News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

[SM] Metroid Super Zero Mission

Started by Scyzer, April 16, 2011, 05:53:07 PM

Previous topic - Next topic

X-tradyte

YEah, All I did was use murder beam, it helped me, A LOT! After you kill him, You get Lv. 4's, but there's a trick, that I'll leave up to you.

Derakon

DarkSamus: you didn't notice that I'm on the wrong side of a speedbooster barrier, underwater, without the gravity suit. I entered from the Chozodia back door (in Norfair) and had to do an underwater climb including the old "knock crabs off the walls and then freeze them" trick, a lot of underwater walljumping, and one pixel-perfect jump. Then I got to that point and couldn't progress. I ended up giving up and using the correct entrance, so I've dealt with Chozodia now and probably have to go back to the pirate ship...

I have to agree with Digital_Mantra though, this hack is really too big sometimes. Backtracking gets tedious.

Digital_Mantra

8:30 / 63%

There was no way in hell I was gonna stock up when I was already at the pirate ship after finishing chozodia.
A great overhaul for a hack, but as I said earlier there are reasons why I really didn't care for this one.

bot01

Quote from: Sadiztyk on April 29, 2011, 04:22:38 PM
Quote from: SMILEuser96 on April 29, 2011, 11:09:46 AM
[spoiler=A slight correction to the above post]You don't have to use a Power Bomb. It's highly probable that you don't even have them yet (you'll get them soon though). Any weapon will break the glass wall.[/spoiler]

I forgot about that :| I did have PBs at the time. I'd already completed the game before even going down the eastern side of Tourian when Mother Brain is.

Also, Chozunsda:

Metroid Super Zero Mssion - Avoiding The Tripwires
how dyou keep the speed in morphball? iv been trying looking your video but dont work, could tell me how to do that technique, please?

Derakon

That's the mockball. You need to be in the "going into morphball" animation when you land, while holding forwards. So basically you tap down to start entering morphball, then hold forwards, then land, all within a few frames. It's possible to do reliably with practice, and is the recommended way to get early supermissiles in the normal game.

Parabox

It's basically done:
Hold run;
Run;
Jump sideways;
Aim down;
Just about to hit ground -> Down and then instantly {direction};
Remember to keep holding run.

Quietus

The key elements are holding run for the entire move, and having jump pressed when you make contact with the ground.

In order:

Run in the direction you want
Either: Hold jump (if you have enough vertical space), or press, release, and then hold jump (for shorter mockballs)
While you're in the air, tap down once
Just as you hit the ground, press down again, and then press forward again.  The easy way to do this part is like the fireball move from various games - Down, Down-Forward, Forward in a rolling motion.

That's it.  There's a good vid [noembed]here[/noembed].  The English isn't great, but the video is accurate.

Good luck! :^_^:


Hoandjzj

Hi guys  :grin: I'm new here! I've got a question to ask (hope someone will answer  :grin: :grin: :grin:)
The missile pack in the room next to Security Lock 3 is extreme difficult to get  :whoa: I saw that they have to use X-ray climb up and Crystal Flash to get it  :neutral: so what can we do in real time play?!  :whoa:

zambo ace

I can't figure out how to get into these two rooms in Crateria.
I'm sure I combed every inch of each surrounding wall, but I've come up with nothing.
I am completely out of ideas. If anyone could point me in the right direction I'd be grateful.
Thank you.


X-tradyte

Quote from: zambo ace on July 19, 2011, 05:12:19 PM
I can't figure out how to get into these two rooms in Crateria.
I'm sure I combed every inch of each surrounding wall, but I've come up with nothing.
I am completely out of ideas. If anyone could point me in the right direction I'd be grateful.
Thank you.



To get to the blue room: [spoiler]there is a grapple or Super missile block, just above the door in the slots.[/spoiler]
The bottom of the pink: [spoiler] If I'm right, this room is the room with to hook-on enemies that respawn, use them to break through the enemy only breakable blocks (straight lines in the middle)[/spoiler]

Quietus

Hoandizi's been very busy.  A 100% run of this hack has just been posted.

zambo ace

Quote from: Wildfire on July 19, 2011, 09:29:56 PM
To get to the blue room: [spoiler][/spoiler]
The bottom of the pink: [spoiler][/spoiler]
Thank you! I would never have thought of the solution to the second room.

