I have yet found no use to it. On the contrary, using it to gain speed with the ball then entering the door and then getting up while in fast speed just caused me to fall, in a glitch-like manner, through the ground, where I was stuck and had to push the reset button. Which may be an indication that I was not looking in the right direction. I give up! Wondering. :pwuh:[/spoiler]

twipley

Lunaria

Quote from: twipley on December 22, 2010, 03:54:22 PM
[spoiler]What about, just before taking the elevator leading to the "giant squid," there is a room to the left. Two "grasping snakes" are fixed to the roof. A missile tank lies at the left, at the other side of a speed-blocks wall. I know there is a hole for the ball to the right of that room, but I have yet found no use to it.[/spoiler]
Using boost ball as a start for a speed boost is the worst thing you can do as it will make you have to run a longer distance before getting a fully charged speed boost.

[spoiler]What you need to do is stand on the edge of the elevator room and start your speed boost there, run through the door, and then break the wall as you go into the speed boost. It's a bit tricky to pull it off though.[/spoiler]

twipley

#282
Great. I'll try this when I get there (currently playing on my tv, a few meters away).
EDIT: I've tried about ten times. I think I could not gain any more pixels on that edge. It just doesn't seem enough. :(

[spoiler]What about the speed blocks in the speed-ball power-up area? Are those just for eye candy, too? It seems impossible for me to gather the speed required to go up.[/spoiler]

I am currently trying the area in which you said some lesser-known trick has to be used. I think I know what it is. :)

Neat one.

twipley

I've just succeeded in doing one, but I had to follow Orel's tip and hold the dash button after a step or so.

twipley

Just a final post (unless anything new, and worth to be said, springs up):

Quote from: Crys on December 22, 2010, 03:40:39 PM
[spoiler]The super missile in that room is just for the looks and is an inside joke, it's not a real powerup.[/spoiler]
:)
[spoiler]1. Concerning the sninespark statue, I don't know how I overlooked that. Worked well. Thanks. :)
2.Concerning the sewers-area shinesparks, yes those are tricky. Yet, no glitch abuse seems required.
3.Concerning the quick-charge room, well, one in the whole game is not so bad. Seems to require knowing the trick, though. No biggie.
4.Concerning the mega-ball room blocks, and the norfair-room-west-of-the-spazer-required-trigger-wall room (in other words, near where you are sent down to following the fight of Kraid, the first major boss), I just give up. Those might require tricks/knowledge I am not yet aware of. Any help welcomed. :)
5.that little something below the stacked-downwards thingies, just naming the required trick here too would be very much welcomed.[/spoiler]

P.S.: never encountered any crash using ZSNES, by the way. Great graphics using RGB and composite filters.

Lunaria

I can comment on number five.

It's not a well know trick, in fact I believe I actually have been the first one who found out about it... which I latter implanted right away in one of my hacks known as wet dreams . =)

I guess I will just name the trick: "mid air speed boost, momentum cancel" or something. Which is quite accurately exactly what it does. You can see me pulling the trick of in the last trailer somewhere in the middle of it.

twipley

So, a wet-dreams trick? :)

What I have tried to to is, getting momentum and spin-jumping through the air, just to fall down at the right spot.
[spoiler](Somewhat like what had to be done to get that energy tank in that crazy lava-spike room (almost died! -- thanks for having put in a refill module :)) in lower Norfair.)[/spoiler]
Trust me or not, I succeeded in pulling it! Although I at that moment discovered that was not the right trick to use.. see, I discovered at that time that hitting a wall made the momentum be canceled, so the fall was short, and void of colors. :(

Concerning number four, am I right in intuiting, on the first hand, a variation of the quick-charge trick, and, on the other, the speedballing trick?

Buccaneer

Uhm... It's not my intention to bash anyone but, speaking of quick-charges and else, I don't know if I can perform those tricks, nor if the few things I know how to do share a name with them, but I finished the game without checking and/or learning these techniques, as far as I can remember (not too much).

Same as I posted in the Eris thread, I just finished this soon after I replaced my unexplained european rom with a better suited version of our favorite game.
I did it within an unreasonable 5:01, earning a glitchy summary of collected items and all, and soon after the end screen, I thought...
[spoiler=In regard of the ending]How I came to hate those goddamned Green Metroids! Was there an easier way to kill them, rather than shooting relentlessly while they were hatching Samus? Why do you get a funky yellowish "charge" after beating them to death? I hurled myself a few times to the enemies while being yellow, wondering if I just won some kind of short-thermed power, like in the original with the big Metroid.

