Play Super Metroid - Project Base (v0.7) (Super Metroid Hack) - High Scores | Super Nintendo
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Project Base is a massive, ongoing rework of Super Metroid that first appeared in August of 2009. It does not include edits that force the player to take a new path, and there are absolutely no advanced tricks required for anything. Instead, new content has been added onto the existing layout, and every single room has been modified in some way. Well-known sequence breaks and shortcuts have been left alone, with many new ones added. Programming bugs from the original game are documented and fixed whenever possible.
The name "Project Base" refers its original purpose, which was to act as a base hack for others to build from. It has since become a full-fledged game in its own right, which ROM hackers are still welcome to take resources from.
Here's a nice big list of stuff that's in it. A few of these haven't been fully implemented yet, or at all.
- New colors for everything. Everything. Everything.
- New door connections and new rooms added all throughout the game, with MANY more on the way for future versions.
- New backgrounds and aesthetic touch-ups to all rooms. Save rooms and missile/energy recharge rooms have been remade to fit in with their respective areas.
- Subtle and not-so-subtle graphic edits to a whole bunch of stuff.
- Modified animation speeds for most things, including enemies and Samus.
- Thousands of individual hex edits, and many ASM improvements.
- Lots of modified sounds, and eventually some tasteful edits to music.
- AI tweaks for some enemies and most bosses.
- Charge Beam pulls items toward Samus (thanks Black Falcon).
- Much more realistic Morph Ball animation (thanks Black Falcon).
- Elevators, doors and room transitions move quicker.
- Every single beam combination has its own color palette.
- Grappling Beam now shares its colors with Samus' currently equipped beams (thanks DSO).
- Speed Booster has been made incredibly versatile, allowing Samus to continue boosting after landing from jumps and falls, turning around in the air while spinning, and even walljumping if it's done quickly enough. She also reaches the "blue echo" phase much sooner. Horizontal shinesparks are now much easier to do, and can also be exited into a full-speed run if Samus is touching a slope (thanks Scyzer and Quote58).
- Spring Ball has been improved, allowing Samus to also "run" in ball form. It can also be collected MUCH earlier in the game if you're willing to risk it.
- Space Jump no longer stops working if you fall too far between jumps.
- Wall jumps, bomb jumps and Space Jump now work underwater without Gravity Suit. Quicksand is also easier to free yourself from, and entering it without Gravity Suit will no longer force you to die or reset the game.
- Spinning can be initiated in the air during a normal fall by pressing the jump button, AKA spinjump restart (thanks Scyzer and Kejardon).
- New move: backflip. While crouching, hold the run button, then press jump and hold left or right, depending which direction Samus is facing (thanks Scyzer).
- New move: quick morph. Hold the item cancel button and press down. Samus will morph into a ball instantly without needing to crouch or aim down first. Works on the ground or in the air. Quick morphing in the air can also be done by holding L and pressing down, for players who might find item cancel annoying to use.
- New move: bomb jumps can be avoided by holding down as bombs explode. Also, bombs have a shorter timer and can be used much faster.
- Pose edit: holding the run button while standing still and jumping will make Samus do a spinning jump straight up.
- Pose edit: holding the run button and pressing jump while morphed (without Spring Ball equipped) will now make Samus do a spinning jump straight out of ball form.
- Pose edit: holding the jump button while running or walking off of a ledge will make Samus enter the spinning animation immediately upon falling.
- Wall jumps go straight up if there is no directional input, instead of flying away from the wall by default (does NOT impede the ability or flow of wall jumping at all).
- Certain items have been moved to a different, more obvious spot in their room. Specifically, items that were hidden in random walls with no hints given to the player.
- Most enemy projectiles can be shot for energy and ammo pick-ups. Also, Rinkas drop stuff now.
- Various enemy vulnerability changes (robots in Wrecked Ship, giant turtles in Maridia, others).
- Super missles propel you upward a little bit if shot straight down while in the air (thanks Quote58).
- Reserve tanks start full when collected, and will refill all of your other reserve tanks like energy tanks do (thanks PJBoy, Kenta).
- All map stations have been taken out and replaced with something else. Entering an area for the first time will now automatically give you the map to that area.
- Removed super missile gates and certain other 1-way spots.
- Lots of blocks that used to be bomb blocks have been made into shot blocks instead. Certain clusters of power bomb blocks are now normal bomb blocks. Lots of solid blocks were made into speed booster blocks for more speedrunning freedom, most notably in tall shaft rooms and in certain hallways.
- All of the Maridian sandfall rooms are now 2-way. Since this makes Botwoon very easy to skip, I moved the nearby energy tank into his room, so he will still have to die if you're doing a 100% run.
- Shaktool sequence reworked - now you can outrun the slow bastard.
- Countless other smaller changes
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Overall 9.6 Graphics 10 Sound 9 Addictive 8 Depth 7 Difficulty 6
9.4
A review of Super Metroid Base Ver 0.7 Alpha1195
I've spent the last day or so trying to find modded versions of Metroid games that I felt were adequ...
Graphics 10 Sound 9 Addictive 8 Depth 7 Difficulty 6
Review Rating: 3/5
Submitted: 01-19-15
Review Replies: 0
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DrRM 05-03-14 - 12:46 AM sooo you guy dumb down sm :|. oh well let see what baby game was made xD