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Here you can find all change information from the game. The change log starts with v0.2 of the original Tech Demo. Every section is labeled and highlighted for readability. If you wish to suggest a change, update or replacement of a feature, please use the "Suggestions" subforum here on the site, or shoot us an email using the "Contact Us" link.

Change log for AI Demo.
First version released on 10/5/2010 to development team and testers.
First version released on 10/13/2010 to the public.
Latest version: v1.11 (Released 10/18/2010).
Dev. version: v2.0.
Last log update: 3/26/2012, 1:17 AM PST.
Dev. note from EchoJerichoX: "Thousands of changes were made in the development of this demo. This log may not cover all of them or every tiny adjustment."


-------------------------
v2.0 - TBA
-------------------------
- General.
   - Game speed changed from 40 to 60.
   - Various typos and grammar inconsistencies fixed in scan data and item acquisition messages.
   - Various balancing changes.
   - Screen size changed to 640x480.
   - The entire HUD and all of its components have been revamped.
   - Disclaimer updated and "disclaimer.txt" added to game folder.
   - Added an objective tracker.
   - Map and compass features added.
   - Fixed an issue that would have caused drawn texts to interfere with each other based on draw order, causing text to randomly shift and change color based on the player's actions.
   - Added the work-in-progress title and introduction screens.
   - Fixed an issue that caused charged weapon gather effects to blink infinitely and cause errors when morphed.
   - Fixed a file encryption problem with controls.dat causing font and text issues in the Controls menu.
   - Spawning and transitions should be much faster.
   - Fading effects should now only show UNDER the HUD, instead of over everything on the screen.

- Programming.
   - Uninitialized variables are no longer treated as zero. All programming bugs have been fixed accordingly.
   - Merged "if" statements into a large switch statement in the Current Weapon HUD element object to conserve memory.
   - Removed "quick" scan data object and replaced all calls with regular scan data object to conserve memory.
   - Simplified the way doors and other obstructions are checked to see if they have been opened before. Should be faster.
   - Merged lights together into a parent object to make it easier to configure them.
   - Optimized the way the game handles drawn text.
   - Merged the way doors open and close into one object and one master script. Also makes it easier to add more door types later on.
   - Added a system to differentiate between door types on the fly.
   - Optimized Morph Ball trails and other effects to reduce their time on-screen and quantity.
   - Scan data for many objects with lengthy data rewritten and organized into a master script.

- Environment.
   - Scan information for the Bomb Slot has been revised to reflect whether or not the player has found the Morph Ball Bomb item.
   - Brightened visibility but decreased sight range when going under hidden areas.
   - Lights.
      - Fixed a bug that allowed lights to illuminate hidden areas above the hidden area layer. Lights have been reprogrammed to check if they are under a hidden area before changing their light type. The first light type produces light. The second light type reveals the hidden areas if they are spawned in one and produces a small amount of light.
      - Updated lightning system to improve edge clarity and make them serve more of a purpose.
   - New level design.
      - Includes many new tilesets: Tundra Exterior, Tundra Installation, Ice Tunnels, Shrubbery and more.
      - Metroid-style exploration starts to show here.
   - Added weather. For this demo, only snow is shown.
   - Phazon clouds added.
   - Generator destruction revised.
   - Ice barriers added.
   - Updated tilesets for certain ground elements (Such as dirt, grass, etc.).
   - Water and ice added.
   - Melting obstructions removed.
   - Scannable plants added.
   - Item crate "health" reduced.
   - The various doors and destructible obstructions have had their scan data updated. Now, if you have the proper weapon to destroy/bypass it, the scan data reflects that. If you do not, you merely receive a hint. Also, if you have two weapons that can destroy an obstruction, such as Bombs and Power Bombs, the scan data for a regular Bomb Block will tell you that you can destroy it with either weapon.

   - Doors.
      - Added new doors.
      - De-energized doors have had their scan information changed to better reflect that they are impassable.
      - You can no longer shoot through doors.
      - Adjusted drawing depth so doors don't  appear to be underneath objects such as the player and enemies.
      - Added a mask sprite for all doors so AI can no longer see through them.

- Menus.

   - You can now toggle view shifting, mouse lock, fullscreen, and 1.5x zoom while the menu is open.
   - Pressing <ESC> or right-clicking will now close the menu.
   - Options menu tab has been added.