Hoandjzj, that run was fantastic. I just finished watching it a moment ago. The speed booster in this game is terrifying...
Did you ever find a way to get that one missile without x-ray shenanigans?
Having watched your 100%, I'm not very optimistic.

yd26

I asked him for that missile but he told me it was the only way.
we don't know why the creator of the hack made it so hard, I think it requires TAS.....or a lot of time.

Draconis Kenjishiya

I am liking this hack a lot, very exploration based instead of OMFG WHY DEATH TRAPS or THESE ENEMIES ARE GONNA KILL ME DEAD v.v

Still, I suck at Speedshark delay, so I'm not getting 100% on this, ever. lol. I am, however, going to pilfer some of the MZM graphics...particularly Chozodia. Loved how it looked.

Good hack, fun to play, I'll try more at it later.

Quietus

In case anybody is interested, this hack has had an update (now v2.2), and has had a hard edition created.  You can check the page here, or download both .ips patches here.

DonnyDonovan

Anyone know what has been changed/updated?

Quietus

Read Me(ENG).txt may provide some answers:
[spoiler]
QuoteChanges from V2.1
Apply the patch's DoorSpeedups Rakki.Thanks!
Sharpen gimmick or novice terrain and their first sight confusing.
Easing the difficulty of the terrain and the route was a little absurd.
Modification of the terrain and the potential for addicting sin.
Add a few shortcuts.
Blake Items available increases (SM, PB).
Added for a supplemental means one missile 100% (MAX101%).
Understand the intent of the terrain adjustment was designed in the early stages.
Others, and I feel now like watching the videos play fine fix unfriendly place.
[/spoiler]

Zeke

#93
[spoiler=It's like the game is trying to tell me something...]

"Good job getting here without Super Missiles! Now you can turn right the hell back around."[/spoiler]

Just when I thought this hack couldn't get better, it did. The normal version plays about the same, it's just been fine-tuned some (for instance, there are Screw Attack blocks now, and the "zipline" system in Kraid's area is much improved). It's noticeably better, though probably not worth a full replay unless you feel like one anyway.

But the hard version... big changes there. It's like a half-hack of SZM, making all the puzzles harder and changing the order you have to do things in. Where the normal version has one brief, skippable hell run, the hard version doesn't let you get Varia at all until after Norfair and Ridley's Area. Harder techniques are needed; you'd better be good at wall jumping and mockballs, and I'm pretty sure IBJ is required in a couple of places. It's an even bigger difficulty jump than Hard in the real ZM.

Since one of the hardest parts is figuring out where you can advance next (in fact, I originally asked for help in this post before getting unstuck on my own), here's a mini-walkthrough I updated as I went along. It's now complete.

