<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>ZLG - Arrangements</title><link href="https://zlg.space/" rel="alternate"/><link href="https://zlg.space/feeds/t/arrangements.atom.xml" rel="self"/><id>https://zlg.space/</id><updated>2025-08-22T00:00:00-07:00</updated><entry><title>ReaperFae's Super Metroid-themed Stream Layout</title><link href="https://zlg.space/c/work/rf-sm-layout.html" rel="alternate"/><published>2025-08-22T00:00:00-07:00</published><updated>2025-08-22T00:00:00-07:00</updated><author><name>ZLG</name></author><id>tag:zlg.space,2025-08-22:/c/work/rf-sm-layout.html</id><summary type="html">&lt;p&gt;&lt;a href="https://zlg.space/images/rf_sm-layout.png"&gt;&lt;img alt="A stream layout based on Super Metroid's look and 
feel" src="https://zlg.space/images/thumbs/rf_sm-layout_thumb.png"/&gt;&lt;/a&gt;&lt;/p&gt;
</summary><content type="html">&lt;p&gt;&lt;a href="https://zlg.space/images/rf_sm-layout.png"&gt;&lt;img alt="A stream layout based on Super Metroid's look and 
feel" src="https://zlg.space/images/thumbs/rf_sm-layout_thumb.png"&gt;&lt;/a&gt;&lt;/p&gt;


&lt;p&gt;Making stream layouts based on a game's original graphics can be difficult, 
depending on what you're aiming to do with them, and how you're gathering the 
graphics. Typically, this is done using emulators, which have ways to take 
screenshots, grant access to the emulated system's RAM, toggle graphical 
layer visibility, or show the current sprite and tile sheets.&lt;/p&gt;
&lt;p&gt;My client wanted to make a layout based on &lt;em&gt;Super Metroid&lt;/em&gt;, after seeing the 
&lt;em&gt;Zelda II&lt;/em&gt;-based layout I made for myself. They wanted their username styled the 
same way as the game's title screen, too. After explaining a couple particulars 
and caveats to the contract, I got to work.&lt;/p&gt;
&lt;h2&gt;Planning and Preparation&lt;/h2&gt;
&lt;p&gt;Leveraging these technical features, I gathered the source data by painstakingly 
visiting every major area of the game that I needed to gather graphics from, and 
taking screenshots or exporting tiles as I went. I had looked on the Web for 
other sources of these tiles, but none of the collections I found were complete 
enough for my purposes, so I was forced to gather them myself.&lt;/p&gt;
&lt;p&gt;I was mid-way through the project, when I noticed that the tilesheet also needed 
its palette selected correctly, or things wouldn't display correctly. Some tiles 
were animated via palette changes, as well, necessitating more screenshots and 
exports. &lt;em&gt;"This is why there isn't a thorough tileset for this game,"&lt;/em&gt; I 
thought.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Super Metroid&lt;/em&gt; is a technical marvel for the Super Nintendo. It employs a
minimum of 4 layers of graphics, and supports things like gradients, alpha
transparency, palette rotation and swapping, screen-wide palette changing,
parallax scrolling, screen-wide wavy effects, the works. All this to say,
&lt;em&gt;gathering the graphics to build this was a huge task&lt;/em&gt;. I'm not sure I would
have taken the job if I wasn't interested in building one for myself, due mostly
to the sheer number of tiles that &lt;em&gt;Super Metroid&lt;/em&gt; contains, and the unclear
arrangement of how they fit together.&lt;/p&gt;
&lt;p&gt;This was also only the &lt;em&gt;second&lt;/em&gt; project I had put together using a new tool I 
was learning: Cosmigo's ProMotion NG. While a capable editor, it has some quirks 
and edge cases that made building this particular layout less ideal than a 
"normal" image editor, due in no small part to the limit in palette size.&lt;/p&gt;
&lt;h2&gt;Building&lt;/h2&gt;
&lt;p&gt;It took lots of experimentation to learn the "convention" of how the tiles went 
together in their world. The general goal was to create a microcosm of impactful 
or cool areas of the game (according to my client's taste) and make a new logo 
for their username, in the same style of the game's title screen.&lt;/p&gt;
&lt;p&gt;When it came to the logo, I was excited to flex my pixel art muscles instead of
moving a bunch of tiles around that I couldn't change. It was fun to learn how
Nintendo designed their art, and to follow in their style to create a logo that
represented my client &lt;em&gt;and&lt;/em&gt; felt true to the feel of &lt;em&gt;Super Metroid&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;It was the &lt;em&gt;Metroid&lt;/em&gt; series that made me appreciate the combination of red, 
yellow, and purple. So, building a look-alike logo leaning heavily into those 
colors was a good practice session. It's truly difficult to convey perspective 
and depth at that resolution, and it came out looking good!&lt;/p&gt;
&lt;h2&gt;Automation&lt;/h2&gt;
&lt;p&gt;I made this layout after the &lt;em&gt;Zelda II&lt;/em&gt;-inspired layout, so I leaned on some new
animation skills in Javascript and &lt;code&gt;&amp;lt;canvas&amp;gt;&lt;/code&gt; to put together a few garnishes
with the rest of our budget: the Baby Metroid inside the capsule, and Samus
going up and down an elevator. They added a little dynamism to the layout that
I'd like to build on some day, if we revisit it.&lt;/p&gt;
&lt;p&gt;Much respect to the original Deer Force team (Intelligent Systems, today) who 
built the game. Over 30 years later, it is still a beautiful game to look at and 
study.&lt;/p&gt;
&lt;h2&gt;Conclusion&lt;/h2&gt;
&lt;p&gt;My client was very pleased with the result, as well as their community. It was a 
project that pushed my technical and artistic skills, which I always appreciate.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;&lt;em&gt;This stream layout has animated browser sources, which are not
displayed in the thumbnail. To see it in action, &lt;a href="https://twitch.tv/reaperfae"&gt;visit my client's
stream&lt;/a&gt; during a Super Metroid run!&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;DISCLAIMER: The original game tiles belong to Nintendo Co., Ltd. I was paid
to make an original logo for my client in the style of Super Metroid's title
screen. The only ownership expressed here is over the layout design itself and
the original logo, made by me.&lt;/em&gt;&lt;/p&gt;</content><category term="Work"/><category term="Commissions"/><category term="Pixel Art"/><category term="Arrangements"/><category term="Stream Layout"/></entry></feed>