Metroid Master v. 1.0 Mad Fish Productions Copyright (c) 2006 By Chris Allen I) Installation Requirements II) Installation Instructions III) About Metroid Master IV) Bugs V) Hints I) Installation Requirements 1) Metroid ROM for 8-bit NES, North America version (not included) 2) Emulator for 8-bit NES (not included) 3) Metroid_Master.exe, self-extracting file (included) 4) Win32 environment for running Metroid_Master.exe II) Installation Instructions 1) Procure the Metroid ROM. It is assumed you legally own the metroid ROM. 2) Copy Metroid_Master.exe to the directory of the Metroid ROM. 3) From the command line, type "Metroid_Master ". 4) A new ROM has been created in the same directory, named "Metroid_Master.NES." III) About Metroid Master This is basically a hack made of the original Metroid game. Tools used to make the hack include: 1) MetEdit.exe (Win32 map and palette editing tool, developed by SnoBro) 2) Tlayer.exe (DOS tile editing tool, developed by SnoBro) 3) NesWrite.exe (DOS text editing tool, developed by MatrixZ) 4) BinEdit.exe (Generic binary file editing tool, developed by myself) 5) PatchWork.exe (Patch self-extractor creation tool, developed by myself) My intent is to enhance the overall playability of the Metroid engine by providing an entirely new adventure. I have attempted to keep this version of Metroid true to the spirit of the original by making some tricky secrets and convoluted mazes. Where my version departs from the original Metroid game is the following: 1) Much larger overall map; easier to get lost 2) Secrets are in some cases harder to figure out 3) Placement of enemies is much more devious, requiring you to plan how to get past them without getting the crap kicked out of you 4) Respawning occurs with not just Zebs; it also occurs with tougher enemies such as Rios 5) All non-missile items are CRITICAL to winning the game 6) Important items are locked away much more tightly than before While most of these modifications have made this game significantly more challenging than the original, I have tried to maintain optimal quality standards whenever possible. You should never get "trapped" because you don't have the correct item. A few missile containers have been left out due to difficulty in finding adequate spaces for them in the map. You will still be able to get six energy tanks (the two hidden ones around...somewhere). You should probably only play this game to completion if you have already played and won the original game; I don't want to turn off Metroid inductees because of difficulty. IV) Bugs 1) Once in a while, doors appear in places where they shouldn't. I have no idea why this occurs; it seems to be random. 2) When you die, some items appear to "restore" themselves after you had already gotten them. I guess this is a shortcoming of the MetEdit item editor. I suppose you could load up on missiles and energy tanks by repeatedly dying and getting them over and over after they "come back," but that would be cheating big time. So don't do it. :) 3) Some yellow doors in Tourian are "open" when you enter them and "closed" on the other side. I didn't know how to hack the door information, so this really isn't a bug but more laziness on my part. So sue me. V) Hints Nintendo Power won't help you get through this game! If you want hints for a specific part of a level, e-mail me at chriskallen1@yahoo.com. Otherwise, I have provided some general hints below regarding Metroid gameplay. 1) Normal jump height: 5 squares without boots; 7 squares with boots. 2) You can use the ice beam to freeze enemies and stand on them (you really should already know this one!) 3) Invincibility: Set a bomb and remain close to the bomb when it explodes. You can't be hurt for a while after "bombing" yourself. 4) Fall braking: While round and falling, stand upright. You will stop in mid-air briefly before resuming the fall. This is helpful for avoiding enemies directly below you. 5) High jump from water: Maximize your jump while in water by first letting yourself sink all the way into the water, then jumping. 6) Reach 2 squares higher while round: Set a bomb immediately after becoming round. You will be launched two squares higher. 7) Higher jump: Set a bomb and do not move left or right. Immediately after setting the bomb, stand upright. Once the bomb explodes, jump while in mid-air and you can usually jump at least one square higher. 8) Mid-air jump: Set a bomb and move just a bit to the left or right, then stand upright. Once the bomb explodes, you will be launched away from the bomb. As long as you do not move left or right, you will be able to jump from mid-air, even if the explosion launched you off the edge of a platform. This is useful when getting into areas normally accessible with only an extremely well-timed jump.