[spoiler]Start is roughly the same: morph ball, missiles, bombs
Grapple via Norfair as usual, except that you can't get Varia first
Kraid's area is no longer doable without either supers or Ice Beam; you can't get to Spore Spawn without "ziplines" this time, so back to Norfair for some hell runs
Finally get Ice Beam (note: the hell runs are very hard and several turn out to be pointless; expect intense frustration)
Head back to Kraid, activate ziplines, kill Spore Spawn, but NO SUPERS FOR YOU because there's suddenly bendezium power bomb blocks above him
Rest of Kraid's area works about the same, kill him, get Speed Booster
Without supers, you still can't get Varia, so time for more hell runs!
This time you can reach Crocomire -- hey, didn't he give you supers too in normal mode? Awesome, time to OH WAIT they're behind a GREEN DOOR
Keep advancing into Norfair, get Hi Jump
Head even deeper and get the Spring Ball by reverse-gating with a normal missile (IMPORTANT: turn off Hi Jump for this, I'm not sure it's even possible if you don't)
You can get even farther in the heated areas but can't accomplish much yet; for instance, you can technically get Wave Beam, but you can't get back out without Super Missiles or the very hard speedball trick discussed later
Instead, use spring ball to head for Ridley's elevator
There are two routes, one of which requires supers; the other has a gray door, but it's only enemy-locked, so just find all the hidden enemies
Time for heat runs in Ridley's area! (They're not that hard) Also, lots of shinespark trickery
This is where you finally, FINALLY get your first Super Missile tank
Rest of the path to the boss is about the same
YES, you are fighting Ridley in a heated room without Varia and maybe six supers. Have fun!
When you win, take the portal to the pirate ship
You'll find some changes here; for instance, opening L2 locks without triggering the alarm is no longer just optional, as a gate comes down to block it
With L2 unlocked, you can go back through Ridley's area, Norfair and such, but I'm pretty sure you have to come back and do the ship before going to Tourian
If it's still possible to get through the ship without tripping the alarms, it's much harder (the only way I can think of to get through the first laser room involves a height-losing IBJ, which is almost TAS-only)
Continue into Chozodia as usual
There's one extremely difficult room where you have to fall through a series of multiple-speed-block floors; the trick for doing it is covered below
Now a big change... instead of leaving Chozodia as usual, you have to go through the left half that's not usually accessible till after Tourian
Your goal is to reach the Golden Torizo and unlock L4 (yep, before 3)
The GT fight is unchanged; on Normal you have your full suit for this, but on Hard, prepare for pain
Open L4 via the usual speed trick
Of course, you'll want to go for the Chozo Test and get your full suit, but no good, it's L3-locked
Exit to the early Grapple/Bomb area of Chozodia
Now you can finally revisit all the other areas and item-hunt
(Side note: you still can't get Varia! It's behind a goddamn L3 lock! Arrgh!)
When you're ready, head for Tourian
Go meet the Metroids... who are JUST A WEE BIT DIFFERENT
The path through Tourian is easy enough to follow; hardest parts are some hell runs and a speedball without much room
As usual, Mother Brain herself is a sitting duck, but the room's heated and Rinkas do 100 damage (shades of Other M!)
Escape is little different, just be even more careful than usual about damage
Now it's right back to Tourian to face the special bosses there
Fight your way onward until you find your well-earned upgrade... the X-Ray Scope? AWESOME no wait he's got some evil plan for this, doesn't he?
Indeed he does, and it is too brilliant to spoil
After a couple of extremely difficult speed tricks (short-charge needed for both), you can finally unlock L3
Next stop is Chozodia, but do all the item-hunting you want first
In particular, Varia can FINALLY be obtained now -- if you have 26 supers (there are 27 blocks, but you can get one refill) Do this, as it makes your life much easier
Incredibly, despite an extensive search, I've been unable to find any other way back to Chozodia but taking Ridley's warp again
Follow the same basic route as before, through the ship and Chozodia
You'll have to repeat several of the tricks, but a couple of puzzles are mysteriously easier now, including "Chozodia 1" below (in fact, the missile tank is now a freebie -- apparently it just sucks to be you if you struggled for it earlier)
Remember that L3 lock you couldn't get through before? Botwoon awaits, and while his room is a pain now, he himself is still easy
Full suit at last!
Between gravity and screw attack, almost every route through the game is now open to you, but there's one obstacle left: power bomb blocks
As far as I can tell, the only way to get PBs is on the pirate ship where X-ray used to be, so it's time to find locks and take them out
Important note: shutters can be destroyed with your beam, but ONLY on ice/wave/plasma (there's no reason to expect this and I find it pretty annoying)
Blue and green locks are about the same as usual; yellow's considerably harder, requiring a space-boost-into-speedball
Red is not so much "possible but hard" as "impossible with occasional exceptions"; see notes
Go get power bombs
You can win any time now, but I recommend first taking your new PBs and breaking the rest of the game over your knee like Bane
And now one last twist of the knife: you can't reach the final boss with the ship's alarms active
The red lock on Normal requires avoiding alarms, and this is basically the same route
Start bottom-left of the ship; if you get here by taking the ship's door, drop down to Chozodia and come back to reset the alarm
Go clockwise around the ship to the top, space jump through the fleet of sperm shuttles, then take your PBs and do what comes naturally
See notes for the speed blocks right before the final boss
After you win, check the top right door; there's a room with a missile tank you can get if you've beaten every boss (I don't think any are skippable on Hard anyway)
I think the escape route is unchanged, but you only get three minutes
Pray for a true peace in space!
[/spoiler]

Here are some detailed notes about trouble spots.

[spoiler]
RIDLEY: He's got 12288 HP, and as usual, takes 600 damage from supers and 100 from normal missiles. You are dying from the heat. Charge beam is a non-issue; without plasma, it's worth about 150 damage, and you don't have the time. Do the math and if you can't kill him with your ballistics, go search for more. If you get all three super tanks in Ridley's area, you'll need about 110 missiles to finish the job. Remember that he does not die at 0 HP; he has to realize he's dead. If you're out of ammo, you'll have to either let him grab you (which does hurt) or wait a few seconds for him to die. You need about 150 HP left to live through his death sequence. As long as you have enough firepower to kill him, this fight is nowhere near as hard as the Ridley fight in Impossible, but you'll still be saving state a lot.

