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Super Metroid Project Base 7.2 (Nintendit 1.57)

Hack of Super Metroid


Super Metroid 2015 (Project Base 7.2 Nintendit) by dex909 [Version 1.57]

Thanks to begrimed and everyone at the Metroid Construction IRC.

Changes to Project Base:

This patch is meant as an alternative version to Begrimed’s Project Base 7.2 to make it appear like a slightly altered Vanilla Super Metroid. Think of it as an attempt to recreate a re-release as Nintendo might have intended - or should we say… “Nintended”? ;)

The Nintendit uses Project Base 7.2 “Project_Base_0.7.2_Vanilla_Gameplay.ips” as base and combines it with “Project_Base_0.7.2_Gameplay_Only.ips”.

The patch will work with an unheadered rom of Super Metroid e.g. “Super Metroid (JU) [!].smc”

Alterations besides this:

  • Clear Message Boxes (transparent, no black backgrounds), changes to message colours
  • Fanfare as in vanilla SM but skippable (time for message boxes shortened as it is in PB 7.2)
  • All save rooms and corresponding map icons are working as intended by Begrimed’s Project Base 7.2
  • Sounds for Samus landing, flipping and walljumping adjusted to the sounds PB 7.2 uses
  • Original grey Nintendo logo at boot
  • Vanilla enemies (vanilla enemy graphics as well as AI)
  • Vanilla Ceres escape sequence (besides altered tileset from PB 7.2)
  • Haze in title screen, Ceres and Game Over screen
  • altered/smoother PB 7.2 version logo in title screen (computer screen edit)
  • Edited “2015″ in title screen, the way the original small copyright font worked
  • Coloured Samus Item Menu (from RealRed patch) as in PB 7.2
  • Smooth map scrolling in menu
  • Added in the original mountains to the Crateria landing site (changed palette to make them look as if they would at night instead of rain)
  • Green logo palettes (including fade-in/instant fade-in palettes)
  • Less screen shakes when using Super Missiles (as in PB 7.2)
  • Bomb timer adjusted to PB 7.2 values
  • Red doors take 5 missile hits as in vanilla SM
  • Maridia Palette Change (less pink)
  • Several minor background changes to certain rooms

There are three versions of this hack:

Super Metroid (JU) [!] [h] [2015] [Project Base 7.2 Nintendit].ips

  • Original Nintendid, everything mentioned above with vanilla enemies

Super Metroid (JU) [!] [h] [2015] [Project Base 7.2 Nintendit] [Enemy Edits].ips

  • Everything mentioned above with edited enemy AI, headers, routines, drops and enemy graphics edits from Project Base 7.2

Super Metroid (JU) [!] [h] [2015].ips

  • Only the gameplay changes from PB as well as transparent item windows, less intrusive SFX, coloured Samus item window and smooth map scrolling


version 0.7.2 – may 14, 2015

Project Base is a ROM hack of Super Metroid that keeps the original map mostly intact, while adding new stuff. It doesn’t force the player to take a new path, or to use any advanced techniques. Well-known sequence breaks and shortcuts have been left alone, with many new ones added. Highly speedrunnable, and with a level of difficulty that is accessible to anyone. Works with Snes9X, ZSNES, higan/BSNES, and on SNES/flash cartridges.


  • General movement is less inhibited, with many new tricks made possible
  • Modified enemies and bosses, including AI and graphical touch-ups
  • Faster elevators, doors, room transitions and item-collection sequences
  • Bug fixes and polish applied whenever possible
  • New rooms added, others expanded and/or merged
  • Alternate versions that offer even more ways to enjoy Super Metroid!


  • RESPIN – press jump at any time during a normal fall to resume spinning
  • BACK FLIP – while crouched, hold run, then press and hold jump + back
  • BOMB SKIP – hold down to avoid bomb jumping
  • QUICK MORPH #1 – hold item cancel + press down to instantly morph
  • QUICK MORPH #2 – hold L + press down, only works in the air
  • DEMORPH JUMP – until Spring Ball is equipped, holding run allows spin-jumping straight out of ball form
  • SPEED BALL – with Spring Ball equipped, Samus gains the ability to run at full speed as a ball
  • UP SPIN – while standing still, hold run to easily spin-jump straight up
  • SPIN FALL – hold jump as you fall from a ledge to flip automatically


  • Beam travelling and firing speeds adjusted, auto-fire speed increased
  • Charge beam draws energy and ammo drops from enemies toward you, also charges slightly faster
  • Speed Booster has become a major power-up with several huge limitations removed
  • Horizontal shinesparks can be exited into a full-speed run when Samus touches a slope
  • Space Jump no longer stops working after you’ve fallen too far
  • 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
  • Underwater wall jumping and bomb jumping enabled
  • Running speed no longer resets after jumping or falling

ROM / ISO Information:

  • Super Metroid (Japan, USA) (En,Ja).smc
  • CRC32: D63ED5F8
  • MD5: 21F3E98DF4780EE1C667B84E57D88675
  • SHA-1: DA957F0D63D14CB441D215462904C4FA8519C613
  • SHA-256: 12B77C4BC9C1832CEE8881244659065EE1D84C70C3D29E6EAF92E6798CC2CA72




ContributorType of contributionListed credit
begrimedOriginal HackingAuthor of the origina Project Base

User Review Information

Good and bad

Reviewed By: Chicken Knife on 03 Jan 2018

As an avid player of Super Metroid Project Base, there are a couple major things about this patch that I appreciate and a couple other things that I would love to see the author include the options to change.

First the good:

The project base mod itself is one of the best hacks I’ve ever played but there are a couple things about it that irk me which this hack thankfully addresses. First, the revised intro in stock project base lacks the intensity of the original Ridley battle and countdown timer escape sequence. I have such a distinct memory of being hooked immediately as a child in the 90’s because of the intro and I’m not sure this new version would have been so impactful. Clearly project base was designed more for speed runners than your average player. I can see why they would want the intro shortened but this was a bad move for the rest of us. Nintendit did a great thing by restoring it.

Secondly, removing the fanfare was another speed runner concession that would compromise the feel of the game for a new player. Nintendit did another great job with this, especially by making it skippable–I don’t need fanfare for my 50th missile upgrade.

Now my constructive feedback which I hope will be taken into account for an update down the road:

An option should at least exist to use the revised beam graphics from stock project base. This author’s choice to keep project base’s increased rate of fire while reincorporating the original beam graphics is a problem because it seems to result in mild slowdown. The classic beam graphics appear to be slightly animated which is more taxing on resources with the higher rate of fire, especially when there are several other moving objects on the screen. The revised project base beams, especially with the vanilla color palette not only look better but have no animation and therefore yield a smoother game play experience.

My second issue with both project base and this Nintendit hack: the sped up elevators are problematic. While I prefer the ambiance of the original slower elevators, I would be OK with the speed up if it were smoother. Going up never seems to be a problem, but when you go down them the elevator first moves very swiftly then suddenly slows down before the screen transitions to the next area. It’s very jarring, like a real elevator that jerks while moving. Unless the issue of riding them down can be smoothed out, I would much rather see this edit restore the slow elevator movement from the original.

Again, this is good work and I do recommend the hack. However, I truly hope my feedback be acted upon so that we will have a version of Super Metroid with all the improvements and none of the compromises.

Version 1.57 Recommended - Yes

User Reviews
Good and badChicken Knife03 Jan 20181.57Yes