Friday, November 14, 2008

New Trailer

This was supposed to be ready for the NCFC, but here it is:



As you might notice, Metroids become more aggresive as you advance in the game. This gives some variety, since you'll fight a LOT of Alphas in the game. Every Metroid in the game is customized depending on the environment.

I finally found some time to code some more enemies, so I could include them in the trailer.
Also, the music tracks are the current mixes of the main tunnel and encounter themes. The second one isn't finished yet, but at least gives an idea of how it will sound.

Ok, enjoy and tell me what you think.

71 comments:

youcancontactme said...

YEAH BUDDIES!!!! i'm so excited! the music sounds very true to the original without sounding like a dime sized speaker. very well done m. i'm actually already dreading the fights with those damnable armored alphas

Lazure said...

Wow, very nice! :)

Anonymous said...

The "Main Tunnel" theme sounds better than before, but what really caught my attention were the Alpha Metroids and the "Encounter" theme; in my opinion, the job that you did with the Metroid design and the music has epicness that equals that of Metroid: Confrontation!!

Oh, by the way, I have a small request. I knew that the Alpha Metroids were going to go at fast speeds, but I didn't imagine that the speed would be THAT fast, so could you make the Alpha Metroids a bit slower for the easier difficulties in the final version of the game?

Trademark989 said...

Looks great! Really, it is one of the most professional games I have ever seen, it might even match or surpass the Nintendo versions. Quick question though, will you be adding more metroid encounters in this game or have the same as the original? If you do add more, might I suggest a regular metroid in the first tunnel. This would give players who have not played the orginal metroid 2 (or any other for that matter) some idea of what metroids look like and how they fight, instead of having the eight metroids at the end.

Anonymous said...

the metroid encounter theme sounds like an excellent recreation of the original! can't wait for the finished version of it and eventually other metroids.

Anonymous said...

The alphas in the later portion seem kind of lacking in damage dont you think? unless if thats supposed to be how they are in easy mode. Anywho they look excellent!

Anonymous said...

For certain metroids you should do something where if they're shot at some part of their body they get REALLY angry and go berserk. Sounds really fitting for zeta/omega or even gamma metroids. what do you think?

wayofthemetal said...

I'm still can't wait!

adam said...

looks beautiful, look forward to playing. perhaps enemy AI could do with some polish, looks like some battles may get a bit boring. good work.

Anonymous said...

I love the Main Tunnel song its beautiful.

BadChad said...

Love the new trailer and the new Tunnel music is a great improvement. Keep up the great work!

Karrde said...

Wow, we might have a really hard Metroid on our hands here :P While I haven't played every Metroid game for the lack of owning a Wii and a GC this is looking a lot harder :P The only metroid game that really was difficult was the original (curse you mother brain knocking me in the lava) So yeah, it looks like it's coming along grand. I'm still on the fence about the tunnel theme, I'd need to hear more of it. Not that I don't think it's good or couldn't see it being in the game. If you put it in as is it'd be fine, too. Also, is it Project AM2R or Metroid: SR388 that is having different versions of the tunnel theme depending on where you are? Not that it matter, I'm looking forward to both games :P

Anonymous said...

alright, i must really thank you for adding choir "ahhs" in the tunnel theme, that was a must. one thing i'm still not sure about is the "stick tapping" noise you use for the main beat, can you just experiment a little more with different beat noises?

i also have a request. i check this site every single day, but i'd like to know how the progress is. if you can possibly put up a "progress" chart (with different catagories maybe) that tells us approximatly where you are in the project, that would be great cuz then i can have a better idea of when it'll be finished.

Anonymous said...

Great game! AMAZING game!!! But I think a problem with all the metroids battles, what do you do if you run OUT of missiles, you can't beat them with a normal gun-laser-thing?

DoctorM64 said...

Thanks everybody for your comments! I really appreciate them.

>Could you make the Alpha Metroids a bit slower for the easier difficulties in the final version of the game?

Sure. The fights will be easier on the easy difficulty setting, but harder than normal enemies of course.

