= Metroid Vanguard = Samus Aran in SRB2 [v1.2]

[Reusable] = Metroid Vanguard = Samus Aran in SRB2 [v1.2] v1-2

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Metroid Vanguard 2.png

Metroid Vanguard is the story campaign's name for Samus Aran, a character mod originating from much excitement upon seeing Metroid Dreadnought!

Whether you play Samus' story which comes with unique dialogue, stages, events and bosses...or play Hunters to fight other players, looking for powerups and aiming for 100% item rate is always the name of the game! You can customize the game with the Gunship's menus, so if you really want to play 3rd person, suck at aiming, etc, you'll be covered with the Lock-On and other accessibility options.

New 2.2 Features:
  • Up to 99 save files that are even cross-compatible with online play or levelpacks.
  • New story, events, dialogue, and DSZ4+ACZ4! Features new secrets, bosses and enemies.
  • 3 new optional bonus items, new hidden techniques, and a Lock-On for people playing third-person, are bad at aiming, stuck in a laggy net-game, etc!
  • Hunters gamemode! Specialized version of Match just for Samus with optimized settings. Crossplay with Sonic characters and mods like Duke is still possible!
  • New options, first-play menu, and (highly recommended)auto-add feature for SamusMusic.pk3.

BurningFox - Upgrading the player sprites from the original Dreadnought ones, and making the Power Suit variants!
Lightdasher - Making the sprites for Arid Canyon 4's custom boss!
Giancarlo1987 - The Metroid Vanguard logo you see in the thread!
DrStephen - 100% ending firework sprites
SMS Alfredo, Bloops, Tatsuru, Amperbee, Flame - Giving me Lua tips when I got stuck
Hero 3.0 TSB - Adding an extra frame to Samus' jump animation.
Nev3r - Letting me edit assets from his canceled Samus to make the new visor-edges.
Rumia1 - Getting placeholder MIDIs for those unable/unwilling to get SamusMusic.pk3
Motdspork - Being a big inspiration with his Duke Nukem release!

And from beyond the SRB2 community
Spore Spawn - Allowing me to use and edit his reticule for the scan visor, and also the item capsule for the 3 new bonus items!
TerminalEst123 and the Metroid Dreadnought Team - Main inspiration. Some of og base assets. Generally being awesome.
Ramagno - For the side view of the Omega Metroid sprite, originally seen in AM2R. I based the design and other angles of his sprite!
Music Composers - I've included a tracklist with credits alongside the SamusMusic pk3! Hope I did okay by you all the way I mixed it in. Special thanks to MetalWario64 for remastering some tracks exclusively for Metroid Vanguard!

Samus teaches you how to play as you go and unlock upgrades one at a time, so you should be able to ease yourself into it even if you've never played Metroid games. Your ship unlocks advanced info, so stop back often if you like knowing all the intricacies!

-Rare crash upon booting save menu. About 0.1% to 10% chance depending on how laggy the game is. Playing in Software or using the Android port also increase crash odds. This should sort itself if SRB2 ever gets optimized, but perhaps I can figure out a solution one day. Custom online-compatible save systems are tricky.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it or just let the auto-add feature do it's thing.
-If you add custom colors before adding Samus, her suit colors may be different for that playsession. Adding Samus first negates this problem.
Just a quick update.

-Added 2.2.9's new glow-rendering to certain effects.
-CHAOS MODE: Samus' Hyper Mode enemies never spawn in Chaos Mode, Emeralds never act like single player tokens, and Samus can't hurt others anymore. Probably won't work in full compatibility, but right now, if you add Samus before Chaos Mode, it's quite playable at least!

Balance Changes:
-Lowered damage taken from instakills. (49 to 40. Fusion Mode is still 65.)

Bug Fixes:
-Put in a safeguard reverting Samus' color to the default if you tried to save a color above the amount you have added at this point. This caused crashes for some people.
-If infinite lives are on, Samus now also has infinite respawns.
-Fixed the ".bat' file mistake from the 1.1 release.
Options & QOL Changes:
-You're now presented a clear warning and option to censor the ACZ4 corpse scene when you enter ACZ4.

