In the beginning of the game...the waver enemy movements are....strange. First they're stuck on the left side of the screen....then flying along the bottom?
The mini map doesn't seem to work...nor is the map sub screen recording any map details...but I didn't find a map station yet either.
If you note my earlier replies, you'll see explanations for both of these phenomena. In summary, I haven't quite gotten those features of the script working right yet.
Ok....I noticed several bugs...one..the SM interface for weapons disappeared completely...I think it happened after a death. I can't even tell how many missiles I have, though I can still switch to and use them. The other is a bigger problem...the 65525 Metroid energy glitch is still there. Suddenly I can't use the Metroid.
That does sound like a problem. Probably an unanticipated result of how the Game Over script works. I'll look into it.
The energy glitch for the Metroid seems to occur when you come close to dying while the Metroid is active and its own energy is low. This is likely because it needs to drain your energy to keep going, but you don't have enough to actually give to it...so it causes a bizarre, endless loop. Refilling at the ship fixes this (maybe also a energy station too) but the fact it still occurs is a issue.
I should also mention I'm playing with double enemy HP and double damage taken
I'm not entirely sure how to prevent the glitch with the Metroid HP, except to disallow summoning it if your health is too low. This may also be another case of not having enough checks and balances in the script.
Also... just so you know; I have checked nothing relating to the Double HP and Double Damage settings, because I'm a wimp.
A suggestion...the ship itself does not become a warp point until you examine it. I remember this from my very first play through. Especially now, given that the ship at least temporarily fixes the glitches so you can still play and continue without becoming permastuck....is there a way to make it a default warp point for the absent minded gamer who doesn't examine it first thing when they begin playing (like I did that one time)?
Well, the game's default warp point is actually the title screen. I'm not sure how to set it up where the ship automatically becomes the main save point once you reach it, but I'll see if I can come up with something.
Oh...you can't bomb jump at all in water...very nice touch.
Credit goes to my Super Metroid remake for the inclusion of that.
Sidehoppers jump off screen and disappear (die). Reminds me of the Metroid boss glitch from before.
I may not have placed the flags that spawn them at the correct height where they don't slip through the floor. I'll have to go back and check that.
Speaking of which, there's a major bug relating to the Final Metroid boss partway through the game. It is going to require some work to fix, but basically it boils down to this- if the Ice Beam forms a block near the floor, it is possible to fall off the bottom of the screen.
If that happens, you can go left, up and right to warp back where you were.
I'll probably be reworking the Ice Beam soon to keep this from happening.
Also, that boss is much harder than it should be and will probably be undergoing a rewrite before too long.
Last observation for today. Its still possible to sequence break and beat Phantoon without the Varia Suit. I don't recall if this causes further sequence breaking down the road... but my best idea of preventing this happening at all is to make a atomizer wall in front of the SM door. Since you can't bomb jump in water now...the atomizer can't be obtained early as far as I can see....so this could work...?
The only real obstacle to proceeding through the whole game without the Varia Suit is Crocomire, who fights you in a hot room. The sequence break you mentioned is one I know of and accept as part of the game.
The atomizer isn't locked behind the Gravity Suit, so that method wouldn't work. The Diffusion Missiles are, however... but you're supposed to be at Phantoon before that anyways.
There's also a bit more non-linearity to the game.