>might I suggest a regular metroid in the first tunnel

I don't think so. Those require ice beam, and that would force you to take it on the first ruins (there's other places where you can get it), and speedrun afficionados don't like premade routes. This game is too linear already.
And seeing the true Metroids at the end is more tradition than anything else, I wouldn't want to change that.

> The alphas in the later portion seem kind of lacking in damage dont you think?

Yes. By the time I recorded that footage the damage wasn't customizable yet, and there's the damage reduction of the Varia suit too.

> For certain metroids you should do something where if they're shot at some part of their body they get REALLY angry and go berserk.

That would be cool. Or maybe having some moves available just when they are low on health?

> Wow, we might have a really hard Metroid on our hands here.

The game will not be so difficult, there will be many Metroid fights, but you'll learn pretty easily how to beat them. The first Alpha is not too agressive, gives a good idea of what you'll face later, and it's defeated with only 6 missiles (you start with 30). Metroids become harder progressively, by the time you reach the last Alpha in the trailer you'll know how it behaves, and use his moves to your advantage (like hitting it on it's back after a charge attack).
One thing will remain like the original, stumbling on a Metroid fight unprepared means trouble.

>what do you do if you run OUT of missiles, you can't beat them with a normal gun-laser-thing?

Yo do what you did in the original: RUN!!!
Metroids won't follow you into other screens, so you'll have a chance to refill by killing enemies. Anyway, after the first Alpha, the first ruins have 5 missile tanks, so you won't have too much ammo issues.

eric said...

Those Metroid fights actually look really challenging! A massive improvement over the "smash down on the fire button as fast as your can" that they were in the Gameboy Metroid 2.

Yoshinori said...

oh my god. I'm so excited for this. Metroid 2 was the best one i ever played, regardless of its color and sprite limitations.

Its very interesting to see how you've developed the idea of the game beyond its core gameplay. You've done what we wished the Nintendo should have done a long time ago. Keep up the good work. You are a gentleman and a scholar.

wayofthemetal said...

Jumping too high and too fast is not a problem that I see with the game different planets tend to have varying gravity and atmospheric densities. I think the different feeling of the jump in this game will only add to the illusion that you are on a whole different planet from the previous planets Samus have visited. It also allows for a slight learning curve a something new to pick up on in the Metroid verse. The metroid hatchlings look like they will actually be a challenge for a change and maybe even a pain in the ass to defeat; this is a good thing. I've always been let down by how easily metroids are dispatched. I find it very annoying when you freeze something is stays in mid air. I let it go that metroids stay in mid air when frozen. Mainly because I don't understand how they float in mid air in the first place. i could think of various explanations on how they work. So, part of my brain argues that when they are frozen that they are not entirely frozen all the way through and there internal organs are more than likely not frozen. Other creatures on the other hand should hit the ground unless they have something in common with metroids. I don't like how every metroid game has different takes on the same creatures from planet Zebes. One could argue the creatures have been brought to the various planets evolved a bit and survived I guess. But a whole different planet is harder to digest than like something moving from one continent to another. like rats. So I guess I'm just saying i didn't like seeing the same familiar creatures from Zebes. I love the music thus far. I'm nopt sure if I like the idea that there are built structures like old ruins though. I guess the argument could be made that is was all left there by the space pirates when they got the metroids and took them back to zebes for metroid original, or that the chozo had once been to sr388. Where there any structures in the original mertroid II. I played the black and white game so maybe it seemed there wasn't to me. I liked that idea more. I would love to see some of the x parasites, metroids feeding on them or whatever. Maybe just a brief glance of one as a little toss in. Though, I thought Fusion was not a very good Metroid title. The Fusion idea didn't bother me it was the way the game played out and that it was far too simple. I really have that the new metroid games tell me where to go next or what I need to do. Please bring back the bubble doors. I loved those doors. Maybe they could be a bio door the metroid create as a trap. one could argue the space pirates copied that from sr388 when they gathered the original batch of metroids. ok, sorry, i'm done now.

