Description
Changelog for Super Metroid Redux: All of the improvements/changes made for Super Metroid: GBA Style are present here with a more refined touch, minus the mandatory Heavy Physics (which are now an optional patch). For more details on the full changelog from GBA Style which is included on Redux, visit GBA Style’s release page on RH.net. A lot of features from Project Base 0.7.3 have been implemented. (Like faster door transitions and speeds, instant Bomb explosion by holding Down on the D-Pad, Game time and Item percentage can now be seen in the Pause menu, etc). Normal and Hard mode can be toggled within the “Difficulty Settings” before selecting a save file (NOTE: The difficulty change can ONLY be enabled when starting a New Game, by Sylandro) Special Demo sequences that depict useful tricks and abilities (from SM Turbo) Message boxes can be skipped by pressing a button Screw Attack now destroys frozen enemies (by Adamf) X-Ray Visor range widened Unlock Tourian patch has been completely fixed, so it doesn’t play the Super Metroid eating the side-hopper cutscene every time you go through that room on Tourian. Now the game only plays that scene the first time you go through it, sets a correct flag, and the Super Metroid and its two adjacent rooms will play the normal Tourian theme AFTER the cutscene has already happened (shoutouts to Smiley, PJBoy and the people from the Metroid Construction Discord for the help) Charge Beam combos can be triggered by fully charging your beam with the beam of choice, and then pressing Select Crystal Flash is still enabled like in the original game Elevator Speed has been increased to double the speed of the original in Super Metroid MSU-1 playback integrated Missile Stations have now been changed to Recharge Stations. They now refill your entire weapons’ stack (Missiles, Super Missiles, Power Bombs) upon touching them with the message “Weapons Reload Completed.” (similar to Zero Mission / Fusion) Power Bombs reveal hidden tiles (like in Zero Mission / Fusion) Fanfare music for normal expansion tanks (Missiles, Super Missiles, Power Bombs, Energy and Reserve Tanks) now use a special SFX when grabbed which is shorter, to allow for a more fluid play session. Main items like beams, suits, and the first main Missile/Super Missile/Power Bomb items still play the long-normal fanfare (similar to Zero Mission / Fusion) Combined DC’s Map Patch with Scyzer’s Item Circles code to create a meticulously completely revamped Map system to be more in-line or similar to what is seen in both Zero Mission / Fusion. (Entrances, colour-coded doors, item circles/dots, etc).
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DAT entry
Super Metroid Redux (v1.5)
Approved Sep 15, 2026
Audit trail
submission edited by DarkBlood159
5 days ago
submission approved by DarkBlood159
20 days ago
submission verified by DarkBlood159
28 days ago
submission created by TicTac9k1
29 days ago