http://www.projectridien.com/ ___________________ |METROID ADVENTURE| |+++++++++++++++++++ | | | __ | | projectridien@yahoo.com | | __ o__ | | | |)______________ | | |___________________ | /____________________ \ | .Contents. | | | |Introduction | |What is MA? | |Gameplay | |Control Settings | | FAQs | |Legal | |_____________________ | | | | | | | | | | | | | | | | | _______________________|____|___________|____|__________________ |-----------------| |.Introduction.| |-----------------| There was a Metroid fan, who was very bored waiting for Metroid Prime and Metroid Fusion to be released in November (it was currently August), so he prayed for something to do; for another Metroid game, that was everything of Metroid that he loved, but different. And behold, a man appeared. And the man blessed him with a new Metroid game, that is made of the enviorments of the old, but with twisted renovations of new. And the new game was made from the old, with a new map only, but it made all of the difference. For the new was filled with one way exits, built-in secret passages, a twisting, huge map, and horrible tricks to make you go all the way across the world, only to find you must go back, up, get an item, and then go all the way back. For it was a map made from insanity (possibly induced by Eternal Darkness), and it was good. And it was Adventure. |--------------------| |.What is MA.? | |--------------------| Metroid Adventure is a NES (Nintendo Entertainment System) ROM. It is a hack of the original game Metroid, which, in order to preserve the best of Metroid but get a new twist that still feels like Metroid, uses the same rooms as in the original Metroid but a completely different map. The brother game to Metroid Adventure, Super Metroid 8-Bit, uses the same map (basically) but different rooms, themed after rooms in Super Metroid. It requires a NES Emulator to run, like NESten or NESticle (all games were tested on NESticle due to ease, but NESticle has bad sound emulation). To find one, go to a search engine like Google and search for "NES Emulators", or follow a link from my homepage, http://www.projectridien.4t.com/ Note: Although I tried to refrain from editing the rooms AT ALL, it, sadly, wasn't possible. Two of the rooms in Norfair were edited in MINOR ways, none visible (two bombable floors were made unbombable). |----------------| |.Gameplay.| |----------------| Metroid Adventure's gameplay is mainly like the original Metroid, but with a few different twists. 1. Long passages. There are passages that span the entire map's length, and surviving them can be tough for beginners. 2. Backtracking. You could go halfway across the map only to find that you need another item that's on the other half of the map, and have to go back all the way. Try to memorize the maps. 3. Confusing map design. I made this game, I memorized the map almost completely, and when testing it >I< got lost 5 times! 4. One way passages. Sometimes just a long drop you can't get back up as in the original Metroid, but there are sometimes actual doors that you go through and come out through a soild wall, unable to go back, a feature (as far as I know) unique to Metroid Adventure. 5. Rooms you can see but can't reach in the same room. When in verticle passages, due to the incrediblely tight map design, one horizontal room's ceiling may be a vertical room's bottom floor. 1/2 to 2/3 of the time, if you can see a room, you can reach it. However, sometimes due to overlapping level design near the outer edges of the 5 different worlds you can see a room but never be able to reach it. 6. Built in secret worlds! Yes, I know, secret worlds are old, and these are more of ultra-secret passages, but I really wanted to build 2 into Metroid Adventure. Two clues to help you find them; the first secret world can allow you to access Tourian with only the morphing ball, and the second one allows you to find the ice beam in Norfair. 7. Missing Items! Sometimes you'll enter a room with a chozo or a room in Norfair that should have missles in it or an item, but the chozo/missle platform will be empty. I figured that because there were other attempts to infiltrate Zebes, somebody else took them. Plus, it's just so mean to make people think they're getting an item or some missles but they're not! Yes, I'm that insane. |------------------------| |.Control Settings.| |------------------------| I strongly recommend using a gamepad, but it you don't have one, that's ok too! The following keyboard controls can be set on your emulator, and after using them and getting adjusted to them for a bit, I find them easier to use than a gamepad! Here are the controls. B: F A: K Up: I Left: J Right: L Down: , Select: O Pause: P I know these controls seem wierd, but they really are the best. To use them, put your hands like you normally would to type, with the index fingers on the J/F. They take a while to get used to, but they're better than a gamepad! |------------------| |----.FAQs.