Strati said...

c'mon dude, it's just a game - it doesn't need to have a logic explanation for everything.
where and how samus carry 100+ missiles in that suit?
how come a killed enemy is instantly replaced by a floating missile?
It doesn't matter!
Play the game and have fun.

Now for the game improvement: Great. The enemy animations and the screw attack are in very good looks.

The music is way better than last one (i agree with the other person on the choir ahhs). I only think the main tunnel is still lacking an harmony track in the background.

And - I don't know if it's just me - think that you should tweak the walking/run speed a bit more.
In the 2 demos it felt a bit awkward. In my opinion you should make the acceleration more uniform, maybe make samus walk a bit faster or add a the run button.

Anyway, it's promising to be awesome. Very impressive.

Josh said...

this is definately something i am looking forward to. I cannot wait to see what all the areas are like. and how the map compares to the original guidebook i have.

Looking forward to this.

Anonymous said...

Wow...those alpha metroids look really, really nasty. The remix of the metroid battle theme surpassed my expectations by a longshot (and that's saying something!)!

I approve of the above ideas about metroids having special moves that they can use when they are low on health. Additionally, I think it would be cool if each metroid had some type of energy draining attack, as that it their signature feature. It would be redundant if they ALL just grabbed your head, but their are other ways to do it. For instance, alphas and gammas could grab you for a moment, suck some health, and then throw you backward, zetas and omegas could pick you up like Ridley in SM, the queen swallows you, etc.

Just a thought.

Animus01 said...

This is really exciting to see, considering that Metroid 2 was my first Metroid game. That game, despite its limitations, gave birth to many great features used in Metroid games today, such as the deadly Space Jump-Screw Attack combo, the Plasma Beam, the Spider Ball, and different Metroid forms. I'm surprised Metroid Fusion only went so far as to cameo the different forms and place the Omega Metroid in an easy boss fight. Metroid 2 indeed deserves a remake, and this remake looks very much like it does justice.

I can't wait to see how you do the Omega Metroids. Those pwn the living daylights out of most of the bosses of the Metroid series.

I'm kinda worried about Super Missiles, though. Even though they would be great for wiping out Alpha Metroids, I don't want the Zeta and Omega Metroids to become too easy.

Also, an idea: The Metroid series since Super Metroid had a tradition of introducing a final powerup just before or around the final boss (except in Metroid Prime 2, where Samus used floating bits of Phazon to create a pseudo-Phazon Beam; I also count MP3's infinite Hypermode as a final powerup). So, maybe there will be a very well-hidden and well-guarded beam weapon that paralyzes the Queen Metroid long enough for the bombs-in-stomach move?

Anonymous said...

^ You mean the ice beam?

Anonymous said...

If everyone remembers the 2nd icebeam in the game, maybe we should have it so that the metroids are resistant to the first icebeam and that we need to aquire that 2nd icebeam at the end of the game to freeze them. Make it like a stronger armor piercing icebeam thats modeled after the one from fusion (pointy arrow like rather than large ovals)

Anonymous said...

I still like the tunnel theme from the original game better. Samus jump and flip is too fast. She falls faster than what she does in all the other metroids, and it just isn't right. You should make her jumping more fluid like in metroid 2 or super metroid.

I've mentioned this before and I wish you'd change it.

dudeman said...

I'd like to be the first guy to give a shout out to Hyrule_SwordsMan for those awesome sprites... keep up the good work.

I approve of the music and enemies it's all looking awesome. I have been tracking this game for a long time and... Dr.M i really have to say that you have far exceeded my expectations and I can not wait to try and beat this on the hardest difficulty setting.

My only complaint is that i never liked the fusion screw attack. Will I have the ability to mod it to look like the super metroid version?

Anonymous said...

Please tell me you guys are getting closer and closer to completion here. I check this darn blog every single day waiting for the next update. I'm honestly looking forward to this more than I am many traditional game releases.