-The First Setup Menu now sets your Crosshair to "Angle". It only does this for the first time playing, hopefully that's an ok compromise.
-Default Lock-On setting is now "toggle" rather than "hold".
-Cursor now starts at your saves rather than "Play Without Saving", and you'll need to hold jump for 1 second to select "play without saving".
-New tutorial on Lock-On, Charging, and Monitor Hunting, since some poor confused souls were being introduced to Samus in Hunters/Match/CTF, otherwise only knowing how to spam poorly aimed powerbeam shots.
-Revised Level Clear theme by MetalWario64.
-Directional blood splatter when getting hit is now a Prime-style light.

Balance Changes:
-Powerbombs/Hyper Beam instakill Egg-Guards, and their teleport now accounts for vertical aim, momentum, and height limitations.
-The ACZ4 and DSZ4 bosses deal less damage. (Roughly 10%, depends on attack)
-Hitting Samus players multiple times in a row with weaker attacks will now also be able to make them drop their emeralds/flag.
-CF is 20% less common in Hunters/Match/CTF.
-You'll regain a spacejump if you bounce off a monitor.(Remember you can also morph/walljump to freedom when "stuck" in a corner)
-Edited ACZ4's ending to make the implied trick more apparent, hopefully having players disregard the Shinespark and Boost Ball sooner.

Bug Fixes:
-The Hunters/Match medals for winning in Challenger Mode are fixed! By extension, the True Hyper Beam Combo is available again!
-Fixed Hypermode enemies not spawning properly upon respawn in single player if the mapheader had noreload.
-Enemy rolling now only happens in 2.2.9 to prevent lag when using 2.2.8.
-CF glow is now disabled if you're using software to stop lagging the game. Thanks, ancient renderer.
-Fixed a rare save loading issue upon respawn.
-More various bugfixes and minor balance adjustments.
-Rare crash upon booting save menu. About 0.1% to 10% chance depending on how laggy the game is. Playing in Software or using the Android port also increase crash odds. This should sort itself if SRB2 ever gets optimized, but perhaps I can figure out a solution one day. Custom online-compatible save systems are tricky.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it or just let the auto-add feature do it's thing.
-If you add custom colors before adding Samus, her suit colors may be different for that playsession. Adding Samus first negates this problem.
There is an isolated gorey scene in ACZ4. While obscured by darkness, the details are intense. You'll get an unmissable warning well before it appears and an option to turn it off, so don't worry if you feel you'd otherwise enjoy the mod.
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Golden Shine
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4.94 star(s) 35 ratings

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Latest updates

  1. v1-2

    Just a minor update I worked on this evening. Fixed that persistent .bat file mistake and the...

Latest reviews

Wow. Unbelievable work.
Upvote 0
This is a friggin' amazing addon pack. It's astonishing how well Samus works in SRB2's levels, and the few original levels feel like proper Metroid Prime material (including the bosses). Though there are a few criticisms I do have:

* While being able to start over with all your upgrades is nice in case your luck is absolutely dreadful, the upgrades system does feel a bit too luck-based, even if I understand why you designed it like that. I was actively scrambling to try and get those last few super bombs and tanks all the way up to the end of ERZ2.
* The original bosses on normal difficulty feel like massive damage sponges if you're not using the Hyper Beam or beam combos. They're a massive jump in difficulty compared to both SRB2 and the Prime games, and doesn't really make them as fun to fight as they could be.
* Third person doesn't have a targeting crosshair. It would be nice so it's a viable alternative for aiming manually, because third person is better for platforming (especially at the speeds Samus can go), but also because the lock-on can be unreliable with some enemy types.
* I love the little bits of narrative added to Samus' story and how professional she's characterized as being, but I feel like it's... Not enough? There's not even any dialogue with Eggman, who Samus encounters multiple times. I know it'd be challenging to add more, but my story-brain can't help but think of the possibilities.
* I think the graphic scene that happens in ACZ3 which caused the need for the disclaimer and all the discussion kerfuffle is unnecessary. The sense of tension and horror in the entire scene leading up to the boss fight works perfectly, but I think it could've worked just as well if, say, poor you-know-who was still alive but hurt and scared out of his goddamn mind in a corner and nearly shoots Samus when she approaches when he briefly mistakes her as being, well, you know who.
Golden Shine
Golden Shine
Hey, glad you had a good time!

