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Super Metroid (Untitled) FullOfFail's Hack

Started by FullOfFail, November 15, 2009, 03:46:03 AM

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Riffman81

I wasn't going to "bump" this topic to comment on the video... but since that's already been done, might as well comment.

I really like the Brinstar background tiles, and overall... this hack looks very promising. Hope to see more updates soon.

FullOfFail

#101
ZOMBIE BUMP

I've been hacking more lately, long story short, I'm starting my megaman minhack over from scratch, and here's some of the stuff I've been working on.

[spoiler][/spoiler]

New Image for my main hack, just thrown together, nothing official.
[spoiler][/spoiler]

And a vid..
[spoiler]Speed Hacking 2[/spoiler]

Note:
I'm not bumping this topic specifically for this image alone, I plan to add alot more to it, and decided to go ahead and post and just continuing to edit this post.

germanmetroid

I cant wait to play this hack when its done :D

FullOfFail

Sorry for another necro bump, but I wanted to put this vid here for archive purposes, also to let people know I haven't quit hacking entirely, just haven't been releasing as much.

[spoiler]http://www.youtube.com/watch?v=HkegA9CDZgQ[/spoiler]

zephyrtronium



passarbye

this looks harder than hell, but even more fun.

Blarget2

even though people say too many spikes make hacks irritating, you make them look fun. I can't wait till there is a TAS of this. It will look sick.

snarfblam

Looks cool, but judging by the video, this hack is gonna be way out of my league.

DonnyDonovan

Hoping like Cliffhanger that you're considering an easy version with a little more margin for error and places to stand on some of the spike courses.  Yowser does this look cool but hard as hell.

Mr K

I love the complicated design of this hack. Can't wait good work man.

Yuki

This difficulty reminds me of a slightly toned down SM:I, but actually FUN.

FullOfFail

#112
Quote from: DonnyDonovan on March 01, 2012, 11:55:28 PM
Hoping like Cliffhanger that you're considering an easy version with a little more margin for error and places to stand on some of the spike courses.  Yowser does this look cool but hard as hell.

After giving it more thought, I think I'll make 3 versions.

Difficult: Enemies and bosses no longer 1-hit kill you. Obstacles are a bit easier. More aimed at advanced players that wish to have a challenge, but not be completely frustrated. Savestations are rampant for good measure.

Very Difficult: Enemies and bosses 1-hit kill you. Obstacles are tough, but possible in real time with savestates. The traditional save-Stations will be in this version too, making it theoretically possible without emulator savestates.

IMPOSSIBRU: No comment.

_____________________________________________________________________________

Also, got bored and made these concept covers:

Front
[spoiler][/spoiler]

Back
[spoiler][/spoiler]

_____________________________________________________________________________

CraigRobbo

Hey, I was just wondering if you ever did finish this.

I was browsing you tube and came across one of your videos and really liked it.

I hopped on here to ask if there is somewhere I could get this?

Yuki

It isn't finished yet, but he works on it regularly, so it shouldn't be too long before it's finished

personitis

Nice to hear there will be a version (or two, possibly) I can play without save states. Got me more interested now. Also, I lik ehow all of the pics on the back cover involve Samus being hurt due to spikes. lol

FullOfFail

Quote from: CraigRobbo on February 14, 2013, 07:54:14 AM
Hey, I was just wondering if you ever did finish this.

I'm not sure which hack you're asking about.. the "Untitled" one or the SMMX2 one? The "Untitled" one is pretty much dead for the moment, but the SMMX2 one is about 80-90% done.

Quote from: person701 on February 14, 2013, 02:47:30 PM
Nice to hear there will be a version (or two, possibly) I can play without save states.

At this point, I don't think I can make a version that wouldn't require save-states. Keep in mind my last update was made almost a year ago (damn time flies). The whole 1hp is now the foundation of the hack, and if I changed that, it'd break all the puzzles.

Scyzer

I wouldnt be able to play this at all when it's released. Roughly 1% of the walls/floors/ceilings are not spikes. This is not an exxageration. I played it once and could not get through the second room without major slowdown and savestates every few seconds. D:

Quietus

So, is this actually aimed at save state abuse, or TAS only?

Quote58

Digital Mantra and I have gone through his near current version many times (Many many times for me cause beta testing) without slowdown or states every second. Save states are most deffinatly needed to play through it, but it doesn't require insane skills to get through.
Now bosses on the other hand, well, that's a separate matter, spore spawn and to a degree ridely will probably have you using states a ton, but he's taken the health down on most a lot since the original. I mean, the GT first time through took 45 minutes for me to beat, and I /enjoyed/ spore spawns fight, so that's saying something. Now the GT fight really isn't bad.

FullOfFail

Quote from: Scyzer on February 15, 2013, 02:51:53 PM
Roughly 1% of the walls/floors/ceilings are not spikes. This is not an exaggeration.

She Speaks the truth. But, these also serve a purpose. It's essentially barriers. Preventing the player from wall-jumping when I don't want it, etc. You'll be proud of me though, the last area of my hack (excluding the escape) doesn't have spikes. Instead, there's a kabillion Metroids.

Also, Hi :)

Quote from: Scyzer on February 15, 2013, 02:51:53 PM
I played it once and could not get through the second room without major slowdown and savestates every few seconds. D:

The second room for the upper path will probably be altered. At that point, the whole moving platforms thing is just repetitive.

Quote from: Quietus on February 15, 2013, 03:42:10 PM
So, is this actually aimed at save state abuse, or TAS only?

I really have no idea anymore. I originally thought people would only TAS it, but then Shadow96 and Digital_Mantra started trying to master it.

Quote from: Shadow96 on February 15, 2013, 04:09:30 PM
Save states are most definitely needed to play through it, but it doesn't require insane skills to get through.

This is because when I make the rooms, I test them in real-time (kinda). So that's why most obstacles seem pretty doable within 1 or 2 tries. The level of difficulty can change dramatically depending on the room, but that's kind of it's appeal IMO. You never know what to expect.