Chozodia 1: I mentioned a room with floors made of speed blocks you have to fall through. This is normally impossible, but you can do it in SZM with respin and a very, very obscure glitch called temporary bluesuit. If you break out of a speedball by unmorphing, you keep the blue-suit mode briefly (basically until your current movement ends). I know about this because of one of Cardweaver's hacks, Puddin'. There's a row of ground-level speed blocks which obnoxiously rises one block right at the end; it's meant to require Spring Ball, but if you unmorph right there, you'll break the block over your head and make enough room to shinespark instead.

In SZM, because of respin, you can extend this temporary bluesuit. While speedballing, spring, unmorph, and start spinning. If you do it fast enough, you'll be spin-jumping again at blue-suit speed. Most important, the spin-jump for some reason loses a ton of horizontal velocity, letting you control it better -- and if you break the spin by pushing the down button, you lose all your horizontal velocity and fall straight down in speed mode. Thus, if you manage to pull off this speedball-into-speed-spin-jump, you can fall down a vertical shaft of speed blocks.

It's a very hard trick, especially without slowdown. But it's the only way to advance, and you'll need it again later (especially if you go item-hunting).

(Note: For the room's first puzzle, you want the speed block floor on the left. The one on the right leads to a missile tank.)

Chozodia 2: Remember the spike shaft where you can fall endlessly until you manage to grab the grapple block? It's here, but without the grapple block. This stumped me for a while; what you have to do is damage boost off the right wall. If you don't know that trick, face right, and at the moment you get hit, press jump and left. You flip backwards so fast it's like a hidden move. Speedrunners use it when they have the HP.

Chozodia 3: The only way to reach the Bang rooms and GT is to jump through the horizontal laser. Do it in morph to kill your recoil, and as soon as you're hit, demorph and respin. You can just barely wall-jump in time. Now you're above the laser, but it's still hard to reach the door. I did it with a wall-into-bomb-jump (that is, wall jump, morph fast, set a bomb at just the right time so you hit it on the way down, and let it push you away, then respin in time to catch the opposite wall). It's hard, but good practice for the even harder one that's required for perfect stealth on Normal.

GOLDEN TORIZO: Floor falls out, spikes and acid everywhere. You have nowhere to stand. On Normal you can tough it out; on Hard, ha ha ha no. So how is winning even possible? You have to notice one little tweak: GT takes damage from uncharged shots now. Combined with respin, this means you can attack him between wall-jumps. So start jumping nonstop above his head level; his attacks will miss, you're out of the acid, and each time you jump, you can get a couple of shots in. It takes forever, but you'll win. I recommend switching angle-down to a convenient button before the fight.

(Side note: There's actually one safe spot in the room. The entrance door never locks. But the opening seems to be selectively one block high; if you re-enter the doorway in morph, you can't demorph. Entering it standing up seems to be impossible, so this isn't useful, just a curiosity.)

Metroids: If you haven't figured it out, they will freeze, but only after multiple shots.

MOTHER BRAIN: The challenge is mostly the heat. Whatever you do, don't try to take out the Zeebetites and Brainy herself in one go. Something else to note is that her glass case works a bit differently here; it's possible to kill her without completely breaking it. You don't want this to happen, as it'll be in your way when you try to leave, so angle a few of your shots. Remember to save at least one missile and super missile for the escape.

THE SUPER METROID: It kills you faster here, I think, and the opening in the glass is now just one block at ground level. You know what that means -- mockball. Switch your beam to spazer-only so it'll be slow, fire left, and start running. Shooting the metroid first may or may not give you a brief head start.

Yellow force field lock: This is the one under an E-tank that you have to speed-spring-ball to get. The lock itself is unprotected on Normal, but on Hard there's an invincible force field; you have to drop down from where the E-tank is. (In fact, this tank is a Bob -- you have to collect it to fall through the drop block underneath.) The catch? The final speed blocks are now one block high, so you need a speedball, but only at the last second or you'll fall through the gaps. Just space jump at full speed ("space boost") until you're past them. It's a bit easier than it sounds, but not much.