One final trailer with a hint of Zetas, Gammas, and Omegas would be nice... but don't do it if it takes up a lot of time that could be used for the final release.

Think you could make a progress % post soon?

Infinitysend said...

I'm sorry but I still think that you should use ZM's or even Fusion's Chozo Statue instead of Super's. It just sticks out way too much. The art style on Super's chozo isn't even close to the ZM or Fusion ones.

Anonymous said...

what is am2r going to be on

the ant said...

Wow, its been a while... I like the idea of a stronger ice beam at the end of the game. It could replace the original one you had, and in the wepons area, there could be hints of a upgraded ice beam that was being produced. Maby add a computer showing the original one and then another one that is glowing? Also! The effect of metroids other than the originla ones being frosen could be cool. But instead of compleatly stoping them, they could just be slowed down, making them easer to hit, or if there health is low, they are stuned for like 2 seconds. Like in Corruption.

Anonymous said...

so far so great i really like it, altough some enemies look a bit booring i know that it probably is hard to make em better, other than that im really looking forward to this game :):)

Riddle said...

I see those nastry triple-gunned vertical shaft hoverdroids are as nasty as ever. Willing to give any hint if the grumpy armadillo will make an appearance in this one, Dr.?

Anonymous said...

AM@R is going to be on the Computer. It's being made from Game Maker.

JasonsJewelry said...

I admire your commitment to this game, it looks and sounds beautiful and I love the blog and updates. Can't wait until the final version is done. :) You rock!

Matthew said...

It looks great. Question though, why were your missiles bouncing off the metroid in the trailer? Did it have some kinda shielding?

kenji imatake said...

@matthew alpha metroids do have a type of shielding, look at the original metroid 2 artwork.
man... this totally beats my own fangame 99999999999999999X(MAX) the music was better, and everything looks perfect, keep the alpha metroid music close to that one.

Miles07 said...

@ Anonymous, posted November 16, 2008 8:48 PM
"If everyone remembers the 2nd icebeam in the game, maybe we should have it so that the metroids are resistant to the first icebeam and that we need to aquire that 2nd icebeam at the end of the game to freeze them. Make it like a stronger armor piercing icebeam thats modeled after the one from fusion (pointy arrow like rather than large ovals)"

First of all, there are three: One in the first ruins, one in the fourth ruins (where you can get ALL of the beams), and one at the end. Added efficiency? Perhaps it'd be something worth exploring...

Also, why not make the Metroid Larva the final weapon? Through the larva, Samus gains the Hyper beam at the end of Superoid, so why not have it originate here?

ronny14 said...

@Miles07 the hyper beam came from Mother Brain's murder beam, so that can't happen. :O

Anonymous said...

While I really look forward to this game, there is just 1 thing that sticks out the most for me. It's great that you are remixing the original Metroid 2 music, but even so, I don't feel it's very appealing at all. Take for instance, the release of Bionic Commando: Rearmed. That game had its music redone, but it was remixed with the current trend in music today, heavy bass, catchy rythym, and modern techo, with that solid feel of a retro soundtrack.

I hope that's not too much to ask, but if you can understand where I am comming from, it would be fantastic if you could modernize the music a bit more to match this current generation of gamers.

Thanks for your hard work and look forward to a full release!

MadAxel said...

I dont get it: In the part with the red volcanic kind of background theres only 1 level parallax effect, but in the alpha Metroid fight theres 2 level parallax. Why not use 2 levels in the volcanic part too? That would look so sweeeet!!

Animus01 said...

@Miles07

I like the idea of the Ice Beam upgrades due to the same powerup being in multiple locations, but, if I recall correctly, that means an upgraded Wave Beam and Spazer Beam, as well (not sure if the Plasma Beam appeared more than once). Maybe replace those beams with new Beam-related features, like a short paralysis for Wave Beam and a greater range for the Spazer Beam.

Also, is AM2R using Super Metroid's beam stacking? As awesome as beam stacking was in Fusion and Zero Mission, I missed using those beams individually.

