Demo 1.41 update!

This time, it's a couple of small fixes, and some improvements to the soundtrack.

GET IT HERE

NEW IN 1.41
- Added new song for Zeta fights
- Made some adjustments to Alpha, Gamma, Area4A, Area4B songs
- Fixed the Tester exploit
- Changed the layout of one of the Zeta rooms, harder to exploit now
- Fixed Motos getting stuck in the jumping state

The updated soundtrack will be available by this weekend / early next week.
Have fun!

Comments

Anonymous said…
Thanks Doc, it works now! Weeee!
Anonymous said…
Can any of the saves from Ver. 1.4 be used wth this one without causing a crash? I just don't feel like playing through the whole demo again.
DoctorM64 said…
The save format hasn't changed at all. It should pick up your existing games.
Have fun!
Sir_Poeta said…
Hola, la verdad es que está muy genial el nuevo sector, la creación y remasterización de todo ese magnífico sector son sin dudar increíbles. La batalla contra el Metroid Zetha muy emocionante y complicada, pasé muchas rabias con ellos, se debe reconocer. Sin embargo, no solo reconocer las cosas buenas... Comparando la música implementada en las anteriores áreas con la de la actual puedo decir que es demasiado pobre, además que es una mala copia de Norfair Profundo y eso le da un horrible aspecto; ese tema musical en realidad es de terror y la verdad da risa escucharlo en versión electrónica, quitando toda la emoción de explorar algo desconocido. Hubiese sido mucho más válido que colocara la música que tiene en su video "Metroid 2 Remake - New Features Preview" ( https://www.youtube.com/watch?v=amL8eLfn0yo ), además de ser misteriosa es de su creación, y causa un impacto enorme la primera vez que se oye. Yo la verdad me esperaba otra cosa, todo menos una mala copia de música. Ojalá no sea la música preliminar y usen algo con más originalidad.
Saludos desde Chile, siguiendo este proyecto desde sus inicios...
Kristopher
Unknown said…
Well, I'm pretty sure there is something wrong with my computer. I haven't been able to play AM2R the past few updates. :/ Well, at least i'm getting a new computer soon.
Ricardo Suarez said…
Gracias doc =)! Que tengas un feliz dia
Anonymous said…
My browser says that the file is malicious. :(
Hopefully the updated soundtrack will have equal (or better!) dynamic range than the OGG vorbis files used in the game!
carfepinga said…
hey. why you not put that game with other sprites in kick starter to gain some money and developed that game with other name .. thats be awesome .. sorry 4 my english
Unknown said…
New update already? Cool! Also, I loved the new area, not gonna spoil what it is, but it's my new favorite part of AM2R! This just keeps getting better and better!
Anonymous said…
I see power bomb is now available, the section where you get them is nothing short of genious! As for funding, I didn't think to check - are you using Patreon? I would think much less likely to garner too much attention, and far less likely to cause a C&D from Nintendo
Anonymous said…
If he tried to make money off it, or even be perceived to be trying to make money off it, it would guarantee Nintendo would order a cease and desist.