Lucky enough, I was aware of the benefits of individual beams versus combining, and got a bit weary and heavily scratched after performing my loose hijinks, and just before entering the heat-y zone. Those yellow energy orbs were creative, but it's a shame that they don't appear again.

Also, I didn't need an escape counter after I killed the Torizo (if there was any chance to do one at all); enough stress I had fighting it and trying to be alive in such an encrouched space.[/spoiler]

Sorry if the "review" appears to be kind of messy, but the events between playing the game and actually finishing it span several days. Also, I try to do my best grasping this language. Sorry.

Quietus


  • A quick charge is simply pressing and holding the run button after taking a half-step forward (about 3-4 tiles).
  • A short charge is where you time your presses of the run button to the frames of Samus's running animation to trick the game into thinking you have the correct speed, which gives you the booster status (blue, with echoes) sooner.
  • A super short charge is the same as a short charge, but you deliberately perform a 'stutter walk', where you are tapping forward instead of holding it, to achieve the booster status even earlier.  It's possible to do this and achieve boster status within about 17 tiles.

twipley

#289
Quote from: Buccaneer on December 23, 2010, 11:04:47 AM
Uhm... It's not my intention to bash anyone but, speaking of quick-charges and else, I don't know if I can perform those tricks, nor if the few things I know how to do share a name with them, but I finished the game without checking and/or learning these techniques, as far as I can remember (not too much).
I think you're right. I've been looking at the maps over at the map station (http://www.dubreuil.ca/mapstation/), and it seems to me nothing lies where I have been unable to get to (unless there are missing pieces to the map, that is). That being said, nothing but one room seem to require using the quick-charge trick -- all the other rooms just designed to boggle with my mind, it seems.  :mad:

Anyway. This one is part of my best-hacks list (I am thinking of such ones as redesign, snowglobe, and dependence). I've still got to perform the wet-dreams "showcase" trick, and I am eager to do so. After that, I'll beat the game -- I think I'm having well into the 90s as it is already.

What I particularly liked about this mod was the graphics. Makes one feel at home, right from the beginning.

EDIT: adding "dependence" to my favorite-mods list, although it seems rather difficult under console-like conditions.

Lunaria

#290
Been in my plans for a while but I have been lazy... but now you can think of this as a Christmas/Yule gift! :D

Version: 1.30

Change notes:

1. Made it easier to get Screwattack.
2. Extend several speed boosting places to make it easier for people having issues with short charging. (Not in places where it's just a minor shortcut though.)
3. Made the hint towards secret in the turtle room a bit more obvious.
4. Made the first room when entering the sewers from landing site a bit easier to navigate.
5. Added a super secret unfinished area for people to search for, though I recommend not bothering with it as it's not even done and the doors there are super buggy.
6. Due to so many people questioning it I remove the mock ball part from the fun room next to the lower steamfair elevator.
7. Made it so you can get a certain beam even earlier if you know what you're doing. (Ice metal, now with even MORE paths!)
8. Moved the eye candy joke in grappling beam room one tile so it's easier to see.
9. Slight change in X-ray scopes room and how to get through it.
10. Made it easier to find the save room in poison point. (Subterrain)
11. The reserve tank and missile tank in poison point should now spawn even before beating the area boss.
12. Getting hit by slime spawn itself should not do slightly more damage.
13. Falling rocks damage were almost doubled so they still pose somewhat of a threat.
14. The inside joke in dark dust about the super missile was removed as it confuses people not knowing about it.
15. Tried making charge beams room a bit more memorable as you now need a super missile and not normal missiles to enter the room.
16. Spikes in dark dust now work as they should before the area boss is dead.
17. Lowered phantoons damage output slightly but buffed his health up quite a bit to make it still a challenge even with the beams you now can have at that point.
18. Made the orange zoomer deal zero damage on contact.
19. Removed the stupid SMB reference no one got anyway.
20. Made the hardest missile tank in the game easier to get, but the idea to get it is still the same.
21. The easy path to certain items is now locked of by a door unless you beat draygon, this is to give a bit more light to a puzzle in the other path as well as making the players work a bit more for them.
22. Made some changes to the morphball labyrinth in deep ice to make use of the falling sand tiles.
23. Changed mock troids for boosted health and changes in how they take damage in order to make the players use their big supply of missiles they should have at that point in the game.
24. It's now possible to kill the turtles in deep ice, even though it would take forever.
25. Boosted enemies power in the core to make it a more challenging area. (No, the metroids are not changed.)
26. Made the wall following blue/red energy enemies very hard to kill.
27. Ridley now deals better with his room layout still droping a power bomb is still a bad idea like it was planned, but it's now on a normal level rather then how easy the battle could get before if you did not drop one.
28. Rinkas are easy to dodge and slow moving, so now they have been boosted with high damage to make up for that. This also makes it less rewarding to get hit by them while having a metroid on you.
29. Removed the weird ugly shit secret I had in the escape, it was pretty terrible anyway. In future releases I may add in a map station there to boost a bit more of the story I was not able to get in.
30. Spazer beams palette is no longer buggy.
31. Spazer beam now got higher color priority then wave.
32. Ice beam is now lighter shades of blue.
33. It should be obvious when you find the good beam combos now in therms of colors. (yes there are a few combos that are worth using.)
34. Power beam is now slightly blue tinted instead of green.
35. Plasma beam is now more orange red rather then white red as it was before.
36. End % should finally work in an official patch.
37. A lot more minor stuff and bugs that I don't remember exactly what they where.
38. ROM is no longer locked, but I should state that I'm against anyone taking stuff from it. I will release the graphics files of everything I made at a later date for people to use, the rest of the stuff is hands off. But feel free to look around for inspiration. (If you have any questions regarding this or would like to use something else then please contact me.)