The Ant said...

Maby the other beams could be the same, like the chozo just had more than one. But instead of a dramatic effect, like a wider spazer, the beams dammage could just increse. Although, the ability to choose which beam is back, so if your just using one beam and you have another of that same beam, it would be changed. Like the spazer could be wider, the ice beam could be bigger, or the plasma coud be more glowyer. But if you have 2 or more, the normal look the beam would natraly have isnt changed. But having the last ice beam be a new type, that would be cool. It could be a special version, or a prototype that is desighned for originals and alphas and the ice beams that you have all ready only slow down the metroids and dont compleatly freeze them. But there is no more alphas, so you use it on the originals. The beam coud also somehow be implimented into the queen battle.

"The Ant out!"

DoctorM64 said...

>I'm kinda worried about Super Missiles, though. Even though they would be great for wiping out Alpha Metroids, I don't want the Zeta and Omega Metroids to become too easy.

Super Missiles currently do 3x damage to Metroids. Yes, Super Missiles can make battles a lot shorter, BUT... the challenge is to actually hit the Metroid´s weak point. Once you have enough missiles, you can fire a lot of them trying to score a hit. Super Missiles will be scarce, and you´ll have to time your shot very carefully, so you don´t waste the few you have.
Officially, SMissiles are introduced in Area 3, by this time you´re already fighting Gammas.

>Think you could make a progress % post soon?

Sure. I´ll write a small progress table on the next blog post.

>is AM2R using Super Metroid's beam stacking?

Yes. I was about to make the beam effects togglable (is that a word?) in real time, but I really can´t think of any action situation that might require it.
Beams can be toggled (along with all the items) via subscreen.

About the beams: There was a reason for the repeating beams in Metroid 2: technical limitations. I guess making an interface to choose the acquired beams would have taken too much space on the cart, and they decided to do it via item pickups. They are repeating just to give you more places to switch your beam, and ultimately get the ice beam before the end.

Right now AM2R has only 1 copy of each beam, for obvious reasons. They follow the original order, except for Area 3: instead of getting Plasma and Spazer in the same area, you get Spazer and Speed Booster. Plasma is found in Area 4.
I think this way works well, it might change after testing the whole thing though.

Thank you very much for your comments and suggestions, I really appreciate them.

Anonymous said...

so.. no second ice beam upgrade? how dissapointing considering how many people suggested it.

I don't see why you can't make some cool original way of gaining an unexpected upgrade, like how you get the charge beam in zero mission.
honsetly, do something that is brand new. make some very random cavern or a suprising mini boss that gives you the second ice beam.

I just really dont wana see freakin missiles actually hurting Omega Metroids... only ICE can hurt them

Anonymous said...

@the post above,
yeah but that would be just too easy, i mean the power beam is unlimited and the missles arent, im looking for a challenge.

Anonymous said...

I had a cool thought of when you get the super missiles, the Zeta / Omega Metroids could have some type of shell / shield around there weak spot. You have to destroy the shell / shield with super missiles to finally be able to destroy them.

wayofthemetal said...

why do i have the feeling that the game will be released on x-mas morning?

Michael Power said...

This is shaping up to be so awesome.

About the only thing I dislike about the style of the hack is the text that appears when you get an item. It just looks too elaborate. The color gradient and the glowy white shadow? It's too distracting.

But, seriously, if this is all I have to complain about, then I have nothing to complain about.

Karrde said...

Hey Doc, something I just thought of that's been really irritating me (this one's not your fault, really, but you could change it). Any way you might change how the missiles bounce off a target that can't be hurt or armored spots. Been buggin me since the GBA versions. I always found a flash or sound to be enough to know that I didn't miss.

Anonymous said...

May I suggest in the beginning you are chased by some sort of metroid that your not ready for?

kenji imatake said...

will the zeta and omega metroids fly? It was kinda odd seeing them fly when they have legs.....

Anonymous said...

I wish we could see some comparison pitures with the orignal to AM2R. That would be nice!

Anonymous said...