The original bosses ARE designed to get beam combo'd, powerbombed, super missile'd, etc. Their initial reason for inclusion was so you had a use for all that heavy weaponry you get outside of the Hunters gamemode. You're not the first one to give this complaint, though. I just don't entirely understand it. Limiting myself to super missiles and 1 random powerbomb, I've beaten the Omega in 25 seconds on hyper mode. https://gfycat.com/weirdearlybarnacle It can take only 8 seconds with Hyper Beam spam and of course less as well with Beam Combos. I don't think there's a single boss in the entire Metroid Prime series that you can beat that fast. Maybe they're compared too much to most of vanilla's bosses?

Glad you liked the story bits too! Was a little worried I'd have Samus monologue too much...

While this is technically a Samus-Sonic crossover, I didn't want it to feel TOO "cringe fanfiction"-y, hence why I stuck to some sublety instead of Samus exchanging witty banter with Eggman, let alone the goofy Sonic cast. It's pretty much tradition for everything to already be dead/gone/silent when Samus arrives anyway.
Upvote 0
Amazing mod but the final flash i have no idea how i activated it twice but it's op as shit i activated it in the final boss
Golden Shine
Golden Shine
Crystal Flash is all RNG, manipulated by the amount of enemies you kill until it becomes stored as a guaranteed chance! Watch the lights at the top of your visor.
Upvote 1
holy shit, this is amazing, its basically its own game, i dont even have anything to nitpick, suprised to see it work in splitscreen
Golden Shine
Golden Shine
Thanks for giving it a shot! Splitscreen's technically not supported due to the complexity of Samus' HUD, but I moved/removed some elements to make it at least playable.
Upvote 0
I should start this review off by saying I've never been a huge fan of the Metroid series. For some reason the games just didn't really click with me in the way I had hoped. I guess maybe it felt a bit too slow paced for me in the early game and it somewhat turned me off.

With that said though... holy shit! From start to finish, this mod is an absolute marvel to behold. I've always been a HUGE fan of mods that manage to completely remix the way a game is played while still working with the conventions of the original design, and this does it in spades.

The exploratory ethos of Metroid gameplay merges very well with Sonic Robo Blast 2's level design, and the implementation here also solves my issue with Metroid games being a bit too slow paced for me. Upgrades come fast if you go out of your way to look for each item box and it becomes an incredibly rewarding experience to get super powered early on and be able to blaze through levels with ease in the lategame.

On top of that, my preferred way to play through SRB2 is co-op with friends, and this mod has absolutely wonderful support for it! There are many settings you can choose to tailor fit the experience to what you and your friends want, including changing the spawn behavior for item boxes, limiting it to fresh saves so everyone is on an even playing field, and a wealth of other options. I am extremely happy to see my favorite way of playing this game so fully supported!

One comment I will make is that me and my group of about 8 friends experienced a lot of lag at one point in the Samus exclusive area in DSZ. It got so bad that most people dropped to 1 frame per second! We had to use the exitlevel command to skip to the next level. Trying to avoid spoilers where I can, but three of us moved on to the encounter in that level while 5 of the others were still working on the platforming section, and our running theory is that the game had a lot of trouble handling that many people spread out across the map, as when we went back to it again in a later session it was fixed by simply waiting for everyone to catch up and sticking together before entering the encounter. I feel like this might be more a limitation of SRB2 netgames rather than the mod itself, so I will not be deducting any points, especially since there's a simple fix.

Overall, I was impressed with this mod, and I can say without a doubt that it's one of the absolute best I've seen in my ten year tenure of playing SRB2 and lurking the MB. (just look at my join date!) As someone who really loved SMS back in the day, it makes me extremely happy to see that you're still around and making cool things for the community, and I will continue to keep a close eye on the content you produce. Thank you!
Golden Shine
Golden Shine
Most stick with the defaults and forget the options exist, so I'm relieved the options haven't gone unappreciated. Not sure what caused the lag spike, 8 players does sound like a lot for a scripted event, but thankfully it was resolved.

Try out the Hunters mode sometime when you get a chance. It'll start to remind you more of Super Smash Bros as the amount of explosions and acrobatics increase over the course of a Match than any FPS-match, and the Lock-On helps alot. Though with some fiddling you COULD make it more like a down-to-earth FPS game.