Red force field lock: There is a speedball on the way to this lock that only God knows precisely how to do. All the information I have is in this post and the ones after it. Good luck. By the way, the only alarm you need to worry about is the one in the lock room itself; the general ship alarm won't stop you like it does on Normal.

Entrance to final boss: With enough patience, it may be possible to work out a speedball that gets through this pattern of blocks, but the intended solution is clearly temporary bluesuit. (Ditto for the nearby PB tank.) You have way more room here than in Chozodia, but there are enemies, so turn off ice and blast away while you're running. Make sure you start the slow spin-jump before going through the door; there's not much room on the other side. Save state in the door transition, hug the ceiling, then carefully lower yourself. It'll take a few tries, but you'll make it.

DRAYGON MECHA RIDLEY IRON TED FINAL BOSS: Beams won't hurt him. Use screw attack liberally; it protects you from the cannons and immediately aborts the goop attack (this works on regular Draygon too). He doesn't change colour, but you can guess his HP by his speed. Compared to what you've been through to get here, this fight is cake -- have fun.
[/spoiler]

And one very important bug warning! Shortly before Ridley, there's a long heated room with a green gate. This gate is very finicky. Sometimes it'll open just fine; sometimes it'll ignore you completely. The problem is that you can't get to Ridley without passing through this room -- so if you find you can't win, you can go hunt for more items, but you can't get back to him afterwards. Make sure you save before this gate! (After you beat Ridley, the gate can be as cranky as it wants; L2 doors allow you to avoid it.)

skavenger216

#94
Haven't gotten too far yet, but enjoying this hack so far.  However, I have become stuck, and after HOURS of trying everything I can think of, unless someone can help me, im gonna have to give up, lol.

I have gotten the morph balls, 25 missiles, charge beam, and bombs.  I have been through crateria, brinstar, kraids hideout, norfair, and chozodia.  I have tried bombing and shooting practically every wall, floor and ceiling, to no avail.  If i remember MZM properly, I need the power grip (grapple beam?) next, but ill be damned if i can find it.  Please help! 

EDIT:  nevermind, I found it.  After seeing so many ppl say that hell runs aren't required, I never tried going through norfair.  So yeah, unless you wanna sequence break and get varia early, a small hell run IS required.

altoiddealer

I have played through Redesign, Ice Metal, Stardust and Eris.

I haven't finished this hack yet (I just defeated Phantoon) but I can say that this is definitely my new favorite!

I really can't think of a negative thing to say about this hack.

I guess my only complaint is that
[spoiler]any unsuspecting player (such as myself) will be baited into putting a lot of time and effort into the Pirate ship immediately after defeating Riddley. I spent at least 2 hours noodling around down in the Pirate Ship before it finally dawned on me that I can probably proceed to Tourian now that I defeated Riddley. I'm glad I finally had that "Eureka!" moment or else I would still be down there running in circles.[/spoiler]

What I like the most about this hack is:
[spoiler]-there is always a hint for breakable blocks/hidden areas, even if very subtle (such as the one Chozo statue in the background facing a different direction then the rest, in Kraid)
-there are so many slopes and boost blocks to allow speed boost chains, that its possible to really haul ass through familiar territory and feel like a boss about it :P
-Tourian + Mother Brain + Phantoon were really, really awesome. Everything was perfect. I can't imagine a more perfect Tourian area. The test tubes with the metroids were really cool, and revisiting that area after the explosion w/the liberated metroids flying all over was priceless.
-All of the bosses are awesome. Spore Spawn, Kraid, Crocomire and Phantoon were all better than any others I have played previously.[/spoiler]

I just felt compelled to come express my gratitude for such an amazing hack.

Televangelist

What am I missing here?  I've tried the horizontal shinespark about five hundred times, doesn't seem to be able to kill those two blocks.  Is it just a question of getting it pixel-perfect?

[spoiler][/spoiler]

Televangelist

Nevermind, finally got it:

[spoiler]For those last two blocks, instead of shinesparking them directly you have to shinespark into speedrun into rolling jump into the hole.  Takes quite a few tries.[/spoiler]

Akira Son Bio

Hey. New here and had a quick question about the Pirate Ship. I'm trying to get the x-Ray Scope at an attempt for 100% but I can't get to the red switch. I've gotten the other three but when I head towards the red switch I can't pass due to an orange gate. Anyone know how to get around this?



thanks in advance.

Scyzer

You have to get there without triggering the alarms.