FEATURES
MAIN CHANGES:
- Less restrictive gameplay mechanics
- New special moves and techniques
- Upgraded abilities for some equipment
- More possible sequence breaks and routes through the game
- Modified enemies and bosses (AI + other properties)
- 20+ new enemy types added throughout the game
- Increased enemy populations + regional enemy colors
- Increased cosmetic detail and color variety
- New rooms added throughout the game (more to come)
- New content added to many existing rooms
- Merged rooms, fewer doors, more shortcuts between areas
- Bugfixes and fine-tuning whenever possible
NEW SPECIAL MOVES:
(none of these are required for completing the game)
- RESPIN: press jump at any time during a normal fall to resume spinning
- UPSPIN: while standing still, hold dash + press jump for a purely vertical spinjump
- BACK FLIP: while crouched, hold dash + jump + d-pad backward
- DASH BALL: hold dash + d-pad left/right to travel at running speed while morphed
- BOMB SPAM: (ground only) hold d-pad down to enable instant and rapid bomb use
- BOMB SKIP: (ground only) hold d-pad down avoid bomb jumping
- SHINE SPIN: while shinesparking, press jump (or hold dash + press jump) enter a full-speed spinjump
- SHINE DASH: while shinesparking horizontally against a floor slope, hold dash + d-pad forward
- SHINE STEER: d-pad left/right (or dash + d-pad left/right) to influence horizontal & vertical shinesparks
- SHINE BALL: shinesparks function fully while morphed (charging, executing, steering, and shine dash)
- SPEED TURN: while speed booster is active, turning left/right with a spinjump keeps the item effect
- SPEED LAND: landing from a jump or fall while speed booster is active keeps the item effect
- DEMORPH JUMP: (no springball) hold dash + press jump to spinjump directly out of morph ball form
- QUICK MORPH #1: hold item cancel + press d-pad down to instantly morph & deselect HUD
- QUICK MORPH #2: hold L + press d-pad down; doesn't deselect HUD, only works in the air
ENHANCED EQUIPMENT:
- Beam travelling and firing speeds adjusted, auto-fire speed increased
- Speed Booster has become a major power-up with several huge limitations removed
- Charge Beam draws energy and ammo drops from enemies toward you & charges faster
- Space Jump no longer stops working after you've fallen long distances
- Missiles and super missiles can be fired faster
- Super missiles can be fired straight down while in the air to propel Samus upward
- X-Ray Scope speed increased
- Bomb timer shortened (old timer available via equipment screen)
- Underwater wall jumping and bomb jumping enabled
- Running speed no longer resets after jumping or falling
COSMETIC CHANGES:
- Edits to many existing area graphics
- New graphics painted in to style-match the original artwork
- More detailed scenery and organic environments
- New backgrounds for all rooms (eventually will be hand-painted)
- Enemies use region- and sometimes room-specific colors
- Smoother area transitions + extensive tileset blending
- Bombs & Grapple color-match with Samus's beams
CHARITY / MARATHONS
Feel free to stream PB in speedruning marathons and fund-raising events for good causes! Here are most of the marathons that have featured Project Base:
Metroid Marathon 2018 https://www.youtube.com/watch?v=gP2bq-3ebW4
BSG Online 6 (me), Metroid Marathon 2019 (me), Yes Glitches Allowed 1 (me), FTLGMarathon Niche-Athon 2021 (me)
- SpeedRunningExpo 2016, 2017, 2018
- Beastathon (all of them)
- Ultime Decathlon 5 2017
- Splash For A Better Future 2018 (Linka/Gooby)
- Speedruns Rochester Summer Fundraiser 2018 (Linka/Gooby)
- Shots Fired: Annihilation 2018 (Gooby)
- Saints For Saints 2018 (Linka)
- Retrothon 2018 (Linka)
