Samus Aran
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Asset Info favorite | |
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Name | Samus Aran |
Category | Game Boy / GBC |
Game | Metroid II: Return of Samus |
Section | Playable Characters |
Submitted | A long, long time ago |
Uploaded By | Techokami |
Additional Credits | Bean |
Size | 59.01 KB (824x672) |
Format | PNG (image/png) |
Hits | 35,347 |
Animated GIFs (0)
Comments (2)

This sheet by Bean has a lot of missing sprites... guess I gotta re-rip Samus.
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-Generally I try to re-rip everything, but I had a bit of time crunch and the suitless Samus ending sprites were properly ripped already, so rather than spend another hour on tile arrangement I just re-aligned Bean's work. Everything else was re-ripped from scratch.
-For the record, the old sheet was missing the sprites for Varia Suit Morph Ball, Screw Attack without Space Jump, and all the running while aiming up sprites.
-Metroid II uses what I call "patch graphics" to swap in different sprite tiles for different abilities and equipment. The top set of arm cannon sprites are part of the base graphic set. When you arm missiles, the bottom set is used. When you disarm missiles... well, instead of just reverting the graphic, it loads another replacement, but the replacement is different than the initial one used. Oops! And it looks like this replacement is supposed to be the correct one, since the one in the base graphic set has visible gaps in the sprite when you aim up. Double oops! The only way to go back to this initial graphic is to reload your save, or get the Varia Suit, which completely resets Samus' graphic set.
-The special thanks I gave to Raccoon Sam and P.JBoy are for their reverse engineering work on Metroid II, which I referenced heavily while creating this sheet. This thread on Metroid Construction contains the information I used. In particular, the description of the sprite mapping format, and the WIP disassembly of Metroid II with all the mapping data nicely laid out.