And further screw the Metroid series.. Did you see the crap they announced this E3?
Anonymous said…
Nice. Been waiting for the next update.
By the way, when will the Screw Attack be implemented? Also I think the Plasma beam needs a little bit more fire power.
Anonymous said…
Dang. At E3 Nintendo said they have no plans for Metroid, well except for that crappy federation force thing for the 3ds, so it's so great your doing this for the franchise and for the fans. I don't think we can count on Nintendo for metroid anymore since the last thing they made for us was metroid prime 3 and that was in 2007. Other M wasn't Nintendo so ya keep up the good work Doc.
Unknown said…
This comment has been removed by the author.
Anonymous said…
Everything about the 1.41 update was perfect, except in hard mode by one specific area. It is already challenging in Easy and Normal mode to fight against that Zeta Metroid in that spiked hallway; I'll admit it, putting that spiked floor too close to the entrance was good, but not enough. It is excesively annoying, specially in Hard mode, where beating that Zeta Metroid is almost impossible. I've already defeated it, but after 27 attempts (yeah, I counted). I'm not saying it wasn't an improvement, because it increased the challenge, but if we talk about speedruns, or records, I could say that this specific fight is made for an Omega Metroid Challenge, more than a Zeta Metroid. Just that. (Y)
Unknown said…
Found out what my problem was. My controller is a little messed up and sometimes will press random buttons. It randomly opened up the map and placed a marker on its own. I thought the game did that itself, so I thought the marker was telling me there was something vitally important. I didn't check the second lava section previously. Just did the new area. Absolutely amazing! I did think I got stuck the first time in the tower though. I didn't feel the morph ball bomb location in the first big area after the tunnel was very well placed. I only found it after getting power bombs and using it to get the powerup hidden there.
Anonymous said…
This game is AWESOME! It plays, looks and feels exactly like the other good 2d Metroid games, and if I didn't know better I wouldn't believe myself that it's a fan project.

Kudos to you, this is epic content you're making.
Unknown said…
Holaa, la verdad es que probé la demo y me dejo encantado. Sigan con este buen proyecto. El juego está soberbio. Los Metroid Zeta si que me hicieron sudar.

Saludos desde Chile :)
Unknown said…
Y'know, if you're open for donations and Nintendo orders a Cease & Desist, they'd have a ton of Metroid gamers bashing them for pulling a Capcom; What they're making is no Metroid, and Nintendo should realize this by people's willingness to fund a fangame over Nintendo's actual games.
Anonymous said…
Hey, I'm really loving this game and am having an absolute blast with it. Going from playing this back to Zero Mission almost actually made me feel like Zero Mission was a little clunky - you've done a great job with all the controls improvements and the general game design is all so well done it really does stand up to an official game.

I do have two things I've noticed, though. If I'm holding up and "angle cannon" at the same time, my gun won't fire. I'm learning to just push the one button, but it would be nice to not have to worry about that. It might be because I'm playing on a keyboard, though, I haven't tried with a controller yet.

The other thing I suppose is more of a feature request. In Metroid Fusion, if you hold a charge shot as you space jump, tapping R will fire the charge shot off without interrupting the space jump and it will immediately start charging again. You could actually tap R any time to fire off your charge shot, which I found to be very helpful when I'd do a 1% run.
Anonymous said…
Hey que hay doc, desde Honduras sigo tu proyecto la verdad este demo esta rebueno los Zeta Metroids si que fueron un dolor de cabeza los Omega ni se diga cuando los añadas, Solo por curiosidad los Senjoo tiene un ojo rojo en medio y el del demo no, Tampoco vi a Septogg, a Meboid y Octroll. En el Metroid 2 viejo en las áreas escuchaba chillidos de insectos y de los Baby Metroid no si quedan bien en este juego solo digo, hacia el final no se si fuera bueno usar a Samus de nuevo con el Zero Suit, enfrentarse a piratas merodeando o encontrar al equipo de rescate de la Gfed vivos o muertos.
Anonymous said…
I'm on windows XP and this game doesn't even load. fix?
jorge said…
no me esperaba este update doc gracias y para todos los que andan preguntando cuando va estar el juego completo chequen esta publicación http://metroid2remake.blogspot.com.ar/2013/08/xinput-and-progress.html en esta publicacion indica cuanto le falta al juego para ya estar listo
Anonymous said…
I feel the idle animation delay for Samus when holding (super)missiles is too short. Since she closes the arm cannon during it, it's very distracting and a bit confusing when you're trying to aim at an enemy.

Could it be made longer/different? Or not happen during aim-hold or with missiles out?
Ricardo Suarez said…
Metroid 2 Return of samus

The last metroid is in captivity.....The galaxy is at peace....

June 2016/July 2016







(o tal vez antes xd (depende de la velocidad del buen desarollo) ) Buena suerte
Nintendoer said…
Area 4 is nothing short of brilliant. It almost felt underwhelming when I cleared out all the Metroids, then...well...after the next part it jumped up to being my favorite section of the game yet.