- Quasttathon 2018 (Linka/Gooby)
- Voltathon: Amped! 2018 (Gooby)
- Midfall Speedball 2017 (Gooby)
- Game Over, Cancer! 2018 (Linka/Gooby)
- MidSpring SpeedFling 2018 (Linka/Gooby)
- MidWinter SpeedSprinter 2018 (Linka/Hubert)
- Instaspeedathon 2018(?) (Gooby)
- Pixels For Peace 2018 (Linka/Gooby)
- Valuethon 4 2018(Linka)
- Speed Stuff 4 Charity Winter 2018 (Gooby)
- No Glitches Allowed 2018 (Linka)
- QuickFest SpeedFest 2018 (Linka/Gooby)
- Project Fundrising 3: Life For Jake 2018 (Linka/Gooby)
- NASA Marathon 2017 / WWJSRFHD4 Winter (stealinbread)
- NASA Marathon / WWJSRFHD4 2017 (Linkameister)
- SNES Super Stars 2017 (Linka/Hubert)
- Speed Stuff 4 Charity 2018 (Gooby)
- Speedrun To Change The World 2016 (Hubert)
- Retro Raisers Winter 2016 (Hubert)
- Spring Breeze 2016 (Bottledcat)
- Degen Homathon 2016 (stealinbread)
- Speedrun To Change The World 2016 (Hubert)
- Retro Raisers Relay 2015 (Linka/Hubert)
DETAILED CREDITS
Let me know if your name needs to be added here, or if something you did got left out. Huge thanks to Quote58 for gathering and writing most of the attribution info below.
QUOTE58:
- Created ACiD to power all of Project Base's custom code and essentially make it an open-source hack
- Improved and optimized the code for many existing patches
- Formatted all of project base's hex edits into valid ASM
- Xkas ram map/documentation/variables/format
- Bombs use beam colour
- Shinespark restart on slopes
- Shinespark exit into spinjump
- Many, many macros
- Rainbow visor during hyper beam
- General use routines used throughout code [vram_dma, find_block, find_bts, is_morphed, check/set/clear extra events, play_morph_sound, pause_game]
- New equipment screen tilemap gfx modifiers + format + data
- New equipment screen arm cannon colour matches current beam
- New equipment screen visor colour matches equiped weapon (xray = silver/white, hyper = rainbow palette cycle)
- New equipment screen visor flash animation upon changing screen/exiting
- List of credits for hex/ASM
- Dash ball item
- Missile blocks
- Beams reveal tiles after getting xray
- Power bombs reveal tiles
- Rewritten speedbooster blocks
- Rewritten gate plm to free 3 tiles of space in misc vram (used by for bombs use beam colour)
- Arm cannon palette = current beam palette
- Bomb spread palette changes
- Bombs explode instantly when holding down
- Move shinesparks horizontally/vertically
- Charge up bomb spread by holding down and charge
- Keep speed when landing (scyzer, optimized and reduced by quote)
- Bomb spread trajectory is influenced by direction, speed, and charge time
- Charging ice beam slows heat and lava damage
- Super missiles have recoil when moving down in the air
- Damage boost can go up or down depending on holding run
- Adjustable animation data for all types of door bubbles, specifically increasing the speed of animation
- Grapple beam colour = beam colour
- Ceres haze removed from game
SCYZER:
- Software (SMILE RF)
- Debugging, bugfixes, documentation, support... pretty much everything
- Crocs room block index fix
- Skip bomb jump
- Big metroid shinespark fix
- Enemy colour shift based on bts tilemap
- Map save/load and extra ram saved to sram
- Plm sound changes / short item fanfare
- Extra time for choosing shinespark direction
- Grapple now exits into spinjump
- Recover from shinesparks faster
- Remove blue filter from title screen
- Remove blue x from item boxes
- Allow running in lava
- Springball height fix
- No green filter on screw attack
- Spore spawns tail is made of spawners
- Variable fx speed and angle
BEGRIMED:
- No longer lose blue suit from turning
- Speed booster activates 2x as fast
- Charge animation changes
- Horizontal jumps no longer lose height with speed booster