Emeralds Off + Monitors are Ammo Pickups + Start off with all Beams

....would work as FPS-style rules.
Upvote 0
Five stars, most OP Samus out there. Between the command shine-spark that you made the screw attack into, and the ability to get the gravity suit in the second or third level (like I did), this Samus would turn Metroid Dread from a horror game to a kids game! I also like that since Samus has a respirator in her suit, she can't drown. Good on you for thinking of that, that's clever.
Golden Shine
Golden Shine
Also the only Samus. You try a real Shinespark yet? Omega Metroids don't like those, I hear.
Upvote 0
this mod is amazing, my only problem with it is the multiplayer stage revive system
if you die and have a stage revive and you accidentally press jump instead of custom 3, it won't use the stage revive and it'll force you to wait until the end of the level; i've done this by accident a lot
i also dislike the stage revive system in general, as being forced to wait for long periods of time (sometimes even 20 minutes!) can be pretty boring; at the very least there should be options to turn it off completely or to allow dead samus players to switch to non samus characters
Golden Shine
Golden Shine
The jump thing's an oversight.

In 2.1 there were alot of netgames where people would join mid-game as 0% Samus and then immediately get a game-over. That's why it's lenient with revives online. I recommend exitlevel if it takes too long.
Upvote 0
Beautiful. Only complaint is that the extra bosses feel just a tiny bit too difficult. Loved it otherwise. Kinda wish there was an option for beam stacking, just for fun.
Golden Shine
Golden Shine
No plans for it, but hopefully the Hyper Beam fills that void a bit.
Upvote 1
Golden Shine
Golden Shine
Thanks alot! It looks like MotorRoach will make your dream come true!
Upvote 2
I've loved this mod ever since its very first version in 2.1. It's genuinely a shining beacon of how much one can love a series. All the details, all the references, how you've managed to implement tricks from Super Metroid into a 3D space and make it work in a Sonic game! I've never played a Metroid Prime game, but I have played Metroid, MII:RoS, and beaten SM. This actually encouraged me to play the latter of the three.

Even after making what felt like a perfect mod, you've managed to make it even better! The new maps are a very welcome addition, and the new bosses are exactly what Samus needed to feel like there was a challenge before the endgame and outside of Hyper and Fusion mode.

If I had to give any criticism, it's that a lot of the enemies in Hyper(+) are extremely touchy and sometimes downright obnoxious in the case of Pyre Flies, Egg Guards (I played an outdated version so ignore this one if it doesn't apply anymore), and Gold Buzz's.

-Pyre Flies take up a huge amount of space, sometimes forcing you to fire at them long before trying to platform, and slowing the pace in what is otherwise a fast-paced endgame.
- Egg Guards on the bridge, and pretty much anywhere else, are just... actual pain, and cause the same problem as Pyre Flies, slowing the pace down to a crawl until you demolish each last one of them at points where you just want to speed and not get sniped by a Robo Hood.
- Gold Buzz's are... well, obvious. They'd be fine if there weren't so many of them in THZ1, and if the Emeralds didn't require no-damage runs. Thanks to the combination of circumstances, it makes Gold Buzz's excruciatingly painful unless you have Wave Beam or are really good with your shots.

Even those enemies aren't enough for me to falter on giving this 5 Stars. This is just *the* best character mod SRB2 has ever seen. Worth every minute of wait.
Golden Shine
Golden Shine
Yo, awesome! If you ever do get to Metroid Prime and wanna do some speedrun stunts, I'd go with the NTSC Gamecube version! Otherwise, do the Prime Trilogy. The controls take less time to get into.

Unlike most actual Metroid games, Missiles/Beam Combos are almost always useful, so try not to be afraid of the number 0. Regular missiles always 1-shot Gold Buzzes, so alternately spamming ice beam + missiles lets you brute force them without a Wave Beam or super weapon. I personally like using Spazer Charge shots at point blank range too then resorting to missiles if needed. You can also always fire a Super Missile at the ground if you don't think you can stop them in time.

Pyre Flies are Beam Combo fodder. They spawn in huge groups, which means you'll likely regain all ammo, or MORE if you have ACZ4's Ammo Digitizer. Blast away.

...the Egg Guards I had to nerf in v1.1 to be more easily exploitable and get wrecked by Hyper Beams/Power Bombs. They teleport in the direction you're looking, so exploit that and 1-shot them with plasma if they're in the way.
Upvote 0