I'd like to report one little glitch. Nothing major, though. Every time I close out of the game, and re-open it, the "mutations" page in the logbook is marked as unread.

Once again, amazing work as always Doc! Now I need to try it on Hard Mode...
Unknown said…
The proyectile range appears to be inconsistent somehow: Using a particular sand room for testing, at first most beams and missiles did not reach much beyond the middle of the room, but throrough testing suddenly all of them made it almost all the way through.
This is the room in question http://i.imgur.com/b1bY3Xq.png

It's worth noting that this has some gameplay implications, as it's easy to miss a missile offscreen now while fighting a Zeta
Unknown said…
Panda doesn't let me play anymore :( IDK where's the problema. it simply takes the game as a virus and block it.
jbodner09 said…
I think I found a small tiling bug as soon as you enter Area 2. If you try to Spider Ball up the right wall in the giant main room, you get stuck part of the way up. One of the tiles throws you back down, and to continue, you have to bomb past the buggy tile. A screenshot of the area in question can be found here:
Anonymous said…
I got this game a few days ago, missing a few Metroids in area 3... is there a game map I could use? I think I'm missing some in the breeding area. Thanks in advance.
Unknown said…
If you obtain this Energy Tank without the Spider Ball, you cannot get back out:
http://i.imgur.com/1Lo2XCu.png
An alternate one-way exit/trap at the maze would solve this.

--
I have narrowed down the proyectile ranges: Apparently they seem to be caused by certain combinations (generally involving wave or spazer) and switching between them. This will have odd effects on when other proyectiles get cleared, especially if used immediately afterwards, but it persists after switching rooms.

The only thing I can get consistent is that Missiles always get cut after the first screen.
Also Samus' position on the screen is actually irrelevant, it's got to do with the camera.

This also was only tested with the sand horizontally. I do not know if it actually hits enemies and it's instead a minor glitch. I could harm enemies far vertically offscreen in the main tower rooms, so who knows.
Anonymous said…
Love the game man. Keep it going. One more thing, I made this and I was wondering for your opinion...?

http://palettepix.deviantart.com/art/Metroid-II-Return-of-Samus-Title-Screen-ZM-style-542133411
Anonymous said…
Wow! i tried the demo for the 1st time and it was awesome. keep up the excellent work. you are my hero
Anonymous said…
Great demo, but a couple of problems

Not a single enemy ever dropped a power bomb for me. I was farming for quite a while before I decided to just head for a save station to refill my ammo. This was either really bad luck, or really unfair if it was intentional

Also, Metroids don't drop super missiles when defeated. I can tell that the game is set to not drop any missiles if you ammo is full and that's fine...other Metroid games were like that. But by the time a player gets super missiles, there is a sure bet that they will use them on metroids, especially Zetas.

And speaking of zetas, there is one minor point...well two. Zetas can start blocking missiles after a while. Considering that the hit-box for zeta's weakpoint is already difficult to hit (moreso for missiles than super missiles) I would suggest either one, but not both, of these changes. A: make the hit box slightly larger, or B: Eliminate the blocking mechanic. I only suggest ONE of these changes because face it, zetas are supposed to be challenging. Maybe only have both in hard mode.

And one comment on weapons. After getting the spazer, your beam widens. That's awesome. The problem? When combined with the wave beam, it causes "gaps" in the beams motion which can completely miss small enemies and objects. It is even worse when you get the plasma beam. it isn't too problematic, but it is annoying.

Oh yeah...and why can't machines be frozen with the ice beam? Seems to eliminate the purpose of the ice beam especially since machines are more aggressive and actually attack Samus.
Anonymous said…
If anything, I'd suggest a mode or something that gives you tutorials/help-text.

I'm actually serious. There's only so much game design you can use as an integrated tutorial until at a point it's simply harmful for everyone who wants to actually figure things out.

And it should be intentionally separate from just "easy" because simple lack of dexterity and skill (i.e. actual performance) should not be correlated with the investment the player is willing to put in.