In the next update

Albert said...

About the music Bg it's so good and also thinked that why you don't add music that sounds it more dangerous when going deeper in the caves of SR-388 (like Area 4 & metroids lair had to sense like total danger !!), that will make for most of us more intense the playgame, and also adding to the caves getting more darks like the shutoff lights in Metroid Fusion (before fighting the boss spider) would feel so creepy that feels hert attack jeeje. I suggest of music like some touch of the #7 soundtrack from Relics of Chozo of OCRemix.org, it's only just a suggestion of my own that you may decide if it's a good idea to implement !! i know that everyone will think to like this suggestion.

SM_RAVAGE said...

Hey, O_O AWESOME! each little bit that i see of this project makes me that much more excited bout this, i cant wait to see the finished game ^_^ (well i can but i cant if that make sense)

Dunno if any1 has mentioned this b4 but i just noticed tho that in Confrontaion 1.1 when you pick up a Misslie tank or super missile tank it fills your ammo count to full for that type of missile not sure if thats the way its ment to be. could make life easier tho. and the other little thing i found is if you press select to change from missiles to supers when you dont have either it still plays the change sound. minor things but i thought id bring it up.

Keep up the AWESOME work luvin every lil bit ^_^

-Peace.

(Wonders why N wont listen to the fans... MORE!! 2D metroid goodness dam it!)

Anonymous said...

O h man, this looks like so awesome! It remember me the old times ... !

MetroidMaker said...

Hey DoctorM64, I was playing Confrontation, and I got the spider ball and went to get the energy tank on the next room and the spot where you have to jump then press down and the missile open and the fire button at the same and it felt really uncomfortable.
so could you maybe when you press the missile/super/Pbomb could you have it lock so you don't have hold? Please?


sorry if I'm unclear

Anonymous said...

@ MetroidMaker-

he already said he was going to include that option, so you have nothing to worry about!

MetroidMaker said...

Really? OK cool. Thanks.

Anonymous said...

awesome trailer!!
i think nintendo couldn't do better.

Anonymous said...

I've found a bug when i enter the ship with charged beam (no spazer), and when falling into I've morph - bombs charged and suddenly...

this happen: (repetingly)

v1LTwfnd_a0e____A__Og8E9_t6.state=32 or power>=1 event_user(0)

at position 31: Unknown variable x

___________________________________________
ERROR in
action number 1
of Step Event
for object D_P33_O_0B_Y3_Ms_Mg:

Error in code at line 1:
x=v1LTwfnd_a0e____A__Og8E9_t6.x-1 y=v1LTwfnd_a0e____A__Og8E9_t6.y-10 power+=0.03 if d5_O_w_tJE5_7I2N__Nk.kFire=0 or v1LTwfnd_a0e____A__Og8E9_t6.unmorphing=1 or v1LTwfnd_a0e____A__Og8E9_t6.state=32 or power>=1 event_user(0)

at position 31: Unknown variable x

ronny14 said...

@MichaelPower
This isn't a HACK. It is a home made fangame made with Game Maker.

ronny14 said...

Also, I noticed that in Zero Mission the long and short beam have 2 different sprites. Since you have the short beam sprite implanted there, why not change it to the long beams's sprite?

Xavier said...

when will you be planning this to be finished? also the new (current) demo being release (not the confrontation demo). I will want it to be on the DS or the GBA. It will be awesome!

Poeta said...

The Encounter theme is cool

Congratulations!!!!!

Anonymous said...

well my great game creator, its December now.
how about a progress percentage update?

MetroidMaker said...

Xavier

I'm pretty sure you can't.

Anonymous said...

@Xavier: This game will only run on PC's.

@Anonymous: The game won't be done this year. Dunno if that's a good enough enough progress report for you, though. :)

Anonymous said...

Progress % update.

Josh said...

Can I please download that song?!

Its Awesome!

Anonymous said...

It's looking great so far, but I have to admit I'm not a big fan of the music in the trailer. The boss theme bothers me the most.