|Original Game:||Super Metroid|
|Filename:||Justin Bailey v99b.zip|
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Super Metroid "JUSTIN BAILEY" edit v0.99b By Auximines 12/12/07 12/11/07 Best ending redone, opening graphics drawn, changed permissions 6/28/02 Grappling beam "hanging" sprite fixed 6/24/02 First release Thanks to SnowBro, for Tile Layer. Thanks to Jathys, who's SABS program and information helped with palettes. Thanks to Yousei, for his palette editor. Thanks to FuSoYa, for help with compressed graphics. Thanks to Cartoon Network for keeping me company during all this. Thanks to Nintendo for Metroid, and years of fun. ___________________________________________________________________ INTRO When Super Metroid came out in 1994, I really loved it... but like many people, I was a bit disappointed to learn that while the game had the same ending as Metroid, you couldn't play a second go-around with armorless Samus. So, I thought it would be fun to do it myself. After about a year of work, (Samus' sprites are an immense trainwreck of scattered 8x8 tiles) I can finally play Super Metroid with armorless Samus. Who is Justin Bailey anyway? This hack is a throwback to the original Metroid. In the first game, if you finished the game within a certain time you got to see the surprise ending, the shocking revelation that Samus was actually a *girl*. (Unheard of in 1986) And furthermore, you actually got to play as Samus without armor in the second loop. Now, you can enter a password (000000 000020 000000 000020; the "20/20" password) to achieve the same effect, but that particular code wasn't well known back then. The claim to fame for all loyal Nintendo junkies was "JUSTIN BAILEY ______ ______." The Justin Bailey code let you play as armorless Samus, and gave you a few other things as well. Her outfit was sort of a "space swimsuit" kind of thing, and I've read that a "bailey" is an old Australian slang word for "swimsuit'. So, "Just-in bailey = "Just in a swimsuit", get it? As much sense as that seems to make, lots of people speculate that it's just a coincidence, and "Justin Bailey" is one of many random things you can enter to get various effects; it wasn't anything special the programmers worked in. Regardless of it's origin, the JUSTIN BAILEY code is a well known legend in the world of Nintendo, and it was, and still is often thought of as the defacto "armorless Samus" code. Hence the name of this ROMhack. _____________________________________________________________________ HOW DO I USE IT? This is NOT a ROM, it's an IPS file; a patch for a ROM. You must already have an NTSC Super Metroid ROM. (I'm not sure if it will work with a PAL ROM.) I don't know where to get one, search the internet. Shouldn't be that hard to find. To apply the patch, go to any website with ROM hacking utilities (www.zophar.net , www.romhacking.net, etc.) and grab an IPS patcher. (My favorite is Lunar IPS) Just follow the directions that come with the program. Lunar IPS http://fusoya.eludevisibility.org/lips/index.html If you still need more information, go to http://www.zophar.net/trans/ipsfaq.html -------------------------------------------------------------------- NOTES ABOUT THE SPRITES You'll probably notice that Samus here doesn't look much like the way you know her nowadays, when I started making the graphics in late 2001 there wasn't any modern version of Samus to model the sprites after, and I didn't like the outfit she had in the Super Metroid ending. If I was going to do all the work of drawing and arranging thousands of tiles, I was going to make my own design. And since the theme is "swimsuit" (see above) I used a design I liked, and took some liberties deviating from the original armorless Samus. (Space-sneakers, for example). And my anatomy is a little better than it looks; each sprite was made with limited space, and an odd shaped tile formation. The upper body and the lower body are different sprites, the tiles are arranged in the shape of a suit of space armor rather than a human body, so it's hard to fit an accurate human body in there. Also, many sprites are used in combinations with other sprites in different frames. the "aiming upward" sprites were made to look good when standing, but those same sprites are used when ducking, and it makes her waist look very short. The ducking sprite itself is the same one for left and right, but the upper body sprites are also the standing left/right sprites, and since one has her back facing you it was hard to make a lower body ducking sprite that looked good with all the different sprites it's combined with in various frames. There are many other sprites like this, too. So if her arms look too short sometimes, or her upper body too small, waist too short, legs too short, or anything looks "wrong" at all, I know about it. And I can't fix it as it would screw up something else. Every sprite is as good as I can get it, under all these bizarre circumstances. The swinging sprites (Grappling beam) in particular were extremely hard to put together, and they still came out looking rather choppy. Oh, and I did not draw Samus' face in the opening, I copied graphics from an old PC98 game and modified it a bit. I drew everything else, though. __________________________________________________________________ FAQ Q- Those tiles look perplexing. How did you make sense of it all? A- Using Snowbro's Tile Layer Pro, I created 8x8 grids, numbered 0-99 in different color combinations. So I replaced every tile with a numbered box of a particular color, and took in-game screenshots of the strangely shaped stack of blocks that now made up each of Samus' sprites. I then drew a human body inside that shape, (By hand, with a mouse!) in a paint program and used the numbers on the original screenshot to figure out where to put the new tiles. For example if two tiles that made up Samus' head were tiles 83 and 87, red box, yellow numbers, I knew just where to put the new tiles- #83 and #87 in the red grid with yellow numbers. Q- How many tiles does Samus have? A- Over 4,200. Not counting the opening and ending graphics. Q- She looks like Mai Shiranui! A- NO!! She had her hair up in the ending, so I gave her a ponytail.. and just a one-piece thing looked a little boring, so I gave her a little vest. With white trim... Seriously, I had no intention of making her look like Mai. Q- When I enter the hot part of Norfair without the Varia suit, the colors are messed up. A- I know, and going in, locating all those palette addresses and creating new palettes to match them is much more trouble than it's worth. You aren't supposed to be that far into Norfair without the Varia suit anyway! Q- Will my speedrun movies still work? A- Unfortunately, no. For some reason emulator recordings made with the original Super Metroid ROM always go out of sync near the beginning. I'm hoping someone will make a new one with this patched ROM! Q- Can I upload this patch to my website? A- Yes, go ahead. Just be sure to include this README file. Q- Can I use these sprites in my Super Metroid ROMhack? A- Yes, you can. I'd prefer if you didn't alter them unless you have some cool idea that demands they be altered. And it'd be nice if you throw me some credit. But do not make a "nude patch". I don't want my work contributing to that, and most people who do nude sprites don't tend to draw them very well. ^_^; Q- Can I commission you to do some sprite art for me? A- No, I won't do it. Sorry. Q- Do you do that "electronic mail" thing? A- Sometimes. Contact- [email protected]