[Download]


Enjoy! :D!:

twipley

Gee. You haven't left anything for us to complain about, didn't you? :P

Hiroshi Mishima

In case anyone even remembered.. I'm still doing the Let's play for this. It's just been delayed by my computer being very shit and not letting me record from it without tremendous amounts of lag and rage. And because it's become increasingly difficult to record parts at my cousin's house because very shit editing software that doesn't like to work for me.

Wanna check out this new version later, however.

danidub

I have made a new version of my Ice Metal map.
You can find it on the Map Station.

metalsubstance

FYI - I was curious to seeif I could apply the Justin Bailey v99b patch on top of the regular and re-paletted versions of Ice Metal 1.30.  I got it to work, but the Nintendo logo and the Ice Metal banner were garbled.  Otherwise, the game appears to play just fine, but I didn't get into more than two or three rooms thus far.

However, getting the Justin Bailey patch in was tricky, as it was designed for a headered image instead of the non-headered image that Ice Metal expects.  After applying Ice Metal (or Ice Metal + Repalette) to the original SM image, I had to add 512 bytes of zeroes to convert it to an smc file, then apply the Justin Bailey batch on top of the smc.  I was able to do this in Linux (with the Ice Metal image called Ice_Metal.bin in this example):

dd if=/dev/zero of=zeroes
cat zeroes Ice_Metal.bin > Ice_Metal.smc
(apply Justin Bailey patch on top of Ice_Metal.smc)

As I progress along in the game, I'll let you know if I discover any other issues with the Justin Bailey patched versions of Ice Metal.

Thanks,
--Metal Substance

Lunaria

Actually, there are some fancy tools you could use to apply/remove headers from ROM images. :P

metalsubstance

#296
It looks like I found a glitch in Ice Metal version 1.30 (repalette, without the Justin Bailey patch applied on top of it).  I am using snes9x 1.51 to play this game.

Details and screenshots follow, with heavy spoilers.

[spoiler]

So I enter this room in Steamfair, where I would use a super missile to go down:



I end up in this room:



If I proceed to the right, I end up with some rooms that look exactly like the rooms before the Speed Booster room in the original Super Metroid game.  Also, the map in the upper-right corner is totally messed up:



I finally come across a door to the right, still with a messed-up map in the upper-right corner:



I enter this door to end up....... in the room where I got the high-jump boots elsewhere in Steamfair!



When I exit this room to the left, I end up back in the room that preceeded the boots, very different from the room I came from:




[/spoiler]

Thanks,
--Metal Substance

Lunaria

Quote from: Crys on December 24, 2010, 11:27:50 PM5. Added a super secret unfinished area for people to search for, though I recommend not bothering with it as it's not even done and the doors there are super buggy.

A WINNER IS YOU!

metalsubstance

Oooooohhhhh.. I totally missed that memo, that it was supposed to be the ultra-secret area!  Heh - call it beginner's luck.  Should it still remain a secret?  I can kill my message if so.

uzqap

I didn't even manage to finish this hack without that buggy area