- Resources.
   - Countless sprites updated/edited.
   - Lowered volume of many sound effects.
   - "Data received" sound effect replaced with "Recording to logbook."
   - Suit transformation sounds updated.
   - Merged all block destruction animations into one animation.
   - Merged all door open and close animations into one animation.
   - Removed all unused and redundant sprites, objects, sounds and scripts to reduce filesize.
   - Globalized beam explosion sprite added for certain explosions for optimization purposes. Used in combination with image blending.
   - You should no longer be able to switch to a secondary weapon if there is no ammo for it.
   - All of the game's explosions and other related effects have been revamped.
   - Replaced item, expansion and suit acquisition music.
   - Replaced achievement and spawn music.4

- Controls.
   - Full revamp of the controls system involving secondary weapons. You now press and hold <SHIFT> to use secondary weapons, and <CTRL> now scrolls between them in normal mode. In Morph Ball Mode, <CTRL> still selects the secondary weapon, but right-clicking uses it.
   - Fixed a series of bugs that can occur when pressing the 2 mouse buttons together.
   - Fixed usage of reverting to Combat Visor and primary weapon in Morph Ball Mode.
   - Fixed a bug that prevented continuous firing if the fire key is held down while un-morphing.
   - The control to toggle fullscreen is now properly changeable.
   - You can now cancel a control change by pressing Escape.
   - Added a notification for when you are about to change controls.
   - Reduced the amount of changeable controls.
   - Removed mouse-wheel weapon changing.
   - Rewrote the code that toggles windowed-mode zooming and fullscreen toggling which fixed several issues.

- Samus.
   - Changed the way Samus turns to face the mouse. Now she turns at a rate of no more than a set amount of degrees. This mean she no longer "snaps" to the direction of mouse upon entering a room.
   - New Samus sprites added.
   - You should no longer be able to move when changing suits.
   - Grapple Beam, Dark Suit, and Light Suit have been removed.
   - New items added: Screw Bomb, X-Ray Visor, and Diffuser.
   - HUD item added: Power Suit. Scan data included.
   - Morph Ball Bomb and Power Bomb damage have been slightly increased.
   - New effect added for beam shots, regular and charged.
   - Movement speeds have been changed. The fastest suit is now the Gravity Suit, and the slowest are the Varia and Phazon Suits. The Corruption Suit is in-between.
   - Fixed a rare bug that causes the player to revert back to the Varia Suit when destroying a generator.
   - Charging graphics at the tip of the Arm Cannon updated.
   - Impact flak for most beams have been updated.
   - The Lightsear shield should no longer restrict the use of movement keys for a short period of time when activated, and now "sticks" to the player as they move.
   - Added a nice effect when changing weapons.
   - New death sequence added.
   - Changed code for Samus' walking animations.
   - Suits.
      - New effects added to suit transformations.
      - Suit transformation time has been significantly shortened.
      - The player must now come to a complete stop before suit transformation is possible.
      - Corruption Suit.
         - Updated spark effects.
         - Phazon clouds added. Can be absorbed when walked into while wearing the Corruption suit.
         - Hypermode added. Only usable in Corruption Suit. Increases attack speed considerably and reduces damage taken until Phazon runs out.
   - Beams.
      - All beam graphics have had trails added and/or modified, their graphics replaced and updated with new effects.
      - Phazon Beam has been heavily rebalanced.
      - Spazer Beam.
         - Damage reduced slightly.
         - Fixed an issue that caused the Spazer to fire exclusively toward the cursor instead of out of the Arm Cannon.
      - Wave Beam.
         - Mechanics and projectile behavior revised.
         - Explosion and impact damage greatly reduced.
      - Light Beam.
         - Updated explosion sprite.
         - Explosion damage reduced.
      - Plasma Beam.
         - Cooldown rate is now affected by Accel Tanks.
         - Charge flak effect modified.
         - Fixed a bug that caused the Plasma Beam's heat level to lock up.
         - Updated explosion sprite.
      - Ice Beam.
         - Fire rate increased.
         - Accuracy improved.
         - Updated explosion sprite.
      - Pulse Beam should now properly reset its burst number when the fire button is released mid-burst.
      - Nova Beam damage slightly reduced.
      - Dark Beam impact damage increased.
   - Secondary Weapons.
      - Ice particles from a Diffusion Missile explosion should no longer bug out and slow the game down when they collide with a frozen Space Pirate.
      - Updated all types of Missiles' sprites and trails.
      - Added a small "click" sound when toggling secondary weapons on and off.
      - Regular Missiles now fire as fast as you can click the mouse. The damage they deal has been adjusted to compensate.
   - Other.
      - Morph Ball trails have been redone.
      - Morph Ball trails now show properly when coming to a stop.
      - Added a bomb spreader when morphing while charged to 60% or greater.
   - Speed Booster.

      - Added more effects and updated old ones.
      - Speed boost checks are now globalized, making it easy to detect.
      - Build-up sound effect added.

   - Pickups.

      - New sprites added.
      - Pickup values changed:
Small Missile pods give 2 Missiles. Large Missile pods give 5 Missiles. Small Super Missile pods give 1 Super Missile. Large Super Missile pods give 3 Super Missiles. Power Bomb pods give 1 Power Bomb.
      - New "pop" graphic for when pickups are obtained.