- Super missile screen shake type/duration changes
- Ceres door speed changes
- Longer shinespark timer
- Minimap blinking speed change
- Ws spikes always active
- Metroid frozen timer change
DSO:
- Faster elevators
- Faster map scrolling
- Spin jump animation increase
- Continuous palette cycle for speed booster
- Enemy processing optimization
- Draygon pose change softlock fix
- Useful documentation and info
BLACK FALCON:
- Morph roll
- Morph animation fix
- FlexGlow
- Remove beam trails
- Better space jump
- Remove flicker effect in beams
MULTI-AUTHOR CREDITS:
- Transition table (kejardon, scyzer, quote)
- Scroll bts block (scyzer, optimized by quote)
- Water rising/lowering block (black falcon, Fixed and optimized by quote)
- Bombs affect adjacent blocks (drewseph, optimized and reduced by quote)
- Frozen enemies explode on speed booster contact (scyzer, Fixed and expanded by quote)
- Backflip (scyzer, expanded by quote)
- Enemy header data (tweaks by grime, python script, code, and documentation by quote)
- End percentage display (scyzer/quote, rewritten for readability and expanded by quote)
- End suit matches current suit (scyzer, small opimization by quote)
- Even faster door transitions (kazuto, all routines fully written/formatted with context and documentation by quote, comments primarily by pjboy)
- Decompression optimization (kejardon, rewritten for readability and explainded/documentated by quote, with an instruction table by pjboy)
- Morph flash v2 (quote, flash trigger hijacks from v1 by black falcon, no v1 code used)
- Spinjump restart (scyzer/kejardon, optimized and reduced by quote)
- Charge beam attraction v2 (quote, using a hijack from v1 by black falcon)
- New equipment screen samus gfx (majority by realred, some by quote, some by nintendo)
- Messanger item v2 (quote, v1 by jam, no v1 code used in v2)
- Area palette blend v2 (jam, hijack from v1 by dso, reformatted by quote)
- Charge beam flash uses beam colour (probably scyzer or black falcon)
- Super missile fix (kejardon, bugfix by crashtour)
- Morph animation based on speed v2 (quote, hijack from v1 by black falcon)
- Charge spark gfx based on current beam (concept by black falcon, code by quote)
- Spinjump animation speed is influenced by time (black falcon, optimized and reduced by quote)
- Ball spark (slyandro, Fixed, rewritten for readability, and optimized by quote)
- Various sound effects changes (Flamestar666, begrimed)
- Permastuck from sand fix (Drewseph, begrimed)
KEJARDON:
- Disappearing blocks
- Intro text speed up when holding button
- Super missile fire rate = missile fire rate
SUKU:
- Unwittingly inspired the creation of PB by releasing Vanilla++
- Acid palette fix
- Useful documentation and support
FLAMESTAR666:
- Walljumps don't push samus away from wall
JATHYS:
- Created the original SMILE level editor
- Offered a lot of help/advice when I was new to hacking
REALRED:
- Equipment screen graphics
- Hyper Metroid graphics for areas/enemies
- Beam graphics and tilemap documentation
KAZUTO:
- Faster pause screen fade
- Showed me how to use the Geiger SNES debugger
PJBOY:
- Lots and lots of helpful documentation
- Bugfix for respin + screw attack bypassing the invulnerability timer on spikes
DCHRONOS:
- Remove title screen haze
- Remove game over screen haze
- Documentation for rewriting item boxes
- Useful documentation in general
JAM:
- Golden Torizo liquid level
- Golden Torizo code doesn't freeze the game
- Health alarm animation change trigger threashold
UNKNOWN CREDIT:
- Remove blinking during elevator (Black Falcon?)
- Remove blinking during hurt flash (Black Falcon?)
- Number of hits to destroy dragon turrets change (DSO? JAM?)