----| |------------------| Q1: What the heck is that thing at the top? A1: That's my pathetic excuse for an Arcade version of Metroid as a table of contents. Look closely! Q2: When I go through a one way door and emerge through a wall, there's still a blue door there in the wall! What the heck's going on!? A2: That's a bug from the original game. I don't know why it happens, but just ignore it. It doesn't really screw up gameplay in anyway, so it doesn't matter. Q3: I went into a room I had never been in before, but the missle platform was empty! Where did the missle go!? A3: I'm hoping you read the Gameplay section first, but you obviously didn't or you would've known that some missle platforms/items are already empty. Q4: A red door appears in two walls in Norfair like when you enter a one-way door, but I never entered anything, it was just there! A4: I'm not really sure about why it's there. If anyone knows, e-mail me at projectridien@yahoo.com . Also, like the blue doors, it doesn't affect gameplay so just ignore it. Q5: Why didn't you change the title screen to read "Metroid Adventure" or change the ending or credits. A5: Because it's supposed to be as close to the original Metroid as possible, so I didn't want to change ANYTHING except for the map. Also, I didn't change the credits because the main game is still Metroid, the only thing I did was change the map, so the original creators should still get most of the credit. Plus, I'm too lazy and I don't know how to change graphics. Q6: I want a new title screen! A6: Ok, you make one on Metroid Adventure and submit it, and I'll give you credit. Q7: Why'd you make the escape so easy? A7: Because that's escape Version 2. The original one had you going around the whole map, but it screwed a few things up making them look wierd in other areas, so I ditched that idea. Q8: When in the elevator room to Tourian, I enter the elevator and I can see through the doors into Secret Passage #1 when the screen scrolls! What's going on!? A8: This is one of the few things I can't figure out why it does what it does. Like the other door one way passage problems, it doesn't effect gameplay, so ignore it. Q9: I can't find the ice beam in Norfair! Where is it? A9: Once again, I advise you read the rest of the readme file first before e-mailing me with a question, as you would then know that the ice beam is in Norfair, but is in an ultra-secret passage. Q10: I got into the secret passage in Norfair and got the ice beam, but now I can't get out! How do I get out!? A10: Did I ever say you could? Die to get out, or if that takes too long, use the instant death trick. Q11: In a room in Norfair that has a bombable floor, I tried to bomb it but the block that's supposed to be bombable didn't break! What's going on?! A11: PLEASE people, read the readme before you ask me a question. Two rooms in Norfair, as I said earlier, had to be changed so that their floor was unbombable. The first room is the room that, in the original Metroid, is directly below the elevator from Brinstar into Norfair (It's a vertical passage with a floor and two doors on either side). I never used this passage in any way to be bombable as a secret passage, and because there was a room with no ceiling below it, if it was bombable you'd fall into another room that you weren't supposed to be able to. So, instead of rewriting half my Norfair map, I decided to just change a bombable part that doesn't make any difference because I never used it's bombability (is that a word?) to the game's advantage. The other room I changed for the same reason, and this room is another vertical passage with one door on the right, a few destroyable blocks, and some fake lava that used to have a bombable passage under it. Q12: In Kraid's Hideout (A.K.A. Hideout 1) I blew open a red door but emerged through the other side of the door through a blue door. When I went back, the red door was there again! A12: That's a little perk of the game programming that I actually sorta like. My one-blue-one-red doors are interesting; they're like a private club. You pay a big admittance fee (5 missles) to get in, can get out for free, and to come back in you only need a small fee(1 missle). [in simplier terms, after you come back in through the blue door and out through the red, you only have to hit it with one missle this time to get it to open again, and any time after that] Q13: I (finnally) got to where I KNOW the Varia is, but I can't lure the weaver up that extra passage! It's near impossible! How do you do it? A13: Come back later with another item. Q14: At the end of the long passage, just before you get the bombs in Brinstar, I found a room with the purple bubbles that went further back, but you came to a wall with pipes coming out of it that's from the green block area where the Varia is! I know that it's the way to get to the Varia, but I can't bomb over to the pipes and get in them! How do you do it?! A14: That's the exit from getting the Varia, not the enterance. Q15: When going to get the Varia, you come across another room that looks just like the one that you start the game in, except this one has gray tiles that overlap the yellow ones (in color)! What's going on? A15: Simple. Certain color palletes are dominant over others. Although that object (the metal block) fell behind the rock, the color was stronger so it changed the rock's color where the metal block was behind it. >>E-mail me at projectridien@yahoo.com if you have any other questions<< |---------------| |---.Legal.---| |---------------| All sprites, graphics, gameplay mechanics, programming, etc. are Copyright 1986 Nintendo Map design, name, idea, and readme.txt file are Copyright 2002 Nathan Serubin Special Thanks to Peter Serubin for technical assistance, ideas, and figureing out what was wrong with the Pallete Switch in Norfair. To E-mail ideas or information about bugs e-mail me at projectridien@yahoo.com