      - Can now be drawn in with the Charge Beam.

- Enemies.
   - Updated parasites to allow for many different methods of movement.
   - Space Pirate turrets.
      - Complete overhaul of programming.

      - All-new graphics and sound effects.

      - Now smoothly turn towards the player.
      - Now fire in 2-shot bursts.
   - Space Pirates.
      - Should now properly play the freezing sound when frozen.

      - Now reveal hidden areas in order to make them a little easier to find and track.
   - Zoomer added.

-------------------------
1.11 - 10/18/2010.
-------------------------
- General.
   - The end-of-game message beyond the darkened door at the end of the level should now properly end the game.

- Resources.
   - A quick right-click with the Pulse Beam should no longer play the Power Beam shot sound effect.

- Enemies.
   - Space Pirates should now drop items.

-------------------------
1.1 - 10/18/2010.
-------------------------
- General.
   - Once again, the Scan Visor should no longer be active when in Morph Ball Mode. It will revert to the Combat Visor no matter what.
   - New message system added. Window size should scale to the size of the message.
   - Fixed several typos in many of the game's scans.

- Environment.
   - There is now a finish door that is openable only after obtaining every item. Passing it ends the demo.

- Resources.
   - You should no longer hear the low health warning beep when you pick up an Energy Tank with low health.

- Samus.
   - Movement speeds should now be even more manageable. You speed up and slow down a little faster.
   - Reduced Charge Beam firing delay, and made it further-affected by Accel Tanks.
   - Screen should shake properly from Super Missiles and other weaponry if the view is on the outskirts of the level.
   - Reduced the damage Missiles and Super Missiles do. Missiles now require 2 hits to kill a Space Pirate, if they are NOT frozen, in the Varia, Gravity, or Phazon Suit. The other suits can kill a pirate in one shot if they are not frozen. Super Missiles are still a one-shot kill.
   - Lightsear creation flash has been optimized.

- Enemies.
   - Space Pirate.
      - Should now respawn properly if the player is 600 pixels or more away.
      - Health reduced.

-------------------------
1.0 - 10/13/2010.
-------------------------
- Version-specific.
   - AI Demo only: Space Pirates respawn at the location of their spawn after 15 seconds of being killed and when the player is a fair distance from the spawning point. This will allow players to experience fighting regular pirates with all or none of the available weapons and items at their disposal.

- General.
   - Movement engine renovated.
   - New lighting engine.
   - Individual light sources implemented.
   - Walls now combine into one object on level start.
   - Weapons can no longer pass through walls or doors.
   - New destroyable blocks added that correspond to most items.
   - Doors no longer duplicate if hit multiple times in the same frame.
   - Secrets now masked with tiles.
   - New engine for handling hidden areas added. These areas are masked by scenery, but become visible if Samus enters them.
   - Adjusted lighting levels, hidden area reveal circle alpha values and fadespeeds for smoother visuals.
   - Sounds from acquiring weapons, items, expansions and suits should no longer overlap, causing a barrage of ear-annihilating audio mess.
   - Added the View Shifting option. If enabled, it centers the view between the player (Or Homing Missile, if you have fired one) and the cursor. For advanced players.
   - Scan targets now properly notify when something is blocking line of sight between the player and the target, or if the player is too far away.
   - Fixed an error with the charge bar not displaying the correct value.
   - Numerous minor bug fixes.
   - Numerous balancing changes.
   - Generators.
      - Added large generator. Controls up to four doors.
      - Sprites replaced.
- Menus.
   - Changed the "Paused" text when you pause the game.
   - The Options and Logbook menu tabs no longer bring up a blank tab
   - Controls menu redone.
   - Information tab has now been added and contains several sub-tabs.

- Resources.
   - Optimized external resources with compression.
   - New tilesets added.
   - Updated numerous graphics, sounds, and more.
   - Wall, floor, and outdoor path light sprites added.

- Controls.
   - Custom control system introduced.
   - Optimized weapon change code, primary and secondary, for scrolling capability. Scroll up to go forward through your weapons, and down to go backwards. Hold <Shift> and scroll to do the same for secondary weapons.
   - The KBInput extension has been removed due to overcomplicated code and inclusion of needless features. We have written our own, new engine for controls.
   - <F> toggles View Shifting, by default.
   - <F11> toggles 1.5x windowed zoom, by default.
   - A warning message now shows if there is a controls conflict when customizing a key scheme.