I apologize if I'm sounding too hostile, but I believe it's better for the game to know where to draw which lines. It's not just a matter of challenge, it's also keeping it enjoyable.

Also just simply telling the player "shoot at this from a far distance" or "disable abilities that currently hinder you" or "be cautious of using your powerful weapons" would be probably more effective for those who'd want them than any subtlety anyways.
Zkyo said…
Just finished the demo (94%), this project has seriously blown my expectations! The last time I checked on it, confrontation was recently released. The latter half of the Tower was my favorite area by far. I did find two issues in the tower though:

SPOILER ALERT

First off, the Tester was an incredible fight, though I had quite a bit of difficulty at first. Simply too many projectiles flying randomly, especially the blue shots that split. I don't know if this was intentional, but you can avoid all of those projectiles by hanging out on the floor in morph ball, about 2-3 tiles from the room's edge. Once I found that spot, I had no problem finishing it off. Never thought the plasma beam would be so helpful!

I did give up on the Tester after about 15 deaths, I went around and defeated all of the metroids first. There's nothing stopping you from proceeding to the tower base aside from tougher enemies. It's not gamebreaking or anything, but it's a bit odd to see the active machinery while the tower is supposedly out of power.

On a side note, how exactly does the tower regain power? Toss a metal ball into a slot, and everything powers up, where's that first bit of power come from? Maybe have a morph bomb kickstart the generators, like morph ball slots in the prime games?
Anonymous said…
Looking forward to completion! Keep it up! Trying out Confrontation right now.
LC said…
So I played this, and I gotta say, the Tower section is pretty amazing. Thank you for your hard work Doc!

Also, I don't know if this is the place, but I think I found a sound bug. After I got the space jump, I fell into the lava. So I tried to get out, but while I jumped, I got hurt at the same time. Then the space jump SFX played in loop with the "ow-I'm-melting" SFX from the lava.

I hope it helps.
Anonymous said…
HEY MAN the game doesn't even load on Wind XP. Are you planning on fixing it or us gamers with an old pc don't even have a chance?
Ridley12 said…
Hey DoctorM64. What's with that blocked passageway in the top left part of the map by Samus' Ship? I can't seem to figure out what is goes to and how to unblock it.
Anonymous said…
Thanks for putting together another great sampling of AM2R, I've enjoyed following this project since it was first previewed so many years ago, but unlike the early days and even more recent demos, it feels like the game is finally on it's way to being complete. I guess this is because you're closer to the midpoint, or maybe because only the gravity suit & spin attack remain to be discovered, but it really does feel like the whole project will finally reach completion, one day. Strange to hear, huh? Well, I can't really explain it more than that... perhaps it's because only the omega & queen metroids remain... Tho I'm sure those won't be the only battles remaining to be fought. :grins:

I played through 1.41 normal difficulty twice, with a best completion rate of 98% & under 2 hours, and found it to be balanced very nicely, with the exception of the tower boss. That boss was amazing, in fact I really loved battling against it, but it gave me one hell of a whipping. In comparison the Zeta metroids weren't much of a threat, in fact on the second run I simply timed my super missile shots and spammed them with missiles, after running out of super missiles. The crocomire... err... tank robot battle was a cool addition too. But it felt like it could use some sound effects...

That said, I've come to realize that I really suck at activating & using the shinespark. I don't remember having so much difficulty using it in Super Metroid, and I don't even remember if I used it in Fusion & Zero Mission, but in AM2R it gave me a ton of trouble. With 1.3X I'm not sure if I used it, but this time I wanted to collect everything I could find, so this time I had to figure out how to work damned thing. Which I did, leading my to discover my modified dpad xbox360 controller just wasn't going to cut it. So after enjoying xinput support in the latest demos, I found myself returning to directinput. My trusty Mayflash PS2 to USB adapter came through, with shinning colors. I was finally able to somewhat consistently pull off the move which had given me so much trouble, the spinespark.