- Samus.
   - The Charge Beam should no longer get stuck if you quickly press, release and press again the right mouse button.
   - There is now a brief delay when firing a charged shot. However, charged shots now deal significantly greater damage.
   - You should no longer be able to trigger a moving animation while in the middle of transforming into a different suit.
   - You can no longer un-morph into a wall and get stuck.
   - The rate at which you slow down when you let go of a movement key has been increased. This means you shouldn't slide around as much when using a fast movement system (Upper-tier suits and the Morph Ball, for example).
   - You can no longer use the Scan Visor while in Morph Ball Mode.
   - Fixed an error that caused the Scan Visor to revert back to the Combat Visor after 15 steps.
   - Impact flak effects have been added for all weapons.
   - Beautiful new effects added to charged shots.
   - Beams.
      - Nova Beam range increased.
      - Dark Beam.
         - Projectile speed reduced.
         - Fire rate reduced.
         - Darkling damage reduced.
         - Number of darklings spawned from regular shots decreased.
         - Number of darklings spawned from charged shots increased.
      - For balancing purposes, the Wave Beam can no longer penetrate solid walls. However; it will be able to fire through transparent and semi-transparent substances in the future.
   - Secondary Weapons.
      - Morph Ball Bomb now drops small amounts of debris upon exploding.
      - Power Bomb.
         - Explosion now uses Fusion-style effects and proper alpha values.
         - Screen shakes on impact.
         - Now deals damage properly.
         - Small amounts of debris created upon exploding.
      - Super Missile.
         - Now shakes the screen on impact.
         - Explosion graphic replaced.
      - Diffusion Missile.
         - Now shakes the screen on impact.
         - Explosion graphic replaced.
      - Homing Missile.
         - Lighting range now decreases with fuel level.
         - It is no longer possible to move Samus while guiding a Homing Missile.
      - Grapple Beam now aligned properly with Arm Cannon.
      - Speed Booster.
         - Now stops properly upon crashing into a wall.
         - Added screen shake and sound effect when crashing into a wall.

- Enemies.
   - Space Pirate added.
   - Gamet added.
   - Parasite added.
   - Space Pirate Turret added.
   - Sprites for Zoomer and Zoombot replaced.
   - Frozen enemies can now be shattered when fired at with any type of Missile.


Change log for Technical Demo.
Released on 4/8/2010 to development team and testers.
Released on 4/11/2010 to the public.
Latest version: v1.1.
- No longer supported or updated. -


-------------------------
1.1 - 4/12/2010.
-------------------------
- Samus.
   - Speed Booster should now activate properly.

-------------------------
1.0 - 4/11/2010.
-------------------------
- General.
   - Red Missile doors now flash when hit.
   - You can no longer un-morph into a wall and get stuck or pushed out of the level.

- Samus.
   - Speed Booster sound should no longer loop when it is not active.


NOTE: The following notes pertain to builds that were not publicly playable. They were early test builds distributed to the development team and select testers.

-------------------------
0.3 - 4/9/2010.
-------------------------
- General.
   - Lighting range no longer cuts off if you use a Homing Missile and it goes far away.
   - Slightly optimized the lighting system by reducing the level of detail by about 16%.
   - Game icon fixed.

- Samus.
   - Grapple Beam should no longer jerk you back one pixel before pulling you in to a Grapple Point.
   - Other.
      - Speed Booster.
         - Speed Booster sounds should turn on and off when needed and not needed properly.
         - Speed Booster should no longer shut off if you bump an angled wall.

------------------------
0.2 - 4/9/2010.
-------------------------
- General.
   - The light fading system no longer triggers in the bottom right portion of the final room.
   - The lighting range has been extended so you cannot see beyond the dark circles around the player.
   - You can no longer shoot through doors with weapons other than the Wave Beam.
   - The view can no longer travel outside the boundaries of the level.
   - A typo has been fixed in the introduction message.
   - Tiles that draw above the message windows have been fixed.
   - All generators are no longer immune to Bombs and Power Bombs.

- Environment.
   - All corners in the level have had an extra set of blocks added to prevent players from squeezing out of the level.

- Controls.
   - Pressing <CTRL> now properly reverts Samus to her primary weapon.
   - You can now switch out of the Scan Visor in Morph Ball Mode.
   - You should no longer keep moving when you hold a movement key down and click outside/tab out of the game window. This is fixed by checking hardware directly every step.

- Samus.
   - Samus' mask sprite has been changed so you can no longer strafe through Morph Ball tunnels.
   - Beams.
      - Ice Beam.
         - Charge effects aligned.
         - Range reduced.
      - Light Beam charge effects have been properly aligned.
      - Nova Beam can now be fired as fast the user can click the mouse.
   - Secondary Weapons.
      - Diffusion Missile explosion range reduced.
      - Grapple Beam.
         - Cursor added.
         - Grapple Symbol has been re-added, but is only visible while using the Scan Visor.
         - Grapple Point sprites have been redone.
         - You no longer retain the red "X" cursor if you morph while using the Grapple Beam.
   - Other.
      - The Lightsear can no longer be used in Morph Ball Mode.
      - Speed Booster.
         - If you switch suits while speed boosting, you no longer retain the visual effect.
         - Visual effects should now properly disappear when slamming into a wall.