Once again, thank you, DoctorM64. Oh, and the demo works on legit Windows XP Professional 32bit SP3 for me. However, upon exiting D3DX9_43.dll would crash. So that might be where other people are having problems with 1.4X.
Anonymous said…
Oh yes, before I forget, I did discover at least stone submerged in lava, that was not behind the layer of lava. I don't recall exactly where I saw it, but after you went to the effort to change it so all of the climbable the stone tiles were behind the layer of lava, I thought I would make mention of it. And if I had to guess, I'd say I might have spotted it in the mining facility leading to one of the gamma metroids, on the far right side of the lava pit.
Unknown said…
Hey, https://www.youtube.com/watch?v=LQ01SM5LoG4 screw attack/gaijin hunter from youtube referenced your game as one of the greatest remakes!
Great work and can't wait for the finished version :D
Unknown said…
Hey Dude.
Im currently learning to develop with the Game Maker.
Is there a way to get your .gmx file? I would like to take a look what you've done their.
Greetings
@WolfRammmm (Twitter)
P.S.: Great work!
Unknown said…
Hey Doc I have been a big fan of Metroid all my life and let me say that your work is far from good and respectable. Keep up the good work. Can´t wait to see the game finished, I recently went through the 1.41 update and man I can´t wait to face the first Omega. Samus looks and performs great, the environment looks and feels great, enemies are quite challenging and require quick reflexes and strategy to beat. Hope you finish it soon to keep it as a worthy relic of the legendary Metroid franchise. Best of luck. Take care.
Drakk2 said…
Finished the 1.41 demo now. I must say I'm impressed. This is the Metroid game I've been wanting to play and explore through since 2004. Other M and Prime 3 and Prime Trilogy are great, but what we really want is a solid 2D game. Keep it up! I hope to see it complete soon! I've been following this progress since like...2008, 2009?
creXALBO said…
I just finished the demo (1.41). This is seriously an amazing Metroid game, and i'm gonna consider it to be canonical. After all, it *does* have a timed escape sequence. :3
Unknown said…
Just... Wow... I'm stunned. This is absolutely an amazing remake. It's not even finished yet, but I still consider this to be my favorite Metroid game! 10/10. Just... Wow.
ThanatosG3 said…
This whole thing is incredible, and the escape sequence was a great change of pace from others in the series.
Keep up the great work sir!
Tetrafish said…
Today I upgraded my OS from Win7 to 10. I tried this most recent version/demo. I kept one game saved that had my fastest 100% completion time, but for some reason it wasn't there after the OS upgrade. Just wanted to mention it... And no big deal since I can recall what it was... 1:21:xx something.
Unknown said…
This is seriously one of the very best Metroid games ever made (possibly my new favorite)! Several controls/features of AM2R are BETTER than Super Metroid etc. (I'm a HUGE Super Metroid fan, so that takes quite a bit for me to say that). I got to the end of what's been programmed so far... Looking forward to future installments!
Unknown said…
It's probably the escape route you take back to your ship after finding the Metroid baby.
Unknown said…
Y can't I PLAY IT!!!!!!!?
Unknown said…
How the Hell do I play this on my s6 edge?? Plz some one inform me
Ben said…
I really enjoyed this. I've been an avid fan since the first demo release, and I'm very pleased to see how far it's come. I enjoy the music, the graphics design, and the pace of the game, but the thing I like most is the attention to detail. The animations for when Samus is facing a Gamma Metroid and she falls down for a second when hit, and the way those light/spore things in the dark area are attracted to the Charge Beam. You've done some incredible work, and I can't wait for the next update to come out.

As for the music, I love how you draw so much from the Prime game soundtracks, the mood really fits Metroid and you've captured it well. I can't wait to hear your version of the credits theme!

A bit of constructive criticism:
In the escape theme from the tower, I know several people, (myself included), who would love to hear the middle 8 from the original NES theme, (the section in a major key). I feel that Nintendo really missed an opportunity when they remade that theme for MP2 and M:ZM. It's a hint of triumph amid the chaos.



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